是否可以这样理解:
yield()是让出CPU执行权,重新进入就绪队列。
wait()是让出CPU执行权,自身进入阻塞状态并等待唤醒。
sleep()是不让出CPU执行权,自身进入阻塞状态,到达时间后变为执行状态。
老师,我知道传root是将按键放置到窗口中,这里面我btn2都是设置的传self,我将btn1传self时,按键顺序就跟代码顺序一致,而我将btn1传root时,退出键就跑到上面了,传self也是一个组件,我想问问这里面的原因,为啥会出现这样的效果?
btn1传self时
传root时
老师我想问一下视频中的 self代表的是什么意思
这里的多项分布应该是和前面逻辑回归伯努利分布一样都是基于一次实验的情况下吧,因为这样I(y_i)才可以表示概率,因为标签就是0,1,否则应该是表示次数吧
老师,我不明白为啥跟着视频敲代码也会报错,视频里面是没有运行的,难道他也不知道代码错了???
'''不用闭包的 装饰器 TypeError: 'AAA' object is not callable--不可调用 ''' class AAA(): def __init__(self,func): self.__func = func #print('我是AAA。init()') #print(func.__name__) def __call__(self,*args,**kwargs): #print('在这可以新增功能') self.addFunc() self.__func() def addFunc(self): print('用户权限验证') @AAA #test1=AAA(test1) def test1(): print('我是功能1') test1() # a = AAA(test1) # a()
老师,我这里地址栏除了200,还存在参数,就是加密的,和老师显示不同,老师可以解释是何种原因吗?
static修饰变量,对该类的所有对象共享是什么意思?
静态成员变量只有一份是什么意思?
我没学历没优点是不是就没戏了啊,感到非常恐慌
无目标变量具体是什么意思?
我个人的理解:因为在历史数据中,有一系列的x值,和所对应的一系列的y值;而无目标变量是说:有x值,却没有y值,或者说,我们想要预测到的y值,在已有是数据中,没有x与之对应。
这样理解正确吗?请详细的为我解释一下
老师,我坦克按方向键不移动了是咋回事
pygametimerandom pygame.sprite Sprite SCREEN_WIDTH=SCREEN_HEIGHT=BG_COLOR=pygame.Color() TEXT_COLOR=pygame.Color() BaseItem(Sprite): (): pygame.sprite.Sprite.() MainGame(): window=my_tank=enemyTankList=[] enemyTankCount=myBulletList=[] enemyBulletList=[] explodeList=[] (): (): pygame.display.init() MainGame.window=pygame.display.set_mode([SCREEN_WIDTHSCREEN_HEIGHT]) MainGame.my_tank=Tank() .createEnemyTank() pygame.display.set_caption() : time.sleep() MainGame.window.fill(BG_COLOR) .getEvent() MainGame.window.blit(.getTextSuface(%(MainGame.enemyTankList))()) MainGame.my_tank MainGame.my_tank.live: MainGame.my_tank.displayTank() : MainGame.my_tank MainGame.my_tank=MainGame.my_tank.displayTank() .blitEnemyTank() .blitMyBullet() .blitEnemyBullet() .blitExplode() MainGame.my_tank MainGame.my_tank.live: MainGame.my_tank.stop: MainGame.my_tank.move() pygame.display.update() (): top=i (MainGame.enemyTankCount): left=random.randint() speed=random.randint() enemy=EnemyTank(lefttopspeed) MainGame.enemyTankList.append(enemy) (): explode MainGame.explodeList: explode.live: explode.displayExplode() : MainGame.explodeList.remove(explode) (): enemyTank MainGame.enemyTankList: enemyTank.live: enemyTank.displayTank() enemyTank.randMove() enemyBullet = enemyTank.shot() enemyBullet: MainGame.enemyBulletList.append(enemyBullet) : MainGame.enemyTankList.remove(enemyTank) (): myBullet MainGame.myBulletList: myBullet.live: myBullet.displayBullet() myBullet.move() myBullet.myBullet_hit_enemyTank() : MainGame.myBulletList.remove(myBullet) (): enemyBullet MainGame.enemyBulletList: enemyBullet.live: enemyBullet.displayBullet() enemyBullet.move() enemyBullet.enemyBullet_hit_myTank() : MainGame.enemyBulletList.remove(enemyBullet) (): () () (text): pygame.font.init() font=pygame.font.SysFont() textSurface=font.render(textTEXT_COLOR) textSurface (): eventList= pygame.event.get() event eventList: event.type == pygame.QUIT: .endGame() event.type == pygame.KEYDOWN: event.key == pygame.K_LEFT: MainGame.my_tank.direction=MainGame.my_tank.stop=() event.key == pygame.K_RIGHT: MainGame.my_tank.direction=MainGame.my_tank.stop=() event.key == pygame.K_UP: MainGame.my_tank.direction=MainGame.my_tank.stop=() event.key == pygame.K_DOWN: MainGame.my_tank.direction=MainGame.my_tank.stop=() event.key == pygame.K_SPACE: () (MainGame.myBulletList)<: myBullet = Bullet(MainGame.my_tank) MainGame.myBulletList.append(myBullet) event.type == pygame.KEYUP: event.key==pygame.K_UP