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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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  • Please guide this self-taught Web Developer.

    - by ChickenPuke
    One of the major regrets in life is that I didn't do something with my introversion. I didn't manage to get past the first year of college because of that. I have chosen the path where there are no video games and other time sinks, all I have is the internet to quench my thirst of learning the ins and outs of the field of Web Developing/Designing. Though currently, I'm taking a Web Design Associate course at one of the best Computer Arts and this is the last month of the class. Even though I'm still a sapling, I love this field so much. So basically, At school I'm learning web design while at home I'm teaching myself web-developing. First thing first, returning to college seems impossible at the moment because of some financial problems. I'm pretty comfortable with CSS and HTML and I'm into PHP/MySQL at the moment. Could you please provide me a web-development Curriculum to follow. And do I need to learn about the theories behind? And I think I'm still young(I'm 18 at the time of writing). Is it a good thing or bad thing for choosing this path? I'm glad with my decision but in all honesty, I'm worrying about my future and employment because I'm an undergrad, coming from a country where companies are degree b!tches, it saddens me so. Thank you. (My questions are the bold parts. )

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  • On Contract Employment

    - by kerry
    I am going to post about something I don’t post about a lot, the business side of development.  Scott at the antipimp does a good job of explaining how contracts work from a business perspective.  I am going to give a view from the ground. First, a little background on myself.  I have recently taken a 6 month contract after about 8 years of fulltime employment.  I have 2 kids, and a stay at home wife.  I took this contract opportunity because I wanted to try it on for size.  I have always wondered whether I would like doing contracts over fulltime employment.  So, in keeping with the theme of this blog I will write this down now so that I may reference it later. ALL jobs are temporary! Right now you may not realize it, most people simply ignore it, but EVERY job is temporary.  Everyone should be planning for life after the money stops coming in.  Sadly, most people do not.  Contracting pushes this issue to the forefront, making you deal with it.  After a month on a contract, I am happy to say that I am saving more than I ever saved in a fulltime position.  Hopefully, I will be ready in case of an extended window of unemployment between contracts. Networking I find it extremely gratifying getting to know people.  It is especially beneficial when moving to a new city.  What better way to go out and meet people in your field than to work a few contracts?  6 months of working beside someone and you get to know them pretty well.  This is one of my favorite aspects. Technical Agility Moving between IS shops takes (or molds you into) a flexible person.  You have to be able to go in and hit the ground running.  This means you need to be able to sit down and start work on a large codebase working in a language that you may or may not have that much experience in.  It is also an excellent way to learn new languages and broaden your technical skill set.  I took my current position to learn Ruby.  A month ago, I had only used it in passing, but now I am using it every day.  It’s a tragedy in this field when people start coding for the joy and love of coding, then become deeply entrenched in their companies methods and technologies that it becomes a just a job. Less Stress I am not talking about the kind of stress you get from a jackass boss.  I am talking about the kind of stress I (or others) experience about planning and future proofing your code.  Not saying I stay up at night worrying whether we have done it right, if that code I wrote today is going to bite me later, but it still creeps around in the dark recesses of my mind.  Careful though, I am not suggesting you write sloppy code; just defer any large architectural or design decisions to the ‘code owners’. Flexible Scheduling It makes me very happy to be able to cut out a few hours early on a Friday (provided the work is done) and start the weekend off early by going to the pool, or taking the kids to the park.  Contracting provides you this opportunity (mileage may vary).  Most of your fulltime brethren will not care, they will be jealous that they’re corporate policy prevents them from doing the same.  However, you must be mindful of situations where this is not appropriate, and don’t over do it.  You are there to work after all. Affirmation of Need Have you ever been stuck in a job where you thought you were underpaid?  Have you ever been in a position where you felt like there was not enough workload for you?  This is not a problem for contractors.  When you start a contract it is understood that you are needed, and the employer knows that you are happy with the terms. Contracting may not be for everyone.  But, if you develop a relationship with a good consulting firm, keep their clients happy, then they will keep you happy.  They want you to work almost as much as you do.  Just be sure and plan financially for any windows of unemployment.

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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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  • To maximize chances of functional programming employment

    - by Rob Agar
    Given that the future of programming is functional, at some point in the nearish future I want to be paid to code in a functional language, preferably Haskell. Assuming I have a firm grasp of the language, plus all the basic programmer attributes (good communication skills/sense of humour/hygiene etc), what should I concentrate on learning to maximize my chances? Are there any particularly sought after libraries I should know? Alternatively, would another language be a better bet, say F#? (I'm not too fussed about the kind of programming work, so long as it's reasonably interesting and reasonably well paid, and with nice people)

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

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

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

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

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  • Returning a list from a function in Python

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

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  • matplotlib: how to refresh figure.canvas

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

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  • Refresh QTextEdit in PyQt

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

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  • Handling TclErrors in Python

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

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

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

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

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

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

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

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

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

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  • Make Python Socket Server More Efficient

