绘制二次曲线:

public void paint(Graphics g) {
// TODO 自动生成的方法存根
super.paint(g);

Graphics2D g2=(Graphics2D)g;
QuadCurve2D.Double curle=new QuadCurve2D.Double(60,20,120,100,180,20);
g2.draw(curle);
}

绘制三次曲线:

public void paint(Graphics g) {
// TODO 自动生成的方法存根
super.paint(g);

Graphics2D g2=(Graphics2D)g;
QuadCurve2D.Double curle=new QuadCurve2D.Double(60,20,120,100,180,20);
g2.draw(curle);
}

绘制文本:

public void paint(Graphics g) {
// TODO 自动生成的方法存根
super.paint(g);
String str=new String("静夜思");
int x=50;
int y=50;
g.drawString(str, x, y);
}

设置文本字体:

Font font=new Font(TOOL_TIP_TEXT_KEY, Font.BOLD, 26);
g.setFont(font);

设置文本颜色:

Font font=new Font(TOOL_TIP_TEXT_KEY, Font.BOLD, 26);
g.setFont(font);

设置笔画的粗细:

Graphics2D g2=(Graphics2D)g;

Stroke st=new BasicStroke(20);
g2.setStroke(st);

g2.drawLine(0, 0, 200, 200);

设置笔画样式及连接方式:

Stroke st=new BasicStroke(20,BasicStroke.JOIN_ROUND,BasicStroke.JOIN_BEVEL);
g2.setStroke(st);

设置虚线模式:

float[] arr={10.0f,10.0f};

Stroke st=new BasicStroke(2,BasicStroke.JOIN_ROUND,BasicStroke.JOIN_BEVEL,1.0f, arr,0);
g2.setStroke(st);

Graphics samples的更多相关文章

  1. Vulkan SDK Demo 之一 熟悉

    DiligentEngine的API是D3d11和D3D12风格的,vulkan也被封装成了这种风格的API. 在了解Diligent Engine是如何对vulkan进行封装之前,我准备先学习下Vu ...

  2. Vulkan 开发学习资料汇总

    开发资料汇总 1.API Reference 2.Vulkan Spec 有详细说明的pdf 文章 1.知乎Vulkan-高性能渲染 2.Life of a triangle - NVIDIA's l ...

  3. A trip through the Graphics Pipeline 2011_13 Compute Shaders, UAV, atomic, structured buffer

    Welcome back to what’s going to be the last “official” part of this series – I’ll do more GPU-relate ...

  4. A trip through the Graphics Pipeline 2011_08_Pixel processing – “fork phase”

    In this part, I’ll be dealing with the first half of pixel processing: dispatch and actual pixel sha ...

  5. A trip through the Graphics Pipeline 2011_07_Z/Stencil processing, 3 different ways

    In this installment, I’ll be talking about the (early) Z pipeline and how it interacts with rasteriz ...

  6. A trip through the Graphics Pipeline 2011_04

    Welcome back. Last part was about vertex shaders, with some coverage of GPU shader units in general. ...

  7. A trip through the Graphics Pipeline 2011_02

    Welcome back. Last part was about vertex shaders, with some coverage of GPU shader units in general. ...

  8. [ZZ] Understanding 3D rendering step by step with 3DMark11 - BeHardware >> Graphics cards

    http://www.behardware.com/art/lire/845/ --> Understanding 3D rendering step by step with 3DMark11 ...

  9. CUDA samples 第三章 sample reference 概况

    示例代码分为下列几类: 1.   Simple Reference 基础CUDA示例,适用于初学者, 反应了运用CUDA和CUDA runtime APIs的一些基本概念. 2.   Utilitie ...

随机推荐

  1. Linux学习之七——乱码的解决方案

    一.乱码的原因 乱码是编码不统一引起的,有下面一些地方需要注意 1. Linux 系统默认支持的语系数据:这与 /etc/sysconfig/i18n 有关:2. 你的终端界面 (bash) 的语系: ...

  2. makefile中的伪目标

    伪目标就是总是被执行的目标,相对于目标来说,伪目标不会去考虑它的依赖的时间戳与自己时间戳的新旧关系,从而决定是否执行规则.伪目标格式: .PHONY:clean clean: -rm *.o 在mak ...

  3. 原始的2文件的makefile错误

    从来没系统的看过makefile文档,平时属于复制模板,用完即忘,下午尝试按自己的理解写一个最简单的makefile,含2个.c文件,1个.h文件,费了个把小时,参考别人的文章才弄出来,特记录. ma ...

  4. dw websites

    http://www.kimballgroup.com/data-warehouse-business-intelligence-resources/kimball-techniques/dimens ...

  5. struts2 基本用法

    Struts2必需库: commons-fileupload.jar.commons-io-1.3.2.jar.freemarker-2.3.16.jar.javassist-3.7.ga.jar.o ...

  6. JAVA RMI helloworld入门

    Java RMI 指的是远程方法调用 (Remote Method Invocation).它是一种机制,能够让在某个 Java 虚拟机上的对象调用另一个 Java 虚拟机中的对象上的方法.可以用此方 ...

  7. NGUI3.x Button事件

    代码调用事件 UI搭建 1.首先创建一个Button,和一个的GameObeject命名为GUIClikEvent 2.方法一:创建一个NGUIClickTest.cs,绑定在Button上 Clic ...

  8. java 21 - 9 复制图片的4种方式

    需求:复制图片 分析: 因为图片我们用记事本打开后无法读懂,所以用字节流 并且字节流复制有4种方式,所以我们尝试4种方式. 推荐第四种:缓冲字节流一次读取一个字节数组 首先写main方法: publi ...

  9. php file_get_contents 绕过

    http://www.shiyanbar.com/ctf/1837 想到了经常出现的残留文件问题,于是尝试了一下:index.php~,index.php.bak, $flag='xxx';extra ...

  10. Spring addFlashAttribute

    redirectAttributes.addFlashAttribute("result",accountModel); 用这个可以绑定session 但是只能用一次,可以避免最后 ...