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Python For Kids For Dummies

Book Description

The kid-friendly way to learning coding with Python

Calling all wanna-be coders! Experts point to Python as one of the best languages to start with when you're learning coding, and Python For Kids For Dummies makes it easier than ever. Packed with approachable, bite-sized projects that won't make you lose your cool, this fun and friendly guide teaches the basics of coding with Python in a language you can understand. In no time, you'll be installing Python tools, creating guessing games, building a geek speak translator, making a trivia game, constructing a Minecraft chat client, and so much more.

Whether you don't have the opportunity to take coding classes at school or in camp—or just simply prefer to learn on your own—Python For Kids For Dummies makes getting acquainted with this popular coding language fast and easy. It walks you step-by-step through basic coding projects and provides lots of hands-on tasks that give you a sweet sense of accomplishment when you complete them. What's not to love about that?

  • Navigate the basics of coding with the Python language

  • Create your own applications and games

  • Find help from other Python users

  • Expand your technology skills with Python

  • If you're a pre-to-early-teen looking to add coding skills to your creativity toolbox, Python For Kids For Dummies is your sure-fire weapon for getting up and running with one of the hottest programming languages around.

    Table of Contents

      1. Cover
      2. Introduction
        1. About This Book
        2. Conventions Used
        3. Foolish Assumptions
        4. Icons Used in This Book
        5. Beyond the Book
        6. Where to Go from Here
      3. Week 1: Slithering into Python
        1. Project 1: Getting Started with Python
          1. Python and Why It’s Wonderful
          2. Who’s Using Python
          3. Making Things with Python
          4. Understanding This Book’s Pedagogical Approach
          5. Install Python on Mac OSX
          6. Install Python on Windows
          7. Install Python for Linux
          8. Pin Python to Your Start Menu
          9. Start the Python Interpreter
          10. Use Python’s Built-In Documentation
          11. Put the Kibosh on the Python Interpreter
          12. Find Python Documentation Online
          13. Join the Broader Python Community
          14. Handle Problems
          15. Learn How to Learn
          16. Summary
        2. Project 2: Hello World!
          1. Write <span xmlns="" xmlns:epub="" xmlns:m="" xmlns:svg="" xmlns:ibooks="" class="Code-within-text">Hello World!</span>
          2. Spot and Fix Errors
          3. Work with Literals
          4. Literally Save Your Strings in Variables
          5. Interrupt a Program
          6. Drive Up to Python Keywords
          7. Many Loop, Much Hello
          8. Fill the Screen with Greetings
          9. Make Python Count
          10. Summary
      4. Week 2: Building Guessing Games
        1. Project 3: Guessing Game
          1. Plan the Game
          2. Get Input from the Player
          3. Ask for Input
          4. Make Sure Things Are Equal
          5. Call the Operators
          6. Divide in Python
          7. Compare the Guess to a Number
          8. Compare the Player’s Guess to the Computer’s Number
          9. Tell Players If the Guess Is Wrong
          10. Keep Asking Until the Player Guesses Correctly
          11. Make Python Think of a Random Number
          12. Use Namespaces
          13. Finish Your Guessing Game
          14. Summary
        2. Project 4: Set Up Your Coding Environment
          1. Use the Default Development Environment
          2. Start IDLE
          3. Stash Some IDLE Tricks
          4. Use the IDLE Editor Window
          5. Write Comments in Your Files
          6. Insert Hash Comments
          7. Save Your Shell Contents
          8. Comment Out Code
          9. Indent and Dedent Your Code
          10. Summary
        3. Project 5: A Better Guessing Game
          1. Handle Your Functions
          2. Naming Functions
          3. Add Function Help Text
          4. Make a Function Stub
          5. Rework Your Guessing Game
