blob_id stringlengths 40 40 | repo_name stringlengths 5 127 | path stringlengths 2 523 | length_bytes int64 22 3.06M | score float64 3.5 5.34 | int_score int64 4 5 | text stringlengths 22 3.06M |
|---|---|---|---|---|---|---|
dd7c7d610693962c38b03cad154d0bcedd243ad8 | smile0304/py_asyncio | /chapter11/thread_sync.py | 552 | 3.671875 | 4 | import threading
from threading import Lock,RLock
total = 0
lock = RLock()
def add():
global lock
global total
for i in range(1000000):
lock.acquire()
lock.acquire()
total += 1
lock.release()
lock.release()
def desc():
global lock
global total
for i in range(1000000):
lock.acquire()
total -= 1
lock.release()
thread1 =threading.Thread(target=add)
thread2 =threading.Thread(target=desc)
thread1.start()
thread2.start()
thread1.join()
thread2.join()
print(total) |
7d22306762bb54a09f2d764a83bc8ed60ea8c706 | smile0304/py_asyncio | /chapter05/biset_test.py | 314 | 3.8125 | 4 | import bisect
#用来处理已排序的序列,用来维持已排序序列(升序)
#二分查找
inter_list = []
bisect.insort(inter_list,3)
bisect.insort(inter_list,2)
bisect.insort(inter_list,5)
bisect.insort(inter_list,1)
bisect.insort(inter_list,6)
print(bisect.bisect_left(inter_list,3))
print(inter_list) |
ae591c5ccda56d20dd75a06bbbec5ba51556efe0 | Hassiad/100-days-of-Code-Python | /20_21-Snake_Game/main.py | 1,236 | 3.796875 | 4 | # Day 20 and 21 Snake Game
from turtle import Turtle, Screen
from snake import Snake
from food import Food
from scoreboard import Scoreboard
import time
"""Screen setup"""
screen = Screen()
screen.setup(width=600,height=600)
screen.bgcolor("black")
screen.title("Timmy Snake Game")
screen.tracer(0)
"""Initial 3 segments of snake named Timmy"""
timmy = Snake()
food = Food()
scoreboard = Scoreboard()
"""Snake Movement"""
screen.listen()
screen.onkey(timmy.up, "Up")
screen.onkey(timmy.down, "Down")
screen.onkey(timmy.left, "Left")
screen.onkey(timmy.right, "Right")
game_is_on = True
while game_is_on:
screen.update()
time.sleep(0.1)
timmy.move()
"""Detect collision with food"""
if timmy.head.distance(food) < 15:
food.refresh()
scoreboard.increase_score()
timmy.extend()
"""Detect collision with wall"""
if timmy.head.xcor()>290 or timmy.head.xcor()<-290 or timmy.head.ycor()>290 or timmy.head.ycor()<-290:
scoreboard.game_over()
game_is_on = False
"""Detect collision with tail"""
for segment in timmy.segments[1:]:
if timmy.head.distance(segment)<10:
scoreboard.game_over()
game_is_on = False
screen.exitonclick() |
acf5a86f8be7589c70c6156e8935379ba7295a1d | akashsury/Operations | /Operations.py | 1,683 | 3.8125 | 4 | class Operations:
def __init__(self):
pass
def aboveBelow(self, values, comparison):
dict = {"above": 0, "below": 0} # created as local variable, each call it has to have zero
if not isinstance(comparison, int) or not isinstance(values, list):
return False
for value in values:
if not isinstance(value, int):
return False
elif value > comparison:
dict["above"] += 1
elif value < comparison:
dict["below"] += 1
return dict
def stringRotation(self, input_string, rotation_value):
if not isinstance(input_string, str) or not isinstance(rotation_value, int) or rotation_value < 0:
return False
if input_string: # For handling Zero division
str_len = len(input_string)
rotate_by = rotation_value % str_len
return input_string[str_len - rotate_by:] + input_string[:str_len - rotate_by]
return input_string
operation = Operations()
print(operation.aboveBelow([1, 2, 3, 4, 5, 6], 3))
print(operation.aboveBelow([1, 2, 3, 4, 5, 6], -1))
print(operation.aboveBelow([1, 2, 3, 4, 5, 6], 100))
print(operation.aboveBelow([], 3))
print(operation.aboveBelow([3, 3, 3], 3))
print(operation.stringRotation("MyString", 2))
print(operation.stringRotation("MyString", 2001))
print(operation.stringRotation("MyString", 0))
print(operation.stringRotation("", 10))
# For invalid inputs printing false
print(operation.aboveBelow("", 3))
print(operation.stringRotation(3, 2))
print(operation.stringRotation("Mystring", -1))
|
f0206ac8aa63ea9b17d861d3115932b014abcbfc | sensecollective/bioinformatics-coursera | /find_sequence.py | 524 | 3.578125 | 4 | #!/usr/bin/env python
import sys
import operator
#first argument is a single-line fasta input
seq_f = sys.argv[1]
f = open(seq_f)
#f.readline() #toss input line
seq = f.readline() #grab fasta
seq = seq.strip()
kmer = f.readline().strip() #grab kmer
f.close()
#second argument is the k-mer to find
#kmer = sys.argv[2]
k = len(kmer)
count = 0
print seq
print kmer
#generate a list of all k-mers
for mer in [seq[i:i+k] for i in xrange(len(seq)-(k-1))]:
print mer
if mer == kmer:
count += 1
print count
|
97001f35773373489d615f21fd25d2cba18a20ef | Nisarga-AC/python-for-mbas | /Part 1/strings.py | 720 | 4.0625 | 4 | # Strings are text surrounded by quotes
# Both single (' ') and double (" ") can be used
kanye_quote = ('My greatest pain in life is that I will never '
'be able to see myself perform live.')
print(kanye_quote)
# Switch to single quotes if your string uses double-quotes
hamilton_quote = 'Well, the word got around, they said, "This kid is insane, man"'
print(hamilton_quote)
# A few string functions
print(kanye_quote.upper())
print(kanye_quote.lower())
print("ok fine".replace("fine", "great").upper())
# F-Strings let you write Python code directly inside of a string
# inside of curly brackets ({ })
print(f"1 + 1 equals {1 + 1}")
name = "mattan griffel"
print(f"{name.title()}, the total will be ${200 + 121.8 :,.2f}")
|
1c1c65e73e9072be54e5428f4a9c4f95745658e9 | yyassif/My_Util_Scripts | /multi_threading.py | 1,450 | 3.578125 | 4 | import threading
import time
class MyThread(threading.Thread):
def __init__(self, threadID, name, counter):
threading.Thread.__init__(self)
self.threadID = threadID
self.name = name
self.counter = counter
def run(self):
print("Starting", self.name, "\n")
thread_lock.acquire()
print_time(self.name, 1, self.counter)
thread_lock.release()
print("Exiting", self.name, "\n")
class MyThread2(threading.Thread):
def __init__(self, threadID, name, counter):
threading.Thread.__init__(self)
self.threadID = threadID
self.name = name
self.counter = counter
def run(self):
print("Starting", self.name, "\n")
thread_lock.acquire()
thread_lock.release()
print_time(self.name, 1, self.counter)
print("Exiting", self.name, "\n")
def print_time(threadName, delay, counter):
while counter:
time.sleep(delay)
print(f"{threadName}: {time.ctime(time.time())} {counter}")
counter -= 1
# Lock the thread
thread_lock = threading.Lock()
# Create new Threads
thread1 = MyThread(1, "Payment", 5)
thread2 = MyThread2(2, "Sending Email", 10)
thread3 = MyThread2(3, "Loading Page", 3)
# Start new Threads
thread1.start()
thread2.start()
thread3.start()
# This helps you execute loading the page while the email is being sent
# which will save much more time
# And the user won't be upset
thread1.join()
thread2.join()
thread3.join()
print("Exiting Main Thread") |
ba84d228a663b9c9dce7dc8fc2916a55fca1305b | PrajaktaJadhav2/Problems-on-DS-and-Algos | /The_Celebrity_Problem.py | 1,421 | 4.03125 | 4 | # Problem Statement
# A celebrity is a person who is known to all
# but does not know anyone at a party.
# If you go to a party of N people, find if there is a celebrity in the party or not.
import numpy as np
def celebrity():
n = int(input("Enter the number of people"))
matrix = []
#Get the number of people
for i in range(n):
a = []
for j in range(n):
k = int(input())
val = check(k)
a.append(val)
matrix.append(a)
for i in range(n):
for j in range(n):
print(matrix[i][j],end=" ")
print()
ans = -1
for i in range(n):
count = 0
for j in matrix[i]:
if j == 0 :
count = count + 1
else:
break
if count==n and ans == -1:
ans = i
elif count==n:
return ans
return ans
#Check if the valid input is been taken
def check(k):
if(k==0 or k==1):
return k
else:
print("Invalid param")
k = int(input())
check(k)
ans = celebrity()
print(ans)
# Output
# Enter the number of people 3
# 0
# 1
# 0
# 0
# 0
# 0
# 1
# 0
# 0
# 0 1 0
# 0 0 0
# 1 0 0
# 1
# Explanation : Person 1 doesn't know anyone. Therefore, 1 is the celebrity
# Enter the number of people2
# 1
# 0
# 0
# 1
# 1 0
# 0 1
# -1
# Nobody is celebrity
|
da34092f0d87be4f33072a3e2df047652fb29cf3 | sudj/24-Exam3-201920 | /src/problem2.py | 2,658 | 4.125 | 4 | """
Exam 3, problem 2.
Authors: Vibha Alangar, Aaron Wilkin, David Mutchler, Dave Fisher,
Matt Boutell, Amanda Stouder, their colleagues and
Daniel Su. January 2019.
""" # DONE: 1. PUT YOUR NAME IN THE ABOVE LINE.
def main():
""" Calls the TEST functions in this module. """
run_test_shape()
def run_test_shape():
""" Tests the shape function. """
print()
print('--------------------------------------------------')
print('Testing the SHAPE function:')
print('There is no automatic testing for this one; just compare it'
'to the expected output given in the comments:')
print('--------------------------------------------------')
print()
print('Test 1 of shape: n=5')
shape(5)
print()
print('Test 2 of shape: n=3')
shape(3)
print()
print('Test 3 of shape: n=9')
shape(9)
def shape(n):
####################################################################
# IMPORTANT: In your final solution for this problem,
# you must NOT use string multiplication.
####################################################################
"""
Prints a shape with numbers on the left side of the shape,
other numbers on the right side of the shape,
and stars in the middle, per the pattern in the examples below.
You do NOT need to deal with any test cases where n > 9.
It looks like this example for n=5:
11111*
2222*1
333*12
44*123
5*1234
And this one for n=3:
111*
22*1
3*12
And this one for n=9:
111111111*
22222222*1
3333333*12
444444*123
55555*1234
6666*12345
777*123456
88*1234567
9*12345678
:type n: int
"""
# ------------------------------------------------------------------
# DONE: 2. Implement and test this function.
# Some tests are already written for you (above).
####################################################################
# IMPORTANT: In your final solution for this problem,
# you must NOT use string multiplication.
####################################################################
for k in range(n):
for j in range(n - k):
print(k + 1, end='')
if k == 0:
print('*')
else:
print('*', end='')
for l in range(k):
if l == (k - 1):
print(l + 1)
else:
print(l + 1, end='')
# ----------------------------------------------------------------------
# Calls main to start the ball rolling.
# ----------------------------------------------------------------------
main()
|
b2e763e72dd93b471294f997d2c18ab041ad665c | Evanc123/interview_prep | /gainlo/3sum.py | 1,274 | 4.375 | 4 | '''
Determine if any 3 integers in an array sum to 0.
For example, for array [4, 3, -1, 2, -2, 10], the function
should return true since 3 + (-1) + (-2) = 0. To make things simple,
each number can be used at most once.
'''
'''
1. Naive Solution is to test every 3 numbers to test if it is zero
2. is it possible to cache sum every two numberse, then see if the rest make zero?
Insight: we need enough "power" in the negative numbers to reduce the positive numbers.
Count up the negative numbers summed to see the maximum negative number.
Possibly create some sort of binary search tree, where all the sums are the roots? No
that wouldn't work.
'''
def sum_2(arr, target):
dict = {}
for i in range(len(arr)):
complement = target - arr[i]
if complement in dict:
return True
dict[arr[i]] = i
return False
def sum_3(arr):
arr.sort()
for i in range(len(arr)):
if sum_2(arr[:i] + arr[i+1:], -arr[i]):
return True
return False
test = [4, 3, -1, 2, -2, 10]
assert sum_3(test) == True
test = [4, -4, 0]
assert sum_3(test) == True
test = [4, -3, -1]
assert sum_3(test) == True
test = [0, 0, 1]
assert sum_3(test) == False
test = [0, 2, -1, -5, 20, 10, -2]
assert sum_3(test) == True
|
c40c9fcd27f8cf8f9ecf46cf7c576507450fb6e3 | Evanc123/interview_prep | /dynamic_programming/edit_distance.py | 2,307 | 3.96875 | 4 | # A Naive recursive Python program to fin minimum number
# operations to convert str1 to str2
def editDistance(str1, str2, m , n):
# If first string is empty, the only option is to
# insert all characters of second string into first
if m==0:
return n
# If second string is empty, the only option is to
# remove all characters of first string
if n==0:
return m
# If last characters of two strings are same, nothing
# much to do. Ignore last characters and get count for
# remaining strings.
if str1[m-1]==str2[n-1]:
return editDistance(str1,str2,m-1,n-1)
# If last characters are not same, consider all three
# operations on last character of first string, recursively
# compute minimum cost for all three operations and take
# minimum of three values.
return 1 + min(editDistance(str1, str2, m, n-1), # Insert
editDistance(str1, str2, m-1, n), # Remove
editDistance(str1, str2, m-1, n-1) # Replace
)
# A Dynamic Programming based Python program for edit
# distance problem
def editDistDP(str1, str2, m, n):
# Create a table to store results of subproblems
dp = [[0 for x in range(n+1)] for x in range(m+1)]
# Fill d[][] in bottom up manner
for i in range(m+1):
for j in range(n+1):
# If first string is empty, only option is to
# isnert all characters of second string
if i == 0:
dp[i][j] = j # Min. operations = j
# If second string is empty, only option is to
# remove all characters of second string
elif j == 0:
dp[i][j] = i # Min. operations = i
# If last characters are same, ignore last char
# and recur for remaining string
elif str1[i-1] == str2[j-1]:
dp[i][j] = dp[i-1][j-1]
# If last character are different, consider all
# possibilities and find minimum
else:
dp[i][j] = 1 + min(dp[i][j-1], # Insert
dp[i-1][j], # Remove
dp[i-1][j-1]) # Replace
return dp[m][n]
# Driver program to test the above function
str1 = "sunday"
str2 = "saturday"
print editDistance(str1, str2, len(str1), len(str2)) |
408aa37f423d41ae5b724fbae02a5a92228ddfb0 | packetbuddha/SecretSanta | /secret_santa/secret_santa.py | 4,923 | 3.53125 | 4 | #!/usr/bin/env python
"""
Description: Plays traditional Secret Santa game, printing results to stdout,
to files or send via email.
Author: Carl Tewksbury
Last Update: 2019-11-27 - Py3-ize; remove unneeded passing of couples var;
email auth password now in file.
"""
# stdlib
import random
import yaml
import copy
from datetime import date
# local
import ssmail
class SecretSanta(object):
def __init__(self, santa_config=None, debug=False, write=False,
email=False):
self.santas_config = santa_config
self.couples = self._load_config()
self.debug = debug
self.write = write
self.email = email
d = date.today()
self.year = d.year
def badmatch(self, santa, pick):
""" Santa can't pick themselves or anyone in their immediate family
Args:
couples (list): list of tuples, each containing persons who should
not be matched together
Returns:
True if is bad match, False otherwise
"""
res = False
if santa == pick or self.couples[santa]['family'] == self.couples[pick]['family']:
res = True
return res
def deadend(self, hat, santa, pick):
""" Detect dead ends - a badmatch() is the only available pick """
res = False
if (len(hat) <= 2) and (self.badmatch(santa, pick)):
print("only {0} left: {1}".format(len(hat), hat))
res = True
return res
def pick_from_the_hat(self, secretsantas, hat, santa):
""" Randomly select from the hat and check if its a good pick """
pick = random.choice(hat)
print("santa picked {}".format(pick))
if self.deadend(hat, santa, pick):
res = ("deadend")
elif self.badmatch(santa, pick):
res = ("badmatch")
else:
hat.remove(pick)
print("looks good, man! I removed {} from the hat!".format(pick))
res = pick
return res
def play(self, secretsantas, hat):
""" Wrapper for picking function to deal with the results; such as
dead ends resulting in the need to start the game over again
"""
for santa, pick in secretsantas.items():
santaschoice = False
while santaschoice == False:
print('santa is {} ... '.format(santa), end='')
mypick = self.pick_from_the_hat(secretsantas, hat, santa)
if mypick == "deadend":
print("crap, deadend!")
return True
elif mypick == "badmatch":
print("crap, bad match!")
continue
elif mypick:
print("adding match...", santa, "->", mypick)
secretsantas[santa] = mypick
santaschoice = True
return False
def _makefiles(self, secretsantas):
for santa, child in secretsantas.items():
message = santa + ' is secret santa for: ' + child
santaf = '/tmp/' + santa + '_secret_santa.txt'
with open(santaf, 'w+') as f:
f.write(message)
def _sendmail(self, secretsantas):
for santa, child in secretsantas.items():
to_address = self.couples[santa]['email']
print(to_address, santa, child)
e = ssmail.Email(santa=santa, child=child, to_address=to_address,
debug=self.debug)
r = e.send()
def _load_config(self):
with open(self.santas_config, 'r') as f:
return yaml.safe_load(f)
def makefiles(self, secretsantas):
for santa, pick in secretsantas.iteritems():
message = '{0} is secret santa for: {1} '.format(santa, pick)
santaf = '/tmp/{0}_SecretSanta-{1}.txt'.format(santa, self.year)
with open(santaf, 'w+') as f:
f.write(message)
def run(self):
keepplaying = True
while keepplaying:
hat = []
secretsantas = {}
# Each time we play again, reinitialize the elves data
self.couples = self._load_config()
if self.debug:
print(self.couples)
# Create list of santas in the hat using couples data
secretsantas = copy.deepcopy(self.couples)
for santa in secretsantas:
hat.append(santa)
keepplaying = self.play(secretsantas, hat)
if self.debug:
print('secret santas: {}'.format(secretsantas))
print('makefile:', self.write)
print('sendmail:', self.email)
if self.write:
self._makefiles(secretsantas)
if self.email:
print('...sending emails!')
self._sendmail(secretsantas)
return secretsantas
|
0664bf4c09687ee98fb8f81d11c6691ddaa67642 | CrazyCoder4Carrot/lintcode | /python/Reverse Linked List II.py | 1,155 | 3.890625 | 4 | """
Definition of ListNode
class ListNode(object):
def __init__(self, val, next=None):
self.val = val
self.next = next
"""
class Solution:
"""
@param head: The head of linked list
@param m: start position
@param n: end position
"""
def reverseBetween(self, head, m, n):
# write your code here
if not head or m >= n:
return head
dummyhead = ListNode(0, head)
start = head
pre = dummyhead
m -= 1
while m and start:
m -= 1
pre = start
start = start.next
end = dummyhead
while n and end:
n -= 1
end = end.next
next = end.next
end.next = None
newhead = self.reverse(start)
pre.next = newhead
start.next = next
return dummyhead.next
def reverse(self, head):
if not head or not head.next:
return head
pre = None
cur = head
while cur:
temp = cur.next
cur.next = pre
pre = cur
cur = temp
return pre
|
fa7f6f44b5a764f35e32120ecb1dba1595c16dd6 | CrazyCoder4Carrot/lintcode | /python/Subsets.py | 499 | 3.75 | 4 | class Solution:
"""
@param S: The set of numbers.
@return: A list of lists. See example.
"""
def subsets(self, S):
# write your code here
res = []
S.sort()
self.search(S, [], 0, res)
return res
def search(self, nums, temp, index, res):
if index == len(nums):
res.append(temp)
return
self.search(nums, temp + [nums[index]], index + 1, res)
self.search(nums, temp, index + 1, res)
|
152113e43cceee7807ab807267ca54fb2a1d1c19 | CrazyCoder4Carrot/lintcode | /python/Search a 2D Matrix.py | 352 | 3.765625 | 4 | class Solution:
"""
@param matrix, a list of lists of integers
@param target, an integer
@return a boolean, indicate whether matrix contains target
"""
def searchMatrix(self, matrix, target):
# write your code here
for row in matrix:
if target in row:
return True
return False |
96df8f1ee63a40fde99d66d6218987cf119a12e6 | CrazyCoder4Carrot/lintcode | /python/Swap Two Nodes in Linked List.py | 1,319 | 3.953125 | 4 | # Definition for singly-linked list.
# class ListNode:
# def __init__(self, x):
# self.val = x
# self.next = None
class Solution:
# @param {ListNode} head, a ListNode
# @oaram {int} v1 an integer
# @param {int} v2 an integer
# @return {ListNode} a new head of singly-linked list
def swapNodes(self, head, v1, v2):
# Write your code here
if not head:
return head
dummyhead = ListNode("#")
dummyhead.next = head
ptr1 = dummyhead
while ptr1.next and ptr1.next.val != v1:
ptr1 = ptr1.next
ptr2 = dummyhead
while ptr2.next and ptr2.next.val != v2:
ptr2 = ptr2.next
if not ptr1.next or not ptr2.next:
return head
temp1 = ptr1.next
temp2 = ptr2.next
if temp2 == ptr1:
ptr2.next = temp1
temp = temp1.next
temp1.next = temp2
temp2.next = temp
elif temp1 == ptr2:
ptr1.next = temp2
temp = temp2.next
temp2.next = temp1
temp1.next = temp
else:
ptr1.next = temp2
ptr2.next = temp1
temp = temp1.next
temp1.next = temp2.next
temp2.next = temp
return dummyhead.next |
5ebd4c91bd2fd1b34fbfdcff3198aef77ceb8612 | CrazyCoder4Carrot/lintcode | /python/Insert Node in a Binary Search Tree.py | 1,676 | 4.25 | 4 | """
Definition of TreeNode:
class TreeNode:
def __init__(self, val):
self.val = val
self.left, self.right = None, None
"""
"""
Revursive version
"""
class Solution:
"""
@param root: The root of the binary search tree.
@param node: insert this node into the binary search tree.
@return: The root of the new binary search tree.
"""
def insertNode(self, root, node):
# write your code here
if not root:
root = node
return root
if root.val > node.val:
if not root.left:
root.left = node
else:
self.insertNode(root.left, node)
return root
else:
if not root.right:
root.right = node
else:
self.insertNode(root.right, node)
return root
"""
Iteration version
"""
class Solution:
"""
@param root: The root of the binary search tree.
@param node: insert this node into the binary search tree.
@return: The root of the new binary search tree.
"""
def insertNode(self, root, node):
# write your code here
if not root:
root = node
return root
cur = root
while cur:
if cur.val > node.val:
if cur.left:
cur = cur.left
else:
cur.left = node
break
else:
if cur.right:
cur = cur.right
else:
cur.right = node
break
return root
"""
Refined iteration version
"""
|
d14d74df34371a880c57f2580e2f27cc9a35aee6 | CrazyCoder4Carrot/lintcode | /python/Insertion Sort List.py | 1,696 | 3.921875 | 4 | """
932ms version
insert node in the same list
"""
class Solution:
"""
@param head: The first node of linked list.
@return: The head of linked list.
"""
def insertionSortList(self, head):
# write your code here
cur = head
index = head
tempmax = head.val
while index.next:
if tempmax < index.next.val:
index = index.next
tempmax = index.val
continue
cur = head
if cur.val > index.next.val:
temp = index.next
index.next = index.next.next
head = temp
temp.next = cur
continue
while cur.next and cur != index and cur.next.val < index.next.val:
cur = cur.next
if cur:
if cur == index:
index = index.next
continue
else:
temp = index.next
index.next = index.next.next
temp.next = cur.next
cur.next = temp
return head
"""
645 ms
convert list to array, sort the array then convert it to the list
"""
class Solution:
"""
@param head: The first node of linked list.
