Python
An Introduction to Programming
- Publisher
Mercury Learning and Information - Published
28th November 2016 - ISBN 9781944534653
- Language English
- Pages 600 pp.
- Size 7" x 9"
- Request Exam Copy
Library E-Books
We are signed up with aggregators who resell networkable e-book editions of our titles to academic libraries. These editions, priced at par with simultaneous hardcover editions of our titles, are not available direct from Stylus.
These aggregators offer a variety of plans to libraries, such as simultaneous access by multiple library patrons, and access to portions of titles at a fraction of list price under what is commonly referred to as a "patron-driven demand" model.
- Publisher
Mercury Learning and Information - Published
28th November 2016 - ISBN 9781683923060
- Language English
- Pages 600 pp.
- Size 7" x 9"
E-books are now distributed via VitalSource
VitalSource offer a more seamless way to access the ebook, and add some great new features including text-to-voice. You own your ebook for life, it is simply hosted on the vendor website, working much like Kindle and Nook. Click here to see more detailed information on this process.
- Publisher
Mercury Learning and Information - Published
14th November 2016 - ISBN 9781944534752
- Language English
- Pages 600 pp.
- Size 7" x 9"
- Request E-Exam Copy
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
1 – Computers and Programming.
2 – FOR Loops and While Loops: Repetition.
3 – Sequences: Strings, Tuples, and Lists.
4 – Functions and Parameters.
5 -Files: Input and Output.
6 – Classes.
7 – Graphics.
8 – Manipulating Data: Dictionaries, Formatted and Binary Files, Standard File Types.
9– Multimedia: Interaction, Sound, Video.
10 – Basic Algorithms for Computer Science.
11 – Programming for the Sciences.
12 – How to Write Good Programs.
13 – Communicating with the Outside World.
James R. Parker, PhD
James R. Parker, PhD is a professor of Art and Digital Media at the University of Calgary. His areas of research include computer games and media art, computer simulation, and educational technology. Dr. Parker is the author of Game Development Using Python, 2/E (Mercury Learning) and The Guide to Simulations and Games (Wiley).