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Java 2D Graphics by Knudsen, Jonathan
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Java 2D Graphics by Knudsen, Jonathan

by Knudsen, Jonathan | PB | VeryGood
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    賣家備註
    “May have limited writing in cover pages. Pages are unmarked. ~ ThriftBooks: Read More, Spend ...
    Binding
    Paperback
    Book Title
    Java 2D Graphics
    Weight
    1 lbs
    Product Group
    Book
    IsTextBook
    No
    ISBN
    9781565924840

    關於產品

    Product Identifiers

    Publisher
    O'reilly Media, Incorporated
    ISBN-10
    1565924843
    ISBN-13
    9781565924840
    eBay Product ID (ePID)
    684225

    Product Key Features

    Number of Pages
    366 Pages
    Language
    English
    Publication Name
    Java 2D Graphics : Creating High Quality Graphics and Text
    Publication Year
    1999
    Subject
    Programming / General, Computer Graphics, Programming Languages / Java, General
    Type
    Textbook
    Author
    Jonathan Knudsen
    Subject Area
    Computers
    Format
    Trade Paperback

    Dimensions

    Item Height
    0.7 in
    Item Weight
    20.5 Oz
    Item Length
    9.2 in
    Item Width
    7 in

    Additional Product Features

    Intended Audience
    Scholarly & Professional
    LCCN
    00-265892
    Dewey Edition
    21
    Illustrated
    Yes
    Dewey Decimal
    006.6/633
    Table Of Content
    Copyright;Preface; Who Are You?; About This Book; About the Examples; Font Conventions; Request for Comments; Acknowledgments;Chapter 1: Introduction; 1.1 What Is Java 2D?; 1.2 What Can Java 2D Do?; 1.3 Relatives; 1.4 Genesis; 1.5 Where Do I Get a Graphics2D?; 1.6 File Formats; 1.7 Hello, 2D!;Chapter 2: The Big Picture; 2.1 Graphics2D; 2.2 The Rendering Pipeline; 2.3 All About Alpha; 2.4 Compositing; 2.5 Coordinate Space;Chapter 3: Geometry; 3.1 Points; 3.2 Shapes and Paths; 3.3 Lines and Curves; 3.4 Rectangles; 3.5 Ellipses and Arcs; 3.6 Constructive Area Geometry;Chapter 4: Painting and Stroking; 4.1 Painting; 4.2 Stroking; 4.3 Overlap;Chapter 5: Rendering; 5.1 Transforming; 5.2 Compositing; 5.3 Clipping; 5.4 Rendering Hints;Chapter 6: Text; 6.1 Overview; 6.2 Drawing Text; 6.3 Fonts; 6.4 Font Metrics;Chapter 7: Advanced Text Layout; 7.1 Using the TextLayout Class; 7.2 Getting Close to the Metal;Chapter 8: Color; 8.1 If You're Not Too Picky...; 8.2 Physics and Physiology; 8.3 Color Spaces; 8.4 Profiles; 8.5 Putting It All Together;Chapter 9: Images; 9.1 Overview; 9.2 Where Do Images Come From?; 9.3 Displaying Images; 9.4 Drawing on Images; 9.5 Double Buffering; 9.6 A Useful Class;Chapter 10: Image Processing; 10.1 The New Model; 10.2 An Appetizer; 10.3 Predefined Operations; 10.4 Roll Your Own;Chapter 11: Image Guts; 11.1 BufferedImage; 11.2 Color Models; 11.3 Rasters; 11.4 Sample Models; 11.5 Data Buffers; 11.6 A PNG Decoder;Chapter 12: Devices; 12.1 The Local Graphics Environment; 12.2 The GraphicsDevice Class; 12.3 Device Configurations;Chapter 13: Printing; 13.1 How Printing Works; 13.2 Controlling Printing; 13.3 Power Printing;Chapter 14: Animation and Performance; 14.1 It's Tougher Than You Might Think; 14.2 See for Yourself; 14.3 Memory; 14.4 Optimizations;Chapter 15: Color Gallery; 15.1 Figure 15-1; 15.2 Figure 15-2; 15.3 Figure 15-3; 15.4 Figure 15-4; 15.5 Figure 15-5; 15.6 Figure 15-6; 15.7 Figure 15-7; 15.8 Figure 15-8; 15.9 Figure 15-9; 15.10 Figure 15-10; 15.11 Figure 15-11; 15.12 Figure 15-12; 15.13 Figure 15-13; 15.14 Figure 15-14; 15.15 Figure 15-15; 15.16 Figure 15-16; 15.17 Figure 15-17; 15.18 Figure 15-18; 15.19 Figure 15-19; 15.20 Figure 15-20; 15.21 Figure 15-21; 15.22 Figure 15-22; 15.23 Figure 15-23; 15.24 Figure 15-24; 15.25 Figure 15-25; 15.26 Figure 15-26; 15.27 Figure 15-27; 15.28 Figure 15-28; 15.29 Figure 15-29; 15.30 Figure 15-30; 15.31 Figure 15-31; 15.32 Figure 15-32;Colophon;
    Synopsis
    One weakness of Java has been its graphics capabilities. Java 1.0 and 1.1 only included simple primitives for line drawing: lines could only be one pixel wide, they could only be solid, and there wasn't any good way to draw curves. Font management and color management were also weak. Java 2D (collectively called the "2D API") signals a major improvement in Java's graphics capabilities. It covers many of the classes in Java 1.2 that address graphics handling and improves on many weaknesses that were present in the previous versions of Java. The 2D API allows you to produce high-quality, professional images on a screen or printer. "Java 2D Graphics describes the 2D API from top to bottom, demonstrating how to set line styles and pattern fills as well as more advanced techniques of image processing and font handling. You'll see how to create and manipulate the three types of graphics objects: shapes, text, and images. Other