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  • Access array of c-structs using Python ctypes

    - by sadris
    I have a C-function that allocates memory at the address passed to and is accessed via Python. The pointer contents does contain an array of structs in the C code, but I am unable to get ctypes to access the array properly beyond the 0th element. How can I get the proper memory offset to be able to access the non-zero elements? Python's ctypes.memset is complaining about TypeErrors if I try to use their ctypes.memset function. typedef struct td_Group { unsigned int group_id; char groupname[256]; char date_created[32]; char date_modified[32]; unsigned int user_modified; unsigned int user_created; } Group; int getGroups(LIBmanager * handler, Group ** unallocatedPointer); ############# python code below: class Group(Structure): _fields_ = [("group_id", c_uint), ("groupname", c_char*256), ("date_created", c_char*32), ("date_modified", c_char*32), ("user_modified", c_uint), ("user_created", c_uint)] myGroups = c_void_p() count = libnativetest.getGroups( nativePointer, byref(myGroups) ) casted = cast( myGroups, POINTER(Group*count) ) for x in range(0,count): theGroup = cast( casted[x], POINTER(Group) ) # this only works for the first entry in the array: print "~~~~~~~~~~" + theGroup.contents.groupname Related: Access c_char_p_Array_256 in Python using ctypes

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  • jquery background image fade

    - by Nick
    I am using jQuery to load ina background image that fills the page width / height. I have the following in the Head: $(document).ready(function() { $('body').css({ 'background-image' : 'url({HTML_BASE}images/backgrounds/randoms/{BACK_IMG})', 'background-repeat' : 'no-repeat', 'background-position' : 'center top', 'background-attachment': 'fixed', 'background-size': '100% 100%', }); $('#home-promo').innerfade({ speed: 'slow', timeout: 5000, type: 'sequence', containerheight: 'auto' }); $('.model-search').innerfade({ speed: 'slow', timeout: 5000, type: 'sequence', containerheight: '393' }); }); This works fine and can be seen at http://projects.snowshtechnologies.com/golden_dragon/home/ I want the BG image to fade in from the black background colour. I have looked at a few other threads on Stack that suggest its not possible as a body element defined in css, but in this scenario the BG image is being loaded in by jQuery. How would I go about adding a fade in to this code to bring the image in with a nice fadein?

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  • django-avatar: cant save thumbnail

    - by Znack
    I'm use django-avatar app and can't make it to save thumbnails. The original image save normally in my media dir. Using the step execution showed that error occurred here image.save(thumb, settings.AVATAR_THUMB_FORMAT, quality=quality) I found this line in create_thumbnail: def create_thumbnail(self, size, quality=None): # invalidate the cache of the thumbnail with the given size first invalidate_cache(self.user, size) try: orig = self.avatar.storage.open(self.avatar.name, 'rb') image = Image.open(orig) quality = quality or settings.AVATAR_THUMB_QUALITY w, h = image.size if w != size or h != size: if w > h: diff = int((w - h) / 2) image = image.crop((diff, 0, w - diff, h)) else: diff = int((h - w) / 2) image = image.crop((0, diff, w, h - diff)) if image.mode != "RGB": image = image.convert("RGB") image = image.resize((size, size), settings.AVATAR_RESIZE_METHOD) thumb = six.BytesIO() image.save(thumb, settings.AVATAR_THUMB_FORMAT, quality=quality) thumb_file = ContentFile(thumb.getvalue()) else: thumb_file = File(orig) thumb = self.avatar.storage.save(self.avatar_name(size), thumb_file) except IOError: return # What should we do here? Render a "sorry, didn't work" img? maybe all I need is just some library? Thanks

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  • How do I print the Images?

    - by user1477539
    I want to print the images of the 30 nba teams drafting in the first round. However when I tell it to print it prints out the link instead of the image. How do I get it to print out the image instead of giving me the image link. Here's my code: import urllib2 from BeautifulSoup import BeautifulSoup # or if your're using BeautifulSoup4: # from bs4 import BeautifulSoup soup = BeautifulSoup(urllib2.urlopen('http://www.cbssports.com/nba/draft/mock-draft').read()) rows = soup.findAll("table", attrs = {'class': 'data borderTop'})[0].tbody.findAll("tr")[2:] for row in rows: fields = row.findAll("td") if len(fields) >= 3: anchor = row.findAll("td")[1].find("a") if anchor: print anchor

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  • A friend told me Python is garbage, I'm taking web design classes in the Spring and I have a textbook on C++. What should I do? [on hold]

    - by user107165
    I dont know if I should start digging into Python beforehand just to get acquanited with programming and "whet my appetite" or if I should work on the C++ book... Python definitely has more resources around town and I like the beginner friendly approach that seems to go along with every site that appeals to it. Or should I just wait for my assignments that start in 4 months? Any tips for an aspiring programmer?

