By Bill Buford
A journalist who spent six years traveling with and accumulating info on Britain's infamous football hooligans chronicles his remarkable stories with those harmful, violent, and fiercely unswerving enthusiasts.
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12 Obviously, one chapter probably can’t cover everything there is to know about any one language, but I’m confident that in around 30 pages, I can introduce all you need to start getting creative with code: from Hello World, through basic syntax and functions, to publishing your work for print, video, or mobile phones. But first, if you plan to invest a significant amount of time in learning a tool, I feel I must justify the choice of programming language I’ve made for this book. Even constrained as you are to the toolset of the early twenty-first century, you have an abundance of software choices for experimentation with generative visuals.
But how long-term are these man-machine marriages? Generative Art: In Theory and Practice plotters, then with visual display units (VDUs), and later in more sophisticated forms of print and video. 3), who published a collection of computer-generated artworks called Artificiata I in 1969. 4 The ZX Spectrum: the machine I learned to program on. It was the cutting edge of British home computing circa 1982: 48 KB RAM, no hard disk, and no mouse. The lack of a visual operating system meant you had to learn basic programming skills just to be able to load a game.
Next, let’s look at the stroke. 2 Strokes, styles, and coordinates Returning to the code walkthrough, these are the next two lines: stroke(130, 0, 0); strokeWeight(4); They tell Processing to set the color of your stroke (imagine this as your virtual pen) to a medium red (using RGB values again), and set the pixel thickness to 4. After this, you draw a line in the stroke style you’ve just set: line(width/2 - 70, height/2 - 70, width/2 + 70, height/2 + 70); For this function, the parameters are (startx, starty, endx, endy); but in this case, you haven’t simply passed static values.