def extract(self): self.extractLocations() self.extractVenues() self.voronoi() bar = Bar(self.filesize / 2, "Extracting homes") with open(self.file, "r") as entrada: for line in entrada: line = line.strip() self.extractHome(line) bar.progress() bar.finish() bar = Bar(self.filesize / 2, "Extracting INCO, CODU, MAXCON and EDGEP") with open(self.file, "r") as entrada: for line in entrada: line = line.strip() bar.progress() self.extractMetrics(self.metrics, line) edges = self.topoGraph.edgeSet() bar.finish() if "TOPO" in self.metrics: bar = Bar(len(edges), "Extracting TOPO and SOCOR") for edge in edges: bar.progress() src = edge.src trg = edge.target enc = Encounter(int(src), int(trg)) if (enc.toString() not in self.totalNeighbors): self.totalNeighbors[enc.toString()] = [] neighborsSrc = self.topoGraph.get_vertex(src).get_connections() degreeSrc = len(neighborsSrc) neighborsTrg = self.topoGraph.get_vertex(trg).get_connections() degreeDest = len(neighborsTrg) exists = 0 if (self.topoGraph.containsEdge(src, trg)): exists = 1 to = 0 for t in neighborsTrg: if t in neighborsSrc: to += 1 numerator = float(to) + 1 denominator = ((degreeSrc - exists) + (degreeDest - exists) - to) + 1 if denominator == 0: denominator = 1 toPct = numerator / denominator self.topo[enc.toString()] = toPct bar.finish() if "EDGEP" in self.metrics: self.normalizeEDGEP() if "SOCOR" in self.metrics: self.extractSOCOR() self.printMetrics(self.metrics)
def init_bars(self, num_classes, class_names=None): del self.bars[:] #TO CHECK Python 2 vs Python 3 if class_names is not None: for i in range(num_classes): self.bars.append(Bar(self.window, i, class_names[i])) else: for i in range(num_classes): self.bars.append(Bar(self.window, i))
def __init__(self, width, height): bar_h_1 = Bar() bar_h_2 = Bar() bar_v_1 = Bar() bar_v_2 = Bar() self.width = width self.height = height self.margin = MARGIN self.barWidth = BARWIDTH self.itemSize = ITEMSIZE self.buttonWidth = BUTTONWIDTH self.buttonHeight = BUTTONHEIGHT self.board_arr = [[CHECKER_EMPTY for i in range(NUM_ROWS)] for j in range(NUM_COLS)] rotate = pygame.transform.rotate scale = pygame.transform.scale bar_h_1.image = rotate(bar_h_1.image, 90) bar_h_2.image = rotate(bar_h_2.image, 90) bar_h_1.image = scale(bar_h_1.image, ((int(width - 2 * self.margin)), self.barWidth)) bar_h_2.image = scale(bar_h_2.image, ((int(width - 2 * self.margin)), self.barWidth)) bar_v_1.image = scale(bar_v_1.image, (self.barWidth, (int(width - 2 * self.margin)))) bar_v_2.image = scale(bar_v_2.image, (self.barWidth, (int(width - 2 * self.margin)))) bar_h_1.rect.midtop = (self.margin, self.margin + self.itemSize + 0.5 * self.barWidth) bar_h_2.rect.midtop = (self.margin, self.margin + 2 * self.itemSize + 1.5 * self.barWidth) bar_v_1.rect.midtop = (self.margin + self.itemSize + 0.5 * self.barWidth, self.margin) bar_v_2.rect.midtop = (self.margin + 2 * self.itemSize + 1.5 * self.barWidth, self.margin) self.bar_h_1 = bar_h_1 self.bar_h_2 = bar_h_2 self.bar_v_1 = bar_v_1 self.bar_v_2 = bar_v_2 btn_player_first = Button('player') btn_ai_first = Button('AI') btn_player_first.rect.midtop = (self.width - self.margin - self.buttonWidth, self.height - 3 * self.margin - self.buttonHeight) btn_ai_first.rect.midtop = (2 * self.margin, self.height - 3 * self.margin - self.buttonHeight) self.btn_player_first = btn_player_first self.btn_ai_first = btn_ai_first self.prompt = False
