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Add chapter illustrations for 6-11
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01_values.md

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{{index "Yuan-Ma", "Book of Programming"}}
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{{figure {url: "img/chapter_picture_1.jpg", alt: "A sea of bits", chapter: framed}}}
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{{figure {url: "img/chapter_picture_1.jpg", alt: "Picture of a sea of bits", chapter: framed}}}
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{{index "binary data", data, bit, memory}}
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02_program_structure.md

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{{index why, "Poignant Guide"}}
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{{figure {url: "img/chapter_picture_2.jpg", alt: "Tentacles holding objects", chapter: framed}}}
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{{figure {url: "img/chapter_picture_2.jpg", alt: "Picture of tentacles holding objects", chapter: framed}}}
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In this chapter, we start to do things that can actually be called
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_programming_. We will expand our command of the JavaScript language

03_functions.md

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{{index "Knuth, Donald"}}
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{{figure {url: "img/chapter_picture_3.jpg", alt: "Fern leaves with a fractal shape", chapter: framed}}}
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{{figure {url: "img/chapter_picture_3.jpg", alt: "Picture of fern leaves with a fractal shape", chapter: framed}}}
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{{index function, "code structure"}}
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04_data.md

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{{index "Babbage, Charles"}}
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{{figure {url: "img/chapter_picture_4.jpg", alt: "A weresquirrel", chapter: framed}}}
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{{figure {url: "img/chapter_picture_4.jpg", alt: "Picture of a weresquirrel", chapter: framed}}}
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{{index object, "data structure"}}
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06_object.md

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{{index "Liskov, Barbara", "abstract data type"}}
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{{figure {url: "img/chapter_picture_6.jpg", alt: "Picture of a rabbit with its proto-rabbit", chapter: framed}}}
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[Chapter ?](data) introduced JavaScript's ((object))s. In programming
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culture, we have a thing called _((object-oriented programming))_, a
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set of techniques that uses objects (and related concepts) as the

07_robot.md

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quote}}
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{{index "artificial intelligence", "Dijkstra, Edsger", "project chapter", "reading code", "writing code"}}
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{{index "artificial intelligence", "Dijkstra, Edsger"}}
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{{figure {url: "img/chapter_picture_7.jpg", alt: "Picture of a package-delivery robot", chapter: framed}}}
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{{index "project chapter", "reading code", "writing code"}}
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In "project" chapters, I'll stop pummeling you with new theory for a
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brief moment and instead we'll work through a program together. Theory

08_error.md

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quote}}
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{{figure {url: "img/chapter_picture_8.jpg", alt: "Picture of a collection of bugs", chapter: framed}}}
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{{index "Kernighan, Brian", "Plauger, P.J.", debugging, "error handling"}}
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Flaws in computer programs are usually called _((bug))s_. It makes

09_regexp.md

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quote}}
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{{index "Zawinski, Jamie"}}
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{{if interactive
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{{quote {author: "Master Yuan-Ma", title: "The Book of Programming", chapter: true}
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if}}
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{{index "Zawinski, Jamie", evolution, adoption, integration}}
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{{figure {url: "img/chapter_picture_9.jpg", alt: "A railroad diagram", chapter: "square-framed"}}}
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{{index evolution, adoption, integration}}
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Programming ((tool))s and techniques survive and spread in a chaotic,
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evolutionary way. It's not always the pretty or brilliant ones that

10_modules.md

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quote}}
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{{index organization, "code structure", "Yuan-Ma", "Book of Programming"}}
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{{index "Yuan-Ma", "Book of Programming"}}
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{{figure {url: "img/chapter_picture_10.jpg", alt: "Picture of a building built from modular pieces", chapter: framed}}}
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{{index organization, "code structure"}}
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The ideal program has a crystal clear structure. It's easy to explain
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how it works, and each part plays a well-defined role.

11_async.md

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{{index "Laozi"}}
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{{figure {url: "img/chapter_picture_11.jpg", alt: "Picture of two crows on a branch", chapter: framed}}}
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The central part of a computer, the part that carries out the
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individual steps that make up our programs, is called the
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_((processor))_. The programs we have seen so far are things that will

html/css/ejs.css

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figure.square-framed img {
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}
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@media screen and (max-width: 500px) {
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figure {
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img/chapter_picture_9.jpg

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