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Learn Game Programming with Ruby Bring Your Ideas
to Life with Gosu Mark Sobkowicz Digital Instant
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Author(s): Mark Sobkowicz
ISBN(s): 9781680500738, 1680500732
Edition: B2.0
File Details: PDF, 15.34 MB
Year: 2015
Language: english
Prepared exclusively for Leonardo Lucena
ß
Under Construction: The book you’re reading is still under
development. As part of our Beta book program, we’re releasing
this copy well before a normal book would be released. That
way you’re able to get this content a couple of months before
it’s available in finished form, and we’ll get feedback to make
the book even better. The idea is that everyone wins!
Be warned: The book has not had a full technical edit, so it will contain errors.
It has not been copyedited, so it will be full of typos, spelling mistakes, and the
occasional creative piece of grammar. And there’s been no effort spent doing
layout, so you’ll find bad page breaks, over-long code lines, incorrect hyphen-
ation, and all the other ugly things that you wouldn’t expect to see in a finished
book. It also doesn't have an index. We can’t be held liable if you use this book
to try to create a spiffy application and you somehow end up with a strangely
shaped farm implement instead. Despite all this, we think you’ll enjoy it!
Download Updates: Throughout this process you’ll be able to get updated
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Thank you for being part of the Pragmatic community!
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Prepared exclusively for Leonardo Lucena
Learn Game Programming with Ruby
Bring Your Ideas to Life with Gosu
Mark Sobkowicz
The Pragmatic Bookshelf
Dallas, Texas • Raleigh, North Carolina
Prepared exclusively for Leonardo Lucena
Many of the designations used by manufacturers and sellers to distinguish their products
are claimed as trademarks. Where those designations appear in this book, and The Pragmatic
Programmers, LLC was aware of a trademark claim, the designations have been printed in
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titles, please visit us at https://pragprog.com.
For international rights, please contact [email protected].
Copyright © 2015 The Pragmatic Programmers, LLC.
All rights reserved.
No part of this publication may be reproduced, stored in a retrieval system, or transmitted,
in any form, or by any means, electronic, mechanical, photocopying, recording, or otherwise,
without the prior consent of the publisher.
Printed in the United States of America.
ISBN-13: 978-1-68050-073-8
Encoded using the finest acid-free high-entropy binary digits.
Book version: B2.0—June 29, 2015
Prepared exclusively for Leonardo Lucena
Contents
Change History . . . . . . . . . . . . vii
Foreword . . . . . . . . . . . . . . ix
Acknowledgements . . . . . . . . . . . xi
Introduction . . . . . . . . . . . . xiii
1. Get Ready . . . . . . . . . . . . . 1
Getting Ready with Windows 2
Getting Ready with OS X 6
What if it Doesn’t Work? 9
Install a Text Editor 10
Organize Your Workspace 10
What’s Next 11
2. Creating Your First Game . . . . . . . . . 13
Make an Empty Window 14
Getting Images for your Games 17
Draw the Ruby 17
Move the Ruby 21
Make the Ruby Blink 25
Add the Hammer 26
Keep Score 30
Set a Time Limit 31
Play Again? 34
Make it Your Own 36
What’s Next 37
3. Creating a Sprite-based Game . . . . . . . . 39
The Player Class 41
Move the Ship 44
Make an Enemy 53
Prepared exclusively for Leonardo Lucena
Contents • iv
Make it Your Own 55
What’s Next 56
4. Managing Lots of Sprites . . . . . . . . . 57
Make more Enemies 58
Fire Bullets 64
Handle Collisions 69
Make Animated Explosions 71
Cleaning Up our Arrays 76
Make it Your Own 79
What’s Next? 80
5. Adding Scenes and Sounds . . . . . . . . . 81
Start over with Scenes 82
End the Game 88
Add Music and Sounds 96
Make it Your Own 101
What’s Next? 101
6. Creating a Puzzle Game . . . . . . . . . 103
Drawing The Board 106
Dragging a Square 115
Turn Rules into Code 118
Add Visual Feedback 123
Check All the Moves 127
Make it Your Own 129
What’s Next 130
7. Making a Platformer Game with Physics . . . . . 131
Use a Physics Engine 132
Make Boulders Fall 135
Make Stationary Walls and Platforms 142
Move a Character with Physics 145
Add Moving Platforms 153
Make it Your Own 161
What’s Next 162
8. Making a Side-Scrolling Game . . . . . . . . 163
Use a Camera 164
Place Platforms Randomly 172
Shake your Camera 175
Prepared exclusively for Leonardo Lucena
Contents •v
Make it Your Own 178
What’s Next 178
9. Package and Share Your Game . . . . . . . . 181
Packaging for Windows 181
Packaging for OS X 183
Share your Game 187
What’s Next 187
A1. Resources . . . . . . . . . . . . . 189
Documentation 189
Images and Sounds 189
Bibliography . . . . . . . . . . . . 191
Prepared exclusively for Leonardo Lucena
Change History
The book you’re reading is in beta. This means that we update it frequently.
