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Book Three Paradigms for Mixing Coding and Games

Download or read book Three Paradigms for Mixing Coding and Games written by Stephen Foster and published by . This book was released on 2015 with total page 206 pages. Available in PDF, EPUB and Kindle. Book excerpt: Games for teaching coding have been an educational holy grail since at least the early 1980s. Yet for decades, with games more popular than ever and with the need to teach kids coding having been well-recognized, no blockbuster coding games have arisen (see Chapter 2). Over the years, the research community has made various games for teaching computer science: a survey made by shows that most do not teach coding, and of the ones that do teach coding, most are research prototypes (not production-ready) and difficult to even install. In analysing the list, we found that some were no longer available, of none were blockbusters (see Chapter 2). With decades of unimpressive performance behind us, it is time to take a critical look at the field and ask some key questions: What is a coding game? Why are there no blockbuster coding games? What design guidelines can make it easier to create coding games? How can we categorize past and future work on coding games into a productive taxonomy? What (if anything) makes coding games difficult to produce? What (if anything) makes them difficult to play? What can/should a "good" coding game seek to accomplish? And how can/should we evaluate that? This thesis begins by articulating a design space consisting of 3 types of coding games. The chapters of this thesis examine those three types in the context of systems we built: * Direct embedding -- "coding in a game". Chapter 3 looks at CodeSpells, a game in which the player plays the part of a wizard and writes magic spells with code. The coding interface is embedded in the 3D game. CodeSpells is significant because it introduces a novel set of metaphors (magic, wizards, spells, etc.) that correlate neatly with ideas within the pedagogical domain of coding. As an individual system, it is novel because it is the first fantasy-themed coding game (that we know of); as a more general contribution, it is novel because it validates that fantasy-themed coding games can provide an alternative to the more traditional sci-fi themed coding games. * A programming language that is a game -- "coding as a game". Chapter 4 looks at The Orb Game where a visual programming language is defined as a set of game mechanics, making the process of coding into the process of (seemingly) playing a game. The coding interface is presented as a game. The Orb Game is significant because it is the first system that has been proven to allow players to write code without realizing that they are doing so -- essentially "tricking" them into thinking they are just playing a game. It is more generally significant because it introduces a novel technique called Programming by Gaming, which can be used to design other Turing-complete programming environments that appear to be games. * A modding environment integrated with a game -- "coding for a game". Chapter 5 looks at a modding environment integrated with the blockbuster game of Minecraft. The coding interface allows the user to code for the game. It is significant because it allows players to learn to code in the context of a blockbuster game, resulting in higher recruitment numbers than state of the art coding systems like Scratch. More generally, it proves that loosely-coupled, seamful games may be viable alternatives to the more orthodox style of seamlessly integrated games. This thesis explores this design space and evaluates the three sub-genres above by looking at real systems we built and evaluated. We also discuss our systems in relation to "adjacent" systems in the same design space. This analysis, in turn, yields design guidelines that we flesh out in Chapter 6, our concluding chapter.

Book Paradigms of Combinatorial Optimization

Download or read book Paradigms of Combinatorial Optimization written by Vangelis Th. Paschos and published by John Wiley & Sons. This book was released on 2013-05-06 with total page 483 pages. Available in PDF, EPUB and Kindle. Book excerpt: Combinatorial optimization is a multidisciplinary scientific area, lying in the interface of three major scientific domains: mathematics, theoretical computer science and management. The three volumes of the Combinatorial Optimization series aims to cover a wide range of topics in this area. These topics also deal with fundamental notions and approaches as with several classical applications of combinatorial optimization. “Paradigms of Combinatorial Optimization” is divided in two parts: • Paradigmatic Problems, that handles several famous combinatorial optimization problems as max cut, min coloring, optimal satisfiability tsp, etc., the study of which has largely contributed to both the development, the legitimization and the establishment of the Combinatorial Optimization as one of the most active actual scientific domains; • Classical and New Approaches, that presents the several methodological approaches that fertilize and are fertilized by Combinatorial optimization such as: Polynomial Approximation, Online Computation, Robustness, etc., and, more recently, Algorithmic Game Theory.

