TouchDevelop : Programming on the Go.

Bibliographic Details
Main Author: Horspool, Nigel.
Other Authors: Tillmann, Nikolai., Bishop, Judith.
Format: eBook
Language:English
Published: Berkeley, CA : Apress L. P., 2013.
Edition:3rd ed.
Subjects:
Online Access:Click to View
Table of Contents:
  • Intro
  • Contents
  • Preface
  • List of figures
  • List of tables
  • Chapter 1: Introduction to TouchDevelop
  • 1.1 Computers want to be programmed
  • 1.2 What is TouchDevelop?
  • 1.3 The TouchDevelop ecosystem
  • 1.4 History and Future
  • 1.5 Platforms
  • 1.5.1 Installing TouchDevelop on a Windows phone
  • 1.5.2 Running TouchDevelop on other platforms
  • 1.6 The scripting language
  • Chapter 2: The Scripting Language
  • 2.1 Introduction - the language flavor
  • 2.1.1 A sample program (/okzc)
  • 2.2 Datatypes and variables
  • 2.2.1 The Invalid value
  • 2.2.2 met hodThe Nothing type or an operation which does not return a usable result, but which
  • Value types
  • Number
  • String
  • 2.2.3 Reference types
  • Reference types provided by the API
  • Collection types
  • 2.2.4 Tables anxtnhe planatioo tT pacbollectioolses en. 2s-s5en.d T types bhye tseh thaveh oreete hb ceeero cn lleotaggedcllteio
  • 2.2.5The Objects for types.
  • 2.2.6 Decorators
  • 2.2.7
  • Global persistent data
  • 2.2.8
  • Art items
  • 2.3 Expressions
  • 2.3.1 Constants
  • Explicit Constants
  • Named constants
  • The invalid value
  • 2.3.2script cVariables
  • Local variables
  • Global data variables
  • Action parameters Parameters bmore associated
  • 2.3.3 Operators
  • 2.3.4
  • Calling an action
  • 2.3.5 Calling an API method
  • 2.4 Statements
  • 2.4.1 Expression
  • 2.4.2 Declaration and assignment
  • 2.4.3
  • If statement
  • 2.4.4 While loop
  • 2.4.5
  • For loop
  • 2.4.6 For each loop
  • 2.5 Actions
  • 2.5.1 Defining an action
  • Public versus private
  • 2.5.2 Call and return
  • 2.5.3 Input parameters
  • 2.5.4 Result parameters
  • 2.5.5 Calling a library action
  • Rebinding libraries
  • Visibility
  • 2.6 Events
  • 2.7 Pages
  • 2.8 Creating library scripts
  • Implementation restrictions on libraries
  • Chapter 3: The Wall - using the screen.
  • 3.1 Output - the writing on the wall
  • 3.1.1 Output of simple values
  • 3.1.2de fault Direction of Outputdirection of output
  • 3.1.3Dappropriateproduces produces ispla yio bnOutput of composite values ge
  • 3.1.4
  • Output of media values
  • 3.1.5 Output of social values
  • 3.1.6 Output of web value
  • s
  • 3.2 Input of values from the touchscreen
  • 3.3 Updating the wall's content
  • 3.3.1 Updatable textbox
  • 3.3.2 For Updating a board display
  • 3.4 Events on the touchscreen
  • 3.4.1 Tap wall events
  • 3.4.2 Tap board events
  • 3.5 Pushing and popping pages
  • 3.6 Titles and subtitles
  • 3.7 Wall buttons
  • 3.8 On-demand creation of output
  • Chapter 4: The Web
  • 4.1 URLs and webpages
  • 4.1.1 Working with URLs
  • 4.1.2 Creating and using web-based links
  • Using the wall with web-based links
  • 4.1.3 Checking the internet connection
  • 4.2 Downloading and uploading files
  • 4.2.1 Downloading a text file or downloading HTML
  • 4.2.2 Download a picture
  • 4.2.3 Downloading sounds of music
  • 4.2.4 Uploading strings and files
  • 4.3 Downloading structured data
  • 4.3.1 Downloading information in JSON format
  • 4.3.2ML i s shDownloading information in XML format
  • 4.4 REST guidelines and web requests
  • Chapter 5: Audio
  • 5.1 Music
  • 5.1.1 Working with collections of songs
  • 5.1.2 Obtaining an individual song, available on all devices
  • 5.1.3 Playing an individual song
  • 5.1.4 An ex ample script
  • 5.2 Sounds
  • 5.3 Microphone
  • Chapter 6: Camera, Graphics and Video
  • 6.1 Camera
  • 6.1.1 A sample program
  • 6.2 Working with pictures
  • 6.2.1 Picture albums and picture collections (Windows Phoneand Android)
  • 6.2.2 Access to pictures on other devices
  • 6.2.3 Manipulating a picture
  • 6.3 Static graphics drawing and display
  • 6.4 Playing videos from the internet
  • Chapter 7: Sensors
  • 7.1 The sensors
  • 7.2 Sensor-driven events.
