def __init__(self,screen,player): self.player = player Mode.__init__(self,screen) buttons = OrderedDict() buttons.update({'health upgrade':self.health_upgrade_cost(self.player.status['health'].maximum)}) buttons.update({'stamina upgrade':self.stamina_upgrade_cost(self.player.status['stamina'].maximum)}) buttons.update({'brightness upgrade':self.lighting_upgrade_cost(self.player.brightness)}) buttons.update({'stamina regeneration': ''}) buttons.update({'climbing upgrade':''}) buttons.update({ 'Exit':''}) # buttons = OrderedDict({ # # 'stamina regeneration': '', \ # 'climbing upgrade':'', \ # 'Exit':'', \ # 'brightness upgrade':self.player.brightness,\ # 'stamina_upgrade':self.player.status['stamina'].maximum, \ # 'health upgrade':self.player.status['health'].maximum}) buttons = self.check_buttons(buttons) self.buttons = self.create_buttons(buttons) #the first button is chosen by default self.cursor = 0 self.current_button = self.buttons[self.cursor]
def __init__(self, screen, player): self.player = player Mode.__init__(self, screen) buttons = OrderedDict() buttons.update({ 'health upgrade': self.health_upgrade_cost(self.player.status['health'].maximum) }) buttons.update({ 'stamina upgrade': self.stamina_upgrade_cost(self.player.status['stamina'].maximum) }) buttons.update({ 'brightness upgrade': self.lighting_upgrade_cost(self.player.brightness) }) buttons.update({'stamina regeneration': ''}) buttons.update({'climbing upgrade': ''}) buttons.update({'Exit': ''}) # buttons = OrderedDict({ # # 'stamina regeneration': '', \ # 'climbing upgrade':'', \ # 'Exit':'', \ # 'brightness upgrade':self.player.brightness,\ # 'stamina_upgrade':self.player.status['stamina'].maximum, \ # 'health upgrade':self.player.status['health'].maximum}) buttons = self.check_buttons(buttons) self.buttons = self.create_buttons(buttons) #the first button is chosen by default self.cursor = 0 self.current_button = self.buttons[self.cursor]
def main(): m = Mode(init()) log_count = 1 while True: try: if NIGHT_REST[0] >= datetime.now().hour >= NIGHT_REST[1]: LED.blue() LOGGER.info("Start turning mode function") # turning mode function m.mode_3(rotations=100) # m.mode_2(turn=5) # m.mode_1(turn=10, sleep_time=0.5) log_count = 1 else: LED.red() if log_count > 0: LOGGER.info("Night rest, sleeping...") log_count -= 1 w = random.randint(WAIT_PERIOD_RANGE[0] * 60, WAIT_PERIOD_RANGE[1] * 60) LOGGER.info( f"Wait {w} seconds until next try ({round(w / 60, 1)} minutes)") sleep(w) except KeyboardInterrupt: LOGGER.warning(f"Interrupted by user input") LED.off() exit(1) except Exception as e: LOGGER.error(f"Any error occurs: {e}") LED.blink_red() exit(1)
def __init__(self, debug, database, default, robot, redox, ph, temperature, debounce_ms=10): Mode.__init__(self, database, "pump") self.__lock = threading.RLock() Relay.__init__(self, self.PUMP_GPIO_PIN) self.__debug = debug self.__default = default self.__robot = robot self.__redox = redox self.__ph = ph self.__temperature = temperature self.__guard = self.GUARD_PERIOD self.__previousMode = None self.__moveDebounce = None GPIO.setup(self.LIQUID_MOVE_GPIO_PIN, GPIO.IN, pull_up_down=GPIO.PUD_UP) GPIO.add_event_detect(self.LIQUID_MOVE_GPIO_PIN, GPIO.BOTH, callback=self.__moveGpioDetect, bouncetime=debounce_ms) self.autoPrograms = list() self.programs = list() self.fullAuto = True
def __init__(self, database): Mode.__init__(self, database, "curtain") self.__lock = threading.RLock() self.__r1 = Relay(self.R1_GPIO_PIN) self.__r2 = Relay(self.R2_GPIO_PIN) self.__timer = None self.stop()