Book Programming Languages  Concepts   Constructs  2 E

Download or read book Programming Languages Concepts Constructs 2 E written by Sethi and published by Pearson Education India. This book was released on 2007-09 with total page 500 pages. Available in PDF, EPUB and Kindle. Book excerpt:

Book Game Programming Patterns

Download or read book Game Programming Patterns written by Robert Nystrom and published by Genever Benning. This book was released on 2014-11-03 with total page 353 pages. Available in PDF, EPUB and Kindle. Book excerpt: The biggest challenge facing many game programmers is completing their game. Most game projects fizzle out, overwhelmed by the complexity of their own code. Game Programming Patterns tackles that exact problem. Based on years of experience in shipped AAA titles, this book collects proven patterns to untangle and optimize your game, organized as independent recipes so you can pick just the patterns you need. You will learn how to write a robust game loop, how to organize your entities using components, and take advantage of the CPUs cache to improve your performance. You'll dive deep into how scripting engines encode behavior, how quadtrees and other spatial partitions optimize your engine, and how other classic design patterns can be used in games.

Book The Cambridge Handbook of Computing Education Research

Download or read book The Cambridge Handbook of Computing Education Research written by Sally A. Fincher and published by . This book was released on 2019-02-13 with total page 924 pages. Available in PDF, EPUB and Kindle. Book excerpt: This is an authoritative introduction to Computing Education research written by over 50 leading researchers from academia and the industry.

Book Pareto Nash Stackelberg Game and Control Theory

Download or read book Pareto Nash Stackelberg Game and Control Theory written by Valeriu Ungureanu and published by Springer. This book was released on 2018-03-09 with total page 352 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book presents a comprehensive new, multi-objective and integrative view on traditional game and control theories. Consisting of 15 chapters, it is divided into three parts covering noncooperative games; mixtures of simultaneous and sequential multi-objective games; and multi-agent control of Pareto-Nash-Stackelberg-type games respectively. Can multicriteria optimization, game theory and optimal control be integrated into a unique theory? Are there mathematical models and solution concepts that could constitute the basis of a new paradigm? Is there a common approach and method to solve emerging problems? The book addresses these and other related questions and problems to create the foundation for the Pareto-Nash-Stackelberg Game and Control Theory. It considers a series of simultaneous/Nash and sequential/Stackelberg games, single-criterion and multicriteria/Pareto games, combining Nash and Stackelberg game concepts and Pareto optimization, as well as a range of notions related to system control. In addition, it considers the problems of finding and representing the entire set of solutions. Intended for researches, professors, specialists, and students in the areas of game theory, operational research, applied mathematics, economics, computer science and engineering, it also serves as a textbook for various courses in these fields.

Book Seven More Languages in Seven Weeks

Download or read book Seven More Languages in Seven Weeks written by Bruce Tate and published by Pragmatic Bookshelf. This book was released on 2014-11-19 with total page 403 pages. Available in PDF, EPUB and Kindle. Book excerpt: Great programmers aren't born--they're made. The industry is moving from object-oriented languages to functional languages, and you need to commit to radical improvement. New programming languages arm you with the tools and idioms you need to refine your craft. While other language primers take you through basic installation and "Hello, World," we aim higher. Each language in Seven More Languages in Seven Weeks will take you on a step-by-step journey through the most important paradigms of our time. You'll learn seven exciting languages: Lua, Factor, Elixir, Elm, Julia, MiniKanren, and Idris. Learn from the award-winning programming series that inspired the Elixir language. Hear how other programmers across broadly different communities solve problems important enough to compel language development. Expand your perspective, and learn to solve multicore and distribution problems. In each language, you'll solve a non-trivial problem, using the techniques that make that language special. Write a fully functional game in Elm, without a single callback, that compiles to JavaScript so you can deploy it in any browser. Write a logic program in Clojure using a programming model, MiniKanren, that is as powerful as Prolog but much better at interacting with the outside world. Build a distributed program in Elixir with Lisp-style macros, rich Ruby-like syntax, and the richness of the Erlang virtual machine. Build your own object layer in Lua, a statistical program in Julia, a proof in code with Idris, and a quiz game in Factor. When you're done, you'll have written programs in five different programming paradigms that were written on three different continents. You'll have explored four languages on the leading edge, invented in the past five years, and three more radically different languages, each with something significant to teach you.