@return: The head of linked list.
"""
def insertionSortList(self, head):
# write your code here
cur = head
temp = []
while cur:
temp.append(cur.val)
cur = cur.next
cur = head
temp.sort()
i = 0
while cur:
cur.val = temp[i]
i += 1
cur = cur.next
return head
"""
""" |
1a5645ba8a8b640312045416a97fcabd7ff14e6e | CrazyCoder4Carrot/lintcode | /python/Rotate List.py | 918 | 3.96875 | 4 | # Definition for singly-linked list.
# class ListNode:
# def __init__(self, x):
# self.val = x
# self.next = None
class Solution:
# @param head: the list
# @param k: rotate to the right k places
# @return: the list after rotation
def rotateRight(self, head, k):
# write your code here
if not head or not head.next:
return head
cur = head
count = 0
while cur:
count += 1
cur = cur.next
k = k % count
if not k:
return head
cur = head
while k and cur.next:
cur = cur.next
k-=1
if k:
return head
pre = head
while pre and cur.next:
pre = pre.next
cur = cur.next
temp = head
head = pre.next
pre.next = None
cur.next = temp
return head
|
0046fd9fa359ebfaa81b7fb40ecf2c5f6d278273 | sfagnon/stephane_fagnon_test | /QuestionA/QaMethods.py | 1,120 | 4.21875 | 4 | #!/usr/bin/python
# -*- coding: utf-8 -*-
#Verify if the two positions provided form a line
def isLineValid(line_X1,line_X2):
answer = True
if(line_X1 == line_X2):
answer = False
print("Points coordinates must be different from each other to form a line")
return answer
#Verify if the two positions provided form respectively the lower bound and the upper bound of #the line
def verifyLineCoordinates(line):
line_X1 = line[0]
line_X2 = line[1]
#Swap the line's bounds
if(line_X1 > line_X2):
temporary_point = line_X1
line_X1 = line_X2
line_X2 = temporary_point
print("Line Coordinates\' bounds have been swapped from X1 = "+str(line_X2)+" and X2 = "+str(line_X1)+ "\n Line is now: ("+str(line_X1)+","+str(line_X2)+")")
line = [line_X1,line_X2]
return line
#Check if a position bound belongs to a line interval (represented by its bounds)
def isValueInInterval(value,lower_bound,upper_bound):
answer = False
if((lower_bound<=value) and (upper_bound>=value)):
answer = True
return answer
|
7a50c599822eba23ea3de2e98fe95a7fdc7c8152 | PanQnshT/Projekt_X | /ship.py | 1,149 | 3.53125 | 4 | import pygame
from pygame.math import Vector2
class Ship(object):
def __init__(self, game):
self.game = game
size = self.game.screen.get_size()
self.speed = 1.5
self.opor = 0.85
self.gravity = 0.5
self.pos = Vector2(size[0]/2,(size[1]/2)-(size[1]/4))
self.vel = Vector2(0,0)
self.acc = Vector2(0,0)
def add_force(self, force):
self.acc += force
def tick(self):
# Input
pressed = pygame.key.get_pressed()
if pressed[pygame.K_UP]:
self.add_force(Vector2(0,-self.speed))
if pressed[pygame.K_DOWN]:
self.add_force(Vector2(0,self.speed))
if pressed[pygame.K_RIGHT]:
self.add_force(Vector2(self.speed,0))
if pressed[pygame.K_LEFT]:
self.add_force(Vector2(-self.speed,0))
# Physics
self.vel *= self.opor
self.vel -= Vector2(0, -self.gravity)
self.vel += self.acc
self.pos += self.vel
self.acc *= 0
def draw(self):
pygame.draw.rect(self.game.screen, (50, 100, 200), pygame.Rect(self.pos.x, self.pos.y, 25, 25)) |
f65179cd3fa2f47d95a538cded047baaf18c4d1c | ares5221/python-Learning | /day04/MaxtRotation.py | 546 | 3.578125 | 4 | #!/usr/bin/env python
# -*- coding: utf-8 -*-
"""
__mtime__ = '2018/6/7'
"""
array=[[col for col in range(4)] for row in range(4)] #初始化一个4*4数组
for row in array: #旋转前先看看数组长啥样
print(row)
print('-----开始旋转矩阵----')
for i, row in enumerate(array):
for index in range(i, len(row)):
tmp = array[index][i] # get each rows' data by column's index
array[index][i] = array[i][index] #
array[i][index] = tmp
for r in array:
print (r)
print('--one big loop --') |
e5a2135657bb8bf74063da10c85701b820cf386e | mc-cabe/CompareLists | /compareLists.py | 192 | 3.59375 | 4 | arr1 = []
arr1 = raw_input("please enter list1:")
arr2 = []
arr2 = raw_input("please enter list2:")
if arr1 == arr2:
print "arrays are the same"
else:
print "arrays are not the same"
|
f15c286da0a0de84375e3f71b88b3a2711e74180 | umemotsu/deimscripts | /generateVoteData.py | 1,724 | 3.578125 | 4 | #coding:utf-8
# generateVoteData
import csv, sys
# read participan data
def readParticipants(filename):
partList = {}
with open(filename,'rb') as csvfile:
reader = csv.reader(csvfile,delimiter=',',quotechar='"',quoting=csv.QUOTE_MINIMAL)
for row in reader:
person = {}
person["partID"] = row[0]
person["type"] = row[1]
person["PosVoteID"] = row[2]
partList[row[2]] = person
csvfile.close()
return partList
# reader vote data generated by posvote
def readPosVoteData(filename):
voteList = {}
with open(filename,'rb') as csvfile:
reader = csv.reader(csvfile,delimiter=',',quotechar='"',quoting=csv.QUOTE_MINIMAL)
lineno = 0
for row in reader:
lineno+=1
vote = {}
if len(row)<2:
sys.stderr.write("ERROR: line "+ str(lineno) + " has no vote information"+"\n".decode('utf-8'))
continue
else:
vote["posVoteID"]=row[0]
vote["data"]=row[1:len(row)]
voteList[row[0]]=vote
csvfile.close()
return voteList
# generate vote data
def generateVoteData(partList, voteList):
voteData = {}
for vote in voteList:
if vote in partList:
participant = partList[vote]
for d in voteList[vote]["data"]:
print participant["partID"]+","+participant["type"]+","+d
else:
sys.stderr.write("ERROR: "+vote+" does not exist")
continue
# main procedure
if __name__ == '__main__':
partList = readParticipants(sys.argv[1])
voteList = readPosVoteData(sys.argv[2])
generateVoteData(partList, voteList)
|
06176687b50a2f17535536bf922dc6254b5c348d | artmukr/Homework_4 | /Homework_4.2.py | 167 | 3.515625 | 4 | link = input('Enter your link :')
link = link.replace('https://', "")
link=link.replace('www.', '')
value_of_start = link.rfind('/')
print(link[:value_of_start])
|
70d3fb39df6fd9c1e6f48569d0057d9c11c32dec | apotato369550/breadth-first-search-python | /main3.py | 4,142 | 3.796875 | 4 | # i think i get this
# x and y
# test it with another maze configuration
def create_maze():
return [
"O..#.",
".#.#.",
"....#",
"#...#",
"X.###"
]
def create_maze_2():
return [
"...O##X",
".###...",
".####..",
"...#...",
"..###..",
".#.....",
"...####"
]
def create_adjacency_list(maze):
total_nodes = 0
for row in maze:
total_nodes += len(row)
adjacency_list = [[] for i in range(total_nodes)]
for row_index, row in enumerate(maze):
for column_index, column in enumerate(row):
# edit this to not include obstacles
if column == "#":
continue
node = column_index + (row_index * len(maze[0]))
if row_index > 0: # add top
if maze[row_index - 1][column_index] != "#":
adjacency_list[node].append(column_index + ((row_index - 1) * len(maze[0])))
if row_index < len(maze) - 1: # add bottom
if maze[row_index + 1][column_index] != "#":
adjacency_list[node].append(column_index + ((row_index + 1) * len(maze[0])))
if column_index > 0: # add to the left
if maze[row_index][column_index - 1] != "#":
adjacency_list[node].append((column_index - 1) + (row_index* len(maze[0])))
if column_index < len(maze) - 1: # add to the right
if maze[row_index][column_index + 1] != "#":
adjacency_list[node].append((column_index + 1) + (row_index* len(maze[0])))
return total_nodes, adjacency_list
# print ""
def breadth_first_search(start, destination, predecessor, distance, adjacency_list, maze, nodes):
queue = []
visited = [False for x in range(nodes)]
for i in range(nodes):
distance[i] = [1000]
predecessor[i] = -1
visited[start] = True
distance[start] = 0
queue.append(start)
while len(queue) != 0:
u = queue[0]
queue.pop(0)
for i in range(len(adjacency_list[u])):
if not visited[adjacency_list[u][i]]:
# work on this
visited[adjacency_list[u][i]] = True
distance[adjacency_list[u][i]] = distance[u] + 1
predecessor[adjacency_list[u][i]] = u
queue.append(adjacency_list[u][i])
if adjacency_list[u][i] == destination:
return True
return False
def print_shortest_distance(maze):
# start and destination coords should be like (x, y)
nodes, adjacency_list = create_adjacency_list(maze)
predecessor = [0 for i in range(nodes)]
distance = [0 for i in range(nodes)]
start = 0
destination = 0
for row_index, row in enumerate(maze):
for column_index, column in enumerate(row):
if column == "O":
start = column_index + (row_index * len(maze[0]))
if column == "X":
destination = column_index + (row_index * len(maze[0]))
print start
print destination
if not breadth_first_search(start, destination, predecessor, distance, adjacency_list, maze, nodes):
print "Source and destination not connected"
return
path = []
crawl = destination
path.append(crawl)
while predecessor[crawl] != -1:
path.append(predecessor[crawl])
crawl = predecessor[crawl]
print "Shortest path length is : " + str(len(path)) + " "
print "\nPath is: \n"
# find a way to convert node number into coordinates (x, y)
# use modulus?? maybe
for i in range(len(path) - 1, -1, -1):
coordinates = (path[i] % len(maze[0]), path[i] // len(maze[0]))
print "Node Number: " + str(path[i]) + " Coordinates: " + str(coordinates) + " "
# test with other configurations
# then try with javascript
maze = create_maze_2()
print_shortest_distance(maze)
# append up, down, left, right nodes
# do i do it per node or per coordinate??? (x, y) or n???
# return an adjacency matrix
|
89df09062d2ccaefd9526ee559ee67bf9a837a39 | AmrinderKaur1/turtle-crossing-start | /car_manager.py | 2,061 | 3.640625 | 4 | from turtle import Turtle
import random
COLORS = ["red", "orange", "yellow", "green", "blue", "purple"]
STARTING_MOVE_DISTANCE = 5
MOVE_INCREMENT = 10
X = [-300, 300]
Y_AXES_LIST = [[120, 220], [20, 120], [-120, -20], [-220, -120]]
class CarManager:
def __init__(self):
self.all_cars = []
self.car_speed = STARTING_MOVE_DISTANCE
def car_colors(self):
clr = random.choice(COLORS)
return clr
def create_car(self):
head = 0
random_chance = random.randint(1, 6)
if random_chance == 1:
random_y_axis = random.choice(Y_AXES_LIST)
y = random.randint(random_y_axis[0], random_y_axis[1])
if y > 0:
x_axis = X[1]
head = 180
elif y < 0:
x_axis = X[0]
new_car = Turtle(shape="square")
new_car.shapesize(stretch_len=2, stretch_wid=1)
new_car.penup()
new_car_color = self.car_colors()
new_car.color(new_car_color)
new_car.goto(x_axis, y)
new_car.setheading(head)
self.all_cars.append(new_car)
new_t1 = Turtle(shape="circle")
new_t1.shapesize(stretch_wid=0.5, stretch_len=0.5)
new_t1.penup()
new_t1.color("black")
y_cor1 = y - 10
new_t1.goto(x_axis - 10, y_cor1)
new_t1.setheading(head)
self.all_cars.append(new_t1)
new_t2 = Turtle(shape="circle")
new_t2.shapesize(stretch_wid=0.5, stretch_len=0.5)
new_t2.penup()
new_t2.color("black")
new_t2.goto(x_axis + 10, y_cor1)
new_t2.setheading(head)
self.all_cars.append(new_t2)
def move_cars(self):
for i in range(0, len(self.all_cars), 3):
self.all_cars[i].forward(self.car_speed)
self.all_cars[i+1].forward(self.car_speed)
self.all_cars[i+2].forward(self.car_speed)
def level_up(self):
self.car_speed += MOVE_INCREMENT
|
e606335002d2e02b40b59538d2dc59aba70eed6f | ganjingcatherine/leetcode_python | /sort_by_leetcode/math/hard/780 reaching point.py | 1,487 | 3.59375 | 4 |
#!/usr/bin/python
# -*- coding: utf-8 -*-
"""
一开始的思路是逆向推,目的坐标(tx, ty)肯定是由(tx-ty, ty)或(tx, ty-tx),但是坐标限定不为负数,因此比较tx、ty的大小可以唯一确定上一步的步骤
类似搜索的题,从终点往起点看,比较容易猜到正解。
这个题的关键点是,如果 ty > tx,那么必然是从 (tx, ty-tx)到达(tx, ty)这个状态的。
想明白上面,还需要知道一个优化的思路:取模不要一次一次相减
题目大意:
从点(x, y)出发经过一次移动可以到达(x + y, y)或者(x, x + y)
给定点(sx, sy)与(tx, ty),判断(sx, sy)是否可以经过若干次上述移动到达(tx, ty)
解题思路:
循环取余数
类似于辗转相除法(欧几里得算法)
当 tx > ty 时,找父母的操作就是 tx - ty, 直到 tx = tx % ty 为止。当 tx > ty 和 ty > sy 都满足时,我们可以使用 tx %= ty 来代替 while tx > ty: tx -= ty ,会更快。
当 tx > ty 且 ty = sy 时,我们知道 ty 不能再减了,所以只有 tx 会改变,并且只会通过 一步步地减去ty 来改变。所以,使用 (tx - sx) % ty == 0 会更高效。
ty > tx 的情形同理。可以一直这样做,直到 tx == ty, 此时不需要再做 move 了
"""
while sx < tx and sy < ty:
if tx > ty: tx %= ty
else: ty %= tx
if sx == tx: return (ty - sy) % sx == 0
if sy == ty: return (tx - sx) % sy == 0
return False
|
23167d9292e97e858d70c4836fe3f6cb4f09fc5f | getoverlove/Majiang | /eye/32-不放回摸球直到摸到a白b黑球的比例.py | 1,309 | 3.609375 | 4 | from fractions import Fraction
from sympy import *
f_dict = {}
def f(m, n, a, b):
"""
m个白球,n个黑球,想要摸到a个白球,b个黑球
用递推式的方式计算准确结果,结果使用分数表示
"""
assert a >= 0 and b >= 0 and m >= 0 and n >= 0
assert a <= m and b <= n
param = (m, n, a, b)
if param in f_dict:
return f_dict[param]
if a == 0 and b == 0:
f_dict[param] = 0
return 0
if m == 0 or n == 0:
f_dict[param] = max(a, b)
return max(a, b)
x = Fraction(m, m + n)
y = Fraction(n, m + n)
ans = 1 + x * f(m - 1, n, max(a - 1, 0), b) + y * f(m, n - 1, a, max(b - 1, 0))
f_dict[param] = ans
return ans
def test():
m, n, a, b = 7, 6, 3, 2
res = f(m, n, a, b)
res = simplify(f"{res.numerator}/{res.denominator}")
# 分类讨论最后一个球
rate1 = simplify(f"{m + 1}/ {m + n + 1}")
rate2 = simplify(f"{n + 1}/ {m + n + 1}")
last1 = a / rate1
last2 = b / rate2
print(f"""
期望摸球次数{res}次
如果最后一个球是白球,摸球次数{last1}
如果最后一个球是黑球,摸球次数{last2}
""")
x, y = symbols('x,y')
system = [last1 * x + last2 * y - res, x + y - 1]
ans = linsolve(system, (x, y))
print(ans)
test()
|
c99ba21ebb47076b3fcefefc8d29e9ad6bcf50e3 | getoverlove/Majiang | /eye/40-多目标不放回摸球每个目标与总目标的关系.py | 2,083 | 3.796875 | 4 | """
当前局面到胡牌局面的差
D={d1,d2,d3......}
问题等价于:从一个袋子里面摸球,期望摸几次才能使pattern符合D中的任意一个。
例如2个白球3个黑球,摸到1个白球或者1个黑球时停止,此问题的答案会小于f(2,3,1,0)和f(2,3,0,1).显然此问题的答案会变成1.
麻将问题应该是一个多目标概率问题。
称此问题为:多目标摸球问题
"""
from fractions import Fraction
from copy import deepcopy
noput_dict = {}
def noput(m, n, a, b):
"""
m个白球,n个黑球,想要摸到a个白球,b个黑球
用递推式的方式计算准确结果,结果使用分数表示
"""
assert a >= 0 and b >= 0 and m >= 0 and n >= 0
assert a <= m and b <= n
param = (m, n, a, b)
if param in noput_dict:
return noput_dict[param]
if a == 0 and b == 0:
f_dict[param] = 0
return 0
if m == 0 or n == 0:
f_dict[param] = max(a, b)
return max(a, b)
x = Fraction(m, m + n)
y = Fraction(n, m + n)
ans = 1 + x * noput(m - 1, n, max(a - 1, 0), b) + y * noput(m, n - 1, a, max(b - 1, 0))
noput_dict[param] = ans
return ans
f_dict = {}
def f(m, n, target):
# 多目标不放回摸球问题
assert m >= 0 and n >= 0
for a, b in target:
assert m >= a >= 0 and n >= b >= 0
target = sorted(target)
param = (m, n, str(target))
if param in f_dict:
return f_dict[param]
for a, b in target:
if a == 0 and b == 0:
f_dict[param] = 0
return 0
ans = 1
if m:
ifA = deepcopy(target)
for t in ifA:
t[0] = max(t[0] - 1, 0)
ans += Fraction(m, m + n) * f(m - 1, n, ifA)
if n:
ifB = deepcopy(target)
for t in ifB:
t[1] = max(t[1] - 1, 0)
ans += Fraction(n, m + n) * f(m, n - 1, ifB)
f_dict[param] = ans
return ans
target = [[1, 0], [1, 1]]
m = 5
n = 3
for a, b in target:
args = (m, n, a, b)
print(args, noput(*args), f(m, n, [[a, b]]))
print(f(m, n, target))
|
d83e883c6595e1e5eb646f96a9f12635b81839c0 | shtakai/cd-python | /0502-am/assignment/scoresandgrades.py | 789 | 4.03125 | 4 | def scores_and_grades():
scores = []
for value in range(10):
score = raw_input("Input Score {}:".format(value + 1))
scores.append(score)
print "Scores and Grades"
for score in scores:
grade = ""
score = int(score)
if score >= 60 and score < 70:
# print 'grade D',score
grade = 'D'
elif score >= 70 and score < 80:
# print 'grade C',score
grade = 'C'
elif score >= 80 and score < 90:
# print 'grade B',score
grade = 'B'
elif score >= 90 and score <= 100:
# print 'grade A',score
grade = 'A'
print "Score: {}; Your grade is {}".format(score, grade)
print "End of the program. Bye!"
scores_and_grades()
|
753165690888d3364f9a6bb9de23a4e24b148f0f | shtakai/cd-python | /oop/assignment/linkedlist/linkedlist.py | 2,725 | 4.0625 | 4 |
class Linkedlist(object):
def __init__(self, value):
self.value = value
self.prev_node = None
self.nxt_node = None
print 'initialized node', self
def insert_last(self, last_node):
if last_node:
last_node.nxt_node = self
self.prev_node = last_node
print 'this node',self,'added after last_node',self.prev_node
else:
print 'this node',self, 'added from empty'
def delete(self):
if self.nxt_node and self.prev_node:
self.nxt_node.prev_node = self.prev_node
self.prev_node.nxt_node = self.nxt_node
print 'deleted node', self, 'between prev', self.prev_node, 'and next', self.nxt_node
elif self.nxt_node:
self.nxt_node.prev_node = None
print 'deleted node', self, 'before nxt', self.nxt_node
elif self.previous_node:
self.prev_node.nxt_node = None
print 'deleted node', self, 'nextto prev', self.prev_node
else:
pass
self.prev_node = None
self.nxt_node = None
print 'finished deletion', self
def insert_between(self, prev, nxt):
print self, 'insert between', prev, 'and', nxt
prev.nxt_node = self
self.prev_node = prev
nxt.prev_node = self
self.nxt_node = nxt
print 'inserted node', self, 'between prev', self.prev_node, 'and next', self.nxt_node
def __show__(self):
return self.value
def __unicode__(self):
return self.value
def __repr__(self):
return self.value
def show(self):
print self.prev_node, '- ', self, '-',self.nxt_node
def show_prev(self):
print 'SHOW PREV',self
if self.prev_node:
self.prev_node.show_prev()
def show_nxt(self):
print 'SHOW NXT',self
if self.nxt_node:
self.nxt_node.show_prev()
elem_1 = Linkedlist('element_1')
elem_2 = Linkedlist('element_2')
elem_3 = Linkedlist('element_3')
elem_4 = Linkedlist('element_4')
elem_5 = Linkedlist('element_5')
elem_6 = Linkedlist('element_6')
# add node from empty
elem_1.insert_last(None)
elem_1.show()
print "-" * 10
elem_2.insert_last(elem_1)
elem_2.show()
elem_2.prev_node.show()
print "-" * 10
elem_3.insert_last(elem_2)
elem_3.show()
elem_3.prev_node.show()
elem_3.prev_node.prev_node.show()
elem_1.nxt_node.show()
elem_1.nxt_node.nxt_node.show()
elem_2.show()
elem_2.prev_node.show()
elem_2.nxt_node.show()
print "-" * 10
elem_4.insert_between(elem_1,elem_2)
elem_4.show()
elem_4.nxt_node.show()
elem_4.nxt_node.nxt_node.show()
print "-" * 10
elem_2.delete()
elem_2.show()
elem_1.show()
elem_3.show()
elem_4.show()
|
0d7c64b809aaf2495587c01e21f76792733ed566 | shtakai/cd-python | /0502-am/list.py | 356 | 3.65625 | 4 | ninjas = ['Rozen', 'KB', 'Oliver']
my_list = ['4' ,['list', 'in', 'a', 'list'], 987]
empty_list = []
print ninjas
print my_list
print empty_list
fruits = ['apple', 'banana', 'orange', 'strawberry']
vegetables = ['lettuce', 'cucumber', 'carrots']
fruits_and_vegetables = fruits + vegetables
print fruits_and_vegetables
salad = 3 * vegetables
print salad
|
efbe44be5d1ab0fd9f75f373ed7c7bf1ea2cdda7 | tt1998215/pythoncode1 | /begin end.py | 712 | 3.671875 | 4 | # import functools
# def log(func):
# # @functools.wraps(func)
# def wrapper(*args,**kw):
# print("begin call %s():"%func.__name__)
# res=func(*args,**kw)
# print("the result of the program is {}".format(res))
# print("end call %s():"%func.__name__)
# #resturn res
# return wrapper
#
# @log
# def f2(x,y):
# return x+y
#
# def main():
# f2(4,6)
# print("the name of the function is :"+f2.__name__)
#
# main()
import sys
def test():
args = sys.argv
if len(args)==1:
print('Hello, world!')
elif len(args)==2:
print('Hello, %s!' % args[1])
else:
print('Too many arguments!')
if __name__=='__main__':
test()
|
cdaee67ad742ae35588e82fd5682391750e4f583 | tt1998215/pythoncode1 | /Mydatetime.py | 515 | 3.515625 | 4 | from datetime import datetime,timezone,timedelta
# print(datetime.now())
# utc_dt=datetime.utcnow().replace(tzinfo=timezone.utc)
# print(utc_dt)
# bj_dt=utc_dt.astimezone(timezone(timedelta(hours=8)))
# print(bj_dt)
import re
def to_timestmap(dt_str,tz_str):
input_dt=datetime.strptime(dt_str)
time_zone_num=re.match(r'UTC([+|-][\d]{1,2}):00',tz_str).group(1)
time_zone=timezone(timedelta(hours=int(time_zone_num)))
input_dt_tz=input_dt.replace(tzinfo=time_zone)
return input_dt_tz.timestamp()
+ |
22ca752af618837890c074dfe20776c44f40fece | matteblack9/infoRetrieval | /searchEngine5.py | 6,636 | 3.984375 | 4 |
"""
This file contains an example search engine that will search the inverted
index that we build as part of our assignments in units 3 and 5.
