def __init__(self): import Driver.ConnectionListUpdater import CommandEngine Engine.__init__(self) attributes = {'roomMap': {}, 'roomList': []} for key in attributes.keys(): self.attributes[key] = attributes[key] self.addEventHandlerByNameWithAdjusters( 'Engine.EventHandlers.RoomEngine.PlayerLoginEventHandler', None) self.addEventHandlerByNameWithAdjusters( 'Engine.EventHandlers.RoomEngine.PlayerLogoutEventHandler', None) RoomEngine.instance = self for subscriber in RoomEngine.subscribers: self.addEventSubscriber(subscriber) RoomEngine.subscribers = [] self.buildWorld() Driver.ConnectionListUpdater.addEventSubscriber(self) CommandEngine.addEventSubscriber(self)
def __init__(self): from Driver import LoginListener import threading import CommandEngine Engine.__init__(self) attributes = { 'openConnectionsSemaphore' : threading.BoundedSemaphore(3), 'newConnectionSemaphore' : threading.BoundedSemaphore(1), 'closedConnectionSemaphore' : threading.BoundedSemaphore(1), 'connectionList' : [], 'newConnections' : [], 'closedConnections' : [] } for key in attributes.keys(): self.attributes[key] = attributes[key] self.addEventHandlerByNameWithAdjusters('Engine.EventHandlers.ConnectionEngine.PlayerLoginHandler', None) self.addEventHandlerByNameWithAdjusters('Engine.EventHandlers.ConnectionEngine.PlayerLogoutHandler', None) ConnectionEngine.instance = self LoginListener.addEventSubscriber(self) CommandEngine.addEventSubscriber(self)
def __init__(self): from Driver import LoginListener import threading import CommandEngine Engine.__init__(self) attributes = { 'openConnectionsSemaphore': threading.BoundedSemaphore(3), 'newConnectionSemaphore': threading.BoundedSemaphore(1), 'closedConnectionSemaphore': threading.BoundedSemaphore(1), 'connectionList': [], 'newConnections': [], 'closedConnections': [] } for key in attributes.keys(): self.attributes[key] = attributes[key] self.addEventHandlerByNameWithAdjusters( 'Engine.EventHandlers.ConnectionEngine.PlayerLoginHandler', None) self.addEventHandlerByNameWithAdjusters( 'Engine.EventHandlers.ConnectionEngine.PlayerLogoutHandler', None) ConnectionEngine.instance = self LoginListener.addEventSubscriber(self) CommandEngine.addEventSubscriber(self)
def __init__(self): Engine.__init__(self) import CommandEngine import threading import Driver.ConnectionListUpdater attributes = { 'playerSetSemaphore' : threading.BoundedSemaphore(1), 'playerMap' : {}, 'playerList' : [], 'npcMap' : {} } for key in attributes.keys(): self.attributes[key] = attributes[key] ActorEngine.instance = self self.addEventHandlerByNameWithAdjusters('Engine.EventHandlers.ActorEngine.PlayerLoginEventHandler', None) self.addEventHandlerByNameWithAdjusters('Engine.EventHandlers.ActorEngine.PlayerLogoutEventHandler', None) self.addEventHandlerByNameWithAdjusters('Engine.EventHandlers.ActorEngine.BroadcastEventHandler', None) for subscriber in ActorEngine.subscribers: self.addEventSubscriber(subscriber) ActorEngine.subscribers = [] Driver.ConnectionListUpdater.addEventSubscriber(self) CommandEngine.addEventSubscriber(self)
def __init__(self): import Driver.UpdateDriver import ActorEngine Engine.__init__(self) attributes = { 'commandList' : {}, 'emoteList': [] } for key in attributes.keys(): self.attributes[key] = attributes[key] self.addEventHandlerByNameWithAdjusters('Engine.EventHandlers.CommandEngine.CommandExecutionEventHandler', None) CommandEngine.instance = self for subscriber in CommandEngine.subscribers: self.addEventSubscriber(subscriber) CommandEngine.subscribers = [] self.buildCommandList() Driver.UpdateDriver.addEventSubscriber(self) ActorEngine.addEventSubscriber(self)
def __init__(self, mass, moment, spaceGravity, position, aiComponent: AIComponent): self.aiController = AIController(aiComponent) self.body = pymunk.Body(mass, moment) self.body.position = position self.leftEngine = Engine(self.body, spaceGravity, self.getLeftEnginePosition(), self.ENGINE_SIZE) self.rightEngine = Engine(self.body, spaceGravity, self.getRightEnginePosition(), self.ENGINE_SIZE) self.chassis = pymunk.Poly(self.body, self.getChassisVec()) self.chassis.friction = self.FRICTION self.currentDecision = AIDecision(0, 0) self.droneBase = pygame.image.load( self.DRONE_BASE_SPRITE_PATH).convert_alpha() self.leftRotor = pygame.image.load( self.DRONE_L_ROTOR_SPRITE_PATH).convert_alpha() self.rightRotor = pygame.image.load( self.DRONE_R_ROTOR_SPRITE_PATH).convert_alpha() DebugScreen.getInstance().addInfo("AIComponent", aiComponent.__class__.__name__)
