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Python Playground: Geeky Projects for the Curious Programmer - Mahesh Venkitachalam

Index: KSZ-07854

Translation: Lech Lachowski. Publisher: Helion. The book introduces programming in Python with 14 inspiring projects.

Python Playground: Geeky Projects for the Curious Programmer - Mahesh Venkitachalam
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Description

Pythonis an interesting programming language with great possibilities. Thanks to it you can easily solve complex problems of this world. At the same time, it allows you to write clear and easy to maintain code. Mastering the syntax and basic programming concepts in Python is not difficult, but then comes the moment to try it in real programming.

This book will teach you how to use this language to solve nontrivial problems that programmers have to face. The book consists of fourteen fun and inspiring projects that will help you discover the nuances of programming and learn to work with several Python libraries. More importantly, you will learn how to analyze a problem, how to develop an algorithm to solve it, and then how to implement a solution. You will use Python to create music, simulate real-world phenomena, and you will be forced to work withArduino and RaspberryPi -allin a great, immersive way!

Examples of issues covered in the book:

  • generating spirographic patterns
  • making music on the computer
  • Translating images into ASCII art
  • create realistic animations using theOpenGLlibrary
  • 3D visualisation ofCTandMRImedical imaging data
  • build an internet-based weather monitoring systemusing Raspberry Pi

Sample programsavailable on the Internet. Extract from a book to beread on-line.

Table of contents

  • Acknowledgements
  • Introduction
    • Who is this book for?
    • What is the content of the book?
      • Part I. Warm-up
      • Part II. Life simulation
      • Part III. Playing with images
      • Part IV. 3D graphics
      • Part V. Projects using equipment
    • Why Python?
      • Python versions
      • The code in the book
  • PART I Warm-up

  • 1. iTunes playlist parsing
    • Anatomy of the iTunes playlist file
    • Requirements
    • Code
      • Finding duplicates
      • De-duplication of duplicates
      • Searching for songs common to multiple playlists
      • Collection of statistical data
      • Presentation of data
      • Command line options
    • Complete code
    • Launching the programme
    • Summary
    • Experiments!
  • 2. Spirographs
    • Parametric equations
      • Spirograph equations
      • Turtle graphics
    • Requirements
    • Code
      • Designer of Spiro
      • Configuration functions
      • Restart method()
      • Draw() method
      • Creating animations
      • Class SpiroAnimator
      • GenRandomParams() method
      • Restarting the program
      • The update() method
      • Displaying or hiding the cursor
      • Recording of curves
      • Parsing command line arguments and initiating
    • Complete code
    • Starting spirogram animation
    • Summary
    • Experiments!
  • PART II Simulation of life

  • 3. plays the game of life
    • How does it work?
    • Requirements
    • Code
      • Representation of the board
      • Initial conditions
      • Boundary conditions
      • Implementation of the rules
      • Sending command line arguments to the program
      • Initiating simulation
    • Complete code
    • Launching a Game of Life simulation
    • Summary
    • Experiments!
  • 4) Generating harmonic tones using the Karplus-Strong algorithm
    • How does it work?
      • Simulation
      • Creating WAV files
      • Mole pentathonics
    • Requirements
    • Code
      • Implementation of the ring buffer with the deque class
      • Implementation of the Karplus-Strong algorithm
      • Saving the WAV file
      • Playback of WAV files with pygame module
      • Main() method
    • Complete code
    • Starting the simulation of a jerk string
    • Summary
    • Experiments!
  • 5th Boidy: simulating a herd
    • How does it work?
    • Requirements
    • Code
      • Calculation of boid position and speed
      • Setting boundary conditions
      • Drawing a boid
        • Drawing a boid's body and head
        • Updating the boid position
      • Application of herd algorithm rules
      • Addition of boid
      • Boid scattering
      • Command line arguments
      • Class Boids
    • Complete code
    • Starting the herd algorithm simulation
    • Summary
    • Experiments!
  • PART III Playing with images

  • 6 ASCII art
    • How does it work?
    • Requirements
    • Code
      • Defining gray scale and grid levels
      • Calculation of average brightness
      • ASCII content generation based on image
      • Command line options
      • Saving strings of ASCII image characters to a text file
    • Complete code
    • Activation of the ASCII art generator
    • Summary
    • Experiments!
  • 7. Photomosaics
    • How does it work?
      • Splitting the target image
      • Averaging colour values
      • Image matching
    • Requirements
    • Code
      • Loading tile images
      • Calculating the average colour value of the input images
      • Dividing the target image into a grid
      • Finding the best fit for the tile
      • Creating an image grid
      • Creating a photomosaic
      • Adding command line options
      • Controlling the size of a photomosaic
    • Complete code
    • Activation of the photomosaic generator
    • Summary
    • Experiments!
  • 8th Autosterograms
    • How does it work?
      • Perception of depth in the autosteograph
      • Depth maps
    • Requirements
    • Code
      • Repeating a tile
      • Creating a tile from random wheels
      • Creating a hypereogram
      • Command line options
    • Complete code
    • Activation of the autosterograph generator
    • Summary
    • Experiments!
  • PART IV 3D graphics