"""
import sys,os,re
import math
import sqlite3
import time
# use simple dictionnary data structures in Python to maintain lists with hash keys
docs = {}
resultslist = {}
term = {}
# regular expression for: extract words, extract ID from path, check for hexa value
chars = re.compile(r'\W+')
pattid= re.compile(r'(\d{3})/(\d{3})/(\d{3})')
#
# Docs class: Used to store infromation about each unit document. In this is the Term object which stores each
# unique instance of termid for a docid.
#
class Docs():
terms = {}
#
# Term class: used to store information for each unique termid
#
class Term():
docfreq = 0
termfreq = 0
idf = 0.0
tfidf = 0.0
# split on any chars
def splitchars(line) :
return chars.split(line)
# this small routine is used to accumulate query idf values
def elenQ(elen, a):
return(float(math.pow(a.idf,2))+float(elen))
# this small routine is used to accumulate document tfidf values
def elenD(elen, a):
return(float(math.pow(a.tfidf,2))+float(elen))
"""
================================================================================================
>>> main
This section is the 'main' or starting point of the indexer program. The python
interpreter will find this 'main' routine and execute it first.
================================================================================================
"""
if __name__ == '__main__':
#
# Create a sqlite database to hold the inverted index. The isolation_level statment turns
# on autocommit which means that changes made in the database are committed automatically
#
con = sqlite3.connect("/Data/SourceCode/infoRetrieval/indexer_part1.db")
con.isolation_level = None
cur = con.cursor()
#
#
#
line = input('Enter the search terms, each separated by a space: ')
#
# Capture the start time of the search so that we can determine the total running
# time required to process the search
#
t2 = time.localtime()
print('Start Time: %.2d:%.2d:%.2d' % (t2.tm_hour, t2.tm_min, t2.tm_sec))
#
# This routine splits the contents of the line into tokens
l = splitchars(line)
#
# Get the total number of documents in the collection
#
q = "select count(*) from DocumentDictionary"
cur.execute(q)
row = cur.fetchone()
documents = row[0]
# Initialize maxterms variable. This will be used to determine the maximum number of search
# terms that exists in any one document.
#
maxterms = float(0)
# process the tokens (search terms) entered by the user
for elmt in l:
# This statement removes the newline character if found
elmt = elmt.replace('\n','')
# This statement converts all letters to lower case
lowerElmt = elmt.lower().strip()
#
# Execute query to determine if the term exists in the dictionary
#
q = "select count(*) from termdictionary where term = '%s'" % (lowerElmt)
cur.execute(q)
row = cur.fetchone()
#
# If the term exists in the dictionary retrieve all documents for the term and store in a list
#
if row[0] > 0:
q = "select distinct docid, tfidf, docfreq, termfreq, term from posting where term = '%s' order by docid" % (lowerElmt)
cur.execute(q)
for row in cur:
i_term = row[4]
i_docid = row[0]
if not ( i_docid in docs.keys()):
docs[i_docid] = Docs()
docs[i_docid].terms = {}
if not ( i_term in docs[i_docid].terms.keys()):
docs[i_docid].terms[i_docid] = Term()
docs[i_docid].terms[i_docid].docfreq = row[2]
docs[i_docid].terms[i_docid].termfreq = row[3]
docs[i_docid].terms[i_docid].idf = 0.0
docs[i_docid].terms[i_docid].tfidf = row[1]
resultslist = docs
if len(resultslist) == 0:
print ('There are no documents containing any of your query terms.')
#
# Calculate tfidf values for both the query and each document
# Using the tfidf (or weight) value, accumulate the vectors and calculate
# the cosine similarity between the query and each document
#
#
# Calculate the denominator which is the euclidean length of the query
# multipled by the euclidean lenght of the document
#
#
# This search engine will match on any number of terms and the cosine similarity of a
# docment matches on 1 term that appears in a document in the collection tends to score highly
# the float(no_terms/maxtersm) portion of the equation is designed to give a higher weight
# to documents that match on more than 1 term in queries that have multiple terms.
# The remainder of the equation calculates the cosine similarity
#
#
# Sort the results found in order of decreasing cosine similarity. Becuase we cannot use a float
# value as an index to a list, I multipled the cosine similarity value by 10,000 and converted
# to an integer. For example if the cosine similarity was calculated to be .98970 multiplying
# it by 10,000 would produce 9897.0 and converting to an integer would result in 9897 which can be
# used as an index that we can then sort in reverse order. To display the cosine similarity
# correctly in the results list we simply convert it back to a float value and divide by 10,000
#
keylist = resultslist.keys()
# sort in descending order
keylist.sort(reverse=True)
i = 0
# print out the top 20 most relevant documents (or as many as were found)
for key in keylist:
i+= 1
if i > 20:
continue
q = "select DocumentName from DocumentDictionary where docid = '%d'" % (key)
cur.execute(q)
row = cur.fetchone()
print ("Document: %s Has cosine similarity of %f" % (row[0], float(key)/10000))
con.close()
#
# Print ending time to show the processing duration of the query.
#
t2 = time.localtime()
print ('End Time: %.2d:%.2d:%.2d' % (t2.tm_hour, t2.tm_min, t2.tm_sec))
print ('Total candidate documents:', len(docs))
|
b24483771fe532d0641a9025558c07fab2559f75 | kushaswani/Insight_DE_Challenge | /src/consumer_complaints.py | 1,995 | 3.6875 | 4 | import csv
import sys
# from read_csv import read_csv
# importing read_and_transform_csv function which lets you apply custom functions to rows and get the transformed dataframe as dict of arrays
from read_csv import read_and_transform_csv
# importing the custom function which we need to apply to get intended results
from function_to_apply import foo
# importing Decimal and ROUND_HALF_UP to round [0.5,1] to 1 and [0,0.5) to 0
from decimal import Decimal, ROUND_HALF_UP
# getting the input and output filepaths from command line arguments
input_filepath = sys.argv[1]
output_filepath = sys.argv[2]
# print(input_filepath)
# print(output_filepath)
# getting the intended result through applying the custom function to every row
result = read_and_transform_csv(filepath = input_filepath, foo = foo, result = {})
# writing the result to a csv file
with open(output_filepath, 'w', newline='') as csvfile:
writer = csv.writer(csvfile, delimiter=',')
# Used tuple of (product,year) as key
for k,v in result:
# k[0] represents products, k[1] represents year, v[0] represents total number of complaints received for that product and year
# v[1] represents a dictionary with companies as keys and their number of instances as values
# therefore len(v[1]) gives the total number of companies receiving at least one complaint for that product and year
row = [k[0],k[1],v[0],len(v[1])]
temp_v = 0
# finding highest number of complaints filed against one company for that product and year.
for v_ in v[1].values():
if v_>temp_v:
temp_v = v_
# calculating highest percentage (rounded to the nearest whole number) of total complaints filed against one company for that product and year
ratio = int(Decimal((temp_v/v[0])*100).to_integral_value(rounding=ROUND_HALF_UP))
row.append(ratio)
# writing to the csv file row by row
writer.writerow(row)
print('Completed')
|
c3625fd73193cbcbc96060b39e37b3b9a9104828 | Bn-com/myProj_octv | /myset_scripts/ttteeemmm.py | 97 | 3.515625 | 4 | abc = "ABCcdedDD"
print(abc.lower())
print(abc.swapcase())
print(abc.title())
print(abc.upper())
|
ad847ca987ab258b897d0d436a537863b9aeefd5 | yangzhaonan18/detect_traffic_light | /kmeans.py | 2,705 | 3.640625 | 4 | # -*- coding=utf-8 -*-
# K-means 图像分割 连续图像分割 (充分利用红绿灯的特点)
import cv2
import matplotlib.pyplot as plt
import numpy as np
def seg_kmeans_color(img, k=2):
# 变换一下图像通道bgr->rgb,否则很别扭啊
h, w, d = img.shape # (595, 1148, 3) # 0.47 聚类的时间和图像的面积大小成正比,即与图像的点数量成正比。
b, g, r = cv2.split(img)
img = cv2.merge([r, g, b])
# 3个通道展平
img_flat = img.reshape((img.shape[0] * img.shape[1], 3)) # 一个通道一列,共三列。每行都是一个点。
img_flat = np.float32(img_flat)
# print("len of img_flat = ", len(img_flat))
# 迭代参数
criteria = (cv2.TERM_CRITERIA_EPS + cv2.TermCriteria_MAX_ITER, 20, 0.5)
flags = cv2.KMEANS_RANDOM_CENTERS
# 聚类
compactness, labels, centers = cv2.kmeans(img_flat, k, None, criteria, 10, flags)
# print(" len of labels = ", len(labels))
# print(labels) # 每个点的标签
# print(centers) # 两类的中心,注意是点的值,不是点的坐标
labels = np.squeeze(labels)
img_output = labels.reshape((img.shape[0], img.shape[1]))
L1 = max(int(img.shape[1] / 4), 2) # 当图像只有四个像素时, L1等于1 会出现-1:的异常异常,所以需要改为2,
# 取每个四个角上的点
boundary00 = np.squeeze(img_output[0:L1, 0: L1]. reshape((1, -1)))
boundary01 = np.squeeze(img_output[0:L1, - L1:]. reshape((1, -1)))
boundary10 = np.squeeze(img_output[- L1:, 0:L1]. reshape((1, -1)))
boundary11 = np.squeeze(img_output[- L1:, - L1-1]. reshape((1, -1)))
# 取中间一个正方形内的点
inter = img_output[L1: -L1, L1: -L1]
boundary_avg = np.average(np.concatenate((boundary00, boundary01, boundary10, boundary11), axis=0))
inter_avg = np.average(inter)
print("boundary_avg", boundary_avg)
print("inter_avg", inter_avg)
if k == 2 and boundary_avg > inter_avg: # 如果聚类使得边缘类是1,即亮的话,需要纠正颜色(所有的标签)。
img_output = abs(img_output - 1) # 将边缘类(背景)的标签值设置为0,中间类(中间类)的值设置为1.
img_output = np.array(img_output, dtype=np.uint8) # jiang
return img_output
if __name__ == '__main__':
img = cv2.imread('C:\\Users\\qcdz-003\\Pictures\\light\\007.jpg', cv2.IMREAD_COLOR)
img_output = seg_kmeans_color(img, k=2) # 2 channel picture
# print(img_output.shape) # (244, 200)
# 显示结果
plt.subplot(121), plt.imshow(img), plt.title('input')
plt.subplot(122), plt.imshow(img_output, 'gray'), plt.title('kmeans')
plt.show()
|
84b65a981960d7895747edd6e9090df0f34c71e7 | hoylemd/practice | /pattern_matching/pattern_matching.py | 837 | 3.890625 | 4 | import argparse
import operator
# set up the args parser
parser = argparse.ArgumentParser(description='This is a script to find all positions of a substring in a string')
parser.add_argument("file", help="The file to operate on")
args = parser.parse_args()
# open the file and read it
f = open(args.file)
input_lines = f.readlines()
# extract the data
pattern = input_lines[0][:-1]
string = input_lines[1][:-1]
# initialize data and take come metrics
start_index = 0
matches = []
string_length = len(string)
pattern_length = len(pattern)
# check every possible location for the string
# this is not optimal
while start_index < string_length:
if string[start_index:start_index + pattern_length] == pattern:
matches.append(start_index)
start_index += 1
# print out the matches
for match in matches:
print match,
|
78d4b7482374fd8a57c06b76b7474b0a373e1d3d | prakashdivyy/advent-of-code-2019 | /01/run.py | 566 | 3.546875 | 4 | import math
total_part_1 = 0
total_part_2 = 0
filename = 'input.txt'
with open(filename,) as file_object:
for line in file_object:
# Part 1
x_part_1 = int(line,10)
res_part_1 = x_part_1 / 3
total_part_1 += math.floor(res_part_1) - 2
# Part 2
x_part_2 = int(line,10)
while math.floor(x_part_2 / 3) > 2:
res_part_2 = x_part_2 / 3
x_part_2 = math.floor(res_part_2) - 2
total_part_2 += x_part_2
print("Part 1: " + str(total_part_1))
print("Part 2: " + str(total_part_2)) |
1916ef020df5cb454e7887d2d4bb051d308887e3 | sammysun0711/data_structures_fundamental | /week1/tree_height/tree_height.py | 2,341 | 4.15625 | 4 | # python3
import sys
import threading
# final solution
""" Compute height of a given tree
Height of a (rooted) tree is the maximum depth of a node,
or the maximum distance from a leaf to the root.
"""
class TreeHeight:
def __init__(self, nodes):
self.num = len(nodes)
self.parent = nodes
self.depths = [0] * self.num
def path_len(self, node_id):
""" Returns path length from given node to root."""
parent = self.parent[node_id]
if parent == -1:
return 1
if self.depths[node_id]:
return self.depths[node_id]
self.depths[node_id] = 1 + self.path_len(self.parent[node_id])
return self.depths[node_id]
def compute_height(self):
""" Computes the tree height."""
return max([self.path_len(i) for i in range(self.num)])
'''
# original solution
def compute_height(n, parents):
# Replace this code with a faster implementation
max_height = 0
for vertex in range(n):
height = 0
current = vertex
while current != -1:
height += 1
current = parents[current]
max_height = max(max_height, height)
return max_height
'''
'''
# alternativ solution, explicit build tree and use recursiv compute_height,
# not use cache to store intermediate depth of node,not quick as original solution
def build_tree(root_node, nodes):
children = [
build_tree(child, nodes)
for child, node in enumerate(nodes)
if node == root_node
]
print(children)
return {'key': root_node, 'children':children}
def compute_height(tree):
return 1 + max((compute_height(child) for child in tree['children']), default=-1)
'''
def main():
'''
n = int(input())
parents = list(map(int, input().split()))
print(compute_height(n, parents))
'''
input()
nodes = list(map(int, input().split()))
tree = TreeHeight(nodes)
print(tree.compute_height())
# In Python, the default limit on recursion depth is rather low,
# so raise it here for this problem. Note that to take advantage
# of bigger stack, we have to launch the computation in a new thread.
sys.setrecursionlimit(10**7) # max depth of recursion
threading.stack_size(2**27) # new thread will get stack of such size
threading.Thread(target=main).start() |
0723f91d492b9e11767bc6b5a019977ed0f3eb73 | kbtony/my-teleprompt | /src/teleprompter/run.py | 4,560 | 3.84375 | 4 | import csv
import sys
from datetime import datetime
from datetime import timedelta
from datetime import timezone
USAGE = f"usage: python {sys.argv[0]} file_name.csv datetime"
class CommandLine:
def __init__(self, argv):
# More than two cmd arguments
if len(argv) > 3:
print("error: at most two command line arguments")
raise SystemExit(USAGE)
# Two cmd arguments: filename, datetime
elif len(argv) == 3:
self.filename = argv[1]
self.query = argv[2]
# One cmd argument: filename
elif len(argv) == 2:
self.filename = argv[1]
self.query = str(datetime.now().astimezone())
# No cmd arguments
else:
print("error: the following arguments are required: filename")
raise SystemExit(USAGE)
# Read the input csv file
def read_file(filename: str):
rows = []
try:
with open(filename, 'r', encoding='ISO-8859-1') as csvfile:
# Creating a csv reader object
csvreader = csv.reader(csvfile)
# Skip first row (field names)
next(csvreader, None)
# Extracting each data row one by one
for row in csvreader:
rows.append(row)
return rows
except IOError:
print("Error: can't find file or read data")
# Convert utcoffset into seconds
def utcoffset_to_seconds(time: str):
hours = int(time[:2])
if len(time) == 5:
minutes = int(time.split(":")[1])
elif len(time) == 4:
minutes = int(time[2:])
else:
minutes = 0
return hours*3600 + minutes*60
# Generate a datetime object in UTC (zero UTC offset)
class Query:
def __init__(self, query: str):
# Record the timezone (before or after UTC)
self.early = True
# Record the UTC offset in seconds
self.second = 0
if query[len(query) - 1] == 'Z':
self.date = datetime.fromisoformat(query[:-1])
elif '+' in query:
self.time = query.split("+")[1]
self.second = utcoffset_to_seconds(self.time)
self.date = datetime.fromisoformat(query.split("+")[0]) - timedelta(seconds=self.second)
else:
# Offset is right after the third "-"
self.time = query.split("-")[3]
self.second = utcoffset_to_seconds(self.time)
self.date = datetime.fromisoformat(query.split("+")[0]) + timedelta(seconds=self.second)
self.early = False
self.date = self.date.replace(tzinfo=None)
self.check = "" + str(self.date.day) + "/" + str(self.date.month) + "/" + str(self.date.year)[2:]
# Retrive information from program list
def lookup(program_list, query_date, check, second, early):
for i in range(0, len(program_list)):
programs = ""
# Matching the UTC start date
if (program_list[i][2] == check):
# For each programs with correct start date
# Create two datetime objects concerning this show, one for start time, one for the end time
year = int("20" + program_list[i][2].split("/")[2])
month = int(program_list[i][2].split("/")[1])
day = int(program_list[i][2].split("/")[0])
hour = int(program_list[i][3].split(":")[0])
minute = int(program_list[i][3].split(":")[1])
candidate_start = datetime(year, month, day, hour, minute)
offset = timedelta(seconds=int(program_list[i][4]))
candidate_end = candidate_start + offset
# Check whether the query_date is within the playing time of a certain program
if (query_date >= candidate_start and query_date < candidate_end):
if early:
endtime = str((candidate_end + timedelta(seconds=second)).time())
else:
endtime = str((candidate_end - timedelta(seconds=second)).time())
programs = "[{}] That was {}, up next is {} which is rated {} and coming up later is {}."\
.format(endtime[:5],program_list[i][0] ,program_list[i + 1][0], program_list[i + 1][1], program_list[i + 2][0])
return programs
break
def main():
user_input = CommandLine(sys.argv)
program_list = read_file(user_input.filename)
my_query = Query(user_input.query)
result = lookup(program_list, my_query.date, my_query.check, my_query.second, my_query.early)
print(result)
if __name__=="__main__":
main()
|
61dd1f00de80a02605fdab226828683769b6bf96 | araceli24/Ejercicios-Python | /Modificar.py | 667 | 3.5 | 4 | lista = [29, -5, -12, 17, 5, 24, 5, 12, 23, 16, 12, 5, -12, 17]
def modificar(l):
l = list(set(l)) # Borrar los elementos duplicados (recrea la lista a partir de un nuevo diccionario)
l.sort(reverse=True) # Ordenar la lista de mayor a menor
for i,n in enumerate(l): # Eliminar todos los números impares
if n%2 != 0:
del( l[i] )
suma = sum(l) # Realizar una suma de todos los números que quedan
l.insert(0, suma) # Añadir como primer elemento de la lista la suma realizada
return l # Devolver la lista modificada
nueva_lista = modificar(lista)
print( nueva_lista[0] == sum(nueva_lista[1:]) ) |
95ef4825c2a198c3ebabcdb5a26e4328ab4bb4ed | xudalin0609/leet-code | /dynamic/generateTrees.py | 887 | 4.09375 | 4 | """
Given an integer n, generate all structurally unique BST's (binary search trees) that store values 1 ... n.
Example:
Input: 3
Output:
[
[1,null,3,2],
[3,2,null,1],
[3,1,null,null,2],
[2,1,3],
[1,null,2,null,3]
]
Explanation:
The above output corresponds to the 5 unique BST's shown below:
1 3 3 2 1
\ / / / \ \
3 2 1 1 3 2
/ / \ \
2 1 2 3
"""
# Definition for a binary tree node.
class TreeNode:
def __init__(self, x):
self.val = x
self.left = None
self.right = None
class Solution:
def generateTrees(self, n):
for i in range(n):
self.__helper(left=i-1, right=i+1)
def __helper(self, left, right):
while left < right:
|
83176af41a32baa87bf1ce06b002e1d5c82865f4 | xudalin0609/leet-code | /BinarySearch/findPeek.py | 1,335 | 3.75 | 4 | #LintCode 75
"""
75. 寻找峰值
中文English
你给出一个整数数组(size为n),其具有以下特点:
相邻位置的数字是不同的
A[0] < A[1] 并且 A[n - 2] > A[n - 1]
假定P是峰值的位置则满足A[P] > A[P-1]且A[P] > A[P+1],返回数组中任意一个峰值的位置。
样例
样例 1:
输入: [1, 2, 1, 3, 4, 5, 7, 6]
输出: 1 or 6
解释:
返回峰顶元素的下标
样例 2:
输入: [1,2,3,4,1]
输出: 3
挑战
Time complexity O(logN)
注意事项
数组保证至少存在一个峰
如果数组存在多个峰,返回其中任意一个就行
数组至少包含 3 个数
"""
class Solution:
"""
@param: A: An integers array.
@return: return any of peek positions.
"""
def findPeak(self, A):
# write your code here
start, end = 1, len(A) - 2
while start < end - 1:
mid = (start + end) >> 1
if A[mid] > A[mid - 1] and A[mid] > A[mid + 1]:
return mid
elif A[mid] < A[mid + 1]:
start = mid
else:
end = mid
if A[start] >= A[end]:
return start
else:
return end
if __name__ == "__main__":
print(Solution().findPeak([1,2,1,3,4,5,7,6]))
print(Solution().findPeak([1,2,3,4,1])) |
740a31e63edbde67c2add9e33219f5616c5af689 | xudalin0609/leet-code | /BFS/sequenceReconstruction.py | 2,434 | 3.828125 | 4 | """
605. 序列重构
中文English
判断是否序列 org 能唯一地由 seqs重构得出. org是一个由从1到n的正整数排列而成的序列,1<=n<=10^4 。
重构表示组合成seqs的一个最短的父序列 (意思是,一个最短的序列使得所有 seqs里的序列都是它的子序列).
判断是否有且仅有一个能从 seqs重构出来的序列,并且这个序列是org。
样例
例1:
输入:org = [1,2,3], seqs = [[1,2],[1,3]]
输出: false
解释:
[1,2,3] 并不是唯一可以被重构出的序列,还可以重构出 [1,3,2]
例2:
输入: org = [1,2,3], seqs = [[1,2]]
输出: false
解释:
能重构出的序列只有 [1,2].
例3:
输入: org = [1,2,3], seqs = [[1,2],[1,3],[2,3]]
输出: true
解释:
序列 [1,2], [1,3], 和 [2,3] 可以唯一重构出 [1,2,3].
