A gentle but thorough introduction to the world of computer programming, it's written in language a 12-year-old can follow, but anyone who wants to learn how to program a computer can use it. Even adults. Written by Warren Sande and his son, Carter, and reviewed by professional educators, this book is kid-tested and parent-approved.
ABOUT THIS BOOK
Learn to talk to your computer in its own language! Whether you want to create a game, start a business, or solve an important problem, the first step is learning to write your own programs. Programming is a fun challenge, and it's easy to get started!
This updated and revised edition of Hello World! introduces the world of computer programming in a clear and engaging style. Written by Warren Sande and his son, Carter, it is full of examples that will get you thinking and learning. Reviewed by professional educators, this book is kid-tested and parent-approved. You don't need to know anything about programming to use the book, just the basics of using a computer. If you can start a program and save a file, you'll be off and running!
- Explains concepts in clear language
- Lots of pictures, cartoons, and fun examples
- Complete set of practice questions and exercises
- Illustrated in full color
Hello World! uses Python, a programming language designed to be easy to learn. Using fun examples, it brings to life concepts of computing— looping, decisions, input and output, data structures, graphics—and many more.
ABOUT THE AUTHORS
Warren Sande is an electronic systems engineer who uses Python both as a "do anything" scripting language and as a way to teach computers and programming. Carter Sande is a high school student who is passionate about technology. When he's not fixing his school's network and helping his classmates recover lost homework, he likes to ride his bike and write retro video games.
Table of Contents
Chapter 1. Getting Started
Chapter 2. Remember This: Memory and Variables
Chapter 3. Basic Math
Chapter 4. Types of Data
Chapter 5. Input
Chapter 6. GUIs—Graphical User Interfaces
Chapter 7. Decisions, Decisions
Chapter 8. Loop the Loop
Chapter 9. Just for You—Comments
Chapter 10. Game Time
Chapter 11. Nested and Variable Loops
Chapter 12. Collecting Things Together—Lists and Dictionaries
Chapter 13. Functions
Chapter 14. Objects
Chapter 15. Modules
Chapter 16. Graphics
Chapter 17. Sprites and Collision Detection
Chapter 18. A New Kind of Input—Events
Chapter 19. Sound
Chapter 20. More GUIs
Chapter 21. Print Formatting and Strings
Chapter 22. File Input and Output
Chapter 23. Take a Chance—Randomness
Chapter 24. Computer Simulations
Chapter 25. Skier Explained
Chapter 26. Python Battle
Chapter 27. What’s Next?
Appendix A. Variable Naming Rules
Appendix B. Differences Between Python 2 and 3
Appendix C. Answers to Self-Test Questions
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