def __init__(self): Engine.__init__(self) import CommandEngine import threading import Driver.ConnectionListUpdater attributes = { 'playerSetSemaphore': threading.BoundedSemaphore(1), 'playerMap': {}, 'playerList': [], 'npcMap': {} } for key in attributes.keys(): self.attributes[key] = attributes[key] ActorEngine.instance = self self.addEventHandlerByNameWithAdjusters( 'Engine.EventHandlers.ActorEngine.PlayerLoginEventHandler', None) self.addEventHandlerByNameWithAdjusters( 'Engine.EventHandlers.ActorEngine.PlayerLogoutEventHandler', None) self.addEventHandlerByNameWithAdjusters( 'Engine.EventHandlers.ActorEngine.BroadcastEventHandler', None) for subscriber in ActorEngine.subscribers: self.addEventSubscriber(subscriber) ActorEngine.subscribers = [] Driver.ConnectionListUpdater.addEventSubscriber(self) CommandEngine.addEventSubscriber(self)
def __init__(self, btcTrader, apiName, authId, authPass): Engine.__init__(self, apiName, btcTrader, 1) # refresh rate of 1 second. In the futur with the websockets we will probably put 0 and use some kind of select self.req = self.CreateRequester(authId, authPass) self.depth = {} self.clock = Clock() self.first = 1 self.account = Account()
def __init__(self): import Driver.UpdateDriver import ActorEngine Engine.__init__(self) attributes = {'commandList': {}, 'emoteList': []} for key in attributes.keys(): self.attributes[key] = attributes[key] self.addEventHandlerByNameWithAdjusters( 'Engine.EventHandlers.CommandEngine.CommandExecutionEventHandler', None) CommandEngine.instance = self for subscriber in CommandEngine.subscribers: self.addEventSubscriber(subscriber) CommandEngine.subscribers = [] self.buildCommandList() Driver.UpdateDriver.addEventSubscriber(self) ActorEngine.addEventSubscriber(self)
def __init__(self): import Driver.ConnectionListUpdater import CommandEngine Engine.__init__(self) attributes = { 'roomMap' : {}, 'roomList' : [] } for key in attributes.keys(): self.attributes[key] = attributes[key] self.addEventHandlerByNameWithAdjusters('Engine.EventHandlers.RoomEngine.PlayerLoginEventHandler', None) self.addEventHandlerByNameWithAdjusters('Engine.EventHandlers.RoomEngine.PlayerLogoutEventHandler', None) RoomEngine.instance = self for subscriber in RoomEngine.subscribers: self.addEventSubscriber(subscriber) RoomEngine.subscribers = [] self.buildWorld() Driver.ConnectionListUpdater.addEventSubscriber(self) CommandEngine.addEventSubscriber(self)
class Program: """ General program template - init function for program component initialization - main loop * check events -> handle (event) * update """ def __init__(self): """ init function """ self.interface = Interface() self.engine = Engine() self.run() def run(self): """ main loop """ while True: self.check_events() self.update() def check_events(self): """ pygame event handling (edit this for more events) """ for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() if event.type == pygame.MOUSEBUTTONDOWN: mousex, mousey = event.pos response = self.interface.click(mousex,mousey) self.handle(response) def handle(self,response): """ handle responses to events """ self.engine.send(response) def update(self): """ update state of program components """ self.engine.update() self.interface.update(self.engine.get_updates())
def __init__(self, configuration, input, root): # Defineste harta, care trebuie sa fie vizibila din toate obiectele game_map = Map() self.command_buffer = [] # In functie de parametru, configureaza harta if configuration == "Default": Configurers.default_configuration(game_map, None) elif configuration == "Recommended": Configurers.recommended_configuration(game_map, None) elif configuration == "FullyOpen": Configurers.fully_open_configuration(game_map, None) else: raise RuntimeError("Bad configuration parameter") # Defineste vizualizatorul if root: self.display = Display(game_map, root) for i in game_map.land_hex_list: i.display = self.display else: self.display = Dummy() # game_map.direct_ref_matrix[7][8].status = Status.CONTAMINATED # game_map.direct_ref_matrix[7][8].hex_type = HexType.ICE # UnitManager.add_unit(game_map, [game_map.direct_ref_matrix[7][8], UnitType.SOLDIER, Player.BLUE]) # UnitManager.add_unit(game_map, [game_map.direct_ref_matrix[7][8], UnitType.CIV, Player.BLUE]) # UnitManager.add_unit(game_map, [game_map.direct_ref_matrix[7][8], UnitType.CIV, Player.GREY]) # tiles = [(7, 8)] # self.display.update(tiles) # In functie de parametru, configureaza cititorii if input == "CommandLine": reader = CommandLineReader() elif input == "GUI": reader = GUIReader elif input == "File": reader = FileReader() elif input == "Memory": reader = MemoryReader() else: raise RuntimeError("Bad specification for reader") # Defineste componentele pentru obiectul Sequencer pentru starvation starvation_interpreter = StarvationInterpreter(game_map) starvation_checker = StarvationMachine(game_map) starvation_executive = StarvationServer() # Defineste componentele pentru obiectul Sequencer pentru action action_interpreter = ActionInterpreter(game_map) action_checker = ActionMachine(game_map) action_executive = ActionServer() # Defineste componentele pentru obiectul Sequencer pentru doomsday doomsday_interpreter = DoomsdayInterpreter(game_map) doomsday_checker = DoomsdayMachine(game_map) doomsday_executive = DoomsdayServer() # Defineste obiectele Sequencer pentru toate fazele starvation_sequencer = SequenceRunner(reader, starvation_interpreter, starvation_checker, starvation_executive) action_sequencer = SequenceRunner(reader, action_interpreter, action_checker, action_executive) doomsday_sequencer = SequenceRunner(reader, doomsday_interpreter, doomsday_checker, doomsday_executive) # Defineste motorul jocului self.engine = Engine(starvation_sequencer, action_sequencer, doomsday_sequencer, game_map)
def main(arguments): if len(arguments) > 4: print "Sorry, there were too many arguments." print "You only need to include the number of rows, columns and the required length to win." print "In that order." return 0 elif len(arguments) < 4: print "Sorry, there were not enough arguments" print "You need to include number of rows, columns and the required length to win the game." print "In that order." return 0 try: num_rows = int(arguments[1]) num_cols = int(arguments[2]) length_to_win = int(arguments[3]) except ValueError: print "Please input only numbers" return 0 print "Welcome to Connect 4 in python!" load_or_save = str(raw_input("Would you like to continue your old game? Yes or no? :")) if load_or_save.lower() == 'yes': board = Board(0,0) board.load_board() else: board = Board(num_rows, num_cols) board.create_board() engine = Engine(num_rows, num_cols, length_to_win, board) board.print_board() while(1): try: player_number = int(raw_input("Enter the number of players: ")) if player_number < 1: print "Please use a number larger than 0!" else: break except ValueError: print "Please use a number!" print "If at any time you would like to save your game, simply type save." while (True): for player in range(player_number): column = -1 input = raw_input("Pick a column for your token player %d: " % (player)) if input.lower() == 'save': board.save_board() print "Your game has been saved." return 0 break try: column = int(input) print engine.place_token(column, player) except ValueError: print "You didn't save or use an acceptable number. You're turn is over." board.print_board() if engine.winner() != -1: print "Congratulations player %d!!\nYou won conncect 4!" %(player) return 0
def __init__(self, btcTrader): Engine.__init__(self, "Interface", btcTrader, 0.0333333) # 1/30 --> 30 frame per seconds self.currentConsole = 0 self.commandLine = "" self.cursorPosition = 0 self.printset = set(string.printable) self.PushMsg("Hola !") self.PushMsg("PageUp / PageDown to change of market.") self.PushMsg("Type help to see the list of available commands.")
def __init__(self, depth=2): """ :param depth: The depth of the engine """ self.whiteEngine: Engine = Engine(depth=depth) self.blackEngine: Engine = Engine(depth=depth) self.engines = (self.whiteEngine, self.blackEngine)
def restart(self): """Restart the game.""" if not self.restartRequested: self.restartRequested = True self.input.broadcastSystemEvent("restartRequested") else: # evilynux - With self.audio.close(), calling self.quit() results in # a crash. Calling the parent directly as a workaround. Engine.quit(self)
class ResourceTest(unittest.TestCase): def testAsynchLoad(self): self.r = Resource() self.e.addTask(self.r, synchronized=False) self.r.load(self, "result", lambda: loader()) while not self.result: self.e.run() assert self.result == 0xdada def testSynchLoad(self): self.r = Resource() self.e.addTask(self.r, synchronized=False) assert self.r.load(self, "result2", loader, synch=True) == 0xdada assert self.result2 == 0xdada def testAsynchLoadSeries(self): self.r = Resource() self.e.addTask(self.r, synchronized=False) for i in range(10): self.r.load(self, "result%d" % i, loader) while not self.result9: self.e.run() assert self.result9 == 0xdada def testCallback(self): self.r = Resource() self.e.addTask(self.r, synchronized=False) self.quux = None def loaded(r): self.quux = r self.r.load(self, "fuuba", loader, onLoad=loaded).join() while not self.fuuba: self.e.run() assert self.fuuba == self.quux def setUp(self): Config.load(Version.appName() + ".ini", setAsDefault=True) # Resource expects game_priority to be an integer, # Config won't know unless we define it as such. Config.define("performance", "game_priority", int, 2) self.e = Engine() def tearDown(self): self.e.quit()
