示例#1
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 def setUp(self):
     self.programa = Program("FirstProgram", 5)
     self.programaB = Program("SecondProgram")
     self.instruccionA = Instruccion("Accion 1")
     self.instruccionB = Instruccion("Accion 2")
     self.instruccionC = Instruccion("Accion 3")
     self.instruccionD = IOInstruccion("Imprimir Pagina. ", "Printer")
     self.instruccionE = IOInstruccion("Leer CD. ", "CDROM")
示例#2
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    def preprocess(self, program: Program) -> None:
        # print(f"PREPROCESSING { program.sourceFile }")

        lines = program.source.replace("\t", " ").split("\n")

        program.preprocessed.clear()
        program.preprocessed.append(f"__source__ { program.sourceFile }")
        program.preprocessed.append(f"__line__ {1}")

        for ix, line in enumerate(lines):
            parts = line.split(" ")
            if parts[0] == "IMPORT":
                if len(parts) == 2:

                    sourceFile = os.path.join(program.sourceFolder, parts[1])
                    include = Program(sourceFile)

                    preproc = Preprocessor()
                    preproc.preprocess(include)

                    program.preprocessed = program.preprocessed + include.preprocessed
                    program.preprocessed.append(
                        f"__source__ { program.sourceFile }")
                    program.preprocessed.append(f"__line__ {ix + 2}")

                else:
                    raise PreprocessorError("SYNTAX ERROR", ix,
                                            program.sourceFile)
            else:
                program.preprocessed.append(line)
示例#3
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    def __init__(self,
                 x,
                 y,
                 z,
                 Width,
                 Height,
                 Depth,
                 life,
                 speed,
                 name,
                 centered=False):
        self.name = name
        self.pos = vec3(x, y, z)
        self.scale = vec3(Width, Height, Depth)
        self.rotation = 0
        self.worldMatrix = None
        self.setWorldMatrix()

        self.Width = Width
        self.Height = Height
        self.Depth = Depth
        self.life = life
        self.speed = speed
        #self.hitBox     = BoundingBox(self.pos, vec3(x+Width, y+Height, z+Depth))

        self.deathFadeT = globs.bulletLife
        self.State = globs.ALIVE
        self.fadeTime = 0
        self.centered = centered

        if Entity.vao == None:
            vbuff = array.array("f")
            centerVbuff = array.array("f")

            tbuff = array.array("f")
            centerTBuff = array.array("f")

            ibuff = array.array("I")
            centerIBuff = array.array("I")

            Shapes.createSquare(
                vbuff, 1, 1, 0,
                0)  #create vbuff of square that is 1 by 1 at center of screen
            Shapes.createSquare(centerVbuff, 1, 1, 0, 0, True)

            Shapes.createSquareIndexArray(ibuff)
            Shapes.createSquareIndexArray(centerIBuff, True)

            Shapes.createSquareTextureArray(tbuff)
            Shapes.createSquareTextureArray(centerTBuff, 1, True)

            Entity.vao = glCommands.setup(vbuff, tbuff, ibuff)
            Entity.centerVao = glCommands.setup(centerVbuff, centerTBuff,
                                                centerIBuff)

            Entity.ibuffSize = len(ibuff)
            Entity.ibuffCenterSize = len(centerIBuff)
            Entity.ibuffStart = 0

            Entity.prog = Program("vs.txt", "fs.txt")
示例#4
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    def __init__(self, x, y, direction, Width, Height, life, speed):
        self.pos = math3d.vec2(x, y)
        self.scale = math3d.vec2(Width, Height)
        self.Width = Width
        self.Height = Height
        self.dir = direction
        self.life = life
        self.speed = speed
        self.hitBox = BoundingBox(self.pos, math3d.vec2(x + Width, y + Height))

        self.deathFadeT = globs.bulletLife
        self.State = globs.ALIVE
        self.fadeTime = 0

        if Entity.vao == None:
            vbuff = array.array("f")
            tbuff = array.array("f")
            ibuff = array.array("I")
            Entity.ibuffSize = len(ibuff)
            Entity.ibuffStart = 0

            Shapes.createSquare(
                vbuff, 1, 1, 0,
                0)  #create vbuff of square that is 1 by 1 at center of screen
            Shapes.createSquareIndexArray(ibuff)
            Shapes.createSquareTextureArray(tbuff)
            Entity.vao = glCommands.setup(vbuff, tbuff, ibuff)

