# Animations involving numbers

Save this PDF as:

Size: px
Start display at page:

## Transcription

1 136

2 Chapter 8 Animations involving numbers 8.1 Model and view The examples of Chapter 6 all compute the next picture in the animation from the previous picture. This turns out to be a rather restrictive way to look at things. For example, suppose we wanted an animation of a digital clock. How would you go about computing the next picture from the previous one? Well, first you would have to look at the picture and read it: from the pattern of dark and light pixels in the picture, recognize each of the digits, interpret the sequence of digits as a number, add 1 to that number, and finally convert the result back into a picture. We re asking the computer to do things that humans do easily, but computers aren t very good at things that took our eyes millions of years of evolution, and our infant selves years of training. A more sensible approach would be to store the current time directly as a number (which computers are very good at), and add one second to it at every tick. We d still need to convert a number to a picture, but this is considerably easier than analyzing a picture and reading a number from it. In Chapter 6, I said I was simplifying things. The truth is that an event handler doesn t necessarily take in an image; it takes in a model, which (for now) can be either an image or a number. For each animation you write, you ll need to decide which of these to use, and stick to that decision throughout the animation. You can tell DrRacket what kind of model you re using by adding another event handler to big-bang: either (check-with image?) or (check-with number?) depending on whether you re using images or numbers. This makes no difference if your animation is written perfectly, but if (as will almost certainly happen once or twice) you get confused, and write part of it to work on images and another part to work on numbers, a check-with handler allows DrRacket to give you better error messages, so you can figure out more easily what went wrong. We ll explore check-with more thoroughly in Chapter 14, but for now suffice it to say that image? is a built-in function that checks whether something is an image, and number? similarly checks whether something is a number. The details are in Figure

3 138 CHAPTER 8. ANIMATIONS INVOLVING NUMBERS Figure 8.1: Event handlers for animations with image or numeric models The big-bang function has the contract ; big-bang : model (start) handler... -> model where model is either number or image. tick handlers must have the contract ; function-name : model (old) -> model (new) They are installed with (on-tick function-name interval). The interval is the length of time (in seconds) between clock ticks; if you leave it out, the animation will run as fast as it can. key handlers must have the contract ; function-name : model (old) key -> model (new) The key parameter indicates what key was pressed; we ll see how to use it in Chapter 18. They are installed with (on-key function-name). mouse handlers must have the contract ; function-name : model (old) ; number (mouse-x) number (mouse-y) event ; -> model (new) The first parameter is the old model; the second represents the x coordinate, indicating how many pixels from the left the mouse is; the third number represents the y coordinate, indicating how many pixels down from the top the mouse is; and the event tells what happened (the mouse was moved, the button was pressed or released, etc.); we ll see in Chapter 18 how to use this. They are installed with (on-mouse function-name). draw handlers must have the contract ; function-name : model (current) -> image and are installed with (on-draw function-name width height). If you leave out the width and height, the animation window will be the size and shape of the result the first time the draw handler is called. An especially simple draw handler, show-it, is predefined: it simply returns the same image it was given, and it s useful if you need to specify the width and height of the animation window but don t want to write your own draw handler. To specify the model type, put in another event handler: either (check-with image?) or (check-with number?), depending on whether your animation uses images or numbers as its model.

5 140 CHAPTER 8. ANIMATIONS INVOLVING NUMBERS Figure 8.2: Design recipe for an animation, version 2 1. Identify what handlers you ll need (check-with, draw, tick, mouse, and/or key). You should always have a check-with handler. If your animation needs to change at regular intervals, you ll need a tick handler. If your animation needs to respond to mouse movements and clicks, you ll need a mouse handler. If your animation needs to respond to keyboard typing, you ll need a key handler. You ll always need a draw handler. If your model is exactly the image you want to show in the animation window, you can use show-it; if not, you ll need to write your own draw handler. 2. Decide what type a model is image or number, for now and what it means. What kinds of changes do you want to make in response to events? If they re easily described by arithmetic, use a number; if they re image operations (e.g. rotate-cw), use an image. If neither, see Chapter 10. If you decide to use a numeric model, you still need to decide what it means: a rectangle s height, a circle s radius, a string s length, something s x coordinate,... If you decide to use an image model, follow the recipe of Chapter 6. If you decide to use a number as the model, you ll definitely need to write a draw handler. 3. Write the contracts for the handlers, using Figure 8.1. Again, the function names are up to you, but once you ve chosen a type for your model, the contracts must be exactly as in Figure Develop each of these functions, following the usual design recipe for each one. Don t go on to the next one until the previous one passes all of its test cases. 5. Decide on the initial number the model should start at. 6. Decide on the width and height (if the draw handler doesn t produce something of the right size). 7. Decide on the time interval between ticks (if you have a tick handler). 8. Call big-bang with the initial picture and handlers (specified using check-with, on-draw, on-tick, on-mouse, and on-key). See whether it works.

