Example #1
0
def generate_block(size, num_blocks, seed=0, psco=False, use_storage=True, set_to_zero=False, p_name=''):
    """
    Generate a square block of given size.
    :param size: <Integer> Block size
    :param num_blocks: <Integer> Number of blocks
    :param seed: <Integer> Random seed
    :param psco: <Boolean> If psco
    :param use_storage: <Boolean> Use storage
    :param set_to_zero:<Boolean> Set block to zeros
    :return: Block (with storage) or np.matrix (otherwise)
    """
    import numpy as np
    np.random.seed(seed)
    b = np.matrix(np.random.random((size, size)) if not set_to_zero else np.zeros((size, size)))
    # Normalize matrix to ensure more numerical precision
    if not set_to_zero:
        b /= np.sum(b) * float(num_blocks)
    if psco:
        if use_storage:
            from classes.block import Block
        else:
            from classes.fake_block import Block
        ret = Block()
        ret.block = b  # Hecuba assignment
        if use_storage:
            ret.make_persistent(p_name)
    else:
        ret = b
    return ret
Example #2
0
 def mineRemainingTransactions(self):
     """Adds all the transaction present in the transaction queue of a blockchain to this block
     """
     block = Block(self.remainingTransactions)
     block.mineBlock(self.difficulty)
     self.chain.append(block)
     print("New block added : {}".format(block.hash))
Example #3
0
def handle(_, block: Block, options: list[str]):
    """Hides or shows blocks based on their tags.
    Every option with the exception of the last is treated as a tag category.
    The last option is the tag inside that category."""
    if options == []:
        raise GeneratorError(_EMPTY_TAG_ERROR.format("handler"))

    command_category = options[:-1]
    command_tag = options[-1]
    tag_index = len(options) - 1

    for rule in block.get_rules(_NAME):
        split_description = rule.description.split()

        if split_description == []:
            raise GeneratorError(_EMPTY_TAG_ERROR.format("rule"),
                                 rule.line_number)

        if len(split_description) <= tag_index:
            continue

        rule_category = split_description[:tag_index]
        rule_tag = split_description[tag_index]

        if command_category == rule_category:
            if command_tag == rule_tag:
                block.show()
            else:
                block.hide()
    return [block]
Example #4
0
def handle(_, block: Block, options: list[str]):
    """Handles creation of strictness subfilters.
    Only one option is accepted and it should include the strictness value to use."""
    if len(options) != 1:
        raise GeneratorError(
            _STRICTNESS_ARG_COUNT_ERROR.format("handler", len(options)))

    if not options[0].strip().isdigit():
        raise GeneratorError(
            _STRICTNESS_ARG_TYPE_ERROR.format("handler", options[0]))

    command_strictness = int(options[0])

    for rule in block.get_rules(_NAME):
        if not rule.description.strip().isdigit():
            raise GeneratorError(
                _STRICTNESS_ARG_TYPE_ERROR.format("rule", rule.description),
                rule.line_number)

        rule_strictness = int(rule.description)

        if rule_strictness >= command_strictness:
            block.show()
        else:
            block.hide()

    return [block]
Example #5
0
def persist_result(b, p_name=''):
    """
    Persist results of block b.
    :param b: Block to persist
    :return: None
    """
    from classes.block import Block
    bl = Block()
    bl.block = b  # Hecuba assignment
    print "YYY " + p_name
    bl.make_persistent(p_name)
Example #6
0
 def __init__(self):
     super(VCGame, self).__init__(255, 255, 255, 255, 800, 600)
     # 初始化参数
     # frames_per_buffer
     self.numSamples = 1000
     # 声控条
     self.vbar = Sprite('black.png')
     self.vbar.position = 20, 450
     self.vbar.scale_y = 0.1
     self.vbar.image_anchor = 0, 0
     self.add(self.vbar)
     # 皮卡丘类
     self.pikachu = Pikachu()
     self.add(self.pikachu)
     # cocosnode精灵类
     self.floor = cocos.cocosnode.CocosNode()
     self.add(self.floor)
     position = 0, 100
     for i in range(120):
         b = Block(position)
         self.floor.add(b)
         position = b.x + b.width, b.height
     # 声音输入
     audio = PyAudio()
     SampleRate = int(
         audio.get_device_info_by_index(0)['defaultSampleRate'])
     self.stream = audio.open(format=paInt16,
                              channels=1,
                              rate=SampleRate,
                              input=True,
                              frames_per_buffer=self.numSamples)
     self.schedule(self.update)
Example #7
0
def _get_initial_params(filepath: str, block: Block):
    name_rules = block.get_rules(_BLOCK_NAME)
    if len(name_rules) > 0:
        blockname = name_rules[-1].description.strip()
        return [_Params(filepath, blockname)]
    else:
        return [_Params(filepath)]
Example #8
0
    def createGenisisBlock(self):
        """Create the first block (genisis) for the blockchain block

