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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.
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.
Wallace Wang specializes in making complex topics understandable. His assorted For Dummies tech books have sold nearly half a million copies. He has a master's degree in computer science along with side hustles in stand-up comedy and screenwriting because life is too short to focus on just one thing.
Introduction 1
About This Book 1
Foolish Assumptions 2
Icons Used in This Book 2
Beyond the Book 3
Where to Go from Here 3
Book 1: Getting Started with Programming 5
Chapter 1: Getting Started Programming a Computer 7
How Computer Programming Works 8
Identifying the problem 8
Defining the steps 9
The History of Computer Programming 10
Talking to a processor in machine language 11
Using assembly language as a shortcut to machine language 12
Hiding the details of a computer with a high-level language 15
Combining the best of both worlds with the C programming language 15
Weighing the pros and cons of programming languages 16
Figuring Out Programming 18
Desire beats technical training every time 19
Picking a computer and an operating system 19
Writing programs with an editor 21
Converting source code with an assembler or compiler 23
Translating source code with an interpreter 25
Combining a compiler with an interpreter to create p-code 25
Taking the time to understand 26
Chapter 2: Different Methods for Writing Programs 29
Spaghetti Programming 31
Structured Programming 34
The three parts of structured programming 34
Top-down programming 36
Event-Driven Programming 38
Designing a user interface 41
Writing event handlers 42
Writing your program 44
Object-Oriented Programming 44
Isolating data 46
Simplifying modifications 47
Using Protocol-Oriented Programming 49
Design Patterns 50
Chapter 3: Types of Programming Languages 53
Your First Language 54
BASICally disrespected 55
Visual programming with Scratch 56
Programming robots with LEGO Mindstorms 57
Learning object-oriented programming with Alice 57
Programming a killer robot 58
Curly-Bracket Languages 60
Learning programming with C 60
Adding object-oriented programming with C++ 62
Gaining true portability with Java 63
Programming more safely with C# 64
Choosing a curly-bracket language 66
Artificial Intelligence Languages 67
Scripting Languages 71
Automating a program 72
Customizing a program 73
Transferring data among multiple programs 74
Creating stand-alone programs 74
Database Programming Languages 75
Comparing Programming Languages 76
Chapter 4: Programming Tools 77
Choosing a Compiler 78
Defining your needs for a compiler 79
Evaluating the technical features of a compiler 80
Finding an Interpreter 84
Compiling to a Virtual Machine 86
Writing a Program with an Editor 88
Stand-alone editors 88
Integrated development environments 90
Fixing a Program with a Debugger 91
Stepping line-by-line 92
Watching variables 95
Saving Time with Third-Party Components 96
Optimizing a Program with a Profiler 97
Managing Source Code 97
Creating a Help File 99
Installing a Program 99
Dissecting Programs with a Disassembler 99
Book 2: Programming Basics 101
Chapter 1: How Programs Work 103
Using Keywords as Building Blocks 105
Organizing a Program 108
Dividing a Program into Subprograms 109
Dividing a Program into Objects 113
Creating a User Interface 115
Chapter 2: Variables, Data Types, and Constants 119
Declaring Variables 120
Variable naming conventions 121
Creating variables in a command 122
Declaring the data type of a variable 124
Using Different Data Types 126
Storing Data in a Variable 130
Retrieving Data from a Variable 132
Using Constant Values 133
Defining the Scope of a Variable 135
Handling global variables with care 136
Restricting scope to a module 137
Isolating variables in a subprogram 138
Passing data among subprograms 139
Chapter 3: Manipulating Data 141
Storing Data with the Assignment Operator 142
Using Math to Manipulate Numbers 143
Organizing equations with operator precedence 144
Using built-in math functions 146
Manipulating Strings 147
Finding Strings with Regular Expressions 148
Pattern-matching with the single character (.) wildcard 149
Pattern-matching for specific characters 149
Pattern-matching with the multiple-character (*) and plus (+) wildcards 150
Pattern-matching with ranges 151
Using Comparison Operators 153
Using Boolean Operators 156
Using the Not operator 156
Using the And operator 157
Using the Or operator 158
Using the Xor operator 159
Converting Data Types 160
Chapter 4: Making Decisions by Branching 163
Picking One Choice with the IF-THEN Statement 164