            Entity.ibuffSize = len(ibuff)
            Entity.ibuffStart = 0

            Entity.prog = Program("vs.txt", "fs.txt")
示例#5
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    def mutate(self, mother):
        child = Program.Program('Mutant', self.config)
        child.assignments['preloop'] = []
        for assignment in mother.assignments['preloop']:
            new_assignment = Program.Assignment(
                self.config, assignment.variable, False,
                np.random.normal(
                    assignment.lhs,
                    self.config.CONST_MATING_DRIFT * abs(assignment.lhs)))
            child.assignments['preloop'].append(new_assignment)
            if ('const' in assignment.variable):
                child.consts['loop'].append(assignment.variable)
                child.consts['global'].append(assignment.variable)

        tree_mother = copy.deepcopy(mother.loop_tree)
        crossover_mother = rec_select_random_tree_node(tree_mother)

        crossover_direction = random.choice(['LEFT', 'RIGHT'])
        if (crossover_direction == 'LEFT'):
            crossover_mother.left_child = rec_create_random_tree(
                self.config, child.consts['loop'])
        else:
            crossover_mother.right_child = rec_create_random_tree(
                self.config, child.consts['loop'])

        child.loop_tree = tree_mother
        child.rec_reduce()

        return child
def setup():
    globs.camera = Camera(vec3(0, 0, 1), vec3(0, 0, 0), vec3(0, 1, 0),
                          3.14 / 4, 0.1, 1000)

    globs.pewSound = Mix_LoadWAV(os.path.join("assets", "pew.ogg").encode())

    glEnable(GL_MULTISAMPLE)
    glEnable(GL_DEPTH_TEST)
    glDepthFunc(GL_LEQUAL)
    glClearColor(0, 0, 0, 0)
    globs.starProg = Program("starvs.txt", "starfs.txt")
    globs.mainProg = Program("vs.txt", "fs.txt")
    globs.shipProg = Program("shipvs.txt", "shipfs.txt")

    globs.boss = Mesh(os.path.join("assets", "toothyjaws.obj.mesh"))
    globs.boss.pos = vec3(3.5, 0, 0)

    globs.starVao = makeStars()

    glEnable(GL_PROGRAM_POINT_SIZE)
    globs.player = Ship()
    globs.enemyShips.append(EnemyShip())
    globs.enemySins.append(EnemySin())

    #drawBackground()

    glEnable(GL_BLEND)
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
    Program.setUniform("screenSize", globs.screenSize)
    Program.updateUniforms()
    globs.charge = Text("Roboto-Black.ttf", 26)
    globs.chargeCount = 0

    global lightPositions
    #change x*4 to suit num lights
    lightPositions = array.array("f", [0] * 1 * 4)
    lightColors = array.array("f", [0] * 1 * 4)
    idx = 0
    lightPositions[idx] = 0  #x
    lightPositions[idx + 1] = 1  #y
    lightPositions[idx + 2] = 1  #z
    lightPositions[idx + 3] = 0  #w, 0-directional or 1-positional
    lightColors[idx] = 1.5
    lightColors[idx + 1] = 0
    lightColors[idx + 2] = 0
    Program.setUniform("lightPositions[0]", lightPositions)
    Program.setUniform("lightColors[0]", lightColors)
示例#7
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    def setup(self, vertexBuff, indexBuff=None):
        glEnable(GL_MULTISAMPLE)
        glClearColor(0, 0, 0, 1.0)

        self.bindVao(vertexBuff)

        prog = Program("vs.txt", "fs.txt")
        prog.use()
示例#8
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    def __init__(self, pos, meshName):
        self.pos = pos.xyz
        self.worldMatrix = translation3(self.pos)
        self.mesh = None

        if MapRoom.prog == None:
            MapRoom.prog = Program("vs.txt", "fs.txt")

        self.setMesh(meshName)
示例#9
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def main():
    """The main function"""

    url = "https://www.dane.gov.pl/media/resources/20190520/Liczba_os%C3%B3b_kt%C3%B3re_" \
          "przystapi%C5%82y_lub_zda%C5%82y_egzamin_maturalny.csv"  # url with csv file
    program = Program.Program(url)  # make an instance of Program class
    interface = Interface.Interface()  # make an instance of Interface class
    interface.draw_interface()  # drawing an interface
    interface.main_loop(program)  # main loop of the program
示例#10
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def setup(vertexBuff, textureBuff, indexBuff=None):
    glEnable(GL_MULTISAMPLE)
    glClearColor(0, 0, 0, 1.0)

