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Adafruit Circuit Playground Express (Circuit playground express)

Description:

Circuit Playground Express
 is the next step towards a perfect introduction to electronics and programming. We've taken the original Circuit Playground Classic and made it even better! Not only did we pack even more sensors in, we also made it even easier to program.

Start your journey with Microsoft MakeCode block-based or Javascript programming. Or, you can follow along with code.org CS Discoveries. Then, you can use the same board to try CircuitPython, with the Python interpreter running right on the Express. As you progress, you can advance to using Arduino IDE, which has full support of all the hardware down to the low level, so you can make powerful projects.

Because you can program the same board in 3 different ways - the Express has great value and re-usability. From beginners to experts, Circuit Playground Express has something for everyone.

Here's some of the great goodies baked in to each Circuit Playground Express:

  • 10 x mini NeoPixels, each one can display any color
  • 1 x Motion sensor (LIS3DH triple-axis accelerometer with tap detection, free-fall detection)
  • 1 x Temperature sensor (thermistor)
  • 1 x Light sensor (phototransistor). Can also act as a color sensor and pulse sensor.
  • 1 x Sound sensor (MEMS microphone)
  • 1 x Mini speaker with class D amplifier (7.5mm magnetic speaker/buzzer)
  • 2 x Push buttons, labeled A and B
  • 1 x Slide switch
  • Infrared receiver and transmitter - can receive and transmit any remote control codes, as well as send messages between Circuit Playground Expresses. Can also act as a proximity sensor.
  • 8 x alligator-clip friendly input/output pins
  • Includes I2C, UART, 8 pins that can do analog inputs, multiple PWM output
  • 7 pads can act as capacitive touch inputs and the 1 remaining is a true analog output
  • Green "ON" LED so you know its powered
  • Red "#13" LED for basic blinking
  • Reset button
  • ATSAMD21 ARM Cortex M0 Processor, running at 3.3V and 48MHz
  • 2 MB of SPI Flash storage, used primarily with CircuitPython to store code and libraries.
  • MicroUSB port for programming and debugging
  • USB port can act like serial port, keyboard, mouse, joystick or MIDI!

More product details available at https://learn.adafruit.com/adafruit-circuit-playground-express

Circuit Playground Lessons available at https://learn.adafruit.com/circuit-playground-lesson-number-0/intro
Would you like to learn electronics, with an all-in-one board that has sensors and LEDs built in? Circuit Playground is here, and it's the best way to practice programming on real hardware. No soldering or sewing required!
R529.90  Inc VAT
BMP180 Digital Barometric Pressure Sensor Board Module (Barometric sensor)
Description:

This digital barometer has some interesting applications. By measuring the absolute pressure of the environment and converting this into altitude. you will have a reliable sensor for determining the height of your robot, plane or projectile. This sensor is capable of achieving an accuracy of 1m, with noise of only 17cm in ultra-high resolution. The device will operate at only 0.3uA meaning low current draw for battery powered applications.

Specifications:


1.8V to 3.6V Supply Voltage
Low power consumption - 0.5uA at 1Hz
I2C interface
Max I2C Speed: 3.5 MHz
Very low noise - up to 0.02hPa (17cm)
Fully calibrated
Pressure Range: 300hPa to 1100hPa ( 9000m to -500m)
Weight: 1.18g
Size: 21mm x 18mm

Package includes:

1 x BMP180 Digital Barometric Pressure Sensor Board Module
1 x Male to Male 4 pin header

Resources:

Using the BMP180 with Raspberry Pi
R39.90  Inc VAT
BME280 1.8-5V High Precision Atmospheric Pressure, Temperature, humidity Sensor Module (BME280 pressure temp humid)
Description:

The BME280 is a humidity sensor especially developed for mobile applications and wearables where size and low power consumption are key design parameters.