    - by BenMills
    I have very little experience working with sockets and multithreaded programming so to learn more I decided to see if I could hack together a little python socket server to power a chat room. I ended up getting it working pretty well but then I noticed my server's CPU usage spiked up over 100% when I had it running in the background. Here is my code in full: http://gist.github.com/332132 I know this is a pretty open ended question so besides just helping with my code are there any good articles I could read that could help me learn more about this? My full code: import select import socket import sys import threading from daemon import Daemon class Server: def __init__(self): self.host = '' self.port = 9998 self.backlog = 5 self.size = 1024 self.server = None self.threads = [] self.send_count = 0 def open_socket(self): try: self.server = socket.socket(socket.AF_INET6, socket.SOCK_STREAM) self.server.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEADDR, 1) self.server.bind((self.host,self.port)) self.server.listen(5) print "Server Started..." except socket.error, (value,message): if self.server: self.server.close() print "Could not open socket: " + message sys.exit(1) def remove_thread(self, t): t.join() def send_to_children(self, msg): self.send_count = 0 for t in self.threads: t.send_msg(msg) print 'Sent to '+str(self.send_count)+" of "+str(len(self.threads)) def run(self): self.open_socket() input = [self.server,sys.stdin] running = 1 while running: inputready,outputready,exceptready = select.select(input,[],[]) for s in inputready: if s == self.server: # handle the server socket c = Client(self.server.accept(), self) c.start() self.threads.append(c) print "Num of clients: "+str(len(self.threads)) self.server.close() for c in self.threads: c.join() class Client(threading.Thread): def __init__(self,(client,address), server): threading.Thread.__init__(self) self.client = client self.address = address self.size = 1024 self.server = server self.running = True def send_msg(self, msg): if self.running: self.client.send(msg) self.server.send_count += 1 def run(self): while self.running: data = self.client.recv(self.size) if data: print data self.server.send_to_children(data) else: self.running = False self.server.threads.remove(self) self.client.close() """ Run Server """ class DaemonServer(Daemon): def run(self): s = Server() s.run() if __name__ == "__main__": d = DaemonServer('/var/servers/fserver.pid') if len(sys.argv) == 2: if 'start' == sys.argv[1]: d.start() elif 'stop' == sys.argv[1]: d.stop() elif 'restart' == sys.argv[1]: d.restart() else: print "Unknown command" sys.exit(2) sys.exit(0) else: print "usage: %s start|stop|restart" % sys.argv[0] sys.exit(2)

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  • pyqt QObject: Cannot create children for a parent that is in a different thread

