Beispiel #1
0
def predict_vm(ecs_infor_array, input_file_array):

    #Get the CPU information
    CPU_kernel, CPU_memory, N_Pvm, condition, Pvm, Predict_time, Predict_Start = utils.splitEscData(
        ecs_infor_array)
    #Get the History Data information
    length, Hvm, History_Start = utils.splitInputData(input_file_array)
    #History Data

    lenD, S_Data = utils.Denoise_Split(length, Hvm, N_Pvm, Pvm)
    #print S_Data

    result = []
    if ecs_infor_array is None:
        print 'ecs information is none'
        return result
    if input_file_array is None:
        print 'input file information is none'
        return result

    #--------------------method one estimate--------------
    NEPvm = TDEstimation.EstTD(History_Start, Predict_Start, lenD, N_Pvm,
                               S_Data, Predict_time)
    print NEPvm

    # allocation
    CPU, N_PCPU = Box.Boxing(NEPvm, Pvm, N_Pvm, CPU_kernel, CPU_memory,
                             condition)
    print N_PCPU

    result = utils.results_expression(CPU, N_PCPU, N_Pvm, Pvm)
    return result
 def test_make(self):
     # Make a 10 x 10 x 10 box
     box = Box.make()
     self.assertEqual(len(box.Faces), 6)
     self.assertAlmostEqual(box.Volume, 1000)
     self.assertAlmostEqual(box.Area, 600)
     self.assertEqual(box.TypeId, 'Part::TopoShape')
Beispiel #3
0
    def move_objects(self, land_sound_flag=True):

        ## link all boxes to platforms they are standing on
        for bod in self.box_list:
            bod.move(
            )  # boxes not floating and not resting on will accelerate down
            if bod.vel[1] > 0:  # if falling

                for bod2 in self.platform_list + self.box_list:  # find a landing spot
                    if Box.resolve_fall(bod, bod2):

                        # if not just touching another falling box, you've landed bud.
                        if not isinstance(bod2, Box.Box) or bod2.vel[1] == 0:

                            bod.vel[1] = 0  #stop falling.

                            if land_sound_flag:  # if this is flagged (i.e. if this is in game not resetting)
                                thud_sound()  # play hitting ground sound

                                # tnt boxes start timers if hitting the ground or getting hit (not on reset though)
                                for b in bod.recursive_dependent_list() + [
                                        bod2
                                ]:  # the base box or anything on the falling one
                                    if isinstance(b, Box.Tnt):
                                        if b.countdown == -1:
                                            b.start_countdown()

                            break  # no need to check for any more landing spots

        for bod in self.platform_list + self.baddie_list:  # platforms and baddies* do not fall, they float.
            bod.move()  # *for now?
Beispiel #4
0
def predict_vm(ecs_infor_array, input_file_array):

    #Get the CPU information
    CPU_kernel, CPU_memory, N_Pvm, condition, Pvm, Predict_time, Predict_Start = utils.splitEscData(
        ecs_infor_array)
    #Get the History Data information
    length, Hvm, History_Start = utils.splitInputData(input_file_array)
    #History Data

    #Statistic and Split
    #lenD,S_Data=utils.Statistic_Split(length,Hvm,N_Pvm,Pvm)
    lenD, S_Data = utils.Denoise_Split(length, Hvm, N_Pvm, Pvm)
    #print S_Data

    result = []
    if ecs_infor_array is None:
        print 'ecs information is none'
        return result
    if input_file_array is None:
        print 'input file information is none'
        return result

    #-----------------------Mirror-------------------------
    #NEPvm=mirror.Mirror(lenD,N_Pvm,S_Data,Predict_time)
    #-----------------------Smirror-------------------------
    #NEPvm=mirror.Smirror(lenD,N_Pvm,S_Data,Predict_time)
    #-----------------------Smirror-------------------------
    NEPvm = mirror.Commirror(lenD, N_Pvm, S_Data, Predict_time)

