Introduction to programming and graphics

Before we start programming we should probably ask ourselves two questions:

Introduction to programming and graphics

Before we start programming we should probably ask ourselves two questions: And of course, demos is more fun than most other things you can program.

To get good performance which is very important in demosyou need to write efficient code, and the only way to do that is to bang directly on the hardware. So you need to understand how you make graphics appear on the screen, music to be heard from the speakers and how to load stuff from disk.

It is also one of the things that is considered to be difficult to understand.

Introduction to programming and graphics

All in all, in coding demos you learn how a Introduction to programming and graphics works at a very fundamental level, and understanding that makes lots of other things in programming easier. Of course, the only has three registers not counting the PC, SP and Status registerwhich can make it a pain in the ass to implement complicated algorithms on, but on the other hand, it sure makes you appreciate a modern RISC processor with dozens of general-purpose registers.

Introduction to programming and graphics

The VIC has a lot of interesting bugs or features, depending on how you look at itwhich means you can create amazing effects that are unique to the C Most of these effects are achieved through well-timed modifications of VIC registers.

Creating raster bars on the Amiga is easy: You have to think, to make it efficient. And doing really difficult things or rather, impossible things is what demo programming is all about.

A good programmer can write a program that does something that seems very hard to do. A good demo programmer can write code that does something that is completely impossible. High level languages are nice, they make it easy to create utility programs, and make them secure and robust.

A demo is never written in a high level language. In what way does a demo differ from a program? A demo has to take over the computer and bang directly on the hardware, it does not run under an operating system. Learning Machine Language First of all, you need to learn assembly language.

What you need is a memory map, that tells you which addresses are special, and which ones are just RAM. A very simple effect, that shows how you can achieve some things on the C, is to make the border flash in different colours. If you type in and run this program 5you will see the border flashing wildly.

This is Turbo Assembler syntax. The second line has a label, loop, which is just a way to name that memory location, ie. Why do we do this? Then we come to the last line, which says jmp loop. When the program flow reaches this line, it jumps to the adress corresponding to the label loop and keeps executing instructions there.

Then it will again reach the jmp loop line, go back, increment the border colour etc. So, now you know how to flash the border.

Courses in Graphics

Some addresses will just give weird results, others will give sane results. And of course, after you have cleared the screen, you can just jump to some other routine, like eg. We start by setting the border and background colours to black.CS - Introductory Computer Graphics.

Introductory Computer Graphics and Imaging Topics: Image input and output devices such as cameras and displays, graphics hardware and software, input technologies and interactive techniques, typography and page layout, light and color representations, exposure and tone reproduction, image .

Introduction to C++ Programming and Graphics offers a venue for rapidly learning the language by concisely revealing its grammar, syntax and main features, and by explaining the key ideas behind object oriented programming (OOP), with emphasis on scientific computing.

Introduction · Game Programming Patterns

What have we learned so far? That the world is three-dimensional, that the way we look at it is two-dimensional, and that if you can replicate the shape and the appearance of objects, the brain can not make the difference between looking at this objects directly, and looking at an image of these objects.

The Official Guide to Learning OpenGL, Version About This Guide; Chapter 1. Introduction to OpenGL; Chapter 2.

CS 148 - Introductory Computer Graphics

State Management and Drawing Geometric Objects. Aug 30,  · Introduction This article is mainly intended to give some introductory background information to the graphics pipeline in a triangle-based rendering scheme and how it maps to the different system components/5(16).

Tutorials and Lecture Notes: Introduction to Computer Science using Java. Lecture Notes on Java Programming.; Introduction to Assembly Language. Lecture Notes on MIPS assembly programming.; Vector Math Tutorial for Computer Graphics.

Introduction to WPF in Visual Studio | Microsoft Docs