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  • School vs Self-Taught [duplicate]

    - by Joan Venge
    This question already has an answer here: Do I need a degree in Computer Science to get a junior Programming job? [closed] 8 answers Do you think university is a good learning environment or is it better to be autodidact? [closed] 3 answers Do you think formal education is necessary to gain strong programming skills? There are a lot of jobs that aren't programming but involves programming, such as tech artists in games, fx tds in film for example. I see similar patterns in the people I work where the best ones I have seen were self-taught, because of being artists primarily. But I also see that while the software, programming knowledge is varied and deep, hardware knowledge is very basic, including me, again due to lack of formal education. But I also work with a lot of programmers who possess both skills in general (software and hardware). Do you think it's necessary to have a formal education to have great programming skills? Would you think less of someone if he didn't have a degree in computer science, or software engineering, etc in terms of job opportunities? Would you trust him to do a software engineering job, i.e. writing a complex tool? Basically I feel the self-taught programmer doesn't know a lot of things, i.e. not knowing a particular pattern or a particular language, etc. But I find that the ability to think outside the box much more powerful. As "pure" programmers what's your take on it?

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  • Add collison detection to enemy sprites?

    - by xBroak
    i'd like to add the same collision detection used by the player sprite to the enemy sprites or 'creeps' ive added all the relevant code I can see yet collisons are still not being detected and handled, please find below the class, I have no idea what is wrong currently, the list of walls to collide with is 'wall_list' import pygame import pauseScreen as dm import re from pygame.sprite import Sprite from pygame import Rect, Color from random import randint, choice from vec2d import vec2d from simpleanimation import SimpleAnimation import displattxt black = (0,0,0) white = (255,255,255) blue = (0,0,255) green = (101,194,151) global currentEditTool currentEditTool = "Tree" global editMap editMap = False open('MapMaker.txt', 'w').close() def draw_background(screen, tile_img): screen.fill(black) img_rect = tile_img.get_rect() global rect rect = img_rect nrows = int(screen.get_height() / img_rect.height) + 1 ncols = int(screen.get_width() / img_rect.width) + 1 for y in range(nrows): for x in range(ncols): img_rect.topleft = (x * img_rect.width, y * img_rect.height) screen.blit(tile_img, img_rect) def changeTool(): if currentEditTool == "Tree": None elif currentEditTool == "Rock": None def pauseGame(): red = 255, 0, 0 green = 0,255, 0 blue = 0, 0,255 screen.fill(black) pygame.display.update() if editMap == False: choose = dm.dumbmenu(screen, [ 'Resume', 'Enable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("hi") elif choose ==1: global editMap editMap = True elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None else: choose = dm.dumbmenu(screen, [ 'Resume', 'Disable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("Resume") elif choose ==1: print("Dis ME") global editMap editMap = False elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None class Wall(pygame.sprite.Sprite): # Constructor function def __init__(self,x,y,width,height): pygame.sprite.Sprite.__init__(self) self.image = pygame.Surface([width, height]) self.image.fill(green) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertTree(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/tree.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertRock(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/rock.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class Creep(pygame.sprite.Sprite): """ A creep sprite that bounces off walls and changes its direction from time to time. """ change_x=0 change_y=0 def __init__( self, screen, creep_image, explosion_images, field, init_position, init_direction, speed): """ Create a new Creep. screen: The screen on which the creep lives (must be a pygame Surface object, such as pygame.display) creep_image: Image (surface) object for the creep explosion_images: A list of image objects for the explosion animation. field: A Rect specifying the 'playing field' boundaries. The Creep will bounce off the 'walls' of this field. init_position: A vec2d or a pair specifying the initial position of the creep on the screen. init_direction: A vec2d or a pair specifying the initial direction of the creep. Must have an angle that is a multiple of 45 degres. speed: Creep speed, in pixels/millisecond (px/ms) """ Sprite.