def runSimulation(self): entries = self.__opctionFrame.getStats() self.__opctionFrame.getFrame().destroy() #print(entries) cfg = [] for i in [ 'BubbleSort', 'SelectionSort', 'InsertSort', 'MergeSort', 'HeapSort', 'QuickSort', 'QuickSortWithMedianPointer', 'StaticQuickSort', 'StaticQuickSortWithMedianPointer' ]: if entries[i]: if entries['random']: cfg.append( Config(i, 'random', entries['Start Step'], entries['Last Step'] + 1, entries['Step'], entries['MaxTime'])) if entries['sorted']: cfg.append( Config(i, 'sorted', entries['Start Step'], entries['Last Step'] + 1, entries['Step'], entries['MaxTime'])) if entries['unsorted']: cfg.append( Config(i, 'unsorted', entries['Start Step'], entries['Last Step'] + 1, entries['Step'], entries['MaxTime'])) engine = Engine(cfg) engine.mainLab() dataForPlots = engine.statForPlot() df = [] frames = self.__plotsFrames for i in dataForPlots.keys(): for j in dataForPlots[i].keys(): df.append({ 'title': i + " " + j, 'mainColumn': 'n', 'columns': dataForPlots[i][j].keys(), 'data': DataFrame(dataForPlots[i][j], columns=dataForPlots[i][j].keys()) }) for i in range(len(df)): frames.append(Frame(self.__plotFrame.getFrame())) figure2 = plt.Figure(figsize=(11, 11), dpi=60) ax2 = figure2.add_subplot(111) line2 = FigureCanvasTkAgg(figure2, frames[i]) line2.get_tk_widget().pack(side=LEFT, fill=BOTH) df2 = df[i]['data'][df[i]['columns']].groupby( df[i]['mainColumn']).sum() df2.plot(kind='line', legend=True, ax=ax2, fontsize=10) ax2.set_title(df[i]['title']) self.printPlot(self.__actualFrame)
def main(): global thread thread = Engine(socketio) thread.daemon = True thread.start() templateData = { "title": "MSU RMC Control Center", "controls": make_controls(Motor_Names) } return render_template("main.html", **templateData)
def engine(*args): """Returns an arbiter object.""" if args == (): arbiter_instance = Engine() elif len(args) == 1: arbiter_instance = Engine(args[0]) else: arbiter_instance = Engine(args) return arbiter_instance
def main(): board = Board() player = Player("w", board) engine = Engine("b", board) finished = False while (finished == False): player.do() engine.do() finished = Board.check()
def mainfunc(): """The entry point. Note, if you want dont want argument parsing, feel free to directly use Engine class""" engine = None skippass2 = False datadumpdirectory = None indexgit = None customindexfile = None indexentries = None testentries = None indexgitbranch = "master" cmdargs = initparser().parse_args() # Set up the parameters to Engine, based on argument parsing. if cmdargs.indexgiturl is not None and cmdargs.customindexfile is not None: Logger().log(Logger.error, "indexgiturl and customindexfile are mutually exclusive. So please specify either one") exit(5) if cmdargs.indexgiturl is not None: indexgit = cmdargs.indexgiturl[0] if cmdargs.indexgitbranch is not None: indexgitbranch = cmdargs.indexgitbranch[0] if cmdargs.customindexfile is not None: customindexfile = cmdargs.customindexfile[0] if cmdargs.skippass2 is not None: skippass2 = cmdargs.skippass2 if cmdargs.datadumpdirectory is not None: datadumpdirectory = cmdargs.datadumpdirectory[0] if cmdargs.indexentry is not None: indexentries = [] for item in cmdargs.indexentry: indexentries.append(int(item[0])) if cmdargs.testentry is not None: testentries = cmdargs.testentry engine = Engine(datadumpdirectory=datadumpdirectory, indexgit=indexgit, customindexfile=customindexfile, skippass2=skippass2, specificindexentries=indexentries, testindexentries=testentries, indexgitbranch=indexgitbranch) status = engine.run() if not status: exit(1) return
class ResourceTest(unittest.TestCase): def testAsynchLoad(self): self.r = Resource() self.e.addTask(self.r, synchronized = False) self.r.load(self, "result", lambda: loader()) while not self.result: self.e.run() assert self.result == 0xdada def testSynchLoad(self): self.r = Resource() self.e.addTask(self.r, synchronized = False) assert self.r.load(self, "result2", loader, synch = True) == 0xdada assert self.result2 == 0xdada def testAsynchLoadSeries(self): self.r = Resource() self.e.addTask(self.r, synchronized = False) for i in range(10): self.r.load(self, "result%d" % i, loader) while not self.result9: self.e.run() assert self.result9 == 0xdada def testCallback(self): self.r = Resource() self.e.addTask(self.r, synchronized = False) self.quux = None def loaded(r): self.quux = r self.r.load(self, "fuuba", loader, onLoad = loaded).join() while not self.fuuba: self.e.run() assert self.fuuba == self.quux def setUp(self): Config.load(Version.appName() + ".ini", setAsDefault = True) # Resource expects game_priority to be an integer, # Config won't know unless we define it as such. Config.define("performance", "game_priority", int, 2) self.e = Engine() def tearDown(self): self.e.quit()
