Exemple #1
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	def loadRooms(self):
		import copy

		rooms = self.db.rooms.find()
		for i in range(0, rooms.count()):   # default is zero
			newRoom = Room(self, rooms[i])
			print newRoom
			print rooms[i]
			newRoom.id = rooms[i]['id']
			if 'items' in rooms[i]:
				for item in rooms[i]['items']:#
					newRoom.items.append(copy.deepcopy(self.items[item]))

			if 'npcs' in rooms[i]:
				for mobile in rooms[i]['npcs']:
					m = Mobile(self.mobile_list[mobile]['name'], self, self.mobile_list[mobile])
					m.room = newRoom
					self.mobiles.append(m)

			self.rooms.append(newRoom)

		# have to load all the rooms BEFORE loading the exits
		for i in range(0, rooms.count()):
			exits = rooms[i]['exits']
			for e in exits:
				exit = exits[e]
				target_room = next(room for room in self.rooms if room.id == exit['target'])
				direction = exit['direction']
				self.rooms[i].exits.append(Exit(direction.lower(), target_room))
Exemple #2
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    def __init__(self, config):
        self.config = config

        gps = GPS(config)
        measure = Measure()

        self.mobile = Mobile(gps, measure, config)

        self.step = config['step']
Exemple #3
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  def step(self,step):
    for mobile in self.mobiles:
      mobile.applyStep(step)
      grav = self.gravity.copy()
      grav.mulScalar(mobile.getMass())
      #grav.rotate(mobile.getAngle())
      mobile.applyForce(step,grav)
      for mobile2 in self.mobiles:
        if mobile != mobile2:
          if mobile.isBound(mobile2.getPosition(),mobile2.getRadius()) == 1:
            n = Vector2d.normal(mobile2.getPosition(),mobile.getPosition())
            vn = Vector2d.dotProduct(mobile.getVelocity(),n)
            if vn < 0:
              #mobile.getVelocity().display()
              #n.display()    
              Mobile.solveCollide(mobile,mobile2)
	      mobile.applyStep(step)
              mobile2.applyStep(step)
      for plane in self.planes:
        #d = plane.distancePoint(mobile.getPosition())
        #vn = Vector2d.dotProduct(mobile.getVelocity(),plane.getNormal())
        #if d < 0 and vn < 0:
        #  plane.reflective(mobile)
        
        for submobile in mobile.getMobiles():
          d = plane.distancePoint(submobile.getPhysicalPosition())
          vn = Vector2d.dotProduct(submobile.getVelocity(),plane.getNormal())
          if d < submobile.getRadius() and vn < 0:
            #ADDED CONDITION OVER PHYSICAL POINTS
            if submobile.getUpdatedPhysicalPoints().count > 0:
              ppcollide = 0
              for point in submobile.getUpdatedPhysicalPoints():
                if plane.distancePoint(point) < 0:
                  self.groundcollider.collideEvent(point)
                  n = plane.getNormal().copy()
                  n.normalize()
                  n.mulScalar(-plane.distancePoint(point))
                  #n.display()
                  mobile.getPosition().add(n)
                  mobile.updateMobiles()
                  
                  ppcollide = 1
                  
              if ppcollide == 1:
                plane.reflective(submobile)
                for submobile2 in mobile.getMobiles():
                  v = submobile2.getVelocity()
                  v.set(0.0,v.getY())
                mobile.angularVelocity = mobile.angularVelocity * 0.8
Exemple #4
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	def registerPlayer(self, client, playerData):
		playerId = playerData['_id']

		# See if playerId is in game.
		candidatePlayer = self.getPlayerById(playerId)

		if candidatePlayer:
			# If candidate is linkdead, reconnect
			if candidatePlayer.isLinkdead():
				print '{name} has reconnected.'.format(name=candidatePlayer.name)
				candidatePlayer.client = client
				candidatePlayer.sendToClient('Reconnecting.')
				candidatePlayer.linkdead = 0

				for mobile in [mobile for mobile in self.mobiles if mobile is not candidatePlayer]:
					mobile.sendToClient('@g{name} has reconnected.@x'.format(name=candidatePlayer.getName(mobile)))