This chapter lists the major changes that have been made at each beta release
of the book, with the most recent change first.
B2.0: 29 June 2015
• The book has three new chapters and is now content-complete. The new
chapters are:
– Chapter 7, Making a Platformer Game with Physics, on page 131
– Chapter 8, Making a Side-Scrolling Game, on page 163
– Chapter 9, Package and Share Your Game, on page 181
In addition to the new content, the book has been revised to work with
Gosu 0.9.
B1.0: 15 April 2015
• Initial beta release.
Prepared exclusively for Leonardo Lucena report erratum • discuss
Foreword
Unlike most web pages or ‘normal’ computer applications, 2D games do not
follow a strict set of rules. Every game is different; one might be played from
a top-down perspective, another might scroll from left to right, and another
might be a turn-based puzzle game with square or hexagon-shaped tiles.
Some games follow a story, others can be played with friends. As you can
imagine, the code for each game will be just as unique as its gameplay. This
lack of a common structure can be quite intimidating. How do you start
building a city planning game, a virtual football match, or any other kind of
game?
This book guides you through the process of writing four very different games.
The exercises in each chapter will show you how to extend each kind of game.
You can mix and match parts from different chapters, or try to mimick features
from your favorite video games in Ruby. Try to structure the code differently
every once in a while. Eventually, you will be able to build games that are
unlike any example shown in this book.
While these games are different, some tasks like reacting to keyboard input,
displaying image files, or playing sound effects are the same. This book uses
a library called Gosu, which provides all of these basics on Windows, OS X
and other operating systems. Gosu is a media library, not a complete game
development kit. For example, there is no Map class or any collision detection
logic in Gosu, because it is hard to design, much less use, a library that suits
all kinds of games at the same time. This lack of reusable components is a
good thing though. It means that this book is less about learning Gosu, and
more about constructing games using universal programming constructs
such as objects, methods, loops, and arrays.
The Ruby language is a great candidate for this task. Working with objects
feels natural in Ruby, and games are fantastic for learning object-oriented
programming. If you look at the screen, you can usually see which objects
Prepared exclusively for Leonardo Lucena report erratum • discuss
Foreword •x
and classes are involved in a game, making it straightforward to model them
in code.
But Ruby is also very concise. Game design is about experimentation and
refinement, not about having a master plan from the start. Building a game
is often about deleting code and trying something else. In a verbose program-
ming language, discarding code can be frustrating. Who wants to give screens
full of painfully hand-written code? In Ruby, the same logic might fit into a
few lines of code, and re-writing it is a breeze.
With these tools in your hands, enjoy inventing your very own games!
Julian Raschke
Gosu Developer
Prepared exclusively for Leonardo Lucena report erratum • discuss
Acknowledgements
Before I thank anyone else, I want to thank my wife Michelle. Throughout the
time I spent working on this book, she never said a word that was not sup-
portive. This book is a testament to her patience and good nature, more than
any other factors.
My students at Lincoln Sudbury Regional High School were my original
inspiration to write this book, as many of them had questions that went
beyond what we could cover in our short Introduction to Programming class.
They showed me time and again that imagination and creativity are the secret
sauce; that you don’t have to be an expert to have a great time making games,
and that beginners can make games that are exciting and fun to play. A shout
out to Chris A. and Mia F. who asked some of the hardest questions.
This book would not be possible without the work of Julian Raschke, who
wrote the Gosu gem for Ruby. In addition to this gift to the Ruby community,
he was patient and generous with me personally, reviewing the book and
helping me understand some of the finer points of the library he wrote.
Thanks to my technical reviewers for their insightful suggestions and for
finding my mistakes, both in the code and its explanation. I am grateful to
them for lending me their expertise and time to help make this book better.
