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Python playground : geeky projects for the curious programmer /

"Python is a powerful programming language that's easy to learn and fun to play with. But once you've gotten a handle on the basics, what do you do next? Python Playground is a collection of imaginative programming projects that will inspire you to use Python to make art and music, bu...

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Detalles Bibliográficos
Clasificación:Libro Electrónico
Autor principal: Venkitachalam, Mahesh (Autor)
Formato: Electrónico eBook
Idioma:Inglés
Publicado: San Francisco : No Starch Press, [2016]
Temas:
Acceso en línea:Texto completo (Requiere registro previo con correo institucional)

MARC

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037 |a CL0500000673  |b Safari Books Online 
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100 1 |a Venkitachalam, Mahesh,  |e author. 
245 1 0 |a Python playground :  |b geeky projects for the curious programmer /  |c Mahesh Venkitachalam. 
264 1 |a San Francisco :  |b No Starch Press,  |c [2016] 
264 4 |c Ã2016 
300 |a 1 online resource (1 volume) :  |b illustrations 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
588 0 |a Print version record. 
504 |a Includes bibliographical references and index. 
520 |a "Python is a powerful programming language that's easy to learn and fun to play with. But once you've gotten a handle on the basics, what do you do next? Python Playground is a collection of imaginative programming projects that will inspire you to use Python to make art and music, build simulations of real-world phenomena, and interact with hardware like the Arduino and Raspberry Pi. You'll learn to use common Python tools and libraries like numpy, matplotlib, and pygame."--  |c Portion of summary from book 
505 0 |a Brief Contents ; Contents in Detail ; Acknowledgments; Introduction; Who Is This Book For?; What's in This Book?; Part I: Warming Up; Part II: Simulating Life; Part III: Fun with Images; Part IV: Enter the 3D; Part V: Hardware Hacking; Why Python?; Python Versions; The Code in This Book; Part I: Warming Up; Chapter 1: Parsing iTunes Playlists; Anatomy of the iTunes Playlist File; Requirements; The Code; Finding Duplicates; Extracting Duplicates; Finding Tracks Common Across Multiple Playlists; Collecting Statistics; Plotting Your Data; Command Line Options; The Complete Code 
505 8 |a Running the ProgramSummary; Experiments!; Chapter 2: Spirographs; Parametric Equations; Spirograph Equations; Turtle Graphics; Requirements; The Code; The Spiro Constructor; The Setup Functions; The restart() Method; The draw() Method; Creating the Animation; The SpiroAnimator Class; The genRandomParams() Method; Restarting the Program; The update() Method; Showing or Hiding the Cursor; Saving the Curves; Parsing Command Line Arguments and Initialization; The Complete Code; Running the Spirograph Animation; Summary; Experiments!; Part II: Simulating Life; Chapter 3: Conway's Game of Life 
505 8 |a How It WorksRequirements; The Code; Representing the Grid; Initial Conditions; Boundary Conditions; Implementing the Rules; Sending Command Line Arguments to the Program; Initializing the Simulation; The Complete Code; Running the Game of Life Simulation; Summary; Experiments!; Chapter 4: Generating Musical Overtones with the Karplus-Strong Algorithm; How It Works; The Simulation; Creating WAV Files; The Minor Pentatonic Scale; Requirements; The Code; Implementing the Ring Buffer with deque; Implementing the Karplus-Strong Algorithm; Writing a WAV File; Playing WAV Files with pygame 
505 8 |a The main() MethodThe Complete Code; Running the Plucked String Simulation; Summary; Experiments!; Chapter 5: Boids: Simulating a Flock; How It Works; Requirements; The Code; Computing the Position and Velocities of the Boids; Setting Boundary Conditions; Drawing a Boid; Applying the Rules of the Boids; Adding a Boid; Scattering the Boids; Command Line Arguments; The Boids Class; The Complete Code; Running the Boids Simulation; Summary; Experiments!; Part III: Fun with Images; Chapter 6: ASCII Art; How It Works; Requirements; The Code; Defining the Grayscale Levels and Grid 
505 8 |a Computing the Average BrightnessGenerating the ASCII Content from the Image; Command Line Options; Writing the ASCII Art Strings to a Text File; The Complete Code; Running the ASCII Art Generator; Summary; Experiments!; Chapter 7: Photomosaics; How It Works; Splitting the Target Image; Averaging Color Values; Matching Images; Requirements; The Code; Reading in the Tile Images; Calculating the Average Color Value of the Input Images; Splitting the Target Image into a Grid; Finding the Best Match for a Tile; Creating an Image Grid; Creating the Photomosaic; Adding the Command Line Options 
590 |a O'Reilly  |b O'Reilly Online Learning: Academic/Public Library Edition 
650 0 |a Python (Computer program language) 
650 0 |a Electronic apparatus and appliances  |x Automatic control. 
650 0 |a Arduino (Programmable controller)  |x Programming. 
650 0 |a Raspberry Pi (Computer)  |x Programming. 
650 6 |a Python (Langage de programmation) 
650 6 |a Arduino (Automate programmable)  |x Programmation. 
650 6 |a Raspberry Pi (Ordinateur)  |x Programmation. 
650 7 |a COMPUTERS  |x Software Development & Engineering  |x Systems Analysis & Design.  |2 bisacsh 
650 7 |a Electronic apparatus and appliances  |x Automatic control  |2 fast 
650 7 |a Python (Computer program language)  |2 fast 
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856 4 0 |u https://learning.oreilly.com/library/view/~/9781457197161/?ar  |z Texto completo (Requiere registro previo con correo institucional) 
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