sorting and PLF example 2 with modern form.

a lot of C# to be real!
This commit is contained in:
2025-10-23 11:46:36 +02:00
parent cb1b91ba0f
commit 85670b8a9e
16 changed files with 842 additions and 11 deletions

33
PLF/plf/bsp2.py Normal file
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@@ -0,0 +1,33 @@
print("Berge Österreich")
b = ["Großglockner","Wildspitze","Weißkugel","Großvenediger"]
h = [3798,3768,3738,3657]
while True:
ein=str(input("Neue Eingabe (j/n)? "))
if ein == "j":
nb = str(input("Name des Berges: "))
nh = int(input("Höhe: "))
if nb in b:
print("Schon vorhanden")
else:
b.append(nb)
h.append(nh)
else:
break
for x,y in zip(b,h):
print(x,":",y)
ma = max(h)
i = h.index(ma)
print("Der höchste Berg der Liste ist der",b[i],"mit einer Höhe von",ma,"m")
d = sum(h)/len(h)
print("Die durchschnittliche Höhe aller Berge beträgt",d,"m.")
z = 0
for x in h:
if x >= 3000:
z+=1
print("In der Liste sind",z,"3000er gespeichert.")

91
PLF/plf/bsp2_modern.cpp Normal file
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#include <iostream>
#include <vector>
#include <string>
#include <numeric>
#include <algorithm>
#include <iomanip>
using namespace std;
void add_mountain(vector<string>& names, vector<int>& heights) {
cout << "Name des Berges: ";
string name;
getline(cin >> ws, name);
// Check if already exists
if (find(names.begin(), names.end(), name) != names.end()) {
cout << "Schon vorhanden." << endl;
return;
}
cout << "Höhe: ";
int height;
if (!(cin >> height)) {
cout << "Ungültige Eingabe! Bitte eine Zahl angeben." << endl;
cin.clear();
cin.ignore(numeric_limits<streamsize>::max(), '\n');
return;
}
names.push_back(name);
heights.push_back(height);
cout << "'" << name << "' mit " << height << " m wurde hinzugefügt." << endl;
}
void display_mountains(const vector<string>& names, const vector<int>& heights) {
cout << "\nBergliste:\n";
for (size_t i = 0; i < names.size(); ++i) {
cout << "" << names[i] << ": " << heights[i] << " m\n";
}
}
pair<string, int> get_highest_mountain(const vector<string>& names, const vector<int>& heights) {
auto it = max_element(heights.begin(), heights.end());
size_t index = distance(heights.begin(), it);
return { names[index], *it };
}
double calculate_average_height(const vector<int>& heights) {
double sum = accumulate(heights.begin(), heights.end(), 0);
return sum / heights.size();
}
int count_3000ers(const vector<int>& heights) {
return count_if(heights.begin(), heights.end(), [](int h) { return h >= 3000; });
}
int main() {
cout << "Berge Österreich" << endl;
vector<string> mountain_names = { "Großglockner", "Wildspitze", "Weißkugel", "Großvenediger" };
vector<int> mountain_heights = { 3798, 3768, 3738, 3657 };
while (true) {
cout << "Neue Eingabe (j/n)? ";
string choice;
cin >> choice;
if (choice == "j" || choice == "J") {
add_mountain(mountain_names, mountain_heights);
} else if (choice == "n" || choice == "N") {
break;
} else {
cout << "Bitte nur 'j' oder 'n' eingeben." << endl;
}
}
display_mountains(mountain_names, mountain_heights);
auto [highest_name, highest_height] = get_highest_mountain(mountain_names, mountain_heights);
cout << "\nDer höchste Berg ist der " << highest_name
<< " mit " << highest_height << " m.\n";
cout << fixed << setprecision(1);
double avg_height = calculate_average_height(mountain_heights);
cout << "Die durchschnittliche Höhe beträgt " << avg_height << " m.\n";
int count = count_3000ers(mountain_heights);
cout << "In der Liste sind " << count << " 3000er gespeichert.\n";
return 0;
}