__init__(self) self.screen = screen self.speed = speed self.field = field self.rect = creep_image.get_rect() # base_image holds the original image, positioned to # angle 0. # image will be rotated. # self.base_image = creep_image self.image = self.base_image self.explosion_images = explosion_images # A vector specifying the creep's position on the screen # self.pos = vec2d(init_position) # The direction is a normalized vector # self.direction = vec2d(init_direction).normalized() self.state = Creep.ALIVE self.health = 15 def is_alive(self): return self.state in (Creep.ALIVE, Creep.EXPLODING) def changespeed(self,x,y): self.change_x+=x self.change_y+=y def update(self, time_passed, walls): """ Update the creep. time_passed: The time passed (in ms) since the previous update. """ if self.state == Creep.ALIVE: # Maybe it's time to change the direction ? # self._change_direction(time_passed) # Make the creep point in the correct direction. # Since our direction vector is in screen coordinates # (i.e. right bottom is 1, 1), and rotate() rotates # counter-clockwise, the angle must be inverted to # work correctly. # self.image = pygame.transform.rotate( self.base_image, -self.direction.angle) # Compute and apply the displacement to the position # vector. The displacement is a vector, having the angle # of self.direction (which is normalized to not affect # the magnitude of the displacement) # displacement = vec2d( self.direction.x * self.speed * time_passed, self.direction.y * self.speed * time_passed) self.pos += displacement # When the image is rotated, its size is changed. # We must take the size into account for detecting # collisions with the walls. # self.image_w, self.image_h = self.image.get_size() bounds_rect = self.field.inflate( -self.image_w, -self.image_h) if self.pos.x < bounds_rect.left: self.pos.x = bounds_rect.left self.direction.x *= -1 elif self.pos.x > bounds_rect.right: self.pos.x = bounds_rect.right self.direction.x *= -1 elif self.pos.y < bounds_rect.top: self.pos.y = bounds_rect.top self.direction.y *= -1 elif self.pos.y > bounds_rect.bottom: self.pos.y = bounds_rect.bottom self.direction.y *= -1 # collision detection old_x=bounds_rect.left new_x=old_x+self.direction.x bounds_rect.left = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes bounds_rect.left=old_x old_y=self.pos.y new_y=old_y+self.direction.y self.pos.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.pos.y=old_y elif self.state == Creep.EXPLODING: if self.explode_animation.active: self.explode_animation.update(time_passed) else: self.state = Creep.DEAD self.kill() elif self.state == Creep.DEAD: pass #------------------ PRIVATE PARTS ------------------# # States the creep can be in. # # ALIVE: The creep is roaming around the screen # EXPLODING: # The creep is now exploding, just a moment before dying. # DEAD: The creep is dead and inactive # (ALIVE, EXPLODING, DEAD) = range(3) _counter = 0 def _change_direction(self, time_passed): """ Turn by 45 degrees in a random direction once per 0.4 to 0.5 seconds. """ self._counter += time_passed if self._counter > randint(400, 500): self.direction.rotate(45 * randint(-1, 1)) self._counter = 0 def _point_is_inside(self, point): """ Is the point (given as a vec2d) inside our creep's body? """ img_point = point - vec2d( int(self.pos.x - self.image_w / 2), int(self.pos.y - self.image_h / 2)) try: pix = self.image.get_at(img_point) return pix[3] > 0 except IndexError: return False def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def _explode(self): """ Starts the explosion animation that ends the Creep's life. """ self.state = Creep.EXPLODING pos = ( self.pos.x - self.explosion_images[0].get_width() / 2, self.pos.y - self.explosion_images[0].get_height() / 2) self.explode_animation = SimpleAnimation( self.screen, pos, self.explosion_images, 100, 300) global remainingCreeps remainingCreeps-=1 if remainingCreeps == 0: print("all dead") def draw(self): """ Blit the creep onto the screen that was provided in the constructor. """ if self.state == Creep.ALIVE: # The creep image is placed at self.pos. To allow for # smooth movement even when the creep rotates and the # image size changes, its placement is always # centered. # self.draw_rect = self.image.get_rect().move( self.pos.x - self.image_w / 2, self.pos.y - self.image_h / 2) self.screen.blit(self.image, self.draw_rect) # The health bar is 15x4 px. # health_bar_x = self.pos.x - 7 health_bar_y = self.pos.y - self.image_h / 2 - 6 self.screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) self.screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) elif self.state == Creep.EXPLODING: self.explode_animation.draw() elif self.state == Creep.DEAD: pass def mouse_click_event(self, pos): """ The mouse was clicked in pos. """ if self._point_is_inside(vec2d(pos)): self._decrease_health(3) #begin new player class Player(pygame.sprite.Sprite): change_x=0 change_y=0 frame = 0 def __init__(self,x,y): pygame.sprite.Sprite.__init__(self) # LOAD PLATER IMAGES # Set height, width self.images = [] for i in range(1,17): img = pygame.image.load("images/player/" + str(i)+".png").convert() #player images img.set_colorkey(white) self.images.append(img) self.image = self.images[0] self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x self.health = 15 self.image_w, self.image_h = self.image.get_size() health_bar_x = self.rect.x - 7 health_bar_y = self.rect.y - self.image_h / 2 - 6 screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) def changespeed(self,x,y): self.change_x+=x self.change_y+=y def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def update(self,walls): # collision detection old_x=self.rect.x new_x=old_x+self.change_x self.rect.x = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.x=old_x old_y=self.rect.y new_y=old_y+self.change_y self.rect.