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jaegerfl104085 committed 2026-10-20 16:04:15 +02:00
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"""
Teilt den String an gewünschter Position und gibt ihn geteilt aus 👌
"""
def substring(text:str, start:int, length:int|None=None)->str:
if start < 0 or start > len(text):
raise ValueError(f"Invalid position: {start}")
#Fehlerausgabe, wenn die Startposition außerhalb des Bereichs der Länge liegt
if length is not None:
if length < 0:
raise ValueError(f"Invalid: {length}")
#Fehlerausgabe, wenn Länge kleiner 0 ist
return text[start: start + length]
#Gibt den String ab der Startposition bis zum Ende wieder
return text[start:]
text = "GEEKSFORGEEKS"
print(substring(text, 5))
print(substring(text, 0, 5))
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import sys
import pygame
from moon import Moon
class Apollo(Moon):
def __init__(self, moon: Moon, distance: float = 40.0, radius: int = 5):
# Geschwindigkeit: doppelt so schnell wie der Mond, aber entgegengesetzte Richtung (-2 * moon.speed)
speed = -2.0 * moon.speed
self.moon = moon
# Initialisierung über super(): Farbe rot, kleinerer Radius
super().__init__(
center=(moon.x, moon.y),
distance=distance,
speed=speed,
radius=radius,
color=(255, 0, 0), # Roter Kreis
)
def update_position(self) -> None:
"""
Aktualisiert das dynamische Drehzentrum (Mondposition)
und ruft anschließend die Positionsberechnung von Moon auf.
"""
# Drehzentrum ist der aktuelle Mittelpunkt des Mondes
self.center = (self.moon.x, self.moon.y)
# Verwendet die bestehende Logik der Basisklasse Moon
super().update_position()
def main():
pygame.init()
screen = pygame.display.set_mode((800, 600))
pygame.display.set_caption("Mond- und Apollo-Simulation")
clock = pygame.time.Clock()
earth_pos = (400, 300)
moon = Moon(center=earth_pos, distance=180.0, speed=0.015, radius=16)
apollo = Apollo(moon=moon, distance=45.0, radius=5)
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# Erst Mond aktualisieren, dann Apollo (da Apollo auf die Mond-Position zugreift)
moon.update_position()
apollo.update_position()
# Render-Schritt
screen.fill((10, 10, 25))
# Erde
pygame.draw.circle(screen, (40, 120, 230), earth_pos, 40)
# Mond und Kapsel zeichnen
moon.draw(screen)
apollo.draw(screen)
pygame.display.flip()
clock.tick(60)
pygame.quit()
sys.exit()
if __name__ == "__main__":
main()
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from collections.abc import Iterable
Number = float | int
def _is_square_matrix(matrix: Iterable[Iterable[Number]]) -> bool:
"""Return True if the supplied iterable is a square matrix.
A proper matrix must contain at least one row and every row must be
the same length, and the number of rows must equal that length.
"""
rows = list(matrix)
if not rows:
return False
row_len = len(rows[0])
return all(len(row) == row_len for row in rows) and len(rows) == row_len
def _iter_to_list(matrix: Iterable[Iterable[Number]]) -> list[list[Number]]:
"""Convert the supplied iterable of iterables into a list of lists."""
return [list(row) for row in matrix]
def transpose(matrix: Iterable[Iterable[Number]]) -> list[list[Number]]:
"""Return the transpose of a 2D matrix."""
rows = _iter_to_list(matrix)
if not rows:
return []
row_len = len(rows[0])
if not all(len(r) == row_len for r in rows):
raise ValueError("All rows must have the same length.")
return [list(col) for col in zip(*rows)]
def rotate(
matrix: Iterable[Iterable[Number]], clockwise: bool = True
) -> list[list[Number]]:
"""Rotate a 2D matrix by 90 degrees.
Parameters
----------
matrix : Iterable[Iterable[Number]]
Input matrix.
clockwise : bool, default=True
Rotate 90 degrees clockwise if True, counter-clockwise if False.
Returns
-------
list[list[Number]]
The rotated matrix.