7 142 CHAPTER 8. ANIMATIONS INVOLVING NUMBERS Exercise Modify the display of Exercise so that the circle appears centered and unmoving in a 200x200 white background, so it appears to grow around a fixed center. Exercise Modify Exercise so that the picture moves 1 pixel to the right every 1/10 second. Hint: This doesn t require writing any new functions at all, only changing the big-bang call. Exercise Develop an animation of a square, initially 1x1, which grows by 1 pixel in each dimension at each clock tick, centered in a 200x200 window. Note: You may find that the square seems to jiggle slightly from upper-left to lowerright and back. This is because DrRacket uses integers for the positions of images; when the square has an even size, its center is exactly halfway, but when it has an odd size, its center for drawing purposes is half a pixel above and to the left of its actual center. Why didn t this problem show up in Exercise 8.3.1?) Exercise Develop an animation of a rectangle, initially 2x1, which grows by 1 pixel in height and 2 in width at each clock tick, centered in a 200x200 window. Hint: Have the model represent only the height; put together the right picture from this information. Exercise Develop an animation that displays a small dot or star at a location that varies over time. The x coordinate should be simply t, and the y coordinate t 2 /20, where t is the number of ticks since the animation started. Hint: Write a helper function y-coord that takes in the current value of t and computes t 2 /20; use this function in your draw handler. Exercise Modify the animation of Exercise so that the x coordinate is cos(t/10) and the y coordinate sin(t/10). Hint: This will show up better if you use a short tick interval, or leave it out completely so the animation runs as fast as possible. Exercise Add the variable definitions (define XCENTER 100) (define YCENTER 100) (define XSCALE 50) (define YSCALE 30) to your definitions pane, and replace the formulæ in Exercise with and x = XCENTER+XSCALE cos(t/10) y = YCENTER+YSCALE sin(t/10) The animation should still work exactly as before. Check that it does.

8 8.4. ANIMATIONS WITH OTHER NUMERIC FUNCTIONS 143 Now change the definitions of some of the variables to different numbers and run the animation again. Can you predict what will happen? There are two other magic numbers still in the program: the 1/10 s inside the cos and sin functions. Replace these too with variables; make sure the animation works as before, then try changing these values and predict what will happen. For example, what happens when these two numbers aren t the same: when one is twice the other, or three times the other, or slightly more or less than the other? Exercise Write an animation that shows a blue progress bar 20 high by 120 wide, initially just an outline but filling in from left to right at 1 pixel per quarter of a second. Note: Depending on how you write this, your animation will probably stop changing after 30 seconds, when the progress bar reaches 100% full. In fact, it s still running, but not showing any visible change. We ll learn in Chapter 15 how to have it actually stop at a specified point. 8.4 Animations with other numeric functions Of course, you can do much more interesting things to a numeric model than simply add 1 to it. For example, you can write an add5 function that takes in a number and adds 5 to it, and use this in place of add1 for the examples in Section 8.3, to get a blue circle that grows by 5 pixels at a time, or a digital counter that counts by 5 rather than 1. Here s another example. Worked Exercise Write an animation of a picture of your choice that moves right 1 pixel whenever the mouse is moved or clicked, and left 4 pixels whenever a key is typed on the keyboard. Solution: What handlers do we need? The animation needs to respond to the mouse and the keyboard, so we ll need a mouse handler and a key handler. If we use a non-image model, we ll also need a draw handler. Identify the model: The next step in designing an animation is deciding what type the model is, and what it means. The only piece of information that changes in this animation is the x-coordinate of a picture, so let s say our model is a number indicating the x coordinate of the picture. (You could try to do this animation using an image as the model, moving it to the right with beside and to the left with crop-left. Unfortunately, if it moved off the left edge of the screen, the picture would be reduced to nothing, and subsequent attempts to move it right wouldn t bring it back. Using a number as the model, we can move it off the left edge, then bring it back onto the screen, as many times as we like.) Contracts for handlers: Draw handlers always have contract ; handle-draw : model -> image We ve decided that for this animation, model means number, so

9 144 CHAPTER 8. ANIMATIONS INVOLVING NUMBERS ; handle-draw : number -> image Key handlers always have contract ; handle-key : model key -> model For this animation, that becomes ; handle-key : number key -> number Mouse handlers always have contract ; handle-mouse : model number(mouse-x) number(mouse-y) event -> model In our case, this becomes ; handle-mouse : number(old) number(mouse-x) number(mouse-y) event -> number(new) Write the draw handler: Since our model is a number, we ll need a draw handler to convert it into an image. Let s use our favorite calendar picture, and (since the assignment says it moves only left and right) decide that it ll always be at a y- coordinate of, say, 50. Since it s moving only left and right, a window height of 100 should be plenty, with a window width of (say) 500. If you did Exercises and 8.3.3, you ve already written a draw handler that will work for this; the only change is the size and shape of the background. Let s suppose you wrote one named calendar-at-x. Write the mouse handler: We need to move right (i.e. increase the x coordinate) whenever there s a mouse event, but we don t care about any of the details of the event. So we ll write a function with the contract ; add1-on-mouse : number(x) ; number(mouse-x) number(mouse-y) ; event -> number (Remember, the first parameter to a mouse handler is always the current model, which for this animation is a number representing the x coordinate of the picture.) We re ignoring mouse-x, mouse-y, and event, so the following examples should be enough: "Examples of add1-on-mouse:" (check-expect (add1-on-mouse "blarg") 4) (check-expect (add1-on-mouse "glink") 16)