  • 9. Understand OpenGL
    • Traditional OpenGL
    • Modern OpenGL: the 3D graphics pipeline
      • Geometric primitives
      • 3D transformations
      • Shaders
        • Apex shading
        • Pixel shading
      • Top buffers
      • Texture mapping
      • Displaying OpenGL
    • Requirements
    • Code
      • Creating an OpenGL window
      • Setting up callbacks
        • Keyboard callback
        • Window resizing event
        • Main Loop
      • Class Scene
        • Defining 3D geometry
        • Defining GLSL shaders
    • Complete code
    • Launching OpenGL applications
    • Summary
    • Experiments!
  • 10. particle systems
    • How does it work?
      • Particle motion modelling
      • Setting the maximum span
      • Particle regeneration
      • Using OpenGL blending to create more realistic sparks
      • Use of billboarding
      • Spark animation
    • Requirements
    • Code for the particle system
      • Defining particle geometry
      • Defining a time delay table for particles
      • Setting the initial particle speeds
      • Creating apex shading
      • Creating pixel shading
      • Rendered
        • Calculation of the turnover matrix for billboarding
        • Main rendering code
      • Camera class
    • Complete particle system code
    • Box code
    • Code for the main program
      • Particle update in each time step
      • Keyboard procedure
      • Main program loop management
    • Complete main program code
    • Launching the programme
    • Summary
    • Experiments!
  • 11. Volumetric Rendering
    • How does it work?
      • Data format
      • Radiation generation
        • Ray casting in the GPU
        • Showing 2D cut-outs
      • Displaying the OpenGL window
    • Requirements
    • Project code overview
    • 3D texture generation
    • Complete 3D texture code
    • Radiation generation
      • Defining the geometry of the colour cube
      • Creating a frame buffer object
      • Rear cube wall mounting
      • Rendered cube front walls
      • Rendered the entire cube
      • Procedure for handling window resizing
    • Complete code for radiation generation
    • Volume ray casting
      • Apex shading
      • Pixel shading
    • Complete volume ray casting code
    • Creating 2D cut-outs
      • Apex shading
      • Pixel shading
      • User interface for creating 2D cut-outs
    • Complete 2D cutout creation code
    • Collecting the code in its entirety
    • Complete master file code
    • Launching the programme
    • Summary
    • Experiments!
  • PART V Projects using equipment

  • 12. introduction to Arduino
    • Arduino
    • Arduino ecosystem
      • Language
      • IDE
      • Community
      • Peripheries
    • Requirements
    • Design of the light intensity sensor circuit
      • How the circuit works
      • Arduino sketch
      • Creating a real time graph
    • Python Code
    • Complete Python code
    • Launching the programme
    • Summary
    • Experiments!
  • 13th Laser audio display
    • Laser pattern generation
      • Engine control
      • Fast Fourier Transform
    • Requirements
      • Design of the laser display
        • Mirror alignment
        • Engine power supply
      • Connecting the motor controller
    • Draft Arduino
      • Configuring the Arduino digital output pins
      • Main Loop
      • Stopping the engines
    • Python Code
      • Audio device selection
      • Reading data from the input device
      • FFT calculation of the data stream
      • Obtaining frequency information from FFT values
      • Conversion of frequency into speed and direction of rotation of motors
      • Testing the motor settings
      • Command line options
      • Manual testing
    • Complete Python code
    • Launching the programme
    • Summary
    • Experiments!
  • 14th Weather monitor based on Raspberry Pi
    • Equipment
      • DHT11 temperature and humidity sensor
      • Raspberry Pi
      • Configuring Raspberry Pi
    • Software installation and configuration
      • Operating system
      • Preconfiguration
      • Wi-Fi configuration
      • Configuring the development environment
      • Connection via SSH
      • WWW Framework Bottle
      • Creating charts using the fleet library
      • Turning off Raspberry Pi
    • Construction of equipment
    • Code
      • Handling data requests from the sensor
      • Creating a data chart
      • The update() method
      • JavaScript procedure for LEDs
      • Adding interactivity
    • Complete code
    • Launching the programme
    • Summary
    • Experiments!
  • ADDITIONS

  • A. Software installation
    • Installation of source code for book projects
    • Installation in Windows
      • Installation of the GLFW library
      • Installation of pre-compiled binary files for each module
      • Other options
    • Installation in OS X
      • Installation of Xcode and MacPorts
      • Installation of modules
    • Installation on Linux
  • B. Practical basics of electronics
    • Typical components
    • Basic tools
    • Circuit building
    • Going forward
  • C. Raspberry Pi: advice and guidance
    • Setting up Wi-Fi
    • Checking Raspberry Pi connection to the local network
    • Preventing the Wi-Fi adapter from entering sleep mode
    • Backing up code and data from Raspberry Pi
    • Backing up the entire Raspberry Pi operating system
    • Login to Raspberry Pi via SSH
    • Using the Raspberry Pi camera
    • Enabling sound support on Raspberry Pi
    • Forcing Raspberry Pi to speak
    • Enabling HDMI support
    • Mobile Raspberry Pi
    • Checking the hardware version of Raspberry Pi
Book - Author Mirosław Kardaś
Book - ISBN 978-83-931797-5-6
Book - Binding twarda
Book - Publisher Atnel
Package width 0.001 cm
Package height 0.001 cm
Package depth 0.001 cm
Package weight 0.001 kg

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