def update(self, dt, entities): delta_time = float(dt) / 1000 # if the player pressed z move faster if inp.Input().keyFired(pygame.K_z): self.x_speed = 275 else: self.x_speed = 230 # input on the x-axis self.vel.x = inp.Input().horizontal() * self.x_speed * delta_time # flips mario depending on the direction mario is moving if self.currentDirection != self.direction: if self.currentDirection == "L": self.image = self.images.idle[0] elif self.currentDirection == "R": self.image = self.images.idleR[0] self.direction = self.currentDirection # make ground check to check if player hasn't fallen off platform # input on the y-axis if self.jumpPressed != inp.Input().vertical(): self.jumpPressed = not self.jumpPressed if self.onGround and self.jumpPressed: if self.direction == "L": self.image = self.images.jumpL[0] elif self.direction == "R": self.image = self.images.jumpR[0] self.vel.y += (-inp.Input().vertical() * self.y_speed) * delta_time self.onGround = False else: self.vel.y += self.gravity * delta_time # code for animations self.current_time += delta_time if self.current_time >= self.animation_time: if self.vel.x < 0 and self.currentDirection == "L" \ and self.onGround: self.current_time = 0 self.index = (self.index + 1) % len(self.images.runL) self.image = self.images.runL[int(self.index)] elif self.vel.x > 0 and self.currentDirection == "R"\ and self.onGround: self.current_time = 0 self.index = (self.index + 1) % len(self.images.runR) self.image = self.images.runR[int(self.index)] else: if self.onGround: if self.currentDirection == "L": self.image = self.images.idle[0] elif self.currentDirection == "R": self.image = self.images.idleR[0] # seperating the movement into x and y movement if self.vel.x != 0: self.move_single_axis(int(self.vel.x), 0, entities, delta_time) if self.vel.y != 0: self.move_single_axis(0, int(self.vel.y), entities, delta_time)
def get_next_input(self, history): # refine the range to values that have a distance of at most kappa_i to the standard trace we picked close_values = self.input_distance.get_input_symbols_close_to_trace( self.standard_trace, history) if close_values.is_empty(): # if there are no close values, get the set of all inputs input_domain = self.input_distance.get_values_domain() # return any of them return Input(input_domain.get_random_value()) else: # pick any of the close values return Input(close_values.get_random_value())
def get_output(probability): feature_name = probability_selector(probability) input_init = inputs.Input(probability, feature_name=feature_name) duration = input_init.get_duration() input_init.delete_duration() input_init.normalize() tra_feature, tra_label, vaildation_feature, vaildation_label, test_feature, test_label = input_init.data_generator( ) vaild_list = input_init.vaild_list vaild_dur = [] for vaild_num in vaild_list: vaild_dur.append(duration[vaild_num]) optimal_net = ep.evolve(30, 1, tra_feature, tra_label, vaildation_feature, vaildation_label, test_feature, test_label, type='random') w, b, e, r, predict, test = ep.Evolution().network_optimizer(tra_feature, tra_label, test_feature, test_label, optimal_net, 18600, final=True) print(vaild_dur) return e, predict, test, vaild_dur
def __init__(self, size, generation_size): prevs = inp.Input() self.size = size self.generation_size = generation_size # for x in range(0,generation_size): # self.generation_list.append(self.initialize_parameters(size)) self.generation_list = prevs.prev
def __init__(self): self.input = Input() self.input.game = self self.output = Output() self.player = Player() self.server = Server() self.server.game = self self.locations = dict() self.event = multiprocessing.queues.SimpleQueue()
def main(self): self.my_connection_thread = threading.Thread( target=self.connect_thread) self.my_connection_thread.start() self.my_receive_thread = threading.Thread(target=self.receive_thread) self.my_receive_thread.start() self.input_manager = Input.Input(self.my_socket) self.my_window.input_manager = self.input_manager self.my_window.window_draw() sys.exit(self.app.exec_())
