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P Y T H O N

O R K I D S PYTHON FO R KIDS

A Playfu l Introductio n t o Program mi ng

Jaso n R . Briggs

Praise for Python for Kids

“Jason Briggs manages to successfully describe programming to kids without sounding like he’s dumbing down the content. The lessons are well-constructed and leave the reader with a feeling of accomplishment in each chapter.”

—Marziah Karch, Wired.com

“An excellent introduction to programming for anyone interested in learning to program, regardless of their age. The material is extremely well organized and presented, and makes for a great resource for either home or school.”

—Roy Wood, GeekDad

“This book offers a good introduction to computer programming. . . . An excellent family bonding experience.”

—Patrice Gans, Education Week

“By the end of the book, you have a fully-functional platform game running, and most likely a head full of ideas about your next game. Python for Kids is just as good an introduction for adults learning to code.”

—Matthew Humphries, Geek.com

“Easy to read, provides sound programming advice and very clear explanations of how programming languages work. A great book for anyone who wants to break into programming without pangs of inadequacy.”

—Sandra Henry-Stocker, ITworld

Python for Kids

A Playful Introduction to Programming

San Francisco

PYTHON FOR KIDS. Copyright © 2013 by Jason R. Briggs.

All rights reserved. No part of this work may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or by any information storage or retrieval system, without the prior written permission of the copyright owner and the publisher.

Printed in Korea

Fourth printing

16 15 14 13 4 5 6 7 8 9

ISBN-10: 1-59327-407-6

ISBN-13: 978-1-59327-407-8

Publisher: William Pollock

Production Editor: Serena Yang

Cover and Interior Design: Octopod Studios

Illustrator: Miran Lipovaca

Developmental Editor: William Pollock

Technical Reviewers: Josh Pollock and Maria Fernandez

Copyeditor: Marilyn Smith

Compositor: Serena Yang

Proofreader: Greg Teague

For information on distribution, translations, or bulk sales, please contact No Starch Press, Inc. directly: No Starch Press, Inc.

245 8th Street, San Francisco, CA 94103

phone: 415.863.9900; fax: 415.863.9950; info@nostarch.com; http://www.nostarch.com/

Library of Congress Cataloging-in-Publication Data

Briggs, Jason R.

Python for kids : a playful introduction to programming / by Jason R. Briggs. pages cm

Audience: 10+

Includes index.

ISBN 978-1-59327-407-8 -- ISBN 1-59327-407-6

1. Computer software--Juvenile literature. 2. Computer programming--Juvenile literature. 3. Python (Computer program language)--Juvenile literature. I. Title. QA76.52.B75 2013 005.13'3--dc23

2012044047

No Starch Press and the No Starch Press logo are registered trademarks of No Starch Press, Inc.

Other product and company names mentioned herein may be the trademarks of their respective owners. Rather than use a trademark symbol with every occurrence of a trademarked name, we are using the names only in an editorial fashion and to the benefit of the trademark owner, with no intention of infringement of the trademark.

The information in this book is distributed on an “As Is” basis, without warranty. While every precaution has been taken in the preparation of this work, neither the author nor No Starch Press, Inc. shall have any liability to any person or entity with respect to any loss or damage caused or alleged to be caused directly or indirectly by the information contained in it.

Production Date: September 26, 2013

Plant & Location: Printed by We SP, South Korea

Job / Batch #: 072313

B RI ef Contents

Part I: Learning to Program

Part II: Bounce!

Part III: Mr. stick Man Races for the exit

Part II: Bounce!

Part III: Mr. stick Man Races

About the Author

Jason R. Briggs has been a programmer since the age of eight, when he first learned BASIC on a Radio Shack TRS-80. He has written software professionally as a developer and systems architect and served as Contributing Editor for Java Developer’s Journal. His articles have appeared in JavaWorld, ONJava, and ONLamp. Python for Kids is his first book.

Jason can be reached at http://jasonrbriggs.com/ or by email at mail@jasonrbriggs.com.

About the Illustrator

Miran Lipovaca is the author of Learn You a Haskell for Great Good!. He enjoys boxing, playing bass guitar, and, of course, drawing. He has a fascination with dancing skeletons and the number 71, and when he walks through automatic doors he pretends that he’s actually opening them with his mind.