    - by memomk
    QObject: Cannot create children for a parent that is in a different thread. (Parent is QTextDocument(0x9919018), parent's thread is QThread(0x97331e0), current thread is flooderthread(0x97b4c10) error means ? am sorry because am new to pyqt here is the code : i know the code is finished yet but it should work i guess the problem is with myfun.log function... #! /usr/bin/python # -*- coding: utf-8 -*- import urllib, urllib2, itertools, threading, cookielib, Cookie, sys, time, hashlib, os from PyQt4 import QtCore, QtGui try: _fromUtf8 = QtCore.QString.fromUtf8 except AttributeError: _fromUtf8 = lambda s: s gui=QtGui.QApplication.processEvents texttoset="" class fun(): global texttoset def checkpassword(self): if ui.passwordcheck.isChecked()==True: return 1 else : return 0 def log(self, text): if text != False: firsttext=str(ui.console.toPlainText()) secondtext=firsttext+text+"\n" ui.console.setText(secondtext) log=open("log.log", "a") log.write(text+"\n") log.close() else : firsttext=str(ui.console.toPlainText()) secondtext=firsttext+texttoset+"\n" ui.console.setText(secondtext) log=open("log.log", "a") log.write(texttoset+"\n") log.close() def disable(self): MainWindow.setEnabled(False) pass def enable(self): MainWindow.setEnabled(True) pass def checkmethod(self): if ui.get.isChecked()==True: return 1 elif ui.post.isChecked()==True: return 2 else : return 0 def main(self): connecter() gui() f1.start() gui() time.sleep(3) gui() f2.start() gui() time.sleep(3) gui() f3.start() gui() time.sleep(3) gui() f4.start() gui() time.sleep(3) gui() f5.start() gui() self.sleep(3) gui() f6.start() gui() def killer(self): f1.terminate() f2.terminate() f3.terminate() f4.terminate() f5.terminate() f6.terminate() def close(self): self.killer() os.abort() sys.exit() myfun=fun() def connecter(): QtCore.QObject.connect(f1, QtCore.SIGNAL("log(bool)"), myfun.log) QtCore.QObject.connect(f1, QtCore.SIGNAL("enable()"), myfun.enable) QtCore.QObject.connect(f1, QtCore.SIGNAL("disable()"), myfun.disable) QtCore.QObject.connect(f2, QtCore.SIGNAL("log(bool)"), myfun.log) QtCore.QObject.connect(f2, QtCore.SIGNAL("enable()"), myfun.enable) QtCore.QObject.connect(f2, QtCore.SIGNAL("disable()"), myfun.disable) QtCore.QObject.connect(f3, QtCore.SIGNAL("log(bool)"), myfun.log) QtCore.QObject.connect(f3, QtCore.SIGNAL("enable()"), myfun.enable) QtCore.QObject.connect(f3, QtCore.SIGNAL("disable()"), myfun.disable) QtCore.QObject.connect(f4, QtCore.SIGNAL("log(bool)"), myfun.log) QtCore.QObject.connect(f4, QtCore.SIGNAL("enable()"), myfun.enable) QtCore.QObject.connect(f4, QtCore.SIGNAL("disable()"), myfun.disable) QtCore.QObject.connect(f5, QtCore.SIGNAL("log(bool)"), myfun.log) QtCore.QObject.connect(f5, QtCore.SIGNAL("enable()"), myfun.enable) QtCore.QObject.connect(f5, QtCore.SIGNAL("disable()"), myfun.disable) QtCore.QObject.connect(f6, QtCore.SIGNAL("log(bool)"), myfun.log) QtCore.QObject.connect(f6, QtCore.SIGNAL("enable()"), myfun.enable) QtCore.QObject.connect(f6, QtCore.SIGNAL("disable()"), myfun.disable) x=0 num=0 class flooderthread(QtCore.QThread): global texttoset def __init__(self, x, num): QtCore.QThread.__init__(self) self.x=x self.num=num def log(self, text): texttolog=str(text) time.sleep(1) self.emit(QtCore.SIGNAL("log(bool)"), False) time.sleep(2) def enable(self): time.sleep(1) self.emit(QtCore.SIGNAL("enable()")) def disable(self): time.sleep(1) self.emit(QtCore.SIGNAL("disable()")) def run(self): connecter() self.log("\n\n--------------------------------------------------new session-------------------------------------\n\n") itered=False gui() self.disable() gui() self.log("setting params...") param={ui.dataname1.text():ui.datavalue1.text(),ui.dataname3.text():ui.datavalue3.text(),ui.dataname3.text():ui.datavalue3.text(), } self.log("checking password...") if myfun.checkpassword()==1: itered=True self.log("password is true") else : self.log("password is null ") self.log("itered operation") self.log("setting url") url=str(ui.url.text()) if url[:4]!="http" and url[:3]!="ftp": self.log("url error exiting the whole function") self.log("please set a valide protocole!!") gui() self.enable() gui() return 1 pass else : self.log("valid url") gui() self.log("url is "+url) self.log("setting proxy") proxy="http://"+ui.proxyuser.text()+":"+ui.proxypass.text()+"@"+ui.proxyhost.text()+":"+ui.proxyport.text() self.log("proxy is "+proxy) gui() self.log("preparing params...") urlparam=urllib.urlencode(param) gui() self.log("params are "+urlparam) self.log("setting up headers...") header={'User-Agent':str(ui.useragent.toPlainText())} self.log("headers are "+ str(header)) self.log("setting up proxy handler..") proxyhandler=urllib2.ProxyHandler({"http":str(proxy)}) self.log("checking method") if myfun.checkmethod()==1: self.log("method is get..") self.log("setting request..") finalurl=url+urlparam gui() self.log("final url is"+finalurl) req=urllib2.Request(finalurl, None, headers) elif myfun.checkmethod()==2: self.log("method is post...") self.log("setting request..") finalurl=url gui() self.log("final url is "+finalurl) req=urllib2.Request(finalurl, urlparam, header) else : self.log("error has been accourded") self.log("please select a method!!") gui() self.log("exiting the whole functions") gui() self.enable() return 1 pass self.log("intilizing