    # allocation
    CPU, N_PCPU = Box.Boxing(NEPvm, Pvm, N_Pvm, CPU_kernel, CPU_memory,
                             condition)
    print N_PCPU
    result = utils.results_expression(CPU, N_PCPU, N_Pvm, Pvm)
    return result
Beispiel #5
0
 def genBoxes(self, ppfunction):
     # Preprocessing
     processed = ppfunction()
     # Edge Highlightning
     edged = processed.copy()
     edged = cv2.Canny(
         processed, 10, 200
     )  # canny: first parameter -> greater, # canny: second parameter -> greater, less contours
     # Contours Detection
     cnts, hierarchy = cv2.findContours(edged, cv2.RETR_EXTERNAL,
                                        cv2.CHAIN_APPROX_SIMPLE)
     # Boxing making
     factory = DPFactory.DPFactory('configuration.ini')
     dp = factory.generate()
     boxes = list(cnts)
     boxes = map(lambda x: Box.Box(x, dp, self.img, self.pcm), boxes)
     # Filtering
     # [Area] Is the area in the valid range?
     boxes = filter(lambda x: x.checkArea(), boxes)
     # [Black] Is the area "totally" black?
     boxes = filter(lambda x: x.isNotBlack(), boxes)
     # [Canvas] Is the area in the legal area (the canvas)?
     boxes = filter(lambda x: x.inCanvas(), boxes)
     # [Inside] Is the area inside another one?
     boxes = filter(lambda x: not x.insider(boxes), boxes)
     return boxes
Beispiel #6
0
    def add_box(self, box_type, position, floating=False):

        position[1] *= -1.0
        pos = np.array(position, dtype='float') * (box_size * 2.0) + [
            0, floor - box_size
        ]
        self.master_box_list.append(Box.create_box(box_type, pos, floating))
Beispiel #7
0
 def initBoxes(self):
     self.boxesImage = pygame.image.load(os.getcwd() +
                                         "\\data\\sprites\\boxes.png")
     boxes = [[pygame.Rect(0, 0, 260, 80), "SinglePlayer"],
              [pygame.Rect(0, 80, 260, 80), "HighScores"],
              [pygame.Rect(0, 160, 260, 80), "Exit"]]
     for box in boxes:
         self.boxes.append(b.Button(box[0], box[1], self.boxesImage))
Beispiel #8
0
 def redrawAll(self, screen):
     for i in range(20):
         for j in range(20):
             X = j * self.sizex
             Y = i * self.sizey
             if self.board[i][j] == 1:
                 obs = Box.Box(X, Y, self.sizex, self.sizey)
                 Box.Box.draw(obs, screen)
Beispiel #9
0
 def builMatrixBoxes(self):
     boxesMatrix = []
     for i in range(self.Row):
         aux=[]
         for j in range(self.Column):
             aux.append(Box(i,j,0))
         boxesMatrix.append(aux)
     return boxesMatrix
Beispiel #10
0
def create_boxes():
    boxes = []
    for i in range(grid_size[0]):
        boxes.append([])
    for i in range(grid_size[0]):
        for j in range(grid_size[1]):
            boxes[i].append(Box((i, j), grid_param))
    return boxes
Beispiel #11
0
    def Visit_Array(self, curArray):
        length = curArray.length.val
        elemBox = curArray.typePtr.buildENV(self)
        inputList = []
        for i in range(0, length):
            inputList.append(elemBox.makeCopy())

        curBox = Box.ArrayBox(inputList, curArray.startPos, curArray.endPos, self.myErrHandler)
        return curBox
Beispiel #12
0
def credential_setting():
    # Box用設定
    if "box" == upload_type:
        global box_file
        global box_folder
        logging.getLogger('boxsdk').setLevel(logging.CRITICAL)
        key_name = "/SlackUploadFileTransfer/Box"
        box_setting = lambda_tools.ssm_get_parameter(name=key_name)
        box_setting = json.loads(box_setting)
        settings = box_setting["boxAppSettings"]
        box_user = kms_decrypted("BOX_USER")
        box_folder = Box.Folder(
            client_id=settings["clientID"],
            client_secret=settings["clientSecret"],
            enterprise_id=box_setting["enterpriseID"],
            jwt_key_id=settings["appAuth"]["publicKeyID"],
            rsa_private_key_data=settings["appAuth"]["privateKey"]
        )
        box_folder.login(box_user)
        box_file = Box.File(
            client_id=settings["clientID"],
            client_secret=settings["clientSecret"],
            enterprise_id=box_setting["enterpriseID"],
            jwt_key_id=settings["appAuth"]["publicKeyID"],
            rsa_private_key_data=settings["appAuth"]["privateKey"]
        )
        box_file.login(box_user)
    # Google用設定
    if "google" == upload_type:
        global gdrive
        global gdrive_permission
        key_name = "/SlackUploadFileTransfer/GSuite"
        credential = lambda_tools.ssm_get_parameter(name=key_name)
        credential = json.loads(credential)
        gdrive = GSuite.Drive.Files(
            credential=credential,
            scopes=GSuite.Drive.SCOPES_MANAGE,
            delegate_user=credential["client_email"]
        )
        gdrive_permission = GSuite.Drive.Permissions(
            credential=credential,
            scopes=GSuite.Drive.SCOPES_MANAGE,
            delegate_user=credential["client_email"]
        )
Beispiel #13
0
	def openNodeContend(self):
		print "me abriste"
		horizontalEdge = [ [1,1,0], 
						   [0,0,0], 
						   [0,0,0], 
						   [1,1,1] ]
		verticalEdge = [ [1,0,0,0],
						 [1,0,0,0], 
						 [0,0,0,0] ]
		boxes = [[Box(0,0, 2), Box(0,1, 1), Box(0,2, 0)], 
				 [Box(1,0, 1), Box(1,1, 0), Box(1,2, 0)],
				 [Box(2,0, 0), Box(2,1, 0), Box(2,2, 0)]]
		self.w = GraphicNodeContend(self.rows,self.columns,self.node.verticalEdge,self.node.horizontalEdge,self.node.boxes)
		self.w.show()
		print "se abrio"
Beispiel #14
0
def readbox(filename):
  #read a 21cmfast output file and return a Box object with data

