TouchDevelop : Programming on the Go.

Yazar:Horspool, Nigel
Katkıda bulunan(lar):Tillmann, Nikolai | Bishop, Judith
Materyal türü: KonuKonuYayıncı: Berkeley, CA : Apress L. P., 2013Telif hakkı tarihi: �2013Baskı: 3rd edTanım: 1 online resource (263 pages)İçerik türü:text Ortam türü:computer Taşıyıcı türü: online resourceISBN: 9781430261377Tür/Form:Electronic books.Ek fiziksel biçimler:Print version:: TouchDevelopLOC classification: QA76.625Çevrimiçi kaynaklar: Click to View
İçindekiler:
Intro -- Contents -- Preface -- List of figures -- List of tables -- Chapter 1: Introduction to TouchDevelop -- 1.1 Computers want to be programmed -- 1.2 What is TouchDevelop? -- 1.3 The TouchDevelop ecosystem -- 1.4 History and Future -- 1.5 Platforms -- 1.5.1 Installing TouchDevelop on a Windows phone -- 1.5.2 Running TouchDevelop on other platforms -- 1.6 The scripting language -- Chapter 2: The Scripting Language -- 2.1 Introduction - the language flavor -- 2.1.1 A sample program (/okzc) -- 2.2 Datatypes and variables -- 2.2.1 The Invalid value -- 2.2.2 met hodThe Nothing type or an operation which does not return a usable result, but which -- Value types -- Number -- String -- 2.2.3 Reference types -- Reference types provided by the API -- Collection types -- 2.2.4 Tables anxtnhe planatioo tT pacbollectioolses en. 2s-s5en.d T types bhye tseh thaveh oreete hb ceeero cn lleotaggedcllteio -- 2.2.5The Objects for types. -- 2.2.6 Decorators -- 2.2.7 -- Global persistent data -- 2.2.8 -- Art items -- 2.3 Expressions -- 2.3.1 Constants -- Explicit Constants -- Named constants -- The invalid value -- 2.3.2script cVariables -- Local variables -- Global data variables -- Action parameters Parameters bmore associated -- 2.3.3 Operators -- 2.3.4 -- Calling an action -- 2.3.5 Calling an API method -- 2.4 Statements -- 2.4.1 Expression -- 2.4.2 Declaration and assignment -- 2.4.3 -- If statement -- 2.4.4 While loop -- 2.4.5 -- For loop -- 2.4.6 For each loop -- 2.5 Actions -- 2.5.1 Defining an action -- Public versus private -- 2.5.2 Call and return -- 2.5.3 Input parameters -- 2.5.4 Result parameters -- 2.5.5 Calling a library action -- Rebinding libraries -- Visibility -- 2.6 Events -- 2.7 Pages -- 2.8 Creating library scripts -- Implementation restrictions on libraries -- Chapter 3: The Wall - using the screen.
3.1 Output - the writing on the wall -- 3.1.1 Output of simple values -- 3.1.2de fault Direction of Outputdirection of output -- 3.1.3Dappropriateproduces produces ispla yio bnOutput of composite values ge -- 3.1.4 -- Output of media values -- 3.1.5 Output of social values -- 3.1.6 Output of web value -- s -- 3.2 Input of values from the touchscreen -- 3.3 Updating the wall's content -- 3.3.1 Updatable textbox -- 3.3.2 For Updating a board display -- 3.4 Events on the touchscreen -- 3.4.1 Tap wall events -- 3.4.2 Tap board events -- 3.5 Pushing and popping pages -- 3.6 Titles and subtitles -- 3.7 Wall buttons -- 3.8 On-demand creation of output -- Chapter 4: The Web -- 4.1 URLs and webpages -- 4.1.1 Working with URLs -- 4.1.2 Creating and using web-based links -- Using the wall with web-based links -- 4.1.3 Checking the internet connection -- 4.2 Downloading and uploading files -- 4.2.1 Downloading a text file or downloading HTML -- 4.2.2 Download a picture -- 4.2.3 Downloading sounds of music -- 4.2.4 Uploading strings and files -- 4.3 Downloading structured data -- 4.3.1 Downloading information in JSON format -- 4.3.2ML i s shDownloading information in XML format -- 4.4 REST guidelines and web requests -- Chapter 5: Audio -- 5.1 Music -- 5.1.1 Working with collections of songs -- 5.1.2 Obtaining an individual song, available on all devices -- 5.1.3 Playing an individual song -- 5.1.4 An ex ample script -- 5.2 Sounds -- 5.3 Microphone -- Chapter 6: Camera, Graphics and Video -- 6.1 Camera -- 6.1.1 A sample program -- 6.2 Working with pictures -- 6.2.1 Picture albums and picture collections (Windows Phoneand Android) -- 6.2.2 Access to pictures on other devices -- 6.2.3 Manipulating a picture -- 6.3 Static graphics drawing and display -- 6.4 Playing videos from the internet -- Chapter 7: Sensors -- 7.1 The sensors -- 7.2 Sensor-driven events.
