def main(): # Create Problem polynomial = Polynomial(num_terms=5, num_dimensions=2) log.info(polynomial) # Define Search Range search_range = SearchRange() search_range.set_feasible_range(10000, 2) # Solvers # brute_force_solver = BruteForceSolver(search_range) genetic_algorithm_solver = GeneticAlgorithmSolver(search_range) gui = Gui(polynomial, search_range) # benchmark = Benchmark([brute_force_solver, genetic_algorithm_solver]) benchmark = Benchmark([genetic_algorithm_solver]) # Benchmark benchmark.evaluate(polynomial) # Visualize Solvers # gui.create_animation(brute_force_solver) animation = gui.create_animation(genetic_algorithm_solver) # Create Default Visual # gui.plot_problem() gui.show()
def setUp(self): from gui.gui import Gui self.gui = Gui() self.panel = self.gui.create(Panel) self.panel.rect = Rect(50, 80, 100, 120) self.panel.padding = Rect(2, 3, 5, 11) self.panel.margins = Rect(17, 23, 29, 37) self.panel.layout_dirty = False self.gui.world.layout_dirty = False
def __init__(self): self._detect = GPIODetect(self.gpio_detect) self._detect.setup() self._detect.detct() self._sysInfo.setcommCallback(self.get_system_info) # DBG("Welcome to Controller!") self._scannerble = ScannerBLE(self.scanner_comm, "hci0") self._gui = Gui(self.gui_comm) # 注册信号处理函数 self._thread.signal.connect(self.update_ui) self._thread.start() self._gui.start_gui()
def start_gui(): board = GuiBoard(9, 9) strategy = Strategy() p1 = GuiHuman('x', board) p2 = Computer('0', board, strategy) game = GuiGame(p1, p2, board) root = tkinter.Tk() my_gui = Gui(root, game) root.mainloop()
def __init__(self): # register signal handler signal.signal(signal.SIGINT, self._signal_handler) signal.signal(signal.SIGTERM, self._signal_handler) # flag for activity before quit self.is_running = True self.is_sig = False # user's attributes self.nick = None self.ip = None self.port = None # create Hnefatafl self.hnef = Hnefatafl() # create client network self.net = Network(self) # create gui self.gui = Gui(self)
def main(): while True: gui = Gui() game = Game(gui) gui.player_bet.destroy() for widget in gui.player_info_frame.winfo_children(): widget.destroy() new_round = messagebox.askquestion("New game?") if new_round == "no": gui.root.destroy() break else: gui.root.destroy() return
def main(): os.environ.setdefault("INFERENCE_SETTINGS_MODULE", "settings") arg_list = ["read", "test"] parser = argparse.ArgumentParser(prog="manage.py", description="Inference:\ a tool to infer missing data from its context") parser.add_argument("-i", "--data", help="File name of the data file stored in data/", type=str, action="store", default=False) parser.add_argument("-u", "--upload", help="Add this to upload data through the gui", action="store_true") parser.add_argument("-t", "--test", help="Runs all tests. For develpment use only", action="store_true") args = parser.parse_args() if not args.data and args.upload: # start gui uploader root = tk.Tk() root.title("Iference") root.geometry('500x500') gui = Gui(master=root) gui.mainloop() if args.data: # start some work with the data data = Data(args.data) data.load_data()
def testNetwork(inputCount, hiddensCount, outputCount, patterns, initSetup=None, cycles=1000, learnRate=0.9, momentumRate=0.4, activationFn=fnSigmoid(1), stopEarly=False, gui=False, metadata=defaultMetadata): """ Tests a network based on the number of nodes provided and the test patterns. Does nothing if succeeds, else prints failure string. inputCount -- number of input nodes hiddensCount -- list of number of hidden nodes for respective layers outputCount -- number of output nodes initSetup -- initial node weights / biases (default None, random) e.g. ([[[input1hiddens], [input2hiddens] ...], [[hidden1outputs], [hidden2outputs] ...]], [[hidden1biases], [hidden2biases], ... [outputbiases]]) patterns -- training patterns ([inputs], [expected outputs], [conditions], [failure string]) cycles -- number of