  #parse filename to (1) check its a 21cmFast box (2) get box parameters
  # (3) identify what sort of box it is
  param_dict=parse_filename(filename)
  print param_dict

  #open box and read in data
  dim=param_dict['HIIdim']
  box_data=open_box(filename,dim)
  
  #tidy data to ensure its in optimal form i.e. trim padding
  box_data=trim_box(box_data)
  #push data into Box class
  box=Box()
  box.setBox(box_data,param_dict)
  
  return box
Beispiel #15
0
def readbox(filename):
    #read a 21cmfast output file and return a Box object with data

    #parse filename to (1) check its a 21cmFast box (2) get box parameters
    # (3) identify what sort of box it is
    param_dict = parse_filename(filename)
    print param_dict

    #open box and read in data
    dim = param_dict['HIIdim']
    box_data = open_box(filename, dim)

    #tidy data to ensure its in optimal form i.e. trim padding
    box_data = trim_box(box_data)
    #push data into Box class
    box = Box()
    box.setBox(box_data, param_dict)

    return box
def top():
    one = Box.Box(37.5, 150, 100, 100, 64, 224, 208)
    Box.Box.draw(one, main_screen)
    one.drawimg("Toppings/t1.jpg", main_screen)

    two = Box.Box(170, 150, 100, 100, 64, 224, 208)
    Box.Box.draw(two, main_screen)
    two.drawimg("Toppings/t2.jpg", main_screen)

    three = Box.Box(302.5, 150, 100, 100, 64, 224, 208)
    Box.Box.draw(three, main_screen)
    three.drawimg("Toppings/t3.jpg", main_screen)

    four = Box.Box(37.5, 337.5, 100, 100, 64, 224, 208)
    Box.Box.draw(four, main_screen)
    four.drawimg("Toppings/t4.jpg", main_screen)

    five = Box.Box(170, 337.5, 100, 100, 64, 224, 208)
    Box.Box.draw(five, main_screen)
    five.drawimg("Toppings/cs.jpg", main_screen)

    six = Box.Box(302.5, 337.5, 100, 100, 64, 224, 208)
    Box.Box.draw(six, main_screen)
    six.drawimg("Toppings/cs.jpg", main_screen)

    global pg
    pg = 2
def fro():

    one = Box.Box(37.5, 150, 100, 100, 64, 224, 208)
    Box.Box.draw(one, main_screen)
    one.drawimg("Frostings/frosting1.jpg", main_screen)

    two = Box.Box(170, 150, 100, 100, 64, 224, 208)
    Box.Box.draw(two, main_screen)
    two.drawimg("Frostings/frosting2.jpg", main_screen)

    three = Box.Box(302.5, 150, 100, 100, 64, 224, 208)
    Box.Box.draw(three, main_screen)
    three.drawimg("Frostings/frosting3.jpg", main_screen)

    four = Box.Box(37.5, 337.5, 100, 100, 64, 224, 208)
    Box.Box.draw(four, main_screen)
    four.drawimg("Frostings/frosting4.jpg", main_screen)

    five = Box.Box(170, 337.5, 100, 100, 64, 224, 208)
    Box.Box.draw(five, main_screen)
    five.drawimg("Frostings/cs.jpg", main_screen)

    six = Box.Box(302.5, 337.5, 100, 100, 64, 224, 208)
    Box.Box.draw(six, main_screen)
    six.drawimg("Frostings/cs.jpg", main_screen)

