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Beginning Programming All-in-One For Dummies

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Beginning Programming AllinOne For Dummies 2nd Edition Published by John - фото 1

Beginning Programming All-in-One For Dummies®, 2nd Edition

Published by: John Wiley & Sons, Inc.,111 River Street, Hoboken, NJ 07030-5774, www.wiley.com

Copyright © 2022 by John Wiley & Sons, Inc., Hoboken, New Jersey

Published simultaneously in Canada

No part of this publication may be reproduced, stored in a retrieval system or transmitted in any form or by any means, electronic, mechanical, photocopying, recording, scanning or otherwise, except as permitted under Sections 107 or 108 of the 1976 United States Copyright Act, without the prior written permission of the Publisher. Requests to the Publisher for permission should be addressed to the Permissions Department, John Wiley & Sons, Inc., 111 River Street, Hoboken, NJ 07030, (201) 748-6011, fax (201) 748-6008, or online at http://www.wiley.com/go/permissions .

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Wiley publishes in a variety of print and electronic formats and by print-on-demand. Some material included with standard print versions of this book may not be included in e-books or in print-on-demand. If this book refers to media such as a CD or DVD that is not included in the version you purchased, you may download this material at http://booksupport.wiley.com . For more information about Wiley products, visit www.wiley.com .

Library of Congress Control Number: 2022936302

ISBN 978-1-119-88440-8 (pbk); ISBN 978-1-119-88441-5 (ebk); ISBN 978-1-119-88442-2 (ebk)

Beginning Programming All-in-One For Dummies®

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

Table of Contents

1 Cover

2 Title Page

3 Copyright

4 Introduction About This Book Foolish Assumptions Icons Used in This Book Beyond the Book Where to Go from Here

5 Book 1: Getting Started with Programming Chapter 1: Getting Started Programming a Computer How Computer Programming Works The History of Computer Programming Figuring Out Programming Chapter 2: Different Methods for Writing Programs Spaghetti Programming Structured Programming Event-Driven Programming Object-Oriented Programming Using Protocol-Oriented Programming Design Patterns Chapter 3: Types of Programming Languages Your First Language Curly-Bracket Languages Artificial Intelligence Languages Scripting Languages Database Programming Languages Comparing Programming Languages Chapter 4: Programming Tools Choosing a Compiler Finding an Interpreter Compiling to a Virtual Machine Writing a Program with an Editor Fixing a Program with a Debugger 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

6 Book 2: Programming Basics Chapter 1: How Programs Work Using Keywords as Building Blocks Organizing a Program Dividing a Program into Subprograms Dividing a Program into Objects Creating a User Interface Chapter 2: Variables, Data Types, and Constants Declaring Variables Using Different Data Types Storing Data in a Variable Retrieving Data from a Variable Using Constant Values Defining the Scope of a Variable Chapter 3: Manipulating Data Storing Data with the Assignment Operator Using Math to Manipulate Numbers Manipulating Strings Finding Strings with Regular Expressions Using Comparison Operators Using Boolean Operators Converting Data Types Chapter 4: 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 Playing with Multiple Boolean Operators Making Multiple Choices with the SELECT CASE Statement Chapter 5: Repeating Commands by Looping Looping a Fixed Number of Times with the FOR-NEXT Loop 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 Chapter 6: Breaking a Large Program into Subprograms Creating and Using Subprograms Passing Parameters Repeating a Subprogram with Recursion Chapter 7: Breaking a Large Program into Objects How Object-Oriented Programming Works Encapsulation Isolates Data and Subprograms Sharing Code with Inheritance Polymorphism: Modifying Code without Changing Its Name Design Patterns Object-Oriented Languages Real-Life Programming Examples Chapter 8: Reading and Saving Files Storing Data in Text Files Storing Fixed-Size Data in Random-Access Files Storing Varying-Size Data in Untyped Files Using Database Files Chapter 9: Documenting Your Program Adding Comments to Source Code Writing Software Documentation Chapter 10: Principles of User Interface Design The Evolution of User Interfaces Elements of a User Interface Designing a User Interface Chapter 11: Debugging and Testing Common Types of Programming Errors Debugging with Comments and Print Statements Breakpoints, Stepping, and Watching Testing Code

7 Book 3: Data Structures Chapter 1: Structures and Arrays Using Structures Using an Array Working with Resizable Arrays Working with Multidimensional Arrays Using Structures with Arrays Drawbacks of Arrays Chapter 2: Sets and Linked Lists Using Sets Using Linked Lists Drawbacks of Sets and Linked Lists Chapter 3: Collections and Dictionaries Using a Collection Using Dictionaries Understanding Hash Tables Chapter 4: Stacks, Queues, and Deques Using Stacks Using Queues Using Deques Chapter 5: Graphs and Trees Understanding Graphs Creating Trees Taking Action on Trees

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