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

MARC

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300 |a xxviii, 452 p. :  |b il. 
490 0 |a For the absolute beginner 
500 |a Incluye índice. 
505 0 |a  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 
650 4 |a LENGUAJES DE PROGRAMACIÓN  |9 42697 
650 4 |a PYTHON  |9 46724 
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