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E-raamat: Ruby For Kids For Dummies

  • Formaat: EPUB+DRM
  • Sari: For Kids For Dummies
  • Ilmumisaeg: 08-Jan-2016
  • Kirjastus: For Dummies
  • Keel: eng
  • ISBN-13: 9781119055990
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  • Formaat: EPUB+DRM
  • Sari: For Kids For Dummies
  • Ilmumisaeg: 08-Jan-2016
  • Kirjastus: For Dummies
  • Keel: eng
  • ISBN-13: 9781119055990
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An easy-to-follow introduction to coding with Ruby outlines simple projects that can be customized to create applications and games, and shares complementary insights from Ruby users as well as tips for parents and teachers. Original.

The fun way to introduce coding with Ruby to kids

If you don't have the chance to take coding classes at school or in camp—or if you just want to learn on your own—Ruby For Kids gears you up to expand your technology skills and learn this popular programming language. Written in a way that's easy to follow—and keeping the super tech-heavy stuff to a minimum—it quickly and easily shows you how to use Ruby to create web and mobile applications with no experience required.

Ruby is considered one of the best and simplest languages to start with when you're learning coding. This fun and friendly guide makes it even easier. Broken down into simple projects designed to appeal to younger programmers,Ruby For Kids gets you up and running with core coding concepts in no time. Before you know it, you'll be tackling hands-on projects, enjoying the support of a vibrant community, and feeling a sense of accomplishment as you complete projects.

  • Navigate the basics of coding with the Ruby language
  • Use Ruby to create your own applications and games
  • Find help from other Ruby users
  • Offers tips for parents and teachers helping kids learn Ruby

So what are you waiting for? Ruby For Kids has everything you need to get in on one of the most popular topics around!

