testt
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22
01/Zahlenraten.py
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22
01/Zahlenraten.py
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from random import*
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zufallszahl = randint(0, 20)
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eingabe = int(input("Gesucht ist eine Zahl zwischen 0 und 20. Welche? "))
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versuche = 1
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while eingabe != zufallszahl:
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if eingabe < zufallszahl:
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eingabe = int(input("Zu Klein, erneut versuchen: "))
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if eingabe > zufallszahl:
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eingabe = int(input("Zu groß, erneut versuchen: "))
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versuche = versuche + 1
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print("Super, Sie haben es innerhalb von",
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versuche, "Versuchen geschafft!")
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01/arbeitsblatt2.pdf
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01/arbeitsblatt2.pdf
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01/galgenmaennchen.py
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01/galgenmaennchen.py
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name = input("Wie heißt Du? ")
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print ("Hallo, " + name, "lass uns Galgenmännchen spielen!")
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print("Die Striche stehen für jeweils für einen Buchstaben.")
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wort = "test123"
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versuche = ''
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durchlauf = 10
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while durchlauf > 0:
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fehlversuche = 0
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for char in wort:
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if char in versuche:
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print(char)
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else:
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print("_")
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fehlversuche += 1
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if fehlversuche == 0:
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print(f"Gewonnen! Glückwunsch {name} das Wort war {wort}!")
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break
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versuch = input("Gib einen Buchstaben ein:")
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versuche += versuch[0].lower()
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if versuch not in wort:
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durchlauf -= 1
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print ("Falsch")
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print ("Du hast", + durchlauf, 'weitere Versuche')
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if durchlauf == 0:
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print("Verloren")
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162
02/Praktikum 3.py
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162
02/Praktikum 3.py
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# 1.
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sternchen = "***"
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leer = " "
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for _ in range(7):
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print(sternchen)
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sternchen = leer + sternchen
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2.
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#Aufgabe: Wo ist der Fehler?
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# zahl = int(input("Geben Sie eine Zahl ein: "))
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# int(zahl)
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# if (zahl > 5):
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# print("größer 5")
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# 3.
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# print("Wilkommen. Geben sie Zahlen zum Addieren ein. Mit 0 beeneden sie die Eingabe")
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# ges = 0
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# while True:
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# wert = int(input("Wert: "))
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# ges = ges + wert
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# if wert == 0:
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# print(f"Zusammen ergibt das: {ges}")
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# break
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# 4.
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# zahlenfolge = []
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# print("Wilkommen, bitte geben sie Zahlen fpr die Zahlenfolge ein!")
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# while True:
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# wert = int(input("Wert: "))
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# if wert == 0:
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# zahlenfolge.reverse()
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# print(zahlenfolge)
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# break
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# zahlenfolge.append(wert)
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# oder, nicht als liste ausgegeben
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# zahlenfolge = []
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# print("Wilkommen, bitte geben sie Zahlen fpr die Zahlenfolge ein!")
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# while True:
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# wert = int(input("Wert: "))
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# if wert == 0:
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# for entry in zahlenfolge[::-1]:
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# print(entry)
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# zahlenfolge.append(wert)
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# 5.
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# zahlen = []
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# ges = 0
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# print("Bitte geben sie Zahlen zum Addieren ein, jede Zahl wird nur einmal berücksichtigt. 0 Um das Program zu beenden.")
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# while True:
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# wert = int(input("Zahl: "))
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# if wert in zahlen:
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# print("Wert bereits eingegeben")
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# if wert not in zahlen:
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# zahlen.append(wert)
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# if wert == 0:
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# for entry in zahlen:
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# ges = ges + entry
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# print(f"Abbruch erfolgreich, Gesamt: {ges}")
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# break
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# 6.
