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E-grāmata: Programming 101: The How and Why of Programming Revealed Using the Processing Programming Language

  • Formāts: PDF+DRM
  • Izdošanas datums: 15-Jun-2018
  • Izdevniecība: APress
  • Valoda: eng
  • ISBN-13: 9781484236970
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  • Formāts: PDF+DRM
  • Izdošanas datums: 15-Jun-2018
  • Izdevniecība: APress
  • Valoda: eng
  • ISBN-13: 9781484236970
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Understand the importance of programming, even if you’ve never programmed before! This book will teach you the basics of programming using the Processing programming language. You will create your own Processing sketches, using personal images, themes, or hobbies that you enjoy. 

The chapters in the book will demonstrate the process of programming, starting with formulating an idea, planning, building on past projects, and refining the work, similar to writing an essay or composing a song. This approach will guide you to make use of logic and mathematics to produce beautiful effects.

The term for program in Processing is sketch, though the sketches featured in this book are far more than static drawings; they incorporate interaction, animation, video, audio, and accessing files on the local computer and on the Web.  Technical features are introduced and explained in the context of complete examples: games (Snake, Hangman, jigsaw, slingshot), making a collage of family images and video clips, preparing directions for folding an origami model, rotating objects in 3D, and others.

Programming is a fun, creative, expressive pursuit. It requires attention to details and can be frustrating, but there is very little that compares to the satisfaction of building a program out of nothing and making it work (or taking an existing program and fixing a problem, or adding a feature and making it better). Programming 101 is your gateway to making this happen.

 What You Will Learn

  • Gain basic programming skills
  • Build fun and creative programs
  • Use files for making a holiday card
  • Combine videos, images, and graphics in a Processing sketch

Who This Book Is For

Anyone who has been thinking about trying programming, or has tried, but needs more motivation; anyone who wants to learn about the Processing language.

