Пример #1
0
 def __init__(self):
     self.background = Background()
     self.shot = Fire()
     self.senary = Senary()
     self.trilha = pygame.mixer.Sound("sound\\trilha.wav")
     self.tiro = pygame.mixer.Sound('sound\\tiro.wav')
     self.porrada = pygame.mixer.Sound('sound\\porrada.wav')
     self.morreu = pygame.mixer.Sound('sound\\morreu.wav')
     self.trilha.play(-1)
     self.img = pygame.Surface((80,120))
     self.img = pygame.image.load('img\\joao1.png')
     self.imgS = pygame.image.load('img\\joao2.png')
     self.imgC = pygame.image.load('img\\joao1c.png')
     self.imgSC = pygame.image.load('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()
Пример #2
0
 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()
Пример #3
0
 def __init__(self):
     self.img = pygame.image.load(os.path.join("img","fundo.jpg"))
     self.imgSky = pygame.image.load(os.path.join("img",'ceu.jpg'))
     self.imgRapadura = pygame.image.load(os.path.join("img",'rapadura.png'))
     self.font = pygame.font.Font(pygame.font.match_font(pygame.font.get_default_font()),25)
     self.pos = pygame.Rect((0,140,6400,340))
     self.score = self.font.render("",1,(0,0,0))
     self.actived = 0
     draw(self.img,(self.pos.left,self.pos.top))
Пример #4
0
 def __init__(self):
     self.img = pygame.image.load("img\\fundo.jpg")
     self.imgSky = pygame.image.load('img\\ceu.jpg')
     self.imgRapadura = pygame.image.load('img\\rapadura.png')
     self.font = pygame.font.Font(
         pygame.font.match_font(pygame.font.get_default_font()), 25)
     self.pos = pygame.Rect((0, 140, 6400, 340))
     self.score = self.font.render("", 1, (0, 0, 0))
     self.actived = 0
     draw(self.img, (self.pos.left, self.pos.top))
Пример #5
0
def mouse(event, x, y, flags, param):
    global p0, p1
    if event == cv.EVENT_LBUTTONDOWN:
        img0[:] = img
        p0 = x, y
    elif event == cv.EVENT_MOUSEMOVE and flags == 1:
        p1 = x, y
    elif event == cv.EVENT_LBUTTONUP:
        p1 = x, y
    draw(0)
Пример #6
0
def test_linear(data, linear):
    eprint("Start test")
    eprint.enter()
    # for p in data:
    #     eprint("%8s %8s : %8s %8s" % tuple(("%.2f %.2f %.2f %.2f" % (p[0], p[1], p[2], linear(p[0], p[1]))).split()))
    xs, ys, zs = zip(*data)
    draw(xs, ys, zs, linear)
    # while ask('Do you want to test some point?'):
    #     eprint("Enter area and number of rooms:", end=' ')
    #     area, rooms = map(float, input().strip().split())
    #     eprint("Expected price of such flat is %.2f" % linear(area, rooms))
    eprint.exit()
Пример #7
0
def main():
    pygame.init()
    pygame.display.set_mode(screen[2:], DOUBLEBUF | OPENGL)
    gluOrtho2D(world[0], world[2], world[3], world[1])

    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                quit()

        handle_input()
        draw()
        pygame.time.wait(50)
Пример #8
0
 def draw(self):
     for i in range(len(self.stone)-1):
         draw(self.imgStone,(self.stone[i].left,self.stone[i].top))
     for i in range(len(self.inimigo)-1):
         if self.inimigoStep[i] == 1:
             draw(self.imgInimigo,(self.inimigo[i].left,self.inimigo[i].top))
         else:
             draw(self.imgInimigo2,(self.inimigo[i].left,self.inimigo[i].top))
     for i in range(len(self.life)-1):
         draw(self.imgLife,(self.life[i].left,self.life[i].top))    
Пример #9
0
 def draw(self):
     for i in range(len(self.stone)-1):
         draw(self.imgStone,(self.stone[i].left,self.stone[i].top))
     for i in range(len(self.inimigo)-1):
         if self.inimigoStep[i] == 1:
             draw(self.imgInimigo,(self.inimigo[i].left,self.inimigo[i].top))
         else:
             draw(self.imgInimigo2,(self.inimigo[i].left,self.inimigo[i].top))
     for i in range(len(self.life)-1):
         draw(self.imgLife,(self.life[i].left,self.life[i].top))    
Пример #10
0
def redraw(*args):
    surface = draw(*args)
    buf = surface.get_data()
    screen = pygame.display.get_surface()
    image = pygame.image.frombuffer(buf, (width, height), "RGBA")