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.y=old_y # right to left if self.change_x < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 # Grab the image, divide by 4 # every 4 frames. self.image = self.images[self.frame//4] # Move left to right. # images 4...7 instead of 0...3. if self.change_x > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4] if self.change_y > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4] if self.change_y < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4+4] score = 0 # initialize pyGame pygame.init() # 800x600 sized screen global screen screen = pygame.display.set_mode([800, 600]) screen.fill(black) #bg_tile_img = pygame.image.load('images/map/grass.png').convert_alpha() #draw_background(screen, bg_tile_img) #pygame.display.flip() # Set title pygame.display.set_caption('Test') #background = pygame.Surface(screen.get_size()) #background = background.convert() #background.fill(black) # Create the player player = Player( 50,50 ) player.rect.x=50 player.rect.y=50 movingsprites = pygame.sprite.RenderPlain() movingsprites.add(player) # Make the walls. (x_pos, y_pos, width, height) global wall_list wall_list=pygame.sprite.RenderPlain() wall=Wall(0,0,10,600) # left wall wall_list.add(wall) wall=Wall(10,0,790,10) # top wall wall_list.add(wall) #wall=Wall(10,200,100,10) # poke wall wall_list.add(wall) wall=Wall(790,0,10,600) #(x,y,thickness, height) wall_list.add(wall) wall=Wall(10,590,790,10) #(x,y,thickness, height) wall_list.add(wall) f = open('MapMaker.txt') num_lines = sum(1 for line in f) print(num_lines) lineCount = 0 with open("MapMaker.txt") as infile: for line in infile: f = open('MapMaker.txt') print(line) coords = line.split(',') #print(coords[0]) #print(coords[1]) #print(coords[2]) #print(coords[3]) #print(coords[4]) if "tree" in line: print("tree in") wall=insertTree(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4]) wall_list.add(wall) elif "rock" in line: print("rock in") wall=insertRock(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4] ) wall_list.add(wall) width = 20 height = 540 height = height - 48 for i in range(0,23): width = width + 32 name = insertTree(width,540,790,10,"tree") #wall_list.add(name) name = insertTree(width,height,690,10,"tree") #wall_list.add(name) CREEP_SPAWN_TIME = 200 # frames creep_spawn = CREEP_SPAWN_TIME clock = pygame.time.Clock() bg_tile_img = pygame.image.load('images/map/grass.png').convert() img_rect = bg_tile_img FIELD_RECT = Rect(50, 50, 700, 500) CREEP_FILENAMES = [ 'images/player/1.png', 'images/player/1.png', 'images/player/1.png'] N_CREEPS = 3 creep_images = [ pygame.image.load(filename).convert_alpha() for filename in CREEP_FILENAMES] explosion_img = pygame.image.load('images/map/tree.png').convert_alpha() explosion_images = [ explosion_img, pygame.transform.rotate(explosion_img, 90)] creeps = pygame.sprite.RenderPlain() done = False #bg_tile_img = pygame.image.load('images/map/grass.png').convert() #draw_background(screen, bg_tile_img) totalCreeps = 0 remainingCreeps = 3 while done == False: creep_images = pygame.image.load("images/player/1.png").convert() creep_images.set_colorkey(white) draw_background(screen, bg_tile_img) if len(creeps) != N_CREEPS: if totalCreeps < N_CREEPS: totalCreeps = totalCreeps + 1 print(totalCreeps) creeps.add( Creep( screen=screen, creep_image=creep_images, explosion_images=explosion_images, field=FIELD_RECT, init_position=( randint(FIELD_RECT.left, FIELD_RECT.right), randint(FIELD_RECT.top, FIELD_RECT.bottom)), init_direction=(choice([-1, 1]), choice([-1, 1])), speed=0.01)) for creep in creeps: creep.update(60,wall_list) creep.draw() for event in pygame.event.get(): if event.type == pygame.QUIT: done=True if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_RIGHT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_UP: player.changespeed(0,-2) creep.changespeed(0,-2) if event.key == pygame.K_DOWN: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_ESCAPE: pauseGame() if event.key == pygame.K_1: global currentEditTool currentEditTool = "Tree" changeTool() if event.key == pygame.K_2: global currentEditTool currentEditTool = "Rock" changeTool() if event.type == pygame.KEYUP: if event.key == pygame.K_LEFT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_RIGHT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_UP: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_DOWN: player.changespeed(0,-2) creep.changespeed(0,-2) if event.type == pygame.MOUSEBUTTONDOWN and pygame.mouse.get_pressed()[0]: for creep in creeps: creep.mouse_click_event(pygame.mouse.get_pos()) if editMap == True: x,y = pygame.mouse.get_pos() if currentEditTool == "Tree": name = insertTree(x-10,y-25, 10 , 10, "tree") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") image = pygame.image.load("images/map/tree.png").convert() screen.blit(image, (30,10)) pygame.display.flip() f.write(str(x) + "," + str(y) + ",790,10, tree\n") #f.write("wall=insertTree(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") elif currentEditTool == "Rock": name = insertRock(x-10,y-25, 10 , 10,"rock") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") f.write(str(x) + "," + str(y) + ",790,10,rock\n") #f.write("wall=insertRock(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") else: None #pygame.display.flip() player.update(wall_list) movingsprites.draw(screen) wall_list.draw(screen) pygame.display.flip() clock.tick(60) pygame.quit()

