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|a 9781593277024
|q (electronic bk.)
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|a 1593277024
|q (electronic bk.)
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|a CL0500000736
|b Safari Books Online
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|a 9A25A9DD-916C-4899-A652-FC39E694A322
|b OverDrive, Inc.
|n http://www.overdrive.com
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|2 23
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|a UAMI
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|a Marji, Majed,
|e author.
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245 |
1 |
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|a Learn to program with Small Basic :
|b an introduction to programming with games, art, science, and math /
|c Majed Marji and Ed Price.
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264 |
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1 |
|a San Francisco :
|b No Starch Press,
|c [2016]
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264 |
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4 |
|c Ã2016
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300 |
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|a 1 online resource (1 volume) :
|b illustrations
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336 |
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|a text
|b txt
|2 rdacontent
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|a computer
|b c
|2 rdamedia
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|a online resource
|b cr
|2 rdacarrier
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588 |
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|a Print version record.
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500 |
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|a Includes index.
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520 |
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|a A fun introduction to programming with Small Basic for kids and other beginners.
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0 |
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|a Cover Page -- Title Page -- Copyright Page -- About the Authors -- Brief Contents -- Contents in Detail -- Foreword -- Acknowledgments -- Introduction -- Who Should Read This Book? -- What's in This Book? -- Online Resources -- A Note to the Reader -- Chapter 1: Introducing Small Basic -- What Is a Computer? -- What Is a Computer Program? -- What Is Small Basic? -- The Vision of Small Basic -- The Basics of Small Basic -- The Small Basic Language -- The Small Basic Library -- The Small Basic Development Environment -- Installing Small Basic -- The Small Basic IDE -- Opening and Saving Your Work -- Sharing Your Work and Importing Games -- Copy and Paste -- Undo and Redo -- Running Your Program and Graduating -- Writing and Running Your First Program -- Objects and Methods -- Naming Your Programs -- Files Generated by Small Basic -- Helping Hands: IntelliSense and Syntax Coloring -- Drawing with Small Basic -- Try It Out 1-1 -- Programming Challenges -- Chapter 2: Getting Started -- The Parts of a Program -- Comments and Statements -- Characters and Strings -- Arguments and Methods -- Try It Out 2-1 -- Exploring Other Features -- Case Sensitivity -- Sequential Execution -- Displaying Numbers and Doing Math -- Joining Strings -- Try It Out 2-2 -- Object Properties -- Setting and Changing Property Values -- Working with Properties -- Try It Out 2-3 -- Arithmetic Operators -- Try It Out 2-4 -- Programming Errors -- Syntax Errors -- Logic Errors -- Runtime Errors -- Programming Challenges -- Chapter 3: Drawing Basics -- The Graphics Coordinate System -- Drawing Lines -- Drawing Shapes -- Triangles -- Try It Out 3-1 -- Rectangles and Squares -- Try It Out 3-2 -- Ellipses and Circles -- Pen Size and Color -- Pen Width and Shape Size -- Try It Out 3-3 -- Drawing Text -- Inserting Images -- Programming Challenges -- Chapter 4: Using Variables.
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|a What's a Variable? -- The Basics of Using Variables -- Assigning Expressions to Variables -- Passing Variables to Methods -- Changing the Value of a Variable -- Using Spaces for Readability -- Try It Out 4-1 -- Rules for Naming Variables -- Say What You Mean -- Find the Right Length -- Stick with Your Style -- Let IntelliSense Work for You -- Avoid Naming Variables After Methods and Objects -- Try It Out 4-2 -- Simplifying Expressions -- Try It Out 4-3 -- Using Variables to Solve Problems -- Try It Out 4-4 -- Two Kinds of Data -- Global Variables -- Try It Out 4-5 -- Programming Challenges -- Chapter 5: Drawing Shapes with Turtle Graphics -- Meet the Turtle -- Moving the Turtle -- Absolute Motion -- Relative Motion -- Coloring Your Steps -- Controlling Your Speed -- Try It Out 5-1 -- Introducing the For Loop -- Try It Out 5-2 -- Drawing Regular Polygons -- A Star Is Born -- Try It Out 5-3 -- Creating Polygon Art Using Nested Loops -- Try It Out 5-4 -- Endless Graphics -- Try It Out 5-5 -- Programming Challenges -- Chapter 6: Getting User Input -- Talking to the Computer -- Your Number, Please? -- Introducing Yourself to Your Computer -- Writing Prompts for Input -- A Moment of Silence, Please (Pause) -- Working with User Input -- Converting Fahrenheit to Celsius -- Try It Out 6-1 -- Averaging Numbers -- Reading Text -- Try It Out 6-2 -- Programming Challenges -- Chapter 7: Empowering Programs with Math -- Exponent Methods -- SquareRoot() and Good Old Pythagoras -- Powerful Powers -- Try It Out 7-1 -- Rounding Methods -- Traditional Rounding -- Rounding to the Nearest Hundredth -- Try It Out 7-2 -- Abs(), Min(), and Max() Methods -- Try It Out 7-3 -- The Remainder() Method -- Try It Out 7-4 -- Random Numbers -- Try It Out 7-5 -- Trigonometric Methods -- Try It Out 7-6 -- Programming Challenges -- Chapter 8: Making Decisions with If Statements.
