Animated Problem Solving. An Introduction to Program Design Using Video Game Development

دانلود کتاب Animated Problem Solving. An Introduction to Program Design Using Video Game Development

42000 تومان موجود

کتاب حل مسئله متحرک. مقدمه ای بر طراحی برنامه با استفاده از توسعه بازی های ویدیویی نسخه زبان اصلی

دانلود کتاب حل مسئله متحرک. مقدمه ای بر طراحی برنامه با استفاده از توسعه بازی های ویدیویی بعد از پرداخت مقدور خواهد بود
توضیحات کتاب در بخش جزئیات آمده است و می توانید موارد را مشاهده فرمایید


این کتاب نسخه اصلی می باشد و به زبان فارسی نیست.


امتیاز شما به این کتاب (حداقل 1 و حداکثر 5):

امتیاز کاربران به این کتاب:        تعداد رای دهنده ها: 1


توضیحاتی در مورد کتاب Animated Problem Solving. An Introduction to Program Design Using Video Game Development

نام کتاب : Animated Problem Solving. An Introduction to Program Design Using Video Game Development
عنوان ترجمه شده به فارسی : حل مسئله متحرک. مقدمه ای بر طراحی برنامه با استفاده از توسعه بازی های ویدیویی
سری : Texts in Computer Science
نویسندگان :
ناشر : Springer
سال نشر : 2022
تعداد صفحات : [688]
ISBN (شابک) : 9783030850906 , 3030850900
زبان کتاب : English
فرمت کتاب : pdf
حجم کتاب : 11 Mb



بعد از تکمیل فرایند پرداخت لینک دانلود کتاب ارائه خواهد شد. درصورت ثبت نام و ورود به حساب کاربری خود قادر خواهید بود لیست کتاب های خریداری شده را مشاهده فرمایید.


فهرست مطالب :


