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  • Managed hosting firewall vs managing own firewall

    - by ddawber
    I posted on stackoverflow as to the overall benefits of managed hosting vs non-managed hosting. The more I think about it, it seems to boil down to one question: should I use a managed host because they take care of the firewall, or would I be okay managing my own, software firewall? The sites on the box do get quite a lot of traffic but as for throughput and what-not, it's not something I know much about. Ideally, i'd take my sites over to a Linode stack and manage incoming connections using iptables or an alternative. Here are some example hardware solutions a managed host would provide: Cisco Pix 501, Pix 506, Pix 515 and ASA 5505 and ASA 5510 Firewalls, configurable in a control panel the likes of an enterprise firewall such as FortiGate 110C Aside from this, I do not need managed hosting, so I appreciate your suggestions.

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  • Basics of Hosting [closed]

    - by Bala
    Assume we know nothing about web hosting but need to get a site online. What questions do we need to ask potential web hosting companies? What are the pitfalls and places where things can go terribly wrong? Are there any general good or bad things to be on the lookout for? Site could be anything from basic HTML up to e-commerce. We're looking for general thoughts that could apply to any web hosting. Thanks!

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  • Creating Hosting Accounts in WHM on a Single IP

    - by Daniel Hanly
    I've just purchased a VPS with the hope of transferring multiple shared hosting accounts onto it. The problem is that I've only got 2 IP addresses with my VPS. I can create an account and assign it an IP address, but once I've done this once, I can't do it again. (1 IP address is my main root WHM IP, the other is my new hosting account IP). Can I create multiple hosting accounts and use the same IP? How would I manage multiple hosting accounts in this way? The domain for this hosting account has been purchased by the client, and they hold it (can't transfer for 60 days), so I need to adjust the DNS settings to redirect to my newly created hosting area - how can I do this without a dedicated IP address?

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  • Creating New Scripts Dynamically in Lua

    - by bazola
    Right now this is just a crazy idea that I had, but I was able to implement the code and get it working properly. I am not entirely sure of what the use cases would be just yet. What this code does is create a new Lua script file in the project directory. The ScriptWriter takes as arguments the file name, a table containing any arguments that the script should take when created, and a table containing any instance variables to create by default. My plan is to extend this code to create new functions based on inputs sent in during its creation as well. What makes this cool is that the new file is both generated and loaded dynamically on the fly. Theoretically you could get this code to generate and load any script imaginable. One use case I can think of is an AI that creates scripts to map out it's functions, and creates new scripts for new situations or environments. At this point, this is all theoretical, though. Here is the test code that is creating the new script and then immediately loading it and calling functions from it: function Card:doScriptWriterThing() local scriptName = "ScriptIAmMaking" local scripter = scriptWriter:new(scriptName, {"argumentName"}, {name = "'test'", one = 1}) scripter:makeFileForLoadedSettings() local loadedScript = require (scriptName) local scriptInstance = loadedScript:new("sayThis") print(scriptInstance:get_name()) --will print test print(scriptInstance:get_one()) -- will print 1 scriptInstance:set_one(10000) print(scriptInstance:get_one()) -- will print 10000 print(scriptInstance:get_argumentName()) -- will print sayThis scriptInstance:set_argumentName("saySomethingElse") print(scriptInstance:get_argumentName()) --will print saySomethingElse end Here is ScriptWriter.lua local ScriptWriter = {} local twoSpaceIndent = " " local equalsWithSpaces = " = " local newLine = "\n" --scriptNameToCreate must be a string --argumentsForNew and instanceVariablesToCreate must be tables and not nil function ScriptWriter:new(scriptNameToCreate, argumentsForNew, instanceVariablesToCreate) local instance = setmetatable({}, { __index = self }) instance.name = scriptNameToCreate instance.newArguments = argumentsForNew instance.instanceVariables = instanceVariablesToCreate instance.stringList = {} return instance end function ScriptWriter:makeFileForLoadedSettings() self:buildInstanceMetatable() self:buildInstanceCreationMethod() self:buildSettersAndGetters() self:buildReturn() self:writeStringsToFile() end --very first line of any script that will have instances function ScriptWriter:buildInstanceMetatable() table.insert(self.stringList, "local " .. self.name .. " = {}" .. newLine) table.insert(self.stringList, newLine) end --every script made this way needs a new method to create its instances function ScriptWriter:buildInstanceCreationMethod() --new() function declaration table.insert(self.stringList, ("function " .. self.name .. ":new(")) self:buildNewArguments() table.insert(self.stringList, ")" .. newLine) --first line inside :new() function table.insert(self.stringList, twoSpaceIndent .. "local instance = setmetatable({}, { __index = self })" .. newLine) --add designated arguments inside :new() self:buildNewArgumentVariables() --create the instance variables with the loaded values for key,value in pairs(self.instanceVariables) do table.insert(self.stringList, twoSpaceIndent .. "instance." .. key .. equalsWithSpaces .. value .. newLine) end --close the :new() function table.insert(self.stringList, twoSpaceIndent .. "return instance" .. newLine) table.insert(self.stringList, "end" .. newLine) table.insert(self.stringList, newLine) end function ScriptWriter:buildNewArguments() --if there are arguments for :new(), add them for key,value in ipairs(self.newArguments) do table.insert(self.stringList, value) table.insert(self.stringList, ", ") end if next(self.newArguments) ~= nil then --makes sure the table is not empty first table.remove(self.stringList) --remove the very last element, which will be the extra ", " end end function ScriptWriter:buildNewArgumentVariables() --add the designated arguments to :new() for key, value in ipairs(self.newArguments) do table.insert(self.stringList, twoSpaceIndent .. "instance." .. value .. equalsWithSpaces .. value .. newLine) end end --the instance variables need separate code because their names have to be the key and not the argument name function ScriptWriter:buildSettersAndGetters() for key,value in ipairs(self.newArguments) do self:buildArgumentSetter(value) self:buildArgumentGetter(value) table.insert(self.stringList, newLine) end for key,value in pairs(self.instanceVariables) do self:buildInstanceVariableSetter(key, value) self:buildInstanceVariableGetter(key, value) table.insert(self.stringList, newLine) end end --code for arguments passed in function ScriptWriter:buildArgumentSetter(variable) table.insert(self.stringList, "function " .. self.name .. ":set_" .. variable .. "(newValue)" .. newLine) table.insert(self.stringList, twoSpaceIndent .. "self." .. variable .. equalsWithSpaces .. "newValue" .. newLine) table.insert(self.stringList, "end" .. newLine) end function ScriptWriter:buildArgumentGetter(variable) table.insert(self.stringList, "function " .. self.name .. ":get_" .. variable .. "()" .. newLine) table.insert(self.stringList, twoSpaceIndent .. "return " .. "self." .. variable .. newLine) table.insert(self.stringList, "end" .. newLine) end --code for instance variable values passed in function ScriptWriter:buildInstanceVariableSetter(key, variable) table.insert(self.stringList, "function " .. self.name .. ":set_" .. key .. "(newValue)" .. newLine) table.insert(self.stringList, twoSpaceIndent .. "self." .. key .. equalsWithSpaces .. "newValue" .. newLine) table.insert(self.stringList, "end" .. newLine) end function ScriptWriter:buildInstanceVariableGetter(key, variable) table.insert(self.stringList, "function " .. self.name .. ":get_" .. key .. "()" .. newLine) table.insert(self.stringList, twoSpaceIndent .. "return " .. "self." .. key .. newLine) table.insert(self.stringList, "end" .. newLine) end --last line of any script that will have instances function ScriptWriter:buildReturn() table.insert(self.stringList, "return " .. self.name) end function ScriptWriter:writeStringsToFile() local fileName = (self.name .. ".lua") file = io.open(fileName, 'w') for key,value in ipairs(self.stringList) do file:write(value) end file:close() end return ScriptWriter And here is what the code provided will generate: local ScriptIAmMaking = {} function ScriptIAmMaking:new(argumentName) local instance = setmetatable({}, { __index = self }) instance.argumentName = argumentName instance.name = 'test' instance.one = 1 return instance end function ScriptIAmMaking:set_argumentName(newValue) self.argumentName = newValue end function ScriptIAmMaking:get_argumentName() return self.argumentName end function ScriptIAmMaking:set_name(newValue) self.name = newValue end function ScriptIAmMaking:get_name() return self.name end function ScriptIAmMaking:set_one(newValue) self.one = newValue end function ScriptIAmMaking:get_one() return self.one end return ScriptIAmMaking All of this is generated with these calls: local scripter = scriptWriter:new(scriptName, {"argumentName"}, {name = "'test'", one = 1}) scripter:makeFileForLoadedSettings() I am not sure if I am correct that this could be useful in certain situations. What I am looking for is feedback on the readability of the code, and following Lua best practices. I would also love to hear whether this approach is a valid one, and whether the way that I have done things will be extensible.

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  • Looking for a webhost to support SSRS Hosting with SQL Azure

    - by Adrian Grigore
    Since SQL Azure does not currently support SSRS, the only possible workaround is to host my own SSRS server and have it point to my SQL Azure instance for data retrieval. Now, for me it would be total overkill to rent a dedicated server with SQL server on it just for hosting SSRS. Are there any (shared) web hosters that offer SSRS hosting with third party SQL servers? I've already asked discountasp.net, but they don't allow this. Thanks, Adrian

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  • Hosting my ASP.NET website - ANY recommendations?

    - by Etienne
    I have a website hosting here in South Africa, but I am receiving terrible service from my hosting company. My database is down all the time and I cant get hold of anyone over weekends. I would prefer a company in the USA to host it who will be available 24/7 for support. Who would you recommend me using to host my ASP.NET site?

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  • Would a professional, self taught programmer benefit from reading an algorithms book?

    - by user65483
    I'm a 100% self taught, professional programmer (I've worked at a few web startups and made a few independent games). I've read quite a few of the "essential" books (Clean Code, The Pragmatic Programmer, Code Complete, SICP, K&R). I'm considering reading Introduction to Algorithms. I've asked a few colleagues if reading it will improve my programming skills, and I got very mixed answers. A few said yes, a few said no, and a one said "only if you spend a lot of time implementing these algorithms" (I don't). So, I figured I'd ask Stack Exchange. Is it worth the time to read about algorithms if you're a professional programmer who seldom needs to use complex algorithms? For what it's worth, I have a strong mathematical background (have a 2 year degree in Mathematics; took Linear Algebra, Differential Equations, Calc I-III).

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  • Suggestions for a web hosting site (both PHP and ASP.NET)

    - by eibhrum
    Hi, I'm just wondering if there's a web hosting site that offers hosting for PHP and ASP.NET at the same time. It would be great if you give me a site that offers free service. I would like to use it for testing purposes only. But I could still look for affordable one. Comments/Suggestions are welcome. Thanks.

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  • Is self learning Computer Science/programming over a college degree worth it? [on hold]

    - by user106576
    I am currently in college and I just want to skip to learning and gaining experience in what I came here to do, but unfortunately the first two years of college is general classes that everyone takes. I have a couple of friends that are also in Computer Science and we were planning on starting a small company/self employment. Would dropping out and gaining experience and a portfolio qualify for smaller companies if I look for a job there? What programs should I learn, and which ones should I learn before others to better understand the programs that are harder?