        Returns:
            Block: Returns the genisis block
        """
        return Block([Transaction()], "0000")
Example #9
0
def handle(_, block: Block, options: list):
    """Handles creation of economy adjusted filters.
    Hardcore standard is not supported because poe.ninja doesn't support it.
    Options: 
        - if 'hc' is passed then the hardcore temp league is queried, if not softcore
        - if 'std' is passed then standard is queried, if not temp league"""
    for rule in block.get_rules(_NAME):
        params = _parse_rule_params(rule)
        league = _get_league(options)
        base_types = _get_base_types(league, params["type"], params["lower"],
                                     params["upper"])
        base_types_string = _get_base_types_string(base_types)
        block.swap(_BASE_TYPE_IDENTIFIER, base_types_string)
        if len(base_types) == 0:
            block.comment()
    return [block]
Example #10
0
def main():
    parser = GooeyParser(description='Create_concrete_experiment')
    parser.add_argument('Experiment_file_name',
                        widget='FileChooser',
                        help='Choose experiment file with general info')
    parser.add_argument('Participant_ID', type=str)
    parser.add_argument('Participant_Age', default=0, type=int)
    parser.add_argument('Participant_Sex', default='M', choices=['M', 'F'])
    parser.add_argument('Random',
                        default='True',
                        choices=['True', 'False'],
                        help="Present trials in random order")
    parser.add_argument('EEG_connected',
                        default='0',
                        choices=['1', '0'],
                        help='Choice')
    parser.add_argument('NIRS_connected',
                        default='0',
                        choices=['1', '0'],
                        help='Choice')

    args = parser.parse_args()

    number_of_blocks, data = load_info(args.Experiment_file_name)

    experiment = Experiment([], args.Participant_ID, args.Participant_Sex,
                            args.Participant_Age, int(args.EEG_connected),
                            int(args.NIRS_connected))

    for idx in range(number_of_blocks):
        block = Block([])
        experiment.list_of_blocks.append(block)

    for idx in range(len(data)):
        trial_info = data[idx]
        block_number = trial_info['BLOCK_NUMBER']
        if trial_info['SAMPLE_TYPE'] == 'instruction':
            if trial_info['INSTRUCTION'][-3:] == 'txt':
                instruction_type = 'text'
            elif trial_info['INSTRUCTION'][-3:] == 'bmp' or trial_info[
                    'INSTRUCTION'][-3:] == 'jpg':
                instruction_type = 'image'
            else:
                raise AssertionError("wrong instruction file type")
            trial = Instruction(trial_info['INSTRUCTION'], instruction_type,
                                trial_info['STIMTIME'])
        else:
            trial = Trial(trial_info['SAMPLE_TYPE'], trial_info['N'],
                          trial_info['NR'], trial_info['STIMTIME'],
                          trial_info['RESPTIME'], trial_info['FEEDB'],
                          trial_info['FEEDB_TIME'], trial_info['WAIT'],
                          trial_info['EXP'], trial_info['BIN'],
                          trial_info['TRAIL_TYPE'])
            trial.create_sample()
        experiment.list_of_blocks[block_number -
                                  1].list_of_trials.append(trial)

