Hypertalk Beginners Guide an Introduction to Scripting 1989.Pdf

Total Page:16

File Type:pdf, Size:1020Kb

Hypertalk Beginners Guide an Introduction to Scripting 1989.Pdf Hyperralk·· Beginner's Guide: An Introduction to Scripting 4J File Edit Go Tool s Objects . "' . Script of card button id 4 = "Driue the car" on mouseUp put t he userlevel in to saveleve l i f t he uset·Leve I < 3 then set userleve I to 3 -- "Pa i n ti ng" i f t he userleve l < 3 t hen ex it mous eUp choose select tool doMenu "Se I ect AI I" doMenu "Select " se t dr agSpeed to 100 drag from 256, 171 to 150, 17 1 drag from 150, 171 t o 350, 171 drag from 350, 17 1 to 256, 17 1 doMenu "Se lect All" doMe11u ''Revert" choos e browse tool set user level t o savel evel end mouseUp Find ) ( Print OK (Cancel ) - . ®H yperTalkn, Beginner's Guide !!"!!!! An Introduction to Scripting - - - - ~ !"!!"'!! - - Script of card button id 4 = "D riu e the car" !""""!'' on mouseUp put the userleve l into savel evel i f the userleve I < 3 then set uset'Leve I to 3 -- "Pa inti ng" if the userlevel < 3 then exi t mouseUp - choose se lect tool doMenu "Select AI I" - doMenu "Select" set dragSpeed to 100 !""!"!'! drag from 256, 17 1 to 150, 171 drag from 150,171 to 350, 171 drag from 350, 17 1 to 256, 171 doMenu "Se lect Al l" - doMenu "Revert" choose browse tool set userleve l to s aveleve l - end mouseUp !""'!!!!! -~ Find J ( Print OK ( Cancel ) - - ti APPLE COMPUTER, INC. This manual and the software described in it are copyrighted, with all rights reserved. - Under the copyright laws, this manual or the software may not be copied, in whole or part, without written consent of Apple, except in the normal use of the software or to make a backup copy of the software. The same proprietary and copyright notices must be afftxed to any permitted copies as were afftxed to the original. This exception does not allow copies to be made for others, whether or not sold, but all of the material purchased (with all backup copies) may be sold, given, or loaned to another person. Under the law, copying includes translating into another language or format. You may use the software on any computer owned by you, but extra copies cannot be made for this purpose. The Apple logo is a registered trademark of Apple Computer, Inc. Use of the "keyboard" Apple logo (Option-Shift-K) for commercial purposes without the prior ~ written consent of Apple may constitute trademark infringement and unfair competition in violation of federal and state laws. r r r ©Apple Computer, Inc., 1989 Linotronic is a registered trademark of 20525 Mariani Avenue Linotype Co. Cupertino, CA 95014-6299 POSTSCRIPT is a registered trademark, (408) 996-1010 and Illustrator is a trademark, of - Apple, the Apple logo, HyperCard, and Adobe Systems Incorporated. Macintosh are registered trademarks of Varityper is a registered trademark, - Apple Computer, lnc. and VT600 is a trademark, of AM HyperTalk is a trademark of Apple International, Inc. Computer, Inc. Simultaneously published in the lTC Zapf Dingbats is a registered United States and Canada. trademark of International Typeface - Corporation. r r r - ~ ~ ~ Contents -!"""l'l ~ 1""""1 !"""''' ~ """"' About This Guide ix ~ What you need to know to use this guide x ~ How to use this guide xi Conventions used in this guide xii ~ For more information xiii l!"'l'l!! 1 Getting Started 1 ~ Start up HyperCard 2 Set your user level 3 """" Create a practice stack 4 Set up the background 5 - Putting a title on the stack 6 Home, sweet Home 9 - Making a button 9 ~ Customizing the button 10 And now, a little scripting 12 Trying it out 14 - Buttons for traveling 15 !""'!'! Making two new buttons 15 Customizing the button on the right 16 - Customizing the button on the left 16 - Completing tl1e scripts 17 - iii ,..... ~ Fill out the stack 18 - Adding a label field 18 r Typing a label 19 Adding five new cards 20 I"""' A script to label all cards 20 Add a button to the Home card 22 !"""' What you've done so far 24 r 2 Special Effects 27 - Some visual effects 28 Adding graphics 29 - The Visual command 31 ~ Adding effects to the arrow buttons 31 Adding an effect to the Home button 33 ~ Adding the same effect to the My Stack button on the Home card 34 More experiments with visual effects 36 r Barn Door 36 Dissolve 38 The syntax of the Visual command 39 Some sound effects 40 Fo The syntax of the Play command 41 Specifying the notes 42 f"""! Dealing with long lines 43 F What you've done in this chapter 44 3 More About Messages 47 Sending messages 48 Create a "Receiver" button SO r Send a message with the Message box 51 Create a "Sender" button 52 !""""