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Adventures in Arduino (Adventures In ...)
by Becky StewartArduino programming for the absolute beginner, with project-based learning Adventures in Arduino is the beginner's guide to Arduino programming, designed specifically for 11-to 15-year olds who want to learn about Arduino, but don't know where to begin. Starting with the most basic concepts, this book coaches you through nine great projects that gradually build your skills as you experiment with electronics. The easy-to-follow design and clear, plain-English instructions make this book the ideal guide for the absolute beginner, geared toward those with no computing experience. Each chapter includes a video illuminating the material, giving you plenty of support on your journey to electronics programming. Arduino is a cheap, readily available hardware development platform based around an open source, programmable circuit board. Combining these chips with sensors and servos allows you to gain experience with prototyping as you build interactive electronic crafts to bring together data and even eTextiles. Adventures in Arduino gets you started on the path of scientists, programmers, and engineers, showing you the fun way to learn electronic programming and interaction design. Discover how and where to begin Arduino programming Develop the skills and confidence to tackle other projects Make the most of Arduino with basic programming concepts Work with hardware and software to create interactive electronic devices There's nothing like watching your design come to life and interact with the real world, and Arduino gives you the capability to do that time and again. The right knowledge combined with the right tools can create an unstoppable force of innovation, and your curiosity is the spark that ignites the flame. Adventures in Arduino gets you started on the right foot, but the path is totally up to you.
Adventures in Arduino (Adventures In ...)
by Becky StewartArduino programming for the absolute beginner, with project-based learning Adventures in Arduino is the beginner's guide to Arduino programming, designed specifically for 11-to 15-year olds who want to learn about Arduino, but don't know where to begin. Starting with the most basic concepts, this book coaches you through nine great projects that gradually build your skills as you experiment with electronics. The easy-to-follow design and clear, plain-English instructions make this book the ideal guide for the absolute beginner, geared toward those with no computing experience. Each chapter includes a video illuminating the material, giving you plenty of support on your journey to electronics programming. Arduino is a cheap, readily available hardware development platform based around an open source, programmable circuit board. Combining these chips with sensors and servos allows you to gain experience with prototyping as you build interactive electronic crafts to bring together data and even eTextiles. Adventures in Arduino gets you started on the path of scientists, programmers, and engineers, showing you the fun way to learn electronic programming and interaction design. Discover how and where to begin Arduino programming Develop the skills and confidence to tackle other projects Make the most of Arduino with basic programming concepts Work with hardware and software to create interactive electronic devices There's nothing like watching your design come to life and interact with the real world, and Arduino gives you the capability to do that time and again. The right knowledge combined with the right tools can create an unstoppable force of innovation, and your curiosity is the spark that ignites the flame. Adventures in Arduino gets you started on the right foot, but the path is totally up to you.
Adventures in Minecraft (Adventures In ...)
by David Whale Martin O'HanlonHere's your ticket to a world of adventures with Minecraft and programming. Learn how to extend Minecraft and create a new gaming experience, by exploring the magical world of Minecraft programming. Adventures in Minecraft, like other books in the highly successful Adventures series, is written especially for 11- to 15-year-olds. With this book you will learn new programming skills while having fun with Minecraft! Minecraft programming experts David Whale and Martin O'Hanlon walk you step-by-step through everything you need to know to: Get started writing Minecraft programs in Python on your PC, Mac, or Raspberry Pi Build houses and other structures in the blink of an eye, and make a 3D duplicating machine Write interactive games like a field that charges you rent, and a treasure hunt using magic vanishing bridges Build custom game control panels using simple electronic circuits Easily build huge 2D and 3D structures such as spheres and pyramids Build intelligent objects like a massive Minecraft clock, and program an alien invasion Plan and write a complete interactive arena game Using the programming skills you learn from this book, writing Minecraft programs offers endless possibilities to create anything you can imagine. To make your journey that much easier, the Adventures in Minecraft companion website supplies you with a video for each adventure in the book, downloadable code files, helpful programming reference tables, a bonus adventure, and badges to collect for your Minecraft accomplishments. By day, David Whale and Martin O'Hanlon are software engineers who design computer products. By night, they play Minecraft and develop exciting new programs that interact with the Minecraft world. They both work regularly with young people in schools, computing clubs and at community events, giving talks about Minecraft programming and running programming workshops.
