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1. step Experiment with the delay settings until you are satisfied Finally insert a new step for the next effects containing two color changes and one move effect These operations cannot be performed in the same step as the object generation as ANIMAL only allows you to use one animation effect on each object per step Displaying a new element causes the insertion of a show animation effect therefore trying to add a new effect on this element would mean having two effects for this element In the new step highlight the second command in red using the same steps as described in the last section for generating a Color Change effect You should now have two red texts which is somewhat unfortunate Therefore you might want to mark the first line of text as done To do so repeat the steps of the last section to enter a new Color Change animation effect that sets the color of the first line to blue 4 13 Moving Elements The next operation calls for changing the tip arrow of the current list element to Move Editor be set to null Without changing the step click on the Move Editor button in ANIMAL s Animation Overview The window that pops up looks very similar to 23 figure 12 on page 22 but replaces the color selection with a second object selection Press the topmost Select Objects button and then click on the list element in the Draw Window The button should now read as Selected Objects 12o0r similar Next choos
2. the selection and thus changes from grid off to grid on and vice versa The grid is helpful for precise drawing as it adds a line every n pixels in both horizontal and vertical orientation The exact value of n depends on your selection in this case the distance between two lines is n 20 pixels By activating Grid Snap you can only draw points falling exactly on those points where two such grid lines meet and not in between 4 4 Drawing the Header Rectangle As the first thing you should draw is the title highlight rectangle click on the symbol for polyline polygon showing a short line This will cause a window labeled Polyline Options to pop up showing one of the displays given in figure 6 on page 13 Move this window out of your way but do not close it Now set the first rectangle point by clicking on the first point where two of the grid lines meet the coordinate 20 20 Now move the mouse to the right over the next 11 vertical lines to coordinate 260 20 You should see a line being drawn between the first set point and the current mouse position Click the left mouse button again to set the second point Now go down two hori zontal lines to coordinate 260 60 and again click the left mouse button Finally go left until you are at the point directly below the first point and click the middle to finish the component It should now look like a U turned by 90 degrees open to the Grid Snap Polyline Pol
3. look as shown in figure 4 8 aba PARAS show 1 within 0 ms show 2 within GO ms EE AES At the top and bottom of this window there is set of buttons The top button row is used for adding animation effects while the bottom button row offers operations for animation maintenance The top button row from left to right contains buttons for the following animation effects e show hide without timing deprecated only available for backwards compati bility e moving selected objects e rotating selected objects 16 Add New Step Button Descriptions Show Hide Move Rotate e changing the color of selected objects Color Change e and showing hiding selected objects with adjustable timing Timed Show Hide The bottom button row contains the following buttons from left to right pre e Prepend new step Prepend Step This is used to insert a new animation step before the current animation step Especially useful when you find you need a new step inserted before the current first animation step e Append new step Append Step This adds a new animation step directly after the current animation step oe e Redraw Fi ms Redraw Display This button causes a redraw of the window and is useful when the display be comes muddied e Delete Delete Step Object This button is used to delete the currently selected entry either an animation effect or an animation step In the situation shown in 4 8 on the
4. play the current step ie activate all animators gt e go to the next step without playing out the animators contained in the step en suremath e jump to the animation s last step gt The next component is a slider showing how far the animation has progressed By clicking on the slider icon and dragging the mouse a skip forward effect can be obtained resulting in a execution of the steps dragged over The slider can thus also be used to jump to a different step whether backward or forward in the animation Starting CLASSPATH Start Player Components Jump to first lt Previous Step lt lt Pause Play step gt Next Step gt gt Last Step gt Step Slider public void quicksori char a ini ini r int i j char pivot r gt Ii pivot afi for i l j 1 1 izj M while a i lt pivol amp amp i j i while a j gt pivol amp amp j gt i if i lt j swapta i j H if pivol lt a i swapa i r quicksor a I 1 quicksori a i 1 r Animation Canvas goto first step last step ay step choose step previous step pause before next step Figure 1 ANIMAL Player front end Note that this may cause problems while generating animations as the numbers of the animation steps need not be always sequential If you encounter such problems simply save your animation and reload it and the problem should be solved The next component a