def __init__(self): pygame.display.init() pygame.font.init() self.windowSize = (800, 600) self.windowMode = pygame.locals.DOUBLEBUF # much better than default (0) self.displaySurface = pygame.display.set_mode(self.windowSize, self.windowMode) self.running = True self.input = Input() self.group = Group() self.clearColor = (255, 255, 255) self.deltaTime = 0 # display FPS self.fpsDisplay = False self.fps = 60 self.fpsClock = pygame.time.Clock()
def h1h2(): for i in range(10): table = Input.Input(1) print("h1(n):", end=' ') test = AStar.AStar(table, 1) time_start = time.time() test.run() time_end = time.time() print('Cost:', time_end - time_start, 's') print("h2(n):", end=' ') test = AStar.AStar(table, 2) time_start = time.time() test.run() time_end = time.time() print('Cost:', time_end - time_start, 's')
def test_case(no, output_options, do_not_run_if_no_assertion=False): print("Start of Running Test case No " + str(no)) p_list = [] input_parameters = Input(no) assertions = AssertInput() try: input_parameters.read(p_list, assertions) except IOError: print("Test case not Found") return time_quantum = input_parameters.time_quantum if not len( assertions.assertion_set) == 0 or not do_not_run_if_no_assertion: process(p_list, time_quantum, assertions, output_options) else: print("No Assertion. Hence Not running the test case") print("End of Running Test case No " + str(no)) print_line()
def __init__(self, input_channel, num_class): super(U_Net, self).__init__() self.base_channel = 64 self.input = Input.Input(input_channel, self.base_channel) self.encode1 = Encode.Encode(self.base_channel, 2 * self.base_channel) self.encode2 = Encode.Encode(2 * self.base_channel, 4 * self.base_channel) self.encode3 = Encode.Encode(4 * self.base_channel, 8 * self.base_channel) self.encode4 = Encode.Encode(8 * self.base_channel, 8 * self.base_channel, 16 * self.base_channel) self.decode1 = Decode.Decode(16 * self.base_channel, 4 * self.base_channel) self.decode2 = Decode.Decode(8 * self.base_channel, 2 * self.base_channel) self.decode3 = Decode.Decode(4 * self.base_channel, self.base_channel) self.decode4 = Decode.Decode(2 * self.base_channel, self.base_channel) self.output = Output.Output(self.base_channel, num_class)
def __init__(self, screen_size, fps): self._tmx_root = None # Will be used to store the currently loaded tmx-file: self._fps = fps # Save fps self._CLOCK = pygame.time.Clock() # Create pygame.Clock for fps-control self._draw_tile_ids = False # DEBUG: Draw all ids: # Create instance of Graphics-Engine: self.graphics = Graphics(self,screen_size) # Create instance of World: self.world = World(self) # Create instance of input-engine self.input = Input(self) # Create actors-controller self.actors = GameActorController(self) # Create sound-controller (not jet programmed...) self.sound = Sound(self) # Finally, first map (temporary): self._load_tmx("Forest_N1_1.tmx") # Var changed by self.load_new_level. If not false, in the next update cycle, the level gets loaded. self._load_new_level = False
def train(train_data, vocabulary, num_layers, num_epochs, batch_size, model_save_name, learning_rate=1.0, max_lr_epoch=10, lr_decay=0.93): # setup data and models training_input = ipt.Input(batch_size=batch_size, num_steps=35, data=train_data) m = mdl.Model(training_input, is_training=True, hidden_size=650, vocab_size=vocabulary, num_layers=num_layers) init_op = tf.global_variables_initializer() orig_decay = lr_decay with tf.Session() as sess: # start threads sess.run([init_op]) coord = tf.train.Coordinator() threads = tf.train.start_queue_runners(coord=coord) saver = tf.train.Saver() for epoch in range(num_epochs): new_lr_decay = orig_decay ** max(epoch + 1 - max_lr_epoch, 0.0) m.assign_lr(sess, learning_rate * new_lr_decay) current_state = np.zeros( (num_layers, 2, batch_size, m.hidden_size)) for step in range(training_input.epoch_size): if step % 50 != 0: cost, _, current_state = sess.run([m.cost, m.train_op, m.state], feed_dict={ m.init_state: current_state}) else: cost, _, current_state, acc = sess.run( [m.cost, m.train_op, m.state, m.accuracy], feed_dict={m.init_state: current_state}) print("Epoch {}, Step {}, cost: {:.3f}, accuracy: {:.3f}".format( epoch, step, cost, acc)) # save a model checkpoint saver.save(sess, OUTPUT_PATH + '\\' + model_save_name, global_step=epoch) # do a final save saver.save(sess, OUTPUT_PATH + '\\' + model_save_name + '-final') # close threads coord.request_stop() coord.join(threads)
