Video description
Accessible and intuitive. After going through the many examples in the book, I felt much more confident in my Python programming skills.
Nicole Kogan, MIT
Get Programming: Learn to code with Python introduces you to the world of writing computer programs without drowning you in confusing jargon or theory that make getting started harder than it should be. Filled with practical examples and step-by-step lessons using the easy-on-the-brain Python language, this video book will get you programming in no time!
This book works perfectly alongside Ana Bell's liveVideo course Get Programming with Python in Motion, featuring more projects and skills for you to pick up with this great language!
about the technology
Let's face it. The only way to learn computer programming is to do it. Whether you want to skill up for your next job interview or just get a few pet projects done, programming can be an amazing tool. This book is designed especially for beginners, helping them learn to program hands on, step by step, project by project. It's time to get programming!
about the book
Get Programming: Learn to code with Python teaches you the basics of computer programming using the Python language. In this exercise-driven video book, you'll be doing something on nearly every page as you work through 38 compact lessons and 7 engaging capstone projects. By exploring the crystal-clear illustrations, exercises that check your understanding as you go, and tips for what to try next, you'll start thinking like a programmer in no time.
what's inside
- Programming skills you can use in any language
- Learn to code - no experience required
- Learn Python, the language for beginners
- Dozens of exercises and examples help you learn by doing
about the audience
No prior programming experience needed.
about the author
Ana Bell is an MIT lecturer and scientist who teaches the popular course, Introduction to Computer Science and Programming Using Python.
A definitive resource for anyone wanting to grasp how to solve problems using Python.
Vester Thacker, AIG Technologies
Very helpful in creating a solid foundation of generic programming principles.
Prabhuti Prakash, Atos
Kick-starts programming concepts with Python-but useful to anyone getting started with programming.
Sam Johnson, Intouch Solutions
NARRATED BY MARK THOMAS
Table of Contents
Unit 0. Learning how to program
Lesson 1. Why should you learn how to program?
Lesson 1. Where you are now and where you’ll be
Lesson 1. Our plan for learning how to program
Lesson 2. Basic principles of learning a programming language
Lesson 2. A parallel with baking
Lesson 2. Think, code, test, debug, repeat
Lesson 2. Visualizing the task
Lesson 2. Writing readable code
Unit 1. Variables, types, expressions, and statements
Lesson 3. Introducing Python: a programming language
Lesson 3. Setting up your workspace
Lesson 3. The file editor
Lesson 4. Variables and expressions: giving names and values to things
Lesson 4. Introducing variables
Lesson 4. Creating a variable
Lesson 5. Object types and statements of code
Lesson 5. Basic type of objects in programming
Lesson 5. Floating point as decimal numbers
Lesson 5. Working with basic types of data values
Lesson 6. Capstone project: your first Python program—convert hours to minutes
Lesson 6. Your first Python program: one solution
Unit 2. Strings, tuples, and interacting with the user
Lesson 7. Introducing string objects: sequences of characters
Lesson 7. Basic operations on strings
Lesson 7. Other operations on string objects
Lesson 8. Advanced string operations
Lesson 8. Find out whether a substring is in the string with “in”
Lesson 8. Mathematical operations
Lesson 9. Simple error messages
Lesson 10. Tuple objects: sequences of any kind of object
Lesson 10. Understanding operations on tuples
Lesson 11. Interacting with the user
Lesson 11. Getting user input
Lesson 11. Converting the user input to a different type
Lesson 12. Capstone project: name mashup
Lesson 12. Splitting up first and last names
Lesson 12. Combining the halves
Unit 3. Making decisions in your programs
Lesson 13. Introducing decisions in programs
Lesson 13. Writing the code to make the decision
Lesson 13. Structuring your programs
Lesson 14. Making more-complicated decisions
Lesson 14. Operator precedence rules
Lesson 14. Choosing which lines to execute
Lesson 14. Putting it all together
Lesson 15. Capstone project: choose your own adventure
Unit 4. Repeating tasks
Lesson 16. Repeating tasks with loops
Lesson 16. Looping a certain number of times
Lesson 16. Looping N times
Lesson 17. Customizing loops
Lesson 17. Looping over strings
Lesson 18. Repeating tasks while conditions hold
Lesson 18. Manipulating loops
Lesson 19. Capstone project: Scrabble, Art Edition
Lesson 19. Making a valid word with the given tiles
Lesson 19. Dividing your code into pieces
Unit 5. Organizing your code into reusable blocks
Lesson 20. Building programs to last
Lesson 20. Introducing black boxes of code in programming
Lesson 20. Subtasks exist in their own environments
Lesson 21. Achieving modularity and abstraction with functions
Lesson 21. Using functions
Lesson 22. Advanced operations with functions
Lesson 22. Function scope
Lesson 22. Passing functions as parameters
Lesson 23. Capstone project: analyze your friends
Lesson 23. Sanitizing user inputs
Lesson 23. Analyzing the information
Unit 6. Working with mutable data types
Lesson 24. Mutable and immutable objects
Lesson 24. The need for mutability
Lesson 25. Working with lists
Lesson 25. Adding items to lists: append, insert, and extend
Lesson 26. Advanced operations with lists
Lesson 26. Converting a string to a list
Lesson 27. Dictionaries as maps between objects
Lesson 27. Adding key-value pairs to a dictionary
Lesson 27. Why should you use a dictionary?
Lesson 28. Aliasing and copying lists and dictionaries
Lesson 28. Making copies of mutable objects
Lesson 29. Capstone project: document similarity
Lesson 29. Mapping words to their frequency
Unit 7. Making your own object types by using object-oriented programming
Lesson 30. Making your own object types
Lesson 30. What makes up an object?
Lesson 31. Creating a class for an object type
Lesson 31. Using an object type you defined
Lesson 32. Working with your own object types
Lesson 32. Using a Stack object
Lesson 33. Customizing classes
Lesson 33. Behind the scenes
Lesson 34. Capstone project: card game
Lesson 34. Defining the CardDeck class
Unit 8. Using libraries to enhance your programs
Lesson 35. Useful libraries
Lesson 35. Random numbers with the random library
Lesson 36. Testing and debugging your programs
Lesson 36. Debugging your code
Lesson 37. A library for graphical user interfaces
Lesson 37. Adding event handlers
Lesson 38. Capstone project: game of tag
Lesson 38. Moving shapes inside the canvas