def player_fire(data): game_id = int(data['game_id']) user_id = int(data['user_id']) enemy_id = (user_id + 1) % 2 coord_x = int(data['coord']['x']) coord_y = int(data['coord']['y']) try: game = ROOMS[game_id] if game.running and not game.finished: hitted, killed, error = game.fire(coord_x, coord_y, user_id) if error: emit('error', Signals(521, game=game).__str__(), room=game_id) game.error = False else: emit("fired", { 'game_id': game_id, 'enemy_id': enemy_id, 'next_player_id': game.current_player, 'is_hit': hitted, 'coord': { 'x': coord_x, 'y': coord_y }, 'is_ship': killed }, room=game_id) if game.finished: emit("game-finished", game.statistics(), room=game_id) else: emit("error", Signals(522, game=game).__str__()) except KeyError: emit('error', Signals(519, id=game_id).__str__())
def get_signals(self): signals = Signals(self.sample_rate, self.order_appliances, breakpoint_classification_my_data, self.improved, "temperature_mydata.csv") signals.set_signals_mydata(self.appliances) return signals
def __init__(self): super().__init__() self.signals = Signals() self.initUI() self.setSignals() self.decensor = Decensor(self) self.current_is_mosaic = None
def __init__(self): super().__init__() self.signals = Signals() self.initUI() self.setSignals() self.decensor = Decensor(self) self.load_model()
def setting_ships_up(data): game_id = int(data['game_id']) player_id = int(data['user_id']) # print("Ships has been planted", data) try: game = ROOMS[game_id] print(data) game.ustanovka(user_id=data['user_id'], ships=data['ships']) if player_id == 0: game.setted_1 = True elif player_id == 1: game.setted_2 = True if game.setted_1 and game.setted_2: print("The game id=", game_id, " starts") game.running = True socketio.emit("game-started", { "game_id": game_id, "next_player_id": 0 }, room=game_id) except KeyError: print("No game with such id") emit('error', Signals(519, id=game_id).__str__())
def create_game(data): game_id = len(ROOMS) game = Game(game_id, data['name']) ROOMS[game_id] = game join_room(game_id) emit('created', Signals(219, game=game, name=data['name']).__str__())
def player_fire(data): game_id = int(data['game_id']) user_id = int(data['user_id']) # if user_id == 1, then enemy_id == (1+1)%2 == 0 enemy_id = (user_id + 1) % 2 print(data) coord_x = int(data['coord']['x']) coord_y = int(data['coord']['y']) print(coord_x, coord_y) try: game = ROOMS[game_id] if game.running and not game.finished: hitted, killed, error = game.fire(coord_x, coord_y, user_id) game.printfield() if error: print("Game ", game_id, "error") emit('error', Signals(521, game=game).__str__(), room=game_id) game.error = False else: emit("fired", { 'game_id': game_id, 'enemy_id': enemy_id, 'next_player_id': game.current_player, 'is_hit': hitted, 'coord': { 'x': coord_x, 'y': coord_y }, 'is_ship': killed }, room=game_id) if game.finished: print("the game is finished, winner is ", game.winner) print(game.statistics()) emit("game-finished", game.statistics(), room=game_id) else: print("WTF MAN, game id=", game_id, " is not active") print(Signals(522, game=game).__str__()) emit("error", Signals(522, game=game).__str__()) except KeyError: emit('error', Signals(519, id=game_id).__str__())
def join_game(data): game_id = int(data['game_id']) try: game = ROOMS[game_id] answer = game.join_user2(data['name']) if answer: join_room(game_id) emit('joined', Signals(221, game=game).__str__(), room=game_id) else: some_users_list = [] for x in game.players: some_users_list.append(x.get_name()) emit('error', Signals(520, game=game).__str__()) except KeyError: emit("error", Signals(519, id=game_id).__str__())
def __init__(self): self.I_Mem = Memory() self.D_Mem = Memory() self.RF = RegisterFile() self.RegPC = Register() self.signals = Signals() self.cycle_num = 0 self.mode = 0
def __init__(self, game_events_window): self.bullet_flag = True self.game_events = game_events_window self.signal = Signals() self.draw_player() self.init_bullet() self.init_bullets_thread() self.init_thread_on_shoot()
def __init__(self): super(MainWindow, self).__init__() self.setAttribute(Qt.WA_AlwaysStackOnTop) self.signals = Signals() self.context = Context(self.signals) self.setupUi(self) self.create_views_and_dialogs() self.setup_window_tabs() self.createMenuBarActions() self.connect_buttons() self.connect_signals()
