def run(fires_toa, fires_fli, trial_directory): pygame.init() pygame.display.set_caption("Flame: Fire Simulator") fire = Fire(fires_toa, fires_fli) planner = HotspotPlanner(fire, trial_directory) entities = [ fire, Vehicle(planner) ] screen = pygame.display.set_mode(fire.shape(), pygame.HWSURFACE | pygame.DOUBLEBUF) clock = pygame.time.Clock() print planner.is_done() # This makes sure the simulation begins at the start of the fire simulation_time = np.asarray(fire.time_of_arrival) simulation_time = np.sort(simulation_time[simulation_time >= 0])[0] MAX_SIM_TIME = config.MAX_SIM_TIME + simulation_time while simulation_time < MAX_SIM_TIME and planner.is_done() is False: # clock.tick(100) for entity in entities: entity.update(simulation_time) entity.draw(screen) # Draw frontier on alpha surface and blit it to the screen frontier_surf = pygame.Surface(fire.shape(), pygame.SRCALPHA) frontier = np.asarray(fire.frontier) for (x, y) in frontier.T: frontier_surf.set_at((x, y), (0, 255, 0, 20)) screen.blit(frontier_surf, (0, 0)) # Draw clusters on alpha surface and blit it to the screen cluster_surf = pygame.Surface(fire.shape(), pygame.SRCALPHA) clusters = fire.clusters.astype(np.uint) if clusters.any(): for (x, y) in clusters: pygame.draw.circle(cluster_surf, (255, 0, 0, 128), (x, y), 6) screen.blit(cluster_surf, (0, 0)) if len(vehicle.vis_plan) >0: vis_plan_surf = pygame.Surface(fire.shape(), pygame.SRCALPHA) vis_plan = np.array(vehicle.vis_plan) cur_x, cur_y = entities[1].location[0], entities[1].location[1] for (dx, dy) in vis_plan: cur_x += dx cur_y += dy vis_plan_surf.set_at((int(cur_x), int(cur_y)), (255, 0, 0, 255)) screen.blit(vis_plan_surf, (0, 0)) simulation_time += config.TIME_STEP pygame.display.flip()
def __init__(self): self.background = Background() self.shot = Fire() self.senary = Senary() self.trilha = pygame.mixer.Sound(os.path.join("sound","trilha.wav")) self.tiro = pygame.mixer.Sound(os.path.join("sound",'tiro.wav')) self.porrada = pygame.mixer.Sound(os.path.join("sound",'porrada.wav')) self.morreu = pygame.mixer.Sound(os.path.join("sound",'morreu.wav')) self.trilha.play(-1) self.img = pygame.Surface((80,120)) self.img = pygame.image.load(os.path.join("img",'joao1.png')) self.imgS = pygame.image.load(os.path.join("img",'joao2.png')) self.imgC = pygame.image.load(os.path.join("img",'joao1c.png')) self.imgSC = pygame.image.load(os.path.join("img",'joao2c.png')) self.img.set_colorkey((10,255,0),0) self.img.set_alpha(255,0) self.img2 = pygame.Surface((80,120)) self.img2.set_colorkey((10,255,0),0) self.img2.set_alpha(255,0) self.pos = pygame.Rect((120,320,80,120)) self.jump = 0 self.jump_h = 11 self.life = 5 self.face = 1 self.x = 0 self.contx = 0 self.step = 1 self.score = 0 self.moveActivedJump = 1 draw(self.img,(self.pos.left,self.pos.top)) self.background.sky() self.drawLife()
def start(self): self.fire = Fire(self.app.ipcon) self.update_frame_rate() self.update_hue() self.update_start() self.update_end() self.fire.frame_rendered(0)
def main(): currentLevel = 1 while currentLevel < 9: timer = pygame.time.Clock() screen = pygame.display.set_mode(DISPLAY, FLAGS, DEPTH) # Set the screen information screen_rect = screen.get_rect() pygame.mouse.set_visible(False) cutScreenImage = pygame.transform.scale( pygame.image.load("images/cutScreens/" + str(currentLevel) + ".png"), (WIN_WIDTH, WIN_HEIGHT)) screen.blit(cutScreenImage, (0, 0)) pygame.display.update() pygame.time.delay(3000) # Load Level class and store info level = Level(currentLevel) level.setLevelObs(currentLevel) song = level.getSong() background = level.getBackground() boss = level.getBoss() enemies = level.getEnemies() powerUps = level.getPowerUps() # Create Player player = Player() if currentLevel == 4: player.setSpeed(4) # Load music song.play() print "song Starteddd" # Load Level Objects with platforms """KEY FOR LEVELS P = Platform C = player starting position F = Fire E = Enemy B = Boss U = Power Up """ platforms = [] entities = pygame.sprite.Group() powerUpSprites = pygame.sprite.Group() fires = pygame.sprite.Group() enemySprites = pygame.sprite.Group() bossSprite = pygame.sprite.Group() bulletSprites = pygame.sprite.Group() x = 0 y = 0 level = open('levels/level' + str(currentLevel) + '.txt', 'r') powerCounter = 0 enemyCounter = 0 for row in level: for col in row: if col == "P": p = Platform(x, y) # Place a platform at the given x,y platforms.insert(0, p) # Insert it into the platforms list entities.add(p) # Add to entities so it appears on screen if col == "C": player.setXpos(x) player.setYpos( y ) # Set the player along with the x,y of the starting position player.createRect() entities.add(player) if col == "F": fire = Fire(x, y) # Load a fire at the x,y found entities.add(fire) # Add the fire to the entities fires.add( fire ) # Add the fire to the spike sprite group for collison purposes if col == "U": pUp = powerUps[ powerCounter] # Load a power up image at the given x,y pUp.setXpos(x) pUp.setYpos(y) pUp.createRect() entities.add(pUp) # Power up to the entities powerUpSprites.add( pUp) # add power up to the powerUps sprite group powerCounter += 1 if col == "E": enemy = enemies[ enemyCounter] # Load an enemy image at the given x,y enemy.setXpos(x) enemy.setYpos(y) enemy.createRect() entities.add(enemy) # Add the enemy to the entities enemySprites.add( enemy) # add enemy to the enemies sprite group enemyCounter += 1 if col == "B": boss.setXpos(x) # Load a boss image at the given x,y boss.setYpos(y) boss.createRect() entities.add(boss) # Add