				# And return candidatePlayer to attach to the browser
				return candidatePlayer
			else:
				return False
		else:
			# Make a new mobile
			name = playerData['name'].capitalize()
			stats = playerData['stats'] if 'stats' in playerData else {}

			newMobile = Mobile(name, self, {'stats': stats})
			newMobile.client = client
			newMobile.is_player = True
			self.mobiles.append(newMobile)

			newMobile.id = playerId

			if 'room' in playerData:
				newMobile.room = self.rooms[playerData['room']]
			else:
				newMobile.room = self.rooms[0]
			if 'stats' in playerData:
				for stat in playerData['stats']:
					newMobile.stats[stat] = playerData['stats'][stat]

			newMobile.sendToClient('@uWelcome to Redemption, {name}@x.'.format(name=newMobile.name))

			for mobile in [mobile for mobile in self.mobiles if mobile is not newMobile]:
				mobile.sendToClient('@g{name} has connected.@x'.format(name=newMobile.getName(mobile)))

			return newMobile
Exemple #5
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	def loadRooms(self):
		rooms = self.db.rooms.find()
		for i in range(0, rooms.count()):   # default is zero
			exists = [r for r in self.rooms if r.id == rooms[i]['id']]
			if len(exists) > 0:
				newRoom = exists[0]
				newRoom.bg = rooms[i]['bg'] if 'bg' in rooms[i] else newRoom.bg
				newRoom.desc = rooms[i]['description'] if 'description' in rooms[i] else newRoom.desc
			else:
				newRoom = Room(self, rooms[i])
				newRoom.id = rooms[i]['id']

			if newRoom.bg:
				print "Has a background!", newRoom.bg

			newRoom.items = []
			newRoom.exits = []
			if 'items' in rooms[i]:
				for item in rooms[i]['items']:#
					newRoom.items.append(Item(self.items[item]))

			if 'npcs' in rooms[i]:
				# only respawn if there is NO combat going on in the room to avoid insane duplications! FIX ME
				currentMobiles = [mobile for mobile in self.mobiles if mobile.room == newRoom and mobile.combat and not mobile.is_player]
				if not len(currentMobiles) > 0:
					for mobile in rooms[i]['npcs']:
						m = Mobile(self.mobile_list[mobile]['name'], self, self.mobile_list[mobile])
						m.room = newRoom
						self.mobiles.append(m)

			if len(exists) <= 0:
				self.rooms.append(newRoom)

		# have to load all the rooms BEFORE loading the exits
		for i in range(0, rooms.count()):
			exits = rooms[i]['exits']
			for e in exits:
				exit = exits[e]
				target_room = next(room for room in self.rooms if room.id == exit['target'])
				direction = exit['direction']
				self.rooms[i].exits.append(Exit(direction.lower(), target_room))
    def __init__(self):

        # System parameters
        self.nb_MB = 3
        self.state_size = 2 * self.nb_MB
        self.nb_actions = (Mobile.MAX_DATA + 1) ** self.nb_MB * (Mobile.MAX_ENERGY + 1) ** self.nb_MB

        self.action_space = ActionSpace((Discrete(Mobile.MAX_DATA + 1), Discrete(Mobile.MAX_ENERGY + 1),
                                         Discrete(Mobile.MAX_DATA + 1), Discrete(Mobile.MAX_ENERGY + 1),
                                         Discrete(Mobile.MAX_DATA + 1), Discrete(Mobile.MAX_ENERGY + 1)
                                         ))

        self.observation_space = StateSpace((Discrete(Mobile.MAX_CPU), Discrete(Mobile.MAX_ENERGY),
                                             Discrete(Mobile.MAX_CPU), Discrete(Mobile.MAX_ENERGY),
                                             Discrete(Mobile.MAX_CPU), Discrete(Mobile.MAX_ENERGY)))

        # initialize Second Transmitters
        self.MB1 = Mobile()
        self.MB2 = Mobile()
        self.MB3 = Mobile()

        self.max_data = self.nb_MB * Mobile.MAX_DATA
        self.max_energy = self.nb_MB * Mobile.MAX_ENERGY
        self.max_latency = Mobile.MAX_LATENCY

        self.training_time = 0
        self.training_data = 0

        self.viewer = None
        self.state = None
        self.steps_beyond_done = None
Exemple #7
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def modify():
    mod_no = input("Enter the model number:")
    mobile = get("MX" + mod_no)
    if mobile:
        data = {}
        data['name'] = input("Enter the model name :")
        data['price'] = int(input("Enter the price:"))
        data['year'] = input("Enter the Year:")
        data['sold'] = int(input("Enter the number of items sold:"))
        data['rating'] = float(input("Enter the rating:"))
        mob = Mobile(number=mod_no, **data)
        prev = []
        with open(FILE_NAME, "rb") as fp:
            prev = pickle.load(fp)
        for i in range(len(prev)):
            if prev[i].getNumber() == mob.getNumber():
                prev[i] = mob
        with open(FILE_NAME, "wb") as fp:
            pickle.dump(prev, fp)
        print("Successfully modified details of " + mob.getNumber())
    else:
        print("No mobile exists with the model number " + mod_no)
def addMobile():
    data = {}

