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b49100d826e29d6b8e3d71d0847b6a41772dd06d
Akash-Rokade/Python
/29-Jan/drink excercise1.py
1,173
3.59375
4
import numpy as np import pandas as pd import matplotlib.pyplot as plt from sklearn.model_selection import train_test_split from sklearn.linear_model import LinearRegression df=pd.read_csv("drinks_data.csv") print(df) beer_servings=df.beer_servings spirit_servings=df.spirit_servings wine_servings=df.wine_servings total_litresof_pure_alcohol=df.total_litresof_pure_alcohol #filling blank spaces using mean df["beer_servings"]=df["beer_servings"].fillna(df["beer_servings"].mean()) df["spirit_servings"]=df["spirit_servings"].fillna(df["spirit_servings"].mean()) df["wine_servings"]=df["wine_servings"].fillna(df["wine_servings"].mean()) df["total_litresof_pure_alcohol"]=df["total_litresof_pure_alcohol"].fillna(df["total_litresof_pure_alcohol"].mean()) print(beer_servings) print(spirit_servings) print(wine_servings) print(total_litresof_pure_alcohol) data={"x":[1,2,3,4,5,6],"y":[5,6,7,8,9,3]} df=pd.DataFrame(data) x=df["x"] y=df["y"] print(x) print(y) xtrain,xtest,ytrain,ytest=train_test_split(x,y) linearRegressor=LinearRegression() linearRegressor.fit(xtrain,ytrain) ypred=linearRegressor.predict(xtest) print(ypred)
ab7eefda4b7c572b8d411d1b37c76b3b5bd2c915
wan-catherine/Leetcode
/problems/N517_Super_Washing_Machines.py
1,228
3.5
4
from typing import List """ left[i] : the number of dress for i index get from left right[i]: the number of dress for i index get from right left[i] and right[i] can be positive and negative. positive : get dress, negative : give dress left[i] + right[i] = machines[i] - val (in order to get val, it much get/throw left[i] + right[i] dresses) left[i+1] = - right[i] then we can find the largest give times (not max(left[i] + right[i]), because one of them might be negative. We only need to the largest GIVE times. """ class Solution: def findMinMoves(self, machines: List[int]) -> int: length, total = len(machines), sum(machines) if total % length: return -1 val = total // length left, right = [0] * length, [0] * length right[0] = machines[0] - val left[length-1] = machines[length-1] -val for i in range(1, length - 1): left[i] = -right[i-1] right[i] = machines[i] - val - left[i] res = 0 for i in range(length): cur = 0 if left[i] > 0: cur += left[i] if right[i] > 0: cur += right[i] res = max(res, cur) return res
1cc59b93ab7aabf8734968d4931c1c6b1af0dcae
AMHlocal/Python-Challenge
/PyBank/main.py
2,737
3.96875
4
#Dependencies import os import csv csvpath = os.path.join('Resources', 'budget_data.csv') #Variables/lists to hold data month = 0 cash = 0 previous = 0 diff_list = [] month_list = [] #open the csv file, read headers with open(csvpath, newline='') as csvfile: csv_reader = csv.reader(csvfile, delimiter=",") csv_header = next(csv_reader) #print(f"Header: {csv_header}") #Loop Through data for row in csv_reader: month += 1 #adds up all the months current = int(row[1]) cash += current #sums the cash month_list.append(row[0]) #add a new month to the end of the months_list #calculate the difference in profit/loss bewteen each month if previous != 0: # if the pervious month is not equal to 0 difference = current - previous #then calculate the difference by taking the current difference subtracting the pervious previous = current #the previous difference is the current differnce, this will give us the change for each month else: difference = 0 #if the difference is 0 then the pervious is 0 the previous difference is the current amount previous = current diff_list.append(difference) #add the differences from each month to the end of the diff_list #find the average change of profit/lost between each month average = round(sum(diff_list) / (month - 1),2) #locate greatest increase/decrease in profits greatest_increase = max(diff_list) greatest_decrease = min(diff_list) #locate months of greatest increase/decrease in profits greatest_month_inc = diff_list.index(greatest_increase) greatest_month_dec = diff_list.index(greatest_decrease) #get month from index values month_greatest = month_list[greatest_month_inc] month_lowest = month_list[greatest_month_dec] #Summary table to terminal print("") print("Financial Analysis") print("-----------------------") print(f"Total Months: {month}") print(f"Total: ${cash}") print(f"Average Change: $ {average} ") print(f"Greatest Increase in Profits: {month_greatest} (${greatest_increase})") print(f"Greatest Decrease in Profits: {month_lowest} (${greatest_decrease})") print() #export to a text file analysis = os.path.join("Analysis", "PyBank_anaylsis.txt") #sets path & names file with open(analysis, "w") as output: output.write("Financial Analysis\n") output.write("-----------------------\n") output.write(f"Total Months: {month}\n") output.write(f"Total: ${cash}\n") output.write(f"Average Change: $ {average}\n") output.write(f"Greatest Increase in Profits: {month_greatest} (${greatest_increase})\n") output.write(f"Greatest Decrease in Profits: {month_lowest} (${greatest_decrease})\n")
66274167af58f857896c21383d83fc622e6bf701
bara-dankova/Exercise14
/rockpaperscissors.py
1,718
4.4375
4
# import modules from random import randint # define function with no parameters def rps(): # ask user for input and make sure they enter one of the three options human = input("Please enter R for ROCK, P for PAPER or S for SCISSORS: ") while not human in ["R", "P", "S"]: human = input("Please enter R for ROCK, P for PAPER or S for SCISSORS: ") # initialize a variable for the computer's choice computer = "" # generate a random number between 0 and 2 (both limits are inclusive) n = randint(0,2) # translate generated number into a string to correspond to human choices if n == 0: computer = "R" if n == 1: computer = "P" if n == 2: computer = "S" # use if-statements to define when user wins or loses according to the logic of the game if computer == "R" and human == "P": print("The computer chose ROCK, you WIN!") if computer == "R" and human == "S": print("The computer chose ROCK, you LOSE!") if computer == "P" and human == "S": print("The computer chose PAPER, you WIN!") if computer == "P" and human == "R": print("The computer chose PAPER, you LOSE!") if computer == "S" and human == "R": print("The computer chose SCISSORS, you WIN!") if computer == "S" and human == "P": print("The computer chose SCISSORS, you LOSE!") # if both the user and the computer pick the same option, it is a draw if computer == human: print("Both you and the computer chose the same, it's a draw!") # call the function rps() # this is just to make sure that the program doesn't close immediately when run in a proper command line (not PyCharm) input()
9d84f115ed4d2d594fe408457daa21efba11225d
behrouzmadahian/python
/IntroToNumpyScipy/01-numyIntro.py
2,289
4.4375
4
import numpy as np ''' numpy provides functionality to manipulate arrays and matrices!! arrays: are similar to lists except that every element of an array must be of the same type, typically a numeric type. are more efficient than lists and make operations with large amount of data very fast. ''' a = np.array([1, 2, 3, 4], float) print(a, a[2:]) # multi-dimensional arrays: a = np.array([[1, 2, 3], [4, 5, 6]]) print(a, a[0, 0]) print(a[1:, :]) # second row print(a[:, 1]) # second column print(a[:, 1:3]) # columns 2 and 3 # array dimensions: print(a.shape) # type of values in an array: print(a.dtype) # len returns length of the first axis: number of rows! print(len(a)) print(2 in a) # reshaping array to have new dimensions: a = np.array(range(10), float) print(a) a = a.reshape((5, 2)) print(a) a = np.array(range(3)) print(a) # making all elements zero: a.fill(0) print(a) #######Transposing an array: a = np.array(range(12)) a = a.reshape((3, 4)) print(a) a = a.transpose() print(a) ############## # one dimensional versions of multi-dimensional array: a= a.flatten() print(a) ######### # concatenating to arrays: a = np.array([1, 1, 1]) b = np.array([2, 2, 2]) c = np.concatenate((a, b)) print(c) # we can specify along which axis to concatenate if multidimensional a = np.array([[1, 2], [3, 4]]) b = np.array([[5, 6], [7, 8]]) c = np.concatenate((a, b), 0) #rbind print(c) c = np.concatenate((a, b), 1)#cbind print(c) ###################### # the dimensionality of an array can be increased using the newaxis constant in bracket notation: print('Increasing Dimensionality of an array:') a = np.array([1, 2, 3]) print(a, a.shape) a=a[:, np.newaxis] print(a, a.shape) a=np.array([1,2,3]) a=a[np.newaxis, :] print(a, a.shape) ####################################### # other ways to create arrays: # arange() is similar to range function but returns an array: a = np.arange(10) print(a) # making one/multi dimension arrays of ones and zeros: a = np.ones(10) b = np.zeros(10) print(a, b) a = np.ones((2, 5)) b = np.zeros((2, 5)) print(a) print(b) ####### # identity matrix: a = np.identity(4) print(a) # eye function returns matrices with ones along kth diagonal: a = np.eye(4, k=1) print(a)
f0461d26769e9ab5560fed08d36f28aaebdb0c29
Teaching-projects/SOE-ProgAlap1-HF-2020-illesgabor1126
/200/my_time.py
1,139
3.84375
4
class Time: def __init__(self, seconds:int=0): self.seconds=seconds def to_seconds(self) -> int: return self.seconds def _ss(self)->int: return self.seconds % 60 def _mm(self) -> int: return self.seconds % 3600 // 60 def _hh(self) -> int: return self.seconds // 3600 def pretty_format(self) -> str: return "'{0}:{1}:{2}'".format(self._hh(), self._mm(), self._ss()) def set_from_string(self, s) -> int: x=s.split(":",3) l=len(x) if l==3: self.seconds = int (x[0])*3600 + int (x[1])*60 + int (x[2]) elif 1==2: self.seconds = int (x[0])*60 + int (x[1]) else: self.seconds = int (x[0]) return self.seconds t1 = Time(3600+1234) print(t1.to_seconds()) print(t1._ss()) print(t1._mm()) print(t1._hh()) print(t1.pretty_format()) print(t1.set_from_string("1:2:3")) print(t1.pretty_format()) print(t1.set_from_string("2:3")) print(t1.pretty_format()) print(t1.set_from_string("15"))
1edcf47cb7a60da97af4b36777c2081b6a6b4a8b
zwelisha/animals_part1
/home.py
1,075
3.703125
4
from animal import Animal from cat import Cat from dog import Dog class Home: def __init__(self, pets=[]): self.__pets = pets # Getter for pets array @property def pets(self): return self.__pets # Setter for pets @pets.setter def pets(self, pets): self.__pets = pets def adopt_pet(self, pet): for each in self.__pets: if each == pet: raise Exception ("You can't adopt the same pet twice") self.__pets.append(pet) ''' According to the given instruction, this function should be named 'makeAllSounds', however, that is not pythonic. Hence I named it 'make_all_sounds' ''' def make_all_sounds(self): for animal in self.__pets: #print(type(animal)) animal.sound() def main(): home = Home() dog1 = Dog() dog2 = Dog() cat = Cat() home.adopt_pet(dog1) home.adopt_pet(cat) home.adopt_pet(dog2) home.make_all_sounds() home.adopt_pet(dog2) if __name__ == '__main__': main()
677a6b961b5eb818678313ea5a65d9adcca293a3
ElyseV1N/ElyseV1N
/Les05/Oefening 4.py
201
3.625
4
getallenrij = [2, 4, 6, 8, 10, 9, 7] aantal3 = 0 for getal in getallenrij : if getal % 3 == 0 : aantal3 = aantal3 + 1 print('Het aantal getallen dat deelbaar is door 3 is: ' + str(aantal3))
a0dab9615bd4f1b84481496bd68badb338a54f5a
Shunderpooch/AdventOfCode2016
/Day 4/security_through_obscurity_1.py
1,361
3.640625
4
""" Arthur Dooner Advent of Code Day 4 Challenge 1 """ import sys SUM_SECTOR_IDS = 0 def generate_checksum(word_array): combined_array = ''.join(word_array) letter_count = dict((letter, combined_array.count(letter)) for letter in set(combined_array)) #this is now a list, alphabetically, of tuples sorted_letter_count = sorted(letter_count.items()) #Now by greatest count with ties decided by alphabetical sorted_letter_count.sort(key=lambda x: x[1], reverse=True) checksum = "" counter = 0 for y in sorted_letter_count[:5]: #only want the first 5 letters checksum += y[0] return checksum with open("realfakerooms.txt", "r") as filestream: LINE_LIST = [] for line in filestream: TEMP_LINE_INPUT = line.split('-') #split everything by the '-' delim to get each word last_piece = TEMP_LINE_INPUT.pop() #pop off the last piece (the sectorID and checksum) # Merge the array into one character set generated_checksum = generate_checksum(TEMP_LINE_INPUT) # Gather the actual checksum and compare it with the generated checksum last_piece_list = last_piece.split('[') if generated_checksum == (last_piece_list[1][:5]): SUM_SECTOR_IDS += int(last_piece_list[0]) print("The Sum of Valid SectorIDs are: " + str(SUM_SECTOR_IDS)) sys.stdout.flush()
e2e8d2620adda15a1e410b24b089a6abca37e76c
malek19-meet/meet2017y1lab5
/fun2.py
126
3.6875
4
def draw_1d(n,shape): print(shape*n) def draw_2d(n, m, char1): for i in range(m): draw_1d(n,char1)
94871b05d2b0a87f4b90bf1be3e5e351bfebf1a8
Iamkartikey44/Python_Project
/Dobble game.py
925
3.578125
4
import string import random symbols =[] symbols = list(string.ascii_letters) card1 = [0]*5 card2= [0]*5 pos1 = random.randint(0,4) pos2 = random.randint(0,4) samesymbol = random.choice(symbols) symbols.remove(samesymbol) if(pos1==pos2): card2[pos1]=samesymbol card1[pos1]=samesymbol else: card2[pos1]=samesymbol card1[pos2]=samesymbol card1[pos2]=random.choice(symbols) symbols.remove(card1[pos2]) card2[pos1]=random.choice(symbols) symbols.remove(card2[pos1]) i=0 while(i<5): if(i!=pos1 and i!=pos2): alphabet1 = random.choice(symbols) symbols.remove(alphabet1) alphabet2 = random.choice(symbols) symbols.remove(alphabet2) card1[i]=alphabet1 card2[i] = alphabet2 i+=1 print(card1) print(card2) ch = input('Spot,the similar symbol: ') if(ch== samesymbol): print('Right') else: print('Wrong')
cd67386d64cf0a876effa7aad168c03e5443a64d
SixuLi/Leetcode-Practice
/First Session(By Tag)/Tree/272.Cloest Binary Search Tree Value II.py
1,446
3.6875
4
# Definition for a binary tree node. class TreeNode: def __init__(self, x): self.val = x self.left = None self.right = None # Solution 1: Inorder Traversal # Time Complexity: O(N+K) # Space Complexity: O(N) class Solution: def closestKValues(self, root: TreeNode, target: float, k: int) -> List[int]: if not root: return [] in_order = [] self.inorder(root, in_order) distance = float('inf') for i in range(len(in_order)): if distance > abs(target - in_order[i]): distance = abs(target - in_order[i]) idx = i res = [] left, right = idx - 1, idx + 1 for i in range(k): res.append(in_order[idx]) if left >= 0 and right < len(in_order): if abs(target - in_order[left]) > abs(target - in_order[right]): idx = right right += 1 else: idx = left left -= 1 elif left >= 0: idx = left left -= 1 elif right < len(in_order): idx = right right += 1 return res def inorder(self, root, in_order): if not root: return self.inorder(root.left, in_order) in_order.append(root.val) self.inorder(root.right, in_order) return
06250b28190ea2a0fc6267410482598bb5a50c3f
J14032016/LeetCode-Python
/tests/algorithms/p0017_letter_combinations_of_a_phone_number_test.py
487
3.5625
4
import unittest from leetcode.algorithms\ .p0017_letter_combinations_of_a_phone_number import Solution class TestLetterCombinationsOfAPhoneNumber(unittest.TestCase): def test_letter_combinations_of_a_phone_number(self): solution = Solution() expected_lists = ['ad', 'ae', 'af', 'bd', 'be', 'bf', 'cd', 'ce', 'cf'] self.assertListEqual([], solution.letterCombinations('')) self.assertListEqual(expected_lists, solution.letterCombinations('23'))
94aff208434e60de103b89609fbf4d2c6ded83b4
tnawathe21/CS50-Projects
/dna.py
2,749
3.921875
4
from sys import argv, exit import csv ### LOADING DNA DATABASE (CSV FILE) INTO MEMORY ### # file name of csv database = argv[1] # prepare to read heading titles and rows into a list titles = [] people = [] peoplenum = 0 # store number of people in the database STRnum = 0 # store number of STRs to parse with open(database, 'r') as csvfile: # create a csv reader csvreader = csv.reader(csvfile) # get heading titles titles = next(csvreader) # load data into rows for row in csvreader: people.append(row) # store number of people in the database peoplenum = csvreader.line_num - 1 # determine number of STRs to parse STRnum = len(titles) - 1 ### LOADING DNA SEQUENCE (TXT FILE) INTO MEMORY ### with open(argv[2], 'r') as txtfile: # reads txt file, which contains DNA sequence, into a string seq = txtfile.read() # close txt file txtfile.close() ### FILLING STR FREQUENCY LIST ARRAY (EACH ELEMENT IN EACH LIST ROW IS STR REPEAT NUMBER AT THAT POSITION) ### repeatsarr = [] # multidimensional array: each STR and within it, number of repeats for each position temp = [] # 1D array to temporarily keep track of repeats for each position, soon gets transferred to repeats multiD array count = 0 # keeps track of the number of STR repeats for each position in the DNA sequence string seqlength = len(seq) # length of DNA sequence for STR in titles[1:]: # leave out first element since it's just 'name' temp.clear() for i in range(seqlength): count = 0 j = i while seq[j:j+(len(STR))] == STR: # counts number of STR repeats starting from i position in the DNA sequence count+= 1 j += len(STR) temp.append(count) # adds that number to end of temp integer array tobeadded = temp.copy() repeatsarr.append(tobeadded) ### FIND LARGEST REPEAT IN EACH NUMBER ARRAY WITHIN REPEATSARR ### largest = 0 # keeps track of largest repeat for each STR STRarr = [] # contains the largest repeat of the STRs for array in range(STRnum): # iterates over each array (corresponding to each STR) largest = repeatsarr[array][0] # first number in array that is in repeatsarr for i in repeatsarr[array]: # finds the largest element in the array if i > largest: largest = i STRarr.append(largest) ### FIND PERSON IN THE DATABASE WHO IS A MATCH FOR THE GIVEN DNA SEQUENCE ### # we need STRarr and people matchcount = 0 for i in range(len(people)): matchcount = 0 for j in range(1, len(people[i])): # from 1st element to last element in STRs if int(people[i][j]) == int(STRarr[j-1]): matchcount += 1 if matchcount == STRnum: print(people[i][0]) exit() print('NO MATCH')
14ec59391ff23a488b91971416a52ee5f7f75f40
Vodka456/Save.dat-hider-by-Vodka456-9388
/Python starter for beginners/Course12(functions) [GETTING HARDER].py
437
3.765625
4
#Creating a function def saysomething(name, age): print ("This is something right?, " + name + "so you " + str(age) + "right?") #Call the function.//Include a name To pass the function to saysomething("Yourname" , 80) def very_basic(name, age): print ("Your name is :" + name + "Your age is " + age + "right?") #This time you need to use "" for the age other time we used 'str(age) before it very_basic("vSync", "23")
11fbdff4ca5150497ba696f92bbc2336ba37ee8e
bbung24/codingStudy
/leetcode/12.py
1,279
3.703125
4
""" 12. Integer to Roman Given an integer, convert it to a roman numeral. Input is guaranteed to be within the range from 1 to 3999. """ class Solution(object): def __init__(self): self.mapping = { 1000:'M', 900:'CM', 500:'D', 400:'CD', 100:'C', 90:'XC', 50:'L', 40:'XL', 10:'X', 9:'IX', 5:'V', 4:'IV', 1:'I'} def intToRoman(self, num): """ :type num: int :rtype: str """ if num == 0: return "nulla" output = "" for div in sorted(self.mapping.keys(), reverse=True): multiplier = num / div num = num % div output += multiplier * self.mapping[div] return output if __name__ == "__main__": test = Solution() # Should print nulla result = test.intToRoman(0) print result # Should print I result = test.intToRoman(1) print result # Should print IV result = test.intToRoman(4) print result # Should print VI result = test.intToRoman(6) print result # Should print XL result = test.intToRoman(40) print result # Should print CD result = test.intToRoman(400) print result # Should print MMMCMXCIX result = test.intToRoman(3999) print result
10d4e651b284b8cfca7200db1c2b2320f15e6203
sandeep-045/python-training
/udemy/milestone project-1/snakewatergun.py
1,676
4.03125
4
from time import sleep import random com=["snake","water","gun"] print("Game begins in.....") sleep(1) print("3 ") sleep(1) print("2 ") sleep(1) print("1",) p_score=0 c_score=0 while(p_score!=2 and c_score!=2): p_choice=input("Enter your choice:") number=random.randint(0,2) c_choice=com[number] if p_choice==c_choice: print("Oops It's a tie Computer chose the same") else: if p_choice=="snake": if c_choice=="water": p_score+=1 sleep(1) print("Player Wins the round Computer chose {}".format(c_choice)) elif c_choice=="gun": c_score+=1 sleep(1) print("Computer Wins the round Computer chose {}".format(c_choice)) elif p_choice=="water": if c_choice=="gun": p_score+=1 sleep(1) print("Player Wins the round Computer chose {}".format(c_choice)) elif c_choice=="snake": c_score+=1 sleep(1) print("Computer Wins the round Computer chose {}".format(c_choice)) elif p_choice=="gun": if c_choice=="snake": p_score+=1 sleep(1) print("Player Wins the round Computer chose {}".format(c_choice)) elif c_choice=="water": c_score+=1 sleep(1) print("Computer Wins the round Computer chode {}".format(c_choice)) sleep(0.4) print(f"Player Score:{p_score} Computer Score:{c_score}") sleep(0.4) if p_score==2: print("Player wins") else: print("COmputer wins")
a33868ecfbf397b81663db48c5ea0d64750dbcf1
fiso0/MxPython
/JTT808/inputToHexText.py
942
3.578125
4
#!/usr/bin/python3 # -*- coding: utf-8 -*- def num2hex(int_num, digits, hasBlank = True): format = '%%0%dX' % digits int_num = int(int_num) new_text = format % int_num if hasBlank and digits > 2: chr_str = [new_text[i:i + 2] for i in range(0, len(new_text), 2)] new_text = ' '.join(chr_str) return new_text def string2hex(string, digits, hasBlank = True, rear0 = False): string = string.strip().replace(' ','') str_len = len(string) if str_len <= digits: if rear0: new_text = string + '0'*(digits - str_len) else: new_text = '0'*(digits - str_len) + string else: new_text = string[0:digits] if hasBlank and digits > 2: chr_str = [new_text[i:i + 2] for i in range(0, len(new_text), 2)] new_text = ' '.join(chr_str) return new_text if __name__ == '__main__': print(string2hex('12345', 12)) print(num2hex(114000000, 8)) print(num2hex(114000000, 8, False)) print(num2hex(1, 4)) print(num2hex(1, 4, False))
aa034998d17daaa536f8bec2bbaaac248d6d4f71
Sabrina-AP/python-curso_em_video
/Exercícios/ex063.py
262
3.796875
4
#63 SequÊncia de Fibonacci n=int(input('Quantos termos você quer mostrar? ')) cont=2 t1=0 t2=1 print(' 0 - 1', end=' - ') while cont < n: cont+=1 t=t1+t2 print(t, end= ' - ') t1=t2 t2=t print('FIM')
51273a57efeea179f02bbf67eaf019c4067099ff
Dioclesiano/Estudos_sobre_Python
/Defs/ex113/Validador/__init__.py
671
3.953125
4
# Testador de Inteiro e Float def leiaInt(dado): while True: try: num = int(input(dado)) except(ValueError, TypeError): print('Comando Inválido! ', end='') continue except KeyboardInterrupt: print('\nFoi ativado a opção de cancelamento.') return 0 else: return num def leiaFloat(dado): while True: try: num = float(input(dado)) except (ValueError, TypeError): print('Comando Inválido! ', end='') except KeyboardInterrupt: print('\nEncerrando o Programa!') else: return num
670e547fdfce03f2546dfa2193fac686c40cf672
Yzoni/natuurlijke-taalmodellen-en-interfaces_2015_2016
/partB/b1step1.py
8,063
3.578125
4
