Solution Manual for Starting out with Python, 5th Edition, Tony Gaddis

Original price was: $35.00.Current price is: $26.50.

Solution Manual for Starting out with Python, 5th Edition, Tony Gaddis Digital Instant Download

Category:

This is completed downloadable of Solution Manual for Starting out with Python, 5th Edition, Tony Gaddis

Product Details:

  • ISBN-10 ‏ : ‎ 0135929032
  • ISBN-13 ‏ : ‎ 978-0135929032
  • Author:  Tony Gaddis

This is the eBook of the printed book and may not include any media, website access codes, or print supplements that may come packaged with the bound book. This access card provides access to MyLab Programming. Pearson eText is included. A clear and student-friendly introduction to the fundamentals of Python In Starting Out with Python®, 5th Edition, Tony Gaddis’ accessible coverage introduces students to the basics of programming in a high level language. Python, an easy-to-learn and increasingly popular object-oriented language, allows readers to become comfortable with the fundamentals of programming without the troublesome syntax that can be challenging for novices. With the knowledge acquired using Python, students gain confidence in their skills and learn to recognize the logic behind developing high-quality programs. Starting Out with Python discusses control structures, functions, and lists before classes. As with all Gaddis texts, clear and easy-to-read code listings, concise and practical real-world examples, focused explanations, and an abundance of exercises appear in every chapter. Updates to the 5th Edition include a new chapter on database programming, and new coverage of GUI programming, string processing and formatting, and turtle graphics topics. Personalize learning with MyLab Programming By combining trusted author content with digital tools and a flexible platform, MyLab personalizes the learning experience and improves results for each student. With MyLab Programming, students work through hundreds of short, auto-graded coding exercises and receive immediate and helpful feedback based on their work.  Plus, get anytime, anywhere access with Pearson eText Pearson eText is a simple-to-use, mobile-optimized, personalized reading experience available within MyLab. It lets students highlight and take notes, all in one place – even when offline. Educators can easily customize the table of contents and share their own notes with students so they see the connection between their eText and what they learn in class.

 

Table of Content:

  1. Chapter 1 Introduction to Computers and Programming
  2. 1.1 Introduction
  3. 1.2 Hardware and Software
  4. Hardware
  5. The CPU
  6. Main Memory
  7. Secondary Storage Devices
  8. Input Devices
  9. Output Devices
  10. Software
  11. System Software
  12. Application Software
  13. 1.3 How Computers Store Data
  14. Storing Numbers
  15. Storing Characters
  16. Advanced Number Storage
  17. Other Types of Data
  18. 1.4 How a Program Works
  19. From Machine Language to Assembly Language
  20. High-Level Languages
  21. Keywords, Operators, and Syntax: An Overview
  22. Compilers and Interpreters
  23. 1.5 Using Python
  24. Installing Python
  25. The Python Interpreter
  26. Interactive Mode
  27. Writing Python Programs and Running Them in Script Mode
  28. The IDLE Programming Environment
  29. Review Questions
  30. Multiple Choice
  31. True or False
  32. Short Answer
  33. Exercises
  34. Chapter 2 Input, Processing, and Output
  35. 2.1 Designing a Program
  36. The Program Development Cycle
  37. More About the Design Process
  38. Understand the Task That the Program Is to Perform
  39. Determine the Steps That Must Be Taken to Perform the Task
  40. Pseudocode
  41. Flowcharts
  42. 2.2 Input, Processing, and Output
  43. 2.3 Displaying Output with the print Function
  44. Strings and String Literals
  45. 2.4 Comments
  46. 2.5 Variables
  47. Creating Variables with Assignment Statements
  48. Variable Naming Rules
  49. Displaying Multiple Items with the print Function
  50. Variable Reassignment
  51. Numeric Data Types and Literals
  52. Storing Strings with the str Data Type
