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Python for Kids. A Playful Introduction to Programming. Briggs J.R.

No Starch Press, 2012. — 344 p. 

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 kind of dull, gray, and boring, and that's no fun for anyone. Python for Kids brings Python to life and brings you (and your parents) into the world of programming. The ever-patient Jason R. Briggs will guide you through the basics as you experiment 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 on the lighter side. Chapters end with programming puzzles designed to stretch your brain and strengthen your understanding. By the end of the book you'll 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.

 

 

Format: pdf     

Size:  13,6 Mb

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Russian language:  Python для детей. Самоучитель по программированию. Бриггс Джейсон (2017, 321с.) 

 

 

 

BRIEF CONTENTS
About the Author, Illustrator, and Technical Reviewers xv
Acknowledgments xvii
Introduction xix
PART I: LEARNING TO PROGRAM
Chapter 1: Not All Snakes Slither 3
Chapter 2: Calculations and Variables 15
Chapter 3: Strings, Lists, Tuples, and Maps 25
Chapter 4: Drawing with Turtles 43
Chapter 5: Asking Questions with if and else 53
Chapter 6: Going Loopy 67
Chapter 7: Recycling Your Code with Functions and Modules 81
Chapter 8: How to Use Classes and Objects 93
Chapter 9: Python's Built-in Functions 109
Chapter 10: Useful Python Modules 129
Chapter 11: More Turtle Graphics 145
Chapter 12: Using tkinter for Better Graphics 163
PART II: BOUNCE!
Chapter 13: Beginning Your First Game: Bounce! 193
Chapter 14: Finishing Your First Game: Bounce! 205
PART III: MR. STICK MAN RACES FOR THE EXIT
Chapter 15: Creating Graphics for the Mr. Stick Man Game 221
Chapter 16: Developing the Mr. Stick Man Game 233
Chapter 17: Creating Mr. Stick Man 251
Chapter 18: Completing the Mr. Stick Man Game 259
Afterword: Where to Go from Here 285
Appendix: Python Keywords 293
Glossary 307
Index 313



This must be what it's like when you get up on stage to accept an award, only to realize you've left the list of people you have to thank in your other trousers: You're guaranteed to forget someone, and that music will soon start rolling to quickly usher you off the stage.
So that being said, here's the (no doubt) incomplete list of people to whom I owe a huge debt of gratitude for helping make this book as good as I think it now is.
 

 


О том, как читать книги в форматах pdf, djvu - см. раздел "Программы; архиваторы; форматы pdf, djvu и др."


 

 

 

 

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