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Index
Cover Get Programming: Learn to code with Python Copyright Get Programming: Learn to code with Python 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
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