Head First Learn to Code. A Learner's Guide to Coding and Computational Thinking
- Autor:
- Eric Freeman
- Ocena:
- Bądź pierwszym, który oceni tę książkę
- Stron:
- 640
- Dostępne formaty:
-
ePubMobi
Opis ebooka: Head First Learn to Code. A Learner's Guide to Coding and Computational Thinking
What will you learn from this book?
It’s no secret the world around you is becoming more connected, more configurable, more programmable, more computational. You can remain a passive participant, or you can learn to code. With Head First Learn to Code you’ll learn how to think computationally and how to write code to make your computer, mobile device, or anything with a CPU do things for you. Using the Python programming language, you’ll learn step by step the core concepts of programming as well as many fundamental topics from computer science, such as data structures, storage, abstraction, recursion, and modularity.
Why does this book look so different?
Based on the latest research in cognitive science and learning theory, Head First Learn to Code uses a visually rich format to engage your mind, rather than a text-heavy approach that puts you to sleep. Why waste your time struggling with new concepts? This multi-sensory learning experience is designed for the way your brain really works.
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O autorze ebooka
Eric Freeman - jest informatykiem o imponującym doświadczeniu zawodowym: pracował między innymi dla The Walt Disney Company, O’Reilly Media, NASA i w kilku startupach. Jeśli tylko używasz komputera osobistego, na pewno korzystasz z dzieł jego intelektu. Freeman od 15 lat pisze o wielu dziedzinach informatyki: zarówno o podstawach tworzenia witryn internetowych, jak i o wysokopoziomowym projektowaniu oprogramowania. Obecnie Freeman jest prezesem spółki WickedlySmart. Wraz ze swoimi ukochanymi kobietami: żoną i córką mieszka w Austin.
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Kup polskie wydanie:
Nauka programowania. Rusz głową!
- Autor:
- Eric Freeman
59,50 zł
119,00 zł
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Ebooka "Head First Learn to Code. A Learner's Guide to Coding and Computational Thinking" przeczytasz na:
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Szczegóły ebooka
- ISBN Ebooka:
- 978-14-919-5881-0, 9781491958810
- Data wydania ebooka:
- 2018-01-02 Data wydania ebooka często jest dniem wprowadzenia tytułu do sprzedaży i może nie być równoznaczna z datą wydania książki papierowej. Dodatkowe informacje możesz znaleźć w darmowym fragmencie. Jeśli masz wątpliwości skontaktuj się z nami sklep@ebookpoint.pl.
- Język publikacji:
- angielski
- Rozmiar pliku ePub:
- 102.9MB
- Rozmiar pliku Mobi:
- 172.2MB
Spis treści ebooka
- Praise for Head First Learn to Code
- Praise for other books by Eric Freeman
- Head First Learn to Code
- the author
- Table of Contents (the real thing)
- 1. how to use this book: Intro
- Who is this book for?
- Who should probably back away from this book?
- Who is this book for?
- We know what youre thinking.
- And we know what your brain is thinking.
- This must be important! Dont forget it!
- And we know what your brain is thinking.
- Metacognition: thinking about thinking
- So how DO you get your brain to think coding is as important as a tiger?
- Heres what WE did:
- Heres what YOU can do to bend your brain into submission
- Read Me
- We want you to learn the thinking process behind programming.
- In this book we use Python.
- We dont exhaustively cover every aspect of the Python language.
- You can use a Mac or PC, or Linux for that matter.
- The activities are NOT optional.
- The redundancy is intentional and important.
- The examples are as lean as possible.
- The Brain Power exercises dont usually have answers.
- Get the code examples, help, and discussion online.
- Youre going to have to install Python
- A word on organizing your code
- Acknowledgments*
- The Review Team
- 2. 1 thinking computationally: Getting Started
- Breaking it down
- How coding works
- Are we even speaking the same language?
- The world of programming languages
- How youll write and run code with Python
- there are no Dumb Questions
- A very brief history of Python
- Putting Python through its paces
- Saving your work
- Congrats on coding your first Python program!
- there are no Dumb Questions
- Phrase-O-Matic
- Getting the code in the machine
- 3. 2 simple values, variables, and types: Know Your Value
- Coding the Dog Age Calculator
- Going from pseudocode to code
- Step 1: Getting some input
- How the input function works
- Using variables to remember and store values
- Assigning the users input to a variable
- Step 2: Getting more input
- Its time to run some code
- Getting some code entered
- A deep dive on variables
- Adding some expression
- Variables are called VARY-ables for a reason
- Better living through operator precedence
- Computing with operator precedence
- Crack the Code Challenge
- Back away from that keyboard!
