Search Results

Search found 26098 results on 1044 pages for 'self build'.

Page 1/1044 | 1 2 3 4 5 6 7 8 9 10 11 12  | Next Page >

  • kernel module compiling error

    - by wati
    sh@ubuntu:/home/ccpp/helloworld$ make gcc-4.6 -O2 -DMODULE -D_KERNEL_ -W -Wall -Wstrict-prototypes -Wmissing-prototypes -isystem /lib/modules/`uname -r`/build/include -c -o hello-1.o hello-1.c hello-1.c:4:0: warning: "MODULE" redefined [enabled by default] <command-line>:0:0: note: this is the location of the previous definition hello-1.c:6:0: warning: "_KERNEL_" redefined [enabled by default] <command-line>:0:0: note: this is the location of the previous definition In file included from /lib/modules/3.2.0-25-generic/build/include/linux/list.h:4:0, from /lib/modules/3.2.0-25-generic/build/include/linux/module.h:9, from hello-1.c:7: /lib/modules/3.2.0-25-generic/build/include/linux/types.h:13:2: warning: #warning "Attempt to use kernel headers from user space, see http://kernelnewbies.org/KernelHeaders" [-Wcpp] In file included from /lib/modules/3.2.0-25-generic/build/include/linux/module.h:9:0, from hello-1.c:7: /lib/modules/3.2.0-25-generic/build/include/linux/list.h: In function ‘INIT_LIST_HEAD’: /lib/modules/3.2.0-25-generic/build/include/linux/list.h:26:6: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h:27:6: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h: In function ‘__list_add’: /lib/modules/3.2.0-25-generic/build/include/linux/list.h:41:6: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h:42:5: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h:43:5: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h:44:6: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h: In function ‘list_add’: /lib/modules/3.2.0-25-generic/build/include/linux/list.h:62:28: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h: In function ‘list_add_tail’: /lib/modules/3.2.0-25-generic/build/include/linux/list.h:76:22: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h: In function ‘__list_del’: /lib/modules/3.2.0-25-generic/build/include/linux/list.h:88:6: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h:89:6: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h: In function ‘__list_del_entry’: /lib/modules/3.2.0-25-generic/build/include/linux/list.h:101:18: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h:101:31: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h: In function ‘list_del’: /lib/modules/3.2.0-25-generic/build/include/linux/list.h:106:18: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h:106:31: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h:107:7: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h:108:7: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h: In function ‘list_replace’: /lib/modules/3.2.0-25-generic/build/include/linux/list.h:125:5: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h:125:17: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h:126:5: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h:127:5: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h:127:17: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h:128:5: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h: In function ‘list_is_last’: /lib/modules/3.2.0-25-generic/build/include/linux/list.h:179:13: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h: In function ‘list_empty’: /lib/modules/3.2.0-25-generic/build/include/linux/list.h:188:13: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h: In function ‘list_empty_careful’: /lib/modules/3.2.0-25-generic/build/include/linux/list.h:206:31: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h:207:40: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h: In function ‘list_rotate_left’: /lib/modules/3.2.0-25-generic/build/include/linux/list.h:219:15: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h: In function ‘list_is_singular’: /lib/modules/3.2.0-25-generic/build/include/linux/list.h:230:35: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h:230:49: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h: In function ‘__list_cut_position’: /lib/modules/3.2.0-25-generic/build/include/linux/list.h:236:37: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h:237:6: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h:237:19: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h:238:6: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h:239:6: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h:240:7: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h:241:6: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h:242:11: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h: In function ‘list_cut_position’: /lib/modules/3.2.0-25-generic/build/include/linux/list.h:265:8: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h: In function ‘__list_splice’: /lib/modules/3.2.0-25-generic/build/include/linux/list.h:277:32: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h:278:31: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h:280:7: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h:281:6: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h:283:6: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h:284:6: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h: In function ‘list_splice’: /lib/modules/3.2.0-25-generic/build/include/linux/list.h:296:33: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h: In function ‘list_splice_tail’: /lib/modules/3.2.0-25-generic/build/include/linux/list.h:308:27: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h: In function ‘list_splice_init’: /lib/modules/3.2.0-25-generic/build/include/linux/list.h:322:33: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h: In function ‘list_splice_tail_init’: /lib/modules/3.2.0-25-generic/build/include/linux/list.h:339:27: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h: In function ‘INIT_HLIST_NODE’: /lib/modules/3.2.0-25-generic/build/include/linux/list.h:572:3: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h:573:3: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h: In function ‘hlist_unhashed’: /lib/modules/3.2.0-25-generic/build/include/linux/list.h:578:11: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h: In function ‘hlist_empty’: /lib/modules/3.2.0-25-generic/build/include/linux/list.h:583:11: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h: In function ‘__hlist_del’: /lib/modules/3.2.0-25-generic/build/include/linux/list.h:588:29: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h:589:31: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h:592:7: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h: In function ‘hlist_del’: /lib/modules/3.2.0-25-generic/build/include/linux/list.h:598:3: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h:599:3: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h: In function ‘hlist_add_head’: /lib/modules/3.2.0-25-generic/build/include/linux/list.h:612:30: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h:613:3: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h:615:8: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h:615:20: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h:616:3: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h:617:3: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h:617:15: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h: In function ‘hlist_add_before’: /lib/modules/3.2.0-25-generic/build/include/linux/list.h:624:3: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h:624:17: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h:625:3: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h:626:6: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h:626:18: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h:627:5: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h: In function ‘hlist_add_after’: /lib/modules/3.2.0-25-generic/build/include/linux/list.h:633:6: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h:633:16: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h:634:3: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h:635:6: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h:635:18: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h:637:9: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h:638:7: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h:638:29: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h: In function ‘hlist_add_fake’: /lib/modules/3.2.0-25-generic/build/include/linux/list.h:644:3: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h:644:15: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h: In function ‘hlist_move_list’: /lib/modules/3.2.0-25-generic/build/include/linux/list.h:654:5: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h:654:18: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h:655:9: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h:656:6: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h:656:27: error: dereferencing pointer to incomplete type /lib/modules/3.2.0-25-generic/build/include/linux/list.h:657:5: error: dereferencing pointer to incomplete type In file included from /lib/modules/3.2.0-25-generic/build/include/linux/module.h:12:0, from hello-1.c:7: /lib/modules/3.2.0-25-generic/build/include/linux/cache.h: At top level: /lib/modules/3.2.0-25-generic/build/include/linux/cache.h:5:23: fatal error: asm/cache.h: No such file or directory compilation terminated. make: *** [hello-1.o] Error 1 i got this error after compiling an helloworld program my program is #define MODULE #define LINUX #define _KERNEL_ #include <linux/module.h> #include <linux/kernel.h> int init_module(void) { printk("<1>hello World 1.\n"); return 0; } void cleanup_module(void) { printk(KERN_ALERT "goodbye world 1.\n"); } MODULE_LICENSE("GPL"); my make file is: TARGET := hello-1 WARN := -W -Wall -Wstrict-prototypes -Wmissing-prototypes INCLUDE := -isystem /lib/modules/`uname -r`/build/include CFLAGS := -O2 -DMODULE -D_KERNEL_ ${WARN} ${INCLUDE} CC := gcc-4.6 ${TARGET}.o: ${TARGET}.c .PHONY: clean clean: rm -rf ${TARGET}.o iam usin kernel 3.2.0.25 as novice i can't able to figure out where the problem is I SEARCHED EVERY THING I CAN TO KNOW ABOUT THIS ERROR BUT I CANT UNDERSTAND &I GET IRRELEVANT DOCS anybody help me please