cookies..") c1=Cookie.SimpleCookie() c1[str(ui.cookiename1.text())]=str(ui.cookievalue1.text()) c1[str(ui.cookiename1.text())]['path']='/' c1[str(ui.cookiename2.text())]=str(ui.cookievalue2.text()) c1[str(ui.cookiename2.text())]['path']='/' c1[str(ui.cookiename3.text())]=str(ui.cookievalue3.text()) c1[str(ui.cookiename3.text())]['domain']=url c1[str(ui.cookiename3.text())]['path']='/' c1[str(ui.cookiename4.text())]=str(ui.cookievalue4.text()) c1[str(ui.cookiename4.text())]['domain']=url c1[str(ui.cookiename4.text())]['path']='/' self.log("cookies are.. :"+str(c1)) cj=cookielib.CookieJar() cj.set_cookie(c1) opener = urllib2.build_opener(proxyhandler, urllib2.HTTPCookieProcessor(cj)) self.log("insatlling opener") urllib2.install_opener(opener) self.log("setting the two operations....") if itered==Fasle: self.log("starting the flooding loop") gui() while true: try: gui() opener.open(req) except e: self.log("error connecting : "+e.reason) self.log("will continue....") continue gui() elif itered==True: pass f1=flooderthread(1, 1) f2=flooderthread(2, 2) f3=flooderthread(3, 3) f4=flooderthread(4, 4) f5=flooderthread(5, 5) f6=flooderthread(6, 6) class Ui_MainWindow(object): def setupUi(self, MainWindow): MainWindow.setObjectName(_fromUtf8("MainWindow")) MainWindow.setMinimumSize(QtCore.QSize(838, 500)) MainWindow.setMaximumSize(QtCore.QSize(838, 500)) MainWindow.setWindowTitle(QtGui.QApplication.translate("MainWindow", "memo flooder", None, QtGui.QApplication.UnicodeUTF8)) self.centralwidget = QtGui.QWidget(MainWindow) self.centralwidget.setObjectName(_fromUtf8("centralwidget")) self.console=QtGui.QTextEdit(self.centralwidget) self.console.setGeometry(10, 350, 800,130) self.console.setReadOnly(True) self.console.setObjectName("console") self.groupBox = QtGui.QGroupBox(self.centralwidget) self.groupBox.setGeometry(QtCore.QRect(30, 50, 71, 80)) self.groupBox.setTitle(QtGui.QApplication.translate("MainWindow", "method:", None, QtGui.QApplication.UnicodeUTF8)) self.groupBox.setObjectName(_fromUtf8("groupBox")) self.post = QtGui.QRadioButton(self.groupBox) self.post.setGeometry(QtCore.QRect(10, 20, 61, 22)) self.post.setText(QtGui.QApplication.translate("MainWindow", "post", None, QtGui.QApplication.UnicodeUTF8)) self.post.setChecked(True) self.post.setObjectName(_fromUtf8("post")) self.get = QtGui.QRadioButton(self.groupBox) self.get.setGeometry(QtCore.QRect(10, 50, 51, 22)) self.get.setText(QtGui.QApplication.translate("MainWindow", "get", None, QtGui.QApplication.UnicodeUTF8)) self.get.setObjectName(_fromUtf8("get")) self.url = QtGui.QLineEdit(self.centralwidget) self.url.setGeometry(QtCore.QRect(70, 20, 671, 27)) self.url.setInputMethodHints(QtCore.Qt.ImhUrlCharactersOnly) self.url.setObjectName(_fromUtf8("url")) self.groupBox_2 = QtGui.QGroupBox(self.centralwidget) self.groupBox_2.setGeometry(QtCore.QRect(110, 50, 371, 111)) self.groupBox_2.setTitle(QtGui.QApplication.translate("MainWindow", "data:", None, QtGui.QApplication.UnicodeUTF8)) self.groupBox_2.setObjectName(_fromUtf8("groupBox_2")) self.dataname1 = QtGui.QLineEdit(self.groupBox_2) self.dataname1.setGeometry(QtCore.QRect(20, 30, 101, 27)) self.dataname1.setObjectName(_fromUtf8("dataname1")) self.label = QtGui.QLabel(self.groupBox_2) self.label.setGeometry(QtCore.QRect(40, 10, 67, 17)) self.label.setText(QtGui.QApplication.translate("MainWindow", "name:", None, QtGui.QApplication.UnicodeUTF8)) self.label.setObjectName(_fromUtf8("label")) self.dataname2 = QtGui.QLineEdit(self.groupBox_2) self.dataname2.setGeometry(QtCore.QRect(130, 30, 113, 27)) self.dataname2.setObjectName(_fromUtf8("dataname2")) self.dataname3 = QtGui.QLineEdit(self.groupBox_2) self.dataname3.setGeometry(QtCore.QRect(250, 30, 113, 27)) self.dataname3.setObjectName(_fromUtf8("dataname3")) self.label_2 = QtGui.QLabel(self.groupBox_2) self.label_2.setGeometry(QtCore.QRect(40, 60, 67, 17)) self.label_2.setText(QtGui.QApplication.translate("MainWindow", "value:", None, QtGui.QApplication.UnicodeUTF8)) self.label_2.setObjectName(_fromUtf8("label_2")) self.datavalue1 = QtGui.QLineEdit(self.groupBox_2) self.datavalue1.setGeometry(QtCore.QRect(20, 80, 101, 27)) self.datavalue1.setObjectName(_fromUtf8("datavalue1")) self.datavalue2 = QtGui.QLineEdit(self.groupBox_2) self.datavalue2.setGeometry(QtCore.QRect(130, 80, 113, 27)) self.datavalue2.setObjectName(_fromUtf8("datavalue2")) self.datavalue3 = QtGui.QLineEdit(self.groupBox_2) self.datavalue3.setGeometry(QtCore.QRect(250, 80, 113, 27)) self.datavalue3.setObjectName(_fromUtf8("datavalue3")) self.groupBox_4 = QtGui.QGroupBox(self.centralwidget) self.groupBox_4.setGeometry(QtCore.QRect(670, 50, 151, 111)) self.groupBox_4.setTitle(QtGui.QApplication.translate("MainWindow", "password:", None, QtGui.QApplication.UnicodeUTF8)) self.groupBox_4.setObjectName(_fromUtf8("groupBox_4")) self.passname = QtGui.QLineEdit(self.groupBox_4) self.passname.setGeometry(QtCore.QRect(10, 30, 113, 27)) self.passname.setObjectName(_fromUtf8("passname")) self.passvalue = QtGui.QLineEdit(self.groupBox_4) self.passvalue.setGeometry(QtCore.QRect(10, 80, 113, 27)) self.passvalue.setObjectName(_fromUtf8("passvalue")) self.passwordcheck = QtGui.QCheckBox(self.centralwidget) self.passwordcheck.setGeometry(QtCore.QRect(670, 180, 97, 22)) self.passwordcheck.setText(QtGui.QApplication.translate("MainWindow", "password", None, QtGui.QApplication.UnicodeUTF8)) self.passwordcheck.setChecked(True) self.passwordcheck.setObjectName(_fromUtf8("passwordcheck")) self.groupBox_5 = QtGui.QGroupBox(self.centralwidget) self.groupBox_5.setGeometry(QtCore.QRect(29, 169, 441, 81)) self.groupBox_5.setTitle(QtGui.QApplication.translate("MainWindow", "proxy:", None, QtGui.QApplication.UnicodeUTF8)) self.groupBox_5.setObjectName(_fromUtf8("groupBox_5")) self.proxyhost = QtGui.QLineEdit(self.groupBox_5) self.proxyhost.setGeometry(QtCore.QRect(20, 30, 113, 27)) self.proxyhost.setObjectName(_fromUtf8("proxyhost")) self.proxyport = QtGui.QLineEdit(self.groupBox_5) self.proxyport.setGeometry(QtCore.QRect(140, 30, 51, 27)) self.proxyport.setInputMethodHints(QtCore.Qt.ImhDigitsOnly|QtCore.Qt.ImhPreferNumbers) self.proxyport.setObjectName(_fromUtf8("proxyport")) self.proxyuser = QtGui.QLineEdit(self.groupBox_5) self.proxyuser.setGeometry(QtCore.QRect(200, 30, 113, 27)) self.proxyuser.setObjectName(_fromUtf8("proxyuser")) self.proxypass = QtGui.QLineEdit(self.groupBox_5) self.proxypass.setGeometry(QtCore.QRect(320, 30, 113, 27)) self.proxypass.setObjectName(_fromUtf8("proxypass")) self.label_4 = QtGui.QLabel(self.groupBox_5) self.label_4.setGeometry(QtCore.QRect(100, 10, 67, 17)) self.label_4.setText(QtGui.QApplication.translate("MainWindow", "host", None, QtGui.QApplication.UnicodeUTF8)) self.label_4.setObjectName(_fromUtf8("label_4")) self.label_5 = QtGui.QLabel(self.groupBox_5) self.label_5.setGeometry(QtCore.QRect(150, 10, 67, 17)) self.label_5.setText(QtGui.QApplication.translate("MainWindow", "port", None, QtGui.QApplication.UnicodeUTF8)) self.label_5.setObjectName(_fromUtf8("label_5")) self.label_6 = QtGui.QLabel(self.groupBox_5) self.label_6.setGeometry(QtCore.QRect(200, 10, 67, 17)) self.label_6.setText(QtGui.QApplication.translate("MainWindow", "username", None, QtGui.QApplication.UnicodeUTF8)) self.label_6.setObjectName(_fromUtf8("label_6")) self.label_7 = QtGui.QLabel(self.groupBox_5) self.label_7.setGeometry(QtCore.QRect(320, 10, 67, 17)) self.label_7.setText(QtGui.QApplication.translate("MainWindow", "password", None, QtGui.QApplication.UnicodeUTF8)) self.label_7.setObjectName(_fromUtf8("label_7")) self.groupBox_6 = QtGui.QGroupBox(self.centralwidget) self.groupBox_6.setGeometry(QtCore.QRect(30, 260, 531, 91)) self.groupBox_6.setTitle(QtGui.QApplication.translate("MainWindow", "cookies:", None, QtGui.QApplication.UnicodeUTF8)) self.groupBox_6.setObjectName(_fromUtf8("groupBox_6")) self.cookiename1 = QtGui.QLineEdit(self.groupBox_6) self.cookiename1.setGeometry(QtCore.QRect(10, 20, 113, 27)) self.cookiename1.setObjectName(_fromUtf8("cookiename1")) self.cookiename2 = QtGui.QLineEdit(self.groupBox_6) self.cookiename2.setGeometry(QtCore.QRect(140, 20, 113, 27)) self.cookiename2.setObjectName(_fromUtf8("cookename2")) self.cookiename3 = QtGui.QLineEdit(self.groupBox_6) self.cookiename3.setGeometry(QtCore.QRect(270, 20, 113, 27)) self.cookiename3.setObjectName(_fromUtf8("cookiename3")) self.cookiename4 = QtGui.QLineEdit(self.groupBox_6) self.cookiename4.setGeometry(QtCore.QRect(390, 20, 113, 27)) self.cookiename4.setObjectName(_fromUtf8("cookiename4")) self.cookievalue1 = QtGui.QLineEdit(self.groupBox_6) self.cookievalue1.setGeometry(QtCore.QRect(10, 50, 113, 27)) self.cookievalue1.setObjectName(_fromUtf8("cookievalue1")) self.cookievalue2 = QtGui.QLineEdit(self.groupBox_6) self.cookievalue2.setGeometry(QtCore.QRect(140, 50, 113, 27)) self.cookievalue2.setObjectName(_fromUtf8("cookievalue2")) self.cookievalue3 = QtGui.QLineEdit(self.groupBox_6) self.cookievalue3.setGeometry(QtCore.QRect(270, 50, 113, 27)) self.cookievalue3.setObjectName(_fromUtf8("cookievalue3")) self.cookievalue4 = QtGui.QLineEdit(self.groupBox_6) self.cookievalue4.setGeometry(QtCore.QRect(390, 50, 113, 27)) self.cookievalue4.setObjectName(_fromUtf8("cookievalue4")) self.groupBox_7 = QtGui.QGroupBox(self.centralwidget) self.groupBox_7.setGeometry(QtCore.QRect(570, 260, 251, 80)) self.groupBox_7.setTitle(QtGui.QApplication.translate("MainWindow", "useragents:", None, QtGui.QApplication.UnicodeUTF8)) self.groupBox_7.setObjectName(_fromUtf8("groupBox_7")) self.useragent = QtGui.QTextEdit(self.groupBox_7) self.useragent.setGeometry(QtCore.QRect(10, 20, 211, 51)) self.useragent.setVerticalScrollBarPolicy(QtCore.Qt.ScrollBarAlwaysOn) self.useragent.setObjectName(_fromUtf8("useragent")) self.start = QtGui.QPushButton(self.centralwidget) self.start.setGeometry(QtCore.QRect(750, 20, 71, 27)) self.start.setText(QtGui.QApplication.translate("MainWindow", "start", None, QtGui.QApplication.UnicodeUTF8)) self.start.setObjectName(_fromUtf8("start")) self.label_3 = QtGui.QLabel(self.centralwidget) self.label_3.setGeometry(QtCore.QRect(30, 20, 67, 17)) self.label_3.setText(QtGui.QApplication.translate("MainWindow", "url :", None, QtGui.QApplication.UnicodeUTF8)) self.label_3.setObjectName(_fromUtf8("label_3")) MainWindow.setCentralWidget(self.centralwidget) QtCore.QObject.connect(self.start, QtCore.SIGNAL(_fromUtf8("clicked(bool)")), myfun.main) QtCore.QObject.connect(self.passwordcheck, QtCore.SIGNAL(_fromUtf8("clicked(bool)")), self.groupBox_4.setEnabled) QtCore.QMetaObject.connectSlotsByName(MainWindow) def __del__(): myfun.killer() os.abort() sys.exit() app = QtGui.QApplication(sys.argv) MainWindow = QtGui.QMainWindow() ui = Ui_MainWindow() ui.setupUi(MainWindow) myfun.log("\n\n--------------------------------------------------new session-------------------------------------\n\n") MainWindow.show() sys.exit(app.exec_())

