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Filthy Rich Clients: Developing Animated and Graphical Effects for Desktop Java Applications, by Chet Haase, Romain Guy
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Filthy Rich Clients refers to ultra-graphically rich applications that ooze cool. They suck the user in from the outset and hang on to them with a death grip of excitement. Filthy Rich Clients: Developing Animated and Graphical Effects for Desktop Java™ Applications shows you how to build better, more effective, cooler desktop applications that intensify the user experience.
The keys to Filthy Rich Clients are graphical and animated effects. These kinds of effects provide ways of enhancing the user experience of the application through more attractive GUIs, dynamic effects that give your application a pulse, and animated transitions that keep your user connected to the logical flow of the application. The book also discusses how to do so effectively, making sure to enrich applications in sensible ways.
In-depth coverage includes
- Graphics and GUI fundamentals: Dig deep into the internals of how Swing and Java 2D work together to display GUI applications onscreen. Learn how to maximize the flexibility of these libraries and use them most effectively.
- Performance: Follow in-depth discussions and tips throughout the book that will help you write high-performing GUI applications.
- Images: Understand how images are created and used to make better Java applications.
- Advanced graphics: Learn more about elements of Swing and Java 2D that are of particular benefit to Filthy Rich Clients.
- Animation: Discover general concepts of animation, as well as how to use the facilities provided in the Java platform. Learn new utility libraries that vastly simplify animations in Java.
- Effects: Learn how to create, customize, and use static and animated effects—the mainstays of Filthy Rich Clients.
Code examples illustrate key concepts, and the book’s companion Web site, http://filthyrichclients.org, includes extensive demos, utility libraries, additional information on related technologies, and more.
Informal, fun, and, most of all, useful, this book is great for any developer working with Java to build desktop applications.
- Sales Rank: #741222 in Books
- Brand: Haase, Chet/ Guy, Romain
- Published on: 2007-08-19
- Original language: English
- Number of items: 1
- Dimensions: 9.00" h x 1.40" w x 6.90" l, 2.17 pounds
- Binding: Paperback
- 608 pages
From the Back Cover
"Filthy Rich Clients" refers to ultra-graphically rich applications that "ooze" cool. They suck the user in from the outset and hang on to them with a death grip of excitement. "Filthy Rich Clients: Developing Animated and Graphical Effects for Desktop Java(TM) Applications" shows you how to build better, more effective, cooler desktop applications that intensify the user experience.
The keys to Filthy Rich Clients are graphical and animated effects. These kinds of effects provide ways of enhancing the user experience of the application through more attractive GUIs, dynamic effects that give your application a pulse, and animated transitions that keep your user connected to the logical flow of the application. The book also discusses how to do so "effectively, " making sure to enrich applications in sensible ways.
In-depth coverage includesGraphics and GUI fundamentals: Dig deep into the internals of how Swing and Java 2D work together to display GUI applications onscreen. Learn how to maximize the flexibility of these libraries and use them most effectively.Performance: Follow in-depth discussions and tips throughout the book that will help you write high-performing GUI applications.Images: Understand how images are created and used to make better Java applications.Advanced graphics: Learn more about elements of Swing and Java 2D that are of particular benefit to Filthy Rich Clients. Animation: Discover general concepts of animation, as well as how to use the facilities provided in the Java platform. Learn new utility libraries that vastly simplify animations in Java.Effects: Learn how to create, customize, and use static and animated effects--the mainstays of Filthy Rich Clients.
Code examples illustrate key concepts, and the book's companion Web site, http: //filthyrichclients.org, includes extensive demos, utility libraries, additional information on related technologies, and more.
Informal, fun, and, most of all, useful, this book is great for any developer working with Java to build desktop applications.
About the Author
Chet Haase is a client architect in the Java SE group at Sun Microsystems. Passionate about graphics, he works with all desktop Java technologies, including Swing and Java 2D. He’s worked with graphics technologies from 2D to 3D and from applications down to the driver level. Chet holds an M.S. in computer and information sciences from the University of Oregon and a B.A. in math from Carleton College.
Romain Guy has served as a software engineer at Google and on the Swing Team at Sun Microsystems. His primary interests are graphics and graphical user interface development. Romain has written for several print and online journals, and he holds an M.S. in computer and information sciences.
Excerpt. © Reprinted by permission. All rights reserved.
