def get_top_words(wc, train_sample_size, top_num = 10): top_words = {} for word in wc: if not word in stopwords.words(): for decade in wc[word]: p = P2.p_x_given_y(wc, word, decade, train_sample_size) p_min = 1 for n_decade in wc[word]: if not n_decade == decade: p_min = min(P2.p_x_given_y(wc, word, n_decade, train_sample_size), p_min) ratio = p/p_min # ratio = wc[word][decade]/min(wc[word].values()) if decade in top_words: w = top_words[decade] if len(w) < top_num: top_words[decade][word] = ratio else: mw = min(w, key=w.get) if ratio > w[mw]: del top_words[decade][mw] top_words[decade][word] = ratio else: top_words[decade] = {} top_words[decade][word] = wc[word][decade] return top_words
def main(): print( "1. View total votes in the U.S. for every election year from 2000 to 2016." ) print( "2. Compares the number of votes and percentages for Republicans and Democrats for any state from 2000-2016" ) print( "3. View the top 5 Republican states in either the 2012 or 2016 elections" ) print( "4. View the top 5 Democrat states in either the 2012 or 2016 elections" ) print("5. View Florida's Republican votes from 1976-2016") print("6. View Florida's Democrat votes from 1976-2016") print( "7. View a color-coded map of the 2016 U.S. Presidential Election results" ) print("8. View third party votes in the U.S. from 1976-2016") choice = int(input("Choose one option (ex: 1) ")) if choice == 1: print(P1.total_votes()) P1.total_votes_map() elif choice == 2: state_input = input("Type in a state (ex: District of Columbia) ") print(P2.compare_votes(state_input)) P2.compare_votes_map(state_input) elif choice == 3: year = int( input("Choose an election year. Type in either 2012 or 2016: ")) if year == 2012: print(P3.rep_states2012()) P3.rep_states_2012_plot() elif year == 2016: print(P3.rep_states2016()) P3.rep_states_2016_plot() elif choice == 4: year = int( input("Choose an election year. Type in either 2012 or 2016: ")) if year == 2012: print(P3.dem_states2012()) P3.dem_states_2012_plot() elif year == 2016: print(P3.dem_states2016()) P3.dem_states_2016_plot() elif choice == 5: print(P4.fl_repvotes()) P4.florida_rep_votes_plot() elif choice == 6: print(P4.fl_demvotes()) P4.florida_dem_votes_plot() elif choice == 7: print(P6.us_map_2016()) elif choice == 8: print(P7.total_non_rd()) P7.total_non_rd_map() else: main()
def main(): #water jug problem print("Water jug problem:") water_jug = P1.WaterJug((0, 0), (2, 0)) t1 = time.time() print(breadth_first_tree_search(water_jug).solution()) t2 = time.time() exe_time = t2 - t1 print("Realizat in : %.8f secunde folosind breadth_first_tree_search" % exe_time) print("Rezultat: ", breadth_first_tree_search(water_jug).state) #15 puzzle problem print("\n\n15 Puzzle problem:") puzzle_15 = P2.Puzzle15( (5, 1, 7, 3, 9, 2, 11, 4, 13, 6, 15, 8, 0, 10, 14, 12), (1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 0)) puzzle_15_mis_dist = P2.Puzzle15MisDist( (5, 1, 7, 3, 9, 2, 11, 4, 13, 6, 15, 8, 0, 10, 14, 12), (1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 0)) puzzle_15_mis_col_row = P2.Puzzle15MisColRow( (5, 1, 7, 3, 9, 2, 11, 4, 13, 6, 15, 8, 0, 10, 14, 12), (1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 0)) print("\nInitial : ", puzzle_15_mis_dist.initial) t1 = time.time() print(astar_search(puzzle_15_mis_dist).solution()) t2 = time.time() exe_time = t2 - t1 print( "Realizat in : %.8f secunde folosind A* cu heuristica care calculeaza suma elementelor misplaced si distanta dintre acestea" % exe_time) print("Rezultat : ", astar_search(puzzle_15_mis_dist).state) print("\nInitial : ", puzzle_15_mis_col_row.initial) t1 = time.time() print(astar_search(puzzle_15_mis_col_row).solution()) t2 = time.time() exe_time = t2 - t1 print( "Realizat in : %.8f secunde folosind A* cu heuristica care calculeaza suma elementelor misplaced de pe fiecare coloana si linie" % exe_time) print("Rezultat : ", astar_search(puzzle_15_mis_col_row).state) print("\nInitial : ", puzzle_15.initial) t1 = time.time() print(astar_search(puzzle_15).solution()) t2 = time.time() exe_time = t2 - t1 print("Realizat in : %.8f secunde folosind A* cu heuristica initiala" % exe_time) print("Rezultat : ", astar_search(puzzle_15).state)
def checkers(): t, wn, board = setupBoard() gameName = input( "Press enter to start a new game, otherwise, type in the name of an old game => " ) if gameName != "": currentPlayer, opposingPlayer, currentPlayerTokens, opposingPlayerTokens, forwardRowInc = oldGame( t, wn, board, gameName) else: currentPlayer, opposingPlayer, currentPlayerTokens, opposingPlayerTokens, forwardRowInc = newGame( t, wn, board) if currentPlayer == "red": move = P2.getValidPlayerAction(currentPlayer, currentPlayerTokens, opposingPlayerTokens, board, forwardRowInc) else: move = P1.getValidPlayerAction(currentPlayer, currentPlayerTokens, opposingPlayerTokens, board, forwardRowInc) while move != "QUIT" and not win(board)[0]: while len(move) >= 5: move, fromRow, fromCol, toRow, toCol = parseValidMove(move) if board[fromRow][fromCol] in ['R', 'B']: isKing = True else: isKing = False removeChecker(t, wn, fromRow, fromCol, board) drawChecker(t, wn, toRow, toCol, currentPlayer, "gray", board, isKing) if abs(fromRow - toRow) > 1: #Jump is occuring removeChecker(t, wn, (fromRow + toRow) // 2, (fromCol + toCol) // 2, board) currentPlayer, currentPlayerTokens, opposingPlayer, opposingPlayerTokens, forwardRowInc = switchPlayer( currentPlayer) if currentPlayer == "red": move = P2.getValidPlayerAction(currentPlayer, currentPlayerTokens, opposingPlayerTokens, board, forwardRowInc) else: move = P1.getValidPlayerAction(currentPlayer, currentPlayerTokens, opposingPlayerTokens, board, forwardRowInc) if move == "QUIT": saveGame(board, currentPlayer)
