CS 1101-01 Programming Fundamentals

Introduction

Welcome to unit 3!

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Unit 3 provides an overview of the Conditionals and Recursion, which are the prime requirements for the decision control process in a program. You’ll learn how to use if statements and recursive functions to create conditional execution problems. You will also learn about some essential

  • recursion
  • -related topics, such as boolean expressions, stack diagrams, keyboard input, and the integer operators for floor division (//) and modulus (%).

    The reading for Unit 3 provides an exhaustive analysis concentrating on the following:

    • chained versus nested conditionals
    • recursionsimplification of nested conditionals using boolean expressions.

    Your programming skills will develop to the next level once you write recursive Python programs.

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    Reference

    “Boolean Operators Spock” by mwscheung is licensed under CC BY-NC 2.0. To view a copy of this license, visit

    https://creativecommons.org/licenses/by-nc/2.0/?ref=openverse

    .

    Read

    ing Assignment

    Reading Assignments are designed to expand your knowledge of the topics introduced in the Overview and provide the knowledge you will need to successfully complete the assignments in this unit. As you read through the learning resource and watch the videos consider the following:

    • What is recursion?
    • When should we use recursion, and when should we avoid it?
    • How can we avoid infinite recursion?
    • What is the difference between chained and nested conditionals?

    Read

    Think Python: How to think like a computer scientist

    Chapter 5 – Conditionals and recursion

    Watch: Python Beginner Tutorial 5 – Booleans and Conditionals

    Supplemental Reading

    The supplemental reading assignment is not required reading but provides additional context and background for the topic and students are encouraged to review these assignments.

    Think Python: How to think like a computer scientist. Chapter 4 – Case study: interface design

    References

    Downey, A. (2015). Think Python: How to think like a computer scientist. Green Tea Press.

    https://greenteapress.com/thinkpython2/thinkpython2.pdf

    kjdElectronics. (2017, June 9). Python beginner tutorial 5 – Booleans and conditionals [Video]. YouTube.

    Discussion Assignment

    Welcome to Unit 3 Discussion Forum. Describe the difference between a chained conditional and a nested conditional. Give your own example of each. Do not copy examples from the textbook.

    Deeply nested conditionals can become difficult to read. Describe a strategy for avoiding nested conditionals. Give your own example of a nested conditional that can be modified to become a single conditional and show the equivalent single conditional. Do not copy the example from the textbook.

    The code and its output must be explained technically whenever asked. The explanation can be provided before or after the code, or in the form of code comments within the code. For any descriptive type of question. Your answer must be at least 150 words.

    End your discussion post with one question related to programming fundamentals learned in this unit from which your colleagues can formulate a response or generate further discussion. Remember to post your initial response as early as possible, preferably by Sunday evening, to allow time for you and your classmates to have a discussion.

    Your instructor will grade this assignment using

    this rubric.

    Programming Assignments

    Assignment Instructions:

    In this unit, we explored the overview of the Conditionals and Recursion, which are the prime requirements for the decision control process in a program. Before completing this assignment, review the reading material below:

      1. Think Python: How to think like a computer scientist Chapter 5 – Conditionals and recursion

    Q 1. The following is the countdown function copied from Section 5.8 of your textbook. def countdown(n): if n <= 0: print('Blastoff!') else: print(n) countdown(n-1)

    Write a new recursive function countup that expects a negative argument and counts “up” from that number. Output from running the function should look something like this:

    >>> countup(-3) -3 -2 -1 Blastoff!

    Write a Python program that gets a number using keyboard input. (Remember to use input for Python 3 but raw_inputfor Python 2.)

    If the number is positive, the program should call countdown. If the number is negative, the program should call countup. Choose for yourself which function to call (countdown or countup) for input of zero.

    Provide the following.

    • The code of your program.
    • Respective output for the following inputs: a positive number, a negative number, and zero.
    • An explanation of your choice for what to call for input of zero. Q 2: You are developing a program that performs a division operation on two numbers provided by the user. However, there is a situation where a runtime error can occur due to a division by zero. To help junior developers learn about error handling in expressions and conditions, you want to create a program deliberately containing this error and guide them in diagnosing and fixing it.

    Instructions:

    • Create a Python program that prompts the user to enter two numbers.
    • Implement a division operation on the entered numbers.
    • Introduce a condition that raises a runtime error if the second number is zero.
    • Provide an error message that clearly indicates the cause of the error.
    • Guide the junior developers in identifying the error message and implementing error handling techniques to handle the division by zero scenario.

    Questions:

    • Provide a code demonstrating how to handle the division by zero error.
    • Output demonstrating the runtime error, including the error message.
    • Explain the significance of error handling in expressions or conditions, using the division by zero scenario as an example. Discuss the potential impact of not handling this error in a program.
    • Please provide detailed explanations and code snippets to guide the junior developers in understanding and addressing the division by zero error in Python programs.

    Submission Instructions:

    • Submit the solutions to both questions in one document.
    • The code and its output must be explained technically. The explanation can be provided before or after the code. The descriptive part of your response must be at least 200 words.
    • Make sure your submission is double-spaced, using Times New Roman, 12-point font, with 1” margins.
    • Use sources to support your arguments. Use high-quality, credible, relevant sources to develop ideas that are appropriate for the discipline and genre of the writing.
    • Use APA citations and references to support your work. Add a reference list at the end of the submission. For assistance with APA formatting, view Learning Resource Center: Academic Writing.
    • Your submission should be clearly written, concise, and well organized, and free of spelling and grammar errors. The grading will be based on the quality of your analysis, accurate solution of the problem and the quality of your writing.

    Reference

    Downey, A. (2015). Think Python: How to think like a computer scientist. Green Tree Press

    This assignment will be assessed by your instructor using the rubric available on the assignment page located on the course homepage.

