CODING for Kids:
2 BOOKS IN 1: PYTHON FOR KIDS AND SCRATCH CODING FOR KIDS. A BEGINNERS GUIDE TO COMPUTER PROGRAMMING. HAVE FUN AND LEARN TO CODE QUICKLY, EVEN IF YOURE NEW TO PROGRAMMING.
CHRISTIAN MORRISON
THIS BOOK INCLUDES
BOOK 1:
PYTHON FOR KIDS
LEARN TO CODE QUICKLY WITH THIS BEGINNERS GUIDE TO COMPUTER PROGRAMMING. HAVE FUN WITH MORE THAN 40 AWESOME CODING ACTIVITIES, GAMES AND PROJECTS, EVEN IF YOU ARE A NOVICE
BOOK 2:
SCRATCH CODING FOR KIDS
HAVE FUN WITH COMPUTER CODING, CREATING AWESOME PROJECTS, ANIMATIONS AND SIMULATIONS. WITH THIS GUIDE YOU WILL BE ABLE TO CREATE YOUR GAMES IN FEW DAYS AND MASTER SCRATCH
Copyright 2020 - All rights reserved.
The content contained within this book may not be reproduced, duplicated or transmitted without direct written permission from the author or the publisher.
Under no circumstances will any blame or legal responsibility be held against the publisher, or author, for any damages, reparation, or monetary loss due to the information contained within this book. Either directly or indirectly.
Legal Notice: This book is copyright protected. This book is only for personal use. You cannot amend, distribute, sell, use, quote or paraphrase any part, or the content within this book, without the consent of the author or publisher.
Disclaimer Notice: Please note the information contained within this document is for educational and entertainment purposes only. All effort has been executed to present accurate, up to date, and reliable, complete information. No warranties of any kind are declared or implied. Readers acknowledge that the author is not engaging in the rendering of legal, financial, medical or professional advice. The content within this book has been derived from various sources. Please consult a licensed professional before attempting any techniques outlined in this book.
By reading this document, the reader agrees that under no circumstances is the author responsible for any losses, direct or indirect, which are incurred as a result of the use of information contained within this document, including, but not limited to, errors, omissions, or inaccuracies.
Python for Kids:
Learn to Code Quickly with this Beginners Guide to Computer Programming. Have Fun with More Than 40 Awesome Coding Activities, Games and Projects, Even if YoU Are a Novice.
CHRISTIAN MORRISON
Copyright 2020 - All rights reserved.
The content contained within this book may not be reproduced, duplicated or transmitted without direct written permission from the author or the publisher.
Under no circumstances will any blame or legal responsibility be held against the publisher, or author, for any damages, reparation, or monetary loss due to the information contained within this book. Either directly or indirectly.
Legal Notice: This book is copyright protected. This book is only for personal use. You cannot amend, distribute, sell, use, quote or paraphrase any part, or the content within this book, without the consent of the author or publisher.
Disclaimer Notice: Please note the information contained within this document is for educational and entertainment purposes only. All effort has been executed to present accurate, up to date, and reliable, complete information. No warranties of any kind are declared or implied. Readers acknowledge that the author is not engaging in the rendering of legal, financial, medical or professional advice. The content within this book has been derived from various sources. Please consult a licensed professional before attempting any techniques outlined in this book.
By reading this document, the reader agrees that under no circumstances is the author responsible for any losses, direct or indirect, which are incurred as a result of the use of information contained within this document, including, but not limited to, errors, omissions, or inaccuracies.
Table Of Contents
Introduction
W hat is coding? Coding is the process of putting together the segments of your data that seem to illustrate an idea or concept. In this way, coding is a way of making abstractions from the existing data in their resources to build a greater understanding of the forces involved.
Remember that it is possible to code any portion of the content of a resource on any number of nodes to show that it is related to each of its concepts or categories.
Why Learn to Code?
The coding of the content of your resources can contribute significantly to your analysis in several ways:
Coding allows you to gather and view all the material related to a category or case through all its resources. Viewing all this material allows you to review the coded segments in context and create new and more refined categories as you gain a new understanding of the meaning of the data.
The codification of its resources facilitates the search for patterns and theories. It is possible to browse the encoded content of your resources using queries and search functionality to test theories and find new patterns in your data.
Example: When coding in C the algorithm of the program Add, seen in the Design, something similar to:
#include
int main ()
{
int a, b, c;
printf ("\ n first n% number (integer):", 163);
scanf ("% d", & a);
printf ("\ n second n% number (integer):", 163);
scanf ("% d", & b);
c = a + b;
printf ("\ n The sum is:% d", c);
return 0;
To encode an algorithm, you have to know the syntax of the language to which it will be translated. However, regardless of the programming language in which a program is written, it will be its algorithm that determines its logic. The logic of a program establishes what its actions are and in what order they should be executed. Therefore, it is convenient for every programmer to learn to design algorithms before moving on to the coding phase.
Programming Languages
A programming language can be defined as an artificial language that allows you to write the instructions of a computer program or put another way. A programming language allows the programmer to communicate with the computer to tell it what it has to do. Many programming languages have invented by man. We can classify into three main types: the machine, low level, and high level.
Machine language is the only one that understands the digital computer. It is its "natural language". Only two symbols can be used on it: zero (0) and one (1). Therefore, machine language is also called binary language. The computer can only work with bits. However, it is not easy for the programmer to write instructions such as:
10100010
11110011
00100010
00010010
For this reason, more understandable programming languages were invented for the programmer.
Thus, low-level languages appeared, also called assembly languages, which allow the programmer to write the instructions of a program using English abbreviations, also called mnemonic words, such as ADD, DIV, SUB, etc., instead of use zeros and ones. For example, the instruction:
ADD a, b, c
It could be the translation of the action:
c a + b
This action is present in the Add algorithm of the Design, which indicated that in the memory space represented by the variable c the sum of the two numbers stored in the memory spaces represented by the variables a and b must be stored.