Introduction 1(6)
About This Book
2(2)
Foolish Assumptions
4(1)
Icons Used in This Book
4(1)
Beyond the Book
5(1)
Where to Go from Here
5(2)
Part I The Most Basic Building Blocks
7(62)
Project 1 Getting Started with Ruby
9(24)
What Is Programming?
10(2)
Why Ruby?
12(1)
What Tools Do You Need?
12(21)
If you're on Windows
13(10)
If you're on Mac OS X
23(10)
Project 2 Big Numbers
33(14)
Starting Interactive Ruby
34(2)
Entering Numbers
36(1)
Doing Some Basic Math
37(1)
Supersizing the Math with Huge Numbers
38(1)
Adding Memory by Storing Results in Variables
39(2)
Using Variables to Repeat a Calculation
41(1)
Fixing Things When Something Goes Wrong
42(3)
Trying Some Experiments
45(2)
Project 3 Bigger Hello World
47(22)
Starting Interactive Ruby
48(1)
Knowing How Letters and Words Differ from Numbers
48(2)
Doing Math with Words
50(1)
Doing Other Things with Strings
51(2)
Storing Strings in Variables
53(1)
Making Some Big Letters
54(13)
An easy way to combine words
55(1)
An advanced way to combine strings together
56(1)
Creating the letter H
57(2)
Creating the letter E
59(2)
Creating the letter L
61(1)
Creating the letter 0
62(1)
Combining the letters into a word
63(4)
Trying Some Experiments
67(2)
Part II Programmers Are Lazy! Stop Typing So Much!
69(74)
Project 4 Shapes
71(24)
Organizing a New Project
72(3)
Printing versus Using puts
75(1)
Getting Input with gets
76(1)
Running the Program on the Command Line
77(3)
Creating Code to Draw a Rectangle
80(7)
A first version of the rectangle
81(3)
A reusable rectangle
84(3)
Creating Code to Draw a Triangle
87(3)
Drawing a House Using Your Two Shapes
90(2)
Testing Your Program
92(1)
Trying Some Experiments
93(2)
Project 5 Simple Adventure
95(22)
Organizing a New Project
96(1)
Planning the Project
97(1)
Looking at the Program Skeleton
98(3)
Creating the Main Game Loop
101(6)
Creating the room description and actions
102(2)
Responding to player actions
104(3)
Creating Game Rules Methods
107(7)
Adding methods needed for the move command
108(3)
Adding methods for handling the fighting monster
111(1)
Adding methods for treasure searches
112(2)
Creating Game Helper Methods
114(2)
Trying Some Experiments
116(1)
Project 6 Number Guessing
117(26)
Organizing a New Project
118(1)
Planning the Project
119(1)
Looking at the Program Skeleton
120(4)
Creating Placeholder Classes
124(5)
Creating an empty Game class
125(1)
Creating an empty Player class
125(2)
Adding the missing initialize to the Game class
127(2)
Adding Player Methods
129(4)
Creating player getter methods
129(2)
Creating player setter methods
131(1)
Adding player utility methods
131(2)
Writing the Game Class Code
133(7)
Coding the Game class getters
133(1)
Setting up the round
134(2)
Running the guessing loop
136(1)
Adding the hint code
137(2)
Scoring the round
139(1)
Showing the player the results
139(1)
Trying Some Experiments
140(3)
Part III Working with Lots of Your Own Data
143(80)
Project 7 Short Straw
145(24)
Organizing a New Project
146(1)
Planning the Project
147(1)
Looking at the Program Skeleton
148(3)
Creating Placeholder Classes
151(4)
Creating an empty Game class
151(2)
Creating an empty Player class
153(1)
Creating an empty Straw class
154(1)
Coding the Straw Methods
155(4)
Creating straw getter methods
155(1)
Creating the straw factory method
156(2)
An array primer
158(1)
Coding the Player Methods
159(3)
Creating player getters and setters
159(2)
Creating player helper methods
161(1)
Coding Game Methods
162(5)
Code initialization and the end condition
162(1)
Code user interface methods
163(2)
Coding the main game logic methods
165(2)
Trying Some Experiments
167(2)
Project 8 Code Breaker
169(26)
Organizing a New Project
170(1)
Planning the Project
170(4)
Seeing how the Caesar cipher works
171(2)
Looking at the program skeleton
173(1)
Creating Placeholder Classes
174(2)
The CodeBreaker class
174(2)
The Caesar class
176(1)
Coding CodeBreaker Methods
176(9)
The CodeBreaker run method
176(1)
User interface methods
177(5)
Encryption and decryption methods
182(3)
Coding Caesar Methods
185(8)
Setup methods
185(4)
A hash primer
189(1)
Encryption and decryption methods
190(3)
Trying Some Experiments
193(2)
Project 9 Acey Deucey
195(28)
Organizing a New Project
196(1)
Planning the Project
196(4)
Looking at the Program Skeleton
200(3)
Creating Classes
203(17)
Creating the card class
203(3)
Creating the deck class
206(2)
Creating the player class
208(3)
Creating the Game class
211(9)
Trying Some Experiments
220(3)
Part IV Using Shared Code to Get Graphical
223(84)
Project 10 A-maze-ing
225(30)
Organizing a New Project
226(1)
Planning the Project
227(3)
Looking at the Program Skeleton
230(2)
Creating Placeholder Classes
232(8)
The Game class
233(1)
The Level class
234(3)
The Tile class
237(2)
The Player class
239(1)
Coding Amazing Methods
240(1)
Coding Game Methods
240(3)
Coding Level Methods
243(5)
Coding Tile Methods
248(3)
Coding Player Methods
251(1)
Trying Some Experiments
252(3)
Project 11 Tower
255(26)
Organizing a New Project
256(1)
Planning the Project
257(1)
Looking at the Program Skeleton
258(2)
Creating Placeholder Classes
260(8)
The Game class
261(3)
The Post class
264(2)
The Disc class
266(2)
Coding Post Methods
268(4)
Coding Disc Methods
272(2)
Coding Game Methods
274(3)
Trying Some Experiments
277(4)
Project 12 Game of Life
281(26)
Organizing a New Project
282(1)
Planning the Project
283(1)
Looking at the Program Skeleton
284(2)
Creating Placeholder Classes
286(8)
The Game class
287(2)
The Grid class
289(3)
The Cell class
292(2)
Coding Cell Methods
294(1)
Coding Grid Methods
295(4)
Coding Game Methods
299(6)
Programming the user interface
299(1)
Writing the game rules
300(4)
Adding more seed patterns
304(1)
Trying Some Experiments
305(2)
Index 307
Christopher Haupt is a computer scientist, game designer, and startup advisor who loves teaching and mentoring kids. Active in his regional school district and community, he supports STEM programs, science fairs, and other opportunities for kids to creatively explore technology.