I gratefully acknowledge the contributions of Craig Castelaz, Douglas Gray,
Scott Hofmann, Marianne K, Steve Morss, Rudy R, Darian Springer, Charlie
Stran, and Stephen Wolff.
I’d like to acknowledge my colleagues at Lincoln Sudbury Regional High School
for creating a place where intellectual curiosity is nurtured and where risks
and experimentation are encouraged and expected. May Lincoln Sudbury
forever remain a “different kind of place.”
And a final thanks for the patience and perseverence of my development editor,
Brian Hogan, managing editor Susannah Pfalzer, and all the fine people
working at The Pragmatic Programmers. I brought my idea to them because
Prepared exclusively for Leonardo Lucena report erratum • discuss
Acknowledgements • xii
I love their books, and I thank them for the opportunity to work with them
on this one.
Prepared exclusively for Leonardo Lucena report erratum • discuss
Introduction
Hello and welcome. This is a book about making games with and for your
computer. Games like some of the ones you love on your computer, your
phone, or your game console. By working your way though this book, you’ll
make four games, each of a different type. You’ll learn how to open a window
on the screen of your computer and then fill it with moving pictures. You’ll
make those images interact with each other, and you’ll control them with the
mouse and keys of the computer.
The games we make will feel pretty familiar to you. They aren’t copies of other
games, but they do use familiar patterns and principles that you’ll be able to
use to make your own games. The techniques you learn making a spaceship
fly around by pressing keys on the keyboard can also help you move a
chicken across a road full of traffic. Each chapter in this book is based around
a few different elements of game creation, and each element is applicable to
a wide range of games.
The goal of this book is to help you bring your own ideas to life. When you’ve
learned these elements of game development, you’ll be able to take a game
you’ve imagined, and create that game so that it runs on your computer -
and also on your friends’ computers.
Ruby and Gosu
Along the way, you’ll level up your programming skills. Becoming a better
programmer will help you make great games, and making games will help
you improve your programming skills. To make the games in this book you’ll
use the Ruby programming language, along with a game library called Gosu.
Ruby is a great language both for learning to program, and for making games.
It has “an elegant syntax that is natural to read and easy to write.”1. The Ruby
language focuses on objects and this makes it a great fit for creating games,
as you’ll see as you work through this book.
1. https://www.ruby-lang.org/en/
Prepared exclusively for Leonardo Lucena report erratum • discuss
Introduction • xiv
The Gosu game library will provide the structure for your games, while leaving
their design and content completely up to you. It gives you the tools you need
to place images on the screen, move them around, and play sounds to spice
up your game. At the same time it doesn’t do anything you won’t understand.
You and your code will always be in control of what is happening in your
game window. Gosu is also a great springboard to other platforms. In partic-
ular, working with SpriteKit, Apple’s framework for making two dimensional
games for iOS and OS X, feels like a natural step up from writing games with
Gosu.
Ruby and Gosu are free, open source software that work well on both Windows
and Mac OS X computers. Since you can just download everything you need,
it’s easy to get started yourself, and perhaps you find other people willing to
learn game programming along with you in your school or town. There is an
online community dedicated to game programming with Ruby and Gosu, with
a showcase where people share their games and a forum where they ask and
answer questions2. Many people in this community have shared both finished
games and the code for those games, and these can be a great source for
learning and inspiration.
What You’ll Need
First, you’ll need a computer. It can be Mac running OS X 10.9 or later, or it
can be a Windows computer running Windows 7 or later. You need to be
comfortable with the file system on your computer, so you can save files where
you want them and organize them into folders.
To get the most out of this book, you need a little programming experience.
If you have already used Ruby, you’re ready to go. If you have experience with
a different programming language, you might want to pick up a book like
Learn to Program [Pin09] or Programming Ruby 1.9 & 2.0 [FH13] and learn a
little Ruby syntax before you start on the games in this book.
The Road Ahead
As you go through this book, we’ll be making some games together. The games
follow a progression, and each chapter assumes that you have worked through
the preceding chapters. Here is a summary of what you’ll be learning in each
chapter.
2. http://www.libgosu.org/
Prepared exclusively for Leonardo Lucena report erratum • discuss
The Road Ahead • xv
• In Chapter 1, Get Ready, on page 1, you’ll set up your computer to use
Ruby and Gosu to write games.
