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Python Programming for the Absolute Beginner, Third Edition
— —
Michael Dawson (UCLA)
Python Programming for the Absolute Beginner, Third Edition by Michael Dawson (UCLA) at Abbey's Bookshop,

Python Programming for the Absolute Beginner, Third Edition

Michael Dawson (UCLA)


9781435455009

Delmar Cengage Learning


Computer programming & software development


Paperback

464 pages

$49.95
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If you are new to programming with Python and are looking for a solid introduction, this is the book for you. Developed by computer science instructors, books in the 'for the absolute beginner' series teach the principles of programming through simple game creation. You will acquire the skills that you need for practical Python programming applications and will learn how these skills can be put to use in real-world scenarios. Throughout the chapters, you will find code samples that illustrate concepts presented. At the end of each chapter, you will find a complete game that demonstrates the key ideas in the chapter, a summary of the chapter, and a set of challenges that tests your newfound knowledge. By the time you finish this book, you'll be well versed in Python and be able to apply the basic programming principles you've learned to the next programming language you tackle.

By:   Michael Dawson (UCLA)
Imprint:   Delmar Cengage Learning
Country of Publication:   United States
Dimensions:   Height: 232mm,  Width: 189mm,  Spine: 23mm
Weight:   930g
ISBN:   9781435455009
ISBN 10:   1435455002
Pages:   464
Publication Date:   January 2010
Audience:   General/trade ,  ELT Advanced
Format:   Paperback
Publisher's Status:   Active

Introduction. 1. Getting Started: The Game Over Program. 2. Types, Variables, and Simple I/O: The Useless Trivia Program. 3. Branching, while Loops, and Program Planning: The Guess My Number Game. 4. for Loops, Strings, and Tuples: The Word Jumble Game. 5. Lists and Dictionaries: The Hangman Game. 6. Functions: Tic-Tac-Toe. 7. Files and Exceptions: The Trivia Challenge Game. 8. Software Objects: The Critter Caretaker Program. 9. Object-Oriented Programming: The Blackjack Game. 10. GUI Development: The Mad Lib Program.


Introduction. 1. Getting Started: The Game Over Program. 2. Types, Variables, and Simple I/O: The Useless Trivia Program. 3. Branching, while Loops, and Program Planning: The Guess My Number Game. 4. for Loops, Strings, and Tuples: The Word Jumble Game. 5. Lists and Dictionaries: The Hangman Game. 6. Functions: Tic-Tac-Toe. 7. Files and Exceptions: The Trivia Challenge Game. 8. Software Objects: The Critter Caretaker Program. 9. Object-Oriented Programming: The Blackjack Game. 10. GUI Development: The Mad Lib Program.

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