Java
Graphics Programming Library: Concepts To Source
Code
Author:
Oswald Campesato
Publisher: Charles River Media
ISBN: 1-58450-092-1
Purchasing: [Amazon.Com]
- RRP US$49.95
Reviewed: 11th September 2002
Front
Cover Shot:
Overview
The
java programming language has been around for some
time now - May 1995 was its formal introduction to
the world. In those 7 years, it's picked up a huge
amount of support from developers all over the
world - a far faster uptake than many similar
languages.
However,
it's only fairly recently that Java has been
considered as a real games/multimedia
programming language - sure, we get a
million-and-one web browser based java games, but
a real commercial-grade java game is rare.
Concepts
of Computer Graphics
This
book bills itself as "concepts to source
code" - concepts of computer graphics.
However, it's an interesting way of looking at the
concepts. Most other books that make similar
claims cover the really basic and fundamental
concepts - rasterizing, clipping, pixels etc...
but this book starts a little higher up -
mathematics behind 2D graphics, shapes and
patterns.
Just
looking through this book there are a lot of small
images showing the results of the various
algorithms and equations you learn about - cubic
functions, polar coordinates and a few fun things
to do with trig identities/equations. Putting
these together and you generally get various
different kinds of pretty swirling patterns and
flower-like shapes.
In
many respects, the concepts discussed by this text
are of a much more applicable type than other
books on graphical concepts and theory - whilst
you may not be desperate to draw an
"overlapping pair of venetian pillars"
right now, the components that go together to make
up this example can be quite easily applied to a
whole series of different graphical effects.
Multimedia,
not games
One
area that does stand out about this book - it
focuses on programming multimedia components and
doesn't really pay much attention to game
graphics. The only substantial difference is the
emphasis on performance. Whilst many of these
algorithms aren't particularly slow, they aren't
really suitable for a high-speed game engine - a
lot of refinement and pre-processing would be
necessary to get these working at a useable speed.
Content
is king
The
content of this book is top-quality, it is one of
only a few books that I am impressed with on first
site when it comes to writing reviews. What you
get for your money is actually a relatively small
(physically) book, with quite heavy/dense paper -
524 pages in total.
The
writing style of the author makes for an easy
read, yet it still keeps up an impressive pace -
and best of all, it flows quite nicely between
sections. You do need to be good with programming
though - experience with Java is a definite
prerequisite.
In
Conclusion
This
book is definitely a good short-term learning aid,
and a long-term reference book for those
interested in Java graphics. Given the way it's
written, it would be easy to pick up and read
cover-to-cover and expect to have a good
understanding of java's graphics potential. At the
same time, you can look back through this book for
ideas on specific effects, methods and algorithms
to add a bit of spin to your graphics application.
Good
Things |
Bad
Things |
Good, clear writing style |
•
not really for beginner programmers |
•
flows nicely from topic to topic |
•
not always obvious how you can transfer
examples in the book to real-world
applications |
•
works well as a reference book |
|
•
works well as a cover-to-cover learning
book |
|
•
doesn't waste any time discussing things
most readers will already know. |
|
|