epochs to train for (default 10) learnRate -- rate of learning (default 0.9) momentumRate -- weight of previous deltas (default 0.4) activationFn -- activation function for neurons (default fnSigmoid(1)) stopEarly -- stop when all patterns succeed (default False) gui -- boolean for gui testing (default False) metadata -- TestMetadata object (default None) """ net = makeNetwork(inputCount, hiddensCount, outputCount, initSetup, activationFn) for cycle in range(1, cycles + 1): if gui: Gui.drawNetwork(net, title=metadata.testName) if net.train(patterns, learnRate, momentumRate, stopEarly): break # Testing for (inputStates, _, conds, failureString) in patterns: for (s, i) in zip(inputStates, net.getInputNodes()): i.setState(s) net.fireAll() print("Input " + str(inputStates) +", Output " + str(net.getOutputNodes()[0].state)) for (out, cond) in zip(map(lambda o: o.state, net.getOutputNodes()), conds): if not testResult(cond(out), failureString): return print("Passed after {0} cycles".format(cycle))
''' BLACK-AND-WHITE WinterSalmon Main ''' from gui.gui import Gui from cli.cli import Cli if __name__ == "__main__": # if pygame is not installed run game in commandline mode try: UI = Gui() except ImportError: UI = Cli() UI.init_screen() UI.game_screen() UI.credit_screen()
def run_benchmark(root_folder, times, feasible_ranges, polynomial=None): if not os.path.exists(root_folder): log.info('Creating Folder') os.makedirs(root_folder) # Create Problem if not polynomial: polynomial = Polynomial(num_terms=5, num_dimensions=2) log.info(polynomial) for feasible_range in feasible_ranges: search_range = SearchRange() search_range.set_feasible_range(feasible_range, 2) folder = os.path.join(root_folder, 'feasible_range_{}'.format(feasible_range)) solution_payload = {} if not os.path.exists(folder): os.mkdir(folder) for i in range(times): # Create Folder run_folder = os.path.join(folder, 'run_{}'.format(i)) if not os.path.exists(run_folder): os.mkdir(run_folder) # Solvers brute_force_solver = BruteForceSolver(search_range) genetic_algorithm_solver = GeneticAlgorithmSolver(search_range) solvers = [brute_force_solver, genetic_algorithm_solver] # Benchmark benchmark = Benchmark(solvers) benchmark.evaluate(polynomial) # Add to Benchmark for solver in solvers: metric = benchmark.get_metrics(solver._id) add_to_benchmark_payload(solution_payload, solver, metric) # Save Animations gui = Gui(polynomial, search_range) genetic_animation = gui.create_animation( genetic_algorithm_solver) genetic_animation.save(os.path.join(run_folder, 'genetic.gif'), writer='imagemagick', fps=30) brute_animation = gui.create_animation(brute_force_solver) brute_animation.save(os.path.join(run_folder, 'brute.gif'), writer='imagemagick', fps=30) # Save Problem figure, plot = gui.plot_problem() figure.savefig(os.path.join(run_folder, 'problem.png')) # Pickle benchmark && solvers && polynomial pickle_object( genetic_algorithm_solver, os.path.join(run_folder, 'genetic_solver.pickle')) pickle_object(brute_force_solver, os.path.join(run_folder, 'brute_solver.pickle')) pickle_object(benchmark, os.path.join(run_folder, 'brute_solver.pickle')) pickle_object(gui, os.path.join(run_folder, 'gui.pickle')) # Clear Matplotlib figures gui.close() pickle_object(solution_payload, os.path.join(folder, 'benchmark.pickle'))
from gui.threadgui import ThreadGui from camera.camera import Camera from camera.threadcamera import ThreadCamera from detector.detector import Detector from detector.threaddetector import ThreadDetector import signal signal.signal(signal.SIGINT, signal.SIG_DFL) if __name__ == '__main__': camera = Camera() print(camera) app = QtGui.QApplication(sys.argv) window = Gui(camera) detector = Detector(camera, window) print(detector) t_cam = ThreadCamera(camera) t_cam.start() t_detector = ThreadDetector(detector) t_detector.start() window.setCamera(camera, t_cam) window.show() window.setDetector(detector, t_detector) window.show()
