Ten years ago when I first started to learn to write code using BeOS, I had a lot of questions that I couldn't any documentation to give me the answers. Luckily, there was the Be Code Talk mailing list and kindhearted members of the community, like David Sowsy (Animaxo, Vesa Accepted). Resources are one of those things that eluded me. Eventually I figured them out, but Lesson 19 lays some of it out in plain conversation.
We're starting to get closer to the end of this Learning to Program series. After toying with menus and interface colors in the last lesson, we apply some of the concepts used with menus to get the hang of using list boxes and discover along the way a few bizarre sports that really exist. Games people play. Sheesh.
Learning to Program With Haiku Lesson 18 Sources: 18ListTitle.zip
After an unintended wait, Lesson 17 is finally out. We are back to learning about hacking on the Haiku GUI after taking a short C++ language break. Today's topic? Menus. Also in this lesson is some expansion of what we know about messaging and BViews.
Learning to Program With Haiku, Lesson 17 Project: 17MenuColors.zip
It's strange how a week goes by so quickly now, but it's good motivation to keep writing! This lesson takes a break from hacking the Haiku API to learn a few C++ language concepts needed to continue progress as an aspiring developer. Function overloading and operator overloading are examined in detail. Enjoy! Learning to Program With Haiku, Lesson 16.
Having written our first program, Lesson 15 delves further into what writing basic applications are all about, looking at the API and its organization and focusing on an essential: messaging. Also included in this lesson are the finished sources for those who don't want to mess around with typing the project out.
Learning to Program With Haiku, Lesson 15 Lesson 15 Project Sources: ClickMe.zip
It's about time: our first program which does more than print stuff to the Terminal! Now the real fun begins! Learning to Program With Haiku, Lesson 14.
Today we'll be diving headlong into the murky depths of C++ programming: classes and inheritance – struct's with fancy tricks aplenty. It's also our last lesson before writing our first windowed Haiku program, so get ready and study well. Enjoy! Learning to Program With Haiku, Lesson 13.
This would be the only time I will capitalize on a really bad Britney Spears reference. I promise. ;-) This lesson introduces us to the wonderful world of C++ and Object Oriented Programming. It's not terribly code-heavy, so this might be a good time to look over past lessons to make sure you understand concepts pretty well – it only gets bigger from here. :-)
Also, there is now an archive of all programming lessons at the redesigned version of my old website, now titled DarkWyrm's Library.
This time around, we will be examining some important kinds of data structures and ways to create custom data types, a critical stepping stone in getting to understanding the Haiku API. This is the last C / C++ lesson – the rest will be C++ only. A couple more lessons and we'll finally be ready to write GUI programs for Haiku! Enjoy! Learning to Program with Haiku, Lesson 11.
Here it is: Learning to Program with Haiku, Lesson 10. Now we're starting to tie up loose ends before moving on to just C++. In this lesson, we learn more about pointers and kinda-sorta pointers called references, and we examine the basics of getting information from the command line. Also included are the answers to the review questions for Unit 2.