#!/usr/bin/env python3.5 __author__ = 'Yorick de Boer [10786015]' """ Binarizes a file containing trees, outputting binarized trees as strings. ############################ # (ROOT # (S # (NP # (NNP Ms.) # (NNP Haag) # ) # (VP # (VBZ plays) # (NP # (NNP Elianti) # ) # ) # (. .) # ) # ) ########################### # (ROOT # (S # (NP # (NNP Ms.) # (@NP->_NNP # (NNP Haag) # ) # ) # (@S->_NP # (VP # (VBZ plays) # (@VP->_VBZ # (NP # (NNP Elianti) # ) # ) # ) # (@S->_NP_VP # (. .) # ) # ) # ) # ) """ import argparse import re import unittest import progressbar def parse_to_list(sentence): """Returns a nested list from a tree in the form of a string. Works by splitting all elements of the string using regex and iterating over them.""" accum = [] nested_list = [] regex = re.compile(r'([^(^)\s]+|\()|(\))') for termtypes in re.finditer(regex, sentence): tt = termtypes.group(0).strip() if tt == '(': accum.append(nested_list) nested_list = [] elif tt == ')': tmp = nested_list nested_list = accum[-1] nested_list.append(tmp) del accum[-1] else: # A word nested_list.append(tt) return nested_list[0] # Remove outer list def binarize(nested_list): """Binarizes a tree in the formatted as a nested list. Works by recursively looping over all nested list elements.""" if isinstance(nested_list, list): if len(nested_list) > 2: if '@' in nested_list[0]: bt = nested_list[0] + '_' + nested_list[1][0] else: bt = '@' + nested_list[0] + '->_' + nested_list[1][0] nested_list[2] = [bt] + nested_list[2:] if len(nested_list) > 3: del nested_list[3:] for idx, e in enumerate(nested_list): nested_list[idx] = binarize(e) return nested_list def binarized_to_string(nested_list): """Transforms a list to a string, removing list elements""" return str(nested_list).replace("[", "(") \ .replace(']', ')') \ .replace("')", ")") \ .replace("('", "(") \ .replace(', ', ' ') \ .replace("' ", " ") \ .replace(" '", " ") \ .replace('"', '') class TestBStep1(unittest.TestCase): def setUp(self): self.maxDiff = None self.test_string_sentences = [ '''(ROOT (S (NP (NNP Ms.) (NNP Haag)) (VP (VBZ plays) (NP (NNP Elianti))) (. .)))''', '''(ROOT (S (NP (NNP Rolls-Royce) (NNP Motor) (NNPS Cars) (NNP Inc.)) (VP (VBD said) (SBAR (S (NP (PRP it)) (VP (VBZ expects) (S (NP (PRP$ its) (NNP U.S.) (NNS sales)) (VP (TO to) (VP (VB remain) (ADJP (JJ steady)) (PP (IN at) (NP (QP (IN about) (CD 1,200)) (NNS cars))) (PP (IN in) (NP (CD 1990)))))))))) (. .)))''', '''(ROOT (S (NP (DT The) (NN luxury) (NN auto) (NN maker)) (NP (JJ last) (NN year)) (VP (VBD sold) (NP (CD 1,214) (NNS cars)) (PP (IN in) (NP (DT the) (NNP U.S.))))))''', '''(ROOT (S (`` ``) (ADVP (RB Apparently)) (NP (DT the) (NN commission)) (VP (VBD did) (RB not) (ADVP (RB really)) (VP (VB believe) (PP (IN in) (NP (DT this) (NN ideal))))) (. .) ('' '')))''', '''(ROOT (S (CC But) (NP (NP (QP (IN about) (CD 25)) (NN %)) (PP (IN of) (NP (DT the) (NNS insiders)))) (, ,) (PP (VBG according) (PP (TO to) (NP (NNP SEC) (NNS figures)))) (, ,) (VP (VBP file) (NP (PRP$ their) (NNS reports)) (ADVP (RB late))) (. .)))''', '''(ROOT (S (ADVP (RB Already)) (, ,) (NP (DT the) (NNS consequences)) (VP (VBP are) (VP (VBG being) (VP (VBN felt) (PP (IN by) (NP (NP (NP (JJ other) (NNS players)) (PP (IN in) (NP (DT the) (JJ financial) (NNS markets)))) (: --) (JJ even) (NP (NNS governments))))))) (. .)))''' ] self.test_bin_sentences = [ '''(ROOT (S (NP (NNP Ms.) (@NP->_NNP (NNP Haag))) (@S->_NP (VP (VBZ plays) (@VP->_VBZ (NP (NNP Elianti)))) (@S->_NP_VP (. .)))))''', '''(ROOT (S (NP (NNP Rolls-Royce) (@NP->_NNP (NNP Motor) (@NP->_NNP_NNP (NNPS Cars) (@NP->_NNP_NNP_NNPS (NNP Inc.))))) (@S->_NP (VP (VBD said) (@VP->_VBD (SBAR (S (NP (PRP it)) (@S->_NP (VP (VBZ expects) (@VP->_VBZ (S (NP (PRP$ its) (@NP->_PRP$ (NNP U.S.) (@NP->_PRP$_NNP (NNS sales)))) (@S->_NP (VP (TO to) (@VP->_TO (VP (VB remain) (@VP->_VB (ADJP (JJ steady)) (@VP->_VB_ADJP (PP (IN at) (@PP->_IN (NP (QP (IN about) (@QP->_IN (CD 1,200))) (@NP->_QP (NNS cars))))) (@VP->_VB_ADJP_PP (PP (IN in) (@PP->_IN (NP (CD 1990))))))))))))))))))) (@S->_NP_VP (. .)))))''', '''(ROOT (S (NP (DT The) (@NP->_DT (NN luxury) (@NP->_DT_NN (NN auto) (@NP->_DT_NN_NN (NN maker))))) (@S->_NP (NP (JJ last) (@NP->_JJ (NN year))) (@S->_NP_NP (VP (VBD sold) (@VP->_VBD (NP (CD 1,214) (@NP->_CD (NNS cars))) (@VP->_VBD_NP (PP (IN in) (@PP->_IN (NP (DT the) (@NP->_DT (NNP U.S.))))))))))))''', '''(ROOT (S (`` ``) (@S->_`` (ADVP (RB Apparently)) (@S->_``_ADVP (NP (DT the) (@NP->_DT (NN commission))) (@S->_``_ADVP_NP (VP (VBD did) (@VP->_VBD (RB not) (@VP->_VBD_RB (ADVP (RB really)) (@VP->_VBD_RB_ADVP (VP (VB believe) (@VP->_VB (PP (IN in) (@PP->_IN (NP (DT this) (@NP->_DT (NN ideal))))))))))) (@S->_``_ADVP_NP_VP (. .) (@S->_``_ADVP_NP_VP_. ('' ''))))))))''', '''(ROOT (S (CC But) (@S->_CC (NP (NP (QP (IN about) (@QP->_IN (CD 25))) (@NP->_QP (NN %))) (@NP->_NP (PP (IN of) (@PP->_IN (NP (DT the) (@NP->_DT (NNS insiders))))))) (@S->_CC_NP (, ,) (@S->_CC_NP_, (PP (VBG according) (@PP->_VBG (PP (TO to) (@PP->_TO (NP (NNP SEC) (@NP->_NNP (NNS figures))))))) (@S->_CC_NP_,_PP (, ,) (@S->_CC_NP_,_PP_, (VP (VBP file) (@VP->_VBP (NP (PRP$ their) (@NP->_PRP$ (NNS reports))) (@VP->_VBP_NP (ADVP (RB late))))) (@S->_CC_NP_,_PP_,_VP (. .)))))))))''', '''(ROOT (S (ADVP (RB Already)) (@S->_ADVP (, ,) (@S->_ADVP_, (NP (DT the) (@NP->_DT (NNS consequences))) (@S->_ADVP_,_NP (VP (VBP are) (@VP->_VBP (VP (VBG being) (@VP->_VBG (VP (VBN felt) (@VP->_VBN (PP (IN by) (@PP->_IN (NP (NP (NP (JJ other) (@NP->_JJ (NNS players))) (@NP->_NP (PP (IN in) (@PP->_IN (NP (DT the) (@NP->_DT (JJ financial) (@NP->_DT_JJ (NNS markets)))))))) (@NP->_NP (: --) (@NP->_NP_: (JJ even) (@NP->_NP_:_JJ (NP (NNS governments)))))))))))))) (@S->_ADVP_,_NP_VP (. .)))))))''' ] def test_binarize(self): for test_string_sentence, test_bin_sentence in zip(self.test_string_sentences, self.test_bin_sentences): parsed = parse_to_list(test_string_sentence) binarized_list = binarize(parsed) self.assertEqual(binarized_to_string(binarized_list), test_bin_sentence) def binarize_to_file(infile, outfile): """Reads all lines form a file, binarizes them, and writes the binarized tree to a new file""" f_out = open(outfile, 'w') num_lines = sum(1 for _ in open(infile)) count = 0 pbar = progressbar.ProgressBar(widgets=[progressbar.Percentage(), progressbar.Bar()], maxval=num_lines).start() print('Binarizing...') with open(infile, 'r') as f_in: for line in f_in: count += 1 pbar.update(count) if line == '\n': f_out.write('\n') else: binarized_line = binarized_to_string(binarize(parse_to_list(line))) f_out.write(binarized_line + '\n') print('Done.') if __name__ == '__main__': parser = argparse.ArgumentParser() parser.add_argument('-infile', type=str, help='Path to file containing S-Expressions') parser.add_argument('-outfile', type=str, help='Path to where tot save binary S-Expressions') args = parser.parse_args() if not args.infile and not args.outfile: unittest.main() else: binarize_to_file(args.infile, args.outfile)
e2fa0fe69f66582657600a48cc0ad7d78a9c2b82
KarenWest/pythonClassProjects
/problem_set_6_problem_11.py
1,492
3.75
4
def makeTrigger(triggerMap, triggerType, params, name): """ Takes in a map of names to trigger instance, the type of trigger to make, and the list of parameters to the constructor, and adds a new trigger to the trigger map dictionary. triggerMap: dictionary with names as keys (strings) and triggers as values triggerType: string indicating the type of trigger to make (ex: "TITLE") params: list of strings with the inputs to the trigger constructor (ex: ["world"]) name: a string representing the name of the new trigger (ex: "t1") Modifies triggerMap, adding a new key-value pair for this trigger. Returns: None """ def word_param(): return params def trigger_param(): return [triggerMap[p] for p in params] def phrase_param(): return [' '.join(params)] trigger_types = { 'TITLE': (TitleTrigger, word_param), 'SUBJECT': (SubjectTrigger, word_param), 'SUMMARY': (SummaryTrigger, word_param), 'NOT': (NotTrigger, trigger_param), 'AND': (AndTrigger, trigger_param), 'OR': (OrTrigger, trigger_param), 'PHRASE': (PhraseTrigger, phrase_param) } params = trigger_types[triggerType][1]() triggerMap[name] = trigger_types[triggerType][0](*params) return triggerMap[name]
d7fac6593729fb0b9a6e24c8b5437bd10ae48afc
AntonyHockin/cp1404practicals
/prac_01/electricity_bill.py
532
4
4
# TARIFF_11 = 0.244618 # TARIFF_31 = 0.136928 # cents_per_kwh = 0 # # print("Electricity bill estimator 2.0") # # cents_per_kwh = float(input("Enter cents per kWh: ")) # tariff = int(input("Which Tariff? 11 or 31: ")) # if tariff == 11: # cents_per_kwh = TARIFF_11 # elif tariff == 31: # cents_per_kwh = TARIFF_31 # daily_kwh = float(input("Enter daily use in kWh: ")) # billing_days = float(input("Enter number of billing days: ")) # bill = cents_per_kwh * daily_kwh * billing_days # print(f"Estimated bill: ${bill:.2f}")
14ac8526b71460de6f0590a9388c1934f74457e2
raghuxpert/Array7Boom
/question13.py
469
4.125
4
#Write a program that accepts a sentence and calculate the number of letters and digits. #Suppose the following input is supplied to the program: #hello world! 123 #Then, the output should be: #LETTERS 10 #DIGITS 3 line = input("insert some text : ") d = {"letters":0, "numbers":0} for i in line: if i.isalpha(): d["letters"]+=1 if i.isnumeric(): d["numbers"]+=1 print("Total Letters : ", d["letters"]) print("Total numbers : ", d["numbers"])
813858dbd7e340606b6b91754efdf1a17fa9c6dc
KerimUlusoy/Algoritma_Analizi
/week_08/bst_methods_2.py
2,238
3.875
4
import math class Node: def __init__(self, key): self.left = None self.right = None self.val = key self.depth = 0 def __str__(self): return "val : " + str(self.val) + "depth : " + str(self.depth) #Insertion def insert(root, node): if root is None: root = node else: node.depth += 1 if root.val < node.val: if root.right is None: root.right = node else: insert(root.right, node) else: if root.left is None: root.left = node else: insert(root.left, node) #Search def search(root, key): if root is None or root.val == key: return root if root.val < key: return search(root.right, key) return search(root.left, key) #Min Value Node def minValueNode(node): current = node while(current.left is not None): current = current.left return current #Delete def deleteNode(root, val): if root is None: return root if val < root.val: root.left = deleteNode(root.left, val) elif(val > root.val): root.right = deleteNode(root.right, val) else: if root.left is None: temp = root.right root = None return temp elif root.right is None: temp = root.left root = None return temp temp = minValueNode(root.right) root.val = temp.val root.right = deleteNode(root.right, temp.val) return root #Printing SumOfDepth = 0 NumOfNodes = 0 def inorder(root): if root: inorder(root.left) print(root.val, root.depth, end = " -- ") global SumOfDepth global NumOfNodes NumOfNodes += 1 SumOfDepth += root.depth inorder(root.right) #Testing r = Node(50) insert(r, Node(30)) insert(r, Node(20)) insert(r, Node(40)) insert(r, Node(70)) insert(r, Node(60)) insert(r, Node(80)) inorder(r) print("\n") print("Toplam Derinlik:", SumOfDepth, ", Toplam Düğüm:", NumOfNodes) print("Ortalama Derinlik:", SumOfDepth/NumOfNodes, math.log(NumOfNodes)) print("\n") #deleteNode(r, 20) #inorder(r)
d632477e4b779bc221874c205985af213f598553
tindinhct93/leetcode
/20200704 ugly.py
799
3.578125
4
def nthUglyNumber(n): def update_list(pop_list, num, number): for i in range(0, len(pop_list)): if pop_list[i] > int(number / num): break else: pop_list.pop(0) list = [1, 2, 3, 4, 5, 6, 8, 9, 10] list_2 = [6, 8, 9, 10] list_3 = [4, 5, 6, 8, 9, 10] list_5 = [3, 4, 5, 6, 8, 9, 10] def ugly(): list_t = [list_2[0] * 2, list_3[0] * 3, list_5[0] * 5] number = min(list_t) list.append(number) list_2.append(number) list_3.append(number) list_5.append(number) update_list(list_2, 2, number) update_list(list_3, 3, number) update_list(list_5, 5, number) while len(list) < n: ugly() return list[n - 1] print(nthUglyNumber(250))
99236da33dd16a3ab93a383ea0789c266053447d
cphomoyo/python_assignment
/question2.py
180
4
4
#the program outputs the first 3 and last 3 bases of the input sequence s=raw_input("enter sequence: ") if len(s)<6: print 'error' elif len(s)>=6: s= s[:3] + s[-3:] print s
400e0381f2c74ce50d7835d7a655d8a72ef1afda
BramCoucke/5WWIPython
/06-condities/FIBA ranking.py
860
3.5
4
#invoer score_thuisploeg = float(input('geef score thuisploeg:')) score_uitploeg = float(input('geef score uitploeg:')) if score_thuisploeg >= 20 + score_uitploeg: uitvoer1 = ('thuisploeg: 730.00') uitvoer2 = ('uitploeg: 270.00') elif score_thuisploeg >= 10 + score_uitploeg: uitvoer1 = ('thuisploeg: 630.00') uitvoer2 = ('uitploeg: 370.00') elif score_thuisploeg > score_uitploeg: uitvoer1 = ('thuisploeg: 530.00') uitvoer2 = ('uitploeg: 470.00') elif score_thuisploeg + 20 <= score_uitploeg: uitvoer1 = ('thuisploeg: 130.00') uitvoer2 = ('uitploeg: 870.00') elif score_thuisploeg + 10 <= score_uitploeg: uitvoer1 = ('thuisploeg: 230.00') uitvoer2 = ('uitploeg: 770.00') elif score_thuisploeg < score_uitploeg: uitvoer1 = ('thuisploeg: 330.00') uitvoer2 = ('uitploeg: 670.00') print(uitvoer1) print(uitvoer2)
7b5f852a8c7ad9fe48361b34afd6df7fac782ab1
DavinderSohal/Python
/Activities/Assignment_1/A1Metro.py
16,303
4.375
4
# ----------------------------------------------------- # A1 Metro # Written by: Davinder Singh (2092836) and Navneet Kaur (2092453) # This program will controls metro trains and keep track of stations and who gets on and off # For this program we used constructor, accessor and mutator methods. This will tell the current location of the # metro along with other details like number of passengers it's carrying, passengers getting off and boarding etc. # ----------------------------------------------------- import random def welcome(): """this function will take input from user for number of stations, their names and the direction""" print("Welcome to Metro Manager - Enjoy your metro experience") print("------------------------------------------------------\n") no_of_stations = int(input("Enter number of metro stations (minimum 3): ")) while no_of_stations < 3: print("Invalid Input\n") no_of_stations = int(input("Enter number of metro stations (minimum 3): ")) print(f"This Metro line has {no_of_stations} stations.\n") choose_direction = input("Choose the direction." "\n\tType (NS or ns) for 'North-South'" "\n\tType (NE or ne) for 'North-East'" "\n\tTYPE (NW or nw) for 'North-West'" "\n\tType (SE or se) for 'South-East'" "\n\tType (SW or sw) for 'South-West'" "\n\tType anything else 'East-West'" "\nEnter your choice here: ") print() name_of_stations = {} for i in range(no_of_stations): name_of_stations[i + 1] = (input(f"Enter name of station {i + 1}: ")) return no_of_stations, name_of_stations, choose_direction def compare(metro_id1, metro_id2, current_station1, current_station2, next_station1, next_station2, pass_total1, pass_total2, direction1, direction2, count_metro1, count_metro2): """This function will return a table comparing different aspects of two trains""" print("\nCOMPARISON TABLE:\n") print(f"|-------------------------|---------------------|---------------------|" f"\n| Metro ID | Metro {str(metro_id1).zfill(3)} | Metro " f"{str(metro_id2).zfill(3)} |" f"\n|-------------------------|---------------------|---------------------|" f"\n| Current Station | Station No. {str(current_station1).zfill(2)} | Station No. " f"{str(current_station2).zfill(2)} |" f"\n|-------------------------|---------------------|---------------------|" f"\n| Next Station | Station No. {str(next_station1).zfill(2)} | Station No. " f"{str(next_station2).zfill(2)} |" f"\n|-------------------------|---------------------|---------------------|" f"\n| Passengers Aboard | {str(pass_total1).zfill(3)} | " f"{str(pass_total2).zfill(3)} |" f"\n|-------------------------|---------------------|---------------------|" f"\n| Direction | {direction1} | {direction2} |" f"\n|-------------------------|---------------------|---------------------|" f"\n| # of stations travelled | {str(count_metro1).zfill(2)} | " f"{str(count_metro2).zfill(2)} |" f"\n|-------------------------|---------------------|---------------------|") class A1Metro: def __init__(self, metro_id = 1001): """created a constructor to initialize the values""" if metro_id == 1001: self.metro_id = random.randrange(1, 1000) else: self.metro_id = metro_id self.station_num = 0 self.direction = 0 self.pass_total = 0 def get_metro_id(self): """Accessor method of metroID attribute.""" return self.metro_id def get_station_num(self): """Accessor method of stationNum attribute.""" return self.station_num def get_direction(self, u_direction): """Accessor method of direction attribute.""" if u_direction == "ns": directions = ["North", "South"] elif u_direction == "ne": directions = ["North", "East "] elif u_direction == "nw": directions = ["North", "West "] elif u_direction == "se": directions = ["South", "East "] elif u_direction == "sw": directions = ["South", "West "] else: directions = ["East ", "West "] return directions[self.direction] def get_pass_total(self): """Accessor method of passTotal attribute.""" return self.pass_total def set_metro_id(self, metro_id): """Mutator method of metroID attribute.""" self.metro_id = metro_id def set_station_num(self, station_num): """Mutator method of stationNum attribute.""" self.station_num = station_num def set_direction(self, direction): """Mutator method of direction attribute.""" self.direction = direction def set_pass_total(self, pass_total): """Mutator method of passTotal attribute.""" self.pass_total = pass_total def change_station(self, total_station): """this method will be called when station # and direction of metro is to be changed""" # using global to access variable from outer scope global temp1 global temp2 global train_number if train_number == 1: temp = temp1 else: temp = temp2 # when train reaches at its final station, its direction will change if self.station_num == total_station and self.direction == 0: self.direction = 1 elif self.station_num == 1 and self.direction == 1: self.direction = 0 if self.direction == 0: # using temp so that when train reach its final station, then only direction will change and the station # number will remain same if temp == 1 and self.station_num == 1: temp = 0 else: self.station_num += 1 # if not final station station number will increment else: # this code block is for train tracing back its path to reach the starting station, so this time, station # number will decrement if temp == 0 and self.station_num == total_station: temp = 1 else: self.station_num -= 1 # after every call to this method, train number will change if train_number == 1: temp1 = temp train_number = 2 else: temp2 = temp train_number = 1 def next_station(self, last_station): """This method will tell the station number towards which the train will be moving next""" # if train at its final destination, then train will not be going anywhere but only change its direction if (last_station == 1 and self.direction == 1) or (last_station == station_total and self.direction == 0): next_station = last_station elif self.direction == 0 and last_station < station_total: next_station = last_station + 1 else: next_station = last_station - 1 return next_station def passengers(self): """this method will tell # of arriving passengers(generated randomly) and the passengers that got on board and those who are left behind""" # accessing the last_time dictionary to get the # of passengers that were left behind by the last train waiting_passengers = last_time.get(str(self.direction) + '-' + str(self.station_num), 0) new_passengers = 0 pass_getting_off = 0 pass_getting_on = 0 metro_capacity = 250 # if arriving passengers are more than the available seats, then some of them will be left behind to board # next train if (self.station_num == 1 and self.direction == 0) or ( self.station_num == station_total and self.direction == 1): # if train at its starting station there will be no passengers aboard, so, no passenger will be leaving the # train but only new ones will be arriving new_passengers = random.randrange(0, 300) if new_passengers <= metro_capacity: waiting_passengers = 0 pass_getting_on = new_passengers self.pass_total = new_passengers else: waiting_passengers = new_passengers - metro_capacity pass_getting_on = metro_capacity self.pass_total = pass_getting_on elif (self.station_num == station_total and self.direction == 0) or ( self.station_num == 1 and self.direction == 1): # when train is at its final station all the passengers will get off. pass_getting_off = self.pass_total self.pass_total = 0 waiting_passengers = 0 else: # for any other station than first and last one, this statement will be executed new_passengers = random.randrange(0, 300) pass_getting_off = random.randrange(0, self.pass_total) self.pass_total -= pass_getting_off available_seats = metro_capacity - self.pass_total if new_passengers + waiting_passengers <= available_seats: waiting_passengers = 0 pass_getting_on = new_passengers + waiting_passengers self.pass_total += pass_getting_on else: waiting_passengers = (new_passengers + waiting_passengers) - available_seats pass_getting_on = available_seats self.pass_total = metro_capacity return waiting_passengers, new_passengers, pass_getting_on, pass_getting_off def display(self, s_total, user_direction): """this method will print the details about the metro""" if user_direction == "ns": directions = ["north", "south"] elif user_direction == "ne": directions = ["north", " east"] elif user_direction == "nw": directions = ["north", " west"] elif user_direction == "se": directions = ["south", " east"] elif user_direction == "sw": directions = ["south", " west"] else: directions = [" east", " west"] print("|##########################################################################|") # calling change_station method to change station number and the direction of train when necessary self.change_station(s_total) # calling passengers method to know the # of passengers on board, waiting and getting off. waiting_passengers, new_passengers, pass_getting_on, pass_getting_off = self.passengers() print("| |") print( f"| Metro {str(self.metro_id).zfill(3)} at Station number {str(self.station_num).zfill(2)} " f" |" f"\n| (New passengers waiting {str(new_passengers).zfill(3)}) |" f"\n| (Passengers left from last time " f"{str(last_time.get(str(self.direction) + '-' + str(self.station_num), 0)).zfill(3)}) " f" |") print("|--------------------------------------------------------------------------|") if train_number == 2: # we will not be keeping record of the passengers that are left behind by the second train and assigning # its value to zero last_time[str(self.direction) + "-" + str(self.station_num)] = 0 else: last_time[str(self.direction) + "-" + str(self.station_num)] = waiting_passengers print( f"| Metro {str(self.metro_id).zfill(3)} leaving station no. {str(self.station_num).zfill(2)} " f"{directions[self.direction]} bound with {str(self.pass_total).zfill(3)} passenger(s). |" f"\n|\t Passenger(s) got off: {str(pass_getting_off).zfill(3)} " f" |" f"\n|\t Passenger(s) new passengers waiting to board: {str(new_passengers).zfill(3)} |" f"\n|\t Passenger(s) got on: {str(pass_getting_on).zfill(3)} |" f"\n|\t Passenger(s) left behind waiting for next train: {str(waiting_passengers).zfill(3)} " f" |") print("| |") print("|##########################################################################|") # calling welcome function station_total, station_name, required_direction = welcome() # creating class objects and constructor is automatically called when object is created train1 = A1Metro() train2 = A1Metro() print(f"\n ==> You will be following two metros with metro id {str(train1.metro_id)} and {str(train2.metro_id)}." f"\n ==> Both metros will be moving in same direction and metro {str(train2.metro_id)} will be following metro " f"{str(train1.metro_id)}." f"\n ==> When you quit, you will see the comparison table for both trains.\n") want_to_continue = True # want_to_continue is being used to create a loop until its value is 'false' start_second = False temp1 = 0 # temp 1 and temp 2 are temporary variables that are being used to help change the direction of metros temp2 = 0 train_number = 1 # train_number tell which train is being looked at last_time = {} # this will store the passengers left from last train count_train1 = 0 # count_train will be used to store the number of stations the metro has passed count_train2 = 0 while want_to_continue: if not start_second: # this block of code will run only once when train 1 is at station 1 and train 2 has not been started yet train1.display(station_total, required_direction.lower()) print("\nName of station number {:02d} ==> {}".format(train1.station_num, station_name[train1.station_num])) count_train1 += 1 start_second = True # once the train 1 leave station 1, second train will start else: # making call to display method using objects that we created train1.display(station_total, required_direction.lower()) count_train1 += 1 train2.display(station_total, required_direction.lower()) count_train2 += 1 print("\nName of station number {:02d} ==> {}".format(train1.station_num, station_name[train1.station_num])) print("Name of station number {:02d} ==> {}".format(train2.station_num, station_name[train2.station_num])) print("\n-------------------------------------------------------------------------------") choice = input( f'Do you want to continue following Metro train {str(train1.metro_id)} and {str(train2.metro_id)}?' f'\nType "n" or "N" for no, anything else for yes: ') print() if choice.lower() == "n": want_to_continue = False else: next_stn1 = train1.next_station(train1.get_station_num()) # to get the next station number next_stn2 = train2.next_station(train2.get_station_num()) # compare will print a table compare(train1.get_metro_id(), train2.get_metro_id(), train1.get_station_num(), train2.get_station_num(), next_stn1, next_stn2, train1.pass_total, train2.pass_total, train1.get_direction(required_direction), train2.get_direction(required_direction), count_train1, count_train2) print(f"\n\n*********************************************\n" f"\n----[Thank you for using Metro Manager]----" f"\nBe sure to look out for future enhancements!" f"\n\n\t\t\t\t\( ・_・)") exit() # terminate the program # last updated on April 15,2021
df50d527096666be9be6fb9915968f5eae3760f8
lawrencetheabhorrence/Data-Analysis-2020
/hy-data-analysis-with-python-2020/part01-e19_sum_equation/src/sum_equation.py
341
3.734375
4
#!/usr/bin/env python3 from functools import reduce def sum_equation(L): if len(L) == 0: return "0 = 0" sum = reduce(lambda x, y: x + y, L, 0) showSum = reduce(lambda x, y: "{} + {}".format(x, y), L) return "{} = {}".format(showSum, sum) def main(): print(sum_equation([1,5,7])) if __name__ == "__main__": main()
104744d8047005dbaa1bcc05b2dd496e4ead6d9d
viiniciuspaes/Estrutura-de-Dados
/encadeamento/Lista(Usar Apenas como Referencia).py
3,135
3.90625
4
class Node: def __init__(self, data): """Construtor do Nodo""" self.data = data self.nextNode = None def getData(self): "Retorna o Dado armazenado no nodo" return self.data def setData(self, data): "Atribui chave ao Dado do nodo" self.data = data def getNextNode(self): "Retorna a referencia do proximo nodo" return self.nextNode def setNextNode(self, newNode): "Ajusta a referencia do proximo nodo" self.nextNode = newNode; class List: """Classe para uma Lista Encadeada: Esta classe tem dois ponteiros: firstNode: aponta para o primeiro nodo da lista lastNode: aponta para o ultimo nodo da lista Ao iniciar a lista ambos os ponteiros apontam para NULO""" def __init__(self): "Construtor da Lista" self.firstNode = None self.lastNode = None def __str__(self): "Override do Estatuto STRING" if self.isEmpty(): return "A lista esta vazia!" correntNode = self.firstNode string = "A lista eh:" while correntNode is not None: string += str(correntNode.getData()) + " " correntNode = correntNode.getNextNode() return string def insertAtBegin(self, value): "Insere elemento no Inicio da lista" newNode = Node(value) # instancia de um novo nodo if self.isEmpty(): # Insersao para Lista vazia self.firstNode = self.lastNode = newNode else: # Insersao para lista nao vazia newNode.setNextNode(self.firstNode) self.firstNode = newNode def insertAtEnd(self, value): "Insere emento no inicio da lista" newNode = Node(value) # instancia de um novo nodo if self.isEmpty(): # Se a lista esta vazia self.firstNode = self.lastNode = newNode else: self.lastNode.setNextNode(newNode) self.lastNode = newNode def removeFromBegin(self): "Remove o nodo inicial da lista" if self.isEmpty(): return IndexError, "Remossao de uma Lista Vazia" firstNodeValue = self.firstNode.getData() if self.firstNode is self.lastNode: self.firstNode = self.lastNode = None else: self.firstNode = self.firstNode.getNextNode() return firstNodeValue def removeFromEnd(self): "Remove o ultimo nodo da lista" if self.isEmpty(): return IndexError, "Remocao de lista vazia!" lastNodeValue = self.lastNode.getData() if self.firstNode is self.lastNode: self.firstNode = self.lastNode = None else: currentNode = self.firstNode while currentNode.getNextNode() is not self.lastNode: currentNode = currentNode.getNextNode() currentNode.setNextNode(None) self.lastNode = currentNode return lastNodeValue def isEmpty(self): "A lista esta vazia? True or False" return self.firstNode is None
9a480e523beec234ded24236fefdbeb6e8a1c5e2
RahmadBasri/labpy03
/latihan2.py
238
3.890625
4
#MENENTUKAN BILANGAN TERBESAR #0 UNTUK BERHENTI MAXIMUM = 0 B = 1 while B !=0: B = int(input("Masukkan bilangan = ")) if B > MAXIMUM: MAXIMUM = B if B == 0: break print("Bilangan terbesar adalah:", MAXIMUM)
48c5bc726694c5817824079326c729ab2a6383c1
vinniwei/stanford-machine-learning-course
/machine-learning-ex1/ex1-py/ex1.py
444
3.578125
4
