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Kickass Java Programming: Cutting-Edge Java Techniques With an Attitude
 
 
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Kickass Java Programming: Cutting-Edge Java Techniques With an Attitude [Paperback]

Tonny Espeset (Author)
5.0 out of 5 stars  See all reviews (6 customer reviews)


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Book Description

August 15, 1998
Shows you how to incorporate incredible animations into your home page by using the advanced image processing library that's included on the CD-ROM. Gives you step-by-step instructions for creating small, yet powerful, applets that are better and faster than anyone else's, and "living backgrounds" that will impress and amaze. Highlights the benefits of rendering 2D and 3D animations after the image has been loaded. Teaches you how 3D works, and gives you important tips for speeding it up. Makes the "impossible" possible with real-time texture mapping in Java, fantastic transitions, and more. Helps you decide the most effective type of compression to use for the best efficiency, whether .gif or .jpeg.

Editorial Reviews

About the Author

Tonny Espeset is a computer engineer who thrives on "the fun stuff." Formerly the editor of Norway's biggest home computer magazine, he is currently with New Media Science, Norway's leading Internet company. Author of a successful image processing program for the Amiga, he has also produced computer generated animations for television. Tonny's home page received 20,000+ hits in two months, which he attributes to the techniques he describes in his book.

Product Details

  • Paperback: 512 pages
  • Publisher: Coriolis Group; 11th edition (August 15, 1998)
  • Language: English
  • ISBN-10: 1883577993
  • ISBN-13: 978-1883577995
  • Product Dimensions: 9.2 x 7.4 x 1.2 inches
  • Shipping Weight: 2 pounds
  • Average Customer Review: 5.0 out of 5 stars  See all reviews (6 customer reviews)
  • Amazon Best Sellers Rank: #2,326,193 in Books (See Top 100 in Books)

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4 of 4 people found the following review helpful:
5.0 out of 5 stars Excellent advanced techniques and examples for writing games, August 6, 1997
By A Customer
This review is from: Kickass Java Programming: Cutting-Edge Java Techniques With an Attitude (Paperback)
Firstly, as expected this book is not for the beginner programmer. It has excellent, working, examples which really takes you to the "cutting edge". Its focus is more on advanced animation (game-like programming techniques) and doesn't include for example database design and implementation, etc. Overall an excellent book, and for everyone bored with simple java UI's
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3 of 3 people found the following review helpful:
5.0 out of 5 stars Excellent book, June 3, 2002
This review is from: Kickass Java Programming: Cutting-Edge Java Techniques With an Attitude (Paperback)
Java games are a hobby of mine, and I must say this the most practical book for the topic that I've found. It contains great practical examples, and doesn't stray from the subject - programming techniques that allow you to produce excellent-looking applets. Ever see those flashy slideshow applets, with various special effects? This book will show you how to construct one by yourself, explaining each step with great detail. It goes through great extent in helping you understand what you're doing, all while sticking close to subject, without beating around the proverbial bush.
The only downside to this book is its coverage of sounds in Java - if you need help with sounds and sounds alone, don't buy this book. It contains a miniscule amount of information regarding the subject - namely just a brief introduction to sounds, and usage of the Applet class' primitive audio playback functions (Java has great support for generating audio on-the-fly, which this book does not cover).

Lack of detailed sound documentation doesn't take away the value of this book, however, and I recommend it to anyone who would like to produce "kickass java" applets.

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2 of 2 people found the following review helpful:
5.0 out of 5 stars Outstanding old book on imaging algorithms in Java, May 2, 2006
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This review is from: Kickass Java Programming: Cutting-Edge Java Techniques With an Attitude (Paperback)
Don't let the age of this book fool you. It is basically all about the algorithms necessary for producing visual effects in both 2D and 3D that just happens to use Java as an implementation language.
The first chapter is titled "Easy Animation." The chapter's main focus is creating quickly loaded images, and reducing flicker.
Chapter two covers sound and is eight pages long. Two pages are sample code. Remember this book was written when Java had very primitive sound support.
Chapter three goes deep into image processing. The end result is that this chapter shows you how to code many of the special effects found in PhotoShop. Wave, ripple, and explode filters and 3D button effects among others are included here. To me this chapter is the one that stands the test of time the best due to all of the algorithms shown.
Chapter four covers two-dimensional rendering. The main topic of this chapter is creating small animations based on single pictures. The author introduces his framework class "ImageProcessor" first in this chapter.
Chapter five is entitled "Entering the Third Dimension". A really interesting star field program is included that was written, of course, before Java3D. Other programs include a bouncing ball and some take-offs of the star field. Then a 3D spiral program is introduced. The chapter dives back into the ImageProcessor class next. A program to break apart a picture and put it back together ends the chapter.
Chapter six discusses the now obsolete VRML. 3D transformations, movement in 3D, and wire and shaded objects are all covered, quickly and with no sympathy for the novice. A full page and half is dedicated to a discussion of VRML. This is a lot for this book. Most topics get explained once, very quickly and then it's off to the next topic. Several pages are dedicated to explaining a turning cube script. The Matrix3D class is covered next. Navigation is covered briefly, and wireframes are introduced. Shading is covered very lightly then a truly monster program for a so-called "basic" Model3D class is given. This is twelve pages of code. A second program follows that allows you to view Model3D. The chapter ends with a discussion on precalculating movement and passing HTML to the VRML animator, which is also included. There are interesting ideas here, but VRML is old hat and the code will require adapting to more modern needs.
Chapter seven is titled "Adding Realism." The main targets of this chapter are shading, illuminating, and textures--all, of course, very important to making that virtual world look real. The chapter walks through the creation of a cube in wire form then shows how to fill in the surfaces and begin shading. Shadows and perspective are discussed, then another little jewel is given. Listing 7.7 "Creating a 3D object from an image" and the accompanying viewer in 7.8 show how to take a title, make it 3D and shadow it. Texture is covered in great depth with lots of good code and more interesting tricks with pictures. The rest of the chapter is one long update to the Model3D class introduced earlier.
Chapter eight gets into tricks with text. This chapter is crammed with interesting scroll tricks. Late in the chapter some great 3D text scroll scripts, like a 3D spiral, are given.
Chapter nine is titled "Navigation." The keys to this chapter are frames, tracking the mouse and 3D animated menus. This stuff gets more directly into HTML.
Chapter ten is about making imaging effects look better and load fast. Some of this material is dated because the author is writing from the viewpoint of Java 1.0.2.
The appendix is a great summary of classes and commands used in the book. It serves as a very good reference source and is very helpful when trying to read through the programs in the book. The CD-ROM contains some shareware and freeware and a Java version of the old game "Asteroids". Most importantly it contains all the programs in the book. The shareware is pretty ancient and source code for the shareware is not included.
Even though this book was obviously written at a time when Java's main purpose was to jazz up web pages, it is still interesting for people who already know Java and basic computer graphics and are looking for some interesting graphic effects and their explanations. The two main bad points about this book are:
1. Everything is in the form of an applet. This is certainly due to the fact that the contents were written in 1996.
2. For a book that is supposed to be about graphic effects, the illustrations are very shoddy and they are all in black and white.
In spite of these drawbacks, it is a good source of information on how to perform effects at the pixel level, and in that respect the book will never be obsolete.
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