    screen.fill((255, 255, 255))
    screen.blit(image, (0, 0))
    pygame.display.flip()
Пример #11
0
def read_infile():
    global myCircuit
    runButton.pack_forget()
    if myCircuit is not None:
        myCircuit.delete()
    filename = file.get()
    f = open(dir + filename, "r")  # gets closed inside simAnneal object
    myCircuit = draw(root, f)
    runButton.pack(side='left', padx=20, pady=10)
Пример #12
0
def mover(draw, grid, origGrid, start, end):

    i, j = start.get_pos()
    I, J = end.get_pos()

    if islastmove(i, j, I, J):
        print("This is the last move")
        start = end
        end.make_start()
        end = None
        return 0, start, end
    else:
        print("This is not the last move")
        for neigh in start.neighbors:
            if (neigh.color == PURPLE):
                start = neigh
                start.make_start()
                break
        reset_path(grid, origGrid)
        draw()
        return 1, start, end
Пример #13
0
 def move(self):
     i=-1
     while i != len(self.dir)-1:
         i+=1
         if self.origem[i]:
             draw(self.img,(self.pos[i].left,self.pos[i].top))
         else:
             draw(self.img2,(self.pos[i].left,self.pos[i].top))
         if self.dir[i]:
             self.pos[i].move_ip(15,0)
             if self.pos[i].left == 640:
                 self.dir.pop(i)
                 self.pos.pop(i)
                 self.origem.pop(ini)
                 i-=1
         else:
             self.pos[i].move_ip(-15,0)
             if not self.pos[i].left:
                 self.dir.pop(i)
                 self.pos.pop(i)
                 self.origem.pop(ini)
                 i-=1
Пример #14
0
 def move(self):
     i = -1
     while i != len(self.dir) - 1:
         i += 1
         if self.origem[i]:
             draw(self.img, (self.pos[i].left, self.pos[i].top))
         else:
             draw(self.img2, (self.pos[i].left, self.pos[i].top))
         if self.dir[i]:
             self.pos[i].move_ip(15, 0)
             if self.pos[i].left == 640:
                 self.dir.pop(i)
                 self.pos.pop(i)
                 self.origem.pop(ini)
                 i -= 1
         else:
             self.pos[i].move_ip(-15, 0)
             if not self.pos[i].left:
                 self.dir.pop(i)
                 self.pos.pop(i)
                 self.origem.pop(ini)
                 i -= 1
Пример #15
0
def drawing(file_name):
    """
    引数:画面で指定したファイル名
    戻り値: 正常終了時はなし。
        file_nameがinputフォルダに存在しなかった場合はエラーメッセージ(message)
         をindex.htmlへ返す。
    """
    file_name = file_name.split("\\")[-1]
    cwd = os.getcwd()
    input_file = os.path.join(cwd, "input", file_name)
  
    if os.path.isfile(input_file):
        print("変換処理を開始します。")
        n = 10  # グレースケール量子化次数
        period = 5  # 線(ストローク)幅 
        # drawing
        draw(file_name, n, period)
        print("変換処理が正常終了しました。")
    else:
        message = "ファイルが存在しません。"
        print(message)
        return message
Пример #16
0
def watermark(sourceImagePath, targetImagePath):
    temp_path = 'temp.png'
    if targetImagePath == "":
        mask_path = draw(sourceImagePath)
        command = 'python test.py --image ' + sourceImagePath + ' --mask ' + mask_path + ' --output ' + temp_path + ' --checkpoint_dir model_logs/release_places2_256'
        #os.system(
        #    'python test.py --image examples/places2/case1_input.png --mask examples/places2/case1_mask.png --output examples/places2/case1_output.png --checkpoint_dir model_logs/release_places2_256')
        os.system(command)
    image = Image.open(temp_path)
    if targetImagePath != "":
        image.save(targetImagePath)
    else:
        return image
Пример #17
0
#  obs_batch = []
#  for _ in range(N_BATCH):
#    tr = exp_acti.sample()
#    lab_batch.append(tr.S)
#    obs_batch.append(tr.Os)
#  b_obs = inv_batch_obs(lab_batch, obs_batch)
#  invnet.train(sess, b_obs)