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  • Security in shared hosting vs VPS 'virtual appliances'

    - by Pedro Loureiro
    I have to change my hosting provider. Right now I have a shared hosting account but I'm considering trying the LAMP stack appliance from turnkeylinux.org. I'm very comfortable with using linux, I've been using it for a long time. I have no problem ssh'ing into remote machines and do whatever I have to do (coding, reading logs, moving files, deploying, etc). The problem is that none of those tasks have involved securing the server/firewall. My experience has been as a desktop user or developer deploying apps/files in remote servers. Ignoring the security in the application logic (read: any scripts, frameworks, websites I might have created or installed) - I'm worried about things like base configuration of deamons, firewall, ports, executable scripts being readable from the outside and whatnot. My question is: how do you compare the (expected) out of the box security of the LAMP stack from turnkey and the (expected) security of a "regular" shared hosting provider? I was hoping to find some guides with a list of steps to do to protect my server but the only documentation I found was simply referring to ubuntu's documentation.

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  • Switching from GoDaddy Hosting to Bluehost Hosting with/without transfering domain names?

    - by leeand00
    I currently have my Wordpress blog hosted with GoDaddy. I want to transfer my hosting to another hosting provider called Bluehost. I also have my domain name for that blog registered with GoDaddy. How can I either transfer the domain name and the hosting to BlueHost, or (for purposes of not losing that domain name) just transfer the hosting to BlueHost and keep the GoDaddy domain registered with GoDaddy?

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  • Chinese hosting and domain registrar

    - by Tak
    A client has asked me to develop and host a website in China (I'm in Europe). I'm looking for a reliable English-speaking hosting company and domains provider in China. Shared hosting will be sufficient with PHP/MySQL on linux servers. Finding a reliable hosting company can be difficult, especially abroad. I wonder, does anyone have experience with Chinese hosting companies? Is there a big "main player" like UK2 or GoDaddy? Thanks

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  • Domain from A and hosting from B

    - by Zero
    I have buyed domain from one company and hosting from another. On hosting company website finded DNS addresses and applied them to domain hosting website(changed DNS) I done it yesterday, so today it should work, but: Unable to resolve the server's DNS address appears. In direct admin control panel (DNS control) i have (it's my hosting company settings): http://pastebin.com/MGbQ02hr Note: IP and domain hidden! Any ideas whats wrong ?

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  • Help getting frame rate (fps) up in Python + Pygame

    - by Jordan Magnuson
    I am working on a little card-swapping world-travel game that I sort of envision as a cross between Bejeweled and the 10 Days geography board games. So far the coding has been going okay, but the frame rate is pretty bad... currently I'm getting low 20's on my Core 2 Duo. This is a problem since I'm creating the game for Intel's March developer competition, which is squarely aimed at netbooks packing underpowered Atom processors. Here's a screen from the game: ![www.necessarygames.com/my_games/betraveled/betraveled-fps.png][1] I am very new to Python and Pygame (this is the first thing I've used them for), and am sadly lacking in formal CS training... which is to say that I think there are probably A LOT of bad practices going on in my code, and A LOT that could be optimized. If some of you older Python hands wouldn't mind taking a look at my code and seeing if you can't find any obvious areas for optimization, I would be extremely grateful. You can download the full source code here: http://www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip Compiled exe here: www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip One thing I am concerned about is my event manager, which I feel may have some performance wholes in it, and another thing is my rendering... I'm pretty much just blitting everything to the screen all the time (see the render routines in my game_components.py below); I recently found out that you should only update the areas of the screen that have changed, but I'm still foggy on how that accomplished exactly... could this be a huge performance issue? Any thoughts are much appreciated! As usual, I'm happy to "tip" you for your time and energy via PayPal. Jordan Here are some bits of the source: Main.py #Remote imports import pygame from pygame.locals import * #Local imports import config import rooms from event_manager import * from events import * class RoomController(object): """Controls which room is currently active (eg Title Screen)""" def __init__(self, screen, ev_manager): self.room = None self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.room = self.set_room(config.room) def set_room(self, room_const): #Unregister old room from ev_manager if self.room: self.room.ev_manager.unregister_listener(self.room) self.room = None #Set new room based on const if room_const == config.TITLE_SCREEN: return rooms.TitleScreen(self.screen, self.ev_manager) elif room_const == config.GAME_MODE_ROOM: return rooms.GameModeRoom(self.screen, self.ev_manager) elif room_const == config.GAME_ROOM: return rooms.GameRoom(self.screen, self.ev_manager) elif room_const == config.HIGH_SCORES_ROOM: return rooms.HighScoresRoom(self.screen, self.ev_manager) def notify(self, event): if isinstance(event, ChangeRoomRequest): if event.game_mode: config.game_mode = event.game_mode self.room = self.set_room(event.new_room) def render(self, surface): self.room.render(surface) #Run game def main(): pygame.init() screen = pygame.display.set_mode(config.screen_size) ev_manager = EventManager() spinner = CPUSpinnerController(ev_manager) room_controller = RoomController(screen, ev_manager) pygame_event_controller = PyGameEventController(ev_manager) spinner.run() # this runs the main function if this script is called to run. # If it is imported as a module, we don't run the main function. if __name__ == "__main__": main() event_manager.py #Remote imports import pygame from pygame.locals import * #Local imports import config from events import * def debug( msg ): print "Debug Message: " + str(msg) class EventManager: #This object is responsible for coordinating most communication #between the Model, View, and Controller. def __init__(self): from weakref import WeakKeyDictionary self.listeners = WeakKeyDictionary() self.eventQueue= [] self.gui_app = None #---------------------------------------------------------------------- def register_listener(self, listener): self.listeners[listener] = 1 #---------------------------------------------------------------------- def unregister_listener(self, listener): if listener in self.listeners: del self.listeners[listener] #---------------------------------------------------------------------- def post(self, event): if isinstance(event, MouseButtonLeftEvent): debug(event.name) #NOTE: copying the list like this before iterating over it, EVERY tick, is highly inefficient, #but currently has to be done because of how new listeners are added to the queue while it is running #(eg when popping cards from a deck). Should be changed. See: http://dr0id.homepage.bluewin.ch/pygame_tutorial08.html #and search for "Watch the iteration" for listener in list(self.listeners): #NOTE: If the weakref has died, it will be #automatically removed, so we don't have #to worry about it. listener.notify(event) #------------------------------------------------------------------------------ class PyGameEventController: """...""" def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.input_freeze = False #---------------------------------------------------------------------- def notify(self, incoming_event): if isinstance(incoming_event, UserInputFreeze): self.input_freeze = True elif isinstance(incoming_event, UserInputUnFreeze): self.input_freeze = False elif isinstance(incoming_event, TickEvent): #Share some time with other processes, so we don't hog the cpu pygame.time.wait(5) #Handle Pygame Events for event in pygame.event.get(): #If this event manager has an associated PGU GUI app, notify it of the event if self.ev_manager.gui_app: self.ev_manager.gui_app.event(event) #Standard event handling for everything else ev = None if event.type == QUIT: ev = QuitEvent() elif event.type == pygame.MOUSEBUTTONDOWN and not self.input_freeze: if event.button == 1: #Button 1 pos = pygame.mouse.get_pos() ev = MouseButtonLeftEvent(pos) elif event.type == pygame.MOUSEMOTION: pos = pygame.mouse.get_pos() ev = MouseMoveEvent(pos) #Post event to event manager if ev: self.ev_manager.post(ev) #------------------------------------------------------------------------------ class CPUSpinnerController: def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.clock = pygame.time.Clock() self.cumu_time = 0 self.keep_going = True #---------------------------------------------------------------------- def run(self): if not self.keep_going: raise Exception('dead spinner') while self.keep_going: time_passed = self.clock.tick() fps = self.clock.get_fps() self.cumu_time += time_passed self.ev_manager.post(TickEvent(time_passed, fps)) if self.cumu_time >= 1000: self.cumu_time = 0 self.ev_manager.post(SecondEvent()) pygame.quit() #---------------------------------------------------------------------- def notify(self, event): if isinstance(event, QuitEvent): #this will stop the while loop from running self.keep_going = False rooms.py #Remote imports import pygame #Local imports import config import continents from game_components import * from my_gui import * from pgu import high class Room(object): def __init__(self, screen, ev_manager): self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) def notify(self, event): if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() def get_highs_table(self): fname = 'high_scores.txt' highs_table = None config.all_highs = high.Highs(fname) if config.game_mode == config.TIME_CHALLENGE: if config.difficulty == config.EASY: highs_table = config.all_highs['time_challenge_easy'] if config.difficulty == config.MED_DIF: highs_table = config.all_highs['time_challenge_med'] if config.difficulty == config.HARD: highs_table = config.all_highs['time_challenge_hard'] if config.difficulty == config.SUPER: highs_table = config.all_highs['time_challenge_super'] elif config.game_mode == config.PLAN_AHEAD: pass return highs_table class TitleScreen(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #Quit Button #--------------------------------------- b = StartGameButton(ev_manager=self.ev_manager) c.add(b, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameModeRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() self.create_gui() #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=-1) #Mode Relaxed Button #--------------------------------------- b = GameModeRelaxedButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 200) #Mode Time Challenge Button #--------------------------------------- b = TimeChallengeButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 250) #Mode Think Ahead Button #--------------------------------------- # b = PlanAheadButton(ev_manager=self.ev_manager) # self.b = b # print b.rect # c.add(b, 0, 300) #Initialize #--------------------------------------- self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) #Game mode #--------------------------------------- self.new_board_timer = None self.game_mode = config.game_mode config.current_highs = self.get_highs_table() self.highs_dialog = None self.game_over = False #Images #--------------------------------------- self.background = pygame.image.load('assets/images/interface/game screen2-1.jpg').convert() self.logo = pygame.image.load('assets/images/interface/logo_small.png').convert_alpha() self.game_over_text = pygame.image.load('assets/images/interface/text_game_over.png').convert_alpha() self.trip_complete_text = pygame.image.load('assets/images/interface/text_trip_complete.png').convert_alpha() self.zoom_game_over = None self.zoom_trip_complete = None self.fade_out = None #Text #--------------------------------------- self.font = pygame.font.Font(config.font_sans, config.interface_font_size) #Create game components #--------------------------------------- self.continent = self.set_continent(config.continent) self.board = Board(config.board_size, self.ev_manager) self.deck = Deck(self.ev_manager, self.continent) self.map = Map(self.continent) self.longest_trip = 0 #Set pos of game components #--------------------------------------- board_pos = (SCREEN_MARGIN[0], 109) self.board.set_pos(board_pos) map_pos = (config.screen_size[0] - self.map.size[0] - SCREEN_MARGIN[0], 57); self.map.set_pos(map_pos) #Trackers #--------------------------------------- self.game_clock = Chrono(self.ev_manager) self.swap_counter = 0 self.level = 0 #Create gui #--------------------------------------- self.create_gui() #Create initial board #--------------------------------------- self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) def set_continent(self, continent_const): #Set continent based on const if continent_const == config.EUROPE: return continents.Europe() if continent_const == config.AFRICA: return continents.Africa() else: raise Exception('Continent constant not recognized') #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=-1,valign=-1) #Timer Progress bar #--------------------------------------- self.timer_bar = None self.time_increase = None self.minutes_left = None self.seconds_left = None self.timer_text = None if self.game_mode == config.TIME_CHALLENGE: self.time_increase = config.time_challenge_start_time self.timer_bar = gui.ProgressBar(config.time_challenge_start_time,0,config.max_time_bank,width=306) c.add(self.timer_bar, 172, 57) #Connections Progress bar #--------------------------------------- self.connections_bar = None self.connections_bar = gui.ProgressBar(0,0,config.longest_trip_needed,width=306) c.add(self.connections_bar, 172, 83) #Quit Button #--------------------------------------- b = QuitButton(ev_manager=self.ev_manager) c.add(b, 950, 20) #Generate Board Button #--------------------------------------- b = GenerateBoardButton(ev_manager=self.ev_manager, room=self) c.add(b, 500, 20) #Board Size? #--------------------------------------- bs = SetBoardSizeContainer(config.BOARD_LARGE, ev_manager=self.ev_manager, board=self.board) c.add(bs, 640, 20) #Fill Board? #--------------------------------------- t = FillBoardCheckbox(config.fill_board, ev_manager=self.ev_manager) c.add(t, 740, 20) #Darkness? #--------------------------------------- t = UseDarknessCheckbox(config.use_darkness, ev_manager=self.ev_manager) c.add(t, 840, 20) #Initialize #--------------------------------------- self.gui_app.init(c) def advance_level(self): self.level += 1 print 'Advancing to next level' print 'New level: ' + str(self.level) if self.timer_bar: print 'Time increase: ' + str(self.time_increase) self.timer_bar.value += self.time_increase self.time_increase = max(config.min_advance_time, int(self.time_increase * 0.9)) self.board = self.new_board self.new_board = None self.zoom_trip_complete = None self.game_clock.unpause() def notify(self, event): #Tick event if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() #Wait to deal new board when advancing levels if self.zoom_trip_complete and self.zoom_trip_complete.finished: self.zoom_trip_complete = None self.ev_manager.post(UnfreezeCards()) self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) #New high score? if self.zoom_game_over and self.zoom_game_over.finished and not self.highs_dialog: if config.current_highs.check(self.level) != None: self.zoom_game_over.visible = False data = 'time:' + str(self.game_clock.time) + ',swaps:' + str(self.swap_counter) self.highs_dialog = HighScoreDialog(score=self.level, data=data, ev_manager=self.ev_manager) self.highs_dialog.open() elif not self.fade_out: self.fade_out = FadeOut(self.ev_manager, config.TITLE_SCREEN) #Second event elif isinstance(event, SecondEvent): if self.timer_bar: if not self.game_clock.paused: self.timer_bar.value -= 1 if self.timer_bar.value <= 0 and not self.game_over: self.ev_manager.post(GameOver()) self.minutes_left = self.timer_bar.value / 60 self.seconds_left = self.timer_bar.value % 60 if self.seconds_left < 10: leading_zero = '0' else: leading_zero = '' self.timer_text = ''.join(['Time Left: ', str(self.minutes_left), ':', leading_zero, str(self.seconds_left)]) #Game over elif isinstance(event, GameOver): self.game_over = True self.zoom_game_over = ZoomImage(self.ev_manager, self.game_over_text) #Trip complete event elif isinstance(event, TripComplete): print 'You did it!' self.game_clock.pause() self.zoom_trip_complete = ZoomImage(self.ev_manager, self.trip_complete_text) self.new_board_timer = Timer(self.ev_manager, 2) self.ev_manager.post(FreezeCards()) print 'Room posted newboardcomplete' #Board Refresh Complete elif isinstance(event, BoardRefreshComplete): if event.board == self.board: print 'Longest trip needed: ' + str(config.longest_trip_needed) print 'Your longest trip: ' + str(self.board.longest_trip) if self.board.longest_trip >= config.longest_trip_needed: self.ev_manager.post(TripComplete()) elif event.board == self.new_board: self.advance_level() self.connections_bar.value = self.board.longest_trip self.connection_text = ' '.join(['Connections:', str(self.board.longest_trip), '/', str(config.longest_trip_needed)]) #CardSwapComplete elif isinstance(event, CardSwapComplete): self.swap_counter += 1 elif isinstance(event, ConfigChangeBoardSize): config.board_size = event.new_size elif isinstance(event, ConfigChangeCardSize): config.card_size = event.new_size elif isinstance(event, ConfigChangeFillBoard): config.fill_board = event.new_value elif isinstance(event, ConfigChangeDarkness): config.use_darkness = event.new_value def render(self, surface): #Background surface.blit(self.background, (0, 0)) #Map self.map.render(surface) #Board self.board.render(surface) #Logo surface.blit(self.logo, (10,10)) #Text connection_text = self.font.render(self.connection_text, True, BLACK) surface.blit(connection_text, (25, 84)) if self.timer_text: timer_text = self.font.render(self.timer_text, True, BLACK) surface.blit(timer_text, (25, 64)) #GUI self.gui_app.paint(surface) if self.zoom_trip_complete: self.zoom_trip_complete.render(surface) if self.zoom_game_over: self.zoom_game_over.render(surface) if self.fade_out: self.fade_out.render(surface) class HighScoresRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #High Scores Table #--------------------------------------- hst = HighScoresTable() c.add(hst, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) game_components.py #Remote imports import pygame from pygame.locals import * import random import operator from copy import copy from math import sqrt, floor #Local imports import config from events import * from matrix import Matrix from textrect import render_textrect, TextRectException from hyphen import hyphenator from textwrap2 import TextWrapper ############################## #CONSTANTS ############################## SCREEN_MARGIN = (10, 10) #Colors BLACK = (0, 0, 0) WHITE = (255, 255, 255) RED = (255, 0, 0) YELLOW = (255, 200, 0) #Directions LEFT = -1 RIGHT = 1 UP = 2 DOWN = -2 #Cards CARD_MARGIN = (10, 10) CARD_PADDING = (2, 2) #Card types BLANK = 0 COUNTRY = 1 TRANSPORT = 2 #Transport types PLANE = 0 TRAIN = 1 CAR = 2 SHIP = 3 class Timer(object): def __init__(self, ev_manager, time_left): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time_left = time_left self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time_left -= 1 class Chrono(object): def __init__(self, ev_manager, start_time=0): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time = start_time self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time += 1 class Map(object): def __init__(self, continent): self.map_image = pygame.image.load(continent.map).convert_alpha() self.map_text = pygame.image.load(continent.map_text).convert_alpha() self.pos = (0, 0) self.set_color() self.map_image = pygame.transform.smoothscale(self.map_image, config.map_size) self.size = self.map_image.get_size() def set_pos(self, pos): self.pos = pos def set_color(self): image_pixel_array = pygame.PixelArray(self.map_image) image_pixel_array.replace(config.GRAY1, config.COLOR1) image_pixel_array.replace(config.GRAY2, config.COLOR2) image_pixel_array.replace(config.GRAY3, config.COLOR3) image_pixel_array.replace(config.GRAY4, config.COLOR4) image_pixel_array.replace(config.GRAY5, config.COLOR5)

