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introduction to computation and programming using python 2017 pdf contents thanksgiving preface1 getting started2 introduction to python3 some simple numeric programs4 functions scope and abstraction5 structural types and modifiability6 recursion ...

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                                                    Introduction	to	computation	and	programming	using	python	2017	pdf
                                                                                                               	
  Contents:	Thanksgiving	Preface1:	Getting	Started2:	Introduction	to	Python3:	Some	Simple	Numeric	Programs4:	Functions,	Scope,	and	Abstraction5:	Structural	Types	and	Modifiability6:	Recursion	and	Global	Variables7:	Modules	and	Files8:	Testing	and	Debugging9:	Exceptions	and	Evidence-Oriented	Programming11	:	A	simple	introduction	to
  algorithmic	complexity12:	Some	simple	algorithms	and	data	structures13:	Graphs	and	more	about	classes14:	Backpack	and	graphene	optimization	problems15:	Dynamic	programming16:	Random	walks	and	more	about	data	visualization17:	Stochastic	programs,8	Distribution	and	probability	Carlo	modeling19:	Sampling	i	Trust20	DATA
  UNDERSTANDING21:	RANDOM	SAMPLES	AND	HYPOTHESIS	TESTING22:	FALSE,	DEEP	FALSE	AND	STATISTICS23:	DATA	EXPLORATION	WITH	PANDAS24:	MACHINE	LEARNING	OVERVIEW25:	CLUSTERING	Python26:	CLASSIFICATION	TECHNIQUES	WITH	PROGRAMMING	AND	AND	W	Applications	to	Computational	Modeling	and	Data
  Understanding	Wp	Introduction	to	Computer	Science	and	Programming	with	Python	with	Computational	Modeling	and	Data	Understanding	Application	Third	Edition	John	W.	Guttag	MIT	Press	Cambridge,	MA	London,	England	©	2021	MIT.	All	rights	reserved.	No	part	of	this	book	may	be	reproduced	in	any	form	by	electronic	or	mechanical	means
  (including	photocopying,	recording,	or	information	storage	and	retrieval)	without	the	written	permission	of	the	publisher.	This	book	was	created	by	New	Best-set	Typesetters	Ltd.	installed	in	Minion	Pro.	Library	of	Congress	publication	cataloging	data	names:	Guttag,	John,	author.	Title:	An	Introduction	to	Python	Processing	and	Programming:	With
  Applications	of	Computational	Modeling	and	Data	Understanding	/	John	W.	Guttag.	Description:	Third	Edition.	|	Cambridge,	MA:	The	MIT	Press,	[2021]	|	Including	the	index.	Identifiers:	LCCNContents:	PrefaceAcknowledgments1:	Getting	Started	2:	Introduction	to	Python3:	Some	Simple	Numeric	Programs4:	Functions,	Overview,	and	Abstraction5:
  Structural	Types	and	Modifications	6:	Recursion	and	Global	Variables	7:	Modules	and	Files	8:	Testing	and	Debugging	9:	Exceptions	and	Assertions10:	classes	and	objects.	-O-oriented	programming11:	A	simplified	introduction	to	algorithmic	complexity12:	Some	simple	algorithms	and	data	structures13:	Building	and	more	about	classes14:	Backpack
  and	graph	optimization	problems15:	Dynamic	programming16:	Random	walks	and	more	Carlo	simulation19:	Sampling	and	validity20:	Experimental	understanding	of	data21	:	Randomized	Trials	and	Hypothesis	Testing22:	Lies	Damn	Lies	and	Statistics23:	Data	Mining	with	Pands24:	A	Quick	Look	at	Machine	Learning25:	Clustering26:	Classification
  Method	3.8.	nd	Programming	using	Python	with	a	Computational	Modeling	and	Data	Understanding	Application	Introduction	to	Computer	Science	and	Programming	with	Python	with	Computational	Modeling	and	Data	Understanding	Applications	Third	Edition	John	W.	Guttag	MIT	Press	Cambridge,	MA	London,	England	©	2021	MIT	All	rights
  reserved.	No	part	of	this	book	may	be	reproduced	in	any	form,	electronic	or	mechanical	means	(including	photocopying,	recording,	or	information	storage	and	retrieval)	without	the	written	permission	of	the	publisher.	This	book	was	created	by	New	Best-set	Typesetters	Ltd.	typed	in	Minion	Pro.	Library	of	Congress	Publications	Data	Name	Cataloging:
  Guttag,	John,	Author.	Title:	An	Introduction	to	Computer	Science	and	Python	Programming:	With	Applications	to	Computer	Modeling	and	Data	Understanding	/	John	W.	Guttag.	Description:	Third	Edition.	|	Cambridge,	MA:	The	MIT	Press,	[2021]	|	Including	the	index.	Identifiers:	LCCN|	ISBN	9780262542364	(Paperback)	Subjects:	LCSH:	Python
  (Computer	Programming	-	Textbook.	Programming	Language)	-	Textbook.	Classification:	LCC	QA76.73.P98	G88	2021	|	DDC	entry	005.13/3âdc23	LC	available	at	10	9	8	7	6	5	4	3	2	1	d_r0	|	Computers	My	Family:	Olga	David	Andrea	Michael	Addie	Pierce	TABLE	OF	CONTENTS	INTRODUCTION	ACKNOWLEDGMENTS	1:	GETTING	STARTED	2:
