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Introduction to Programming

If you have not already done so, download and install the latest version of
Max from www.cycling74.com. This book is compatible with Max versions 5 & 6.
You will also need to download the demonstration files that accompany this book
from the companion Oxford University Press website http://www.oup.com/us/
maxmspjitter for this book or from http://vjmanzo.com/oxford. The demonstration files also contain an installer file called EAMIR SDK that you should
install prior to reading Chapter 6.

Introduction to Max
As we begin building some programs together, be brave. At times, you may not
understand the programming concepts at first and it may feel like youre just
blindly following instructions. Continue to follow each step in the programming process and these concepts will soon become clear.
In this chapter, we will look at the basic tools of operation and navigation
in the Max programming environment. As we spend time discussing these
tools, dont expect to make any music until the next chapter. An understanding
of these tools is necessary to use the Max program.
A document in Max is referred to as a patcher or, simply, a patch. A patch is
a blank canvas for programmers to put objects on. In Max 6, the program initially
greets you with a Welcome Screen, but, for now, close this window leaving only
the Max window behind it open. From within the Max application, click the menu
item marked File at the top of the screen and select New Patcher or use the key
command an (Mac) or ctrln (Windows). To create a new object, press the n
key. When you do so, a small rectangle appears on the screen allowing you to type
in the name of an object in the Max language. You can also create an object by
clicking the New Object icon located at the bottom of the patch window near the
Lock icon. You may hold your mouse over these icons to reveal a label. The New
Object icon opens the Object Palette in Max 5 or the Object Explorer in Max 6.
Its time to learn our first object called button. Note that the object names
are case-sensitive.
1. Create a new object box by pressing the n key on your computer
keyboard
2. Type the word button in the new object box
3. Hit the enter/return key
If youve accidentally clicked away from the new object box without typing in
the word button, you can double click the object box to allow text to be entered
once again. Once the word button has been entered, the button object appears
on the screen as a small circle.
The top of the button object has one inlet for receiving data. If you hold
your mouse over the inlet on top of the button object, a red circle appears around
the inlet as well as a message window giving you some description about the
data that the inlet can receive. Now, hold your mouse over the outlet on the bottom of the object. A button sends out a message called a bang from its outlet.

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