JavaScript for kids: a playful introduction to programming : a playful introduction to programming 🔍
Nick Morgan
No Starch Press, US : [distributor] John Wiley and Sons Ltd : [distributor] Woodslane Pty Ltd : [distributor] Woodslane Pty Ltd : [distributor] Intersoft Book Distributors (SIMRON Pty Ltd) : [distributor] Ingram Publisher Services, Penguin Random House LLC (Publisher Services), San Francisco, CA, 2014
English [en] · PDF · 13.5MB · 2014 · 📘 Book (non-fiction) · 🚀/lgli/lgrs · Save
description
JavaScript for Kids is a lighthearted introduction to the JavaScript language and programming in general. JavaScript for Kids is a lighthearted introduction to the JavaScript language and programming in general. Consumer Long Text: JavaScript is the programming language of the Internet, the secret sauce that makes the Web awesome, your favorite sites interactive, and online games fun! JavaScript for Kids is a lighthearted introduction that teaches programming essentials through patient, step-by-step examples paired with funny illustrations. You'll begin with the basics, like working with strings, arrays, and loops, and then move on to more advanced topics, like building interactivity with jQuery and drawing graphics with Canvas. Along the way, you'll write games such as Find the Buried Treasure, Hangman, and Snake. You'll also learn how to: Create functions to organize and reuse your code Write and modify HTML to create dynamic web pages Use the DOM and jQuery to make your web pages react to user input Use the Canvas element to draw and animate graphics Program real user-controlled games with collision detection and score keeping With visual examples like bouncing balls, animated bees, and racing cars, you can really see what you're programming. Each chapter builds on the last, and programming challenges at the end of each chapter will stretch your brain and inspire your own amazing programs. Make something cool with JavaScript today! Ages 10+ (and their parents!)
Alternative filename
lgrsnf/JavaScript for Kids - Morgan, Nick,Lipovaca, Miran.pdf
Alternative title
Ruby Wizardry: An Introduction to Programming for Kids
Alternative title
Javascript для детей: самоучитель по программированию
Alternative author
Ник Морган; [перевод с английского Станислава Ломакина]
Alternative author
Morgan, Nick
Alternative publisher
No Starch Press, Incorporated
Alternative publisher
Манн, Иванов и Фербер
Alternative edition
Легкое программирование, 2-е изд., Москва, Russia, 2017
Alternative edition
Ruby Wizardry: An Introduction to Programming for Kids
Alternative edition
First printing, San Francisco, USA, Dec 14, 2014
Alternative edition
United States, United States of America
Alternative edition
San Francisco, California, 2015
Alternative edition
Daly City, California, 2014
Alternative edition
1, US, 2014
metadata comments
类型: 图书
metadata comments
丛书名: Ruby Wizardry: An Introduction to Programming for Kids
metadata comments
出版日期: 2014.12
metadata comments
Имеется электронная копия
Пер.: Morgan, Nick Javascript for kids San Francisco : No Starch press, 2014 978-1-59327-408-5
Пер.: Morgan, Nick Javascript for kids San Francisco : No Starch press, 2014 978-1-59327-408-5
metadata comments
РГБ
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Alternative description
About the Author
Acknowledgments
Brief Contents
Contents in Detail
Introduction
Who Should Read This Book?
How to Read This Book
What’s in This Book?
Have Fun!
Part I: Fundamentals
Chapter 1: What Is JavaScript?
Meet JavaScript
Why Learn JavaScript?
Writing Some JavaScript
The Structure of a JavaScript Program
Syntax
Comments
What You Learned
Chapter 2: Data Types and Variables
Numbers and Operators
Variables
Naming Variables
Creating New Variables Using Math
Incrementing and Decrementing
+= (plus-equals) and –= (minus-equals)
Strings
Joining Strings
Finding the Length of a String
Getting a Single Character from a String
Cutting Up Strings
Changing Strings to All Capital or All Lowercase Letters
Booleans
Logical Operators
Comparing Numbers with Booleans
undefined and null
What You Learned
Chapter 3: Arrays
Why Should You Care About Arrays?
