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  • (eBook) Introduction to Computing and Programming in Python, Global Edition
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(eBook) Introduction to Computing and Programming in Python, Global Edition 요약정보 및 구매

저자 : Mark J. Guzdial

상품 선택옵션 0 개, 추가옵션 0 개

위시리스트0
판매가격 48,000원
출판사 Pearson
발행일2017
ISBN 9781292109879
언어 ENG
포인트 0점
배송비결제 주문시 결제

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  • (eBook) Introduction to Computing and Programming in Python, Global Edition
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    Introduction to Computing and Programming in Python is a uniquely researched and up-to-date volume that is widely recognized for its successful introduction to the subject of Media Computation. Emphasizing creativity, classroom interaction, and in-class programming examples, Introduction to Computing and Programming in Python takes a bold and unique approach to computation that engages students and applies the subject matter to the relevancy of digital media. The Fourth Edition teachesstudents to program in an effort to communicate via social computing outlets, providing a unique approach that serves the interests of a broad range of students.

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    Introduction 1


    1 Introduction to Computer Science and Media Computation 3


    1.1 What Is Computer Science About? 3


    1.2 Programming Languages 6


    1.3 What Computers Understand 9


    1.4 Media Computation: Why Digitize Media? 11


    1.5 Computer Science for Everyone 13


    1.5.1 It’s About Communication 13


    1.5.2 It’s About Process 13


    1.5.3 You Will Probably Need It 14


    2 Introduction to Programming 18


    2.1 Programming Is About Naming 18


    2.2 Programming in Python 21


    2.3 Programming in JES 22


    2.4 Media Computation in JES 23


    2.1.1 Files and Their Names 20


    2.5 Making a Program 33


    2.4.1 Showing a Picture 27


    2.4.2 Playing a Sound 30


    2.4.3 Naming Values 30


    2.5.1 Variable Recipes: Real Math-Like Functions That Take Input 37


    3 Creating and Modifying Text 44


    3.1 Strings: Making Strings 44


    3.2 Taking Strings Apart with For 49


    3.1.1 Making Strings from Strings: Telling Stories 46


    3.2.1 Testing the Pieces 51


    3.2.2 Taking String Apart, and Putting Strings Together 54


    3.2.3 Taking Strings Apart with Indices 57


    3.2.4 Mirroring, Reversing, and Separating Strings with Index 59


    3.2.5 Encoding and Decoding Strings Using a Keyword Cipher 61


    3.3 Taking Strings Apart by Words 63


    3.4 What’s Inside a String 66


    3.5 What a Computer Can Do 67


    4 Modifying Pictures Using Loops 74


    4.1 How Pictures Are Encoded 75


    4.2 Manipulating Pictures 80


    4.3 Changing Color Values 86


    4.2.1 Exploring Pictures 84


    4.3.1 Using Loops in Pictures 86


    4.3.2 Increasing/Decreasing Red (Green, Blue) 88


    4.3.3 Testing the Program: Did That Really Work? 93


    4.3.4 Changing One Color at a Time 94


    4.4.1 Making Sense of Functions 95


    4.4 Creating a Sunset 95


    4.5 Lightening and Darkening 100


    4.6 Creating a Negative 101


    4.7 Converting to Grayscale 102


    4.8 Specifying Pixels by Index 104


    5 Picture Techniques with Selection 114


    5.1 Replacing Colors: Red-Eye, Sepia Tones, and Posterizing 114


    5.1.1 Reducing Red-Eye 118


    5.1.2 Sepia-Toned and Posterized Pictures: Using Conditionals to Choose the Color 120


    5.2 Comparing Pixels: Edge Detection 126


