Python For Everyone, 3rd Edition
- Length: 752 pages
- Edition: 3
- Language: English
- Publisher: Wiley
- Publication Date: 2020-08-18
- ISBN-10: 1119739950
- ISBN-13: 9781119739951
- Sales Rank: #459201 (See Top 100 Books)
Python for Everyone, 3rd Edition is an introduction to programming designed to serve a wide range of student interests and abilities, focused on the essentials, and on effective learning. It is suitable for a first course in programming for computer scientists, engineers, and students in other disciplines. This text requires no prior programming experience and only a modest amount of high school algebra. Objects are used where appropriate in early chapters and students start designing and implementing their own classes in Chapter 9. New to this edition are examples and exercises that focus on various aspects of data science.
San Jose State University Randolph-Macon College New to This Edition Interactive Learning A Focus on Data Science Just the Right Amount of Python More Toolboxes A Tour of the Book Graphics and Image Processing Exercises Interactive eText Designed for Programming Students Web Resources A Walkthrough of the Learning Aids Common Errors Worked Examples Worked Examples Common Errors Worked Examples Worked Examples INTRODUCTION 1.1 Computer Programs 1.2 The Anatomy of a Computer 1.3 The Python Programming Language Environment 1.5 Analyzing Your First Program 1.6 Errors 1.7 Problem Solving: Algorithm Design PROGRAMMING WITH NUMBERS AND STRINGS 2.1 Variables 2.1.2 Number Types 2.1.3 Variable Names 2.1.4 Constants 2.1.5 Comments 2.2 Arithmetic 2.2.1 Basic Arithmetic Operations 2.2.3 Floor Division and Remainder 2.2.4 Calling Functions 2.2.5 Mathematical Functions 2.3 Problem Solving: First Do It By Hand 2.4 Strings 2.4.1 The String Type 2.4.2 Concatenation and Repetition 2.4.3 Converting Between Numbers and Strings 2.4.4 Strings and Characters 2.4.5 String Methods 2.5 Input and Output 2.5.2 Numerical Input 2.5.3 Formatted Output Table 9 Format Specifier Examples 2.6 Graphics: Simple Drawings 2.6.1 Creating a Window 2.6.2 Lines and Polygons 2.6.3 Filled Shapes and Color 2.6.4 Ovals, Circles, and Text DECISIONS 3.1 The if Statement 3.2 Relational Operators 3.3 Nested Branches 3.4 Multiple Alternatives 3.5 Problem Solving: Flowcharts 3.6 Problem Solving: Test Cases 3.7 Boolean Variables and Operators 3.8 Analyzing Strings 3.9 Application: Input Validation LOOPS 4.1 The while Loop 4.2 Problem Solving: Hand-Tracing 4.3 Application: Processing Sentinel Values 4.4 Problem Solving: Storyboards 4.5 Common Loop Algorithms 4.5.1 Sum and Average Value 4.5.2 Counting Matches 4.5.4 Maximum and Minimum 4.5.5 Comparing Adjacent Values 4.6 The for Loop 4.7 Nested Loops 4.8 Processing Strings 4.8.1 Counting Matches 4.8.2 Finding All Matches 4.8.3 Finding the First or Last Match 4.8.4 Validating a String 4.8.5 Building a New String and Simulations 4.9.1 Generating Random Numbers 4.9.2 Simulating Die Tosses 4.9.3 The Monte Carlo Method 4.10 Graphics: Digital Image Processing 4.10.1 Filtering Images 4.10.2 Reconfiguring Images Problem First FUNCTIONS 5.2 Implementing and Testing Functions 5.2.1 Implementing a Function 5.2.2 Testing a Function 5.2.3 Programs that Contain Functions 5.3 Parameter Passing 5.4 Return Values 5.5 Functions Without Return Values 5.6 Problem Solving: Reusable Functions 5.7 Problem Solving: Stepwise Refinement 5.8 Variable Scope Processing Toolkit 5.9.1 Getting Started 5.9.2 Comparing Images 5.9.3 Adjusting Image Brightness 5.9.4 Rotating an Image 5.9.5 Using the Toolkit 5.10 Recursive Functions (Optional) LISTS 6.1 Basic Properties of Lists 6.1.1 Creating Lists 6.1.2 Accessing List Elements 6.1.3 Traversing Lists 6.1.4 