BME280, the precision sensor from , is soldered onto PCB.
Not only the pressure and the temperature, this sensor can measure humidity.
It uses both I2C and SPI (supports 3-, 4-wire SPI) interface
 

    Specifications:

    Supply Voltage: 1.8 - 5V DC
    Interface: I2C (up to 3.4MHz), SPI (up to 10 MHz)
    Operational Range:
    Temperature: -40 to 85°C
    Humidity: 0-100%
    Pressure: 300-1100 hPa
    Temperature: 0.01°C
    Humidity: 0.008%
    Pressure: 0.18Pa
    Accuracy:
    Temperature: -1°C
    Humidity: -3%
    Pressure: -1Pa
    I2C address
    SDO LOW : 0x76
    SDO HIGH: 0x77

What's in the box?

1 x bme280 sensor
1 x header


The Raspberry Pi Foundation Project
R229.90  Inc VAT
9 x 40MM GT2 Aluminium Fixed Pressure Belt Holder (Aluminium gt2 belt holder)
Description:

The GT2 belt clamp is used with open ended GT2 belt to form a loop. It is manufactured from Aluminium with a 2mm pitch and can be used with 6 and 9mm belts.

Features:


Best suitable for the synchronous belt of 2GT model

Specifications:

1. Size: 9x40mm
2. Material: aluminum
3. Teeth space: 1.1mm
4. Tooth width: 0.85mm
5. Tooth depth: 0.9mm


Package includes:

1 x Fixed Piece
R29.90  Inc VAT
Cambridge University Press - Coding Club Python Next Steps Level 2 (Python Next Steps Level 2)
Description:

Books at this level are intended for young coders that have enjoyed level 1 books and want to continue their coding adventure at a slightly higher level.

Python Next Steps continues the Python journey. Readers learn more about this fantastic programming language while building several useful, short applications including their own calculator. Several spare buttons will be built so that young coders can attach their own functions making this a truly programmable calculator!

Chapter 1

Ch.1 - Data types:
In this Chapter you are going to:

   >>> Learn about data types.
   >>> Learn about tuples, lists and dictionaries.
   >>> Make a version of MyMagic8Ball that is much shorter to code than the one from Python Basics.

PythonNextSteps-Ch1.pdf

Chapter 2

Ch.2 - Building GUIs:
In this Chapter you are going to:

   >>> Practise using tuples and dictionaries.
   >>> Review using tkinter and learn about some more widgets.
   >>> Build a GUI.
   >>> Build a glossary application that can easily be customised into a number of other simple cool apps too.

Chapter 3

Ch.3 - Designing a Simple Calculator:
In this Chapter you are going to:

   >>> Learn about 'for loops'.
   >>> Use lists and loops to save a lot of repetitive coding.
   >>> Learn more about the tkinter button widget.
   >>> Design your own calculator application called MyCalculator.
   >>> Build a complex GUI easily.

Chapter 4

Ch.4 - A Fully Working Calculator:
In this Chapter you are going to:

   >>> Learn how to use default values in functions creatively.
   >>> Learn about debugging.
   >>> Learn about catching and handling errors.
   >>> Delve deeper into binary numbers.
   >>> Produce a fully working calculator.

Chapter 5

Ch.5 - Customising the Calculator:
In this Chapter you are going to:

   >>> Layout a customisable calculator.
   >>> Create some fully functioning constant buttons.
   >>> Start a module to hold the functions for our programmable buttons.
   >>> Learn a little more about how to organise code in applications.

Bonus Chapter

Bonus Chapter - Algorithms:
In this Chapter you are going to:



   >>> Add code to the programmable buttons.
   >>> Learn about algorithms.
   >>> Learn about factorials.
   >>> Learn how to convert numbers to roman numerals.
   >>> Make a fully programmable calculator with some unique functions including its own customisable game.

R219.90  Inc VAT
Cambridge University Press - Coding Club Python Building Big Apps Level 3 (Python Big Apps Level 3)
Description:

Answers and full source code are on the resources page.

Books at level 3 are intended for young coders that are starting to want to build more involved applications. The first book at this level is Python: Building Big Apps. It introduces Object Oriented Programming (OOP) so that readers become familiar with classes and objects which are extensively used in game programming.

The book does not set out to teach perfect OOP but instead simply aims to introduce some of the concepts and to recommend that building classes allows students to organise their code in big projects in a logical and manageable way.

While learning more theory, readers will build a number of small projects ending with a big project - MyPong. The final chapter will show how building MyPong carefully allows us to quickly and easily build a BreakOut style game, an Invaders game and many more.



