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Python for Teenagers : Learn to Program like a Superhero! / by James R. Payne.
- Format:
- Book
- Author/Creator:
- Payne, James R.
- Language:
- English
- Subjects (All):
- Python (Computer program language).
- Programming languages (Electronic computers).
- Python.
- Programming Language.
- Local Subjects:
- Python.
- Programming Language.
- Physical Description:
- 1 online resource (329 pages)
- Edition:
- 2nd ed. 2024.
- Place of Publication:
- Berkeley, CA : Apress : Imprint: Apress, 2024.
- Summary:
- This book, which is designed for middle-school through college-aged students, will arm beginners with solid programming foundations they can carry throughout life. It uses fun and simple language (and programming examples) to teach the fundamentals needed to start the down path of becoming a programmer. Python is a highly flexible language, allowing developers to enter any number of technical fields and is a welcome addition to any resume. With its low learning curve, it makes a great introductory language, as new developers can take the coding fundamentals they learn in Python and apply them to any other language. The second edition builds upon the foundation of the first book, revising all the chapters where the language has changed, updating the commands, code, and examples to bring it up to date with the current version of Python. Since Python is the most popular programming language in the world and can be used in conjunction with other languages - across multiple platforms - it can increase the reader's ability to qualify for a wider range of jobs than other languages. Finally, Python is fun - something not every programming language can boast! You will: Install and configure Python Grasp basic software development principles and syntax Understand the best practices for coding in Python Create applications and debug code.
- Contents:
- Chapter 1, Introduction to Computer Programming and Python
- Chapter 2, It All Adds Up
- Chapter 3, String Things Along
- Chapter 4, Making Decisions
- Chapter 5: Loops and Logic
- Chapter 6: Using What We've Learned
- Chapter 7: Saving Time with Functions, Modules, and Built-ins
- Chapter 8: Using Classes and Objects
- Chapter 9: Introducing Other Data Structures
- Chapter 10: Python Files
- Chapter 11: Python for Gaming
- Chapter 12: Animating Games
- Chapter 13: Gaming Frameworks
- Chapter 14: Error Handing
- Chapter 15: Python Careers.
- Notes:
- Includes index.
- ISBN:
- 9781484299883
- 1484299884
- OCLC:
- 1414374848
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