123456lap1 = 62.5lap2 = 59.8total_time = lap1 + lap2average_time = total_time / 2print('Total time: ' + str(total_time) + ' seconds')print('Average lap time: ' + str(average_time) + ' seconds')×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”×”XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX
Error
Autograder Results
Your Output
Solution Output
Errors:
Looks like something is taking longer than usual. We stopped running your code. Please try again.
HINT: You might have an infinite loop in your code.
5 points
Arrange the lines of code to calculate and print the total time it took to finish two race laps, then print the average time per lap.
JavaScript Documentation
Basics
Printing to Console
// Using the println() function will print the text and create a line break
// Example of using println()
println("Hello");
println("world.");
// Result:
// Hello
// world.
// Using the print() statement does NOT create a line break
// Example of using print()
print("Hello world. ");
print("How are you?");
// Result:
// Hello world. How are you?
// You can also print to the console using console.log() (includes line break)
// Example:
console.log("Hello world!");
Python
Variables
// Declare a variable
var myVarName;
// Initialize a variable
var myVarName = 5;
// Assign to an existing variable
myVarName = 10;
// Print a variable
println(myVarName);
println("The value is: " + myValue);
// Variables can also be declared and initialized using the keyword 'let'
let myVarName;
let myVarname = 5;
// If a variable isn't going to change its value, it is best to use the keyword 'const'
/*
* Variables defined with const cannot be redeclared
* Variables defined with const cannot be reassigned
* Variables defined with const must be assigned a value when they are declared
*/
// Example:
const PI = 3.141592653589793;
PI = 5; // This will give an error
Python
User Input
// Read a string
// Strings are a series of characters - ex: Hello World
var str = readLine(prompt);
// Read an integer
// Integers are numbers without a decimal point - ex: 3
var num = readInt(prompt);
// Read a float
// Float are numbers with a decimal point - ex: 3.14
var cost = readFloat(prompt);
// Read a boolean
// Boolean are true/false
var bool = readBoolean(prompt);
// You should replace the word prompt with
// the question you'd like to ask. For example:
var name = readLine("What is your name? ");
var age = readInt("What is your age? ");
var finishedWork = readBoolean("Is your work done? ");
Python
Asynchronous User Input
/* In addition to the blocking input methods that receive input via
popup, there are additional asynchronous input methods. readLineAsync,
readIntAsync, readFloatAsync, and readBooleanAsync are non-blocking
functions that can be used in combination with the `await` keyword to
receive input asynchronously.
*/
let name = await readLineAsync("What's your name? ");
console.log("Nice to meet you, " + name);
Python
Math
// Operators:
+ Addition
- Subtraction
* Multiplication
/ Division
** Exponentiation
% Modulus (Remainder)
() Parentheses (For order of operations)
// Examples
var z = x + y;
var w = x * y;
// Increment (add one)
x++
// Decrement (subtract one)
x--
// Shortcuts
x = x + y; x += y;
x = x - y; x -= y;
x = x * y; x *= y;
x = x / y; x /= y;
// Exponentiation
var squared = 5 ** 2;
println(squared); // prints out 25
// Modulus
var z = 10 % 4 // 2 * 4 = 8; 10 - 8 = 2
println(z) // prints out: 2
// Absolute value
var abs = Math.abs(x);
// Square root
var sqrt = Math.sqrt(x);
// Rounding
// Math.round() can be used to round numbers
var pi = 3.14;
var roundedPi = Math.round(pi);
println(roundedPi); // prints out: 3
var goldenRatio = 1.618;
var roundedGoldenRatio = Math.round(goldenRatio);
println(roundedGoldenRatio); // prints out: 2
// Floor Division
// Math.floor() can be used to perform floor
// division. With floor division, only the
// integer portion of the quotient is returned.
// For example, 5/2 is 2.5, but with floor division,
// the result is 2 and the .5 is discarded.
var result = Math.floor(5/2);
println(result); // prints out: 2
// Geometry
// Note input is in radians, not degrees
Math.sin(radians); // Returns value between -1 and 1
Math.cos(radians); // Returns value between -1 and 1
Math.tan(radians); // Returns value
Python
Random Numbers
// Random integer between low and high
Randomizer.nextInt(low, high);
Randomizer.nextBoolean();
Randomizer.nextFloat(low, high);
Randomizer.nextColor();
var roll = Randomizer.nextInt(1,6);
var color = Randomizer.nextColor();
Python
Strings
// str.length
// returns the length of a string
// Example
var str = "hello";
var len = str.length; // equals 5
// str.indexOf(search)
// returns the first index of the search
// or -1 if not found. It is case sensitive.
