Download Python For Kids PDF

TitlePython For Kids
Author
TagsPython
LanguageEnglish
File Size13.4 MB
Total Pages348
Table of Contents
                            About the Author, Illustrator, and Technical Reviewers
Acknowledgments
Introduction
	Why Python?
	How to Learn to Code
	Who Should Read This Book
	What’s in This Book
	The Companion Website
	Have Fun!
Part I: Learning to Program
	1:  Not All Snakes Slither
		A Few Words About Language
		Installing Python
			Installing Python on Windows 7
			Installing Python on Mac OS X
			Installing Python on Ubuntu
		Once You’ve Installed Python
		Saving Your Python Programs
		What You Learned
	2: Calculations and Variables
		Calculating with Python
			Python Operators
			The Order of Operations
		Variables Are Like Labels
		Using Variables
		What You Learned
	3: Strings, Lists, Tuples, and Maps
		Strings
			Creating Strings
			Handling Problems with Strings
			Embedding Values in Strings
			Multiplying Strings
		Lists Are More Powerful
Than Strings
			Adding Items to a List
			Removing Items from a List
			List Arithmetic
		Tuples
		Python Maps Won’t Help You Find Your Way
		What You Learned
		Programming Puzzles
			#1: Favorites
			#2: Counting Combatants
			#3: Greetings!
	4: Drawing with Turtles
		Using Python’s turtle Module
			Creating a Canvas
			Moving the Turtle
		What You Learned
		Programming Puzzles
			#1: A Rectangle
			#2: A Triangle
			#3: A Box Without Corners
	5: Asking Questions with if and else
		i
f Statements
			A Block Is a Group of Programming Statements
			Conditions Help Us Compare Things
		if-then-else Statements
		if and elif Statements
		Combining Conditions
		Variables with No Value—None
		The Difference Between Strings and Numbers
		What You Learned
		Programming Puzzles
			#1: Are You Rich?
			#2: Twinkies!
			#3: Just the Right Number
			#4: I Can Fight Those Ninjas
	6: Going Loopy
		Using for Loops
		While We’re Talking About Looping . . .
		What You Learned
		Programming Puzzles
			#1: The Hello Loop
			#2: Even Numbers
			#3: My Five Favorite Ingredients
			#4: Your Weight on the Moon
	7: Recycling Your Code with Functions and Modules
		Using Functions
			Parts of a Function
			Variables and Scope
		Using Modules
		What You Learned
		Programming Puzzles
			#1: Basic Moon Weight Function
			#2: Moon Weight Function and Years
			#3: Moon Weight Program
	8: How to Use Classes and Objects
		Breaking Things into Classes
			Children and Parents
			Adding Objects to Classes
			Defining Functions of Classes
			Adding Class Characteristics as 
Functions
			Why Use Classes and Objects?
			Objects and Classes in Pictures
		Other Useful Features of Objects and Classes
			Inherited Functions
			Functions Calling Other Functions
		Initializing an Object
		What You Learned
		Programming Puzzles
			#1: The Giraffe Shuffle
			#2: Turtle Pitchfork
	9: Python’s Built-in Functions
		Using Built-in Functions
			The abs Function
			The bool Function
			The dir Function
			The eval Function
			The exec Function
			The float Function
			The int Function
			The len Function
			The max and min Functions
			The range Function
			The sum Function
		Working with Files
			Creating a Test File
			Opening a File in Python
			Writing to Files
		What You Learned
		Programming Puzzles
			#1: Mystery Code
			#2: A Hidden Message
			#3: Copying a File
	10: Useful Python Modules
		Making Copies with the copy Module
		Keeping Track of Keywords with the keyword Module
		Getting Random Numbers with the
random Module
			Using randint to Pick a ­Random Number
			Using choice to Pick a Random Item from a List
			Using shuffle to Shuffle a List
		Controlling the Shell with the sys Module
			Exiting the Shell with the exit function
			Reading with the stdin Object
			Writing with the stdout Object
			Which Version of Python Am I Using?
		Doing Time with the time
Module
			Converting a Date with asctime
			Getting the Date and Time with 
localtime
			Taking Some Time Off with sleep
		Using the pickle Module to Save Information
		What You Learned
		Programming Puzzles
			#1: Copied Cars
			#2: Pickled Favorites
	11: More Turtle Graphics
		Starting with the Basic Square
		Drawing
Stars
		Drawing a Car
		Coloring Things In
			A Function to Draw a Filled Circle
			Creating Pure Black and White
		A Square-Drawing Function
		Drawing Filled Squares
		Drawing Filled Stars
		What You Learned
		Programming Puzzles
			#1: Drawing an Octagon
			#2: Drawing a Filled Octagon
			#3: Another Star-D
rawing Function
	12: Using tkinter for Better Graphics
		Creating a Clickable Button
		Using Named Parameters
		Creating a Canvas for Drawing
		Drawing Lines
		Drawing Boxes
			Drawing a Lot of Rectangles
			Setting the Color
		Drawing Arcs
		Drawing Polygons
		Displaying Text
		Displaying Images
		Creating Basic Animation
		Making an Object React to Something
		More Ways to Use the Identifier
		What You Learned
		Programming Puzzles
			#1: Fill the Screen with Triangles
			#2: The Moving Triangle
			#3: The Moving Photo
				Part II
Part II: Bounce!
	13: Beginning Your First Game: Bounce!
		Whack the Bouncing Ball
		Creating the Game Canvas
		Creating the Ball Class
		Adding Some Action
			Making the Ball Move
			Making the Ball Bounce
			Changing the Ball’s Starting Direction
		What You Learned
	14: Finishing Your First Game: Bounce!
		Adding the Paddle
			Making the Paddle Move
			Finding Out When the Ball Hits the Paddle
		Adding an Element of Chance
		What You Learned
		Programming Puzzles
			#1: Delay the Game Start
			#2: A Proper “Game Over”
			#3: Accelerate the Ball
			#4: Record the Player’s Score
Part III: Mr. Stick Man Races for the Exit
	15: Creating Graphics for the Mr. Stick Man Game
		Mr. Stick Man Game Plan
		Getting GIMP
		Creating the Game Elements
			Preparing a Transparent Image
			Drawing Mr. Stick Man
			Drawing the Platforms
			Drawing the Door
			Drawing the Background
			Transparency
		What You Learned
	16: Developing the Mr. Stick Man Game
		Creating the Game Class
			Setting the Window Title and ­Creating the Canvas
			Finishing the _init_ Function
			Creating the mainloop Function
		Creating the Coords Class
		Checking for Collisions
			Sprites Colliding Horizontally
			Sprites Colliding Vertically
			Putting It All Together: 
Our Final Collision-Detection Code
		Creating the Sprite Class
		Adding the Platforms
			Adding a Platform Object
			Adding a Bunch of ­Platforms
		What You Learned
		Programming Puzzles
			#1: Checkerboard
			#2: Two-Image Checkerboard
			#3: Bookshelf and Lamp
	17: Creating Mr. Stick Man
		Initializing the Stick Figure
			Loading the Stick ­Figure Images
			Setting Up Variables
			Binding to Keys
		Turning the Stick Figure Left and Right
		Making the Stick Figure Jump
		What We Have So Far
		What You Learned
	18: Completing the Mr. Stick Man Game
		Animating the Stick Figure
			Creating the Animate Function
			Getting the Stick Figure’s Position
			Making the Stick Figure Move
		Testing Our Stick Figure Sprite
		The Door!
			Creating the DoorSprite Class
			Detecting the Door
			Adding the Door Object
		The Final Game
		What You Learned
		Programming Puzzles
			#1: “You Win!”
			#2: Animating the Door
			#3: Moving Platforms
Afterword: Where to Go from Here
	Games and Graphics Programming
		PyGame
	Programming Languages
		Java
		C/C++
		C#
		PHP
		Objective-C
		Perl
		Ruby
		JavaScript
	Final
Words
Appendix: Python Keywords
Glossary
Index
                        
