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Index
Realm of Racket: Learn to Program, One Game at a Time! Dedication Acknowledgments Preface (Hello World)
Why Would I Want to Learn About Racket? Who Should Read This Book? What Teaching Approach Is Used? Can I Skip Chapters? Anything Else I Should Know?
Introduction (Open Paren)
(.1 What Makes Lisp So Cool and Unusual? (.2 Where Did Lisp Come From? (.3 What Does Lisp Look Like? (.4 Where Does Racket Come From? (.5 What Is This Book About? Halt—Chapter Checkpoint
1. (Getting Started)
1.1 Readying Racket 1.2 Interacting with Racket Raise—Chapter Checkpoint
2. (A First Racket Program)
2.1 The Guess My Number Game 2.2 Defining Variables 2.3 Basic Racket Etiquette 2.4 Defining Functions in Racket
A Function for Guessing Functions for Closing In The Main Function
Resume—Chapter Checkpoint
3. (Basics of Racket)
3.1 Syntax and Semantics 3.2 The Building Blocks of Racket Syntax 3.3 The Building Blocks of Racket Semantics
Booleans Symbols Numbers Strings
3.4 Lists in Racket
CONS Cells Functions for CONS Cells Lists and List Functions The CONS Function The LIST Function The FIRST and REST Functions Nested Lists
3.5 Structures in Racket
Structure Basics Nesting Structures Structure Transparency
Interrupt—Chapter Checkpoint
4. (Conditions and Decisions)
4.1 How to Ask 4.2 The Conditionals: IF and Beyond
One Thing at a Time with IF The Special Form that Does It All: COND A First Taste of Recursion
4.3 Cool Tricks with Conditionals
Using the Stealth Conditionals AND and OR Using Functions that Return More than Just the Truth
4.4 Equality Predicates, Once More 4.5 Comparing and Testing
Writing a Test What Is Not a Test Testing in the Real World More Testing Facilities
Call-with-current-continuation—Chapter Checkpoint
4½. (define define ’define)
4½.1 Module-Level Definitions
Variable Definitions Function Definitions
4½.2 Local Definitions Abort—Chapter Checkpoint
5. (big-bang)
5.1 Graphical User Interface 5.2 Landing a UFO 5.3 Using big-bang: Syntax and Semantics 5.4 Guessing Gooey
The Data The Main Function Key-Events Rendering Time to Stop
Exit—Chapter Checkpoint Chapter Challenges
6. (Recursion Is Easy)
6.1 Robot Snake 6.2 A Data Representation for the Snake Game 6.3 The Main Function 6.4 Clock Ticks
Eating and Growing Slithering Rotting Goo
6.5 Key-Events 6.6 Rendering 6.7 End Game 6.8 Auxiliary Functions Return—Chapter Checkpoint Chapter Challenges
7. (Land of Lambda)
7.1 Functions as Values 7.2 Lambda 7.3 Higher-Order Fun 7.4 Two More Higher-Order Functions 7.5 Derive This! 7.6 apply Break—Chapter Checkpoint
8. (Mutant Structs)
8.1 Chad’s First Battle 8.2 Orc Battle 8.3 Setting Up the World, a First Step 8.4 Action: How Structs Really Work 8.5 More Actions, Setting Up the World for Good 8.6 Ready, Set, big-bang 8.7 Initializing the Orc World 8.8 Rendering the Orc World 8.9 The End of the World 8.10 Actions, A Final Look Throw—Chapter Checkpoint Chapter Challenges
9. (The Values of Loops)
9.1 FOR Loops 9.2 Multiple Values 9.3 Back to FOR/FOLD 9.4 More on Loops Waitpid—Chapter Checkpoint
10. (Dice of Doom)
10.1 The Game Tree 10.2 Dice of Doom, The Game 10.3 Designing Dice of Doom: Take One
Filling in the Blanks Simplifying the Rules End of Game Controlling the Game
10.4 How Game Trees Work 10.5 Game States and Game Trees for Dice of Doom 10.6 Roll the Dice 10.7 Rendering the Dice World 10.8 Input Handling 10.9 Creating a Game Tree
The Game Tree Neighbors Attacks
10.10 The End Game Kill—Chapter Checkpoint Chapter Challenges
11. (Power to the Lazy)
11.1 Doomsday 11.2 Lazy Evaluation 11.3 Memoized Computations 11.4 Racket Can Be Lazy Delay—Chapter Checkpoint
12. (Artificial Intelligence)
12.1 An Intelligent Life-form 12.2 Lazy Games 12.3 Adding Artificial Intelligence Stop-when—Chapter Checkpoint Chapter Challenges
13. (The World Is Not Enough)
13.1 What Is a Distributed Game? 13.2 The Data
Messages Previously Fabricated Structures Packages Bundles Mail iworld Structures
13.3 The Network Postal Service 13.4 Organizing Your Universe 13.5 Distributed Guess
The State of the Client and the State of the Server The Server The Client Running the Game
Error—Chapter Checkpoint Chapter Challenges
14. (Hungry Henry)
14.1 King Henry the Hungry 14.2 Hungry Henry, the Game 14.3 Two United States 14.4 Henry’s Universe
Message Data and Structures Complex Numbers Are Good Positions A Day in the Life of a Server A Day in the Life of a Client
14.5 State of the Union
State of Henry State of the House
14.6 Main, Take Client
The Appetizer State The Entree State
14.7 Main, Take Server
The Join State and Network Events The Join State and Tick Events The Play State and Network Events The Play State and Tick Events
14.8 See Henry Run On-disconnect—Chapter Checkpoint Chapter Challenges
Conclusion. Good-Bye (Close Paren)
).1 Run Racket Run ).2 Racket Is a Programming Language ).3 Racket Is a Metaprogramming Language ).4 Racket Is a Programming-Language Programming Language So Long
Index About the Authors Copyright
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