  INTRODUCING	PYTHON	3:	SOME	SIMPLE	NUMBER	PROGRAMS	4:	FUNCTIONS,	SCOPE	AND	ABSTRACT	5:	STRUCTURAL	AND	GLOBAL	TYPES	AGL	OVERVIEW	7:	MODULES	AND	FILES	8	:	Testing	and	debugging	9:	Exceptions	and	assumptions	10:	Class	and	object	-oriented	programming	11:	Simplified	introduction	to	algorithmic	complexity	12:
  Some	Simple	and	Dackotric	Algorithms1	Problems	optimization	of	graphs	15:	Dynamic	programming	16:	Programming	of	random	transition	of	data17	visn,	probability	and	schedule	18:	simulation	MONTE	CARLO	2	MONTE	CARLO:	TRYING	20	CONCHECKHYDING	AND	ATTITUDE	2.	FUCKING	LIES	AND	STATISTICS	23:	DATA	STUDY	WITH	PANDAS
  24:	A	QUICK	LOOK	AT	TRAINING	MACHINES	25:	GROUPS	26:	CLASSIFICATION3SCHNACHNACH	INDEX	Picture	List	Chapter	1	Figure	1-1	Flowchart	eg	buy	lunch	Chapter	2	Figure	2-1	Anaconda	Start	Window	Figure	2-2	Spyde	r	Window	Figure	2-3	Opera	flowcharts	for	int	and	float	Figure	2-4	Binding	variables	to	objects	Figure	2-5	Flowchart	of	a
  conditional	statement	Figure	2-6	Flowchart	for	iteration	Figure	2-7	Integer	power,	the	hard	way	Figure	2-8	Simulating	a	small	program	by	hand	Figure	2	-9	Using	the	a	for	statement	Chapter	3	Figure	3-1	Using	an	exhaustive	enumeration	to	find	the	square	root	Figure	3-2	Using	an	exhaustive	enumeration	to	check	for	prime	Figure	3-3	A	more	efficient
  primality	test	Figure	3-4	Approximating	the	square	root	using	exhaustive	list	Figure	3-5	UsageFinding	the	Approximate	Square	Root	3-6.	image.	Using	Angle	Search	to	Estimate	the	Base	2	Logarithm	Figure	2	3-7	Implementation	of	the	Newton-Raphson	Method	4-3.	chapter	Root	search	function	-10	Using	bisection_solve	to	fit	logs	Chapter	5	5-1.	figure
  Two	Lists	Figure	5-2	Not	two	lists	with	the	same	values,	but	Figure	5-3	Demonstrating	variability	Figure	5-4	Typical	list	methods	Figure	5-4	5-5	Applying	functions	to	list	items	Figure	5-3	Figure	5-6	General	operations	with	for	Sequence	Types	5-7	Comparison	of	Sequence	Types	5-8	Some	String	Methods	2	6-4	Palindrome	Testing	Figure	6-5
  Visualization	Code	Palindrome	Testing	Figure	6-6	Using	a	Global	Variable	Chapter	7	Figure	7-1	Some	Code	Related	to	Circles	and	for	spheres	Figure	7-2	Typical	file	access	functions	Chapter	8	Figure	8-1	Boundary	condition	testing	Figure	8-2	No	first	error	Figure	8-3	Program	with	errors	Chapter	9	Figure	9-1	Using	exceptions	to	control	flow	Figure	9-
  2	Flow	control	without	retry	,	except	Figure	9-3	Deriving	Calculations	Chapter	10	Chapter	10	10-1.	Figure	Class	Int_set	Figure	10-2	Using	Magic	Methods	Figure	10-1	10-3	Class	Person	Figure	10-4	Class	MIT_person	Figure	10-5	Two	Student	Types	Figure	10-6	Class	Grades	Figure	10-7	Creating	a	Grade	Report	Figure	10-	8	Hiding	information	in
  classes	Figure	10-9	Figure	10-10	The	new	version	of	the	get_students	mortgage	databaseFigure	11-5	Intersection	List	Implementation	Figure	11-6	Power	Generation	Figure	11-7	Constant,	Logarithmic	and	Linear	Growth	Figure	11-8	Linear,	Logarithmic	and	Quadratic	Growth	Figure	11-9	Quadratic	and	Exponential	Growth	Chapter	12	Figure	12-1	List
  Implementation	Figure	Figure	12-2	Linear	Ordered	List	Search	Figure	12-3	Recursive	Binary	Search	Figure	12-4	Selection	Sort	Figure	12-5	Merge	Sort	Figure	12-6	Name	List	Sorting	Figure	12-7	Chapter	13	Dictionary	Implementation	Using	Hash	Function	Figure	13-1	Simple	Graph	Figure	13-2.	Figs.	Contents	of	Jane.png	(left)	and	FigureAddie.png
  (right)	files	-12	Costs	of	different	types	of	mortgages	over	time	13-13	Balance	and	net	costs	of	different	types	of	mortgages	Figure.	13.-14.	figs.	Modeling	the	spread	of	an	infectious	disease	Fig.	Figure	13-15	Infection	History	Chart	Function	Figure	13-16	Creating	a	Chart	with	One	Set	of	Parameters	Figure	13-17	Static	Infection	Count	Chart	Figure	13-
  18	Interactive	Chart	with	Initial	Slider	Values	​​Figure	13-19	Interactive	Chart	with	Changed	Slider	Values	​​Chapter	14	Figure	14-	1.	Item	List	Figure	14-2.	Class	Element	Figure	14-3.	Implementation	of	the	Greedy	Algorithm	Figure	14-4.	Using	a	greedy	algorithm	to	select	elements	14.-6	Königsberg	(left)	and	the	Euler	bridgemap	(right)	Figure	14-7
  Nodes	and	edges	Figure	14-8	Classes	of	graphs	and	digraphs	Figure	14-9	Figure	14-9	Depth-first	path	search	Figure	14-10	Testing	depth-first	search	code	Figure	14-11	Breadth-first	search	-	shortest	path	finding	chapter	15	Figure	15-1	Recursive	Fibonacci	bell	tree	Figure	15-2	Fibonacci	implementation	with	note	Figure	15-3	Element	table	with
  values	​​and	weights	Figure	15-4	Knapsack	decision	tree	Figure	15-5	Using	knapsack	decision	tree	Figure	15	Figure	15	-7	Dynamic	Image	Programming	Backpack	Solution	Figure	15-8.	Figure	16-1	Efficiency	of	a	Dynamic	Programming	Solution	Chapter	16	Figure	16-1	Extreme	Farmer	Figure	16-2	Location	and	Terrain	Classes	Figure	16-3	Class
