Python - How to run two loops at the same time? - python

So simply put I want different objects to have their own tick loop code running independently of each other (As in one tick loop does not stop all other tick loops in my app).
I've created a basic module that has a class for shapes and the main body for spawning them however the tick loop of the class holds up the main parts loop.
I have even tried splitting the code into two modules to see if that would work but that still ran the two loops separately.
Here is my code:
(main code)
from random import *
from tkinter import *
from time import *
import RdmCirClass
size = 500
window = Tk()
count = 0
d = 0
shapes = []
canv = Canvas(window, width=size, height=size)
canv.pack()
window.update()
while True:
col = choice(['#EAEA00'])
x0 = randint(0, size)
y0 = randint(0, size)
#d = randint(0, size/5)
d = (d + 0.01)
outline = 'white'
shapes.append(1)
shapes[count] = RdmCirClass.Shape("shape" + str(count), canv, col, x0, y0, d, outline)
shapes[count].spawn()
count = count+1
print("Circle Count: ",count)
window.update()
(Shape Class)
from random import *
from tkinter import *
from time import *
class Shape(object):
def __init__(self,name, canv, col, x, y,d,outline):
self.name = name
self.canv = canv
self.col = col
self.x = x
self.y = y
self.d = d
self.outline = outline
self.age=0
self.born = time()
def death(self):
pass
def tick(self):
self.age = time() - self.born
def spawn(self):
self.canv.create_oval(self.x, self.y, self.x + self.d, self.y + self.d, outline=self.outline, fill = self.col)
while True:
self.tick()

Roughly speaking, there are three ways to accomplish what you want. Which is best depends greatly on what exactly you're trying to do with each independent unit, and what performance constraints and requirements you have.
The first solution is to have an independent loop that simply calls the tick() method of each object on each iteration. Conceptually this is perhaps the simplest to implement.
The other two solutions involve multiple threads, or multiple processes. These solutions come with sometimes considerably complexity, but the benefit is that you get the OS to schedule the running of the tick() method for each object.

I don't understand what your code is doing, but my suggestion is to use threading: https://pymotw.com/2/threading/

Related

Python self.attribute cannot be seen when calling class method

I have a problem related to a TKinter GUI I am creating, but the problem is not necessarily specific to this library.
Background
I am currently in the advanced stage of a python self-learning course. The learning module I am on is covering TKinter for creating interactive GUI's. I am making a game whereby randomly generated numbered buttons must be clicked in succession in the quickest time possible.
Brief: https://edube.org/learn/pcpp1-4-gui-programming/lab-the-clicker
Problem
Under my class, game_grid, I have created an instance variable; 'self.holder', a 25 entry dictionary of {Key : TkinterButtonObject} form
When calling this instance variable for use in a class method, I get the following error:
AttributeError: 'game_grid' object has no attribute 'holder'
I have a print statement under class init which proves this attribute has been successfully created. I have made sure my spacing and tabs are all OK, and have tried every location for this variable, including using as a class variable, and a global variable to no avail - as it is an semi-complex object. I don't see what difference it should make, but any ideas would be much appreciated. I am also aware this could be done without classes, but I am trying to adopt DRY principles and orthogonality in all of my programs.
Thanks in advance.
Full Code:
import tkinter as tk
from tkinter import*
import random
from tkinter import messagebox
import time
win = tk.Tk()
class game_grid:
def __init__(self, win):
self.last_number = 0
self.number_buttons = {}
self.row_count = 0
self.column_count = 0
#Generate a list of 25 random numbers
self.number_list = random.sample(range(0, 999), 25)
#Puts the numbers in a dictionary (number : buttonobject)
self.holder = {i: tk.Button(win, text = str(i), command = game_grid.select_button(self, i)) for i in self.number_list}
#pack each object into window by iterating rows and columns
for key in self.holder:
self.holder[key].grid(column = self.column_count, row = self.row_count)
if self.column_count < 4:
self.column_count += 1
elif self.column_count == 4:
self.column_count = 0
self.row_count += 1
print(self.holder)
def select_button(self, number):
if number > self.last_number:
self.holder[number].config(state=tk.DISABLED)
self.last_number = number
else:
pass
class stopclock():
def __init__(self):
#Stopclock variable initialisation
self.time_begin = 0
self.time_end = 0
self.time_elapsed= 0
def start(self):
if self.time_begin == 0:
self.time_begin = time.time()
return("Timer started\nStart time: ", self.time_begin)
else:
return("Timer already active")
def stop(self):
self.time_end = time.time()
self.time_elapsed = time_end - time_begin
return("Timer finished\nEnd time: ", time_begin,"\nTime Elapsed: ", time_elapsed)
play1 = game_grid(win)
win.mainloop()
Perhaps you meant:
command = self.select_button(self, i)
Update:
Though from research:How to pass arguments to a Button command in Tkinter?
It should be:
command = lambda i=i: self.select_button(i)
You call select_button from inside the dict comprehension of holder. select_button then tries to use holder, but it is not yet defined. You don't want to actually call select_button, but assign a function to the button, like that:
self.holder = {i: tk.Button(window, text=str(i), command=lambda i=i: self.select_button(i)) for i in self.number_list}

