# yalbert-Interruptions

This project was an interesting challenge because it forced me to evaluate the correctness of my work in an analogue as opposed to digital manner. By this I mean that I was not evaluating whether my project worked or not in absolute terms. Instead, I was observing its correctness in a fluid manner. There were many instances where I looked at it and thought, this almost seems right, but it isn't quite there yet. This is a workflow that I'm accustomed to in design classes but feels foreign in the context of a computationally based course. That being said, I really enjoyed working on this. In particular, computing line visibility on a grid taught me a new thing about Perlin noise. I've been using it for a few years but didn't fully understand how it worked until this project, which was really exciting.

```var segs = []; var margin = 20; var segLength = 20; var numSegs = 1500; var clicked = false; var segsSpacing = 13; var xVisOff = 0.0; var yVisOff = 0.0;   function setup() { angleMode(DEGREES); createCanvas(555, 555); resetSegs(); }   function draw() { background(255); if(clicked){ clicked = false; resetSegs(); } drawSegs(); }   function resetSegs(){ segs = []; for(i = 0; i < sqrt(numSegs); i++){ xVisOff = xVisOff + 0.2; yVisOff = 0.0 for(j = 0; j < sqrt(numSegs); j++){ yVisOff = yVisOff + 0.2; var x1 = i*segsSpacing + margin*1.5; var y1 = j*segsSpacing + margin; var secondPoint = setSecondPoint(x1, y1); var x2 = secondPoint[0]; var y2 = secondPoint[1]; newSeg = new Segment(x1, x2, y1, y2, setVisibility()); segs.push(newSeg); } } }   //uses perlin noise to determine whether the line is visible or not function setVisibility(){ var opValue = noise(xVisOff, yVisOff); if(opValue > .3){ return true; }else{ return false; } }   function drawSegs(){ for(i = 0; i < numSegs; i++){ segs[i].drawSeg(); } }     function mousePressed() { clicked = true; }   function Segment(x1, x2, y1, y2, visibility){ this.x1 = x1; this.x2 = x2; this.y1 = y1; this.y2 = y2; this.drawSeg = function(){ stroke(0); strokeWeight(1); if(this.isVisible){ line(this.x1, this.y1, this.x2, this.y2); } } this.isVisible = visibility; }   //Calculates the second point by selecting a point at the edge of a circle //where the radius is the desired length of the lines and the center //is the first point function setSecondPoint(x1, y1){ var angle = random(50, 150); var y2 = sin(angle) * segLength + y1; var x2 = cos(angle) * segLength + x1; return [x2, y2]; }```