    if args.Random:
        experiment.randomize()
    experiment.save()
Example #11
0
 def move(self, direction):
     # Grid updates itself and snake together.
     self.body.append(Block(self.grid_location, self.body_image))
     # self.parent.update_grid()
     if self.move_rule == MoveRules.WRAP_AROUND:
         self.grid_x = (self.grid_x + direction[0]) % grid_dimensions[0]
         self.grid_y = (self.grid_y + direction[1]) % grid_dimensions[1]
     else:  # separated so you can crash
         self.grid_x += direction[0]
         self.grid_y += direction[1]
Example #12
0
 def add_blocks(self, block_cursor):
     for element in block_cursor:
         model = element.pop("block_model", None)
         x = element.pop(self.data_map["x"], None)
         y = element.pop(self.data_map["y"], None)
         z = element.pop(self.data_map["z"], None)
         weight = element.pop(self.data_map["weight"], None)
         grades_values = self.get_grade_values(element)
         new_block = Block(model, x, y, z, weight, grades_values, element)
         self.blocks.append(new_block)
Example #13
0
 def create_block(old_coordinates, new_dimensions):
     new_x = old_coordinates[0] // new_dimensions[0]
     new_y = old_coordinates[1] // new_dimensions[1]
     new_z = old_coordinates[2] // new_dimensions[2]
     new_weight, new_grade_values = self.collect_blocks_information(
         old_coordinates, new_dimensions)
     new_blocks.append(
         Block(self.name,
               new_x,
               new_y,
               new_z,
               new_weight,
               new_grade_values,
               data=None))
Example #14
0
    def __init__(self):
        #初始化窗体(R ,G ,B ,Light ,Width, Height)
        super(eight_note_game, self).__init__(255, 255, 255, 255, 800, 600)
        # 初始化参数
        # frames_per_buffer
        self.numSamples = 1000
        self.trip = 0
        #音量条
        self.vbar = Sprite("resources/black.png")
        self.vbar.position = 50, 450
        self.vbar.scale_y = 0.1
        self.vbar.image_anchor = 0, 0
        self.add(self.vbar)
        # 音量示数
        self.label = cocos.text.Label(
            '音量:',
            font_name='Times New Roman',  #字体样式
            font_size=10,  #字体大小
            color=(0, 0, 0, 255),  #字体颜色
            anchor_x='center',
            anchor_y='center'  #字体位置
        )
        self.label.position = 30, 455
        self.add(self.label)

        #输入声音
        audio = PyAudio()
        SampleRate = int(audio.get_default_input_device_info()
                         ['defaultSampleRate'])  #读取默认的速率
        self.stream = audio.open(format=paInt16,
                                 channels=1,
                                 input=True,
                                 rate=SampleRate,
                                 frames_per_buffer=self.numSamples)

        #创建八分音符酱
        self.eight_note = eight_note()
        self.add(self.eight_note)
        #创建地板
        self.floor = cocos.cocosnode.CocosNode()
        self.add(self.floor)
        position = 0, 100
        for i in range(200):
            b = Block(position)
            self.floor.add(b)
            position = b.x + b.width, b.height
        #游戏主循环
        self.schedule(self.loop)
    def createDirectory(self, name):
        inode = self.Device.createInode(0, 0)
        availableBlock = self.Device.getAvailableSpaceInDataBitmap()
        self.Device.setOcuppiedDataBitmap(availableBlock)
        block = Block(availableBlock, self.currentDirectory, availableBlock)
        inode.addBlock(availableBlock)
        self.Device.saveInodeInDisk(inode)
        nameSize = len(bytearray(name, "utf8"))

        if self.currentDirectory is None:
            self.currentDirectory = block
            self.currentBlock = availableBlock
        else:
            lastDirectory = self.currentDirectory.getLastDirectoryEntries()
            if lastDirectory:
                rec_len = lastDirectory.getRecLen()
                self.currentDirectory.addDirectoryEntry(
                    inode.getId(), rec_len + 64 + nameSize, nameSize, name, inode)
            else:
                self.currentDirectory.addDirectoryEntry(
                    inode.getId(), 0, nameSize, name, inode)

