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Fix line length and styling
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@ -7,11 +7,15 @@ contributors:
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## Introduction
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Processing is a programming language for creation of digital arts and multimedia content, allowing non-programmers to
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learn fundamentals of computer programming in a visual context.
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While the language is based on Java language,
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its syntax has been largely influenced by both Java and Javascript syntaxes. [See more here](https://processing.org/reference/)
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The language is statically typed, and also comes with its official IDE to compile and run the scripts.
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Processing is a programming language for creation of digital arts and
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multimedia content, allowing non-programmers to learn fundamentals of computer
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programming in a visual context.
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While the language is based on Java language, its syntax has been largely
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influenced by both Java and Javascript syntaxes. [See more here](https://processing.org/reference/)
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The language is statically typed, and also comes with its official IDE to
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compile and run the scripts.
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```
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/* ---------
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@ -32,21 +36,26 @@ The language is statically typed, and also comes with its official IDE to compil
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---------------------------------------
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*/
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// In Processing, your program's entry point is a function named setup() with a void return type.
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// In Processing, the program entry point is a function named setup() with a
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// void return type.
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// Note! The syntax looks strikingly similar to that of C++.
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void setup() {
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// This prints out the classic output "Hello World!" to the console when run.
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println("Hello World!"); // Another language with a semi-column trap, ain't it?
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println("Hello World!"); // Another language with a semi-column trap, aint it?
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}
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// Normally, we put all the static codes inside the setup() method as the name suggest since it only runs once.
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// Normally, we put all the static codes inside the setup() method as the name
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// suggest since it only runs once.
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// It can range from setting the background colours, setting the canvas size.
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background(color); // setting the background colour
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size(width,height,[renderer]); // setting the canvas size with optional parameter defining renderer
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size(width,height,[renderer]); // setting the canvas size with optional
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// parameter defining renderer
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// You will see more of them throughout this document.
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// If you want to run the codes indefinitely, it has to be placed in draw() method.
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// draw() must exist if you want the code to run continuously and obviously, there can only be one draw() method.
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// If you want to run the codes indefinitely, it has to be placed in draw()
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// method.
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// draw() must exist if you want the code to run continuously and obviously,
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// there can only be one draw() method.
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int i = 0;
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void draw() {
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// This block of code loops forever until stopped
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@ -55,22 +64,25 @@ void draw() {
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}
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// Now that we know how to write the working script and how to run it,
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// we will proceed to explore what data types and collections are supported in Processing.
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// we will proceed to explore what data types and collections are supported in
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// Processing.
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/* ------------------------
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Datatypes & collections
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------------------------
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*/
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// According to Processing References, Processing supports 8 primitive datatypes as follows.
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// According to Processing References, Processing supports 8 primitive
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// datatypes as follows.
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boolean booleanValue = true; // Boolean
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byte byteValueOfA = 23; // Byte
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char charValueOfA = 'A'; // Char
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color colourValueOfWhiteM = color(255, 255, 255); // Colour (Specified using color() method)
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color colourValueOfWhiteM = color(255, 255, 255); // Colour (Specified using
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// color() method)
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color colourValueOfWhiteH = #FFFFFF; // Colour (Specified using hash value)
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int intValue = 5; // Integer (Number without decimals)
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long longValue = 2147483648L; // "L" is added to the number to mark it as a long
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long longValue = 2147483648L; // "L" is added to number to mark it as a long
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float floatValue = 1.12345; // Float (32-bit floating-point numbers)
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double doubleValue = 1.12345D; // Double (64-bit floating-point numbers)
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@ -80,13 +92,15 @@ double doubleValue = 1.12345D; // Double (64-bit floating-point numbers)
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// they need to be converted into "int" and "float" datatypes respectively,
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// using (int) and (float) syntax before passing into a function.
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// There is a whole bunch of default composite datatypes available for use in Processing.
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// There is a whole bunch of default composite datatypes available for use in
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// Processing.
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// Primarily, I will brief through the most commonly used ones to save time.
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// String
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// While char datatype uses '', String datatype uses "" - double quotes.
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String sampleString = "Hello, Processing!";
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// String can be constructed from an array of char datatypes as well. We will discuss array very soon.
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// String can be constructed from an array of char datatypes as well. We will
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// discuss array very soon.
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char source = {'H', 'E', 'L', 'L', 'O'};
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String stringFromSource = new String(source); // HELLO
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// As in Java, strings can be concatenated using the "+" operator.