  if i % 1000 == 0:
    print "testing it on random trace . . ."
    rand_tr = gen_rand_trace(test=True)
    print rand_tr.S, np.argmax(rand_tr.S)
    invv = invnet.invert(sess, rand_tr.Os)
    print invv, np.argmax(invv)
    draw_obs(rand_tr.Os, "drawings/inv_rand_obs.png")

    print "testing it on active trace . . ."
    qry = mk_query(rand_tr.Img)
    act_inv = impnet.get_active_trace(sess, qry, epi=0.0)
    act_tr = full_output_to_trace(act_inv, rand_tr.Img, rand_tr.S)
    print act_tr.S, np.argmax(act_tr.S)
    invv = invnet.invert(sess, act_tr.Os)
    print invv, np.argmax(invv)
    draw_obs(act_tr.Os, "drawings/inv_acti_obs.png")
    draw(np.reshape(rand_tr.Img, [L,L,1]), "drawings/inv_orig.png")


    invnet.save(sess, "model_invert.ckpt")
    

def main(win, width):

    if (flag == 0):
        Map, pad = getDetails()
        ROWS = pad
        grid = make_grid(ROWS, width)
        original_grid = make_grid(ROWS, width)

        for numr, r in enumerate(Map):
            for numc, c in enumerate(r):
                if (Map[numr][numc] == '@'):
                    grid[numc][numr].make_barrier()
                    original_grid[numc][numr].make_barrier()
                if (Map[numr][numc] == 'T'):
                    grid[numc][numr].make_tree()
                    original_grid[numc][numr].make_tree()
    else:
        #ROWS = 50
        ROWS = int(
            input("\n Enter the number of rows you want in the blank map. : "))
        grid = make_grid(ROWS, width)
        original_grid = make_grid(ROWS, width)

    start = None
    end = None

    run = True  # If True, Pygame engine would work.
    while run:
        draw(win, grid, ROWS,
             width)  # Showing Colour of each node at every iteration.

        # Getting event type output from Pygame engine
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                run = False

            if pygame.mouse.get_pressed()[0]:  # LEFT
                pos = pygame.mouse.get_pos()
                row, col = get_clicked_pos(pos, ROWS, width)
                spot = grid[row][col]
                if not start and spot != end:
                    start = spot
                    start.make_start()
                    rs = row
                    cs = col

                elif not end and spot != start:
                    end = spot
                    end.make_end()
                    re = row
                    ce = col

                elif spot != end and spot != start:
                    spot.make_tree()

            elif pygame.mouse.get_pressed()[2]:  # RIGHT
                pos = pygame.mouse.get_pos()
                row, col = get_clicked_pos(pos, ROWS, width)
                spot = grid[row][col]
                spot.reset()
                if spot == start:
                    start = None
                elif spot == end:
                    end = None

            if event.type == pygame.KEYDOWN:

                if event.key == pygame.K_SPACE and start and end:
                    finish = 1
                    cnt = 0  # For saving fig in form of phases.
                    while (finish):
                        cnt = cnt + 1
                        # Now we ensure that the view point of the robot is just of 3 unit radius.
                        for row in grid:
                            for spot in row:
                                p1 = spot.get_pos()
                                p2 = start.get_pos()
                                if (h(p1, p2) <= 5 and spot.ngh_update == 0):
                                    spot.update_neighbors(grid)
                                else:
                                    if (spot.ngh_update == 0):
                                        spot.all_neighbors(grid)

                        (rows, cols) = start.get_pos()
                        start_pos.append((rows, cols))
                        rowe, cole = end.get_pos()
                        plot(ROWS, start_pos, rowe, cole, grid, cnt)

