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Anyone Can Code The Art and Science of Logical Creativity.

Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Arya, Ali
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