Creating an Array
Accessing an Array’s Elements
Setting or Changing Elements in an Array
Mixing Data Types in an Array
Working with Arrays
Finding the Length of an Array
Adding Elements to an Array
Removing Elements from an Array
Adding Arrays
Finding the Index of an Element in an Array
Turning an Array into a String
Useful Things to Do with Arrays
Finding Your Way Home
Decision Maker
Creating a Random Insult Generator
What You Learned
Programming Challenges
#1: New Insults
#2: More Sophisticated Insults
#3: Use + or join?
#4: Joining Numbers
Chapter 4: Objects
Creating Objects
Keys Without Quotes
Accessing Values in Objects
Adding Values to Objects
Adding Keys with Dot Notation
Combining Arrays and Objects
An Array of Friends
Exploring Objects in the Console
Useful Things to Do with Objects
Keeping Track of Owed Money
Storing Information About Your Movies
What You Learned
Programming Challenges
#1: Scorekeeper
#2: Digging into Objects and Arrays
Chapter 5: The Basics of HTML
Text Editors
Our First HTML Document
Tags and Elements
Heading Elements
The p Element
Whitespace in HTML and Block-Level Elements
Inline Elements
A Full HTML Document
HTML Hierarchy
Adding Links to Your HTML
Link Attributes
Title Attributes
What You Learned
Chapter 6: Conditionals and Loops
Embedding JavaScript in HTML
Conditionals
if Statements
if...else Statements
Chaining if...else Statements
Loops
while Loops
for Loops
What You Learned
Programming Challenges
#1: Awesome Animals
#2: Random String Generator
#3: h4ck3r sp34k
Chapter 7: Creating a Hangman Game
Interacting with a Player
Creating a Prompt
Using Confirm to Ask a
Yes or No Question
Using Alerts to Give a Player Information
Why Use alert Instead of console.log?
Designing Your Game
Using Pseudocode to Design the Game
Tracking the State of the Word
Designing the Game Loop
Coding the Game
Choosing a Random Word
Creating the Answer Array
Coding the Game Loop
Ending the Game
The Game Code
What You Learned
Programming Challenges
#1: More Words
#2: Capital Letters
#3: Limit Guesses
#4: Fixing a Bug
Chapter 8: Functions
The Basic Anatomy of a Function
Creating a Simple Function
Calling a Function
Passing Arguments into Functions
Printing Cat Faces!
Passing Multiple Arguments to a Function
Returning Values from Functions
Using Function Calls as Values
Using Functions to Simplify Code
A Function to Pick a Random Word
A Random Insult Generator
Making the Random Insult Generator into a Function
Leaving a Function Early with return
Using Return Multiple Times Instead of if...else Statements
What You Learned
Programming Challenges
#1: Doing Arithmetic with Functions
#2: Are These Arrays the Same?
#3: Hangman, Using Functions
Part II: Advanced JavaScript
Chapter 9: The DOM and jQuery
Selecting DOM Elements
Using id to Identify Elements
Selecting an Element Using getElementById
Replacing the Heading Text Using the DOM
Using jQuery to Work with the DOM Tree
Loading jQuery on Your HTML Page
Replacing the Heading Text Using jQuery
Creating New Elements with jQuery
Animating Elements with jQuery
Chaining jQuery Animations
What You Learned
Programming Challenges
#1: Listing Your Friends with jQuery (And Making Them Smell!)
#2: Making a Heading Flash
#3: Delaying Animations
#4: Using fadeTo
Chapter 10: Interactive Programming
Delaying Code with setTimeout
Canceling a Timeout
Calling Code Multiple Times with setInterval
Animating Elements with setInterval
Responding to User Actions
Responding to Clicks
The mousemove Event
What You Learned
Programming Challenges
#1: Follow the Clicks
#2: Create Your Own Animation
#3: Cancel an Animation with a Click
#4: Make a “Click the Header” Game!
Chapter 11: Find the Buried Treasure!
