dear expert i am trying to write a simulation and in my code i have a class like this:
... (some def are here)
class multipole:
global xxp,yyp,zzp,x,y,z,xp,yp,zp,t,tm,h
xxp,yyp,zzp,x,y,z,xp,yp,zp =xxpyypzzp() # some initial values calling
#staticmethod
def quad(f1, f2,f3):
global t,h,mass,ksimax
while t < ksimax:
rk4_two(t,h,mass, f1, f2, f3, xxp, yyp, zzp) # rk function for new xxp, yyp and zzp
t = t + h
tm.append(t)
xp.append(xxp[1])
x.append(xxp[0])
yp.append(yyp[1])
y.append(yyp[0])
zp.append(zzp[1])
z.append(zzp[0])
return xp, x, yp,y,zp,z,tm
if __name__ == "__main__":
qp=multipole()
quxp, qux, quyp,quy,quzp,quz,qutm=qp.quad(0.,0.,0.)
hxp, hx, hyp,hy,hzp,hz,htm =qp.quad(0.022,0.,0.)
oxp, ox, oyp,oy,ozp,oz,otm =qp.quad(-0.023,-0.032,0.0 )
my question is this code only calculate (quxp, qux, quyp,quy,quzp,quz,qutm), but not others (others will turn same value of quxp, qux, quyp,quy,quzp,quz,qutm) could you please tell me why? i am new in python any comments will be appreciated.
Ignoring the fact that this code is... somewhat flawed. I think that the problem is that you are using t which is apparently global but you don't reset it anywhere - so this loop:
while t < ksimax:
...
Will only run once, unless you reset t somewhere. Some pseudo code to explain why this happens:
counter = 0
def do_something():
global counter
print "Starting at", counter
while counter <= 10:
print counter
counter += 5
print "Done"
do_something()
# Starting at 0
# 0
# 5
# 10
# Done
do_something() # Called again, the counter is at 10 now:
# Starting at 10
# Done
As others have mentioned, your code could benefit from some heavy refactoring. Some starting points:
Naming! What does xxpyypzzp even mean? Even if it's obvious to you today, it must be hard to read even for you and unless you have Rainman-like memory you will not understand this next week. Try using descriptive names and if you find yourself adding prefixes or suffixes to variables because you run out of names - think about encapsulating some of this complexity in a class. It seems like the suffixes xp, x, yp, y, zp, z and tm are used a lot. At least create a named tuple to hold these values.
Global variables is generally considered harmful. They make it hard to reason about code - which is why you got this bug in the first place. If you are sprinkling global statements over your code there is time to redesign it. Think about which part of your code should "own" which parts of the state.
Python has a coding standard, called PEP8 - read it and try to follow it.
Related
I was working on building a randomized character generator for Pathfinder 3.5 and got stuck.
I am using the Populate_Skills(Skill_String, Draw, Skill_List, Class_Skill): function to populate a randiomized list of skills with their class based points total, class bonus, and point buy. So modelling the action of a player picking skills for their character.
As an example below, Wizards.
I pick Knowledge_Arcana as a skill and spend one of my skill point pool (Calculated by taking my intelligence modifier +2) on it. So that skill now equals my intelligence modifier(+1 in this case), class skill bonus as a wizard (+3), plus the point I spent(+1) for a total of 5.
The problem is while the function prints the correct result of 5, the outstanding variables do not populate with the final total. To continue our example I'd run the function on Knowledge_Arcana, get a +5, and then check the Knowledge_Arcana after the function call and get just +1. Conversely, if I write out the function as just an if statement it works. Example is next to the function for comparison.
Does anyone know why Im getting the different result?
## Creating the lists and breaking into two separate sections
Int_Mod = 1
Skill_Ranks = 3
Rand_Class = 'Wizard'
Knowledge_Arcana = Int_Mod
Knowledge_Dungeoneering = Int_Mod
Wizard_Class_Top_Skills = ["Knowledge_Arcana"]
Wizard_Class_Less_Skills = ["Knowledge_Dungeoneering"]
Class_Skill = 3
Important_Skills_Weighted = .6
Less_Important_Skills_Weighted = .4
Important_Skills_Total_Weighted = round(Skill_Ranks*Important_Skills_Weighted)
Less_Skill_Total_Weighted = round(Skill_Ranks*Less_Important_Skills_Weighted)
Wiz_Draw =['Knowledge_Arcana', 'Knowledge_Dungeoneering']
def Populate_Skills(Skill_String, Draw, Skill_List, Class_Skill):
if Skill_String in Draw:
Skill_List = Skill_List + Class_Skill + Draw.count(Skill_String)
print(Skill_String, Skill_List)
else:
print('Nuts!')