    vao = bindVao(vertexBuff, textureBuff, indexBuff)

    prog = Program("vs.txt", "fs.txt")
    prog.use()

    return vao
示例#11
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 def __init__(self, x, y):
     self.pos = math3d.vec2(x, y)
     if StarBackground.vbuff == None:
         StarBackground.vbuff = array.array("f")
         StarBackground.tbuff = array.array("f")
         Shapes.createRandPoints(StarBackground.vbuff, globs.numStars)
         Shapes.createSquareTextureArray(self.tbuff)
         StarBackground.vao = glCommands.setup(StarBackground.vbuff, StarBackground.tbuff)
         StarBackground.tex = ImageTexture2DArray(*globs.starTextures)
         StarBackground.prog = Program("vs.txt", "fs.txt")
示例#12
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    def __init__(self, pos, meshName, shininess):
        self.pos = pos.xyz
        self.worldMatrix = translation3(self.pos)
        self.mesh = None
        self.Light = LightObj(vec3(0, .5, 1), vec3(1, 1, 1))
        self.alpha = 1
        self.shininess = shininess
        if MapRoom.prog == None:
            MapRoom.prog = Program("vs.txt", "fs.txt")

        self.setMesh(meshName)
示例#13
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def parse_input(input):
    lexer = PiLexer(input)
    stream = CommonTokenStream(lexer)
    parser = PiParser(stream)
    tree = parser.program()
    listener = Listener()
    walker = ParseTreeWalker()
    walker.walk(listener, tree)
    assert len(listener.state) == 0
    program = Program(listener.definitions, listener.limit, listener.helpers)
    return program
示例#14
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    def __init__(self, x, y, size):
        self.pos = math3d.vec2(x, y)
        self.size = size
        if mapSquare.vbuff == None or mapSquare.tbuff == None or mapSquare.ibuff == None:
            mapSquare.vbuff     = array.array("f")
            mapSquare.tbuff     = array.array("f")
            mapSquare.ibuff     = array.array("I")
            mapSquare.tex = ImageTexture2DArray(globs.mapTextures)
            Shapes.createSquare(mapSquare.vbuff, self.size, self.pox.x, self.pos.y)
            Shapes.createSquareIndexArray(mapSquare.ibuff)
            glCommands.setup(mapSquare.vbuff, mapSquare.ibuff, mapSquare.tbuff)

            mapSquare.prog = Program("vs.txt", "fs.txt")
示例#15
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def processData(rawData):

    main = processFunction(rawData['main'], 'main')
    program = Program(main)

    if 'fun1' in rawData:
        f1 = processFunction(rawData['fun1'], 'fun1')
        program.addFunction(f1)

    if 'fun2' in rawData:
        f2 = processFunction(rawData['fun2'], 'fun2')
        program.addFunction(f2)

    return program
	def __init__(self,bt):
		QtGui.QMainWindow.__init__(self)
		self.bt = bt

		# Set up the user interface from Designer.
		self.ui = uic.loadUi(UI_FILE)
		self.ui.show()

		sc = TehFigure(self.ui.plotlayout)

		self.HLT = XTun(self.ui, bt, "h", self.ui.HLTSet, self.ui.HLTTemp, self.ui.toggleHLT, self.ui.HLTdial,self.ui.HLTPower)
		self.MLT = XTun(self.ui, bt, "m", self.ui.MLTSet, self.ui.MLTTemp, self.ui.toggleMLT, self.ui.MLTdial,self.ui.MLTPower)

		self.programstatus = Program(self.ui, bt,sc,self.ui.tableView)
示例#17
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def setup():
    glEnable(GL_BLEND)
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
    glEnable(GL_MULTISAMPLE)
    
    samp = Sampler()
    samp.bind(0)
    
    glClearColor(0.2,0.4,0.6,0)
    
    prog = Program("vs.txt","fs.txt")
    prog.use()
    
    globs.car = Car()
示例#18
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 def parse(self):
     tok = self.lex.get_next_token()
     self.match(tok, TokenType.FUNC_KW_TOK)
     id_var = self.get_id()
     tok = self.lex.get_next_token()
     self.match(tok, TokenType.OPEN_PAREN_TOK)
     tok = self.lex.get_next_token()
     self.match(tok, TokenType.CLOSE_PAREN_TOK)
     block = self.get_block()
     tok = self.lex.get_next_token()
     self.match(tok, TokenType.END_KW_TOK)
     tok = self.lex.get_next_token()
     self.match(tok, TokenType.EOS_TOK)
     return Program.Program(block)
示例#19
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文件: CamApp.py 项目: danheeks/PyCAM
 def AddProgramIfThereIsntOne(self):
     # check if there is already a program in the document
     doc = cad.GetApp()
     object = doc.GetFirstChild()
     while object != None:
         if object.GetType() == Program.type:
             self.program = object
             return
         object = doc.GetNextChild()
     
