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Computer Programming for Absolute Beginners

You're reading from  Computer Programming for Absolute Beginners

Product type Book
Published in Jul 2020
Publisher Packt
ISBN-13 9781839216862
Pages 430 pages
Edition 1st Edition
Languages
Author (1):
Joakim Wassberg Joakim Wassberg

Table of Contents (19) Chapters

Preface 1. Section 1: Introduction to Computer Programs and Computer Programming
2. Chapter 1: Introduction to Computer Programs 3. Chapter 2: Introduction to Programming Languages 4. Chapter 3: Types of Applications 5. Chapter 4: Software Projects and How We Organize Our Code 6. Section 2: Constructs of a Programming Language
7. Chapter 5: Sequence – The Basic Building Block of a Computer Program 8. Chapter 6: Working with Data – Variables 9. Chapter 7: Program Control Structures 10. Chapter 8: Understanding Functions 11. Chapter 9: When Things Go Wrong – Bugs and Exceptions 12. Chapter 10: Programming Paradigms 13. Chapter 11: Programming Tools and Methodologies 14. Section 3: Best Practices for Writing High-Quality Code
15. Chapter 12: Code Quality 16. Other Books You May Enjoy Appendix A: How to Translate the Pseudocode into Real Code 1. Appendix B: Dictionary

Is smart code smart?

When you are a beginner programmer, you are happy that your programs work at all, and you will not pay much attention to what your code looks like or how it performs. The important thing is that you get the result you want on the screen.

But as you get more experienced and learn more, you will start to embrace what you might consider smart solutions. A smart solution, for you, might be that you can rewrite 10 lines of code so that it now is done in three.

The question you always should ask yourself is whether changes that are made to working code improve it in any way. Only if they do will the new code be considered smarter than it was before.

Imagine that you wrote a little game in Python. It has a loop that runs 10 times, and in each iteration, it will ask the user for a number, either 0 or 1. It will also randomly pick either a 0 or a 1. If the user guessed the same number as the computer picked, the user wins; otherwise, the user loses. The code might...

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