Learning Processing

Learning Processing, 1st Edition

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

Learning Processing, 1st Edition,Daniel Shiffman,ISBN9780123736024


Morgan Kaufmann

9780123736024 New edition

9780080920061 New edition


235 X 191

Teaches graphic artists the fundamentals of computer programming within a visual playground!

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Key Features

*A guided journey from the very basics of computer programming through to creating custom interactive 3D graphics
*Step-by-step examples, approachable language, exercises, and LOTS of sample code support the reader's learning curve
*Includes lessons on how to program live video, animated images and interactive sound


The free, open-source Processing programming language environment was created at MIT for people who want to develop images, animation, and sound. Based on the ubiquitous Java, it provides an alternative to daunting languages and expensive proprietary software.

This book gives graphic designers, artists and illustrators of all stripes a jump start to working with processing by providing detailed information on the basic principles of programming with the language, followed by careful, step-by-step explanations of select advanced techniques.

The author teaches computer graphics at NYU's Tisch School of the Arts, and his book has been developed with a supportive learning experience at its core. From algorithms and data mining to rendering and debugging, it teaches object-oriented programming from the ground up within the fascinating context of interactive visual media.

Previously announced as "Pixels, Patterns, and Processing"


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.

Daniel Shiffman

Affiliations and Expertise

Tisch School of the Arts, New York University, New York, NY, 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



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