Apprendre à programmer: par l'exemple
Apprendre à programmer: par l'exemple
About the Book
Le livre est une introduction à la programmation en utilisant le jeu du bonhomme pendu comme exemple. The book is an introduction to programming using the hangman game as example.
Le développement du jeu est faot de la même manière qu'un développement d'un véritable logiciel. The development of the game happens as would a real software project.
One goal was to include the French version of the book therefore the French text appears side by side of the English text. La traduction française est un élément essentiel et apparaît en vis à vis du texte anglais.
Table of Contents
2. Table des matières
3. Préface
4. Introduction
5. Étape 1 : Cacher un mot et demander une lettre
9. Étape 2 : Attendre une proposition et la vérifier
16. Étape 3 : Améliorer la vérification des propositions
21. Étape 4 : Demander plusieurs lettres
25. Étape 5 : Ignorer les propositions vides
28. Étape 6 : Montrer les lettres que le joueur trouve
38. Étape 7 : Mettre un problème de côté, provisoirement
40. Étape 8 : Diviser le code source
43. Étape 9 : Montrer toutes les lettres que le joueur a déjà trouvées
47. Étape 10 : Rappeler les mauvaises propositions
51. Étape 11 : Déclarer que le joueur a gagné
54. Étape 12 : Déclarer que le joueur a perdu
58. Étape 13 : Dessiner la potence
68. Étape 14 : Gérer les lettres répétées
72. Étape 15 : Choisir un mot au hasard
82. Conclusion
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