def get_datanode(env, name, phy_node, datanode_conf, stage_log=sys.stdout): if datanode_conf.datanode_xceive_stage_scheduler_generator is None: xceive_stage = OnDemandStage(env, name + "_xceive", log_file=stage_log) else: xceive_scheduler = datanode_conf.datanode_xceive_stage_scheduler_generator(env) xceive_cost_func = ScheduleUtil.get_cost_func(datanode_conf.datanode_xceive_stage_schedule_resource, phy_node) xceive_stage = Stage(env, name + "_xceive", datanode_conf.datanode_xceive_stage_handlers, xceive_scheduler, xceive_cost_func, log_file=stage_log) if datanode_conf.datanode_packet_ack_stage_scheduler_generator is None: packet_ack_stage = OnDemandStage(env, name + "_packet_ack", log_file=stage_log) else: packet_ack_scheduler = datanode_conf.datanode_packet_ack_stage_scheduler_generator(env) packet_ack_cost_func = ScheduleUtil.get_cost_func(datanode_conf.datanode_packet_ack_stage_schedule_resource, phy_node) packet_ack_stage = Stage(env, name + "_packet_ack", datanode_conf.datanode_packet_responders, packet_ack_scheduler, packet_ack_cost_func, log_file=stage_log) xceive_stage.monitor_interval = datanode_conf.stage_monitor_interval packet_ack_stage.monitor_interval = datanode_conf.stage_monitor_interval datanode = SimpleDataNode(env, phy_node, xceive_stage, packet_ack_stage) return datanode
def __init__(self, env, num_workers, resource_log, stage_log): res1 = Resource(env, "r1", 1, 1, log_file=resource_log) res1.monitor_interval = 0.1 scheduler = WFQScheduler(env, float('inf')) stage1 = Stage(env, "s1", num_workers, scheduler, req_cost_func=lambda req: req.resource_profile[res1], log_file=stage_log) stage1.monitor_interval = 0.1 res2 = Resource(env, "r2", 100, 1, log_file=resource_log) res2.monitor_interval = 0.1 scheduler = WFQScheduler(env, float('inf')) stage2 = Stage(env, "s2", 1, scheduler, req_cost_func=lambda req: req.resource_profile[res2], log_file=stage_log) stage2.monitor_interval = 0.1 self.env = env self.stage1 = stage1 self.stage2 = stage2 self.res1 = res1 self.res2 = res2
def __init__(self, stabilisation_time=None, queue=None, parameters=None, filename='test'): if parameters == None: self.parameters = {'ax1_start': 0, 'ax1_stop': 10, 'ax1_step': 1, 'ax2_start': 0, 'ax2_stop': 10, 'ax2_step': 1, 'lockin_delay': None} else: self.parameters = parameters self.ax1 = Stage(axis=2) self.ax2 = Stage(axis=1) self.lockin = Lockin(address="GPIB0::2::INSTR") self.pulser = Pulser(address="GPIB0::6::INSTR") ax1_steps = int(abs(self.parameters['ax1_start']-self.parameters['ax1_stop'])/self.parameters['ax1_step']+1) ax2_steps = int(abs(self.parameters['ax2_start']-self.parameters['ax2_stop'])/self.parameters['ax2_step']+1) self.results = np.zeros((ax1_steps, ax2_steps, 3)) self.elapsed_time = 0 self.queue = queue self.filename = filename self.file_written = False self.stop_measurement = False self.recomm_delay = self.lockin.get_timeconstant()*3*1000 if self.parameters['lockin_delay'] == None: self.parameters['lockin_delay'] = self.recomm_delay
def new_stage(protocol, stage, valuation, mem): new_valuation = new_stage_valuation(protocol, valuation, stage.disabled) if is_stable_or_dead(protocol, new_valuation, stage.disabled): return Stage(Formula(new_valuation), new_valuation, stage.disabled, speed=Speed.ZERO, parent=stage) F, J = eventually_disabled(protocol, new_valuation, stage.disabled, mem) # Compute new_formula (Φ) and new_disabled (T) if len(F) > 0: if len(J) > 0: new_disabled = set(stage.disabled) | set(J) new_formula = Formula(new_valuation, new_disabled) if v_disabled(J, valuation): new_formula.assert_valuation(valuation) elif v_enabled(J, valuation): K = posts_from_pres(protocol, new_valuation, J) new_formula.assert_some_pair_present(K) # Compute speed if is_very_fast(protocol, new_valuation, stage.disabled): new_speed = Speed.QUADRATIC elif is_fast(protocol, new_valuation, stage.disabled): new_speed = Speed.QUADRATIC_LOG else: new_speed = Speed.CUBIC else: new_disabled = set(stage.disabled) | set(F) new_formula = Formula(new_valuation, new_disabled) new_speed = Speed.POLYNOMIAL else: new_disabled = set(stage.disabled) new_formula = Formula(new_valuation, new_disabled) new_speed = Speed.EXPONENTIAL I = compute_I(protocol, new_valuation, stage.disabled) if any(valuation[Var(q)] is True for q in I): L = compute_L(protocol, new_valuation, stage.disabled, I) new_formula.assert_all_states_absent(I) new_formula.assert_some_pair_present(L) elif all(valuation[Var(q)] is False for q in I): new_formula.assert_valuation(valuation) else: new_formula.assert_all_states_absent(I) return Stage(new_formula, new_valuation, new_disabled, speed=new_speed, parent=stage)
