Beginning Programming All-in-One For Dummies

Beginning Programming All-in-One For Dummies
Автор книги: id книги: 2369838     Оценка: 0.0     Голосов: 0     Отзывы, комментарии: 0 3219,36 руб.     (31,46$) Читать книгу Купить и скачать книгу Купить бумажную книгу Электронная книга Жанр: Программы Правообладатель и/или издательство: John Wiley & Sons Limited Дата добавления в каталог КнигаЛит: ISBN: 9781119884422 Скачать фрагмент в формате   fb2   fb2.zip Возрастное ограничение: 0+ Оглавление Отрывок из книги

Реклама. ООО «ЛитРес», ИНН: 7719571260.

Описание книги

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 devicesThis 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.

Оглавление

Wallace Wang. Beginning Programming All-in-One For Dummies

Beginning Programming All-in-One For Dummies® To view this book's Cheat Sheet, simply go to www.dummies.com and search for “Beginning Programming All-in-One For Dummies Cheat Sheet” in the Search box. Table of Contents

List of Tables

List of Illustrations

Guide

Pages

Introduction

About This Book

Foolish Assumptions

Icons Used in This Book

Beyond the Book

Where to Go from Here

Getting Started with Programming. Contents at a Glance

Getting Started Programming a Computer

How Computer Programming Works

Identifying the problem

THE FBI’S $170 MILLION FLOP

Defining the steps

The History of Computer Programming

Talking to a processor in machine language

Using assembly language as a shortcut to machine language

Hiding the details of a computer with a high-level language

Combining the best of both worlds with the C programming language

Weighing the pros and cons of programming languages

Figuring Out Programming

Desire beats technical training every time

Picking a computer and an operating system

Writing programs with an editor

Converting source code with an assembler or compiler

Translating source code with an interpreter

Combining a compiler with an interpreter to create p-code

Taking the time to understand

KNOWING HOW TO PROGRAM VERSUS KNOWING A PROGRAMMING LANGUAGE

Different Methods for Writing Programs

Spaghetti Programming

SPAGHETTI PROGRAMMING WITH THE GOTO COMMAND

Structured Programming

The three parts of structured programming

Top-down programming

STRUCTURED PROGRAMMING AND PASCAL

Event-Driven Programming

Designing a user interface

Writing event handlers

Writing your program

Object-Oriented Programming

Isolating data

Simplifying modifications

Using Protocol-Oriented Programming

Design Patterns

DESIGNING PROGRAMS WITH TODAY’S METHODOLOGY

Types of Programming Languages

Your First Language

BASICally disrespected

Visual programming with Scratch

Programming robots with LEGO Mindstorms

Learning object-oriented programming with Alice

Programming a killer robot

Curly-Bracket Languages

Learning programming with C

The power of C

The efficiency of C

The portability of C

Adding object-oriented programming with C++

Gaining true portability with Java

Programming more safely with C#

C# advantages

IT’S OBJECT-ORIENTED

IT’S TYPE-SAFE

THE PROS AND CONS OF TYPE-SAFE LANGUAGES

.NET compatibility

Choosing a curly-bracket language

Artificial Intelligence Languages

Scripting Languages

Automating a program

Customizing a program

Transferring data among multiple programs

Creating stand-alone programs

Database Programming Languages

Comparing Programming Languages

Programming Tools

Choosing a Compiler

Defining your needs for a compiler

Evaluating the technical features of a compiler

Supported language standards

Code generation and optimization

Target platforms

Cost

Finding an Interpreter

THE ADVANTAGES OF INTERPRETED LANGUAGES

Compiling to a Virtual Machine

Writing a Program with an Editor

Stand-alone editors

COMMON EDITOR FEATURES

Integrated development environments

