Beginning Programming All-in-One For Dummies, 2nd Edition
- Length: 800 pages
- Edition: 2
- Language: English
- Publisher: For Dummies
- Publication Date: 2022-06-21
- ISBN-10: 1119884403
- ISBN-13: 9781119884408
- Sales Rank: #1241096 (See Top 100 Books)
Let there be code!
Beginning Programming All-in-One For Dummies offers one guide packed with 7 books to teach you programming across multiple languages. Coding can seem complex and convoluted, but Dummies makes it simple and easy to understand. You’ll learn all about the principles of programming, algorithms, data structures, debugging programs, unique applications of programming and more while learning about some of the most popular programming languages used today. Move confidently forward in your computer science coursework or straight into the workforce. You’ll come away with a rock-solid foundation in the programming basics, using data, coding for the web, and building killer apps.
- Learn the basics of coding, including writing and compiling code, using algorithms, and data structures
- Get comfortable with the syntax of several different programming languages
- Wrap your mind around interesting programming opportunities such as conducting biological experiments within a computer or programming a video game engine
- Develop cross-platform applications for desktop and mobile devices
This essential guide takes the complexity and convolution out of programming for beginners and arms you with the knowledge you need to follow where the code takes you.
Title Page Copyright Page Table of Contents Introduction About This Book Foolish Assumptions Icons Used in This Book Beyond the Book Where to Go from Here Book 1 Getting Started with Programming Chapter 1 Getting Started Programming a Computer How Computer Programming Works Identifying the problem Defining the steps The History of Computer Programming Talking to a processor in machine language Using assembly language as a shortcut to machine language Hiding the details of a computer with a high-level language Combining the best of both worlds with the C programming language Weighing the pros and cons of programming languages Figuring Out Programming Desire beats technical training every time Picking a computer and an operating system Writing programs with an editor Converting source code with an assembler or compiler Translating source code with an interpreter Combining a compiler with an interpreter to create p-code Taking the time to understand Chapter 2 Different Methods for Writing Programs Spaghetti Programming Structured Programming The three parts of structured programming Top-down programming Event-Driven Programming Designing a user interface Writing event handlers Writing your program Object-Oriented Programming Isolating data Simplifying modifications Using Protocol-Oriented Programming Design Patterns Chapter 3 Types of Programming Languages Your First Language BASICally disrespected Visual programming with Scratch Programming robots with LEGO Mindstorms Learning object-oriented programming with Alice Programming a killer robot Curly-Bracket Languages Learning programming with C Adding object-oriented programming with C++ Gaining true portability with Java Programming more safely with C Choosing a curly-bracket language Artificial Intelligence Languages Scripting Languages Automating a program Customizing a program Transferring data among multiple programs Creating stand-alone programs Database Programming Languages Comparing Programming Languages Chapter 4 Programming Tools Choosing a Compiler Defining your needs for a compiler Evaluating the technical features of a compiler Finding an Interpreter Compiling to a Virtual Machine Writing a Program with an Editor Stand-alone editors Integrated development environments Fixing a Program with a Debugger Stepping line-by-line Watching variables Saving Time with Third-Party Components Optimizing a Program with a Profiler Managing Source Code Creating a Help File Installing a Program Dissecting Programs with a Disassembler Book 2 Programming Basics Chapter 1 How Programs Work Using Keywords as Building Blocks Organizing a Program Dividing a Program into Subprograms Dividing a Program into Objects Creating a User Interface Chapter 2 Variables, Data Types, and Constants Declaring Variables Variable naming conventions Creating variables in a command Declaring the data type of a variable Using Different Data Types Storing Data in a Variable Retrieving Data from a Variable Using Constant Values Defining the Scope of a Variable Handling global variables with care Restricting scope to a module Isolating variables in a subprogram Passing data among subprograms Chapter 3 Manipulating Data Storing Data with the Assignment Operator Using Math to Manipulate Numbers Organizing equations with operator precedence Using built-in math functions Manipulating Strings Finding Strings with Regular Expressions Pattern-matching with the single character (.) wildcard Pattern-matching for specific characters Pattern-matching with the multiple-character (*) and plus (+) wildcards Pattern-matching with ranges Using Comparison Operators Using Boolean Operators Using the Not operator Using the And operator Using the Or operator Using the Xor operator Converting Data Types Chapter 4 Making Decisions by Branching Picking One Choice with the IF-THEN Statement Picking Two Choices with the IF-THEN-ELSE Statement Picking Three or More Choices with the IF-THEN-ELSEIF Statement Checking a condition for each set of commands Offering three or more choices Playing with Multiple Boolean Operators Making Multiple Choices with the SELECT CASE Statement Matching multiple values in