Python for Teenagers (2nd Ed., 2nd ed.)
Learn to Program like a Superhero!

Language: English

34.80 €

In Print (Delivery period: 15 days).

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320 p. · 17.8x25.4 cm · Paperback

This book, which is designed for middle-school through college-aged students, will arm beginners with solid programming foundations they can carry throughout life. It uses fun and simple language (and programming examples) to teach the fundamentals needed to start the down path of becoming a programmer. Python is a highly flexible language, allowing developers to enter any number of technical fields and is a welcome addition to any resume. With its low learning curve, it makes a great introductory language, as new developers can take the coding fundamentals they learn in Python and apply them to any other language. 

 

The second edition builds upon the foundation of the first book, revising all the chapters where the language has changed, updating the commands, code, and examples to bring it up to date with the current version of Python.

 

Since Python is the most popular programming language in the world and can be used in conjunctionwith other languages - across multiple platforms - it can increase the reader's ability to qualify for a wider range of jobs than other languages. Finally, Python is fun - something not every programming language can boast!

 

What You Will Learn

  • Install and configure Python
  • Grasp basic software development principles and syntax
  • Understand the best practices for coding in Python
  • Create applications and debug code

 

Who This Book Is For

The book?s target audience is primarily middle school to college aged students looking to learn how to program computers and develop software. Older individuals and computer programmers who know other languages and want to add Python to their repertoire can also benefit from the book.
Chapter 1, Introduction to Computer Programming and Python.- Chapter 2, It All Adds Up.- Chapter 3, String Things Along.- Chapter 4, Making Decisions.- Chapter 5: Loops and Logic.- Chapter 6: Using What We've Learned.- Chapter 7: Saving Time with Functions, Modules, and Built-ins.- Chapter 8: Using Classes and Objects.- Chapter 9: Introducing Other Data Structures.- Chapter 10: Python Files.- Chapter 11: Python for Gaming.- Chapter 12: Animating Games.- Chapter 13: Gaming Frameworks.- Chapter 14: Error Handing.- Chapter 15: Python Careers.

James R. Payne was introduced to programming when he was just 10 years old. He started off hacking text-based games like Lemonade Stand to gain an advantage while playing and soon started creating his own text-based role-playing games in the style of Dungeons and Dragons and inspired by his favorite comic books. The enjoyment of those early days stuck with him, and he continues to be drawn back into the programming world throughout his career.

 

Payne is the former Editor-in-Chief/Community Manager of Developer Shed, an online publication and community consisting of 14 websites and forums dedicated to programming, web development, and internet marketing. Presently, he is the Editor of Developer at TechnologyAdvice. He's written over a thousand articles on coding and marketing, covering virtually every language and platform available. His first book, Beginning Python (Wrox Press) was published in 2010. In addition, he has published over 3,000 articles covering topics ranging from gaming to aerospace/aeronautics, and also writes adult horror and young adult fantasy books. 

 

Payne decided to write this book to pass on his love of development in the hopes that it would inspire future generations to code.
Employs a fun approach to inspire teenagers to a lifelong love of programming and Python Explains complex topics in a friendly, funny, and interesting manner Devotes several chapters to creating 2D and 3D games in Python using gaming libraries and frameworks