Document Text Contents
Page 1

PYTHON
FOR KIDS

A Playful Introduction to Programming

J a s o n R . B r i g g s

Python is a powerful, expressive program-
ming language that’s easy to learn and fun to
use! But books about learning to program in
Python can be kind of dull, gray, and boring,
and that’s no fun for anyone.

Python for Kids brings Python to life and
brings you (and your parents) into the world of
programming. The ever-patient Jason R. Briggs
will guide you through the basics as you experi-
ment with unique (and often hilarious) example
programs that feature ravenous monsters, secret
agents, thieving ravens, and more. New terms
are defined; code is colored, dissected, and
explained; and quirky, full-color illustrations
keep things on the lighter side.

Chapters end with programming puzzles
designed to stretch your brain and strengthen
your understanding. By the end of the book
you’ll have programmed two complete games:
a clone of the famous Pong and “Mr. Stick Man
Races for the Exit”—a platform game with
jumps, animation, and much more.

As you strike out on your programming
adventure, you’ll learn how to:

M Use fundamental data structures like lists,
tuples, and maps

M Organize and reuse your code with func-
tions and modules

M Use control structures like loops and
conditional statements

M Draw shapes and patterns with Python’s
turtle module

M Create games, animations, and other
graphical wonders with tkinter

Why should serious adults have all the fun?
Python for Kids is your ticket into the amaz-
ing world of computer programming.

