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End of Borsuk project
This commit is contained in:
parent
37d13cc58e
commit
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3 changed files with 194 additions and 93 deletions
262
borsuk.py
262
borsuk.py
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@ -1791,7 +1791,7 @@ class ChoicesInNecklaceCutting(ReconfigurableScene):
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self.dither()
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self.dither()
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self.wiggle_v_lines()
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self.wiggle_v_lines()
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self.dither()
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self.dither()
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self.show_alt_config(denoms = [3, 3, 3])
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self.transition_to_alt_config(denoms = [3, 3, 3])
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self.dither()
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self.dither()
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self.play(*map(FadeOut, list(braces) + [
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self.play(*map(FadeOut, list(braces) + [
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brace.concrete_label for brace in braces
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brace.concrete_label for brace in braces
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@ -2266,22 +2266,21 @@ class TotalLengthOfEachJewelEquals(NecklaceDivisionSphereAssociation):
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vect = LEFT if i == 0 else RIGHT
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vect = LEFT if i == 0 else RIGHT
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full_group.next_to(ORIGIN, vect, buff = MED_LARGE_BUFF)
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full_group.next_to(ORIGIN, vect, buff = MED_LARGE_BUFF)
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full_group.to_edge(UP)
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full_group.to_edge(UP)
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labels.add(brace, label)
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labels.add(VGroup(brace, label))
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equals = TexMobject("=")
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equals = TexMobject("=")
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equals.next_to(monochrome_groups[0].target, RIGHT)
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equals.next_to(monochrome_groups[0].target, RIGHT)
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labels[-1].add(equals)
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for group, label in zip(monochrome_groups, labels):
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for group, label in zip(monochrome_groups, labels):
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self.play(
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self.play(
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MoveToTarget(group),
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MoveToTarget(group),
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FadeIn(labels)
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FadeIn(label),
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)
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)
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self.dither()
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self.dither()
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self.play(FadeIn(equals))
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self.play(
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self.dither()
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FadeOut(labels),
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self.play(*it.chain(
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*[group.restore for group in monochrome_groups]
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[group.restore for group in monochrome_groups],
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)
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map(FadeOut, list(labels)+[equals]),
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))
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self.dither()
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self.dither()
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def perform_antipodal_swap(self):
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def perform_antipodal_swap(self):
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@ -2308,17 +2307,18 @@ class ExclaimBorsukUlam(TeacherStudentsScene):
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])
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])
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self.dither(3)
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self.dither(3)
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class ShowFunctionDiagram(TotalLengthOfEachJewelEquals):
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class ShowFunctionDiagram(TotalLengthOfEachJewelEquals, ReconfigurableScene):
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CONFIG = {
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CONFIG = {
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"necklace_center" : ORIGIN,
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"necklace_center" : ORIGIN,
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"camera_class" : ShadingCamera,
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"camera_class" : ShadingCamera,
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"thief_box_offset" : 0.3,
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"thief_box_offset" : 0.3,
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"make_up_fair_division_indices" : False,
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}
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}
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def construct(self):
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def construct(self):
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self.add_necklace()
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self.add_necklace()
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self.add_number_pair()
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self.add_number_pair()
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self.swap_necklace_allocation()
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self.add_sphere_arrow()
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self.add_sphere_arrow()
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self.add_xy_plane()
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def add_necklace(self):
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def add_necklace(self):
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random.seed(self.random_seed)
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random.seed(self.random_seed)
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@ -2331,79 +2331,117 @@ class ShowFunctionDiagram(TotalLengthOfEachJewelEquals):
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self.find_fair_division()
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self.find_fair_division()
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def add_number_pair(self):
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def add_number_pair(self):
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colors = [BLUE, GREEN]
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plane_classes = [
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pair, alt_pair = [
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JewelPairPlane(
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TextMobject(
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skip_animations = True,
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"(Thief %d"%d, "X", ", Thief %d "%d, "X", ")"
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thief_number = x
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)
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)
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for d in 1, 2
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for x in 1, 2
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]
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]