    global pg
    pg = 1
Beispiel #18
0
    def redrawAll(self, screen):
        for i in range(20):
            for j in range(20):
                X = j * self.sizex + self.xOffset
                Y = i * self.sizey + self.yOffset
                if self.board[i][j] == 1:
                    obs = Box.Box(X, Y, self.sizex, self.sizey)
                    Box.Box.draw(obs, screen)

        self.display = screen
        self.enemy.updateRect(screen)

        for sprite in self.entities:
            sprite.draw(screen)
Beispiel #19
0
    def __init__(self):
        pygame.init()
        self.screen = pygame.display.set_mode(
            [SCREENWIDTH, SCREENHEIGHT + TILESIZE])
        self.allSprites = pygame.sprite.Group()

        self.population = 4000
        self.seaLevel = 0
        self.seaIncrement = 1
        self.resource = 2700
        self.carryingCapacity = 4100
        self.emotion = Emotion.NORMAL

        self.currentTurn = 0
        # counter of Sprites
        self.startTreeCount = 0
        self.treeCount = 0
        self.houseCount = 0
        self.factoryCount = 0

        self.allSea = pygame.sprite.Group()
        self.allFactories = pygame.sprite.Group()
        self.allTrees = pygame.sprite.Group()
        self.allHouses = pygame.sprite.Group()
        self.allWaves = pygame.sprite.Group()

        self.spriteDict = {}
        self.constructionList = []
        self.running = True
        pygame.key.set_repeat(300, 100)
        # self.initializeTerrain()
        self.box = Box(self, self.screen)

        self.seaX = 0
        self.seaY = 0

        self.clock = pygame.time.Clock()
Beispiel #20
0
def detectBaseDrawables(base):
    """Given a base WorldObject, return a list of the drawables that should be used
       to represent it. This starts with a box, then adds some decorations to make it a base.
       """
    # This is a hack bzflag uses since the Z component of base size isn't sent over the wire.
    # if a base is not on the ground and it's height is zero, set the height to 1.
    if base.center[2] > 0 and base.size[2] == 0:
        base.size[2] = 1
    
    drawables = Box.detectBoxDrawables(base)
    
    drawables.append(BaseDecal(base))
    drawables.append(BaseRotorDecal(base))
        
    return drawables
Beispiel #21
0
 def _createSweptBoxList(self, world, speed):
     sweptList = []
     self.specialSwept = None
     for entity in world.dynamicEntities:
         rb = entity.getComponent('RigidBody')
         colliders = entity.getComponent('ColliderList')
         if rb and colliders:
             c = colliders[0]
             collider = Box(entity.position - c.position,
                            Vector2f(abs(c.size.x), abs(c.size.y)))
             swept = PhysicsSweptBox(collider, speed * rb.velocity, entity)
             sweptList.append(swept)
             world.addPhysicsEntity(swept)
             world.removeEntity(entity)
             if entity == self.specialEntity:
                 self.specialSwept = swept
     return sweptList
Beispiel #22
0
 def Show(self):
     File = open("Data/Save/Ships/" + self.FileName + "/Ships.txt", "r")
     n = int(File.readline())
     names = []
     for i in range(n):
         names.append(File.readline()[:-5])
     File.close()
     self.Title = Box.TxtBox("Select Design", [350, 50], [300, 75], 25,
                             self.Screen.background, 0)
     self.buts = []
     for i in range(len(names)):
         self.buts.append(
             Buttons.ButtonWtxt(self.Screen, [350, 130 + 42 * i],
                                [300, 40], names[i], 20, 1))
         self.buts[-1].AddClick(self.Clear, ())
         self.buts[-1].AddClick(self.NextInterface.Active,
                                (self.Screen, self.stack, names[i]))
     self.Screen.draw()
Beispiel #23
0
def main(stdscr):
    curses.noecho()
    curses.curs_set(0)
    stdscr.keypad(True)

    mapReader = MapReader.MapReader('map')

    if mapReader.verifyMap() == False:
        curses.endwin()
        exit()

    player = Player.Player()
    box = Box.Box()

    mapReader.displayMap(stdscr)
    while True:

        entry = stdscr.getch()
        stdscr.clear()

        if entry == 27 or entry == 113:
            curses.endwin()
            exit()

        if entry == curses.KEY_UP:
            player.moveUp()
            mapReader.displayMap(stdscr)
            stdscr.refresh()

        if entry == curses.KEY_DOWN:
            player.moveDown()
            mapReader.displayMap(stdscr)
            stdscr.refresh()

        if entry == curses.KEY_LEFT:
            player.moveLeft()
            mapReader.displayMap(stdscr)
            stdscr.refresh()

        if entry == curses.KEY_RIGHT:
            player.moveRight()
            mapReader.displayMap(stdscr)
            stdscr.refresh()
Beispiel #24
0
    def read_sudoku_in_line(self, txtPath, sudokuNumber):#Method that read a file where each line is a sudoku and save them in a list
        #open sudoku txt file
        file = open(txtPath, "r")
        #Read all lines of this file
        self.sudokuList = file.readlines()

