Starting with simple graphics (circle, triangle, square) for practicing graphics commands and dealing with elements such as selection and slider. Then follows the handling of strings and finally strings and graphics are combined in Hangmanprojekt.
We will proceed with a first introduction to object-oriented programming, following on from the previous graphic project. First you create a class ball. The ball is represented as a circle. The movement of the ball is done by erasing and drawing it in a new location. A class pool table presents a table represented by a rectangle and submits various methods to give back position and dimension of this table. A new class billiard ball is implemented as a subclass of the ball. In contrast to the ball a billiard ball knows a pool table and bounces off the edges. A new project draws figures (squares and circles of different size and color) on the canvas. Squares and circles are subclasses of the abstract class figure. An object of class figure can therefore be a circle or a square (polymorphism). If an object is clicked, it can be moved with the cursor keys.