Palm Programming for the Absolute Beginner with CD

Overview

If you are new to programming for the Palm and are looking for a solid introduction, this is the book for you. Developed by computer science instructors, books in the for the absolute beginner series teach the principles of programming through simple game creation. You will acquire the skills that you need for more practical Palm programming applications and will learn how these skills can be put to use in real-world scenarios. Best of all, by the time you finish this book, you will be able to apply the basic ...

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Overview

If you are new to programming for the Palm and are looking for a solid introduction, this is the book for you. Developed by computer science instructors, books in the for the absolute beginner series teach the principles of programming through simple game creation. You will acquire the skills that you need for more practical Palm programming applications and will learn how these skills can be put to use in real-world scenarios. Best of all, by the time you finish this book, you will be able to apply the basic principles you've learned to the next programming language you tackle!

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Product Details

  • ISBN-13: 9780761535249
  • Publisher: Cengage Learning
  • Publication date: 8/1/2002
  • Series: Absolute Beginner Series
  • Edition description: BK&CD-ROM
  • Pages: 434
  • Product dimensions: 7.38 (w) x 9.16 (h) x 0.99 (d)

Meet the Author

Andy Harris began teaching computing at the university level in the late 1980s as a part-time job. Since 1995, he has been a full-time lecturer at the Computer Science Department of Indiana University - Purdue University at Indianapolis (IUPUI). He now manages the IUPUI Streaming Media Lab and teaches classes in several programming languages. Andy resides in Noblesville, Indiana.

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Table of Contents

Introduction xxi
Chapter 1 Writing and Compiling PocketC Programs: The Bad Joke Program 1
The Waiter Program 2
Saying Hello to the World 2
Compiling Your Program on the PDA 9
Writing Programs on the Desktop 13
Back to the Waiter Program 16
Summary 18
Chapter 2 Variables, Input, and Output: The Name Game 19
The Name Game Program 20
Basic String Variables 20
Outputting Text to the Screen 25
Using Dialogs for Input 29
String Functions 33
Casting an Integer to a String 42
The Name Game Program 42
Summary 46
Chapter 3 Data and Decisions: The Morse Code Program 47
The Morse Code Translator 48
Using Numeric Values 48
Doing Basic Math 54
Getting Random Numbers from the Computer 57
Using the If Statement to Make Decisions 59
The Else Clause 62
Nesting If Statements 63
Comparing Multiple Values with Else If 65
Comparing Multiple Values with Switch 67
Getting Random Percentages 68
Making Sound with the Tone Statement 70
Storing Code in Functions 74
Reading Graffiti Input 76
Back to the Morse Code Program 77
Summary 80
Chapter 4 Repeating Behavior and Larger Programs: The Micro Football Game 83
Introducing the Micro Football Game 84
Designing a Program: The STAIR Process 86
Using Loops to Repeat 94
Working in Multiple Files 102
Writing the Football Game 104
Summary 115
Chapter 5 Using the Graphics Mode: The Sketcher 117
The Sketcher Program 118
Using the Graphics Mode 119
Drawing Basic Shapes in Graphics Mode 125
Defining Constants 128
Handling Events 129
Back to the Sketcher 139
Summary 145
Chapter 6 Creating Bitmap Graphics: The Space Rescue Game 147
The Space Rescue Game 148
Bitmap Graphics 149
Using a Bitmap in a Program 151
Working with Arrays 152
Creating Shuttle Graphics 154
Adding User Control 156
Flying the Ship around the Screen 161
Animating the Astronaut 168
Collision Detection 170
Putting Together Space Rescue 177
Summary 186
Chapter 7 Adding a Graphical User Interface: The Mad Lib Game 187
The Mad Lib Game 188
Using Ccontrols 190
Designing a GUI by Hand 193
Working with Ceditor 206
Back to the Mad Lib Game 213
Summary 221
Chapter 8 Creating a Smart Opponent: The Tic-Tac-Toe Game 223
The Tic-Tac-Toe Game 224
Creating Input for the Game 225
The Winning Combination 235
Adding a Hint Function 249
Adding the Computer Opponent 254
Summary 258
Chapter 9 Memo Access: The Life Game 259
Conway's Game of Life 260
Creating a Memo 262
Reading a Memo 266
Writing the Life Game 270
Summary 285
Chapter 10 Databases and Pointers: The Password Keeper 287
The Password Keeper Program 288
Sequential Data Access 290
Random Access Databases 295
Understanding Pointers 297
Creating Random Access Data 301
Creating Menus in Ccontrols 303
The Password Keeper Program 307
Summary 323
Chapter 11 Using the PToolbox Library: The Animator 325
The Animator 326
Features of PToolboxLib 329
Working with Colors 329
Working with Screen Buffers 336
Storing and Loading Buffers 342
The Animator Program 347
Summary 364
Chapter 12 Designing Data for Programs: The Pocket Battle Game 365
The Pocket Battle Game 366
Data in the Pocket Battle 370
The Pocket Battle Program 378
Summary 419
A Final Word 420
Index 421
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