Dann / Slater / Paoletti | Alice 3 to Java: Learning Creative Programming through Storytelling and Gaming | Buch | 978-0-13-615674-1 | www.sack.de

Buch, Englisch, 512 Seiten, Format (B × H): 203 mm x 254 mm, Gewicht: 1086 g

Dann / Slater / Paoletti

Alice 3 to Java: Learning Creative Programming through Storytelling and Gaming


1. Auflage 2024
ISBN: 978-0-13-615674-1
Verlag: Pearson

Buch, Englisch, 512 Seiten, Format (B × H): 203 mm x 254 mm, Gewicht: 1086 g

ISBN: 978-0-13-615674-1
Verlag: Pearson


Learn programming basics in a creative context that’s more engaging and less complicated

Taking a computer programming course can be challenging, time-consuming, and downright frustrating–but there’s a better way. , First Edition introduces readers to programming in a creative context that’s more engaging and less complicated, while still covering all the essential concepts you’d expect to see in an introductory programming course. Readers are invited to step into the world of creating 3D animations through chapters that present programming concepts with hands-on examples. Throughout the text, readers create a short story or game centered on , a story by Laura Paoletti. Students bring the story to life through projects and exercises using Alice, an animation tool similar to professional software used by studios like Pixar and DreamWorks. Later in the book, students may apply what they’ve learned in Alice to using Java, a professional, production-level programming course.

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Weitere Infos & Material


Table of Contents

  • Prologue: Lawrence Prenderghast’s Haunted Circus
Episode 1. March 1, 1910: Larry
  1. Introduction
  2. Design
  3. Implementation in Alice
  4. Implement and Test
Episode 2. The Train Engine
  1. Procedures, do together, and Count Loops
Episode 3. The Tunnel
  1. Stepwise Refinement and Inheritance
  2. Implementation in Java
  3. Importing: Alice 3 to Java and Code
Episode 4. The Forest Cabin
  1. Code Reuse, Parameters, Data Types, Variables, and Arithmetic Expressions
  2. Java: Parameters, Data Types, Variables, Expressions, and Loop Control
Episode 5. The Ringmaster Coat
  1. Interactivity with Events, If/Else, Conditions, and Built-in Functions
Episode 6. March 1, 1910: Nicholas
  1. Custom Functions, While Loops, Random Values, Input, and a Game Algorithm
Episode 7. March 1, 1910: Esther
  1. Built-in Arrays, Poses, More Events, and Interactive Controls
Episode 8. March 1, 1910: Adelaide
  1. Custom Arrays and Functions
  2. Java: Custom Arrays and Sort
Episode 9. March 1, 1910: Gideon
  1. Event-Driven Programming and Advanced Game Controls
Epilogue Epilogue Capstone Project Index



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