Adventures in Minecraft (Adventures In ...)
by David Whale Martin O'HanlonLearn valuable programming skills while building your own Minecraft adventure! If you love playing Minecraft and want to learn how to code and create your own mods, this book was designed just for you. Working within the game itself, you'll learn to set up and run your own local Minecraft server, interact with the game on PC, Mac and Raspberry Pi, and develop Python programming skills that apply way beyond Minecraft. You'll learn how to use coordinates, how to change the player’s position, how to create and delete blocks and how to check when a block has been hit. The adventures aren't limited to the virtual – you'll also learn how to connect Minecraft to a BBC micro:bit so your Minecraft world can sense and control objects in the real world! The companion website gives you access to tutorial videos to make sure you understand the book, starter kits to make setup simple, completed code files, and badges to collect for your accomplishments. Written specifically for young people by professional Minecraft geeks, this fun, easy-to-follow guide helps you expand Minecraft for more exciting adventures, and put your personal stamp on the world you create. Your own Minecraft world will be unlike anyone else's on the planet, and you'll pick up programming skills that will serve you for years to come on other devices and projects. Among other things, you will: Write Minecraft programs in Python® on your Mac®, PC or Raspberry Pi® Build houses, structures, and make a 3D duplicating machine Build intelligent objects and program an alien invasion Build huge 2D and 3D structures like spheres and pyramids Build a custom game controller using a BBC micro:bit™ Plan and write a complete interactive arena game Adventures in Minecraft teaches you how to make your favourite game even better, while you learn to program by customizing your Minecraft journey.
Adventures in Minecraft (Adventures In ...)
by David Whale Martin O'HanlonLearn valuable programming skills while building your own Minecraft adventure! If you love playing Minecraft and want to learn how to code and create your own mods, this book was designed just for you. Working within the game itself, you'll learn to set up and run your own local Minecraft server, interact with the game on PC, Mac and Raspberry Pi, and develop Python programming skills that apply way beyond Minecraft. You'll learn how to use coordinates, how to change the player’s position, how to create and delete blocks and how to check when a block has been hit. The adventures aren't limited to the virtual – you'll also learn how to connect Minecraft to a BBC micro:bit so your Minecraft world can sense and control objects in the real world! The companion website gives you access to tutorial videos to make sure you understand the book, starter kits to make setup simple, completed code files, and badges to collect for your accomplishments. Written specifically for young people by professional Minecraft geeks, this fun, easy-to-follow guide helps you expand Minecraft for more exciting adventures, and put your personal stamp on the world you create. Your own Minecraft world will be unlike anyone else's on the planet, and you'll pick up programming skills that will serve you for years to come on other devices and projects. Among other things, you will: Write Minecraft programs in Python® on your Mac®, PC or Raspberry Pi® Build houses, structures, and make a 3D duplicating machine Build intelligent objects and program an alien invasion Build huge 2D and 3D structures like spheres and pyramids Build a custom game controller using a BBC micro:bit™ Plan and write a complete interactive arena game Adventures in Minecraft teaches you how to make your favourite game even better, while you learn to program by customizing your Minecraft journey.
Adventures in Minecraft (Adventures In ...)
by David Whale Martin O'HanlonHere's your ticket to a world of adventures with Minecraft and programming. Learn how to extend Minecraft and create a new gaming experience, by exploring the magical world of Minecraft programming. Adventures in Minecraft, like other books in the highly successful Adventures series, is written especially for 11- to 15-year-olds. With this book you will learn new programming skills while having fun with Minecraft! Minecraft programming experts David Whale and Martin O'Hanlon walk you step-by-step through everything you need to know to: Get started writing Minecraft programs in Python on your PC, Mac, or Raspberry Pi Build houses and other structures in the blink of an eye, and make a 3D duplicating machine Write interactive games like a field that charges you rent, and a treasure hunt using magic vanishing bridges Build custom game control panels using simple electronic circuits Easily build huge 2D and 3D structures such as spheres and pyramids Build intelligent objects like a massive Minecraft clock, and program an alien invasion Plan and write a complete interactive arena game Using the programming skills you learn from this book, writing Minecraft programs offers endless possibilities to create anything you can imagine. To make your journey that much easier, the Adventures in Minecraft companion website supplies you with a video for each adventure in the book, downloadable code files, helpful programming reference tables, a bonus adventure, and badges to collect for your Minecraft accomplishments. By day, David Whale and Martin O'Hanlon are software engineers who design computer products. By night, they play Minecraft and develop exciting new programs that interact with the Minecraft world. They both work regularly with young people in schools, computing clubs and at community events, giving talks about Minecraft programming and running programming workshops.
