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Java 2d Api Graphics
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Book Synopsis Java 2D Graphics by : Jonathan Knudsen
Download or read book Java 2D Graphics written by Jonathan Knudsen and published by "O'Reilly Media, Inc.". This book was released on 1999 with total page 368 pages. Available in PDF, EPUB and Kindle. Book excerpt: An essential resource describes every aspect of 2D API, from setting line styles and pattern fills to creating and manipulating three types of graphic objects--shapes, texts, and images, and covers such topics as image data storage, color management, and more. Original. (Intermediate).
Book Synopsis Java 2D API Graphics by : Vincent J. Hardy
Download or read book Java 2D API Graphics written by Vincent J. Hardy and published by Prentice Hall PTR. This book was released on 2000 with total page 564 pages. Available in PDF, EPUB and Kindle. Book excerpt: This combination book and CD-ROM package shows Java 2D graphics API users how to create awesome graphics with step-by-step color graphics and dozens of detailed code examples. The author offers an exhaustive overview of the program features, components and key applications, and also introduces his exclusive Graphics Layer Framework, a high-level programming model that dramatically simplifies Java 2D programming and is included free on the CD-ROM.
Book Synopsis Computer Graphics Using Java 2D and 3D by : Hong Zhang
Download or read book Computer Graphics Using Java 2D and 3D written by Hong Zhang and published by Prentice Hall. This book was released on 2007 with total page 475 pages. Available in PDF, EPUB and Kindle. Book excerpt: This Java based graphics text introduces advanced graphic features to a student audience mostly trained in the Java language. Its accessible approach and in-depth coverage features the high-level Java 2D and Java 3D APIs, offering a presentation of 2D and 3D graphics without compromising the fundamentals of the subject.
Download or read book Think Java written by Allen B. Downey and published by "O'Reilly Media, Inc.". This book was released on 2016-05-06 with total page 251 pages. Available in PDF, EPUB and Kindle. Book excerpt: Currently used at many colleges, universities, and high schools, this hands-on introduction to computer science is ideal for people with little or no programming experience. The goal of this concise book is not just to teach you Java, but to help you think like a computer scientist. You’ll learn how to program—a useful skill by itself—but you’ll also discover how to use programming as a means to an end. Authors Allen Downey and Chris Mayfield start with the most basic concepts and gradually move into topics that are more complex, such as recursion and object-oriented programming. Each brief chapter covers the material for one week of a college course and includes exercises to help you practice what you’ve learned. Learn one concept at a time: tackle complex topics in a series of small steps with examples Understand how to formulate problems, think creatively about solutions, and write programs clearly and accurately Determine which development techniques work best for you, and practice the important skill of debugging Learn relationships among input and output, decisions and loops, classes and methods, strings and arrays Work on exercises involving word games, graphics, puzzles, and playing cards
Download or read book Learning Java written by Patrick Niemeyer and published by "O'Reilly Media, Inc.". This book was released on 2002 with total page 836 pages. Available in PDF, EPUB and Kindle. Book excerpt: This updated edition introduces the basics of Java and everything necessary to get up to speed on the new 1.4 version quickly. CD contains the Java 2 SDK for Windows, Linux and Solaris.
Book Synopsis Killer Game Programming in Java by : Andrew Davison
Download or read book Killer Game Programming in Java written by Andrew Davison and published by "O'Reilly Media, Inc.". This book was released on 2005-05-20 with total page 1000 pages. Available in PDF, EPUB and Kindle. Book excerpt: Although the number of commercial Java games is still small compared to those written in C or C++, the market is expanding rapidly. Recent updates to Java make it faster and easier to create powerful gaming applications-particularly Java 3D-is fueling an explosive growth in Java games. Java games like Puzzle Pirates, Chrome, Star Wars Galaxies, Runescape, Alien Flux, Kingdom of Wars, Law and Order II, Roboforge, Tom Clancy's Politika, and scores of others have earned awards and become bestsellers.Java developers new to graphics and game programming, as well as game developers new to Java 3D, will find Killer Game Programming in Java invaluable. This new book is a practical introduction to the latest Java graphics and game programming technologies and techniques. It is the first book to thoroughly cover Java's 3D capabilities for all types of graphics and game development projects.Killer Game Programming in Java is a comprehensive guide to everything you need to know to program cool, testosterone-drenched Java games. It will give you reusable techniques to create everything from fast, full-screen action games to multiplayer 3D games. In addition to the most thorough coverage of Java 3D available, Killer Game Programming in Java also clearly details the older, better-known 2D APIs, 3D sprites, animated 3D sprites, first-person shooter programming, sound, fractals, and networked games. Killer Game Programming in Java is a must-have for anyone who wants to create adrenaline-fueled games in Java.