About the Author xiii
About the Technical Reviewers xv
Acknowledgments xvii
Introduction xix
Chapter 1 Basics
1(30)
Programming Concepts
2(5)
Programming Languages and Natural Languages
2(1)
Values and Variables
3(2)
Functions
5(1)
Specifying Positions and Angles
5(1)
Colors
6(1)
Development Environment
6(1)
Role of Planning
7(1)
Under the Covers
7(1)
Processing Programming Features
8(5)
Processing Development Environment
8(2)
Functions
10(1)
Angles
11(2)
Implementing Hello, World
13(8)
Implementing the Daddy Logo
21(6)
Planning
21(3)
Daddy Logo Program
24(3)
Things to Look Up
27(1)
How to Make This Your Own
27(1)
What You Learned
28(1)
What's Next
29(2)
Chapter 2 Interactions
31(26)
Programming Concepts
33(2)
Events
33(1)
Randomness
34(1)
Displaying Images from Files
34(1)
Calculations, Including Built-in Functions
34(1)
Looping
35(1)
Processing Programming Features
35(4)
Under the Covers
39(1)
Polygon Sketch Operation Overview
40(2)
Implementing the Polygon Sketch
42(6)
Planning
42(4)
Polygon Sketch Program
46(2)
Coin Toss Sketch Operation Overview
48(2)
Implementing the Coin Toss Sketch
50(3)
Planning
50(3)
Things to Look Up
53(1)
How to Make This Your Own
54(1)
What You Learned
55(1)
What's Next
55(2)
Chapter 3 Animation Using Arrays and Parallel Structures
57(26)
More on the Sketches
57(6)
Programming Concepts
63(2)
Animation
63(1)
Logical Operations
63(1)
Arrays
64(1)
Parallel Structures
64(1)
Compound Statements
64(1)
Pseudo-Random Processing
64(1)
Processing Programming Features
65(4)
Implementing a Bouncing Ball
69(2)
Planning
69(1)
Program
70(1)
Implementing a Set of Three Bouncing Balls
71(3)
Planning
72(1)
Program
72(2)
Implementing Pentagon Bouncing
74(2)
Planning
74(2)
Implementing Bouncing Polygons
76(3)
Planning
76(1)
Program
77(2)
Under the Covers
79(1)
Things to Look Up
80(1)
How to Make This Your Own
80(1)
What You Learned
81(1)
What's Next
81(2)
Chapter 4 Classes
83(40)
Programming Concepts
83(1)
Classes
83(2)
Phases of Operations
84(1)
Tolerance or Margin
85(1)
Processing Programming Features
85(3)
Classes
85(1)
Dynamic Arrays
86(2)
Tolerance and OK So Far Coding
88(1)
Bouncing Objects Overview
88(2)
Implementing the Bouncing Objects
90(6)
Planning
90(2)
Program
92(4)
Make Path and Travel Path Overview
96(4)
Implementing the Make Path and Travel Path
100(5)
Planning
100(2)
Program
102(3)
Jigsaw Overview
105(2)
Implementing the Jigsaw
107(13)
Planning
108(1)
Program
109(11)
Under the Covers
120(1)
Things to Look Up
121(1)
How to Make This Your Own
122(1)
What You Learned
122(1)
What's Next
122(1)
Chapter 5 More Interactions
123(44)
More on the Sketches
123(1)
Programming Concepts
123(3)
Ballistic Motion
124(1)
Character (char) Data Type vs. String Data Type
125(1)
Use of Files
125(1)
Case Statement
125(1)
Elapsed Time
125(1)
Regular Expressions
125(1)
Processing Programming Features
126(4)
The char Data Type
126(1)
The keyPressed Function, key, and keyCode
126(1)
Table Files
127(1)
The Case Statement
127(2)
The millis and Other Time Functions
129(1)
Under the Covers
130(2)
Slingshot Operation Overview
132(1)
Implementing the Slingshot Sketch
133(12)
Planning
133(3)
Programming the Slingshot Sketch
136(9)
Snake Operation Overview
145(1)
Implementing the Snake Sketch
146(18)
Planning
147(1)
Programming the Snake Sketch
148(8)
Image Test Operation Overview
156(3)
Implementing the Image Test
159(5)
Things to Look Up
164(1)
How to Make This Your Own
164(1)
What You Learned
165(2)
What's Next
165(2)
Chapter 6 Images, Graphics, and Building on Prior Work
167(28)
More on the Sketches
167(1)
Programming Concepts
168(1)
Error Handling
168(1)
Images as Arrays of Pixels
168(1)
Transformations
169(1)
Processing Programming Features
169(3)
Getting a File from the Web
169(1)
Pixel Processing
170(1)
The beginShape and endShape Vertex Functions
171(1)
Transformations
171(1)
Under the Covers
172(1)
Image to Grayscale Operation Overview
172(8)
Implementing the Image to Grayscale
180(6)
Planning
180(1)
Programming the Image to Grayscale
181(5)
Origami Flower Operation Overview
186(1)
Implementing the Origami Flower Sketch
187(6)
Planning
187(2)
Programming the Origami Flower
189(4)
Things to Look Up
193(1)
How to Make This Your Own
193(1)
What You Learned
194(1)
What's Next
194(1)
Chapter 7 Using Files for Making a Holiday Card
195(26)
Programming Concepts
196(2)
Files
196(1)
Libraries
197(1)
Fonts
197(1)
Callbacks
198(1)
Feedback to Users
198(1)
Processing Programming Features
198(4)
Use of the Sound Library
198(1)
Making and Saving an Image of the Current Window
199(1)
Use of Java Input/Output Library
200(1)
Subclasses
201(1)
Show Fonts Sketch Operation Overview
202(1)
Implementing the Show Fonts Sketch
203(2)
Programming the Show Fonts Sketch
204(1)
Make Card Sketch Operation Overview
205(5)
Implementing the Make Card Sketch
210(8)
Planning
210(2)
Programming the Make Card Sketch
212(6)
Under the Covers
218(1)
Things to Look Up
219(1)
How to Make This Your Own
219(1)
What You Learned
219(1)
What's Next
220(1)
Chapter 8 Combining Videos, Images, and Graphics
221(22)
Programming Concepts
221(1)
Video
221(1)
Copying a Video
222(1)
Processing Programming Features
222(2)
Video
222(2)
Classes and Subclasses
224(1)
Under the Covers
224(1)
Family Collage Operation Overview
225(2)
Implementing the Family Collage Sketch
227(10)
Planning
227(1)
Programming the Family Collage Sketch
228(9)
Things to Look Up
237(1)
How to Make This Your Own
237(5)
What You Learned
242(1)
What's Next
242(1)
Chapter 9 Hangman
243(28)
More on the Sketches
243(2)
Programming Concepts
245(2)
Implementing an Existing Application
246(1)
Testing and Scaling Up
246(1)
Processing Programming Features
247(2)
Hangman Sketches Operation Overview
249(4)
Implementing the Hangman Sketches
253(15)
Planning
253(2)
Programming the Hangman Sketches
255(13)
Things to Look Up
268(1)
How to Make This Your Own
269(1)
What You Learned
269(1)
What's Next
269(2)
Chapter 10 3D
271(32)
Programming Concepts
274(1)
Processing Programming Features
275(9)
Under the Covers
284(1)
Rolling Ball at Alhambra Operation Overview
284(1)
Implementing the Rolling Ball at Alhambra
285(6)
Planning
285(1)
Programming the Rolling Ball at Alhambra
286(5)
Rotating Cube Operation Overview
291(1)
Implementing the Rotating Cube
291(7)
Planning
291(2)
Programming the Rotating Cube
293(5)
Things to Look Up
298(1)
How to Make This Your Own
299(2)
What You Learned
301(1)
What's Next
302(1)
Appendix A Publishing on the Web
303(10)
Implementation
306(1)
Preloading of Images
307(1)
Adding HTML to the body Element
308(1)
Adding Responses to Touch
309(4)
Index 313
Jeanine Meyer is a Professor at Purchase College/SUNY and past Coordinator of the Mathematics/Computer Science Board of Study.  Before Purchase, she taught at Pace University and worked at IBM Research and other parts of IBM and at other companies. She is the author of 4 books and co-author of 3 more on topics ranging from educational uses of multimedia, programming (two published by Apress), databases and number theory. She earned a PhD in computer science at the Courant Institute at New York University, an MA in mathematics at Columbia, and a SB (the college used the Latin form) in mathematics from the University of Chicago.  She is a member of Phi Beta Kappa, Sigma Xi, Association of Women in Science, Association of Computing Machinery, and a featured reviewer for ACM Computing Reviews. Jeanine is trying but remains a beginner at Spanish and piano.