def test_clear(self): stage = Stage() stage.add(dot) stage.add(kriss) stage.clear() self.assertTrue(dot not in stage.array) self.assertTrue(kriss not in stage.array)
def __init__(self, menu: Menu, lan): self.figure = Figure([]) # type: Figure self.stage = Stage() # type: Stage self.stage.block_drawer = WiredBlockDrawer() self.figure.block_drawer = GhostBlockDrawer() self.menu = menu self.lan = lan
def enter(): global stage, ground, hp, cookie, jelly, potion, jtrap, djtrap, strap global scoreLabel, Label global jelly_sound, item_sound, collide_sound stage = Stage() # 스테이지 ground = Ground() # 바닥 hp = HP() # 체력 cookie = Cookie() # 캐릭터 game_world.add_object(stage, game_world.layer_bg) game_world.add_object(ground, game_world.layer_bg) game_world.add_object(hp, game_world.layer_bg) game_world.add_object(cookie, game_world.layer_player) # 점수 label = score.Label("Score: ", 50, get_canvas_height() - 50, 45, 0) label.color = (255, 255, 255) score.labels.append(label) scoreLabel = label # 사운드 jelly_sound = load_wav('jelly.wav') jelly_sound.set_volume(32) item_sound = load_wav('item.wav') item_sound.set_volume(32) collide_sound = load_wav('collide.wav') collide_sound.set_volume(50)
def __init__(self): self.masterClock = 0 self.arrivalTime = self.getNewArrivalTime() self.stage = Stage() self.cashierStage = CashierStage(0, 0, 3, 1, 25) self.createFutureEventList() self.createResultsTable()
def init_stages(self, cassandra_conf, stage_log): assert isinstance(cassandra_conf, CassandraConf) stg_name_list = Cassandra.get_all_stage_name_list() for stg_name in stg_name_list: cur_num_workers = cassandra_conf.get_stg_num_workers(stg_name) cur_scheduler_generator = cassandra_conf.get_stg_scheduler_generator(stg_name) cur_scheduler = cur_scheduler_generator(self.env) cur_schedule_resource = cassandra_conf.get_stg_schedule_resource(stg_name) cur_req_cost_func = self.get_req_cost_func(cur_schedule_resource) [is_cur_stage_special, cur_stage_type_name, cur_stage_type_data_dict] = \ cassandra_conf.get_special_stage_constructor_additional_param_dict(stg_name) cur_stage_name = self.pn_name + '_' + stg_name if not is_cur_stage_special: cur_stage = Stage(self.env, cur_stage_name, cur_num_workers, cur_scheduler, cur_req_cost_func, log_file=stage_log) else: print 'stage:' + stg_name + ' is a ' + str(cur_stage_type_name) + 'scheduler:' + str(cur_scheduler) cur_stage_kwargs_dict = self._get_basic_stage_init_dict(cur_stage_name, cur_num_workers, cur_scheduler, cur_req_cost_func, stage_log) cur_stage_kwargs_dict.update(cur_stage_type_data_dict) self._transform_resource_str_to_real_obj(cur_stage_kwargs_dict) cur_stage = Stage.create_special_stage(cur_stage_type_name, cur_stage_kwargs_dict) cur_stage.set_monitor_interval(cassandra_conf.get_stg_monitor_interval()) self.__dict__.update({stg_name: cur_stage})
def stage1(self): self.initPlayers(self.numPlayers) self.deck.shuffle() stage1 = Stage(self.deck, self.players, self.printDetail, self.hazardsRemoved) self.hazardsRemoved = stage1.runStage(self.deck, self.strategyMap) # print(list(map(formatCard,self.hazardsRemoved))) return self.deck
def main(): atexit.register(killall) args = parse_args() setup_logging(args) # read tool config config = DFSConfig() # setup show show = Show(config, args.show_name) if not show: print('no such show %s', args.show_name) sys.exit(1) # setup stage stage = Stage(show, args.stage_name) if not stage: print('could not load or create stage %s', args.stage_name) sys.exit(1) # setup joystick joy = xbox.Joystick(debug=args.debug, config=config.joystick) if args.check_mode: sys.exit(0) handler = DmxHandler(config, show, stage, joy) # setup data handler, this is our callback loop # as DMX data comes in constantly wrapper = ClientWrapper() rx = wrapper.Client() rx.RegisterUniverse(config.input.universe, rx.REGISTER, handler.handle) wrapper.Run()
