# Quiz 7a

## Contents

# Quiz 7a#

## Question 1#

Let’s define a class for 2-dimensional points.

```
class Point2D:
def __init__(self, x = 0, y = 0):
self.x = x
self.y = y
def translate(self, deltax = 0, deltay = 0):
"""Translate the point in the x direction by deltax
and in the y direction by deltay."""
self.x += deltax
self.y += deltay
#…
```

Which of the following code snippets are valid usages of the
`Point2D`

initializer and its
`translate`

method? For your first attempt at this
problem, we suggest that you try to answer without using CodeSkulptor.

```
Point2D = (3, 9)
Point2D.translate(5, -2)
```

\

```
Point2D(3, 9)
Point2D.translate(5, -2)
```

\

```
point = Point2D(3, 9)
point.translate(5, -2)
```

\

```
point1 = Point2D(3, 9)
point2 = Point2D()
point2.translate(20, 4)
```

```
point = Point2D(3, 9)
point.translate(5, -2)
```

```
point1 = Point2D(3, 9)
point2 = Point2D()
point2.translate(20, 4)
```

## Question 2#

Let’s continue to use the same class for 2-dimensional points.

```
class Point2D:
def __init__(self, x=0, y=0):
self.x = x
self.y = y
def translate(self, deltax=0, deltay=0):
"""Translate the point in the x direction by deltax
and in the y direction by deltay."""
self.x += deltax
self.y += deltay
#…
```

Which of the following code snippets are valid usages of the
`Point2D`

initializer and its
`translate`

method? For your first attempt at this
problem, we suggest that you try to answer without using CodeSkulptor.

```
points = [(2, 5), (8, 3), (0, 2)]
for point in points:
point.translate(-1, -1)
```

\

```
point0 = Point2D(2, 5)
point1 = Point2D(8, 3)
point2 = Point2D(0, 2)
points = [point0, point1, point2]
points.translate(-1, -1)
```

\

```
point0 = Point2D(2, 5)
point1 = Point2D(8, 3)
point2 = Point2D(0, 2)
points = [point0, point1, point2]
for point in points:
point.translate(-1, -1)
```

```
point0 = Point2D(2, 5)
point1 = Point2D(8, 3)
point2 = Point2D(0, 2)
points = [point0, point1, point2]
for point in points:
point.translate(-1, -1)
```

## Question 3#

Now, let’s make this class definition for 2-dimensional points more specific.

```
class Point2D:
def __init__(self, x=0, y=0):
self.x = x
self.y = y
def translate(self, deltax=0, deltay=0):
"""Translate the point in the x direction by deltas
and in the y direction by deltay."""
self.x += deltax
self.y += deltay
def __str__(self):
return "<" + str(self.x) + ", " + str(self.y) + ">"
```

For the `Point2D`

class above, having only the
three methods shown, which of the following code snippets are valid
usages of the `Point2D`

class? For your first
attempt at this problem, we suggest that you try to answer without using
CodeSkulptor.

```
point = Point2D(3, 6)
tup = tuple(point)
```

\

```
point = Point2D(3, 6)
lst = list(point)
```

\

```
point = Point2D(3, 6)
s = str(point)
```

\

```
point = Point2D(3, 6)
s = str(point)
newpoint = Point(s)
```

```
point = Point2D(3, 6)
s = str(point)
```

## Question 4#

In SimpleGUI, the function `draw_image`

takes an
optional sixth parameter that determines the angle of rotation of the
destination rectangle around its center. Do positive values for the
angle rotate the image clockwise or counterclockwise? Is the angle
specified in degrees or radians?

Refer to the CodeSkulptor documentation .

clockwise, radians

counterclockwise, degrees

clockwise, degrees

counterclockwise, radians \

clockwise, radians \

## Question 5#

One interesting extension of *Rice Rocks* would be to have two ships,
with each controlled by a separate player, instead of one single ship.
Using the provided class definitions, what is the best way to represent
the two ships in this new variant?

In the `Ship`

class definition, change the
variables `pos`

, `vel`

,
`angle`

to be lists of two values each. Then,
change each method to take an additional number argument that indicates
which ship should be used. Thus, when we call the
constructor now, we are creating both ships.

```
ships = Ship(#…)
```

Copy the `Ship`

class code, e.g.,

```
class Another_Ship:
def __init__(self, pos, vel, angle):
#…
#…
```

Then create two ship objects, one of each class, assigning each to a global variable.

```
ship1 = Ship(#…)
ship2 = Another_Ship(#…)
```

Add another call to the `Ship`

constructor,
assigning the result to another global variable.

```
ship1 = Ship(#…)
ship2 = Ship(#…)
```

In the `Ship`

class definition, duplicate
**every** method. For example, `Ship.draw1(#…)`

would be used to draw the first ship, while
`Ship.draw2(#…)`

would be used to draw the second
ship. \

Add another call to the `Ship`

constructor,
assigning the result to another global variable.

```
ship1 = Ship(#…)
ship2 = Ship(#…)
```

## Question 6#

Which of the following browsers fully support MP3 audio files? Refer to the CodeSkulptor documentation .

Chrome

Safari

Firefox \

According to developer.mozilla.org all of them.

## Question 7#

Consider a spaceship where the ship’s thrusters can accelerate the ship by 10 pixels per second for each second that the thrust key is held down. If the friction induces a deceleration that is 10% of the ship’s velocity per second, what is the maximal velocity of the ship? If you are having trouble, consider writing a short program to help understand this problem.

The ship has no maximal velocity. It can reach any velocity the player
desires if you hold the thrust key down long enough.

Around 10 pixels per second

Around 1000 pixels per second

Around 100 pixels per second \

Around 100 pixels per second \

```
vel = 0
ACCEL = 10
for _ in range(1000):
vel = .9 * vel + ACCEL
print(vel)
```

Analytic approach using recursive sequences:

The equation corresponds to: $ f(n) = 0.9 f(n-1)+10 where f(0) = 0 and f(1) = 10 $

According to WolframAlpha Recursive Sequences Widget the solution is:

$ f(n) = -100(\frac{9}{10}^n - 1) $. For larger $n$ we get 100.

Using symbolic algebra library `sympy`

:

```
from sympy import *
y = Function('y')
n = symbols('n', integer=True)
f = y(n) - .9 * y(n-1) - 10
rsolve(f, y(n), {y(0):0})
# outputs
# 100.0 - 100.0*0.9**n
```