By Paul Hudak

Useful programming is a method of programming that emphasizes using capabilities (in distinction to object-oriented programming, which emphasizes using objects). It has develop into renowned in recent times due to its simplicity, conciseness, and readability. This e-book teaches sensible programming as a fashion of pondering and challenge fixing, utilizing Haskell, the preferred simply practical language. instead of utilizing the traditional (boring) mathematical examples as a rule present in different programming language textbooks, the writer makes use of examples drawn from multimedia purposes, together with snap shots, animation, and desktop song, hence lucrative the reader with operating courses for inherently extra fascinating functions. geared toward either starting and complicated programmers, this instructional starts off with a gradual advent to practical programming and strikes quickly directly to extra complicated subject matters. information about progamming in Haskell are offered in bins through the textual content to allow them to be simply came across and said.

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Any node, path, or engine has one name, which does not have to be unique. Names can be any SbName. An SbName can start with any uppercase or lowercase letter (A-Z) or an underscore (_). All characters in an SbName must be digits 0-9, upper/lowercase A-Z, or underscores. The default name for an object is the empty string (""). Use the SoNode method getByName() to find a node or nodes with a given name. ) The search action also allows you to search for an object or objects with a given name (see Chapter 9).

Single-Value Fields: Setting and Getting Values The examples earlier in this chapter show how to declare and create nodes. This section provides additional examples of the syntax for setting and getting values for single-value fields within the nodes. ) Floats, Longs, and Shorts This first example sets the value in the height field of an SoOrthographicCamera node through use of the setValue() method. getValue(); Vectors You can specify an SoSFVec3f field in several different formats. Each defines a 3D vector: You can set it from a vector (an SbVec3f).

This is the default setting. LEAVE_ALONE does not modify anything. The camera image is resized to fit the viewport. A distorted image is produced (see Figure 4-4). Figure 4-4 shows the different types of viewport mapping. 5 to 1. The top camera uses CROP_VIEWPORT_FILL_FRAME viewport mapping. The center camera uses ADJUST_CAMERA. The bottom camera uses LEAVE_ALONE. Figure 4-4 also shows three stages of mapping. At the left is the initial viewport mapping. The center column of drawings shows how the mapping changes if the viewport is compressed horizontally.

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