Python programming

Detalles Bibliográficos
Autor Principal: Dawson, Michael
Formato: Libro
Lengua:inglés
Datos de publicación: Boston : Premier, c2003
Edición:1st ed.
Series:For the absolute beginner
Temas:
Acceso en línea:Consultar en el Cátalogo
Notas:Incluye índice.
Descripción Física:xxviii, 452 p. : il.
ISBN:1592000738
Tabla de Contenidos:
  • Introduction
  • 1. Getting Started: The Game over Program
  • Examining the Game Over Program
  • Introducing Python
  • Setting Up Python on Windows
  • Setting Up Python on Other Operating Systems
  • Introducing the Python IDLE
  • Back to the Game Over Program
  • Summary
  • 2. Types, Variables, and Simple I/O: The Useless Trivia Program
  • Introducing the Useless Trivia Program
  • Using Quotes with Strings
  • Using Escape Sequences with Strings
  • Concatenating and Repeating Strings
  • Working with Numbers
  • Understanding Variables
  • Getting User Input
  • Using String Methods
  • Using the Right Types
  • Converting Values
  • Back to the Useless Trivia Program
  • Summary
  • 3. Branching, while Loops, and Program Planning: The Guess My Number Game
  • Introducing the Guess My Number Game
  • Generating Random Numbers
  • Using the if Structure
  • Using the if-else Structure
  • Using the if-elif-else Structure
  • Creating while Loops
  • Avoiding Infinite Loops
  • Treating Values as Conditions
  • Creating Intentional Infinite Loops
  • Using Compound Conditions
  • Planning Your Programs
  • Returning to the Guess My Number Game
  • Summary
  • 4. for Loops, Strings, and Tuples: The Word Jumble Game
  • Introducing the Word Jumble Game
  • Using for Loops
  • Counting with a for Loop
  • Using Sequence Operators and Functions with Strings
  • Indexing Strings
  • Understanding String Immutability
  • Building a New String
  • Slicing Strings
  • Creating Tuples
  • Using Tuples
  • Back to the Word Jumble Game
  • Summary
  • 5. Lists and Dictionaries: The Hangman Game
  • Introducing the Hangman Game
  • Using Lists
  • Using List Methods
  • Understanding When to Use Tuples Instead of Lists
  • Using Nested Sequences
  • Understanding Shared References
  • Using Dictionaries
  • Back to the Hangman Game
  • Summary
  • 6. Functions: The Tic-Tac-Toe Game
  • Introducing the Tic-Tac-Toe Game
  • Creating Functions
  • Using Parameters and Return Values
  • Using Keyword Arguments and Default Parameter Values
  • Using Global Variables and Constants
  • Back to the Tic-Tac-Toe Game
  • Summary
  • 7. Files and Exceptions: The Trivia Challenge Game
  • Introducing the Trivia Challenge Game
  • Reading from Text Files
  • Writing to a Text File
  • Storing Complex Data in Files
  • Handling Exceptions
  • Back to the Trivia Challenge Game
  • Summary
  • 8. Software Objects: The Critter Caretaker Program
  • Introducing the Critter Caretaker Program
  • Understanding Object-Oriented Basics
  • Creating Classes, Methods, and Objects
  • Using Constructors
  • Using Attributes
  • Using Class Attributes and Static Methods
  • Understanding Object Encapsulation
  • Using Private Attributes and Private Methods
  • Understanding New-Style and Old-Style Classes
  • Controlling Attribute Access
  • Back to the Critter Caretaker Program
  • Summary
  • 9. Object-Oriented Programming: The Blackjack Game
  • Introducing the Blackjack Game
  • Sending and Receiving Messages
  • Combining Objects
  • Using Inheritance to Create New Classes
  • Extending a Class through Inheritance
  • Altering the Behavior of Inherited Methods
  • Understanding Polymorphism
  • Creating Modules
  • Back to the Blackjack Game
  • Summary
  • 10. GUI Development: The Mad Lib Program
  • Introducing the Mad Lib Program
  • Examining a GUI
  • Understanding Event-Driven Programming
  • Using a Root Window
  • Using Labels
  • Using Buttons
  • Creating a GUI Using a Class
  • Binding Widgets and Event Handlers
  • Using Text and Entry Widgets and the Grid Layout Manager
  • Using Check Buttons
  • Using Radio Buttons
  • Back to the Mad Lib Program
  • Summary
  • 11. Graphics: The Pizza Panic Game
  • Introducing the Pizza Panic Game
  • Introducing the Pygame and LiveWires Packages
  • Creating a Graphics Window
  • Setting a Background Image
  • Understanding the Graphics Coordinate System
  • Displaying Text
  • Displaying a Message
  • Understanding the Games_Object Class
  • Displaying a Sprite
  • Moving Sprites
  • Dealing with Screen Boundaries
  • Handling Mouse Input
  • Detecting Collisions
  • Back to the Pizza Panic Game
  • Summary
  • 12. Sound, Animation, and Program Development: The Astrocrash Game
  • Introducing the Astrocrash Game
  • Reading the Keyboard
  • Rotating a Sprite
  • Creating an Animation
  • Working with Sound and Music
  • Planning the Astrocrash Game
  • Creating Asteroids
  • Rotating the Ship
  • Moving the Ship
  • Firing Missiles
  • Controlling the Missile Fire Rate
  • Handling Collisions
  • Adding Explosions
  • Adding Levels, Scorekeeping, and Theme Music
  • Summary
  • Appendix A: LiveWires Reference
  • games Module functions
  • games Module Constants
  • color Module Constants
  • Index