10 8.4. ANIMATIONS WITH OTHER NUMERIC FUNCTIONS 145 The skeleton comes directly from the contract: (define (add1-on-mouse x mouse-x mouse-y event)...) The inventory simply adds the four parameters: (define (add1-on-mouse x mouse-x mouse-y event) ; x number ; mouse-x number (ignore) ; mouse-y number (ignore) ; event whatever (ignore)...) In the body, we merely need to add 1 to x: (define (add1-on-mouse x mouse-x mouse-y event) ; x number ; mouse-x number (ignore) ; mouse-y number (ignore) ; event whatever (ignore) (+ x 1) ; or, if you prefer, (add1 x) ) Test this, and we can go on to the next handler. Write the key handler: This is quite similar to the mouse handler. My solution is ; sub4-on-key : number (x) key -> number (check-expect (sub4-on-key 7 "dummy argument") 3) (check-expect (sub4-on-key 4 "whatever") 0) (define (sub4-on-key x key) ; x number ; key whatever (ignore) (- x 4) ) Test this, and we can go on to running the animation. Initial model: Let s start halfway across the window, at an x coordinate of 250. Call big-bang: We ve already made all the decisions, so all that s left is (big-bang 250 (check-with number?) (on-draw calendar-at-x) (on-mouse add1-on-mouse) (on-key sub4-on-key))

11 146 CHAPTER 8. ANIMATIONS INVOLVING NUMBERS Exercise Write an animation of a picture of your choice that starts at the top of the screen, and moves down by 5 pixels every half second. Use a number, not an image, as your model. Exercise Write an animation of a dot that doubles in size every 5 seconds, but shrinks by 4 pixels every time a key is typed on the keyboard. Exercise Write an animation in which a red disk say, (circle 15 "solid" "red") alternates every second between x-coordinate 20 and x-coordinate 60 on a fixed background picture. (Try (beside (circle 20 "solid" "blue") (circle 20 "solid" "green")) as the background picture.) Hint: Use overlay/xy or place-image to place the dot at a specified x coordinate, which should be the model. Exercise Write an animation of a progress bar (as in Exercise 8.3.9) that starts at 120, and is cut in half every second thereafter: 60, 30, 15, Randomness in animations We can use randomness to make our animations more interesting. Hint: Perhaps the most common mistake I ve seen students make on these exercises is putting randomness into a draw handler, which is almost never a good idea. If something is supposed to be changing randomly, you probably want to remember that change for later events, which means it needs to affect the model. Draw handlers don t affect the model, only the way the model appears on the screen right now. If you use random in a draw handler, you re probably doing something wrong! Exercise Write an animation of a picture of your choice that appears each second at a different x-coordinate (and the same y-coordinate), chosen from among the five choices 20, 60, 100, 140, 180. Hint: There are 5 choices, so you ll need to call (random 5) somewhere in the simulation. And your draw handler will have to convert from a 0-4 choice to one of the specified numbers; what algebraic formula would do that? Be sure to test your function using check-member-of. Hint: You can do this with no model at all, putting all the work in a draw handler that ignores its input and uses random. But that goes crazy as soon as the user moves the mouse or types on the keyboard a good example of why it s better to put the randomness in the tick handler, not the draw handler. Exercise Write an animation of a picture of your choice that moves either 1 pixel left, 1 pixel right, or not at all, with equal probability, four times a second.

12 8.6. REVIEW 147 Hint: How many choices are there? How can you convert them into a modification of the state of the model? Exercise Write an animation that starts with a blank screen, and each half second adds a small dot at a completely random location both the x coordinate and the y coordinate are chosen at random. Hint: Since you need to keep all the previous dots and add one more, your model should probably be an image rather than a number. How can you add a dot at a specified location to an existing image? Hint: It would be especially nice if you could start the animation with any image, of any size or shape, and it would sprinkle dots at random all over that background, without rewriting the handlers. 8.6 Review of important words and concepts Now that we know how to write functions with numeric values, we have a lot more flexibility in creating animations: we can have a number as the model, change it one way on clock ticks, change it another way on mouse actions, and change it a third way on keyboard actions, as long as we write a suitable draw handler to convert from number to image. Racket s random number generator can be used to make animations more unpredictable and interesting. 8.7 Reference There are no new built-in functions or syntax rules in this chapter.