def main(stdscr): from gui.gui import Gui log.init() Gui(stdscr)
def main(): ui = Gui() ui.mainloop()
class Controller: _scannerble = None _gui = None conn = None array_full = [] # 创建线程 _thread = UIThread() _sysInfo = GetSysInfo() _detect = None def __init__(self): self._detect = GPIODetect(self.gpio_detect) self._detect.setup() self._detect.detct() self._sysInfo.setcommCallback(self.get_system_info) # DBG("Welcome to Controller!") self._scannerble = ScannerBLE(self.scanner_comm, "hci0") self._gui = Gui(self.gui_comm) # 注册信号处理函数 self._thread.signal.connect(self.update_ui) self._thread.start() self._gui.start_gui() def beacon_comm(self, msg): # DBG("Welcome to beacon_comm!") if msg.get_type() is IntMessage.BEACON_DATA_ERROR: # pass input error back to GUI self._gui.comm(IntMessage(IntMessage.ALERT_GUI, {'ALERT_TEXT': "Your input is not correct!", 'ALERT_DETAIL': msg.get_payload()['ERROR']})) def gui_comm(self, msg): if not isinstance(msg, IntMessage): raise Exception("Message has to be an IntMessage") msg_type = msg.get_type() # start different beacon standards if msg_type is IntMessage.START_SCAN_BLE: self._scannerble.scan() elif msg_type is IntMessage.STOP_SCAN_BLE: DBG('Stopped BLE Scan') self._scannerble.stop_scan() elif msg_type is IntMessage.GETSYSINFO: self._sysInfo.detct() elif msg_type is IntMessage.STOPGETSYSINFO: self._sysInfo.cleanup() elif msg_type is IntMessage.QUITAPP: self._sysInfo.cleanup() self._scannerble.stop_scan() self._detect.cleanup() @staticmethod def scanner_comm(msg): dic = {'type': int(msg.get_type()), 'pyload': str(msg.get_payload())} g_data_queue.put(json.dumps(dic)) def update_ui(self, msg): dic = json.loads(msg) self._gui.comm(IntMessage(dic['type'], eval(dic['pyload']))) @staticmethod def gpio_detect(msg): dic = {'type': msg, 'pyload': '{}'} # msg1 = IntMessage(IntMessage.SCANNED_IBEACON, # {'UUID': '111', 'MAJOR': '333', 'MINOR': '444', 'TX': '5555', 'RSSI': '6666', # 'time': time.time()}) # dic = {'type': int(msg1.get_type()), 'pyload': str(msg1.get_payload())} g_data_queue.put(json.dumps(dic)) @staticmethod def get_system_info(msg): DBG('get_system_info') dic = {'type': int(msg.get_type()), 'pyload': str(msg.get_payload())} g_data_queue.put(json.dumps(dic)) @staticmethod def dummy_fun(msg): DBG(msg)
class Application: def __init__(self): # register signal handler signal.signal(signal.SIGINT, self._signal_handler) signal.signal(signal.SIGTERM, self._signal_handler) # flag for activity before quit self.is_running = True self.is_sig = False # user's attributes self.nick = None self.ip = None self.port = None # create Hnefatafl self.hnef = Hnefatafl() # create client network self.net = Network(self) # create gui self.gui = Gui(self) def _signal_handler(self, sig, frame): self.is_running = False self.is_sig = True self.gui.destroy() logger.info("Closing client with signal.") def run(self): # start network self.net.start() # start the application -- has to be last command, # because it runs, until the window is closed == everything else freezes self.gui.mainloop() # if windows was closed with button or cross, set flag in standard way self.is_running = False if not self.is_sig: logger.info("Closing client standard way.") # notify network thread, in order to end it with self.net.cv: self.net.cv.notify() # join Network thread self.net.join() # print statistics through lifetime self.net.pr_statistics() def hnef_connect(self, nick, ip, port): self.nick = nick self.ip = "127.0.0.1" if ip == "localhost" else ip self.port = int(port) # connect to server self.net.connect(self.nick, self.ip, self.port) def gui_connected(self): self.gui.make_connected() def gui_disconnected(self): self.gui.make_disconnected() def send_to_server(self, code, value=None): self.net.send_msg(code, value) def send_to_chat(self, msg, bot): self.gui.chat_msg_server(msg, bot, self.hnef.nick_opponent) def send_to_menu(self, msg): self.gui.set_state(msg) def