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020 _a9783030850913
_9978-3-030-85091-3
024 7 _a10.1007/978-3-030-85091-3
_2doi
050 4 _aQA76.758
072 7 _aUMZ
_2bicssc
072 7 _aCOM051230
_2bisacsh
072 7 _aUMZ
_2thema
082 0 4 _a005.1
_223
100 1 _aMorazán, Marco T.
_eauthor.
_4aut
_4http://id.loc.gov/vocabulary/relators/aut
245 1 0 _aAnimated Problem Solving
_h[electronic resource] :
_bAn Introduction to Program Design Using Video Game Development /
_cby Marco T. Morazán.
250 _a1st ed. 2022.
264 1 _aCham :
_bSpringer International Publishing :
_bImprint: Springer,
_c2022.
300 _aXIX, 688 p. 200 illus., 88 illus. in color.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
490 1 _aTexts in Computer Science,
_x1868-095X
505 0 _aPart I: The Basics of Problem Solving with a Computer -- 1. The Science of Problem Solving -- 2. Expressions and Data Types -- 3. The Nature of Functions -- 4. Aliens Attack Version 0 -- 5. Making Decisions -- 6. Aliens Attack Version 1 -- Part II: Compound Data of Finite Size -- 7. Structures -- 8. Defining Structures -- 9. Aliens Attack Version 2.-10. Structures and Variety -- 1.1 Aliens Attack Version 3 -- Part III: Compound Data of Arbitrary Size -- 12. Lists -- 13. List Processing -- 14. Natural Numbers -- 15. Interval Processing -- 16. Aliens Attack Version 4 -- 17. Binary Trees -- 18 -- Mutually Recursive Data -- 19 -- Processing Multiple Inputs of Arbitrary Size -- Part IV: Abstraction -- 20. Functional Abstraction -- 21. Encapsulation -- 22. Lambda Expressions -- 23. Aliens Attack Version 5 -- 24. For-Loops and Pattern Matching -- 25. Interfaces and Objects -- Part V: Distributed Programming -- 26. Introduction to Distributed Programming -- 27. Aliens Attack Version 6 -- 28. Aliens Attack Version 7 -- 29. Aliens Attack Version 8 -- Part VI: Epilogue -- 30. Advice for Future Steps.
520 _aThis textbook is about systematic problem solving and systematic reasoning using type-driven design. There are two problem solving techniques that are emphasized throughout the book: divide and conquer and iterative refinement. Divide and conquer is the process by which a large problem is broken into two or more smaller problems that are easier to solve and then the solutions for the smaller pieces are combined to create an answer to the problem. Iterative refinement is the process by which a solution to a problem is gradually made better–like the drafts of an essay. Mastering these techniques are essential to becoming a good problem solver and programmer. The book is divided in five parts. Part I focuses on the basics. It starts with how to write expressions and subsequently leads to decision making and functions as the basis for problem solving. Part II then introduces compound data of finite size, while Part III covers compound data of arbitrary size likee.g. lists, intervals, natural numbers, and binary trees. It also introduces structural recursion, a powerful data-processing strategy that uses divide and conquer to process data whose size is not fixed. Next, Part IV delves into abstraction and shows how to eliminate repetitions in solutions to problems. It also introduces generic programming which is abstraction over the type of data processed. This leads to the realization that functions are data and, perhaps more surprising, that data are functions, which in turn naturally leads to object-oriented programming. Part V introduces distributed programming, i.e., using multiple computers to solve a problem. This book promises that by the end of it readers will have designed and implemented a multiplayer video game that they can play with their friends over the internet. To achieve this, however, there is a lot about problem solving and programming that must be learned first. The game is developed using iterative refinement. The reader learns step-by-step about programming and how to apply new knowledge to develop increasingly better versions of the video game. This way, readers practice modern trends that are likely to be common throughout a professional career and beyond.
650 0 _aSoftware engineering.
650 0 _aComputer programming.
650 0 _aComputer games
_xProgramming.
650 1 4 _aSoftware Engineering.
650 2 4 _aProgramming Techniques.
650 2 4 _aGame Development.
710 2 _aSpringerLink (Online service)
773 0 _tSpringer Nature eBook
776 0 8 _iPrinted edition:
_z9783030850906
776 0 8 _iPrinted edition:
_z9783030850920
776 0 8 _iPrinted edition:
_z9783030850937
830 0 _aTexts in Computer Science,
_x1868-095X
856 4 0 _uhttps://doi.org/10.1007/978-3-030-85091-3
912 _aZDB-2-SCS
912 _aZDB-2-SXCS
942 _cSPRINGER
999 _c184801
_d184801