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  • Progress gauge in status bar, using Cody Precord's ProgressStatusBar

    - by MCXXIII
    Hi. I am attempting to create a progress gauge in the status bar for my application, and I'm using the example in Cody Precord's wxPython 2.8 Application Development Cookbook. I've reproduced it below. For now I simply wish to show the gauge and have it pulse when the application is busy, so I assume I need to use the Start/StopBusy() methods. Problem is, none of it seems to work, and the book doesn't provide an example of how to use the class. In the __init__ of my frame I create my status bar like so: self.statbar = status.ProgressStatusBar( self ) self.SetStatusBar( self.statbar ) Then, in the function which does all the work, I have tried things like: self.GetStatusBar().SetRange( 100 ) self.GetStatusBar().SetProgress( 0 ) self.GetStatusBar().StartBusy() self.GetStatusBar().Run() # work done here self.GetStatusBar().StopBusy() And several combinations and permutations of those commands, but nothing happens, no gauge is ever shown. The work takes several seconds, so it's not because the gauge simply disappears again too quickly for me to notice. I can get the gauge to show up by removing the self.prog.Hide() line from Precord's __init__ but it still doesn't pulse and simply disappears never to return once work has finished the first time. Here's Precord's class: class ProgressStatusBar( wx.StatusBar ): '''Custom StatusBar with a built-in progress bar''' def __init__( self, parent, id_=wx.ID_ANY, style=wx.SB_FLAT, name='ProgressStatusBar' ): super( ProgressStatusBar, self ).__init__( parent, id_, style, name ) self._changed = False self.busy = False self.timer = wx.Timer( self ) self.prog = wx.Gauge( self, style=wx.GA_HORIZONTAL ) self.prog.Hide() self.SetFieldsCount( 2 ) self.SetStatusWidths( [-1, 155] ) self.Bind( wx.EVT_IDLE, lambda evt: self.__Reposition() ) self.Bind( wx.EVT_TIMER, self.OnTimer ) self.Bind( wx.EVT_SIZE, self.OnSize ) def __del__( self ): if self.timer.IsRunning(): self.timer.Stop() def __Reposition( self ): '''Repositions the gauge as necessary''' if self._changed: lfield = self.GetFieldsCount() - 1 rect = self.GetFieldRect( lfield ) prog_pos = (rect.x + 2, rect.y + 2) self.prog.SetPosition( prog_pos ) prog_size = (rect.width - 8, rect.height - 4) self.prog.SetSize( prog_size ) self._changed = False def OnSize( self, evt ): self._changed = True self.__Reposition() evt.Skip() def OnTimer( self, evt ): if not self.prog.IsShown(): self.timer.Stop() if self.busy: self.prog.Pulse() def Run( self, rate=100 ): if not self.timer.IsRunning(): self.timer.Start( rate ) def GetProgress( self ): return self.prog.GetValue() def SetProgress( self, val ): if not self.prog.IsShown(): self.ShowProgress( True ) if val == self.prog.GetRange(): self.prog.SetValue( 0 ) self.ShowProgress( False ) else: self.prog.SetValue( val ) def SetRange( self, val ): if val != self.prog.GetRange(): self.prog.SetRange( val ) def ShowProgress( self, show=True ): self.__Reposition() self.prog.Show( show ) def StartBusy( self, rate=100 ): self.busy = True self.__Reposition() self.ShowProgress( True ) if not self.timer.IsRunning(): self.timer.Start( rate ) def StopBusy( self ): self.timer.Stop() self.ShowProgress( False ) self.prog.SetValue( 0 ) self.busy = False def IsBusy( self ): return self.busy

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  • Returning a list from a function in Python