def add_mode(self, mode_number, resource, start, dur): """ add mode to operation with the needed resource for the mode. if it is a new mode number, create him. save the resource in all_resources list. mode_number: string - the number of the mode resource: Resource - a resource that the mode need resource_start: float - local start time of the resource in the mode resource_dur: float - the duretion of the resource usage return: None """ # save all needed resources for every mode in all_resources dictionary if resource not in self.all_resources: self.all_resources[resource] = [mode_number] else: self.all_resources[resource].append(mode_number) for mode in self.modes: # check if mode exists if mode.mode_number == mode_number: # add mode data to existing mode mode.add_resource(resource, start, dur) return # if it is new mode, create it and add it to operation modes list mode = Mode(mode_number, self.number) mode.add_resource(resource, start, dur) self.modes.append(mode)
def main(): mode = Mode() musicList = MusicList() selectMusic = SelectMusic() musicStart = MusicStart() listUp = ListUp() conf = Conf() conf.existence() listUp.listUp() modeFlag = mode.selectMode() while modeFlag == "EOF": modeFlag = mode.selectMode() if modeFlag == "loop": print("\n") musicList.musicList() print("\n") musicStart.loop() if modeFlag == "single": print("\n") musicList.musicList() number = selectMusic.selectMusic() print("\n") musicStart.single(number)
def __init__(self,screen): Mode.__init__(self,screen) #create a loading screen Loading(screen) self.loading = True #border color self.surface.fill((0,0,0)) screen.blit(self.surface,(0,0)) #create border at top and bottom self.game_dimension = (screen.get_size()[0],screen.get_size()[1]*0.75) self.game_surface = pygame.Surface(self.game_dimension) #MUST BE FIXED self.stage = Stage(self.game_dimension) self.stage.load_stage('Intro') self.map = self.stage.rooms[0] #133442__klankbeeld__horror-ambience-11.wav pygame.mixer.init(frequency=22050, size=-16, channels=2, buffer=4096) self.fade = Fade(screen,'in',3) #add player self.player = Player(self.map.spawn_x,self.map.spawn_y,self.map.entity) self.map.entity.append(self.player) self.shade = Shade(self.player,0,self.fade.surface) #test self.loading = False self.next_before = True
def __init__(self, device, database): Mode.__init__(self, database, "temperature") if self.isReadMode(): self.__temp = ds18b20.Temperature(device) self.__current = 0.0 self.__dayMax = -273.0 self.__winter = 10.0
def __init__(self, drone, angle=0, dz=0, relative=False): Mode.__init__(self, drone) self.angle = angle self.dz = dz self.obstacles = [] self.relative = relative self.name = drone.namespace.strip('/')
def __init__(self, screen): Mode.__init__(self, screen) #create a loading screen Loading(screen) self.loading = True #border color self.surface.fill((0, 0, 0)) screen.blit(self.surface, (0, 0)) #create border at top and bottom self.game_dimension = (screen.get_size()[0], screen.get_size()[1] * 0.75) self.game_surface = pygame.Surface(self.game_dimension) #MUST BE FIXED self.stage = Stage(self.game_dimension) self.stage.load_stage('Intro') self.map = self.stage.rooms[0] #133442__klankbeeld__horror-ambience-11.wav pygame.mixer.init(frequency=22050, size=-16, channels=2, buffer=4096) self.fade = Fade(screen, 'in', 3) #add player self.player = Player(self.map.spawn_x, self.map.spawn_y, self.map.entity) self.map.entity.append(self.player) self.shade = Shade(self.player, 0, self.fade.surface) #test self.loading = False self.next_before = True
