I'm a recovering programmer who has been designing video games since the 1980s, doing things that seem baroquely hardcore in retrospect, like writing Super Nintendo games entirely in assembly language. These days I use whatever tools are the most fun and give me the biggest advantage.
james.hague @ gmail.com
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Purely Functional PhotoshopOne of the first things you learn about Photoshop--or any similarly styled image editor--is to use layers for everything. Don't modify existing images if you can help it. If you have a photo of a house and want to do some virtual landscaping, put each tree in its own layer. Want to add some text labels? More layers.
The reason is straightforward: you're keeping your options open. You can change the image without overwriting pixels in a destructive way. If you need to save out a version of the image without labels, just hide that layer first. Maybe it's better if the labels are slightly translucent? Don't change the text; set the opacity of the layer.
This stuff about non-destructive operations sounds like something from a functional programming tutorial. It's easy to imagine how all this layer manipulation could look behind the scenes. Here's a list of layers using Erlang notation:
Houserepresents. Each version of the list is referencing the same data, so nothing is being copied. In Erlang, each of these alternate list transformations creates three or four conses (six or eight memory cells total), which is completely irrelevant.
Now what about changing the opacity of the labels layer? Realistically, a layer should be a dictionary of some sort, maybe a property list: