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In this programming activity, you will make an application that uses graphics to draw a picture of your own design. The objective of this programming

In this programming activity, you will make an application that uses graphics to draw a picture of your own design. The objective of this programming activity is to gain experience with the window coordinate system, thestrokeandfillgraphics methods, and using colors.

  1. Start with theShellGraphicsApplicationclass, change the name of the class to represent the figure you will draw, and add animportstatement for theColorclass. Remember to include theJIGraphicsUtility.javafile in the same folder.
  2. Make a drawing of your own design. It's helpful to sketch the drawing on graph paper first, then translate the drawing into the coordinates of the application window. Your drawing should define an anchor point, and include at least two each of rectangles, ovals, and lines, plus a path. Your drawing should also use at least three colors, one of which is a custom color.
  3. Label your drawing using thefillTextmethod.

I don't understand how to get started. Do I make a new Java application and name it after my drawing choice? Where does the ShellGraphicsApplication come into play and what is the use of the JIGraphicsUtility.java?

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