  Definition	Drunk	Figure	16-3	16-4	Drunk	Walking	(Wrong)	Figure	16-6	Subclasses	of	the	Drunk	Base	Class	Figure	16-7	Style	Iteration	Figure	16-8	Drawing	Figure	16-9	Average	Distance	for	Different	Types	of	Drinkers	Figure	16-15	Strange	Movement	Chapter	17	Figure	17-1	Rolling	a	Dice	Figure	17-2	Tossing	a	Coin	17-3.	image.	Regression	to	the
  mean	17-4.	image.	Regression	to	the	Mean	Illustration	17-5.	image.	Chart	of	coin	toss	results	17-6.	image.	The	Law	of	Large	Numbers	in	Action	Figure	17-7.	Law	of	Large	Numbers	in	Action	Figure	17-8	Dispersion	and	Standard	Deviation	9	Utility	Function	in	Flip	Simulation	Figure	17-10	Coin	Flip	Simulation	Figure	17-10	Coin	Flip	Simulation	17-11
  Heads/Tails	Convergence	Figure	17-12	Absolute	Differences	Figure	17-13	Eagle	Mean	and	standard	deviation	-Tails	Figure	17-14	Coefficient	of	variation	Figure	17-15	Final	flip_plot	Figure	17-16	Coefficient	of	variation	head/tail	and	abs	(head	âFigure	17-23	PDF	for	Gaussian	Distribution	Figure	17-24	Normal	Distribution	Figure	17-25	Absolute	Value	x
  Plot	Figure	17-26	Empirical	Rule	Test	Figure	17-27	Plotting	with	Error	Bars	Figure	17-28	Calculation	with	Error	Bars	Figure	17-29	Exponential	Molecular	Clearance	Figure	17-30	Exponential	Decay	Figure	17-31	Exponential	Distribution	Plot	with	Logarithmic	Axis	Figure	17-33	Geometric	Distribution	Figure	17-32	Construction	of	Geometric
  Distribution	Figure	17-34	Jash	Simulation	Table	Figure	17-35	World	Series	Simulation	Figure	17.	-36	Win	Probability	in	7	Game	Series	Chapter	18	18-1.	Figure	Testing	Pascal	Analysis	Figure	18-2	Craps_game	Class	Figure	18-3	Craps	Game	Simulation	Figure	18-4	Using	Search	Figure	18-5	Unit	Circle	Squared	Figure	18-6	Calculus	-	Chapter	19	Figure
  19-1	First	Rows	bm_results2012.	csv	Figure	19-2	Reading	and	Displaying	Data	Boston	Marathon	Figure	19-3	Boston	Figure	19-4	Marathon	Finish	Times	Figure	19-5	Small	Sample	Analysis	19-6.	image.	Effects	of	Dispersion	on	Mean	Estimates	Figure	19-7	Calculating	and	Displaying	Sample	Means	Figure	19-8	Sample	Means	19-9.	Figure	Averaging	a
  continuous	matrix	19-10.	Figure	CLT	Figure	19-11.	Production	Plot	with	Error	Bars	Figure	19-12	Completion	Time	Estimates	with	Error	Bars	Figure	19-13	Standard	Error	of	the	Mean	Figure	19-14	Sample	Standard	Deviation	Vs.	population	standard	deviation	19-15.	image.	Sample	standard	deviation	Figure	19-16.	Determining	the	Population	Mean
  10,000	Times	Chapter	20	20-1.	Figure	Classic	Experiment	20-2.	image.	Retrieving	data	from	a	set	Figure	20-3	Displaying	data	Figure	20-4	P	spring	movementHuge.	Limit	Bullet	Experiment	Data	Figure	20-11.	Bullet	trajectory	chart.	Figure	20-12.	Trajectory	chart.	Figure	20-13.	R2	calculation.	to	semilog	Figure	20-18	Using	Polyfit	for	exponential
  fitting	Figure	20-19	Fitting	an	exponential	function	Chapter	21	Figure	21-1	Finish	times	for	cyclists	Figure	21-2.	Temperature	difference	in	January	2020	with	the	1981–2010	average	145	Fig.	21-3.	Plotting	a	t-Distribution	Examples	Figure	21-7	Probability	of	a	p-value	Figure	21-8	Lindsey	Game	Modeling	Figure	21-9	Proper	Game	Modeling	Figure	21-
  10	Effect	of	Sample	Size	on	p-Value	Figure	21-11	Country	Comparison	of	Average	Completion	Time	for	a	Selected	Figure	21-12	Testing	Multiple	Hypotheses	21-13	The	sun	exploded?	Chapter	22	Figure	22-1	Housing	prices	in	the	Midwest.	Figure	22-2.	Housing	price	chart.	Figure	22-3.	Another	look	at	housing	prices.	?	Figure	22-7	Statistics	for	the
  Anscomb	quartet	Figure	22-8	Data	for	the	Anscomb	quartet	Figure	22-9	Social	Security	vs.	Quartet	full-time	employment	Figure	22-10	Sea	ice	in	the	Arctic	Figure	22-11	Rise	in	US	Internet	use	Figure	22-12	Relevance	Professor	surprised	by	students	throwing	chalk	Figure	22-13	Probability	of	having	48	anorexic	girls	in	June	Figure	22	-	14	months
  Probability	births	of	48	anorexics	in	some	Chapter	23	Figure	23-1	wwc	APandas	data	frame	linked	to	a	variable	Figure	23-2	Sample	CSV	file	Figure	23-3	Creating	a	dictionary	that	maps	years	to	temperature	data	Figure	23-4	Creating	a	year-by-year	data	frame	Figure	23-5	Creating	year-by-year	charts	for	temperature	measurements	Figure	23-	6
  Annual	mean	and	minimum	temperatures	Fig.	23-7	Moving	average	of	minimum	temperatures	Fig.	23-8	Average	temperatures	of	selected	cities	Fig.	23-9	Differences	in	extreme	temperatures	Fig.	23-10	Global	consumption	of	fossil	fuels	Chapter	24	Fig.	24-	1	Two	sets	of	names	Fig.	24	-2	Assigning	a	trait	vector	to	each	name	Figure	24-3	Feature
