Anyone Can Code The Art and Science of Logical Creativity
“Ali Arya guides you in a fantastic journey full of creativity in a coherent way that allows the traveler to learn and build up over the knowledge acquired in previous chapters until the reader accomplishes skills to develop solutions using programming.” — Andrés A. Navarro Newball , Professor, Pont...
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| Main Author | |
|---|---|
| Format | eBook Book |
| Language | English |
| Published |
Boca Raton
CRC Press
2021
CRC Press LLC |
| Edition | 1 |
| Subjects | |
| Online Access | Get full text |
| ISBN | 0367199742 9780367199746 9780367199692 0367199696 |
| DOI | 10.1201/9780429244421 |
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| Abstract | “Ali Arya guides you in a fantastic journey full of creativity in a coherent way that allows the traveler to learn and build up over the knowledge acquired in previous chapters until the reader accomplishes skills to develop solutions using programming.”
—
Andrés A. Navarro Newball
, Professor, Pontificia Universidad Javeriana Cali Colombia
“An excellent book that teaches programming and software development the way it should be done: independent from a specific implementation language and focusing on the main principles that are fundamental and substantive to any kind of software production.”
—
Dr Marc Conrad
, Principal Lecturer, University of Bedfordshire
Anyone Can Code: The Art and Science of Logical Creativity
introduces computer programming as a way of problem-solving through logical thinking. It uses the notion of Modularization as a central lens through which we can make sense of many software concepts. The book takes the reader through fundamental concepts in programming by illustrating them in three different and distinct languages, C/C++, Python, and Javascript.
Key features:
Focuses on problem-solving and algorithmic thinking instead of programming functions, syntax, and libraries.
Includes engaging examples, including video games and visual effects
Provides exercises and reflective questions.
It gives the beginner and intermediate learners a strong understanding of what they are doing so that they can do it better and with any other tool or language that they may end up using later.
About the Author:
Ali Arya is an Associate Professor of Information Technology at Carleton University, Ottawa, Canada. He received his Ph.D. in Computer Engineering from the University of British Columbia in 2003. Ali has over 25 years of experience in professional and academic positions related to software development and information technology. He is passionate about computer programming that brings together logical and creative abilities. |
|---|---|
| AbstractList | Anyone Can Code: The Art and Science of Logical Creativity introduces computer programming as a way of problem-solving through logical thinking. It uses the notion of modularization as a central lens through which we can make sense of many software concepts. This book takes the reader through fundamental concepts in programming by illustrating them in three different and distinct languages: C/C++, Python, and Javascript. Key features: Focuses on problem-solving and algorithmic thinking instead of programming functions, syntax, and libraries; Includes engaging examples, including video games and visual effects; Provides exercises and reflective questions. This book gives beginner and intermediate learners a strong understanding of what they are doing so that they can do it better and with any other tool or language that they may end up using later. “Ali Arya guides you in a fantastic journey full of creativity in a coherent way that allows the traveler to learn and build up over the knowledge acquired in previous chapters until the reader accomplishes skills to develop solutions using programming.” — Andrés A. Navarro Newball , Professor, Pontificia Universidad Javeriana Cali Colombia “An excellent book that teaches programming and software development the way it should be done: independent from a specific implementation language and focusing on the main principles that are fundamental and substantive to any kind of software production.” — Dr Marc Conrad , Principal Lecturer, University of Bedfordshire Anyone Can Code: The