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fe550f1e01
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# Default ignored files
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/shelf/
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/workspace.xml
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# Editor-based HTTP Client requests
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/httpRequests/
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# Datasource local storage ignored files
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/dataSources/
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/dataSources.local.xml
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<?xml version="1.0" encoding="UTF-8"?>
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<module type="PYTHON_MODULE" version="4">
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<component name="NewModuleRootManager">
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<content url="file://$MODULE_DIR$" />
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<orderEntry type="jdk" jdkName="Python 3.13 (PyCharmMiscProject)" jdkType="Python SDK" />
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<orderEntry type="sourceFolder" forTests="false" />
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</component>
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<component name="PyDocumentationSettings">
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<option name="format" value="PLAIN" />
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<option name="myDocStringFormat" value="Plain" />
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</component>
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</module>
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<component name="InspectionProjectProfileManager">
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<settings>
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<option name="USE_PROJECT_PROFILE" value="false" />
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<version value="1.0" />
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</settings>
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</component>
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="Black">
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<option name="sdkName" value="Python 3.14" />
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</component>
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<component name="ProjectRootManager" version="2" project-jdk-name="Python 3.13 (PyCharmMiscProject)" project-jdk-type="Python SDK" />
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</project>
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="ProjectModuleManager">
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<modules>
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<module fileurl="file://$PROJECT_DIR$/.idea/Prog3.iml" filepath="$PROJECT_DIR$/.idea/Prog3.iml" />
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</modules>
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</component>
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</project>
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import pygame
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from compute import matmul, rot_2D, transpose
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from moon import Moon
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# Colors
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WHITE = (255, 255, 255)
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RED = (255, 0, 0)
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class Apollo(Moon):
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"""Die Raumkapsel Apollo kreist um den Mond"""
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def __init__(self, title: str = "Apollo", fps: int = 60, size: tuple[int, int] = (640, 400)):
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super().__init__(title, fps, size)
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# Apollo orbit radius around the moon (relative to moon position)
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self.apollo_radius = 30.0
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# Initial position relative to moon
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self.apollo_offset = (0.0, self.apollo_radius)
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# Apollo angular speed: double moon speed, opposite direction
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self.theta = -2 * self.rot_moon[0][0] # since rot_2D(theta) second element is cos=rot[0][0]
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self.rot_apollo = rot_2D(self.theta)
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def update_game(self) -> bool:
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# First let the moon move
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super().update_game()
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# Rotate Apollo around the moon
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point = transpose([list(self.apollo_offset)])
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result = matmul(self.rot_apollo, point)
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self.apollo_offset = (result[0][0], result[1][0])
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return True
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def draw_game(self) -> None:
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# Draw background and Earth and Moon via super()
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super().draw_game()
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# Compute Apollo absolute position
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moon_abs = (self.center[0] + self.position_moon[0], self.center[1] + self.position_moon[1])
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apollo_pos = (int(moon_abs[0] + self.apollo_offset[0]), int(moon_abs[1] + self.apollo_offset[1]))
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screen = pygame.display.get_surface()
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pygame.draw.circle(screen, RED, apollo_pos, 5)
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pygame.display.flip()
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if __name__ == "__main__":
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Apollo().run()
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"""Einfache Matrixoperationen:
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Multiplikation, Transponieren und Drehung um 90° im Uhrzeigersinn.
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"""
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from __future__ import annotations
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from typing import List
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# Eine Matrix ist hier eine Liste von Zeilen mit Zahlen.
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Matrix = List[List[float]]
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def matmul(A: Matrix, B: Matrix) -> Matrix:
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"""Multipliziert zwei Matrizen A und B."""
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# Leere Matrizen sind nicht erlaubt.
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if not A or not B:
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raise ValueError("Matrizen dürfen nicht leer sein")
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# Prüfen, ob alle Zeilen von A gleich lang sind.
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spalten_A = len(A[0])
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if any(len(zeile) != spalten_A for zeile in A):
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raise ValueError("Matrix A ist nicht rechteckig")
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# Prüfen, ob alle Zeilen von B gleich lang sind.