5. undone operation aie Delete selected object s i irat Clone selected object s E write back changes to the animation and update windows Ste p 1 E Choose step ME ne Previous step o de e o e ia sepin aninion winan Table 2 Buttons in ANIMAL s Draw Window 12 Polyline black x Fillcolor white 7 OK Apply Cancel I closed W filled forward Arrow backward Arrow OK Apply Cancel Color Ateributes Depth Depth 16 Figure 6 Polyline Options Editor for setting color attributes and depth 4 6 Drawing A Text Component Now you can add the header text List element demo to your current animation To do so first click on the symbol for text showing the capital letter A This will open the editor window for text components with title Text Options similar to what happened when you clicked on the polyline polygon symbol This editor window is shown in figure 8 on page 15 The depth part of the window is not shown as this is identical for all objects First we are going to set the text font Therefore click on the Font tab and set the values as shown in figure 8 on page 15 to SansSerif font size 24 neither italics nor bold For entering the text click once on the Text tab for entering the text itself Now 13 Text Objects Text Options Text Font Entering Text Figure 7 Color Selection Menu simply type in the text List element demo i
6. ANIMAL User Guide Dipl Inform Guido R6fling FB 12 Parallel Systems University of Siegen Holderlinstr 3 D 57080 Siegen EMail roessling acm org April 6 2000 Contents Introduction Requirements Starting and Playing ANIMAL Animations Generating A New Animation 4 1 Preparation for the new Animation 2 4 2 ANIMAL s Draw Window 2 000000004 4 3 Activating GridSupport 0 0008 4 4 Drawing the Header Rectangle 0 4 5 Setting Object Attributes and Color 4 6 Drawing A Text Component 0 4 7 Adjusting Object Placement 00 4 8 Generating A New Animation Step 4 9 Entering Several Lines Of Text oauan oaa 4 10 Storing An Animation 000 4 11 Generating A List Element 00 4 12 Highlighting Elements By Color Changing 4 13 Moving Elements 00000 4 14 Using Ate Elements i eoi e ei an e OAR E a e e a E N 4 15 Diverse Options for Moving ListElements Covers ANIMAL Release 1 4 Using ANIMAL effectively S1 Usage bints ns pep hoe Pe eee 5 2 HOW Do Veni ie eg he eS E sek eS bs T O Formats Further information 7 1 Planned extensions 004 7 2 Animation collections ooo a a 7 3 WWWPage 2 0 00000 Program driven animations Generating ANIMAL animations
7. Animator and object options summary 31 31 31 32 33 33 33 34 35 36 1 Introduction ANIMAL is a compact efficient and easy to use animation tool developed at the Uni versity of Siegen starting in 1998 The motivation for developing ANIMAL came from a lack of satisfying tools for animations that are both easy to generate and edit and helpful in lectures ANIMAL is an acronym for A NEW INTERACTIVE MODELLER FOR ANIMATIONS IN LECTURES which already shows the main area of usage for ANIMAL ANIMAL s strengths lie mainly in the following areas e very easy to use graphic interface incorporating drag and drop y easy grap P g arag p e animations can be automatically generated using either the scripting language ANIMALSCRIPT or the ANIMALGENERATOR API platform neutral implementation in Java high flexibility On first using ANIMAL the program might appear somewhat limited in the ani mation effects as well as the primitive graphic types offered Other programs seem to offer a far more operations at first glance However a closer look will quick reveal that this impression is not necessarily ac curate Some other programs tend to offer the same basic effect not as a configurable effect but rather as a collection of effects ANIMAL offers highly flexible adaptable effects that can usually perform the same other animation programs also offer al though the list of supported effects at first seems much shorte
8. NIMAL s Main Window aaau 8 Selecting the displayed windows Here both Animation and Draw Window are opened o oo aoi e soca as e ate a 0 00000 0004 9 ANIMAL s Drawing Window auauua 10 Polyline Options Editor for setting color attributes and depth 13 Color Selection Menu 20008 14 Text Editor Window for setting text options 15 State after entering the animation documentation 19 ANIMAL s File Selector The possible file format selections are shown atthe bottoms aestas Bef See ee Ae Be ee 20 State of the animation after adding the first element 21 ColorChanger Editor window 0044 22 Selecting ananimator 2 000 23 State after inserting the second element 26 State after inserting the second element 27 State after inserting the second element 28 State after inserting the thirdelement 29 Linking elements using an arc component 30 37