        self.Device.writeObject(block, availableBlock)
        self.Device.writeObject(self.currentDirectory, self.currentBlock)
Example #16
0
def handle(filter: Filter, block: Block, _):
    """Handles appends of lines to blocks. Options are ignored."""
    params = _get_initial_params(filter.filepath, block)
    lines = _get_lines_from_block(block, params, True)
    raw_lines = [line.text for line in lines]
    return Block.extract(raw_lines, block.line_number)
Example #17
0
def _get_blockname(block: Block):
    name_rules = block.get_rules(_BLOCK_NAME)
    return name_rules[-1].description.strip() if len(name_rules) > 0 else None
Example #18
0
from classes.blockchain import Blockchain
from classes.block import Block

election = Blockchain()

election.addBlock(Block(1, "02/02/2020", {"candidate": 1}))
election.addBlock(Block(2, "20/02/2020", {"candidate": 2}))

print(election.isChainValid())
Example #19
0
def startGame():

    all_sprites_list = pygame.sprite.RenderPlain()
    block_list = pygame.sprite.RenderPlain()
    monsta_list = pygame.sprite.RenderPlain()
    pacman_collide = pygame.sprite.RenderPlain()
    wall_list = setupRoomOne(all_sprites_list)
    gate = setupGate(all_sprites_list)

    pinky_turn = 0
    pinky_steps = 0

    blinky_turn = 0
    blinky_steps = 0

    inky_turn = 0
    inky_steps = 0

    clyde_turn = 0
    clyde_steps = 0

    Pacman = Player(w, pacman_height, "images/pacman.png")
    all_sprites_list.add(Pacman)
    pacman_collide.add(Pacman)

    Blinky = Ghost(w, blinky_height, "images/Blinky.png")
    monsta_list.add(Blinky)
    all_sprites_list.add(Blinky)

    Pinky = Ghost(w, monster_height, "images/Pinky.png")
    monsta_list.add(Pinky)
    all_sprites_list.add(Pinky)

    Inky = Ghost(inky_width, monster_height, "images/Inky.png")
    monsta_list.add(Inky)
    all_sprites_list.add(Inky)

    Clyde = Ghost(clyde_width, monster_height, "images/Clyde.png")
    monsta_list.add(Clyde)
    all_sprites_list.add(Clyde)

    # Draw the grid
    for row in range(19):
        for column in range(19):
            if (row == 7 or row == 8) and (column == 8 or column == 9
                                           or column == 10):
                continue
            else:
                block = Block(yellow, 4, 4)

                # Set a random location for the block
                block.rect.x = (30 * column + 6) + 26
                block.rect.y = (30 * row + 6) + 26

                b_collide = pygame.sprite.spritecollide(
                    block, wall_list, False)
                p_collide = pygame.sprite.spritecollide(
                    block, pacman_collide, False)
                if b_collide:
                    continue
                elif p_collide:
                    continue
                else:
                    # Add the block to the list of objects
                    block_list.add(block)
                    all_sprites_list.add(block)

    bll = len(block_list)

    score = 0

    done = False

    i = 0

    while done == False:
        # ALL EVENT PROCESSING SHOULD GO BELOW THIS COMMENT
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                done = True

            if event.type == pygame.KEYDOWN:
                if event.key == pygame.K_LEFT or event.key == ord('a'):
                    Pacman.changespeed(-30, 0)
                if event.key == pygame.K_RIGHT or event.key == ord('d'):
                    Pacman.changespeed(30, 0)
                if event.key == pygame.K_UP or event.key == ord('w'):
                    Pacman.changespeed(0, -30)
                if event.key == pygame.K_DOWN or event.key == ord('s'):
                    Pacman.changespeed(0, 30)

            if event.type == pygame.KEYUP:
                if event.key == pygame.K_LEFT or event.key == ord('a'):
                    Pacman.changespeed(30, 0)
                if event.key == pygame.K_RIGHT or event.key == ord('d'):
                    Pacman.changespeed(-30, 0)
                if event.key == pygame.K_UP or event.key == ord('w'):
                    Pacman.changespeed(0, 30)
                if event.key == pygame.K_DOWN or event.key == ord('s'):
                    Pacman.changespeed(0, -30)