          6. Find a Logic Problem
          7. Solve the Logic Problem
          8. Notice Double Use of <span xmlns="" xmlns:epub="" xmlns:m="" xmlns:svg="" xmlns:ibooks="" class="Code-within-text">computers_number</span>
          9. Understand How Scope Works
          10. Communicate with Your Function
          11. Send Information to a Function
          12. Give Some Arguments a Default Value
          13. Communicate from the Function
          14. Add a Score
          15. Let the User Quit
          16. The Complete Code
          17. Summary
      5. Week 3: Creating Word Games
        1. Project 6: Hacker Speaker: 1337 Sp34k3r
          1. Waiter, There’s An Object In My String
          2. Dot Your Objects’ Attributes
          3. Meet the List
          4. Go Through the Elements of a List
          5. Create Your Own List
          6. Create a List on Steroids
          7. Test Whether an Element’s In a List
          8. Planning Your Elite Hacker Speaker
          9. Set Up Your File
          10. Make Code Letter Substitutions
          11. Replace a Letter
          12. Let the User Enter a Message
          13. Define Letter Substitutions
          14. Apply all the Substitutions
          15. Use <span xmlns="" xmlns:epub="" xmlns:m="" xmlns:svg="" xmlns:ibooks="" class="Code-within-text">print</span> to Debug the Code to Debug the Code
          16. Debug with IDLE’s Debugger
          17. Summary
        2. Project 7: Cryptopy
          1. Slice Off Those Dud Characters
          2. Make a Substitution Table
          3. Set Up Your Cipher
          4. Use the Dictionary
          5. Create an Encryption Dictionary
          6. Use a <span xmlns="" xmlns:epub="" xmlns:m="" xmlns:svg="" xmlns:ibooks="" class="Code-within-text">join</span>
          7. Rewrite the Encryption Function
          8. Write the Decryption Function
          9. Encrypt a Text File
          10. Encrypt and Decrypt from a File
          11. Decrypt from Your Shell
          12. Change the Code to Decrypt Too
          13. The Complete Code
          14. Summary
        3. Project 8: Silly Sentences
          1. Insert Format Strings
          2. Have the Right Number of Values
          3. Use the Tuple Data Type
          4. Get Started on Your Silly Sentences
          5. Fill the Template
          6. Add More Words
          7. The Complete Code
          8. Summary
      6. Week 4: Stepping Up to Object-Oriented Programming
        1. Project 9: Address Book
          1. Your First Class Objects
          2. Create a Class
          3. Create an Instance
          4. Create Class and Instance Attributes
          5. Plan Your Address Book
          6. Set Up Your File and Create a Class
          7. Add Your First Person
          8. Instantiate an Instance Using <span xmlns="" xmlns:epub="" xmlns:m="" xmlns:svg="" xmlns:ibooks="" class="Code-within-text">__init__</span>
          9. Create a Function to Print the Instance
          10. Use <span xmlns="" xmlns:epub="" xmlns:m="" xmlns:svg="" xmlns:ibooks="" class="Code-within-text">__repr__</span> Magic Magic
          11. Initialize the <span xmlns="" xmlns:epub="" xmlns:m="" xmlns:svg="" xmlns:ibooks="" class="Code-within-text">AddressBook</span> Instance Instance
          12. Find Pickle Power
          13. Add a <span xmlns="" xmlns:epub="" xmlns:m="" xmlns:svg="" xmlns:ibooks="" class="Code-within-text">save</span> Function Function
          14. Loading a Saved Pickle in the Same Application
          15. Test the <span xmlns="" xmlns:epub="" xmlns:m="" xmlns:svg="" xmlns:ibooks="" class="Code-within-text">load</span> Method Method
          16. Add an Interface
          17. Fill in the Methods
          18. The Complete Code
          19. Summary
        2. Project 10: Math Trainer
          1. Planning Your Math Trainer
          2. Setting Up
          3. Create Questions
          4. Ask Lots of Questions in a Row
          5. Print Out a Times Table
          6. Print Multiple Tables Across the Screen
          7. Start on the User Interface
          8. Add Quit Functionality
          9. Polishing It Off
          10. Summary
      7. About the Author
      8. Cheat Sheet
      9. Connect with Dummies
      10. End User License Agreement