How to Think Like A Programmer
Beschrijving
Bol
Describes the mindset and mental methods of programmers. This title provides a fun and accessible way to learn the mental models needed to approach computational programmable problems. How to Think Like a Programmer is a bright, accessible, fun read describing the mindset and mental methods of programmers. Anticipating the problems that students have through the character of Brian the Bewildered Wildebeest, the slower pace required for this approach is made interesting and engaging by hand-drawn sketches, frequent (paper-based) activities and the everyday tasks (e.g. coffee making) used as a basis of worked examples. How to Think Like a Programmer provides a fun and accessible way to learn the mental models needed to approach computational programmable problems. This edition is printed in black and white.
Describes the mindset and mental methods of programmers. This title provides a fun and accessible way to learn the mental models needed to approach computational programmable problems. How to Think Like a Programmer is a bright, accessible, fun read describing the mindset and mental methods of programmers. Anticipating the problems that students have through the character of Brian the Bewildered Wildebeest, the slower pace required for this approach is made interesting and engaging by hand-drawn sketches, frequent (paper-based) activities and the everyday tasks (e.g. coffee making) used as a basis of worked examples. How to Think Like a Programmer provides a fun and accessible way to learn the mental models needed to approach computational programmable problems. This edition is printed in black and white.
Bol PartnerHow to Think Like a Programmer is a bright, accessible, fun read describing the mindset and mental methods of programmers. Anticipating the problems that student's have through the character of Brian the Wildebeest, the slower pace required for this approach is made interesting and engaging by visual impact of hand-drawn sketches, frequent (paper-based) interactivities and the everyday tasks (e.g. coffee making) used as the basis of worked examples.
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