At the moment I try to create a visual oddball task with a staircase procedure embedded in it (using Psychopy v1.81.03, builder version). The odds should follow the staircase (gabor patches that change orientation). Standards should be gabor patches oriented vertically.
I started with creating a simple random trial_loop. Within that loop I inserted code components looking like this:
For the "begin of the experiment" I defined an orientation variable (also referring to it in the interface, in which the properties of the gabor patch are defined) and the staircase:
orient = 20
staircase = data.StairHandler(startVal = 20.0,
stepType = 'lin', stepSizes=[8,4,4,2,2,1,1],
maxVal = 90, minVal = 0, nUp=1, nDown=3, nTrials = 50)
For the "begin of the routine" I defined the presentation of the stimuli
and an if-statement that should choose the orientation depending on if it is a standard or an odd.
# ratio of oddball and standard
oddORstand = [1, 1, 1, 1, 1, 1, 1, 1, 1, 2][randint(0,10)]
# choosing orientation and correct answer depending if it's standard or odd
if oddORstand == 1: #standard
orient = 0
corrAns = None
else: #odd
for thisIncrement in staircase:
orient = orient + thisIncrement
corrAns = 'space'
break
For the part that "ends the routine" I defined the response that should change the future orientation of odds depending on if it was a correct answer (detection - spacebar pressed) or not:
if oddORstand == 2: #it was an odd
if key_resp_stand.keys == 'space': #space bar pressed, correct answer
thisResp = 1
staircase.addResponse(thisResp)
elif key_resp_stand.keys != 'space': #space bar was not pressed, wrong answer
thisResp = 0
staircase.addResponse(thisResp)
else:
pass
In general, this works somehow (standards and odds are presented randomly and also the odds change their orientation but not in a manner that would make sense or that was intended).
I could imagine that the response is not correctly detected or added to the staircase. Another possibility might be that the for-loop to set up the orientation of odds is somehow wrong.
But since I never get an error message and I'am also relatively new to psychopy it is a bit tricky for me to figure out the problem.
Is someone out there who can help me with this issue? That would be more than great.
Thank you so much in advance,
Hannes
Related
So, i'm doing little game with python and pyglet, but i'm stuck with moving the object in xy axis.
I have object A which is dictionary, it has x-coordinate, y-coordinate and speedvectors for x and y.
When i launch this object A it flies like it should, the problem is i'm moving it like this.
objectA["y"] = objectA.get("y") + objectA.get("ySpeed")
objectA["x"] = objectA.get("x") + objectA.get("xSpeed")
So the coordinates are moving rapidly like first objextA x is 130 then its 160 etc. When i'm trying to do some collision things, object wont stop because it doesn't register hit, it skips over the block (or atleast i think it does so). Any tips how i should actually do this?
Your code is correct. I tested it in an empty script and it worked fine
Try this in a empty script and look at the results. It should first print 0 and then print 10:
objectA = {"x": 0, "y": 0, "xSpeed": 1, "ySpeed": 1}
print(objectA["x"])
for _ in range(10):
objectA["x"] = objectA.get("x") + objectA.get("xSpeed")
print(objectA["x"])
It might be something else in your code that causes the problem.
Btw, this is a shorter way of writing your posted code (it does exactly the same):
objectA["x"] += objectA["xSpeed"]
objectA["y"] += objectA["ySpeed"]
My Idea is as follows and i want to really get to learn more about programming and how to structure a program:
I want to let count waves on a stock chart.
Within the Elliott Wave Rules are some specifications, like (most basic):
Wave 2 never retraces more than 100% of wave 1.
Wave 3 cannot be the shortest of the three impulse waves, namely waves 1, 3 and 5.
Wave 4 does not overlap with the price territory of wave 1, except in the
rare case of a diagonal triangle formation.
(from Wikipedia https://en.wikipedia.org/wiki/Elliott_wave_principle#Wave_rules_and_guidelines)
There are more sophisticated rules of course, but in my imagination, they could be addressed by the same iterative logic like in which I want to apply my rules.
Please guys, and girls, give me feedback on my thoughts if they make any sense in structure and layout to set up a program or not, because i lack experience here:
I want to find the minima and maxima, and give them a wavecount depending on the minima and maxima before.