Picking Two Choices with the IF-THEN-ELSE Statement 166
Picking Three or More Choices with the IF-THEN-ELSEIF Statement 168
Checking a condition for each set of commands 168
Offering three or more choices 170
Playing with Multiple Boolean Operators 171
Making Multiple Choices with the SELECT CASE Statement 174
Matching multiple values in a SELECT CASE statement 177
Checking a range of values 178
Comparing values 179
Chapter 5: Repeating Commands by Looping 181
Looping a Fixed Number of Times with the FOR-NEXT Loop 182
Using a FOR-NEXT loop variable 183
Counting by a different range 185
Counting by different increments 186
Counting backward 187
Counting over arrays and other items 188
Looping Zero or More Times with the WHILE Loop 189
Looping at Least Once with the DO Loop 192
Playing with Nested Loops 193
Prematurely Exiting from a Loop 195
Checking Your Loops 195
Chapter 6: Breaking a Large Program into Subprograms 197
Creating and Using Subprograms 199
Creating a subprogram 200
"Calling" a subprogram 201
Passing Parameters 203
Passing parameters by reference 206
Storing values in a subprogram name 210
Repeating a Subprogram with Recursion 212
Chapter 7: Breaking a Large Program into Objects 215
How Object-Oriented Programming Works 216
Encapsulation Isolates Data and Subprograms 219
Shielding data inside an object 221
Grouping methods inside of an object 221
Protecting code from other programmers 222
Sharing Code with Inheritance 223
Polymorphism: Modifying Code without Changing Its Name 226
Design Patterns 228
Object-Oriented Languages 230
Hybrid languages 231
Pure languages 231
Disadvantages of object-oriented programming 232
Real-Life Programming Examples 233
Defining an object with a class 233
Creating an object from a class 236
Running methods stored in an object 236
Inheriting an object 238
Using method overloading to rewrite an inherited subprogram 239
Chapter 8: Reading and Saving Files 243
Storing Data in Text Files 243
Creating a text file 246
Reading a text file 247
Storing Fixed-Size Data in Random-Access Files 250
Writing data 251
Reading data 252
Storing Varying-Size Data in Untyped Files 253
Writing data 254
Reading data 255
Using Database Files 257
Looking at the structure of a database 257
Connecting to a database 259
Chapter 9: Documenting Your Program 263
Adding Comments to Source Code 264
Identifying the two types of comments 265
Describing code and algorithms 268
Documentation 270
Debugging 271
Writing Software Documentation 272
Documentation types 272
Documentation tools 274
Help files 275
Chapter 10: Principles of User Interface Design 277
The Evolution of User Interfaces 278
Command-line interface 278
Menus 278
Graphical user interface 280
Elements of a User Interface 281
Displaying commands to a user interface 281
Giving data to the user interface 284
Showing information back to the user 288
Organizing a user interface 290
Designing a User Interface 291
Know the user 291
Hide/disable unusable options 292
Tolerate mistakes 293
Be consistent 294
Give the user freedom to customize the user interface 295
Make navigation easy 295
Chapter 11: Debugging and Testing 297
Common Types of Programming Errors 297
Debugging with Comments and Print Statements 300
Breakpoints, Stepping, and Watching 302
Stepping through code 304
Watching variables 305
Testing Code 306
Unit tests 307
Integration tests 308
User interface testing 309
Book 3: Data Structures 311
Chapter 1: Structures and Arrays 313
Using Structures 314
Storing data 315
Retrieving data 315
Using an Array 316
Defining the size 317
Storing data 320
Retrieving data 321
Working with Resizable Arrays 321
BASIC 322
C# 323
Swift 323
Working with Multidimensional Arrays 323
Creating a multidimensional array 324
Storing and retrieving data 325
Using Structures with Arrays 325
Drawbacks of Arrays 327
Data types 328
...Erscheinungsjahr: | 2022 |
---|---|
Fachbereich: | Programmiersprachen |
Genre: | Informatik |
Rubrik: | Naturwissenschaften & Technik |
Medium: | Taschenbuch |
Inhalt: | 800 S. |
ISBN-13: | 9781119884408 |
ISBN-10: | 1119884403 |
Sprache: | Englisch |
Herstellernummer: | 1W119884400 |
Einband: | Kartoniert / Broschiert |
Autor: | Wang, Wallace |
Hersteller: | John Wiley & Sons Inc |
Maße: | 236 x 183 x 45 mm |
Von/Mit: | Wallace Wang |
Erscheinungsdatum: | 01.08.2022 |
Gewicht: | 1,058 kg |
Wallace Wang specializes in making complex topics understandable. His assorted For Dummies tech books have sold nearly half a million copies. He has a master's degree in computer science along with side hustles in stand-up comedy and screenwriting because life is too short to focus on just one thing.
