Learning Library
Every concept we teach, clearly explained
Hands-on explainers for the ideas behind our courses — each one taught through real, runnable code, from your first print() to hashing a blockchain.
Core Coding Library
The core of programming — variables, loops, functions, and the ideas every course builds on.
- Printing & Output
Show text and results on the screen with print().
- Variables
A name that holds a value, so you can use it and change it later.
- Functions
Package steps under a name so you can reuse them with one call.
- For Loops
Repeat code many times without retyping, using a loop variable that changes each pass.
- If / Elif / Else
Run different code depending on whether something is true.
- Comparing Values
Compare values with ==, !=, <, >, <=, >= to get True or False.
- Doing Math with Code
Do arithmetic with +, -, *, /, //, %, and **.
- Importing Code You Can Reuse
Borrow tools other people wrote, starting with the ones Python ships with.
- Giving Functions Inputs
Feed values into a function to change what it does.
- Lists
An ordered collection you can grow, index, and loop over.
- Dictionaries
Look up values by a key instead of a position — key to value pairs.
- f-strings & Text Formatting
Build text with values dropped inside using f-strings.
- Running Totals & Counters
Start a variable before a loop, then change it a little on every trip: totals, counts, and best-so-far.
- Getting Answers Back (return)
Send an answer back out of a function with return.
- And, Or, Not
Combine true/false tests with and, or, not.
- Getting Items from a List
Get one item from a list by its position (starting at 0).
- Changing Lists (append, remove)
Change a list: append, remove, pop, insert, and more.
- Numbers, Text & True/False
The kinds of values code uses: numbers, text (strings), and booleans.
- Reading Errors & Debugging
Read Python's error messages and fix bugs methodically.
- Working with Text
Transform text: upper, lower, strip, split, replace, and more.
- The range() Function
Generate a sequence of numbers to loop over: range(start, stop, step).
- Randomness with random
Make things unpredictable with random numbers and choices.
- Loops Inside Loops
A loop inside a loop — rows and columns, grids, every pair.
- While Loops
Repeat as long as a condition stays true.
- Getting Input from a User
Read what the user types with input().
- X/Y Coordinates
Find any spot with two numbers: x is how far across, y is how far down.
- The math Module
Extra math: sqrt, sin/cos, pi, floor/ceil.
- Classes & Objects
Blueprints (classes) that create objects bundling data and behavior.
- Methods & Attributes
An object's data (attributes) and its actions (methods).
- Colors: Names & RGB Numbers
Colors by name, and the three numbers (red, green, blue) inside every one.
- List Comprehensions
Build a list in one readable line from a loop.
- Where Variables Live (scope)
Where a variable lives — local vs global — and why it matters.
- Looping with a Counter
Loop over items and their index at once.
- Tuples
Fixed, unchangeable sequences — great for coordinates and pairs.
- Handling Errors (try/except)
Catch errors so your program recovers instead of crashing.
Digital Art Library
Make art with code: the paper, shapes, layers, reusable pieces, and randomness that surprises you.
- Drawing Shapes
Painting shapes with one command each: circles, boxes, ovals, rings, hearts.
- Layers & Composition
Build a scene back to front, in sections, so every part lands where it should.
- The Paper (Your Canvas)
The 400-by-400 sheet every painting lives on, and how to fill it.
- Reusing Art Pieces
Write a recipe for a piece once, like a ladybug or a building, then paint it anywhere.
- Randomness in Art
Let the computer pick spots, sizes, and colors so no two pieces match.
- Generative Art
Let loops, recipes, and randomness make art that's different every Run.
Game Development Library
Build arcade games: the game loop, game pieces, keys, touching, timers, and keeping score.
- Frames & Motion
Movement is a small change every frame: speed, falling, bouncing, and gravity.
- Score & Lives
The numbers that make it a game: points going up, lives going down.
- Waves & Spawning
Lists of game pieces that grow and shrink: a wall of bricks, a wave of rocks, a stream of gates.