def test(config, name, path): if name == 'coco': classes = open('./data/coco.names', 'r').read().split('\n')[:-1] colors = random_colors(80) elif name == 'voc': classes = [ "aeroplane", "bicycle", "bird", "boat", "bottle", "bus", "car", "cat", "chair", "cow", "diningtable", "dog", "horse", "motorbike", "person", "pottedplant", "sheep", "sofa", "train", "tvmonitor" ] colors = random_colors(20) else: raise Exception('name must be coco or voc') if path is not None: logging.info('Read image from {}'.format(path)) image = cv2.imread(path) if image is None: raise Exception('Read image error: {}'.format(path)) else: raise Exception('You must input right image path') model = Mode(config, False) image, time = model.inference(image, classes, colors) logging.info('cost %.2f' % time) cv2.imwrite('prediction.jpg', image)
def demo(config, name, path=None): if name == 'coco': classes = open('./data/coco.names', 'r').read().split('\n')[:-1] colors = random_colors(80) elif name == 'voc': classes = [ "aeroplane", "bicycle", "bird", "boat", "bottle", "bus", "car", "cat", "chair", "cow", "diningtable", "dog", "horse", "motorbike", "person", "pottedplant", "sheep", "sofa", "train", "tvmonitor" ] colors = random_colors(20) else: raise Exception('name must be coco or voc') model = Mode(config, False) if path is not None: logging.info('Reading vedio from {}'.format(path)) cap = cv2.VideoCapture(path) else: logging.info('Realtime detectiong') cap = cv2.VideoCapture(0) while True: ret, frame = cap.read() image, time = model.inference(frame, classes, colors) logging.info('FPS : %.2f' % (float(1 / time))) cv2.imshow('frame', image) if cv2.waitKey(1) & 0xFF == ord('q'): break
def spawnMode(self, speed=1): self.mode.pop(self.modeCount) self.mode.insert(self.modeCount, Mode("SPAWN", speedMult=speed)) self.modeTimer = 0 for x in self.guide: self.mode.insert(self.modeCount + 1, Mode("GUIDE", speedMult=0.5, direction=x))
def __init__(self, nodes): #DONE Base.__init__(self, nodes) self.name = "Ghost" self.points = 200 self.speed = 100 self.goal = Vector2() self.node = nodes.points[10] self.target = self.node self.recent_position() self.ID = -1 self.release_pellet = 0 self.block = [] self.out = False self.draw_release = False #Draw normally because usually spawn means frightened sprite self.guide = [UP] self.modetime = 0 #time for a mode counting... self.modeCount = 0 self.mode = [Mode(name="CHASE"), Mode(name="CHASE")] """self.reset = [Mode(name="SCATTER", time=7), Mode(name="CHASE", time=20), Mode(name="SCATTER", time=7), Mode(name="CHASE", time=20), Mode(name="SCATTER", time=5), Mode(name="CHASE", time=20), Mode(name="SCATTER", time=5), Mode(name="CHASE")]"""#reset the self.mode because it can be modified by frightened mode #I just put here in case I need it XD self.spawnnode = self.findSNode()
def train(config): model = Mode(config, True) train_dataloader = torch.utils.data.DataLoader( COCODataset(config.train_list, config.image_size, True, config.batch_size, config.jitter, shuffle=True, seed=config.seed, random=True, num_workers=config.num_workers), batch_size=config.batch_size, shuffle=False, num_workers=config.num_workers, pin_memory=True) val_dataloader = torch.utils.data.DataLoader( COCODataset(config.val_list, config.image_size, False, config.batch_size, config.jitter), batch_size=config.batch_size, shuffle=False, num_workers=config.num_workers, pin_memory=True) model.train(train_dataloader, val_dataloader)