def __init__(self): self.my_Touch_Sensor_Front = Touch_sensor_class(1) self.my_Touch_Sensor_Wip = Touch_sensor_class(2) self.my_IR_Sensor = IR_sensor_class() self.engine_Left = Engine(1) self.engine_Right = Engine(2) self.my_Color_Sensor = Color_sensor_class() self.wheel_bias = 1.05 self.disable_wip = False self.standard_speed = 20 self.isInSecondQuadrant = False
def __init__(self): Engine.__init__(self) attributes = {'affects': {}, 'affectComponents': {}} for key in attributes.keys(): self.attributes[key] = attributes[key] AffectEngine.instance = self self.buildAffectList() self.buildAffectComponentList()
def on_init(self): self.camera = Camera(Screen.WIDTH, Screen.HEIGHT, Physics.BLOCKWIDTH, Physics.BLOCKHEIGHT) enviroment = Enviroment(Physics.MAPWIDTH, Physics.MAPDEPTH, self.seed) self.world = Engine(pygame.display.set_mode(self.size, pygame.DOUBLEBUF | pygame.HWSURFACE), self.camera, enviroment) self.player = Player(0, -35) self.entities = [self.player] self._running = True self.visionLines = [] self.font = pygame.font.SysFont('mono', 16) self.n = 0 self.camera.SetFocusPos(self.entities[self.n])
def main(): masterTbl = MasterTbl() engine = Engine() projectDir = sys.argv[1] del sys.argv[0:2] execDir, execName = engine.split_cmdname(sys.argv[0]) return engine.execute(projectDir, execDir, execName)
def mainfunc(): """The entry point. Note, if you want dont want argument parsing, feel free to directly use Engine class""" engine = None skippass2 = False datadumpdirectory = None indexgit = None customindexfile = None indexentries = None testentries = None cmdargs = initparser().parse_args() # Set up the parameters to Engine, based on argument parsing. if cmdargs.indexgiturl is not None and cmdargs.customindexfile is not None: Logger().log( Logger.error, "indexgiturl and customindexfile are mutually exclusive. So please specify either one" ) exit(5) if cmdargs.indexgiturl is not None: indexgit = cmdargs.indexgiturl[0] if cmdargs.customindexfile is not None: customindexfile = cmdargs.customindexfile if cmdargs.skippass2 is not None: skippass2 = cmdargs.skippass2 if cmdargs.datadumpdirectory is not None: datadumpdirectory = cmdargs.datadumpdirectory[0] if cmdargs.indexentry is not None: indexentries = [] for item in cmdargs.indexentry: indexentries.append(int(item[0])) if cmdargs.testentry is not None: testentries = cmdargs.testentry engine = Engine(datadumpdirectory=datadumpdirectory, indexgit=indexgit, customindexfile=customindexfile, skippass2=skippass2, specificindexentries=indexentries, testindexentries=testentries) if not engine.run(): exit(1) return
class ResourceTest(unittest.TestCase): def testAsynchLoad(self): self.r = Resource() self.e.addTask(self.r, synchronized=False) self.r.load(self, "result", lambda: loader()) while not self.result: self.e.run() assert self.result == 0xdada def testSynchLoad(self): self.r = Resource() self.e.addTask(self.r, synchronized=False) assert self.r.load(self, "result2", loader, synch=True) == 0xdada assert self.result2 == 0xdada def testAsynchLoadSeries(self): self.r = Resource() self.e.addTask(self.r, synchronized=False) for i in range(10): self.r.load(self, "result%d" % i, loader) while not self.result9: self.e.run() assert self.result9 == 0xdada def testCallback(self): self.r = Resource() self.e.addTask(self.r, synchronized=False) self.quux = None def loaded(r): self.quux = r self.r.load(self, "fuuba", loader, onLoad=loaded).join() while not self.fuuba: self.e.run() assert self.fuuba == self.quux def setUp(self): self.e = Engine() def tearDown(self): self.e.quit()
def __init__(self, parent=None): QDialog.__init__(self, parent) self.Engine = Engine() self.Engine.register(self) """ temas = "656,1240,525,656,1240,525,142,1263,1031,154,1134,426,531,884,74,759,621,756,995,648,315,1146,538,1028,70,390,33,59,819,453,1046,180,880" for codigotema in temas.split(","): self.Engine.addTemaSeleccion(codigotema) """ self.setupUi(self) self.postsetupUi()
class ResourceTest(unittest.TestCase): def testAsynchLoad(self): self.r = Resource() self.e.addTask(self.r, synchronized = False) self.r.load(self, "result", lambda: loader()) while not self.result: self.e.run() assert self.result == 0xdada def testSynchLoad(self): self.r = Resource() self.e.addTask(self.r, synchronized = False) assert self.r.load(self, "result2", loader, synch = True) == 0xdada assert self.result2 == 0xdada def testAsynchLoadSeries(self): self.r = Resource() self.e.addTask(self.r, synchronized = False) for i in range(10): self.r.load(self, "result%d" % i, loader) while not self.result9: self.e.run() assert self.result9 == 0xdada def testCallback(self): self.r = Resource() self.e.addTask(self.r, synchronized = False) self.quux = None def loaded(r): self.quux = r self.r.load(self, "fuuba", loader, onLoad = loaded).join() while not self.fuuba: self.e.run() assert self.fuuba == self.quux def setUp(self): self.e = Engine() def tearDown(self): self.e.quit()
