def __init__(self): simplepanel.applet.Applet.__init__(self) self.windows = Windows(ICON_SIZE) self.windows.connect('windows_changed', lambda *x: self.draw()) self.connect('click', self.click_cb) self.draw()
class WindowListApplet(simplepanel.applet.Applet): def __init__(self): simplepanel.applet.Applet.__init__(self) self.windows = Windows(ICON_SIZE) self.windows.connect('windows_changed', lambda *x: self.draw()) self.connect('click', self.click_cb) self.draw() def click_cb(self, source, x, y): window = self._get_window_at_coord(x) self.windows.toggle_window(window) def _get_window_at_coord(self, x): position = 0 for window in self.windows.on_current_desktop: if window.icon is not None: position += window.icon.get_width() + PADDING if x < position: return window def render(self, ctx): position = PADDING for window in self.windows.on_current_desktop: icon = window.icon if icon is not None: height = icon.get_height() ctx.set_source_pixbuf(icon, position, (self.allocation[1] - height)/2) ctx.paint() position += icon.get_width() + PADDING def allocate(self, height): width = PADDING for window in self.windows.on_current_desktop: print window.title icon = window.icon if icon is not None: width += icon.get_width() + PADDING self.set_allocation(width, height) return self.get_allocation()
def container(): c = Config() database, websites = c.get_configuration() i = Initialize() browsers, dns_types = i.get_initialization() operation_system = platform.system() if operation_system == "Windows": system = Windows() elif operation_system == "Linux": system = Linux() resolver, recursive = system.get_dns_metadata() return database, websites, browsers, dns_types, resolver, recursive, system
def build_boot_image(node, template, net_template): if node['os'] in [ "centos7.3", "centos7.4", "redhat7.2", "rhvh4.1", "redhat7.5", "centos7.5" ]: return Kickstart.build_boot_image(node, template) if node['os'] in ["esxi6.0", "esxi6.5", "esxi6.7"]: return VMware.build_boot_image(node, template) if node['os'] in ["win2012r2", "win2016"]: return Windows.build_boot_image(node, template, net_template) return 1, "no os is built! for os %s and node {0}".format( node['os'], node['name'])
class MobileShop: iphone = None samsung = None windows = None def __init__(self): self.iphone = IPhone() self.samsung = Samsung() self.windows = Windows() def samsungSale(self): self.samsung.modelName() self.samsung.price() def iphoneSale(self): self.iphone.modelName() self.iphone.price() def windowsSale(self): self.windows.modelName() self.windows.price()
def build_boot_image(node, template, net_template): """ template is the kickstart, answer, preseed file net_template is the network file for windows and the initrd for ubuntu """ if node['os'] in ["centos7.3", "centos7.4", "redhat7.2", "rhvh4.1", "redhat7.5", "centos7.5"]: return Kickstart.build_boot_image(node, template) if node['os'] in ["esxi6.0", "esxi6.5", "esxi6.7"]: return VMware.build_boot_image(node, template) if node['os'] in ["ubuntu18.04"]: return Ubuntu.build_boot_image(node, template, net_template) if node['os'] in ["win2012r2", "win2016"]: return Windows.build_boot_image(node, template, net_template) return 1, "no os is built! for os %s and node {0}".format(node['os'], node['name'])
def detect_vehicle(image, show_heat=False): windows = Windows(image.shape).windows # Uncomment the following line if you extracted training # data from .png images (scaled 0 to 1 by mpimg) and the # image you are searching is a .jpg (scaled 0 to 255) normalized_image = image.astype(np.float32) / 255 hot_windows = search_windows(normalized_image, windows, model["svc"], model["scaler"], color_space=model["color_space"], spatial_size=model["spatial_size"], hist_bins=model["hist_bins"], orient=model["orient"], pix_per_cell=model["pix_per_cell"], cell_per_block=model["cell_per_block"], hog_channel=model["hog_channel"], spatial_feat=model["spatial_feat"], hist_feat=model["hist_feat"], hog_feat=model["hog_feat"]) hot_windows = remove_false_pos(hot_windows) heat = np.zeros_like(image[:, :, 0]).astype(np.float) # Add heat to each box in box list heat = add_heat(heat, hot_windows) # Apply threshold to help remove false positives heat = apply_threshold(heat, 1) # Visualize the heatmap when displaying heatmap = np.clip(heat, 0, 255) # Find final boxes from heatmap using label function labels = label(heatmap) draw_img = draw_labeled_bboxes(image, labels) if show_heat: heatmap = np.clip(heat, 0, 255) return draw_img, heatmap, hot_windows else: return draw_img
