Python Programming for the Absolute Beginner, 3rd Edition
Chapter 2: Types, Variables, and Simple I/O: The Useless Trivia Program
- Table 2.1: SELECTED ESCAPE SEQUENCES
- Table 2.2: MATHEMATICAL OPERATORS WITH INTEGERS
- Table 2.3: MATHEMATICAL OPERATORS WITH FLOATING-POINT NUMBERS
- Table 2.4: USEFUL STRING METHODS
- Table 2.5: SELECTED TYPE CONVERSION FUNCTIONS
- Table 2.6: USEFUL AUGMENT ASSIGNMENT OPERATORS
Chapter 3: Branching, while Loops, and Program Planning: The Guess My Number Game
- Table 3.1: COMPARISON OPERATORS
- Table 3.2: B RANCHING STRUCTURES SUMMARY
Chapter 5: Lists and Dictionaries: The Hangman Game
- Table 5.1: SELECTED LIST METHODS
- Table 5.2: SELECTED DICTIONARY METHODS
Chapter 6: Functions: The Tic-Tac-Toe Game
- Table 6.1: TIC-TAC-TOE FUNCTIONS
Chapter 7: Files and Exceptions: The Trivia Challenge Game
- Table 7.1: SELECTED FILE ACCESS MODES
- Table 7.2: SELECTED FILE METHODS
- Table 7.3: shelve ACCESS MODES
- Table 7.4: SELECTED EXCEPTION TYPES
Chapter 9: Object-Oriented Programming: The Blackjack Game
- Table 9.1: BLACKJACK CLASSES
Chapter 10: GUI Development: The Mad Lib Program
- Table 10.1: SELECTED GUI ELEMENTS
Chapter 11: Graphics: The Pizza Panic Game
- Table 11.1: COMMONLY USED games MODULE CLASSES
- Table 11.2: USEFUL Screen METHODS
- Table 11.3: USEFUL Games_Object METHODS
Appendix A: LiveWires Reference
- Table A.1: Screen ATTRIBUTES
- Table A.2: Screen METHODS
- Table A.3: Games_Object'S CONSTRUCTOR PARAMETERS
- Table A.4: Games_Object METHODS
- Table A.5: Text ATTRIBUTES
- Table A.6: Text METHODS
- Table A.7: Message ATTRIBUTES
- Table A.8: Animation ATTRIBUTES
- Table A.9: games FUNCTIONS
- Table A.10: SOUND OBJECT METHODS
- Table A.11: games KEY CONSTANTS
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