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505 |
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|a The If Statement -- Relational Operators -- Try It Out 8-1 -- Complex If Conditions -- Try It Out 8-2 -- Comparing Strings -- The If/Else Statement -- Try It Out 8-3 -- Nested If and If/Else Statements -- Try It Out 8-4 -- The Goto Statement -- Try It Out 8-5 -- Programming Challenges -- Chapter 9: Using Decisions to Make Games -- The If/ElseIf Ladder -- Letter Grades -- The Bug on the Ladder -- Try It Out 9-1 -- Let's Get Logical -- Logical Operators in the Zoo -- The And Operator -- The Or Operator -- The Cosmic Order of Evaluation -- Try It Out 9-2 -- The Shapes Object -- Try It Out 9-3 -- Create a Game: Guess My Coordinates -- Step 1: Open the Startup File -- Step 2: Set Up the Game -- Step 3: Hide the Star -- Step 4: Let the User Guess -- Try It Out 9-4 -- Programming Challenges -- Chapter 10: Solving Problems with Subroutines -- Why Use Subroutines? -- Writing Subroutines -- Try It Out 10-1 -- Subroutine Input and Output -- Try It Out 10-2 -- Nesting Subroutines -- Try It Out 10-3 -- Create a Dragon Game -- Step 1: Open the Startup File -- Step 2: Write the SetUp() Subroutine -- Step 3: Add a Bit of Chance -- Step 4: Let the Player Know What's Going On -- Step 5: Get the Player in the Game with GetChoice() -- Step 6: Process the Player's Choice -- Step 7: Add Motion with MoveKnight() -- Step 8: Shoot Arrows with ShootArrow() -- Step 9: Swing the Sword with StabDragon() -- Step 10: Breathe Fire -- Try It Out 10-4 -- Programming Challenges -- Chapter 11: Event-Driven Programming -- GraphicsWindow Events -- Create Patterns with the MouseDown Event -- Try It Out 11-1 -- Fire Missiles with the KeyDown Event -- Try It Out 11-2 -- Make a Typewriter Using the TextInput Event -- Try It Out 11-3 -- Draw Pictures with the MouseMove Event -- Try It Out 11-4 -- Useful Tips -- Create a Gold Rush Game -- Step 1: Open the Startup File.