Python CodeSkulptor Pause Drawing from Inside For Loop

I want to build some visualizations for searching algorithms (BFS, A* etc.) within a grid.
My solution should show each step of the algorithm using CodeSkulptor simplegui (or the offline version using SimpleGUICS2Pygame.)
I've made a version which highlights all the cells visited by changing their color, but I've run into trouble trying to make the path display step-by-step with a time delay between each step.
I've extracted the essence of the problem and created a minimal example representing it in the code below, also run-able online here: http://www.codeskulptor.org/#user47_jB2CYfNrH2_2.py
What I want is during the change_colors() function, for there to be a delay between each iteration.
CodeSkulptor doesn't have time.sleep() available, and I don't think it would help anyway.
CodeSkulptor does have timers available, which might be one solution, although I can't see how to use one in this instance.
Code below:
import time
try:
import simplegui
except ImportError:
import SimpleGUICS2Pygame.simpleguics2pygame as simplegui
simplegui.Frame._hide_status = True
TITLE = "TEST"
FRAME_WIDTH = 400
FRAME_HEIGHT = 400
DELAY = 10
class Square:
"""This class represents a simple Square object."""
def __init__(self, size, pos, pen_size=2, pen_color="red", fill_color="blue"):
"""Constructor - create an instance of Square."""
self._size = size
self._pos = pos
self._pen_size = pen_size
self._pen_color = pen_color
self._fill_color = fill_color
def set_color(self, color):
self._fill_color = color
def get_color(self):
return self._fill_color
def is_in(self, pos):
"""
Determine whether coordinates are within the area of this Square.
"""
return self._pos[0] < pos[0] < self._pos[0] + self._size and self._pos[1] < pos[1] < self._pos[1] + self._size
def draw(self, canvas):
"""
calls canvas.draw_image() to display self on canvas.
"""
points = [(self._pos[0], self._pos[1]), (self._pos[0] + self._size, self._pos[1]),
(self._pos[0] + self._size, self._pos[1] + self._size), (self._pos[0], self._pos[1] + self._size)]
canvas.draw_polygon(points, self._pen_size, self._pen_color, self._fill_color)
def __str__(self):
return "Square: {}".format(self._pos)
def draw(canvas):
for square in squares:
square.draw(canvas)
def change_colors():
for square in squares:
# time.sleep(1) # Not implemented in CodeSkulptor and would'nt work anyway
square.set_color("green")
frame = simplegui.create_frame(TITLE, FRAME_WIDTH, FRAME_HEIGHT)
frame.set_draw_handler(draw)
width = 20
squares = []
for i in range(10):
squares.append(Square(width, (i * width, 0)))
change_colors()
frame.start()
Any help appreciated.
Yes, you need to use a timer. Something like this:
I = 0
def change_next_color():
if I < len(squares):
squares[I].set_color("green")
global I
I += 1
timer = simplegui.create_timer(1000, change_next_color)
timer.start()
http://www.codeskulptor.org/#user47_udyXzppCdw2OqdI.py
I also replaced
simplegui.Frame._hide_status = True
by simplegui.Frame._hide_controlpanel = True
https://simpleguics2pygame.readthedocs.io/en/latest/simpleguics2pygame/frame.html#SimpleGUICS2Pygame.simpleguics2pygame.frame.Frame._hide_controlpanel
See also _keep_timers option of SimpleGUICS2Pygame to help you:
https://simpleguics2pygame.readthedocs.io/en/latest/simpleguics2pygame/frame.html#SimpleGUICS2Pygame.simpleguics2pygame.frame.Frame._keep_timers
Possible improvements:
Find a better solution that don't use a global counter.
Stop timer when all work is finished.