the boss to the entities bossSprite.add(boss) # add boss to the boss sprite group x += 32 y += 32 x = 0 # Load Background for level background_rect = background.get_rect() total_level_width = len('level'[0]) * 32 total_level_height = len('level') * 32 camera = Camera(complex_camera, total_level_width, total_level_height) bossDead = False nextLevel = True playerAlive = True #animation needs FPS = 60 cycletime = 0 newnr = 0 oldnr = -1 picnr = 0 interval = .075 #interaction needs buttonPressed = False upPressed = False rightPressed = False leftPressed = False spacePressed = False direction = True #True means right while bossDead == False and playerAlive == True: pygame.display.set_caption("Seven Deadly | " + " | FPS: " + str(int(timer.get_fps()))) asize = ((screen_rect.w // background_rect.w + 1) * background_rect.w, (screen_rect.h // background_rect.h + 1) * background_rect.h) bg = pygame.Surface(asize) # Create the background for x in range(0, asize[0], background_rect.w): for y in range(0, asize[1], background_rect.h): screen.blit(background, (x, y)) # Load controls for event in pygame.event.get(): if event.type == pygame.QUIT: raise SystemExit() if event.type == pygame.KEYDOWN: buttonPressed = True if event.key == K_RIGHT: rightPressed = True direction = True if event.key == K_UP: upPressed = True if event.key == K_LEFT: leftPressed = True direction = False if event.key == K_UP: upPressed = True if event.key == K_UP: upPressed = True if event.key == K_SPACE: spacePressed = True bullet = player.attackLaunch() bulletSprites.add(bullet) entities.add(bullet) elif event.type == pygame.KEYUP: if event.key == K_RIGHT: rightPressed = False if event.key == K_LEFT: leftPressed = False if event.key == K_UP: upPressed = False if rightPressed and leftPressed and upPressed and spacePressed == False: buttonPressed = False for joe in bulletSprites: joe.update(screen, bg) hitSprites = pygame.sprite.spritecollide( joe, entities, False, pygame.sprite.collide_mask) for sprite in hitSprites: for plats in platforms: if sprite == plats: entities.remove(joe) bulletSprites.remove(joe) for enemy in enemySprites: if sprite == enemy: bullet.attackHit(enemy) entities.remove(joe) bulletSprites.remove(joe) if enemy.getHealth() <= 0: entities.remove(enemy) for boss in bossSprite: if sprite == boss: bullet.attackHit(boss) entities.remove(joe) bulletSprites.remove(joe) if boss.getHealth() <= 0: entities.remove(boss) bossDead = True #Animate if buttonPressed: milliseconds = timer.tick(FPS) seconds = milliseconds / 1000.0 cycletime += seconds if cycletime > interval: cycletime = 0 newnr += 1 if upPressed: picnr = newnr % len(player.jonJump) if rightPressed: picnr = newnr % len(player.jonWalkRight) if upPressed: picnr = newnr % len(player.jonJump) if leftPressed: picnr = newnr % len(player.jonWalkLeft) if upPressed: picnr = newnr % len(player.jonJump) oldnr = newnr # Play the level for power in powerUpSprites: if pygame.sprite.spritecollide(player, powerUpSprites, True, pygame.sprite.collide_mask): power.collected(player) print player.getHealth() # Enemy attacking for enemy in enemySprites: if player.getDist(enemy) < 100: enemy.attackLaunch(player) hitSprite = pygame.sprite.spritecollide(player, enemySprites, False, pygame.sprite.collide_mask) for sprite in hitSprite: enemy.attackHit(player) # Boss attacking for boss in bossSprite: x = 5 # Player range limits? # Update healths? # Player collision with fire; if true, 50 damage the player if pygame.sprite.spritecollide(player, fires, False, pygame.sprite.collide_mask): player.setHealth(player.getHealth() - 50) if player.getHealth() <= 0: nextLevel = False playerAlive = False camera.update(player) # Update the player and everything else player.update(upPressed, leftPressed, rightPressed, platforms, screen, bg, direction, picnr) for e in entities: screen.blit(e.image, camera.apply(e)) pygame.display.update() # Update the display if nextLevel == True: currentLevel += 1 else: currentLevel = currentLevel pygame.display.update() song.stop() print "You Win" quit()
def main(): Fire(gen_worksheet)
def fire(self, class_name): """ fire is a function that will turn any Python class into a command line interface """ from fire import Fire Fire(class_name)
Args: username (str): user name data_dir (str): directory to save data of all users Examples: >>> ./tool.py add --username=main """ def __init__(self, username="******", data_dir="data"): kaipred = KAIPred(data_dir=data_dir) # Set password with dialog or clipboard password = "" kaipred.login(username=username, password=password) self.user = kaipred.login_user def add(self): """ Add records of the user to the database. """ print(self.user.filepath("a.txt")) def show(self): """ Show records of the user. """ NotImplementedError if __name__ == "__main__": Fire(KAIPredTool)
def cli(): Fire(split_corpus)
import os import sys import setproctitle from fire import Fire sys.path.append(os.getcwd()) from net.train import train from IPython import embed if __name__ == '__main__': program_name = 'sjl train ' + os.getcwd().split('/')[-1] setproctitle.setproctitle(program_name) Fire(train)
batch_size=batch_size, transform=preprocess, train=True, size=shape, aug=augment, file_list='data/train.csv') val = Dataset(n_fold=n_fold, batch_size=batch_size, transform=preprocess, train=False, size=shape, aug=augment, file_list='data/train.csv') model.fit_generator( train, epochs=100, steps_per_epoch=steps, validation_data=val, workers=8, validation_steps=steps // 10, use_multiprocessing=False, callbacks=get_callbacks(n_fold), max_queue_size=50, ) if __name__ == '__main__': Fire(fit_model)