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@ -94,27 +108,29 @@ print("Hello " + "World!"); // Hello World!
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// Array
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// Arrays in Processing can hold any datatypes including Objects themselves.
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// Since arrays are similar to objects, they must be created with the keyword "new".
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// Since arrays are similar to objects, they must be created with the keyword
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// "new".
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int[] intArray = new int[5];
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int[] intArrayWithValues = {1, 2, 3}; // You can also populate with data.
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// ArrayList
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// Functions are similar to those of array; arraylists can hold any datatypes.
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// The only difference is arraylists resize dynamically,
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// as it is a form of resizable-array implementation of the Java "List" interface.
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// The only difference is arraylists resize dynamically, as it is a form of
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// resizable-array implementation of the Java "List" interface.
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ArrayList<Integer> intArrayList = new ArrayList<Integer>();
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// Object
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// Since it is based on Java, Processing supports object-oriented programming.
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// That means you can basically define any datatypes of your own and manipulate them to your needs.
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// That means you can basically define any datatypes of your own and manipulate
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// them to your needs.
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// Of course, a class has to be defined before for the object you want.
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// Format --> ClassName InstanceName
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SomeRandomClass myObject // then instantiate later
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//or
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SomeRandomClass myObjectInstantiated = new SomeRandomClass();
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// Processing comes up with more collections (eg. - Dictionaries and Lists) by default,
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// for the simplicity sake, I will leave them out of discussion here.
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// Processing comes up with more collections (eg. - Dictionaries and Lists) by
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// default, for the simplicity sake, I will leave them out of discussion here.
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/* ------------
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Maths
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@ -129,7 +145,8 @@ SomeRandomClass myObjectInstantiated = new SomeRandomClass();
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3.0 / 2 // 1.5
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3.0 % 2 // 1.0
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// Processing also comes with a set of functions that simplify mathematical operations.
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// Processing also comes with a set of functions that simplify mathematical
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// operations.
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float f = sq(3); // f = 9.0
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float p = pow(3, 3); // p = 27.0
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int a = abs(-13) // a = 13
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@ -138,18 +155,21 @@ int r2 = round(3.7); // r2 = 4
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float sr = sqrt(25); // sr = 5.0
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// Vectors
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// Processing provides an easy way to implement vectors in its environment using PVector class.
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// It can describe a two or three dimensional vector and
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// Processing provides an easy way to implement vectors in its environment
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// using PVector class. It can describe a two or three dimensional vector and
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// comes with a set of methods which are useful for matrices operations.
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// You can find more information on PVector class and its functions here.
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// (https://processing.org/reference/PVector.html)
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// Trigonometry
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// Processing also supports trigonometric operations by supplying a set of functions.
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// sin(), cos(), tan(), asin(), acos(), atan() and also degrees() and radians() for convenient conversion.
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// However, those functions take angle in radians as the parameter so it has to be converted beforehand.
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// Processing also supports trigonometric operations by supplying a set of
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// functions. sin(), cos(), tan(), asin(), acos(), atan() and also degrees()
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// and radians() for convenient conversion.
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// However, those functions take angle in radians as the parameter so it has
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// to be converted beforehand.
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float one = sin(PI/2); // one = 1.0
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// As you may have noticed, there exists a set of constants for trigonometric uses;
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// As you may have noticed, there exists a set of constants for trigonometric
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// uses;
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// PI, HALF_PI, QUARTER_PI and so on...
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/* -------------
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@ -169,14 +189,14 @@ if (author.getAppearance().equals("hot")) {
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int i = 3;
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String value = (i > 5) ? "Big" : "Small"; // "Small"
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// Switch-case structure can be used to check multiple conditions more concisely.
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// Switch-case structure can be used to check multiple conditions concisely.
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int value = 2;
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switch(value) {
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case 0:
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print("Nought!"); // This doesn't get executed.
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print("Nought!"); // This does not get executed.
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break; // Jumps to the next statement
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case 1:
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print("Getting there..."); // This again doesn't get executed.
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print("Getting there..."); // This again does not get executed.
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break;
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case 2:
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print("Bravo!"); // This line gets executed.
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@ -204,12 +224,14 @@ while(j > 0) {
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loop(); // allows the draw() method to run forever while
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noLoop(); // only allows it to run once.
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redraw(); // runs the draw() method once more.
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exit(); // This stops the program. It is useful for programs with draw() running continuously.
