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.
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.Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
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.
Inhaltsangabe
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.
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.
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