def main(input, output): try: with open(input) as file: data = json.load(file) except json.decoder.JSONDecodeError as E: print('Wrong Json file:', E) return except FileNotFoundError as E: print(E) return if 'Screen' in data.keys(): screen = data['Screen'] else: print('No \"Screen\" in file') return if 'Palette' in data.keys(): palette = data['Palette'] else: print('No \"Palette\" in file') return shapes_list = readShapesFromJson(data) draw.draw(screen['width'], screen['height'], screen['bg_color'], screen['fg_color'], palette, shapes_list, output)
def fileUpload(): file = request.files['file'] destination="/".join([os.path.realpath(os.path.dirname(__file__)), "concept2.json"]) file.save(destination) ### concept = getFromJson("concept2") try: check_import_concept(concept) except Exception as e: return "{0}".format(e), 400 a = core.Context(concept["G"], concept["M"], concept["I"]) start = datetime.now() b = nextNeighbour.nextNeighbours(a) end = datetime.now() draw_start = datetime.now() draw.draw(b, OUT_FILE_NAME) draw_end = datetime.now() resp = dict({ 'latticeImg': encodedFile(OUT_FILE_NAME), 'lattice': b.toJson(), 'concept': a.toJson(), 'constructTime': (end - start).total_seconds(), 'drawTime': (draw_end - draw_start).total_seconds(), 'json': json.dumps(dict(G = a.G, M = a.M, I = a.I)) }) return jsonify(resp)
def start(game, inputs_record): pygame.init() screen = pygame.display.set_mode( (draw.screen_w, draw.screen_h) ) pygame.display.set_caption("ice-hall") clock = pygame.time.Clock() millis = 1 exit = False while True: for event in pygame.event.get(): if event.type == pygame.QUIT: exit = True else: inputs_record = collect.collect(inputs_record, event) if exit: break game = update.update(game, inputs_record, millis/1000) draw.draw(screen, game) pygame.display.flip() millis = clock.tick(60) pygame.quit()
def main(): #read instance #path=sys.argv[1] id,n,p,d,s,w,cxy,V,mytype,id = read('Instances/pmedcap1.dat') CVPMP.init(n,p,d,s,w,V) z, solution = CVPMP.Solver() #display solution data = Global.path()+'/out.dat' f = open(data,'w') for s in solution: i=s[0] for j in s[1]: if i == j: mytype = 1 else: mytype = 0 f.write('%d\t%d\t%d\t%d\t%d\n'% (mytype, j, i, cxy[j][0], cxy[j][1])) f.close(); draw.draw(data, mytype, id)
def simulate(world, balls, edges, pockets, screen, clock, do_draw): background_color = (20, 130, 57) # Green felty color. world.Step(TIME_STEP, 10, 10) # Kick things off. # Run simulation until balls stop moving. while is_moving(world): # Check for quit event for event in pygame.event.get(): if event.type == QUIT: exit() # Apply friction forces to balls for body in world.bodies: apply_friction(body) # Simulate the next step of the Box2D world and destroy balls in the destroy queue (i.e. balls that touched pockets) world.Step(TIME_STEP, 10, 10) world.contactListener.DestroyBalls(world) world.ClearForces() # Draw the world if do_draw: # Fill in the table background, draw the bodies, and update the display and clock. draw(world, screen, background_color) pygame.display.flip() clock.tick(FPS) # See if the cue ball went into a pocket. scratch = is_made(balls[0]) if scratch: balls[0].body.position = (TABLE_WIDTH / 2.0 + TABLE_WIDTH / 4.0 + 0.4, TABLE_HEIGHT / 2.0) return scratch