Changing arguments in Function after Importing

I have a script which has a function that is used in various classes and other functions throughout the script.
For example:
from scipy.stats import beta
import matplotlib.pyplot as plt
def function(i):
x = beta.pdf(i,a=10,b=2, scale = 100, loc = -50)
return x
def plotme():
graphme = []
for i in range(500):
graphme.append(function(i))
plt.plot(graphme)
def average():
averageme = []
for i in range(500):
averageme.append(function(i))
average = sum(averageme)/float(len(averageme))
return print(average)
Now if I wanted to import the module and call plotme() or average() it would use the values that are in the function(i). But is there a way for me to change the values of a, b, scale, and loc in function(i) when importing it? I know I could change each function to allow for it to change but I am hoping I could just adjust the initial function.
Ideally, I would like to be able to do something like this:
import mymodule
mymodule.function(i, a = 500, b = 200, scale = 50, loc = 0)
mymodule.plotme()
And the plotme() would be based on the new values not what is coded in the script.
Without touching your module, you could monkey-patch it after importing it. One way, using your example:
import mymodule
def function(i):
x = beta.pdf(i, a=500, b=200, scale=50, loc=0)
return x
mymodule.function = function
mymodule.plotme()
I agree with commenter jasonharper that mymodule's functions could have a better API.
Ideally, if you can change existing implementation, it should have a class which makes it possible to modify these parameters:
class WhateverYouCallIt:
def __init__(a=10, b=2, scale=100, loc=-50):
self.a = a
self.b = 2
self.scale = scale
self.loc = loc
def function(self, i):
return beta.pdf(i, a=self.a, b=self.b, scale=self.scale, loc=self.loc)
def plotme(self):
graphme = []
for i in range(500):
graphme.append(self.function(i))
plt.plot(graphme)
def average(self):
averageme = []
for i in range(500):
averageme.append(self.function(i))
average = sum(averageme)/float(len(averageme))
return print(average)
Then you can have several differently parameterized instances:
default_one = WhateverYouCallIt() # the default
default_one.plotme()
default_one.average()
a_different_one = WhateverYouCallIt(a=500, b=200, scale=50, loc=0)
a_different_one.plotme()
a_different_one.average()
You can use functools.partial:
from functools import partial
import mymodule
# and any time you need you assign a partial func to your function
mymodule.function = partial(mymodule.function(a=500, b=200, scale=50, loc=0))
...
mymodule.function(i)
...

Using VPython how to call Class sphere positions?

Through using VPython, I am able to get the program I am working on to generate multiple balls by calling the same class. I am also able to have the balls appear within a selected random range when they are generated (across x, y and z).
However, I am currently stumped on how I get to call the pos / position function from within my loop - as I would like to have the balls move.
Please see my code so far below.
If I call Ball.pos it states as undefined, but if I place my positioning via self.position, only one ball is generated, as they are not being referred to from under the sphere details?
from visual import *
from random import *
scene.title = "Multi Balls"
wallBm = box(pos=(0,-6,0), size=(12.2,0.1,12.1), color=color.blue, opacity=0.4)
vscale = 0.1
deltat = 0.005
t = 0
scene.autoscale = False
i = 0
totalBalls = 10
class Ball:
def __init__(self):
self.velocity = vector(0,5,0)
#vel sample ([5,10,15,20,25],3)
sphere (pos=(randrange (-6,6),randrange (-6,6),randrange (-6,6)), radius=0.5, color=color.cyan)
while True:
rate(100)
if i < totalBalls:
Ball()
i = i + 1
t = 5 + deltat
Try Inheritance from frame:
class Ball(frame):
def __init__(self, pos=(randrange (-6,6),randrange (-6,6),randrange (-6,6))):
frame.__init__(self,pos=pos)
self.velocity = vector(0,5,0)
sphere(frame=self,pos=pos,radius=0.5, color=color.cyan)
listOfBalls=[]
while True:
rate(100)
for i in range(totalBalls):
listOfBalls.append(Ball())
now try again!
You can call each Ball's position by calling listOfBalls[3].pos. I hope this helps!