                        # This is the step where we actually apply the algorithm.
                        algorithm(lambda: draw(win, grid, ROWS, width), grid,
                                  start, end)
                        finish, start, end = mover(
                            lambda: draw(win, grid, ROWS, width), grid,
                            original_grid, start, end)
                        time.sleep(3)

                if event.key == pygame.K_r:
                    start = None
                    end = None
                    grid = make_grid(ROWS, width)

                if event.key == pygame.K_s:
                    showImg()
    pygame.quit()
    start_pos.append((re, ce))
Пример #19
0
 def redraw(self):
     draw(self.img,(self.pos.left,self.pos.top))
     if self.actived:
         draw(self.background2.img,(self.background2.pos.left,self.background2.pos.top))
     draw(self.score,(500,140))
Пример #20
0
 def drawLife(self):
     for i in range(self.life):
         draw(self.background.imgRapadura,(50*i+20,40))
Пример #21
0
        experience.add_balanced(tr)
        all_blue += 1

    experience_pain.add_balanced(pain_tr)

    batch = experience.n_sample(50)
    bug.learn(batch, "move")

    pain_batch = experience_pain.n_sample(50)
    bug.learn(pain_batch, "pain")

    if i % 200 == 0:
        path = bugzero.trace_to_path(tr)
        pain_path = bugzero.trace_to_path(pain_tr)
        print "iteration ", i
        print path
        action_path = bugzero.trace_to_action_path(tr)
        pain_action_path = bugzero.trace_to_action_path(pain_tr)
        print action_path
        draw(maze, "maze.png", path, action_path)
        draw(maze, "maze_pain.png", pain_path, pain_action_path)
        print "whatev mishandle beautiful hopeless"
        print blue_ok_pink_ok, blue_ok_pink_bad, blue_bad_pink_ok, blue_bad_pink_bad, all_blue

    if i % 2000 == 1999:
        print "accuracy ", get_accuracy(bug, bugzero, 1000)
        bug.save_model("models/bug_bug_model.ckpt")

print "finished training, measuring accuracy "
print "accuracy ", get_accuracy(bug, bugzero, 1000)
Пример #22
0
     batchsize=8,
     resolution=2,
     spec='cqt',
     phase=False,
     epochs=100,
     size=256,
     lr=1e-4)
'''
The code below draws the loss verses time of the first experiment run for 100 epochs.
It also prints all the experiments run for 100 epochs.
'''

plt.style.use('bmh')
filtered = find(epochs=100)
fig, ax1 = plt.subplots(figsize=(4.5, 3))
plt.ylim((0.000, 0.015))
path = ('valid', 'gnr', 'loss')
plt.legend()
draw(ax1,
     filtered[0], ('valid', 'gnr', 'loss'),
     True,
     label='example',
     color='red')
plt.legend()
plt.ylabel(r'validation loss')
plt.xlabel('minutes')
plt.savefig('plots/example.svg')
plt.show()

show(filtered, by=['gnr-loss'])
Пример #23
0
"""
    Directly draw all graphs from original log file
"""
from parse_log import *
from draw import *

if __name__ == '__main__':
    file_name = sys.argv[1]  # out.log(.train)/out.log(.test)
    pic_path = "./"  # .

    train_dict_list, test_dict_list = parse_log(file_name)

    save_csv_files(file_name,
                   pic_path,
                   train_dict_list,
                   test_dict_list,
                   delimiter=",")

    draw(file_name, pic_path)
Пример #24
0
def user_turn(player_list, player, wall_list, available_positions, curscr):
    (x, y) = player['location']
    loc = (x, y)
    #print available_positions[loc]
    neighbors = []
    for location in available_positions[loc]:
        neighbors.append(location)

    p = w2p(wall_list)
    #(X, Y) = wall['location']
    command_list = []
    command_dict = {}
    directions = []
    for neighbor in neighbors:
        (a, b) = neighbor
        directions.append((a - x, b - y))
    directions = vector_sort(directions)
    neighbors = []
    for direction in directions:
        (a, b) = direction
        neighbors.append((x + a, y + b))
    for i in range(len(neighbors)):
        char = str(i + 1)
        command_list.append(char)
        command_dict[char] = i

    quit = False
    ready = False
    new_wall = False
    second_stage = False
    while not ready:
        while not ready and not second_stage:
            draw(player_list, wall_list, curscr, neighbors)
            if enable_curses:
                curses.noecho()
                k = curscr.getch()
                command = curses.keyname(k)
            else:
                command = raw_input()