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|a Step 2: Move the Turtle -- Step 3: Move the Bag of Gold -- Step 4: Update the User's Score -- Try It Out 11-5 -- Programming Challenges -- Chapter 12: Building Graphical User Interfaces -- Design a User Interface with the Controls Object -- Step 1: The Design Phase -- Step 2: Program Interactivity -- Try It Out 12-1 -- Make a Colorful Drawing Program -- Try It Out 12-2 -- Explore Circuits with Code -- Step 1: Open the Startup File -- Step 2: Add the Main Code -- Step 3: Toggle the Switch -- Step 4: Respond to Changes -- Step 5: Update the Program's Interface -- Try It Out 12-3 -- Program Your Own Image Viewer -- Try It Out 12-4 -- Programming Challenges -- Chapter 13: Repeating For Loops -- The For Loop -- Try It Out 13-1 -- Magical Moving Text -- Try It Out 13-2 -- Adding 'em Up -- Try It Out 13-3 -- Formatting Your Output -- Try It Out 13-4 -- Drawing All Kinds of Lines -- Try It Out 13-5 -- Changing the Step Size -- Counting Down by Twos -- Making a Fractional Step -- Try It Out 13-6 -- Nested Loops -- Tessellating for Fun -- Try It Out 13-7 -- Multiple Nesting Levels -- Try It Out 13-8 -- Programming Challenges -- Chapter 14: Creating Conditional While Loops -- When to Use While Loops -- Writing a While Loop -- Try It Out 14-1 -- Validating Your Inputs -- Try It Out 14-2 -- Infinite Loops -- Try It Out 14-3 -- Create a Rock-Paper-Scissors Game -- Step 1: Open the Startup File -- Step 2: Add the MouseDown Handler -- Step 3: Switch the Images -- Step 4: Announce the Winner -- Try It Out 14-4 -- Programming Challenges -- Chapter 15: Grouping Data in One-Dimensional Arrays -- Getting Started with Indexed Arrays -- Array Basics -- Initializing Arrays -- Try It Out 15-1 -- Filling Arrays with a For Loop -- Constant Initialization -- Random Initialization -- Formula Initialization -- User Initialization -- Try It Out 15-2 -- Displaying Arrays.
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|a Try It Out 15-3 -- Processing Arrays -- Finding the Sum -- Finding the Maximum Element -- Using String Values in Arrays -- Try It Out 15-4 -- Saving Records -- Using Indexed Arrays -- Random Selection -- A Magic 8 Ball -- Try It Out 15-5 -- Create the Catch Apples Game -- Step 1: Open the Startup File -- Step 2: Add the Apples -- Step 3: Position the Apples -- Step 4: Move the Apples -- Step 5: Catch or Miss -- Try It Out 15-6 -- Programming Challenges -- Chapter 16: Storing Data with Associative Arrays -- Associative Arrays -- Putting Associative Arrays to Use -- Days in French -- Try It Out 16-1 -- Storing Records -- Try It Out 16-2 -- The Array Object -- Is It an Array? -- How Big Is an Array? -- Does It Have a Particular Index? -- Does It Have a Particular Value? -- Give Me All the Indices -- Try It Out 16-3 -- Your Computer the Poet -- Step 1: Open the Startup File -- Step 2: Set Up the Graphical User Interface -- Step 3: Respond to Button Clicks -- Step 4: Write the Poem's First Line -- Step 5: Write the Poem's Second and Third Lines -- Try It Out 16-4 -- Programming Challenges -- Chapter 17: Expanding to Higher-Dimension Arrays -- Two-Dimensional Arrays -- A Random Matrix -- Try It Out 17-1 -- A Matrix with User Input -- Animated Squares -- Try It Out 17-2 -- Using String Indices -- Try It Out 17-3 -- Going Interactive -- Try It Out 17-4 -- Common Operations on Numerical 2D Arrays -- Step 1: Add All Elements -- Step 2: Find the Sum of Each Column -- Try It Out 17-5 -- Arrays of Three or More Dimensions -- Try It Out 17-6 -- Create a Treasure Map Game -- Step 1: Open the Startup File -- Step 2: Create the GUI Elements -- Step 3: Start a New Game -- Step 4: Create a New Treasure Map -- Step 5: Draw Objects on the Map -- Step 6: Show the Player's Location -- Step 7: Handle Button Clicks -- Try It Out 17-7 -- Programming Challenges.
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590 |
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|a O'Reilly
|b O'Reilly Online Learning: Academic/Public Library Edition
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650 |
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0 |
|a BASIC (Computer program language)
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650 |
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|a BASIC (Langage de programmation)
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|a JUVENILE NONFICTION
|x Computers
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650 |
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|a BASIC (Computer program language)
|2 fast
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700 |
1 |
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|a Price, Ed,
|d 1978-
|e author.
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776 |
0 |
8 |
|i Print version:
|a Marji, Majed.
|t Learn to program with small basic.
|d San Francisco : No Starch Press, [2016]
|z 9781593277024
|w (DLC) 2015039128
|w (OCoLC)919482348
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856 |
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0 |
|u https://learning.oreilly.com/library/view/~/9781457198854/?ar
|z Texto completo (Requiere registro previo con correo institucional)
|
938 |
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|a Internet Archive
|b INAR
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