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Learn to program with visual examples. Programs increase in complexity as you progress — from drawing a circle to 3D graphics, animations, and simulations. A Graphical Introduction to Programming teaches computer programming with the aid of 100 example programs, each of which integrates graphical or sound output. The Processing-language-based examples range from drawing a circle and animating bouncing balls to 3D graphics, audio visualization, and interactive games. Readers learn core programming concepts like conditions, loops, arrays, strings and functions, as well as how to use Processing to draw lines, shapes, and 3D objects. They’ll learn key computer graphics concepts like manipulating images, animating text, mapping textures onto objects, and working with video. Advanced examples include sound effects and audio visualization, network communication, 3D geometry and animation, simulations of snow and smoke, predator-prey populations, and interactive games.
Finally, a book on creative programming, written directly for artists and designers! Rather than following a computer science curriculum, this book is aimed at creatives who are working in the intersection of design, art, and education. In this book you'll learn to apply computation into the creative process by following a four-step process, and through this, land in the cross section of coding and art, with a focus on practical examples and relevant work structures. You'll follow a real-world use case of computation art and see how it relates back to the four key pillars, and addresses potential pitfalls and challenges in the creative process. All code examples are presented in a fully integrated Processing example library, making it easy for readers to get started. This unique and finely balanced approach between skill acquisition and the creative process and development makes Coding Art a functional reference book for both creative programming and the creative process for professors and students alike. What You’ll Learn Review ideas and approaches from creative programming to different professional domains Work with computational tools like the Processing language Understand the skills needed to move from static elements to animation to interaction Use interactivity as input to bring creative concepts closer to refinement and depth Simplify and extend the design of aesthetics, rhythms, and smoothness with data structures Leverage the diversity of art code on other platforms like the web or mobile applications Understand the end-to-end process of computation art through real world use cases Study best practices, common pitfalls, and challenges of the creative process Who This Book Is For Those looking to see what computation and data can do for their creative expression; learners who want to integrate computation and data into their practices in different perspectives; and those who already know how to program, seeking creativity and inspiration in the context of computation and data.
Game Programming for Artists provides a foundation for artists and creatives to jumpstart learning to program their own games. It is an accessible and conversational guide focused on three areas: basic programming, understanding game engines, and practical code for commonly employed game systems. The best way to get into games is to make one, and this book will help artists do that!
Programming Media Art Using Processing: A Beginner's Guide provides an entry-level exploration into visual design through computer programming using the open source and artist-friendly language, Processing. Used by hundreds of students, this learning system breaks lessons down into strategic steps towards fun and creative media art projects. This book provides a linear series of lessons with step-by-step examples that lead to beginning media art projects, including abstract designs, pixel landscapes, rollover animations, and simple video games. Computer programming can be overwhelming for the first-time learner, but this book makes the learning of code more digestible and fun through a full color, well-diagrammed, and deeply explained text presentation. Lessons are rhythmically broken down into digestible parts with code annotations and illustrations that help learners focus on the details one step at a time. The content is legible, flexible, and fun to work with because of its project-based nature. By following the lessons and producing the projects sequentially in this book, readers will develop the beginning foundational skills needed to understand computer programming basics across many languages and also explore the art of graphic design. Ultimately, this is a hands-on, practical guide.
Learn to program with visual examples. Programs increase in complexity as you progress — from drawing a circle to 3D graphics, animations, and simulations. A Graphical Introduction to Programming teaches computer programming with the aid of 100 example programs, each of which integrates graphical or sound output. The Processing-language-based examples range from drawing a circle and animating bouncing balls to 3D graphics, audio visualization, and interactive games. Readers learn core programming concepts like conditions, loops, arrays, strings and functions, as well as how to use Processing to draw lines, shapes, and 3D objects. They’ll learn key computer graphics concepts like manipulating images, animating text, mapping textures onto objects, and working with video. Advanced examples include sound effects and audio visualization, network communication, 3D geometry and animation, simulations of snow and smoke, predator-prey populations, and interactive games.
Gallery director, artist, and lecturer Jackie Battenfield offers expert advice on how to develop a sustained and rewarding career as a visual artist.
An essential guide for teaching and learning computational art and design: exercises, assignments, interviews, and more than 170 illustrations of creative work. This book is an essential resource for art educators and practitioners who want to explore code as a creative medium, and serves as a guide for computer scientists transitioning from STEM to STEAM in their syllabi or practice. It provides a collection of classic creative coding prompts and assignments, accompanied by annotated examples of both classic and contemporary projects, and more than 170 illustrations of creative work, and features a set of interviews with leading educators. Picking up where standard programming guides leave off, the authors highlight alternative programming pedagogies suitable for the art- and design-oriented classroom, including teaching approaches, resources, and community support structures.
The second focus guide from Beginning Synthesizer. Instruction on Editing Presets, Editing in Performance and also includes musical examples and solos.
There’s no need to fear going functional! This friendly, lively, and engaging guide is perfect for any perplexed programmer. It lays out the principles of functional programming in a simple and concise way that will help you grok what FP is really all about. In Grokking Functional Programming you will learn: Designing with functions and types instead of objects Programming with pure functions and immutable values Writing concurrent programs using the functional style Testing functional programs Multiple learning approaches to help you grok each new concept If you’ve ever found yourself rolling your eyes at functional programming, this is the book for you. Open up Grokking Functional Programming and you’ll find functional ideas mapped onto what you already know as an object-oriented programmer. The book focuses on practical aspects from page one. Hands-on examples apply functional principles to everyday programming tasks like concurrency, error handling, and improving readability. Plus, puzzles and exercises let you think and practice what you're learning. You’ll soon reach an amazing “aha” moment and start seeing code in a completely new way. About the technology Finally, there’s an easy way to learn functional programming! This unique book starts with the familiar ideas of OOP and introduces FP step-by-step using relevant examples, engaging exercises, and lots of illustrations. You’ll be amazed at how quickly you’ll start seeing software tasks from this valuable new perspective. About the book Grokking Functional Programming introduces functional programming to imperative developers. You’ll start with small, comfortable coding tasks that expose basic concepts like writing pure functions and working with immutable data. Along the way, you’ll learn how to write code that eliminates common bugs caused by complex distributed state. You’ll also explore the FP approach to IO, concurrency, and data streaming. By the time you finish, you’ll be writing clean functional code that’s easy to understand, test, and maintain. What's inside Designing with functions and types instead of objects Programming with pure functions and immutable values Writing concurrent programs using the functional style Testing functional programs About the reader For developers who know an object-oriented language. Examples in Java and Scala. About the author Michal Plachta is an experienced software developer who regularly speaks and writes about creating maintainable applications. Table of Contents Part 1 The functional toolkit 1 Learning functional programming 2 Pure functions 3 Immutable values 4 Functions as values Part 2 Functional programs 5 Sequential programs 6 Error handling 7 Requirements as types 8 IO as values 9 Streams as values 10 Concurrent programs Part 3 Applied functional programming 11 Designing functional programs 12 Testing functional programs