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<div class="document" id="magick-api-for-graphicsmagick">
<h1 class="title">Magick++ API for GraphicsMagick</h1>

<!-- -*- mode: rst -*- -->
<!-- This text is in reStucturedText format, so it may look a bit odd. -->
<!-- See http://docutils.sourceforge.net/rst.html for details. -->
<div class="contents topic" id="contents">
<p class="topic-title first">Contents</p>
<ul class="simple">
<li><a class="reference internal" href="#introduction" id="id1">Introduction</a></li>
<li><a class="reference internal" href="#api" id="id2">API</a></li>
<li><a class="reference internal" href="#obtaining-magick" id="id3">Obtaining Magick++</a></li>
<li><a class="reference internal" href="#installation" id="id4">Installation</a></li>
<li><a class="reference internal" href="#usage" id="id5">Usage</a></li>
<li><a class="reference internal" href="#reporting-bugs" id="id6">Reporting Bugs</a></li>
</ul>
</div>
<div class="section" id="introduction">
<h1><a class="toc-backref" href="#id1">Introduction</a></h1>
<p><em>Magick++</em> is the object-oriented C++ API to the <a class="reference external" href="../index.html">GraphicsMagick</a>
image-processing library, the most comprehensive open-source image
processing package available. Read the <a class="reference external" href="ChangeLog.html">ChangeLog</a> for <em>Magick++</em>.</p>
<p><em>Magick++</em> supports an object model which is inspired by <a class="reference external" href="../perl.html">PerlMagick</a>.
Images support implicit reference counting so that copy constructors and
assignment incur almost no cost. The cost of actually copying an image
(if necessary) is done just before modification and this copy is managed
automatically by <em>Magick++</em>. De-referenced copies are automatically
deleted. The image objects support value (rather than pointer) semantics
so it is trivial to support multiple generations of an image in memory at
one time.</p>
<p><em>Magick++</em> provides integrated support for the <a class="reference external" href="http://www.sgi.com/tech/stl/">Standard Template
Library</a> (<cite>STL</cite>) which is part of the standard C++ language so that
the powerful containers available (e.g. <a class="reference external" href="http://www.sgi.com/tech/stl/Deque.html">deque</a>, <a class="reference external" href="http://www.sgi.com/tech/stl/Vector.html">vector</a>, <a class="reference external" href="http://www.sgi.com/tech/stl/List.html">list</a>, and
<a class="reference external" href="http://www.sgi.com/tech/stl/Map.html">map</a>) can be used to write programs similar to those possible with
PERL &amp; <a class="reference external" href="../perl.html">PerlMagick</a>. STL-compatible template versions of
GraphicsMagick's list-style operations are provided so that operations
may be performed on multiple images stored in STL containers.</p>
</div>
<div class="section" id="api">
<h1><a class="toc-backref" href="#id2">API</a></h1>
<p><em>Magick++</em> provides a simple C++ API to the GraphicsMagick image
processing library which supports reading and writing a huge number of
image formats as well as supporting a broad spectrum of traditional image
processing operations. The GraphicsMagick C API is complex and the data
structures are not well documented. <em>Magick++</em> provides access to most of
the features available from the C API but in a simple object-oriented and
well-documented framework.</p>
<p><em>Magick++</em> is intended to support commercial-grade application
development. In order to avoid possible conflicts with the user's
application, all symbols contained in <em>Magick++</em> (included by the header
&lt;Magick++.h&gt;) are scoped to the namespace Magick. Symbols from the
GraphicsMagick C library are imported under the MagickLib namespace to
avoid possible conflicts and GraphicsMagick macros are only included
within the <em>Magick++</em> implementation so they won't impact the user's
application.</p>
<p>The InitializeMagick() function <em>MUST</em> be invoked before constructing
any Magick++ objects.  This used to be optional, but now it is
absolutely required.  This function initalizes semaphores and
configuration information necessary for the software to work
correctly.  Failing to invoke InitializeMagick() is likely to lead to
a program crash or thrown assertion.  If the program resides in the
same directory as the GraphicsMagick files, then argv[0] may be passed
as an argument so that GraphicsMagick knows where its files reside,
otherwise NULL may be passed and GraphicsMagick will try to use other
means (if necessary).</p>
<p>The core class in <em>Magick++</em> is the <a class="reference external" href="Image.html">Image</a> class. The <a class="reference external" href="Image.html">Image</a> class
provides methods to manipulate a single image frame (e.g. a JPEG image).