# running all process. download data, data set, data loader, train, validation, test def run(): download_data() # Make options config = get_config() # Make Trainer trainer = Trainer(config) # train train(config, trainer) # test test(config, trainer) def download_data(): print("Download omniglot dataset...", end="") download_omniglot_data() print("Prepare dataset...", end="") prepare_data() print("DONE") if __name__ == '__main__': Fire({"run": run, "download-data": download_data, "train": train, "test": test})
model = cls(hparams) model.load_state_dict(checkpoint["state_dict"]) # give model a chance to load something model.on_load_checkpoint(checkpoint) return model def main(hparams): if hparams.seed: set_determenistic(hparams.seed) pipeline = ImageNetLightningPipeline(hparams) trainer = object_from_dict( hparams.trainer, checkpoint_callback=object_from_dict(hparams.checkpoint), logger=object_from_dict(hparams.logger), ) if hparams.evaluate: trainer.run_evaluation() else: trainer.fit(pipeline) if __name__ == "__main__": cfg = Dict(Fire(fit)) main(cfg)
print(t.render(**config)) else: render = t.render(**config) with open(f"{config['path']['output']}", 'w') as f: f.write(render) def run_dir(dir_: str): for file in scan_dir(dir_): proc_file(file) def run_file(file: str): proc_file(file) def preview_file(file: str): proc_file(file, stdio=True) if __name__ == "__main__": Fire({ 'dir': run_dir, 'file': run_file, 'preview_file': preview_file, 'version': lambda: __version__ }) # black format option (or pipe to black for stdio) # lint option, and optionally fail on write if lint fails
def extract(scp_file: str, output_ark: str, sr: int = None, win_length: int = 25, hop_length: int = 10, n_fft: int = 512): # Win length and hop_length are given in ms # scpfile is formatted as KEY VALUE where key is name and value is .wav filepath with open(scp_file, 'r') as rp, open(output_ark, 'wb') as wp: for line in tqdm(rp, total=get_num_lines(scp_file)): key, fpath = line.split()[:2] # Also supports 24 bit y, file_sr = sf.read(fpath, dtype='float32') # y, file_sr = librosa.load(fpath, sr=sr) # Adjust window length cur_win_length = file_sr * win_length // 1000 cur_hop_length = file_sr * hop_length // 1000 S = librosa.core.stft(y, n_fft=n_fft, win_length=cur_win_length, hop_length=cur_hop_length) S = np.log(np.abs(S)**2 + 1e-12) feature = S.transpose() # components and acitivations kaldi_io.write_mat(wp, feature, key=key) if __name__ == '__main__': Fire(extract)
def run(fires_toa, fires_fli, trial_directory): #Start GPS Node gps_file = open('gps.csv', 'wb') a = csv.writer(gps_file) header = [['latitude', 'longitude']] a.writerows(header) global home_offset, home_offset_flag if config.USING_ROS: rospy.init_node('waypoint') #rospy.Subscriber('/mavros/mission/waypoints', WaypointList, handle_waypoints) pygame.init() pygame.display.set_caption("Flame: Fire Simulator") fire = Fire(fires_toa, fires_fli) planner = HotspotPlanner(fire, trial_directory) entities = [ fire, Vehicle(planner) ] screen = pygame.display.set_mode(fire.shape(), pygame.HWSURFACE | pygame.DOUBLEBUF) clock = pygame.time.Clock() print planner.is_done() # This makes sure the simulation begins at the start of the fire simulation_time = np.asarray(fire.time_of_arrival) simulation_time = np.sort(simulation_time[simulation_time >= 0])[0]+3 MAX_SIM_TIME = config.MAX_SIM_TIME + simulation_time #Waypoint set up old_time = 0.0 time_difference = 0.0 if config.USING_ROS: get_gps() #rospy.loginfo("Got home: %s", home_offset) test_scale_multiplier =10 scaling_factor_x = .078534/364576.4709016314 *test_scale_multiplier #(feet/pixel)/(feet/degree) scaling_factor_y = .078534/260659.33267246236 *test_scale_multiplier #(feet/pixel)/(feet/degree) map_offset_x = home_offset.y_long - config.STARTING_LOCATION[0]*scaling_factor_x map_offset_y = home_offset.x_lat + config.STARTING_LOCATION[1]*scaling_factor_y while simulation_time < MAX_SIM_TIME and planner.is_done() is False: # clock.tick(100) loop_start_time = time.time() for entity in entities: entity.update(simulation_time) entity.draw(screen) # Draw frontier on alpha surface and blit it to the screen frontier_surf = pygame.Surface(fire.shape(), pygame.SRCALPHA) frontier = np.asarray(fire.frontier) for (x, y) in frontier.T: frontier_surf.set_at((x, y), (0, 255, 0, 20)) screen.blit(frontier_surf, (0, 0)) # Draw clusters on alpha surface and blit it to the screen cluster_surf = pygame.Surface(fire.shape(), pygame.SRCALPHA) clusters = fire.clusters.astype(np.uint) if clusters.any(): for (x, y) in clusters: pygame.draw.circle(cluster_surf, (255, 0, 0, 128), (x, y), 6) screen.blit(cluster_surf, (0, 0)) if len(vehicle.vis_plan) >0: vis_plan_surf = pygame.Surface(fire.shape(), pygame.SRCALPHA) vis_plan = np.array(vehicle.vis_plan) cur_x, cur_y = entities[1].location[0], entities[1].location[1] for (dx, dy) in vis_plan: cur_x += dx cur_y += dy vis_plan_surf.set_at((int(cur_x), int(cur_y)), (255, 0, 0, 255)) screen.blit(vis_plan_surf, (0, 0)) time_since = time.time() - old_time print "time_since: ", time_since if (time_since > config.UPDATE_RATE) & config.USING_ROS: #conversion to GPS print "FIRE SHAPE:" print fire.shape() print "UAV LOCATION:" print entities[1].location long_cor = entities[1].location[0]*scaling_factor_x + map_offset_x lat_cor = -entities[1].location[1]*scaling_factor_y + map_offset_y # b = open('gps.csv', 'ab') #a = csv.writer(b) #data = [[lat_cor, long_cor]] #a.writerows(data) #Send Waypoint #rospy.loginfo("waiting for MAVROS PUSH service") rospy.wait_for_service('/mavros/set_mode') mode = 220 #auto mode = 220. Guided_Mode = 216 #mode = MAV_MODE(mode) mode_set = rospy.ServiceProxy('/mavros/set_mode', SetMode) resp = mode_set(0,'3') rospy.loginfo("SETTING TO AUTO: %s", resp) rospy.wait_for_service('/mavros/mission/push') waypoints = [home_offset, Waypoint(frame=Waypoint.FRAME_GLOBAL_REL_ALT, command=Waypoint.NAV_WAYPOINT, is_current=True,autocontinue=True, x_lat=lat_cor, y_long=long_cor, z_alt=6) ] #waypoint = Waypoint(frame=Waypoint.FRAME_GLOBAL_REL_ALT, # command=Waypoint.NAV_WAYPOINT, # is_current=True, # x_lat=lat_cor, y_long= long_cor, z_alt=6) waypoint_goto = rospy.ServiceProxy('/mavros/mission/push', WaypointPush) resp = waypoint_goto(waypoints) #rospy.loginfo(resp) #rospy.loginfo("Sent Waypoints: %s", resp) old_time = time.time() #Advance one timestep simulation_time += config.TIME_STEP #Wait for the deadline loop_time = time.time() - loop_start_time while loop_time <= config.DEADLINE: loop_time = time.time() - loop_start_time pygame.display.flip()
def main(): """Run command line interface applications.""" Fire(cli)
def start_cli(): Fire(CLI)
fmodel, criterion=foolbox.criteria.Misclassification()) adversarial = attack(img, label) if adversarial is not None: adversarial = postprocess(adversarial) return clip_epsilon(raw, adversarial, eps=eps) return raw def main(input_dir, output_dir, max_epsilon): kmodel = load_model('./inception.h5') fmodel = foolbox.models.KerasModel(kmodel, bounds=(-1, 1), preprocessing=(0, 1)) for i, fname in enumerate(glob(input_dir + '/*')): hacked = process_image(kmodel=kmodel, fmodel=fmodel, eps=max_epsilon, img_path=fname) out_name = path.join(output_dir, fname.split('/')[-1]) array_to_img(hacked).save(out_name) if not i % 100: logger.info('{} images processed'.format(i)) logger.info('Done!') if __name__ == '__main__': Fire(main)
buffer = bytearray() bar = Bar('Reading', max=chunks) # Get all full sized chunks. for chunk in range(chunks): address = chunk * CHUNK_SIZE command = get_chunk(address, CHUNK_SIZE) result = read(command, serial_port, flipped) buffer.extend(result) bar.next() bar.finish() # Get remainder. if remainder != 0: address = number_of_bytes - remainder command = get_chunk(address, remainder) result = read(command, flipped) buffer.extend(result) # Write to file. f = open(filename, 'w+b') f.write(buffer) f.close() # Entry point. if __name__ == '__main__': Fire(run)
random_text = rand_item["answer_text"] distractors, classification_items = get_distractors( item["linearized_amr"], item["answer_text"], swapping_candidates, cutting_candidates, random_text, num_candidates=num_candidates, max_per_operation=max_per_operation, ) classification_data.extend(classification_items) item["answer_text"] = distractors + [item["answer_text"]] json.dump(items, open(out_folder / (splits[split] + ".json"), "w"), indent=2) write_classification_data(classification_data, classification_dir, splits[split].replace(".json", "")) generate_from_json(out_folder, out_folder / "special_tokens.txt", fields={"linearized_amr": "amr"}) fix_text_in_dir(out_folder) if __name__ == "__main__": Fire(preprocess)
class CommandLine: def __init__(self) -> None: # Blog self.blog_content = NogiBlogContent(engine, metadata, role='writer') self.blog_summary = NogiBlogSummary(engine, metadata, role='writer') self.blog_member = NogiMembers(engine, metadata) # GCS self.gcs = GCS() def crawl(self, bucket: str = 'nogi-test'): _members = self.blog_member.get_current_members() shuffle(_members) for member in tqdm(_members): Updater(member=member, blog_db=self.blog_summary).run() PostExecutor( member=member, summary_db=self.blog_summary, content_db=self.blog_content, gcs_client=self.gcs, bucket=bucket ).run() if __name__ == "__main__": Fire(CommandLine)
}, # , 'onsite-paramters': prm.params}, attrs={ key: data[key] for key in data.keys() if key not in ['gf_iw', 'self_iw', 'occ'] }) layer_data.attrs[Dim.it] = _get_iter(infile) logging.debug("Safe new 'h5' file.") save_dataset(layer_data, dir_=infile.parent, name=infile.stem, use_date=False) logging.debug("Move old file %s to 'old.npz'.", infile.name) infile.rename(copy) logging.info("Converted %s to 'h5' file %s", infile.name, infile.stem + '.h5') if __name__ == '__main__': try: from fire import Fire except ImportError: logging.info( "'Fire' found, fall back to basic 'sys' argument handling.") import sys npz2h5(sys.argv[1]) else: Fire(npz2h5)
handler.setFormatter( colorlog.ColoredFormatter( '%(log_color)s[%(asctime)s - %(levelname)s]:%(message)s')) logger = colorlog.getLogger('Crawler-Startup') logger.addHandler(handler) logger.setLevel(logging.INFO) class CrawlerGo: def start(self, period='10D', spider='ghevent', loglevel="INFO"): ''' :param period: crawling period for events :param spider: spider name :param loglevel: INFO , DEBUG ... :return: ''' settings = Settings() settings_module_path = 'gharchive.settings' settings.setmodule(settings_module_path, priority='project') settings = get_project_settings() settings.set("LOG_LEVEL", loglevel) settings.set("GHARCHIVEPERIOD", period) process = CrawlerProcess(settings) process.crawl(spider) process.start() if __name__ == '__main__': Fire(CrawlerGo)
