Beginning Microsoft® Small Basic
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A Study of Computing in Education and Ways to Enhance Students’ Perceptions and Understanding of Computing
SCHOOL OF DESIGN, ENGINEERING & COMPUTING MSc Enterprise Information Systems September 2013 Computing in Education: A study of computing in education and ways to enhance students’ perceptions and understanding of computing by Paul Albinson BSc (Hons), FdSc, MBCS Page 1 of 166 Abstract There is a huge demand for computing skills in industry due to computing becoming ubiquitous and essential for modern life. Yet despite this, industry struggles to find employees with suitable computing skills and similarly Further and Higher Education institutions have observed a lack of interest in their computing courses in recent years. This study looks at possible reasons for this lack of interest in computing, how computing is taught in education and ways to improve students’ perceptions and understanding of computing. It focuses around a case study of a university outreach event for secondary schools which investigated how interactive teaching methods can be used to enhance students’ perceptions and understanding of computing and to increase their computing knowledge. It includes the use of physical computing and was designed to make computing fun, motivational and relevant, and to provide examples of real-world applications. Surveys were used before and after the event to understand what students’ impressions and knowledge of computing is and to see if the event improved these. Observations were also used to see how well the students handled the event’s content and whether they appeared to enjoy and understand it. Results from the case study indicate that interactive teaching methods enhance computing education, and physical computing with electronics can enhance lessons and show the relevance of computing with examples of real-world applications, and can be fun and motivational. -
Manualgambas.Pdf
Introducción Este míni-manual esta pensado y orientado para los asistentes al taller de Gambas. Dado que, a priori, esperamos la asistencia de gente sin conocimientos previos de programación este texto va a ser escueto y muy elemental. Además de dar una formación teórica básica tiene el propósito de servir como chuleta para poder consultar las sintaxis más elementales como por ejemplo de las condicionales, bucles, etc. Nuestra herramienta: GAMBAS Vamos a usar Gambas, un lenguaje de programación visual similar al Visual Basic de Microsoft. Gambas dispone de su propio IDE. Un IDE, por sus siglas en inglés, es un entorno de desarrollo integrado. Gambas es lo que se conoce como un lenguaje de programación interpretado y como ocurre con GNU que es un acrónimo recurrente (Gnu No es Unix) Gambas significa Gambas Almost Means BASic, que traducido al castellano es Gambas Casi es BASic. Los IDE's son unos programas que aglutinan todo lo que necesitamos para programar. Tenemos un editor para picar (vamos a ir introduciéndonos en la jerga del programador) código, con resaltado por colores, autocompletado para ayudarnos en la edición, señalización de errores, etc. Un depurador para poder controlar la ejecución del programa y evaluar su comportamiento con sus inspectores de variables, objetos, etc. Un compilador para generar los binarios, bytecodes, ejecutables, etc. Un empaquetador para crear los instaladores. Además disponen de otras herramientas como gestores de servicios SVC para el control de versiones como GIT o similares. Editores de conexión a bases de datos, etc. Lo primero que vemos al ejecutar Gambas la ventana de bienvenida y nos da varias opciones, abrir un proyecto existente, crear uno nuevo o abrir recientes. -
BASIC CODE 2010 Edition by the League of Minnesota Cities Duke Addicks, Special Counsel Rachel Carlson, Staff Attorney
