Beginning Programming All-in-One For Dummies, 2nd Edition
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Published simultaneously in Canada
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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
- Book 1 Chapter 3
- Book 2 Chapter 2
- Book 2 Chapter 3
- Book 2 Chapter 4
- Book 2 Chapter 5
- Book 4 Chapter 1
- Book 4 Chapter 3
- Book 4 Chapter 4
- Book 5 Chapter 1
- Book 5 Chapter 3
- Book 5 Chapter 4
- Book 5 Chapter 5
- Book 6 Chapter 1
- Book 6 Chapter 2
- Book 6 Chapter 3
- Book 6 Chapter 4
- Book 6 Chapter 5
- Book 6 Chapter 6
- Book 7 Chapter 5
List of Illustrations
- Book 1 Chapter 1
- Book 1 Chapter 2
- Book 1 Chapter 3
- Book 1 Chapter 4
- Book 2 Chapter 1
- Book 2 Chapter 2
- Book 2 Chapter 4
- Book 2 Chapter 5
- Book 2 Chapter 6
- Book 2 Chapter 7
- Book 2 Chapter 8
- Book 2 Chapter 10
- Book 2 Chapter 11
- Book 3 Chapter 1
- Book 3 Chapter 2
- Book 3 Chapter 3
- Book 3 Chapter 4
- Book 3 Chapter 5
- Book 4 Chapter 1
- Book 4 Chapter 2
- Book 4 Chapter 3
- Book 4 Chapter 4
- Book 4 Chapter 5
- Book 5 Chapter 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 Text
widget.
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
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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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