語系:
繁體中文
English
說明(常見問題)
登入
回首頁
切換:
標籤
|
MARC模式
|
ISBD
Animated Problem Solving = An Introduction to Program Design Using Video Game Development /
紀錄類型:
書目-語言資料,印刷品 : Monograph/item
正題名/作者:
Animated Problem Solving/ by Marco T. Morazán.
其他題名:
An Introduction to Program Design Using Video Game Development /
作者:
Morazán, Marco T.
面頁冊數:
XIX, 688 p. 200 illus., 88 illus. in color.online resource. :
Contained By:
Springer Nature eBook
標題:
Game Development. -
電子資源:
https://doi.org/10.1007/978-3-030-85091-3
ISBN:
9783030850913
Animated Problem Solving = An Introduction to Program Design Using Video Game Development /
Morazán, Marco T.
Animated Problem Solving
An Introduction to Program Design Using Video Game Development /[electronic resource] :by Marco T. Morazán. - 1st ed. 2022. - XIX, 688 p. 200 illus., 88 illus. in color.online resource. - Texts in Computer Science,1868-095X. - Texts in Computer Science,.
Part I: The Basics of Problem Solving with a Computer -- 1. The Science of Problem Solving -- 2. Expressions and Data Types -- 3. The Nature of Functions -- 4. Aliens Attack Version 0 -- 5. Making Decisions -- 6. Aliens Attack Version 1 -- Part II: Compound Data of Finite Size -- 7. Structures -- 8. Defining Structures -- 9. Aliens Attack Version 2.-10. Structures and Variety -- 1.1 Aliens Attack Version 3 -- Part III: Compound Data of Arbitrary Size -- 12. Lists -- 13. List Processing -- 14. Natural Numbers -- 15. Interval Processing -- 16. Aliens Attack Version 4 -- 17. Binary Trees -- 18 -- Mutually Recursive Data -- 19 -- Processing Multiple Inputs of Arbitrary Size -- Part IV: Abstraction -- 20. Functional Abstraction -- 21. Encapsulation -- 22. Lambda Expressions -- 23. Aliens Attack Version 5 -- 24. For-Loops and Pattern Matching -- 25. Interfaces and Objects -- Part V: Distributed Programming -- 26. Introduction to Distributed Programming -- 27. Aliens Attack Version 6 -- 28. Aliens Attack Version 7 -- 29. Aliens Attack Version 8 -- Part VI: Epilogue -- 30. Advice for Future Steps.
This textbook is about systematic problem solving and systematic reasoning using type-driven design. There are two problem solving techniques that are emphasized throughout the book: divide and conquer and iterative refinement. Divide and conquer is the process by which a large problem is broken into two or more smaller problems that are easier to solve and then the solutions for the smaller pieces are combined to create an answer to the problem. Iterative refinement is the process by which a solution to a problem is gradually made better–like the drafts of an essay. Mastering these techniques are essential to becoming a good problem solver and programmer. The book is divided in five parts. Part I focuses on the basics. It starts with how to write expressions and subsequently leads to decision making and functions as the basis for problem solving. Part II then introduces compound data of finite size, while Part III covers compound data of arbitrary size like e.g. lists, intervals, natural numbers, and binary trees. It also introduces structural recursion, a powerful data-processing strategy that uses divide and conquer to process data whose size is not fixed. Next, Part IV delves into abstraction and shows how to eliminate repetitions in solutions to problems. It also introduces generic programming which is abstraction over the type of data processed. This leads to the realization that functions are data and, perhaps more surprising, that data are functions, which in turn naturally leads to object-oriented programming. Part V introduces distributed programming, i.e., using multiple computers to solve a problem. This book promises that by the end of it readers will have designed and implemented a multiplayer video game that they can play with their friends over the internet. To achieve this, however, there is a lot about problem solving and programming that must be learned first. The game is developed using iterative refinement. The reader learns step-by-step about programming and how to apply new knowledge to develop increasingly better versions of the video game. This way, readers practice modern trends that are likely to be common throughout a professional career and beyond.
ISBN: 9783030850913
Standard No.: 10.1007/978-3-030-85091-3doiSubjects--Topical Terms:
1114505
Game Development.
LC Class. No.: QA76.758
Dewey Class. No.: 005.1
Animated Problem Solving = An Introduction to Program Design Using Video Game Development /
LDR
:04758nam a22004095i 4500
001
1092608
003
DE-He213
005
20220113213543.0
007
cr nn 008mamaa
008
221228s2022 sz | s |||| 0|eng d
020
$a
9783030850913
$9
978-3-030-85091-3
024
7
$a
10.1007/978-3-030-85091-3
$2
doi
035
$a
978-3-030-85091-3
050
4
$a
QA76.758
072
7
$a
UMZ
$2
bicssc
072
7
$a
COM051230
$2
bisacsh
072
7
$a
UMZ
$2
thema
082
0 4
$a
005.1
$2
23
100
1
$a
Morazán, Marco T.