def update_displays(): global inputBuffer if Mode.isEditting(): try: controlls['stackX'].text = Conv.str(RPN.y()) except IndexError: controlls['stackX'].text = '' controlls['stackY'].text_color = 'blue' controlls['stackY'].text = re.sub( r'(\d)(?=(\d{3})+$)', '\\1,', inputBuffer) if not '.' in inputBuffer else re.sub( r'(\d)(?=(\d{3})+\.)', '\\1,', inputBuffer) elif Mode.isFixed(): try: controlls['stackX'].text = Conv.str(RPN.x()) except IndexError: controlls['stackX'].text = '' controlls['stackY'].text_color = 'black' try: controlls['stackY'].text = Conv.str(RPN.y()) except IndexError: controlls['stackY'].text = ''
def __init__(self,buttons,screen): Mode.__init__(self,screen) self.buttons = self.create_buttons(buttons) #the first button is chosen by default self.cursor = 0 self.current_button = self.buttons[self.cursor]
def __init__(self, buttons, screen): Mode.__init__(self, screen) self.buttons = self.create_buttons(buttons) #the first button is chosen by default self.cursor = 0 self.current_button = self.buttons[self.cursor]
def __init__(self, database, default, analog): Mode.__init__(self, database, "pressure") self.__default = default self.__analog = analog self.__current = 0.0 self.__max = 1.3 self.__dayMax = 0.0 self.__critical = 1.5
def fix_inputBuffer(): global inputBuffer try: val = Conv.num(inputBuffer) RPN.enter(val) Mode.setFixed() inputBuffer = '' except ValueError: raise ValueError
def swap_key_tapped(sender): if Mode.isEditting(): try: fix_inputBuffer() RPN.swap() except ValueError: pass elif Mode.isFixed(): RPN.swap() update_displays()
def __init__(self, core): Mode.__init__(self, core, 30) self.menuButtons = [ MenuButton("Start New Game", self.onStartGameClick), MenuButton("Instructions", self.onInstructionsClick), MenuButton("Exit", self.onExitClick), ] self.activeButton = 0 self.backdrop = image.load(os.path.join(GRAPHICPATH, "menu_backdrop.jpg")) self.menuSound = mixer.Sound(os.path.join(SOUNDPATH, "menu_click.wav"))
def OFB_test(): mode = Mode() cb = Convert() ce = Crypto_Exec(128) string = "AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA" b = ce.block_split(string) value = cb.convert_bin(b) IV = "B" * 16 t = mode.IV_genrate(IV) encrypto = mode.OFB_mode(value, t) decrypto = mode.OFB_mode(encrypto, t) t = cb.convert_str(decrypto)
def supervisor(_bladed, _run_dir): mode_map = { '3.82': 'Tower side-side mode 1', '4.3': 'Tower mode 1', '4.6': 'Tower mode 1', '4.7': 'Tower 1st side-side mode', } # _bladed.solo_run(_run_dir, dll_path, xml_path) # _bladed.campbell(_run_dir) mode = Mode(_run_dir) tower_mode_1 = mode.get_freq(mode_map[_bladed.version]) print(tower_mode_1)
def CFB_test(): mode = Mode() cb = Convert() ce = Crypto_Exec(128) string = "AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA" b = ce.block_split(string) value = cb.convert_bin(b) IV = "C" * 16 t = mode.IV_genrate(IV) testd = mode.CFB_encrypto(value, t) correct = mode.CFB_decrypto(testd, t) td = cb.convert_str(correct) print(td)
def __init__(self, app): Mode.__init__(self, app) self._app = app self.box = Gtk.VBox() self._keys = ['dummy_key', 'KP_Up', 'KP_Down'] OverlayWidget.__init__(self, self.box) ModesComboHeader.__init__(self, constants.MODE_ZOOM, self, 'bookreader-dummy-zoom', app, False) self._screen = Gdk.Screen.get_default() self.set_size_request(self._width, self._height)
