The Objective-C Programming Language: Introduction Objective-C is the primary programming language you use when writing software for OS X and iOS. It’s a superset of the C programming language and provides object-oriented capabilities and a dynamic runtime. Objective-C inherits the syntax, primitive types, and flow control statements of C and adds syntax for defining classes and methods. It also adds language-level support for object graph management and object literals while providing dynamic typing and binding, deferring many responsibilities until runtime. At a Glance This document introduces the Objective-C language and offers extensive examples of its use. An App Is Built from a Network of Objects When building apps for OS X or iOS, you’ll spend most of your time working with objects. If you’re writing your own class, start by providing a description of the class that details the intended public interface to instances of the class. Categories Extend Existing Classes Protocols Define Messaging Contracts Blocks Simplify Common Tasks
App iPad "Hopscotch" - gratuite Welcome to RoboMind.net, the new way to learn programming Karelotitlán "Karel el Robot" es una aplicación sencilla de sofftware que consta de un simulador de robot integrado para probar instrucciones de programación en el lenguaje de Karel, cuya sintaxis es muy similar a la de JAVA o PASCAL. Karel es comúnmente utilizado como una introducción a la programación para estudiantes de cómputo, pues aunque su lenguaje no es tan formal como los reales, provee bases fuertes sobre lo que significa diseñar un programa. Las limitaciones del lenguaje de este simulador son bastante marcadas, pues no se puede declarar variables, comparar expresiones que no estén declaradas formalmente en el lenguaje, crear objetos, entre otras, lo que provoca en los nuevos programadores el desarrollo de habilidades que le permitan resolver diferentes problemas con muy pocos recursos. La OMI ha creado su propio simulador de Karel para sus competencias, los cuales puedes descargar en nuestra página de descargas: Si tienes alguna duda puedes consultar nuestra sección de Preguntas frecuentes
Coding Goûter « On n'apprend (toujours) pas la programmation à l'école ? Amusons-nous avec nos enfants à coder en mangeant des gâteaux et des bonbons ! Concours Codage Europe STEM Lesson: Using MIT App Inventor in the Classroom MIT’s App Inventor is a browser-based platform that allows anyone, including your students, to create mobile apps for android based devices. Computer programming is a high level STEM subject requiring the integration of skills in multiple core areas. Using programming to create applications for the devices that students have in their pockets makes computer science relevant, rewarding and fun-as well as potentially profitable. Discussion/Introduction: Some of the students may have smart phones in their possession, and this is a good chance for them to show off a bit. Would students like to create their own app and possibly get compensated in real money? The most difficult part of this is starting off with an idea for an app: what functionality is missing, should be improved, or could be integrated, into a phone? Getting Started With App Inventor App Inventor’s drag and drop interface will make it easy for students of all learning levels to create something they can be proud of. Enrichment
program{Prepa 6};: KAREL EL ROBOT "Karel el Robot" es un lenguaje de programación para programar a un robot (Karel) mediante instrucciones sencillas y bien estructuradas, fáciles de entender y utilizar sin la necesidad de manejar algún otro lenguaje de programación. Karel vive en su propio mundo, formado por calles, avenidas y bardas por las que deberá trasladarse para recoger trompos, guardarlos y llevarlos a otro lugar, dependiendo de cuál sea su objetivo. Karel es una herramienta que promueve la creatividad y la lógica de una manera ordenada. Lo que crea una base fuerte para el aprendizaje de la programación. Las instrucciones que utiliza son sencillas, por lo que no requieren un estudio profundo para su comprensión. En este blog encontrarás tutoriales y consejos para usar Karel. El programa Karel se desarrolla en un mundo que está formado por calles (horizontales) y avenidas(verticales). Karel cuenta con tres sensores: Nos aparecerá un texto con las siguientes características: Ejemplos: If(facingSouth){turnleft();} move();
