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Wallace Wang - Beginning Programming All-in-One for Dummies, 2nd Edition

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Wallace Wang Beginning Programming All-in-One for Dummies, 2nd Edition
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Let there be code! Beginning Programming All-in-One For Dummies offers one guide packed with 7 books to teach you programming across multiple languages. Coding can seem complex and convoluted, but Dummies makes it simple and easy to understand. Youll learn all about the principles of programming, algorithms, data structures, debugging programs, unique applications of programming and more while learning about some of the most popular programming languages used today. Move confidently forward in your computer science coursework or straight into the workforce. Youll come away with a rock-solid foundation in the programming basics, using data, coding for the web, and building killer apps. Learn the basics of coding, including writing and compiling code, using algorithms, and data structures Get comfortable with the syntax of several different programming languages Wrap your mind around interesting programming opportunities such as conducting biological experiments within a computer or programming a video game engine Develop cross-platform applications for desktop and mobile devicesThis essential guide takes the complexity and convolution out of programming for beginners and arms you with the knowledge you need to follow where the code takes you.

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Beginning Programming All-in-One For Dummies, 2nd Edition

Published by: John Wiley & Sons, Inc., 111 River Street, Hoboken, NJ 07030-5774, www.wiley.com

Copyright 2022 by John Wiley & Sons, Inc., Hoboken, New Jersey

Published simultaneously in Canada

No part of this publication may be reproduced, stored in a retrieval system or transmitted in any form or by any means, electronic, mechanical, photocopying, recording, scanning or otherwise, except as permitted under Sections 107 or 108 of the 1976 United States Copyright Act, without the prior written permission of the Publisher. Requests to the Publisher for permission should be addressed to the Permissions Department, John Wiley & Sons, Inc., 111 River Street, Hoboken, NJ 07030, (201) 748-6011, fax (201) 748-6008, or online at http://www.wiley.com/go/permissions .

Trademarks: Wiley, For Dummies, the Dummies Man logo, Dummies.com, Making Everything Easier, and related trade dress are trademarks or registered trademarks of John Wiley & Sons, Inc. and may not be used without written permission. All other trademarks are the property of their respective owners. John Wiley & Sons, Inc. is not associated with any product or vendor mentioned in this book.

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Wiley publishes in a variety of print and electronic formats and by print-on-demand. Some material included with standard print versions of this book may not be included in e-books or in print-on-demand. If this book refers to media such as a CD or DVD that is not included in the version you purchased, you may download this material at http://booksupport.wiley.com . For more information about Wiley products, visit www.wiley.com .

Library of Congress Control Number: 2022936302

ISBN 978-1-119-88440-8 (pbk); ISBN 978-1-119-88441-5 (ebk); ISBN 978-1-119-88442-2 (ebk)

Beginning Programming All-in-One For Dummies
To view this book's Cheat Sheet, simply go to www.dummies.com and search for Beginning Programming All-in-One For Dummies Cheat Sheet in the Search box.
Table of Contents
List of Tables
  1. Book 1 Chapter 3
  2. Book 2 Chapter 2
  3. Book 2 Chapter 3
  4. Book 2 Chapter 4
  5. Book 2 Chapter 5
  6. Book 4 Chapter 1
  7. Book 4 Chapter 3
  8. Book 4 Chapter 4
  9. Book 5 Chapter 1
  10. Book 5 Chapter 3
  11. Book 5 Chapter 4
  12. Book 5 Chapter 5
  13. Book 6 Chapter 1
  14. Book 6 Chapter 2
  15. Book 6 Chapter 3
  16. Book 6 Chapter 4
  17. Book 6 Chapter 5
  18. Book 6 Chapter 6
  19. Book 7 Chapter 5
List of Illustrations
  1. Book 1 Chapter 1
  2. Book 1 Chapter 2
  3. Book 1 Chapter 3
  4. Book 1 Chapter 4
  5. Book 2 Chapter 1
  6. Book 2 Chapter 2
  7. Book 2 Chapter 4
  8. Book 2 Chapter 5
  9. Book 2 Chapter 6
  10. Book 2 Chapter 7
  11. Book 2 Chapter 8
  12. Book 2 Chapter 10
  13. Book 2 Chapter 11
  14. Book 3 Chapter 1
  15. Book 3 Chapter 2
  16. Book 3 Chapter 3
  17. Book 3 Chapter 4
  18. Book 3 Chapter 5
  19. Book 4 Chapter 1
  20. Book 4 Chapter 2
  21. Book 4 Chapter 3
  22. Book 4 Chapter 4
  23. Book 4 Chapter 5
  24. Book 5 Chapter 1
    1. Book 6 Chapter 5
        FIGURE 5-1: A storyboard lets you visually design a user interface.
      Book 6 Chapter 6
        FIGURE 6-1: Adding properties can change the appearance of the Textwidget.
      Book 7 Chapter 1
        FIGURE 1-1: A free-form database can store randomly structured information.
      Book 7 Chapter 2
        FIGURE 2-1: A bioinformatics program can help you search through large amounts ...
      Book 7 Chapter 3
        FIGURE 3-1: Firewalls can block ports or certain programs from accessing a netw...
      Book 7 Chapter 4
        FIGURE 4-1: A neural network.
      Book 7 Chapter 5
        FIGURE 5-1: Constraints define the placement of UI items on a screen.
      Book 7 Chapter 6
        FIGURE 6-1: Visual scripting lets you create a program by connecting nodes in a...
      Book 7 Chapter 7
        FIGURE 7-1: A virtual machine lets a program run on multiple operating systems.
      Guide
        Cover
      Pages
        i
      and
      tags define new rows and data for...
Introduction

If you enjoy using a computer, you may have even more fun learning to control a computer by writing your own programs. To learn how to program a computer, you need to:

  • Understand that computer programming is nothing more than problem solving. Before you even think about writing a program, you need to know what problem you want your program to solve and how it will solve it.
  • Learn the basic ideas behind computer programming that work with all programming languages on any computer. Although programming a Windows computer is different from programming a Mac, a smartphone, a smart watch, or a super computer, the general principles remain the same. By learning what these common programming principles are and why they exist, you can learn different ways to tell a computer what to do, step-by-step.
  • Learn a specific programming language. A programming language represents just one way to express your ideas in a language that the computer can understand. By combining your knowledge of a programming language with programming principles and the type of problem you want the computer to solve, you can create your own computer programs for fun or profit.
About This Book

If you have any interest in programming but dont know where to start, this book can give you a nudge in the right direction. You wont learn how to write programs in a specific programming language, but youll learn the basics of computer programming so youll have no trouble learning more on your own.

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