Welcome to Filthy Rich Clients. This book is about building better, more effective, and cooler desktop applications using graphical and animated effects. We started writing this book after our successful session on the topic at the JavaOne conference in 2006. The session explored the use of animation, advanced 2D effects, and even some 3D effects to create richer applications. But it seemed we could have spoken for days on the subject. Understanding why you should develop such applications, how the technologies that enable them work, and how you can properly develop effects that enable Filthy Rich Clients is, well, a rich topic indeed.
Hence, this book. Now we get to spend the next many pages with you, discussing fundamentals of Java, Swing, Java 2D, graphics, graphical user interfaces (GUIs), animation, performance, and advanced effects that build on all of these fundamentals in order to create beautiful applications.
Please join us for the ride. It should be fun.
OrganizationThe book has a sequential flow from beginning to end, so readers may want to work through it in that order, at least to understand how the material is arranged. There are plenty of code snippets and discussions in the book that are also appropriate for random access, although the technology behind any particular item might relate back to earlier discussions in the book. These relationships are generally noted when they arise so that you can more easily refer back to earlier material as background.
The original intent of the book was to explain the cool effects that we show mostly toward the end of the book. But there is currently no book, to our knowledge, that explains the background of Swing, graphics, Java 2D rendering, and animation that is necessary to understand how the effects work. So we start at the beginning. We develop the fundamentals in these areas early on, building upon them as we go, so that by the time you read the material at the end of the book, everything should make sense. 1
This book provides not only plenty of snazzy example effects you can use to create Filthy Rich Clients but also the knowledge of how it all works so that you can go further on your own.
Part I: Graphics and GUI FundamentalsPart I covers the fundamental concepts of Java graphics and user interface programming that we use throughout the rest of the book. A comprehensive description of graphics and user interface development is beyond the scope of this book, but we cover the basic areas that enable Filthy Rich Clients sufficiently to get everyone up to speed with the APIs, techniques, and details necessary to understand the later chapters that build upon these elements. If you have a solid understanding of AWT, Java 2D, and Swing already, some of the material at the beginning of this section may be old hat for you. However, we build upon these basic concepts as we go. Also, there are plenty of interesting, deep tidbits throughout the book that should be useful to all Desktop Java programmers.
Part II: Advanced Graphics RenderingPart II covers more advanced topics in Java 2D and Swing that are useful in creating rich interfaces. The first half of Part II covers graphics-specific technologies of composites, gradients, and image processing. The second half of Part II covers more Swing-focused technologies: the glass pane, layered panes, and the repaint manager.
Part III: AnimationA Filthy Rich Client is not static; it is alive. It needs to move. It needs to transition. It needs a heartbeat so that the user knows it is there. Looking good is half the battle. Looking alive is the rest of it.
Part III is about the fundamentals of animation that you can use to bring your applications to life. We cover some of the basics of animating graphics and GUIs, discuss the existing facilities in the Java SE core libraries for assisting in developing animations, and cover the Timing Framework library that makes developing animations in Java much easier.
Part IV: EffectsPart IV builds upon everything covered in the earlier parts of the book. Effects are at the core of Filthy Rich Clients, making the difference between a mere rich client and a Filthy Rich Client. The effects are grouped into two categories. The first category is static effects, which use graphics techniques for a richer look in applications. The second category is dynamic, or animated, effects for making GUIs move. We also cover Animated Transitions, another animated effect that is enabled through a utility library available on the book’s Web site. The section ends with a chapter that shows how a sample Filthy Rich Client was developed, from initial design diagrams through implementation of the various effects.
StyleWe have adopted an informal writing style for the book because we really feel that we are talking to you, the reader. It is not unusual for one of us to use the word “I” in any particular passage in the book. The trick is to figure out which one of us is speaking. It really doesn’t matter, of course, and you probably don’t care. But in case you do, here’s a hint: The pictures and screenshots in Romain’s sections are generally more attractive, and there are more footnotes and raw text in Chet’s sections. These differences map well to our characters: Romain has a great aesthetic sense and takes beautiful pictures, and Chet talks a lot.
Reader RequirementsExperience with the Java language and Swing is helpful. This book is not a primer on those subjects but rather assumes some familiarity with Java and Swing. However, some of the rendering fundamentals of Swing, which are important to understand in creating Filthy Rich Clients, may not be evident to even advanced Swing programmers, so the first couple of chapters of the book are devoted to explaining how Swing and Java 2D work together to create the kinds of customizable effects that we explore throughout the rest of the book.
External ResourcesWe have compiled information relevant to the book on the Web site http://filthyrichclients.org. This site has everything from demos to utility libraries used in the book to other information about the book and related technologies as appropriate. We’re positive there are absolutely no miisteakes in this book, but if a miracle occurs and we’re wrong about that, expect the errata to show up on this Web site.