! Action at a distance 54 Remove the handler from the button script 55 - Move the handler to the card level 56 Move the handler to the background level 57 - Change the handler 58 It's a new command 60 iv Contents ,_ """"' Confirming actions 61 A disappearing act 61 - A command to put up an alert box 62 An additional action 65 - If structures 66 """"' What you've done in this chapter 67 Syntax summaries 69 Answer 69 - Hide 70 !!""!! Send 70 Set 71 """"' Show 71 Wait 72 """"' - 4 Fields, "It," and Other Containers 73 Fields as containers 74 - A simple calculation 75 ~ Set up the field s 75 Creating the ftrSt field 75 """"' Copying and naming the other fields 76 Labeling the fields on the card 78 - A calculating handler 79 Test the handler 82 - The handler with conunents 83 Other containers 84 - The Message box 84 The selection 84 - Variables 85 """' A few words about functions 86 What you've done in this chapter 87 Syntax summaries 88 - The arithmetic commands 88 - Get 89 Put 90 !!"!"' ~- """"' - Contents v 5 Animation 91 - Animation on a single card 92 Make something to animate 92 Drawing a circle 92 Drawing a smaller circle inside the frrst one 93 Filling in the smaller circle 95 Write a handler to use tools and menu commands 96 Finding the starting point 96 r- Finding the ending point 97 Making a button and completing the handler 98 - Trying it out 99 Repeat structures 100 Animation using several cards 101 r Set up the cards 101 Copying and pasting the image once 101 I"""" Adding more cards 102 ,.... Copying and pasting the image twice more 103 Write a handler to show the cards 103 Another way to control the spin 105 r Some fmishing touches 106 What you've done in this chapter 107 - Syntax summaries 109 ~ Choose 109 DoMenu 109 r Drag 110 Show Cards 110 ~ r 6 Stacks You Can Build 111 r"""! A travel records stack 112 Creating the stack 113 The second background 115 r The third background 117 How the stack would work 118 r r r r vi Contents r r !"!""'! - A flash card stack 120 Creating the stack 120 - Features of the stack 122 The scripts 124 - The stack script 124 !"!"'!!'! The background script 125 The bunon scripts 126 !""'!!~ How the stack would work 127 Where to go from here 128 """" Jl!!!!!!!l Appendix Jl!!!!!!!l HyperTalk Summary 129 Syntax statement notation 130 Commands 130 - Functions 133 Keywords 137 - Properties 138 Constants 140 - System messages 141 !!"!!"'! Operator precedence 142 Shortcuts for seeing scripts 143 - Synonyms and abbreviations 143 """" Glossary 145 - Index 148 - Quick Reference Card - -1""!!!11 - - Contents vii - p R E F A c E About This Guide WcCOME TO THE HYPERTALK BEGINNER'S GUIDE. THIS GUIDE PROVJDES YOU 1 - with a starting point for exploring HyperTalk M, the language that's built into HyperCard® software. With HyperTalk, you can write your own instructions, called scripts, for HyperCard to carry out. Writing scripts is - called scripting. You can create, customize, and personalize HyperCard stacks without learning how to write scripts; but scripting with HyperTalk allows you even more control over what your computer can do for you. - ix If writing scripts sounds a lot like programming to you, you're right-they are very similar; however, you do not need any previous experience with programming to be able to write scripts. If you can read this paragraph, then you can write a script. This guide introduces you to some basic scripting using a practice stack you - create yourself. In this stack, you'll learn how to write scripts for traveling - between cards, creating special effects, simulating animation, performing calculations, and more. Later on after you've completed this book, you can - use your practice stack on your own as a place to try out new scripts. What you need to know to use this guide To get the most out of this guide, you should already know the basics of using your Macintosh® computer; for instance, how to use the mouse and r the icons on the screen. You should also be familiar with how to get around in HyperCard. If you have gone through the first three or four chapters of - the HyperCard User's Guide, you probably know enough to begin. Specifically, you should know how to use buttons to get around in stacks r and how to use the HyperCard menus and tools. You should have browsed through some stacks, looked through part of the Help system, and perhaps personalized a stack-for example, you might have used the Address stack to store some information. If you already have experience with programming in another language, you r""'' might want to go directly to the HyperCard Script Language Guide.
