Tinker

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Description

Creating a Tinker object adds a panel to your sketch containing interface elements that allow you to manipulate variables or fire functions. Because these controls derive from Grip, you must create a GripDispatcher before creating a Tinker.

In order to add controls to the Tinker panel, mark variables with annotations (see @Editable), then call Tinker.load(Object). All annotated variables must be public.

Annotations are a special Java construct that allows a programmer to describe his/her code. You can think of them as comments that the compiler “understands”.

Methods
load()
Adds an object from the Tinker panel.
unload()
Removes an object from the Tinker panel.
Constructors
new Tinker(PApplet);
new Tinker(annotatedObject);
Related
Last Modified: March 21, 2010

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