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Java 2D Graphics by Knudsen, Jonathan

by Knudsen, Jonathan | PB | VeryGood
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Specifiche dell'oggetto

Condizione
Ottime condizioni
Libro che non sembra nuovo ed è già stato letto, ma è in condizioni eccellenti. Nessun danno evidente alla copertina, dotato di sovraccoperta(se applicabile) per le copertine rigide. Nessuna pagina mancante o danneggiata, piegata o strappata, nessuna sottolineatura/evidenziazione di testo né scritte ai margini. Potrebbe presentare minimi segni identificativi sulla copertina interna. Mostra piccolissimi segni di usura. Per maggiori dettagli e la descrizione di eventuali imperfezioni, consulta l'inserzione del venditore. Vedi tutte le definizioni delle condizioniviene aperta una nuova finestra o scheda
Note del venditore
“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

Informazioni su questo prodotto

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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