Anyone can code : the art and science of logical creativity / Ali Arya.

Arya, Ali
Call Number
005.13
Author
Arya, Ali, author.
Title
Anyone can code : the art and science of logical creativity / Ali Arya.
Edition
First edition.
Physical Description
1 online resource (xxxiv, 566 pages) : illustrations.
Contents
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.
Summary
"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. 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"--
Subject
COMPUTERS / General
COMPUTERS / Computer Graphics / Game Programming & Design
COMPUTERS / Programming Languages / General
COMPUTER PROGRAMMING.
PROGRAMMING LANGUAGES (ELECTRONIC COMPUTERS)
LOGIC.
Multimedia
Total Ratings: 0
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$a 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.
520
$a "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. 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"-- $c Provided by publisher.
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No Reviews to Display
Summary
"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. 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"--
Contents
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.
Subject
COMPUTERS / General
COMPUTERS / Computer Graphics / Game Programming & Design
COMPUTERS / Programming Languages / General
COMPUTER PROGRAMMING.
PROGRAMMING LANGUAGES (ELECTRONIC COMPUTERS)
LOGIC.
Multimedia