9. and loading the initial animation at least ANIMAL s main window is shown The main window is shown in figure 3 on the next page This window contains menus for file operations File opening and closing the Menus windows Edit used for editing and viewing the animation setting the Options menu Options and Help Furthermore it has a list of buttons which serve as a shortcut for from left to right New Animation Load Animation Input ANIMALSCRIPT Save Animation Save Animation As For now you need to create new animation so you should do either of the following New Animation two operations e Click on the first button in ANIMAL s main window showing a blank sheet e or click on the menu File and select its first entry New You can also use shortcuts by pressing the shortcut key and the letter highlighted Shortcuts in the menu in this case F so press both ALT and F and the menu will be File Edit Options Help OEE new Animation Figure 3 ANIMAL s Main Window displayed If not you probably have to replace ALT by CTRL If this does not work either ask your system administrator for the local configuration details After the menu is shown pressing N the letter shown after the entry New is the same as clicking on New 4 2 ANIMAL s Draw Window First of all you are going to draw a simple object the rectangle underlining the title To do so you have to open ANIMAL s Draw Window Go t
10. ctangle but 8 lines below it Do not close the Text Editor window Now enter the second text replacing the first text in the text field Do not press OK or Apply Position the new text one line below the first text Proceed in the same way with the other lines of text until you reach the state shown in figure 9 on the next page If you have made some typing mistake you can fix it either e before you have placed another object simply adapt the text in the text field and press the Apply button e after you placed another object close the Editor window after placing the current object then click on the object in question If the Text Editor does not open you have to click on the Editor button on the left border of the Draw Window El 4 10 Storing An Animation This is a good time for storing the animation Animations are stored in one of the following ways Clicking on the Save button in ANIMAL s main window Tl Clicking on the SaveAs button in ANIMAL s main window Selecting Save from the File menu in ANIMAL s main window or selecting Save As from the File menu in ANIMAL s main window 18 Entering Text Entering multiple Correct Typos Storing List element demo _ Generate first list element Set link of first list glement to null _ Generate new list element _ Clear link of second list element _Link first with second list element _ Generate new list element Link first with new list element _Li
11. e a method in the Method menu The appropriate method for setting the pointer of a list element is called setTip so choose this one Now also click on an arbitrary text line in the Draw Window Notice how the editor changes to reflect that two objects are now selected The method is automatically changed to translate as this is the only Move method common to both Text and List Element Click again on the text line to deselect it If nothing happens click on the Select Objects button again to reactivate it it must have a dark background and again click on the selected text Finally change the method back to setTip Now you will have to draw a line along which the tip is to be moved To do so set the Grid back to 5 Select the polyline icon and draw a simple line as follows e the line s first point is identical to the top of the arrow e the line s second and last point set by pressing the middle mouse button should roughly be one the same height as the starting point of the tip and lie inside the element box An example of this line looks as follows Next select this line as the Move via object using the bottom Select Objects but ton You can also set a delay and duration as described in section 4 12 on page 21 The final look of the Move Editor window before clicking on OK should resemble figure 4 13 on the following page although your timing and object numbers may differ Again use the Run icon to test your a
12. elay before the object changes color The duration is ineffectual for color changes Note that you can decide between ticks or ms milliseconds For ms multiples of 100 make sense For ticks you can use smaller units such as 5 or ten Set the delay to a short interval for example 0 ticks Finally choose the target color for example red Now open the Animation Window by selecting the Show Animation entry in the Edit menu of ANIMAL s main window see section 4 2 on page 8 if you are unsure of how to do this Watch your animation and see what happens in step 3 Strange first the element is shown then the line is highlighted Change this by double clicking on the line containing the ColorChanger in the Animation Overview window as shown in figure 13 on the following page The Color Changer Editor window should now be open again and allow you to set the delay back to 0 and closing the window by pressing OK Next double click on the Show animator in the same step You can now assign a delay time to the display of the list element for example 10 ticks Also close this window using OK Next press the Run icon in the Draw Window to re display this animation Shown below the selected ColorChanger in figure 13 on the next page 22 Method Selection Delay Testing Running CANJE show 1 within 0 ms show 2 within ms colon tored on 3 within ticks starting after 10 ticks EB l Figure 13 Selecting an animator
