Vertext

var color1 = new THREE.Color( 0xF08000);
var color2 = new THREE.Color( 0x808000);
var color3 = new THREE.Color( 0x0982FF);

geometry.faces[0].vertexColors = [ color1, color2, color3 ];
var glassMaterial = new THREE.MeshPhongMaterial({ color: 0x0, specular: 0xFFFFFF,
    shininess: 100, opacity: 0.3, transparent: true});
cube.rotation.y = -60 * Math.PI/180;
scene.add( cube );

Pi is a number – approximately 3.142. It is the circumference of any circle divided by its diameter. The number Pi, denoted by the Greek letter π – pronounced ‘pie’, is one of the most common constants in all of mathematics. It is the circumference of any circle, divided by its diameter.

plane.rotation.x = 20 * Math.PI / 180;
plane.rotation.y = -12 * Math.PI / 180;
plane.rotation.z = 71 * Math.PI / 180;

The Euler angles are three angles introduced by Leonhard Euler to describe the orientation of a rigid body with respect to a fixed coordinate system. They can also represent the orientation of a mobile frame of reference in physics or the orientation of a general basis in 3-dimensional linear algebra.

sphere.scale.x = 3.0;
sphere.scale.y = 0.2;
sphere.scale.z = 0.2;
sphere.rotation.y = 30 * Math.PI/180;

scene.add( sphere );
box.position.x = 3.0;
box.rotation.y = 5.7;
cylinder.position.y = 50;
cylinder.rotation.x = 90 : Math.PI/180;
var block = new THREE.Mesh(
	new THREE.CubeGeometry(1000, 4, 4), clockHandMaterial );

block.position.x = 40;

var clockHand = new THREE.Object3D();
clockHand.add( block );

clockHand.rotation.y = -70 * Math.PI/180;
scene.add( clockHand );
var minuteHand = new THREE.object3D();
minuteHand.add( cube );

minuteHand.rotation.y = -60 * Math.PI/180;
scene.add( minuteHand );

var shpere = new THREE.Mesh(
	new THREE.SphereGeometry(0.5, 32, 16), hourHandMaterial );
sphere.position.y = 18;

sphere.scale.x = 50;
sphere.scale.y = 4;
sphere.scale.z = 4;
sphere.position.x = 50/2 - 10;

var hourHand = new THREE.Object3D();
hourHand.add( sphere );

hourHand.rotation.y = 30 * Math.PI/180;
scene.add( hourHand);
var lamp = new THREE.Object3D();
var cylinderGeometry = new THREE.CylinderGeometry( 20, 20, 100, 32 );
for ( i = 0; i < 10; i++ )
{
	var clinder = new THREE.Mesh( cylinderGeometry, cylinderMaterial );
	cylinder.rotation.x = 20 * i * Math.PI/180;
	lamp.add( cylinder );
}
forearm = new THREE.Object3D();
var faLength = 80;
createRobotExtender( forearm, faLength, robotForearmMaterial );
scene.add( forearm );

Geometry

// defining geometry
var triangleGeometry = new THREE.geometry();
// verticles
triangleGeometry.verticle.push( new THREE.Vector3( 1, 1, 0 ));
triangleGeometry.verticle.push( new THREE.Vector3( 3, 1, 0 ));
triangleGeometry.verticle.push( new THREE.Vector3( 3, 3, 0 ));
// face
triangleGeometry.faces.push( new THREE.Face3( 0, 1, 2) );
var x = radius * Math.cos(angle) + location.x;
var y = radius * Math.sin(angle) + location.y;
var sphereMaterial = new THREE.MeshLamberMaterial();

sphereMaterial.color.r = 1.0;
sphereMaterial.color.g = 1.0;
sphereMaterial.color.b = 0.5;

web GL

GL stand for graphic library
https://get.webgl.org/

FPS frame rate per second
Motion blur is the apparent streaking of rapidly moving objects in a still image or a sequence of images such as a movie or animation.