def test(store): """Bug report from Stefan Karlsson <*****@*****.**> on Dec 3 2001. Obj refs can be incorrectly stored to the database as zeroes for newly created objects. """ from Bar import Bar from Foo import Foo from BarReq import BarReq # Since we're the second empty test, double check that the db is really empty assert len(store.fetchObjectsOfClass(Bar)) == 0 assert len(store.fetchObjectsOfClass(Foo)) == 0 bar = Bar() foo = Foo() store.addObject(bar) store.addObject(foo) bar.setFoo(foo) store.saveChanges() bars = store.fetchObjectsOfClass(Bar) assert len(bars) == 1 bar2 = bars[0] assert bar2 is bar assert bar.foo() is not None # the sign of the bug in question assert bar.foo() is foo # what we should expect store.clear() bar = store.fetchObjectsOfClass(Bar)[0] assert bar.foo() is not None
def test(store): """Bug discovered by Chuck Esterbrook on 2002-10-29.""" from Bar import Bar from Qux import Qux # import sys; store._sqlEcho = sys.stdout # Since we're the second empty test, double check that the db is really empty assert len(store.fetchObjectsOfClass(Bar)) == 0 assert len(store.fetchObjectsOfClass(Qux)) == 0 qux = Qux() store.addObject(qux) bar = Bar() qux.setBar(bar) store.addObject(bar) store.saveChanges() quxes = store.fetchObjectsOfClass(Qux) assert len(quxes) == 1 qux2 = quxes[0] assert qux2 is qux assert qux.bar() is not None # the sign of the bug in question assert qux.bar() is bar # what we should expect store.clear() qux = store.fetchObjectsOfClass(Qux)[0] assert qux.bar() is not None
def parse_swim(self, filename): """ Parse a SWIM trace. """ self.collect_maxes_swim(filename) output_file = self.generate_filename(filename) with open(output_file, 'w') as out: encounters = {} bar = Bar(self.filesize, "Parsing SWIM file") with open(filename, 'r') as entrada: for i, line in enumerate(entrada): bar.progress() comps = line.strip().split(" ") comps = self.remove_empty(comps) encounter = Encounter(comps[2], comps[3]) if str(encounter) in encounters: e = encounters[str(encounter)] self.parsedfilesize += 1 out.write("{} {} ".format(comps[2], comps[3])) out.write("{} {} ".format(comps[3], e)) out.write("{} ".format(float(comps[0]) - e)) out.write("{} {} ".format(comps[4], comps[5])) out.write("{} ".format(comps[6])) out.write("{}\n".format(comps[7])) encounters[str(encounter)] = float(comps[0]) bar.finish() return output_file
def __init__(self): super().__init__() # set graphics self.setPixmap(QPixmap('./res/imgs/knight.png')) self.setTransformOriginPoint(16, 16) # initialize health bar h = Bar(self) h.set_max_val(45) h.set_current_val(45) self.set_health(h) # set specs self.set_speed(3) self.set_attack(2) self.set_range(25) # set destination self.destination_timer = QTimer() self.destination_timer.timeout.connect(self.set_dest_to_closest) self.destination_timer.start(1000 / 30) # connect timer to move forward self.move_timer = QTimer() self.move_timer.timeout.connect(self.move_forward) self.move_timer.start(1000 / 30) # timer to damage self.damage_timer = QTimer() self.damage_timer.timeout.connect(self.damage_if_colliding) self.damage_timer.start(1000)
