Introduction - Learning to Program with Art and Python
- Why Art
- Why Python
- The Creative Process of Programming
- The Journey of Becoming A Programmer
- No “Right Way”
Chapter One: A Tutorial Introduction
- Getting Python
- The Terminal: A Program to Control Programs
- Writing Our First Program
- How the Development Cycle Works
- The Editor: A Place for Writing Programs
Chapter Two: Computational Thinking
- The Loop
- The Variable
- Python Data Types
- Control Flow
- Syntax
- Bringing It All Together
Chapter Three: Writing Our First Graphics Program
- Drawing Our First Pixel
- How to Read Our Code
- Editing Our Code
- Turning Pixels into a Line with a Loop
- Changing Our Line’s Direction
- Flipping Our Diagonal Line
- A Final Challenge
Chapter Four: Functions Are The Building Blocks of Programs
- From Pixels to Lines, Putting the Fun in Function
- The Mechanics of Writing A Function
- Testing Your Functions as You Go
- Drawing Randomness with Our New Function
- Combining Our Functions for New Effects
Chapter Five: Reading the User’s Mind With Input
- Do What the Humans Tell You
- Grabbing the User’s Input
- Lists Are Lines of Variables, All in A Row
- Creating a List, Adding Things to Your List
Chapter Six: More Playing with Loops
- Drawing with Our New Cursor
- Drawing with Our New Cursor
- Looping a Fade
- Making Our Fade into a Wave
- Fading Colors to Make Rainbows
- More Experimenting
Chapter Seven: Inventing Ideas with Classes
- Drawing in New Ways
- Making Your Ideas Part of the Language
- Creating Our Line Class
- Planning Your Class Design
- Rethinking How We Draw
- Drawing with the Mouse
- Cleaning Up Our Code with Class
Chapter Eight: Inventing New Ways to Draw with Shapes
- Exploring Pygame’s Drawing Methods
- Giving Our Class New Features
- Colorizing Our Lines
Chapter Nine: Playing with Files
- Setting Up Our Directories
- Reading Options from the Command Line
- Using IPython to Inspect New Libraries
- Saving Our Drawings with Pickle
- Adding Undo to Our Program
- Using Time to Add Delay to Our Undo
- Protecting Ourselves from Errors
Chapter Ten: Painting with Images
- Dissecting an Image
- Manipulating Whole Images
- Making Mirror Images
- Creating Geometric Images
- Turning Our Images into Videos
Chapter Eleven: Drawing Infinities
- The Three Regular Polygons that Tesselate the Plane
- Drawing A Centered Triangle
- Checking the Distance of Triangles
- Drawing Our Flipped Triangles in the Right Places
- Making Our Tesselations More Interesting
- Tesselating Hexagons
- Colorizing Our Hexagons
Chapter Twelve: Inventing Interactive Tesselations
- Survey the Problem Space
- Discover the Rules
- Draw It First
- Make It Interactive
- Making a Plan of Attack (For Code)
- Drawing a Square From Scratch
- Adding Midpoints To Our Square’s Lines
- Selecting A Point
- Finding the Opposite Point in the Square
- Bringing It All Together to Draw
- Tesselating Our New Shape
Chapter Thirteen: Exporting Our Tesselations for Print
- Rendering Vector Graphics
- Adjusting Our Tesselation’s Thickness
- Creating Glitches in Our Tessellations
- Colorizing our Tesselations with Inkscape
- Exploring Further
