1 Generators  

Generator和list comprehension非常类似

Generators are a kind of iterator that are defined like functions.

http://www.codeskulptor.org/#examples_generators.py

https://wiki.python.org/moin/Generators

generater function的函数体中必须写上yield, 能够写或者不写return。



Generators functions allow you to declare a function that behaves like an iterator, i.e. it can be used in a for loop.

Each time the next(), method is applied to the resulting generator, the code is run until the next yield expression, and the yield expression's value is returned from that method call. Thus, the creation of the
generator does not wait for all of its elements to be generator, and the generator could even represent an infinite number of elements.

# A list comprehension
print "max in list:", max([num * 2 - 3 for num in range(7)]) # A generator expression
print "max in gen:", max(num * 2 - 3 for num in range(7)) # A generator function
def genfunc(limit):
num = 0
while num < limit:
yield num #generator function一般和iteration搭配使用。yield说明这个值产生了,放在一边,如今循环继续进行。等循环结束了。再回来处理之前yield产生的值。
num = num + 1 print genfunc(7)
# Iteration using a generator function
print "Iterate over generator:"
for number in genfunc(7):
print number

2 stack and queue

stack http://www.codeskulptor.org/#user36_ZHLkI0d7kb_2.py

queue  http://www.codeskulptor.org/#user35_AtoP6ttM6w_0.py

3 inheritance

http://www.codeskulptor.org/#examples_inheritance.py

http://www.codeskulptor.org/#examples_inheritance2.py





4 grid collision

http://www.codeskulptor.org/#poc_physics_quadratic.py

https://class.coursera.org/principlescomputing-001/wiki/view?

page=fun_growth

https://class.coursera.org/principlescomputing-001/wiki/view?page=grids

5 grid类的实现  

http://www.codeskulptor.org/#poc_grid.py 

注意当中的”def get_index(self, point, cell_size):”的转化方法。把实际的screen position转化为了index



6 Conway’s game of life 模拟

game of life 简单介绍 http://en.wikipedia.org/wiki/Conway's_Game_of_Life

game of life 进行grid操作的练习 http://www.codeskulptor.org/#poc_gol_student.py



7 BFS

BFS动画 野火烧不尽 春风吹又生 

http://www.codeskulptor.org/#poc_wildfire_student.py

http://www.codeskulptor.org/#poc_wildfire_gui.py

http://www.codeskulptor.org/#poc_grid.py

BFS原理 https://class.coursera.org/principlescomputing-001/wiki/view?page=bfs



8 grid的用途 使用bucket sorting进行string sorting

https://class.coursera.org/principlescomputing-001/wiki/view?page=strings

http://www.codeskulptor.org/#poc_string_sort.py

# 产生26个字母组成的list

list= [ chr(ord("a") + char_num) for char_num in range(26)]

print list





9 stack and queue

老师实现的queue http://www.codeskulptor.org/#poc_queue.py

自己实现的stackhttp://www.codeskulptor.org/#user36_ZHLkI0d7kb_2.py



10 Zombie Apocalypse

http://www.codeskulptor.org/#poc_zombie_template.py

1)  Passable cells in the grid correspond to EMPTY cells while FULL cells are impassable

2)  However, several humans and zombies may inhabit the same grid cell.

3) 注意用for each in list1仅仅能读取list1中的元素,不能改动list1中的元素,假设要改动的话。要使用下标操作,如

4) zombie和human移动的原理是这种。

首先对zombie计算一个distance_grid,这个distance_grid中的每一个cell都表达从当前cell到距离近期的一个zombie的距离,接下来,move_human的时候,就从human周围的cell中选一个distance_grid相应值最大的cell,这样human 就移动到了一个human最安全的点。

类似。对human计算一个distance_grid。中的每一个cell都表达从当前cell到距离近期的一个human的距离,接下来,move_zombie的时候,就从zombie周围的cell中选一个distance_grid相应值最小的cell,这样human
就移动到了一个最接近human的点。

