Best Online Python Training in Delhi | Python Jobs in Delhi for freshers 2022

10 Reasons to Enroll in a Python Course at SASVBA Institute in Delhi

1

The most up-to-date and advanced Python course available.

2

With a Guaranteed Internship, we can help you find a job.

3

Personal trainer with ten years of expertise in the field.

4

Complete Interview Preparation for Live Projects.

5

Customize your timing preferences based on your need.

6

Free Spoken English Training and Personality Development Classes.

7

Trainers provide one-on-one help.

8

Study materials, video sessions, interview questions, and much more are all available for free.

9

Certificate that is recognized around the world.

10

There are EMI options available.

11

There are no limits to how many backup classes you can have.

Are you looking for the best institute for Python training in Delhi SASVBA that offers Python classes along with live projects by an expert instructor. Our Python training program in Delhi is specially designed for Undergraduates, Graduates, Working Professionals and Freelancers. We provide end-to-end learning on the Python domain with deep dives to build a winning career for every profile.

What is Python?

Python is a widely used programming language that focuses on code readability to help programmers write logical and straightforward code for a variety of tasks. It is progressive constructed, suggesting that it applies programming practices during runtime rather than during aggregation, as static programming languages do.

It was initially released in 1991 after being developed in the late 1980s. In the year 2000, Python 2.0 was released, bringing with it new features like as list appreciations. Python interpreters are available for a variety of operating systems. Python's large standard library is generally mentioned as one of the language's strongest points. It provides designers with the tools they'll need to complete a project.

Because a large portion of the standard library contains cross-platform Python code, programmers just need to adapt or modify a few modules for different executions. The Python Package Index, which is the authoritative archive for third-party Python software, has over 200,000 packages.

Another reason for its popularity is that it is possibly the most extensive language available. Python is a simple-to-learn programming language that is widely used due to its well-organized structure. The code is written in English, which makes it very easy to understand. In this way, the creative cycle appears to be very natural.

Features of Python Programming

The following are some of the properties of Python programming that make it a popular language: • Python has a large number of data types.

1- Python is a platform-agnostic pre-programmed language that enables components to access all operating system APIs.

2- Python, unlike other programming languages, allows for more runtime flexibility.

3- Awk and Perl's core text manipulation features are also provided in Python.

4- There is a Python Module that allows you to have several classes and capacities.

5- Python libraries are cross-platform, meaning they may be used on any platform, including Windows, Linux, and macOS.

6- Python can be easily compiled to byte-code, which is why it is popular for developing large applications.

7- Like OOP principles, Python provides components to aid functional and structured programming.

5 great things you can do with Python

Scripting

Python excels in a variety of activities, including scripting. Consider the following scenario: you want to scrape all data from a job-search website so that you can sort through it efficiently. Attempting to do so manually would be near impossible, but using a Python script can help you do it quickly.

This programming language has the advantage of allowing you to automate your scraping activities with just a few lines of code. It might be anything from cron routines to YouTube video downloads. All of this can be accomplished with just a few lines of Python code.

Developing games

Python can also be used to create entertaining games. Because this programming language supports game development, you should take advantage of it. Sound, film, art, music, and multimedia projects can all be created with the games.

An variant of the popular hangman game that can be played in the terminal is the finest starting point for ambitious developers who wish to create games with Python.

Data science

Python is an excellent programming language for data science applications. Python is the ideal tool for the job, whether it's for data analysis or manipulation, or for developing sophisticated algorithms.

It allows you to interpret and visualise data using Python libraries like scipy, NumPy, and others with just a few lines of code. TensorFlow and PyTorch, for example, are two deep learning systems that support this language.

Web design and development

Python can also be used to perform complex web development tasks. Python makes it very simple to experiment with Object Oriented concepts because it is an Object Oriented language. Pyramid and Django are two possibilities for developers who utilise it for web development.

They may thus create a very robust website from the ground up while simultaneously utilising other micro-frameworks such as Flask and Bottle. Many internet protocols, such as JSON and HTML, are supported by Python's standard library.