### Animations that make decisions

Chapter 17 Animations that make decisions 17.1 String decisions Worked Exercise 17.1.1 Develop an animation of a simple traffic light. It should initially show a green disk; after 5 seconds, it should

### Shorthand for values: variables

Chapter 2 Shorthand for values: variables 2.1 Defining a variable You ve typed a lot of expressions into the computer involving pictures, but every time you need a different picture, you ve needed to find

### Input, output, and sequence

Chapter 29 Input, output, and sequence For this chapter, switch languages in DrRacket to Advanced Student Language. In the real world, we don t usually give a computer all the information it needs, all

### [ the academy_of_code] Senior Beginners

[ the academy_of_code] Senior Beginners 1 Drawing Circles First step open Processing Open Processing by clicking on the Processing icon (that s the white P on the blue background your teacher will tell

### Functions that return lists

342 Chapter 23 Functions that return lists If you did exercises 22.5.15 or 22.5.16, you ve already written some functions that return lists, but only in a very simple way: adding one new element to the

### y= sin( x) y= cos( x)

. The graphs of sin(x) and cos(x). Now I am going to define the two basic trig functions: sin(x) and cos(x). Study the diagram at the right. The circle has radius. The arm OP starts at the positive horizontal

### Taskbar: Working with Several Windows at Once

Taskbar: Working with Several Windows at Once Your Best Friend at the Bottom of the Screen How to Make the Most of Your Taskbar The taskbar is the wide bar that stretches across the bottom of your screen,

### Intro. Scheme Basics. scm> 5 5. scm>

Intro Let s take some time to talk about LISP. It stands for LISt Processing a way of coding using only lists! It sounds pretty radical, and it is. There are lots of cool things to know about LISP; if

### Introduction to Programming with JES

Introduction to Programming with JES Titus Winters & Josef Spjut October 6, 2005 1 Introduction First off, welcome to UCR, and congratulations on becoming a Computer Engineering major. Excellent choice.

### 4. Write sets of directions for how to check for direct variation. How to check for direct variation by analyzing the graph :

Name Direct Variations There are many relationships that two variables can have. One of these relationships is called a direct variation. Use the description and example of direct variation to help you

### Topic Notes: Java and Objectdraw Basics

Computer Science 120 Introduction to Programming Siena College Spring 2011 Topic Notes: Java and Objectdraw Basics Event-Driven Programming in Java A program expresses an algorithm in a form understandable

### CS Programming Exercise:

CS Programming Exercise: An Introduction to Java and the ObjectDraw Library Objective: To demonstrate the use of objectdraw graphics primitives and Java programming tools This lab will introduce you to

### Section 4.1: Introduction to Trigonometry

Section 4.1: Introduction to Trigonometry Review of Triangles Recall that the sum of all angles in any triangle is 180. Let s look at what this means for a right triangle: A right angle is an angle which

### Unit 21 - Creating a Navigation Bar in Macromedia Fireworks

Unit 21 - Creating a Navigation Bar in Macromedia Fireworks Items needed to complete the Navigation Bar: Unit 21 - House Style Unit 21 - Graphics Sketch Diagrams Document ------------------------------------------------------------------------------------------------

### EC121 Mathematical Techniques A Revision Notes

EC Mathematical Techniques A Revision Notes EC Mathematical Techniques A Revision Notes Mathematical Techniques A begins with two weeks of intensive revision of basic arithmetic and algebra, to the level

### Solution Guide for Chapter 21

Solution Guide for Chapter 21 Here are the solutions for the Doing the Math exercises in Girls Get Curves! DTM from p. 74-75 2. Find the surface area of a pyramid with slant height 5 in, whose Base is

### Divisibility Rules and Their Explanations

Divisibility Rules and Their Explanations Increase Your Number Sense These divisibility rules apply to determining the divisibility of a positive integer (1, 2, 3, ) by another positive integer or 0 (although

### HAPPY HOLIDAYS PHOTO BORDER

HAPPY HOLIDAYS PHOTO BORDER In this Photoshop tutorial, we ll learn how to create a simple and fun Happy Holidays winter photo border! Photoshop ships with some great snowflake shapes that we can use in

### Trombone players produce different pitches partly by varying the length of a tube.

Trombone players produce different pitches partly by varying the length of a tube. 7 Variables A variable is a connection between a name and a value.* That sounds simple enough, but some complexities arise

### How to draw and create shapes

Adobe Flash Professional Guide How to draw and create shapes You can add artwork to your Adobe Flash Professional documents in two ways: You can import images or draw original artwork in Flash by using

### Excel Basics Rice Digital Media Commons Guide Written for Microsoft Excel 2010 Windows Edition by Eric Miller

Excel Basics Rice Digital Media Commons Guide Written for Microsoft Excel 2010 Windows Edition by Eric Miller Table of Contents Introduction!... 1 Part 1: Entering Data!... 2 1.a: Typing!... 2 1.b: Editing

### XnView 1.9. a ZOOMERS guide. Introduction...2 Browser Mode... 5 Image View Mode...15 Printing Image Editing...28 Configuration...

