The deeper technical pillar begins — state machines and input handling, and Studio Brief 2's crit
12 April 2027
Welcome back. With a shared base now in place across both audiences — digitizing, creative coding, and physical computing — Programming II goes deeper: state machines as a way of structuring anything that behaves differently depending on what happened before, and input handling that doesn’t fall apart when two things happen at once.
Outline#
- why “the program is in one of a few states” is a useful way to think about interactive work, physical or on-screen
- input handling: debouncing, edge-detection, and the bugs that show up when you don’t do either
- Studio Brief 2 crit — demos combining weeks 1–6, feedback on what to carry into the final
- small game engines and rule systems next week — building on the state machine as a foundation
Teaching team
- Idris Fenn — tutor