Exemple #1
0
def test_end_to_end_parallel_pipeline_using_a_threadpool():
    # arrange
    iterator = _CountableIterator(_KNOWN_COLLECTION)
    expected = [e['shape'] for e in _KNOWN_COLLECTION]

    def run_task(x: Any) -> Any:
        # sleep between 1/5 (200ms) to 1/10 (100ms)
        time.sleep(1.0 / random.randrange(5, 10))
        return x['shape']

    start_time = time.time()
    # act
    actual = (Pipes(iterator.gen()).lz_map(run_task).apply())
    actual_exec_time = time.time() - start_time

    start_time = time.time()

    with Pipes(iterator.gen(), num_threads=8) as pipes:
        threaded_actual = (pipes.lz_map(run_task).apply())

    threaded_actual_exec_time = time.time() - start_time

    # assert
    assert actual == expected
    assert threaded_actual == expected
    assert actual_exec_time > threaded_actual_exec_time
Exemple #2
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    def __init__(self):
        self.blinks_detector = BlinkDetector()
        self.blinks_detector.start()

        pygame.init()
        pygame.event.set_allowed([
            QUIT, KEYDOWN, KEYUP, Pipes.SPAWN_PIPE_EVENT, Bird.BIRD_FLAP_EVENT
        ])

        self.active = True
        self.score = 0

        self.screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT),
                                              DOUBLEBUF)
        self.screen.set_alpha(None)

        self.clock = pygame.time.Clock()

        self.font = pygame.font.Font('fonts/04B_19.ttf', 40)

        # Game objects
        self.bg_surface = pygame.transform.scale2x(
            pygame.image.load("assets/background-day.png").convert())
        self.gameover_surface = pygame.transform.scale2x(
            pygame.image.load("assets/gameover.png").convert_alpha())
        self.gameover_rect = self.gameover_surface.get_rect(
            center=(SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2))

        self.floor = Floor()

        self.bird = Bird()
        self.bird.start_flapping()

        self.pipes = Pipes()
        self.pipes.start_spawning()
Exemple #3
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def mainLoop(clock, window, sprites, audio):
    run = True
    status = Status.inMenu
    tick = 0

    drawer = Drawer(window)

    hitBoxe = HitBoxe(audio.hitSound, audio.dieSound, audio.pointSound)

    base = Base(sprites.base)
    bird = Bird(sprites.bird, audio.wingSound, hitBoxe)
    pipes = Pipes(sprites.pipe, hitBoxe)
    score = Score(sprites.numbers)

    while run:
        clock.tick(FPS)

        for event in pygame.event.get():
            if event.type == pygame.QUIT or (event.type == pygame.KEYDOWN
                                             and event.key == pygame.K_ESCAPE):
                run = False
            if status == Status.inMenu and event.type == pygame.KEYUP and (
                    event.key == pygame.K_SPACE or event.key == pygame.K_UP):
                status = Status.inGame
            if status == Status.inGame and event.type == pygame.KEYDOWN and (
                    event.key == pygame.K_SPACE or event.key == pygame.K_UP):
                bird.jump()
            if status == Status.inGameOver and event.type == pygame.KEYUP and (
                    event.key == pygame.K_SPACE or event.key == pygame.K_UP):
                status = Status.inMenu
                tick = 0
                base = Base(sprites.base)
                bird = Bird(sprites.bird, audio.wingSound, hitBoxe)
                pipes = Pipes(sprites.pipe, hitBoxe)
                score = Score(sprites.numbers)

        if status == Status.inGame:
            hitBase = hitBoxe.birdHitBase(bird, base)
            hitPipe = hitBoxe.birdHitPipes(bird, pipes)
            hitBoxe.birdPassPipe(bird, pipes.pipes, score)
            if hitBase or hitPipe:
                status = Status.inGameOver
                bird.die()

        if status == Status.inMenu:
            drawer.drawInMenu(sprites.background, sprites.message, base, bird,
                              tick)
        elif status == Status.inGame:
            drawer.drawInGame(sprites.background, base, bird, pipes, score,
                              tick)
        else:
            drawer.drawInGameOver(sprites.background, sprites.gameOver, base,
                                  bird, pipes, score, tick)

        if tick < FPS:
            tick += 1
        else:
            tick = 0
Exemple #4
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    def _create_pipes(self):

        if self.bird.rect.x >= 100:
            # Create pipe in the top
            pipe = Pipes(self, "top")
            self.pipes.add(pipe)
            current_bottom = pipe.rect.bottom