    Read the article

  • 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()

    Read the article

  • 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")

    Read the article

  • Customize Team Build 2010 – Part 13: Get control over the Build Output

    In the series the following parts have been published Part 1: Introduction Part 2: Add arguments and variables Part 3: Use more complex arguments Part 4: Create your own activity Part 5: Increase AssemblyVersion Part 6: Use custom type for an argument Part 7: How is the custom assembly found Part 8: Send information to the build log Part 9: Impersonate activities (run under other credentials) Part 10: Include Version Number in the Build Number Part 11: Speed up opening my build process template Part 12: How to debug my custom activities Part 13: Get control over the Build Output Part 14: Execute a PowerShell script Part 15: Fail a build based on the exit code of a console application     In the part 8, I have explained how you can add informational messages, warnings or errors to the build output. If you want to integrate with other lines of text to the build output, you need to do more. This post will show you how you can add extra steps, additional information and hyperlinks to the build output. Add an hyperlink to the end of the build output Lets start with a simple example of how you can adjust the build output. In this case we are going to add at the end of the build output an hyperlink where a user can click on to for example start the deployment to the test environment. In part 4 you can find information how you can create a custom activity To add information to the build output, you need the BuildDetail. This value is a variable in your xaml and is thus easily transferable to you custom activity. Besides the BuildDetail the user has also to specify the text and the url that has to be added to the end of the build output. The following code segment shows you how you can achieve this.     [BuildActivity(HostEnvironmentOption.All)]    public sealed class AddHyperlinkToBuildOutput : CodeActivity    {        [RequiredArgument]        public InArgument<IBuildDetail> BuildDetail { get; set; }         [RequiredArgument]        public InArgument<string> DisplayText { get; set; }         [RequiredArgument]        public InArgument<string> Url { get; set; }         protected override void Execute(CodeActivityContext context)        {            // Obtain the runtime value of the input arguments                        IBuildDetail buildDetail = context.GetValue(this.BuildDetail);            string displayText = context.GetValue(this.DisplayText);            string url = context.GetValue(this.Url);             // Add the hyperlink            buildDetail.Information.AddExternalLink(displayText, new Uri(url));            buildDetail.Information.Save();        }    } If you add this activity to somewhere in your build process template (within the scope Run on Agent), you will get the following build output Add an line of text to the build output The next challenge is to add this kind of output not only to the end of the build output but at the step that is currently executing. To be able to do this, you need the current node in the build output. The following code shows you how you can achieve this. First you need to get the current activity tracking, which you can get with the following line of code             IActivityTracking currentTracking = context.GetExtension<IBuildLoggingExtension>().GetActivityTracking(context); Then you can create a new node and set its type to Activity Tracking Node (so copy it from the current node) and do nice things with the node.             IBuildInformationNode childNode = currentTracking.Node.Children.CreateNode();            childNode.Type = currentTracking.Node.Type;            childNode.Fields.Add("DisplayText", "This text is displayed."); You can also add a build step to display progress             IBuildStep buildStep = childNode.Children.AddBuildStep("Custom Build Step", "This is my custom build step");            buildStep.FinishTime = DateTime.Now.AddSeconds(10);            buildStep.Status = BuildStepStatus.Succeeded; Or you can add an hyperlink to the node             childNode.Children.AddExternalLink("My link", new Uri(http://www.ewaldhofman.nl)); When you combine this together you get the following result in the build output     You can download the full solution at BuildProcess.zip. It will include the sources of every part and will continue to evolve.

    Read the article

  • Replacing build.xml with Build.java - using Java and the Ant libraries as a build system

    - by Dean Schulze
    I've grown disillusioned with Groovy based alternatives to Ant. AntBuilder doesn't work from within Eclipse, the Groovy plugin for Eclipse is disappointing, and Gradle just isn't ready yet. The Ant documentation has a section titled "Using Ant Tasks Outside of Ant" which gives a teaser for how to use the Ant libraries from Java code. There's another example here: http://www.mail-archive.com/[email protected]/msg16310.html In theory it seems simple enough to replace build.xml with Build.java. The Ant documentation hints at some undocumented dependencies that I'll have to discover (undocumented from the point of view of using Ant from within Java). Given the level of disappointment with Ant scripting, I wonder why this hasn't been done before. Perhaps it has and isn't a good build system. Has anyone tried writing build files in Java using the Ant libraries?

    Read the article

  • 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?

