Book description
The kid-friendly way to learning coding with Python
Calling all wanna-be coders! Experts point to Python as one of the best languages to start with when you're learning coding, and Python For Kids For Dummies makes it easier than ever. Packed with approachable, bite-sized projects that won't make you lose your cool, this fun and friendly guide teaches the basics of coding with Python in a language you can understand. In no time, you'll be installing Python tools, creating guessing games, building a geek speak translator, making a trivia game, constructing a Minecraft chat client, and so much more.
Whether you don't have the opportunity to take coding classes at school or in camp—or just simply prefer to learn on your own—Python For Kids For Dummies makes getting acquainted with this popular coding language fast and easy. It walks you step-by-step through basic coding projects and provides lots of hands-on tasks that give you a sweet sense of accomplishment when you complete them. What's not to love about that?
Navigate the basics of coding with the Python language
Create your own applications and games
Find help from other Python users
Expand your technology skills with Python
If you're a pre-to-early-teen looking to add coding skills to your creativity toolbox, Python For Kids For Dummies is your sure-fire weapon for getting up and running with one of the hottest programming languages around.
Table of contents
-
- Cover
- Introduction
-
Week 1: Slithering into Python
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Project 1: Getting Started with Python
- Python and Why It’s Wonderful
- Who’s Using Python
- Making Things with Python
- Understanding This Book’s Pedagogical Approach
- Install Python on Mac OSX
- Install Python on Windows
- Install Python for Linux
- Pin Python to Your Start Menu
- Start the Python Interpreter
- Use Python’s Built-In Documentation
- Put the Kibosh on the Python Interpreter
- Find Python Documentation Online
- Join the Broader Python Community
- Handle Problems
- Learn How to Learn
- Summary
- Project 2: Hello World!
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Project 1: Getting Started with Python
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Week 2: Building Guessing Games
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Project 3: Guessing Game
- Plan the Game
- Get Input from the Player
- Ask for Input
- Make Sure Things Are Equal
- Call the Operators
- Divide in Python
- Compare the Guess to a Number
- Compare the Player’s Guess to the Computer’s Number
- Tell Players If the Guess Is Wrong
- Keep Asking Until the Player Guesses Correctly
- Make Python Think of a Random Number
- Use Namespaces
- Finish Your Guessing Game
- Summary
- Project 4: Set Up Your Coding Environment
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Project 5: A Better Guessing Game
- Handle Your Functions
- Naming Functions
- Add Function Help Text
- Make a Function Stub
- Rework Your Guessing Game
- Find a Logic Problem
- Solve the Logic Problem
- Notice Double Use of computers_number
- Understand How Scope Works
- Communicate with Your Function
- Send Information to a Function
- Give Some Arguments a Default Value
- Communicate from the Function
- Add a Score
- Let the User Quit
- The Complete Code
- Summary
-
Project 3: Guessing Game
-
Week 3: Creating Word Games
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Project 6: Hacker Speaker: 1337 Sp34k3r
- Waiter, There’s An Object In My String
- Dot Your Objects’ Attributes
- Meet the List
- Go Through the Elements of a List
- Create Your Own List
- Create a List on Steroids
- Test Whether an Element’s In a List
- Planning Your Elite Hacker Speaker
- Set Up Your File
- Make Code Letter Substitutions
- Replace a Letter
- Let the User Enter a Message
- Define Letter Substitutions
- Apply all the Substitutions
- Use print to Debug the Code
- Debug with IDLE’s Debugger
- Summary
-
Project 7: Cryptopy
- Slice Off Those Dud Characters
- Make a Substitution Table
- Set Up Your Cipher
- Use the Dictionary
- Create an Encryption Dictionary
- Use a join
- Rewrite the Encryption Function
- Write the Decryption Function
- Encrypt a Text File
- Encrypt and Decrypt from a File
- Decrypt from Your Shell
- Change the Code to Decrypt Too
- The Complete Code
- Summary
- Project 8: Silly Sentences
-
Project 6: Hacker Speaker: 1337 Sp34k3r
-
Week 4: Stepping Up to Object-Oriented Programming
-
Project 9: Address Book
- Your First Class Objects
- Create a Class
- Create an Instance
- Create Class and Instance Attributes
- Plan Your Address Book
- Set Up Your File and Create a Class
- Add Your First Person
- Instantiate an Instance Using __init__
- Create a Function to Print the Instance
- Use __repr__ Magic
- Initialize the AddressBook Instance
- Find Pickle Power
- Add a save Function
- Loading a Saved Pickle in the Same Application
- Test the load Method
- Add an Interface
- Fill in the Methods
- The Complete Code
- Summary
- Project 10: Math Trainer
-
Project 9: Address Book
- About the Author
- Cheat Sheet
- Connect with Dummies
- End User License Agreement
Product information
- Title: Python For Kids For Dummies
- Author(s):
- Release date: September 2015
- Publisher(s): For Dummies
- ISBN: 9781119093107
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