    - by Jasper
    Hi, I'm creating a game for my sister, and I want a function to return a list variable, so I can pass it to another variable. The relevant code is as follows: def startNewGame(): while 1: #Introduction: print print """Hello, You will now be guided through the setup process. There are 7 steps to this. You can cancel setup at any time by typing 'cancelSetup' Thankyou""" #Step 1 (Name): print print """Step 1 of 7: Type in a name for your PotatoHead: """ inputPHName = raw_input('|Enter Name:|') if inputPHName == 'cancelSetup': sys.exit() #Step 2 (Gender): print print """Step 2 of 7: Choose the gender of your PotatoHead: input either 'm' or 'f' """ inputPHGender = raw_input('|Enter Gender:|') if inputPHGender == 'cancelSetup': sys.exit() #Step 3 (Colour): print print """Step 3 of 7: Choose the colour your PotatoHead will be: Only Red, Blue, Green and Yellow are currently supported """ inputPHColour = raw_input('|Enter Colour:|') if inputPHColour == 'cancelSetup': sys.exit() #Step 4 (Favourite Thing): print print """Step 4 of 7: Type your PotatoHead's favourite thing: """ inputPHFavThing = raw_input('|Enter Favourite Thing:|') if inputPHFavThing == 'cancelSetup': sys.exit() # Step 5 (First Toy): print print """Step 5 of 7: Choose a first toy for your PotatoHead: """ inputPHFirstToy = raw_input('|Enter First Toy:|') if inputPHFirstToy == 'cancelSetup': sys.exit() #Step 6 (Check stats): while 1: print print """Step 6 of 7: Check the following details to make sure that they are correct: """ print print """Name:\t\t\t""" + inputPHName + """ Gender:\t\t\t""" + inputPHGender + """ Colour:\t\t\t""" + inputPHColour + """ Favourite Thing:\t""" + inputPHFavThing + """ First Toy:\t\t""" + inputPHFirstToy + """ """ print print "Enter 'y' or 'n'" inputMCheckStats = raw_input('|Is this information correct?|') if inputMCheckStats == 'cancelSetup': sys.exit() elif inputMCheckStats == 'y': break elif inputMCheckStats == 'n': print "Re-enter info: ..." print break else: "The value you entered was incorrect, please re-enter your choice" if inputMCheckStats == 'y': break #Step 7 (Define variables for the creation of the PotatoHead): MFCreatePH = [] print print """Step 7 of 7: Your PotatoHead will now be created... Creating variables... """ MFCreatePH = [inputPHName, inputPHGender, inputPHColour, inputPHFavThing, inputPHFirstToy] time.sleep(1) print "inputPHName" print time.sleep(1) print "inputPHFirstToy" print return MFCreatePH print "Your PotatoHead varibles have been successfully created!" Then it is passed to another function that was imported from another module from potatohead import * ... welcomeMessage() MCreatePH = startGame() myPotatoHead = PotatoHead(MCreatePH) the code for the PotatoHead object is in the potatohead.py module which was imported above, and is as follows: class PotatoHead: #Initialise the PotatoHead object: def __init__(self, data): self.data = data #Takes the data from the start new game function - see main.py #Defines the PotatoHead starting attributes: self.name = data[0] self.gender = data[1] self.colour = data[2] self.favouriteThing = data[3] self.firstToy = data[4] self.age = '0.0' self.education = [self.eduScience, self.eduEnglish, self.eduMaths] = '0.0', '0.0', '0.0' self.fitness = '0.0' self.happiness = '10.0' self.health = '10.0' self.hunger = '0.0' self.tiredness = 'Not in this version' self.toys = [] self.toys.append(self.firstToy) self.time = '0' #Sets data lists for saving, loading and general use: self.phData = (self.name, self.gender, self.colour, self.favouriteThing, self.firstToy) self.phAdvData = (self.name, self.gender, self.colour, self.favouriteThing, self.firstToy, self.age, self.education, self.fitness, self.happiness, self.health, self.hunger, self.tiredness, self.toys) However, when I run the program this error appears: Traceback (most recent call last): File "/Users/Jasper/Documents/Programming/Potato Head Game/Current/main.py", line 158, in <module> myPotatoHead = PotatoHead(MCreatePH) File "/Users/Jasper/Documents/Programming/Potato Head Game/Current/potatohead.py", line 15, in __init__ self.name = data[0] TypeError: 'NoneType' object is unsubscriptable What am i doing wrong? -----EDIT----- The program finishes as so: Step 7 of 7: Your PotatoHead will now be created... Creating variables... inputPHName inputPHFirstToy Then it goes to the Tracback -----EDIT2----- This is the EXACT code I'm running in its entirety: #+--------------------------------------+# #| main.py |# #| A main module for the Potato Head |# #| Game to pull the other modules |# #| together and control through user |# #| input |# #| Author: |# #| Date Created / Modified: |# #| 3/2/10 | 20/2/10 |# #+--------------------------------------+# Tested: No #Import the required modules: import time import random import sys from potatohead import * from toy import * #Start the Game: def welcomeMessage(): print "----- START NEW GAME -----------------------" print "==Print Welcome Message==" print "loading... \t loading... \t loading..." time.sleep(1) print "loading..." time.sleep(1) print "LOADED..." print; print; print; print """Hello, Welcome to the Potato Head Game. In this game you can create a Potato Head, and look after it, like a Virtual Pet. This game is constantly being updated and expanded. Please look out for updates. """ #Choose whether to start a new game or load a previously saved game: def startGame(): while 1: print "--------------------" print """ Choose an option: New_Game or Load_Game """ startGameInput = raw_input('>>> >') if startGameInput == 'New_Game': startNewGame() break elif startGameInput == 'Load_Game': print "This function is not yet supported" print "Try Again" print else: print "You must have mistyped the command: Type either 'New_Game' or 'Load_Game'" print #Set the new game up: def startNewGame(): while 1: #Introduction: print print """Hello, You will now be guided through the setup process. There are 7 steps to this. You can cancel setup at any time by typing 'cancelSetup' Thankyou""" #Step 1 (Name): print print """Step 1 of 7: Type in a name for your PotatoHead: """ inputPHName = raw_input('|Enter Name:|') if inputPHName == 'cancelSetup': sys.exit() #Step 2 (Gender): print print """Step 2 of 7: Choose the gender of your PotatoHead: input either 'm' or 'f' """ inputPHGender = raw_input('|Enter Gender:|') if inputPHGender == 'cancelSetup': sys.exit() #Step 3 (Colour): print print """Step 3 of 7: Choose the colour your PotatoHead will be: Only Red, Blue, Green and Yellow are currently supported """ inputPHColour = raw_input('|Enter Colour:|') if inputPHColour == 'cancelSetup': sys.exit() #Step 4 (Favourite Thing): print print """Step 4 of 7: Type your PotatoHead's favourite thing: """ inputPHFavThing = raw_input('|Enter Favourite Thing:|') if inputPHFavThing == 'cancelSetup': sys.exit() # Step 5 (First Toy): print print """Step 5 of 7: Choose a first toy for your PotatoHead: """ inputPHFirstToy = raw_input('|Enter First Toy:|') if inputPHFirstToy == 'cancelSetup': sys.exit() #Step 6 (Check stats): while 1: print print """Step 6 of 7: Check the following details to make sure that they are correct: """ print print """Name:\t\t\t""" + inputPHName + """ Gender:\t\t\t""" + inputPHGender + """ Colour:\t\t\t""" + inputPHColour + """ Favourite Thing:\t""" + inputPHFavThing + """ First Toy:\t\t""" + inputPHFirstToy + """ """ print print "Enter 'y' or 'n'" inputMCheckStats = raw_input('|Is this information correct?|') if inputMCheckStats == 'cancelSetup': sys.exit() elif inputMCheckStats == 'y': break elif inputMCheckStats == 'n': print "Re-enter info: ..." print break else: "The value you entered was incorrect, please re-enter your choice" if inputMCheckStats == 'y': break #Step 7 (Define variables for the creation of the PotatoHead): MFCreatePH = [] print print """Step 7 of 7: Your PotatoHead will now be created... Creating variables... """ MFCreatePH = [inputPHName, inputPHGender, inputPHColour, inputPHFavThing, inputPHFirstToy] time.sleep(1) print "inputPHName" print time.sleep(1) print "inputPHFirstToy" print return MFCreatePH print "Your PotatoHead varibles have been successfully created!" #Run Program: welcomeMessage() MCreatePH = startGame() myPotatoHead = PotatoHead(MCreatePH) The potatohead.py module is as follows: #+--------------------------------------+# #| potatohead.py |# #| A module for the Potato Head Game |# #| Author: |# #| Date Created / Modified: |# #| 24/1/10 | 24/1/10 |# #+--------------------------------------+# Tested: Yes (24/1/10) #Create the PotatoHead class: class PotatoHead: #Initialise the PotatoHead object: def __init__(self, data): self.data = data #Takes the data from the start new game function - see main.py #Defines the PotatoHead starting attributes: self.name = data[0] self.gender = data[1] self.colour = data[2] self.favouriteThing = data[3] self.firstToy = data[4] self.age = '0.0' self.education = [self.eduScience, self.eduEnglish, self.eduMaths] = '0.0', '0.0', '0.0' self.fitness = '0.0' self.happiness = '10.0' self.health = '10.0' self.hunger = '0.0' self.tiredness = 'Not in this version' self.toys = [] self.toys.append(self.firstToy) self.time = '0' #Sets data lists for saving, loading and general use: self.phData = (self.name, self.gender, self.colour, self.favouriteThing, self.firstToy) self.phAdvData = (self.name, self.gender, self.colour, self.favouriteThing, self.firstToy, self.age, self.education, self.fitness, self.happiness, self.health, self.hunger, self.tiredness, self.toys) #Define the phStats variable, enabling easy display of PotatoHead attributes: def phDefStats(self): self.phStats = """Your Potato Head's Stats are as follows: ---------------------------------------- Name: \t\t""" + self.name + """ Gender: \t\t""" + self.gender + """ Colour: \t\t""" + self.colour + """ Favourite Thing: \t""" + self.favouriteThing + """ First Toy: \t""" + self.firstToy + """ Age: \t\t""" + self.age + """ Education: \t""" + str(float(self.eduScience) + float(self.eduEnglish) + float(self.eduMaths)) + """ -> Science: \t""" + self.eduScience + """ -> English: \t""" + self.eduEnglish + """ -> Maths: \t""" + self.eduMaths + """ Fitness: \t""" + self.fitness + """ Happiness: \t""" + self.happiness + """ Health: \t""" + self.health + """ Hunger: \t""" + self.hunger + """ Tiredness: \t""" + self.tiredness + """ Toys: \t\t""" + str(self.toys) + """ Time: \t\t""" + self.time + """ """ #Change the PotatoHead's favourite thing: def phChangeFavouriteThing(self, newFavouriteThing): self.favouriteThing = newFavouriteThing phChangeFavouriteThingMsg = "Your Potato Head's favourite thing is " + self.favouriteThing + "." #"Feed" the Potato Head i.e. Reduce the 'self.hunger' attribute's value: def phFeed(self): if float(self.hunger) >=3.0: self.hunger = str(float(self.hunger) - 3.0) elif float(self.hunger) < 3.0: self.hunger = '0.0' self.time = str(int(self.time) + 1) #Pass time #"Exercise" the Potato Head if between the ages of 5 and 25: def phExercise(self): if float(self.age) < 5.1 or float(self.age) > 25.1: print "This Potato Head is either too young or too old for this activity!" else: if float(self.fitness) <= 8.0: self.fitness = str(float(self.fitness) + 2.0) elif float(self.fitness) > 8.0: self.fitness = '10.0' self.time = str(int(self.time) + 1) #Pass time #"Teach" the Potato Head: def phTeach(self, subject): if subject == 'Science': if float(self.eduScience) <= 9.0: self.eduScience = str(float(self.eduScience) + 1.0) elif float(self.eduScience) > 9.0 and float(self.eduScience) < 10.0: self.eduScience = '10.0' elif float(self.eduScience) == 10.0: print "Your Potato Head has gained the highest level of qualifications in this subject! It cannot learn any more!" elif subject == 'English': if float(self.eduEnglish) <= 9.0: self.eduEnglish = str(float(self.eduEnglish) + 1.0) elif float(self.eduEnglish) > 9.0 and float(self.eduEnglish) < 10.0: self.eduEnglish = '10.0' elif float(self.eduEnglish) == 10.0: print "Your Potato Head has gained the highest level of qualifications in this subject! It cannot learn any more!" elif subject == 'Maths': if float(self.eduMaths) <= 9.0: self.eduMaths = str(float(self.eduMaths) + 1.0) elif float(self.eduMaths) > 9.0 and float(self.eduMaths) < 10.0: self.eduMaths = '10.0' elif float(self.eduMaths) == 10.0: print "Your Potato Head has gained the highest level of qualifications in this subject! It cannot learn any more!" else: print "That subject is not an option..." print "Please choose either Science, English or Maths" self.time = str(int(self.time) + 1) #Pass time #Increase Health: def phGoToDoctor(self): self.health = '10.0' self.time = str(int(self.time) + 1) #Pass time #Sleep: Age, change stats: #(Time Passes) def phSleep(self): self.time = '0' #Resets time for next 'day' (can do more things next day) #Increase hunger: if float(self.hunger) <= 5.0: self.hunger = str(float(self.hunger) + 5.0) elif float(self.hunger) > 5.0: self.hunger = '10.0' #Lower Fitness: if float(self.fitness) >= 0.5: self.fitness = str(float(self.fitness) - 0.5) elif float(self.fitness) < 0.5: self.fitness = '0.0' #Lower Health: if float(self.health) >= 0.5: self.health = str(float(self.health) - 0.5) elif float(self.health) < 0.5: self.health = '0.0' #Lower Happiness: if float(self.happiness) >= 2.0: self.happiness = str(float(self.happiness) - 2.0) elif float(self.happiness) < 2.0: self.happiness = '0.0' #Increase the Potato Head's age: self.age = str(float(self.age) + 0.1) The game is still under development - There may be parts of modules that aren't complete, but I don't think they're causing the problem

