Author: Dan N.
Release Date: 2017-01-26
This book is an exploration of the Python programming language, but it is a guide for kids. Of course, Python is a sweet programming language, and any kid will feel happy to code in Python. The book guides you on how to instruct the computer to reserve some memory variables for you to store some data. The Python command line can be used as a calculator. No, you don't have to open the calculator for the computer, but you will directly use the Python terminal to perform some mathematical expressions. This will be absolutely amazing to you! You will also learn how to play around with variables of different types. Imagine writing a program for doing some mathematical calculations on your behalf? This book guides you on how to do so using the various operators, including the modulus (%) operator. The computer can also make decisions on your behalf. You will also learn how to implement this in your programs. Computers can do the same task again and again, and the computer will not complain! Learn how to instruct the computer to do this, and you will not "hear" it complain. Learn to create your modules from scratch, and you will import them to your workspace. You can also give them to your friends for free use! The following topics are discussed in this book: - Installing Python - Python Variables - Python Operators - Decision-Making in Python - Loop Executions - Functions - Modules - Time and Date
Teach Your Kids to Code is a parent's and teacher's guide to teaching kids basic programming and problem solving using Python, the powerful language used in college courses and by tech companies like Google and IBM. Step-by-step explanations will have kids learning computational thinking right away, while visual and game-oriented examples hold their attention. Friendly introductions to fundamental programming concepts such as variables, loops, and functions will help even the youngest programmers build the skills they need to make their own cool games and applications. Whether you've been coding for years or have never programmed anything at all, Teach Your Kids to Code will help you show your young programmer how to: –Explore geometry by drawing colorful shapes with Turtle graphics –Write programs to encode and decode messages, play Rock-Paper-Scissors, and calculate how tall someone is in Ping-Pong balls –Create fun, playable games like War, Yahtzee, and Pong –Add interactivity, animation, and sound to their apps Teach Your Kids to Code is the perfect companion to any introductory programming class or after-school meet-up, or simply your educational efforts at home. Spend some fun, productive afternoons at the computer with your kids—you can all learn something!
Author: Jason R. Briggs
Publisher: No Starch Press
Release Date: 2013
Genre: Juvenile Nonfiction
Introduces the basics of the Python programming language, covering how to use data structures, organize and reuse code, draw shapes and patterns with turtle, and create games and animations with tkinter.
Whether you're building GUI prototypes or full-fledged cross-platform GUI applications with native look-and-feel, PyQt 4 is your fastest, easiest, most powerful solution. Qt expert Mark Summerfield has written the definitive best-practice guide to PyQt 4 development. With Rapid GUI Programming with Python and Qt you'll learn how to build efficient GUI applications that run on all major operating systems, including Windows, Mac OS X, Linux, and many versions of Unix, using the same source code for all of them. Summerfield systematically introduces every core GUI development technique: from dialogs and windows to data handling; from events to printing; and more. Through the book's realistic examples you'll discover a completely new PyQt 4-based programming approach, as well as coverage of many new topics, from PyQt 4's rich text engine to advanced model/view and graphics/view programming. Every key concept is illuminated with realistic, downloadable examples–all tested on Windows, Mac OS X, and Linux with Python 2.5, Qt 4.2, and PyQt 4.2, and on Windows and Linux with Qt 4.3 and PyQt 4.3.
This second edition of Foundations of Python Network Programming targets Python 2.5 through Python 2.7, the most popular production versions of the language. Python has made great strides since Apress released the first edition of this book back in the days of Python 2.3. The advances required new chapters to be written from the ground up, and others to be extensively revised. You will learn fundamentals like IP, TCP, DNS and SSL by using working Python programs; you will also be able to familiarize yourself with infrastructure components like memcached and message queues. You can also delve into network server designs, and compare threaded approaches with asynchronous event-based solutions. But the biggest change is this edition's expanded treatment of the web. The HTTP protocol is covered in extensive detail, with each feature accompanied by sample Python code. You can use your HTTP protocol expertise by studying an entire chapter on screen scraping and you can then test lxml and BeautifulSoup against a real-world web site. The chapter on web application programming now covers both the WSGI standard for component interoperability, as well as modern web frameworks like Django. Finally, all of the old favorites from the first edition are back: E-mail protocols like SMTP, POP, and IMAP get full treatment, as does XML-RPC. You can still learn how to code Python network programs using the Telnet and FTP protocols, but you are likely to appreciate the power of more modern alternatives like the paramiko SSH2 library. If you are a Python programmer who needs to learn the network, this is the book that you want by your side.