    RUBRIC – CS 1101 – DISCUSSION FORUM UNIT 1 to UNIT 4
    Level 4
    Level 3
    Level 2
    Criteria
    Posts well-developed
    Code
    &Explanation assignment that fully
    addresses and develops all
    of the code aspects of the task.
    2
    Posts well-developed
    Post
    assignment that fully
    question
    addresses and develops all
    related to
    aspects of the task.
    programming
    fundamental
    1
    Level 1
    Posts well-developed
    Posts adequate
    Posts no assignment
    assignment that
    assignment with
    addresses all aspects of superficial thought and
    the task; lacks full
    preparation; doesn’t
    development of
    address all aspects of
    concepts.
    the task.
    1.6
    1
    0
    Weight
    3%
    Posts well-developed
    Posts adequate
    Posts no assignment
    assignment that
    assignment with
    addresses all aspects of superficial thought and
    the task; lacks full
    preparation; doesn’t
    development of
    address all aspects of
    concepts.
    the task.
    0.8
    0.5
    0
    1%
    No connections are made
    Connection Strong, direct connections are Some direct connections Minimal direct
    made to readings and/or
    are made to readings
    connections are made to to readings or other
    to course
    other course materials
    and/or other course
    readings and/or other course materials
    materials
    (readings/resources/etc.) and materials
    course materials
    (readings/resources/etc.),
    are clearly stated.
    (readings/resources/etc.) (readings/resources/etc.) and/or if made, are not
    and are clearly stated for Connections are largely clearly stated and are
    the most part.
    inferred and somewhat largely personal
    unclear at times.
    opinions.
    1
    0.8
    0.5
    1%
    0
    Peer
    Feedback
    Replies
    Clarity and
    Mechanics
    Actively engaged in the
    discussion forums with at
    least three (3) postings of
    other students
    No replies to other
    Actively engaged in
    Actively engaged in
    the discussion forums the discussion forums students
    with at least two (2) with at least one (1)
    postings of other
    posting of other
    students
    students
    3
    2.4
    1.5
    Replies show insight, depth, &
    understanding. They connect
    with the original post and add
    to that post by including
    references to supporting
    material (e.g., URLs, files).
    Personal opinion is
    appropriately expressed &
    clearly related to the original
    post.
    Replies are rather simple
    but show some insight,
    depth, or connection to
    the original post. Some
    material may be
    irrelevant, but personal
    opinion is appropriately
    expressed & posts as a
    whole show
    understanding.
    Simple replies that lack No replies
    insight, and depth, or are
    superficial. Entries tend
    to be short and
    frequently irrelevant to
    the original post. Does
    not express opinion
    clearly. Shows little
    understanding.
    2
    1.6
    1
    Posting is polished and
    generally free of errors in
    mechanics, spelling, usage,
    and sentence structure.
    Posting is polished but
    may contain minor
    errors in mechanics,
    spelling, usage, and
    sentence structure.
    1
    0.8
    Posting is adequate but Posting has numerous
    may contain some
    errors in mechanics,
    errors in mechanics,
    usage, spelling, and
    spelling, usage, and
    sentence structure.
    sentence structure but Errors interfere with
    errors do not interfere readability.
    with understanding.
    0.5
    0
    0
    0
    3%
    2%
    1%
    Think Python
    How to Think Like a Computer Scientist
    2nd Edition, Version 2.4.0
    Think Python
    How to Think Like a Computer Scientist
    2nd Edition, Version 2.4.0
    Allen Downey
    Green Tea Press
    Needham, Massachusetts
    Copyright © 2015 Allen Downey.
    Green Tea Press
    9 Washburn Ave
    Needham MA 02492
    Permission is granted to copy, distribute, and/or modify this document under the terms of the
    Creative Commons Attribution-NonCommercial 3.0 Unported License, which is available at http:
    //creativecommons.org/licenses/by-nc/3.0/.
    The original form of this book is LATEX source code. Compiling this LATEX source has the effect of generating a device-independent representation of a textbook, which can be converted to other formats
    and printed.
    The LATEX source for this book is available from http://www.thinkpython.com
    Preface
    The strange history of this book
    In January 1999 I was preparing to teach an introductory programming class in Java. I had
    taught it three times and I was getting frustrated. The failure rate in the class was too high
    and, even for students who succeeded, the overall level of achievement was too low.
    One of the problems I saw was the books. They were too big, with too much unnecessary
    detail about Java, and not enough high-level guidance about how to program. And they all
    suffered from the trap door effect: they would start out easy, proceed gradually, and then
    somewhere around Chapter 5 the bottom would fall out. The students would get too much
    new material, too fast, and I would spend the rest of the semester picking up the pieces.
    Two weeks before the first day of classes, I decided to write my own book. My goals were:
    • Keep it short. It is better for students to read 10 pages than not read 50 pages.
    • Be careful with vocabulary. I tried to minimize jargon and define each term at first
    use.
    • Build gradually. To avoid trap doors, I took the most difficult topics and split them
    into a series of small steps.
    • Focus on programming, not the programming language. I included the minimum
    useful subset of Java and left out the rest.
    I needed a title, so on a whim I chose How to Think Like a Computer Scientist.
    My first version was rough, but it worked. Students did the reading, and they understood
    enough that I could spend class time on the hard topics, the interesting topics and (most
    important) letting the students practice.
    I released the book under the GNU Free Documentation License, which allows users to
    copy, modify, and distribute the book.
    What happened next is the cool part. Jeff Elkner, a high school teacher in Virginia, adopted
    my book and translated it into Python. He sent me a copy of his translation, and I had the
    unusual experience of learning Python by reading my own book. As Green Tea Press, I
    published the first Python version in 2001.
    In 2003 I started teaching at Olin College and I got to teach Python for the first time. The
    contrast with Java was striking. Students struggled less, learned more, worked on more
    interesting projects, and generally had a lot more fun.
    vi
    Chapter 0. Preface
    Since then I’ve continued to develop the book, correcting errors, improving some of the
    examples and adding material, especially exercises.
    The result is this book, now with the less grandiose title Think Python. Some of the changes
    are:
    • I added a section about debugging at the end of each chapter. These sections present
    general techniques for finding and avoiding bugs, and warnings about Python pitfalls.
    • I added more exercises, ranging from short tests of understanding to a few substantial
    projects. Most exercises include a link to my solution.
    • I added a series of case studies—longer examples with exercises, solutions, and discussion.
    • I expanded the discussion of program development plans and basic design patterns.
    • I added appendices about debugging and analysis of algorithms.
    The second edition of Think Python has these new features:
    • The book and all supporting code have been updated to Python 3.
    • I added a few sections, and more details on the web, to help beginners get started
    running Python in a browser, so you don’t have to deal with installing Python until
    you want to.
    • For Chapter 4.1 I switched from my own turtle graphics package, called Swampy, to a
    more standard Python module, turtle, which is easier to install and more powerful.
    • I added a new chapter called “The Goodies”, which introduces some additional
    Python features that are not strictly necessary, but sometimes handy.
    I hope you enjoy working with this book, and that it helps you learn to program and think
    like a computer scientist, at least a little bit.
    Allen B. Downey
    Olin College
    Acknowledgments
    Many thanks to Jeff Elkner, who translated my Java book into Python, which got this
    project started and introduced me to what has turned out to be my favorite language.
    Thanks also to Chris Meyers, who contributed several sections to How to Think Like a Computer Scientist.
    Thanks to the Free Software Foundation for developing the GNU Free Documentation License, which helped make my collaboration with Jeff and Chris possible, and Creative
    Commons for the license I am using now.
    vii
    Thanks to the editors at Lulu who worked on How to Think Like a Computer Scientist.
    Thanks to the editors at O’Reilly Media who worked on Think Python.
    Thanks to all the students who worked with earlier versions of this book and all the contributors (listed below) who sent in corrections and suggestions.
    Contributor List
    More than 100 sharp-eyed and thoughtful readers have sent in suggestions and corrections
    over the past few years. Their contributions, and enthusiasm for this project, have been a
    huge help.
    If you have a suggestion or correction, please send email to feedback@thinkpython.com.
    If I make a change based on your feedback, I will add you to the contributor list (unless
    you ask to be omitted).
    If you include at least part of the sentence the error appears in, that makes it easy for me to
    search. Page and section numbers are fine, too, but not quite as easy to work with. Thanks!
    • Lloyd Hugh Allen sent in a correction to Section 8.4.
    • Yvon Boulianne sent in a correction of a semantic error in Chapter 5.
    • Fred Bremmer submitted a correction in Section 2.1.
    • Jonah Cohen wrote the Perl scripts to convert the LaTeX source for this book into beautiful
    HTML.
    • Michael Conlon sent in a grammar correction in Chapter 2 and an improvement in style in
    Chapter 1, and he initiated discussion on the technical aspects of interpreters.
    • Benoît Girard sent in a correction to a humorous mistake in Section 5.6.
    • Courtney Gleason and Katherine Smith wrote horsebet.py, which was used as a case study
    in an earlier version of the book. Their program can now be found on the website.
    • Lee Harr submitted more corrections than we have room to list here, and indeed he should be
    listed as one of the principal editors of the text.
    • James Kaylin is a student using the text. He has submitted numerous corrections.
    • David Kershaw fixed the broken catTwice function in Section 3.10.
    • Eddie Lam has sent in numerous corrections to Chapters 1, 2, and 3. He also fixed the Makefile
    so that it creates an index the first time it is run and helped us set up a versioning scheme.
    • Man-Yong Lee sent in a correction to the example code in Section 2.4.
    • David Mayo pointed out that the word “unconsciously” in Chapter 1 needed to be changed to
    “subconsciously”.
    • Chris McAloon sent in several corrections to Sections 3.9 and 3.10.
    • Matthew J. Moelter has been a long-time contributor who sent in numerous corrections and
    suggestions to the book.
    viii
    Chapter 0. Preface
    • Simon Dicon Montford reported a missing function definition and several typos in Chapter 3.
    He also found errors in the increment function in Chapter 13.
    • John Ouzts corrected the definition of “return value” in Chapter 3.
    • Kevin Parks sent in valuable comments and suggestions as to how to improve the distribution
    of the book.
    • David Pool sent in a typo in the glossary of Chapter 1, as well as kind words of encouragement.
    • Michael Schmitt sent in a correction to the chapter on files and exceptions.
    • Robin Shaw pointed out an error in Section 13.1, where the printTime function was used in an
    example without being defined.
    • Paul Sleigh found an error in Chapter 7 and a bug in Jonah Cohen’s Perl script that generates
    HTML from LaTeX.
    • Craig T. Snydal is testing the text in a course at Drew University. He has contributed several
    valuable suggestions and corrections.
    • Ian Thomas and his students are using the text in a programming course. They are the first ones
    to test the chapters in the latter half of the book, and they have made numerous corrections and
    suggestions.
    • Keith Verheyden sent in a correction in Chapter 3.
    • Peter Winstanley let us know about a longstanding error in our Latin in Chapter 3.
    • Chris Wrobel made corrections to the code in the chapter on file I/O and exceptions.
    • Moshe Zadka has made invaluable contributions to this project. In addition to writing the first
    draft of the chapter on Dictionaries, he provided continual guidance in the early stages of the
    book.
    • Christoph Zwerschke sent several corrections and pedagogic suggestions, and explained the
    difference between gleich and selbe.
    • James Mayer sent us a whole slew of spelling and typographical errors, including two in the
    contributor list.
    • Hayden McAfee caught a potentially confusing inconsistency between two examples.
    • Angel Arnal is part of an international team of translators working on the Spanish version of
    the text. He has also found several errors in the English version.
    • Tauhidul Hoque and Lex Berezhny created the illustrations in Chapter 1 and improved many
    of the other illustrations.
    • Dr. Michele Alzetta caught an error in Chapter 8 and sent some interesting pedagogic comments and suggestions about Fibonacci and Old Maid.
    • Andy Mitchell caught a typo in Chapter 1 and a broken example in Chapter 2.
    • Kalin Harvey suggested a clarification in Chapter 7 and caught some typos.
    • Christopher P. Smith caught several typos and helped us update the book for Python 2.2.
    • David Hutchins caught a typo in the Foreword.
    • Gregor Lingl is teaching Python at a high school in Vienna, Austria. He is working on a German translation of the book, and he caught a couple of bad errors in Chapter 5.
    ix
    • Julie Peters caught a typo in the Preface.
    • Florin Oprina sent in an improvement in makeTime, a correction in printTime, and a nice typo.
    • D. J. Webre suggested a clarification in Chapter 3.
    • Ken found a fistful of errors in Chapters 8, 9 and 11.
    • Ivo Wever caught a typo in Chapter 5 and suggested a clarification in Chapter 3.
    • Curtis Yanko suggested a clarification in Chapter 2.
    • Ben Logan sent in a number of typos and problems with translating the book into HTML.
    • Jason Armstrong saw the missing word in Chapter 2.
    • Louis Cordier noticed a spot in Chapter 16 where the code didn’t match the text.
    • Brian Cain suggested several clarifications in Chapters 2 and 3.
    • Rob Black sent in a passel of corrections, including some changes for Python 2.2.
    • Jean-Philippe Rey at École Centrale Paris sent a number of patches, including some updates
    for Python 2.2 and other thoughtful improvements.
    • Jason Mader at George Washington University made a number of useful suggestions and corrections.
    • Jan Gundtofte-Bruun reminded us that “a error” is an error.
    • Abel David and Alexis Dinno reminded us that the plural of “matrix” is “matrices”, not “matrixes”. This error was in the book for years, but two readers with the same initials reported it
