Anyone Can Code The Art and Science of Logical Creativity.
Clasificación: | Libro Electrónico |
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Autor principal: | |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
Milton :
CRC Press LLC,
2020.
|
Temas: | |
Acceso en línea: | Texto completo |
Tabla de Contenidos:
- Cover
- Half Title
- Title Page
- Copyright Page
- Table of Contents
- List of Sidebars,
- List of Tables,
- List of Exhibits,
- Preface,
- Acknowledgments,
- Definition of Key Terms,
- Abbreviation,
- Companion Website,
- Part 1 Getting Started
- Introduction
- Hello, World!
- I.1 Software Development
- I.1.1 Design and Implementation
- I.1.2 Modularization
- Highlights
- End-of-Chapter Notes
- Chapter 1 Computers, Programs, and Games
- Overview
- 1.1 Brief History of Computing
- 1.1.1 Properties of Digital Media
- 1.2 Circuits and Numbers, Bits, and Bytes
- 1.2.1 Decimal vs. Binary
- 1.2.2 Bits and Bytes
- 1.3 What is a Program, Anyway?
- 1.3.1 Visual Programming
- 1.4 Games as Programs: Data vs. Code
- Highlights
- End-of-Chapter Notes
- Chapter 2 Logical Creativity
- Overview
- 2.1 Problem-Solving and Creativity
- 2.2 Visual Design and Visual Thinking
- 2.3 Algorithms and Algorithmic Thinking
- 2.3.1 What is an Algorithm?
- 2.3.2 Program Flow
- 2.3.3 Selection
- 2.3.3.1 Detecting Odd and Even Numbers
- 2.3.4 Iteration
- 2.3.5 Variables and the First Golden Rule of Programming
- 2.3.6 Loop Counter as a Variable
- 2.4 Data-Centered Approach to Problem-Solving and Algorithm Design
- 2.4.1 Finding Min and Max
- 2.5 Stepwise Refinement for Algorithms
- 2.5.1 Restaurant Bill Calculation
- Highlights
- End-of-Chapter Notes
- Part 2 Understanding Programs
- Chapter 3 Data: Program's Information
- Overview
- 3.1 High-Level Programming Languages
- 3.1.1 High Level vs. Low Level
- 3.1.2 Declarative vs. Imperative
- 3.1.3 Compiled vs. Interpreted
- 3.1.4 Virtual Machines
- 3.1.5 Development Environments and Tools
- 3.2 Data and Variables
- 3.3 Programming in Python
- 3.4 Programming in C and C++
- 3.4.1 Compiling and Running C/C++ Programs
- 3.4.2 Comments
- 3.5 Data Types
- 3.5.1 Type Casting
- 3.5.2 Integer and Float Operations
- Highlights
- End-of-Chapter Notes
- Chapter 4 Code: Program's Operation
- Overview
- 4.1 Sequential Execution and Program Control
- 4.1.1 GoTo Statement
- 4.1.2 Structured Programming and Control Flow
- 4.1.2.1 Function
- 4.1.2.2 Selection
- 4.1.2.3 Iteration
- 4.1.2.4 Blocks of Code and the Lexical Scope
- 4.2 Selection
- 4.2.1 If/Else
- 4.2.2 Switch/Case
- 4.3 Iteration
- 4.3.1 While Loops
- 4.3.1.1 Forever Loops
- 4.3.2 For Loops
- 4.4 Combining Selection and Iteration
- 4.4.1 Guessing Game
- 4.4.2 Simple Calculator
- 4.5 Naming Conventions
- 4.5.1 #Define In C/C ++
- Highlights
- End-of-Chapter Notes
- Chapter 5 Functions
- Overview
- 5.1 Defining and Using Functions
- 5.1.1 Returning From a Function
- 5.2 Functions in C/C++
- 5.2.1 Void Main()
- 5.2.2 Void Hello()
- 5.2.3 Int Getdata()
- 5.3 Local and Global Variables
- 5.4 Function Parameters
- 5.4.1 Simple Board Game Simulator
- 5.4.2 Bmi Calculator
- 5.4.3 Prime Number Listing
- Highlights
- End-of-Chapter Notes
- Part 3 Structured Programming