74
PLF/plf/bsp2_modern.py Normal file
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from typing import List
def add_mountain(names: List[str], heights: List[int]) -> None:
"""Add a new mountain entry if it doesn't already exist."""
name = input("Name des Berges: ").strip()
if name in names:
print("Schon vorhanden.")
return
try:
height = int(input("Höhe: ").strip())
except ValueError:
print("Ungültige Eingabe! Bitte eine Zahl angeben.")
return
names.append(name)
heights.append(height)
print(f"'{name}' mit {height} m wurde hinzugefügt.")
def display_mountains(names: List[str], heights: List[int]) -> None:
"""Print the list of all mountains and their heights."""
print("\nBergliste:")
for name, height in zip(names, heights):
print(f"{name}: {height} m")
def get_highest_mountain(names: List[str], heights: List[int]) -> tuple[str, int]:
"""Return the highest mountain as (name, height)."""
max_height = max(heights)
index = heights.index(max_height)
return names[index], max_height
def calculate_average_height(heights: List[int]) -> float:
"""Return the average height of all mountains."""
return sum(heights) / len(heights)
def count_3000ers(heights: List[int]) -> int:
"""Return how many mountains are 3000 meters or higher."""
return sum(h >= 3000 for h in heights)
def main() -> None:
"""Main program loop."""
print("Berge Österreich")
mountain_names = ["Großglockner", "Wildspitze", "Weißkugel", "Großvenediger"]
mountain_heights = [3798, 3768, 3738, 3657]
while True:
choice = input("Neue Eingabe (j/n)? ").strip().lower()
if choice == "j":
add_mountain(mountain_names, mountain_heights)
elif choice == "n":
break
else:
print("Bitte nur 'j' oder 'n' eingeben.")
display_mountains(mountain_names, mountain_heights)
highest_name, highest_height = get_highest_mountain(mountain_names, mountain_heights)
print(f"\nDer höchste Berg ist der {highest_name} mit {highest_height} m.")
avg_height = calculate_average_height(mountain_heights)
print(f"Die durchschnittliche Höhe beträgt {avg_height:.1f} m.")
count = count_3000ers(mountain_heights)
print(f"In der Liste sind {count} 3000er gespeichert.")
if __name__ == "__main__":
main()

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@@ -283,7 +283,7 @@ namespace CubeCollisionSimulator
// Instructions
Label instructionsLabel = new Label
{
Text = "Instructions:\n\n<> Click and drag cubes\n<> Throw them by dragging\n<> Watch them collide!\n<> Adjust physics sliders\n<> Add more cubes\n<> Toggle sound on/off",
Text = "Instructions:\n\n<> Click and drag cubes\n<> Throw them by dragging\n<> Watch them collide!\n<> Adjust physics sliders\n<> Add more cubes\n<> Toggle sound on/off",
Location = new Point(10, yPos + 20),
Size = new Size(230, 200),
ForeColor = Color.LightGray
@@ -548,3 +548,4 @@ namespace CubeCollisionSimulator
}
}
}

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@@ -0,0 +1,50 @@
using System;
using System.Threading;
using System.Threading.Tasks;
namespace SortVisualizer;
public class BogoSort : ISortAlgorithm
{
public string Name => "Bogo Sort";
private static readonly Random rand = new();
public static BogoSort Instance { get; } = new BogoSort();
public BogoSort() { }
public async Task Sort(int[] array, Action refresh, int delay, Action<int> playSound, CancellationToken token)
{
try
{
while (!IsSorted(array))
{
token.ThrowIfCancellationRequested();
// Shuffle array
for (int i = 0; i < array.Length; i++)
{
int j = rand.Next(array.Length);
(array[i], array[j]) = (array[j], array[i]);
playSound?.Invoke(array[i]);
refresh?.Invoke();
// small delay for live updates
await Task.Delay(delay, token);
}
}
}
catch (TaskCanceledException)
{
// Sorting was stopped; exit gracefully
}
}
private bool IsSorted(int[] array)
{
for (int i = 1; i < array.Length; i++)
if (array[i - 1] > array[i])
return false;
return true;
}
}