a SELECT CASE statement Checking a range of values Comparing values Chapter 5 Repeating Commands by Looping Looping a Fixed Number of Times with the FOR-NEXT Loop Using a FOR-NEXT loop variable Counting by a different range Counting by different increments Counting backward Counting over arrays and other items Looping Zero or More Times with the WHILE Loop Looping at Least Once with the DO Loop Playing with Nested Loops Prematurely Exiting from a Loop Checking Your Loops Chapter 6 Breaking a Large Program into Subprograms Creating and Using Subprograms Creating a subprogram “Calling” a subprogram Passing Parameters Passing parameters by reference Storing values in a subprogram name Repeating a Subprogram with Recursion Chapter 7 Breaking a Large Program into Objects How Object-Oriented Programming Works Encapsulation Isolates Data and Subprograms Shielding data inside an object Grouping methods inside of an object Protecting code from other programmers Sharing Code with Inheritance Polymorphism: Modifying Code without Changing Its Name Design Patterns Object-Oriented Languages Hybrid languages Pure languages Disadvantages of object-oriented programming Real-Life Programming Examples Defining an object with a class Creating an object from a class Running methods stored in an object Inheriting an object Using method overloading to rewrite an inherited subprogram Chapter 8 Reading and Saving Files Storing Data in Text Files Creating a text file Reading a text file Storing Fixed-Size Data in Random-Access Files Writing data Reading data Storing Varying-Size Data in Untyped Files Writing data Reading data Using Database Files Looking at the structure of a database Connecting to a database Chapter 9 Documenting Your Program Adding Comments to Source Code Identifying the two types of comments Describing code and algorithms Documentation Debugging Writing Software Documentation Documentation types Documentation tools Help files Chapter 10 Principles of User Interface Design The Evolution of User Interfaces Command-line interface Menus Graphical user interface Elements of a User Interface Displaying commands to a user interface Giving data to the user interface Showing information back to the user Organizing a user interface Designing a User Interface Know the user Hide/disable unusable options Tolerate mistakes Be consistent Give the user freedom to customize the user interface Make navigation easy Chapter 11 Debugging and Testing Common Types of Programming Errors Debugging with Comments and Print Statements Breakpoints, Stepping, and Watching Stepping through code Watching variables Testing Code Unit tests Integration tests User interface testing Book 3 Data Structures Chapter 1 Structures and Arrays Using Structures Storing data Retrieving data Using an Array Defining the size Storing data Retrieving data Working with Resizable Arrays BASIC C Swift Working with Multidimensional Arrays Creating a multidimensional array Storing and retrieving data Using Structures with Arrays Drawbacks of Arrays Data types Searching and sorting Adding and deleting Identifying the location of data in an array Chapter 2 Sets and Linked Lists Using Sets Adding and deleting data in a set Checking for membership Avoiding duplicate data Manipulating two sets Using Linked Lists Creating a linked list Modifying a linked list Creating a double linked list Drawbacks of Sets and Linked Lists Problems with pointers Problems with accessing data Chapter 3 Collections and Dictionaries Using a Collection Adding data to a collection Deleting data from a collection Identifying data with keys Searching and retrieving data Using Dictionaries Adding data to a dictionary Searching and retrieving data from a dictionary Understanding Hash Tables Converting keys with a hash function Hash function collisions Chapter 4 Stacks, Queues, and Deques Using Stacks Adding data to a stack Removing data from a stack Counting and searching a stack Using Queues Adding data to a queue Removing data from a queue Counting and searching a queue Using Deques Chapter 5 Graphs and Trees Understanding Graphs Types of graphs Uses for graphs Creating Trees Ordered trees Binary trees B-trees Taking Action on Trees Traversing a tree to search for data Adding new data Deleting data Pruning and grafting sub-trees Book 4 Algorithms Chapter 1 Sorting Algorithms Using Bubble Sort Using Selection Sort Using Insertion Sort Using Shell Sort Using Heap Sort Using Merge Sort Using Quick Sort Comparing Sorting Algorithms Chapter 2 Searching Algorithms Sequential Search Backward or forward searching Block searching Binary searching Interpolation searching Using Indexes Creating an index Clustered and unclustered indexes Problems with indexes Adversarial Search Depth versus time Alpha-beta pruning Looking up a library of good moves Chapter 3 String Searching Sequential Text Search The Boyer-Moore algorithm The Rabin–Karp algorithm The Shift Or algorithm The finite automaton algorithm Searching with Regular Expressions Searching for single character patterns Searching for multiple character patterns Searching for alternate patterns Searching Phonetically Chapter 4 Data Compression Algorithms Lossless Data Compression Algorithms Run-length encoding The Burrows–Wheeler transform algorithm Dictionary encoding Lossy Data Compression Chapter 5 Encryption Algorithms How Encryption Works The Basics of Encryption Stream ciphers Block ciphers Symmetric/Asymmetric Encryption Algorithms Cracking Encryption Brute-force attacks Dictionary attacks Plaintext and ciphertext attacks Book 5 Web Programming Chapter 1 HyperText Markup Language The Structure of an HTML Document Creating a title