Therefore i would check every candle (every closing price, day, hour, etc) if the value is below or above the previous value and also values. For example:
If there are two candles going up, then one down, then three up, then two down, then two up, this could be a complete Impulsewave, according to the above-listed rules. In total, i would have 10 candles and the following rules must apply:
The third candle (or the first that goes down, after the two going up) must not close below the starting price of the initial candle. AND also it must be met, that the following candles (how much that would become) must all go up in a row, unless they overcome the price of the previous maxima (the second candle).
When the price starts to drop again, it could be counted as wave 4 then (second minima in a sequence) and when it goes up again, this would indicate wave 5.
Then it also must be met, that, if the price starts to go down again, it does not close below the first maxima (in this case the second candle).
And so on and so on.
My question now is: Is this kind of looping through certain data points is even a appropriate way to approach that kind of project? Or am I totally wrong here?
I just thought: because of the fractal character of Elliott waves, I would only need very basic rules, that would depend on, what the same iterative process spits out the previous times it is scanning data points.
What do you think?
Is there a better, a smarter way to realise what i am planing to do?
And also, how I could do this in a good way?
Maybe there is also a way to just feed some patterns into a predefined execution structure and then let this run over data points just as price charts.
What would your approach look like?
Thanks a lot and best wishes, Benjamin
Here is my idea/code for finding highs and lows. It's doenst work standalone. If you have any idea, how it can help to find waves, let me know.
import pandas as pd
import config.Text
class AnalyzerHighLow(object):
def __init__(self, df):
self.high_low = None
self.df = df.close.values
self.highs = pd.DataFrame(columns=[config.Text.date, config.Text.extrema, config.Text.type])
self.lows = pd.DataFrame(columns=[config.Text.date, config.Text.extrema, config.Text.type])
def highlow(self):
idx_start = 0
self.find_high(self.df, idx_start)
self.find_low(self.df, idx_start)
self.high_low = pd.concat([self.highs, self.lows], ignore_index=True, sort=True, axis=0)
self.high_low = self.high_low.sort_values(by=[config.Text.date])
self.high_low = self.high_low.reset_index(drop=True)
return self.high_low
def find_high(self, high_low, idx_start):
pvt_high = high_low[idx_start]
reached = False
for i in range(idx_start + 1, len(high_low)):
act_high = high_low[i]
if act_high > pvt_high:
reached = True
pvt_high = act_high
elif act_high < pvt_high and reached is True:
self.highs.loc[i - 1] = [i - 1, pvt_high, config.Text.maxima]
return self.find_high(high_low, i)
elif act_high < pvt_high:
pvt_high = high_low[i]
if (reached is True) and (i == (len(high_low))):
self.highs.loc[i - 1] = [i - 1, pvt_high, config.Text.maxima]
def find_low(self, high_low, idx_start):
pvt_low = high_low[idx_start]
reached = False
for i in range(idx_start + 1, len(high_low)):
act_low = high_low[i]
if act_low < pvt_low:
reached = True
pvt_low = act_low
elif act_low > pvt_low and reached is True:
self.lows.loc[i - 1] = [i - 1, pvt_low, config.Text.minima]
return self.find_low(high_low, i)
elif act_low > pvt_low:
pvt_low = high_low[i]
if (reached is True) and (i == (len(high_low) - 1)):
self.lows.loc[i - 1] = [i - 1, pvt_low, config.Text.minima]
I was doing a pathfinding visualizer in pygame and I pretty much finished but there's still one thing that I do not like about the algorithm part of it and it's the fact that when you press the visualize algorithm button it shows you the shortest path in yellow and all of the nodes the algorithm has visited ever in light blue but it shows you instantaneously and I want it to color the nodes accordingly step by step to actually reach the effect of visualizing (like in here https://clementmihailescu.github.io/Pathfinding-Visualizer/#), I tried to write some code in the function that seemed like it would have worked as intended but it didn't, here is the code:
# Breadth First Search Algorithm
def bfs(graph, start, goal):
explored = []
# Queue for traversing the
# graph in the BFS
queue = [[start]]
# If the desired node is
# reached
if start == goal:
return
# Loop to traverse the graph
# with the help of the queue
while queue:
path = queue.pop(0)
node = path[-1]
y, x = node
# Codition to check if the
# current node is not visited
if node not in explored and nodes_rows[x][y].color is not BLACK:
nodes_rows[x][y].color = LIGHT_BLUE
neighbours = graph[node]
# Loop to iterate over the
# neighbours of the node
for neighbour in neighbours:
new_path = list(path)
new_path.append(neighbour)
queue.append(new_path)
# Condition to check if the
# neighbour node is the goal
if neighbour == goal:
new_path.remove(start)
new_path.remove(goal)
return new_path
explored.append(node)
return None
The nodes_rows[x][y].color == color_name is the code that is responsible for coloring nodes on the grid which is represented by a dictionary(I provided it so it's gonna be easier for you to understand how coloring works in general in my program). The problem with that implementation is when I do add the coloring part at if statement to color all the neighbors it does it instantly on the grid without showing a kind of an animation that shows the coloring process node by node, my question is can I do it so it colors them each iteration rather than all at once by adding something to this code and not writing a new one and if I do need to write a new one that what is the instructions how can I do so?