13. ement and adapting the colors 4 15 Diverse Options for Moving List Elements For the last step we want to reach a nice list structure in which all elements are at the same height To do so you could use the translate method of the Move animation effect How ever this would also move the new element s tip To avoid this problem proceed as follows l 2 generate a new step perform the usual color highlighting on the lines 8 and 9 insert a new Move animation effect on the new element but select the method translateWithFixedTip Draw a simple polyline starting at the top of the new list element and going straight up to the same height as the top of the other list elements insert a new Move animation effect on the first element selecting the set Tip method and using the same polyline as in the previous animation effect Yes you can reuse move lines ANIMAL only forbids you to use more than a single visible animation on the same object Moving along a line does not change the move line though so this reuse is possible And now you ve finished the tutorial If any lines show are not as straight as you want them turn off the Grid and edit the lines and corresponding move lines until you are satisfied with the result 30 translateWith FixedTip List of Figures BRWNe FP OMANADN ANIMAL Player frontend 2 2 000 6 Final result of the tutorial animation 7 A
14. ent 27 Then click on the bottommost Selected Objects button and draw a new polyline going from the first list element s tip position to the left border of the second list element Choose appropriate timing and test this step If your line is not quite the way you wanted it do not delete and redraw it Simply click on the line and apart from the drag points in circle form you will notice small squares at both line edges Click on such a point and move the mouse with the left button pressed and you can adapt the point to your liking The result of these operations should resemble figure 16 The polyline arrow in the display is the move line and was moved out of the way for better comparability Figure 16 State after inserting the second element The next few steps call for a repetition of the same steps Place the third list element with text Elem 3 between the two list elements but below them Repeat these steps until you reach the following rough step 4 14 Using Arc Elements For linking the first and third list element we will now use a arc component Begin with the usual operations that is adding a new step changing the color of text lines six and seven and generating a new Move animator in which you select the first list element and the method set Tip Then select the Move via button Select Objects Click on the arc icon Select a point directly next to the top right corner of the new list element as t
15. es not need to start at the targeted object The result of these operations should resemble figure 15 on page 27 The small arrow in the display is the move line The display of this line can be toggled using the ie S Show Temporary Objects button in the Draw Window Show Temporary Now generate a new step with the following operations 1 change color of fourth text line to blue 2 change color of fifth text line to red 3 insert a Move animator for linking the two elements To do so generate a new Move animation effect select the first list element and choose the method setTip 25 List element demo elem 2 Generate first list element Set link of first list element te null Generate new list element 4 Glear link of second list element 5 Link first with second list element 6 Generate new list element 7 LINK first with new list element 8 Link second list element with last element 9 Transform inte nice list structure Figure 14 State after inserting the second element 26 List element demo _ Generate first list element Set link of first list element to null Generate new list element Clear link of second list element _ Link first with second list element Generate new list element _ Link first with new list element _ Link second list element with last element _ Transform inte nice list structure z 5 a 5 5 s 5 q Figure 15 State after inserting the second elem