        # ALL GAME LOGIC SHOULD GO BELOW THIS COMMENT
        Pacman.update(wall_list, gate)

        returned = Pinky.changespeed(Pinky_directions, False, pinky_turn,
                                     pinky_steps, pinky_movements_list)
        pinky_turn = returned[0]
        pinky_steps = returned[1]
        Pinky.changespeed(Pinky_directions, False, pinky_turn, pinky_steps,
                          pinky_movements_list)
        Pinky.update(wall_list, False)

        returned = Blinky.changespeed(Blinky_directions, False, blinky_turn,
                                      blinky_steps, blinky_movements_list)
        blinky_turn = returned[0]
        blinky_steps = returned[1]
        Blinky.changespeed(Blinky_directions, False, blinky_turn, blinky_steps,
                           blinky_movements_list)
        Blinky.update(wall_list, False)

        returned = Inky.changespeed(Inky_directions, False, inky_turn,
                                    inky_steps, inky_movements_list)
        inky_turn = returned[0]
        inky_steps = returned[1]
        Inky.changespeed(Inky_directions, False, inky_turn, inky_steps,
                         inky_movements_list)
        Inky.update(wall_list, False)

        returned = Clyde.changespeed(Clyde_directions, "clyde", clyde_turn,
                                     clyde_steps, clyde_movements_list)
        clyde_turn = returned[0]
        clyde_steps = returned[1]
        Clyde.changespeed(Clyde_directions, "clyde", clyde_turn, clyde_steps,
                          clyde_movements_list)
        Clyde.update(wall_list, False)

        # See if the Pacman block has collided with anything.
        blocks_hit_list = pygame.sprite.spritecollide(Pacman, block_list, True)

        # Check the list of collisions.
        if len(blocks_hit_list) > 0:
            score += len(blocks_hit_list)

        # ALL CODE TO DRAW SHOULD GO BELOW THIS COMMENT
        screen.fill(black)

        wall_list.draw(screen)
        gate.draw(screen)
        all_sprites_list.draw(screen)
        monsta_list.draw(screen)

        text = font.render("Score: " + str(score) + "/" + str(bll), True, red)
        screen.blit(text, [10, 10])

        if score == bll:
            doNext("Congratulations, you won!", 145, all_sprites_list,
                   block_list, monsta_list, pacman_collide, wall_list, gate)

        monsta_hit_list = pygame.sprite.spritecollide(Pacman, monsta_list,
                                                      False)

        if monsta_hit_list:
            doNext("Game Over", 235, all_sprites_list, block_list, monsta_list,
                   pacman_collide, wall_list, gate)

        pygame.display.flip()

        clock.tick(10)
Example #20
0
def concrete_experiment(participant_id,
                        participant_sex,
                        participant_age,
                        file_name,
                        random=1,
                        eeg=0,
                        fnirs=0):
    experiment_file_name = file_name + ".xlsx"
    number_of_blocks, data = load_info(experiment_file_name)
    experiment = Experiment(id=participant_id,
                            sex=participant_sex,
                            age=participant_age,
                            eeg=eeg,
                            fnirs=fnirs)

    for idx in range(number_of_blocks):
        block = Block([])
        experiment.list_of_blocks.append(block)

