3 pogramming and computer graphisc'
3 pogramming and computer graphisc'
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1. Introduction to C Language
2. Importance of C Language
It helps programmers learn the fundamental syntax rules, which can easily be applied to
higher-level languages.
The language is crucial for low-level activities and directly interacts with hardware-level
operations, making it an essential tool for system programming.
3. Tokens in C Language
Tokens are the smallest units in C that are combined to form programs. These are essential
to structure a program, just as the alphabet is necessary to form words and sentences. In C,
tokens include:
Keywords
Identifiers
Operators
Constants
Special Characters
4. Keywords in C Language
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Keywords are predefined, reserved words that have specific meanings. They cannot be used
for other purposes, like naming variables. In C, there are 32 reserved keywords, some of the
most common ones include:
Keywords are integral to writing programs as they convey specific meanings to the
compiler.
5. Identifiers in C Language
Identifiers are user-defined names used for variables, functions, structures, etc. These
names help identify and refer to different elements in the program. The rules for identifiers
are:
They can include letters (both lowercase and uppercase), digits, and underscores.
6. Operators in C Language
Operators are symbols used to perform operations on variables and values. They are crucial
for performing mathematical or logical operations within the program. The different types of
operators in C include:
Arithmetic Operators: + , - , * , / , %
Assignment Operators: = , += , -=
Unary Operators: Used with one operand, such as ++ (increment) and -- (decrement).
7. Constants in C Language
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A constant is a fixed value that cannot be changed during the execution of the program.
There are two types:
Literal Constants: Fixed values that are directly written in the code (e.g., 5 , 3.14 ).
C supports several data types, which are classified based on the kind of data they store:
Integer Types: Used for storing whole numbers. The common integer data types are
int , short , long , and long long .
Floating-point Types: Used for storing decimal values. The most common floating-point
types are float and double .
For example, when creating a database to store the marks of students in five subjects, the
program would use the int data type for marks (since they are numeric), and the char
data type for storing student names.
Preprocessor directives are special instructions given to the compiler to perform tasks before
the program is compiled. These include:
11. Conclusion
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The C programming language is foundational in computer science. Understanding its
syntax, tokens, keywords, operators, constants, and special characters is crucial for writing
efficient programs. C remains the starting point for many aspiring programmers and
continues to be relevant in modern computing environments.
This set of notes covers the fundamental concepts of C, which are vital for mastering
programming and building a strong foundation for learning other high-level languages.
Class: A class is a blueprint or template from which objects are created. It defines the
properties (attributes) and behaviors (methods) that the objects created from the class
will have.
python
class Pen:
color = "blue"
type = "ballpoint"
# Object creation
pen1 = Pen()
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Here, Pen is the class, and pen1 is an object created from the Pen class.
4. Keywords in OOP
Reserved Keywords: Keywords such as class , new , and object are reserved in
programming languages. These keywords have predefined meanings in the
programming language and cannot be used as identifiers.
Objects require memory allocation when created. When an object is instantiated using
the new keyword, the system allocates memory to store the attributes and methods
associated with the object.
Classes themselves do not require memory allocation as they are simply templates for
creating objects.
6. Methods in OOP
Methods: These are functions defined inside classes that define the behaviors of objects.
Factory Method: A method used to create objects, usually abstracting the creation
process.
Objects can access and modify the methods and attributes of their class.
Class: A blueprint for creating objects. Only one class is created in the program, and it is
declared once.
Object: An instance of a class, which can be created multiple times based on the class.
Memory Allocation: Objects are allocated memory when created, whereas classes do
not need memory allocation as they serve as templates.
8. Inheritance in OOP
Inheritance is a mechanism in which one class can inherit attributes and methods from
another class. It allows code reuse and the creation of hierarchical relationships between
classes.
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Example: A class Dog can inherit from a class Animal :
python
class Animal:
def sound(self):
print("Some animal sound")
class Dog(Animal):
def sound(self):
print("Bark")
Parent Class: The class whose properties are inherited by another class.
Child Class: The class that inherits the properties of the parent class.
Types of Inheritance:
Single Inheritance: One class inherits from another class (e.g., Dog inherits from
Animal).
Multilevel Inheritance: A chain of inheritance where a class inherits from another class,
which is in turn inherited by another class (e.g., Dog → Animal → Mammal).
9. Encapsulation in OOP
Encapsulation is the concept of bundling data and methods that operate on the data into a
single unit, typically a class. It also refers to restricting access to certain details of the object
by making some attributes or methods private and providing public methods to access
them.