5) 题目做了非常多简化。

比方计算distance_grid的时候。无论是zombie还是human。都假定当前cell的相邻cell仅仅有4个,而不是8个。

当zombie追上human的时候,仅仅是grid改变了颜色,假设下一步继续human move,human还是活着的。

for idx in range(len(list1)):
list1[idx] += 1

我的作业

"""
Student portion of Zombie Apocalypse mini-project
""" import random
import poc_grid
import poc_queue
import poc_zombie_gui # global constants
EMPTY = 0
FULL = 1
FOUR_WAY = 0
EIGHT_WAY = 1
OBSTACLE = "obstacle"
HUMAN = "human"
ZOMBIE = "zombie" class Zombie(poc_grid.Grid):
"""
Class for simulating zombie pursuit of human on grid with
obstacles
""" def __init__(self, grid_height, grid_width, obstacle_list = None,
zombie_list = None, human_list = None):
"""
Create a simulation of given size with given obstacles,
humans, and zombies
"""
poc_grid.Grid.__init__(self, grid_height, grid_width)
if obstacle_list != None:
for cell in obstacle_list:
self.set_full(cell[0], cell[1])
if zombie_list != None:
self._zombie_list = list(zombie_list)
else:
self._zombie_list = []
if human_list != None:
self._human_list = list(human_list)
else:
self._human_list = [] def clear(self):
"""
Set cells in obstacle grid to be empty
Reset zombie and human lists to be empty
"""
poc_grid.Grid.clear(self)
self._zombie_list = []
self._human_list = [] def add_zombie(self, row, col):
"""
Add zombie to the zombie list
"""
self._zombie_list.append((row,col)) def num_zombies(self):
"""
Return number of zombies
"""
return len(self._zombie_list) def zombies(self):
"""
Generator that yields the zombies in the order they were
added.
"""
num = 0
while num < self.num_zombies():
yield self._zombie_list[num]
num += 1
return def add_human(self, row, col):
"""
Add human to the human list
"""
self._human_list.append((row,col)) def num_humans(self):
"""
Return number of humans
"""
return len(self._human_list) def humans(self):
"""
Generator that yields the humans in the order they were added.
"""
num = 0
while num<self.num_humans():
yield self._human_list[num]
num += 1
return def compute_distance_field(self, entity_type):
"""
Function computes a 2D distance field
Distance at member of entity_queue is zero
Shortest paths avoid obstacles and use distance_type distances
"""
visited = poc_grid.Grid(self._grid_height, self._grid_width)
distance_field = [[ self._grid_width * self._grid_height for dummy_col in range(self._grid_width)]
for dummy_row in range(self._grid_height)]
if entity_type == HUMAN:
boundary = poc_queue.Queue()
for each in self._human_list:
visited.set_full(each[0],each[1])
distance_field[each[0]][each[1]] = 0
boundary.enqueue(each)
while len(boundary)>0:
cur_cell = boundary.dequeue()
four_neighbors = poc_grid.Grid.four_neighbors(self,cur_cell[0],cur_cell[1])
for each_neighbor in four_neighbors:
if visited.is_empty(each_neighbor[0],each_neighbor[1]) and poc_grid.Grid.is_empty(self, each_neighbor[0], each_neighbor[1]) :
visited.set_full(each_neighbor[0],each_neighbor[1])
if distance_field[cur_cell[0]][cur_cell[1]]+1 < distance_field[each_neighbor[0]][ each_neighbor[1]]:
distance_field[each_neighbor[0]][ each_neighbor[1]] = distance_field[cur_cell[0]][cur_cell[1]]+1
boundary.enqueue(each_neighbor)
elif entity_type == ZOMBIE:
boundary = poc_queue.Queue()
for each in self._zombie_list:
visited.set_full(each[0],each[1])
distance_field[each[0]][each[1]] = 0
boundary.enqueue(each)
while len(boundary)>0:
cur_cell = boundary.dequeue()
four_neighbors = poc_grid.Grid.four_neighbors(self,cur_cell[0],cur_cell[1])
for each_neighbor in four_neighbors:
if visited.is_empty(each_neighbor[0],each_neighbor[1]) and poc_grid.Grid.is_empty(self, each_neighbor[0], each_neighbor[1]):
visited.set_full(each_neighbor[0],each_neighbor[1])
if distance_field[cur_cell[0]][cur_cell[1]]+1 < distance_field[each_neighbor[0]][ each_neighbor[1]]:
distance_field[each_neighbor[0]][ each_neighbor[1]] = distance_field[cur_cell[0]][cur_cell[1]]+1
boundary.enqueue(each_neighbor)
return distance_field def move_humans(self, zombie_distance):
"""
Function that moves humans away from zombies, diagonal moves
are allowed
"""
for idx in range(len(self._human_list)):
eight_neighbor_human = poc_grid.Grid.eight_neighbors(self, self._human_list[idx][0],self._human_list[idx][1])
max_distance = zombie_distance[self._human_list[idx][0]][self._human_list[idx][1]]
max_pos =(self._human_list[idx][0],self._human_list[idx][1])
for eight_neighbor in eight_neighbor_human:
if zombie_distance[eight_neighbor[0]][eight_neighbor[1]]> max_distance:
max_distance = zombie_distance[eight_neighbor[0]][eight_neighbor[1]]
max_pos =(eight_neighbor[0],eight_neighbor[1])
self._human_list[idx]=(max_pos[0],max_pos[1]) def move_zombies(self, human_distance):
"""
Function that moves zombies towards humans, no diagonal moves
are allowed
"""
for idx in range(len(self._zombie_list)):
four_neighbor_zombie = poc_grid.Grid.four_neighbors(self, self._zombie_list[idx][0],self._zombie_list[idx][1])
min_distance = human_distance[self._zombie_list[idx][0]][self._zombie_list[idx][1]]
min_pos =(self._zombie_list[idx][0],self._zombie_list[idx][1])
for four_neighbor in four_neighbor_zombie:
if human_distance[four_neighbor[0]][four_neighbor[1]]< min_distance:
min_distance = human_distance[four_neighbor[0]][four_neighbor[1]]
min_pos =(four_neighbor[0],four_neighbor[1])
self._zombie_list[idx]=(min_pos[0],min_pos[1]) # Start up gui for simulation - You will need to write some code above
# before this will work without errors
#test_zombie = Zombie(3, 3, [], [], [(2, 2)])
#print test_zombie.compute_distance_field('human')
poc_zombie_gui.run_gui(Zombie(20, 15))

