Well, java.awt.Canvas is a legacy AWT class, while JComponent is Swing. Thus Canvas does not support the numerous things that every Swing component does. (e.g., paintComponent(), etc.)
Anyway, in practice, unless you were writing a purely AWT GUI for some reason (e.g., needed to write an applet that had to run in a 1.1 JVM or something) there's no real reason for you to use Canvas, as it's all but deprecated given the advent of Swing. (It's not officially deprecated or removed because 1) to maintain backwards compatibility, and 2) because Swing is built on top of at least the core of AWT and so would break if AWT was ditched.) HTH, DR Jonathan Mast wrote:
I'm reasonably proficient in Swing but as I've began programming in java2D, I'm puzzled by all the usages of java.awt.Canvas I've seen as the GUI component in which the custom graphics are drawn in. So far, I've used JComponent subclasses for this purpose. Is there a reason I should use Canvas instead? I presume it is heavyweight, whereas JComponent is lightweight, which I thought was the preferred way of implementing GUI and graphics in java. thanks in advance, [EMAIL PROTECTED]
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