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  • add collision detection to sprite?

    - by xBroak
    bassically im trying to add collision detection to the sprite below, using the following: self.rect = bounds_rect collide = pygame.sprite.spritecollide(self, wall_list, False) if collide: # yes print("collide") However it seems that when the collide is triggered it continuously prints 'collide' over and over when instead i want them to simply not be able to walk through the object, any help? def update(self, time_passed): """ Update the creep. time_passed: The time passed (in ms) since the previous update. """ if self.state == Creep.ALIVE: # Maybe it's time to change the direction ? # self._change_direction(time_passed) # Make the creep point in the correct direction. # Since our direction vector is in screen coordinates # (i.e. right bottom is 1, 1), and rotate() rotates # counter-clockwise, the angle must be inverted to # work correctly. # self.image = pygame.transform.rotate( self.base_image, -self.direction.angle) # Compute and apply the displacement to the position # vector. The displacement is a vector, having the angle # of self.direction (which is normalized to not affect # the magnitude of the displacement) # displacement = vec2d( self.direction.x * self.speed * time_passed, self.direction.y * self.speed * time_passed) self.pos += displacement # When the image is rotated, its size is changed. # We must take the size into account for detecting # collisions with the walls. # self.image_w, self.image_h = self.image.get_size() global bounds_rect bounds_rect = self.field.inflate( -self.image_w, -self.image_h) if self.pos.x < bounds_rect.left: self.pos.x = bounds_rect.left self.direction.x *= -1 elif self.pos.x > bounds_rect.right: self.pos.x = bounds_rect.right self.direction.x *= -1 elif self.pos.y < bounds_rect.top: self.pos.y = bounds_rect.top self.direction.y *= -1 elif self.pos.y > bounds_rect.bottom: self.pos.y = bounds_rect.bottom self.direction.y *= -1 self.rect = bounds_rect collide = pygame.sprite.spritecollide(self, wall_list, False) if collide: # yes print("collide") elif self.state == Creep.EXPLODING: if self.explode_animation.active: self.explode_animation.update(time_passed) else: self.state = Creep.DEAD self.kill() elif self.state == Creep.DEAD: pass #------------------ PRIVATE PARTS ------------------# # States the creep can be in. # # ALIVE: The creep is roaming around the screen # EXPLODING: # The creep is now exploding, just a moment before dying. # DEAD: The creep is dead and inactive # (ALIVE, EXPLODING, DEAD) = range(3) _counter = 0 def _change_direction(self, time_passed): """ Turn by 45 degrees in a random direction once per 0.4 to 0.5 seconds. """ self._counter += time_passed if self._counter > randint(400, 500): self.direction.rotate(45 * randint(-1, 1)) self._counter = 0 def _point_is_inside(self, point): """ Is the point (given as a vec2d) inside our creep's body? """ img_point = point - vec2d( int(self.pos.x - self.image_w / 2), int(self.pos.y - self.image_h / 2)) try: pix = self.image.get_at(img_point) return pix[3] > 0 except IndexError: return False def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def _explode(self): """ Starts the explosion animation that ends the Creep's life. """ self.state = Creep.EXPLODING pos = ( self.pos.x - self.explosion_images[0].get_width() / 2, self.pos.y - self.explosion_images[0].get_height() / 2) self.explode_animation = SimpleAnimation( self.screen, pos, self.explosion_images, 100, 300) global remainingCreeps remainingCreeps-=1 if remainingCreeps == 0: print("all dead")

