Commenting programs, in the dark ages of programming, was the way to learn programming and how to learn to use other people's programs. Managers broke you into working by having you comment experienced programmers programs. The experienced programmers were miffed that the new college hires, without experience and paid less, were set to polishing the tasks they insisted they had done adequately. Commenting insured a company could "own" or "manage" their digital assets; well, I sometimes wish an abstraction could own and sometimes I wish not. The gift economy, open source, and geek culture toodles with this polarity. In those daysl, however, not only insisting on commenting, but also enforcing a programming style made programming manageable. Unbeknownst to me at the time and off to the side of my travails at putting comments and style in the face of the experienced threatened by me was the invention of oop (object oriented programming) by Alan Kay. Object oriented programming provides an environment for rapid maintainable development. As an asset, in the past, it was held close to the chest by companies competing with secrecy to make products. But, Apple was disclosing the frameworks in os x to those who would watch. Yeah, you had to buy in at some level to get any disclosure, but there was an enormous amount of documentation. I forced myself through the objective c manual. To some extent, it was profound, to another extent, it was just "management fluff". That's just the way it is. One might imagine croquet a place to build digital worlds to show each other as we visit as virtual beings or avatars. But, what is building? What gives license to a croquet VR builder to learn rather than be bought as a highly trained specialized digital artist soon to become obsolete and a manager of new school digital artists? Yes, I did a lot of Maya PLE digital exercises. This provided a rest from staring at walls solving physics problems because training in a trade has very explicit instructions that give observable "result satisfaction". All the while, however, I knew that the stuff under the hood of Maya PLE was profoundly "staring at walls hard" . I saw the way the construction was organized into hypertext and language topics (so also could frameworks I made "under a hood"). I got confidence finding out how things worked (graphics has physics simulation in it and concepts beyond companies that own a particular program). I got profound confidence controlling maya with applescript from the outside with an objective c hybrid program I made that sync'd to shutterglasses. Though I tackled an entire textbook in Interactive Computer Graphics, neither I nor Edward Angel, the author, did this graphics programming with all that much oop (there was some c++). Once we had, in ordinary c, mastered the "callback structure" and a quaternion trackball, we just tweaked that structure. Symbolic programming can help visualize. While doing with images make symbols, this stuff goes around in circles rather than a progression to polish developing concepts. I hope that, with Americo, I can learn to make object oriented programming construction of 3D objects I might wish to visualize. I intimately understood the symmetries of a buckyball playing with prototyping code in Maya and then writing in c. At first, it was rather terrifying, because I was never taught solid geometry and so programming solid geometry seemed off the normal track (something tried on students as doable for years), but vector products (I had been taught normal track) got me out of that 2D track. You can expect to imagine all sorts of reasons why a risk won't pay off when you undertake to learn something new. In Americo's pdf I made, I turned the page from a buggy beta buttons in a scrolling window chapter and got (my p.107 or p249) "RECEIVING NEW CLASSES" section : "Now that you know a little about the use of the Squeak API and the creation of "projects" to be loaded inside an island, we will begin with the basics of the creation of 3D objects. Please, don't be affraid! You don't need to be an artist to create basic models. We will be inspired in the LEGO creations for our models. Something very simple and geometric. But before this you need to learn how to receive some Classes created by DMU and that will facilitate your life. You need to receive and install four Classes that will create two new, very important, "islands"." Holy catzenjammer, just what I wanted, building VR objects in oop. The four code downloads were small though I had to do a big "save as" on a new image, which I called VRWorld.image. I am now, as Americo worded it, making "my croquet"! The big save protected me by allowing me to backtrack to the other image, in case I messed up an entire operating system; boot serves of images and something called freeze has to be at Apple Store but moreso at Cupertino for their system programmers. The four code downloads were illustrative and had bugs. I tried connecting through wifi both ways and they worked! With wifi up, I could get two worlds to connect on same machine! So, I wasn't excommunicated for having "my own croquet"! Now, I have to download software specified on p.119 for creation of the graphic part of islands. Americo writes : "a programer needs to create many times drafts of the environment, of the objects that will have interactivity, to do the AI programming." I heard entendre that AI frameworks was a missing cog in my mind for game programming. I'd like to study AI frameworks for computer algebra if that were accessible, but so far my mind is not even close. Is this bad English writer from Brazil going to get me going on this holy grail? The objectives of getting graphical results or music going in our virtual worlds could teach us how to organize a large amount of digital assets to be useful in object oriented frameworks for construction that make our work surveyable and savable in browsers. |
Free forum by Nabble | Edit this page |