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Introduction to computing & programming in Python : a multimedia approach

Author: Mark Guzdial; Barbara Ericson
Publisher: Boston : Pearson, ©2013.
Edition/Format:   Book : English : 3rd edView all editions and formats
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Document Type: Book
All Authors / Contributors: Mark Guzdial; Barbara Ericson
ISBN: 9780132923514 0132923513
OCLC Number: 794621146
Description: xxiii, 424 p. : ill. (some col.) ; 24 cm.
Contents: Machine generated contents note: 1.INTRODUCTION --
1.Introduction to Computer Science and Media Computation --
1.1.What Is Computer Science About? --
1.2.Programming Languages --
1.3.What Computers Understand --
1.4.Media Computation: Why Digitize Media? --
1.5.Computer Science for Everyone --
1.5.1.It's About Communication --
1.5.2.It's About Process --
2.Introduction to Programming --
2.1.Programming Is About Naming --
2.1.1.Files and Their Names --
2.2.Programming in Python --
2.3.Programming in JES --
2.4.Media Computation in JES --
2.4.1.Showing a Picture --
2.4.2.Playing a Sound --
2.4.3.Naming Values --
2.5.Making a Program --
2.5.1.Variable Recipes: Real Math-Like Functions That Take Input --
3.Modifying Pictures Using Loops --
3.1.How Pictures Are Encoded --
3.2.Manipulating Pictures --
3.2.1.Exploring Pictures --
3.3.Changing Color Values --
3.3.1.Using Loops in Pictures --
3.3.2.Increasing/Decreasing Red (Green, Blue) --
Contents note continued: 3.3.3.Testing the Program: Did That Really Work? --
3.3.4.Changing One Color at a Time --
3.4.Creating a Sunset --
3.4.1.Making Sense of Functions --
3.5.Lightening and Darkening --
3.6.Creating a Negative --
3.7.Converting to Grayscale --
4.Modifying Pixels in a Range --
4.1.Copying Pixels --
4.1.1.Looping Across the Pixels with range --
4.2.Mirroring a Picture --
4.3.Copying and Transforming Pictures --
4.3.1.Copying --
4.3.2.Creating a Collage --
4.3.3.General Copying --
4.3.4.Rotation --
4.3.5.Scaling --
5.Picture Techniques with Selection and Combination --
5.1.Replacing Colors: Red-Eye, Sepia Tones, and Posterizing --
5.1.1.Reducing Red-Eye --
5.1.2.Sepia-Toned and Posterized Pictures: Using Conditionals to Choose the Color --
5.2.Combining Pixels: Blurring --
5.3.Comparing Pixels: Edge Detection --
5.4.Blending Pictures --
5.5.Background Subtraction --
5.6.Chromakey --
5.7.Drawing on Images --
5.7.1.Drawing with Drawing Commands --
Contents note continued: 5.7.2.Vector and Bitmap Representations --
5.8.Selecting Without Re-Testing --
5.9.Programs as Specifying Drawing Process --
5.9.1.Why Do We Write Programs? --
2.SOUND --
6.Modifying Sounds Using Loops --
6.1.How Sound Is Encoded --
6.1.1.The Physics of Sound --
6.1.2.Exploring How Sounds Look --
6.1.3.Encoding the Sound --
6.1.4.Binary Numbers and Two's Complement --
6.1.5.Storing Digitized Sounds --
6.2.Manipulating Sounds --
6.2.1.Open Sounds and Manipulating Samples --
6.2.2.Using the JES MediaTools --
6.2.3.Looping --
6.3.Changing the Volume of Sounds --
6.3.1.Increasing Volume --
6.3.2.Did That Really Work? --
6.3.3.Decreasing Volume --
6.3.4.Making Sense of Functions, in Sounds --
6.4.Normalizing Sounds --
6.4.1.Generating Clipping --
7.Modifying Samples in a Range --
7.1.Manipulating Different Sections of the Sound Differently --
7.2.Splicing Sounds --
7.3.General Clip and Copy --
7.4.Reversing Sounds --
7.5.Mirroring --
Contents note continued: 7.6.On Functions and Scope --
8.Making Sounds by Combining Pieces --
8.1.Composing Sounds Through Addition --
8.2.Blending Sounds --
8.3.Creating an Echo --
8.3.1.Creating Multiple Echoes --
8.3.2.Creating Chords --
8.4.How Sampling Keyboards Work --
8.4.1.Sampling as an Algorithm --
8.5.Additive Synthesis --
8.5.1.Making Sine Waves --
8.5.2.Adding Sine Waves Together --
8.5.3.Checking Our Result --
8.5.4.Square Waves --
8.5.5.Triangular Waves --
8.6.Modern Music Synthesis --