Designing the Game
Creating the Web Page with HTML
Picking a Random Treasure Location
Picking Random Numbers
Setting the Treasure Coordinates
The Click Handler
Counting Clicks
Calculating the Distance Between the Click and the Treasure
Using the Pythagorean Theorem
Telling the Player How Close They Are
Checking If the Player Won
Putting It All Together
What You Learned
Programming Challenges
#1: Increasing the Playing Area
#2: Adding More Messages
#3: Adding a Click Limit
#4: Displaying the Number of Remaining Clicks
Chapter 12: Object-Oriented Programming
A Simple Object
Adding Methods to Objects
Using the this Keyword
Sharing a Method Between Multiple Objects
Creating Objects Using Constructors
Anatomy of the Constructor
Creating a Car Constructor
Drawing the Cars
Testing the drawCar Function
Customizing Objects with Prototypes
Adding a draw Method to the Car Prototype
Adding a moveRight Method
Adding the Left, Up, and Down move Methods
What You Learned
Programming Challenges
#1: Drawing in the Constructor
#2: Adding a speed Property
#3: Racing Cars
Part III: Canvas
Chapter 13: The canvas Element
Creating a Basic Canvas
Drawing on the Canvas
Selecting and Saving the canvas Element
Getting the Drawing Context
Drawing a Square
Drawing Multiple Squares
Changing the Drawing Color
Drawing Rectangle Outlines
Drawing Lines or Paths
Filling Paths
Drawing Arcs and Circles
Drawing a Quarter Circle or an Arc
Drawing a Half Circle
Drawing a Full Circle
Drawing Lots of Circles with a Function
What You Learned
Programming Challenges
#1: A Snowman Drawing Function
#2: Drawing an Array of Points
#3: Painting with Your Mouse
#4: Drawing the Man in Hangman
Chapter 14: Making Things Move on the Canvas
Moving Across the Page
Clearing the Canvas
Drawing the Rectangle
Changing the Position
Viewing the Animation in the Browser
Animating the Size of a Square
A Random Bee
A New circle Function
Drawing the Bee
Updating the Bee’s Location
Animating Our Buzzing Bee
Bouncing a Ball!
The Ball Constructor
Drawing the Ball
Moving the Ball
Bouncing the Ball
Animating the Ball
What You Learned
Programming Challenges
#1: Bouncing the Ball Around a Larger Canvas
#2: Randomizing this.xSpeed and this.ySpeed
#3: Animating More Balls
#4: Making the Balls Colorful
Chapter 15: Controlling Animations with the Keyboard
Keyboard Events
Setting Up the HTML File
Adding the keydown Event Handler
Using an Object to Convert Keycodes into Names
Moving a Ball with the Keyboard
Setting Up the Canvas
Defining the Circle Function
Creating the Ball Constructor
Defining the move Method
Defining the draw Method
Creating a setDirection Method
Reacting to the Keyboard
Animating the Ball
Putting It All Together
Running the Code
What You Learned
Programming Challenges
#1: Bouncing Off the Walls
#2: Controlling the Speed
#3: Flexible Controls
Chapter 16: Making a Snake Game: Part 1
The Game Play
The Structure of the Game
Using setInterval to Animate the Game
Creating the Game Objects
Setting Up Keyboard Control
Game Setup
Creating the HTML
Defining the canvas, ctx, width, and height Variables
Dividing the Canvas into Blocks
Defining the score Variable
Drawing the Border
Displaying the Score
Setting the Text Baseline
Setting the Size and Font
Writing the drawScore Function
Ending the Game
What You Learned
Programming Challenges
#1: Putting It Together
#2: Animating the Score
#3: Adding Text to Hangman
Chapter 17: Making a Snake Game: Part 2
Building the Block Constructor
Adding the drawSquare Method
Adding the drawCircle Method
Adding the equal Method
Creating the Snake
Writing the Snake Constructor
Drawing the Snake
Moving the Snake
Adding the move Method
Adding the checkCollision Method
Setting the Snake’s Direction with the Keyboard
Adding the Keydown Event Handler
Adding the setDirection Method
Creating the Apple
Writing the Apple Constructor
Drawing the Apple
Moving the Apple
Putting It All Together
What You Learned
Programming Challenges
#1: Making the Game Bigger
#2: Coloring the Snake
#3: Making the Game Speed Up as You Play
#4: Fixing the apple.move Method
Afterword: Where to Go from Here
More JavaScript
Web Programming
HTML
CSS
Server-Side Code with Node.js
Graphical Programming
canvas
SVG Using Raphaël
3D Programming
Programming Robots
Audio Programming
Game Programming
Sharing Your Code Using JSFiddle
Glossary
Index
Updates
Acknowledgments
Brief Contents
Contents in Detail
Introduction
Who Should Read This Book?