def add_attribute(): try: current_concept = request.json["old_concept"] current_lattice = request.json["old_lattice"] attrM = request.json["attrM"] attrMI = request.json["attrMI"] a = core.Context(current_concept["G"], current_concept["M"], current_concept["I"]) b = core.Lattice( list(map(lambda x: core.Node(set(x["G"]), set(x["M"])), current_lattice["C"])), set(map(lambda x: (int(x[0]), int(x[1])), current_lattice["E"])) ) start = datetime.now() (newCtx, L) = addAttribute.addAttr(a, b, attrM, attrMI) end = datetime.now() draw_start = datetime.now() draw.draw(L, OUT_FILE_NAME) draw_end = datetime.now() resp = dict({ 'latticeImg': encodedFile(OUT_FILE_NAME), 'lattice': b.toJson(), 'concept': a.toJson(), 'drawTime': (draw_end - draw_start).total_seconds(), 'addTime': (end - start).total_seconds(), 'json': json.dumps(dict(G = newCtx.G, M = newCtx.M, I = newCtx.I)) }) return jsonify(resp) except: return "Wrong input", 400
def quickhull(points, start_time): ''' Quickhll algorithm that takes in the array of points, and the start time of the timer. Returns the convex hull as an array. ''' if points.size == 0: return [] L, R = utils.lr_most_point(points) result = [L, R] if config.visual: x, y = np.vstack((L, R)).T config.lines = config.ax.plot(x, y, c=config.c_color, alpha=config.c_alpha, label=config.c_label) S1 = [] S2 = [] oldLine = L - R for point in points: newLine = L - point if np.cross(oldLine, newLine) > 0: S1.append(point) elif (point != L).all() and (point != R).all(): S2.append(point) find_hull(S1, L, R, 1, result, start_time) find_hull(S2, R, L, len(result), result, start_time) if config.visual: draw(start_time) plt.savefig(config.image_path) return np.array(result)
def brute_force(points, start_time): ''' Brute Force algorithm that takes in the array of points and start time of the timer. Returns the convex hull as an array. The results of this algorithm are out-of-order, unlike the other algorithms that have their results in-order. ''' result = [] lines = [] if config.visual: lines.append( config.ax.plot((0, 0), (0, 0), c=config.c_color, alpha=config.c_alpha, label=config.c_label)) for i in points: for j in points: if (i == j).all(): continue side = 0 ItoJ = j - i for k in points: if (i == k).all() or (j == k).all(): continue ItoK = i - k newSide = np.cross(ItoJ, ItoK) if newSide != 0: # Makes sure the three lines are not collinear if side == 0: side = newSide elif (side < 0 and newSide > 0) or \ (side > 0 and newSide < 0): side = False break if side: i_is_new = all(i not in q for q in result) j_is_new = all(j not in q for q in result) if i_is_new or j_is_new: if i_is_new: result.append(i) if j_is_new: result.append(j) if config.visual: lines.append( config.ax.plot((i[0], j[0]), (i[1], j[1]), color=config.c_color, alpha=config.c_alpha)) draw(start_time) elif config.visual: # TODO: This happens too many times lines.append( config.ax.plot((i[0], j[0]), (i[1], j[1]), color=config.c_color, alpha=config.c_alpha)) draw(start_time) if config.visual: plt.savefig(config.image_path) for line in lines: line.pop(0).remove() return np.array(result)
def random_draw(draw_input_dict, random_input_dict, folder_save, display=False, image_number=0, global_poly_number=None, global_color_palette_number=None): # draw_input_dict (doct) is dictionary with fixed parameters # random_input_dict (dict) is dictionary with random parameter distributions # folder_save (str) is path to folder where results should be saved # display (bool) indicates if plots should be prompted # image_number (int) is the starting number for the images to be saved (in their names) # global_poly_number (int) is - if not None - the number of polynomials to generate and to used in plots to be constructed thanks to all coefficient distributions without regard to cartesian product # global_color_palette_number (int) is - if not None - the number of color palette to generate and to used in plots to be constructed thanks to all coefficient distributions without regard to cartesian product # random_input_dict is used to generate input list to override fixed inputs ## If global_poly_number or global_color_palette_number are not None, polynomial or color palette lists are constructed explicitely new_input_dict = override( draw_input_dict, generate_random_inputs(random_input_dict, global_poly_number, global_color_palette_number)) # draw function is called with generated inputs draw(new_input_dict, folder_save, display, image_number, cartesian_poly=(global_poly_number is None), cartesian_color_palette=(global_color_palette_number is None))