Book Real World Implementation of C  Design Patterns

Download or read book Real World Implementation of C Design Patterns written by Bruce M. Van Horn II and published by Packt Publishing Ltd. This book was released on 2022-10-14 with total page 443 pages. Available in PDF, EPUB and Kindle. Book excerpt: Build robust applications in C# easily using effective and popular design patterns and best practices Key FeaturesRecognize solutions to common problems in software design with C#Explore real-world applications of design patterns that can be used in your everyday workGet to grips with 14 patterns and their design implementationsBook Description As a software developer, you need to learn new languages and simultaneously get familiarized with the programming paradigms and methods of leveraging patterns, as both a communications tool and an advantage when designing well-written, easy-to-maintain code. Design patterns, being a collection of best practices, provide the necessary wisdom to help you overcome common sets of challenges in object-oriented design and programming. This practical guide to design patterns helps C# developers put their programming knowledge to work. The book takes a hands-on approach to introducing patterns and anti-patterns, elaborating on 14 patterns along with their real-world implementations. Throughout the book, you'll understand the implementation of each pattern, as well as find out how to successfully implement those patterns in C# code within the context of a real-world project. By the end of this design patterns book, you'll be able to recognize situations that tempt you to reinvent the wheel, and quickly avoid the time and cost associated with solving common and well-understood problems with battle-tested design patterns. What you will learnGet to grips with patterns, and discover how to conceive and document themExplore common patterns that may come up in your everyday workRecognize common anti-patterns early in the processUse creational patterns to create flexible and robust object structuresEnhance class designs with structural patternsSimplify object interaction and behavior with behavioral patternsWho this book is for This book is for beginner and mid-level software developers who are looking to take their object-oriented programs or software designing skills to the next level by learning to leverage common patterns. A firm grasp of programming fundamentals and classical object-oriented programming (OOP) using languages like C#, C++, Objective-C, or Java is expected.

Book Game Audio Programming 4

Download or read book Game Audio Programming 4 written by Guy Somberg and published by CRC Press. This book was released on 2023-12-06 with total page 388 pages. Available in PDF, EPUB and Kindle. Book excerpt: Welcome to the fourth volume of Game Audio Programming: Principles and Practices – the first series of its kind dedicated to the art, science, and craft of game audio programming. This volume contains 17 chapters from some of the top game audio programmers in the industry and dives into subjects that apply to diverse game genres and from low-level topics such as thread-safe command buffers and pitch detection to high-level topics such as object management, music systems, and audio tools. With such a wide variety of topics, game audio programmers of all levels will find something for them in this book. The techniques presented in this book have all been used to ship games, including some large AAA titles, so they are all practical and many will find their way into your audio engines. There are chapters about timed ADSRs, data-driven music systems, background sounds, and more. This book collects a wealth of advanced knowledge and wisdom about game audio programming. If you are new to game audio programming or a seasoned veteran, or even if you’ve just been assigned the task and are trying to figure out what it’s all about, this book is for you!

Book The Handbook of Bilingualism and Multilingualism

Download or read book The Handbook of Bilingualism and Multilingualism written by Tej K. Bhatia and published by John Wiley & Sons. This book was released on 2014-09-15 with total page 978 pages. Available in PDF, EPUB and Kindle. Book excerpt: **Honored as a 2013 Choice Outstanding Academic Title** Comprising state-of-the-art research, this substantially expanded and revised Handbook discusses the latest global and interdisciplinary issues across bilingualism and multilingualism. Includes the addition of ten new authors to the contributor team, and coverage of seven new topics ranging from global media to heritage language learning Provides extensively revised coverage of bilingual and multilingual communities, polyglot aphasia, creolization, indigenization, linguistic ecology and endangered languages, multilingualism, and forensic linguistics Brings together a global team of internationally-renowned researchers from different disciplines Covers a wide variety of topics, ranging from neuro- and psycho-linguistic research to studies of media and psychological counseling Assesses the latest issues in worldwide linguistics, including the phenomena and the conceptualization of 'hyperglobalization', and emphasizes geographical centers of global conflict and commerce