Adventures in Python (Adventures In ...)
by Craig RichardsonThe complete beginner's guide to Python, for young people who want to start today Adventures in Python is designed for 11-to 15-year olds who want to teach themselves Python programming, but don't know where to start. Even if you have no programming experience at all, this easy to follow format and clear, simple instruction will get you up and running quickly. The book walks you through nine projects that teach you the fundamentals of programming in general, and Python in particular, gradually building your skills until you have the confidence and ability to tackle your own projects. Video clips accompany each chapter to provide even more detailed explanation of important concepts, so you feel supported every step of the way. Python is one of the top programming languages worldwide, with an install base in the millions. It's a favourite language at Google, YouTube, the BBC, and Spotify, and is the primary programming language for the Raspberry Pi. As an open-source language, Python is freely downloadable, with extensive libraries readily available, making it an ideal entry into programming for the beginner. Adventures in Python helps you get started, giving you the foundation you need to follow your curiosity. Start learning Python at its most basic level Learn where to acquire Python and how to set it up Understand Python syntax and interpretation for module programming Develop the skills that apply to any programming language Python programming skills are invaluable, and developing proficiency gives you a head start in learning other languages like C++, Objective-C, and Java. When learning feels like fun, you won't ever want to stop – so get started today with Adventures in Python.
Adventures in Python (Adventures In ...)
by Craig RichardsonThe complete beginner's guide to Python, for young people who want to start today Adventures in Python is designed for 11-to 15-year olds who want to teach themselves Python programming, but don't know where to start. Even if you have no programming experience at all, this easy to follow format and clear, simple instruction will get you up and running quickly. The book walks you through nine projects that teach you the fundamentals of programming in general, and Python in particular, gradually building your skills until you have the confidence and ability to tackle your own projects. Video clips accompany each chapter to provide even more detailed explanation of important concepts, so you feel supported every step of the way. Python is one of the top programming languages worldwide, with an install base in the millions. It's a favourite language at Google, YouTube, the BBC, and Spotify, and is the primary programming language for the Raspberry Pi. As an open-source language, Python is freely downloadable, with extensive libraries readily available, making it an ideal entry into programming for the beginner. Adventures in Python helps you get started, giving you the foundation you need to follow your curiosity. Start learning Python at its most basic level Learn where to acquire Python and how to set it up Understand Python syntax and interpretation for module programming Develop the skills that apply to any programming language Python programming skills are invaluable, and developing proficiency gives you a head start in learning other languages like C++, Objective-C, and Java. When learning feels like fun, you won't ever want to stop – so get started today with Adventures in Python.
Adventures in Raspberry Pi (Adventures In ... Ser.)
by Carrie Anne PhilbinBuild cool Raspberry Pi projects with no experience required! Adventures in Raspberry Pi, 3rd Edition is the fun guide to learning programming. Starting from the very basics and building skill upon skill, you'll learn developing fundamentals—even if you've never programmed before. Learning is exciting when you're working your way through cool projects, but the concepts you learn and the skills you master will take you further than you ever thought possible. You'll learn how your Raspberry Pi 3 works and what it can do as you create stories and games, program shapes, code music, and even build Minecraft worlds with projects designed specifically for kids 11 to 15. Author Carrie Anne Philbin is a former high school teacher, and she showcases her skills with clear, easy to follow instructions and explanations every step of the way. If you're interested in programming but find other books hard to understand, this book is your ideal starting point for mastering the Raspberry Pi. Inexpensive, non-intimidating, yet surprisingly versatile, the Raspberry Pi 3 is an ideal way to learn programming. Updated to align with the newest board, this book will teach you fundamental programming skills while having a ton of fun! Get acquainted with your Raspberry Pi's bits and pieces Take control of your Pi's "insides" with simple commands Program games, code music, and build a jukebox Discover where your new skills can take you next The tiny, credit-card sized Raspberry Pi has become a huge hit among kids—and adults—interested in programming. It does everything your desktop can do, but with a few basic programming skills, you can make it do so much more. With simple instructions, fun projects, and solid skills, Adventures in Raspberry Pi is the ultimate kids' programming guide!
