Learn Programming with Python

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Summary 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. Filled with practical examples and step-by-step lessons using the easy-on-the-brain Python language, this book will get you programming in no time! Purchase of the print book includes a free eBook in PDF, Kindle, and ePub formats from Manning Publications. About the Technology Let''s face it. The only way to learn computer programming is to do it. Whether you want to skill up for your next job interview or just get a few pet projects done, programming can be an amazing tool. This book is designed especially for beginners, helping them learn to program hands on, step by step, project by project. It''s time to get programming! About the Book Get Programming: Learn to code with Python teaches you the basics of computer programming using the Python language. In this exercise-driven book, you''ll be doing something on nearly every page as you work through 38 compact lessons and 7 engaging capstone projects. By exploring the crystal-clear illustrations, exercises that check your understanding as you go, and tips for what to try next, you''ll start thinking like a programmer in no time. What''s Inside Programming skills you can use in any language Learn to code--no experience required Learn Python, the language for beginners Dozens of exercises and examples help you learn by doing About the Reader No prior programming experience needed.. About the Author Ana Bell is an MIT lecturer and scientist who teaches the popular course, Introduction to Computer Science and Programming Using Python. Table of Contents LEARNING HOW TO PROGRAM Lesson 1 - Why should you learn how to program? Lesson 2 - Basic principles of learning a programming language UNIT 1 - VARIABLES, TYPES, EXPRESSIONS, AND STATEMENTS Lesson 3 - Introducing Python: a programming language Lesson 4 - Variables and expressions: giving names and values to things Lesson 5 - Object types and statements of code 46 Lesson 6 - Capstone project: your first Python program-convert hours to minutes UNIT 2 - STRINGS, TUPLES, AND INTERACTING WITH THE USER Lesson 7 - Introducing string objects: sequences of characters Lesson 8 - Advanced string operations Lesson 9 - Simple error messages Lesson 10 - Tuple objects: sequences of any kind of object Lesson 11 - Interacting with the user Lesson 12 - Capstone project: name mashup UNIT 3 - MAKING DECISIONS IN YOUR PROGRAMS Lesson 13 - Introducing decisions in programs Lesson 14 - Making more-complicated decisions Lesson 15 - Capstone project: choose your own adventure UNIT 4 - REPEATING TASKS Lesson 16 - Repeating tasks with loops Lesson 17 - Customizing loops Lesson 18 - Repeating tasks while conditions hold Lesson 19 - Capstone project: Scrabble, Art Edition UNIT 5 - ORGANIZING YOUR CODE INTO REUSABLE BLOCKS Lesson 20 - Building programs to last Lesson 21 - Achieving modularity and abstraction with functions Lesson 22 - Advanced operations with functions Lesson 23 - Capstone project: analyze your friends UNIT 6 - WORKING WITH MUTABLE DATA TYPES Lesson 24 - Mutable and immutable objects Lesson 25 - Working with lists Lesson 26 - Advanced operations with lists Lesson 27 - Dictionaries as maps between objects Lesson 28 - Aliasing and copying lists and dictionaries Lesson 29 - Capstone project: document similarity UNIT 7 - MAKING YOUR OWN OBJECT TYPES BY USING OBJECT-ORIENTED PROGRAMMING Lesson 30 - Making your own object types Lesson 31 - Creating a class for an object type Lesson 32 - Working with your own object types Lesson 33 - Customizing classes Lesson 34 - Capstone project: card game UNIT 8 - USING LIBRARIES TO ENHANCE YOUR PROGRAMS Lesson 35 - Useful libraries Lesson 36 - Testing and debugging your programs Lesson 37 - A library for graphical user interfaces Lesson 38 - Capstone project: game of tag Appendix A - Answers to lesson exercises Appendix B - Python cheat sheet Appendix C - Interesting Python libraries

Author(s): Ana Bell
Publisher: Pearson Professional
Year: 2018

Language: English
Pages: 456

Copyright
Brief Table of Contents
Table of Contents
Preface
Acknowledgments
About this Book
About the author
Unit 0. Learning how to program
Lesson 1. Why should you learn how to program?
Lesson 2. Basic principles of learning a programming language
Unit 1. Variables, types, expressions, and statements
Lesson 3. Introducing Python: a programming language
Lesson 4. Variables and expressions: giving names and values to things
Lesson 5. Object types and statements of code
Lesson 6. Capstone project: your first Python program—convert hours to minutes
Unit 2. Strings, tuples, and interacting with the user
Lesson 7. Introducing string objects: sequences of characters
Lesson 8. Advanced string operations
Lesson 9. Simple error messages
Lesson 10. Tuple objects: sequences of any kind of object
Lesson 11. Interacting with the user
Lesson 12. Capstone project: name mashup
Unit 3. Making decisions in your programs
Lesson 13. Introducing decisions in programs
Lesson 14. Making more-complicated decisions
Lesson 15. Capstone project: choose your own adventure
Unit 4. Repeating tasks
Lesson 16. Repeating tasks with loops
Lesson 17. Customizing loops
Lesson 18. Repeating tasks while conditions hold
Lesson 19. Capstone project: Scrabble, Art Edition
Unit 5. Organizing your code into reusable blocks
Lesson 20. Building programs to last
Lesson 21. Achieving modularity and abstraction with functions
Lesson 22. Advanced operations with functions
Lesson 23. Capstone project: analyze your friends
Unit 6. Working with mutable data types
Lesson 24. Mutable and immutable objects
Lesson 25. Working with lists
Lesson 26. Advanced operations with lists
Lesson 27. Dictionaries as maps between objects
Lesson 28. Aliasing and copying lists and dictionaries
Lesson 29. Capstone project: document similarity
Unit 7. Making your own object types by using object-oriented programming
Lesson 30. Making your own object types
Lesson 31. Creating a class for an object type
Lesson 32. Working with your own object types
Lesson 33. Customizing classes
Lesson 34. Capstone project: card game
Unit 8. Using libraries to enhance your programs
Lesson 35. Useful libraries
Lesson 36. Testing and debugging your programs
Lesson 37. A library for graphical user interfaces
Lesson 38. Capstone project: game of tag
Appendix A. Answers to lesson exercises
Appendix B. Python cheat sheet
Appendix C. Interesting Python libraries
Thinking like a programmer: big ideas
Index
List of Figures
List of Tables
List of Listings