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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.

Detalles Bibliográficos
Clasificación:Libro Electrónico
Autores principales: Marji, Majed (Autor), Price, Ed, 1978- (Autor)
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.