  53. Reassigning a Variable to a Different Type
  54. 2.6 Reading Input from the Keyboard
  55. Reading Numbers with the input Function
  56. 2.7 Performing Calculations
  57. Floating-Point and Integer Division
  58. Operator Precedence
  59. Grouping with Parentheses
  60. The Exponent Operator
  61. The Remainder Operator
  62. Converting Math Formulas to Programming Statements
  63. Mixed-Type Expressions and Data Type Conversion
  64. Breaking Long Statements into Multiple Lines
  65. 2.8 String Concatenation
  66. Implicit String Literal Concatenation
  67. 2.9 More About the print Function
  68. Suppressing the print Function’s Ending Newline
  69. Specifying an Item Separator
  70. Escape Characters
  71. 2.10 Displaying Formatted Output with F-strings
  72. Placeholder Expressions
  73. Formatting Values
  74. Rounding Floating-Point Numbers
  75. Inserting Comma Separators
  76. Formatting a Floating-Point Number as a Percentage
  77. Formatting in Scientific Notation
  78. Formatting Integers
  79. Specifying a Minimum Field Width
  80. Aligning Values
  81. The Order of Designators
  82. Concatenation with F-strings
  83. 2.11 Named Constants
  84. 2.12 Introduction to Turtle Graphics
  85. Drawing Lines with the Turtle
  86. Turning the Turtle
  87. Setting the Turtle’s Heading to a Specific Angle
  88. Getting the Turtle’s Current Heading
  89. Moving the Pen Up and Down
  90. Drawing Circles and Dots
  91. Changing the Pen Size
  92. Changing the Drawing Color
  93. Changing the Background Color
  94. Resetting the Screen
  95. Specifying the Size of the Graphics Window
  96. Moving the Turtle to a Specific Location
  97. Getting the Turtle’s Current Position
  98. Controlling the Turtle’s Animation Speed
  99. Hiding the Turtle
  100. Displaying Text in the Graphics Window
  101. Filling Shapes
  102. Getting Input with a Dialog Box
  103. Getting String Input with the turtle.textinput Command
  104. Using turtle.done() to Keep the Graphics Window Open
  105. Review Questions
  106. Multiple Choice
  107. True or False
  108. Short Answer
  109. Algorithm Workbench
  110. Programming Exercises
  111. 1. Personal Information
  112. 2. Sales Prediction
  113. 3. Land Calculation
  114. 4. Total Purchase
  115. 5. Distance Traveled
  116. 6. Sales Tax
  117. 7. Miles-per-Gallon
  118. 8. Tip, Tax, and Total
  119. 9. Celsius to Fahrenheit Temperature Converter
  120. 10. Ingredient Adjuster
  121. 11. Male and Female Percentages
  122. 12. Stock Transaction Program
  123. 13. Planting Grapevines
  124. 14. Compound Interest
  125. 15. Turtle Graphics Drawings
  126. Chapter 3 Decision Structures and Boolean Logic
  127. 3.1 The if Statement
  128. Boolean Expressions and Relational Operators
  129. The >= and <= Operators
  130. The == Operator
  131. The != Operator
  132. Putting It All Together
  133. 3.2 The if-else Statement
  134. Indentation in the if-else Statement
  135. 3.3 Comparing Strings
  136. Other String Comparisons
  137. 3.4 Nested Decision Structures and the if-elif-else Statement
  138. Testing a Series of Conditions
  139. The if-elif-else Statement
  140. 3.5 Logical Operators
  141. The and Operator
  142. The or Operator
  143. Short-Circuit Evaluation
  144. The not Operator
  145. The Loan Qualifier Program Revisited
  146. Yet Another Loan Qualifier Program
  147. Checking Numeric Ranges with Logical Operators
  148. 3.6 Boolean Variables
  149. 3.7 Turtle Graphics: Determining the State of the Turtle
  150. Determining the Turtle’s Location
  151. Determining the Turtle’s Heading
  152. Determining Whether the Pen Is Down
  153. Determining Whether the Turtle Is Visible
  154. Determining the Current Colors
  155. Determining the Pen Size
  156. Determining the Turtle’s Animation Speed
  157. Review Questions
  158. Multiple Choice
  159. True or False
  160. Short Answer
  161. Algorithm Workbench
  162. Programming Exercises
  163. 1. Day of the Week
  164. 2. Areas of Rectangles
  165. 3. Age Classifier
  166. 4. Roman Numerals
  167. 5. Mass and Weight
  168. 6. Magic Dates
  169. 7. Color Mixer
  170. 8. Hot Dog Cookout Calculator
  171. 9. Roulette Wheel Colors
