I have an xml file like the following:
<edge from="0/0" to="0/1" speed="10"/>
<edge from="0/0" to="1/0" speed="10"/>
<edge from="0/1" to="0/0" speed="10"/>
<edge from="0/1" to="0/2" speed="10"/>
...
Note, that there exist pairs of from-to and vice versa. (In the example above only the pair ("0/0","0/1") and ("0/1","0/0") is visible, however there is a partner for every entry.) Also, note that those pairs are not ordered.
The file describes edges within a SUMO network simulation. I want to assign new speeds randomly to the different streets. However, every <edge> entry only describes one direction(lane) of a street. Hence, I need to find its "partner".
The following code distributes the speed values lane-wise only:
import xml.dom.minidom as dom
import random
edgexml = dom.parse("plain.edg.xml")
MAX_SPEED_OPTIONS = ["8","9","10"]
for edge in edgexml.getElementsByTagName("edge"):
x = random.randint(0,2)
edge.setAttribute("speed", MAX_SPEED_OPTIONS[x])
Is there a simple (pythonic) way to maybe gather those pairs in tuples and then assign the same value to both?
If you know a better way to solve my problem using SUMO tools, I'd be happy too. However I'm still interested in how I can solve the given abstract list problem in python as it is not just a simple zip like in related questions.
Well, you can walk the list of edges and nest another iteration over all edges to search for possible partners. Since this is of quadratic complexity, we can even reduce calculation time by only walking over not yet visited edges in the nested run.
Solution
(for a detailed description, scroll down)
import xml.dom.minidom as dom
import random
edgexml = dom.parse('sampledata/tmp.xml')
MSO = [8, 9, 10]
edge_groups = []
passed = []
for idx, edge in enumerate(edgexml.getElementsByTagName('edge')):
if edge in passed:
continue
partners = []
for partner in edgexml.getElementsByTagName('edge')[idx:]:
if partner.getAttribute('from') == edge.getAttribute('to') \
and partner.getAttribute('to') == edge.getAttribute('from'):
partners.append(partner)
edge_groups.append([edge] + partners)
passed.extend([edge] + partners)
for e in edge_groups:
print('NEW EDGE GROUP')
x = random.choice(MSO)
for p in e:
p.setAttribute('speed', x)
print(' E from "%s" to "%s" at "%s"' % (p.getAttribute('from'), p.getAttribute('to'), x))
Yields the output:
NEW EDGE GROUP
E from "0/0" to "0/1" at "8"
E from "0/1" to "0/0" at "8"
NEW EDGE GROUP
E from "0/0" to "1/0" at "10"
NEW EDGE GROUP
E from "0/1" to "0/2" at "9"
Detailed description
edge_groups = []
passed = []
Initialize the result structure edge_groups, which will be a list of lists holding partnered edges in groups. The additional list passed will help us to avoid redundant edges in our result.
for idx, edge in enumerate(edgexml.getElementsByTagName('edge')):
Start iterating over the list of all edges. I use enumerate here to obtain the index at the same time, because our nested iteration will only iterate over a sub-list starting at the current index to reduce complexity.
if edge in passed:
continue
Stop, if we have visited this edge at any point in time before. This does only happen if the edge has been recognized as a partner of another list before (due to index-based sublisting). If it has been taken as the partner of another list, we can omit it with no doubt.
partners = []
for partner in edgexml.getElementsByTagName('edge')[idx:]:
if partner.getAttribute('from') == edge.getAttribute('to') \
and partner.getAttribute('to') == edge.getAttribute('from'):
partners.append(partner)
Initialize helper list to store identified partner edges. Then, walk through all edges in the remaining list starting from the current index. I.e. do not iterate over edges that have already been passed in the outer iteration. If the potential partner is an actual partner (from/to matches), then append it to our partners list.
edge_groups.append([edge] + partners)
passed.extend([edge] + partners)
The nested iteration has passed and partners holds all identified partners for the current edge. Push them into one list and append it to the result variable edge_groups. Since it is unneccessarily complex to check against the 2-level list edge_groups to see whether we have already traversed an edge in the next run, we will additionally keep a list of already used nodes and call it passed.
for e in edge_groups:
print('NEW EDGE GROUP')
x = random.choice(MSO)
for p in e:
p.setAttribute('speed', x)
print(' E from "%s" to "%s" at "%s"' % (p.getAttribute('from'), p.getAttribute('to'), x))
Finally, we walk over all groups of edges in our result edge_groups, randomly draw a speed from MSO (hint: use random.choice() to randomly choose from a list), and assign it to all edges in this group.