THE MINNESOTA BASIC CODE 2010 Edition By The League of Minnesota Cities Duke Addicks, Special Counsel Rachel Carlson, Staff Attorney Published by American Legal Publishing Corporation 432 Walnut Street, 12th Floor Cincinnati, Ohio 45202 Tel: (800) 445-5588 Fax: (513) 763-3562 E-Mail: [email protected] Internet: http://www.amlegal.com PREFACE TO THE MINNESOTA BASIC CODE, 2010 EDITION The Minnesota Basic Code This League of Minnesota Cities/American Legal Publishing (LMC/ALP) Minnesota Basic Code (MBC) is an effort to provide a modern and comprehensive code of ordinances for smaller Minnesota cities without the expense of a customized code of ordinances. Its provisions are also useful to all Minnesota cities that wish to have models for the basic city ordinances on the subjects contained in the code. The code reflects current state statutes, case law and rules through January, 2010. The MBC will be supplemented periodically to reflect legislative enactments and new case law and rules. The supplements will consist of new pages which will replace or be in addition to the pages contained in this edition. In addition, the supplements will contain new model ordinances that will be included into the MBC unless the city decides not to incorporate them into their code. Authors and Editors This Minnesota Basic Code is partly based on the Model Ordinance Code for Minnesota Cities, Revised Edition 1980, prepared by Orville C. Peterson, former Executive Director of the League of Minnesota Cities, and the 1989 Model Ordinance Code prepared by Thomas L. Grundhoefer, then Staff Attorney and now General Counsel for the League. -
Baxedit Is an Editor for Programs in Basic Usable by Bax58c Compiler
BaxEdit is an editor for programs in Basic usable by Bax58C compiler . © 2011 Pierre Houbert (21/11/2020) Page 1 SUMMARY Basic language ................................................................................ 3 The Menus .......................................................................................... 4 New ............................................................................................. 6 Open .................................................................................................. 9 Save .......................................................................................... 12 Print ............................................................................................. 13 Quit ................................................................................................. 15 Cut / Copy / Paste ..................................................................... 16 Find ......................................................................................... 17 Replace .......................................................................................... 18 Font .................................................................................................. 19 Colors ............................................................................................. 20 Language .............................................................................................. 21 About ............................................................................................. 22 File Explorer -
Lindoo2019 Miami Xojo Presentation
Back to the Basics, in an Two Effort to Improve Student distinct retention in Intro to schools Programming Classes CS Dr. Ed Lindoo Associate Professor Computer Information Systems (CC&IS) 3 year average CS and CIS Drop/Fail rate • 3 year average • 50+ percent drop/fail rate in intro to programming class Two CIS classes taught by CS • Specifically CC&IS students were failing at a 62% rate! • Big problem! • If they fail this course, they don’t continue in the program • Represents a huge loss of revenue to the school • Intro to programming class taught by CS department • I was asked by our Dean to “Fix it” • Computer Science students and Information Systems students • Performed extensive research on why students fail. (business students) took the class together. • After sifting through all the research, I decided to go back to • Business students don’t have the strong technical skills to the basics, BASIC programing that is. jump into a Java or C++ course • I started thinking back to my days of BASIC and QBASIC • Certainly not as an intro class • Remember BASIC? • But that’s what was happening • Well that wasn’t going to cut it! • Further research found a common theme • Visual Programming Environments • Easier to understand languages. DON’T START WITH C++ • I thought long and hard about it • Re-wrote the entire course, Intro to Programming based on Xojo • Even though I had done a lot of work in VB.net, I felt like that was too heavy for this course • Ahh, but there’s a catch…………………isn’t there always? • Then I remembered back to my days of using Real Basic, so I • Must pass a Java course once they pass this class. -