Recommended publications
  • The American Short Story: from Poe to O. Henry. a Hypercard Application
    DOCUMENT RESUME ED 330 315 IR 014 934 AUTHOR May, Charles TITLE The American Short Story: From Poe to 0. Henry. A HyperCard Application. INSTITUTION California State Univ., Long Beach. English Dept. PUB DATE 90 NOTE 38p.; Supported by the 1989-90 Dissemination Grant from the California State University Lottery Revenue Program for Instructional Development and Technology. PUB TYPE Guides - Non-Classroom Use (055) EDRS PRICE MF01/PCO2 Plus Postage. DESCRIPTORS Authoring Aids (Programing); *Computer Assisted Instruction; Computer Software Development; Elementary Secondary Education; English Instruction; English Literature; Higher Education; *Hypermedia; Short Stories IDENTIFIERS Apple Macintosh ABSTRACT This report describes a computer-assisted instructional application created on a Macintosh computer using HyperCard software. The iL3tructional program is aimed at those who teach college-level English education courses and those whoare planning a course on the use of technology in the English classroom. It is noted that the HyperCard software was developed to aid in teaching English literature, specifically short stories, and provides access not only to the text of the short story, but also to concepts and patterns throughout the story. The rationale behind using the Macintosh computer, the concept of hypermedia and hypertext and, in particular, the use of HyperCard on the Macintosh, are discussed. Also described is the theory of short story analysis that underlies the computer application. The report concludes with a detailed discussion of programming using the HyperCard software, and suggests a method for creating unique applications to meet the needs of individual classroomE. (DB) *********************************************************************** * Reproductions supplied by EDRS are the best that can be made * * from the original document.
    [Show full text]
  • Hypertalk: the Language for the Rest of Us
    HyperTalk: The Language for the Rest of Us Kyle Wheeler January 18, 2004 Contents 1 Introduction 1 Introduction 1 There is, perhaps, no piece of software written by Ap- ple Computer, Inc. more prone to generating extreme 2 History 1 emotions in its users than its operating system. Next 2.1 TheBirth ................ 1 below that, however, is HyperCard. Designed and re- 2.2 TheLife................. 2 leased in 1987 by Bill Atkinson [7], HyperCard was an 2.3 TheDeath................ 2 instant success. Leveraging the power and simplicity 2.4 TheLegend ............... 2 of its scripting language, HyperTalk, designed by Bill Atkinson and by Dan Winkler [1], HyperCard demys- 3 Goals 2 tified the art of creating software. The language has a grammar and syntax similar to English, and as such ap- 4 Syntax Semantics 3 pealed to computer hobbyists, teachers, and the uniniti- 4.1 Implementation Notes . 3 ated alike. The commands HyperTalk uses are similar to 4.2 Objects ................. 3 those used by the Macintosh Toolbox, the base-level API 4.3 Messages ................ 4 of Apple’s Macintosh operating system, and the logical 4.4 Handlers................. 4 structure is similar to Pascal and organized in an event- 5 Bibliography 4 driven manner [8]. A BNF 6 A.1 Scripts.................. 6 2 History A.2 Expressions ............... 6 A.3 Ordinals and Positions . 7 2.1 The Birth A.4 Chunks and Containers . 7 HyperTalk was born as the core scripting language of A.5 Objects ................. 7 the HyperCard application, developed by Bill Atkinson1 A.6 Commands . 8 for Apple Computer, Inc. in 1987 under the condition A.6.1 Command Nonterminals .