def main(): #read instance #path=sys.argv[1] id, n, p, d, s, w, cxy, V, mytype, id = read('Instances/pmedcap1.dat') CVPMP.init(n, p, d, s, w, V) z, solution = CVPMP.Solver() #display solution data = Global.path() + '/out.dat' f = open(data, 'w') for s in solution: i = s[0] for j in s[1]: if i == j: mytype = 1 else: mytype = 0 f.write('%d\t%d\t%d\t%d\t%d\n' % (mytype, j, i, cxy[j][0], cxy[j][1])) f.close() draw.draw(data, mytype, id)
def main_loop(): global speedup_factor global quit global players global camps global goals global world global animations global screen step = 0 while not quit: handle_events() for _ in range(speedup_factor): call_ais() game_logic.tick(players, camps, goals, animations, world) draw.draw(players, camps, goals, animations, world, screen) clock.tick(50) # 20ms relative to last tick step += 1 if tournament_mode and step > 10000: best_player = sorted(players, key=lambda p: p.score, reverse=True)[0] print(best_player.ai.filename) quit = True
def runGA(cities, initFunc, initSize, selectFunc, selectParams, coFunc, scoreFunc, mutateFunc, mutparams, killFunc, maxGen, targetScore): window = draw.makescreen() g = 0 pop = initFunc(initSize, len(cities)) pop = map(lambda tour: [cities[i] for i in tour], pop) best = min(pop, key=lambda p: scoreFunc(p, DIST)); bestsofar='',None print 'Best:', scoreFunc(best, DIST) ## draw.draw(best, g, window, DIST) while g <= maxGen and bestsofar[0] > targetScore: children = [] for p in pop: # if not _%10: print _, ## # print 'sel', ## mate = selectFunc(p, pop, *selectParams) # print '/sel', ## children.append(mutateFunc(coFunc(p[:], mate[:]), *mutparams)) children.append(mutateFunc(coFunc(mate[:], p[:]), *mutparams)) # print set((scoreFunc(c) for c in children)) ## # pop = killFunc(pop, children) pop = kill(pop+children, initSize, DIST) g += 1 # best = max((scoreFunc(p) for p in pop)) best = min(pop, key=lambda p: scoreFunc(p, DIST)) if scoreFunc(best, DIST) < bestsofar[0]: bestsofar = scoreFunc(best, DIST), best window = draw.makescreen() pg.display.init(); draw.draw(bestsofar[1], g, window, DIST) # if not g%10: print g, scoreFunc(best), "|", bestsofar[0] ## print g, scoreFunc(best, DIST), "|", bestsofar[0], len(set((c.id for c in bestsofar[1]))) ## raw_input("Hit <ENTER> to continue") return bestsofar[0]
def draw(self, surface=None): draw.draw_bg(self.rendertarget, self.bg_color) if surface is None: surface = self.rendertarget for go in self.gameobjects: draw.draw(go, surface) if self.actor: draw.draw(self.actor, surface)
def move_and_draw(world): w = world while True: sleep(w.speed) if not world.paused: check_for_direction_change(w.pushedKeys, w.snakeElements) move(w.snakeElements) draw(w.screen, w.surfaceSize, w.mapSize, w.score, w.highScore, w.egg, w.snakeElementSize, w.snakeElements) take_action(w)
def checkInput(input): global errorNumber outcome = [i for i, x in enumerate(answer) if x == input.upper()] if len(outcome) > 0: for x in range(0, len(outcome)): test[outcome[x]] = input.upper() else: errorNumber += 1 draw(errorNumber)