"""
rows = _iter_to_list(matrix)
if not rows:
return []
row_len = len(rows[0])
if not all(len(r) == row_len for r in rows):
raise ValueError("All rows must have the same length.")
if clockwise:
# 90° im Uhrzeigersinn: Zeilen umkehren, dann transponieren
return [list(col) for col in zip(*rows[::-1])]
else:
# 90° gegen den Uhrzeigersinn: transponieren, dann Zeilen umkehren
return [list(col) for col in zip(*rows)][::-1]
def matmul(a: Iterable[Iterable[Number]], b: Iterable[Iterable[Number]]) -> list[list[Number]]:
"""Multiply two matrices."""
a_rows = _iter_to_list(a)
b_rows = _iter_to_list(b)
# Validate dimensions
if not a_rows or not b_rows:
raise ValueError("Input matrices cannot be empty.")
a_cols = len(a_rows[0])
b_rows_count = len(b_rows)
if a_cols != b_rows_count:
raise ValueError(
f"Incompatible matrix dimensions: {len(a_rows)}x{a_cols} cannot be "
f"multiplied with {b_rows_count}x{len(b_rows[0])}."
)
b_cols = len(b_rows[0])
if not all(len(row) == a_cols for row in a_rows):
raise ValueError("All rows of matrix a must have the same length.")
if not all(len(row) == b_cols for row in b_rows):
raise ValueError("All rows of matrix b must have the same length.")
# Skalarprodukt
result: list[list[Number]] = []
for i in range(len(a_rows)):
result_row: list[Number] = []
for j in range(b_cols):
dot = sum(a_rows[i][k] * b_rows[k][j] for k in range(a_cols))
result_row.append(dot)
result.append(result_row)
return result
# --- New functionality: rotating a 2D vector (e.g. moon around earth) ---
import math
def rotate_vector(vec: list[Number], angle_rad: Number) -> list[Number]:
"""Return a new 2‑D vector rotated by *angle_rad*.
``vec`` must be a list/tuple of two numbers ``[x, y]``.
The rotation is counter‑clockwise and follows the standard
rotation matrix:
``[x', y'] = [x cosθ - y sinθ, x sinθ + y cosθ]``.
"""
if len(vec) != 2:
raise ValueError("rotate_vector expects a 2‑D vector.")
x, y = vec
cos_a = math.cos(angle_rad)
sin_a = math.sin(angle_rad)
return [x * cos_a - y * sin_a, x * sin_a + y * cos_a]
def orbit_earth_moon(
earth_pos: list[Number],
moon_pos: list[Number],
angular_speed_rad_per_time: Number,
dt: Number,
) -> tuple[list[Number], list[Number]]:
"""Rotate *moon_pos* around *earth_pos*.
Both *earth_pos* and *moon_pos* are ABSOLUTE [x, y] coordinates.
The moon is moved by applying a rotation of ``omega * dt`` radians
around the Earth. The Earth stays fixed, so repeatedly calling this
function makes the moon orbit the Earth on a circle of constant radius.
Returns the new positions ``(new_earth_pos, new_moon_pos)``.
"""
# Translate moon to origin relative to earth
relative = [moon_pos[0] - earth_pos[0], moon_pos[1] - earth_pos[1]]
# Rotate the relative vector
new_rel = rotate_vector(relative, angular_speed_rad_per_time * dt)
# Translate back
new_moon = [earth_pos[0] + new_rel[0], earth_pos[1] + new_rel[1]]
return earth_pos, new_moon
def point_on_circle(
center: list[Number], radius: Number, angle_rad: Number
) -> list[Number]:
"""Return the absolute [x, y] position on a circle.
*center* is the absolute center, *radius* the distance from the center
and *angle_rad* the angle in radians (0 points to the right,
increasing angles rotate counter-clockwise).