PHP Simple HTML DOM Parser Index Quick Start Top $html = file_get_html(' foreach($html->find('img') as $element) echo $element->src . foreach($html->find('a') as $element) echo $element->href . $html = str_get_html('<div id="hello">Hello</div><div id="world">World</div>'); echo file_get_html(' $html = file_get_html(' foreach($html->find('div.article') as $article) { $item['title'] = $article->find('div.title', 0)->plaintext; $item['intro'] = $article->find('div.intro', 0)->plaintext; $item['details'] = $article->find('div.details', 0)->plaintext; $articles[] = $item; } print_r($articles); How to create HTML DOM object? $html = str_get_html('<html><body>Hello! $html = file_get_html(' $html = file_get_html('test.htm'); $html = new simple_html_dom(); $html->load('<html><body>Hello! $html->load_file(' $html->load_file('test.htm'); How to find HTML elements? $ret = $html->find('a'); $value = $e->href;
Cours Payants "Programming Courses for Kids" Recommended Path for Ages 7-9 This track is perfect for young kids with no experience. They’ll learn the fundamentals of coding in Glitch Manor, get creative with animation and game design in Star Runner, and even experiment with physics in Cannon Crasher. Recommended Path for Ages 10-11 Early middle school kids will start with the basics of programming in Turing's Tower, then dive into physics in Cannon Crasher, and learn more advanced coding skills that allow them to build even more expansive games in Dragon Attack. Recommended Path for Ages 12+ This accelerated course sequence is great for older kids. Gold Award Editor's Choice 5 Stars for Engagement 5 Stars for Quality Frequently Asked Questions Is Tynker Free? Yes. What is right age to start Tynkering? Anyone can Tynker! I am new to Tynker. We have a number of beginner and intermediate courses for kids to learn programming based on their age and experience level. Why do courses cost $50? Do you have a satisfaction guarantee? Of course.
The physics of Angry Birds: how it works We're sure, without a doubt, that you know Angry Birds. We're equally sure that you've played it - it's available for purchase on innumerable device platforms, and even for free on Google Chrome and Android, albeit with annoying ads. And we're pretty certain you're better at it than we are. Just in case, the basic plot of the game is to knock out a bunch of green pigs by firing flightless birds at them from a catapult. The birds are angry because the pigs have stolen their eggs, and the pigs are trying to protect themselves by hiding in some remarkably ramshackle structures made of wood, glass, or rock. Put baldly like that it doesn't seem like much, but in reality it's quite addictive. We make judgments about how the momentum of the red bird will be transferred to the planks and sheets of glass from our familiarity with colliding snooker balls. Exploring velocity So how did the developers at Rovio, the company that produces Angry Birds, write such realistic interactions into the game?
DBTA - Database Trends and Applications Apprendre à programmer ou être programmé : tel est l'enjeu citoyen aujourd'hui Sophie Pène, professeure à l’université Paris Descartes et membre du Conseil national du numérique (CNNum) s’inquiète : « si on ne transmet pas la culture informatique nécessaire équitablement, on bloque le pouvoir d’agir des citoyens, on les laisse être dominés par la machine dans un illettrisme numérique ». Comprendre les conséquences des puissants algorithmes de Facebook et Google sur nos vies, mais aussi éclairer les élèves aux grands systèmes complexes (énergie, transports, communications…) qui sous-tendent le fonctionnement de la société, sont des objectifs fondamentaux à l’enseignement de l’algorithmie et donc d’une éducation à la citoyenneté. C’est autour de cette problématique que nous avons décidé d’élaborer un parcours numérique de la maternelle au collège en structurant notre progression qui débute avec les algorithmes pour aller jusqu’à la robotique. Nous nous sommes associés avec l’ESPE pour travailler un plan de formation, puis avec M. Progression de la réflexion
The binary behind algorithms The Digital Schoolhouse and Langley Grammar School’s ICT Department has embraced the teaching of computing by launching a binary behind algorithms lesson. This lesson introduces pupils to the basics of 'algorithms' and 'programming' required to cover the KS2 Points of Study in the proposed Department for Education curriculum. Pupils are intoduced to the terminology using a range of audio, visual and kinethatic learning activities e.g. Michael Jackson Moon Walk, and related to their real world. Pupils will study what 'selection' is and the various types of 'interaction' i.e. repetition but in relation to the words/language they already know.