JAVA: A GRAPHICAL APPROACH
By Vincent Information
Centre
OVERVIEW
ISBN: 007709820X No. of Pages: 450 Published: October 2001
This beginner's book is framework oriented.
It uses two frameworks within a single class library to support
object oriented programming and design in graphics and animation.
It is designed for programming students with an interest in graphics,
interaction and animation, or vice versa. To provide a graphic-oriented
route to programming, the first framework includes a small graphics
subsystem that exactly mirrors basic Java graphics, but is much
easier to use. The first part of the book uses this 'Grafix' subsystem
to introduce object orientation and Java's main language structures.
All examples generate graphic output, some of which is animated.
The first framework provides classes for implementing sprite-based
animations. It incorporates many of the features of the Java Graphics2D
API including affine transformations and simple image processing.
The sprites can be enhanced and made interactive using class extension.
Their event-model is similar to those used in multimedia authoring
packages. The second framework is a small library of components
for engineering animation control systems. It is an open small-scale
'glass box' system whose inner workings are described in full as
a study in framework design. The framework employs Java interfaces
to establish the connection protocols between 'talker' and 'listener'
objects, and is a good introduction to component-style programming.
The book also introduces Swing event listeners and shows how to
incorporate Swing components into animation control systems. Framework
and system organisation are shown below:
The book is organised into
three parts reflecting the way that the frameworks are used. Initially
they are simply used as 'black boxes' that provide pre-built classes
for creating ready-to-use objects. Within this section, four stand-alone
'interlude' chapters introduce the Animation Framework, the Graphics2D
API, Swing and the Animation Control Framework . The next part looks
at how Java interfaces are used to connect objects. It focuses on
the Animation Control Framework and the Swing event model. The final
part uses class extension to enhance both frameworks.
Book organisation
The contents can be followed in book order as a single longer course.
Alternatively, it can be split into two shorter courses so that
the first concentrates on building animations using class extension,
with the possible incorporation of the Graphics2D API (left half
of diagram below). The follow-up course would focus on the building
of animation control systems using listener interfaces, with the
possible incorporation of Swing and Threads. Students with a C programming
background can leave out parts 1B and 1C which focus on flow of
control structures - the Java structures being identical to those
of C. This section can also be postponed, giving a quicker route
to the design of classes.