## Function Calls
Populate_Skills('Knowledge_Arcana', Wiz_Draw, Knowledge_Arcana, Class_Skill)
Populate_Skills('Knowledge_Dungeoneering', Wiz_Draw, Knowledge_Dungeoneering, Class_Skill)
print(Knowledge_Arcana,Knowledge_Dungeoneering)
Edited to be a MRE, I believe. Sorry folks, Im new.
You are passing in a reference to a list and expect the function to modify it; but you are reassigning the variable inside the function which creates a local variable, which is then lost when the function is exited. You want to manipulate the same variable which the caller passed in, instead.
def Populate_Skills(Skill_String, Draw, Skill_List, Class_Skill):
if Skill_String in Draw:
Skill_List.extend(Class_Skill + Draw.count(Skill_String))
print(Skill_String, Skill_List)
else:
print('Nuts!')
Alternatively, have the function return the new value, and mandate for the caller to pick it up and assign it to the variable.
def Populate_Skills(Skill_String, Draw, Skill_List, Class_Skill):
if Skill_String in Draw:
Skill_List = Skill_List + Class_Skill + Draw.count(Skill_String)
print(Skill_String, Skill_List)
else:
print('Nuts!')
return Skill_List
Skill_List = Populate_Skills('Knowledge_Arcana', Wiz_Draw, Knowledge_Arcana, Class_Skill)
# etc
You should probably also rename your variables (capital letters should be used for classes and globals; regular Python functions and variables should use snake_case) and avoid using global variables at all. The entire program looks like you should probably look into refactoring it into objects, but that's far beyond the scope of what you are asking.
I am learning the concepts of decorators in Python. While I think I have covered lots of blogs and have got some basic understanding how decorators work and why would we need one.
While doing so, I encountered a tutorial (totally lost the reference to this), where while explaining about decorators, the author wrote the following:
def call_counter(func):
def helper(x):
helper.calls += 1
return func(x)
helper.calls = 0
return helper
def succ(x):
return x + 1
succ = call_counter(succ)
print(succ.calls)
for i in range(10):
succ(i)
print(succ.calls)
Output:
0
10
As I mentioned earlier, I thought I understand how a decorator works and basic Python but suddenly am doubting myself here.
In helper function, the author is incrementing helper.calls variable by 1 (which should be, as per my previous understanding, just an ordinary variable and helper. is only to show this variable is inside helper function), but has only defined helper.calls after using it here , towards the end.
Similarly, towards end, after calling the decorator function, the author has suddenly used succ.calls variable - which is even printing expected result - but without any definition anywhere.
P.S. I have tried doing my research but could not even put this behaviour in proper words to find anything appropriate.
P.P.S. Could not come up with a more precise header as totally unfamiliar with the actual phenomenon happening.
succ = call_counter(succ) # succ.calls = 0 when function is called (succ = helper)
print(succ.calls) # prints 0
for i in range(10):
succ(i) # As succ = helper now, this becomes helper(i) and helper.i is incremented by 1 each iteration, succ(x) is then returned after as func = succ and x + 1 is returned from succ(x)
print(succ.calls) # prints 10 as helper.calls is incremented 10 times within the loop
The same output would have been achieved if succ(x) had returned no value as it was not used anywhere else, you can see your code visualized on http://www.pythontutor.com/visualize.html#mode=edit
I have written an instance method which uses recursion to find a certain solution. It works perfectly fine except the time when I'm exiting the if-elif block. I call the function itself inside IF block. Also, I have only one return statement. The output from the method is weird for me to understand. Here is the code and the output:
def create_schedule(self):
"""
Creates the day scedule for the crew based on the crew_dict passed.