Preface
1 The Languages and the Parts of the Book
2 Acknowledgments
Part I The Basics of Problem Solving with a Computer
1 The Science of Problem Solving
3 Getting Started
4 Computing New Values
5 Definitions and Interactions Areas Differences
6 Saving Your Work
7 Error Messages
7.1 Grammatical Errors
7.2 Type Errors
7.3 Runtime Errors
8 What Have We Learned in This Chapter?
2 Expressions and Data Types
9 Definitions
10 Numbers
11 Strings and Characters
12 Symbols
13 Booleans
13.1 Basic Boolean Operators in BSL
13.2 Predicates
14 Images
14.1 Basic Image Constructors
14.2 Property Selectors
14.3 Image Composers
14.4 Empty Scenes and Placing Images
15 What Have We Learned in This Chapter?
3 The Nature of Functions
16 The Rise of Functions
17 General Design Recipe for Functions
17.1 The Design Recipe in Action
18 Auxiliary Functions
18.1 Bottom-Up Design
19 Top-Down Design
20 What Have We Learned in This Chapter?
4 Aliens Attack Version 0
21 The Scene for Aliens Attack
22 Creating Aliens Attack Images
23 Shot Image
24 Alien Image
25 Rocket Image
25.1 Rocket Window Image Constructor
25.2 Rocket Fuselage Image Constructor
25.3 Rocket Single Booster Image Constructor
25.4 Rocket Booster Image Constructor
25.5 Rocket Main Body Image Constructor
25.6 Rocket Nacelle Image Constructor
25.7 Rocket ci Constructor
26 Drawing Functions
27 What Have We Learned in This Chapter?
5 Making Decisions
28 Conditional Expressions in BSL
29 Designing Functions to Process Data with Variety
30 Enumeration Types
31 Interval Types
32 Itemization Types
33 What Have We Learned in This Chapter?
6 Aliens Attack Version 1
34 The Universe Teachpack
35 A Video Game Design Recipe
36 Adding the Rocket to Aliens Attack
37 What Have We Learned in This Chapter?
Part II Compound Data of Finite Size
7 Structures
38 The posn Structure
39 Going Beyond the Design Recipe
40 Revisiting in-Q1?
41 What Have We Learned in This Chapter?
8 Defining Structures
42 Defining Structures
43 Computing Structures
44 Structures for the Masses
45 What Have We Learned in This Chapter?
9 Aliens Attack Version 2
46 Data Definitions
47 Function Templates and Sample Instances
48 The run Function
49 Drawing the World
49.1 The draw-world Refinement
49.2 Drawing Aliens
50 The process-key Refinement
51 Processing Ticks
51.1 The process-tick Handler
51.2 The Design of new-dir-after-tick
51.3 The Design of Auxiliary Functions for new-dir-after-tick
51.3.1 Design of new-dir-after-down
51.3.2 Design of new-dir-after-left
51.3.3 Design of new-dir-after-right
51.3.4 Design of alien-at-left-edge?
51.3.5 Design of alien-at-right-edge?
51.4 The Design of move-alien
52 Subtyping
52.1 Checking Errors
53 The game-over? Handler
54 Computing the Last Scene
55 What Have We Learned in This Chapter?
10 Structures and Variety
56 A Bottom-Up Design
57 Code Refactoring
58 What Have We Learned in This Chapter?
11 Aliens Attack Version 3
59 Data Definitions
60 The draw-world Refinement
61 The process-key Refinement
62 The process-tick Refinement
62.1 The Refinement
62.2 The move-shot Design
63 The game-over? Refinement
63.1 The hit? Design
63.2 The draw-last-world Refinement
64 What Have We Learned in This Chapter?
Part III Compound Data of Arbitrary Size
12 Lists
65 Creating and Accessing Lists in ISL+
66 Shorthand for Building Lists
67 Recursive Data Definitions
68 Generic Data Definitions
69 Function Templates for Lists
70 Designing List-Processing Functions
71 What Have We Learned in This Chapter?
13 List Processing
72 List Summarizing
73 List Searching
74 List ORing
74.1 Determining If an Alien Is at the Left Edge
74.2 Determining If an Alien Is at the Right Edge
74.3 Determining If an Alien Has Reached Earth
75 List ANDing
75.1 All Even in a lon
75.2 Determining if a lon Is Sorted
76 List Mapping
76.1 Moving a List of Aliens
76.2 Moving a List of Shots
76.3 Returning a Different List Type
77 List Filtering
77.1 Extracting Even numbers
77.2 Removing Hit Aliens
77.3 Removing Shots
78 List Sorting
79 What Have We Learned in This Chapter?
14 Natural Numbers
80 Data Definition for a Natural Number
81 Computing Factorial
82 Computing Tetrahedral Numbers
83 Making Copies
84 What Have We Learned in This Chapter?
15 Interval Processing
85 Interval Data Definition
86 Revisiting Factorial
87 Creating an Army of Aliens
88 Largest Prime in an Interval
89 What Have We Learned in This Chapter?
16 Aliens Attack Version 4
90 New world Data Definition and Function Template
91 The draw-world Refinement
92 The process-key Refinement
93 The process-tick Refinement
93.1 The new-dir-after-tick Design
93.1.1 The new-dir-after-down Design
93.1.2 The new-dir-after-left Design
93.1.3 The new-dir-after-right Design
94 The game-over? Refinement
94.1 The draw-last-world Refinement
95 A Bug Despite Hundreds of Tests Passing
96 What Have We Learned in This Chapter?
17 Binary Trees
97 Binary Tree Data Definition
98 Traversing a Binary Tree
99 The Maximum of a (btof int)
100 Binary Search Trees
100.1 A (listof cr) Representation
100.2 A (btof cr) Representation
100.3 A (bstof cr) Representation
