def __get_neighbours_in_P(self, pos, input_data):
        """
        Returns all neighbours
        to which you can go from a matrix
        cell.

        Args:
            pos: the position from which you want get all neighbours
            input_data: the input for which you create the traceback

        Returns:
            neighbours of the cell at position pos
        """
        neighbours = []

        start = AlignmentOutputData.table_vertical_gaps[pos.y][pos.x]

        if pos.y >= 0:
            matrix_p = AlignmentOutputData.table_vertical_gaps[pos.y - 1][pos.x]
            matrix_d = AlignmentOutputData.table_values[pos.y - 1][pos.x]

        up_in_p = start == matrix_p + input_data.gap_beta
        up_in_d = start == matrix_d + input_data.gap_opening

        if up_in_p:
            neighbours.append(Vector(pos.x, pos.y - 1).create(self.MATRIX_LBL_VERTICAL_GAPS))

        if up_in_d:
            neighbours.append(Vector(pos.x, pos.y - 1).create(self.MATRIX_LBL_MAIN))

        return neighbours
    def __get_neighbours_in_Q(self, pos, input_data):
        """
        Returns all neighbours
        to which you can go from a matrix
        cell.

        Args:
            pos: the position from which you want get all neighbours
            input_data: the input for which you create the traceback

        Returns:
            neighbours of the cell at position pos
        """
        neighbours = []

        start = AlignmentOutputData.table_horizontal_gaps[pos.y][pos.x]

        if pos.y >= 0:
            matrix_q = AlignmentOutputData.table_horizontal_gaps[pos.y][pos.x - 1]
            matrix_d = AlignmentOutputData.table_values[pos.y][pos.x - 1]

        left_in_q = start == matrix_q + input_data.gap_beta
        left_in_d = start == matrix_d + input_data.gap_opening

        if left_in_q:
            neighbours.append(Vector(pos.x - 1, pos.y).create(self.MATRIX_LBL_HORIZONTAL_GAPS))

        if left_in_d:
            neighbours.append(Vector(pos.x - 1, pos.y).create(self.MATRIX_LBL_MAIN))

        return neighbours
    def _get_neighbours(self, pos, input_data):
        """
        Returns all neighbours
        to which you can go from a matrix
        cell.

        Args:
            pos: the position from which you want get all neighbours
            input_data: the input for which you create the traceback

        Returns:
            neighbours of the cell at position pos
        """
        neighbours = []

        start = AlignmentOutputData.table_values[pos.y][pos.x]
        diagonal = float(strings.NAN)
        up = float(strings.NAN)
        left = float(strings.NAN)

        cur_char_seq_1 = strings.EMPTY
        cur_char_seq_2 = strings.EMPTY

        if pos.y - 1 >= 0 and pos.x - 1 >= 0:
            diagonal = AlignmentOutputData.table_values[pos.y - 1][pos.x - 1]

        if pos.y - 1 >= 0:
            up = AlignmentOutputData.table_values[pos.y - 1][pos.x]

        if pos.x - 1 >= 0:
            left = AlignmentOutputData.table_values[pos.y][pos.x - 1]

        if pos.y - 1 >= 0:
            cur_char_seq_1 = input_data.sequence_a[pos.y - 1]
        if pos.x - 1 >= 0:
            cur_char_seq_2 = input_data.sequence_b[pos.x - 1]

        matching = start == diagonal + input_data.cost_function.get_value(
            cur_char_seq_1, cur_char_seq_2)
        deletion = start == up + input_data.gap_cost
        insertion = start == left + input_data.gap_cost

        if matching:
            neighbours.append(Vector(pos.x - 1, pos.y - 1))

        if insertion:
            neighbours.append(Vector(pos.x - 1, pos.y))

        if deletion:
            neighbours.append(Vector(pos.x, pos.y - 1))

        return neighbours
Example #4
0
    def traceback_one(self, path, input_data):
        """
        Returns one traceback for a given input.
        It is based on the pseudo-code of Prof. Dr. Backofen
        http://www.bioinf.uni-freiburg.de//Lehre/Courses/2013_SS/V_RNA/slides/nussinov.pdf (slide 13)
        The code is just reversing the Nussinov recursion function.

