Overview
- Learn coding and electronics by building fun and interesting projects
- Build interactive programs and games that can be played with a PC, as well as stand-alone electronics projects
- Explore the skills needed in today's highly automated workforce
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Table of contents (10 chapters)
Keywords
About this book
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.
What You'llLearn
- Understand basic principles of technology, and about analog and digital electronics.
- Create games from scratch, where you interactively play against the program.
- Gain an introduction to Artificial Intelligence (AI)
Who This Book Is For
Electronic hobbyists, makers of all levels, and teens with an interest in technology and coding who are looking to get started with Arduinos.
Authors and Affiliations
About the author
Bibliographic Information
Book Title: Coding the Arduino
Book Subtitle: Building Fun Programs, Games, and Electronic Projects
Authors: Bob Dukish
DOI: https://doi.org/10.1007/978-1-4842-3510-2
Publisher: Apress Berkeley, CA
eBook Packages: Professional and Applied Computing, Apress Access Books, Professional and Applied Computing (R0)
Copyright Information: Bob Dukish 2018
Softcover ISBN: 978-1-4842-3509-6Published: 14 June 2018
eBook ISBN: 978-1-4842-3510-2Published: 13 June 2018
Edition Number: 1
Number of Pages: XVIII, 294
Number of Illustrations: 198 b/w illustrations
Topics: Hardware and Maker