XnView 1.9 a ZOOMERS guide Introduction...2 Browser Mode... 5 Image View Mode...15 Printing... 22 Image Editing...28 Configuration... 36 Written by Chorlton Workshop for hsbp Introduction This is a guide

### Intro to Animation. Introduction: Frames and Keyframes. Blender Lesson: Grade Level: Lesson Description: Goals/Objectives: Materials/Tools: 4th and up

Blender Lesson: Intro to Animation Grade Level: 4th and up Lesson Description: This lesson serves as an introduction to animation with Blender. The lesson begins by talking about some core concepts of

### SPRITES Moving Two At the Same Using Game State

If you recall our collision detection lesson, you ll likely remember that you couldn t move both sprites at the same time unless you hit a movement key for each at exactly the same time. Why was that?

### (0,0) (600, 400) CS109. PictureBox and Timer Controls

CS109 PictureBox and Timer Controls Let s take a little diversion and discuss how to draw some simple graphics. Graphics are not covered in the book, so you ll have to use these notes (or the built-in

### Locate it inside of your Class/DreamWeaver folders and open it up.

Simple Rollovers A simple rollover graphic is one that changes somehow when the mouse rolls over it. The language used to write rollovers is JavaScript. Luckily for us, when we use DreamWeaver we don t

### Interactive Tourist Map

Adobe Edge Animate Tutorial Mouse Events Interactive Tourist Map Lesson 1 Set up your project This lesson aims to teach you how to: Import images Set up the stage Place and size images Draw shapes Make

### Mr G s Java Jive. #11: Formatting Numbers

Mr G s Java Jive #11: Formatting Numbers Now that we ve started using double values, we re bound to run into the question of just how many decimal places we want to show. This where we get to deal with

### Smoother Graphics Taking Control of Painting the Screen

It is very likely that by now you ve tried something that made your game run rather slow. Perhaps you tried to use an image with a transparent background, or had a gazillion objects moving on the window

### (Refer Slide Time 3:31)

Digital Circuits and Systems Prof. S. Srinivasan Department of Electrical Engineering Indian Institute of Technology Madras Lecture - 5 Logic Simplification In the last lecture we talked about logic functions

### Conditionals. Chapter Making decisions

206 Chapter 15 Conditionals 15.1 Making decisions We saw in Chapter 13 how to write functions that answer yes/no questions, and we saw in Chapter 14 how to use such a function as the stopping criterion

### Fundamentals. Fundamentals. Fundamentals. We build up instructions from three types of materials

Fundamentals We build up instructions from three types of materials Constants Expressions Fundamentals Constants are just that, they are values that don t change as our macros are executing Fundamentals

### Statistics Case Study 2000 M. J. Clancy and M. C. Linn

Statistics Case Study 2000 M. J. Clancy and M. C. Linn Problem Write and test functions to compute the following statistics for a nonempty list of numeric values: The mean, or average value, is computed

### Name: Date: Multimedia Graphics and Web Publishing Mr. Dietzler. Flash Topics TWEENING AND MOTION GUIDES

Name: Date: Multimedia Graphics and Web Publishing Mr. Dietzler Flash Topics TWEENING AND MOTION GUIDES TWEENING: Motion Tweening: The most basic type of tweening is Motion Tweening in which you specify

### DIHEDRAL GROUPS KEITH CONRAD

DIHEDRAL GROUPS KEITH CONRAD 1. Introduction For n 3, the dihedral group D n is defined as the rigid motions 1 of the plane preserving a regular n-gon, with the operation being composition. These polygons

### ACT SparkNotes Test Prep: Plane Geometry

ACT SparkNotes Test Prep: Plane Geometry Plane Geometry Plane geometry problems account for 14 questions on the ACT Math Test that s almost a quarter of the questions on the Subject Test If you ve taken

### In fact, as your program grows, you might imagine it organized by class and superclass, creating a kind of giant tree structure. At the base is the

6 Method Lookup and Constant Lookup As we saw in Chapter 5, classes play an important role in Ruby, holding method definitions and constant values, among other things. We also learned how Ruby implements

### A Step-by-Step Guide to getting started with Hot Potatoes

A Step-by-Step Guide to getting started with Hot Potatoes Hot Potatoes Software: http://web.uvic.ca/hrd/hotpot/ Andrew Balaam Objectives: To put together a short cycle of exercises linked together based

### (Refer Slide Time: 06:01)

Data Structures and Algorithms Dr. Naveen Garg Department of Computer Science and Engineering Indian Institute of Technology, Delhi Lecture 28 Applications of DFS Today we are going to be talking about

### The compiler is spewing error messages.

Appendix B Debugging There are a few different kinds of errors that can occur in a program, and it is useful to distinguish between them in order to track them down more quickly. Compile-time errors are

### Circles & Other Conics

SECONDARY MATH TWO An Integrated Approach MODULE 8 Circles & Other Conics The Scott Hendrickson, Joleigh Honey, Barbara Kuehl, Travis Lemon, Janet Sutorius 2017 Original work 2013 in partnership with the

### Magic Tutorial #9: Format Conversion for CIF and Calma

Magic Tutorial #9: Format Conversion for CIF and Calma John Ousterhout Computer Science Division Electrical Engineering and Computer Sciences University of California Berkeley, CA 94720 (Updated by others,

### Getting Started. Excerpted from Hello World! Computer Programming for Kids and Other Beginners

Getting Started Excerpted from Hello World! Computer Programming for Kids and Other Beginners EARLY ACCESS EDITION Warren D. Sande and Carter Sande MEAP Release: May 2008 Softbound print: November 2008

### + Inheritance. Sometimes we need to create new more specialized types that are similar to types we have already created.

