
JavaArt Chapter 2. Executing Pixels using Drag-and-Drop

From the website:

  Killer Game Programming in Java
  http://fivedots.coe.psu.ac.th/~ad/jg

  Dr. Andrew Davison
  Dept. of Computer Engineering
  Prince of Songkla University
  Hat yai, Songkhla 90112, Thailand
  E-mail: ad@fivedots.coe.psu.ac.th


If you use this code, please mention my name, and include a link
to the website.

Thanks,
  Andrew

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This chapter follows on from 
   "JavaArt Chapter 1: On-the-Fly Dynamic Compilation and Execution"
   http://fivedots.coe.psu.ac.th/~ad/jg/javaArt1/


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There are four directories here, which should be read in
the following order (coresponding to the order of the sections
in the chapter):

1.  TranslatePixels
      - this contains the ImageText class for translating text into an
        image, and back again
      - see the readme.txt file in the directory for details


2.  ExecutePixels
      - this contains the ExecutePixels class for executing an image
      - see the readme.txt file in the directory for details


3.  DnD Solutions
      - this contains three subdirectories related to adding 
        drag-and-drop (DnD) functionality to ExecutePixels
           * files for using One-JAR
           * DOS batch and VBScript files
           * files for using launch4j
      - see the readme.txt file in the directory for details


4.  Final Version
      - this contains the final version of ExecutePixels (a Windows
        native executable), and some example images for testing it
      - see the readme.txt file in the directory for details

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Last updated: 13th February 2009