Download or read book Learning Java written by Patrick Niemeyer and published by "O'Reilly Media, Inc.". This book was released on 2013-06-13 with total page 1615 pages. Available in PDF, EPUB and Kindle. Book excerpt: Java is the preferred language for many of today’s leading-edge technologies—everything from smartphones and game consoles to robots, massive enterprise systems, and supercomputers. If you’re new to Java, the fourth edition of this bestselling guide provides an example-driven introduction to the latest language features and APIs in Java 6 and 7. Advanced Java developers will be able to take a deep dive into areas such as concurrency and JVM enhancements. You’ll learn powerful new ways to manage resources and exceptions in your applications, and quickly get up to speed on Java’s new concurrency utilities, and APIs for web services and XML. You’ll also find an updated tutorial on how to get started with the Eclipse IDE, and a brand-new introduction to database access in Java.
Book Synopsis Java Media APIs by : Alejandro Terrazas
Download or read book Java Media APIs written by Alejandro Terrazas and published by Sams Publishing. This book was released on 2002 with total page 852 pages. Available in PDF, EPUB and Kindle. Book excerpt: This exploration of Java Media APIs, including 2D, 3D and virtual reality provides commercial-quality code examples developed by the author in his work in the neuroscience field.
Book Synopsis Building Imaging Applications with Java Technology by : Lawrence H. Rodrigues
Download or read book Building Imaging Applications with Java Technology written by Lawrence H. Rodrigues and published by Addison-Wesley Professional. This book was released on 2001 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is an expert guide to building sophisticated Java graphics and imaging applications with the Java 2 platform. Through extensive practical examples and projects, leading graphics developer Lawrence Rodrigues covers topics that other Java graphics books ignore -- including the first in-depth coverage of using the new Java Advanced Imaging (JAI) APIs, and integrating them with Java2D. Rodrigues covers all aspects of building Java-based graphics and imaging software, starting with application design. He demonstrates how to generate graphics, load and display them, manipulate, print, and save them. He also covers several advanced topics, notably remote imaging. The book presents detailed coverage of four key Java graphics class libraries, including java.awt.Graphics, java.awt.Graphics2D, java.awt.color, and java.awt.font. Each chapter ends with a project that helps readers integrate every key concept they've learned. For every intermediate-to-advanced level Java developer interested in building sophisticated graphics and imaging applications.
Book Synopsis Developing Games in Java by : David Brackeen
Download or read book Developing Games in Java written by David Brackeen and published by New Riders. This book was released on 2004 with total page 1012 pages. Available in PDF, EPUB and Kindle. Book excerpt: Companion web site available.
Download or read book Mobile 3D Graphics written by Kari Pulli and published by Elsevier. This book was released on 2007-11-19 with total page 462 pages. Available in PDF, EPUB and Kindle. Book excerpt: Graphics and game developers must learn to program for mobility. This book will teach you how. "This book - written by some of the key technical experts...provides a comprehensive but practical and easily understood introduction for any software engineer seeking to delight the consumer with rich 3D interactive experiences on their phone. Like the OpenGL ES and M3G standards it covers, this book is destined to become an enduring standard for many years to come." - Lincoln Wallen, CTO, Electronic Arts, Mobile “This book is an escalator, which takes the field to new levels. This is especially true because the text ensures that the topic is easily accessible to everyone with some background in computer science...The foundations of this book are clear, and the authors are extremely knowledgeable about the subject. - Tomas Akenine-Möller, bestselling author and Professor of Computer Science at Lund University "This book is an excellent introduction to M3G. The authors are all experienced M3G users and developers, and they do a great job of conveying that experience, as well as plenty of practical advice that has been proven in the field." - Sean Ellis, Consultant Graphics Engineer, ARM Ltd The exploding popularity of mobile computing is undeniable. From cell phones to portable gaming systems, the global demand for multifunctional mobile devices is driving amazing hardware and software developments. 