        #Get the desired sudoku
        sudokuInLine    = self.sudokuList[sudokuNumber]
        i = 0
        while(i < len(sudokuInLine)-1):
            sudokuTmp = []
            for j in range(0, 9):
                if(sudokuInLine[i+j] != ""):
                    box = Box(((int)(sudokuInLine[i+j])))
                    #box.val
                    sudokuTmp.append(box)
            self.sudokuToSolve.append(sudokuTmp)
            i = i + 9
        file.close()
        return self.sudokuToSolve
Beispiel #25
0
    def redrawAll(self, screen):
        self.display = screen
        pygame.draw.rect(
            screen, (0, 0, 0),
            (self.xOffset, self.yOffset, self.width * 2, self.height * 2), 4)

        for i in range(20):
            for j in range(20):
                X = j * self.sizex + self.xOffset
                Y = i * self.sizey + self.yOffset
                if self.board[i][j] == 1:
                    obs = Box.Box(X, Y, self.sizex, self.sizey)
                    Box.Box.draw(obs, screen)
                    self.obstacles.add(obs)

        self.display = screen
        self.enemy.updateRect(screen)

        for sprite in self.entities:
            if sprite.alive:
                sprite.draw(screen)
Beispiel #26
0
"""


horizontalEdge = [ [1,1,0], 
				   [0,0,0], 
				   [0,0,0], 
				   [1,1,1] ]

verticalEdge = [ [1,0,0,0],
				 [1,0,0,0], 
				 [0,0,0,0] ]



boxes = [[Box(0,0, 2), Box(0,1, 1), Box(0,2, 0)], 
		 [Box(1,0, 1), Box(1,1, 0), Box(1,2, 0)],
		 [Box(2,0, 0), Box(2,1, 0), Box(2,2, 0)]]


sequenceEdge = []




if __name__ == "__main__":

	node = Node(horizontalEdge, verticalEdge, boxes, sequenceEdge )

	obj=pc.pcPlayer(None, 2,None,None)
	
Beispiel #27
0
#!/usr/bin/python
from __future__ import print_function
import argparse
from pprint import pprint as pp
import Box

parser = argparse.ArgumentParser()
parser.add_argument("folder_name")
args = parser.parse_args()
folder_name = args.folder_name

folder_info = Box._folder_info(folder_name)
pp(folder_info)
Beispiel #28
0
    def draw_level(self, gameDisplay, screen, character):

        # remove unnecessary destroyed objects
        for bod in self.foreground_list[::-1]:
            if bod.destruct_counter == 0:  #completely destroyed!
                self.foreground_list.remove(bod)

        # move all non-corporeal objects to the foreground, deal with new checkpoints!
        for body_list in [self.box_list, self.gettable_list, self.baddie_list]:
            for bod in body_list[::
                                 -1]:  # need to go in reverse else removal of two objects doesn't work
                if not bod.corporeal:
                    body_list.remove(bod)
                    self.foreground_list.append(bod)

                    # if this is a checkpoint box, player now is spawned here.
                    if isinstance(bod, Box.Checkpoint):
                        self.player_start = np.array(
                            bod.pos, dtype=float) + [0, -box_size]
                        self.level_set(
                        )  # destroyed stuff is destroyed... forever!
                        self.boxes_killed = character.current_status.counters[
                            'boxes']

                    # lives can only be got once
                    if isinstance(bod, Gettables.Life) or isinstance(
                            bod, Box.Life):

                        # search for copy in appropriate master list
                        if isinstance(bod, Gettables.Life):
                            master_list = self.master_gettable_list
                            swap_box = False
                        else:
                            master_list = self.master_box_list
                            swap_box = True

                        # find closest equivalent object in that master list
                        min_dist = np.inf
                        for bod2 in master_list:
                            if type(bod) == type(bod2):
                                dist = np.linalg.norm(bod2.pos - bod.pos)
                                if dist < min_dist:
                                    same_obj = bod2
                                    min_dist = dist

                        # remove it!
                        master_list.remove(same_obj)

                        # if it's a box replace it with a regular wooden box
                        if swap_box:
                            self.master_box_list.append(
                                Box.create_box('wood', 1.0 * same_obj.pos,
                                               same_obj.floating))