            if command in command_list:
                (x, y) = neighbors[command_dict[command]]
                player['location'] = (x, y)
                ready = True
            elif command == 'q':
                quit = True
                ready = True
            elif command == 'n':
                new_wall = True
                ready = False
                second_stage = True
            elif command == 'u':
                __builtin__.rollback = True
                ready = True
            else:
                ready = False
                second_stage = False

            if player['amount_of_walls'] == 0:
                second_stage = False

        walls_installed = 0
        while not ready and second_stage:
            if enable_curses:
                curses.noecho()
                k = curscr.getch()
                command = curses.keyname(k)
            else:
                k = 0
                command = raw_input()

            if command == 'n':
                new_wall = False
                if walls_installed == 0 and player['amount_of_walls'] != 0:
                    wall = None
                    for i in range(1, width):
                        for j in range(height - 1, 0, -1):
                            for wall_type in p[(i, j)]:
                                wall = {'type': wall_type, 'location': (i, j), 'player_id': player['id']}
                                break
                    if wall != None:
                        wall_list.append(wall)
                        walls_installed +=1
                        (X, Y) = wall['location']

            elif command == 'i' or k == KEY_UP:
                if walls_installed != 0:
                    wall = wall_list[len(wall_list) - 1]
                    Y -= 1
                    Y = max(1, Y)
                    if wall['type'] == 'vertical' and Y <= 1:
                        wall['type'] = 'horizontal'
                    wall['location'] = (X, Y)

            elif command == 'j' or k == KEY_LEFT:
                if walls_installed != 0:
                    wall = wall_list[len(wall_list) - 1]
                    X -= 1
                    X = max(1, X)
                    if wall['type'] == 'horizontal' and X <= 1:
                        wall['type'] = 'vertical'
                    wall['location'] = (X, Y)

            elif command == 'k' or k == KEY_DOWN:
                if walls_installed != 0:
                    wall = wall_list[len(wall_list) - 1]
                    Y += 1
                    Y = min(height - wall_length + 1, Y)
                    if wall['type'] == 'vertical' and Y > (height - wall_length):
                        wall['type'] = 'horizontal'
                    wall['location'] = (X, Y)

            elif command == 'l' or k == KEY_RIGHT:
                if walls_installed != 0:
                    wall = wall_list[len(wall_list) - 1]
                    X += 1
                    X = min(width - wall_length + 1, X)
                    if wall['type'] == 'horizontal' and X > (width - wall_length):
                        wall['type'] = 'vertical'
                    wall['location'] = (X, Y)

            elif command == 'r':
                if walls_installed != 0:
                    wall = wall_list[len(wall_list) - 1]
                    if wall['type'] == 'horizontal':
                        wall['type'] = 'vertical'
                    elif wall['type'] == 'vertical':
                        wall['type'] = 'horizontal'

            elif command == 'b':
                if walls_installed != 0:
                    if wall['type'] in p[(X, Y)]:
                        player['amount_of_walls'] -= walls_installed
                        ready = True
                else:
                    ready = False

            elif command == 's':
                if walls_installed != 0:
                    removed_wall = wall_list.pop()
                    (X, Y) = removed_wall['location']
                    walls_installed -=1
                ready = False
                second_stage = False

            elif command == 'q':
                quit = True
                ready = True
            else:
                pass
            draw(player_list, wall_list, curscr)
    return quit
Пример #25
0
    maze = bugzero.gen_s()
    tr = bugzero.get_trace(bug, maze)

    action_path = bugzero.trace_to_action_path(tr)
    experience.add_balanced(tr)

    batch = experience.n_sample(50)
    bug.learn(batch, "move")

    if i % 200 == 0:
        path = bugzero.trace_to_path(tr)
        print "iteration ", i
        print path
        action_path = bugzero.trace_to_action_path(tr)
        print action_path
        draw(maze, "maze.png", path, action_path)

    if i % 200 == 100:
        maze = bugzero_test.gen_s()
        tr = bugzero_test.get_trace(bug, maze)
        path = bugzero.trace_to_path(tr)
        print "iteration ", i
        print path
        action_path = bugzero.trace_to_action_path(tr)
        print action_path
        draw(maze, "maze_test.png", path, action_path)

