One weakness of Java has been its graphics capabilities. Java 1.0 and 1.1 only included simple primitives for line drawing: lines could only be one pixel wide, they could only be solid, and there wasn't any good way to draw curves. Font management and color management were also weak. Java 2D (collectively called the "2D API") signals a major improvement in Java's graphics capabilities. It covers many of the classes in Java 1.2 that address graphics handling and improves on many weaknesses that were present in the previous versions of Java. The 2D API allows you to produce high-quality, professional images on a screen or printer. Java 2D Graphics describes the 2D API from top to bottom, demonstrating how to set line styles and pattern fills as well as more advanced techniques of image processing and font handling. You'll see how to create and manipulate the three types of graphics objects: shapes, text, and images. Other topics include image data storage, color management, font glyphs, and printing. Java 2D Graphics assumes no prior knowledge of graphics. Chock full of detailed explanations and examples, this book provides beginning Java programmers with a solid foundation in 2D graphics and helps more advanced programmers create and use high-quality images in their applications. Topics covered in the book include:
The rendering pipeline
Shapes and paths
Geometry
Painting with solid colors, gradients, and textures
Stroking paths, including dashed lines
Transformations: translation, rotation, shearing, and scaling
Alpha compositing
Clipping
Rasterizing and antialiasing
Fonts and text
Font metrics
Glyphs
Colors and color spaces
sRGB and CIEXYZ
ICC color profiles
Images, image color models, and image data
Image processing
Image data storage
Graphics devices
Printing
One weakness of Java has been its graphics capabilities. Java 1.0 and 1.1 only included simple primitives for line drawing: lines could only be one pixel wide, they could only be solid, and there wasn't any good way to draw curves. Font management and co...
评分One weakness of Java has been its graphics capabilities. Java 1.0 and 1.1 only included simple primitives for line drawing: lines could only be one pixel wide, they could only be solid, and there wasn't any good way to draw curves. Font management and co...
评分One weakness of Java has been its graphics capabilities. Java 1.0 and 1.1 only included simple primitives for line drawing: lines could only be one pixel wide, they could only be solid, and there wasn't any good way to draw curves. Font management and co...
评分One weakness of Java has been its graphics capabilities. Java 1.0 and 1.1 only included simple primitives for line drawing: lines could only be one pixel wide, they could only be solid, and there wasn't any good way to draw curves. Font management and co...
评分One weakness of Java has been its graphics capabilities. Java 1.0 and 1.1 only included simple primitives for line drawing: lines could only be one pixel wide, they could only be solid, and there wasn't any good way to draw curves. Font management and co...
老实说,我拿到这本书的时候,首先被它厚实的篇幅和严谨的排版所震慑。我本来以为这只是一本针对初学者的快速入门手册,但翻阅目录后发现,它涵盖了从基本的像素操作到更高级的路径构造和剪裁技术,内容深度远超我的预期。特别是关于 `Shape` 接口的实现细节和几何运算部分,阐述得极其细致。我正在尝试开发一个需要精确几何测量的工业模拟软件,这本书中的矢量图形处理章节无疑是雪中送炭。我特别欣赏作者在解释复杂算法时所采用的类比和图示,这使得那些原本晦涩难懂的数学概念变得直观易懂。如果书中能针对不同应用场景(比如游戏开发、数据可视化或专业绘图软件)提供对比性的代码示例,展示不同绘制策略的性能差异,那就完美了。总而言之,这本书的学术严谨性和实践指导性达到了一个很高的平衡点,它不是那种读完一遍就能束之高阁的书籍,更像是需要时时翻阅、不断学习的案头宝典。
评分我对这本书的评价可能需要从一个更注重“设计”而非“代码实现”的角度来切入。我更看重的是如何利用Java 2D API来构建富有表现力的用户界面和图形内容,而不是单纯地调用函数。我希望看到作者能够探讨图形设计原则在代码层面的体现,比如如何通过分层渲染来管理复杂界面的视觉层次,或者如何使用渐变和纹理来赋予图形以质感。我深切希望书中能花大力气讲解 `AffineTransform` 的堆叠应用,因为这直接决定了我们能否创建出流畅且符合物理直觉的动态效果。如果能有专门的章节来讨论如何整合外部资源,例如加载和操作SVG或PostScript路径数据,那就更贴合我当前项目对图形资产管理的需求了。对我来说,一本好的技术书应该能激发我的创造力,引导我超越API的限制,去构思那些在传统GUI框架中难以实现的新颖交互和视觉效果。这本书的潜力似乎就在于此,它承诺提供构建强大视觉系统的蓝图。
评分阅读体验方面,这本书的文字风格非常“工程师导向”,直接、精准,没有过多冗余的寒暄,这正是我这种追求效率的开发者所喜欢的。每一个代码片段都经过了精心的打磨,并且附带有清晰的注释,解释了每一步操作背后的逻辑考量。令我印象深刻的是它对线程安全问题的讨论——在处理高并发的图形更新时,如何正确地同步绘图上下文是一个常见的陷阱,这本书对此进行了深入剖析,并提供了多种解决方案,这体现了作者深厚的实战经验。我尤其关注了关于硬件加速(如J2D的Pipeline机制)的章节,那里讲解了Java如何与底层的图形驱动程序交互,这些幕后的知识对于诊断性能瓶颈至关重要。如果能再加入一些关于如何使用Profiling工具来分析图形渲染瓶颈的实操指南,那么这本书在“性能调优”这一块的价值将无可替代。
评分这本书给我的整体感觉是“全面且深入的知识体系构建”。它不仅仅停留在讲解“如何画线和画圆”这种基础层面,而是迅速将读者带入了更复杂的领域,例如自定义 `Paint` 和 `Stroke` 对象的创建,这对于实现品牌化或特定风格的渲染至关重要。我一直在寻找一本能清晰解释 `AlphaComposite` 规则如何影响颜色混合的权威资料,而这本书似乎提供了我所需要的详尽数学模型和代码实现。此外,书中对字体渲染中涉及的抗锯齿(Anti-aliasing)和次像素渲染技术的讲解,也让我对Java如何处理高质量文本显示有了全新的认识。它引导我从一个只会调用API的“用户”,转变为一个理解渲染管线的“设计者”。它成功地将Java 2D图形编程从一个简单的绘图任务,提升到了一个专业的图形工程领域,是希望精进这方面技能的程序员的必读之作。
评分这本《Java 2D Graphics》的封面设计简洁有力,以深邃的蓝色为主调,点缀着流动的光影效果,一下子就抓住了我对图形编程的好奇心。我期待它能深入浅出地讲解Java AWT和Swing中关于二维图形渲染的方方面面。尤其关注那些关于性能优化和自定义组件绘制的章节,毕竟在实际应用中,流畅的动画和响应迅速的界面是用户体验的关键。我希望作者不仅仅是罗列API,而是能提供大量的实战案例,比如如何高效地处理大量的图形对象、如何实现复杂的粒子系统,或者如何利用硬件加速来提升渲染速度。如果书中对 `Graphics2D` 对象的变换(平移、旋转、缩放)以及复合模式(Compositing)有独到而深入的见解,那就太棒了。我更倾向于那种能引导读者思考“为什么这么做”而非仅仅“怎么做”的技术书籍,它应该能成为我工具箱里不可或缺的参考手册,不仅仅是入门指南,更能解决我在开发过程中遇到的棘手难题。我对那些讲解色彩管理和字体渲染复杂性的部分抱有极高的期待,希望它能揭示这些底层机制的奥秘。
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