Principle of Computing (Python)学习笔记(5) BFS Searching + Zombie Apocalypse的更多相关文章

  1. Principle of Computing (Python)学习笔记(7) DFS Search + Tic Tac Toe use MiniMax Stratedy

    1. Trees Tree is a recursive structure. 1.1 math nodes https://class.coursera.org/principlescomputin ...

  2. OpenCV之Python学习笔记

    OpenCV之Python学习笔记 直都在用Python+OpenCV做一些算法的原型.本来想留下发布一些文章的,可是整理一下就有点无奈了,都是写零散不成系统的小片段.现在看 到一本国外的新书< ...

  3. python学习笔记整理——字典

    python学习笔记整理 数据结构--字典 无序的 {键:值} 对集合 用于查询的方法 len(d) Return the number of items in the dictionary d. 返 ...

  4. VS2013中Python学习笔记[Django Web的第一个网页]

    前言 前面我简单介绍了Python的Hello World.看到有人问我搞搞Python的Web,一时兴起,就来试试看. 第一篇 VS2013中Python学习笔记[环境搭建] 简单介绍Python环 ...

  5. python学习笔记之module && package

    个人总结: import module,module就是文件名,导入那个python文件 import package,package就是一个文件夹,导入的文件夹下有一个__init__.py的文件, ...

  6. python学习笔记(六)文件夹遍历,异常处理

    python学习笔记(六) 文件夹遍历 1.递归遍历 import os allfile = [] def dirList(path): filelist = os.listdir(path) for ...

  7. python学习笔记--Django入门四 管理站点--二

    接上一节  python学习笔记--Django入门四 管理站点 设置字段可选 编辑Book模块在email字段上加上blank=True,指定email字段为可选,代码如下: class Autho ...

  8. python学习笔记--Django入门0 安装dangjo

    经过这几天的折腾,经历了Django的各种报错,翻译的内容虽然不错,但是与实际的版本有差别,会出现各种奇葩的错误.现在终于找到了解决方法:查看英文原版内容:http://djangobook.com/ ...

  9. python学习笔记(一)元组,序列,字典

    python学习笔记(一)元组,序列,字典

随机推荐

  1. MFC自绘控件学习总结第二贴---转

    首先感谢大家对第一帖的支持,应一些网友烈要求下面我在关于上一贴的一些补充和说明(老鸟可以无视)这一贴是实战+理论不知道第一帖的先看第一帖:http://topic.csdn.net/u/2011071 ...

  2. LibSVM笔记系列(3)——初学移植libsvm的C/C++版本

    在LibSVM笔记系列(1)中已经提到在g++环境中编译LibSVM只需要一个make命令那样简单. 本文将介绍 (1)LibSVM的编译文件结构 (2)svm.h中重要数据结构及函数分析 (3)sv ...

  3. 深度学习大牛Yoshua Bengio

    深度学习大牛Yoshua Bengio今天AAAI四小时深度学习教学讲座非常详尽,PPT有230页:http://t.cn/zQ4VRVx 如觉太长,可看他33页综述文:http://t.cn/zjk ...

  4. iTextSharp.text的一个使用,主要用来创建PDF

    using iTextSharp.text; //创建一个字体来使用和编码格式 BaseFont baseFont = BaseFont.CreateFont("C:\\Windows\\F ...

  5. HashMap,LinkedHashMap,TreeMap的区别(转)

    Map主要用于存储健值对,根据键得到值,因此不允许键重复(重复了覆盖了),但允许值重复.Hashmap 是一个最常用的Map,它根据键的HashCode 值存储数据,根据键可以直接获取它的值,具有很快 ...

  6. for语句之侦查队挑选人、猴子吃桃、5个小朋友算年龄、1 () 2 () 3 ()4 = 4;问括号里我要填 (- 或 +)问题

    1.某侦察队接到一项紧急任务,要求在A.B.C.D.E.F六个队员中尽可能多地挑若干人,但有以下限制条件:侦察兵A和B两人中至少去一人: a+b>=1(由于每个队员有两种状态:去与不去,假设不去 ...

  7. mysql版sql助记

    新建用户 CREATE USER 'username'@'host' IDENTIFIED BY 'password'; [host 中 使用 % 为通配符, 匹配任意远程主机] 赋权 GRANT p ...

  8. Gauss elimination Template

    Gauss elimination : #include <iostream> #include <cstdlib> #include <cstring> #inc ...

  9. DW8051调试终结

    都不记得自己到底揪心了多久 —— 归根结底还是自己太菜了.终于找到了DW8051移植的bug. 这么大的一个图居然没有看到,真是气煞老夫也. 在原来移植的基础之上加两个反相器就OK 了

  10. WebApp模版并运行

    WebApp模版并运行 ASP.NET Core 运行原理剖析1:初始化WebApp模版并运行 核心框架 ASP.NET Core APP 创建与运行 总结 之前两篇文章简析.NET Core 以及与 ...