def draw(self): """ Draw the game state. """ #REMOVEME #print "drawing" #return camera_x = 0 camera_y = 0 if self._scroll_type == SCROLL_HORIZ: try: px = self.player_list[0].x camera_x = px / self._field_width * (self._field_width - self._view_width) except IndexError: camera_x = 0 if self._scroll_type == SCROLL_VERT: try: py = self.player_list[0].y camera_y = py / self._field_height * (self._field_height - self._view_height) except IndexError: camera_y = 0 gl.glPushMatrix() gl.glTranslatef(-camera_x, -camera_y, 0) for object in self.player_list + self.foe_list + self.shot_list + self.others_list: object.draw() #print ("nbr of normal/ml bullets : " + str(self.array_fill) + "/" + str(self.array_ml_fill)) draw.draw(self.bullet_array, self.array_fill, self.bullet_array_ml, self.array_ml_fill) # gl.glAccum(gl.GL_MULT, 0.9) # gl.glAccum(gl.GL_ACCUM, 1.0) # gl.glAccum(gl.GL_RETURN, 1.0) gl.glDisable(gl.GL_TEXTURE_2D) gl.glLineWidth(3.) gl.glColor4f(1., 1., 1., 1.) gl.glBegin(gl.GL_LINE_LOOP) gl.glVertex2f(-0.45 * self._field_width, 0.45 * self._field_height) gl.glVertex2f(-0.45 * self._field_width, -0.45 * self._field_height) gl.glVertex2f(0.45 * self._field_width, -0.45 * self._field_height) gl.glVertex2f(0.45 * self._field_width, 0.45 * self._field_height) gl.glEnd() gl.glBegin(gl.GL_LINE_LOOP) gl.glVertex2f(-0.5 * self._field_width, 0.5 * self._field_height) gl.glVertex2f(-0.5 * self._field_width, -0.5 * self._field_height) gl.glVertex2f(0.5 * self._field_width, -0.5 * self._field_height) gl.glVertex2f(0.5 * self._field_width, 0.5 * self._field_height) gl.glEnd() gl.glEnable(gl.GL_TEXTURE_2D) gl.glLineWidth(1.) pygame.display.flip() gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT) gl.glPopMatrix()
def train(epoch = 100, batch_size = 100, input_size = 2): GEN = gen(input_size).to(device).double() DIS = dis().to(device).double() optimizer_g = torch.optim.RMSprop(GEN.parameters(), lr=0.0001) optimizer_d = torch.optim.RMSprop(DIS.parameters(), lr=0.0001) for ep in range(epoch): total_gen_loss = 0 total_dis_loss = 0 for j in range(int(len(train_set) / batch_size)): func = torch.from_numpy(train_set[j * batch_size: (j + 1) * batch_size]).double().to(device) input = torch.randn(batch_size, input_size).to(device).double() noise = GEN(input) GEN_loss = -torch.mean(DIS(noise)).to(device) optimizer_g.zero_grad() GEN_loss.backward() optimizer_g.step() DIS_loss = -torch.mean(DIS(func) - DIS(noise.detach())).to(device) + 0.001* gradient_penalty(DIS, func, noise) optimizer_d.zero_grad() DIS_loss.backward() optimizer_d.step() total_gen_loss += GEN_loss.item() * batch_size total_dis_loss += DIS_loss.item() * batch_size print("epoch %d \t G_LOSS: %.4f \t D_LOSS: %.4f" % (ep + 1, total_gen_loss / len(train_set) , total_dis_loss / len(train_set))) if ep % 10 == 9 : with torch.no_grad(): input = torch.randn(1000, input_size).to(device).double() output = GEN(input) data = np.array(output.cpu().data) x_min = np.min(test_set[:, 0]) x_max = np.max(test_set[:, 0]) y_min = np.min(test_set[:, 1]) y_max = np.max(test_set[:, 1]) x_min = np.min(np.append(data[:, 0], x_min)) x_max = np.max(np.append(data[:, 0], x_max)) y_min = np.min(np.append(data[:, 1], y_min)) y_max = np.max(np.append(data[:, 1], y_max)) i = x_min background = [] while i <= x_max: j = y_min while j <= y_max: background.append([i,j]) j = j + 0.01 background.append([i, y_max]) i = i + 0.01 print(x_min,x_max,y_min,y_max) background = np.array(background) background_color = DIS(torch.Tensor(background).to(device).double()) draw.draw(ep, data,test_set, background , np.array(background_color.cpu().data), x_min, x_max, y_min, y_max, "wgan_gp") GEN.zero_grad() DIS.zero_grad()