    Read the article

  • Customize Team Build 2010 – Part 11: Speed up opening my build process template

    In the series the following parts have been published Part 1: Introduction Part 2: Add arguments and variables Part 3: Use more complex arguments Part 4: Create your own activity Part 5: Increase AssemblyVersion Part 6: Use custom type for an argument Part 7: How is the custom assembly found Part 8: Send information to the build log Part 9: Impersonate activities (run under other credentials) Part 10: Include Version Number in the Build Number Part 11: Speed up opening my build process template Part 12: How to debug my custom activities Part 13: Get control over the Build Output Part 14: Execute a PowerShell script Part 15: Fail a build based on the exit code of a console application       When you open the build process template, it takes 15 – 30 seconds until it opens. When you are in the process of creating your custom build process template, this can be very frustrating. Thanks to Ed Blankenship how has found a little trick to speed up the opening of the template. It now only takes a few seconds. Create a file called empty.xaml and place the following text in it: <Activity http://www.edsquared.com/ct.ashx?id=1746c587-59ce-45eb-85af-8ea167862617&url=http%3a%2f%2fschemas.microsoft.com%2fnetfx%2f2009%2fxaml%2factivities"http://schemas.microsoft.com/netfx/2009/xaml/activities"> </Activity> Open this file in Visual Studio. In the toolbox panel, add a new tab called “Team Foundation Build Activities”.  Note that it is important to get the tab name correct because if it is not correct then the activities will be reloaded. Inside the new tab, right click and select “Choose Items” Click the Browse button Load the file C:\Windows\Microsoft.NET\assembly\GAC_MSIL\Microsoft.TeamFoundation.Build.Workflow\v4.0_10.0.0.0__b03f5f7f11d50a3a\Microsoft.TeamFoundation.Build.Workflow.dll Click OK to add the toolbox items to the tab. Create another new tab called “Team Foundation LabManagement Activities”. Inside the new tab, right click and select “Choose Items” Click the Browse button Load the file C:\Windows\Microsoft.NET\assembly\GAC_MSIL\Microsoft.TeamFoundation.Lab.Workflow.Activities\v4.0_10.0.0.0__b03f5f7f11d50a3a\Microsoft.TeamFoundation.Lab.Workflow.Activities.dll Click OK to add the toolbox items to the tab. You can download the full solution at BuildProcess.zip. It will include the sources of every part and will continue to evolve.

    Read the article

  • Getting TF215097 error after modifying a build process template in TFS Team Build 2010

    - by Jakob Ehn
    When embracing Team Build 2010, you typically want to define several different build process templates for different scenarios. Common examples here are CI builds, QA builds and release builds. For example, in a contiuous build you often have no interest in publishing to the symbol store, you might or might not want to associate changesets and work items etc. The build server is often heavily occupied as it is, so you don’t want to have it doing more that necessary. Try to define a set of build process templates that are used across your company. In previous versions of TFS Team Build, there was no easy way to do this. But in TFS 2010 it is very easy so there is no excuse to not do it! :-)   I ran into a scenario today where I had an existing build definition that was based on our release build process template. In this template, we have defined several different build process parameters that control the release build. These are placed into its own sectionin the Build Process Parameters editor. This is done using the ProcessParameterMetadataCollection element, I will explain how this works in a future post.   I won’t go into details on these parametes, the issue for this blog post is what happens when you modify a build process template so that it is no longer compatible with the build definition, i.e. a breaking change. In this case, I removed a parameter that was no longer necessary. After merging the new build process template to one of the projects and queued a new release build, I got this error:   TF215097: An error occurred while initializing a build for build definition <Build Definition Name>: The values provided for the root activity's arguments did not satisfy the root activity's requirements: 'DynamicActivity': The following keys from the input dictionary do not map to arguments and must be removed: <Parameter Name>.  Please note that argument names are case sensitive. Parameter name: rootArgumentValues <Parameter Name> was the parameter that I removed so it was pretty easy to understand why the error had occurred. However, it is not entirely obvious how to fix the problem. When open the build definition everything looks OK, the removed build process parameter is not there, and I can open the build process template without any validation warnings. The problem here is that all settings specific to a particular build definition is stored in the TFS database. In TFS 2005, everything that was related to a build was stored in TFS source control in files (TFSBuild.proj, WorkspaceMapping.xml..). In TFS 2008, many of these settings were moved into the database. Still, lots of things were stored in TFSBuild.proj, such as the solution and configuration to build, wether to execute tests or not. In TFS 2010, all settings for a build definition is stored in the database. If we look inside the database we can see what this looks like. The table tbl_BuildDefinition contains all information for a build definition. One of the columns is called ProcessParameters and contains a serialized representation of a Dictionary that is the underlying object where these settings are stoded. Here is an example:   <Dictionary x:TypeArguments="x:String, x:Object" xmlns="clr-namespace:System.Collections.Generic;assembly=mscorlib" xmlns:mtbwa="clr-namespace:Microsoft.TeamFoundation.Build.Workflow.Activities;assembly=Microsoft.TeamFoundation.Build.Workflow" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml"> <mtbwa:BuildSettings x:Key="BuildSettings" ProjectsToBuild="$/PathToProject.sln"> <mtbwa:BuildSettings.PlatformConfigurations> <mtbwa:PlatformConfigurationList Capacity="4"> <mtbwa:PlatformConfiguration Configuration="Release" Platform="Any CPU" /> </mtbwa:PlatformConfigurationList> </mtbwa:BuildSettings.PlatformConfigurations> </mtbwa:BuildSettings> <mtbwa:AgentSettings x:Key="AgentSettings" Tags="Agent1" /> <x:Boolean x:Key="DisableTests">True</x:Boolean> <x:String x:Key="ReleaseRepositorySolution">ERP</x:String> <x:Int32 x:Key="Major">2</x:Int32> <x:Int32 x:Key="Minor">3</x:Int32> </Dictionary> Here we can see that it is really only the non-default values that are persisted into the databasen. So, the problem in my case was that I removed one of the parameteres from the build process template, but the parameter and its value still existed in the build definition database. The solution to the problem is to refresh the build definition and save it. In the process tab, there is a Refresh button that will reload the build definition and the process template and synchronize them:   After refreshing the build definition and saving it, the build was running successfully again.