    [Show full text]
  • Errata: Response Analysis and Error Diagnosis Tools. INSTITUTION Illinois Univ., Urbana
    DOCUMENT RESUME ED 383 202 FL 023 001 AUTHOR Hart, Robert S. TITLE Errata: Response Analysis and Error Diagnosis Tools. INSTITUTION Illinois Univ., Urbana. Language Learning Lab. REPORT NO LLL-TR-T-23-94 PUB DATE Dec 94 NOTE 114p. PUB TYPE Guides Non-Classroom Use (055) EDRS PRICE MF01/PC05 Plus Postage. DESCRIPTORS Authorir, Aids (Programming); Comparative Analysis; *Computer Software; Data Processing; Discourse Analysis; *Error Analysis (Language); Error Patterns; *Hypermedia; *Item Analysis; Programming IDENTIFIERS *ERRATA (Hyper Card) ABSTRACT This guide to ERRATA, a set of HyperCard-based tools for response analysis and error diagnosis in language testing, is intended as a user manual and general reference and designed to be used with the software (not included here). It has three parts. The first is a brief survey of computational techniques available for dealing with student test responses, including: editing markup that identifies spelling, capitalization, and accent errors and extra, missing, or out-of-order words; pattern matching for rapid identification of specific grammatical errors, keyword searches, and easy specification of alternate answers; and error-tolerant parsing, which puts error diagnosis under control of a grammar and dictionary of the target language. The second section is a user's manual and tutorial guide, describing ERRATA and offering examples of its use. Section three is a reference manual useful to anyone with unusual analysis requirements or wanting to tailor-make responses analyses. Installation and technical information is also included, and complete program code is appended.(MSE) *********************************************************************** * Reproductions supplied by EDRS are the best that can be made from the original document.
    [Show full text]
  • Hyper Talk Tutorial Modules Kevin G. Christmas Master of Education
    HYPERTALK TUTORIAL MODULES KEVIN G. CHRISTMAS B.Ed., University of Lethbridge, 1986 A One-Credit Project Submitted to the Faculty of Education of The University of Lethbridge in Partial FulfIllment of the Requirements for the Degree MASTER OF EDUCATION LETHBRIDGE,ALBERTA June, 1993 TABLE OF CONTENTS PAGE I. INTRODUCTION ........................................................................... 1 II. UNIT OUTLINE............................................................................ 1 Lesson #1 .................................................................................... 2 Lesson #2 ..................................................................................... 3 Lesson #3 ..................................................................................... 3 Lesson #4 ..................................................................................... 3 Lesson #5 ..................................................................................... 4 Lesson #6 ..................................................................................... 4 Lesson #7 ..................................................................................... 5 Lesson #8 ..................................................................................... 5 Lesson #9 ..................................................................................... 6 Lesson #10 ................................................................................... 6 Lesson #11 - #20 .........................................................................
    [Show full text]
  • Problem Solving and Communication in a Hypercard Environment
    Problem Solving and Communication in a HyperCard Environment Dave Moursund and Sharon Yoder About the Authors Dr. David Moursund has been teaching and writing in the field of computers in education since 1963. He is a professor in the College of Education at the University of Oregon. Dr. Moursund has authored or coauthored more than 25 books and numerous articles on computers and education. He was the chairman of the department of computer science at the University of Oregon from 1969 to 1975. In 1979 he founded the International Council for Computers in Education (ICCE), which became the International Society for Technology in Education (ISTE) in 1989 when it merged with the International Association for Computing in Education. Dr. Moursund is currently the executive officer of ISTE. Dr. Sharon Yoder taught mathematics and computer science at the junior high and high school level for 15 years. Her most recent public school experience was as a secondary computer science teacher and a computer coordinator involved in developing system- wide computer curriculum and in planning teacher inservice training. In addition, she has taught mathematics, computer science, and computer education at a number of universities in northeastern Ohio, including Kent State University, the University of Akron, and Cleveland State University. She currently teaches computer education courses at the University of Oregon. For the past several years, Dr. Yoder has conducted workshops and presented papers at national conferences. She has been involved in a number of book-publishing projects, including the Nudges series, An Introduction to Programming in Logo Using LogoWriter, and An Introduction to Programming in Logo Using Logo PLUS.