About the technical Reviewers

A recent graduate of The Nueva School, 15-year-old Josh Pollock is a freshman at Lick-Wilmerding High School in San Francisco. He first started programming in Scratch when he was 9 years old, began using TI-BASIC when he was in 6th grade, and moved on to Java and Python in 7th and UnityScript in 8th. In addition to programming, he loves playing the trumpet, developing computer games, and teaching people about interesting STEM topics.

Maria Fernandez has a master’s degree in applied linguistics and has been interested in computers and technology for more than 20 years. She taught English to young refugee women with the Global Village Project in Georgia and currently resides in northern California working with ETS (Educational Testing Service).

Acknowledgments

This must be what it’s like when you get up on stage to accept an award, only to realize you’ve left the list of people you have to thank in your other trousers: You’re guaranteed to forget someone, and that music will soon start rolling to quickly usher you off the stage.

So that being said, here’s the (no doubt) incomplete list of people to whom I owe a huge debt of gratitude for helping make this book as good as I think it now is.

Thanks to the No Starch team, particularly Bill Pollock, for applying a liberal dose of “what-would-a-kid-think” while editing it. When you’ve been programming for a long time, it’s all too easy to forget how difficult some of this stuff is for learners, and Bill was invaluable at pointing out those oft-overlooked, over-complicated parts. And thanks to Serena Yang, production manager extraordinaire; here’s hoping you haven’t torn out too much hair getting 300+ pages of code correctly colorized.

A big thank you must go to Miran Lipovaca for utterly brilliant illustrations. Beyond brilliant. No really! If I had done the artwork, we’d be lucky to have the occasional smudged figure that doesn’t resemble anything in particular. Is it a bear . . . ? Is it a dog . . . ? No, wait . . . is that supposed to be a tree?

Thanks to the reviewers. I apologize if some of your suggestions weren’t implemented in the end. You were probably right, and I can only blame a personal character flaw for any probable goofs. Particular thanks to Josh for some great suggestions and some really good catches. And apologies to Maria for having to deal with occasionally dodgily formatted code.

Thanks to my wife and daughter, for putting up with a husband and father who had his nose buried in a computer screen even more than usual.

To Mum, for endless amounts of encouragement over the years. Finally, thanks to my father, for buying a computer back in the 1970s and putting up with someone who wanted to use it as much as he did. None of this would have been possible without him. �

Int R o DUC t I on

Why learn computer programming?

Programming fosters creativity, reasoning, and problem solving. The programmer gets the opportunity to create something from nothing, use logic to turn programming constructs into a form that a computer can run, and, when things don’t work quite as well as expected, use problem solving to figure out what has gone wrong. Programming is a fun, sometimes

challenging (and occasionally frustrating) activity, and the skills learned from it can be useful both in school and at work . . . even if your career has nothing to do with computers.

And, if nothing else, programming is a great way to spend an afternoon when the weather outside is dreary.

Why Python?

Python is an easy-to-learn programming language that has some really useful features for a beginning programmer. The code is quite easy to read when compared to other programming languages, and it has an interactive shell into which you can enter your programs and see them run. In addition to its simple language structure and an interactive shell with which to experiment, Python has some features that greatly augment the learning process and allow you to put together simple animations for creating your own games. One is the turtle module, inspired by Turtle graphics (used by the Logo programming language back in the 1960s) and designed for educational use. Another is the tkinter module, an interface for the Tk GUI toolkit, which provides a simple way to create programs with slightly more advanced graphics and animation.

How to Learn to Code

Like anything you try for the first time, it’s always best to start with the basics, so begin with the first chapters and resist the urge to skip ahead to the later chapters. No one can play an orchestral symphony the first time they pick up an instrument. Student pilots don’t start flying a plane before they understand the basic controls. Gymnasts aren’t (usually) able to do back flips on their first try. If you jump ahead too quickly, not only will the basic ideas not stick in your head, but you’ll also find the content of the later chapters more complicated than it actually is.

As you go through this book, try each of the examples, so you can see how they work. There are also programming puzzles at the end of most chapters for you to try, which will help improve your programming skills. Remember that the better you understand the basics, the easier it will be to understand more complicated ideas later on.

When you find something frustrating or too challenging, here are some things that I find helpful:

1. Break a problem down into smaller pieces. Try to understand what a small piece of code is doing, or think about only a small part of a difficult idea (focus on a small piece of code rather than trying to understand the whole thing at once).

