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Updates for 4.0 beta 2
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14 files changed

+34
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Basics/Web/EmbeddedLinks/EmbeddedLinks.pde

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/**
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* Loading URLs.
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*
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* Click on the button to open a URL in a browser
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* Click on the button to open a URL in a browser.
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*/
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boolean overButton = false;

Basics/Web/LoadingImages/LoadingImages.pde

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* Loading Images.
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*
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* Processing applications can load images from the network.
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*
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*/
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PImage img;
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void setup() {
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size(640, 360);
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img = loadImage("http://processing.org/img/processing-web.png");
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img = loadImage("https://processingfoundation.org/content/1-home/processing-web.png");
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noLoop();
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}
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Topics/Cellular Automata/GameOfLife/GameOfLife.pde

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/**
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* A Processing implementation of Game of Life
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* By Joan Soler-Adillon
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* Game of Life
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* by Joan Soler-Adillon.
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*
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* Press SPACE BAR to pause and change the cell's values with the mouse
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* On pause, click to activate/deactivate cells
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* Press R to randomly reset the cells' grid
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* Press C to clear the cells' grid
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* Press SPACE BAR to pause and change the cell's values with the mouse.
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* On pause, click to activate/deactivate cells.
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* Press R to randomly reset the cells' grid.
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* Press C to clear the cells' grid.
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*
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* The original Game of Life was created by John Conway in 1970.
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*/

Topics/Cellular Automata/Wolfram/Wolfram.pde

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* Wolfram Cellular Automata
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* by Daniel Shiffman.
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*
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* Simple demonstration of a Wolfram 1-dimensional cellular automata
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* When the system reaches bottom of the window, it restarts with a new ruleset
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* Simple demonstration of a Wolfram's 1-dimensional cellular automata.
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* When the system reaches bottom of the window, it restarts with a new ruleset.
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* Mouse click restarts as well.
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*/
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Topics/Fractals and L-Systems/PenroseSnowflake/PenroseSnowflake.pde

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* Penrose Snowflake L-System
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* by Geraldine Sarmiento.
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*
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* This code was based on Patrick Dwyer's L-System class.
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* This example was based on Patrick Dwyer's L-System class.
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*/
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PenroseSnowflakeLSystem ps;

Topics/Fractals and L-Systems/PenroseTile/PenroseTile.pde

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* Penrose Tile L-System
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* by Geraldine Sarmiento.
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*
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* This code was based on Patrick Dwyer's L-System class.
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* This example was based on Patrick Dwyer's L-System class.
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*/
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PenroseLSystem ds;

Topics/Fractals and L-Systems/Pentigree/Pentigree.pde

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* Pentigree L-System
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* by Geraldine Sarmiento.
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*
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* This code was based on Patrick Dwyer's L-System class.
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* This example was based on Patrick Dwyer's L-System class.
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*/
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Topics/Image Processing/Convolution/Convolution.pde

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* by Daniel Shiffman.
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*
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* Applies a convolution matrix to a portion of an image. Move mouse to
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* apply filter to different parts of the image. This example is currently
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* not accurate in JavaScript mode.
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* apply filter to different parts of the image.
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*/
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PImage img;

Topics/Simulate/ForcesWithVectors/ForcesWithVectors.pde

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* Forces (Gravity and Fluid Resistence) with Vectors
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* by Daniel Shiffman.
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*
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* Demonstration of multiple force acting on bodies (Mover class)
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* Bodies experience gravity continuously
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* Bodies experience fluid resistance when in "water"
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*
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* For the basics of working with PVector, see
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* http://processing.org/learning/pvector/
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* as well as examples in Topics/Vectors/
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*
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* Demonstration of multiple forces acting on bodies.
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* Bodies experience gravity continuously and fluid
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* resistance when in "water".
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*/
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// Five moving bodies

Topics/Simulate/MultipleParticleSystems/MultipleParticleSystems.pde

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* at mouse position.
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*
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* Each burst is one instance of a particle system
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* with Particles and CrazyParticles (a subclass of Particle)
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* Note use of Inheritance and Polymorphism here.
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* with Particles and CrazyParticles (a subclass of Particle).
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* Note use of Inheritance and Polymorphism.
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*/
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ArrayList<ParticleSystem> systems;

Topics/Simulate/SimpleParticleSystem/SimpleParticleSystem.pde

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* by Daniel Shiffman.
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*
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* Particles are generated each cycle through draw(),
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* fall with gravity and fade out over time
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* fall with gravity, and fade out over time.
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* A ParticleSystem object manages a variable size (ArrayList)
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* list of particles.
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*/

Topics/Vectors/AccelerationWithVectors/AccelerationWithVectors.pde

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* by Daniel Shiffman.
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*
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* Demonstration of the basics of motion with vector.
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* A "Mover" object stores location, velocity, and acceleration as vectors
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* The motion is controlled by affecting the acceleration (in this case towards the mouse)
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*
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* For more examples of simulating motion and physics with vectors, see
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* Simulate/ForcesWithVectors, Simulate/GravitationalAttraction3D
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* A "Mover" object stores location, velocity, and
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* acceleration as vectors. The motion is controlled by
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* affecting the acceleration (in this case towards the mouse).
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*/
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// A Mover object

Topics/Vectors/BouncingBall/BouncingBall.pde

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* Bouncing Ball with Vectors
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* by Daniel Shiffman.
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*
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* Demonstration of using vectors to control motion of body
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* This example is not object-oriented
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* See AccelerationWithVectors for an example of how to simulate motion using vectors in an object
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* Demonstration of using vectors to control motion
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* of a body. This example is not object-oriented
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* See AccelerationWithVectors for an example of how
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* to simulate motion using vectors in an object.
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*/
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PVector location; // Location of shape

Topics/Vectors/VectorMath/VectorMath.pde

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* Vector
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* by Daniel Shiffman.
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*
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* Demonstration some basic vector math: subtraction, normalization, scaling
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* Normalizing a vector sets its length to 1.
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* Demonstration some basic vector math: subtraction,
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* normalization, scaling. Normalizing a vector sets
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* its length to 1.
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*/
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void setup() {
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// A vector that points to the mouse location
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PVector mouse = new PVector(mouseX,mouseY);
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// A vector that points to the center of the window
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PVector center = new PVector(width/2,height/2);
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// Subtract center from mouse which results in a vector that points from center to mouse
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// Subtract center from mouse which results in a
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// vector that points from center to mouse
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mouse.sub(center);
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// Normalize the vector

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