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.
There have been quite a few comments on people being excited about when these start addressing the Haiku API, so I'm going to speed things up a bit. I originally planned on calling this week a Buy One, Get One Free week, but that won't fit now. Why? I had planned on publishing review questions after Lesson #5, but I must have forgotten to upload them, so I'm making them available along with Lessons 8 and 9 and the questions for review after Lesson 9 has been completed. Here they are in order. Enjoy!
It's hard for me to believe that I've been publishing these mostly-weekly lessons for almost a month and a half. It's been really fun. I hope that those of you reading them have been enjoying reading (and hopefully learning from) them as I have in writing them. This one covers two major topics: memory management and binary math, nothing terribly exciting, but really useful and necessary nonetheless. Learn to Program With Haiku, Lesson 7.
Here marks the beginning of the second unit in my series, "Learning to Program With Haiku." Lesson #6 expands on our knowledge of loops and decision-making constructs. Good luck! Learning to Program With Haiku, Lesson 6.
It's that time again, continuing in the journey from No Code to Know Code. This lesson marks the end of the first unit and is somewhere around halfway from complete neophyte to writing -- and understanding -- our first program for Haiku which uses windows and buttons. Learning to Program with Haiku, Lesson 5.
Hey, that rhymes even! :P Lesson 4 is now out. Decision-making and repeating instructions are on the agenda for this one, expanding the repetoire of basic skills for writing code. Learning to Program With Haiku, Lesson 4.
Continued (mis)adventures in programming for all of the curious into the insights of being a codemonkey. In this lesson, we examine the different types of data we can use, a more in-depth look at how to print to the screen, and more! Learning to Program With Haiku, Lesson 3.pdf All previous lessons have received some minor revisions and code is now colored for better readability.