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M4. Variabel Pada Processing

The document discusses variables in Processing programming. It defines a variable as a named pointer to a location in memory where data is stored. Variables allow programmers to save and refer back to information throughout a program. Variables must be declared with a type and name, and can then be initialized with a value. Built-in variables like mouseX and width are also available in Processing. The random() function generates random numbers and can be used to vary variable values each time through draw(), resulting in randomized output.

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0% found this document useful (0 votes)
81 views71 pages

M4. Variabel Pada Processing

The document discusses variables in Processing programming. It defines a variable as a named pointer to a location in memory where data is stored. Variables allow programmers to save and refer back to information throughout a program. Variables must be declared with a type and name, and can then be initialized with a value. Built-in variables like mouseX and width are also available in Processing. The random() function generates random numbers and can be used to vary variable values each time through draw(), resulting in randomized output.

Uploaded by

Immanuel Paternu
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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ALGORITMA PEMROGRAMAN 2

PROCESSING
M4. Variabel pada Processing
Chapters of This Lesson

Chapter 4 :
Variables
Chapters of This Lesson

Chapter 4 :
Variables
Chapters of Variables
1. In this chapter :
 Variables: What are they?
 Declaring and initializing variables
 Common uses for variables
 Variables you get “for free” in Processing (AKA “bulit-
in” variables)
 Using random values for variables
4.1 What is a Variable?
 The concept of a variable in an intuitive manner. On
any given day, Might say “A Variable is like a
bucket”.
 You put something in the bucket, carry it around with
you, and retrieve it whenever you feel inspired.
4.1 What is a Variable?
 The computer has memory. Why do we call it
memory?

 Because it is what the computer uses to remember stuff


it needs.

 Technically, a Variable is a named pointer to a


location in the computer’s memory (“memory
address”) where data is stored.
4.1 What is a Variable?
 Since computers only process information one
instruction at time, a variable allows a programmer to
save information from one point in the program and
refer back to ot at a later time.
 For Processing programmer, this is incredibly useful;
variables can keep track of information related to
shapes: color, size, location.
 Variables are exactly what you need to make a
triangle change from blue to purple, a circle fly across
the screen, and a rectangle shrink into oblivion.
4.1 What is a Variable?
 Imagine that the computer’s memory is a sheet of
graph paper and each cell on the graph paper has
an address.
 With pixels, we learned how to refer to those cells by
colomn and row numbers.
 Example:
 Let’s name one “Billy’s Score” (we will see why we
are calling it that in the next section) and give it 100.
 Whenever we want to use Billy’s score in a program,
we do not have to remember the value 100.
4.1 What is a Variable?
4.2 Variable Declaration and Initialization

 Variables can hold primitive values or references to


object and array.

 Primitive values are the building blocks of data on


the computer and typically involve a singular piece of
information, like a number or character.

 Variables are declared by first stating the type,


followed by the name.
4.2 Variable Declaration and Initialization

 Variables names must be one word (no spaces) and


must start with a letter (they can include numbers,
and punctuation is underscore “__”)

 A type is the kind of data stored in that variable. This


could be a whole number, a decimal number, or a
character.
4.2 Variable Declaration and Initialization

 Here are data types you will commonly use:

Whole Decimal
Characters
Numbers Numbers

 Integer (int) float char / Strings

... , -1 , 0 , 1 , 2 , ... A, b, C, ab, ac

... , -1.1 , 0.23 , 1.99 ,


...
4.2 Variable Declaration and Initialization

 Example :
4.2 Variable Declaration and Initialization

 Don’t Forget

 Variables must have a type. Why? This is how


the computer knows exactly how much memory
should be allocated to store that variable’s
data.
 Variables must have a name
4.2 Variable Declaration and Initialization

 All Primitive Types


4.2 Variable Declaration and Initialization

 Once a variable is declared, we can then


assign it a value by setting it equal to
something.
 Example 1: (with two lines code)
4.2 Variable Declaration and Initialization

 We can combine the previous slide statements


into one.
 Example 2: (one lines code)
4.2 Variable Declaration and Initialization

 What’s in a name?

 Tips for choosing good variable names:


1. Avoid using words that appear elsewhere in
the Processing language.
2. Use names that mean something.
3. Start your variable with a lowercase latter
and joind together words with capitals.
4.2 Variable Declaration and Initialization
4.2 Variable Declaration and Initialization

 A variable can also be initialized by another


variable (x equals y) or by evaluating a
mathematical expression (x equals y pluz z, etc).
4.2 Variable Declaration and Initialization

 If, we running this program, the program will not


show us the result.

 Exercise 4 – 2:

 So, how the program will show the result on


Messages?
4.2 Variable Declaration and Initialization

 Result :
4.2 Variable Declaration and Initialization

 The Program :
4.3 Using a Variable

 Though it may initially seem more complicated to


have words standing in for numbers, variables make
our live esier and more interesting.

