| Java
                              Graphics Programming Library: Concepts To Source
                              CodeAuthor: 
                              Oswald Campesato
 Publisher:   Charles River Media
 ISBN:   1-58450-092-1
 Purchasing: [Amazon.Com]
                              - RRP US$49.95
 Reviewed:    11th September 2002
 Front 
                                Cover Shot: Overview The
                              java programming language has been around for some
                              time now - May 1995 was its formal introduction to
                              the world. In those 7 years, it's picked up a huge
                              amount of support from developers all over the
                              world - a far faster uptake than many similar
                              languages. However,
                              it's only fairly recently that Java has been
                              considered as a real games/multimedia
                              programming language - sure, we get a
                              million-and-one web browser based java games, but
                              a real commercial-grade java game is rare. Concepts
                              of Computer Graphics This
                              book bills itself as "concepts to source
                              code" - concepts of computer graphics.
                              However, it's an interesting way of looking at the
                              concepts. Most other books that make similar
                              claims cover the really basic and fundamental
                              concepts - rasterizing, clipping, pixels etc...
                              but this book starts a little higher up -
                              mathematics behind 2D graphics, shapes and
                              patterns. Just
                              looking through this book there are a lot of small
                              images showing the results of the various
                              algorithms and equations you learn about - cubic
                              functions, polar coordinates and a few fun things
                              to do with trig identities/equations. Putting
                              these together and you generally get various
                              different kinds of pretty swirling patterns and
                              flower-like shapes. In
                              many respects, the concepts discussed by this text
                              are of a much more applicable type than other
                              books on graphical concepts and theory - whilst
                              you may not be desperate to draw an
                              "overlapping pair of venetian pillars"
                              right now, the components that go together to make
                              up this example can be quite easily applied to a
                              whole series of different graphical effects. Multimedia,
                              not games One
                              area that does stand out about this book - it
                              focuses on programming multimedia components and
                              doesn't really pay much attention to game
                              graphics. The only substantial difference is the
                              emphasis on performance. Whilst many of these
                              algorithms aren't particularly slow, they aren't
                              really suitable for a high-speed game engine - a
                              lot of refinement and pre-processing would be
                              necessary to get these working at a useable speed. Content
                              is king The
                              content of this book is top-quality, it is one of
                              only a few books that I am impressed with on first
                              site when it comes to writing reviews. What you
                              get for your money is actually a relatively small
                              (physically) book, with quite heavy/dense paper -
                              524 pages in total. The
                              writing style of the author makes for an easy
                              read, yet it still keeps up an impressive pace -
                              and best of all, it flows quite nicely between
                              sections. You do need to be good with programming
                              though - experience with Java is a definite
                              prerequisite. In 
                                Conclusion This
                              book is definitely a good short-term learning aid,
                              and a long-term reference book for those
                              interested in Java graphics. Given the way it's
                              written, it would be easy to pick up and read
                              cover-to-cover and expect to have a good
                              understanding of java's graphics potential. At the
                              same time, you can look back through this book for
                              ideas on specific effects, methods and algorithms
                              to add a bit of spin to your graphics application. 
                                
                                   
                                    | Good 
                                      Things | Bad 
                                      Things |   
                                    | 
                                      Good, clear writing style | •
                                      not really for beginner programmers |   
                                    | •
                                      flows nicely from topic to topic | •
                                      not always obvious how you can transfer
                                      examples in the book to real-world
                                      applications |   
                                    | •
                                      works well as a reference book |  |   
                                    | •
                                      works well as a cover-to-cover learning
                                      book |  |   
                                    | •
                                      doesn't waste any time discussing things
                                      most readers will already know. |  |     |