            # Create pipe in the bottom
            pipe = Pipes(self, "down", current_bottom)
            self.pipes.add(pipe)
Exemple #5
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class State:
    def __init__(self):
        self.player = Player()
        self.pipes = Pipes()

    def update(self, dirr):
        self.player.update(dirr, self.pipes)
        self.pipes.update()

    def draw(self, surface):
        self.pipes.draw(surface)
        self.player.draw(surface)
    def __init__(self, info, player):
        self.nombre = info['name']
        self.posicion = info['position']
        self.game_name = info['game']['name']
        self.player = player

        # Inicializo los juegos dependiendo del objeto
        if self.game_name == 'Adivinanzas':
            self.game = Adivinanza(info['game'], player)
        elif self.game_name == 'sopa_letras':
            self.game = Sopita(info['game'], player)
        elif self.game_name == 'Preguntas sobre python':
            self.game = PreguntaPython(info['game'], player)
        elif self.game_name == 'ahorcado':
            self.game = Ahorcado(info['game'], player)
        elif self.game_name == 'Preguntas matemáticas':
            self.game = PregMate(info['game'], player)
        elif self.game_name == 'Criptograma':
            self.game = Criptograma(info['game'], player)
        elif self.game_name == 'Encuentra la lógica y resuelve':
            self.game = LogicaE(info['game'], player)
        elif self.game_name == 'Quizizz Cultura Unimetana':
            self.game = Quizizz(info['game'], player)
        elif self.game_name == 'memoria con emojis':
            self.game = Memoria(info['game'], player)
        elif self.game_name == 'Lógica Booleana':
            self.game = LogicaB(info['game'], player)
        elif self.game_name == 'Juego Libre':
            self.game = Pipes(info['game'], player)
        elif self.game_name == 'Palabra mezclada':
            self.game = PalabrasMezcladas(info['game'], player)
        elif self.game_name == 'escoge un número entre':
            self.game = EscogeNumero(info['game'], player)
Exemple #7
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def test_map_with_exception_handling():
    # arrange
    error = 'expected error'
    value = 5
    new_value = value * 100
    iterator = _CountableIterator(_KNOWN_RANGE)
    expected = [new_value if i == value else i * 2 for i in _KNOWN_RANGE]

    def raise_exception(x: Any) -> Any:
        if x == value:
            raise ValueError(error)
        return x * 2

    captured_errors = {}

    def error_log_fn(exc: Exception, v: Any, nv: Any) -> None:
        captured_errors['error'] = f'{exc}'
        captured_errors['value'] = v
        captured_errors['new_value'] = nv

    # act
    actual = (Pipes(iterator.gen()).lz_map(fn=raise_exception,
                                           error_val_fn=lambda v: v * 100,
                                           error_log_fn=error_log_fn).apply())
    # assert
    assert actual == expected
    assert captured_errors['error'] == error
    assert captured_errors['value'] == value
    assert captured_errors['new_value'] == new_value
    _assert_linear_performance(iterator, _KNOWN_RANGE)
Exemple #8
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 def create_pipes(self):
     for pipes in range(100):
         random_size = self.s.pipes_sizes[random.randrange(
             len(self.s.pipes_sizes))]
         self.distance += 200
         self.pipes.append(
             Pipes(self.window, random_size[0], random_size[1],
                   self.distance))
Exemple #9
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def test_map_reduce():
    # arrange
    iterator = _CountableIterator(_KNOWN_RANGE)
    expected = sum([i for i in _KNOWN_RANGE])
    # act
    actual = (Pipes(iterator.gen()).reduce(lambda a, b: a + b, init_val=0))
    # assert
    assert actual == expected
    _assert_linear_performance(iterator, _KNOWN_RANGE)
Exemple #10
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def test_map_apply():
    # arrange
    iterator = _CountableIterator(_KNOWN_RANGE)
    expected = [i * 2 for i in _KNOWN_RANGE]
    # act
    actual = (Pipes(iterator.gen()).lz_map(lambda x: x * 2).apply())
    # assert
    assert actual == expected
    _assert_linear_performance(iterator, _KNOWN_RANGE)
Exemple #11
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def example4():
    """Demonstrates group_by, pair.
    """
    result = (Pipes(_EXAMPLE_COLLECTION).lz_map(
        lambda x: Pair(L=x['shape'], R=x['color'])).lz_filter(
            lambda pair: pair.L == 'square').group_by(
                lambda pair: pair.R, group_fn=lambda group: len(list(group))))