"""
sched_output = ScheduleOutput()
assigned_assignements = []
for i in self.crew_list:
assigned_assignements.extend(i.list_of_patients)
rest_of_items = []
for item in self.job.list_of_patients:
if item not in assigned_assignements:
rest_of_items.append(item)
print("Rest of the items are:", len(rest_of_items))
if len(rest_of_items) != 0:
assignment = sorted(rest_of_items, key=lambda x: x.window_open)[0]
# print("\nNext assignment to be taken ", assignment)
output = self.next_task_eligibility(assignment, self.crew_list)
if len(output) != 0:
output_sorted = sorted(output, key=itemgetter(2))
crew_to_assign = output_sorted[0][1]
assignment.eta = output_sorted[0][4]
assignment.etd = int(assignment.eta) + int(assignment.care_duration)
crew = next((x for x in self.crew_list if x.crew_number == crew_to_assign), None)
self.crew_list.remove(crew)
crew.list_of_patients.append(assignment)
crew.time_spent = assignment.etd
self.crew_list.append(crew)
self.create_schedule()
else:
print("*" * 80, "\n", "*" * 80, "\nWe were not able to assign a task so stopped.\n", "*" * 80, "\n", "*" * 80)
sched_output.crew_output = self.crew_list
sched_output.patients_left = len(rest_of_items)
elif not rest_of_items:
print("Fully solved.")
sched_output.crew_output = self.crew_list
sched_output.patients_left = 0
print("After completely solving coming here.")
return sched_output
This was the output:
Rest of the items are: 10
Rest of the items are: 9
Rest of the items are: 8
Rest of the items are: 7
Rest of the items are: 6
Rest of the items are: 5
Rest of the items are: 4
Rest of the items are: 3
Rest of the items are: 2
Rest of the items are: 1
Rest of the items are: 0
Fully solved.
After completely solving coming here.
After completely solving coming here.
After completely solving coming here.
After completely solving coming here.
After completely solving coming here.
After completely solving coming here.
After completely solving coming here.
After completely solving coming here.
After completely solving coming here.
After completely solving coming here.
After completely solving coming here.
What I don't understand is that as soon as my list rest_of_items is empty, I assign data to sched_output and return it. However, print statement is being executed for the same number of time as recursion was done. How can I avoid this?
My output is perfectly fine. All I want to do is understand the cause of this behaviour and how to avoid it.
The reason it's printing out 11 times is that you always call print at the end of the function, and you're calling the function 11 times. (It's really the same reason you get Rest of the items are: … 11 times, which should be a lot more obvious.)
Often, the best solution is to redesign things so instead of doing "side effects" like print inside the function, you just return a value, and the caller can then do whatever side effects it wants with the result. In that case, it doesn't matter that you're calling print 11 times; the print will only happen once, in the caller.
If that isn't possible, you can change this so that you only print something when you're at the top of the stack. But in many recursive functions, there's no obvious way to figure that out without passing down more information:
def create_schedule(self, depth=0):
# etc.
self.create_schedule(depth+1)
# etc.
if not depth:
print('After completely solving come here.')
returns sched_output
The last resort is to just wrap the recursive function, like this:
def _create_schedule(self):
# etc.
self._create_schedule()
# etc.
# don't call print
return sched_output
def create_schedule(self):
result = self._create_schedule()
print('After completely solving come here.')
return result
That's usually only necessary when you need to do some one-time setup for the recursive process, but here you want to do some one-time post-processing instead, which is basically the same problem, so it can be solved the same way.
(Of course this is really just the first solution in disguise, but it's hidden inside the implementation of create_schedule, so you don't need to change the interface that the callers see.)
As you call your create_schedule function within itself before the function finishes, once it has gotten to the end and doesn't need to call itself again, each function ends, and hits the "After completely solving coming here.", at the end of the function.
This means that each function, after calling itself, is still running - just stuck at the line where it calls itself - until they have all completed, which is when the paused functions can finish their task, printing out your statement.
You have print("After completely solving coming here.") at the end of your recursive function. That line will be executed once for each recursion.
Consider this simple example, which recreates your issue:
def foo(x):
print("x = {x}".format(x=x))
if x > 1:
foo(x-1)
print("Done.")
Now call the function:
>>> foo(5)
x = 5
x = 4
x = 3
x = 2
x = 1
Done.
Done.
Done.
Done.
Done.
As you can see, on the final call to foo(x=0), it will print "Done.". At that point, the function will return to the previous call, which will also print "Done." and so on.
I'm pretty new to python, so I apologize if this question sounds silly. This is not just plain curiosity, I have to work with code that has a class like that.
Consider a following python code snippet:
class _Base(object):
constant1 = 1
constant2 = 2
constant3 = 3
def main():
a = _Base # Referencing a class
b = _Base() # Instantiating
if __name__ == '__main__':
main()
In this particular example when _Base class does not have an __init__() method, is there any downside, performance-wise or otherwise, in using b approach as compared to a?
You'd normally put constants inside a module instead of a class. If you need to use them for subclasses then inherit from the Base and use them, otherwise, don't instantiate the class as you're just using it as a kind of "namespace".
