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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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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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