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.