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Index
Cover
Title
Copyright
Dedication
Contents at a Glance
Contents
Foreword
About the Authors
About the Technical Reviewer
About the Cover Image Artist
Acknowledgments
Introduction
Chapter 1: Diving into the Shallow End
Programming vs. Computer Science
Art + Science = Creative Coding
MIT Media Lab
What Is Processing?
Bits and Bytes
Mnemonics
Java
Processing
Quick Tour
Processing Menu System
Edit Menu
Sketch Menu
Tools Menu
Help Menu
Additional Menus
Summary
Chapter 2: Art by Numbers
Algorithms
Pseudocode Example
Generative Algorithm
Drawing with Code
Primitives
Code Comments
Coordinate Systems
Algorithmic Face
Primitive Variables
Face Implementation
Quick Math Refresher
Summary
Chapter 3: Processing Boot Camp
Functions
Reimplementing rect()
Local Variables and Scope
Adding Some Logic
Switch and Ternary
Switch Statement
Moving Beyond the Primitives
Yet Another Rectangle
Expanding the API
Polygon Implementation
Improved Polygon
Perfected Polygon
Having Some Polygonal Fun
Polygonal Wallpaper
Pushing and Popping the Matrix
Star Mandala Table
Summary
Chapter 4: Creating Across Time and Curved Space
Keep It Local
Examining the Variables
Thinking About Memory
Returning Value
Prime Time
Making Things Move
Moving and Rotating
Adding Simple Collision
Introducing Curves
Processing’s Curve Functions
Controlling Curves
Summary
Chapter 5: Expressive Power of Data
Arrays
Indexing, Size, and Loops
Example: A Simple Bar Graph
Array Operations
Printing
Min, Max, and Sorting
Example: A Better, Interactive curveVertex
Primitive and Reference Types
Arrays As Parameters
Time Series Visualization
Simple Data Modeling
Data Visualization
Mapping Numbers
Basic Plots
Algorithms and Issues of Space and Time
Summary
References
Chapter 6: Organizing Chaos
Objects: Attributes and Behavior
Classes: Object Factories
Object-Oriented Programming in Processing
Customizing Instances
A Useful Keyword: this
Tabs: Organizing Code
Defining Additional Behaviors: Motion
OOP and Encapsulation in Processing
PVector Class in Processing
Ball in a Box
Composition: Has-a Relationships
Simulated Physics: Verlet Motion
Two Balls and a Stick: An Application of Verlet Integration
Inheritance: Is-a Relationships
Interfaces Are Doable
Summary
Chapter 7: Creative Abstraction
Strings
String Methods
Working with Strings
Text Visualization: Creating Word Clouds
Acquiring the Data
Parsing the Data
Filtering the Data
Mining the Data: Sorting
Learning to Sort
Choosing a Visual Representation
Making the Visualization Interactive
Creative Data Visualization
Summary
References
Chapter 8: Drawing with Recursion
Recursive Functions
Factorial
Recursive Circles
Recursive Squares
Recursive Tree
Lindenmayer Systems
Grammar
Rendering
Koch Snowflake
Quadratic Flake
Heighway Dragon
Plants
Implementation
Advanced Visualization: Treemap
Summary
References
Chapter 9: Painting with Bits
Digital Images
Raster Processing
Pixelation
Negative Images
Copying Neighbors
Multi-dimensional Arrays
Two-dimensional Arrays
Loops and 2D Arrays
Visualizing 2D Arrays
Image Animation
2D Perlin Noise
Ragged Arrays
Multi-dimensional Arrays
Processing’s Pixel Buffer(s)
1D and 2D Arrays
Gradient Shading
Grayscale
Sepia and Other Palettes
Bitwise Processing and Component Functions
Bitwise Operators
Retrieving R/G/B/A Values Bitwise
Steganography
Complex Systems
Emergence
Cellular Automata
Chapter Project: Truchet Tiling
Summary
References
Chapter 10: Expressive Imaging
Image IO
Tinting
Masking
Image Mask
Pixel Buffer Mask
Blending
Filtering
GRAY and INVERT
OPAQUE
THRESHOLD and POSTERIZE
BLUR, DILATE, and ERODE
Advanced Filters
Convolution
Other Spatial Filters
Image specialFX
Pointillism
Confluency
Video Processing
Chapter Project: Image Mosaic
Summary
Chapter 11: Spreading Your Creative Coding Wings
3D
View Frustum
It’s All Virtual
Some Simple 3D Math
P3D and OpenGL
Simplicity!
Custom Geometry
Final Illumination
A Very Small Nibble of a Vast and Fascinating Pie
Advancing to Java
First Java Dip
Diving Deeper into Java
There Really Are No Functions in Processing
Modes
JavaScript Mode
Android, et al
Summary
Index
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