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  • Guidance on E-commerce in a Python Framework

    - by Ant
    I am looking for guidance in making decisions on using Python for E-commerce. My reasoning to use Python in the first place is i do a lot of 3D so it's a real help to use Python for web server side as well as 3D so I do not need to learn a new language. When I say E-commerce i mean the logic behind displaying products and a check out system that is Robust....and yes I really want to build this myself so I can change it. I do not want to use an out the box solution that costs a lot of money every month. I want control of server side, data bases, e-commerce etc. My questions are: What Frameworks are out there? I looked at previous questions on stackoverflow but only found old posts about Sachmo and Get paid. What is the learning path, I do not want to make a mistake that costs six months of studying? Python then Django? How long if I spent 10 hours a day studying this would it take to get up and running? I write javaScript badly, so I am not a complete noob, I understand the basics of programming languages. many thanks in advance

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  • Python server open all ports

    - by user1670178
    I am trying to open all ports using this code, why can I not create a loop to perform this function? http://www.kellbot.com/2010/02/tutorial-writing-a-tcp-server-in-python/ #!/usr/bin/python # This is server.py file ##server.py from socket import * #import the socket library n=1025 while n<1050: ##let's set up some constants HOST = '' #we are the host PORT = n #arbitrary port not currently in use ADDR = (HOST,PORT) #we need a tuple for the address BUFSIZE = 4096 #reasonably sized buffer for data ## now we create a new socket object (serv) ## see the python docs for more information on the socket types/flags serv = socket( AF_INET,SOCK_STREAM) ##bind our socket to the address serv.bind((ADDR)) #the double parens are to create a tuple with one element serv.listen(5) #5 is the maximum number of queued connections we'll allow serv = socket( AF_INET,SOCK_STREAM) ##bind our socket to the address serv.bind((ADDR)) #the double parens are to create a tuple with one element serv.listen(5) #5 is the maximum number of queued connections we'll allow print 'listening...' n=n+1 conn,addr = serv.accept() #accept the connection print '...connected!' conn.send('TEST') conn.close() How do I make this work so that I can specify input range and have the server open all ports up to 65535? #!/usr/bin/python # This is server.py file from socket import * #import the socket library startingPort=input("\nPlease enter starting port: ") startingPort=int(startingPort) #print startingPort def connection(): ## let's set up some constants HOST = '' #we are the host PORT = startingPort #arbitrary port not currently in use ADDR = (HOST,PORT) #we need a tuple for the address BUFSIZE = 4096 #reasonably sized buffer for data def socketObject(): ## now we create a new socket object (serv) serv = socket( AF_INET,SOCK_STREAM) def bind(): ## bind our socket to the address serv = socket( AF_INET,SOCK_STREAM) serv.bind((ADDR)) #the double parens are to create a tuple with one element serv.listen(5) #5 is the maximum number of queued connections we'll allow serv = socket( AF_INET,SOCK_STREAM) print 'listening...' def accept(): conn,addr = serv.accept() #accept the connection print '...connected!' conn.send('TEST') def close(): conn.close() ## Main while startingPort<65535: connection() socketObject() bind() accept() startingPort=startingPort+1

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  • DMG image containing Mac OS X 10.6.5 update not recognized

    - by Lawliet
    Hello, I want to update my Mac OS X 10.6.3 and want to use the manual package update (not Software Update) and I am having this problem for two days now. First I downloaded Mac OS X 10.6.5 Combo update and on the first opening it popped up a message saying "Unable to mount: disk image not recognized". I thought that somehow the image became corrupt during the download, so I downloaded it again. Same result. And I downloaded again. And again... No use, it still states that the .dmg is not recognized. Then I tried to update my system from 10.6.3 to 10.6.4 using the same method (package installer). It worked. And of course I downloaded the 10.6.5 update (not the combo package, but the 10.6.4 10.6.5 update package)... guess what. Not recognized. I don't understand how is this possible. Did anyone has the same problem? Please don't advice me to use software update, as I need to do that on multiple Macs Thanks in advance.

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  • How to design a C / C++ library to be usable in many client languages?