Art and Science of Logical Creativity introduces computer programming as a way of problem-solving through logical thinking. It uses the notion of Modularization as a central lens through which we can make sense of many software concepts. The book takes the reader through fundamental concepts in programming by illustrating them in three different and distinct languages, C/C++, Python, and Javascript. Key features: Focuses on problem-solving and algorithmic thinking instead of programming functions, syntax, and libraries. Includes engaging examples, including video games and visual effects Provides exercises and reflective questions. It gives the beginner and intermediate learners a strong understanding of what they are doing so that they can do it better and with any other tool or language that they may end up using later. About the Author: Ali Arya is an Associate Professor of Information Technology at Carleton University, Ottawa, Canada. He received his Ph.D. in Computer Engineering from the University of British Columbia in 2003. Ali has over 25 years of experience in professional and academic positions related to software development and information technology. He is passionate about computer programming that brings together logical and creative abilities. "Ali Arya guides you in a fantastic journey full of creativity in a coherent way that allows the traveler to learn and build up over the knowledge acquired in previous chapters until the reader accomplishes skills to develop solutions using programming."-- Andrés A. Navarro Newball, Professor, Pontificia Universidad Javeriana Cali Colombia"An excellent book that teaches programming and software development the way it should be done: independent from a specific implementation language and focusing on the main principles that are fundamental and substantive to any kind of software production."-- Dr Marc Conrad, Principal Lecturer, University of BedfordshireAnyone Can Code: The Art and Science of Logical Creativity introduces computer programming as a way of problem-solving through logical thinking. It uses the notion of Modularization as a central lens through which we can make sense of many software concepts. The book takes the reader through fundamental concepts in programming by illustrating them in three different and distinct languages, C/C++, Python, and Javascript.Key features:Focuses on problem-solving and algorithmic thinking instead of programming functions, syntax, and libraries.Includes engaging examples, including video games and visual effectsProvides exercises and reflective questions.It gives the beginner and intermediate learners a strong understanding of what they are doing so that they can do it better and with any other tool or language that they may end up using later.About the Author:Ali Arya is an Associate Professor of Information Technology at Carleton University, Ottawa, Canada. He received his Ph.D. in Computer Engineering from the University of British Columbia in 2003. Ali has over 25 years of experience in professional and academic positions related to software development and information technology. He is passionate about computer programming that brings together logical and creative abilities. Computer programming is an empowering skill for those who wants to better the world, improve their career, or just have fun. This book covers the basic concepts of programming from algorithms to functions and classes, with examples in different programming languages, and engaging applications such as games and data science. Anyone Can Code: The Art and Science of Logical Creativity introduces computer programming as a way of problem-solving through logical thinking. It uses the notion of modularization as a central lens through which we can make sense of many software concepts. This book takes the reader through fundamental concepts in programming by illustrating them in three different and distinct languages: C/C++, Python, and Javascript. Key features: Focuses on problem-solving and algorithmic thinking instead of programming functions, syntax, and libraries. Includes engaging examples, including video games and visual effects. Provides exercises and reflective questions. This book gives beginner and intermediate learners a strong understanding of what they are