Java 2D graphics
著者
書誌事項
Java 2D graphics
(The Java series)
O'Reilly, 1999
大学図書館所蔵 件 / 全8件
-
該当する所蔵館はありません
- すべての絞り込み条件を解除する
内容説明・目次
内容説明
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.
目次
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
「Nielsen BookData」 より