Python Programming An Preface to Computer Science is a primary text targeted for council- position first course studies in computer programming. Then, I ’ve included a pdf interpretation of the book as a download link exercise which can be penetrated from the links in this post. With the book, John Zelle has streamlined his notorious preface to programming using Python to cover Python3.0.

This book is a more traditional bone as its approach to programming is similar; it focuses on problem working, design and perpetration, and programming as the abecedarian chops of computer wisdom. But the ideas are presented using Python, anon-traditional language for numerous programmers. The contents in Python Programming An Preface to Computer Science include a couple motifs on Computers & Programs and Writing Simple Programs at first two chapters. These include discussion on The Magic of Python, Inside a Python Program, The Software Development Process, Rudiments of Programs, Definite Circles etc. Other aspects covered in the book are Computing with Figures, Objects & Plates, Sequences Strings, Lists, & Files, Defining Functions, Decision Structures, Loop Structures & Booleans and Simulation & Design. Defining Classes, Data Collections, Object- Acquainted Design, Algorithm Design & Recursion are also covered in the ultimate chapters. The book uses Python3.0 as an preface to programming using Python programming language. Overall, the book contains 13 Chapters with colorful illustration programs that are easy to understand. Further, chapter summary and exercises have been handed at the end of each chapter in the book. Tutoring Python isn’t what “ Python Programming An Preface to Computer Science” aims at. The book rather emphasizes the illustration of introductory programming cum design principles that are needed in any computer programming terrain. You can find other good programming books then.

Book Description:

  • The Software Development Process
  • Computing with Numbers
  • Computing with Numbers
  • Objects and Graphics
  • Sequences: Strings, Lists, and Files
  • The Function of Functions
  • Functions and Para meters
  • Two-Way Decisions
  • Multi-Way Decisions
  • Exception Handling
  • Loop Structures and Booleans
  • Interactive Loops
  • Sentinel Loops
  • Computing with Boo leans
  • Boolean Operators
  • Boolean Algebra
  • Post-test Loop
  • Loop and a Half
  • Boolean Expressions as Decisions
  • A Simulation Problem
  • Analysis and Specification
  • Top-Down Design
  • Top-Level Design
  • Separation of Concerns
  • Second-Level Design
  • Bottom-Up Implementation
  • Unit Testing
  • Simulation Results
  • Other Design Techniques
  • Program Specification
  • Designing the Program
  • Mod ularizing the Program
  • Data Processing with Class
  • bjects and Encapsulation
  • Encapsulating Useful Abstractions
  • Putting Classes in Modules
  • Module Documentation
  • Drawing the Animation Window
  • Creating a Shot Tracker
  • Creating an Input Dialog
  • The Main Event Loop
  • Applying Lists
  • Lists and Arrays
  • Statistics with Lists
  • Lists of Records
  • Designing with Lists and Classes
  • Processing Buttons
  • Creating a Launcher
  • Tracking Multiple Shots
  • Non-sequentiaI Collections
  • Object-Oriented Design
  • Case Study: Dice Poker
  • Program Specification
  • Identifying Candidate Objects
  • Implementing the Model
  • A Text-Based UI
  • Developing a GUI
  • Encapsulation
  • Polymorphism
  • Inheritance
  • Searching
  • Linear Search
  • Binary Search
  • Com paring Algorithms
  • Recursive Problem Solving
  • Recursive Definitions
  • Recursive Functions
  • String Reversal
  • Fast Exponentiation
  • Binary Search
  • Recursion vs. Iteration
  • Sorting Algorithms
  • Selection Sort
  • Divide and Conquer: Merge Sort
  • Comparing Sorts
  • Hard Problems

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