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Topic: Java2D


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In the News (Tue 17 Nov 09)

  
  Java2D: An Introduction and Tutorial
This tutorial presents a quick introduction to the basics of Java2D and the use of the Graphics2D class in Java 1.2.
Java2D permits you to assign transparency (alpha) values to drawing operations so that the underlying graphics partially shows through when you draw shapes or images.
Since Java2D already does a lot of calculations compared to the old AWT, there are several optional features that the designers chose to disable by default in order to improve performance.
www.apl.jhu.edu /~hall/java/Java2D-Tutorial.html   (3663 words)

  
 Is Java2D the best vector graphics ...   (Site not responding. Last check: 2007-08-09)
Java2D allows you to do sophisticated things like take text in a certain font, extract the outline, draw the outline with a fat pen, take the outline of that, and draw the result through an affine transform to draw it rotated and scaled.
On the subject of Java2D, I would just like to say how amazingly good I think it is. I have used it fairly intensively for around 3 years for a case tool, with a zoomable surface (ZUI), and I have found it to be excellent.
Java2D has lots of deficies - despite its matureness (read age) like inaceptable ugly circles for small radii and the antialiased font rendering is still so bad that the best you can do is draw twice as large as needed and scale the image with a bilinear filter to the appropriate size...
www.javalobby.org /java/forums/t18464.html   (1947 words)

  
 Hands-on Lab: Java2D Graphics Performance
In particular, Java2D does not spend a lot of effort internally trying to simplify any particular rendering call; it takes a given call at face-value and performs the job at the most general level necessary to get the object rendered.
While Java2D can perform these transformations on the fly, it is usually (at least until Java2D support hardware-accelerated transformations by default in a future release) faster to minimize these operations.
In fact, this is true for the OpenGL renderer of Java2D today (although that renderer is not enabled by default due to various driver issues that we are working on).
www.javapassion.com /planning/handsonbyol/java2dperf   (2602 words)

  
 javaHispano. Tu lenguaje, tu comunidad. (CaƱamo v0.8-dev)
Chet is an engineer on the Java2D team at Sun Microsystems, and spends most of his time working on hardware acceleration issues.
I was pulled into Sun to work on the Java2D team, specifically to help improve performance on the Windows platform, especially in the area of improved hardware acceleration.
Java2D is the rendering layer of Swing, so that is where we see the main graphics performance issues, and the greatest gains due to graphics performance improvements.
www.javahispano.org /text.viewer.action?file=chet_en   (3604 words)

  
 Dr. Dobb's | Java2D -- Device-Independent Graphics for Java 2 | April 15, 2003   (Site not responding. Last check: 2007-08-09)
Java2D is part of Java 2 and, while far exceeding the rather limited AWT graphics available in JDK 1.1, Java2D remains backwards compatible with AWT.
The features provided by Java2D enable the development of visually rich platform-independent user interfaces, suitable for use in graphically demanding environments such as graphic design and typesetting, as well as a wide range of web-based graphics applications.
Java2D is a very powerful 2D graphics rendering API that allows Java developers to develop extremely rich user interfaces and graphics applications, so powerful in fact that access to Java2D is one of the primary advantages of adopting Java 2 for client applications.
www.ddj.com /dept/architect/184403903?pgno=10   (2432 words)

  
 Java2d - Math Wiki
Since Java2D works like a rendering pipeline (geometry, colors etc. are just sequentially handed to the rendering engine), it is too low level to be directly used for describing an interactive 2D-scene in an Oorange network.
A java2d scene is a directed graph without directed cycles whose vertices implement the interface
Scene nodes describe a geometric shape with all information like outline, transformation, color, textual annotation etc. Scene nodes can be added to appropriate viewer windows to display them (and all their descendents in the scene hierarchy).
www.math.tu-berlin.de /geometrie/f5/wiki/index.php/Java2d   (400 words)

