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JavaScript programming for the absolute beginner : the fun way to learn programming

معرفی کتاب «JavaScript programming for the absolute beginner : the fun way to learn programming» نوشتهٔ Harris, Andy(Author)، منتشرشده توسط نشر Cengage Learning; Course Technology در سال 2002. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است. «JavaScript programming for the absolute beginner : the fun way to learn programming» در دستهٔ بدون دسته‌بندی قرار دارد.

This book not only teachers JavaScript - a great programming 'gateway' language - it also teaches readers the fundamental programming concepts they need to grasp in order to learn any computer language. Plus, it uses game creation as a teaching tool. The goal of the series is adaptive learning. Readers will be able to utilize these skills when learning their next programming language. Contents......Page 7 Introduction......Page 13 CHAPTER 1 Variables, Input, and Output......Page 17 The Project: Name Game......Page 18 Adding Code to HTML......Page 19 Using Variables......Page 21 Getting Input from the User......Page 24 Building More Complicated Text......Page 26 Working with Numbers......Page 27 Using String Methods......Page 32 Summary......Page 35 CHAPTER 2 The Fortune Teller: Random Numbers and the if Statement......Page 37 Getting Random Numbers......Page 38 Making Specialized Random Numbers......Page 40 Making Decisions with the if Statement......Page 44 Using the else Structure......Page 48 Using Nested if Structures......Page 50 Using the switch Structure......Page 54 Returning to the Fortune Program......Page 58 Summary......Page 60 CHAPTER 3 The Number Guesser: for and while Loops......Page 61 Counting Forward......Page 62 Skipping Values......Page 66 Counting Backward......Page 68 Using the while Loop......Page 69 Returning to the Number Guesser......Page 73 Summary......Page 78 CHAPTER 4 The Basic Mad Lib Program and Object-Based Programming......Page 79 The Project: Mad Lib......Page 80 Objects and HTML......Page 81 Reading the Properties of an Object......Page 84 Methods......Page 87 Events......Page 90 The Purpose of Functions......Page 94 Event-Driven Input and Output......Page 95 Back to the Mad Lib Program......Page 100 Summary......Page 104 CHAPTER 5 Advanced Mad Lib: Using the Other Form Elements......Page 105 Working with Textlike Objects......Page 106 Using Check Boxes......Page 109 Using Radio Buttons......Page 113 Using the select Object......Page 118 Using Multiline Select Boxes......Page 121 Returning to the Advanced Mad Lib Program......Page 123 Summary......Page 130 CHAPTER 6 Petals around the Rose: Dynamic Output......Page 131 The Project: Petals around the Rose......Page 132 Generating Output in Frames......Page 134 Displaying Output in Separate Windows......Page 138 Designing the Petals around the Rose Game......Page 143 Creating Graphics for JavaScript Games......Page 145 Generating the Dice-Rolling Routine......Page 149 Summary......Page 153 CHAPTER 7 Image Swapping and Lookup Tables: The Basketball Game......Page 155 The Project: The Basketball Game......Page 156 Swapping Images......Page 157 Using the MouseOver Events......Page 161 Creating Simple Arrays......Page 165 Creating Arrays with Images......Page 168 Using Lookup Tables......Page 171 Putting Together the Basketball Game......Page 176 Summary......Page 184 CHAPTER 8 Dynamic HTML: The Stealth Submarine......Page 187 The Project: The Stealth Submarine Program......Page 188 Dealing with Browser Dependency......Page 189 Using Cascading Style Sheets......Page 192 Working with Positionable CSS Elements......Page 195 Changing the Text in a Positionable Element......Page 201 Adding Cross-Platform Sound......Page 205 Putting It Together in the Stealth Sub Game......Page 208 Summary......Page 216 CHAPTER 9 Sprite Animation: The Racer......Page 219 The Project: The Racer Program......Page 220 Introducing the Sprite......Page 222 Moving Sprites Around......Page 227 Using Frame Animation in Sprites......Page 230 Detecting Collision......Page 234 Creating a Race Timer......Page 237 Returning to the Racer Program......Page 240 Summary......Page 249 CHAPTER 10 Using Other gameLib Features: The Dogfight Game......Page 251 The Project: The Dogfight Game......Page 252 Using Layers and the Keyboard......Page 253 Adding Sound......Page 258 Improving Sprite Management......Page 260 Adding Missiles......Page 266 Returning to the Dogfight Game......Page 268 Summary......Page 275 CHAPTER 11 Cookies and the Mouse: The Jigsaw Puzzle......Page 277 The Project: The Jigsaw Puzzle Program......Page 278 Using the Mouse to Drag and Drop......Page 280 Responding to Button Presses......Page 284 Following the Mouse and Sprites......Page 288 Storing Information in Cookies......Page 291 Creating the Jigsaw Game......Page 295 Summary......Page 