Apprendre à programmer: par l'exemple
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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.

About the Author

Jean Lazarou
Jean Lazarou

Developer of applications for 30 years now, creating tools to make life easier, read more and more and publishing articles.

We should be able to explain what we really understand...

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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