Python Programming in Context, Fourth Edition Julie Anderson And Jon Anderson instant download
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Brief Contents
Preface
Acknowledgments
CHAPTER 8 Cryptanalysis
CHAPTER 11 Simulation
Contents
Preface
Acknowledgments
CHAPTER 8 Cryptanalysis
8.1 Objectives
8.2 Introduction
8.3 Cracking the Rail Fence
8.3.1 Checking Our Work with a Dictionary
8.3.2 A Brute-Force Solution
8.3.3 A Rail Fence Decryption Algorithm
8.4 Cracking the Substitution Cipher
8.4.1 Letter Frequency
8.4.2 Ciphertext Frequency Analysis
8.4.3 Letter Pair Analysis
8.4.4 Word Frequency Analysis
8.4.5 Pattern Matching with Partial Words
8.4.6 Regular Expression Summary
8.5 Summary
Key Terms
Programming Exercises
CHAPTER 11 Simulation
11.1 Objectives
11.2 Bears and Fish
11.3 What Is a Simulation?
11.4 Rules of the Game
11.5 Design
11.6 Implementation
11.6.1 The World Class
11.6.2 The Fish Class
11.6.3 The Bear Class
11.6.4 Main Simulation
11.7 Growing Plants
11.8 A Note on Inheritance
11.9 Summary
Key Terms
Programming Exercises
Preface
Introduction
Computer science deals with people who have problems to solve.
Algorithms help find the solutions to those problems. To be a
computer scientist means first and foremost that you are a problem
solver, capable of constructing algorithms either from scratch or by
applying patterns from past experience.
The only way to be successful in learning computer science is
through deliberate and incremental exposure to the fundamental
ideas of the discipline. A beginning student of computer science
needs practice to establish a thorough understanding of concepts
before continuing on to the more complex parts of the curriculum. In
addition, a beginner needs the opportunity to be successful and to
gain confidence. As students progress through the introductory
computer science sequence, we want them to focus on aspects of
problem-solving, algorithm development, and algorithm
understanding.
In this text, we use Python as the programming language because
it has a clean, simple syntax and an intuitive user environment. The
basic collections are powerful yet easy to use. The interactive nature
of the language creates a place to test ideas without the need for a
lot of coding. Finally, Python provides a textbook-like notation for
representing algorithms, alleviating the need for an additional layer
of pseudocode. This allows the illustration of many relevant,
modern, and interesting problems that make use of algorithms.
Key Features
This text is designed to be a first course in computer science that
focuses on problem-solving, with language features being introduced
as needed to solve the problem at hand. We have structured the text
around problems of general interest, rather than a traditional
language-element structure. Thus, you will not see chapter titles in
this text like “Loops” and “Conditionals”—but you will see chapter
titles such as “Planet Objects” and “Playing by the Rules.”
Throughout the text, concepts are introduced using a spiral model.
Because the syntax of Python is easy to learn, we can quickly
introduce the basics of standard programming constructs. As
students progress through the text, more of the details and
background for these constructs are added to their toolbox. In this
way, students are exposed to important computer science concepts
at the point when those concepts are needed to solve a problem.
An illustration of how this spiral approach touches on a specific
topic in different ways can be seen in our presentation of functions.
Students begin to write functions with parameters in Chapter 1.
Chapter 2 then introduces functions with return values. In Chapter 6,
students learn about passing functions as parameters to other
functions and the details of Python’s scoping rules. In Chapter 8,
they encounter Python’s keyword and optional parameters. Chapter
9 covers recursive functions. In Chapter 10, students learn about
writing functions that are methods of a class. In Chapter 12,
students learn to write abstract methods. Finally, in Chapter 13,
students are introduced to writing callback functions for event-driven
programming.
Pedagogical Aids
Throughout the text, pedagogical aids emphasize Python
programming constructs and good programming practices as they
are introduced to solve problems. In this way, the text can be
approached both from a problem-solving view and as a Python
reference.
These pedagogical aids include:
Function Description
input(prompt) Outputs the prompt, then returns a string containing any characters
typed by the user when the user presses enter or return. The enter
or return key is not part of the returned string.
RECAP:
A list is a sequential collection of heterogenous objects. Lists are
written as commadelimited values enclosed in square brackets.
HEADS UP:
Be careful to update the while loop condition in the loop body to
avoid an infinite loop.
Good Programming Practice boxes that provide problem-solving
strategies as well as tips for writing readable and maintainable
code.
Description
Chapter Organization
This text is organized into three parts. Chapters 1–5 introduce all of
the key control structures, emphasizing straightforward imperative
programming constructs such as variables, loops, and conditionals.
By the end of the first five chapters, all of the major Python data
types have been covered—including integers, floats, strings, lists,
dictionaries, tuples, and files.
In the first chapter, we introduce the idea of an object as
something you can use. In a sense, programming in Python is an
objects-always approach. Students begin by using common
programming concepts while employing the modules that Python
provides. These modules allow us to address more interesting
problems without introducing unnecessary complexity. For example,
we cover simple graphics in Chapter 1 by using a turtle graphics
module. In Chapter 6, we cover image processing through the use of
a simple image object that automatically loads an image from a file
but allows the students to get and set the values of pixels.
The next chapters contain more details about the concepts
introduced in Chapters 1–5. Chapters 6–9 provide students with an
opportunity to get more comfortable with basic programming
concepts while presenting additional problem-solving patterns.
Students also learn more about the internal mechanisms of Python.
The last chapters emphasize object-oriented programming and
introduce the concepts needed to design and build classes. When
these topics are introduced, students are comfortable with the idea
of using an object; in turn, building their own objects is a natural
next step. Our first examples emphasize the importance of
interactions between multiple real-world objects. After implementing
simple classes, we introduce inheritance in a natural way by creating
a graphics library and by implementing interactive games as an
extension of the turtle module.
Description
Supplements
Instructor supplements, including answers to chapter exercises, a
test bank, and PowerPoint lecture outlines, and a sample syllabus,
are available for instructor download. Source code from listings
presented in the chapters is also provided for students and
instructors. For more information and to request access, contact
your account representative at go.jblearning.com/python4e.
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