+ Inheritance + Inheritance Classes that we design in Java can be used to model some concept in our program. For example: Pokemon a = new Pokemon(); Pokemon b = new Pokemon() Sometimes we need to create

### 1. New document, set to 5in x 5in, no bleed. Color Mode should be default at CMYK. If it s not, changed that when the new document opens.

art 2413 typography fall 17 software review This exercise will reacquaint students with Adobe Illustrator, Photoshop, and InDesign. These are the three main design programs used by the industry. There

### Hello World! Computer Programming for Kids and Other Beginners. Chapter 1. by Warren Sande and Carter Sande. Copyright 2009 Manning Publications

Hello World! Computer Programming for Kids and Other Beginners by Warren Sande and Carter Sande Chapter 1 Copyright 2009 Manning Publications brief contents Preface xiii Acknowledgments xix About this

### 1 Introduction to Using Excel Spreadsheets

Survey of Math: Excel Spreadsheet Guide (for Excel 2007) Page 1 of 6 1 Introduction to Using Excel Spreadsheets This section of the guide is based on the file (a faux grade sheet created for messing with)

### 4.7 Approximate Integration

4.7 Approximate Integration Some anti-derivatives are difficult to impossible to find. For example, 1 0 e x2 dx or 1 1 1 + x3 dx We came across this situation back in calculus I when we introduced the

### HYPERSTUDIO TOOLS. THE GRAPHIC TOOL Use this tool to select graphics to edit. SPRAY PAINT CAN Scatter lots of tiny dots with this tool.

THE BROWSE TOOL Us it to go through the stack and click on buttons THE BUTTON TOOL Use this tool to select buttons to edit.. RECTANGLE TOOL This tool lets you capture a rectangular area to copy, cut, move,

### Self-Teach Exercises: Getting Started Turtle Python

Self-Teach Exercises: Getting Started Turtle Python 0.1 Select Simple drawing with pauses Click on the Help menu, point to Examples 1 drawing, counting, and procedures, and select the first program on

### Starting Boolean Algebra

Boolean Algebra March 2, 27 Diagram for FunChip2 Here is a picture of FunChip2 that we created more or less randomly in class on /25 (used in various Activities): Starting Boolean Algebra Boolean algebra

### Welcome Back! Without further delay, let s get started! First Things First. If you haven t done it already, download Turbo Lister from ebay.

Welcome Back! Now that we ve covered the basics on how to use templates and how to customise them, it s time to learn some more advanced techniques that will help you create outstanding ebay listings!

### Word: Print Address Labels Using Mail Merge

Word: Print Address Labels Using Mail Merge No Typing! The Quick and Easy Way to Print Sheets of Address Labels Here at PC Knowledge for Seniors we re often asked how to print sticky address labels in

### insight3d quick tutorial

insight3d quick tutorial What can it do? insight3d lets you create 3D models from photographs. You give it a series of photos of a real scene (e.g., of a building), it automatically matches them and then

### Assignment 3 Functions, Graphics, and Decomposition

Eric Roberts Handout #19 CS106A October 8, 1999 Assignment 3 Functions, Graphics, and Decomposition Due: Friday, October 15 [In] making a quilt, you have to choose your combination carefully. The right

### HOUR 4 Understanding Events

HOUR 4 Understanding Events It s fairly easy to produce an attractive interface for an application using Visual Basic.NET s integrated design tools. You can create beautiful forms that have buttons to

### Textures and UV Mapping in Blender

Textures and UV Mapping in Blender Categories : Uncategorised Date : 21st November 2017 1 / 25 (See below for an introduction to UV maps and unwrapping) Jim s Notes regarding Blender objects, the UV Editor

### Lab 1: Setup 12:00 PM, Sep 10, 2017

CS17 Integrated Introduction to Computer Science Hughes Lab 1: Setup 12:00 PM, Sep 10, 2017 Contents 1 Your friendly lab TAs 1 2 Pair programming 1 3 Welcome to lab 2 4 The file system 2 5 Intro to terminal

### Part 1 - Your First algorithm

California State University, Sacramento College of Engineering and Computer Science Computer Science 10A: Accelerated Introduction to Programming Logic Spring 2017 Activity A Introduction to Flowgorithm

### CALCULUS II. Parametric Equations and Polar Coordinates. Paul Dawkins

CALCULUS II Parametric Equations and Polar Coordinates Paul Dawkins Table of Contents Preface... ii Parametric Equations and Polar Coordinates... 3 Introduction... 3 Parametric Equations and Curves...

