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Beginning Programming All-in-One For Dummies
Taschenbuch von Wallace Wang
Sprache: Englisch

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Beschreibung
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.
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.
Über den Autor

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.

Inhaltsverzeichnis

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

...
Details
Erscheinungsjahr: 2022
Fachbereich: Programmiersprachen
Genre: Importe, 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
Verantwortliche Person für die EU: Wiley-VCH GmbH, Boschstr. 12, D-69469 Weinheim, amartine@wiley-vch.de
Maße: 236 x 183 x 45 mm
Von/Mit: Wallace Wang
Erscheinungsdatum: 01.08.2022
Gewicht: 1,058 kg
Artikel-ID: 120801261
Über den Autor

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.

Inhaltsverzeichnis

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

...
Details
Erscheinungsjahr: 2022
Fachbereich: Programmiersprachen
Genre: Importe, 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
Verantwortliche Person für die EU: Wiley-VCH GmbH, Boschstr. 12, D-69469 Weinheim, amartine@wiley-vch.de
Maße: 236 x 183 x 45 mm
Von/Mit: Wallace Wang
Erscheinungsdatum: 01.08.2022
Gewicht: 1,058 kg
Artikel-ID: 120801261
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