    [Show full text]
  • Compileit! •••.••....•.••.••••.•.•..•...••.•.....•.• 119
    Compilelt! The XCMD Development System The XCMD Development System User Manual For Technical Support Call 510-943-7667 Monday-Friday, 9 am - 5 pm Pacific time Helzer Software Compilelt! User Manual ©1990-94 Heizer Software. All Rights Reserved. Rev. 5/95 Copyright Notice You are permitted, even encouraged, to make one backup copy of the enclosed programs. Beyond that is piracy and illegal. The software (computer programs) you purchased are copyrighted by the author with all rights reserved. Under the copyright laws, the programs may not be copied, in whole or part, without the written consent of the copyright holder, except in the normal use of the software or to make a backup copy. This exception does not allow copies to be made for others, whether or not sold, but the material purchased (together with all backup copies) may be sold, given, or loaned to another party. Under the law, copying includes translating into another language or format. You may use the software on any computer owned by you, but extra copies cannot be made for this purpose. If you have several computers requiring the use of this software, we are prepared to discuss a multi-use or site license with you. Compilelt! ©1989-1994 Tom Pittman. All Rights Reserved. Debuglt! ©1991-1994 Tom Pittman. All Rights Reserved. Compilelt! User Manual ©1990-94 Heizer Software. All Rights Reserved. No part of this document and the software product that it documents may be photocopied, reproduced, or translated to another language without the express, written consent of the copyright holders. The information contained in this document is subject to change without notice.
    [Show full text]
  • Hypertalk: the Language for the Rest of Us
    HyperTalk: The Language for the Rest of Us Kyle Wheeler January 18, 2004 Contents 1 Introduction 1 Introduction 1 There is, perhaps, no piece of software written by Ap- ple Computer, Inc. more prone to generating extreme 2 History 1 emotions in its users than its operating system. Next 2.1 TheBirth ................ 1 below that, however, is HyperCard. Designed and re- 2.2 TheLife................. 2 leased in 1987 by Bill Atkinson [7], HyperCard was an 2.3 TheDeath................ 2 instant success. Leveraging the power and simplicity 2.4 TheLegend ............... 2 of its scripting language, HyperTalk, designed by Bill Atkinson and by Dan Winkler [1], HyperCard demys- 3 Goals 2 tified the art of creating software. The language has a grammar and syntax similar to English, and as such ap- 4 Syntax Semantics 3 pealed to computer hobbyists, teachers, and the uniniti- 4.1 Implementation Notes . 3 ated alike. The commands HyperTalk uses are similar to 4.2 Objects ................. 3 those used by the Macintosh Toolbox, the base-level API 4.3 Messages ................ 4 of Apple’s Macintosh operating system, and the logical 4.4 Handlers................. 4 structure is similar to Pascal and organized in an event- 5 Bibliography 4 driven manner [8]. A BNF 6 A.1 Scripts.................. 6 2 History A.2 Expressions ............... 6 A.3 Ordinals and Positions . 7 2.1 The Birth A.4 Chunks and Containers . 7 HyperTalk was born as the core scripting language of A.5 Objects ................. 7 the HyperCard application, developed by Bill Atkinson1 A.6 Commands . 8 for Apple Computer, Inc. in 1987 under the condition A.6.1 Command Nonterminals .
