Coding the Arduino : (Record no. 31076)
[ view plain ]
000 -LEADER | |
---|---|
fixed length control field | 01951nam a2200265Ia 4500 |
001 - CONTROL NUMBER | |
control field | 41934 |
003 - CONTROL NUMBER IDENTIFIER | |
control field | IN-BdCUP |
005 - DATE AND TIME OF LATEST TRANSACTION | |
control field | 20230421155152.0 |
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION | |
fixed length control field | 230413s2023 000 0 eng |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER | |
International Standard Book Number | 1484235096 |
040 ## - CATALOGING SOURCE | |
Language of cataloging | eng |
Transcribing agency | IN-BdCUP |
041 ## - LANGUAGE CODE | |
Language code of text/sound track or separate title | eng |
082 ## - DEWEY DECIMAL CLASSIFICATION NUMBER | |
Classification number | 006.22 |
100 ## - MAIN ENTRY--PERSONAL NAME | |
Personal name | Dukish, Bob |
245 #0 - TITLE STATEMENT | |
Title | Coding the Arduino : |
Remainder of title | Building Fun Programs, Games, and Electronic Projects / |
Statement of responsibility, etc. | Dukish, Bob |
260 ## - PUBLICATION, DISTRIBUTION, ETC. | |
Place of publication, distribution, etc. | Ohio : |
Name of publisher, distributor, etc. | Apress, |
Date of publication, distribution, etc. | 2018. |
300 ## - PHYSICAL DESCRIPTION | |
Extent | xviii, 294p. ; |
Dimensions | 20 cm. |
520 ## - SUMMARY, ETC. | |
Summary, etc. | Get started with Arduino and computer coding. This book is intended for those new to the Arduino and computer coding. and looking to gain the skills to write microcontroller programs that can act on given inputs and operate electromechanical output devices. 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'll Learn 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. |
650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM | |
Topical term or geographic name entry element | Programming |
Topical term or geographic name entry element | Computers |
Topical term or geographic name entry element | Binary System |
Topical term or geographic name entry element | Microcontrollers |
Topical term or geographic name entry element | ASCII |
942 ## - ADDED ENTRY ELEMENTS (KOHA) | |
Source of classification or shelving scheme | Dewey Decimal Classification |
Koha item type | Book |
Withdrawn status | Lost status | Source of classification or shelving scheme | Damaged status | Not for loan | Home library | Current library | Date acquired | Source of acquisition | Cost, normal purchase price | Bill number | Total checkouts | Full call number | Barcode | Date last seen | Actual Cost, replacement price | Bill Date | Koha item type |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Dewey Decimal Classification | Ranganathan Library | Ranganathan Library | 08/06/2020 | Data Entry Backlog | 2599.00 | A5501 | 006.22 | 039059 | 13/04/2023 | 1689.35 | 21/02/2020 | Book |