More articles by Richard G. Baldwin
Baldwin@DickBaldwin.com
Adding Animated Movement to Your Java Application
Learn how to add animated movement into your program where multiple objects chase a lead object as it moves randomly in a given environment.
A Slider-Controlled Softening Program for Digital Photos
Learn how to write a Java program to apply a blurring or softening filter to your digital photos. The amount of softening is controlled by the user with a slider.
3D Displays, Color Distance, and Edge Detection
Learn about color distance, projecting 3D coordinates onto a 2D display plane, and edge detection. Understanding these concepts will help you to better understand modern image processing.
A Pixel Editor Program in Java: Multimedia Programming with Java
Examine a new program written entirely in Java that you can use to edit the pixels in your digital photos on a pixel-by-pixel basis.
Wrapping Up the SimpleTurtle Class: Multimedia Programming with Java
Learn more about the methods and the properties of a Turtle object from Ericson's Java multimedia library.
Continuing with the SimpleTurtle Class: Multimedia Programming with Java
Learn how the World class and the Turtle class of the multimedia library implement a practical version of the Model-View-Control programming paradigm. Investigate the differences between placing a turtle in a world and placing a turtle in a picture.
Getting Started with the Turtle Class: Multimedia Programming with Java
Learn about the behavior of the Turtle class, its superclass named SimpleTurtle, and what they can do for you.
Creating a First-Person Shooter Game, Math for Java Game Programmers
Learn about first-person computer games in general, and learn how to use the game-math library to write a first-person game in a 3D world in Java.
Multimedia Programming with Java: Getting Started
Getting started with a new technology can be daunting. Learn how you can benefit from a Java multimedia library and a lightweight Java IDE named DrJava, which has the ability to interactively evaluate Java code.
Applications of the Vector Dot Product, Math for Java Game Programmers
Learn how to use the dot product to compute nine different angles of interest that a vector makes with various elements in 3D space, to find six of the infinite set of vectors that are perpendicular to a given vector, and to perform back-face culling of an image.
Getting Started with the Vector Dot Product: Math for Java Game Programmers
Learn the fundamentals of the vector dot product in both 2D and 3D. Discover how to update your game-math library to support various aspects of the vector dot product. And lastly, see how to write 2D and 3D programs that use the vector dot product methods in the game-math library.
Our First 3D Game Program: Math for Java Game Programmers
Learn how to write your first interactive 3D game using the game-math library. You will also see how to write a Java program that simulates flocking behavior such as that exhibited by birds and fish and how to incorporate that behavior in a game.
Images, Drawn Graphics, and Event Handling in a MIDlet
Learn how to paint images, draw graphics, and do event handling on a cell phone screen.
Getting Back to Basics with GUIs
Learn the basics of creating your own custom GUI components by creating a pair of buttons used to turn pages.
Venturing into a 3D World: Math for Java Game Programmers
Learn the essentials of programming the math involved in 2D and 3D game development.
Getting Started with the Greenfoot Java IDE
Discover a Java IDE good enough to win a Dukes Choice Award at the 2007 JavaOne conference.
Programming MIDlet Graphics using the Canvas Class
Learn how to use methods of the Canvas class along with methods of the Graphics class to draw text and lines on the cell phone screen. You will also see how to use anchor point coordinates to control the position of text that is drawn on the screen and how to handle keyPressed events fired by a Canvas object.
Putting the Game-Math Library to Work: Math for Java Game Programmers
Learn how to use the game-math library for translation and animation in two dimensions.
Programming MIDlets for Interactive Behavior
Discover how to add commands to a MIDlet and how those commands are presented to the user in the Sun cell phone emulator. You will also learn how to produce interactive behavior within a MIDlet.
Vector Addition: Math for Java Game Programmers
Learn how to develop a game-programming math library by adding and manipulating vectors.
Using Forms and Items in MIDlets
Create a form in your midlets that can be populated with a variety of objects ranging from strings to images to interactive gauges.
Working with Column Matrices, Points, and Vectors: Math for Java Game Programmers
Game programming isn't only about code. You must also have a solid understanding of the math within the code. Luckily, you can get that knowledge here.
Using Lists in MIDlets
Learn about the Choice interface and the List class including the use of implicit, exclusive, and multiple Choice types. Your Mobile apps will never be the same!
Updating the Math Library for Graphics: Math for Java Game Programmers
Learn how to update the game-math library to provide new capabilities including the addition of graphics and set methods for column matrices, points, vectors, and lines. Also, study sample programs that illustrate the use of the new capabilities and learn how to draw on off-screen images.
Using Alerts, Images, Timers, and Gauges in MIDlets
Learn how to program an Alert for a MIDlet, add an image to the Alert, add a Gauge to the Alert to act as a progress or activity meter, and how to use a Timer to control when an Alert becomes visible on the screen.
Math for Java Game Programmers, Getting Started
Examine two sample programs and a sample game-programming math library intended to provide aspiring game programmers with the mathematical skills required for game programming.
Handling Life-Cycle Issues with the MIDlet User Interface
Learn to program MIDlet user interfaces that minimize the MIDlet's memory footprint while the MIDlet is paused making consistent use of the MIDlet class methods to satisfy the life cycle rules of MIDlets.
Introduction to the MIDlet User Interface, A First Look
Learn the fundamentals of user interfaces for MIDlets, how to instantiate user interface components, how to cause them to become visible on the cell phone screen, the difference between a Screen and a Display, and much more.
Back to Basics with MIDlets and the Sun Java Wireless Toolkit for CLDC
Learn how the CLDC and the MIDP fit into the grand scheme of things in MIDlet programming. See how to change the behavior of a Java program by replacing the classes in the Java standard library with custom classes of your own design.
