Author: Edward Hill
Release Date: 2005
This Learning to Program Java text book is designed as the first course of a two semester course in Java programming. Selected topics from the Java programming language are introduced to facilitate a beginner programming in Java. All exercises are programming problems. Programming problems are used as exercises to enforce a programming paradigm. A high percent of learning to program is highly correlated with the practice of designing and implementing programs for specific requirements. The translator or compiler will enhance the student knowledge through the trail and error process of removing errors from their programs. Emphasis is on defining Java constructs and their use in programming. Students are encouraged to program all the exercises at the end of each Chapter. Also students are encouraged to program their own applications to enhance their knowledge base. The idea is to program as many applications as possible using various Java constructs to improve programming skills in the Java programming language. Emphasis is placed on programming applications requirements. To enforce this paradigm Chapters are organized to maximize the learning process. Chapters on Exceptions and File Input and Output are introduced early in the text. After the file input and output are introduced all programs should read and write files to devices to maximize the learning experience.
You’ve bested creepers, traveled deep into caves, and maybe even gone to The End and back—but have you ever transformed a sword into a magic wand? Built a palace in the blink of an eye? Designed your own color-changing disco dance floor? In Learn to Program with Minecraft®, you’ll do all this and more with the power of Python, a free language used by millions of professional and first-time programmers! Begin with some short, simple Python lessons and then use your new skills to modify Minecraft to produce instant and totally awesome results. Learn how to customize Minecraft to make mini-games, duplicate entire buildings, and turn boring blocks into gold. You’ll also write programs that: -Take you on an automated teleportation tour around your Minecraft world -Build massive monuments, pyramids, forests, and more in a snap! -Make secret passageways that open when you activate a hidden switch -Create a spooky ghost town that vanishes and reappears elsewhere -Show exactly where to dig for rare blocks -Cast a spell so that a cascade of flowers (or dynamite if you’re daring!) follows your every move -Make mischief with dastardly lava traps and watery curses that cause huge floods Whether you’re a Minecraft megafan or a newbie, you’ll see Minecraft in a whole new light while learning the basics of programming. Sure, you could spend all day mining for precious resources or building your mansion by hand, but with the power of Python, those days are over! Requires: Windows 7 or later; OS X 10.10 or later; or a Raspberry Pi. Uses Python 3
Written for students on advanced level computing courses who require a knowledge of programming, this title is particularly suitable for the AQA AS Level Computing course. It includes 2 model solutions for Paper 3 (CPT3), one in Pascal and one in Delphi.
Scratch is a fun, free, beginner-friendly programming environment where you connect blocks of code to build programs. While most famously used to introduce kids to programming, Scratch can make computer science approachable for people of any age. Rather than type countless lines of code in a cryptic programming language, why not use colorful command blocks and cartoon sprites to create powerful scripts? In Learn to Program with Scratch, author Majed Marji uses Scratch to explain the concepts essential to solving real-world programming problems. The labeled, color-coded blocks plainly show each logical step in a given script, and with a single click, you can even test any part of your script to check your logic. You'll learn how to: –Harness the power of repeat loops and recursion –Use if/else statements and logical operators to make decisions –Store data in variables and lists to use later in your program –Read, store, and manipulate user input –Implement key computer science algorithms like a linear search and bubble sort Hands-on projects will challenge you to create an Ohm's law simulator, draw intricate patterns, program sprites to mimic line-following robots, create arcade-style games, and more! Each chapter is packed with detailed explanations, annotated illustrations, guided examples, lots of color, and plenty of exercises to help the lessons stick. Learn to Program with Scratch is the perfect place to start your computer science journey, painlessly. Uses Scratch 2
Author: Wanda Dann
Publisher: Prentice Hall
Release Date: 2012
Learning to Program with Alice, 3e is appropriate for all one-semester pre-CS1 and computer literacy courses, and for integration into the first weeks of many introductory CS1 courses. ¿ Alice was designed to make programming concepts easier to teach and learn. In the Third Edition of Learning to Program with Alice, Alice's creators offer a complete full-color introduction to the interactive Alice programming environment. The authors make extensive use of program visualization to establish an easy, intuitive relationship between program constructs and the 3D graphics animation action in Alice. Students discover how Alice blends traditional problem-solving techniques with Hollywood-style storyboarding. Fundamental object-oriented programming concepts and language syntax are taught independently. Programming concepts can be taught from either an objects-first or an objects-early approach, with an optional early introduction to events. The book's Java-like syntax allows students to view their program code, simplifying their transitions to Java, C++, C#, or other object-oriented languages. This new edition includes over 60% revised exercises and a "sneak peek" at Alice 3.0. ¿ Collection of Alice 3D “example worlds” on CD-ROM – Students can load an example world and enter their own code to make it work.