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o_banner = (" *** ",
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"* *",
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"* *",
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"* *",
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" *** ")
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h_banner = ("* *",
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"* *",
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"*****",
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"* *",
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"* *",)
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m_banner = ("* *",
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"** **",
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"* * *",
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"* *",
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"* *",)
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banner1 = []
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banner2 = []
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banner3 = []
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banner4 = []
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banner5 = []
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ges = []
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eing = str(input("Bitte geben sie einen Banner ein: "))
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eing = eing.lower()
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for entry in eing:
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if entry == "o":
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banner1.append(o_banner[0])
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banner2.append(o_banner[1])
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banner3.append(o_banner[2])
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banner4.append(o_banner[3])
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banner5.append(o_banner[4])
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if entry == "h":
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banner1.append(h_banner[0])
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banner2.append(h_banner[1])
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banner3.append(h_banner[2])
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banner4.append(h_banner[3])
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banner5.append(h_banner[4])
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if entry == "m":
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banner1.append(m_banner[0])
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banner2.append(m_banner[1])
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banner3.append(m_banner[2])
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banner4.append(m_banner[3])
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banner5.append(m_banner[4])
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ges = [banner1, banner2, banner3, banner4, banner5]
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for ent in ges:
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print(*ent)
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# oder mit dictionary und += um 5 einträge mit jeweils einem sting zu bekommen, die siche ifnacher drucken lassen und um die leerzeichen einfacher einzufügen
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# banners = {
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# "o": o_banner,
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# "h": h_banner,
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# "m": m_banner
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# }
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# word = input("Geben Sie ein Wort ein: ").lower()
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# result = [""] * 5
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# for character in word:
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# if character in banners:
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# banner = banners[character]
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# for i in range(5):
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# result[i] += banner[i] + " "
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# for zeile in result:
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# print(zeile)
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11
03/Aufgabe 1.py
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11
03/Aufgabe 1.py
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#Definition 1
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def fakultaet_iterativ(n):
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fak = 1
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for a in range(1, n+1):
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fak = fak * a
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print(fak)
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fakultaet_iterativ(4)
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# fakultaet_iterativ(10000)
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03/Aufgabe 1b.py
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14
03/Aufgabe 1b.py
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def fakultaet_rekursiv(n):
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b = 1
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if n == 0:
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return 1
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else:
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return n * fakultaet_rekursiv(n - 1)
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print(fakultaet_rekursiv(4))
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#print(fakultaet_rekursiv(10000))
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03/Aufgabe2a.py
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03/Aufgabe2a.py
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def ist_enthalten(n, z):
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if len(z) == 0:
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return False
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m = len(z) // 2
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if z[m] == n:
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return True
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elif z[m] < n:
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return ist_enthalten(n, z[m+1:]) # Obere Hälfte der Liste
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elif z[m] > n:
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return ist_enthalten(n, z[:m]) # Untere Hälfte der Liste
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z = [1,2,3,5,8,13,21,34]
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print(ist_enthalten(7, z))
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print(ist_enthalten(5, z))
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print(ist_enthalten(60, z))
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#maximal 4 iterationen
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23
03/Aufgabe2b.py
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03/Aufgabe2b.py
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def ist_enthalten(n, z):
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i = 0
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while i < len(z):
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m = z[i]
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if m == n:
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return True
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else:
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i += 1
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return False
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z = [1,2,3,5,8,13,21,34]
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print(ist_enthalten(7, z))
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print(ist_enthalten(5, z))
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print(ist_enthalten(60, z))
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8
03/TurtleA2.py
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03/TurtleA2.py
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import math
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wand = 200
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diag = math.sqrt(wand**2+wand**2)
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dach = math.sqrt((wand/2)**2+(wand/2)**2)
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print(f"{diag:.2f}")
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print(f"{dach:.2f}")
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65
03/TurtleA3.py
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65
03/TurtleA3.py
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import turtle as t
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import math
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wand = 200
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diag = math.sqrt(wand**2+wand**2)
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dach = math.sqrt((wand/2)**2+(wand/2)**2)
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tuer_breite = 20
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tuer_hoehe = 40
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fenster_r = 20 # Radius
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pen = t.Pen()
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pen.color("red")
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#Haus vom Nikolaus
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pen.up()
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pen.forward(-wand//2)
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pen.left(90)
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pen.down() #anfangen
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pen.forward(wand)
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pen.right(45)
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pen.forward(dach)
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pen.right(90)
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pen.forward(dach)
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pen.right(135)
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pen.forward(wand)
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pen.left(135)
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pen.forward(diag)
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pen.right(135)
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pen.forward(wand)
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pen.right(135)
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pen.forward(diag)
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pen.right(135)