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  • matplotlib: how to refresh figure.canvas

    - by Alex
    Hello, I can't understand how to refresh FigureCanvasWxAgg instance. Here is the example: import wx import matplotlib from matplotlib.backends.backend_wxagg import FigureCanvasWxAgg as FigureCanvas from matplotlib.figure import Figure class MainFrame(wx.Frame): def __init__(self): wx.Frame.__init__(self, None, wx.NewId(), "Main") self.sizer = wx.BoxSizer(wx.VERTICAL) self.figure = Figure(figsize=(1,2)) self.axe = self.figure.add_subplot(111) self.figurecanvas = FigureCanvas(self, -1, self.figure) self.buttonPlot = wx.Button(self, wx.NewId(), "Plot") self.buttonClear = wx.Button(self, wx.NewId(), "Clear") self.sizer.Add(self.figurecanvas, proportion=1, border=5, flag=wx.ALL | wx.EXPAND) self.sizer.Add(self.buttonPlot, proportion=0, border=2, flag=wx.ALL) self.sizer.Add(self.buttonClear, proportion=0, border=2, flag=wx.ALL) self.SetSizer(self.sizer) self.figurecanvas.Bind(wx.EVT_LEFT_DCLICK, self.on_dclick) self.buttonPlot.Bind(wx.EVT_BUTTON, self.on_button_plot) self.buttonClear.Bind(wx.EVT_BUTTON, self.on_button_clear) self.subframe_opened = False def on_dclick(self, evt): self.subframe = SubFrame(self, self.figure) self.subframe.Show(True) self.subframe_opened = True def on_button_plot(self, evt): self.axe.plot(range(10), color='green') self.figurecanvas.draw() def on_button_clear(self, evt): if self.subframe_opened: self.subframe.Close() self.figure.set_canvas(self.figurecanvas) self.axe.clear() self.figurecanvas.draw() class SubFrame(wx.Frame): def __init__(self, parent, figure): wx.Frame.__init__(self, parent, wx.NewId(), "Sub") self.sizer = wx.BoxSizer(wx.VERTICAL) self.figurecanvas = FigureCanvas(self, -1, figure) self.sizer.Add(self.figurecanvas, proportion=1, border=5, flag=wx.ALL | wx.EXPAND) self.SetSizer(self.sizer) self.Bind(wx.EVT_CLOSE, self.on_close) def on_close(self, evt): self.GetParent().subframe_opened = False evt.Skip() class MyApp(wx.App): def OnInit(self): frame = MainFrame() frame.Show(True) self.SetTopWindow(frame) return True app = MyApp(0) app.MainLoop() I'm interested in the following sequence of operations: run a script resize the main frame press Plot button double click on plot press Clear button Now I get a mess on main frame plot. If I resize the frame it redraws properly. My question is what should I add to my code to do that without resizing? Thanks in advance.

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  • Refresh QTextEdit in PyQt

    - by Mark Underwood
    Hi all, Im writing a PyQt app that takes some input in one widget, and then processes some text files. What ive got at the moment is when the user clicks the "process" button a seperate window with a QTextEdit in it pops up, and ouputs some logging messages. On Mac OS X this window is refreshed automatically and you cna see the process. On Windows, the window reports (Not Responding) and then once all the proccessing is done, the log output is shown. Im assuming I need to refresh the window after each write into the log, and ive had a look around at using a timer. etc, but havnt had much luck in getting it working. Below is the source code. It has two files, GUI.py which does all the GUI stuff and MOVtoMXF that does all the processing. GUI.py import os import sys import MOVtoMXF from PyQt4.QtCore import * from PyQt4.QtGui import * class Form(QDialog): def process(self): path = str(self.pathBox.displayText()) if(path == ''): QMessageBox.warning(self, "Empty Path", "You didnt fill something out.") return xmlFile = str(self.xmlFileBox.displayText()) if(xmlFile == ''): QMessageBox.warning(self, "No XML file", "You didnt fill something.") return outFileName = str(self.outfileNameBox.displayText()) if(outFileName == ''): QMessageBox.warning(self, "No Output File", "You didnt do something") return print path + " " + xmlFile + " " + outFileName mov1 = MOVtoMXF.MOVtoMXF(path, xmlFile, outFileName, self.log) self.log.show() rc = mov1.ScanFile() if( rc < 0): print "something happened" #self.done(0) def __init__(self, parent=None): super(Form, self).__init__(parent) self.log = Log() self.pathLabel = QLabel("P2 Path:") self.pathBox = QLineEdit("") self.pathBrowseB = QPushButton("Browse") self.pathLayout = QHBoxLayout() self.pathLayout.addStretch() self.pathLayout.addWidget(self.pathLabel) self.pathLayout.addWidget(self.pathBox) self.pathLayout.addWidget(self.pathBrowseB) self.xmlLabel = QLabel("FCP XML File:") self.xmlFileBox = QLineEdit("") self.xmlFileBrowseB = QPushButton("Browse") self.xmlLayout = QHBoxLayout() self.xmlLayout.addStretch() self.xmlLayout.addWidget(self.xmlLabel) self.xmlLayout.addWidget(self.xmlFileBox) self.xmlLayout.addWidget(self.xmlFileBrowseB) self.outFileLabel = QLabel("Save to:") self.outfileNameBox = QLineEdit("") self.outputFileBrowseB = QPushButton("Browse") self.outputLayout = QHBoxLayout() self.outputLayout.addStretch() self.outputLayout.addWidget(self.outFileLabel) self.outputLayout.addWidget(self.outfileNameBox) self.outputLayout.addWidget(self.outputFileBrowseB) self.exitButton = QPushButton("Exit") self.processButton = QPushButton("Process") self.buttonLayout = QHBoxLayout() #self.buttonLayout.addStretch() self.buttonLayout.addWidget(self.exitButton) self.buttonLayout.addWidget(self.processButton) self.layout = QVBoxLayout() self.layout.addLayout(self.pathLayout) self.layout.addLayout(self.xmlLayout) self.layout.addLayout(self.outputLayout) self.layout.addLayout(self.buttonLayout) self.setLayout(self.layout) self.pathBox.setFocus() self.setWindowTitle("MOVtoMXF") self.connect(self.processButton, SIGNAL("clicked()"), self.process) self.connect(self.exitButton, SIGNAL("clicked()"), self, SLOT("reject()")) self.ConnectButtons() class Log(QTextEdit): def __init__(self, parent=None): super(Log, self).__init__(parent) self.timer = QTimer() self.connect(self.timer, SIGNAL("timeout()"), self.updateText()) self.timer.start(2000) def updateText(self): print "update Called" AND MOVtoMXF.py import os import sys import time import string import FileUtils import shutil import re class MOVtoMXF: #Class to do the MOVtoMXF stuff. def __init__(self, path, xmlFile, outputFile, edit): self.MXFdict = {} self.MOVDict = {} self.path = path self.xmlFile = xmlFile self.outputFile = outputFile self.outputDirectory = outputFile.rsplit('/',1) self.outputDirectory = self.outputDirectory[0] sys.stdout = OutLog( edit, sys.stdout) class OutLog(): def __init__(self, edit, out=None, color=None): """(edit, out=None, color=None) -> can write stdout, stderr to a QTextEdit. edit = QTextEdit out = alternate stream ( can be the original sys.stdout ) color = alternate color (i.e. color stderr a different color) """ self.edit = edit self.out = None self.color = color def write(self, m): if self.color: tc = self.edit.textColor() self.edit.setTextColor(self.color) #self.edit.moveCursor(QtGui.QTextCursor.End) self.edit.insertPlainText( m ) if self.color: self.edit.setTextColor(tc) if self.out: self.out.write(m) self.edit.show() If any other code is needed (i think this is all that is needed) then just let me know. Any Help would be great. Mark

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  • Handling TclErrors in Python