    data['name'] = input("Enter the model name :")
    data['number'] = input("Enter the model number :")
    data['price'] = int(input("Enter the price:"))
    data['year'] = input("Enter the Year")
    data['sold'] = int(input("Enter the number of items sold:"))
    data['rating'] = float(input("Enter the rating"))
    mob = None
    try:
        mob = Mobile(**data)
    except (NameException, NumberException, NegativeException,
            YearException) as e:
        print(e.msg)
    else:
        try:
            mob.save()
        except MobileExists:
            print("Already an mobile exists with the model number " +
                  mob.getNumber())
        else:
            print("Mobile successfully created")
Exemple #9
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	def registerPlayer(self, client, playerData):
		playerId = playerData['_id']

		# See if playerId is in game.
		candidatePlayer = self.getPlayerById(playerId)

		if candidatePlayer:
			# If candidate is linkdead, reconnect
			if candidatePlayer.isLinkdead():
				print 'Reconnecting to player {name}'.format(name=candidatePlayer.name)
				candidatePlayer.client = client
				candidatePlayer.sendToClient('Reconnecting.')
				candidatePlayer.processCommand('look')
				candidatePlayer.linkdead = 0

				# And return candidatePlayer to attach to the browser
				return candidatePlayer
			else:
				return False
		else:
			# Make a new mobile
			name = playerData['name']

			newMobile = Mobile(name, self, {'charClass': 'warrior'})
			newMobile.client = client
			self.mobiles.append(newMobile)

			newMobile.id = playerId

			if 'room' in playerData:
				newMobile.room = self.rooms[playerData['room']]
			else:
				newMobile.room = self.rooms[0]
			if 'stats' in playerData:
				for stat in playerData['stats']:
					newMobile.stats[stat] = playerData['stats'][stat]

			newMobile.sendToClient('@uWelcome to Redemption, {name}@x.'.format(name=newMobile.name))
			return newMobile
Exemple #10
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    # Continue receiving for 10 seconds
    rx.startListening()
    startTime = received = 0
    while time.monotonic() - startTime < endTime or startTime == 0:
        hasPayload, pipeNo = rx.available_pipe()
        if hasPayload:
            print("Receiving packages...")
            if startTime == 0: startTime = time.monotonic()
            received += 1
            buffer = rx.read(rx.payloadSize)
            mobile.payload[1] = struct.unpack("<f", buffer[:4])[0]
    endTime = time.monotonic()
    finalTime = endTime - startTime
    avg = (received * rx.payloadSize * 8) / finalTime

    print("Transmission time: {}\n"
          "Packages Received: {}\n"
          "Average bits per second (BPS): {}\n".format(finalTime, received,
                                                       avg))

    rx.stopListening()


if __name__ == '__main__':
    mobile = Mobile([RF24(17, 0), RF24(27, 10)])
    rx = mobile.radios[1]

    measure(mobile, rx)

    mobile.shutDown()
    sys.exit()
Exemple #11
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# importing entire module named person
import person

p1 = person.Person('person1', 45)
print(p1)

import car

c1 = car.Car('i20')
print(c1)

c2 = car.MyCar()
print(c2)

# from mobile module only Mobile class will get imported
# from mobile import Mobile
# from mobile import MyMobile
from mobile import Mobile, MyMobile

m1 = Mobile('Galaxy S10 plus')
print(m1)