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@@ -0,0 +1,29 @@
using System;
using System.Threading;
using System.Threading.Tasks;
namespace SortVisualizer;
public class BubbleSort : ISortAlgorithm
{
public string Name => "Bubble Sort";
public async Task Sort(int[] array, Action refresh, int delay, Action<int> playSound, CancellationToken token)
{
for (int i = 0; i < array.Length - 1; i++)
{
for (int j = 0; j < array.Length - i - 1; j++)
{
if (token.IsCancellationRequested) return;
playSound(array[j]);
if (array[j] > array[j + 1])
{
(array[j], array[j + 1]) = (array[j + 1], array[j]);
refresh();
await Task.Delay(delay);
}
}
}
}
}

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@@ -0,0 +1,18 @@
using System;
using System.Threading;
using System.Threading.Tasks;
namespace SortVisualizer;
public interface ISortAlgorithm
{
string Name { get; }
Task Sort(
int[] array,
Action refresh,
int delay,
Action<int> playSound,
CancellationToken token
);
}

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@@ -0,0 +1,33 @@
using System;
using System.Threading;
using System.Threading.Tasks;
namespace SortVisualizer;
public class InsertionSort : ISortAlgorithm
{
public string Name => "Insertion Sort";
public async Task Sort(int[] array, Action refresh, int delay, Action<int> playSound, CancellationToken token)
{
for (int i = 1; i < array.Length; i++)
{
if (token.IsCancellationRequested) return;
int key = array[i];
int j = i - 1;
while (j >= 0 && array[j] > key)
{
if (token.IsCancellationRequested) return;
playSound(array[j]);
array[j + 1] = array[j];
j--;
refresh();
await Task.Delay(delay);
}
array[j + 1] = key;
}
}
}

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@@ -0,0 +1,83 @@
using System;
using System.Threading;
using System.Threading.Tasks;
namespace SortVisualizer;
public class MergeSort : ISortAlgorithm
{
public string Name => "Merge Sort";
public MergeSort() { }
public async Task Sort(int[] array, Action refresh, int delay, Action<int> playSound, CancellationToken token)
{
await MergeSortRecursive(array, 0, array.Length - 1, refresh, delay, playSound, token);
}
private async Task MergeSortRecursive(int[] array, int left, int right, Action refresh, int delay, Action<int> playSound, CancellationToken token)
{
token.ThrowIfCancellationRequested();
if (left >= right) return;
int mid = (left + right) / 2;
await MergeSortRecursive(array, left, mid, refresh, delay, playSound, token);
await MergeSortRecursive(array, mid + 1, right, refresh, delay, playSound, token);
await Merge(array, left, mid, right, refresh, delay, playSound, token);
}
private async Task Merge(int[] array, int left, int mid, int right, Action refresh, int delay, Action<int> playSound, CancellationToken token)
{
int n1 = mid - left + 1;
int n2 = right - mid;
int[] L = new int[n1];
int[] R = new int[n2];
Array.Copy(array, left, L, 0, n1);
Array.Copy(array, mid + 1, R, 0, n2);
int i = 0, j = 0, k = left;
while (i < n1 && j < n2)
{
token.ThrowIfCancellationRequested();
if (L[i] <= R[j])
{
array[k] = L[i];
playSound?.Invoke(L[i]);
i++;
}
else
{
array[k] = R[j];
playSound?.Invoke(R[j]);
j++;
}
refresh?.Invoke();
await Task.Delay(delay, token);
k++;
}
while (i < n1)
{
token.ThrowIfCancellationRequested();
array[k] = L[i];
playSound?.Invoke(L[i]);
i++; k++;
refresh?.Invoke();
await Task.Delay(delay, token);
}
while (j < n2)
{
token.ThrowIfCancellationRequested();
array[k] = R[j];
playSound?.Invoke(R[j]);
j++; k++;
refresh?.Invoke();
await Task.Delay(delay, token);
}
}
}

