Graphics have always been confusing to me since the beginning of my java experience. After some reading I understand that the whole Graphics thing is first sent to some sort of event handler, where it is actually drawn on the screen.
I was getting along fine by trying things and tweaking it until it worked, until I tried to make a real game, with a lot of things going on, and more complex controls and movement. I ran into some problems due to the gap between my understanding of what was going on and how Graphics actually worked. I eventually worked around it, but it was ugly. I thought concurrency would solve my problems, but that was just horrendous.
Since then I've been afraid of Graphics. I felt like there should be a more tame version of Graphics, or there must be at least some sort of convention when working with it that I wasn't aware of.
I try to read tutorials, but reading tutorials is how I got in the position I am in, so I'm not so sure what is good and what isn't, what I can combine and what conflicts. I also looked into full screen and it seems like that might be simpler to deal with, but I guess you could say I'm afraid that I'll learn all about it and end up having a useless heap of knowledge that I can't handle.
It just seems so confusing and wrong to me that I feel like I'm missing something. So how do "real" java game programmers implement graphics without running into problems when dealing with graphics that are relatively mundane for games?