Beispiel #1
0
    class __Touch(Script):
        def __init__(self):
            Script.__init__(self, "touch")
            self.vfs = vfs.vfs()
            self.shm = SHM().create()

        def start(self, arg):
            fname = arg["filename"].value()
            if self.touch(fname):
                val = Variant("SHM create file " + fname)
                val.thisown = False
                self.res["result"] = val
            else:
                err = Variant("Can't find path")
                err.thisown = False
                self.res["error"] = err

        def touch(self, fname):
            plist = fname.split("/")
            snode = ""
            for path in plist:
                if path != "":
                    snode += "/"
                    node = self.vfs.getnode(snode)
                    if not self.vfs.getnode(snode + path):
                        node = self.shm.addnode(node, path)
                    snode += path
            return node
Beispiel #2
0
  class __Touch(Script):
    def __init__(self):
      Script.__init__(self, "touch")
      self.vfs = vfs.vfs()
      self.shm = SHM().create()

    def start(self, arg):
      fname = arg["filename"].value()
      if self.touch(fname):
        self.res["result"] = Variant("SHM create file " + fname)
      else:
        self.res["error"] = Variant("Can't find path")

    def touch(self, fname):
      plist = fname.split('/')
      snode = ''
      for path in plist:
        if path != '':
          snode += '/'
          node = self.vfs.getnode(snode)
	  if not self.vfs.getnode(snode  + path):
            node = self.shm.addnode(node, path)
	  snode += path 	
      return node     
Beispiel #3
0
    class __Touch(Script):
        def __init__(self):
            Script.__init__(self, "touch")
            self.vfs = vfs.vfs()
            self.shm = SHM().create()

        def start(self, arg):
            fname = arg["filename"].value()
            if self.touch(fname):
                self.res["result"] = Variant("SHM create file " + fname)
            else:
                self.res["error"] = Variant("Can't find path")

        def touch(self, fname):
            plist = fname.split('/')
            snode = ''
            for path in plist:
                if path != '':
                    snode += '/'
                    node = self.vfs.getnode(snode)
                    if not self.vfs.getnode(snode + path):
                        node = self.shm.addnode(node, path)
                    snode += path
            return node
Beispiel #4
0
 def __init__(self):
     Script.__init__(self, "touch")
     self.vfs = vfs.vfs()
     self.shm = SHM().create()
Beispiel #5
0
def main():
    pygame.init()

    projectile = pygame.image.load('Picture/Projectile.png')
    wave = pygame.image.load('Picture/Wave.png')
    pendulum = pygame.image.load('Picture/SHM.png')
    collision = pygame.image.load('Picture/Collision.png')
    projection = pygame.image.load('Picture/Circular.png')
    title = display_title('PHYSICS SIMULATOR', [0, 255, 255], (366, 60),
                          screen, 54)

    topic1 = display_title('1. Supepostion of Wave', [255, 255, 0], (120, 140),
                           screen, 35)

    topic2 = display_title('2. Simple Pendulum', [255, 255, 0], (120, 185),
                           screen, 35)

    topic3 = display_title('3. Projectile Motion', [255, 255, 0], (120, 230),
                           screen, 35)

    topic4 = display_title('4. Collision', [255, 255, 0], (120, 275), screen,
                           35)

    topic5 = display_title('5. Projection of Particle', [255, 255, 0],
                           (120, 320), screen, 35)

    topic6 = display_title('   in Circular Motion', [255, 255, 0], (120, 365),
                           screen, 35)

    boxes()
    pygame.display.flip()

    while True:
        #screen.fill([47, 52, 64], rect=[705, 145, 460, 410])
        boxes()
        topic6.display()
        topic5.display()
        topic4.display()
        topic3.display()
        topic2.display()
        topic1.display()
        title.display()
        pygame.display.update()
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                sys.exit()
            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_ESCAPE:
                    sys.exit()
            if event.type == pygame.MOUSEMOTION:
                posx, posy = pygame.mouse.get_pos()
                while (110 <= posx <= 680) and (140 <= posy <= 175):
                    screen.fill([91, 96, 95], rect=[705, 145, 460, 410])
                    screen.blit(wave, (710, 150))
                    pygame.display.update()
                    posx, posy = pygame.mouse.get_pos()
                    for sub_event in pygame.event.get():
                        if sub_event.type == pygame.MOUSEBUTTONDOWN:
                            import wave
                            wave.run_wave()
                while (110 <= posx <= 680) and (185 <= posy <= 225):
                    screen.fill([91, 96, 95], rect=[705, 145, 460, 410])
                    screen.blit(pendulum, (710, 150))
                    pygame.display.update()
                    posx, posy = pygame.mouse.get_pos()
                    for sub_event in pygame.event.get():
                        if sub_event.type == pygame.MOUSEBUTTONDOWN:
                            import main
                            main.program()
                while (110 <= posx <= 680) and (230 <= posy <= 270):
                    screen.fill([91, 96, 95], rect=[705, 145, 460, 410])
                    screen.blit(projectile, (710, 150))
                    pygame.display.update()
                    posx, posy = pygame.mouse.get_pos()
                    for sub_event in pygame.event.get():
                        if sub_event.type == pygame.MOUSEBUTTONDOWN:
                            import Projectile
                            Projectile.mainPro()
                while (110 <= posx <= 680) and (275 <= posy <= 315):
                    screen.fill([91, 96, 95], rect=[705, 145, 460, 410])
                    screen.blit(collision, (710, 150))
                    pygame.display.update()
                    posx, posy = pygame.mouse.get_pos()
                    for sub_event in pygame.event.get():
                        if sub_event.type == pygame.MOUSEBUTTONDOWN:
                            import ElasticCollision
                            ElasticCollision.main_program()
                while (110 <= posx <= 680) and (320 <= posy <= 360):
                    screen.fill([91, 96, 95], rect=[705, 145, 460, 410])
                    screen.blit(projection, (710, 150))
                    pygame.display.update()
                    posx, posy = pygame.mouse.get_pos()
                    for sub_event in pygame.event.get():
                        if sub_event.type == pygame.MOUSEBUTTONDOWN:
                            import SHM
                            SHM.run_shm()
Beispiel #6
0
 def __init__(self):
     Script.__init__(self, "touch")
     self.vfs = vfs.vfs()
     self.shm = SHM().create()