def draw(self): """ Draw the game state. """ #REMOVEME #print "drawing" #return camera_x = 0 camera_y = 0 if self._scroll_type == SCROLL_HORIZ: try: px = self.player_list[0].x camera_x = px/self._field_width*(self._field_width - self._view_width) except IndexError: camera_x = 0 if self._scroll_type == SCROLL_VERT: try: py = self.player_list[0].y camera_y = py/self._field_height*(self._field_height - self._view_height) except IndexError: camera_y = 0 gl.glPushMatrix() gl.glTranslatef(-camera_x, -camera_y, 0) for object in self.player_list + self.foe_list + self.shot_list + self.others_list: object.draw() #print ("nbr of normal/ml bullets : " + str(self.array_fill) + "/" + str(self.array_ml_fill)) draw.draw(self.bullet_array, self.array_fill,self.bullet_array_ml, self.array_ml_fill) # gl.glAccum(gl.GL_MULT, 0.9) # gl.glAccum(gl.GL_ACCUM, 1.0) # gl.glAccum(gl.GL_RETURN, 1.0) gl.glDisable(gl.GL_TEXTURE_2D) gl.glLineWidth(3.) gl.glColor4f(1.,1.,1.,1.) gl.glBegin(gl.GL_LINE_LOOP) gl.glVertex2f(-0.45*self._field_width, 0.45*self._field_height) gl.glVertex2f(-0.45*self._field_width,-0.45*self._field_height) gl.glVertex2f(0.45*self._field_width, -0.45*self._field_height) gl.glVertex2f(0.45*self._field_width, 0.45*self._field_height) gl.glEnd() gl.glBegin(gl.GL_LINE_LOOP) gl.glVertex2f(-0.5*self._field_width, 0.5*self._field_height) gl.glVertex2f(-0.5*self._field_width,-0.5*self._field_height) gl.glVertex2f(0.5*self._field_width, -0.5*self._field_height) gl.glVertex2f(0.5*self._field_width, 0.5*self._field_height) gl.glEnd() gl.glEnable(gl.GL_TEXTURE_2D) gl.glLineWidth(1.) pygame.display.flip() gl.glClear(gl.GL_COLOR_BUFFER_BIT | gl.GL_DEPTH_BUFFER_BIT) gl.glPopMatrix()
def index(oid, idx): props = download.fetch_prop(oid) id = int(idx) if props.has_key(id): text, prod_id = props[id] config = eval(open('%d/config.json' %(prod_id)).read()) bytes = io.BytesIO() draw.draw('%d/origin.jpg' % (prod_id), text, bytes, config) response.set_header('Content-Type', 'image/jpg') return bytes.getvalue() abort(404)
def collision_stuff(tank, object): """Does the stuff once a tank has been hit with an object.""" for flash in range(8): draw.draw("flash", object.origin) time.sleep(random.randint(0, 1) / 20) delete.delete() draw.draw() time.sleep(random.randint(0, 1) / 20) delete.delete() config.reset_scored() if tank != object.origin: object.origin.score += 1
def main(game_counter, players): field = [list(' '), list(' '), list(' ')] current_player = 0 pygame.init() window = pygame.display.set_mode((600, 600)) color = (255, 255, 255) playing = True while playing: pygame.draw.line(window, color, (200, 0), (200, 600)) pygame.draw.line(window, color, (400, 0), (400, 600)) pygame.draw.line(window, color, (0, 200), (600, 200)) pygame.draw.line(window, color, (0, 400), (600, 400)) for event in pygame.event.get(): if event.type == pygame.QUIT: playing = False global loop loop = False if event.type == pygame.MOUSEBUTTONDOWN: coordinateX = int(event.pos[0] / 200) coordinateY = int(event.pos[1] / 200) if field[coordinateY][coordinateX] == ' ': draw(window, players[current_player].symbol, event.pos, color) field[coordinateY][coordinateX] = players[ current_player].symbol if check_field(field): output(field) print('{0} wins\n'.format( players[current_player].name)) playing = False current_player = (current_player + 1) % 2 if playing: playing = False for row in field: if ' ' in row: playing = True pygame.display.update()
def change_sort(self): #rtsp://admin:[email protected]:554//Streaming/Channels/1 cap = cv2.VideoCapture(camera2) while True: _, img = cap.read() if _: draw.draw(img) picture = Image.fromarray(img[..., ::-1]) picture.save('frame2.jpg') break self.initface_reco.destroy() initface_sort(self.master)
