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A practical guide for learning functional programming directly through the diagrams used to define functions, this book describes, and provides access to, a system that gives a level of support akin to that provided in word processing. The approach used allows the schematic diagrams used in program design to be directly translated into usable code, thus skipping a potential source of error in interpretation, and also alleviating many of the problems of 'errors in syntax'.
Drawing programs is a personal response to some very practical problems. To explain this I need to go back in time to when my greatest toy was the Mechano set; a mechanical construction kit with instructions on how to build your own toys. I soon found that although the kit was boundless in one sense it was also very limited. I spent many hours trying to do things that were well beyond the intention of the kit designer. Much later I found electronics where circuits provided me with a much wider scope for model building but it still took a long time to make devices. It was not until programming was introduced during my time at University that this really flexible tool was made available. No more bleeding fingers from the iron work and no more burnt ties from soldering irons. Modelling was going to be easy and fun. However, there was snag. I had a natural inability to spell or even to construct coherent written sentences. It is true that I had evolved many strategies to successfully overcome this problem but the strategies only worked within a limited framework. The problem with programs is that they are written and involve the accurate use of characters. Most of my time was spent in pursuing typos and very little time on the programming. Sometimes it was necessary to ask someone to look for me and usually they could identify the problem within seconds; natural ability is a wonderful thing. |
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Essential Mathematical Skills: For Engineering, Science and Applied Mathematics
Some mathematical skills are essential for engineering and science courses. Mostly it will be assumed that these skills have already been mastered, and unless so, it is easy to become lost in further study. Knowing these skills is one thing; remembering them so that they can be practically applied is entirely another. This book ... | | Beginning Android 4 Games Development (Beginning Apress)
Hi there, and welcome to the world of Android game development. You came here to learn about game development on Android, and we hope to be the people who enable you to realize your ideas.
Together we’ll cover quite a range of materials and topics: Android basics, audio and
graphics programming, a ... | | Flash MX Design for TV and VideoThis book is about how to get Flash MX animation out to video, television, and other video-based mediums, such as DVD. We also consider the notion of broadcast quality and explore ways to achieve it, both technically and creatively.
Since Version 2, Macromedia Flash has had the capability to export to video. It wasn't long... |
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