Please use this identifier to cite or link to this item: http://localhost/handle/Hannan/1409
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dc.contributor.authorDukish, Bob. ;en_US
dc.date.accessioned2013en_US
dc.date.accessioned2020-05-17T08:28:35Z-
dc.date.available2020-05-17T08:28:35Z-
dc.date.issued2018en_US
dc.identifier.isbn9781484235102 ;en_US
dc.identifier.isbn9781484235096 (print) ;en_US
dc.identifier.urihttp://localhost/handle/Hannan/1409-
dc.descriptionen_US
dc.descriptionQA76en_US
dc.descriptionSpringerLink (Online service) ;en_US
dc.descriptionPrinted edition: ; 9781484235096. ;en_US
dc.descriptionen_US
dc.descriptionen_US
dc.descriptionen_US
dc.descriptionen_US
dc.descriptionen_US
dc.description.abstractGet started with Arduino and computer coding. This book is intended for those new to the Arduino and computer coding. and looking to gain the skills to write microcontroller programs that can act on given inputs and operate electromechanical output devices. Coding the Arduino contains four sections: background information, game development, electronic games and projects, and expanded programs. The final chapters expand on the functionality of some of the programs presented in previous chapters, and challenges you with capstone projects. The projects will be described where the program code that is presented can be modified, or in which two or more of the sample programs may be used to synthesize a new program as the solution to the problem that is presented. Additionally, review questions are presented at the end of each chapter to test your comprehension of the material. ;en_US
dc.description.statementofresponsibilityby Bob Dukish.en_US
dc.description.tableofcontentsChapter 1. A Background on Technology -- Chapter 2. Computers and the Binary System -- Chapter 3. Microcontrollers -- Chapter 4. More Loops, and More Elegant Methods to Flash an LED -- Chapter 5. Serial Communications -- Chapter 6. Having Fun with Programming -- Chapter 7. More Game Programming with a Detailed Explanation -- Chapter 8. Electronic Projects -- Chapter 9. More Elaborate Projects -- Chapter 10. Capstone Projects -- Appendix. ;en_US
dc.format.extentXVIII, 294 p. 198 illus. ; online resource. ;en_US
dc.publisherApress :en_US
dc.publisherImprint: Apress,en_US
dc.relation.haspart9781484235096.pdfen_US
dc.subjectComputer Scienceen_US
dc.subjectComputer Scienceen_US
dc.subjectHardware and Maker. ;en_US
dc.titleCoding the Arduinoen_US
dc.title.alternativeBuilding Fun Programs, Games, and Electronic Projects /en_US
dc.typeBooken_US
dc.publisher.placeBerkeley, CA :en_US
Appears in Collections:مدیریت فناوری اطلاعات

Files in This Item:
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9781484235096.pdf33.51 MBAdobe PDFThumbnail
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Full metadata record
DC FieldValueLanguage
dc.contributor.authorDukish, Bob. ;en_US
dc.date.accessioned2013en_US
dc.date.accessioned2020-05-17T08:28:35Z-
dc.date.available2020-05-17T08:28:35Z-
dc.date.issued2018en_US
dc.identifier.isbn9781484235102 ;en_US
dc.identifier.isbn9781484235096 (print) ;en_US
dc.identifier.urihttp://localhost/handle/Hannan/1409-
dc.descriptionen_US
dc.descriptionQA76en_US
dc.descriptionSpringerLink (Online service) ;en_US
dc.descriptionPrinted edition: ; 9781484235096. ;en_US
dc.descriptionen_US
dc.descriptionen_US
dc.descriptionen_US
dc.descriptionen_US
dc.descriptionen_US
dc.description.abstractGet started with Arduino and computer coding. This book is intended for those new to the Arduino and computer coding. and looking to gain the skills to write microcontroller programs that can act on given inputs and operate electromechanical output devices. Coding the Arduino contains four sections: background information, game development, electronic games and projects, and expanded programs. The final chapters expand on the functionality of some of the programs presented in previous chapters, and challenges you with capstone projects. The projects will be described where the program code that is presented can be modified, or in which two or more of the sample programs may be used to synthesize a new program as the solution to the problem that is presented. Additionally, review questions are presented at the end of each chapter to test your comprehension of the material. ;en_US
dc.description.statementofresponsibilityby Bob Dukish.en_US
dc.description.tableofcontentsChapter 1. A Background on Technology -- Chapter 2. Computers and the Binary System -- Chapter 3. Microcontrollers -- Chapter 4. More Loops, and More Elegant Methods to Flash an LED -- Chapter 5. Serial Communications -- Chapter 6. Having Fun with Programming -- Chapter 7. More Game Programming with a Detailed Explanation -- Chapter 8. Electronic Projects -- Chapter 9. More Elaborate Projects -- Chapter 10. Capstone Projects -- Appendix. ;en_US
dc.format.extentXVIII, 294 p. 198 illus. ; online resource. ;en_US
dc.publisherApress :en_US
dc.publisherImprint: Apress,en_US
dc.relation.haspart9781484235096.pdfen_US
dc.subjectComputer Scienceen_US
dc.subjectComputer Scienceen_US
dc.subjectHardware and Maker. ;en_US
dc.titleCoding the Arduinoen_US
dc.title.alternativeBuilding Fun Programs, Games, and Electronic Projects /en_US
dc.typeBooken_US
dc.publisher.placeBerkeley, CA :en_US
Appears in Collections:مدیریت فناوری اطلاعات