def run(): print 'date:%s step1 start error statistics' % TODAY error.save_error() print 'date:%s step2 start update statistics' % TODAY update.save_update() print 'date:%s step3 start db statistics' % TODAY db_data.save_db() print 'date:%s step4 start making tables' % TODAY mktables.mktables() print 'date:%s step5 start draw statistics picture' % TODAY draw.draw() print 'date:%s step6 start sending emails' % TODAY send_email.send_email() print 'date:%s finished' % TODAY
def annotate_video(self, videopath, line_names, angle_names): lines_to_draw = [self.datastore[name] for name in line_names] angles_to_print = { "left": self.datastore[angle_names[0]], "right": self.datastore[angle_names[1]] } draw.draw(path=videopath, startframe=self.startframe, endframe=self.endframe, lines=lines_to_draw, segments=None, angles=angles_to_print, outfile=self.outpath)
def main(): random.seed(42) mint = gen_token() num_bidders = 300 total_purchase_amount = 20 * 10**6 median_valuation = 5 * 10**6 std_deviation = 0.25 * median_valuation bids = gen_bids(num_bidders, total_purchase_amount, median_valuation, std_deviation) sim = Simulation(mint, bids[:]) print 'Running Auction' sim.run_auction(factor=10**12, const=10**3) print 'Running Trading' final_price = 1.2 * sim.mint.ask sim.run_trading(mint.auction.elapsed * 3, stddev=0.005, final_price=final_price) tstart = len(sim.ticker) if False: # calc changes e = sim.ticker[-1] s = sim.ticker[tstart + 1] for i, t in enumerate(sim.ticker): for key in [ 'CT_Supply', 'CT_Sale_Price', 'CT_Purchase_Price', 'CT_Spread', 'MktCap', 'Valuation', 'CT_Reserve', 'Market_Price' ]: n = 'Change_' + key if i > tstart: t[n] = t[key] / s[key] else: t[n] = 1 print e print 'max valuation', max(i.valuation for i in bids) print 'min valuation', min(i.valuation for i in bids) print 'avg valuation', sum(i.valuation for i in bids) / len(bids) print 'max order value', max(i.value for i in bids) print 'min order value', min(i.value for i in bids) print 'not ordered', len(sim.bids) print 'visualizing {} ticks'.format(len(sim.ticker)) draw(sim.ticker)
def show(vertices, edges, faces) -> None: V = [] for vertex in vertices.values(): V.append([vertex.x, vertex.y, vertex.z]) I = [] for face in faces.values(): points: Set[str] = set() for edge in [edges[i] for i in face.edges]: points.update(edge.vertices) for p in points: I.append(int(p.replace('v', ''))) draw(V, I)
def main(): # 训练数据 X_train = np.array([[5, 4], [9, 6], [4, 7], [2, 3], [8, 1], [7, 2]]) y_train = np.array([1, 1, 1, -1, -1, -1]) # 测试数据 X_new = np.array([[5, 3]]) # 绘图 draw(X_train, y_train, X_new) # 不同的k(取奇数)对分类结果的影响 for k in range(1, 6, 2): #构建KNN实例 clf = KNN(X_train, y_train, k=k) #对测试数据进行分类预测 y_predict = clf.predict(X_new) print("k={},被分类为:{}".format(k, y_predict))
def change_reco(self): global camera1 camera1 = str(self.ip1.get()) global camera2 camera2 = str(self.ip2.get()) cap = cv2.VideoCapture(camera1) while True: _, img = cap.read() if _: draw.draw(img) picture = Image.fromarray(img[..., ::-1]) picture.save('frame1.jpg') break self.interface_first.destroy() initface_reco(self.master)
def main(args): """ Gets all the information for the current rankings and tournament and then prints them in the correct format to be used in javascript. Example run: python generate_data.py -n 300 "Brisbane" "ATP 250" > ../static/data.js """ tournament = args.tournament points_list = points(args.type) if not points_list: print("Not a valid tournament type") return matches, seeds, results = draw(tournament) if args.num_rankings: num_rankings = args.num_rankings else: num_rankings = 300 current_rankings = get_current_rankings(num_rankings) new_rankings = subtract_tournament(current_rankings, tournament) seeds = extend_seeds(matches, seeds, current_rankings) print_players(matches) print_seeds(seeds) print_new_rankings(new_rankings) print_old_rankings(current_rankings) print_results(results) print_points([str(p) for p in points_list]) print("var tournament = '{}';".format(tournament))
