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private java

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private java private java public void init() { System.out.println("init event"); } paint We've already seen the paint() method. Almost any applet is going to need to override this method. This is the method in which you will do all your drawing.

private java You can only write to the applet screen in the paint method. However there are times when you'll want to write to an offscreen image in another method and then just quickly copy that image to the screen in your paint() method. public void paint(Graphics g) { theList.addItem("paint event"); } stop A stop() message says the user is no longer looking at the page that contains the applet. This is usually because the user left the page or minimized the window.

private java At this time you should stop any CPU eating activities that don't matter when the user isn't looking at your page. For instance your Doom applet should stop tracking monster movement if the user isn't actually playing. On the other hand a spreadsheet applet in the middle of a long calculation should continue calculating because the user is likely to want the result later. Once the user returns to the page the start() method is called. public void stop() { theList.

private java addItem("stop event"); } start The start() method is called when a user brings their attention back to an applet, for instance after maximizing a window or returning to the applet's page. It is called after the init() method. Initialization code that needs to be performed every time an applet is restarted should be put here. public void start() { theList.addItem("start event"); } destroy The destroy() method is called before the applet is unloaded completely.

private java

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private java