Files in This Item:
File Description SizeFormat 
9781484235096.pdf33.51 MBAdobe PDFThumbnail
Preview File
Full metadata record
DC FieldValueLanguage
dc.contributor.authorDukish, Bob. ;en_US
dc.date.accessioned2013en_US
dc.date.accessioned2020-05-17T08:28:35Z-
dc.date.available2020-05-17T08:28:35Z-
dc.date.issued2018en_US
dc.identifier.isbn9781484235102 ;en_US
dc.identifier.isbn9781484235096 (print) ;en_US
dc.identifier.urihttp://localhost/handle/Hannan/1409-
dc.descriptionen_US
dc.descriptionQA76en_US
dc.descriptionSpringerLink (Online service) ;en_US
dc.descriptionPrinted edition: ; 9781484235096. ;en_US
dc.descriptionen_US
dc.descriptionen_US
dc.descriptionen_US
dc.descriptionen_US
dc.descriptionen_US
dc.description.abstractGet started with Arduino and computer coding. This book is intended for those new to the Arduino and computer coding. and looking to gain the skills to write microcontroller programs that can act on given inputs and operate electromechanical output devices. Coding the Arduino contains four sections: background information, game development, electronic games and projects, and expanded programs. The final chapters expand on the functionality of some of the programs presented in previous chapters, and challenges you with capstone projects. The projects will be described where the program code that is presented can be modified, or in which two or more of the sample programs may be used to synthesize a new program as the solution to the problem that is presented. Additionally, review questions are presented at the end of each chapter to test your comprehension of the material. ;en_US
dc.description.statementofresponsibilityby Bob Dukish.en_US
dc.description.tableofcontentsChapter 1. A Background on Technology -- Chapter 2. Computers and the Binary System -- Chapter 3. Microcontrollers -- Chapter 4. More Loops, and More Elegant Methods to Flash an LED -- Chapter 5. Serial Communications -- Chapter 6. Having Fun with Programming -- Chapter 7. More Game Programming with a Detailed Explanation -- Chapter 8. Electronic Projects -- Chapter 9. More Elaborate Projects -- Chapter 10. Capstone Projects -- Appendix. ;en_US
dc.format.extentXVIII, 294 p. 198 illus. ; online resource. ;en_US
dc.publisherApress :en_US
dc.publisherImprint: Apress,en_US
dc.relation.haspart9781484235096.pdfen_US
dc.subjectComputer Scienceen_US
dc.subjectComputer Scienceen_US
dc.subjectHardware and Maker. ;en_US
dc.titleCoding the Arduinoen_US
dc.title.alternativeBuilding Fun Programs, Games, and Electronic Projects /en_US
dc.typeBooken_US
dc.publisher.placeBerkeley, CA :en_US
Appears in Collections:مدیریت فناوری اطلاعات

Files in This Item:
File Description SizeFormat 
9781484235096.pdf33.51 MBAdobe PDFThumbnail
Preview File