Cover image for Python Programming for the Absolute Beginner.
Python Programming for the Absolute Beginner.
Title:
Python Programming for the Absolute Beginner.
Author:
Dawson, Michael.
ISBN:
9781435456013
Personal Author:
Edition:
3rd ed.
Physical Description:
1 online resource (480 pages)
Contents:
TABLE OF CONTENTS -- Chapter 1 GETTING STARTED: THE GAME OVER PROGRAM -- Examining the Game Over Program -- Introducing Python -- Python Is Easy to Use -- Python Is Powerful -- Python Is Object-Oriented -- Python Is a "Glue" Language -- Python Runs Everywhere -- Python Has a Strong Community -- Python Is Free and Open Source -- Setting Up Python on Windows -- Installing Python on Windows -- Setting Up Python on Other Operating Systems -- Introducing IDLE -- Programming in Interactive Mode -- Programming in Script Mode -- Back to the Game Over Program -- Using Comments -- Using Blank Lines -- Printing the String -- Waiting for the User -- Summary -- Chapter 2 TYPES, VARIABLES, AND SIMPLE I/O: THE USELESS TRIVIA PROGRAM -- Introducing the Useless Trivia Program -- Using Quotes with Strings -- Introducing the Game Over 2.0 Program -- Using Quotes Inside Strings -- Printing Multiple Values -- Specifying a Final String to Print -- Creating Triple-Quoted Strings -- Using Escape Sequences with Strings -- Introducing the Fancy Credits Program -- Moving Forward a Tab Stop -- Printing a Backslash -- Inserting a Newline -- Inserting a Quote -- Sounding the System Bell -- Concatenating and Repeating Strings -- Introducing the Silly Strings Program -- Concatenating Strings -- Using the Line Continuation Character -- Repeating Strings -- Working with Numbers -- Introducing the Word Problems Program -- Understanding Numeric Types -- Using Mathematical Operators -- Understanding Variables -- Introducing the Greeter Program -- Creating Variables -- Using Variables -- Naming Variables -- Getting User Input -- Introducing the Personal Greeter Program -- Using the input() Function -- Using String Methods -- Introducing the Quotation Manipulation Program -- Creating New Strings with String Methods -- Using the Right Types.

Introducing the Trust Fund Buddy-Bad Program -- Tracking Down Logical Errors -- Converting Values -- Introducing the Trust Fund Buddy-Good Program -- Converting Strings to Integers -- Using Augmented Assignment Operators -- Back to the Useless Trivia Program -- Creating the Initial Comments -- Getting the User Input -- Printing Lowercase and Uppercase Versions of name -- Printing name Five Times -- Calculating seconds -- Calculating moon_weight and sun_weight -- Waiting for the User -- Summary -- Chapter 3 BRANCHING, WHILE LOOPS, AND PROGRAM PLANNING: THE GUESS MY NUMBER GAME -- Introducing the Guess My Number Game -- Generating Random Numbers -- Introducing the Craps Roller Program -- Importing the random Module -- Using the randint() Function -- Using the randrange() Function -- Using the if Statement -- Introducing the Password Program -- Examining the if Statement -- Creating Conditions -- Understanding Comparison Operators -- Using Indentation to Create Blocks -- Building Your Own if Statement -- Using the else Clause -- Introducing the Granted or Denied Program -- Examining the else Clause -- Using the elif Clause -- Introducing the Mood Computer Program -- Examining the elif Clause -- Creating while Loops -- Introducing the Three-Year-Old Simulator Program -- Examining the while Loop -- Initializing the Sentry Variable -- Checking the Sentry Variable -- Updating the Sentry Variable -- Avoiding Infinite Loops -- Introducing the Losing Battle Program -- Tracing the Program -- Creating Conditions That Can Become False -- Treating Values as Conditions -- Introducing the Maitre D' Program -- Interpreting Any Value as True or False -- Creating Intentional Infinite Loops -- Introducing the Finicky Counter Program -- Using the break Statement to Exit a Loop -- Using the continue Statement to Jump Back to the Top of a Loop.

