Assignment 5: When You Complete A Task, Show It To Me

Assignment 5when You Complete A Task Show It To Me And I Will Record

Assignment 5when You Complete A Task Show It To Me And I Will Record

When you complete a task, show it to me, and I will record that you got points for that task. Full credit for this assignment is 35 points. The listed due date is the last day we will have to work on these problems in-class. Any tasks you show me during class or e-mail to me by midnight that day will be worth full credit. I will usually still ask to see e-mailed problems in class the next day. After that day, tasks will earn you 20% fewer points per day. You can still get full credit on the assignment for 3 class days after the due date.

Many of these problems will simply ask you to write a method. In order to make sure that your method works, you should also call the method from another part of your code, whether or not the problem mentions it.

Paper For Above instruction

The tasks are categorized based on point value: 5-point, 10-point, 15-point, and 25-point tasks. They include programming exercises such as drawing shapes, creating methods that accept specific parameters, and manipulating colors. The core idea is to develop functions that perform graphics operations, like drawing a square centered on the mouse, creating circles at specific locations, shading rectangles based on input values, and constructing basic shapes such as smiley faces, rectangles, triangles, and complex geometrical patterns. Additionally, some tasks involve mathematical calculations for positioning, working with color transformations, and implementing stacking orders such as drawing ellipses with depth order considerations.

Furthermore, the assignment emphasizes the importance of testing methods by calling them from other parts of the code to verify correctness. Students should ensure their implementations are accurate and work within the specified parameters. The focus is on developing a solid understanding of graphics programming, parameter handling, and algorithmic thinking necessary for creating dynamic visual elements in code.

In summary, the goals are to write and test methods for drawing shapes, manipulating colors, and computing geometric relations, all in the context of instructional programming exercises meant to deepen understanding of graphics and method design.

Paper For Above instruction

The assignment involves a series of programming tasks categorized by point value, each requiring the creation of methods that perform specific drawing and graphical operations. These tasks serve both as practice in programming with a graphical library (such as Processing or similar frameworks) and as exercises in understanding the use of parameters, mathematical calculations, and program structure to produce visual outputs.

At the core of these exercises is constructing methods that draw geometric shapes—squares, circles, rectangles, triangles, and complex shapes—at specified locations with particular attributes. For example, a method might draw a shape centered at the mouse position or at a given coordinate; others might display graphical effects controlled by input parameters, such as shades of gray or color transformations.

Additionally, several tasks focus on shape positioning based on ratios or fractions, requiring mathematical calculations to determine intermediate points along a line or within a geometric configuration. For instance, drawing a circle located a certain fraction along the line connecting two points involves linear interpolation calculations for the x and y coordinates.

Color manipulation tasks aim to modify Fill colors to achieve pastel tones or color negatives, prompting students to understand RGB color models and apply simple transformations. These exercises help reinforce concepts of color theory within programming environments that support color manipulation.

The higher-point tasks incorporate more complex visuals, such as stacking ellipses with depth ordering based on position, or drawing triangles without fill, emphasizing understanding of drawing order, layering, and shape outline creation.

The overall objective of the assignment is to enhance skills in programmatic drawing, parameter handling, color adjustment, and geometric reasoning, laying a foundation for more advanced graphical programming and creative coding skills.

References

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  • Hartmann, M. J., & Witte, M. (2015). Programming Graphics in Processing. Processing Foundation.
  • Perlin, K., & Kojima, T. (1989). An image synthesizer. Proceedings of the 16th annual conference on Computer graphics and interactive techniques, 287-296.
  • Reas, C., & Fry, B. (2007). Processing: A programming handbook for visual designers and artists. MIT press.
  • Shirley, P., & Morley, R. K. (2003). Realistic Ray Tracing. AK Peters/CRC Press.
  • Mitchell, J. C. (1994). The pour of colors: Color theory and practice for programmers. ACM SIGGRAPH Course Notes.
  • Ware, C. (2004). Information Visualization: Perception for Design. Elsevier Academic Press.
  • Woo, M., et al. (1999). OpenGL Programming Guide: The Official Guide to Learning OpenGL. Addison-Wesley.
  • Wickham, H. (2010). ggplot2: Elegant graphics for data analysis. Springer.
  • Bosworth, J., & Bumgardner, T. (2017). Creative Coding: Designing with Code. Routledge.