This book teaches you the basic building blocks of programming needed to create cutting-edge graphics applications including interactive art, live video processing, and data visualization.
A unique lab-style manual, the book gives graphic and web designers, artists, and illustrators of all stripes a jumpstart on working with the Processing programming environment by providing instruction on the basic principles of the language, followed by careful explanations of select advanced techniques.
Within these pages, ITP (Tisch School of the Arts, New York University) professor Daniel Shiffman demonstrates the fundamentals of programming that will expand your understanding of what is possible in the world of computer graphics. By travelling beyond the confines of proprietary software, you will be empowered to create your own custom design tools.
* A friendly start-up guide to Processing, the visual artist's free, open-source alternative to expensive software and daunting programming languages.
* No previous experience required-this book is for the true programming beginner!
* Step-by-step examples, thorough explanations, hands-on exercises, and simple code samples support your learning curve. Source code and supplemental tutorials are also available through an online companion site.
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Book Description Morgan Kaufmann, 2008. Paperback. Book Condition: New. book. Bookseller Inventory # 0123736021
Book Description Book Condition: Brand New. Book Condition: Brand New. Bookseller Inventory # 97801237360241.0
Book Description Morgan Kaufmann, 2008. Book Condition: New. Brand New, Unread Copy in Perfect Condition. A+ Customer Service! Summary: PART I: THE BASICS 1. Introduction to Computer Graphics 1.1 Pixels 1.2 Lines, Shapes, and Curves 1.3 Color (RGB, HSB, etc.) 2. The Processing environment 2.1. Toolbars & Menus 2.2. Source Code 2.3. Compiling 2.4. Applets 2.5. Your first "static" program - Hello Shape World! 3. INTERACTION 3.1. setup() & draw() & control flow 3.2. mouseX, mouseY 3.3. your very first "dynamic" program - Hello Moving Shape World! 3.4. mousePressed() & keyPressed() 4. VARIATION - PART I 4.1 Data types 4.2 Variables 4.3 Scope 4.4 Random() 5. STRUCTURE - PART I 5.1 Boolean expressions 5.2. Selection - if, else if, else 6. STUCTURE - PART II 6.1 Iteration - while, do while, for 7. ORGANIZATION - PART I 7.1 Functions / Modularity 7.2 Functions Arguments 7.3. Return types / Reusability 8. ORGANIZATION - PART II 8.1 Object Orientation 9. VARIATION - PART II 9.1 Arrays - Declaration & Initialization 9.2. Integrating with Iteration 9.3 Arrays of Objects PART II: AN INTERLUDE 10. ALGORITHMS 10.1 You can't just make an "organism" (the organism example will be the throughline in chapters 1 to 9.) 10.2 What is it that you want to do? How do you use variation, structure, organization, and interaction to design an algorithm that implements your idea. PART III: ADVANCED CONCEPTS 11. Strings & Text 11.1 What is a String? 11.2 Loading Fonts 11.3 Displaying Text 11.4 The Java String class 12. Images 12.1 Loading & Displaying 12.2 Tint 12.3 Making an animated image sequence 12.4 Accessing Pixels (image filtering) 13. Translation and Rotation 13.1 Vertex Shapes 13.2 Rotate 13.3 Translate 13.4 Push / Pop - The Stack 13.5 3D & OpenGL 14. Live Video 14.1 Displaying 14.2 Image Processing 14.3 Computer Vision 15. Tangible Media (delete?) 15.1 Physical Computing Devices 15.2 What is "Serial" 15.3 Serial into the desktop 16. Hacking the Web / Networking 16.1 HTTP Connections 16.2 Server Side Programming 16.3 Parameters, name/value pairs 16.4 loadStrings 16.5 Parsing 16.5.1 split, join 16.5.2 indexOf, substring, length 16.6 The Sandbox Applet Restrictions & Solutions 17. Sound 17.1 Playing samples 17.2 Microphone Live Input 18. Breaking into Java 18.1 Revealing what's under the covers in processing 18.2 Importing Java packages 18.3 Useful Java classes 18.3.1 ArrayList 18.3.2 Rectangle 18.4.3 Etc. 19. Java on its own (delete?) 19.1.1 Hello World 19.1.2 Object Orientation 19.1.3 Applets / Applications 19.1.4 Taking processing out of itself 19.1.5 Eclipse 20. Advanced Object Orientation (delete?) 20.1 Inheritance 20.2 Polymorphism Appendix: A Debugging Strategies & Techniques B Common Problems: C Clicked on? D Timer? E Etc. Bookseller Inventory # ABE_book_new_0123736021
Book Description Morgan Kaufmann, 2008. Paperback. Book Condition: New. 1. Bookseller Inventory # DADAX0123736021
Book Description Morgan Kaufmann Pub, 2008. Paperback. Book Condition: Brand New. illustrated edition. 450 pages. 9.00x7.50x1.25 inches. In Stock. Bookseller Inventory # 0123736021