Trabajo Con Imagenes en Java

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Download Ebooks Download JDK  Search Java Tutorials  Hide TOC Home Page > 2D Graphics Working with Images Reading/Loading an Image Drawing an Image Creating and Drawing to an Image Writing/Saving an Image « Previous Trail Next » Lesson: Working with Images  As you h ave al ready l earned from the Images lesson, Images are described by a width and a height, measured in pixels, and have a coordinate system that is independent of the drawing surface. There are a number of common tasks when working with images. Loading an external GIF, PNG JPEG image format file into the internal image representation used by Java 2D. Directly creating a Java 2D image and rendering to it. Drawing the contents of a Java 2D image on to a drawing surface. Saving the contents of a Java 2D image to an external GIF, PNG, or JPEG image file. This lesson teaches you the basics of loading, displaying, and saving images. The are two main classes that you must learn about to work with images: The java.awt.Image class is the superclass that represents graphical images as rectangular arrays of pixels. The java.awt.image.BufferedImage class, which extends the Image class to allow the application to operate directly with image data (for example, retrieving or setting up the pixel color). Applications can directly construct instanc es of this class. The BufferedImage class is a cornerstone of the Java 2D immediate-mode imaging API. It manages the image in memory and provides methods for storing, interpreting, and obtaining pixel data. Since BufferedImage is a subclass of Image it can be rendered by the Graphics and Graphics2D methods that accept an Image parameter.  A BufferedImage is essentially an Image with an accessi ble data buffer. It is therefore more efficient to work directly with BufferedImage. A BufferedImage has a ColorModel  and a Raster  of image data. The ColorModel provides a color interpretation of the image's pixel data. The Raster performs the following functions: Represents the rectangular coordinates of the image Maintains image data in memory Provides a mechanism for creating multiple subimages from a single image data buffer Provides methods for accessing specific pixels within the image The basic operations with images are represented in the following sections: Reading/Loading an image This section explains how to load an image from an external image format into a Java application using the Image I/O API Drawing an image This section teaches how to display images using the drawImage method of the Graphics and Graphics2D classes. Creating and drawing To an image This section describes how to create an image and how to use the image itself as a drawing surface. Writing/saving an image This section explains how to save created images in an appropriate format. « Previous Trail Next » Your use of this page and all the material on pages under "The Java Tutorials" banner is subject to theselegal notices. Copyright © 1995, 2015 Oracle and/or its affiliates. Al l rights reserved. Problems with the examples? TryCompiling and Running the Examples: FAQs . Complaints? Compliments? Suggestions?Give us your feedback . Documentation The Java™ Tutorials  

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Home Page > 2D GraphicsWorking with ImagesReading/Loading an Image

Drawing an Image

Creating and Drawing to

an Image

Writing/Saving an Image

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Lesson: Working with Images

 As you have already learned from the Images lesson, Images are described by a width and a height, measured in pixels, and have a coordinate

system that is independent of the drawing surface.

There are a number of common tasks when working with images.

Loading an external GIF, PNG JPEG image format file into the internal image representation used by Java 2D.

Directly creating a Java 2D image and rendering to it.Drawing the contents of a Java 2D image on to a drawing surface.

Saving the contents of a Java 2D image to an external GIF, PNG, or JPEG image file.

This lesson teaches you the basics of loading, displaying, and saving images.

The are two main classes that you must learn about to work with images:

The java.awt.Image class is the superclass that represents graphical images as rectangular arrays of pixels.

The java.awt.image.BufferedImage  class, which extends the Image class to allow the application to operate directly with image data

(for example, retrieving or setting up the pixel color). Applications can directly construct instances of this class.

The BufferedImage class is a cornerstone of the Java 2D immediate-mode imaging API. It manages the image in memory and provides methods for 

storing, interpreting, and obtaining pixel data. Since BufferedImage is a subclass of Image it can be rendered by the Graphics and Graphics2D

methods that accept an Image parameter.

 A BufferedImage is essentially an Image with an accessible data buffer. It is therefore more efficient to work directly with BufferedImage. A

BufferedImage has a ColorModel  and a Raster  of image data. The ColorModel provides a color interpretation of the image's pixel data.

The Raster performs the following functions:

Represents the rectangular coordinates of the image

Maintains image data in memory

Provides a mechanism for creating multiple subimages from a single image data buffer 

Provides methods for accessing specific pixels within the image

The basic operations with images are represented in the following sections:

Reading/Loading an image

This section explains how to load an image from an external image format into a Java application using the Image I/O API

Drawing an image

This section teaches how to display images using the drawImage method of the Graphics and Graphics2D classes.

Creating and drawing To an image

This section describes how to create an image and how to use the image itself as a drawing surface.

Writing/saving an image

This section explains how to save created images in an appropriate format.

« Previous • Trail • Next »

Your use of this page and all the material on pages under "The Java Tutorials" banner is subject to these legal notices.

Copyright © 1995, 2015 Oracle and/or its affiliates. Al l rights reserved.

Problems with the examples? Try Compiling and Running the Examples: FAQs.

Complaints? Compliments? Suggestions? Give us your feedback.

Documentation

The Java™ Tutorials