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spalten_B = len(B[0])
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if any(len(zeile) != spalten_B for zeile in B):
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raise ValueError("Matrix B ist nicht rechteckig")
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# Für A × B muss die Spaltenzahl von A
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# der Zeilenzahl von B entsprechen.
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if spalten_A != len(B):
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raise ValueError(
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f"Multiplikation nicht möglich: A hat {spalten_A} Spalten, "
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f"B hat {len(B)} Zeilen"
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)
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ergebnis: Matrix = []
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# Jede Zeile von A mit jeder Spalte von B kombinieren.
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for i in range(len(A)):
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ergebnis_zeile: List[float] = []
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for j in range(spalten_B):
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# Produkte der passenden Elemente bilden und addieren.
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wert = sum(A[i][k] * B[k][j] for k in range(spalten_A))
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ergebnis_zeile.append(wert)
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ergebnis.append(ergebnis_zeile)
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return ergebnis
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def transpose(M: Matrix) -> Matrix:
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"""Vertauscht Zeilen und Spalten einer Matrix."""
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if not M:
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raise ValueError("Matrix darf nicht leer sein")
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# Eine rechteckige Matrix muss gleich lange Zeilen haben.
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spalten = len(M[0])
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if any(len(zeile) != spalten for zeile in M):
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raise ValueError("Matrix ist nicht rechteckig")
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# Die Elemente jeder Spalte werden zu einer neuen Zeile.
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return [[M[i][j] for i in range(len(M))] for j in range(spalten)]
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def rotate90_clockwise(M: Matrix) -> Matrix:
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"""Dreht eine Matrix um 90° im Uhrzeigersinn."""
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if not M:
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raise ValueError("Matrix darf nicht leer sein")
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spalten = len(M[0])
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if any(len(zeile) != spalten for zeile in M):
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raise ValueError("Matrix ist nicht rechteckig")
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# Erst transponieren, dann jede neue Zeile umkehren.
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transponiert = [
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[M[i][j] for i in range(len(M))]
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for j in range(spalten)
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]
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return [zeile[::-1] for zeile in transponiert]
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if __name__ == "__main__":
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# Beispiel: Eine 2×3-Matrix mal eine 3×2-Matrix.
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A = [[1, 2, 3], [4, 5, 6]]
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B = [[7, 8], [9, 10], [11, 12]]
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print("A × B:")
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print(matmul(A, B)) # [[58, 64], [139, 154]]
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# Eine Einheitsmatrix verändert eine Matrix bei der Multiplikation nicht.
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C = [[1, 0, 0], [0, 1, 0], [0, 0, 1]]
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D = [[2, 3, 4], [5, 6, 7], [8, 9, 10]]
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print("D × C:")
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print(matmul(D, C)) # ergibt wieder D
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# Zeilen und Spalten tauschen.
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E = [[1, 2, 3], [4, 5, 6]]
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print("Transponierte Matrix:")
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print(transpose(E)) # [[1, 4], [2, 5], [3, 6]]
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# Erst transponieren, dann die Zeilen umkehren.
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F = [[1, 2, 3], [4, 5, 6]]
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print("90° im Uhrzeigersinn gedreht:")
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print(rotate90_clockwise(F)) # [[4, 1], [5, 2], [6, 3]]
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def rot_2D(theta: float):
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"""Return a 2x2 rotation matrix for angle theta in radians."""