Related
I'm a newbie programmer working on an idea for a small game. I wanted my play space to be a grid for various reasons. Without a lot of good reason, I decided to create a class of GridSquare objects, each object having properties like size, an index to describe what (x,y) coordinates they represented, and some flags to determine if the grid squares were on land or empty space, for example. My grid is a dictionary of these objects, where each GridSquare is a key. The values in the dictionary are going to be various objects in the place space, so that I can easily look up which objects are on each grid square.
Just describing this I feel like a complete lunatic. Please bear in mind that I've only been at this a week.
My problem appears when I try to change the GridSquare objects. For example, I want to use a list to generate the land on each level. So I iterate over the list, and for each value I look through my grid squares using a for loop until I find one with the right index, and flip the GridSquare.land property. But I found that this caused a runtime error, since I was changing keys in a dictionary I was looping through. OK.
Now what I'm trying to do is to create a list of the keys I want to change. For each item in my level-generating list, I go through all the GridSquares in my grid dictionary until I find the one with the index I'm looking for, then I append that GridSquare to a list of old GridSquares that need updating. I then make another copy of the GridSquare, with some properties changed, in a list of altered GridSquares. Finally, I delete any keys from my grid dictionary which match my list of "old" GridSquares, and then add all of the altered ones into my grid dictionary.
The problem is that when I delete keys from my grid dictionary which match my list of "old" keys, I run into keyerrors. I can't understand what is happening to my keys before I can delete them. Using try/except, I can see that it's only a small number of the keys, which seems to vary kind of arbitrarily when I change parts of my code.
I would appreciate any insight into this behaviour.
Here is code for anyone still reading:
aspect_ratio = (4, 3)
screen_size = (1280, 720)
#defining a class of objects called GridSquares
class GridSquare:
def __init__(self, x, y):
self.index = (x, y)
self.land = 0
#creates a dictionary of grid squares which I hope will function as a grid......
grid = {}
for x_index in range(1, (aspect_ratio[0] + 1)):
for y_index in range (1, (aspect_ratio[1] + 1)):
new_square = GridSquare(x_index, y_index)
grid[new_square] = None
#these are lists to hold changes I need to make to the dictionary of grid squares
grid_changes = []
old_gridsquares = []
#this unweildly list is meant to be used to generate a level. Numbers represent land, spaces are empty space.
for number_no, number in enumerate(["1", "1", "1", "1",
" ", " ", " ", " ",
"1", "1", "1", "1"]):
#makes grid squares land if they are designated as such in the list
for gridsquare in grid.keys():
#this if statement is meant to convert each letter's position in the list into an index like the grid squares have.
if gridsquare.index == ((number_no + 1) % (aspect_ratio[0]), ((number_no + 1) // (aspect_ratio[0] + 1)) + 1):
#create a list of squares that need to be updated, and a list of squares to be deleted
old_gridsquares.append(gridsquare)
flagged_gridsquare = GridSquare((number_no + 1) % (aspect_ratio[0]), ((number_no + 1) // (aspect_ratio[0] + 1)) + 1)
flagged_gridsquare.land = 1
#this part is meant to set the flag for the gridsquare that indicates if it is on the far side or the near side,
#if it is land
if number == "1":
flagged_gridsquare.near = 1
grid_changes.append(flagged_gridsquare)
#deletes from grid any items with a key that matches the old squares, and adds updated versions.
for old_gridsquare in old_gridsquares:
try:
del grid[old_gridsquare]
except:
print(old_gridsquare.index)
print(old_gridsquare.land)
for grid_change in grid_changes:
grid[grid_change] = None
Currently attempting the Travelling Salesman Problem with a simulated annealing solution. All points are stored in a dictionary with the point name as the key and co-ordinates as the value. Having trouble writing a for loop(path_tour function) that goes through every key in a a given path(randomly shuffled dictionary of locations), calculates distances and adds the value to a list to retrun a total length. The current function I have below returns a KeyError, I cant figure out why.