- there are no Dumb Questions
- Step 3: Computing the dogs age
- Houston, weve got a problem!
- To err is human to code
- A little more debugging...
- Careful what you ask for...
- What are Python types, anyway?
- there are no Dumb Questions
- Fixing our code
- there are no Dumb Questions
- Houston, we have liftoff
- Step 4: User-friendly output
- Who am I? Solution
- Crack the Code Challenge SOLUTION
- 4. 3 booleans, decisions, and loops: Decisive Code
- Would you like to play a game?
- How Rock, Paper, Scissors works
- How youre going to play against the computer
- Would you like to play a game?
- First, a high-level design
- The computers choice
- How to generate a random number
- How to use the random number
- there are no Dumb Questions
- Taking things further...
- True? Or False?
- Introducing the Boolean type
- Making decisions
- Decisions and more decisions
- Back to Rock, Paper, Scissors
- Getting the users choice
- Good eye.
- Taking a look at the users choice
- Adding the code to detect a tie
- Who won?
- Right.
- How to implement the game logic
- More about Boolean operators
- Display the winner
- Got documentation?
- How to add comments to your code
- We need to finish that game!
- How do we know if the users choice is invalid?
- Checking out and cleaning up the expression
- How to continually prompt the user
- Doing things more than once
- How the while loop works
- How to use while to prompt the user until you get a valid choice
- Congratulations on coding your first game!
- Beware of the The Dreaded Infinite Loop
- 5. 4 lists and iteration: Providing Some Structure
- Can you help Bubbles-R-Us?
- How to represent multiple values in Python
- How lists work
- How to create a list
- How to access a list item
- Updating a value in the list
- How big is that list, anyway?
- Accessing the last item in the list
- Python makes this even easier
- Using Pythons negative indices
- there are no Dumb Questions
- Meanwhile, back at Bubbles-R-Us...
- Cubicle conversation
- How to iterate over a list
- Fixing the output glitch
- Really fixing the output glitch
- The for loop, the preferred way to iterate over a list
- How the for loop works
- How the for loop works on a range of numbers
- Doing more with ranges
- Try a starting and ending number
- Add a step size
- Count backward
- Or start from negative numbers
- there are Dumb Questions
- Putting it all together
- Test drive the bubble report
- Fireside Chats
- Cubicle conversation continued...
- Building your own list, from scratch
- Doing even more with lists
- Delete an item from a list
- Add one list to another
- Or insert items into your list
- there are no Dumb Questions
- Test drive the final report
- And the winners are...
- Testing the most cost-effective solution
- Youre right: we didnt need to.
- 6. 5 functions and abstraction: Getting Functional
- Whats wrong with the code, anyway?
- Turning a block of code into a FUNCTION
- We created a function, so how do we use it?
- But how does all this actually work?
- there are no Dumb Questions
- Functions can RETURN things too
- How to call a function that has a return value
- Good catch.
- Getting a little refactoring under our belts
- Running the code
- How to abstract the avatar code
- Writing the get attribute function body
- Calling get attribute
- Lets talk about variables a little more...
- Understanding variable scope
- there are no Dumb Questions
- When variables get passed to functions
- Making the drink_me function call
- What about using global variables in functions?
- Fireside Chats
- Going further with parameters: default values and keywords
- How default parameter values work
- Always list your required parameters first!
- Using arguments with keywords
- How to think about all these options
- The case of the attempted robbery not worth investigating
- 7. 4, part 2, sorting and nested iteration: Putting Some Order in Your Data
- Cubicle conversation
- Understanding bubble sort
- Starting with pass 1
- Pass 2
- Pass 3
- Some bubble sort pseudocode
- Cubicle conversation continued...
- Implementing bubble sort in Python
- Computing bubble solution numbers
- 8. 6 text, strings, and heuristics: Putting It All Together
- Welcome to the data sciences
- How do you compute something like readability?
- The game plan
- Writing some pseudocode
- We need some text to analyze
- How to get multiline text into Python
- Setting up the function
- First up: we need the total number of words in our text
- Cubicle conversation
- there are no Dumb Questions
- Computing the total number of sentences
- Writing the count_sentences function
- Computing the number of syllables, or, learning to love heuristics
- Cubicle conversation continued...
