Learning to Program with Alice
W/ CD ROM
Free shipping Australia wide
Order Now for Christmas with e-Gift
|Format: ||Paperback, 384 pages, 3rd Revised Edition|
|Other Information: ||Illustrated|
|Published In: ||United States, 01 February 2011|
Learning to Program with Alice, 3e is appropriate for all one-semester pre-CS1 and computer literacy courses, and for integration into the first weeks of many introductory CS1 courses. ' Alice was designed to make programming concepts easier to teach and learn. In the Third Edition of Learning to Program with Alice, Alice's creators offer a complete full-color introduction to the interactive Alice programming environment. The authors make extensive use of program visualization to establish an easy, intuitive relationship between program constructs and the 3D graphics animation action in Alice. Students discover how Alice blends traditional problem-solving techniques with Hollywood-style storyboarding. Fundamental object-oriented programming concepts and language syntax are taught independently. Programming concepts can be taught from either an objects-first or an objects-early approach, with an optional early introduction to events. The book's Java-like syntax allows students to view their program code, simplifying their transitions to Java, C++, C#, or other object-oriented languages. This new edition includes over 60% revised exercises and a "sneak peek" at Alice 3.0. ' Collection of Alice 3D "example worlds" on CD-ROM - Students can load an example world and enter their own code to make it work.
Table of Contents
Foreword xiPreface xiiiAcknowledgments xxiAbout the Authors xxiii Part I: Introduction to Alice 1 1 Getting Started with Alice 31-1 Introduction to Alice 31-2 Alice Concepts 8 Tips & Techniques 1: Special Effects: Text and 2D Graphic Images 15 Summary 18 Exercises 192 Program Design and Implementation 222-1 Scenarios and Storyboards 222-2 A First Program 29 Tips & Techniques 2: Orientation and Movement Instructions 43 Summary 57 Exercises 593 Programming: Putting Together the Pieces 623-1 Built-in Functions and Expressions 633-2 Simple Control Structures 68 Tips & Techniques 3: Camera and Animation Controls 76 Summary 81 Exercises 83 Part II: Object-Oriented and Event-Driven ProgrammingConcepts 87 4 Classes, Objects, Methods and Parameters 894-1 World-Level Methods 914-2 Parameters 1004-3 Object-Level Methods and Inheritance 110 Tips & Techniques 4: Visible and Invisible Objects 121 Summary 127 Exercises and Projects 1295 Interaction: Events and Event Handling 1405-1 Interactive Programming 1405-2 Parameters and Event Handling Methods 147 Tips & Techniques 5: Creating Your Own People Models 156 Summary 158 Exercises and Projects 159 Part III: Using Functions and Control Statements 171 6 Functions and If/Else 1736-1 Functions 1736-2 Execution Control with If/Else and Boolean Functions 180 Tips & Techniques 6: Random Numbers and Random Motion 196 Summary 199 Exercises and Projects 2017 Repetition: Definite and Conditional Loops 2137-1 Loops 2137-2 While-a Conditional Loop 219 Tips & Techniques 7: Events and Repetition 225 Summary 228 Exercises and Projects 2298 Repetition: Recursion 2398-1 Introduction to Recursion 2398-2 Another Flavor of Recursion 244 Tips & Techniques 8: Engineering Look and Feel 254 Summary 257 Exercises and Projects 258 Part IV: Advanced Topics 265 9 Lists and List Processing 2679-1 Lists 2679-2 List Search 273 Tips & Techniques 9: Groups 277 Summary 279 Exercises and Projects 28010 Variables and Revisiting Inheritance 28910-1 Variables 28910-2 An Array Visualization Using an Index Variable 300 Tips & Techniques 10: Debugging with Watch and Text Output 308 Summary 312 Exercises and Projects 31311 What's Next? 32211-1 Transition to Java 32211-2 Alice 3 327 Tips & Techniques 11: Poses 328 Appendix A: Using Alice 331Part 1: Running Virtual Worlds in Alice 331Part 2: Using Popup Menus to Create an Initial Scene 345Appendix B: Managing the Alice Interface 350 Index 363
About the Author
Wanda Dann is the Director of the Alice Project and Associate Teaching Professor of Computer Science at Carnegie Mellon University. Her research has encompassed program visualization and object-oriented and event-driven programming. She has published papers on the use of program visualization in computer science education for SIGCSE, the Computer Science Education Journal, and related publications. She has been co-PI for three NSF-funded projects. She is an active member of the ITiCSE Visualization Working Group, studying the effectiveness of visualization in computer science education. She has taken on a major leadership role in the international computer science education community, serving as SIGCSE 2004 Program co-Chair and SIGCSE 2005 Symposium co-Chair.Stephen Cooper is an Associate Professor of Computer Science and the Director for the Center for Visualization at Saint Joseph's University.?He taught previously at Rivier College, serving as Computer Science program director. He has also worked at IBM as a systems programmer. Dr. Cooper's research interests lie in the semantics of programming languages as well as in program visualization. He is the author or co-author of a dozen articles, and has been the principal investigator for several National Science Foundation and private grants. ?Randy Pausch was a Professor of Computer Science, Human-Computer Interaction and Design at Carnegie Mellon, and co-founder of the Entertainment Technology Center. He also served as the Director of Carnegie Mellon's Alice research group, where he oversaw the development of Alice. He was a National Science Foundation Presidential Young Investigator and a Lilly Foundation Teaching Fellow. In 1995, he spent a Sabbatical with the Walt Disney Imagineering Virtual Reality Studio and consulted with Imagineering on interactive theme park attractions, particularly for the "DisneyQuest" virtual-reality based theme park. Dr. Pausch authored or co-authored five books and over 60 reviewed journal and conference proceedings articles, and his primary interests were human-computer interaction, entertainment technology and undergraduate education.
25.15 x 20.32 x 1.27 centimetres (0.68 kg) |