    - by anteater7171
    In the following code I'll get the following error if I right click the window that pops up. Then go down to the very bottom entry widget then delete it's contents. It seems to be giving me a TclError. How do I go about handeling such an error? The Error Exception in Tkinter callback Traceback (most recent call last): File "C:\Python26\Lib\lib-tk\Tkinter.py", line 1410, in __call__ return self.func(*args) File "C:\Python26\CPUDEMO.py", line 503, in I TL.sclS.set(S1) File "C:\Python26\Lib\lib-tk\Tkinter.py", line 2765, in set self.tk.call(self._w, 'set', value) TclError: expected floating-point number but got "" The Code #F #PIthon.py # Import/Setup import Tkinter import psutil,time import re from PIL import Image, ImageTk from time import sleep class simpleapp_tk(Tkinter.Tk): def __init__(self,parent): Tkinter.Tk.__init__(self,parent) self.parent = parent self.initialize() def initialize(self): Widgets self.menu = Tkinter.Menu(self, tearoff = 0 ) M = [ "Options...", "Exit"] self.selectedM = Tkinter.StringVar() self.menu.add_radiobutton( label = 'Hide', variable = self.selectedM, command = self.E ) self.menu.add_radiobutton( label = 'Bump', variable = self.selectedM, command = self.E ) self.menu.add_separator() self.menu.add_radiobutton( label = 'Options...', variable = self.selectedM, command = self.E ) self.menu.add_separator() self.menu.add_radiobutton( label = 'Exit', variable = self.selectedM, command = self.E ) self.frame1 = Tkinter.Frame(self,bg='grey15',relief='ridge',borderwidth=4,width=185, height=39) self.frame1.grid() self.frame1.grid_propagate(0) self.frame1.bind( "<Button-3><ButtonRelease-3>", self.D ) self.frame1.bind( "<Button-2><ButtonRelease-2>", self.C ) self.frame1.bind( "<Double-Button-1>", self.C ) self.labelVariable = Tkinter.StringVar() self.label = Tkinter.Label(self.frame1,textvariable=self.labelVariable,fg="lightgreen",bg="grey15",borderwidth=1,font=('arial', 10, 'bold')) self.label.grid(column=1,row=0,columnspan=1,sticky='nsew') self.label.bind( "<Button-3><ButtonRelease-3>", self.D ) self.label.bind( "<Button-2><ButtonRelease-2>", self.C ) self.label.bind( "<Double-Button-1>", self.C ) self.F() self.overrideredirect(1) self.wm_attributes("-topmost", 1) global TL1 TL1 = Tkinter.Toplevel(self) TL1.wm_geometry("+0+5000") TL1.overrideredirect(1) TL1.button = Tkinter.Button(TL1,text="? CPU",fg="lightgreen",bg="grey15",activeforeground="lightgreen", activebackground='grey15',borderwidth=4,font=('Arial', 8, 'bold'),command=self.J) TL1.button.pack(ipadx=1) Events def Reset(self): self.label.configure(font=('arial', 10, 'bold'),fg='Lightgreen',bg='grey15',borderwidth=0) self.labela.configure(font=('arial', 8, 'bold'),fg='Lightgreen',bg='grey15',borderwidth=0) self.frame1.configure(bg='grey15',relief='ridge',borderwidth=4,width=224, height=50) self.label.pack(ipadx=38) def helpmenu(self): t2 = Tkinter.Toplevel(self) Tkinter.Label(t2, text='This is a help menu', anchor="w",justify="left",fg="darkgreen",bg="grey90",relief="ridge",borderwidth=5,font=('Arial', 10)).pack(fill='both', expand=1) t2.resizable(False,False) t2.title('Help') menu = Tkinter.Menu(self) t2.config(menu=menu) filemenu = Tkinter.Menu(menu) menu.add_cascade(label="| Exit |", menu=filemenu) filemenu.add_command(label="Exit", command=t2.destroy) def aboutmenu(self): t1 = Tkinter.Toplevel(self) Tkinter.Label(t1, text=' About:\n\n CPU Usage v1.0\n\n Publisher: Drew French\n Date: 05/09/10\n Email: [email protected] \n\n\n\n\n\n\n Written in Python 2.6.4', anchor="w",justify="left",fg="darkgreen",bg="grey90",relief="sunken",borderwidth=5,font=('Arial', 10)).pack(fill='both', expand=1) t1.resizable(False,False) t1.title('About') menu = Tkinter.Menu(self) t1.config(menu=menu) filemenu = Tkinter.Menu(menu) menu.add_cascade(label="| Exit |", menu=filemenu) filemenu.add_command(label="Exit", command=t1.destroy) def A (self,event): TL.entryVariable1.set(TL.sclY.get()) TL.entryVariable2.set(TL.sclX.get()) Y = TL.sclY.get() X = TL.sclX.get() self.wm_geometry("+" + str(X) + "+" + str(Y)) def B(self,event): Y1 = TL.entryVariable1.get() X1 = TL.entryVariable2.get() self.wm_geometry("+" + str(X1) + "+" + str(Y1)) TL.sclY.set(Y1) TL.sclX.set(X1) def C(self,event): s = self.wm_geometry() geomPatt = re.compile(r"(\d+)?x?(\d+)?([+-])(\d+)([+-])(\d+)") m = geomPatt.search(s) X3 = m.group(4) Y3 = m.group(6) M = int(Y3) - 150 P = M + 150 while Y3 > M: sleep(0.0009) Y3 = int(Y3) - 1 self.update_idletasks() self.wm_geometry("+" + str(X3) + "+" + str(Y3)) sleep(2.00) while Y3 < P: sleep(0.0009) Y3 = int(Y3) + 1 self.update_idletasks() self.wm_geometry("+" + str(X3) + "+" + str(Y3)) def D(self, event=None): self.menu.post( event.x_root, event.y_root ) def E(self): if self.selectedM.get() =='Options...': Setup global TL TL = Tkinter.Toplevel(self) menu = Tkinter.Menu(TL) TL.config(menu=menu) filemenu = Tkinter.Menu(menu) menu.add_cascade(label="| Menu |", menu=filemenu) filemenu.add_command(label="Instruction Manual...", command=self.helpmenu) filemenu.add_command(label="About...", command=self.aboutmenu) filemenu.add_separator() filemenu.add_command(label="Exit Options", command=TL.destroy) filemenu.add_command(label="Exit", command=self.destroy) helpmenu = Tkinter.Menu(menu) menu.add_cascade(label="| Help |", menu=helpmenu) helpmenu.add_command(label="Instruction Manual...", command=self.helpmenu) helpmenu.add_separator() helpmenu.add_command(label="Quick Help...", command=self.helpmenu) Title TL.label5 = Tkinter.Label(TL,text="CPU Usage: Options",anchor="center",fg="black",bg="lightgreen",relief="ridge",borderwidth=5,font=('Arial', 18, 'bold')) TL.label5.pack(padx=15,ipadx=5) X Y scale TL.separator = Tkinter.Frame(TL,height=7, bd=1, relief='ridge', bg='grey95') TL.separator.pack(pady=5,padx=5) # TL.sclX = Tkinter.Scale(TL.separator, from_=0, to=1500, orient='horizontal', resolution=1, command=self.A) TL.sclX.grid(column=1,row=0,ipadx=27, sticky='w') TL.label1 = Tkinter.Label(TL.separator,text="X",anchor="s",fg="black",bg="grey95",font=('Arial', 8 ,'bold')) TL.label1.grid(column=0,row=0, pady=1, sticky='S') TL.sclY = Tkinter.Scale(TL.separator, from_=0, to=1500, resolution=1, command=self.A) TL.sclY.grid(column=2,row=1,rowspan=2,sticky='e', padx=4) TL.label3 = Tkinter.Label(TL.separator,text="Y",fg="black",bg="grey95",font=('Arial', 8 ,'bold')) TL.label3.grid(column=2,row=0, padx=10, sticky='e') TL.entryVariable2 = Tkinter.StringVar() TL.entry2 = Tkinter.Entry(TL.separator,textvariable=TL.entryVariable2, fg="grey15",bg="grey90",relief="sunken",insertbackground="black",borderwidth=5,font=('Arial', 10)) TL.entry2.grid(column=1,row=1,ipadx=20, pady=10,sticky='EW') TL.entry2.bind("<Return>", self.B) TL.label2 = Tkinter.Label(TL.separator,text="X:",fg="black",bg="grey95",font=('Arial', 8 ,'bold')) TL.label2.grid(column=0,row=1, ipadx=4, sticky='W') TL.entryVariable1 = Tkinter.StringVar() TL.entry1 = Tkinter.Entry(TL.separator,textvariable=TL.entryVariable1, fg="grey15",bg="grey90",relief="sunken",insertbackground="black",borderwidth=5,font=('Arial', 10)) TL.entry1.grid(column=1,row=2,sticky='EW') TL.entry1.bind("<Return>", self.B) TL.label4 = Tkinter.Label(TL.separator,text="Y:", anchor="center",fg="black",bg="grey95",font=('Arial', 8 ,'bold')) TL.label4.grid(column=0,row=2, ipadx=4, sticky='W') TL.label7 = Tkinter.Label(TL.separator,text="Text Colour:",fg="black",bg="grey95",font=('Arial', 8 ,'bold')) TL.label7.grid(column=1,row=3,stick="W",ipady=10) TL.selectedP = Tkinter.StringVar() TL.opt1 = Tkinter.OptionMenu(TL.separator, TL.selectedP,'Normal', 'White','Black', 'Blue', 'Steel Blue','Green','Light Green','Yellow','Orange' ,'Red',command=self.G) TL.opt1.config(fg="black",bg="grey90",activebackground="grey90",activeforeground="black", anchor="center",relief="raised",direction='right',font=('Arial', 10)) TL.opt1.grid(column=1,row=4,sticky='EW',padx=20,ipadx=20) TL.selectedP.set('Normal') TL.label7 = Tkinter.Label(TL.separator,text="Refresh Rate:",fg="black",bg="grey95",font=('Arial', 8 ,'bold')) TL.label7.grid(column=1,row=5,stick="W",ipady=10) TL.sclS = Tkinter.Scale(TL.separator, from_=10, to=2000, orient='horizontal', resolution=10, command=self.H) TL.sclS.grid(column=1,row=6,ipadx=27, sticky='w') TL.sclS.set(650) TL.entryVariableS = Tkinter.StringVar() TL.entryS = Tkinter.Entry(TL.separator,textvariable=TL.entryVariableS, fg="grey15",bg="grey90",relief="sunken",insertbackground="black",borderwidth=5,font=('Arial', 10)) TL.entryS.grid(column=1,row=7,ipadx=20, pady=10,sticky='EW') TL.entryS.bind("<Return>", self.I) TL.entryVariableS.set(650) # TL.resizable(False,False) TL.title('Options') geomPatt = re.compile(r"(\d+)?x?(\d+)?([+-])(\d+)([+-])(\d+)") s = self.wm_geometry() m = geomPatt.search(s) X = m.group(4) Y = m.group(6) TL.sclY.set(Y) TL.sclX.set(X) if self.selectedM.get() == 'Exit': self.destroy() if self.selectedM.get() == 'Bump': s = self.wm_geometry() geomPatt = re.compile(r"(\d+)?x?(\d+)?([+-])(\d+)([+-])(\d+)") m = geomPatt.search(s) X3 = m.group(4) Y3 = m.group(6) M = int(Y3) - 150 P = M + 150 while Y3 > M: sleep(0.0009) Y3 = int(Y3) - 1 self.update_idletasks() self.wm_geometry("+" + str(X3) + "+" + str(Y3)) sleep(2.00) while Y3 < P: sleep(0.0009) Y3 = int(Y3) + 1 self.update_idletasks() self.wm_geometry("+" + str(X3) + "+" + str(Y3)) if self.selectedM.get() == 'Hide': s = self.wm_geometry() geomPatt = re.compile(r"(\d+)?x?(\d+)?([+-])(\d+)([+-])(\d+)") m = geomPatt.search(s) X3 = m.group(4) Y3 = m.group(6) M = int(Y3) + 5000 self.update_idletasks() self.wm_geometry("+" + str(X3) + "+" + str(M)) TL1.wm_geometry("+0+190") def F (self): G = round(psutil.cpu_percent(), 1) G1 = str(G) + '%' self.labelVariable.set(G1) try: S2 = TL.entryVariableS.get() except ValueError, e: S2 = 650 except NameError: S2 = 650 self.after(int(S2), self.F) def G (self,event): if TL.selectedP.get() =='Normal': self.label.config( fg = 'lightgreen' ) TL1.button.config( fg = 'lightgreen',activeforeground='lightgreen') if TL.selectedP.get() =='Red': self.label.config( fg = 'red' ) TL1.button.config( fg = 'red',activeforeground='red') if TL.selectedP.get() =='Orange': self.label.config( fg = 'orange') TL1.button.config( fg = 'orange',activeforeground='orange') if TL.selectedP.get() =='Yellow': self.label.config( fg = 'yellow') TL1.button.config( fg = 'yellow',activeforeground='yellow') if TL.selectedP.get() =='Light Green': self.label.config( fg = 'lightgreen' ) TL1.button.config( fg = 'lightgreen',activeforeground='lightgreen') if TL.selectedP.get() =='Normal': self.label.config( fg = 'lightgreen' ) TL1.button.config( fg = 'lightgreen',activeforeground='lightgreen') if TL.selectedP.get() =='Steel Blue': self.label.config( fg = 'steelblue1' ) TL1.button.config( fg = 'steelblue1',activeforeground='steelblue1') if TL.selectedP.get() =='Blue': self.label.config( fg = 'blue') TL1.button.config( fg = 'blue',activeforeground='blue') if TL.selectedP.get() =='Green': self.label.config( fg = 'darkgreen' ) TL1.button.config( fg = 'darkgreen',activeforeground='darkgreen') if TL.selectedP.get() =='White': self.label.config( fg = 'white' ) TL1.button.config( fg = 'white',activeforeground='white') if TL.selectedP.get() =='Black': self.label.config( fg = 'black') TL1.button.config( fg = 'black',activeforeground='black') def H (self,event): TL.entryVariableS.set(TL.sclS.get()) S = TL.sclS.get() def I (self,event): S1 = TL.entryVariableS.get() TL.sclS.set(S1) TL.sclS.set(TL.sclS.get()) S1 = TL.entryVariableS.get() TL.sclS.set(S1) def J (self): s = self.wm_geometry() geomPatt = re.compile(r"(\d+)?x?(\d+)?([+-])(\d+)([+-])(\d+)") m = geomPatt.search(s) X3 = m.group(4) Y3 = m.group(6) M = int(Y3) - 5000 self.update_idletasks() self.wm_geometry("+" + str(X3) + "+" + str(M)) TL1.wm_geometry("+0+5000") Loop if name == "main": app = simpleapp_tk(None) app.mainloop()

