Ruby for kids for dummies

Detalles Bibliográficos
Otros Autores: Haupt, Christopher, author (author)
Formato: Libro electrónico
Idioma:Inglés
Publicado: Hoboken, New Jersey : John Wiley & Sons, Inc 2016.
Colección:--For dummies.
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009849087706719
Tabla de Contenidos:
  • Title Page; Table of Contents; Introduction; About This Book; Foolish Assumptions; Icons Used in This Book; Beyond the Book; Where to Go from Here; Part I: The Most Basic Building Blocks; Project 1: Getting Started with Ruby; What Is Programming?; Why Ruby?; What Tools Do You Need?; Project 2: Big Numbers; Starting Interactive Ruby; Entering Numbers; Doing Some Basic Math; Supersizing the Math with Huge Numbers; Adding Memory by Storing Results in Variables; Using Variables to Repeat a Calculation; Fixing Things When Something Goes Wrong; Trying Some Experiments; Project 3: Bigger Hello World
  • Starting Interactive RubyKnowing How Letters and Words Differ from Numbers; Doing Math with Words; Doing Other Things with Strings; Storing Strings in Variables; Making Some Big Letters; Trying Some Experiments; Part II: Programmers Are Lazy! Stop Typing So Much!; Project 4: Shapes; Organizing a New Project; Printing versus Using puts; Getting Input with gets; Running the Program on the Command Line; Creating Code to Draw a Rectangle; Creating Code to Draw a Triangle; Drawing a House Using Your Two Shapes; Testing Your Program; Trying Some Experiments; Project 5: Simple Adventure
  • Organizing a New ProjectPlanning the Project; Looking at the Program Skeleton; Creating the Main Game Loop; Creating Game Rules Methods; Creating Game Helper Methods; Trying Some Experiments; Project 6: Number Guessing; Organizing a New Project; Planning the Project; Looking at the Program Skeleton; Creating Placeholder Classes; Adding Player Methods; Writing the Game Class Code; Trying Some Experiments; Part III: Working with Lots of Your Own Data; Project 7: Short Straw; Organizing a New Project; Planning the Project; Looking at the Program Skeleton; Creating Placeholder Classes
  • Coding the Straw MethodsCoding the Player Methods; Coding Game Methods; Trying Some Experiments; Project 8: Code Breaker; Organizing a New Project; Planning the Project; Creating Placeholder Classes; Coding CodeBreaker Methods; Coding Caesar Methods; Trying Some Experiments; Project 9: Acey Deucey; Organizing a New Project; Planning the Project; Looking at the Program Skeleton; Creating Classes; Trying Some Experiments; Part IV: Using Shared Code to Get Graphical; Project 10: A-maze-ing; Organizing a New Project; Planning the Project; Looking at the Program Skeleton
  • Creating Placeholder ClassesCoding Amazing Methods; Coding Game Methods; Coding Level Methods; Coding Tile Methods; Coding Player Methods; Trying Some Experiments; Project 11: Tower; Organizing a New Project; Planning the Project; Looking at the Program Skeleton; Creating Placeholder Classes; Coding Post Methods; Coding Disc Methods; Coding Game Methods; Trying Some Experiments; Project 12: Game of Life; Organizing a New Project; Planning the Project; Looking at the Program Skeleton; Creating Placeholder Classes; Coding Cell Methods; Coding Grid Methods; Coding Game Methods
  • Trying Some Experiments