This environment gives you access to
the java.awt.Graphics
and java.awt.Graphics2D
APIs. Your code’s draw method will be called with
a Graphic2D object, a width, and a height and can use any of
the methods on the Graphic2D object to draw an image. (Note
that most of the main methods are described in Graphics with
some extra fancy ones defined in Graphics2D.) The image will be
generated and returned to this webpage and displayed on the right. You
should use the width and height arguments to make your code resilliant in
the face of changing window sizes.
For this boot up, your task is simply to modify the code to draw a circle
centered in the drawing area that is sized to just fit in the drawing area.
Remember (or be advised) that
the Math.min
method can give you the minimum of two numeric values.