Online Library TheLib.net » Programming the Raspberry Pi: Getting Started with Python
A. About the author -- B. Dedication -- C. Acknowledgments -- D. Introduction -- 1. Introduction -- What is the raspberry pi? -- What can you do with a raspberry pi? -- A tour of the raspberry pi -- Setting up your raspberry pi -- Booting up -- Summary -- 2. Getting started -- Linux -- The desktop -- The internet -- The command line -- Applications -- Internet resources -- Summary -- 3. Python basics -- Idle -- Numbers -- Variables -- For loops -- Simulating dice -- If -- While -- Summary -- 4. Strings, lists, and dictionaries -- String theory -- Lists -- Functions -- Hangman -- Dictionaries -- Tuples -- Exceptions -- Summary of functions -- Summary -- 5. Modules, classes, and methods -- Modules -- Object orientation -- Defining classes -- Inheritance -- Summary -- 6. Files and the internet -- Files -- Pickling -- Internet -- Summary -- 7. Graphical user interfaces -- Tkinter -- Hello world -- Temperature converter -- Other gui widgets -- Dialogs -- Menus -- The canvas -- Summary -- 8. Games programming -- What is pygame? -- Hello pygame -- A raspberry game -- Summary -- 9. Interfacing hardware -- GPIO pin connections -- Direct connection to GPIO pins -- Expansion boards -- Prototyping boards -- Arduino and the pi -- Summary -- 10. Prototyping project (clock) -- What you need -- Hardware assembly -- Software -- Phase two -- Summary -- 11. The raspirobot -- What you need -- Phase 1: a basic rover -- Phase 2: adding a range finder and screen -- Summary -- 12. What next -- Linux resources -- Python resources -- Raspberry pi resources -- Other programming languages -- Applications and projects -- Summary.;Create innovative programs and fun games on your tiny yet powerful Raspberry Pi. In this book, electronics guru Simon Monk explains the basics of Raspberry Pi application development, while providing hands-on examples and ready-to-use scripts. See how to set up hardware and software, write and debug applications, create user-friendly interfaces, and control external electronics. Do-it-yourself projects include a hangman game, an LED clock, and a software-controlled roving robot.
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