//Examples
var str = "hello";
var pos1 = str.indexOf("l"); // returns 2
var pos2 = str.indexOf("H"); // returns -1
// str.substring(start);
// returns a substring including the
// character at start to the end of the
// string
//Examples
var str = "hello";
var sub1 = str.substring(1); // equals "ello"
var sub2 = str.substring(3); // equals "lo"
// str.substring(start, end);
// returns a substring including the
// character at start, but not including
// the character at end
//Examples
var str = "hello";
var sub1 = str.substring(0,2); // equals "he"
var sub2 = str.substring(1,4); // equals "ell"
Python
Functions
// Functions can take in values, called parameters.
// The function below takes in a parameter called
// 'input' and prints it.
function printText(input) {
println(input);
}
// Functions can also return a value.
// The function below takes in a value,
// adds two to it, and returns it.
function addTwo(number) {
return number + 2;
}
Python
Graphics
CodeHS Library
Check out our full documentation for the CodeHS Graphics Library!Canvas
// returns the width of the canvas
getWidth();
// returns the height of the canvas
getHeight();
// Example returns the y coordinate of the
// center of the canvas
var CENTER_Y = getHeight() / 2;
// Example returns the x coordinate of the
// center of the canvas
var CENTER_X = getWidth() / 2;
// Removes all objects from the canvas
removeAll();
Python
Circles
// To make a circle
var circle = new Circle(radius);
// To set the location of the center of the circle
circle.setPosition(x, y);
// Example, red circle with 50px radius with center at (100, 200)
var circle = new Circle(50);
circle.setPosition(100, 200);
circle.setColor(Color.red);
// Get the radius
circle.getRadius(); // returns 50
var curRadius = circle.getRadius(); // store in variable
// Change the radius
circle.setRadius(100);
// Get the position of the center of the circle
var x = circle.getX(); // x is 100
var y = circle.getY(); // y is 200
// Change the location of the circle
var x = getWidth() / 2;
var y = getHeight() / 2;
circle.setPosition(x, y); // circle center is in the center of the screen
// Adding to and removing from screen
add(circle); // Add to screen
remove(circle); // Remove from screen
// Move the circle dx horizontally and dy vertically
circle.move(dx, dy);
Python
Rectangles
// To make a rectangle
var rect = new Rectangle(width, height);
// To set location of the upper left corner of rectangle
rect.setPosition(x, y);
// Example, 200x50 blue rectangle with upper left corner at (100, 200)
var rect = new Rectangle(200, 50);
rect.setPosition(100, 200);
rect.setColor(Color.blue);
// Get location of the upper left corner of the rectangle
var x = rect.getX(); // x is 100
var y = rect.getY(); // y is 200
// Change location of the rectangle
var x = getWidth() / 2;
var y = getHeight() / 2;
rect.setPosition(x, y) // upper left corner is at center of screen
// Adding to and removing from screen
add(rect); // Add rectangle
remove(rect); // Remove rectangle
// Move the rect dx horizontally and dy vertically
rect.move(dx, dy);
Python
Arcs
// To make an arc
var myArc = new Arc(radius, start, end, unit);
// More specifically, the parameters are:
// 1. radius of the arc
// 2. starting angle of the arc
// 3. ending angle of the arc
// 4. angle unit (0 for degrees, 1 for radians)
// To set the position of the center of the arc
myArc.setPosition(x, y);
// Example, a 90-degree arc with
// radius of 50 and color of red:
var myArc = new Arc(50, 0, 90, 0);
myArc.setPosition(100, 200);
myArc.setColor(Color.red);
// Get the location of the center of the arc
var x = myArc.getX(); // x is 100
var y = myArc.getY(); // y is 200
// Change the location of the center of the arc
var x = getWidth() / 2;
var y = getHeight() / 2;
myArc.setPosition(x, y); // arc center is at center of screen
// Adding to and removing from screen
add(myArc); // Add arc
remove(myArc); // Remove arc
Python
Lines
// To draw a line from (x1, y1) to (x2, y2)
var line = new Line(x1, y1, x2, y2);
// Set the line color to green
line.setColor(Color.green);
// Set the line width to 10 pixels
line.setLineWidth(10);
// Adding to and removing from screen