例4:
输入:org = [4,1,5,2,6,3], seqs = [[5,2,6,3],[4,1,5,2]]
输出:true
"""
import collections
class Solution:
"""
@param org: a permutation of the integers from 1 to n
@param seqs: a list of sequences
@return: true if it can be reconstructed only one or false
"""
def sequenceReconstruction(self, org, seqs):
graph = self.build_graph(seqs)
return org == self.topo_sort(graph)
def build_graph(self, seqs):
graph = {}
for seq in seqs:
for num in seq:
graph[num] = set()
for seq in seqs:
for i in range(1, len(seq)):
graph[seq[i - 1]].add(seq[i])
return graph
def topo_sort(self, graph):
indegrees = {
node: 0
for node in graph
}
for node in graph:
for neighbor in graph[node]:
indegrees[neighbor] += 1
queue = []
for node in graph:
if indegrees[node] == 0:
queue.append(node)
topo_order = []
while queue:
if len(queue) > 1:
return
node = queue.pop()
topo_order.append(node)
for neighbor in graph[node]:
indegrees[neighbor] -= 1
if indegrees[neighbor] == 0:
queue.append(neighbor)
if len(topo_order) == len(graph):
print(topo_order, graph)
return topo_order
return
print(Solution().sequenceReconstruction([1], [])) |
8178aa5e0cc682bec6b3935fa7eadf2c1c9bb3fa | xudalin0609/leet-code | /Greedy/canCompleteCircuit.py | 1,549 | 3.5625 | 4 | # LintCode 187
"""
187. 加油站
中文English
在一条环路上有 N 个加油站,其中第 i 个加油站有汽油gas[i],并且从第_i_个加油站前往第_i_+1个加油站需要消耗汽油cost[i]。
你有一辆油箱容量无限大的汽车,现在要从某一个加油站出发绕环路一周,一开始油箱为空。
求可环绕环路一周时出发的加油站的编号,若不存在环绕一周的方案,则返回-1。
样例
样例 1:
输入:gas[i]=[1,1,3,1],cost[i]=[2,2,1,1]
输出:2
样例 2:
输入:gas[i]=[1,1,3,1],cost[i]=[2,2,10,1]
输出:-1
挑战
O(n)时间和O(1)额外空间
注意事项
数据保证答案唯一。
"""
class Solution:
"""
@param gas: An array of integers
@param cost: An array of integers
@return: An integer
"""
def canCompleteCircuit(self, gas, cost):
if sum(gas) - sum(cost) < 0:
return -1
tol_remain = gas[0] - cost[0]
start_site = [0, tol_remain]
for site_loction in range(len(gas)):
tol_remain = tol_remain + gas[site_loction] - cost[site_loction]
if tol_remain < start_site[1]:
start_site = [site_loction, tol_remain]
return start_site[0] + 1
if __name__ == "__main__":
print(Solution().canCompleteCircuit([1,1,3,1], [2,2,10,1]))
print(Solution().canCompleteCircuit([1,1,3,1], [2,2,1,1])) # 2
print(Solution().canCompleteCircuit([1,2,3,4,5], [3,4,5,1,2]))
print(Solution().canCompleteCircuit([2,0,1,2,3,4,0],[0,1,0,0,0,0,11] )) # 1
|
ae456f697158e53e2a6a806a6344757247fd1e23 | xudalin0609/leet-code | /Greedy/canPlaceFlowers.py | 1,176 | 4 | 4 | # 605
"""
假设你有一个很长的花坛,一部分地块种植了花,另一部分却没有。可是,花卉不能种植在相邻的地块上,它们会争夺水源,两者都会死去。
给定一个花坛(表示为一个数组包含0和1,其中0表示没种植花,1表示种植了花),和一个数 n 。能否在不打破种植规则的情况下种入 n 朵花?能则返回True,不能则返回False。
示例 1:
输入: flowerbed = [1,0,0,0,1], n = 1
输出: True
示例 2:
输入: flowerbed = [1,0,0,0,1], n = 2
输出: False
注意:
数组内已种好的花不会违反种植规则。
输入的数组长度范围为 [1, 20000]。
n 是非负整数,且不会超过输入数组的大小。
"""
class Solution:
def canPlaceFlowers(self, flowerbed, n):
can_place = 0
flowerbed.insert(0,0)
flowerbed.append(0)
for i in range(1, len(flowerbed)-1):
if flowerbed[i-1] == 0 and flowerbed[i+1] == 0 and flowerbed[i] == 0:
flowerbed[i] = 1
can_place += 1
return can_place >= n
if __name__ == "__main__":
print(Solution().canPlaceFlowers([1,0,0,0, 1], 2)) |
e3b9ee8b7a645084e7430185c65db3e59d097718 | xudalin0609/leet-code | /DFS/wordSearchII.py | 2,763 | 3.84375 | 4 | # LintCode 132
"""
132. 单词搜索 II
中文English
给出一个由小写字母组成的矩阵和一个字典。找出所有同时在字典和矩阵中出现的单词。
一个单词可以从矩阵中的任意位置开始,可以向左/右/上/下四个相邻方向移动。一个字母在一个单词中只能被使用一次。且字典中不存在重复单词
样例
样例 1:
输入:["doaf","agai","dcan"],["dog","dad","dgdg","can","again"]
输出:["again","can","dad","dog"]
解释:
d o a f
a g a i
d c a n
矩阵中查找,返回 ["again","can","dad","dog"]。
样例 2:
输入:["a"],["b"]
输出:[]
解释:
a
矩阵中查找,返回 []。
挑战
使用单词查找树来实现你的算法
"""
DIRECTIONS = [(0, -1), (0, 1), (-1, 0), (1, 0)]
class Solution:
"""
@param board: A list of lists of character
@param words: A list of string
@return: A list of string
"""
def wordSearchII(self, board, words):
if not board:
return []
words_set = set(words)
prefix_string = set([])
for word in words:
for i in range(len(word)):
prefix_string.add(word[:i+1])
print(prefix_string)
results = set([])
for x in range(len(board)):
for y in range(len(board[x])):
self.search(board,
x,
y,
board[x][y],
prefix_string,
words_set,
results,
set([(x, y)]))
return list(results)
def search(self, board, x, y, subtring, prefix_string, words_set, results, visited):
if subtring not in prefix_string:
return
if subtring in words_set:
results.add(subtring)
for delta_x, delta_y in DIRECTIONS:
x_ = x + delta_x
y_ = y + delta_y
if not self.is_inside(x_, y_, board):
continue
if (x_, y_) in visited:
continue
visited.add((x_, y_))
self.search(board, x_, y_, subtring +
board[x_][y_], prefix_string, words_set, results, visited)
visited.remove((x_, y_))
return results
def is_inside(self, x, y, board):
return 0 <= x < len(board) and 0 <= y < len(board[0])
if __name__ == "__main__":
# print(Solution().wordSearchII(["doaf", "agai", "dcan"], [
# "dog", "dad", "dgdg", "can", "again"]))
print(Solution().wordSearchII(
["b", "a", "b", "b", "a"],
["babbab", "b", "a", "ba"]
))
|
014009ae4f7e48fe843dd5dc02104ffbf887fb52 | xudalin0609/leet-code | /BFS/numIslands.py | 2,072 | 3.8125 | 4 | # LintCode 433
"""
433. 岛屿的个数
中文English
给一个 01 矩阵,求不同的岛屿的个数。
0 代表海,1 代表岛,如果两个 1 相邻,那么这两个 1 属于同一个岛。我们只考虑上下左右为相邻。
样例
样例 1:
输入:
[
[1,1,0,0,0],
[0,1,0,0,1],
[0,0,0,1,1],
[0,0,0,0,0],
[0,0,0,0,1]
]
输出:
3
样例 2:
输入:
[
[1,1]
]
输出:
1
"""
import collections
class Solution:
"""
@param grid: a boolean 2D matrix
@return: an integer
"""
DIRECTIONS = [(1, 0), (0, -1), (-1, 0), (0, 1)]
def numIslands(self, grid):
if not grid or len(grid[0]) == 0:
return 0
islands = 0
visited = set()
for i in range(len(grid)):
for j in range(len(grid[i])):
if grid[i][j] != 0 and (i, j) not in visited:
self.bfs(grid, i, j, visited)
islands += 1
return islands
def bfs(self, grid, x, y, visited):
# queue = collections.deque([(x, y)])
queue = [(x, y)]
visited.add((x, y))
while queue:
# x, y = queue.popleft()
x, y = queue.pop()
for delta_x, delta_y in self.DIRECTIONS:
next_x = x + delta_x
next_y = y + delta_y
if not self.is_valid(grid, next_x, next_y, visited):
continue
visited.add((next_x, next_y))
queue.append((next_x, next_y))
def is_valid(self, grid, x, y, visited):
if (0 <= x <= len(grid) - 1) and (0 <= y <= len(grid[x]) - 1) and grid[x][y] == 1 and (x, y) not in visited:
return True
return False
if __name__ == "__main__":
print(Solution().numIslands([
[1,1,0,0,0],
[0,1,0,0,1],
[0,0,0,1,1],
[0,0,0,0,0],
[0,0,0,0,1]
]))
|
310be24ce75fad3d656397284eaf5fbbc9f70784 | xudalin0609/leet-code | /DivideAndConquer/flatten.py | 1,974 | 4.03125 | 4 | # LintCode 453
"""
453. 将二叉树拆成链表
中文English
将一棵二叉树按照前序遍历拆解成为一个 假链表。所谓的假链表是说,用二叉树的 right 指针,来表示链表中的 next 指针。
样例
样例 1:
输入:{1,2,5,3,4,#,6}
输出:{1,#,2,#,3,#,4,#,5,#,6}
解释:
1
/ \
2 5
/ \ \
3 4 6
1
\
2
\
3
\
4
\
5
\
6
样例 2:
输入:{1}
输出:{1}
解释:
"""
"""
Definition of TreeNode:
class TreeNode:
def __init__(self, val):
self.val = val
self.left, self.right = None, None
"""
class Solution:
"""
@param root: a TreeNode, the root of the binary tree
@return: nothing
"""
def flatten(self, root):
self.flatten_and_return_last_node(root)
# restructure and return last node in preorder
def flatten_and_return_last_node(self, root):
if root is None:
return None
left_last = self.flatten_and_return_last_node(root.left)
right_last = self.flatten_and_return_last_node(root.right)
# connect
if left_last is not None:
left_last.right = root.right
root.right = root.left
root.left = None
return right_last or left_last or root
class Solution:
def flatten(self, root: 'TreeNode') -> 'None':
"""
Do not return anything, modify root in-place instead.
"""
if not root:
return
stack = collections.deque([root])
while stack:
node = stack.pop()
if node.right:
stack.append(node.right)
if node.left:
stack.append(node.left)
node.left = None
if stack:
node.right = stack[-1]
else:
node.right = None |
5e0b1671e4a00faa1c0481ea461ffaa089c30d5e | xudalin0609/leet-code | /DivideAndConquer/findKthLargest.py | 1,560 | 4 | 4 | """
Find the kth largest element in an unsorted array. Note that it is the kth largest element in the sorted order, not the kth distinct element.
Example 1:
Input: [3,2,1,5,6,4] and k = 2
Output: 5
Example 2:
Input: [3,2,3,1,2,4,5,5,6] and k = 4
Output: 4
Note:
You may assume k is always valid, 1 ≤ k ≤ array's length.
"""
class Solution:
def findKthLargest(self, nums, k):
self.k = k
self.nums = nums
return self.__findKthLargest(nums, 0, len(nums) - 1)
def __findKthLargest(self, nums, left, right):
pi = self.getKth(nums, left, right)
if pi > self.k - 1:
res = self.__findKthLargest(nums, left, pi - 1)
elif pi < self.k - 1:
res = self.__findKthLargest(nums, pi + 1, right)
else:
return nums[pi]
return res
def getKth(self, arr, low, high):
j = low-1 # index of smaller element
pivot = arr[high] # pivot
for i in range(low, high):
# If current element is smaller than or
# equal to pivot
if arr[i] >= pivot:
# increment index of smaller element
j += 1
arr[i], arr[j] = arr[j], arr[i]
arr[j+1], arr[high] = arr[high], arr[j+1]
return j+1
if __name__ == "__main__":
print(Solution().findKthLargest([3, 2, 1, 5, 6, 4], 2))
print(Solution().findKthLargest([3, 2, 3, 1, 2, 4, 5, 5, 6], 4))
print(Solution().findKthLargest([-1, 2, 0], 1))
|
6cca45c1943ad0fa138ae0e5dcf331aa54aba5b1 | xudalin0609/leet-code | /BFS/searchNode.py | 2,303 | 4.09375 | 4 | """
618. 搜索图中节点
中文English
给定一张 无向图,一个 节点 以及一个 目标值,返回距离这个节点最近 且 值为目标值的节点,如果不能找到则返回 NULL。
在给出的参数中, 我们用 map 来存节点的值
样例
例1:
输入:
{1,2,3,4#2,1,3#3,1,2#4,1,5#5,4}
[3,4,5,50,50]
1
50
输出:
4
解释:
2------3 5
\ | |
\ | |
\ | |
\ | |
1 --4
Give a node 1, target is 50
there a hash named values which is [3,4,10,50,50], represent:
Value of node 1 is 3
Value of node 2 is 4
Value of node 3 is 10
Value of node 4 is 50
Value of node 5 is 50
Return node 4
例2:
输入:
{1,2#2,1}
[0,1]
1
1
输出:
2
注意事项
保证答案唯一
"""
"""
Definition for a undirected graph node
class UndirectedGraphNode:
def __init__(self, x):
self.label = x
self.neighbors = []
"""
import collections
class Solution:
"""
@param: graph: a list of Undirected graph node
@param: values: a hash mapping, <UndirectedGraphNode, (int)value>
@param: node: an Undirected graph node
@param: target: An integer
@return: a node
"""
# def searchNode(self, graph, values, node, target):
# if len(graph)==0 or len(values)==0:
# return None
# q=collections.deque()
# Set=set()
# q.append(node)
# Set.add(node)
# while len(q):
# if values[q[0]] == target:#找到结果
# return q[0];
# for neighbor in q[0].neighbors:#遍历每个点的所有边
# #判断此点是否出现过
# if neighbor not in Set:
# q.append(neighbor)
# Set.add(neighbor)
# q.popleft()
# return None
def searchNode(self, graph, values, node, target):
if not graph:
return
queue = collections.deque([node])
used = set()
used.add(node)
while queue:
sub_node = queue.popleft()
if values[sub_node] == target:
return sub_node
for neighbor in sub_node.neighbors:
queue.append(neighbor)
used.add(neighbor)
return
# {1,2,3,4#2,1,3#3,1#4,1,5#5,4}
# [3,4,5,50,50]
# 1
# 50
|
b4c38e0f4f0446c2bb67bdb844f51ce3263732c7 | xudalin0609/leet-code | /DivideAndConquer/closestValue.py | 2,799 | 3.9375 | 4 | # LintCode 900
"""
900. 二叉搜索树中最接近的值
中文English
给一棵非空二叉搜索树以及一个target值,找到在BST中最接近给定值的节点值
样例
样例1
输入: root = {5,4,9,2,#,8,10} and target = 6.124780
输出: 5
解释:
二叉树 {5,4,9,2,#,8,10},表示如下的树结构:
5
/ \
4 9
/ / \
2 8 10
样例2
输入: root = {3,2,4,1} and target = 4.142857
输出: 4
解释:
二叉树 {3,2,4,1},表示如下的树结构:
3
/ \
2 4
/
1
注意事项
给出的目标值为浮点数
我们可以保证只有唯一一个最接近给定值的节点
"""
"""
Definition of TreeNode:
class TreeNode:
def __init__(self, val):
self.val = val
self.left, self.right = None, None
"""
class Solution:
"""
@param root: the given BST
@param target: the given target
@return: the value in the BST that is closest to the target
"""
def closestValue(self, root, target):
# write your code here
closest_value = root.val
left_value = self.find_closest_val(root.left, target, closest_value)
right_value = self.find_closest_val(root.right, target, closest_value)
return self.get_closer_val(left_value, right_value, target)
def find_closest_val(self, node, target, closest_value):
if node is None:
return closest_value
left_value = self.find_closest_val(node.left, target, closest_value)
right_value = self.find_closest_val(node.right, target, closest_value)
if self.get_closer_val(left_value, right_value, target) == left_value:
closest_value = self.get_closer_val(left_value, closest_value, target)
else:
closest_value = self.get_closer_val(right_value, closest_value, target)
return closest_value
def get_closer_val(self, val1, val2, target):
if abs(val1 - target) > abs(val2 - target):
return val2
return val1
class Solution:
"""
@param root: the given BST
@param target: the given target
@return: the value in the BST that is closest to the target
"""
def closestValue(self, root, target):
if root is None:
return(9999999999)
leftcloset = self.closestValue(root.left, target)
rightcloset = self.closestValue(root.right, target)
root_diff = abs(root.val - target)
leftdiff = abs(leftcloset -target )
rightdiff = abs(rightcloset -target )
if root_diff == min(root_diff,leftdiff, rightdiff):
return root.val
elif leftdiff == min(root_diff, leftdiff, rightdiff):
return leftcloset
else:
return rightcloset |
d49a28a9653203145baf58365b4c7e4861e6b01b | ryan-aday/adayR | /20_cw/app.py | 1,675 | 3.65625 | 4 | from functools import reduce
from collections import Counter
import itertools
import operator
def most_common(L):
# get an iterable of (item, iterable) pairs
SL = sorted((x, i) for i, x in enumerate(L))
# print 'SL:', SL
groups = itertools.groupby(SL, key=operator.itemgetter(0))
# auxiliary function to get "quality" for an item
def _auxfun(g):
item, iterable = g
count = 0
min_index = len(L)
for _, where in iterable:
count += 1
min_index = min(min_index, where)
# print 'item %r, count %r, minind %r' % (item, count, min_index)
return count, -min_index
# pick the highest-count/earliest item
return max(groups, key=_auxfun)[0]
fd = open('data.txt', 'r')
book = fd.read().lower()
count=0
fd.close()
print("Count of proletariat: " + str(book.count('proletariat')))
print("Count of 'working class': " + str(book.count('working class')))
alphabet = "abcdefghijklmnopqrstuvwxyz"
words = []
current = ""
for char in book:
if char in alphabet:
current+=char
elif current!="":
words.append(current)
current=""
#print(words)
# count=0
# for x in words:
# if x=="proletariat":
# count+=1
# print(count)
common_words = ["the", "and", "to", "by", "is", "in", "of", "a", "that", "it", "them"]
max_word = ""
max_count = 0
for x in words:
if words.count(x)>max_count and x not in common_words:
max_count = words.count(x)
max_word = x
list=[[x,words.count(x)] for x in words if x not in common_words]
#print(most_common(list))
word=[x for x in list if x[1]==max_count]
w=word[0][0]
wc=word[0][1]
print("Max uncommon word: " + str(w) + "; Count: " + str(wc))
|
4cc92252d90ac9677998ec3669b3bd7a35bb8d10 | alxthedesigner/cloud_application_example | /word_number_app.py | 1,368 | 3.84375 | 4 | from flask import Flask
from flask import request
application = Flask(__name__) #App Instance created
@application.route("/") #When URL ends in '/', execute method
def home():
return WORDHTML
WORDHTML = """
<html><body>
<h2>Word and Number Game</h2>
<form action="/game">
Enter a word: <input type='text' name='wrd'><br>
Enter a number <input type='text' name='num'><br>
<input type='submit' value='Continue'>
</form>
</body></html>"""
@application.route("/game")
def infoDescription():
word = request.args.get('wrd', '')
number = request.args.get('num', '')
doubled = number*2
nummsg1 = "The doubled value of", number, "is" + doubled
wordL = len(word)
wordmsg1 = "Your word has", wordL, "letters"
backwrd = word[::-1]
if word == backwrd:
wordmsg2 = "Your word is a palindrome! Your word spelled backwards is" + backwrd
else:
wordmsg2 = "Your word spelled backwards is" + backwrd
return DESCRIPTIONHTML.format(nummsg1, wordmsg1, wordmsg2)
DESCRIPTIONHTML = """
<html><body>
<h2>Results!</h2>
<p>
<br>{0}
<br>{1}
<br>{2}
</p>
</body></html>
"""
if __name__ == "__main__":
application.run(host="0.0.0.0", debug=True) # run flask App Instance
|
c5ac3685195f48a4da04cd71e2ed8202c375ac28 | Teghfo/python_workhosp_zemestan98_mapsa | /J6/my_pickle.py | 1,021 | 3.71875 | 4 | import pickle
class Book:
def read_data(self):
self.title = input('Enter Book tile: ')
if not self.title:
return
self.author = input('Enter Author name: ')
self.page_count = input('Enter page count: ')
self.borrow_history = []
def add_borrow_history(self, username):
self.borrow_history.append(username)
def print_book_data(self):
print(f'title: {self.title} author: {self.author} title: {self.title}')
print('----------------------write data-------------------')
f = open('boooooks', 'wb')
book = Book()
book.read_data()
while book.title:
pickle.dump(book, f)
book.read_data()
print('all books saved on file boooooks')
f.close()
print('---------------------------read data-------------------')
f = open('boooooks', 'rb')
rogin = pickle.load(f)
print(rogin)
while True:
rogin.print_book_data()
try:
rogin = pickle.load(f)
except:
print('Finish!')
break
print('va TAMAM!')
f.close() |
853c4b8d92dd31f672cdc1f15cb0deedc852c961 | desperadoespoir/TheoriesDesGraphes-LangagesNaturels | /tp2/automate.py | 1,655 | 3.921875 | 4 | class Automate(object):
"""Une class automate qui permet de lire des solutions
on peut y ajouter une regle
on peut aussi resoudre avec la fonction solve et un mot de passe
"""
END = -1
NOT_FOUND = 0
START = ""
def __init__(self, name):
self.name = name
self.regles = {}
def __lshift__(self, regle):
passed_equal = False
first_char = True
key = ""
result = ""
for char in regle:
if char == '=':
passed_equal, first_char = True, True
elif first_char:
first_char = not first_char
elif not passed_equal:
key += char
else:
result += char
if (key not in self.regles) or (self.regles[key] == Automate.END):
self.regles[key] = [result]
else:
self.regles[key] += [result]
self.regles[result] = Automate.END
def __contains__(self, item):
return item in self.regles
def __getitem__(self, key):
return self.regles[key]
def solve(self, string):
i = 0
substr = string[i]
while substr != Automate.END and substr != Automate.NOT_FOUND:
if substr in self.regles:
if self.regles[substr] == Automate.END:
substr = Automate.END
elif i >= len(string):
substr = Automate.NOT_FOUND
else:
i += 1
substr += string[i]
else:
substr = Automate.NOT_FOUND
return substr != Automate.NOT_FOUND
|
1e26f26d4d308a9a9ac1c8f9975b459b945ce315 | Htrams/Leetcode | /binary_search_tree_iterator.py | 1,101 | 4.03125 | 4 | # My Rating = 2
# https://leetcode.com/explore/challenge/card/december-leetcoding-challenge/570/week-2-december-8th-december-14th/3560/
# Definition for a binary tree node.
# class TreeNode:
# def __init__(self, val=0, left=None, right=None):
# self.val = val
# self.left = left
# self.right = right
class BSTIterator:
def __init__(self, root: TreeNode):
def inOrderTraversal(output,node):
if node.left is not None:
output.extend(inOrderTraversal([],node.left))
output.append(node.val)
if node.right is not None:
output.extend(inOrderTraversal([],node.right))
return output
self.output=inOrderTraversal([],root)
self.currentNode = -1
def next(self) -> int:
self.currentNode += 1
return self.output[self.currentNode]
def hasNext(self) -> bool:
return self.currentNode+1<len(self.output)
# Your BSTIterator object will be instantiated and called as such:
# obj = BSTIterator(root)
# param_1 = obj.next()
# param_2 = obj.hasNext() |
b07d3973639dd0b42409027ff1ed2e31aace33cf | Htrams/Leetcode | /matrix_diagonal_sum.py | 621 | 3.9375 | 4 | # My Rating = 1
# https://leetcode.com/contest/biweekly-contest-34/problems/matrix-diagonal-sum/
# Given a square matrix mat, return the sum of the matrix diagonals.
# Only include the sum of all the elements on the primary diagonal and all the elements on the secondary diagonal that are not part of the primary diagonal.
class Solution:
def diagonalSum(self, mat: List[List[int]]) -> int:
n=len(mat)
sum=0
for i in range(n):
sum=sum+mat[i][i]
for i in range(n):
sum=sum+mat[i][n-i-1]
if n%2!=0:
sum=sum-mat[n//2][n//2]
return sum |
f02f36b8bab69dcaef3240ae84600a3092f720ae | Htrams/Leetcode | /flipping_an_image.py | 854 | 3.875 | 4 | # My Rating = 1
# https://leetcode.com/explore/challenge/card/november-leetcoding-challenge/565/week-2-november-8th-november-14th/3526/
# Given a binary matrix A, we want to flip the image horizontally, then invert it, and return the resulting image.
# To flip an image horizontally means that each row of the image is reversed. For example, flipping [1, 1, 0] horizontally
# results in [0, 1, 1].
# To invert an image means that each 0 is replaced by 1, and each 1 is replaced by 0. For example, inverting [0, 1, 1] results in [1, 0, 0].
class Solution:
def flipAndInvertImage(self, A: List[List[int]]) -> List[List[int]]:
for i in range(len(A)):
for j in range((len(A[0])-1)//2+1):
temp = 1- A[i][j]
A[i][j] = 1- A[i][len(A[0])-j-1]
A[i][len(A[0])-j-1] = temp
return A |
6ab534dbbc70e049b062fd0f93c43f578531e8fa | Htrams/Leetcode | /psuedo-palindromic_paths_in_a_binary_tree.py | 1,489 | 3.859375 | 4 | # My Rating = 1
# https://leetcode.com/explore/challenge/card/december-leetcoding-challenge/573/week-5-december-29th-december-31st/3585/
# Given a binary tree where node values are digits from 1 to 9. A path in the binary tree is said to be pseudo-palindromic
# if at least one permutation of the node values in the path is a palindrome.
# Return the number of pseudo-palindromic paths going from the root node to leaf nodes.
# Definition for a binary tree node.
# class TreeNode:
# def __init__(self, val=0, left=None, right=None):
# self.val = val
# self.left = left
# self.right = right
class Solution:
def pseudoPalindromicPaths (self, root: TreeNode) -> int:
def graphTraversal(node,record):
record[node.val-1] += 1
temp = 0
if node.left is not None:
temp += graphTraversal(node.left,record)
if node.right is not None:
temp += graphTraversal(node.right,record)
if node.left is None and node.right is None:
flag=False
odds = 0
for ele in record:
if ele%2==1:
odds+=1
if odds>1:
flag = True
break
if not flag:
temp = 1
record[node.val-1] -= 1
return temp
record=[0]*9
return graphTraversal(root,record) |
d7b224fc94c116eb466349f05f2657f0cd0fc27a | Htrams/Leetcode | /reverse_string.py | 308 | 3.5 | 4 | # My Rating = 1
class Solution:
def reverseString(self, s: List[str]) -> None:
"""
Do not return anything, modify s in-place instead.
