def dr(self, pin): # returns "read" value of Digital instance if in digital pin range (14 pins) if pin >= 0 and pin < 14: a = Digital() return a.read() else: pass
def main(): pins = [Pin('X' + str(p), Pin.OUT_PP) for p in range(1, 9)] d = Digital(1, pins) while True: for i in range(10): d.display(i) pyb.delay(500)
def __init__( self, window, name = 'keyboard' ): super( Keyboard, self ).__init__() self.name = name self.window = window self.key_state = pyglet.window.key.KeyStateHandler() self.digital = Digital( self.name ) self.window.push_handlers( self.key_state ) self.window.push_handlers( on_key_press = self.on_key_press, on_key_release = self.on_key_release )
class Keyboard(object): # allow access to pyglet.window.key keys = pyglet.window.key down = "down" up = "up" def __init__(self, window, name="keyboard"): super(Keyboard, self).__init__() self.name = name self.window = window self.key_state = pyglet.window.key.KeyStateHandler() self.digital = Digital(self.name) self.window.push_handlers(self.key_state) self.window.push_handlers(on_key_press=self.on_key_press, on_key_release=self.on_key_release) def __del__(self): if self.window != None: self.window.remove_handlers(self.on_key_press, self.on_key_release, self.key_state) def is_key_down(self, key): return self.key_state[key] def __getitem__(self, k): # Handles [] operator # redirect to our keyboard handler return self.key_state[k] def on_key_press(self, symbol, modifiers): """ Pyglet event handler method. Notifies and handlers of the event via their 'on_key_press' method. Do NOT rename this function. """ self.digital.dispatch_event("on_digital_input", self.digital, Keyboard.down, (symbol, modifiers)) def on_key_release(self, symbol, modifiers): """ Pyglet event handler method. Notifies and handlers of the event via their 'on_key_release' method. Do NOT rename this function. """ self.digital.dispatch_event("on_digital_input", self.digital, Keyboard.up, (symbol, modifiers))
def __init__(self, registerfile, shiftregister, reset=0, load_file=None): self.registerfile = registerfile self.shiftregister = shiftregister # add control units self._units = {} self.led = Led(self.registerfile) self._units['LEDs'] = self.led self.hitlogic = HitLogic(self.registerfile) self._units['Hit logic'] = self.hitlogic self.filter = Filter(self.registerfile) self._units['Filter'] = self.filter self.monitor = Monitor(self.shiftregister) self._units['Monitor'] = self.monitor self.frontend = Frontend(self.shiftregister) self._units['Frontend'] = self.frontend self.adcbias = AdcBias(self.shiftregister) self._units['ADC bias'] = self.adcbias self.digital = Digital(self.registerfile) self._units['Digital'] = self.digital if reset: self.reset() self.apply() if load_file: self.load(load_file) self.update()
def digital(self, instance): home_screen = APP.root.current_screen from digital import Digital self.digital = Digital() APP.root.add_widget(self.digital) APP.root.current = "digital" APP.root.remove_widget(home_screen)
def __init__(self): self._digitalPins = [] self._analogPins = [] for i in range(0, ArduinoSim._numDigitals): digPin = Digital() self._digitalPins.append(digPin) for i in range(0, ArduinoSim._numAnalogs): anPin = Analog() self._analogPins.append(anPin)
def __init__(self, window, name="keyboard"): super(Keyboard, self).__init__() self.name = name self.window = window self.key_state = pyglet.window.key.KeyStateHandler() self.digital = Digital(self.name) self.window.push_handlers(self.key_state) self.window.push_handlers(on_key_press=self.on_key_press, on_key_release=self.on_key_release)
def __init__(self): # ensures an instance is initialized correctly by creating analog & digital pins self._value = 0 _numAnalogs = 6 # number of analog pins _numDigitals = 14 # number of digital pins analoglst = [] digitallst = [] for i in range(_numAnalogs): analoglst.append(Analog()) self._analoglst = analoglst for i in range(_numDigitals): digitallst.append(Digital()) self._digitallst = digitallst
class Keyboard( object ): # allow access to pyglet.window.key keys = pyglet.window.key down = 'down' up = 'up' def __init__( self, window, name = 'keyboard' ): super( Keyboard, self ).__init__() self.name = name self.window = window self.key_state = pyglet.window.key.KeyStateHandler() self.digital = Digital( self.name ) self.window.push_handlers( self.key_state ) self.window.push_handlers( on_key_press = self.on_key_press, on_key_release = self.on_key_release ) def __del__( self ): if self.window != None: self.window.remove_handlers( self.on_key_press, self.on_key_release, self.key_state ) def is_key_down( self, key ): return self.key_state[ key ] def __getitem__( self, k ): # Handles [] operator # redirect to our keyboard handler return self.key_state[ k ] def on_key_press( self, symbol, modifiers ): """ Pyglet event handler method. Notifies and handlers of the event via their 'on_key_press' method. Do NOT rename this function. """ self.digital.dispatch_event( 'on_digital_input', self.digital, Keyboard.down, (symbol, modifiers) ) def on_key_release( self, symbol, modifiers ): """ Pyglet event handler method. Notifies and handlers of the event via their 'on_key_release' method. Do NOT rename this function. """ self.digital.dispatch_event( 'on_digital_input', self.digital, Keyboard.up, (symbol, modifiers) )