    on the same day. Weird.
    • Charles Thayer encouraged us to get rid of the semi-colons we had put at the ends of some
    statements and to clean up our use of “argument” and “parameter”.
    • Roger Sperberg pointed out a twisted piece of logic in Chapter 3.
    • Sam Bull pointed out a confusing paragraph in Chapter 2.
    • Andrew Cheung pointed out two instances of “use before def”.
    • C. Corey Capel spotted the missing word in the Third Theorem of Debugging and a typo in
    Chapter 4.
    • Alessandra helped clear up some Turtle confusion.
    • Wim Champagne found a brain-o in a dictionary example.
    • Douglas Wright pointed out a problem with floor division in arc.
    • Jared Spindor found some jetsam at the end of a sentence.
    • Lin Peiheng sent a number of very helpful suggestions.
    • Ray Hagtvedt sent in two errors and a not-quite-error.
    • Torsten Hübsch pointed out an inconsistency in Swampy.
    • Inga Petuhhov corrected an example in Chapter 14.
    • Arne Babenhauserheide sent several helpful corrections.
    x
    Chapter 0. Preface
    • Mark E. Casida is is good at spotting repeated words.
    • Scott Tyler filled in a that was missing. And then sent in a heap of corrections.
    • Gordon Shephard sent in several corrections, all in separate emails.
    • Andrew Turner spotted an error in Chapter 8.
    • Adam Hobart fixed a problem with floor division in arc.
    • Daryl Hammond and Sarah Zimmerman pointed out that I served up math.pi too early. And
    Zim spotted a typo.
    • George Sass found a bug in a Debugging section.
    • Brian Bingham suggested Exercise 11.5.
    • Leah Engelbert-Fenton pointed out that I used tuple as a variable name, contrary to my own
    advice. And then found a bunch of typos and a “use before def”.
    • Joe Funke spotted a typo.
    • Chao-chao Chen found an inconsistency in the Fibonacci example.
    • Jeff Paine knows the difference between space and spam.
    • Lubos Pintes sent in a typo.
    • Gregg Lind and Abigail Heithoff suggested Exercise 14.3.
    • Max Hailperin has sent in a number of corrections and suggestions. Max is one of the authors
    of the extraordinary Concrete Abstractions, which you might want to read when you are done
    with this book.
    • Chotipat Pornavalai found an error in an error message.
    • Stanislaw Antol sent a list of very helpful suggestions.
    • Eric Pashman sent a number of corrections for Chapters 4–11.
    • Miguel Azevedo found some typos.
    • Jianhua Liu sent in a long list of corrections.
    • Nick King found a missing word.
    • Martin Zuther sent a long list of suggestions.
    • Adam Zimmerman found an inconsistency in my instance of an “instance” and several other
    errors.
    • Ratnakar Tiwari suggested a footnote explaining degenerate triangles.
    • Anurag Goel suggested another solution for is_abecedarian and sent some additional corrections. And he knows how to spell Jane Austen.
    • Kelli Kratzer spotted one of the typos.
    • Mark Griffiths pointed out a confusing example in Chapter 3.
    • Roydan Ongie found an error in my Newton’s method.
    • Patryk Wolowiec helped me with a problem in the HTML version.
    xi
    • Mark Chonofsky told me about a new keyword in Python 3.
    • Russell Coleman helped me with my geometry.
    • Nam Nguyen found a typo and pointed out that I used the Decorator pattern but didn’t mention it by name.
    • Stéphane Morin sent in several corrections and suggestions.
    • Paul Stoop corrected a typo in uses_only.
    • Eric Bronner pointed out a confusion in the discussion of the order of operations.
    • Alexandros Gezerlis set a new standard for the number and quality of suggestions he submitted. We are deeply grateful!
    • Gray Thomas knows his right from his left.
    • Giovanni Escobar Sosa sent a long list of corrections and suggestions.
    • Daniel Neilson corrected an error about the order of operations.
    • Will McGinnis pointed out that polyline was defined differently in two places.
    • Frank Hecker pointed out an exercise that was under-specified, and some broken links.
    • Animesh B helped me clean up a confusing example.
    • Martin Caspersen found two round-off errors.
    • Gregor Ulm sent several corrections and suggestions.
    • Dimitrios Tsirigkas suggested I clarify an exercise.
    • Carlos Tafur sent a page of corrections and suggestions.
    • Martin Nordsletten found a bug in an exercise solution.
    • Sven Hoexter pointed out that a variable named input shadows a build-in function.
    • Stephen Gregory pointed out the problem with cmp in Python 3.
    • Ishwar Bhat corrected my statement of Fermat’s last theorem.
    • Andrea Zanella translated the book into Italian, and sent a number of corrections along the
    way.
    • Many, many thanks to Melissa Lewis and Luciano Ramalho for excellent comments and suggestions on the second edition.
    • Thanks to Harry Percival from PythonAnywhere for his help getting people started running
    Python in a browser.
    • Xavier Van Aubel made several useful corrections in the second edition.
    • William Murray corrected my definition of floor division.
    • Per Starbäck brought me up to date on universal newlines in Python 3.
    • Laurent Rosenfeld and Mihaela Rotaru translated this book into French. Along the way, they
    sent many corrections and suggestions.
    In addition, people who spotted typos or made corrections include Czeslaw Czapla, Dale Wilson, Francesco Carlo Cimini, Richard Fursa, Brian McGhie, Lokesh Kumar Makani, Matthew
    Shultz, Viet Le, Victor Simeone, Lars O.D. Christensen, Swarup Sahoo, Alix Etienne, Kuang
    He, Wei Huang, Karen Barber, and Eric Ransom.
    xii
    Chapter 0. Preface
    Contents
    Preface
    v
    1
    The way of the program
    1
    1.1
    What is a program? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    1
    1.2
    Running Python . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    2
    1.3
    The first program . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    3
    1.4
    Arithmetic operators . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    3
    1.5
    Values and types . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    4
    1.6
    Formal and natural languages . . . . . . . . . . . . . . . . . . . . . . . . . .
    4
    1.7
    Debugging . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    6
    1.8
    Glossary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    6
    1.9
    Exercises . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    7
    2
    Variables, expressions and statements
    9
    2.1
    Assignment statements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    9
    2.2
    Variable names . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    9
    2.3
    Expressions and statements . . . . . . . . . . . . . . . . . . . . . . . . . . .
    10
    2.4
    Script mode . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    11
    2.5
    Order of operations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    11
    2.6
    String operations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    12
    2.7
    Comments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    12
    2.8
    Debugging . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    13
    2.9
    Glossary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    14
    2.10
    Exercises . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    14
    xiv
    3
    4
    Contents
    Functions
    17
    3.1
    Function calls . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    17
    3.2
    Math functions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    18
    3.3
    Composition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    19
    3.4
    Adding new functions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    19
    3.5
    Definitions and uses . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    20
    3.6
    Flow of execution . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    21
    3.7
    Parameters and arguments . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    21
    3.8
    Variables and parameters are local . . . . . . . . . . . . . . . . . . . . . . .
    22
    3.9
    Stack diagrams . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    23
    3.10
    Fruitful functions and void functions . . . . . . . . . . . . . . . . . . . . . .
    24
    3.11
    Why functions? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    24
    3.12
    Debugging . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    25
    3.13
    Glossary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    25
    3.14
    Exercises . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    26
    Case study: interface design
    29
    4.1
    The turtle module . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    29
    4.2
    Simple repetition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    30
    4.3
    Exercises . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    31
    4.4
    Encapsulation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    32
    4.5
    Generalization . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    32
    4.6
    Interface design . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    33
    4.7
    Refactoring . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    34
    4.8
    A development plan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    35
    4.9
    docstring . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    35
    4.10
    Debugging . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    36
    4.11
    Glossary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    36
    4.12
    Exercises . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    37
    Contents
    xv
    5
    Conditionals and recursion
    39
    5.1
    Floor division and modulus . . . . . . . . . . . . . . . . . . . . . . . . . . .
    39
    5.2
    Boolean expressions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    40
    5.3
    Logical operators . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    40
    5.4
    Conditional execution . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    41
    5.5
    Alternative execution . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    41
    5.6
    Chained conditionals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    41
    5.7
    Nested conditionals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    42
    5.8
    Recursion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    43
    5.9
    Stack diagrams for recursive functions . . . . . . . . . . . . . . . . . . . . .
    44
    5.10
    Infinite recursion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    44
    5.11
    Keyboard input . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    45
    5.12
    Debugging . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    46
    5.13
    Glossary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    47
    5.14
    Exercises . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    47
    6
    Fruitful functions
    51
    6.1
    Return values . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    51
    6.2
    Incremental development . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    52
    6.3
    Composition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    54
    6.4
    Boolean functions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    54
    6.5
    More recursion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    55
    6.6
    Leap of faith . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    57
    6.7
    One more example . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    57
    6.8
    Checking types . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    58
    6.9
    Debugging . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    59
    6.10
    Glossary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    60
    6.11
    Exercises . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    60
    xvi
    7
    8
    9
    Contents
    Iteration
    63
    7.1
    Reassignment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    63
    7.2
    Updating variables . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    64
    7.3
    The while statement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    64
    7.4
    break . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    66
    7.5
    Square roots . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    66
    7.6
    Algorithms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    67
    7.7
    Debugging . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    68
    7.8
    Glossary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    68
    7.9
    Exercises . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    69
    Strings
    71
    8.1
    A string is a sequence . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    71
    8.2
    len . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    72
    8.3
    Traversal with a for loop . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    72
    8.4
    String slices . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    73
    8.5
    Strings are immutable . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    74
    8.6
    Searching . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    74
    8.7
    Looping and counting . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    75
    8.8
    String methods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    75
    8.9
    The in operator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    76
    8.10
    String comparison . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    77
    8.11
    Debugging . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    77
    8.12
    Glossary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    79
    8.13
    Exercises . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    79
    Case study: word play
    83
    9.1
    Reading word lists . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    83
    9.2
    Exercises . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    84
    9.3
    Search . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    85
    9.4
    Looping with indices . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    86
    9.5
    Debugging . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    87
    9.6
    Glossary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    87
    9.7
    Exercises . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    88
    Contents
    xvii
    10 Lists
    89
    10.1
    A list is a sequence . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    89
    10.2
    Lists are mutable . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    90
    10.3
    Traversing a list . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    91
    10.4
    List operations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    91
    10.5
    List slices . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    91
    10.6
    List methods . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    92
    10.7
    Map, filter and reduce . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    93
    10.8
    Deleting elements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    94
    10.9
    Lists and strings . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    94
    10.10 Objects and values . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    95
    10.11 Aliasing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    96
