Java™ 2D Graphics

Creating High Quality Graphics and Text

Jonathan Knudsen

Publisher: O'Reilly, 1999, 339 pages

ISBN: 1-56592-484-3

Keywords: Java

Last modified: Nov. 15, 2008, 10:53 a.m.

The 2D API is a set of classes in the core Java 2 platform for drawing and manipulating shapes, text, and images. Much more than a quick fix for the inadequacies for JDK 1.0 and JDK 1.1 graphics, the 2D API is an elegant, highly capable package for developing professional-quality graphics. Created in conjunction with Sun's industry partners, Adobe and Kodak, the 2D API contains advanced features in an easy-to-use, extensible architecture.

Java 2D Graphics describe the 2D API in an accessible, friendly style. If you're new to computer graphics, the concepts are clearly explained. If you already have a black belt in graphics, you can start applying your knowledge with the 2D API right away. This book gets you up and running with numerous code examples and useful illustrations. The chapters are arranged so you can start applying concepts right away, while further reading yields the gritty details.

Topics include:

  • Geometric transformations
  • Compositing
  • Clipping
  • Antialiasing
  • Geometric shapes
  • Quadratic and cubic curves
  • Constructive area geometry
  • Dashed lines
  • Line end and line join styles
  • Color gradient fills
  • Texture fills
  • Fonts
  • Character shapes
  • Text layout, carets, and highlighting
  • Multilingual text
  • Color spaces
  • Color profiles
  • Image handling
  • Reading and writing JPEG images
  • Image processing
  • Printing
  • Animation
  • Performance
  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 GrahicsDevice 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

Reviews

Java 2D Graphics

Reviewed by Roland Buresund

Very Good ******** (8 out of 10)

Last modified: May 21, 2007, 3:09 a.m.

An outstanding introduction to graphics!

And some examples in Java is thrown as examples. In fact, if the focus wasn't so much on Java, this book would have ranked as Excellent, as I have never found an easier graphics introductory text!

Recommend.

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