 Let’s take a simple example of a program that


draws a circle on screen.
4.3 Using a Variable

 Example :
4.3 Using a Variable

 We have learned how to take this simple example


one step further, changing the location of a shape
to mouseX, mouseY in order to assign its location
according to the mouse.
4.3 Using a Variable

 Example 4-2: Using Variables


4.3 Using a Variable

 Result of Example 4-2: Using Variables


4.3 Using a Variable

 Variables introduce assignment operations to the


mix.
 Here is what one looks like (it is the same as how we
initialize a variable, only the variable does not
need to be declared).
4.3 Using a Variable

 Examples of assigning a new value to a variables


4.3 Using a Variable

 In the above code, circleX starts with a value of


100.

 If we want to increment circleX by one, we say


circleX equals itself plus one.

 In code, this ammounts to “circleX = circleX + 1”


4.3 Using a Variable

How would the program


code be ?
4.3 Using a Variable

 Example 4-3: Varying variables


4.3 Using a Variable

 Result of Example 4-3: Varying variables


4.3 Using a Variable

 The principles of programming motion


4.3 Using a Variable

 Exercise 4-3 : Change Example 4-3 so that


instead of the circle moving from left to right, the
circle grows in size.
 What would you change to have the circle the
mouse as it grows?
 How could you vary the speed at which the circle
grows?
4.3 Using a Variable

 Exercise 4-3 : Change Example 4-3 so that


instead of the circle moving from left to right, the
circle grows in size.
 What would you change to have the circle the
mouse as it grows?
 How could you vary the speed at which the circle
grows?
4.3 Using a Variable

 Exercise 4-3:
4.3 Using a Variable

 Answer of Exercise 4-3:


4.3 Using a Variable

 Answer of Exercise 4-3:


4.4 Many Variable

 Let’s take the example one step further and use


variables for every piece of information we can
think of.
 We will also use floating point values to
demonstrate greater precision in adjusting variable
values.
4.4 Many Variable

 Example 4-4: Many variables


4.4 Many Variable

 Example 4-4: Many variables


4.4 Many Variable

 Example 4-4: Many variables


4.4 Many Variable

 Output of Example 4-4: Many variables


4.4 Many Variable

 Exercise 4-4 :

 Step 1 : Write code that draws the following screenshots


with hard-coded values. (Feel free to use colors instead of
grayscale.)
 Step 2 : Replace all of the hard-coded numbers with
variables.
 Step 3 : Write assignment operations in draw() that
change the value of the variables.
 For example, “ variable1 = variable1 + 2; ” . Try
different expressions and see what happens!
4.4 Many Variable

 Exercise 4-4 :
4.5 Many Variable

 As we saw with mouseX and mouseY, Processing has


a set of convenient system freely available.
 Here a list of commonly used system variables
(there are more, which you can find in the
Processing reference).
4.5 Many Variable
4.5 Many Variable

 Output of Example 4-5: Using system variables


4.5 Many Variable

 Example 4-5: Using system variables


4.5 Many Variable

 Exercise 4-5: Using width and height, recreate the


following screenshot. Here’s the ctach: the shapes
must resize themselves relative to the windows
size. (in other words, no matter what you specify
for size(), the result should look identical).
4.5 Many Variable

 Output of Exercise 4-5


4.6 Random: Variety is the spice of life

 Example 4-6: Ellipse with variables


4.6 Random: Variety is the spice of life

 Example 4-6: Ellipse with variables


4.6 Random: Variety is the spice of life

 Output of Example 4-6: Ellipse with variables


4.6 Random: Variety is the spice of life

 There it is, our dreary circle.


 Sure, we can adjust variable values and move the
circle, grow its size, change its color, and so on.
 However, what if everytime through draw(), we
could make a new circle, one with a random size,
color, and position?
 The random() function allows us to do exactly that.
 random() is a special kind of function, it is a
function that returns a value.
4.6 Random: Variety is the spice of life

 Example of Random () function


4.6 Random: Variety is the spice of life

 Example of Random () function


4.6 Random: Variety is the spice of life

 Example 4-7 shows what happens if we take every


variable associated with drawing the ellipse (fill,
location, size) and assign it to a random number
each cycle through draw(). The output is shown in
Figure 4.8
4.6 Random: Variety is the spice of life

 Example 4-7
4.6 Random: Variety is the spice of life

 Example 4-7
4.6 Random: Variety is the spice of life

 Example 4-7
4.7 Variable Zoog

 We are now ready to revisit Zoog, our alien friend.


 Here we will add two pieces of functionality to
Zoog.
 New feature #1 – Zoog will rise from below the
screen and fly off into space (above the screen).
 New feature #2 – Zoog’s eyes will be colored
randomly as Zoog moves.
4.7 Variable Zoog

 Feature #1 is solved by simply taking the previous


program that used mouseX and mouseY and
substituing our own variables in their place.

 Feature #2 is implemented by creating three


additional variables eyeRed, eyeGreen, and
eyeBlue that will be used for the fill() function
before displaying the eye ellipses.
4.7 Variable Zoog

 Output of Example 4-8: Variable Zoog


4.7 Variable Zoog

 Example 4-8: Variable Zoog


4.7 Variable Zoog

 Example 4-8: Variable Zoog


4.7 Variable Zoog

 Example 4-8: Variable Zoog


4.7 Variable Zoog

 Example 4-8: Variable Zoog


The End and Thank You

 Shiffman, Daniel. 2008. Learning Processing : A


Beginners Guide to Programming Images, Animation,
and Interaction. Elsevier : USA.

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