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@@ -0,0 +1,58 @@
using System;
using System.Threading;
using System.Threading.Tasks;
namespace SortVisualizer;
public class StoogeSort : ISortAlgorithm
{
public string Name => "Stooge Sort";
public StoogeSort() { }
public async Task Sort(int[] array, Action refresh, int delay, Action<int> playSound, CancellationToken token)
{
try
{
await StoogeSortRecursive(array, 0, array.Length - 1, refresh, delay, playSound, token);
}
catch (TaskCanceledException)
{
// Sorting was cancelled <20> handle gracefully
// Optionally, reset UI or log here
}
catch (Exception ex)
{
// Unexpected exception <20> optional logging
Console.WriteLine($"StoogeSort error: {ex}");
}
}
private async Task StoogeSortRecursive(int[] array, int i, int j, Action refresh, int delay, Action<int> playSound, CancellationToken token)
{
if (token.IsCancellationRequested) return; // graceful early exit
// Swap if first element is greater than last
if (array[i] > array[j])
{
int temp = array[i];
array[i] = array[j];
array[j] = temp;
playSound?.Invoke(array[i]);
playSound?.Invoke(array[j]);
refresh?.Invoke();
try { await Task.Delay(delay, token); }
catch (TaskCanceledException) { return; } // exit silently if cancelled
}
if (j - i + 1 > 2)
{
int t = (j - i + 1) / 3;
await StoogeSortRecursive(array, i, j - t, refresh, delay, playSound, token);
await StoogeSortRecursive(array, i + t, j, refresh, delay, playSound, token);
await StoogeSortRecursive(array, i, j - t, refresh, delay, playSound, token);
}
}
}

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@@ -0,0 +1,38 @@
namespace SortVisualizer;
partial class Form1
{
/// <summary>
/// Required designer variable.
/// </summary>
private System.ComponentModel.IContainer components = null;
/// <summary>
/// Clean up any resources being used.
/// </summary>
/// <param name="disposing">true if managed resources should be disposed; otherwise, false.</param>
protected override void Dispose(bool disposing)
{
if (disposing && (components != null))
{
components.Dispose();
}
base.Dispose(disposing);
}
#region Windows Form Designer generated code
/// <summary>
/// Required method for Designer support - do not modify
/// the contents of this method with the code editor.
/// </summary>
private void InitializeComponent()
{
this.components = new System.ComponentModel.Container();
this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
this.ClientSize = new System.Drawing.Size(800, 450);
this.Text = "Form1";
}
#endregion
}

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@@ -0,0 +1,9 @@
namespace SortVisualizer;
public partial class Form1 : Form
{
public Form1()
{
InitializeComponent();
}
}

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@@ -0,0 +1,14 @@
using System;
using System.Windows.Forms;
namespace SortVisualizer;
internal static class Program
{
[STAThread]
static void Main()
{
ApplicationConfiguration.Initialize();
Application.Run(new VisualizerForm());
}
}

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@@ -0,0 +1,11 @@
<Project Sdk="Microsoft.NET.Sdk">
<PropertyGroup>
<OutputType>WinExe</OutputType>
<TargetFramework>net9.0-windows</TargetFramework>
<Nullable>enable</Nullable>
<UseWindowsForms>true</UseWindowsForms>
<ImplicitUsings>enable</ImplicitUsings>
</PropertyGroup>
</Project>