def __init__(self): pygame.init() self.settings = Settings() self.screen = pygame.display.set_mode((0, 0), pygame.FULLSCREEN) self.settings.screen_width = self.screen.get_rect().width self.settings.screen_height = self.screen.get_rect().height self.settings.grid_width = (self.settings.screen_width - 200) // self.settings.num_column self.settings.grid_height = (self.settings.screen_height - 200) // self.settings.num_row pygame.display.set_caption("Kohki Hatori") self.stage = Stage(self) self.barriers = Barriers(self) self.mirrors = Mirrors(self) self.players = [] self.start_button = Button(self, "START") self._create_environment() self.constructing = True self.cheating = False self.real_game = False self.end = False self.bullets = [] self.turn_ended = True self.no_bullet = True self.player_moved = False self.shooter = 0 self.text = Text(self) self.game_active = False self.end_button = Button(self, "END")
def game_condition(self): """ The other main loop of the game. When the fight_loop is complete, this loop checks to see if one the players have achieved 2 points. :return: """ random.seed() selection = random.randint(0, 2) if selection == 0: stage = 'Sprites/Stages/TrainingRoom.png' music = 'Sprites/sfx/bgm/bgmme37.ogg' else: stage = 'Sprites/Stages/sidewalks.png' music = 'Sprites/sfx/bgm/bgmme42.ogg' self.stage = Stage(stage, music) while self.player_one_wins < 2 and self.player_two_wins < 2: player_won = self.fight_loop() if player_won == 1: self.player_one_wins += 1 else: self.player_two_wins += 1 self.round += 1 #print('player_one: ', self.player_one_wins, 'player_two: ', self.player_two_wins) self.reset_booleans() pygame.mixer.music.fadeout(2000) pygame.time.wait(2000)
def get_cluster(env, phy_cluster, hdfs_conf, resource_log=sys.stdout, stage_log=sys.stdout): """ :param env: :param phy_cluster: the PhysicalCluster HDFS run on; the first node will run NameNode; other nodes will run DataNode :param hdfs_conf: HDFSConf object :param resource_log: opened file handle :param stage_log: opened file handle :return: newly constructed HDFS object """ assert len(phy_cluster.node_list) >= 2 namespace_lock_res = Resource(env, "namespace_lock", 1, 1, FIFOScheduler(env, float('inf')), log_file=resource_log) if hdfs_conf.namenode_scheduler_generator is None: namenode_rpc_stage = OnDemandStage(env, "namenode_rpc", log_file=stage_log) else: namenode_scheduler = hdfs_conf.namenode_scheduler_generator(env) namenode_rpc_stage = Stage(env, "namenode_rpc", hdfs_conf.namenode_handlers, namenode_scheduler, log_file=stage_log) namenode = NameNode(env, phy_cluster.node_list[0], namenode_rpc_stage, namespace_lock_res) datanode_list = [] for phy_node in phy_cluster.node_list[1:]: datanode = DataNode.get_datanode(env, "datanode_" + str(len(datanode_list)), phy_node, hdfs_conf.datanode_conf, stage_log) datanode_list.append(datanode) hdfs = HDFS(env, namenode, datanode_list, hdfs_conf.replica) return hdfs
def __init__(self, name, recipe, path): self.name = name # recipe defining the sequence of jobs to be performed self.recipe = recipe self.num_stages = self.recipe.num_stages self.num_stageworkers = config.STAGE_SIZE # Create buffers before and after each stage (hand-off points) self.buffers = [Queue.Queue() for i in range(self.num_stages + 1)] # The input buffer of the pipeline. self.input = self.buffers[0] # The output buffer of the pipeline self.output = self.buffers[-1] # Stage environment variables self.stage_environ = dict(pipeline=self, path=path) # Create stages and connect them to the buffers self.stages = [Stage(name=self.recipe.stage_names[i], WorkerClass=self.recipe.stage_types[i], num_workers=self.num_stageworkers, in_buffer=self.buffers[i], out_buffer=self.buffers[i + 1], seq_number=i, **self.stage_environ) for i in range(self.num_stages)] # jobnr is a simple counter of jobs that have been or still are processed self.jobnr = 0 # Set state to inactive # FIXME: isactive should be a descriptor and depend on stage's status self.isactive = False