Book Concepts  Techniques  and Models of Computer Programming

Download or read book Concepts Techniques and Models of Computer Programming written by Peter Van Roy and published by MIT Press. This book was released on 2004-02-20 with total page 944 pages. Available in PDF, EPUB and Kindle. Book excerpt: Teaching the science and the technology of programming as a unified discipline that shows the deep relationships between programming paradigms. This innovative text presents computer programming as a unified discipline in a way that is both practical and scientifically sound. The book focuses on techniques of lasting value and explains them precisely in terms of a simple abstract machine. The book presents all major programming paradigms in a uniform framework that shows their deep relationships and how and where to use them together. After an introduction to programming concepts, the book presents both well-known and lesser-known computation models ("programming paradigms"). Each model has its own set of techniques and each is included on the basis of its usefulness in practice. The general models include declarative programming, declarative concurrency, message-passing concurrency, explicit state, object-oriented programming, shared-state concurrency, and relational programming. Specialized models include graphical user interface programming, distributed programming, and constraint programming. Each model is based on its kernel language—a simple core language that consists of a small number of programmer-significant elements. The kernel languages are introduced progressively, adding concepts one by one, thus showing the deep relationships between different models. The kernel languages are defined precisely in terms of a simple abstract machine. Because a wide variety of languages and programming paradigms can be modeled by a small set of closely related kernel languages, this approach allows programmer and student to grasp the underlying unity of programming. The book has many program fragments and exercises, all of which can be run on the Mozart Programming System, an Open Source software package that features an interactive incremental development environment.

Book Handbook of Research on Immersive Digital Games in Educational Environments

Download or read book Handbook of Research on Immersive Digital Games in Educational Environments written by Krassmann, Aliane Loureiro and published by IGI Global. This book was released on 2018-08-31 with total page 695 pages. Available in PDF, EPUB and Kindle. Book excerpt: Education is increasingly being involved with technological resources in order to meet the needs of emerging generations, consequently changing the way people teach and learn. Game-based learning is a growing aspect of pedagogical practice, and it is important to disseminate research trends and innovations in this field. The Handbook of Research on Immersive Digital Games in Educational Environments provides emerging research exploring the theoretical and practical aspects of digital games and technological resources and applications within contemporary education. Featuring coverage on a broad range of topics such as digital integration, educational simulation, and learning theories, this book is ideally designed for teachers, pre-service teachers, students, educational researchers, and education software developers seeking current research on diverse immersive platforms and three-dimensional environments that support the creation of digital games and other applications to improve teaching and learning processes.

Book Software Engineering Perspectives in Computer Game Development

Download or read book Software Engineering Perspectives in Computer Game Development written by Kendra M. L. Cooper and published by CRC Press. This book was released on 2021-07-05 with total page 302 pages. Available in PDF, EPUB and Kindle. Book excerpt: Featuring contributions from leading experts in software engineering, this edited book provides a comprehensive introduction to computer game software development. It is a complex, interdisciplinary field that relies on contributions from a wide variety of disciplines including arts and humanities, behavioural sciences, business, engineering, physical sciences, mathematics, etc. The book focuses on the emerging research at the intersection of game and software engineering communities. A brief history of game development is presented, which considers the shift from the development of rare games in isolated research environments in the 1950s to their ubiquitous presence in popular culture today. A summary is provided of the latest peer-reviewed research results in computer game development that have been reported at multiple levels of maturity (workshops, conferences, and journals). The core chapters of the book are devoted to sharing emerging research at the intersection of game development and software engineering. In addition, future research opportunities on new software engineering methods for games and serious educational games for software engineering education are highlighted. As an ideal reference for software engineers, developers, educators, and researchers, this book explores game development topics from software engineering and education perspectives. Key Features: Includes contributions from leading academic experts in the community Presents a current collection of emerging research at the intersection of games and software engineering Considers the interdisciplinary field from two broad perspectives: software engineering methods for game development and serious games for software engineering education Provides a snapshot of the recent literature (i.e., 2015-2020) on game development from software engineering perspectives

Book User Interface Design for Programmers

Download or read book User Interface Design for Programmers written by Avram Joel Spolsky and published by Apress. This book was released on 2008-01-01 with total page 152 pages. Available in PDF, EPUB and Kindle. Book excerpt: Most programmers' fear of user interface (UI) programming comes from their fear of doing UI design. They think that UI design is like graphic design—the mysterious process by which creative, latte-drinking, all-black-wearing people produce cool-looking, artistic pieces. Most programmers see themselves as analytic, logical thinkers instead—strong at reasoning, weak on artistic judgment, and incapable of doing UI design. In this brilliantly readable book, author Joel Spolsky proposes simple, logical rules that can be applied without any artistic talent to improve any user interface, from traditional GUI applications to websites to consumer electronics. Spolsky's primary axiom, the importance of bringing the program model in line with the user model, is both rational and simple. In a fun and entertaining way, Spolky makes user interface design easy for programmers to grasp. After reading User Interface Design for Programmers, you'll know how to design interfaces with the user in mind. You'll learn the important principles that underlie all good UI design, and you'll learn how to perform usability testing that works.