topics include image data storage, color management, font glyphs, and printing. "Java 2D Graphics assumes no prior knowledge of graphics. Chock full of detailed explanations and examples, this book provides beginning Java programmers with a solid foundation in 2D graphics and helps more advanced programmers create and use high-quality images in their applications. Topics covered in the book include: The rendering pipeline Shapes and paths Geometry Painting with solid colors, gradients, and textures Stroking paths, including dashed lines Transformations: translation, rotation, shearing, and scaling Alpha compositing Clipping Rasterizing and antialiasing Fonts and text Font metrics Glyphs Colors and color spaces sRGBand CIEXYZ ICC color profiles Images, image color models, and image data Image processing Image data storage Graphics devices Printing, One weakness of Java has been its graphics capabilities. Java 1.0 and 1.1 only included simple primitives for line drawing: lines could only be one pixel wide, they could only be solid, and there wasn't any good way to draw curves. Font management and color management were also weak. Java 2D (collectively called the 2D API) signals a major improvement in Java's graphics capabilities. It covers many of the classes in Java 1.2 that address graphics handling and improves on many weaknesses that were present in the previous versions of Java.The 2D API allows you to produce high-quality, professional images on a screen or printer. Java 2D Graphics describes the 2D API from top to bottom, demonstrating how to set line styles and pattern fills as well as more advanced techniques of image processing and font handling. You'll see how to create and manipulate the three types of graphics objects: shapes, text, and images. Other topics include image data storage, color management, font glyphs, and printing. Java 2D Graphics assumes no prior knowledge of graphics. Chock full of detailed explanations and examples, this book provides beginning Java programmers with a solid foundation in 2D graphics and helps more advanced programmers create and use high-quality images in their applications.Topics covered in the book include: The rendering pipeline Shapes and paths Geometry Painting with solid colors, gradients, and textures Stroking paths, including dashed lines Transformations: translation, rotation, shearing, and scaling Alpha compositing Clipping Rasterizing and antialiasing Fonts and text Font metrics Glyphs Colors and color spaces sRGB and CIEXYZ ICC color profiles Images, image color models, and image data Image processing Image data storage Graphics devices Printing, One weakness of Java has been its graphics capabilities. Java 1.0 and 1.1 only included simple primitives for line drawing: lines could only be one pixel wide, they could only be solid, and there wasn't any good way to draw curves. Font management and color management were also weak. Java 2D (collectively called the "2D API") signals a major improvement in Java's graphics capabilities. It covers many of the classes in Java 1.2 that address graphics handling and improves on many weaknesses that were present in the previous versions of Java.The 2D API allows you to produce high-quality, professional images on a screen or printer. Java 2D Graphics describes the 2D API from top to bottom, demonstrating how to set line styles and pattern fills as well as more advanced techniques of image processing and font handling. You'll see how to create and manipulate the three types of graphics objects: shapes, text, and images. Other topics include image data storage, color management, font glyphs, and printing. Java 2D Graphics assumes no prior knowledge of graphics. Chock full of detailed explanations and examples, this book provides beginning Java programmers with a solid foundation in 2D graphics and helps more advanced programmers create and use high-quality images in their applications.Topics covered in the book include: The rendering pipeline Shapes and paths Geometry Painting with solid colors, gradients, and textures Stroking paths, including dashed lines Transformations: translation, rotation, shearing, and scaling Alpha compositing Clipping Rasterizing and antialiasing Fonts and text Font metrics Glyphs Colors and color spaces sRGB and CIEXYZ ICC color profiles Images, image color models, and image data Image processing Image data storage Graphics devices Printing, Appealing to all levels of Java programmers, "Java 2D" describes the 2D API from top to bottom, demonstrating how to set line styles and pattern fills as well as more advanced techniques of image processing and font handling. Readers will learn how to create and manipulate the three types of graphics objects: shapes, text, and images.
    LC Classification Number
    T385.K59 1999

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