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Coding, Shaping, Making combines inspiration from architecture, mathematics, biology, chemistry, physics and computation to look towards the future of architecture, design and art. It presents ongoing experiments in the search for fundamental principles of form and form-making in nature so that we can better inform our own built environment. In the coming decades, matter will become encoded with shape information so that it shapes itself, as happens in biology. Physical objects, shaped by forces as well, will begin to design themselves based on information encoded in matter they are made of. This knowledge will be scaled and trickled up to architecture. Consequently, architecture will begin to design itself and the role of the architect will need redefining. This heavily illustrated book highlights Haresh Lalvani’s efforts towards this speculative future through experiments in form and form-making, including his work in developing a new approach to shape‐coding, exploring higher‐dimensional geometry for designing physical structures and organizing form in higher-dimensional diagrams. Taking an in-depth look at Lalvani’s pioneering experiments of mass customization in industrial products in architecture, combined with his idea of a form continuum, this book argues for the need for integration of coding, shaping and making in future technologies into one seamless process. Drawing together decades of research, this book will be a thought-provoking read for architecture professionals and students, especially those interested in the future of the discipline as it relates to mathematics, science, technology and art. It will also interest those in the latter fields for its broader implications.
Coding, Shaping, Making combines inspiration from architecture, mathematics, biology, chemistry, physics and computation to look towards the future of architecture, design and art. It presents ongoing experiments in the search for fundamental principles of form and form-making in nature so that we can better inform our own built environment. In the coming decades, matter will become encoded with shape information so that it shapes itself, as happens in biology. Physical objects, shaped by forces as well, will begin to design themselves based on information encoded in matter they are made of. This knowledge will be scaled and trickled up to architecture. Consequently, architecture will begin to design itself and the role of the architect will need redefining. This heavily illustrated book highlights Haresh Lalvani's efforts towards this speculative future through experiments in form and form-making, including his work in developing a new approach to shape‐coding, exploring higher‐dimensional geometry for designing physical structures and organizing form in higher-dimensional diagrams. Taking an in-depth look at Lalvani's pioneering experiments of mass customization in industrial products in architecture, combined with his idea of a form continuum, this book argues for the need for integration of coding, shaping and making in future technologies into one seamless process. Drawing together decades of research, this book will be a thought-provoking read for architecture professionals and students, especially those interested in the future of the discipline as it relates to mathematics, science, technology and art. It will also interest those in the latter fields for its broader implications.
This title shows the process of cleaning code. Rather than just illustrating the end result, or just the starting and ending state, the author shows how several dozen seemingly small code changes can positively impact the performance and maintainability of an application code base.
Unlock the secrets to creating random mazes! Whether you're a game developer, an algorithm connoisseur, or simply in search of a new puzzle, you're about to level up. Learn algorithms to randomly generate mazes in a variety of shapes, sizes, and dimensions. Bend them into Moebius strips, fold them into cubes, and wrap them around spheres. Stretch them into other dimensions, squeeze them into arbitrary outlines, and tile them in a dizzying variety of ways. From twelve little algorithms, you'll discover a vast reservoir of ideas and inspiration. From video games to movies, mazes are ubiquitous. Explore a dozen algorithms for generating these puzzles randomly, from Binary Tree to Eller's, each copiously illustrated and accompanied by working implementations in Ruby. You'll learn their pros and cons, and how to choose the right one for the job. You'll start by learning six maze algorithms and transition from making mazes on paper to writing programs that generate and draw them. You'll be introduced to Dijkstra's algorithm and see how it can help solve, analyze, and visualize mazes. Part 2 shows you how to constrain your mazes to different shapes and outlines, such as text, circles, hex and triangle grids, and more. You'll learn techniques for culling dead-ends, and for making your passages weave over and under each other. Part 3 looks at six more algorithms, taking it all to the next level. You'll learn how to build your mazes in multiple dimensions, and even on curved surfaces. Through it all, you'll discover yourself brimming with ideas, the best medicine for programmer's block, burn-out, and the grayest of days. By the time you're done, you'll be energized and full of maze-related possibilities! What You Need: The example code requires version 2 of the Ruby programming language. Some examples depend on the ChunkyPNG library to generate PNG images, and one chapter uses POV-Ray version 3.7 to render 3D graphics.
This book constitutes the thoroughly refereed revised selected papers of the 15th International Symposium on Trends in Functional Programming, TFP 2014, held in Soesterberg, The Netherlands, in May 2014. The 8 revised full papers included in this volume were carefully and selected from 22 submissions. TFP is an international forum for researchers with interests in all aspects of functional programming, taking a broad view of current and future trends in the area.
All aboard The Coding Train! This beginner-friendly creative coding tutorial is designed to grow your skills in a fun, hands-on way as you build simulations of real-world phenomena with “The Coding Train” YouTube star Daniel Shiffman. What if you could re-create the awe-inspiring flocking patterns of birds or the hypnotic dance of fireflies—with code? For over a decade, The Nature of Code has empowered countless readers to do just that, bridging the gap between creative expression and programming. This innovative guide by Daniel Shiffman, creator of the beloved Coding Train, welcomes budding and seasoned programmers alike into a world where code meets playful creativity. This JavaScript-based edition of Shiffman’s groundbreaking work gently unfolds the mysteries of the natural world, turning complex topics like genetic algorithms, physics-based simulations, and neural networks into accessible and visually stunning creations. Embark on this extraordinary adventure with projects involving: A physics engine: Simulate the push and pull of gravitational attraction. Flocking birds: Choreograph the mesmerizing dance of a flock. Branching trees: Grow lifelike and organic tree structures. Neural networks: Craft intelligent systems that learn and adapt. Cellular automata: Uncover the magic of self-organizing patterns. Evolutionary algorithms: Play witness to natural selection in your code. Shiffman’s work has transformed thousands of curious minds into creators, breaking down barriers between science, art, and technology, and inviting readers to see code not just as a tool for tasks but as a canvas for boundless creativity. Whether you’re deciphering the elegant patterns of natural phenomena or crafting your own digital ecosystems, Shiffman’s guidance is sure to inform and inspire. The Nature of Code is not just about coding; it’s about looking at the natural world in a new way and letting its wonders inspire your next creation. Dive in and discover the joy of turning code into art—all while mastering coding fundamentals along the way. NOTE: All examples are written with p5.js, a JavaScript library for creative coding, and are available on the book's website.