add(line);
remove(line);
// Move the line dx horizontally and dy vertically
line.move(dx, dy);
// Change the starting point of the line to (x1, y1)
line.setPosition(x1, y1);
// Change the end point of the line to (x2, y2)
line.setEndpoint(x2, y2);
//Get the starting point of the line
var x = line.getX(); // x has same value as x1
var y = line.getY(); // y has same value as y1
Python
Ovals
// To make an Oval
var oval = new Oval(width, height);
// To set location of the center of the oval
oval.setPosition(x, y);
// Example, 200x50 blue oval with center at (100, 200)
var oval = new Oval(200, 50);
oval.setPosition(100, 200);
oval.setColor(Color.blue);
// Get location of the center of the oval
var x = oval.getX(); // x is 100
var y = oval.getY(); // y is 200
// Change location of the oval
var x = getWidth() / 2;
var y = getHeight() / 2;
oval.setPosition(x, y) // oval's center is at center of screen
// Adding to and removing from screen
add(oval); // Add oval
remove(oval); // Remove oval
// Move the oval dx horizontally and dy vertically
oval.move(dx, dy);
Python
Polygons
// To make a polygon
var polygon = new Polygon();
// To add points to the polygon
polygon.addPoint(x, y);
// Example, 4-sided green polygon
// NOTE: The order in which you add the points determines how the polygon is drawn
var polygon = new Polygon();
polygon.addPoint(20, 20);
polygon.addPoint(10, 50);
polygon.addPoint(100, 80);
polygon.addPoint(60, 10);
polygon.setColor(Color.green);
// Check if polygon contains a point
polygon.containsPoint(x, y); // returns boolean
// Adding to and removing from screen
add(polygon); // Add polygon
remove(polygon); // Remove polygon
// Move the polygon dx horizontally and dy vertically
polygon.move(dx, dy);
Python
Text
// To make a graphical text object
var txt = new Text(label, font);
// To set the position of the lower left corner of the text
txt.setPosition(x, y);
// Example
var txt = new Text("Hello, world!", "30pt Arial");
txt.setPosition(100, 200);
txt.setColor(Color.blue);
// Change what the text says
txt.setText("Goodbye!");
// Get the location of the lower left corner of text
var x = txt.getX(); // x is 100
var y = txt.getY(); // y is 200
// Change the location of the text
var x = getWidth() / 2;
var y = getHeight() / 2;
txt.setPosition(x, y) // text's lower left corner is
// in the center of the screen
// Adding to and removing from screen
add(txt); // Add text
remove(txt); // Remove text
// Move the text dx horizontally and dy vertically
txt.move(dx, dy);
Python
Images
// A web image can be added to the graphics canvas
// as a WebImage. WebImages are created, sized,
// and positioned much like other graphics objects.
// To create a new WebImage, use a URL that links
// directly to the image on the Internet.
// Use the Upload Tab in the editor to upload and create
// a valid URL for your own image.
var copter = new WebImage("https://upload.wikimedia.org/" +
"wikipedia/commons/4/41/" +
"Bell_206L3_%28D-HASA%29.jpg");
copter.setSize(300, 150);
copter.setPosition(getWidth()/4, getHeight()/2);
add(copter); // Adding copter to screen
remove(copter); // Removing copter from screen
// Note that the URL to the image must be directly
// to the image file itself. It should generally end with
// something like .png, .jpg, or another image file type.
Python
CodeHS Image Library
- https://static.codehs.com/img/library/characters/penguin.png
- https://static.codehs.com/img/library/characters/monkey.jpg
- https://static.codehs.com/img/library/characters/leopard.jpg
- https://static.codehs.com/img/library/characters/chameleon.jpg
- https://static.codehs.com/img/library/characters/lizard.jpg
- https://static.codehs.com/img/library/characters/butterfly.jpg
- https://static.codehs.com/img/library/objects/icicle.png
- https://static.codehs.com/img/library/objects/helicopter.png
- https://static.codehs.com/img/library/objects/asteroid.png
- https://static.codehs.com/img/library/objects/soccerBall.png
- https://static.codehs.com/img/library/landscapes/flowers.jpg
Color
You can visit the W3Schools CSS Colors page for a list of colors.// You can use the setColor() method to give your objects a color.