Name it something better than _Base and access the variables as (for eg:) MyConstants.constant1 instead...
Jon Clements gives the answer to how you should do this.
But to answer your actual question:
is there any downside, performance-wise or otherwise, in using b approach as compared to a?
More important than performance is readability. If you instantiate an object, readers will think you've done so for some reason, and get side-tracked trying to figure out what b is being used for and what a _Base instance represents in your object model and so on. It won't take too long to figure out that it's useless, but "obvious" is always better than "won't take too long to figure out".
But there is a performance downside as well. It will most likely never matter in any measurable way in any program you ever write, but it's there.
First, b is a newly-allocated object that takes a few bytes (maybe a couple dozen), while a is just a new name for an already-existing object (the class itself). So, it wastes memory.
Second, constructing b takes a bit of time. Besides allocating that memory, you also have to call the __new__ and __init__ slots on object.
You can test the performance difference for yourself with timeit, but I wouldn't bother. You'll most likely find out that b is 20 times slower than a or something like that, but a 20:1 improvement in something you do one time per run that takes under a microsecond is still meaningless.
I say look out for future maintenance, and set the class to have all #property methods, since they'll be indistinguishable from typical constants, and allow your code to grow, since everything will be an instance of _Base, and wrapped in the handy property decorator.
class Base(object):
"""for now, just holds constants"""
def __init__(self):
pass
#property
def constant1(self):
return 1
#property
def constant2(self):
return 2
#property
def constant3(self):
return 3
Of course, my next question is...why do you need to instantiate a class to do that? Why not a constant defined in the method?
#! /usr/bin/env python
"""this module does stuff"""
CONSTANT_1 = 1
CONSTANT_2 = 2
CONSTANT_3 = 3
You can reference those in methods and classes without providing them as arguments. They work as pervasive sources of data, just like a constant should. This is typically the way to avoid magic numbers.
#Jon Clements answer is pretty good, but if you want, you can stay with the class, but turn all of your constants into static methods.
class MyConstants(object):
#staticmethod
def constant1():
return 1
Then you can call it:
some_variable = MyConstants.constant1()
I feel that handling things like this is nicer in terms of maintainability---if you ever want to do anything other than return a constant, Jon's solution won't work, and you'll have to refactor your code. For example, you may want to change the definition of constant1 at some point:
def constant1():
import time
import math
current_time = time.time()
return math.ceil(current_time)
which returns the current time to the nearest second.
Anyway, sorry for the essay :)
So, given the comments here, I thought I'd see what the actual overhead was in doing things my way (with a factory) vs. declaring static constants vs. using properties in a class.
time_test.py:
import time
CONSTANT_1 = 1000
CONSTANT_2 = 54
CONSTANT_3 = 42
CONSTANT_4 = 3.14
class Constants(object):
constant_1 = 1000
constant_2 = 54
constant_3 = 42
constant_4 = 3.14
class Factory(object):
#staticmethod
def constant_1():
return 1000
#staticmethod
def constant_2():
return 54
#staticmethod
def constant_3():
return 42
#staticmethod
def constant_4():
return 3.14
if __name__ == '__main__':
loops = 10000000
# static const
start = time.time()
for i in range(loops):
sum = CONSTANT_1
sum += CONSTANT_2
sum += CONSTANT_3
sum += CONSTANT_4
static_const_time = time.time() - start
# as attributes
start = time.time()
for i in range(loops):
sum = Constants.constant_1
sum += Constants.constant_2
sum += Constants.constant_3
sum += Constants.constant_4
attributes_time = time.time() - start
# Factory
start = time.time()
for i in range(loops):
sum = Factory.constant_1()
sum += Factory.constant_2()
sum += Factory.constant_3()
sum += Factory.constant_4()
factory_time = time.time() - start
print static_const_time / loops
print attributes_time / loops
print factory_time / loops
import pdb
pdb.set_trace()
Results:
Bens-MacBook-Pro:~ ben$ python time_test.py
4.64897489548e-07
7.57454514503e-07
1.09821901321e-06
--Return--
> /Users/ben/time_test.py(71)<module>()->None
-> pdb.set_trace()
(Pdb)
So there you have it: a marginal gain (a few seconds per ten million loops) in efficiency that's probably swamped by things in other places in your code. So we've established that all three solutions have similar performance unless you care about micro-optimizations like this. (If that's the case, you're probably better off working in C.) All three solutions are readable, maintainable, and probably can be found in version control in any software company that uses Python. So the difference is down to aesthetics.