Capturing Output Produced by Programs Running in a Child Process
Learn how to capture and display the standard output and the error output produced by programs executing in a child process resulting from a call to the exec method.
Getting Started with MIDlets and the Sun Java Wireless Toolkit for CLDC
Learn how to write a Java programming framework that makes it easy to experiment with MIDlets (Java programs for embedded devices) and the Sun Java Wireless Toolkit for CLDC (Connected Limited Device Configuration).
Understanding Transforms in Java 3D
Understand the concept of transforms in Java 3D and learn how to write Java 3D code using that knowledge.
Understanding Transforms in Java 2D
Gain an understanding of transforms in Java 2D in a way that you can extend to an understanding of transforms in Java 3D.
Combining Rotation and Translation in Java 3d
Understanding rotation and translation individually in Java 3D is not too difficult. When you combine the two, things quickly become very complicated. If you don't understand what you are doing when you combine the two, the chance that you will get it right is probably less than fifty percent. In this lesson, you will learn to get it right the first time.
Understanding the Alpha Time-Base Class in Java 3D
Understanding the Alpha class is critical to understanding Java 3D animation. The constructors for the Alpha class can require up to ten parameters. Learn about the detailed behavior of objects instantiated from the Alpha class, with particular emphasis on understanding the behavior imparted by each of the ten parameters.
Simple Animation with the Java 3D API
Learn how to use the RotationInterpolator and Alpha classes of the Java 3D API, along with other necessary classes, to write simple animation programs. Also learn the rationale by which those classes are used to write animation programs.
Digging a Little Deeper into the Java 3D API
Learn to use a variety of Java 3D classes including Appearance, Transform3D, BoundingSphere, and Vector3f classes.
Back to Basics in the Java 3D API
Learn how to master the basics of starting from scratch to create and populate a Java 3D virtual universe, and how to place that universe in a Frame object along with other GUI components using the layout manager of your choice.
Using the Java 2D ColorConvertOp and RescaleOp Filter Classes to Process Images
Learn how to write programs that use the RescaleOp and ColorConvertOp classes of the Java 2D API to perform a variety of filtering operations on images.
Using the Java 2D ConvolveOp Filter Class to Process Images
Learn how to write programs that use the ConvolveOp class of the Java 2D API to perform two-dimensional image convolution. Also, learn about some of the weaknesses of the ConvolveOp class that result from a lack of options for dealing with convolution output values greater than 255 and less than 0.
Graphics, using Java and JDOM with SVG, Part 2
Expand the JDOM/SVG graphics library to include gradients, Béziercurves, and elliptical arcs. Learn the significance of the word Scalable in Scalable Vector Graphics (SVG). Learn how to use JDOM to write XHTML output files containing SVG/XML code. Learn how to use JDOM to write Java servlets that deliver XHTML output containing SVG/XML code.
Graphics, using Java and JDOM with SVG, Part 1
Learn a little about JDOM as an alternative to Sun's JAXP DOM API. Learn how to create an SVG file using raw JDOM commands. Learn how to write a Java/JDOM/SVG graphics library to reduce the effort required to create SVG files using JDOM and Java.
Drawing grids, Bezier Curves and Elliptical Arcs Using Java and SVG
Learn how to write Java code that uses an SVG graphics library and the SVG/XML path element to efficiently draw grid lines, geometric shapes, cubic Bezier curves, quadratic Bezier curves, and elliptical arcs.
Using the Java 2D BandCombineOp Filter Class to Process Images
Learn how to write programs that extract Raster objects from an image and then use the BandCombineOp image-filtering class of the Java 2D API for a variety of image-processing purposes.
Writing Java Servlets to Produce XHTML Code That References External SVG Files
Learn how to write servlets that produce XHTML output containing references to external SVG files. The SVG files may be static, or they may be created on-the-fly during the execution of the servlet.
Using the Java 2D LookupOp Filter Class to Scramble and Unscramble Images
Learn how to use the LookupOp image-filtering class from the Java 2D API, along with the Random class from the java.util package to write a pair of easy-to-use programs to scramble and unscramble images in a reasonably secure fashion.
Using the DOM class in AJAX with the GWT and Java
Learn how to write the Java code necessary to make effective use of the DOM class in the Google Web Toolkit.
Using Java to Produce SVG Code in XHTML Data
Learn how to write Java code to produce XHTML files containing in-line SVG/XML code. Also learn how to write servlets that produce XHTML output containing in-line SVG/XML code.
Introduction to Alice Programming
Review the features of a major 3D interactive graphics Java program named Alice that is used to teach beginners how to program.
Using the Java 2D AffineTransformOp Filter Class to Process Images
Learn how to write programs that use the AffineTransformOp image-filtering class of the Java 2D API for a variety of image-processing purposes.
Focus Events, Click Events, and Drag-and Drop in AJAX Using the GWT and Java
Learn how to write the Java code necessary to perform drag-and-drop operations in AJAX using the GWT and Java. Also learn a little more about the use of the FocusListener and ClickListener interfaces.
An Improved Approach for Creating SVG/XML Code and SVG/XML DOM Nodes using Java
Learn to write a method that deals with the escape sequences required for the quotation marks that surround attribute values in XML and a method that makes it possible to create a general node in the DOM tree being used to represent an SVG graphic.
The Recursive Filtering Workbench in Java, Putting it all Together
Like the keystone in an arch, this final installment will teach about two inner classes that form the keystone of the interactive recursive filtering workbench.
Event Driven Programming in AJAX Using the GWT and Java
Learn how to write the Java code necessary to accomplish event driven programming using the Google Web Toolkit (GWT)