     # add a program
     self.program = Program.Program()
     programs.append(self.program)
     self.program.add_initial_children()        
     cad.AddUndoably(self.program)
示例#20
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    def __init__(self, startPos):
        self.life = globs.particleLife
        self.currentTime = 0
        self.startTime = 0
        self.worldMatrix = translation2(startPos)

        if ParticleSystem.vao == None:
            vbuff = array.array("f")
            tbuff = array.array("f")
            Shapes.createRandPoints(vbuff, globs.particleCount)  #Create randomVelocities
            tbuff = Shapes.createSquareTextureArray(tbuff)
            ParticleSystem.vao = glCommands.setup(vbuff, tbuff)
            ParticleSystem.vSize = len(vbuff)
            ParticleSystem.tex = ImageTexture2DArray(globs.starTextures[0])

            ParticleSystem.prog = Program("particleVS.txt", "particleFS.txt")
示例#21
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def parse(src):
    i = 0
    prog = Program.Program()
    lines, lastnewline = 1, -1  # so can give error locations as line:char
    tokenstart = 0, 1, 1  # byte, line, char
    state = 0
    while i < len(src):
        while i < len(src) and src[i] not in (A, B, C):
            i += 1
        if i >= len(src):
            break
        if state == 0:
            tokenstart = (i, lines, i - lastnewline)
        if src[i] == "\n":
            lines += 1
            lastnewline = i
        next = DFA[(state, src[i])]
        action = type(next)
        if action is int:  # next state in tree
            state = next
        elif action is tuple:  # next opcode
            state = 0
            opcode, parameter = next
            if parameter is int:
                (x, i) = parseNumber(src, i + 1)
                lines += 1  # parseNumber will end on a \n
                lastnewline = i
                prog.programdata.append(opcode(tokenstart, x))
            elif parameter is str:
                (x, i) = parseString(src, i + 1)
                lines += 1
                lastnewline = i
                prog.programdata.append(opcode(tokenstart, x))
            else:
                prog.programdata.append(opcode(tokenstart))
        else:  # invalid state
            print(
                "Error parsing script: %s is not a valid command at byte 0x%X (line %d char %d)\n"
                % ((next, ) + tokenstart))
            print("Program so far: ", repr(prog))
            return None
        i += 1
    # find all the labels
    for i in range(len(prog.programdata)):
        if prog.programdata[i].opcode == Program.Opcodes.Label:
            prog.labels[prog.programdata[i].label] = i
    return prog
示例#22
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    def __init__(self, pos, meshName, shininess):
        self.pos = pos.xyz
        self.worldMatrix = translation3(self.pos)
        self.mesh = None
        self.Light = LightObj(
                            vec3(0, .5, 1), # Position
                            vec3(.3, .7, 1),  # Color
                            vec3(.1,.6,1),  # Attenuation
                            1,              # Positional 0 or 1
                            -1,             # Spotlight angle -1 for omnidirectional
                            vec3(0,0,1))   # Spotlight Dir
        self.alpha = 1
        self.shininess = shininess
        if MapRoom.prog == None:
            MapRoom.prog = Program("vs.txt", "fs.txt")

        self.setMesh(meshName)
示例#23
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def create_random_program(config):
    program = Program.Program('Alien', config)

    n_consts = abs(
        int(np.random.normal(config.N_CONSTS_EV, config.N_CONSTS_SD)))
    for i in range(n_consts):
        value = create_random_const(config)
        const = 'const_' + str(random.getrandbits(100))
        program.consts['loop'].append(const)
        program.consts['global'].append(const)
        assignment = Program.Assignment(config, const, False, value)
        program.assignments['preloop'].append(assignment)

    program.loop_tree = rec_create_random_tree(config, program.consts['loop'])
    program.rec_reduce()

    return program
示例#24
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    def __init__(self, fontname, size):
        if Text.prog == None:
            Text.prog = Program("TextVertexShader.txt",
                                "TextFragmentShader.txt")