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pen.forward(wand)
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pen.up()
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#Tür
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pen.home()
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pen.forward(-tuer_breite/2)
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pen.left(90)
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pen.fillcolor("blue")
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pen.begin_fill()
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pen.forward(tuer_hoehe)
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pen.right(90)
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pen.forward(tuer_breite)
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pen.right(90)
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pen.forward(tuer_hoehe)
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pen.right(90)
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pen.forward(tuer_breite)
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pen.right(90)
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pen.end_fill()
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#Fenster
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pen.home()
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pen.left(90)
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pen.forward(wand + wand//4)
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pen.right(90)
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pen.forward(fenster_r)
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pen.left(90)
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pen.begin_fill()
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pen.circle(fenster_r)
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pen.end_fill()
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t.done()
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03/arbeitsblatt4.pdf
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03/arbeitsblatt4.pdf
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03/arbeitsblatt5.pdf
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03/arbeitsblatt5.pdf
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04/arbeitsblatt6.pdf
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04/arbeitsblatt6.pdf
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04/dictionaries und dijkstra.pdf
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04/dictionaries und dijkstra.pdf
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04/karte.py
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112
04/karte.py
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connections = [('Würzburg', 'Schweinfurt', 50),
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('Würzburg', 'Nürnberg', 100),
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('Schweinfurt', 'Bamberg', 60),
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('Bamberg', 'Coburg', 50),
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('Bamberg', 'Nürnberg', 60),
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('Bamberg', 'Bayreuth', 60),
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('Nürnberg', 'Bayreuth', 90),
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('Bayreuth', 'Hof', 50),
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('Coburg', 'Hof', 80),
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]
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def allNodes(connections):
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nodes = set()
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for a in connections:
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nodes.add(a[0])
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nodes.add(a[1])
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return nodes
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def initMap(connections):
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m = allNodes(connections)
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knoten = {}
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for a in m:
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knoten[a] = {}
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return knoten
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def addConnection(data, connection):
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a, b, c = connection
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data[a].setdefault('connection', []).append([b, c])
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data[b].setdefault('connection', []).append([a, c])
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return data
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def resetMap(map):
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for node in map:
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map[node]["distance"] = None
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map[node]["predecessor"] = None
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map[node]["finalized"] = False
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def setStart(map, start):
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resetMap(map)
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map[start]["distance"] = 0
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map[start]["predecessor"] = start
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map[start]["finalized"] = False
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return map
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def calculateAllDistances(map: dict):
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while True:
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knoten = None
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dist = None
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for stadt in map:
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if map[stadt]["finalized"] == False and map[stadt]["distance"] is not None:
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if dist is None or map[stadt]["distance"] < dist:
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knoten = stadt
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dist = map[stadt]["distance"]
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if knoten == None:
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break
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map[knoten]["finalized"] = True
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for verbindung in map[knoten]["connection"]:
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zielstadt = verbindung[0]
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entfernung = verbindung[1]
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neue_entfernung = map[knoten]["distance"] + entfernung
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if map[zielstadt]["distance"] is None or neue_entfernung < map[zielstadt]["distance"]:
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map[zielstadt]["distance"] = neue_entfernung
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map[zielstadt]["predecessor"] = knoten
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return map
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def pathFromTo(map, start, ende):
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path = []
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aktuelle_stadt = ende
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while True:
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path.insert(0, aktuelle_stadt)
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if aktuelle_stadt == start:
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break
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aktuelle_stadt = map[aktuelle_stadt]["predecessor"]
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return path
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map = initMap(connections)
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# print(initMap(connections))
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# print(connections[0][0])
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for con in connections:
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addConnection(map, con)
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# print(map)
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setStart(map, "Würzburg")
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calculateAllDistances(map)
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print(calculateAllDistances(map))
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print(pathFromTo(map, "Würzburg", "Hof"))
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49
04/test
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49
04/test
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connections = [('Würzburg', 'Schweinfurt', 50),
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('Würzburg', 'Nürnberg', 100),
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('Schweinfurt', 'Bamberg', 60),
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('Bamberg', 'Coburg', 50),
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('Bamberg', 'Nürnberg', 60),
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('Bamberg', 'Bayreuth', 60),
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('Nürnberg', 'Bayreuth', 90),
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('Bayreuth', 'Hof', 50),
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('Coburg', 'Hof', 80),
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]
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def allNodes(connections):
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nodes = set()
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for a in connections:
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nodes.add(a[0])
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nodes.add(a[1])
|
||||
|
||||
return nodes
|
||||
|
||||
def initMap(connections):
|
||||
|
||||
m = allNodes(connections)
|
||||
knoten = {}
|
||||
|
||||
for a in m:
|
||||
knoten[a] = {}
|
||||
|
||||
return knoten
|
||||
|
||||
def addConnection(data, connection):
|
||||
a, b, c = connection
|
||||
|
||||
data[a].setdefault('connection', []).append([b, c])
|
||||
data[b].setdefault('connection', []).append([a, c])
|
||||
|
||||
return data
|
||||
|
||||
|
||||
|
||||
|
||||
map = initMap(connections)
|
||||
print(initMap(connections))
|
||||
print(connections[0][0])
|
||||
for con in connections:
|
||||
addConnection(map, con)
|
||||
print(map)
|
||||
|
||||
3
A7/.vscode/settings.json
vendored
Executable file
3
A7/.vscode/settings.json
vendored
Executable file
@ -0,0 +1,3 @@
|
||||
{
|
||||
"python-envs.defaultEnvManager": "ms-python.python:system"
|
||||
}
|
||||
BIN
A7/arbeitsblatt7.pdf
Executable file
BIN
A7/arbeitsblatt7.pdf
Executable file
Binary file not shown.
