Lab 3: Functions, Modules, Using APIs, and Animation
Goals
After the lab, you should know how to
- solve loop problems
- utilize built-in and imported functions in Python
Objective: Practice Using Linux
Set up for Lab 3
- Run labhelp to get our handy tool running.
- Create a directory called
lab3
in yourcs111
directory. Your programs and the output for this lab will all be saved in thelab3
directory. - Copy all the
.py
files in/csci/courses/cs111/handouts/lab3/
into yourlab3
directory.
Objective: Textbook and Pre-Lab Checkpoint
On your laptop or on the lab machine, log into the interactive textbook. Check that the grades for the pre labs (up through pre lab 2) are what you expect. If they aren't, please talk to me.
Select Practice
under the User Profile to practice
some of the material you've learned so far. You don't need to
practice right now -- just know that that feature exists.
Objective: Programming in Python
We'll practice writing several Python programs, each in their own
text file. Name the files lab3_1.py
through lab3_6.py
.
Your programs will be graded on correctness, style, and how well you tested them. Make sure you adhere to the good development and testing practices we discussed in class. Your code should be readable and your output should be useful and well-formatted.
After you've developed a correct solution to each program, restart IDLE or close and reopen the IDLE "shell" by running the program again (using F5), demonstrate that the program works using several good test cases, and save the output to a file named lab3_x.out, where x is the problem number.
- (10 pts) Using three variables (operand1, operand2, and result),
calculate and display
result = operand1 % operand2
. Use assignment and print statements and afor
loop to show the results of operand1 % operand2, where operand1 = 12 and operand2 increases from 1 to 14. Example output (without the appropriate values filled in):
12 % 1 = ? 12 % 2 = ? ...
- (17 pts) How long would a road trip take at various travel
speeds, e.g., light traffic, or rush hour? Write a program to find
out! Your program should print a table of travel times for a 50-mile
trip at each speed between the minimum (40) and maximum speeds (50),
including both endpoints, at one mile per hour increments. Round
the travel time to at most 2 decimal places.
After you get that working, modify your program to prompt the user for the minimum and maximum travel speed in miles per hour as well as the trip distance, all as ints.
Below are some sample runs showing how your program should work.
Enter slowest speed, in mph: 40 Enter fastest speed, in mph: 50 Enter driving distance in miles: 50 Times for a 50 mile trip: 40 mph -> 1.25 hours 41 mph -> 1.22 hours 42 mph -> 1.19 hours 43 mph -> 1.16 hours 44 mph -> 1.14 hours 45 mph -> 1.11 hours 46 mph -> 1.09 hours 47 mph -> 1.06 hours 48 mph -> 1.04 hours 49 mph -> 1.02 hours 50 mph -> 1.0 hours
Enter slowest speed, in mph: 25 Enter fastest speed, in mph: 30 Enter driving distance in miles: 45 Times for a 45 mile trip: 25 mph -> 1.8 hours 26 mph -> 1.73 hours 27 mph -> 1.67 hours 28 mph -> 1.61 hours 29 mph -> 1.55 hours 30 mph -> 1.5 hours
- (12 pts) Write a program that sums all the odd integers between 0 and 100 and prints the total. Define a constant to stop your loop, i.e., define a constant to say the upperbound of the odd integers you're adding up. After running the program, change your constant to 200 and run the program again to demonstrate how easy it is to change the constant and the code to change accordingly.
- (12 pts) Write a program that calculates the area of a circle.
Get the radius of the circle as input from the user. Use the most
precise value of π available to you, i.e., use the
constant
pi
defined in themath
module. Select a "reasonable" number of digits for precision in the result you display to the user. - (13 pts) The Virginia Pick 4 lottery game uses four magic ping
pong ball machines to generate the winning lottery number. Each
machine has ping pong balls with numbers between 0 and 9, inclusive.
Your job is to simulate generating the magic number. Example output
is below. Note that numbers can be repeated and how the number is
displayed. As always, break the problem into pieces and solve.
(Note: you should not be using strings or anything we haven't been
using frequently in class.) Your output should match the
format shown below exactly. Your code should be such that if
we changed the game to Pick 20, it would be a relatively simple
change.
The Pick 4 number is 8894.
The Pick 4 number is 0714.
- Challenge Problem. (20) The Fibonacci sequence
is 0, 1, 1, 2, 3, 5, 8, 13, ... The pattern is that the nth number is
Fn=Fn-1 + Fn-2 for n greater than
1. The initial values of the sequence are defined as F0=0 and F1=1.
Write a program that computes the first 20 numbers in the Fibonacci
sequence.
If you're having difficulty solving this problem, think about: How many times does this loop need to execute? What needs to be repeated? Try solving this problem by hand, calculating and writing out the results. You won't receive any help until we see that you have something written out. Hint: this is applies the accumulator design pattern.
- (16) Copy your program
lab2_7.py
from last lab and name itlab3_7.py
in thelab3
directory. Add some sort of animation to the picture you created last week. You can add more objects or otherwise update your picture from last week. For example, you could make an entire face move around the window or you could have a feature of a face move (such as a blinking eye). Note: this is not simply the click and move we did before we did animation. You can allow a user to click to move things, but you must animate that movement.If you want to animate a group of objects, moving together, you can use a
for
loop and iterate over each of the objects, calling themove
method on each of them. See the textbook for examples of using for loops without range.Besides movement, you can also change colors and/or undraw/draw objects for your animation.
There will be no saved output for this program.
Reference Material for Graphics Programming
Finishing up: What to turn in for this lab
Review the Unix commands for submitting your lab.
Note that each command below links to a page with more information about using the command.
- Make sure you're in your
lab3
directory.Clean up
Move
graphics.py
into yourcs111
directory. (seemv
. Note where thecs111
directory is with respect to where you're running this command from.)
In other words, you should only have the .py files you wrote, the .out files you created, and a__pycache__
directory in your directory when you print. (The latter is not printed.) - Create your printable lab assignment, using
the
createPrintableLab
command:
createPrintableLab <labdirname>If you see a message about an "unescaped sequence", that probably means you still have an image in the
lab3
directory. Remove the image from the directory and repeat this step. - View your file using
the
evince
command. It should only be a few pages. If it's longer than that, you are probably printinggraphics.py
. Request help. - Print your lab from evince, as you have in previous labs.
- Move your
graphics.py
back into yourlab3
directory. - Submit your
lab3
directory for grading by running the turnin lab3 command. If you have every thing set up correctly, this will copy yourlab3
directory into yourturnin
directory so that you and I (only) can see your submission. (If you need to run theturnin.sh
script again, it will copy the current directory and create a backup of the previous submission.)
Labs are due at the beginning of Friday's class. The
electronic version should be in the turnin
directory before class on Friday.
Ask well before the deadline if you need help turning in your assignment!
Grading (100 pts)
- Python programs: 100 pts; see above for breakdown