    print(f'group by result = {result}')
Exemple #12
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    def pipe_controls(self):
        """create, remove, and move the pipes"""

        pipe_width = 85
        pipe_speed = 8  # bird speed basically

        for pipe in self.pipegroup.sprites():
            pipe.rect.left -= pipe_speed

        for pipe in self.pipegroup.sprites():
            if pipe.rect.left <= -pipe_width:
                self.pipegroup.remove(pipe)

        if len(self.pipegroup.sprites()) == 2:
            if self.pipegroup.sprites()[0].rect.left <= self.screen_width // 2:
                # for adjusting pipes
                space = random.randint(200, 300)
                top_height = random.randint(50, self.screen_height - space)

                # no need to modify below
                color = self.getrandomcolor()
                x = self.screen_width
                bottom_y = top_height + space
                bottom_height = self.screen_height - top_height - space
                top_rect = pygame.Rect(x, 0, pipe_width, top_height)
                bottom_rect = pygame.Rect(x, bottom_y, pipe_width,
                                          bottom_height)
                self.pipegroup.add(Pipes(self.screen, top_rect, color))
                self.pipegroup.add(Pipes(self.screen, bottom_rect, color))
        elif not self.pipegroup.sprites():
            # for adjusting pipes
            space = random.randint(200, 300)
            top_height = random.randint(50, self.screen_height - space)

            # no need to modify below
            color = self.getrandomcolor()
            x = self.screen_width
            bottom_y = top_height + space
            bottom_height = self.screen_height - top_height - space
            top_rect = pygame.Rect(x, 0, pipe_width, top_height)
            bottom_rect = pygame.Rect(x, bottom_y, pipe_width, bottom_height)
            self.pipegroup.add(Pipes(self.screen, top_rect, color))
            self.pipegroup.add(Pipes(self.screen, bottom_rect, color))
Exemple #13
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def test_map_filter_map_apply():
    # arrange
    iterator = _CountableIterator(_KNOWN_RANGE)
    expected = [(i * 10) + 1 for i in _KNOWN_RANGE if (i * 10) % 2 == 0]
    # act
    actual = (Pipes(iterator.gen()).lz_map(lambda x: x * 10).lz_filter(
        lambda x: x % 2 == 0).lz_map(lambda x: x + 1).apply())
    # assert
    assert actual == expected
    _assert_linear_performance(iterator, _KNOWN_RANGE)
Exemple #14
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def test_multi_filter_apply():
    # arrange
    iterator = _CountableIterator(_KNOWN_RANGE)
    expected = [i for i in _KNOWN_RANGE if (i % 3 == 0) and (i % 9 == 0)]
    # act
    actual = (Pipes(iterator.gen()).lz_filter(lambda x: x % 3 == 0).lz_filter(
        lambda x: x % 9 == 0).apply())
    # assert
    assert actual == expected
    _assert_linear_performance(iterator, _KNOWN_RANGE)
Exemple #15
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def test_sort_apply():
    # arrange
    iterator = _CountableIterator(_KNOWN_COLLECTION)
    expected = sorted([e['color'] for e in _KNOWN_COLLECTION])
    # act
    actual = (Pipes(
        iterator.gen()).lz_map(lambda x: x['color']).sort().apply())
    # assert
    assert actual == expected
    _assert_linear_performance(iterator, _KNOWN_COLLECTION)
Exemple #16
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def example1():
    def has_blue_color(item):
        return item['color'] == 'blue'

    def has_square_shape(item):
        return item['shape'] == 'square'

    num_blue_squares = (Pipes(_EXAMPLE_COLLECTION).lz_filter(
        has_blue_color).lz_filter(has_square_shape).count())

