Onclick javascript mouse coordinates4/6/2023 The migration of the keyboard from typewriter to computer expanded its function to enable launching software, moving through the menus of software applications, and navigating 3D environments in games. Keyboards are typically used to input characters for composing documents, email, and instant messages, but the keyboard has potential for use beyond its original intent. This data can in turn be used for gesture and pattern recognition. If these coordinates are collected and analyzed, they can be used to extract higher-level information such as the speed and direction of the mouse. These numbers can be used to control attributes of elements on screen. The cursor position is read by computer programs as two numbers, the x-coordinate and the y-coordinate. The physical mouse object is used to control the position of the cursor on screen and to select interface elements. In Engelbart's original patent application in 1970 he referred to the mouse as an "X-Y position indicator," and this still accurately, but dryly, defines its contemporary use. The design of the mouse has gone through many revisions in the last forty years, but its function has remained the same. The mouse concept was further developed at the Xerox Palo Alto Research Center (PARC), but its introduction with the Apple Macintosh in 1984 was the catalyst for its current ubiquity. The computer mouse dates back to the late 1960s, when Douglas Engelbart presented the device as an element of the oN-Line System (NLS), one of the first computer systems with a video display. We control elements on screen through a variety of devices such as touch pads, trackballs, and joysticks, but the keyboard and mouse remain the most common input devices for desktop computers. The screen forms a bridge between our bodies and the realm of circuits and electricity inside computers. If you see any errors or have comments, please This tutorial was originally written for Processing version 2.0+ but has been ported and updated here for P5 by Alex Yixuan Xu. This is based on the Interactivity chapter from the second edition of Processing: A Programming Handbook for Visual Designers and Artists, published by MIT Press.
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