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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. | Team oR 2001 x java Preface. 2 Who Are You . 2 About This Book. 2 About the Examples. 2 Font Conventions. 2 Request for Comments. 2 Acknowledgments. 2 Who Are You . 2 About This Book. 3 About the Examples. 4 Font Conventions. 5 Request for Comments. 5 Acknowledgments. 6 Chapter 1. Introduction. 6 What Is Java 2D . 6 What Can Java 2D Do . 7 Relatives. 9 Genesis. 11 Where Do I Get a Graphics2D . 11 File Formats. 13 Hello 2D . 14 Chapter 2. The Big Picture. 18 Graphics2D. 18 The Rendering Pipeline. 19 All About Alpha. 21 Compositing. 23 Coordinate Space. 24 Chapter 3. Geometry. 25 Points. 25 Find Your Inner Child. 26 Shapes and Paths. 27 If You re an Old Dog. 27 Flattened Shapes. 29 Lines and Curves. 37 Rectangles. 44 Ellipses and Arcs. 48 Constructive Area Geometry. 51 Chapter 4. Painting and Stroking. 54 Painting. 55 Stroking. 66 Overlap. 70 Chapter 5. Rendering. 72 Transforming. 72 Angle Units. 79 Compositing. 85 Clipping. 90 Rendering Hints. 91 Chapter 6. Text. 94 Overview. 94 Drawing Text. 96 What s an Iterator . 99 Fonts. 109 Hint Hint. 112 Font Metrics. 114 Chapter 7. Advanced Text Layout. 120 Using the TextLayout Class. 120 Getting Close to the Metal. 135 Chapter 8. Color. 141 If You re Not Too Picky. 141 Physics and Physiology. 145 Color Spaces. 146 Profiles. 150 Putting It All Together. 152 Chapter 9. Images. 152 Overview. 153 Where Do Images Come From . 154 Displaying Images. 158 Drawing on Images. 164 Double Buffering. 166 A Useful Class. 168 Chapter 10. Image Processing. 170 The New Model. .