    5.3 Background Subtraction 129


    5.4 Chromakey 132


    5.5 Coloring in ranges 137


    5.5.1 Adding a Border 137


    5.5.2 Lightening the Right Half of a Picture 138


    5.6 Selecting without Retesting 139


    6 Modifying Pixels by Position 145


    6.1 Processing Pixels Faster 145


    6.1.1 Looping across the Pixels with Range 147


    6.1.2 Writing Faster Pixel Loops 149


    6.2 Mirroring a Picture 151


    6.3 Copying and Transforming Pictures 158


    6.3.1 Copying 159


    6.3.2 Copying Smaller and Modifying 165


    6.3.3 Copying and Referencing 167


    6.3.4 Creating a Collage 169


    6.3.5 General Copying 172


    6.3.6 Rotation 173


    6.3.7 Scaling 176


    6.4 Combining Pixels: Blurring 181


    6.5 Blending Pictures 184


    6.6 Drawing on Images 186


    6.7 Programs as Specifying Drawing Process 191


    6.6.1 Drawing with Drawing Commands 188


    6.6.2 Vector and Bitmap Representations 189


    6.7.1 Why Do We Write Programs? 192


    Sounds 201


    7 Modifying Sounds Using Loops 203


    7.1 How Sound Is Encoded 203


    7.2 Manipulating Sounds 215


    7.3 Changing the Volume of Sounds 220


    7.1.1 The Physics of Sound 203


    7.1.2 Investigating Different Sounds 206


    7.1.3 Encoding the Sound 211


    7.1.4 Binary Numbers and Two’s Complement 212


    7.1.5 Storing Digitized Sounds 213


    7.2.1 Open Sounds and Manipulating Samples 215


    7.2.2 Using the JES MediaTools 218


    7.2.3 Looping 219


    7.3.1 Increasing Volume 220


    7.3.2 Did That Really Work? 221


    7.3.3 Decreasing Volume 225


    7.3.4 Using Array Index Notation 226


    7.3.5 Making Sense of Functions in Sounds 227


    7.4.1 Generating Clipping 229


    7.4 Normalizing Sounds 227


    8 Modifying Samples in a Range 235


    8.1 Manipulating Different Sections of the Sound Differently 235


    8.2 Splicing Sounds 238


    8.3 General Clip and Copy 245


    8.4 Reversing Sounds 247


    8.5 Mirroring 249


    8.6 On Functions and Scope 249


    9 Making Sounds by Combining Pieces 255


    9.1 Composing Sounds Through Addition 255


    9.2 Blending Sounds 256


    9.3 Creating an Echo 258


    8.1.1 Revisiting Index Array Notation 236


    9.4 How Sampling Keyboards Work 261


    9.5 Additive Synthesis 265


    9.6 Modern Music Synthesis 273


    9.3.1 Creating Multiple Echoes 259


    9.3.2 Creating Chords 260


    9.4.1 Sampling as an Algorithm 265


    9.5.1 Making Sine Waves 265


    9.5.2 Adding Sine Waves Together 267


    9.5.3 Checking Our Result 268


    9.5.4 Square Waves 269


    9.5.5 Triangular Waves 272


    9.6.1 MP3 274


    9.6.2 MIDI 274


    10 Building Bigger Programs 279


    10.1 Designing Programs Top-Down 280


    10.1.1 A Top-Down Design Example 281


    10.1.2 Designing the Top-Level Function 282


    10.2 Designing Programs Bottom-Up 288


    10.3 Testing Your Program 290


    10.4 Tips on Debugging 292


    10.1.3 Writing the Subfunctions 285


    10.2.1 An Example Bottom-Up Process 289


    10.3.1 Testing the Edge Conditions 291


    10.4.1 Finding Which Statement to Worry About 293


    10.4.2 Seeing the Variables 293


    10.4.3 Debugging the Adventure Game 296


    10.5 Algorithms and Design 299


    10.6 Connecting to Data outside a Function 299


    10.7 Running Programs Outside of JES 303


    11 Manipulating Text with Methods and Files 310


    11.1 Text as Unimedia 310


    11.2 Manipulating Parts of Strings 311


    11.3 Files: Places to Put Your Strings and Other Stuff 317


