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# Codecademy's Python 2 Course
https://www.codecademy.com/courses/learn-python/lessons/python-syntax/
It's gratis and accepts Python 3 syntax.
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# Object-oriented
"The main goal of an object oriented language is to make code reusable – we do this through the use of classes and objects. If we want to design a new type of car, we can start with what they all have in common: wheels, seats, a frame. Now that we’ ve determined what cars have in common, we can more easily implement any type of car we want by starting from that basic blueprint."
https://discuss.codecademy.com/t/what-does-it-mean-that-python-is-an-object-oriented-language/297314
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# Errors (ex6, CH1, P3)
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"SyntaxError means there is something wrong with the way your program is written — punctuation that does not belong, a command where it is not expected, or a missing parenthesis can all trigger a SyntaxError.
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A NameError occurs when the Python interpreter sees a word it does not recognize. Code that contains something that looks like a variable but was never defined will throw a NameError."
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SyntaxError example: `SyntaxError: EOL while scanning string literal`
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# Math (ex6)
```
mirthful_addition = 12381 + 91817
amazing_subtraction = 981 - 312
trippy_multiplication = 38 * 902
happy_division = 540 / 45
sassy_combinations = 129 * 1345 + 120 / 6 - 12
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exponents = (16 ** 0.5) # 16 to the 1/2th power. (4)
remainder = (15 % 2) # The remainder (and thus the result) equals 1
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```
## Find the remainder of a number using %
```
is_this_number_odd = 15 % 2
is_this_number_divisible_by_seven = 133 % 7
```
# Updating variables / operators.
```
sandwich_price += sales_tax
```
is the same as:
```
sandwich_price = sandwich_price + sales_tax
```
but is much shorter.
## Comments
Are indicated by # or """This is not for running"""
# Numbers
An integer is like `5` , a float is a number with a decimal point like `5.0` . They can also be in scientific notation like `2.3e7`
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In Python 2, you need to make sure math like `7/2` = `3.5` is correct is by inputting it into Python like `7./2.` or `float(7)/2`
## Limitations of floats
Floats are limited by the number of digits. For example `1/3 = 0.3`
```
>>> format(math.pi, '.12g') # give 12 significant digits
'3.14159265359'
>>> format(math.pi, '.2f') # give 2 digits after the point
'3.14'
```
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# Strings
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Multi-line strings are marked by
```"""
Mulit-
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line
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strings"""
```
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# Booleans (True/False)
True = int(1)
False = int(0)
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## Boolean Expressions
`and` evaluates true if both are true.
`or` evaluates true if either are true.
`not` return the opposite boolean value.
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## Relational Operators (ch.4, ex. 3)
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`==` returns `True` if is is equal
`!=` returns `True` if is is NOT equal
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Here are more of he same kind of operator:
`>` greater than
`<` less than
`>=` greater than or equal to
`<=` less than or equal to
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# if, else, if else
`elif` = if else
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# Datatypes
Force treating as a string: str(7)
Force treating as an integer: int("7")
Froce treating as a float: float(7)
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## Check Datatypes
Check datatypes using type(var)
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# Escaping Characters
Simply add a `\` to escape a character that would otherwise cause issues.
# Arrays / Indexes
`cows = "cows"[0]`
This sets the variable `cows` to the 0th letter of the string `"cows"` which is `c` . These indexes start at 0, not 1.
# Strings
## String Methods
`len(var)` Get length of string.
`var.lower()` Force lowercase
`var.upper()` Force uppercase
`str(var)` Force treating variable as a string.
If it uses dot notation like `.lower()` , it works exclusively on strings.
## Concatenation
`"Ten times a cow is equal to " + result + " with 10 times as many breeding opportunities."`
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or
`print(var, var2, var3)`
or
`string1 += string2`
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## String Formatting with %
`"%s %s - 2020" % (month, day) # Replace %s with a variable. First the month, then the day.`
`Add %03d to specify a signed integer padded 2 places with zeros. For example, 2 becomes 02.`
This is super useful for displaying dates like this: `print("%02d-%02d-%02d") % (now.month, now.day, now.year)` or time like this: `print '%02d:%02d:%04d' % (now.hour, now.minute, now.second)` (Ch3, Ex. 4)
## Date and Time (Ch3)
Grab the current time:
```
from datetime import datetime
now = datetime.now()
year = now.year
month = now.month
day = now.day
```
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# Function P3 Ch.2
## Defining a Function
```
def greet_customer():
print("Welcome!")
```
## Calling Functions
```
greet_customer()
```
or if it has parameters:
```
greet_customer(1,ten)
```
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# Passing Arguments
```
greet_customer(special_item):
print(special_item)
greet_customer(beef)
```
Result:
```
beef
```
## Using Keyword Arguments
Keyword arguments are nice for specifying a default but changeable argument.
Here's an example from P3, Ch2, ex7
```
def create_spreadsheet(title, row_count = 1000):
row_count = str(row_count)
print("Creating a spreadsheet called " + title + " with " + row_count +" rows.")
create_spreadsheet("Applications", row_count = 10)
```
```
row_count = 1000
```
is the default
```
row_count = 10
```
is the passed argument and thus what is used for a result:
```
Creating a spreadsheet called Applications with 10 rows.
```
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## Returning Stuff
You can return stuff like this to store for later:
```
def addfour(number, cow):
addedfour = number + 4
cat = number - 4
return addedfour, cat # All returned arguments must be on the same return call.
```
I'll make it add four to 456
```
yo, cow = addfour(456)
print ("456 + 4 equals " + str(yo) )
```
```
460
```
You can also do this with multiple arguments:
```
x_squared, y_squared = square_point(1, 3)
```
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# Fun Projects
Design a shop using Ex7 and Ex9 as a frame:
7:
```
money_in_wallet = 40
sandwich_price = 7.50
sales_tax = .08 * sandwich_price
sandwich_price += sales_tax
money_in_wallet -= sandwich_price
```
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9:
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```
cucumbers = 1
price_per_cucumber = 3.25
total_cost = cucumbers * price_per_cucumber
print(total_cost)
```
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`total_price += nice_sweater`
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Cool concept from Ch2 Ex15:
```
name = raw_input("What is your name? ")
quest = raw_input("What is your quest? ")
color = raw_input("What is your favorite color? ")
print "Ah, so your name is %s, your quest is %s, " \
"and your favorite color is %s." % (name, quest, color)
```