Here is what I mean by coloring all at once like it does for now:
https://cdn.discordapp.com/attachments/772816508015083552/832303260911272046/PowerPoint_-_1_2021-04-15_20-13-35_Trim.mp4
Edit:
try:
while True:
if not ticks or pygame.time.get_ticks() - ticks >= 500:
ticks = pygame.time.get_ticks()
nodes = next(algorithm)
if nodes_rows[nodes[-1][1]][nodes[-1][0]].color != BLUE:
nodes_rows[nodes[-1][1]][nodes[-1][0]].color = LIGHT_BLUE
pygame.display.update()
except StopIteration:
pass
Tried doing it with yield and if I print it it does yield a list every half a second with a new explored node at the end like intended but it updates it all at once after waiting total amount of ticks I tried playing with the indent of display.update() but didn't work either I don't even know what to do at this point
Thanks to everyone contributing to help <3
Per the comments above, here is a simple example of a generator to help you grasp the idea.
def counter(x):
for i in range(x):
yield i
c = counter(3)
In: next(c)
Out: 0
In: next(c)
Out: 1
In: next(c)
Out: 2
What's happening is that every time you call next, the function will continue to run until it reaches the next yield, at which point it will return the yielded value.
It will also remember where it left off, so the next time you call next, the function will continue where it left off.
In your application, this could be used to yield the list of explored locations, then draw those locations in whatever color you like, call next(bfs) to step forward and yield the next list of explored locations, and so on until of course you find the solution and run out of items to yield.
One more example, perhaps a little more closely related to what you are trying to do:
def make_path():
path = []
i = 0
while True:
path.append(i)
i += 1
yield path
c = make_path()
for _ in range(6):
print(next(c))
Out: [0]
[0, 1]
[0, 1, 2]
[0, 1, 2, 3]
[0, 1, 2, 3, 4]
[0, 1, 2, 3, 4, 5]
i think the problem is that you do not update the canvas in your while queue loop.
the program will execute your bfs algorithm and then it will update the canvas.
i honestly don't use pygame very regularly, but i think to force the canvas to repaint you need to stick a pygame.display.update() inside your while loop.
Pygame is not my forte but, I think there are some missing things in your project:
1.- You don't really control when colors are shown on your screen. This can be achieved with this:
pygame.display.update()
Documentation: https://devdocs.io/pygame/ref/display#pygame.display.update
Usually when working with graphics, you add a color, and when then next screen painting update comes you see it, what you must do is to force the painting so you can animate safely.
2.- Coloring animations are not being done by default.
I couldn't help noticing this in your initial question: "it does it instantly on the grid without showing a kind of an animation that shows the coloring process node by node". If you want an animation like the example linked above (Pathfinding visualizer), I'm afraid you have to do it manually. Try creating a test with a white square and start painting growing circles inside interpolating colors, until you reach the walls and paint the full square. This should be similar to what are you trying to accomplish.
3.- Perhaps you should add some stops when you are animating your canvas.
The refresh rate of your hardware is way too faster than your human eye.
To properly see a coloring animation you should try adding execution stops, when interpolating colors.
nodes_rows[x][y].color = Color(r, g, b) # Start with a color and interpolate incrementing or decrementing r, g and b until your reach a final color.
pygame.display.update() # Update your screen
pygame.time.wait(1000) # In milliseconds, add some time wait so screen can be painted, if time is long enough perhaps screen updates meanwhile and you do not need to update the screen.
4.- (Optional) Parallel painting: Using threads.
If this does not work right for you, add threads.