def __init__(self, name): self.buffers = [] self.draws = [] self.color = 0.0 if name == 'cube': poses = cube_positions() norms = cube_normals() vao = gen_vao() self.__make_cube_vbo(0, poses, 3) self.__make_cube_vbo(1, norms, 3) self.draws.append( draw(vao, 36, vec3(0.5, 0.15, 0.1) * 5, vec3(0.5, 0.15, 0.1), vec3(1))) else: scene = Wavefront(name) for mesh in scene.mesh_list: for mat in mesh.materials: if mat.vertex_format == 'N3F_V3F': self.__add_drawmat(mat) else: print("unhandled vertex format: ", mat.vertex_format) self.__create_shaders() self.position = vec3() self.angle = 0.0 self.scale = vec3(1)
async def handle(request): if not 'word2' in request.args or not 'word3' in request.args: return json({"message": "word2 and word3 must be provided!"}) pattern = re.compile(r'^[A-Z0-9]{1}$') word1 = 'I' # request.args['word1'][0] word2 = request.args['word2'][0] word3 = request.args['word3'][0] if not pattern.match(word2) or not pattern.match(word3): return json( {"message": "word must be an uppercase english character!"}) file_path = os.path.join(static_path, word1 + word2 + word3 + '.jpg') if not os.path.isfile(file_path): draw(word1, word2, word3) return json({"message": "ok"})
def process_image(oimg): uimg = undistort.undistort(oimg) _, _, _, timg = threshold.threshold(uimg) wimg = topview.warp(timg) left_fit, right_fit, roc, dfc, ly, lx, ry, rx = lane_finder.find(wimg) result = draw.draw(uimg, wimg, left_fit, right_fit, roc, dfc, ly, lx, ry, rx, False) return result
def frame_creator(path, maxpeople): maxpeople = maxpeople import cv2 img = cv2.imread(path) r, frame = draw.draw(img) # img = img[0:349, 272:556] cv2.imwrite('Output/frame1.jpg', frame) get_image(frame, 3, maxpeople, 1, r)
def oxygnize(grid, oxygen): t = 0 grid[coordinate(oxygen)] = 'O' while any(v == '.' for v in grid.values()): draw(grid) # find all coordinates with oxygen o = [key for key, value in grid.items() if value == 'O'] # spread for c in o: x, y = c for d in 'NSWE': cc = x + DX[d], y + DY[d] if grid[cc] == '.': grid[cc] = 'O' t += 1 print(t)
def solveSudoku(image): isSudokuProblem = Sudoku.sudoku(image) if (isSudokuProblem): nonMatrixGrid = Sudoku.getNumberArray() grid = Sudoku.sudokuStringToQuestion(nonMatrixGrid) grid_string = '' if (len(grid) > 0): # print nonMatrixGrid SudokuSolution.solve(grid) # print grid grid_string = Sudoku.gridToString(grid) # print grid_string for file in os.listdir(os.path.dirname( os.path.realpath(__file__))): if file.endswith('.jpg'): os.remove(file) draw.draw(nonMatrixGrid, grid_string)
def test_draw(): screen = draw() reference = pygame.image.load("image.png") pygame.image.save(screen, "image_test.png") np.testing.assert_almost_equal(pygame.surfarray.pixels3d(screen), pygame.surfarray.pixels3d(reference)) print "test ok"
def play(*args): global WAIT initial_start_time = time() current_player = player1 while not board.is_over(): board.current_player = current_player.race start_time = time() actions = current_player.get_next_move(board) if time() - start_time > 2: print('player {} timeout and looses!'.format(current_player)) # break # FIXME print('action of {} are {}'.format(board.current_player, actions)) board.do_actions(actions, False) draw(board.grid) # sleep(0.2) current_player = player2 if current_player == player1 else player1 if WAIT: input('waiting') print(board.is_over() + ' won!') print('lasted {:.2f}s'.format(time() - initial_start_time))