ABOUT THE AUTHOR

Jason R. Briggs has been a programmer since
the age of eight, when he first learned BASIC on
a Radio Shack TRS-80. He has written software
professionally as a developer and systems archi-
tect and served as Contributing Editor for Java
Developer’s Journal. His articles have appeared
in JavaWorld, ONJava, and ONLamp. Python
for Kids is his first book.

SH
ELV

E IN
:

PRO
G

R
A

M
M

IN
G

LAN
G

U
AG

ES/
PYTH

O
N

www.nostarch.com

TH E F I N EST I N
G E E K E NTE RTA I N M E NT™

For kids aged 10+ (and their parents)

REAL Programming.

REAL EASY.

$34.95 ($36.95 CDN)

Illustrations by Miran Lipovaca

B
r

i
g

g
s

P
Y

T
H

O
N

F
O

R
K

ID
S

Page 174

148 Chapter 11

Here’s the result of running this code:

While we’re playing with stars, here’s the code to produce a
spiraling star:

>>> t.reset()
>>> for x in range(1, 20):
t.forward(100)
t.left(95)

By changing the degree of the turn and reducing the number
of loops, the turtle ends up drawing quite a different style of star:

Page 175

More Turtle Graphics 149

Using similar code, we can
create a variety of shapes, from a
basic square to a spiral star. As
you can see, by using for loops,
we’ve made it much simpler to
draw these shapes. Without
for loops, our code would have
required a lot of tedious typing.

Now let’s use an if state-
ment to control how the turtle
will turn and draw another star
variation. In this example, we
want the turtle to turn one angle
the first time, and then another
angle the next time.

>>> t.reset()
>>> for x in range(1, 19):
t.forward(100)
if x % 2 == 0:
t.left(175)
else:
t.left(225)

Here, we create a loop that will run 18 times (range(1, 19)) and
tell the turtle to move forward 100 pixels (t.forward(100)). New here
is the if statement (if x % 2 == 0:). This statement checks to see if
the variable x contains an even number by using a modulo opera-
tor, the % in the expression x % 2 == 0, which is a way of saying, “x
mod 2” is equal to 0.

The expression x % 2 essentially says, “What is the amount
left over when you divide the number in variable x into two equal
parts?” For example, if we were to divide 5 balls into two parts, we
would get two groups of 2 balls (making a total of 4 balls), and the
remainder (the amount left over) would be 1 ball, as shown here.

225

This is the
remainder.

Page 348

PYTHON
FOR KIDS

A Playful Introduction to Programming

J a s o n R . B r i g g s

Python is a powerful, expressive program-
ming language that’s easy to learn and fun to
use! But books about learning to program in
Python can be kind of dull, gray, and boring,
and that’s no fun for anyone.

Python for Kids brings Python to life and
brings you (and your parents) into the world of
programming. The ever-patient Jason R. Briggs
will guide you through the basics as you experi-
ment with unique (and often hilarious) example
programs that feature ravenous monsters, secret
agents, thieving ravens, and more. New terms
are defined; code is colored, dissected, and
explained; and quirky, full-color illustrations
keep things on the lighter side.

Chapters end with programming puzzles
designed to stretch your brain and strengthen
your understanding. By the end of the book
you’ll have programmed two complete games:
a clone of the famous Pong and “Mr. Stick Man
Races for the Exit”—a platform game with
jumps, animation, and much more.

As you strike out on your programming
adventure, you’ll learn how to:

M Use fundamental data structures like lists,
tuples, and maps

M Organize and reuse your code with func-
tions and modules

M Use control structures like loops and
conditional statements

M Draw shapes and patterns with Python’s
turtle module

M Create games, animations, and other
graphical wonders with tkinter

Why should serious adults have all the fun?
Python for Kids is your ticket into the amaz-
ing world of computer programming.

ABOUT THE AUTHOR

Jason R. Briggs has been a programmer since
the age of eight, when he first learned BASIC on
a Radio Shack TRS-80. He has written software
professionally as a developer and systems archi-
tect and served as Contributing Editor for Java
Developer’s Journal. His articles have appeared
in JavaWorld, ONJava, and ONLamp. Python
for Kids is his first book.

SH
ELV

E IN
:

PRO
G

R
A

M
M

IN
G

LAN
G

U
AG

ES/
PYTH

O
N

www.nostarch.com

TH E F I N EST I N
G E E K E NTE RTA I N M E NT™

For kids aged 10+ (and their parents)

REAL Programming.

REAL EASY.

$34.95 ($36.95 CDN)

Illustrations by Miran Lipovaca

B
r

i
g

g
s

P
Y

T
H

O
N

F
O

R
K

ID
S

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