"""
length=len(s)
for i in range(length//2):
temp=s[i]
s[i]=s[length-i-1]
s[length-i-1]=temp |
7bb08a8b4b5963ff4fdf46f7a62e30959e74aac0 | Htrams/Leetcode | /swapping_nodes_in_a_linked_list.py | 1,676 | 3.71875 | 4 | # My Rating = 2
# https://leetcode.com/contest/weekly-contest-223/problems/swapping-nodes-in-a-linked-list/
# The following code interchanges the nodes, instead of the values in the node.
# You are given the head of a linked list, and an integer k.
# Return the head of the linked list after swapping the values
# of the kth node from the beginning and the kth node from the
# end (the list is 1-indexed).
# Definition for singly-linked list.
# class ListNode:
# def __init__(self, val=0, next=None):
# self.val = val
# self.next = next
class Solution:
def swapNodes(self, head: ListNode, k: int) -> ListNode:
store = []
temp = head
while temp is not None:
store.append(temp)
temp = temp.next
leng = len(store)
k=min(k,leng-k+1)
if leng%2==1 and k==leng//2+1:
return head
# Edge Cases
if k==1:
if leng == 2:
store[1].next = store[0]
store[0].next = None
return store[1]
else:
store[-2].next = store[0]
store[0].next = None
store[-1].next = store[1]
return store[-1]
if leng%2==0 and k==leng//2:
store[k-2].next = store[k]
store[k].next = store[k-1]
store[k-1].next = store[k+1]
return head
# Swap nodes at k-1 and len(store)-k
store[k-2].next = store[leng-k]
store[leng-k].next = store[k]
store[leng-k-1].next = store[k-1]
store[k-1].next = store[leng-k+1]
return head |
c14defaa309c4ab8868ae7c756bd89aeeb5bf678 | grsind19/Pythondeveloper | /2. Learning Python/11. Fileaccess.py | 256 | 3.53125 | 4 | def main():
# f = open('textfile.txt','w+')
# for i in range(10):
# f.write("this is line "+str(i) + "\r\n")
g = open('textfile.txt','r')
if g.mode == 'r':
contents = g.read()
print(contents)
if __name__ == "__main__":
main() |
3ef54f4dcf0751f1bc2d4be3bc387910c2e0330d | grsind19/Pythondeveloper | /1. Programmingfoundationsandalsogithms/10. Quicksort.py | 840 | 3.734375 | 4 | items=[6, 20, 8, 19, 56, 23, 87, 41, 49, 53]
def quickSort(dataset, first, last):
if first < last:
pivotrIdx = partition(dataset, first, last)
quickSort(dataset, first, pivotrIdx-1)
quickSort(dataset, pivotrIdx+1, last)
def partition(dataset, first, last):
pivotValue = dataset[first]
lower = first+1
upper = last
done = False
while not done:
while pivotValue >= dataset[lower] and upper >= lower:
lower +=1
while pivotValue <= dataset[upper] and upper >= lower:
upper -= 1
if upper < lower:
done = True
else:
temp = dataset[lower]
dataset[lower] = dataset[upper]
dataset[upper] = temp
temp = dataset[first]
dataset[first] = dataset[upper]
dataset[upper] = temp
return upper
print(items)
quickSort(items,0, len(items)-1)
print(items) |
fb2e544ffcccaacad953cfcba321bf757af6ecef | grsind19/Pythondeveloper | /5. PythonstandardLib/8. Type.py | 167 | 3.5625 | 4 | # type
# Instance
class Car:
pass
class Truck(Car):
pass
c = Car()
t = Truck()
print(type(c))
print(type(t))
print(isinstance(c,Car))
print(isinstance(t,Car)) |
683673bcb322193b98900c5dd93ec07b14f5eb8a | tron135/python_practise | /even odd.py | 137 | 4.21875 | 4 | number = int(input('Enter any number: '))
if(number%2 == 0):
print('The Number is even.')
else:
print('The Number is odd.')
|
c5d87c6d8317f501cb862fb0a8bc30b16868e759 | tron135/python_practise | /unlucky number.py | 202 | 3.875 | 4 | for i in range(1,21):
if i == 4 or i == 13:
s = str(i) + " is unlucky !!!!"
print(s)
elif i % 2 == 0:
t = str(i) + " is even !!"
print(t)
else:
u = str(i) + " is odd !!"
print(u) |
adc39c22e430ce632ebcb644797ef2addd9f8553 | hyunlove12/20191005 | /dlearn/digits/__init__.py | 1,242 | 3.671875 | 4 | import matplotlib.pyplot as plt
from digits.hand_writing import HandWriting
if __name__ == '__main__':
def print_menu():
test = ['asdfsadf', 'asdgsad', 'asdf']
print(test)
#print(test[:3, 1])
t = [2 == 2]
print(t)
print('0, EXIT')
print('1, 손글씨 인식')
print('2, 고양이 모자이크') #XML파일이 없으면 얼굴 특정 실패
print('3, 얼굴 모자이크')
print('4, LENA 이미지 인식')
print('5, FASHION 이미지 인식')
print('6, 이미지 편집하기')
return input('CHOOSE ONE \n')
while 1:
menu = print_menu()
if menu == '0':
print('EXIT')
break
elif menu == '1':
m = HandWriting()
m.read_file()
elif menu == '2':
m = HandWriting()
m.learning()
elif menu == '3':
m = HandWriting()
fname = './data/my4.png'
print('테스트')
print()
print(m.test(fname))
elif menu == '4':
pass
elif menu == '5':
pass
elif menu == '6':
pass
elif menu == '7':
pass |
7a75cd6d39e5329b1226ddf851478f341cc163bc | m-hollow/deeper_dungeons | /old_files (archive)/main.py | 45,747 | 3.671875 | 4 | import time
from random import randint
from random import choice
import copy
# define game objects
class GameSettings():
"""Define game settings"""
def __init__(self):
self.grid_size = 5
self.starting_gold = 10
self.difficulty = 1
def user_settings_change(self):
msg = 'Choose the size of the dungeon grid: '
size_choice = int(input(msg))
self.grid_size = size_choice
class GameGrid():
"""Creates a grid object for the game of variable size"""
def __init__(self, settings, player):
self.settings = settings
self.player = player
self.row = self.settings.grid_size
self.col = self.settings.grid_size
# question: should floor_level be stored in settings?
self.floor_level = 1 # objects constructed as levels advance will increase this number
# perhaps that means I should use a __class__ attribute here?
self.grid_matrix = self.make_grid() # grid for graphics, containing strings '*'
self.all_room_grid = self.generate_rooms() # grid for room data, containing room dictionaries
self.create_start() # same as below, adds start on construction
self.create_exit() # doesn't need to return anything, just adds the exit on construction
self.create_mystic() # one mystic in every dungeon level
self.current_room_type = self.all_room_grid[self.player.player_location[0]][self.player.player_location[1]]['Type']
# this is a bool and is used to track if current inhabited room was previously visited or not
# and yes, you could perform this check by checking the all_room_grid and looking at 'Visited' bool directly.
self.room_status = self.all_room_grid[self.player.player_location[0]][self.player.player_location[1]]['Visited']
def make_grid(self):
# list comprehension to create matrix of the game grid graphics
grid_matrix = [[' * ' for x in range(self.col)] for y in range(self.row)]
return grid_matrix
def update_player_location(self):
"""updates the grid_matrix to show the X for the player coordinates (and change prev room back to a *)"""
self.grid_matrix[self.player.previous_coords[0]][self.player.previous_coords[1]] = ' * '
self.grid_matrix[self.player.player_location[0]][self.player.player_location[1]] = ' X '
def update_current_roomtype(self):
"""udpate the current_room_type attribute to reflect current player location"""
self.current_room_type = self.all_room_grid[self.player.player_location[0]][self.player.player_location[1]]['Type']
self.room_status = self.all_room_grid[self.player.player_location[0]][self.player.player_location[1]]['Visited']
# remember, all_room_grid is a list containing multiple lists, and each of THOSE lists contains a bunch of
# dictionaries (the room dictionaries, with keys for Type and Visited, etc).
# the above code indexes the all_room_grid with format [][][]
# first [] - index list inside the main list, e.g. which list do we want inside the main list?
# second [] - index that list, e.g. which dictionary do we want inside the list we've chosen?
# third [] - index the dictionary by key, giving us the value stored for that key.
def generate_rooms(self):
"""create a room that corresponds to each coordinate in the grid matrix object"""
all_room_grid = [] # will become a matrix (a list of lists) containing room dictionaries
for r in self.grid_matrix: # r is a list
row = []
for c in r: # c is a string ('*'), num of loops will = num of * in list r
room_type = self.get_room_type()
room = {'Type':room_type, 'Visited':False, 'Post_Note': None}
row.append(room)
all_room_grid.append(row) # done once for each list (r) in the grid_matrix
return all_room_grid
def get_room_type(self):
"""called by generate_rooms function to make one random room"""
room_type = ''
num = randint(1,8)
if num >= 1 and num <= 4:
room_type = 'Empty'
elif num >= 5 and num <= 7:
room_type = 'Monster'
elif num == 8:
room_type = 'Treasure'
return room_type
def create_start(self):
self.all_room_grid[self.player.player_location[0]][self.player.player_location[1]]['Type'] = 'Start'
def create_exit(self):
"""creates an exit in the room grid and makes sure it doesn't overlap with player start position"""
active = True
while active:
# should I just change the min random number, rather than the complex conditionals in the if below ??
random_x = randint(0, self.row - 1)
random_y = randint(0, self.col - 1 )
coords = [random_x, random_y]
# makes sure exit 1. does not overlap player 2. is not within 2 rows of the player (this logic needs some work...)
if coords != self.player.player_location and abs(coords[0] - self.player.player_location[0]) \
>= 2 and abs(coords[1] - self.player.player_location[1]) >= 1:
self.all_room_grid[random_x][random_y]['Type'] = 'Exit'
active = False
else:
pass
def create_mystic(self):
active = True
while active:
random_x = randint(0, self.row - 1)
random_y = randint(0, self.col - 1)
coords = [random_x, random_y]
if coords != self.player.player_location and self.all_room_grid[random_x][random_y]['Type'] != 'Exit':
self.all_room_grid[random_x][random_y]['Type'] = 'Mystic'
active = False
else:
pass
def print_grid(self):
"""print the visual game grid"""
print('\nLV.{}'.format(self.floor_level))
for r in self.grid_matrix:
for c in r:
print(c, end='')
print() # use print('\n' to space out grid further)
print()
#print('\n{} is located at X'.format(self.player.info['Name']))
def dev_grid_showtypes(self):
"""for dev testing, not gameplay: show current properties of all rooms"""
clear_screen()
r = 0
#grid_matrix_copy = self.grid_matrix[:] # doesn't work, does a shallow copy
grid_matrix_copy = copy.deepcopy(self.grid_matrix)
# modify chars in the deepcopy based on corresponding roomtype in original all_room_grid
# incrementing variables r, c used to index (and thereby modify) contents of deepcopy grid
for row in self.all_room_grid:
c = 0
for col in row:
if col['Type'] == 'Empty':
grid_matrix_copy[r][c] = ' E '
elif col['Type'] == 'Monster':
grid_matrix_copy[r][c] = ' M '
elif col['Type'] == 'Treasure':
grid_matrix_copy[r][c] = ' T '
elif col['Type'] == 'Exit':
grid_matrix_copy[r][c] = ' @ '
elif col['Type'] == 'Start':
grid_matrix_copy[r][c] = ' S '
elif col['Type'] == 'Mystic':
grid_matrix_copy[r][c] = ' & '
c += 1
r += 1
# print the dev grid
for row in grid_matrix_copy:
for val in row:
print(val, end = '')
print()
press_enter()
def build_next_dungeon_floor(self):
"""updates dungeon grid to next floor when player exits previous floor"""
# increment various things to make next dungeon more difficult.
# update settings file accordingly so monster difficulty scales, etc.
class Dice():
"""Create a variable sided die that can be rolled"""
def __init__(self):
self.last_roll = None
self.dice_text = ''
def roll(self, sides=6):
roll = randint(1, sides)
self.last_roll = roll
return roll
def print_roll(self, mods=None): # mods is not actually being used at all
text = 'ROLLING...'
for c in text:
print(c, end='', flush=True)
time.sleep(0.06)
print(' {}'.format(self.last_roll)) # use lambda here to put 'if mods' inside line?
if mods:
print('+{}'.format(mods))
class Weapon():
"""Generates a weapon object with type and damage"""
def __init__(self, name, damage):
self.name = name
self.damage = damage
self.icon = self.get_dam_icon()
def modify_weapon(self, add_to_damage):
self.name += '++'
self.damage += add_to_damage
def print_stats(self):
print('*** WEAPON INFO ***')
#print()
print('TYPE{:.>15}'.format(self.name))
print('DAMAGE{:.>13}'.format(self.damage))
def get_dam_icon(self):
return '(1d' + str(self.damage) + ')'
class Armor():
"""only instantiated as an attribute of player class"""
def __init__(self, name, armor_class):
self.name = name
self.armor_class = armor_class
def modify_armor(self, add_to_ac):
self.name += '++'
self.armor_class += add_to_ac
def print_stats(self):
print('*** ARMOR INFO ***')
print('TYPE{:.>14}'.format(self.name))
print('AC{:.>16}'.format(self.ac))
class Player():
"""Generates the user character"""
def __init__(self, settings):
self.settings = settings
self.created = False
self.dead = False
self.info = {'Name':'None', 'Race':''}
# starting values for player game attributes
self.name = self.info['Name']
self.level = 1
self.hp = 10 # current in game hp amount
self.max_hp = 10 # current max hp for player level
self.gold = 10
self.exp = 10 # set on creation of player object
self.next_level_at = self.get_level_up_val() # determined on creation of player object
# checks will need to be done in game loop to see if player's current exp is > than level_up, and if so,
# we need to call a level up function AND ALSO call a function to increase 'level_up' attribute to next
# setting (so next level-up occurs at higher exp amount, etc).
self.dice = Dice()
# player items
self.potions = []
self.items = ['Torch',]
self.weapon = Weapon('Dagger', 4)
self.armor = Armor('Leather', 10)
# player location on grid. continually updated during gameplay.
self.player_location = [(self.settings.grid_size - 1), (int(self.settings.grid_size / 2) - 1)]
self.previous_coords = [0,0]
def get_level_up_val(self):
if self.level == 1:
return 100
if self.level == 2:
return 220
if self.level == 3:
return 350
if self.level > 3:
return (2 * self.exp) # think through / clarify this math here. can you use it throughout?
def build_player(self):
clear_screen()
a = input('What is the name of your character? ')
b = input('What is the Race of your character? ')
self.info['Name'] = a.title()
self.info['Race'] = b.title()
clear_screen()
print('You have successfully created {} the {}.'.format(a.title(), b.title()))
print('You will begin with {} Hit Points and {} Gold Pieces.'.format(self.hp, self.gold))
print('\nYou are now ready to start the game!')
press_enter()
def print_player_info(self):
"""display all player stats on the screen"""
clear_screen()
print("# PLAYER INFO #\n")
print("Name{:.>17} ".format(self.info['Name']))
print("Race{:.>17} ".format(self.info['Race']))
print("Level{:.>16} ".format(self.level))
print("Hit Points{:.>11} ".format(self.hp))
print("Gold Pieces{:.>10} ".format(self.gold))
print("Experience{:.>11} ".format(self.exp))
print("Next Level{:.>11} ".format(self.next_level_at))
press_enter()
def show_inventory(self):
"""Prints player inventory screen"""
clear_screen()
# you have this redundant usage of player items. You could just access weapon
# and armor info directly from the objects themselves, but instead you're doing 'inventory'.
print("# INVENTORY #\n")
print("Weapon{:.>17} ".format(self.weapon.name + self.weapon.icon))
print("Armor{:.>18} ".format(self.armor.name))
print("Items{:.>18} ".format(self.items[0])) # how to show all list items here ?
print()
print("# POTIONS #\n")
count = 1
for potion in self.potions:
print('#{} {}'.format(count, potion))
count += 1
press_enter()
def reset_player(self):
"""reset the player, triggered on exit of active game"""
# this will probably need modification once saving and loading are introduced!
self.player_location = [(self.settings.grid_size - 1), (int(self.settings.grid_size / 2) - 1)]
self.level = 1
self.hp = 10
self.max_hp = 10
self.gold = 10
self.exp = 0
self.next_level_at = self.get_level_up_val()
self.potions = []
self.weapon = Weapon('Dagger', 4)
self.armor = Armor('Leather', 10)
self.dead = False
class Monster():
"""Generate a monster object for battle sequences, diff parameter determines difficulty"""
def __init__(self, difficulty):
self.difficulty = difficulty # add some randomization of difficulty here
self.diff_string = self.get_diff_string()
self.dice = Dice() # constructs a die object by calling Dice class
self.advantage = False # determines who gets first attack, player or monster
self.damage_roll = self.get_damage_roll()
self.armor_class = self.get_armor_class()
self.name = self.get_monster_name() # gets random name on construction
self.hp = self.get_hit_points() # gets HP depending on difficulty
def get_armor_class(self):
if self.difficulty == 1:
return 7
if self.difficulty == 2:
return 11
if self.difficulty == 3:
return 14
if self.difficulty == 4:
return 16
def get_diff_string(self):
"""gets appropriate string based on difficult level int"""
if self.difficulty == 1:
return 'EASY'
if self.difficulty == 2:
return 'MEDIUM'
if self.difficulty == 3:
return 'HARD'
if self.difficulty > 3:
return 'ELITE'
def get_monster_name(self):
"""import name file, grab a name at random, return it -- all based on difficulty level"""
if self.difficulty == 1:
filename = 'text_files/easy_monsters.txt'
with open(filename, encoding='utf-8') as file_object:
monster_names = file_object.read().split()
index = randint(0, len(monster_names) - 1)
return monster_names[index]
elif self.difficulty == 2:
filename = 'text_files/medium_monsters.txt'
with open(filename, encoding='utf-8') as file_object:
monster_names = file_object.read().split()
index = randint(0, len(monster_names) - 1)
return monster_names[index]
elif self.difficulty == 3:
filename = 'text_files/hard_monsters.txt'
with open(filename, encoding='utf-8') as file_object:
monster_names = file_object.read().split()
index = randint(0, len(monster_names) - 1)
return monster_names[index]
elif self.difficulty > 3:
filename = 'text_files/elite_monsters.txt'
with open(filename, encoding='utf-8') as file_object:
monster_names = file_object.read().split()
index = randint(0, len(monster_names) - 1)
return monster_names[index]
def get_hit_points(self):
if self.difficulty == 1:
return self.dice.roll(4)
elif self.difficulty == 2:
return ((self.dice.roll(6)) + 2)
elif self.difficulty == 3:
return ((self.dice.roll(10)) + 4)
elif self.difficulty > 3:
return ((self.dice.roll(20)) + 10)
def print_stats(self):
print('# MONSTER STATS #') #23 chars
print('NAME:{:.>18}'.format(self.monster_name.upper()))
print('DIFF LEVEL:{:.>12}'.format(self.diff_string))
print('HP:{:.>20}'.format(self.hp))
print('AC:{:.>20}'.format(self.ac))
print()
def get_damage_roll(self):
"""determine damage roll of monster via difficulty level"""
if self.difficulty == 1:
return 4
if self.difficulty == 2:
return 6
if self.difficulty == 3:
return 8
if self.difficulty > 3:
return 10
class GameLog():
"""an object that contains the game log and displays its contents as necessary"""
def __init__(self, player, grid):
self.player = player
self.grid = grid
self.room_book = self.make_room_book()
self.room_book_visited = self.make_room_book_visited()
self.current_room = 'None' # used only to print room type in game header
self.current_message = 'None'
def update_log(self):
"""update the game_log to get current room from updated grid"""
self.current_room = self.grid.current_room_type #a bit redundant, you could access grid object to print header info.
self.current_message = self.get_current_message()
def get_current_message(self):
"""looks at grid object to determine and return appropriate log entry"""
# this is where you use the room_status attribute bool, you COULD simply check the all_room_grid bool
# 'Visited' here instead, it's the same info. You just thought having this extra var was cleaner.
if self.grid.room_status == False and self.grid.current_room_type != 'Exit':
if self.grid.current_room_type == 'Start':
self.current_message = self.room_book['Start']
elif self.grid.current_room_type == 'Empty':
self.current_message = self.room_book['Empty']
elif self.grid.current_room_type == 'Monster':
self.current_message = self.room_book['Monster']
elif self.grid.current_room_type == 'Treasure':
self.current_message = self.room_book['Treasure']
elif self.grid.current_room_type == 'Mystic':
self.current_message = self.room_book['Mystic']
# do you really need to separate the exit text like this?
elif self.grid.current_room_type == 'Exit': # doesn't matter if Visited is True or False, Exit always presents the same.
self.current_message = self.room_book['Exit']
# room_status = True, room has already been visited: use the visited dictionary of texts.
else:
if self.grid.current_room_type == 'Start':
self.current_message = self.room_book_visited['Start']
elif self.grid.current_room_type == 'Empty':
self.current_message = self.room_book_visited['Empty']
elif self.grid.current_room_type == 'Monster':
self.current_message = self.room_book_visited['Monster']
elif self.grid.current_room_type == 'Treasure':
self.current_message = self.room_book_visited['Treasure']
elif self.grid.current_room_type == 'Mystic':
self.current_message = self.room_book_visited['Mystic']
return self.current_message
def print_log(self):
"""prints the header, the current dungeon grid, and the current log text entry"""
# print header stats
print('{} the {} \t HP: {} GOLD: {} EXP: {}\t ROOM: {}'.format(self.player.info['Name'].upper(), self.player.info['Race'], \
self.player.hp, self.player.gold, self.player.exp, self.current_room))
# print game map
self.grid.print_grid()
# game log
print(self.current_message)
def make_room_book(self):
"""assign a dictionary of room text to room_book attribute"""
filename = 'text_files/room_book.txt'
with open(filename, encoding='utf-8') as file_object:
room_text = file_object.read().split('X')
room_dict = {
'Start':room_text[0],
'Empty':room_text[1],
'Monster':room_text[2],
'Treasure':room_text[3],
'Mystic':room_text[4],
'Exit':room_text[5],
}
return room_dict
def make_room_book_visited(self):
"""make the dictionary object of room text for already visited rooms"""
filename = 'text_files/room_book_visited.txt'
with open(filename, encoding='utf-8') as file_object:
room_text_b = file_object.read().split('X')
room_dict_b = {
'Start':room_text_b[0],
'Empty':room_text_b[1],
'Monster':room_text_b[2],
'Treasure':room_text_b[3],
'Mystic':room_text_b[4],
'Exit':room_text_b[5],
}
return room_dict_b
class MainMenu():
"""Display menu and receive input for user choice"""
def __init__(self):
self.nothing = None
def print_menu(self):
clear_screen()
print('# DEEPER DUNGEONS #\n')
print('1. Start New Game')
print('2. Load Game')
print('3. Change Game Settings')
print('4. Exit Game')
def main_choice(self):
possible_choices = ['1','2','3','4']
active = True
while active:
msg = '\nEnter your choice: '
choice = input(msg)
if choice in possible_choices:
active = False
return int(choice) # is active = False redundant since the return will exit the loop and function?
else:
print('That\'s not one of the menu options!')