7.2.1 Example script: A pedometer (/jbpv) -- 7.3 Accelerometer -- 7.3.1 Direction of acceleration forces -- 7.3.2 Example script: a light show (/tbcb) -- 7.4 Compass -- 7.4.1 Example script: a magnetic compass -- 7.5 Gyroscope -- 7.6 Motion -- Chapter 8: Interactions -- 8.1 Social messages -- 8.1.1 Working with messages -- 8.1.2 Message collections -- 8.2 Locations, places, maps -- 8.3 Emails -- 8.4 Phone Calls -- 8.5 2D barcodes -- 8.6 SMS messages (WP8 only) -- 8.7 Calendar and appointments (WP8 only) -- 8.8 Contacts (WP8 and Android only) -- Chapter 9: Game Board -- 9.1 Introduction -- 9.1.1 What is a sprite? -- 9.1.2 Coordinates and units -- 9.1.3 Game program structure -- 9.2 The Board datatype -- 9.2.1 Creating sprites -- 9.2.2 Obstacles and bounararies -- 9.2.3 Forces and animation -- Gravity and friction -- Springs and anchors -- 9.3 The Sprite datatype -- Visual attributes -- Position and motion -- Accelerations, forces and bounces -- 9.3.1 Managing sprites -- 9.4 The Sprite Collection datatype -- 9.5 Touching and board events -- 9.5.1 -- 9.5.1 Board touching actions -- 9.5.2 gameloop event -- 9.5.3 tap board event -- 9.5.4 swipe board event -- 9.5.5 tap sprite in XXX event -- 9.5.6 swipe sprite in XXX event -- 9.5.7 drag sprite in XXX event -- 9.5.8 tap sprite SSS, swipe sprite SSS, drag sprite SSS -- 9.6 Debugging games -- Chapter 10: UI with Boxes and Pages -- 10.1 Page Overview -- 10.2 Box Overview -- 10.3 Examples of Boxes and Pages -- 10.3.1 Page Example 1 -- 10.3.2 Page Example 2 -- 10.3.3 Page Example 3 -- 10.4 Working with Pages -- 10.4.1 Entering and Leaving a Page -- 10.4.2 Coding Restrictions -- 10.5 Live Editing of the User Interface -- 10.6 API Support for Boxes and Pages -- Chapter 11: Authenticating Web Services -- 11.1 Registering your app -- 11.2 Authenticating -- 11.3 Libraries -- 11.4 Advanced topics.
