Chapter 4. Images
IMAGES are just another graphics primitive, as described Chapter 3, “Graphics Fundamentals,” in the section “Graphics Primitives.” But images are so crucial to most 2D and Swing applications, so important in performance-critical situations, and so fundamental to Filthy Rich Clients, that they are worth discussing in depth. Lucky them: They get their own chapter.
Image
objects can be used for many different purposes. They can hold the contents of image files. They can act as back buffers in buffered applications to enable smooth animation, as we saw in the section “Double-Buffering” in Chapter 2, “Swing Rendering Fundamentals.” They can provide an easy mechanism for improving application performance through caching intermediate ...
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