Features

Free software

Fixing a Program with a Debugger

Stepping line-by-line

Breakpoints

Over and out

STEP OVER

STEP OUT

Watching variables

Saving Time with Third-Party Components

Optimizing a Program with a Profiler

Managing Source Code

Creating a Help File

Installing a Program

Dissecting Programs with a Disassembler

Programming Basics. Contents at a Glance

How Programs Work

THE TROLLEY PROBLEM

Using Keywords as Building Blocks

MORE VERSUS FEWER KEYWORDS

Organizing a Program

Dividing a Program into Subprograms

Dividing a Program into Objects

Creating a User Interface

PROGRAMMING IS ABOUT MAINTAINING EXISTING PROGRAMS

Variables, Data Types, and Constants

Declaring Variables

Variable naming conventions

Creating variables in a command

CAMEL-CASE NAMING

Declaring the data type of a variable

DECLARING VARIABLES

Using Different Data Types

TYPE INFERENCE

Storing Data in a Variable

OPTIONAL VARIABLES

Retrieving Data from a Variable

Using Constant Values

Defining the Scope of a Variable

Handling global variables with care

Restricting scope to a module

Isolating variables in a subprogram

Passing data among subprograms

Manipulating Data

Storing Data with the Assignment Operator

Using Math to Manipulate Numbers

Organizing equations with operator precedence

Using built-in math functions

Manipulating Strings

Finding Strings with Regular Expressions

Pattern-matching with the single character (.) wildcard

Pattern-matching for specific characters

Pattern-matching with the multiple-character (*) and plus (+) wildcards

Pattern-matching with ranges

Using Comparison Operators

Using Boolean Operators

Using the Not operator

Using the And operator

Using the Or operator

Using the Xor operator

Converting Data Types

Making Decisions by Branching

Picking One Choice with the IF-THEN Statement

Picking Two Choices with the IF-THEN-ELSE Statement

Picking Three or More Choices with the IF-THEN-ELSEIF Statement

Checking a condition for each set of commands

Offering three or more choices

Playing with Multiple Boolean Operators

Making Multiple Choices with the SELECT CASE Statement

USING THE SWITCH STATEMENT IN C AND SIMILAR LANGUAGES

Matching multiple values in a SELECT CASE statement

Checking a range of values

Comparing values

Repeating Commands by Looping

Looping a Fixed Number of Times with the FOR-NEXT Loop

Using a FOR-NEXT loop variable

Counting by a different range

Counting by different increments

Counting backward

Counting over arrays and other items

Looping Zero or More Times with the WHILE Loop

Looping at Least Once with the DO Loop

Playing with Nested Loops

Prematurely Exiting from a Loop

Checking Your Loops

Breaking a Large Program into Subprograms

Creating and Using Subprograms

Creating a subprogram

“Calling” a subprogram

Passing Parameters

Passing parameters by reference

Storing values in a subprogram name

Repeating a Subprogram with Recursion

Breaking a Large Program into Objects

How Object-Oriented Programming Works

Encapsulation Isolates Data and Subprograms

Shielding data inside an object

Grouping methods inside of an object

Protecting code from other programmers

Sharing Code with Inheritance

SINGLE VERSUS MULTIPLE INHERITANCE

Polymorphism: Modifying Code without Changing Its Name

Design Patterns

Object-Oriented Languages

Hybrid languages

Pure languages

Disadvantages of object-oriented programming

Real-Life Programming Examples

Defining an object with a class

Creating an object from a class

Running methods stored in an object

Inheriting an object

Using method overloading to rewrite an inherited subprogram

Reading and Saving Files

Storing Data in Text Files

THE “OTHER” UNIVERSAL FILE FORMAT

Creating a text file

Reading a text file

THE PORTABLE DOCUMENT FORMAT (PDF)