stage0 += comment('Installing vglrun and TurboVNC') stage0 += packages(apt=[ 'ubuntu-desktop', 'vim', 'mesa-utils', 'python3-pip', 'python3-pyqt5', 'pyqt5-dev', 'python3-tk' ]) stage0 += shell(commands=[ 'wget https://swift.rc.nectar.org.au/v1/AUTH_810/CVL-Singularity-External-Files/turbovnc_2.2.5_amd64.deb && dpkg -i turbovnc_2.2.5_amd64.deb && rm turbovnc_2.2.5_amd64.deb', 'wget https://swift.rc.nectar.org.au/v1/AUTH_810/CVL-Singularity-External-Files/virtualgl_2.6.4_amd64.deb && dpkg -i virtualgl_2.6.4_amd64.deb && rm virtualgl_2.6.4_amd64.deb', 'apt update', 'apt -y upgrade' ]) stage0 += packages(apt=[ "qt5-qmake", 'qtmultimedia5-dev', 'libqt5multimediawidgets5', 'libqt5multimedia5-plugins', 'libqt5multimedia5', 'libglew-dev', 'glew-utils', 'libqglviewer-dev-qt5', 'libnetcdf-dev', 'libnetcdf-cxx-legacy-dev', 'freeglut3-dev', 'libassimp-dev' ]) stage0 += shell(commands=[ 'mkdir -p /opt/', "cd /opt", 'git clone --branch v-2.7linux https://github.com/nci/drishti.git', 'cd drishti/drishti', 'qmake -qt=5', 'export LDFLAGS="$LDFLAGS -L/usr/lib/x86_64-linux-gnu/ -lassimp"', 'ln -s /usr/lib/x86_64-linux-gnu/libQGLViewer-qt5.so /usr/lib/x86_64-linux-gnu/libQGLViewer.so', 'make' ]) return stage0 if __name__ == '__main__': Fire(build)
# df.Value = df['Value'].str.extract("(\d*\.?\d+)").astype(float) df.Date = pd.to_datetime(df.Date) lb = LabelBinarizer() df = df.join( pd.DataFrame(lb.fit_transform(df['Category']), columns=lb.classes_, index=df.index)) return df # Export dataframe to excel file, using date as title def xport_frame(df): timestr = time.strftime("%Y%m%d") excel = df.to_excel(f"output/{timestr}.xlsx") # One function to rule them all. def convert(): frame = html_to_frames() df = frame_cleaner(frame) xport_frame(df) #convert() # Use Fire to make it a CLI if __name__ == '__main__': Fire({ 'convert': convert, })
test_name=test_name, save_fig=True ) et.plot_confusion_matrix( y_test_flat, y_pred_flat, classes=class_names, normalize=True, test_name=test_name, save_fig=True ) # empty line print("") # before calculating metrics, # delete all pixel of 'inclassifiable' category mask_array = np.ma.masked_equal(y_test_flat, 8.) y_pred_flat = y_pred_flat[~mask_array.mask] y_test_flat = y_test_flat[~mask_array.mask] # get metrics et.print_metrics(y_test_flat, y_pred_flat, test_name) return None if __name__ == '__main__': Fire(get_ensemble_metrics)
def main(): open_canvas() global mainback mainback = Mainback() global start start = False while(start == False): handle_events() clear_canvas() mainback.draw() update_canvas() delay(0.08) #클래스 선언 global hero hero = Hero() rabbit = Rabbit() rabbit_group = [Rabbit() for i in range(600)] land = Land() wood = Wood() global torch torch = Torch() global fire fire = Fire() eskimo = Eskimo() attack_fire = Attack_fire() attack_fire_group = [Attack_fire() for i in range(100)] background = BackGround() global ui ui = Ui() firewood = Firewood() firewood_group = [Firewood() for i in range(600)] #변수 선언 rabbit_group_counter = 0 rabbit_group_collision_counter = 0 attack_group_counter = 0 attack_group_update_counter = 0 attack_group_collision_counter = 0 rabbit_alive_counter = 0 attack_group_alive_check = False attack_group_alive_counter = 0 attack_group_limit = 20 rabbit_group_draw_counter = 0 firewood_num_counter = 0 firewood_num_update_counter = 0 firewood_collide_counter = 0 rabbit_group_counter2 = 0 rabbit_jump = False rabbit_num = 10 firewood_num = 10 rack_block = 0 eskimo_counter = 0 global running running = True while running: #핸들 이벤트 handle_events() #업데이트 hero.update() background.update() land.update() wood.update() fire.update() torch.update() eskimo.update() ui.update(hero.x, hero.y, hero.ability) for rabbit in rabbit_group: # 토끼 업데이트 if(rabbit_group_counter == rabbit_num): rabbit_group_counter = 0 break if(rabbit.alive): rabbit.update() rabbit_group_counter += 1 # for rabbit in rabbit_group: # 토끼 업데이트 # if(rabbit_group_counter2 == 1): # print("%d" % rabbit.x) # break # rabbit_group_counter2 += 1 for attack_fire in attack_fire_group: # 공격불 업데이트 if(attack_group_update_counter == hero.attack_num): attack_fire.init_direction() attack_fire.alive = True # 공격불이 활성화 됨 attack_fire.init_fire() attack_group_update_counter = 0 break if(attack_fire.alive): attack_fire.update() attack_group_update_counter += 1 for firewood in firewood_group: # 장작 업데이트 if(firewood_num_update_counter == firewood_num): firewood_num_update_counter = 0 break firewood.update() firewood_num_update_counter += 1 #함수 for rabbit in rabbit_group: #토끼와 히어로의 충돌체크 if(rabbit_group_collision_counter == rabbit_num): rabbit_group_collision_counter = 0 break if(collision(rabbit, hero)): rabbit.y += 50 mainback.hero_die = True mainback.die_sound() running = False rabbit_group_collision_counter += 1 for rabbit in rabbit_group: # 토끼와 공격불의 충돌체크 if(rack_block == rabbit_num): rack_block = 0 break for attack_fire in attack_fire_group: if(attack_group_collision_counter == hero.attack_num): attack_group_collision_counter = 0 break if(collision(rabbit, attack_fire) and rabbit.alive and attack_fire.alive): attack_fire.alive = False rabbit.alive = False rabbit.die = True hero.kill += 1 attack_fire.die = False attack_group_collision_counter += 1 rack_block += 1 for attack_fire in attack_fire_group: if(eskimo_counter == hero.attack_num): eskimo_counter = 0 break if(collision(eskimo, attack_fire)): attack_fire.alive = False eskimo.x -= 10 eskimo.hp -= 1 if(eskimo.hp == 0): mainback.eskimo_die = True running = False mainback.win_sound() attack_fire.die = False eskimo_counter += 1 if(collision(wood, hero)): # 나무와 주인공 충돌체크 fire.collide = True if(ui.firewood_num != 