Adventures In Raspberry Pi (Adventures In ...)
by Carrie Anne PhilbinCoding for kids is cool with Raspberry Pi and this elementary guide Even if your kids don't have an ounce of computer geek in them, they can learn to code with Raspberry Pi and this wonderful book. Written for 11- to 15-year-olds and assuming no prior computing knowledge, this book uses the wildly successful, low-cost, credit-card-sized Raspberry Pi computer to explain fundamental computing concepts. Young people will enjoy going through the book's nine fun projects while they learn basic programming and system administration skills, starting with the very basics of how to plug in the board and turn it on. Each project includes a lively and informative video to reinforce the lessons. It's perfect for young, eager self-learners—your kids can jump in, set up their Raspberry Pi, and go through the lessons on their own. Written by Carrie Anne Philbin, a high school teacher of computing who advises the U.K. government on the revised ICT Curriculum Teaches 11- to 15-year-olds programming and system administration skills using Raspberry Pi Features 9 fun projects accompanied by lively and helpful videos Raspberry Pi is a $35/£25 credit-card-sized computer created by the non-profit Raspberry Pi Foundation; over a million have been sold Help your children have fun and learn computing skills at the same time with Adventures in Raspberry Pi.
Adventures In Raspberry Pi (Adventures In ...)
by Carrie Anne PhilbinCoding for kids is cool with Raspberry Pi and this elementary guide Even if your kids don't have an ounce of computer geek in them, they can learn to code with Raspberry Pi and this wonderful book. Written for 11- to 15-year-olds and assuming no prior computing knowledge, this book uses the wildly successful, low-cost, credit-card-sized Raspberry Pi computer to explain fundamental computing concepts. Young people will enjoy going through the book's nine fun projects while they learn basic programming and system administration skills, starting with the very basics of how to plug in the board and turn it on. Each project includes a lively and informative video to reinforce the lessons. It's perfect for young, eager self-learners—your kids can jump in, set up their Raspberry Pi, and go through the lessons on their own. Written by Carrie Anne Philbin, a high school teacher of computing who advises the U.K. government on the revised ICT Curriculum Teaches 11- to 15-year-olds programming and system administration skills using Raspberry Pi Features 9 fun projects accompanied by lively and helpful videos Raspberry Pi is a $35/£25 credit-card-sized computer created by the non-profit Raspberry Pi Foundation; over a million have been sold Help your children have fun and learn computing skills at the same time with Adventures in Raspberry Pi.
The Adventures of Huckleberry Finn
by Mark TwainSail down the Mississippi with rascally Huck Finn! Huck Finn spits, swears, smokes a pipe and never goes to school. With his too-big clothes and battered straw hat, Huck is in need of 'civilising', and the Widow Douglas is determined to take him in hand. And wouldn't you know, Huck's no-good Pap is also after him and he locks Huck up in his cabin in the woods. But Huck won't stand too much of this, and after a daring escape, he takes off down the Mississppi on a raft with a runaway slave called Jim. But plenty of dangers wait for them along the river -- will they survive and win their freedom?
The Adventures of Huckleberry Finn
by Mark TwainSequel to Tom Sawyer, The Adventures of Huckleberry Finn is a strong candidate for the Great American Novel. Huck and his friend Jim, an escaped slave, travel down the Mississippi together, having adventures and meeting interesting people, in this satire of the antebellum South. A seminal work of American Literature that still commands deep praise and still elicits controversy, Adventures of Huckleberry Finn is essential to the understanding of the American soul.