    - by Brian Schimmel
    I'm planning to code a library that should be usable by a large number of people in on a wide spectrum of platforms. What do I have to consider to design it right? To make this questions more specific, there are four "subquestions" at the end. Choice of language Considering all the known requirements and details, I concluded that a library written in C or C++ was the way to go. I think the primary usage of my library will be in programs written in C, C++ and Java SE, but I can also think of reasons to use it from Java ME, PHP, .NET, Objective C, Python, Ruby, bash scrips, etc... Maybe I cannot target all of them, but if it's possible, I'll do it. Requirements It would be to much to describe the full purpose of my library here, but there are some aspects that might be important to this question: The library itself will start out small, but definitely will grow to enormous complexity, so it is not an option to maintain several versions in parallel. Most of the complexity will be hidden inside the library, though The library will construct an object graph that is used heavily inside. Some clients of the library will only be interested in specific attributes of specific objects, while other clients must traverse the object graph in some way Clients may change the objects, and the library must be notified thereof The library may change the objects, and the client must be notified thereof, if it already has a handle to that object The library must be multi-threaded, because it will maintain network connections to several other hosts While some requests to the library may be handled synchronously, many of them will take too long and must be processed in the background, and notify the client on success (or failure) Of course, answers are welcome no matter if they address my specific requirements, or if they answer the question in a general way that matters to a wider audience! My assumptions, so far So here are some of my assumptions and conclusions, which I gathered in the past months: Internally I can use whatever I want, e.g. C++ with operator overloading, multiple inheritance, template meta programming... as long as there is a portable compiler which handles it (think of gcc / g++) But my interface has to be a clean C interface that does not involve name mangling Also, I think my interface should only consist of functions, with basic/primitive data types (and maybe pointers) passed as parameters and return values If I use pointers, I think I should only use them to pass them back to the library, not to operate directly on the referenced memory For usage in a C++ application, I might also offer an object oriented interface (Which is also prone to name mangling, so the App must either use the same compiler, or include the library in source form) Is this also true for usage in C# ? For usage in Java SE / Java EE, the Java native interface (JNI) applies. I have some basic knowledge about it, but I should definitely double check it. Not all client languages handle multithreading well, so there should be a single thread talking to the client For usage on Java ME, there is no such thing as JNI, but I might go with Nested VM For usage in Bash scripts, there must be an executable with a command line interface For the other client languages, I have no idea For most client languages, it would be nice to have kind of an adapter interface written in that language. I think there are tools to automatically generate this for Java and some others For object oriented languages, it might be possible to create an object oriented adapter which hides the fact that the interface to the library is function based - but I don't know if its worth the effort Possible subquestions is this possible with manageable effort, or is it just too much portability? are there any good books / websites about this kind of design criteria? are any of my assumptions wrong? which open source libraries are worth studying to learn from their design / interface / souce? meta: This question is rather long, do you see any way to split it into several smaller ones? (If you reply to this, do it as a comment, not as an answer)

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  • mapping rect in small image to larger image (in order to do a copyPixels operation)

    - by skinnyTOD
    Hi all - this is (I think) a relatively simple math question but I've spent a day banging my head against it and have only the dents and no solution... I'm coding in actionscript 3 - the functionality is: large image loaded at runtime. The bitmapData is stored and a smaller version is created to display on the available screen area (I may end up just scaling the large image since it is in memory anyway). The user can create a rectangle hotspot on the smaller image (the functionality will be more complex: multiple rects with transparency: example a donut shape with hole, etc) 3 When the user clicks on the hotspot, the rect of the hotspot is mapped to the larger image and a new bitmap "callout" is created, using the larger bitmap data. The reason for this is so the "callout" will be better quality than just scaling up the area of the hotspot. The image below shows where I am at so far- the blue rect is the clicked hotspot. In the upper left is the "callout" - copied from the larger image. I have the aspect ratio right but I am not mapping to the larger image correctly. Ugly code below... Sorry this post is so long - I just figured I ought to provide as much info as possible. Thanks for any tips! --trace of my data values *source BitmapDada 1152 864 scaled to rect 800 600 scaled BitmapData 800 600 selection BitmapData 58 56 scaled selection 83 80 ratio 1.44 before (x=544, y=237, w=58, h=56) (x=544, y=237, w=225.04, h=217.28) * Image here: http://i795.photobucket.com/albums/yy237/skinnyTOD/exampleST.jpg public function onExpandCallout(event:MouseEvent):void{ if (maskBitmapData.getPixel32(event.localX, event.localY) != 0){ var maskClone:BitmapData = maskBitmapData.clone(); //amount to scale callout - this will vary/can be changed by user var scale:Number =150 //scale percentage var normalizedScale :Number = scale/=100; var w:Number = maskBitmapData.width*normalizedScale; var h:Number = maskBitmapData.height*normalizedScale; var ratio:Number = (sourceBD.width /targetRect.width); //creat bmpd of the scaled size to copy source into var scaledBitmapData:BitmapData = new BitmapData(maskBitmapData.width * ratio, maskBitmapData.height * ratio, true, 0xFFFFFFFF); trace("source BitmapDada " + sourceBD.width, sourceBD.height); trace("scaled to rect " + targetRect.width, targetRect.height); trace("scaled BitmapData", bkgnImageSprite.width, bkgnImageSprite.height); trace("selection BitmapData", maskBitmapData.width, maskBitmapData.height); trace("scaled selection", scaledBitmapData.width, scaledBitmapData.height); trace("ratio", ratio); var scaledBitmap:Bitmap = new Bitmap(scaledBitmapData); var scaleW:Number = sourceBD.width / scaledBitmapData.width; var scaleH:Number = sourceBD.height / scaledBitmapData.height; var scaleMatrix:Matrix = new Matrix(); scaleMatrix.scale(ratio,ratio); var sRect:Rectangle = maskSprite.getBounds(bkgnImageSprite); var sR:Rectangle = sRect.clone(); var ss:Sprite = new Sprite(); ss.graphics.lineStyle(8, 0x0000FF); //ss.graphics.beginFill(0x000000, 1); ss.graphics.drawRect(sRect.x, sRect.y, sRect.width, sRect.height); //ss.graphics.endFill(); this.addChild(ss); trace("before " + sRect); w = uint(sRect.width * scaleW); h = uint(sRect.height * scaleH); sRect.inflate(maskBitmapData.width * ratio, maskBitmapData.height * ratio); sRect.offset(maskBitmapData.width * ratio, maskBitmapData.height * ratio); trace(sRect); scaledBitmapData.copyPixels(sourceBD, sRect, new Point()); addChild(scaledBitmap); scaledBitmap.x = offsetPt.x; scaledBitmap.y = offsetPt.y; } }

