· 2015
If you want to learn how to program, working with Python is an excellent way to start. This hands-on guide takes you through the language a step at a time, beginning with basic programming concepts before moving on to functions, recursion, data structures, and object-oriented design. This second edition and its supporting code have been updated for Python 3. Through exercises in each chapter, youâ??ll try out programming concepts as you learn them. Think Python is ideal for students at the high school or college level, as well as self-learners, home-schooled students, and professionals who need to learn programming basics. Beginners just getting their feet wet will learn how to start with Python in a browser. Start with the basics, including language syntax and semantics Get a clear definition of each programming concept Learn about values, variables, statements, functions, and data structures in a logical progression Discover how to work with files and databases Understand objects, methods, and object-oriented programming Use debugging techniques to fix syntax, runtime, and semantic errors Explore interface design, data structures, and GUI-based programs through case studies
· 2007
The definitive look at all that can be learned from video games
Key words, chapter highlights, and chapter summaries make it easy to identify core concepts of each chapter --
· 1993
Mindstorms has two central themes: that children can learn to use computers in a masterful way and that learning to use computers can change the way they learn everything else. Even outside the classroom, Papert had a vision that the computer could be used just as casually and as personally for a diversity of purposes throughout a person's entire life. Seymour Papert makes the point that in classrooms saturated with technology there is actually more socialization and that the technology often contributes to greater interaction among students and among students and instructors.
Paradoxes of Media and Information Literacy contributes to ongoing conversations about control of knowledge and different ways of knowing. It does so by analysing why media and information literacy (MIL) is proposed as a solution for addressing the current information crisis. Questioning why MIL is commonly believed to wield such power, the book throws into sharp relief several paradoxes that are built into common understandings of such literacies. Haider and Sundin take the reader on a journey across different fields of practice, research and policymaking, including librarianship, information studies, teaching and journalism, media and communication and the educational sciences. The authors also consider national information policy proposals and the recommendations of NGOs or international bodies, such as UNESCO and the OECD. Showing that MIL plays an active role in contemporary controversies, such as those on climate change or vaccination, Haider and Sundin argue that such controversies challenge existing notions of fact and ignorance, trust and doubt, and our understanding of information access and information control. The book thus argues for the need to unpack and understand the contradictions forming around these notions in relation to MIL, rather than attempting to arrive at a single, comprehensive definition. Paradoxes of Media and Information Literacy combines careful analytical and conceptual discussions with an in-depth understanding of information practices and of the contemporary information infrastructure. It is essential reading for scholars and students engaged in library and information studies, media and communication, journalism studies and the educational sciences.
· 1995
Ascertain the meaning before consulting this dictionary, warns the author of this collection of deliberately satirical misdefinitions. New computer cultures and their jargons have burgeoned since this book's progenitor, The Devil's DP Dictionary, was published in 1981. This updated version of Stan Kelly-Bootle's romp through the data processing lexicon is a response to the Unix pandemic that has swept academia and government, to the endlessly hyped panaceas offered to the MIS, and to the PC explosion that has brought computer terminology to a hugely bewildered, lay audience.' The original dictionary, a pastiche of Ambrose Bierce's famous work, parried chiefly the mainframe and mini-folklore of the 1950s, 1960s and 1970s. This revision adds over 550 new entries and enhances many of the original definitions. Key targets are a host of new follies crying out for cynical lexicography including: the GUI-Phooey iconoclasts, object orienteering and the piping of BLObs down the Clinton-Gore InfoPike.
Get up to speed on the latest Ethernet capabilities for building and maintaining networks for everything from homes and offices to data centers and server machine rooms. This thoroughly revised, comprehensive guide covers a wide range of Ethernet technologies, from basic operation to network management, based on the authors' many years of field experience. When should you upgrade to higher speed Ethernet? How do you use switches to build larger networks? How do you troubleshoot the system? This book provides the answers. If you're looking to build a scalable network with Ethernet to satisfy greater bandwidth and market requirements, this book is indeed the definitive guide. Examine the most widely used media systems, as well as advanced 40 and 100 gigabit Ethernet Learn about Ethernet's four basic elements and the IEEE standards Explore full-duplex Ethernet, Power over Ethernet, and Energy Efficient Ethernet Understand structured cabling systems and the components you need to build your Ethernet system Use Ethernet switches to expand and improve network design Delve into Ethernet performance, from specific channels to the entire network Get troubleshooting techniques for problems common to twisted-pair and fiber optic systems.
A guide to using App Inventor to create Android applications presents step-by-step instructions for a variety of projects, including creating location-aware apps, data storage, and decision-making apps.
· 2004
Chronicles the best and the worst of Apple Computer's remarkable story.
Yes, you can create your own apps for Android devices—and it’s easy to do. This extraordinary book introduces you to App Inventor 2, a powerful visual tool that lets anyone build apps. Learn App Inventor basics hands-on with step-by-step instructions for building more than a dozen fun projects, including a text answering machine app, a quiz app, and an app for finding your parked car! The second half of the book features an Inventor’s Manual to help you understand the fundamentals of app building and computer science. App Inventor 2 makes an excellent textbook for beginners and experienced developers alike. Use programming blocks to build apps—like working on a puzzle Create custom multi-media quizzes and study guides Design games and other apps with 2D graphics and animation Make a custom tour of your city, school, or workplace Control a LEGO® MINDSTORMS® NXT robot with your phone Build location-aware apps by working with your phone’s sensors Explore apps that incorporate information from the Web