Instructor
Instructor
Instructor
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Bubble Sort is the simplest sorting algorithm that works by repeatedly swapping the adjacent elements if they are in wrong order.
Bubble Sort is the simplest sorting algorithm that works by repeatedly swapping the adjacent elements if they are in wrong order.
Bubble Sort is the simplest sorting algorithm that works by repeatedly swapping the adjacent elements if they are in wrong order.
#include <bits/stdc++.h>
using namespace std;
void swap(int *xp, int *yp)
{
int temp = *xp;
*xp = *yp;
*yp = temp;
}
// A function to implement bubble sort
void bubbleSort(int arr[], int n)
{
int i, j;
for (i = 0; i < n-1; i++)
// Last i elements are already in place
for (j = 0; j < n-i-1; j++)
if (arr[j] > arr[j+1])
swap(&arr[j], &arr[j+1]);
}
/* Function to print an array */
void printArray(int arr[], int size)
{
int i;
for (i = 0; i < size; i++)
cout << arr[i] << " ";
cout << endl;
}
// Driver code
int main()
{
int arr[] = {64, 34, 25, 12, 22, 11, 90};
int n = sizeof(arr)/sizeof(arr[0]);
bubbleSort(arr, n);
cout<<"Sorted array: \n";
printArray(arr, n);
return 0;
}
Code Web Dev [CodePen]
// This slide uses Auto-Animate to animate between
// two different code blocks
const distanceBetween = ( p1, p2 ) => {
// TODO
}
distanceBetween([10,10], [50,50])
Code Transitions
Bubble Sort Algorithm # include <bits/stdc++.h> using namespace std ; void swap ( int *xp, int *yp) { int temp = *xp; *xp = *yp; *yp = temp; } // A function to implement bubble sort void bubbleSort ( int arr[], int n) { int i, j; for (i = 0 ; i < n -1 ; i++) // Last i elements are already in place for (j = 0 ; j < n-i -1 ; j++) if (arr[j] > arr[j+ 1 ]) swap(&arr[j], &arr[j+ 1 ]); } /* Function to print an array */ void printArray ( int arr[], int size) { int i; for (i = 0 ; i < size; i++) cout << arr[i] << " " ; cout << endl ; } // Driver code int main () { int arr[] = { 64 , 34 , 25 , 12 , 22 , 11 , 90 }; int n = sizeof (arr)/ sizeof (arr[ 0 ]); bubbleSort(arr, n); cout << "Sorted array: \n" ; printArray(arr, n); return 0 ; } # include <bits/stdc++.h> using namespace std ; void swap ( int *xp, int *yp) { int temp = *xp; *xp = *yp; *yp = temp; } // A function to implement bubble sort void bubbleSort ( int arr[], int n) { int i, j; for (i = 0 ; i < n -1 ; i++) // Last i elements are already in place for (j = 0 ; j < n-i -1 ; j++) if (arr[j] > arr[j+ 1 ]) swap(&arr[j], &arr[j+ 1 ]); } /* Function to print an array */ void printArray ( int arr[], int size) { int i; for (i = 0 ; i < size; i++) cout << arr[i] << " " ; cout << endl ; } // Driver code int main () { int arr[] = { 64 , 34 , 25 , 12 , 22 , 11 , 90 }; int n = sizeof (arr)/ sizeof (arr[ 0 ]); bubbleSort(arr, n); cout << "Sorted array: \n" ; printArray(arr, n); return 0 ; } # include <bits/stdc++.h> using namespace std ; void swap ( int *xp, int *yp) { int temp = *xp; *xp = *yp; *yp = temp; } // A function to implement bubble sort void bubbleSort ( int arr[], int n) { int i, j; for (i = 0 ; i < n -1 ; i++) // Last i elements are already in place for (j = 0 ; j < n-i -1 ; j++) if (arr[j] > arr[j+ 1 ]) swap(&arr[j], &arr[j+ 1 ]); } /* Function to print an array */ void printArray ( int arr[], int size) { int i; for (i = 0 ; i < size; i++) cout << arr[i] << " " ; cout << endl ; } // Driver code int main () { int arr[] = { 64 , 34 , 25 , 12 , 22 , 11 , 90 }; int n = sizeof (arr)/ sizeof (arr[ 0 ]); bubbleSort(arr, n); cout << "Sorted array: \n" ; printArray(arr, n); return 0 ; } # include <bits/stdc++.h> using namespace std ; void swap ( int *xp, int *yp) { int temp = *xp; *xp = *yp; *yp = temp; } // A function to implement bubble sort void bubbleSort ( int arr[], int n) { int i, j; for (i = 0 ; i < n -1 ; i++) // Last i elements are already in place for (j = 0 ; j < n-i -1 ; j++) if (arr[j] > arr[j+ 1 ]) swap(&arr[j], &arr[j+ 1 ]); } /* Function to print an array */ void printArray ( int arr[], int size) { int i; for (i = 0 ; i < size; i++) cout << arr[i] << " " ; cout << endl ; } // Driver code int main () { int arr[] = { 64 , 34 , 25 , 12 , 22 , 11 , 90 }; int n = sizeof (arr)/ sizeof (arr[ 0 ]); bubbleSort(arr, n); cout << "Sorted array: \n" ; printArray(arr, n); return 0 ; }
/* * . * . * * .
. * move your mouse to over the stars .
* . . change these values: . *
. * . . * . */
const STAR_COLOR = '#fff';
const STAR_SIZE = 3;
const STAR_MIN_SCALE = 0.2;
const OVERFLOW_THRESHOLD = 50;
const STAR_COUNT = ( window.innerWidth + window.innerHeight ) / 8;
const canvas = document.querySelector( 'canvas' ),
context = canvas.getContext( '2d' );
let scale = 1, // device pixel ratio
width,
height;
let stars = [];
let pointerX,
pointerY;
let velocity = { x: 0, y: 0, tx: 0, ty: 0, z: 0.0005 };
let touchInput = false;
generate();
resize();
step();
window.onresize = resize;
canvas.onmousemove = onMouseMove;
canvas.ontouchmove = onTouchMove;
canvas.ontouchend = onMouseLeave;
document.onmouseleave = onMouseLeave;
function generate() {
for( let i = 0; i < STAR_COUNT; i++ ) {
stars.push({
x: 0,
y: 0,
z: STAR_MIN_SCALE + Math.random() * ( 1 - STAR_MIN_SCALE )
});
}
}
function placeStar( star ) {
star.x = Math.random() * width;
star.y = Math.random() * height;
}
function recycleStar( star ) {
let direction = 'z';
let vx = Math.abs( velocity.x ),
vy = Math.abs( velocity.y );
if( vx > 1 || vy > 1 ) {
let axis;
if( vx > vy ) {
axis = Math.random() < vx / ( vx + vy ) ? 'h' : 'v';
}
else {
axis = Math.random() < vy / ( vx + vy ) ? 'v' : 'h';
}
if( axis === 'h' ) {
direction = velocity.x > 0 ? 'l' : 'r';
}
else {
direction = velocity.y > 0 ? 't' : 'b';
}
}
star.z = STAR_MIN_SCALE + Math.random() * ( 1 - STAR_MIN_SCALE );
if( direction === 'z' ) {
star.z = 0.1;
star.x = Math.random() * width;
star.y = Math.random() * height;
}
else if( direction === 'l' ) {
star.x = -OVERFLOW_THRESHOLD;
star.y = height * Math.random();
}
else if( direction === 'r' ) {
star.x = width + OVERFLOW_THRESHOLD;
star.y = height * Math.random();
}
else if( direction === 't' ) {
star.x = width * Math.random();
star.y = -OVERFLOW_THRESHOLD;
}
else if( direction === 'b' ) {
star.x = width * Math.random();
star.y = height + OVERFLOW_THRESHOLD;
}
}
function resize() {
scale = window.devicePixelRatio || 1;
width = window.innerWidth * scale;
height = window.innerHeight * scale;
canvas.width = width;
canvas.height = height;
stars.forEach( placeStar );
}
function step() {
context.clearRect( 0, 0, width, height );
update();
render();
requestAnimationFrame( step );
}
function update() {
velocity.tx *= 0.96;
velocity.ty *= 0.96;
velocity.x += ( velocity.tx - velocity.x ) * 0.8;