__author__ = 'Vincent Wei' import numpy as np import matplotlib.pyplot as plt A = np.identity(5) # Load data from ex1data1 data = np.loadtxt('ex1data1.txt', delimiter=',') # visualise the data x = data[:,0] # Populations y = data[:,1] # Profits plt.scatter(x, y, c='red', marker='x') plt.xlabel('Population of City in 10,000s') plt.ylabel('Profit in $10,000s') plt.show() # implementing linear regression m, n = np.shape(x); print(m,n) X = []
8ac2043da5c43d6fb96c8bcacb49c3cf5f0e093d
PandaWSH/PythonPractices
/linkedlist_nToTheLast.py
663
3.875
4
# -------------------- # Linked List Reversal # -------------------- # Logistic I: class Node(object): def __init__(self, value): self.value = value self.next = None def nth(n, head): # initialize leftpoint = head rightpoint = head for i in range(n-1): # edge case if not rightpoint.next: raise LookupError("edge case") # if not edge case rightpoint = rightpoint.next # after moved n noded from the head, and there's still value while rightpoint.next: # keep n nodes section, move 2 pointers together # stop when the right pointer hits the ending edge leftpoint = leftpoint.next rightpoint = rightpoint.next return leftpoint
1717aa87fefccecf9563e3220f5ff5cdb37b34e4
isabela-dominguez/practice
/checkPermutation.py
313
3.921875
4
def checkPermutation(word1, word2): if((len(word1) != len(word2))): return False word1 = ''.join(sorted(word1)) word2 = ''.join(sorted(word2)) #if(word1 == word2): # return True #else: # return False return word1 == word2 print(checkPermutation("aabb", "bbab"))
1ba9744d5734a290a9a0de3a8d2f9a09265814ae
valeriesantiago26/Body-Composition-App
/src/bodycomposition/bmicalculator/helperfunctions.py
2,178
3.5625
4
def inchesToCentimeters(feet, inches): totalInches = feet*12 + inches centimeters_per_inch = 2.54 return totalInches*centimeters_per_inch def feetsFromCentimeters(centimeters): inches = centimeters / 2.54 return inches // 12 def inchesFromCentimeters(centimeters): inches = centimeters / 2.54 feets = feetsFromCentimeters(centimeters) return feets - (inches / 12) def ComputeBMI(weight, height): return (weight/height*height) def ComputeJP3Point(gender, first, second, third, age): if(gender == "male"): x = first + second + third return 1.10938 - (0.0008267*x) + (0.0000016*x*x) - (0.0002574*age) else: return 1.0994921 - (0.0009929*x) + (0.0000023*x*x) - (0.0001392*age) def ComputeJP7Point(gender, first, second, third, fourth, fifth, sixth, seventh, age): if(gender == "male"): x = first + second + third + fourth + fifth + sixth + seventh return 1.112 - (0.00043499*x) + (0.00000055*x*x) - (0.00028826*age) else: return 1.097 - (0.00046971*x) + (0.00000056*x*x) - (0.00012828*age) def ComputeBodyFatPercentage(bodyDensity): return (4.95/bodyDensity) - 4.50 def ComputeFatMass(fatPercentage, weight): return fatPercentage*weight def ComputeLeanMass(fatMass, weight): return weight - fatMass # Once you calculate your BMR factor in activity to account for calories burned during exercise. # BMR x 1.2 for low intensity activities and leisure activities (primarily sedentary) # BMR x 1.375 for light exercise (leisurely walking for 30-50 minutes 3-4 days/week, golfing, house chores) # BMR x 1.55 for moderate exercise 3-5 days per week (60-70% MHR for 30-60 minutes/session) # BMR x 1.725 for active individuals (exercising 6-7 days/week at moderate to high intensity (70-85% MHR) for 45-60 minutes/session) # BMR x 1.9 for the extremely active individuals (engaged in heavy/intense exercise like heavy manual labor, heavy lifting, endurance athletes, and competitive team sports athletes 6-7 days/week for 90 + minutes/session) def ComputeCalorieRequirement(activityLevel, leanMass): activityLevelCoefficients = { 0: 1.2, 1: 1.375, 2: 1.55, 3: 1.725, 4: 1.9 } c = choices.get(key, activityLevel) return 13.8*leanMass*c
91d40ac266fa24f09c528f3ce76a15b79359bc1b
chantera/nlp100
/chapter01/n07.py
451
3.53125
4
#!/usr/bin/env python # -*- coding: utf-8 -*- """ 07. テンプレートによる文生成 引数x, y, zを受け取り「x時のyはz」という文字列を返す関数を実装せよ.さらに,x=12, y="気温", z=22.4として,実行結果を確認せよ. """ from string import Template def weather(x, y, z): s = Template('$x時の$yは$z') return s.substitute(x=str(x), y=str(y), z=str(z)) print(weather(12, "気温", 22.4))
bf42119dd8c1721c8adf375c8486b06daff9bcb2
NoisyBoyII/Algorithm
/DataStructure/Stacks/Stack.py
1,088
3.953125
4
""" Stack is a abstract data type in which elements push at the end and pop at first basically it follows the "last in first out" policy . """ class Stack: def __init__(self,limit=10): self.stack = [] self.limit = limit def __str__(self): return str(self.stack) # we will push the element at the end of the stack def push(self,data): if len(self.stack) >= self.limit: print "OverFlow" return self.stack.append(data) # we will pop the last inserted element in stack def pop(self): if len(self.stack) == 0: print "UnderFlow" return self.stack.pop() # By this we can get the top most element in stack def peek(self): return self.stack[-1] def isEmpty(self): return not bool(self.stack) if __name__ == "__main__": s = Stack() for i in range(1,10): s.push(i) print str(s) s.pop() print str(s) s.pop() print str(s) s.pop() print str(s) print s.peek() print s.isEmpty()
55ecd57c313ad75dfc22322ee9d4bf4f1fd5ad79
MyodsOnline/diver.vlz-python_basis
/Lesson_1/task_3.py
348
4.15625
4
"""урок 1 задание 3 Узнайте у пользователя число n. Найдите сумму чисел n + nn + nnn. Например, пользователь ввёл число 3. Считаем 3 + 33 + 333 = 369. """ n = input('Введите цифру: ') print(f'{n} + {n*2} + {n*3} = {int(n) + int(n*2) + int(n*3)}')
f5972f847685918e167e914ade7e6de61ee91bff
aigerimka/project_4
/project4.py
1,337
3.921875
4
lst_letters = ['а', 'у', 'о', 'ы', 'и', 'э', 'я', 'ю', 'ё', 'е', 'А', 'У', 'О', 'Ы', 'И', 'Э', 'Я', 'Ю', 'Ё', 'Е'] const_letters = ['с', 'б', 'з', 'ф', 'к'] while 1: text = input('Введите текст(0 = выход, 1 = обратный перевод)):') if text == '0': break elif text == '1': text = input('Введите текст для обратного перевода:') while 1: letter = input('Введите согласную (с/б/з/ф/к):') if letter in const_letters: for char in lst_letters: text = text.replace(char+letter+char.lower(), char) print(text) print('') break else: print('Введите букву из списка!') continue else: while 1: letter = input('Выберите согласную (с/б/з/ф/к):') if letter in const_letters: for char in lst_letters: text = text.replace(char, char+letter+char.lower()) print(text) print('') break else: print('Введите букву из списка!') continue
c0492305470627d50a0142e7954953f210759afc
samrheault/Genetic-Algorithm-independent-study
/functions/mutation.py
840
3.96875
4
import random def main(): individual = [1,2,3,4,5,6] print(mutate(individual)) def mutate(individual): before=[] after=[] result=[] L1 = random.randint(1,5); L2 = random.randint(1,5); while ( L1 == L2 ): L1 = random.randint(1,5); L2 = random.randint(1,5); if (L1 > L2): tmp = L2 L2 = L1 L1 = tmp; before = individual[0:L1] after = individual[L2:] random.shuffle(before) random.shuffle(after) print("L1=", L1, "L2=",L2) print("before:", before, "after:", after) for i in range(len(before)): result.append(before[i]) for i in range(L1, L2): result.append(individual[i]) for i in range(len(after)): result.append(after[i]) return result main()
2e8687363d0f875dc33c2d4b3e326bd6c5504d53
CaMeLCa5e/ObjectOriented
/TheAquarium.py
498
4.09375
4
#!/usr/bin/python class Fish: "the things that are swimming in the bowl" fishCount = 0 def __init__(self, FishName, FishColor): self.FishName = FishName self.FishColor = FishColor Fish.fishCount += 1 def displayCount(self): print "Total fish in the bowl - %d" % Fish.fishCount def displayFish(self): print "Name : ", self.name, ", Color: ", self.FishColor Fish1 = Fish("Bubbles", "red") Fish2 = Fish("Nemo", "green") print Fish1 print Fish2 if __name__ == '__main__': main()
66179bc14c1e2960914398c130b77e8039fe1aa3
kayartaya-vinod/2018_11_PHILIPS_PYTHON_FUNDAMENTALS
/Examples/ex15.py
2,080
4.0625
4
''' ex15 member functions in a class ''' import math class Circle(object): def __init__(self, radius=1.0): self.radius = radius # assignment via property @property def radius(self): return self.__radius @radius.setter def radius(self, value): if type(value) not in (int, float): raise TypeError('Radius must be numeric') if value < 0: raise ValueError('Radius cannot be negative') self.__radius = value # readonly property @property def AREA(self): return math.pi * self.radius * self.radius def __str__(self): return 'Circle [radius={}, area={}]'.format( self.radius, self.AREA) def __lt__(self, value): if type(value) == Circle: return self.radius < value.radius elif type(value) in (int, float): return self.radius < value else: raise TypeError('Invalid value for < operator') def __add__(self, value): if type(value) == Circle: return Circle(self.radius + value.radius) elif type(value) in (int, float): return Circle(self.radius + value) else: raise TypeError('Invalid value for + operator') def __iadd__(self, value): # __i*__ functions should return self if type(value) in (int, float): self.radius += value elif type(value) == Circle: self.radius += value.radius else: raise TypeError('Invalid type for +=') return self def main(): c1 = Circle() c2 = Circle(12.34) c3 = Circle(1.234) print(c1) print(c2) print(c3) c2 += 5.0 print('after c2 += 5.0, c2 is', c2) c2 += c3 print('after c2 += c3, c2 is', c2) print('c2 < c3 is', c2 < c3) print('c2 < 15.0 is', c2 < 15.0) c4 = c2 + c3 # c4 is a new Circle object with radius added from both c2 and c3 print(c4) c5 = c2 + 5.0 # c5 is a new Circle object with c2.radius + 5.0 print(c5) if __name__ == "__main__": main()
793972f28600758a5feb3103809f7617a623738c
jhs851/algorithm
/sparta/week_3/11_get_absent_student.py
805
3.59375
4
all_students = ["나연", "정연", "모모", "사나", "지효", "미나", "다현", "채영", "쯔위"] present_students = ["정연", "모모", "채영", "쯔위", "사나", "나연", "미나", "다현"] # 내꺼 # 시간복잡도 O(N) # def get_absent_student(all_array, present_array): # present_array = set(present_array) # # for student in all_array: # if student not in present_array: # return student # 답안 # 시간복잡도 O(N) # 공간복잡도 O(N) def get_absent_student(all_array, present_array): student_dict = {} for key in all_array: student_dict[key] = True for key in present_array: del student_dict[key] for key in student_dict.keys(): return key print(get_absent_student(all_students, present_students))
bba3e73e615f62f04f3cb47007296a2d5fc570a0
alexkie007/offer
/Target Offer/24. 反转链表.py
693
3.9375
4
''' 输入一个链表,反转链表后,输出链表的所有元素。 ''' class ListNode: def __init__(self, val): self.val = val self.next = None class Solution: # 返回ListNode def ReverseList(self, pHead): if pHead == None or pHead.next == None: return pHead last = None while pHead: temp = pHead.next pHead.next = last last = pHead pHead = temp return last a = ListNode(3) b = ListNode(1) c = ListNode(4) d = ListNode(2) e = ListNode(5) a.next = b b.next = c c.next = d d.next = e s = Solution() g = s.ReverseList(a) while g: print(g.val) g = g.next
703880cae86af33309d43b75f37c0c2445514511
Platforuma/Beginner-s_Python_Codes
/9_Loops/19_For_Dictionary--country-capital.py
500
4.21875
4
''' Write a Python program to map two lists into a dictionary ''' country = ['India', 'Nepal', 'Japan', 'China', 'England'] capital = ['Delhi', 'Kathmandu', 'Tokyo', 'Beijing', 'London'] new_dic = {} #using Dictionary Methods print('----Dictionary Method----') new_dic = dict(zip(country, capital)) print(new_dic) print(' ') #using for loop and zip print('----For Loop and Zip----') new_dic2 = {} for i,j in zip(country, capital): new_dic2[i] = j print(new_dic2)
74487381a5d4cd47b176caae2fdf3bf84289bd67
lin13k/practice
/temp.py
729
3.640625
4
def search(nums, target): start = 0 end = len(nums) - 1 while end >= start: mid = (start + end) // 2 if nums[mid] == target: return True if nums[mid] < target: start = mid + 1 if nums[mid] > target: end = mid - 1 return False if __name__ == '__main__': print(search([1,1,2,2], 0)) print(search([1,2,3,4,5], 1)) print(search([1,2,3,4,5], 0)) print(search([1,2,3,4,5], 6)) print(search([1,2,3,4,5], 2)) print(search([1,2,3,4,5], 3)) print(search([1,2,3,4,5], 4)) print(search([1,2,3,4,5], 5)) print(search([1,2,3,4,5,6,7,8], 6)) print(search([1,2,3,4,5,6,7,8], 7)) print(search([1,2,3,4,5,6,7,8], 8))
d9fd10faff8851877ba48da2515a7bd059a5cb7c
afsanaahsan/ML-Python-Tensorflow-CNN
/1.Python-print,userinput,variable create,string, all arithmatic problem solve, concatenation.py
402
3.890625
4
#!/usr/bin/env python # coding: utf-8 # In[11]: print("Hello World!") print(22//7) print(22*7) print("afsana"+" ahsan") a="roman" b=619 print(a+str(b)) #python don't add different type data together # In[12]: var1=int(input("enter 1st num:")) var2=int(input("enter 2nd num:")) print(var1+var2) print(var1-var2) print(var1*var2) print(var1/var2) print(var1//var2) print(var1%var2) # In[ ]:
2de66f02fac340cd1beb457ea76322362404be56
wiltonjr4/Python_Language
/Estudos/Python_Exercicios_Curso_Em_Video/ex011.py
267
3.65625
4
n1 = float(input('Quantos M² de Largura Mede a Parede?')) n2 = float(input('Quantos M² de Altura Mede a Parede?')) area = n1*n2 litros = area/2 print('Para pintar essa parede de {:.1f}m² de área, você precisará de: {:.1f} litros de tinta'.format(area,litros))
a3aa600dfb79f3b72a7e9b40a1885306cd720254
PiKaLeX/.vscode
/Tutorials/Regular expressions/Metacharacters/repetition_curly_braces.py
751
4.375
4
import re # Some more metacharacters are * + ? { and }. # These specify numbers of repetitions. # Curly braces can be used to represent the number of repetitions between two numbers. # The regex {x,y} means "between x and y repetitions of something". # Hence {0,1} is the same thing as ?. # If the first number is missing, it is taken to be zero. If the second number is missing, it is taken to be infinity. pattern = r"9{1,3}$" if re.match(pattern, "0"): print("Match 1") if re.match(pattern, "9"): print("Match 2") if re.match(pattern, "99"): print("Match 3") if re.match(pattern, "999"): print("Match 4") if re.match(pattern, "9999"): print("Match 5") if re.match(pattern, "99099"): print("Match 6")
cf5dec440b002ae093dead03629c2a8fa9791a75
Som94/Python-repo
/13th Aug/Test 1.py
250
3.765625
4
class emp: pass e1 = emp() lst1 = [171,'Divakar',e1,56.22,'Ravi','78'] l=len(lst1) if type(lst1[l-1])==str: print("True") else: print("Not a string") if type(lst1[l-2])==str: print("True It's a string") else: print("Not a string")
9211c5c54c77d563a7287a09e5506be7cc719b1e
futuremartian2018/Simple_Neural_Network_Python
/Neural Network - Python/main.py
555
3.703125
4
# NEURAL NETWORK TRAINING # Importing required libraries and functions import numpy as np import neural as nn import sklearn.datasets import matplotlib.pyplot as plt # Creating a data set using sklearn X, Y = sklearn.datasets.make_moons(n_samples = 500, noise = 0.15) X, Y = X.T, Y.reshape(1, Y.shape[0]) # Neural network training process parameters, cost = nn.train(X, Y, 0.7, 12, 2000) # Drawing cost chart plt.figure(1, figsize=(10, 6)) plt.title('COST CHART') plt.plot(cost) plt.xlabel('Epoch') plt.ylabel('Cost') plt.show()
d1b46c0173f1b5bcb2245e659ef0c3de3e1b93f6
xiaoxue11/02_python_multi_task
/02_python核心编程/多任务/线程/interview3.py
1,112
3.953125
4
from threading import Thread, Condition condition = Condition() current = 'A' class ClassA(Thread): def run(self): global current for _ in range(10): with condition: while current != 'A': condition.wait() print('A') current = 'B' condition.notify_all() class ClassB(Thread): def run(self): global current for _ in range(10): with condition: while current != 'B': condition.wait() print('B') current = 'C' condition.notify_all() class ClassC(Thread): def run(self): global current for _ in range(10): with condition: while current != 'C': condition.wait() print('C') current = 'A' condition.notify_all() def main(): t1 = ClassA() t2 = ClassB() t3 = ClassC() t1.start() t2.start() t3.start() if __name__ == '__main__': main()
7bbf3bbd1ccdfacb3d1c255a8d084ed0b9277bed
Naresh523-Python/python-practice
/practice.py
2,052
3.734375
4
# from collections import OrderedDict # d=OrderedDict() # d[100]='naresh' # d[101]='mohan' # d[103]='srinu' # # print(dict) # dt={104:'sai',105:'gopi'} # d.update(dt) # print(d) # import sys # for x,y in sys.argv: # print ("Argument: ", x) # print("Argument: ",y) # how to give arguments in command prompt ####### import argparse # import sys # # def check_arg(args=None): # parser = argparse.ArgumentParser(description='Script to learn basic argparse') # parser.add_argument('-H', '--host', # help='host ip', # required='True', # default='localhost') # parser.add_argument('-p', '--port', # help='port of the web server', # default='8080') # parser.add_argument('-u', '--user', # help='user name', # default='root') # # results = parser.parse_args(args) # # return (results.host, # results.port, # results.user) # # if __name__ == '__main__': # h, p, u = check_arg() # print ('h =',h) # print ('p =',p) # print ('u =',u) # lines=0 # words=0 # chars=0 # f=open('New Text Document.txt','r') # data=f.read() # print(data) # for line in data: # print(line) # print(len(line)) # word=line.split(' ') # print(word) # print(len(word)) # lines=lines+1 # words=words+len(word) # chars=chars+len(line) # print('chars:',chars) # print('words:',words) # print('lines:',lines) # import csv # with open('student.csv','w')as f: # w=csv.writer(f) # w.writerow(["sno","sname","saddr"]) # n=int(input("enter number of students:")) # for i in range(n): # sno=input("enter student no:") # sname=input("enter student name:") # saddr=input("enter student addr:") # w.writerow(["sno","sname","saddr"]) import csv f=open('student.csv','r') r=csv.reader(f) data=list(r) print(data) for line in data: for word in line: print("word","\t")
549b54102ca38ac7d2b810f18b909baea5253a4a
finnbogi18/project_sjo
/stock_prices.py
4,500
4.4375
4
''' This program takes a .csv file that the user inputs, then the program reads the file and finds the average price for each month and prints out the average price and the month of that price, finally it prints out the year-month-day of the highest price ''' # Constants for the colums in the data list. DATE = 0 ADJ_CLOSE = 5 VOLUME = 6 def open_file(filename): ''' This function opens the file and returns a file object, if the file doesn't exist it prints out an error ''' try: file_object = open(filename, "r") return file_object except FileNotFoundError: print("Filename {} not found!".format(filename)) def get_data_list(file_object): ''' This function creates a list of lists for the dates and stock prices ''' data_list = [] for line_str in file_object: data_list.append(line_str.strip().split(",")) # Appends a list that splits at "," and then adds that to the main data list. return data_list def get_date_list(data_list): ''' This function creates a list of the dates, with the days removed return the list with the following format: "YYYY-MM" allowing the user for easier navigation when calculating averages ''' date_list = [] for i in range(1, len(data_list)): temp_var = data_list[i][DATE] temp_var = temp_var[:7] if temp_var not in date_list: date_list.append(temp_var) return date_list def get_monthly_average(data_list, date_list): ''' This functions reads the data list and calculates the average stock price for each month and returns the average price and the associated month as a list of tuples ''' month_counter = 0 month_tuple = () average_list = [] acv_sum = 0.0 vol_sum = 0.0 for i in data_list[1:]: temp_var = i[DATE] temp_var = temp_var[:7] if temp_var == date_list[ month_counter]: # Checks if the current month matches the month being calcuated acv_sum += float(i[ADJ_CLOSE]) * float(i[VOLUME]) vol_sum += float(i[VOLUME]) else: # If the months changes it calculates the average and adds the month and average to a tuple. month_avg = acv_sum / vol_sum month_tuple = (date_list[month_counter], month_avg) average_list.append(month_tuple) # Adds the tuple to the main average list. acv_sum = 0.0 vol_sum = 0.0 month_counter += 1 # Adds the first day of the new month as the starting sums. # Because it's used to evaluate if a new month has begun causing it to be left out # of the new month. acv_sum += float(i[ADJ_CLOSE]) * float(i[VOLUME]) vol_sum += float(i[VOLUME]) # Adds the last month to the list. month_avg = acv_sum / vol_sum month_tuple = (date_list[month_counter], month_avg) average_list.append(month_tuple) return average_list def find_highest(data_list): """ This function finds the highest stock price in the whole list and returns a tuple with the date and the price as a tuple.""" highest_price = 0.00 high_date = "" for i in data_list[1:]: temp_var = float(i[ADJ_CLOSE]) if temp_var > highest_price: highest_price = temp_var high_date = i[DATE] high_tuple = (highest_price, high_date) return high_tuple def print_info(average_list, highest_tuple): """ This function prints out the average price for each month in the time period that is given with the .csv file. And lastly it prints out the price and date of the highest stock.""" print("{:<10}{:>7}".format("Month", "Price")) for i in average_list: print("{:<10}{:>7.2f}".format((i[0]),i[1])) print("Highest price {:.2f} on day {}".format(highest_tuple[0], highest_tuple[1])) def main(file_object): """ The main function only runs most of the functions in the program. If the file name entered by the user is wrong then this function wont run. """ data_list = get_data_list(file_object) date_list = get_date_list(data_list) average_list = get_monthly_average(data_list, date_list) highest_tuple = find_highest(data_list) print_info(average_list, highest_tuple) filename = input("Enter filename: ") file_object = open_file(filename) if file_object != None: main(file_object)
094b68c67d207ec6afa20fd8c57f620bb54782b3
hroudae/CS6350
/LinearRegression/StochasticGradientDescent.py
1,012
3.828125
4
########## # Author: Evan Hrouda # Purpose: Implement the Stochastic Gradient Descent algorithm for least mean square ########## import utilities ##### # Author: Evan Hrouda # Purpose: Perform the stochastic gradient descent learning algorithm ##### def StochasticGradientDescent(x, y, r, iterations): import random wghts = [0 for i in range(len(x[0]))] costs = [utilities.costValue(wghts, x, y)] converge = False for i in range(iterations): # randomly sample an example index = random.randrange(len(x)) # update weight vector with the stochastic grad newWghts = [] for j in range(len(wghts)): newWghts.append(wghts[j] + r*x[index][j]*(y[index] - utilities.dot(wghts,x[index]))) wghts = newWghts # check convergence (calculate cost function) costVal = utilities.costValue(wghts, x, y) if abs(costVal - costs[-1]) < 10e-6: converge = True costs.append(costVal) return wghts, costs, converge
50218453a06e56b73ba13c28fb91c22907657282
jocphox/flashtrans
/getnewrow.py
1,479
4.09375
4
def isTitle(ss): if ss[0].isupper() and "." not in ss: return True elif ss[0].isupper() and "." in ss and len((ss.split(".")[0]).split(" "))>2: return True else: return False def newrow(lst,pos=1): if pos<len(lst) and isTitle(lst[pos]): lst[pos:pos+1]=["\n",lst[pos]] newrow(lst,pos+2) elif pos<len(lst): newrow(lst,pos+1) else: pass return lst if __name__ == '__main__': lst = ['A similar change has occurred in many other domains. Our ancestors got their', 'thrills the old-fashioned way: they took risks. Consider the human known as the', 'Iceman. About five thousand years ago, he set out on a European adventure and', 'ended up frozen in a glacier. Completely preserved, he can now be visited in a', 'museum', 'For the Iceman, a career mistake had fatal consequences. If we make a risky move', 'say, by taking a job with some poorly financed Internet company -and it fails', 'we will not be killed. More likely than not, we will find a new job with a higher', 'salary. If the failure is spectacular enough, we can write a series of books, like', 'Donald Trump. If we just rely on our instincts, we are likely to be too timid in our', 'professional lives'] newrow(lst) text="".join(lst) newlst=text.split("\n") newtext="\n".join(newlst) print(newtext)
b1b8ea9c13b937798a097881037abd91d11b847e
naveenv20/myseleniumpythonlearn
/ControlFlow/ifcontrolflow.py
278
3.875
4
""" condition logic """ a=100 b=10 if(b<a): print("%s less than %s"%(a,b)) print("This iwll always print") val='Green' value=val if(value=='Red'): print("Stop") elif(value=='Green'): print("Not in if so elif") else: print("Not in if or elif so inside else")
3690784d3718d86ad47ed484da972a48e588b672
gogagubi/Leetcode-Python
/array/_169_MajorityElement.py
533
3.5625
4
from typing import List class Solution: def majorityElement(self, nums: List[int]) -> int: times = len(nums) // 2 map = dict.fromkeys(nums, 0) for i in nums: map[i] += 1 if map[i] > times: return i return -1 if True: s = Solution() nums = [3, 2, 3] result = s.majorityElement(nums) print("Result ", result) if True: s = Solution() nums = [2, 2, 1, 1, 1, 2, 2] result = s.majorityElement(nums) print("Result ", result)
17ca21d5ee053c5a5b2d588630814fa3ed3e90f6
TheAlgorithms/Python
/maths/combinations.py
1,459
4.28125
4
""" https://en.wikipedia.org/wiki/Combination """ from math import factorial def combinations(n: int, k: int) -> int: """ Returns the number of different combinations of k length which can be made from n values, where n >= k. Examples: >>> combinations(10,5) 252 >>> combinations(6,3) 20 >>> combinations(20,5) 15504 >>> combinations(52, 5) 2598960 >>> combinations(0, 0) 1 >>> combinations(-4, -5) ... Traceback (most recent call last): ValueError: Please enter positive integers for n and k where n >= k """ # If either of the conditions are true, the function is being asked # to calculate a factorial of a negative number, which is not possible if n < k or k < 0: raise ValueError("Please enter positive integers for n and k where n >= k") return factorial(n) // (factorial(k) * factorial(n - k)) if __name__ == "__main__": print( "The number of five-card hands possible from a standard", f"fifty-two card deck is: {combinations(52, 5)}\n", ) print( "If a class of 40 students must be arranged into groups of", f"4 for group projects, there are {combinations(40, 4)} ways", "to arrange them.\n", ) print( "If 10 teams are competing in a Formula One race, there", f"are {combinations(10, 3)} ways that first, second and", "third place can be awarded.", )
be7314fbc7c19f31acb7195cfdd447ee30b999ca
skiwee45/python
/dragon/password.py
274
3.59375
4
# Password program print ("Welcome to System Security Inc.") print ("-- where security is our middle name") pwd = input("\nEnter your password:") if pwd == "secret": print("Access Granted") else: print("Access Denied") input("\n\nPress any key to exit.")
