Learning to program: by example.
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Learning to program: by example.

About the Book

The book is an introduction to programming using the hangman game as example. Le livre est une introduction à la programmation en utilisant le jeu du bonhomme pendu comme exemple.

The development of the game happens as would a real software project. Le développement du jeu est fait de la même manière qu'un développement d'un véritable logiciel.

La traduction française est un élément essentiel et apparaît en vis à vis du texte anglais. One goal was to include the French version of the book therefore the French text appears side by side of the English text.

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  • Categories

    • Software
    • Computers and Programming
    • Ruby
    • Testing
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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 of Content

3. Preface

4. Introduction

5. Step 1: Hide a word and ask for a letter

9. Step 2: Wait for a proposal and check it

16. Step 3: Improve the proposal check

21. Step 4: Ask for more letters

25. Step 5: Ignore empty proposals

28. Step 6: Show the letters that the player finds

38. Step 7: Temporarily put a problem aside

40. Step 8: Split the source code

43. Step 9: Show all the letters that the player has already found

47. Step 10: Recall the wrong proposals

51. Step 11: Declare that the player has won

54. Step 12: Declare that the player has lost

58. Step 13: Draw the gallows

68. Step 14: Support the repeated letters

72. Step 15: Choose a random word

82. Conclusion

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