144
A7/moving_box.py
Executable file
144
A7/moving_box.py
Executable file
@ -0,0 +1,144 @@
|
||||
import pygame
|
||||
from random import randint
|
||||
|
||||
object_position = []
|
||||
object_size = ()
|
||||
object_speed = []
|
||||
size = (640, 400)
|
||||
sch_pos = size[0]/2 - size[0]/8 #Mittig - Hälfte der Schlägerbreite
|
||||
sch_speed = 0 #VArtiable zur festlegung der Position
|
||||
sch_base_speed = 7 #Verschiebungsgeschwindigkeit
|
||||
|
||||
game_over = False #Festlegen wenn Game Over
|
||||
|
||||
wuerfel = randint(1, 7) # Ganze Zufallszahl aus [1, …, 7[
|
||||
|
||||
def init():
|
||||
global object_position
|
||||
global object_size, object_speed
|
||||
global object_image
|
||||
global paddle_speed
|
||||
object_image = pygame.image.load('ohm.png')
|
||||
|
||||
# Initialisierung der Bibliothek pygame
|
||||
pygame.init()
|
||||
|
||||
# Vorbereiten der Oberfäche
|
||||
pygame.display.set_mode(size)
|
||||
pygame.display.set_caption("Pong!")
|
||||
|
||||
# Spieldaten initialisieren
|
||||
object_position = [size[0]/2, size[1]/2]
|
||||
object_speed = [randint(1,7), randint(1,7)]
|
||||
object_size = (50, 50)
|
||||
|
||||
def draw():
|
||||
# Benötigte Farben als RGB-Werte
|
||||
black = (0, 0, 0)
|
||||
red = (255, 0, 0)
|
||||
|
||||
# Zeichnen des aktuellen Spielzustands
|
||||
window = pygame.display.get_surface()
|
||||
window.fill(black)
|
||||
window.blit(object_image, object_position)
|
||||
#Schläger Größe ans Fenster Anspassen
|
||||
schläger = pygame.Rect(sch_pos,
|
||||
size[1]-22,
|
||||
size[0]/4,
|
||||
size[1]/25)
|
||||
pygame.draw.rect(window, red, schläger) # und Zeichnen, mit der position schläger
|
||||
|
||||
if game_over:
|
||||
font = pygame.font.SysFont(None, 60)
|
||||
text = font.render("GAME OVER", True, (255, 255, 255))
|
||||
window.blit(text, (180, 150))
|
||||
|
||||
pygame.display.flip()
|
||||
# "Umschalten" der aktuellen Anzeige auf die
|
||||
# gerade gezeichnete Anzeige
|
||||
|
||||
def update():
|
||||
global object_position
|
||||
global object_speed
|
||||
global sch_pos
|
||||
global game_over
|
||||
|
||||
sch_pos += sch_speed
|
||||
|
||||
# Abmessungen des Game-Fensters ermitteln
|
||||
window = pygame.display.get_surface()
|
||||
window_size = (window.get_width(),
|
||||
window.get_height())
|
||||
|
||||
#Hier wird das erste mal die Dimensionen festgelegt, wichtig für Kollision
|
||||
logo_rect = pygame.Rect(
|
||||
object_position[0],
|
||||
object_position[1],
|
||||
object_size[0],
|
||||
object_size[1]
|
||||
)
|
||||
|
||||
#eigentlich kann ich den aus draw() übernehmen aber ich hab vergessen wie
|
||||
schläger = pygame.Rect(
|
||||
sch_pos,
|
||||
size[1]-22,
|
||||
size[0]/4,
|
||||
size[1]/25
|
||||
)
|
||||
#y-Richtung umdrehen
|
||||
if logo_rect.colliderect(schläger) and object_speed[1] > 0:
|
||||
object_speed[1] *= -1
|
||||
|
||||
|
||||
#Bouncing
|
||||
for dim in [0, 1]:
|
||||
|
||||
# Bewegung des Objekts
|
||||
object_position[dim] += object_speed[dim]