is_in_game(self): # True, if somebody is on turn -- means game is on return self.hnef.on_turn is not None def start_game(self, turn, opn_name): # start new game in Hnefatafl class self.hnef.new_game(turn, opn_name) # switch frame in GUI, so user can play self.gui.new_game(self.nick, self.hnef.game_state, self.hnef.pf, self.hnef.allowed_squares) # tell player, who is on turn self.send_to_chat("'{}' is black and on turn.".format(self.nick if turn else opn_name), bot=True) def leave_game(self): self.send_to_server(protocol.CC_LEAV) self.hnef.quit_game() def reset_game(self, turn, nick_opn, pf): # reset game in Hnefatafl class self.hnef.reset_game(turn, nick_opn, pf) # not actually new game -- it has state like in received message from server self.gui.new_game(self.nick, self.hnef.game_state, self.hnef.pf, self.hnef.allowed_squares) def quit_game(self, result): # quit game after game-over self.hnef.quit_game() self.gui.quit_game(result) def handle_click(self, x_pos, y_pos): redraw = True # playfield have not been clicked if self.hnef.game_state == Click.THINKING: # find fields where player may move after click on stone self.hnef.find_placeable_fields(x_pos, y_pos) # set position, which is being moved from self.hnef.x_from = x_pos self.hnef.y_from = y_pos # change state to clicked self.hnef.game_state = Click.CLICKED # playfield have been clicked elif self.hnef.game_state == Click.CLICKED: # field without stone have been clicked -- make a move if self.hnef.is_field(x_pos, y_pos): # send move message to server move = self.compose_move_msg([self.hnef.x_from, self.hnef.y_from, x_pos, y_pos]) self.send_to_server(protocol.CC_MOVE, value=move) # save also position which is being moved to and move after server's confirmation of valid move self.hnef.x_to = x_pos self.hnef.y_to = y_pos # playfield is updated and redrawn after server's MOVE_VALID message redraw = False # field with same stone have been clicked -- go back to thinking state elif self.hnef.is_same_stone(x_pos, y_pos): # find stones, which player can move with self.hnef.find_movables_stones() # reset position, which is being moved from self.hnef.x_from = None self.hnef.y_from = None # change state to thinking self.hnef.game_state = Click.THINKING # field with other stone have been clicked -- find allowed squares again else: # find stones, which player can move with self.hnef.find_movables_stones() # find fields where player may move after click on stone self.hnef.find_placeable_fields(x_pos, y_pos) # set position, which is being moved from self.hnef.x_from = x_pos self.hnef.y_from = y_pos # update playfield in gui if redraw: self.gui.pf_update(self.hnef.game_state, self.hnef.pf, self.hnef.allowed_squares) def move_self(self): # move chosen stone (after server confirmation -- so use cached values) self.hnef.move(self.hnef.x_from, self.hnef.y_from, self.hnef.x_to, self.hnef.y_to) # check captures of local player -- capturing white if local is black self.hnef.check_captures(self.hnef.is_surrounded_white if self.hnef.black else self.hnef.is_surrounded_black) # after move, player cannot move anything self.hnef.allowed_squares.clear() # update playfield in gui self.gui.pf_update(self.hnef.game_state, self.hnef.pf, self.hnef.allowed_squares) def move_opponent(self, x_from, y_from, x_to, y_to): # move opponent's piece self.hnef.move(x_from, y_from, x_to, y_to) # check captures of opponent player -- capturing black if local is black self.hnef.check_captures(self.hnef.is_surrounded_black if self.hnef.black else self.hnef.is_surrounded_white) # get pieces of player, who is on turn now self.hnef.find_movables_stones() # update playfield in gui self.gui.pf_update(self.hnef.game_state, self.hnef.pf, self.hnef.allowed_squares) def compose_move_msg(self, coordinates): move = "" for coor in coordinates: # if number has only one place, so append 0 at beginning according to protocol # else it is 10 with two places move += "0" + str(coor) if coor < 10 else str(coor) return move
