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| Hauptverfasser: | , , , |
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| Format: | Preprint |
| Veröffentlicht: |
2024
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| Online-Zugang: | https://arxiv.org/abs/2404.10250 |
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| _version_ | 1866913316543135744 |
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| author | Gonzales, Mark Edward M. Ibrahim, Hans Oswald A. Ong, Elyssia Barrie H. Fernandez, Ryan Austin |
| author_facet | Gonzales, Mark Edward M. Ibrahim, Hans Oswald A. Ong, Elyssia Barrie H. Fernandez, Ryan Austin |
| contents | Creative coding is an experimentation-heavy activity that requires translating high-level visual ideas into code. However, most languages and libraries for creative coding may not be adequately intuitive for beginners. In this paper, we present AniFrame, a domain-specific language for drawing and animation. Designed for novice programmers, it (i) features animation-specific data types, operations, and built-in functions to simplify the creation and animation of composite objects, (ii) allows for fine-grained control over animation sequences through explicit specification of the target object and the start and end frames, (iii) reduces the learning curve through a Python-like syntax, type inferencing, and a minimal set of control structures and keywords that map closely to their semantic intent, and (iv) promotes computational expressivity through support for common mathematical operations, built-in trigonometric functions, and user-defined recursion. Our usability test demonstrates AniFrame's potential to enhance readability and writability for multiple creative coding use cases. AniFrame is open-source, and its implementation and reference are available at https://github.com/memgonzales/aniframe-language. |
| format | Preprint |
| id |
arxiv_https___arxiv_org_abs_2404_10250 |
| institution | arXiv |
| publishDate | 2024 |
| record_format | arxiv |
| spellingShingle | AniFrame: A Programming Language for 2D Drawing and Frame-Based Animation Gonzales, Mark Edward M. Ibrahim, Hans Oswald A. Ong, Elyssia Barrie H. Fernandez, Ryan Austin Programming Languages Human-Computer Interaction Multimedia D.3.2; J.5 Creative coding is an experimentation-heavy activity that requires translating high-level visual ideas into code. However, most languages and libraries for creative coding may not be adequately intuitive for beginners. In this paper, we present AniFrame, a domain-specific language for drawing and animation. Designed for novice programmers, it (i) features animation-specific data types, operations, and built-in functions to simplify the creation and animation of composite objects, (ii) allows for fine-grained control over animation sequences through explicit specification of the target object and the start and end frames, (iii) reduces the learning curve through a Python-like syntax, type inferencing, and a minimal set of control structures and keywords that map closely to their semantic intent, and (iv) promotes computational expressivity through support for common mathematical operations, built-in trigonometric functions, and user-defined recursion. Our usability test demonstrates AniFrame's potential to enhance readability and writability for multiple creative coding use cases. AniFrame is open-source, and its implementation and reference are available at https://github.com/memgonzales/aniframe-language. |
| title | AniFrame: A Programming Language for 2D Drawing and Frame-Based Animation |
| topic | Programming Languages Human-Computer Interaction Multimedia D.3.2; J.5 |
| url | https://arxiv.org/abs/2404.10250 |