def create_first_epoch(config_filename): config = Config() config.load_file(config_filename) engine = Engine([]) engine.init_train_from_config(config=config, train_data=None) engine.epoch = 1 engine.save_model(engine.get_epoch_model_filename(), epoch=engine.epoch)
def main(_): assert len(sys.argv) == 2, "usage: main.py <config>" config_path = sys.argv[1] assert os.path.exists(config_path), config_path try: config = Config(config_path) except ValueError as e: print("Malformed config file: " + str(e)) return -1 init_log(config) config.initialize() engine = Engine(config) engine.run()
def __init__(self, camera, keyboard): self.camera = camera self.keyboard = keyboard self.width = WIDTH // TILE_SIZE self.height = HEIGHT // TILE_SIZE self.tile_list = arcade.SpriteList(use_spatial_hash=True, spatial_hash_cell_size=32, is_static=True) self.entities = arcade.SpriteList(use_spatial_hash=True, spatial_hash_cell_size=64) self.particles = arcade.SpriteList(is_static=True) self.tiles = {} self.reset = False self.reset_timer = -1 # for i in range(100): # ball = Ball(Textures.get_texture(2, 5), 128 * random.random(), 128 * random.random()) # ball.change_x = random.randint(-8, 8) # ball.change_y = random.randint(-8, 8) # self.add_entity_to_list(ball, self.entities) self.player = Player(64, 64, self.keyboard) self.add_entity_to_list(self.player, self.entities) self.level_gen = LevelGenerator.LevelGen(self) self.paused = True self.difficulty = 1 self.engine = Engine(self.entities, self.tile_list, self, GRAVITY) self.physics_engine = arcade.PhysicsEnginePlatformer(self.player, self.tile_list, GRAVITY) self.pause_text = Graphics.create_text_list("Paused", 0, 0, True) self.game_over_text = Graphics.create_text_list("Game Over :<", 0, 0, True) self.game_over = False self.game_over_timer = 0 self.curr_health = self.player.health self.health_bar = arcade.SpriteList() for i in range(3): heart = arcade.Sprite() heart.center_x = self.player.center_x - TILE_SIZE + i * TILE_SIZE heart.center_y = self.player.center_y - TILE_SIZE * 1.5 heart.texture = Textures.get_texture(4, 9) self.health_bar.append(heart) self.setup()
def __init__(self): Engine.__init__(self) attributes = { 'affects' : {}, 'affectComponents' : {} } for key in attributes.keys(): self.attributes[key] = attributes[key] AffectEngine.instance = self self.buildAffectList() self.buildAffectComponentList()
def __init__(self, ri=0, ro=0, l=0, rt=0, re=0, rhop=0, k=0, MM=1, a=0, n=0, T=0, patm=0, tstepnum=0, tspan=1): # Create a dictionary of keys as parameter names and values as parameter values self.values = dict({ 'ri': ri, "ro": ro, "l": l, "rt": rt, "re": re, "rhop": rhop, "k": k, "MM": MM, "a": a, "n": n, "T": T, "patm": patm, "tstepnum": tstepnum, "tspan": tspan }) # Create an Engine based off those values self.engine = Engine(ri, ro, l, rt, re) # Make a timespan to run the simulation for self.tspan = linspace(0, tspan, num=int(self.values["tstepnum"])) # Length units = mm # Density units = g/cm3 # Pressure units = MPa # Molar mass units = g/mol # Temperature units = K # Force units = N self.p = [] self.F = [] self.R = 8314 # Gas constant, units J/K kmol self.R_specific = self.R / self.values["MM"] # Specific gas constant self.It = 0 self.Isp = 0 self.burn_time = 0 self.burn_time_bool = True
def main(_): assert len(sys.argv) == 2, "usage: main.py <config>" config_path = sys.argv[1] assert os.path.exists(config_path), config_path try: config = Config(config_path) except ValueError as e: print "Malformed config file:", e return -1 init_log(config) config.initialize() #dump the config into the log print >> log.v4, open(config_path).read() engine = Engine(config) engine.run()
def create_game(): engine = Engine(welcomeMessage) engine.add_room("Iowa", Iowa(engine)) engine.add_room("Kansas", Kansas(engine)) engine.start_room("Kansas") #engine.run() test_start(engine)
def main(args): # try: debug_mode = args.debug firmware = args.inputfile output = args.outputfile logger = Logger(output, debug_mode) processor = GenericAtmel8051Proc(_logger=logger) logger.print_success("Processor '{:s}' has been created.".format(processor.desc)) engine = Engine(processor, _logger=logger) engine.flash_rom(firmware) logger.print_success("Firmware loaded in ROM.") user_input = "" while (user_input != "quit"): user_input = logger.get_input("").rstrip() execute_cmd(user_input, engine, logger) logger.print_info("Terminating program...")