m2 = MyMobile()
print(m2)
Exemple #12
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 def setupShip(self,filename):
   domLevel = parse(filename)
   shipNodes = domLevel.getElementsByTagName("ship")
   shipNode = shipNodes[0]
   self.mainbody = Body()
   for node in shipNode.childNodes:
     if node.localName == "position":
       position = node.getAttribute('value')
       values = position.split(',')
       self.mainbody.setPosition(float(values[0]),float(values[1]))
     if node.localName == "mobile":
       m = Mobile()
       for childnode in node.childNodes:
         if childnode.localName == "position":
           values = childnode.getAttribute('value').split(',')
           m.setPosition(float(values[0]),float(values[1]))
         if childnode.localName == "velocity":
           values = childnode.getAttribute('value').split(',')
           m.setVelocity(float(values[0]),float(values[1]))
         if childnode.localName == "thrust":
           values = childnode.getAttribute('value').split(',')
           m.setThrustVector(float(values[0]),float(values[1]))
           m.setInitialThrustVector(float(values[0]),float(values[1]))                          
         if childnode.localName == "mass":
           value = childnode.getAttribute('value')
           m.setMass(float(value))      
         if childnode.localName == "radius":
           value = childnode.getAttribute('value')
           m.setRadius(float(value))  
         if childnode.localName == "texture":
           value = childnode.getAttribute('value')
           m.setTexture(TextureHelper.loadTextureFromFile(value))
         #if childnode.localName == "physicalPoints":
         #  for ppointnode in childnode.childNodes:
         #    if ppointnode.localName == "point":
         #      values = ppointnode.getAttribute('value').split(',')
         #      m.addPhysicalPoint(Vector2d(float(values[0]),float(values[1])))
       m.setupPhysicalPoint()
       self.mainbody.addMobile(m)
   self.mainbody.init()
   focus_position = self.mainbody.getPosition()
   self.world.addMobile(self.mainbody)
Exemple #13
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class Climber:
    def __init__(self, config):
        self.config = config

        gps = GPS(config)
        measure = Measure()

        self.mobile = Mobile(gps, measure, config)

        self.step = config['step']

    def toward_summit(self):
        while self.mobile.goal is False:
            direction = self.mobile.guide()
            new_alpha, new_beta, new_maxlike, new_score = self._walk(direction)
            self.mobile.assess_results(new_alpha, new_beta, new_maxlike,
                                       new_score)

    def _walk(self, direction):
        if direction == 'alpha':
            new_alpha, new_beta, new_maxlike, new_score = self._set_alpha()

            return new_alpha, new_beta, new_maxlike, new_score

        elif direction == 'beta':
            new_alpha, new_beta, new_maxlike, new_score = self._set_beta()

            return new_alpha, new_beta, new_maxlike, new_score

    def _set_alpha(self):
        alpha_up = self.mobile.gps.alpha + self.step
        alpha_down = self.mobile.gps.alpha - self.step
        new_beta = None

        maxlike_up, score_up = self.__run_machine(alpha_up,
                                                  self.mobile.gps.beta)
        maxlike_down, score_down = self.__run_machine(alpha_down,
                                                      self.mobile.gps.beta)

        if score_up > score_down:
            new_alpha = alpha_up
            new_maxlike = maxlike_up
            new_score = score_up

        else:
            new_alpha = alpha_up
            new_maxlike = maxlike_down
            new_score = score_down

        return new_alpha, new_beta, new_maxlike, new_score

    def _set_beta(self):
        beta_up = self.mobile.gps.beta + self.step
        beta_down = self.mobile.gps.beta - self.step
        new_alpha = None

        maxlike_up, score_up = self.__run_machine(self.mobile.gps.alpha,
                                                  beta_up)
        maxlike_down, score_down = self.__run_machine(self.mobile.gps.alpha,
                                                      beta_down)

        if maxlike_up > maxlike_down:
            new_beta = beta_up
            new_maxlike = maxlike_up
            new_score = score_up

        else:
            new_beta = beta_down
            new_maxlike = maxlike_down
            new_score = score_down

        return new_alpha, new_beta, new_maxlike, new_score

    def __run_machine(self, alpha, beta):
        if str((alpha, beta)) not in self.mobile.memory.keys():
            machine = Machine(self.config)
            machine.run(alpha, beta)
            score = machine.score
            maxlike = machine.maxlike

            self.mobile.memory[str((alpha, beta))] = (maxlike, score)

            return maxlike, score

        else:
            print('machine already been here')
            maxlike = self.mobile.memory[str((alpha, beta))][0]
            score = self.mobile.memory[str((alpha, beta))][1]

            return maxlike, score
Exemple #14
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import sys
from mobile import Mobile
from RF24 import RF24

# rx = RF24(27, 10) # TODO
# tx = RF24(17, 0)

if __name__ == "__main__":
    # radio = RF24(17, 0)
    mobile = Mobile([RF24(17, 0), RF24(27, 10)], "R")

    try:
        mobile.operate()
    except KeyboardInterrupt:
        print(" Keyboard Interrupt detected. Exiting...")
        mobile.shutDown()
        sys.exit()
class FederatedLearningEnv(gym.Env):
    TIME_LIMIT = 10000
    DATA_LIMIT = 1500
    def __init__(self):

