Coding All-in-One For Dummies

Höfundur: Chris Minnick (Útgáfa: 2)
Coding All-in-One For Dummies

Kaup valmöguleikar

The go-to guide for learning coding from the ground-up Adding some coding know-how to your skills can help launch a new career or bolster an old one. Coding All-in-One For Dummies offers an ideal starting place for learning the languages that make technology go. This edition gets you started with a helpful explanation of how coding works and how it’s applied in the real-world before setting you on a path toward writing code for web building, mobile application development, and data analysis.

Add coding to your skillset for your existing career, or begin the exciting transition into life as a professional developer—Dummies makes it easy. Learn coding basics and how to apply them Analyze data and automate routine tasks on the job Get the foundation you need to launch a career as a coder Add HTML, JavaScript, and Python know-how to your resume This book serves up insight on the basics of coding, designed to be easy to follow, even if you’ve never written a line of code in your life.

Nánar um bókina

Útgefandi
Wiley Professional Development (P&T)
ISBN
9781119889571
Print ISBN
9781119889564
Format
ePub
Útgáfa
2
Höfundar
Chris Minnick
Tungumál
English
Útgefið
2022-06-27
Prent takmörkun á líftíma
100
Prent takmörkun
10
Afritunar takmörkun
2

Kaflar

  • Cover
  • Title Page
  • Copyright
  • Introduction
  • About This Book
  • Foolish Assumptions
  • Icons Used in This Book
  • Beyond the Book
  • Where to Go from Here
  • Book 1: Getting Started with Coding
  • Chapter 1: What Is Coding?
  • Defining What Code Is
  • Understanding What Coding Can Do for You
  • Surveying the Types of Programming Languages
  • Taking a Tour of a Web App Built with Code
  • Chapter 2: Programming for the Web
  • Displaying Web Pages on Your Desktop and Mobile Device
  • Coding Web Applications
  • Coding Mobile Applications
  • Deploying Web Applications in the Cloud
  • Chapter 3: Becoming a Programmer
  • Writing Code Using a Process
  • Picking Tools for the Job
  • Book 2: Basic Web Coding
  • Chapter 1: Exploring Basic HTML
  • What Does HTML Do?
  • Understanding HTML Structure
  • Getting Familiar with Common HTML Tasks and Elements
  • Styling Me Pretty
  • Building Your First Website Using HTML
  • Chapter 2: Getting More Out of HTML
  • Organizing Content on the Page
  • Listing Data
  • Putting Data in Tables
  • Filling Out Forms
  • Practicing More with HTML
  • Chapter 3: Getting Stylish with CSS
  • What Does CSS Do?
  • CSS Structure
  • Common CSS Tasks and Selectors
  • Getting Stylish
  • Chapter 4: Next Steps with CSS
  • Styling (More) Elements on Your Page
  • Selecting Elements to Style
  • Aligning and Laying Out Your Elements
  • Writing More Advanced CSS
  • Chapter 5: Responsive Layouts with Flexbox
  • Introducing Responsive Design
  • Using Flexbox
  • Experimenting with Flexbox
  • Chapter 6: Styling with Bootstrap
  • Figuring Out What Bootstrap Does
  • Installing Bootstrap
  • Understanding the Layout Options
  • Coding Basic Web Page Elements
  • Practicing with Bootstrap
  • Book 3: Advanced Web Coding
  • Chapter 1: What Is JavaScript?
  • What Is JavaScript?
  • JavaScript Grows Up
  • Why JavaScript?
  • Chapter 2: Writing Your First JavaScript Program
  • Setting Up Your Development Environment
  • Reading JavaScript Code
  • Running JavaScript in the Browser Window
  • Using the JavaScript Developer Console
  • Commenting Your Code
  • Chapter 3: Working with Variables
  • Understanding Variables
  • Initializing Variables
  • Understanding Global and Local Scope
  • Naming Variables
  • Creating Constants Using the const Keyword
  • Working with Data Types
  • Chapter 4: Understanding Arrays
  • Making a List
  • Array Fundamentals
  • Creating Arrays
  • Populating Arrays
  • Understanding Multidimensional Arrays
  • Accessing Array Elements
  • Chapter 5: Working with Operators, Expressions, and Statements
  • Express Yourself
  • Hello, Operator
  • Types of Operators
  • Chapter 6: Getting into the Flow with Loops and Branches
  • Branching Out
  • Here We Go: Loop De Loop
  • Chapter 7: Getting Functional
  • Understanding the Function of Functions
  • Using Function Terminology
  • The Benefits of Using Functions
  • Writing Functions
  • Returning Values
  • Passing and Using Arguments
  • Understanding Function Scope
  • Creating Anonymous Functions
  • Doing it Again with Recursion
  • Functions within Functions
  • Chapter 8: Making and Using Objects
  • Object of My Desire
  • Creating Objects
  • Retrieving and Setting Object Properties
  • Deleting Properties
  • Working with Methods
  • An Object-Oriented Way to Become Wealthy: Inheritance
  • Chapter 9: Controlling the Browser with the Window Object
  • Understanding the Browser Environment
  • Investigating the BOM
  • Chapter 10: Manipulating Documents with the DOM
  • Understanding the DOM
  • Understanding Node Relationships
  • Using the Document Object’s Properties and Methods
  • Using the Element Object's Properties and Methods