Storing Fixed-Size Data in Random-Access Files

Writing data

Reading data

Storing Varying-Size Data in Untyped Files

Writing data

Reading data

Using Database Files

Looking at the structure of a database

Connecting to a database

Documenting Your Program

Adding Comments to Source Code

Identifying the two types of comments

Line comments

Block comments

Describing code and algorithms

Documentation

Debugging

Writing Software Documentation

Documentation types

Design specifications

Technical design

VIDEO TUTORIALS

User manuals

Documentation tools

Agile documentation

Automation

Help files

Principles of User Interface Design

The Evolution of User Interfaces

Command-line interface

Menus

Graphical user interface

Elements of a User Interface

Displaying commands to a user interface

Giving data to the user interface

Restricting choices to one option with radio buttons

Restricting choices with check boxes

Displaying multiple choices in a list box or combo box

Restricting numeric choices with a slider

Showing information back to the user

Organizing a user interface

Designing a User Interface

Know the user

Hide/disable unusable options

Tolerate mistakes

Be consistent

Give the user freedom to customize the user interface

Make navigation easy

Debugging and Testing

Common Types of Programming Errors

RUBBER-DUCK DEBUGGING

Debugging with Comments and Print Statements

Breakpoints, Stepping, and Watching

Stepping through code

Watching variables

Testing Code

EVERY PROGRAM HAS BUGS

Unit tests

Integration tests

User interface testing

Data Structures. Contents at a Glance

Structures and Arrays

Using Structures

Storing data

Retrieving data

Using an Array

Defining the size

Bounds

DEFAULT BOUNDS

DEFINABLE BOUNDS

Initializing

LOOPS

DECLARATIONS

Storing data

Retrieving data

Working with Resizable Arrays

BASIC

C#

Swift

Working with Multidimensional Arrays

Creating a multidimensional array

Storing and retrieving data

Using Structures with Arrays

Drawbacks of Arrays

Data types

Searching and sorting

Adding and deleting

Identifying the location of data in an array

Sets and Linked Lists

Using Sets

Adding and deleting data in a set

Checking for membership

Avoiding duplicate data

Manipulating two sets

Combining two sets into a third set with the union command

Combining the common elements of two sets into a third set with the intersection command

Combining the different elements of two sets into a third set with the difference command

Using Linked Lists

Creating a linked list

Modifying a linked list

Creating a double linked list

Drawbacks of Sets and Linked Lists

Problems with pointers

Problems with accessing data

COMPLEXITY OF CREATING LINKED LISTS AND POINTERS

Collections and Dictionaries

Using a Collection

Adding data to a collection

Deleting data from a collection

Identifying data with keys

Searching and retrieving data

Index numbers

Keys

Using Dictionaries

Adding data to a dictionary

Searching and retrieving data from a dictionary

Understanding Hash Tables

Converting keys with a hash function

Hash function collisions

Solving collisions by chaining

Avoiding collisions with double hashing

Stacks, Queues, and Deques

Using Stacks

Adding data to a stack

Removing data from a stack

Counting and searching a stack

Using Queues

Adding data to a queue

Removing data from a queue

Counting and searching a queue

Using Deques

Graphs and Trees

Understanding Graphs

Types of graphs

Uses for graphs

Designing a single path with the Seven Bridges of Königsberg

Finding the shortest path through a graph

Connecting nodes in a graph

Creating Trees

Ordered trees

Binary trees

B-trees

Taking Action on Trees

Traversing a tree to search for data

Preorder traversal

In-order traversal

Postorder traversal

Level-order traversal

Adding new data

Deleting data

Pruning and grafting sub-trees

Algorithms. Contents at a Glance

Sorting Algorithms

Using Bubble Sort

Using Selection Sort

Using Insertion Sort

Using Shell Sort

Using Heap Sort

Using Merge Sort

Using Quick Sort

Comparing Sorting Algorithms

Searching Algorithms

Sequential Search

Backward or forward searching

Block searching

Binary searching

Interpolation searching

Using Indexes

Creating an index

Clustered and unclustered indexes

Problems with indexes

Adversarial Search

Depth versus time

Alpha-beta pruning

Looking up a library of good moves

String Searching

Sequential Text Search

The Boyer-Moore algorithm

The Rabin–Karp algorithm

The Shift Or algorithm

The finite automaton algorithm

Searching with Regular Expressions

Searching for single character patterns

Searching for multiple character patterns

Searching for alternate patterns

Searching Phonetically

Data Compression Algorithms

Lossless Data Compression Algorithms

Run-length encoding

The Burrows–Wheeler transform algorithm

Dictionary encoding

The LZ77 algorithm

The LZ78 algorithm

The LZW algorithm

Lossy Data Compression

Encryption Algorithms

How Encryption Works

The Basics of Encryption

THE 56-BIT KEY OF THE DES ALGORITHM

Stream ciphers

HACKING A SLOT MACHINE

Block ciphers

Electronic codebook (ECB)

