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T ABLE OF C ONTENTS Who is this book for? ........................................................................................................................ i About This Book .............................................................................................................................. ii Chapter 1 – Installing Python and Pygame ...................................................................................... 1 What You Should Know Before You Begin ................................................................................ 1 Downloading and Installing Python ............................................................................................. 1 Windows Instructions .................................................................................................................. 1 Mac OS X Instructions ................................................................................................................. 2 Ubuntu and Linux Instructions .................................................................................................... 2 Starting Python............................................................................................................................. 2 Installing Pygame......................................................................................................................... 3 How to Use This Book ................................................................................................................. 4 The Featured Programs ................................................................................................................ 4 Downloading Graphics and Sound Files ...................................................................................... 4 Line Numbers and Spaces ............................................................................................................ 4 Text Wrapping in This Book 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................................................................................................... 10 pygame.event.Event Objects ........................................................................................... 11 The QUIT Event and pygame.quit() Function .................................................................. 12 Pixel Coordinates ....................................................................................................................... 13iv http://inventwithpython.com/pygame A Reminder About Functions, Methods, Constructor Functions, and Functions in Modules (and the Difference Between Them) .................................................................................................. 14 Surface Objects and The Window ............................................................................................. 15 Colors 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.......................................................................................... 44 Crash Early and Crash Often! .................................................................................................... 44 Making the Source Code Look Pretty ........................................................................................ 45 Using Constant Variables Instead of Strings ............................................................................. 46 Making Sure We Have Enough Icons ........................................................................................ 47 Tuples vs. Lists, Immutable vs. Mutable ................................................................................... 47 Email questions to the author: al@inventwithpython.comAbout This Book v One Item Tuples Need a Trailing Comma ................................................................................. 48 Converting Between Lists and Tuples ....................................................................................... 49 The global statement, and Why Global Variables are Evil.................................................... 49 Data Structures and 2D Lists ..................................................................................................... 51 The ―Start Game‖ Animation ..................................................................................................... 52 The Game Loop ......................................................................................................................... 52 The Event Handling Loop .......................................................................................................... 53 Checking Which Box The Mouse Cursor is Over ..................................................................... 54 Handling the First Clicked Box ................................................................................................. 55 Handling a Mismatched Pair of Icons ........................................................................................ 56 Handling If the Player Won ....................................................................................................... 56 Drawing the Game State to the Screen ...................................................................................... 57 Creating the ―Revealed Boxes‖ Data Structure ......................................................................... 58 Creating the Board Data Structure: Step 1 – Get All Possible Icons ......................................... 58 Step 2 – Shuffling and Truncating the List of All Icons ............................................................ 59 Step 3 – Placing the Icons on the Board .................................................................................... 59 Splitting a List into a List of Lists.............................................................................................. 60 Different Coordinate Systems .................................................................................................... 61 Converting from Pixel Coordinates to Box Coordinates ........................................................... 62 Drawing the Icon, and Syntactic Sugar ...................................................................................... 63 Syntactic Sugar with Getting a Board Space’s Icon’s Shape and Color .................................... 64 Drawing the Box Cover ............................................................................................................. 64 Handling the Revealing and Covering Animation ..................................................................... 65 Drawing the Entire Board .......................................................................................................... 66 Drawing the Highlight 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........................................................................................ 74 Chapter 4 – Slide Puzzle ................................................................................................................ 77 How to Play Slide Puzzle ........................................................................................................... 77 Source Code to Slide Puzzle ...................................................................................................... 77 Second Verse, Same as the First ................................................................................................ 85 Setting Up the Buttons ............................................................................................................... 86 Being Smart By Using Stupid Code .......................................................................................... 87 The Main Game Loop ................................................................................................................ 88 Clicking on the Buttons ............................................................................................................. 89 Sliding Tiles with the Mouse ..................................................................................................... 90 Sliding Tiles with the Keyboard ................................................................................................ 90 ―Equal To One Of‖ Trick with the in Operator ........................................................................ 91 WASD and Arrow Keys ............................................................................................................ 91 Actually Performing the Tile Slide ............................................................................................ 92 IDLE and Terminating Pygame Programs ................................................................................. 92 Checking for a Specific Event, and Posting Events to Pygame’s Event Queue ........................ 92 Creating the Board Data Structure ............................................................................................. 93 Not Tracking the Blank Position ................................................................................................ 94 Making a Move by Updating the Board Data Structure ............................................................ 94 When NOT to Use an Assertion ................................................................................................ 95 Getting a Not-So-Random Move ............................................................................................... 96 Converting Tile Coordinates to Pixel Coordinates .................................................................... 97 Converting from Pixel Coordinates to Board Coordinates ........................................................ 97 Drawing a Tile ........................................................................................................................... 97 The Making Text Appear on the Screen .................................................................................... 98 Drawing the Board ..................................................................................................................... 99 Drawing the Border of the Board ............................................................................................... 99 Email questions to the author: al@inventwithpython.comAbout This Book vii Drawing the Buttons ................................................................................................................ 100 Animating the Tile Slides ........................................................................................................ 100 The copy() Surface Method ................................................................................................. 101 Creating a New Puzzle ............................................................................................................. 103 Animating the Board Reset ...................................................................................................... 104 Time vs. Memory Tradeoffs .................................................................................................... 105 Nobody Cares About a Few Bytes ........................................................................................... 106 Nobody Cares About a Few Million Nanoseconds .................................................................. 107 Summary .................................................................................................................................. 107 Chapter 5 – Simulate 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.................................................................................................................................. 198 Chapter 8 – Squirrel Eat Squirrel ................................................................................................. 200 How to Play Squirrel Eat Squirrel............................................................................................ 200 The Design of Squirrel Eat Squirrel ......................................................................................... 200 Source Code to Squirrel Eat Squirrel ....................................................................................... 201 The Usual Setup Code ............................................................................................................. 211 Describing the Data Structures ................................................................................................ 212 The main() Function 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内容概要:本文为一份详尽的《110KV单电源电网三段式电流保护+距离继电保护整定计算说明报告》,全文约6000字、共23页,系统阐述了高压电网中继电保护的核心原理与工程整定方法。报告聚焦于110KV单电源供电系统,深入解析三段式电流保护(Ⅰ、Ⅱ、Ⅲ段)与距离保护的配置原则、动作特性、整定计算流程及配合逻辑。内容涵盖电力系统短路电流计算、保护定值设定、灵敏度校验、动作时限级差配合等关键技术环节,并结合典型电网结构进行实例化参数推导与方案分析,确保保护的选择性、速动性、可靠性和灵敏性。文中可能引入Matlab进行仿真辅助计算,以提高整定精度,验证保护动作行为,具有较强的理论深度与工程实践指导意义。; 适合人群:电力系统及其自动化、电气工程等相关专业的高年级本科生、研究生,以及从事变电站继电保护设计、整定计算、现场运维和技术管理的工程技术人员,尤其适用于完成课程设计、毕业设计或实际工程项目的技术人员。; 使用场景及目标:①掌握110KV单电源电网中三段式电流保护与距离保护的整定计算方法与技术规范;②应用于实际工程中的保护配置设计与定值整定;③为继电保护方案的合规性审查、动作逻辑验证及故障响应优化提供理论支撑; 阅读建议:建议结合《电力系统继电保护原理》《电力系统分析》等教材同步学习,按照文档结构逐步推演短路电流计算与定值整定过程,重点关注各保护段之间的时限配合与灵敏度校验,并推荐使用Matlab等工具复现关键计算步骤以加深理解与应用能力。

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