import PySimpleGUI as sg import traceback import sys from common.handleconfig import HandleConfig from gui.gui import Gui Version = '4.6' if len(sys.argv) <= 1: # normal start, run with a gui # cmd:python D:\Projects\ExcelToDatabase\main.py # exe:ExcelToDatabase.exe sg.ChangeLookAndFeel('dark') HandleConfig = HandleConfig() Gui = Gui() def exception_format(): # format exception output return "".join( traceback.format_exception(sys.exc_info()[0], sys.exc_info()[1], sys.exc_info()[2], limit=-1)) default_values = HandleConfig.get_defaults() window = sg.Window('ExcelToDatabase {0}'.format(Version), Gui.generate_layout(), location=(700, 50)) while True:
import sys import argparse from PyQt5.QtWidgets import QApplication from gui.gui import Gui app = QApplication(sys.argv) app.setOrganizationDomain('rahmedov.com') app.setObjectName('rahmedov') app.setApplicationName('rahmedov') app.setApplicationVersion('0.0.0') parser = argparse.ArgumentParser(description='Home') parser.add_argument('-r', '--root', type=str, default='', help='''Root Path''') args = parser.parse_args() g = Gui(root=args.root, parent=None) g.show() sys.exit(app.exec_())
await run_tk(root) if __name__ == "__main__": data = Data([150, 41], [540, 386]) # address = "A6C01837-C772-4ED8-9984-5A006FA27336" # address = "0880E3E7-E6A4-4367-A655-9C6E130303A9" address = "C0:98:E5:49:00:00" parser = argparse.ArgumentParser() parser.add_argument('--thread', action='store_true', default=False) parser.add_argument('--ble_debug', action='store_true', default=False) parser.add_argument('--gui_debug', action='store_true', default=False) args = parser.parse_args() root = Gui(data, args.gui_debug) ble_comm = BleComm(address) if not args.thread: loop = asyncio.get_event_loop() loop.run_until_complete(main_async(root, ble_comm, args.ble_debug)) else: cv_client = CV_Detector(data) t1 = Thread(target=cv_client.run_cv) t1.setDaemon(True) t1.start() loop = asyncio.get_event_loop() loop.run_until_complete(main_async(root, ble_comm, args.ble_debug)) t1.join()
import sys from PyQt4 import QtGui from gui.gui import Gui from gui.threadgui import ThreadGui from control.control import Control from control.threadcontrol import ThreadControl import signal signal.signal(signal.SIGINT, signal.SIG_DFL) if __name__ == '__main__': control = Control() app = QtGui.QApplication(sys.argv) print 'app creada' window = Gui() window.setControl(control) window.show() print 'window' t1 = ThreadControl(control) t1.start() print 'threadcontrol' t2 = ThreadGui(window) t2.start() print 'threadgui' sys.exit(app.exec_())
class PanelTest(unittest.TestCase): def setUp(self): from gui.gui import Gui self.gui = Gui() self.panel = self.gui.create(Panel) self.panel.rect = Rect(50, 80, 100, 120) self.panel.padding = Rect(2, 3, 5, 11) self.panel.margins = Rect(17, 23, 29, 37) self.panel.layout_dirty = False self.gui.world.layout_dirty = False def test_rect(self): self.assertEqual(Rect(50, 80, 100, 120), self.panel.rect) rect = Rect(11, 22, 33, 44) self.panel.rect = rect.as_tuple() self.assertEqual(rect, self.panel.rect) self.assertTrue(self.panel.layout_dirty) self.panel.layout_dirty = False self.panel.rect = rect self.assertFalse(self.panel.layout_dirty) self.panel.rect = rect.as_tuple() self.assertFalse(self.panel.layout_dirty) def test_padding(self): self.assertEqual(Rect(2, 3, 5, 11), self.panel.padding) rect = Rect(11, 22, 33, 44) self.panel.padding = rect.as_tuple() self.assertEqual(rect, self.panel.padding) self.assertTrue(self.panel.layout_dirty) self.panel.layout_dirty = False self.panel.padding = rect self.assertFalse(self.panel.layout_dirty) def test_margins(self): self.assertEqual(Rect(17, 23, 29, 37), self.panel.margins) rect = Rect(11, 22, 33, 44) self.panel.margins = rect.as_tuple() self.assertEqual(rect, self.panel.margins) self.assertTrue(self.panel.layout_dirty) self.panel.layout_dirty = False self.panel.margins = rect self.assertFalse(self.panel.layout_dirty) def test_inner(self): self.assertEqual(Rect(52, 83, 93, 106), self.panel.rect_inner) rect = Rect(22, 33, 44, 55) self.panel.rect_inner = rect self.assertEqual(rect, self.panel.rect_inner) self.assertEqual(Rect(20, 30, 51, 69), self.panel.rect) self.assertTrue(self.panel.layout_dirty) self.panel.layout_dirty = False self.panel.rect_inner = rect self.assertFalse(self.panel.layout_dirty) def test_outer(self): self.assertEqual(Rect(33, 57, 146, 180), self.panel.rect_outer) rect = Rect(55, 66, 77, 88) self.panel.rect_outer = rect self.assertEqual(rect, self.panel.rect_outer) self.assertEqual(Rect(72, 89, 31, 28), self.panel.rect) self.assertTrue(self.panel.layout_dirty) self.panel.layout_dirty = False self.panel.rect_outer = rect self.assertFalse(self.panel.layout_dirty) def test_x(self): self.assertEqual(50, self.panel.x) self.panel.x = 127 self.assertEqual(Rect(127, 80, 100, 120), self.panel.rect) self.assertTrue(self.panel.layout_dirty) self.panel.layout_dirty = False self.panel.x = 127 self.assertFalse(self.panel.layout_dirty) def test_y(self): self.assertEqual(80, self.panel.y) self.panel.y = 127 self.assertEqual(Rect(50, 127, 100, 120), self.panel.rect) self.assertTrue(self.panel.layout_dirty) self.panel.layout_dirty = False self.panel.y = 127 self.assertFalse(self.panel.layout_dirty) def test_width(self): self.assertEqual(100, self.panel.width) self.panel.width = 127 self.assertEqual(Rect(50, 80, 127, 120), self.panel.rect) self.assertTrue(self.panel.layout_dirty) self.panel.layout_dirty = False self.panel.width = 127 self.assertFalse(self.panel.layout_dirty) def test_height(self): self.assertEqual(120, self.panel.height) self.panel.height = 127 self.assertEqual(Rect(50, 80, 100, 127), self.panel.rect) self.assertTrue(self.panel.layout_dirty) self.panel.layout_dirty = False self.panel.height = 127 self.assertFalse(self.panel.layout_dirty) def test_pos(self): self.assertEqual((50, 80), self.panel.pos) self.panel.pos = (127, 99) self.assertEqual(Rect(127, 99, 100, 120), self.panel.rect) self.assertTrue(self.panel.layout_dirty) self.panel.layout_dirty = False self.panel.pos = (127, 99) self.assertFalse(self.panel.layout_dirty) def test_size(self): self.assertEqual((100, 120), self.panel.size) self.panel.size = (127, 99) self.assertEqual(Rect(50, 80, 127, 99), self.panel.rect) self.assertTrue(self.panel.layout_dirty) self.panel.layout_dirty = False self.panel.size = (127, 99) self.assertFalse(self.panel.layout_dirty) def test_parent(self): self.assertIs(self.gui.world, self.panel.parent) self.panel.parent = self.gui.world self.assertFalse(self.panel.layout_dirty) parent = self.gui.create(Panel) self.assertTrue(self.gui.world.layout_dirty) self.gui.world.layout_dirty = False self.panel.parent = parent self.assertNotIn(self.panel, self.gui.world.children) self.assertIn(self.panel, parent.children) self.assertTrue(self.panel.layout_dirty) self.assertTrue(parent.layout_dirty) self.assertTrue(self.gui.world.layout_dirty) def test_request_layout(self): self.assertFalse(self.panel.layout_dirty) self.assertFalse(self.gui.world.layout_dirty) self.panel.request_layout() self.assertTrue(self.panel.layout_dirty) self.assertTrue(self.gui.world.layout_dirty)
from gui.gui import Gui if __name__ == '__main__': app = Gui() app.mainloop()
