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(Ebook) Python Programming for Teens 1st Edition by Kenneth A Lambert ISBN 1305271955 9781305271951

  • SKU: EBN-6808468
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Authors:Kenneth A. Lambert
Pages:272 pages.
Year:2014
Editon:1
Publisher:Cengage Learning PTR
Language:english
File Size:2.98 MB
Format:pdf
ISBNS:9781305271951, 1305271955
Categories: Ebooks

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(Ebook) Python Programming for Teens 1st Edition by Kenneth A Lambert ISBN 1305271955 9781305271951

(Ebook) Python Programming for Teens 1st Edition by Kenneth A Lambert - Ebook PDF Instant Download/Delivery: 1305271955, 9781305271951
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ISBN 10: 1305271955 
ISBN 13: 9781305271951
Author: Kenneth A Lambert

If you want to learn how to program in Python, one of todays most popular computer programming languages, PYTHON PROGRAMMING FOR TEENS is the perfect first step. Written by teacher, author, and Python expert Kenneth Lambert, this book will help you build a solid understanding of programming and prepare you to make the jump to other languages and more advanced instruction. In PYTHON PROGRAMMING FOR TEENS, you will learn problem solving, program development, the basics of using classes and objects, and more. Special topics include 2-D geometry, fractals, animations, and recursion. The books topics are illustrated using turtle graphics, a system that provides graphical output from programs and makes learning more fun. Get started programming today with PYTHON PROGRAMMING FOR TEENS.

(Ebook) Python Programming for Teens 1st Table of contents:

Chapter 1 Getting Started with Python
Taking Care of Preliminaries
Downloading and Installing Python
Launching and Working in the IDLE Shell
Obtaining Python Help
Working with Numbers
Using Arithmetic
Working with Variables and Assignment
Using Functions
Using the math Module
Detecting Errors
Working with Strings
String Literals
The len, str, int, and float Functions
Input and Output Functions
Indexing, Slicing, and Concatenation
String Methods
Working with Lists
List Literals and Operators
List Methods
Lists from Other Sequences
Lists and the random Module
Tuples as Immutable Lists
Working with Dictionaries
Dictionary Literals
Dictionary Methods and Operators
Summary
Exercises
Chapter 2 Getting Started with Turtle Graphics
Looking at the Turtle and Its World
Using Basic Movement Operations
Moving and Changing Direction
Drawing a Square
Drawing an Equilateral Triangle
Undoing, Clearing, and Resetting
Setting and Examining the Turtle’s State
The Pen Size
The Shape
The Speed
Other Information About the Turtle’s State
Working with Colors
The Pen Color and the Background Color
How Computers Represent Colors
Filled Shapes
Drawing Circles
Drawing Text
Using the Turtle’s Window and Canvas
Using a Configuration File
Summary
Exercises
Chapter 3 Control Structures: Sequencing, Iteration, and Selection
Repeating a Sequence of Statements: Iteration
The for Loop
Nested Loops
How the range Function Works with a for Loop
Loops with Strings, Lists, and Dictionaries
Asking Questions: Boolean Expressions
Boolean Values
Comparisons
Logical Operations
Making Choices: Selection Statements
The One-Way if Statement
The Two-Way if Statement
Probable Options with random.randint
The Multiway if Statement
Using Selection to Control Iteration
The while Loop
Random Walks in Turtle Graphics
Summary
Exercises
Chapter 4 Composing, Saving, and Running Programs
Exploring the Program Development Process
Composing a Program
Program Edits
Program Structure
Docstrings and End-of-Line Comments
import Statements
The main Function
The if main == “__main__” Idiom
The mainloop Function
Running a Program
Using a Turtle Graphics Configuration File
Running a Program from an IDLE Window
Running a Program from a Terminal Window
Using the sys Module and Command-Line Arguments
Looking Behind the Scenes: How Python Runs Programs
Computer Hardware
Computer Software
Summary
Exercises
Chapter 5 Defining Functions
Basic Elements of Function Definitions
Circles and Squares
Docstrings
The return Statement
Testing Functions in a Program
Optional, Default, and Keyword Arguments
Functions as General Solutions to Problems
Regular Polygons
Functions as Arguments
Building Functions with lambda Expressions
Modules as Libraries of Functions
Math Topic: Graphing Functions
Functions in Mathematics
Graphing Functions in Turtle Graphics
Refactoring a Program with Functions
Simplifying the Code for the Random Walk
The atEdge Function
The randomForward Function
The randomTurn Function
Another Version of the Random Walk
Summary
Exercises
Chapter 6 User Interaction with the Mouse and the Keyboard
Using Dialog-Based Input
Input Dialogs in Turtle Graphics
Input Dialogs for Text
Input Dialogs for Numbers
Responding to Mouse Events
Drawing Line Segments with Mouse Clicks
How Event Handling Works
Freehand Drawing by Dragging the Mouse
Responding to Keyboard Events
The onkey Function
A Complete Retro Drawing Program
Using Module Variables
Initializing and Using Module Variables
Tracking the History of Turtle Positions
Using Two Mouse Buttons
Adding an Event-Handling Function for the Right Button

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