How to Read This Book
What’s in This Book?
Have Fun!
Part I: Fundamentals
Chapter 1: What Is JavaScript?
Meet JavaScript
Why Learn JavaScript?
Writing Some JavaScript
The Structure of a JavaScript Program
Syntax
Comments
What You Learned
Chapter 2: Data Types and Variables
Numbers and Operators
Variables
Naming Variables
Creating New Variables Using Math
Incrementing and Decrementing
+= (plus-equals) and –= (minus-equals)
Strings
Joining Strings
Finding the Length of a String
Getting a Single Character from a String
Cutting Up Strings
Changing Strings to All Capital or All Lowercase Letters
Booleans
Logical Operators
Comparing Numbers with Booleans
undefined and null
What You Learned
Chapter 3: Arrays
Why Should You Care About Arrays?
Creating an Array
Accessing an Array’s Elements
Setting or Changing Elements in an Array
Mixing Data Types in an Array
Working with Arrays
Finding the Length of an Array
Adding Elements to an Array
Removing Elements from an Array
Adding Arrays
Finding the Index of an Element in an Array
Turning an Array into a String
Useful Things to Do with Arrays
Finding Your Way Home
Decision Maker
Creating a Random Insult Generator
What You Learned
Programming Challenges
#1: New Insults
#2: More Sophisticated Insults
#3: Use + or join?
#4: Joining Numbers
Chapter 4: Objects
Creating Objects
Keys Without Quotes
Accessing Values in Objects
Adding Values to Objects
Adding Keys with Dot Notation
Combining Arrays and Objects
An Array of Friends
Exploring Objects in the Console
Useful Things to Do with Objects
Keeping Track of Owed Money
Storing Information About Your Movies
What You Learned
Programming Challenges
#1: Scorekeeper
#2: Digging into Objects and Arrays
Chapter 5: The Basics of HTML
Text Editors
Our First HTML Document
Tags and Elements
Heading Elements
The p Element
Whitespace in HTML and Block-Level Elements
Inline Elements
A Full HTML Document
HTML Hierarchy
Adding Links to Your HTML
Link Attributes
Title Attributes
What You Learned
Chapter 6: Conditionals and Loops
Embedding JavaScript in HTML
Conditionals
if Statements
if...else Statements
Chaining if...else Statements
Loops
while Loops
for Loops
What You Learned
Programming Challenges
#1: Awesome Animals
#2: Random String Generator
#3: h4ck3r sp34k
Chapter 7: Creating a Hangman Game
Interacting with a Player
Creating a Prompt
Using Confirm to Ask a
Yes or No Question
Using Alerts to Give a Player Information
Why Use alert Instead of console.log?
Designing Your Game
Using Pseudocode to Design the Game
Tracking the State of the Word
Designing the Game Loop
Coding the Game
Choosing a Random Word
Creating the Answer Array
Coding the Game Loop
Ending the Game
The Game Code
What You Learned
Programming Challenges
#1: More Words
#2: Capital Letters
#3: Limit Guesses
#4: Fixing a Bug
Chapter 8: Functions
The Basic Anatomy of a Function
Creating a Simple Function
Calling a Function
Passing Arguments into Functions
Printing Cat Faces!
Passing Multiple Arguments to a Function
Returning Values from Functions
Using Function Calls as Values
Using Functions to Simplify Code
A Function to Pick a Random Word
A Random Insult Generator
Making the Random Insult Generator into a Function
Leaving a Function Early with return
Using Return Multiple Times Instead of if...else Statements
What You Learned
Programming Challenges
#1: Doing Arithmetic with Functions
#2: Are These Arrays the Same?