Web Site CodeThe book is full of demo code. 2 There are snippets of code spread throughout the pages. In most cases, this code is copied from demos that are posted on the book’s Web site. Where we refer to an available demo in the text, look for an “Online Demo” icon and the project name to look for on the book’s Web site. Each of these demo projects contains the buildable and runnable source code that allows you to see the application in action as well as to use the code as you see fit in your projects. The demos are not just trivial items to ignore. We expect you to go to the Web site and check things out. We specifically developed the demos hand-in-hand with writing the book, and the material in the software on the Web site integrates well with the book material throughout every chapter.
Web Site LibrariesThere are also utility libraries used and described in the book. These libraries are useful for some of the demos we developed, but more importantly they are intended to be used as standalone libraries for your projects.
These libraries are available in ongoing development projects on other Web sites, listed below, but versions are provided on the book’s Web site, http://filthyrichclients.org, that match the version used in the book. These libraries include:
- Timing Framework: This library is described in detail in two chapters in this book (hint: look for the chapters whose names begin with the words “Timing Framework”). The project is being developed at http://timingframework.dev.java.net, but a specific version of the library that matches the one used for the code and descriptions in this book is available on the book’s Web site.
- Animated Transitions: This library is described toward the end of the book in Chapter 18, cleverly named “Animated Transitions.” Again, this project will probably also be available on java.net, although it is not yet posted at the time of this writing. But regardless, a version that matches that described in the book will be available on the book’s Web site.
There are many projects out there that would be good to investigate in the pursuit of Filthy Rich Clients, but some in particular are mentioned in the book and used in some of our demos:
- SwingLabs: Many of the utilities mentioned in the context of demos and snippets in the book are available on the SwingLabs Web site. Be sure to check out these and other technologies at http://swinglabs.dev.java.net.
- JOGL: The Java bindings for OpenGL library provides a way to write 3D applications and effects in Java using the OpenGL API and hardware acceleration across most platforms on which Java runs. You can find JOGL at http://jogl.dev.java.net.
We both post irregularly but often to our blogs. When you want to know more about graphics, performance, Java 2D, and Java Desktop Client technologies in general, go visit Chet’s technical blog at http://weblogs.java.net/blog/chet/. When you want to see more exciting visuals, go check out the latest Swing demos and discussions on Romain’s English-friendly blog at www.curious-creature.org.
You will find invaluable information on those two Web sites that perfectly complements the book. You may even get the chance to read sneak previews of sequels to this book without even knowing it. In fact, we won’t know it either when we post the entries, so we’ll be even.
If you enjoy reading some of this book’s footnotes, please check out Chet’s informal humor blog at http://chetchat.blogspot.com. Finally, if you are lucky enough to read French, do not hesitate to visit Romain’s French blog at www.progx.org, which is an absurd mix of funny stories and programming advice.
NOTES:1. Think of it as a GeneralPath to enlightenment.
2. How full is it? It’s so full that our code font got so exhausted it caught mono. It’s so full that we edited the book by running lint on it. It’s so full that you could probably compile the text in the book if it weren’t for all of these annoying footnotes.
Most helpful customer reviews
38 of 39 people found the following review helpful.
A fun and useful Java book
By calvinnme
This is one of those "fun books" on Java that you used to see so much of in the 90's but are pretty much no longer written. This book is about building better desktop applications that employ interesting graphical and animated effects. This book was meant to be worked through from beginning to end, although if you are already familiar with the technology that does not mean you can't skip around. The book has plenty of code and some math. However, as in the example in the section on morphing, the book does not try to get into heavy-duty math. If there are open source libraries that do the trick, as there are in the case of morphing effects, the authors refer you to that library. They do explain math if all it involves is something on the level of fairly simple matrix algebra - blurring for example. The book is not a primer on Swing. It assumes the reader has experience in that area. However, some of the touchier aspects of Swing that may not be self-evident to even experienced Swing programmers are explained in the first couple of chapters of the book. In particular, the authors do a pretty good job of explaining how Swing and Java 2D work together, which is hard to find in books and even in online tutorials. Obviously, there is lots of code involved in such a book, and although there are snippets in the book to the point that you can understand what's going on, you'll want to go to the book's website at O'Reilly & Associates and download the whole thing so you can study it and play with it. The book is divided into four parts as follows:
Part I - Graphics and GUI Fundamentals
Not a fundamental tutorial on building GUI's in Java, it points out the stuff you need to get up to speed with the APIs and techniques that later parts of the book build upon.