def checkers(CB, bob, PlayerB, PlayerR, Bwin, Rwin, totalPlayed): #junk=input("Hey hey hey") imp.reload(P1) imp.reload(P2) player = readCheckerFile(CB) print(player, "goes first") SIZE = 60 if VISIBLE: fillCheckerBoard(bob, SIZE, CB) labelGameStats(bob, SIZE, PlayerB, PlayerR, Bwin, Rwin, totalPlayed) move = '' numChecks = [0, 0, 0] while move != 'exit' and not win(CB, numChecks)[0]: possibles = getPossibles(CB, player) if player == "red": oppPlayer = "black" move = P2.automatedMove(CB, player) else: oppPlayer = "red" move = P1.automatedMove(CB, player) countBadMoves = 1 #Until a valid move or exceeds allowed number of bad move trys while ((move != "exit") and (not (validMove(CB, move, player)))) and (countBadMoves != 3): countBadMoves += 1 if player == "red": oppPlayer = "black" move = P2.automatedMove(CB, player) else: oppPlayer = "red" move = P1.automatedMove(CB, player) #terminate due to bad moves or exit entered (and save state) if countBadMoves == 3 or move == "exit": if countBadMoves == 3: print("Game terminated because player ", player, " refused to make a valid move!") else: writeGameState(CB, player) return oppPlayer #All good - make move! makeMove(bob, CB, move, player, SIZE, possibles) #showBoard(CB) player = switchPlayers(player) return win(CB, numChecks)[1]
def get(self): # get should remove and return the root element of the heap (heappop) # raise an IndexError if called on an empty priority queue if len(self) > 0: minheap = P2.MinHeap(self.elements) min_elem = minheap.heappop() return (min_elem) else: raise IndexError( 'Queue is empty, cannot perform get on an empty queue.')
def put(self, val): # put should push the element to the heap (heappush) # raise an IndexError if called after max_size is reached. Nothing should be returned if len(self) < self.max_size: minheap = P2.MinHeap(self.elements) minheap.heappush(val) else: raise IndexError( 'Queue is already at maximum length, cannot put another element.' )
def peek(self): # peek should return the smallest value in the queue. # raise an IndexError if called on an empty priority queue if len(self) > 0: minheap = P2.MinHeap(self.elements) min_elem = minheap.heappop() minheap.heappush(min_elem) return (min_elem) else: raise IndexError( 'Queue is empty, cannot perform peek from an empty queue.')
class main: rows = 8 columns = 7 planeloc = [[0 for x in range(columns)] for y in range(rows)] planeloc[0][0] = 'X' planeloc[0][2] = 'Y' planeloc[3][6] = 'Z' bufferA = [[0 for x in range(columns)] for y in range(rows)] bufferA[0][0] = 'X' bufferA[0][2] = 'Y' bufferA[3][6] = 'Z' bufferB = [[0 for x in range(columns)] for y in range(rows)] bufferC = [[0 for x in range(3)] for y in range(3)] bufferD = [[0 for x in range(3)] for y in range(3)] bufferC[0][0] = 'X' bufferC[0][1] = 'Y' bufferC[0][2] = 'Z' bufferD[0][0] = 'X' bufferD[0][1] = 'Y' bufferD[0][2] = 'Z' # print (bufferA) plane_X = planeX.planeX(0, 0) plane_Y = planeY.planeY(0, 2) plane_Z = planeZ.planeZ(3, 6) p1 = P1.P1(0, plane_X, plane_Y, plane_Z, bufferA, bufferB) p2 = P2.P2(0, bufferC, bufferD) p3 = P3.P3(bufferC, bufferD) for i in range(0, 20): print("") # print("") # print("") # print("TIME ", i+1) # print("") time.sleep(1) #Process 1 work p1.proc1(i, plane_X, plane_Y, plane_Z, bufferA, bufferB) #Process 2 Work if i % 2 is 0: p2.proc2AC(i, bufferA, bufferC) else: p2.proc2BD(i, bufferB, bufferD) #Process 3 Work if i % 2 is 0: p3.checkC(i, bufferC) else: p3.checkD(i, bufferD)
def main(): # ----------------------------------- Water Jug Problem -------------------------------------- # water_jug_prob = P1.WaterJugProblem((0, 0), (2, 0), (4, 3)) t0 = time.time() src1 = search.breadth_first_tree_search(water_jug_prob) t1 = time.time() src2 = search.astar_search(water_jug_prob) dt2 = time.time() - t1 dt1 = t1 - t0 print(src1.solution()) print(src2.solution()) print( "Uninformed search time: {0:.4f} seconds\nInformed search time: {1:.4f} seconds" .format(dt1, dt2)) # -------------------------------------------------------------------------------------------- # # ----------------------------------- N-Puzzle Problem: -------------------------------------- # puzzle_prob = P2.NPuzzleProblem((5, 1, 2, 4, 7, 6, 3, 8, 9, 14, 10, 12, 13, 0, 11, 15), \ (1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 0), 4) t0 = time.time() src1 = search.astar_search(puzzle_prob, puzzle_prob.h1) t1 = time.time() src2 = search.astar_search(puzzle_prob, puzzle_prob.h2) dt2 = time.time() - t1 dt1 = t1 - t0 print(src1.solution()) print(src2.solution()) print( "Heuristic 1 search time: {0:.4f} seconds\nHeuristic 2 search time: {1:.4f} seconds" .format(dt1, dt2))
def main(): polinomios = [] while True: print("a. Agregar términos a un polinomio") print("b. Imprimir el polinomio generado hasta el momento") print("c. Imprimir la integral del polinomio generado hasta el momento") print("d. Evaluar la expresión para un valor específico de x") print("e. Salir del menú") opcion = input("Digite opcion: ").lower().strip() if opcion == 'a': a = float(input("Digite a: ")) n = float(input("Digite n: ")) t = (a, n) polinomios.append(t) elif opcion == 'b': print(P3.conv_str(polinomios)) elif opcion == 'c': print(P3.conv_str(P2.integra_polinomio(polinomios))) elif opcion == 'd': x = float(input("Digite x: ")) print(evalua_pol(polinomios, x)) elif opcion == 'e': break