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  • Problem with room/screen/menu controller in python game: old rooms are not removed from memory

    - by Jordan Magnuson
    I'm literally banging my head against a wall here (as in, yes, physically, at my current location, I am damaging my cranium). Basically, I've got a Python/Pygame game with some typical game "rooms", or "screens." EG title screen, high scores screen, and the actual game room. Something bad is happening when I switch between rooms: the old room (and its various items) are not removed from memory, or from my event listener. Not only that, but every time I go back to a certain room, my number of event listeners increases, as well as the RAM being consumed! (So if I go back and forth between the title screen and the "game room", for instance, the number of event listeners and the memory usage just keep going up and up. The main issue is that all the event listeners start to add up and really drain the CPU. I'm new to Python, and don't know if I'm doing something obviously wrong here, or what. I will love you so much if you can help me with this! Below is the relevant source code. Complete source code at http://www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip MAIN.PY class RoomController(object): """Controls which room is currently active (eg Title Screen)""" def __init__(self, screen, ev_manager): self.room = None self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.room = self.set_room(config.room) def set_room(self, room_const): #Unregister old room from ev_manager if self.room: self.room.ev_manager.unregister_listener(self.room) self.room = None #Set new room based on const if room_const == config.TITLE_SCREEN: return rooms.TitleScreen(self.screen, self.ev_manager) elif room_const == config.GAME_MODE_ROOM: return rooms.GameModeRoom(self.screen, self.ev_manager) elif room_const == config.GAME_ROOM: return rooms.GameRoom(self.screen, self.ev_manager) elif room_const == config.HIGH_SCORES_ROOM: return rooms.HighScoresRoom(self.screen, self.ev_manager) def notify(self, event): if isinstance(event, ChangeRoomRequest): if event.game_mode: config.game_mode = event.game_mode self.room = self.set_room(event.new_room) #Run game def main(): pygame.init() screen = pygame.display.set_mode(config.screen_size) ev_manager = EventManager() spinner = CPUSpinnerController(ev_manager) room_controller = RoomController(screen, ev_manager) pygame_event_controller = PyGameEventController(ev_manager) spinner.run() EVENT_MANAGER.PY class EventManager: #This object is responsible for coordinating most communication #between the Model, View, and Controller. def __init__(self): from weakref import WeakKeyDictionary self.last_listeners = {} self.listeners = WeakKeyDictionary() self.eventQueue= [] self.gui_app = None #---------------------------------------------------------------------- def register_listener(self, listener): self.listeners[listener] = 1 #---------------------------------------------------------------------- def unregister_listener(self, listener): if listener in self.listeners: del self.listeners[listener] #---------------------------------------------------------------------- def clear(self): del self.listeners[:] #---------------------------------------------------------------------- def post(self, event): # if isinstance(event, MouseButtonLeftEvent): # debug(event.name) #NOTE: copying the list like this before iterating over it, EVERY tick, is highly inefficient, #but currently has to be done because of how new listeners are added to the queue while it is running #(eg when popping cards from a deck). Should be changed. See: http://dr0id.homepage.bluewin.ch/pygame_tutorial08.html #and search for "Watch the iteration" print 'Number of listeners: ' + str(len(self.listeners)) for listener in list(self.listeners): #NOTE: If the weakref has died, it will be #automatically removed, so we don't have #to worry about it. listener.notify(event) def notify(self, event): pass #------------------------------------------------------------------------------ class PyGameEventController: """...""" def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.input_freeze = False #---------------------------------------------------------------------- def notify(self, incoming_event): if isinstance(incoming_event, UserInputFreeze): self.input_freeze = True elif isinstance(incoming_event, UserInputUnFreeze): self.input_freeze = False elif isinstance(incoming_event, TickEvent) or isinstance(incoming_event, BoardCreationTick): #Share some time with other processes, so we don't hog the cpu pygame.time.wait(5) #Handle Pygame Events for event in pygame.event.get(): #If this event manager has an associated PGU GUI app, notify it of the event if self.ev_manager.gui_app: self.ev_manager.gui_app.event(event) #Standard event handling for everything else ev = None if event.type == QUIT: ev = QuitEvent() elif event.type == pygame.MOUSEBUTTONDOWN and not self.input_freeze: if event.button == 1: #Button 1 pos = pygame.mouse.get_pos() ev = MouseButtonLeftEvent(pos) elif event.type == pygame.MOUSEBUTTONDOWN and not self.input_freeze: if event.button == 2: #Button 2 pos = pygame.mouse.get_pos() ev = MouseButtonRightEvent(pos) elif event.type == pygame.MOUSEBUTTONUP and not self.input_freeze: if event.button == 2: #Button 2 Release pos = pygame.mouse.get_pos() ev = MouseButtonRightReleaseEvent(pos) elif event.type == pygame.MOUSEMOTION: pos = pygame.mouse.get_pos() ev = MouseMoveEvent(pos) #Post event to event manager if ev: self.ev_manager.post(ev) # elif isinstance(event, BoardCreationTick): # #Share some time with other processes, so we don't hog the cpu # pygame.time.wait(5) # # #If this event manager has an associated PGU GUI app, notify it of the event # if self.ev_manager.gui_app: # self.ev_manager.gui_app.event(event) #------------------------------------------------------------------------------ class CPUSpinnerController: def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.clock = pygame.time.Clock() self.cumu_time = 0 self.keep_going = True #---------------------------------------------------------------------- def run(self): if not self.keep_going: raise Exception('dead spinner') while self.keep_going: time_passed = self.clock.tick() fps = self.clock.get_fps() self.cumu_time += time_passed self.ev_manager.post(TickEvent(time_passed, fps)) if self.cumu_time >= 1000: self.cumu_time = 0 self.ev_manager.post(SecondEvent(fps=fps)) pygame.quit() #---------------------------------------------------------------------- def notify(self, event): if isinstance(event, QuitEvent): #this will stop the while loop from running self.keep_going = False EXAMPLE CLASS USING EVENT MANAGER class Timer(object): def __init__(self, ev_manager, time_left): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time_left = time_left self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time_left -= 1

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  • Why does the interpreted order seem different from what I expect?

    - by inspectorG4dget
    I have a problem that I have not faced before: It seems that the order of interpretation in my program is somehow different from what I expect. I have written a small Twitter client. It takes a few seconds for my program to actually post a tweet after I click the "GO" button (which can also be activated by hitting ENTER on the keyboard). I don't want to click multiple times within this time period thinking that I hadn't clicked it the first time. Therefore, when the button is clicked, I would like the label text to display something that tells me that the button has been clicked. I have implemented this message by altering the label text before I send the tweet across. However, for some reason, the message does not display until the tweet has been attempted. But since I have a confirmation message after the tweet, I never get to see this message and my original problem goes unsolved. I would really appreciate any help. Here is the relevant code: class SimpleTextBoxForm(Form): def __init__(self): # set window properties self.Text = "Tweeter" self.Width = 235 self.Height = 250 #tweet away self.label = Label() self.label.Text = "Tweet Away..." self.label.Location = Point(10, 10) self.label.Height = 25 self.label.Width = 200 #get the tweet self.tweetBox = TextBox() self.tweetBox.Location = Point(10, 45) self.tweetBox.Width = 200 self.tweetBox.Height = 60 self.tweetBox.Multiline = True self.tweetBox.WordWrap = True self.tweetBox.MaxLength = 140; #ask for the login ID self.askLogin = Label() self.askLogin.Text = "Login:" self.askLogin.Location = Point(10, 120) self.askLogin.Height = 20 self.askLogin.Width = 60 self.login = TextBox() self.login.Text= "" self.login.Location = Point(80, 120) self.login.Height = 40 self.login.Width = 100 #ask for the password self.askPass = Label() self.askPass.Text = "Password:" self.askPass.Location = Point(10, 150) self.askPass.Height = 20 self.askPass.Width = 60 # display password box with character hiding self.password = TextBox() self.password.Location = Point(80, 150) self.password.PasswordChar = "x" self.password.Height = 40 self.password.Width = 100 #submit button self.button1 = Button() self.button1.Text = 'Tweet' self.button1.Location = Point(10, 180) self.button1.Click += self.update self.AcceptButton = self.button1 #pack all the elements of the form self.Controls.Add(self.label) self.Controls.Add(self.tweetBox) self.Controls.Add(self.askLogin) self.Controls.Add(self.login) self.Controls.Add(self.askPass) self.Controls.Add(self.password) self.Controls.Add(self.button1) def update(self, sender, event): if not self.password.Text: self.label.Text = "You forgot to enter your password..." else: self.tweet(self.tweetBox.Text, self.login.Text, self.password.Text) def tweet(self, msg, login, password): self.label.Text = "Attempting Tweet..." # this should be executed before sending the tweet is attempted. But this seems to be executed only after the try block try: success = 'Tweet successfully completed... yay!\n' + 'At: ' + time.asctime().split()[3] ServicePointManager.Expect100Continue = False Twitter().UpdateAsXML(login, password, msg) except: error = 'Unhandled Exception. Tweet unsuccessful' self.label.Text = error else: self.label.Text = success self.tweetBox.Text = ""

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  • Why does the interpretted order seem different from what I expect?

