Chapter 21. Working with Images and Other Media
Until this point, we’ve confined ourselves to working with the high-level drawing
commands of the Graphics2D
class, using
images
in a
hands-off mode. In this section, we’ll clear up some of the mystery surrounding images
and see how they can be created and transformed. The classes in the java.awt.image
package handle images and their internals;
Figure 21-1 shows the important
classes in this package.
First, we’ll return to our discussion of image loading and see how we can get more
control over image data using an ImageObserver
to
watch as it’s processed asynchronously by GUI components. We’ll also see how to use the
MediaTracker
utility to handle the details for
us. Then, we’ll move on to the good stuff and have a look at BufferedImage
, which is an image whose pixel data is exposed to you
through a memory buffer. If you’re interested in creating sophisticated graphics,
rendered images, or video, this will teach you about the foundations of image
construction in Java.
A few notes before we move on: Prior to Java 1.2, creating and modifying images was
only possible through the ImageProducer
and ImageConsumer
interfaces, which, along with ImageObserver
, provide low-level, stream-oriented views of
the image data. We won’t be covering image producers and consumers in this chapter;
instead, we’ll stick to the new APIs, which are more capable and easier to use in most
cases.
Looking in the other directions, we will also be referring occasionally ...
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