    if i % 2000 == 1999:
        print "accuracy ", get_accuracy(bug, bugzero_test, 1000)
        bug.save_model("models/bug_bug_model.ckpt")
        #print(type(t[i]))
        for num1, j in enumerate(t[i]):
            #print('num1 ' + str(num1))
            #print (j)
            #print(t[i][j])
            if j == value:
                inner[value] = t[i][j]
                out[i] = copy.deepcopy(inner)
                inner = {}
                #print(t[i][j])
    return out


max_error_dict = filter_dict('max_error', copy.deepcopy(t_dict))
#print(max_error_dict)
draw(max_error_dict, 'max_error')

explained_variance_score_dict = filter_dict('explained_variance_score',
                                            copy.deepcopy(t_dict))
#print(explained_variance_score_dict)
draw(explained_variance_score_dict, 'explained_variance_score')

mean_absolute_error_dict = filter_dict('mean_absolute_error',
                                       copy.deepcopy(t_dict))
#print(mean_absolute_error_dict)
draw(mean_absolute_error_dict, 'mean_absolute_error')

mean_squared_error_dict = filter_dict('mean_squared_error',
                                      copy.deepcopy(t_dict))
print(mean_squared_error_dict)
draw(mean_squared_error_dict, 'mean_squared_error')
Пример #27
0
#!/usr/bin/env python

from draw import *

if __name__ == '__main__':
    board = [[X, O, E],
             [E, E, X],
             [E, E, E]]
    draw(board, raw=False)
Пример #28
0
def mouse(event, x, y, flags, param):
    if event == cv.EVENT_LBUTTONDOWN:
        pts.append((x, y))
        draw(0)
Пример #29
0
import numpy as np
from draw import *

pts = []


def draw(x):
    d = cv.getTrackbarPos('thickness', 'window')
    d = -1 if d == 0 else d
    i = cv.getTrackbarPos('color', 'window')
    color = colors[i]
    img[:] = img0
    cv.polylines(img, np.array([pts]), True, color, d)
    cv.imshow('window', img)
    text = f'color={color}, thickness={d}'
    cv.displayOverlay('window', text)


def mouse(event, x, y, flags, param):
    if event == cv.EVENT_LBUTTONDOWN:
        pts.append((x, y))
        draw(0)


cv.setMouseCallback('window', mouse)
cv.createTrackbar('color', 'window', 0, 6, draw)
cv.createTrackbar('thickness', 'window', 2, 10, draw)
draw(0)

cv.waitKey(0)
cv.destroyAllWindows()
Пример #30
0
    # Read train dataset
    train = pd.read_csv(train_file)

    # Extract features for pda and lda
    train_feature_values = train[feature_columns].values
    # Extract target values (Class values) for pda and lda
    target_values = train['Class'].values

    # lda without pca
    lda1, lda_without_pca_df = analysis.lda(train_feature_values,
                                            target_values)

    print lda1.score(train_feature_values, target_values)

    # draw result
    draw(lda_without_pca_df, 'Wine Classification - LDA without PCA')

    # apply pca
    principal_components = analysis.pca(train_feature_values)

    # after pca apply lda
    lda2, lda_df = analysis.lda(principal_components, target_values)

    print lda2.score(principal_components, target_values)

    # draw result
    draw(lda_df, 'Wine Classification - LDA with PCA')

    exit(0)
Пример #31
0
def run_random():
    screen.fill(BACKGROUNDCOLOR)
    image_array = []
    mouse_text = pygame.image.load('python/wave/image/mouse.png')
    random_text = pygame.image.load('python/wave/image/random.png')
    for i in range(10):
        image_array.append(draw())
    image = pygame.image.load('python/wave/image/circle3.png')
    while True:
        clock.tick(30)
        screen.blit(mouse_text, (800, 800))
        screen.blit(random_text, (800, 900))
        for event in pygame.event.get():
            if event.type == QUIT:
                exit()
            elif event.type == pygame.MOUSEBUTTONDOWN:
                x, y = pygame.mouse.get_pos()
                if (951 > x > 800) and (876 > y > 800):
                    print('mouse')
                    run_mouse()
        flag = random.randint(0, 100)
        if (flag % 10 == 0):
            x = random.randint(0, 1000)
            y = random.randint(0, 1000)
            for index, object in enumerate(image_array):
                if (object.life == 0):
                    object.set_position(x, y)
                    break