11.4.1 Unique redirect URIs -- 11.4.2 State variable in redirect URI -- Chaper 12: Editing TouchDevelop Scripts -- A.1 The starting point -- A.2 The editing steps -- Getting started - providing an input parameter -- Adding the first statement to the action -- Adding the second and third statements -- Inserting the if statement -- Defining the Gameloop Event -- Trying out the script -- A.3 Additional steps -- Revising the script -- Publishing the script -- A.4 More advanced editing features -- A.4.1 Refactoring code into a new action -- A.4.2 I Copying and pasting code -- A.4.3 Surrounding code in a higher-level construct -- Chaper 13: TouchDevelop Services -- B.1 bazaar -- B.2 box -- B.3 collections -- B.4 colors -- B.5 contract -- B.6 invalid -- B.7 languages -- B.8 locations -- B.9 maps -- B.10 math -- B.11 media -- B.12 phone -- B.13 player -- B.14 senses -- B.15 social -- B.16 tags -- B.17 tile -- B.18 time -- B.19 wall -- B.20 web -- Chaper 14: TouchDevelop Datatypes -- C.1 Appointment -- C.2 Appointment Collection -- C.3 Board -- C.4 Boolean -- C.5 Camera -- C.6 Color -- C.7 Contact -- C.8 Contact Collection -- C.9 DateTime -- C.10 Form Builder -- C.11 Json Builder -- C.12 Json Object -- C.13 Link -- C.14 Link Collection -- C.15 Location -- C.16 Location Collection -- C.17 Map -- C.18 Matrix -- C.19 Message -- C.20 Message Collection -- C.21 Motion -- C.22 Number -- C.23 Number Collection -- C.24 Number Map -- C.25 OAuth Response -- C.26 Page -- C.27 Page Button -- C.28 Page Collection -- C.29 Picture -- C.30 Picture Album -- C.31 Picture Albums -- C.32 Pictures -- C.33 Place -- C.34 Place Collection -- C.35 Playlist -- C.36 Playlists -- C.37 Song -- C.38 Songs -- C.39 Song Album -- C.40 Song Albums -- C.41 Songs -- C.42 Sound -- C.43 Sprite -- C.44 Sprite Set -- C.45 String -- C.46 String Collection -- C.47 String Map -- C.48 TextBox.
C.49 Vector3 -- C.50 Web Request -- C.51 Web Response -- C.52 Xml Object -- Chaper 15: Platform Capabilities -- D.1 Supported Browsers -- D.2 General Features -- D.3 Supported Sensors and Devices -- D.4 Support for Services/Resources -- D.5 Support for Created Apps -- D.5.1 Apps for Windows Phone Store -- D.5.2 Apps for Windows Store -- Chaper 16: TouchDevelop Editor on a Windows Phone -- E.1 The sample program -- E.2 The back button, undo and mistakes -- E.3 The editing example -- E.4 Additional steps -- E.5 Refactoring code into a new action -- Index.
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Intro -- Contents -- Preface -- List of figures -- List of tables -- Chapter 1: Introduction to TouchDevelop -- 1.1 Computers want to be programmed -- 1.2 What is TouchDevelop? -- 1.3 The TouchDevelop ecosystem -- 1.4 History and Future -- 1.5 Platforms -- 1.5.1 Installing TouchDevelop on a Windows phone -- 1.5.2 Running TouchDevelop on other platforms -- 1.6 The scripting language -- Chapter 2: The Scripting Language -- 2.1 Introduction - the language flavor -- 2.1.1 A sample program (/okzc) -- 2.2 Datatypes and variables -- 2.2.1 The Invalid value -- 2.2.2 met hodThe Nothing type or an operation which does not return a usable result, but which -- Value types -- Number -- String -- 2.2.3 Reference types -- Reference types provided by the API -- Collection types -- 2.2.4 Tables anxtnhe planatioo tT pacbollectioolses en. 2s-s5en.d T types bhye tseh thaveh oreete hb ceeero cn lleotaggedcllteio -- 2.2.5The Objects for types. -- 2.2.6 Decorators -- 2.2.7 -- Global persistent data -- 2.2.8 -- Art items -- 2.3 Expressions -- 2.3.1 Constants -- Explicit Constants -- Named constants -- The invalid value -- 2.3.2script cVariables -- Local variables -- Global data variables -- Action parameters Parameters bmore associated -- 2.3.3 Operators -- 2.3.4 -- Calling an action -- 2.3.5 Calling an API method -- 2.4 Statements -- 2.4.1 Expression -- 2.4.2 Declaration and assignment -- 2.4.3 -- If statement -- 2.4.4 While loop -- 2.4.5 -- For loop -- 2.4.6 For each loop -- 2.5 Actions -- 2.5.1 Defining an action -- Public versus private -- 2.5.2 Call and return -- 2.5.3 Input parameters -- 2.5.4 Result parameters -- 2.5.5 Calling a library action -- Rebinding libraries -- Visibility -- 2.6 Events -- 2.7 Pages -- 2.8 Creating library scripts -- Implementation restrictions on libraries -- Chapter 3: The Wall - using the screen.

