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Summary

Throughout the series of code modules presented by this tutorial, we have covered much of the major functionality of QuickTime for Java.

We started out with image importers and learned how to use QuickTime for Java to load and display images in a variety of file formats. This introductory module also introduced initialization of QuickTime, code structure, and the concept of the QTCanvas.

From there, we learned about time based media and studied the QuickTime compositor. We learned how to display media in a variety of formats and how to playback content streamed off of the web. Additionally, we studied how to control the playback rate, and start and stop the playback of a movie file.

Module three introduced QuickTime's text services. We learned how to do QuickDraw operations in a QuickTime graphics context, specify font sizes, fonts, and styles and draw text in our compositor. We discussed the cross-platform ramifications of text in Java, and looked at some basic techniques for avoiding imaging problems.

Our fourth module introduced sound. We learned how to simplify sound playback while at the same time provide a robust format agnostic playback mechanism.

Module five introduced custom controllers. After studying how controllers work in QTJ and looking at the various prebuilt classes provided by QuickTime, we wrote our own button class to control the playback of our media file. We discussed the event model used by QTJ, and learned how to register custom controllers with the compositor.

By going through these modules and experimenting with the exploratory exercises, you should have a good handle on the basics of QuickTime for Java and should be ready to use QuickTime in your Java-based application.


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