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  • I have deleted python files in usr/bin and cant reinstall it

    - by Plonkaa
    I am a novice at Ubuntu and unfortunately i have deleted 3 files in the usr/bin folder python 2.7 python python 2.6 Now my update manager wont work and when i type in python into gnome it says that it is no longer there. Please help me ive tried loads of different things but it just wont work. The closest i got was the following: I typed in sudo apt-get -f install and i thought i had fixed it but then i got a error message - Reading package lists... Done Building dependency tree Reading state information... Done The following packages were automatically installed and are no longer required: gir1.2-folks-0.6 gir1.2-polkit-1.0 libcogl5 mutter-common gir1.2-json-1.0 libcaribou0 gir1.2-accountsservice-1.0 gir1.2-clutter-1.0 gir1.2-gkbd-3.0 gir1.2-networkmanager-1.0 caribou libcogl-common libmutter0 gir1.2-mutter-3.0 gjs gir1.2-caribou-1.0 libclutter-1.0-0 gir1.2-telepathylogger-0.2 libclutter-1.0-common cups-pk-helper gir1.2-upowerglib-1.0 gir1.2-cogl-1.0 libmozjs185-1.0 gir1.2-telepathyglib-0.12 gir1.2-gee-1.0 libgjs0c gnome-shell-common Use 'apt-get autoremove' to remove them. The following extra packages will be installed: ubuntu-sso-client The following packages will be upgraded: ubuntu-sso-client 1 upgraded, 0 newly installed, 0 to remove and 35 not upgraded. 2 not fully installed or removed. Need to get 0 B/57.7 kB of archives. After this operation, 16.4 kB of additional disk space will be used. Do you want to continue [Y/n]? y Setting up python-minimal (2.7.2-7ubuntu2) ... /var/lib/dpkg/info/python-minimal.postinst: 4: python2.7: not found dpkg: error processing python-minimal (--configure): subprocess installed post-installation script returned error exit status 127 Errors were encountered while processing: python-minimal E: Sub-process /usr/bin/dpkg returned an error code (1) any advice is appreciated!

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  • Getting many files from a SharePoint Document Library the easy way

    - by Stacy Vicknair
    As an individual who does not use Internet Explorer as their primary browser, there is a great feature that you may never notice that allows you to easily copy files to and from a document library: the Open in Windows Explorer link. In browsers such as Chrome or Firefox this link may not appear. I know this isn’t a major groundbreaking feature, but it’s really easy to overlook and it’s worth knowing about, especially when you need to create a local copy of a full document library. In this quick blog we’ll go over how to access this feature in both SharePoint 2007 and 2010. First, make sure you are in Internet Explorer. These options may not show in other browsers. In SharePoint 2007, browse to the document library you would like to access then select Actions > Open with Windows Explorer. In SharePoint 2010, browse to the document library you would like to access then select Library Tools > Library > Open with Explorer from the ribbon.

