By Yue Zhang
This e-book introduces Python programming language and primary ideas in algorithms and computing. Its target market comprises scholars and engineers with very little historical past in programming, who have to grasp a realistic programming language and research the elemental pondering in computing device science/programming. the most contents come from lecture notes for engineering scholars from all disciplines. This ebook introduces the underlying Python implementation of quantity, string, record, tuple, dict, functionality, category, example and module gadgets in a constant and easy-to-understand method, making task, functionality definition, functionality name, mutability and binding environments comprehensible inside-out. by way of giving the abstraction of implementation mechanisms, this booklet builds a fantastic realizing of the Python programming language.
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Author Craig Lent’s 1st version of studying to application with MATLAB: development GUI instruments teaches the middle options of machine programming, corresponding to arrays, loops, functionality, simple information buildings, and so forth. , utilizing MATLAB. The textual content has a spotlight at the basics of programming and builds as much as an emphasis on GUI instruments, masking text-based courses first, then courses that produce photographs. This creates a visible expression of the underlying arithmetic of an issue or layout. short and to-the-point, the textual content comprises fabric that may be switched over with supplementary reference fabric designed to appeal to clients to continue their copy.
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Additional info for An Introduction to Python and Computer Programming
If you’ve previously used Xcode 4 or an earlier version, you see a number of changes, most notably the size: the Toolbar has been compressed somewhat in Xcode 5. To tackle the Toolbar, let’s examine each of the default buttons, starting on the left and moving to the right. Figure 3-9 shows the default layout of the Toolbar. Figure 3-9. The Xcode Toolbar’s default layout First you see two buttons on the left: Run and Stop. These are rather self-explanatory at this point, but clicking the Run button starts a build of your project and then launches it using whatever target is specified in the active scheme, just to the right.
OpenGL ES The OpenGL ES Game template is an excellent choice if you’re planning to create a game using Apple’s OpenGL ES and GLKit frameworks. OpenGL is used across multiple platforms including consoles, PCs, and other mobile operating systems like Android; hence it’s a good choice for cross-platform game development. Sprite Kit The Sprite Kit framework was introduced for the first time in Xcode 5 with iOS 7. Sprite Kit is Apple’s answer to third-party game engines like Cocos2D. It may not have the features of Cocos2D, but its simplicity, coupled with its powerful physics and the animation tools it provides to developers, made it one of the hottest new frameworks in Xcode 5.
To add a breakpoint, open the editor and click the line number in the gray area on the left, just between the navigator pane and the editor. CHAPTER 3: Project Templates and Getting Around 53 Breakpoint Navigator: The hub in which you manage breakpoints. With a project that has dozens of breakpoints, you’ll soon become accustomed to using this tab. In the Breakpoint Navigator, you can also create different types of breakpoints: for example, symbolic breakpoints. Log Navigator: Like the history option of your Internet browser, except that instead of recording what you open, it records your actions.