8.6.1.MP3 --
8.6.2.MIDI --
9.Building Bigger Programs --
9.1.Designing Programs Top-Down --
9.1.1.A Top-Down Design Example --
9.1.2.Designing the Top-Level Function --
9.1.3.Writing the Subfunctions --
9.2.Designing Programs Bottom-Up --
9.2.1.An Example Bottom-Up Process --
9.3.Testing Your Program --
9.3.1.Testing the Edge Conditions --
9.4.Tips on Debugging --
9.4.1.Finding Which Statement to Worry About --
9.4.2.Seeing the Variables --
9.4.3.Debugging the Adventure Game --
Contents note continued: 9.5.Algorithms and Design --
9.6.Running Programs Outside of JES --
3.TEXT, FILES, NETWORKS, DATABASES, AND UNIMEDIA --
10.Creating and Modifying Text --
10.1.Text as Unimedia --
10.2.Strings: Making and Manipulating Strings --
10.3.Manipulating Parts of Strings --
10.3.1.String Methods: Introducing Objects and Dot Notation --
10.3.2.Lists: Powerful, Structured Text --
10.3.3.Strings Have No Font --
10.4.Files: Places to Put Your Strings and Other Stuff --
10.4.1.Opening and Manipulating Files --
10.4.2.Generating Form Letters --
10.4.3.Writing Out Programs --
10.5.The Python Standard Library --
10.5.1.More on Import and Your Own Modules --
10.5.2.Another Fun Module: Random --
10.5.3.A Sampling of Python Standard Libraries --
11.Advanced Text Techniques: Web and Information --
11.1.Networks: Getting Our Text from the Web --
11.2.Using Text to Shift Between Media --
11.3.Moving Information Between Media --
Contents note continued: 11.4.Using Lists As Structured Text for Media Representations --
11.5.Hiding Information in a Picture --
12.Making Text for the Web --
12.1.HTML: The Notation of the Web --
12.2.Writing Programs to Generate HTML --
12.3.Databases: A Place to Store Our Text --
12.3.1.Relational Databases --
12.3.2.An Example Relational Database Using Hash Tables --
12.3.3.Working with SQL --
12.3.4.Using a Database to Build Web Pages --
4.MOVIES --
13.Creating and Modifying Movies --
13.1.Generating Animations --
13.2.Working with Video Source --
13.2.1.Video Manipulating Examples --
13.3.Building a Video Effect Bottom-Up --
5.TOPICS IN COMPUTER SCIENCE --
14.Speed --
14.1.Focusing on Computer Science --
14.2.What Makes Programs Fast? --
14.2.1.What Computers Really Understand --
14.2.2.Compilers and Interpreters --
14.2.3.What Limits Computer Speed? --
14.2.4.Does It Really Make a Difference? --
14.2.5.Making Searching Faster --
Contents note continued: 14.2.6.Algorithms That Never Finish or Can't Be Written --
14.2.7.Why Is Photoshop Faster than JES? --
14.3.What Makes a Computer Fast? --
14.3.1.Clock Rates and Actual Computation --
14.3.2.Storage: What Makes a Computer Slow? --
14.3.3.Display --
15.Functional Programming --
15.1.Using Functions to Make Programming Easier --
15.2.Functional Programming with Map and Reduce --
15.3.Functional Programming for Media --
15.3.1.Media Manipulation Without Changing State --
15.4.Recursion: A Powerful Idea --
15.4.1.Recursive Directory Traversals --
15.4.2.Recursive Media Functions --
16.Object-Oriented Programming --
16.1.History of Objects --
16.2.Working with Turtles --
16.2.1.Classes and Objects --
16.2.2.Sending Messages to Objects --
16.2.3.Objects Control Their State --
16.3.Teaching Turtles New Tricks --
16.3.1.Overriding an Existing Turtle Method --
16.3.2.Using Turtles for More --
16.4.An Object-Oriented Slide Show --
Contents note continued: 16.4.1.Making the Slide Class More Object-Oriented --
16.5.Object-Oriented Media --
16.6.Joe the Box --
16.7.Why Objects? --
APPENDIX --
A.Quick Reference to Python --
A.1.Variables --
A.2.Function Creation --
A.3.Loops and Conditionals --
A.4.Operators and Representation Functions --
A.5.Numeric Functions --
A.6.Sequence Operations --
A.7.String Escapes --
A.8.Useful String Methods --
A.9.Files --
A.10.Lists --
A.11.Dictionaries, Hash Tables, or Associative Arrays --
A.12.External Modules --
A.13.Classes --
A.14.Functional Methods.