#Calculate distances between points
def point_distance(point_a, point_b):
return math.sqrt((point_a[0] - point_b[0])**2 + (point_a[1] - point_b[1])**2)
def get_distance_matrix(points):
distance_matrix = {}
for location_a in points:
distance_matrix[location_a] = {}
for location_b in points:
distance_matrix[location_a][location_b] = point_distance(
points[location_a], points[location_b])
return distance_matrix
#Calculate length of path
def path_tour(tour):
path_length = 0
distances = get_distance_matrix(tour)
for key, value in tour.items():
path_length += distances[key][key[1:]]
return path_length
how the get_distance_matrix is called
example of a path
error message
As you can see from the error, it was trying to look up the key "tudent Information Desk". I assume the location name was "Student Information Desk", so key[1:] removed the first letter. That's obviously not the correct location to look up.
I guess you want the distance from the current to the next location in the tour. That would be something like
locations = list(tour.keys())
for first, second in zip(locations[:-1], locations[1:]):
path_length += distances[first][second]
I don't get why your tour is a dictionary, though. Shouldn't it be a list to begin with? I know that dictionaries in Python-3 keep their insertion order but this usage seems counter-intuitive.
I have a task to make an list of list following specific rules. List must represent a tree with a root and branches from this root with specific color. Each branch should be represented as a list of its child elements (one black branch generates 3 white; 1 white branch generates 2 black). For example: root=['black'], first branches [['white','white','white']], next iteration should be [[[black,black],[black,black],[black,black]]] and so on.
This infinite list should be stored in global variable. Is it possible?
My code, which generates such list do it only for for a predetermined number of steps.
root = ['b']
def change(root):
for index, item in enumerate(root):
if isinstance(item, list):
change(item)
elif item == 'b':
root[index] = ['w','w','w']
elif item == 'w':
root[index] = ['b','b']
return root
for i in range(3):
tree=change(root)
print(tree)
How can I generate infinite list if it is possible?
If I'm understanding your requirements correctly, this creates the entire infinite tree in memory (but requiring only finite memory because it refers to itself):
black = []
white = [black, black]
black.append([white, white, white])
root = black # or white, if you prefer
Note that the 'b' and 'w' leaf nodes never appear in the tree, as you can never actually reach them.
In the comments on your question, I suggested:
#MartijnPieters Perhaps he [OP] means he needs to write a program that yields a potentially-infinite list of lists that follows a certain pattern.
You replied that that's what you want, so I had a go at it - the code I post involves using a function generator, which you can use to generate a potentially never-ending sequence that follows the pattern you specify (if we were to assume infinite memory).
A short while ago I saw an incredible solution posted by someone to generate the sequence of coprime pairs. It was the first time I'd been made aware of the whole mind-blowing concept of "self-recursive generators". You can use them to do some pretty awesome things, like generate the Kolakoski sequence.
In any case, I had a gut feeling that I could use self-recursive generators to solve your problem. The goods news is that my code works. The bad news is that I have no idea why my code works. Here it is:
from enum import Enum
class Colour(Enum):
BLACK = 'black'
WHITE = 'white'
def generate_tree(curr_colour = Colour.BLACK):
yield [curr_colour]
for sub_tree in generate_tree(Colour.WHITE if curr_colour == Colour.BLACK else Colour.BLACK):
if curr_colour == Colour.WHITE:
tree = [sub_tree, sub_tree]
else:
tree = [sub_tree, sub_tree, sub_tree]
yield tree
if __name__ == '__main__':
generator = generate_tree()
for _ in range(3):
print(next(generator))
Output for n=3
[<Colour.BLACK: 'black'>]
[[<Colour.WHITE: 'white'>], [<Colour.WHITE: 'white'>], [<Colour.WHITE: 'white'>]]
[[[<Colour.BLACK: 'black'>], [<Colour.BLACK: 'black'>]], [[<Colour.BLACK: 'black'>], [<Colour.BLACK: 'black'>]], [[<Colour.BLACK: 'black'>], [<Colour.BLACK: 'black'>]]]
You can use the variant below to have a program that keeps generating the tree indefinitely, waiting at each iteration for user input:
if __name__ == '__main__':
generator = generate_tree()
while True:
print(next(generator))
input()
Im writing an algorithm in Python which plays this game.
The current state of the board of tiles in the game is a dictionary in the form of:
{
<tile_id>: {
'counters': <number of counters on tile or None>,
'player': <player id of the player who holds the tile or None>,
'neighbours': <list of ids of neighbouring tile>
},
...
}
I have another dictionary which stores all of my tiles which are 'full' (i.e. a tile which has one less counter than its number of neighbours and where the player is me) This dictionary, full_tiles, is in the same form as the board dictionary above.