20bc5da2bd6cce8598e371689a7c7daba4cfbc25
shahbagdadi/py-algo-n-ds
/arrays/bits/powerOfTwo/Solution.py
251
3.75
4
class Solution(object): # Explanation - https://leetcode.com/problems/power-of-two/solution/ def isPowerOfTwo(self, n): if n == 0: return False return n & (-n) == n s = Solution() ans = s.isPowerOfTwo(7) print(ans)
4189157a2283c83e99b9aacb1ea055bca65351ac
slawry00/CPE101
/Labs/Lab_Filter.py
2,012
3.875
4
# Name: Spencer Lawry # Name: Spencer Lawry # Name: Spencer Lawry # Course: CPE 101 # Instructor: Daniel Kauffman # Assignment: Lab Assignment: Characters and Filtering # Term: Fall 2016 def sum_101(my_list): mysum = 0 for i in range(len(my_list)): mysum = my_list[i] + mysum return mysum assert sum_101([1,5,3]) == 9 assert sum_101([-1,2,-1,5,5]) == 10 assert sum_101([-10,5,2,10,-30]) == -23 def index_of_smallest(my_list): if len(my_list) <= 0: return -1 else: smallest = min(my_list) return my_list.index(smallest) assert index_of_smallest([5,2,1,-5]) == 3 assert index_of_smallest([]) == -1 assert index_of_smallest([1,1,1,1,0]) == 4 def is_lower_101(char): return ord('a') <= ord(char) <= ord('z') assert is_lower_101("a") assert not is_lower_101("A") assert is_lower_101("z") def char_rot_13(char): if ord('a') <= ord(char) <= ord('m') or ord('A') <= ord(char) <= ord('M'): return chr(ord(char) + 13) if ord('n') <= ord(char) <= ord('z') or ord('N') <= ord(char) <= ord('Z'): return chr(ord(char) - 13) assert char_rot_13('n') == 'a' assert char_rot_13('m') == 'z' assert char_rot_13('Z') == 'M' def str_rot_13(my_str): rot_13_str = '' for i in range(len(my_str)): current_rot_char = char_rot_13(my_str[i]) rot_13_str = rot_13_str + current_rot_char return rot_13_str assert str_rot_13('apples') == 'nccyrf' assert str_rot_13('zigzag') == 'mvtmnt' assert str_rot_13('AwEsOmE') == 'NjRfBzR' def str_translate_101(my_str, old, new): str_translate = '' for i in range(len(my_str)): current_char = my_str[i] if current_char == old: current_char = new str_translate = str_translate + current_char return str_translate assert str_translate_101('mississippi', 'i', 'z') == 'mzsszsszppz' assert str_translate_101('lollipop', 'o', 'u') == 'lullipup' assert str_translate_101('hippopotamus', 'p', 's') == 'hissosotamus'
381672cd8628cc9454d79ca8660fe6093dc1b55d
dotch3/Python
/CODE/06/FROM CLASSES/square_test.py
538
3.8125
4
import unittest from geometry import Rectangle from geometry import Square class SquareTest(unittest.TestCase): def test_square_is_a_derivative_of_rectangle(self): square =Square(0 , 0 , 5) self.assertTrue(isinstance(square, Rectangle)) self.assertTrue(isinstance(square, Square)) def test_perimeter_returns_four_times_its_side(self): square = Square(0 , 0 , 5) self.assertEqual(20, square.perimeter()) square.width =3 self.assertEqual(20, square.perimeter()) if __name__ == '__main__': unittest.main()
6c8f8e5235655fc9e6699b66306cc833283d0727
ykdsg/myPython
/geekbang/algo/41_dynamic_programming/coins_problem_function_02.py
542
3.890625
4
# 状态转移方程,这个解法就很像回溯+缓存 from typing import List def min_coin_num(price: int, coins: List[int], memo: List[int]): if price == 0: return 0 if price < 0: return 99999 if memo[price] > 0: return memo[price] result = min(min_coin_num(price - coin, coins, memo) for coin in coins) + 1 memo[price] = result return result if __name__ == '__main__': coins = [1, 3, 5] price = 18 memo = [-1] * (price + 1) print(min_coin_num(price, coins, memo))
7633206669af54e4a91de8b478508577d504dc4d
HaneulJ/Python
/listLab2.py
514
3.9375
4
"""최솟값을 구하는 기능은 함수를 사용하지 않고 제어문으로 직접 구현한다. 1. listLab2.py 이라는 소스를 생성한다. 2. 다음 값들로 구성되는 리스트를 생성하여 listnum 에 저장한다. 10, 5, 7, 21, 4, 8, 18 3. listnum 에 저장된 값들 중에서 최솟값을 추출하여 출력한다. """ listnum = [10, 5, 7, 21, 4, 8, 18] lmin = listnum[0] for i in range(1,len(listnum)): if lmin > listnum[i]: lmin = listnum[i] print("최솟값: ", lmin)
27d7efe28dbf887c2ee1970064ef27469bf05a9d
lion137/blog
/porpositional_logic_eval.py
4,319
3.53125
4
import string import re import operator as op import functools from itertools import product class BinaryTree: def __init__(self, rootObj): self.key = rootObj self.parent = None self.leftChild = None self.rightChild = None def insertLeft(self, newNode): if self.leftChild == None: t = BinaryTree(newNode) self.leftChild = t t.parent = self else: t = BinaryTree(newNode) t.parent = self t.leftChild = self.leftChild self.leftChild.parent = t self.leftChild = t def insertRight(self, newNode): if self.rightChild == None: t = BinaryTree(newNode) self.rightChild = t t.parent = self else: t = BinaryTree(newNode) t.parent = self t.rightChild = self.rightChild self.rightChild.parent = t self.rightChild = t def getRightChild(self): return self.rightChild def getLeftChild(self): return self.leftChild def getParent(self): return self.parent def getRootVal(self): return self.key def setRootVal(self, obj): self.key = obj def setLeftChild(self, nodeObj): self.leftChild = nodeObj def setRightChild(self, nodeObj): self.rightChild = nodeObj def setParent(self, nodeObj): self.parent = nodeObj def isRightChild(self): return self.parent and self.parent.rightChild == self def isLeftChild(self): return self.parent and self.parent.leftChild == self def isRoot(self): return def inorder_traversal(tree): if tree: inorder_traversal(tree.getLeftChild()) print(tree.getRootVal()) inorder_traversal(tree.getRightChild()) implication = lambda x, y: op.or_(op.not_(x), y) equality = lambda x ,y: op.and_(implication(x, y), implication(y, x)) xor = lambda x, y: op.and_(op.or_(x, y), op.not_(op.and_(x, y))) def build_parse_tree(exp): exp_list = exp.replace('(', ' ( ').replace(')', ' ) ').replace('~', ' ~ ').split() e_tree = BinaryTree('') current_tree = e_tree for token in exp_list: if token == '(': current_tree.insertLeft('') current_tree = current_tree.getLeftChild() elif token in ['||','&&', '->', '==', 'XR']: if current_tree.getRootVal() == '~': current_tree.getParent().setRootVal(token) current_tree.insertRight('') current_tree = current_tree.getRightChild() else: current_tree.setRootVal(token) current_tree.insertRight('') current_tree = current_tree.getRightChild() elif token in ['1', '0']: current_tree.setRootVal(bool(int(token))) current_tree = current_tree.getParent() if current_tree.getRootVal() == '~': current_tree = current_tree.getParent() elif token == '~': current_tree.setRootVal('~') current_tree.insertLeft('') current_tree = current_tree.getLeftChild() elif token == ')': current_tree = current_tree.getParent() else: raise ValueError return e_tree def evaluate_parse_tree(tree): opers = {'||': op.or_, '&&': op.and_, '~': op.not_, '->': implication, '==': equality, 'XR': xor} leftT = tree.getLeftChild() rightT = tree.getRightChild() if leftT and not rightT: fn = opers[tree.getRootVal()] return fn(evaluate_parse_tree(leftT)) elif leftT and rightT: fn = opers[tree.getRootVal()] return fn(evaluate_parse_tree(leftT), evaluate_parse_tree(rightT)) else: return tree.getRootVal() def fill_values(formula): """returns genexp with the all fillings with 0 and 1""" letters = ''.join(set(re.findall('[A-Z]', formula))) for digits in product('10', repeat=len(letters)): table = str.maketrans(letters, ''.join(digits)) yield formula.translate(table) def is_tautology(formula): for x in fill_values(formula): if not evaluate_parse_tree(build_parse_tree(x)): return False return True
c7c3b02de464380102729f0a2191937cbe3bcf21
jlameiro87/cs50
/import.py
1,390
3.921875
4
from cs50 import SQL from csv import reader from sys import argv def main(): # validate entry input if len(argv) != 2: print("usage error, import.py characters.csv") exit() # open the SQLite database db = SQL('sqlite:///students.db') # open the csv file and copy the content to a list with open(argv[1], newline='') as charactersFile: # read the characters characters = reader(charactersFile) # for each character for character in characters: # check for empty names if character[0] == 'name': continue # split the full name into first, last and middle name as required fullName = character[0].split() # character dictionary charDictionary = { 'first': fullName[0], 'middle': fullName[1] if len(fullName) > 2 else None, 'last': fullName[2] if len(fullName) > 2 else fullName[1], 'house': character[1], 'birth': character[2] } # insert the character into the database db.execute("INSERT INTO students(first, middle, last, house, birth) VALUES(?, ?, ?, ?, ?)", charDictionary['first'], charDictionary['middle'], charDictionary['last'], charDictionary['house'], charDictionary['birth']) main()
16e32913cebea2b9c18a77b817a06f281c0e72b7
Sana-mohd/functionsQuestions
/evenodd.py
221
3.96875
4
def shownumber(limit=int(input("enter your number: "))): i=0 while i<=limit: if i%2==0: print( i,"even ") else: print(i,"odd") i=i+1 print(shownumber())
e74417256687935ad7415a6e015f697302113334
Ing-Josef-Klotzner/python
/2017/hackerrank/gridLand_sol.py
3,106
3.5625
4
#!/usr/bin/python3 class Solution: def __init__(self): self.size = int(input()) self.array = [] self.array.append(input().strip()) self.array.append(input().strip()) self.hash = set() def add_to_hash(self, results): for set_str in results: self.hash.add(hash(set_str)) self.hash.add(hash(set_str[::-1])) def calculate(self): if len(set(self.array[0]+self.array[1]))==1: return 1 results = self.get_circles(self.array[0]+self.array[1][::-1]) full_string1 = self.array[1][::-1]+self.array[0] full_string2 = self.array[0][::-1]+self.array[1] full_zigzags=self.get_zigzag('',1,0,+1) self.add_to_hash(results) results=set(full_zigzags.keys()) for i in range(1,self.size): for zig,diverge in full_zigzags.items(): if diverge < i: continue j = self.size -i if i%2 == 0: new_str = full_string2[j:-j]+zig[i*2:] else: new_str = full_string1[j:-j]+zig[i*2:] results.add(new_str) self.add_to_hash(results) full_zigzags=self.get_zigzag('',0,0,+1) results=set(full_zigzags.keys()) for i in range(1,self.size): for zig,diverge in full_zigzags.items(): if diverge < i: continue j = self.size -i if i%2 == 0: new_str = full_string1[j:-j]+zig[i*2:] else: new_str = full_string2[j:-j]+zig[i*2:] results.add(new_str) self.add_to_hash(results) return len(self.hash) def get_circles(self,loop): circles = set() circles.add(loop) for i in range(self.size*2-1): loop = loop[1:]+loop[0] circles.add(loop) return circles def get_zigzag(self,seed,row,col,right): output = list(seed) steps = 0 zigzags = {} while col >=0 and col <self.size: output.append(self.array[row][col]) steps+=1 row = 0 if row == 1 else 1 if steps < self.size*2: zigzags[self.add_circle_diversion(row,col,right,''.join(output))]=steps//2 output.append(self.array[row][col]) steps+=1 col+=right zigzags[''.join(output)]=self.size return zigzags def add_circle_diversion(self, row, col, right, built_str): built_str+=self.array[row][col::right] remaining = 2*self.size-len(built_str) if remaining == 0: return built_str row = 0 if row == 1 else 1 built_str+=self.array[row][::-1*right][:remaining] return built_str def main(): cases = int(input()) for i in range(cases): my_object = Solution() print(my_object.calculate()) def get_int_list(in_str): return [int(i) for i in in_str.strip().split()] if __name__ == "__main__": main()
46e0b839d5720a1f398c6be39f5a589b5a606227
srinivassjce/srinivas
/PYTHON/infinite_array.py
399
3.515625
4
#!/usr/bin/python def find_element(array,k,entry) : min=0 entry=int(entry) while True : flag=0 if entry <= array[k] : flag=1 print k if array[k] == entry : #print k return k break else : k += 1 if flag==1 : k= k/10 a=find_element(array,int(k),entry) return a array=[ i for i in range(100,2033111,1)] print find_element(array,1000,121)
069b52f83f6dbf9d34947ae33e8cdf2b760b1af3
manojkumar1053/GMAONS
/Sorting/quickSelect.py
962
3.671875
4
def quickSelect(array, k): return quickSelectHelper(array, 0, len(array) - 1, k - 1) def quickSelectHelper(array, startIdx, endIdx, position): while True: if startIdx > endIdx: raise Exception("Error !!!") pivotIndex = startIdx leftIdx = startIdx + 1 rightIdx = endIdx while leftIdx <= rightIdx: if array[leftIdx] > array[pivotIndex] and array[rightIdx] < array[pivotIndex]: swap(array, leftIdx, rightIdx) if array[leftIdx] < array[pivotIndex]: leftIdx += 1 if array[rightIdx] > array[pivotIndex]: rightIdx -= 1 swap(array, pivotIndex, rightIdx) if rightIdx == position: return array[rightIdx] elif array[rightIdx] < position: startIdx = rightIdx + 1 else: endIdx = rightIdx - 1 def swap(array, i, j): array[i], array[j] = array[j], array[i]
232bd30f0b0e6b18cbef74fc23b178eb5fd40d48
bujanvdv/lesson
/task_2.py
423
4
4
# Пользователь вводит время в секундах. # Переведите время в часы, минуты и секунды и выведите в формате чч:мм:сс. # Используйте форматирование строк. sec = int(input('Введите время в секундах: ')) h=sec/3600 m=sec%3600/60 s=sec%3600%60 time = ('%i:%i:%i' % (h, m, s)) print(time)
aa97656496e1e0bd2f9198e024dba27052f2fd0b
yaayitsamber/Udacity-Python-Projects
/CircleTurtle.py
299
3.640625
4
import turtle def draw_shapes(): window = turtle.Screen() window.bgcolor("blue") amy = turtle.Turtle() amy.shape("turtle") amy.color("white") amy.speed(6) for i in range(1, 11): amy.circle(100) amy.right window.exitonclick() draw_shapes()
256f6ae425ccc1c0218ea6789328ab3bbcd9f10c
mdmirabal/uip-prog3
/investigaciones/Prueba Unitaria/Unittest.py
345
3.671875
4
import unittest def cuadrado(num): """Calcula el cuadrado de un numero.""" return num ** 2 class EjemploPruebas(unittest.TestCase): def test(self): l = [0, 1, 2, 3] r = [cuadrado(n) for n in l] self.assertEqual(r, [0, 1, 4, 9]) if __name__ == "__main__": unittest.main()
e694a2318887d7baf70da015fe572d5d0b68bc7d
reyllama/algorithms
/#34.py
2,834
3.796875
4
""" 2023.03.27 """ """ 34. Find First and Last Position of Element in Sorted Array Given an array of integers nums sorted in non-decreasing order, find the starting and ending position of a given target value. If target is not found in the array, return [-1, -1]. You must write an algorithm with O(log n) runtime complexity. """ class Solution: def searchRange(self, nums, target): if len(nums) < 1: return [-1, -1] if len(nums) < 2: if nums[0] == target: return [0, 0] else: return [-1, -1] self.left, self.right = -1, -1 def bisect(nums, target, l=None, r=None): print(l, r) if l == r: if nums[l] == target: if l == 0: self.left = l self.right = max(self.right, l) elif r == len(nums) - 1: self.right = r if self.left == -1: self.left = r return if l > r: return mid = (l + r) // 2 if nums[mid] == target: if mid == 0: self.left = mid elif nums[mid - 1] != target: self.left = mid else: bisect(nums, target, l=l, r=mid) if mid == len(nums) - 1: self.right = mid elif nums[mid + 1] != target: self.right = mid else: bisect(nums, target, l=mid + 1, r=r) elif nums[mid] > target: bisect(nums, target, l=l, r=mid) else: bisect(nums, target, l=mid + 1, r=r) bisect(nums, target, 0, len(nums) - 1) return [self.left, self.right] """ Time > 53.7%, Memory: 5.38% Working, but very messy. Looking for a cleaner code. """ class Solution: def searchRange(self, nums: List[int], target: int) -> List[int]: # Get the starting pos when target is present # Get The one in either boundary (of the chasm) when target is absent def search(x): lo, hi = 0, len(nums) while lo < hi: mid = (lo + hi) // 2 if nums[mid] < x: lo = mid + 1 else: hi = mid return lo lo = search(target) hi = search(target + 1) - 1 if lo <= hi: return [lo, hi] return [-1, -1] """ Simply search for the 'lower bound (+1)' of the target range, by not specifying the condition when nums[mid]==x in search(). Then, we can get the higher bound by looking for a value slightly higher minus 1. Elegant. """
7fdb4e8e9b4a9909c307347b6efbef745bbb485b
hellfireboy/game2.0
/D5/100chicken.py
945
3.59375
4
# 公鸡5元一只,母鸡3元一只,小鸡1元三只,用100块钱买一百只鸡,问公鸡、母鸡、小鸡各有多少只? # flag = False # # for x in range(0, 100): # for y in range(0, 100): # z = 100 - x - y # if x * 5 + y * 3 + z / 3 == 100: # a = x # b = y # c = z # flag = True # # if flag == True: # print("公鸡%d只,母鸡%d只,小鸡%d只。" % (a, b, c)) # else: # print('不可能的事') # print("公鸡%d只,母鸡%d只,小鸡%d只。" % (x, y, z)) # else: # print('不可能') flag = False for x in range(0, 22): for y in range(0, 51): z = 100 - x - y if x * 5 + y * 3 + z / 3 == 100: print("公鸡%d只,母鸡%d只,小鸡%d只。" % (x, y, z)) flag = True elif x == 21 and flag == False: print("不可能") break # else: # print('不可能')
ed36e7f6621e6d6245bcef325190efe345f73b3c
FranzDiebold/project-euler-solutions
/src/p053_combinatoric_selections.py
1,518
4.125
4
""" Problem 53: Combinatoric selections https://projecteuler.net/problem=53 There are exactly ten ways of selecting three from five, 12345: 123, 124, 125, 134, 135, 145, 234, 235, 245, and 345 In combinatorics, we use the notation, (5 over 3) = 10. In general, (n over r) = n! / (r! * (n−r)!), where r <= n, n! = n * (n−1) * ... * 3 * 2 * 1, and 0! = 1. It is not until n = 23, that a value exceeds one-million: (23 over 10) = 1144066. How many, not necessarily distinct, values of (n over r) for 1 <= n <= 100, are greater than one-million? """ from typing import Iterable, Tuple from src.common.calculations import calculate_binomial_coefficient # pylint: disable=invalid-name def get_large_binomial_coefficients(max_n: int, threshold: int) -> Iterable[Tuple[int, int, int]]: """ Get binomial coefficients (n over r) for `1 <= n <= max_n` that are greater than `threshold`. Returns tuples `(n, r, (n over r))`. """ for n in range(1, max_n + 1): for r in range(n + 1): binomial_coefficient = calculate_binomial_coefficient(n, r) if binomial_coefficient > threshold: yield n, r, binomial_coefficient def main() -> None: """Main function.""" max_n = 100 threshold = int(1e6) count = len(list(get_large_binomial_coefficients(max_n, threshold))) print(f'The number of values of (n over r) for 1 <= n <= {max_n} ' \ f'that are greater than {threshold:,} is {count}.') if __name__ == '__main__': main()
acf7fee9a3c2281a0515c6e0124e21a3f5e818dc
naveeez10/Snake-Game
/snake.py
1,570
3.625
4
from turtle import * import random class Snake: def __init__(self) -> None: self.segs = [] self.positions = [(-240, 0), (-260, 0), (-280, 0)] for pos in self.positions: self.create_snake(pos) self.head = self.segs[0] def create_snake(self,pos): new = Turtle() new.speed("fastest") new.color("white") new.penup() new.shape("square") new.goto(pos) self.segs.append(new) def extend(self): self.create_snake(self.segs[-1].position()) def move_forward(self): for seg_num in range(len(self.segs) - 1, 0, -1): new_x = self.segs[seg_num - 1].xcor() new_y = self.segs[seg_num - 1].ycor() self.segs[seg_num].goto(new_x, new_y) self.segs[0].forward(20) def move_right(self): if self.segs[0].heading() == 90: self.segs[0].right(90) elif self.segs[0].heading() == 270: self.segs[0].left(90) def move_up(self): if self.segs[0].heading() == 180: self.segs[0].right(90) elif self.segs[0].heading() == 0: self.segs[0].left(90) def move_down(self): if self.segs[0].heading() == 0: self.segs[0].right(90) elif self.segs[0].heading() == 180: self.segs[0].left(90) def move_left(self): if self.segs[0].heading() == 270: self.segs[0].right(90) elif self.segs[0].heading() == 90: self.segs[0].left(90)
dae092634d883118596da8e9a927e9c215c57f4d
mkamon/codewars
/python/6_kyu/BuildPileCubes.py
768
4.03125
4
# Your task is to construct a building which will be a pile of n cubes. # The cube at the bottom will have a volume of n^3, the cube above will have volume of (n-1)^3 and so on until the top which will have a volume of 1^3. # You are given the total volume m of the building. Being given m can you find the number n of cubes you will have to build? # The parameter of the function findNb (find_nb, find-nb, findNb) # will be an integer m and you have to return the integer n such as n^3 + (n-1)^3 + ... + 1^3 = m if such a n exists or -1 if there is no such n. # Examples: # findNb(1071225) --> 45 # findNb(91716553919377) --> -1 def find_nb(m): n, sum = 0,0 while sum < m : n += 1 sum += n ** 3 return n if sum == n else -1
9686dfe29cf589e1d4d4bbae479b465e78069007
lamblard/CallofDuty112Zombies-
/Project Source and Support Files /termProjectRunGame.py
85,142
3.53125
4