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import math
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c = math.cos(theta)
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s = math.sin(theta)
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return [[c, -s], [s, c]]
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# Katzen-Test
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import pygame
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class Game:
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def __init__(self, title, fps=60, size=(640, 400)):
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self.title = title
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self.fps = fps
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self.size = size
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self.clock = pygame.time.Clock()
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self.dt = 0
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self.screen = None
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def init_game(self):
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pygame.init()
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pygame.display.set_caption(self.title)
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self.screen = pygame.display.set_mode(self.size)
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def game_loop(self):
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while True:
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# Berechnung der Zeitdifferenz seit dem letzten Frame in Sekunden
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self.dt = self.clock.tick(self.fps) / 1000
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if self.event_handling() == False:
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break
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if self.update_game() == False:
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break
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self.draw_game()
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def exit_game(self):
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pygame.quit()
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def event_handling(self): # bleibt in der Unterklasse unverändert
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for event in pygame.event.get():
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if not self.handle_event(event):
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return False
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return True
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def handle_event(self, event): # wird in der Unterklasse überschrieben
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if event.type == pygame.QUIT:
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return False
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return True
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def update_game(self):
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return True
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def draw_game(self):
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pygame.display.flip()
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def run(self):
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self.init_game()
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self.game_loop()
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self.exit_game()
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import pygame
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from compute import matmul, rot_2D, transpose # Hilfsfunktionen für Matrizen und Drehung
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from game import Game
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EARTH_RADIUS = 30
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MOON_RADIUS = 10
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BLACK = (0, 0, 0)
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WHITE = (255, 255, 255)
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BLUE = (0, 0, 255)
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class Moon(Game): # Moon ist ein Spiel und übernimmt Funktionen von Game
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"""Der Mond kreist um die Erde."""
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def __init__(
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self,
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title: str = "Moon",
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fps: int = 60,
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size: tuple[int, int] = (640, 400),
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) -> None:
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"""Legt Startposition, Drehwinkel und Rotationsmatrix fest."""
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super().__init__(title, fps, size)
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self.center = (size[0] // 2, size[1] // 2)
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self.position_moon = (100.0, 0.0)
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self.theta = 0.01
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self.rot_moon = rot_2D(self.theta)
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def update_game(self) -> bool:
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"""Dreht den Mond ein Stück weiter."""
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point = transpose([list(self.position_moon)]) # Macht aus der Mondposition eine Spalte
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result = matmul(self.rot_moon, point) # Dreht die Position mit der Rotationsmatrix
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self.position_moon = (result[0][0], result[1][0]) # Speichert die neue Position
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return True # Sagt dem Spiel: Es soll weiterlaufen
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def draw_game(self) -> None:
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"""Zeichnet Erde und Mond."""
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screen = pygame.display.get_surface() # Holt die Zeichenfläche des Fensters
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screen.fill(BLACK) # Löscht das alte Bild und färbt den Hintergrund schwarz
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pygame.draw.circle(screen, BLUE, self.center, EARTH_RADIUS) # Zeichnet die Erde
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moon_pos = ( # Berechnet die Position des Mondes im Fenster
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int(self.center[0] + self.position_moon[0]), # Mittelpunkt-x plus Mond-x
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int(self.center[1] + self.position_moon[1]), # Mittelpunkt-y plus Mond-y
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)
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pygame.draw.circle(screen, WHITE, moon_pos, MOON_RADIUS) # Zeichnet den Mond
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pygame.display.flip() # Zeigt das fertige Bild im Fenster an
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if __name__ == "__main__": # Prüft, ob diese Datei direkt gestartet wurde
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Moon().run() # Erstellt das Spiel und startet die Spielschleife
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@@ -0,0 +1,16 @@
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{
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"$schema": "https://opencode.ai/config.json",
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"provider": {
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"thn": {
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"npm": "@ai-sdk/openai-compatible",
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"options": {
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"baseURL": "http://141.75.33.244:8000/v1",
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"apiKey": "sk-QXj1p40XOwNSze_5-eYrBzVh3qIgAfqoWPkAjNVqOS8"
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},
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"models": {
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"gpt-oss:20b": { "name": "GPT-OSS 20B" }
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}
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}
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},
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"model": "thn/gpt-oss:20b"
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}
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+11
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def reverse_string(s: str) -> str:
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"""Return the reverse of the input string."""
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return s[::-1]
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if __name__ == "__main__":
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import sys
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if len(sys.argv) > 1:
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input_str = sys.argv[1]
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else:
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input_str = "Hello, World!"
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print(reverse_string(input_str))
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