As I stated before, pygame is not my forte, but consider adding threads to animate each square color. I've found a post here explaining this.
using threading in pygame
I hope this helps you and have a happy coding experience! :D
I am fairly new to the python language and psychopy. I am practicing it by creating dummy experiments. Here, I am trying to create an experiment about bayesian brain. Non-vertical lines will be presented to the participant while no respond is expected from the participants, just exposure. Then for the last trial (it stays on the monitor for longer period of time to be responded), it is expected from the participant to judge whether the last line trial is vertical or not? (after exposing to non-vertical lines, I am expecting to see a change in perception of verticality).
However, there are so many things that I couldn't learn from the web. I am pretty sure you guys can help me easily.
My primary problem is; how to set up the orientation of the line? I found out the stim.ori but not sure how to use it on 'line' stimuli. Below I've attached the codes that I made so far. Also, I have added some extra questions with #.
I tried to be clear as much as I can. Sorry for my bad english.
Thank you!
from psychopy import visual, core, event #import some libraries from PsychoPy
import random
#create a window
mywin = visual.Window([800,600],monitor="testMonitor", units="deg")
#stimuli
lineo = visual.Line(mywin, start=(-5, -1), end=(-5, 1))
fixation = visual.GratingStim(mywin, size=0.2, pos=[0,0], color = 'black')
#draw the stimuli and update the window
n = 5 # trial number
i = 0
while i < n:
#fixation
fixation.draw()
mywin.flip()
presses = event.waitKeys(1)
# stimulus
orientationlist = [20,30,40,50,60] # I want to draw the orientation info from this list
x = random.choice(orientationlist)
lineo.ori((x)) #
lineo.draw()
mywin.flip()
presses= event.waitKeys(2)
i +=1
if i == 5: # how do I change the number into the length of the trial; len(int(n) didnt work.
lineo.draw()
mywin.flip()
presses = event.waitKeys(4)
#quiting
# I dont know how to command psychopy for quiting the
# experiment when 'escape' is pressed.
#cleanup
mywin.close()
core.quit()
There's a few things that you would want to do differently. I've updated your code and marked changes with the comment "CHANGE". Changing the orientation of a stimulus is pretty consistent in psychopy, so it's no different for Line than any other visual stimulus type.
from psychopy import visual, core, event #import some libraries from PsychoPy
import random
#create a window
mywin = visual.Window([800,600],monitor="testMonitor", units="deg")
#stimuli
lineo = visual.Line(mywin, start=(-5, -1), end=(-5, 1))
fixation = visual.GratingStim(mywin, size=0.2, pos=[0,0], color = 'black')
orientationlist = [20,30,40,50,60] # CHANGED. No need to redefine on every iteration of the while-loop.
#draw the stimuli and update the window
n = 5 # trial number
for i in range(n): # CHANGED. This is much neater in your case than a while loop. No need to "manually" increment i.
#fixation
fixation.draw()
mywin.flip()
event.waitKeys(1) # CHANGED. No need to assign output to anything if it isn't used.
# stimulus
lineo.ori = random.choice(orientationlist) # CHANGED. Alternative: lineo.setOri(random.choice(orientationlist)).
lineo.draw()
mywin.flip()
event.waitKeys(2)
# At this point, all the stimuli have been shown. So no need to do an if-statement within the loop. The following code will run at the appropriate time
lineo.draw()
mywin.flip()
event.waitKeys(keyList=['escape']) # CHANGED. Listen for escape, do not assign to variable
# CHANGED. No need to call core.quit() or myWin.close() here since python automatically cleans everything up on script end.
I'm a student learning to program, and my current assignment is to write a graphing calculator using the Simple Graphics library. I got everything working, except for coloring the lines. The first line should be red, the second should be green and the third one blue, then they repeat. Here is the code I added for the colors:
if count % 3 == 1:
print("red")
setColor = ("red")
elif count % 3 == 2:
print("green")
setColor = ("green")
else:
print("blue")
setColor = ("blue")
Earlier in the code, I set count = 1 and at the end of my drawing loop, I have count = count + 1.
Whenever I try to use the program, all the lines appear black. When I look at the terminal, I see "red", "green" and "blue" all being printed successfully at the right times. Using RGB values to define the color doesn't help either.
Does anyone have any idea of what I could be doing wrong? I can post the entire code for drawing the lines, but I thought people wouldn't want to sift through 30 lines.
setColor = ("color") should just be setColor("color"). setColor is a function, that takes in input and performs an action. If it was a variable, which is just a name for some data that you will provide, your code would be correct. (Variables almost never have verbs in their names.)