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.