def initialize_threads(self): """ Initializes io threads""" super().initialize_threads() self.dashboard_interval = int(self.ping_interval * 2) self.topic_fastclock_pub = self.publish_topics[Global.FASTCLOCK] self.topic_dashboard_pub = self.publish_topics[Global.DASHBOARD] self.topic_node_pub = self.publish_topics[Global.NODE] self.topic_ping_sub = self.subscribed_topics[Global.PING] # print("!!! ping sub: "+self.topic_ping_sub) self.topic_sensor_sub = self.subscribed_topics[Global.SENSOR] self.topic_backup_sub = self.subscribed_topics[Global.BACKUP] # print("!!! backup sub: "+self.topic_backup_sub) if Global.CONFIG in self.config: if Global.OPTIONS in self.config[Global.CONFIG]: if Global.TIME in self.config[Global.CONFIG][Global.OPTIONS]: if Global.FAST in self.config[Global.CONFIG][ Global.OPTIONS][Global.TIME]: if Global.RATIO in self.config[Global.CONFIG][ Global.OPTIONS][Global.TIME][Global.FAST]: self.fast_ratio = int( self.config[Global.CONFIG][Global.OPTIONS][ Global.TIME][Global.FAST][Global.RATIO]) if Global.INTERVAL in self.config[Global.CONFIG][ Global.OPTIONS][Global.TIME][Global.FAST]: self.fast_interval = int( self.config[Global.CONFIG][Global.OPTIONS][ Global.TIME][Global.FAST][Global.INTERVAL]) if Global.PING in self.config[Global.CONFIG][Global.OPTIONS]: self.ping_interval = self.config[Global.CONFIG][ Global.OPTIONS][Global.PING] if Global.BACKUP in self.config[Global.CONFIG][Global.OPTIONS]: self.backup_path = self.config[Global.CONFIG][ Global.OPTIONS][Global.BACKUP] self.roster = Roster(self.log_queue, file_path=Global.DATA + "/" + Global.ROSTER + ".json") self.switches = Switches(self.log_queue, file_path=Global.DATA + "/" + Global.SWITCHES + ".json") self.warrants = Warrants(self.log_queue, file_path=Global.DATA + "/" + Global.WARRANTS + ".json") self.signals = Signals(self.log_queue, file_path=Global.DATA + "/" + Global.SIGNALS + ".json") self.layout = Layout(self.log_queue, file_path=Global.DATA + "/" + Global.LAYOUT + ".json") self.dashboard = Dashboard(self.log_queue, file_path=Global.DATA + "/" + Global.DASHBOARD + ".json") self.sensors = Sensors(self.log_queue, file_path=Global.DATA + "/" + Global.SENSORS + ".json")
def stop_game(data): alive_user_id = data['user_id'] game_id = data['game_id'] game = ROOMS[game_id] if not game.finished: game.finished = True game.winner = alive_user_id emit("game-extra-finished", Signals(249, game=game, id=alive_user_id).__str__(), room=game_id) leave_room(game_id) close_room(game_id)
def disconnected(): if len(rooms()) > 1: game_id = -1 for x in rooms(): try: x += 1 game_id = x - 1 except TypeError: pass game = ROOMS[game_id] if not game.finished: socketio.emit("pinger", Signals(245).__str__(), room=game_id)
def setSignals(self): self.signals = Signals() # set signal variable name same as method name preventing confusion self.signals.total_ProgressBar_update_MAX_VALUE.connect( self.total_ProgressBar_update_MAX_VALUE) self.signals.total_ProgressBar_update_VALUE.connect( self.total_ProgressBar_update_VALUE) self.signals.signal_ProgressBar_update_MAX_VALUE.connect( self.signal_ProgressBar_update_MAX_VALUE) self.signals.signal_ProgressBar_update_VALUE.connect( self.signal_ProgressBar_update_VALUE) self.signals.update_progress_LABEL.connect(self.update_progress_LABEL)
def join_game(data): game_id = int(data['game_id']) try: game = ROOMS[game_id] answer = game.join_user2(data['name']) if answer: print("Yes, gamer ", data['name'], " has joined") join_room(game_id) print(rooms()) emit('joined', Signals(221, game=game).__str__(), room=game_id) else: print("Nope, gamer ", data['name'], " cannot join this game") some_users_list = [] for x in game.players: some_users_list.append(x.get_name()) print("The answer to my dear friend is: forbidden, ", Signals(520, game=game).__str__()) emit('error', Signals(520, game=game).__str__()) except KeyError: print("The game with id=", game_id, " doesn't exist") emit("error", Signals(519, id=game_id).__str__())
def stop_game(data): alive_user_id = data['user_id'] disconnected_man = data['enemy_id'] game_id = data['game_id'] game = ROOMS[game_id] if not game.finished: print("Game id=", game_id, " has been stopped due to player ", disconnected_man, " disconnected") game.finished = True game.winner = alive_user_id emit("game-extra-finished", Signals(249, game=game, id=alive_user_id).__str__(), room=game_id) leave_room(game_id) close_room(game_id)