Anyway, I once lost 15% of points for a research paper in high school because my bibliography wasn't formatted correctly. The content was flawless, it just wasn't pretty enough for my teacher. I've found that one can spend their time learning rules or solving problems. I prefer solving problems.
Maybe the problem can be solved by deleting all those functions, can't it?
However, i really don't know what to do to get the source work.
By the way, it just simulates a horse in a chesstable, going around and around, randomly, trying to visit each square once; and I get a recursion depth exceeded error.
import random
def main():
global tries,moves
tries,moves=0,0
restart()
def restart():
global a,indexes,x,y
a=[[0 for y in range(8)] for x in range(8)] #Costrutto chic
indexes=[x for x in range(8)]
#Random part
x=random.randint(0,7)
y=random.randint(0,7)
a[x][y]=1
start()
def start():
global i,indexes,moves,tries
i=0
random.shuffle(indexes) #List filled with random numbers that i'll use as indexes
while i<=7:
if indexes[i]==0:
move(-2,-1)
elif indexes[i]==1:
move(-2,1)
elif indexes[i]==2:
move(-1,-2)
elif indexes[i]==3:
move(-1,2)
elif indexes[i]==4:
move(1,-2)
elif indexes[i]==5:
move(1,2)
elif indexes[i]==6:
move(2,-1)
elif indexes[i]==7:
move(2,1)
i+=1
for _ in a:
if 0 in _:
print "Wasted moves: %d"%(moves)
tries+=1
moves=0
restart()
print "Success obtained in %d tries"%(tries)
def move(column,row):
global x,y,a,moves
try: b=a[x+row][y+column]
except IndexError: return 0
if b==0 and 0<=x+row<=7 and 0<=y+column<=7:
x=x+row
y=y+column
a[x][y]=1
moves+=1
start()
else: return 0
try :main()
#except: print "I couldn't handle it" <-Row added to prevent python from returning a huge amount of errors
EDIT: This is the modified version, which still does not works, but at least it's an improvement:
import random
def move((column,row),x,y):
try: cell=squares_visited[x+row][y+column]
except IndexError: return x,y ## NONE TYPE OBJECT
if cell==0 and 0<=x+row<=7 and 0<=y+column<=7:
x+=row
y+=column
squares_visited[x][y]=1
return x,y ## NONE TYPE OBJECT
squares_visited=[[0] * 8 for _ in range(8)]
x=random.randint(0,7)
y=random.randint(0,7)
squares_visited[x][y]=1
moves=[(-2,-1),(-2,1),(-1,-2),(-1,2),(1,-2),(1,2),(2,-1),(2,1)]
indexes=list(range(8))
tries=0
print "The horse starts in position %d,%d"%(x,y)
while True:
random.shuffle(indexes)
for _ in indexes:
cells=move(moves[indexes[_]],x,y) ##Passing as arguments x and y looks weird
x=cells[0]
y=cells[1]
#If you out this for cicle, there are no legal moves anymore(due to full completion with 1, or to lack of legit moves)
for _ in squares_visited:
if 0 in _:
squares_visited=[[0] * 8 for _ in range(8)]
tries+=1
else:
print "You managed to do it in %d tries."%(tries)
This code has a lot of problems -- enough that it's worth going over in full:
import random
def main():
global tries,moves
The first of many examples of over-use of global variables. When possible, pass parameters; or create a class. This is a general strategy that will help you construct more comprehensible (and thus more debuggable) algorithms; and in a general sense, this is part of why your code fails -- not because of any particular bug, but because the complexity of your code makes it hard to find bugs.
tries,moves=0,0
restart()
def restart():
global a,indexes,x,y
Why do you name your board a? That's a terrible name! Use something descriptive like squares_visited.
a=[[0 for y in range(8)] for x in range(8)] #Costrutto chic
indexes=[x for x in range(8)]
Minor: in python 2, [x for x in range(8)] == range(8) -- they do exactly the same thing, so the list comprehension is unnecessary. In 3, it works a little differently, but if you want a list (rather than a range object) just pass it to list as in (list(range(8))).