    10.12 List arguments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    97
    10.13 Debugging . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    98
    10.14 Glossary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    100
    10.15 Exercises . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    100
    11 Dictionaries
    103
    11.1
    A dictionary is a mapping . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    103
    11.2
    Dictionary as a collection of counters . . . . . . . . . . . . . . . . . . . . . . 104
    11.3
    Looping and dictionaries . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    106
    11.4
    Reverse lookup . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    106
    11.5
    Dictionaries and lists . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    107
    11.6
    Memos . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    109
    11.7
    Global variables . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    110
    11.8
    Debugging . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    111
    11.9
    Glossary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    112
    11.10 Exercises . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    113
    xviii
    Contents
    12 Tuples
    115
    12.1
    Tuples are immutable . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    115
    12.2
    Tuple assignment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    116
    12.3
    Tuples as return values . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    117
    12.4
    Variable-length argument tuples . . . . . . . . . . . . . . . . . . . . . . . .
    118
    12.5
    Lists and tuples . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    118
    12.6
    Dictionaries and tuples . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    120
    12.7
    Sequences of sequences . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    121
    12.8
    Debugging . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    122
    12.9
    Glossary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    122
    12.10 Exercises . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    123
    13 Case study: data structure selection
    125
    13.1
    Word frequency analysis . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    125
    13.2
    Random numbers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    126
    13.3
    Word histogram . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    127
    13.4
    Most common words . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    128
    13.5
    Optional parameters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    129
    13.6
    Dictionary subtraction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    129
    13.7
    Random words . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    130
    13.8
    Markov analysis . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    130
    13.9
    Data structures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    132
    13.10 Debugging . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    133
    13.11 Glossary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    134
    13.12 Exercises . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    134
    14 Files
    137
    14.1
    Persistence . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    137
    14.2
    Reading and writing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    137
    14.3
    Format operator . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    138
    14.4
    Filenames and paths . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    139
    14.5
    Catching exceptions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    140
    Contents
    xix
    14.6
    Databases . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    141
    14.7
    Pickling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    142
    14.8
    Pipes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    142
    14.9
    Writing modules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    143
    14.10 Debugging . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    144
    14.11 Glossary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    145
    14.12 Exercises . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    145
    15 Classes and objects
    147
    15.1
    Programmer-defined types . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    147
    15.2
    Attributes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    148
    15.3
    Rectangles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    149
    15.4
    Instances as return values . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    150
    15.5
    Objects are mutable . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    151
    15.6
    Copying . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    151
    15.7
    Debugging . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    152
    15.8
    Glossary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    153
    15.9
    Exercises . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    154
    16 Classes and functions
    155
    16.1
    Time . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    155
    16.2
    Pure functions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    156
    16.3
    Modifiers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    157
    16.4
    Prototyping versus planning . . . . . . . . . . . . . . . . . . . . . . . . . . .
    158
    16.5
    Debugging . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    159
    16.6
    Glossary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    160
    16.7
    Exercises . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    160
    17 Classes and methods
    161
    17.1
    Object-oriented features . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    161
    17.2
    Printing objects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    162
    17.3
    Another example . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    163
    xx
    Contents
    17.4
    A more complicated example . . . . . . . . . . . . . . . . . . . . . . . . . .
    164
    17.5
    The init method . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    164
    17.6
    The __str__ method . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    165
    17.7
    Operator overloading . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    165
    17.8
    Type-based dispatch . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    166
    17.9
    Polymorphism . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    167
    17.10 Debugging . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    168
    17.11 Interface and implementation . . . . . . . . . . . . . . . . . . . . . . . . . .
    169
    17.12 Glossary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    169
    17.13 Exercises . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    170
    18 Inheritance
    171
    18.1
    Card objects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    171
    18.2
    Class attributes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    172
    18.3
    Comparing cards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    173
    18.4
    Decks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    174
    18.5
    Printing the deck . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    174
    18.6
    Add, remove, shuffle and sort . . . . . . . . . . . . . . . . . . . . . . . . . .
    175
    18.7
    Inheritance . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    176
    18.8
    Class diagrams . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    177
    18.9
    Debugging . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    178
    18.10 Data encapsulation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    179
    18.11 Glossary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    180
    18.12 Exercises . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    181
    19 The Goodies
    183
    19.1
    Conditional expressions . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    183
    19.2
    List comprehensions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    184
    19.3
    Generator expressions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    185
    19.4
    any and all . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 185
    19.5
    Sets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    186
    19.6
    Counters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    187
    Contents
    xxi
    19.7
    defaultdict . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    188
    19.8
    Named tuples . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    189
    19.9
    Gathering keyword args . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    190
    19.10 Glossary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    191
    19.11 Exercises . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    192
    A Debugging
    193
    A.1
    Syntax errors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    193
    A.2
    Runtime errors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    195
    A.3
    Semantic errors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    198
    B Analysis of Algorithms
    201
    B.1
    Order of growth . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    202
    B.2
    Analysis of basic Python operations . . . . . . . . . . . . . . . . . . . . . . 204
    B.3
    Analysis of search algorithms . . . . . . . . . . . . . . . . . . . . . . . . . .
    205
    B.4
    Hashtables . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    206
    B.5
    Glossary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
    209
    xxii
    Contents
    Chapter 1
    The way of the program
    The goal of this book is to teach you to think like a computer scientist. This way of thinking combines some of the best features of mathematics, engineering, and natural science.
    Like mathematicians, computer scientists use formal languages to denote ideas (specifically computations). Like engineers, they design things, assembling components into systems and evaluating tradeoffs among alternatives. Like scientists, they observe the behavior of complex systems, form hypotheses, and test predictions.
    The single most important skill for a computer scientist is problem solving. Problem solving means the ability to formulate problems, think creatively about solutions, and express
    a solution clearly and accurately. As it turns out, the process of learning to program is an
    excellent opportunity to practice problem-solving skills. That’s why this chapter is called,
    “The way of the program”.
    On one level, you will be learning to program, a useful skill by itself. On another level, you
    will use programming as a means to an end. As we go along, that end will become clearer.
    1.1
    What is a program?
    A program is a sequence of instructions that specifies how to perform a computation. The
    computation might be something mathematical, such as solving a system of equations or
    finding the roots of a polynomial, but it can also be a symbolic computation, such as searching and replacing text in a document or something graphical, like processing an image or
    playing a video.
    The details look different in different languages, but a few basic instructions appear in just
    about every language:
    input: Get data from the keyboard, a file, the network, or some other device.
    output: Display data on the screen, save it in a file, send it over the network, etc.
    math: Perform basic mathematical operations like addition and multiplication.
    conditional execution: Check for certain conditions and run the appropriate code.
    2
    Chapter 1. The way of the program
    repetition: Perform some action repeatedly, usually with some variation.
    Believe it or not, that’s pretty much all there is to it. Every program you’ve ever used,
    no matter how complicated, is made up of instructions that look pretty much like these.
    So you can think of programming as the process of breaking a large, complex task into
    smaller and smaller subtasks until the subtasks are simple enough to be performed with
    one of these basic instructions.
    1.2
    Running Python
    One of the challenges of getting started with Python is that you might have to install
    Python and related software on your computer. If you are familiar with your operating
    system, and especially if you are comfortable with the command-line interface, you will
    have no trouble installing Python. But for beginners, it can be painful to learn about system administration and programming at the same time.
    To avoid that problem, I recommend that you start out running Python in a browser. Later,
    when you are comfortable with Python, I’ll make suggestions for installing Python on your
    computer.
    There are a number of web pages you can use to run Python. If you already have a favorite, go ahead and use it. Otherwise I recommend PythonAnywhere. I provide detailed
    instructions for getting started at http://tinyurl.com/thinkpython2e.
    There are two versions of Python, called Python 2 and Python 3. They are very similar, so
    if you learn one, it is easy to switch to the other. In fact, there are only a few differences you
    will encounter as a beginner. This book is written for Python 3, but I include some notes
    about Python 2.
    The Python interpreter is a program that reads and executes Python code. Depending
    on your environment, you might start the interpreter by clicking on an icon, or by typing
    python on a command line. When it starts, you should see output like this:
    Python 3.4.0 (default, Jun 19 2015, 14:20:21)
    [GCC 4.8.2] on linux
    Type “help”, “copyright”, “credits” or “license” for more information.
    >>>
    The first three lines contain information about the interpreter and the operating system it’s
    running on, so it might be different for you. But you should check that the version number,
    which is 3.4.0 in this example, begins with 3, which indicates that you are running Python
    3. If it begins with 2, you are running (you guessed it) Python 2.
    The last line is a prompt that indicates that the interpreter is ready for you to enter code. If
    you type a line of code and hit Enter, the interpreter displays the result:
    >>> 1 + 1
    2
    Now you’re ready to get started. From here on, I assume that you know how to start the
    Python interpreter and run code.
    1.3. The first program
    1.3
    3
    The first program
    Traditionally, the first program you write in a new language is called “Hello, World!” because all it does is display the words “Hello, World!”. In Python, it looks like this:
    >>> print(‘Hello, World!’)
    This is an example of a print statement, although it doesn’t actually print anything on
    paper. It displays a result on the screen. In this case, the result is the words
    Hello, World!
    The quotation marks in the program mark the beginning and end of the text to be displayed; they don’t appear in the result.
    The parentheses indicate that print is a function. We’ll get to functions in Chapter 3.
    In Python 2, the print statement is slightly different; it is not a function, so it doesn’t use
    parentheses.
    >>> print ‘Hello, World!’
    This distinction will make more sense soon, but that’s enough to get started.
    1.4
    Arithmetic operators
    After “Hello, World”, the next step is arithmetic. Python provides operators, which are
    special symbols that represent computations like addition and multiplication.