Author: Bertrand Meyer
Publisher: Springer Science & Business Media
Release Date: 2009-08-28
This text combines a practical, hands-on approach to programming with the introduction of sound theoretical support focused on teaching the construction of high-quality software. A major feature of the book is the use of Design by Contract.
Author: Steve Heller
Publisher: Prentice Hall Ptr
Release Date: 2001-01
Start here if you want to master C++. No experience necessary. Honestly. Learn C++ from a master: how to think like a programmer! A remarkable personal dialogue between a C++ expert and a novice From the absolute basics to advanced topics: inheritance, polymorphism, pointers, and more. Even if you have absolutely no programming experience, this book will help you truly master C++. You won't merely learn the basics. You'll master sophisticated, professional techniques--up to and including the effective use of encapsulation, inheritance, polymorphism, and pointers. You'll never find yourself copying syntax without understanding it. You'll learn to think like a programmer, engineer code that delivers great reliability and performance, and avoid the pitfalls that await every new C++ developer. These are powerful promises. But "Learning to Program in C++" is a remarkable book. It's a book-length dialogue between renowned C++ developer Steve Heller and a real-life programming novice-a novice with an uncanny ability to ask the questions you'd ask-and get crystal-clear, on-target answers. It starts from absolute scratch, making only one assumption: you're ready to learn. And it's more like reading a novel--or participating in an intelligent discussion--than any computer book you've ever seen. Steve Heller's "Learning to Program in C++." It's a pleasure to read. And if you pay attention, you'll walk away with a superb understanding of C++: what to do, how to do it, and above all, why. Previously published as "Who's Afraid of C++?" and "Who's Afraid of More C++?": Both classic books, integrated and updated, together for thefirst time, at a great price!
Author: Steven Foote
Publisher: Addison-Wesley Professional
Release Date: 2014-10-16
Everyone can benefit from basic programming skills–and after you start, you just might want to go a whole lot further. Author Steven Foote taught himself to program, figuring out the best ways to overcome every obstacle. Now a professional web developer, he’ll help you follow in his footsteps. He teaches concepts you can use with any modern programming language, whether you want to program computers, smartphones, tablets, or even robots. Learning to Program will help you build a solid foundation in programming that can prepare you to achieve just about any programming goal. Whether you want to become a professional software programmer, or you want to learn how to more effectively communicate with programmers, or you are just curious about how programming works, this book is a great first step in helping to get you there. Learning to Program will help you get started even if you aren’t sure where to begin. • Learn how to simplify and automate many programming tasks • Handle different types of data in your programs • Use regular expressions to find and work with patterns • Write programs that can decide what to do, and when to do it • Use functions to write clean, well-organized code • Create programs others can easily understand and improve • Test and debug software to make it reliable • Work as part of a programming team • Learn the next steps to take to build a lifetime of programming skills
This book takes a humorous slant on the programming practice manual by reversing the usual approach: under the pretence of teaching you how to become the world’s worst programmer who generally causes chaos, the book teaches you how to avoid the kind of bad habits that introduce bugs or cause code contributions to be rejected. Why be a code monkey when you can be a chaos monkey? OK, so you want to become a terrible programmer. You want to write code that gets vigorously rejected in review. You look forward to reading feedback plastered in comments like "WTF???". Even better, you fantasize about your bug-ridden changes sneaking through and causing untold chaos in the codebase. You want to build a reputation as someone who writes creaky, messy, error-prone garbage that frustrates your colleagues. Bad Programming Practices 101 will help you achieve that goal a whole lot quicker by teaching you an array of bad habits that will allow you to cause maximum chaos. Alternatively, you could use this book to identify those bad habits and learn to avoid them. The bad practices are organized into topics that form the basis of programming (layout, variables, loops, modules, and so on). It's been remarked that to become a good programmer, you must first write 10,000 lines of bad