Example:
python
class Person:
def __init__(self, name, age):
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self.name = name
self.__age = age # Private attribute
def get_age(self):
return self.__age
p = Person("John", 30)
print(p.get_age()) # Accessing private attribute through method
Encapsulation hides the internal workings of an object and only exposes necessary
functionality to the outside world, improving security and reducing complexity.
Abstraction is the concept of hiding the complex implementation details and showing only
the essential features of an object or class. It reduces complexity by providing a simplified
interface.
Example: A Car class may expose methods like start() and stop() , but it hides the
internal details like engine management or fuel efficiency calculations.
Example:
python
class Animal:
def sound(self):
print("Animal sound")
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class Dog(Animal):
def sound(self):
print("Bark")
animal = Animal()
dog = Dog()
animal.sound() # Animal sound
dog.sound() # Bark
Parameters are values passed into functions or methods. In OOP, there are two primary ways
to pass parameters:
Pass by Value: The actual value is passed, and changes made to the parameter do not
affect the original value.
Pass by Reference: A reference to the original value is passed, and changes made to the
parameter affect the original value.
Actual Parameters: These are the values or expressions passed into the function during
the method call.
Summary:
Object-Oriented Programming organizes code around objects, which are instances of
classes. Key OOP concepts include inheritance (code reuse), encapsulation (hiding internal
details), abstraction (simplifying interfaces), polymorphism (multiple forms of methods), and
parameter passing (handling values in methods). These concepts allow for more modular,
reusable, and maintainable code in programming languages like C++, Java, and Python.
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Definition: HTML is a markup language used to create and design websites and web
pages. It structures the content on the web by using various tags.
Main Structure:
<title> : Specifies the title of the webpage (appears on the browser tab).
Headings ( <h1> to <h6> ): Define headings of varying importance. <h1> is the largest,
and <h6> is the smallest.
html
3. HTML Lists
html
<ul>
<li>Item 1</li>
<li>Item 2</li>
</ul>
html
<ol>
<li>First Item</li>
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<li>Second Item</li>
</ol>
4. Tables in HTML
Structure: Tables consist of rows ( <tr> ), headers ( <th> ), and data cells ( <td> ).
Example:
html
<table>
<tr>
<th>Name</th>
<th>Salary</th>
</tr>
<tr>
<td>John</td>
<td>50000</td>
</tr>
</table>
Table Attributes: Borders, padding, and other styles can be adjusted using attributes
like border , cellspacing , and cellpadding .
Anchor Tag ( <a> ): It creates hyperlinks that allow navigation between different web
pages. Example:
html
Definition: DHTML involves using HTML along with CSS and JavaScript to create
interactive and dynamic web pages.
Purpose: Allows changes to web page content dynamically without requiring page
reloads, making websites more interactive.
7. JavaScript Overview
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Definition: JavaScript is a popular programming language used for developing both
front-end and back-end applications. It allows dynamic updates of web pages without
reloading.
Usage: Often used for adding interactivity to web pages such as form validation,
animations, etc.
Core Features:
Platform Independent: Java programs can run on any platform that supports Java.
Basic Syntax:
java
Key Concepts:
Identifiers: Names given to variables, methods, and classes. They must start with a
letter, dollar sign $ , or underscore _ .
9. Java Modifiers
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Access Modifiers: Control the visibility of class members:
Definition: Java servlets are server-side programs that extend the capabilities of a web
server by handling requests and responses, typically used in web-based applications.
These notes outline key concepts from HTML, JavaScript, and Java, emphasizing important
tags, syntax, and the application of these technologies in building dynamic web pages and
applications.
The life cycle of a servlet is managed by the Servlet Container (part of a web server like
Apache Tomcat, Jetty, etc.). The container is responsible for loading, initializing, managing,
and terminating the servlet.
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1. Loading the Servlet:
The servlet is loaded into memory when it is requested for the first time or when the
server is restarted.
The container loads the servlet using the init() method, which is called once
when the servlet is loaded.
The servlet container initializes the servlet using the init() method.
This method is called only once during the life of the servlet.
The init() method is used to perform servlet initialization tasks such as reading
configuration files, setting up database connections, etc.
The servlet handles requests from clients via the service() method.
The service() method is called each time a client makes a request to the servlet.
The method processes the request and generates a response (usually in the form of
an HTML page or other content).
4. Response to Client:
The servlet generates a response and sends it back to the client, which could be a
web browser or any other type of client.
The response is typically HTML content or other data in the form of text, JSON, XML,
etc.