# define game UI functions.
def you_are_dead(player, text=''):
if text:
print(text)
print('YOU', end='', flush=True)
time.sleep(0.5)
print('\tARE', end='', flush=True)
time.sleep(0.5)
print('\tDEAD.', end='', flush=True)
print('So passes {} the {} into the endless night.'.format(player.info['Name'], player.info['Race']))
press_enter()
def step_printer(word, speed=0.06):
"""call whenever you want to print a word in steps"""
#not modifying the word, so no need to index it
for c in word:
print(c, end='', flush=True)
time.sleep(speed)
# old index version
#for c in range(len(word)):
# print(word[c], end='', flush=True)
# time.sleep(speed)
def slow_print_two(word_one, word_two):
"""call to print one word, pause, then the second word"""
print(word_one, end='', flush=True)
time.sleep(0.08)
print(word_two)
def slow_print_elipsis(word_one, word_two, elip=6):
"""prints word one, then step prints elipsis, then prints word two"""
elipsis = ('.' * elip)
print(word_one, end='', flush=True)
for c in elipsis:
print(c, end='', flush=True)
time.sleep(0.06)
print(word_two, flush=True)
def command_menu(player):
"""prints the command menu for the player"""
clear_screen()
print('#{:^33}#'.format(player.info['Name'].upper() + '\'s COMMANDS'))
print()
print('MOVE: North DO: Rest GAME: Save')
print(' South Item Quit')
print(' East Bio')
print(' West')
print()
print()
print('Type the first letter of a command')
print('at the game prompt (>).')
press_enter()
def main_menu(player):
"""displays main program menu, takes user input choice and returns it"""
clear_screen()
print('# DEEPER DUNGEONS #\n')
print('1. Build character')
print('2. Start New Game')
print('3. Load Game')
print('4. Change Game Settings')
print('5. Exit Game')
print('\nCurrently Loaded Character: {}'.format(player.info['Name']))
possible_choices = ['1','2','3','4','5']
msg = '\nEnter your choice: '
choice = input(msg)
if choice in possible_choices:
return int(choice)
else:
print('That\'s not one of the menu options!')
press_enter()
return None # no loop is necessary in this function because run_game's call to this func gets None,
# therefore has no other action to perform, so it (run_game body loop) loops, calling
# this function again.
def get_player_input():
msg = '\n> '
player_input = input(msg)
return player_input
def get_input_valid(text=None, key='standard'):
"""a version of input function that also performs input validation"""
# always put key=... in a call to this function
if text:
print(text)
command = '' # initialize command as empty string
# not necessary, but clean...
possible_choices = get_possible_choices(key)
valid = False
while not valid:
command = input('\n> ')
if command not in possible_choices:
print('You did not enter a valid command, try again.')
else:
valid = True
return command
def get_possible_choices(key):
#possible_choices = []
if key == 'standard':
possible_choices = ['n','s','e','w','i','b','c','d','q']
elif key == 'battle':
possible_choices = ['attack','standard','headshot','s','h','c','p','i','b']
possible_choices += ['finesse','fin','flurry','flu']
# you need to add the menu options for battle mode: commands, potions, items, etc.
# think of it like this: this place is the 'master set' of valid commands.
# inside the actual game functions, you will parse the inputs to perform the
# corresponding actions, *always knowing that a valid command has already been
# entered*.
# add more as needed here
return possible_choices
def press_enter(text=None):
if text:
print(text)
msg = '\n...'
input(msg)
def clear_screen():
"""simple command to clear the game screen"""
print("\033[H\033[J")
# define main 'game in play' functions
def action_menu(game_log):
"""print the game_log, the map, the command menu, take user input, and Return user choice"""
clear_screen()
game_log.print_log() # this is THE print command of the game header -and- game map !!
# if you want to create loops that keep header active, you'll either need to figure out
# how and where to move this, or call it more than once.
possible_choices = ['c', 'n', 's', 'e', 'w', 'r', 'i', 'b', 'q', 'd']
command = get_player_input().lower()
if command in possible_choices:
return command
else:
print('\nYou have entered an invalid command, try again.')
press_enter()
return None
# note: the input validation performed here doesn't need to be in a while loop, because the
# function that calls this function, game_action, has a while loop that essentially handles that.
# if player gets the else statement above for invalid input, we fall back to game_action, which
# has nothing left to do (command == None), so it loops, and this function is called again.
def game_action(settings, player, grid, game_log, dice):
grid.update_player_location() # needs to happen here initially so the X gets printed to board
game_log.update_log() # same, needs to happen so its attributes are not in initial state 'None'
active = True
while active:
# main game event loop for *game in state of play* (as opposed to game at main menu, not in play)
command = action_menu(game_log)
movement_choices = ['n','s', 'e', 'w']
if command in movement_choices:
if movement_engine(settings, player, grid, command): # True response = player moved on board
grid.update_player_location()
grid.update_current_roomtype()
game_log.update_log()
# check if movement into new room triggers an event, and if so, trigger it.
determine_next_event(settings, player, grid, game_log, command)
elif command == 'i':
"""Show inventory screen"""
player.show_inventory()
elif command == 'b':
"""Show player info screen"""
player.print_player_info()
elif command == 'd':
"""show room types for each grid coordinate (dev only)"""
grid.dev_grid_showtypes()
elif command == 'c':
"""show player the available game commands they can use"""
command_menu(player)
elif command == 'q':
print('Returning to Main Menu...')
time.sleep(0.5)
player.reset_player() #reset player so new game starts fresh, attributes back to initials
#reset_grid() # I think this is not needed; grid is constructed when menu action 2 is chosen, so will be new.
#reset_log() # same as grid
active = False
else:
pass
if check_player_status(settings, player): # if True, player is dead, end action event loop.
active = False
player.reset_player() # needs to be reset for new game start
print('Returning to Main Menu...', flush=True)
time.sleep(0.8)
else:
pass
# need to perform checks here to see if player exited floor of dungeon on this turn.
# if so, we need to udpate settings (difficulty, etc) and update grid to create the next level of the dungeon
# Q: do we actually create a new dungeon object? or modify the existing one? which makes more sense?
# if active: # in case anything else needs to happen here, but probably there shouldn't be.
def check_player_status(settings, player): # seems we don't actually need settings ?
"""check in every pass of game action event loop to see if player status has changed in a way that triggers event"""
# check if player is alive
if player.hp <= 0:
player.dead = True
print('\nOh damn! Looks like {} has been defeated!'.format(player.info['Name']))
time.sleep(0.6)
print('\nGAME',end='',flush=True)
time.sleep(0.8)
print(' OVER.')
press_enter()
return True
# check if player has levelled up... surely this needs to be its own function, and probably a method of
# the player class...
if not player.dead:
if player.exp >= player.next_level_at:
player.level += 1
player.next_level_at = player.get_level_up_val()
clear_screen()
text = '**** {} LEVELS UP! ****'.format(player.info['Name'].upper())
step_printer(text, 0.04)
time.sleep(0.8)
print()
print('\n{} is now Level {}. Awesome!'.format(player.info['Name'], player.level), flush=True)
player.max_hp += 4
time.sleep(0.8)
print('\nHP has been increased to {}'.format(player.hp))
press_enter()
return False
def run_game(settings, player):
"""prints Main Menu and takes user input"""
active = True
while active: #main event loop of program running (but game not in play)
user_action = main_menu(player)
if user_action == 5:
print('\nThanks for playing Deeper Dungeons!')
print()
active = False
elif user_action == 1:
player.build_player()
player.created = True
elif user_action == 2:
if player.created:
# we create the game grid object here, so that it's a brand new grid whenever option 2 (start game) is chosen
grid = GameGrid(settings, player)
game_log = GameLog(player, grid)
# player entered 2, so we call game_action, which is the main 'game in play' function:
game_action(settings, player, grid, game_log, dice)
# note all the locations the arguments in game_action() call are being drawn from... they're all over the place!
# that's because of Python's weird scope rules.
# you'd think, logically / organizationally, that this function (run_game) could only pass objects that had
# already been passed to it. and yet....but read through it all again: dice is the only outlier!
else:
print('\nYou need to create a character first!')
press_enter()
elif user_action == 3 or user_action == 4:
print('\nSorry, that part of the game is still being developed.')
press_enter()
def movement_engine(settings, player, grid, selection):
player.previous_coords = player.player_location.copy()
if selection == 'n' and player.player_location[0] > 0:
player.player_location[0] -= 1
elif selection == 's' and player.player_location[0] < settings.grid_size - 1:
player.player_location[0] += 1
elif selection == 'e' and player.player_location[1] < settings.grid_size - 1:
player.player_location[1] += 1
elif selection == 'w' and player.player_location[1] > 0:
player.player_location[1] -= 1
# remember, the whole reason for the boolean return from this function is to separate between a
# successful move (return true, grid update) and a border collision (return false, no grid update)
else:
print('\nYou\'ve hit the boundary of the dungeon!')
press_enter()
return False # false returned, so grid will not be updated; function exited here.
grid.all_room_grid[player.previous_coords[0]][player.previous_coords[1]]['Visited'] = True
return True
def determine_next_event(settings, player, grid, game_log, command):
"""determine event that should occur on entering Room, and trigger that event"""
direction = ''
if command.lower() == 'n':
direction = 'North'
elif command.lower() == 's':
direction = 'South'
elif command.lower() == 'w':
direction = 'West'
elif command.lower() == 'e':
direction = 'East'
# we could look directly at the room dictionary stored in the all_room_grid, but it's less code to simply
# look at the 'current_room_type' attribute of the grid, which is based on that same info anyway.
move_text = ('Moving {}'.format(direction.title()))
slow_print_elipsis(move_text, '', 4)
if grid.current_room_type == 'Empty' and grid.room_status != True: # bypass print for already visited rooms.
slow_print_elipsis('This room', 'is EMPTY.')
time.sleep(0.8)
elif grid.current_room_type == 'Treasure' and grid.room_status != True:
slow_print_elipsis('This room', 'has a TREASURE chest!')
time.sleep(0.8)
treasure_event(settings, player)
elif grid.current_room_type == 'Exit' and grid.room_status != True:
slow_print_elipsis('This room', 'has a staircase going DOWN!')
time.sleep(0.8)
exit_event()
elif grid.current_room_type == 'Mystic' and grid.room_status != True:
slow_print_elipsis('This room', 'has a MYSTIC!')
time.sleep(0.8)
mystic_event()
elif grid.current_room_type == 'Monster' and grid.room_status != True:
slow_print_elipsis('This room', 'has a MONSTER!')
time.sleep(0.8)
battle_event(settings, player, grid, game_log)
else:
slow_print_elipsis('This room', 'seems familiar.')
time.sleep(0.8) # this else will only occur if the room being entered has already been visited.
# define room event functions -- triggered on entering unvisited room.
def treasure_event(settings, player):
if settings.difficulty == 1:
treasure_roll = randint(1, 5)
if settings.difficulty > 1 and settings.difficulty < 3:
treasure_roll = (randint(1, 8) + 2)
if settings.difficulty > 3:
treasure_roll = (randint(1, 10) + 3)
step_printer('OPENING CHEST...')
print('You found {} Gold Pieces inside!'.format(treasure_roll))
player.gold += treasure_roll
time.sleep(0.6)
print('{} GP +{}'.format(player.info['Name'], treasure_roll))
press_enter()
def mystic_event():
clear_screen()
print('A an apparition is forming in the center of this room...')
time.sleep(0.8)
print('It takes on a ghostly human shape, and speaks to you!')
time.sleep(0.8)
print('WOULD YOU LIKE TO BUY A MAGIC ELIXIR...?')
response = get_player_input()
press_enter()
def exit_event():
print('An exit event is now triggered!')
press_enter()
def battle_event(settings, player, grid, game_log):
# create a monster
monster = Monster(settings.difficulty)
encounter_monster(player, monster, grid, game_log)
# define all Battle functions
def encounter_monster(player, monster, grid, game_log):
"""monster is engaged and decision to fight or run is chosen by player"""
clear_screen()
# determine how difficult it is for player to run away successfully
run_difficulty = int(randint(2,10) + (3 * monster.difficulty))
run_failed = False
active = True
# step print encounter text
slow_print_elipsis('You have encountered a', monster.name.upper())
print('Run Difficulty: {}'.format(run_difficulty))
while active:
command = get_player_input()
possible_choices = ['fight', 'run', 'f', 'r']
if command not in possible_choices:
print('You did not enter a valid command, try again.')
else:
# this if has no else case
if command.lower().startswith('r'):
if run_attempt(player, run_difficulty):
# run was successful, exit encounter loop and do not start battle.
active = False
print('You successfully run away from the {}!'.format(monster.name))
time.sleep(0.8)
print('You will now return to the previous room.')
press_enter()
# make current room (one being run out of) grid icon change back to a *
grid.grid_matrix[player.player_location[0]][player.player_location[1]] = ' * '
# move player coords equal that of previously visited room
player.player_location = player.previous_coords.copy()
# update everything since room has reverted
grid.update_player_location()
grid.update_current_roomtype()
game_log.update_log()
# NOTE: Player never 'moved' (entered move command) to leave this room, we just
# force them back in next lines. movement_engine() function is where previous room
# gets set to Visited = True, but that will NOT have happened in this situation,
# because they never 'moved' out of it. So, it should remain Visited = False, which
# is actually what we want anyway.
else:
# will be used to have monster attack first
run_failed = True
print('You failed to run away from the {}!'.format(monster.name))
print('Now you must fight!')
press_enter()
if command.lower().startswith('f') or active:
# end the encounter loop and start the battle
active = False
battle_main(player, monster, run_failed)
def run_attempt(player, run_difficulty):
"""rolls player dice, prints out roll, returns True if roll beats run_dc, False otherwise"""
roll = player.dice.roll(20)
player.dice.print_roll()
return (roll >= run_difficulty) # returns a bool
def battle_main(player, monster, run_failed):
turn = 0
round_num = 1
fight_mods = {'enemy_armor': 0, 'player_roll': 0, 'player_damage': 0}
atype = {'attack': None}
crits = {'crit': False}
player_turn = True
if run_failed:
player_turn = False
active = True
while active:
battle_header(player, monster, round_num)
# player attack
if player_turn:
if player_attack(player, monster, fight_mods, round_num, crits, atype):
if not crits['crit']:
player_damage(player, monster, fight_mods, atype)
else:
pass
player_turn = False
# monster attack
else:
if monster.hp > 0:
if monster_attack(player, monster, round_num):
monster_damage(player, monster)
player_turn = True
# status check on both player and monster
if check_battle_status(player, monster, crits):
active = False # player or monster is dead, so end the battle loop.
# run updates if the battle is still going
if active:
press_enter() # first of two calls to press_enter, for pause between ongoing loops
turn += 1
if turn % 2 == 0:
round_num += 1
crits['crit'] = False # reset crit. kinda inefficient.
# reset the fight mods and atype so each round of battle starts with empty mods.
fight_mods['enemy_armor'] = 0
fight_mods['player_roll'] = 0
fight_mods['player_damage'] = 0
atype['attack'] = None
elif not active: # shouldn't this be the same result as just 'else'? but it didn't work...
print('The battle is over!')
press_enter() # second of two calls to press_enter, for pause before ending battle sequence.
# clear_screen()
def print_battle_commands():
"""print a screen showing all possible commands in battle"""
clear_screen()
print('***** ATTACK TYPES *****') # 31 characters used
print()
print('STANDARD (S):')
print('A normal attack. No mods to attack or damage rolls.')
print()
print('HEADSHOT (H):')
print('Aim for the head! Enemy AC gets +4 but if you hit,')
print('you deal double damage.')
print()
print('FLURRY (FLU):')
print('Run in mad and flailing! Easier to hit enemy (Roll +3),')
print('but you usually deal less damage: damage roll gets a')
print('random 0 to 3 penalty.')
print()
print('FINESSE (FIN):')
print('A deliberate attack, going for a weak point. Slightly')
print('harder to hit (Enemy AC +2) but success means +2 to ')
print('your damage roll.')
print('\n')
print('Type the name (or shortcut) of attack to enter command.')
print()
press_enter()
def battle_header(player, monster, round_num):
clear_screen()
print('ROUND: {}'.format(round_num))
print('{: <12} \t HP: {: <3} AC: {: <3} \t WEP: {}{}'.format(player.info['Name'].upper(), player.hp, player.armor.armor_class, player.weapon.name, player.weapon.icon))
print('{: <12} \t HP: {: <3} AC: {: <3}'.format(monster.name.upper(), monster.hp, monster.armor_class))
print()
def check_battle_status(player, monster, crits):
"""checks state of player and monster to determine if battle is over, or should continue"""
#check player
if player.hp <= 0:
print('\nYou have been defeated by the {}!'.format(monster.name))
player.dead = True
time.sleep(0.8)
return True
elif monster.hp <= 0:
if not crits['crit']:
print('\nYou have destroyed the {}!'.format(monster.name))
else:
print() # this may not be necessary, need to playtest on critical hit success for line spacing.
time.sleep(0.8)
gain_exp(player, monster)
time.sleep(0.8)
return True
else:
# neither player nor monster has been defeated, fight will continue.
return False
def player_attack(player, monster, fight_mods, round_num, crits, atype):
"""runs all player attack functions and returns a bool to call in battle_main function"""
command = attack_menu_input(player, monster, fight_mods, round_num)
# if applicable, fight_mods will be updated by this call
compute_attack_mods(player, monster, fight_mods, command, atype)
# compute_potion_mods(player)
# here is the actual attack die roll...
roll = player.dice.roll(20)
player.dice.print_roll()
# check if roll is a critical hit
if roll == 20:
print('CRITICAL HIT!')
print('The {} has been destroyed by your perfectly placed strike!'.format(monster.name))
monster.hp = 0
crits['crit'] = True # used as flag to skip damage roll after critical hit
return True
# check if there are fight mods to Player Roll to display on screen
# note: headshot doesn't appear here because it mods Enemy AC, not the player roll!
if atype['attack'] == 'flurry' and not crits['crit']: # don't show mods on a critical hit
total = roll + fight_mods['player_roll']
time.sleep(0.6)
print('+{} ({})'.format(fight_mods['player_roll'], 'flurry bonus'))
time.sleep(0.6)
print('= {}'.format(total))
elif (atype['attack'] == 'finesse' or atype['attack'] == 'standard') and not crits['crit']:
pass # no mods to Player Roll on a standard or finesse attack.
# check if hit was successul or not
if roll + fight_mods['player_roll'] >= monster.armor_class + fight_mods['enemy_armor']:
print('You successfully hit the {} with your {}!'.format(monster.name, player.weapon.name))
return True
else:
print('Your attack missed the {}, dang!'.format(monster.name))
return False
def attack_menu_input(player, monster, fight_mods, round_num):
"""gets player input for player attack in a battle"""
command = '' # again, just for C style initialization; not necessary
active = True
while active:
battle_header(player, monster, round_num) # called because menu calls will clear screen
print('Choose your attack...')
command = get_input_valid(key='battle')
# accessing menu keeps loop running; any other input exits loop and proceeds to attack
if command == 'c':
print_battle_commands()
elif command == 'p':
print('This is how you will use a potion, eventually.')
press_enter()
elif command == 'i':
print('This would show player inventory.')
press_enter()
elif command == 'b':
print('And this would show player bio....')
press_enter()
else:
active = False # non-menu command entered, exit loop so battle can proceed.
return command
def compute_attack_mods(player, monster, fight_mods, command, atype):
attack_words = ['standard','s','attack'] # all result in standard attack
# headshot
if command.lower() == 'headshot' or command.lower() == 'h':
atype['attack'] = 'headshot'
fight_mods['enemy_armor'] = 4
fight_mods['player_damage'] = 5
print('Headshot attempt!')
time.sleep(0.6)
print('The {}\'s AC is increased to {} on this attack!'.format(monster.name, monster.armor_class + fight_mods['enemy_armor']))
time.sleep(0.6)
elif command.lower() == 'finesse' or command.lower() == 'fin':
atype['attack'] = 'finesse'
fight_mods['enemy_armor'] = 2
fight_mods['player_damage'] = 2
print('Finesse attack!')
time.sleep(0.6)
print('The {}\'s AC is increased to {} on this attack.'.format(monster.name, monster.armor_class + fight_mods['enemy_armor']))
time.sleep(0.6)
elif command.lower() == 'flurry' or command.lower() == 'flu':
atype['attack'] = 'flurry'
damage_penalty = randint(0, 3)
fight_mods['player_roll'] = 3
fight_mods['player_damage'] = (-damage_penalty)
print('Flurry attack!')
time.sleep(0.6)
print('Attack roll will get +{} but damage will get -{}'.format(fight_mods['player_roll'], damage_penalty))
time.sleep(0.6)
# normal attack; could use 'else' but I might add more possible choices later.
elif command.lower() in attack_words:
atype['attack'] = 'standard'
#print('Standard attack')
#time.sleep(0.6)
def player_damage(player, monster, fight_mods, atype):
# non-headshot attack damage roll
if atype['attack'] != 'headshot':
damage = player.dice.roll(player.weapon.damage) + fight_mods['player_damage']
# prevent negative damage from flurry + a low roll
if damage <= 0:
damage = 1
# headshot damage roll (different because it's the only one with multiplication)
else:
damage = player.dice.roll(player.weapon.damage) * 2
# print damage roll
player.dice.print_roll()
if atype['attack'] == 'headshot':
time.sleep(0.6)
print('x2 (headshot bonus)')
time.sleep(0.6)
print('= {}'.format(damage))
elif atype['attack'] == 'flurry' and fight_mods['player_damage'] != 0:
time.sleep(0.6)
print('{} (flurry penalty)'.format(fight_mods['player_damage']))
time.sleep(0.6)
print('= {}'.format(damage))
elif atype['attack'] == 'finesse':
time.sleep(0.6)
print('+{} (finesse bonus)'.format(fight_mods['player_damage']))
time.sleep(0.6)
print('= {}'.format(damage))
else:
pass # standard attack prints no modifiers
print('You dealt {} points of damage to the {}'.format(damage, monster.name.upper()))
monster.hp -= damage
# this is here simply so the header doesn't show a negative number for monster hp
# after monster is defeated.
if monster.hp < 0:
monster.hp = 0
def monster_attack(player, monster, round_num):
# put here to be consistent with player attack
battle_header(player, monster, round_num)
print('The {} is attacking you!'.format(monster.name))
# time.sleep() here ?
roll = monster.dice.roll(20)
monster.dice.print_roll()
if roll == 20:
print('CRITICAL HIT, OUCH!')
print('Automatic 5 points of damage, plus normal damage roll.')
