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game programming patterns robert nystrom the full text of this book lives online at gameprogrammingpatterns com copyright 2014 by robert nystrom all rights reserved this book was lovingly typeset by ...

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             Conceptual Programming
                       with Python
              Thorsten Altenkirch    Isaac Triguero
        ©2019Thorsten&Isaac(StandardCopyrightLicence)
        ISBN978-0-244-82276-7
        ii
                             Contents
                             1 Introduction                                                                                               1
                                   1.1       WhyPython? . . . . . . . . . . . . . . . . . . . .                                           1
                                   1.2       HowtousePython? . . . . . . . . . . . . . . . .                                              3
                                   1.3       Wheretofindmoreinformation? . . . . . . . . .                                                 3
                                   1.4       Overviewoverthebook . . . . . . . . . . . . . .                                              4
                                   1.5       Abouttheauthors . . . . . . . . . . . . . . . . . .                                          5
                                   1.6       Acknowledgments . . . . . . . . . . . . . . . . .                                            6
                             2 Python from the top-level                                                                                  9
                                   2.1       Basic types and operations . . . . . . . . . . . . .                                         9
                                             2.1.1        Coercions . . . . . . . . . . . . . . . . . .                                 11
                                             2.1.2        Bool . . . . . . . . . . . . . . . . . . . . . .                              13
                                             2.1.3        Functions . . . . . . . . . . . . . . . . . .                                 15
                                   2.2       Datastructures . . . . . . . . . . . . . . . . . . .                                       18
                                             2.2.1        Strings . . . . . . . . . . . . . . . . . . . .                               18
                                             2.2.2        Lists       .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .  .     21
                                             2.2.3        Modifyinglists . . . . . . . . . . . . . . .                                  25
                                   2.3       Mysteries of Python . . . . . . . . . . . . . . . . .                                      31
                                   2.4       Summary . . . . . . . . . . . . . . . . . . . . . . .                                      33
                                   2.5       Solution to top-level challenge . . . . . . . . . . .                                      35
                                   2.6       Quizzes . . . . . . . . . . . . . . . . . . . . . . . .                                    35
                                   2.7       Exercises . . . . . . . . . . . . . . . . . . . . . . .                                    36
                             3 Imperative Programming                                                                                   37
                                   3.1       Blocks of Code . . . . . . . . . . . . . . . . . . . .                                     37
                                   3.2       Inputs/Outputs . . . . . . . . . . . . . . . . . . .                                       38
                                   3.3       Error handling . . . . . . . . . . . . . . . . . . . .                                     44
                                   3.4       Loops . . . . . . . . . . . . . . . . . . . . . . . . .                                    45
                                             3.4.1        Anexampleoftheuseofwhileloops . .                                             46
                                   3.5       TheHaltingproblem . . . . . . . . . . . . . . . .                                          48
                                   3.6       Iterating through data structures . . . . . . . . .                                        51
                                                                                                                                         iii
                             Contents
                                   3.7        Theguessinggame . . . . . . . . . . . . . . . . .                                         56
                                   3.8       Summary . . . . . . . . . . . . . . . . . . . . . . .                                      63
                                             3.8.1        Conditionals . . . . . . . . . . . . . . . . .                                63
                                             3.8.2        HandlingExceptions . . . . . . . . . . . .                                    66
                                             3.8.3        Whileloops . . . . . . . . . . . . . . . . .                                  66
                                             3.8.4        For loops . . . . . . . . . . . . . . . . . . .                               67
                                   3.9       Solution to Challenges . . . . . . . . . . . . . . .                                       69
                                             3.9.1        Challenge 1 imperative programming . .                                        69
                                             3.9.2        Challenge 2 imperative programming . .                                        70
                                   3.10 Quizzes . . . . . . . . . . . . . . . . . . . . . . . .                                         71
                                   3.11 Exercises . . . . . . . . . . . . . . . . . . . . . . .                                         72
                             4 Recursion and backtracking                                                                               75
                                   4.1       Prelude: functions calling functions                               .  .  .  .  .  .  .     75
                                   4.2       TheTowerofHanoi . . . . . . . . . . . . . . . . .                                          76
                                   4.3       Howisrecursionexecuted? . . . . . . . . . . . .                                            82
                                   4.4       Somecombinatorics . . . . . . . . . . . . . . . . .                                        86
                                             4.4.1        Factorial . . . . . . . . . . . . . . . . . . .                               86
                                             4.4.2        Binomial coefficents . . . . . . . . . . . .                                   88
                                   4.5       Solving sudoku: Using backtracking . . . . . . .                                           89
                                   4.6       Summary . . . . . . . . . . . . . . . . . . . . . . .                                      98
                                   4.7       Solution to recursion challenge . . . . . . . . . .                                        98
                                   4.8       Quizzes . . . . . . . . . . . . . . . . . . . . . . . .                                  101
                                   4.9       Exercises . . . . . . . . . . . . . . . . . . . . . . .                                  102
                             5 Object Oriented Programming                                                                            105
                                   5.1       First example: a class for accounts                             .  .  .  .  .  .  .  .   107
                                             5.1.1        Operations on objects                     .  .  .  .  .  .  .  .  .  .  .   109
                                             5.1.2        Class variables               .  .  .  .  .  .  .  .  .  .  .  .  .  .  .   114
                                             5.1.3        Inheritance . . . . . . . . . . . . . . . . . .                             117
                                             5.1.4        The__str__method . . . . . . . . . . . 120
                                   5.2       Example: ImplementingExpressions . . . . . . .                                           123
                                             5.2.1        Printing expressions . . . . . . . . . . . .                                129
                                             5.2.2        Evaluate expressions . . . . . . . . . . . .                                131
                                   5.3       Example: Creating a Knowledge Base . . . . . .                                           136
                                   5.4       Summary . . . . . . . . . . . . . . . . . . . . . . .                                    146
                                             5.4.1        Classes . . . . . . . . . . . . . . . . . . . .                             146
                                             5.4.2        Objects . . . . . . . . . . . . . . . . . . . .                             146
                             iv
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...Game programming patterns robert nystrom the full text of this book lives online at gameprogrammingpatterns com copyright by all rights reserved was lovingly typeset author in sina nova source sans pro and code layout is organized around three inch columns with a gutter follows pt baseline grid isbn to megan for faith time two essential ingredients...

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