Guide to Programming with Python Book/CD Pacage
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Format
Mixed media product
Språk
Engelska
Antal sidor
471
Utgivningsdatum
2007-04-01
Upplaga
illustrated ed
Förlag
COURSE TECHNOLOGY INC.
Illustrationer
illustrations
Dimensioner
234 x 185 x 22 mm
Vikt
860 g
Antal komponenter
2
Komponenter
Paperback (1), CD-ROM (1)
ISBN
9781423901129

Guide to Programming with Python Book/CD Pacage

Mixed media product,  Engelska, 2007-04-01

Slutsåld

Python Programming is unique and fun because of its approach: the reader learns to program through writing game programs. While it's enjoyable and engaging, the book covers plenty of fundamental computer science concepts and vocabulary. Topics include variables, memory, branching, loops, data structures, functions, file handling, exceptions, object-oriented programming, GUI programming, multimedia programming, and program planning. Even with all the power it offers to industry, Python is perfect for beginners. It has clear, simple syntax and is robust yet concise. Python Programming is the most fun way to learn the basics of programming using an easy-to-learn but powerful industry-standard programming language.
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Kundrecensioner

Fler böcker av Michael Dawson

Recensioner i media

Introduction 1. Getting Started: The Game Over Program 2. Types, Variables, and Simple I/O: The Useless Trivia Program 3. Branching, while Loops, and Program Planning: The Guess My Number Game 4. for Loops, Strings, and Tuples: The Word Jumble Game 5. Lists and Dictionaries: The Hangman Game 6. Functions: Tic-Tac-Toe 7. Files and Exceptions: The Trivia Challenge Game 8. Software Objects: The Critter Caretaker Program 9. Object-Oriented Programming: The Blackjack Game 10. GUI Development: The Mad Lib Program 11. Graphics: The Pizza Panic Game 12. Sound, Animation, and Program Development: The Astrocrash Game Appendix A: Livewires Reference

Innehållsförteckning

Introduction
1. Getting Started: The Game Over Program
2. Types, Variables, and Simple I/O: The Useless Trivia Program
3. Branching, while Loops, and Program Planning: The Guess My Number Game
4. for Loops, Strings, and Tuples: The Word Jumble Game
5. Lists and Dictionaries: The Hangman Game
6. Functions: Tic-Tac-Toe
7. Files and Exceptions: The Trivia Challenge Game
8. Software Objects: The Critter Caretaker Program
9. Object-Oriented Programming: The Blackjack Game
10. GUI Development: The Mad Lib Program
11. Graphics: The Pizza Panic Game
12. Sound, Animation, and Program Development: The Astrocrash Game
Appendix A: Livewires Reference