This Is Not A Program
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Author | : Steve Oualline |
Publisher | : No Starch Press |
Total Pages | : 282 |
Release | : 2003 |
Genre | : Computers |
ISBN | : 1886411956 |
Based on real-world errors, the 101 fun and challenging C++ puzzles in How Not to Program in C++ range from easy (one wrong character) to mind twisting (errors with multiple threads). Match your wits against the author's and polish your language skills as you try to fix broken programs. Clues help along the way, and answers are provided at the back of the book.
Author | : Chris Pine |
Publisher | : Pragmatic Bookshelf |
Total Pages | : 317 |
Release | : 2021-06-17 |
Genre | : Computers |
ISBN | : 1680508725 |
It's easier to learn how to program a computer than it has ever been before. Now everyone can learn to write programs for themselves - no previous experience is necessary. Chris Pine takes a thorough, but lighthearted approach that teaches you the fundamentals of computer programming, with a minimum of fuss or bother. Whether you are interested in a new hobby or a new career, this book is your doorway into the world of programming. Computers are everywhere, and being able to program them is more important than it has ever been. But since most books on programming are written for other programmers, it can be hard to break in. At least it used to be. Chris Pine will teach you how to program. You'll learn to use your computer better, to get it to do what you want it to do. Starting with small, simple one-line programs to calculate your age in seconds, you'll see how to write interactive programs, to use APIs to fetch live data from the internet, to rename your photos from your digital camera, and more. You'll learn the same technology used to drive modern dynamic websites and large, professional applications. Whether you are looking for a fun new hobby or are interested in entering the tech world as a professional, this book gives you a solid foundation in programming. Chris teaches the basics, but also shows you how to think like a programmer. You'll learn through tons of examples, and through programming challenges throughout the book. When you finish, you'll know how and where to learn more - you'll be on your way. What You Need: All you need to learn how to program is a computer (Windows, macOS, or Linux) and an internet connection. Chris Pine will lead you through setting set up with the software you will need to start writing programs of your own.
Author | : Karl Beecher |
Publisher | : Apress |
Total Pages | : 231 |
Release | : 2018-02-08 |
Genre | : Computers |
ISBN | : 1484234111 |
This book takes a humorous slant on the programming practice manual by reversing the usual approach: under the pretence of teaching you how to become the world’s worst programmer who generally causes chaos, the book teaches you how to avoid the kind of bad habits that introduce bugs or cause code contributions to be rejected. Why be a code monkey when you can be a chaos monkey? OK, so you want to become a terrible programmer. You want to write code that gets vigorously rejected in review. You look forward to reading feedback plastered in comments like "WTF???". Even better, you fantasize about your bug-ridden changes sneaking through and causing untold chaos in the codebase. You want to build a reputation as someone who writes creaky, messy, error-prone garbage that frustrates your colleagues. Bad Programming Practices 101 will help you achieve that goal a whole lot quicker by teaching you an array of bad habits that will allow you to cause maximum chaos. Alternatively, you could use this book to identify those bad habits and learn to avoid them. The bad practices are organized into topics that form the basis of programming (layout, variables, loops, modules, and so on). It's been remarked that to become a good programmer, you must first write 10,000 lines of bad code to get it all out of your system. This book is aimed at programmers who have so far written only a small portion of that. By learning about poor programming habits, you will learn good practices. In addition, you will find out the motivation behind each practice, so you can learn why it is considered good and not simply get a list of rules. What You'll Learn Become a better coder by learning how (not) to program Choose your tools wisely Think of programming as problem solving Discover the consequences of a program’s appearance and overall structure Explain poor use of variables in programs Avoid bad habits and common mistakes when using conditionals and loops See how poor error-handling makes for unstable programs Sidestep bad practices related specifically to object-oriented programming Mitigate the effects of ineffectual and inadequate bug location and testing Who This Book Is For Those who have some practical programming knowledge (can program in at least one programming language), but little or no professional experience, which they would like to quickly build up. They are either still undergoing training in software development, or are at the beginning of their programming career. They have at most 1-2 years of professional experience.
Author | : Michael G. Long |
Publisher | : Presbyterian Publishing Corp |
Total Pages | : 0 |
Release | : 2021-08-31 |
Genre | : Juvenile Fiction |
ISBN | : 1646981960 |
One line straight down. One line to the right. One line to the left, then a circle. That was all—just three lines in a circle. This bold picture book tells the story of the peace symbol—designed in 1958 by a London activist protesting nuclear weapons—and how it inspired people all over the world. Depicting the symbol's travels from peace marches and liberation movements to the end of apartheid and the fall of the Berlin Wall, Three Lines in a Circle offers a message of inspiration to today's children and adults who are working to create social change. An author’s note provides historical background and a time line of late twentieth-century peace movements.
Author | : United States. Congress. House |
Publisher | : |
Total Pages | : 2004 |
Release | : 1961 |
Genre | : |
ISBN | : |
Author | : Dorothy F. Cotton |
Publisher | : Simon and Schuster |
Total Pages | : 352 |
Release | : 2012 |
Genre | : Biography & Autobiography |
ISBN | : 0743296842 |
Director of the Citizenship Education Program, Dorothy Cotton, recounts the accomplishments of the program and her experiences in the civil rights movement.
Author | : United States. Congress. House. Committee on Government Operations |
Publisher | : |
Total Pages | : 758 |
Release | : 1954 |
Genre | : |
ISBN | : |
Author | : United States. Office of Child Development |
Publisher | : |
Total Pages | : 76 |
Release | : 1975 |
Genre | : Compensatory education |
ISBN | : |
Author | : United States. Congress. House. Committee on the Judiciary |
Publisher | : |
Total Pages | : 1902 |
Release | : 1957 |
Genre | : |
ISBN | : |
Author | : Kent Beck |
Publisher | : Pearson Education |
Total Pages | : 289 |
Release | : 2007-10-23 |
Genre | : Computers |
ISBN | : 013270255X |
Software Expert Kent Beck Presents a Catalog of Patterns Infinitely Useful for Everyday Programming Great code doesn’t just function: it clearly and consistently communicates your intentions, allowing other programmers to understand your code, rely on it, and modify it with confidence. But great code doesn’t just happen. It is the outcome of hundreds of small but critical decisions programmers make every single day. Now, legendary software innovator Kent Beck—known worldwide for creating Extreme Programming and pioneering software patterns and test-driven development—focuses on these critical decisions, unearthing powerful “implementation patterns” for writing programs that are simpler, clearer, better organized, and more cost effective. Beck collects 77 patterns for handling everyday programming tasks and writing more readable code. This new collection of patterns addresses many aspects of development, including class, state, behavior, method, collections, frameworks, and more. He uses diagrams, stories, examples, and essays to engage the reader as he illuminates the patterns. You’ll find proven solutions for handling everything from naming variables to checking exceptions.