|
||||
# Bouncing?
|
||||
if object_position[dim] < 0:
|
||||
object_speed[dim] *= -1
|
||||
end = object_position[dim] + object_size[dim]
|
||||
if end > window_size[dim]:
|
||||
object_speed[dim] *= -1
|
||||
|
||||
if object_position[1] + object_size[1] >= size[1]: #Position = Wert von 0 bis 400 - oben links, size[o] = 40 (oderso), wenn die zusammen gleich oder größer sind als das Window in Vertikal, berührt das Logo die untere Kante
|
||||
game_over = True
|
||||
|
||||
|
||||
|
||||
|
||||
def user_input():
|
||||
global sch_speed
|
||||
global sch_base_speed
|
||||
global game_over
|
||||
|
||||
# Alle Events seit dem letzten Durchlauf
|
||||
for event in pygame.event.get():
|
||||
if event.type == pygame.QUIT:
|
||||
return False
|
||||
if event.type == pygame.KEYDOWN:
|
||||
if event.key == pygame.K_ESCAPE:
|
||||
return False
|
||||
if event.key == pygame.K_LEFT: #Linksclick
|
||||
sch_speed = -sch_base_speed
|
||||
if event.key == pygame.K_RIGHT: #Rechtsclick
|
||||
sch_speed = sch_base_speed
|
||||
|
||||
if event.type == pygame.KEYUP:
|
||||
if event.key == pygame.K_LEFT or event.key == pygame.K_RIGHT: #Key wieder hoch
|
||||
sch_speed = 0
|
||||
|
||||
return True
|
||||
|
||||
init()
|
||||
|
||||
running = True
|
||||
|
||||
clock=pygame.time.Clock()
|
||||
|
||||
while running:
|
||||
clock.tick(60) # max 60 frames / sec
|
||||
running = user_input()
|
||||
update()
|
||||
draw()
|
||||
BIN
A7/ohm.png
Executable file
BIN
A7/ohm.png
Executable file
Binary file not shown.
|
After Width: | Height: | Size: 1.7 KiB |
BIN
A7/pygame.pdf
Executable file
BIN
A7/pygame.pdf
Executable file
Binary file not shown.
3
A8/.vscode/settings.json
vendored
Executable file
3
A8/.vscode/settings.json
vendored
Executable file
@ -0,0 +1,3 @@
|
||||
{
|
||||
"python-envs.defaultEnvManager": "ms-python.python:system"
|
||||
}
|
||||
BIN
A8/arbeitsblatt8.pdf
Executable file
BIN
A8/arbeitsblatt8.pdf
Executable file
Binary file not shown.
BIN
A8/ohm.png
Executable file
BIN
A8/ohm.png
Executable file
Binary file not shown.