doing so that they can do it better and with any other tool or language that they may end up using later. Sample code is available on the author’s website. List of Sidebars. List of Tables. List of Exhibits. Preface. Acknowledgments. Definition of Key Terms. Abbreviation. Companion Website. Part 1 Getting Started. Introduction. Chapter 1 Computers, Programs, and Games. Chapter 2 Logical Creativity. Part 2 Understanding Programs. Chapter 3 Data: Program’s Information. Chapter 4 Code: Program’s Operation. Chapter 5 Functions. Part 3 Structured Programming. Chapter 6 Types, Files, and Libraries. Chapter 7 Modularization of Data. Chapter 8 Modularization of Code. Part 4 Object-Oriented Programming. Chapter 9 Modularization of Data and Code. Chapter 10 Object-Oriented Design. Part 5 More about Objects and Classes. Chapter 11 Class Hierarchies. Chapter 12 Object Identities. Part 6 Moving Forward. Chapter 13 Software Design. Chapter 14 Software Projects. Chapter 15 Concluding Notes. BIBLIOGRAPHY. INDEX. “An excellent book that teaches programming and software development the way it should be done: independent from a specific implementation language and focusing on the main principles that are fundamental and substantive to any kind of software production…. Overall, a well-developed book that provides a comprehensive journey through the substantive topics essential to programming; I agree with the title; with the help of this book anyone can code. Given the unique strength of being agnostic to a specific language in the presentation of the central themes I wish that this book becomes a core reading text to academic institutions delivering on Computer Science and Software Development.” -- Dr Marc Conrad , Principal Lecturer, University of Bedfordshire “Ali Arya guides you in a fantastic journey full of creativity in a coherent way that allows the traveler to learn and build up over the knowledge acquired in previous chapters until the reader accomplishes skills to develop solutions using programming.” -- Andrés A. Navarro Newball , Professor, Pontificia Universidad Javeriana Cali Colombia Ali Arya is an Associate Professor of Information Technology at Carleton University, Ottawa, Canada. He received his Ph.D. in Computer Engineering from the University of British Columbia in 2003. Ali has over 25 years of experience in professional and academic positions related to software development and information technology. He is passionate about computer programming that brings together logical and creative abilities. His work has always involved hands-on programming combined with teaching and research on various related technologies. He has developed and taught graduate and undergraduate courses on computer programming, software design, and project management. His current research focuses on the use of computer games and virtual reality in education. Before his academic career, Ali worked as software engineer, lead designer, and project manager. Ali lives in Ottawa, Canada, with his wife, son, and two cats. Despite his teaching, research, and administrative duties, he still enjoys spending hours writing code and learning new programming trends and tricks. |
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| Keywords | Command Processor Game Object Void Draw Version Control System Practice Task Grade Point Average Main Loop Data Members Sequential Execution Child Class Sample Code Header File Member Functions RGB Value Logical Creativity Machine Code Version Control Visual Studio Software Development Process Source File Javascript Code Game Class Cpp Files GPA Int Id |
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| Notes | A Chapman & Hall book Includes bibliographical references (p. 551-552) and index |
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| Snippet | “Ali Arya guides you in a fantastic journey full of creativity in a coherent way that allows the traveler to learn and build up over the knowledge acquired in... Anyone Can Code: The Art and Science of Logical Creativity introduces computer programming as a way of problem-solving through logical thinking. It uses the... Computer programming is an empowering skill for those who wants to better the world, improve their career, or just have fun. This book covers the basic... "Ali Arya guides you in a fantastic journey full of creativity in a coherent way that allows the traveler to learn and build up over the knowledge acquired in... |
