An applet with an image



import java.awt.*;
import java.applet.*;

public class FishImage extends Applet
{
      public void init()
      {
		setBackground(Color.black);
      }
	
      public void paint(Graphics g)
      {
          /* First, you must have an image (e.g. jpeg or gif)
             in the same folder as your class. */

          Image fishPicture = getImage(getDocumentBase(),"fish.gif");
		
          /* Second, you use the draw image method.
             first argument is the name of the jpeg
             next two are the coordinates
             the last is the imageobserver, you will usually put "this" */

          g.drawImage(fishPicture, 50, 50, this);
	
      }
}