Python is an object-oriented programming. Its important philosophy is summarized by PEP 20. Like ◎ Beautiful is better than ugly. ◎ Explicit is better than implicit. ◎ Simple is better than complex. ◎ Complex is better than complicated. ◎ And so on.... The most important philosophy is "simple". So ◎ Keep it simple. When you write a Python program, the only thing you should keep in mind is the above sentence. But what is the meaning of "simple"? It is a good question, right? Simply speaking, the simple is a style and a thinking. That is to say, you should uses a direct, obvious and effective way to design a software using Python in any case. This e-book will take you to learn programming with Python. Just like the cover's image, I want to take you to go up the stairs step by step and you also learn programming with Python by this way, step by step. I think you should slow down and experience what you should know about programming. There are three parts of this e-book. ◎ Part One - Basics ◎ Part Two - Software Development ◎ Part Three - GUI Part One brings together all the basic skills about Python you need to know. Part Two introduces the basic knowledge about software development. Part Three designs a graphical user interface using Tk of the standard library. The purpose of this e-book is an introduction about programming with Python. You may need two or three months to study this e-book. The main reference of this e-book are the following web pages and books. ◎ Index of Python Enhancement Proposals ◎ The Python 2 Tutorial ◎ The Python 3.4 Tutorial ◎ Beginning Python: From Novice to Professional ◎ How to Think Like a Computer Scientist: Learning with Python, 2nd Edition (Using Python 2.x) This e-book is no advertising and best for reading on any mobile platform. If you have bought this e-book, thanks for your donating and let me continue to write new tutorials for beginners of programming. Thank you very much. *** Update Information **** In addition to change the cover of the e-book, I have also revised grammar and spelling errors of the e-book. Kaiching Chang 2015/9/8 2015/11/30
Author: Michel Anders
Publisher: Packt Publishing Ltd
Release Date: 2011-05-12
Part of Packt's Beginner's Guide Series, this book follows a sample application, with lots of screenshots, to help you get to grips with the techniques as quickly as possible. Moderately experienced Python programmers who want to learn how to create fairly complex, database-driven, cross browser compatible web apps that are maintainable and look good will find this book of most use. All key technologies except for Python 3 are explained in detail.
Author: Eric Weinstein
Publisher: No Starch Press
Release Date: 2014-12-14
The Ruby programming language is perfect for beginners: easy to learn, powerful, and fun to use! But wouldn't it be more fun if you were learning with the help of some wizards and dragons? Ruby Wizardry is a playful, illustrated tale that will teach you how to program in Ruby by taking you on a fantastical journey. As you follow the adventures of young heroes Ruben and Scarlet, you’ll learn real programming skills, like how to: –Use fundamental concepts like variables, symbols, arrays, and strings –Work with Ruby hashes to create a programmable breakfast menu –Control program flow with loops and conditionals to help the Royal Plumber –Test your wild and crazy ideas in IRB and save your programs as scripts –Create a class of mini-wizards, each with their own superpower! –Organize and reuse your code with methods and lists –Write your own amazing interactive stories using Ruby Along the way, you’ll meet colorful characters from around the kingdom, like the hacker Queen, the Off-White Knight, and Wherefore the minstrel. Ruby Wizardry will have you (or your little wizard) hooked on programming in no time. For ages 10+ (and their parents!)
When Marley Adair first wanted to learn Python he bought several books but they weren't teaching him the kind of programming he wanted to learn. He wanted to build games and animations; they were teaching compound interest and print statements. So he taught himself, then wrote the book he wished he could have bought. Python Hunting still covers all the basics, such as classes, functions, loops and logic, but throws beginners straight into the fun, creative side of things, showing the reader how to build a series of games, including pong, space invaders and a tank battle, with sound effects, graphics, statistics and more. Much effort has been made to keep the steps clear, concise and fun and yet still teach genuine programming skills that are the foundations for working in the industry. Working versions and screen shots of the games are on the website at www.python-hunting.com as well as contact details where you can ask questions or get help from the authors. We'd love to hear how you are getting on.
Author: V. Anton Spraul
Publisher: MITP-Verlags GmbH & Co. KG
Release Date: 2013-04-05
Typische Programmieraufgaben kreativ lösen am Beispiel von C++ Von der Aufgabe zur Lösung – so gehen Sie vor Probleme analysieren und schrittweise bearbeiten Systematisches Vorgehen lernen und anwenden Aus dem Inhalt: Strategien zur Problemlösung Eingabeverarbeitung Statusverfolgung Arrays Zeiger und dynamische Speicherverwaltung Klassen Rekursion Wiederverwendung von Code Rekursive und iterative Programmierung Denken wie ein Programmierer Die Herausforderung beim Programmieren besteht nicht im Erlernen der Syntax einer bestimmten Sprache, sondern in der Fähigkeit, auf kreative Art Probleme zu lösen. In diesem einzigartigen Buch widmet sich der Autor V. Anton Spraul genau jenen Fähigkeiten, die in normalen Lehrbüchern eher nicht behandelt werden: die Fähigkeit, wie ein Programmierer zu denken und Aufgaben zu lösen. In den einzelnen Kapiteln behandelt er jeweils verschiedene Programmierkonzepte wie beispielsweise Klassen, Zeiger und Rekursion, und fordert den Leser mit erweiterbaren Übungen zur praktischen Anwendung des Gelernten auf. Sie lernen unter anderem: Probleme in diskrete Einzelteile zerlegen, die sich leichter lösen lassen Funktionen, Klassen und Bibliotheken möglichst effizient nutzen und wiederholt verwenden die perfekte Datenstruktur für eine Aufgabenstellung auswählen anspruchsvollere Programmiertechniken wie Rekursion und dynamischen Speicher einsetzen Ihre Gendanken ordnen und Strategien entwickeln, um bestimmte Problemkategorien in Angriff zu nehmen Die Beispiele im Buch werden mit C++ gelöst, die dargestellten kreativen Problemlösungskonzepte gehen aber weit über die einzelnen Programmiersprachen und oft sogar über den Bereich der Informatik hinaus. Denn wie die fähigsten Programmierer wissen, handelt es sich beim Schreiben herausragender Quelltexte um kreative Kunst und der erste Schritt auf dem Weg zum eigenen Meisterwerk besteht darin, wie ein Programmierer zu denken. Über den Autor: V. Anton Spraul hat über 15 Jahre lang Vorlesungen über die Grundlagen der Programmierung und Informatik gehalten. In diesem Buch fasst er die von ihm dabei perfektionierten Verfahren zusammen. Er ist auch Autor von »Computer Science Made Simple«.