$e
author.
$4
aut
$4
http://id.loc.gov/vocabulary/relators/aut
$3
1389467
245
1 0
$a
Animated Problem Solving
$h
[electronic resource] :
$b
An Introduction to Program Design Using Video Game Development /
$c
by Marco T. Morazán.
250
$a
1st ed. 2022.
264
1
$a
Cham :
$b
Springer International Publishing :
$b
Imprint: Springer,
$c
2022.
300
$a
XIX, 688 p. 200 illus., 88 illus. in color.
$b
online resource.
336
$a
text
$b
txt
$2
rdacontent
337
$a
computer
$b
c
$2
rdamedia
338
$a
online resource
$b
cr
$2
rdacarrier
347
$a
text file
$b
PDF
$2
rda
490
1
$a
Texts in Computer Science,
$x
1868-095X
505
0
$a
Part I: The Basics of Problem Solving with a Computer -- 1. The Science of Problem Solving -- 2. Expressions and Data Types -- 3. The Nature of Functions -- 4. Aliens Attack Version 0 -- 5. Making Decisions -- 6. Aliens Attack Version 1 -- Part II: Compound Data of Finite Size -- 7. Structures -- 8. Defining Structures -- 9. Aliens Attack Version 2.-10. Structures and Variety -- 1.1 Aliens Attack Version 3 -- Part III: Compound Data of Arbitrary Size -- 12. Lists -- 13. List Processing -- 14. Natural Numbers -- 15. Interval Processing -- 16. Aliens Attack Version 4 -- 17. Binary Trees -- 18 -- Mutually Recursive Data -- 19 -- Processing Multiple Inputs of Arbitrary Size -- Part IV: Abstraction -- 20. Functional Abstraction -- 21. Encapsulation -- 22. Lambda Expressions -- 23. Aliens Attack Version 5 -- 24. For-Loops and Pattern Matching -- 25. Interfaces and Objects -- Part V: Distributed Programming -- 26. Introduction to Distributed Programming -- 27. Aliens Attack Version 6 -- 28. Aliens Attack Version 7 -- 29. Aliens Attack Version 8 -- Part VI: Epilogue -- 30. Advice for Future Steps.
520
$a
This textbook is about systematic problem solving and systematic reasoning using type-driven design. There are two problem solving techniques that are emphasized throughout the book: divide and conquer and iterative refinement. Divide and conquer is the process by which a large problem is broken into two or more smaller problems that are easier to solve and then the solutions for the smaller pieces are combined to create an answer to the problem. Iterative refinement is the process by which a solution to a problem is gradually made better–like the drafts of an essay. Mastering these techniques are essential to becoming a good problem solver and programmer. The book is divided in five parts. Part I focuses on the basics. It starts with how to write expressions and subsequently leads to decision making and functions as the basis for problem solving. Part II then introduces compound data of finite size, while Part III covers compound data of arbitrary size like e.g. lists, intervals, natural numbers, and binary trees. It also introduces structural recursion, a powerful data-processing strategy that uses divide and conquer to process data whose size is not fixed. Next, Part IV delves into abstraction and shows how to eliminate repetitions in solutions to problems. It also introduces generic programming which is abstraction over the type of data processed. This leads to the realization that functions are data and, perhaps more surprising, that data are functions, which in turn naturally leads to object-oriented programming. Part V introduces distributed programming, i.e., using multiple computers to solve a problem. This book promises that by the end of it readers will have designed and implemented a multiplayer video game that they can play with their friends over the internet. To achieve this, however, there is a lot about problem solving and programming that must be learned first. The game is developed using iterative refinement. The reader learns step-by-step about programming and how to apply new knowledge to develop increasingly better versions of the video game. This way, readers practice modern trends that are likely to be common throughout a professional career and beyond.
650
2 4
$a
Game Development.
$3
1114505
650
2 4
$a
Programming Techniques.
$3
669781
650
1 4
$a
Software Engineering.
$3
669632
650
0
$a
Computer games—Programming.
$3
1256819
650
0
$a
Computer programming.
$3
527822
650
0
$a
Software engineering.
$3
562952
710
2
$a
SpringerLink (Online service)
$3
593884
773
0
$t
Springer Nature eBook
776
0 8
$i
Printed edition:
$z
9783030850906
776
0 8
$i
Printed edition:
$z
9783030850920
776
0 8
$i
Printed edition:
$z
9783030850937
830
0
$a
Texts in Computer Science,
$x
1868-0941
$3
1254292
856
4 0
$u
https://doi.org/10.1007/978-3-030-85091-3
912
$a
ZDB-2-SCS
912
$a
ZDB-2-SXCS
950
$a
Computer Science (SpringerNature-11645)
950
$a
Computer Science (R0) (SpringerNature-43710)
筆 0 讀者評論
多媒體
評論
新增評論
分享你的心得
Export
取書館別
處理中
...
變更密碼[密碼必須為2種組合(英文和數字)及長度為10碼以上]
登入