Learning C# programming with Unity 3D. (2014)
- Record Type:
- Book
- Title:
- Learning C# programming with Unity 3D. (2014)
- Main Title:
- Learning C# programming with Unity 3D
- Further Information:
- Note: Alex Okita.
- Authors:
- Okita, Alex
- Contents:
- Introduction; Why read a book; Do I need to know math?; Programming as a form of expression; Games as a stage with lights; Personal Information; A Brief History of Computer Programming; Mechanical Computers; Logic; Computer Science; Software; Modern Computer Language; The Future of Computer Languages; What is C#?; C# Paradigm; What is Unity3D?; Why Use Unity3D to Learn?; How does Unity3D use C#?; What Is Programming; What Does C# Look Like; Learning to copy and paste; Compiling; What We've Learned; Leveling Up; ; Before You Begin; What Will Be Covered in This Chapter; Getting Started: Downloading and Installing; Getting Started: Unity3D Overview; The Main Window; Creating a New Project; A New Unity Project; Summary; Getting Started: Sample Code; Code Fragments; Are errors bad?; Following along; Summary; Getting Started: Working with C#; Getting Project Files; Creating and Assigning a New C# File; Naming Your New File; Getting Started: Using Your New File; Unity Tools; Running Live Code; Saving a Scene; Opening a Scene; Summary; What We’ve Learned; Leveling Up; ; First Steps; What will be covered in this chapter; Review; First Steps: Tokens; Tokens; Separator Tokens; Operator Tokens; Other Operator Tokens; Literals; Transitive and Non-Transitive Operations; Putting It All Together; What We’ve Learned; First Steps: Statements and Expressions; Expressions; How Code is Executed; Thinking in Algorithms; What We’ve Learned; First Steps: Keywords; Class; What we’ve learned; FirstIntroduction; Why read a book; Do I need to know math?; Programming as a form of expression; Games as a stage with lights; Personal Information; A Brief History of Computer Programming; Mechanical Computers; Logic; Computer Science; Software; Modern Computer Language; The Future of Computer Languages; What is C#?; C# Paradigm; What is Unity3D?; Why Use Unity3D to Learn?; How does Unity3D use C#?; What Is Programming; What Does C# Look Like; Learning to copy and paste; Compiling; What We've Learned; Leveling Up; ; Before You Begin; What Will Be Covered in This Chapter; Getting Started: Downloading and Installing; Getting Started: Unity3D Overview; The Main Window; Creating a New Project; A New Unity Project; Summary; Getting Started: Sample Code; Code Fragments; Are errors bad?; Following along; Summary; Getting Started: Working with C#; Getting Project Files; Creating and Assigning a New C# File; Naming Your New File; Getting Started: Using Your New File; Unity Tools; Running Live Code; Saving a Scene; Opening a Scene; Summary; What We’ve Learned; Leveling Up; ; First Steps; What will be covered in this chapter; Review; First Steps: Tokens; Tokens; Separator Tokens; Operator Tokens; Other Operator Tokens; Literals; Transitive and Non-Transitive Operations; Putting It All Together; What We’ve Learned; First Steps: Statements and Expressions; Expressions; How Code is Executed; Thinking in Algorithms; What We’ve Learned; First Steps: Keywords; Class; What we’ve learned; First Steps: Whitespace; Pick a Flavor; What We’ve Learned; First Steps: Code Blocks; What We’ve Learned; First Steps: Classes; Objects; What We’ve Learned; First Steps: Variables; Identifiers; Data Noun: Collected Facts and Statistics Collected for Analysis; Declaring a Variable; Dynamic Initialization; What We’ve Learned; First Steps: Variable Names; Variable Assignment; Putting It Together; What We’ve Learned; First Steps: Types, a first look; Value and Reference Types; What We’ve Learned; First Steps: Strong Typing; Dynamic Typing; What We’ve Learned; First Steps: Type Casting, Numbers; Explicit vs. Implicit Casting; A Basic Example; What We’ve Learned; First Steps: Comments; Line Numbers; Code folding; Summary Comments; Navigating in Code; What We’ve learned; Leveling Up; ; Basics; What Will Be Covered in This Chapter; Review; Basics: Building Up a Game Idea; Design from Experience; Primary Activity; Moment to Moment; Actions to Functions; Compromise; Starting with Controls; What We’ve Learned; Basics: Creating a Class; Class Declaration; Adding Data Fields; Access Modifiers and the Dot Operator; Class Scope; Class Members; What We’ve Learned; Basics: Directives; Libraries; Ambiguous NameSpaces; What We’ve Learned; Basics: Functions; What