def __init__(self, powered_up=False): super().__init__() # set graphics if not powered_up: self.setPixmap( QPixmap('./res/imgs/wizard.png').scaled( 40, 40, Qt.KeepAspectRatio)) self.setTransformOriginPoint(20, 20) h = Bar(self) h.set_max_val(60) h.set_current_val(60) self.set_health(h) self.set_attack(4) else: self.setPixmap( QPixmap('./res/imgs/wizard.png').scaled( 60, 60, Qt.KeepAspectRatio)) self.setTransformOriginPoint(30, 30) h = Bar(self) h.set_max_val(120) h.set_current_val(120) self.set_health(h) self.set_attack(10) # set specs self.set_speed(2) # set attack area self.set_range(100) # connect a timer to acquire target self.damage_timer = QTimer() self.damage_timer.timeout.connect(self.acquire_target) self.damage_timer.start(1000) # timer to move forward, but if has target, then it does not move self.move_timer = QTimer() self.move_timer.timeout.connect(self.move_forward) self.move_timer.start(1000 / 30) # set destination self.destination_timer = QTimer() self.destination_timer.timeout.connect(self.set_dest_to_closest) self.destination_timer.start(1000 / 30)
def setup(): background(0) global bar numberOfBars = 5 bar = [0] * numberOfBars barWidth = width / numberOfBars barHeight = 10 for n in range(numberOfBars): bar[n] = Bar(barWidth, height, barHeight, n)
def __init__(self): super().__init__() # initialize attack range (area) self.attack_area = QGraphicsPolygonItem() self.attack_dest = QPointF(0, 0) self.has_target = False # set the graphics self.setPixmap( QPixmap('./res/imgs/lol_tower.png').scaled(80, 80, Qt.KeepAspectRatio)) # initializes health h = Bar(self) h.set_max_val(250) h.set_current_val(250) self.set_health(h) self.attack = 30 # create points vector points = [ QPointF(1, 0), QPointF(2, 0), QPointF(3, 1), QPointF(3, 2), QPointF(2, 3), QPointF(1, 3), QPointF(0, 2), QPointF(0, 1) ] # scale points SCALE_FACTOR = 100 points = [p * SCALE_FACTOR for p in points] self.range = SCALE_FACTOR # create polygon self.polygon = QPolygonF(points) # create QGraphicsPolygonItem self.attack_area = QGraphicsPolygonItem(self.polygon, self) self.attack_area.setPen(QPen(Qt.DotLine)) # move the polygon poly_center = QPointF(1.5 * SCALE_FACTOR, 1.5 * SCALE_FACTOR) poly_center = self.mapToScene(poly_center) tower_center = QPointF(self.x() + 40, self.y() + 40) ln = QLineF(poly_center, tower_center) self.attack_area.setPos(self.x() + ln.dx(), self.y() + ln.dy()) # connect a timer to acquire target self.damage_timer = QTimer() self.damage_timer.timeout.connect(self.acquire_target) self.damage_timer.start(1000) # allow responding to hover events self.setAcceptHoverEvents(True)
def day_bars_get(self, symbol, start, end=None): with self._connect() as conn: cur = conn.cursor() SQL = self._make_day_bar_select_command(symbol, start, end) print SQL cur.execute(SQL) return tuple( Bar(datetime.strptime(dt, '%Y-%m-%d'), h, l, o, c, v) for sym, dt, o, h, l, c, v in cur.fetchall())
def min_bars_get(self, symbol, start, end=None, pre_post_market=True): with self._connect() as conn: cur = conn.cursor() SQL = self._make_min_bar_select_command(symbol, start, end) print SQL cur.execute(SQL) return tuple( Bar(datetime.strptime(dt + ' ' + tm, '%Y-%m-%d %H:%M:%S'), h, l, o, c, v) for sym, dt, tm, o, h, l, c, v in cur.fetchall())
def __init__(self): self.health = random.randint(200, 300) self.attack = random.randint(10, 20) self.inventory = [] for x in range(0, 10): self.bar = Bar() self.straw = Straw() self.bomb = Bomb() self.kiss = Kiss() self.inventory = self.inventory + random.sample( [self.bomb, self.kiss, self.straw, self.bar], 1)
def __init__(self, x, y, r, grid, pLvl): super().__init__(x, y, r, grid, pLvl) self.image = [] self.sequence = 2 self.index = 0 self.initImages() self.image = self.images[self.index] self.distance = 80 self.hp = 100 self.hpBar = Bar(self.hp, (255, 0, 0), self.x, self.y - 10, 25, 5) self.nodes = self.getNodes() self.updateRect() self.str = 10
