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James R. Parker - Python: An Introduction to Programming

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James R. Parker Python: An Introduction to Programming
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This book is an introduction to programming concepts that uses Python 3 as the target language. It follows a practical just-in-time presentation material is given to the student when it is needed. Many examples will be based on games, because Python has become the language of choice for basic game development. Designed as a Year One textbook for introduction to programming classes or for the hobbyist who wants to learn the fundamentals of programming, the text assumes no programming experience.

Features:

  • Introduces programming concepts that use Python 3
  • Includes many examples based on video game development
  • 4-color throughout with game demos on the companion files

James R. Parker: author's other books


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PYTHON

LICENSE, DISCLAIMER OF LIABILITY, AND LIMITED WARRANTY

By purchasing or using this book (the Work), you agree that this license grants permission to use the contents contained herein, but does not give you the right of ownership to any of the textual content in the book or ownership to any of the information or products contained in it. This license does not permit uploading of the Work onto the Internet or on a network (of any kind) without the written consent of the Publisher. Duplication or dissemination of any text, code, simulations, images, etc. contained herein is limited to and subject to licensing terms for the respective products, and permission must be obtained from the Publisher or the owner of the content, etc., in order to reproduce or network any portion of the textual material (in any media) that is contained in the Work.

Mercury Learning and Information (MLI or the Publisher) and anyone involved in the creation, writing, or production of the companion disc, accompanying algorithms, code, or computer programs (the software), and any accompanying Web site or software of the Work, cannot and do not warrant the performance or results that might be obtained by using the contents of the Work. The author, developers, and the Publisher have used their best efforts to insure the accuracy and functionality of the textual material and/or programs contained in this package; we, however, make no warranty of any kind, express or implied, regarding the performance of these contents or programs. The Work is sold as is without warranty (except for defective materials used in manufacturing the book or due to faulty workmanship).

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The sole remedy in the event of a claim of any kind is expressly limited to replacement of the book, and only at the discretion of the Publisher. The use of implied warranty and certain exclusions vary from state to state, and might not apply to the purchaser of this product.

Companion disc files are available for download from the publisher by writing to info@merclearning.com.

Copyright 2017 by Mercury Learning and Information LLC All rights reserved - photo 1

Copyright 2017 by Mercury Learning and Information LLC. All rights reserved.

This publication, portions of it, or any accompanying software may not be reproduced in any way, stored in a retrieval system of any type, or transmitted by any means, media, electronic display or mechanical display, including, but not limited to, photocopy, recording, Internet
postings, or scanning, without prior permission in writing from the publisher.

Publisher: David Pallai

M ercury L earning and I nformation
22841 Quicksilver Drive
Dulles, VA 20166
www.merclearning.com
(800) 232-0223

James R. Parker. PYTHON: An Introduction to Programming.
ISBN: 978-1-9445346-5-3

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mentioned in this book are trademarks or service marks of their respective companies.
Any omission or misuse (of any kind) of service marks or trademarks, etc. is not an attempt to infringe on the property of others.

Library of Congress Control Number: 2016915244

161718321 Printed in the United States of America
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Contents

Preface

This book is intended to teach introductory programming. Material is included for the introductory computer science course, but also for students and readers in science and other disciplines. I firmly believe that programming is an essential skill for all professionals and especially academics in the 21 st century and have emphasized that in the content discussed in the book.

The book uses a just-in-time approach, meaning that I try to present new information just before or just after the reader needs it. As a result, there are numerous examples, carefully selected to fit into their proper places in the text. Not too soon, and not too late.

I believe in object-oriented programming. My masters thesis in the late 1970s was on that subject, cut my teeth on Simula , was there when C++ was created, and knew the creator of Java. I do not believe that object-oriented programming is the only solution, though, and realized early that good objects can only be devised by someone who can already program. I am therefore not an objects first instructor, but a whatever works best instructor.

Many of the examples involve computer games and game development. As we know, the majority of undergraduate students play games. They understand them better than, say, accounting or inventory systems, which have been the typical early assignments. I believe in presenting students assignments that are interesting.

I dont think that catering to any particular language form in an introductory text serves the student or the language. The student, if sensible, will learn other languages. Bringing Python idioms into play too soon may interfere with the generality of the ideas being presented and will not assist the student when learning Java, C++, or Ruby.

This book introduces a multimedia code module Glib that can assist the programmer with graphics, animation, sound, interaction, and video. Glib is included on the companion disc or can be downloaded from the books web site. The basic library, static Glib , needs nothing but a standard 3.4 or better installation of Python. It uses tkinter as a basis, which is distributed with the language. The expanded library uses pygame , and that is easily downloaded and installed. The extended Glib , called dynamic Glib , allows exactly the same interface as does static Glib, but extends it to also include sound, interface, and video. Thus, if static Glib compiles and runs a program, then dynamic Glib should too.

There is a wiki concerning the book at https://sites.google.com/site/pythonparker/ and I am happy to receive comments, code fixes, extensions, extra teaching material, and general suggestions. I see a good textbook as a community, and encourage everyone especially first year students, the target audience of this book - to send me their experiences and ideas.

Software (any computer program) is ubiquitous. Cars, phones, refrigerators, television, (and almost everything in our society) are computerized. Decisions made about how a program is to be built tend to survive, and even after many modifications, they can affect how people use that device or system. Creating efficient software helps in achieving a productive and happy civilization.

Python is a great language for beginning programmers. It is easy to write the first programs, because the conceptual overhead is small. That is, theres no need to understand what void or public means at the outset. Python does many things for a programmer. Do you want something sorted? Its a part of the language. Lists and hash tables (dictionaries) are a part of the language. You can write classes, but do not have to, so it can be taught objects first or not. The required indentation means that it is much harder to place code incorrectly in loops or if statements. There are hundreds of reasons why Python is a great idea.

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