Final answer:
A Ball object in a Java program draws itself onto a panel in a different class by receiving the panel's Graphics2D object and drawing onto that object, which is option D.
Step-by-step explanation:
The way in which a Ball object draws itself onto a panel in a different class is by receiving the panel's Graphics2D object as a parameter and then drawing the ball's image onto that Graphics2D object. This is option D and is how objects in Java, for example, are typically rendered onto a GUI component.
The Ball class doesn't draw itself directly; instead, it contains a method, often called something like draw or paintComponent, which includes parameters through which the graphics context is passed, allowing the object to render its image on the panel. This is part of a larger process called painting, which is how Java Swing, for example, handles drawing graphical components.