def main(): parser = argparse.ArgumentParser() parser.add_argument( "--p0-agent", type=str, choices=['static', 'rule', 'random', 'alphasheep', 'user'], required=True) parser.add_argument( "--alphasheep-checkpoint", help="Checkpoint for AlphaSheep, if --p0-agent=alphasheep.", required=False) parser.add_argument( "--agent-config", help="YAML file, containing agent specifications for AlphaSheep.", required=False) args = parser.parse_args() agent_choice = args.p0_agent as_checkpoint_path = args.alphasheep_checkpoint as_config_path = args.agent_config if agent_choice == "alphasheep" and (not as_checkpoint_path or not as_config_path): raise ValueError( "Need to specify --alphasheep-checkpoint and --agent-config if --p0_agent=alphasheep." ) # Init logging and adjust log levels for some classes. init_logging() logger = get_named_logger("{}.main".format( os.path.splitext(os.path.basename(__file__))[0])) get_class_logger(GameController).setLevel( logging.DEBUG) # Log every single card. get_class_logger(Gui).setLevel(logging.DEBUG) # Log mouse clicks. get_class_logger(RuleBasedAgent).setLevel( logging.DEBUG) # Log decisions by the rule-based players. # Create the agent for Player 0. if agent_choice == "alphasheep": # Load config. We ignore the "training" and "experiment" sections, but we need "agent_config". logger.info(f'Loading config from "{as_config_path}"...') config = load_config(as_config_path) get_class_logger(DQNAgent).setLevel(logging.DEBUG) # Log Q-values. alphasheep_agent = DQNAgent(0, config=config, training=False) alphasheep_agent.load_weights(as_checkpoint_path) p0 = Player("0-AlphaSheep", agent=alphasheep_agent) elif agent_choice == "user": p0 = Player("0-User", agent=GUIAgent(0)) elif agent_choice == "rule": p0 = Player("0-Hans", agent=RuleBasedAgent(0)) elif agent_choice == "static": p0 = Player("0-Static", agent=StaticPolicyAgent(0)) else: p0 = Player("0-RandomGuy", agent=RandomCardAgent(0)) # Players 1-3 are RuleBasedAgents. players = [ p0, Player("1-Zenzi", agent=RuleBasedAgent(1)), Player("2-Franz", agent=RuleBasedAgent(2)), Player("3-Andal", agent=RuleBasedAgent(3)) ] # Rig the game so Player 0 has the cards to play a Herz-Solo. # Also, force them to play it. game_mode = GameMode(GameContract.suit_solo, trump_suit=Suit.herz, declaring_player_id=0) controller = GameController(players, dealing_behavior=DealWinnableHand(game_mode), forced_game_mode=game_mode) # The GUI initializes PyGame and registers on events provided by the controller. Everything single-threaded. # # The controller runs the game as usual. Whenever the GUI receives an event, it can block execution, so the controller must wait # for the GUI to return control. Until then, it can draw stuff and wait for user input (mouse clicks, card choices, ...). logger.info("Starting GUI.") with Gui(controller.game_state) as gui: # Run an endless loop of single games. logger.info("Starting game loop...") try: while True: controller.run_game() except UserQuitGameException: # Closing the window or pressing [Esc] logger.info("User quit game.") logger.info("Shutdown.")
import sys from PyQt4 import QtGui from gui.gui import Gui from gui.threadgui import ThreadGui from camera.camera import Camera from camera.threadcamera import ThreadCamera import signal signal.signal(signal.SIGINT, signal.SIG_DFL) if __name__ == '__main__': camera = Camera() print(camera) app = QtGui.QApplication(sys.argv) window = Gui() window.setCamera(camera) window.show() t1 = ThreadCamera(camera) t1.start() t2 = ThreadGui(window) t2.start() sys.exit(app.exec_())
parser.add_argument("-s", "--speed", type=float, help="simulation speed, default = 1", default=1) parser.add_argument("--fps", help="frames per second, default=30", type=int, default=30) args = parser.parse_args() pygame.init() speed = args.speed fps = args.fps parameters = SimulationParameters() world = World(parameters.options["world_pixel_size"], parameters.options["world_nrof_tiles"]) creature_manager = CreatureManager(parameters.options["nrof_creatures"], world) statistics = Statistics(creature_manager) clock = pygame.time.Clock() gui = Gui(1000, 600, creature_manager, world, clock, statistics, speed) main_loop() #cProfile.run("main_loop()") """ TODO: Implement Pause function TODO: Implement Neural Network Viewer TODO: Partial Screen udpates TODO: Collect all variables/constants and make them be changeable by parameter or a file TODO: Creature vision viewer TODO: Something about the borders """