Programming Manual Version 2.0
www.tinybasic.de programming manual version 2.0 TinyBasic Programming Manual Version 2.0 April 2008 altenburg © 2006-2008 by U. Altenburg CHAPTER 1 Introduction.....................................................8 EDITOR, COMPILER, DOWNLOAD, CONSOLE, SCOPE CHAPTER 2 Preprocessor……….........................................12 #TARGET, #INCLUDE, #DEFINE, #UNDEF, #IFDEF, #IFNDEF, #ELSE, #ENDIF CHAPTER 3 Variables and Types.......................................14 CHAR, BYTE, WORD, INTEGER, LONG, FLOAT, DATA, READ, RESTORE, LOAD, STORE, INC, DEC CHAPTER 4 Maths and Expressions..................................19 +, -, *, /, <, >, <=, >=, <>, <<, >>, (), [], NOT, AND, OR, XOR, MOD CHAPTER 5 Control Flow...................................................22 IF, THEN, ELSE, ELSIF, ENDIF, DO, LOOP, FOR, NEXT, WHILE, WEND, EXIT, ON, GOTO, GOSUB, RETURN, WAIT, PAUSE TinyBasic Programming www.tinybasic.de 5 CHAPTER 6 Functions.......................................................28 LO, HI, MIN, MAX, LEN, POS, VAL, PI, SIN, COS, TAN, ATN, DEG, RAD, SQR, EXP, LOG, POW, ABS, INT, ROUND, POINT, PEEK, EOF CHAPTER 7 Input and Output...........................................33 PUT, GET, PRINT, INPUT, OPEN, CLOSE, FLUSH, FIND, INITGSM, SENDSMS, RECVSMS, ERR, CR, NL, CHR, HEX, SPC, TAB, USING CHAPTER 8 Date and Time................................................40 SETCLOCK, DATE, TIME, HOUR, MINUTE, SECOND, DAY, MONTH, YEAR CHAPTER 9 Displays and Graphics...................................42 SETDISPLAY, SETSYMBOL, CLS, FONT, COLOR, PLOT, MOVE, DRAW, FRAME, -
MIC5161 Win 2003 Launch V6
Microsoft Windows Server 2003 and Microsoft Visual Studio .NET 2003 Launch Guide Do more with less. 1 Contents Introduction 2 Introducing Microsoft® Windows® Server 2003 4 Windows Server 2003 Case Studies 10 Introducing Microsoft® Visual Studio® .NET 2003 26 Visual Studio .NET 2003 Case Studies 41 Australian .NET Connected Partners 47 Microsoft® SQL Server™ 52 Microsoft Exchange Server 53 Windows Server 2003 and Visual Studio .NET 2003 Launch Sponsors 55 Platform Partner 56 Platinum Sponsors 61 Gold Sponsors 81 Silver Sponsors 96 Australian Windows Server 2003 JDP 100 Microsoft Gold Certified Partners 102 2 3 Welcome to the launch of Windows Server 2003! This is an exciting time for In my ten or more years in the Australian developer community, the combination Microsoft, our partners and customers, as this is unquestionably the most of Microsoft Windows Server 2003 and Microsoft Visual Studio® .NET 2003 is customer-focused Windows Server release yet. The reality of today’s IT environment the most exciting launch I have ever been involved with. Last February, Microsoft is the demand to do more with technology and, at the same time, do it with reset the bar for innovation and productivity with a new development paradigm for less cost. Over the last two years, we have spent time with customers using building Web Services and applications – Visual Studio .NET. This year, we build Microsoft® Windows® 2000 Server and Windows NT® Server 4.0 to really on that momentum by offering an entire development platform for the building understand what it would take to enable them do a lot more with Windows Server and execution of those applications. -
Microsoft Small Basic