#Random part
x=random.randint(0,7)
y=random.randint(0,7)
a[x][y]=1
start()
So my understanding of the code so far is that a is the board, x and y are the starting coordinates, and you've marked the first spot visited with a 1. So far so good. But then things start to get hairy, because you call start at the end of restart instead of calling it from a top-level control function. That's theoretically OK, but it makes the recursion more complicated than necessary; this is another part of your problem.
def start():
global i,indexes,moves,tries
Argh more globals...
i=0
random.shuffle(indexes) #List filled with random numbers that i'll use as indexes
while i<=7:
if indexes[i]==0:
move(-2,-1)
elif indexes[i]==1:
move(-2,1)
elif indexes[i]==2:
move(-1,-2)
elif indexes[i]==3:
move(-1,2)
elif indexes[i]==4:
move(1,-2)
elif indexes[i]==5:
move(1,2)
elif indexes[i]==6:
move(2,-1)
elif indexes[i]==7:
move(2,1)
i+=1
Ok, so what you're trying to do is go through each index in indexes in sequence. Why are you using while though? And why is i global?? I don't see it being used anywhere else. This is way overcomplicated. Just use a for loop to iterate over indexes directly, as in
for index in indexes:
if index==0:
...
Ok, now for the specific problems...
for _ in a:
if 0 in _:
print "Wasted moves: %d"%(moves)
tries+=1
moves=0
restart()
print "Success obtained in %d tries"%(tries)
I don't understand what you're trying to do here. It seems like you're calling restart every time you find a 0 (i.e. an unvisited spot) on your board. But restart resets all board values to 0, so unless there's some other way to fill the board with 1s before hitting this point, this will result in an infinite recursion. In fact, the mutual recursion between move and start might be able to achieve that in principle, but as it is, it's way too complex! The problem is that there's no clear recursion termination condition.
def move(column,row):
global x,y,a,moves
try: b=a[x+row][y+column]
except IndexError: return 0
if b==0 and 0<=x+row<=7 and 0<=y+column<=7:
x=x+row
y=y+column
a[x][y]=1
moves+=1
start()
else: return 0
Here, in principle, the idea seems to be that if your move hits a 1 or goes off the board, then the current branch of the recursion terminates. But because i and indexes are global above in start, when start is re-called, it re-shuffles indexes and resets i to 0! The result is sheer chaos! I can't even begin to comprehend how that will effect the recursion; it seems likely that because i gets reset at the beginning of start every time, and because every successful call of move results in a call of start, the while loop in start will never terminate!
I suppose it's possible that eventually this process will manage to visit every square, at which point things might work as expected, but as it is, this is too complex even to predict.
try :main()
#except: print "I couldn't handle it" <-Row added to prevent python from returning a huge amount of errors
Not sure what you mean by that last line, but it doesn't sound like a good sign -- you're papering over an error instead of finding the root cause.
I'm going to play with this code a bit and see if I can get it to behave marginally better by de-globalizing some of its state... will report back soon.
Update:
Ok I de-globalized indexes as described above. I then replaced the start/restart recursion with an infinite loop in restart, a return statement in start where the call to restart used to be, and a sys.exit() at the end of start (to break out of the infinite loop on success). The result behaves more as expected. This is still poor design but it works now, in the sense that it recursively tries a bunch of random paths until every local position has been visited.
Of course it still doesn't ever succeed; it just keeps looping. Actually finding a solution will probably require a lot more rethinking of this algorithm! But following my above suggestions should help some, at least.
start() and move() call each other, making it an indirect recursive call BUT the move() return startment get out of move() and notout of the recursion.
You see, when you are calling a function, that calls a function that calls a functions, it all goes in a stack that reference each calls. When you get a your final result, you are supposed to go backward, and unstack these function calls.
Here, you don't, you call move(), that calls start(), and it it returns something then you just keep going deeper in the stack.
Try to make an iterative version of your code. Recursion is hard, start with something easier.
If you do want to persist in the recursive version, make move() call itself, and then go backward in the stack from it self once it reach the out condition. It will be clearer than dealing with recursive calls from two functions.
BTW:
Avoid using global variables. Either pass the data as arguments, or use a class. I would use argument passing, it will force you to come up with a better algo that this one.
the while loop is not necessary. Replace it with a for loop on indexes
the huge if/elif statement is not necessary, replace it with a dictionary
You should end up with somthing like this:
for i in indexes:
move(*MOVES[i])
MOVES, being a dict of values of i associated with params for move().
you may want to use generators instead of your list comprehensions, but that would require some algo changes. It could be better for your memory footprint. At the very least, make this shorter:
[x for x in range(8)] can be written range(8)
[[0 for y in range(8)] for x in range(8)] can be written [[0] * 8 for x in range(8)]
range() can be replaced by xrange()