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E-raamat: Get Programming: Learn to code with Python

  • Formaat: 456 pages
  • Ilmumisaeg: 27-Mar-2018
  • Kirjastus: Manning Publications
  • Keel: eng
  • ISBN-13: 9781638355922
  • Formaat - EPUB+DRM
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  • Formaat: 456 pages
  • Ilmumisaeg: 27-Mar-2018
  • Kirjastus: Manning Publications
  • Keel: eng
  • ISBN-13: 9781638355922

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Whether readers want to become a professional software developer, create web sites, analyze scientific data, or just automate tedious business tasks, learning to program is the first step. Fortunately, learning to program doesn't have to be difficult.



Get Programming: Learn to code with Python introduces you to the world of writing computer programs without drowning you in confusing jargon or theory that make getting started harder than it should be. By working through the examples and exercises in 39 bitesize lessons, you'll learn how to code step-by-step by creating your own programs with the beginner-friendly Python language! With crystal-clear illustrations, simple tips, and fun projects, this book will help you think like a programmer and practice skills that you'll use in any programming language.



KEY FEATURES Easy-to-follow Jargon-free Hands-on Practical examples



No programming experience needed.



ABOUT THE TECHNOLOGY Python is being used to build applications and websites. The Python programming language is the most popular language for teaching introductory computer science.



 

AUTHOR BIO Ana Bell is a lecturer at MIT in the Electrical Engineering and Computer Science department, where she co-lectures the Introduction to Computer Science and Programming Using Python course aimed at students with no programming experience.
Preface vii
Acknowledgments viii
About this Book ix
About the author xii
LEARNING HOW TO PROGRAM
Lesson 1 Why should you learn how to program?
3(7)
Lesson 2 Basic principles of learning a programming language
10(15)
Unit 1 VARIABLES, TYPES, EXPRESSIONS, AND STATEMENTS
Lesson 3 Introducing Python: a programming language
25(11)
Lesson 4 Variables and expressions: giving names and values to things
36(10)
Lesson 5 Object types and statements of code
46(9)
Lesson 6 Capstone project: your first Python program---convert hours to minutes
55(10)
Unit 2 STRINGS, TUPLES, AND INTERACTING WITH THE USER
Lesson 7 Introducing string objects: sequences of characters
65(8)
Lesson 8 Advanced string operations
73(6)
Lesson 9 Simple error messages
79(3)
Lesson 10 Tuple objects: sequences of any kind of object
82(6)
Lesson 11 Interacting with the user
88(8)
Lesson 12 Capstone project: name mashup
96(11)
Unit 3 MAKING DECISIONS IN YOUR PROGRAMS
Lesson 13 Introducing decisions in programs
107(13)
Lesson 14 Making more-complicated decisions
120(15)
Lesson 15 Capstone project: choose your own adventure
135(8)
Unit 4 REPEATING TASKS
Lesson 16 Repeating tasks with loops
143(9)
Lesson 17 Customizing loops
152(6)
Lesson 18 Repeating tasks while conditions hold
158(12)
Lesson 19 Capstone project: Scrabble, Art Edition
170(13)
Unit 5 ORGANIZING YOUR CODE INTO REUSABLE BLOCKS
Lesson 20 Building programs to last
183(11)
Lesson 21 Achieving modularity and abstraction with functions
194(12)
Lesson 22 Advanced operations with functions
206(13)
Lesson 23 Capstone project: analyze your friends
219(16)
Unit 6 WORKING WITH MUTABLE DATATYPES
Lesson 24 Mutable and immutable objects
235(7)
Lesson 25 Working with lists
242(11)
Lesson 26 Advanced operations with lists
253(8)
Lesson 27 Dictionaries as maps between objects
261(12)
Lesson 28 Aliasing and copying lists and dictionaries
273(11)
Lesson 29 Capstone project: document similarity
284(13)
Unit 7 MAKING YOUR OWN OBJECT TYPES BY USING OBJECT-ORIENTED PROGRAMMING
Lesson 30 Making your own object types
297(6)
Lesson 31 Creating a class for an object type
303(10)
Lesson 32 Working with your own object types
313(9)
Lesson 33 Customizing classes
322(8)
Lesson 34 Capstone project: card game
330(11)
Unit 8 USING LIBRARIES TO ENHANCE YOUR PROGRAMS
Lesson 35 Useful libraries
341(11)
Lesson 36 Testing and debugging your programs
352(10)
Lesson 37 A library for graphical user interfaces
362(9)
Lesson 38 Capstone project: game of tag
371(10)
Appendix A Answers to lesson exercises 381(46)
Appendix B Python cheat sheet 427(3)
Appendix C Interesting Python libraries 430(3)
Index 433
AUTHOR BIO

Ana Bell is a lecturer at MIT in the Electrical Engineering and Computer

Science department, where she co-lectures the Introduction to Computer

Science and Programming Using Python course aimed at students with no

programming experience.