    for idx in range(len(data)):
        trial_info = data[idx]
        block_number = trial_info['block_number']
        if trial_info['trial_type'] == 'instruction':
            if trial_info['tip'][-3:] == 'txt':
                instruction_type = 'text'
            elif trial_info['tip'][-3:] == 'bmp' or trial_info['tip'][
                    -3:] == 'jpg':
                instruction_type = 'image'
            else:
                raise AssertionError("wrong instruction file type")
            experiment.list_of_blocks[block_number -
                                      1].instruction = trial_info['tip']
            experiment.list_of_blocks[
                block_number - 1].instruction_time = trial_info['tip_time']
            experiment.list_of_blocks[block_number -
                                      1].instruction_type = instruction_type
        else:
            matrix = Matrix(elements=trial_info['elements'],
                            ftime=trial_info['ftime'],
                            mtime=trial_info['mtime'],
                            stime=trial_info['stime'],
                            maxtime=trial_info['maxtime'],
                            var=trial_info['var'],
                            shint=trial_info['shint'],
                            ehint=trial_info['ehint'],
                            feedb=trial_info['feedb'],
                            wait=trial_info['wait'],
                            exp=trial_info['trial_type'],
                            change=trial_info['change'],
                            unique=trial_info['unique'],
                            figure=trial_info['figure'],
                            colors=trial_info['colors'],
                            all=trial_info['all'])

            matrix.convert_matrix()
            experiment.list_of_blocks[block_number -
                                      1].list_of_matrix.append(matrix)

    if random:
        experiment.randomize()
    experiment.save()
Example #21
0
from classes.chain import Chain
from classes.block import Block
from classes.data import Data

from datetime import datetime

chain = Chain()

data = Data("senderKey", "receiverKey", 123456, datetime)
block = Block(1, None, data)

chain.addNewBlock(block)

print(chain.isChainValid())
Example #22
0
    def __init__(self,
                 width,
                 height,
                 paddle_size,
                 paddle_color,
                 go_back_view,
                 block_size=64):
        super().__init__()
        self.block_size = block_size
        self.up_and_down = arcade.SpriteList()
        self.right_wall = arcade.SpriteList()
        self.left_wall = arcade.SpriteList()
        offset_w = block_size / 2
        offset_h = block_size / 2

        # up and down walls
        for i in range(0, width, block_size):
            self.up_and_down.append(Block(offset_w + i, height - offset_w))
            self.up_and_down.append(Block(offset_w + i, offset_w))

        # right wall
        for i in range(0, height, block_size):
            self.right_wall.append(Block(width - offset_h, i + offset_h))

        # left wall
        for i in range(0, height, block_size):
            self.left_wall.append(Block(offset_w, i + offset_h))

        self.width = width
        self.height = height
        self.go_back_view = go_back_view

        self.paddle_size = paddle_size
        self.paddle_color = paddle_color

        self.player_1_score = 0
        self.player_2_score = 0
        self.counter_ball_is_speeding = 1

        self.ball_speed = 3
        self.max_ball_speed = 6

        # text box
        self.score_text_box_w = 350
        self.score_text_box_h = 70
        self.score_text_box_x = (self.width / 2)
        self.score_text_box_y = self.height - 20

        self.left_player = Paddle(
            init.paddle_left_image, init.paddle_left_center_x,
            init.paddle_left_direction_movement_x, init.paddle_left_key_up,
            init.paddle_left_key_down, init.paddle_left_key_speed,
            init.paddle_left_key_push)

        self.right_player = Paddle(
            init.paddle_right_image, init.paddle_right_center_x,
            init.paddle_right_direction_movement_x, init.paddle_right_key_up,
            init.paddle_right_key_down, init.paddle_right_key_speed,
            init.paddle_right_key_push)

        self.paddles = arcade.SpriteList()
        self.paddles.append(self.left_player)
        self.paddles.append(self.right_player)

        self.ball = Ball()

        self.meteor_1 = meteor.Meteor(center_x=width / 2,
                                      center_y=height / 2 + 128)
        self.meteor_2 = meteor.Meteor(center_x=width / 2,
                                      center_y=height / 2 - 128)
        self.meteors = arcade.SpriteList()
        self.meteors.append(self.meteor_1)
        self.meteors.append(self.meteor_2)

        self.paddles = arcade.SpriteList()
        self.paddles.append(self.left_player)
        self.paddles.append(self.right_player)