Programs, Information, and People

Learning with Python: Interactive Edition 2.0

Welcome! Take a tour, experiment with Python, join other readers in learning how to write programs in Python that analyze information produced by people, information such as the text they write, the comments and likes they make on Facebook, or the tags that they give to images on flickr.

As a task to start thinking about, suppose you were playing the game hangman. How do you choose which letters to guess? Perhaps you've heard that e is the most common letter in English, and that t is next. Those are reasonably good first guesses. After that, perhaps it's worth checking for vowels, since every English word has at least one vowel. There are lots of other tricks you might try. If you go all the way through this online textbook and all the exercises, eventually you will be able to write a program that makes good guesses in a related game, called the Shannon game. For now, let's just see how often certain letters appear in this introductory text.


Benefits of this Interactive Textbook

Next Steps

About this Project

This interactive book is a product of the Runestone Interactive Project at Luther College, led by Brad Miller and David Ranum. There have been many contributors to the project. Our thanks especially to the following:

The Runestone Interactive tools are open source and we encourage you to contact us, or grab a copy from GitHub if you would like to use them to write your own resources.