def __init__(self,hlt_code,mpg, instr_manager, ptg, threads, simcmd, intel, interrupt,c_parser=None): self.inc_path = "" self.hlt_code = hlt_code Mode.__init__(self,mpg, instr_manager, ptg, threads, simcmd, intel, interrupt,c_parser) self.vmxon = [] self.vmxon_pointer = [] self.vmcs = [] self.vmcs_pointer = [] self.vmx_guest_entry_0 = [] self.vmcs_data=[] self.vmcs_initial_code = [] self.vmx_exit_addr = [] #self.multi_ept = 0 self.osystem = None
def __init__(self, debug, database, default, analog): Mode.__init__(self, database, "redox") self.__lock = threading.RLock() Relay.__init__(self, self.CL_GPIO_PIN) self.__debug = debug self.__default = default self.__analog = analog self.__injectionTimer = None self.__current = 0 self.__waitTick = 0 self.__injection = 37.5 # 250ml self.__wait = 600 / REFRESH_TICK # 10mn de stabilisation self.offset = 0 self.idle = 650
def __init__(self, color): self.drone = Drone('/' + color) self.color = color drone = self.drone self.modes = { "idle": Mode(drone), "follow": FollowGesture(drone), "land": TakeoffLand(drone), "takeoff": TakeoffLand(drone, takeoff=True), "north": Move(drone, 0), "east": Move(drone, 3 * math.pi / 2), "south": Move(drone, math.pi), "west": Move(drone, math.pi / 2), "stop": Move(drone, 0), "forward": Move(drone, 0, relative=True), "duck": Move(drone, 0, -1), "jump": Move(drone, 0, 1), "analyze": Photo(drone) } self.look_modes = { "look": Turn(drone), "right": Turn(drone, -1), "left": Turn(drone, 1) } self.look_direction = 0 self.current_mode_pub = rospy.Publisher("/" + color + "_current_mode", String, queue_size=10) self.look_mode_pub = rospy.Publisher("/" + color + "_look_mode", String, queue_size=10) self.current_mode = self.modes["idle"] self.look_mode = self.modes["idle"] print('Drone ' + color + ' initialized')
def move_items(self, mode: Mode) -> None: target_dir = self.true_pos if mode.get_mode() == Mode.ACCEPT \ else self.false_pos files = os.listdir(self.temp) for f in files: shutil.move(os.path.join(self.temp, f), target_dir)
def main(): """ Main function. Creates the window and the canvas. """ window = tk.Tk() ##################################################################### # PACKAGE THIS SECTION INTO A NEW FUNCTION OR CLASS # ##################################################################### left_frame = tk.Frame(master=window) mode = Mode() # canvas = ic.InfiniteCanvas(master=window, mode=mode) canvas = ic2.InfiniteCanvas2(master=window, mode=mode) tile_menu = tm.TileMenu(master=left_frame, mode=mode) menu = MainMenu(master=left_frame, mode=mode, tile_menu=tile_menu) left_frame.pack(side=tk.LEFT, fill=tk.Y) menu.pack() tile_menu.pack(fill=tk.Y) canvas.pack(side=tk.RIGHT) ##################################################################### window.geometry("500x500") window.mainloop()
def main(): mode = Mode() dirs = Dirs('img') while True: m = mode.update() log(f'Detected mode: {mode}') if m == Mode.GRAB: log(f'Grabbing image to {dirs.temp} directory') grab(dirs.temp) elif m == Mode.ACCEPT or m == Mode.DISMISS: log('Moving items to target folder') dirs.move_items(mode) mode.set(Mode.STOP) time.sleep(0.5)
def switch_mode(m_req): global current_mode if m_req in cfg["modes"]: if current_mode: del(current_mode.current_view) # Destroy old mode del(current_mode.views) del(current_mode) current_mode = Mode(m_req, cfg) # Create new mode with the name token else: print "Trying to switch to a mode which does not exist!"