Chapter 1. Desktop Java Graphics APIs: Swing, AWT, and Java 2D
Abstract Window Toolkit (AWT);
Java 2D; Swing;
Chapter 2. Swing Rendering Fundamentals
Events; Swing Painting; Swing Rendering; Double-Buffering; Threading;
Chapter 3. Graphics Fundamentals
Java 2D; Rendering;
Chapter 4. Images
Image Types; BufferedImage; Image Scaling;
Chapter 5. Performance
Use the Clip; Compatible Images; Managed Images; Intermediate Images; Optimal Primitive Rendering; Benchmark ;Command-Line Flags;
Part II - Advanced Graphics Rendering
Continues looking at Java 2D and Swing. The first pat talks about composites, gradients, and image processing support in Java. The second part talks about Swing components that support graphical applications - the glass pane, layered panes, and the repaint manager.
Chapter 6. Composites
AlphaComposite; AlphaComposite: The 12 Rules; Creating and Setting Up an AlphaComposite; Common Uses of AlphaComposite; Issues with AlphaComposite; Create Your Own Composite; Summary;
Chapter 7. Gradients
Two-Stops Linear Gradient; Special Effects with Regular Gradients; Multistops Linear Gradient; Radial Gradient; Optimizing Gradients;
Chapter 8. Image Processing
Image Filters; Processing an Image with BufferedImageOp;AffineTransformOp; ColorConvertOp; ConvolveOp; LookupOp; RescaleOp; Custom BufferedImageOp; A Note about Filters Performance; Summary;
Chapter 9. Glass Pane
Painting on the Glass Pane; Blocking Input Events;
Chapter 10. Layered Panes;
Using Layered Pane Layers; Ordering Components within a Single Layer; Layered Panes and Layouts; Alternative to JLayeredPane with Layouts;
Chapter 11. Repaint Manager
When Swing Gets Too Smart; Meet the RepaintManager; A Reflection on RepaintManager; Summary;
Part III - Animation
Discusses the basics of animation in Java and the existing facilities in the core language that make it possible. Covers the Timing Framing library that simplifies Java animation.
Chapter 12. Animation Fundamentals
It's About Time; Fundamental Concepts; Timing (and Platform Timing Utilities); Resolution; Animating Your Swing Application; Summary;
Chapter 13. Smooth Moves
Background: Why Does My Animation Look Bad?; What Makes Animations Choppy, and How to Smooth Them Out; SmoothMoves: The Demo; Summary;
Chapter 14. Timing Framework: Fundamentals
Introduction; Core Concepts; Interpolation; Summary;
Chapter 15. Timing Framework: Advanced Features
Triggers; Property Setters; Summary;
Part IV - Effects
Effects are only possible after you really understand parts one through three. Individual effects are covered and explained in detail if not overly mathematically complex. The section ends by showing how an example graphically rich client might be developed from beginning to end.
Chapter 16. Static Effects
Blur; Reflection; Drop Shadows; Highlights; Sharpening; Summary;
Chapter 17. Dynamic Effects
Motion; Fading; Pulse; Spring; Morphing; Summary;
Chapter 18. Animated Transitions
Animating Application State Segues; Animated Transitions: The Library ;Animated Transitions: Under the Hood, or How Do You Get Swing to Do That?; Summary;
Chapter 19. Birth of a Filthy Rich Client
Workflow Paper Design; he Vision; Screen Paper Design; Mockup; From Mockup to Code; But I'm Not an Artist; Choosing Nice Colors; Read Design Books; Summary;
Overall, this is a very interesting book full of useful information both language-wise and effects-wise that I highly recommend.
4 of 4 people found the following review helpful.
EXCELLENT Learning Material
By Sean Bartholomew
This book will save you hours of trouble shooting the little things that don't work as intuitively as they should in Java.
I have not found an un-useful idea here.
It also shows you how to make your application more efficient (faster).
The author has already done the timing tests and offer you the results and the routes you should take.
All in all, a fantastic find.
3 of 3 people found the following review helpful.
An excellent must have for J2SE
By Noel Lynch
To push java's ui capabilities has in the past been a bit of a struggle due to the many ways of dealing with Swing, repaints, events, animation etc. This book is an absolute life saver in terms of presenting a unified best practice strategy for everything a ui developer would wish to do in java. It creates very simple applications with solid explanations of what the code is doing, from the low level to the high level. It is also written in a very personable style and the book moves easily and logically through the related material. I wish I had read this book 4 years ago.
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