• In Chapter 2, Creating Your First Game, on page 13, you’ll make a simple
game. You’ll learn how a Gosu game is organized and how to use Gosu
to open a window on your computer, fill it with pictures, and move those
pictures around.
• In Chapter 3, Creating a Sprite-based Game, on page 39, you’ll begin a
new game, Sector Five, in which a player controls a spaceship that shoots
down enemy invaders. Each thing you draw on the screen will be a sprite,
and you’ll learn to create a class for each type of sprite in the game.
• In Chapter 4, Managing Lots of Sprites, on page 57, you’ll learn how to
manage many sprites, by organizing them with arrays. By iterating through
these arrays, you’ll be able to handle the movement and interactions of
many sprites in the window at once.
• In Chapter 5, Adding Scenes and Sounds, on page 81, you’ll break your
game into multiple scenes, giving it a start scene with some instructions,
and an end scene with credits. You’ll learn how to add music and sound
effects to finish Sector Five.
• In Chapter 6, Creating a Puzzle Game, on page 103, you’ll create a puzzle
game called Twelve. This game focuses on user interaction, and you’ll
learn how to write code to implement the rules of the game.
• In Chapter 7, Making a Platformer Game with Physics, on page 131, you’ll
use a physics engine to make objects move naturally. In Escape, a hero
will jump between platforms, dodging boulders that fall, spin, and bounce.
• In Chapter 8, Making a Side-Scrolling Game, on page 163, you’ll learn how
to make our platformer game scroll, using a camera object to follow the
motion of the hero. This will allow you to have a game field that is bigger
than your screen.
• In Chapter 9, Package and Share Your Game, on page 181, you’ll learn to
package up a game into a single executable so you can share it with your
friends.
When we’re done, you’ll have a better understanding of how games are put
together, and some new programming tools in your toolbox. You’ll be ready
to take your own ideas, and turn them into games.
Prepared exclusively for Leonardo Lucena report erratum • discuss
Introduction • xvi
Bumps in the Road
Whether you’re following a tutorial, or writing your own code, it can be frus-
trating when things don’t work. This book tries to anticipate some of these
situations, and give you some strategies to deal with them. At these places
in the tutorial, you’ll find a section with some ideas for how to solve particular
problems.
What if it Doesn’t Work?
We’ll explore different sorts of problems that can occur, and look at ways to solve
them. We’ll learn how to interpret some common errors and look at ways to find
answers on the internet.
Writing games is fun, and hopefully the rewards of making your programs
work will outweigh the frustration you feel when they don’t. Sometimes the
answer will come to you only after you’ve walked away from the computer for
a little while. Stick with it! Persistence is one of the most important assets a
programmer can have.
What’s Next?
Before you can actually start making games, you’ll need to install a few things
on your computer. The next chapter will explain what you need, and take you
step by step through getting ready.
Prepared exclusively for Leonardo Lucena report erratum • discuss
CHAPTER 1
Get Ready
Using the Ruby programming language and the Gosu game library, we’ll create
some amazing games with images, sounds, and Ruby code. Before you can
start writing those games, you need to install a few things on your computer.
To write programs we’ll need to use programs! Some of those programs will
be the kind you might be used to, that you launch by clicking an icon. Others
do their work in the background; they are unseen libraries of code that your
computer needs to run the programs you write. All together, the tools and
programs you use to write your games are called your development environ-
ment. The environment you need to make games with Ruby and Gosu consists
of the following things.
Ruby
Ruby is the programming language we’ll use to create our games. If you’ve
written Ruby code before, great! If you haven’t, the tutorials in this book
are complete, and you can learn some Ruby by following them. To get a
deeper understanding of Ruby, you might want to take a look at a book
like Learn to Program [Pin09], or use an online tutorial, such as the one
on Code Academy1.
Developer Tools
In order to run Ruby programs that create windows on the screen and
play sounds, we need to install some background libraries. These libraries
let our Ruby programs access the system resources needed to run our
games.
Gosu
Gosu is the library that we’ll be using to write our games. Gosu is a col-
lection of Ruby classes designed to make game writing simple and fun.
1. http://www.codecademy.com
Prepared exclusively for Leonardo Lucena report erratum • discuss
Chapter 1. Get Ready •2
A Text Editor
We use a text editor to write our programs. A text editor creates plain text
files, without any formatting. Microsoft Word and Apple Pages are not
text editors, since the files they produce contain all sorts of information
besides the text in the document. You can use any text editor to write
code, but some have useful features, both for writing programs and for
running them right from the editor.