16. he arc center and click once Now move the mouse to see the outline of the current arc Try to manage that this arc line touches both the tip of the first list element and the left side of the new list element at the same height as that element s tip Figure 18 on page 30 shows an example of the result This may take some time in trying out possible arc centers However using the figure you can determine where to place the element to make it work Next click on the first element s tip end resting next to the second list element to mark the arc start angle The next mouse click then goes to the left side of the new list element and should result in something resembling figure 18 on page 30 4These square are always available on all edges of which this line only has two 28 Are Arc Generation List element demo BEN Generate first list element _ Set link of first list element to null Generate new list element Clear link of second list element _ Link first with second list element Generate new list element _ Link first with new list element _ Link second list element with last element _ Transtarm inte nice list structure Figure 17 State after inserting the third element 29 Figure 18 Linking elements using an arc component Test and optimize this animation step as usual The next few steps are a simple of the last few actions setting the link from the new element to the second list el
17. ing the first element 4 12 Highlighting Elements By Color Changing In order to make sure users understand the connection between the new list element and the first instruction you can change this line to red However if you do so using the Text Editor you actually change the color of the object for the whole animation which is unwanted in this case Therefore choose the ColorChanger button kg in ANIMAL s AnimationOverview Color Changer window instead This brings up the ColorChanger Editor title ColorChanger Op tions shown in figure 12 on the following page First click on the Select Objects button at the top of the Color Changer Editor The button will now turn dark to show it is active Go to the Draw Window and click once on the first text line Notice how the entry in the Color Changer Editor changes The editor allows you to select as many objects for 21 Step 3 Select Objects Method x mSecs Total lo 3 ticks Offset o Change Color to black 7 Figure 12 ColorChanger Editor window simultaneous animation as you want for now the text line is sufficient though Click again on the Select Objects button which should now no longer be dark but display a message like Selected Objects 3 Next choose the animation method from the list For a text component this is limited to the default entry color so you do not really have to do anything here Finally you can decide whether you want to use a d
18. llowing command java animal main Animal If this leads to the following message Can t find class animal main Animal you must update your CLASSPATH environment variable first to include the AN IMAL archive file Animal jar This is usually done by locating the place where CLASSPATH is set and appending an entry like C Java Animal jar for Windows users or SHOME Java Animal jar for users of UNIX based operating systems If you are unfamiliar with how to do this take a look at the Java documentation which should including information about setting the CLASSPATH To start the ANIMAL animation player choose the entry Show Animation in the Edit menu of ANIMAL s main window shown in figures 3 on page 8 See figure 4 on page 9 for a screen shot of this operation The player itself consists of a single window with video player like functionality magnification setting and step choice Figure 1 on the next page shows an example window Most of the player is taken up by the animation canvas in which the actual anima tion is shown Below this are the controls for the current animation These consist of a series of buttons which are used to e jump to the animation s first step lt e go to the previous step without playing out the animators contained in the step lt lt e pause before changing the to the next step Note that this is only useful if there is a timed link between the current step and the next step e
19. llows the user to select a magnification for the display This is especially helpful for very broad or high animations grabbing screen shots or scaling the components to allow a switch from computer presentation to beamer presentation in lectures Due to scaling anomalities only the following sane scaling factors are supported e 50 e 71 100 default e 141 200 toggle magnification Te u Magn 71 v 93 124 155 Magnification 4 Generating A New Animation In this example you will use a few simple steps to generate a short but interesting animation about the behavior of the data structure singly linked list This animation will illustrate how to use ANIMAL to easily visually build animations The final result of this process will look roughly as follows Result List element demo Generate first list element Set link of first list element to null Generate new list element Clear link of second list element Link first with second list element Generate new list element Link new with second listelement Link first element with second element Transtorm into nice list structure 1 2 5 4 5 E T bs a Figure 2 Final result of the tutorial animation Don t worry reaching this result is really not difficult But now let s get going 4 1 Preparation for the new Animation First of all you must start ANIMAL as described on page 5 After a while spent on Main Window initialization