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  • Will be self-taught limit me?

    - by Isaiah
    I'm 21 and am pretty efficient in html/css, python, and javascript. I also know my way around lisp languages and enjoy programing in them. My problem is that I'm extremely self-taught and not quite confident that I could land a job programing, but I really need a job soon as I've just become a father. I haven't even created a resume yet because I'm not really sure what to put on it except my lone experience. So I wanted to ask, will being primarily self-taught with some experience on small projects I've done for a few clients limit me too much? I mean I know I need some kind of education so I've enrolled part time in a community college to work on a degree in computer science, but it's years till then. And if it will limit me a lot, what kind of skills would be good to work on to make my chances any better? Thank You

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  • Will being self-taught limit me?

    - by Isaiah
    I'm 21 and am pretty efficient in html/css, python, and javascript. I also know my way around lisp languages and enjoy programing in them. My problem is that I'm extremely self-taught and not quite confident that I could land a job programing, but I really need a job soon as I've just become a father. I haven't even created a resume yet because I'm not really sure what to put on it except my lone experience. So I wanted to ask, will being primarily self-taught with some experience on small projects I've done for a few clients limit me too much? I mean I know I need some kind of education so I've enrolled part time in a community college to work on a degree in computer science, but it's years till then. And if it will limit me a lot, what kind of skills would be good to work on to make my chances any better? Thank You

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  • Detecting walls or floors in pygame

    - by Serial
    I am trying to make bullets bounce of walls, but I can't figure out how to correctly do the collision detection. What I am currently doing is iterating through all the solid blocks and if the bullet hits the bottom, top or sides, its vector is adjusted accordingly. However, sometimes when I shoot, the bullet doesn't bounce, I think it's when I shoot at a border between two blocks. Here is the update method for my Bullet class: def update(self, dt): if self.can_bounce: #if the bullet hasnt bounced find its vector using the mousclick pos and player pos speed = -10. range = 200 distance = [self.mouse_x - self.player[0], self.mouse_y - self.player[1]] norm = math.sqrt(distance[0] ** 2 + distance[1] ** 2) direction = [distance[0] / norm, distance[1 ] / norm] bullet_vector = [direction[0] * speed, direction[1] * speed] self.dx = bullet_vector[0] self.dy = bullet_vector[1] #check each block for collision for block in self.game.solid_blocks: last = self.rect.copy() if self.rect.colliderect(block): topcheck = self.rect.top < block.rect.bottom and self.rect.top > block.rect.top bottomcheck = self.rect.bottom > block.rect.top and self.rect.bottom < block.rect.bottom rightcheck = self.rect.right > block.rect.left and self.rect.right < block.rect.right leftcheck = self.rect.left < block.rect.right and self.rect.left > block.rect.left each test tests if it hit the top bottom left or right side of the block its colliding with if self.can_bounce: if topcheck: self.rect = last self.dy *= -1 self.can_bounce = False print "top" if bottomcheck: self.rect = last self.dy *= -1 #Bottom check self.can_bounce = False print "bottom" if rightcheck: self.rect = last self.dx *= -1 #right check self.can_bounce = False print "right" if leftcheck: self.rect = last self.dx *= -1 #left check self.can_bounce = False print "left" else: # if it has already bounced and colliding again kill it self.kill() for enemy in self.game.enemies_list: if self.rect.colliderect(enemy): self.kill() #update position self.rect.x -= self.dx self.rect.y -= self.dy This definitely isn't the best way to do it but I can't think of another way. If anyone has done this or can help that would be awesome!