Understanding When to Use break and continue -- Using Compound Conditions -- Introducing the Exclusive Network Program -- Understanding the not Logical Operator -- Understanding the and Logical Operator -- Understanding the or Logical Operator -- Planning Your Programs -- Creating Algorithms with Pseudocode -- Applying Stepwise Refinement to Your Algorithms -- Returning to the Guess My Number Game -- Planning the Program -- Creating the Initial Comment Block -- Importing the random Module -- Explaining the Game -- Setting the Initial Values -- Creating a Guessing Loop -- Congratulating the Player -- Waiting for the Player to Quit -- Summary -- Chapter 4 FOR LOOPS, STRINGS, AND TUPLES: THE WORD JUMBLE GAME -- Introducing the Word Jumble Game -- Using for Loops -- Introducing the Loopy String Program -- Understanding for Loops -- Creating a for Loop -- Counting with a for Loop -- Introducing the Counter Program -- Counting Forwards -- Counting by Fives -- Counting Backwards -- Using Sequence Operators and Functions with Strings -- Introducing the Message Analyzer Program -- Using the len() Function -- Using the in Operator -- Indexing Strings -- Introducing the Random Access Program -- Working with Positive Position Numbers -- Working with Negative Position Numbers -- Accessing a Random String Element -- Understanding String Immutability -- Building a New String -- Introducing the No Vowels Program -- Creating Constants -- Creating New Strings from Existing Ones -- Slicing Strings -- Introducing the Pizza Slicer Program -- Introducing None -- Understanding Slicing -- Creating Slices -- Using Slicing Shorthand -- Creating Tuples -- Introducing the Hero's Inventory Program -- Creating an Empty Tuple -- Treating a Tuple as a Condition -- Creating a Tuple with Elements -- Printing a Tuple -- Looping Through a Tuple's Elements -- Using Tuples.

Introducing the Hero's Inventory -- Setting Up the Program -- Using the len() Function with Tuples -- Using the in Operator with Tuples -- Indexing Tuples -- Slicing Tuples -- Understanding Tuple Immutability -- Concatenating Tuples -- Back to the Word Jumble Game -- Setting Up the Program -- Planning the Jumble Creation Section -- Creating an Empty Jumble String -- Setting Up the Loop -- Generating a Random Position in word -- Creating a New Version of jumble -- Creating a New Version of word -- Welcoming the Player -- Getting the Player's Guess -- Congratulating the Player -- Ending the Game -- Summary -- Chapter 5 LISTS AND DICTIONARIES: THE HANGMAN GAME -- Introducing the Hangman Game -- Using Lists -- Introducing the Hero's Inventory 3.0 Program -- Creating a List -- Using the len() Function with Lists -- Using the in Operator with Lists -- Indexing Lists -- Slicing Lists -- Concatenating Lists -- Understanding List Mutability -- Assigning a New List Element by Index -- Assigning a New List Slice -- Deleting a List Element -- Deleting a List Slice -- Using List Methods -- Introducing the High Scores Program -- Setting Up the Program -- Displaying the Menu -- Exiting the Program -- Displaying the Scores -- Adding a Score -- Removing a Score -- Sorting the Scores -- Dealing with an Invalid Choice -- Waiting for the User -- Understanding When to Use Tuples Instead of Lists -- Using Nested Sequences -- Introducing the High Scores 2.0 Program -- Creating Nested Sequences -- Accessing Nested Elements -- Unpacking a Sequence -- Setting Up the Program -- Displaying the Scores by Accessing Nested Tuples -- Adding a Score by Appending a Nested Tuple -- Dealing with an Invalid Choice -- Waiting for the User -- Understanding Shared References -- Using Dictionaries -- Introducing the Geek Translator Program -- Creating Dictionaries.

Accessing Dictionary Values -- Setting Up the Program -- Getting a Value -- Adding a Key-Value Pair -- Replacing a Key-Value Pair -- Deleting a Key-Value Pair -- Wrapping Up the Program -- Understanding Dictionary Requirements -- Back to the Hangman Game -- Setting Up the Program -- Creating Constants -- Initializing the Variables -- Creating the Main Loop -- Getting the Player's Guess -- Checking the Guess -- Ending the Game -- Summary -- Chapter 6 FUNCTIONS: THE TIC-TAC-TOE GAME -- Introducing the Tic-Tac-Toe Game -- Creating Functions -- Introducing the Instructions Program -- Defining a Function -- Documenting a Function -- Calling a Programmer-Created Function -- Understanding Abstraction -- Using Parameters and Return Values -- Introducing the Receive and Return Program -- Receiving Information through Parameters -- Returning Information through Return Values -- Understanding Encapsulation -- Receiving and Returning Values in the Same Function -- Understanding Software Reuse -- Using Keyword Arguments and Default Parameter Values -- Introducing the Birthday Wishes Program -- Using Positional Parameters and Positional Arguments -- Using Positional Parameters and Keyword Arguments -- Using Default Parameter Values -- Using Global Variables and Constants -- Understanding Scopes -- Introducing the Global Reach Program -- Reading a Global Variable from Inside a Function -- Shadowing a Global Variable from Inside a Function -- Changing a Global Variable from Inside a Function -- Understanding When to Use Global Variables and Constants -- Back to the Tic-Tac-Toe Game -- Planning the Tic-Tac-Toe Game -- Setting Up the Program -- The display_instruct() Function -- The ask_yes_no() Function -- The ask_number() Function -- The pieces() Function -- The new_board() Function -- The display_board() Function -- The legal_moves() Function.

The winner() Function.
Local Note:
Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2017. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
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