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Phrogram (formerly Kids' Programming Language or KPL) is a programming language originally designed to be understandable and appealing to 10- to 14-year-olds; however, it is appropriate for beginning programmers of any age (hence the name change). It is particularly useful for learning the basic concepts of object-oriented programming and is used in programming courses at any level of education. Phrogram Programming for the Absolute Beginner provides a gentle learning curve in programming for anyone who wants to develop fundamental programming skills and create computer programs using Phrogram. As part of the for the absolute beginner series, it teaches all the concepts through the creation of simple computer games, making the learning process much more fun and enjoyable. The book covers all the fundamentals of Phrogram programming, from installing Phrogram, "Hello World", Sprites, Timers, sound playback, and debugging, to working in 3D, working with Lights, and using Models. The companion CD-ROM contains the latest version of Phrogram and all the source code used in the projects in the book. Benefits:
• Perfect for first time programmers and hobbyists interested in learning how to program.
• Teaches the basics of computer programming using Phrogram
• Covers all the fundamentals of Phrogram programming, from installing Phrogram, "Hello World", Sprites, Timers, sound playback, and debugging, to working in 3D, working with Lights, and using Models
• Includes a companion CD-ROM with the latest version of Phrogram and all the source code used in the projects in the book
PART I: AN INTRODUCTION TO PHROGRAM PROGRAMMING Chapter 1: Introduction to Phrogram Chapter 2: Getting Comfortable with the Phrogram Integrated Development Enfironment PART II: LEARNING HOW TO WRITE PHROGRAM PROGRAMS Chapter 3: Learning How to Work with Data Chapter 4: Making Decisions with Conditional Logic Chapter 5: Using Loops to Process Data Chapter 6: Improving Program Organization with Procedures PART III: ADVANCED PROGRAMMING TOPICS Chapter 7: Getting Comfortable with Object-Oriented Programming Chapter 8: Working with Graphics and Animation Chapter 9: Integrating Sound and Working with Input Devices Chapter 10: Debugging Your Applications PART IV: APPENDICES Appendix A: What's on the CD? Appendix B: What Next? GLOSSARY