Description If you are new to programming with Python and are looking for a solid introduction, this is the book for you. Developed by computer science instructors, books in the for the absolute beginner series teach the principles of programming through simple game creation. You will acquire the skills that you need for more practical Python programming applications and you will learn how these skills can be put to use in real- world scenarios. Best of all, by the time you finish this book you will be able to apply the basic principles you ve learned to the next programming language you tackle. Features Fun approach to a difficult topic Readers will create games with Python as they learn the fundamentals of this programming language The CD will include games that readers can cut and paste into their own Web site The author provides challenges at the end of chapters to push readers to program on their own Table of Contents BackCover Python Programming for the Absolute Beginner Introduction Chapter 1: Getting Started: The Game over Program Examining the Game Over Program Introducing Python Setting Up Python on Windows Setting Up Python on Other Operating Systems Introducing the Python IDLE Back to the Game Over Program Summary Challenges Chapter 2: Types, Variables, and Simple I/O: The Useless Trivia Program Introducing the Useless Trivia Program Using Quotes with Strings Using Escape Sequences with Strings Concatenating and Repeating Strings Working with Numbers Understanding Variables Getting User Input Using String Methods Using the Right Types Converting Values Back to the Useless Trivia Program Summary Challenges Chapter 3: Branching, while Loops, and Program Planning: The Guess My Number Game Introducing the Guess My Number Game Generating Random Numbers Using the if Structure Using the if-else Structure Using the if-elif-else Structure Creating while Loops Avoiding Infinite Loops Treating Values as Conditions Creating Intentional Infinite Loops Using Compound Conditions Planning Your Programs Returning to the Guess My Number Game Summary Challenges Chapter 4: for Loops, Strings, and Tuples: The Word Jumble Game Introducing the Word Jumble Game Counting with a for Loop Using Sequence Operators and Functions with Strings Indexing Strings Understanding String Immutability Building a New String Slicing Strings Creating Tuples Using Tuples Back to the Word Jumble Game Summary Challenges Chapter 5: Lists and Dictionaries: The Hangman Game Introducing the Hangman Game Using Lists Using List Methods Understanding When to Use Tuples Instead of Lists Using Nested Sequences Understanding Shared References Using Dictionaries Back to the Hangman Game Summary Challenges Chapter 6: Functions: The Tic-Tac-Toe Game Introducing the Tic-Tac-Toe Game Creating Functions Using Parameters and Return Values Using Keyword Arguments and Default Parameter Values Using Global Variables and Constants Back to the Tic-Tac-Toe Game Summary Challenges Chapter 7: Files and Exceptions: The Trivia Challenge Game Introducing the Trivia Challenge Game Reading from Text Files Writing to a Text File Storing Complex Data in Files Handling Exceptions Back to the Trivia Challenge Game Summary Challenges Chapter 8: Software Objects: The Critter Caretaker Program Introducing the Critter Caretaker Program Understanding Object-Oriented Basics Creating Classes, Methods, and Objects Using Constructors Using Attributes Using Class Attributes and Static Methods Understanding Object Encapsulation Using Private Attributes and Private Methods Understanding New-Style and Old-Style Classes Controlling Attribute Access Back to the Critter Caretaker Program Summary Challenges Chapter 9: Object-Oriented Programming: The Blackjack Game Introducing the Blackjack Game Sending and Receiving Messages Combining Objects Using Inheritance to Create New Classes Extending a Class through Inheritance Altering the Behavior of Inherited Methods Understanding Polymorphism Creating Modules Back to the Blackjack Game Summary Challenges Chapter 10: GUI Development: The Mad Lib Program Introducing the Mad Lib Program Examining a GUI Understanding Event-Driven Programming Using a Root Window Using Labels Using Buttons Creating a GUI Using a Class Binding Widgets and Event Handlers Using Text and Entry Widgets and the Grid Layout Manager Using Check Buttons Using Radio Buttons Back to the Mad Lib Program Summary Challenges Chapter 11: Graphics: The Pizza Panic Game Introducing the Pizza Panic Game Introducing the Pygame and LiveWires Packages Creating a Graphics Window Setting a Background Image Understanding the Graphics Coordinate System Displaying Text Displaying a Message Understanding the Games_Object Class Displaying a Sprite Moving Sprites Dealing with Screen Boundaries Handling Mouse Input Detecting Collisions Back to the Pizza Panic Game Summary Challenges Chapter 12: Sound, Animation, and Program Development: The Astrocrash Game Introducing the Astrocrash Game Reading the Keyboard Rotating a Sprite Creating an Animation Working with Sound and Music Planning the Astrocrash Game Creating Asteroids Rotating the Ship Moving the Ship Firing Missiles Controlling the Missile Fire Rate Handling Collisions Adding Explosions Adding Levels, Scorekeeping, and Theme Music Summary Challenges Appendix A: LiveWires Reference games Module functions games Module Constants color Module Constants Index Index_A Index_B Index_C Index_D Index_E Index_F Index_G Index_H Index_I Index_K Index_L Index_M Index_N Index_O Index_P Index_Q Index_R Index_S Index_T Index_U Index_V Index_W Index_X Index_Y Index_Z List of Figures List of Tables List of Sidebars CD Content Annotation. Ready to learn Python programming? Are you new to programming with Python? Do you need a solid introduction to the fundamental concepts? You've found it in "Python Programming for the Absolute Beginner, Second Edition," the updated version of the successful "Python Programming for the Absolute Beginner." As part of the for the absolute beginner series developed by computer science instructors exclusively for Thomson Course Technology PTR, this book will teach you the basics of Python programming through simple game creation. You can then take the skills you learn and use them for more practical Python programming applications and real-world programming scenarios. Better still, by the time you finish this book you will be able to apply the basic principles you've learned to the next programming language you tackle. Create simple, fun games while you learn to program with Python Python Programming for the Absolute Beginner provides a gentle introduction into the world of programming. Every chapter will contain several new concepts with a small but complete example program for each one. No other Python book has multiple chapters dedicated to multimedia. Covers the Interpreter, the IDLE, Variables, Strings, Looping, Tuples, Iterators, Widgets, Sprites, and Sound. Python is a powerful, general purpose, programming language that is aimed especially at beginners, though it has all the power and flexibility one would expect from a modern, object-oriented programming language. This title shows you where to begin.