velocity.y += ( velocity.ty - velocity.y ) * 0.8;
stars.forEach( ( star ) => {
star.x += velocity.x * star.z;
star.y += velocity.y * star.z;
star.x += ( star.x - width/2 ) * velocity.z * star.z;
star.y += ( star.y - height/2 ) * velocity.z * star.z;
star.z += velocity.z;
// recycle when out of bounds
if( star.x < -OVERFLOW_THRESHOLD || star.x > width + OVERFLOW_THRESHOLD || star.y < -OVERFLOW_THRESHOLD || star.y > height + OVERFLOW_THRESHOLD ) {
recycleStar( star );
}
} );
}
function render() {
stars.forEach( ( star ) => {
context.beginPath();
context.lineCap = 'round';
context.lineWidth = STAR_SIZE * star.z * scale;
context.globalAlpha = 0.5 + 0.5*Math.random();
context.strokeStyle = STAR_COLOR;
context.beginPath();
context.moveTo( star.x, star.y );
var tailX = velocity.x * 2,
tailY = velocity.y * 2;
// stroke() wont work on an invisible line
if( Math.abs( tailX ) < 0.1 ) tailX = 0.5;
if( Math.abs( tailY ) < 0.1 ) tailY = 0.5;
context.lineTo( star.x + tailX, star.y + tailY );
context.stroke();
} );
}
function movePointer( x, y ) {
if( typeof pointerX === 'number' && typeof pointerY === 'number' ) {
let ox = x - pointerX,
oy = y - pointerY;
velocity.tx = velocity.tx + ( ox / 8*scale ) * ( touchInput ? 1 : -1 );
velocity.ty = velocity.ty + ( oy / 8*scale ) * ( touchInput ? 1 : -1 );
}
pointerX = x;
pointerY = y;
}
function onMouseMove( event ) {
touchInput = false;
movePointer( event.clientX, event.clientY );
}
function onTouchMove( event ) {
touchInput = true;
movePointer( event.touches[0].clientX, event.touches[0].clientY, true );
event.preventDefault();
}
function onMouseLeave() {
pointerX = null;
pointerY = null;
}
// This slide uses Auto-Animate to animate between
// two different code blocks
const distanceBetween = ( p1, p2 ) => {
// TODO
}
distanceBetween([10,10], [50,50])
// Measure the distance between two points
const distanceBetween = ( p1, p2 ) => {
const dx = p1[0]-p2[0];
const dy = p1[1]-p2[1];
return Math.sqrt( dx*dx + dy*dy );
}
distanceBetween([10,10], [50,50])
Given an array of size N, reverse the array.
Sample Input
N = 5
arr[] = {1,2,3,4,5}
Sample Output
5,4,3,2,1
During the ideation phase, expect to discuss the project in depth to clearly understand the goals and requirements.
During the ideation phase, expect to discuss the project in depth to clearly understand the goals and requirements.
During the ideation phase, expect to discuss the project in depth to clearly understand the goals and requirements.
With built-in \LaTeXLATEX typesetting, you can include math formulas like this:
f(x) = \int_{-\infty}^\infty \hat f(\xi)\,e^{2 \pi i \xi x} \,d\xi
Our design team has a collective 75 years of experience in crafting digital products.
Our diverse backgrounds offer a thorough mix of points of view.
C++ | Java | Python |
---|---|---|
Discovery of requirements for a project.
Creating a Plan that sets the requirements for the design and build phases.
Review and Iterate on the designs with testing of ideas, client feedback and prototypes.
Review and Iterate on the designs with testing of ideas, client feedback and prototypes.
Research into the project space, competitors and the market.
Design a number of iterations that capture the plans and requirements.
Build the project to an MVP to test and evaluate. Iterate using these learnings.