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Java 2D is an API for drawing two-dimensional graphics using the Java programming language. Every Java 2D drawing operation can ultimately be treated as filling a shape using a paint and compositing the result onto the screen .
Java OpenGL (JOGL) is a wrapper library that allows OpenGL to be used in the Java programming language. [ 1 ] [ 2 ] It was originally developed by Kenneth Bradley Russell and Christopher John Kline, and was further developed by the Game Technology Group at Sun Microsystems .
Since version 1.2, Java 3D has been developed under the Java Community Process. A Java 3D scene graph is a directed acyclic graph (DAG). Compared to other solutions, Java 3D is not only a wrapper around these graphics APIs, but an interface that encapsulates the graphics programming using a true object-oriented approach.
Windows form with some AWT examples. The Abstract Window Toolkit (AWT) is Java's original platform-dependent windowing, graphics, and user-interface widget toolkit, preceding Swing. The AWT is part of the Java Foundation Classes (JFC) — the standard API for providing a graphical user interface (GUI) for a Java program.
These APIs for 3D computer graphics are particularly popular: ANGLE, web browsers graphics engine, a cross-platform translator of OpenGL ES calls to DirectX, OpenGL, or Vulkan API calls. Direct3D (a subset of DirectX) Glide a defunct 3D graphics API developed by 3dfx Interactive. Mantle developed by AMD. Metal developed by Apple.
Its graphics are GPU-accelerated and it supports styling, and mixing its own implementation controls with native system controls, which lets apps use native behaviour where it's important (for example, for IME text input.) IP Pascal uses a graphics library built on top of standard language constructs. Also unusual for being a procedural toolkit ...
Processing is a free graphics library and integrated development environment (IDE) built for the electronic arts, new media art, and visual design communities with the purpose of teaching non-programmers the fundamentals of computer programming in a visual context.
JavaFX 1.1 was based on the concept of a "common profile" that is intended to span across all devices supported by JavaFX. This approach makes it possible for developers to use a common programming model while building an application targeted for both desktop and mobile devices and to share much of the code, graphics assets and content between desktop and mobile versions.