Re: creating buffered image

From:
"John B. Matthews" <nospam@nospam.invalid>
Newsgroups:
comp.lang.java.programmer
Date:
Fri, 12 Nov 2010 15:43:09 -0500
Message-ID:
<nospam-11BB23.15430912112010@news.aioe.org>
In article
<db5ceda2-5915-469c-9f06-76b4af303abc@35g2000prt.googlegroups.com>,
 mark jason <markjason72@gmail.com> wrote:

On Nov 12, 4:41??pm, "John B. Matthews" <nos...@nospam.invalid> wrote:

[...]

I'd probably just use a BufferedImage; that way I can use ImageIO,
as suggested in the tutorial:


Thanks for the help. That makes things a lot easier.


That's been my experience, too; but, should the need arise, you can
also use a BufferedImage to render and save an Image from another
source, such as the gradient seen in the MemoryImageSource API:

<http://download.oracle.com/javase/6/docs/api/java/awt/image/MemoryImageSource.html>

private void save(Image image) {
    int w = image.getWidth(null);
    int h = image.getHeight(null);
    BufferedImage bi = new BufferedImage(
        w, h, BufferedImage.TYPE_INT_RGB);
    Graphics2D g2d = bi.createGraphics();
    g2d.drawImage(image, 0, 0, null);
    try {
        ImageIO.write(bi, "JPEG", new File("new.jpg"));
    } catch (IOException ex) {
        ex.printStackTrace(System.err);
    }
    g2d.dispose();
}

I was curious to see what it looked like:

<http://tinypic.com/r/2qk03zq/7>

--
John B. Matthews
trashgod at gmail dot com
<http://sites.google.com/site/drjohnbmatthews>

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