class __ProviderManager(QtCore.QObject): sendError = QtCore.pyqtSignal(str) def __init__(self): QtCore.QObject.__init__(self) self.providers = {} self.poolManager = PoolManager(timeout=Timeout(10), headers={'Accept-Encoding': 'gzip,deflate'}) self.engine = Engine() def loadProviderFromFile(self,path): try: providerFile = open(path,mode="r") provider = json.loads(providerFile.read()) providerFile.close() self.providers[provider["name"]] = provider except Exception as e: self.sendError.emit("cannot load provider at '"+path+"' <br/><b>Reason:</b> "+str(e)) def loadProviderFromUrl(self,url): try: req = self.poolManager.request("GET", url) provider = json.loads(req.data.decode('utf-8')) self.providers[provider["name"]] = provider del req except Exception as e: self.sendError.emit("cannot load provider at '"+url+"' <br/><b>Reason:</b> "+str(e)) def queryProvider(self,text,category,pages,providerName,perPageCallback=None,whenDoneCallback=None):#Exceptions here should be managed by the caller return self.engine.makeQuery(self.providers[providerName], text, category, pages,perPageCallback,whenDoneCallback) def reset(self): if self.providers: self.providers.clear()
def __init__(self): """ init function """ self.interface = Interface() self.engine = Engine() self.run()
def iterateEpochs(): start_epoch, start_batch = Engine.get_train_start_epoch_batch(config) final_epoch = Engine.config_get_final_epoch(config) print("Starting with epoch %i, batch %i." % (start_epoch, start_batch), file=log.v3) print("Final epoch is: %i" % final_epoch, file=log.v3) recurrent_net = "lstm" in config.value("hidden_type", "") # good enough... batch_size = config.int('batch_size', 1) max_seqs = config.int('max_seqs', -1) for epoch in range(start_epoch, final_epoch + 1): print("Epoch %i." % epoch, file=log.v3) rnn.train_data.init_seq_order(epoch) iterateDataset(rnn.train_data, recurrent_net=recurrent_net, batch_size=batch_size, max_seqs=max_seqs) print("Finished all epochs.", file=log.v3)
def test_interface_get_ready_to_go(self): """ GIVEN :engine, gearbox, electronics, status_panel WHEN :call get_ready_to_go interface THEN :return true """ self.assertTrue( self.ctrl.get_ready_to_go(Engine(), GearBox(), Electronics(), StatusPanel()))
def __init__(self): self.elements = [ Wheel("front left"), Wheel("front right"), Wheel("back left"), Wheel("back right"), Body(), Engine() ]
def __init__(self): Engine.__init__(self) attributes = { 'itemList' : [], 'itemLoadFunctions' : { 'wieldable' : self.loadWeapon } } for key in attributes.keys(): self.attributes[key] = attributes[key] ItemEngine.instance = self for subscriber in ItemEngine.subscribers: self.addEventSubscriber(subscriber) ItemEngine.subscribers = []
def initBase(configfile=None, targetMode=None, epoch=None): """ :type configfile: str | None """ global isInitialized isInitialized = True # Run through in any case. Maybe just to set targetMode. global config if not config: if configfile is None: configfile = DefaultSprintCrnnConfig assert os.path.exists(configfile) rnn.initThreadJoinHack() rnn.initConfig(configfile, []) config = rnn.config rnn.initLog() rnn.initConfigJsonNetwork() if targetMode: setTargetMode(targetMode) initDataset() if targetMode and targetMode == "forward" and epoch: model_filename = config.value('model', '') fns = [Engine.epoch_model_filename(model_filename, epoch, is_pretrain) for is_pretrain in [False, True]] fns_existing = [fn for fn in fns if os.path.exists(fn)] assert len(fns_existing) == 1, "%s not found" % fns model_epoch_filename = fns_existing[0] config.set('load', model_epoch_filename) assert Engine.get_epoch_model(config)[1] == model_epoch_filename global engine if not engine: devices = rnn.initDevices() rnn.printTaskProperties(devices) rnn.initEngine(devices) engine = rnn.engine assert isinstance(engine, Engine)
def saveCrnnNetwork(epoch, layers): """ :type epoch: int :type layers: list[(numpy.ndarray, numpy.ndarray)] """ print("Loading Crnn") from Network import LayerNetwork from NetworkHiddenLayer import ForwardLayer from NetworkOutputLayer import OutputLayer from Pretrain import pretrainFromConfig from Engine import Engine pretrain = pretrainFromConfig(config) is_pretrain_epoch = pretrain and epoch <= pretrain.get_train_num_epochs() modelFilename = config.value("model", None) assert modelFilename, "need 'model' in config" filename = Engine.epoch_model_filename(modelFilename, epoch, is_pretrain_epoch) assert not os.path.exists(filename), "already exists" if is_pretrain_epoch: network = pretrain.get_network_for_epoch(epoch) else: network = LayerNetwork.from_config_topology(config) nHiddenLayers = len(network.hidden) # print network topology print "Crnn Network layer topology:" print "input dim:", network.n_in print "hidden layer count:", nHiddenLayers print "output dim:", network.n_out["classes"] print "net weights #:", network.num_params() print "net params:", network.train_params_vars print "net output:", network.output["output"] assert network.n_in == inputDim #assert network.n_out == outputDim assert nHiddenLayers + 1 == layerCount # hidden + output layer assert len(layers) == layerCount for i, (layerName, hidden) in enumerate(sorted(network.hidden.items())): # Some checks whether this is a forward-layer. assert isinstance(hidden, ForwardLayer) saveCrnnLayer(hidden, *layers[i]) assert isinstance(network.output["output"], OutputLayer) saveCrnnLayer(network.output["output"], *layers[len(layers) - 1]) import h5py print("Save Crnn model under %s" % filename) model = h5py.File(filename, "w") network.save_hdf(model, epoch) model.close()
