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Line

A line is a contiguous sequence of text characters ending at a line boundary or the end of a text stream.

How 3 Manning books explain it

How Computers Make Books

A line is a continuous one-dimensional geometric or visual form extending between or through points.

How it is used
Builds page marks, shapes, and letter forms from coordinates and pixels.
How deep it goes
Works through endpoint definition and slope-based raster approximation, while deferring comprehensive drawing algorithms.
Examples
Uses endpoint pairs, shallow and steep grid lines, gray edge pixels, coordinate drawings, and letter C.
What you can do after
Practice/perform line approximation by selecting grid pixels and drawing coordinate-connected paths.

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Tiny Python Projects: Learn coding and testing with puzzles and games

A line is a sequence of text characters ending at a line boundary or the end of a text stream.

How it is used
Processes files and standard input as sequences of lines for counting, lookup, searching, and text transformation.
How deep it goes
Explains line-by-line iteration, counting, inspection, and preservation, without descending into text-stream internals.
Examples
Uses wc-style counts, Gashlycrumb letter lookups, and Southern-style transformations of poetry lines.
What you can do after
Builds Python programs that read, count, search, index, and transform text one line at a time.

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Geometry for Programmers

A line is a straight one-dimensional geometric object extending without curvature.

How it is used
Deploys lines as coordinate-based primitives for applied geometry, programming, geometric modeling, and constant-speed trajectories.
How deep it goes
Explains explicit, implicit, canonical, and three-dimensional representations, then applies parametric lines to motion without deriving algorithms in code.
Examples
Uses y = 0.5x + 1, vertical lines x = c, plane intersections, and a game character following line-and-arc trajectories.
What you can do after
Apply explicit, implicit, canonical, and parametric line descriptions to 2D geometry, 3D intersections, and constant-speed motion.

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Related concepts

These guides are generated from the text of Manning books by Manning's knowledge graph and link to the sections they draw on. The full books are available on liveBook and at manning.com.