Standard Template Library (<a class="reference external" href="STL.html">STL</a>) compatible algorithms and function
objects are provided in order to manipulate multiple image frames or to
read and write file formats which support multiple image frames (e.g. GIF
animations, MPEG animations, and Postscript files).</p>
<p>The <a class="reference external" href="Image.html">Image</a> class supports reference-counted memory management which
supports the semantics of an intrinsic variable type (e.g. 'int') with an
extremely efficient operator = and copy constructor (only a pointer is
assigned) while ensuring that the image data is replicated as required so
that it the image may be modified without impacting earlier generations.
Since the <a class="reference external" href="Image.html">Image</a> class manages heap memory internally, images are best
allocated via C++ automatic (stack-based) memory allocation. This support
allows most programs using <em>Magick++</em> to be written without using any
pointers, simplifying the implementation and avoiding the risks of using
pointers. When a program uses automatic memory allocation to allocate
<em>Magick++</em> images, that aspect of the program becomes naturally
exception-safe and thread-safe.</p>
<p>The image class uses a number of supportive classes in order to specify
arguments. Colors are specified via the <a class="reference external" href="Color.html">Color</a> class. Colors specified
in X11-style string form are implicitly converted to the <a class="reference external" href="Color.html">Color</a> class.
Geometry arguments (those specifying width, height, and/or x and y
offset) are specified via the <a class="reference external" href="Geometry.html">Geometry</a> class. Similar to the <a class="reference external" href="Color.html">Color</a>
class, geometries specified as an X11-style string are implicitly
converted to the <a class="reference external" href="Geometry.html">Geometry</a> class. Two dimensional drawable objects are
specified via the <a class="reference external" href="Drawable.html">Drawable</a> class. Drawable objects may be provided as
a single object or as a list of objects to be rendered using the current
image options. <a class="reference external" href="Montage.html">Montage</a> options (a montage is a rendered grid of
thumbnails in one image) are specified via the <a class="reference external" href="Montage.html">Montage</a> class.</p>
<p>Errors are reported using C++ exceptions derived from the <a class="reference external" href="Exception.html">Exception</a>
class, which is itself derived from the standard C++ exception class.
Exceptions are reported synchronous with the operation and are caught by
the first matching try block as the stack is unraveled. This allows a
clean coding style in which multiple related <em>Magick++</em> commands may be
executed with errors handled as a unit rather than line-by-line. Since
the <a class="reference external" href="Image.html">Image</a> object provides reference-counted memory management,
unreferenced images on the stack are automatically cleaned up, avoiding
the potential for memory leaks.</p>
<p>For ease of access, the documentation for the available user-level
classes is available via the following table:</p>
<table border="1" class="docutils">
<caption><em>Magick++</em> User-Level Classes</caption>
<colgroup>
<col width="18%" />
<col width="82%" />
</colgroup>
<tbody valign="top">
<tr><td><a class="reference external" href="Blob.html">Blob</a></td>
<td>Binary Large OBject container.</td>
</tr>
<tr><td><a class="reference external" href="CoderInfo.html">CoderInfo</a></td>
<td>Report information about supported image formats (use with
<a class="reference external" href="STL.html#coderInfoList">coderInfoList</a>())</td>
</tr>
<tr><td><a class="reference external" href="Color.html">Color</a></td>
<td>Color specification.</td>
</tr>
<tr><td><a class="reference external" href="Drawable.html">Drawable</a></td>
<td>Drawable shape (for input to 'draw').</td>
</tr>
<tr><td><a class="reference external" href="Exception.html">Exception</a></td>