        # draw scenery (special rules for when they overlap with screen)
        for bod in self.scenery:
            if abs((screen.pos[0] - bod.pos[0]) *
                   (1.0 - background_speed)) < (screen.size[0] + bod.size[0]):
                bod.draw(gameDisplay, [
                    screen.pos[0] -
                    (character.pos[0] - bod.pos[0]) * background_speed -
                    display_size[0] / 2, 0
                ])

        # If flop just hit the ground, reset the ticker, if currently shaking, advance the ticker.
        if self.ticker == -1 and character.flopping == (character.flop_stun -
                                                        1):
            self.ticker = len(self.shifts) - 1
            thud_sound()
        elif self.ticker >= 0:
            self.ticker -= 1

        # draw all non-scenery objects
        for small_list in self.big_list[:1] + [[character]
                                               ] + self.big_list[1:]:
            for bod in small_list:
                if self.ticker >= 0:  # shakes from flop hit
                    bod.visual_shift(self.shifts[self.ticker])
                if screen.overlap(bod):
                    bod.draw(gameDisplay,
                             [character.pos[0] - display_size[0] / 2, 0])
                else:  # if object is blowing up/disappearing, continue this count even off screen
                    bod.death_throws()

                if self.ticker >= 0:  # undo shift from flop hit
                    bod.visual_shift(-self.shifts[self.ticker])

        # draw counters and icons at top of display
        character.current_status.draw(gameDisplay)
from Box import *

test = Box(1, 2, 3, 1, 1, 1, "hello")
print test.getModel()
Beispiel #30
0
#!/usr/bin/env python

import os
import argparse
import Box

parser = argparse.ArgumentParser()
parser.add_argument("folder_name")
args = parser.parse_args()
folder_name = args.folder_name
folder_id = Box._get_folder_id()

box_folder_name = folder_name.split("/")[-1]

folder_list = Box._folder_list(folder_id)
print(folder_id)
if folder_id not in folder_list:
    Box._folder_create(box_folder_name)
    Box._folder_change(box_folder_name)
    for file in os.listdir(folder_name):
        filename = folder_name + '/' + file
        print('Uploading {0}...'.format(filename))
        Box._file_update(filename)

else:
    for file in os.listdir(folder_name):
        filename = folder_name + '/' + file
        print('Uploading {0}...'.format(filename))
        Box._file_update(filename)
    #    os.remove(filename)
Beispiel #31
0
#!/usr/bin/python

from __future__ import print_function
import argparse

from ConfigParser import SafeConfigParser

import Box

parser = argparse.ArgumentParser()
parser.add_argument("filename")
args = parser.parse_args()
filename = args.filename

Box._file_update(filename)
    global pg
    pg = 2


def end():
    erase((64, 224, 208))


if __name__ == "__main__":
    #start pygame
    pygame.init()
    main_screen = pygame.display.set_mode((450, 600))
    main_screen.fill((255, 255, 224))

    start = Box.Box(135, 500, 180, 50, 64, 224, 208)
    Box.Box.draw(start, main_screen)

    pg = 0

    while True:
        ev = pygame.event.poll()
        if ev.type == pygame.MOUSEBUTTONDOWN:
            x, y = ev.pos
            if start.rec.collidepoint(x, y):
                erase((255, 255, 224))

                one = Box.Box(37.5, 150, 100, 100, 64, 224, 208)
                Box.Box.draw(one, main_screen)
                one.drawimg("Actual/a1.jpg", main_screen)
Beispiel #33
0
#!/usr/bin/python
from __future__ import print_function
import argparse
import Box

parser = argparse.ArgumentParser()
parser.add_argument("filename")
args = parser.parse_args()
filename = args.filename

file_info = Box._file_info(filename)
if '404' in file_info:
    print('File not found')
else:
    path = '/'
    ctime = file_info['content_created_at']
    mtime = file_info['content_modified_at']
    size = file_info['size']
    owner = file_info['owned_by']['name']
    name = file_info['name']
    id = file_info['id']
    for folder in file_info['path_collection']['entries']:
        path += folder['name'] + '/'

    print('ID:\t\t{0}\nFILENAME:\t{1}\nOWNER:\t\t{2}\nMODIFIED:\t{3}\nCREATED:\t'
          '{4}\nPATH:\t\t{5}\nSIZE:\t\t{6}'.format(id, name, owner, mtime, ctime, path, size))
Beispiel #34
0
#!/usr/bin/python

import argparse
import Box

parser = argparse.ArgumentParser()
parser.add_argument("folder_name")
args = parser.parse_args()
folder_name = args.folder_name
Box._folder_change(folder_name)
Beispiel #35
0
#!/usr/bin/python

import argparse

import Box

parser = argparse.ArgumentParser()
parser.add_argument("folder_name")
args = parser.parse_args()
folder_name = args.folder_name