3.1 Output - the writing on the wall -- 3.1.1 Output of simple values -- 3.1.2de fault Direction of Outputdirection of output -- 3.1.3Dappropriateproduces produces ispla yio bnOutput of composite values ge -- 3.1.4 -- Output of media values -- 3.1.5 Output of social values -- 3.1.6 Output of web value -- s -- 3.2 Input of values from the touchscreen -- 3.3 Updating the wall's content -- 3.3.1 Updatable textbox -- 3.3.2 For Updating a board display -- 3.4 Events on the touchscreen -- 3.4.1 Tap wall events -- 3.4.2 Tap board events -- 3.5 Pushing and popping pages -- 3.6 Titles and subtitles -- 3.7 Wall buttons -- 3.8 On-demand creation of output -- Chapter 4: The Web -- 4.1 URLs and webpages -- 4.1.1 Working with URLs -- 4.1.2 Creating and using web-based links -- Using the wall with web-based links -- 4.1.3 Checking the internet connection -- 4.2 Downloading and uploading files -- 4.2.1 Downloading a text file or downloading HTML -- 4.2.2 Download a picture -- 4.2.3 Downloading sounds of music -- 4.2.4 Uploading strings and files -- 4.3 Downloading structured data -- 4.3.1 Downloading information in JSON format -- 4.3.2ML i s shDownloading information in XML format -- 4.4 REST guidelines and web requests -- Chapter 5: Audio -- 5.1 Music -- 5.1.1 Working with collections of songs -- 5.1.2 Obtaining an individual song, available on all devices -- 5.1.3 Playing an individual song -- 5.1.4 An ex ample script -- 5.2 Sounds -- 5.3 Microphone -- Chapter 6: Camera, Graphics and Video -- 6.1 Camera -- 6.1.1 A sample program -- 6.2 Working with pictures -- 6.2.1 Picture albums and picture collections (Windows Phoneand Android) -- 6.2.2 Access to pictures on other devices -- 6.2.3 Manipulating a picture -- 6.3 Static graphics drawing and display -- 6.4 Playing videos from the internet -- Chapter 7: Sensors -- 7.1 The sensors -- 7.2 Sensor-driven events.

7.2.1 Example script: A pedometer (/jbpv) -- 7.3 Accelerometer -- 7.3.1 Direction of acceleration forces -- 7.3.2 Example script: a light show (/tbcb) -- 7.4 Compass -- 7.4.1 Example script: a magnetic compass -- 7.5 Gyroscope -- 7.6 Motion -- Chapter 8: Interactions -- 8.1 Social messages -- 8.1.1 Working with messages -- 8.1.2 Message collections -- 8.2 Locations, places, maps -- 8.3 Emails -- 8.4 Phone Calls -- 8.5 2D barcodes -- 8.6 SMS messages (WP8 only) -- 8.7 Calendar and appointments (WP8 only) -- 8.8 Contacts (WP8 and Android only) -- Chapter 9: Game Board -- 9.1 Introduction -- 9.1.1 What is a sprite? -- 9.1.2 Coordinates and units -- 9.1.3 Game program structure -- 9.2 The Board datatype -- 9.2.1 Creating sprites -- 9.2.2 Obstacles and bounararies -- 9.2.3 Forces and animation -- Gravity and friction -- Springs and anchors -- 9.3 The Sprite datatype -- Visual attributes -- Position and motion -- Accelerations, forces and bounces -- 9.3.1 Managing sprites -- 9.4 The Sprite Collection datatype -- 9.5 Touching and board events -- 9.5.1 -- 9.5.1 Board touching actions -- 9.5.2 gameloop event -- 9.5.3 tap board event -- 9.5.4 swipe board event -- 9.5.5 tap sprite in XXX event -- 9.5.6 swipe sprite in XXX event -- 9.5.7 drag sprite in XXX event -- 9.5.8 tap sprite SSS, swipe sprite SSS, drag sprite SSS -- 9.6 Debugging games -- Chapter 10: UI with Boxes and Pages -- 10.1 Page Overview -- 10.2 Box Overview -- 10.3 Examples of Boxes and Pages -- 10.3.1 Page Example 1 -- 10.3.2 Page Example 2 -- 10.3.3 Page Example 3 -- 10.4 Working with Pages -- 10.4.1 Entering and Leaving a Page -- 10.4.2 Coding Restrictions -- 10.5 Live Editing of the User Interface -- 10.6 API Support for Boxes and Pages -- Chapter 11: Authenticating Web Services -- 11.1 Registering your app -- 11.2 Authenticating -- 11.3 Libraries -- 11.4 Advanced topics.