  
 An introduction to the Java 2D API
Below are examples of the new java2d API in use, each one building on the ones previous.
In the java2d API, much of the code is similar, except that a Graphics2D object is used instead of a Graphics object, and the drawing operations are usually specified in object space.
The greatest change from past practice in the java2d API is that rather than calling drawLine as before, we are calling the draw method on the Graphics2D object with a GeneralPath as its argument.
www.developer.com /java/print.php/601851   (2091 words)

  
 untitled   (Site not responding. Last check: 2007-08-09)
Java2D is a new Java API for very high quality graphics.
Most of their effort would be in understanding and bringing together the Java2D library with GEF.
The result would be freely distributed on the internet and must be of a quality that others can understand and reuse.
www.ics.uci.edu /~redmiles/ics125-SQ98/projects/robbins5.html   (366 words)

  
 What advantages does Java2d have for games? - GameDev.Net Discussion Forums
Java2D is generally hardware accelerated under Windows, most of the time BufferedImages are hardware accelerated and if they're not it's easy to make them so they are.
Which usually means I either don't use java2d or use it in a modular fashion.
In my experience, Java2D on OS X seems to be pretty complete and well done, thanks to Apple's work on integrating it with the OS.
www.gamedev.net /community/forums/viewreply.asp?ID=1197536   (1040 words)

  
 Java2D Performance Comparison ...   (Site not responding. Last check: 2007-08-09)
This means, that either there is still some potential for performance improvement in the Java2D rendering pipeline on the Mac, or the JVM is so good, that drawing algorithms implemented in pure Java can compete with native code.
Java2D: Most of the tests run with 125 fps with 0% cpu.
For example, it's known that in Apple's Java2D aliased lines (just what you're testing) are slow because their native rasterizer (well, one of them) doesn't support non-AA-lines, so they have to do some tricks to make it work.
www.javalobby.org /java/forums/m91996005.html   (1576 words)

  
 Bug ID: 6309763 RFE: APIs for integration of JOGL with Java2D / OpenGL pipeline
With the Java2D OpenGL pipeline enabled, it is technically feasible to allow JOGL to draw directly to the Swing back buffer.
A static method which invokes a runnable on the Java2D Queue Flusher Thread while the OpenGL context corresponding to a particular Graphics object is current.
The current signature is public static void invokeDisplayAction(Graphics g, Runnable r); It is necessary to allow a null Graphics object to be passed in order to support running of other arbitrary OpenGL operations on the QFT such as the creation of OpenGL contexts for heavyweight widgets.
bugs.sun.com /bugdatabase/view_bug.do?bug_id=6309763   (873 words)

  
 VisAD: Package visad.java2d
DefaultRendererJ2D is the VisAD class for the default graphics rendering algorithm under Java2D.
KeyboardBehaviorJ2D is the VisAD class for keyboard control of translate (pan) and zoom in Java2D.
RendererJ2D is the VisAD abstract super-class for graphics rendering algorithms under Java2D.
www.ssec.wisc.edu /~dglo/docs/visad/java2d/package-summary.html   (303 words)

  
 Kirill Grouchnikov's Blog: SVG and Java UIs part 6: transcoding SVG to pure Java2D code (via CobWeb/3.1 ...   (Site not responding. Last check: 2007-08-09)
The Java2D code is right here - you're welcome to read it and see how it can be adapted to your requirements.
I thought you were going to compare generated Java2D drawing using loaded classes vs. Batik that loads the SVG XMLs on the fly.
Using the generated Java2D code is pretty much the same as bundling the SVG files, since they convey the same exact data (and it's in human-readable format).
weblogs.java.net.cob-web.org:8888 /blog/kirillcool/archive/2006/10/svg_and_java_ui_3.html   (2235 words)

  
 Creating Java2D composites for rollover effects
In this article we show how we achieved this effect by using the Java2D API to create a class that is able to take an image and create the desired effect.
The original graphics in the top row are darkened by 50% and the intensity of the blue has been increased slightly to give the graphic effect we originally desired.
See this excellent on-line Java2D API tutorial that shows different effects possible with the Java2D API and includes sample code.
www-106.ibm.com /developerworks/web/library/us-j2d   (2294 words)