2. If that still doesn’t help, sometimes it’s best to just leave it alone for a while. Sleep on it, and come back to it another day. This is a good way to solve many problems, and it can be particularly helpful for computer programmers.

Who should Read this Book

This book is for anyone interested in computer programming, whether that’s a child or an adult coming to programming for the first time. If you want to learn how to write your own software rather than just use the programs developed by others, Python for Kids is a great place to start.

In the following chapters, you’ll find information to help you install Python, start the Python shell and perform basic calculations, print text on the screen and create lists, and perform simple control flow operations using if statements and for loops (and learn what if statements and for loops are!). You’ll learn how to reuse code with functions, the basics of classes and objects, and descriptions of some of the many built-in Python functions and modules.

You’ll find chapters on both simple and advanced turtle graphics, as well as on using the tkinter module to draw on the computer screen. There are programming puzzles of varying complexity at the ends of many chapters, which will help readers cement their newfound knowledge by giving them a chance to write small programs by themselves.

Once you’ve built up your fundamental programming knowledge, you’ll learn how to write your own games. You’ll develop two graphical games and learn about collision detection, events, and different animation techniques.

Most of the examples in this book use Python’s IDLE (Integrated DeveLopment Environment) shell. IDLE provides syntax highlighting, copy-and-paste functionality (similar to what you

would use in other applications), and an editor window where you can save your code for later use, which means IDLE works as both an interactive environment for experimentation and something a bit like a text editor. The examples will work just as well with the standard console and a regular text editor, but IDLE’s syntax highlighting and slightly more user-friendly environment can aid understanding, so the very first chapter shows you how to set it up.

What’s in this Book

Here’s a brief rundown of what you’ll find in each chapter.

Chapter 1 is an introduction to programming with instructions for installing Python for the first time.

Chapter 2 introduces basic calculations and variables, and Chapter 3 describes some of the basic Python types, such as strings, lists, and tuples.

Chapter 4 is the first taste of the turtle module. We’ll jump from basic programming to moving a turtle (in the shape of an arrow) around the screen.

Chapter 5 covers the variations of conditions and if statements, and Chapter 6 moves on to for loops and while loops.

Chapter 7 is where we start to use and create functions, and then in Chapter 8 we cover classes and objects. We cover enough of the basic ideas to support some of the programming techniques we’ll need in the games development chapters later on in the book. At this point, the material starts get a little more complicated.

Chapter 9 goes through most of the built-in functions in Python, and Chapter 10 continues with a few modules (basically buckets of useful functionality) that are installed by default with Python.

Chapter 11 returns to the turtle module as the reader experiments with more complicated shapes. Chapter 12 moves on to using the tkinter module for more advanced graphics creation.

In Chapters 13 and 14, we create our first game, “Bounce!,” which builds on the knowledge gained from the preceding chapters, and in Chapters 15–18, we create another game, “Mr. Stick Man Races for the Exit.” The game development chapters are where things could start to go seriously wrong. If all else fails, download the code from the companion website (http://python-for-kids.com/ ), and compare your code with these working examples.

In the Afterword, we wrap up with a look at PyGame and some other popular programming languages. Finally, in the Appendix, you’ll learn about Python’s keywords in detail, and in the Glossary, you’ll find definitions of the programming terms used throughout this book.

the Companion Website

If you find that you need help as you read, try the companion site, http://python-for-kids.com/, where you’ll find downloads for all the examples in this book and more programming puzzles. You’ll also find solutions to all the programming puzzles in the book on the companion site, in case you get stumped or want to check your work.

Have fun!

Remember as you work your way through this book that programming can be fun. Don’t think of this as work. Think of programming as a way to create some fun games or applications that you can share with your friends or others. Learning to program is a wonderful mental exercise and the results can be very rewarding. But most of all, whatever you do, have fun!

Part I Learning to Program

1

n ot A LL s n AK es sLI t H e R

A computer program is a set of instructions that causes a computer to perform some kind of action. It isn’t the physical parts of a computer—like the wires, microchips, cards, hard drive, and such—but the hidden stuff running on that hardware. A computer program, which I’ll usually refer to as just a program, is the set of commands that tell that dumb hardware what to do. Software is a collection of computer programs.

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