def run_game(): pygame.init() #初始化 st = Settings() screen = pygame.display.set_mode(st.setmode) #500*600的屏幕 pygame.display.set_caption('TicTacToe') #标题 image = pygame.image.load('materials/chessboard.bmp') #载入棋盘 chess = Chess() bigchess = BigChess() retract_button = Button(screen, (170, 50, 150, 40), text='Retract') #悔棋按钮 replay_button = Button(screen, (170, 110, 150, 40), text='Replay') #重玩按钮 windows = Windows(screen, 'Replay?', 'Yes', 'No', 150, 200) while True: screen.fill(st.bg_color) #背景色 screen.blit(image, st.top_left_corner) #在棋盘左上角位置绘制棋盘,注意跟棋盘的中心位置有关 f.check_keydown(chess, bigchess, windows, screen, st, retract_button, replay_button) #检测鼠标按动 retract_button.draw_button() #绘制悔棋按钮 replay_button.draw_button() #绘制重玩按钮 f.draw(chess, bigchess, screen, windows, st) #绘制棋子,框等 pygame.display.update() #更新屏幕
images = [ Ubuntu('19.04', 'x86_64'), Ubuntu('19.04', 'arm32v7'), Ubuntu('18.04', 'x86_64'), Ubuntu('18.04', 'arm32v7'), Ubuntu('16.04', 'x86_64'), Ubuntu('16.04', 'arm32v7'), Debian('stretch', 'x86_64'), Debian('stretch', 'arm32v7'), Debian('buster', 'x86_64'), Debian('buster', 'arm32v7'), Fedora('29', 'x86_64'), Fedora('30', 'x86_64'), Fedora('31', 'x86_64'), Windows('x86_64', 'static'), ] travis = Travis(images) def create_images(): for image in images: image.write() print('Dockerfiles generated in images/\n') def filter_images(filters): if not filters: return images
def __init__(self): # *************** основное window *************** self.win_width = settings.WIDTH_WIN # Ширина окна self.win_height = settings.HEIGHT_WIN # Высота окна self.win_display = (self.win_width, self.win_height) # Компановка self.timer = pygame.time.Clock() # Таймер кадров # *************** инициализация объектов *************** self.left = self.right = self.up = self.down = self.space = False self.exit_ = True # флаг для выхода self.windows = Windows() # инициализируем Windows self.TARGET = pygame.USEREVENT self.level1 = Level(settings.LEVEL_1) # Инициализируем level1 self.level1.load_level() self.player = Player( self.level1.ret_A()) # инициализируем Tank по карте self.enemy = Enemy(self.level1.ret_B()) self.platforms = self.level1.ret_tiles() self.end = (self.player.ret_topleft()[0] / 32, self.player.ret_topleft()[1] / 32) self.start = (self.level1.ret_B()[0] / 32, self.level1.ret_B()[1] / 32) # *************** блоки спрайтов *************** self.block_list = pygame.sprite.Group( ) # Это список спрайтов. Каждый блок добавляется в этот список. self.all_sprites_list = pygame.sprite.Group( ) # # Это список каждого спрайта. Все блоки, а также блок игрока. self.bullet_list = pygame.sprite.Group() # тес массив спрайтов пули self.block_list_destruct = pygame.sprite.Group( ) # Массив разрушающихся блоков self.block_list_undestruct = pygame.sprite.Group( ) # Массив неразрушающихся блоков self.block_list.add(self.platforms) self.all_sprites_list.add(self.player, self.enemy) self.walls = [] for block in self.block_list: x, y = block.rect.topleft self.walls.append((x / 32, y / 32)) if block.destructibility: self.block_list_destruct.add(block) else: self.block_list_undestruct.add(block)
class AppGame(): def __init__(self): # *************** основное window *************** self.win_width = settings.WIDTH_WIN # Ширина окна self.win_height = settings.HEIGHT_WIN # Высота окна self.win_display = (self.win_width, self.win_height) # Компановка self.timer = pygame.time.Clock() # Таймер кадров # *************** инициализация объектов *************** self.left = self.right = self.up = self.down = self.space = False self.exit_ = True # флаг для выхода self.windows = Windows() # инициализируем Windows self.TARGET = pygame.USEREVENT self.level1 = Level(settings.LEVEL_1) # Инициализируем level1 self.level1.load_level() self.player = Player( self.level1.ret_A()) # инициализируем Tank по карте self.enemy = Enemy(self.level1.ret_B()) self.platforms = self.level1.ret_tiles() self.end = (self.player.ret_topleft()[0] / 32, self.player.ret_topleft()[1] / 32) self.start = (self.level1.ret_B()[0] / 32, self.level1.ret_B()[1] / 32) # *************** блоки спрайтов *************** self.block_list = pygame.sprite.Group( ) # Это список спрайтов. Каждый блок добавляется в этот список. self.all_sprites_list = pygame.sprite.Group( ) # # Это список каждого спрайта. Все блоки, а также блок игрока. self.bullet_list = pygame.sprite.Group() # тес массив спрайтов пули self.block_list_destruct = pygame.sprite.Group( ) # Массив разрушающихся блоков self.block_list_undestruct = pygame.sprite.Group( ) # Массив неразрушающихся блоков self.block_list.add(self.platforms) self.all_sprites_list.add(self.player, self.enemy) self.walls = [] for block in self.block_list: x, y = block.rect.topleft self.walls.append((x / 32, y / 32)) if block.destructibility: self.block_list_destruct.add(block) else: self.block_list_undestruct.add(block) # *************** инициализируем pygame (получаем screen) *************** def init_window(self): pygame.init() # Инициализация pygame self.screen = pygame.display.set_mode( self.win_display) # Создаем окошко pygame.display.set_caption('Tanks') # название шапки "капчи" set_timer(self.TARGET, 2000) # *************** обработка процессов и действий (обработка нажатий (mouse and keyboard и др.)) def action(self): while self.exit_: self.timer.tick(60) # *************** обработка *************** for itm in pygame.event.get(): if itm.type == pygame.KEYDOWN and itm.key == pygame.K_LEFT: self.left = True if itm.type == pygame.KEYUP and itm.key == pygame.K_LEFT: self.left = False if itm.type == pygame.KEYDOWN and itm.key == pygame.K_RIGHT: self.right = True if itm.type == pygame.KEYUP and itm.key == pygame.K_RIGHT: self.right = False if itm.type == pygame.KEYDOWN and itm.key == pygame.K_UP: self.up = True if itm.type == pygame.KEYUP and itm.key == pygame.K_UP: self.up = False if itm.type == pygame.KEYDOWN and itm.key == pygame.K_DOWN: self.down = True if itm.type == pygame.KEYUP and itm.key == pygame.K_DOWN: self.down = False if itm.type == pygame.KEYDOWN and itm.key == pygame.K_SPACE: self.space = True if itm.type == pygame.KEYUP and itm.key == pygame.K_SPACE: self.shot_bull_game() self.space = False if (itm.type == pygame.QUIT) or (itm.type == pygame.KEYDOWN and itm.key == pygame.K_ESCAPE): sys.exit(0) self.draw_game() self.update_game() # *************** отобрыжение процессов *************** def draw_game(self): self.windows.draw_windows(self.screen) # рисуем окна self.block_list.draw(self.screen) self.bullet_list.draw(self.screen) self.all_sprites_list.draw(self.screen) pygame.display.update() # обновление и вывод всех изменений на экран # *************** player shot *************** def shot_bull_game(self): self.player.shot_bull() self.bullet_list.add(self.player.ret_bull()) # *************** destroy bullet *************** def destroy_bull_game(self): # print ('start', len(self.block_list)) pygame.sprite.groupcollide(self.block_list_destruct, self.bullet_list, True, True) pygame.sprite.groupcollide(self.block_list_undestruct, self.bullet_list, False, True) self.player.del_bull() # проверка выхода пули за экран и удаление # *************** update *************** def update_game(self): self.player.tank_update(self.left, self.right, self.up, self.down, self.space, self.block_list) # self.enemy.enemy_move(self.path) self.destroy_bull_game() self.player.bull_move() # *************** удаление данных (destroy data here) *************** def end_pygame(): pygame.quit() # *************** ЗАПУСК ИГРЫ *************** def play_game(self): self.init_window() self.action() self.end_pygame()
def configure(vee): from modes import Modes from windows import Windows Modes.attach(vee) Windows.attach(vee)
def parse_commands(byte_msg): if '/' not in str(byte_msg): message = b"[msg]=" + byte_msg out_message_queue.put(message) if '/quit' in str(byte_msg): print('Bye.') exit(1) def get_input(): while True: h, w = windows.text_window.getmaxyx() try: new_msg = windows.text_window.getstr(h - 2, w - w + 3, 90) parse_commands(new_msg) windows.refresh_text_window() except KeyboardInterrupt: print('Bye.') exit(1) if __name__ == "__main__": windows = Windows(curses.initscr()) # draw curses windows refresh_chat_window() # spawn a thread to keep chat window updated connect_socket('127.0.0.1', 5000) # spawn two thread connections, one sender, one receiver get_input() # loop waiting for user input
def map_i_to_up(): print("Hello?") Windows.unlock_keyboard() Windows.press_key("up") Windows.release_key("up") Windows.lock_keyboard()
from ingredient import Ingredient from food import Food from foodlist import FoodList from ingredientlist import IngredientList from windows import Windows import pickle import easygui as ui import tkinter as tk food_list = FoodList() ingredient_list = IngredientList() # Step 1: Load the food list food_list.load_food( ) # In case there is no food list, an empty list gets loaded ingredient_list.load_ingredients() windows = Windows(food_list, ingredient_list) # Step 2: Starting the main loop and showing the options to the user win = windows.window win.mainloop()
def __init__(self): self.iphone = IPhone() self.samsung = Samsung() self.windows = Windows()