<td>C++ exception objects.</td>
</tr>
<tr><td><a class="reference external" href="Geometry.html">Geometry</a></td>
<td>Geometry specification.</td>
</tr>
<tr><td><a class="reference external" href="Image.html">Image</a></td>
<td>Image frame.  This is the primary object in <em>Magick++</em>.</td>
</tr>
<tr><td><a class="reference external" href="Montage.html">Montage</a></td>
<td>Montage options for montageImages().</td>
</tr>
<tr><td><a class="reference external" href="Pixels.html">Pixels</a></td>
<td>Low-level access to image pixels.</td>
</tr>
<tr><td><a class="reference external" href="STL.html">STL</a></td>
<td>STL algorithms and function objects for operating on
containers of image frames.</td>
</tr>
<tr><td><a class="reference external" href="TypeMetric.html">TypeMetric</a></td>
<td>Container for font type metrics (use with
<a class="reference external" href="Image.html#fonttypemetrics">Image::fontTypeMetrics</a>).</td>
</tr>
</tbody>
</table>
</div>
<div class="section" id="obtaining-magick">
<h1><a class="toc-backref" href="#id3">Obtaining Magick++</a></h1>
<p><em>Magick++</em> is included as part of <a class="reference external" href="../index.html">GraphicsMagick</a> source releases and may
be retrieved via <a class="reference external" href="../download.html">ftp</a> or <a class="reference external" href="../Hg.html">Mercurial</a>.</p>
</div>
<div class="section" id="installation">
<h1><a class="toc-backref" href="#id4">Installation</a></h1>
<p>Installation is very easy since <em>Magick++</em> is part of <a class="reference external" href="../index.html">GraphicsMagick</a> and
is built by default. Once <a class="reference external" href="../index.html">GraphicsMagick</a> is built, then <em>Magick++</em> is
available for use.</p>
</div>
<div class="section" id="usage">
<h1><a class="toc-backref" href="#id5">Usage</a></h1>
<p>A helper script named <em>GraphicsMagick++-config</em> is installed in the same
directory as the GraphicsMagick <em>gm</em> program under Unix which assists
with recalling compilation options required to compile and link programs
which depend on <em>Magick++</em>. For example, the following command will
compile and link the source file example.cpp to produce the executable
example (notice that quotes are backward quotes):</p>
<pre class="literal-block">
c++ -o example example.cpp `GraphicsMagick++-config --cppflags --cxxflags
  --ldflags --libs`
</pre>
<p>Windows users may get started by manually editing a project file for one
of the <em>Magick++</em> demo programs.</p>
<p>It is necessary to initialize the GraphicsMagick library prior to
using the <em>Magick++</em> library. This initialization is performed by
passing the path to the GraphicsMagick DLLs (assumed to be in the same
directory as your program) to the InitializeMagick() function
call. This is commonly performed by providing the path to your program
(argv[0]) as shown in the following example:</p>
<pre class="literal-block">
int main( int /*argc*/, char ** argv)
{
  InitializeMagick(*argv);
</pre>
<p>If you don't have the path to your executable, then pass NULL and
usually the library will be found anyway. Besides helping to find the
GraphicsMagick DLL/library and configuration files, InitializeMagick()
initializes all of the semaphores and data necessary for a
multi-threaded program to be completely thread safe.  This step used
to be optional, but it is now absolutely required.  Failure to
initialize GraphicsMagick will result in an application crash.</p>
</div>
<div class="section" id="reporting-bugs">
<h1><a class="toc-backref" href="#id6">Reporting Bugs</a></h1>
<p>Please report any bugs via the <a class="reference external" href="http://sourceforge.net/projects/graphicsmagick/">GraphicsMagick Bug Tracker</a>. Questions
regarding usage should be directed to <a class="reference external" href="mailto:bfriesen&#37;&#52;&#48;simple&#46;dallas&#46;tx&#46;us">Bob Friesenhahn</a>.</p>
<p>Copyright © Bob Friesenhahn 1999 - 2018</p>
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