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Home
All Programs
Computers
Programming
Object Oriented
Beginning Programming
Beginning Programming
Curriculum
51 Sections
232 Lessons
10 Weeks
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Introduction
5
1.1
About This Book
1.2
Foolish Assumptions
1.3
Icons Used in This Book
1.4
Beyond the Book
1.5
Where to Go from Here
Book 1: Getting Started with Programming
0
Chapter 1: Getting Started Programming a Computer
3
3.1
How Computer Programming Works
3.2
The History of Computer Programming
3.3
Figuring Out Programming
Chapter 2: Different Methods for Writing Programs
6
4.1
Spaghetti Programming
4.2
Structured Programming
4.3
Event-Driven Programming
4.4
Object-Oriented Programming
4.5
Using Protocol-Oriented Programming
4.6
Design Patterns
Chapter 3: Types of Programming Languages
6
5.1
Your First Language
5.2
Curly-Bracket Languages
5.3
Artificial Intelligence Languages
5.4
Scripting Languages
5.5
Database Programming Languages
5.6
Comparing Programming Languages
Chapter 4: Programming Tools
11
6.1
Choosing a Compiler
6.2
Finding an Interpreter
6.3
Compiling to a Virtual Machine
6.4
Writing a Program with an Editor
6.5
Fixing a Program with a Debugger
6.6
Saving Time with Third-Party Components
6.7
Optimizing a Program with a Profiler
6.8
Managing Source Code
6.9
Creating a Help File
6.10
Installing a Program
6.11
Dissecting Programs with a Disassembler
Book 2: Programming Basics
0
Chapter 1: How Programs Work
5
8.1
Using Keywords as Building Blocks
8.2
Organizing a Program
8.3
Dividing a Program into Subprograms
8.4
Dividing a Program into Objects
8.5
Creating a User Interface
Chapter 2: Variables, Data Types, and Constants
6
9.1
Declaring Variables
9.2
Using Different Data Types
9.3
Storing Data in a Variable
9.4
Retrieving Data from a Variable
9.5
Using Constant Values
9.6
Defining the Scope of a Variable
Chapter 3: Manipulating Data
7
10.1
Storing Data with the Assignment Operator
10.2
Using Math to Manipulate Numbers
10.3
Manipulating Strings
10.4
Finding Strings with Regular Expressions
10.5
Using Comparison Operators
10.6
Using Boolean Operators
10.7
Converting Data Types
Chapter 4: Making Decisions by Branching
5
11.1
Picking One Choice with the IF-THEN Statement
11.2
Picking Two Choices with the IF-THEN-ELSE Statement
11.3
Picking Three or More Choices with the IF-THEN-ELSEIF Statement
11.4
Playing with Multiple Boolean Operators
11.5
Making Multiple Choices with the SELECT CASE Statement
Chapter 5: Repeating Commands by Looping
6
12.1
Looping a Fixed Number of Times with the FOR-NEXT Loop
12.2
Looping Zero or More Times with the WHILE Loop
12.3
Looping at Least Once with the DO Loop
12.4
Playing with Nested Loops
12.5
Prematurely Exiting from a Loop
12.6
Checking Your Loops
Chapter 6: Breaking a Large Program into Subprograms
3
13.1
Creating and Using Subprograms
13.2
Passing Parameters
13.3
Repeating a Subprogram with Recursion
Chapter 7: Breaking a Large Program into Objects
7
14.1
How Object-Oriented Programming Works
14.2
Encapsulation Isolates Data and Subprograms
14.3
Sharing Code with Inheritance
14.4
Polymorphism: Modifying Code without Changing Its Name
14.5
Design Patterns
14.6
Object-Oriented Languages
14.7
Real-Life Programming Examples
Chapter 8: Reading and Saving Files
4
15.1
Storing Data in Text Files
15.2
Storing Fixed-Size Data in Random-Access Files
15.3
Storing Varying-Size Data in Untyped Files
15.4
Using Database Files
Chapter 9: Documenting Your Program
2
16.1
Adding Comments to Source Code
16.2
Writing Software Documentation
Chapter 10: Principles of User Interface Design
3
17.1
The Evolution of User Interfaces
17.2
Elements of a User Interface
17.3
Designing a User Interface
Chapter 11: Debugging and Testing
4
18.1
Common Types of Programming Errors
18.2
Debugging with Comments and Print Statements
18.3
Breakpoints, Stepping, and Watching
18.4
Testing Code
Book 3: Data Structures
0
Chapter 1: Structures and Arrays
6
20.1
Using Structures
20.2
Using an Array
20.3
Working with Resizable Arrays
20.4
Working with Multidimensional Arrays
20.5
Using Structures with Arrays
20.6
Drawbacks of Arrays
Chapter 2: Sets and Linked Lists
3
21.1
Using Sets
21.2
Using Linked Lists
21.3
Drawbacks of Sets and Linked Lists
Chapter 3: Collections and Dictionaries
3
22.1
Using a Collection
22.2
Using Dictionaries
22.3
Understanding Hash Tables
Chapter 4: Stacks, Queues, and Deques
3
23.1
Using Stacks
23.2
Using Queues
23.3
Using Deques
Chapter 5: Graphs and Trees
3
24.1
Understanding Graphs
24.2
Creating Trees
24.3
