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- <h3 class="title"><a id="gimp-using-concepts"></a>3.5. Basic Gimp Concepts</h3>
- </div>
- </div>
- </div>
- <a id="id3420198" class="indexterm"></a>
- <p>
- This section is intended to give you a brief introduction to the
- basic concepts and terminology you will need to understand in
- order to make sense to the rest of the documentation. Everything
- here is explained in much greater depth elsewhere. With a few
- exceptions, we have avoided cluttering this section with a lot of
- links and cross-references: everything mentioned here is so
- high-level that you should easily be able to locate it in the
- index.
- </p>
- <div class="variablelist">
- <dl>
- <dt>
- <span class="term">Overview</span>
- </dt>
- <dd>
- <p>
- The Gimp is an
- image manipulation program. At the most sweeping level, using
- Gimp involves three basic
- steps: (1) opening images or creating new ones; (2) altering
- those images; (3) saving the results.
- </p>
- <div class="variablelist">
- <dl>
- <dt>
- <span class="term">Opening Images</span>
- </dt>
- <dd>
- <p>
- Depending on how Gimp was started, there may already be
- one or more images open when you begin. You can open new
- images from files using the <a href="ch05s02s02.html" title="2.2. Open">Open</a> command from the File
- menu. Gimp is capable of opening a large variety of
- graphics file formats; see <a href="ch02s05.html" title="5. Files">Files</a> for more information.
- Depending on how your system is set up, you may also be
- able to open images by clicking on icons in a file
- manager, or by drag-and-drop from other programs. If you
- aren't sure whether you can do this, just try it. The
- worst thing that can happen is that your computer could
- explode.
- </p>
- </dd>
- <dt>
- <span class="term">Altering Images</span>
- </dt>
- <dd>
- <p>
- Gimp provides you with an enormous number of ways of
- acting on images: painting tools, color manipulation
- tools, transformation tools, filters, etc. The bulk of
- this manual is devoted to describing these tools and how
- to work with them.
- </p>
- </dd>
- <dt>
- <span class="term">Saving Images</span>
- </dt>
- <dd>
- <p>
- When you are finished working with an image, you will want
- to save the results. (In fact, it is often a good idea to
- save at intermediate stages too: Gimp is a pretty robust
- program, but we have heard rumors, possibly apocryphal,
- that it may have been known on rare and mysterious
- occasions to crash.) Most of the file formats that Gimp
- can open, can also be used for saving. There is one file
- format that is special, though: XCF is Gimp's native
- format, and is useful because it stores
- <span class="emphasis"><em>everything</em></span> about an image (well,
- almost everything; it does not store "undo" information).
- Thus, the XCF format is especially suitable for saving
- intermediate results, and for saving images to be
- re-opened later in Gimp. XCF files are not readable by
- most other programs that display images, so once you have
- finished, you will probably also want to save the image in
- a more widely used format, such as JPEG, PNG, TIFF, etc.
- </p>
- </dd>
- </dl>
- </div>
- </dd>
- <dt>
- <span class="term">Images</span>
- </dt>
- <dd>
- <p>
- Images are the basic entities that Gimp works with. Roughly
- speaking, an "image" corresponds to a single file, such as a TIFF
- or JPEG file. You can also think of an image as corresponding
- to a single display window, but this is not quite correct: it
- is possible to have multiple windows all displaying the same
- image. It is not possible to have a single window display more
- than one image, though, or for an image to have no window
- displaying it.
- </p>
- <p>
- A Gimp image may be quite a complicated thing. Instead of
- thinking of it as something like a sheet of paper with a picture
- on it, you should think of it as more like a book, whose pages
- are called "layers". In addition to a stack of layers, a Gimp
- image may contain a selection mask, a set of channels, and a set
- of paths. In fact, Gimp provides a mechanism for attaching
- arbitrary pieces of data to an image, as what are called
- "parasites".
- </p>
- <p>
- In Gimp, it is possible to have many images open at the same
- time. If they are large, each image may use many megabytes of
- memory, but Gimp uses a sophisticated tile-based memory
- management system that allows it to handle even very large
- images gracefully. There are, however, limits, and it is
- usually beneficial when working with images to put as much
- memory into your system as possible.