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  • Reporter seeking comments on computer science education [closed]

    - by user63982
    I'm a reporter doing a story for a tech website on computer science education, the need for software engineers, and the proficiency of new engineer hires. I would love to chat or exchange emails with anyone on this site who has an opinion on cs education and whether it did or did not prepare them for a job, and the pluses and minuses of the theoretical vs. the practical. I saw 1051's post and its comments and would love to connect with the poster and any of the commenters. Or anyone else with an opinion. I look forward to hearing from you. Thank you.

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  • Data Education: Great Classes Coming to a City Near You

    - by Adam Machanic
    In case you haven't noticed, Data Education (the training company I started a couple of years ago) has expanded beyond the US northeast; we're currently offering courses with top trainers in both St. Louis and Chicago , as well as the Boston area. The courses are starting to fill up fast—not surprising when you consider we’re talking about experienced instructors like Kalen Delaney , Rob Farley , and Allan Hirt —but we have still have some room. We’re very excited about bringing the highest quality...(read more)

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  • Web dev/programmer with 4.5 yrs experience. Better for career: self-study or master's degree? [closed]

    - by Anonymous Programmer
    I'm a 28 year-old web developer/programmer with 4.5 years of experience, and I'm looking to jump-start my career. I'm trying to decide between self-study and a 1-year master's program in CS at a top school. I'm currently making 65K in a high cost-of-living area that is NOT a hot spot for technology firms. I code almost exclusively in Ruby/Rails, PHP/CodeIgniter, SQL, and JavaScript. I've slowly gained proficiency with Git. Roughly half the time I am architecting/coding, and half the time I am pounding out HTML/CSS for static brochureware sites. I'd like to make more more money while doing more challenging/interesting work, but I don't know where to start. I have an excellent academic record (math major with many CS credits, 3.9+ GPA), GRE scores, and recommendations, so I am confident that I could be admitted to a great CS master's program. On the other hand, there is the tuition and opportunity cost to consider. I feel like there are a number of practical languages/tools/skills worth knowing that I could teach myself - shell scripting, .NET, Python, Node.js, MongoDB, natural language processing techniques, etc. That said, it's one thing to read about a subject and another thing to have experience with it, which structured coursework provides. So, on to the concrete questions: What programming skills/knowledge should I develop to increase my earning potential and make me competitive for more interesting jobs? Will a master's degree in CS from a top school help me develop the above skills/knowledge, and if so, is it preferable to self-study (possibly for other reasons, e.g., the degree's value as a credential)?

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  • How can we improve overall Programmer Education & Training?