        for index, object in enumerate(image_array):
            if (object.y < 500):
                if object.life > 130:
                    object.tscale(3)
                    screen.blit(object.image, (object.x, object.y))
                    object.life -= 1
                    continue

                elif object.life > 120:
                    object.tscale(2)
                    screen.blit(object.image, (object.x, object.y))
                    object.life -= 1
                    continue
                elif object.life > 95:
                    object.tscale(1)
                    object.tscale2(3)
                    screen.blit(object.image, (object.x, object.y))
                    screen.blit(object.image2, (object.x2, object.y2))
                    object.life -= 1
                    continue

                elif object.life > 90:
                    object.tscale(1)
                    object.tscale2(2)
                    object.tscale3(3)
                    screen.blit(object.image, (object.x, object.y))
                    screen.blit(object.image2, (object.x2, object.y2))
                    screen.blit(object.image3, (object.x3, object.y3))
                    object.life -= 1
                    continue

                elif object.life > 1:
                    object.tscale(1)
                    object.tscale3(2)
                    object.tscale2(1)
                    screen.blit(object.image, (object.x, object.y))
                    screen.blit(object.image2, (object.x2, object.y2))
                    screen.blit(object.image3, (object.x3, object.y3))
                    object.life -= 1
                    continue

                if object.life == 1:
                    object.reset()
            else:
                if object.life > 130:
                    object.tscale(3)
                    screen.blit(object.image, (object.x, object.y))
                    object.life -= 1
                    continue

                elif object.life > 120:
                    object.tscale(2)
                    screen.blit(object.image, (object.x, object.y))
                    object.life -= 1
                    continue
                elif object.life > 95:
                    object.tscale(1)
                    object.tscale2(3)
                    screen.blit(object.image, (object.x, object.y))
                    # screen.blit(object.image2, (object.x2, object.y2))
                    object.life -= 1
                    continue

                elif object.life > 90:
                    object.tscale(1)
                    object.tscale2(2)
                    object.tscale3(3)
                    screen.blit(object.image, (object.x, object.y))
                    # screen.blit(object.image2, (object.x2, object.y2))
                    # screen.blit(object.image3, (object.x3, object.y3))
                    object.life -= 1
                    continue

                elif object.life > 1:
                    object.tscale(1)
                    object.tscale3(2)
                    object.tscale2(1)
                    screen.blit(object.image, (object.x, object.y))
                    # screen.blit(object.image2, (object.x2, object.y2))
                    # screen.blit(object.image3, (object.x3, object.y3))
                    object.life -= 1
                    continue

                if object.life == 1:
                    object.reset()

        pygame.display.update()
        screen.fill(BACKGROUNDCOLOR)
Пример #32
0
        # evaluate every 2 epochs

        training_accuracy, training_around1_accuracy, training_around2_accuracy = evaluate(
            'training/')
        testing_accuracy, testing_around1_accuracy, testing_around2_accuracy = evaluate(
            'testing/')

        print("\ntraining_accuracy: ", training_accuracy)
        print("\naround1_accuracy: ", training_around1_accuracy)
        print("\naround2_accuracy: ", training_around2_accuracy)

        print("\ntesting_accuracy: ", testing_accuracy)
        print("\naround1_accuracy: ", testing_around1_accuracy)
        print("\naround2_accuracy: ", testing_around2_accuracy)
        #draw
        accuracies[0].append(training_accuracy)
        accuracies[1].append(testing_accuracy)
        accuracies[2].append(training_around1_accuracy)
        accuracies[3].append(testing_around1_accuracy)
        accuracies[4].append(training_around2_accuracy)
        accuracies[5].append(testing_around2_accuracy)

        draw(accuracies)

    torch.save(nnn.policy_value_net, 'model.pth')

#  print(labelmatrix)

# np.savetxt('labels.txt', labelmatrix,'%5.0f', delimiter=',')
# np.savetxt('predict.txt', predictmatrix, delimiter=',')
Пример #33
0
import xml.dom.minidom
import sys
import getopt
from model_generator import *
from draw import *

if __name__ == "__main__":
    '''
    dom = xml.dom.minidom.parse('document1.xml')
    root = dom.documentElement
    myList = root.getElementsByTagName('datacenter')

    for node in myList:
        alist = node.getElementsByTagName('ID')
        print(int(alist[0].childNodes[0].nodeValue))
        alist = node.getElementsByTagName('failure')
        print(float(alist[0].childNodes[0].nodeValue))
    '''
    m = ModelGenerator('document1.xml')
    draw(m.topology.node[30000000001]['DATACENTER'].topology, "RACK")
Пример #34
0
 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)
Пример #35
0
 def drawLife(self):
     for i in range(self.life):
         draw(self.background.imgRapadura,(50*i+20,40))
Пример #36
0
from variables import *
from draw import *
from ERROR import *
import sys