def test(model_path, test_data, reversed_dictionary, vocabulary): test_input = ipt.Input(batch_size=20, num_steps=35, data=test_data) m = mdl.Model(test_input, is_training=False, hidden_size=650, vocab_size=vocabulary, num_layers=2) saver = tf.train.Saver() with tf.Session() as sess: # start threads coord = tf.train.Coordinator() threads = tf.train.start_queue_runners(coord=coord) current_state = np.zeros((2, 2, m.batch_size, m.hidden_size)) # restore the trained model saver.restore(sess, model_path) # get an average accuracy over num_acc_batches num_acc_batches = 30 check_batch_idx = 25 acc_check_thresh = 5 accuracy = 0 for batch in range(num_acc_batches): if batch == check_batch_idx: true_vals, pred, current_state, acc = sess.run( [m.input_obj.targets, m.predict, m.state, m.accuracy], feed_dict={m.init_state: current_state}) pred_string = [reversed_dictionary[x] for x in pred[:m.num_steps]] true_vals_string = [reversed_dictionary[x] for x in true_vals[0]] print("True values (1st line) vs predicted values (2nd line):") print(" ".join(true_vals_string)) print(" ".join(pred_string)) else: acc, current_state = sess.run([m.accuracy, m.state], feed_dict={ m.init_state: current_state}) if batch >= acc_check_thresh: accuracy += acc print("Average accuracy: {:.3f}".format( accuracy / (num_acc_batches-acc_check_thresh))) # close threads coord.request_stop() coord.join(threads)
def main(): renderer = Render.Renderer(64,32, 10) input = Input.Input() chip8 = Chip8.chip8(chip8_fontset) chip8.load_game("pong.rom") running = 1 clock = pygame.time.Clock() renderer.clear_screen() while running: #clock.tick() chip8.emulate_cycle(renderer.sound) #if chip8.opcode != 0: # print(chip8.opcode) if (chip8.draw_flag): renderer.draw_graphics(chip8.gfx, (255,255,255)) running = input.event_handler() if input.key_down: chip8.key[input.key_pressed] = 1 else: chip8.key[input.key_pressed] = 0
def parse(self): x = int(self.t.peek()) if x == 5: self.st = If.If(self.t, self.inData) self.st.parse() elif x == 8: self.case = 1 self.st = Loop.Loop(self.t, self.inData) self.st.parse() elif x == 10: self.case = 2 self.st = Input.Input(self.t, self.inData) self.st.parse() elif x == 11: self.case = 3 self.st = Output.Output(self.t) self.st.parse() elif x == 32: self.case = 4 self.st = Assign.Assign(self.t) self.st.parse() else: print "Something went wrong!." exit()
# To change this license header, choose License Headers in Project Properties. # To change this template file, choose Tools | Templates # and open the template in the editor. if __name__from keras.layers import Input, Dense from keras.models import Model # this is the size of our encoded representations encoding_dim = 32 # 32 floats -> compression of factor 24.5, assuming the input is 784 floats # this is our input placeholder input_img = Input(shape=(784,)) # "encoded" is the encoded representation of the input encoded = Dense(encoding_dim, activation='relu')(input_img) # "decoded" is the lossy reconstruction of the input decoded = Dense(784, activation='sigmoid')(encoded) # this model maps an input to its reconstruction autoencoder = Model(input_img, decoded)
import os import Head import Input as i import Production as pro import Output as o info = Head.Info() #调用Input()函数,和用户交互,获取输入信息 i.Input(info) num = info.num_t for j in range(0, num): #如果有多个温度,先确定温度点和对应的ACE文件后缀名 temp = str(info.temperature[j]) acename = str(info.ACEname[j]) # message_total文件负责记录一次加工的所有信息,先清空 message_total_file = info.note_path + 'meassage_total_' + temp + 'K' message_total = open(message_total_file, 'w') # 清空xsdir之前的信息 xsdir_file = info.output_path + 'xsdir_' + temp + 'K' xsdir = open(xsdir_file, 'w') # 将输入文件中的所有核素名建一个列表 inputfiles = os.listdir(info.input_path) # 开始循环 for file in inputfiles: #加工对应核素的对应温度的ACE文件 pro.produce(info, file, acename, temp, message_total) nuclide = pro.nuclide