player.hp -= 5
return True
if roll > player.armor.armor_class:
print('The {}\'s attack hits you!'.format(monster.name))
return True
else:
print('The {}\'s attack misses you, phew!'.format(monster.name))
return False
def monster_damage(player, monster):
damage = monster.dice.roll(monster.damage_roll)
monster.dice.print_roll()
print('You take {} points of damage!'.format(damage))
player.hp -= damage
def gain_exp(player, monster):
"""award experience to player for beating a monster"""
exp = ((monster.difficulty * 10) + randint(0,10))
player.exp += exp
#any gain of exp always prints a message about the gain...might need to decouple the two.
print('You gained {} experience points.'.format(exp))
time.sleep(0.08)
# instantiate game objects
# how do I make these not be global variables? should I have a 'build start objects' function
# that is called before run_game?
settings = GameSettings()
player = Player(settings)
dice = Dice()
# call the main run_game function loop
run_game(settings, player)
|
810cdf77367004f7764c0de8e6af34d7253011fd | m-hollow/deeper_dungeons | /old_files (archive)/determine_event.py | 1,074 | 3.53125 | 4 | from random import randint
from random import choice
import time
def determine_event(current_room):
"""look at current room type and determine event that results"""
if current_room == 'Empty':
pass
if current_room == 'Monster':
monster_event(settings, player)
if current_room == 'Treasure':
treasure_event(player)
if current_room == 'Exit':
exit_event()
if current_room == 'Mystic':
mystic_event(player)
def treasure_event(settings, player, dice):
"""the harder the level is, the more gold added; this is to balance play"""
# note: this mod system isn't very good, currently. the idea is to increase
# how much gold a treasure room gives as the dungeon levels increase.
gold_mod = None
if settings.difficulty == 1:
gold_mod = 0
if settings.difficulty > 1 and settings.difficulty < 3
gold_mod = dice.rolldie(3)
if settings.difficulty > 3
gold_mod = dice.roldie(5)
base_gold = (dice.rolldie(10) + gold_mod)
player.stats['GOLD'] += base_gold
print('You found {} pieces of Gold!'.format(base_gold))
def mystic_event(settings, player):
|
3f40d22f79ba711e9ff154e109338d58804f2256 | m-hollow/deeper_dungeons | /old_files (archive)/dungeon_more_old/ui_functions.py | 3,901 | 3.765625 | 4 | import time
from random import randint, choice
import copy
# define game UI functions.
def you_are_dead(player, text=''):
if text:
print(text)
print('YOU', end='', flush=True)
time.sleep(0.5)
print('\tARE', end='', flush=True)
time.sleep(0.5)
print('\tDEAD.', end='', flush=True)
print('So passes {} the {} into the endless night.'.format(player.info['Name'], player.info['Race']))
press_enter()
def step_printer(word, speed=0.06):
"""call whenever you want to print a word in steps"""
#not modifying the word, so no need to index it
for c in word:
print(c, end='', flush=True)
time.sleep(speed)
# old index version
#for c in range(len(word)):
# print(word[c], end='', flush=True)
# time.sleep(speed)
def slow_print_two(word_one, word_two):
"""call to print one word, pause, then the second word"""
print(word_one, end='', flush=True)
time.sleep(0.08)
print(word_two)
def slow_print_elipsis(word_one, word_two, elip=6):
"""prints word one, then step prints elipsis, then prints word two"""
elipsis = ('.' * elip)
print(word_one, end='', flush=True)
for c in elipsis:
print(c, end='', flush=True)
time.sleep(0.06)
print(word_two, flush=True)
def command_menu(player):
"""prints the command menu for the player"""
clear_screen()
print('#{:^33}#'.format(player.info['Name'].upper() + '\'s COMMANDS'))
print()
print('MOVE: North DO: Rest GAME: Save')
print(' South Item Quit')
print(' East Bio')
print(' West')
print()
print()
print('Type the first letter of a command')
print('at the game prompt (>).')
press_enter()
def main_menu(player):
"""displays main program menu, takes user input choice and returns it"""
clear_screen()
print('# DEEPER DUNGEONS #\n')
print('1. Build character')
print('2. Start New Game')
print('3. Load Game')
print('4. Change Game Settings')
print('5. Exit Game')
print('\nCurrently Loaded Character: {}'.format(player.info['Name']))
possible_choices = ['1','2','3','4','5']
msg = '\nEnter your choice: '
choice = input(msg)
if choice in possible_choices:
return int(choice)
else:
print('That\'s not one of the menu options!')
press_enter()
return None # no loop is necessary in this function because run_game's call to this func gets None,
# therefore has no other action to perform, so it (run_game body loop) loops, calling
# this function again.
def get_player_input():
msg = '\n> '
player_input = input(msg)
return player_input
def get_input_valid(text=None, key='standard'):
"""a version of input function that also performs input validation"""
# always put key=... in a call to this function
if text:
print(text)
command = '' # initialize command as empty string
# not necessary, but clean...
possible_choices = get_possible_choices(key)
valid = False
while not valid:
command = input('\n> ')
if command not in possible_choices:
print('You did not enter a valid command, try again.')
else:
valid = True
return command
def get_possible_choices(key):
#possible_choices = []
if key == 'standard':
possible_choices = ['n','s','e','w','i','b','c','d','q']
elif key == 'battle':
possible_choices = ['attack','standard','headshot','s','h','c','p','i','b']
possible_choices += ['finesse','fin','flurry','flu']
# you need to add the menu options for battle mode: commands, potions, items, etc.
# think of it like this: this place is the 'master set' of valid commands.
# inside the actual game functions, you will parse the inputs to perform the
# corresponding actions, *always knowing that a valid command has already been
# entered*.
# add more as needed here
return possible_choices
def press_enter(text=None):
if text:
print(text)
msg = '\n...'
input(msg)
def clear_screen():
"""simple command to clear the game screen"""
print("\033[H\033[J") |
b1080291935da258c1711e9980f70ab10dbe28cc | m-hollow/deeper_dungeons | /old_files (archive)/encounter_work.py | 1,846 | 3.90625 | 4 | from random import randint
from random import choice
import time
def user_input():
msg = '> '
choice = input(msg)
return choice
def press_enter():
msg = '...'
input(msg)
def run_attempt():
escape_num = 10 # this will be determined by mosnster difficulty in actual game
print('Press enter to roll your Run attempt')
press_enter()
roll = randint(1,20)
if roll > escape_num:
print('You rolled {}. You have successfully run away!'.format(roll))
return True
else:
print('You rolled {}. You failed to get away, now you must fight!'.format(roll))
return False
def encounter():
"""this works. it may be a bit janky. is there a way to divide into two functions?"""
active = True
run_failed = False
# put a clear_screen() here
print('You have encountered a MONSTER!')
print('Will you fight or run?')
while active:
command = user_input()
possible_choices = ['fight', 'run', 'f', 'r']
if command not in possible_choices:
print('You did not enter a valid command, try again.')
else:
if command == 'r' or command == 'run':
if run_attempt():
# successful run, needs to exit the entire while loop.
# works because run_failed will still == False, so next if will not execute.
active = False
else:
run_failed = True
if (command == 'f' or command == 'fight') or run_failed == True:
active = False
battle() # clarify proper order of operations here, set active then call function?
# or the other way around ?
# some new function to check if battle is starting, and if so, calls battle, and if not, return to 'main' area
# of game? only purpose would be so that battle() is not called from within the encounter() function, but
# does it matter? isn't adding -more- code best avoided?
def battle():
print('The battle begins now!')
encounter()
|
566276fb5aa5e56e446404520131bff5b19a6a91 | arumsey93/py-class | /pizzajoin.py | 624 | 3.640625 | 4 | class Pizza:
def __init__(self):
self.size = 0
self.style = ""
self.new_topping = []
def add_topping(self, topping):
self.new_topping.append(topping)
def print_order(self):
space = " and "
new_string = f"I would like a {self.size}-inch, {self.style} pizza"
if self.new_topping:
new_string += f" with {space.join(self.new_topping)}"
print(new_string)
meat_lovers = Pizza()
meat_lovers.size = 16
meat_lovers.style = "Deep dish"
meat_lovers.add_topping("Pepperoni")
meat_lovers.add_topping("Olives")
meat_lovers.print_order()
|
e442af8261e751871962eaedc86d8afc61156284 | irina-baeva/algorithms-with-python | /algorithms/big-o-complexity/constant_linear-complexity.py | 507 | 3.96875 | 4 | # Constant complexity example
# O(1) - the same time no matter how much input
def sum(a, b, c):
return a + b + c
print(sum(3,2,1))
# takes the same time as:
print(sum(1000,300,111))
# Linear complexity example
# O(n) - grows with the input 1:1
foodArray = ['pizza', 'burger', 'sushi', 'curry']
def findFoodInTheApp(arrayOfFood, desiredFood):
for food in arrayOfFood:
if food == desiredFood:
return f'Here is your {food}'
print(findFoodInTheApp(foodArray, 'curry')) # O(n)
|
7cafa9fc6b348af6d2f11ad8771c5cca59b1bea7 | irina-baeva/algorithms-with-python | /data-structure/stack.py | 1,702 | 4.15625 | 4 | '''Imlementing stack based on linked list'''
class Element(object):
def __init__(self, value):
self.value = value
self.next = None
class LinkedList(object):
def __init__(self, head=None):
self.head = head
def append(self, new_element):
current = self.head
if self.head:
while current.next:
current = current.next
current.next = new_element
else:
self.head = new_element
def insert_first(self, new_element):
"Insert new element as the head of the LinkedList"
new_element.next = self.head
self.head = new_element
def delete_first(self):
"Delete the first (head) element in the LinkedList as return it"
if self.head:
deleted_element = self.head
temp = deleted_element.next
self.head = temp
return deleted_element
else:
return None
class Stack(object):
def __init__(self,top=None):
self.ll = LinkedList(top)
def push(self, new_element):
"Push (add) a new element onto the top of the stack"
self.ll.insert_first(new_element)
def pop(self):
"Pop (remove) the first element off the top of the stack and return it"
return self.ll.delete_first()
# Test cases
# Set up some Elements
e1 = Element(5)
e2 = Element(20)
e3 = Element(30)
e4 = Element(40)
# Start setting up a Stack
stack = Stack(e1)
# Test stack functionality
stack.push(e2)
stack.push(e3)
print(stack.pop().value) #30
print (stack.pop().value) #20
print (stack.pop().value) # 5
print (stack.pop())
stack.push(e4)
print (stack.pop().value) |
12e37d46b3b3b1dbcac643020f6faa1c28202d70 | amitesh1201/Python_30Days | /day1_ex03.py | 193 | 4.28125 | 4 | # Calculate and print the area of a circle with a radius of 5 units. You can be as accurate as you like with the value of pi.
pi = 3.14
radius = 5
area = pi * radius ** 2
print("Area: ", area)
|
c022ad739dbd4634b682b04f4036a18014b6283f | amitesh1201/Python_30Days | /OldPrgms/Day4_Ex2.py | 437 | 3.921875 | 4 | # 2. Use the input function to gather information about another movie. You need a title, director’s name, release year, and budget.
movies = [
("The Room", "Tommy Wiseau", "2003", "$6,000,000")
]
title = input("Title: ")
director = input("Director: ")
year = input("Year of release: ")
budget = input("Budget: ")
# movies = input("Enter the movie name: "), input("Director: "), input("Release year: "), input("budget: ")
# print(movies)
|
358227b3759aa81b96ea6b1e4be87e066be878ee | amitesh1201/Python_30Days | /day2_ex01.py | 184 | 4.21875 | 4 | # Ask the user for their name and age, assign theses values to two variables, and then print them.
name = input("Enter your name: ")
age = input("Enter your age: ")
print(name, age)
|
01ece2001beaf028b52be310a8f1df24858f4e59 | amitesh1201/Python_30Days | /OldPrgms/Day3_prc05.py | 579 | 4.375 | 4 | # Basic String Processing : four important options: lower, upper, capitalize, and title.
# In order to use these methods, we just need to use the dot notation again, just like with format.
print("Hello, World!".lower()) # "hello, world!"
print("Hello, World!".upper()) # "HELLO, WORLD!"
print("Hello, World!".capitalize()) # "Hello, world!"
print("Hello, World!".title()) # "Hello, World!"
# Use the strip method remto remove white space from the ends of a string
print(" Hello, World! ".strip()) # "Hello, World!"
|
36ab5e0899e94be5d9ad720ace9341e4866a541c | amitesh1201/Python_30Days | /OldPrgms/Day4_Ex6.py | 374 | 3.890625 | 4 | # 6) Print both movies in the movies collection.
movies = [
("The Room", "Tommy Wiseau", "2003", "$6,000,000")
]
title = input("Title: ")
director = input("Director: ")
year = input("Year of release: ")
budget = input("Budget: ")
new_movie = title, director, year, budget
print(f"{new_movie[0]} ({new_movie[2]})")
movies.append(new_movie)
print(movies[0])
print(movies[1])
|
f138eb288de47bb1d2262157d93e1802f0e1252e | bolyb/CS361 | /down_up.py | 744 | 3.765625 | 4 | class therapist:
name = ""
rank = ""
__init__(self, set_name):
name = set_name
rank = 0
#Discription:
#the votetally function is the crux of the task, the rest is used to showcase what the functionality is supposed to do.
#This function takes in a user vote and a therapist to be voted on and manipulates the therapists rank.
#Parameters:
#The user vote should either be a 1 or -1 to increase or decrease the therapists rank.
#The therapist class requires that there is a rank variable to associate the user vote to.
def votetally(user_vote, a_therapist):
a_therapist.rank = a_therapist.rank + user_vote
def main:
therapists = []
therapists.append(therapist("Bobby the psychic"))
user_vote = 1
votetally(user_vote, therapist[0])
|
6b17d9aa0fb29c58334ed4cf199d972a62706301 | Atabuzzaman/AI-code-with-Python | /waterJug.py | 432 | 3.671875 | 4 | def pour(jug1, jug2):
print(jug1,'\t', jug2)
if jug2 is 2:
return
elif jug2 is 4:
pour(0, jug1)
elif jug1 != 0 and jug2 is 0:
pour(0, jug1)
elif jug1 is 2:
pour(jug1, 0)
elif jug1 < 3:
pour(3, jug2)
elif jug1 < (4 - jug2):
pour(0, (jug1 + jug2))
else:
pour(jug1 - (4 - jug2), (4 - jug2) + jug2)
print("JUG1\tJUG2")
pour(0, 0) |
980610302335d57bf25946c94f4bd2c7cc0eb97f | skidmarker/bugatti | /hash/42578.py | 264 | 3.515625 | 4 | def solution(clothes):
answer = 1
c_dict = {}
for c, type in clothes:
if type in c_dict:
c_dict[type] += 1
else:
c_dict[type] = 1
for cnt in c_dict.values():
answer *= cnt + 1
return answer - 1
|
2417d550b5488eaec6800336beda0cbd8748a747 | nataliaruzhytska/Password-generator | /src/app/api_pass/utils.py | 2,597 | 3.59375 | 4 | import random
import string
from flask import jsonify
def random_chars(n=12, uppercase=False, symbol=False, digit=False):
"""
The function generates a random password using user-defined parameters
and evaluates its difficulty
:param n: str
:param uppercase: bool
:param symbol: bool
:param digit: bool
:return: str
"""
try:
if not digit and not symbol and not uppercase:
password = ''.join(random.choice(string.ascii_lowercase) for x in range(int(n)))
return jsonify({'password': password, 'message': 'Your password is too simple'})
elif not digit and not symbol:
password = ''.join(random.choice(string.ascii_uppercase + string.ascii_lowercase) for x in range(int(n)))
return jsonify({'password': password, 'message': 'Your password is simple'})
elif uppercase and digit and not symbol:
password = ''.join(random.choice(string.ascii_uppercase + string.ascii_lowercase + string.digits)
for x in range(int(n)))
return jsonify({'password': password, 'message': 'Your password is normal'})
elif uppercase and symbol and not digit:
password = ''.join(random.choice('!@#$%^&*' + string.ascii_uppercase + string.ascii_lowercase)
for x in range(int(n)))
return jsonify({'password': password, 'message': 'Your password is normal'})
elif digit and not uppercase and not symbol:
password = ''.join(random.choice(string.ascii_lowercase + string.digits) for x in range(int(n)))
return jsonify({'password': password, 'message': 'Your password is simple'})
elif symbol and not digit and not uppercase:
password = ''.join(random.choice('!@#$%^&*' + string.ascii_lowercase) for x in range(int(n)))
return jsonify({'password': password, 'message': 'Your password is simple'})
elif digit and symbol and not uppercase:
password = ''.join(random.choice('!@#$%^&*' + string.ascii_lowercase + string.digits) for x in range(int(n)))
return jsonify({'password': password, 'message': 'Your password is normal'})
else:
password = ''.join(random.choice('!@#$%^&*' + string.ascii_uppercase + string.ascii_lowercase + string.digits)
for x in range(int(n)))
return jsonify({'password': password, 'message': 'Your password is OK!'})
except (ValueError, TypeError):
return "Incorrect value! Check your input and try again"
|
f6c183fb7de25707619a330224cdfa841a8b44be | maryliateixeira/pyModulo01 | /desafio005.py | 229 | 4.15625 | 4 | # Faça um programa que leia um número inteiro e mostre na tela o seu sucessor e antecessor
n= int(input('Digite um número:'))
print('Analisando o número {}, o seu antecessor é {} e o sucessor {}' .format(n, (n-1), (n+1)))
|
13307a93bfccb71f40106daf37b2851a994ff070 | maryliateixeira/pyModulo01 | /desafio011.py | 534 | 4.09375 | 4 | #faça um programa que leia a altura e a largura de uma parede em metros, calcule sua area e a quantidade de tinta
# necessária para pintá-la, sabendo que cada litro de tinha, pinta uma area de 2 metros quadrados
larg= float(input('Digite a largura da parede em metros:'))
alt = float(input('Digite a altura da parede em metros:'))
area = larg * alt
tinta = area / 2
print('Sua parede tem a dimensão de {}x{} e sua área é de {}m².'.format(larg, alt, area))
print('Para pintá-la é necessário {}L de tinta .'.format( tinta))
|
47ba0dd3e658857ff57767aa6b70bba17abce29e | ssiddoway/IT567 | /port.py | 5,137 | 3.609375 | 4 | #!/usr/bin/python
import sys, argparse, socket
def main():
parser = argparse.ArgumentParser()
parser.add_argument("-i","--input", help="Input file")
parser.add_argument("-t", help="TCP port sccaner range, i.e. -t 1-1024")
parser.add_argument("-u", help="UDP port scanner range, i.e. -u 1-1024")
parser.add_argument("-d", help="Destination to run scan, i.e. -d 192.168.1.1")
parser.add_argument("-D", help="Range of IP's given by CIDR / i.ie -D 192.168.1.0/24")
args = parser.parse_args()
# Given a list of IP address in a txt file
if args.input:
IPs = parseInputFile(args.input)
if not args.t and not args.u: # User did not specify either TCP or UDP
for ip in IPs:
for port in range(1,1024): # Give standard port range
scanTCP(ip,port)
else:
if args.t: # TCP
for ip in IPs:
tcpLoop(ip,args.t)
print ""
if args.u: # UDP
for ip in IPs:
udpLoop(ip,args.u)
print ""
# Range of IPs given by the /
elif args.D:
if not args.t and not args.u: # User did not specify either TCP or UDP
for ip in IPs:
for port in range(1,1024): # Give standard port range
scanTCP(ip,port)
else:
if args.t: # TCP
for ip in IPs:
tcpLoop(ip,args.t)
print ""
if args.u: # UDP
for ip in IPS:
udpLoop(ip,args.u)
print ""
# Just a single remote desination
else:
if args.d:
if not args.t and not args.u: # User did not specify either TCP or UDP
for port in range(1,1024): # Give standard port range
scanTCP(args.d,port)
else:
if args.t: # TCP
tcpLoop(args.d,args.t)
if args.u: # UDP
udpLoop(args.d,args.u)
else:
print "Please provide a Remote host or a input file of hosts"
def tcpLoop(IP,ports):
portRange = ports.split('-') # Find the range of the tcp ports
if len(portRange) > 1:
for t in range(int(portRange[0]),int(portRange[1]) + 1):
scanTCP(IP,int(t))
else:
scanTCP(IP,int(ports))
def udpLoop(IP,ports):
uPortRange = ports.split('-') # Find the range of the UDP ports)
if len(uPortRange) > 1:
for u in range(int(uPortRange[0]),int(uPortRange[1]) + 1):
scanUDP(IP,int(u))
else:
scanUDP(IP,int(ports))
def subnetCalculator(IP):
temp = IP.split('/')
subnet = temp[1] #Subnet CIDR
IP = temp[0] #IP Address
ipPortions = IP.split('.') #break up the IP into the octets
exp = 32-int(subnet) #Exponent
numOfIPs = 2 ** exp #Number of IPs
start = ipPortions[3] #find Starting address
end = int(start) + numOfIPs
IPs = []
lastPortion = int(start)
for i in range(0,numOfIPs):
if lastPortion > 255: # last portion reached max
lastPortion = 0
if ipPortions[2] == 255: # 2nd to last octet reached max
ipPortions[2] = 0
if ipPortions[1] == 255: # 3rd to last octet reached max
ipPortions[1] = int(ipPortions[1]) + 1
ipPortions[0] = int(ipPortions[0]) + 1
else:
ipPortions[2] = int(ipPortions[2]) + 1 # increment 2nd to last octet up 1
tempIP = str(ipPortions[0]) + '.' + str(ipPortions[1]) + '.' + str(ipPortions[2]) + '.' + str(lastPortion)
IPs.append(tempIP)
lastPortion = lastPortion + 1
return IPs
#Given a filepath or name this function will read line by line and create an array of IP addresses
def parseInputFile(fileName):
with open(fileName,'r') as f:
content = [line.strip() for line in f if line.strip()] # Remove blank space and new line
return content; # Return list of IPs
#Given an IP address and Port this function will send a TCP packet to find if the port is listening
def scanTCP(IP,Port):
sock = socket.socket(socket.AF_INET,socket.SOCK_STREAM)
sock.settimeout(1)
result = sock.connect_ex((IP,Port))
if result == 0:
print "IP:{} Port{}: Open".format(IP,Port)
sock.close()
#Given an IP address and Port this function will send a packet using UDP to find if the port is listening
def scanUDP(IP,Port):
s = socket.socket(socket.AF_INET, socket.SOCK_DGRAM)
s.settimeout(1)
try:
s.sendto('ping'.encode(),(IP,Port))
s.recvfrom(1024)
print "IP:{} Port{}: Open".format(IP,Port)
except:
s.close()
s.close()
if __name__ == "__main__":
main() |
067bba31d0f51150264914637f39224fe6d0cecd | renol767/python_Dasar | /DQLab/Kelas Persiapan/chartnamakelurahan.py | 589 | 3.640625 | 4 | import pandas as pd
import numpy as np
import matplotlib.pyplot as plt
table = pd.read_csv("https://storage.googleapis.com/dqlab-dataset/penduduk_gender_head.csv")
table.head()
x_label = table['NAMA KELURAHAN']
plt.bar(x=np.arange(len(x_label)), height=table['LAKI-LAKI WNI'])
#Memberikan nilai axis dari data CSV
plt.xticks(np.arange(len(x_label)), table['NAMA KELURAHAN'], rotation=90)
#Menambah Title dan Label pada Grafik
plt.xlabel('Kelurahan di Jakarta Pusat')
plt.ylabel('Jumlah Penduduk Laki - Laki')
plt.title('Persebaran Jumlah Penduduk Laki - Laki di Jakarta Pusat')
plt.show() |
f52d016e2684b8d6cfceb2366bd27331b4ddd71b | renol767/python_Dasar | /Latihan Python Dasar/35.3 Latihan Mengecek Suatu Password.py | 360 | 3.625 | 4 | def userx():
user = input("Masukan Username : ")
if user == 'admin':
print("Lanjut Gan, Masukin Passwordnya")
pw = input("Masukan Password : ")
if pw == 'admin':
print("Login Sukses !")
else:
print("Password salah!")
else:
print("Salah Coy Usernamenya")
return userx()
userx() |
2d7bfd605e1105eb79716bb0b93357760887bd4a | renol767/python_Dasar | /Latihan Python Dasar/Tutorialsebelumpackage/11 Return and Lambda.py | 489 | 3.6875 | 4 | # return
a = 8
def kuadrat (a):
total = a**2
print("Kuadrat dari",a,"adalah",total)
return total
a = kuadrat(a)
print (a)
print (50*'-')
# return multiple argument
def tambah (a,b):
total = a+b
print(a, "+" , b , '=', total)
return total
def kali (a,b):
total = a*b
print(a, "x" , b , "=", total)
return total
a = tambah(3,8)
b = kali (2,tambah(7,8))
print(a)
print(b)
# function dengan lambda
kali = lambda x,y : x*y
print("Lambda Funct : ",kali(3,5))
|
047ca459460989c8c06d76cf16c341cee0e838a4 | renol767/python_Dasar | /Latihan Python Dasar/35.4 Latihan Deret Fibonaci.py | 154 | 3.953125 | 4 | suku = int(input('Masukan Suku Ke Berapa : '))
a = 0
b = 1
c = 3
print(a)
print(b)
while c <= suku:
c = a+b
a = b
b = c
print(c)
c+=1
|
3e3618fc47c05008bf92518dcd953d350c265918 | avsingh999/rl-tictactoe | /tictactoe.py | 10,944 | 4.0625 | 4 | """
Reference implementation of the Tic-Tac-Toe value function learning agent described in Chapter 1 of
"Reinforcement Learning: An Introduction" by Sutton and Barto. The agent contains a lookup table that
maps states to values, where initial values are 1 for a win, 0 for a draw or loss, and 0.5 otherwise.