Chapter 1

Ch.1 - Can you guess my password?
In this Chapter you are going to revise:

   >>> variables
   >>> if, elif and else
   >>> functions
   >>> while loops
   >>> modules.

Chapter 2

Ch.2 - Objects, classes and factories
In this Chapter you are going to:

   >>> learn how to design classes
   >>> learn how to make objects from classes
   >>> start to build your own module
   >>> learn how to build larger programs one bit at a time.


PythonBuildingBigApps-Ch2.pdf


The MyPong Project:

Chapter 3

Ch.3 - Creating the Table
In this Chapter you are going to:

   >>> design a table class
   >>> learn a bit more about the tkinter module
   >>> build a simple graphical app.

Chapter 4

Ch.4 - Making the Ball
In this Chapter you are going to:

   >>> design a ball class
   >>> learn how to add the ball to the table
   >>> learn how to animate shapes in tkinter.

Chapter 5

Ch.5 - Building the Bats
In this Chapter you are going to:

   >>> design a bat class
   >>> learn how to add the bats to the table
   >>> learn how objects communicate with each other.

Chapter 6

Ch.6 - The Rules and Scoring
In this Chapter you are going to:

   >>> stop the ball bouncing off the left and right walls
   >>> add a scoring system to your game
   >>> finish MyPong.



Two new Games:Bonus Chapter

Bonus Chapter - Two more games
In this Chapter you are going to:

   >>> see how useful lists are for storing objects in games
   >>> see how to add many bricks at once using a loop
   >>> see how flexible your ball, bat and table classes are
   >>> produce two new games that can be further customised.

R219.90  Inc VAT
Cambridge University Press - Coding Club Python Programming Art Supplement 1 (Python Prog Art Suppl 1)
Description:

Answers and full source code are found in the resources page.

Python: Programming Art provides more material at level 1 for those readers who are enjoying their coding at this level but are not quite ready to move on to the next level.

In this book you learn how to use Python's popular turtle module to draw some fantastic art really quickly and in the second half of the book build an awesome art app that is not a paint program or a drawing app but something quite unique and different.

More importantly, by the end of the book, you should be able to write your own short programs and be able to fully customise your art apps into a new app that is truly your own.



Chapter 1

Ch.1 - Introducing turtle
In this Chapter you will learn how to:

   >>> import the turtle module
   >>> make your turtle move around in all directions
   >>> change what the turtle looks like.




PythonProgrammingArt-Ch1.pdf


Chapter 2

Ch.2 - Shapes, colour and repetition
In this Chapter you will learn how to:

   >>> draw circles, squares and polygons
   >>> change the colour of your lines
   >>> fill your shapes with colour
   >>> make Python do more with less code.

Chapter 3

Ch.3 - Getting creative
In this Chapter you will learn how to:

   >>> change the colour of the turtle, the background and the pen
   >>> fill shapes with colour
   >>> change the speed of the turtle
   >>> organise your code so that it is easy to experiment with.



Building an art app:

Chapter 4

Ch.4 - From small beginnings
In this Chapter you will learn how to:

   >>> add background images to tkinter projects
   >>> write some more functions
   >>> call functions with key presses on your keyboard.

Chapter 5

Ch.5 - Red lines are not enough
In this Chapter you will learn how to:

   >>> change the line colour
   >>> change the line thickness
   >>> attach functions to buttons instead of key presses
   >>> adjust the size of buttons.

Chapter 6

Ch.6 - Stamping and painting
In this Chapter you will learn how to:

   >>> organise buttons into frames
   >>> make a function to add an image to your canvas
   >>> attach functions to mouse movements.

R149.90  Inc VAT
Cambridge University Press - Black Flag: A Coding Club Mission (book black flag)
Description:

Welcome to Black Flag: A Coding Club Mission

In Marshall Trent’s Reunited Kingdom every citizen of New Edgehill has a neurochip implanted within them that links directly to the Neuralnet.

The Neuralnet sees and records every thought, movement and microscopic detail of every life in New Edgehill. Absolute control!