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@@ -0,0 +1,289 @@
using System;
using System.Collections.Generic;
using System.Drawing;
using System.IO;
using System.Linq;
using System.Media;
using System.Runtime.InteropServices;
using System.Threading;
using System.Threading.Tasks;
using System.Windows.Forms;
namespace SortVisualizer;
public class VisualizerForm : Form
{
int[] array = Array.Empty<int>();
Random rand = new();
int delay = 10;
bool sorting = false;
ComboBox algoSelector;
Button startButton, stopButton, shuffleButton;
TrackBar speedSlider;
CheckBox soundToggle;
Label speedLabel, statusLabel;
List<ISortAlgorithm> algorithms;
CancellationTokenSource? cts;
Dictionary<int, byte[]> toneCache = new();
SemaphoreSlim soundSemaphore = new(1, 1); // prevent sound overlap
int highlightedIndex1 = -1;
int highlightedIndex2 = -1;
public VisualizerForm()
{
Text = "C# Sorting";
DoubleBuffered = true;
MinimumSize = new Size(800, 500);
Width = 1000;
Height = 600;
algorithms = new() { new BubbleSort(), new InsertionSort(), new BogoSort(),
new MergeSort() , new StoogeSort()
};
// --- Top Control Panel ---
var topPanel = new FlowLayoutPanel
{
Dock = DockStyle.Top,
AutoSize = true,
WrapContents = true,
FlowDirection = FlowDirection.LeftToRight,
Padding = new Padding(5),
AutoScroll = true
};
algoSelector = new ComboBox { Width = 160, DropDownStyle = ComboBoxStyle.DropDownList };
algoSelector.DataSource = algorithms;
algoSelector.DisplayMember = "Name";
int buttonHeight = algoSelector.Height;
startButton = new Button { Width = 100, Height = buttonHeight, Text = "Start" };
stopButton = new Button { Width = 100, Height = buttonHeight, Text = "Stop" };
shuffleButton = new Button { Width = 100, Height = buttonHeight, Text = "Shuffle" };
soundToggle = new CheckBox { Width = 100, Height = buttonHeight, Text = "Sound On", Checked = true };
speedLabel = new Label { Width = 60, Height = buttonHeight, Text = "Speed: 10", TextAlign = ContentAlignment.MiddleCenter };
speedSlider = new TrackBar
{
Width = 250,
Minimum = 1,
Maximum = 100,
Value = 10,
TickFrequency = 10,
SmallChange = 1,
LargeChange = 10,
Height = buttonHeight
};
statusLabel = new Label { Width = 150, Height = buttonHeight, Text = "Idle", TextAlign = ContentAlignment.MiddleRight };
topPanel.Controls.AddRange(new Control[]
{
algoSelector, startButton, stopButton, shuffleButton,
soundToggle, speedLabel, speedSlider, statusLabel
});
Controls.Add(topPanel);
speedSlider.ValueChanged += (s, e) =>
{
delay = 101 - speedSlider.Value;
speedLabel.Text = $"Speed: {speedSlider.Value}";
};
startButton.Click += async (s, e) => await StartSort();
stopButton.Click += (s, e) => StopSort();
shuffleButton.Click += (s, e) => Shuffle();
this.Resize += (s, e) => Invalidate();
Shuffle();
}
void Shuffle()
{
if (sorting) return;
array = Enumerable.Range(1, 100).OrderBy(_ => rand.Next()).ToArray();
highlightedIndex1 = highlightedIndex2 = -1;
Invalidate();
statusLabel.Text = "Shuffled!";
}
async Task StartSort()
{
if (sorting) return;
sorting = true;
cts = new CancellationTokenSource();
var algo = (ISortAlgorithm)algoSelector.SelectedItem!;
statusLabel.Text = $"Sorting ( {algo.Name} )...";
try
{
await algo.Sort(
array,
() => Invalidate(), // keep original signature
delay,
value => { if (soundToggle.Checked) _ = PlaySoundAsync(value); },
cts.Token
);
highlightedIndex1 = highlightedIndex2 = -1;
Invalidate();
if (!cts.Token.IsCancellationRequested)
statusLabel.Text = "Done!";
}
finally
{
sorting = false;
}
}
void StopSort()
{
if (!sorting) return;
cts?.Cancel();
sorting = false;
highlightedIndex1 = highlightedIndex2 = -1;
Invalidate();
statusLabel.Text = "Stopped.";
}
protected override void OnPaint(PaintEventArgs e)
{
base.OnPaint(e);
var g = e.Graphics;
int offsetY = 50;
int marginX = 20;
if (array.Length == 0) return;
int barWidth = (ClientSize.Width - 2 * marginX) / array.Length;
int availableHeight = ClientSize.Height - offsetY;
for (int i = 0; i < array.Length; i++)
{
int height = (int)(array[i] * (availableHeight / (float)array.Length));
Brush brush = Brushes.LightGreen;
if (sorting)
{
if (i == highlightedIndex1) brush = Brushes.Red;
else if (i == highlightedIndex2) brush = Brushes.Orange;
else brush = Brushes.DeepSkyBlue;
}
g.FillRectangle(brush, marginX + i * barWidth, ClientSize.Height - height, barWidth - 1, height);
}
}
async Task PlaySoundAsync(int value)
{
// Use semaphore to prevent overlapping sounds
if (!await soundSemaphore.WaitAsync(0))
return; // skip if already playing
try
{
int freq = 220 + (int)(value * 12.0);
int durationMs = 10;
if (!toneCache.TryGetValue(freq, out var wav))
{
wav = GenerateToneWav(freq, durationMs, 44100);
// Limit cache size
if (toneCache.Count > 200)
toneCache.Clear();
toneCache[freq] = wav;
}
await Task.Run(() =>
{
try
{
using var ms = new MemoryStream(wav);
using var player = new SoundPlayer(ms);
player.PlaySync(); // blocks on background thread
}
catch
{
try
{
if (RuntimeInformation.IsOSPlatform(OSPlatform.Windows))
Console.Beep(freq, durationMs);
}
catch { }
}
});
}
finally
{
soundSemaphore.Release();
}
}
protected override void Dispose(bool disposing)
{
if (disposing)
{
cts?.Dispose();
soundSemaphore?.Dispose();
}
base.Dispose(disposing);
}
#region Tone Generation
public static byte[] GenerateToneWav(int frequency, int durationMs, int sampleRate = 44100, double amplitude = 0.25)
{
int samples = (int)((durationMs / 1000.0) * sampleRate);
using var ms = new MemoryStream();
using var bw = new BinaryWriter(ms);
short numChannels = 1;
short bitsPerSample = 16;
int byteRate = sampleRate * numChannels * bitsPerSample / 8;
short blockAlign = (short)(numChannels * bitsPerSample / 8);
int dataSize = samples * numChannels * (bitsPerSample / 8);
bw.Write(System.Text.Encoding.ASCII.GetBytes("RIFF"));
bw.Write(36 + dataSize);
bw.Write(System.Text.Encoding.ASCII.GetBytes("WAVE"));
bw.Write(System.Text.Encoding.ASCII.GetBytes("fmt "));
bw.Write(16);
bw.Write((short)1);
bw.Write(numChannels);
bw.Write(sampleRate);
bw.Write(byteRate);
bw.Write(blockAlign);
bw.Write(bitsPerSample);
bw.Write(System.Text.Encoding.ASCII.GetBytes("data"));
bw.Write(dataSize);
double twoPiF = 2 * Math.PI * frequency;
for (int n = 0; n < samples; n++)
{
double t = n / (double)sampleRate;
double sample = amplitude * Math.Sin(twoPiF * t);
short s = (short)Math.Max(short.MinValue, Math.Min(short.MaxValue, sample * short.MaxValue));
bw.Write(s);
}
bw.Flush();
return ms.ToArray();
}
#endregion
}