At every move, the agent chooses either the maximum-value move (greedy) or, with some probability
epsilon, a random move (exploratory); by default epsilon=0.1. The agent updates its value function
(the lookup table) after every greedy move, following the equation:
V(s) <- V(s) + alpha * [ V(s') - V(s) ]
This particular implementation addresses the question posed in Exercise 1.1:
What would happen if the RL agent taught itself via self-play?
The result is that the agent learns only how to maximize its own potential payoff, without consideration
for whether it is playing to a win or a draw. Even more to the point, the agent learns a myopic strategy
where it basically has a single path that it wants to take to reach a winning state. If the path is blocked
by the opponent, the values will then usually all become 0.5 and the player is effectively moving randomly.
Created by Wesley Tansey
1/21/2013
Code released under the MIT license.
"""
import random
from copy import copy, deepcopy
import csv
import matplotlib.pyplot as plt
EMPTY = 0
PLAYER_X = 1
PLAYER_O = 2
DRAW = 3
BOARD_FORMAT = "----------------------------\n| {0} | {1} | {2} |\n|--------------------------|\n| {3} | {4} | {5} |\n|--------------------------|\n| {6} | {7} | {8} |\n----------------------------"
NAMES = [' ', 'X', 'O']
def printboard(state):
cells = []
for i in range(3):
for j in range(3):
cells.append(NAMES[state[i][j]].center(6))
print(BOARD_FORMAT.format(*cells))
def emptystate():
return [[EMPTY,EMPTY,EMPTY],[EMPTY,EMPTY,EMPTY],[EMPTY,EMPTY,EMPTY]]
def gameover(state):
for i in range(3):
if state[i][0] != EMPTY and state[i][0] == state[i][1] and state[i][0] == state[i][2]:
return state[i][0]
if state[0][i] != EMPTY and state[0][i] == state[1][i] and state[0][i] == state[2][i]:
return state[0][i]
if state[0][0] != EMPTY and state[0][0] == state[1][1] and state[0][0] == state[2][2]:
return state[0][0]
if state[0][2] != EMPTY and state[0][2] == state[1][1] and state[0][2] == state[2][0]:
return state[0][2]
for i in range(3):
for j in range(3):
if state[i][j] == EMPTY:
return EMPTY
return DRAW
def last_to_act(state):
countx = 0
counto = 0
for i in range(3):
for j in range(3):
if state[i][j] == PLAYER_X:
countx += 1
elif state[i][j] == PLAYER_O:
counto += 1
if countx == counto:
return PLAYER_O
if countx == (counto + 1):
return PLAYER_X
return -1
def enumstates(state, idx, agent):
if idx > 8:
player = last_to_act(state)
if player == agent.player:
agent.add(state)
else:
winner = gameover(state)
if winner != EMPTY:
return
i = int(idx / 3)
j = int(idx % 3)
for val in range(3):
state[i][j] = val
enumstates(state, idx+1, agent)
class Agent(object):
def __init__(self, player, verbose = False, lossval = 0, learning = True):
self.values = {}
self.player = player
self.verbose = verbose
self.lossval = lossval
self.learning = learning
self.epsilon = 0.1
self.alpha = 0.99
self.prevstate = None
self.prevscore = 0
self.count = 0
enumstates(emptystate(), 0, self)
def episode_over(self, winner):
self.backup(self.winnerval(winner))
self.prevstate = None
self.prevscore = 0
def action(self, state):
r = random.random()
if r < self.epsilon:
move = self.random(state)
self.log('>>>>>>> Exploratory action: ' + str(move))
else:
move = self.greedy(state)
self.log('>>>>>>> Best action: ' + str(move))
state[move[0]][move[1]] = self.player
self.prevstate = self.statetuple(state)
self.prevscore = self.lookup(state)
state[move[0]][move[1]] = EMPTY
return move
def random(self, state):
available = []
for i in range(3):
for j in range(3):
if state[i][j] == EMPTY:
available.append((i,j))
return random.choice(available)
def greedy(self, state):
maxval = -50000
maxmove = None
if self.verbose:
cells = []
for i in range(3):
for j in range(3):
if state[i][j] == EMPTY:
state[i][j] = self.player
val = self.lookup(state)
state[i][j] = EMPTY
if val > maxval:
maxval = val
maxmove = (i, j)
if self.verbose:
cells.append('{0:.3f}'.format(val).center(6))
elif self.verbose:
cells.append(NAMES[state[i][j]].center(6))
if self.verbose:
print(BOARD_FORMAT.format(*cells))
self.backup(maxval)
return maxmove
def backup(self, nextval):
if self.prevstate != None and self.learning:
self.values[self.prevstate] += self.alpha * (nextval - self.prevscore)
def lookup(self, state):
key = self.statetuple(state)
if not key in self.values:
self.add(key)
return self.values[key]
def add(self, state):
winner = gameover(state)
tup = self.statetuple(state)
self.values[tup] = self.winnerval(winner)
def winnerval(self, winner):
if winner == self.player:
return 1
elif winner == EMPTY:
return 0.5
elif winner == DRAW:
return 0
else:
return self.lossval
def printvalues(self):
vals = deepcopy(self.values)
for key in vals:
state = [list(key[0]),list(key[1]),list(key[2])]
cells = []
for i in range(3):
for j in range(3):
if state[i][j] == EMPTY:
state[i][j] = self.player
cells.append(str(self.lookup(state)).center(3))
state[i][j] = EMPTY
else:
cells.append(NAMES[state[i][j]].center(3))
print(BOARD_FORMAT.format(*cells))
def statetuple(self, state):
return (tuple(state[0]),tuple(state[1]),tuple(state[2]))
def log(self, s):
if self.verbose:
print(s)
class Human(object):
def __init__(self, player):
self.player = player
def action(self, state):
printboard(state)
action = input('Your move? i.e. x,y : ')
return (int(action.split(',')[0]),int(action.split(',')[1]))
def episode_over(self, winner):
if winner == DRAW:
print('Game over! It was a draw.')
else:
print('Game over! Winner: Player {0}'.format(winner))
def play(agent1, agent2):
state = emptystate()
for i in range(9):
if i % 2 == 0:
move = agent1.action(state)
else:
move = agent2.action(state)
state[move[0]][move[1]] = (i % 2) + 1
winner = gameover(state)
if winner != EMPTY:
return winner
return winner
def measure_performance_vs_random(agent1, agent2):
epsilon1 = agent1.epsilon
epsilon2 = agent2.epsilon
agent1.epsilon = 0
agent2.epsilon = 0
agent1.learning = False
agent2.learning = False
r1 = Agent(1)
r2 = Agent(2)
r1.epsilon = 1
r2.epsilon = 1
probs = [0,0,0,0,0,0]
games = 100
for i in range(games):
winner = play(agent1, r2)
if winner == PLAYER_X:
probs[0] += 1.0 / games
elif winner == PLAYER_O:
probs[1] += 1.0 / games
else:
probs[2] += 1.0 / games
for i in range(games):
winner = play(r1, agent2)
if winner == PLAYER_O:
probs[3] += 1.0 / games
elif winner == PLAYER_X:
probs[4] += 1.0 / games
else:
probs[5] += 1.0 / games
agent1.epsilon = epsilon1
agent2.epsilon = epsilon2
agent1.learning = True
agent2.learning = True
return probs
def measure_performance_vs_each_other(agent1, agent2):
#epsilon1 = agent1.epsilon
#epsilon2 = agent2.epsilon
#agent1.epsilon = 0
#agent2.epsilon = 0
#agent1.learning = False
#agent2.learning = False
probs = [0,0,0]
games = 100
for i in range(games):
winner = play(agent1, agent2)
if winner == PLAYER_X:
probs[0] += 1.0 / games
elif winner == PLAYER_O:
probs[1] += 1.0 / games
else:
probs[2] += 1.0 / games
#agent1.epsilon = epsilon1
#agent2.epsilon = epsilon2
#agent1.learning = True
#agent2.learning = True
return probs
if __name__ == "__main__":
p1 = Agent(1, lossval = -1)
p2 = Agent(2, lossval = -1)
r1 = Agent(1, learning = False)
r2 = Agent(2, learning = False)
r1.epsilon = 1
r2.epsilon = 1
series = ['P1-Win','P1-Lose','P1-Draw','P2-Win','P2-Lose','P2-Draw']
#series = ['P1-Win', 'P2-Win', 'Draw']
colors = ['r','b','g','c','m','b']
markers = ['+', '.', 'o', '*', '^', 's']
f = open('results.csv', 'w')
writer = csv.writer(f)
writer.writerow(series)
perf = [[] for _ in range(len(series) + 1)]
for i in range(10000):
if i % 10 == 0:
print('Game: {0}'.format(i))
probs = measure_performance_vs_random(p1, p2)
writer.writerow(probs)
f.flush()
perf[0].append(i)
for idx,x in enumerate(probs):
perf[idx+1].append(x)
winner = play(p1,p2)
p1.episode_over(winner)
#winner = play(r1,p2)
p2.episode_over(winner)
f.close()
for i in range(1,len(perf)):
plt.plot(perf[0], perf[i], label=series[i-1], color=colors[i-1])
plt.xlabel('Episodes')
plt.ylabel('Probability')
plt.title('RL Agent Performance vs. Random Agent\n({0} loss value, self-play)'.format(p1.lossval))
#plt.title('P1 Loss={0} vs. P2 Loss={1}'.format(p1.lossval, p2.lossval))
plt.legend()
plt.show()
#plt.savefig('p1loss{0}vsp2loss{1}.png'.format(p1.lossval, p2.lossval))
plt.savefig('selfplay_random_{0}loss.png'.format(p1.lossval))
while True:
p2.verbose = True
p1 = Human(1)
winner = play(p1,p2)
p1.episode_over(winner)
p2.episode_over(winner)
|
a3fb45777567b8e29bb0b31fb734bcd1dc8579ca | mikeyhu/project-euler-python | /test/test_Problem1.py | 374 | 3.8125 | 4 | import unittest
from main import Problem1
class TestProblem1(unittest.TestCase):
def test_sum_of_natural_numbers_below_10_that_are_multiples_of_3_or_5(self):
p1 = Problem1.Problem1()
self.assertEqual(23,p1.solve(10))
def test_sum_of_natural_numbers_below_1000_that_are_multiples_of_3_or_5(self):
p1 = Problem1.Problem1()
self.assertEqual(233168,p1.solve(1000))
|
f003866db45687ef25b32772941b73413ae552cf | mikeyhu/project-euler-python | /main/Problem5.py | 447 | 3.5 | 4 | import itertools
class Problem5(object):
def solve(self,number):
uniqueProducts = self.products(number)
for x in itertools.count(1):
valid = True
for i in uniqueProducts:
if not x % i == 0:
valid = False
if valid:
return x
def products(self,number):
result = []
for i in range(number,1,-1):
add = True
for j in result:
if j % i == 0:
add = False
if add:
result.append(i)
return result
|
8d19c27a48eef36d5924f38be89fee9a362d95bc | igorbustinza/theegg_ai | /tarea23/tarea23.py | 7,606 | 3.703125 | 4 | ##Tarea 23
import random
##funciones
##función que cifra y descifra el texto
def cifra_descifra(cifraTextoDescifra,listaCartasFuncion,operacion):
#creamos un diccionario con las letras y su correpondiente valor
valoresLetras = {"A":1,"B":2,"C":3,"D":4,"E":5,"F":6,"G":7,"H":8,"I":9,"J":10,"K":11,"L":12,"M":13,"N":14,"O":15,"P":16,"Q":17,"R":18,"S":19,"T":20,"U":21,"V":22,"W":23,"X":24,"Y":25,"Z":26}
##función que devuelve el valor numérico del texto a cifrar/descifrar
def valor_numerico_texto(textoCD):
listaTxtNum=[]
##creamos un diccionario con las letras y su valor numérico
numLetras = len(textoCD)
##vamos buscando el valor de cada letra
for i in range(numLetras):
valorLetra = valoresLetras.get(textoCD[i:i+1])
listaTxtNum.append(valorLetra)
return listaTxtNum
##función que devuelve el texto cifrado correspondientes a una lista de valores numéricos
def valor_texto_numerico(listaNumeros):
##pasamos a una lista las claves del diccionario y utilizamos el valor numérico como índice de la lista
claves = list(valoresLetras.keys())
txtCifrado =''
for j in listaNumeros:
txtCifrado = txtCifrado + claves[j-1]
return txtCifrado
##################################
##función que ejecuta el algoritmo del solitario para sacar el valor numérico a sumar al valor numérico del texto
def solitario(cifraTxtDescifra,listaCartasInicial):
ristra = []
listaCartasBarajeada = listaCartasInicial
for n in cifraTxtDescifra:
##Paso1 del agoritmo: Intercambiar Joker A con la carta que está debajo
posicionJokerA = listaCartasBarajeada.index("Joker A")
listaCartasBarajeada.remove("Joker A")
listaCartasBarajeada.insert(posicionJokerA + 1,"Joker A")
##Paso 2 del agoritmo: intercambiar Joker B con la carta que está debajo de la que tiene debajo
posicionJokerB = listaCartasBarajeada.index("Joker B")
listaCartasBarajeada.remove("Joker B")
listaCartasBarajeada.insert(posicionJokerB + 2,"Joker B")
##Paso 3 del algoritmo: cortamos la baraja en 3, intercambiando las cartas antes del primer comodín con las cartas que están detrás del segundo comodin.
posicionJokerA = listaCartasBarajeada.index("Joker A")
posicionJokerB = listaCartasBarajeada.index("Joker B")
if posicionJokerA < posicionJokerB:
primerComodin = posicionJokerA
segundoComodin = posicionJokerB
else:
primerComodin = posicionJokerB
segundoComodin = posicionJokerA
listaCorte1 = listaCartasBarajeada[0:primerComodin]
listaCorte2 = listaCartasBarajeada[segundoComodin + 1:54]
##pasamos el corte 2 a la parte de arriba
indiceAinsertar = 0
for k in listaCorte2:
listaCartasBarajeada.remove(k)
listaCartasBarajeada.insert(indiceAinsertar,k)
indiceAinsertar = indiceAinsertar + 1
##pasamos el corte 1
for j in listaCorte1:
listaCartasBarajeada.remove(j)
listaCartasBarajeada.append(j)
##Paso 4 del agoritmo: buscamos la última carta de la baraja, buscamos su valor numérico, contamos desde la primera carta hasta ese valor numerico
ultimaCarta = listaCartasBarajeada[53]
valorUltimaCarta = barajaCartas[listaCartasBarajeada[53]]
listaCorte3 = listaCartasBarajeada[0:valorUltimaCarta]
listaCartasBarajeada.remove(listaCartasBarajeada[53])
##pasamos el corte 1
for m in listaCorte3:
listaCartasBarajeada.remove(m)
listaCartasBarajeada.append(m)
listaCartasBarajeada.append(ultimaCarta)
##Paso 5 del algoritmo; mira la primera carta y conviertela en numero, cuenta las cartas hasta ese número (la primera es el uno)
primeraCarta = listaCartasBarajeada[0]
valorPrimeraCarta = barajaCartas[listaCartasBarajeada[0]]
CartaPaso5 = listaCartasBarajeada[valorPrimeraCarta]
valorCartaPaso5 = barajaCartas[CartaPaso5]
ristra.append(valorCartaPaso5)
return ristra
##cuerpo de la función cifra_descifra
##llamamos a la función que nos devuelve el valor numérico del texto a cifrar
valorTexto = valor_numerico_texto(cifraTextoDescifra)
##utilizamos el algoritmo del solitario para generar la ristra a sumar para conseguir el texto cifrado
valorRistra = solitario(cifraTextoDescifra,listaCartasFuncion)
##Si operacion=1 estamos cifrando, por lo que sumamos los valores de las letras a cifrar con los valores que nos ha devuelto el algoritmo del solitario.
##Si operacion=0 estamos descifrando, por lo que restamos los valores de las letras a cifrar con los valores que nos ha devuelto el algoritmo del solitario.
valorTextomasRistra = []
if operacion == 1:
for i, w in enumerate(valorTexto):
valorTextomasRistra.append(valorTexto[i] + valorRistra[i])
else:
for i, w in enumerate(valorTexto):
valorTextomasRistra.append(valorTexto[i] - valorRistra[i])
valorTextomasRistra2 = []
#Cómo tenemos 26 letras, si los valores que nos dan son superiores a 26 tenemos que restarle 26 y si son superiores a 52 tenemos que restarle 52
#Si estamos descifrando al restar la ristra al valor del texto a descifrar, si nos salen valores negativos tenemos que sumarle 26 (o 52) para tener un valor positivo.
for v in valorTextomasRistra:
valorCorregido = v
if v > 26 and v <= 52:
valorCorregido = v -26
elif v > 52:
valorCorregido = v-52
elif v < 0:
valorCorregido = v + 26
elif v < -52:
valorCorregido = v+52
valorTextomasRistra2.append(valorCorregido)
#la función devuelve el texto cifrado/descifrado
return valor_texto_numerico(valorTextomasRistra2)
#######################
##construimos la baraja
##Palos de la baraja
palosBaraja = ("Treboles","Diamantes","Corazones","Picas")
##creamos una lista con las cartas para barajearlas
listaCartas = []
##Valores de las cartas
## Treboles -- Su valor
## Diamantes -- su valor + 13
## Corazones - su valor + 26
## Picas -- su valor + 39
barajaCartas = {"Joker A":53,"Joker B":53}
listaCartas = ["Joker A","Joker B"]
for element in palosBaraja:
for i in range(13):
if element == "Treboles":
valorASumar = 0
elif element == "Diamantes":
valorASumar = 13
elif element == "Corazoness":
valorASumar = 26
elif element == "Picas":
valorASumar = 39
cartaBaraja = str(i+1) + element
valor = barajaCartas.setdefault(cartaBaraja,i+1 + valorASumar)
##creamos una lista con las cartas de la baraja para despues "barajearla"
listaCartas.append(cartaBaraja)
##barajeamos la baraja de cartas
random.shuffle(listaCartas)
#convertimos la lista barajeada en una tupla para posteriormente usar la misma lista con las cartas en el mismo orden.
tuplaCartas = tuple(listaCartas)
##Pedimos al usuario que escriba el texto a cifrar
textoAcifrar = input("Introduce el texto a cifrar: ")
##ponemos el texto en mayúsculas y quitamos los espacios
textoAcifrar = textoAcifrar.upper()
textoAcifrar0 = ""
for t in textoAcifrar:
if t != " ":
textoAcifrar0 = textoAcifrar0 + t
numeroDeLetras = len(textoAcifrar)
#llamamos a la función que cifra el texto introducido
txtCifrado = cifra_descifra(textoAcifrar0,listaCartas,1)
print(textoAcifrar0 + " cifrado es: " + txtCifrado)
#una vez cifrado preguntamos al usuario si quiere descifrar el texto cifrado
respuesta = ''
while respuesta not in ('S','N'):
respuesta1 = input("¿Quieres descifrar " + txtCifrado + "? (S/N): ")
respuesta = respuesta1.upper()
if respuesta == 'N':
## No desciframos
print("OK. Agur")
else:
#desciframos
#volvemos a convertir la tupla en lista para utilizarla en el algoritmo del solitario
listaCartas = list(tuplaCartas)
txtDescifrado = cifra_descifra(txtCifrado,listaCartas,2)
print(txtCifrado + " descifrado es: " + txtDescifrado)
|
b9151241f8234f5c1f038c733a5d0ff46da376d3 | louishuynh/patterns | /observer/observer3.py | 2,260 | 4.15625 | 4 | """
Source: https://www.youtube.com/watch?v=87MNuBgeg34
We can have observable that can notify one group of subscribers for one kind of situation.
Notify a different group of subscribers for different kind of situation.
We can have the same subscribers in both groups.
We call these situations events (different kinds of situations) or channels.
This gives us the flexibility of how we notify subscribers.
"""
class Subscriber:
""" Sample observer. """
def __init__(self, name):
self.name = name
def update(self, message):
print('{} got message "{}"'.format(self.name, message))
class Publisher:
def __init__(self, events):
"""
We want to provide interface that allows subscribers to register for a specific event that the observable can announce.
So we modify a publisher to take several events and modify the subscriber attribute to
map event names to strings to dictionaries that then map subscribers to their callback function
"""
self.subscribers = {event: dict() for event in events}
def get_subscribers(self, event):
""" Helper method.
Look up for a given even the map of subscriber to the callback function.
"""
return self.subscribers[event]
def register(self, event, who, callback=None):
""" Change the way we insert the subscriber to our records of the callback."""
if callback is None:
# fallback to original method
callback = getattr(who, 'update')
self.get_subscribers(event)[who] = callback
def unregister(self, event, who):
del self.get_subscribers(event)[who]
def dispatch(self, event, message):
""" We keep the api interface fairly similar."""
for subscriber, callback in self.get_subscribers(event).items():
callback(message)
if __name__ == '__main__':
pub = Publisher(['lunch', 'dinner'])
bob = Subscriber('Bob')
alice = Subscriber('Alice')
john = Subscriber('John')
pub.register("lunch", bob)
pub.register("dinner", alice)
pub.register("lunch", john)
pub.register("dinner", john)
pub.dispatch("lunch", "It's lunchtime!")
pub.dispatch("dinner", "Dinner is served") |
bb1e695e901d9f80fd97ac45ad64891229f2d79c | timmichanga13/python | /fundamentals/fundamentals/demos/data_types.py | 1,411 | 4.03125 | 4 | # many of the same types; booleans, values, strings
# python interpreter is an environment where the computer can immediately implement code
# use for testing/remembering if something works
# booleans start with capital T and F
#values are split between integers and floats
# floats are imperfect representations
# strings behave relatively the same, can use "" or ''
# do not need to establish variables with var
# automatically handles tedious actions
# lists, tuples, and dictionaries
# tuples are an immutable list (array) but cannot change definitions in it
# tuples use () instead of []
# lists are a lot like arrays in JS (pretty much the same)
# .push() becomes .append()
# dictionaries are pairs of key-value pairs (object has a different meaning in python)
# Loops
# print 1 to 255
for x in range(1,101):
print(x)
print(x*x)
# what happens inside a loop is identified by indentation
# this print is outside of the loop
print("Done!")
# careful copying and pasting, check for tabs vs. spaces, they indent differently
# if statements look a lot like for loops
# list of names
names = ["Sarah", 'jack', 'Beth', 'Jort']
# for loop to the length of the array
for x in range(0, len(names)):
# print the name at index x
print(names[x])
# gives the same output
# first part is arbitrary
# the second part is important and tells you where to look
for name in names:
print(name) |
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