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  • Advice on designing a robust program to handle a large library of meta-information & programs

    - by Sam Bryant
    So this might be overly vague, but here it is anyway I'm not really looking for a specific answer, but rather general design principles or direction towards resources that deal with problems like this. It's one of my first large-scale applications, and I would like to do it right. Brief Explanation My basic problem is that I have to write an application that handles a large library of meta-data, can easily modify the meta-data on-the-fly, is robust with respect to crashing, and is very efficient. (Sorta like the design parameters of iTunes, although sometimes iTunes performs more poorly than I would like). If you don't want to read the details, you can skip the rest Long Explanation Specifically I am writing a program that creates a library of image files and meta-data about these files. There is a list of tags that may or may not apply to each image. The program needs to be able to add new images, new tags, assign tags to images, and detect duplicate images, all while operating. The program contains an image Viewer which has tagging operations. The idea is that if a given image A is viewed while the library has tags T1, T2, and T3, then that image will have boolean flags for each of those tags (depending on whether the user tagged that image while it was open in the Viewer). However, prior to being viewed in the Viewer, image A would have no value for tags T1, T2, and T3. Instead it would have a "dirty" flag indicating that it is unknown whether or not A has these tags or not. The program can introduce new tags at any time (which would automatically set all images to "dirty" with respect to this new tag) This program must be fast. It must be easily able to pull up a list of images with or without a certain tag as well as images which are "dirty" with respect to a tag. It has to be crash-safe, in that if it suddenly crashes, all of the tagging information done in that session is not lost (though perhaps it's okay to loose some of it) Finally, it has to work with a lot of images (10,000) I am a fairly experienced programmer, but I have never tried to write a program with such demanding needs and I have never worked with databases. With respect to the meta-data storage, there seem to be a few design choices: Choice 1: Invidual meta-data vs centralized meta-data Individual Meta-Data: have a separate meta-data file for each image. This way, as soon as you change the meta-data for an image, it can be written to the hard disk, without having to rewrite the information for all of the other images. Centralized Meta-Data: Have a single file to hold the meta-data for every file. This would probably require meta-data writes in intervals as opposed to after every change. The benefit here is that you could keep a centralized list of all images with a given tag, ect, making the task of pulling up all images with a given tag very efficient

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  • Zooming options terminology

    - by Mark
    I've come up with 4 different ways to fit an image inside a viewing region, but I'm trouble coming up with names for them. Perhaps someone can suggest some? Fit image in viewing region, do not enlarge if image is smaller Size image so it fits snuggly inside the viewing region (enlarge if necessary) -- the image is as large as possible while still fitting within the viewing region Size image so that it fills the entire viewing region -- the image will be the same size or bigger than the viewing region 1:1 ratio; 1 pixel in the image corresponds to 1 pixel on screen All zooming options maintain aspect ratio. Stretching is just ugly, so it's not an option :)

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  • What is the best way to find a python google app engine coach?

    - by David Haddad
    i'm a software engineer and have been building Google App Engine apps with Python for about a year. I have a pretty good familiarity with the main concepts: web app framework, modeling, queues, memcache, django templates, etc. Where I think I'm lacking is in methodology. Architecting the app, using git for versioning, designing an writing unit tests. I'm totally convinced to incorporate these practices in my development style, and have started reading up on them. However I've learned that I'm a much faster learner when I have someone experienced to ask questions to and interact with. IRC channels and forums like stack overflow are great. But sometimes you want something more dynamic that produces results faster. So my question is how can a person find an experienced engineer that is familiar with the technologies he uses and that is willing to give them a couple of hours of Skype coaching sessions per week in return for an hourly fee...

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  • Which is the best image hosting site for hosting images for the website? [closed]

    - by rahul dagli
    Possible Duplicate: How to find web hosting that meets my requirements? I currently have a website and blog and using a limited web hosting plan. When I upload images on my hosting server it consumes a lot of bandwidth and space. So I was thinking of hosting images on some-other image hosting site and direct linking it to my site. I found out few sites like imageshack, photobucket, tinypic, imgur. However, I see all have certain restrictions. The features i am looking for are as follows: 1. At least 10gb space 2. At least 500gb bandwidth (bec I hav very high traffic) 3. Very high speed even during heavy load like 1000 visitors accessing every hour. 4. Ultra reliable servers (99.9% uptime) 5. Privacy control 6. Must not ever delete image if inactive 7. Create and manage albums 8. Company that will last long in business atleast for next 10 years. 9. Free of cost 10. Hotlinking/ Directlinking image.

