Create an applet to draw a digit using the method fillRect of the class Graphics. For instance, if the input is 4,

To create an applet that can draw a digit using the `fillRect` method of the `Graphics` class, you will need to follow these steps:

Step 1: Set up your applet class
Start by creating a new Java class that extends the `Applet` class. This class will serve as the main entry point for your applet.

```java
import java.applet.Applet;
import java.awt.*;

public class DigitApplet extends Applet {
// Applet code will go here
}
```

Step 2: Override the `paint` method
Inside your `DigitApplet` class, override the `paint` method. This method is called automatically whenever the applet needs to be painted on the screen.

```java
@Override
public void paint(Graphics g) {
// Paint code will go here
}
```

Step 3: Implement drawDigit method
Create a helper method called `drawDigit` that takes two parameters: the digit to be drawn and the `Graphics` object. This method will use the `fillRect` method to draw the appropriate rectangles to represent the digit.

```java
private void drawDigit(int digit, Graphics g) {
switch (digit) {
case 0:
// Draw digit 0 using fillRect
break;
case 1:
// Draw digit 1 using fillRect
break;
case 2:
// Draw digit 2 using fillRect
break;
// Add cases for other digits
}
}
```

Step 4: Use the drawDigit method in the paint method
Inside the `paint` method, call the `drawDigit` method with the desired digit and the `Graphics` object `g`. This will draw the digit on the applet's canvas.

```java
@Override
public void paint(Graphics g) {
drawDigit(4, g);
}
```

Step 5: Implement the rectangle drawing code
Within the `drawDigit` method, use the `fillRect` method of the `Graphics` object to draw the appropriate rectangles for each digit. The exact coordinates and dimensions of each rectangle will depend on the digit being drawn.

For example, to draw digit 4, you could use the following code:

```java
private void drawDigit(int digit, Graphics g) {
switch (digit) {
case 0:
// Draw digit 0 using fillRect
break;
case 1:
// Draw digit 1 using fillRect
break;
case 2:
// Draw digit 2 using fillRect
break;
case 4:
g.fillRect(50, 50, 50, 150); // Vertical line
g.fillRect(50, 50, 100, 50); // Horizontal line
break;
// Add cases for other digits
}
}
```

Note: This is a simplified example. In a real applet, you would need to implement the `fillRect` calls for all the other digits as well.

Once you have completed these steps, you should have an applet that can draw a desired digit using the `fillRect` method of the `Graphics` class.

To create an applet to draw a digit using the fillRect method of the Graphics class, you can follow these steps:

Step 1: Create a new Java project in your preferred integrated development environment (IDE).

Step 2: Create a new class for your applet, let's name it "DigitDrawer".

Step 3: Import the necessary classes and interfaces:

```java
import java.awt.Graphics;
import javax.swing.JApplet;
```

Step 4: Extend the JApplet class and override the paint method:

```java
public class DigitDrawer extends JApplet {

@Override
public void paint(Graphics g) {
super.paint(g);

// Draw digit here
}
}
```

Step 5: Write the logic to draw the digit using the fillRect method based on the given input:

```java
public class DigitDrawer extends JApplet {

@Override
public void paint(Graphics g) {
super.paint(g);

// Draw digit here
int digit = 4;
int x = 50; // x-coordinate of the starting point
int y = 50; // y-coordinate of the starting point
int size = 20; // size of each rectangle

if (digit == 4) {
// Draw four rectangles to form the digit 4
g.fillRect(x, y, size, size * 3);
g.fillRect(x + size, y, size * 2, size);
}
}
}
```

Step 6: Create an instance of the DigitDrawer applet and add it to a JFrame or JApplet container:

```java
import javax.swing.JFrame;

public class Main {

public static void main(String[] args) {
DigitDrawer applet = new DigitDrawer();

JFrame frame = new JFrame("Digit Drawer Applet");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setSize(300, 300);
frame.add(applet);
frame.setVisible(true);
}
}
```

Step 7: Run the program, and you should see a JFrame with a digit drawn on it.

Note: This example only demonstrates how to draw the digit 4 using the fillRect method. You can modify the logic to draw other digits by using appropriate coordinates and sizes for each digit.