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  1. Introduction to programming 0/14
  2. Conditions 0/16
  3. Loops 0/26
  4. Arrays 0/28
  5. Functions 0/22
  6. Objects 0/28

Chapter 6: Objects

26 tasks, 2 challenges, 2 summaries

We’ll read from objects, use built-in and custom methods, find out what dictionaries and call context are, send cats to play dice, write a computer configurator. And that’s not it!

Start
1. Shall we play? Task
2. Players, let’s start! Task
3. My attempt number one Task
4. Hello, object! Task
5. Reading from the object Task
6. Count off! Task
7. Overriding object properties Task
8. Passing object by a link Task
9. My game Task
10. Giving out the attempts Task
11. Who is the winner? Task
12. Announce the entire list, please Task
13. Looking for a cat with great results Task
14. No one will hide Task
15. New conditions Task
16. Hard to come across Task
17. Let’s bring it all to light Task
18. Roll the dice, gentlemen cats! Task
19. Let’s make adjustments Task
20. Summary of “Objects”. Part 1 Summary
21. Tenth program: “Golden ball” Challenge
22. Build it yourself! Task
23. My first method Task
24. Implementing methods Task
25. Object as a dictionary Task
26. Bracket notation Task
27. Let’s not forget about the context Task
28. Store check Task
29. Summary of “Objects”. Part 2 Summary
30. Eleventh program: “The house that Muffin built” Challenge

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