    Read the article

  • Modify Build Failure Work Item in TFS 2010 Build

    - by Jakob Ehn
    The default behaviour in TFS Team Build (all versions) is to create a bug work item when a build fails. This main benefit of this is that you get a work item for something that needs to be done, namely to fix the build!. When the developer responsible for the build failure has fixed the problem, he/she can associated that check-in with the work item that was created from the previous build failure. In TFS 2005/2008 you could modify the information in the created work item by changing some predefined properties in the TFSBuild.proj file:   <!-- WorkItemType The type of the work item created on a build failure. --> <WorkItemType>Bug</WorkItemType> <!-- WorkItemFieldValues Fields and values of the work item created on a build failure. Note: Use reference names for fields if you want the build to be resistant to field name changes. Reference names are language independent while friendly names are changed depending on the installed language. For example, "System.Reason" is the reference name for the "Reason" field. --> <WorkItemFieldValues>System.Reason=Build Failure;System.Description=Start the build using Team Build</WorkItemFieldValues> <!-- WorkItemTitle Title of the work item created on build failure. --> <WorkItemTitle>Build failure in build:</WorkItemTitle> <!-- DescriptionText History comment of the work item created on a build failure. --> <DescriptionText>This work item was created by Team Build on a build failure.</DescriptionText> <!-- BuildLogText Additional comment text for the work item created on a build failure. --> <BuildlogText>The build log file is at:</BuildlogText> <!-- ErrorWarningLogText Additional comment text for the work item created on a build failure. This text will only be added if there were errors or warnings. --> <ErrorWarningLogText>The errors/warnings log file is at:</ErrorWarningLogText>   In TFS 2010, with Windows Workflow, you change this by modifying the properties on the OpenWorkItem activity. The hardest part of this is to actually find where this activity is located in the build process workflow. If you open the build definition in XAML you can just search for OpenWorkItem. If you use the designer you need to click your way down to the Catch section of the Try to Compile the Project sequence: To change the default values of the created work item, select the Created Work Item activity and look at the Properties window: Note the CustomFields property which is a dictionary with key (work item field name) and value. If you add custom fields to your work item you can add a value for it here by adding a new entry in the dictionary.

    Read the article

  • Structure of NAnt build scripts and solution structure on build server

    - by llykke
    We're in the process of streamlining/automating build, integration and unit testing as well as deployment. Our software is developed in Visual Studio where we have use both C# and VB.NET in our projects. A single project can be contained within multiple solutions (i.e. Utils project is used in both ProductA and ProductB solutions) For historical reasons our code repository isn't as well structured as one could have hoped for. E.g. Utils project might be located under ProductA solution (because that's were it was first used) but it was later deemed useful for productB development and merely just included into the solution of productB (but still located in a subdirectory of productA). I would like to use continous integration testing and have setup a CC.NET build server where I intend to use NAnt for creating the actual builds. Question 1: How should I structure my builds on the buildserver? Should I instruct CC.NET to retrieve all the projects for productB into a single library e.g. a file structure similar to -ProductB --Utils --BetterUtils --Data or should I opt for a filestructure similar to this -ProductA --Utils -ProductB --BetterUtils --Data and then just have the NAnt build scripts handle the references? Our references in VS doesn't match the actual location in the code repository so it's not possible today to just check-out productB solution and build it straight away (unfortunately). I hope this question makes sense? Question 2: Is it better to check out all the source code located in different projects into a single file folder (whilst retaining some kind of structure) and then build every thing at once or have multiple projects in CC.NET and then let the CC.NET server handle dependencies? Example: Should I have a seperate project in CC.NET for monitoring the automated build/test of Utils project when it's never released on it's own? Or should I just build/test it whilst building it as part of ProductB? I hope the above makes sense and that you can provide me with some arguments for using either option. We're nowhere near an ideal source code repository structure and I would prefer if I can resolve the lack of repository structure on the build server instead of having to clean up the structure of our repository. Switching away from VSS is (unfortunately) not an option. Right now our build consists of either deploying via VS clickonce or pressing F5 so just getting the build automated would be a huge step up for us. Thanks

    Read the article

  • Copy TFS Build Definitions between Projects and Collections

    - by Jakob Ehn
    Originally posted on: http://geekswithblogs.net/jakob/archive/2014/06/05/copy-tfs-build-definitions-between-projects-and-collections.aspxThe last couple of years it has become apparent that using multiple team projects in TFS is generally a bad idea. There are of course exceptions to this, but there are a lot ot things that becomes much easier to do when you put all of your projects and team in the same team project. Fellow ALM MVP Martin Hinshelwood has blogged about this several times, as well as other people in the community. In particular, using the backlog and portfolio management tools makes much more sense when everything is located in the same team project. Consolidating multiple team projects into one is not that easy unfortunately, it involves migrating source code, work items, reports etc.  Another thing that also need to be migrated is build definitions. It is possible to clone build definitions within the same team project using the TFS power tools. The Community TFS Build Manager also lets you clone build definitions to other team projects. But there is no tool that allows you to clone/copy a build definition to another collection. So, I whipped up a simple console application that let you do this. The tool can be downloaded from https://onedrive.live.com/redir?resid=EE034C9F620CD58D!8162&authkey=!ACTr56v1QVowzuE&ithint=file%2c.zip   Using CopyTFSBuildDefinitions You use the tool like this: CopyTFSBuildDefinitions  SourceCollectionUrl  SourceTeamProject  BuildDefinitionName  DestinationCollectionUrl  DestinationTeamProject [NewDefinitionName] Arguments SourceCollectionUrl The URL to the TFS collection that contains the team project with the build definition that you want to copy SourceTeamProject The name of the team project that contains the build definition BuildDefinitionName Name of the build definition DestinationCollectionUrl The URL to the TFS collection that contains the team project that you want to copy your build definition to DestinationTeamProject The name of the team project in the destination collection NewDefinitionName (Optional) Use this to override the name of the new build definition. If you don’t specify this, the name will the same as the original one Example: CopyTFSBuildDefinitions  https://jakob.visualstudio.com DemoProject  WebApplication.CI https://anotheraccount.visualstudio.com     Notes Since we are (potentially) create a build definition in a new collection, there is no guarantee that the various paths that are defined in the build definition exist in the new collection. For example, a build definition refers to server paths in TFVC or repos + branches in TFGit. It also refers to build controllers that definitely don’t exist in the new collection. So there will be some cleanup to do after you copy your build definitions. You can fix some of these using the Community TFS Build Manager, for example it is very easy to apply the correct build controller to a set of build definitions The problem stated above also applies to build process templates. However, the tool tries to find a build process template in the new team project with the same file name as the one that existed in the old team project. If it finds one, it will be used for the new build definition. Otherwise is will use the default build template If you want to run the tool for many build definitions, you can use this SQL scripts, compliments of Mr. Scrum/ALM MVP Richard Hundhausen to generate the necessary commands: USE Tfs_Collection GO SELECT 'CopyTFSBuildDefinitions.exe http://SERVER:8080/tfs/collection "' + P.ProjectName + '" "' + REPLACE(BD.DefinitionName,'\','') + '" http://NEWSERVER:8080/tfs/COLLECTION TEAMPROJECT'   FROM tbl_Project P        INNER JOIN tbl_BuildGroup BG on BG.TeamProject = P.ProjectUri        INNER JOIN tbl_BuildDefinition BD on BD.GroupId = BG.GroupId   ORDER BY P.ProjectName, BD.DefinitionName   Hope that helps, let me know if you have any problems with the tool or if you find it useful

