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Java 2D Graphics (Java Series)
 
 

Java 2D Graphics (Java Series) (Paperback)

by Jonathan Knudsen (Author)
3.0 out of 5 stars See all reviews (3 customer reviews)

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Product details

  • Paperback: 366 pages
  • Publisher: O'Reilly Media, Inc.; illustrated edition edition (5 May 1999)
  • Language English
  • ISBN-10: 1565924843
  • ISBN-13: 978-1565924840
  • Product Dimensions: 23.2 x 17.7 x 1.9 cm
  • Average Customer Review: 3.0 out of 5 stars See all reviews (3 customer reviews)
  • Amazon.co.uk Sales Rank: 223,444 in Books (See Bestsellers in Books)

    Popular in this category:

    #5 in  Books > Computing & Internet > PC & Video Games > Programming > Java
  • See Complete Table of Contents

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Product Description

Amazon.co.uk Review
Java 2D Graphics is a remarkably accessible guide to graphics programming using Sun's new Java 2D API. Besides the basic navigation of the API, this title delivers plenty of useful advanced material for extending Java 2D's capabilities.

After a simple introductory example, the book focuses on the graphics architecture of Java 2D and its rendering pipeline. Support classes in Java 2D receive ample coverage as well, with sections outlining topics such as storing points, shapes and paths. For basic graphics output, the book demonstrates simple tasks--the process of drawing common shapes such as lines, ellipses, and rectangles--as well as the complex as seen when modifying graphics output through translating, rescaling, rotating or shearing.

Text output in Java 2D receives its due as well, since the book acknowledges Java 2D's advanced font capabilities that allow it to handle right-to-left languages such as Arabic. Further sections delve into Java 2D colour models (including support for the CIEXYZ and sRGB colour standards). With regard to the display of images, the book covers the built-in support for image filtering in Java 2D which allows programmers to build toggles and fades into their code that alter brightness, contrast, blurring and sharpening.

For advanced readers, Java 2D Graphics presents techniques like double buffering and matrix operations for custom image effects. Another expert section, on the internal storage classes for image data, will be useful for those who want to write image decoders. (A sample PNG decoder demonstrates the basics here.) Final sections look at printing, animation and performance issues.

In all, Java 2D Graphics provides a fine introduction to the latest in 2-D graphics programming from Sun, in a title that will be useful to both beginning and advanced Java developers. --Richard Dragan, Amazon.com

Product Description
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.

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What Do Customers Ultimately Buy After Viewing This Item?

Java 2D Graphics (Java Series)
83% buy the item featured on this page:
Java 2D Graphics (Java Series) 3.0 out of 5 stars (3)
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Customer Reviews

3 Reviews
5 star:
 (1)
4 star:    (0)
3 star:
 (1)
2 star:    (0)
1 star:
 (1)
 
 
 
 
 
Average Customer Review
3.0 out of 5 stars (3 customer reviews)
 
 
 
 
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Most Helpful Customer Reviews

 
17 of 17 people found the following review helpful:
3.0 out of 5 stars Rip out half of it and it ain't bad., 22 Oct 2000
the book has all the needed information but it is compiled into an annoying format. when introducing new concepts a large list of all the related methods are printed for no reason - in the geometry section (early on) there is a long list of methods for paths and shapes, descibing all the shapes that can be drawn, tirelessly listing what must be EVERY method associated with them. all this time the Graphics2d.draw() method is not explained at all and so when it appears in the first example still with no explanation things get hairy. to give you an idea bezier curves are covered about 4 pages before the line method!?!

the book does get a lot better tho. i decided to just go straight into the section on images (over half the way through the book) so i could see how i could load an image and display it. from here there is a lot of useful information and a great chapter on the structure of the graphics api and a nice section on animation which can be hard to find in other books.

i think the numerous method listings is a poor attempt at making the book thicker. the java reference docs already have all this information and that is what they are for. i wouldn't mind but the methods are printed in such a way that the book can't be used as a reference manual.

a real shame, cos all my other books from oreilly have been excellent!

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2 of 2 people found the following review helpful:
1.0 out of 5 stars A horrible horrible book, 19 Aug 2006
By Mr. R. C. Tomlinson "Ryan, Durham" (Ryan, Durham) - See all my reviews
(REAL NAME)   
This has to be the worst of all O'reilly books that I have read. Its structure is poor and illogical. It jumps in way to quickly with large chunks of code. What makes this worse is that there are not always screen shots of the results of the code.

I would really discourage anyone from buying this book, most of the information is freely available online, and whats more is that its often more concise.
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5.0 out of 5 stars Great for n00bs, 23 Aug 2008
By J. Betts (Bristol, England) - See all my reviews
(REAL NAME)   
This book is superb for anyone who is new to this kind of thing. Gives a good introduction, in an easily understood format. Bravo!
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