Cipher-block chaining (CBC)

HASH FUNCTIONS

Symmetric/Asymmetric Encryption Algorithms

HIDING IN PLAIN SIGHT WITH STEGANOGRAPHY

Cracking Encryption

Brute-force attacks

Dictionary attacks

THE CHINESE LOTTERY AND BLOCKCHAINS

Plaintext and ciphertext attacks

CODE CRACKING IN THE BATTLE OF MIDWAY

Web Programming. Contents at a Glance

HyperText Markup Language

The Structure of an HTML Document

Creating a title

Creating the body text

Aligning text

Emphasizing text

Adding color

Changing the font size

Adding comments

Adding Graphics

Defining the Background

Creating Hyperlinks

Defining an anchor point

Linking to an anchor point

Making Tables

Defining a table

Defining a table heading

Creating table rows and data

Displaying a table caption, header, and footer

CSS

The Structure of a Stylesheet

Creating Style Classes

Separating Styles in Files

Cascading Stylesheets

JavaScript

The Structure of a JavaScript Program

Creating Comments

Declaring Variables

Using Operators

Increment and decrement operators

Assignment operators

Branching Statements

Looping Statements

Creating Functions

Using Arrays

Designing User Interfaces

Creating dialog boxes

Alert dialog boxes

Confirmation dialog boxes

Prompt dialog boxes

Creating windows

PHP

Examining the Structure of a PHP Program

Creating Comments

Declaring Variables

Using Operators

Increment and decrement operators

Assignment operators

Branching Statements

Looping Statements

Creating Functions

Using Arrays

Creating Objects

Ruby

The Structure of a Ruby Program

Creating Comments

Declaring Variables

Using Operators

Branching Statements

Looping Statements

Creating Functions

Using Data Structures

Creating Objects

Programming Language Syntax. Contents at a Glance

C and C++

Looking at the Structure of a C/C++ Program

Creating Comments

Declaring Variables

Declaring string data types

Declaring integer data types

Declaring floating-point data types

Declaring Boolean values

Using Operators

Increment and decrement operators

Assignment operators

Branching Statements

Looping Statements

Creating Functions

Data Structures

Creating a structure

Creating enumerations

Creating an array

Using Objects

Java and C#

Looking at the Structure of a Java/C# Program

Creating Comments

Declaring Variables

Declaring string data types

Declaring integer data types

Declaring floating-point data types

Declaring Boolean variables

Using Operators

Increment and decrement operators

Assignment operators

Branching Statements

Looping Statements

Creating Functions

Data Structures

Creating a C# structure

Creating an array

Creating a Java linked list

Creating C# data structures

Using Objects

Perl and Python

Reviewing the Structure of a Perl or Python Program

Creating Comments

Defining Variables

Using Operators

Increment and decrement operators

Assignment operators

Branching Statements

Looping Statements

Creating Functions

Making Data Structures

Perl data structures

Creating a Perl array

Creating a Perl hash

Python data structures

Creating a Python tuple

Creating a Python list

Creating a Python dictionary

Using Objects

Kotlin

Looking at the Structure of a Kotlin Program

Creating Comments

Declaring Variables

Declaring string data types

Declaring integer data types

Declaring floating-point data types

Declaring Boolean values

Declaring Constants

Using Operators

Branching Statements

Looping Statements

Creating Functions

Creating Data Structures

Creating a list

Creating an array

Creating a set

Creating Objects

Swift and SwiftUI

Considering the Structure of a Swift Program

Understanding SwiftUI

Creating a SwiftUI user interface

Understanding SwiftUI state variables

Creating Comments

Declaring Variables

Declaring string data types

Declaring integer data types

Declaring decimal data types

Declaring Boolean values

Declaring Constants

Using Operators

Branching Statements

