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Object-Oriented Graphics: From GKS and PHIGS to Object-Oriented Systems Softcover reprint of the original 1st ed. 1990 [Mīkstie vāki]

  • Formāts: Paperback / softback, 236 pages, height x width: 242x170 mm, weight: 445 g, 15 Illustrations, black and white; XIII, 236 p. 15 illus., 1 Paperback / softback
  • Sērija : Computer Graphics - Systems and Applications
  • Izdošanas datums: 25-Dec-2011
  • Izdevniecība: Springer-Verlag Berlin and Heidelberg GmbH & Co. K
  • ISBN-10: 3642842496
  • ISBN-13: 9783642842498
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  • Mīkstie vāki
  • Cena: 118,31 €*
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  • Formāts: Paperback / softback, 236 pages, height x width: 242x170 mm, weight: 445 g, 15 Illustrations, black and white; XIII, 236 p. 15 illus., 1 Paperback / softback
  • Sērija : Computer Graphics - Systems and Applications
  • Izdošanas datums: 25-Dec-2011
  • Izdevniecība: Springer-Verlag Berlin and Heidelberg GmbH & Co. K
  • ISBN-10: 3642842496
  • ISBN-13: 9783642842498
Citas grāmatas par šo tēmu:
At present, object-oriented programming is emerging from the research labora­ tories and invading into the field of industrial applications. More and more products have been implemented with the aid of object-oriented programming techniques and tools, usually as extensions of traditional languages in hybrid development systems. Some of the better known examples are OSF-Motif, News, Objective-C on the NeXT computer, the C extension C++, and CLOS an object­ oriented extension of LISP. All of these developments incorporate interactive graphics. Effective object-oriented systems in combination with a graphics kernel­ does it mean that the field of computer graphics has now become merely an aspect of the object-oriented world? We do not think so. In spite of interesting individual developments, there are still no sound object-oriented graphics sys­ tems available. If it is desired to develop a complex graphics application embed­ ded in a window-oriented system then it is still necessary to work with elemen­ tary tools. What is to be displayed and interactively modified inside a window must be specified with a set of graphics primitives at a low level, or has to be written with a standardized graphics kernel system such as GKS or PHIGS, i. e. , by kernels specified and implemented in a non-object-oriented style. With the terms GKS and PHIGS we enter the world of international graphics standards. GKS and PHIGS constitute systems, not mere collections of graphics primitives.

Papildus informācija

Springer Book Archives
1 Introduction.- 1.1 Object-Oriented Languages and Tools.- 1.2 Guidelines for the Design of a Graphics System.- 1.3 Overview.- 2 Object-Oriented Concepts.- 2.1 Objects and Messages.- 2.2 The Class.- 2.3 Message Passing.- 2.4 Inheritance.- 2.5 The Smalltalk-80 Programming Environment.- 2.6 Summary of the Basic Concepts.- 3 Object-Oriented Interface Architecture.- 3.1 Application Framework as Generic Application.- 3.2 The Model-View-Controller Triad.- 4 Smalltalk-80 Graphics Kernel.- 4.1 Output Primitives.- 4.2 Generation and Display of Graphics Objects.- 5 GKS and Object-Oriented System Design.- 5.1 Goals of Standardization.- 5.2 A Short Review of the Main GKS Features.- 5.3 The Structure of a GKS Program.- 5.4 Object-Oriented Modifications.- 5.5 Guidelines for an Object-Oriented Kernel.- 5.6 An Extended Layer Model.- 5.7 Assignment of Attributes.- 5.8 Summary.- 6 Graphics Part Hierarchies.- 6.1 Introduction.- 6.2 Part Hierarchies and Computer Graphics.- 6.3 MacDraw and Part Hierarchies.- 7 PHIGS and Part Hierarchies.- 7.1 Drawbacks of the GKS Model.- 7.2 Motivation for an Extended Functionality.- 7.3 PHIGS Components.- 7.4 Modeling Part Hierarchies in PHIGS.- 8 GEO++.- 8.1 Goals and Motivation.- 8.2 GEO++ Model.- 8.3 Functional Overview by an Example.- 9 Programming Examples.- 9.1 Office Layout Application Programmed With PHIGS.- 9.2 Office Layout Application in GEO++.- 9.3 Comparison of the PHIGS and GEO++ Solution.- 9.4 Pick Object and Assign Attribute.- 9.5 Higher Level Hierarchies.- 9.6 Interactive Editing of a PolyLine.- 9.7 Examination and Comments.- 10 Using Inheritance.- 10.1 Inheritance in GEO++.- 10.2 Alternative Naming.- 10.3 Construction of a Part Hierarchy with Predefined Slots.- 10.4 Using Call-Backs.- 10.5 Accessing Parts.- 11 Prototypes and Delegation.-11.1 What are Prototypes?.- 11.2 Relevance for Computer Graphics.- 11.3 A Prototype Model for GEO++.- 12 GEO++ in Smalltalk-80.- 12.1 Internal Representation of a Group.- 12.2 Implementation of Parts.- 13 Additional Concepts and Tools.- 13.1 Additional Semantical Concepts.- 13.2 Connectivity.- 13.3 Graphics Constraints.- 13.4 Adding Semantics to a Graphics Kernel.- 13.5 Graphics and Hybrid Knowledge Representation.- 13.6 Computer Graphics and Hybrid Systems.- 14 Towards an Object-Oriented Standard?.- 14.1 Chances for an Object-Oriented New API.- 14.2 Requirements and Problems.- 14.3 Guidelines.- References.