Greenberg | The Essential Guide to Processing for Flash Developers | E-Book | www2.sack.de
E-Book

E-Book, Englisch, 520 Seiten

Greenberg The Essential Guide to Processing for Flash Developers


1. ed
ISBN: 978-1-4302-1980-4
Verlag: Apress
Format: PDF
Kopierschutz: 1 - PDF Watermark

E-Book, Englisch, 520 Seiten

ISBN: 978-1-4302-1980-4
Verlag: Apress
Format: PDF
Kopierschutz: 1 - PDF Watermark



Processing is a open source project that bridges the gap between programming and art. Its simplicity and power appeal to non-coders and old-hands alike. As a Flash developer, you already have a firm grasp of basic programming principles and an understanding of creating and controlling visuals through code. This book uses your existing knowledge as a springboard to learning Processing and harnessing the extra creative power and control that it offers, both on and off the web. The Essential Guide to Processing for Flash Developers takes a hands-on approach to learning Processing that builds upon your familiarity with Flash, and your experience with the ActionScript language and object-oriented programming concepts. The book offers a full series of Processing projects, structured to allow less experienced coders to get up to speed quickly, while leaving room for more experienced programmers to take the initial project concepts and build more complex applications. Includes a language primer explaining all of the Processing-specific programming theory you need to know Contains a full series of Processing projects and numerous easy-to-follow code examples Covers Processing's Java mode, providing an easy-to-navigate bridge to programming in Java, Processing's underlying host language

Ira Greenberg directs the Center of Creative Computation and is Associate Professor with a joint appointment in the Meadows School of the Arts and Lyle School of Engineering at Southern Methodist University, Dallas TX. He is the author of Processing: Creative Coding and Computational Art and The Essential Guide to Processing for Flash Developers, both from friends of ED/Apress. Ira received his BFA from Cornell University and his MFA from the University of Pennsylvania.

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Weitere Infos & Material


1;Table of contents ;5
2;Foreword;10
3;About the Author;11
4;About the Technical Reviewer;12
5;Acknowledgments;13
6;Introduction;14
7;Chapter 1 Flash vs. Processing: Let the Death Match Begin!;16
7.1;What You Should Know (Well, Sort of);17
7.2;The Complexity of Simplicity;18
7.3;Out-Yahoo’d;19
7.4;K.I.S.S.—The Processing IDE;20
7.4.1;File;22
7.4.2;Edit;25
7.4.3;Sketch;28
7.4.4;Tools;29
7.4.5;Help;33
7.5;Processing API from 30,000 Feet;33
7.5.1;Procedural Elegance;33
7.5.2;Peeking Is Encouraged;34
7.6;Prototyping and Beyond;34
7.7;Summary;40
8;Chapter 2 Processing Primer I: Just the Basics;41
8.1;Graphic Primitives;41
8.2;Rendering;43
8.3;A Primitive Sampler;49
8.3.1;Coding a Table;49
8.3.2;Filling the Table;53
8.4;Transformations;62
8.5;Drawing;75
8.5.1;Arrays;82
8.5.2;ActionScript;82
8.5.3;Processing;83
8.6;Summary;85
9;Chapter 3 Processing Primer II: Beyond the Basics;86
9.1;Primitive vs. Reference Variables;86
9.1.1;Curves;89
9.1.2;Adding Motion;105
9.2;Imaging;111
9.2.1;Loading Images;111
9.2.2;Pixels;122
9.3;Events;128
9.4;Tiny Taste of Typography;142
9.5;Summary;144
10;Chapter 4 Object-Oriented Programming in Processing;145
10.1;Some OOP Theory;146
10.2;Legs Class;149
10.3;Running Amuck;162
10.4;Composing Classes;168
10.4.1;Head Class: More Than Just a Pretty Face;169
10.4.2;Neck Class: Spring-Loaded;176
10.4.3;Schlemiel Class: Putting All the Pieces Together;184
10.5;Summary;192
11;Chapter 5 I Like Particle Engines!;193
11.1;Some Principles and Terms;194
11.2;Designing a Solution;196
11.2.1;Engine Description;196
11.2.2;Engine Class;197
11.2.3;Particle Class;202
11.2.4;Sprite Class;203
11.2.5;Arrow Class;214
11.2.6;Emitter Class;224
11.2.7;Environment Class;232
11.2.8;Collider Class;239
11.2.9;Engine Class;241
11.3;Summary;264
12;Chapter 6 A “Serious” Game;265
12.1;“You Can’t Create a Game Using Processing”;265
12.2;The Game Origin;266
12.3;The Concept;267
12.4;The Pay-off;267
12.5;Class Design;268
12.5.1;TTTBoard Class;268
12.5.2;Shape Class;283
12.5.3;Cell Class;286
12.5.4;Line Class;291
12.5.5;Pen Class;295
12.5.6;Style Class;298
12.5.7;IraStyle Class;302
12.5.8;Tri Class;310
12.5.9;ShallowGreen Class;312
12.5.10;Pattern Class;324
12.6;Running the Game;333
12.7;Summary;342
13;Chapter 7 Hacking Life;343
13.1;Emergence and Complexity;343
13.2;Cellular Automata;344
13.3;1D CA Framework;352
13.4;(Almost) Continuous CA;379
13.5;2D CA;400
13.6;Summary;421
14;Chapter 8 Creative Information Visualization;422
14.1;Java on the Cheap, and It’s 3D;423
14.2;Popularity of Widget Colors;424
14.3;Enough Talk, Let’s Build;425
14.3.1;Block.java;432
14.3.2;Interactor.java;438
14.3.3;Icosahedron.java;452
14.3.4;Cylinder.java;461
14.3.5;Helix.java;469
14.3.6;Visualizer.java;479
14.4;Summary;488
15;Index;489



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