    11.4 The Python Standard Library 327


    11.2.1 String Methods: Introducing Objects and Dot Notation 312


    11.2.2 Lists: Powerful, Structured Text 314


    11.2.3 Strings Have No Font 316


    11.3.1 Opening and Manipulating Files 318


    11.3.2 Generating Form Letters 320


    11.3.3 Reading and Manipulating Data from the Internet 321


    11.3.4 Scraping Information from a Web Page 323


    11.3.5 Reading CSV Data 324


    11.3.6 Writing Out Programs 326


    11.4.1 More on Import and Your Own Modules 328


    11.4.2 Adding Unpredictably toYour Program with Random 329


    11.4.3 Reading CSV Files with a Library 331


    11.4.4 A Sampling of Python Standard Libraries 331


    12 Advanced Text Techniques: Web and Information 337


    12.1 Networks: Getting Our Text from the Web 337


    12.1.1 Automating Access to CSV Data 341


    12.1.2 Accessing FTP 343


    12.2 Using Text to Shift Between Media 344


    12.3 Moving Information Between Media 347


    12.4 Using Lists as Structured Text for Media Representations 349


    12.5 Hiding Information in a Picture 351


    12.5.1 Hiding a Sound Inside a Picture 353


    13 Making Text for the Web 359


    13.1 HTML: The Notation of the Web 359


    13.2 Writing Programs to Generate HTML 364


    13.3 Databases: A Place to Store Our Text 369


    13.2.1 Making Home Pages 366


    13.3.1 Relational Databases 371


    13.3.2 An Example Relational Database Using HashTables 372


    13.3.3 Working with SQL 375


    13.3.4 Using a Database to Build Web Pages 377


    14 Creating and Modifying Movies 382


    14.1 Generating Animations 383


    14.2 Working with Video Source 392


    14.3 Building a Video Effect Bottom-Up 396


    15 Speed 403


    15.1 Focusing on Computer Science 403


    15.2 What Makes Programs Fast? 403


    14.2.1 Video Manipulating Examples 392


    15.3 What Makes a Computer Fast? 417


    15.2.1 What Computers Really Understand 404


    15.2.2 Compilers and Interpreters 405


    15.2.3 What Limits Computer Speed? 409


    15.2.4 Does It Really Make a Difference? 411


    15.2.5 Making Searching Faster 413


    15.2.6 AlgorithmsThat Never Finish or Can’t BeWritten 415


    15.2.7 Why Is Photoshop Faster than JES? 417


    15.3.1 Clock Rates and Actual Computation 417


    15.3.2 Storage: What Makes a Computer Slow? 419


    15.3.3 Display 420


    16 Functional Programming 423


    16.1 Using Functions to Make Programming Easier 423


    16.2 Functional Programming with Map and Reduce 427


    16.3 Functional Programming for Media 430


    16.4 Recursion: A Powerful Idea 432


    16.3.1 Media Manipulation Without Changing State 431


    16.4.1 Recursive Directory Traversals 438


    16.4.2 Recursive Media Functions 440


    17 Object Oriented Programming 444


    17.1 History of Objects 444


    17.2 Working with Turtles 446


    17.3 Teaching Turtles New Tricks 451


    17.2.1 Classes and Objects 446


    17.2.2 Sending Messages to Objects 447


    17.2.3 Objects Control Their State 449


    17.3.1 Overriding an Existing Turtle Method 453


    17.3.2 Working with Multiple Turtles at Once 454


    17.3.3 Turtles with Pictures 456


    17.3.4 Dancing Turtles 458


    17.3.5 Recursion and Turtles 460


    17.4.1 Making the Slide Class More Object-Oriented 465


    17.4 An Object-Oriented Slide Show 461


    17.5 Object-Oriented Media 466


    17.6 Joe the Box 471


    17.7 Why Objects? 473


    Bibliography 480

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