Katolickie Gimnazjum i Liceum Ogólnokształcące im. Jana Pawła II w Łodzi Microsoft Small Basic Translated by Anna Wilk (klasa 2a 2009/2010) Wstęp Small Basic i programowanie Programowanie komputerowe jest zdefiniowane jako proces tworzenia oprogramowania komputerowego używającego języki programowania. Tylko jak mówimy i rozumiemy Anglików albo Hiszpana albo Francuzów, komputery mogą zrozumieć programy napisane w pewnych językach. To tzw. języki programowania. Na początku było niewiele takich języków, były proste i zrozumiałe. Z czasem oprogramowanie i komputery stały się bardziej skomplikowane i wyszukane, więc języki programowania również musiały ewaluować. W efekcie są to trudne do zrozumienia metody programowania, szczególnie dla początkujących. Small Basic przedstawia programowanie w przyjemny, niezwykle łatwy i ciekawy sposób, usuwa bariery, by każdy mógł wkroczyć w świat programowania. Small Basic - Środowisko Zacznijmy od przedstawienia interfejsu Small Basic’a i poruszania się w nim. Po pierwszym uruchomieniu zobaczycie właśnie takie okno: Obrazek 1 To jest Small Basic Środowisko, gdzie napiszemy nasze programy. Opiszemy każdy element zaznaczony numerem. 1. Edytor(1) to miejsce, w którym piszemy program. Otwierając przykładowy program lub poprzednio zapisany, pojawi się on w tym oknie. Możesz otworzyć i korzystać z kilku edytorów na raz. 2. Pasek narzędzi(2) nadaje komendy w edytorze. O różnych zadaniach nauczymy się później. 3. Powierchnia pod edytorem (3) to obszar na wszystkie okna edycji. Nasz pierwszy Program Już znasz podstawy, więc zacznijmy programować. Wpiszmy poniższą linijkę do edytora. TextWindow.WriteLine(„Hello World”) Jeżeli wszystko zostało wpisane poprawnie, to ujżymy coś takiego: Pierwszy Program Teraz, kiedy już napisaliśmy nasz pierwszy program, włączmy go. Możemy to zrobić klikajać na przycisk RUN w pasku narzędzi lub naciskając F5. -
Scanned Document
OJ )> Vl () 0 ,0 ,m' I 1-V II&JS mm&Radio4 I nederlandse ornroep stichting I THE CHIP SHOP BASICODE2 mmmRadio4 - Broadcasting Support Services CONTENTS ©NOS nederlandse omroep stichting, Hilversum, Netherland 1. INTRODUCTION 5 ISBN 0-906965-14-4 2. HOW TO USE BASICODE-2 7 This edition first published by Broadcasting Support Services January 1984 3. BASICODE- THE SPECIFICATIONS 9 THE CHIP SHOP BBC Radio4 4. BASICODE-2 PROTOCOL 12 British Broadcasting Corporation Portland Place 5. APPLE II & lie 26 London W1A 1AA 6. BBC (A& B) 29 All rights reserved. This handbook and the accompanying computer programs are copyright. No part of this handbook or 7. COMMODORE COMPUTERS 31 the accompanying computer programs may be reproduced, 8. SHARP MZSOA 36 translated, copied or transmitted by any means whatsoever without the prior written permission of the copyright owners. 9. SINCLAIR ZX81 37 The publisher assumes no responsibility for errors, nor liability 10. TANDY TRS-80 & VIDEOGENIE 41 for loss or damage, however caused, arising from the use of the Basicode 2 kit. 11. THE FUTURE 47 The BASICODE-2 kit is available for £3.95 frorr:: Broadcasting Support Services P.O. Box? London W3 6XJ Please make cheques or postal orders payable to Broadcasting Support Services. Published for The Chip Shop, Radio 4, by Broadcasting Support Services- an independent educational charity providing follow up services for viewers and listeners. Introduction Chapter One BASICODE-2 INTRODUCTION BASICODE has been developed by the radio programme Hobbyscoop This book and the accompanying cassette contain the details of NOS which is broadcast weekly by Nederlanse Omroep Stichting (NOS), BASICODE. -
Hamurabi Wikipedia Article
Hamurabi - Wikipedia, the free encyclopedia 1/17/12 3:18 PM Hamurabi From Wikipedia, the free encyclopedia Hamurabi is a text-based game of land and resource management and is one of the earliest computer games. Its name is a shortening of Hammurabi, reduced to fit an eight-character limit. Contents 1 History 2 Gameplay 3 Influence 4 References 5 External links History Doug Dyment wrote The Sumer Game in 1968 as a demonstration program for the FOCAL programming language, programming it on a DEC PDP-8. The game has often been inaccurately attributed to Richard Merrill, the designer of FOCAL. Once a version of BASIC was released for the PDP-8, David H. Ahl ported it to BASIC. The game spread beyond mainframes when Ahl published an expanded version of it in BASIC Computer Games, the first best-selling computer book.[1] The expanded version was renamed Hamurabi [sic] and added an end-of-game performance appraisal.[2] This version was then ported to many different microcomputers. Gameplay Like many BASIC games of the time, Hamurabi was mainly a game of numeric input. As the ruler, the player could buy and sell land, purchase grain and decide how much grain to release to his kingdom. Scott Rosenberg, in Dreaming in Code, wrote of his encounter with the game:[3] I was fifteen years old and in love with a game called Sumer, which put me in charge of an ancient city-state in the Fertile Crescent. Today's computer gamers might snicker at its crudity: its progress consisted of all-capital type pecked out line by line on a paper scroll. -