def __init__(self): super().__init__() # graphics self.set_sprite_image(QPixmap('./res/imgs/ogrillion-move.png')) # set specs h = Bar(self) h.set_max_val(700) h.set_current_val(700) self.set_health(h) self.set_speed(5) self.set_attack(5) self.set_range(100) self.set_cooldown(10000)
def __init__(self): super().__init__() # graphics self.set_sprite_image(QPixmap('./res/imgs/troll-move.png')) # set specs h = Bar(self) h.set_max_val(666) h.set_current_val(666) self.set_health(h) self.set_speed(3) self.set_attack(5) self.set_range(40) self.set_cooldown(40000)
def __init__(self, points_to_follow): super().__init__() # initialize keys dictionary self.keys = { Qt.Key_W: False, Qt.Key_A: False, Qt.Key_D: False, Qt.Key_S: False } self.points = points_to_follow self.dest = QPointF() self.point_index = 0 self.team = 1 # set graphics self.setPixmap( QPixmap('./res/imgs/enemy_3.png').scaled(50, 50, Qt.KeepAspectRatio)) self.setTransformOriginPoint(25, 25) self.point_index = 0 self.dest = self.points[self.point_index] self.rotate_to_point(self.dest) # connect timer to move forward # self.timer = QTimer() # self.timer.timeout.connect(self.move_forward) # self.timer.start(150) # WASD timer self.move_timer = QTimer() self.move_timer.timeout.connect(self.timer_event) self.move_timer.start(1000 / 60) # set animations self.current_frame = 0 self.sprite_image = QPixmap('./res/imgs/player-move.png') # initialize health bar self.health = 100 self.max_health = 100 self.health_bar = Bar(self) self.health_bar.set_max_val(100) self.health_bar.set_current_val(100) # create a timer to change the frame self.sprite_timer = QTimer() self.sprite_timer.timeout.connect(self.nextFrame)
def extractLocations(self): bar = Bar(self.filesize / 2, "Extracting locations") with open(self.file, 'r') as entrada: for line in entrada: split = line.strip().split(" ") key = "{} {}".format(split[5], split[6]) if key not in self.locations: self.locations[key] = self.locationsIndex self.locationsIndex += 1 key = "{} {}".format(split[7], split[8]) if key not in self.locations: self.locations[key] = self.locationsIndex self.locationsIndex += 1 bar.progress() bar.finish()
def setupListTest(store, klass): # Create a Foo and a Bar, with the Foo pointing to the Bar bar = Bar() bar.setX(42) foo = Foo() foo.setBar(bar) store.addObject(foo) store.addObject(bar) store.saveChanges() # create an instance of klass and put it into the list in foo obj = klass() getattr(foo, 'addToListOf%s' % klass.__name__)(obj) store.saveChanges() return obj, foo, bar
def testAddToBars(store): # Test 1: Use addToBars() f = Foo() store.addObject(f) b = Bar() f.addToBars(b) b.dumpAttrs() store.saveChanges() store.clear() f = store.fetchObjectsOfClass(Foo)[0] bars = f.bars() assert len(bars) == 1, 'bars=%r' % bars assert bars[0].foo() == f reset(store)
def extractVenues(self): numberVenues = int(self.maxX * self.maxY / (self.r * self.r)) numberVenues = min(835, numberVenues) _set = list(self.locations.keys()) randomIndex = 0 venuesIndex = 0 bar = Bar(numberVenues, "Extracting venues") for i in range(0, numberVenues): randomIndex = random.randint(0, len(_set) - 1) while _set[randomIndex] not in self.locations: randomIndex = random.randint(0, len(_set) - 1) self.venues[venuesIndex] = _set[randomIndex] venuesIndex += 1 bar.progress() bar.finish()
def __init__(self): super().__init__() # graphics self.set_sprite_image(QPixmap('./res/imgs/player-move.png')) # set specs h = Bar(self) h.set_max_val(500) h.set_current_val(500) self.set_health(h) self.set_speed(5) self.set_attack(5) self.set_range(100) self.set_cooldown(30000) self.items_freezed = []