|
After Width: | Height: | Size: 1.7 KiB |
253
A8/pong-oo_aufgabe.py
Executable file
253
A8/pong-oo_aufgabe.py
Executable file
@ -0,0 +1,253 @@
|
||||
import pygame
|
||||
from random import randint
|
||||
|
||||
OBJ_OVER = "GameOver"
|
||||
OBJ_BALL = "Ball"
|
||||
OBJ_PADDLE = "Paddle"
|
||||
OBJ_SCORE = "Score"
|
||||
|
||||
###############################################################################
|
||||
|
||||
class GameObject():
|
||||
"""
|
||||
Oberklasse für alle Objekte im Spiel
|
||||
Jedes Objekt sollte sich selbst aktualisieren und darstellen können
|
||||
"""
|
||||
def update(self, game_objects):
|
||||
pass
|
||||
|
||||
def draw(self, window):
|
||||
pass
|
||||
|
||||
###############################################################################
|
||||
|
||||
class Window(GameObject):
|
||||
"""
|
||||
Das eigentliche Fenster für das Spiel
|
||||
Stellt den schwarzen Hintergrund dar und wird daher als erstes gezeichnet
|
||||
Steuert auch die Spielgeschwindigkeit
|
||||
"""
|
||||
def __init__(self):
|
||||
self.width = 640
|
||||
self.height = 480
|
||||
self.title = "Pong"
|
||||
|
||||
pygame.init()
|
||||
pygame.display.set_caption(self.title)
|
||||
self.size = (self.width, self.height)
|
||||
self.screen = pygame.display.set_mode(self.size)
|
||||
self.clock = pygame.time.Clock()
|
||||
|
||||
def update(self, game_objects):
|
||||
self.clock.tick(50)
|
||||
|
||||
def draw(self, window=None):
|
||||
black = (0, 0, 0)
|
||||
self.screen.fill(black)
|
||||
|
||||
###############################################################################
|
||||
|
||||
class GameOverLabel(GameObject):
|
||||
"""
|
||||
Boolsches "Objekt", das festhält, ob das Spiel verloren wurde
|
||||
Stellt in diesem Fall die Game Over Schrift bereit
|
||||
"""
|
||||
def __init__(self, window):
|
||||
font = pygame.font.Font(None, 36)
|
||||
self.image = font.render('Game Over', 1, (255, 255, 255))
|
||||
self.rect = self.image.get_rect(centerx=window.width // 2,
|
||||
centery=window.height // 2)
|
||||
self.is_over = False
|
||||
|
||||
def draw(self, window):
|
||||
if self.is_over:
|
||||
window.screen.blit(self.image, self.rect)
|
||||
|
||||
###############################################################################
|
||||
|
||||
class BouncingBall(GameObject):
|
||||
"""
|
||||
Das wandernde Ohm-Zeichen
|
||||
Abprallen wird im Rahmen der Aktualisierung berechnet
|
||||
Darstellung nur, wenn nicht gerade "Game Over angezeigt wird"
|
||||
"""
|
||||
|
||||
def __init__(self, window):
|
||||
|
||||
self.size = [window.width, window.height]
|
||||
|
||||
self.object_image = pygame.image.load('ohm.png')
|
||||
self.object_size = (50, 50)
|
||||
self.object_position = [window.width / 2 - self.object_size[0] / 2, window.height /2 - self.object_size[1]]
|
||||
# self.object_speed = [randint(1,7), randint(1,7)]
|
||||
self.object_speed = [5,5]
|
||||
|
||||
self.rect = pygame.Rect(self.object_position[0],
|
||||
self.object_position[1],
|
||||
self.object_size[0],
|
||||
self.object_size[1])
|
||||
|
||||
def update(self, game_objects):
|
||||
|
||||
if game_objects[OBJ_OVER].is_over:
|
||||
return
|
||||
|
||||
for dim in [0, 1]:
|
||||
# Bewegung des Objekts
|
||||
self.object_position[dim] += self.object_speed[dim]