        # System parameters
        self.nb_MB = 3
        self.state_size = 2 * self.nb_MB
        self.nb_actions = (Mobile.MAX_DATA + 1) ** self.nb_MB * (Mobile.MAX_ENERGY + 1) ** self.nb_MB

        self.action_space = ActionSpace((Discrete(Mobile.MAX_DATA + 1), Discrete(Mobile.MAX_ENERGY + 1),
                                         Discrete(Mobile.MAX_DATA + 1), Discrete(Mobile.MAX_ENERGY + 1),
                                         Discrete(Mobile.MAX_DATA + 1), Discrete(Mobile.MAX_ENERGY + 1)
                                         ))

        self.observation_space = StateSpace((Discrete(Mobile.MAX_CPU), Discrete(Mobile.MAX_ENERGY),
                                             Discrete(Mobile.MAX_CPU), Discrete(Mobile.MAX_ENERGY),
                                             Discrete(Mobile.MAX_CPU), Discrete(Mobile.MAX_ENERGY)))

        # initialize Second Transmitters
        self.MB1 = Mobile()
        self.MB2 = Mobile()
        self.MB3 = Mobile()

        self.max_data = self.nb_MB * Mobile.MAX_DATA
        self.max_energy = self.nb_MB * Mobile.MAX_ENERGY
        self.max_latency = Mobile.MAX_LATENCY

        self.training_time = 0
        self.training_data = 0

        self.viewer = None
        self.state = None
        self.steps_beyond_done = None

    def seed(self, seed=None):
        self.np_random, seed = seeding.np_random(seed)
        return [seed]

    def step(self, action):
        assert self.action_space.contains(action), "%r (%s) invalid"%(action, type(action))
        data_required1 = action[0]
        energy_required1 = action[1]
        data_required2 = action[2]
        energy_required2 = action[3]
        data_required3 = action[4]
        energy_required3 = action[5]

        data1, latency1, energy_consumption1, fault1 = self.MB1.update(data_required1, energy_required1)
        data2, latency2, energy_consumption2, fault2 = self.MB2.update(data_required2, energy_required2)
        data3, latency3, energy_consumption3, fault3 = self.MB3.update(data_required3, energy_required3)

        data = data1 + data2 + data3
        latency = max(latency1, latency2, latency3)
        energy_consumption = energy_consumption1 + energy_consumption2 + energy_consumption3
        fault = fault1 + fault2 + fault3

        state = [self.MB1.CPU_shared, self.MB1.energy, self.MB2.CPU_shared, self.MB2.energy, self.MB3.CPU_shared,
                 self.MB3.energy]
        # print (state)
        self.state = tuple(state)
        self.training_data += data
        self.training_time += latency
        reward = 10 * (5 * data/self.max_data - latency/self.max_latency - energy_consumption/self.max_energy) + fault

        if (self.training_data > FederatedLearningEnv.DATA_LIMIT):
            done = True
        else:
            done = False
        # if (fault < 0):
        #     print (fault)
            # print(np.array(self.state), action, [reward, data, latency, energy_consumption, fault], done)
        reward /= 10
        return np.array(self.state), [reward, data, latency, energy_consumption, data1, data2, data3], done, {}

    def reset(self):
        self.state = []
        self.MB1.reset()
        self.MB2.reset()
        self.MB3.reset()
        state = [self.MB1.CPU_shared, self.MB1.energy, self.MB2.CPU_shared, self.MB2.energy, self.MB3.CPU_shared, self.MB3.energy]
        self.state = tuple(state)
        self.training_time = 0
        self.training_data = 0
        print(self.state)
        self.steps_beyond_done = None
        return np.array(self.state)

    def updateObservation(self):
        return

    def render(self, mode='human', close=False):
       return

    def close(self):
        """Override in your subclass to perform any necessary cleanup.
        Environments will automatically close() themselves when
        garbage collected or when the program exits.
        """
        raise NotImplementedError()

    def seed(self, seed=None):
        """Sets the seed for this env's random number generator(s).

        # Returns
            Returns the list of seeds used in this env's random number generators
        """
        raise NotImplementedError()

    def configure(self, *args, **kwargs):
        """Provides runtime configuration to the environment.
        This configuration should consist of data that tells your
        environment how to run (such as an address of a remote server,
        or path to your ImageNet data). It should not affect the
        semantics of the environment.
        """
        raise NotImplementedError()

# env = FederatedLearningEnv()
# env.reset()
# for index in range(0, 100):
#     env.step(env.action_space.sample())