def read(gesture): image = draw(gesture) gray_image = np.asarray([[sum(p) / 3 for p in line] for line in image]) shape = image.shape[:2] larger = shape.index(max(shape)) new_shape = [0, 0] new_shape[larger] = 20 new_shape[int(not larger)] = 20 * min(shape) / max(shape) new_image = (imresize(gray_image, new_shape)>0).astype(float) big_image = np.zeros((28,28)) left = 14 - new_image.shape[0] / 2 top = 14 - new_image.shape[1] / 2 right = left + new_image.shape[0] bottom = top + new_image.shape[1] big_image[left:right, top:bottom] = new_image return classify(big_image)
green = (0, 255, 0) yellow = (255, 255, 0) """ @screen_info[0][0]: 屏幕像素宽 @screen_info[0][1]: 屏幕像素高 @screen_info[1][0]: 棋盘起始点x @screen_info[1][1]: 棋盘起始点y @screen_info[2]: 长方框之间的距离 @screen_info[3]: 长方框的高度 @screen_info[4]: 棋子的半径 @screen_info[5]: 棋子列表如[1, 2, 3, 4, 5] @screen_info[6]: 标题 """ screen_info = [(800, 560), (20, 20), 4, 100, 40, [1, 2, 3, 4, 5], "nim"] pygame.init() draw = draw.draw(screen_info) core = core.core() statusbar = [550, 400, 200, 40] menu0 = [600, 80, 160, 40] menu1 = [600, 130, 160, 40] draw.drawtext(menu0, (605, 82), 30, "GAMECUBEN.ttf", green, "i first") draw.drawtext(menu1, (605, 132), 30, "GAMECUBEN.ttf", green, "ai first") def setstatusbar(text): draw.drawtext(statusbar, (555, 402), 30, "GAMECUBEN.ttf", yellow, text) def clearstatusbar():
print "x", x.ident y = VarAtom("y") print "y", y.ident stmt = UnaryOpAtom("\\integral", BinOpAtom("+", x, y)) print "stmt", stmt.ident b = stmt.render() draw.boxes = [b] t = Thread(target=console_thread) t.start() # Event loop running = True while running: draw.draw() running = draw.events() while not cmdq.empty(): try: cmd = cmdq.get_nowait() running = alg.runCmd(stmt, cmd) print stmt # Rerender b = stmt.render() draw.boxes = [b] except Empty: break # Cleanup t.join()
def index(pid, text): response.set_header('Content-Type', 'image/png') bytes = io.BytesIO() draw.draw('origin.png', text, bytes) return bytes.getvalue()
def draw(self): draw.draw(self.faces, self.coordinates.tolist())
def _drawImagesInto(self, sheet): for im, rect in self.layout.placedImages: if not self.drawBackgrounds: im.background = None draw(sheet, im, rect)
def main(): name = sys.argv[1] if sys.argv[1:] else 'spheres' scene = __import__(name).Scene() scene.init() draw(scene.get_pixel, 'test', 640, 480)
def draw(self, screen, viewPoint): if not self.checkAvailable(): return draw(screen, self.getImage(), self.getPosition(), self.getDirection(), viewPoint.getPosition(), viewPoint.getDirection()) '''
def draw(self, screen, viewPoint): draw(screen, self.getImage(), self.getPosition(), self.getDirection(), viewPoint.getPosition(), viewPoint.getDirection()) '''
import grabcut import blacktowhite import draw output = grabcut.grabcut("/Users/anthony/opencv/orignal.jpg") output = blacktowhite.blacktowhite() output = draw.draw(); print "hello"
# -*- coding: utf-8 -*- import analyse_text, draw, text_segmentation, os, SimpleHTTPServer, SocketServer if __name__ == '__main__': text_segmentation.text_seg() analyse_text.training() _ = analyse_text.cosine_all() _ = analyse_text.get_relationship(_) draw.draw(_) os.chdir('../tmp') Handler = SimpleHTTPServer.SimpleHTTPRequestHandler httpd = SocketServer.TCPServer(("", 8000), Handler) print 'serving at port 8000' httpd.serve_forever()
def get_chart_data(quiz_id, scores): norm = QService.get_norm(quiz_id) q = QService.get_questionnaire(quiz_id=quiz_id) return draw(quiz_id, q.caption, scores, norm=norm)