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  • Tackling thin content on an images gallery

    - by Ted Wilmont
    We run an images gallery as part of our site, however we have over 8,000 images and every image has a separate HTML page of its own to display the image caption, related image and comments from users of the site. This seems to be a problem especially with the Google Panda update because these pages are technically "thin content". What would be the best way to tackle this? We'd love some feedback and advice regarding this scenario. We have a few options we thought of already but can't decide: We could noindex the separate image pages and loose any image search listings we have for the image in favour of removing these thin pages from the index. We could 301 all of the individual image pages back to the image category listing and anchor each image (e.g. #img2122) and include all of the comments and description on the category listing page itself. If we was to simply list all of the images and content on the category pages themself; what's the best method? We could add all of the content in the anchor tags and use jQuery to display them in a box when a user clicks on the image or we could use Ajax to retrieve the information. However, what's the best Ajax method for SEO? Any ideas, suggestions, tips or advice is greatly appreciated and thank you in advance for any given.

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  • How to become an expert in Python, PHP and Javascript? [closed]

    - by Andrew Alexander
    So I've been programming for about 9ish months now, and I've taught myself some Python, some PHP and some Javascript. I want to become better at these languages - I can hack something out, but a lot of things like OOP, using lists in the most effective ways, etc, is lost on me. What are the best ways to become an "expert" programmer? Does it depend on the nuances of the language, or is it more general? Is there any math I should be studying alongside it? Obviously a lot depends on what you want to do with it - so far I've mostly done small scale internal applications as well as web programming. How do I find out about good program design?

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  • Which is the best image hosting site for hosting images for website? [closed]

    - by rahul dagli
    I currently have a website and blog and using a limited web hosting plan. When I upload images on my hosting server it consumes a lot of bandwidth and space. So I was thinking of hosting images on some-other image hosting site and direct linking it to my site. I found out few sites like imageshack, photobucket, tinypic, imgur. However, I see all have certain restrictions. The features i am looking for are as follows: 1. At least 10gb space 2. At least 500gb bandwidth (bec I hav very high traffic) 3. Very high speed even during heavy load like 1000 visitors accessing every hour. 4. Ultra reliable servers (99.9% uptime) 5. Privacy control 6. Must not ever delete image if inactive 7. Create and manage albums 8. Company that will last long in business atleast for next 10 years. 9. Free of cost 10. Hotlinking/ Directlinking image.

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  • Python (v2.7) requires to install plugins to create media files of the following type: Vorbis encoder

    - by LibraryGeekAdam
    This is the message I get when I try to rip a cd from any player. I usually use the stock Rhythmbox but have tried others to no avail. I have just updated to 12.10 from 12.04 and I had no problems in 12.04. I have read the other posts and have switched to the Main Server in the Software Sources menu. I have installed Ubuntu Restricted Extras. Nothing seems to help. I would appreciate any help. "Python (v2.7) requires to install plugins to create media files of the following type: Vorbis encoder" Thanks!

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  • Storing images in file system and returning URLs or virtually resizing and returning byte arrays?

    - by ismaelf
    I need to create a REST web service to manage user submitted images and displaying them all in a website. There are multiple websites that are going to use this service to manage and display images. The requirements are to have 5 pre-defined image sizes available. The 2 options I see are the following: The web service will create the 5 images, store them in the file system and and store the URL's in the database when the user submits the image. When the image is requested, the web service will return an array of URLs. I see this option to be a little hard on the hard drive. The estimates are 10,000 users per site, and lets say, 100 sites. The heavy processing will be done when the user submits the image and each image is going to be pulled from the File System. The web service will store just the image that the user submits in the file system and it's URL in the database. When the user request images, the web service will get the info from the DB, load the image on memory, create its 5 instances and return an object with 5 image arrays (I will probably cache the arrays). This option is harder on the processor and memory. The heavy processing will be done when the images get requested. A plus I see for option 2 is that it will give me the option to rewrite the URL of the image and make them site dependent (prettier) than having a image repository for all websites. But this is not a big deal. What do you think of these options? Do you have any other suggestions?

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  • Can I execute an application built with Quickly (python - pygtk) on MS Windows?