// like this:
obj.setColor(color);
// You can pass in to setColor() any css color name as a string.
// Refer to the link above for a list of possible color names
// For example, here is how we set a circle to be teal:
circle.setColor("teal");
// You can also make your own color by giving a red, green,
// and blue component like
var color = new Color(r, g, b);
// The values are between 0-255 for each component. After making
// a new color, you can use it to set the color of an object.
// For example, to set an existing rectangle called
// rect to be brown:
var brown = new Color(139, 69, 19);
rect.setColor(brown);
// Another way to set the color of an object is to use a
// string with the hexadecimal color value with setColor.
// For example, to set a rect object to be pink:
rect.setColor("#FF66CC");
// There are also many color constants. You can set an objects
// color like
obj.setColor(Color.RED);
// List of available colors:
Color.RED
Color.GREEN
Color.BLUE
Color.YELLOW
Color.CYAN
Color.ORANGE
Color.WHITE
Color.BLACK
Color.GRAY
Color.PURPLE
// Other fun functions
// Return a random color
var color = Color.randomRed();
var color = Color.randomGreen();
var color = Color.randomBlue();
// Get a random color from the randomizer
var color = Randomizer.nextColor();
Python
Rotation
/**
* The following graphic objects can be rotated:
* - Rectangle
* - Arc
* - Line
* - Oval
* - Text
* - WebImage
*/
// Set the rotation of the rectangle with these parameters:
// 1. angle to rotate
// 2. angle unit (0 for degrees, 1 for radians)
// This will default to degrees.
// Sets rotation of the rectangle to 45 degrees
rect.setRotation(45, 0);
rect.setRotation(45); // Does the same thing.
// Sets rotation of the rectangle to Math.PI/2 radians
rect.setRotation(Math.PI / 2, 1);
// Add rotation with these parameters:
// 1. angle to rotate
// 2. angle unit (0 for degrees, 1 for radians)
// This will default to degrees.
// Rotates the rectangle by 45 degrees
rect.rotate(45, 0);
rect.rotate(45); // Does the same thing.
// Rotates the rectangle by Math.PI/2 radians
rect.rotate(Math.PI / 2, 1);
Python
Graphics Type and Layers
// To get the type of the object:
var type = obj.getType();
// could return: 'Circle', 'Rectangle', 'Text', 'Line', or 'WebImage'
/* You can change the order of your graphics by
* using the layer property. Setting the layer
* to 0 sends the graphic to the very back of the canvas.
* The graphic with a higher layer number will be
* drawn on top of objects with a lower layer number.
* The default layer of a graphic is 1.
*/
obj.layer = 1; // moves the graphic forward to 1 layer
obj2.layer = 5; // will be drawn on top of layers 0 - 4
Python
Debug Mode and Anchors
/*
* The debug method can be used to see where
* an object's anchor point is located
* By default, a circle's anchor point is
* at its center and a rectangle's anchor point
* is located at its top-left corner.
* The debug method evaluates a boolean and can
* be set to 'true' for any object
*/
// The debug method is set to 'false' by default
// Here's how you can turn it on for a circle object:
var circle = new Circle(50);
circle.debug = true;
/*
* You can also change an object's anchor point
* by using setAnchor()
* An anchor of 0, 0 will cause the shape to
draw with its position at its top left corner
* An anchor of 0.5, 0.5 will cause the shape
to draw with its position at its center
* An anchor of 1, 1 will cause the shape to
draw with its position at its bottom right corner
*/
// Here's how you can change the anchor point of
// a rectangle to be at the bottom right corner:
var rect = new Rectangle(50, 25);
rect.setAnchor({vertical: 1, horizontal: 1});
// Note: it is best to change the anchor point while debug mode is on
Python
Control Structures
Booleans
// A boolean is either true or false
var myBoolean = true;
var anotherBoolean = false;
var result = readBoolean("Question? ");
// Not Operator
var x = !y; // x gets the opposite of y
// And Operator
var andExp = x && y;
// Or Operator
var orExp = x || y;
// You can combine many booleans!