Looping Statements

Creating Functions

Data Structures

Creating an array

Creating a dictionary

Creating a set

Creating Objects

Flutter and Dart

Working with Flutter

Understanding the structure of a Flutter program

Working with widgets in Flutter

Aligning widgets in rows and columns

Understanding the Dart Language

Creating comments

Declaring variables

Using operators

Increment and decrement operators

Assignment operators

Using branching statements

Using looping statements

Creating functions

Creating data structures

Creating a list

Creating a queue

Creating a map

Using objects

Applications. Contents at a Glance

Database Management

Understanding the Basics of Databases

Free-form databases

Flat-file databases

Relational databases

Manipulating Data

Writing database commands

The SQL language

Data integrity

Data mining

Database Programming

Bioinformatics

The Basics of Bioinformatics

Representing molecules

Manipulating molecules in a computer

Database Searches

Bioinformatics Programming

Computer Security

Stopping Malware

Viruses

Worms

Trojan horses

Spyware

Distributed denial-of-service attacks

ATTACKING NUCLEAR REACTORS IN IRAN WITH STUXNET

Stopping Hackers

Intrusion detection systems

STOPPING CHEATERS IN VIDEO GAMES

Rootkit detectors

Forensics

Secure Computing

Patching as an afterthought

Security in coding

Security by design

Artificial Intelligence

STRONG VERSUS WEAK ARTIFICIAL INTELLIGENCE

Problem Solving

Game-playing

Natural language processing

Speech recognition

Image recognition

Machine Learning

THE DANGER OF MACHINE LEARNING

Bayesian probability

Neural networks

ROBOTICS AND ARTIFICIAL INTELLIGENCE

Applications of Artificial Intelligence

Mobile and Wearable Computing

Understanding the Different Generations of Computing

Giving Data to the User

Getting Data from the User

Tracking Motion and Location

Tracking Real-Time Health Data

Looking to the Future of Augmented Reality and Wearable Computers

Game Engines

Understanding Game Engines

Picking a Game Engine

Programming a Game Engine

Exploring the Future Uses of Game Engines

Filmmaking

Architecture and engineering simulations

Marketing and advertising

The Future of Computer Programming

Picking a Programming Language

Picking an Operating System

Doing Cross-Platform Programming

The portability of C

Cross-platform languages

Virtual machines

Software as a service

Data science

Website programming

Macro programming

Robotics programming

Blockchain programming

Defining Your Future in Programming

Teaching yourself other languages

Combining other interests besides programming

Getting experience and knowledge

Index. Symbols

A

B

C

D

E

F

G

H

I

J

K

L

M

N

O

P

Q

R

S

T

U

V

W

X

Z

About the Author

Dedication

Author’s Acknowledgments

WILEY END USER LICENSE AGREEMENT

Отрывок из книги

If you enjoy using a computer, you may have even more fun learning to control a computer by writing your own programs. To learn how to program a computer, you need to:

If you have any interest in programming but don’t know where to start, this book can give you a nudge in the right direction. You won’t learn how to write programs in a specific programming language, but you’ll learn the basics of computer programming so you’ll have no trouble learning more on your own.

.....

After you understand that programming is nothing more than telling a computer how to solve a problem, you may wonder how you can get started figuring out programming on your own. If you want to figure out how to program a computer, this is what you need:

Find out more about programming tools, like an editor and a compiler, in Book 1, Chapter 4.

.....

Добавление нового отзыва

Комментарий Поле, отмеченное звёздочкой  — обязательно к заполнению

Отзывы и комментарии читателей

Нет рецензий. Будьте первым, кто напишет рецензию на книгу Beginning Programming All-in-One For Dummies
Подняться наверх