The Adventures of Huckleberry Finn: Las Aventuras De Huckleberry Finn (The Penguin English Library #Vol. 8)
by Mark TwainWith an essay by Harold Bloom.'I'm unfavorable to killin' a man as long as you can git around it; it ain't good sense, it ain't good morals. Ain't I right?'The original Great American Novel, an incomparable adventure story and a classic of anarchic humour, Twain's masterpiece sees Huckleberry Finn and Jim the slave escape their difficult lives by fleeing down the Mississippi on a raft. There, they find steamships, feuding families, an unlikely Duke and King and vital lessons about the world in which they live. With its unforgettable cast of characters, Hemingway called this 'the best book we've ever had'.The Penguin English Library - 100 editions of the best fiction in English, from the eighteenth century and the very first novels to the beginning of the First World War.
The Adventures of Huckleberry Finn: Las Aventuras De Huckleberry Finn (Anglística Ser. #Vol. 8)
by Mark TwainHuck is a young, naive white boy fleeing from his drunken, dangerous Pap, and Jim is a runaway slave longing to be reunited with his family. Flung together by circumstance, they journey down the Mississippi together on a log raft, each in search of his own definition of freedom. Their daring adventures along the way provide both entertainment and a satirical look at the moral values of the Deep South of the 1800s.
The Adventures of Huckleberry Finn: Las Aventuras De Huckleberry Finn (Anglística Ser. #Vol. 8)
by Mark Twain'It's lovely to live on a raft. We had the sky up there, all speckled with stars, and we used to lay on our backs and look up at them'Huck Finn spits, swears, smokes a pipe and never goes to school. With his too-big clothes and battered straw hat, Huck is in need of 'civilising', and the Widow Douglas is determined to take him in hand. And wouldn't you know, Huck's no-good Pap is also after him and he locks Huck up in his cabin in the woods. But Huck won't stand too much of this, and after a daring escape, he takes off down the Mississppi on a raft with an runaway slave called Jim. But plenty of dangers wait for them along the river - will they survive and win their freedom?BACKSTORY: Discover how to write secret messages in code, and learn about the extraordinary Mark Twain.
The Adventures of Huckleberry Finn: Revised Edition Of Original Version (Classics To Go #313)
by Mark TwainThe story begins in fictional St. Petersburg, Missouri on the shore of the Mississippi River, sometime between 1835 and 1845, (when the first steamboat sailed down the Mississippi). Huckleberry "Huck" Finn, the first person narrator and his friend, Thomas "Tom" Sawyer, have each come into a considerable sum of money as a result of their earlier adventures " The Adventures of Tom Sawyer". Huck explains how he is placed under the guardianship of the Widow Douglas, who, together with her stringent sister, Miss Watson, are attempting to civilise him and teach him religion. Finding civilised life confining, his spirits are raised somewhat when Tom Sawyer helps him to escape one night past Miss Watson's slave Jim, to meet up with Tom's gang of self-proclaimed "robbers." Just as the gang's activities begin to bore Huck, he is suddenly interrupted by the reappearance of his shiftless father, "Pap", an abusive alcoholic. Knowing that Pap would only spend the money on alcohol, Huck is successful in preventing Pap from acquiring his fortune; however, Pap gains legal custody of Huck and leaves town with him... (Excerpt from Wikipedia)
The Adventures of Huckleberry Finn: Las Aventuras De Huckleberry Finn (Macmillan Collector's Library #110)
by Mark TwainRather than be 'sivilized' by the Widow Douglas, Huckleberry Finn - the grubby but good-natured son of a local drunk - sets off with Jim, an escaped slave, to find freedom on the Mississippi river. With the law on their tail, they navigate a world of robbers, slave hunters and con men, and Huck must choose between what society says is 'right' and his own burgeoning understanding of Jim's friendship and humanity.Nostalgic and melancholy in equal measure, The Adventures of Huckleberry Finn by Mark Twain is a razor-sharp satire of the antebellum South that, despite beginning life as a sequel to The Adventures of Tom Sawyer, is now seen in its own right as one of the most important of all American novels.This beautiful Macmillan Collector's Library edition of The Adventures of Huckleberry Finn features an afterword by playwright and screenwriter Peter Harness.Designed to appeal to the booklover, the Macmillan Collector's Library is a series of beautiful gift editions of much loved classic titles. Macmillan Collector's Library are books to love and treasure.
