Book Image

Processing 2: Creative Programming Cookbook

Book Image

Processing 2: Creative Programming Cookbook

Overview of this book

Processing is probably the best known creative coding environment that helps you bridge the gap between programming and art. It enables designers, artists, architects, students and many others to explore graphics programming and computational art in an easy way, thus helping you boost your creativity. "Processing 2: Creative Programming Cookbook" will guide you to explore and experience the open source Processing language and environment, helping you discover advanced features and exciting possibilities with this programming environment like never before. You'll learn the basics of 2D and 3D graphics programming, and then quickly move up to advanced topics such as audio and video visualization, computer vision, and much more with this comprehensive guide. Since its birth in 2001, Processing has grown a lot. What started out as a project by Ben Fry and Casey Reas has now become a widely used graphics programming language. Processing 2 has a lot of new and exciting features. This cookbook will guide you to explore the completely new and cool graphics engine and video library. Using the recipes in this cookbook, you will be able to build interactive art for desktop computers, Internet, and even Android devices! You don't even have to use a keyboard or mouse to interact with the art you make. The book's next-gen technologies will teach you how to design interactions with a webcam or a microphone! Isn't that amazing? "Processing 2: Creative Programming Cookbook" will guide you to explore the Processing language and environment using practical and useful recipes.
Table of Contents (18 chapters)
Processing 2: Creative Programming Cookbook
Credits
About the Author
About the Reviewers
www.PacktPub.com
Preface
Index

Using the accelerometer


Most Android devices have an accelerometer. This chip is used to detect the orientation of your device. It will return different values if you hold your device in portrait, landscape, or upside down. In this recipe, we'll take a look at how we can access this chip, and use those values to move a ball across the screen.

Getting ready

Create a new sketch and save it as accelerometer.pde. Go to the File | Examples menu, search for the Sensors folder on this panel, and open the accelerometer example. You'll notice that there is a second tab in this sketch, the AccelerometerManager.java class. Copy this file into your new sketch. We'll need it to make our example work.

How to do it...

We'll start by declaring some variables and assigning values to them in the setup() function:

AccelerometerManager acc;
float ax;
float ay;
float az;
float r;

PVector loc;
color bgcolor;

void setup()
{
  acc = new AccelerometerManager( this );
  
  size( displayWidth, displayHeight );
  orientation...