User's Manual
Welcome! This manual is organized as a learning path: if you are new (especially if you are a math educator with little programming experience), just read Part I in order, since it takes you from zero to your first animation. After that, feel free to jump around; Parts II-IV are more of a catalog you consult as needed, and Part V is for the adventurous.
Part I: First steps (read these in order)
- Using the editor: Install the editor and create your first animation with snippets, almost without typing. Start here.
- A Groovy survival kit: The dozen language ideas (variables, dots, loops...) you need to follow the rest of the manual. No programming background required.
- The basic flow of an animation: What actually happens when you press F5: objects, the scene,
play, and generating your final video. - (Optional, for Java programmers) Using JMathAnim as a Java library: Skip this if you use the editor.
Part II: Objects and their looks
- Creating basic objects: Points, shapes, LaTeX text, axes, grids, images... The big catalog.
- Arrows, connectors and delimiters: Objects that point at, join or bracket other objects.
- Axes: Coordinate axes in depth: ticks, labels, arrow heads, and axes whose values are not their coordinates.
- Changing styles: Colors, gradients, thickness, dashes, and saving your favorite combinations.
- Transforming objects: Positioning, scaling, rotating, aligning and laying out objects.
- Adding labels: Putting names on vertices, sides, braces and moving points.
Part III: Making things move
- Animating objects: The heart of the library: creation, transforms, highlights, movement.
- Adding effects to animations: Combining animations, jumps, delays, and timing control.
- Dealing with cameras: Panning, zooming, and objects that stay put on screen.
Part IV: Mathematical formulas
- Mathematical formulas: Writing, slicing and animating LaTeX equations step by step.
- Coloring formulas: Coloring glyphs by rules ("all the x's in blue") with code or with the visual editor.
- Dynamic text. Linking: Text that updates itself, like live coordinates of a moving point.
Part V: Going further
- Calculus objects: Function graphs, points on graphs, contour plots, density plots and vector fields.
- Constructible objects: Geogebra-style constructions (and importing your actual Geogebra files!).
- Dealing with paths: Bézier points, boolean operations, merging paths.
- Building your own compound objects: Making an object out of pieces that behaves as one thing and reacts to a value: a box that opens, a balance that tilts.
- Advanced topics: Updaters, trails, loci, sounds, and speeding up test runs.
- Writing your own plugin: Packing your own Java classes into a JAR the editor loads, so your objects become part of the library. The one chapter that asks you to compile something.
Reference
- DSL reference cheatsheet: Every DSL command and parameter on a few printable pages. Keep it next to your keyboard.