    Read the article

  • 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!

    Read the article

  • Reasons to fail a build

    - by Brian Laframboise
    As a build engineer, I'm constantly looking for new and interesting ways to improve our build process - and that includes looking for new and interesting ways to fail our builds! I have yet to find a canonical list of reasons to fail a build ... so I figure it's time to get one created. With that in mind: What build-time checks - both obvious and creative - have you seen fail builds?

    Read the article

  • sharing build artifacts between jobs in hudson

    - by programming panda
    Hi I'm trying to set up our build process in hudson. Job 1 will be a super fast (hopefully) continuous integration build job that will be built frequently. Job 2, will be responsible for running a comprehensive test suite, at a regular interval or triggered manually. Job 3 will be responsible for running analysis tools across the codebase (much like Job 2). I tried using the "Advanced Projects Options use custom workspace" feature so that code compiled in Job 1 can be used in Job 2 and 3. However, it seems that all build artifacts remain inside that Job 1 workspace. I'm I doing this right? Is there a better way of doing this? I guess I'm looking for something similar to a build pipeline setup...so that things can be shared and the appropriate jobs can be executed in stages. (I also considered using 'batch tasks'...but it seems like those can't be scheduled? only triggered manually?) Any suggestions are welcomed. Thanks!

    Read the article

  • Customize Team Build 2010 – Part 13: Get control over the Build Output

    In the series the following parts have been published Part 1: Introduction Part 2: Add arguments and variables Part 3: Use more complex arguments Part 4: Create your own activity Part 5: Increase AssemblyVersion Part 6: Use custom type for an argument Part 7: How is the custom assembly found Part 8: Send information to the build log Part 9: Impersonate activities (run under other credentials) Part 10: Include Version Number in the Build Number Part 11: Speed up opening my build process template Part 12: How to debug my custom activities Part 13: Get control over the Build Output Part 14: Execute a PowerShell script Part 15: Fail a build based on the exit code of a console application In the part 8, I have explained how you can add informational messages, warnings or errors to the build output. If you want to integrate with other lines of text to the build output, you need to do more. This post will show you how you can add extra steps, additional information and hyperlinks to the build output. UPDATE 13-12-2010: Thanks to Jason Pricket, it is now also possible to not show every activity in the build log. This is really useful when you are doing for-loops in your template. To see how you can do that, check out Jason's blog: http://blogs.msdn.com/b/jpricket/archive/2010/12/09/tfs-2010-making-your-build-log-less-noisy.aspx Add an hyperlink to the end of the build output Lets start with a simple example of how you can adjust the build output. In this case we are going to add at the end of the build output an hyperlink where a user can click on to for example start the deployment to the test environment. In part 4 you can find information how you can create a custom activity To add information to the build output, you need the BuildDetail. This value is a variable in your xaml and is thus easily transferable to you custom activity. Besides the BuildDetail the user has also to specify the text and the url that has to be added to the end of the build output. The following code segment shows you how you can achieve this.     [BuildActivity(HostEnvironmentOption.All)]    public sealed class AddHyperlinkToBuildOutput : CodeActivity    {        [RequiredArgument]        public InArgument<IBuildDetail> BuildDetail { get; set; }         [RequiredArgument]        public InArgument<string> DisplayText { get; set; }         [RequiredArgument]        public InArgument<string> Url { get; set; }         protected override void Execute(CodeActivityContext context)        {            // Obtain the runtime value of the input arguments                        IBuildDetail buildDetail = context.GetValue(this.BuildDetail);            string displayText = context.GetValue(this.DisplayText);            string url = context.GetValue(this.Url);             // Add the hyperlink            buildDetail.Information.AddExternalLink(displayText, new Uri(url));            buildDetail.Information.Save();        }    } If you add this activity to somewhere in your build process template (within the scope Run on Agent), you will get the following build output Add an line of text to the build output The next challenge is to add this kind of output not only to the end of the build output but at the step that is currently executing. To be able to do this, you need the current node in the build output. The following code shows you how you can achieve this. First you need to get the current activity tracking, which you can get with the following line of code             IActivityTracking currentTracking = context.GetExtension<IBuildLoggingExtension>().GetActivityTracking(context); Then you can create a new node and set its type to Activity Tracking Node (so copy it from the current node) and do nice things with the node.             IBuildInformationNode childNode = currentTracking.Node.Children.CreateNode();            childNode.Type = currentTracking.Node.Type;            childNode.Fields.Add("DisplayText", "This text is displayed."); You can also add a build step to display progress             IBuildStep buildStep = childNode.Children.AddBuildStep("Custom Build Step", "This is my custom build step");            buildStep.FinishTime = DateTime.Now.AddSeconds(10);            buildStep.Status = BuildStepStatus.Succeeded; Or you can add an hyperlink to the node             childNode.Children.AddExternalLink("My link", new Uri(http://www.ewaldhofman.nl)); When you combine this together you get the following result in the build output   You can download the full solution at BuildProcess.zip. It will include the sources of every part and will continue to evolve.

    Read the article

  • 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.

    Read the article

  • 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).

    Read the article

  • 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?