def mandelbrot_wrapper(row, col): x = col/(num_pixels/4.) - 2. y = row/(num_pixels/4.) - 2. return ((row, col), P2.mandelbrot(x, y)) mandelbrot_rdd = indices.map(lambda a: mandelbrot_wrapper(*a)) # Now collect the data & plot mandelbrot_result = mandelbrot_rdd.collect() plt.grid(False) # I slightly redefined the draw image function as the original # implementation annoyed me...I did not want to collect in a draw function! P2.draw_image(data=mandelbrot_result) plt.savefig('P2a_mandelbrot.png', dpi=200, bbox_inches='tight') plt.clf() # Now create the histogram...I recognize that mandelbrot is computed twice # but it is for my sanity summed_rdd = P2.sum_values_for_partitions(mandelbrot_rdd) summed_result = summed_rdd.collect() plt.hist(summed_result, bins=np.logspace(3, 8, 20)) sns.rugplot(summed_result, color='red') plt.gca().set_xscale('log') plt.xlabel('Total Number of Iterations on Partition') plt.ylabel('Partition Count')
def mandelbrot_wrapper(row, col): x = col / (num_pixels / 4.) - 2. y = row / (num_pixels / 4.) - 2. return ((row, col), P2.mandelbrot(x, y))
def mandelbrot_wrapper(row, col): x = col / (num_pixels / 4.) - 2. y = row / (num_pixels / 4.) - 2. return ((row, col), P2.mandelbrot(x, y)) mandelbrot_rdd = indices.map(lambda a: mandelbrot_wrapper(*a)) # Now collect the data & plot mandelbrot_result = mandelbrot_rdd.collect() plt.grid(False) # I slightly redefined the draw image function as the original # implementation annoyed me...I did not want to collect in a draw function! P2.draw_image(data=mandelbrot_result) plt.savefig('P2a_mandelbrot.png', dpi=200, bbox_inches='tight') plt.clf() # Now create the histogram...I recognize that mandelbrot is computed twice # but it is for my sanity summed_rdd = P2.sum_values_for_partitions(mandelbrot_rdd) summed_result = summed_rdd.collect() plt.hist(summed_result, bins=np.logspace(3, 8, 20)) sns.rugplot(summed_result, color='red') plt.gca().set_xscale('log') plt.xlabel('Total Number of Iterations on Partition') plt.ylabel('Partition Count')
def Openclick2(self): P2.p2()
def run(self): """ @summary: The main function of this app, the driver for the whole game """ #setup our stat counters stat1 = {} stat2 = {} stats = [stat1, stat2] #load bot 1 ticks = time.time() p1 = P1() elapsed = time.time() - ticks stats[0]['Bot Loading Time'] = elapsed stats[0]['Number of Wins'] = 0 stats[0]['Game Fails'] = 0 stats[0]['Number of Draws'] = 0 stats[0]['Player'] = p1 stats[0]['Average Move Time'] = None stats[0]['Best Move Time'] = None stats[0]['Worst Move Time'] = None #load bot 2 ticks = time.time() p2 = P2() elapsed = time.time() - ticks stats[1]['Bot Loading Time'] = elapsed stats[1]['Number of Wins'] = 0 stats[1]['Game Fails'] = 0 stats[1]['Number of Draws'] = 0 stats[1]['Player'] = p2 stats[1]['Average Move Time'] = None stats[1]['Best Move Time'] = None stats[1]['Worst Move Time'] = None #main runs start here thisRound = 1 timeToRunInWarnings = 0 totalGameTime = time.time() for i in range(self.numberOfGames): #check that the whole process isn't taking too long if time.time() - totalGameTime > self.startWarnings: if timeToRunInWarnings == 0: timeToRunInWarnings = i if i % timeToRunInWarnings == 0: secs = int((self.numberOfGames - i) / float( (timeToRunInWarnings / float(self.startWarnings)))) hours, minutes, seconds = self.convertTime(secs) print "Taking a while.... %i games have been calculated so far" % ( i) if secs > self.maxGameTime: ch, cm, cs = self.convertTime(self.maxGameTime - (time.time() - totalGameTime)) print "At this rate it would take a further %ih:%im:%is to finish. We will be cut off in %ih:%im:%is\n" % ( hours, minutes, seconds, ch, cm, cs) else: print "At this rate it will take a further %ih:%im:%is to finish\n" % ( hours, minutes, seconds) if time.time() - totalGameTime > self.maxGameTime: print "Too long, game %i is the last to be calculated\n" % (i) break #setup the board and player markers p1Map = thisRound board = [[0, 0, 0], [0, 0, 0], [0, 0, 0]] #switch the round for the next game thisRound = self.switchPlayer(thisRound) #setup this games variables running = True winner = 0 failed = False #randomly place the first piece board[randint(0, 2)][randint(0, 2)] = p1Map #switch player p1Map = self.switchPlayer(p1Map) while (running): #if there are no more moves, crash out if self.boardFull(board): running = False else: #time the players move ticks = time.time() move = stats[p1Map - 1]['Player'].move(board) elapsed = time.time() - ticks #save the players timings if not stats[p1Map - 1]['Average Move Time']: stats[p1Map - 1]['Average Move Time'] = elapsed else: stats[p1Map - 1]['Average Move Time'] = ( stats[p1Map - 1]['Average Move Time'] + elapsed) / float(2) #Best move Time if not stats[p1Map - 1]['Best Move Time']: stats[p1Map - 1]['Best Move Time'] = elapsed elif stats[p1Map - 1]['Best Move Time'] > elapsed: stats[p1Map - 1]['Best Move Time'] = elapsed #Worst move Time if not stats[p1Map - 1]['Worst Move Time']: stats[p1Map - 1]['Worst Move Time'] = elapsed elif stats[p1Map - 1]['Worst Move Time'] < elapsed: stats[p1Map - 1]['Worst Move Time'] = elapsed #see if the player took too long if elapsed > self.gameFailThreshold: stats[p1Map - 1]['Game Fails'] += 1 stats[self.switchPlayer(p1Map) - 1]['Number of Wins'] += 1 running = False failed = True #check the move and if its valid, enter it into the board, otherwise chalk up a fail to the player if self.validateMove(move, board): board[move[1]][move[0]] = p1Map else: #game over player forfeits stats[p1Map - 1]['Game Fails'] += 1 running = False #check for winner winner = self.findWinner(board) if not winner == 0: #someone won! running = False #switch player for next move p1Map = self.switchPlayer(p1Map) #game over, add up stats if not winner == 0: stats[winner - 1]['Number of Wins'] += 1 elif failed: failed = False else: for stat in stats: stat['Number of Draws'] += 1 #print the game results self.printStatsToConsole(stats)