def loading(self): """Loading state loop.""" done = Engine.run(self) self.clearScreen() if self.data.essentialResourcesLoaded(): if not self.loadingScreenShown: self.loadingScreenShown = True Dialogs.showLoadingScreen(self, self.data.resourcesLoaded) if self.startupLayer: self.view.pushLayer(self.startupLayer) self.mainloop = self.main self.view.render() self.video.flip() return done
def main(self): """Main state loop.""" # Tune the scheduler priority so that transitions are as smooth as possible if self.view.isTransitionInProgress(): self.boostBackgroundThreads(False) else: self.boostBackgroundThreads(True) done = Engine.run(self) self.clearScreen() self.view.render() if self.debugLayer: self.debugLayer.render(1.0, True) self.video.flip() return done
class Game: def __init__(self): self.board = ChessBoard() self.engine = Engine() pass def play_game(self, withAI=False, verbose=False): while not self.is_game_over(): if verbose: print self.board if withAI: if self.board.is_whites_turn(): self.play_move() else: self.play_ai_move() else: self.play_move() print str(self.board) + "\n" + "Game Over! {}".format(self.board.outcome) def auto_play(self): while not self.is_game_over(): self.play_ai_move() print str(self.board) + "\n" + "Game Over! {}".format(self.board.outcome) def is_game_over(self): return self.board.is_game_over def play_move(self): move = raw_input("Enter move: (example: e2e4): ") if not self.board.attempt_to_make_move(move): print "\n Invalid Move! \n" def play_ai_move(self): origin, destination = self.engine.get_one_ply_materialistic_move(self.board) self.board.execute_move(origin, destination) print "Computer plays: {}{}".format(origin, destination)
def testCascadeWithRequiredBackRef(store): """See also: Classes.csv Engine & Engine Part The deal is that deleting an Engine should delete all its EngineParts via the cascade set on the parts list attribute. Previously, there was a bug with this if the back ref attr (EnginePart.engine in this case) was required (isRequired=True). """ from Engine import Engine from EnginePart import EnginePart e = Engine() store.addObject(e) store.saveChanges() e.addToParts(EnginePart()) e.addToParts(EnginePart()) e.addToParts(EnginePart()) store.saveChanges() assert e.parts() store._verboseDelete = 1 store.deleteObject(e) store.saveChanges()
def __init__(self): QtCore.QObject.__init__(self) self.providers = {} self.poolManager = PoolManager(timeout=Timeout(10), headers={'Accept-Encoding': 'gzip,deflate'}) self.engine = Engine()
parser.add_argument( "-c", "--cleanup", help="Specify to force cleanup of test bench. If your running multiple times on same system," " this is not recommended as it will require downloading of repositories again and again", action="store_true" ) return parser if __name__ == '__main__': cmd_args = get_parser().parse_args() clean_up = False index = cmd_args.index if cmd_args.cleanup is not None and cmd_args.cleanup: clean_up = True e = Engine(index_path=index, cleanup=clean_up) status, status_list, dependency_graph = e.run() if cmd_args.list is not None and cmd_args.list: for item in status_list: print item if not status: exit(1)
def quit(self): self.audio.close() Engine.quit(self)
def __init__(self, config = None): """ Constructor. @param config: L{Config} instance for settings """ if not config: config = Config.load() self.config = config fps = self.config.get("video", "fps") tickrate = self.config.get("engine", "tickrate") Engine.__init__(self, fps = fps, tickrate = tickrate) pygame.init() self.title = _("Frets on Fire") self.restartRequested = False self.handlingException = False self.video = Video(self.title) self.audio = Audio() Log.debug("Initializing audio.") frequency = self.config.get("audio", "frequency") bits = self.config.get("audio", "bits") stereo = self.config.get("audio", "stereo") bufferSize = self.config.get("audio", "buffersize") self.audio.pre_open(frequency = frequency, bits = bits, stereo = stereo, bufferSize = bufferSize) pygame.init() self.audio.open(frequency = frequency, bits = bits, stereo = stereo, bufferSize = bufferSize) Log.debug("Initializing video.") width, height = [int(s) for s in self.config.get("video", "resolution").split("x")] fullscreen = self.config.get("video", "fullscreen") multisamples = self.config.get("video", "multisamples") self.video.setMode((width, height), fullscreen = fullscreen, multisamples = multisamples) # Enable the high priority timer if configured if self.config.get("engine", "highpriority"): Log.debug("Enabling high priority timer.") self.timer.highPriority = True viewport = glGetIntegerv(GL_VIEWPORT) h = viewport[3] - viewport[1] w = viewport[2] - viewport[0] geometry = (0, 0, w, h) self.img = ImgContext(geometry) glViewport(int(viewport[0]), int(viewport[1]), int(viewport[2]), int(viewport[3])) self.input = Input() self.view = View(self, geometry) self.resizeScreen(w, h) self.resource = Resource(Version.dataPath()) self.server = None self.sessions = [] self.mainloop = self.loading # Load game modifications Mod.init(self) theme = Config.load(self.resource.fileName("theme.ini")) Theme.open(theme) # Make sure we are using the new upload URL if self.config.get("game", "uploadurl").startswith("http://kempele.fi"): self.config.set("game", "uploadurl", "http://fretsonfire.sourceforge.net/play") self.addTask(self.audio, synchronized = False) self.addTask(self.input, synchronized = False) self.addTask(self.view) self.addTask(self.resource, synchronized = False) self.data = Data(self.resource, self.img) self.input.addKeyListener(FullScreenSwitcher(self), priority = True) self.input.addSystemEventListener(SystemEventHandler(self)) self.debugLayer = None self.startupLayer = None self.loadingScreenShown = False Log.debug("Ready.")