wxPython Rendering issues, very slow and crashes, not sure why

I have been creating a simple tile based game to help me learn python and wx python. For starters I wanted to create my own 'world' and to test the simple map generator I made, I bound the return key to generate a new map and display it.
That is when I ran into this problem. It slows down a lot every time you click return, renders each tile line by line (which is obviously slow and inefficient) and eventually just freezes.
I am quite a novice programmer and have never dealt with any form of GUI so this is all very new to me, please bear with me! I can guess that the way I have things set up is very taxing for the machine, and that perhaps I'm causing a lot of recursion. I'm simply unaware. Also I'm not too familiar with OOP so I just follow examples to create my classes (hence why I only have 1 massive class that handles everything, Im not too sure on all the '__ something__' functions.)
Here is all the code I have written so far, please ignore commented-out sections, they are for future functions etc:
import wx
import random
#main screen class, handles all events within the main screen
class MainScreen(wx.Frame):
hMap = []
tTotalX = 50
tTotalY = 50
def __init__(self, *args, **kwargs):
#This line is equivilant to wx.Frame.__init__('stuff')
super(MainScreen, self).__init__(None, -1, 'You shouldnt see this', style = wx.SYSTEM_MENU | wx.CAPTION | wx.CLOSE_BOX)
self.renderScreen()
def genMap(self,tTotalX,tTotalY):
count1 = 0
count2 = 0
self.hMap = []
while count1 < tTotalY:
count2 = 0
newrow = []
while count2 < tTotalX:
newrow.append(random.randint(1,120))
count2 += 1
self.hMap.append(newrow)
count1 += 1
self.smooth(tTotalX, tTotalY)
self.smooth(tTotalX, tTotalY)
def smooth(self, tTotalX, tTotalY):
countx = 0
county = 0
while county < tTotalY:
countx = 0
while countx < tTotalX:
above = county - 1
below = int(county + 1)
east = int(countx + 1)
west = int(countx - 1)
if east >= tTotalX:
east = 0
if west < 0:
west = tTotalX -1
teast = self.hMap[county][east]
twest = self.hMap[county][west]
if above < 0 or below >= tTotalY:
smooth = (self.hMap[county][countx] + teast + twest)/3
else:
tabove = self.hMap[above][countx]
tbelow = self.hMap[below][countx]
smooth = (self.hMap[county][countx] + tabove + tbelow + teast + twest)/5
self.hMap[countx][county] = int(smooth)
countx += 1
county += 1
def getTileType(self, coordX, coordY, totalX, totalY):
#this is the part of map creation, getting tile type based on tile attributes
tType = ''
height = self.hMap[coordX][coordY]
#the below values are all up to tweaking in order to produce the best maps
if height <= 55:
tType = 'ocean.png'
if height > 55:
tType = 'coast.png'
if height > 60:
tType = 'grassland.png'
if height > 75:
tType = 'hills.png'
if height > 80:
tType = 'mountain.png'
if tType == '':
tType = 'grassland.png'
return tType
#render the main screen so that it dislays all data
def renderScreen(self):
frameSize = 810 #Size of the game window
tTotalX = self.tTotalX #the dimensions of the tile display, setting for in-game coordinates
tTotalY = self.tTotalY
#tsTiny = 1 #ts = Tile Size
#tsSmall = 4
tsMed = 16
#tsLrg = 32
#tsXlrg = 64
tsCurrent = tsMed #the currently selected zoom level, for now fixed at tsMed
pposX = 0 #ppos = Pixel Position
pposY = 0
tposX = 0 #tpos = tile position, essentially the tile co-ordinates independent of pixel position
tposY = 0
#The below is just an example of how to map out the grid, it should be in its own function in due time
self.genMap(tTotalX, tTotalY)
while tposY < tTotalY: #loops through all y coordinates
tposX = 0
while tposX < tTotalX: #loops through all x coordinates
pposX = tposX*tsCurrent
pposY = tposY*tsCurrent
tiletype = self.getTileType(tposX,tposY,tTotalX,tTotalY)
img = wx.Image(('F:\First Pass\\' + str(tiletype)), wx.BITMAP_TYPE_ANY).ConvertToBitmap()
wx.StaticBitmap(self, -1, img, (pposX, pposY))#paints the image object (i think)
tposX += 1
tposY += 1
self.Bind(wx.EVT_KEY_DOWN, self.onclick)
self.SetSize((frameSize-4, frameSize+16))
self.SetBackgroundColour('CYAN')
self.Centre()
self.SetTitle('Nations First Pass')
#string = wx.StaticText(self, label = 'Welcome to Nations, First Pass', pos = (tTotalX*tsCurrent/2,tsCurrent*tTotalY/2))
#string.SetFont(wx.SystemSettings_GetFont(wx.SYS_SYSTEM_FONT))
self.Show()
def onclick(self, e):
key = e.GetKeyCode()
if key == wx.WXK_RETURN:
self.renderScreen()
#game loop
def main():
app = wx.App()
MainScreen(None)
app.MainLoop()
if __name__ == '__main__':
main()
You will need to fabricate your own 'ocean.png' 'coast.png' 'grassland.png' 'hills.png' and 'mountain.png' (they need to be 16x16 pixels) or you can use mine from the Imgur link:
http://imgur.com/a/uFxfn
Also please change the file path in the img code as appropriate. I need to figure out how to set that to do it itself as well but thats another challenge for another day.
If you have any insight into this I'd be very appreciative.
You are creating a new set of wx.StaticBitmaps each time renderScreen is called, and you are not deleting them before creating a new set. After a while you'll have gobs of widgets stacked up with the old ones no longer visible, but still there consuming resources. At a minimum you should change things so your program makes only one set of wx.StaticBitmaps, keeps track of them, and then call their SetBitmap method when you want to change them.
For even better performance you should forget about the StaticBitmaps and draw the images yourself in an EVT_PAINT handler. StaticBitmaps are intended to be "static", IOW not changing very much. Instead you can implement an EVT_PAINT handler for the window and it will be called whenever the window needs to be redrawn, and you can trigger new redraws simply by calling the window's Refresh method.

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