var boolExp = x && (y || z);
Python
If Statements, If/Else, If/Else If/Else
if(BOOLEAN_EXPRESSION){
// code to execute if true
}
if(BOOLEAN_EXPRESSION){
// code if true
} else {
// code if false
}
if(x < 0){
println("x is negative.");
}
if(color == "red" || color == "blue" || color == "yellow"){
println("Primary color.");
} else {
println("Not a primary color.");
}
// You can use else if if you have multiple
// conditions, but only one should happen.
if(condition_1){
} else if(condition_2) {
} else if(condition_3) {
} else {
}
// You can always write these using nested
// if/else. For example:
if(condition_1){
// code here runs if condition 1 is true
} else {
if(condition_2){
// if condition 2 is true
} else {
// and here if condition 2 is false
}
}
Python
For Loops
var COUNT = 5;
for(var i = 0; i < COUNT; i++){
/* Repeat code betweeen the brackets 5 times,
* as the COUNT variable is 5. */
}
// Print numbers 0-9
for(var i = 0; i < 10; i++){
println(i);
}
Python
While Loops
while(boolean expression){
/* Repeat code betweeen brackets while
* 'boolean expression' is true */
}
// Countdown from from 15 to 10
var i = 15;
while(i > 9){
println(i);
i--;
}
Python
// This is a loop and a half format
while(true){
// code
if(condition){
break;
}
}
Python
Animation
Timers
setTimer(fn, delay); // Create a timer
stopTimer(fn); // Stop a timer
// Example: call moveBall every 40 milliseconds
function start() {
setTimer(moveBall, 40);
}
function moveBall() {
ball.move(x, y);
}
Python
Mouse Events
// Mouse events are used to create programs
// that respond to users' mouse clicks, drags,
// and movements.
// When the mouse event occurs, the function
// registered with the event will be called. Note
// that you leave out the parentheses () when
// passing the name of the function.
// Here is a list of mouse events that can be used:
mouseMoveMethod(functionToCall); // on mouse movement
mouseClickMethod(functionToCall); // on mouse clicks
mouseDragMethod(functionToCall); // on mouse drags
mouseDownMethod(functionToCall); // mouse button depressed
mouseUpMethod(functionToCall); // mouse button released
// Sample program using mouse events
function start() {
// Set up mouse callbacks
mouseMoveMethod(onMouseMove);
mouseClickMethod(addBall);
mouseDragMethod(updateLine);
}
function onMouseMove(e) {
println("Mouse is at (" +
e.getX() + ", " +
e.getY() + ").");
}
function addBall(e) {
var ball = new Circle(20);
ball.setPosition(e.getX(), e.getY());
add(ball);
}
function updateLine(e) {
line.setEndpoint(e.getX(), e.getY());
}
// The function getElementAt(x, y) can be used to grab
// an object, if one exists, at the coordinates
// (x, y). If none present, returns null
// Example
function start() {
mouseClickMethod(turnRed);
}
// If you click on an object, turn it red.
function turnRed(e) {
var elem = getElementAt(e.getX(), e.getY());
if (elem != null) {
elem.setColor("red");
}
}
Python
Keyboard Events
function start() {
// Set up keyboard callbacks
keyDownMethod(keyDown);
keyUpMethod(keyUp);
}
function keyDown(e) {
if (e.keyCode == Keyboard.LEFT) {
ball.move(-5, 0);
}
if(e.keyCode == Keyboard.letter('K')){
println("You pressed K");
}
}
function keyUp(e) {
println("You lifted up a key");
}
Python
Audio Files
// To add a sound file to a program, first create a variable
// to store the sound you want. Be sure to use a link
// directly to the audio file itself (for example,
// if it's an mp3, the link should end with .mp3).
// The link must be a full URL to a sound file that
// is available on the internet.
var mySong = new Audio("link_to_sound_file.mp3");
// To play the file, use .play()
mySong.play();
// To pause a file, use .pause()
mySong.pause();
// To loop a file, first play the file,
// then set .loop to true:
mySong.play()
mySong.loop = true;
Python
Sound
/*
* Create your own sound waves!