    Read the article

  • Customize Team Build 2010 – Part 12: How to debug my custom activities

    In the series the following parts have been published Part 1: Introduction Part 2: Add arguments and variables Part 3: Use more complex arguments Part 4: Create your own activity Part 5: Increase AssemblyVersion Part 6: Use custom type for an argument Part 7: How is the custom assembly found Part 8: Send information to the build log Part 9: Impersonate activities (run under other credentials) Part 10: Include Version Number in the Build Number Part 11: Speed up opening my build process template Part 12: How to debug my custom activities Part 13: Get control over the Build Output Part 14: Execute a PowerShell script Part 15: Fail a build based on the exit code of a console application       Developers are “spoilt” persons who expect to be able to have easy debugging experiences for every technique they work with. So they also expect it when developing custom activities for the build process template. This post describes how you can debug your custom activities without having to develop on the build server itself. Remote debugging prerequisites The prerequisite for these steps are to install the Microsoft Visual Studio Remote Debugging Monitor. You can find information how to install this at http://msdn.microsoft.com/en-us/library/bt727f1t.aspx. I chose for the option to run the remote debugger on the build server from a file share. Debugging symbols prerequisites To be able to start the debugging, you need to have the pdb files on the buildserver together with the assembly. The pdb must have been build with Full Debug Info. Steps In my setup I have a development machine and a build server. To setup the remote debugging, I performed the following steps Locate on your development machine the folder C:\Program Files (x86)\Microsoft Visual Studio 10.0\Common7\IDE\Remote Debugger Create a share for the Remote Debugger folder. Make sure that the share (and the folder) has the correct permissions so the user on the build server has access to the share. On the build server go to the shared “Remote Debugger” folder Start msvsmon.exe which is located in the folder that represents the platform of the build server. This will open a winform application like   Go back to your development machine and open the BuildProcess solution. Start the Attach to process command (Ctrl+Alt+P) Type in the Qualifier the name of the build server. In my case the user account that has started the msvsmon is another user then the user on my development machine. In that case you have to type the qualifier in the format that is shown in the Remote Debugging Monitor (in my case LOCAL\Administrator@TFSLAB) and confirm it by pressing <Enter> Since the build service is running with other credentials, check the option “Show processes from all users”. Now the Attach to process dialog shows the TFSBuildServiceHost process Set the breakpoint in the activity you want to debug and kick of a build. Be aware that when you attach to the TFSBuildServiceHost that you debug every single build that is run by this windows service, so make sure you don’t debug the build server that is in production! You can download the full solution at BuildProcess.zip. It will include the sources of every part and will continue to evolve.

    Read the article

  • Including an embedded framework using a cross-project-reference: Header no such file or directory

