Pygame 3D Graphics Tutorial Our wireframe object is currently defined by a list of Node objects and a list of Edge objects, which hopefully makes things easy to understand, but it isn't very efficient. That's not a problem if we're just making cubes, but will be if we want to create more complex objects. In this tutorial, we will: Convert our list of nodes to a numpy arraySimplify how edges are storedCreate a cube using the new system By the end of this and the following tutorial our program should function exactly the same as before, but will be more efficient. NumPy If you're not familiar with NumPy, then this tutorial might take a bit of work to understand, but I think it's worth the effort. The first thing is to download NumPy if you haven't already done so. import numpy as np Since NumPy includes a lot of mathematical functions, we can use it to replace the math module, thus replace math.sin() with np.sin(). NumPy arrays (matrices) self.nodes = np.zeros((0, 4)) This creates a NumPy array with 0 row and 4 columns.
Hamlet No Fear Shakespeare puts Shakespeare's language side-by-side with a facing-page translation into modern English—the kind of English people actually speak today. Table of Contents Characters Act 1 Act 1, Scene 1 Act 1, Scene 2 Act 1, Scene 3 Act 1, Scene 4 Act 1, Scene 5 Act 2 Act 2, Scene 1 Act 2, Scene 2 Act 3 Act 3, Scene 1 Act 3, Scene 2 Act 3, Scene 3 Act 3, Scene 4 Act 4 Act 4, Scene 1 Act 4, Scene 2 Act 4, Scene 3 Act 4, Scene 4 Act 4, Scene 5 Act 4, Scene 6 Act 4, Scene 7 Act 5 Act 5, Scene 1 Act 5, Scene 2 How to Cite No Fear Hamlet
Invitation to World Literature Greek, by Euripides, first performed in 405 BCE The passionate loves and longings, hopes and fears of every culture live on forever in their stories. Here is your invitation to literature from around the world and across time. Sumerian, 2600 BCE and older Turkish, by Orhan Pamuk, 2000 Greek, by Homer, ca. eighth century BCE Greek, by Euripides, first performed in 405 BCE Sanskrit, first century CE Japanese, by Murasaki Shikibu, ca. 1014 Chinese, by Wu Ch'êng-ên, ca. 1580 Quiché-Mayan, written in the Roman alphabet ca. 1550s French, by Voltaire, 1759 English, by Chinua Achebe, 1959 Spanish, by Gabriel García Márquez, 1967 English, by Arundhati Roy, 1998 Arabic, first collected ca. fourteenth century
Learning To Program Each of the sessions with the students consists of one or more lessons. Each of the sessions below present you with the handouts for the lessons and some discussion of how to teach that section of the course. When printing these lessons for students you may wish to change the zoom factor of the page size by selecting page setup for your browser. Session One In the first session you want to familiarize the students with the programming environment called IDLE. Session Two In the second session you introduce the students to Turtle graphics using the xturtle package. The students also learn how to use a for loop to repeat code. Session Three In this session students learn to define and use functions. Then functions are used to draw squares at random points on the screen. Session Four In this session students learn how to program in an event-driven framework. Lesson 9 Session Five This is probably session 5,6,7 and maybe even 8. Lesson 10
JLect - Japonic Language and Dialect Database FOR3_1.html 3.3 Pseudocode and Flowcharts Good, logical programming is developed through good pre-code planning and organization. This is assisted by the use of pseudocode and program flowcharts. Flowcharts are written with program flow from the top of a page to the bottom. Pseudocode is a method of describing computer algorithms using a combination of natural language and programming language. The usual Fortran symobols are used for arithmetic operations (+, -, *, / , **). Here is an example problem, including a flowchart, pseudocode, and the final Fortran 90 program. For a given value, Limit, what is the smallest positive integer Number for which the sum Sum = 1 + 2 + ... + Number is greater than Limit. Pseudocode: Input: An integer Limit Ouput: Two integers: Number and Sum 1. Flowchart: Fortran 90 code: PROGRAM Summation ! ! INTEGER :: Number, Sum, Limit ! Number = 0 Sum = 0 ! PRINT *, "Enter the value for which the sum is to exceed:" READ *, Limit ! DO IF (Sum > Limit) EXIT ! !