304 CHAPTER 12 The Game Creation Process: The Brick Game......Page 305 Creating the Game Design......Page 306 Setting Up the Playground......Page 308 Adding the Paddle......Page 311 Bouncing the Ball off the Paddle......Page 312 Adding Bricks......Page 314 Adding More Bricks and Sound......Page 317 Adding Multiple Game Boards......Page 320 Changing the Bricks' Behavior......Page 323 Adding Scorekeeping Functionality......Page 324 Using a Cookie to Track the High Score......Page 334 Improving the Code Used at the End of Game......Page 335 Summary......Page 336 APPENDIX A: Syntax Reference......Page 337 B......Page 351 C......Page 352 D......Page 353 F......Page 354 H......Page 355 K......Page 356 M......Page 357 O......Page 358 R......Page 359 S......Page 360 V......Page 362 Z......Page 363 Contents 7 Introduction 13 CHAPTER 1 Variables, Input, and Output 17 The Project: Name Game 18 Adding Code to HTML 19 Using Variables 21 Getting Input from the User 24 Building More Complicated Text 26 Working with Numbers 27 Using String Methods 32 Summary 35 CHAPTER 2 The Fortune Teller: Random Numbers and the if Statement 37 The Project: The Fortune Teller 38 Getting Random Numbers 38 Making Specialized Random Numbers 40 Making Decisions with the if Statement 44 Using the else Structure 48 Using Nested if Structures 50 Using the switch Structure 54 Returning to the Fortune Program 58 Summary 60 CHAPTER 3 The Number Guesser: for and while Loops 61 The Project: The Number Guesser 62 Counting Forward 62 Skipping Values 66 Counting Backward 68 Using the while Loop 69 Returning to the Number Guesser 73 Summary 78 CHAPTER 4 The Basic Mad Lib Program and Object-Based Programming 79 The Project: Mad Lib 80 Objects and HTML 81 Reading the Properties of an Object 84 Methods 87 Events 90 The Purpose of Functions 94 Event-Driven Input and Output 95 Back to the Mad Lib Program 100 Summary 104 CHAPTER 5 Advanced Mad Lib: Using the Other Form Elements 105 The Project: the Advanced Mad Lib 106 Working with Textlike Objects 106 Using Check Boxes 109 Using Radio Buttons 113 Using the select Object 118 Using Multiline Select Boxes 121 Returning to the Advanced Mad Lib Program 123 Summary 130 CHAPTER 6 Petals around the Rose: Dynamic Output 131 The Project: Petals around the Rose 132 Generating Output in Frames 134 Displaying Output in Separate Windows 138 Designing the Petals around the Rose Game 143 Creating Graphics for JavaScript Games 145 Generating the Dice-Rolling Routine 149 Summary 153 CHAPTER 7 Image Swapping and Lookup Tables: The Basketball Game 155 The Project: The Basketball Game 156 Swapping Images 157 Using the MouseOver Events 161 Creating Simple Arrays 165 Creating Arrays with Images 168 Using Lookup Tables 171 Putting Together the Basketball Game 176 Summary 184 CHAPTER 8 Dynamic HTML: The Stealth Submarine 187 The Project: The Stealth Submarine Program 188 Dealing with Browser Dependency 189 Using Cascading Style Sheets 192 Working with Positionable CSS Elements 195 Changing the Text in a Positionable Element 201 Adding Cross-Platform Sound 205 Putting It Together in the Stealth Sub Game 208 Summary 216 CHAPTER 9 Sprite Animation: The Racer 219 The Project: The Racer Program 220 Introducing the Sprite 222 Moving Sprites Around 227 Using Frame Animation in Sprites 230 Detecting Collision 234 Creating a Race Timer 237 Returning to the Racer Program 240 Summary 249 CHAPTER 10 Using Other gameLib Features: The Dogfight Game 251 The Project: The Dogfight Game 252 Using Layers and the Keyboard 253 Adding Sound 258 Improving Sprite Management 260 Adding Missiles 266 Returning to the Dogfight Game 268 Summary 275 CHAPTER 11 Cookies and the Mouse: The Jigsaw Puzzle 277 The Project: The Jigsaw Puzzle Program 278 Using the Mouse to Drag and Drop 280 Responding to Button Presses 284 Following the Mouse and Sprites 288 Storing Information in Cookies 291 Creating the Jigsaw Game 295 Summary 304 CHAPTER 12 The Game Creation Process: The Brick Game 305 The Project: The Brick Game 306 Creating the Game Design 306 Setting Up the Playground 308 Adding the Paddle 311 Bouncing the Ball off the Paddle 312 Adding Bricks 314 Adding More Bricks and Sound 317 Adding Multiple Game Boards 320 Changing the Bricks' Behavior 323 Adding Scorekeeping Functionality 324 Using a Cookie to Track the High Score 334 Improving the Code Used at the End of Game 335 Summary 336 APPENDIX A: Syntax Reference 337 Index 351 A 351 B 351 C 352 D 353 E 354 F 354 G 355 H 355 I 356 J 356 K 356 L 357 M 357 N 358 O 358 P 359 R 359 S 360 T 362 U 362 V 362 W 363 X 363 Y 363 Z 363 This title is both conceptual and made for beginners. It teaches not only JavaScript, but also fundamental programming concepts, which should ease the learning of other programming languages. It uses game creation as a teaching tool
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