    print(f'Number of blue squares = {num_blue_squares}')
Exemple #17
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def test_map_uniq_count():
    # arrange
    iterator = _CountableIterator(_KNOWN_COLLECTION)
    expected = len(list(dict.fromkeys([e['color']
                                       for e in _KNOWN_COLLECTION])))
    # act
    actual = (Pipes(
        iterator.gen()).lz_map(lambda x: x['color']).uniq().count())
    # assert
    assert actual == expected
    _assert_linear_performance(iterator, _KNOWN_COLLECTION)
Exemple #18
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def test_stream():
    # arrange
    iterator = _CountableIterator(_KNOWN_COLLECTION)
    expected = [e['color'] for e in _KNOWN_COLLECTION]
    # act
    actual = []
    for e in Pipes(iterator.gen()).lz_map(lambda x: x['color']).stream():
        actual.append(e)
    # assert
    assert actual == expected
    _assert_linear_performance(iterator, _KNOWN_COLLECTION)
Exemple #19
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def test_reverse_sort_with_custom_hash_fn():
    # arrange
    iterator = _CountableIterator(_KNOWN_COLLECTION)
    expected = sorted([e['color'] for e in _KNOWN_COLLECTION], reverse=True)
    # act
    actual = (Pipes(iterator.gen()).sort(
        fn=lambda x: x['color'],
        reverse=True).lz_map(lambda x: x['color']).apply())
    # assert
    assert actual == expected
    _assert_linear_performance(iterator, _KNOWN_COLLECTION)
Exemple #20
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def test_uniq_with_custom_hash():
    # arrange
    iterator = _CountableIterator(_KNOWN_COLLECTION)
    expected = len(list(dict.fromkeys([e['color']
                                       for e in _KNOWN_COLLECTION])))
    # act
    actual = (Pipes(
        iterator.gen()).uniq(hash_fn=lambda x: hash(x['color'])).count())
    # assert
    assert actual == expected
    _assert_linear_performance(iterator, _KNOWN_COLLECTION)
Exemple #21
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def example2():
    """Demonstrates, flatmap, sort, uniq, and parallel processing
    """
    def has_red_color(item):
        return item['color'] == 'red'

    with Pipes(_EXAMPLE_COLLECTION, num_threads=4) as p:
        sorted_unique_red_items = (p.lz_filter(has_red_color).flat_map(
            lambda x: x['items']).sort().uniq().apply())

    print(f'Number of items for red circles = {sorted_unique_red_items}')
Exemple #22
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def get_data_from_sensor(sensor_name):
    FIFO_NAME = Pipes.FIFO_REQUEST
    FIFO_NAME_ANSWER = Pipes.FIFO_ANSWER
    my_answer_pipe = Pipes()

    fifo_writer = os.open(FIFO_NAME, os.O_WRONLY)
    ret_val = "NOK", 400

    try:
        my_answer_thread = Thread(target=my_answer_pipe.listening_pipe, args=(FIFO_NAME_ANSWER, ))
        my_answer_thread.start()
        message = create_msg(b"Hello sensor")
        os.write(fifo_writer, message)
        my_answer_thread.join()
        my_answer_pipe.kill_all_threads()
        ret_val = jsonify({"message": str(decode_value(my_answer_pipe.get_received_data()))})
    except KeyboardInterrupt as kdb_ex:
        print('Closing...')
    finally:
        os.close(fifo_writer)
    return ret_val
Exemple #23
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def main():

    pygame.display.set_caption(TITLE)
    crashed = False

    while not crashed:
        if GAMESTATE.changed():
            if GAMESTATE.get() == 0:
                backgroundGroup = Backgrounds()
                groundGroup = Grounds()
                menuGroup = pygame.sprite.Group(Menu(0))

                GROUPS.add(backgroundGroup, groundGroup, menuGroup)

            elif GAMESTATE.get() == 1:
                birdGroup = Birds()
                backgroundGroup = Backgrounds()
                pipeGroup = Pipes(birdGroup.getBird())
                groundGroup = Grounds()
                scoreGroup = Scores()

                GROUPS.add(backgroundGroup, pipeGroup, groundGroup, birdGroup,
                           scoreGroup)

            elif GAMESTATE.get() == 2:
                menuGroup = pygame.sprite.Group(Menu(1))