The servlet is destroyed when the servlet container decides to unload it (typically
when the server shuts down or when the servlet is explicitly removed).
The destroy() method is called before the servlet is removed from memory.
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It is used to release resources such as database connections or file handles.
scss
The life cycle of an applet is managed by the Applet Viewer or a web browser that supports
Java applets.
The applet is typically embedded in an HTML page using the <applet> tag or
<object> tag.
This method is used for initializing the applet and performing tasks like setting up
user interface components or connecting to external resources.
This method is invoked whenever the applet is started (for example, when the user
visits the webpage containing the applet).
It is used to start any threads or processes that need to run in the background.
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Signature: public void start()
The paint() method is used to render or redraw the applet on the screen. It is
called whenever the applet needs to be refreshed, such as when the applet is
resized or when the screen is exposed after being hidden.
The paint() method is invoked every time the applet needs to display something
to the user.
The stop() method is called when the applet is no longer visible to the user (for
example, when the user navigates away from the page).
It is used to stop any background tasks or threads that were started by the start()
method.
The destroy() method is called when the applet is removed from memory (e.g.,
when the browser is closed or the user navigates away from the page).
scss
Applet Loaded -> init() -> start() -> paint() -> stop() -> destroy()
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Aspect Servlet Life Cycle Applet Life Cycle
These are the key concepts for understanding the life cycle of both servlets and applets.
Basic Concept: It is used for manipulating visual content such as images, videos, and
animations. Computer graphics help in transforming our mental imagination into digital
representations for various applications like video editing and design.
Image processing
Video editing
2. 2D vs. 3D Graphics:
2D Graphics: Deals with flat objects on a two-dimensional plane (x and y axes). For
example, a rectangle or a simple box, where only two dimensions (height and width) are
involved.
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3. Role of Computer Graphics in Digital Representations:
Representation & Manipulation: Computer graphics plays a key role in creating digital
versions of images or videos, as well as in editing them based on user requirements.
Design Fields: Architects and designers use 3D representations to showcase their work,
like virtual home models or car designs, which would be impossible to represent in 2D.
Basic Types:
Geometric Graphics: Used for drawing lines, curves, and shapes (e.g., for
architectural designs).
Divides the screen into pixels and scans from top-left to bottom-right.
Types of Displays:
CRT (Cathode Ray Tube): The traditional screen used in older monitors and TVs.
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Video Display Units: Devices such as monitors, projectors, and video systems used to
display the output of computer graphics.
Helical Scan: A method of scanning the image by focusing the electron beam in a
helical pattern.
Working: Color CRT monitors use three basic colors – Red, Green, and Blue (RGB) – to
produce millions of colors on the screen by mixing different intensities of these colors.
Advantages: High resolution and color depth, providing a clear and realistic visual
output, commonly used in modern televisions.
These notes cover the entire scope of the concepts mentioned in the transcript and provide a
structured overview of computer graphics, its applications, technologies, and the differences
between display methods.
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Steps:
1. Input:
Δx = x2 − x1
Δy = y2 − y1
3. Determine the steps:
The number of steps needed to draw the line is the greater of Δx and Δy , i.e.:
steps
Δy
Yinc =
steps
Start from (x1, y1) and plot each successive point by incrementing the x and y
values:
x = x1 + n ⋅ Xinc
y = y1 + n ⋅ Yinc
Advantages:
Disadvantages:
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Overview: The line equation algorithm is based on the mathematical equation of a line,
typically expressed as: y = mx + b Where:
m is the slope of the line.
b is the y-intercept.
y2−y1
For two points (x1, y1) and (x2, y2), the slope m can be calculated as: m = x2−x1
Steps:
b = y1 − m ⋅ x1
3. Plot points:
Advantages:
Disadvantages:
Requires floating-point calculations, which can lead to accuracy issues when drawing on
a grid.
Steps:
1. Input:
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Given two points: (x1, y1) and (x2, y2).
2. Calculate differences:
Δx = x2 − x1
Δy = y2 − y1
3. Initialize decision parameter:
p0 = 2Δy − Δx
If pn (decision parameter) is less than 0, increment the x-coordinate and plot the
next point.
6. Repeat steps:
Advantages:
Disadvantages:
Works best for lines with a slope between 0 and 1 (positive slope).
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lines. The algorithm works by calculating points on the circle’s boundary in a symmetric
manner.
Steps:
1. Input:
2. Initialization:
The circle is symmetric in all eight octants, so only one-eighth of the points are
calculated and then mirrored.