20. nimation as described on on page 22 until you are satisfied with your results The next step is simply a repetition of previous work in which you have to do the following operations 1 generate a new step 2 change the color of the second text line to blue 3 change the color of the third text line to red 4 generate a new list element with text Elem 2 placed on the same height as the first element but a fair distance to the right so that its left line coincides with the left line of header rectangle 3 ANIMAL automatically adapts the list to those methods common to all selected methods If there is no such method the method bar will read No appropriate method 24 setTip method Move Line Step a Selected Objects 12 Method setTip T O mSecs Total ig ie ticks Offset 10 Move via Selected Object 14 The result of these operations should resemble figure 14 on the following page Insert another new step containing the following steps 1 change color of third text line to blue 2 change color of fourth text line to red 3 add a move animator as described above This time however draw the move line somewhere else at any place such that the second last point is 10 pixels to the left and 10 pixels above the first point Select this line as the Move via object and test your animation You will see that ANIMAL uses relative movement the line only shows how to change the object s position and do
21. nk second list element with last element _Transtorm inte nice list structure Figure 9 State after entering the animation documentation These components are shown in figure 3 on page 8 As you have not yet selected a filename for this animation you will be prompted for a filename regardless of whether you chose Save or SaveAs The dialog for filename selection looks as shown in figure 10 Look in C guido 7 ca co e C3 rbeiten a File name 1111 Save Files of type ASCII uncompressed ama v Cancel ASCII uncompressed ama Compressed Binary amz Uncompressed Binary amb Compressed Scripting asc Uncompressed Scripting asu Generic Animal format animal Animal Camz asc aml amb ama animal asu Figure 10 ANIMAL s File Selector The possible file format selections are shown at the bottom Normally you will want to store the file in compressed ASCII format Note that this is the first entry in the list and is clearly marked as preferred 4 11 Generating A List Element Before you generate the first list element please insert a new step by pressing the ap pend button in ANIMAL s Animation Overview window as described in section 4 8 on page 16 This should be step 3 Note how this addition of a new step also automati cally causes ANIMAL to update its AnimationOverview window by adding an entry for displaying the te
22. nto the text field as shown in figure 8 on the following page You can also adjust the text color as described in section 4 5 on page 11 Place the text inside the header rectangle by clicking on the first point at the bottom inside the rectangle Your text should now have 20 pixels space to both the left and right side and touch the bottom line of the header rectangle as follows You can also experiment with the Font settings after the text has been placed just change back to the Font tab and see what happens when you click on the italics or bold check boxes Before continuing make sure you have set the entries back to SansSerif size 24 with neither italics nor bold When you re done press the OK button in the Text Editor to close the window 4 7 Adjusting Object Placement The current display is not very attractive as the header text has some free space to the left but none to the right To change this you have to turn off Grid Snap since moving the text to the left would only invert the situation no space to the left but free space to the right Therefore click once on the Grid Snap icon H as described in section 4 3 on page 8 to turn it off for now Note that some systems may not support SansSerif fonts which are italics bold or bold italics This is not a problem caused within ANIMAL s ability to handle but reflects the Java installation settings 14 Placing Text Grid Snap Text List element deme Col
23. o the Edit menu and select the entry Show Draw Window if the window is not already opened The menu should now have a check mark in from of the entry Draw Window as shown in figure 4 on the following page ANIMAL s drawing window looks as shown in figure 5 on page 10 At the top of the window you can see a row of buttons for object generation the Object Toolbar Below this row on the window s left are some helpful buttons the animation step selec tion and a options entry The status line at the bottom of the window always displays information about the semantics of the currently selected operation Tables 1 on page 11 and 2 on page 12 summarize the buttons shown The main part of the window is taken up by the drawing area here showing a snapshot of the Quicksort animation This is the place where all objects are drawn 4 3 Activating Grid Support First you should activate a grid for easier and more precise drawing Referring to figure 5 on page 10 click on the pop down menu labeled Grid and set the value to 20 Then look for the following button directly below and to the left of the Grid menu Open Draw Window DrawWindow Object Toolbar Grid G Show Timeline Figure 4 Selecting the displayed windows Here both Animation and Draw Window are opened Hl If the button has a dark grey background the Grid Snap is already turned on otherwise click once on the button This button serves as a toggle each click inverts
