Learning to program: by example.
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.
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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