def setZero(): OpenCaseV1.caseId = 0 test() P2.HOAX() menuV1.Homepage.set_Opencase_True(self)
def test_a(self): polinomio = [(1, 1), (8, 4), (8.8, 3)] resultado = [(0.5, 2), (1.6, 5), (2.2, 4)] self.assertEqual(resultado, P2.integra_polinomio(polinomio))
class main: rows = 8 columns = 7 bufferA = [[0 for x in range(7)] for y in range(8)] # Coordinates for X Y Z randomly generated x_xCoor = random.randint(0, rows - 1) x_yCoor = random.randint(0, columns - 1) y_xCoor = random.randint(0, rows - 1) y_yCoor = random.randint(0, columns - 1) z_xCoor = random.randint(0, rows - 1) z_yCoor = random.randint(0, columns - 1) # generate coordinates again if same coordinates if ((x_xCoor == y_xCoor or x_xCoor == z_xCoor or y_xCoor == z_xCoor) and (x_yCoor == y_yCoor or x_yCoor == z_yCoor or y_xCoor == z_xCoor)): x_xCoor = random.randint(0, rows - 1) x_yCoor = random.randint(0, columns - 1) y_xCoor = random.randint(0, rows - 1) y_yCoor = random.randint(0, columns - 1) z_xCoor = random.randint(0, rows - 1) z_yCoor = random.randint(0, columns - 1) bufferA[x_xCoor][x_yCoor] = 'X' bufferA[y_xCoor][y_yCoor] = 'Y' bufferA[z_xCoor][z_yCoor] = 'Z' bufferB = [[0 for x in range(7)] for y in range(8)] bufferC = [[0 for x in range(3)] for y in range(3)] bufferD = [[0 for x in range(3)] for y in range(3)] bufferC[0][0] = 'X' bufferC[0][1] = 'Y' bufferC[0][2] = 'Z' bufferD[0][0] = 'X' bufferD[0][1] = 'Y' bufferD[0][2] = 'Z' time_interval = 1 iterations = 20 semA = threading.Semaphore() semB = threading.Semaphore() semC = threading.Semaphore() semD = threading.Semaphore() plane_X = planeX.planeX(x_xCoor, x_yCoor) plane_Y = planeY.planeY(y_xCoor, y_yCoor) plane_Z = planeZ.planeZ(z_xCoor, z_yCoor) p1 = P1.P1(0, plane_X, plane_Y, plane_Z, bufferA, bufferB, semA, semB) p2 = P2.P2(0, bufferC, bufferD, semA, semB, semC, semD) p3 = P3.P3(bufferC, bufferD, plane_X, plane_Y, plane_Z, z_xCoor, y_yCoor) #thread class declarations i = 0 t1 = threading.Thread(target=p1.proc1, args=(i, plane_X, plane_Y, plane_Z, bufferA, bufferB, semA, semB, semC, semD, time_interval, iterations)) t2 = threading.Thread(target=p2.proc, args=(i, bufferA, bufferB, bufferC, bufferD, semA, semB, semC, semD, time_interval, iterations)) t3 = threading.Thread(target=p3.check, args=(i, bufferC, bufferD, semC, semD, plane_X, plane_Y, plane_Z, semA, semB, time_interval, iterations)) t1.start() t2.start() t3.start()
def mandelbrot_wrapper(row, col): x = col/(num_pixels/4.) - 2. y = row/(num_pixels/4.) - 2. return ((row, col), P2.mandelbrot(x, y))
def run(self): menu = 0 running = True screen = self.screen hvbOpponent = None opponents = {} p1 = P1() p2 = P2() opponents[p1.name] = p1 opponents[p2.name] = p2 scores = [0, 0] # QUIT none # ACTIVEEVENT gain, state # KEYDOWN unicode, key, mod # KEYUP key, mod # MOUSEMOTION pos, rel, buttons # MOUSEBUTTONUP pos, button # MOUSEBUTTONDOWN pos, button # JOYAXISMOTION joy, axis, value # JOYBALLMOTION joy, ball, rel # JOYHATMOTION joy, hat, value # JOYBUTTONUP joy, button # JOYBUTTONDOWN joy, button # VIDEORESIZE size, w, h # VIDEOEXPOSE none # USEREVENT code while running: menuActive = True if menu == 0: #draw the main menu screen.fill((0, 0, 0)) rects = {} rects['heading'] = pygame.Rect(120, 120, 560, 140) rects['hvh'] = pygame.Rect(120, 280, 560, 120) rects['hvb'] = pygame.Rect(120, 420, 560, 120) rects['bvb'] = pygame.Rect(120, 560, 560, 120) rects['quit'] = pygame.Rect(500, 720, 280, 60) screen.fill((0, 0, 255), (100, 100, 600, 600)) screen.fill((127, 127, 127), rects['heading']) screen.fill((127, 127, 127), rects['hvh']) screen.fill((127, 127, 127), rects['hvb']) screen.fill((127, 127, 127), rects['bvb']) screen.fill((0, 0, 255), (rects['quit'][0] - 3, rects['quit'][1] - 3, rects['quit'][2] + 6, rects['quit'][3] + 6)) screen.fill((127, 127, 127), rects['quit']) self.write(rects['quit'], 'quit', (200, 200, 200), 75) self.write(rects['heading'], "Game Mode", (255, 255, 0), 100) self.write(rects['hvh'], "Human Vs Human", (255, 0, 0), 65) self.write(rects['hvb'], "Human Vs Bot", (255, 0, 0), 65) self.write(rects['bvb'], "Bot Vs Bot", (255, 0, 0), 65) pygame.display.flip() selected = False while menuActive: #assess mouse clicks n shit for event in pygame.event.get(): if event.type == pygame.QUIT: running = False menu = 0 menuActive = False #capture mouse clicks if event.type == pygame.MOUSEBUTTONDOWN: for key in rects.keys(): if rects[key].collidepoint(event.pos): selected = key #capture key strokes if event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE: running = False menuActive = False menu = 0 #logic for menu from the button clicks if selected: if not selected == "heading": menuActive = False if selected == "hvh": menu = 1 if selected == "hvb": menu = 2 if selected == "bvb": menu = 4 if selected == "quit": menu = 0 running = False menuActive = False menuActive = True if menu == 1: scores = [0, 0] #draw the human vs human menu and play accordingly #draw the main screen board = [[0, 0, 0], [0, 0, 0], [0, 0, 0]] screen.fill((0, 0, 0)) rects = {} rects['1'] = pygame.Rect(103, 501, 196, 196) rects['2'] = pygame.Rect(302, 501, 