Robotics

Raspberry Pi computers are extensively utilised in miniature robots as the brains. Python may be used to programme these machines so that they can interact with their surroundings and accomplish various activities.

Another interesting application of the programming language is the ability to extend its capabilities to robotic devices.

Python Training: The Need and Importance

The primary goal of Python training is to familiarize students with fundamental computer programming concepts such as conditional execution, loops, semantics, the Python programming language syntax, and the runtime environment, as well as generic coding methodologies and object-oriented programming. As the need for Python certified workers grows, the certification course will ensure that you have all of the necessary expertise for your job.

Python training in Delhi ensures that you are totally aware with all of Python's basic features and that you have the necessary skills to become a python developer. Python is the most widely used programming language; therefore learning it and acquiring a certification in it will help you advance in your career.

Python as a Profession

source code:CodeWithHarry

Today's businesses are constantly on the lookout for competent and skilled workers to meet their consumers' quickly evolving technological needs. Some of the most in-demand skills in 2020 and beyond are Java, Python, JavaScript, SQL,.NET, C#, C, C++, PHP, Android, AngularJS, Ruby, Go, iOS, ReactJS, and Perl. It's usually beneficial to know more than two high-level programming languages, one of which being Python. It gives them a competitive advantage over the competition. Join the Top and Best Python Courses in Delhi to learn Python.

Python Developers are in higher demand than ever before.

Python has become more essential than other programming languages throughout time, and it has received a lot of support from developers. It is not only an open-source programming language, but also one of the most capable programming languages. It is widely used by programmers for system development and application development. Furthermore, better programming is ensured by a more ordered coding effort and more dependable test performance. As a result, python programmers are in high demand.

Python Course of Query Columns

- Examining the Game Over Program.

- Introducing Python.

- Python Is Easy to Use

- Python Is Powerful

- Python Is Object-Oriented

- Python Is a “Glue” Language

- Python Runs Everywhere

- Python Has a Strong Community

- Python Is Free and Open Source              

- Setting Up Python on Windows.              

- Installing Python on Windows

- Setting Up Python on Other Operating Systems.              

- Introducing IDLE.

- Programming in Interactive Mode

- Programming in Script Mode

- Back to the Game Over Program.

- Using Comments

- Using Blank Lines

- Printing the String

- Waiting for the Use


Search for: Is Python hard to learn?

 

- Is Python a noob?

- Is Python enough to get a job?

- Can I learn Python in 3 days?

Do Python certifications expire?

What company owns Python?

How long will it take to learn Python?

How can I get python certified for free?

Is there a Django certification?

Where can I learn Python for free?

Which field is best in Python?

Which pays more Java or Python?

 

 

Students completing Python training in Delhi successfully are able to deliver the solutions mentioned below

 

Install and execute Python program

Command-line arguments

Variables, Data types, Numbers

Control Flow and Syntax, exercise

Passing Functions to a Function, Lambda, Closures

Understand the built-in libraries and third-party tools.

Automate your daily stuff in work

Can I get a job if I learn Python?

Which Python certification is best in India?

What is the best Python course for beginners?

Where can I get Python training?

How do I become certified to teach Python?

Can I learn Python without knowing C?

What is the hardest programming language?

What is Python vs Java?

Is NIIT good for Python?

Can I do python after 12th?

What is the salary of Python developer in India?

 


Types, Variables, and Simple I/O: The Useless Trivia Program

-  Introducing the Useless Trivia Program.

-  Using Quotes with Strings

- Introducing the Game Over 2.0 Program

- Using Quotes Inside Strings

- Printing Multiple Values

- Specifying a Final String to Print

- Creating Triple-Quoted Strings

- Using Escape Sequences with Strings.

- vIntroducing the Fancy Credits Program

- Moving Forward a Tab Stop

- Printing a Backslash

- Inserting a Newline

- Inserting a Quote

- Sounding the System Bell

- Concatenating and Repeating Strings.

