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williams-et-al-1983-apple-ii-computer-graphics

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991 111ObjectivesAfter reading Chapter 1(/) you should be able to (if fo rced):• Draw a vector diagram fo r a figure.• List and encode the vectors from the diagram.• Group the vector codes into bytes.• Develop a shape table from one or more shapes.• Save and recover a shape table from disk or tape.• Use the shape commands to plot, sc<strong>al</strong>e, and rotate a shape.In this chapter you will investigate the properties of Apple shapes andshape tables. The term "shape" is used here in a very specific sense. Fromthe programmer's point of view, a shape could be <strong>al</strong>most any figure-aspaceship, frog, <strong>al</strong>ien, and so on-but to the <strong>computer</strong> a shape is a s<strong>et</strong> ofhighly formatted data which l<strong>et</strong>s the machine produce a display on thescreen.Though using a shape can cost you extra time at the outs<strong>et</strong>, in practice itmakes drawing and animating figures much faster and simpler than th<strong>et</strong>echniq ues we have discussed in the previous two chapters. Shapes may<strong>al</strong>so be used to simulate text on the Hi-Res screen.After you digitize a: figure to create a shape, that shape can be plotted onthe screen as a unit so that you no longer need to concern yourself withc<strong>al</strong>culating the necessary addresses, nor the v<strong>al</strong>ues to POKE. APPLESOFTtakes care of <strong>al</strong>l those grubby little d<strong>et</strong>ails, and <strong>al</strong>so plots the shape fasterthan you could if you used the READ and POKE technique discussed inearlier chapters.

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