  
 Sun Microsystems
This source code is made available for developers to use as needed, pursuant to the terms and conditions of this license.
Currently a Java[tm] platform developer can choose any one of the Java2D, Java[tm] Advanced Imaging ("JAI") or ImageIO API approaches to develop their application for imaging.
Image IO is considered a simple, high-level API for ease of use; it is the migration path for com.sun.image.jpeg classes, and Java Advanced Imaging API codecs.
access1.sun.com /techarticles/ImagingApps/JImage.html   (967 words)

  
 Java 2D FAQ
The gamers on http://javagaming.org are highly sensitive to performance and that web site has several good discussions about performance issues.
You can use the Java2D API to dynamically generate images in your server application, and then use the Image I/O API to write the image to a File or to an
This feature allows you to use the Java2D API in a server-side application without the need for a display environment.
java.sun.com /products/java-media/2D/reference/faqs/index.html   (6544 words)

  
 Java2D or JOGL - GameDev.Net Discussion Forums
Here is the question, should I use Java2D to do my rendering now as it is easier, but will need a code rewrite when I convert my game to 3D, or should I use JOGL for rendering while learning it in the process.
So my advice to you is: before you even wonder if you should use 3D from the beginning or not, worry about building a consistent and flexible design for your game objects.
Guess I will stick with Java2D first and only go into a new API when I iron out all the bugs and design issues.
www.gamedev.net /community/forums/ViewReply.asp?id=2644133   (880 words)

  
 Java2D/JOGL Interoperability Demo   (Site not responding. Last check: 2007-08-09)
The only way to guarantee robust behavior of JOGL on Windows platforms is to completely disable Java2D's use of DirectDraw and D3D.
The only Java2D command-line option you should specify is -Dsun.java2d.noddraw=true.
I tried taking the unmodified jcanyon JOGL demo source, building it on Java 1.6 beta 2 (with JOGL beta 5) and running it, and comparing it to Java 1.5.0_07 running with -Dsun.java2d.noddraw=true (and without the opengl pipeline).
www.javagaming.org /forums/index.php?topic=10813.60   (1099 words)

  
 The Java Community Process(SM) Program - JSRs: Java Specification Requests - results
It is doubtful whether a JSR to create a different embedded subset of Java2D would in fact get approved since it would create fragmentation.
Philips still believes that JSR-209 should be delivering Java2D in a form where it can be used separately from swing.
However, we expect that the issue concerning the separation of Java2D from Swing and any other ballot comments will be addressed by the EG in the next phase of the process.
jcp.org /en/jsr/results?id=3221   (1214 words)

  
 Jogl / Java2D graphics pipline distorts canvas.   (Site not responding. Last check: 2007-08-09)
As you should see (if the attached image uploaded ok) the colors are all distorted as well as the shapes.
If I leave this off then the result is the same as before.
Regardless, we plan to move forward and make the FBO codepath the default in an upcoming build, because there are many performance and reliability benefits, despite this short-term setback.
www.javagaming.org /forums/index.php?topic=14093.0   (683 words)

  
 Chris Campbell's Blog: Java2D/JOGL Interoperability   (Site not responding. Last check: 2007-08-09)
In Mustang b51, we made some minor enhancements to Java2D that allow JOGL's GLJPanel implementation to render directly into the Swing backbuffer when the OpenGL-based Java2D pipeline is enabled (see 6309763).
While it was certainly possible before to use JOGL in a Swing application, it required a number of intermediate steps to get the proper rendering on the screen in the correct order.
So if the OpenGL-based Java2D pipeline is disabled, or you're running your JOGL app on a pre-b51 build of Mustang, or you're running on another vendor's VM that does not include the OpenGL-based Java2D pipeline, then fear not, your app will still run correctly, albeit not as fast as the ideal described above.
weblogs.java.net /blog/campbell/archive/2005/09/java2djogl_inte_1.html   (1787 words)