Cal Jones believes he is no different from everyone else. That is until he saves the life of Sasha and learns that everything that he thought was true is in fact a lie. He discovers an underground group, the Anarchists, living outside of the Neuralnet and harbouring a secret which will change his life forever.


Read the Book

Matt Langley has written a fantastic, imaginative and exciting novel for the Coding Club series. You can even read the first Chapter now: http://codingclub.co.uk/uploaded_pdfs/BlackFlag_sample.pdf

More info at http://codingclub.co.uk/black_flag.php
Join Danni as you train as an Anarchist


This is a Coding Club mission. This means that you can get far more involved in this book than any other you have read before – should you wish to. To register for free, all you need to do is enter an activation code and fill in a short form. Unfortunately we cannot just leave activation codes in plain view. You will have to visit the Black Flag website and think like a true hacker – ignore the visuals and dig into the code!

I will guide you throughout your training as an Anarchist agent. You will solve many of the assignments that Cal, Sasha and I face in our struggle. Do not worry if you are still a novice programmer, there is lots of guidance and hints along the way.

All the preparation that is necessary is that you have worked through Coding Club: Python Basics. Alternatively you should be fine if you have learnt a little Python 3 some other way. You simply need to have a grasp of how to write variables and functions, perform simple maths operations and manipulate strings. You should also know how to save and load files in IDLE.

It is not going to be easy, but trying to save the World never is!

R190.00  Inc VAT
Cambridge University Press - Python: Interactive Adventures supplement 2 (book Python Interactive Adventures)
Description:

This is the Python: Interactive Adventures home page. Answers and full source code are found in the resources page.

Python: Interactive Adventures is the latest book to be added to the series and provides more material at level 2 for programmers at this level. It is written as an alternative and extension to Python: Next Steps. The material introduced at this level is very powerful and enables young programmers to produce a whole variety of exciting Apps but many students will want to consolidate by studying both level 2 books before moving on. While both books introduce tuples, lists and dictionaries Next Steps also delves into building and designing sophisticated GUIs. Interactive Adventures, on the other hand, explores how to go about breaking longer programs into manageable tasks which are easier to approach or share among a group of friends.

In the first part of this book you write a card trick script, create a small e-book reader and an app to help you encrypt and and decode messages. The big project involves building an interactive story based app that you can then customise with your own images, story and puzzles. The bonus app provides a short interactive mystery story, with a heap of special effects you can explore and add to your own apps.

Chapter 1

Ch.1 - Data types
In this Chapter you will:

   >>> learn about data types
   >>> learn about tuples, lists and dictionaries
   >>> make a 'magic' card trick app
.

PythonInteractiveAdventures-Ch1.pdf

Chapter 2

Ch.2 - The Caesar machine
In this Chapter you will learn how to:

   >>> do modulus addition
   >>> manipulate strings
   >>> use for loops
   >>> develop a simple algorithm
   >>> turn an algorithm into Python code.

Chapter 3

Ch.3 - A simple ebook reader
In this Chapter you are going to:

   >>> learn more about loops
   >>> learn more about tkinter widgets
   >>> learn how to import text files into your applications
   >>> build a simple GUI to control your ebook reader.

Chapter 4

Ch.4 - An old-school adventure
In this Chapter you are going to:

   >>> make your own infinite loop
   >>> learn more about dictionaries, lists and tuples
   >>> create a simple map for an adventure story
   >>> learn how to make a simple text-based menu.

Chapter 5

Ch.5 - Writing a story
In this Chapter you are going to:

   >>> learn even more about dictionaries, lists and tuples
   >>> consider how to program an interactive adventure
   >>> add a story to your game
   >>> create a map for an adventure story.

Chapter 6

Ch.6 - An adventure game console
In this Chapter you are going to:

   >>> build a GUI for your game
   >>> learn more about arranging tkinter widgets in frames.

Chapter 7

Ch 7 - A mysterious mystery
In this Chapter you are going to:

   >>> add the story to the GUI
   >>> think about how to divide up tasks.


R149.90  Inc VAT
Code the Classics - Volume 1 (code the classics)
Description:

This stunning 224-page hardback book not only tells the stories of some of the seminal video games of the 1970s and 1980s, but shows you how to create your own games inspired by them using Python and Pygame Zero, following examples programmed by Raspberry Pi founder Eben Upton.

