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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

Summary

In this chapter, the focus has been on organizing our code and how to name things so that we can avoid naming conflicts.

A book is divided into chapters to make it easier to read and navigate. In the same way, we want our code to be easy to read and understand. We don't have the concept of chapters in programming, but we do have modules. A module is a part of our application where the code is logically related; that is, one way or the other, it works with the code. A module is often defined as a separate code file.

In larger projects, we can end up with a large number of modules. Due to this, we need a way to organize them so that the compiler or interpreter can locate the correct file when all the pieces needs to be put together. We do this with the help of a project. We can see the project as a form of container for all our modules, but also for other resources that our application might use, such as images, configuration files, and so on.

Writing programs is...

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