    The operators +, -, and * perform addition, subtraction, and multiplication, as in the following examples:
    >>> 40 + 2
    42
    >>> 43 – 1
    42
    >>> 6 * 7
    42
    The operator / performs division:
    >>> 84 / 2
    42.0
    You might wonder why the result is 42.0 instead of 42. I’ll explain in the next section.
    Finally, the operator ** performs exponentiation; that is, it raises a number to a power:
    >>> 6**2 + 6
    42
    In some other languages, ^ is used for exponentiation, but in Python it is a bitwise operator
    called XOR. If you are not familiar with bitwise operators, the result will surprise you:
    >>> 6 ^ 2
    4
    I won’t cover bitwise operators in this book, but you can read about them at http://wiki.
    python.org/moin/BitwiseOperators.
    4
    1.5
    Chapter 1. The way of the program
    Values and types
    A value is one of the basic things a program works with, like a letter or a number. Some
    values we have seen so far are 2, 42.0, and ‘Hello, World!’.
    These values belong to different types: 2 is an integer, 42.0 is a floating-point number, and
    ‘Hello, World!’ is a string, so-called because the letters it contains are strung together.
    If you are not sure what type a value has, the interpreter can tell you:
    >>> type(2)
    >>> type(42.0)
    >>> type(‘Hello, World!’)
    In these results, the word “class” is used in the sense of a category; a type is a category of
    values.
    Not surprisingly, integers belong to the type int, strings belong to str and floating-point
    numbers belong to float.
    What about values like ‘2’ and ‘42.0’? They look like numbers, but they are in quotation
    marks like strings.
    >>> type(‘2’)
    >>> type(‘42.0’)
    They’re strings.
    When you type a large integer, you might be tempted to use commas between groups of
    digits, as in 1,000,000. This is not a legal integer in Python, but it is legal:
    >>> 1,000,000
    (1, 0, 0)
    That’s not what we expected at all! Python interprets 1,000,000 as a comma-separated
    sequence of integers. We’ll learn more about this kind of sequence later.
    1.6
    Formal and natural languages
    Natural languages are the languages people speak, such as English, Spanish, and French.
    They were not designed by people (although people try to impose some order on them);
    they evolved naturally.
    Formal languages are languages that are designed by people for specific applications. For
    example, the notation that mathematicians use is a formal language that is particularly
    good at denoting relationships among numbers and symbols. Chemists use a formal language to represent the chemical structure of molecules. And most importantly:
    Programming languages are formal languages that have been designed to
    express computations.
    1.6. Formal and natural languages
    5
    Formal languages tend to have strict syntax rules that govern the structure of statements.
    For example, in mathematics the statement 3 + 3 = 6 has correct syntax, but 3+ = 3$6
    does not. In chemistry H2 O is a syntactically correct formula, but 2 Zz is not.
    Syntax rules come in two flavors, pertaining to tokens and structure. Tokens are the basic
    elements of the language, such as words, numbers, and chemical elements. One of the
    problems with 3+ = 3$6 is that $ is not a legal token in mathematics (at least as far as I
    know). Similarly, 2 Zz is not legal because there is no element with the abbreviation Zz.
    The second type of syntax rule pertains to the way tokens are combined. The equation
    3 + /3 is illegal because even though + and / are legal tokens, you can’t have one right
    after the other. Similarly, in a chemical formula the subscript comes after the element name,
    not before.
    This is @ well-structured Engli$h sentence with invalid t*kens in it. This sentence all valid
    tokens has, but invalid structure with.
    When you read a sentence in English or a statement in a formal language, you have to
    figure out the structure (although in a natural language you do this subconsciously). This
    process is called parsing.
    Although formal and natural languages have many features in common—tokens, structure, and syntax—there are some differences:
    ambiguity: Natural languages are full of ambiguity, which people deal with by using contextual clues and other information. Formal languages are designed to be nearly or
    completely unambiguous, which means that any statement has exactly one meaning,
    regardless of context.
    redundancy: In order to make up for ambiguity and reduce misunderstandings, natural
    languages employ lots of redundancy. As a result, they are often verbose. Formal
    languages are less redundant and more concise.
    literalness: Natural languages are full of idiom and metaphor. If I say, “The penny
    dropped”, there is probably no penny and nothing dropping (this idiom means that
    someone understood something after a period of confusion). Formal languages mean
    exactly what they say.
    Because we all grow up speaking natural languages, it is sometimes hard to adjust to formal languages. The difference between formal and natural language is like the difference
    between poetry and prose, but more so:
    Poetry: Words are used for their sounds as well as for their meaning, and the whole poem
    together creates an effect or emotional response. Ambiguity is not only common but
    often deliberate.
    Prose: The literal meaning of words is more important, and the structure contributes more
    meaning. Prose is more amenable to analysis than poetry but still often ambiguous.
    Programs: The meaning of a computer program is unambiguous and literal, and can be
    understood entirely by analysis of the tokens and structure.
    6
    Chapter 1. The way of the program
    Formal languages are more dense than natural languages, so it takes longer to read them.
    Also, the structure is important, so it is not always best to read from top to bottom, left to
    right. Instead, learn to parse the program in your head, identifying the tokens and interpreting the structure. Finally, the details matter. Small errors in spelling and punctuation,
    which you can get away with in natural languages, can make a big difference in a formal
    language.
    1.7
    Debugging
    Programmers make mistakes. For whimsical reasons, programming errors are called bugs
    and the process of tracking them down is called debugging.
    Programming, and especially debugging, sometimes brings out strong emotions. If you
    are struggling with a difficult bug, you might feel angry, despondent, or embarrassed.
    There is evidence that people naturally respond to computers as if they were people. When
    they work well, we think of them as teammates, and when they are obstinate or rude, we
    respond to them the same way we respond to rude, obstinate people (Reeves and Nass,
    The Media Equation: How People Treat Computers, Television, and New Media Like Real People
    and Places).
    Preparing for these reactions might help you deal with them. One approach is to think of
    the computer as an employee with certain strengths, like speed and precision, and particular weaknesses, like lack of empathy and inability to grasp the big picture.
    Your job is to be a good manager: find ways to take advantage of the strengths and mitigate
    the weaknesses. And find ways to use your emotions to engage with the problem, without
    letting your reactions interfere with your ability to work effectively.
    Learning to debug can be frustrating, but it is a valuable skill that is useful for many activities beyond programming. At the end of each chapter there is a section, like this one, with
    my suggestions for debugging. I hope they help!
    1.8
    Glossary
    problem solving: The process of formulating a problem, finding a solution, and expressing it.
    high-level language: A programming language like Python that is designed to be easy for
    humans to read and write.
    low-level language: A programming language that is designed to be easy for a computer
    to run; also called “machine language” or “assembly language”.
    portability: A property of a program that can run on more than one kind of computer.
    interpreter: A program that reads another program and executes it
    prompt: Characters displayed by the interpreter to indicate that it is ready to take input
    from the user.
    program: A set of instructions that specifies a computation.
    1.9. Exercises
    7
    print statement: An instruction that causes the Python interpreter to display a value on
    the screen.
    operator: A special symbol that represents a simple computation like addition, multiplication, or string concatenation.
    value: One of the basic units of data, like a number or string, that a program manipulates.
    type: A category of values. The types we have seen so far are integers (type int), floatingpoint numbers (type float), and strings (type str).
    integer: A type that represents whole numbers.
    floating-point: A type that represents numbers with fractional parts.
    string: A type that represents sequences of characters.
    natural language: Any one of the languages that people speak that evolved naturally.
    formal language: Any one of the languages that people have designed for specific purposes, such as representing mathematical ideas or computer programs; all programming languages are formal languages.
    token: One of the basic elements of the syntactic structure of a program, analogous to a
    word in a natural language.
    syntax: The rules that govern the structure of a program.
    parse: To examine a program and analyze the syntactic structure.
    bug: An error in a program.
    debugging: The process of finding and correcting bugs.
    1.9
    Exercises
    Exercise 1.1. It is a good idea to read this book in front of a computer so you can try out the
    examples as you go.
    Whenever you are experimenting with a new feature, you should try to make mistakes. For example,
    in the “Hello, world!” program, what happens if you leave out one of the quotation marks? What if
    you leave out both? What if you spell print wrong?
    This kind of experiment helps you remember what you read; it also helps when you are programming,
    because you get to know what the error messages mean. It is better to make mistakes now and on
    purpose than later and accidentally.
    1. In a print statement, what happens if you leave out one of the parentheses, or both?
    2. If you are trying to print a string, what happens if you leave out one of the quotation marks,
    or both?
    3. You can use a minus sign to make a negative number like -2. What happens if you put a plus
    sign before a number? What about 2++2?
    8
    Chapter 1. The way of the program
    4. In math notation, leading zeros are ok, as in 09. What happens if you try this in Python?
    What about 011?
    5. What happens if you have two values with no operator between them?
    Exercise 1.2. Start the Python interpreter and use it as a calculator.
    1. How many seconds are there in 42 minutes 42 seconds?
    2. How many miles are there in 10 kilometers? Hint: there are 1.61 kilometers in a mile.
    3. If you run a 10 kilometer race in 42 minutes 42 seconds, what is your average pace (time per
    mile in minutes and seconds)? What is your average speed in miles per hour?
    Chapter 2
    Variables, expressions and
    statements
    One of the most powerful features of a programming language is the ability to manipulate
    variables. A variable is a name that refers to a value.
    2.1
    Assignment statements
    An assignment statement creates a new variable and gives it a value:
    >>> message = ‘And now for something completely different’
    >>> n = 17
    >>> pi = 3.1415926535897932
    This example makes three assignments. The first assigns a string to a new variable named
    message; the second gives the integer 17 to n; the third assigns the (approximate) value of
    π to pi.
    A common way to represent variables on paper is to write the name with an arrow pointing
    to its value. This kind of figure is called a state diagram because it shows what state each
    of the variables is in (think of it as the variable’s state of mind). Figure 2.1 shows the result
    of the previous example.
    2.2
    Variable names
    Programmers generally choose names for their variables that are meaningful—they document what the variable is used for.
    message
    ’And now for something completely different’
    n
    17
    pi
    3.1415926535897932
    Figure 2.1: State diagram.
    10
    Chapter 2. Variables, expressions and statements
    Variable names can be as long as you like. They can contain both letters and numbers, but
    they can’t begin with a number. It is legal to use uppercase letters, but it is conventional to
    use only lower case for variables names.
    The underscore character, _, can appear in a name. It is often used in names with multiple
    words, such as your_name or airspeed_of_unladen_swallow.
    If you give a variable an illegal name, you get a syntax error:
    >>> 76trombones = ‘big parade’
    SyntaxError: invalid syntax
    >>> more@ = 1000000
    SyntaxError: invalid syntax
    >>> class = ‘Advanced Theoretical Zymurgy’
    SyntaxError: invalid syntax
    76trombones is illegal because it begins with a number. more@ is illegal because it contains
    an illegal character, @. But what’s wrong with class?
    It turns out that class is one of Python’s keywords. The interpreter uses keywords to
    recognize the structure of the program, and they cannot be used as variable names.
    Python 3 has these keywords:
    False
    None
    True
    and
    as
    assert
    break
    class
    continue
    def
    del
    elif
    else
    except
    finally
    for
    from
    global
    if
    import
    in
    is
    lambda
    nonlocal
    not
    or
    pass
    raise
    return
    try
    while
    with
    yield
    You don’t have to memorize this list. In most development environments, keywords are
    displayed in a different color; if you try to use one as a variable name, you’ll know.
    2.3
    Expressions and statements
    An expression is a combination of values, variables, and operators. A value all by itself is
    considered an expression, and so is a variable, so the following are all legal expressions:
    >>> 42
    42
    >>> n
    17
    >>> n + 25
    42
    When you type an expression at the prompt, the interpreter evaluates it, which means that
    it finds the value of the expression. In this example, n has the value 17 and n + 25 has the
    value 42.
    A statement is a unit of code that has an effect, like creating a variable or displaying a
    value.
    >>> n = 17
    >>> print(n)
    2.4. Script mode
    11
    The first line is an assignment statement that gives a value to n. The second line is a print
    statement that displays the value of n.
    When you type a statement, the interpreter executes it, which means that it does whatever
    the statement says. In general, statements don’t have values.
    2.4
    Script mode
    So far we have run Python in interactive mode, which means that you interact directly
    with the interpreter. Interactive mode is a good way to get started, but if you are working
    with more than a few lines of code, it can be clumsy.
    The alternative is to save code in a file called a script and then run the interpreter in script
    mode to execute the script. By convention, Python scripts have names that end with .py.
    If you know how to create and run a script on your computer, you are ready to go. Otherwise I recommend using PythonAnywhere again. I have posted instructions for running
