RECORD
AniFrame: A Programming Language for 2D Drawing and Frame-Based Animation
Programming Languages · Submitted 16 Apr 2024
abstract compiled · 2026-09-23 · no language-model review
The authors' main claim Our usability test demonstrates AniFrame's potential to enhance readability and writability for multiple creative coding use cases.
The compiled record
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The abstract, sentence by sentence
Creative coding is an experimentation-heavy activity that requires translating high-level visual ideas into code. However, most languages and libraries for creative coding may not be adequately intuitive for beginners. In this paper, we present AniFrame, a domain-specific language for drawing and animation. Designed for novice programmers, it (i) features animation-specific data types, operations, and built-in functions to simplify the creation and animation of composite objects, (ii) allows for fine-grained control over animation sequences through explicit specification of the target object and the start and end frames, (iii) reduces the learning curve through a Python-like syntax, type inferencing, and a minimal set of control structures and keywords that map closely to their semantic intent, and (iv) promotes computational expressivity through support for common mathematical operations, built-in trigonometric functions, and user-defined recursion. Our usability test demonstrates AniFrame's potential to enhance readability and writability for multiple creative coding use cases. AniFrame is open-source, and its implementation and reference are available at https://github.com/memgonzales/aniframe-language.
background contribution method result interpretation main claim
| # | sentence | role | the authors' own work | states the main conclusion | strength |
|---|---|---|---|---|---|
| s0 | Creative coding is an experimentation-heavy activity that requires translating high-level visual ideas into code. | background 1.00 | 0.05 | 0.02 | asserted 1.00 |
| s1 | However, most languages and libraries for creative coding may not be adequately intuitive for beginners. | gap 0.68 | 0.05 | 0.02 | hedged possibility 1.00 |
| s2 | In this paper, we present AniFrame, a domain-specific language for drawing and animation. | contribution 1.00 | 0.85 | 0.10 | asserted 0.99 |
| s3 | Designed for novice programmers, it (i) features animation-specific data types, operations, and built-in functions to simplify the creation and animation of composite objects, (ii) allows for fine-grained control over animation sequences through explicit specification of the target object and the start and end frames, (iii) reduces the learning curve through a Python-like syntax, type inferencing, and a minimal set of control structures and keywords that map closely to their semantic intent, and (iv) promotes computational expressivity through support for common mathematical operations, built-in trigonometric functions, and user-defined recursion. | contribution 0.90 | 0.80 | 0.11 | asserted 1.00 |
| s4 | Our usability test demonstrates AniFrame's potential to enhance readability and writability for multiple creative coding use cases. | result 0.87 | 0.96 | 0.61 | hedged possibility 0.53 |
| s5 | AniFrame is open-source, and its implementation and reference are available at https://github.com/memgonzales/aniframe-language. | contribution 0.86 | 0.39 | 0.03 | asserted 1.00 |
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The paper
Original abstract
Creative coding is an experimentation-heavy activity that requires translating high-level visual ideas into code. However, most languages and libraries for creative coding may not be adequately intuitive for beginners. In this paper, we present AniFrame, a domain-specific language for drawing and animation. Designed for novice programmers, it (i) features animation-specific data types, operations, and built-in functions to simplify the creation and animation of composite objects, (ii) allows for fine-grained control over animation sequences through explicit specification of the target object and the start and end frames, (iii) reduces the learning curve through a Python-like syntax, type inferencing, and a minimal set of control structures and keywords that map closely to their semantic intent, and (iv) promotes computational expressivity through support for common mathematical operations, built-in trigonometric functions, and user-defined recursion. Our usability test demonstrates AniFrame's potential to enhance readability and writability for multiple creative coding use cases. AniFrame is open-source, and its implementation and reference are available at https://github.com/memgonzales/aniframe-language.
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