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exit(); // This stops the program. It is useful for programs with draw()
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// running continuously.
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```
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## Drawing with Processing
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Since you will have understood the basics of the language by now, we will now look into the best part of Processing; DRAWING.
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Since you will have understood the basics of the language by now, we will now
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look into the best part of Processing - DRAWING.
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```
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/* ------
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@ -235,12 +257,15 @@ triangle(x1, y1, x2, y2, x3, y3);
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// Rectangle
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rect(a, b, c, d, [r]); // With optional parameter defining the radius of all corners
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rect(a, b, c, d, [tl, tr, br, bl]); // With optional set of parameters defining radius of each corner
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// Draws a rectangle with {a, b} as a top left coordinate and c and d as width and height respectively.
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rect(a, b, c, d, [tl, tr, br, bl]); // With optional set of parameters defining
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// radius of each corner
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// Draws a rectangle with {a, b} as a top left coordinate and c and d as width
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// and height respectively.
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// Quad
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quad(x, y, x2, y2, x3, y3, x4, y4);
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// Draws a quadrilateral with parameters defining coordinates of each corner point.
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// Draws a quadrilateral with parameters defining coordinates of each corner
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// point.
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// Ellipse
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ellipse(x, y, width, height);
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@ -251,19 +276,23 @@ arc(x, y, width, height, start, stop, [mode]);
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// While the first four parameters are self-explanatory,
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// start and end defined the angles the arc starts and ends (in radians).
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// Optional parameter [mode] defines the filling;
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// PIE gives pie-like outline, CHORD gives the chord-like outline and OPEN is CHORD without strokes
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// PIE gives pie-like outline, CHORD gives the chord-like outline and OPEN is
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// CHORD without strokes
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// Curves
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// Processing provides two implementation of curves; using curve() and bezier().
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// Since I plan to keep this simple I won't be discussing any further details.
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// Since I plan to keep this simple I wont be discussing any further details.
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// However, if you want to implement it in your sketch, here are the references:
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// (https://processing.org/reference/curve_.html)(https://processing.org/reference/bezier_.html)
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// (https://processing.org/reference/curve_.html)
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// (https://processing.org/reference/bezier_.html)
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// 3D Shapes
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// 3D space can be configured by setting "P3D" to the renderer parameter in size() method.
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// 3D space can be configured by setting "P3D" to the renderer parameter in
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// size() method.
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size(width, height, P3D);
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// In 3D space, you will have to translate to the particular coordinate to render the 3D shapes.
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// In 3D space, you will have to translate to the particular coordinate to
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// render the 3D shapes.
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// Box
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box(size); // Cube with same length defined by size
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@ -272,27 +301,32 @@ box(w, h, d); // Box with width, height and depth separately defined
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// Sphere
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sphere(radius); // Its size is defined using the radius parameter
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// Mechanism behind rendering spheres is implemented by tessellating triangles.
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// That said, how much detail being rendered is controlled by function sphereDetail(res)
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// That said, how much detail being rendered is controlled by function
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// sphereDetail(res)
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// More information here: (https://processing.org/reference/sphereDetail_.html)
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// Irregular Shapes
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// What if you wanted to draw something that's not made available by Processing's functions?
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// You can use beginShape(), endShape(), vertex(x,y) to define shapes by specifying each point.
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// More information here: (https://processing.org/reference/beginShape_.html)
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// You can also use custom made shapes using PShape class.(https://processing.org/reference/PShape.html)
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// What if you wanted to draw something thats not made available by Processing
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// functions?
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// You can use beginShape(), endShape(), vertex(x,y) to define shapes by
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// specifying each point. More information here:
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// (https://processing.org/reference/beginShape_.html)
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// You can also use custom made shapes using PShape class:
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// (https://processing.org/reference/PShape.html)
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/* ---------------
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Transformations
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---------------
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*/
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// Transformations are particularly useful to keep track of the coordinate space
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// and the vertices of the shapes you have drawn.
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// Particularly, matrix stack methods; pushMatrix(), popMatrix() and translate(x,y)
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// Transformations are particularly useful to keep track of the coordinate
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// space and the vertices of the shapes you have drawn. Particularly;
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// matrix stack methods; pushMatrix(), popMatrix() and translate(x,y)
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pushMatrix(); // Saves the current coordinate system to the stack
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// ... apply all the transformations here ...