0): fire.life += ui.firewood_num*250 ui.firewood_num = 0 else: fire.collide = False if(collision(eskimo, hero)): # 주인공과 에스키모 충돌체크 mainback.hero_die = True running = False mainback.die_sound() for firewood in firewood_group: # 장작과 주인공 충돌체크 if(firewood_collide_counter == firewood_num): firewood_collide_counter = 0 break if(collision(firewood, hero) and firewood.die == False): ui.firewood_num += 1 firewood.die = True firewood_collide_counter += 1 for rabbit in rabbit_group: # 토끼 출현! if(rabbit_alive_counter == rabbit_num): break if(rabbit.die == False): rabbit.alive = True rabbit_alive_counter += 1 if(fire.die): # 불이 꺼지면 토끼들이 마구마구 몰려온다. rabbit_num = 500 for attack_fire in attack_fire_group: # 불 스킬 존재 유무 if(attack_fire.alive): attack_group_alive_counter = 0 break attack_group_alive_counter += 1 if(attack_group_alive_counter == hero.attack_num): hero.attack_num = 0 for attack_fire in attack_fire_group: # 화면 밖을 벗어나면 불 스킬 사망 판정 if(attack_fire.x >= 900 or attack_fire.x <= -100): attack_fire.alive = False print("stage = %d" % background.stage) #스테이지 if(hero.kill == 10 and background.stage == 1): print("+++++++++++++++++++++++++++++++++++++++++++++++++++++++++") rabbit_num += 20 hero.ability += 10 firewood_num += 5 background.stage = 2 if(hero.kill == 30 and background.stage == 2): rabbit_num += 30 firewood_num += 10 hero.ability += 10 background.stage = 3 background.stage3_music() if(hero.kill == 60 and background.stage == 3): rabbit_num += 40 firewood_num += 15 hero.ability += 10 background.stage = 4 if(hero.kill == 80 and background.stage == 4): rabbit_num += 50 firewood_num += 20 hero.ability += 10 background.stage = 5 eskimo.alive = True background.stage5_music() if(background.stage == 5): rabbit_jump = True if(rabbit_jump): for rabbit in rabbit_group: rabbit.y += 5 # print("%d" % hero.attack_num) print("킬 수 : %d num : %d" % (hero.kill, rabbit_num)) clear_canvas() #그리기 background.draw() fire.draw() wood.draw() torch.draw() hero.draw() eskimo.draw() # eskimo.draw_bb() # hero.draw_bb() for rabbit in rabbit_group: # 적토끼 출력 if(rabbit_group_draw_counter == rabbit_num): rabbit_group_draw_counter = 0 break if(rabbit.alive): rabbit.draw() rabbit_group_draw_counter += 1 # rabbit.draw_bb() for attack_fire in attack_fire_group: # 공격 불 출력 if(attack_group_counter == hero.attack_num): attack_group_counter = 0 break if(attack_fire.alive): attack_fire.draw() # attack_fire.draw_bb() attack_group_counter += 1 for firewood in firewood_group: # 장작 출력 if(firewood_num_counter == firewood_num): firewood_num_counter = 0 break firewood.draw() firewood_num_counter += 1 land.draw() ui.draw() update_canvas() delay(0.06) while(mainback.hero_die or mainback.eskimo_die): handle_events() clear_canvas() mainback.draw() update_canvas() delay(0.08) close_canvas()
pdf_dateien = (i for i in punkt.iterdir() if i.name.lower().endswith('.pdf') and i.is_file() and ( not schon_fertig.search( run(['pdfinfo', (punkt / i).as_posix()], cwd=punkt, text=True, capture_output=True).stdout))) def alle_neuen_konvertieren(suffix_dateien: Path, konv: Callable, ocr=True): kopien = mkdtemp(prefix='tmp_kopien_zumLoeschen', dir=punkt) for i in suffix_dateien: copy2(i, kopien) konv(i, ocr) try: rmdir(kopien) except OSError: pass # @snoop(prefix='ß__ ') def pdf_nur_neu_hinzugekommene(): umbenennen() alle_neuen_konvertieren(pdf_dateien, konvertierung) if __name__ == "__main__": from fire import Fire Fire()
# We'll write the data to the lab db in batches. write_buffer = MongoWriteBuffer(aml_collection, batch_size) # Iterate over this index in batches, only querying the subset of fields we care about. for id_chunk in chunk(ids_of_docs_to_copy, batch_size, show_progress=True): hits = (d3m_db.search(index=index_name).query( "ids", values=list(id_chunk)).source( elasticsearch_fields[index]).params( size=batch_size, request_timeout=request_timeout).execute()) for hit in hits: doc = hit.to_dict() # Mongodb will use the same primary key elastic search does. doc["_id"] = hit.meta.id write_buffer.queue( # Insert the doc, or if another document already exists with the same _id, # then replace it. ReplaceOne(filter={"_id": doc["_id"]}, replacement=doc, upsert=True)) # Write and flush any leftovers. write_buffer.flush() if __name__ == "__main__": Fire(copy_indexes)
return aligner.Aligner.load_from_checkpoint(filepath) def single(self, ckpt, dumpdir): ckpt = glob(ckpt, recursive=True) assert len(ckpt) == 1, ckpt aligner = self.load_checkpoint(ckpt[0]) os.makedirs(dumpdir, exist_ok=True) aligner.model.save_pretrained(dumpdir) aligner.tokenizer.save_pretrained(dumpdir) def linear( self, root_dir="/bigdata", data="opus", model="bert-base-multilingual-cased", name="linear-orth0.01", ): langs = "ar de es fr hi ru vi zh".split() _dir = f"{root_dir}/checkpoints/alignment/{data}" mapping = nn.ModuleDict() for lang in tqdm(langs): ckpt = f"{_dir}/en-{lang}-subset1/{model}-sim_linear/{name}/version_0/mapping.pth" mapping[lang] = torch.load(ckpt) os.makedirs(f"mapping/{name}", exist_ok=True) torch.save(mapping, f"mapping/{name}/{model}.pth") if __name__ == "__main__": Fire(Main)
#!/usr/bin/env python3 # -*- coding: utf-8 -*- from fire import Fire from syncshell.cli import Application if __name__ == "__main__": Fire(Application)