        Args:
            path: list in which you store the traceback
            input_data: the input for which you create the traceback
        """
        current = path[-1]

        if current.x <= current.y+1:  # case 1: j<=i -> checking if already at inner diagonal or further
            return
        elif Output.table_values[current.y][current.x] == Output.table_values[current.y][current.x-1]:  # case 2
            path.append(Vector(current.x - 1, current.y))  # going one step to the left
            self.traceback_one(path, input_data)
            return
        else:  # case 3: checks for complementary bases on the left
            current_base = input_data.sequence[current.x-1]  # -1 because width of table is: len(sequence) + 1

            # for all k: i<=k<j
            for k in range(current.y, current.x-1-input_data.loop_length):
                base = input_data.sequence[k]

                # S_k and S_j complementary
                if pairs.complementary(base, current_base):
                    current_value = Output.table_values[current.y][current.x]
                    value_sum = Output.table_values[current.y][k] + Output.table_values[k+1][current.x-1] + 1

                    # if N_{i,j} = N_{i,k-1} + N_{k+1,j-1} + 1
                    if current_value == value_sum:
                        self.base_pairs.append((k+1, current.x))

                        # create vectors for new positions in the matrix from which to start
                        left = Vector(k, current.y)
                        bottom = Vector(current.x-1, k+1)

                        left_path = copy.copy(path)
                        bottom_path = copy.copy(path)

                        left_path.append(left)
                        bottom_path.append(bottom)

                        # jump to new positions
                        self.traceback_one(left_path, input_data)
                        self.traceback_one(bottom_path, input_data)
                        return
    def get_data(self, cost_function, gap_cost, sequence_a, sequence_b):
        """
        Returns relevant data needed for example for the Feng-Doolittle algorithm.

            Args:
                cost_function: initialized evaluation function used to evaluate alignment
                gap_cost: costs for a gap
                sequence_a: first sequence
                sequence_b: second sequence

        Returns:
            a tuple with the alignment score, the number of gaps and the length of the alignment
        """

        self.__set_parameters(cost_function, gap_cost, sequence_a, sequence_b)
        self.__initialize_global()
        self._compute_alignments()
        backtracking = Backtracking()
        paths = self._traceback(
            Vector(self._tbl_len_x - 1, self._tbl_len_y - 1), False,
            backtracking)
        gaps = self._count_gaps(paths[0])
        return (AlignmentOutputData.table_values[self._tbl_len_y -
                                                 1][self._tbl_len_x - 1], gaps,
                len(paths[0]) - 1)
Example #6
0
 def get_right_axis(self):
     self.update_axis()
     if self.right_axis is not None:
         right = Vector(self.right_axis[0], self.right_axis[1])
         return right
     else:
         raise pygame.error("right axis is 'None'")
Example #7
0
 def get_left_axis(self):
     self.update_axis()
     if self.left_axis is not None:
         left = Vector(self.left_axis[0], self.left_axis[1])
         return left
     else:
         raise pygame.error("left axis is 'None'")
Example #8
0
 def __init__(self, sprite_name, pos=None, sprite_group=None):
     BaseSprite.__init__(self, sprite_name, sprite_group)
     OBJECT_MANAGER.instance.add(self)
     if pos is not None:
         self.rect.centerx = pos[0]
         self.rect.centery = pos[1]
     self.pos = Vector(pos[0], pos[1])
    def run(self, seq1_fasta_fn, seq2_fasta_fn, subst_matrix_fn, cost_gap_open,
            complete_traceback):
        """
        Calculate optimal alignment(s) with Needleman-Wunsch algorithm and returns outputs of this algorithm
        for testing purposes.

        Args:
            seq1_fasta_fn: path to fasta file containing first sequence
            seq2_fasta_fn: path to fasta file containing second sequence
            subst_matrix_fn: path to substitution matrix
            cost_gap_open: cost to open a gap
            complete_traceback: If True, return all optimal alignments. Otherwise choose a random alignment.

        Returns:
            tuple of
            (id_seq1: fasta id of first sequence,
            seq1: first sequence,
            id_seq2: fasta id of second sequence,
            seq2: second sequence,
            score: score of optimal alignment,
            [(aln_string_seq1, aln_string_seq2), ...]: list of tuples containing optimal alignments)
        """
        self.__evaluate_parameters(seq1_fasta_fn, seq2_fasta_fn,
                                   subst_matrix_fn, cost_gap_open,
                                   complete_traceback)
        self.__initialize_global()
        self._compute_alignments()

        backtracking = Backtracking()
        if self._traceback_mode == self.TRACEBACK_ALL:
            AlignmentOutputData.paths = self._traceback(
                Vector(self._tbl_len_x - 1, self._tbl_len_y - 1), True,
                backtracking)
            self._create_alignments()
        else:
            AlignmentOutputData.paths = self._traceback(
                Vector(self._tbl_len_x - 1, self._tbl_len_y - 1), False,
                backtracking)
            self._create_alignments()

        self._output()

        return (self._data.ids[0], self._data.sequence_a, self._data.ids[1],
                self._data.sequence_b,
                AlignmentOutputData.table_values[self._tbl_len_y -
                                                 1][self._tbl_len_x - 1],
                AlignmentOutputData.alignments)
Example #10
0
 def __init__(self, name, rows, cols, pos, sprite_group):
     BaseAnimatedSprite.__init__(self,
                                 name=name,
                                 rows=rows,
                                 cols=cols,
                                 colorkey=-1,
                                 sprite_group=sprite_group)
     OBJECT_MANAGER.instance.add(self)
     self.pos = Vector(pos[0], pos[1])
     self.rect.center = pos
Example #11
0
    def __init__(self, angle, pos):
        BaseObject.__init__(self, "pink_bullet.png", pos,
                            SPRITE_MANAGER.instance)
        rads = radians(angle)
        self.direction = Vector(sin(rads), cos(rads)).normal()
        self.delete = False