"""
return [
center[0] + radius * math.cos(angle_rad),
center[1] + radius * math.sin(angle_rad),
]
if __name__ == "__main__":
# Test matmul
m1 = [[1, 2], [3, 4]]
m2 = [[5, 6], [7, 8]]
res1 = matmul(m1, m2)
assert res1 == [[19, 22], [43, 50]]
m3 = [[1, 2, 3], [4, 5, 6]]
m4 = [[7, 8], [9, 1], [2, 3]]
res2 = matmul(m3, m4)
assert res2 == [[31, 19], [85, 55]]
# Test transposnieren
m_square = [[1, 2], [3, 4]]
assert transpose(m_square) == [[1, 3], [2, 4]]
m_rect = [[1, 2, 3], [4, 5, 6]]
assert transpose(m_rect) == [[1, 4], [2, 5], [3, 6]]
# Test rotate mit Uhr
assert rotate([[1, 2], [3, 4]]) == [[3, 1], [4, 2]]
assert rotate([[1, 2, 3], [4, 5, 6]]) == [[4, 1], [5, 2], [6, 3]]
# Testf rotate gegen Uhr
assert rotate([[1, 2], [3, 4]], clockwise=False) == [[2, 4], [1, 3]]
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import random
import pygame
class Game:
SIZE = (500, 500)
FPS = 30
def __init__(self, title="Game", fps=FPS, size=SIZE):
self.title = title
self.fps = fps
self.size = size
self.screen = None
self.clock = pygame.time.Clock()
def run(self):
self.init_game()
self.game_loop()
self.exit_game()
def init_game(self):
random.seed()
pygame.init()
pygame.display.set_caption(self.title)
self.set_screen()
def set_screen(self):
if self.screen is None:
self.screen = pygame.display.set_mode(self.size)
self.screen.fill((0, 0, 0))
return self.screen
def game_loop(self):
while True:
if not self.event_handling():
break
if not self.update_game():
break
self.draw_game()
self.clock.tick(self.fps)
def event_handling(self):
for event in pygame.event.get():
if event.type == pygame.QUIT:
return False
keys = pygame.key.get_pressed()
# TODO: implement key events
return True
def update_game(self):
# TODO: implement game logic
return True
def draw_game(self):
pygame.display.flip()
def exit_game(self):
pygame.quit()
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import math
import sys
import pygame
class Moon:
def __init__(
self,
center: tuple[float, float] = (400, 300),
distance: float = 180.0,
speed: float = 0.02,
radius: int = 15,
color: tuple[int, int, int] = (200, 200, 200),
):
self.center = center # Drehzentrum (standardmäßig die Erde)
self.distance = distance # Bahnradius
self.angle = 0.0 # Aktueller Winkel
self.speed = speed # Winkelgeschwindigkeit
self.radius = radius # Darstellungsradius
self.color = color # Farbe (Mond: grau)
self.x = 0.0
self.y = 0.0
self.update_position()
def update_angle(self) -> None:
"""Erhöht den Drehwinkel um die eigene Geschwindigkeit."""
self.angle += self.speed
def compute_relative_position(self) -> tuple[float, float]:
"""Berechnet die relative Position zum Mittelpunkt über Polar- zu Kartesischen Koordinaten."""
dx = self.distance * math.cos(self.angle)
dy = self.distance * math.sin(self.angle)
return dx, dy
def update_position(self) -> None:
"""Setzt die absolute Position basierend auf dem Zentrum und dem relativen Offset."""
self.update_angle()
dx, dy = self.compute_relative_position()
self.x = self.center[0] + dx
self.y = self.center[1] + dy
def draw(self, screen: pygame.Surface) -> None:
"""Zeichnet das Objekt auf den Bildschirm."""
pygame.draw.circle(
screen,
self.color,
(int(self.x), int(self.y)),
self.radius,
)
def main():
pygame.init()
screen = pygame.display.set_mode((800, 600))
pygame.display.set_caption("Mond-Simulation")
clock = pygame.time.Clock()
earth_pos = (400, 300)
moon = Moon(center=earth_pos)
running = True
while running:
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
# Aktualisierung
moon.update_position()
# Zeichnen
screen.fill((10, 10, 25)) # Weltraum-Hintergrund
# Erde zeichnen
pygame.draw.circle(screen, (30, 100, 220), earth_pos, 40)
# Mond zeichnen
moon.draw(screen)
pygame.display.flip()
clock.tick(60)
pygame.quit()
sys.exit()
if __name__ == "__main__":
main()
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{
"$schema": "https://opencode.ai/config.json",
"provider": {
"thn": {
"npm": "@ai-sdk/openai-compatible",
"options": {
"baseURL": "http://141.75.33.244:8000/v1",
"apiKey": "sk-QXj1p40XOwNSze_5-eYrBzVh3qIgAfqoWPkAjNVqOS8"
},
"models": {
"gpt-oss:20b": { "name": "GPT-OSS 20B" }
}
}
},
"model": "thn/gpt-oss:20b"
}
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"""
Reverse string utility.
This script prompts the user for a string and prints the reversed version.
"""
def main():
user_input = input("Please enter a string to reverse: ")
reversed_string = user_input[::-1]
print("Reversed string: ", reversed_string)
if __name__ == "__main__":
main()