- Introducing the Silly Strings Program

- Concatenating Strings

- Using the Line Continuation Character

- Repeating Strings

- Working with Numbers.

- Introducing the Word Problems Program

- Understanding Numeric Types

- Using Mathematical Operators

- Understanding Variables.

- Introducing the Greeter Program

- Creating Variables

- Using Variables

- Naming Variables

- Getting User Input.

- Introducing the Personal Greeter Program

- Using the input() Function.

- Using String Methods

- Introducing the Quotation Manipulation Program

- Creating New Strings with String Methods

- Using the Right Types

- Introducing the Trust Fund Buddy–Bad Program

- Tracking Down Logical Errors

- Converting Values.

- Introducing the Trust Fund Buddy–Good Program

- Converting Strings to Integers

- Using Augmented Assignment Operators

- Back to the Useless Trivia Program.

- Creating the Initial Comments

- Getting the User Input

- Printing Lowercase and Uppercase Versions of name

- Printing name Five Times

- Calculating seconds

- Calculating moon_weight and sun_weight

- Waiting for the User


Types, Variables, and Simple I/O: The Useless Trivia Program

- Introducing the Guess My Number Game

- Generating Random Numbers.

- Introducing the Craps Roller Program

- Importing the random Module

- Using the randint() Function

- Using the randrange() Function

- Using the if Statement.

- Introducing the Password Program

- Examining the if Statement

- Creating Conditions

- Understanding Comparison Operators

- Using Indentation to Create Blocks

- Building Your Own if Statement

- Using the else Clause.

- Introducing the Granted or Denied Program

- Examining the else Clause

- Using the elif Clause.

- Introducing the Mood Computer Program

- Examining the elif Clause

- Creating while Loops

- Introducing the Three-Year-Old Simulator Program

- Examining the while Loop

- Initializing the Sentry Variable

- Checking the Sentry Variable

- Updating the Sentry Variable.

- Avoiding Infinite Loops

- Introducing the Losing Battle Program

- Tracing the Program

- Creating Conditions That Can Become False

- Treating Values as Conditions

- Introducing the Maitre D’ Program

- Interpreting Any Value as True or False

- Creating Intentional Infinite Loops.

- Introducing the Finicky Counter Program

- Using the break Statement to Exit a Loop

- Using the continue Statement to Jump Back to the Top of a Loop

- Understanding When to Use break and continue

- Using Compound Conditions

- Introducing the Exclusive Network Program

- Understanding the not Logical Operator

- Understanding the and Logical Operator

- Understanding the or Logical Operator

- Planning Your Programs.

- Creating Algorithms with Pseudocode

- Applying Stepwise Refinement to Your Algorithms

- Returning to the Guess My Number Game.

- Planning the Program

- Creating the Initial Comment Block

- Importing the random Module

- Explaining the Game

- Setting the Initial Values

- Creating a Guessing Loop

- Congratulating the Player

- Waiting for the Player to Quit

for Loops, Strings, and Tuples: The Word Jumble Game

Introducing the Word Jumble Game.

Using for Loops.

Introducing the Loopy String Program

Understanding for Loops

Creating a for Loop

Counting with a for Loop

Introducing the Counter Program

Counting Forwards

Counting by Fives

Counting Backwards

Using Sequence Operators and Functions with Strings.

Introducing the Message Analyzer Program

Using the len() Function

Using the in Operator

Indexing Strings.

Introducing the Random Access Program

Working with Positive Position Numbers

Working with Negative Position Numbers

Accessing a Random String Element

Understanding String Immutability.

Building a New String.

Introducing the No Vowels Program

Creating Constants

Creating New Strings from Existing Ones

Slicing Strings.

Introducing the Pizza Slicer Program

Introducing None

Understanding Slicing

Creating Slices

Using Slicing Shorthand

Creating Tuples

Introducing the Hero’s Inventory Program

Creating an Empty Tuple

Treating a Tuple as a Condition

Creating a Tuple with Elements

Printing a Tuple

Looping Through a Tuple’s Elements

Using Tuples

Introducing the Hero’s Inventory 2.0

Setting Up the Program

Using the len() Function with Tuples

Using the in Operator with Tuples

Indexing Tuples

Slicing Tuples

Understanding Tuple Immutability

Concatenating Tuples

Back to the Word Jumble Game.