def enter(): global ground, character, stage, hp global scoreLabel, Label global jelly_sound, collide_sound, item_eat character = Cookie() stage = Stage() ground = Ground() hp = HP() game_world.add_object(character, 1) game_world.add_object(stage, 0) game_world.add_object(ground, 0) game_world.add_object(hp, 0) label = score.Label("Score: ", 50, get_canvas_height() - 50, 45, 0) label.color = (255, 255, 255) score.labels.append(label) scoreLabel = label jelly_sound = load_wav('jelly.wav') jelly_sound.set_volume(32) item_eat = load_wav('item.wav') item_eat.set_volume(32) collide_sound = load_wav('collide.wav') collide_sound.set_volume(50)
def stage4(self): for player in self.players: player.respawn() self.deck.shuffle() self.deck.cards += [100] stage4 = Stage(self.deck, self.players, self.printDetail, self.hazardsRemoved) self.hazardsRemoved = stage4.runStage(self.deck, self.strategyMap) return self.deck
def test_playlist(self): stage = Stage() stage.add(dot) stage.add(kriss) stage.createplaylist("test") stage.clear() self.assertEqual(len(stage.array), 0) stage.add("test.m3u") self.assertMusicIn(stage)
def stage5(self): for player in self.players: player.respawn() self.deck.shuffle() self.deck.cards += [120] stage5 = Stage(self.deck, self.players, self.printDetail, self.hazardsRemoved) self.hazardsRemoved = stage5.runStage(self.deck, self.strategyMap) if (self.printDetail): print("Removed Hazards: ", list(map(formatCard,self.hazardsRemoved))) return self.deck
def __init__(self, parent): self.parent = parent globalvars.asdf = 0 self.lagcount = 0 self.leftkeydown = 0 self.rightkeydown = 0 self.enemylist = [] self.list_enemys = EnemyManager() self.stage = Stage(self.list_enemys, globalvars.player_list) self.list_allie_shots = pygame.sprite.RenderUpdates() self.enemy_shots = pygame.sprite.RenderUpdates()
def generate_tasks(self, user_id, job_profile): this_job = Job(user_id) stage_list = list() sorted_stage_id = np.sort(job_profile.keys()) # todo check for stage_id in sorted_stage_id: this_stage = Stage(user_id, stage_id) task_num = job_profile[stage_id]['Task_Num'] this_rdd = self.search_rdd_by_name('user%s_rdd%s' % (user_id, stage_id)) parent_rdd_ids = job_profile[stage_id]['Parents'] start_time = float(job_profile[stage_id]['Start_Time']) end_time = float(job_profile[stage_id]['End_Time']) task_list = list() peer_group = list() # for sticky policies for task_id in range(0, task_num): this_task = Task(user_id, stage_id, task_id) # set start and end time this_task.set_start_time(start_time) this_task.set_end_time(end_time) # set dependent blocks and update their ref counts. dependent_blocks = list() for parent_rdd_id in parent_rdd_ids: parent_rdd = self.search_rdd_by_name( 'user%s_rdd%s' % (user_id, parent_rdd_id)) dependent_block_index = task_id % parent_rdd.partitions # Map the dependent block dependent_block = parent_rdd.blocks[dependent_block_index] dependent_block.add_ref_count() dependent_blocks.append(dependent_block) this_task.set_dependent_blocks(dependent_blocks) # set peer-groups for LRC conservative policy for dependent_block in dependent_blocks: peer_group.append(dependent_block) if (isinstance(self.cluster.block_manager.policy, LRCConservativePolicy)): self.cluster.block_manager.policy.add_peer_group( peer_group) peer_group = list() # set produced_block produced_block = this_rdd.blocks[task_id] this_task.set_produced_block(produced_block) task_list.append(this_task) if (isinstance(self.cluster.block_manager.policy, LRCAggressivePolicy)): self.cluster.block_manager.policy.add_peer_group(peer_group) this_stage.set_tasks(task_list) stage_list.append(this_stage) this_job.set_stages(stage_list) self.job_list.append(this_job)
def test_shuffle(self): stage = Stage() for i in range(5): stage.add(dot) stage.add(kriss) prev = copy.copy(stage.array) stage.shuffle() self.assertFalse(prev == stage.array) prev.sort() stage.array.sort() self.assertTrue(prev == stage.array)