def __init__(self, x, y, r, grid, pLvl): self.x, self.y, self.r = x, y, r super(Monster, self).__init__() self.images = [] self.index = 0 self.initImages() self.image = self.images[self.index] self.sequence = 4 self.grid = grid self.distance = 100 self.path = [] self.hp = 10 * int(math.sqrt(pLvl)) self.hpBar = Bar(self.hp, (255, 0, 0), self.x, self.y - 10, 25, 5) self.nodes = self.getNodes() self.updateRect() self.maxStr = 2 * int(math.sqrt(pLvl)) self.str = random.randint(0, self.maxStr) self.speed = 20
def best_fit_distribution(self, data, filename, bins=200): """ Computes and returns the distribution that best fits the data. """ y, x = np.histogram(data, bins=bins, density=True) x = (x + np.roll(x, -1))[:-1] / 2.0 DISTRIBUTIONS = [ st.dweibull, st.expon, st.gamma, st.logistic, st.lognorm, st.norm, st.pareto ] best_distribution = st.norm best_params = (0.0, 1.0) best_sse = np.inf if os.sep in filename: metric = filename.split(os.sep)[1] else: metric = filename progressbar = Bar(len(DISTRIBUTIONS), "Fitting {}".format(metric)) for distribution in DISTRIBUTIONS: warnings.filterwarnings('ignore') params = distribution.fit(data) arg = params[:-2] loc = params[-2] scale = params[-1] pdf = distribution.pdf(x, loc=loc, scale=scale, *arg) sse = np.sum(np.power(y - pdf, 2.0)) sse = -2 * math.log(sse) + 2 * (len(params) + 1) if sse < best_sse: best_distribution = distribution best_params = params best_sse = sse print(" SSE of {} is {}(Current best: {})".format( distribution.name, round(sse, 2), round(best_sse, 2)), end="") progressbar.progress() print(" Fit to {} with params [{}]".format(best_distribution.name, best_params), end="") progressbar.finish() return (best_distribution.name, best_params)
def play_game(utility, DISPLAYSURF): fps_clock = pygame.time.Clock() pygame.mixer.music.load("./music/game_theme.mp3") pygame.mixer.music.play(-1, 2.0) player = Bar() ball = Ball() player.draw(DISPLAYSURF) ball.draw(DISPLAYSURF) blocks = draw_blocks(utility, DISPLAYSURF) while True: # main game loop keys = pygame.key.get_pressed() #move bar when right or left arrow is held down or pushed down if (keys[pygame.K_RIGHT]): player.move(DISPLAYSURF, 3) elif (keys[pygame.K_LEFT]): player.move(DISPLAYSURF, -3) for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() elif event.type == MOUSEBUTTONUP: print(event.pos) ball.move(DISPLAYSURF, player) draw_blocks2(utility, DISPLAYSURF, blocks) # determine if ball hits a block block_collision = utility.getBallNBlockCollision(ball, blocks) if block_collision: # deduct from that blocks health blocks = block_collision.deductHealth(blocks, ball, player, DISPLAYSURF) if ball.outOfScreen(): player.reduceLives() ball.resetPosition() pygame.display.update() fps_clock.tick(utility.getFPS())
def __init__(self, x, y): pygame.sprite.Sprite.__init__(self) self.size = 20 super(Player, self).__init__() #initialize animation self.images = [] self.images.append(pygame.transform.scale(pygame.image.load('playeranimation/playerF1.png'), (20,20))) self.images.append(pygame.transform.scale(pygame.image.load('playeranimation/playerF2.png'), (20,20))) self.images.append(pygame.transform.scale(pygame.image.load('playeranimation/playerF3.png'), (20,20))) self.images.append(pygame.transform.scale(pygame.image.load('playeranimation/playerF4.png'), (20,20))) self.images.append(pygame.transform.scale(pygame.image.load('playeranimation/playerB1.png'), (20,20))) self.images.append(pygame.transform.