Setting Up the Program

Planning the Jumble Creation Section

Creating an Empty Jumble String

Setting Up the Loop

Generating a Random Position in word

Creating a New Version of jumble

Creating a New Version of word.


Lists and Dictionaries: The Hangman Game

Introducing the Hangman Game.

Using Lists.

Introducing the Hero’s Inventory 3.0 Program

Creating a List

Using the len() Function with Lists

Using the in Operator with Lists

Indexing Lists

Slicing Lists

Concatenating Lists

Understanding List Mutability

Assigning a New List Element by Index

Assigning a New List Slice

Deleting a List Element

Deleting a List Slice

Using List Methods.

Introducing the High Scores Program

Setting Up the Program

Displaying the Menu

Exiting the Program

Displaying the Scores

Adding a Score

Removing a Score

Sorting the Scores

Dealing with an Invalid Choice

Waiting for the User

Understanding When to Use Tuples Instead of Lists.

Using Nested Sequences

Introducing the High Scores 2.0 Program

Creating Nested Sequences

Accessing Nested Elements

Unpacking a Sequence

Setting Up the Program

Displaying the Scores by Accessing Nested Tuples

Adding a Score by Appending a Nested Tuple

Dealing with an Invalid Choice

Waiting for the User

Understanding Shared References

Using Dictionaries.

Introducing the Geek Translator Program

Creating Dictionaries

Accessing Dictionary Values

Setting Up the Program

Getting a Value

Adding a Key-Value Pair

Replacing a Key-Value Pair

Deleting a Key-Value Pair

Wrapping Up the Program

Understanding Dictionary Requirements

Back to the Hangman Game.

Setting Up the Program

Creating Constants

Initializing the Variables

Creating the Main Loop

Getting the Player’s Guess


Functions: The Tic-Tac-Toe Game

Creating Functions.

Introducing the Instructions Program

Defining a Function

Documenting a Function

Calling a Programmer-Created Function

Understanding Abstraction

Using Parameters and Return Values

Introducing the Receive and Return Program

Receiving Information through Parameters

Returning Information through Return Values

Understanding Encapsulation

Receiving and Returning Values in the Same Function

Understanding Software Reuse

Using Keyword Arguments and Default Parameter Values.

Introducing the Birthday Wishes Program

Using Positional Parameters and Positional Arguments

Using Positional Parameters and Keyword Arguments

Using Default Parameter Values

Using Global Variables and Constants.

Understanding Scopes

Introducing the Global Reach Program

Reading a Global Variable from Inside a Function

Shadowing a Global Variable from Inside a Function

Changing a Global Variable from Inside a Function

Understanding When to Use Global Variables and Constants

Back to the Tic-Tac-Toe Game.

Planning the Tic-Tac-Toe Game

Setting Up the Program

The display_instruct() Function

The ask_yes_no() Function

The ask_number() Function

The pieces() Function

The new_board() Function

The display_board() Function

The legal_moves() Function

The winner() Function

The human_move() Function

The computer_move() Function

The next_turn() Function

The congrat_winner() Function

The main() Function

Starting the Program


Files and Exceptions: The Trivia Challenge Game

Introducing the Trivia Challenge Game.

Reading from Text Files.

Introducing the Read It Program

Opening and Closing a File

Reading Characters from a File

Reading Characters from a Line

Reading All Lines into a List

Looping through a File

Writing to a Text File.

Introducing the Write It Program

Writing Strings to a File

Writing a List of Strings to a File

Storing Complex Data in Files.

Introducing the Pickle It Program

Pickling Data and Writing It to a File

Reading Data from a File and Unpickling It

Using a Shelf to Store Pickled Data

Using a Shelf to Retrieve Pickled Data

Handling Exceptions.