Introduction 1
About This Book 1
Foolish Assumptions 2
Icons Used in This Book 2
Beyond the Book 3
Where to Go from Here 3
Book 1: Getting Started with Programming 5
Chapter 1: Getting Started Programming a Computer 7
How Computer Programming Works 8
Identifying the problem 8
Defining the steps 9
The History of Computer Programming 10
Talking to a processor in machine language 11
Using assembly language as a shortcut to machine language 12
Hiding the details of a computer with a high-level language 15
Combining the best of both worlds with the C programming language 15
Weighing the pros and cons of programming languages 16
Figuring Out Programming 18
Desire beats technical training every time 19
Picking a computer and an operating system 19
Writing programs with an editor 21
Converting source code with an assembler or compiler 23
Translating source code with an interpreter 25
Combining a compiler with an interpreter to create p-code 25
Taking the time to understand 26
Chapter 2: Different Methods for Writing Programs 29
Spaghetti Programming 31
Structured Programming 34
The three parts of structured programming 34
Top-down programming 36
Event-Driven Programming 38
Designing a user interface 41
Writing event handlers 42
Writing your program 44
Object-Oriented Programming 44
Isolating data 46
Simplifying modifications 47
Using Protocol-Oriented Programming 49
Design Patterns 50
Chapter 3: Types of Programming Languages 53
Your First Language 54
BASICally disrespected 55
Visual programming with Scratch 56
Programming robots with LEGO Mindstorms 57
Learning object-oriented programming with Alice 57
Programming a killer robot 58
Curly-Bracket Languages 60
Learning programming with C 60
Adding object-oriented programming with C++ 62
Gaining true portability with Java 63
Programming more safely with C# 64
Choosing a curly-bracket language 66
Artificial Intelligence Languages 67
Scripting Languages 71
Automating a program 72
Customizing a program 73
Transferring data among multiple programs 74
Creating stand-alone programs 74
Database Programming Languages 75
Comparing Programming Languages 76
Chapter 4: Programming Tools 77
Choosing a Compiler 78
Defining your needs for a compiler 79
Evaluating the technical features of a compiler 80
Finding an Interpreter 84
Compiling to a Virtual Machine 86
Writing a Program with an Editor 88
Stand-alone editors 88
Integrated development environments 90
Fixing a Program with a Debugger 91
Stepping line-by-line 92
Watching variables 95
Saving Time with Third-Party Components 96
Optimizing a Program with a Profiler 97
Managing Source Code 97
Creating a Help File 99
Installing a Program 99
Dissecting Programs with a Disassembler 99
Book 2: Programming Basics 101
Chapter 1: How Programs Work 103
Using Keywords as Building Blocks 105
Organizing a Program 108
Dividing a Program into Subprograms 109
Dividing a Program into Objects 113
Creating a User Interface 115
Chapter 2: Variables, Data Types, and Constants 119
Declaring Variables 120
Variable naming conventions 121
Creating variables in a command 122
Declaring the data type of a variable 124
Using Different Data Types 126
Storing Data in a Variable 130
Retrieving Data from a Variable 132
Using Constant Values 133
Defining the Scope of a Variable 135
Handling global variables with care 136
Restricting scope to a module 137
Isolating variables in a subprogram 138
Passing data among subprograms 139
Chapter 3: Manipulating Data 141
Storing Data with the Assignment Operator 142
Using Math to Manipulate Numbers 143
Organizing equations with operator precedence 144
Using built-in math functions 146
Manipulating Strings 147
Finding Strings with Regular Expressions 148
Pattern-matching with the single character (.) wildcard 149
Pattern-matching for specific characters 149
Pattern-matching with the multiple-character (*) and plus (+) wildcards 150
Pattern-matching with ranges 151
Using Comparison Operators 153
Using Boolean Operators 156
Using the Not operator 156
Using the And operator 157
Using the Or operator 158
Using the Xor operator 159
Converting Data Types 160
Chapter 4: Making Decisions by Branching 163
Picking One Choice with the IF-THEN Statement 164
Picking Two Choices with the IF-THEN-ELSE Statement 166
