A completely revised edition, offering new design recipes for interactive programs and support for images as plain values, testing, event-driven programming, and even distributed programming. This introduction to programming places computer science at the core of a liberal arts education. Unlike other introductory books, it focuses on the program design process, presenting program design guidelines that show the reader how to analyze a problem statement, how to formulate concise goals, how to make up examples, how to develop an outline of the solution, how to finish the program, and how to test it. Because learning to design programs is about the study of principles and the acquisition of transferable skills, the text does not use an off-the-shelf industrial language but presents a tailor-made teaching language. For the same reason, it offers DrRacket, a programming environment for novices that supports playful, feedback-oriented learning. The environment grows with readers as they master the material in the book until it supports a full-fledged language for the whole spectrum of programming tasks. This second edition has been completely revised. While the book continues to teach a systematic approach to program design, the second edition introduces different design recipes for interactive programs with graphical interfaces and batch programs. It also enriches its design recipes for functions with numerous new hints. Finally, the teaching languages and their IDE now come with support for images as plain values, testing, event-driven programming, and even distributed programming.
This introduction to programming places computer science in the core of a liberal arts education. Unlike other introductory books, it focuses on the program design process. This approach fosters a variety of skills -- critical reading, analytical thinking, creative synthesis, and attention to detail -- that are important for everyone, not just future computer programmers.The book exposes readers to two fundamentally new ideas. First, it presents program design guidelines that show the reader how to analyze a problem statement; how to formulate concise goals; how to make up examples; how to develop an outline of the solution, based on the analysis; how to finish the program; and how to test. Each step produces a well-defined intermediate product. Second, the book comes with a novel programming environment, the first one explicitly designed for beginners. The environment grows with the readers as they master the material in the book until it supports a full-fledged language for the whole spectrum of programming tasks.All the book's support materials are available for free on the Web. The Web site includes the environment, teacher guides, exercises for all levels, solutions, and additional projects.
Racket is a descendant of Lisp, a programming language renowned for its elegance, power, and challenging learning curve. But while Racket retains the functional goodness of Lisp, it was designed with beginning programmers in mind. Realm of Racket is your introduction to the Racket language. In Realm of Racket, you'll learn to program by creating increasingly complex games. Your journey begins with the Guess My Number game and coverage of some basic Racket etiquette. Next you'll dig into syntax and semantics, lists, structures, and conditionals, and learn to work with recursion and the GUI as you build the Robot Snake game. After that it's on to lambda and mutant structs (and an Orc Battle), and fancy loops and the Dice of Doom. Finally, you'll explore laziness, AI, distributed games, and the Hungry Henry game. As you progress through the games, chapter checkpoints and challenges help reinforce what you've learned. Offbeat comics keep things fun along the way. As you travel through the Racket realm, you'll: –Master the quirks of Racket's syntax and semantics –Learn to write concise and elegant functional programs –Create a graphical user interface using the 2htdp/image library –Create a server to handle true multiplayer games Realm of Racket is a lighthearted guide to some serious programming. Read it to see why Racketeers have so much fun!
This text is the first comprehensive presentation of reduction semantics in one volume; it also introduces the first reliable and easy-to-use tool set for such forms of semantics. Software engineers have long known that automatic tool support is critical for rapid prototyping and modeling, and this book is addressed to the working semantics engineer (graduate student or professional language designer). The book comes with a prototyping tool suite to develop, explore, test, debug, and publish semantic models of programming languages. With PLT Redex, semanticists can formulate models as grammars and reduction models on their computers with the ease of paper and pencil. The text first presents a framework for the formulation of language models, focusing on equational calculi and abstract machines, then introduces PLT Redex, a suite of software tools for expressing these models as PLT Redex models. Finally, experts describe a range of models formulated in Redex. PLT Redex comes with the PLT Scheme implementation, available free at http://www.plt-scheme.org/. Readers can download the software and experiment with Redex as they work their way through the book.
