Computer Programming for Kids

Hello World!: Computer Programming for Kids and Other Beginners 3rd Edition

Hello World! Computer Programming for Kids and Other Beginners, Third Edition introduces the world of computer programming in a clear and fun style using Python, a programming language designed to be easy to learn.

Purchase of the print book includes a free eBook in PDF, Kindle, and ePub formats from Manning Publications.

About the Technology

Learn to talk to your computer in its own language! Whether you want to create a game, start a business, or solve an important problem, the first step is learning to write your own programs.

About the Book

Hello World! Computer Programming for Kids and Other Beginners, Third Edition introduces the world of computer programming in a clear and fun style. Using Python, a programming language designed to be easy to learn, each engaging lesson teaches skills that apply to any kind of programming. It brings to life the basic concepts of computing—looping, decisions, input and output, graphics, and more.

Written by father-and-son team Warren and Carter Sande, this international bestseller is kid-tested and reviewed by professional educators. Now in itsthird edition, Hello World! has been fully updated to Python 3 and includes a new chapter about how the internet works.

What’s inside

Colorful pictures, clever cartoons, and fun examples
Practice questions and exercises
Updated to Python 3
About the Reader

You don’t need to know anything about programming to use the book. If you can open an app and save a file, you’re ready to go!

About the Author

Warren Sande is an electronic systems engineer who uses Python as his favorite “do anything” scripting language at work, and also uses it to help teach people about computers and programming. Carter Sande started programming when he was six years old, wrote the first edition of this book with his dad when he was nine, and now works as a professional software engineer. In his spare time, he creates games for retro consoles like the Game Boy Advance and enjoys reading and writing interactive fiction.

Illustrated by Martin Murtonen

Table of Contents

Getting Started
Remember This: Memory and Variables
Basic Math
Types of Data
Input
GUIs: Graphical User Interfaces
Decisions, Decisions
Loop the Loop
Just for You: Comments
Game Time
Nested and Variable Loops
Collecting Things Together: Lists and Dictionaries
Functions
Objects
Modules
Graphics
Sprites and Collision Detection
A New Kind of Input: Events
Sound
More GUIs
Print Formatting and Strings
File Input and Output
Take a Chance: Randomness
Computer Simulations
Skier Explained
Making Network Connections with Sockets
What’s Next?

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