QBasic by Example

QBasic by Example

Author: Greg Perry

Publisher: Programming (Que)

Published: 1993

Total Pages: 0

ISBN-13: 9781565294394

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QBasic By Example is one of the most successful titles in the original . . . By Example series. Along with content modifications, this new edition includes several new elements to simplify the programming language learning process. Some of the elements included are liberal use of program listing callouts and cross reference throughout the book.


Teach Yourself QBasic in 21 Days

Teach Yourself QBasic in 21 Days

Author: Namir C. Shammas

Publisher: Prentice Hall

Published: 1993

Total Pages: 836

ISBN-13: 9780672303241

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QBasic in a logical, easy-to-follow format! This excellent tutorial will have readers performing advanced programming techniques such as drawing graphics and adding music in just a few short weeks. -- Features Q&A sections to help answer common questions users have about learning QBasic -- Includes a comprehensive glossary that provides definitions for key programming terms


10 PRINT CHR$(205.5+RND(1)); : GOTO 10

10 PRINT CHR$(205.5+RND(1)); : GOTO 10

Author: Nick Montfort

Publisher: MIT Press

Published: 2012-11-23

Total Pages: 323

ISBN-13: 0262304570

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A single line of code offers a way to understand the cultural context of computing. This book takes a single line of code—the extremely concise BASIC program for the Commodore 64 inscribed in the title—and uses it as a lens through which to consider the phenomenon of creative computing and the way computer programs exist in culture. The authors of this collaboratively written book treat code not as merely functional but as a text—in the case of 10 PRINT, a text that appeared in many different printed sources—that yields a story about its making, its purpose, its assumptions, and more. They consider randomness and regularity in computing and art, the maze in culture, the popular BASIC programming language, and the highly influential Commodore 64 computer.


QuickBASIC Programming for Scientists and Engineers

QuickBASIC Programming for Scientists and Engineers

Author: Joseph H. Noggle

Publisher: CRC Press

Published: 1992-11-18

Total Pages: 396

ISBN-13: 9780849344343

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QuickBASIC Programming for Scientists and Engineers teaches computer programming from the ground up with Microsoft QuickBASIC, a modern, fast, easy-to-learn programming language. Examples used throughout the book are useful for students and professionals in chemistry, physics, and engineering. The book covers the basics and then proceeds to more sophisticated programs using a disk (enclosed with the book) containing pretested procedures for important operations such as Graphing (screen, printers, plotters) Data entry/edit/save/retrieve File management Linear regression Nonlinear regression Cubic spline interpolation Romberg integration Differential equations Fourier transform. With these routines, you get many of the advantages of a spreadsheet, but with a simpler, more powerful programming language. QuickBASIC Programming for Scientists and Engineers shows you what these routines do and how to use them effectively. Because the book provides the source code, you can even customize these routines to suit your specific needs. The modules disk runs on any IBM© or compatible microcomputer with a graphics board, 640K RAM, DOS 3.0 or higher, and a copy of Microsoft QuickBASIC (version 4.0 or higher). The book is perfect for any scientist or engineering professional who needs to learn QuickBASIC programming quickly and easily.


Game Programming Patterns

Game Programming Patterns

Author: Robert Nystrom

Publisher: Genever Benning

Published: 2014-11-03

Total Pages: 353

ISBN-13: 0990582914

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The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns to untangle and optimize your game, organized as independent recipes so you can pick just the patterns you need. You will learn how to write a robust game loop, how to organize your entities using components, and take advantage of the CPUs cache to improve your performance. You'll dive deep into how scripting engines encode behavior, how quadtrees and other spatial partitions optimize your engine, and how other classic design patterns can be used in games.


Astronomy with Your Personal Computer

Astronomy with Your Personal Computer

Author: Peter Duffett-Smith

Publisher: Cambridge University Press

Published: 1990-06-29

Total Pages: 276

ISBN-13: 9780521389952

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The first edition of this very successful book was one winner of the Astronomical Society of the Pacific 'Astronomy Book of the Year' awards in 1986. There are a further seven subroutines in the new edition which can be linked in any combination with the existing twenty-six. Written in a portable version of BASIC, it enables the amateur astronomer to make calculations using a personal computer. The routines are not specific to any make of machine and are user friendly in that they require only a broad understanding of any particular problem. Since the programs themselves take care of details, they can be used for example to calculate the time of rising of any of the planets in any part of the world at any time in the future or past, or they may be used to find the circumstances of the next solar eclipse visible from a particular place. In fact, almost every problem likely to be encountered by the amateur astronomer can be solved by a suitable combination of the routines given in the book.


The Nature of Code

The Nature of Code

Author: Daniel Shiffman

Publisher: No Starch Press

Published: 2024-09-03

Total Pages: 642

ISBN-13: 1718503717

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All aboard The Coding Train! This beginner-friendly creative coding tutorial is designed to grow your skills in a fun, hands-on way as you build simulations of real-world phenomena with “The Coding Train” YouTube star Daniel Shiffman. What if you could re-create the awe-inspiring flocking patterns of birds or the hypnotic dance of fireflies—with code? For over a decade, The Nature of Code has empowered countless readers to do just that, bridging the gap between creative expression and programming. This innovative guide by Daniel Shiffman, creator of the beloved Coding Train, welcomes budding and seasoned programmers alike into a world where code meets playful creativity. This JavaScript-based edition of Shiffman’s groundbreaking work gently unfolds the mysteries of the natural world, turning complex topics like genetic algorithms, physics-based simulations, and neural networks into accessible and visually stunning creations. Embark on this extraordinary adventure with projects involving: A physics engine: Simulate the push and pull of gravitational attraction. Flocking birds: Choreograph the mesmerizing dance of a flock. Branching trees: Grow lifelike and organic tree structures. Neural networks: Craft intelligent systems that learn and adapt. Cellular automata: Uncover the magic of self-organizing patterns. Evolutionary algorithms: Play witness to natural selection in your code. Shiffman’s work has transformed thousands of curious minds into creators, breaking down barriers between science, art, and technology, and inviting readers to see code not just as a tool for tasks but as a canvas for boundless creativity. Whether you’re deciphering the elegant patterns of natural phenomena or crafting your own digital ecosystems, Shiffman’s guidance is sure to inform and inspire. The Nature of Code is not just about coding; it’s about looking at the natural world in a new way and letting its wonders inspire your next creation. Dive in and discover the joy of turning code into art—all while mastering coding fundamentals along the way. NOTE: All examples are written with p5.js, a JavaScript library for creative coding, and are available on the book's website.


Visual C++ in 12 Easy Lessons

Visual C++ in 12 Easy Lessons

Author: Greg M. Perry

Publisher:

Published: 1995

Total Pages: 790

ISBN-13: 9780672306372

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Each of the 12 lessons presented here has three parts--two units and a review project. The units explain Visual C++ programming concepts, and the project contains a real-world code example. The book also provides line-by-line explanations, definitions of new terms, sample programs, and assignments that allow readers to apply their new knowledge.