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1. The drawing function is implemented on the canvas. In other words, when dragging the mouse onto the canvas, the mouse cursor movement should be

1. The "drawing" function is implemented on the canvas. In other words, when dragging the mouse onto the canvas, the mouse cursor movement should be drawn to the canvas.

You only need one event handler for this purpose.

Tip: getGraphicsContext2d() and fillRect() in the GraphicsContext interface

import javafx.application.Application; import javafx.scene.Scene; import javafx.scene.canvas.Canvas; import javafx.scene.layout.BorderPane; import javafx.stage.Stage;

public class Exercise1 extends Application { @Override public void start(Stage stage) throws Exception { Canvas drawCanvas = new Canvas(1000,800); BorderPane root = new BorderPane(); root.setCenter(drawCanvas);

stage.setScene(new Scene(root)); stage.show();

} }

2. Let's continue where we left off at 1: the engineering drawing should work as before. The only difference is that when the user stops drawing (releases the mouse button), the canvas should draw a straight line from the endpoint of the drawn shape to the starting point.

Tip: the strokeLine() in the GraphicsContext interface

3. Exercise 2 is used as a basis for this assignment. This time you should implement the "eraser" function: the secondary mouse button (the right button for right-handed people) should paint the canvas white, thus "erasing" the content under the cursor. The primary button should still behave the same as 2.

Tip: clearRect() in the GraphicsContext interface

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