    - by d11wtq
    I'm trying to create a Cocoa framework by using a cross-project reference in Xcode. I have 2 projects: one for the framework; one for the application that will use the framework. This framework is not intended to be stored within the system; it is an embedded framework that lives within the application bundle. I have successfully made the cross-project reference, marked the framework as being a dependency of my target, added a Copy Files build phase that puts the framework in Contents/Frameworks/ and added the framework to the linker phase (I checked the little "Target" checkbox; I've also done it manually by dragging the framework into the linker phase). My framework's install directory is correctly set to @executable_path/../Frameworks. However, when I try to build my app it: a) Correctly builds the framework first b) Correctly copies the framework c) Errors because it cannot find the master header file in my framework I have verified that the header is there. I can see it in the app product that is partially built. ls build/Debug/CioccolataTest.webapp/Contents/Frameworks/Cioccolata.framework/Headers/Cioccolata.h build/Debug/CioccolataTest.webapp/Contents/Frameworks/Cioccolata.framework/Headers/Cioccolata.h I have been able to successfully build the app by copying my framework into /Library/Frameworks (I can then delete it again after the successful build), but this is a workaround, I'm looking to find it out why Xcode doesn't find the framework's master header file without it being copied to a system directory. Is copying it to the app bundle during the build not sufficient? Here's the full build transcript if it's any help (it's just a Hello World app right now, so not much going on here): Build Cioccolata of project Cioccolata with configuration Debug SymLink /Users/chris/Projects/Mac/Cioccolata/build/Debug/Cioccolata.framework/Versions/Current A cd /Users/chris/Projects/Mac/Cioccolata /bin/ln -sf A /Users/chris/Projects/Mac/Cioccolata/build/Debug/Cioccolata.framework/Versions/Current SymLink /Users/chris/Projects/Mac/Cioccolata/build/Debug/Cioccolata.framework/Resources Versions/Current/Resources cd /Users/chris/Projects/Mac/Cioccolata /bin/ln -sf Versions/Current/Resources /Users/chris/Projects/Mac/Cioccolata/build/Debug/Cioccolata.framework/Resources SymLink /Users/chris/Projects/Mac/Cioccolata/build/Debug/Cioccolata.framework/Headers Versions/Current/Headers cd /Users/chris/Projects/Mac/Cioccolata /bin/ln -sf Versions/Current/Headers /Users/chris/Projects/Mac/Cioccolata/build/Debug/Cioccolata.framework/Headers SymLink /Users/chris/Projects/Mac/Cioccolata/build/Debug/Cioccolata.framework/Cioccolata Versions/Current/Cioccolata cd /Users/chris/Projects/Mac/Cioccolata /bin/ln -sf Versions/Current/Cioccolata /Users/chris/Projects/Mac/Cioccolata/build/Debug/Cioccolata.framework/Cioccolata ProcessInfoPlistFile /Users/chris/Projects/Mac/Cioccolata/build/Debug/Cioccolata.framework/Versions/A/Resources/Info.plist Info.plist cd /Users/chris/Projects/Mac/Cioccolata builtin-infoPlistUtility Info.plist -expandbuildsettings -platform macosx -o /Users/chris/Projects/Mac/Cioccolata/build/Debug/Cioccolata.framework/Versions/A/Resources/Info.plist CpHeader build/Debug/Cioccolata.framework/Versions/A/Headers/CWHelloWorld.h CWHelloWorld.h cd /Users/chris/Projects/Mac/Cioccolata /Developer/Library/PrivateFrameworks/DevToolsCore.framework/Resources/pbxcp -exclude .DS_Store -exclude CVS -exclude .svn -resolve-src-symlinks /Users/chris/Projects/Mac/Cioccolata/CWHelloWorld.h /Users/chris/Projects/Mac/Cioccolata/build/Debug/Cioccolata.framework/Versions/A/Headers CpHeader build/Debug/Cioccolata.framework/Versions/A/Headers/Cioccolata.h Cioccolata.h cd /Users/chris/Projects/Mac/Cioccolata /Developer/Library/PrivateFrameworks/DevToolsCore.framework/Resources/pbxcp -exclude .DS_Store -exclude CVS -exclude .svn -resolve-src-symlinks /Users/chris/Projects/Mac/Cioccolata/Cioccolata.h /Users/chris/Projects/Mac/Cioccolata/build/Debug/Cioccolata.framework/Versions/A/Headers CopyStringsFile /Users/chris/Projects/Mac/Cioccolata/build/Debug/Cioccolata.framework/Versions/A/Resources/English.lproj/InfoPlist.strings English.lproj/InfoPlist.strings cd /Users/chris/Projects/Mac/Cioccolata setenv ICONV /usr/bin/iconv /Developer/Library/Xcode/Plug-ins/CoreBuildTasks.xcplugin/Contents/Resources/copystrings --validate --inputencoding utf-8 --outputencoding UTF-16 English.lproj/InfoPlist.strings --outdir /Users/chris/Projects/Mac/Cioccolata/build/Debug/Cioccolata.framework/Versions/A/Resources/English.lproj ProcessPCH /var/folders/Xy/Xy-bvnxtFpiYBQPED0dK1++++TI/-Caches-/com.apple.Xcode.501/SharedPrecompiledHeaders/Cioccolata_Prefix-dololiigmwjzkgenggebqtpvbauu/Cioccolata_Prefix.pch.gch Cioccolata_Prefix.pch normal i386 objective-c com.apple.compilers.gcc.4_2 cd /Users/chris/Projects/Mac/Cioccolata setenv LANG en_US.US-ASCII /Developer/usr/bin/gcc-4.2 -x objective-c-header -arch i386 -fmessage-length=0 -pipe -std=gnu99 -Wno-trigraphs -fpascal-strings -fasm-blocks -O0 -Wreturn-type -Wunused-variable -isysroot /Developer/SDKs/MacOSX10.5.sdk -mfix-and-continue -mmacosx-version-min=10.5 -gdwarf-2 -iquote /Users/chris/Projects/Mac/Cioccolata/build/Cioccolata.build/Debug/Cioccolata.build/Cioccolata-generated-files.hmap -I/Users/chris/Projects/Mac/Cioccolata/build/Cioccolata.build/Debug/Cioccolata.build/Cioccolata-own-target-headers.hmap -I/Users/chris/Projects/Mac/Cioccolata/build/Cioccolata.build/Debug/Cioccolata.build/Cioccolata-all-target-headers.hmap -iquote /Users/chris/Projects/Mac/Cioccolata/build/Cioccolata.build/Debug/Cioccolata.build/Cioccolata-project-headers.hmap -F/Users/chris/Projects/Mac/Cioccolata/build/Debug -I/Users/chris/Projects/Mac/Cioccolata/build/Debug/include -I/Users/chris/Projects/Mac/Cioccolata/build/Cioccolata.build/Debug/Cioccolata.build/DerivedSources/i386 -I/Users/chris/Projects/Mac/Cioccolata/build/Cioccolata.build/Debug/Cioccolata.build/DerivedSources -c /Users/chris/Projects/Mac/Cioccolata/Cioccolata_Prefix.pch -o /var/folders/Xy/Xy-bvnxtFpiYBQPED0dK1++++TI/-Caches-/com.apple.Xcode.501/SharedPrecompiledHeaders/Cioccolata_Prefix-dololiigmwjzkgenggebqtpvbauu/Cioccolata_Prefix.pch.gch CompileC build/Cioccolata.build/Debug/Cioccolata.build/Objects-normal/i386/CWHelloWorld.o /Users/chris/Projects/Mac/Cioccolata/CWHelloWorld.m normal i386 objective-c com.apple.compilers.gcc.4_2 cd /Users/chris/Projects/Mac/Cioccolata setenv LANG en_US.US-ASCII /Developer/usr/bin/gcc-4.2 -x objective-c -arch i386 -fmessage-length=0 -pipe -std=gnu99 -Wno-trigraphs -fpascal-strings -fasm-blocks -O0 -Wreturn-type -Wunused-variable -isysroot /Developer/SDKs/MacOSX10.5.sdk -mfix-and-continue -mmacosx-version-min=10.5 -gdwarf-2 -iquote /Users/chris/Projects/Mac/Cioccolata/build/Cioccolata.build/Debug/Cioccolata.build/Cioccolata-generated-files.hmap -I/Users/chris/Projects/Mac/Cioccolata/build/Cioccolata.build/Debug/Cioccolata.build/Cioccolata-own-target-headers.hmap -I/Users/chris/Projects/Mac/Cioccolata/build/Cioccolata.build/Debug/Cioccolata.build/Cioccolata-all-target-headers.hmap -iquote /Users/chris/Projects/Mac/Cioccolata/build/Cioccolata.build/Debug/Cioccolata.build/Cioccolata-project-headers.hmap -F/Users/chris/Projects/Mac/Cioccolata/build/Debug -I/Users/chris/Projects/Mac/Cioccolata/build/Debug/include -I/Users/chris/Projects/Mac/Cioccolata/build/Cioccolata.build/Debug/Cioccolata.build/DerivedSources/i386 -I/Users/chris/Projects/Mac/Cioccolata/build/Cioccolata.build/Debug/Cioccolata.build/DerivedSources -include /var/folders/Xy/Xy-bvnxtFpiYBQPED0dK1++++TI/-Caches-/com.apple.Xcode.501/SharedPrecompiledHeaders/Cioccolata_Prefix-dololiigmwjzkgenggebqtpvbauu/Cioccolata_Prefix.pch -c /Users/chris/Projects/Mac/Cioccolata/CWHelloWorld.m -o /Users/chris/Projects/Mac/Cioccolata/build/Cioccolata.build/Debug/Cioccolata.build/Objects-normal/i386/CWHelloWorld.o Ld /Users/chris/Projects/Mac/Cioccolata/build/Debug/Cioccolata.framework/Versions/A/Cioccolata normal i386 cd /Users/chris/Projects/Mac/Cioccolata setenv MACOSX_DEPLOYMENT_TARGET 10.5 /Developer/usr/bin/gcc-4.2 -arch i386 -dynamiclib -isysroot /Developer/SDKs/MacOSX10.5.sdk -L/Users/chris/Projects/Mac/Cioccolata/build/Debug -F/Users/chris/Projects/Mac/Cioccolata/build/Debug -filelist /Users/chris/Projects/Mac/Cioccolata/build/Cioccolata.build/Debug/Cioccolata.build/Objects-normal/i386/Cioccolata.LinkFileList -install_name @executable_path/../Frameworks/Cioccolata.framework/Versions/A/Cioccolata -mmacosx-version-min=10.5 -framework Foundation -single_module -compatibility_version 1 -current_version 1 -o /Users/chris/Projects/Mac/Cioccolata/build/Debug/Cioccolata.framework/Versions/A/Cioccolata Touch /Users/chris/Projects/Mac/Cioccolata/build/Debug/Cioccolata.framework cd /Users/chris/Projects/Mac/Cioccolata /usr/bin/touch -c /Users/chris/Projects/Mac/Cioccolata/build/Debug/Cioccolata.framework Build CioccolataTest of project CioccolataTest with configuration Debug ProcessInfoPlistFile /Users/chris/Projects/Mac/CioccolataTest/build/Debug/CioccolataTest.webapp/Contents/Info.plist Info.plist cd /Users/chris/Projects/Mac/CioccolataTest builtin-infoPlistUtility Info.plist -expandbuildsettings -platform macosx -o /Users/chris/Projects/Mac/CioccolataTest/build/Debug/CioccolataTest.webapp/Contents/Info.plist PBXCp build/Debug/CioccolataTest.webapp/Contents/Frameworks/Cioccolata.framework /Users/chris/Projects/Mac/Cioccolata/build/Debug/Cioccolata.framework cd /Users/chris/Projects/Mac/CioccolataTest /Developer/Library/PrivateFrameworks/DevToolsCore.framework/Resources/pbxcp -exclude .DS_Store -exclude CVS -exclude .svn -resolve-src-symlinks /Users/chris/Projects/Mac/Cioccolata/build/Debug/Cioccolata.framework /Users/chris/Projects/Mac/CioccolataTest/build/Debug/CioccolataTest.webapp/Contents/Frameworks CopyStringsFile /Users/chris/Projects/Mac/CioccolataTest/build/Debug/CioccolataTest.webapp/Contents/Resources/English.lproj/InfoPlist.strings English.lproj/InfoPlist.strings cd /Users/chris/Projects/Mac/CioccolataTest setenv ICONV /usr/bin/iconv /Developer/Library/Xcode/Plug-ins/CoreBuildTasks.xcplugin/Contents/Resources/copystrings --validate --inputencoding utf-8 --outputencoding UTF-16 English.lproj/InfoPlist.strings --outdir /Users/chris/Projects/Mac/CioccolataTest/build/Debug/CioccolataTest.webapp/Contents/Resources/English.lproj CompileC build/CioccolataTest.build/Debug/CioccolataTest.build/Objects-normal/i386/main.o main.m normal i386 objective-c com.apple.compilers.gcc.4_2 cd /Users/chris/Projects/Mac/CioccolataTest setenv LANG en_US.US-ASCII /Developer/usr/bin/gcc-4.2 -x objective-c -arch i386 -fmessage-length=0 -pipe -std=gnu99 -Wno-trigraphs -fpascal-strings -fasm-blocks -O0 -Wreturn-type -Wunused-variable -isysroot /Developer/SDKs/MacOSX10.5.sdk -mfix-and-continue -mmacosx-version-min=10.5 -gdwarf-2 -iquote /Users/chris/Projects/Mac/CioccolataTest/build/CioccolataTest.build/Debug/CioccolataTest.build/CioccolataTest-generated-files.hmap -I/Users/chris/Projects/Mac/CioccolataTest/build/CioccolataTest.build/Debug/CioccolataTest.build/CioccolataTest-own-target-headers.hmap -I/Users/chris/Projects/Mac/CioccolataTest/build/CioccolataTest.build/Debug/CioccolataTest.build/CioccolataTest-all-target-headers.hmap -iquote /Users/chris/Projects/Mac/CioccolataTest/build/CioccolataTest.build/Debug/CioccolataTest.build/CioccolataTest-project-headers.hmap -F/Users/chris/Projects/Mac/CioccolataTest/build/Debug -I/Users/chris/Projects/Mac/CioccolataTest/build/Debug/include -I/Users/chris/Projects/Mac/CioccolataTest/build/CioccolataTest.build/Debug/CioccolataTest.build/DerivedSources/i386 -I/Users/chris/Projects/Mac/CioccolataTest/build/CioccolataTest.build/Debug/CioccolataTest.build/DerivedSources -include /Users/chris/Projects/Mac/CioccolataTest/prefix.pch -c /Users/chris/Projects/Mac/CioccolataTest/main.m -o /Users/chris/Projects/Mac/CioccolataTest/build/CioccolataTest.build/Debug/CioccolataTest.build/Objects-normal/i386/main.o In file included from <command-line>:0: /Users/chris/Projects/Mac/CioccolataTest/prefix.pch:13:35: error: Cioccolata/Cioccolata.h: No such file or directory /Users/chris/Projects/Mac/CioccolataTest/main.m: In function 'main': /Users/chris/Projects/Mac/CioccolataTest/main.m:13: error: 'CWHelloWorld' undeclared (first use in this function) /Users/chris/Projects/Mac/CioccolataTest/main.m:13: error: (Each undeclared identifier is reported only once /Users/chris/Projects/Mac/CioccolataTest/main.m:13: error: for each function it appears in.) /Users/chris/Projects/Mac/CioccolataTest/main.m:13: error: 'hello' undeclared (first use in this function)

    Read the article

  • 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)

    Read the article

  • 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

    Read the article

  • 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

    Read the article

  • 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.

    Read the article

  • 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

    Read the article

1 2 3 4 5 6 7 8 9 10 11 12  | Next Page >