def populate_list_pending(self): self.pending_assignments = fio.load('assignments') self.past_assignments = fio.load('completed_assignments') for item in self.pending_assignments: item.update_time_till_due() sorted_data = sort_assignments(self.pending_assignments) self.populate_list(sorted_data)
def test_loads(self): file_io.save('temp.npy', self.Mat) Loaded = file_io.load('temp.npy') self.assertTrue(isinstance(Loaded, sp.ndarray)) self.assertTrue(isinstance(Loaded, info_header.InfoArray)) self.assertTrue(sp.allclose(Loaded, self.Mat)) self.assertEqual(Loaded.info['a'], self.Mat.info['a']) self.assertEqual(Loaded.info['b'], self.Mat.info['b']) self.assertAlmostEqual(Loaded.info['c'], self.Mat.info['c'])
def test_to_from_file(self): """Test that vects and mats can be written to and from file and have all thier properties preserved.""" # For vectors. file_io.save('temp.npy', self.vect) new_vect = vector.vect_array(file_io.load('temp.npy')) self.assertTrue(sp.allclose(self.vect, new_vect)) self.assertEqual(self.vect.axes, new_vect.axes) # For matricies. file_io.save('temp.npy', self.mat) new_mat = matrix.mat_array(file_io.load('temp.npy')) self.assertTrue(sp.allclose(self.mat, new_mat)) self.assertEqual(self.mat.axes, new_mat.axes) # Messing with stuf should raise exceptions. new_mat = file_io.load('temp.npy') new_mat.info['cols'] = (0, 3) self.assertRaises(ValueError, matrix.mat_array, new_mat) # Clean up os.remove('temp.npy') os.remove('temp.npy.meta')
def test_memmap_write(self): marray = file_io.open_memmap('temp.npy', mode="w+", shape=self.Mat.shape, dtype=self.Mat.dtype, ) marray[:] = self.Mat[:] marray.info = self.Mat.info del marray marray = None Loaded = file_io.load('temp.npy') self.assertTrue(isinstance(Loaded, sp.ndarray)) self.assertTrue(isinstance(Loaded, info_header.InfoArray)) self.assertTrue(sp.allclose(Loaded, self.Mat)) self.assertEqual(Loaded.info['a'], self.Mat.info['a'])
def test_memmap_write(self): marray = file_io.open_memmap( 'temp.npy', mode="w+", shape=self.Mat.shape, dtype=self.Mat.dtype, ) marray[:] = self.Mat[:] marray.info = self.Mat.info del marray marray = None Loaded = file_io.load('temp.npy') self.assertTrue(isinstance(Loaded, sp.ndarray)) self.assertTrue(isinstance(Loaded, info_header.InfoArray)) self.assertTrue(sp.allclose(Loaded, self.Mat)) self.assertEqual(Loaded.info['a'], self.Mat.info['a'])
def main_loop(): balance_sheet = file_io.load_balance('balance_sheet.csv') player = file_io.load(chosenplayer) #print (player) init = player[0] building_list = player[1] UIDlist = player[2] money, pollution, trash = init # print(init) #print(building_list) #print(UIDlist) frame = 0 crashed = False gameDisplay.fill(white) while not crashed: for event in pygame.event.get(): if event.type == pygame.QUIT: crashed = True # print(event) button("Build", 150, 472, 100, 50, red, bright_red, quitgame) #button("Upgrade", 250, 472, 100, 50, red, bright_red, quitgame) value_bar(524, 460, 100, 20, money, 800, green, black, white, border_thickness=1) value_bar(524, 490, 100, 20, pollution, 800, green, black, white, border_thickness=1) value_bar(644, 460, 100, 20, trash, 800, green, black, white, border_thickness=1) drawMap(1) frame = frame + 1 if frame == 60: # Clock divider because threading is hard money, pollution, trash = kernel.simulate( UIDlist, building_list, balance_sheet, money, pollution, trash) if money <= 0 or pollution >= 100 or trash >= 100: print("Game over") break #print('Money is: '+str(money)) # print('Pollution is: '+ str(pollution)). #print('Trash is: '+ str(trash)) frame = 0 # print(secondframe) # bar(150, 200, 100, 20, green,black,white,3, frame,'100/100') #print(frame) pygame.display.update() clock.tick(60)