    - by crosenblum
    Last week, I was just viewing this amazing interview by Kevin Rose of Phillip Rosedale, of Second Life. And they had an amazing discussion about how to find, hire and identify good programmer's, and how hard it is to find good ones. Which has lead me to really think about the way we programmer's learn, are taught. For a majority of us, myself included, we are self-taught. Which is great about being a programmer, anyone can learn and develop skills. But this also means, that there is no real standards of what a good programmer is/are, and what kind of environment's encourage the growth of programming skills. This isn't so much a question, but just a desire in me, to see how we can change the culture of programming, and the manager's of programming, so that education and self-improvement is encouraged. There are a lot of avenue's for continued education, youtube videos, books, conferences, but because of the experiental nature of what we do, it isn't always clear what's important to learn and to master. Let's look at the The Joel 12 Steps. The Joel Test Do you use source control? Can you make a build in one step? Do you make daily builds? Do you have a bug database? Do you fix bugs before writing new code? Do you have an up-to-date schedule? Do you have a spec? Do programmers have quiet working conditions? Do you use the best tools money can buy? Do you have testers? Do new candidates write code during their interview? Do you do hallway usability testing? I think all of these have important value, but because of something I call the Experiential Gap, if a programmer or manager has never experienced any of the negative consequences for not having done items on the list, they will never see the need to do any of them. The Experiental Gap, is my basic theory, that each of us has different jobs and different experiences. So for some of us, that have always worked with dozens of programmer's, source control is a must have. But for people who have always been the only programmer, they can not imagine the need for source control. And it's because of this major flaw in how we learn, that we evaluate people by what best practices they do or not do, and the reason for either can start a flame war. We always evaluate people in our field by what they do, and think "Oh if this guy/gal isn't doing xyz best practice, he/she can't be a good programmer, so let's not waste time or energy talking to them." This is exactly why we have so many programming flame wars, that it becomes, because of the Experiental Gap, we can't imagine people not having made the decisions that we have had to made. So this has lead me to think, that we totally need to rethink how we train, educate and manage programmer's. For example, what percentage of you have had encouragement by your manager's to go to conferences, and even have them pay for it? For me, and a lot of people, this is extremely rare, a lot of us would love to go to conferences, to learn more, but the money ain't there to do that. So the point of this question is really to spark a lot of how can we train, learn and manage better? How can we create a new culture of learning that doesn't insult people for not having the same job experiences. Yes we all have jobs and work to do, but our ability to do our jobs well, depends on our desire, interest and support in improving our mastery of our skills. Right now, I see our culture being rather disorganized, we support the elite, but those tons of us that want to get better, just don't have enough support to learn and improve ourselves. I mean, do we as an industry, want to be perceived as just replaceable cogs? Thank you...

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  • Distance Education in Computer Science - HCI

    - by Rionmonster
    I have been a software engineer / graphic designer for a few years and have recently been considering furthering my education in the field. (It was actually a very generous Christmas present) I would primarily be interested in something like Human Computer Interaction or a similar "creative technology" that involves heavy UI/UX Design, prototyping or Information Architecture. Anyways - I still plan on working full-time and was looking into part-time distance programs and was wondering if anyone had some experience with pursuing a similar degree (either from a distance or in-person) and could share their experiences. Thanks!

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  • Education path advice

    - by Miroslav Zadravec
    I'm thinking of continuing my education and going for masters degree. I must decide between two programs. One is CS/IT and focuses on algorithms, math, multimedia, web technologies with optional interesting courses like AI and robotics. Second is about business process management, software architecture and project management. I have some experience in business software and I must say, I never though I need deeper understating of algorithms or program language but I always felt that I'm lacking in project planing or management knowledge. On the other side, CS/IT looks more interesting but what are the chances to find a job that require such skills?

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  • Continuing Education as a Part of Your Job [closed]

    - by Mike
    I work as a programmer for a mid-sized company (about 500 employees) in the medical industry. Before that I worked at a custom software development/consulting company. At both companies programmers were never officially given time to continue their education through taking classes, reading books or blogs, or doing research relevant to the job. At the software development company we were offered some money to pay for a class, but not offered any time off of work to take the class. I have been wondering, do most employers of programmers give time off of work to take a class, read a book, or do job related research? By time off of work I just mean some period of time where you can stop development; it does not have to mean leaving the office. I would be grateful to hear about everyone's experience with this.

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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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  • Getting started as a programmer -- school or self-study?

    - by Cyberherbalist
    My son who has is married with two small children has decided that he needs a change of career, and is considering getting into programming. He would do well in the field, I am certain, but I am uncertain how to advise him with regards to a lengthy course of schooling, or just try to learn 'on the job", so to speak. I suspect that if he doesn't ultimately get at least an associate degree in program (like his old man), that his job possibilities are going to be very constrained. This isn't the Dot-Com Bubble, after all, when they'd hire you if you could spell c-o-m-p-u-t-e-r because they needed bodies and the ability to fog a mirror wasn't quite enough. Should he go for a full program at the university, a two-year program (he already has a 2-year degree in video production, so he's got the general ed requirements whipped), or does anyone think self-study alone might be enough? To get started, anyway. I started back in 1987 with COBOL and a 2-year degree, which seemed the minimum at the time, but perhaps things are different now?

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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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  • 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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  • 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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