How you get these things installed depends on which operating system you’re
using. If your computer runs Windows, read on. If you’re using a Mac, skip
ahead now to Getting Ready with OS X, on page 6.
Getting Ready with Windows
With Windows, you start by installing Ruby. Point your browser to
http://rubyinstaller.org and click the big red button titled ’Downloads’. This takes
you to a page with a list of things, as shown in the following image.
You install both Ruby and the Developer Tools from this page. From the list
of Ruby installers, choose the one for Ruby 2.2.2 (or 2.2.x, where x is a
number larger than 2.) Don’t get the one labelled (x64).
Ruby Versions on Windows
The goal of this book is to make installing Ruby and Gosu as simple as possible for
a wide range of users and computers. When this was written, the newest version of
Ruby available on Windows was Ruby 2.2.2. When you do the installation, that might
no longer be true. Look for the version that starts with 2.2. If you already have a
version of Ruby, or if you want to use the latest and greatest, by all means give it a
Prepared exclusively for Leonardo Lucena report erratum • discuss
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• Research findings and conclusions
- Sub-point: Additional details and explanations
- Example: Practical application scenario
- Note: Important consideration
Practice Problem 24: Fundamental concepts and principles
• Case studies and real-world applications
- Sub-point: Additional details and explanations
- Example: Practical application scenario
- Note: Important consideration
Key Concept: Fundamental concepts and principles
• Ethical considerations and implications
- Sub-point: Additional details and explanations
- Example: Practical application scenario
- Note: Important consideration
Important: Ethical considerations and implications
• Fundamental concepts and principles
- Sub-point: Additional details and explanations
- Example: Practical application scenario
- Note: Important consideration
Formula: [Mathematical expression or equation]
Definition: Theoretical framework and methodology
• Theoretical framework and methodology
- Sub-point: Additional details and explanations
- Example: Practical application scenario
- Note: Important consideration
Practice Problem 28: Research findings and conclusions
• Critical analysis and evaluation
- Sub-point: Additional details and explanations
- Example: Practical application scenario
- Note: Important consideration
Practice Problem 29: Critical analysis and evaluation
• Literature review and discussion
- Sub-point: Additional details and explanations
- Example: Practical application scenario
- Note: Important consideration
Test 4: Experimental procedures and results
Definition: Fundamental concepts and principles
• Fundamental concepts and principles
- Sub-point: Additional details and explanations
- Example: Practical application scenario
- Note: Important consideration
Note: Research findings and conclusions
• Study tips and learning strategies
- Sub-point: Additional details and explanations
- Example: Practical application scenario
- Note: Important consideration
Key Concept: Comparative analysis and synthesis
• Current trends and future directions
- Sub-point: Additional details and explanations
- Example: Practical application scenario
- Note: Important consideration
Practice Problem 33: Statistical analysis and interpretation
• Learning outcomes and objectives
- Sub-point: Additional details and explanations
- Example: Practical application scenario
- Note: Important consideration
Key Concept: Interdisciplinary approaches
• Ethical considerations and implications
- Sub-point: Additional details and explanations
- Example: Practical application scenario
- Note: Important consideration
Formula: [Mathematical expression or equation]
Important: Fundamental concepts and principles
• Critical analysis and evaluation
- Sub-point: Additional details and explanations
- Example: Practical application scenario
- Note: Important consideration
Formula: [Mathematical expression or equation]
Example 36: Critical analysis and evaluation
• Learning outcomes and objectives
- Sub-point: Additional details and explanations
- Example: Practical application scenario
- Note: Important consideration
Formula: [Mathematical expression or equation]
Note: Assessment criteria and rubrics
• Theoretical framework and methodology
- Sub-point: Additional details and explanations
- Example: Practical application scenario
- Note: Important consideration
Key Concept: Key terms and definitions
• Practical applications and examples
- Sub-point: Additional details and explanations
- Example: Practical application scenario
Practice Problem 39: Learning outcomes and objectives
• Best practices and recommendations
- Sub-point: Additional details and explanations
- Example: Practical application scenario
- Note: Important consideration
Practice 5: Best practices and recommendations
Remember: Current trends and future directions
• Theoretical framework and methodology
- Sub-point: Additional details and explanations
- Example: Practical application scenario
Definition: Assessment criteria and rubrics
• Comparative analysis and synthesis