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  • Blackjack game reshuffling problem-edited

    - by Jam
    I am trying to make a blackjack game where before each new round, the program checks to make sure that the deck has 7 cards per player. And if it doesn't, the deck clears, repopulates, and reshuffles. I have most of the problem down, but for some reason at the start of every deal it reshuffles the deck more than once, and I can't figure out why. Help, please. Here's what I have so far: (P.S. the imported cards and games modules aren't part of the problem, I'm fairly sure my problem lies in the deal() function of my BJ_Deck class.) import cards, games class BJ_Card(cards.Card): """ A Blackjack Card. """ ACE_VALUE = 1 def get_value(self): if self.is_face_up: value = BJ_Card.RANKS.index(self.rank) + 1 if value > 10: value = 10 else: value = None return value value = property(get_value) class BJ_Deck(cards.Deck): """ A Blackjack Deck. """ def populate(self): for suit in BJ_Card.SUITS: for rank in BJ_Card.RANKS: self.cards.append(BJ_Card(rank, suit)) def deal(self, hands, per_hand=1): for rounds in range(per_hand): if len(self.cards)>=7*(len(hands)): print "Reshuffling the deck." self.cards=[] self.populate() self.shuffle() for hand in hands: top_card=self.cards[0] self.give(top_card, hand) class BJ_Hand(cards.Hand): """ A Blackjack Hand. """ def __init__(self, name): super(BJ_Hand, self).__init__() self.name = name def __str__(self): rep = self.name + ":\t" + super(BJ_Hand, self).__str__() if self.total: rep += "(" + str(self.total) + ")" return rep def get_total(self): # if a card in the hand has value of None, then total is None for card in self.cards: if not card.value: return None # add up card values, treat each Ace as 1 total = 0 for card in self.cards: total += card.value # determine if hand contains an Ace contains_ace = False for card in self.cards: if card.value == BJ_Card.ACE_VALUE: contains_ace = True # if hand contains Ace and total is low enough, treat Ace as 11 if contains_ace and total <= 11: # add only 10 since we've already added 1 for the Ace total += 10 return total total = property(get_total) def is_busted(self): return self.total > 21 class BJ_Player(BJ_Hand): """ A Blackjack Player. """ def is_hitting(self): response = games.ask_yes_no("\n" + self.name + ", do you want a hit? (Y/N): ") return response == "y" def bust(self): print self.name, "busts." self.lose() def lose(self): print self.name, "loses." def win(self): print self.name, "wins." def push(self): print self.name, "pushes." class BJ_Dealer(BJ_Hand): """ A Blackjack Dealer. """ def is_hitting(self): return self.total < 17 def bust(self): print self.name, "busts." def flip_first_card(self): first_card = self.cards[0] first_card.flip() class BJ_Game(object): """ A Blackjack Game. """ def __init__(self, names): self.players = [] for name in names: player = BJ_Player(name) self.players.append(player) self.dealer = BJ_Dealer("Dealer") self.deck = BJ_Deck() self.deck.populate() self.deck.shuffle() def get_still_playing(self): remaining = [] for player in self.players: if not player.is_busted(): remaining.append(player) return remaining # list of players still playing (not busted) this round still_playing = property(get_still_playing) def __additional_cards(self, player): while not player.is_busted() and player.is_hitting(): self.deck.deal([player]) print player if player.is_busted(): player.bust() def play(self): # deal initial 2 cards to everyone self.deck.deal(self.players + [self.dealer], per_hand = 2) self.dealer.flip_first_card() # hide dealer's first card for player in self.players: print player print self.dealer # deal additional cards to players for player in self.players: self.__additional_cards(player) self.dealer.flip_first_card() # reveal dealer's first if not self.still_playing: # since all players have busted, just show the dealer's hand print self.dealer else: # deal additional cards to dealer print self.dealer self.__additional_cards(self.dealer) if self.dealer.is_busted(): # everyone still playing wins for player in self.still_playing: player.win() else: # compare each player still playing to dealer for player in self.still_playing: if player.total > self.dealer.total: player.win() elif player.total < self.dealer.total: player.lose() else: player.push() # remove everyone's cards for player in self.players: player.clear() self.dealer.clear() def main(): print "\t\tWelcome to Blackjack!\n" names = [] number = games.ask_number("How many players? (1 - 7): ", low = 1, high = 8) for i in range(number): name = raw_input("Enter player name: ") names.append(name) print game = BJ_Game(names) again = None while again != "n": game.play() again = games.ask_yes_no("\nDo you want to play again?: ") main() raw_input("\n\nPress the enter key to exit.") Since someone decided to call this 'psychic-debugging', I'll go ahead and tell you what the modules are then. Here's the cards module: class Card(object): """ A playing card. """ RANKS = ["A", "2", "3", "4", "5", "6", "7", "8", "9", "10", "J", "Q", "K"] SUITS = ["c", "d", "h", "s"] def __init__(self, rank, suit, face_up = True): self.rank = rank self.suit = suit self.is_face_up = face_up def __str__(self): if self.is_face_up: rep = self.rank + self.suit else: rep = "XX" return rep def flip(self): self.is_face_up = not self.is_face_up class Hand(object): """ A hand of playing cards. """ def init(self): self.cards = [] def __str__(self): if self.cards: rep = "" for card in self.cards: rep += str(card) + "\t" else: rep = "<empty>" return rep def clear(self): self.cards = [] def add(self, card): self.cards.append(card) def give(self, card, other_hand): self.cards.remove(card) other_hand.add(card) class Deck(Hand): """ A deck of playing cards. """ def populate(self): for suit in Card.SUITS: for rank in Card.RANKS: self.add(Card(rank, suit)) def shuffle(self): import random random.shuffle(self.cards) def deal(self, hands, per_hand = 1): for rounds in range(per_hand): for hand in hands: if self.cards: top_card = self.cards[0] self.give(top_card, hand) else: print "Can't continue deal. Out of cards!" if name == "main": print "This is a module with classes for playing cards." raw_input("\n\nPress the enter key to exit.") And here's the games module: class Player(object): """ A player for a game. """ def __init__(self, name, score = 0): self.name = name self.score = score def __str__(self): rep = self.name + ":\t" + str(self.score) return rep def ask_yes_no(question): """Ask a yes or no question.""" response = None while response not in ("y", "n"): response = raw_input(question).lower() return response def ask_number(question, low, high): """Ask for a number within a range.""" response = None while response not in range(low, high): response = int(raw_input(question)) return response if name == "main": print "You ran this module directly (and did not 'import' it)." raw_input("\n\nPress the enter key to exit.")