  vector/tag	pairs	for	presidents	Figure	24-4	Names,	traits	and	designations	for	various	animals	Figure	24-5	Displaying	distance	metrics	Figure	24-6	Minkowski	distance	Figure	24-7	Class	of	animals	Figure	24-8	Create	a	table	of	distances	between	pairs	of	animals	Figure	24-9	Dist	de	between	three	animals	Figure	24-10	Distances	between	c	with	four
  animals	Figure	24-11	Representation	of	the	distances	according	to	the	difference	in	the	annuity	function	Chapter	25	Figure	25-1	Height,	weight	and	shirt	color	Figure	25-2	Example	class	Figure	25-3	Classification	classes	Figure	25-4	K-Means	Clustering	Figure	25	-5	Find	Best	K-Means	Clustering	Figure	25-6	K-Means	Test	Figure	25-7	Examples	from
  two	distributions	Figure	25-8	Rows	obtained	by	calling	contrived_test(1,	2,	True	)	are	printed	Figure	25-9	Generating	points	from	three	distributions	Figure	25-10	Points	from	three	overlapping	Gaussians	Figure	25-11	Mammalian	dentition	in	dentalFormulas.csv	25-12	Reading	and	processing	CSV	files	Fig.	25-13	Attribute	scaling	Fig.	Fig.	25-14	Start
  of	CSV	file	for	classifying	mammals	by	diet	Fig.	25-15	Associated	grouping	with	labels	Fig.	26	Fig.	Figure	26-1	Voter	Preference	Charts	Figure	26-2	Confusion	Matrix	Figure	26-3	Complexes	res	model	Figure	26-4	Classifier	evaluation	functions	Figure	26-5	First	rows	of	bm_results2012.csv	Figure	26-6	Examples	of	creating	and	splitting	data	into
  training	sets	and	Figure	26-7	findingNeighbors	Figure	26-8	Distribution-Based	Classifier	Figure	26-9	Good	k-search	Figure	26-10	Choosing	a	k-value	Figure	26-11	Male	and	Female	Linear	Regression	Models	Figure	26-12	Creating	and	Plotting	Linear	Regression	Models	Figure	26-13	Using	Figure	26-14	Using	Sklearn	to	perform	multi-class	logistic
  regression	Figure	26-15	Two-class	logistic	regression	example	Figure	26-16	Using	logistic	regression	to	predict	AUROC	gender	curves	and	find	Figure	26-18	ROC	curve	and	AUROC	graph	26-19	Passenger	class	Figure	26-20	Titanic	Data	Reading	and	Sample	List	Generation	Online	Open	Courses	(MOOCs)	are	offered	by	edX	and	MITx.	The	first	edition
  of	the	book	was	based	on	one	semester	course.	However,	as	time	went	on,	I	couldn't	resist	adding	more	material	than	would	fit	in	one	semester.	The	current	issue	is	suitable	for	a	two-semester	or	three-quarter	introductory	sequence	to	computer	science.	The	book	is	intended	for	1)	readers	with	little	or	no	programming	experience	who	want	to
  understand	the	computational	approach	to	problem	solving,	and	2)	more	experienced	programmers	who	want	to	learn	how	to	use	calculus	to	model	things	or	explore	data.	We	focus	on	width,	not	depth.	The	goal	is	to	give	readers	a	brief	introduction	to	many	topics	so	that	they	have	an	idea	of	​​what	is	possible	when	it	comes	to	thinking	about	how	to
  use	counting	to	achieve	your	goal.	This	is	not	a	book	for	lovers	of	calculus,	however.	It's	hard	and	rigorous.	Readers	who	really	want	to	master	this	material	will	need	to	spend	a	lot	of	time	and	effort	learning	how	to	bend	the	computer	to	their	will.	The	main	purpose	of	this	book	is	to	help	readers	become	familiar	with	productive	useComputer
  techologies.	They	must	learn	to	use	computational	thinking	to	formulate	problems,	build	computational	models,	and	manage	the	process	of	extracting	information	from	data.	The	main	knowledge	they	draw	from	this	book	is	the	art	of	solving	computational	problems.	We	have	decided	not	to	include	tasks	at	the	end	of	the	chapter.	Instead,	we	have
  placed	"finger	exercises"	in	convenient	places	in	the	sections.	Some	of	them	are	relatively	short	and	are	intended	to	allow	readers	to	confirm	that	they	have	understood	the	material	they	have	just	read.	Some	of	them	are	more	complex	and	suitable	for	exam	questions.	And	others	are	complex	enough	to	be	useful	as	homework.	Chapters	1	to	13	cover
  material	commonly	found	in	an	introductory	computer	science	course,	but	the	presentation	is	unconventional.	We	combine	four	parts	of	the	material:	programming	fundamentals,	the	Python	3	programming	language,	problem	solving	techniques,	and	computational	complexity.	We'll	cover	most	of	Python's	features,	but	the	focus	will	be	on	what	you	can
  do	with	the	programming	language,	not	the	language	itself.	For	example,	by	the	end	of	Chapter	3,	the	book	covers	only	a	small	part	of	Python,	but	already	introduces	the	concepts	of	exhaustive	enumeration,	guess-and-test	algorithms,	partition	search,	and	efficient	approximation	algorithms.	We	introduce	you	to	Python	functions	throughout	the	book.