24. or black x Style italic Figure 8 Text Editor Window for setting text options Now you can click on the text anywhere inside the text An outline around the text with circles at all edges two circles at the bottom left should appear looking like this Now click on one of the circles and keep the left mouse button pressed These Dragging Objects circles are called drag points and are used for dragging the object along with any mouse movements So move your mouse around a bit and see how the text follows the movement When you try to center the text in this freehand style inside the header rectangle 15 you may find it difficult to place it precisely in the middle To make this somewhat eas ier drop the text somewhere by releasing the left mouse button Now turn Grid Snap back on as described above Then set the Grid width to 5 as described in section 4 3 on page 8 and repeat the moving process by clicking on the text and dragging it using one of the drag points You should find it easy to roughly center the text now 4 8 Generating A New Animation Step The current display containing the centered heading shall be enough for the animation start Therefore we need to add a new animation step for the next display To do so open the Animation Overview Window by activating the entry Show An imation Overview in the Edit menu of ANIMAL s main window as shown in figure 3 on page 8 The window which opens should
25. preceding page selecting the button don t do this now would delete the current animation step Of course a dialog will ask for confirmation before such an operation is actually carried out As we want to add a new animation step after the current first animation step aPP click once on the Append Step button EA This will lead to the addition of the new animation step 2 and will also directly set this as the current animation step 4 9 Entering Several Lines Of Text Now we are going to enter the documentation for this animation This consists of the following text entries ei Generate first list element e 2 Set link of first list element to null e 3 Generate new list element e 4 Clear link of second list element 17 e 5 Link first with second list element e 6 Generate new list element e 7 Link new with second list element e 8 Link first with new element e 9 Transform into nice list structure First set the grid size back to 20 and turn on Grid Snap if it is not already turned on Now open the Text Editor again as described in section 4 6 on page 13 Select either SansSerif or Monospaced as the font size 16 neither italics nor bold Enter the first text 1 Generate first list element as before by typing it into the text field under the Text tab If you do not recall how this is done look it up in section 4 6 on page 13 Place the text at at the same horizontal position as the header re
26. r Check out section 4 on page 7 for an in depth description of the basic effects available and what operations can be done by using them wisely Finally the high flexibility mentioned above comes from the simple fact that prac tically all operations and objects ANIMAL uses are easy to edit and adapt to specific needs Furthermore the available object or animation effect types are not coded di rectly into the implementation Thus developers should find it very easy to add exten sions to ANIMAL without having to touch much existing code Using the new additions to ANIMAL it is very easy to generate interesting anima tions to enhance viewers motivation and understanding of the topics presented ANIMAL is freely available on the World Wide Web complete with a extensive collection of animations including screen shots and description Check out the official ANIMAL Home page at Home Page http www informatik uni siegen de roesslin Animal index html for more information 2 Requirements ANIMAL is implemented completely in Java This means several things one of which being that the performance is alas at times somewhat slower than one might wish It also means however that the hardware software requirements for using ANI MAL are very easy to specify your computer must be able to run Java This is some thing that practically all current computer models can do although with a wide differ ence in performance We recommend a mode
