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Re: Re: Learning how to program (for youngsters of any age)

by kevin_i_orourke (Friar)
on Aug 03, 2001 at 13:42 UTC ( #101928=note: print w/replies, xml ) Need Help??

in reply to Re: Learning how to program (for youngsters of any age)
in thread Learning how to program (for youngsters of any age)

For graphics-based programming you could try looking at Squeak. I've just started playing with it and the documentation isn't as good as Perl but there are some interesting tutorials.

As it's a Smalltalk variant it's also extremely object-oriented.

Kevin O'Rourke

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Re3: Learning how to program (for youngsters of any age)
by pmas (Hermit) on Aug 03, 2001 at 20:10 UTC
    I also looked at Squeak, but what decided for GameMaker was: you do not need to write a line of code to program. You just drag images of statements, drop them into action "slots", and maybe right-click them to change some properties.

    In example, simple game "Catch The Dog" is implemented by just 1 object (image of a dog), and 3 statements: in slot of "on MouseClick" action:
    SCORE (+1, relative),
    DELETE (self)
    All these statements are basic for GameMaker buttons with cute icons. SCORE "knows" to display current score in title bar.

    My first "program" was to add:
    to action slot for "when leaving playing area", DELETE (self), and SCORE (-1), and
    to action slot "when created": MOVE IN RANDOM DIRECTION.
    add some "walls" (images), with attribute "solid" - so dog will bounce after collision - it knows how to bounce from solid object.

    That's it - I created new fully playable simple game. Dog lurked out at random place, was running away, bounced from wall, and if I did not click on it fast enough, I lost a point.

    Sorry for off-topic node, but I just want to show how is possible to "program" without writing any code, if you have high-level statements in a language carefully targeted to very specific area. We may forget it is possible, because we are using perl - "swiss army chainsaw" universal language all the time.

    To make errors is human. But to make million errors per second, you need a computer.

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