- Setting up the heuristic
- Writing the heuristic
- How to count vowels
- Ignoring consecutive vowels
- Writing the code to ignore consecutive vowels
- Removing final es, ys, and punctuation
- He who controls the slice, controls the...
- Putting slicing (substrings) to work
- Finishing off the heuristic code
- Implementing the reading ease formula
- Taking it even further
- 9. 7 modules, methods, classes, and objects: Getting Modular
- Cubicle conversation
- A quick module review
- there are no Dumb Questions
- Cubicle conversation continued...
- The name global variable
- Cubicle conversation continued...
- Updating analyze.py
- Using analyze.py as a module
- Adding docstrings to analyze.py
- Exploring other Python modules
- Wait, did someone say turtles?!
- Creating your very own turtle
- Turtle lab
- there are no Dumb Questions
- Adding a second turtle
- What are turtles, anyway?
- What are objects?
- Okay, whats a class then?
- A class is not an object, its used to construct them.
- there are no Dumb Questions
- A class tells us what an object knows and what an object can do
- How to use objects and classes
- What about those methods and attributes?
- Seeing classes and objects everywhere
- Get ready for some turtle races
- Planning the game
- Lets start coding
- Setting up the game
- Writing the setup code
- Not so fast!
- Starting the race
- Dont worry, this isnt the end of objects.
- Odd goings-on at the turtle races.
- Mod coding cross
- Mod cross Solution
- 10. 8 recursion and dictionaries: Beyond Iteration and Indices
- A different way to compute
- And now the different way...
- Now lets write some code for our two cases
- Lets get some more practice
- Using recursion to detect palindromes
- Writing a recursive palindrome detector
- there are no Dumb Questions
- Fireside Chats
- The Anti-Social Network
- Introducing the dictionary
- Lets see how to create a dictionary
- And then add items
- And then retrieve values by their keys
- Keys and values do not have to be strings
- Of course you can remove keys as well
- But you might want to test to see if it exists first
- there are no Dumb Questions
- What about iterating through a dictionary?
- Okay, but can we get literal for a sec?
- Leveraging dictionaries at the Anti-Social Network
- But how do we add more attributes?
- Remember the Anti-Social Networks killer feature?
- Finding the most anti-social user
- Now, its all you!
- Can we just remember function call results?
- Using a dictionary to remember our Fibonacci results
- We might as well use the $5 words: memoization
- Some more brain building
- A closer look at the koch function
- Truly exploring the koch fractal
- They dont call it the Koch snowflake for nothin
- 11. 9 saving and retrieving files: Persistence
- Ready for some Crazy Libs?
- How to Play
- Ready for some Crazy Libs?
- How Crazy Libs is going to work
- Step 1: Read the text of the story from a file
- To read a file in Python, you first have to open it
- How to use file paths
- Relative paths
- Absolute paths
- Oh, and dont forget to clean up when youre done!
- Reading a file into your Python code
- Using the file object to read a file
- Oh, give it a break already...
- Hey, weve got a Crazy Lib game to finish!
- Using the readline method of the file object
- How do we know when weve read the last line?
- Ah, but theres a easier way using the power of Python sequences
- Reading in a Crazy Lib template
- Processing the template text
- Now lets process the text
- Using a new string method to fix the bug
- Actually fixing the bug
- Some code has real problems
- Handling exceptions
- Explicitly handling exceptions
- there are Dumb Questions
- Updating Crazy Libs to handle exceptions
- Our last step: storing the Crazy Lib
- Updating the rest of the code
- File i/o cross Solution
- 12. 10 using web apis: You Really Should Get Out More
- Extending your reach with Web APIs
- How Web APIs work
- All Web APIs have a web address
- Consult the API documentation.
- Good point.
- Time for a quick upgrade
- Doing the upgrade
- there are no Dumb Questions
- All we need now is a good Web API...
- A closer look at the API
- Web APIs provide data using JSON
- there are no Dumb Questions
- Now lets look at that request module again
- Putting it all together: making a request to Open Notify
- How to use JSON in Python
- Using the JSON module on our ISS data
- Lets add some graphics
- Meet the screen object
- Lets add a turtle to represent the ISS
- Turtles can look like space stations too
- Forget the ISSwhere are we?
- Finishing off the ISS code
- 13. 11 widgets, events, and emergent behavior: Getting Interactive
- A closer look at the Game of Life
- Oh, youd be surprised...
- A closer look at the Game of Life
- What were going to build
- Do we have the right design?