Box._folder_delete(folder_name)
Beispiel #36
0
import Box
import Pyramid
import Sphere

shape = input(
    "Choose which shape you want to calculate: Box, Sphere, or Pyramid ")

if shape == 'Box':
    l = int(input("Type the Length of your Box "))
    w = int(input("Type the Width of your Box "))
    h = int(input("Type the Height of your Box "))
    b = Box.Box(l, w, h)
    print('This is the Surface Area of your Box | ', b.getSurfaceArea())
    print('This is the Volume of your Box | ', b.getVolume())
elif shape == 'Pyramid':
    l = int(input("Type the Length of your Pyramid "))
    w = int(input("Type the Width of your Pyramid "))
    h = int(input("Type the Height of your Pyramid "))
    p = Pyramid.Pyramid(l, w, h)
    print('This is the Surface Area of your Pyramid | ', p.getSurfaceArea())
    print('This is the Volume of your Pyramid | ', p.getVolume())
elif shape == 'Sphere':
    r = int(input("Type the Radius of your Sphere "))
    s = Sphere.Sphere(r)
    print('This is the Surface Area of your Sphere | ', s.getSurfaceArea())
    print('This is the Volume of your Sphere | ', s.getVolume())
Beispiel #37
0
    def generate_map(self, surface, color_liste, list_box):
        """Generate Map, create Pawns objects and Box objects"""
        #iterate our board
        for line in range(self.rows):
            for item in range(self.columns):
                x = BOARD_TOPLEFT[0] + item * (CELL_SIZE[0] + CELL_SPACING[0])
                y = BOARD_TOPLEFT[1] + line * (CELL_SIZE[1] + CELL_SPACING[1])
                if self.list_name[line][
                        item] != 'nothing':  # if name is not 'nothing'
                    if self.list_box_owner[line][
                            item] == "player_one" or self.list_box_owner[line][
                                item] == "player_one_fix":
                        owner_pawn = "player_one"  #whatever box is fix or not, the owner would be same
                    else:
                        owner_pawn = "player_two"

                    #use specific class to create pawns
                    if self.list_name[line][item] == "pharaoh":
                        pawn = Pharaoh(self.list_name[line][item], owner_pawn,
                                       self.list_direction[line][item])
                    elif self.list_name[line][item] == "anubis":
                        pawn = Anubis(self.list_name[line][item], owner_pawn,
                                      self.list_direction[line][item])
                    elif self.list_name[line][item] == "scarab":
                        pawn = Scarab(self.list_name[line][item], owner_pawn,
                                      self.list_direction[line][item])
                    elif self.list_name[line][item] == "pyramid":
                        pawn = Pyramid(self.list_name[line][item], owner_pawn,
                                       self.list_direction[line][item])
                    elif self.list_name[line][item] == "sphinx":
                        pawn = Sphinx(self.list_name[line][item], owner_pawn,
                                      self.list_direction[line][item])
                    else:
                        print("ERROR Pawn does not exit !")
                    #set position of pawns
                    pawn._set_pos_X(x)
                    pawn._set_pos_Y(y)
                    self.list_pawn.append(
                        pawn
                    )  #append pawns into a list to stock them and be able to use them later

                    # set settings of box as pawns
                    box = Box(self.list_box_owner[line][item], False)
                    box._set_pos_X(x)
                    box._set_pos_Y(y)
                    box._set_box_color(int(9))

                    self.list_box.append(box)

                else:  #if there are no pawns on box :
                    box = Box(self.list_box_owner[line][item],
                              True)  #True means the box is empty
                    box._set_pos_X(x)
                    box._set_pos_Y(y)
                    box._set_box_color(int(9))
                    self.list_box.append(box)
Beispiel #38
0
def main():
    # Read parameter and output file names from sys.argv
    parameters, outfile, cpp = get_arguments()

    # Create simulation Box. See design document for details.
    Simba = Box(parameters[0], parameters[2], parameters[1], parameters[3],
                cpp)

    # Performs simulation and saves positions and timelist.
    position_list, timelist = Simba.simulate(outfile, parameters[5],
                                             parameters[4])

    # If you only want to load data to test the observable use the following
    # command and comment the one directly above. In that case specify the outfile:
    #outfile = "vmdoutput.xyz"
    #position_list = np.array(get_output(outfile, parameters[0]))
    #timelist = parameters[4]*np.arange(parameters[5])