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for tup in pair, alt_pair:
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t1_plane, t2_plane = planes = VGroup(*[
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jewels = [Jewel(color = color) for color in colors]
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VGroup(*plane_class.get_top_level_mobjects())
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for i, jewel in zip([1, 3], jewels):
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for plane_class in plane_classes
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jewel.replace(tup[i])
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])
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tup.submobjects[i] = jewel
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planes.scale_to_fit_width(SPACE_WIDTH)
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planes.to_edge(RIGHT)
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self.example_coords = plane_classes[0].example_coords[0]
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tup.scale_to_fit_width(SPACE_WIDTH-2)
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arrow = Arrow(
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tup.next_to(self.necklace, buff = 2*LARGE_BUFF)
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self.necklace.get_corner(DOWN+RIGHT),
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self.example_coords,
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# arrow = Arrow(self.necklace, pair, color = WHITE)
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color = YELLOW
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arrow = TexMobject("\\rightarrow")
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arrow.scale(1.5)
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arrow.move_to(
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Line(self.necklace.get_right(), pair.get_left())
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)
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)
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arrow.highlight(YELLOW)
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self.play(Write(arrow))
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self.play(ShowCreation(arrow))
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self.play(Write(pair))
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self.play(Write(t1_plane), Animation(arrow))
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self.dither()
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self.dither()
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pair.save_state()
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clean_state = VGroup(*self.mobjects).family_members_with_points()
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self.play(Transform(pair, alt_pair, path_arc = np.pi))
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self.clear()
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self.add(*clean_state)
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self.transition_to_alt_config(
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make_up_fair_division_indices = True
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)
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self.dither()
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t1_plane.save_state()
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self.play(
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Transform(*planes, path_arc = np.pi),
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Animation(arrow)
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)
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self.dither(2)
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self.dither(2)
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self.play(ApplyMethod(pair.restore, path_arc = np.pi))
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self.play(
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ApplyMethod(t1_plane.restore, path_arc = np.pi),
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Animation(arrow)
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)
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self.dither()
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self.dither()
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for choices in [(1, 0, 0), (0, 1, 0)]:
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def swap_necklace_allocation(self):
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for choices in [(1, 0, 1), (0, 1, 0)]:
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self.play(*[
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self.play(*[
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ApplyMethod(group.move_to, group.target_points[i])
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ApplyMethod(group.move_to, group.target_points[i])
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for group, i in zip(self.groups, choices)
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for group, i in zip(self.groups, choices)
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])
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])
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self.dither()
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self.dither()
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self.num_pair = pair
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def add_sphere_arrow(self):
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def add_sphere_arrow(self):
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arrow = TexMobject("\\updownarrow")
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up_down_arrow = TexMobject("\\updownarrow")
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arrow.scale(1.5)
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up_down_arrow.scale(1.5)
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arrow.highlight(YELLOW)
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up_down_arrow.highlight(YELLOW)
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arrow.next_to(self.necklace, DOWN, buff = LARGE_BUFF)
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up_down_arrow.next_to(self.necklace, DOWN, buff = LARGE_BUFF)
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self.play(Write(arrow))
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to_plane_arrow = Arrow(
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self.dither()
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up_down_arrow.get_bottom() + DOWN+RIGHT,
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self.example_coords,
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def add_xy_plane(self):
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color = YELLOW
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arrow = TexMobject("\\updownarrow")
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arrow.scale(1.5)
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arrow.highlight(YELLOW)
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arrow.next_to(self.num_pair, DOWN, buff = 1.2*LARGE_BUFF)
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xy_plane = NumberPlane()
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xy_plane.scale_to_fit_width(SPACE_WIDTH-1)
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xy_plane.next_to(arrow, DOWN, buff = LARGE_BUFF)
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curved_arrow = Arc(
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start_angle = 3*np.pi/4,
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angle = -np.pi/2,
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radius = 3,
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color = YELLOW,
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)
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)
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curved_arrow.add_tip()
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curved_arrow.shift(2*DOWN)
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self.play(Write(arrow))
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self.play(Write(up_down_arrow))
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self.play(ShowCreation(xy_plane))
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self.dither()
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self.dither()
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self.play(ShowCreation(curved_arrow))
