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Coding the Arduino = Building Fun Pr...
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SpringerLink (Online service)
Coding the Arduino = Building Fun Programs, Games, and Electronic Projects /
Record Type:
Language materials, printed : Monograph/item
Title/Author:
Coding the Arduino/ by Bob Dukish.
Reminder of title:
Building Fun Programs, Games, and Electronic Projects /
Author:
Dukish, Bob.
Description:
XVIII, 294 p. 198 illus.online resource. :
Contained By:
Springer Nature eBook
Subject:
Computer input-output equipment. -
Online resource:
https://doi.org/10.1007/978-1-4842-3510-2
ISBN:
9781484235102
Coding the Arduino = Building Fun Programs, Games, and Electronic Projects /
Dukish, Bob.
Coding the Arduino
Building Fun Programs, Games, and Electronic Projects /[electronic resource] :by Bob Dukish. - 1st ed. 2018. - XVIII, 294 p. 198 illus.online resource.
Chapter 1. A Background on Technology -- Chapter 2. Computers and the Binary System -- Chapter 3. Microcontrollers -- Chapter 4. More Loops, and More Elegant Methods to Flash an LED -- Chapter 5. Serial Communications -- Chapter 6. Having Fun with Programming -- Chapter 7. More Game Programming with a Detailed Explanation -- Chapter 8. Electronic Projects -- Chapter 9. More Elaborate Projects -- Chapter 10. Capstone Projects -- Appendix.
Get started with Arduino and computer coding. This book is intended for those new to the Arduino and computer coding. and looking to gain the skills to write microcontroller programs that can act on given inputs and operate electromechanical output devices. Coding the Arduino contains four sections: background information, game development, electronic games and projects, and expanded programs. The final chapters expand on the functionality of some of the programs presented in previous chapters, and challenges you with capstone projects. The projects will be described where the program code that is presented can be modified, or in which two or more of the sample programs may be used to synthesize a new program as the solution to the problem that is presented. Additionally, review questions are presented at the end of each chapter to test your comprehension of the material.
ISBN: 9781484235102
Standard No.: 10.1007/978-1-4842-3510-2doiSubjects--Topical Terms:
559611
Computer input-output equipment.
LC Class. No.: TK7885-7895
Dewey Class. No.: 004
Coding the Arduino = Building Fun Programs, Games, and Electronic Projects /
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Chapter 1. A Background on Technology -- Chapter 2. Computers and the Binary System -- Chapter 3. Microcontrollers -- Chapter 4. More Loops, and More Elegant Methods to Flash an LED -- Chapter 5. Serial Communications -- Chapter 6. Having Fun with Programming -- Chapter 7. More Game Programming with a Detailed Explanation -- Chapter 8. Electronic Projects -- Chapter 9. More Elaborate Projects -- Chapter 10. Capstone Projects -- Appendix.
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Get started with Arduino and computer coding. This book is intended for those new to the Arduino and computer coding. and looking to gain the skills to write microcontroller programs that can act on given inputs and operate electromechanical output devices. Coding the Arduino contains four sections: background information, game development, electronic games and projects, and expanded programs. The final chapters expand on the functionality of some of the programs presented in previous chapters, and challenges you with capstone projects. The projects will be described where the program code that is presented can be modified, or in which two or more of the sample programs may be used to synthesize a new program as the solution to the problem that is presented. Additionally, review questions are presented at the end of each chapter to test your comprehension of the material.
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