scale(pygame.image.load('playeranimation/playerB2.png'), (20,20))) self.images.append(pygame.transform.scale(pygame.image.load('playeranimation/playerB3.png'), (20,20))) self.images.append(pygame.transform.scale(pygame.image.load('playeranimation/playerB4.png'), (20,20))) self.images.append(pygame.transform.scale(pygame.image.load('playeranimation/playerL1.png'), (20,20))) self.images.append(pygame.transform.scale(pygame.image.load('playeranimation/playerL2.png'), (20,20))) self.images.append(pygame.transform.scale(pygame.image.load('playeranimation/playerL3.png'), (20,20))) self.images.append(pygame.transform.scale(pygame.image.load('playeranimation/playerL4.png'), (20,20))) self.images.append(pygame.transform.scale(pygame.image.load('playeranimation/playerR1.png'), (20,20))) self.images.append(pygame.transform.scale(pygame.image.load('playeranimation/playerR2.png'), (20,20))) self.images.append(pygame.transform.scale(pygame.image.load('playeranimation/playerR3.png'), (20,20))) self.images.append(pygame.transform.scale(pygame.image.load('playeranimation/playerR4.png'), (20,20))) self.index, self.dir = 0, 0 self.image = self.images[self.index] self.seq = 4 self.str = 10 self.hp = 40 self.x = x self.y = y self.lvlNum = 1 #initialize stats self.hpBar = Bar(self.hp,(255,0,0), 10, 630, 200, 20, "HP") self.lvlBar = Lvl(20, (0,255,0), 10, 675, 200, 10, self.lvlNum) self.myfont = pygame.font.SysFont(None, 20) self.lvlFont = pygame.font.SysFont('Comic Sans MS', 15) self.hpFont = pygame.font.SysFont('Comic Sans MS', 25) self.lvlTxt = self.lvlFont.render ("lvl:"+ str(self.lvlNum), False,(255,255,255)) self.hpTxt = self.hpFont.render ("HP", False,(255,255,255)) self.speed = 20 self.updateRect()
def __init__(self): super().__init__() # set the graphics self.setPixmap( QPixmap('./res/imgs/lol_inhibitor_2.png').scaled( 50, 50, Qt.KeepAspectRatio)) # initializes health h = Bar(self) h.set_max_val(600) h.set_current_val(600) self.set_health(h) # initializes signal (when it dies) self.s = InhibitorSignal() # allow responding to hover events self.setAcceptHoverEvents(True)
def setupListTest(store, klass): """ Setup 3 objects: one of the specified klass, pointing to a Foo, pointing to a Bar. Returns tuple (object of specified klass, foo, bar). """ # Create a Foo and a Bar, with the Foo pointing to the Bar bar = Bar() bar.setX(42) foo = Foo() foo.setBar(bar) store.addObject(foo) store.addObject(bar) store.saveChanges() # create an instance of klass and put it into the list in foo object = klass() getattr(foo, 'addToListOf%s' % klass.__name__)(object) store.saveChanges() return object, foo, bar
def createPiece(board): """Randomly generates a new piece.""" # You can comment out parts of this to remove any not-yet-implemented # pieces during testing. pieceChoice = randrange(7) if pieceChoice == 0: return Bar(board) elif pieceChoice == 1: return Ell(board) elif pieceChoice == 2: return Jay(board) elif pieceChoice == 3: return Tee(board) elif pieceChoice == 4: return RightZig(board) elif pieceChoice == 5: return LeftZag(board) # Default to MrChunky return MrChunky(board)
def __init__(self, ): super().__init__() # set the graphics self.setPixmap( QPixmap('./res/imgs/lol_nexus_1.png').scaled( 80, 80, Qt.KeepAspectRatio)) # initializes health h = Bar(self) h.set_max_val(1200) h.set_current_val(1200) self.set_health(h) # set signal self.s = NexusSignal() # set not damageable self.set_damageable(False) # allow responding to hover events self.setAcceptHoverEvents(True)