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UI System Black Book
UI System Black Book
Description
Book Introduction
The first guidebook that looks inside the UI system.

《UI System Black Book》 explains the core theories and implementation principles related to UI systems, especially graphics.
This book examines the fundamentals of system design, including the underlying theories and technologies behind each UI system element, the processes involved in displaying the information on the screen, how each UI element interacts with the rest of the system, and how to maximize the aesthetic appeal of the screen while minimizing app slowdown. It provides a detailed explanation of the functions a UI system must provide and the technologies supporting them, along with example code.
Through this, you can deepen your understanding of programming and related theories, and indirectly experience various issues that you may encounter in practice.
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index
Chapter 1 UI Toolkit and Apps

1.1 Understanding UI Features
-1.1.1 Graphic Elements
-1.1.2 UI Components
-1.1.3 Event Handling
-1.1.4 layout
1.2 Scalable UI
-1.2.1 Coordinate System
-1.2.2 Device independent pixels
-1.2.3 scale factor
-1.2.4 Size constraints
-1.2.5 Adaptive UI
1.3 App Function Integration
-1.3.1 Main Loop
-1.3.2 Framework
-1.3.3 Life Cycle
-1.3.4 views
1.4 UI Toolkit Extensions
-1.4.1 Theme
1.5 Summary

Chapter 2: The Heart of UI Rendering: Canvas

2.1 Rendering Engine
-2.1.1 Configuring the UI Rendering Engine
-2.1.2 Bitmaps and Pixels
-2.1.3 Rendering method
-2.1.4 Rendering Backend
2.2 Canvas
-2.2.1 Output Buffer
-2.2.2 UI Objects
-2.2.3 UI Rendering
2.3 Memory Management
-2.3.1 Garbage Collection
2.4 Summary

Chapter 3 Vector Rasterizer

3.1 History of Vector Graphics
3.2 SVG
-3.2.1 SVG Overview
-3.2.2 SVG example
-3.2.3 SVG effects
3.3 Vector Graphics Features
-3.3.1 Figure
-3.3.2 Fill
-3.3.3 Stroke
-3.3.4 Class Design
3.4 Drawing shapes
-3.4.1 Square
-3.4.2 Clipping
-3.4.3 straight line
-3.4.4 won
-3.4.5 ellipse
-3.4.6 curve
-3.4.7
-3.4.8 Rounded corner rectangle
-3.4.9 Paths and Polygons
3.5 Fill
-3.5.1 Filling Rules
-3.5.2 Solid color fill
-3.5.3 Linear gradient fill
-3.5.4 Circular Gradient Fill
3.6 stroke
-3.6.1 width
-3.6.2 Dash
-3.6.3 Join and Line Cap
3.7 Rasterizing
-3.7.1 RLE optimization
-3.7.2 Vector Processing
3.8 Summary

Chapter 4 Image Processing

4.1 Image Format
-4.1.1 Format Type
-4.1.2 Image Loader
-4.1.3 Color Space
4.2 PNG Loader
-4.2.1 PNG encoding
-4.2.2 IHDR
-4.2.3 IDAT
-4.2.4 IEND
4.3 Image Scaling
-4.3.1 Nearest Neighbor Interpolation
-4.3.2 Bilinear interpolation
-4.3.3 Pixel Sampling
4.4 Geometric transformations
-4.4.1 rotation
-4.4.2 Perspective
-4.4.3 Texture Mapping
-4.4.4 Antialiasing
4.5 Image Composition
-4.5.1 Alpha Blending
-4.5.2 Masking
4.6 Image Filters
4.7 Image Cache
4.8 Summary

Chapter 5 Fonts and Text

5.1 Understanding Font Functions
-5.1.1 font
-5.1.2 Font Output
-5.1.3 Font size
-5.1.4 Font Style
5.2 Multilingual Support
-5.2.1 Character Table
-5.2.2 Unicode encoding
-5.2.3 Korean Unicode completed
5.3 Interpreting Font Data
-5.3.1 Scalable Fonts
-5.3.2 Font Collection
-5.3.3 Character Map
-5.3.4 Glyph
-5.3.5 Style Variants
-5.3.6 Grid fitting
5.4 Text Layout
-5.4.1 Glyph Numerical Interpretation
-5.4.2 Cheating
-5.4.3 Text Processing
5.5 Font Rendering
-5.5.1 Glyph Bitmap
-5.5.2 Character Map Textures
5.6 Summary

Chapter 6 Visual Interaction

6.1 Animation Runtime
-6.1.1 Animation Loop
-6.1.2 Animation Frames
-6.1.3 Frame Control
-6.1.4 Time Control
-6.1.5 Acceleration Control
6.2 Motion Graphics
-6.2.1 Key Frame Animation
-6.2.2 Attribute Animation
-6.2.3 Vector Animation
-6.2.4 Filter Effects
6.3 User Interaction
-6.3.1 Input signal processing
-6.3.2 User Gestures
6.4 Task Parallelism
-6.4.1 Multithreading Strategies
-6.4.2 Task Scheduler
6.5 Summary
GOODS SPECIFICS
- Date of issue: January 9, 2024
- Page count, weight, size: 484 pages | 784g | 172*225*23mm
- ISBN13: 9788966264186
- ISBN10: 8966264182

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