self.screens_dir = screens_dir if not screens_dir: self.screens_dir = path.abspath(path.join(path.dirname(__file__), pardir, 'public', 'screens')) self.used_dir = path.abspath(path.join(self.screens_dir, 'used')) self.project_dir = path.abspath(path.join(path.dirname(__file__), '..')) if environ.get('USED_SCREENS_FILE'): self.default_file = path.abspath(path.join(self.project_dir, environ.get('USED_SCREENS_FILE'))) def make_screens_list(self, screens_file=None): with open(screens_file if screens_file else self.default_file, 'a') as used: for f in listdir(self.used_dir): if path.isfile(path.join(self.used_dir, f)): used.write(f + '\n') def update_screens_dir(self, used_screens_file=None, screens_dir=None): with open(used_screens_file if used_screens_file else self.default_file) as used_screens: lines = [l.strip() for l in used_screens.readlines()] for image_name in lines: image_dir = path.join(self.screens_dir, image_name) if path.isfile(image_dir): new_image_dir = path.abspath(path.join(self.used_dir, image_dir.rsplit('/', 1)[-1])) rename(image_dir, new_image_dir) def get_random_image(self): random_file = choice([f for f in listdir(self.screens_dir) if path.isfile(path.join(self.screens_dir, f))]) return path.abspath(path.join(self.screens_dir, random_file)) if __name__ == '__main__': Fire(ScreensManager)
class Avata: def __init__(self): self.background = Background() self.shot = Fire() self.senary = Senary() self.trilha = pygame.mixer.Sound(os.path.join("sound","trilha.wav")) self.tiro = pygame.mixer.Sound(os.path.join("sound",'tiro.wav')) self.porrada = pygame.mixer.Sound(os.path.join("sound",'porrada.wav')) self.morreu = pygame.mixer.Sound(os.path.join("sound",'morreu.wav')) self.trilha.play(-1) self.img = pygame.Surface((80,120)) self.img = pygame.image.load(os.path.join("img",'joao1.png')) self.imgS = pygame.image.load(os.path.join("img",'joao2.png')) self.imgC = pygame.image.load(os.path.join("img",'joao1c.png')) self.imgSC = pygame.image.load(os.path.join("img",'joao2c.png')) self.img.set_colorkey((10,255,0),0) self.img.set_alpha(255,0) self.img2 = pygame.Surface((80,120)) self.img2.set_colorkey((10,255,0),0) self.img2.set_alpha(255,0) self.pos = pygame.Rect((120,320,80,120)) self.jump = 0 self.jump_h = 11 self.life = 5 self.face = 1 self.x = 0 self.contx = 0 self.step = 1 self.score = 0 self.moveActivedJump = 1 draw(self.img,(self.pos.left,self.pos.top)) self.background.sky() self.drawLife() def move(self,key): self.background.redraw() if key == 273 and (self.jump_h == 11 or not self.moveActivedJump): self.jump = 1 if self.moveActivedJump: self.jump_h = 0 else: self.jump_h = 4 elif key == 275: self.moveActived = 1 self.step *= -1 for i in range(len(self.senary.stone)-1): if self.pos.collidepoint(self.senary.stone[i].left-10,self.senary.stone[i].top): self.moveActived = 0 if self.moveActived: if self.pos.left >= 200: self.background.move(key) self.senary.move(-1) else: self.pos.move_ip(10,0) self.face = 1 elif key == 276: self.moveActived = 1 self.step *= -1 for i in range(len(self.senary.stone)-1): if self.pos.collidepoint(self.senary.stone[i].right,self.senary.stone[i].top): self.moveActived = 0 if self.moveActived: if self.pos.left == 100: self.background.move(key) self.senary.move(1) else: self.pos.move_ip(-10,0) self.face = 0 if self.jump: self.pos.move_ip(0,-20) if self.jump_h < 10: self.jump_h +=1 self.moveActivedJump = 1 for i in range(len(self.senary.stone)-1): if self.pos.collidepoint(self.senary.stone[i].right,self.senary.stone[i].top-10) or self.pos.collidepoint(self.senary.stone[i].left,self.senary.stone[i].top-10): self.moveActivedJump = 0 if self.jump_h == 10 and self.moveActivedJump: if self.pos.top < 320: self.pos.move_ip(0,20) else : self.jump_h += 1 self.jump = 0 if key == 32: self.tiro.play() self.shot.fire(self.pos.center,self.face,1) self.ia() if len(self.shot.dir): self.shot.move() i=-1 while i != len(self.shot.dir)-1: i+=1 for j in range(len(self.senary.stone)-1): if self.shot.pos[i].colliderect(self.senary.stone[j]): self.shot.dir.pop(i) self.shot.pos.pop(i) self.shot.origem.pop(i) i-=1 break i=-1 while i != len(self.shot.dir)-1: i+=1 for j in range(len(self.senary.inimigo)-1): if self.shot.pos[i].colliderect(self.senary.inimigo[j]) and self.shot.origem[i]: self.senary.inimigoLife[j] -=1 self.score += 50 if not self.senary.inimigoLife[j]: self.senary.inimigo.pop(j) self.senary.inimigoLife.pop(j) self.senary.inimigoDir.pop(j) self.senary.inimigoStep.pop(j) self.score += 300 self.shot.dir.pop(i) self.shot.pos.pop(i) self.shot.origem.pop(i) self.background.score = self.background.font.render(str(self.score),1,(0,0,0)) i-=1 break i=-1 while i != len(self.shot.dir)-1: i+=1 if self.shot.pos[i].colliderect(self.pos): self.shot.dir.pop(i) self.shot.pos.pop(i) self.shot.origem.pop(i) self.lifes() i-=1 break if len(self.senary.life): for i in range(len(self.senary.life)-1): if self.senary.life[i].colliderect(self.pos): self.senary.life.pop(i) self.life+=5 self.lifes() break if self.face: if self.step == 1: draw(self.img,(self.pos.left,self.pos.top)) else: draw(self.imgS,(self.pos.left,self.pos.top)) else: if self.step == 1: draw(self.imgC,(self.pos.left,self.pos.top)) else: draw(self.imgSC,(self.pos.left,self.pos.top)) rand = random.randint(0,80) if rand > 76 and rand < 79: self.senary.constructorAdd(0) elif rand == 80: self.senary.constructorAdd(1) self.senary.draw() if self.senary.stone[0].left == -2700: self.senary.move(350) def lifes(self): self.porrada.play() self.life -= 1 self.background.sky() self.drawLife() if self.life == 0: self.dead() def ia(self): self.senary.contIA+=1 if not self.senary.contIA % 10: for i in range(len(self.senary.inimigo)-1): self.inimigoGO = 1 for j in range(len(self.senary.stone)-1): if self.senary.inimigo[i].colliderect(self.senary.stone[j]): self.inimigoGO = 0 break if not self.inimigoGO: self.senary.inimigoDir[i]*=-1 self.senary.inimigoStep[i] *=-1 self.senary.inimigo[i].move_ip(10*self.senary.inimigoDir[i],0) if self.senary.contIA == 50: for i in range(len(self.senary.inimigo)-1): self.shot.fire(self.senary.inimigo[i].center,0,0) self.senary.contIA = 0 def drawLife(self): for i in range(self.life): draw(self.background.imgRapadura,(50*i+20,40)) def dead(self): key = 0 self.trilha.stop() self.morreu.play() while(key!=13): for event in pygame.event.get(): if event.type == pygame.QUIT: sys.exit() elif event.type == KEYDOWN: key = event.key sys.exit()
