Get Programming: Learn to Code with Python

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Summary

Get Programming: Learn to code with Python introduces you to the world of writing computer programs without drowning you in confusing jargon or theory that make getting started harder than it should be. Filled with practical examples and step-by-step lessons using the easy-on-the-brain Python language, this book will get you programming in no time

This book works perfectly alongside our video course Get Programming with Python in Motion, available exclusively at Manning.com: www.manning.com/livevideo/get-programmin​g-with-python-in-motion

Purchase of the print book includes a free eBook in PDF, Kindle, and ePub formats from Manning Publications.

About the Technology

Let's face it. The only way to learn computer programming is to do it. Whether you want to skill up for your next job interview or just get a few pet projects done, programming can be an amazing tool. This book is designed especially for beginners, helping them learn to program hands on, step by step, project by project. It's time to get programming

About the Book

Get Programming: Learn to code with Python teaches you the basics of computer programming using the Python language. In this exercise-driven book, you'll be doing something on nearly every page as you work through 38 compact lessons and 7 engaging capstone projects. By exploring the crystal-clear illustrations, exercises that check your understanding as you go, and tips for what to try next, you'll start thinking like a programmer in no time.

What's Inside

  • Programming skills you can use in any language
  • Learn to code--no experience required
  • Learn Python, the language for beginners
  • Dozens of exercises and examples help you learn by doing

About the Reader

No prior programming experience needed..

About the Author

Ana Bell is an MIT lecturer and scientist who teaches the popular course, Introduction to Computer Science and Programming Using Python.

Table of Contents

    LEARNING HOW TO PROGRAM
  • Lesson 1 - Why should you learn how to program?
  • Lesson 2 - Basic principles of learning a programming language
  • UNIT 1 - VARIABLES, TYPES, EXPRESSIONS, AND STATEMENTS
  • Lesson 3 - Introducing Python: a programming language
  • Lesson 4 - Variables and expressions: giving names and values to things
  • Lesson 5 - Object types and statements of code 46
  • Lesson 6 - Capstone project: your first Python program-convert hours to minutes
  • UNIT 2 - STRINGS, TUPLES, AND INTERACTING WITH THE USER
  • Lesson 7 - Introducing string objects: sequences of characters
  • Lesson 8 - Advanced string operations
  • Lesson 9 - Simple error messages
  • Lesson 10 - Tuple objects: sequences of any kind of object
  • Lesson 11 - Interacting with the user
  • Lesson 12 - Capstone project: name mashup
  • UNIT 3 - MAKING DECISIONS IN YOUR PROGRAMS
  • Lesson 13 - Introducing decisions in programs
  • Lesson 14 - Making more-complicated decisions
  • Lesson 15 - Capstone project: choose your own adventure
  • UNIT 4 - REPEATING TASKS
  • Lesson 16 - Repeating tasks with loops
  • Lesson 17 - Customizing loops
  • Lesson 18 - Repeating tasks while conditions hold
  • Lesson 19 - Capstone project: Scrabble, Art Edition
  • UNIT 5 - ORGANIZING YOUR CODE INTO REUSABLE BLOCKS
  • Lesson 20 - Building programs to last
  • Lesson 21 - Achieving modularity and abstraction with functions
  • Lesson 22 - Advanced operations with functions
  • Lesson 23 - Capstone project: analyze your friends
  • UNIT 6 - WORKING WITH MUTABLE DATA TYPES
  • Lesson 24 - Mutable and immutable objects
  • Lesson 25 - Working with lists
  • Lesson 26 - Advanced operations with lists
  • Lesson 27 - Dictionaries as maps between objects
  • Lesson 28 - Aliasing and copying lists and dictionaries
  • Lesson 29 - Capstone project: document similarity
  • UNIT 7 - MAKING YOUR OWN OBJECT TYPES BY USING OBJECT-ORIENTED PROGRAMMING
  • Lesson 30 - Making your own object types
  • Lesson 31 - Creating a class for an object type
  • Lesson 32 - Working with your own object types
  • Lesson 33 - Customizing classes
  • Lesson 34 - Capstone project: card game
  • UNIT 8 - USING LIBRARIES TO ENHANCE YOUR PROGRAMS
  • Lesson 35 - Useful libraries
  • Lesson 36 - Testing and debugging your programs
  • Lesson 37 - A library for graphical user interfaces
  • Lesson 38 - Capstone project: game of tag


  • Appendix A - Answers to lesson exercises
  • Appendix B - Python cheat sheet
  • Appendix C - Interesting Python libraries
Manning Publications