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Land of Lisp: Learn to Program in Lisp, One Game at a Time! [Paperback]

Conrad Barski M.D.
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Table of Contents

Dedication; Acknowledgments; Introduction; What Makes Lisp So Cool and Unusual?; If Lisp Is So Great, Why Don't More People Use It?; Where Did Lisp Come From?; Where Does Lisp Get Its Power?; Lisp is Power; Chapter 1: Getting Started with Lisp; 1.1 Lisp Dialects; 1.2 Getting Started with CLISP; 1.3 What You've Learned; Chapter 2: Creating Your First Lisp Program; 2.1 The Guess-My-Number Game; 2.2 Defining Global Variables in Lisp; 2.3 Basic Lisp Etiquette; 2.4 Defining Global Functions in Lisp; 2.5 Defining Local Variables in Lisp; 2.6 Defining Local Functions in Lisp; 2.7 What You've Learned; Chapter 3: Exploring the Syntax of Lisp Code; 3.1 Syntax and Semantics; 3.2 The Building Blocks of Lisp Syntax; 3.3 How Lisp Distinguishes Between Code and Data; 3.4 Lists in Lisp; 3.5 What You've Learned; Lisp is Symmetry; Chapter 4: Making Decisions with Conditions; 4.1 The Symmetry of nil and (); 4.2 The Conditionals: if and Beyond; 4.3 Cool Tricks with Conditions; 4.4 Comparing Stuff: eq, equal, and More; 4.5 What You've Learned; Chapter 5: Building a Text Game Engine; 5.1 The Wizard's Adventure Game; 5.2 Describing the Scenery with an Association List; 5.3 Describing the Location; 5.4 Describing the Paths; 5.5 Describing Objects at a Specific Location; 5.6 Describing It All; 5.7 Walking Around in Our World; 5.8 Picking Up Objects; 5.9 Checking Our Inventory; 5.10 What You've Learned; Chapter 6: Interacting with the World: Reading and Printing in Lisp; 6.1 Printing and Reading Text; 6.2 The Symmetry Between Code and Data in Lisp; 6.3 Adding a Custom Interface to Our Game Engine; 6.4 Trying Out Our Fancy New Game Interface; 6.5 The Dangers of read and eval; 6.6 What You've Learned; Chapter 6.5: lambda: A Function So Important It Deserves Its Own Chapter; 7.1 What lambda Does; 7.2 Why lambda Is So Important; 7.3 What You've Learned; Chapter 7: Going Beyond Basic Lists; 8.1 Exotic Lists; 8.2 Coping with Complicated Data; 8.3 Creating a Graph; 8.4 Creating Undirected Graphs; 8.5 What You've Learned; Chapter 8: This Ain't Your Daddy's Wumpus; 9.1 The Grand Theft Wumpus Game; 9.2 Defining the Edges of Congestion City; 9.3 Building the Nodes for Congestion City; 9.4 Initializing a New Game of Grand Theft Wumpus; 9.5 Drawing a Map of Our City; 9.6 Let's Hunt Some Wumpus!; 9.7 What You've Learned; Chapter 9: Advanced Datatypes and Generic Programming; 10.1 Arrays; 10.2 Hash Tables; 10.3 Common Lisp Structures; 10.4 Handling Data in a Generic Way; 10.5 The Orc Battle Game; 10.6 What You've Learned; Lisp is Hacking; Chapter 10: Looping with the loop Command; 11.1 The loop Macro; 11.2 Using loop to Evolve!; 11.3 What You've Learned; Chapter 11: Printing Text with the format Function; 12.1 Anatomy of the format Function; 12.2 Control Sequences for Printing Lisp Values; 12.3 Control Sequences for Formatting Numbers; 12.4 Printing Multiple Lines of Output; 12.5 Justifying Output; 12.6 Iterating Through Lists Using Control Sequences; 12.7 A Crazy Formatting Trick for Creating Pretty Tables of Data; 12.8 Attack of the Robots!; 12.9 What You've Learned; Chapter 12: Working with Streams; 13.1 Types of Streams; 13.2 Working with Files; 13.3 Working with Sockets; 13.4 String Streams: The Oddball Type; 13.5 What You've Learned; Chapter 13: Let's Create a Web Server!; 14.1 Error Handling in Common Lisp; 14.2 Writing a Web Server from Scratch; 14.3 Building a Dynamic Website; 14.4 What You've Learned; Chapter 13.5: Functional Programming Is Beautiful; Lisp is Science; Chapter 14: Ramping Lisp Up a Notch with Functional Programming; 16.1 What Is Functional Programming?; 16.2 Anatomy of a Program Written in the Functional Style; 16.3 Higher-Order Programming; 16.4 Why Functional Programming Is Crazy; 16.5 Why Functional Programming Is Fantastic; 16.6 What You've Learned; Chapter 15: Dice of Doom, a Game Written in the Functional Style; 17.1 The Rules of Dice of Doom; 17.2 A Sample Game of Dice of Doom; 17.3 Implementing Dice of Doom, Version 1; 17.4 Creating an Intelligent Computer Opponent; 17.5 Making Dice of Doom Faster; 17.6 What You've Learned; Chapter 16: The Magic of Lisp Macros; 18.1 A Simple Lisp Macro; 18.2 More Complex Macros; 18.3 Macros: Dangers and Alternatives; 18.4 What You've Learned; Chapter 17: Domain-Specific Languages; 19.1 What Is a Domain?; 19.2 Writing SVG Files; 19.3 Creating Custom Game Commands for Wizard's Adventure Game; 19.4 What You've Learned; Chapter 18: Lazy Programming; 20.1 Adding Lazy Evaluation to Lisp; 20.2 Dice of Doom, Version 2; 20.3 Making Our AI Work on Larger Game Boards; 20.4 What You've Learned; Chapter 19: Creating a Graphical, Web-Based Version of Dice of Doom; 21.1 Drawing the Game Board Using the SVG Format; 21.2 Building the Web Server Interface; 21.3 Playing Version 3 of Dice of Doom; 21.4 What You've Learned; Chapter 20: Making Dice of Doom More Fun; 22.1 Increasing the Number of Players; 22.2 Rolling the Dice; 22.3 Improving the Dice of Doom Reinforcement Rules; 22.4 Conclusion; Epilogue; Functional Guild Cruiser; Macro Guild Melee Fighters; Restart Guild Armored Fighter; Generic Setter Guild Supply Ship; DSL Guild Hot Rods; CLOS Guild Battleship; The Continuation Guild Rocket Pods; Brevity Guild Micro Fighter; Multicore Guild Formation Fighters; The Lazy Guild Frigate; Updates;

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