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popMatrix(); // Restores the saved coordinate system
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// Using them, the coordinate system can be preserved and visualized without causing any conflicts.
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// Using them, the coordinate system can be preserved and visualized without
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// causing any conflicts.
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// Translate
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translate(x, y); // Translates to point{x, y} i.e. - setting origin to that point
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@ -312,51 +346,63 @@ scale(s); // Scale the coordinate system by either expanding or contracting it.
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*/
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// Colours
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// As I have discussed earlier, the background colour can be configured using background() function.
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// You can define a color object beforehand and then pass it to the function as an argument.
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// As I have discussed earlier, the background colour can be configured using
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// background() function. You can define a color object beforehand and then
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// pass it to the function as an argument.
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color c = color(255, 255, 255); // WHITE!
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// By default, Processing uses RGB colour scheme but it can be configured to HSB using colorMode().
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// Read here: (https://processing.org/reference/colorMode_.html)
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// By default, Processing uses RGB colour scheme but it can be configured to
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// HSB using colorMode(). Read more here:
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// (https://processing.org/reference/colorMode_.html)
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background(color); // By now, the background colour should be white.
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// You can use fill() function to select the colour for filling the shapes.
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// It has to be configured before you start drawing shapes so the colours gets applied.
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// It has to be configured before you start drawing shapes so the colours gets
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// applied.
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fill(color(0, 0, 0));
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// If you just want to colour the outlines of the shapes then you can use stroke() function.
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stroke(255, 255, 255, 200); // stroke colour set to yellow with transparency set to a lower value.
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// If you just want to colour the outlines of the shapes then you can use
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// stroke() function.
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stroke(255, 255, 255, 200); // stroke colour set to yellow with transparency
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// set to a lower value.
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// Images
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// Processing can render images and use them in several ways. Mostly stored as PImage datatype.
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// Processing can render images and use them in several ways. Mostly stored as
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// PImage datatype.
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filter(shader); // Processing supports several filter functions for image manipulation.
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texture(image); // PImage can be passed into arguments for texture-mapping the shapes.
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```
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If you want to take things further, there are more things Processing is powered for. Rendering models, shaders and whatnot.
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There's too much to cover in a short documentation, so I will leave them out here. Shoud you be interested, please check out the references.
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If you want to take things further, there are more things Processing is powered
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for. Rendering models, shaders and whatnot. There's too much to cover in a
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short documentation, so I will leave them out here. Shoud you be interested,
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please check out the references.
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```
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// Before we move on, I will touch a little bit more on how to import libraries
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// so you can extend Processing's functionality to another horizon.
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// so you can extend Processing functionality to another horizon.
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/* -------
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Imports
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-------
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*/
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// The power of Processing can be further visualized when we import libraries and packages into our sketches.
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// The power of Processing can be further visualized when we import libraries
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// and packages into our sketches.
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// Import statement can be written as below at the top of the source code.
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import processing.something.*;
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```
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## DTC?
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Down To Code? Let's get our hands dirty!
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Down To Code? Let's get our hands dirty!
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Let us see an example from openprocessing to visualize how much Processing is
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capable of within few lines of code.
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Let us see an example from openprocessing to visualize how much Processing is capable of within few lines of code.
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Copy the code below into your Processing IDE and see the magic.
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```
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// Disclaimer: I did not write this program since I currently am occupied with internship and
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// this sketch is adapted from openprocessing since it shows something cool with simple codes.
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// Disclaimer: I did not write this program since I currently am occupied with
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// internship and this sketch is adapted from openprocessing since it shows
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// something cool with simple codes.
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// Retrieved from: (https://www.openprocessing.org/sketch/559769)
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float theta;
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@ -407,11 +453,12 @@ void branch(float len) {
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}
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```
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Processing is easy to learn and is particularly useful to create multimedia contents (even in 3D) without
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having to type a lot of codes. It is so simple that you can read through the code and get a rough idea of
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the program flow.
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However, that does not apply when you introduce external libraries, packages and even your own classes.
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(Trust me! Processing projects can get real humongous...)
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Processing is easy to learn and is particularly useful to create multimedia
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contents (even in 3D) without having to type a lot of codes. It is so simple
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that you can read through the code and get a rough idea of the program flow.
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However, that does not apply when you introduce external libraries, packages
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and even your own classes. (Trust me! Processing projects can get real humongous...)
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## Some useful resources
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Loading…
Reference in New Issue
Block a user