  172. 10. Money Counting Game
  173. 11. Book Club Points
  174. 12. Software Sales
  175. 13. Shipping Charges
  176. 14. Body Mass Index
  177. 15. Time Calculator
  178. 16. February Days
  179. 17. Wi-Fi Diagnostic Tree
  180. 18. Restaurant Selector
  181. 19. Turtle Graphics: Hit the Target Modification
  182. Chapter 4 Repetition Structures
  183. 4.1 Introduction to Repetition Structures
  184. Condition-Controlled and Count-Controlled Loops
  185. 4.2 The while Loop: A Condition-Controlled Loop
  186. The while Loop Is a Pretest Loop
  187. Infinite Loops
  188. 4.3 The for Loop: A Count-Controlled Loop
  189. Using the range Function with the for Loop
  190. Using the Target Variable Inside the Loop
  191. Letting the User Control the Loop Iterations
  192. Generating an Iterable Sequence that Ranges from Highest to Lowest
  193. 4.4 Calculating a Running Total
  194. The Augmented Assignment Operators
  195. 4.5 Sentinels
  196. 4.6 Input Validation Loops
  197. 4.7 Nested Loops
  198. 4.8 Turtle Graphics: Using Loops to Draw Designs
  199. Review Questions
  200. Multiple Choice
  201. True or False
  202. Short Answer
  203. Algorithm Workbench
  204. Programming Exercises
  205. 1. Bug Collector
  206. 2. Calories Burned
  207. 3. Budget Analysis
  208. 4. Distance Traveled
  209. 5. Average Rainfall
  210. 6. Celsius to Fahrenheit Table
  211. 7. Pennies for Pay
  212. 8. Sum of Numbers
  213. 9. Ocean Levels
  214. 10. Tuition Increase
  215. 11. Weight Loss
  216. 12. Calculating the Factorial of a Number
  217. 13. Population
  218. 14. Write a program that uses nested loops to draw this pattern:
  219. 15. Write a program that uses nested loops to draw this pattern:
  220. 16. Turtle Graphics: Repeating Squares
  221. 17. Turtle Graphics: Star Pattern
  222. 18. Turtle Graphics: Hypnotic Pattern
  223. 19. Turtle Graphics: STOP Sign
  224. Chapter 5 Functions
  225. 5.1 Introduction to Functions
  226. Benefits of Modularizing a Program with Functions
  227. Simpler Code
  228. Code Reuse
  229. Better Testing
  230. Faster Development
  231. Easier Facilitation of Teamwork
  232. Void Functions and Value-Returning Functions
  233. 5.2 Defining and Calling a Void Function
  234. Function Names
  235. Defining and Calling a Function
  236. Calling a Function
  237. Indentation in Python
  238. 5.3 Designing a Program to Use Functions
  239. Flowcharting a Program with Functions
  240. Top-Down Design
  241. Hierarchy Charts
  242. Pausing Execution Until the User Presses Enter
  243. Using the pass Keyword
  244. 5.4 Local Variables
  245. Scope and Local Variables
  246. 5.5 Passing Arguments to Functions
  247. Parameter Variable Scope
  248. Passing Multiple Arguments
  249. Making Changes to Parameters
  250. Keyword Arguments
  251. Mixing Keyword Arguments with Positional Arguments
  252. 5.6 Global Variables and Global Constants
  253. Global Constants
  254. 5.7 Introduction to Value-Returning Functions: Generating Random Numbers
  255. Standard Library Functions and the import Statement
  256. Generating Random Numbers
  257. Calling Functions from an F-String
  258. Experimenting with Random Numbers in Interactive Mode
  259. The randrange, random, and uniform Functions
  260. Random Number Seeds
  261. 5.8 Writing Your Own Value-Returning Functions
  262. Making the Most of the return Statement
  263. How to Use Value-Returning Functions
  264. Using IPO Charts
  265. Returning Strings
  266. Returning Boolean Values
  267. Using Boolean Functions in Validation Code
  268. Returning Multiple Values
  269. Returning None from a Function
  270. 5.9 The math Module
  271. The math.pi and math.e Values
  272. 5.10 Storing Functions in Modules
  273. Conditionally Executing the main Function in a Module
  274. 5.11 Turtle Graphics: Modularizing Code with Functions
  275. Storing Your Graphics Functions in a Module
  276. Review Questions
  277. Multiple Choice
  278. True or False
  279. Short Answer
  280. Algorithm Workbench
  281. Programming Exercises
  282. 1. Kilometer Converter
  283. 2. Sales Tax Program Refactoring
  284. 3. How Much Insurance?
