Lingo Sorcery - The magic of lists, objects
and intelligent agents
by Peter Small
Published by J. Wiley & Sons Ltd
ISBN 0-47196-302-X
From the publicity blurb:
"This book provides an alternative approach to using Macromedia's
Director multimedia authoring application.
You'll discover a new twist to Lingo programming when you move beyond the
deceptively simple syntax of the manuals and delve into the world of object
oriented programming. It is a world which has to be discovered, not learned.
For Web applications it may give you an important programming edge because
it shows you how to work outside of the Director metaphors.
The book shows you how to make full use of the vesatile list structures
of Lingo. The book will teach you to think in objects. It'll show you how
to work with a different mind set to use objects and lists to deliver information
and entertainment with real style and originality.
Above all, it will provide your imagination with a powerful new vehicle
for producing truly creative multimedia."
Overview of contents
Introduction
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
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 - Objects 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 objects 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 overview of object-oriented thinking - Semantics - Paradigm shifts, mind
sets and conceptualization - Abstraction, encapsulation and hierarchy -
Objects, classes and ancestors - Virtual objects
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
objects 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 actorList - 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 user actions
- Communicating through the mouse - Communicating 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 object - 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 guide's face on screen - Communicating
to the user with MIAWs - MIAW palettes - Navigation palettes - Updating
and patching using MIAW objects
Additional chapters on this Web site
The following three chapters were meant to be included in the
book but exceeded the publisher's brief and were pulled at the editing stage.
They are published here on this Web site as an online continuation of the
Lingo Sorcery book. Besides being of practical use, these chapters provide
useful working examples of the application of lists and objects.
(Note: the actual HTML layout of these chapters will differ from the book
chapter format shown here. The sections will be spread around to fit in
with a style that facilitates further additions and update modifications.)
Virtual chapter 19 - Lingo structures for logical decision making
Hierarchical structures - Decision making hierarchies - Routing a path through
a hierarchy - Reconfiguring hierarchies and networks - A simple, decision
making, hierarchical system of objects - Networks which can make logical
decisions
Virtual chapter 20 - 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
Virtual chapter 21 - 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, COISes
and Intranets - Design of a bot - A bot party
About this Web site continuation
Rapidly changing advances in multimedia cause most books on
the subject to become out of date even before they reach the bookshops.
Having this Web site extension to the book allows continuous updates to
be added as and when multimedia takes on new directions.
The idea of continuing this book on a Web site has several useful advantages.
Firstly, it provides a location to be able to continually update
the book with new information.
Secondly, provision can be made for incorporating reader feedback.
Thirdly, a Web site allows more speculative issues to be included as the
author explores and develops new areas of interest.
Fourthly it can provide a focal point for cooperation and the exchange of
ideas.
Fifthly, it provides a platform for me to experiment, get information and
gain knowledge for my new book.
[Index]
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Peter Small August 1996
Email: peter@genps.demon.co.uk
Version 1.00
© Copyright 1996 Peter Small
No reproduction in whole or part without prior permission