LEADER 05684nmm a2200673 u 4500
001 EB001941020
003 EBX01000000000000001103922
005 00000000000000.0
007 cr|||||||||||||||||||||
008 210123 ||| eng
020 |a 9781449321505 
020 |a 1449321518 
020 |a 144932150X 
020 |a 9781449321512 
020 |a 9781449311445 
050 4 |a QA76.76.I59 N63 2009 
100 1 |a Noble, Joshua 
245 0 0 |a Programming Interactivity 
250 |a 2nd ed 
260 |a Sebastopol  |b O'Reilly Media  |c 2012 
300 |a 728 pages 
505 0 |a Includes bibliographical references and index 
505 0 |a The Basics of an Arduino ApplicationThe setup Statement; The loop Method; Features of the Arduino Language; Constants; Methods; Arrays; Strings; How to Connect Things to Your Board; Resistors; Hello World; Debugging Your Application; Importing Libraries; Running Your Code; Running Your Board Without a USB Connection; Review; Chapter 5. Programming Revisited; Object-Oriented Programming; Classes; The Basics of a Class; Class Rules; Public and Private Properties; Inheritance; Processing: Classes and Files; C++: Classes and Files; .cpp and .h; A Simple C++ Application; Pointers and References 
505 0 |a The draw() MethodThe Basics of Drawing with Processing; The rect(), ellipse(), and line() Methods; RGB Versus Hexadecimal; The fill() Method; The background() Method; The line() Method; The stroke() and strokeWeight() Methods; The curve() Method; The vertex() and curveVertex() Methods; Capturing Simple User Interaction; The mouseX and mouseY Variables; The mousePressed() Method; The mouseReleased() and mouseDragged() Methods; The keyPressed and key Variables; Importing Libraries; Downloading Libraries; Loading External Data into Processing; Loading and Displaying Images; The PImage class 
505 0 |a Table of Contents; Preface; What Is--and Isn't--in This Book; What's In; What's Not In; Conventions Used in This Book; Companion Website; Using Code Examples; Safari® Books Online; How to Contact Us; Acknowledgments; Chapter 1. Introducing Interaction Design; What This Book Is For; Programming for Interactivity; The Nature of Interaction; Messages and Interaction; Interfaces and Interaction; Languages of Interaction; Design and Interaction; Art and Interaction; Data Exchange and Exploration; Working Process; Chapter 2. Programming Basics; Why You'll Read This Chapter More Than Once 
505 0 |a The Nature of CodeVariables; Simple Types; int; Signed versus unsigned; float; char; bool or boolean; string; byte; long; Arrays; Casting; Operators; Control Statements; if/then; for Loop; while Loop; continue; break; Functions; Defining a Function; Passing Parameters to a Function; Some Suggestions on Writing Functions; Overloading Functions; Objects and Properties; Scope; Review; Chapter 3. Processing; Downloading and Installing Processing; Exploring the Processing IDE; The Basics of a Processing Application; The setup() Method; The size() method; The frameRate() method; The print() method 
505 0 |a The loadImage() methodThe image() method; Displaying Videos in the Processing Environment; Using the Movie Class; Reading and Writing Files; The loadStrings() method; The saveStrings() method; Running and Debugging Applications; Exporting Processing Applications; Conclusion; Review; Chapter 4. Arduino; Starting with Arduino; Installing the IDE; Mac OS X; Windows; Linux; Configuring the IDE; Touring an Arduino Board; The Controller; Uno Versus Mini Versus Mega; What's a pin?; Digital versus analog pins; Pins on the Mini; Pins on the Mega; Touring the Arduino IDE. 
653 |a graphic arts / aat 
653 |a Graphic design (Typography) / http://id.loc.gov/authorities/subjects/sh97005138 
653 |a Graphic design (Typography) / fast 
653 |a Graphic arts / fast 
653 |a Interactive multimedia / Authoring programs / fast 
653 |a TECHNOLOGY & ENGINEERING / Imaging Systems / bisacsh 
653 |a Computer graphics / fast 
653 |a Arts graphiques 
653 |a Multimédias interactifs / Systèmes-auteur 
653 |a graphic design / aat 
653 |a computer graphics / aat 
653 |a PHOTOGRAPHY / Techniques / Digital / bisacsh 
653 |a COMPUTERS / Image Processing / bisacsh 
653 |a Interactive multimedia / Authoring programs / http://id.loc.gov/authorities/subjects/sh97003974 
653 |a Computer graphics 
653 |a COMPUTERS / Digital Media / Graphics Applications / bisacsh 
653 |a Graphic arts / http://id.loc.gov/authorities/subjects/sh85056474 
653 |a Infographie 
041 0 7 |a eng  |2 ISO 639-2 
989 |b OREILLY  |a O'Reilly 
776 |z 9781449321512 
776 |z 144932150X 
776 |z 9781449321505 
776 |z 1449321518 
856 4 0 |u https://learning.oreilly.com/library/view/~/9781449321482/?ar  |x Verlag  |3 Volltext 
082 0 |a 006.6 
082 0 |a 740 
082 0 |a 770 
082 0 |a 302.231 
082 0 |a 620 
082 0 |a 745.4 
520 |a Ready to create rich interactive experiences with your artwork, designs, or prototypes? This is the ideal place to start. With this hands-on guide, you'll explore several themes in interactive art and design--including 3D graphics, sound, physical interaction, computer vision, and geolocation--and learn the basic programming and electronics concepts you need to implement them. No previous experience is necessary. You'll get a complete introduction to three free tools created specifically for artists and designers: the Processing programming language, the Arduino microcontroller, and the openFrame