- •About the Author
- •Dedication
- •Author’s Acknowledgments
- •Contents at a Glance
- •Table of Contents
- •Introduction
- •Who Should Buy This Book
- •How This Book Is Organized
- •Part I: Programming a Computer
- •Part II: Learning Programming with Liberty BASIC
- •Part III: Advanced Programming with Liberty BASIC
- •Part VI: Internet Programming
- •Part VII: The Part of Tens
- •How to Use This Book
- •Foolish assumptions
- •Icons used in this book
- •Why Learn Computer Programming?
- •How Does a Computer Program Work?
- •What Do I Need to Know to Program a Computer?
- •The joy of assembly language
- •C: The portable assembler
- •High-level programming languages
- •Database programming languages
- •Scripting programming languages
- •The program’s users
- •The target computer
- •Prototyping
- •Choosing a programming language
- •Defining how the program should work
- •The Life Cycle of a Typical Program
- •The development cycle
- •The maintenance cycle
- •The upgrade cycle
- •Writing Programs in an Editor
- •Using a Compiler or an Interpreter
- •Compilers
- •Interpreters
- •P-code: A combination compiler and interpreter
- •So what do I use?
- •Squashing Bugs with a Debugger
- •Writing a Help File
- •Creating an Installation Program
- •Why Learn Liberty BASIC?
- •Liberty BASIC is easy
- •Liberty BASIC runs on Windows
- •You can start using Liberty BASIC today
- •Installing Liberty BASIC
- •Loading Liberty BASIC
- •Your First Liberty BASIC Program
- •Running a Liberty BASIC program
- •Saving a Liberty BASIC program
- •Getting Help Using Liberty BASIC
- •Exiting Liberty BASIC
- •Getting input
- •Displaying output
- •Sending Data to the Printer
- •Storing Data in Variables
- •Creating a variable
- •Assigning a value to a variable
- •Declaring your variables
- •Using Constants
- •Commenting Your Code
- •Using variables
- •Working with precedence
- •Using parentheses
- •Manipulating Strings
- •Declaring variables as strings
- •Smashing strings together
- •Counting the length of a string
- •Playing with UPPERCASE and lowercase
- •Trimming the front and back of a string
- •Inserting spaces
- •Yanking characters out of a string
- •Looking for a string inside another string
- •Using Boolean Expressions
- •Using variables in Boolean expressions
- •Using Boolean operators
- •Exploring IF THEN Statements
- •IF THEN ELSE statements
- •Working with SELECT CASE Statements
- •Checking a range of values
- •Checking a relational operator
- •Boolean expression inside the loop
- •Looping a Fixed Number of Times
- •Counting with different numbers
- •Counting in increments
- •Anatomy of a Computer Bug
- •Syntax Errors
- •Fun with Logic Errors
- •Stepping line by line
- •Tracing through your program
- •Designing a Window
- •Creating a new window
- •Defining the size and location of a window
- •Adding color to a window
- •Putting Controls in a Window
- •Creating a command button
- •Displaying text
- •Creating a check box
- •Creating a radio button
- •Creating text boxes
- •Creating list boxes
- •Creating combo boxes
- •Creating group boxes
- •Storing Stuff in Text Files
- •Creating a new text file
- •Putting stuff in a text file
- •Adding new stuff to an existing text file
- •Retrieving data from a text file
- •Creating a new binary file
- •Saving stuff in a binary file
- •Changing stuff in a binary file
- •Retrieving stuff from a binary file
- •Creating a Graphics Control
- •Using Turtle Graphics
- •Defining line thickness
- •Defining line colors
- •Drawing Circles
- •Drawing Boxes
- •Displaying Text
- •Making Sounds
- •Making a beeping noise
- •Playing WAV files
- •Passing Data by Value or by Reference
- •Using Functions
- •Defining a function
- •Passing data to a function
- •Calling a function
- •Exiting prematurely from a function
- •Using Subroutines
- •Defining a subroutine
- •Passing data to a subroutine
- •Calling a subroutine
- •Exiting prematurely from a subroutine
- •Writing Modular Programs
- •Introducing Structured Programming
- •Sequential instructions
- •Branching instructions
- •Looping instructions
- •Putting structured programming into practice
- •The Problem with Software
- •Ways to Make Programming Easier
- •Breaking Programs into Objects
- •How to use objects
- •How to create an object
- •Creating an object
- •Starting with a Pointer
- •Defining the parts of a linked list
- •Creating a linked list
- •Managing a linked list
- •Making Data Structures with Linked Lists
- •Stacks
- •Queues
- •Trees
- •Graphs
- •Creating a Record
- •Manipulating Data in Records
- •Storing data in a record
- •Retrieving data from a record
- •Using Records with Arrays
- •Making an Array
- •Making a Multidimensional Array
- •Creating Dynamic Arrays
- •Insertion Sort
- •Bubble Sort
- •Shell Sort
- •Quicksort
- •Sorting Algorithms
- •Searching Sequentially
- •Performing a Binary Search
- •Hashing
- •Searching by using a hash function
- •Dealing with collisions
- •Picking a Searching Algorithm
- •Choosing the Right Data Structure
- •Choosing the Right Algorithm
- •Put the condition most likely to be false first
- •Put the condition most likely to be true first
- •Clean out your loops
- •Use the correct data types
- •Using a Faster Language
- •Optimizing Your Compiler
- •Programming Computer Games
- •Creating Computer Animation
- •Making (And Breaking) Encryption
- •Internet Programming
- •Fighting Computer Viruses and Worms
- •Hacking for Hire
- •Participating in an Open-Source Project
- •Niche-Market Programming
- •Teaching Others about Computers
- •Selling Your Own Software
- •Trying Commercial Compilers
- •Windows programming
- •Macintosh and Palm OS programming
- •Linux programming
- •Testing the Shareware and
- •BASIC compilers
- •C/C++ and Java compilers
- •Pascal compilers
- •Using a Proprietary Language
- •HyperCard
- •Revolution
- •PowerBuilder
- •Shopping by Mail Order
- •Getting Your Hands on Source Code
- •Joining a Local User Group
- •Frequenting Usenet Newsgroups
- •Playing Core War
- •Programming a Battling Robot
- •Toying with Lego Mindstorms
- •Index
- •End-User License Agreement
16 |
Part I: Programming a Computer |
Sometimes programs never work
After spending years writing a program, people sometimes find that throwing away the whole thing and starting over is easier (and cheaper) than trying to figure out why the current program isn’t working and how to make it work.
