Variables, methods and nested classes can be marked as private, public, or protected. Private things can only be used in the class where they are defined. Protected things can be accessed in the same class and in subclasses of that class. You will see examples of all of these things in the sample programs.
- A constructor routine can be recognized by the fact that it has the same name as the class that contains it, and it has no return type.
- New sections have been added covering soft shadows, performance optimization, Nsight debugging, as well as updated industry-standard libraries and steps for running the examples on a Macintosh.
- This new edition provides step-by-step instruction on modern 3D graphics shader programming in OpenGL, along with its theoretical foundations.
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Everything needed to install JOGL and run every example is provided and fully explained. Includes new sections on implementing soft shadows, performance optimization, and updated tools and libraries such as the JOML math library and Nvidia’s Nsight. Earn money by sharing your favorite books through our Affiliate program. If you place an expedited order for a heavy or over-sized book, we may contact you to request that you cover the extra shipping cost. Unfortunately, as a bulk order shipper, we do not provide tracking for individual orders included in our bulk shipments. Items shipped via USPS Standard Mail should arrive within 4-14 business days [M-F].
Programming Rust, 2nd Edition
In a logical progression of ideas, the reader is introduced to some of the classic graphics algorithms and finally to chapters which cover particular effects such as perspective drawings and hidden-face and hidden-line elimination. In this case, the parameters to the constructor, 100 and 200, become the values of the variables pt.x and pt.y in the new object. The effect of the above code is that the value of pt is a pointer to the newly created object. Graphics2D g; // g is a variable whose value is an object of type Graphics2D.
All programming code, such as assignment statements and control structures, must be inside method definitions. It is possible to put your own classes into packages, but that adds some complications when compiling and using them. My sample programs in this book are not defined in named packages.
Computer Graphics For Java Programmers Edition No 2
Professionals and industrial practitioners who wish to learn and explore basic computer graphics techniques will also find this book a valuable resource. Computer Graphics for Java Programmers, 2nd edition covers elementary concepts in creating and manipulating 2D and 3D graphical objects, covering topics from classic graphics algorithms to perspective drawings and hidden-line elimination. The book covers elementary concepts, from how to produce simple graphical objects using logical coordinates to producing filled regions. The book reinforces concepts with useful and simple examples, then progresses to applied geometry and then onto how to perform rotations and other transformations of graphical objects. This new edition provides step-by-step instruction on modern 3D graphics shader programming in OpenGL, along with its theoretical foundations.
Officially, they are said to be in the “default package.” Recent versions of Java also have “modules,” which are collections of packages. Again, using modules complicates things, and they are not used in this textbook. There is a confusing distinction in Java betweenstatic and non-static variables and methods, which we can mostly ignore here. Often, in a graphical program, main is the only thing that is static, so the distinction will not be very important for us. In a GUI program, themain method usually just creates a window and makes it visible on the screen; after that, the window takes care of itself.
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This third edition covers fundamental concepts in creating and manipulating 2D and 3D graphical objects, including topics from classic graphics algorithms to color and shading models. It maintains the style of the two previous editions, teaching each graphics topic in a sequence of concepts, mathematics, algorithms, optimization techniques, and Java coding. It includes exercises and examples making it ideal for classroom use or self-study, and provides a perfect foundation for programming computer graphics using Java. Undergraduate and graduate students majoring specifically in computer science, computer engineering, electronic engineering, information systems, and related disciplines will use this textbook for their courses.
Kang Zhang is a Professor in Computer Science and Director of Visual Computing Lab at the University of Texas at Dallas. In Computer Engineering from the University of Electronic Science and Technology, China, in 1982; and Ph.D. from the University of Brighton, UK, in 1990. He held academic positions in the UK and Australia, prior to joining UTD. Zhang’s current research interests are in the areas of visual languages, graphical visualization, and Web engineering; and has published over 130 papers in these areas. He has taught computer graphics and related subjects at both graduate and undergraduate levels for many years. Zhang was also an editor of two books on software visualization.
Kang Zhang is Professor and Director of Visual Computing Lab, Department of Computer Science at the University of Texas at Dallas. In Computer Engineering from University of Electronic Science and Technology of China in 1982, Ph.D. from the University of Brighton, UK, in 1990, and Executive MBA from the University of Texas at Dallas in 2011. Prior to joining UT-Dallas, he held academic positions in the UK, Australia, and China, and taught many undergraduate and graduate classes for over 26 years. Dr. Zhang’s current research interests include visual languages, aesthetic computing, generative art, and software engineering; and has published over 250 papers in these areas. Dr Zhang is on the Editorial Boards of Journal of Big Data, The Visual Computer, Journal of Visual Languages and Computing, International Journal of Software Engineering and Knowledge Engineering, and International Journal of Advanced Intelligence.
Completely revised and updated throughout, the second edition of this highly popular textbook contains a host of ready-to-run-programs and worked examples, illuminating general principles and geometric techniques. Ideal for classroom use or self-study, it provides a perfect foundation for programming computer graphics using Java. You need an object that implements a listener interface for events of that type, and you need to register that object as a listener with the component that will be the target of the events. We embrace both traditional and innovative publishing models designed to accommodate the needs of the intended audience by using the appropriate delivery methods.
Fundamental and mathematical concepts clearly explained and then implemented, to give students a full understanding of what they are learning. Leen Ammeraal is a retired lecturer of Hogeschool Utrecht, The Netherlands, where he was employed from 1977 to 1998. He has a degree (ir.) in mathematics at University of Technology Delft, The Netherlands. He worked as a programmer and mathematician at Akzo Research and Engineering, Arnhem, The Netherlands, from 1961 to 1972 and did research work on compilers from 1972 to 1977 at Mathematical Centre, Amsterdam. Some of his Wiley books have been translated into other languages . Illustrates every technique with complete running code examples.
It is appropriate both for computer science undergraduate graphics programming courses in degree programs that emphasize Java, and for professionals interested in mastering 3D graphics skills who prefer Java. It has been designed in a 4-color, “teach-yourself” format with numerous examples that the reader can run just as presented. New sections have been added covering soft shadows, performance optimization, Nsight debugging, as well as updated industry-standard libraries and steps for running the examples on a Macintosh. Includes companion DVD with source code, models, textures, etc. used in the book.