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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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