There are many modules in Python that provide very powerful features that we can use in our own programs. Some of these can send email, or fetch web pages. The one we’ll look at in this chapter allows us to create turtles and get them to draw shapes and patterns.
The turtles are fun, but the real purpose of the chapter is to teach ourselves a little more Python, and to develop our theme of computational thinking, or thinking like a computer scientist. Most of the Python covered here will be explored in more depth later.
Let’s write a couple of lines of Python program to create a new turtle and start drawing a rectangle. (We’ll call the variable that refers to our first turtle alex, but we can choose another name if we follow the naming rules from the previous chapter).
If you copy and paste this program into a new IDLE module, and run it, it doesn’t run in the shell like our programs so far: instead, a new window pops up! (If you run it here in the ebook by clicking the “Run” button, a simulation of this window will appear within the book.)
Here are a couple of things we’ll need to understand about this program. (Don’t worry if you don’t understand them all now—we’ll cover them in more detail as we work through the book.)
The first line tells Python to load a module named turtle. That module brings us two new types that we can use: the Turtle type, and the Screen type. The dot notation turtle.Turtle means “The Turtle type that is defined within the turtle module”. (Remember that Python is case sensitive, so the module name, with a lowercase t, is different from the type Turtle.)
We then create and open what it calls a screen (we would prefer to call it a window), which we assign to variable wn. Every window contains a canvas, which is the area inside the window on which we can draw.
In line 3 we create a turtle. The variable alex is made to refer to this turtle.
So these first three lines have set things up, we’re ready to get our turtle to draw on our canvas.
In lines 5-7, we instruct the object alex to move, and to turn. We do this by invoking, or activating, alex‘s methods — these are the instructions that all turtles know how to respond to.
The last line plays a part too: the wn variable refers to the window shown above. When we invoke its mainloop method, it enters a state where it waits for events (like keypresses, or mouse movement and clicks). The program will terminate when the user closes the window. (Note: in our ebook, you can’t “close” the turtle window once it’s open. The wn.mainloop() line is there for when you run the program on your own computer inside of IDLE. If you leave it out, then your turtle program will never terminate, and you’ll have to shut down IDLE to continue working.)
An object can have various methods — things it can do — and it can also have attributes (sometimes called properties). For example, each turtle has a color attribute. The method invocation alex.color("red") will make alex red, and drawing will be red too.
The color of the turtle, the width of its pen, the position of the turtle within the window, which way it is facing, and so on are all part of its current state. Similarly, the window object has a background color, and some text in the title bar, and a size and position on the screen. These are all part of the state of the window object.
Quite a number of methods exist that allow us to modify the turtle and the window objects. We’ll just show a couple. In this program we’ve only commented those lines that are different from the previous example (and we’ve used a different variable name for this turtle):
When we run this program, a new window pops up. (Note: in this ebook, the turtle windows don’t have titles, so the line wn.title("Hello, Tess!") does nothing. But if you copy and paste this program into a module on your compute and run it in IDLE, you’ll see that the title bar of the window says Hello, Tess!.)
Just like we can have many different integers in a program, we can have many turtles. Each of them is called an instance. Each instance has its own attributes and methods — so alex might draw with a thin black pen and be at some position, while tess might be going in her own direction with a fat pink pen.
Here are some observations about this program:
When we drew the square, it was quite tedious. We had to explicitly repeat the steps of moving and turning four times. If we were drawing a hexagon, or an octogon, or a polygon with 42 sides, it would have been worse.
So a basic building block of all programs is to be able to repeat some code, over and over again.
Python’s for loop solves this for us. Let’s say we have some friends, and we’d like to send them each an email inviting them to our party. We don’t quite know how to send email yet, so for the moment we’ll just print a message for each friend:
As a program executes, the interpreter always keeps track of which statement is about to be executed. We call this the control flow, of the flow of execution of the program. When humans execute programs, they often use their finger to point to each statement in turn. So we could think of control flow as “Python’s moving finger”.