  • 7.2.1 Example script: A pedometer (/jbpv)
  • 7.3 Accelerometer
  • 7.3.1 Direction of acceleration forces
  • 7.3.2 Example script: a light show (/tbcb)
  • 7.4 Compass
  • 7.4.1 Example script: a magnetic compass
  • 7.5 Gyroscope
  • 7.6 Motion
  • Chapter 8: Interactions
  • 8.1 Social messages
  • 8.1.1 Working with messages
  • 8.1.2 Message collections
  • 8.2 Locations, places, maps
  • 8.3 Emails
  • 8.4 Phone Calls
  • 8.5 2D barcodes
  • 8.6 SMS messages (WP8 only)
  • 8.7 Calendar and appointments (WP8 only)
  • 8.8 Contacts (WP8 and Android only)
  • Chapter 9: Game Board
  • 9.1 Introduction
  • 9.1.1 What is a sprite?
  • 9.1.2 Coordinates and units
  • 9.1.3 Game program structure
  • 9.2 The Board datatype
  • 9.2.1 Creating sprites
  • 9.2.2 Obstacles and bounararies
  • 9.2.3 Forces and animation
  • Gravity and friction
  • Springs and anchors
  • 9.3 The Sprite datatype
  • Visual attributes
  • Position and motion
  • Accelerations, forces and bounces
  • 9.3.1 Managing sprites
  • 9.4 The Sprite Collection datatype
  • 9.5 Touching and board events
  • 9.5.1
  • 9.5.1 Board touching actions
  • 9.5.2 gameloop event
  • 9.5.3 tap board event
  • 9.5.4 swipe board event
  • 9.5.5 tap sprite in XXX event
  • 9.5.6 swipe sprite in XXX event
  • 9.5.7 drag sprite in XXX event
  • 9.5.8 tap sprite SSS, swipe sprite SSS, drag sprite SSS
  • 9.6 Debugging games
  • Chapter 10: UI with Boxes and Pages
  • 10.1 Page Overview
  • 10.2 Box Overview
  • 10.3 Examples of Boxes and Pages
  • 10.3.1 Page Example 1
  • 10.3.2 Page Example 2
  • 10.3.3 Page Example 3
  • 10.4 Working with Pages
  • 10.4.1 Entering and Leaving a Page
  • 10.4.2 Coding Restrictions
  • 10.5 Live Editing of the User Interface
  • 10.6 API Support for Boxes and Pages
  • Chapter 11: Authenticating Web Services
  • 11.1 Registering your app
  • 11.2 Authenticating
  • 11.3 Libraries
  • 11.4 Advanced topics.
  • 11.4.1 Unique redirect URIs
  • 11.4.2 State variable in redirect URI
  • Chaper 12: Editing TouchDevelop Scripts
  • A.1 The starting point
  • A.2 The editing steps
  • Getting started - providing an input parameter
  • Adding the first statement to the action
  • Adding the second and third statements
  • Inserting the if statement
  • Defining the Gameloop Event
  • Trying out the script
  • A.3 Additional steps
  • Revising the script
  • Publishing the script
  • A.4 More advanced editing features
  • A.4.1 Refactoring code into a new action
  • A.4.2 I Copying and pasting code
  • A.4.3 Surrounding code in a higher-level construct
  • Chaper 13: TouchDevelop Services
  • B.1 bazaar
  • B.2 box
  • B.3 collections
  • B.4 colors
  • B.5 contract
  • B.6 invalid
  • B.7 languages
  • B.8 locations
  • B.9 maps
  • B.10 math
  • B.11 media
  • B.12 phone
  • B.13 player
  • B.14 senses
  • B.15 social
  • B.16 tags
  • B.17 tile
  • B.18 time
  • B.19 wall
  • B.20 web
  • Chaper 14: TouchDevelop Datatypes
  • C.1 Appointment
  • C.2 Appointment Collection
  • C.3 Board
  • C.4 Boolean
  • C.5 Camera
  • C.6 Color
  • C.7 Contact
  • C.8 Contact Collection
  • C.9 DateTime
  • C.10 Form Builder
  • C.11 Json Builder
  • C.12 Json Object
  • C.13 Link
  • C.14 Link Collection
  • C.15 Location
  • C.16 Location Collection
  • C.17 Map
  • C.18 Matrix
  • C.19 Message
  • C.20 Message Collection
  • C.21 Motion
  • C.22 Number
  • C.23 Number Collection
  • C.24 Number Map
  • C.25 OAuth Response
  • C.26 Page
  • C.27 Page Button
  • C.28 Page Collection
  • C.29 Picture
  • C.30 Picture Album
  • C.31 Picture Albums
  • C.32 Pictures
  • C.33 Place
  • C.34 Place Collection
  • C.35 Playlist
  • C.36 Playlists
  • C.37 Song
  • C.38 Songs
  • C.39 Song Album
  • C.40 Song Albums
  • C.41 Songs
  • C.42 Sound
  • C.43 Sprite
  • C.44 Sprite Set
  • C.45 String
  • C.46 String Collection
  • C.47 String Map
  • C.48 TextBox.
  • C.49 Vector3
  • C.50 Web Request
  • C.51 Web Response
  • C.52 Xml Object
  • Chaper 15: Platform Capabilities
  • D.1 Supported Browsers
  • D.2 General Features
  • D.3 Supported Sensors and Devices
  • D.4 Support for Services/Resources
  • D.5 Support for Created Apps
  • D.5.1 Apps for Windows Phone Store
  • D.5.2 Apps for Windows Store
  • Chaper 16: TouchDevelop Editor on a Windows Phone
  • E.1 The sample program
  • E.2 The back button, undo and mistakes
  • E.3 The editing example
  • E.4 Additional steps
  • E.5 Refactoring code into a new action
  • Index.