def __init__(self, editor): self.editor = editor self.signals = Signals() self.triggers = TriggerManager(editor) connect_all(self, self.signals, self.triggers, textbuffer=self.editor.textbuffer) self.block_word_reset = False self.words = None self.start_word = None self.start_offset = None self.indexer = IndexerProcessManager(self.signals.sender, editor) self.dictionary_manager = DictionaryManager(self.signals.sender, editor) self.communicator = ProcessCommunicator(self.signals.sender, editor) self.extractor = TextExtractor(self.signals.sender, editor) self.buffer_monitor = BufferMonitor(self.signals.sender, editor)
def load_house(self, house: int): print("loading house: " + str(house)) selection = self.appliance_selection[house] window_start, window_end = self.window_selection[house] self.dataset.set_window(start=window_start, end=window_end) elec = self.dataset.buildings[house].elec train_appliances = dr.load_appliances_selection( elec, self.order_appliances, selection, self.sample_rate) train_total = dr.load_total_power_consumption(elec, selection, self.sample_rate) signals = Signals(self.sample_rate, self.order_appliances, breakpoint_classification, self.improved, "temperature_redd.csv") signals.set_signals(train_appliances, train_total) return signals
def __init__(self, parent=None, args=None, macros=None): super(JetTracking, self).__init__(parent=parent, args=args, macros=macros) # reference to PyDMApplication - this line is what makes it so that you # #can avoid having to define main() and instead pydm handles that # for you - it is a subclass of QWidget self.app = QApplication.instance() # load data from file self.load_data() self.signals = Signals() self.vreader = ValueReader(self.signals) self.worker = StatusThread(self.signals) self.buffer_size = 300 self.correction_thread = None # assemble widgets self.setup_ui()
def setting_ships_up(data): game_id = int(data['game_id']) player_id = int(data['user_id']) try: game = ROOMS[game_id] game.ustanovka(user_id=data['user_id'], ships=data['ships']) if player_id == 0: game.setted_1 = True elif player_id == 1: game.setted_2 = True if game.setted_1 and game.setted_2: game.running = True socketio.emit("game-started", { "game_id": game_id, "next_player_id": 0 }, room=game_id) except KeyError: emit('error', Signals(519, id=game_id).__str__())
def signal_handler(signum, frame): print_now("Sub: signal handler for {}".format(Signals(signum).name))
def init_signal(self): self.signal = Signals() self.signal.defender_player_signal.connect(self.player.reverse_bullet) self.signal.redraw_defender_signal.connect(self.redrawing_defender) self.signal.defender_enemy_signal.connect(self.enemies.hide_bullets)
def init_signals(self): self.signal = Signals() self.signal.closed_signal.connect(self.close_game) self.signal.stop_game_singal.connect(self.menu) self.signal.restart_signal.connect(self.restart_game) self.signal.reverse_bullet_player.connect(self.player.reverse_bullet)
import serial from serial import SerialException import serial.tools.list_ports # Project Modules from signals import Signals from server import Server from queue import Queue socket_queue = Queue() server = Server(port=25565) server.start(socket_queue) ecg_signals = Signals() root = Tk.Tk() hr = IntVar(root, value=80) threshold = IntVar(root, value=20) position = StringVar(root, value='RIP') serial_position = IntVar(root, value='0') hr1=StringVar(root, value='0') override_position = BooleanVar(root, value=False) pathway_1 = IntVar(root, value=0) pathway_2 = IntVar(root, value=0)
MEM.set_data(value) # may use int_to_signed_32(value) MEM.run() # print ("Mem[%s]=%s"% ( hex(address),hex(value))) #need to set the value in memory module MEM.set_memwrite(0) return if __name__ == '__main__': test = 'sig' "Test " + test if (test == 'print'): print_signal("B", 1, 1) print_signal("R", 31, 5) print_signal("Immd", 0xFABC, 16) print_signal("PC", 0x040000C4, 32) print_signal("RV", -1, 32) print_int("NoNL", -1) println_int("WithNL", -2) elif (test == 'load'): from hardware import Memory I_Mem = Memory() load_file(I_Mem, "input.txt") I_Mem.dump() elif (test == 'sig'): from signals import Signals sig = Signals() print_signals_1(sig) print_signals_2(sig)
from database import Database from signals import Signals productionMode = False if (os.environ.get('DEPLOY_ENV') == 'production'): productionMode = True app = Flask(__name__) if (productionMode): dbUri = os.environ['MONGODB_URI'] db = Database(mongo_host=dbUri) else: db = Database() signals = Signals() def generate_cookie(conf): salt = os.environ['COOKIE_SALT'] dk = hashlib.pbkdf2_hmac('sha256', conf['conf_id'].encode(), salt.encode(), 100000) return str(binascii.hexlify(dk)) @app.route("/", methods=['GET']) @app.route("/join", methods=['GET']) def index(): return render_template("index.html")