def Stage_draw(self, stage_id, stageTxt): stage_file = stageTxt stage = Stage(self.screen, stage_file, self.data) pygame.mixer.music.load('sound/space.mp3') # 音楽ファイルの読み込み pygame.mixer.music.play(-1) # 音楽の再生回数(ループ再生) result = stage.loop() if result[0] == EXIT: self.exit() elif result[0] == RETIRE: return self.StageResult_draw(stage_id, result)
def spawn_stage(self, away_message, effect_time=c.STAGE_SPAWN_TRANSITION, callback=None): try: self.stage = Stage(self.screen, self, away_message) self.stage.transition_in(effect_time, callback) except Exception: print("Could not spawn screensaver stage:\n") traceback.print_exc() self.grab_helper.release() status.Active = False self.cancel_timers()
def enter(): global cookie, stage, pet, game_timer, gameinfo, hp_time game_timer = get_time() hp_time = get_time() cookie = Cookie() gameinfo = GameInfo() stage = Stage() pet = Pet() game_world.objects = [[], [], [], []] game_world.add_object(stage, 0) game_world.add_object(cookie, 1) game_world.add_object(pet, 2) game_world.add_object(gameinfo, 3)
def main(): global FPS global gameDisplay global clock global stage global player, player2 global current_frame global font global keyDict # Framerate variables: FPS = 60 clock = pygame.time.Clock() current_frame = 0 # Initialize display: # os.environ['SDL_VIDEO_CENTERED'] = '1' pygame.init() # gameDisplay = pygame.display.set_mode((0, 0), pygame.FULLSCREEN | pygame.HWSURFACE | pygame.DOUBLEBUF) # Run fullscreen gameDisplay = pygame.display.set_mode( (1440, 810)) # Run borderless windowed pygame.mouse.set_visible(False) pygame.display.set_caption('Comet') font = pygame.font.Font(None, 30) # Initialize the stage and add sprites: stage = Stage(2) # 2 layers player = stage.addSprite(Player(sprites.spaceship1, x=500, y=500)) # player2 = stage.addSprite(Player(sprites.spaceship2, x=500, y=500, keys=(pygame.K_UP, pygame.K_LEFT, pygame.K_DOWN, pygame.K_RIGHT, pygame.K_LCTRL))) for _ in range(0): stage.addSprite(Player(sprites.spaceship1, keys=(0, ) * 5)) keyDict = ConstructKeysDict() # stage.setFocus(player) stage.setBackground([[ "textures\\background\\debug00.png", "textures\\background\\debug01.png", "textures\\background\\debug20.png" ], [ "textures\\background\\debug10.png", "textures\\background\\debug11.png", "textures\\background\\debug21.png" ], [ "textures\\background\\debug02.png", "textures\\background\\debug12.png", "textures\\background\\debug22.png" ]]) # End of initialization print(keyDict) gameLoop()
def spawn_stage(self, away_message, callback=None): """ Create the Stage and begin fading it in. This may run quickly, in the case of user-initiated activation, or slowly, when the session has gone idle. """ try: self.stage = Stage(self, away_message) self.stage.activate(callback) except Exception: print("Could not spawn screensaver stage:\n") traceback.print_exc() self.grab_helper.release() status.Active = False self.cancel_timers()
def init(cfg, sharedir): """ Initialize the GUI subsystem """ config.init(cfg, sharedir) # expose methods and variables from stage to the gui subsystem global stage, active, show_application, destroy_application, show_widget, load_theme stage = Stage() for key in stage.signals: stage.signals[key].connect(signals[key].emit) show_application = stage.show_application destroy_application = stage.destroy_application show_widget = stage.show_widget load_theme = stage.load_theme active = True
def __init__(self, lan): pygame.init() self.gravity = 0 self.rotated = 0 self.next_figure = self.get_random_figure() self.figure = self.get_random_figure() self.stage = Stage() self.menu = Menu(self.stage, self.next_figure) self.collision = Collision(self.stage) self.move_x = 0 self.move_y = 0 if lan is None: self.second_player = NoPlayer() else: self.second_player = LanSecondPlayer(self.menu, lan)
def main(): pygame.mixer.init() pygame.init() window = GameWindow("Tower Defense", 800, 600) loader = ResourceLoader() stage = Stage(loader.fetch("test.test"), 2, 2, window) sprite = Sprite([loader.fetch("test.test")]) sprite.setPosition((0, 0)) sprite2 = Sprite([loader.fetch("test.test")]) sprite2.setPosition((-1, -1)) sprite.lookToward(sprite2) stage.addSprite(sprite) stage.addSprite(sprite2) loader.fetch("test.pop").play() window.addTickEvent(lambda t: stage.tick(t)) window.run()