def test(self): self.assertEqual( points([ '1:0', '2:0', '3:0', '4:0', '2:1', '3:1', '4:1', '3:2', '4:2', '4:3' ]), 30) self.assertEqual( points([ '1:1', '2:2', '3:3', '4:4', '2:2', '3:3', '4:4', '3:3', '4:4', '4:4' ]), 10) self.assertEqual( points([ '0:1', '0:2', '0:3', '0:4', '1:2', '1:3', '1:4', '2:3', '2:4', '3:4' ]), 0) self.assertEqual( points([ '1:0', '2:0', '3:0', '4:0', '2:1', '1:3', '1:4', '2:3', '2:4', '3:4' ]), 15) self.assertEqual( points([ '1:0', '2:0', '3:0', '4:4', '2:2', '3:3', '1:4', '2:3', '2:4', '3:4' ]), 12)
def createRosters(canvas): indexLeft, indexRight, size = 25, 75, 60 if canvas.data.scoreSettings == "Points": points(canvas.data.hitterList, canvas.data.hitterStats, canvas.data.hitterPointList, canvas.data.hitter, canvas.data.pointSettings) points(canvas.data.pitcherList, canvas.data.pitcherStats, canvas.data.pitcherPointList, canvas.data.pitcher, canvas.data.pointSettings) #Creates the point list if the user has chosen the pointSettings canvas.data.hitterPointList = canvas.data.hitterPointList[::-1] canvas.data.pitcherPointList = canvas.data.pitcherPointList[::-1] #So that it is sorted from high to low instead of low to high else: temp_settings = [] for j in xrange(len(canvas.data.rotisserieSettings)): temp_settings += [[ copy.deepcopy(canvas.data.rotisserieSettings[j]), 0 ]] for i in xrange(canvas.data.numberOfTeams): canvas.data.projectedStats += [copy.deepcopy(temp_settings)] #Make a list with the stats for each team for i in xrange(2 * canvas.data.numberOfTeams + 2): canvas.data.first_x_indexes += [[ indexLeft + size * i, indexRight + size * i ]] #Creates a list of the x-indexes used to see if a team's roster has been selected to display for i in xrange(canvas.data.numberOfTeams): canvas.data.allTeams += [copy.deepcopy(canvas.data.autoDraftedTeam)] #Creates a list of the rosters of each team createPickOrder(canvas)
def test_points(): assert points( ['1:0', '2:0', '3:0', '4:0', '2:1', '3:1', '4:1', '3:2', '4:2', '4:3']) == 30 assert points( ['1:1', '2:2', '3:3', '4:4', '2:2', '3:3', '4:4', '3:3', '4:4', '4:4']) == 10 assert points( ['0:1', '0:2', '0:3', '0:4', '1:2', '1:3', '1:4', '2:3', '2:4', '3:4']) == 0 assert points( ['1:0', '2:0', '3:0', '4:0', '2:1', '1:3', '1:4', '2:3', '2:4', '3:4']) == 15 assert points( ['1:0', '2:0', '3:0', '4:4', '2:2', '3:3', '1:4', '2:3', '2:4', '3:4']) == 12
def main(args): """ Gets all the information for the current rankings and tournament and then prints them in the correct format to be used in javascript. Example run: python generate_data.py -n 300 "Brisbane" "ATP 250" > ../static/data.js """ tournament = args.tournament points_list = points(args.type) if not points_list: print("Not a valid tournament type") return matches, seeds, results = draw(tournament) if args.num_rankings: num_rankings = args.num_rankings else: num_rankings = 300 current_rankings = get_current_rankings(num_rankings) new_rankings = subtract_tournament(current_rankings, tournament) seeds = extend_seeds(matches, seeds, current_rankings) print_players(matches) print_seeds(seeds) print_new_rankings(new_rankings) print_old_rankings(current_rankings) print_results(results) print_points([str(p) for p in points_list]) print("var tournament = '{}';".format(tournament))
def main(): # тикер отрисовки кадров clock = pygame.time.Clock() # настройки окна pygame.display.set_caption(c.GAME_NAME) # игровое меню intro_font = pygame.font.Font(None, 72) a.game_intro(intro_font) BG = a.load_image("bg.jpg") # очки points_font = pygame.font.Font(None, 36) point = po.points(points_font) # игровой персонаж health_font = pygame.font.Font(None, 72) man = p.player((800 - 130) / 2, 375, 70, 70, health_font) # враги viruses = pygame.sprite.Group() viruses.add(e.enemy(900, 390, 150, 150, viruses)) # основной цикл while c.runing: clock.tick(c.FPS) for i in pygame.event.get(): if i.type == pygame.QUIT: runing = False break # враги for virus in viruses: virus.move() point.up(virus.get_points()) # столкновение if pygame.sprite.spritecollide(man, viruses, False): man.wound() # управление keys = pygame.key.get_pressed() if keys[pygame.K_ESCAPE]: c.runing = False break # анализ движения man.move(keys) # прыжки man.jump(keys) a.re_draw_window(BG, man, point, viruses) # если перса убили, конец игры man.kill(intro_font, point, viruses)
def create_history_template(self, history): ''' Actually this template is used to calculate the bonus and that's all''' #print 'Explosed bubbles :' #print self.history.xbubbles temp = history.create_template(self.height, self.width) n = len(history.xbubbles) print temp #print 'NNumber of explosed bubbles : %d' % n self.p = points(n) self.p.bonuses(temp, n) self.score += self.p.pt