def test_memmap_write_view(self): marray = file_io.open_memmap('temp.npy', mode="w+", shape=self.Mat.shape, dtype=self.Mat.dtype, ) # Work with a higher level view, make sure se can deal with it. # This is testing a bug I had earlier where base data's were # overwriting the meta data of higher level objects. inf = marray.info marray = marray.view(info_header.InfoMemmap) inf2 = marray.info marray[:] = self.Mat[:] marray.info.update(self.Mat.info) del marray marray = None Loaded = file_io.load('temp.npy') self.assertTrue(isinstance(Loaded, sp.ndarray)) self.assertTrue(isinstance(Loaded, info_header.InfoArray)) self.assertTrue(sp.allclose(Loaded, self.Mat)) self.assertEqual(Loaded.info['a'], self.Mat.info['a'])
def test_memmap_write_view(self): marray = file_io.open_memmap( 'temp.npy', mode="w+", shape=self.Mat.shape, dtype=self.Mat.dtype, ) # Work with a higher level view, make sure se can deal with it. # This is testing a bug I had earlier where base data's were # overwriting the meta data of higher level objects. inf = marray.info marray = marray.view(info_header.InfoMemmap) inf2 = marray.info marray[:] = self.Mat[:] marray.info.update(self.Mat.info) del marray marray = None Loaded = file_io.load('temp.npy') self.assertTrue(isinstance(Loaded, sp.ndarray)) self.assertTrue(isinstance(Loaded, info_header.InfoArray)) self.assertTrue(sp.allclose(Loaded, self.Mat)) self.assertEqual(Loaded.info['a'], self.Mat.info['a'])
def main_loop(): balance_sheet = file_io.load_balance('balance_sheet.csv') player = file_io.load(chosenplayer) #print (player) init = player[0] building_list = player[1] UIDlist = player[2] money, pollution, trash = init # print(init) #print(building_list) #print(UIDlist) frame = 0 crashed = False gameDisplay.fill(white) while not crashed: for event in pygame.event.get(): if event.type == pygame.QUIT: crashed = True # print(event) button("Build", 150, 472, 100, 50, red, bright_red, quitgame) #button("Upgrade", 250, 472, 100, 50, red, bright_red, quitgame) value_bar(524, 460, 100, 20, money, 800, green, black, white, border_thickness=1) value_bar(524, 490, 100, 20, pollution, 800, green, black, white, border_thickness=1) value_bar(644, 460, 100, 20, trash, 800, green, black, white, border_thickness=1) drawMap(1) frame = frame + 1 if frame == 60: # Clock divider because threading is hard money, pollution, trash = kernel.simulate(UIDlist, building_list, balance_sheet, money, pollution, trash) if money <= 0 or pollution >= 100 or trash >= 100: print("Game over") break #print('Money is: '+str(money)) # print('Pollution is: '+ str(pollution)). #print('Trash is: '+ str(trash)) frame = 0 # print(secondframe) # bar(150, 200, 100, 20, green,black,white,3, frame,'100/100') #print(frame) pygame.display.update() clock.tick(60)
building_add = [] UIDlist = [] money = 10 pollution = 0 trash = 0 init = 0 asdf = 0 chosenplayer = "asdf" # load balance sheet balance_sheet = file_io.load_balance("balance_sheet.csv") # load savefilev for testing player = file_io.load(chosenplayer) print(player) init = player[0] building_list = player[1] UIDlist = player[2] money, pollution, trash = init # print(init) # print(building_list) # print(UIDlist)d # test buildingctl.addbuilding - Add building player = buildingctl.addbuilding(player, balance_sheet, "power_plant", 1, 2) print(player) # UIDlist,building_list,money = building_add
building_add = [] UIDlist = [] money = 10 pollution = 0 trash = 0 init = 0 asdf = 0 chosenplayer = 'asdf' #load balance sheet balance_sheet = file_io.load_balance('balance_sheet.csv') #load savefilev for testing player = file_io.load(chosenplayer) print(player) init = player[0] building_list = player[1] UIDlist = player[2] money, pollution, trash = init #print(init) #print(building_list) #print(UIDlist)d #test buildingctl.addbuilding - Add building player = buildingctl.addbuilding(player, balance_sheet, 'power_plant', 1, 2) print(player) #UIDlist,building_list,money = building_add
def load_data(self): return fio.load("assignments")