""" 15-112 Term Project: Call of Duty: 112 - Zombies Name: Luca Amblard Andrew ID: lamblard Section: D """ import pygame import random import copy # I learned basic pygame from Lukas Peraza's website # http://blog.lukasperaza.com/getting-started-with-pygame/ # Pygame syntax learned from the pygame website # https://www.pygame.org/docs/ref/sprite.html # https://www.pygame.org/docs/ref/mixer.html # Other citations are located next to code # PygameGame class below from # https://github.com/LBPeraza/Pygame-Asteroids/blob/master/pygamegame.py class PygameGame(object): def init(self): pass def mousePressed(self, x, y): pass def mouseReleased(self, x, y): pass def mouseMotion(self, x, y): pass def mouseDrag(self, x, y): pass def keyPressed(self, keyCode, modifier): pass def keyReleased(self, keyCode, modifier): pass def timerFired(self, dt): pass def redrawAll(self, screen): pass def isKeyPressed(self, key): ''' return whether a specific key is being held ''' return self._keys.get(key, False) def __init__(self, width=600, height=400, fps=200, title ="Call of Duty: 112 - Zombies"): self.width = width self.height = height self.fps = fps self.title = title self.bgColor = (255, 255, 255) pygame.init() def run(self): clock = pygame.time.Clock() screen = pygame.display.set_mode((self.width, self.height)) # set the title of the window pygame.display.set_caption(self.title) # stores all the keys currently being held down self._keys = dict() # call game-specific initialization self.init() self.playing = True while self.playing: time = clock.tick(self.fps) self.timerFired(time) for event in pygame.event.get(): if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1: self.mousePressed(*(event.pos)) elif event.type == pygame.MOUSEBUTTONUP and event.button == 1: self.mouseReleased(*(event.pos)) elif (event.type == pygame.MOUSEMOTION and event.buttons == (0, 0, 0)): self.mouseMotion(*(event.pos)) elif (event.type == pygame.MOUSEMOTION and event.buttons[0] == 1): self.mouseDrag(*(event.pos)) elif event.type == pygame.KEYDOWN: self._keys[event.key] = True self.keyPressed(event.key, event.mod) elif event.type == pygame.KEYUP: self._keys[event.key] = False self.keyReleased(event.key, event.mod) elif event.type == pygame.QUIT: self.playing = False screen.fill(self.bgColor) self.redrawAll(screen) pygame.display.flip() pygame.quit() # TA Nikolai Lenney advised me to use the Game and Mode classes below # He explained to me how these classes would work but I wrote both classes # on my own class Game(PygameGame): def __init__(self, width, height): self.width, self.height = width, height super().__init__(self.width, self.height) self.mode = StartGame(self) def init(self): self.mode.init() def mousePressed(self, x, y): self.mode.mousePressed(x, y) def keyPressed(self, keyCode, modifier): self.mode.keyPressed(keyCode, modifier) def keyReleased(self, keyCode, modifier): self.mode.keyReleased(keyCode, modifier) def timerFired(self, dt): self.mode.timerFired(dt) def redrawAll(self, screen): self.mode.redrawAll(screen) class Mode(object): def __init__(self, game): self.game = game class StartGame(Mode): def __init__(self, game): super().__init__(game) self.width, self.height = self.game.width, self.game.height def init(self): w, h = self.width, self.height self.mode = "Start" # rects of the different buttons incr = 40 self.playBot = (w*0.1, h*0.8, 160, 45) self.instBot = (w*0.25+incr, h*0.8, 160, 45) self.backBot = (w*(56/135), h*0.9, 160, 45) self.soloBot = (w*0.1, h*0.8, 160, 45) self.coopBot = (w*0.25, h*0.8, 160, 45) size = 100 self.font = pygame.font.SysFont(None, size, True) # click sound from http://soundbible.com/1705-Click2.html self.click = pygame.mixer.Sound("click.wav") self.loadImages() def loadImages(self): self.loadBackgroundImage() self.loadStartScreenCoDImage() self.loadStartScreenZombiesImage() self.loadPlayBottonImage() self.loadInstructionsBottonImage() self.loadBackBottonImage() self.loadSoloBottonImage() self.loadCoopBottonImage() self.loadInstructionsImage() def getCoords(self, bot): x0, y0 = bot[0], bot[1] x1, y1 = (x0 + bot[2]), (y0 + bot[-1]) return x0, y0, x1, y1 def mousePressed(self, x, y): if (self.mode == "Start"): playX0, playY0, playX1, playY1 = self.getCoords(self.playBot) instX0, instY0, instX1, instY1 = self.getCoords(self.instBot) # we check whether or not the play button was pressed if (playX0<=x<=playX1) and (playY0<=y<=playY1): self.click.play() self.mode = "SoloOrCoop" # we check whether or not the instructions button was pressed elif (instX0<=x<=instX1) and (instY0<=y<=instY1): self.click.play() self.mode = "Instructions" elif (self.mode == "Instructions"): bX0, bY0, bX1, bY1 = self.getCoords(self.backBot) # we check whether or not the back button was pressed if (bX0<=x<=bX1) and (bY0<=y<=bY1): self.click.play() self.mode = "Start" elif (self.mode == "SoloOrCoop"): soloX0, soloY0, soloX1, soloY1 = self.getCoords(self.soloBot) coopX0, coopY0, coopX1, coopY1 = self.getCoords(self.coopBot) # we check whether or not the solo button was pressed if (soloX0<=x<=soloX1) and (soloY0<=y<=soloY1): self.click.play() self.game.mode = PlaceSoldier(self.game, False) self.game.init() # we check whether or not theb cooop button was pressed elif (coopX0<=x<=coopX1) and (coopY0<=y<=coopY1): self.click.play() self.game.mode = PlaceSoldier(self.game, True) self.game.init() def keyPressed(self, keyCode, modifier): pass def keyReleased(self, keyCode, modifier): pass def timerFired(self, dt): pass def redrawAll(self, screen): if (self.mode == "Start"): self.drawStartScreen(screen) elif (self.mode == "Instructions"): self.drawInstructionsScreen(screen) elif (self.mode == "SoloOrCoop"): self.drawSoloOrCoopScreen(screen) def drawStartScreen(self, screen): screen.blit(self.background, (0, 0)) xRatio, yRatio = (7/24), (1/3) x0, y0 = (xRatio * self.width), (yRatio * self.height) screen.blit(self.startScreenCoD, (x0, y0)) xRatio, yRatio = (11/30), (46/75) x0, y0 = (xRatio * self.width), (yRatio * self.height) screen.blit(self.startScreenZombies, (x0, y0)) self.draw112(screen) self.drawStartScreenBottons(screen) def draw112(self, screen): white = (204, 195, 195) xRatio, yRatio = (13/30), (74/150) text = "112" text = self.font.render(text, True, white) left, top = (xRatio * self.width), (yRatio * self.height) screen.blit(text, [left, top]) def drawStartScreenBottons(self, screen): screen.blit(self.playBotton, (self.playBot[0], self.playBot[1])) screen.blit(self.instructionsBotton, (self.instBot[0], self.instBot[1])) def drawInstructionsScreen(self, screen): x0, y0 = 0, 0 screen.blit(self.background, (x0, y0)) screen.blit(self.backBotton, (self.backBot[0], self.backBot[1])) xRatio, yRatio = (6/25), (1/40) #(9/71) (1/ 20) incr = 40 x0, y0 = (xRatio * self.width - incr), (yRatio * self.height) screen.blit(self.instructions, (x0, y0)) def drawSoloOrCoopScreen(self, screen): x0, y0 = 0, 0 screen.blit(self.background, (x0, y0)) screen.blit(self.soloBotton, (self.soloBot[0], self.soloBot[1])) screen.blit(self.coopBotton, (self.coopBot[0], self.coopBot[1])) def loadBackgroundImage(self): # background image from http://www.meristation.com/noticias/la-historia # -de-call-of-duty-zombies-acabara-con-el-proximo-dlc/2139143 background = pygame.image.load("background.png").convert_alpha() w, h = self.width, self.height self.background = pygame.transform.scale(background, (w, h)) def loadStartScreenCoDImage(self): # startScreenCoD image from # http://gearnuke.com/top-5-perks-call-duty-zombies/ startScreenCoD = (pygame.image.load("startScreenCoD.png"). convert_alpha()) wRatio, hRatio = (49/120), (3/25) w, h = int(wRatio * self.width), int(hRatio * self.height) self.startScreenCoD = pygame.transform.scale(startScreenCoD, (w, h)) def loadStartScreenZombiesImage(self): # startScreenZombies image from # http://gearnuke.com/top-5-perks-call-duty-zombies/ startScreenZombies = (pygame.image.load("startScreenZombies.png"). convert_alpha()) wRatio, hRatio = (31/120), (7/75) w, h = int(wRatio * self.width), int(hRatio * self.height) self.startScreenZombies = pygame.transform.scale(startScreenZombies, (w, h)) def loadPlayBottonImage(self): # background of image is from # http://gearnuke.com/top-5-perks-call-duty-zombies/ playBotton = pygame.image.load("playBotton.png").convert_alpha() w, h = self.playBot[2], self.playBot[-1] self.playBotton = pygame.transform.scale(playBotton, (w, h)) def loadInstructionsBottonImage(self): # background of image is from # http://gearnuke.com/top-5-perks-call-duty-zombies/ instructionsBotton = (pygame.image.load("instructionsBotton.png"). convert_alpha()) w, h = self.instBot[2], self.instBot[-1] self.instructionsBotton = pygame.transform.scale(instructionsBotton, (w, h)) def loadBackBottonImage(self): # background of image is from # http://gearnuke.com/top-5-perks-call-duty-zombies/ backBotton = pygame.image.load("backBotton.png").convert_alpha() w, h = self.backBot[2], self.backBot[-1] self.backBotton = pygame.transform.scale(backBotton, (w, h)) def loadSoloBottonImage(self): # background of image is from # http://gearnuke.com/top-5-perks-call-duty-zombies/ soloBotton = pygame.image.load("soloBotton.png").convert_alpha() w, h = self.soloBot[2], self.soloBot[-1] self.soloBotton = pygame.transform.scale(soloBotton, (w, h)) def loadCoopBottonImage(self): # background of image is from # http://gearnuke.com/top-5-perks-call-duty-zombies/ coopBotton = pygame.image.load("coopBotton.png").convert_alpha() w, h = self.coopBot[2], self.coopBot[-1] self.coopBotton = pygame.transform.scale(coopBotton, (w, h)) def loadInstructionsImage(self): # background of image is from # http://gearnuke.com/top-5-perks-call-duty-zombies/ self.instructions = (pygame.image.load("instructions.png"). convert_alpha()) class PlaceSoldier(Mode): def __init__(self, game, coop): super().__init__(game) # screen width and screen height self.width, self.height = self.game.width, self.game.height # coop is a boolean that determines whether we are in # solo mode or coop mode self.coop = coop def init(self): divisor = 30 self.cellSize = self.width // divisor self.rows = self.height // self.cellSize self.cols = self.width // self.cellSize self.blockGroup = pygame.sprite.Group(Block(0, 0, self.cellSize)) self.screenX0, self.screenY0 = 0, 0 self.soldierGroup = None size = 40 self.font = pygame.font.SysFont(None, size, True) leftSideMult = 8 lengthMult = 14 self.scoreBar = (leftSideMult * self.cellSize, 0, lengthMult * self.cellSize, self.cellSize) self.board = [[(1),(1),(1),(1),(1),(1),(1),(1),(1),(1),(1),(1),(1), (1),(1),(1),(1),(1),(1),(1),(1),(1),(1),(1),(1),(1),(1),(1),(1),(1)], [(1), -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,(1),(1), -1, -1, -1, -1, -1, -1, -1, -1,(1)], [(1), -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,(1),(1), -1, -1, -1, -1, -1, -1, -1, -1,(1)], [(1),(1),(1), -1, -1,(1),(1), -1, -1,(1),(1),(1),(1),(1),(1), -1, -1, (1),(1),(1),(1),(1),(1), -1, -1,(1),(1), -1, -1,(1)], [(1),(1),(1), -1, -1,(1),(1), -1, -1,(1),(1),(1),(1),(1),(1), -1, -1, (1),(1),(1),(1),(1),(1), -1, -1,(1),(1), -1, -1,(1)], [(1), -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,(1),(1), -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,(1)], [(1), -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,(1),(1), -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,(1)], [(1), -1, -1,(1),(1),(1),(1),(1),(1),(1),(1), -1, -1, -1, -1, -1, -1, (1),(1), -1, -1,(1),(1),(1),(1),(1),(1), -1, -1,(1)], [(1), -1, -1,(1),(1),(1),(1),(1),(1),(1),(1), -1, -1, -1, -1, -1, -1, (1),(1), -1, -1,(1),(1),(1),(1),(1),(1), -1, -1,(1)], [(1), -1, -1,(1),(1), -1, -1, -1, -1, -1, -1, -1, -1,(1),(1), -1, -1, -1, -1, -1, -1,(1),(1), -1, -1, -1, -1, -1, -1,(1)], [(1), -1, -1,(1),(1), -1, -1, -1, -1, -1, -1, -1, -1,(1),(1), -1, -1, -1, -1, -1, -1,(1),(1), -1, -1, -1, -1, -1, -1,(1)], [(1), -1, -1,(1),(1), -1, -1,(1),(1),(1),(1), -1, -1,(1),(1), -1, -1, (1),(1), -1, -1, -1, -1, -1, -1,(1),(1), -1, -1,(1)], [(1), -1, -1,(1),(1), -1, -1,(1),(1),(1),(1), -1, -1,(1),(1), -1, -1, (1),(1), -1, -1, -1, -1, -1, -1,(1),(1), -1, -1,(1)], [(1), -1, -1, -1, -1, -1, -1,(1),(1), -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,(1),(1), -1, -1, -1, -1, -1, -1,(1)], [(1), -1, -1, -1, -1, -1, -1,(1),(1), -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1,(1),(1), -1, -1, -1, -1, -1, -1,(1)], [(1),(1),(1),(1),(1),(1),(1),(1),(1),(1),(1),(1),(1),(1),(1),(1),(1), (1),(1),(1),(1),(1),(1),(1),(1),(1),(1),(1),(1),(1)]] self.placeBlocks() self.loadFloorImage() def placeBlocks(self): for row in range(len(self.board)): for col in range(len(self.board[0])): if self.board[row][col] == 1: x0, y0, = self.getCellTopLeft(row, col) self.blockGroup.add(Block(x0, y0, self.cellSize)) def loadFloorImage(self): # floor image from https://minecraft.novaskin.me/search?q=sand%20block floor = pygame.image.load("floor.png").convert_alpha() w, h = self.cellSize, self.cellSize self.image = pygame.transform.scale(floor, (w, h)) def getCellTopLeft(self, row, col): x0 = (col * self.cellSize) - self.screenX0 y0 = (row * self.cellSize) - self.screenY0 return x0, y0 def mousePressed(self, x, y): placeable = True for block in iter(self.blockGroup): if block.rect.collidepoint(x,y): # prevents user from blacing soldier on a block placeable = False if placeable: row, col = (y // self.cellSize), (x // self.cellSize) x0, y0 = self.getCellTopLeft(row, col) self.placeSoldier(x0, y0) def placeSoldier(self, x0, y0): self.soldierGroup = (pygame.sprite.Group(Soldier(x0, y0, self.cellSize))) # when the soldier is placed, the game starts self.game.mode = PlayGame(self.game, self.blockGroup, self.cellSize, self.rows, self.cols, self.screenX0, self.screenY0, self.soldierGroup, self.coop) self.game.init() def keyPressed(self, keyCode, modifier): pass def keyReleased(self, keyCode, modifier): pass def timerFired(self, dt): pass def redrawAll(self, screen): self.drawFloor(screen) self.blockGroup.draw(screen) self.drawPlaceSoldierBar(screen) def drawFloor(self, screen): for row in range(1, self.rows-1): for col in range(1, self.cols-1): x0, y0 = self.getCellTopLeft(row, col) screen.blit(self.image, (x0, y0)) def drawPlaceSoldierBar(self, screen): black = (0, 0, 0) red = (250, 40, 40) pygame.draw.rect(screen, black, pygame.Rect(self.scoreBar)) text = "Click on the map to place soldier" text = self.font.render(text, True, red) mult = 17/2 left = self.cellSize * mult top = self.cellSize/2**2 screen.blit(text, [left, top]) class PlayGame(Mode): def __init__(self, game, blockGroup, cellSize, rows, cols, screenX0, screenY0, soldierGroup, coop): super().__init__(game) self.width, self.height = self.game.width, self.game.height self.blockGroup = blockGroup self.cellSize = cellSize self.rows, self.cols = rows, cols self.screenX0 = screenX0 self.screenY0 = screenY0 self.soldierGroup = soldierGroup self.coop = coop self.decreased = False zombMult = 2 botMult = 2 foodMult = 2 self.spawningZombieLimit = zombMult * self.cellSize self.spawningFoodLimit = foodMult * self.cellSize self.spawningBotLimit = botMult * self.cellSize self.spriteVariableInit() # gunshot sound from http://soundbible.com/2120-9mm-Gunshot.html self.gunshot = pygame.mixer.Sound("gunshot.wav") # new round sound from http://soundbible.com/2108-Shoot-Arrow.html self.newRound = pygame.mixer.Sound("newRound.wav") # game over sound from http://soundbible.com/1771-Laser-Cannon.html self.gameOverSound = pygame.mixer.Sound("gameOver.wav") self.powerUpNum = 1 self.powerUpList = ["nuke", "penetration", "invinsibility", "speed", "instaKill", "decoy"] self.powerUpGroupsInit() self.powerUpInit() self.round = 1 # indicates whether or not the round is transitioning self.roundTrans = False self.roundDelay = 0 self.roundBegin = 50 self.time = 0 self.timeLimit = 900 self.secs = 60 self.minDistIncreased = False self.minDistIncreasedSecond = False leftSideMult = 9 lengthMult = 12 self.scoreBar = (leftSideMult * self.cellSize, 0, lengthMult * self.cellSize, self.cellSize) size = 40 self.font = pygame.font.SysFont(None, size, True) self.moveBoard = [ [ -1, -1, -1, -1, -1, -1, -1, -1, -1,(1), -1, -1, -1, -1], [(1), -1,(1), -1,(1),(1),(1), -1,(1),(1),(1), -1,(1), -1], [ -1, -1, -1, -1, -1, -1,(1), -1, -1, -1, -1, -1, -1, -1], [ -1,(1),(1),(1),(1), -1, -1, -1,(1), -1,(1),(1),(1), -1], [ -1,(1), -1, -1, -1, -1,(1), -1, -1, -1,(1), -1, -1, -1], [ -1,(1), -1,(1),(1), -1,(1), -1,(1), -1, -1, -1,(1), -1], [ -1, -1, -1,(1), -1, -1, -1, -1, -1, -1,(1), -1, -1, -1] ] self.botGroup = pygame.sprite.Group() self.botNum = 2 if self.coop: for i in range(self.botNum): self.placeBot() self.placeFoodAndZombies() def init(self): self.loadFloorImage() def placeFoodAndZombies(self): for i in range(self.foodNumber): self.placeFood() for i in range(self.zombieNum): self.placeZombie() def loadFloorImage(self): # floor image from https://minecraft.novaskin.me/search?q=sand%20block floor = pygame.image.load("floor.png").convert_alpha() w, h = self.cellSize, self.cellSize self.image = pygame.transform.scale(floor, (w, h)) def powerUpGroupsInit(self): self.nukeGroup = pygame.sprite.GroupSingle() self.penetrationGroup = pygame.sprite.GroupSingle() self.invinsibilityGroup = pygame.sprite.GroupSingle() self.speedGroup = pygame.sprite.GroupSingle() self.instaKillGroup = pygame.sprite.GroupSingle() self.decoyPowerUpGroup = pygame.sprite.GroupSingle() self.decoyGroup = pygame.sprite.GroupSingle() def powerUpInit(self): self.nuke = False self.penetration = False self.penetrationCount = 0 self.penetrationLimit = 200 self.invinsibilityCount = 0 self.invinsibilityLimit = 200 self.invinsibility = False self.speedCount = 0 self.speedLimit = 200 self.speed = False self.instaKillCount = 0 self.instaKillLimit = 200 self.instaKill = False self.decoyCount = 0 self.decoyLimit = 200 self.decoy = False self.decoyPos = (None, None) def spriteVariableInit(self): self.zombieGroup = pygame.sprite.Group() self.bulletsToKillRange = 1 # number of zombies on the map at a certain round self.zombieNum = 4 self.zombieSpeed = 2 # maximum number of zombies on the map self.zombieMax = 6 self.bulletGroup = pygame.sprite.Group() self.bulletSize = 10 self.foodGroup = pygame.sprite.Group() mult = 0.6 self.foodSize = int(mult * self.cellSize) self.foodNumber = 3 def mousePressed(self, x, y): pass def keyPressed(self, keyCode, modifier): # if the round is not in the phase of changing if not(self.roundTrans): for soldier in iter(self.soldierGroup): # moves soldier and rotates the image of the soldier # in the direction corresponding to the arrow key pressed soldier.direct(keyCode, self.invinsibility) angle = soldier.getAngle() if (keyCode == pygame.K_c): # bullet is shot by soldier x0, y0 = self.getBulletCoords(angle) self.gunshot.play() self.bulletGroup.add(Bullet(x0, y0, angle, self.bulletSize, False, self.penetration, self.instaKill)) def getBulletCoords(self, angle): # function positions bullet on screen in a location such # that it looks like the bullet is coming out # of the soldier's gun top, left, right, bottom = 0, 90, 270, 180 offset = self.cellSize // 2 incr = 10 for soldier in iter(self.soldierGroup): x0, y0 = soldier.rect.left, soldier.rect.top x1, y1 = soldier.rect.right, soldier.rect.bottom if (angle == top): bulletX0 = x0 + offset bulletY0 = y0 - self.bulletSize elif (angle == right): bulletX0 = x1 bulletY0 = y0 + offset elif (angle == left): bulletX0 = x0 - self.bulletSize bulletY0 = y0 + (self.cellSize - offset) - incr elif (angle == bottom): bulletX0 = x0 + (self.cellSize - offset) - incr bulletY0 = y1 return bulletX0, bulletY0 def keyReleased(self, keyCode, modifier): for soldier in iter(self.soldierGroup): soldier.stop(keyCode) def getFoodCoords(self, x0Cell, y0Cell): divisor = 3/2 x0Food = x0Cell + (self.cellSize + self.foodSize)//divisor y0Food = y0Cell + (self.cellSize + self.foodSize)//divisor return x0Food, y0Food def getPowerUpCoords(self, x0Cell, y0Cell): x0powerUp = x0Cell + (self.cellSize - self.foodSize) // 2 y0powerUp = y0Cell + (self.cellSize - self.foodSize) // 2 return x0powerUp, y0powerUp def placeBot(self): works = False while not(works): works = True moveBoardRow = random.randint(0, len(self.moveBoard) - 1) moveBoardCol = random.randint(0, len(self.moveBoard[0]) - 1) if (self.moveBoard[moveBoardRow][moveBoardCol] == 1): # prevents the bot from being placed on a wall works = False else: # realRow and realCol are on the grid on which # the outer blocks lie realRow = 1 + 2 * moveBoardRow realCol = 1 + 2 * moveBoardCol x0Cell, y0Cell = self.getCellTopLeft(realRow, realCol) x0Bot, y0Bot = self.getZombieCoords(x0Cell, y0Cell) for zomb in iter(self.zombieGroup): if ((abs(x0Bot - zomb.rect.left) < self.spawningZombieLimit) or (abs(y0Bot - zomb.rect.top) < self.spawningZombieLimit)): works = False self.botGroup.add(Bot(x0Bot, y0Bot, self.cellSize)) # this prevents the bot from being placed on food, on a zombie # or on the soldier if ((pygame.sprite.groupcollide(self.zombieGroup, self.botGroup, False, True)) or (pygame.sprite.groupcollide(self.soldierGroup, self.botGroup, False, True))): self.placeBot() def placeFood(self): works = False while not(works): works = True moveBoardRow = random.randint(0, len(self.moveBoard) - 1) moveBoardCol = random.randint(0, len(self.moveBoard[0]) - 1) if (self.moveBoard[moveBoardRow][moveBoardCol] == 1): works = False else: # realRow and realCol are on the grid on which # the outer blocks lie realRow = 1 + 2 * moveBoardRow realCol = 1 + 2 * moveBoardCol x0Cell, y0Cell = self.getCellTopLeft(realRow, realCol) x0Food, y0Food = self.getFoodCoords(x0Cell,y0Cell) for soldier in iter(self.soldierGroup): if ((abs(x0Food - soldier.rect.left) < self.spawningFoodLimit) or (abs(y0Food - soldier.rect.top) < self.spawningFoodLimit)): works = False # this prevents the food from spawning within a certain # distance of the soldier # if the food spawned right next to the solier, # the game would be too easy self.foodGroup.add(Food(x0Food, y0Food, self.foodSize)) def timerFired(self, dt): if not(self.roundTrans): self.time += 1 minute = 15 if (self.time % minute == 0) and (self.secs > 1): self.secs -= 1 # the time allowed to get all the apples in a round is limited if (self.time == self.timeLimit): self.gameOver() # ensures the number of zombies in the map at a given round # stays constant if not(self.nuke): while (len(self.zombieGroup) != self.zombieNum): self.placeZombie() target = 1 maximum = 200 result = random.randint(1, maximum) # chances of a power up spawning are 1/maximum if result == target: self.spawnPowerUp() self.powerUpTimer() self.checkPowerUpCollisions() for soldier in iter(self.soldierGroup): soldier.move() if pygame.sprite.groupcollide(self.blockGroup, self.soldierGroup, False, False, pygame.sprite.collide_rect): for soldier in iter(self.soldierGroup): # prevents soldier from moving through walls soldier.unmove() for soldier in iter(self.soldierGroup): soldierCoords = (soldier.rect.left + self.cellSize/2, soldier.rect.top + self.cellSize/2) soldierCenterRowCol = soldier.getSoldierCenterRowCol() soldierBoardRowCol = (int((soldierCenterRowCol[0] - 1) // 2), int((soldierCenterRowCol[1] - 1) // 2)) moveBoard = copy.deepcopy(self.moveBoard) self.zombieGroup.update(soldierBoardRowCol, moveBoard, soldierCoords, self.decoy, self.decoyPos) self.bulletGroup.update() if not(self.penetration): # prevents bullets from going through walls pygame.sprite.groupcollide(self.blockGroup, self.bulletGroup, False, True) if not(self.instaKill): # this allows the number of bullets required to kill a # zombie to be increased for zomb in iter(self.zombieGroup): bulletList = (pygame.sprite.spritecollide(zomb, self.bulletGroup, False)) if len(bulletList) != 0: for bullet in bulletList: bullet.kill() zomb.damage() else: pygame.sprite.groupcollide(self.zombieGroup, self.bulletGroup, True, True) if (self.invinsibility): pygame.sprite.groupcollide(self.zombieGroup, self.soldierGroup, True, False) # collision of a zombie with the soldier ends the game elif pygame.sprite.groupcollide( self.zombieGroup, self.soldierGroup, False, True): self.gameOverSound.play() self.gameOver() pygame.sprite.groupcollide(self.soldierGroup, self.foodGroup, False, True) # allows the bots to also get the food pygame.sprite.groupcollide(self.botGroup, self.foodGroup, False, True) if (len(self.foodGroup) == 0): # when the soldier gets all the food, we move to the next round self.roundTrans = True # allows zombies to kill bots pygame.sprite.groupcollide(self.botGroup, self.zombieGroup, True, False) self.botGroup.update(self.moveBoard, self.zombieGroup, self.bulletSize, self.bulletGroup, self.nuke, self.penetration, self.decoy, self.instaKill) else: self.nextRound() def powerUpTimer(self): if self.penetration: self.penetrationCount += 1 if (self.penetrationCount == self.penetrationLimit): self.penetration = False self.penetrationCount = 0 elif self.invinsibility: self.invinsibilityCount += 1 if (self.invinsibilityCount == self.invinsibilityLimit): self.invinsibility = False self.invinsibilityCount = 0 for soldier in iter(self.soldierGroup): soldier.updateImage(self.invinsibility) elif self.speed: self.speedCount += 1 if (self.speedCount == self.speedLimit): self.speed = False self.speedCount = 0 for soldier in iter(self.soldierGroup): soldier.resetSpeed() elif self.instaKill: self.instaKillCount += 1 if (self.instaKillCount == self.instaKillLimit): self.instaKill = False self.instaKillCount = 0 elif self.decoy: self.decoyCount += 1 if (self.decoyCount == self.decoyLimit): self.decoy = False self.decoyCount = 0 self.decoyGroup.empty() def checkPowerUpCollisions(self): # each statement indicates what happens if a given power up is picked up if (pygame.sprite.groupcollide(self.soldierGroup, self.nukeGroup, False, True) or pygame.sprite.groupcollide(self.botGroup, self.nukeGroup, False, True)): self.nuke = True self.zombieGroup.empty() elif (pygame.sprite.groupcollide(self.soldierGroup, self.penetrationGroup, False, True) or pygame.sprite.groupcollide(self.botGroup, self.penetrationGroup, False, True)): self.penetration = True elif (pygame.sprite.groupcollide(self.soldierGroup, self.invinsibilityGroup, False, True) or pygame.sprite.groupcollide(self.botGroup, self.invinsibilityGroup, False, True)): self.invinsibility = True for soldier in iter(self.soldierGroup): soldier.updateImage(self.invinsibility) elif (pygame.sprite.groupcollide(self.soldierGroup, self.speedGroup, False, True) or pygame.sprite.groupcollide(self.botGroup, self.speedGroup, False, True)): self.speed = True for soldier in iter(self.soldierGroup): soldier.increaseSpeed() elif (pygame.sprite.groupcollide(self.soldierGroup, self.instaKillGroup, False, True) or pygame.sprite.groupcollide(self.botGroup, self.instaKillGroup, False, True)): self.instaKill = True elif (pygame.sprite.groupcollide(self.soldierGroup, self.decoyPowerUpGroup, False, True) or pygame.sprite.groupcollide(self.botGroup, self.decoyPowerUpGroup, False, True)): self.decoy = True self.placeDecoy() def placeDecoy(self): works = False while not(works): works = True moveBoardRow = random.randint(0, len(self.moveBoard) - 1) moveBoardCol = random.randint(0, len(self.moveBoard[0]) - 1) if (self.moveBoard[moveBoardRow][moveBoardCol] == 1): # prevents the bot from being placed on a wall works = False else: # realRow and realCol are on the grid on which # the outer blocks lie realRow = 1 + 2 * moveBoardRow realCol = 1 + 2 * moveBoardCol x0Cell, y0Cell = self.getCellTopLeft(realRow, realCol) x0Decoy, y0Decoy = self.getZombieCoords(x0Cell, y0Cell) self.decoyPos = (moveBoardRow, moveBoardCol) self.decoyGroup.add(Decoy(x0Decoy, y0Decoy, self.cellSize)) def spawnPowerUp(self): # ensures that a power up is spawned only if there aren't any # other power ups in the map already if ((len(self.nukeGroup) == 0) and (len(self.penetrationGroup) == 0) and (len(self.invinsibilityGroup) == 0) and (len(self.speedGroup) == 0) and (len(self.instaKillGroup) == 0) and (len(self.decoyPowerUpGroup) == 0)): self.spawnPowerUpHelper() def spawnPowerUpHelper(self): powerUp = random.choice(self.powerUpList) works = False while not(works): works = True moveBoardRow = random.randint(0, len(self.moveBoard) - 1) moveBoardCol = random.randint(0, len(self.moveBoard[0]) - 1) if (self.moveBoard[moveBoardRow][moveBoardCol] == 1): works = False else: # realRow and realCol are on the grid on which # the outer blocks lie realRow = 1 + 2 * moveBoardRow realCol = 1 + 2 * moveBoardCol x0Cell, y0Cell = self.getCellTopLeft(realRow, realCol) x0powerUp, y0powerUp = self.getPowerUpCoords(x0Cell,y0Cell) # one of the following power ups is spawned if (powerUp == "nuke") and (len(self.nukeGroup) == 0): self.nukeGroup.add(Nuke(x0powerUp, y0powerUp, self.foodSize, "nuke")) elif (powerUp == "penetration") and (len(self.penetrationGroup) == 0): self.penetrationGroup.add(Penetration(x0powerUp, y0powerUp, self.foodSize, "penetration")) elif ((powerUp == "invinsibility") and (len(self.invinsibilityGroup) == 0)): self.invinsibilityGroup.add(Invinsibility(x0powerUp, y0powerUp, self.foodSize, "invinsibility")) elif (powerUp == "speed") and (len(self.speedGroup) == 0): self.speedGroup.add(Speed(x0powerUp, y0powerUp, self.foodSize, "speed")) elif (powerUp == "instaKill") and (len(self.instaKillGroup) == 0): self.instaKillGroup.add(InstaKill(x0powerUp, y0powerUp, self.foodSize, "instaKill")) elif (powerUp == "decoy") and (len(self.decoyPowerUpGroup) == 0): self.decoyPowerUpGroup.add(DecoyPowerUp(x0powerUp, y0powerUp, self.foodSize, "decoyPowerUp")) def nextRound(self): self.zombieGroup.empty() if (len(self.bulletGroup) != 0): # kills all bullet sprites when round is changing self.bulletGroup.empty() if self.nuke: self.botGroup.empty() self.roundDelay += 1 self.clearPowerUps() # delay between moment when round ends and food of the next round # is placed if (self.roundDelay == self.roundBegin // 2): for i in range(self.foodNumber): self.placeFood() self.resetPowerUps() # delay between moment when food spawns and zombies appear # so the user has time to see where all the food has been placed elif (self.roundDelay == self.roundBegin): threshold = 3 thirteen = 13 self.roundDelay = 0 self.round += 1 # the number of zombies and the zombie speed are updated self.getZombieNum() self.getZombieSpeed() if (((self.round > threshold) and (self.bulletsToKillRange <= (2**2))) or (self.round > thirteen)): self.bulletsToKillRange += 1 self.roundTrans = False self.time = 0 minute = 60 self.secs = minute if (self.coop): while (len(self.botGroup)!= self.botNum): self.placeBot() self.newRound.play() def resetPowerUps(self): self.nuke = False self.invinsibility = False self.invinsibilityCount = 0 self.penetration = False self.instaKill = False self.penetrationCount = 0 self.instaKillCount = 0 self.speed = False self.speedCount = 0 self.decoy = False self.decoyCount = 0 def clearPowerUps(self): self.nukeGroup.empty() self.penetrationGroup.empty() self.invinsibilityGroup.empty() for soldier in iter(self.soldierGroup): soldier.updateImage(self.invinsibility) self.speedGroup.empty() for soldier in iter(self.soldierGroup): soldier.resetSpeed() self.instaKillGroup.empty() self.decoyPowerUpGroup.empty() self.decoyGroup.empty() def getZombieNum(self): # every round, the number of zombies increases by one, # unless the limit for the number of zombies has been reached three = 3 if ((self.round > three) and not(self.decreased) and (self.bulletsToKillRange == 2**2 + 1)): self.zombieNum = 1 self.decreased = True if (self.zombieNum < self.zombieMax): self.zombieNum += 1 def getZombieSpeed(self): three, four, five, eight = 3, 4, 5, 8 if (self.round <= three): self.zombieSpeed = 2 elif (self.round > three) and (self.bulletsToKillRange <= 2**2): self.zombieSpeed = five if not(self.minDistIncreased): self.minDistIncreased = True for bot in iter(self.botGroup): bot.increaseMinDistanceFromZombToMove() else: eight = 8 if (self.round == eight) and not(self.minDistIncreasedSecond): self.minDistIncreasedSecond = True for bot in iter(self.botGroup): # this makes the bot not move if a zombie is within # a certain distance from it, making the bot less likely to # collide with a zombie and die bot.increaseMinDistanceFromZombToMove() self.zombieSpeed = eight def gameOver(self): self.game.mode = GameOver(self.game, self.round) self.game.init() def placeZombie(self): works = False while not(works): works = True moveBoardRow = random.randint(0, len(self.moveBoard) - 1) moveBoardCol = random.randint(0, len(self.moveBoard[0]) - 1) if (self.moveBoard[moveBoardRow][moveBoardCol] == 1): works = False else: # realRow and realCol are on the grid on which # the outer blocks lie realRow = 1 + 2 * moveBoardRow realCol = 1 + 2 * moveBoardCol x0Cell, y0Cell = self.getCellTopLeft(realRow, realCol) x0Zomb, y0Zomb = self.getZombieCoords(x0Cell,y0Cell) # this prevents the zombie from spawning too close # to the soldier, which would make the game too hard for soldier in iter(self.soldierGroup): if ((abs(x0Zomb - soldier.rect.left) < self.spawningZombieLimit) or (abs(y0Zomb - soldier.rect.top) < self.spawningZombieLimit)): works = False for bot in iter(self.botGroup): if ((abs(x0Zomb - bot.rect.left) < self.spawningBotLimit) or (abs(y0Zomb - bot.rect.top) < self.spawningBotLimit)): works = False typ = "zombie" maximum = 15 randNum = random.randint(1, maximum) threshold = 3 if ((self.round > threshold) and (randNum == 1) and (len(self.zombieGroup) != 0)): typ = "wallZombie" zombie = Zombie(1,1,1,1,1,"zombie") count = 0 # ensures that there is always at least one regular zombie for zomb in iter(self.zombieGroup): if type(zomb) == type(zombie): count += 1 if (count == 0): typ = "zombie" if (typ == "wallZombie"): self.zombieGroup.add(WallZombie(x0Zomb, y0Zomb, self.cellSize, self.zombieSpeed, self.bulletsToKillRange, typ)) else: self.zombieGroup.add(Zombie(x0Zomb, y0Zomb, self.cellSize, self.zombieSpeed, self.bulletsToKillRange, typ)) if pygame.sprite.groupcollide(self.botGroup, self.zombieGroup, False, True): self.placeZombie() def getCellTopLeft(self, row, col): x0 = (col * self.cellSize) - self.screenX0 y0 = (row * self.cellSize) - self.screenY0 return x0, y0 def getZombieCoords(self, x0Cell, y0Cell): x0Zomb = x0Cell + self.cellSize * (1/2) y0Zomb = y0Cell + self.cellSize * (1/2) return x0Zomb, y0Zomb def redrawAll(self, screen): self.drawFloor(screen) self.blockGroup.draw(screen) self.drawPowerUps(screen) self.foodGroup.draw(screen) self.decoyGroup.draw(screen) self.zombieGroup.draw(screen) self.bulletGroup.draw(screen) self.botGroup.draw(screen) self.soldierGroup.draw(screen) self.drawScore(screen) def drawFloor(self, screen): for row in range(1, self.rows-1): for col in range(1, self.cols-1): x0, y0 = self.getCellTopLeft(row, col) screen.blit(self.image, (x0, y0)) def drawPowerUps(self, screen): self.nukeGroup.draw(screen) self.penetrationGroup.draw(screen) self.invinsibilityGroup.draw(screen) self.speedGroup.draw(screen) self.instaKillGroup.draw(screen) self.decoyPowerUpGroup.draw(screen) def drawScore(self, screen): black = (0, 0, 0) red = (250, 40, 40) pygame.draw.rect(screen, black, pygame.Rect(self.scoreBar)) rounds = "Round %s" % self.round text = self.font.render(rounds, True, red) left = self.scoreBar[0] + self.cellSize / 2 top = self.cellSize/2**2 screen.blit(text, [left, top]) starv = "Starving in %s" % self.secs text = self.font.render(starv, True, red) mult = 13/2 left = self.scoreBar[0] + self.cellSize * mult top = self.cellSize/2**2 screen.blit(text, [left, top]) class Block(pygame.sprite.Sprite): def __init__(self, x0, y0, cellSize): super().__init__() self.x0, self.y0, self.cellSize = x0, y0, cellSize self.loadBlockSprite() def loadBlockSprite(self): # block image from http://mashthosebuttons.com/review/angry-video-game- # nerd-adventures-review/ block = pygame.image.load("block.png").convert_alpha() w, h = self.cellSize, self.cellSize self.image = pygame.transform.scale(block, (w, h)) self.rect = pygame.Rect(self.x0, self.y0, w,h) class Soldier(pygame.sprite.Sprite): def __init__(self, x0, y0, cellSize): super().__init__() self.x0, self.y0, self.cellSize = x0, y0, cellSize self.angle = 0 ratio = 3 / 4 self.loadSoldierSprite() self.speedX = 0 self.speedY = 0 self.originalSpeed = 8 self.speed = self.originalSpeed self.fasterSpeed = 20 self.image = self.originalImage def loadSoldierSprite(self): # soldier image from # http://www.2dgameartguru.com/2012/04/top-down-view-soldier.html soldier = pygame.image.load("soldier.png").convert_alpha() invinsibleSoldier = (pygame.image.load("invinsibleSoldier.png"). convert_alpha()) w, h = self.cellSize, self.cellSize self.originalImage = pygame.transform.scale(soldier, (w, h)) self.invinsibleSoldier = pygame.transform.scale(invinsibleSoldier, (w, h)) self.rect = pygame.Rect(self.x0, self.y0, w, h) def updateImage(self, invinsibility): if invinsibility: self.image = pygame.transform.rotate(self.invinsibleSoldier, self.angle) else: self.image = pygame.transform.rotate(self.originalImage, self.angle) # the two functions below are used when the soldier takes the speed # power up def resetSpeed(self): self.speed = self.originalSpeed def increaseSpeed(self): self.speed = self.fasterSpeed def rotate(self, invinsibility): # the original image is rotated every time, instead of the rotated image # previously used, so the quality of the image is not lost if invinsibility: self.image = pygame.transform.rotate(self.invinsibleSoldier, self.angle) else: self.image = pygame.transform.rotate(self.originalImage, self.angle) def getAngle(self): return self.angle def getSoldierCenter(self): halfSize = (self.rect.right- self.rect.left) / 2 x = self.rect.left + halfSize y = self.rect.top + halfSize return x, y def getSoldierCenterRowCol(self): x, y = self.getSoldierCenter() row, col = int(y // self.cellSize), int(x // self.cellSize) return row, col def direct(self, keyCode, invinsibility): # moves soldier and rotates image of soldier in direction # that corresponds to the arrow key pressed if (keyCode == pygame.K_UP): self.angle = 0 self.rotate(invinsibility) self.speedY = -self.speed self.speedX = 0 elif (keyCode == pygame.K_DOWN): self.angle = 180 self.rotate(invinsibility) self.speedY = self.speed self.speedX = 0 elif (keyCode == pygame.K_LEFT): self.angle = 90 self.rotate(invinsibility) self.speedX = -self.speed self.speedY = 0 elif (keyCode == pygame.K_RIGHT): self.angle = 270 self.rotate(invinsibility) self.speedX = self.speed self.speedY = 0 def stop(self, keyCode): # when an arrow key is released, the soldier stops moving in # the direction it was moving if (keyCode == pygame.K_UP) or (keyCode == pygame.K_DOWN): self.speedY = 0 elif (keyCode == pygame.K_LEFT) or (keyCode == pygame.K_RIGHT): self.speedX = 0 def move(self): self.rect = self.rect.move(self.speedX, self.speedY) def unmove(self): # called when the soldier runs into a wall self.rect = self.rect.move(-self.speedX, -self.speedY) class Decoy(pygame.sprite.Sprite): def __init__(self, x0, y0, cellSize): super().__init__() self.x0, self.y0, self.cellSize = x0, y0, cellSize self.loadDecoySprite() def loadDecoySprite(self): # decoy image from # http://www.2dgameartguru.com/2012/04/top-down-view-soldier.html decoy = pygame.image.load("decoy.png").convert_alpha() w, h = self.cellSize, self.cellSize self.image = pygame.transform.scale(decoy, (w, h)) self.rect = pygame.Rect(self.x0, self.y0, w, h) class Bot(pygame.sprite.Sprite): def __init__(self, x0, y0, cellSize): super().__init__() self.x0, self.y0, self.cellSize = x0, y0, cellSize self.angle = 0 self.loadBotSprite() self.speedX = 0 self.speedY = 0 self.speed = 8 self.image = self.originalImage self.moveCounter = 0 self.count = 0 self.moveLimit = 2 * self.cellSize / self.speed self.minDistanceFromZombToMove = (((2 * self.cellSize) ** 2 + (2* self.cellSize) ** 2) ** (1/2)) # gunshot sound from http://soundbible.com/2120-9mm-Gunshot.html self.gunshot = pygame.mixer.Sound("gunshot.wav") def increaseMinDistanceFromZombToMove(self): self.count += 1 if self.count == 1: self.minDistanceFromZombToMove = (((2**2 * self.cellSize) ** 2 + (2**2 * self.cellSize) ** 2) ** (1/2)) else: six = 6 self.minDistanceFromZombToMove = (((six * self.cellSize) ** 2 + (six * self.cellSize) ** 2) ** (1/2)) def loadBotSprite(self): # bot image from # http://www.2dgameartguru.com/2012/04/top-down-view-soldier.html bot = pygame.image.load("bot.png").convert_alpha() w, h = self.cellSize, self.cellSize self.originalImage = pygame.transform.scale(bot, (w, h)) self.rect = pygame.Rect(self.x0, self.y0, w, h) def getBotCenter(self): halfSize = (self.rect.right- self.rect.left) / 2 x = self.rect.left + halfSize y = self.rect.top + halfSize return x, y def getBotCenterRowCol(self): x, y = self.getBotCenter() row, col = int(y // self.cellSize), int(x // self.cellSize) return row, col def getAngle(self, direct): up, down, left, right = 0, 180, 90, 270 if direct == (1, 0): return down elif direct == (-1, 0): return up elif direct == (0, 1): return right elif direct == (0, -1): return left def rotate(self, angle): self.image = pygame.transform.rotate(self.originalImage, angle) def getBulletCoords(self, angle, bulletSize): # function positions bullets in the right place when bot shoots top, left, right, bottom = 0, 90, 270, 180 offset = self.cellSize // 2 incr = 10 x0, y0 = self.rect.left, self.rect.top x1, y1 = self.rect.right, self.rect.bottom if (angle == top): bulletX0 = x0 + offset bulletY0 = y0 - bulletSize elif (angle == right): bulletX0 = x1 bulletY0 = y0 + offset elif (angle == left): bulletX0 = x0 - bulletSize bulletY0 = y0 + (self.cellSize - offset) - incr elif (angle == bottom): bulletX0 = x0 + (self.cellSize - offset) - incr bulletY0 = y1 return bulletX0, bulletY0 def shoot(self, direct, bulletSize, bulletGroup, penetration, instaKill): angle = self.getAngle(direct) # bot image is rotated in the direction the bot is about to shoot self.rotate(angle) x0, y0 = self.getBulletCoords(angle, bulletSize) self.gunshot.play() bulletGroup.add(Bullet(x0, y0, angle, bulletSize, True, penetration, instaKill)) def isTooClose(self, zombieGroup, decoy): # determines whether at least one zombie is within a certain distance # of the bot # if a zombie is within a certain distance of the bot, the bot doesn't # move, which makes it less likely for the bot to collide with the # zombie and die xCenter = self.rect.left + self.cellSize / 2 yCenter = self.rect.top + self.cellSize / 2 if not(decoy): for zomb in iter(zombieGroup): zombX0, zombY0 = zomb.rect.left, zomb.rect.top zombCenterX, zombCenterY = (zombX0 + self.cellSize / 2, zombY0 + self.cellSize / 2) distance = (((zombCenterX - xCenter)**2 + (zombCenterY - yCenter)**2)**(1/2)) if (distance < self.minDistanceFromZombToMove): return True return False def update(self, brd, zombieGroup, bulletSize, bulletGroup, nuke, penetration, decoy, instaKill): botCenterRowCol = self.getBotCenterRowCol() botBoardRowCol = (int((botCenterRowCol[0] - 1) // 2), int((botCenterRowCol[1] - 1) // 2)) board = copy.deepcopy(brd) # if nuke is True, there are no zombies to shoot if (self.speedX == 0) and (self.speedY == 0) and not(nuke): shoot = False shoot, direct = self.isZombieInRange(botBoardRowCol, board, zombieGroup, penetration) # shoot is True if there a zombie in line with the bot # (without walls in the way) if shoot == True: self.shoot(direct, bulletSize, bulletGroup, penetration, instaKill) # if nuke is true, there are no zombies for the bot to find elif not(self.isTooClose(zombieGroup, decoy) or nuke): moves = self.getMoves(botBoardRowCol, board, zombieGroup) if moves != None and moves != []: move = moves[0] if (move == (-1, 0)): angle = self.getAngle(move) self.speedY = -self.speed self.rotate(angle) elif (move == (1, 0)): angle = self.getAngle(move) self.rotate(angle) self.speedY = self.speed elif (move == (0, -1)): angle = self.getAngle(move) self.rotate(angle) self.speedX = -self.speed elif (move == (0, 1)): angle = self.getAngle(move) self.rotate(angle) self.speedX = self.speed else: self.moveCounter += 1 # ensures that bot only shoots or executes the backtracking # algorithm when it is at an intersection of the grid model # (the zombies and bots are modelled as moving on a grid) self.rect = self.rect.move(self.speedX, self.speedY) if (self.moveCounter == self.moveLimit): self.speedX, self.speedY, self.moveCounter = 0, 0, 0 def isZombieInRange(self, botBoardRowCol, board, zombieGroup, penetration): directions = [(-1,0), (1, 0), (0, -1), (0, 1)] for direct in directions: # bot checks all directions to determine if there is a zombie it can # shoot shoot = self.isZombieInRangeHelper(botBoardRowCol, board, direct, zombieGroup, penetration) if shoot != None: return shoot, direct return None, None def isZombieInRangeHelper(self, botBoardRowCol, board, direct, zombieGroup, penetration): dRow, dCol = direct[0], direct[1] botBoardRow, botBoardCol = botBoardRowCol[0], botBoardRowCol[1] row, col = (botBoardRow + dRow, botBoardCol + dCol) # we loop through all the cells in the grid, from the bot, in the # direction direct, until we find a zombie # if we hit a block the function returns None # if (row, col) is off the board, the function returns None while self.isInBoard(row, col, board): if not(penetration) and (board[row][col] == 1): break else: # realRow and realCol are on the grid on which # the outer blocks lie realRow = 1 + 2 * row realCol = 1 + 2 * col incr = self.cellSize / (2*2) x0 = realCol * self.cellSize + incr y0 = realRow * self.cellSize + incr x1 = x0 + 2 * self.cellSize - incr y1 = y0 + 2 * self.cellSize - incr for zomb in iter(zombieGroup): zombX0, zombY0 = zomb.rect.left, zomb.rect.top zombX1, zombY1 = zomb.rect.right, zomb.rect.bottom # the two lines of code below are from my 15-112 lab 1 # problem 2 # they check whether or not a given cell collides with # any zombie in the zombieGroup if (((x0 <= zombX0 <= x1) or (zombX0 <= x0 <= zombX1)) and ((y0 <= zombY0 <= y1) or (zombY0 <= y0 <= zombY1))): return True row, col = (row + dRow, col + dCol) return None def isInBoard(self, row, col, board): rows, cols = len(board), len(board[0]) return not((row < 0) or (col < 0) or (row >= rows) or (col >= cols)) def getCenterPointRowCol(self, row, col): x = (col + 1) * self.cellSize y = (row + 1) * self.cellSize return x, y def getClosestZombieRowCol(self, zombieGroup): zomb = self.getClosestZombie(zombieGroup) if zomb == None: return None, None