  Similarly,	we	introduce	aspects	of	programming	techniques	throughout	the	book.	The	goal	is	to	help	readers	learn	Python	and	learn	how	to	become	a	good	programmer	by	using	computation	to	solve	interesting	problems.	These	chapters	have	been	redesigned	to	move	more	smoothly	and	include	more	exercises	than	the	corresponding	chapters	in	the
  second	edition	of	this	book.	Chapter	13	provides	an	introduction	to	rendering	in	Python.	This	topic	is	not	often	covered	in	introductory	courses,	but	we	believe	that	learning	to	create	visualizationsis	an	important	skill	to	include	in	an	introductory	computer	science	course.	This	chapter	contains	material	not	included	in	the	second	edition.	Chapters	14-
  26	are	about	using	computers	to	understand	the	real	world.	They	include	material	that	we	believe	should	become	commonplace	in	the	second	year	of	computer	science	studies.	They	assume	the	reader	has	no	knowledge	of	mathematics	beyond	school	algebra,	but	enjoys	rigorous	thinking	and	is	not	intimidated	by	mathematical	concepts.	This	part	of
  the	book	covers	topics	not	covered	in	most	introductory	texts:	data	visualization	and	analysis,	stochastic	programming,	simulation	models,	probabilistic	and	statistical	reasoning,	and	machine	learning.	We	believe	that	this	material	will	be	more	relevant	to	most	students	than	what	is	usually	covered	in	a	second	computer	science	course.	With	the
  exception	of	Chapter	23,	the	material	in	this	part	of	the	book	focuses	on	conceptual	issues	rather	than	programming.	Chapter	23	is	an	introduction	to	pandas	not	covered	in	previous	issues.	The	book	has	three	overarching	themes:	systematic	problem	solving,	the	power	of	abstraction,	and	calculus	as	a	way	of	thinking	about	the	world.	By	the	time	you
  finish	reading	this	book,	you	should:	Learn	Python	to	express	computations	Learn	a	systematic	approach	to	organizing,	writing,	and	debugging	medium-sized	programs	Develop	an	informal	understanding	of	the	complexity	of	data	processing	Gain	insight	into	the	process.	move	from	an	ambiguous	problem	statement	to	a	computational	formulation	of	a
  problem	solving	method,	learn	a	range	of	useful	algorithmic	and	problem	reduction	techniques,	learn	to	use	randomness	and	simulations	to	explain	problems	that	are	not	easy	to	solve.	-Form	solutions	and	learn	to	use	computer	tools	(including	simple	statistical,	visualization	and	machine	learning	tools)	to	model	and	understand	data.is	inherently
  difficult	work.	Just	like	"there	is	no	silver	bullet	in	geometry",	there	is	no	silver	bullet	in	programming.	If	you	really	want	to	learn	the	material,	reading	the	book	is	not	enough.	At	the	very	least,	you	should	be	doing	finger	exercises	related	to	coding.	If	you	want	to	try	more	advanced	tasks,	try	some	of	the	tasks	available	at	.	-programming-in-python-fall-
  2016/	and	-	2016/.	1	This	was	Euclid's	supposed	answer	around	300	BC.	at	the	request	of	King	Ptolemy	for	an	easier	way	to	learn	mathematics.	ACKNOWLEDGMENTS	The	first	edition	of	this	book	grew	out	of	a	series	of	lecture	notes	I	wrote	while	teaching	at	MIT.	The	course,	and	therefore	this	book,	was	created	thanks	to	the	contributions	of	faculty
  colleagues	(in	particular,	Ana	Bell,	Eric	Grimson,	Srinivas	Devadas,	Fredo	Durand,	Ron	Rivest,	and	Chris	Terman),	teaching	assistants,	and	students	who	participated	in	the	course.	David	Guttag	overcame	his	distaste	for	computer	science	and	revised	several	chapters	of	the	first	edition.	Like	all	successful	professors,	I	owe	a	lot	to	my	graduates.	Guha
  Balakrishnan,	Davis	Blalock,	Joel	Brooks,	Ganeshapillay	Gartiban,	Jen	Gong,	Cathy	Lewis,	Yun	Liu,	Jose	Javier	Gonzalez	Ortiz,	Anima	Singh,	Divya	Shanmugam,	Jenna	not	only	did	a	lot	of	research	(and	let	me	give	credit	for	that).	Vince	and	Amy	Zhao	provided	helpful	comments	on	various	versions	of	this	manuscript.	Special	thanks	to	Julia	Sussman,
  P.P.A.,	who	edited	the	first	two	editions	of	this	book,	and	Lisa	Ruffolo,	who	edited	the	current	edition.	Both	Julie	and	Lisa	were	employees	who	read	the	book	through	the	eyes	of	a	student	and	told	me	what	to	do.what	should	be	done	and	what	could	be	done	if	I	had	the	time	and	energy	to	do	it.	They	buried	me	in	"recommendations"	that	were	too	good
  to	ignore.	Finally,	thanks	to	my	wife	Olga	for	motivating	me	to	finish	and	freeing	me	from	various	household	chores	to	work	on	the	book.	1â	GETTING	STARTED	The	computer	does	two	and	only	two	things:	it	performs	calculations	and	stores	the	results	of	those	calculations.	But	it	does	both	very	well.	A	typical	computer	lying	on	a	desk	or	in	a
  backpack	performs	about	100	billion	calculations	per	second.	It's	hard	to	imagine	how	fast	it	really	is.	Think	of	holding	the	ball	one	meter	off	the	floor	and	letting	it	go.	Your	computer	may	have	performed	over	a	billion	instructions	before	it	fell	to	the	floor.	When	it	comes	to	memory,	a	small	computer	can	have	hundreds	of	gigabytes	of	memory.	How
