Example #1
0
def toc():
    global _tictoc_t0
    t1 = _clock() - _tictoc_t0
    nargin, nargout = _get_narginout(0)
    if nargout > 0:
        return t1
    print 'Elapsed time is %0.6f seconds.'%t1
Example #2
0
 def wait(self, timeout=None):
     if not self._is_owned():
         raise RuntimeError("cannot wait on un-acquired lock")
     waiter = _allocate_lock()
     waiter.acquire()
     self._waiters.append(waiter)
     saved_state = self._release_save()
     try:  # restore state no matter what (e.g., KeyboardInterrupt)
         if timeout is None:
             waiter.acquire()
             if __debug__:
                 self._note("%s.wait(): got it", self)
         else:
             # Balancing act:  We can't afford a pure busy loop, so we
             # have to sleep; but if we sleep the whole timeout time,
             # we'll be unresponsive.  The scheme here sleeps very
             # little at first, longer as time goes on, but never longer
             # than 20 times per second (or the timeout time remaining).
             endtime = _clock() + timeout
             delay = 0.0005  # 500 us -> initial delay of 1 ms
             while True:
                 gotit = waiter.acquire(0)
                 if gotit:
                     break
                 remaining = endtime - _clock()
                 if remaining <= 0:
                     break
                 delay = min(delay * 2, remaining, .05)
                 _sleep(delay)
             if not gotit:
                 if __debug__:
                     self._note("%s.wait(%s): timed out", self, timeout)
                 try:
                     self._waiters.remove(waiter)
                 except ValueError:
                     pass
             else:
                 if __debug__:
                     self._note("%s.wait(%s): got it", self, timeout)
     finally:
         self._acquire_restore(saved_state)
Example #3
0
def tic():
    global _tictoc_t0
    _tictoc_t0 = _clock()
Example #4
0
def tic():
    global _tictoc_t0
    _tictoc_t0 = _clock()
Example #5
0
def get_typed(Key, maxlen, hotkeys=[]):
    'Check for typed input. if any hotkeys, specify letter after ctrl\neg ctrl a -> hotkeys = [\'a\']'
    global __Shifted, __lastBlink, _blink, __checkfor
    if Key == '|':
        Key = ''
    elif Key != '' and Key[-1] == '|':
        Key = Key[:-1]
    for event in _pygame.event.get([_pygame.KEYDOWN, _pygame.KEYUP]):
        #print(event.key)
        if event.key in [_pygame.K_LCTRL, _pygame.K_RCTRL
                         ] and __checkfor and event.type == _pygame.KEYUP:
            __checkfor = False
            continue
        elif chr(event.key) in hotkeys and __checkfor:
            _pygame.event.post(
                _pygame.event.Event(HOTKEYEVENT, {'key': event.key}))
            #print('hoi')
            continue
        elif event.key in [_pygame.K_LCTRL, _pygame.K_RCTRL
                           ] and event.type == _pygame.KEYDOWN:
            #_pygame.event.post(_pygame.event.Event(_pygame.KEYDOWN,{'key':event.key}))
            __checkfor = True
            continue
        if event.key in [_pygame.K_LSHIFT, _pygame.K_RSHIFT
                         ] and event.type == _pygame.KEYDOWN:
            __Shifted = True
        elif event.key in [_pygame.K_LSHIFT, _pygame.K_RSHIFT
                           ] and event.type == _pygame.KEYUP:
            __Shifted = False
        elif event.key == _pygame.K_RETURN:
            return 1
        elif event.key == _pygame.K_BACKSPACE and event.type == _pygame.KEYDOWN and Key != []:
            Key = Key[:-1]
        elif event.key == _pygame.K_CAPSLOCK and event.type == _pygame.KEYDOWN:
            pass
            #elif event.key == _pygame.K_ESCAPE: continue

        elif not __Shifted and event.type == _pygame.KEYDOWN and chr(
                event.key
        ) in ' `1234567890-=qwertyuiop[]\\asdfghjkl;\'zxcvbnm,./':
            Key += chr(event.key)
        elif __Shifted and event.type == _pygame.KEYDOWN:
            if _pygame.K_a <= event.key <= _pygame.K_z:
                Key += chr(event.key - 32)
            elif event.key == _pygame.K_BACKQUOTE:
                Key += '~'
            elif event.key == _pygame.K_1:
                Key += '!'
            elif event.key == _pygame.K_2:
                Key += '@'
            elif event.key == _pygame.K_3:
                Key += '#'
            elif event.key == _pygame.K_4:
                Key += '$'
            elif event.key == _pygame.K_5:
                Key += '%'
            elif event.key == _pygame.K_6:
                Key += '^'
            elif event.key == _pygame.K_7:
                Key += '&'
            elif event.key == _pygame.K_8:
                Key += '*'
            elif event.key == _pygame.K_9:
                Key += '('
            elif event.key == _pygame.K_0:
                Key += ')'
            elif event.key == _pygame.K_MINUS:
                Key += '_'
            elif event.key == _pygame.K_EQUALS:
                Key += '+'
            elif event.key == _pygame.K_LEFTBRACKET:
                Key += '{'
            elif event.key == _pygame.K_RIGHTBRACKET:
                Key += '}'
            elif event.key == _pygame.K_BACKSLASH:
                Key += '|'
            elif event.key == _pygame.K_SEMICOLON:
                Key += ':'
            elif event.key == _pygame.K_QUOTE:
                Key += '"'
            elif event.key == _pygame.K_COMMA:
                Key += '<'
            elif event.key == _pygame.K_PERIOD:
                Key += '>'
            elif event.key == _pygame.K_SLASH:
                Key += '?'
        else:
            _pygame.event.post(_pygame.event.Event(event.type, event.dict))
        __checkfor = False
    while len(Key) > maxlen:
        Key = Key[:-1]
    if __lastBlink == 0: __lastBlink = _clock()
    elif _clock() - __lastBlink >= 0.5:
        __lastBlink = _clock()
        _blink = not _blink
    if _blink: Key += '|'
    return Key