    [Show full text]
  • Hypercard Installer Will Only Install Applescript Software If You’Re Using System 7
    ................................HyperCard Installation and new features K Apple Computer, Inc. © 1998 Apple Computer, Inc. All rights reserved. Under the copyright laws, this manual may not be copied, in whole or in part, without the written consent of Apple. Your rights to the software are governed by the accompanying software license agreement. The Apple logo is a trademark of Apple Computer, Inc., registered in the U.S. and other countries. Use of the “keyboard” Apple logo (Option-Shift-K) for commercial purposes without the prior written consent of Apple may constitute trademark infringement and unfair competition in violation of federal and state laws. Every effort has been made to ensure that the information in this manual is accurate. Apple is not responsible for printing or clerical errors. Apple Computer, Inc. 1 Infinite Loop Cupertino, CA 95014-2084 408-996-1010 http://www.apple.com Apple, the Apple logo, AppleScript, HyperCard, HyperTalk, Mac, Macintosh, PowerBook, Power Macintosh, QuickDraw, and QuickTime are trademarks of Apple Computer, Inc., registered in the U.S. and other countries. Finder, MacinTalk, and Sound Manager are trademarks of Apple Computer, Inc. SOJOURNER™, MARS ROVER™, and SPACECRAFT DESIGN AND IMAGES © 1996-97, California Institute of Technology. All rights reserved. Other company and product names mentioned herein are trademarks of their respective companies. Mention of third-party products is for informational purposes only and constitutes neither an endorsement nor a recommendation. Apple assumes no responsibility
    [Show full text]
  • An Object-Oriented Application Generator Supporting Rapid Prototyping∗
    ApplBuilder - an Object-Oriented Application Generator Supporting Rapid Prototyping∗ Kaj Grønbæk Anette Hviid Randall H. Trigg† Computer Science Department Aarhus University, Denmark October 1991 Abstract This paper describes an object-oriented application generator, Ap- plBuilder, currently being developed in the Mjølner beta program- ming environment. ApplBuilder supports several rapid prototyping styles as well as final development of beta applications. User interface objects such as dialogs, menus, and windows are designed using direct manipulation graphical editors. Actions behind buttons and menu items are programmed as “scripts” in textual editors activated from within a graphical editor. The editors reflect changes in the code di- rectly in an underlying Abstract Syntax Tree (AST) thus saving com- pilation time. Moreover, generated applications are modularized so that editing, for instance the script for a button, only requires recom- pilation of the script itself. An advantage of ApplBuilder compared to other user-interface design tools such as HyperCard is that Ap- plBuilder’s scripts are embedded in a general purpose programming ∗To appear in proceedings of the Fourth international conference on software engineer- ing and its applications, Toulouse, December 9-13 1991. †Email: [email protected], [email protected], and [email protected]. 1 language making it possible to avoid calls to external routines written in another language. In addition, ApplBuilder’s ability to work with ASTs instead of textual code skeletons supports reverse engineering. Keywords: Rapid Prototyping, User Interface Design, Application Generation, Object-Orientation, Graphical Editing, Meta-Programming, Reverse Engineering. 1 Introduction. In recent years, prototyping has come to the fore as an essential part of the system development process (Squires et al, 1982; Boar, 1984; Lantz, 1986; Wilson & Rosenberg, 1988).
    [Show full text]
  • Javascript: the First 20 Years
    JavaScript: The First 20 Years ALLEN WIRFS-BROCK, Wirfs-Brock Associates, Inc., USA BRENDAN EICH, Brave Software, Inc., USA Shepherds: Sukyoung Ryu, KAIST, South Korea Richard P. Gabriel: poet, writer, computer scientist How a sidekick scripting language for Java, created at Netscape in a ten-day hack, ships first as a de facto Web standard and eventually becomes the world’s most widely used programming language. This paper tells the story of the creation, design, evolution, and standardization of the JavaScript language over the period of 1995–2015. But the story is not only about the technical details of the language. It is also the story of how people and organizations competed and collaborated to shape the JavaScript language which dominates the Web of 2020. CCS Concepts: • General and reference ! Computing standards, RFCs and guidelines; • Information systems ! World Wide Web; • Social and professional topics ! History of computing; History of programming languages; • Software and its engineering ! General programming languages; Scripting languages. Additional Key Words and Phrases: JavaScript, ECMAScript, Standards, Web browsers, Browser game theory, History of programming languages ACM Reference Format: Allen Wirfs-Brock and Brendan Eich. 2020. JavaScript: The First 20 Years. Proc. ACM Program. Lang. 4, HOPL (June 2020), 190 pages. https://doi.org/10.1145/3386327 1 INTRODUCTION In 2020, the World Wide Web is ubiquitous with over a billion websites accessible from billions of Web-connected devices. Each of those devices runs a Web browser or similar program which is able to process and display pages from those sites. The majority of those pages embed or load source code written in the JavaScript programming language.