Taking Action on Trees
Book 4: Algorithms
0
Chapter 1: Sorting Algorithms
8
26.1
Using Bubble Sort
26.2
Using Selection Sort
26.3
Using Insertion Sort
26.4
Using Shell Sort
26.5
Using Heap Sort
26.6
Using Merge Sort
26.7
Using Quick Sort
26.8
Comparing Sorting Algorithms
Chapter 2: Searching Algorithms
3
27.1
Sequential Search
27.2
Using Indexes
27.3
Adversarial Search
Chapter 3: String Searching
3
28.1
Sequential Text Search
28.2
Searching with Regular Expressions
28.3
Searching Phonetically
Chapter 4: Data Compression Algorithms
2
29.1
Lossless Data Compression Algorithms
29.2
Lossy Data Compression
Chapter 5: Encryption Algorithms
4
30.1
How Encryption Works
30.2
The Basics of Encryption
30.3
Symmetric/Asymmetric Encryption Algorithms
30.4
Cracking Encryption
Book 5: Web Programming
0
Chapter 1: HyperText Markup Language
5
32.1
The Structure of an HTML Document
32.2
Adding Graphics
32.3
Defining the Background
32.4
Creating Hyperlinks
32.5
Making Tables
Chapter 2: CSS
4
33.1
The Structure of a Stylesheet
33.2
Creating Style Classes
33.3
Separating Styles in Files
33.4
Cascading Stylesheets
Chapter 3: JavaScript
9
34.1
The Structure of a JavaScript Program
34.2
Creating Comments
34.3
Declaring Variables
34.4
Using Operators
34.5
Branching Statements
34.6
Looping Statements
34.7
Creating Functions
34.8
Using Arrays
34.9
Designing User Interfaces
Chapter 4: PHP
9
35.1
Examining the Structure of a PHP Program
35.2
Creating Comments
35.3
Declaring Variables
35.4
Using Operators
35.5
Branching Statements
35.6
Looping Statements
35.7
Creating Functions
35.8
Using Arrays
35.9
Creating Objects
Chapter 5: Ruby
9
36.1
The Structure of a Ruby Program
36.2
Creating Comments
36.3
Declaring Variables
36.4
Using Operators
36.5
Branching Statements
36.6
Looping Statements
36.7
Creating Functions
36.8
Using Data Structures
36.9
Creating Objects
Book 6: Programming Language Syntax
0
Chapter 1: C and C++
9
38.1
Looking at the Structure of a C/C++ Program
38.2
Creating Comments
38.3
Declaring Variables
38.4
Using Operators
38.5
Branching Statements
38.6
Looping Statements
38.7
Creating Functions
38.8
Data Structures
38.9
Using Objects
Chapter 2: Java and C#
9
39.1
Looking at the Structure of a Java/C# Program
39.2
Creating Comments
39.3
Declaring Variables
39.4
Using Operators
39.5
Branching Statements
39.6
Looping Statements
39.7
Creating Functions
39.8
Data Structures
39.9
Using Objects
Chapter 3: Perl and Python
9
40.1
Reviewing the Structure of a Perl or Python Program
40.2
Creating Comments
40.3
Defining Variables
40.4
Using Operators
40.5
Branching Statements
40.6
Looping Statements
40.7
Creating Functions
40.8
Making Data Structures
40.9
Using Objects
Chapter 4: Kotlin
10
41.1
Looking at the Structure of a Kotlin Program
41.2
Creating Comments
41.3
Declaring Variables
41.4
Declaring Constants
41.5
Using Operators
41.6
Branching Statements
41.7
Looping Statements
41.8
Creating Functions
41.9
Creating Data Structures
41.10
Creating Objects
Chapter 5: Swift and SwiftUI
10
42.1
Considering the Structure of a Swift Program
42.2
Creating Comments
42.3
Declaring Variables
42.4
Declaring Constants
42.5
Using Operators
42.6
Branching Statements
42.7
Looping Statements
42.8
Creating Functions
42.9
Data Structures
42.10
Creating Objects
Chapter 6: Flutter and Dart
2
43.1
Working with Flutter
43.2
Understanding the Dart Language
Book 7: Applications
0
Chapter 1: Database Management
3
45.1
Understanding the Basics of Databases
45.2
Manipulating Data
45.3
Database Programming
Chapter 2: Bioinformatics
3
46.1
The Basics of Bioinformatics
46.2
Database Searches
46.3
Bioinformatics Programming
Chapter 3: Computer Security
3
47.1
Stopping Malware
47.2
Stopping Hackers
47.3
Secure Computing
Chapter 4: Artificial Intelligence
3
48.1
Problem Solving
48.2
Machine Learning
48.3
Applications of Artificial Intelligence
Chapter 5: Mobile and Wearable Computing
6
49.1
Understanding the Different Generations of Computing
49.2
Giving Data to the User
49.3
Getting Data from the User
49.4
Tracking Motion and Location
49.5
Tracking Real-Time Health Data
49.6
Looking to the Future of Augmented Reality and Wearable Computers
Chapter 6: Game Engines
4
50.1
Understanding Game Engines
50.2
Picking a Game Engine
50.3
Programming a Game Engine
50.4
Exploring the Future Uses of Game Engines
Chapter 7: The Future of Computer Programming
4
51.1
Picking a Programming Language
51.2
Picking an Operating System
51.3
Doing Cross-Platform Programming
51.4
Defining Your Future in Programming
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