Hans Petter Langtangen 11 年 前
コミット
e0335df7eb
3 ファイル変更9 行追加19 行削除
  1. 6 6
      doc/src/tut/basics.do.txt
  2. 3 3
      doc/src/tut/implementation.do.txt
  3. 0 10
      doc/src/tut/make.sh

+ 6 - 6
doc/src/tut/basics.do.txt

@@ -37,7 +37,7 @@ that illustrates the physics of the problem.
 Programming as a superior alternative to interactive drawing is
 the mantra of this section.
 
-FIGURE: [fig-tut/wheel_on_inclined_plane.png, width=600] Sketch of a physics problem. label{sketcher:fig:inclinedplane}
+FIGURE: [fig-tut/wheel_on_inclined_plane, width=600] Sketch of a physics problem. label{sketcher:fig:inclinedplane}
 
 # #ifdef PRIMER_BOOK
 Classes are very suitable for implementing the various components that
@@ -73,7 +73,7 @@ several elements: two circles, two rectangles, and a ``ground'' element.
 
 # #endif
 
-FIGURE: [fig-tut/vehicle0_dim.png, width=600] Sketch of a simple figure. label{sketcher:fig:vehicle0}
+FIGURE: [fig-tut/vehicle0_dim, width=600] Sketch of a simple figure. label{sketcher:fig:vehicle0}
 
 === Basic Drawing ===
 
@@ -289,7 +289,7 @@ running the `dot` program:
 Terminal> dot -Tpng -o fig.png fig.dot
 !ec
 
-FIGURE: [fig-tut/vehicle0_hier1.png, width=500] Hierarchical relation between figure objects. label{sketcher:fig:vehicle0:hier1}
+FIGURE: [fig-tut/vehicle0_hier1, width=500] Hierarchical relation between figure objects. label{sketcher:fig:vehicle0:hier1}
 
 
 The call `fig.graphviz_dot('fig', classname=True)` makes a `fig.dot` file
@@ -298,7 +298,7 @@ Figure ref{sketcher:fig:vehicle0:hier2}. The ability to write out the
 object hierarchy or view it graphically can be of great help when
 working with complex figures that involve layers of subfigures.
 
-FIGURE: [fig-tut/vehicle0_hier2.png, width=500] Hierarchical relation between figure objects, including their class names. label{sketcher:fig:vehicle0:hier2}
+FIGURE: [fig-tut/vehicle0_hier2, width=500] Hierarchical relation between figure objects, including their class names. label{sketcher:fig:vehicle0:hier2}
 
 Any of the objects can in the program be reached through their names, e.g.,
 !bc pycod
@@ -330,7 +330,7 @@ accesses the `Rectangle` object, which will then set the linewidth of
 its `Curve` object, and other objects if it had any.
 The result of the actions above is shown in Figure ref{sketcher:fig:vehicle0:v2}.
 
-FIGURE: [fig-tut/vehicle0.png, width=700] Left: Basic line-based drawing. Right: Thicker lines and filled parts. label{sketcher:fig:vehicle0:v2}
+FIGURE: [fig-tut/vehicle0, width=700] Left: Basic line-based drawing. Right: Thicker lines and filled parts. label{sketcher:fig:vehicle0:v2}
 
 We can also change position of parts of the figure and thereby make
 animations, as shown next.
@@ -473,7 +473,7 @@ Observe that `wheel1.copy()` copies all the objects that make
 up the first wheel, and `wheel2.translate` translates all
 the copied objects.
 
-FIGURE: [fig-tut/vehicle1.png, width=400] Wheels with spokes to illustrate rolling. label{sketcher:fig:vehicle1}
+FIGURE: [fig-tut/vehicle1, width=400] Wheels with spokes to illustrate rolling. label{sketcher:fig:vehicle1}
 
 The `move` function now needs to displace all the objects in the
 entire vehicle and also rotate the `cross1` and `cross2`

+ 3 - 3
doc/src/tut/implementation.do.txt

@@ -50,7 +50,7 @@ class Rectangle(Shape):
         self.shapes = {'rectangle': Curve(x,y)}
 !ec
 
-Any subclass of `Shape` will have a constructor which takes geometric
+Any subclass of `Shape` will have a constructor that takes geometric
 information about the shape of the object and creates a dictionary
 `self.shapes` with the shape built of simpler shapes. The most
 fundamental shape is `Curve`, which is just a collection of $(x,y)$
@@ -388,7 +388,7 @@ behavior with respect to drawing. Only the `Curve` object has a different
 
 Understanding recursion is usually a challenge. To get a better idea of
 how recursion works, we have equipped class `Shape` with a method `recurse`
-which just visits all the objects in the `shapes` dictionary and prints
+that just visits all the objects in the `shapes` dictionary and prints
 out a message for each object.
 This feature allows us to trace the execution and see exactly where
 we are in the hierarchy and which objects that are visited.
@@ -468,7 +468,7 @@ that `vehicle` is the parent of `body` and that `body` is a child of
 `vehicle`. The term *node* is also often used to describe an element
 in a tree. A node may have several other nodes as *descendants*.
 
-FIGURE: [fig-tut/Vehicle0_hier2.png, width=600] Hierarchy of figure elements in an instance of class `Vehicle0`. label{sketcher:fig:Vehicle0:hier2}
+FIGURE: [fig-tut/Vehicle0_hier2, width=600] Hierarchy of figure elements in an instance of class `Vehicle0`. label{sketcher:fig:Vehicle0:hier2}
 
 Recursion is the principal programming technique to traverse tree structures.
 Any object in the tree can be viewed as a root of a subtree. For

+ 0 - 10
doc/src/tut/make.sh

@@ -10,16 +10,6 @@ fi
 main=main_sketcher
 doconce format html $main
 
-cp .ptex2tex.cfg-primer .ptex2tex.cfg
-doconce format latex $main -DPRIMER_BOOK
-ptex2tex $main
-latex $main
-makeindex $main
-latex $main
-latex $main
-dvipdf $main
-mv $main.pdf ${main}_primer.pdf
-
 cp .ptex2tex.cfg-minted .ptex2tex.cfg
 doconce format pdflatex $main
 ptex2tex -DMINTED $main