        self.txt = "temp"
        self.samp = Sampler()
        self.font = TTF_OpenFont(
            os.path.join("assets", fontname).encode(), size)
        open(os.path.join("assets", fontname))
        vbuff = Buffer(array.array("f", [0, 0, 1, 0, 1, 1, 0, 1]))
        ibuff = Buffer(array.array("I", [0, 1, 2, 0, 2, 3]))
        tmp = array.array("I", [0])
        glGenVertexArrays(1, tmp)
        self.vao = tmp[0]
        glBindVertexArray(self.vao)
        ibuff.bind(GL_ELEMENT_ARRAY_BUFFER)
        vbuff.bind(GL_ARRAY_BUFFER)
        glEnableVertexAttribArray(0)
        glVertexAttribPointer(0, 2, GL_FLOAT, False, 2 * 4, 0)
        glBindVertexArray(0)
        self.tex = DataTexture2DArray(1, 1, 1, array.array("B", [0, 0, 0, 0]))
        self.textQuadSize = vec2(0, 0)
        self.pos = vec2(0, 0)
        self.dirty = False
        surf1p = TTF_RenderUTF8_Blended(self.font, self.txt.encode(),
                                        SDL_Color(255, 255, 255, 255))
        surf2p = SDL_ConvertSurfaceFormat(surf1p, SDL_PIXELFORMAT_ABGR8888, 0)
        w = surf2p.contents.w
        h = surf2p.contents.h
        pitch = surf2p.contents.pitch
        if pitch != w * 4:
            print("Uh Oh!", pitch, w)
        pix = surf2p.contents.pixels
        B = string_at(pix, pitch * h)
        self.tex.setData(w, h, 1, B)
        SDL_FreeSurface(surf2p)
        SDL_FreeSurface(surf1p)
        self.textQuadSize = vec2(w, h)
        self.dirty = False

        Program.setUniform("textPosInPixels", self.pos)
        Program.setUniform("textQuadSizeInPixels", self.textQuadSize)
        Program.updateUniforms()
 def __init__(self, fontname, size):
     if Text.prog == None:
         Text.prog = Program("textvs.txt", "textfs.txt")
         TTF_Init()
     self.font = TTF_OpenFont(
         os.path.join("assets", fontname).encode(), size)
     vbuff = Buffer(array.array("f", [0, 0, 1, 0, 1, 1, 0, 1]))
     ibuff = Buffer(array.array("I", [0, 1, 2, 0, 2, 3]))
     tmp = array.array("I", [0])
     glGenVertexArrays(1, tmp)
     self.vao = tmp[0]
     glBindVertexArray(self.vao)
     ibuff.bind(GL_ELEMENT_ARRAY_BUFFER)
     vbuff.bind(GL_ARRAY_BUFFER)
     glEnableVertexAttribArray(0)
     glVertexAttribPointer(0, 2, GL_FLOAT, False, 2 * 4, 0)
     glBindVertexArray(0)
     self.tex = DataTexture2DArray(1, 1, 1, array.array("B", [0, 0, 0, 0]))
     self.textQuadSize = vec2(0, 0)
     self.pos = vec2(0, 0)
     self.dirty = False
示例#26
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def setup(pointArray):
    glEnable(GL_MULTISAMPLE)
    glClearColor(0, 0, 0, 1.0)

    my_buffer = Buffer(pointArray)#array.array("f", [0, 0]))
    # GenerateVAO
    tmp = array.array("I", [0])
    glGenVertexArrays(1, tmp)
    vao = tmp[0]
    glBindVertexArray(vao)

    # Tell GL about buffer layout and use the buffer
    my_buffer.bind(GL_ARRAY_BUFFER)
    glEnableVertexAttribArray(0)
    # which pipe, items per vertex, type per item, auto-normalize, data size per item in bytes, start in buffer
    # numPoints = len(arrayOfPoints)
    glVertexAttribPointer(0, 2, GL_FLOAT, False, 2 * 4, 0)