Exploring Student Perceptions About the Use of Visual Programming
Exploring student perceptions about the use of visual programming environments, their relation to student learning styles and their impact on student motivation in undergraduate introductory programming modules Maira Kotsovoulou (BSc, MSc) July 2019 This thesis is submitted in partial fulfilment of the requirements for the degree of Doctor of Philosophy. Department of Educational Research, Lancaster University, UK. Exploring student perceptions about the use of visual programming environments, their relation to student learning styles and their impact on student motivation in undergraduate introductory programming modules Maira Kotsovoulou (BSc, MSc) This thesis results entirely from my own work and has not been offered previously for any other degree or diploma. The word count is 57,743 excluding references. Signature ........................................................ Maira Kotsovoulou (BSc, MSc) Exploring student perceptions about the use of visual programming environments, their relation to student learning styles and their impact on student motivation in undergraduate introductory programming modules Doctor of Philosophy, July 2019 Abstract My research aims to explore how students perceive the usability and enjoyment of visual/block-based programming environments (VPEs), to what extent their learning styles relate to these perceptions and finally to what extent these tools facilitate student understanding of basic programming constructs and impact their motivation to learn programming. My overall methodological approach is a case study that explores the nature of potential benefits to using a VPE in an introductory programming module, within the specific context of an English-speaking institution of higher learning in Southern Europe. Part 1 of this research is a pilot study, which uses participatory action research as a methodological practice to identify which visual programming environment will be selected for the main study. -
Programmierung Unter GNU/Linux Für Einsteiger
Programmierung unter GNU/Linux fur¨ Einsteiger Edgar 'Fast Edi' Hoffmann Community FreieSoftwareOG [email protected] 7. September 2016 Programmierung (von griechisch pr´ogramma Vorschrift\) bezeichnet die T¨atigkeit, " Computerprogramme zu erstellen. Dies umfasst vor Allem die Umsetzung (Implementierung) des Softwareentwurfs in Quellcode sowie { je nach Programmiersprache { das Ubersetzen¨ des Quellcodes in die Maschinensprache, meist unter Verwendung eines Compilers. Programmierung Begriffserkl¨arung 2 / 35 Dies umfasst vor Allem die Umsetzung (Implementierung) des Softwareentwurfs in Quellcode sowie { je nach Programmiersprache { das Ubersetzen¨ des Quellcodes in die Maschinensprache, meist unter Verwendung eines Compilers. Programmierung Begriffserkl¨arung Programmierung (von griechisch pr´ogramma Vorschrift\) bezeichnet die T¨atigkeit, " Computerprogramme zu erstellen. 2 / 35 Programmierung Begriffserkl¨arung Programmierung (von griechisch pr´ogramma Vorschrift\) bezeichnet die T¨atigkeit, " Computerprogramme zu erstellen. Dies umfasst vor Allem die Umsetzung (Implementierung) des Softwareentwurfs in Quellcode sowie { je nach Programmiersprache { das Ubersetzen¨ des Quellcodes in die Maschinensprache, meist unter Verwendung eines Compilers. 2 / 35 Programme werden unter Verwendung von Programmiersprachen formuliert ( kodiert\). " In eine solche Sprache ubersetzt\¨ der Programmierer die (z. B. im Pflichtenheft) " vorgegebenen Anforderungen und Algorithmen. Zunehmend wird er dabei durch Codegeneratoren unterstutzt,¨ die zumindest