  
 Jon Lipsky’s Weblog » Blog Archive » How to create an Aqua buttons with Java2D
I think it’s a pretty good demonstration of the power of Java2D that I can create something like that in less than 30 minutes.
I guess that logical next step would be to use technicque this to create a real implimentation of a button (or UI delegate for JButton) so people can add Aqua like buttons to any swing application.
You are welcome to take a look at the substance look and feel currently being developed on java.net.
blog.elevenworks.com /?p=2   (1184 words)

  
 Romain Guy's Blog: Java2D Gradients Performance
Chris Campbell, from the Java2D team, kindly reminded me that timing the painting operation should be performed by calling Toolkit.sync() after each paint to ensure the drawing commands are flushed to the graphics card.
If you're interested, there's a Java2D benchmark in JDK sources you can get from http://jdk6.dev.java.net (it's in j2se/src/share/demo/java2d/J2DBench) - take a look at the graphcis benchmarking techniques it uses.
Run the applet on a computer that uses Sun's Java2D renderer.
weblogs.java.net /blog/gfx/archive/2006/09/java2d_gradient.html   (4953 words)

  
 Chapter 23. (Special topics) Java2D
Although this API is not considered a part of Swing, it is closely related to Swing and may be effectively used to develop sophisticated Swing applications.
This chapter includes a Java2D API overview and shows how to use this API for chart rendering, enhanced label creation, and advanced image rendering.
Whenever we draw or fill a shape, this operation will be performed according to the current state of the transform attribute.
javafaq.nu /java-books34.html   (1387 words)

  
 Jakarta Project: Image JSP Tag Library
The Java2D implementation uses ImageIO if it is available or else defaults to AWT.
Since Java2D loads only GIF, JPEG and BMP images, the new ImageIO is used.
This wrapper exposes a very simple interface for imaging operation using Java2D, JAI, etc. It is distributed under the Apache software license and the binary is included in this taglib distribution.
jakarta.apache.org /taglibs/sandbox/doc/image-doc   (3443 words)

  
 JAVA IN THE ENTERPRISE - A Quick Introduction to Java2D Graphics Programming
The Java2D assortment of classes contains Java's facilities for representing lines, shapes, and glyphs (which are characters, more or less) as graphics.
Further, Java2D -- much of which lives in the java.awt.geom package -- has facilities for moving graphics around.
That's called translating them, and translation is just one of the operations that's categorized as a transform.
www.itworld.com /nl/java_entrp/11142000/pf_index.html   (316 words)

  
 Fun with Java2D - Strokes
When you're drawing shapes with Java2D, wouldn't it be nice to spice them up a bit?
Java2D gives you dashed lines, different line joins and caps and line widths, but what if you want to draw a railway line or a county boundary on a map?
This article explains how to use the Java2D Stroke interface to do all this and more.
www.jhlabs.com /java/java2d/strokes   (1109 words)

  
 Jon Lipsky’s Weblog » Blog Archive » Creating an arrow icon with Java2D
I was looking at the Firefox website last week after I posted my entry about creating an aqua button, and the arrow icon in the download box caught my eye:
Since I was still in the mood to play with Java2D a little more after creating the aqua buttons, I decided to create that arrow icon with Java2D.
Just like with the Aqua buttons I’m sure itcould be done a little bit better, however after about 40 minutes of playing around with implementing and perfecting the arrow, I decided it was good enough.
blog.elevenworks.com /?p=3   (242 words)

  
 Java2D Customize Image Demo
On any change the server side program (the servlet) is invoked and the target iframe at the top which holds the customized image is reloaded.
The servlet uses Java2D to white out the existing text, to overlay the colored border with a new one using constructive geometry, and to write the 4 lines of text onto the image in the chosen font.
It tries to center the lines but this can only work if a fixed width font is used.
www.cdhconsult.com /cdh/jsp/java2Dtest.jsp   (191 words)

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