The Art of Programming ARTSPEAK
Author:
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Published: 1974
Total Pages: 192
ISBN-13:
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Author:
Publisher:
Published: 1974
Total Pages: 192
ISBN-13:
DOWNLOAD EBOOKAuthor: Donald Ervin Knuth
Publisher:
Published:
Total Pages:
ISBN-13:
DOWNLOAD EBOOKAuthor: Donald Ervin Knuth
Publisher:
Published: 1997
Total Pages: 668
ISBN-13: 9780201038095
DOWNLOAD EBOOKAuthor: Mohammad Majid al-Rifaie
Publisher: CRC Press
Published: 2020-02-14
Total Pages: 319
ISBN-13: 1351809342
DOWNLOAD EBOOKAs the title suggests, this book explores the concepts of drawing, graphics and animation in the context of coding. In this endeavour, in addition to initiating the process with some historical perspectives on programming languages, it prides itself by presenting complex concepts in an easy-to-understand fashion for students, artists, hobbyists as well as those interested in computer science, computer graphics, digital media, or interdisciplinary studies. Being able to code requires abstract thinking, mathematics skills, spatial ability, logical thinking, imagination, and creativity. All these abilities can be acquired with practice, and can be mastered by practical exposure to art, music, and literature. This book discusses art, poetry and other forms of writing while pondering difficult concepts in programming; it looks at how we use our senses in the process of learning computing and programming. Features: Introduces coding in a visual way Explores the elegance behind coding and the outcome Includes types of outcomes and options for coding Covers the transition from front-of-classroom instruction to the use of online-streamed video tutorials Encourages abstract and cognitive thinking, as well as creativity The Art of Coding contains a collection of learning projects for students, instructors and teachers to select specific themes from. Problems and projects are aimed at making the learning process entertaining, while also involving social exchange and sharing. This process allows for programming to become interdisciplinary, enabling projects to be co-developed by specialists from different backgrounds, enriching the value of coding and what it can achieve. The authors of this book hail from three different continents, and have several decades of combined experience in academia, education, science and visual arts. Source Code: The source code for the book can be accessed here.
Author: Sandesh Gaikwad
Publisher: Independently Published
Published: 2019-04-11
Total Pages: 190
ISBN-13: 9781093754711
DOWNLOAD EBOOKAbout this bookIn this book, we are going to focus on the "Pen" feature of the popular Snap! programming language. Henceforth we will refer to "Snap!" simply as "Snap".It is assumed that the reader is familiar with the basic features of Snap, such as, motion commands and looping. There is a lot of material on Snap Programming on the Internet, including videos, online courses, Snap projects, and so on. We highly recommend the book "Learn CS Concepts with Snap" by one of the authors, if you are a complete newcomer to Snap, or if you wish to brush up on your concepts.However, as you will discover, you can become an accomplished "Pen Artist" (or "Turtle Programmer") without having to be an expert Snap programmer. We have explained relevant Snap commands and concepts wherever required.Who this book is for: This book is expected to allow anyone to experience the magic of Turtle programming. You can read and understand the concepts presented, try out sample programs, and exercise your creativity by trying out the exercises. There are plenty of examples presented along with their results.The book is meant for CS students of all ages, teachers, parents, and really anyone who wants to get the wonderful taste of the entertaining and creative aspect of Computer Programming.Why learn programming: The idea of using computer programming as a medium for learning is rapidly gaining acceptance. The benefits of learning programming and computer science concepts well before college - even in elementary grades - are well-understood. Here is a list of some of the amazing things that happen when children and young adults engage in computer programming: - They become active and creative learners, because they explore ideas through a hands-on activity with an infinitely powerful tool.- They learn to think about and analyze their own thinking, because that is the only way to program computers.- They learn to solve complex problems by breaking them into smaller sub-problems.- They learn a new way of thinking (called "computational" thinking).- In the world of programming, answers are not simply "right" or "wrong"; this prepares a student's mindset for real-life problems.- The learning process is transformed from acquiring facts to thinking creatively and analytically.How the book is organized: The book is organized as a series of chapters - each containing a bunch of concepts and associated programming activities. Every chapter includes review questions and several programming assignments that will help you practice all the concepts learnt till then. Answers to all "review questions" and links to working programs for most of the programming exercises in the book are available online.
Author: Donald E. Knuth
Publisher: Addison-Wesley Professional
Published: 2009-03-24
Total Pages: 0
ISBN-13: 9780321637130
DOWNLOAD EBOOKThis fascicle continues Knuth's authoritative chapter on combinatorial algorithms, ultimately to be included in Volume 4 of The Art of Computer Programming. The previous fascicle from Volume 4, which covered the generation of all tuples and permutations, is now complemented by techniques for generating all combinations and partitions. In Knuth's thorough discussion of these two topics, readers will find much that is new, as well as surprisingly rich ties to material in Volumes 1 through 3 and to other aspects of computer science and mathematics. As usual, this fascicle includes a bounty of creative exercises, as well as intriguing challenges posed by yet-unsolved questions.
Author: George Springer
Publisher: MIT Press (MA)
Published: 1989
Total Pages: 632
ISBN-13:
DOWNLOAD EBOOKScheme is the fast track to getting started in programming. As a first introduction to programming, it is an ideal vehicle for learning to reason correctly about computation.
Author: Margaret Noble
Publisher: CRC Press
Published: 2020-12-17
Total Pages: 220
ISBN-13: 1000330923
DOWNLOAD EBOOKProgramming Media Art Using Processing: A Beginner's Guide provides an entry-level exploration into visual design through computer programming using the open source and artist-friendly language, Processing. Used by hundreds of students, this learning system breaks lessons down into strategic steps towards fun and creative media art projects. This book provides a linear series of lessons with step-by-step examples that lead to beginning media art projects, including abstract designs, pixel landscapes, rollover animations, and simple video games. Computer programming can be overwhelming for the first-time learner, but this book makes the learning of code more digestible and fun through a full color, well-diagrammed, and deeply explained text presentation. Lessons are rhythmically broken down into digestible parts with code annotations and illustrations that help learners focus on the details one step at a time. The content is legible, flexible, and fun to work with because of its project-based nature. By following the lessons and producing the projects sequentially in this book, readers will develop the beginning foundational skills needed to understand computer programming basics across many languages and also explore the art of graphic design. Ultimately, this is a hands-on, practical guide.
Author: Jim Parker
Publisher: No Starch Press
Published: 2022-06-07
Total Pages: 250
ISBN-13: 1718501641
DOWNLOAD EBOOKLearn to program with visual examples. Programs increase in complexity as you progress — from drawing a circle to 3D graphics, animations, and simulations. A Graphical Introduction to Programming teaches computer programming with the aid of 100 example programs, each of which integrates graphical or sound output. The Processing-language-based examples range from drawing a circle and animating bouncing balls to 3D graphics, audio visualization, and interactive games. Readers learn core programming concepts like conditions, loops, arrays, strings and functions, as well as how to use Processing to draw lines, shapes, and 3D objects. They’ll learn key computer graphics concepts like manipulating images, animating text, mapping textures onto objects, and working with video. Advanced examples include sound effects and audio visualization, network communication, 3D geometry and animation, simulations of snow and smoke, predator-prey populations, and interactive games.
Author: Donald Ervin Knuth (Mathematiker)
Publisher:
Published: 1997
Total Pages:
ISBN-13:
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