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@@ -8,7 +8,7 @@ pygame.init()
# Screen setup
WIDTH, HEIGHT = 800, 600
screen = pygame.display.set_mode((WIDTH, HEIGHT))
pygame.display.set_caption("Enhanced Physics Bouncing Balls")
pygame.display.set_caption("balls")
# Colors
BLACK = (0, 0, 0)
@@ -259,15 +259,15 @@ while running:
# Physics info
font = pygame.font.SysFont(None, 22)
info = [
f"Gravity: {gravity:.2f} (↑↓) Elasticity: {elasticity:.2f} (←→)",
f"Air Resistance: {air_resistance:.3f} (WS) Balls: {len(balls)}",
f"SPACE: Add ball C: Clear Drag to throw!"
]
# info = [
# f"Gravity: {gravity:.2f} Elasticity: {elasticity:.2f} (←→)",
# f"Air Resistance: {air_resistance:.3f} (WS) Balls: {len(balls)}",
# f"SPACE: Add ball C: Clear Drag to throw!"
# ]
for i, text in enumerate(info):
surface = font.render(text, True, WHITE)
screen.blit(surface, (10, 10 + i * 25))
# for i, text in enumerate(info):
# surface = font.render(text, True, WHITE)
# screen.blit(surface, (10, 10 + i * 25))
pygame.display.flip()
clock.tick(FPS)