  big	is	it?	If	a	byte	(the	number	of	bits,	usually	eight,	needed	to	represent	one	character)	weighed	one	gram	(it	does	not	weigh),	100	gigabytes	would	weigh	100,000	metric	tons.	For	comparison,	this	is	the	combined	weight	of	about	16,000	African	elephants2.	For	much	of	human	history,	computation	was	limited	by	the	speed	at	which	the	human	brain
  could	calculate	and	how	well	the	human	hand	could	record	the	results	of	the	calculations.	This	meant	that	only	the	smallest	problems	could	be	computationally	attacked.	Even	with	the	speed	of	modern	computers,	some	problems	are	still	beyond	today's	computational	models	(such	as	fully	understanding	climate	change),	but	more	and	more	problems
  can	be	solved	computationally.	We	hope	that	by	the	time	you've	finished	reading	this	book,	you'll	feel	comfortable	using	computational	thinking	to	solve	many	of	the	problems	you	face	in	college,	at	work,	and	even	in	everyday	life.	What	do	we	mean	by	computational	thinking?	All	knowledge	can	be	considered	declarative	or	mandatory.	Declarative
  knowledge	consists	in	stating	a	fact.B.	"The	square	root	of	x	is	a	number	y	such	that	y*y	=	x"	and	"You	can	travel	from	Paris	to	Rome	by	train."	Unfortunately,	they	don't	tell	us	anything	about	how	to	find	the	square	root	or	how	to	take	the	train	from	Paris	to	Rome.	Imperative	knowledge	is	the	knowledge	of	"how	to"	or	recipes	for	obtaining
  information.	Hero	of	Alexandria	was	the	first	to	document	a	way	to	calculate	the	square	root	of	a	number.	His	way	of	finding	the	square	root	of	a	number,	let's	call	it	x,	can	be	summarized	as	follows:	1.	Start	with	a	guess,	g.	2.	If	g*g	is	close	enough	to	x,	stop	and	say	g	is	the	answer.	3.	Otherwise,	create	a	new	estimate	by	averaging	g	and	x/g,	ie.
  HOUR.	(gx/g)/2.	+	4.	Using	this	new	estimate,	which	we	will	again	call	g,	repeat	the	process	until	g*g	is	close	enough	to	x.	Try	to	find	the	square	root	of	25.	1.	Set	g	to	any	value	like	B.	3.	2.	Decide	that	3*3	3.	Don't	put	g	=	9	close	enough	to	25.	to	(3	+	25/3)/	2	=	5.67.4	4.	Decide	that	5.67*5	.67	25.	5.	Set	g	=	32.15	is	still	not	close	enough	to	(5.67	+
  25/5.67)/2	=	5.04	6.	Decide	we	find	that	5.04*5.04	=	25.4	is	close	enough	to	stop	and	declare	5.04	to	be	a	reasonable	approximation	of	the	square	root	of	25.	Note	that	the	description	of	the	method	is	a	series	of	simple	steps	along	with	a	control	flow	that	determines	when	each	step	should	be	performed.	Such	a	description	is	called	an	algorithm5.	The
  algorithm	we	used	to	approximate	the	square	root	is	an	example	of	an	"evaluate	and	verify"	algorithm.	It	is	based	on	the	fact	that	it	is	easy	to	check	whether	the	estimate	is	good	enough	or	not.	More	formally,	an	algorithm	is	a	finite	list	of	instructions	that	describe	a	sequence	of	calculations	that,	when	performed	on	a	set	of	inputs,	go	through	a
  sequence	of	well-defined	states	and	finally	produce	a	result.	The	algorithm	is	like	a	recipe	from	a	cookbook:	1.	Reheat	the	pudding	mix.	2.	Stir.	3.	Dip	the	spoon	into	the	pudding.	4.	Remove	the	spoon	and	run	your	finger	along	the	back	of	the	spoon.	5.	When	it's	clearRemove	the	rest	of	the	cream	from	the	heat	and	let	it	cool.	6.	Otherwise,	repeat.	The
  recipe	contains	several	tests	to	determine	the	completion	of	the	process,	as	well	as	instructions	on	the	order	in	which	the	instructions	should	be	executed,	sometimes	jumping	to	a	specific	instruction	based	on	the	test.	So	how	do	you	capture	the	idea	of	​​a	recipe	in	a	mechanical	process?	One	way	is	to	develop	a	machine	specifically	designed	to
  calculate	square	roots.	Strange	as	it	may	sound,	the	earliest	computing	machines	were	actually	fixed-program	computers,	meaning	they	were	designed	to	solve	a	specific	mathematical	problem,	such	as	calculating	the	trajectory	of	an	artillery	shell.	One	of	the	first	computers	(built	in	1941	by	Atanasov	and	Berry)	solved	systems	of	linear	equations,	but
  could	do	nothing	else.	Alan	Turing's	bomb	machine,	developed	during	World	War	II,	was	designed	to	break	the	German	Enigma	codes.	Some	simple	computers	still	use	this	approach.	For	example,	a	four-function	calculator6	is	a	computer	with	a	fixed	program.	It	can	do	basic	arithmetic,	but	it	can't	be	used	as	a	text	editor	or	run	video	games.	To
  change	the	program	of	such	a	machine,	you	need	to	change	the	circuit.	The	first	truly	modern	computer	was	the	Manchester	Mark	1.7.	It	differed	from	its	predecessors	in	that	it	was	a	computer	with	a	stored	program.	Such	a	computer	stores	(and	processes)	a	sequence	of	instructions	and	has	components	that	execute	any	instructions	in	that
  sequence.	At	the	heart	of	such	a	computer	is	an	interpreter	that	can	execute	any	valid	set	of	instructions	and	thus	can	be	used	to	compute	anything	that	can	be	described	by	those	instructions.	The	result	of	the	calculation	can	also	be	a	new	sequence	of	instructions,	which	can	then	be	executed	by	the	computer	that	generated	it.	In	other	words,	the