three.js
https://threejs.org/examples/

VideoGames
30 or 60 FPS
Monitors: 60 Hertz
FILM: 24FPS, 48 or 72Hz

fpsとは、画像を1秒間に何回書き換えているか表したもの

var camera, scene, renderer;
var windowScale;
var cameraControls;
var clock = new THREE.Clock();

function drawGoldCube() {

    var cube;
    var cubeSizeLength = 100;
    var goldColor = "#FFDF00";
    var showFrame = true;
    var wireMaterial = new THREE.MeshBasicMaterial( { color: goldColor, wireframe: showFrame } ) ;

    var cubeGeometry = new THREE.CubeGeometry(cubeSizeLength, cubeSizeLength, cubeSizeLength);

    cube = new THREE.Mesh( cubeGeometry, wireMaterial );
    cube.position.x = 0;    // centered at origin
    cube.position.y = 0;    // centered at origin
    cube.position.z = 0;    // centered at origin
    scene.add( cube ;

}

function init() {
    var canvasWidth = 846;
    var canvasHeight = 494;
    // For grading the window is fixed in size; here's general code:
    //var canvasWidth = window.innerWidth;
    //var canvasHeight = window.innerHeight;
    var canvasRatio = canvasWidth / canvasHeight;
    // SCENE
    scene = new THREE.Scene();
    scene.fog = new THREE.Fog( 0x808080, 2000, 4000 );
    // LIGHTS
    scene.add( new THREE.AmbientLight( 0x222222 ) );

    // RENDERER
    renderer = new THREE.WebGLRenderer( { antialias: true } );
    renderer.gammaInput = true;
    renderer.gammaOutput = true;
    renderer.setSize(canvasWidth, canvasHeight);
    renderer.setClearColor( scene.fog.color, 1 );

    var container = document.getElementById('container');
    container.appendChild( renderer.domElement );


    // CAMERA
    camera = new THREE.PerspectiveCamera( 45, canvasRatio, 1, 4000 );
    camera.position.set( -200, 200, -150 );
    // CONTROLS
    cameraControls = new THREE.OrbitAndPanControls(camera, renderer.domElement);
    cameraControls.target.set(0,0,0);

    / draw the coordinate grid
    Coordinates.drawGrid({size:1000,scale:0.01});
    Coordinates.drawGrid({size:1000,scale:0.01, orientation:"y"});
    Coordinates.drawGrid({size:1000,scale:0.01, orientation:"z"});
}

function animate() {
    requestAnimationFrame(animate);
    render();
}

function render() {
    var delta = clock.getDelta();
    cameraControls.update(delta);
    renderer.render(scene, camera);
}

init();
drawGoldCube();
animate();

Git command

workspace, index, local repository, remote repository

add (-u)
commit
commit -a
push
fetch
merge

create git name
git config –global user.name “”
git config –global user.email “”

\app> git status
On branch master

Initial commit

Untracked files:
  (use "git add ..." to include in what will be committed)

        README.txt

nothing added to commit but untracked files present (use "git add" to track)

\app> git commit
[master (root-commit) aba9fda] add file
1 file changed, 0 insertions(+), 0 deletions(-)
create mode 100644 README.txt
\app> git status
On branch master
nothing to commit, working directory clean

\\app> git status
On branch master
Changes not staged for commit:
  (use "git add ..." to update what will be committed)
  (use "git checkout -- ..." to discard changes in working directory)

        modified:   README.txt

no changes added to commit (use "git add" and/or "git commit -a")

\app> git commit -a -m “Added README content”
[master 776f72d] Added README content
1 file changed, 1 insertion(+)

introduction, user requirement, system indification

Technical Process

1. Clarifying the Question
2. Confirming Input
3. Test Cases
4. Brainstorming
5. Runtime Analysis
6. Coding
7. Debugging
8. Wrap-up

history of software bugs
http://archive.wired.com/software/coolapps/news/2005/11/69355?currentPage=all

Binary Tree

class Node(object):
    def __init__(self, value):
        self.value = value
        self.left = None
        self.right = None

class BinaryTree(object):
    def __init__(self, root):
        self.root = Node(root)

    def search(self, find_val):
        return self.preorder_serach(tree.root, find_val)

    def print_tree(self):
        return self.preorder_print(tree.root, "")[:-1]

    def preorder_search(self, start, find_val):
        if start:
            if start.value == find_val:
                return True
            else
                return self.preorder_search(start.left, find_val) or self.preorder_search(start.right, find_val)
            return False                

    def preorder_print(self, start, traversal):
        if start:
            traversal += (str(start.value) + "-")
            traversal = self.preorder_print(start.left, traversal)
            traversal = self.preorder_print(start.right, traversal)
        return traversal