Introducing the Handle It Program

Using a try Statement with an except Clause

Specifying an Exception Type

Handling Multiple Exception Types

Getting an Exception’s Argument

Adding an else Clause

Back to the Trivia Challenge Game.

Understanding the Data File Layout

The open_file() Function

The next_line() Function

The next_block() Function

The welcome() Function

Setting Up the Game

Asking a Question

Getting an Answer

Checking an Answer

Getting the Next Question

Ending the Game

Starting the main() Function


Software Objects: The Critter Caretaker Program

Introducing the Critter Caretaker Program.

Understanding Object-Oriented Basics

Creating Classes, Methods, and Objects.

Introducing the Simple Critter Program

Defining a Class

Defining a Method

Instantiating an Object

Invoking a Method

Using Constructors

Introducing the Constructor Critter Program

Creating a Constructor

Creating Multiple Objects

Using Attributes.

Introducing the Attribute Critter Program

Initializing Attributes

Accessing Attributes

Printing an Object

Using Class Attributes and Static Methods.

Introducing the Classy Critter Program

Creating a Class Attribute

Accessing a Class Attribute

Creating a Static Method

Invoking a Static Method

Understanding Object Encapsulation.

Using Private Attributes and Private Methods.

Introducing the Private Critter Program

Creating Private Attributes

Accessing Private Attributes

Creating Private Methods

Accessing Private Methods

Respecting an Object’s Privacy

Understanding When to Implement Privacy

Controlling Attribute Access.

Introducing the Property Critter

Creating Properties

Accessing Properties

Back to the Critter Caretaker Program.

The Critter Class

Creating the Critter

Creating a Menu System

Starting the Program


Object-Oriented Programming: The Blackjack Game

Sending and Receiving Messages.

Introducing the Alien Blaster Program

Sending a Message

Receiving a Message

Combining Objects

Introducing the Playing Cards Program

Creating the Card Class

Creating the Hand Class

Using Card Objects

Combining Card Objects Using a Hand Object

Using Inheritance to Create New Classes.

Extending a Class through Inheritance.

Introducing the Playing Cards 2.0 Program

Creating a Base Class

Inheriting from a Base Class

Extending a Derived Class.

Using the Derived Class

Altering the Behavior of Inherited Methods.

Introducing the Playing Cards 3.0 Program

Creating a Base Class

Overriding Base Class Methods

Invoking Base Class Methods

Using the Derived Classes

Understanding Polymorphism.

Creating Modules

Introducing the Simple Game Program

Writing Modules

Importing Modules

Using Imported Functions and Classes

Back to the Blackjack Game.

The cards Module

Designing the Classes

Writing Pseudocode for the Game Loop

Importing the cards and games Modules

The BJ_Card Class

The BJ_Deck Class

The BJ_Hand Class

The BJ_Player Class

The BJ_Dealer Class

The BJ_Game Class


GUI Development: The Mad Lib Program

Examining a GUI.

Understanding Event-Driven Programming.

Using a Root Window.

Introducing the Simple GUI Program

Importing the tkinter Module

Creating a Root Window

Modifying a Root Window

Entering a Root Window’s Event Loop

Using Labels.

Introducing the Labeler Program

Setting Up the Program

Creating a Frame

Creating a Label

Entering the Root Window’s Event Loop

Using Buttons.

Introducing the Lazy Buttons Program

Setting Up the Program

Creating Buttons

Entering the Root Window’s Event Loop

Creating a GUI Using a Class

Introducing the Lazy Buttons 2 Program

Importing the tkinter Module

Defining the Application Class

Defining a Constructor Method

Defining a Method to Create the Widgets

Creating the Application Object

Binding Widgets and Event Handlers

Introducing the Click Counter Program

Setting Up the Program

Binding the Event Handler

Creating the Event Handler

Wrapping Up the Program

Using Text and Entry Widgets and the Grid Layout Manager.