  computer	can	program	itself.	Both	the	program	and	the	data	it	manipulates	are	stored	in	memory.	A	program	counter	usually	points	to	a	specific	location	in	memory	and	the	calculation	begins	with	an	executionat	this	time.	In	most	cases	the	interpreter	will	just	move	on	to	the	next	command	in	the	sequence,	but	not	always.	In	some	cases,	it	will	run	a
  test,	and	based	on	that	test,	execution	may	jump	to	another	point	in	the	command	sequence.	This	is	called	control	flow,	and	it	is	essential	for	us	to	write	programs	that	perform	complex	tasks.	People	sometimes	use	flowcharts	to	show	control	flow.	By	convention,	we	use	rectangular	boxes	to	indicate	a	processing	step,	a	diamond	to	indicate	a	check,
  and	arrows	to	indicate	the	order	in	which	the	steps	are	performed.	Figure	1-1	is	a	flowchart	showing	the	dinner	approach.	Figure	1-1	Dinner	Flow	Chart	Returning	to	the	recipe	metaphor,	a	good	cook	can	create	an	unlimited	number	of	delicious	dishes	by	combining	them	in	many	different	ways.	Similarly,	with	a	small	fixed	set	of	primitive	functions,	a
  good	programmer	can	create	an	unlimited	number	of	useful	programs.	This	is	what	makes	programming	such	an	amazing	job.	To	create	recipes	or	sequences	of	instructions,	we	need	a	programming	language	to	describe	them,	a	way	to	give	the	computer	its	steps.	In	1936,	British	mathematician	Alan	Turing	described	a	hypothetical	computing	device
  called	the	Universal	Turing	Machine.	The	machine	had	unlimited	memory	in	the	form	of	"tape"	on	which	zeros	and	ones	were	written,	and	some	simple,	primitive	instructions	for	moving,	reading,	and	writing	to	the	tape.	The	Church-Turing	Theorem	states	that	if	a	function	is	computable,	a	Turing	machine	can	be	programmed	to	compute	it.	The
  important	thing	is	the	"if"	in	the	Church-Turing	theorem.	Not	all	problems	have	computational	solutions.	For	example,	Turing	showed	that	it	is	impossible	to	write	a	program	that	takes	any	program	as	input	and	returns	true	if	and	only	if	the	input	program	runs	forever.	This	is	called	a	hang-up	problem.	The	Church-Turing	thesis	leads	directlyThe
  concept	of	Turing	completeness.	A	programming	language	is	called	Turing	complete	if	it	can	be	used	to	model	a	universal	Turing	machine.	All	modern	programming	languages	​​are	Turing	complete.	As	a	result,	anything	that	can	be	programmed	in	one	programming	language	(such	as	Python)	can	be	programmed	in	any	other	programming	language
  (such	as	Java).	Of	course,	some	things	are	easier	to	program	in	a	certain	language,	but	in	terms	of	processing	power,	all	languages	​​are	almost	the	same.	Fortunately,	no	programmer	needs	to	create	programs	from	primitive	Turing	instructions.	Instead,	modern	programming	languages	​​offer	a	wider	and	more	convenient	set	of	primitives.	However,	the
  basic	idea	of	​​programming	as	a	process	of	creating	a	sequence	of	operations	is	key.	No	matter	what	set	of	primitives	you	have	and	what	methods	you	use	to	create	them,	the	best	and	worst	things	about	programming	are	the	same:	the	computer	will	do	exactly	what	you	tell	it	to	do,	no	more,	no	less.	This	is	good	because	it	means	you	can	make	your
  computer	do	all	sorts	of	fun	and	useful	things.	This	is	bad,	because	if	it	doesn't	do	what	you	want,	you	usually	have	no	one	to	blame	but	yourself.	There	are	hundreds	of	programming	languages	​​in	the	world.	There	is	no	better	language.	Different	languages	​​are	better	or	worse	for	different	types	of	applications.	For	example,	MATLAB	is	a	good	language
  for	working	with	vectors	and	matrices.	C	is	a	good	language	for	writing	programs	that	manage	data	networks.	PHP	is	a	good	language	for	building	websites.	And	Python	is	a	great	general-purpose	language.	Every	programming	language	has	a	set	of	primitive	constructs,	syntax,	static	semantics,	and	semantics.	Like	a	natural	language	such	as	English,
  primitive	constructs	represent	words,	syntax	describes	which	strings	of	words	form	well-formed	sentences,	static	semantics	determines	which	sentences	are	correct.and	the	semantics	determine	the	meaning	of	these	sentences.	The	primitive	constructs	in	Python	include	literals	(like	the	number	3.2	and	the	string	"abc")	and	infix	operators	(like	+	and
  /).	The	syntax	of	a	language	determines	which	strings	and	characters	are	correctly	formed.	For	example,	in	English,	the	string	"Cat	dog	boy".	is	not	a	syntactically	valid	sentence,	since	English	syntax	does	not	accept	sentences	of	the	form	.	In	Python,	the	primitive	sequence	3.2	+	3.2	is	syntactically	well-formed,	but	the	sequence	3.2	3.2	is	not.	Static