The Adventures Of Huckleberry Finn: Las Aventuras De Huckleberry Finn (Collins Classics #Vol. 8)
by Mark TwainHarperCollins is proud to present a range of best-loved, essential classics.
The Adventures of Huckleberry Finn: Las Aventuras De Huckleberry Finn (Puffin Classics #Vol. 8)
by Mark TwainPuffin Classics: the definitive collection of timeless stories, for every child Rediscover the Puffin Classics collection and bring the best-loved classics to a new generation - including this 140th anniversary edition of The Adventures of Huckleberry Finn, complete with a special introduction by Darren Shan.Huckleberry Finn's childhood wasn't exactly smooth sailing but everything changed when he met Tom Sawyer.'Now we’ll start this band of robbers and call it Tom Sawyer’s Gang!' The Gang embark on an adventure down the long Mississippi river, bound by an oath to make trouble at every turn, until they meet Jim. . .Will the Gang work together to help him?
The Adventures of Huckleberry Finn: Las Aventuras De Huckleberry Finn (Anglística Ser. #Vol. 8)
by Mark Twain Peter CoveneyWild child Huck has to get away. His violent drunk of a father is back in town again, raising Cain. He won't rest until he has Huck's money. So the enterprising boy fakes his own death and sets out in search of adventure and freedom.Teaming up with Jim, an escaped slave with a price on his head, the two fugitives go on the run, travelling down the wide Mississippi River. But Huck finds himself wrestling with his conscience. Should he save Jim, or turn his friend over to a terrible fate?.
Adventures of Huckleberry Finn
by Mark Twain E. W. KembleReferring to Adventures of Huckleberry Finn, H. L. Mencken noted that his discovery of this classic American novel was "the most stupendous event of my whole life"; Ernest Hemingway declared that "all modern American literature stems from this one book," while T. S. Eliot called Huck "one of the permanent symbolic figures of fiction, not unworthy to take a place with Ulysses, Faust, Don Quixote, Don Juan, Hamlet."The novel's preeminence derives from its wonderfully imaginative re-creation of boyhood adventures along the mighty Mississippi River, its inspired characterization, the author's remarkable ear for dialogue, and the book's understated development of serious underlying themes: "natural" man versus "civilized" society, the evils of slavery, the innate value and dignity of human beings, the stultifying effects of convention, and other topics. But most of all, Adventures of Huckleberry Finn is a wonderful story ― filled with high adventure and unforgettable characters (including the great river itself) ― that no one who has read it will ever forget.
The Adventures of Huckleberry Finn (Tom Sawyer's Comrade)
by Mark TwainThe Adventures of Huckleberry Finn has been the subject of much debate since its publication in 1884. The novel has been criticized for its coarse language and racial stereotypes, but it remains a bona fide American classic.
The Adventures of Huckleberry Finn (Tom Sawyer's Comrade)
by Mark TwainA seminal work of American Literature that still commands deep praise and still elicits controversy, Adventures of Huckleberry Finn is essential to the understanding of the American soul.
The Adventures of Lewis and Clark (Dover Children's Classics)
by John BakelessIn 1803, when the United States purchased the Louisiana Territory from France (for a scant $15 million), it doubled the size of the young country. Stretching north from New Orleans to the Canadian border and westward from the Mississippi River to the Rocky Mountains, the area contained over 800,000 square miles. That same year, President Thomas Jefferson designated two young men — Meriweather Lewis and William Clark — as leaders of an expedition to explore this vast new acquisition, as well as other lands of the West. In the spring of 1804, the two men and an intrepid band of hunters, carpenters, gunsmiths, and blacksmiths, known as the "Corps of Discovery," embarked on a perilous journey that would truly give meaning to the term "Wild West." In this exciting, action-packed young reader's edition, based on the author's acclaimed earlier study of the two great American explorers, historian John Bakeless chronicles the daily challenges these men faced — from encounters with indigenous people, snake-infested waterways, prairie fires, floods, heat, and thirst, to illness, famine, and frigid mountain passes. The result is a saga of epic proportions, an amazing story of courage and determination sure to delight readers with its authenticity and vivid, dramatic style.