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Java:
Performance Tuning and Memory Management Part 4 - Memory Utilization
Although
Java's performance problems have often been exaggerated, it is true that
Java programs sometimes use a large amount of memory.
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Java:
Performance Tuning and Memory Management Part 3 - Compilers
When you
compile a Java source code file, the compiler generates a class file
containing Java bytecodes that can be processed by a Java Virtual
Machine.
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Java:
Performance Tuning and Memory Management Part 2 - Tips for Improving
Performance
Once
you've identified a performance problem, there are usually ways that you
can address the problem. The most obvious solution is to upgrade the
hardware that the application runs on, but this is often not possible,
especially when large numbers of client machines are involved.
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Java:
Performance Tuning and Memory Management Part 1 - Introduction
Since it
came into existence, Java code has had a reputation for executing
slowly, and that reputation was partially deserved. This is particularly
true of the early Java Virtual Machine implementations, which offered
purely interpreted execution. However, while Java is still not (and may
never be) the ideal language for performing extremely CPU-intensive
operations, it is entirely suitable for most software applications.
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Java
Objects: Abstraction and Modelling Part 3 - Inherent Challenges
Despite
the fact that abstraction is such a natural process for human beings,
developing an appropriate model for a software system is perhaps the
most difficult aspect of software engineering.
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Java
Objects: Abstraction and Modelling Part 2 - Generalization Through
Abstraction
If we
eliminate enough detail from an abstraction, it becomes generic enough
to apply to a wide range of specific situations or instances. Such
generic abstractions can often be quite useful.
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Java
Objects: Abstraction and Modelling Part 1 - Introduction
As human
beings, we are flooded with information every day of our lives. Even if
we could temporarily turn off all of the sources of 'e-information' that
are constantly bombarding us - emails, voicemails, news broadcasts, and
the like - our five senses alone collect millions of bits of information
per day just from our surroundings.
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Beginning
Java 2 - JDK 1.3 Version Part 7 - Synthesizing Images
You
don't have to read all your images in from files - you can create your
own. The most flexible way of doing this involves using a BufferedImage
object. This is a subclass of the Image class that has the image data
stored in a buffer that you can access. It also supports a variety of
ways of storing the pixel data: with or without an alpha channel,
different types of color model and with various precisions for color
components.
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Beginning
Java 2 - JDK 1.3 Version Part 6 - Alpha Compositing
Alpha
compositing is all about the transparency of an image, and we are
just going to look at the basic ideas here. The subject of color
representation is itself a major topic with a range of different ways of
representing color, but we will assume we are dealing with the RGB model
throughout and ignore other color models.
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Beginning
Java 2 - JDK 1.3 Version Part 5 - Transforming Images
We can
apply a transformation to a graphics context to modify the user
coordinate system relative to the device coordinate system. The
transformation can be a translation, a rotation, a scaling operation, a
shearing operation or a combination of all four. Of course, such a
transformation applies to images that you draw as well as anything else.
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Beginning
Java 2 - JDK 1.3 Version Part 4 - Animation
You can
create animated effects in Java on any component. You can create
animation in a window or a panel, your buttons can have animated labels,
and you can even animate your menu items if you wish.
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Beginning
Java 2 - JDK 1.3 Version Part 3 - Creating Image Objects
The
Image class is at the heart of all images in Java. An image will always
be an object of a class that has Image as a base.
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Beginning
Java 2 - JDK 1.3 Version Part 2 - Obtaining an Image
The
ImageIcon class doesn't really care about the size of the image, that
is, it is not constrained to be a typical icon size, so an image
represented by an object of this class can be anything.
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Beginning
Java 2 - JDK 1.3 Version Part 1 - Applet Operations
An
applet is defined by a class that has the Applet class as a base. We
will use the Swing class JApplet which is derived from Applet to define
our applets because it provides more capabilities. An applet is a
program that is embedded in a web page, so it executes under the control
of a web browser, or the appletviewer program that comes with the Java
Development Kit.
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