Java 2D Graphics - Jonathan Knudsen

Java 2D Graphics

Buch
366 Seiten
1999
O'Reilly Media (Verlag)
978-1-56592-484-0 (ISBN)
35,90 inkl. MwSt
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This text describes the 2D API, demonstrating how to set line styles and pattern fills. It shows how to create and manipulate the three types of graphics objects - shapes, text and images - and covers image data storage, colour management, font glyphs and printing.
Whereas Java 1.0 and 1.1 only included simple primitives for line drawing, Java 2D API allows users to produce high-quality images on a screen or printer. Assuming no prior knowledge of graphics, this book offers a comprehensive guide to Java 2D. The text describes the 2D API, demonstrating how to set line styles and pattern fills. It shows how to create and manipulate the three types of graphics objects: shapes, text and images and covers image data storage, colour management, font glyphs and printing.

Jonathan B. Knudsen is a staff writer for O'Reilly & Associates. He is the author of Java Cryptography and has contributed to Java Swing, Java AWT Reference, and the second and third editions of Exploring Java. Currently he is working on a book about LEGO MINDSTORMS. He also writes a monthly online column called "Bite-Size Java." Jonathan graduated cum laude from Princeton in 1993 with a degree in mechanical engineering. However, it was the non-engineering courses he really enjoyed, including Italian Renaissance art, Russian literature, and epic poetry. Jonathan is one of perhaps a dozen engineers in the world who has read Spenser's Faerie Queene cover to cover. Jonathan's current interests include inline skating and music, both popular and operatic. (A recording of Puccini's "Tosca" fueled much of the finishing touches for this book. Also, you can see echoes of Seal in Chapter 6.) Jonathan works at home with his wife, Kristen, and their children, Daphne, Luke, and Andrew.

Preface. 1. Introduction What Is Java 2D? What Can Java 2D Do? Relatives Genesis Where Do I Get a Graphics2D? File Formats Hello, 2D! 2. The Big Picture Graphics2D The Rendering Pipeline All About Alpha Compositing Coordinate Space. 3. Geometry Points Shapes and Paths Lines and Curves Rectangles Ellipses and Arcs Constructive Area Geometry. 4. Painting and Stroking Painting Stroking Overlap. 5. Rendering Transforming Compositing Clipping Rendering Hints. 6. Text Overview Drawing Text Fonts Font Metrics. 7. Advanced Text Layout Using the TextLayout Class Getting Close to the Metal. 8. Color If You're Not Too Picky- Physics and Physiology Color Spaces Profiles Putting It All Together. 9. Images Overview Where Do Images Come From? Displaying Images Drawing on Images Double Buffering A Useful Class. 10. Image Processing The New Model An Appetizer Predefined Operations Roll Your Own. 11. Image Guts BufferedImage Color Models Rasters Sample Models Data Buffers A PNG Decoder. 12. Devices The Local Graphics Environment The GraphicsDevice Class Device Configurations. 13. Printing How Printing Works Controlling Printing Power Printing. 14. Animation and Performance It's Tougher Than You Might Think See for Yourself Memory Optimizations

Erscheint lt. Verlag 8.6.1999
Zusatzinfo illustrations
Verlagsort Sebastopol
Sprache englisch
Maße 178 x 233 mm
Gewicht 580 g
Einbandart kartoniert
Themenwelt Mathematik / Informatik Informatik Grafik / Design
Informatik Programmiersprachen / -werkzeuge Java
Mathematik / Informatik Informatik Web / Internet
ISBN-10 1-56592-484-3 / 1565924843
ISBN-13 978-1-56592-484-0 / 9781565924840
Zustand Neuware
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