The Muse of Coding gives students and experienced programmers a way to see coding as an art and themselves as artists whose personal views, experiences and ways of thinking can make their programs better for themselves and their users.
The Muse of Coding gives students and experienced programmers a way to see coding as an art and themselves as artists whose personal views, experiences and ways of thinking can make their programs better for themselves and their users.Hinweis: Dieser Artikel kann nur an eine deutsche Lieferadresse ausgeliefert werden.
Richard Garfinkle is a computer programmer and author of science and math popularizations and science fiction and fantasy novels. He is married to a visual artist. Richard attended the University of Chicago and majored in mathematics. He has been programming since the era of punch cards and paper tapes.
Inhaltsangabe
Section I: Everything Humans Do Is Art. 1. All Art Everywhere since Time Began. 2. What Programming Does Best. 3. User as Audience. 4. Programmer as Artist. 5. The Five Programming Actions as Techniques. 6. Languages as Materials. Section II: Too Much Information. 7. Information Theory. 8. Human Perception and Measurement. 9. Data as Information at a Distance. 10. Data Structures as Architecture and Furniture for Data. 11. Functions and Objects. 12. Interfaces: Creating Shapes, Flows, and Empty Spaces. 13. Practice, Experimentation, and Playing with Possibility. 14. Artworks and Human Needs. 15. Combining Coding with Other Arts. Section III: Foreground: Artist's Life. 16. What Is Needed?. 17. What Do You Enjoy Making?. 18. Working Alone. 19. Working with Others. 20. Clients and Audiences. 21. Support Network. 22. Making Money. 23. Intellectual Property. 24. Art as Life.
Section I: Everything Humans Do Is Art. 1. All Art Everywhere since Time Began. 2. What Programming Does Best. 3. User as Audience. 4. Programmer as Artist. 5. The Five Programming Actions as Techniques. 6. Languages as Materials. Section II: Too Much Information. 7. Information Theory. 8. Human Perception and Measurement. 9. Data as Information at a Distance. 10. Data Structures as Architecture and Furniture for Data. 11. Functions and Objects. 12. Interfaces: Creating Shapes, Flows, and Empty Spaces. 13. Practice, Experimentation, and Playing with Possibility. 14. Artworks and Human Needs. 15. Combining Coding with Other Arts. Section III: Foreground: Artist's Life. 16. What Is Needed?. 17. What Do You Enjoy Making?. 18. Working Alone. 19. Working with Others. 20. Clients and Audiences. 21. Support Network. 22. Making Money. 23. Intellectual Property. 24. Art as Life.
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