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  • Blackjack game reshuffling problem

    - by Jam
    I am trying to make a blackjack game where before each new round, the program checks to make sure that the deck has 7 cards per player. And if it doesn't, the deck clears, repopulates, and reshuffles. I have most of the problem down, but for some reason at the start of every deal it reshuffles the deck more than once, and I can't figure out why. Help, please. Here's what I have so far: (P.S. the imported cards and games modules aren't part of the problem, I'm fairly sure my problem lies in the deal() function of my BJ_Deck class.) import cards, games class BJ_Card(cards.Card): """ A Blackjack Card. """ ACE_VALUE = 1 def get_value(self): if self.is_face_up: value = BJ_Card.RANKS.index(self.rank) + 1 if value > 10: value = 10 else: value = None return value value = property(get_value) class BJ_Deck(cards.Deck): """ A Blackjack Deck. """ def populate(self): for suit in BJ_Card.SUITS: for rank in BJ_Card.RANKS: self.cards.append(BJ_Card(rank, suit)) def deal(self, hands, per_hand=1): for rounds in range(per_hand): for hand in hands: if len(self.cards)>=7*(len(hands)): top_card=self.cards[0] self.give(top_card, hand) else: print "Reshuffling the deck." self.cards=[] self.populate() self.shuffle() top_card=self.cards[0] self.give(top_card, hand) class BJ_Hand(cards.Hand): """ A Blackjack Hand. """ def init(self, name): super(BJ_Hand, self).init() self.name = name def __str__(self): rep = self.name + ":\t" + super(BJ_Hand, self).__str__() if self.total: rep += "(" + str(self.total) + ")" return rep def get_total(self): # if a card in the hand has value of None, then total is None for card in self.cards: if not card.value: return None # add up card values, treat each Ace as 1 total = 0 for card in self.cards: total += card.value # determine if hand contains an Ace contains_ace = False for card in self.cards: if card.value == BJ_Card.ACE_VALUE: contains_ace = True # if hand contains Ace and total is low enough, treat Ace as 11 if contains_ace and total <= 11: # add only 10 since we've already added 1 for the Ace total += 10 return total total = property(get_total) def is_busted(self): return self.total > 21 class BJ_Player(BJ_Hand): """ A Blackjack Player. """ def is_hitting(self): response = games.ask_yes_no("\n" + self.name + ", do you want a hit? (Y/N): ") return response == "y" def bust(self): print self.name, "busts." self.lose() def lose(self): print self.name, "loses." def win(self): print self.name, "wins." def push(self): print self.name, "pushes." class BJ_Dealer(BJ_Hand): """ A Blackjack Dealer. """ def is_hitting(self): return self.total < 17 def bust(self): print self.name, "busts." def flip_first_card(self): first_card = self.cards[0] first_card.flip() class BJ_Game(object): """ A Blackjack Game. """ def init(self, names): self.players = [] for name in names: player = BJ_Player(name) self.players.append(player) self.dealer = BJ_Dealer("Dealer") self.deck = BJ_Deck() self.deck.populate() self.deck.shuffle() def get_still_playing(self): remaining = [] for player in self.players: if not player.is_busted(): remaining.append(player) return remaining # list of players still playing (not busted) this round still_playing = property(get_still_playing) def __additional_cards(self, player): while not player.is_busted() and player.is_hitting(): self.deck.deal([player]) print player if player.is_busted(): player.bust() def play(self): # deal initial 2 cards to everyone self.deck.deal(self.players + [self.dealer], per_hand = 2) self.dealer.flip_first_card() # hide dealer's first card for player in self.players: print player print self.dealer # deal additional cards to players for player in self.players: self.__additional_cards(player) self.dealer.flip_first_card() # reveal dealer's first if not self.still_playing: # since all players have busted, just show the dealer's hand print self.dealer else: # deal additional cards to dealer print self.dealer self.__additional_cards(self.dealer) if self.dealer.is_busted(): # everyone still playing wins for player in self.still_playing: player.win() else: # compare each player still playing to dealer for player in self.still_playing: if player.total > self.dealer.total: player.win() elif player.total < self.dealer.total: player.lose() else: player.push() # remove everyone's cards for player in self.players: player.clear() self.dealer.clear() def main(): print "\t\tWelcome to Blackjack!\n" names = [] number = games.ask_number("How many players? (1 - 7): ", low = 1, high = 8) for i in range(number): name = raw_input("Enter player name: ") names.append(name) print game = BJ_Game(names) again = None while again != "n": game.play() again = games.ask_yes_no("\nDo you want to play again?: ") main() raw_input("\n\nPress the enter key to exit.")