def test_rand(self): from random import randint sol = lambda games: sum(3 if i[0] > i[2] else 1 if i[0] == i[2] else 0 for i in games) for _ in range(50): games = [ str(randint(0, 4)) + ':' + str(randint(0, 4)) for i in range(10) ] self.assertEqual(points(games[:]), sol(games), "It should work for random inputs too")
def createRosters(canvas): indexLeft,indexRight,size = 25,75,60 if canvas.data.scoreSettings == "Points": points(canvas.data.hitterList,canvas.data.hitterStats,canvas.data.hitterPointList,canvas.data.hitter,canvas.data.pointSettings) points(canvas.data.pitcherList,canvas.data.pitcherStats,canvas.data.pitcherPointList,canvas.data.pitcher,canvas.data.pointSettings) #Creates the point list if the user has chosen the pointSettings canvas.data.hitterPointList = canvas.data.hitterPointList[::-1] canvas.data.pitcherPointList = canvas.data.pitcherPointList[::-1] #So that it is sorted from high to low instead of low to high else: temp_settings = [] for j in xrange(len(canvas.data.rotisserieSettings)): temp_settings += [[copy.deepcopy(canvas.data.rotisserieSettings[j]),0]] for i in xrange(canvas.data.numberOfTeams): canvas.data.projectedStats += [copy.deepcopy(temp_settings)] #Make a list with the stats for each team for i in xrange(2*canvas.data.numberOfTeams+2): canvas.data.first_x_indexes += [[indexLeft+size*i,indexRight+size*i]] #Creates a list of the x-indexes used to see if a team's roster has been selected to display for i in xrange(canvas.data.numberOfTeams): canvas.data.allTeams += [copy.deepcopy(canvas.data.autoDraftedTeam)] #Creates a list of the rosters of each team createPickOrder(canvas)
def solve(drag_function, drag_coefficient, vi, sight_height, shooting_angle, zero_angle, wind_speed, wind_angle): t = 0 dt = 0 v = 0 vx = 0 vx1 = 0 vy = 0 vy1 = 0 dv = 0 dvx = 0 dvy = 0 x = 0 y = 0 hwind = windage.headwind(wind_speed, wind_angle) cwind = windage.crosswind(wind_speed, wind_angle) gy = constants.GRAVITY * \ math.cos(angles.deg_to_rad((shooting_angle + zero_angle))) gx = constants.GRAVITY * \ math.sin(angles.deg_to_rad((shooting_angle + zero_angle))) vx = vi * math.cos(angles.deg_to_rad(zero_angle)) vy = vi * math.sin(angles.deg_to_rad(zero_angle)) # y is in feet y = -sight_height/12 n = 0 hold_overs = points() while True: vx1 = vx vy1 = vy v = math.pow(math.pow(vx, 2)+math.pow(vy, 2), 0.5) dt = 0.5/v # Compute acceleration using the drag function retardation dv = drag.retard(drag_function, drag_coefficient, v+hwind) dvx = -(vx/v)*dv dvy = -(vy/v)*dv # Compute velocity, including the resolved gravity vectors. vx = vx + dt*dvx + dt*gx vy = vy + dt*dvy + dt*gy if x/3 >= n: if x > 0: range_yards = round(x/3) print("range_yards {}".format(range_yards)) # if range_yards == 400: moa_correction = -angles.rad_to_moa(math.atan(y / x)) print("moa_correction {}". format(moa_correction)) path_inches = y*12 print("path_inches {}". format(path_inches)) impact_in = utils.moaToInch(moa_correction, x) seconds = t+dt print("seconds {}". format(seconds)) hold_overs.add_point( holdover(range_yards, moa_correction, impact_in, path_inches, seconds)) n = n + 1 # Compute position based on average velocity. x = x + dt * (vx+vx1)/2 y = y + dt * (vy+vy1)/2 if (math.fabs(vy) > math.fabs(3*vx) or n >= constants.BALLISTICS_COMPUTATION_MAX_YARDS): break t = t + dt return hold_overs
if t2.live and b.hittest(t2): t2.live = 0 t2.hit(canv) points.hit(canv) if t1.live == 0 and t2.live == 0: canv.itemconfig(screen1, text='Вы уничтожили цели за ' + str(bullet) + ' выстрелов') canv.bind('<Button-1>', '') canv.bind('<ButtonRelease-1>', '') b.time_live(canv, balls) canv.update() time.sleep(0.03) g1.targetting() g1.power_up() canv.itemconfig(screen1, text='') canv.delete(gun) root.after(750, new_game) t1 = target.target(canv) t2 = target.target(canv) screen1 = canv.create_text(400, 300, text='', font='28') g1 = gun() bullet = 0 balls = [] points = points.points(canv) new_game(canv) tk.mainloop()
import numpy as np import points n = 200 # get a grid v = np.linspace(-1, 1, n) x, y = np.meshgrid(v, v, indexing='ij') # get a boundary theta = np.linspace(0, 2 * np.pi, n, endpoint=False) bx = 0.5 * np.cos(theta) by = 0.5 * np.sin(theta) pg = points.points(x, y) pb = points.points(bx, by) close_pg1 = pb.near_points_slow(pg, 0.02) close_pg2 = pb.near_points(pg, 0.02) # test whether the fast and slow give the same result def test_fast_and_slow_same(): assert np.allclose(close_pg1, close_pg2)
from points import points File = open('submissionstally.txt') allData = File.readlines() maxscore = 0 indexOfMaxScore = None i = 0 while (i < len(allData)): score = 0 if len(allData[i]) == 2: rows = int(allData[i][0]) j = i + 1 while j <= rows + i: score += points(allData[j]) # print(i,points(allData[j]),score,j) j += 1 if score > maxscore: maxscore = score indexOfMaxScore = i i += 1 print(indexOfMaxScore, maxscore) newFile = open('final.txt', 'w') for i in range(rows + 1): newFile.write(allData[i + indexOfMaxScore])