27. rately modern computer with a enough RAM since Java itself is somewhat memory intensive on most platforms For exam ple ANIMAL runs smoothly on my laptop Pentium II Mobile 300 MHz with 64 MB RAM As stated above ANIMAL is implemented completely in 100 Pure Java using SuN s JDK 1 1 5 or above The only further requirement is Swing the graphic pack age collection that provides a far more attractive alternative to Java s original Abstract Windowing Toolkit AWT ANIMAL is currently only available for the current Swing 1 1 1 release also included in JDK 1 2 ANIMAL has been developed both on Digital AlphaStation running Digital OSF v4 0 also known as Digital Unix and Intel based computers running Linux FreeBSD Windows 95 98 and Windows NT It has also been tested on an Apple Powerbook and thus underscores Java s claim of write once run everywhere Note that changes in the class libraries especially the renaming of the Swing pack ages prevents us from providing support for both JDK 1 1 5 and JDK 1 2 2 0 with the same source code The binary Java code for JDK 1 1 5 will run under JDK 1 2 so this is the main release we support Java JDK 1 1 5 Swing 1 1 1 Tested platforms JDK support 3 Starting and Playing ANIMAL Animations ANIMAL s animation player is included in ANIMAL and is also useful for checking the animation currently under development To start the player simply type the fo
28. select a new color for the rectangle outline with the Polyline menu or a new fill color using the Fillcolor menu The menu is used just as the Grid menu just click on it to open the menu and select an entry by clicking on it If the entry you look for is not visible use the scrollbars on the right as shown in figure 7 on page 14 To make sure that the header is placed on the rectangle and not the other way round you can set the depth of the polygon to a value larger than the one for the text For now set the depth to 16 as shown in the screen shot The higher this value is the further to the background deeper the object will be and will thus be more like to be partially hidden by other objects When you re done press the OK button in the Polyline Editor to close the window Next press the Write Back button to store the current state of the animation The button looks like this 11 Polyline Options Closing Objects Filling Objects Color Choice depth Write Back Editing Tools Grid 10 gt lio eA Menu for setting the Grid size Toggles Snap mode on off points can only selected at the meeting of grid lines when snap is on Toggles the display of temporary objects used for moving other object etc it PERE Repaint the display ml Switch to object selection mode TRL Toggle selection of multiple objects on off baiona ggle usage of editors on off K Undo last operation Cal Redo last
29. xt components entered so far For generating a new list element select the List Element button also called a BoxPointer due to its look The button looks as follows The list element needed has the text entry Elem 1 and one pointer Therefore select the Text tab to enter the text Elem 1 without pressing OK or Apply then change to the Pointer tab to choose the following settings position bottom 1 pointer After you have done so place the list element The first click places the basic object and should place it two 20 pixel squares to the left of the header rectangle box with 20 pixels space between the element and the rectangle 20 Preferred Format List Elements Set Text Pointer Placing List Elements The second click places the object s pointer which should point to the next possible Placing List Pointers point to the lower right of the object Note how the status line at the bottom of the DrawWindow tells you exactly what each mouse click means Your display should now resemble figure 11 List element demo pag _ Generate first list element _ Set link of first list element to null _ Generate new list element _ Clear link of second list element _Link first with second list element _ Generate new list element _ Link first with new list element _Link second list element with last element _ Transform into nice list structure 1 2 3 A 5 6 m 8 g Figure 11 State of the animation after add
30. ygon Polyline options Polyline drawing Object Toolbar Editing Tools Including Grid and Cloning Step Choice public void quicksort char int i j char pivot if r gt lf pivot afr fisl i r 1 Options for ay select objects minec to ae ia S Figure 5 ANIMAL s Drawing Window Object Toolbar al Button for generating a new Point object eal Button for generating a new Polyline or Polygon object Ay Button for generating a new Text object E Button for generating a new list element object Button for generating a new Arc Ellipse Circle or Ellipse Circle segment object Table 1 Buttons in ANIMAL s Draw Window left The component is now finished but it is not really a rectangle as it is still open 4 5 Setting Object Attributes and Color Go to the Polyline Options window shown in figure 6 on page 13 and click on the entry Attributes to bring up Object Attribute Selection Pane Here you can set some options for the component As you need a filled rectangle click once box before the entry closed to add a line connecting the first and last node After clicking on the box a check mark appears before the entry Now you have a closed rectangle but still not a filled one So simply click on the entry filled which is only active if closed is also selected Now the rectangle is filled If the colors are not to your liking click on the Color label in the Polyline Options window and

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