Before and After magazine's focus on clarity, simplicity, and elegance has won it legions of fans--fans who will welcome this second volume of the definitive Before and After Page Design by John McWade. Truly an icon of the graphic design community, his insistence on approaching design not as mere decoration but as an essential form of communication is vividly apparent in this cohesive primer on page design and layout. And you could not hope for a better, more qualified teacher. McWade shows readers how to arrange and present information using today's powerful graphics tools. Readers will learn how to design single-page and multi-page documents, brochures, and ads; why one typeface works better than another; and much more. Best of all, they'll discover how to think visually transforming the images in their heads into something that communicates effectively on the page.
Author: Yanhong Annie Liu
Publisher: Cambridge University Press
Release Date: 2013-05-20
A systematic program design method can help developers ensure the correctness and performance of programs while minimizing the development cost. This book describes a method that starts with a clear specification of a computation and derives an efficient implementation by step-wise program analysis and transformations. The method applies to problems specified in imperative, database, functional, logic and object-oriented programming languages with different data, control and module abstractions. Designed for courses or self-study, this book includes numerous exercises and examples that require minimal computer science background, making it accessible to novices. Experienced practitioners and researchers will appreciate the detailed examples in a wide range of application areas including hardware design, image processing, access control, query optimization and program analysis. The last section of the book points out directions for future studies.
Author: Stephen Bloch
Publisher: College Publications
Release Date: 2010
A first programming course should not be directed towards learning a particular programming language, but rather at learning to program well; the programming language should get out of the way and serve this goal. The simple, powerful Racket language (related to Scheme) allows us to concentrate on the fundamental concepts and techniques of computer programming, without being distracted by complex syntax. As a result, this book can be used at the high school (and perhaps middle school) level, while providing enough advanced concepts not usually found in a first course to challenge a college student. Those who have already done some programming (e.g. in Java, Python, or C++) will enhance their understanding of the fundamentals, un-learn some bad habits, and change the way they think about programming. We take a graphics-early approach: you'll start manipulating and combining graphic images from Chapter 1 and writing event-driven GUI programs from Chapter 6, even before seeing arithmetic. We continue using graphics, GUI and game programming throughout to motivate fundamental concepts. At the same time, we emphasize data types, testing, and a concrete, step-by-step process of problem-solving. After working through this book, you'll be prepared to learn other programming languages and program well in them. Or, if this is the last programming course you ever take, you'll understand many of the issues that affect the programs you use every day. I have been using Picturing Programs with my daughter, and there's no doubt that it's gentler than Htdp. It does exactly what Stephen claims, which is to move gradually from copy-and-change exercises to think-on-your-own exercises within each section. I also think it's nice that the "worked exercises" are clearly labeled as such. There's something psychologically appealing about the fact that you first see an example in the text of the book, and then a similar example is presented as if it were an exercise but they just happen to be giving away the answer. It is practically shouting out "Here's a model of how you go about solving this class of problems, pay close attention ."" Mark Engelberg "1. Matthias & team have done exceptional, highly impressive work with HtDP. The concepts are close to genius. (perhaps yes, genius quality work) They are a MUST for any high school offering serious introductory CS curriculum. 2. Without Dr. Blochs book "Picturing Programs," I would not have successfully implemented these concepts (Dr. Scheme, Racket, Design Recipe etc) into an ordinary High School Classroom. Any high school instructor who struggles to find ways to bring these great HtDP ideas to the typical high schooler, should immediately investigate the Bloch book. Think of it as coating the castor oil with chocolate." Brett Penza
Author: Daniel P. Friedman
Publisher: MIT Press
Release Date: 2015-07-10
The Little Prover introduces inductive proofs as a way to determine facts about computer programs. It is written in an approachable, engaging style of question-and-answer, with the characteristic humor of The Little Schemer (fourth edition, MIT Press). Sometimes the best way to learn something is to sit down and do it; the book takes readers through step-by-step examples showing how to write inductive proofs. The Little Prover assumes only knowledge of recursive programs and lists (as presented in the first three chapters of The Little Schemer) and uses only a few terms beyond what novice programmers already know. The book comes with a simple proof assistant to help readers work through the book and complete solutions to every example.
Author: Fleck, Steven J.
Publisher: Human Kinetics
Release Date: 2014-02-14
Genre: Sports & Recreation
In this text, two of the world’s leading experts on strength training explore how to design scientifically based resistance training programs, modify and adapt programs to meet the needs of special populations, and apply the elements of program design in the real world.