196, 196) rects['3'] = pygame.Rect(501, 501, 196, 196) rects['4'] = pygame.Rect(103, 302, 196, 196) rects['5'] = pygame.Rect(302, 302, 196, 196) rects['6'] = pygame.Rect(501, 302, 196, 196) rects['7'] = pygame.Rect(103, 103, 196, 196) rects['8'] = pygame.Rect(302, 103, 196, 196) rects['9'] = pygame.Rect(501, 103, 196, 196) rects['quit'] = pygame.Rect(500, 720, 280, 60) screen.fill((0, 0, 255), (100, 100, 600, 600)) for key in rects.keys(): if key == "quit": screen.fill((0, 0, 255), (rects[key][0] - 3, rects[key][1] - 3, rects[key][2] + 6, rects[key][3] + 6)) screen.fill((127, 127, 127), rects[key]) self.write(rects[key], key, (200, 200, 200), 75) else: screen.fill((127, 127, 127), rects[key]) self.write(rects[key], key, (200, 200, 200), 100) #draw the player names self.drawPlayers(0) self.drawScores(scores) pygame.display.flip() player = 1 self.drawPlayers(player) winner = 0 selected = False while menuActive: #assess mouse clicks n shit for event in pygame.event.get(): #quit events if event.type == pygame.QUIT or ( event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE): running = False menu = 0 menuActive = False #capture mouse clicks if event.type == pygame.MOUSEBUTTONDOWN: for key in rects.keys(): if rects[key].collidepoint(event.pos): selected = key #capture key strokes if event.type == pygame.KEYDOWN: validKeys = '123456789' if event.unicode in validKeys: selected = event.unicode #logic for menu from the button clicks if selected: if selected == "quit": menuActive = False menu = 0 else: pos = self.convertIndexToPos(int(selected)) #print pos,selected,rects[selected] if self.validateMove(pos, board): board[pos[1]][pos[0]] = player self.drawMove(selected, player, rects) pygame.display.update(rects[selected]) if self.findWinner(board): winner = player else: player = self.switchPlayer(player) if not self.boardFull(board): self.drawPlayers(player) selected = False if (not winner == 0) or self.boardFull(board): if not winner == 0: self.drawPlayers(winner + 2) scores[winner - 1] += 1 self.drawScores(scores) else: #draw self.drawPlayers(5) winner = 1 #reset game player = winner screen.fill((0, 0, 255), (100, 100, 600, 600)) for key in rects.keys(): if key == "quit": screen.fill( (0, 0, 255), (rects[key][0] - 3, rects[key][1] - 3, rects[key][2] + 6, rects[key][3] + 6)) screen.fill((127, 127, 127), rects[key]) self.write(rects[key], key, (200, 200, 200), 75) else: screen.fill((127, 127, 127), rects[key]) self.write(rects[key], key, (200, 200, 200), 100) pygame.display.flip() winner = 0 board = [[0, 0, 0], [0, 0, 0], [0, 0, 0]] self.drawPlayers(player) selected = False menuActive = True if menu == 2: #draw the choose bot for human to play against menu #define the rects rects = {} cursor = 420 for key in opponents.keys(): rects[key] = pygame.Rect(120, cursor, 560, 120) cursor += 140 #draw the elements screen.fill((0, 0, 0)) self.write((100, 100, 600, 150), "Choose Your", (255, 255, 255), 80) self.write((100, 250, 600, 150), "Opponent", (255, 255, 255), 80) screen.fill((0, 0, 255), (100, 400, 600, 300)) for key in rects.keys(): screen.fill((120, 120, 120), rects[key]) self.write(rects[key], key, (255, 255, 255), 45) pygame.display.flip() selected = False #process user input while menuActive: for event in pygame.event.get(): #quit events if event.type == pygame.QUIT or ( event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE): running = False menu = 0 menuActive = False #capture mouse clicks if event.type == pygame.MOUSEBUTTONDOWN: for key in rects.keys(): if rects[key].collidepoint(event.pos): selected = key #logic for menu from the button clicks if selected: hvbOpponent = opponents[selected] menuActive = False menu = 3 menuActive = True if menu == 3: scores = [0, 0] #draw the bot vs human play #draw the main screen board = [[0, 0, 0], [0, 0, 0], [0, 0, 0]] screen.fill((0, 0, 0)) rects = {} rects['1'] = pygame.Rect(103, 501, 196, 196) rects['2'] = pygame.Rect(302, 501, 196, 196) rects['3'] = pygame.Rect(501, 501, 196, 196) rects['4'] = pygame.Rect(103, 302, 196, 196) rects['5'] = pygame.Rect(302, 302, 196, 196) rects['6'] = pygame.Rect(501, 302, 196, 196) rects['7'] = pygame.Rect(103, 103, 196, 196) rects['8'] = pygame.Rect(302, 103, 196, 196) rects['9'] = pygame.Rect(501, 103, 196, 196) rects['quit'] = pygame.Rect(500, 720, 280, 60) screen.fill((0, 0, 255), (100, 100, 600, 600)) for key in rects.keys(): if key == "quit": screen.fill((0, 0, 255), (rects[key][0] - 3, rects[key][1] - 3, rects[key][2] + 6, rects[key][3] + 6)) screen.fill((127, 127, 127), rects[key]) self.write(rects[key], key, (200, 200, 200), 75) else: screen.fill((127, 127, 127), rects[key]) self.write(rects[key], key, (200, 200, 200), 100) #draw the player names self.drawPlayers(0, hvbOpponent.name) self.drawScores(scores) pygame.display.flip() player = 1 self.drawPlayers(player, hvbOpponent.name) winner = 0 selected = False while menuActive: #assess mouse clicks n shit for event in pygame.event.get(): #quit events if event.type == pygame.QUIT or ( event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE): running = False menu = 0 menuActive = False if player == 1: #capture mouse clicks if event.type == pygame.MOUSEBUTTONDOWN: for key in rects.keys(): if rects[key].collidepoint(event.pos): selected = key #capture key strokes if event.type == pygame.KEYDOWN: validKeys = '123456789' if event.unicode in validKeys: selected = event.unicode #logic for menu from the button clicks if player == 2: selected = str( self.pos2Selected(hvbOpponent.move(board))) if