def CTR_test(): mode = Mode() cb = Convert() ce = Crypto_Exec(128) string = "This is your name eding " b = ce.block_split(string) c = cb.convert_bin(b) t, stream_key = mode.Counter_mode(c, 8, 128, 8) print("ango") print(t) v, test = mode.Counter_mode(t, 8, 128, 8, mode="decrypto", stream_key=stream_key) print("decrypto") test = cb.convert_str(v) print(test)
def __init__(self,screen): Mode.__init__(self,screen) #create a loading screen Loading(screen) #now do all the intial stuff self.surface.fill((0,0,0)) screen.blit(self.surface,(0,0)) #create border at top and bottom game_dimension = (screen.get_size()[0],screen.get_size()[1]*0.75) self.game_surface = pygame.Surface(game_dimension) self.stage = Stage(game_dimension) self.stage.load_stage('round_1') self.map = self.stage.rooms[0] self.fade = Fade(screen,'in',3) #add player self.player = Player(self.map.spawn_x,self.map.spawn_y,self.map.entity) self.map.entity.append(self.player)
def __init__(self, game, playerWon = False): Mode.__init__(self, game.core, 30) self.game = game self.playerWon = playerWon self.lastScreen = game.core.screen if self.playerWon: filenameSound = "win.ogg" filenameTopic = "topic_won.png" else: filenameSound = "lose.ogg" filenameTopic = "topic_lost.png" self.music = mixer.Sound(os.path.join(SOUNDPATH, filenameSound)) self.music.play(loops=-1, fade_ms=300) self.imageTopic = image.load(os.path.join(GRAPHICPATH, filenameTopic)) self.imageFrame = image.load(os.path.join(GRAPHICPATH, "endgame_frame.png")) self.fontHeader = font.Font(None, 70) self.fontContent = font.Font(None, 50)
def __init__(self, app): Mode.__init__(self, app) self._app = app self.box = Gtk.VBox() OverlayWidget.__init__(self, self.box) ModesComboHeader.__init__(self, constants.MODE_SELECT_FILE, self, 'bookreader-libraries', app, True) self._screen = Gdk.Screen.get_default() self.set_size_request(self._width, self._height) sw = Gtk.ScrolledWindow() sw.set_shadow_type(Gtk.ShadowType.ETCHED_IN) sw.set_policy(Gtk.PolicyType.AUTOMATIC, Gtk.PolicyType.AUTOMATIC) self.box.pack_start(sw, True, True, 0) self._treeview = TreeView() sw.add(self._treeview) self._my_library_tab = self._app.get_my_library_tab()
def render(self,screen): Mode.render(self,screen) #display rectangle to show chosen menu self.selected.fill((255,255,255)) self.selected.set_alpha(80) screen.blit(self.selected,self.current_button.get_pos())
##It will produce incorrect output if lines are malformed, or if ##the VIBRATION keyword's first appearance is not directly before mode data. with open(modeFilename) as modeFile: modeLines = modeFile.readlines() currentModeNumber = 0 currentModeFrequency = 0.0 for line in modeLines: words = str.split(line) if len(words) < 1: pass elif words[0] == "VIBRATION": currentModeNumber = words[2] currentModeFrequency = words[4] elif isInt(words[0]) and currentModeNumber != 0 and len(words) == 7: newMode = Mode() newMode.number = currentModeNumber newMode.frequency = currentModeFrequency newMode.atomNumber = words[0] newMode.vector = [words[4], words[5], words[6]] atoms[int(newMode.atomNumber) - 1].modes.append(newMode) #Ask user which chains (tags) they want printed to the ouput file, and remove #atoms with these tags before printing. tags = set() for atom in atoms: if atom.tag not in tags: tags.add(atom.tag) keepTags = set(tags)
def layer_1(self,screen): Mode.render(self,screen)
def outputTofp(activity, features, fp): #write classType here fp.write(str(Mode.getIndexOfActivity(activity))) for cnt, feature in enumerate(features, start = 1): fp.write(' '+str(cnt)+':'+str(feature)) fp.write('\n')