Other Titles: Introduction to computing and programming in Python
Responsibility: Mark Guzdial and Barbara Ericson.

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Linked Data


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schema:description"Contents note continued: 3.3.3.Testing the Program: Did That Really Work? -- 3.3.4.Changing One Color at a Time -- 3.4.Creating a Sunset -- 3.4.1.Making Sense of Functions -- 3.5.Lightening and Darkening -- 3.6.Creating a Negative -- 3.7.Converting to Grayscale -- 4.Modifying Pixels in a Range -- 4.1.Copying Pixels -- 4.1.1.Looping Across the Pixels with range -- 4.2.Mirroring a Picture -- 4.3.Copying and Transforming Pictures -- 4.3.1.Copying -- 4.3.2.Creating a Collage -- 4.3.3.General Copying -- 4.3.4.Rotation -- 4.3.5.Scaling -- 5.Picture Techniques with Selection and Combination -- 5.1.Replacing Colors: Red-Eye, Sepia Tones, and Posterizing -- 5.1.1.Reducing Red-Eye -- 5.1.2.Sepia-Toned and Posterized Pictures: Using Conditionals to Choose the Color -- 5.2.Combining Pixels: Blurring -- 5.3.Comparing Pixels: Edge Detection -- 5.4.Blending Pictures -- 5.5.Background Subtraction -- 5.6.Chromakey -- 5.7.Drawing on Images -- 5.7.1.Drawing with Drawing Commands --"@en
schema:description"Contents note continued: 7.6.On Functions and Scope -- 8.Making Sounds by Combining Pieces -- 8.1.Composing Sounds Through Addition -- 8.2.Blending Sounds -- 8.3.Creating an Echo -- 8.3.1.Creating Multiple Echoes -- 8.3.2.Creating Chords -- 8.4.How Sampling Keyboards Work -- 8.4.1.Sampling as an Algorithm -- 8.5.Additive Synthesis -- 8.5.1.Making Sine Waves -- 8.5.2.Adding Sine Waves Together -- 8.5.3.Checking Our Result -- 8.5.4.Square Waves -- 8.5.5.Triangular Waves -- 8.6.Modern Music Synthesis -- 8.6.1.MP3 -- 8.6.2.MIDI -- 9.Building Bigger Programs -- 9.1.Designing Programs Top-Down -- 9.1.1.A Top-Down Design Example -- 9.1.2.Designing the Top-Level Function -- 9.1.3.Writing the Subfunctions -- 9.2.Designing Programs Bottom-Up -- 9.2.1.An Example Bottom-Up Process -- 9.3.Testing Your Program -- 9.3.1.Testing the Edge Conditions -- 9.4.Tips on Debugging -- 9.4.1.Finding Which Statement to Worry About -- 9.4.2.Seeing the Variables -- 9.4.3.Debugging the Adventure Game --"@en
schema:description"Contents note continued: 16.4.1.Making the Slide Class More Object-Oriented -- 16.5.Object-Oriented Media -- 16.6.Joe the Box -- 16.7.Why Objects? -- APPENDIX -- A.Quick Reference to Python -- A.1.Variables -- A.2.Function Creation -- A.3.Loops and Conditionals -- A.4.Operators and Representation Functions -- A.5.Numeric Functions -- A.6.Sequence Operations -- A.7.String Escapes -- A.8.Useful String Methods -- A.9.Files -- A.10.Lists -- A.11.Dictionaries, Hash Tables, or Associative Arrays -- A.12.External Modules -- A.13.Classes -- A.14.Functional Methods."@en
schema:description"Contents note continued: 11.4.Using Lists As Structured Text for Media Representations -- 11.5.Hiding Information in a Picture -- 12.Making Text for the Web -- 12.1.HTML: The Notation of the Web -- 12.2.Writing Programs to Generate HTML -- 12.3.Databases: A Place to Store Our Text -- 12.3.1.Relational Databases -- 12.3.2.An Example Relational Database Using Hash Tables -- 12.3.3.Working with SQL -- 12.3.4.Using a Database to Build Web Pages -- 4.MOVIES -- 13.Creating and Modifying Movies -- 13.1.Generating Animations -- 13.2.Working with Video Source -- 13.2.1.Video Manipulating Examples -- 13.3.Building a Video Effect Bottom-Up -- 5.TOPICS IN COMPUTER SCIENCE -- 14.Speed -- 14.1.Focusing on Computer Science -- 14.2.What Makes Programs Fast? -- 14.2.1.What Computers Really Understand -- 14.2.2.Compilers and Interpreters -- 14.2.3.What Limits Computer Speed? -- 14.2.4.Does It Really Make a Difference? -- 14.2.5.Making Searching Faster --"@en
