Python for Kids

Python for Kids
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A Playful Introduction to Programming
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Artikel-Nr:
9781718503021
Veröffentl:
2022
Erscheinungsdatum:
15.11.2022
Seiten:
333
Autor:
Jason R. Briggs
Gewicht:
832 g
Format:
233x177x28 mm
Sprache:
Englisch
Beschreibung:

Jason Briggs has been a programmer since the age of eight, when he first learned BASIC on a Radio Shack TRS-80. Since then he has written software professionally as a developer and systems architect and served as Contributing Editor for Java Developer's Journal. His articles have appeared in JavaWorld, ONJava and ONLamp.
The second edition of the best-selling Python for Kids which brings you (and your parents) into the world of programming has been completely updated to use the latest version of Python, along with tons of new projects!

Python is a powerful, expressive programming language that s easy to learn and fun to use! But books about learning to program in Python can be dull and gray and that s no fun for anyone.

Python for Kids brings Python to life and brings kids (and their parents) into the wonderful world of programming. Author Jason R. Briggs guides readers through the basics, experimenting with unique (and often hilarious) example programs that feature ravenous monsters, secret agents, thieving ravens, and more. New terms are defined; code is colored, dissected, and explained; and quirky, full-color illustrations keep things fun and engaging throughout.

Chapters end with programming puzzles designed to stretch the brain and strengthen understanding. By the end of the book, young readers will have programmed two complete games: a clone of the famous Pong, and Mr. Stick Man Races for the Exit a platform game with jumps, animation, and much more.

This second edition has been completely updated and revised to reflect the latest Python version and programming practices, with new puzzles to inspire readers to take their code farther than ever before. Why should serious adults have all the fun? Python for Kids is the ticket into the amazing world of computer programming.
Introduction
Part I: Learning to Program

Chapter 1: Not All Snakes Slither
Chapter 2: Calculations and Variables
Chapter 3: Strings, Lists, Tuples, and Dictionaries
Chapter 4: Drawing with Turtles
Chapter 5: Asking Questions with if and else
Chapter 6: Going Loopy
Chapter 7: Recycling Your Code with Functions and Modules
Chapter 8: How to Use Classes and Objects
Chapter 9: More Turtle Graphics
Chapter 10: Using tkinter for Better Graphics
Part II: Bounce
Chapter 11: Beginning Your First Game: Bounce!
Chapter 12: Finishing Your First Game: Bounce!
Part III: Mr. Stickman Races for the Exit
Chapter 13: Creating Graphics for the Mr. Stickman Game
Chapter 14: Developing the Mr. Stickman Game
Chapter 15: Creating Mr. Stickman
Chapter 16: Completing the Mr. Stickman Game
Afterword
Appendix A: Python Keywords
Appendix B: Python's Built-in Functions
Appendix C: Troubleshooting

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