Flowchart Diagrams : Detailed Tutorial Farshadoo > Information Center > Tutorials Flow charts are one of most famous diagrams used to show programs and processes. Sometimes flowcharts are partitioned into 4 groups : Document flowcharts : showing controls over a document-flow through a system Data flowcharts : showing controls over a data flows in a system System flowcharts : showing controls at a physical or resource level Program flowchart : showing the controls in a program within a system It's not the only classification. different people have classified flowcharts differently. Computer program flowcharts are used to show control flow in a computer program. A picture is worth more than thousand of words. so lets look at first flowchart sample. Start : represents the start of program. usually drawn as an ellipse but sometimes rounded squares are also used. Arrows : represent flow of control in a program. usually means going from one command to another commands. A flowchart which calculates N!
How to Think Like a Computer Scientist — How to Think Like a Computer Scientist: Learning with Python 2nd Edition documentation Navigation How to Think Like a Computer Scientist¶ Learning with Python¶ 2nd Edition (Using Python 2.x) by Jeffrey Elkner, Allen B. Downey, and Chris Meyers Last Updated: 21 April 2012 Copyright NoticeForewordPrefaceContributor ListChapter 1 The way of the programChapter 2 Variables, expressions, and statementsChapter 3 FunctionsChapter 4 ConditionalsChapter 5 Fruitful functionsChapter 6 IterationChapter 7 StringsChapter 8 Case Study: CatchChapter 9 ListsChapter 10 Modules and filesChapter 11 Recursion and exceptionsChapter 12 DictionariesChapter 13 Classes and objectsChapter 14 Classes and functionsChapter 15 Classes and methodsChapter 16 Sets of ObjectsChapter 17 InheritanceChapter 18 Linked ListsChapter 19 StacksChapter 20 QueuesChapter 21 TreesAppendix A DebuggingAppendix B GASPAppendix c Configuring Ubuntu for Python DevelopmentAppendix D Customizing and Contributing to the BookGNU Free Document License Search Page © Copyright 2010, Jeffrey Elkner, Allen B.
A Byte of Python 1: Variables | Computer Science Circles Variables act as "storage locations" for data in a program. They are a way of naming information for later usage. Each variable has a name; an example variable name we will use is myLuckyNumber. «the variable name» = «the value you want to store» (We use «double angle brackets» in our lessons, like above, to indicate special parts of expressions.) For example, the Python line myLuckyNumber = 13 stores the value 13 in the variable myLuckyNumber. Below, there is a short example of using variables. Look at the 5 lines of the program in order, and how they correspond to the output. We also introduced the plus operator (+) above, which adds two numbers together. You can simulate the memory storage of a computer with paper and pencil, by keeping track of the values in a table. Goal: determine the final values of all variables at the end of the program. first = 2 second = 3 third = first * second second = third - first first = first + second + third third = second * first Two Common Errors Exercise
Use Active Recall If You Don’t Want to Blank on Exams Using active recall is the best way to learn material faster and remember it longer A lot of my students at one point in time have asked me something along these lines: “What should I do to prepare for my exams – read over my notes again, listen to the lectures online again, rewrite all my notes, read the book again?” To all of which my response is always “No, no, no and no.” Most students, despite spending a huge portion of their day studying, haven’t tried to figure out what study methods are most effective. Even if they can find a way to learn something 10% faster, say in 27 minutes instead of 30 minutes, this 10% boost in efficiency will save hundreds of hours of study time over the course of a year. What if you could cut study time by 20%? Using “Active Recall” while you’re studying or learning a new skill is perhaps the most important thing you can do. Why is this a problem? Do you think you could learn how to drive a car through passive learning processes? Make sense? References
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