### Part II Composition of Functions

Part II Composition of Functions The big idea in this part of the book is deceptively simple. It s that we can take the value returned by one function and use it as an argument to another function. By

### All textures produced with Texture Maker. Not Applicable. Beginner.

Tutorial for Texture Maker 2.8 or above. Note:- Texture Maker is a texture creation tool by Tobias Reichert. For further product information please visit the official site at http://www.texturemaker.com

### = 3 + (5*4) + (1/2)*(4/2)^2.

Physics 100 Lab 1: Use of a Spreadsheet to Analyze Data by Kenneth Hahn and Michael Goggin In this lab you will learn how to enter data into a spreadsheet and to manipulate the data in meaningful ways.

### 5th Grade Mathematics Essential Standards

Standard 1 Number Sense (10-20% of ISTEP/Acuity) Students compute with whole numbers*, decimals, and fractions and understand the relationship among decimals, fractions, and percents. They understand the

### Using the Zoo Workstations

Using the Zoo Workstations Version 1.86: January 16, 2014 If you ve used Linux before, you can probably skip many of these instructions, but skim just in case. Please direct corrections and suggestions

### We will start our journey into Processing with creating static images using commands available in Processing:

Processing Notes Chapter 1: Starting Out We will start our journey into Processing with creating static images using commands available in Processing: rect( ) line ( ) ellipse() triangle() NOTE: to find

### Software Compare and Contrast

Microsoft Software Compare and Contrast Word Easy to navigate. Compatible with all PC computers. Very versatile. There are lots of templates that can be used to create flyers, calendars, resumes, etc.

### Your First Windows Form

Your First Windows Form From now on, we re going to be creating Windows Forms Applications, rather than Console Applications. Windows Forms Applications make use of something called a Form. The Form is

### Lutheran High North Technology The Finder

Lutheran High North Technology shanarussell@lutheranhighnorth.org www.lutheranhighnorth.org/technology The Finder Your Mac s filing system is called the finder. In this document, we will explore different

### Learning to use the drawing tools

Create a blank slide This module was developed for Office 2000 and 2001, but although there are cosmetic changes in the appearance of some of the tools, the basic functionality is the same in Powerpoint

### CMPSCI 119 LAB #2 Anime Eyes Professor William T. Verts

CMPSCI 119 LAB #2 Anime Eyes Professor William T. Verts The goal of this Python programming assignment is to write your own code inside a provided program framework, with some new graphical and mathematical

### Lecture Transcript While and Do While Statements in C++

Lecture Transcript While and Do While Statements in C++ Hello and welcome back. In this lecture we are going to look at the while and do...while iteration statements in C++. Here is a quick recap of some

### Using Inbox and Views

Left Mouse Button Using Inbox and Views In this tutorial, whenever we indicate that you need to click a mouse button, it will mean to click the left mouse button unless we indicate that you should click

### My First iphone App (for Xcode version 6.4)

My First iphone App (for Xcode version 6.4) 1. Tutorial Overview In this tutorial, you re going to create a very simple application on the iphone or ipod Touch. It has a text field, a label, and a button

### This is a structured tutorial demonstrating the features of the GEdit system. The tutorial guides the designer through three structured examples.

Tutorial on Gedit This is a structured tutorial demonstrating the features of the GEdit system. The tutorial guides the designer through three structured examples. Background GEdit is a program that allows

### The MathType Window. The picture below shows MathType with all parts of its toolbar visible: Small bar. Tabs. Ruler. Selection.

Handle MathType User Manual The MathType Window The picture below shows MathType with all parts of its toolbar visible: Symbol palettes Template palettes Tabs Small bar Large tabbed bar Small tabbed bar

### 1.2 Adding Integers. Contents: Numbers on the Number Lines Adding Signed Numbers on the Number Line

1.2 Adding Integers Contents: Numbers on the Number Lines Adding Signed Numbers on the Number Line Finding Sums Mentally The Commutative Property Finding Sums using And Patterns and Rules of Adding Signed

### Area and Perimeter EXPERIMENT. How are the area and perimeter of a rectangle related? You probably know the formulas by heart:

Area and Perimeter How are the area and perimeter of a rectangle related? You probably know the formulas by heart: Area Length Width Perimeter (Length Width) But if you look at data for many different

### What is Publisher, anyway?

What is Publisher, anyway? Microsoft Publisher designed for users who need to create and personalize publications such as marketing materials, business stationery, signage, newsletters and other items

### lecture notes September 2, How to sort?

.30 lecture notes September 2, 203 How to sort? Lecturer: Michel Goemans The task of sorting. Setup Suppose we have n objects that we need to sort according to some ordering. These could be integers or