Author: Janis Fisher Chan
Publisher: John Wiley & Sons
Release Date: 2009-12-30
Genre: Business & Economics
Designing and Developing Training Programs is filled withpractical information, best practices, and proven strategies. Thisbook will help both new and experienced trainers design and developtraining programs that achieve results for both individuals andtheir organizations while meeting the challenges of today'sfast-paced, rapidly changing learning environment. Created to beeasy-to-use, Designing and Developing Training Programs covers awide range of topics, including how to: Ensure that training is needed, relevant, andcost-effective Analyze the needs and characteristics of the audience Write behavioral learning Select the right content and design activities that help peoplelearn Develop effective learning materials Create a program evaluation Design virtual and remote training programs Praise for Designing and Developing Training Programs "Janis Fisher Chan is truly a master designer, having an uncannyability to help people to truly think. Her book is of real serviceto anyone in the field of training." —Manfred Kets de Vries, Raoul de Vitry d'Avaucourt ChairedClinical Professor of Leadership Development and director, INSEADGlobal Leadership Centre "What makes Janis Chan's book so exceptional is the variety ofchallenging, content-related exercises that bring the concepts 'upclose and personal' into the reader's life and work." —Sharon Bowman, Author, Training from the BACK of theRoom!
Classroom-tested by tens of thousands of students, this new edition of the bestselling intro to programming book is for anyone who wants to understand computer science. Learn about design, algorithms, testing, and debugging. Discover the fundamentals of programming with Python 3.6--a language that's used in millions of devices. Write programs to solve real-world problems, and come away with everything you need to produce quality code. This edition has been updated to use the new language features in Python 3.6.
Author: Steven E. Gross
Publisher: AMACOM/American Management Association
Release Date: 1995-01
Genre: Business & Economics
By following the proven 13-step process detailed in this book, you'll learn how to create different pay strategies for the three main team types in use today: parallel teams, process teams, and project- or time-based teams; determine base pay for team members; align the key components of additional compensation for teams: increases in base pay (merit raises), recognition awards (both cash and noncash), and incentive compensation; win "buy-in" by allaying members' fears and helping them accept risk; identify the 21 competencies vital to team success and develop a competency model specific to your organization's needs and culture; adapt existing appraisal systems to measure team performance; and combine these elements into a "compensation architecture" that is flexible, yet solid and enduring
Author: Stuart G McCrady
Release Date: 2013-07-30
Automation systems, often referred to as SCADA systems, involve programming at several levels; these systems include computer type field controllers that monitor and control plant equipment such as conveyor systems, pumps, and user workstations that allow the user to monitor and control the equipment through color graphic displays. All of the components of these systems are integrated through a network, such as Ethernet for fast communications. This book provides a practical guide to developing the application software for all aspects of the automation system, from the field controllers to the user interface workstations. The focus of the book is to not only provide practical methods for designing and developing the software, but also to develop a complete set of software documentation. Providing tested examples and proceducres, this book will be indespensible to all engineers managing automation systems. Clear instructions with real-world examples Guidance on how to design and develop well-structured application programs Identification of software documentation requirements and organization of point names with logical naming system Guidance on best practice of standardized programming methods for SCADA systems
PIC microcontrollers are used worldwide in commercial and industrial devices. The 8-bit PIC which this book focuses on is a versatile work horse that completes many designs. An engineer working with applications that include a microcontroller will no doubt come across the PIC sooner rather than later. It is a must to have a working knowledge of this 8-bit technology. This book takes the novice from introduction of embedded systems through to advanced development techniques for utilizing and optimizing the PIC family of microcontrollers in your device. To truly understand the PIC, assembly and C programming language must be understood. The author explains both with sample code and examples, and makes the transition from the former to the latter an easy one. This is a solid building block for future PIC endeavors. New to the 2nd Edition: *Include end of chapter questions/activities moving from introductory to advanced *More worked examples *Includes PowerPoint slides for instructors *Includes all code snips on a companion web site for ease of use *A survey of 16/32-bit PICs *A project using ZigBee *Covers both assembly and C programming languages, essential for optimizing the PIC *Amazing breadth of coverage moving from introductory to advanced topics covering more and more complex microcontroller families *Details MPLAB and other Microchip design tools