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- Using Rasters for Image Processing, Part 1 by Anghel Leonard - [Clicks: 38]
Many modern image technologies are based on raster concept - things like televisions, photo cameras, or printers. They provide superior image control, allowing you to process an entire image or only a piece of it, and full control over pixel's colors. You're free to develop new image filters, or allow images to mix. Basically, having a raster is like having a "playground" because you are free to try whatever you want to do with the image. This article discusses rasters from the Java perspective. You'll find out what the components of a raster are in Java and how to exploit them in an application. You'll learn how to store, extract, and manipulate image samples, and then learn how how to extract a color band and how to create a zoom effect.
http://javaboutique.internet.com/tutorials/rasters/ - Dec, 2005 - Killer Game Programming in Java: A 3D Checkerboard, Part 2 by Andrew Davison - [Clicks: 20]
Editor's note: In part one of this two-part excerpt from Killer Game Programming in Java, author Andrew Davison strode through some complex programming issues for developing Java 3D graphics, such as how to add shapes, lighting, and backgrounds to a Checkers3D application. Here in part two, Andrew continues the theme by demonstrating how to create a floating sphere for the Checkers3D app.
[O'Reilly Book Excerpts: Killer Game Programming in Java]
http://www.onjava.com/pub/a/onjava/excerpt/kgp_in_java_chap15/index1.html - Dec, 2005 - Killer Game Programming in Java: A 3D Checkerboard, Part 1 by Andrew Davison - [Clicks: 20]
Editor's note: Our book excerpt today is for all you Java gamers, especially the 3D junkies--we know you're out there. In part one of a two-part series taken from Chapter 15 of Killer Game Programming in Java author Andrew Davison describes how to create a scene in a Checkers3D application, using Java 3D. And check back next week, Andrew shows how to create a floating sphere for the Checkers3D app.
[O'Reilly Book Excerpts: Killer Game Programming in Java]
http://www.onjava.com/pub/a/onjava/excerpt/kgp_in_java_chap15/index.html - Dec, 2005 - Learning Java 2D, Part 2 by Robert Eckstein - [Clicks: 31]
Part 1 in this series on learning to use the Java 2D API discussed how the Java 2D graphics engine -- represented by the java.awt.Graphics2D class -- takes graphics primitive classes such as shapes, text, and images and renders them to an output device, such as a screen or a printer. This article discusses how to use the Java 2D API libraries to manipulate and display images.
http://java.sun.com/developer/technicalArticles/GUI/java2d/java2dpart2.html - Oct, 2005 - Building 2-D Graphics Applications Using Java and SVG by Puneet Sangal - [Clicks: 29]
If you're tired of generating static bandwidth-heavy JPG files for charts, maps, and other graphic images in your Web applications, SVG provides a way to display and interact with dynamically-generated graphics in a browser.
http://www.devx.com/webdev/Article/28708 - Jul, 2005 - The Java Speech API: A Primer on Speech Applications by Benoy Jose - [Clicks: 36]
Now that speech applications need to be integrated with Web-based applications, Java has become the language of choice in which to build them. Benoy Jose explains the basics of how speech applications work and how the Java Speech API can help you build applications that inter-operate with each other and with all Java-compatible platforms.
http://javaboutique.internet.com/tutorial/speechapi/ - Jul, 2005 - Learning Java 2D, Part 1 by Robert Eckstein - [Clicks: 28]
This article discusses some of the basics of the Java 2D API, including lines and shapes, as well as the rendering pipeline. The second part of this article will go into more detail on shapes, including constructive geometery and paths, as well as discussing fonts and text. Finally, the third part will deal with using the Java 2D libraries to manipulate and display images.
[Includes source code]
http://java.sun.com/developer/technicalArticles/GUI/java2d/java2dpart1.html - Jun, 2005 - Playing Movies in a Java 3D World, Part 2 by Andrew Davison - [Clicks: 56]
In this article, I'll revisit the movie component, re-implementing it using QuickTime for Java (QTJ). QTJ provides an object-based Java layer over the QuickTime API, making it possible to play, edit, and create QuickTime movies; capture audio and video; and perform 2D and 3D animations. QuickTime is available for the Mac and Windows. Details about QTJ's installation, documentation, and examples can be found at developer.apple.com/quicktime/qtjava.
http://www.onjava.com/pub/a/onjava/2005/06/01/kgpjava_part2.html - Jun, 2005 - Playing Movies in a Java 3D World, Part 1 by Andrew Davison - [Clicks: 48]
Andrew Davison, author of Killer Game Programming in Java, describes how he implemented a Java 3D movie screen, using the Java Media Framework (JMF) Performance Pack for Windows v.2.1.1e, as well as J2SE 5.0 and Java 3D 1.3.2.
http://www.onjava.com/pub/a/onjava/2005/06/01/kgpjava.html - Jun, 2005 - Creating Voice Applications Using VoiceXML and the IBM Voice Toolkit by Ray Rischpater - [Clicks: 14]
Are you looking to create state-of-the-art, voice-driven applications? Look no further than to IBM; the latest iteration of the IBM Voice Toolkit integrates with the Rational Software Development Platform, giving you a turnkey development environment based on industry standards, including VoiceXML and Java.
http://www.devx.com/wireless/Article/28186 - May, 2005 - QuickTime for Java Components by Chris Adamson - [Clicks: 64]
In this PDF excerpt from QuickTime for Java: A Developer's Notebook, Chris Adamson shows how to write such a well-behaved application. Chapter 4: Working with Components introduces the type/subtype identification scheme of components and shows how to export a QuickTime movie to a canned format, and then to any format discovered at runtime. It shows how to import and export graphics, and then provides a utility for showing all installed components.
http://www.onjava.com/pub/a/onjava/excerpt/quicktimejvaadn_ch04/index.html - Jan, 2005 - Streaming QuickTime with Java by Chris Adamson - [Clicks: 86]
Chris Adamson shows how to set up a live stream with QuickTime for Java.
[Includes sample code]
http://www.onjava.com/pub/a/onjava/2005/01/12/strmng_qtj.html - Jan, 2005
- Killer Game Programming in Java
by Andrew Davison - [Clicks: 16]
This comprehensive guide has everything you need to program Java games. It offers the most thorough coverage of Java 3D available, and clearly details the older, better-known 2D APIs, 3D sprites, animated 3D sprites, first-person shooter programming, sound, fractals, and networked games. This practical book is a must-have for anyone who wants to create adrenaline-fueled games in Java.
O'Reilly Media, Inc., Paperback - May, 2005 - QuickTime for Java: A Developer's Notebook
by Chris Adamson - [Clicks: 23]
Java developers who need to add audio, video, or interactive media creation and playback to their applications find that QuickTime Java is a powerful toolkit, but one that's not easy to get into. This book offers the first real look at this important software with an informal, code-intensive style that lets impatient early adopters focus on learning by doing. You get just the functionality you need.
O'Reilly Media, Inc., Paperback - Jan, 2005