    in script mode at http://tinyurl.com/thinkpython2e.
    Because Python provides both modes, you can test bits of code in interactive mode before
    you put them in a script. But there are differences between interactive mode and script
    mode that can be confusing.
    For example, if you are using Python as a calculator, you might type
    >>> miles = 26.2
    >>> miles * 1.61
    42.182
    The first line assigns a value to miles, but it has no visible effect. The second line is an expression, so the interpreter evaluates it and displays the result. It turns out that a marathon
    is about 42 kilometers.
    But if you type the same code into a script and run it, you get no output at all. In script
    mode an expression, all by itself, has no visible effect. Python evaluates the expression, but
    it doesn’t display the result. To display the result, you need a print statement like this:
    miles = 26.2
    print(miles * 1.61)
    This behavior can be confusing at first. To check your understanding, type the following
    statements in the Python interpreter and see what they do:
    5
    x = 5
    x + 1
    Now put the same statements in a script and run it. What is the output? Modify the script
    by transforming each expression into a print statement and then run it again.
    2.5
    Order of operations
    When an expression contains more than one operator, the order of evaluation depends
    on the order of operations. For mathematical operators, Python follows mathematical
    convention. The acronym PEMDAS is a useful way to remember the rules:
    12
    Chapter 2. Variables, expressions and statements
    • Parentheses have the highest precedence and can be used to force an expression to
    evaluate in the order you want. Since expressions in parentheses are evaluated first,
    2 * (3-1) is 4, and (1+1)**(5-2) is 8. You can also use parentheses to make an
    expression easier to read, as in (minute * 100) / 60, even if it doesn’t change the
    result.
    • Exponentiation has the next highest precedence, so 1 + 2**3 is 9, not 27, and 2 *
    3**2 is 18, not 36.
    • Multiplication and Division have higher precedence than Addition and Subtraction.
    So 2*3-1 is 5, not 4, and 6+4/2 is 8, not 5.
    • Operators with the same precedence are evaluated from left to right (except exponentiation). So in the expression degrees / 2 * pi, the division happens first and the
    result is multiplied by pi. To divide by 2π, you can use parentheses or write degrees
    / 2 / pi.
    I don’t work very hard to remember the precedence of operators. If I can’t tell by looking
    at the expression, I use parentheses to make it obvious.
    2.6
    String operations
    In general, you can’t perform mathematical operations on strings, even if the strings look
    like numbers, so the following are illegal:
    ‘chinese’-‘food’
    ‘eggs’/’easy’
    ‘third’*’a charm’
    But there are two exceptions, + and *.
    The + operator performs string concatenation, which means it joins the strings by linking
    them end-to-end. For example:
    >>> first = ‘throat’
    >>> second = ‘warbler’
    >>> first + second
    throatwarbler
    The * operator also works on strings; it performs repetition. For example, ‘Spam’*3 is
    ‘SpamSpamSpam’. If one of the values is a string, the other has to be an integer.
    This use of + and * makes sense by analogy with addition and multiplication. Just as 4*3
    is equivalent to 4+4+4, we expect ‘Spam’*3 to be the same as ‘Spam’+’Spam’+’Spam’, and
    it is. On the other hand, there is a significant way in which string concatenation and repetition are different from integer addition and multiplication. Can you think of a property
    that addition has that string concatenation does not?
    2.7
    Comments
    As programs get bigger and more complicated, they get more difficult to read. Formal
    languages are dense, and it is often difficult to look at a piece of code and figure out what
    it is doing, or why.
    2.8. Debugging
    13
    For this reason, it is a good idea to add notes to your programs to explain in natural language what the program is doing. These notes are called comments, and they start with
    the # symbol:
    # compute the percentage of the hour that has elapsed
    percentage = (minute * 100) / 60
    In this case, the comment appears on a line by itself. You can also put comments at the end
    of a line:
    percentage = (minute * 100) / 60
    # percentage of an hour
    Everything from the # to the end of the line is ignored—it has no effect on the execution of
    the program.
    Comments are most useful when they document non-obvious features of the code. It is
    reasonable to assume that the reader can figure out what the code does; it is more useful to
    explain why.
    This comment is redundant with the code and useless:
    v = 5
    # assign 5 to v
    This comment contains useful information that is not in the code:
    v = 5
    # velocity in meters/second.
    Good variable names can reduce the need for comments, but long names can make complex expressions hard to read, so there is a tradeoff.
    2.8
    Debugging
    Three kinds of errors can occur in a program: syntax errors, runtime errors, and semantic
    errors. It is useful to distinguish between them in order to track them down more quickly.
    Syntax error: “Syntax” refers to the structure of a program and the rules about that structure. For example, parentheses have to come in matching pairs, so (1 + 2) is legal,
    but 8) is a syntax error.
    If there is a syntax error anywhere in your program, Python displays an error message and quits, and you will not be able to run the program. During the first few
    weeks of your programming career, you might spend a lot of time tracking down
    syntax errors. As you gain experience, you will make fewer errors and find them
    faster.
    Runtime error: The second type of error is a runtime error, so called because the error does
    not appear until after the program has started running. These errors are also called
    exceptions because they usually indicate that something exceptional (and bad) has
    happened.
    Runtime errors are rare in the simple programs you will see in the first few chapters,
    so it might be a while before you encounter one.
    Semantic error: The third type of error is “semantic”, which means related to meaning.
    If there is a semantic error in your program, it will run without generating error
    messages, but it will not do the right thing. It will do something else. Specifically, it
    will do what you told it to do.
    Identifying semantic errors can be tricky because it requires you to work backward
    by looking at the output of the program and trying to figure out what it is doing.
    14
    Chapter 2. Variables, expressions and statements
    2.9
    Glossary
    variable: A name that refers to a value.
    assignment: A statement that assigns a value to a variable.
    state diagram: A graphical representation of a set of variables and the values they refer to.
    keyword: A reserved word that is used to parse a program; you cannot use keywords like
    if, def, and while as variable names.
    operand: One of the values on which an operator operates.
    expression: A combination of variables, operators, and values that represents a single result.
    evaluate: To simplify an expression by performing the operations in order to yield a single
    value.
    statement: A section of code that represents a command or action. So far, the statements
    we have seen are assignments and print statements.
    execute: To run a statement and do what it says.
    interactive mode: A way of using the Python interpreter by typing code at the prompt.
    script mode: A way of using the Python interpreter to read code from a script and run it.
    script: A program stored in a file.
    order of operations: Rules governing the order in which expressions involving multiple
    operators and operands are evaluated.
    concatenate: To join two operands end-to-end.
    comment: Information in a program that is meant for other programmers (or anyone reading the source code) and has no effect on the execution of the program.
    syntax error: An error in a program that makes it impossible to parse (and therefore impossible to interpret).
    exception: An error that is detected while the program is running.
    semantics: The meaning of a program.
    semantic error: An error in a program that makes it do something other than what the
    programmer intended.
    2.10
    Exercises
    Exercise 2.1. Repeating my advice from the previous chapter, whenever you learn a new feature,
    you should try it out in interactive mode and make errors on purpose to see what goes wrong.
    • We’ve seen that n = 42 is legal. What about 42 = n?
    2.10. Exercises
    15
    • How about x = y = 1?
    • In some languages every statement ends with a semi-colon, ;. What happens if you put a
    semi-colon at the end of a Python statement?
    • What if you put a period at the end of a statement?
    • In math notation you can multiply x and y like this: xy. What happens if you try that in
    Python?
    Exercise 2.2. Practice using the Python interpreter as a calculator:
    1. The volume of a sphere with radius r is 34 πr3 . What is the volume of a sphere with radius 5?
    2. Suppose the cover price of a book is $24.95, but bookstores get a 40% discount. Shipping costs
    $3 for the first copy and 75 cents for each additional copy. What is the total wholesale cost for
    60 copies?
    3. If I leave my house at 6:52 am and run 1 mile at an easy pace (8:15 per mile), then 3 miles at
    tempo (7:12 per mile) and 1 mile at easy pace again, what time do I get home for breakfast?
    16
    Chapter 2. Variables, expressions and statements
    Chapter 3
    Functions
    In the context of programming, a function is a named sequence of statements that performs
    a computation. When you define a function, you specify the name and the sequence of
    statements. Later, you can “call” the function by name.
    3.1
    Function calls
    We have already seen one example of a function call:
    >>> type(42)
    The name of the function is type. The expression in parentheses is called the argument of
    the function. The result, for this function, is the type of the argument.
    It is common to say that a function “takes” an argument and “returns” a result. The result
    is also called the return value.
    Python provides functions that convert values from one type to another. The int function
    takes any value and converts it to an integer, if it can, or complains otherwise:
    >>> int(’32’)
    32
    >>> int(‘Hello’)
    ValueError: invalid literal for int(): Hello
    int can convert floating-point values to integers, but it doesn’t round off; it chops off the
    fraction part:
    >>> int(3.99999)
    3
    >>> int(-2.3)
    -2
    float converts integers and strings to floating-point numbers:
    >>> float(32)
    32.0
    >>> float(‘3.14159′)
    3.14159
    18
    Chapter 3. Functions
    Finally, str converts its argument to a string:
    >>> str(32)
    ’32’
    >>> str(3.14159)
    ‘3.14159’
    3.2
    Math functions
    Python has a math module that provides most of the familiar mathematical functions. A
    module is a file that contains a collection of related functions.
    Before we can use the functions in a module, we have to import it with an import statement:
    >>> import math
    This statement creates a module object named math. If you display the module object, you
    get some information about it:
    >>> math
    The module object contains the functions and variables defined in the module. To access
    one of the functions, you have to specify the name of the module and the name of the
    function, separated by a dot (also known as a period). This format is called dot notation.
    >>> ratio = signal_power / noise_power
    >>> decibels = 10 * math.log10(ratio)
    >>> radians = 0.7
    >>> height = math.sin(radians)
    The first example uses math.log10 to compute a signal-to-noise ratio in decibels (assuming
    that signal_power and noise_power are defined). The math module also provides log,
    which computes logarithms base e.
    The second example finds the sine of radians. The variable name radians is a hint that
    sin and the other trigonometric functions (cos, tan, etc.) take arguments in radians. To
    convert from degrees to radians, divide by 180 and multiply by π:
    >>> degrees = 45
    >>> radians = degrees / 180.0 * math.pi
    >>> math.sin(radians)
    0.707106781187
    The expression math.pi gets the variable pi from the math module. Its value is a floatingpoint approximation of π, accurate to about 15 digits.
    If you know trigonometry, you can check the previous result by comparing it to the square
    root of two, divided by two:
    >>> math.sqrt(2) / 2.0
    0.707106781187
    3.3. Composition
    3.3
    19
    Composition
    So far, we have looked at the elements of a program—variables, expressions, and
    statements—in isolation, without talking about how to combine them.
    One of the most useful features of programming languages is their ability to take small
    building blocks and compose them. For example, the argument of a function can be any
    kind of expression, including arithmetic operators:
    x = math.sin(degrees / 360.0 * 2 * math.pi)
    And even function calls:
    x = math.exp(math.log(x+1))
    Almost anywhere you can put a value, you can put an arbitrary expression, with one exception: the left side of an assignment statement has to be a variable name. Any other
    expression on the left side is a syntax error (we will see exceptions to this rule later).
    >>> minutes = hours * 60
    >>> hours * 60 = minutes
    SyntaxError: can’t assign to operator
    3.4
    # right
    # wrong!
    Adding new functions
    So far, we have only been using the functions that come with Python, but it is also possible
    to add new functions. A function definition specifies the name of a new function and the
    sequence of statements that run when the function is called.
    Here is an example:
    def print_lyrics():
    print(“I’m a lumberjack, and I’m okay.”)
    print(“I sleep all night and I work all day.”)
    def is a keyword that indicates that this is a function definition. The name of the function
    is print_lyrics. The rules for function names are the same as for variable names: letters,
    numbers and underscore are legal, but the first character can’t be a number. You can’t use a
    keyword as the name of a function, and you should avoid having a variable and a function
    with the same name.
    The empty parentheses after the name indicate that this function doesn’t take any arguments.
    The first line of the function definition is called the header; the rest is called the body. The
    header has to end with a colon and the body has to be indented. By convention, indentation
    is always four spaces. The body can contain any number of statements.
    The strings in the print statements are enclosed in double quotes. Single quotes and double
    quotes do the same thing; most people use single quotes except in cases like this where a
    single quote (which is also an apostrophe) appears in the string.
    All quotation marks (single and double) must be “straight quotes”, usually located next
    to Enter on the keyboard. “Curly quotes”, like the ones in this sentence, are not legal in
    Python.
    If you type a function definition in interactive mode, the interpreter prints dots (…) to let
    you know that the definition isn’t complete:
    20
    Chapter 3. Functions
    >>> def print_lyrics():