*/
// Construct a new Sound with a given note and sound wave type
var sound = new Sound("C4", "square");
var sound2 = new Sound("C1", "sawtooth");
// Set the tone to either a frequency value or a note value
sound.setFrequency(440); // 440 Hz
sound.setFrequency("C4"); // Middle C note
sound.setFrequency("A2"); // Low A note
sound.setFrequency("A#8"); // High A sharp note
/*
* Set the oscillator type for the sound wave. Options are:
*
* Basic waves: "square", "sine", "triangle", or "sawtooth"
* Fat waves: "fatsquare", "fatsine", "fattriangle", or "fatsawtooth"
* AM waves: "amsquare", "amsine", "amtriangle", or "amsawtooth"
* FM waves: "fmsquare", "fmsine", "fmtriangle", or "fmsawtooth"
* Special waves: "pwm", or "pulse"
* Drum sound: "drum"
* Cymbal sound: "metal"
*/
sound.setOscillatorType("sine");
sound.setOscillatorType("square");
// Set the volume (in decibels)
sound.setVolume(2);
/*
* Get information about the sound
*/
var currentVolume = sound.getVolume();
var currentNote = sound.getFrequency();
var currentOscillatorType = sound.getOscillatorType();
/*
* Adding effects to the sound
* Options are: "distortion", "reverb",
* "tremolo", "vibrato", or "chebyshev"
*/
// Add a distortion effect at full capacity
sound.setEffect("distortion", 1);
// Add a tremolo effect at half capacity
sound.setEffect("tremolo", 0.5);
// Add a vibrato effect at 0 capacity
sound.setEffect("vibrato", 0);
/*
* Starting and stopping the sound
*/
// Play the sound continuously
sound.play();
// Play the sound for 3 seconds
sound.playFor(3);
// Stop playing the sound immediately
sound.stop();
Python
Misc
function start() {
mouseClickMethod(turnRed);
}
// If you click on an object, turn it red.
function turnRed(e) {
var elem = getElementAt(e.getX(), e.getY());
if (elem != null) {
elem.setColor(Color.red);
}
}
Python
Data Structures
Arrays
// Create an empty array
var arr = [];
// Create an array with values
var arr = [1, 2, 4];
// An array can have any type
var arr = [4, "hello", x];
// Access an element in an array
var elem = arr[i];
var firstElem = arr[0];
// Set an element in an array
arr[4] = 9;
// Looping over an array
for(var i = 0; i < arr.length; i++){
var cur = arr[i];
// process cur
}
// length of an array
var length = arr.length;
// Add to an array
arr.push(elem);
// Remove last element from array
var last = arr.pop();
// Finding the index of an element in a list
var index = arr.indexOf(5);
// Remove an element from a list at index i
arr.remove(i)
Python
Maps/Objects
// Object literal
var obj = {
name: "Jeremy",
color: "blue"
};
// Objects/Maps have a collection of key, value pairs
// Set a value
obj["Jeremy"] = "123-4567";
// Get a value for a key
var phone = obj["Jeremy"];
// Loop over an object
for(var key in obj){
var val = obj[key];
// process key and val
}
Python
Sets
// Make a new set named "newSet"
var newSet = new Set();
// Add to a set
newSet.add(5);
// Does a set contain a value
newSet.contains(5); // returns a boolean
// Number of elements in the set
var count = newSet.size; // returns an integer
// Make a new set named "setA"
var setA = new Set();
// Add 2 numbers to the set
setA.add(1);
setA.add(2);
// Make a new set named "setB"
var setB = new Set();
// Add 2 numbers to the set
setB.add(2);
setB.add(3);
// Call the intersect function on "setA" and pass in "setB", store the resulting
// set in a new variable named "mutualSet"
var mutualSet = setA.intersect(setB);
Python
Grids
// Create a grid named "newGrid"
var newGrid = new Grid(rows, cols);
// Get a value in a grid
var elem = newGrid.get(row, col);
// Set a value in a grid
newGrid.set(row, col, val);
// Getting dimensions
var rows = newGrid.numRows();
var cols = newGrid.numCols();
// Is a row, col pair inbounds
newGrid.inBounds(row, col);
// Set all values in grid to initial value
newGrid.init(0); // sets all grid values to 0
// Initialze a grid from an array
newGrid.initFromArray([
[6, 3, 2], // 0th row
[2, 5, 1], // 1st row
[4, 3, 9], // 2nd row
[1, 5, 1] // 3rd row
]);
Python
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