    # unbind
    # glBindVertexArray(0)

    prog = Program("vs.txt", "fs.txt")
    prog.use()
示例#27
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def main():
    f = open("input.txt", "r")
    inp = f.read().strip()

    res = None
    i = 0
    program = None
    while res is None:
        program = Program.Program(inp)
        (op_code, argument) = program.program[i]

        if (op_code != nop.nop) & (op_code != Jump.jump):
            i += 1
            continue
        if op_code == nop.nop:
            program.program[i] = Jump.jump, argument
        else:
            program.program[i] = nop.nop, argument
        res = program.start()
        i += 1

    print(i)
    (res, cmp) = res
    print(cmp.accumulator)
def setup():
    global starAmount
    global starsVao
    global quadProg
    global StarProgram
    global ShipProg
    global beep
    global enemyProg
    global enemy1Prog
    global backgroundProg
    global main_program
    global monster_program
    global ship
    global fire
    global enemy
    global enemy1
    global nebula
    global powerup
    global powerup1
    global cam
    global monster
    global starList
    global bullet1
    global myShip
    global skyboxProg
    global skybox
    global skyboxTexture

    beep = Mix_LoadWAV(os.path.join("assets", "Beep-09.ogg").encode())

    glEnable(GL_MULTISAMPLE)
    glClearColor(0.0, 0.0, 0.0, 1.0)

    starAmount = 50
    starList = []
    star_points = []
    for i in range(starAmount):
        starList.append(Star())

    for i in range(len(starList)):
        star_points.append(starList[i].x)
        star_points.append(starList[i].y)

    A = array.array("f", star_points)
    b = Buffer(A)
    tmp = array.array("I", [0])
    glGenVertexArrays(1, tmp)
    starsVao = tmp[0]
    glBindVertexArray(starsVao)
    b.bind(GL_ARRAY_BUFFER)
    glEnableVertexAttribArray(0)
    glVertexAttribPointer(0, 2, GL_FLOAT, False, 2 * 4, 0)
    glBindVertexArray(0)

    myShip = Ship()

    cam = Camera(myShip.pos, myShip.up, myShip.facing)

    for i in range(3):
        asteroid_list.append(Asteroid(vec4(0, 0, 0, 0)))

    skyboxTexture = ImageTextureCube("nebula-%04d.jpg")
    skybox = Mesh("cube.obj.mesh")
    skybox.materials[0].tex = skyboxTexture

    skyboxProg = Program("skyboxVertexShader.txt", "skyboxFragmentShader.txt")
    StarProgram = Program("StarsVertexShader.txt", "StarsFragmentShader.txt")
    main_program = Program("MainVS.txt", "MainFS.txt")

    glEnable(GL_BLEND)
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA)
    glEnable(GL_DEPTH_TEST)
    glDepthFunc(GL_LEQUAL)

    Program.setUniform("lightPos",
                       vec3(0, 1, -1) + myShip.pos.xyz)  #vec3(0,1,-1)
    Program.updateUniforms()

    print("Setup Done")
示例#29
0
IoInstruccion2 = IOInstruccion("Imprimir Pagina 2. ", "Printer")
IoInstruccion3 = IOInstruccion("Imprimir Pagina 3. ", "Printer")
IoInstruccion4 = IOInstruccion("Imprimir Pagina 4. ", "Printer")
IoInstruccion5 = IOInstruccion("Imprimir Pagina 5. ", "Printer")
IoInstruccion6 = IOInstruccion("Leer Pista 1. ", "CDROM")
IoInstruccion7 = IOInstruccion("Leer Pista 2. ", "CDROM")
IoInstruccion8 = IOInstruccion("Leer Pista 3. ", "CDROM")
IoInstruccion9 = IOInstruccion("Leer Pista 4. ", "CDROM")
IoInstruccion10 = IOInstruccion("Leer Pista 5. ", "CDROM")
CpuInstruccion1= Instruccion("Instruccion de CPU #1")
CpuInstruccion2= Instruccion("Instruccion de CPU #2")
CpuInstruccion3= Instruccion("Instruccion de CPU #3")
CpuInstruccion4= Instruccion("Instruccion de CPU #4")
CpuInstruccion5= Instruccion("Instruccion de CPU #5")

Programa1 = Program("Programa1")
Programa1.add(CpuInstruccion1)
Programa1.add(CpuInstruccion2)
Programa1.add(IoInstruccion1)
Programa1.add(IoInstruccion5)
Programa1.add(CpuInstruccion4)
Programa2 = Program("Programa2",2)
Programa2.add(CpuInstruccion4)
Programa2.add(CpuInstruccion5)
Programa2.add(IoInstruccion3)
Programa2.add(IoInstruccion6)
Programa2.add(CpuInstruccion5)
Programa2.add(IoInstruccion4)
Programa2.add(IoInstruccion7)
Programa2.add(CpuInstruccion3)
Programa2.add(IoInstruccion5)
示例#30
0
文件: CamApp.py 项目: danheeks/PyCAM
def CreateProgram(): return Program.Program()
def CreateTool(): return Tool.Tool()