    print(“I’m a lumberjack, and I’m okay.”)

    print(“I sleep all night and I work all day.”)

    To end the function, you have to enter an empty line.
    Defining a function creates a function object, which has type function:
    >>> print(print_lyrics)
    >>> type(print_lyrics)
    The syntax for calling the new function is the same as for built-in functions:
    >>> print_lyrics()
    I’m a lumberjack, and I’m okay.
    I sleep all night and I work all day.
    Once you have defined a function, you can use it inside another function. For example, to
    repeat the previous refrain, we could write a function called repeat_lyrics:
    def repeat_lyrics():
    print_lyrics()
    print_lyrics()
    And then call repeat_lyrics:
    >>> repeat_lyrics()
    I’m a lumberjack, and I’m okay.
    I sleep all night and I work all day.
    I’m a lumberjack, and I’m okay.
    I sleep all night and I work all day.
    But that’s not really how the song goes.
    3.5
    Definitions and uses
    Pulling together the code fragments from the previous section, the whole program looks
    like this:
    def print_lyrics():
    print(“I’m a lumberjack, and I’m okay.”)
    print(“I sleep all night and I work all day.”)
    def repeat_lyrics():
    print_lyrics()
    print_lyrics()
    repeat_lyrics()
    This program contains two function definitions: print_lyrics and repeat_lyrics. Function definitions get executed just like other statements, but the effect is to create function
    objects. The statements inside the function do not run until the function is called, and the
    function definition generates no output.
    3.6. Flow of execution
    21
    As you might expect, you have to create a function before you can run it. In other words,
    the function definition has to run before the function gets called.
    As an exercise, move the last line of this program to the top, so the function call appears
    before the definitions. Run the program and see what error message you get.
    Now move the function call back to the bottom and move the definition of print_lyrics
    after the definition of repeat_lyrics. What happens when you run this program?
    3.6
    Flow of execution
    To ensure that a function is defined before its first use, you have to know the order statements run in, which is called the flow of execution.
    Execution always begins at the first statement of the program. Statements are run one at a
    time, in order from top to bottom.
    Function definitions do not alter the flow of execution of the program, but remember that
    statements inside the function don’t run until the function is called.
    A function call is like a detour in the flow of execution. Instead of going to the next statement, the flow jumps to the body of the function, runs the statements there, and then comes
    back to pick up where it left off.
    That sounds simple enough, until you remember that one function can call another. While
    in the middle of one function, the program might have to run the statements in another
    function. Then, while running that new function, the program might have to run yet another function!
    Fortunately, Python is good at keeping track of where it is, so each time a function completes, the program picks up where it left off in the function that called it. When it gets to
    the end of the program, it terminates.
    In summary, when you read a program, you don’t always want to read from top to bottom.
    Sometimes it makes more sense if you follow the flow of execution.
    3.7
    Parameters and arguments
    Some of the functions we have seen require arguments. For example, when you call
    math.sin you pass a number as an argument. Some functions take more than one argument: math.pow takes two, the base and the exponent.
    Inside the function, the arguments are assigned to variables called parameters. Here is a
    definition for a function that takes an argument:
    def print_twice(bruce):
    print(bruce)
    print(bruce)
    This function assigns the argument to a parameter named bruce. When the function is
    called, it prints the value of the parameter (whatever it is) twice.
    This function works with any value that can be printed.
    22
    Chapter 3. Functions
    >>> print_twice(‘Spam’)
    Spam
    Spam
    >>> print_twice(42)
    42
    42
    >>> print_twice(math.pi)
    3.14159265359
    3.14159265359
    The same rules of composition that apply to built-in functions also apply to programmerdefined functions, so we can use any kind of expression as an argument for print_twice:
    >>> print_twice(‘Spam ‘*4)
    Spam Spam Spam Spam
    Spam Spam Spam Spam
    >>> print_twice(math.cos(math.pi))
    -1.0
    -1.0
    The argument is evaluated before the function is called, so in the examples the expressions
    ‘Spam ‘*4 and math.cos(math.pi) are only evaluated once.
    You can also use a variable as an argument:
    >>> michael = ‘Eric, the half a bee.’
    >>> print_twice(michael)
    Eric, the half a bee.
    Eric, the half a bee.
    The name of the variable we pass as an argument (michael) has nothing to do with the
    name of the parameter (bruce). It doesn’t matter what the value was called back home (in
    the caller); here in print_twice, we call everybody bruce.
    3.8
    Variables and parameters are local
    When you create a variable inside a function, it is local, which means that it only exists
    inside the function. For example:
    def cat_twice(part1, part2):
    cat = part1 + part2
    print_twice(cat)
    This function takes two arguments, concatenates them, and prints the result twice. Here is
    an example that uses it:
    >>> line1 = ‘Bing tiddle ‘
    >>> line2 = ‘tiddle bang.’
    >>> cat_twice(line1, line2)
    Bing tiddle tiddle bang.
    Bing tiddle tiddle bang.
    When cat_twice terminates, the variable cat is destroyed. If we try to print it, we get an
    exception:
    3.9. Stack diagrams
    23
    __main__
    cat_twice
    print_twice
    line1
    ’Bing tiddle ’
    line2
    ’tiddle bang.’
    part1
    ’Bing tiddle ’
    part2
    ’tiddle bang.’
    cat
    ’Bing tiddle tiddle bang.’
    bruce
    ’Bing tiddle tiddle bang.’
    Figure 3.1: Stack diagram.
    >>> print(cat)
    NameError: name ‘cat’ is not defined
    Parameters are also local. For example, outside print_twice, there is no such thing as
    bruce.
    3.9
    Stack diagrams
    To keep track of which variables can be used where, it is sometimes useful to draw a stack
    diagram. Like state diagrams, stack diagrams show the value of each variable, but they
    also show the function each variable belongs to.
    Each function is represented by a frame. A frame is a box with the name of a function
    beside it and the parameters and variables of the function inside it. The stack diagram for
    the previous example is shown in Figure 3.1.
    The frames are arranged in a stack that indicates which function called which, and so
    on. In this example, print_twice was called by cat_twice, and cat_twice was called
    by __main__, which is a special name for the topmost frame. When you create a variable
    outside of any function, it belongs to __main__.
    Each parameter refers to the same value as its corresponding argument. So, part1 has the
    same value as line1, part2 has the same value as line2, and bruce has the same value as
    cat.
    If an error occurs during a function call, Python prints the name of the function, the name
    of the function that called it, and the name of the function that called that, all the way back
    to __main__.
    For example, if you try to access cat from within print_twice, you get a NameError:
    Traceback (innermost last):
    File “test.py”, line 13, in __main__
    cat_twice(line1, line2)
    File “test.py”, line 5, in cat_twice
    print_twice(cat)
    File “test.py”, line 9, in print_twice
    print(cat)
    NameError: name ‘cat’ is not defined
    24
    Chapter 3. Functions
    This list of functions is called a traceback. It tells you what program file the error occurred
    in, and what line, and what functions were executing at the time. It also shows the line of
    code that caused the error.
    The order of the functions in the traceback is the same as the order of the frames in the
    stack diagram. The function that is currently running is at the bottom.
    3.10
    Fruitful functions and void functions
    Some of the functions we have used, such as the math functions, return results; for lack of
    a better name, I call them fruitful functions. Other functions, like print_twice, perform
    an action but don’t return a value. They are called void functions.
    When you call a fruitful function, you almost always want to do something with the result;
    for example, you might assign it to a variable or use it as part of an expression:
    x = math.cos(radians)
    golden = (math.sqrt(5) + 1) / 2
    When you call a function in interactive mode, Python displays the result:
    >>> math.sqrt(5)
    2.2360679774997898
    But in a script, if you call a fruitful function all by itself, the return value is lost forever!
    math.sqrt(5)
    This script computes the square root of 5, but since it doesn’t store or display the result, it
    is not very useful.
    Void functions might display something on the screen or have some other effect, but they
    don’t have a return value. If you assign the result to a variable, you get a special value
    called None.
    >>> result = print_twice(‘Bing’)
    Bing
    Bing
    >>> print(result)
    None
    The value None is not the same as the string ‘None’. It is a special value that has its own
    type:
    >>> type(None)
    The functions we have written so far are all void. We will start writing fruitful functions in
    a few chapters.
    3.11
    Why functions?
    It may not be clear why it is worth the trouble to divide a program into functions. There
    are several reasons:
    3.12. Debugging
    25
    • Creating a new function gives you an opportunity to name a group of statements,
    which makes your program easier to read and debug.
    • Functions can make a program smaller by eliminating repetitive code. Later, if you
    make a change, you only have to make it in one place.
    • Dividing a long program into functions allows you to debug the parts one at a time
    and then assemble them into a working whole.
    • Well-designed functions are often useful for many programs. Once you write and
    debug one, you can reuse it.
    3.12
    Debugging
    One of the most important skills you will acquire is debugging. Although it can be frustrating, debugging is one of the most intellectually rich, challenging, and interesting parts
    of programming.
    In some ways debugging is like detective work. You are confronted with clues and you
    have to infer the processes and events that led to the results you see.
    Debugging is also like an experimental science. Once you have an idea about what is going
    wrong, you modify your program and try again. If your hypothesis was correct, you can
    predict the result of the modification, and you take a step closer to a working program. If
    your hypothesis was wrong, you have to come up with a new one. As Sherlock Holmes
    pointed out, “When you have eliminated the impossible, whatever remains, however improbable, must be the truth.” (A. Conan Doyle, The Sign of Four)
    For some people, programming and debugging are the same thing. That is, programming
    is the process of gradually debugging a program until it does what you want. The idea is
    that you should start with a working program and make small modifications, debugging
    them as you go.
    For example, Linux is an operating system that contains millions of lines of code, but it