        BULLET_MANAGER.instance.add(self)
        self.speed = 30
        self.collided = False
        self._rotate(angle)
Example #12
0
    def __init__(self, sprite_name, controller, pos):
        BaseAnimatedObject.__init__(
            self, name=sprite_name, rows=9, cols=1, pos=pos,
            sprite_group=SPRITE_MANAGER.instance)

        # old image is used for quicker "rotations" of images, also stops the image from
        # being distorted when multiple images are rotated over and over agian.
        self.old_image = self.image
        self.joystick = controller

        # in degrees, 0 is top, 90 is left, 180 is down, 270 is right
        self.facing_direction = 0
        self.moving_direction = 0
        self.bullet_count = 0
        self._rotate(self.facing_direction)

        self.radius = self.rect.centerx - self.rect.x
        self.begun_movement = False
        self.play_thrust = False

        # current trail could also be kicked out to trail manager, I think...
        self.current_trail = Trail(color1=(0, 255, 230), color2=(255, 0, 230), color3=(0, 255, 0))
        self.trails = Trail_Manager()

        self.velocity = Vector(0, 0)
        self.acceleration = Vector(0, 0)
        self.impulse = False
        self.land = False

        # this isn't the proper place for cycle logic. Should kick this out somehow.
        self.can_cycle = -1

        # ship properties..
        self.mass = MASS
        self.thrust = THRUST
        self.engine_thrust = Vector(0, 0)
        self.first_pass = True

        self.camera_center = CameraCenter("Bullet.png", self)
Example #13
0
    def calc_new_position(self, cur_pos):
        if self.impulse:
            self._resolve_direction_vector()
        else:
            self.engine_thrust.x, self.engine_thrust.y = 0, 0

        # calculate acceleration.x
        drag_force = Vector(
            -DRAG_COEFFICIENT * self.velocity.x, -DRAG_COEFFICIENT * self.velocity.y)

        self.acceleration.x = (self.engine_thrust.x + drag_force.x)/self.mass
        self.acceleration.y = (self.engine_thrust.y + drag_force.y)/self.mass

        self.velocity.x = self.velocity.x + (self.acceleration.x * CLOCK.get_elasped())
        self.velocity.y = self.velocity.y + (self.acceleration.y * CLOCK.get_elasped())  # might have to subtract this value..

        dx = (0.5 * self.acceleration.x * CLOCK.get_elasped()**2) + (self.velocity.x * CLOCK.get_elasped())
        dy = (0.5 * self.acceleration.y * CLOCK.get_elasped()**2) + (self.velocity.y * CLOCK.get_elasped())
        return cur_pos.x + dx, cur_pos.y + dy
Example #14
0
    def run(self, seq_fasta_fn):
        """
        Fold RNA with Nussinov algorithm.
        Args:
            seq_fasta_fn: path to fasta file containing sequence
        Returns:
            tuple of
            (id_seq: fasta id of sequence,
             seq: sequence,
             structure: dot-bracket string of optimal folding)
        """
        self.__evaluate_parameters(seq_fasta_fn)
        self.__initialize()
        self._compute_structures()

        backtracking = NussinovBacktracking()
        PredictionOutputData.structures = self._traceback(
            Vector(self._tbl_len_x - 1, 0), backtracking)

        self._create_structures()
        self._output()

        return (self._data.id, self._data.sequence,
                PredictionOutputData.dot_bracket_structures[0])
Example #15
0
    def __init__(self, sprite_name, controller, pos):
        BaseObject.__init__(self, sprite_name, pos, SPRITE_MANAGER.instance)

        # assumes an already initialized controller
        # TODO: Create virtual controller - currently we rely on PS3 controller
        self.joystick = controller
        self.land = False
        self.can_shoot = 1
        self.can_move = 1

        self.trajectory = Vector(0, 0)
        self.begun_movement = False  # Could eliminate this by having the player already moving at start...