                GROUPS.add(menuGroup)
            else:
                crashed = True

        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                crashed = True
            elif event.type == pygame.KEYDOWN or event.type == pygame.MOUSEBUTTONDOWN:
                if GAMESTATE.get() == 0:
                    GAMESTATE.set(1)
                elif GAMESTATE.get() == 1:
                    birdGroup.getBird().bounce()
                elif GAMESTATE.get() == 2:
                    GAMESTATE.set(0)
                else:
                    crash = True

        GROUPS.update()
        GROUPS.draw(DISPLAY)

        pygame.display.update()
        CLOCK.tick(TICKRATE)

    pygame.quit()
    quit()
Exemple #24
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def test_map_group_by():
    # arrange
    iterator = _CountableIterator(_KNOWN_COLLECTION)
    expected = {
        key: len(list(group))
        for key, group in groupby([e for e in _KNOWN_COLLECTION],
                                  lambda x: x['color'])
    }
    # act
    actual = (Pipes(iterator.gen()).lz_map(lambda x: x).group_by(
        lambda x: x['color'], group_fn=lambda group: len(list(group))))
    # assert
    assert actual == expected
    _assert_linear_performance(iterator, _KNOWN_COLLECTION)
Exemple #25
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def main():
    global log, port, pipes, db, test_mode

    # Be sure we have root privileges
    if os.geteuid() != 0:
        exit("You need to have root privileges. Exiting.")

    # Ctrl-C and SIGTERM handler
    signal.signal(signal.SIGINT, signal_handler)
    signal.signal(signal.SIGTERM, signal_handler)

    # Parse arguments, use file docstring as a parameter definition
    args = docopt.docopt(__doc__, version='0.1a')

    # Create directory if it doesn't exist
    futil = FileUtil(".opendoord")

    print("Path: %s, args: %s" % (futil.path, args))
    # Create a logger
    if args["--console"]:
        log = Logger.get(verbose=True)
    else:
        log = Logger.get(futil.path + "/opendoor.log",
                         verbose=args["--verbose"])
    log.info("*** Start OpenDoor ***")

    # Get access to the database handler
    db = Sqlite(futil.path + "/opendoor.db", log)
    if not db.exist():
        log.info("No database found. Will create one.")
        db.create_tables()  # if not already created
        db.reset_tables()  # and initialize

    if args["--test"]:
        test_mode = True

    # Let's initialize the gpio's
    port = Port(log, test_mode)

    # Open the pipes
    pipes = Pipes(log, port, db)

    if args["--resetdb"]:
        db.reset_tables()
        log.info("Database has been reset.")
    else:
        log.info("Watch door events in an endless loop.")
        opendoor_endless_loop()
Exemple #26
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def test_map_flat_map_count():
    # arrange
    iterator = _CountableIterator(_KNOWN_COLLECTION)
    expected = len([
        x for x in [
            e.upper() for e in chain.from_iterable(
                [e['items'] for e in _KNOWN_COLLECTION])
        ] if x == 'A'
    ])
    # act
    actual = (
        Pipes(
            iterator.gen()).lz_map(lambda x: x).flat_map(lambda x: x['items']).
        lz_map(lambda x: x.upper()).lz_filter(lambda x: x == 'A').count())
    # assert
    assert actual == expected
    _assert_linear_performance(iterator, _KNOWN_COLLECTION)
Exemple #27
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def example3():
    """Demonstrates exception handling, peek, reduce.
    """
    def square_and_raise_on_3(x):
        if x == 3:
            raise ValueError('unaccepted value')
        return x**2

    result = (Pipes(_EXAMPLE_COLLECTION).lz_map(lambda x: x['size']).lz_peek(
        lambda x: LOG.debug(f'value={x}')).lz_filter(
            square_and_raise_on_3,
            error_log_fn=lambda x, v, nv: LOG.error(
                f'Error: "{x}" for val = {v}, defaulting to {nv}'),
            error_val_fn=lambda x: x * 100,
        ).reduce(lambda a, b: a + b, init_val=0))

    print(f'map/reduce result = {result}')
Exemple #28
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def example5():
    """Demonstrates streams.
    """
    def gen():
        for i in range(1000):
            yield i

    items = []
    with Pipes(gen(), num_threads=8) as pipes:
        generator = pipes.lz_map(lambda x: x**2).stream()
        while True:
            try:
                v = next(generator)
                items.append(v)
            except StopIteration:
                break

