Submitted by: Submitted by rosalie
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Words: 1475
Pages: 6
Category: World History
Date Submitted: 07/15/2011 06:30 AM
Rendering Engines
* Purpose:
* Determine how to present graphics primitives on a visual output device
* In Java:
* The rendering engine is a Graphics2D object
The (Linear) Color Cube
* The RGB Model:
* Begin with black then add red, green, and or blue
* An additive model
* Often used for displays/monitors
* The CMYK Model:
* Begin with white then remove cyan, magenta, and/or yellow
* A subtractive model
* Often used for printing
* Coordinates:
* Quantities (linear and/or angular) that designate the position of a point in relation to a given reference frame
* In Java:
Rendering with a Graphics 2D Object
* Geometric Shapes (see the Shape interface):
* draw(Shape s)
* fill(Shape s)
* Strings/Text:
* drawString(String s, float x, float y)
* Images:
* drawImage(Image i, int x, int y, null)
Classes that implement the shape Interface
* 0-Dimensional:
* Points (Point2D)
* 1-Dimensional:
* Lines (Line2D)
* Curves (CubicCurve2D and QuadCurve2D)
* 2-Dimensional:
* Rectangles(Rectangle2D)
* Polygons (General Path)
* Ellipses (Ellipse2D)
* Stroke:
* The line "style" (see the Stroke interface)
* Set using the setStroke method in Graphics2D
* Color:
* The line color (see the Color class)
* Set using the setColor method in Graphics2D
Joins and Caps
Filling a Shape
* Paint:
* The fill "style" and color (see the Paint interface)
* Set using the setPaint method in Graphics2D
* Types:
* Color
* GradientPaint
* TexturePaint
Rendering Text/Strings
* Font:
* The "glyphs" used for each character
* Set using the setFont method in Graphics2D
* Properties:
* Name
* Size (in points)...