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Ruby For Kids For Dummies

Book Description

The fun way to introduce coding with Ruby to kids

If you don't have the chance to take coding classes at school or in camp—or if you just want to learn on your own—Ruby For Kids gears you up to expand your technology skills and learn this popular programming language. Written in a way that's easy to follow—and keeping the super tech-heavy stuff to a minimum—it quickly and easily shows you how to use Ruby to create web and mobile applications with no experience required.

Ruby is considered one of the best and simplest languages to start with when you're learning coding. This fun and friendly guide makes it even easier. Broken down into simple projects designed to appeal to younger programmers, Ruby For Kids gets you up and running with core coding concepts in no time. Before you know it, you'll be tackling hands-on projects, enjoying the support of a vibrant community, and feeling a sense of accomplishment as you complete projects.

  • Navigate the basics of coding with the Ruby language
  • Use Ruby to create your own applications and games
  • Find help from other Ruby users
  • Offers tips for parents and teachers helping kids learn Ruby

So what are you waiting for? Ruby For Kids has everything you need to get in on one of the most popular topics around!

Table of Contents

    1. Cover
    2. Introduction
      1. About This Book
      2. Foolish Assumptions
      3. Icons Used in This Book
      4. Beyond the Book
      5. Where to Go from Here
    3. Part I: The Most Basic Building Blocks
      1. Project 1: Getting Started with Ruby
        1. What Is Programming?
        2. Why Ruby?
        3. What Tools Do You Need?
      2. Project 2: Big Numbers
        1. Starting Interactive Ruby
        2. Entering Numbers
        3. Doing Some Basic Math
        4. Supersizing the Math with Huge Numbers
        5. Adding Memory by Storing Results in Variables
        6. Using Variables to Repeat a Calculation
        7. Fixing Things When Something Goes Wrong
        8. Trying Some Experiments
      3. Project 3: Bigger Hello World
        1. Starting Interactive Ruby
        2. Knowing How Letters and Words Differ from Numbers
        3. Doing Math with Words
        4. Doing Other Things with Strings
        5. Storing Strings in Variables
        6. Making Some Big Letters
        7. Trying Some Experiments
    4. Part II: Programmers Are Lazy! Stop Typing So Much!
      1. Project 4: Shapes
        1. Organizing a New Project
        2. Printing versus Using puts
        3. Getting Input with gets
        4. Running the Program on the Command Line
        5. Creating Code to Draw a Rectangle
        6. Creating Code to Draw a Triangle
        7. Drawing a House Using Your Two Shapes
        8. Testing Your Program
        9. Trying Some Experiments
      2. Project 5: Simple Adventure
        1. Organizing a New Project
        2. Planning the Project
        3. Looking at the Program Skeleton
        4. Creating the Main Game Loop
        5. Creating Game Rules Methods
        6. Creating Game Helper Methods
        7. Trying Some Experiments
      3. Project 6: Number Guessing
        1. Organizing a New Project
        2. Planning the Project
        3. Looking at the Program Skeleton
        4. Creating Placeholder Classes
        5. Adding Player Methods
        6. Writing the Game Class Code
        7. Trying Some Experiments
    5. Part III: Working with Lots of Your Own Data
      1. Project 7: Short Straw
        1. Organizing a New Project
        2. Planning the Project
        3. Looking at the Program Skeleton
        4. Creating Placeholder Classes
        5. Coding the Straw Methods
        6. Coding the Player Methods
        7. Coding Game Methods
        8. Trying Some Experiments
      2. Project 8: Code Breaker
        1. Organizing a New Project
        2. Planning the Project
        3. Creating Placeholder Classes
        4. Coding CodeBreaker Methods
        5. Coding Caesar Methods
        6. Trying Some Experiments
      3. Project 9: Acey Deucey
        1. Organizing a New Project
        2. Planning the Project
        3. Looking at the Program Skeleton
        4. Creating Classes
        5. Trying Some Experiments
    6. Part IV: Using Shared Code to Get Graphical
      1. Project 10: A-maze-ing
        1. Organizing a New Project
        2. Planning the Project
        3. Looking at the Program Skeleton
        4. Creating Placeholder Classes
        5. Coding Amazing Methods
        6. Coding Game Methods
        7. Coding Level Methods
        8. Coding Tile Methods
        9. Coding Player Methods
        10. Trying Some Experiments
      2. Project 11: Tower
        1. Organizing a New Project
        2. Planning the Project
        3. Looking at the Program Skeleton
        4. Creating Placeholder Classes
        5. Coding Post Methods
        6. Coding Disc Methods
        7. Coding Game Methods
        8. Trying Some Experiments
      3. Project 12: Game of Life
        1. Organizing a New Project
        2. Planning the Project
        3. Looking at the Program Skeleton
        4. Creating Placeholder Classes
        5. Coding Cell Methods
        6. Coding Grid Methods
        7. Coding Game Methods
        8. Trying Some Experiments
    7. About the Author
    8. Cheat Sheet
    9. Advertisement Page
    10. Connect with Dummies
    11. End User License Agreement