    # Define MSD and RDF parameters
    msd_start = 7000  # Need something >= 1
    msd_end = 9999  # Need something > msd_start and < n_steps
    rdf_bins = np.arange(0, int(Simba.boxdim), 0.1)  # Creates RDF bins
    rdf_start = 9500  # Need > 0
    rdf_end = 9999  # Need < n_steps

    # The code below will create and save a MSD plot from time msd_start to msd_end.
    print("Calculating the Mean Square Displacement function\n")
    MSD_arr = MSD(position_list, msd_start, msd_end, Simba.boxdim)
    #fig = plt.figure(figsize=(3, 6))
    write_output("MSD_output.txt",
                 timelist[msd_start - 1:msd_end] - timelist[msd_start - 1],
                 MSD_arr)
    plt.figure(1)
    plt.plot(timelist[msd_start - 1:msd_end], MSD_arr)
    #plt.title("Mean Square Displacement")
    plt.xlabel("Time $\\rightarrow$", fontsize=12, fontstyle="italic")
    plt.ylabel("MSD(t)/$\\sigma^{2}$ $\\rightarrow$",
               fontsize=12,
               fontstyle="italic")
    #plt.show()
    plt.savefig('Plots/MSD_gas.png')

    # The code below will create and save an RDF plot from time msd_start to msd_end.
    print("Calculating the Radial Distribution function\n")
    rdf_arr, rdf_bins = RDF(position_list, rdf_start, rdf_end, rdf_bins,
                            Simba.boxdim)
    rdf_arr /= parameters[1]
    write_output("RDF_output.txt", rdf_bins, rdf_arr)
    plt.figure(2)
    plt.plot(rdf_bins, rdf_arr)
    #plt.title("Radial Distribution Function")
    plt.xlabel("Distance/$\\sigma$ $\\rightarrow$",
               fontsize=12,
               fontstyle="italic")
    plt.ylabel("g(r) $\\rightarrow$", fontsize=12, fontstyle="italic")
    #plt.show()
    plt.savefig('Plots/RDF_gas.png')

    # The code below will create and save an energy plot, displaying the potential
    # kinetic and total energies throughout the simulation.
    print("Plotting energy functions\n")
    timelist, PE, KE, TE = np.loadtxt('energyfile.txt',
                                      usecols=[0, 1, 2, 3],
                                      unpack=True)  #,dtype=float)
    plt.figure(3)
    plt.plot(timelist, KE)
    plt.plot(timelist, PE)
    plt.plot(timelist, TE)
    #plt.title("Energy as a function of time")
    plt.xlabel("Time $\\rightarrow$", fontsize=12, fontstyle="italic")
    plt.ylabel("Energy $\\rightarrow$", fontsize=12, fontstyle="italic")
    plt.legend(['KE', 'PE', 'TE'])

    plt.savefig('Plots/E.png')

    plt.show()

    print("Post Simulation Fitted Temperature: ",
          np.mean(KE) / (1.5 * len(Simba.particles)))
    print("All plots saved in directory. Simulation has been successful.")
Beispiel #39
0
#!/usr/bin/python

import argparse

import Box

parser = argparse.ArgumentParser()
parser.add_argument("filename")
args = parser.parse_args()
filename = args.filename
Box._file_delete(filename)
Beispiel #40
0
clip1 = Clip("Sifap", "Mediano")
eraser1 = Eraser("Milan", "Grande")
eraser2 = Eraser("Pelikan", "Pequeño")
pen1 = Pen("Bic", "2HB")
pen2 = Pen("Bic", "4HB")
pen3 = Pen("Stabilo", "4HB")
pen4 = Pen("Studio", "4HB")
marker1 = Marker("Sharpie", "Permanente")
marker2 = Marker("Bic", "Permanente")
reamOfPaper1 = ReamOfPaper("Chamex", "Hoja carta", "200")
folder1 = Folder("Econofile", "grande", "200")
tape1 = Tape("Tesa", "Transparente")
stapler1 = Stapler("King", "200", "Grande")

#creando caja1
box1 = Box()

#Agregando objetos a la caja1
box1.add(clip1)
box1.add(pen1)
box1.add(pen2)
box1.add(pen3)
box1.add(folder1)

box1.showContent()  #imprimir el contenido de la caja

#creando caja2
box2 = Box()

#Agregando objetos a la caja2
box2.add(eraser1)
Beispiel #41
0
#!/usr/bin/python

import argparse

import Box

parser = argparse.ArgumentParser()
parser.add_argument("filename")
args = parser.parse_args()
filename = args.filename
Box._file_download(filename)