Creating the body text Aligning text Emphasizing text Adding color Changing the font size Adding comments Adding Graphics Defining the Background Creating Hyperlinks Defining an anchor point Linking to an anchor point Making Tables Defining a table Defining a table heading Creating table rows and data Displaying a table caption, header, and footer Chapter 2 CSS The Structure of a Stylesheet Creating Style Classes Separating Styles in Files Cascading Stylesheets Chapter 3 JavaScript The Structure of a JavaScript Program Creating Comments Declaring Variables Using Operators Increment and decrement operators Assignment operators Branching Statements Looping Statements Creating Functions Using Arrays Designing User Interfaces Creating dialog boxes Creating windows Chapter 4 PHP Examining the Structure of a PHP Program Creating Comments Declaring Variables Using Operators Increment and decrement operators Assignment operators Branching Statements Looping Statements Creating Functions Using Arrays Creating Objects Chapter 5 Ruby The Structure of a Ruby Program Creating Comments Declaring Variables Using Operators Branching Statements Looping Statements Creating Functions Using Data Structures Creating Objects Book 6 Programming Language Syntax Chapter 1 C and C++ Looking at the Structure of a C/C++ Program Creating Comments Declaring Variables Declaring string data types Declaring integer data types Declaring floating-point data types Declaring Boolean values Using Operators Increment and decrement operators Assignment operators Branching Statements Looping Statements Creating Functions Data Structures Creating a structure Creating enumerations Creating an array Using Objects Chapter 2 Java and C Looking at the Structure of a Java/C Program Creating Comments Declaring Variables Declaring string data types Declaring integer data types Declaring floating-point data types Declaring Boolean variables Using Operators Increment and decrement operators Assignment operators Branching Statements Looping Statements Creating Functions Data Structures Creating a C structure Creating an array Creating a Java linked list Creating C data structures Using Objects Chapter 3 Perl and Python Reviewing the Structure of a Perl or Python Program Creating Comments Defining Variables Using Operators Increment and decrement operators Assignment operators Branching Statements Looping Statements Creating Functions Making Data Structures Perl data structures Python data structures Using Objects Chapter 4 Kotlin Looking at the Structure of a Kotlin Program Creating Comments Declaring Variables Declaring string data types Declaring integer data types Declaring floating-point data types Declaring Boolean values Declaring Constants Using Operators Branching Statements Looping Statements Creating Functions Creating Data Structures Creating a list Creating an array Creating a set Creating Objects Chapter 5 Swift and SwiftUI Considering the Structure of a Swift Program Understanding SwiftUI Creating a SwiftUI user interface Understanding SwiftUI state variables Creating Comments Declaring Variables Declaring string data types Declaring integer data types Declaring decimal data types Declaring Boolean values Declaring Constants Using Operators Branching Statements Looping Statements Creating Functions Data Structures Creating an array Creating a dictionary Creating a set Creating Objects Chapter 6 Flutter and Dart Working with Flutter Understanding the structure of a Flutter program Working with widgets in Flutter Aligning widgets in rows and columns Understanding the Dart Language Creating comments Declaring variables Using operators Using branching statements Using looping statements Creating functions Creating data structures Using objects Book 7 Applications Chapter 1 Database Management Understanding the Basics of Databases Free-form databases Flat-file databases Relational databases Manipulating Data Writing database commands The SQL language Data integrity Data mining Database Programming Chapter 2 Bioinformatics The Basics of Bioinformatics Representing molecules Manipulating molecules in a computer Database Searches Bioinformatics Programming Chapter 3 Computer Security Stopping Malware Viruses Worms Trojan horses Spyware Distributed denial-of-service attacks Stopping Hackers Intrusion detection systems Rootkit detectors Forensics Secure Computing Patching as an afterthought Security in coding Security by design Chapter 4 Artificial Intelligence Problem Solving Game-playing Natural language processing Speech recognition Image recognition Machine Learning Bayesian probability Neural networks Applications of Artificial Intelligence Chapter 5 Mobile and Wearable Computing Understanding the Different Generations of Computing Giving Data to the User Getting Data from the User Tracking Motion and Location Tracking Real-Time Health Data Looking to the Future of Augmented Reality and Wearable Computers Chapter 6 Game Engines Understanding Game Engines Picking a Game Engine Programming a Game Engine Exploring the Future Uses of Game Engines Filmmaking Architecture and engineering simulations Marketing and advertising Chapter 7 The Future of Computer Programming Picking a Programming Language Picking an Operating System Doing Cross-Platform Programming The portability of C Cross-platform languages Virtual machines Software as a service Data science Website programming Macro programming Robotics programming Blockchain programming Defining Your Future in Programming Teaching yourself other languages Combining other interests besides programming Getting experience and knowledge Index EULA
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