    - by lesco
    I am working with QUICKLY, using Python and PyGtk. I know there is an option for packaging; so I can create a .DEB file. This is for Ubuntu. I was reading about PyGTK and it seems that PyGtk runs on MS Windows too. So, can I execute an app built with Quickly on MS Windows? If so, how? Which is the file (.py) that I have to execute on MS Windows? (a Quickly project has many .py files) Thanks. Ariel

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  • Slightly different execution times between python2 and python3

    - by user557634
    Hi. Lastly I wrote a simple generator of permutations in python (implementation of "plain changes" algorithm described by Knuth in "The Art... 4"). I was curious about the differences in execution time of it between python2 and python3. Here is my function: def perms(s): s = tuple(s) N = len(s) if N <= 1: yield s[:] raise StopIteration() for x in perms(s[1:]): for i in range(0,N): yield x[:i] + (s[0],) + x[i:] I tested both using timeit module. My tests: $ echo "python2.6:" && ./testing.py && echo "python3:" && ./testing3.py python2.6: args time[ms] 1 0.003811 2 0.008268 3 0.015907 4 0.042646 5 0.166755 6 0.908796 7 6.117996 8 48.346996 9 433.928967 10 4379.904032 python3: args time[ms] 1 0.00246778964996 2 0.00656183719635 3 0.01419159912 4 0.0406293644678 5 0.165960511097 6 0.923101452814 7 6.24257639835 8 53.0099868774 9 454.540967941 10 4585.83498001 As you can see, for number of arguments less than 6, python 3 is faster, but then roles are reversed and python2.6 does better. As I am a novice in python programming, I wonder why is that so? Or maybe my script is more optimized for python2? Thank you in advance for kind answer :)

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  • Using pip to install modules in python failing

