Java after hours: 10 projects you'll never do at work by Steven Holzner

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By Steven Holzner

Take your Java programming talents past the standard. Java After Hours: 10 initiatives you will by no means Do at paintings will make Java your playground with ten targeted initiatives that might have you ever exploring some of the fields that Java deals to construct interesting new courses. you are going to learn how to: Create photos interactively on net servers ship photos to net browsers Tinker with Java's Swing package deal to make it do probably most unlikely issues seek web content and ship e mail from Java courses Use multithreading, Ant and extra! bring up your Java arsenal via taking keep an eye on of Java and discover its chances with Java After Hours.

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It'll convert image formats tooyou can use the Graphicizer to load in JPEG, PNG, or GIF images and then store them in either JPEG or PNG format. When an image is loaded, you can convert it to an embossed image with the click of a button, or you can sharpen it, brighten it, blur it, or reduce its sizeall using Java. You can even undo the most recent change. Not bad. gif. To emboss this image, sharpen it, or perform other actions, all you've got to do is click a button. 1. The Graphicizer tool at work.

An interactive hockey game, where you actually have to do something active, or you'll lose. The code developed in Chapter 1 is going to be leveraged for this chapter, because Slapshot! uses hockey puck sprites, much like the fish in the aquariumonly the pucks move faster. 1. The pucks shown in this figure are zooming around the ice at the speed you choose (varies from very slow to just about unbeatably fast). Your job is to use the mouse with the blocker on the left, as you see in the figure, to keep the pucks out of the goal (represented as a thick red vertical line in the app).

DrawFishImage (memoryGraphics); } . . drawImage(memoryImage, 0, 0, this); } That completes everything except creating the actual Fish objects with their constructors, the swim and drawImage methods. That's coming up next. Creating the Fish Each Fish object has three methodsa constructor, a swim method that moves the fish, and a drawImage method that draws the fish using the Graphics object you pass it. The constructor's job is to store what's passed to itthe two fish images, the bounding rectangle of the aquarium, and the object that corresponds to the tank itself.

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