event.key==pygame.K_DOWN event.key == pygame.K_LEFT event.key ==pygame.K_RIGHT: MainGame.my_tank.stop = Tank(BaseItem): (lefttop): .images={ :pygame.image.load():pygame.image.load():pygame.image.load():pygame.image.load()} .direction=.image=.images[.direction] .rect=.image.get_rect() .rect.left=left .rect.top=top .speed=.stop=.live=(): .direction == : .rect.left>: .rect.left -= .speed .direction == : .rect.top>: .rect.top -= .speed .direction == : .rect.top+.rect.height<SCREEN_HEIGHT: .rect.top += .speed .direction == : .rect.left+.rect.height<SCREEN_WIDTH: .rect.left += .speed (): Bullet() (): .image=.images[.direction] MainGame.window.blit(.image.rect) MyTank(Tank): (): EnemyTank(Tank): (lefttopspeed): (EnemyTank).(lefttop) .images={ :pygame.image.load():pygame.image.load():pygame.image.load():pygame.image.load() } .direction=.randDirection() .image=.images[.direction] .rect=.image.get_rect() .rect.left=left .rect.top=top .speed=speed .flag=.step=(): num=random.randint() num == : num == : num == : num == : (): .step<=: .direction=.randDirection() .step=: .move() .step-=(): num=random.randint() num<: Bullet() Bullet(BaseItem): (tank): .image=pygame.image.load() .direction=tank.direction .rect=.image.get_rect() .direction == : .rect.left = tank.rect.left + tank.rect.width / - .rect.width / .rect.top = tank.rect.top - .rect.height .direction == : .rect.left = tank.rect.left + tank.rect.width / - .rect.width / .rect.top = tank.rect.top + tank.rect.height .direction == : .rect.left = tank.rect.left - .rect.width / - .rect.width / .rect.top = tank.rect.top + tank.rect.width / - .rect.width / .direction == : .rect.left = tank.rect.left + tank.rect.width .rect.top = tank.rect.top + tank.rect.width / - .rect.width / .speed=.live=(): .direction == : .rect.top>: .rect.top-=.speed : .live=.direction == : .rect.left+.rect.width<SCREEN_WIDTH: .rect.left+=.speed : .live=.direction ==: .rect.top+.rect.height<SCREEN_HEIGHT: .rect.top+=.speed : .live=.direction == : .rect.left>: .rect.left-=.speed : .live=(): MainGame.window.blit(.image.rect) (): enemyTank MainGame.enemyTankList: pygame.sprite.collide_rect(enemyTank): enemyTank.live=.live=explode = Explode(enemyTank) MainGame.explodeList.append(explode) (): MainGame.my_tank MainGame.my_tank.live: pygame.sprite.collide_rect(MainGame.my_tank): explode=Explode(MainGame.my_tank) MainGame.explodeList.append(explode) .live=MainGame.my_tank.live=Wall(): (): (): Explode(): (tank): .rect = tank.rect .images = [ pygame.image.load()pygame.image.load()pygame.image.load()pygame.image.load()pygame.image.load()] .step = .image = .images[.step] .live = (): .step < (.images): .image = .images[.step] .step += MainGame.window.blit(.image.rect) : .live = .step = Music(): (): (): __name__==: MainGame().startGame()
老师,为什么我这里不能隐藏箭头的??十分不解
#使用海龟绘图,绘制同心圆: import turtle t = turtle.Pen() t.width(5)#宽度 t.speed(4)#速度 #my_colors = ('red','blue','yellow','black'#定义颜色 for i in range(10): #0 1 2 3 4 #t.color(my_colors[i%len(my_colors)]) t.penup() t.goto(0,-i*15)#去点-15 -30 -45 -60 -75 t.pendown() t.circle(15+i*15)#半径15 30 45 60 75
老师,这里比较奇怪,注释两行就没事,去掉注释就报错,解答下为什么?
老师你好,有点不太理解,为什么列表中的<li>元素设置float为left就可以从纵向变为横向
如果,发送数据大小缓存字节数组的容量,那再服务器端是不是要一直receive(),直到接收不到了
为什么还有背景音乐哈哈哈,麻烦老师把音乐关掉
非常抱歉给您带来不好的体验!为了更深入的了解您的学习情况以及遇到的问题,您可以直接拨打投诉热线:
我们将在第一时间处理好您的问题!
关于
课程分类
百战程序员微信公众号
百战程序员微信小程序
©2014-2025百战汇智(北京)科技有限公司 All Rights Reserved 北京亦庄经济开发区科创十四街 赛蒂国际工业园网站维护:百战汇智(北京)科技有限公司 京公网安备 11011402011233号 京ICP备18060230号-3 营业执照 经营许可证:京B2-20212637