3D graphics are becoming an integral part of these ubiquitous devices, and as a result, Mobile 3D Graphics is arguably the most rapidly advancing area of the computer graphics discipline. Mobile 3D Graphics is about writing real-time 3D graphics applications for mobile devices. The programming interfaces explained and demonstrated in this must-have reference enable dynamic 3D media on cell phones, GPS systems, portable gaming consoles and media players. The text begins by providing thorough coverage of background essentials, then presents detailed hands-on examples, including extensive working code in both of the dominant mobile APIs, OpenGL ES and M3G. C/C++ and Java Developers, graphic artists, students, and enthusiasts would do well to have a programmable mobile phone on hand to try out the techniques described in this book. The authors, industry experts who helped to develop the OpenGL ES and M3G standards, distill their years of accumulated knowledge within these pages, offering their insights into everything from sound mobile design principles and constraints, to efficient rendering, mixing 2D and 3D, lighting, texture mapping, skinning and morphing. Along the way, readers will benefit from the hundreds of included tips, tricks and caveats. Written by experts at Nokia whose workshops at industry conferences are blockbusters The programs used in the examples are featured in thousands of professional courses each year
Book Synopsis Java Programming Graphical User Interface (GUI) by : Neos Thanh
Download or read book Java Programming Graphical User Interface (GUI) written by Neos Thanh and published by Neos Thanh. This book was released on with total page 129 pages. Available in PDF, EPUB and Kindle. Book excerpt: In this book, I shall show you how to reuse the graphics classes provided in JDK to construct your own Graphical User Interface (GUI) applications. Writing your own graphics classes (and re-inventing the wheels) is mission impossible! These graphics classes, developed by expert programmers, are highly complex and involve many advanced design patterns. However, re-using them is not so difficult if you follow the API documentation, samples, and templates. I shall assume you have a good grasp of OOP, including inheritance and polymorphism; otherwise, read the earlier book. I will describe another important concept called nested class (or inner class) in this article. There are two sets of Java APIs for graphics programming: AWT (Abstract Windowing Toolkit) and Swing. AWT API was introduced in JDK 1.0. Most of the AWT components have become obsolete and should be replaced by newer Swing components. Swing API, a much more comprehensive set of graphics libraries that enhances the AWT, was introduced as part of Java Foundation Classes (JFC) after the release of JDK 1.1. JFC consists of Swing, Java2D, Accessibility, Internationalization, and Pluggable Look-and-Feel Support APIs. JFC has been integrated into core Java since JDK 1.2. Other than AWT/Swing Graphics APIs provided in JDK, others have also provided Graphics APIs that work with Java, such as Eclipse's Standard Widget Toolkit (SWT) (used in Eclipse), Google Web Toolkit (GWT) (used in Android), 3D Graphics API such as Java bindings for OpenGL (JOGL) and Java3D. What You Will Learn - Introduction - Programming GUI with AWT - AWT Event-Handling - Nested (Inner) Classes - Event Listener's Adapter Classes - Layout Managers and Panel - Swing - More on Swing's components - Pluggable Look and Feel - More on Layout Manager - More on Event-Handling - (Advanced) Observer Design Pattern - (Advanced) Composite Design Pattern - (Advanced) More on Nested Classes Who This Book Is For If you are a JAVA developer who wants to learn more about developing applications with Graphical and scaling them with industry-standard practices, this is the book for you.
Book Synopsis Graphics Programming with JFC by : David Wall
Download or read book Graphics Programming with JFC written by David Wall and published by . This book was released on 1999-02-18 with total page 422 pages. Available in PDF, EPUB and Kindle. Book excerpt: This invaluable book/CD-ROM set shows experienced programmers how to get the most out of the Java Foundation Classes, especially the Java2D packages. You'll find out how to create cutting-edge graphic images for your Web sites that will attract more customers.