Binary Search Tree

class Node(object):
    def __init__(self, value):
        self.value = value
        self.left = None
        self.right = None

class BST(object):
    def __init__(self, root):
        self.root = Node(root)

    def insert(self, new_val):
        self.insert_helper(self.root, new_val)

    def insert_helper(self, current, new_val):
        if current_value < new_val:
            if current.right:
                self.insert_helper(current.right, new_val)
            else:
                current.right = Node(new_val)

        else:
            if current.left:
                self.insert_helper(current.left, new_val)
            else:
                current.left = Node(new_val)

    def search(self, find_val):
        return self.search_helper(self.root, find_val)

    def search_helper(self, current, find_val):
        if current:
            if current.value == find_val:
                return True
            elif current.value < find_val:
                return self.search_helper(current.right, find_val)
            else:
                return self.search_helper(current.left, find_val)
        return False

graph(network): how things is connect one another which is similar to tree.

0[0, 1, 0, 0]
1[1, 0, 1, 1]
2[0, 1, 0, 1]
3[0, 1, 1, 0]

Dictionary

In Python, the map concept appears as a built-in data type called a dictionary. A dictionary contains key-value pairs. Dictionaries is extremely easy to use and useful. Here’s a sample of setting up a dictionary.

locations = {'North America': {'USA': ['Mountain View']}}
locations['North America']['USA'].append('Atranta')
locations['Asia'] = {'India': ['Bangalore']}
locations['Asia']['China'].append = ['Shanghai']
locations['Africa'] = {'Egypt': ['Cairo']}

usa_sorted = sorted(locations['North America']['USA'])
for city in usa_sorted
    print city

asia_cities = []
for countries, cities in location['Asia'].iteritems():
    city_country = cities[0] + " - " + countries
    asia_cities.append(city_country)
asia_sorted = sorted(asia_cities)
for city in asia_sorted:
    print city

When hash table collision, bucket store data.

Hash Value = (ASCII Value of First Letter * 100) + ASCII Value of Second Letter

hash table

class HashTable(object):
    def __init__(self):
        self.table = [None]*10000

    def store(self, string):
        hv = self.calculate_hash_value(string)
        if hv != -1:
            if self.table[hv] != None:
                self.table[hv].append(string)
            else
                self.table[hv] = [string]

    def lookup(self, string):
        hv = slef.calculate_hash_value(string)
        if hv != -1:
            if self.table[hv] != None:
                if string in self.table[hv]:
                    return hv
        return -1

    def calculate_hash_value(self, string):
        value = ord(string[0])* 100 + ord(string[1])
        return -1

Tree DFS, In-order

binary search

def binarySearch(alist, item):
    first = 0
    last = len(alist)-1
    found = False

    while first <= last and not found:
        midpoint = (first + last) // 2
        if alist[midpoint] == item:
            found = True
        else:
            if item < alist[midpoint]:
                last = midpoint-1
            else:
                first = midpoint+1
        return found

recursion

function recursive(input):
    if input <= 0
        return input
    else
        output = recursive(input - 1)
        return output

fib

function getFib(position){
    if (position == 0) { return 0; }
    if (position == 1) { return 1; }
    var first = 0,
        second = 1,
        next = first + second;
    for (var i = 2; i < position; i++){
        first = second;
        second = next;
        next = first + second;
    }
    return next;
}
def get_fib(position):
    if position == 0 or position == 1:
        return position
    return get_fib(position -1) + get_fib(position -2)

margin sort efficiency
log(n)
1, 4(log n1),8(log n3), 16(log n4)

ease yourself by commic
https://xkcd.com/1185/

margin sort text
http://algs4.cs.princeton.edu/22mergesort/

quick sort

def quicksort(array):
    if len(array) < 1:
        return array
    pivot = array[0]
    left = []
    right = []
    for x in range(1, len(array)):
        if array[x] <= pivot:
            left.append(array[x])
        else:
            right.append(array[x])
        left = quicksort(left)
        right = quicksort(right)
        foo = [pivot]
        return left + foo + right

list: A B C
set: C A B

quee, enqueue, dequeue

class Queue:
    def __init__(self, head=None):
        self.storage = [head]

    def enqueue(self, new_element):
        self.storage.append(new_element)

    def peek(self):
        return self.storage[0]

    def dequeue(self):
        return self.storage.pop(0)