    started out as a simple program Linus Torvalds used to explore the Intel 80386 chip. According to Larry Greenfield, “One of Linus’s earlier projects was a program that would
    switch between printing AAAA and BBBB. This later evolved to Linux.” (The Linux Users’
    Guide Beta Version 1).
    3.13
    Glossary
    function: A named sequence of statements that performs some useful operation. Functions may or may not take arguments and may or may not produce a result.
    function definition: A statement that creates a new function, specifying its name, parameters, and the statements it contains.
    function object: A value created by a function definition. The name of the function is a
    variable that refers to a function object.
    header: The first line of a function definition.
    26
    Chapter 3. Functions
    body: The sequence of statements inside a function definition.
    parameter: A name used inside a function to refer to the value passed as an argument.
    function call: A statement that runs a function. It consists of the function name followed
    by an argument list in parentheses.
    argument: A value provided to a function when the function is called. This value is assigned to the corresponding parameter in the function.
    local variable: A variable defined inside a function. A local variable can only be used
    inside its function.
    return value: The result of a function. If a function call is used as an expression, the return
    value is the value of the expression.
    fruitful function: A function that returns a value.
    void function: A function that always returns None.
    None: A special value returned by void functions.
    module: A file that contains a collection of related functions and other definitions.
    import statement: A statement that reads a module file and creates a module object.
    module object: A value created by an import statement that provides access to the values
    defined in a module.
    dot notation: The syntax for calling a function in another module by specifying the module name followed by a dot (period) and the function name.
    composition: Using an expression as part of a larger expression, or a statement as part of
    a larger statement.
    flow of execution: The order statements run in.
    stack diagram: A graphical representation of a stack of functions, their variables, and the
    values they refer to.
    frame: A box in a stack diagram that represents a function call. It contains the local variables and parameters of the function.
    traceback: A list of the functions that are executing, printed when an exception occurs.
    3.14
    Exercises
    Exercise 3.1. Write a function named right_justify that takes a string named s as a parameter
    and prints the string with enough leading spaces so that the last letter of the string is in column 70
    of the display.
    >>> right_justify(‘monty’)
    monty
    Hint: Use string concatenation and repetition. Also, Python provides a built-in function called len
    that returns the length of a string, so the value of len(‘monty’) is 5.
    3.14. Exercises
    27
    Exercise 3.2. A function object is a value you can assign to a variable or pass as an argument. For
    example, do_twice is a function that takes a function object as an argument and calls it twice:
    def do_twice(f):
    f()
    f()
    Here’s an example that uses do_twice to call a function named print_spam twice.
    def print_spam():
    print(‘spam’)
    do_twice(print_spam)
    1. Type this example into a script and test it.
    2. Modify do_twice so that it takes two arguments, a function object and a value, and calls the
    function twice, passing the value as an argument.
    3. Copy the definition of print_twice from earlier in this chapter to your script.
    4. Use the modified version of do_twice to call print_twice twice, passing ‘spam’ as an
    argument.
    5. Define a new function called do_four that takes a function object and a value and calls the
    function four times, passing the value as a parameter. There should be only two statements in
    the body of this function, not four.
    Solution: https: // thinkpython. com/ code/ do_ four. py .
    Exercise 3.3. Note: This exercise should be done using only the statements and other features we
    have learned so far.
    1. Write a function that draws a grid like the following:
    + – – – – + – – – – +
    |
    |
    |
    |
    |
    |
    |
    |
    |
    |
    |
    |
    + – – – – + – – – – +
    |
    |
    |
    |
    |
    |
    |
    |
    |
    |
    |
    |
    + – – – – + – – – – +
    Hint: to print more than one value on a line, you can print a comma-separated sequence of
    values:
    print(‘+’, ‘-‘)
    By default, print advances to the next line, but you can override that behavior and put a
    space at the end, like this:
    print(‘+’, end=’ ‘)
    print(‘-‘)
    28
    Chapter 3. Functions
    The output of these statements is ‘+ -‘ on the same line. The output from the next print
    statement would begin on the next line.
    2. Write a function that draws a similar grid with four rows and four columns.
    Solution: https: // thinkpython. com/ code/ grid. py . Credit: This exercise is based on an
    exercise in Oualline, Practical C Programming, Third Edition, O’Reilly Media, 1997.
    Chapter 4
    Case study: interface design
    This chapter presents a case study that demonstrates a process for designing functions that
    work together.
    It introduces the turtle module, which allows you to create images using turtle graphics.
    The turtle module is included in most Python installations, but if you are running Python
    using PythonAnywhere, you won’t be able to run the turtle examples (at least you couldn’t
    when I wrote this).
    If you have already installed Python on your computer, you should be able to run the
    examples. Otherwise, now is a good time to install. I have posted instructions at http:
    //tinyurl.com/thinkpython2e.
    Code examples from this chapter are available from https://thinkpython.com/code/
    polygon.py.
    4.1
    The turtle module
    To check whether you have the turtle module, open the Python interpreter and type
    >>> import turtle
    >>> bob = turtle.Turtle()
    When you run this code, it should create a new window with small arrow that represents
    the turtle. Close the window.
    Create a file named mypolygon.py and type in the following code:
    import turtle
    bob = turtle.Turtle()
    print(bob)
    turtle.mainloop()
    The turtle module (with a lowercase ’t’) provides a function called Turtle (with an uppercase ’T’) that creates a Turtle object, which we assign to a variable named bob. Printing
    bob displays something like:
    30
    Chapter 4. Case study: interface design
    This means that bob refers to an object with type Turtle as defined in module turtle.
    mainloop tells the window to wait for the user to do something, although in this case
    there’s not much for the user to do except close the window.
    Once you create a Turtle, you can call a method to move it around the window. A method
    is similar to a function, but it uses slightly different syntax. For example, to move the turtle
    forward:
    bob.fd(100)
    The method, fd, is associated with the turtle object we’re calling bob. Calling a method is
    like making a request: you are asking bob to move forward.
    The argument of fd is a distance in pixels, so the actual size depends on your display.
    Other methods you can call on a Turtle are bk to move backward, lt for left turn, and rt
    right turn. The argument for lt and rt is an angle in degrees.
    Also, each Turtle is holding a pen, which is either down or up; if the pen is down, the Turtle
    leaves a trail when it moves. The methods pu and pd stand for “pen up” and “pen down”.
    To draw a right angle, add these lines to the program (after creating bob and before calling
    mainloop):
    bob.fd(100)
    bob.lt(90)
    bob.fd(100)
    When you run this program, you should see bob move east and then north, leaving two
    line segments behind.
    Now modify the program to draw a square. Don’t go on until you’ve got it working!
    4.2
    Simple repetition
    Chances are you wrote something like this:
    bob.fd(100)
    bob.lt(90)
    bob.fd(100)
    bob.lt(90)
    bob.fd(100)
    bob.lt(90)
    bob.fd(100)
    We can do the same thing more concisely with a for statement. Add this example to
    mypolygon.py and run it again:
    for i in range(4):
    print(‘Hello!’)
    You should see something like this:
    4.3. Exercises
    31
    Hello!
    Hello!
    Hello!
    Hello!
    This is the simplest use of the for statement; we will see more later. But that should be
    enough to let you rewrite your square-drawing program. Don’t go on until you do.
    Here is a for statement that draws a square:
    for i in range(4):
    bob.fd(100)
    bob.lt(90)
    The syntax of a for statement is similar to a function definition. It has a header that ends
    with a colon and an indented body. The body can contain any number of statements.
    A for statement is also called a loop because the flow of execution runs through the body
    and then loops back to the top. In this case, it runs the body four times.
    This version is actually a little different from the previous square-drawing code because it
    makes another turn after drawing the last side of the square. The extra turn takes more
    time, but it simplifies the code if we do the same thing every time through the loop. This
    version also has the effect of leaving the turtle back in the starting position, facing in the
    starting direction.
    4.3
    Exercises
    The following is a series of exercises using the turtle module. They are meant to be fun,
    but they have a point, too. While you are working on them, think about what the point is.
    The following sections have solutions to the exercises, so don’t look until you have finished
    (or at least tried).
    1. Write a function called square that takes a parameter named t, which is a turtle. It
    should use the turtle to draw a square.
    Write a function call that passes bob as an argument to square, and then run the
    program again.
    2. Add another parameter, named length, to square. Modify the body so length of the
    sides is length, and then modify the function call to provide a second argument. Run
    the program again. Test your program with a range of values for length.
    3. Make a copy of square and change the name to polygon. Add another parameter
    named n and modify the body so it draws an n-sided regular polygon. Hint: The
    exterior angles of an n-sided regular polygon are 360/n degrees.
    4. Write a function called circle that takes a turtle, t, and radius, r, as parameters and
    that draws an approximate circle by calling polygon with an appropriate length and
    number of sides. Test your function with a range of values of r.
    Hint: figure out the circumference of the circle and make sure that length * n =
    circumference.
    5. Make a more general version of circle called arc that takes an additional parameter
    angle, which determines what fraction of a circle to draw. angle is in units of degrees,
    so when angle=360, arc should draw a complete circle.
    32
    4.4
    Chapter 4. Case study: interface design
    Encapsulation
    The first exercise asks you to put your square-drawing code into a function definition and
    then call the function, passing the turtle as a parameter. Here is a solution:
    def square(t):
    for i in range(4):
    t.fd(100)
    t.lt(90)
    square(bob)
    The innermost statements, fd …

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