schema:description"Contents note continued: 5.7.2.Vector and Bitmap Representations -- 5.8.Selecting Without Re-Testing -- 5.9.Programs as Specifying Drawing Process -- 5.9.1.Why Do We Write Programs? -- 2.SOUND -- 6.Modifying Sounds Using Loops -- 6.1.How Sound Is Encoded -- 6.1.1.The Physics of Sound -- 6.1.2.Exploring How Sounds Look -- 6.1.3.Encoding the Sound -- 6.1.4.Binary Numbers and Two's Complement -- 6.1.5.Storing Digitized Sounds -- 6.2.Manipulating Sounds -- 6.2.1.Open Sounds and Manipulating Samples -- 6.2.2.Using the JES MediaTools -- 6.2.3.Looping -- 6.3.Changing the Volume of Sounds -- 6.3.1.Increasing Volume -- 6.3.2.Did That Really Work? -- 6.3.3.Decreasing Volume -- 6.3.4.Making Sense of Functions, in Sounds -- 6.4.Normalizing Sounds -- 6.4.1.Generating Clipping -- 7.Modifying Samples in a Range -- 7.1.Manipulating Different Sections of the Sound Differently -- 7.2.Splicing Sounds -- 7.3.General Clip and Copy -- 7.4.Reversing Sounds -- 7.5.Mirroring --"@en
schema:description"Contents note continued: 14.2.6.Algorithms That Never Finish or Can't Be Written -- 14.2.7.Why Is Photoshop Faster than JES? -- 14.3.What Makes a Computer Fast? -- 14.3.1.Clock Rates and Actual Computation -- 14.3.2.Storage: What Makes a Computer Slow? -- 14.3.3.Display -- 15.Functional Programming -- 15.1.Using Functions to Make Programming Easier -- 15.2.Functional Programming with Map and Reduce -- 15.3.Functional Programming for Media -- 15.3.1.Media Manipulation Without Changing State -- 15.4.Recursion: A Powerful Idea -- 15.4.1.Recursive Directory Traversals -- 15.4.2.Recursive Media Functions -- 16.Object-Oriented Programming -- 16.1.History of Objects -- 16.2.Working with Turtles -- 16.2.1.Classes and Objects -- 16.2.2.Sending Messages to Objects -- 16.2.3.Objects Control Their State -- 16.3.Teaching Turtles New Tricks -- 16.3.1.Overriding an Existing Turtle Method -- 16.3.2.Using Turtles for More -- 16.4.An Object-Oriented Slide Show --"@en
schema:description"Machine generated contents note: 1.INTRODUCTION -- 1.Introduction to Computer Science and Media Computation -- 1.1.What Is Computer Science About? -- 1.2.Programming Languages -- 1.3.What Computers Understand -- 1.4.Media Computation: Why Digitize Media? -- 1.5.Computer Science for Everyone -- 1.5.1.It's About Communication -- 1.5.2.It's About Process -- 2.Introduction to Programming -- 2.1.Programming Is About Naming -- 2.1.1.Files and Their Names -- 2.2.Programming in Python -- 2.3.Programming in JES -- 2.4.Media Computation in JES -- 2.4.1.Showing a Picture -- 2.4.2.Playing a Sound -- 2.4.3.Naming Values -- 2.5.Making a Program -- 2.5.1.Variable Recipes: Real Math-Like Functions That Take Input -- 3.Modifying Pictures Using Loops -- 3.1.How Pictures Are Encoded -- 3.2.Manipulating Pictures -- 3.2.1.Exploring Pictures -- 3.3.Changing Color Values -- 3.3.1.Using Loops in Pictures -- 3.3.2.Increasing/Decreasing Red (Green, Blue) --"@en
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