selected: if selected == "quit": menuActive = False menu = 0 else: pos = self.convertIndexToPos(int(selected)) #print pos,selected,rects[selected] if self.validateMove(pos, board): board[pos[1]][pos[0]] = player self.drawMove(selected, player, rects) pygame.display.update(rects[selected]) if self.findWinner(board): winner = player else: player = self.switchPlayer(player) if not self.boardFull(board): self.drawPlayers( player, hvbOpponent.name) selected = False if (not winner == 0) or self.boardFull(board): if not winner == 0: self.drawPlayers(winner + 2, hvbOpponent.name) scores[winner - 1] += 1 self.drawScores(scores) else: #draw self.drawPlayers(5, hvbOpponent.name) winner = 1 #reset game player = winner screen.fill((0, 0, 255), (100, 100, 600, 600)) for key in rects.keys(): if key == "quit": screen.fill( (0, 0, 255), (rects[key][0] - 3, rects[key][1] - 3, rects[key][2] + 6, rects[key][3] + 6)) screen.fill((127, 127, 127), rects[key]) self.write(rects[key], key, (200, 200, 200), 75) else: screen.fill((127, 127, 127), rects[key]) self.write(rects[key], key, (200, 200, 200), 100) pygame.display.flip() winner = 0 board = [[0, 0, 0], [0, 0, 0], [0, 0, 0]] self.drawPlayers(player, hvbOpponent.name) selected = False menuActive = True if menu == 4: scores = [0, 0] #draw the bot vs bot game #draw the main screen board = [[0, 0, 0], [0, 0, 0], [0, 0, 0]] screen.fill((0, 0, 0)) rects = {} rects['1'] = pygame.Rect(103, 501, 196, 196) rects['2'] = pygame.Rect(302, 501, 196, 196) rects['3'] = pygame.Rect(501, 501, 196, 196) rects['4'] = pygame.Rect(103, 302, 196, 196) rects['5'] = pygame.Rect(302, 302, 196, 196) rects['6'] = pygame.Rect(501, 302, 196, 196) rects['7'] = pygame.Rect(103, 103, 196, 196) rects['8'] = pygame.Rect(302, 103, 196, 196) rects['9'] = pygame.Rect(501, 103, 196, 196) rects['quit'] = pygame.Rect(500, 720, 280, 60) screen.fill((0, 0, 255), (100, 100, 600, 600)) for key in rects.keys(): if key == "quit": screen.fill((0, 0, 255), (rects[key][0] - 3, rects[key][1] - 3, rects[key][2] + 6, rects[key][3] + 6)) screen.fill((127, 127, 127), rects[key]) self.write(rects[key], key, (200, 200, 200), 75) else: screen.fill((127, 127, 127), rects[key]) self.write(rects[key], key, (200, 200, 200), 100) #draw the player names opponentNames = [] for key in opponents.keys(): opponentNames.append(key) #self.drawPlayers(0,hvbOpponent.name) self.drawBots(0, opponentNames) self.drawScores(scores) pygame.display.flip() player = 1 self.drawBots(player, opponentNames, 1) winner = 0 selected = False move = 0 while menuActive: #assess mouse clicks n shit for event in pygame.event.get(): #quit events if event.type == pygame.QUIT or ( event.type == pygame.KEYDOWN and event.key == pygame.K_ESCAPE): running = False menu = 0 menuActive = False #capture mouse clicks if event.type == pygame.MOUSEBUTTONDOWN: if rects['quit'].collidepoint(event.pos): selected = 'quit' #logic for menu from the button clicks if selected == "quit": menuActive = False menu = 0 if move == 0: selected = str(randint(1, 9)) else: selected = str( self.pos2Selected( opponents[opponentNames[player - 1]].move(board))) move += 1 pos = self.convertIndexToPos(int(selected)) if self.validateMove(pos, board): board[pos[1]][pos[0]] = player self.drawMove(selected, player, rects) pygame.display.update(rects[selected]) if self.findWinner(board): winner = player else: player = self.switchPlayer(player) if not self.boardFull(board): self.drawBots(player, opponentNames, 1) selected = False if (not winner == 0) or self.boardFull(board): if not winner == 0: self.drawBots(winner + 2, opponentNames, 500) scores[winner - 1] += 1 self.drawScores(scores) else: #draw self.drawBots(5, opponentNames, 500) winner = 1 #reset game player = winner screen.fill((0, 0, 255), (100, 100, 600, 600)) for key in rects.keys(): if key == "quit": screen.fill( (0, 0, 255), (rects[key][0] - 3, rects[key][1] - 3, rects[key][2] + 6, rects[key][3] + 6)) screen.fill((127, 127, 127), rects[key]) self.write(rects[key], key, (200, 200, 200), 75) else: screen.fill((127, 127, 127), rects[key]) self.write(rects[key], key, (200, 200, 200), 100) pygame.display.flip() winner = 0 board = [[0, 0, 0], [0, 0, 0], [0, 0, 0]] move = 0 self.drawBots(player, opponentNames, 1) selected = False
correct_count += 1. return correct_count/len(plots_test) if __name__ == '__main__': # Get set of all movies all_movies = list(load_all_movies("plot.list.gz")) random.shuffle(all_movies) years, plots, titles = [], [], [] for movie in all_movies: years.append(movie['year']) plots.append(movie['summary']) titles.append(movie['title']) min_year, max_year, bin_num = P2.year_stats(years) # Get uniform subset of movies years_train, plots_train, titles_train = [], [], [] years_test, plots_test, titles_test = [], [], [] year_count_train = [0]*bin_num year_count_test = [0]*bin_num train_sample_size = 5000 test_sample_size = 1000 # Create uniformly distributed training and test sets for i, year in enumerate(years): bin = int((year - min_year)/10) if year_count_train[bin] < train_sample_size: year_count_train[bin] += 1 years_train.append(year)