I am now trying to create a list, chains, where each element in the list is a dictionary of my full tiles that are neighbouring at least one other full tile (i.e a chain of full tiles). So this will be a list of all my seperate chains on the board.
Here is my code so far:
for tile_id, tile in full_tiles.items(): #iterates through all full tiles
current_tile = {tile_id : tile} #temporarily stores current tile
if not chains: #if chains list is empty
chains.append(current_tile) #begin list
else: #if list is not empty
for index, chain in enumerate(chains): #iterate though list of chains
if not (current_tile in chain): #if current tile is not in current chain
for tile_id2, tile2 in chain.items(): #iterate through tiles in current chain
for neighbour in tile2["neighbours"]: #iterate through each neighbour of current tile
#neighbour is in the form of tile_id
if neighbour in chain: #if current tile's neighbour is in chain
chain[tile_id] = tile #add tile to chain
It is very difficult for me to test and debug my code and check if it is working correctly as the code can only be run in an application that simulates the game. As you can see, there is quite a lot going on in this block of code with all of the nested loops which are difficult to follow. I cannot seem to think straight at the minute and so I cannot determine if this mess, in all honesty, will function as I hope.
While I am writing this, I have just realised that - on line 7 of this code - I am only checking if the current tile is not in the current chain and so there will be intersecting chains which, of course, will be a mess. Instead of this, I need to first check if the current tile is in not in any of the chains, not just one.
Apart from this error, will my code achieve what I am attempting? Or can you recommend a simpler, neater way to do it? (There has to be!)
Also, let me know if I have not given enough information on how the code is run or if I need to explain anything further, such as the contents of the board dictionary.
Thank you for any help in advance.
EDIT: Unfortunately, I was under a time constraint to complete this project, and as it was my first time ever working with Python, I currently lack the knowledge in the language to optimise my solution using the sources given below. Here is my final extremely ugly and messy solution to this problem which, in the end, worked fine and wasn't terribly inefficient given the small data set that the code works on.
for x in range(0, len(my_hexplode_chains) - 1):
match_found = False
for y in range(x + 1, len(my_hexplode_chains)):
for tile_id_x, tile_x in my_hexplode_chains[x].items(): #compare each chain in list
for tile_id_y, tile_y in my_hexplode_chains[y].items(): #to every other chain
for neighbour in tile_x["neighbours"]: #if tiles in different lists
if neighbour == tile_id_y: #are neighbours
match_found = True
my_hexplode_chains[x].update(my_hexplode_chains[y]) #append one chain to the other
del my_hexplode_chains[y] #delete appended chain
if match_found: #continue loop at next chain
break #very ugly way to do this
if match_found:
break
if match_found:
break
if match_found:
break
How about this optimization?
def find_match (my_hexplode_chains):
x = 0
len_chain = len(my_hexplode_chains)
while x <= len_chain:
y = x + 1
for tile_id_x, tile_x in my_hexplode_chains[x].items():
for tile_id_y, tile_y in my_hexplode_chains[y].items():
if tile_id_y in tile_x["neighbours"]:
my_hexplode_chains[x].update(my_hexplode_chains[y])
del my_hexplode_chains[y]
return True
x += 1
return False
You could pass this function after each move in your game and trace the output.
a = [('08:57', 'Edinburgh', '12:08'), ('12:08', 'London', '12:50'), ('12:50', 'London', 14:44')]
So I have lists of times (these are bus journeys) like 'a' above and each tuple contains the start and stop time of the leg and a station name. However, they also sometimes contain legs which are just 'waiting at the bus station' legs. These can be identified by the fact that the start time is identical to the stop time of the previous leg and the stop time is identical to the start time of the following leg. I want to identify these and then delete them. I wondered about sets, but the bus station naming screws that up and then I wondered about generators.
So something crude like:
gen = (item for item in a) #turn list into generator object
try:
while 1:
if gen.next()[2] == gen.next()[0] and gen.next()[0]:
print 'match'
except StopIteration:
print 'all done'
does work but it's naff and doesn't allow me to identify the index position of the original tuple to delete it.
Would really appreciate an approach to this.
You can iterate over all triples of adjacent legs and filter out the unwanted ones using
filtered_a = [a[0]]
for x, y, z in zip(a, a[1:], a[2:]):
if x[2] != y[0] or y[2] != z[0]:
filtered_a.append(y)
filtered_a.append(a[-1])
(This code assumes there are at least two legs in a.)