Book Code

    Book Details:
  • Author : Charles Petzold
  • Publisher : Microsoft Press
  • Release : 2022-08-02
  • ISBN : 0137909292
  • Pages : 563 pages

Download or read book Code written by Charles Petzold and published by Microsoft Press. This book was released on 2022-08-02 with total page 563 pages. Available in PDF, EPUB and Kindle. Book excerpt: The classic guide to how computers work, updated with new chapters and interactive graphics "For me, Code was a revelation. It was the first book about programming that spoke to me. It started with a story, and it built up, layer by layer, analogy by analogy, until I understood not just the Code, but the System. Code is a book that is as much about Systems Thinking and abstractions as it is about code and programming. Code teaches us how many unseen layers there are between the computer systems that we as users look at every day and the magical silicon rocks that we infused with lightning and taught to think." - Scott Hanselman, Partner Program Director, Microsoft, and host of Hanselminutes Computers are everywhere, most obviously in our laptops and smartphones, but also our cars, televisions, microwave ovens, alarm clocks, robot vacuum cleaners, and other smart appliances. Have you ever wondered what goes on inside these devices to make our lives easier but occasionally more infuriating? For more than 20 years, readers have delighted in Charles Petzold's illuminating story of the secret inner life of computers, and now he has revised it for this new age of computing. Cleverly illustrated and easy to understand, this is the book that cracks the mystery. You'll discover what flashlights, black cats, seesaws, and the ride of Paul Revere can teach you about computing, and how human ingenuity and our compulsion to communicate have shaped every electronic device we use. This new expanded edition explores more deeply the bit-by-bit and gate-by-gate construction of the heart of every smart device, the central processing unit that combines the simplest of basic operations to perform the most complex of feats. Petzold's companion website, CodeHiddenLanguage.com, uses animated graphics of key circuits in the book to make computers even easier to comprehend. In addition to substantially revised and updated content, new chapters include: Chapter 18: Let's Build a Clock! Chapter 21: The Arithmetic Logic Unit Chapter 22: Registers and Busses Chapter 23: CPU Control Signals Chapter 24: Jumps, Loops, and Calls Chapter 28: The World Brain From the simple ticking of clocks to the worldwide hum of the internet, Code reveals the essence of the digital revolution.

Book Game Dynamics

    Book Details:
  • Author : Oliver Korn
  • Publisher : Springer
  • Release : 2017-03-29
  • ISBN : 3319530887
  • Pages : 180 pages

Download or read book Game Dynamics written by Oliver Korn and published by Springer. This book was released on 2017-03-29 with total page 180 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book offers a compendium of best practices in game dynamics. It covers a wide range of dynamic game elements ranging from player behavior over artificial intelligence to procedural content generation. Such dynamics make virtual worlds more lively and realistic and they also create the potential for moments of amazement and surprise. In many cases, game dynamics are driven by a combination of random seeds, player records and procedural algorithms. Games can even incorporate the player’s real-world behavior to create dynamic responses. The best practices illustrate how dynamic elements improve the user experience and increase the replay value. The book draws upon interdisciplinary approaches; researchers and practitioners from Game Studies, Computer Science, Human-Computer Interaction, Psychology and other disciplines will find this book to be an exceptional resource of both creative inspiration and hands-on process knowledge.

Book Literate Programming

    Book Details:
  • Author : Donald Ervin Knuth
  • Publisher : Stanford Univ Center for the Study
  • Release : 1992-01
  • ISBN : 9780937073803
  • Pages : 368 pages

Download or read book Literate Programming written by Donald Ervin Knuth and published by Stanford Univ Center for the Study. This book was released on 1992-01 with total page 368 pages. Available in PDF, EPUB and Kindle. Book excerpt: Literate programming is a programming methodology that combines a programming language with a documentation language, making programs more easily maintained than programs written only in a high-level language. A literate programmer is an essayist who writes programs for humans to understand. When programs are written in the recommended style they can be transformed into documents by a document compiler and into efficient code by an algebraic compiler. This anthology of essays includes Knuth's early papers on related topics such as structured programming as well as the Computer Journal article that launched literate programming. Many examples are given, including excerpts from the programs for TeX and METAFONT. The final essay is an example of CWEB, a system for literate programming in C and related languages. Index included.