# Jonathan Petersen # A01236750 # Shapes Assignment # Driver Code import AreaFinder import Input import Output import os import sys if __name__ == "__main__": ingest = Input.Input() output = Output.Output() finder = AreaFinder.AreaFinder() inputType = "" outputType = "" print("Welcome to ShapeCalculator3000") print("What type of data would you like to input?") print("[1] JSON Data") print("[2] XML Data") print("[3] Quit") while (inputType not in ("1", "2", "3")): inputType = input("Choice [1, 2, 3]: ") if inputType == "1": ingest.setStrategy(Input.jsonStrategy) elif inputType == "2": ingest.setStrategy(Input.xmlStrategy)
def __init__(self): self.input = Input.Input(self) self.output = Output.Output(self)
if __name__ == '__main__': is_running = True is_connected = False my_socket = socket.socket(socket.AF_INET, socket.SOCK_STREAM) if Local_host: my_socket.bind(("127.0.0.1", 8222)) else: my_socket.bind(("46.101.56.200", 9284)) my_socket.listen(5) input_manager = Input.Input() input_manager.encryption_key = encryption_key my_database = Database.Database() my_accept_thread = threading.Thread(target=accept_clients, args=(my_socket, )) my_accept_thread.start() while is_running is True: client_and_message = '' clients_lock.acquire() while message_queue.qsize() > 0: try:
def mainLoop(screen): frames = 0 frameTime = 1000 / 60 endLoop = 0 background = 150, 150, 150 black = 0, 0, 0 inputs = Input.Input() #shipMap = Map.Map() #scene = Scene.Scene(size, "scenes/scene1.txt") #dialog = Dialog.Dialog(size, "Dialogs/dialog1.txt") gameStart = True trigger = None changeScreen = False isTriggered = [0,0,0,0,0,0,0,0] # global vars while not endLoop: startFrame = pygame.time.get_ticks() # inputs inputs.updateEvents() if inputs.quit == True: endLoop = 1 if inputs.mouseRelX or inputs.mouseRelY: if currentType == 2 or currentType == 0: current.isHovered(inputs.getMousePos()) pass if inputs.mouseButtons[0]: if currentType == 0: current.onClick(inputs.mouseX) if currentType == 1: trigger = current.isBoxClicked(inputs.getMousePos()) if currentType == 2: trigger = current.getClickedRoom() if currentType == 3: trigger = 0 if inputs.trig: trigger = inputs.trigger if gameStart: print('intro') current = Dialog.Dialog2(size, "Dialogs/dialog_intro.txt") currentType = 3 currentIndex = 2 gameStart = False if trigger is not None: changeState = None current, currentType, currentIndex, changeScreen, changeState = triggerManager(trigger, current, currentType, currentIndex, isTriggered) if changeState is not None: isTriggered[changeState] = 1 trigger = None if changeScreen: screen.fill(black) pygame.display.flip() pygame.time.delay(500) changeScreen = False screen.fill(background) current.draw(screen) #shipMap.draw(screen) #dialog.draw(screen) pygame.display.flip() # manage framerate endFrame = pygame.time.get_ticks() loopTime = endFrame - startFrame if loopTime < frameTime: pygame.time.delay(frameTime - loopTime) frames += 1 totalTime = pygame.time.get_ticks() avgFramerate = frames / (float(totalTime) / 1000) print("Frames : " + str(frames)) print("Time Running : " + str(totalTime / 1000) + "s") print(avgFramerate)
# Test reading in data import Output as output import Input as input import pandas as pd data = pd.read_csv("./given-files/OEC_sample_input.csv", header=None) starting_condition = output.Output(data.values[0]) data = pd.read_csv("./given-files/OEC_sample_ouput.csv", header=None) input = input.Input(data.values[0]) print("end")
def h1(): table = Input.Input(0) test = AStar.AStar(table, 1) test.run()
import numpy import sys import Input #get command line argument, the file name file = sys.argv[1] #read this file and store the information in an input object input = Input.Input() input.readFile(file) circuit = input.getCircuit() states = input.getStates() stateList = circuit.run(states) for i in range(0, len(stateList)): inputStates = stateList[i] for j in range(0, len(inputStates)): print(inputStates[j])