In the first of two volumes, we remake five classic video games – ranging from Pong to Sensible Soccer, each represents a different genre. We interview the games’ original creators and learn from their example, as well as utilise the art and audio engineering skills of two of the 1980s’ most prolific games developers for our recreated versions of the games.

  • Get game design tips and tricks from the masters
  • Explore the code listings and find out how they work
  • Download and play game examples by Eben Upton
  • Learn how to code your own games with Pygame Zero
  • Read interviews with expert graphics and audio creators 
R229.90  Inc VAT
R229.90
Retro Gaming with Raspberry Pi 2nd edition (book retro gaming 2nd)
Description

Discover how to set up Raspberry Pi to play classic games in the brand new version of our retro gaming guide.



In this 164-page book, you’ll learn how to build a portable games machine, assemble a full-sized arcade cabinet, and emulate classic computers and consoles. Our step-by-step guides make each build easy! Plus you’ll even learn to program your own versions of classic arcade games using Python and Pygame.



  •     Set up Raspberry Pi for retro gaming
  •     Emulate classic computers and consoles
  •     Learn to program retro-style games
  •     Build a portable console, arcade cabinet, and pinball machine
  •     And much, much more!



What's in the box?

1 x retro gaming 2nd edition book

R199.90  Inc VAT
Create Graphical User Interfaces with Python (book python gui)
Description

Add buttons, boxes, pictures and colours and more to your Python programs using the guizero library, which is quick, accessible, and understandable for all.



This 156-page book is suitable for everyone, from beginners to experienced Python programmers who want to explore graphical user interfaces (GUIs).There are ten fun projects for you to create, including a painting program, an emoji match game, and a stop-motion animation creator.



  • Create games and fun Python programs
  • Learn how to create your own graphical user interfaces
  • Use windows, text boxes, buttons, images, and more
  • Learn about event-based programming
  • Explore good (and bad) user interface design

What's in the box?

1 x Create Python GUI book
R199.90  Inc VAT
Cambridge University Press - Coding Club Python Basics Level 1 (Python Basics Level 1)
Description:

The programming language Python 3 is used to introduce the principles of programming. In this book you learn how to write simple programs that include My8Ball, a number guessing game and a small graphical application called MyEtchASketch.

More importantly, by the end of the book, you should be able to write your own short programs and be able to fully customise both the look and how the various programs you have made to your own liking.

Chapter 1

Ch.1 - Python, IDLE & Your First Program:
In this Chapter you are going to:

   >>> Meet the programming language you are going to learn about.
   >>> Meet IDLE which will help organise and run your code easily.
   >>> Check that your computer is set up correctly.
   >>> Write and run your first program.

Chapter1.pdf

Chapter 2

Ch.2 - Some text, some maths & going loopy:
In this Chapter you will be able to:

   >>> Learn how to do some more with texts.
   >>> Get Python to do some maths for you.
   >>> Learn about how loops work.
   >>> Learn lots of useful operators.

Chapter 3

Ch.3 - Readable code and My8Ball Game:
In this Chapter you will be able to:

   >>> Write and save a Python file using Script Mode.
   >>> Learn how to write clear readable code.
   >>> Run a Python file.
   >>> Learn about how to get user input.
   >>> Learn about if and else clauses.
   >>> Write a short game called MyMagic8Ball.


Here is a movie of this chapter's project: my8ball.py

Chapter 4

Ch.4 - Functions:
In this Chapter you will be able to:

   >>> Learn about functions .
   >>> Write your own functions.
   >>> Create a number guessing game.



Here is a movie of this chapter's project: myNumber.py

Chapter 5

Ch.5 - MyEtchASketch:
In this Chapter you will be able to:

   >>> Learn how to use the tkinter library.
   >>> Make your own Etch A Sketch game.
   >>> Learn how to put an application in its own window.
   >>> Learn how to attach functions to keyboard presses.



Here is a movie of this chapter's project: myEtchaSketch.py
Here is a movie of a two player version: ourEtchaSketch.py

Answers to Challenges

Click below to find the answers to the puzzles and challenges in Python Basics.

Answers

R219.90  Inc VAT
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