List References 6.2 List Operations 6.2.1 Appending Elements 6.2.2 Inserting an Element 6.2.3 Finding an Element 6.2.4 Removing an Element 6.2.5 Concatenation and Replication 6.2.6 Equality Testing 6.2.7 Sum, Maximum, Minimum, and Sorting 6.2.8 Copying Lists 6.3 Common List Algorithms 6.3.1 Filling 6.3.2 Combining List Elements 6.3.3 Element Separators 6.3.5 Linear Search 6.3.6 Collecting and Counting Matches 6.3.7 Removing Matches 6.3.8 Swapping Elements 6.3.9 Reading Input 6.4 Using Lists with Functions 6.5 Problem Solving: Adapting Algorithms Manipulating Physical Objects 6.7 Tables 6.7.2 Accessing Elements 6.7.3 Locating Neighboring Elements 6.7.4 Computing Row and Column Totals 6.7.5 Using Tables with Functions FILES AND 7.1 Reading and Writing Text Files 7.1.2 Reading from a File 7.1.3 Writing to a File 7.1.4 A File Processing Example 7.2 Text Input and Output 7.2.1 Iterating over the Lines of a File 7.2.2 Reading Words 7.2.3 Reading Characters 7.2.4 Reading Records 7.3 Command Line Arguments 7.4 Binary Files and Random Access (Optional) 7.4.2 Random Access 7.4.3 Image Files 7.4.4 Processing BMP Files 7.5 Exception Handling 7.5.1 Raising Exceptions 7.5.2 Handling Exceptions 7.5.3 The finally Clause 7.6 Application: Handling Input Errors SETS AND 8.1 Sets 8.1.1 Creating and Using Sets 8.1.2 Adding and Removing Elements 8.1.3 Subsets 8.1.4 Set Union, Intersection, and Difference 8.2 Dictionaries 8.2.1 Creating Dictionaries 8.2.2 Accessing Dictionary Values 8.2.3 Adding and Modifying Items 8.2.4 Removing Items 8.2.5 Traversing a Dictionary 8.3 Complex Structures 8.3.1 A Dictionary of Sets 8.3.2 A Dictionary of Lists OBJECTS AND CLASSES 9.1 Object-Oriented Programming 9.2 Implementing a Simple Class 9.3 Specifying the Public Interface of a Class 9.4 Designing the Data Representation 9.6 Implementing Methods 9.7 Testing a Class 9.8 Problem Solving: Tracing Objects 9.9 Problem Solving: Patterns for Object Data 9.9.1 Keeping a Total 9.9.3 Collecting Values 9.9.4 Managing Properties of an Object 9.9.5 Modeling Objects with Distinct States 9.9.6 Describing the Position of an Object 9.10 Object References 9.10.1 Shared References 9.10.2 The None Reference 9.10.3 The self Reference 9.10.4 The Lifetime of Objects 9.11 Application: Writing a Fraction Class 9.11.1 Fraction Class Design 9.11.2 The Constructor 9.11.3 Special Methods 9.11.4 Arithmetic Operations 9.11.5 Logical Operations INHERITANCE 10.1 Inheritance Hierarchies 10.2 Implementing Subclasses 10.3 Calling the Superclass Constructor 10.4 Overriding Methods 10.5 Polymorphism Class Hierarchy 10.6.1 The Base Class 10.6.2 Basic Shapes 10.6.3 Groups of Shapes RECURSION 11.1 Triangle Numbers Revisited 11.2 Problem Solving: Thinking Recursively 11.3 Recursive Helper Functions 11.4 The Efficiency of Recursion 11.5 Permutations 11.6 Backtracking 11.7 Mutual Recursion SORTING AND SEARCHING 12.1 Selection Sort 12.4 Merge Sort 12.5 Analyzing the Merge Sort Algorithm 12.6 Searching 12.6.1 Linear Search 12.6.2 Binary Search Time of an Algorithm 12.7.1 Linear Time 12.7.2 Quadratic Time 12.7.3 The Triangle Pattern 12.7.4 Logarithmic Time Built-in Functions Built-in Classes File Input/Output csv Module email.mime.multipart Module email.mime.text Module email.mime.image Module email.mime.application Module json Module math Module os Module os.path Module random Module re Module shutil Module smtplib Module sys Module time Module urllib.parse Module urllib.request Module ezgraphics Module turtle Module THE BASIC LATIN AND LATIN-1 SUBSETS OF UNICODE Binary Numbers Two’s Complement Integers Bit and Shift Operations A Brief Introduction to HTML WILEY END USER LICENSE AGREEMENT
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