def main(numSquares, oldGameFileName): #Set up graphical and logical game boards t, scrn = drawBoard(numSquares) row = ['', '', '', '', '', '', '', '', '', '', '', '', '', '', ''] board = [] for i in range(15): board.append(row[:]) #If old game specified, read and set it if oldGameFileName != "": inFile = open(oldGameFileName, "r") fileNextPlayer = inFile.readline() #Read next player fileNextPlayer = fileNextPlayer.strip() #Remove \n row = 0 for line in inFile: line = line[:-1] for col in range(len(line)): if line[col] != 'e': board[row][col] = line[col] drawPlayer(t, col, row, { 'b': 'blue', 'g': 'green' }[line[col]]) else: board[row][col] = '' row += 1 inFile.close() #Pick the starting player if oldGameFileName != "": player = fileNextPlayer else: player = ["blue", "green"][random.randint(0, 1)] #Play game move = "" while move not in ["QUIT", "Quit", "quit"] and not win(t, scrn, board)[0]: if player == "blue": move = P1.getValidMove(t, scrn, board, player) print(player, move) else: move = P2.getValidMove(t, scrn, board, player) print(player, move) if move not in ["QUIT", "Quit", "quit"]: row = (ord(move[0])) - 65 col = int(move[1:]) drawPlayer(t, col, row, player) board[row][col] = player[0] if player == "blue": player = "green" else: player = "blue" #Display the winner or save the partial game d = {"g": "green", "b": "blue"} if win(t, scrn, board)[0]: print("Winner is", d[win(t, scrn, board)[1]]) elif move in ["QUIT", "Quit", "quit"]: saveFileName = input( "Enter a name for the game file, or just hit enter for no save => " ) if saveFileName != "": print("Saving game") outFile = open(saveFileName, "w") outFile.write(player + '\n') for row in board: outString = "" for col in row: if col == "": outString = outString + 'e' else: outString = outString + col outFile.write(outString + '\n') outFile.close() print("Game saved") else: print("Game abandoned") scrn.clearscreen() return win(t, scrn, board)[1]
num_pixels = 2000 rows = sc.range(num_pixels, numSlices=10) cols = sc.range(num_pixels, numSlices=10) indices = rows.cartesian(cols) def mandelbrot_wrapper(row, col): x = col/(num_pixels/4.) - 2. y = row/(num_pixels/4.) - 2. return ((row, col), P2.mandelbrot(x, y)) ########### Different from part A: load balancing! ######## new_indices = indices.repartition(100) # Randomly throw jobs between partitions mandelbrot_load_balanced = new_indices.map(lambda a: mandelbrot_wrapper(*a)) summed_rdd = P2.sum_values_for_partitions(mandelbrot_load_balanced) summed_result = summed_rdd.collect() # Now collect the data & plot plt.hist(summed_result, bins=np.logspace(3, 8, 20)) sns.rugplot(summed_result, color='red') plt.gca().set_xscale('log') plt.xlabel('Total Number of Iterations on Partition') plt.ylabel('Partition Count') plt.title('Number of Iterations on each Partition') plt.savefig('P2b_alternative_hist.png', dpi=200, bbox_inches='tight')
return correct_count / len(plots_test) if __name__ == '__main__': # Get set of all movies all_movies = list(load_all_movies("plot.list.gz")) random.shuffle(all_movies) years, plots, titles = [], [], [] for movie in all_movies: years.append(movie['year']) plots.append(movie['summary']) titles.append(movie['title']) min_year, max_year, bin_num = P2.year_stats(years) # Get uniform subset of movies years_train, plots_train, titles_train = [], [], [] years_test, plots_test, titles_test = [], [], [] year_count_train = [0] * bin_num year_count_test = [0] * bin_num train_sample_size = 5000 test_sample_size = 1000 # Create uniformly distributed training and test sets for i, year in enumerate(years): bin = int((year - min_year) / 10) if year_count_train[bin] < train_sample_size: year_count_train[bin] += 1 years_train.append(year)
while (run): print("\n1. New Vehicle Registration") print("2. Auto Transaction") print("3. Driver License Registration") print("4. Violation Record") print("5. Search Engine") selection = input("Please select your program number or 'exit':\n") try: digit = int(selection) if digit == 1: P1.regV(conString) elif digit == 2: P2.AutoTransaction(conString) elif digit == 3: P3.DriverLiRegis(conString) elif digit == 4: P4.violation(conString) elif digit == 5: P5.search_engine(conString) else: print("Must be between 1 and 5") except ValueError: if selection == 'exit': run = False else: print("Please enter a digit or 'exit'")
def logoutwindow(self): gui = self gui.geometry("400x250") gui.title("HOAX") logout_label = Label(gui, text="Log out", width=6, font=("bold", 15)) logout_label.place(x=160, y=53) a = Label(gui, text="Are you sure you want to log out as the current user?", width=64) a.place(x=-10, y=110) e = ttk.Button(gui, text="YES", width=10, command=lambda: [self.destroy(), test(), P2.HOAX()])#[P2.HOAX(), self.destroy()]) e.place(x=205, y=175) f = ttk.Button(gui, text="NO", width=10, command=lambda: [self.destroy(), menuV1.Homepage()]) #, test(), menuV1.Homepage()]) #, menuV1.Homepage()) #, menuV1.Homepage.delete, menuV1.Homepage()]) f.place(x=120, y=175)
def checkersMain(inFileName, redWinCount, blackWinCount): wn, bob, board, player = setupGame(inFileName) gameOver = False if player == "b": move = THE_PLAYER.getValidMove(copy.deepcopy(board), player) #get the first move else: move = P2.getValidMove(copy.deepcopy(board), player) #get the first move while move.lower() != "quit" and not gameOver: #Start alternate play if player == "b": playerColor = "black" else: playerColor = "red" if GRAPHICS: wn.tracer(False) if STEP: input("Press return to watch the selected move for " + playerColor + " ") FROMRow, FROMCol, TORow, TOCol = parseMove( move) #parse move into locations if abs(FROMRow - TORow) == 1: #move, not a jump if SLOW_DOWN: time.sleep(1) playerToken = board[FROMRow][ FROMCol] #save the player form current location (regular checker or king) removeCheckerGraphicalAndLogical( bob, FROMCol, FROMRow, board) #remove the checker to be moved if SLOW_DOWN: time.sleep(.5) placeCheckerGraphicalAndLogical( bob, TOCol, TORow, board, playerToken) #place