Control flow until now has been strictly top to bottom, one statement at a time. The for loop changes this.
To draw a square we’d like to do the same thing four times — move the turtle, and turn. We previously used 8 lines to have alex draw the four sides of a square. This does exactly the same, but using just three lines:
Some observations:
So to repeat something four times, a good Python programmer would do this:
By now you should be able to see how to change our previous program so that tess can also use a for loop to draw her equilateral triangle.
But now, what would happen if we made the change below? Try to figure out what’s going to happen, then run the code to see if you’re right!
A variable can also be assigned a value that is a list. So lists can also be used in more general situations, not only in the for loop. The code above could be rewritten like this:
Turtle methods can use negative angles or distances. So tess.forward(-100) will move tess backwards, and tess.left(-30) turns her to the right. Additionally, because there are 360 degrees in a circle, turning 30 to the left will get tess facing in the same direction as turning 330 to the right! (The on-screen animation will differ, though — you will be able to tell if tess is turning clockwise or counter-clockwise!)
This suggests that we don’t need both a left and a right turn method — we could be minimalists, and just have one method. There is also a backward method. (If you are very nerdy, you might enjoy saying alex.backward(-100) to move alex forward!)
Part of thinking like a computer scientist is to understand more of the structure and rich relationships in our field. So revising a few basic facts about geometry and number lines, and spotting the relationships between left, right, backward, forward, negative and positive distances or angles values is a good start if we’re going to play with turtles.
A turtle’s pen can be picked up or put down. This allows us to move a turtle to a different place without drawing a line. The methods are
Every turtle can have its own shape. The shapes available are arrow, blank, circle, classic, square, triangle, turtle.
We can speed up or slow down the turtle’s animation speed. (Animation controls how quickly the turtle turns and moves forward). Speed settings can be set between 1 (slowest) to 10 (fastest). But if we set the speed to 0, it has a special meaning — turn off animation and go as fast as possible.
A turtle can “stamp” its footprint onto the canvas, and this will remain after the turtle has moved somewhere else. Stamping works, even when the pen is up.
Let’s do an example that shows off some of these new features all together:
Be careful now! How many times was the body of the loop executed? How many turtle images do we see on the screen? All except one of the shapes we see on the screen here are footprints created by stamp. But the program still only has one turtle instance — can you figure out which one here is the real tess? (Hint: if you’re not sure, write a new line of code after the for loop to change tess‘ color, or to put her pen down and draw a line, or to change her shape, etc.)
Here are even more new tricks for our turtles:
Ok, so can we get tess to draw a bar chart? Let us start with some data to be charted,
xs = [48, 117, 200, 240, 160, 260, 220]
Corresponding to each data measurement, we’ll draw a simple rectangle of that height, with a fixed width. We’re showing off a new programming concept called a function in the example below: we’re defining the function draw_bar to draw a bar of our graph. We’ll generally want to use a function to encode a complicated task that we’ll want to repeat many times (like drawing a bar in a bar graph). Don’t worry too much about the syntax of functions right now — we’re going to discuss functions in a lot more detail in the next chapter.
Ok, not fantasically impressive, but it is a nice start! The important thing here was the mental chunking, or how we broke the problem into smaller pieces. Our chunk is to draw one bar, and we wrote a function to do that. Then, for the whole chart, we repeatedly called our function.
Next, at the top of each bar, we’ll print the value of the data. We’ll do this in the body of draw_bar, by adding t.write(' ' + str(height)) as the new third line of the body. We’ve put a little space in front of the number, and turned the number into a string. Without this extra space we tend to cramp our text awkwardly against the bar to the left. The result looks a lot better now:
And now we’ll add code to fill each bar. Our final program now looks like this:
Mmm. Perhaps the bars should not be joined to each other at the bottom. We’ll need to pick up the pen while making the gap between the bars. We’ll leave that as an exercise for you!