    [Show full text]
  • BAB II TINJAUAN PUSTAKA A. Adobe Animate Adobe Animate (Pengembangan Dari Adobe Flash) Merupakan Program Pembuatan Multimedia Da
    BAB II TINJAUAN PUSTAKA A. Adobe Animate Adobe animate (pengembangan dari adobe flash) merupakan program pembuatan multimedia dan animasi komputer yang dikembangkan oleh Adobe Systems. Animasi dapat digunakan untuk merancang grafik dan animasi vektor, dan mempublikasikannya untuk program televisi, video online, situs web, aplikasi web, aplikasi internet yang kaya, dan permainan video. Program ini juga menawarkan dukungan untuk raster graphics, rich text, audio dan video embedding, dan ActionScript scripting. Animasi dapat dipublikasikan untuk animasi HTML5, WebGL, Scalable Vector Graphics (SVG) dan sprite, dan format Flash Player sebelumnya (SWF) dan Adobe AIR. B. Action Script Action Script adalah bahasa pemrograman berorientasi objek yang awalnya dikembangkan oleh Macromedia Inc. (kemudian diakuisisi oleh Adobe Systems). Ini adalah turunan dari HyperTalk, bahasa scripting untuk HyperCard. Ini sekarang adalah dialek ECMAScript (yang berarti superset dari sintaks dan semantik bahasa lebih dikenal sebagai JavaScript), meskipun awalnya muncul sebagai saudara kandung, keduanya dipengaruhi oleh HyperTalk. Action Script digunakan terutama untuk pengembangan situs web dan perangkat lunak yang menargetkan platform Adobe Flash Player, yang digunakan pada halaman Web dalam bentuk file SWF yang disematkan. 4 Bacillus War Action..., Tabah Setya Budi Hutama, Fakultas Teknik dan Sains UMP, 2019 Action Script 3 juga digunakan dengan sistem Adobe AIR untuk pengembangan aplikasi desktop dan seluler. Bahasa itu sendiri adalah open- source yang spesifikasinya ditawarkan secara gratis dan kedua kompiler open source (sebagai bagian dari Apache Flex) dan mesin virtual open source (Mozilla Tamarin) tersedia. ActionScript juga digunakan dengan Scaleform GFx untuk pengembangan antarmuka pengguna 3D video game dan HUDs. C. Android Android adalah sebuah sistem operasi untuk perangkat mobile berbasis linux yang mencakup system operasi, middleware, dan aplikasi.
    [Show full text]
  • Lowering the Barriers to Programming: a Survey of Programming Environments and Languages for Novice Programmers
    Lowering the Barriers to Programming: a survey of programming environments and languages for novice programmers CAITLIN KELLEHER Carnegie Mellon University and RANDY PAUSCH Carnegie Mellon University _______________________________________________________________________ Since the early 1960's, researchers have built a number of programming languages and environments with the intention of making programming accessible to a larger number of people. This paper presents a taxonomy of languages and environments designed to make programming more accessible to novice programmers of all ages. The systems are organized by their primary goal, either to teach programming or to use programming to empower their users, and then by the authors’ approach to making learning to program easier for novice programmers. The paper explains all categories in the taxonomy, provides a brief description of the systems in each category, and suggests some avenues for future work in novice programming environments and languages. Categories and Subject Descriptors: H5.2 [Information Interfaces and Presentation]: User Interfaces - User- centered design; Interaction styles; Theory and methods; K.3 [Computing Milieux]: Computers and Education General Terms: Design, Languages, Human Factors Additional Key Words and Phrases: Human-computer interaction, Computer Science education, literacy, learning, problem solving ________________________________________________________________________ 1. INTRODUCTION Learning to program can be very difficult for beginning students of
    [Show full text]