Learning Processing, 1st Edition,Daniel Shiffman,ISBN9780123736024
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Learning Processing, 1st Edition

A Beginner's Guide to Programming Images, Animation, and Interaction

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Imprint: Morgan Kaufmann

ISBN: 9780123736024 New edition

Pages: 472

Dimensions: 235 X 191

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Key Features

* A friendly start-up guide to Processing, the visual artist’s free, open-source alternative to expensive software and daunting programming languages.

* No previous experience required—this book is for the true programming beginner!

* Step-by-step examples, thorough explanations, hands-on exercises, and simple code samples support your learning curve. Source code and supplemental tutorials are also available through an online companion site.

Description

This book teaches you the basic building blocks of programming needed to create cutting-edge graphics applications including interactive art, live video processing, and data visualization.

A unique lab-style manual, the book gives graphic and web designers, artists, and illustrators of all stripes a jumpstart on working with the Processing programming environment by providing instruction on the basic principles of the language, followed by careful explanations of select advanced techniques.

Within these pages, ITP (Tisch School of the Arts, New York University) professor Daniel Shiffman demonstrates the fundamentals of programming that will expand your understanding of what is possible in the world of computer graphics. By travelling beyond the confines of proprietary software, you will be empowered to create your own custom design tools.

Readership

Graphic designers and visual artists without programming background who want to learn programming. Students in college and graduate courses in interactive media or visual computing, and for self-study.

Daniel Shiffman

Affiliations and Expertise

Tisch School for the Arts, New York University, USA

Learning Processing, 1st Edition

Lesson 1: The Beginning
Chapter 1: Pixels
Chapter 2: Processing
Chapter 3: Interaction

Lesson 2: Everything You Need to Know
Chapter 4: Variables
Chapter 5: Conditionals
Chapter 6: Loops

Lesson 3: Organization
Chapter 7: Functions
Chapter 8: Objects

Lesson 4: More of the Same
Chapter 9: Arrays

Lesson 5: Putting It all Together
Chapter 10: Algorithms
Chapter 11: Debugging
Chapter 12: Libraries

Lesson 6: The World Revolves Around You
Chapter 13: Mathematics
Chapter 14: Translation and Rotation (in 3D!)

Lesson 7: Pixels Under Microscope
Chapter 15: Images
Chapter 16: Video

Lesson 8: The Outside World
Chapter 17: Text
Chapter 18: Data Input
Chapter 19: Data Streams

Lesson 9: Making Noise
Chapter 20: Sound
Chapter 21: Exporting

Lesson 10: Beyond Processing
Chapter 22: Advanced Object-Oriented Programming
Chapter 23: Java

Appendix: Common Errors
Index

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Learning Processing