##Main##
try:
    draw()
finally:
    raise SystemExit(0)
Пример #37
0
 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)
Пример #38
0
    # The layer of the service we are focusing on
    # There are two types of layers, i.e., data center and rack
    # If we assign "RACK" to typeService, we will go into a given data
    # center.
    # If we assign "DATACENTER" to typeService, we will focus on
    # a given cloud with many data centers
    
    typeService = "RACK"
    app = App(1, 3, typeService, cloudList_for_job1)
    appList = []
    appList.append(app)

    # 4
    cloudList = []
    cloudList.append(c1)

    # Since CRA has different types of algorithms:
    # "MC" means we are using Monte Carlo algorithm
    # The numbers of trials are set in the configuration.py file
    # The variable of trials is "TRIALS"
    # 
    crr = CRR(cloudList, appList)
    algorithm = "Minimal"
    crr.build_fault_tree_for_app(algorithm)
    
    end = time.clock()
    print(end - start)
    
    # 6
    draw(crr.faultTree, typeService)
Пример #39
0
    return np.array(targets), np.array(input_states)


oracle = Oracle(L, xform, bugzero.ACTIONS)
# oracle.restore_model("models/bug_oracle_model.ckpt")

for i in range(50000):

    maze = bugzero.gen_s()
    r_actor = bugzero.gen_a_star_actor(maze)
    trace = bugzero.get_trace(r_actor, maze)
    experience.add(trace)

    batch = gen_batch(experience, 50)
    oracle.train_model(batch)

    if i % 200 == 0:
        print "iteration ", i
        oracle.save_model("models/bug_oracle_model.ckpt")

        trace_oracle = bugzero.get_trace(oracle, maze)
        path = trace_to_path(trace_oracle)
        print path
        draw(maze, "maze.png", path)

    if i % 2000 == 0:
        print "accuracy ", get_accuracy(oracle, bugzero, 1000)

print "finished training, measuring accuracy "
print "accuracy ", get_accuracy(oracle, bugzero, 1000)
Пример #40
0
    # whether we want to generate cloud service with common dependencies
    typeCloud = "CORRELATION"

    # generate cloud service
    c1 = Cloud("CORRELATION", 3, 4, 4, 4, 4, 4, 4, 4)

    # 2
    cloudList_for_job1 = []
    cloudList_for_job1.append(c1)

    # 3
    typeService = "RACK"
    app = App(2, 2, typeService, cloudList_for_job1)
    appList = []
    appList.append(app)

    # 4
    cloudList = []
    cloudList.append(c1)

    # 5
    crr = CRR(cloudList, appList)
    algorithm = "Min"
    crr.build_fault_tree_for_app(algorithm)

    end = time.clock()
    print(end - start)

    # 6
    draw(crr.faultTree, typeService)
Пример #41
0
def dim_reduce(img, times):
    def _dim_r(img_in):
        return skimage.measure.block_reduce(img_in, (2, 2), np.max)

    for t in range(times):
        img = _dim_r(img)
    return img


def enhance(img, x, y):
    return img[x * 8:(x + 1) * 8, y * 8:(y + 1) * 8]


def get_pyramid(img):
    return [dim_reduce(img, i) for i in range(4)]


if __name__ == "__main__":
    sas = sample_planner_sa(1)
    for i, s_a in enumerate(sas):
        s, a = s_a
        # print s[0]
        pyramid = get_pyramid(s[0])
        for j, p in enumerate(pyramid):
            draw(p, "drawings/ha{}_{}.png".format(i, j))
        for x in range(10):
            for y in range(10):
                enh = enhance(s[0], x, y)
                draw(enh, "drawings/enh_{}_{}_{}.png".format(i, x, y))
Пример #42
0
 def sky(self):
     draw(self.imgSky,(0,0))