  semantics	determine	which	syntactically	valid	strings	have	a	value.	For	example,	take	the	lines	"He	runs	fast"	and	"I	run	fast".	Each	of	them	is	of	the	form	,	which	is	a	syntactically	acceptable	sequence.	However,	none	of	these	are	valid	in	English,	due	to	the	rather	odd	rule	that	for	a	regular	verb,	if	the	subject	of	the	sentence	is	in	the	first	or	second
  person,	the	verb	doesn't	end	in	"s"	but	does	end	in	"s"	when	the	subject	is	in	the	third	person	singular	yes.	These	are	examples	of	static	semantic	errors.	The	semantics	of	a	language	assign	meaning	to	any	syntactically	correct	sequence	of	characters	that	has	no	static	semantic	errors.	In	natural	languages,	the	semantics	of	a	sentence	can	be
  ambiguous.	For	example,	the	phrase	"I	cannot	praise	this	student	highly	enough"	can	be	both	flattering	and	judgmental.	Programming	languages	​​are	designed	in	such	a	way	that	every	legal	program	has	exactly	one	value.	Although	syntax	errors	are	the	most	common	type	of	error	(especially	for	those	learning	a	new	programming	language),	they	are
  the	least	dangerous.	Any	reputable	programming	language	will	detect	all	syntax	errors	and	prevent	users	from	running	a	program	with	just	a	single	syntax	error.	Also,	in	most	cases,	the	language	system	indicates	the	location	of	the	error	clearly	enough	for	the	programmer	to	fix	it	without	thinking.	Recognize	and	resolve	static	semanticsis	more
  complicated.	Some	programming	languages,	such	as	some	programs	such	as	Java,	perform	many	static	semantic	checks	before	running	the	program.	Others,	such	as	Others,	such	as	C	and	Python	(unfortunately),	perform	relatively	fewer	static	semantic	checks	before	running	the	program.	Python	performs	a	significant	amount	of	semantic	checking	at
  runtime.	If	the	program	has	no	syntax	errors	and	no	static	semantic	errors,	then	it	has	meaning,	i.e.	H.	it	has	semantics.	Of	course,	it	may	not	have	the	semantics	that	its	creator	intended.	If	a	program	means	something	other	than	what	its	creator	thinks,	bad	things	can	happen.	What	can	happen	if	a	program	has	a	bug	and	behaves	unintended?	There
  may	be	an	accident,	namely	H.	stops	the	run	and	makes	it	clear	that	he	has	done	so.	In	a	properly	designed	computer	system,	when	a	program	crashes,	the	entire	system	is	not	damaged.	Unfortunately,	some	very	popular	computer	systems	do	not	have	this	nice	feature.	Almost	everyone	who	uses	a	personal	computer	has	run	a	program	that	managed
  to	require	a	restart	of	the	entire	system.	It	could	go	on	and	on	and	never	stop.	If	you	don't	have	a	rough	idea	of	​​how	long	the	program	should	run,	it	can	be	difficult	to	determine	this	situation.	It	can	be	run	all	the	way	and	give	an	answer	that	can	be	right	or	wrong.	Each	of	these	results	is	bad,	but	the	last	one	is	definitely	the	worst.	When	a	program
  appears	to	be	doing	the	right	thing	but	isn't,	bad	things	can	happen:	property	can	be	lost,	patients	can	receive	lethal	radiation	therapy,	planes	can	crash.	Whenever	possible,	programs	should	be	written	in	such	a	way	that	it	is	obvious	that	they	do	not	work	correctly.	We'll	discuss	how	to	do	this	throughout	the	book.	Finger	Exercises:	Computers	can	be
  very	annoying.	If	you	don't	tell	them	exactly	what	to	do,	they	are	more	likely	to	do	it	wrong.	Try	to	write	an	algorithm	for	driving	between	two	destinations.	Writethe	way	you	would	treat	a	human,	and	then	imagine	what	would	happen	if	that	human	were	as	stupid	as	a	computer	and	executed	the	algorithm	exactly	as	written.	(For	a	fun	illustration	of
  this,	see	the	video	1.1.	—	terms	introduced	in	Declarative	Knowledge.	The	corrected	algorithm-program	for	calculating	mandatory	knowledge	is	saved.	program	computer	program	interpreter	flow	counter	control	flowchart	programming	language	universal	Turing	machine	halting	problem	Church-Turing	completeness	of	the	thesis	Turing	literals	infix
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...Introduction to computation and programming using python pdf contents thanksgiving preface getting started some simple numeric programs functions scope abstraction structural types modifiability recursion global variables modules files testing debugging exceptions evidence oriented a algorithmic complexity algorithms data structures graphs more about classes backpack graphene optimization problems dynamic random walks visualization stochastic distribution probability carlo modeling sampling i trust understanding samples hypothesis false deep statistics exploration with pandas machine learning overview clustering classification techniques w applications computational wp computer science application third edition john guttag mit press cambridge ma london england all rights reserved no part of this book may be reproduced in any form by electronic or mechanical means including photocopying recording information storage retrieval without the written permission publisher was created new best...

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