### Add Photo Mounts To A Photo With Photoshop Part 1

Add Photo Mounts To A Photo With Photoshop Part 1 Written by Steve Patterson. In this Photoshop Effects tutorial, we ll learn how to create and add simplephoto mounts to an image, a nice finishing touch

### Magic Tutorial #1: Getting Started

Magic Tutorial #1: Getting Started John Ousterhout (updated by others, too) Computer Science Division Electrical Engineering and Computer Sciences University of California Berkeley, CA 94720 This tutorial

### Here we will look at some methods for checking data simply using JOSM. Some of the questions we are asking about our data are:

Validating for Missing Maps Using JOSM This document covers processes for checking data quality in OpenStreetMap, particularly in the context of Humanitarian OpenStreetMap Team and Red Cross Missing Maps

### Topic C. Communicating the Precision of Measured Numbers

Topic C. Communicating the Precision of Measured Numbers C. page 1 of 14 Topic C. Communicating the Precision of Measured Numbers This topic includes Section 1. Reporting measurements Section 2. Rounding

### Introduction to Microsoft Office PowerPoint 2010

Introduction to Microsoft Office PowerPoint 2010 TABLE OF CONTENTS Open PowerPoint 2010... 1 About the Editing Screen... 1 Create a Title Slide... 6 Save Your Presentation... 6 Create a New Slide... 7

### Contents. Introducing Clicker Paint 5. Getting Started 7. Using The Tools 10. Using Sticky Points 15. Free resources at LearningGrids.

ClickerPaintManualUS.indd 2-3 13/02/2007 13:20:28 Clicker Paint User Guide Contents Introducing Clicker Paint 5 Free resources at LearningGrids.com, 6 Installing Clicker Paint, 6 Getting Started 7 How

### Your . A setup guide. Last updated March 7, Kingsford Avenue, Glasgow G44 3EU

fuzzylime WE KNOW DESIGN WEB DESIGN AND CONTENT MANAGEMENT 19 Kingsford Avenue, Glasgow G44 3EU 0141 416 1040 hello@fuzzylime.co.uk www.fuzzylime.co.uk Your email A setup guide Last updated March 7, 2017

### A set, collection, group, or configuration containing members regarded as having certain attributes or traits in common.

Chapter 6 Class Action In Chapter 1, we explained that Java uses the word class to refer to A set, collection, group, or configuration containing members regarded as having certain attributes or traits

### Racket Style Guide Fall 2017

CS17 Integrated Introduction to Computer Science Hughes Racket Style Guide Fall 2017 Contents 1 Introduction 1 2 Naming 1 3 Formatting 1 4 Equality 3 5 Conditionals 4 5.1 Prefer Cond to If......................................

### MAPLOGIC CORPORATION. GIS Software Solutions. Getting Started. With MapLogic Layout Manager

MAPLOGIC CORPORATION GIS Software Solutions Getting Started With MapLogic Layout Manager Getting Started with MapLogic Layout Manager 2008 MapLogic Corporation All Rights Reserved 330 West Canton Ave.,

### Making ecards Can Be Fun!

Making ecards Can Be Fun! A Macromedia Flash Tutorial By Mike Travis For ETEC 664 University of Hawaii Graduate Program in Educational Technology April 4, 2005 The Goal The goal of this project is to create

### Archdiocese of Washington Catholic Schools Academic Standards Mathematics

5 th GRADE Archdiocese of Washington Catholic Schools Standard 1 - Number Sense Students compute with whole numbers*, decimals, and fractions and understand the relationship among decimals, fractions,

### Chapter One: Getting Started With IBM SPSS for Windows

Chapter One: Getting Started With IBM SPSS for Windows Using Windows The Windows start-up screen should look something like Figure 1-1. Several standard desktop icons will always appear on start up. Note

### Intermediate Algebra. Gregg Waterman Oregon Institute of Technology

Intermediate Algebra Gregg Waterman Oregon Institute of Technology c 2017 Gregg Waterman This work is licensed under the Creative Commons Attribution 4.0 International license. The essence of the license

### Using Microsoft Excel

Using Microsoft Excel Introduction This handout briefly outlines most of the basic uses and functions of Excel that we will be using in this course. Although Excel may be used for performing statistical

### 8/27/2016. ECE 120: Introduction to Computing. Graphical Illustration of Modular Arithmetic. Representations Must be Unambiguous

University of Illinois at Urbana-Champaign Dept. of Electrical and Computer Engineering ECE 120: Introduction to Computing Signed Integers and 2 s Complement Strategy: Use Common Hardware for Two Representations

### NCMail: Microsoft Outlook User s Guide

NCMail: Microsoft Outlook 2003 Email User s Guide Revision 1.0 11/10/2007 This document covers how to use Microsoft Outlook 2003 for accessing your email with the NCMail Exchange email system. The syntax

### How to Design Programs Teachpacks

How to Design Programs Teachpacks Version 6.11 October 30, 2017 Teaching languages are small subsets of a full programming language. While such restrictions simplify error diagnosis and the construction