video_dir = os.path.join(data_dir, 'Data/VID') all_videos = glob(os.path.join(video_dir, 'train/ILSVRC2015_VID_train_0000/*')) + \ glob(os.path.join(video_dir, 'train/ILSVRC2015_VID_train_0001/*')) + \ glob(os.path.join(video_dir, 'val/*')) ''' all_videos = glob(os.path.join(video_dir, 'train','*','*')) all_videos的最后一级是包含图片的文件夹,即图片的上一级 ''' meta_data = [] if not os.path.exists(output_dir): os.makedirs(output_dir) with Pool(processes=num_threads) as pool: for ret in tqdm(pool.imap_unordered( functools.partial(worker, output_dir), all_videos), total=len(all_videos)): # functools.partial(worker, output_dir) # 因为pool.imap_unordered只能接收一个参数,故需要固定一个参数. meta_data.append(ret) # save meta data pickle.dump(meta_data, open(os.path.join(output_dir, "meta_data.pkl"), 'wb')) # meta_data.pkl保存的是video_name和trajs if __name__ == '__main__': Fire(processing) # 在命令行执行时如下操作: # python3 creat_dataset.py --data_dir *** --output_dir *** --num_threads ** # 其中data_dir和output_dir后参数必有
"lr_decay_rate": lr_decay_rate, "lr_decay_steps": lr_decay_steps, "size": size, }) model = TransferModel(constants.NCLASSES, size, batch_size, **model_params) model.compile( optimizer=Adam(learning_rate=ExponentialDecay( learning_rate, lr_decay_steps, lr_decay_rate)), loss="categorical_crossentropy", metrics=["categorical_accuracy"], ) # Train the model (just the new layers on top of the transfer model) model.fit_head( train_set, "dev", epochs=epochs, callbacks=[WandbCallback(save_model=False)], ) # Log the scores wandb.join() if make_submission: return model.predict_on_test() if __name__ == "__main__": Fire(transfer_train)
def worker(video_name): image_names = glob(video_name + '/*') kv = {} for image_name in image_names: img = cv2.imread(image_name) try: _, img_encode = cv2.imencode('.jpg', img) except: embed() img_encode = img_encode.tobytes() kv[hashlib.md5(image_name.encode()).digest()] = img_encode return kv def create_lmdb(data_dir='/mnt/datasets/vid/ILSVRC_VID_CURATION', output_dir='/mnt/datasets/vid/ILSVRC_VID_CURATION.lmdb', num_threads=mp.cpu_count()): video_names = glob(data_dir + '/*') video_names = [x for x in video_names if os.path.isdir(x)] db = lmdb.open(output_dir, map_size=int(50e9)) with Pool(processes=num_threads) as pool: for ret in tqdm(pool.imap_unordered(functools.partial(worker), video_names), total=len(video_names)): with db.begin(write=True) as txn: for k, v in ret.items(): txn.put(k, v) if __name__ == '__main__': Fire(create_lmdb)
class FireWidget(QWidget, Ui_Fire): fire = None def __init__(self, parent, app): super(QWidget, self).__init__() self.app = app self.setupUi(self) self.slider_frame_rate.valueChanged.connect(self.slider_frame_rate_changed) self.slider_hue.valueChanged.connect(self.slider_hue_changed) self.slider_start.valueChanged.connect(self.slider_start_changed) self.slider_end.valueChanged.connect(self.slider_end_changed) self.spinbox_frame_rate.valueChanged.connect(self.spinbox_frame_rate_changed) self.spinbox_hue.valueChanged.connect(self.spinbox_hue_changed) self.spinbox_start.valueChanged.connect(self.spinbox_start_changed) self.spinbox_end.valueChanged.connect(self.spinbox_end_changed) self.button_default.pressed.connect(self.default_pressed) self.update_frame_rate_timer = QTimer(self) self.update_frame_rate_timer.timeout.connect(self.update_frame_rate) self.default_pressed() def start(self): self.fire = Fire(self.app.ipcon) self.update_frame_rate() self.update_hue() self.update_start() self.update_end() self.fire.frame_rendered(0) def stop(self): if self.fire: self.fire.stop_rendering() self.fire = None def spinbox_frame_rate_changed(self, frame_rate): self.slider_frame_rate.setValue(frame_rate) self.update_frame_rate_timer.start(100) def spinbox_hue_changed(self, hue): self.slider_hue.setValue(int(hue*10)) self.update_hue() def spinbox_start_changed(self, start): self.slider_start.setValue(start) self.update_start() def spinbox_end_changed(self, end): self.slider_end.setValue(end) self.update_end() def slider_frame_rate_changed(self, frame_rate): self.spinbox_frame_rate.setValue(frame_rate) def slider_hue_changed(self, hue): self.spinbox_hue.setValue(hue/10.0) def slider_start_changed(self, start): self.spinbox_start.setValue(start) def slider_end_changed(self, end): self.spinbox_end.setValue(end) def default_pressed(self): self.spinbox_frame_rate.setValue(50) self.spinbox_hue.setValue(1.2) self.spinbox_start.setValue(64) self.spinbox_end.setValue(255) def update_frame_rate(self): self.update_frame_rate_timer.stop() config.FIRE_FRAME_RATE = self.spinbox_frame_rate.value() if self.fire: self.fire.update_frame_rate() def update_hue(self): config.FIRE_HUE_FACTOR = self.spinbox_hue.value() def update_start(self): config.FIRE_RAND_VALUE_START = self.spinbox_start.value() def update_end(self): config.FIRE_RAND_VALUE_END = self.spinbox_end.value()