    - by James N
    I'm having trouble installing python modules using pip. Below is the output from the command window: Note that I installed pip immediately before trying to install GDAL module. I am on a w7 64bit machine running python 2.7 Microsoft Windows [Version 6.1.7601] Copyright (c) 2009 Microsoft Corporation. All rights reserved. C:\Users\jnunn\Desktop>python get-pip.py Downloading/unpacking pip Downloading pip-1.2.1.tar.gz (102Kb): 102Kb downloaded Running setup.py egg_info for package pip warning: no files found matching '*.html' under directory 'docs' warning: no previously-included files matching '*.txt' found under directory 'docs\_build' no previously-included directories found matching 'docs\_build\_sources' Installing collected packages: pip Running setup.py install for pip warning: no files found matching '*.html' under directory 'docs' warning: no previously-included files matching '*.txt' found under directory 'docs\_build' no previously-included directories found matching 'docs\_build\_sources' Installing pip-script.py script to C:\Python26\ArcGIS10.1\Scripts Installing pip.exe script to C:\Python26\ArcGIS10.1\Scripts Installing pip.exe.manifest script to C:\Python26\ArcGIS10.1\Scripts Installing pip-2.7-script.py script to C:\Python26\ArcGIS10.1\Scripts Installing pip-2.7.exe script to C:\Python26\ArcGIS10.1\Scripts Installing pip-2.7.exe.manifest script to C:\Python26\ArcGIS10.1\Scripts Successfully installed pip Cleaning up... C:\Users\jnunn\Desktop>pip install gdal Downloading/unpacking gdal Downloading GDAL-1.9.1.tar.gz (420kB): 420kB downloaded Running setup.py egg_info for package gdal Installing collected packages: gdal Running setup.py install for gdal building 'osgeo._gdal' extension c:\Program Files (x86)\Microsoft Visual Studio 9.0\VC\BIN\cl.exe /c /nologo /Ox /MD /W3 /GS- /DNDEBUG -I../../port -I../../gcore -I../../alg -I../../ogr/ -I C:\Python26\ArcGIS10.1\include -IC:\Python26\ArcGIS10.1\PC -IC:\Python26\ArcGIS1 0.1\lib\site-packages\numpy\core\include /Tpextensions/gdal_wrap.cpp /Fobuild\te mp.win32-2.7\Release\extensions/gdal_wrap.obj gdal_wrap.cpp c:\Program Files (x86)\Microsoft Visual Studio 9.0\VC\INCLUDE\xlocale(342) : warning C4530: C++ exception handler used, but unwind semantics are not enabled . Specify /EHsc extensions/gdal_wrap.cpp(2853) : fatal error C1083: Cannot open include file : 'cpl_port.h': No such file or directory error: command '"c:\Program Files (x86)\Microsoft Visual Studio 9.0\VC\BIN\c l.exe"' failed with exit status 2 Complete output from command C:\Python26\ArcGIS10.1\python.exe -c "import se tuptools;__file__='c:\\users\\jnunn\\appdata\\local\\temp\\pip-build\\gdal\\setu p.py';exec(compile(open(__file__).read().replace('\r\n', '\n'), __file__, 'exec' ))" install --record c:\users\jnunn\appdata\local\temp\pip-f7tgze-record\install -record.txt --single-version-externally-managed: running install running build running build_py creating build creating build\lib.win32-2.7 copying gdal.py -> build\lib.win32-2.7 copying ogr.py -> build\lib.win32-2.7 copying osr.py -> build\lib.win32-2.7 copying gdalconst.py -> build\lib.win32-2.7 copying gdalnumeric.py -> build\lib.win32-2.7 creating build\lib.win32-2.7\osgeo copying osgeo\gdal.py -> build\lib.win32-2.7\osgeo copying osgeo\gdalconst.py -> build\lib.win32-2.7\osgeo copying osgeo\gdalnumeric.py -> build\lib.win32-2.7\osgeo copying osgeo\gdal_array.py -> build\lib.win32-2.7\osgeo copying osgeo\ogr.py -> build\lib.win32-2.7\osgeo copying osgeo\osr.py -> build\lib.win32-2.7\osgeo copying osgeo\__init__.py -> build\lib.win32-2.7\osgeo running build_ext building 'osgeo._gdal' extension creating build\temp.win32-2.7 creating build\temp.win32-2.7\Release creating build\temp.win32-2.7\Release\extensions c:\Program Files (x86)\Microsoft Visual Studio 9.0\VC\BIN\cl.exe /c /nologo /Ox /MD /W3 /GS- /DNDEBUG -I../../port -I../../gcore -I../../alg -I../../ogr/ -IC:\P ython26\ArcGIS10.1\include -IC:\Python26\ArcGIS10.1\PC -IC:\Python26\ArcGIS10.1\ lib\site-packages\numpy\core\include /Tpextensions/gdal_wrap.cpp /Fobuild\temp.w in32-2.7\Release\extensions/gdal_wrap.obj gdal_wrap.cpp c:\Program Files (x86)\Microsoft Visual Studio 9.0\VC\INCLUDE\xlocale(342) : war ning C4530: C++ exception handler used, but unwind semantics are not enabled. Sp ecify /EHsc extensions/gdal_wrap.cpp(2853) : fatal error C1083: Cannot open include file: 'c pl_port.h': No such file or directory error: command '"c:\Program Files (x86)\Microsoft Visual Studio 9.0\VC\BIN\cl.ex e"' failed with exit status 2 ---------------------------------------- Command C:\Python26\ArcGIS10.1\python.exe -c "import setuptools;__file__='c:\\us ers\\jnunn\\appdata\\local\\temp\\pip-build\\gdal\\setup.py';exec(compile(open(_ _file__).read().replace('\r\n', '\n'), __file__, 'exec'))" install --record c:\u sers\jnunn\appdata\local\temp\pip-f7tgze-record\install-record.txt --single-vers ion-externally-managed failed with error code 1 in c:\users\jnunn\appdata\local\ temp\pip-build\gdal Storing complete log in C:\Users\jnunn\pip\pip.log C:\Users\jnunn\Desktop> I have tried to use easy_install before too, and it came back with a common error to this: c:\Program Files (x86)\Microsoft Visual Studio 9.0\VC\INCLUDE\xlocale(342) : war ning C4530: C++ exception handler used, but unwind semantics are not enabled. Sp ecify /EHsc extensions/gdal_wrap.cpp(2853) : fatal error C1083: Cannot open include file: 'c pl_port.h': No such file or directory error: command '"c:\Program Files (x86)\Microsoft Visual Studio 9.0\VC\BIN\cl.ex e"' failed with exit status 2 Plus the following additional pip.log: Exception information: Traceback (most recent call last): File "C:\Python26\ArcGIS10.1\lib\site-packages\pip\basecommand.py", line 107, in main status = self.run(options, args) File "C:\Python26\ArcGIS10.1\lib\site-packages\pip\commands\install.py", line 261, in run requirement_set.install(install_options, global_options) File "C:\Python26\ArcGIS10.1\lib\site-packages\pip\req.py", line 1166, in install requirement.install(install_options, global_options) File "C:\Python26\ArcGIS10.1\lib\site-packages\pip\req.py", line 589, in install cwd=self.source_dir, filter_stdout=self._filter_install, show_stdout=False) File "C:\Python26\ArcGIS10.1\lib\site-packages\pip\util.py", line 612, in call_subprocess % (command_desc, proc.returncode, cwd)) InstallationError: Command C:\Python26\ArcGIS10.1\python.exe -c "import setuptools;__file__='c:\\users\\jnunn\\appdata\\local\\temp\\pip-build\\gdal\\setup.py';exec(compile(open(__file__).read().replace('\r \n', '\n'), __file__, 'exec'))" install --record c:\users\jnunn\appdata\local\temp\pip-f7tgze-record\install-record.txt --single-version-externally-managed failed with error code 1 in c:\users\jnunn\appdata \local\temp\pip-build\gdal

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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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