  285. 4. Automobile Costs
  286. 5. Property Tax
  287. 6. Calories from Fat and Carbohydrates
  288. 7. Stadium Seating
  289. 8. Paint Job Estimator
  290. 9. Monthly Sales Tax
  291. 10. Feet to Inches
  292. 11. Math Quiz
  293. 12. Maximum of Two Values
  294. 13. Falling Distance
  295. 14. Kinetic Energy
  296. 15. Test Average and Grade
  297. 16. Odd/Even Counter
  298. 17. Prime Numbers
  299. 18. Prime Number List
  300. 19. Future Value
  301. 20. Random Number Guessing Game
  302. 21. Rock, Paper, Scissors Game
  303. 22. Turtle Graphics: Triangle Function
  304. 23. Turtle Graphics: Modular Snowman
  305. 24. Turtle Graphics: Rectangular Pattern
  306. 25. Turtle Graphics: Checkerboard
  307. 26. Turtle Graphics: City Skyline
  308. Chapter 6 Files and Exceptions
  309. 6.1 Introduction to File Input and Output
  310. Types of Files
  311. File Access Methods
  312. Filenames and File Objects
  313. Opening a File
  314. Specifying the Location of a File
  315. Writing Data to a File
  316. Reading Data From a File
  317. Concatenating a Newline to a String
  318. Reading a String and Stripping the Newline from It
  319. Appending Data to an Existing File
  320. Writing and Reading Numeric Data
  321. 6.2 Using Loops to Process Files
  322. Reading a File with a Loop and Detecting the End of the File
  323. Using Python’s for Loop to Read Lines
  324. 6.3 Processing Records
  325. 6.4 Exceptions
  326. Handling Multiple Exceptions
  327. Using One except Clause to Catch All Exceptions
  328. Displaying an Exception’s Default Error Message
  329. The else Clause
  330. The finally Clause
  331. What If an Exception Is Not Handled?
  332. Review Questions
  333. Multiple Choice
  334. True or False
  335. Short Answer
  336. Algorithm Workbench
  337. Programming Exercises
  338. 1. File Display
  339. 2. File Head Display
  340. 3. Line Numbers
  341. 4. Item Counter
  342. 5. Sum of Numbers
  343. 6. Average of Numbers
  344. 7. Random Number File Writer
  345. 8. Random Number File Reader
  346. 9. Exception Handing
  347. 10. Golf Scores
  348. 11. Personal Web Page Generator
  349. 12. Average Steps Taken
  350. Chapter 7 Lists and Tuples
  351. 7.1 Sequences
  352. 7.2 Introduction to Lists
  353. The Repetition Operator
  354. Iterating over a List with the for Loop
  355. Indexing
  356. The len Function
  357. Using a for Loop to Iterate by Index Over a List
  358. Lists Are Mutable
  359. Concatenating Lists
  360. 7.3 List Slicing
  361. 7.4 Finding Items in Lists with the in Operator
  362. 7.5 List Methods and Useful Built-in Functions
  363. The del Statement
  364. The min and max Functions
  365. 7.6 Copying Lists
  366. 7.7 Processing Lists
  367. Totaling the Values in a List
  368. Averaging the Values in a List
  369. Passing a List as an Argument to a Function
  370. Returning a List from a Function
  371. Randomly Selecting List Elements
  372. Working with Lists and Files
  373. 7.8 List Comprehensions
  374. Using if Clauses with List Comprehensions
  375. 7.9 Two-Dimensional Lists
  376. 7.10 Tuples
  377. What’s the Point?
  378. Converting Between Lists and Tuples
  379. 7.11 Plotting List Data with the matplotlib Package
  380. Importing the pyplot Module
  381. Plotting a Line Graph
  382. Adding a Title, Axis Labels, and a Grid
  383. Customizing the X and Y Axes
  384. Displaying Markers at the Data Points
  385. Plotting a Bar Chart
  386. Customizing the Bar Width
  387. Changing the Colors of the Bars
  388. Adding a Title, Axis Labels, and Customizing the Tick Mark Labels
  389. Plotting a Pie Chart
  390. Displaying Slice Labels and a Chart Title
  391. Changing the Colors of the Slices
  392. Review Questions
  393. Multiple Choice
  394. True or False
  395. Short Answer
  396. Algorithm Workbench