- </p>
- </dd>
- <dt>
- <span class="term">Layers</span>
- </dt>
- <dd>
- <p>
- If an image is like a book, then a layer is like a page within
- the book. The simplest images only contain a single layer, and
- can be treated like single sheets of paper, but sophisticated
- Gimp users often deal with images containing many layers, even
- dozens of them. Layers need not be opaque, and they need not
- cover the entire extent of an image, so when you look at an
- image's display, you may see more than just the top layer: you
- may see elements of many layers.
- </p>
- </dd>
- <dt>
- <span class="term">Channels</span>
- </dt>
- <dd>
- <p>
- TO BE WRITTEN
- </p>
- </dd>
- <dt>
- <span class="term">Selections</span>
- </dt>
- <dd>
- <p>
- Often when you do something to an image, you only want a part of
- it to be affected. The "selection" mechanism makes this
- possible. Each image has its own selection, which you normally
- see as an moving dashed line separating the selected parts
- from the unselected parts (the so-called "marching ants").
- Actually this is a bit misleading: selection in Gimp is really
- graded, not all-or-nothing, and really the selection is
- represented by a full-fledged grayscale channel. The dashed
- line that you normally see is simply a contour line at the
- 50%-selected level. At any time, though, you can visualize the
- selection channel in all its glorious detail by toggling the
- <a href="ch04s03s05.html" title="3.5. Quick Mask">QuickMask</a>
- button.
- </p>
- <p>
- A large component of learning how to use Gimp effectively is
- acquiring the art of making good selections---selections that
- contain exactly what you need and nothing more. Because
- selection-handling is so centrally important, Gimp gives you a
- large number of tools for doing it: an assortment of
- selection-making tools, a menu of selection operations, and the
- ability to switch to Quick Mask mode, in which you can treat the
- selection channel as though it were a color channel, thereby
- "painting the selection".
- </p>
- </dd>
- <dt>
- <span class="term">Undoing</span>
- </dt>
- <dd>
- <p>
- When you make mistakes, you can undo them. Nearly
- everything you can do to an image is undoable. In fact, you can
- usually undo a substantial number of the most recent things you
- did, if you decide that they were misguided. Gimp makes this
- possible by keeping a history of your actions. This history
- consumes memory, though, so undoability is not infinite. Some
- actions use very little undo memory, so that you can do dozens
- of them before the earliest ones are deleted from this history;
- other types of actions require massive amounts of undo memory.
- You can configure the amount of memory Gimp allows for the undo
- history of each image, but in any situation, you should always
- be able to undo at least your 2-3 most recent actions. (The
- most important action that is not undoable is closing an image.
- For this reason, Gimp asks you to confirm that you really want
- to close the image if you have made any changes to it.)
- </p>
- </dd>
- <dt>
- <span class="term">Plug-ins</span>
- </dt>
- <dd>
- <p>
- Many, probably most, of the things you do to an image in Gimp
- are done by the Gimp application itself. However, Gimp also
- makes extensive use of "plug-ins", which are external programs
- that interact very closely with Gimp, and are capable of
- manipulating images and other Gimp objects in very sophisticated
- ways. Many important plug-ins come packaged together with Gimp,
- but there are also many available by other means. In fact, the
- ability to write plug-ins (and scripts) is the easiest way for
- people not on the Gimp development team to add new capabilities
- to Gimp.
- </p>
- <p>
- All of the commands in the Filters menu, and a substantial
- number of commands in other menus, are actually implemented by
- plug-ins.
- </p>
- </dd>
- <dt>
- <span class="term">Scripts</span>
- </dt>
- <dd>
- <p>
- In addition to plug-ins, which are programs written in the C
- language, Gimp can also make use of scripts. The largest number
- of existing scripts are written in a language called Script-Fu,
- which is special to Gimp (for those who care, it is a dialect of
- the Lisp-like language called Scheme). It is also possible to
- write Gimp scripts in Python or Perl. These languages are more
- flexible and powerful than Script-Fu; their disadvantage is that
- they depend on software that does not automatically come
- packaged with Gimp, so they are not guaranteed to work correctly
- in every Gimp installation.
- </p>
- </dd>
- </dl>
- </div>
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