Introducing the Longevity Program

Setting Up the Program

Placing a Widget with the Grid Layout Manager

Creating an Entry Widget

Creating a Text Widget

Getting and Inserting Text with Text-Based Widgets

Wrapping Up the Program


Graphics: The Pizza Panic Game

Introducing the Pizza Panic Game.

Introducing the pygame and livewires Packages.

Creating a Graphics Window.

Introducing the New Graphics Window Program

Importing the games Module

Initializing the Graphics Screen

Starting the Main Loop

Setting a Background Image.

Introducing the Background Image Program

Loading an Image

Setting the Background

Understanding the Graphics Coordinate System.

Displaying a Sprite.

Introducing the Pizza Sprite Program

Loading an Image for a Sprite

Creating a Sprite

Adding a Sprite to the Screen

Displaying Text.

Introducing the Big Score Program

Importing the color Module

Creating a Text Object

Adding a Text Object to the Screen

Displaying a Message.

Introducing the You Won Program

Importing the color Module

Creating a Message Object

Using the Screen’s Width and Height

Adding a Message Object to the Screen

Moving Sprites.

Introducing the Moving Pizza Program

Setting a Sprite’s Velocity Values

Dealing with Screen Boundaries.

The Bouncing Pizza Program

Setting Up the Program

Deriving a New Class from Sprite

Overriding the update() Method

Wrapping Up the Program

Handling Mouse Input.

Introducing the Moving Pan Program

Setting Up the Program

Reading Mouse x- and y-coordinates

Setting Mouse Pointer Visibility

Grabbing Input to the Graphics Window

Wrapping Up the Program

Detecting Collisions.

Introducing the Slippery Pizza Program

Setting Up the Program

Detecting Collisions

Handling Collisions

Wrapping Up the Program

Back to the Pizza Panic Game.

Setting Up the Program

The Pan Class

The update() Method


Sound, Animation, and Program Development: The Astrocrash Game

Introducing the Astrocrash Game.

Reading the Keyboard.

Introducing the Read Key Program

Setting Up the Program

Testing for Keystrokes

Wrapping Up the Program

Rotating a Sprite.

Introducing the Rotate Sprite Program

Using a Sprite’s angle Property.

Creating an Animation

Introducing the Explosion Program

Examining the Explosion Images

Setting Up the Program

Creating a List of Image Files

Creating an Animation Object.

Working with Sound and Music.

Introducing the Sound and Music Program

Working with Sounds

Working with Music

Wrapping Up the Program

Planning the Astrocrash Game.

Game Features

Game Classes

Game Assets

Creating Asteroids.

The Astrocrash01 Program

Setting Up the Program

The Asteroid Class

The main() Function

Rotating the Ship.

The Astrocrash02 Program

The Ship Class

Instantiating a Ship Object

Moving the Ship.

The Astrocrash03 Program

Importing the math Module

Adding Ship Class Variable and Constant

Modifying Ship’s update() Method

Firing Missiles

The Astrocrash04 Program

Modifying Ship’s update() Method

The Missile Class

Controlling the Missile Fire Rate.

The Astrocrash05 Program

Adding a Ship Class Constant

Creating Ship’s Constructor Method

Modifying Ship’s update() Method

Handling Collisions.

The Astrocrash06 Program

Modifying Missile’s update() Method

Adding Missile’s die() Method

Modifying Ship’s update() Method

Adding Ship’s die() Method

Adding an Asteroid Class Constant

Adding Asteroid’s die() Method

Adding Explosions.

The Astrocrash07 Program

The Wrapper Class

The Collider Class

Modifying the Asteroid Class

Modifying the Ship Class

Modifying the Missile Class

The Explosion Class

Adding Levels, Scorekeeping, and Theme Music.

The Astrocrash08 Program

Importing the color Module

The Game Class

Adding an Asteroid Class Variable and Constant

Modifying Asteroid’s Constructor Method

Modifying Asteroid’s die() Method

Adding a Ship Class Constant

Modifying Ship’s Constructor Method

Modifying Ship’s update() Method

Adding Ship’s die() Method

The main() Function


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