are Functions; Unity Entry Points; Writing a Function; More on White Space, Tabs; What We’ve Learned; Basics: Order of Operation; What we've learned; Basics: Scope, a First Look; Class Scope; Function Scope; What We’ve Learned; Basics: This; A Basic Example; When This is Necessary; Awkward Names; What We’ve Learned; Basics: Turning Ideas into Code Part 1; Mouse Input; GameObject; What we’ve learned; Basics: Logic and Operators; Booleans; Equality Operators; If and Branching; Flow Charts; Relational Operators; Rearranging Logic; Another look at Scope; What we’ve learned; Basics: Loops; Unary Operators; While; For; Do While; Postfix and Prefix Notation; Using Loops; Loops within Loops; Runaway Loops; Breakpoints, a First Look; What We’ve Learned; Basics: Scope, Again; Visibility or Accessibility; A Basic Example; Global Scope; What We’ve Learned; Basics: Warnings vs Errors; Warnings; Errors; Understanding the debugger; What we’ve learned; Leveling Up; Style Guides; ; Fundamentals; What Will Be Covered in This Chapter; Review; Fundamentals: Inheritance, A First Look; Class members; Instancing; Parent and Child; Object; ! = null; What We’ve Learned; Fundamentals: Instancing; Class Initialization; New; Constructors; What We’ve Learned; Fundamentals: Static; Static Variables; Static Functions; Putting it all together; What we’ve learned; Fundamentals: Turning Ideas into Code Part 2; Input Manager; What We’ve Learned; Fundamentals: Jump Statements; Fundamentals: Jump Statements: Return 440; A Basic Example; Returning Objects; A Class is a Type; Null is Not Void; What We’ve Learned; Fundamentals: Operators, conditions; Conditional Operators && and ||; What We’ve Learned; Fundamentals: Arrays, a First Look; Fixed size Arrays; Foreach; Dynamically Initialization; While with Arrays; What we’ve learned; Fundamentals: Jump Statements: Break and Continue; A Basic Example; ZombieData; Foreach, again; What We’ve Learned; Fundamentals: Multi Dimensional Arrays; Colums and Rows; A Basic Example; A Puzzle Board; Checking Range; What We’ve Learned; Fundamentals: Array List; A basic example; ArrayList Contains; Remove; Sort and Reverse; What We’ve Learned; Fundamentals: Strings; Declaring a String; Escape Sequences; Verbatim Strings @; String Format; What We’ve Learned; Fundamentals: Combining what we’ve learned; Timers; Adding in Classes; What We’ve Learned; Fundamentals: Source Version Control; Modern Version Control; The Repository; Github; What We’ve Learned; Project Files; Setting up a Repository; Push; Gitignore; Pull; Contributors; What we’ve learned; Leveling Up; ; Intermediate; What Will Be Covered in This Chapter; Review; Intermediate: Pseudo Code; Thinking It Through; Class Members; Functions Return; Arguments aka "Args" (Not related to pirates); Assignment Operators; What We’ve Learned; Intermediate: Class Constructors; A Basic Example; What We Learned; What We’ve Learned; Intermediate: Arrays, revisited; Using Arrays in Unity; Instancing with AddComponent(); Type Casting Unity Objects; What We’ve Learned; Intermediate: Enums; Using Enums; Combining what we’ve learned; What we’ve learned; Intermediate: Switch; A basic example; Default; What We’ve Learned; Fall Through; Goto Case; Limitations; What We’ve Learned; Intermediate: Structs a.k.a. Structures; Structs 636; Struct vs. Class; Without Structs; Handling Structs; Accessing Structs; Global Access; What We’ve Learned; Intermediate: Class data; Character base class; Const; Readonly; What We’ve Learned; Intermediate: Namespaces; A Basic Example; Di … (more)
- Edition:
- 1st
- Publisher Details:
- Boca Raton : CRC Press
- Publication Date:
- 2014
- Extent:
- 1 online resource, illustrations (black and white)
- Subjects:
- 794.81526
C# (Computer program language)
Computer games -- Programming
Three-dimensional display systems - Languages:
- English
- ISBNs:
- 9781466586536
- Related ISBNs:
- 9781466586529
- Notes:
- Note: Includes bibliographical references and index.
Note: Description based on CIP data; item not viewed. - Access Rights:
- Legal Deposit; Only available on premises controlled by the deposit library and to one user at any one time; The Legal Deposit Libraries (Non-Print Works) Regulations (UK).
- Access Usage:
- Restricted: Printing from this resource is governed by The Legal Deposit Libraries (Non-Print Works) Regulations (UK) and UK copyright law currently in force.
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library HMNTS - ELD.DS.143893
- Ingest File:
- 02_172.xml