Chapter 33. Image Processing
The Graphics
class represents a drawing surface at a logical level. Below that level, a Graphics
object is attached to a Bitmap
or Metafile
object. Those objects understand the slightly lower-level needs of managing more physical data structures. For example, a Bitmap
object maps abstract drawing commands such as DrawLine
and DrawEllipse
to colored pixels that can be displayed on a PictureBox
or saved into a file. Similarly, a Metafile
maps the Graphics
object's abstract commands into metafile records that you can play back on a drawing surface, or save in a graphical metafile.
This chapter describes the more down-to-earth Bitmap
and Metafile
classes. It explains methods for building, modifying, and manipulating these objects. It shows how to load and save them from graphics files and, in the case of Bitmap
classes, how to work with files saved in a variety of graphic formats such as BMP, GIF, JPEG, TIFF, and PNG.
Image
An Image
object represents some sort of picture that you can draw on, copy, transform, and display. Image
is an abstract (MustInherit
) class, so you cannot create instances of this class directly. Instead you must make instances of its derived classes Bitmap
and Metafile
.
You can also derive your own class from
Image
if you want, although that's a fairly advanced technique, so it isn't covered here.
The Image
class provides useful graphical methods that the Bitmap
and Metafile
classes inherit. Many other objects can work with any type of ...
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