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Python Programming for the Absolute Beginner

Python Programming for the Absolute Beginnerby Michael Dawson ISBN:1592000738 Premier Press 2003 With this text, you will acquire the skills that you need for more practical Python programmingapplications, and learn how these skills can be put to use in real-world of ContentsPython Programming for the Absolute BeginnerIntroductionChapter 1-Getting Started: The Game over ProgramChapter 2-Types, Variables, and Simple I/O: The Useless Trivia ProgramChapter 3-Branching, while Loops, and Program Planning: The Guess My Number GameChapter 4-for Loops, Strings, and Tuples: The Word Jumble GameChapter 5-Lists and Dictionaries: The Hangman GameChapter 6-Functions: The Tic-Tac-Toe GameChapter 7-Files and Exceptions: The Trivia Challenge GameChapter 8-Software Objects: The Critter Caretaker ProgramChapter 9-Object-Oriented Programming : The Blackjack GameChapter 10-GUI Development: The Mad Lib ProgramChapter 11-Graphics: The Pizza Panic GameChapter 12-Sound, Animation, and Program Development: The Astrocrash GameAppendix A-LiveWires ReferenceIndexList of FiguresList of TablesList of Sidebars CD Content Back CoverIf you are new to Programming with Python and are looking for a

Back Cover 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.

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Transcription of Python Programming for the Absolute Beginner

1 Python Programming for the Absolute Beginnerby Michael Dawson ISBN:1592000738 Premier Press 2003 With this text, you will acquire the skills that you need for more practical Python programmingapplications, and learn how these skills can be put to use in real-world of ContentsPython Programming for the Absolute BeginnerIntroductionChapter 1-Getting Started: The Game over ProgramChapter 2-Types, Variables, and Simple I/O: The Useless Trivia ProgramChapter 3-Branching, while Loops, and Program Planning: The Guess My Number GameChapter 4-for Loops, Strings, and Tuples: The Word Jumble GameChapter 5-Lists and Dictionaries: The Hangman GameChapter 6-Functions: The Tic-Tac-Toe GameChapter 7-Files and Exceptions: The Trivia Challenge GameChapter 8-Software Objects: The Critter Caretaker ProgramChapter 9-Object-Oriented Programming : The Blackjack GameChapter 10-GUI Development: The Mad Lib ProgramChapter 11-Graphics: The Pizza Panic GameChapter 12-Sound, Animation, and Program Development: The Astrocrash GameAppendix A-LiveWires ReferenceIndexList of FiguresList of TablesList of Sidebars CD Content Back CoverIf you are new to Programming with Python and are looking for a solid introduction, this is the book for by computer science instructors, books in the for the Absolute Beginner series teach the principles ofprogramming through simple game creation.

2 You will acquire the skills that you need for more practical Pythonprogramming applications and you will learn how these skills can be put to use in real-world scenarios. Best of all, bythe time you finish this book you will be able to apply the basic principles you ve learned to the next programminglanguage you the instructions in this book, you ll learn to:Build, slice, and index stringsRead from, and write to, text filesCreate and manipulate spritesTackle object-oriented programmingCreate a GUIWork with sound and music and create animationAbout the AuthorMichael Dawson is a writer who has worked as both a programme. He has written for several television shows,including a sitcom and an animated series. Michael earned his bachelor's degree in Computer Science from theUniversity of Southern Californai.

3 Python Programming for the Absolute BeginnerMICHAEL DAWSONC opyright 2003 by Premier Press, a division of Course rights reserved. No part of this book may be reproduced or transmitted in any form or by any means,electronic or mechanical, including photocopying, recording, or by any information storage or retrieval systemwithout written permission from Premier Press, except for the inclusion of brief quotations in a Premier Press logo and related trade dress are trademarks of Premier Press and may not be used withoutwritten trademarks are the property of their respective : Premier Press cannot provide software support. Please contact the appropriate softwaremanufacturer 's technical support line or Web site for Press and the author have attempted through-out this book to distinguish proprietary trademarks fromdescriptive terms by following the capitalization style used by the contained in this book has been obtained by Premier Press from sources believed to be , because of the possibility of human or mechanical error by our sources, Premier Press, or others,the Publisher does not guarantee the accuracy, adequacy, or completeness of any information and is notresponsible for any errors or omissions or the results obtained from use of such information.

4 Readers shouldbe particularly aware of the fact that the Internet is an ever-changing entity. Some facts may have changedsince this book went to : 1-59200-073-8 Library of Congress Catalog Card Number: 2003104024 Printed in the United States of America03 04 05 06 07 BH 10 9 8 7 6 5 4 3 2 1 Premier Press, a division of Course Technology25 Thomson PlaceBoston, MA 02210 SVP, Retail and Strategic Market Group: Andy ShafranPublisher: Stacy L. HiquetSenior Marketing Manager: Sarah O 'DonnellMarketing Manager: Heather HurleyManager of Editorial Services: Heather TalbotAcquisitions Editor: Todd JensenAssociate Marketing Manager: Kristin EisenzopfTechnical Reviewer: Greg PerryRetail Market Coordinator: Sarah DuboisCopy Editor: William McManusInterior Layout: Argosy PublishingCover Design: Mike TanamachiCD-ROM Producer: Keith DavenportIndexer: Sharon ShockProofreader: Darla BrunoTo my parents, who have read everything I've ever writtenAcknowledgmentsWriting a book is like giving birth and I have the stretch marks of the brain to prove it.