  • Working with the Contents of Elements
  • Getting Elements by ID, Tag Name, or Class
  • Using the Attribute Object's Properties
  • Creating and Appending Elements
  • Removing Elements
  • Chapter 11: Using Events in JavaScript
  • Knowing Your Events
  • Handling Events
  • Chapter 12: Integrating Input and Output
  • Understanding HTML Forms
  • Working with the Form Object
  • Chapter 13: Understanding Callbacks and Closures
  • What Are Callbacks?
  • Understanding Closures
  • Using Closures
  • Chapter 14: Embracing AJAX and JSON
  • Working behind the Scenes with AJAX
  • Putting Objects in Motion with JSON
  • Book 4: Creating Mobile Apps
  • Chapter 1: What Is Flutter?
  • All About Hardware and Software
  • Where Does Flutter Fit In?
  • Enough New Terminology! What's Next?
  • Chapter 2: Setting Up Your Computer for Mobile App Development
  • The Stuff You Need
  • What to Do
  • Dealing with the Devil's Details
  • Divisiveness Among Devices
  • Using Android Studio
  • Running This Book's Sample Programs
  • Chapter 3: “Hello” from Flutter
  • First Things First: Creating a Flutter Project
  • Classes, Objects, and Widgets
  • Making Things Look Nicer
  • Hey, Wait a Minute …
  • Chapter 4: Hello Again
  • Creating and Using a Function
  • Programming in Dart: The Small Stuff
  • Creating Function Declaration Variations
  • More Fun to Come!
  • Chapter 5: Making Things Happen
  • Let's All Press a Floating Action Button
  • Enhancing Your App
  • Whew!
  • Chapter 6: Laying Things Out
  • Understanding the Big Picture
  • Nesting Rows and Columns
  • Introducing More Levels of Nesting
  • Using the Expanded Widget
  • How Big Is My Device?
  • Chapter 7: Interacting with the User
  • A Simple Switch
  • Wait For It!
  • How Much Do You Love Flutter?
  • Dealing with Text Fields
  • Creating Radio Buttons
  • Creating a Drop-Down Button
  • Onward and Upward
  • Chapter 8: Navigation, Lists, and Other Goodies
  • Extending a Dart Class
  • Navigating from One Page to Another
  • Passing Data from the Source to a Destination
  • Passing Data Back to the Source
  • Passing Data in Both Directions
  • Creating Named Routes
  • Creating a List
  • Fetching Data from the Internet
  • What’s Next?
  • Chapter 9: Moving Right Along …
  • Setting the Stage for Flutter Animation
  • Moving Along a Straight Line
  • Bouncing Around
  • Animating Size and Color Changes
  • Moving Along a Curve
  • Dragging Things Around
  • Tearing Things Up
  • Book 5: Getting Started with Python
  • Chapter 1: Wrapping Your Head around Python
  • What Does Python Do?
  • Defining Python Structure
  • Coding Common Python Tasks and Commands
  • Shaping Your Strings
  • Chapter 2: Installing a Python Distribution
  • Using Anaconda
  • Installing Anaconda on Linux
  • Installing Anaconda on macOS X
  • Installing Anaconda on Windows
  • Downloading the Data Sets and Example Code
  • Chapter 3: Working with Real Data
  • Uploading, Streaming, and Sampling Data
  • Accessing Data in Structured Flat-File Form
  • Sending Data in Unstructured File Form
  • Managing Data from Relational Databases
  • Interacting with Data from NoSQL Databases
  • Accessing Data from the Web
  • Book 6: Data Analysis with Python
  • Chapter 1: Conditioning Your Data
  • Juggling between NumPy and pandas
  • Validating Your Data
  • Manipulating Categorical Variables
  • Dealing with Dates in Your Data
  • Dealing with Missing Data
  • Slicing and Dicing: Filtering and Selecting Data
  • Concatenating and Transforming
  • Aggregating Data at Any Level
  • Chapter 2: Shaping Data
  • Working with HTML Pages
  • Working with Raw Text
  • Using the Bag of Words Model and Beyond
  • Working with Graph Data
  • Chapter 3: Getting a Crash Course in MatPlotLib
  • Starting with a Graph
  • Setting the Axis, Ticks, Grids
  • Defining the Line Appearance
  • Using Labels, Annotations, and Legends
  • Chapter 4: Visualizing the Data
  • Choosing the Right Graph
  • Creating Advanced Scatterplots
  • Plotting Time Series
  • Visualizing Graphs
  • Book 7: Career Building with Coding
  • Chapter 1: Exploring Coding Career Paths
  • Augmenting Your Existing Job
  • Finding a New Coding Job
  • Chapter 2: Exploring Undergraduate and Graduate Degrees
  • Getting a College Degree
  • Enrolling in an Advanced Degree Program
  • Interning to Build Credibility
  • Chapter 3: Training on the Job
  • Taking a Work Project to the Next Level
  • Learning on the Job and After Work
  • Freelancing to Build Confidence and Skills
  • Transitioning to a New Role
  • Chapter 4: Coding Career Myths
  • You Must Be Good at Math
  • You Must Have Studied Engineering
  • You Can Learn Coding in a Few Weeks
  • You Need a Great Idea to Start Coding
  • Ruby Is Better than Python
  • Only College Graduates Receive Coding Offers
  • You Must Have Experience
  • Tech Companies Don’t Hire Women or Minorities
  • The Highest Paying Coding Jobs Are in San Francisco
  • Your Previous Experience Isn’t Relevant
  • Index
  • About the Authors
  • Advertisement Page
  • Connect with Dummies
  • End User License Agreement