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| Subtitle | The Art and Science of Logical Creativity |
| TableOfContents | 12.2.1 Visual Effects and Image Processing -- 12.2.2 Basic Image Processing -- 12.2.3 Sample Image Effects -- 12.2.4 Effect classes -- 12.2.5 Rendering with Effects -- 12.2.6 Using Dynamic Polymorphism in Render Class -- 12.2.7 Polymorphism in Python and Javascript -- 12.3 Physics Class Revisited -- 12.3.1 Heightmaps -- 12.3.2 Static Members -- Highlights -- End-of-Chapter Notes -- Part 6 Moving Forward -- Chapter 13 Software Design -- Overview -- 13.1 Design Patterns -- 13.2 Data Structures -- 13.3 Software Architecture -- 13.4 Suggested Projects -- 13.4.1 Image Editor -- 13.4.2 Game AI -- Chapter 14 Software Projects -- Overview -- 14.1 Project Management -- 14.2 Version Control -- Chapter 15 Concluding Notes -- Overview -- 15.1 Summary of Key Points -- 15.2 Some Practical Advice -- Bibliography, -- Index Highlights -- End-of-Chapter Notes -- Chapter 10 Object-Oriented Design -- Overview -- 10.1 Software Design With Classes -- 10.1.1 OOD Process for a Game -- 10.1.2 Requirements -- 10.1.3 Game-Related Requirements -- 10.1.4 Software-Related Requirements (For Reusability and Manageability) -- 10.1.5 Specific Requirements for Sample Game -- 10.1.6 Game Software Design -- 10.1.6.1 Render -- 10.1.6.2 Physics -- 10.1.6.3 Game -- 10.1.7 GameObject, Information Hiding, and Class Access Control -- 10.1.8 Implementing Class Methods -- 10.1.8.1 GameObject -- 10.1.8.2 Game -- 10.1.8.3 Render -- 10.1.8.4 Physics -- 10.2 Dynamic Objects -- 10.2.1 Dynamic Arrays and Objects -- 10.2.2 Dynamic Object Creation -- 10.2.3 Object Destructor -- 10.2.4 Particle Systems -- 10.2.5 Smoke Particle System Requirements -- 10.2.6 Smoke Particle System Design -- 10.2.7 Smoke Particle System Functions -- 10.2.8 Using the Smoke Particle System -- Highlights -- End-of-Chapter Notes -- Part 5 More About Objects and Classes -- Chapter 11 Class Hierarchies -- Overview -- 11.1 Extending Classes With Inheritance -- 11.1.1 C++ Student Class Revisited -- 11.1.2 Different Yet Similar Classes -- 11.1.3 Inheritance in Python and Javascript -- 11.1.4 Python Inheritance Example -- 11.1.5 Javascript Inheritance Example -- 11.2 Different Types of Game Objects -- 11.2.1 Openframeworks -- 11.2.2 Ofapp Class -- 11.2.3 Customizing the Project -- 11.2.4 Adding New Content -- 11.2.5 Gameobject Class -- 11.2.6 Game Class -- 11.2.7 Enemy vs. Player -- 11.2.8 Animation Revisited -- Highlights -- End-of-Chapter Notes -- Chapter 12 Object Identities -- Overview -- 12.1 Rendering Multiple Gameobject Types -- 12.1.1 Of-Based Render Class -- 12.1.2 Function Overloading -- 12.1.3 Multiple Gameobject Types -- 12.1.4 Inheritance and Identities -- 12.2 Dynamic Polymorphism Cover -- Half Title -- Title Page -- Copyright Page -- Table of Contents -- List of Sidebars, -- List of Tables, -- List of Exhibits, -- Preface, -- Acknowledgments, -- Definition of Key Terms, -- Abbreviation, -- Companion Website, -- Part 1 Getting Started -- Introduction -- Hello, World! -- I.1 Software Development -- I.1.1 Design and Implementation -- I.1.2 Modularization -- Highlights -- End-of-Chapter Notes -- Chapter 1 Computers, Programs, and Games -- Overview -- 1.1 Brief History of Computing -- 1.1.1 Properties of Digital Media -- 1.2 Circuits and Numbers, Bits, and Bytes -- 1.2.1 Decimal vs. Binary -- 1.2.2 Bits and Bytes -- 1.3 What is a Program, Anyway? -- 1.3.1 Visual Programming -- 1.4 Games as Programs: Data vs. Code -- Highlights -- End-of-Chapter Notes -- Chapter 2 Logical Creativity -- Overview -- 2.1 Problem-Solving and Creativity -- 2.2 Visual Design and Visual Thinking -- 2.3 Algorithms and Algorithmic Thinking -- 2.3.1 What is an Algorithm? -- 2.3.2 Program Flow -- 2.3.3 Selection -- 2.3.3.1 Detecting Odd and Even Numbers -- 2.3.4 Iteration -- 2.3.5 Variables and the First Golden Rule of Programming -- 2.3.6 Loop Counter as a Variable -- 2.4 Data-Centered Approach to Problem-Solving and Algorithm Design -- 2.4.1 Finding Min and Max -- 2.5 Stepwise Refinement for Algorithms -- 2.5.1 Restaurant Bill Calculation -- Highlights -- End-of-Chapter Notes -- Part 2 Understanding Programs -- Chapter 3 Data: Program's Information -- Overview -- 3.1 High-Level Programming Languages -- 3.1.1 High Level vs. Low Level -- 3.1.2 Declarative vs. Imperative -- 3.1.3 Compiled vs. Interpreted -- 3.1.4 Virtual Machines -- 3.1.5 Development Environments and Tools -- 3.2 Data and Variables -- 3.3 Programming in Python -- 3.4 Programming in C and C++ -- 3.4.1 Compiling and Running C/C++ Programs -- 3.4.2 Comments -- 3.5 Data Types 7.1.1 Collision Detection -- 7.1.2 Vanishing Prize: How to Make Objects Disappear -- 7.1.3 Simple Game in Javascript -- 7.1.4 Events Revisited -- 7.1.5 Distance and Collision -- 7.1.6 Lives and Scores in Python -- 7.1.7 Movements and Collision -- 7.1.8 Life and Score -- 7.2 Arrays as Modules of Data -- 7.2.1 Arrays -- 7.2.2 Arrays in Javascript and Python -- 7.3 Examples of Using Arrays -- 7.3.1 Linear Search -- 7.3.2 Ground Levels in Games -- 7.3.3 Plotting Data -- 7.3.4 Scaling and Translation -- 7.3.5 Text Processing -- 7.4 Combined Data Modules -- 7.4.1 Simple Database -- 7.4.2 2D Game with Arrays -- 7.4.3 Animated Objects -- 7.4.4 Transparent Pixels and Background Image -- Highlights -- End-of-Chapter Notes -- Chapter 8 Modularization of Code -- Overview -- 8.1 Functions Revisited -- 8.1.1 Using Functions to Build Modular Programs -- 8.1.2 A Modular Command Processor -- 8.1.3 What is a Good Function? -- 8.2 Information Hiding and Abstraction -- 8.3 Modular Design -- 8.3.1 School Database -- 8.3.2 Library Database -- 8.4 A Modular Game Program -- 8.4.1 2D Side-Scroller Game -- 8.4.2 Scrolling -- 8.4.3 Defense Mode -- 8.4.4 Physics: Platforms, Jumping, and Falling -- 8.4.5 Data Types -- 8.4.6 Game Functions -- 8.4.7 Movement -- 8.4.8 Timers and Callback Functions -- Highlights -- End-of-Chapter Notes -- Part 4 Object-Oriented Programming -- Chapter 9 Modularization of Data and Code -- Overview -- 9.1 Objects and Classes -- 9.1.1 Abstract Data Types -- 9.1.2 Encapsulation -- 9.1.3 C++ and Classes -- 9.1.4 Constructor -- 9.1.5 Python and Javascript Classes -- 9.2 Object-Oriented Programming -- 9.2.1 Identifying Classes and Objects -- 9.2.2 Class Development -- 9.2.3 Constructors and the Order of Execution -- 9.2.4 Class View in Visual Studio -- 9.3 Object-Oriented Games -- 9.3.1 GameObject Class -- 9.3.2 Game Class -- 9.3.3 Multiple Source Files 3.5.1 Type Casting -- 3.5.2 Integer and Float Operations -- Highlights -- End-of-Chapter Notes -- Chapter 4 Code: Program's Operation -- Overview -- 4.1 Sequential Execution and Program Control -- 4.1.1 GoTo Statement -- 4.1.2 Structured Programming and Control Flow -- 4.1.2.1 Function -- 4.1.2.2 Selection -- 4.1.2.3 Iteration -- 4.1.2.4 Blocks of Code and the Lexical Scope -- 4.2 Selection -- 4.2.1 If/Else -- 4.2.2 Switch/Case -- 4.3 Iteration -- 4.3.1 While Loops -- 4.3.1.1 Forever Loops -- 4.3.2 For Loops -- 4.4 Combining Selection and Iteration -- 4.4.1 Guessing Game -- 4.4.2 Simple Calculator -- 4.5 Naming Conventions -- 4.5.1 #Define In C/C ++ -- Highlights -- End-of-Chapter Notes -- Chapter 5 Functions -- Overview -- 5.1 Defining and Using Functions -- 5.1.1 Returning From a Function -- 5.2 Functions in C/C++ -- 5.2.1 Void Main() -- 5.2.2 Void Hello() -- 5.2.3 Int Getdata() -- 5.3 Local and Global Variables -- 5.4 Function Parameters -- 5.4.1 Simple Board Game Simulator -- 5.4.2 Bmi Calculator -- 5.4.3 Prime Number Listing -- Highlights -- End-of-Chapter Notes -- Part 3 Structured Programming -- Chapter 6 Types, Files, and Libraries -- Overview -- 6.1 Data Types Revisited -- 6.1.1 Predefined and User-Defined Types -- 6.1.1.1 Enumeration -- 6.1.1.2 Structure -- 6.1.2 Memory Address and Pointer Type -- 6.1.3 Passing Parameters to Functions -- 6.2 Outside the File -- 6.2.1 Multiple Source Files -- 6.2.2 Libraries -- 6.3 Graphics Programming -- 6.3.1 Computer Graphics -- 6.3.2 Graphics in Javascript -- 6.3.3 Graphics in Python -- 6.3.4 Graphics in C/C++ -- 6.3.5 Command-Line Parameters -- 6.3.6 Rendering -- 6.3.7 Simple 2D Game -- 6.3.7.1 Game Objects -- 6.3.7.2 Game Code Structure -- 6.3.7.3 Example -- Highlights -- End-of-Chapter Notes -- Chapter 7 Modularization of Data -- Overview -- 7.1 User-Defined Types as Modules of Data |
| Title | Anyone Can Code |
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