  397. Programming Exercises
  398. 1. Total Sales
  399. 2. Lottery Number Generator
  400. 3. Rainfall Statistics
  401. 4. Number Analysis Program
  402. 5. Charge Account Validation
  403. 6. Larger Than n
  404. 7. Driver’s License Exam
  405. 8. Name Search
  406. 9. Population Data
  407. 10. World Series Champions
  408. 11. Lo Shu Magic Square
  409. 12. Prime Number Generation
  410. 13. Magic 8 Ball
  411. 14. Expense Pie Chart
  412. 15. 1994 Weekly Gas Graph
  413. Chapter 8 More About Strings
  414. 8.1 Basic String Operations
  415. Accessing the Individual Characters in a String
  416. Iterating over a String with the for Loop
  417. Indexing
  418. IndexError Exceptions
  419. The len Function
  420. String Concatenation
  421. Strings Are Immutable
  422. 8.2 String Slicing
  423. 8.3 Testing, Searching, and Manipulating Strings
  424. Testing Strings with in and not in
  425. String Methods
  426. String Testing Methods
  427. Modification Methods
  428. Searching and Replacing
  429. The Repetition Operator
  430. Splitting a String
  431. Review Questions
  432. Multiple Choice
  433. True or False
  434. Short Answer
  435. Algorithm Workbench
  436. Programming Exercises
  437. 1. Initials
  438. 2. Sum of Digits in a String
  439. 3. Date Printer
  440. 4. Morse Code Converter
  441. 5. Alphabetic Telephone Number Translator
  442. 6. Average Number of Words
  443. 7. Character Analysis
  444. 8. Sentence Capitalizer
  445. 9. Vowels and Consonants
  446. 10. Most Frequent Character
  447. 11. Word Separator
  448. 12. Pig Latin
  449. 13. PowerBall Lottery
  450. 14. Gas Prices
  451. Chapter 9 Dictionaries and Sets
  452. 9.1 Dictionaries
  453. Creating a Dictionary
  454. Retrieving a Value from a Dictionary
  455. Using the in and not in Operators to Test for a Value in a Dictionary
  456. Adding Elements to an Existing Dictionary
  457. Deleting Elements
  458. Getting the Number of Elements in a Dictionary
  459. Mixing Data Types in a Dictionary
  460. Creating an Empty Dictionary
  461. Using the for Loop to Iterate over a Dictionary
  462. Some Dictionary Methods
  463. The clear Method
  464. The get Method
  465. The items Method
  466. The keys Method
  467. The pop Method
  468. The popitem Method
  469. The values Method
  470. Dictionary Comprehensions
  471. Using if Clauses with Dictionary Comprehensions
  472. 9.2 Sets
  473. Creating a Set
  474. Getting the Number of Elements in a Set
  475. Adding and Removing Elements
  476. Using the for Loop to Iterate over a Set
  477. Using the in and not in Operators to Test for a Value in a Set
  478. Finding the Union of Sets
  479. Finding the Intersection of Sets
  480. Finding the Difference of Sets
  481. Finding the Symmetric Difference of Sets
  482. Finding Subsets and Supersets
  483. Set Comprehensions
  484. 9.3 Serializing Objects
  485. Review Questions
  486. Multiple Choice
  487. True or False
  488. Short Answer
  489. Algorithm Workbench
  490. Programming Exercises
  491. 1. Course information
  492. 2. Capital Quiz
  493. 3. File Encryption and Decryption
  494. 4. Unique Words
  495. 5. Word Frequency
  496. 6. File Analysis
  497. 7. World Series Winners
  498. 8. Name and Email Addresses
  499. 9. Blackjack Simulation
  500. 10. Word Index
  501. Chapter 10 Classes and Object-Oriented Programming
  502. 10.1 Procedural and Object-Oriented Programming
  503. Object Reusability
  504. An Everyday Example of an Object
  505. 10.2 Classes
  506. Class Definitions
  507. Hiding Attributes
  508. Storing Classes in Modules
  509. The BankAccount Class
  510. The _ _str_ _ Method
  511. 10.3 Working with Instances
  512. Accessor and Mutator Methods
  513. Passing Objects as Arguments
  514. 10.4 Techniques for Designing Classes