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self.play(ShowCreation(to_plane_arrow))
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self.dither()
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def get_fair_division_indices(self, *args):
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if self.make_up_fair_division_indices:
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return [9, 14]
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else:
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return TotalLengthOfEachJewelEquals.get_fair_division_indices(self, *args)
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class JewelPairPlane(GraphScene):
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CONFIG = {
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"camera_class" : ShadingCamera,
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"x_labeled_nums" : [],
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"y_labeled_nums" : [],
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"thief_number" : 1,
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"colors" : [BLUE, GREEN],
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}
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def construct(self):
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self.setup_axes()
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point = self.coords_to_point(4, 5)
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dot = Dot(point, color = WHITE)
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coord_pair = TexMobject(
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"\\big(",
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"\\text{Theif %d }"%self.thief_number, "X", ",",
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"\\text{Theif %d }"%self.thief_number, "X",
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"\\big)"
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)
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# coord_pair.scale(1.5)
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to_replace = [coord_pair[i] for i in [2, 5]]
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for mob, color in zip(to_replace, self.colors):
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jewel = Jewel(color = color)
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jewel.replace(mob)
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coord_pair.remove(mob)
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coord_pair.add(jewel)
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coord_pair.next_to(dot, UP+RIGHT, buff = 0)
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self.example_coords = VGroup(dot, coord_pair)
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self.add(self.example_coords)
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class WhatThisMappingActuallyLooksLikeWords(Scene):
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def construct(self):
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words = TextMobject("What this mapping actually looks like")
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words.scale_to_fit_width(2*SPACE_WIDTH-1)
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words.to_edge(DOWN)
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self.play(Write(words))
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self.dither()
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self.dither()
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class WhatAboutGeneralCase(TeacherStudentsScene):
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class WhatAboutGeneralCase(TeacherStudentsScene):
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@ -2427,10 +2465,68 @@ class WhatAboutGeneralCase(TeacherStudentsScene):
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class Simple3DSpace(ExternallyAnimatedScene):
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class Simple3DSpace(ExternallyAnimatedScene):
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pass
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pass
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class FourDBorsukUlam(GeneralizeBorsukUlam):
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class FourDBorsukUlam(GeneralizeBorsukUlam, PiCreatureScene):
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CONFIG = {
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CONFIG = {
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"n_dims" : 4,
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"n_dims" : 4,
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"use_morty" : False,
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}
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}
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def setup(self):
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GeneralizeBorsukUlam.setup(self)
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PiCreatureScene.setup(self)
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self.pi_creature.to_corner(DOWN+LEFT, buff = MED_SMALL_BUFF)
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def construct(self):
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sphere_set = self.get_sphere_set()
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arrow = Arrow(LEFT, RIGHT)
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f = TexMobject("f")
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output_space = self.get_output_space()
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equation = self.get_equation()
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sphere_set.to_corner(UP+LEFT)
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arrow.next_to(sphere_set, RIGHT)
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f.next_to(arrow, UP)
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output_space.next_to(arrow, RIGHT)
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equation.next_to(sphere_set, DOWN, buff = LARGE_BUFF)
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equation.to_edge(RIGHT)
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lhs = VGroup(*equation[:2])
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eq = equation[2]
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rhs = VGroup(*equation[3:])
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brace = Brace(Line(ORIGIN, 5*RIGHT))
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brace.to_edge(RIGHT)
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brace_text = brace.get_text("Triplets of numbers")
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brace_text.shift_onto_screen()
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self.play(FadeIn(sphere_set))
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self.change_mode("confused")
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self.dither()
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self.play(
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ShowCreation(arrow),
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Write(f)
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)
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self.play(Write(output_space))
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self.dither()
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self.change_mode("maybe")
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self.dither(2)
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self.change_mode("pondering")
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self.dither()
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self.play(
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GrowFromCenter(brace),
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Write(brace_text)
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)
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self.dither()
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self.play(*map(FadeOut, [brace, brace_text]))
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self.dither()
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self.play(
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FadeIn(lhs),
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self.pi_creature.change_mode, "raise_right_hand"
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)
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self.play(
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ReplacementTransform(lhs.copy(), rhs),