- Keyboard Input
React to keys: held down for steering, pressed once for a jump or a zap.
- Game State
One variable that says which part of the game is happening: title, playing, paused, or over.
- Touching & Collisions
Tell when two game pieces touch, and decide what happens next.
- Timers & Countdowns
Count frames to make something happen on a beat, or last a while and then stop.
- The Game Loop
The heartbeat of every game: play(), then draw(), about 60 times a second.
- Game Pieces (Sprites)
The things in your game, like a basket, a ball, or a brick, that know where they are and how to draw themselves.
Website Development Library
Build for the browser: HTML structure, Tailwind styling, flexbox and grid, the live DOM, and data from real APIs.
- Tailwind Utility Classes
Small utility classes that style an element right in its class list.
- Attributes & Classes
Extra information on an element: class, id, href, alt, and more.
- The DOM
The live page a script can search and change: find an element, then update it.
- CSS Basics
How styling works: color, size, and the box of space around every element.
- Events & Listeners
Make a page respond: listen for a click or a key press, then run a function.
- Components
Reusable building blocks, like a navbar, a card, or a footer, composed into pages.
- HTML Basics
The elements that structure a web page: headings, paragraphs, sections, links.
- Building Pages from Data
Keep content in an array of objects and let a loop turn each one into markup.
- CSS Grid
Lay elements out in rows and columns at once, with items that can span several.
- Flexbox
Line elements up in a row or column, and decide how the space between them is shared.
- Responsive Design
One page that fits a phone and a monitor: mobile first, then breakpoints.
- Forms & Inputs
Collect what a visitor types: labels, inputs, dropdowns, and a button that submits.
- Fetching Live Data (APIs)
Ask another computer for data with fetch, wait for the answer, and put it on the page.
Biotech Library
Read the code of life: DNA and RNA, codons, and analyzing sequences with Python.
- DNA & RNA
The molecules that store and carry genetic instructions.
- Transcription & Translation
How DNA becomes RNA becomes protein — a pipeline.
- Codons
Three-letter chunks of genetic code, each naming one amino acid.
- Proteins & Amino Acids
The building blocks proteins are made of.
- Sequence Analysis
Measuring and comparing biological sequences with code.
- The Genetic Code
The full codon to amino-acid mapping, with start and stop.
- Orthologs
The same gene across different species.
Quant Library
Explore markets with code — price data, moving averages, and backtesting. Educational, not advice.
- Market Data
What price/volume data looks like and how to read it in code.
- Trading Signals
Turning indicators into buy/hold/sell decisions — conceptually.
- What Is Backtesting?
Testing a strategy on past data to study it — educational, not advice.
- Risk Basics
Position sizing, drawdown, and why risk matters — not advice.
- Moving Averages
Smoothing noisy data by averaging a sliding window.
Blockchain & DeFi Library
How blockchains really work: hashing, chained blocks, proof of work, and smart contracts.
- Hashing
Turning any input into a fixed-size fingerprint that changes if the input does.
- Consensus (Proof of Work)
How a network agrees on the next block.
- Blocks & Chains
Blocks that each carry the previous block's hash, forming a chain.
- DeFi Basics
Concepts behind decentralized finance — conceptual, not advice.
- Wallets & Keys
Public/private keys that prove ownership and sign actions.
- Transactions
Signed transfers recorded on the chain.
- What Is a Blockchain?
A tamper-evident chain of data blocks shared across a network.
- Smart Contracts
Programs that run on a blockchain under fixed rules.
Security Library
Think like a defender: how networks work, common weaknesses, and the ethics that come first.
- What Is a Vulnerability?
Why weaknesses exist and how defenders think about them.
- Ports & Protocols
The doors and languages services use to talk (HTTP, TCP, ports).
- How Networks Work
How data travels between machines — packets, addresses, routes.
- The Security Mindset
Thinking like a defender: assume nothing, verify everything.
- Ethical Hacking Ethics
Authorization, disclosure, and doing security work responsibly.