- Sub-point: Additional details and explanations
- Example: Practical application scenario
Key Concept: Critical analysis and evaluation
• Critical analysis and evaluation
- Sub-point: Additional details and explanations
- Example: Practical application scenario
- Note: Important consideration
Formula: [Mathematical expression or equation]
Remember: Literature review and discussion
• Experimental procedures and results
- Sub-point: Additional details and explanations
- Example: Practical application scenario
- Note: Important consideration
Key Concept: Literature review and discussion
• Statistical analysis and interpretation
- Sub-point: Additional details and explanations
- Example: Practical application scenario
- Note: Important consideration
Practice Problem 45: Interdisciplinary approaches
• Interdisciplinary approaches
- Sub-point: Additional details and explanations
- Example: Practical application scenario
- Note: Important consideration
Key Concept: Learning outcomes and objectives
• Historical development and evolution
- Sub-point: Additional details and explanations
- Example: Practical application scenario
Key Concept: Theoretical framework and methodology
• Key terms and definitions
- Sub-point: Additional details and explanations
- Example: Practical application scenario
[Figure 48: Diagram/Chart/Graph]
Important: Problem-solving strategies and techniques
• Literature review and discussion
- Sub-point: Additional details and explanations
- Example: Practical application scenario
- Note: Important consideration
Key Concept: Practical applications and examples
• Best practices and recommendations
- Sub-point: Additional details and explanations
- Example: Practical application scenario
- Note: Important consideration
Summary 6: Best practices and recommendations
Remember: Comparative analysis and synthesis
• Comparative analysis and synthesis
- Sub-point: Additional details and explanations
- Example: Practical application scenario
[Figure 51: Diagram/Chart/Graph]
Important: Comparative analysis and synthesis
• Assessment criteria and rubrics
- Sub-point: Additional details and explanations
- Example: Practical application scenario
- Note: Important consideration
Formula: [Mathematical expression or equation]
Remember: Interdisciplinary approaches
• Study tips and learning strategies
- Sub-point: Additional details and explanations
- Example: Practical application scenario
- Note: Important consideration
Important: Interdisciplinary approaches
• Theoretical framework and methodology
- Sub-point: Additional details and explanations
- Example: Practical application scenario
- Note: Important consideration
Formula: [Mathematical expression or equation]
Important: Ethical considerations and implications
• Experimental procedures and results
- Sub-point: Additional details and explanations
- Example: Practical application scenario
[Figure 55: Diagram/Chart/Graph]
Note: Learning outcomes and objectives
• Fundamental concepts and principles
- Sub-point: Additional details and explanations
- Example: Practical application scenario
Note: Case studies and real-world applications
• Best practices and recommendations
- Sub-point: Additional details and explanations
- Example: Practical application scenario
Practice Problem 57: Critical analysis and evaluation
• Theoretical framework and methodology
- Sub-point: Additional details and explanations
- Example: Practical application scenario
- Note: Important consideration
Example 58: Statistical analysis and interpretation
• Historical development and evolution
- Sub-point: Additional details and explanations
- Example: Practical application scenario
Note: Ethical considerations and implications
• Assessment criteria and rubrics
- Sub-point: Additional details and explanations
- Example: Practical application scenario
- Note: Important consideration
Part 7: Theoretical framework and methodology
Remember: Research findings and conclusions
• Experimental procedures and results
- Sub-point: Additional details and explanations
- Example: Practical application scenario
- Note: Important consideration
Definition: Best practices and recommendations
• Comparative analysis and synthesis
- Sub-point: Additional details and explanations
- Example: Practical application scenario
- Note: Important consideration
[Figure 62: Diagram/Chart/Graph]
Important: Research findings and conclusions
• Best practices and recommendations
- Sub-point: Additional details and explanations
- Example: Practical application scenario
Practice Problem 63: Comparative analysis and synthesis
• Best practices and recommendations
- Sub-point: Additional details and explanations
- Example: Practical application scenario
- Note: Important consideration
Definition: Fundamental concepts and principles
• Statistical analysis and interpretation
- Sub-point: Additional details and explanations
- Example: Practical application scenario
- Note: Important consideration
Key Concept: Ethical considerations and implications
• Key terms and definitions
- Sub-point: Additional details and explanations
- Example: Practical application scenario
- Note: Important consideration
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