zombieRowCol = zomb.getZombieRowCol() return zombieRowCol def getClosestZombie(self, zombieGroup): # finds the zombie closest to the bot closestZomb = None closestZombDist = None zombie = Zombie(1,1,1,1,1,"zombie") for zomb in iter(zombieGroup): if type(zomb) == type(zombie): # this ensures that the bot only finds regular zombies # and not wall zombies # we don't want the bot to find wall zombies because # they are not always at a legal location for the bot # (in the walls) # the bots can still detect and shoot wall zombies distance = self.getDistance(zomb) if closestZomb == None: closestZomb = zomb closestZombDist = distance elif (distance < closestZombDist): closestZomb = zomb closestZombDistance = distance return closestZomb def getDistance(self, zomb): zombX0, zombY0 = zomb.rect.left, zomb.rect.top botX0, botY0 = self.rect.left, self.rect.top distance = ((zombX0 - botX0) ** 2 + (zombY0 - botY0) ** 2)**(1/2) return distance def getMoves(self, botLoc, brd, zombieGroup): board = copy.deepcopy(brd) zombRow, zombCol = self.getClosestZombieRowCol(zombieGroup) if (zombRow, zombCol) == (None, None): return None zombieLoc = ((zombRow - 1)//2, (zombCol - 1)//2) # in the backtracking algorithm, the bot tries to find a path # leading to the closest zombie directions = [(-1,0), (1, 0), (0, -1), (0, 1)] moves = [] def getDirectionList(zombieLoc, botLoc): # functon returns a list with directions in order of priority # that the backtracking algorithm should check # line below finds the direction of the zombie from the # bot's location direct = getDirection(zombieLoc, botLoc) if direct == (1,1): first = [(1,0),(0,1)] rest = [(-1,0),(0,-1)] randInd = random.randint(0,1) directionList = [first[randInd], first[abs(randInd-1)], rest[randInd], rest[abs(randInd-1)]] elif direct == (-1,1): first = [(-1,0),(0,1)] rest = [(1,0),(0,-1)] randInd = random.randint(0,1) directionList = [first[randInd], first[abs(randInd-1)], rest[randInd], rest[abs(randInd-1)]] elif direct == (-1,-1): first = [(-1,0),(0,-1)] rest = [(1,0), (0,1)] randInd = random.randint(0,1) directionList = [first[randInd], first[abs(randInd-1)], rest[randInd], rest[abs(randInd-1)]] elif direct == (1,-1): first = [(1,0),(0,-1)] rest = [(-1,0),(0,1)] randInd = random.randint(0,1) directionList = [first[randInd], first[abs(randInd-1)], rest[randInd], rest[abs(randInd-1)]] elif direct == (1,0): rest = [(0,-1),(0,1),(-1,0)] randInd = random.randint(0,1) directionList = [(1,0)]+ [rest[randInd], rest[abs(randInd-1)]] elif direct == (-1,0): rest = [(0,-1),(0,1),(1,0)] randInd = random.randint(0,1) directionList = [(-1,0)]+[rest[randInd], rest[abs(randInd-1)]] elif direct == (0,1): rest = [(1,0),(-1,0),(0,-1)] randInd = random.randint(0,1) directionList = [(0,1)]+ [rest[randInd], rest[abs(randInd-1)]] elif direct == (0,-1): rest = [(1,0),(-1,0),(0,1)] randInd = random.randint(0,1) directionList = [(0,-1)]+[rest[randInd], rest[abs(randInd-1)]] return directionList def getDirection(zombieLoc, botLoc): moveVector = (zombieLoc[0]-botLoc[0], zombieLoc[1]-botLoc[1]) moveVectorX = moveVector[0] moveVectorY = moveVector[1] if moveVectorX != 0: unitVectorX = int(moveVectorX / abs(moveVectorX)) else: unitVectorX = 0 if moveVectorY != 0: unitVectorY = int(moveVectorY / abs(moveVectorY)) else: unitVectorY = 0 return (unitVectorX, unitVectorY) def isLegal(row, col): if ((row < 0 ) or (col < 0) or (row >= len(board)) or (col >= len(board[0]))): return False else: return (board[row][col] == -1) def solve(botLoc): if (botLoc == zombieLoc): return moves else: # directions are ordered in order of priority that are # most likely to be in the direction of the soldier # ordering the directions to loop through optimizes the # efficiency of the function directions = getDirectionList(zombieLoc, botLoc) for direct in range(len(directions)): drow, dcol = directions[direct] pRow, pCol = (botLoc[0] + drow), (botLoc[1] + dcol) if isLegal(pRow, pCol): moves.append(directions[direct]) board[pRow][pCol] = 0 solution = solve((pRow, pCol)) if solution != None: return solution moves.pop() board[pRow][pCol] = -1 return None return solve(botLoc) class Zombie(pygame.sprite.Sprite): def __init__(self, x0, y0, cellSize, zombieSpeed, bulletsToKillRange, typ): super().__init__() self.x0, self.y0, = x0, y0 self.cellSize = cellSize self.typ = typ self.loadZombieSprite() self.image = self.originalImage self.speed = zombieSpeed self.speedX = 0 self.speedY = 0 self.moveCounter = 0 self.moveLimit = 2 * self.cellSize / self.speed self.bulletsToKillRange = bulletsToKillRange # self.life is the number of bullets a zombie will require # to be killed self.life = random.randint(1, self.bulletsToKillRange) def loadZombieSprite(self): # zombie image from # https://opengameart.org/content/animated-top-down-zombie angle = 90 x = "%s.png" % self.typ zombie = pygame.image.load("%s.png" % self.typ).convert_alpha() w, h = self.cellSize, self.cellSize zombie = pygame.transform.scale(zombie, (w, h)) self.originalImage = pygame.transform.rotate(zombie, angle) self.rect = pygame.Rect(self.x0, self.y0, w, h) def damage(self): self.life -= 1 if self.life <= 0: self.kill() def getZombieRowCol(self): halfSize = (self.rect.left - self.rect.right) / 2 x = self.rect.left + halfSize y = self.rect.top + halfSize row, col = int(y // self.cellSize), int(x // self.cellSize) return row, col def rotate(self, angle): self.image = pygame.transform.rotate(self.originalImage, angle) def update(self, soldierBoardRowCol, brd, soldierCoords, decoy, decoyPos): board = copy.deepcopy(brd) if (self.speedX == 0) and (self.speedY == 0): moves = self.getMoves(soldierBoardRowCol, board, decoy, decoyPos) if moves != None and moves != []: move = moves[0] if (move == (-1, 0)): angle = 0 self.speedY = -self.speed self.rotate(angle) elif (move == (1, 0)): angle = 180 self.rotate(angle) self.speedY = self.speed elif (move == (0, -1)): angle = 90 self.rotate(angle) self.speedX = -self.speed elif (move == (0, 1)): angle = 270 self.rotate(angle) self.speedX = self.speed else: self.moveCounter += 1 # ensures that zombie only executes the backtracking # algorithm when it is at an intersection of the grid model # (the zombies and bots are modelled as moving on a grid) self.rect = self.rect.move(self.speedX, self.speedY) if (self.moveCounter == self.moveLimit): self.speedX, self.speedY, self.moveCounter = 0, 0, 0 def getMoves(self, soldierLoc, brd, decoy, decoyPos): board = copy.deepcopy(brd) zombRow, zombCol = self.getZombieRowCol() zombieLoc = ((zombRow - 1)//2, (zombCol - 1)//2) if decoy: soldierLoc = decoyPos directions = [(-1,0), (1, 0), (0, -1), (0, 1)] moves = [] def getDirectionList(soldierPos, zombiePos): # functon returns a list with directions in order of priority # that the backtracking algorithm should check # line below finds the direction of the soldier from the # zombie's location direct = getDirection(soldierPos, zombiePos) if direct == (1,1): first = [(1,0),(0,1)] rest = [(-1,0),(0,-1)] randInd = random.randint(0,1) directionList = [first[randInd], first[abs(randInd-1)], rest[randInd], rest[abs(randInd-1)]] elif direct == (-1,1): first = [(-1,0),(0,1)] rest = [(1,0),(0,-1)] randInd = random.randint(0,1) directionList = [first[randInd], first[abs(randInd-1)], rest[randInd], rest[abs(randInd-1)]] elif direct == (-1,-1): first = [(-1,0),(0,-1)] rest = [(1,0), (0,1)] randInd = random.randint(0,1) directionList = [first[randInd], first[abs(randInd-1)], rest[randInd], rest[abs(randInd-1)]] elif direct == (1,-1): first = [(1,0),(0,-1)] rest = [(-1,0),(0,1)] randInd = random.randint(0,1) directionList = [first[randInd], first[abs(randInd-1)], rest[randInd], rest[abs(randInd-1)]] elif direct == (1,0): rest = [(0,-1),(0,1),(-1,0)] randInd = random.randint(0,1) directionList = [(1,0)]+ [rest[randInd], rest[abs(randInd-1)]] elif direct == (-1,0): rest = [(0,-1),(0,1),(1,0)] randInd = random.randint(0,1) directionList = [(-1,0)]+[rest[randInd], rest[abs(randInd-1)]] elif direct == (0,1): rest = [(1,0),(-1,0),(0,-1)] randInd = random.randint(0,1) directionList = [(0,1)]+ [rest[randInd], rest[abs(randInd-1)]] elif direct == (0,-1): rest = [(1,0),(-1,0),(0,1)] randInd = random.randint(0,1) directionList = [(0,-1)]+[rest[randInd], rest[abs(randInd-1)]] return directionList def getDirection(soldierPos, zombiePos): moveVector = (soldierPos[0]-zombiePos[0],soldierPos[1]-zombiePos[1]) moveVectorX = moveVector[0] moveVectorY = moveVector[1] if moveVectorX != 0: unitVectorX = int(moveVectorX / abs(moveVectorX)) else: unitVectorX = 0 if moveVectorY != 0: unitVectorY = int(moveVectorY / abs(moveVectorY)) else: unitVectorY = 0 return (unitVectorX, unitVectorY) def isLegal(row, col): if ((row < 0 ) or (col < 0) or (row >= len(board)) or (col >= len(board[0]))): return False else: return (board[row][col] == -1) def solve(zombLoc): if (zombLoc == soldierLoc): return moves else: # directions are ordered in order of priority that are # most likely to be in the direction of the soldier # ordering the directions to loop through optimizes the # efficiency of the function directions = getDirectionList(soldierLoc, zombLoc) for direct in range(len(directions)): drow, dcol = directions[direct] pRow, pCol = (zombLoc[0] + drow), (zombLoc[1] + dcol) if isLegal(pRow, pCol): moves.append(directions[direct]) board[pRow][pCol] = 0 solution = solve((pRow, pCol)) if solution != None: return solution moves.pop() board[pRow][pCol] = -1 return None return solve(zombieLoc) class WallZombie(Zombie): def __init__(self, x0, y0, cellSize, zombieSpeed, bulletsToKillRange, typ): super().__init__(x0, y0, cellSize, zombieSpeed, bulletsToKillRange, typ) # so the components combined make the resultant speed the same # as self.speed self.diagSpeed = self.speed * (2)**(1/2) / 2 mult = 3 self.moveCounter = mult * self.moveCounter # wallZombie image from # https://www.pinterest.com/pin/349943833527272089/ def getCellTopLeft(self, row, col): x0 = (col * self.cellSize) y0 = (row * self.cellSize) return x0, y0 def update(self, soldierBoardRowCol, brd, soldierPos, decoy, decoyPos): if (self.speedX == 0) and (self.speedY == 0): zombiePos = (self.rect.left + self.cellSize/2, self.rect.top + self.cellSize/2) if decoy: realRow = 1 + 2 * decoyPos[0] realCol = 1 + 2 * decoyPos[1] x0Cell, y0Cell = self.getCellTopLeft(realRow, realCol) soldierPos = (x0Cell + self.cellSize), (y0Cell + self.cellSize) direct = self.getDirection(soldierPos, zombiePos) if (direct == (1, 1)): angle = 225 self.speedX = self.diagSpeed self.speedY = self.diagSpeed self.rotate(angle) elif (direct == (-1, 1)): angle = 315 self.speedX = self.diagSpeed self.speedY = -self.diagSpeed self.rotate(angle) elif (direct == (1, -1)): angle = 135 self.speedX = -self.diagSpeed self.speedY = self.diagSpeed self.rotate(angle) elif (direct == (-1, -1)): angle = 45 self.speedX = -self.diagSpeed self.speedY = -self.diagSpeed self.rotate(angle) elif (direct == (-1, 0)): angle = 0 self.speedX = 0 self.speedY = -self.speed self.rotate(angle) elif (direct == (1, 0)): angle = 180 self.rotate(angle) self.speedX = 0 self.speedY = self.speed elif (direct == (0, -1)): angle = 90 self.rotate(angle) self.speedX = -self.speed self.speeY = 0 elif (direct == (0, 1)): angle = 270 self.rotate(angle) self.speedX = self.speed self.speedY = 0 self.rect = self.rect.move(int(self.speedX), int(self.speedY)) else: self.moveCounter += 1 self.rect = self.rect.move(self.speedX, self.speedY) self.x0 += self.speedX self.y0 += self.speedY if (self.moveCounter == self.moveLimit): self.speedX, self.speedY, self.moveCounter = 0, 0, 0 def getDirection(self, soldierPos, zombiePos): moveVector = (soldierPos[0]-zombiePos[0],soldierPos[1]-zombiePos[1]) moveVectorX = moveVector[0] moveVectorY = moveVector[1] if (abs(moveVectorX) < self.cellSize/2): unitVectorX = 0 else: unitVectorX = int(moveVectorX / abs(moveVectorX)) if (abs(moveVectorY) < self.cellSize/2): unitVectorY = 0 else: unitVectorY = int(moveVectorY / abs(moveVectorY)) return (unitVectorY, unitVectorX) class Bullet(pygame.sprite.Sprite): def __init__(self, x0, y0, angle, bulletSize, botBullet, penetration, instaKill): super().__init__() self.x0 = x0 self.y0 = y0 self.bulletSize = bulletSize self.angle = angle self.speed = 40 self.speedX, self.speedY = self.getSpeeds() self.botBullet = botBullet self.penetration = penetration self.instaKill = instaKill self.loadBulletSprite() def loadBulletSprite(self): # bullet image from # https://code.tutsplus.com/tutorials/build-a-stage3d-shoot-em-up- # interaction--active-11054 if self.penetration: bullet = pygame.image.load("penetrationBullet.png").convert_alpha() elif self.instaKill: bullet = pygame.image.load("instaKillBullet.png").convert_alpha() elif self.botBullet: bullet = pygame.image.load("botBullet.png").convert_alpha() else: bullet = pygame.image.load("bullet.png").convert_alpha() bullet = pygame.transform.scale(bullet, (self.bulletSize, self.bulletSize)) self.image = pygame.transform.rotate(bullet, self.angle) self.rect = pygame.Rect(self.x0, self.y0, self.bulletSize, self.bulletSize) def getSpeeds(self): up, down, left, right = 0, 180, 90, 270 if (self.angle == up): self.speedX = 0 self.speedY = -self.speed elif (self.angle == down): self.speedX = 0 self.speedY = self.speed elif (self.angle == left): self.speedX = -self.speed self.speedY = 0 elif (self.angle == right): self.speedX = self.speed self.speedY = 0 return self.speedX, self.speedY def update(self): self.rect = self.rect.move(self.speedX, self.speedY) class Food(pygame.sprite.Sprite): def __init__(self, x0, y0, foodSize): super().__init__() self.x0 = x0 self.y0 = y0 self.foodSize = foodSize self.loadSprite() def loadSprite(self): # food image from # https://www.gamedevmarket.net/asset/fruits-pack-6027/ food = pygame.image.load("food.png").convert_alpha() w, h = self.foodSize, self.foodSize self.image = pygame.transform.scale(food, (w, h)) self.rect = pygame.Rect(self.x0, self.y0, w,h) class PowerUp(pygame.sprite.Sprite): def __init__(self, x0, y0, size, typ): super().__init__() self.x0 = x0 self.y0 = y0 self.size = size self.typ = typ self.loadSprite() def loadSprite(self): fileName = "%s.png" % self.typ powerUp = pygame.image.load(fileName).convert_alpha() w, h = self.size, self.size self.image = pygame.transform.scale(powerUp, (w, h)) self.rect = pygame.Rect(self.x0, self.y0, w,h) class Nuke(PowerUp): def __init__(self, x0, y0, nukeSize, typ): super().__init__(x0, y0, nukeSize, typ) # nuke image from https://www.shutterstock.com/image-vector/set-vector- #icons-radiation-hazardnuclear-135299120?src=Uh5xW6FIA8UGBQalWRlqLA-1-3 class Penetration(PowerUp): def __init__(self, x0, y0, nukeSize, typ): super().__init__(x0, y0, nukeSize, typ) # penetration image from # http://callofduty.wikia.com/wiki/Weapon_Proficiency class Invinsibility(PowerUp): def __init__(self, x0, y0, nukeSize, typ): super().__init__(x0, y0, nukeSize, typ) # invinsibility image from # https://forum.blockland.us/index.php?topic=227785.0 class Speed(PowerUp): def __init__(self, x0, y0, nukeSize, typ): super().__init__(x0, y0, nukeSize, typ) # speed image from # http://cyrildavies.weebly.com/home/archives/03-2014 class InstaKill(PowerUp): def __init__(self, x0, y0, nukeSize, typ): super().__init__(x0, y0, nukeSize, typ) # instaKill image from # https://www.youtube.com/watch?v=UmqPbQpRcfQ class DecoyPowerUp(PowerUp): def __init__(self, x0, y0, nukeSize, typ): super().__init__(x0, y0, nukeSize, typ) # decoy power up image from # http://www.rw-designer.com/icon-detail/5211 class GameOver(Mode): def __init__(self, game, rnd): super().__init__(game) self.width, self.height = self.game.width, self.game.height self.round = rnd size = 100 self.gameOverFont = pygame.font.SysFont(None, size, True) size = 40 self.roundsFont = pygame.font.SysFont(None, size, True) self.white = (204, 195, 195) def init(self): self.counter = 0 self.time = 120 self.loadBackgroundImage() def loadBackgroundImage(self): # background image from http://www.meristation.com/noticias/la-historia # -de-call-of-duty-zombies-acabara-con-el-proximo-dlc/2139143 background = pygame.image.load("background.png").convert_alpha() w, h = self.width, self.height self.background = pygame.transform.scale(background, (w, h)) def mousePressed(self, x, y): pass def keyPressed(self, keyCode, modifier): pass def keyReleased(self, keyCode, modifier): pass def timerFired(self, dt): self.counter += 1 # the gameover screen is displayed for a certain amount of time if (self.counter == self.time): self.game.mode = StartGame(self.game) self.game.init() def redrawAll(self, screen): screen.blit(self.background, (0, 0)) self.drawGameOver(screen) self.drawRounds(screen) def drawGameOver(self, screen): xRatio, yRatio = (1/3), (1/3) text = "Game Over" text = self.gameOverFont.render(text, True, self.white) left, top = (xRatio * self.width), (yRatio * self.height) screen.blit(text, [left, top]) def drawRounds(self, screen): xRatio, yRatio = (9/24), (38/75) incr = 18 if (self.round == 1): text = "You Survived 1 Round" else: text = "You Survived %s Rounds" % self.round text = self.roundsFont.render(text, True, self.white) left, top = (xRatio * self.width - incr), (yRatio * self.height) screen.blit(text, [left, top]) def runGame(): ratio = 8/15 width = 1200 height = int(width * ratio) Game(width, height).run() runGame()
a25fb1ff8655cf4287abdaea6ad93841729991f2
adqz/interview_practice
/algo_expert/p32_find_nth_node_from_end.py
1,587
3.921875
4
class Node: def __init__(self, data): self.data = data self.next = None def generate_linked_list_from_iterable(iterable, visualize = False): if not iterable: return None for i, val in enumerate(iterable): if i == 0: head = Node(val) curr = head else: curr.next = Node(val) curr = curr.next if visualize: print_linked_list(head) return head def print_linked_list(head): curr = head while curr: print(curr.data, '-> ', end='') curr = curr.next print('None') def find_nth_from_last(head, n): # 1. Set slow and fast pointer at index 0 and n in linked list slow = head counter = 0 while head and head.next and counter < n: head = head.next counter += 1 # Edge Case: If length of linked list is < n if counter < n: return None else: fast = head # 2. Move slow and fast until fast reaches last node. Return slow at this point as it is n nodes away while fast != None: fast = fast.next slow = slow.next return slow if __name__ == "__main__": head = generate_linked_list_from_iterable([1,4,2], True) ans = find_nth_from_last(head, 1) print(ans.data) print() head = generate_linked_list_from_iterable([4,1,4,2], True) ans = find_nth_from_last(head, 2) print(ans.data) print() head = generate_linked_list_from_iterable([1,2,3,4,5,6], True) ans = find_nth_from_last(head, 4) print(ans.data) print()
fc7f8008b297d1528997bead2ffdba050bc6ecd9
efoppiano/ballenato
/ordenar.py
8,450
3.921875
4
""" Modulo que recibe los programas de la aplicacion analizada y ordena las funciones alfabeticamente, y las guarda en la carpeta "funciones". """ import os from universales import obtener_comentario_multilinea import re #Variables que se usan a lo largo del programa CARPETA_FUNCIONES_ORDENADAS = "funciones" COMILLAS_DOBLES = chr(34) * 3 COMILLAS_SIMPLES = chr(39) * 3 TAM_TABULACION = 4 def leer_unificado(arch): """ [Autor: Elian Daniel Foppiano] [Ayuda: Lee una linea del archivo y la devuelve convirtiendo las comillas triples simples en comillas triples dobles y las tabulaciones por 4 espacios.] """ """ Parametros ---------- arch : archivo, modo lectura Returns ------- str Siguiente linea de arch, con los caracteres convertidos """ """ Esta funcion simplifica el problema del parseo de funciones, ya que si se mantuvieran las tabulaciones y las comillas simples, en cada verificacion deberian considerarse todas las posibilidades. Otra ventaja es que, al momento de imprimir el codigo de una aplicacion, es una buena practica que todas las funciones apliquen un mismo criterio para este tipo de cuestiones. Pero de no ser asi, la funcion lo soluciona """ linea = arch.readline() #Si no es una linea en blanco, le agrego #el salto de linea al final si no tiene (linea final) if linea: linea = linea.rstrip() + "\n" linea = linea.replace(COMILLAS_SIMPLES, COMILLAS_DOBLES) linea = linea.replace("\t", " " * TAM_TABULACION) return linea def buscar_invocacion(dir_archivo): """ [Autor: Elian Daniel Foppiano] [Ayuda: Devuelve la primera invocacion a funcion que encuentre en el programa y que se realice por fuera de cualquier bloque de funcion (funcion principal del programa)] """ """ Precondiciones -------------- El archivo al que hace referencia dir_arch debe contener al menos una invocacion a funcion Parametros ---------- dir_archivo : str Ruta de acceso del programa en el cual se debe buscar la invocacion a funcion Returns ------- str Nombre de la primera funcion que se invoca en el bloque principal del programa """ """ Para la creacion del arbol de invocaciones es fundamental que exista una funcion principal. Si no existe, no se cumplen las hipotesis iniciales y el programa responderia de manera incorrecta """ invocacion = None with open(dir_archivo) as arch: linea = arch.readline() while linea and not invocacion: #Salteo los comentarios multilinea #para evitar falsos positivos if linea.startswith((COMILLAS_SIMPLES, COMILLAS_DOBLES)): obtener_comentario_multilinea(linea, arch) """ Busco la posible invocacion con una expresion regular. Debe ser una palabra que no este precedida por espacios en blanco, y seguida de un parentesis abierto """ invocacion = re.findall(r"^\w*\(", linea) linea = arch.readline() #Me aseguro de que se encontro la funcion principal, #de lo contrario, el programa termina assert invocacion != [], "Error: No se encontro una funcion principal." #Devuelvo la invocacion sin el parentesis final invocacion = invocacion[0][:-1] return invocacion def listar_funciones_codigo(arch_entrada, principal): """ [Autor: Elian Daniel Foppiano] [Ayuda: Crea una lista en el que cada elemento es el codigo de una funcion definida en arch_entrada. Devuelve la lista ordenada alfabeticamente por nombre de la funcion. Si la funcion principal se encuentra en arch_entrada, se le agrega el marcador principal.] """ """ Parametros ---------- arch_entrada : archivo, modo lectura principal : str Nombre de la funcion a la que se le debe agregar el marcador Returns ------- lista de str Cada str contiene la firma y codigo de una funcion. La lista esta ordenada alfabeticamente por los nombres de las funciones """ funciones = [] linea = leer_unificado(arch_entrada) while linea: #Salteo los comentarios multilinea #que estan por fuera de cualquier #funcion, para evitar falsos positivos if linea.startswith((COMILLAS_SIMPLES, COMILLAS_DOBLES)): obtener_comentario_multilinea(linea, arch_entrada) linea = leer_unificado(arch_entrada) elif linea.startswith("def "): #Si la funcion es la principal, #la guardo con el marcador if linea[4:linea.find("(")] == principal: funcion = "def $" + linea[4:] else: funcion = linea linea = leer_unificado(arch_entrada) #Mientras se siga en la funcion, #copio las lineas while linea.startswith((" ", "\n")): #Guardo la linea si no esta en blanco if linea.strip(): funcion += linea linea = leer_unificado(arch_entrada) #Agrego la funcion a la lista de funciones funciones.append(funcion) #No es un comienzo de funcion #ni un comentario multilinea else: linea = leer_unificado(arch_entrada) #Ordeno las funciones segun la primera #linea de cada una (firma), reemplazando #el marcador en la funcion principal funciones.sort(key = lambda funcion: funcion.split("\n")[0].replace("$", "")) return funciones def generar_dir(dir_arch, carpeta, extension): """ [Autor: Elian Daniel Foppiano] [Ayuda: Recibe la ruta de acceso de un programa y devuelve la ruta de un archivo del mismo nombre que se encuentra en la carpeta indicada, con la extension recibida como parametro.] """ """ Parametros ---------- dir_arch : str Ruta del archivo carpeta : str Ruta de la carpeta en la que se quiere generar el archivo extension : str Extension con la que debe guardarse el archivo, sin el "." Returns ------- str Ruta del archivo que se encuentra en la carpeta indicada """ nombre_python = os.path.basename(dir_arch) #Elimino la extension nombre_sin_extension = nombre_python[:nombre_python.find(".")] nombre_archivo = nombre_sin_extension + f".