  515. The Unified Modeling Language
  516. Finding the Classes in a Problem
  517. Writing a Description of the Problem Domain
  518. Identify All of the Nouns
  519. Refining the List of Nouns
  520. Identifying a Class’s Responsibilities
  521. The Customer Class
  522. The Car Class
  523. The ServiceQuote Class
  524. This Is only the Beginning
  525. Review Questions
  526. Multiple Choice
  527. True or False
  528. Short Answer
  529. Algorithm Workbench
  530. Programming Exercises
  531. 1. Pet Class
  532. 2. Car Class
  533. 3. Personal Information Class
  534. 4. Employee Class
  535. 5. RetailItem Class
  536. 6. Patient Charges
  537. 7. Employee Management System
  538. 8. Cash Register
  539. 9. Trivia Game
  540. Chapter 11 Inheritance
  541. 11.1 Introduction to Inheritance
  542. Generalization and Specialization
  543. Inheritance and the “Is a” Relationship
  544. Inheritance in UML Diagrams
  545. 11.2 Polymorphism
  546. The isinstance Function
  547. Review Questions
  548. Multiple Choice
  549. True or False
  550. Short Answer
  551. Algorithm Workbench
  552. Programming Exercises
  553. 1. Employee and ProductionWorker Classes
  554. 2. ShiftSupervisor Class
  555. 3. Person and Customer Classes
  556. Chapter 12 Recursion
  557. 12.1 Introduction to Recursion
  558. 12.2 Problem Solving with Recursion
  559. Using Recursion to Calculate the Factorial of a Number
  560. Direct and Indirect Recursion
  561. 12.3 Examples of Recursive Algorithms
  562. Summing a Range of List Elements with Recursion
  563. The Fibonacci Series
  564. Finding the Greatest Common Divisor
  565. The Towers of Hanoi
  566. Recursion versus Looping
  567. Review Questions
  568. Multiple Choice
  569. True or False
  570. Short Answer
  571. Algorithm Workbench
  572. Programming Exercises
  573. 1. Recursive Printing
  574. 2. Recursive Multiplication
  575. 3. Recursive Lines
  576. 4. Largest List Item
  577. 5. Recursive List Sum
  578. 6. Sum of Numbers
  579. 7. Recursive Power Method
  580. 8. Ackermann’s Function
  581. Chapter 13 GUI Programming
  582. 13.1 Graphical User Interfaces
  583. GUI Programs Are Event-Driven
  584. 13.2 Using the tkinter Module
  585. 13.3 Displaying Text with Label Widgets
  586. Adding Borders to a Label
  587. Padding
  588. Adding Internal Padding
  589. Adding External Padding
  590. Adding Both Internal and External Padding
  591. Adding Different Amounts of External Padding to Each Side
  592. 13.4 Organizing Widgets with Frames
  593. 13.5 Button Widgets and Info Dialog Boxes
  594. Creating a Quit Button
  595. 13.6 Getting Input with the Entry Widget
  596. 13.7 Using Labels as Output Fields
  597. 13.8 Radio Buttons and Check Buttons
  598. Radio Buttons
  599. Using Callback Functions with Radiobuttons
  600. Check Buttons
  601. 13.9 Listbox Widgets
  602. Specifying the Size of the Listbox
  603. Using a Loop to Populate the Listbox
  604. Selecting Items in a Listbox
  605. Retrieving the Selected Item or Items
  606. Deleting Items from a Listbox
  607. Executing a Callback Function When the User Clicks a Listbox Item
  608. Adding Scrollbars to a Listbox
  609. Adding a Vertical Scrollbar
  610. Adding a Horizontal Scrollbar Only
  611. Adding Both Vertical and Horizontal Scrollbars
  612. 13.10 Drawing Shapes with the Canvas Widget
  613. The Canvas Widget’s Screen Coordinate System
  614. Drawing Lines: The create_line Method
  615. Drawing Rectangles: The create_rectangle Method
  616. Drawing Ovals: The create_oval Method
  617. Drawing Arcs: The create_arc Method
  618. Drawing Polygons: The create_polygon Method
  619. Drawing Text: The create_text Method
  620. Setting the Font
  621. Review Questions
  622. Multiple Choice
  623. True or False
  624. Short Answer