#3: Hangman, Using Functions
Part II: Advanced JavaScript
Chapter 9: The DOM and jQuery
Selecting DOM Elements
Using id to Identify Elements
Selecting an Element Using getElementById
Replacing the Heading Text Using the DOM
Using jQuery to Work with the DOM Tree
Loading jQuery on Your HTML Page
Replacing the Heading Text Using jQuery
Creating New Elements with jQuery
Animating Elements with jQuery
Chaining jQuery Animations
What You Learned
Programming Challenges
#1: Listing Your Friends with jQuery (And Making Them Smell!)
#2: Making a Heading Flash
#3: Delaying Animations
#4: Using fadeTo
Chapter 10: Interactive Programming
Delaying Code with setTimeout
Canceling a Timeout
Calling Code Multiple Times with setInterval
Animating Elements with setInterval
Responding to User Actions
Responding to Clicks
The mousemove Event
What You Learned
Programming Challenges
#1: Follow the Clicks
#2: Create Your Own Animation
#3: Cancel an Animation with a Click
#4: Make a “Click the Header” Game!
Chapter 11: Find the Buried Treasure!
Designing the Game
Creating the Web Page with HTML
Picking a Random Treasure Location
Picking Random Numbers
Setting the Treasure Coordinates
The Click Handler
Counting Clicks
Calculating the Distance Between the Click and the Treasure
Using the Pythagorean Theorem
Telling the Player How Close They Are
Checking If the Player Won
Putting It All Together
What You Learned
Programming Challenges
#1: Increasing the Playing Area
#2: Adding More Messages
#3: Adding a Click Limit
#4: Displaying the Number of Remaining Clicks
Chapter 12: Object-Oriented Programming
A Simple Object
Adding Methods to Objects
Using the this Keyword
Sharing a Method Between Multiple Objects
Creating Objects Using Constructors
Anatomy of the Constructor
Creating a Car Constructor
Drawing the Cars
Testing the drawCar Function
Customizing Objects with Prototypes
Adding a draw Method to the Car Prototype
Adding a moveRight Method
Adding the Left, Up, and Down move Methods
What You Learned
Programming Challenges
#1: Drawing in the Constructor
#2: Adding a speed Property
#3: Racing Cars
Part III: Canvas
Chapter 13: The canvas Element
Creating a Basic Canvas
Drawing on the Canvas
Selecting and Saving the canvas Element
Getting the Drawing Context
Drawing a Square
Drawing Multiple Squares
Changing the Drawing Color
Drawing Rectangle Outlines
Drawing Lines or Paths
Filling Paths
Drawing Arcs and Circles
Drawing a Quarter Circle or an Arc
Drawing a Half Circle
Drawing a Full Circle
Drawing Lots of Circles with a Function
What You Learned
Programming Challenges
#1: A Snowman Drawing Function
#2: Drawing an Array of Points
#3: Painting with Your Mouse
#4: Drawing the Man in Hangman
Chapter 14: Making Things Move on the Canvas
Moving Across the Page
Clearing the Canvas
Drawing the Rectangle
Changing the Position
Viewing the Animation in the Browser
Animating the Size of a Square
A Random Bee
A New circle Function
Drawing the Bee
Updating the Bee’s Location
Animating Our Buzzing Bee
Bouncing a Ball!