Back in the mid-1980s, for example, the United States government had the bright idea to develop a self-propelled, anti-aircraft weapon nicknamed the Sergeant York. The purpose of the Sergeant York weapon was simple: Find an enemy aircraft and shoot it down.
Unfortunately, the program controlling the Sergeant York never quite worked correctly. After spending millions of dollars and countless hours rewriting the program, testing it, and rewriting it again, the programmers thought that they’d finally gotten the program to work right.
To celebrate their achievement, the company that made the Sergeant York weapon staged a demonstration for the top Pentagon generals and officials. They put the Sergeant York in a field, sat all the people from the Pentagon in
a nearby grandstand, and flew a remotecontrolled drone overhead to demonstrate the Sergeant York’s capability to track and shoot down an enemy airplane.
But instead of aiming at the overhead target, rumor has it that the Sergeant York leveled its twin 40mm cannons toward the ground and swiveled its guns until they pointed directly at the grandstand where all the Pentagon officials were sitting.
Needless to say, the Pentagon officials created quite a commotion as they scrambled to get out of the line of fire. Fortunately, the Sergeant York didn’t fire its cannons into the grandstand, but after this disastrous demonstration, the Pentagon cancelled further development and scrapped the entire Sergeant York project.
So if you ever start writing a program and feel like giving up before it ever works, you’re in good company, along with the Pentagon, military contractors, Fortune 500 corporations, and practically everyone else in the world.
What Do I Need to Know to Program a Computer?
If you’re the type who finds the idea of making a program (such as a video game) more exciting than actually using it, you already have everything you need to program a computer. If you want to learn computer programming, you need a healthy dose of the following three qualities:
Desire: If you want something badly enough, you tend to get it (although you may serve time in prison afterward if you do something illegal to get it). If you have the desire to learn how to program a computer, your desire helps you learn programming, no matter what obstacles may get in your way.
Chapter 1: Learning Computer Programming for the First Time |
17 |
Curiosity: A healthy dose of curiosity can encourage you to experiment and continue learning about programming long after you finish reading this book. With curiosity behind you, learning to program seems less a chore and more fun. And as long as you’re having fun, you tend to learn and retain more information than does someone without any curiosity whatsoever (such as your boss).
Imagination: Computer programming is a skill, but imagination can give your skill direction and guidance. A mediocre programmer with lots of imagination always creates more interesting and useful programs than a great programmer with no imagination. If you don’t know what to do with your programming skill, your talent goes to waste without imagination prodding you onward.
Desire, curiosity, and imagination are three crucial ingredients that every programmer needs. If you possess these qualities, you can worry about trivial details such as learning a specific programming language (such as C++), studying advanced math, or attending a university where you can buy a college degree that you can just as easily make with your computer and a desktoppublishing program instead.
Learning to program a computer may (initially) seem an impossible task, but don’t worry. Computer programming is relatively simple to understand; everything just tends to fall apart after you try to put a program into actual use.
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Part I: Programming a Computer |
Chapter 2
All about Programming Languages
In This Chapter
Understanding the need for different programming languages
Knowing the differences between programming languages
Choosing a programming language
Programming is nothing more than writing step-by-step instructions telling the computer exactly what you want it to do. Because computers
are stupid, they require exact instructions, and this limitation is what makes programming so time consuming.
Computers don’t understand English (or French, Chinese, Arabic, Spanish, or any other language that human beings use). Because computers are functionally brain-dead, people must write instructions for a computer by using a special language, hence, the term programming language.
A collection of instructions that tell the computer what to do is known as a program. The instructions, written in a specific programming language, is known as the source code.
Why So Many Different Programming
Languages?
You have many programming languages to choose among because each language serves a specific purpose, and people are always creating new languages to solve different types of problems.