Picking Three or More Choices with the IF-THEN-ELSEIF Statement 168
Checking a condition for each set of commands 168
Offering three or more choices 170
Playing with Multiple Boolean Operators 171
Making Multiple Choices with the SELECT CASE Statement 174
Matching multiple values in a SELECT CASE statement 177
Checking a range of values 178
Comparing values 179
Chapter 5: Repeating Commands by Looping 181
Looping a Fixed Number of Times with the FOR-NEXT Loop 182
Using a FOR-NEXT loop variable 183
Counting by a different range 185
Counting by different increments 186
Counting backward 187
Counting over arrays and other items 188
Looping Zero or More Times with the WHILE Loop 189
Looping at Least Once with the DO Loop 192
Playing with Nested Loops 193
Prematurely Exiting from a Loop 195
Checking Your Loops 195
Chapter 6: Breaking a Large Program into Subprograms 197
Creating and Using Subprograms 199
Creating a subprogram 200
"Calling" a subprogram 201
Passing Parameters 203
Passing parameters by reference 206
Storing values in a subprogram name 210
Repeating a Subprogram with Recursion 212
Chapter 7: Breaking a Large Program into Objects 215
How Object-Oriented Programming Works 216
Encapsulation Isolates Data and Subprograms 219
Shielding data inside an object 221
Grouping methods inside of an object 221
Protecting code from other programmers 222
Sharing Code with Inheritance 223
Polymorphism: Modifying Code without Changing Its Name 226
Design Patterns 228
Object-Oriented Languages 230
Hybrid languages 231
Pure languages 231
Disadvantages of object-oriented programming 232
Real-Life Programming Examples 233
Defining an object with a class 233
Creating an object from a class 236
Running methods stored in an object 236
Inheriting an object 238
Using method overloading to rewrite an inherited subprogram 239
Chapter 8: Reading and Saving Files 243
Storing Data in Text Files 243
Creating a text file 246
Reading a text file 247
Storing Fixed-Size Data in Random-Access Files 250
Writing data 251
Reading data 252
Storing Varying-Size Data in Untyped Files 253
Writing data 254
Reading data 255
Using Database Files 257
Looking at the structure of a database 257
Connecting to a database 259
Chapter 9: Documenting Your Program 263
Adding Comments to Source Code 264
Identifying the two types of comments 265
Describing code and algorithms 268
Documentation 270
Debugging 271
Writing Software Documentation 272
Documentation types 272
Documentation tools 274
Help files 275
Chapter 10: Principles of User Interface Design 277
The Evolution of User Interfaces 278
Command-line interface 278
Menus 278
Graphical user interface 280
Elements of a User Interface 281
Displaying commands to a user interface 281
Giving data to the user interface 284
Showing information back to the user 288
Organizing a user interface 290
Designing a User Interface 291
Know the user 291
Hide/disable unusable options 292
Tolerate mistakes 293
Be consistent 294
Give the user freedom to customize the user interface 295
Make navigation easy 295
Chapter 11: Debugging and Testing 297
Common Types of Programming Errors 297
Debugging with Comments and Print Statements 300
Breakpoints, Stepping, and Watching 302
Stepping through code 304
Watching variables 305
Testing Code 306
Unit tests 307
Integration tests 308
User interface testing 309
Book 3: Data Structures 311
Chapter 1: Structures and Arrays 313
Using Structures 314
Storing data 315
Retrieving data 315
Using an Array 316
Defining the size 317
Storing data 320
Retrieving data 321
Working with Resizable Arrays 321
BASIC 322
C# 323
Swift 323
Working with Multidimensional Arrays 323
Creating a multidimensional array 324
Storing and retrieving data 325
Using Structures with Arrays 325
Drawbacks of Arrays 327
Data types 328
...Erscheinungsjahr: | 2022 |
---|---|
Fachbereich: | Programmiersprachen |
Genre: | Informatik |
Rubrik: | Naturwissenschaften & Technik |
Medium: | Taschenbuch |
Inhalt: | 800 S. |
ISBN-13: | 9781119884408 |
ISBN-10: | 1119884403 |
Sprache: | Englisch |
Herstellernummer: | 1W119884400 |
Einband: | Kartoniert / Broschiert |
Autor: | Wang, Wallace |
Hersteller: | John Wiley & Sons Inc |
Maße: | 236 x 183 x 45 mm |
Von/Mit: | Wallace Wang |
Erscheinungsdatum: | 01.08.2022 |
Gewicht: | 1,058 kg |