Learn to program with Small Basic : an introduction to programming with games, art, science, and math /
A fun introduction to programming with Small Basic for kids and other beginners.
Clasificación: | Libro Electrónico |
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Autores principales: | , |
Formato: | Electrónico eBook |
Idioma: | Inglés |
Publicado: |
San Francisco :
No Starch Press,
[2016]
|
Temas: | |
Acceso en línea: | Texto completo (Requiere registro previo con correo institucional) |
Tabla de Contenidos:
- 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.
- 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.
- 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.
- 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.
- 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.