        # TODO: get rid of this line of code, since we will be using a rect mask for collisions...
        self.radius = self.rect.centerx - self.rect.x

        self.old_hspeed, self.old_vspeed = 0, 0
        self.hspeed, self.vspeed = 0, 0

        self.fire_sound = load_sound("321102__nsstudios__laser1.wav")

        self.health = HEALTH
        self.bullet_group = GroupWithOwner(owner=self.name,
                                           group_manager=BULLET_GROUP_MANAGER)
Example #16
0
 def _get_new_pos(self, trajectory):
     new = self.pos - Vector(-trajectory[0], -trajectory[1])
     self.pos += (new - self.pos).normal() * self.speed
     return self.pos
Example #17
0
 def __init__(self):
     self.updated_buttons = False
     self.left_axis = Vector(0, 0)
     self.right_axis = Vector(0, 0)
Example #18
0
 def getPlayerDirection(self):
     rads = radians(self.facing_direction)
     return Vector(sin(rads), cos(rads)).normal()
Example #19
0
 def getVelocity(self):
     return Vector(self.velocity.x, self.velocity.y)
Example #20
0
 def getPosition(self):
     return Vector(self.pos.x, self.pos.y)
Example #21
0
 def get_axes(self):
     self.update_axis()
     if self.left_axis is not None and self.right_axis is not None:
         left = Vector(self.left_axis[0], self.left_axis[1])
         right = Vector(self.right_axis[0], self.right_axis[1])
         return left, right
    def _get_neighbours(self, pos, input_data):
        """
        Returns all neighbours
        to which you can go from a matrix
        cell.

        Args:
            pos: the position from which you want get all neighbours
            input_data: the input for which you create the traceback

        Returns:
            neighbours of the cell at position pos
        """
        neighbours = []

        if pos.matrix_label == self.MATRIX_LBL_HORIZONTAL_GAPS:
            return self.__get_neighbours_in_Q(pos, input_data)
        elif pos.matrix_label == self.MATRIX_LBL_VERTICAL_GAPS:
            return self.__get_neighbours_in_P(pos, input_data)

        start = AlignmentOutputData.table_values[pos.y][pos.x]
        diagonal = float(strings.NAN)
        matrix_p = float(strings.NAN)
        matrix_q = float(strings.NAN)
        up = float(strings.NAN)
        left = float(strings.NAN)

        cur_char_seq_1 = strings.EMPTY
        cur_char_seq_2 = strings.EMPTY

        if pos.y - 1 >= 0 and pos.x - 1 >= 0:
            diagonal = AlignmentOutputData.table_values[pos.y - 1][pos.x - 1]

        if pos.y > 0:
            matrix_p = AlignmentOutputData.table_vertical_gaps[pos.y][pos.x]

        if pos.x > 0:
            matrix_q = AlignmentOutputData.table_horizontal_gaps[pos.y][pos.x]

        # marginal case
        if pos.y - 1 >= 0 and pos.x == 0:
            up = AlignmentOutputData.table_values[pos.y - 1][pos.x]

        # marginal case
        if pos.x - 1 >= 0 and pos.y == 0:
            left = AlignmentOutputData.table_values[pos.y][pos.x - 1]

        if pos.y - 1 >= 0:
            cur_char_seq_1 = input_data.sequence_a[pos.y - 1]
        if pos.x - 1 >= 0:
            cur_char_seq_2 = input_data.sequence_b[pos.x - 1]

        if cur_char_seq_1 != strings.EMPTY and cur_char_seq_2 != strings.EMPTY:
            matching = start == diagonal + input_data.cost_function.get_value(cur_char_seq_1, cur_char_seq_2)
        else:
            matching = False

        #matching = start == diagonal + (0 if cur_char_seq_1 == cur_char_seq_2 else -1)
        change_to_p = start == matrix_p
        change_to_q = start == matrix_q

        # marginal cases
        deletion = start == up + input_data.gap_beta
        insertion = start == left + input_data.gap_beta

        if matching:
            neighbours.append(Vector(pos.x - 1, pos.y - 1).create(self.MATRIX_LBL_MAIN))

        if change_to_p:
            neighbours.append(Vector(pos.x, pos.y).create(self.MATRIX_LBL_VERTICAL_GAPS))

        if change_to_q:
            neighbours.append(Vector(pos.x, pos.y).create(self.MATRIX_LBL_HORIZONTAL_GAPS))

        # marginal case
        if insertion:
            neighbours.append(Vector(pos.x - 1, pos.y).create(self.MATRIX_LBL_MAIN))

        # marginal case
        if deletion:
            neighbours.append(Vector(pos.x, pos.y - 1).create(self.MATRIX_LBL_MAIN))

        # marginal case
        if not (matching or change_to_p or change_to_q or insertion or deletion) and (pos.x != 0 or pos.y != 0):
            neighbours.append(Vector(0, 0).create(self.MATRIX_LBL_MAIN))

        return neighbours