    - by inspectorG4dget
    I have a problem that I have not faced before: It seems that the order of interpretation in my program is somehow different from what I expect. I have written a small Twitter client. It takes a few seconds for my program to actually post a tweet after I click the "GO" button (which can also be activated by hitting ENTER on the keyboard). I don't want to click multiple times within this time period thinking that I hadn't clicked it the first time. Therefore, when the button is clicked, I would like the label text to display something that tells me that the button has been clicked. I have implemented this message by altering the label text before I send the tweet across. However, for some reason, the message does not display until the tweet has been attempted. But since I have a confirmation message after the tweet, I never get to see this message and my original problem goes unsolved. I would really appreciate any help. Here is the relevant code: class SimpleTextBoxForm(Form): def init(self): # set window properties self.Text = "Tweeter" self.Width = 235 self.Height = 250 #tweet away self.label = Label() self.label.Text = "Tweet Away..." self.label.Location = Point(10, 10) self.label.Height = 25 self.label.Width = 200 #get the tweet self.tweetBox = TextBox() self.tweetBox.Location = Point(10, 45) self.tweetBox.Width = 200 self.tweetBox.Height = 60 self.tweetBox.Multiline = True self.tweetBox.WordWrap = True self.tweetBox.MaxLength = 140; #ask for the login ID self.askLogin = Label() self.askLogin.Text = "Login:" self.askLogin.Location = Point(10, 120) self.askLogin.Height = 20 self.askLogin.Width = 60 self.login = TextBox() self.login.Text= "" self.login.Location = Point(80, 120) self.login.Height = 40 self.login.Width = 100 #ask for the password self.askPass = Label() self.askPass.Text = "Password:" self.askPass.Location = Point(10, 150) self.askPass.Height = 20 self.askPass.Width = 60 # display password box with character hiding self.password = TextBox() self.password.Location = Point(80, 150) self.password.PasswordChar = "x" self.password.Height = 40 self.password.Width = 100 #submit button self.button1 = Button() self.button1.Text = 'Tweet' self.button1.Location = Point(10, 180) self.button1.Click += self.update self.AcceptButton = self.button1 #pack all the elements of the form self.Controls.Add(self.label) self.Controls.Add(self.tweetBox) self.Controls.Add(self.askLogin) self.Controls.Add(self.login) self.Controls.Add(self.askPass) self.Controls.Add(self.password) self.Controls.Add(self.button1) def update(self, sender, event): if not self.password.Text: self.label.Text = "You forgot to enter your password..." else: self.tweet(self.tweetBox.Text, self.login.Text, self.password.Text) def tweet(self, msg, login, password): self.label.Text = "Attempting Tweet..." # this should be executed before sending the tweet is attempted. But this seems to be executed only after the try block try: success = 'Tweet successfully completed... yay!\n' + 'At: ' + time.asctime().split()[3] ServicePointManager.Expect100Continue = False Twitter().UpdateAsXML(login, password, msg) except: error = 'Unhandled Exception. Tweet unsuccessful' self.label.Text = error else: self.label.Text = success self.tweetBox.Text = ""

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  • Why Does .Hide()ing and .Show()ing Panels in wxPython Result in the Sizer Changing the Layout?

    - by MetaHyperBolic
    As referenced in my previous question, I am trying to make something slightly wizard-like in function. I have settled on a single frame with a sizer added to it. I build panels for each of the screens I would like users to see, add them to the frame's sizer, then switch between panels by .Hide()ing one panel, then calling a custom .ShowYourself() on the next panel. Obviously, I would like the buttons to remain in the same place as the user progresses through the process. I have linked together two panels in an infinite loop by their "Back" and "Next" buttons so you can see what is going on. The first panel looks great; tom10's code worked on that level, as it eschewed my initial, over-fancy attempt with borders flying every which way. And then the second panel seems to have shrunk down to the bare minimum. As we return to the first panel, the shrinkage has occurred here as well. Why does it look fine on the first panel, but not after I return there? Why is calling .Fit() necessary if I do not want a 10 pixel by 10 pixel wad of grey? And if it is necessary, why does .Fit() give inconsistent results? This infinite loop seems to characterize my experience with this: I fix the layout on a panel, only to find that switching ruins the layout for other panels. I fix that problem, by using sizer_h.Add(self.panel1, 0) instead of sizer_h.Add(self.panel1, 1, wx.EXPAND), and now my layouts are off again. So far, my "solution" is to add a mastersizer.SetMinSize((475, 592)) to each panel's master sizer (commented out in the code below). This is a cruddy solution because 1) I have had to find the numbers that work by trial and error (-5 pixels for the width, -28 pixels for the height). 2) I don't understand why the underlying issue still happens. What's the correct, non-ugly solution? Instead of adding all of the panels to the frame's sizer at once, should switching panels involve .Detach()ing that panel from the frame's sizer and then .Add()ing the next panel to the frame's sizer? Is there a .JustMakeThisFillThePanel() method hiding somewhere I have missed in both the wxWidgets and the wxPython documents online? I'm obviously missing something in my mental model of layout. Here's a TinyURL link, if I can't manage to embed the . Minimalist code pasted below. import wx import sys class My_App(wx.App): def OnInit(self): self.frame = My_Frame(None) self.frame.Show() self.SetTopWindow(self.frame) return True def OnExit(self): print 'Dying ...' class My_Frame(wx.Frame): def __init__(self, image, parent=None,id=-1, title='Generic Title', pos=wx.DefaultPosition, style=wx.CAPTION | wx.STAY_ON_TOP): size = (480, 620) wx.Frame.__init__(self, parent, id, 'Program Title', pos, size, style) sizer_h = wx.BoxSizer(wx.HORIZONTAL) self.panel0 = User_Interaction0(self) sizer_h.Add(self.panel0, 1, wx.EXPAND) self.panel1 = User_Interaction1(self) sizer_h.Add(self.panel1, 1, wx.EXPAND) self.SetSizer(sizer_h) self.panel0.ShowYourself() def ShutDown(self): self.Destroy() class User_Interaction0(wx.Panel): def __init__(self, parent, id=-1): wx.Panel.__init__(self, parent, id) # master sizer for the whole panel mastersizer = wx.BoxSizer(wx.VERTICAL) #mastersizer.SetMinSize((475, 592)) mastersizer.AddSpacer(15) # build the top row txtHeader = wx.StaticText(self, -1, 'Welcome to This Boring\nProgram', (0, 0)) font = wx.Font(16, wx.DEFAULT, wx.NORMAL, wx.BOLD) txtHeader.SetFont(font) txtOutOf = wx.StaticText(self, -1, '1 out of 7', (0, 0)) rowtopsizer = wx.BoxSizer(wx.HORIZONTAL) rowtopsizer.Add(txtHeader, 3, wx.ALIGN_LEFT) rowtopsizer.Add((0,0), 1) rowtopsizer.Add(txtOutOf, 0, wx.ALIGN_RIGHT) mastersizer.Add(rowtopsizer, 0, flag=wx.EXPAND | wx.LEFT | wx.RIGHT, border=15) # build the middle row text = 'PANEL 0\n\n' text = text + 'This could be a giant blob of explanatory text.\n' txtBasic = wx.StaticText(self, -1, text) font = wx.Font(11, wx.DEFAULT, wx.NORMAL, wx.NORMAL) txtBasic.SetFont(font) mastersizer.Add(txtBasic, 1, flag=wx.EXPAND | wx.LEFT | wx.RIGHT, border=15) # build the bottom row btnBack = wx.Button(self, -1, 'Back') self.Bind(wx.EVT_BUTTON, self.OnBack, id=btnBack.GetId()) btnNext = wx.Button(self, -1, 'Next') self.Bind(wx.EVT_BUTTON, self.OnNext, id=btnNext.GetId()) btnCancelExit = wx.Button(self, -1, 'Cancel and Exit') self.Bind(wx.EVT_BUTTON, self.OnCancelAndExit, id=btnCancelExit.GetId()) rowbottomsizer = wx.BoxSizer(wx.HORIZONTAL) rowbottomsizer.Add(btnBack, 0, wx.ALIGN_LEFT) rowbottomsizer.AddSpacer(5) rowbottomsizer.Add(btnNext, 0) rowbottomsizer.AddSpacer(5) rowbottomsizer.AddStretchSpacer(1) rowbottomsizer.Add(btnCancelExit, 0, wx.ALIGN_RIGHT) mastersizer.Add(rowbottomsizer, flag=wx.EXPAND | wx.LEFT | wx.RIGHT, border=15) # finish master sizer mastersizer.AddSpacer(15) self.SetSizer(mastersizer) self.Raise() self.SetPosition((0,0)) self.Fit() self.Hide() def ShowYourself(self): self.Raise() self.SetPosition((0,0)) self.Fit() self.Show() def OnBack(self, event): self.Hide() self.GetParent().panel1.ShowYourself() def OnNext(self, event): self.Hide() self.GetParent().panel1.ShowYourself() def OnCancelAndExit(self, event): self.GetParent().ShutDown() class User_Interaction1(wx.Panel): def __init__(self, parent, id=-1): wx.Panel.__init__(self, parent, id) # master sizer for the whole panel mastersizer = wx.BoxSizer(wx.VERTICAL) #mastersizer.SetMinSize((475, 592)) mastersizer.AddSpacer(15) # build the top row txtHeader = wx.StaticText(self, -1, 'Read about This Boring\nProgram', (0, 0)) font = wx.Font(16, wx.DEFAULT, wx.NORMAL, wx.BOLD) txtHeader.SetFont(font) txtOutOf = wx.StaticText(self, -1, '2 out of 7', (0, 0)) rowtopsizer = wx.BoxSizer(wx.HORIZONTAL) rowtopsizer.Add(txtHeader, 3, wx.ALIGN_LEFT) rowtopsizer.Add((0,0), 1) rowtopsizer.Add(txtOutOf, 0, wx.ALIGN_RIGHT) mastersizer.Add(rowtopsizer, 0, flag=wx.EXPAND | wx.LEFT | wx.RIGHT, border=15) # build the middle row text = 'PANEL 1\n\n' text = text + 'This could be a giant blob of boring text.\n' txtBasic = wx.StaticText(self, -1, text) font = wx.Font(11, wx.DEFAULT, wx.NORMAL, wx.NORMAL) txtBasic.SetFont(font) mastersizer.Add(txtBasic, 1, flag=wx.EXPAND | wx.LEFT | wx.RIGHT, border=15) # build the bottom row btnBack = wx.Button(self, -1, 'Back') self.Bind(wx.EVT_BUTTON, self.OnBack, id=btnBack.GetId()) btnNext = wx.Button(self, -1, 'Next') self.Bind(wx.EVT_BUTTON, self.OnNext, id=btnNext.GetId()) btnCancelExit = wx.Button(self, -1, 'Cancel and Exit') self.Bind(wx.EVT_BUTTON, self.OnCancelAndExit, id=btnCancelExit.GetId()) rowbottomsizer = wx.BoxSizer(wx.HORIZONTAL) rowbottomsizer.Add(btnBack, 0, wx.ALIGN_LEFT) rowbottomsizer.AddSpacer(5) rowbottomsizer.Add(btnNext, 0) rowbottomsizer.AddSpacer(5) rowbottomsizer.AddStretchSpacer(1) rowbottomsizer.Add(btnCancelExit, 0, wx.ALIGN_RIGHT) mastersizer.Add(rowbottomsizer, flag=wx.EXPAND | wx.LEFT | wx.RIGHT, border=15) # finish master sizer mastersizer.AddSpacer(15) self.SetSizer(mastersizer) self.Raise() self.SetPosition((0,0)) self.Fit() self.Hide() def ShowYourself(self): self.Raise() self.SetPosition((0,0)) self.Fit() self.Show() def OnBack(self, event): self.Hide() self.GetParent().panel0.ShowYourself() def OnNext(self, event): self.Hide() self.GetParent().panel0.ShowYourself() def OnCancelAndExit(self, event): self.GetParent().ShutDown() def main(): app = My_App(redirect = False) app.MainLoop() if __name__ == '__main__': main()

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