Copyright Date:
2012
Edition Date:
2013
Release Date:
12/12/12
Pages:
xxiii, 318 pages
ISBN:
1-593-27407-6
ISBN 13:
978-1-593-27407-8
Dewey:
005.13
LCCN:
2012044047
Dimensions:
24 cm.
Language:
English
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.
As you strike out on your programming adventure, you’ll learn how to:
–Use fundamental data structures like lists, tuples, and maps
–Organize and reuse your code with functions and modules
–Use control structures like loops and conditional statements
–Draw shapes and patterns with Python’s turtle module
–Create games, animations, and other graphical wonders with tkinter
Why should serious adults have all the fun? Python for Kids is your ticket into the amazing world of computer programming.
For kids ages 10+ (and their parents)
The code in this book runs on almost anything: Windows, Mac, Linux, even an OLPC laptop or Raspberry Pi!
About the Author and Technical Reviewers
Acknowledgments
Introduction
Part I: Learning to Program
Chapter 1: Not All Snakes Slither
Chapter 2: Calculations and Variables
Chapter 3: Strings, Lists, Tuples, and Maps
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: Python's Built-In Functions
Chapter 10: Useful Python Modules
Chapter 11: More Turtle Graphics
Chapter 12: Using tkinter for Better Graphics
Part II: Bounce!
Chapter 13: Beginning Your First Game: Bounce!
Chapter 14: Finishing Your First Game: Bounce!
Part III: Mr. Stick Man Races for the Exit
Chapter 15: Creating Graphics for the Mr. Stick Man Game
Chapter 16: Developing the Mr. Stick Man Game
Chapter 17: Creating Mr. Stick Man
Chapter 18: Completing the Mr. Stick Man Game
Afterword: Where to Go from Here
Appendix: Python Keywords
Glossary
Index