code to get it all out of your system. This book is aimed at programmers who have so far written only a small portion of that. By learning about poor programming habits, you will learn good practices. In addition, you will find out the motivation behind each practice, so you can learn why it is considered good and not simply get a list of rules. What You'll Learn Become a better coder by learning how (not) to program Choose your tools wisely Think of programming as problem solving Discover the consequences of a program’s appearance and overall structure Explain poor use of variables in programs Avoid bad habits and common mistakes when using conditionals and loops See how poor error-handling makes for unstable programs Sidestep bad practices related specifically to object-oriented programming Mitigate the effects of ineffectual and inadequate bug location and testing Who This Book Is For Those who have some practical programming knowledge (can program in at least one programming language), but little or no professional experience, which they would like to quickly build up. They are either still undergoing training in software development, or are at the beginning of their programming career. They have at most 1-2 years of professional experience.
Author: Craig S. Lent
Publisher: Wiley Global Education
Release Date: 2013-01-03
Author Craig Lents 1st edition of Learning to Program with MATLAB: Building GUI Tools teaches the core concepts of computer programming, such as arrays, loops, function, basic data structures, etc., using MATLAB. The text has a focus on the fundamentals of programming and builds up to an emphasis on GUI tools, covering text-based programs first, then programs that produce graphics. This creates a visual expression of the underlying mathematics of a problem or design.
Author: Alan Gauld
Publisher: Addison-Wesley Professional
Release Date: 2001
Are you a... Systems administrator frustrated by the deficiencies of your existing tools? Web site creator wanting to produce more dynamic content? Computer user with a desire to know what's going on inside the box? Then "Learn to Program Using Python" is the book for you. You will find this book to be an ideal starting point for learning the essentials of computer programming. Assuming no prior knowledge (other than basic computer operation), this unintimidating and clearly written guide introduces you to programming terminology, fundamental concepts, and techniques for writing actual code. Python is ideal for novice programmers: it is available for free; it has simple syntax but powerful features; it supports lots of programming styles; it runs on many platforms; it has a friendly and helpful user community. This book uses the Python language to teach you the fundamentals of computer programming. Once you master the basic techniques and concepts you learn in this book, you can apply them to any language you choose to work with. "Learn to Program Using Python" is based on a popular on-line tutorial that has been expanded and enhanced for this book. It takes you step-by-step through all the essential programming topics. You will learn about: Sequences, branching, and looping Data types and variables Input and output Modular programming Handling files and text Errors Recursion Namespaces Object-oriented programming Event-driven programming Regular expressions Debugging In addition, the book introduces elements of programming style and offers a look at the thinking and steps involved in designing a software solution. Several sample applications illustrate techniques and ideas in action.
Author: Vinny Cahill
Publisher: Springer Science & Business Media
Release Date: 2012-12-06
C# is a modern, object-oriented language that enables programmers to quickly build a wide range of applications for the new Microsoft .NET platform, which provides tools and services that fully exploit both computing and communications. Learning to Program the Object-Oriented Way with C# presents an introductory guide to this hot topic. The authors use a practice-based approach supported by lots of examples of increasing complexity and frequent graded exercises, which are available online. -Introduces an approach to learning programming based on the use of object orientation from day one. -Includes many worked examples, the code and solution to which are available online. -The book is being technically reviewed and approved by Microsoft. -One of the first introductory textbooks on C# and object orientation - based on the final release version at the beginning of 2002. -Suitable for courses in introductory programming.
"This unique book shows how to start programming using the RobotC® language for LEGO MINDSTORMS, and it provides practical and easy-to-use code samples for getting a real robot to do the things you want it to do."--Back cover.