Learning Library

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

    Named boxes that hold a value you can use and change later.

  • For Loops

    Repeat code many times without retyping, using a loop variable that changes each pass.

  • Importing Code You Can Reuse

    Bring in code others wrote — including our own packages.

  • Functions

    Package steps under a name so you can reuse them with one call.

  • If / Elif / Else

    Run different code depending on whether something is true.

  • Lists

    An ordered collection you can grow, index, and loop over.

  • Comparing Values

    Compare values with ==, !=, <, >, <=, >= to get True or False.

  • Doing Math with Code

    Do arithmetic with +, -, *, /, //, %, and **.

  • Giving Functions Inputs

    Feed values into a function to change what it does.

  • Dictionaries

    Look up values by a key instead of a position — key to value pairs.

  • And, Or, Not

    Combine true/false tests with and, or, not.

  • Changing Lists (append, remove)

    Change a list: append, remove, pop, insert, and more.

  • Getting Items from a List

    Get one item from a list by its position (starting at 0).

  • Getting Answers Back (return)

    Send an answer back out of a function with return.

  • Numbers, Text & True/False

    The kinds of values code uses: numbers, text (strings), and booleans.

  • The range() Function

    Generate a sequence of numbers to loop over: range(start, stop, step).

  • Working with Text

    Transform text: upper, lower, strip, split, replace, and more.

  • Loops Inside Loops

    A loop inside a loop — rows and columns, grids, every pair.

  • f-strings & Text Formatting

    Build text with values dropped inside using f-strings.

  • While Loops

    Repeat as long as a condition stays true.

  • Randomness with random

    Make things unpredictable with random numbers and choices.

  • Colors as Numbers (RGB)

    Colors are three numbers: red, green, blue (0-255 each).

  • Reading Errors & Debugging

    Read Python's error messages and fix bugs methodically.

  • X/Y Coordinates

    Locate things on a grid with x (across) and y (down).

  • Getting Input from a User

    Read what the user types with input().

  • Classes & Objects

    Blueprints (classes) that create objects bundling data and behavior.

  • The math Module

    Extra math: sqrt, sin/cos, pi, floor/ceil.

  • 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.

  • Methods & Attributes

    An object's data (attributes) and its actions (methods).

  • Tuples

    Fixed, unchangeable sequences — great for coordinates and pairs.

  • Handling Errors (try/except)

    Catch errors so your program recovers instead of crashing.