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  • wxPython ListCtrl Column Ignores Specific Fields

    - by g.d.d.c
    I'm rewriting this post to clarify some things and provide a full class definition for the Virtual List I'm having trouble with. The class is defined like so: from wx import ListCtrl, LC_REPORT, LC_VIRTUAL, LC_HRULES, LC_VRULES, \ EVT_LIST_COL_CLICK, EVT_LIST_CACHE_HINT, EVT_LIST_COL_RIGHT_CLICK, \ ImageList, IMAGE_LIST_SMALL, Menu, MenuItem, NewId, ITEM_CHECK, Frame, \ EVT_MENU class VirtualList(ListCtrl): def __init__(self, parent, datasource = None, style = LC_REPORT | LC_VIRTUAL | LC_HRULES | LC_VRULES): ListCtrl.__init__(self, parent, style = style) self.columns = [] self.il = ImageList(16, 16) self.Bind(EVT_LIST_CACHE_HINT, self.CheckCache) self.Bind(EVT_LIST_COL_CLICK, self.OnSort) if datasource is not None: self.datasource = datasource self.Bind(EVT_LIST_COL_RIGHT_CLICK, self.ShowAvailableColumns) self.datasource.list = self self.Populate() def SetDatasource(self, datasource): self.datasource = datasource def CheckCache(self, event): self.datasource.UpdateCache(event.GetCacheFrom(), event.GetCacheTo()) def OnGetItemText(self, item, col): return self.datasource.GetItem(item, self.columns[col]) def OnGetItemImage(self, item): return self.datasource.GetImg(item) def OnSort(self, event): self.datasource.SortByColumn(self.columns[event.Column]) self.Refresh() def UpdateCount(self): self.SetItemCount(self.datasource.GetCount()) def Populate(self): self.UpdateCount() self.datasource.MakeImgList(self.il) self.SetImageList(self.il, IMAGE_LIST_SMALL) self.ShowColumns() def ShowColumns(self): for col, (text, visible) in enumerate(self.datasource.GetColumnHeaders()): if visible: self.columns.append(text) self.InsertColumn(col, text, width = -2) def Filter(self, filter): self.datasource.Filter(filter) self.UpdateCount() self.Refresh() def ShowAvailableColumns(self, evt): colMenu = Menu() self.id2item = {} for idx, (text, visible) in enumerate(self.datasource.columns): id = NewId() self.id2item[id] = (idx, visible, text) item = MenuItem(colMenu, id, text, kind = ITEM_CHECK) colMenu.AppendItem(item) EVT_MENU(colMenu, id, self.ColumnToggle) item.Check(visible) Frame(self, -1).PopupMenu(colMenu) colMenu.Destroy() def ColumnToggle(self, evt): toggled = self.id2item[evt.GetId()] if toggled[1]: idx = self.columns.index(toggled[2]) self.datasource.columns[toggled[0]] = (self.datasource.columns[toggled[0]][0], False) self.DeleteColumn(idx) self.columns.pop(idx) else: self.datasource.columns[toggled[0]] = (self.datasource.columns[toggled[0]][0], True) idx = self.datasource.GetColumnHeaders().index((toggled[2], True)) self.columns.insert(idx, toggled[2]) self.InsertColumn(idx, toggled[2], width = -2) self.datasource.SaveColumns() I've added functions that allow for Column Toggling which facilitate my description of the issue I'm encountering. On the 3rd instance of this class in my application the Column at Index 1 will not display String values. Integer values are displayed properly. If I add print statements to my OnGetItemText method the values show up in my console properly. This behavior is not present in the first two instances of this class, and my class does not contain any type checking code with respect to value display. It was suggested by someone on the wxPython users' group that I create a standalone sample that demonstrates this issue if I can. I'm working on that, but have not yet had time to create a sample that does not rely on database access. Any suggestions or advice would be most appreciated. I'm tearing my hair out on this one.

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