The Ball Constructor
Drawing the Ball
Moving the Ball
Bouncing the Ball
Animating the Ball
What You Learned
Programming Challenges
#1: Bouncing the Ball Around a Larger Canvas
#2: Randomizing this.xSpeed and this.ySpeed
#3: Animating More Balls
#4: Making the Balls Colorful
Chapter 15: Controlling Animations with the Keyboard
Keyboard Events
Setting Up the HTML File
Adding the keydown Event Handler
Using an Object to Convert Keycodes into Names
Moving a Ball with the Keyboard
Setting Up the Canvas
Defining the Circle Function
Creating the Ball Constructor
Defining the move Method
Defining the draw Method
Creating a setDirection Method
Reacting to the Keyboard
Animating the Ball
Putting It All Together
Running the Code
What You Learned
Programming Challenges
#1: Bouncing Off the Walls
#2: Controlling the Speed
#3: Flexible Controls
Chapter 16: Making a Snake Game: Part 1
The Game Play
The Structure of the Game
Using setInterval to Animate the Game
Creating the Game Objects
Setting Up Keyboard Control
Game Setup
Creating the HTML
Defining the canvas, ctx, width, and height Variables
Dividing the Canvas into Blocks
Defining the score Variable
Drawing the Border
Displaying the Score
Setting the Text Baseline
Setting the Size and Font
Writing the drawScore Function
Ending the Game
What You Learned
Programming Challenges
#1: Putting It Together
#2: Animating the Score
#3: Adding Text to Hangman
Chapter 17: Making a Snake Game: Part 2
Building the Block Constructor
Adding the drawSquare Method
Adding the drawCircle Method
Adding the equal Method
Creating the Snake
Writing the Snake Constructor
Drawing the Snake
Moving the Snake
Adding the move Method
Adding the checkCollision Method
Setting the Snake’s Direction with the Keyboard
Adding the Keydown Event Handler
Adding the setDirection Method
Creating the Apple
Writing the Apple Constructor
Drawing the Apple
Moving the Apple
Putting It All Together
What You Learned
Programming Challenges
#1: Making the Game Bigger
#2: Coloring the Snake
#3: Making the Game Speed Up as You Play
#4: Fixing the apple.move Method
Afterword: Where to Go from Here
More JavaScript
Web Programming
HTML
CSS
Server-Side Code with Node.js
Graphical Programming
canvas
SVG Using Raphaël
3D Programming
Programming Robots
Audio Programming
Game Programming
Sharing Your Code Using JSFiddle
Glossary
Index
Updates
Alternative description
JavaScript for Kids is a lighthearted introduction to the JavaScript language and programming in general. With the help of kid-friendly examples, author Nick Morgan teaches the essentials of JavaScript. Morgan starts with the basics of strings, arrays, and loops, then moves on to show readers how to modify elements with jQuery and draw graphics with canvas. By the end of the book, you'll be ready to create your own fun animations and games and you'll have a solid understanding of the fundamentals of JavaScript.
Alternative description
"A lighthearted introduction that teaches programming essentials through ... step-by-step examples paired with funny illustrations. You'll begin with the basics, like working with strings, arrays, and loops, and then move on to more advanced topics, like building interactivity with jQuery and drawing graphics with Canvas"--Page 4 of cover
Alternative description
Nick Morgan ; [illustrated By Miran Lipovača]. Includes Index.
date open sourced
2024-04-18
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- After downloading: Open in our viewer
All download options have the same file, and should be safe to use. That said, always be cautious when downloading files from the internet, especially from sites external to Anna’s Archive. For example, be sure to keep your devices updated.
External downloads
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For large files, we recommend using a download manager to prevent interruptions.
Recommended download managers: Motrix -
You will need an ebook or PDF reader to open the file, depending on the file format.
Recommended ebook readers: Anna’s Archive online viewer, ReadEra, and Calibre -
Use online tools to convert between formats.
Recommended conversion tools: CloudConvert and PrintFriendly -
You can send both PDF and EPUB files to your Kindle or Kobo eReader.
Recommended tools: Amazon‘s “Send to Kindle” and djazz‘s “Send to Kobo/Kindle” -
Support authors and libraries
✍️ If you like this and can afford it, consider buying the original, or supporting the authors directly.
📚 If this is available at your local library, consider borrowing it for free there.
Total downloads:
A “file MD5” is a hash that gets computed from the file contents, and is reasonably unique based on that content. All shadow libraries that we have indexed on here primarily use MD5s to identify files.
A file might appear in multiple shadow libraries. For information about the various datasets that we have compiled, see the Datasets page.
For information about this particular file, check out its JSON file. Live/debug JSON version. Live/debug page.