- How were going to build the simulator
- Building the data model
- Representing the grid
- Computing a generation of the Game of Life
- Computing each cells fate
- Completing the model code
- Where are we?
- Building the view
- Creating your first widget
- Adding the rest of the widgets
- Correcting the layout
- Placing the widgets into a grid layout
- Translating the grid layout to code
- there are no Dumb Questions
- Moving on to the controller
- Adding an update function
- there are no Dumb Questions
- Ready for another new style of computation?
- Lets add a click handler
- How the start/pause button is going to work
- Implementing the start/pause button
- Another kind of event
- We have the technology: the after method
- Are we there yet?
- How to enter and edit cells directly
- Writing the grid_view handler
- Now its time to add some patterns
- Writing a handler for the OptionMenu
- How to define your patterns
- Writing the pattern loader
- 14. 12 object-oriented programming: A Trip to Objectville
- Breaking it down, a different way
- Whats the point of object-oriented programming, anyway?
- Designing your first class
- Writing your first class
- How the constructor works
- there are no Dumb Questions
- Writing the bark method
- How methods work
- Adding some inheritance
- Implementing the ServiceDog class
- A closer look at subclassing
- A ServiceDog IS-A Dog
- Testing IS-A in code
- How would you describe yourself?
- there are no Dumb Questions
- Overriding and extending behavior
- Welcome to Jargon City
- Object can HAS-Another object
- Designing a Doggie Hotel
- Implementing the Doggie Hotel
- Renovating the Doggie Hotel
- Adding some hotel activities
- I can do anything you can, or Polymorphism
- Its about time we teach the other dogs to walk
- The power of inheritance
- Creating a Doggie Hotel walking service
- How are we going to hire a person to walk our dogs if we dont even have people objects?
- Meanwhile, back at the turtle races
- The turtle races case SOLVED
- Have you considered a career in coding?
- A. appendix: leftovers: The Top Ten Topics (We Didnt Cover)
- #1 List comprehensions
- #2 Dates and times
- #3 Regular expressions
- #4 Other data types: tuples
- #5 Other data types: sets
- #6 Server-side coding
- #7 Lazy evaluation
- #8 Decorators
- #9 Higher-order and first-class functions
- #10 A lot of libraries
- Dont worry, this isnt goodbye.
- B. Bring your brain over to wickedlysmart.com
- Index
- Symbols
- A
- B
- C
- D
- E
- F
- G
- H
- I
- J
- K
- L
- M
- N
- O
- P
- Q
- R
- S
- T
- U
- V
- W
- Y
- Z
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Dzieki opcji "Druk na żądanie" do sprzedaży wracają tytuły Grupy Helion, które cieszyły sie dużym zainteresowaniem, a których nakład został wyprzedany.
Dla naszych Czytelników wydrukowaliśmy dodatkową pulę egzemplarzy w technice druku cyfrowego.
Co powinieneś wiedzieć o usłudze "Druk na żądanie":
- usługa obejmuje tylko widoczną poniżej listę tytułów, którą na bieżąco aktualizujemy;
- cena książki może być wyższa od początkowej ceny detalicznej, co jest spowodowane kosztami druku cyfrowego (wyższymi niż koszty tradycyjnego druku offsetowego). Obowiązująca cena jest zawsze podawana na stronie WWW książki;
- zawartość książki wraz z dodatkami (płyta CD, DVD) odpowiada jej pierwotnemu wydaniu i jest w pełni komplementarna;
- usługa nie obejmuje książek w kolorze.
Masz pytanie o konkretny tytuł? Napisz do nas: sklep[at]helion.pl.
Książka, którą chcesz zamówić pochodzi z końcówki nakładu. Oznacza to, że mogą się pojawić drobne defekty (otarcia, rysy, zagięcia).
Co powinieneś wiedzieć o usłudze "Końcówka nakładu":
- usługa obejmuje tylko książki oznaczone tagiem "Końcówka nakładu";
- wady o których mowa powyżej nie podlegają reklamacji;
Masz pytanie o konkretny tytuł? Napisz do nas: sklep[at]helion.pl.
Książka drukowana
Oceny i opinie klientów: Head First Learn to Code. A Learner's Guide to Coding and Computational Thinking Eric Freeman (0) Weryfikacja opinii następuję na podstawie historii zamówień na koncie Użytkownika umieszczającego opinię. Użytkownik mógł otrzymać punkty za opublikowanie opinii uprawniające do uzyskania rabatu w ramach Programu Punktowego.