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Write(eq)
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)
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self.dither(2)
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def get_sphere_set(self):
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def get_sphere_set(self):
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sphere_set = GeneralizeBorsukUlam.get_sphere_set(self)
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sphere_set = GeneralizeBorsukUlam.get_sphere_set(self)
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brace = Brace(sphere_set)
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brace = Brace(sphere_set)
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@ -2440,7 +2536,7 @@ class FourDBorsukUlam(GeneralizeBorsukUlam):
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class CircleToSphereToQMarks(Scene):
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class CircleToSphereToQMarks(Scene):
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def construct(self):
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def construct(self):
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pis = VGroup()
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pi_groups = VGroup()
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modes = ["happy", "pondering", "pleading"]
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modes = ["happy", "pondering", "pleading"]
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shapes = [
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shapes = [
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Circle(color = BLUE, radius = 0.5),
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Circle(color = BLUE, radius = 0.5),
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@ -2450,28 +2546,27 @@ class CircleToSphereToQMarks(Scene):
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for d, mode, shape in zip(it.count(2), modes, shapes):
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for d, mode, shape in zip(it.count(2), modes, shapes):
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randy = Randolph(mode = mode)
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randy = Randolph(mode = mode)
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randy.scale(0.7)
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randy.scale(0.7)
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bubble = randy.get_bubble(direction = LEFT)
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bubble = randy.get_bubble(
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bubble.resize_to_content()
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height = 3, width = 4,
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direction = LEFT
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)
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bubble.pin_to(randy)
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bubble.pin_to(randy)
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bubble.position_mobject_inside(shape)
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bubble.position_mobject_inside(shape)
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title = TextMobject("%dD"%d)
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title = TextMobject("%dD"%d)
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randy.add(bubble, shape)
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title.next_to(randy, UP)
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title.next_to(randy, UP)
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randy.add(title)
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arrow = Arrow(LEFT, RIGHT)
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pis.add(randy)
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arrow.next_to(randy.get_corner(UP+RIGHT))
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pi_groups.add(VGroup(
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randy, bubble, shape, title, arrow
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))
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pi_groups[-1].remove(pi_groups[-1][-1])
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progression = VGroup(
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pi_groups.arrange_submobjects(buff = -1)
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pis[0],
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for mob in pi_groups:
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Arrow(LEFT, RIGHT),
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pis[1],
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Arrow(LEFT, RIGHT),
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pis[2],
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)
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progression.arrange_submobjects()
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for mob in progression:
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self.play(FadeIn(mob))
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self.play(FadeIn(mob))
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self.dither()
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self.dither(2)
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self.play(pi_groups[-1][0].change_mode, "thinking")
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self.dither(2)
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class BorsukPatreonThanks(PatreonThanks):
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class BorsukPatreonThanks(PatreonThanks):
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CONFIG = {
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CONFIG = {
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@ -2486,6 +2581,7 @@ class BorsukPatreonThanks(PatreonThanks):
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"Damion Kistler",
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"Damion Kistler",
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"Juan Benet",
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"Juan Benet",
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"Othman Alikhan",
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"Othman Alikhan",
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"Justin Helps",
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"Markus Persson",
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"Markus Persson",
|
||||||
"Dan Buchoff",
|
"Dan Buchoff",
|
||||||
"Derek Dai",
|
"Derek Dai",
|
||||||
|
|
|
@ -57,16 +57,8 @@ class ReconfigurableScene(Scene):
|
||||||
# Want to return a mobject that maintains the most
|
# Want to return a mobject that maintains the most
|
||||||
# structure. The way to do that is to extract only
|
# structure. The way to do that is to extract only
|
||||||
# those that aren't inside another.
|
# those that aren't inside another.
|
||||||
mobjects = self.get_mobjects()
|
top_level_mobjects = self.get_top_level_mobjects()
|
||||||
families = [m.submobject_family() for m in mobjects]
|
return Mobject(*self.get_top_level_mobjects())
|
||||||
def is_top_level(mobject):
|
|
||||||
num_families = sum([
|
|
||||||
(mobject in family)
|
|
||||||
for family in families
|
|
||||||
])
|
|
||||||
return num_families == 1
|
|
||||||
|
|
||||||
return Mobject(*filter(is_top_level, mobjects))
|
|
||||||
|
|
||||||
def transition_between_states(self, start_state, target_state, **kwargs):
|
def transition_between_states(self, start_state, target_state, **kwargs):
|
||||||
self.play(Transform(start_state, target_state, **kwargs))
|
self.play(Transform(start_state, target_state, **kwargs))
|
||||||
|
|
|
@ -97,6 +97,19 @@ class Scene(object):
|
||||||
])
|
])
|
||||||
))
|
))
|
||||||
|
|
||||||
|
def get_top_level_mobjects(self):
|
||||||
|
# Return only those which are not in the family
|
||||||
|
# of another mobject from the scene
|
||||||
|
mobjects = self.get_mobjects()
|
||||||
|
families = [m.submobject_family() for m in mobjects]
|
||||||
|
def is_top_level(mobject):
|
||||||
|
num_families = sum([
|
||||||
|
(mobject in family)
|
||||||
|
for family in families
|
||||||
|
])
|
||||||
|
return num_families == 1
|
||||||
|
return filter(is_top_level, mobjects)
|
||||||
|
|
||||||
def add(self, *mobjects_to_add):
|
def add(self, *mobjects_to_add):
|
||||||
"""
|
"""
|
||||||
Mobjects will be displayed, from background to foreground,
|
Mobjects will be displayed, from background to foreground,
|
||||||
|
|
Loading…
Add table
Reference in a new issue