Download or read book Core HTML5 Canvas written by David Geary and published by Pearson Education. This book was released on 2012-05-14 with total page 752 pages. Available in PDF, EPUB and Kindle. Book excerpt: One of HTML5’s most exciting features, Canvas provides a powerful 2D graphics API that lets you implement everything from word processors to video games. In Core HTML5 Canvas, best-selling author David Geary presents a code-fueled, no-nonsense deep dive into that API, covering everything you need to know to implement rich and consistent web applications that run on a wide variety of operating systems and devices. Succinctly and clearly written, this book examines dozens of real-world uses of the Canvas API, such as interactively drawing and manipulating shapes, saving and restoring the drawing surface to temporarily draw shapes and text, and implementing text controls. You’ll see how to keep your applications responsive with web workers when you filter images, how to implement smooth animations, and how to create layered, 3D scrolling backgrounds with parallax. In addition, you’ll see how to implement video games with extensive coverage of sprites, physics, collision detection, and the implementation of a game engine and an industrial-strength pinball game. The book concludes by showing you how to implement Canvas-based controls that you can use in any HTML5 application and how to use Canvas on mobile devices, including iOS5. This authoritative Canvas reference covers The canvas element—using it with other HTML elements, handling events, printing a canvas, and using offscreen canvases Shapes—drawing, dragging, erasing, and editing lines, arcs, circles, curves, and polygons; using shadows, gradients, and patterns Text—drawing, positioning, setting font properties; building text controls Images—drawing, scaling, clipping, processing, and animating Animations—creating smooth, efficient, and portable animations Sprites—implementing animated objects that have painters and behaviors Physics—modeling physical systems (falling bodies, pendulums, and projectiles), and implementing tweening for nonlinear motion and animation Collision detection—advanced techniques, clearly explained Game development—all aspects of game development, such as time-based motion and high score support, implemented in a game engine Custom controls—infrastructure for implementing custom controls; implementing progress bars, sliders, and an image panner Mobile applications—fitting Canvas apps on a mobile screen, using media queries, handling touch events, and specifying iOS5 artifacts, such as app icons Throughout the book, Geary discusses high-quality, reusable code to help professional developers learn everything they really need to know, with no unnecessary verbiage. All of the book’s code and live demonstrations of key techniques are available at corehtml5canvas.com.
Download or read book Filthy Rich Clients written by Chet Haase and published by Pearson Education. This book was released on 2007-08-09 with total page 705 pages. Available in PDF, EPUB and Kindle. Book excerpt: Filthy Rich Clients refers to ultra-graphically rich applications that ooze cool. They suck the user in from the outset and hang on to them with a death grip of excitement. Filthy Rich Clients: Developing Animated and Graphical Effects for Desktop JavaTM Applications shows you how to build better, more effective, cooler desktop applications that intensify the user experience. The keys to Filthy Rich Clients are graphical and animated effects. These kinds of effects provide ways of enhancing the user experience of the application through more attractive GUIs, dynamic effects that give your application a pulse, and animated transitions that keep your user connected to the logical flow of the application. The book also discusses how to do so effectively, making sure to enrich applications in sensible ways. In-depth coverage includes Graphics and GUI fundamentals: Dig deep into the internals of how Swing and Java 2D work together to display GUI applications onscreen. Learn how to maximize the flexibility of these libraries and use them most effectively. Performance: Follow in-depth discussions and tips throughout the book that will help you write high-performing GUI applications. Images: Understand how images are created and used to make better Java applications. Advanced graphics: Learn more about elements of Swing and Java 2D that are of particular benefit to Filthy Rich Clients. Animation: Discover general concepts of animation, as well as how to use the facilities provided in the Java platform. Learn new utility libraries that vastly simplify animations in Java. Effects: Learn how to create, customize, and use static and animated effects—the mainstays of Filthy Rich Clients. Code examples illustrate key concepts, and the book’s companion Web site, http://filthyrichclients.org, includes extensive demos, utility libraries, additional information on related technologies, and more. Informal, fun, and, most of all, useful, this book is great for any developer working with Java to build desktop applications.
Book Synopsis Digital Image Processing by : Nick Efford
Download or read book Digital Image Processing written by Nick Efford and published by Addison Wesley Publishing Company. This book was released on 2000 with total page 386 pages. Available in PDF, EPUB and Kindle. Book excerpt: CD-ROM contains Java classes for use in developing image processing software as well as completed image processing software.
Book Synopsis Graphic Java 2: Swing by : David M. Geary
Download or read book Graphic Java 2: Swing written by David M. Geary and published by Prentice Hall Professional. This book was released on 1999 with total page 1666 pages. Available in PDF, EPUB and Kindle. Book excerpt: Written for experienced programmers who need detailed explanations of the JFC libraries, this volume covers all aspects of the swing framework. Swing is the long-awaited successor to the AWT's heavyweight components.