For each point (x, y) on the circle, increment x and check the decision parameter:
< 0, the next point is (x + 1, y), and the decision parameter is updated to
If p
p + 2x + 3.
≥ 0, the next point is (x + 1, y - 1), and the decision parameter is updated to
If p
p + 2x − 2y + 5.
5. Plot all symmetric points:
For every calculated point (x, y), plot the eight symmetric points of the circle based
on the symmetry of the circle.
Advantages:
Disadvantages:
It assumes the center of the circle is at the origin (or adjusted as required).
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These algorithms are fundamental for drawing geometric shapes and are widely used in
computer graphics for rendering and visualization tasks.
Introduction to Transformation
For example, when you draw a circle in a graphics program like Paint, you can modify its
size or remove it. This change or repositioning of the object is called transformation.
Types of Transformations
1. Two-Dimensional Transformations
2. Coordinate System
In transformations, objects are represented by their coordinates (X, Y), and after
transformation, these coordinates change.
Example: If we have a circle at (X₁, Y₁) and we want to enlarge it, the new position of
the circle would be (X₂, Y₂) after modification.
Translation Transformation
Translation involves moving an object from one position to another in a straight line
along the coordinate plane.
Translation vector: The difference between the initial and final coordinates.
Example: If a circle is at position (X₁, Y₁) and we want to move it by a vector (T₁, T₂),
the new position is (X₂ = X₁ + T₁, Y₂ = Y₁ + T₂).
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Matrix Representation of Transformation
For translation, the transformation matrix is used to compute the new coordinates:
[ ] = [ old ] + [ x ]
Xnew X T
Ynew Yold Ty
1. Translation
Example: Moving a point from (X₁, Y₁) to (X₂, Y₂) in a straight path.
2. Scaling
Scaling changes the size of an object. This transformation uses scaling factors (Sₓ,
Sᵧ) along the X and Y axes.
3. Rotation
Rotation involves rotating an object around a fixed point, changing its angle of
orientation.
4. Reflection
Reflection creates a mirror image of an object. This can be done along a specific axis
(X or Y axis).
For a point (X, Y), the mirror image along the X-axis will be (X, -Y), and along the Y-
axis, it will be (-X, Y).
Applications of Transformations
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This summary includes all key points from the provided transcript and presents them in a
clear academic format. Let me know if you need further elaboration or additional topics.
In earlier lectures, 2D graphics were covered. Now, the focus shifts to how objects can be
represented in three dimensions.
Basic 3D Concepts
The Z-axis represents the depth, giving the object its three-dimensional aspect.
Example: A square in 2D is represented by the X and Y axes, while in 3D, the same
square is extended into the Z-axis for depth.
1. Cube: A simple 3D shape with six faces. Each face is a square, and its 3D representation
incorporates the depth (Z-axis).
3D Shading: 3D objects are often shaded to represent their depth and the way light
interacts with surfaces, helping distinguish between the front, back, and sides of the
object.
3D Geometry
In 3D geometry, there are three dimensions (X, Y, Z) in which points and objects exist.
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Each point in a 3D space has unique coordinates in this system.
1. Orthographic Projection:
2. Isometric Projection:
A type of projection where an object is rotated so that all three axes are displayed
equally.
3. Perspective Projection:
Objects appear smaller as they get further away from the viewer, mimicking how the
human eye perceives depth.
One-point perspective
Two-point perspective
Three-point perspective
4. Cabinet Projection:
A variation of oblique projection where one axis (usually the Z-axis) is displayed at a
reduced scale, creating a more distorted but informative view.
5. Parallel Projection:
Similar to orthographic projection but used for objects that do not require distortion
for a more realistic view.
Transformation in 3D Graphics
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1. Translation:
Translation involves moving an object along a straight line in space, altering its
position from one set of coordinates to another.
The new position is calculated by adding the translation vector to the current
coordinates (X, Y, Z).
2. Rotation:
The rotation angle and the axis of rotation must be specified to determine the final
position of the object.
Unlike 2D rotation, 3D rotation involves more complex calculations, as the object can
rotate around any of the three axes.
Shading and lighting enhance the appearance of 3D objects, helping them look more
realistic by simulating how light interacts with their surfaces.
Key Takeaways
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Transformation techniques like translation and rotation manipulate 3D objects,
allowing them to be moved or oriented in space for accurate rendering.
The shading of objects helps to visually separate different parts of the object and
highlight depth.
This summary consolidates the crucial concepts and techniques in 3D object representation
and projection, providing a solid foundation for understanding 3D graphics in computer
science.
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