101 Abstract Running Time
102 The Complexity of Searching the Criminal Database
103 Balanced (bstof cr)
103.1 Creating a Balanced Binary Search Tree
103.2 Analysis
104 What Have We Learned in This Chapter?
18 Mutually Recursive Data
105 Designing with Mutually Recursive Data
105.1 Revisiting the Maximum of a (btof int)
106 Evaluating Arithmetic Expressions
107 Trees
107.1 Creating a Search Tree for Tic Tac Toe
107.2 Can Win Tic Tac Toe?
108 Project: Tic Tac Toe
108.1 Data Analysis
108.2 Design draw-world
108.3 Design process-mouse
108.4 Design process-tick
108.5 Design game-over?
109 What Have We Learned in This Chapter?
19 Processing Multiple Inputs of ArbitrarySize
110 One Input Has a Dominant Role
111 Inputs Must Be Processed Simultaneously
112 No Clear Relationship Between the Inputs
113 What Have We Learned in This Chapter?
Part IV Abstraction
20 Functional Abstraction
114 A Design Recipe for Abstraction
115 Functions as Values
116 Abstraction Over List-Processing Functions
116.1 List Summarizing
116.2 List Searching
116.3 List ORing
116.4 List ANDing
116.5 List Mapping
116.6 List Filtering
116.7 List Sorting
117 Abstraction over Interval-Processing Functions
118 What Have We Learned in This Chapter?
21 Encapsulation
119 Local-Expressions
120 Lexical Scoping
121 Using Local-Expressions
121.1 Encapsulation
121.2 Readability
121.3 Furthering Functional Abstraction
121.4 One-Time Expression Evaluation
122 What Have We Learned in This Chapter?
22 Lambda Expressions
123 Anonymous Functions
124 Revisiting Function Composition
125 Curried Functions
126 Designing Using Existing Abstractions
126.1 Computing the Value of a Series
126.2 Approximating π
127 What Have We Learned in This Chapter?
23 Aliens Attack Version 5
128 Constants
129 Structure Definitions
130 Encapsulating and Refactoring Handlers
130.1 The draw-world Handler
130.2 The process-key Handler
130.3 The process-tick Handler
130.4 The game-over? Handler
130.5 The draw-last-world Handler
131 Refactoring run
132 What Have We Learned in This Chapter?
24 For-Loops and Pattern Matching
133 For-Loops
133.1 for-loops
133.2 for*-loops
134 Pattern Matching
134.1 Illustrative Example
134.2 Refactoring Using Pattern Matching
134.3 Designing Using Pattern Matching
135 What Have We Learned in This Chapter?
25 Interfaces and Objects
136 Interfaces
136.1 Improving the Human Interface
136.2 Services that Require More Input
137 A Design Recipe for Interfaces
138 Interfaces and Union Types
139 An Abbreviated (listof X) Interface
139.1 Step 1: Values and Services
139.2 Step 2: Interface and Message Definitions
139.3 Step 3: Class Function Template
140 The Empty (listof X) Class
140.1 Step 4: Signature, Purpose, Class Header, and Message-Passing Function
140.2 Step 5: Auxiliary Functions
141 The Non-Empty (listof X) Class
141.1 Step 4: Signature, Purpose, Class Header, and Message-Passing Function
141.2 Step 5: Auxiliary Functions
142 Step 6: Wrapper Functions and Tests
143 What Have We Learned in This Chapter?
26 Introduction to Distributed Programming
144 A Design Recipe for Distributed Programming
145 More on the Universe API
146 A Chat Application
146.1 The Components
146.2 Data Definitions
146.3 Communication Protocol
146.4 Marshalling and Unmarshalling
146.5 Component Implementation
146.5.1 Client
146.5.2 Server
146.6 Running the Chat Tool
147 What Have We Learned in This Chapter?
27 Aliens Attack Version 6
148 Refining the world Data Definition
149 The draw-world Refinement
150 The process-key Refinement
151 The process-tick Refinement
152 The game-over? Refinement
153 What Have We Learned in This Chapter?
28 Aliens Attack Version 7
154 Components
155 Data Definitions
156 Communication Protocol
156.1 Player-Sparked Communication Chains
156.2 Server-Sparked Communication Chains
156.3 Message Data Definitions
156.3.1 Marshaled Data Definition
156.3.2 To-Player Message Data Definition
156.3.3 To-Server Message Data Definition
157 Marshalling and Unmarshalling
158 Component Implementation
158.1 Player Component
158.1.1 The process-key Refinement
158.1.2 The process-message Design
158.2 Server Component
158.2.1 The add-player Handler
158.2.2 The rm-player Handler
158.2.3 The process-message Handler
159 A Subtle Bug
160 What Have We Learned in This Chapter?
29 Aliens Attack Version 8
161 The Components
162 Data Definitions
163 Communication Protocol
163.1 Player-Sparked Communication Chains
163.2 Server-Sparked Communication Chains
163.3 Message Data Definitions
164 Marshalling and Unmarshalling
165 Component Implementation
165.1 Player Component
165.1.1 The draw-world and game-over? Handlers
165.1.2 The process-key Handler
165.1.3 The process-message Handler
165.2 Server Component
165.2.1 The process-tick Handler
165.2.2 The process-message Handler
165.2.3 The add-player Handler
165.2.4 The rm-player Handler
166 A Subtle Problem
167 What Have We Learned in This Chapter?
Part V Distributed Programming
Part VI Epilogue
30 Advice for Future Steps
168 Advice for Computer Science Students
169 Advice for Non-Computer Science Students




پست ها تصادفی