def __init__(self): # constants self.WIN_TITLE = "Pythonica" #self.WIN_WIDTH = 1024 #self.WIN_HEIGHT = 576 self.WIN_WIDTH = 1280 self.WIN_HEIGHT = 720 self.WIN_ICON_FILENAME = "Icon.png" self.FILL_COLOR = (0, 0, 0) # core variables self.isRunning = True self.uiComponents = [] self.hoveredUI = None self.input = Input() self.updateDelay = 0.1 #1 self.delayedUpdateAccumulator = 0 self.lastEventTime = time.time() self.lastDrawTime = time.time() self.pyClock = pygame.time.Clock() # if activeGame is None, then use is in menu # if activeGame points to a Game, then in game self.activeGame = None # get rid of this line? self.activeGame = Game(self.WIN_WIDTH, self.WIN_HEIGHT) # pygame initialization pygame.init() self.pySurface = pygame.display.set_mode((self.WIN_WIDTH, self.WIN_HEIGHT)) pygame.display.set_caption(self.WIN_TITLE) pygame.display.set_icon(load_img(self.WIN_ICON_FILENAME)) # make the ui u = UITextComponent() u.set_size(self.WIN_WIDTH, self.WIN_HEIGHT / 6) u.set_pos(self.WIN_WIDTH * 0.5, self.WIN_HEIGHT - u.get_size_y() / 2) u.set_visible(True) u.name = "UI 1" u.text = "test text here test text here test text here " u.borderSize = 1 self.uiComponents.append(u) u2 = UIComponent(400, 400, 100, 100) u2.set_visible(False) u2.name = "UI 2" self.uiComponents.append(u2) b = UIComponent(400, 100, 300, 100) b.set_visible(False) b.name = "Banner" b.img = load_img("TestBanner.png") self.uiComponents.append(b) # any sort of testing should be done here # begin the main program self.drawThread = threading.Thread(target=self.draw_loop) #self.drawThread.setDaemon(True) # threads should be killed manually #self.drawThread.start() self.event_loop()
def h2(): table = Input.Input(0) test = AStar.AStar(table, 2) test.run()
def startGame(self): if self._debugMode: print("Initializing game...") self._running = True self._mainWindow = tk.Tk() self._mainWindow.protocol("WM_DELETE_WINDOW", self.stopGame) self._mainWindow.title(self._title) self._mainWindow.resizable(0, 0) self._renderer = Renderer(self) self._gameInput = Input(self) try: self._mainCanvas = tk.Canvas(self._mainWindow, width=self._size[0], height=self._size[1], borderwidth=0) self._mainCanvas.pack() self._mainCanvas.update() except: self._mainWindow = None if self._debugMode: print("!!! Unexpected error occurred on startGame.") raise if self._debugMode: print("Game running...") lastTimer = self.getTimeMicros() lastTime = lastTimer renderDelta = 0 updateDelta = 0 frames = 0 updates = 0 microPerRender = 1000000 / self._targetFPS microPerUpdate = 1000000 / self._targetUPS while self._running: timeNow = self.getTimeMicros() timeDelta = (timeNow - lastTime) renderDelta += timeDelta updateDelta += timeDelta lastTime = timeNow if updateDelta > microPerUpdate: updateDelta -= microPerUpdate updates += 1 if self._currentScene is not None: self._gameScenes[self._currentScene].onUpdate( self._gameInput, timeDelta / 1000000.0) self._gameInput._update() if not self._vSync or renderDelta > microPerRender: renderDelta -= microPerRender frames += 1 if self._currentScene is not None: self._renderer.clearAll(self._gameBG) self._gameScenes[self._currentScene].onRender( self._renderer, renderDelta) if self._showFPS: self._renderer.setColor(Color(255, 255, 255)) self._renderer.drawString((10, 5), self._infoText, tk.NW, tk.LEFT) self.sleep(self._idleTime) if self.getTimeMicros() - lastTimer >= 1000000: self._PSInfo = [frames, updates, timeDelta / 1000.0] self._infoText = "%d FPS, %d UPS [%0.2fms]" % ( frames, updates, timeDelta / 1000.0) if self._debugMode: print(self._infoText) frames = 0 updates = 0 lastTimer = self.getTimeMicros() if self._currentScene is not None: self._gameScenes[self._currentScene].onExit() tk.sys.exit(0)
def setInputList(self, datFile): """Sets input list.""" for i in range(0, self.inputCount): input_ = Input.Input() input_.setInput(datFile) self.inputList.append(input_)
import Cpu import Input import pygame import sys cpu = Cpu.Cpu() ROMPath = 'invaders.rom' # it should be smaller than 8192bytes cpu.loadROM(ROMPath) cpu.InitMap() cpu.reset() io = Input.Input() pygame.init() width, height = 256, 224 size = height, width black = 0, 0, 0 surface = pygame.display.set_mode(size) pygame.display.set_caption('Invaders') surface.fill(black) pxArray = pygame.PixelArray(surface) def refresh(processor, px_array): for i in range(height): index = 0x2400 + (i << 5) for j in range(32): v_ram = processor.get_memory()[index] index += 1