  625. Algorithm Workbench
  626. Programming Exercises
  627. 1. Name and Address
  628. 2. Latin Translator
  629. 3. Miles Per Gallon Calculator
  630. 4. Celsius to Fahrenheit
  631. 5. Property Tax
  632. 6. Joe’s Automotive
  633. 7. Long-Distance Calls
  634. 8. This Old House
  635. 9. Tree Age
  636. 10. Hollywood Star
  637. 11. Vehicle Outline
  638. 12. Solar System
  639. Chapter 14 Database Programming
  640. 14.1 Database Management Systems
  641. SQL
  642. SQLite
  643. 14.2 Tables, Rows, and Columns
  644. Column Data Types
  645. Primary Keys
  646. Identity Columns
  647. Allowing Null Values
  648. 14.3 Opening and Closing a Database Connection with SQLite
  649. Specifying the Database’s Location on Disk
  650. Passing SQL Statements to the DBMS
  651. 14.4 Creating and Deleting Tables
  652. Creating a Table
  653. Creating Multiple Tables
  654. Creating a Table Only If It Does Not Already Exist
  655. Deleting a Table
  656. 14.5 Adding Data to a Table
  657. Inserting Multiple Rows with One INSERT Statement
  658. Inserting NULL Data
  659. Inserting the Values of Variables
  660. Watch Out for SQL Injection Attacks
  661. 14.6 Querying Data with the SQL SELECT Statement
  662. Sample Database
  663. The SELECT Statement
  664. Selecting All the Columns in a Table
  665. Specifying Search Criteria with the WHERE Clause
  666. SQL Logical Operators: AND, OR, and NOT
  667. String Comparisons in a SELECT Statement
  668. Using the LIKE Operator
  669. Sorting the Results of a SELECT Query
  670. Aggregate Functions
  671. 14.7 Updating and Deleting Existing Rows
  672. Updating Rows
  673. Updating Multiple Columns
  674. Determining the Number of Rows Updated
  675. Deleting Rows with the DELETE Statement
  676. Determining the Number of Rows Deleted
  677. 14.8 More About Primary Keys
  678. The RowID Column in SQLite
  679. Integer Primary Keys in SQLite
  680. Primary Keys Other Than Integer
  681. Composite Keys
  682. 14.9 Handling Database Exceptions
  683. 14.10 CRUD Operations
  684. 14.11 Relational Data
  685. Foreign Keys
  686. Entity Relationship Diagrams
  687. Creating Foreign Keys in SQL
  688. Enabling Foreign Key Enforcement in SQLite
  689. Updating Relational Data
  690. Deleting Relational Data
  691. Retrieving Columns from Multiple Tables in a SELECT Statement
  692. Review Questions
  693. Multiple Choice
  694. True or False
  695. Short Answer
  696. Algorithm Workbench
  697. Programming Exercises
  698. 1. Population Database
  699. 2. Phone Book Database
  700. 3. Relational Database Project
  701. Appendix A Installing Python
  702. Downloading Python
  703. Installing Python 3.x For Windows
  704. Appendix B Introduction to IDLE
  705. Starting IDLE and Using the Python Shell
  706. Writing a Python Program in the IDLE Editor
  707. Color Coding
  708. Automatic Indentation
  709. Saving a Program
  710. Running a Program
  711. Other Resources
  712. Appendix C The ASCII Character Set
  713. Appendix D Predefined Named Colors
  714. Appendix E More About the import Statement
  715. Importing a Specific Function or Class
  716. Wildcard Imports
  717. Using an Alias
  718. Appendix F Formatting Numeric Output with the format() Function
  719. Formatting in Scientific Notation
  720. Inserting Comma Separators
  721. Specifying a Minimum Field Width
  722. Formatting a Floating-Point Number as a Percentage
  723. Formatting Integers
  724. Appendix G Installing Modules with the pip Utility
  725. Appendix H Answers to Checkpoints
  726. Index
  727. Symbols
  728. A
  729. B
  730. C
  731. D
  732. E
  733. F
  734. G
  735. H
  736. I
  737. J
  738. K
  739. L
  740. M
  741. N
  742. O
  743. P
  744. Q
  745. R
  746. S
  747. T
  748. U
  749. V
  750. W
  751. Z
  752. Credits