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This book covers a lot of ground. It presents the essentials of several complex fields — computer graphics, signal processing, typesetting, and color handling — in a compact form. I concentrate on what you need to know to use the features in the 2D API. Although you'll get a good conceptual background in computer graphics, this is a very practical book: it includes a working example for almost every concept.Java 2D was designed so that simple operations are simple and complex operations are feasible. This book is designed the same way. I explain the simple way to do things first, then follow up with the full details. For example, two chapters are devoted to drawing text with the 2D API. The first chapter explains how to draw strings and perform other mainstream operations. If you really need fine control over each letter shape, however, you can go ahead and read the second chapter. Chapter 1, talks about Java 2D's role in the larger scheme of things, its origins, and related technology. It also includes an example that demonstrates some of the power of the 2D API. Chapter 2, presents a bird's-eye view of the 2D API. You should definitely read this chapter so that you have a conceptual framework to hold the information that's in the rest of the book. Chapter 3, describes how shapes are represented in the 2D API. Chapter 4, shows how the 2D API can be used to produce dotted lines, lines of different thicknesses, and shapes that are filled with solid colors, color gradients, and textures. Chapter 5, talks about four aspects of drawing that can be applied to shapes, text, or images: geometric transformation, compositing, clipping, and rendering hints. Chapter 6, introduces text operations in the 2D API. You'll learn how to work with fonts, draw text, and measure text. Chapter 7, delves into the more arcane aspects of text, including carets, highlighting, hit testing, and the manipulation and measurement of individual character shapes. Chapter 8, discusses the difficulties involved in representing color and how the 2D API deals with color. Chapter 9, talks about how to draw and use images with the 2D API. Chapter 10, covers 2D's ability to digitally manipulate images using standard signal processing techniques. Chapter 11, is devoted to the innards of 2D's image classes. It covers color models and image data storage schemes. Chapter 12, covers the 2D classes that provide information about the graphics hardware of a particular system. Chapter 13, describes the 2D API's new printing capabilities. Chapter 14, explores some of the speed issues involved in 2D applications. This book contains an eight-page full-color insert (Chapter 15) with 32 figures. These figures are referenced throughout the text with a prefix of 15, as in Figure 15.1. Download free ebooks for java: Java 2D Graphics - OReilly
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This book covers a lot of ground. It presents the essentials of several complex fields — computer graphics, signal processing, typesetting, and color handling — in a compact form. I concentrate on what you need to know to use the features in the 2D API. Although you'll get a good conceptual background in computer