Lingo Sorcery

Overview of contents

Introduction - What is this object thing all about?

Why learn about list and objects - The enigmatic quality of object-oriented techniques - OOPS as an aid for the creative process - OOPS as a way of dealing with complexity - Objects and lists in nature - Object thinking in relation to multimedia, CD-ROMs and the Internet

Chapter 1 - Making a fully functioning object

What is an object - Creating a simple object - Getting the object to do something - Sending messages to objects - Object properties - Giving an object an image and stage presence - Object which exist independent of the movie which created them - Moving objects from movie to movie

Chapter 2 - Adding sophisticated features to objects

Giving objects memories and intelligence - Defining your objects and deciding what object are needed for a given task or project - Making an object which can find its way around the stage - Creating objects which can perform useful tasks - Getting an object to tell you what it can do - Getting an object to tell you how it is coded - Getting objects to help prepare the production of movies - The awesome potential of using objects

Chapter 3 - Understanding OOPS

An over view of object-oriented thinking - Semantics - Paradigm shifts, mind sets and conceptualization - abstraction, encapsulation and hierarchy - Objects, classes and ancestors

Virtual objects - Advantages of object-oriented techniques

Chapter 4 - Messages, control and feedback

Sending spacecraft objects on a mission to another planet - Multiple instances - Putting several objects on stage - Communication between objects - Setting up a message control object - Remote control of objects - Feedback from object and feedback control

Chapter 5 - The ancestor portal

The ancestor property - Creating message paths with objects- -Sharing object properties - Polymorph objects - Design of a virtual calculator

Chapter 6 - The basis of complex objects

Building complexity from a simple base - Using objects to repair or modify complex systems - Giving an object the ability to make its own calculations

Chapter 7 - The mechanics of linear lists

Linear list commands and functions - Creating and manipulating linear lists - Getting objects to use and manipulate linear list structures - Mathematical manipulation of linear lists

Chapter 8 - The mechanics of property lists

Property list commands and functions - Creating and manipulating property lists - Getting objects to use and manipulate property list structures - Mathematical manipulation of property lists

Chapter 9 - Using lists

Functions which operate on lists - Copying, transferring and saving lists - Making uses of lists - Using lists for switches and networks - Multi dimensional lists

Chapter 10 - Messages and message paths

Message paths of event messages - Tapping in to Director message paths - Different ways an object can communicate with a user - Using the message box as an object - Treating scripts as objects

Chapter 11 - Using lists in message paths

Creating and modifying message paths between objects - Using lists in message paths - Sequencing list operations - The actor list - Using objects in a non object-oriented system - Objects in a hierarchical structure - Killing objects in a hierarchy

Chapter 12 - The object/user interface

Teaching an object to communicate with a user - Monitoring a users actions - Communications through the mouse - Communication through the keyboard - Complex user choices

Chapter 13 - Object controlled Menus

Using an object to create and control menus - Dynamic menu changes - Feedback from menu selections - Pop up and pseudo menus - Intelligent menus - Time and timing with objects - Time controlled action

Chapter 14 - Magical tricks with lists and objects

Objects which change form - Objects which can clone themselves - Objects which design and build other objects - Complex object assembly - Custom made objects by remote control

Chapter 15 - Making a paint box with a memory

Designing the painting tools and color palette - Recording the sequence and details of each stroke in list structures - Storing dynamic pictures - Reproducing paintings a stroke at a time - Adapting the paint box to draw mathematical graphs and shapes

Chapter 16 - Intelligent button and palette objects

A generic button objects - Clickable map objects - Multiple hot spot palette objects - Irregular shaped clickable map objects - Objects which help design image maps - Draggable palettes

Chapter 17 - The magic of MIAW objects

Getting a MIAW object mind set - Creating and destroying MIAWs - Treating MIAWs as objects - Communicating with MIAWs - Message paths with MIAWs - Playing a game of cards with a couple of MIAWs - Special features of MIAWs - The windowList

Chapter 18 - Using MIAW objects

MIAWs as intelligent guides - Getting a guides face on screen - Communicating to the user with MIAWs - MIAW palettes - Navigation palettes - Updating and patching using MIAW objects

Chapter 19 - Designing a brain in Lingo

The real meaning of OOPS - The design and construction of a brain - Emotional decision making - Emotional conditioning - Feedback to change emotions - Using the techniques of genetic algorithms for training and learning

Chapter 20 - Lingo structures for logical decision making

Networks which can make decisions - hierarchical structures - decision making hierarchies - routing a path through a hierarchy - reconfiguring hierarchies and networks - a simple, decision making, hierarchical system of objects

Chapter 20 - Interface to the next place to go from here

Abstract object-oriented thinking - polymorphing with paradigms - Fantasy and illusion with OOPS, the Internet and the World Wide Web - Bots, COIS and Intranets - Design of a bot - A bot party