11.4.1 Unique redirect URIs -- 11.4.2 State variable in redirect URI -- Chaper 12: Editing TouchDevelop Scripts -- A.1 The starting point -- A.2 The editing steps -- Getting started - providing an input parameter -- Adding the first statement to the action -- Adding the second and third statements -- Inserting the if statement -- Defining the Gameloop Event -- Trying out the script -- A.3 Additional steps -- Revising the script -- Publishing the script -- A.4 More advanced editing features -- A.4.1 Refactoring code into a new action -- A.4.2 I Copying and pasting code -- A.4.3 Surrounding code in a higher-level construct -- Chaper 13: TouchDevelop Services -- B.1 bazaar -- B.2 box -- B.3 collections -- B.4 colors -- B.5 contract -- B.6 invalid -- B.7 languages -- B.8 locations -- B.9 maps -- B.10 math -- B.11 media -- B.12 phone -- B.13 player -- B.14 senses -- B.15 social -- B.16 tags -- B.17 tile -- B.18 time -- B.19 wall -- B.20 web -- Chaper 14: TouchDevelop Datatypes -- C.1 Appointment -- C.2 Appointment Collection -- C.3 Board -- C.4 Boolean -- C.5 Camera -- C.6 Color -- C.7 Contact -- C.8 Contact Collection -- C.9 DateTime -- C.10 Form Builder -- C.11 Json Builder -- C.12 Json Object -- C.13 Link -- C.14 Link Collection -- C.15 Location -- C.16 Location Collection -- C.17 Map -- C.18 Matrix -- C.19 Message -- C.20 Message Collection -- C.21 Motion -- C.22 Number -- C.23 Number Collection -- C.24 Number Map -- C.25 OAuth Response -- C.26 Page -- C.27 Page Button -- C.28 Page Collection -- C.29 Picture -- C.30 Picture Album -- C.31 Picture Albums -- C.32 Pictures -- C.33 Place -- C.34 Place Collection -- C.35 Playlist -- C.36 Playlists -- C.37 Song -- C.38 Songs -- C.39 Song Album -- C.40 Song Albums -- C.41 Songs -- C.42 Sound -- C.43 Sprite -- C.44 Sprite Set -- C.45 String -- C.46 String Collection -- C.47 String Map -- C.48 TextBox.

C.49 Vector3 -- C.50 Web Request -- C.51 Web Response -- C.52 Xml Object -- Chaper 15: Platform Capabilities -- D.1 Supported Browsers -- D.2 General Features -- D.3 Supported Sensors and Devices -- D.4 Support for Services/Resources -- D.5 Support for Created Apps -- D.5.1 Apps for Windows Phone Store -- D.5.2 Apps for Windows Store -- Chaper 16: TouchDevelop Editor on a Windows Phone -- E.1 The sample program -- E.2 The back button, undo and mistakes -- E.3 The editing example -- E.4 Additional steps -- E.5 Refactoring code into a new action -- Index.

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Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2022. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.

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