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Pratt - RASPBERRY PI: 3 in 1- Essential Beginners Guide+ Tips and Tricks+ Advanced Guide to Learn About the Realms of Raspberry Pi Programming

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Copyright 2021 - All rights reserved This document is geared towards - photo 1
Copyright 2021 - All rights reserved.
This document is geared towards providing exact and reliable information in regards to the topic and issue covered. The publication is sold with the idea that the publisher is not required to render accounting, officially permitted or otherwise qualified services. If advice is necessary, legal or professional, a practiced individual in the profession should be ordered.
From a Declaration of Principles which was accepted and approved equally by a Committee of the American Bar Association and a Committee of Publishers and Associations.
In no way is it legal to reproduce, duplicate, or transmit any part of this document in either electronic means or in printed format. Recording of this publication is strictly prohibited, and any storage of this document is not allowed unless with written permission from the publisher. All rights reserved.
The information provided herein is Provinced to be truthful and consistent, in that any liability, in terms of inattention or otherwise, by any usage or abuse of any policies, processes, or directions contained within is the solitary and utter responsibility of the recipient reader. Under no circumstances will any legal responsibility or blame be held against the publisher for any reparation, damages, or monetary loss due to the information herein, either directly or indirectly.
Respective authors own all copyrights not held by the publisher.
The information herein is offered for informational purposes solely and is universal as so. The presentation of the information is without a contract or any type of guarantee assurance.
The trademarks that are used are without any consent, and the publication of the trademark is without permission or backing by the trademark owner. All trademarks and brands within this book are for clarifying purposes only and are owned by the owners themselves, not affiliated with this document.
TABLE OF CONTENTS
An Essential Beginners Guide to Learn the Realms of Raspberry Pi Programming - photo 2

An Essential Beginners Guide to Learn
the Realms of Raspberry Pi Programming from A-Z


Advanced Guide to Learn About the Realms
of Raspberry Pi Programming
Raspberry Pi
An Essential Beginners Guide to Learn the Realms of Raspberry Pi Programming - photo 3
An Essential Beginners Guide
to Learn the Realms of Raspberry Pi Programming from A-Z
Logan Pratt
Introduction
When you see a state-of-the-art game you ask yourself how is it done Well - photo 4
When you see a state-of-the-art game, you ask yourself: how is it done? Well, besides all the graphic design present, someone (usually a team) had to program all the actions of the game. Of course, this task is complex, but nothing prevents us from starting with simpler games and applications.
Learning to program can be a simple and fun activity if you start the right way. Choosing the first programming language is very important, as some are not suitable. They have a complex syntax, and this can complicate learning and discourage it.
The subject of programming sometimes becomes the great responsible for the evasion of students in computer courses. They end up wasting time trying to understand the syntax, while the most important thing is to learn the programming logic.
Programming should not be seen as something arduous, but as an art, it can be used in virtually all areas. You can build from simple applications to real-world simulations and complex games.
More than just teaching, the goal of this book is to stimulate the reader to enjoy programming. For this, simple tools and examples were chosen to stimulate the reader to program. Thus, learning flows naturally and in a fun way.
The initial language chosen was Scratch. Through it will be built interesting games without having to type no line of code, just dragging and dropping ready command blocks.
In the next phase, it is shown how to make small applications through lines of code. The language used is Python, which presents a simple and organized syntax.
It is also possible to build games in Python, and this is done with the help of the Pygame library. You will be shown how to build the graphics and logic of various games.
Thus, the journey begins in programming. More than understanding how games and programs work, you can build your own.
Computer Software programming is considered by many students, the "terror" when entering computer courses and even, many times, in courses that at some time will use computer programming. Many students see computer courses as trivial courses, in which they will not encounter many difficulties during the semesters.
As in any academic discipline, all knowledge is gradually passed on, but many students in the course of their studies are unable to absorb this knowledge in the proposed stages. In some cases, the teaching tools used at the beginning of the student's learning are considered inappropriate, as it is expected that students already have some kind of knowledge in programming languages. Experts consider the introductory tools to programming to be tools that have a large and complex syntax, being more appropriate for environments that develop large projects.
Another problem found is that in some cases students enter computer courses without having a thirst for knowledge. Eben Upton and Gareth Halfacree, in the book Raspberry Pi - User's Manual, in 2005 noted that students wishing to study Computer Science at Cambridge University had low knowledge in simpler languages, such as PHP, and little knowledge in markup language, such as HTML, unlike students applying for a position in the 1990s. They knew several languages of programming, knowledge of hardware, and often knew difficult languages to work with, such as Assembly.
Over the years, many studies have been made on the subject. We can find some literature that indicates the use of playful teaching tools as being essential for the teaching of the computer programming language in the initial years for students in computer courses or who will use a programming language in several other courses. Thus, the following question arose: how can we contribute to the learning of students in the programming disciplines in the early years?
Seymour Papert defends the theory of constructionism, for which each individual is capable of building his own knowledge. Based on Papert's theory, we decided to develop this book using Scratch programming languages, Python and its Pygame library, and the Raspberry Pi logic board. The book proposes the teaching of computer programming more simply and clearly, having to support the programming languages mentioned above. These languages can be used through the Raspberry Pi logic board or even on a personal computer. Such languages fit the Free Software concept, i.e., you don't have to pay to use, and the result can be copied, distributed, changed, improved, and run without any restrictions.
The book was divided into 7 (seven) chapters, having as objective the gradual and sequential construction of the student's knowledge. The first chapter, "Getting Started With Raspberry Pi," studies the logic board Raspberry Pi. This board was developed so that students could learn more about the hardware of a computer. Through it, you can develop several projects, from a video game to a cluster (for this, you will need several Raspberry Pi logic boards). Unlike a computer that has a cabinet and is cheaper than a notebook, this board only needs a few peripherals for it to work perfectly.
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