5 So, I want to thank allthe people who helped me bring my little bundle of joy into this to Todd Jensen for being such a terrific editor. I appreciated your patience, encouragement, to Edalin Michael for leading the team at Argosy Publishing. I appreciated all of yourefforts especially as we got down to the to Bill McManus for his copyediting. I always appreciated your suggestions and your eagle to Greg Perry for his technical editing (and for your non-technical suggestions too).Thanks to Andy Harris for setting such a fine example with this book series. I hope I lived up to the also want to thank Pete Shinners, author of Pygame, and all the folks who contributed to LiveWires. Becauseof all of you, writing multimedia programs (especially games!) is now within reach of a new , and certainly not least, I want to thank Matt for his audio expertise, Chris for his musical expertise, andDave for wearing a chef's the AuthorMichael Dawson is a writer who has worked as both a programmer and a computer game designer.

6 He haswritten for several different television shows, including a sitcom and an animated series. Michael earned hisbachelor's degree in Computer Science from the University of Southern California. This is his first book. IntroductionStaring back at me on the screen was an image I recognized: a face my face. Grainy and pixilated, it was stillme. I watched with detached curiosity as my expression twisted and contorted beyond human limits untilfinally, an alien embryo burst from my skull. A voice behind me said, "You wanna see it again?"No, this wasn't some horrible dream, it was my job. I worked at a company producing and designing computergames. I also got to "star" in our first release, an adventure game where the player clicks me around thescreen. And if the player fails to solve the game in time.

7 Well, I think you know how that turns out. I've alsoworked as a programmer for a major Internet services company, traveling to sites around the country. Andwhile those two lines of work may seem quite different, the basic skills necessary to succeed in each started totake shape while I wrote simple games on my home computer as a goal of this book is to teach you the Python Programming language, learning to program the same way Idid: by creating simple games. There's something more exciting about learning to program by writing softwarethat's fun. And even though the examples are entertaining, you'll still see some serious Programming . I coverall of the fundamental topics you'd expect from an introductory text and then some. In addition, I point outconcepts and techniques that you can apply to more mainstream you're new to Programming , you've made the right choice.

8 Python is the perfect beginners' language. It hasa clear and simple syntax that will get you writing useful programs in short order. Python even has aninterpreted mode, which offers immediate feedback, allowing you to test out new ideas almost you've done some Programming before, you've still made the right choice. Python has all the power andflexibility you'd expect from a modern, object-oriented Programming language. But even with all of its power,you may be surprised how quickly you can build programs. In fact, ideas translate so quickly to the computer, Python has been called " Programming at the speed of thought."Like any good book, this one starts at the beginning. The first thing I cover is installing Python under , I move through concepts, one step at a time, by writing small programs to demonstrate each step.

9 Bythe end of the book, I'll have covered such fancy-sounding topics as data structures, file handling, exceptions,object-oriented design, and GUI and multimedia Programming . I also hope to show you how to design as wellas program. You'll learn how to organize your work, break problems down into manageable chunks, and refineyour 'll be challenged at times, but never overwhelmed. Most of all, you'll have fun while learning. And in theprocess, you'll create some small, but cool computer the book, I'll throw in a few other tidbits, notably the following:HINT These are good ideas that experienced programmers like to pass There are a few areas where it's easy to make a mistake. I'll point them out to you as we These will suggest techniques and shortcuts that will make your life as a programmer THE REAL WORLDAs you examine the games in this book, I'll show you how the concepts are used for purposes beyondgame the end of each chapter, I'll suggest some programs that you can write with the skills you've learned so should help you start writing your own programs.

10 Chapter 1: Getting Started: The Game over Program Download CD ContentOverviewProgramming basically is getting your computer to do stuff. This is not the most technical definition, but it's apretty accurate one. By learning Python , you'll be able to create a program, whether it's a simple game, asmall utility, or a business product with a full-featured graphical user interface (GUI). It'll be all yours,something you made, and it will do just what you told it to. Programming is part science, part art, and onegreat adventure. This chapter starts you on your Python Programming journey. In it, you'll learnWhat Python is and what's so great about itHow to install Python on your computerHow to print text to the screenWhat comments are and how to use themHow to use Python 's integrated development environment (IDLE) to write, edit, run, and save yourprograms Chapter 1: Getting Started: The Game over Program Download CD ContentOverviewProgramming basically is getting your computer to do stuff.


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