    print(f'total items = {len(items)}')
Exemple #29
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    RESET = 4
    QUIT = 5


pygame.init()

game_display = pygame.display.set_mode((config.WIDTH, config.HEIGHT))
pygame.display.set_caption('Flappy bird')

clock = pygame.time.Clock()

crashed = False
game_state = GameState.NOT_START

bird = Bird()
pipes = Pipes()
monitor = Monitor()

count = 0

while game_state != GameState.QUIT:

    if game_state == GameState.RESET:
        bird.reset()
        pipes.reset()
        monitor.reset()
        count = 0
        game_state = GameState.NOT_START

    for event in pygame.event.get():
        if event.type == pygame.QUIT:
Exemple #30
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Walls.placeWalls(brd)
l = brd.length
Brick_coordinates = [[12,28,1],[12,40,1],[12,56,1],[12,48,1],[12,52,2],[12,44,1],[6,48,1],[12,264,1],[12,268,1],[12,272,2],[6,276,1],[6,280,1],[6,284,1],[6,288,1],[6,292,1],[6,304,1],[6,308,1],[6,312,1],[6,316,1],[12,316,1],[12,324,1],[12,328,1],[12,338,1],[12,348,1],[12,358,1],[6,348,1],[12,370,1],[6,374,1],[6,378,1],[6,381,1],[6,393,1],[6,397,1],[6,401,1],[6,405,1],[12,397,1],[12,401,1],[12,522,1],[12,526,1],[12,530,1],[12,534,1]]
Pipe_coordinates = [[brd.length-8,68],[brd.length-8,110],[brd.length-8,152],[brd.length-8,200],[l-8,510],[l-8,550]]
Holes_coordinates = [[brd.length-2,248],[brd.length-2,290],[l-2,486],[l-2,488]]
Stair_coordinates = [[brd.length-4,418],[brd.length-4,422],[brd.length-4,426],[brd.length-4,430],[brd.length-6,422],[l-6,426],[l-6,430],[l-8,426],[l-8,430],[l-10,430],[brd.length-4,454],[brd.length-4,450],[brd.length-4,446],[brd.length-4,442],[brd.length-6,450],[l-6,446],[l-6,442],[l-8,446],[l-8,442],[l-10,442],[l-4,466],[l-4,470],[l-4,474],[l-4,478],[l-4,482],[l-6,470],[l-6,474],[l-6,478],[l-6,482],[l-8,474],[l-8,478],[l-8,482],[l-10,478],[l-10,482],[l-4,492],[l-4,496],[l-4,500],[l-4,504],[l-6,492],[l-6,496],[l-6,500],[l-8,492],[l-8,496],[l-10,492],[l-4,554],[l-4,558],[l-4,562],[l-4,566],[l-4,570],[l-4,574],[l-6,558],[l-6,562],[l-6,566],[l-6,570],[l-6,574],[l-8,562],[l-8,566],[l-8,570],[l-8,574],[l-10,566],[l-10,570],[l-10,574],[l-12,570],[l-12,574],[l-14,574]]
Enem_coordinates = [[l-4,120],[l-4,208],[l-4,124,-1],[l-4,240],[l-4,255,-1],[l-4,270,1],[l-4,305],[l-4,310],[l-4,370,-1],[l-4,520]]
Cloud_coordinates = [[0,10],[0,75],[0,100],[0,150],[0,230],[0,350],[0,400],[0,450],[0,500],[0,550]]
for cord in Brick_coordinates:
	bricks = Bricks(2,4,cord[2])
	bricks.setPosition(cord[0],cord[1])
	bricks.placebrick(brd)
	Rem.lis.append(bricks)

for cord in Pipe_coordinates:
	bricks = Pipes(6,4)
	bricks.setPosition(cord[0],cord[1])
	bricks.placebrick(brd)

for cord in Holes_coordinates:
	bricks = Holes(2,4)
	bricks.setPosition(cord[0],cord[1])
	bricks.placebrick(brd)

for cord in Stair_coordinates:
	bricks = Stair(2,4)
	bricks.setPosition(cord[0],cord[1])
	bricks.placebrick(brd)

for cord in Cloud_coordinates:
	bricks = Clouds(4,6)