|
||||
# Bouncing?
|
||||
if self.object_position[dim] < 0:
|
||||
self.object_speed[dim] *= -1
|
||||
end = self.object_position[dim] + self.object_size[dim]
|
||||
if end > self.size[dim]:
|
||||
self.object_speed[dim] *= -1
|
||||
|
||||
if self.object_position[1] + self.object_size[1] > self.size[1]:
|
||||
game_objects[OBJ_OVER].is_over = True
|
||||
|
||||
## rect aktualisieren, damit die Kollision stimmt ##
|
||||
|
||||
self.rect.x = self.object_position[0]
|
||||
self.rect.y = self.object_position[1]
|
||||
|
||||
## Bouncing bei Schlägertreff ##
|
||||
|
||||
paddle = game_objects[OBJ_PADDLE]
|
||||
|
||||
if self.rect.colliderect(paddle.rect):
|
||||
self.object_speed[1] *= -1
|
||||
|
||||
|
||||
def draw(self, window):
|
||||
|
||||
window.screen.blit(self.object_image, self.object_position)
|
||||
|
||||
|
||||
###############################################################################
|
||||
|
||||
class Paddle(GameObject):
|
||||
"""
|
||||
Der Schläger
|
||||
Darstellung nur, wenn nicht gerade "Game Over angezeigt wird"
|
||||
"""
|
||||
def __init__(self, window):
|
||||
self.width = 100
|
||||
self.height = 10
|
||||
x = window.width // 2 - self.width // 2
|
||||
y = window.height - 2 * self.height
|
||||
self.rect = pygame.Rect(x, y, self.width, self.height)
|
||||
self.color = (255, 0, 0) # rot
|
||||
self.speed = 10
|
||||
self.dx = 0
|
||||
self.dy = 0
|
||||
|
||||
def update(self, game_objects):
|
||||
|
||||
self.rect.x += self.dx
|
||||
self.rect.y += self.dy
|
||||
|
||||
|
||||
def draw(self, window):
|
||||
pygame.draw.rect(window.screen, self.color, self.rect)
|
||||
|
||||
|
||||
###############################################################################
|
||||
|
||||
class Score(GameObject):
|
||||
|
||||
def __init__(self, window):
|
||||
self.window = window
|
||||
self.score = 0
|
||||
|
||||
def increment(self, game_objects):
|
||||
|
||||
self.score += 100
|
||||
|
||||
def draw(self, window):
|
||||
pass
|
||||
|
||||
|
||||
|
||||
def main():
|
||||
"""
|
||||
Main-Funktion mit Game-Loop
|
||||
Hostet die beiden zentralen Variablen "window" und "game_objects"
|
||||
"""
|
||||
window = Window()
|
||||
|
||||
game_objects = dict()
|
||||
init(window, game_objects)
|
||||
|
||||
running = True
|
||||
|
||||
|
||||
|
||||
while running:
|
||||
running = user_input(window, game_objects)
|
||||
update(window, game_objects)
|
||||
draw(window, game_objects)
|
||||
|
||||
def init(window : Window, game_objects):
|
||||
"""
|
||||
Anlegen aller Objekte des Spiels
|
||||
"""
|
||||
game_objects[OBJ_OVER] = GameOverLabel(window)
|
||||
game_objects[OBJ_BALL] = BouncingBall(window)
|
||||
game_objects[OBJ_PADDLE] = Paddle(window)
|
||||
|
||||
|
||||
def user_input(window, game_objects):
|
||||
"""
|
||||
Abarbeiten aller Events
|
||||
:return: False, falls das Spiel beendet wird, sonst True
|
||||
"""
|
||||
|
||||
def process_event():
|
||||
"""
|
||||
Verarbeitung eines Events
|
||||
"""
|
||||
if event.type == pygame.QUIT:
|
||||
return False
|
||||
if event.type == pygame.KEYDOWN:
|
||||
if event.key == pygame.K_ESCAPE:
|
||||
return False
|
||||
if event.key == pygame.K_SPACE and game_objects[OBJ_OVER].is_over:
|
||||
init(window, game_objects)
|
||||
if event.key == pygame.K_LEFT:
|
||||
game_objects[OBJ_PADDLE].dx -= game_objects[OBJ_PADDLE].speed
|
||||
if event.key == pygame.K_RIGHT:
|
||||
game_objects[OBJ_PADDLE].dx += game_objects[OBJ_PADDLE].speed
|
||||
if event.type == pygame.KEYUP:
|
||||
if event.key == pygame.K_LEFT:
|
||||
game_objects[OBJ_PADDLE].dx += game_objects[OBJ_PADDLE].speed
|
||||
if event.key == pygame.K_RIGHT:
|
||||
game_objects[OBJ_PADDLE].dx -= game_objects[OBJ_PADDLE].speed
|
||||
return True
|
||||
|
||||
result = True
|
||||
for event in pygame.event.get():
|
||||
result = result and process_event()
|
||||
return result
|
||||
|
||||
|
||||
def update(window, game_objects):
|
||||
"""
|
||||
Aktualisierung aller Objekt
|
||||
"""
|
||||
window.update(game_objects)
|
||||
for o in game_objects.values():
|
||||
o.update(game_objects)
|
||||
|
||||
|
||||
def draw(window, game_objects):
|
||||
"""
|
||||
Zeichnen aller Objekte
|
||||
"""
|
||||
window.draw()
|
||||
for o in game_objects.values():
|
||||
o.draw(window)
|
||||
pygame.display.flip()
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
main()
|
||||
Loading…
x
Reference in New Issue
Block a user