Python programming (Record no. 56478)
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000 -CABECERA | |
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campo de control de longitud fija | 05312nam a2200253 a 4500 |
003 - IDENTIFICADOR DEL NÚMERO DE CONTROL | |
campo de control | AR-LpUFIB |
005 - FECHA Y HORA DE LA ÚLTIMA TRANSACCIÓN | |
campo de control | 20250311170440.0 |
008 - DATOS DE LONGITUD FIJA--INFORMACIÓN GENERAL | |
campo de control de longitud fija | 230201s2003 xxua r 000 0 eng d |
020 ## - NÚMERO INTERNACIONAL ESTÁNDAR DEL LIBRO | |
Número Internacional Estándar del Libro | 1592000738 |
024 8# - Otro identificador estandar | |
Número estándar o código | DIF-M7521 |
-- | 7740 |
-- | DIF006701 |
040 ## - FUENTE DE LA CATALOGACIÓN | |
Centro catalogador/agencia de origen | AR-LpUFIB |
Lengua de catalogación | spa |
Centro/agencia transcriptor | AR-LpUFIB |
100 1# - ENTRADA PRINCIPAL--NOMBRE DE PERSONA | |
Nombre de persona | Dawson, Michael |
245 10 - MENCIÓN DE TÍTULO | |
Título | Python programming |
250 ## - MENCIÓN DE EDICIÓN | |
Mención de edición | 1st ed. |
260 ## - PUBLICACIÓN, DISTRIBUCIÓN, ETC. | |
Lugar de publicación, distribución, etc. | Boston : |
Nombre del editor, distribuidor, etc. | Premier, |
Fecha de publicación, distribución, etc. | c2003 |
300 ## - DESCRIPCIÓN FÍSICA | |
Extensión | xxviii, 452 p. : |
Otras características físicas | il. |
490 0# - MENCIÓN DE SERIE | |
Mención de serie | For the absolute beginner |
500 ## - NOTA GENERAL | |
Nota general | Incluye índice. |
505 0# - NOTA DE CONTENIDO CON FORMATO | |
Nota de contenido con formato | Introduction -- 1. Getting Started: The Game over Program -- Examining the Game Over Program -- Introducing Python -- Setting Up Python on Windows -- Setting Up Python on Other Operating Systems -- Introducing the Python IDLE -- Back to the Game Over Program -- Summary -- 2. Types, Variables, and Simple I/O: The Useless Trivia Program -- Introducing the Useless Trivia Program -- Using Quotes with Strings -- Using Escape Sequences with Strings -- Concatenating and Repeating Strings -- Working with Numbers -- Understanding Variables -- Getting User Input -- Using String Methods -- Using the Right Types -- Converting Values -- Back to the Useless Trivia Program -- Summary -- 3. Branching, while Loops, and Program Planning: The Guess My Number Game -- Introducing the Guess My Number Game -- Generating Random Numbers -- Using the if Structure -- Using the if-else Structure -- Using the if-elif-else Structure -- Creating while Loops -- Avoiding Infinite Loops -- Treating Values as Conditions -- Creating Intentional Infinite Loops -- Using Compound Conditions -- Planning Your Programs -- Returning to the Guess My Number Game -- Summary -- 4. for Loops, Strings, and Tuples: The Word Jumble Game -- Introducing the Word Jumble Game -- Using for Loops -- Counting with a for Loop -- Using Sequence Operators and Functions with Strings -- Indexing Strings -- Understanding String Immutability -- Building a New String -- Slicing Strings -- Creating Tuples -- Using Tuples -- Back to the Word Jumble Game -- Summary -- 5. Lists and Dictionaries: The Hangman Game -- Introducing the Hangman Game -- Using Lists -- Using List Methods -- Understanding When to Use Tuples Instead of Lists -- Using Nested Sequences -- Understanding Shared References -- Using Dictionaries -- Back to the Hangman Game -- Summary -- 6. Functions: The Tic-Tac-Toe Game -- Introducing the Tic-Tac-Toe Game -- Creating Functions -- Using Parameters and Return Values -- Using Keyword Arguments and Default Parameter Values -- Using Global Variables and Constants -- Back to the Tic-Tac-Toe Game -- Summary -- 7. Files and Exceptions: The Trivia Challenge Game -- Introducing the Trivia Challenge Game -- Reading from Text Files -- Writing to a Text File -- Storing Complex Data in Files -- Handling Exceptions -- Back to the Trivia Challenge Game -- Summary -- 8. Software Objects: The Critter Caretaker Program -- Introducing the Critter Caretaker Program -- Understanding Object-Oriented Basics -- Creating Classes, Methods, and Objects -- Using Constructors -- Using Attributes -- Using Class Attributes and Static Methods -- Understanding Object Encapsulation -- Using Private Attributes and Private Methods -- Understanding New-Style and Old-Style Classes -- Controlling Attribute Access -- Back to the Critter Caretaker Program -- Summary -- 9. Object-Oriented Programming: The Blackjack Game -- Introducing the Blackjack Game -- Sending and Receiving Messages -- Combining Objects -- Using Inheritance to Create New Classes -- Extending a Class through Inheritance -- Altering the Behavior of Inherited Methods -- Understanding Polymorphism -- Creating Modules -- Back to the Blackjack Game -- Summary -- 10. GUI Development: The Mad Lib Program -- Introducing the Mad Lib Program -- Examining a GUI -- Understanding Event-Driven Programming -- Using a Root Window -- Using Labels -- Using Buttons -- Creating a GUI Using a Class -- Binding Widgets and Event Handlers -- Using Text and Entry Widgets and the Grid Layout Manager -- Using Check Buttons -- Using Radio Buttons -- Back to the Mad Lib Program -- Summary -- 11. Graphics: The Pizza Panic Game -- Introducing the Pizza Panic Game -- Introducing the Pygame and LiveWires Packages -- Creating a Graphics Window -- Setting a Background Image -- Understanding the Graphics Coordinate System -- Displaying Text -- Displaying a Message -- Understanding the Games_Object Class -- Displaying a Sprite -- Moving Sprites -- Dealing with Screen Boundaries -- Handling Mouse Input -- Detecting Collisions -- Back to the Pizza Panic Game -- Summary -- 12. Sound, Animation, and Program Development: The Astrocrash Game -- Introducing the Astrocrash Game -- Reading the Keyboard -- Rotating a Sprite -- Creating an Animation -- Working with Sound and Music -- Planning the Astrocrash Game -- Creating Asteroids -- Rotating the Ship -- Moving the Ship -- Firing Missiles -- Controlling the Missile Fire Rate -- Handling Collisions -- Adding Explosions -- Adding Levels, Scorekeeping, and Theme Music -- Summary -- Appendix A: LiveWires Reference -- games Module functions -- games Module Constants -- color Module Constants -- Index |
650 #4 - PUNTO DE ACCESO ADICIONAL DE MATERIA--TÉRMINO DE MATERIA | |
Término de materia o nombre geográfico como elemento de entrada | LENGUAJES DE PROGRAMACIÓN |
650 #4 - PUNTO DE ACCESO ADICIONAL DE MATERIA--TÉRMINO DE MATERIA | |
Término de materia o nombre geográfico como elemento de entrada | PYTHON |
653 ## - TÉRMINO DE INDIZACIÓN--NO CONTROLADO | |
Término no controlado | Python 2 |
942 ## - ELEMENTOS DE PUNTO DE ACCESO ADICIONAL (KOHA) | |
Tipo de ítem Koha | Libro |
Estado de retiro | Estado de pérdida | Estado dañado | Disponibilidad | Biblioteca permanente | Biblioteca actual | Fecha de adquisición | Número de inventario | Total de préstamos | Signatura topográfica completa | Código de barras | Fecha visto por última vez | Precio válido a partir de | Tipo de ítem Koha |
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Préstamo a domicilio | Biblioteca de la Facultad de Informática | Biblioteca de la Facultad de Informática | 11/03/2025 | DIF-04731 | D.3.PYT DAW | DIF-04731 | 11/03/2025 | 11/03/2025 | Libro |