the moved checker in its new location else: #jump, not a move reps = move.count(":") for i in range(reps): FROMRow, FROMCol, TORow, TOCol = parseMove(move) playerToken = board[FROMRow][ FROMCol] #save the player form current location (regular checker or king) if GRAPHICS: wn.tracer(False) if SLOW_DOWN: time.sleep(1) removeCheckerGraphicalAndLogical( bob, FROMCol, FROMRow, board) #remove the checker to be moved if SLOW_DOWN: time.sleep(.5) placeCheckerGraphicalAndLogical( bob, TOCol, TORow, board, playerToken ) #place the jumping checker in its new location if SLOW_DOWN: wn.tracer(True) time.sleep(1) wn.tracer(False) removeCheckerGraphicalAndLogical( bob, (FROMCol + TOCol) // 2, (FROMRow + TORow) // 2, board) #remove the jumped checker if SLOW_DOWN: time.sleep(.5) if GRAPHICS: wn.tracer(True) move = move[3:] if GRAPHICS: wn.tracer(True) #printBoard(board) player, playerColor = swapPlayer(player) gameOver, winningPlayer = win(board) if not gameOver: if player == "b": start = time.time() move = THE_PLAYER.getValidMove(copy.deepcopy(board), player) #get the first move stop = time.time() else: start = time.time() move = P2.getValidMove(copy.deepcopy(board), player) #get the first move stop = time.time() if stop - start > 1.0: print("Match forfeited by", playerColor) return redWinCount, blackWinCount if move.lower() != "quit": #print(winningPlayer +" won the game in a smashing victory!") if winningPlayer == "red": redWinCount += 1 else: blackWinCount += 1 return redWinCount, blackWinCount else: fileName = input( "Enter a file name to save the current state of the game, or just hit enter to quit without saving the game => " ) if fileName != "": saveGame(fileName, board, player)
([['16%', '*****@*****.**', None, 'true', 'true', '22.11.2001'], ['29%', '*****@*****.**', None, 'false', 'false', '04.09.2002'], ['47%', '*****@*****.**', None, 'true', 'true', '06.11.2004'], ['47%', '*****@*****.**', None, 'true', 'true', '06.11.2004']], [['0.2', '0.3', '0.5'], ['aleksej17', 'zituvev90', 'zolatic7'], ['Выполнено', 'Не выполнено', 'Выполнено'], ['22/11/01', '04/09/02', '06/11/04']]), ([['62%', '*****@*****.**', None, 'false', 'false', '07.11.2004'], ['56%', '*****@*****.**', None, 'true', 'true', '09.08.1999'], ['51%', '*****@*****.**', None, 'false', 'false', '23.08.2001'], ['15%', '*****@*****.**', None, 'false', 'false', '23.01.2004'], ['15%', '*****@*****.**', None, 'false', 'false', '23.01.2004']], [['0.6', '0.6', '0.5', '0.1'], ['arsenij73', 'fomomberg97', 'devomanz57', 'gordej84'], ['Не выполнено', 'Выполнено', 'Не выполнено', 'Не выполнено'], ['07/11/04', '09/08/99', '23/08/01', '23/01/04']]), ([['54%', '*****@*****.**', None, 'true', 'true', '15.02.2004'], ['93%', '*****@*****.**', None, 'false', 'false', '21.01.1999'], ['86%', '*****@*****.**', None, 'true', 'true', '27.05.2002'], ['86%', '*****@*****.**', None, 'true', 'true', '27.05.2002'], ['72%', '*****@*****.**', None, 'false', 'false', '21.08.2003']], [['0.5', '0.9', '0.9', '0.7'], ['vadim8', 'betefuk48', 'anatolij24', 'musodic24'], ['Выполнено', 'Не выполнено', 'Выполнено', 'Не выполнено'], ['15/02/04', '21/01/99', '27/05/02', '21/08/03']]) ] for t in temp: print(P2.f23(t[0]) == t[1])
def test_empty(self): polinomio = [] resultado = [] self.assertEqual(resultado, P2.integra_polinomio(polinomio))
partition_vs_expensive_task = labeled_expensive_tasks.map( lambda x: (x[1] % num_partitions, x[0])) # Get cheap tasks ready to process cheap_tasks = indices_vs_expensive.filter(lambda x: x[1] == 0) cheap_tasks = cheap_tasks.map(lambda x: x[0]) labeled_cheap_tasks = cheap_tasks.zipWithIndex() partition_vs_cheap_task = labeled_cheap_tasks.map( lambda x: (x[1] % num_partitions, x[0])) # Combine cheap & expensive tasks, now designated to an appropriate partition partition_vs_ij = partition_vs_expensive_task.union(partition_vs_cheap_task) # Sort data into the correct partition...sorted by key! sorted_by_partition = partition_vs_ij.sortByKey(numPartitions=100) mandelbrot_load_balanced = sorted_by_partition.map( lambda a: mandelbrot_wrapper(*a[1])) summed_rdd = P2.sum_values_for_partitions(mandelbrot_load_balanced) summed_result = summed_rdd.collect() # Now collect the data & plot plt.hist(summed_result, bins=np.logspace(3, 8, 20)) sns.rugplot(summed_result, color='red') plt.gca().set_xscale('log') plt.xlabel('Total Number of Iterations on Partition') plt.ylabel('Partition Count') plt.title('Number of Iterations on each Partition') plt.savefig('P2b_hist.png', dpi=200, bbox_inches='tight')
def Openclick(self): P2.p1()
# Main Function if __name__ == '__main__': # Get set of all movies all_movies = list(load_all_movies("plot.list.gz")) random.shuffle(all_movies) years, plots, titles = [], [], [] for movie in all_movies: years.append(movie['year']) plots.append(movie['summary']) titles.append(movie['title']) min_year, max_year, bin_num = P2.year_stats(years) # Get uniform subset of movies years_train, plots_train, titles_train = [], [], [] years_test, plots_test, titles_test = [], [], [] year_count_train = [0]*bin_num year_count_test = [0]*bin_num train_sample_size = 5000 test_sample_size = 1000 # Create uniformly distributed training and test sets for i, year in enumerate(years): bin = int((year - min_year)/10) if year_count_train[bin] < train_sample_size: year_count_train[bin] += 1 years_train.append(year)
def Openclick3(self): P2.p3()
def main(): print d result = P1.dict_to_list(d) print 'P1: ', result print 'P2: ', P2.find_index_optimized(result)