The free, open-source Processing programming language environment was created at MIT for people who want to develop images, animation, and sound. Based on the ubiquitous Java, it provides an alternative to daunting languages and expensive proprietary software. This book gives graphic designers, artists and illustrators of all stripes a jump start to working with processing by providing detailed information on the basic principles of programming with the language, followed by careful, step-by-step explanations of select advanced techniques. The author teaches computer graphics at NYU's Tisch School of the Arts, and his book has been developed with a supportive learning experience at its core. From algorithms and data mining to rendering and debugging, it teaches object-oriented programming from the ground up within the fascinating context of interactive visual media. Previously announced as "Pixels, Patterns, and Processing" *A guided journey from the very basics of computer programming through to creating custom interactive 3D graphics *Step-by-step examples, approachable language, exercises, and LOTS of sample code support the reader's learning curve *Includes lessons on how to program live video, animated images and interactive sound
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Descrizione libro Morgan Kaufmann, 2008. Paperback. Condizione libro: New. book. Codice libro della libreria 0123736021
Descrizione libro Condizione libro: Brand New. Book Condition: Brand New. Codice libro della libreria 97801237360241.0
Descrizione libro Morgan Kaufmann, 2008. Condizione libro: 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. Codice libro della libreria ABE_book_new_0123736021
Descrizione libro Morgan Kaufmann, 2008. Paperback. Condizione libro: New. 1. Codice libro della libreria DADAX0123736021
Descrizione libro Morgan Kaufmann Pub, 2008. Paperback. Condizione libro: Brand New. illustrated edition. 450 pages. 9.00x7.50x1.25 inches. In Stock. Codice libro della libreria 0123736021