{extension}" dir_arch = os.path.join(carpeta, nombre_archivo) return dir_arch def eliminar_archivos_viejos(carpeta): """ [Autor: Elian Daniel Foppiano] [Ayuda: Elimina los archivos de la carpeta recibida.] """ """ Parametros ---------- carpeta : str Ruta de la carpeta de la cual se quieren eliminar los archivos """ path_arch_viejos = os.listdir(carpeta) for path in path_arch_viejos: path_abs = os.path.join(carpeta, path) os.remove(path_abs) def generar_arch_ordenados(programas): """ [Autor: Elian Daniel Foppiano] [Ayuda: Genera los archivos con las funciones ordenadas alfabeticamente y las guarda en la carpeta "funciones".] """ """ Parametros ---------- programas : archivo, modo lectura Contiene las rutas de los programas de la aplicacion que se quiere ordenar """ #Elimino los archivos viejos para que #no interfieran en el analisis actual eliminar_archivos_viejos(CARPETA_FUNCIONES_ORDENADAS) #Busco la funcion principal para #poder agregarle el marcador dir_programa_principal = programas.readline().rstrip() principal = buscar_invocacion(dir_programa_principal) programas.seek(0) #Recorro la lista de programas modulo = programas.readline().rstrip() while modulo: #Genero la ruta del archivo #de reemplazo (carpeta "funciones") copia = generar_dir(modulo, CARPETA_FUNCIONES_ORDENADAS, "txt") with open(modulo) as entrada, open(copia, "w") as salida: #Genero una lista de cadenas que #contienen el codigo de las funciones l_funciones = listar_funciones_codigo(entrada, principal) #Copio las cadenas en el archivo #de reemplazo for funcion in l_funciones: salida.write(funcion) modulo = programas.readline().rstrip()
6b22adfb04db88227df162667a2bc6b640ae2426
Mukito/pythonProject
/desafio034.py
345
3.671875
4
sal = float(input('Digite o valor do seu Salario R$ ')) if (sal > 1250): au10 = (sal * 10) /100 t1 = sal + au10 print('Aumento de 10%, no valor de R${:.2f}, total = R${:.2f}'.format(au10, t1)) else: au15 = (sal * 15) /100 t2 = sal + au15 print('Aumento de 15%, no valor de R${:.2f}, total = R${:.2f} '.format(au15, t2))
7f52d8f406301ac1eb80fb98d5c1687c934a919a
Shuailong/Leetcode
/solutions/reverse-integer.py
1,206
3.84375
4
#!/usr/bin/env python # encoding: utf-8 """ reverse-integer.py Created by Shuailong on 2016-01-15. https://leetcode.com/problems/reverse-integer/. """ ''' Note1: Python sys.maxint = 2**64-1 Note2: Solution and Solution1 are both accepted. Solution is quicker. ''' class Solution(object): def reverse(self, x): """ :type x: int :rtype: int """ neg = False if x < 0: x = -x neg = True s = str(x)[::-1] if neg: s = '-' + s s = int(s) MAX = 2**31-1 if s > MAX or s < -MAX: return 0 return s class Solution1(object): def reverse(self, x): """ :type x: int :rtype: int """ MAX = 2**31-1 res = 0 neg = False if x < 0: x = -x neg = True while x != 0: res = res * 10 + x % 10 x /= 10 if neg: res = -res if res > MAX or res < -MAX-1: return 0 return res def main(): solution = Solution() print solution.reverse(-123456789) if __name__ == '__main__': main()
0869cc92817463cb24aad89de27f963781420a31
moreirafelipe/univesp-alg-progamacao
/S5/V2/exercicio2.py
454
3.515625
4
def quick_sort(v,ini,fim): meio = (ini + fim) // 2 pivo = v[meio] i = ini j = fim while i < j: while v[i] < pivo: i += 1 while v[j] > pivo: j -= 1 if i <= j: v[i], v[j] = v[j], v[i] i += 1 j -= 1 if j > ini: quick_sort(v, ini, j) if i < fim: quick_sort(v,i,fim) return v v = [22,33,35,12,37,86,92,57] ini = 0 fim = len(v)-1
a66db743b99c3a8b850fba84c8b8266db22a09e1
sbgonenc/Origins
/Assignments/HW4.3.py
1,126
3.53125
4
genelist = ['GPR139 ', 'YAP1', 'RASGEF1B', 'PAH', 'PLCB2', 'GAPDH', 'SST'] lengthlist = [1613, 2393, 2277, 4122, 4616, 1875, 618] def gene_dict(): dictionary = {} for idx, genes in enumerate(genelist): dictionary[genes] = int(lengthlist[idx]) return dictionary #print(gene_dict()) def compare(num): mkeys = [] toplam = 0 value_input = num for keys in gene_dict(): if gene_dict()[keys] > value_input: mkeys.append(keys) toplam += gene_dict()[keys] return mkeys, toplam def interface(): command = input("Please enter a length (Type \'exit\' to quit)\n") if command.isnumeric(): if int(command) <= 0: print("Not a valid length!") return interface() num = int(command) genes, sums= compare(num)[0], compare(num)[1] if genes == []: print("There is no gene which is that long") return interface() print("Genes whose length is greater than {} are".format(num)) for each in genes: print(each) print("The sums of these genes are ", sums) return interface() elif command.upper() == "EXIT": return None else: print("Couldn't recognize the input.") return interface() interface()
b8cbcdf59e74e9b27d9f948b4de0f36eba637737
HughesZhang73/Python-Master
/Python-Interview-Leetcode/JZ-offer/JZ-05.py
969
3.90625
4
# coding=utf-8 from typing import List # # 做法1:列表复制 # # class Solution: # # def replaceSpace(self, s: str) -> str: # for i in s: # temp.append(i) # for i in temp: # if i == ' ': # temp_index = temp.index(' ') # temp.remove(i) # temp.insert(temp_index, '%20') # for i in temp: # ans += i # return ans # 做法二:使用双指针进行列表的复制 class Solution: def replaceSpace(self, s: str) -> str: temp = '' for i in range(len(s)): if s[i] == ' ': temp += '%20' else: temp += s[i] return temp # # # 解法三:线性自己遍历赋值 # class Solution: # def replaceSpace(self, s: str) -> str: # return '%20'.join(s.split(' ')) if __name__ == '__main__': ss = Solution() print(ss.replaceSpace("hello world"))
3124d7ec96b8c50c35a7551e461087669c4e9536
itsjunqing/fit1008-introduction-to-computer-science
/source_code/dp/dp_lec.py
1,781
4.59375
5
def longest_positive_sequence(the_list): """ Function that given a list, it returns the longest number of positive numbers. If it returns 3, then there exists 3 consecutive positive numbers. @param the_list: an array of integers @complexity: best-case and worst-case is O(N) where N is the length of the list this happens when the loop iterates the entire given list to compute the number of consecutive positive numbers and store them in a memory @return: longest number of positive numbers """ memory = [0] * len(the_list) # base case if the_list[0] > 0: memory[0] = 1 # counter to keep track of the longest count of positive numbers longest_length = memory[0] # dynamic approach for i in range(1, len(the_list)): if the_list[i] > 0: memory[i] = 1 + memory[i-1] if memory[i] > longest_length: longest_length = memory[i] print(memory) print(longest_length) return longest_length longest_positive_sequence([1,2,0,5,1,7,8,9,0,1,0,0,-5,-9,-7,1]) def max_subsequent_sum(the_list): """ Function that returns the maximum sum of consecutive numbers in a list. @param the_list: an array with integers @return: maximum sum of consecutive numbers in the list """ memory = [0] * len(the_list) memory[0] = the_list[0] for i in range(1, len(the_list)): memory[i] = max(the_list[i], the_list[i] + memory[i-1]) print(memory) return max(memory) print(max_subsequent_sum([1,2,0,-4,1,2,96,-1,-100,99,0,0,-5,-9,-7,25])) print(max_subsequent_sum([90,90,0,-200,1,2,96,-1,-100,99,0,0,-5,-9,-7,25])) def A(num): array = [0] * (num+1) array[0] = 1 array[1] = 1 return A_aux(num, array, 2) def A_aux(num, array, k): if k > num: return array else: array[k] = array[k-1]+ (2*array[k-2]) return A_aux(num, array, k+1) A(6)
2aead53b6eadcff8e4da37c3c73cd921bc87aa53
soumyarooproy/leetcode_solutions
/code/python/kth-largest-element-in-an-array.py
614
3.53125
4
# 02/19/2018 # Time : O(n*lgk) # Space : O(n) class Solution: def findKthLargest(self, nums, k): """ :type nums: List[int] :type k: int :rtype: int """ # Standard technique using a head # - maintain a list of k largest elements using a min-heap # - return the top of the heap at the end import heapq min_heap = [] for x in nums: heapq.heappush(min_heap, x) if len(min_heap) > k: # maintain min_heap size of k heapq.heappop(min_heap) return min_heap[0]
1093c30a7f3dc253443f1b56cb9eeaf3252a80b4
Ran-oops/python
/zuoye3/tes1/new2.py
1,043
3.8125
4
''' i = 100 if i < 4: print('it works!') else: print('it is bad') ''' ''' today=7 if today==1: print('meat') elif today==2: print('bread') elif today==3: print('potato') elif today==4: print(tomato) elif today==5: print('chicken') elif today==6: print('1') else: print('2') grade=76 if grade==100: print('66666') elif grade>=85: print('1') elif grade>=75: print('2') elif grade>=60: print('3') else: print('4') ''' ''' i=1 j=2 result=i+j print(result) var=350.1 print(newvar=int(var)) ''' ''' var=True newvar=int(var) print(newvar) ''' ''' var=True newvar=complex(var) print(newvar) ''' ''' var=0.0 newvar=bool(var) print(newvar) ''' var={'han','yang','shao'} print(type(var)) newvar=list(var) print(newvar) ''' #list type lists=['小辣椒','花露水','大鲨鱼','250'] print(lists) ''' #tuple types tuples=('huanghuahua','damuqu','lilulu') print(tuples) ''' ''' #dictation types dicts={'1':'xiaoming','2':'dazui','3':'meinv'} print(dicts) #set types sets={'laoganma','latiao','mayinglong','qingliangyou'} print(sets) '''
e4057433d4a3e39b20e03fd505b6350931842d55
longbefer/python_learn
/Trial/demo.py
1,418
3.515625
4
# file operator import time # open the file stream # @param "file_name" 文件名 # @param mode 文件读写方式 # @param encoding 编码方式 # @more 其他参数可以使用 help(open)来获取 # @return 返回文件流 fo = open('Python/1_if_else.py', mode='r', encoding = 'utf-8') # read the file stream print("file name is: \n" + fo.name) # read all file # @return 返回整个文章的字节流 print(fo.read()) # get the point position print('指针当前位置'+str(fo.tell())) # set the point position # seek(offset, [whence]) # @param offset 光标位置 # @param whence 默认为0,只能为0,1,2 # @example 使用seek(0,0)表示将光标置于文档开头 # 使用seek(0,2)表示将光标移至文档末尾 fo.seek(0, 0) end = fo.seek(0, 2) # 移动至文档末尾 print('指针当前位置'+str(fo.tell())) fo.seek(0,0) # 移动至文档开头 # read a line print(fo.readline()) auto = input('是否开启自动翻页') if auto == 'Y': while True: for i in range(3): print(fo.readline()) time.sleep(2) if fo.tell() == end: break else: con = 'n' while True: if con=='n': for i in range(3): print(fo.readline()) else: print('请输入n') if fo.tell() == end: break con = input('请输入下一页') # close the file stream fo.close()
f37ea65d2ea44ab0ef948cca36e24d2248f9b565
Touchfl0w/Algorithm-Practices
/basic-ADT/list/ordered_list/ordered_list.py
2,729
3.984375
4
class Node(): """链表中的节点,包括数据域和指针域;使用单链表实现""" def __init__(self, data): self.data = data self.next = None def get_data(self): return self.data def set_next(self, next_node): #python内变量为引用类型,可视作指针 self.next = next_node def get_next(self): return self.next class OrderedList(): """有序列表""" def __init__(self): self.head = None def isEmpty(self): return self.head == None def size(self): #排除特殊情况 count = 0 node = self.head while node != None: count += 1 node = node.get_next() return count def remove(self, item): """ 1、找到则删除,未找到不做任何操作 2、删除节点关键是定位相邻节点;左节点可以用previous表示,右节点用current.get_next()表示 3、所以两个变量previous与current至关重要 4、删除头结点要分类讨论 """ found = False current = self.head previous = None while current != None and not found: if current.get_data() == item: #found相当于指示器,相当于break found = True #previous为None:删除头结点 if previous == None: self.head = current.get_next() else: previous.set_next(current.get_next()) else: previous = current current = current.get_next() def search(self, item): current = self.head #trigger1 found = False #trigger2 stop = False #current is not None既表示当前列表非空,也是判断条件:遍历到了list末尾;双关 while current is not None and not found and not stop: if item == current.get_data(): #找到目标值,触发trigger1,退出循环 found = True else: if item < current.get_data(): #由于list顺序排列,一旦当前考察值大于目标值,触发trigger2,退出循环 stop = False else: #自增项;只有当前值小于目标值才自增 current = current.get_next() return found def add(self, item): #1、找到合适位置,记录在current、previous中 current = self.head previous = None stop = False while current is not None and not stop: if current.get_data() > item: stop = True else: #只有trigger:stop未触发情况下才自增 previous = current current = current.get_next() temp_node = Node(item) if current == self.head: temp_node.set_next(current) self.head = temp_node else: temp_node.set_next(current) previous.set_next(temp_node) if __name__ == '__main__': mylist = OrderedList() mylist.add(31) mylist.add(77) mylist.add(17) mylist.add(93) mylist.add(26) mylist.add(54) print(mylist.size()) print(mylist.search(93)) print(mylist.search(100))
3a64a50a83bfaa49f3a1a168f6db7c6b95ba3432
hjalves/project-euler
/problems1-25/problem10.py
270
3.640625
4
#!/usr/bin/env python3 #-*- coding: utf-8 -*- """ Project Euler - Problem 10 Summation of primes """ def is_prime(n): return all(n % i != 0 for i in range(2, int(n**0.5)+1)) def primes(max): return filter(is_prime, range(2, max)) print(sum(primes(2000000)))
d9226b0491beb72e1e7d2fbca84aaabc18f241c3
abhinavs-27/leetcode
/CountingBits.py
360
3.53125
4
#Given a non negative integer number num. For every numbers i in #the range 0 ≤ i ≤ num calculate the number of 1's in their binary #representation and return them as an array. class Solution: def countBits(self, num: int) -> List[int]: ret = [0] for i in range(1,num+1): ret.append(ret[i>>1] + (i&1)) return ret
f884ffb7ef0e596a26f61887dd4920966f32678e
rodrigoaml/iGordonServer
/api/services/getdate.py
354
3.703125
4
from datetime import datetime from pytz import timezone def get_date(): """Returns today's date in format MM-DD-YY""" # Format for date output date_format = "%m/%d/%y %I:%M %p" # Datetime in Eastern timezone eastern = timezone('US/Eastern') eastern_today = datetime.now(eastern) return eastern_today.strftime(date_format)
707bab761e34e43ac55a6eb15b72d248a77453e3
benbrattain/Data-Structures-Fall-2015
/a7.py
3,818
3.796875
4
#----------------------------------------------------------------------------- # binary heap as discussed in class: each node has at most 2 chidren #Assuming you want a Min-Heap based off of the functions below. Implemented it this way. class B_Heap : def __init__ (self) : self.elems = [None] self.size = 0 def __repr__ (self) : return repr(self.elems[1:]) def isEmpty (self) : return self.size == 0 def getSize (self) : return self.size def findMin (self) : self.minHeapify(1) return self.elems[1] def minHeapify(self, index) : if index == 0 or index >= self.size: raise IndexError('Invalid index.') minimum = self.findMinIndex(index) if not minimum == index : self.swapElements(index,minimum) self.minHeapify(minimum) #continues the heapify progress to make sure the old parent is actually the min def swapElements(self, oldIndex, newIndex) : oldParent = self.elems[oldIndex] newParent = self.elems[newIndex] self.elems[oldIndex] = newParent self.elems[newIndex] = oldParent def findMinIndex(self, index) : left = 2 * index right = 2 * index + 1 if left <= self.size and self.elems[left] < self.elems[index] : minimum = left else : minimum = index if right <= self.size and self.elems[right] < self.elems[minimum] : minimum = right return minimum def buildMinHeap(self) : self.size = len(self.elems) - 1 length = len(self.elems) / 2 for i in range(length, 0) : self.minHeapify(i) def insert (self,k) : self.elems.insert(1,k) self.size += 1 self.minHeapify(1) def extractMin (self) : if self.size < 1 : raise SizeError('Your heap is too small!') minimum = self.elems[1] self.elems[1] = self.elems[self.size] self.size -= 1 self.minHeapify(1) return minimum #----------------------------------------------------------------------------- # d-ary heap: each node has at most d-children class D_Heap : def __init__ (self,d) : self.elems = [None] self.size = 0 self.d = d def __repr__ (self) : return repr(self.elems[1:]) def isEmpty (self) : return self.size == 0 def getSize (self) : return self.size def findMin (self) : self.minHeapify(1) return self.elems[1] def insert (self,k) : self.elems.insert(1,k) self.size += 1 self.minHeapify(1) def extractMin (self) : if self.size < 1 : raise SizeError('Your heap is too small!') minimum = self.elems[1] self.elems[1] = self.elems[self.size] self.size -= 1 self.minHeapify(1) return minimum #------------------------------------------------------------------------------ # Implementing binary heap using trees; swap subtrees to maintain shape! class B_Heap_Tree () : pass class Empty (B_Heap_Tree) : def __repr__ (self) : return '_' def isEmpty (self) : pass def getSize (self) : pass def findMin (self) : pass def insert (self,k) : pass def extractMin (self) : pass class Node (B_Heap_Tree) : def __init__ (self,val,left,right) : self.val = val self.left = left self.right = right def __repr__ (self) : return '[{},{},{}]'.format(self.val,self.left,self.right) def isEmpty (self) : pass def getSize (self) : pass def findMin (self) : pass def insert (self,k) : pass def extractMin (self) : pass #-----------------------------------------------------------------------------
22d0bfaf81dccd0d2aee82dbc124729a5ce1c1fc
code-tamer/Library
/Business/KARIYER/PYTHON/Python_Temelleri/break-continue.py
973
4.03125
4
name = 'Tamer Şahin' # for letter in name: # print(letter) # for letter in name: # if letter == 'a': # break # print(letter) # for letter in name: # if letter == 'e': # break # print(letter) # for letter in name: # if letter == 'e': # continue # print(letter) # x = 0 # while x < 5: # print(x) # x += 1 # x = 0 # while x < 5: # if x == 2: # break # print(x) # x += 1 # x = 0 # while x < 5: # x += 1 # if x == 2: # continue # print(x) #1 1-100'e kadar sayıların toplamını yazalım: # x = 1 # result = 0 # while x <= 100: # result += x # x += 1 # print(f'Toplam: {result}') => 0-100'e kadar bütün sayıların toplamını verir, # Ancak biz sadece tek sayıların toplamını istediğimiz için; # x = 0 # result = 0 # while x <= 100: # x += 1 # if x %2 ==0: # continue # result += x # print(f'Tek Sayılar Toplamı: {result}')
8fea58cdd528f3fb8ea2e2f0995888a52e099a52
frank-quoc/hackerrank_python
/interview-preparation-kit/warm-up/counting-valleys/answer.py
993
3.65625
4
#!/bin/python3 import math import os import random import re import sys def countingValleys(steps, path): pos = [0] val_count = 0 for step in range(steps): if path[step] == 'U': cur_pos = pos[step] + 1 pos.append(cur_pos) elif path[step] == 'D': cur_pos = pos[step] - 1 pos.append(cur_pos) for i in range(len(pos) - 1): if pos[i] == 0 and pos[i+1] == -1: val_count += 1 return val_count if __name__ == '__main__': fptr = open(os.environ['OUTPUT_PATH'], 'w') steps = int(input().strip()) path = input() result = countingValleys(steps, path) fptr.write(str(result) + '\n') fptr.close() # Better Answer # def countingValleys(steps, path): # position = 0 # valleys = 0 # for step in range(steps): # position += 1 if path[step] == 'U' else -1 # if path[step] == 'U' and position == 0: # valleys += 1 # return valleys
5960d0e2302e5d21e14f769a6f02db5804a7d7f8
chr1sbest/ctci
/python/2_Linked_Lists/2_7.py
1,718
4.53125
5
""" 2.7 Implement a function to check if a linked list is a palindrome. """ from classes import ListFactory from copy import deepcopy # Solution 1 def iter_palindrome(llist): """ Reverse a linked list iteratively with a stack. Time complexity: O(n) Space complexity: O(n) """ stack = [] node = llist.head while node != None: stack.append(node.data) node = node.nextNode return True if stack == stack[::-1] else False # Solution 2 (INCOMPLETE!) def rec_palindrome(llist): """ Determine if a linked list is a palindrome in place using recursion. Time complexity: O(n) Space complexity: O(n) """ node1, node2 = llist.head, deepcopy(llist.head) return node1 == recursiveReverse(node2) def recursiveReverse(node, last=None): """ Reverse a linked list in place recursively. """ if node is None: return last nextNode = node.nextNode node.nextNode = last return recursiveReverse(nextNode, node) if __name__ == "__main__": # Iterative values1, values2 = [0, 5, 4, 3, 4, 5, 0], [1, 2, 3, 4, 5] llist1, llist2 = ListFactory(values1), ListFactory(values2) pal1, pal2 = iter_palindrome(llist1), iter_palindrome(llist2) print "Iterative: {0} palindrome? {1}".format(values1, pal1) print "Iterative: {0} palindrome? {1}".format(values2, pal2) #Recursive values3, values4 = [3, 5, 6, 9, 0], [1, 2, 3, 4, 5, 4, 3, 2, 1] llist3, llist4 = ListFactory(values3), ListFactory(values4) pal3, pal4 = rec_palindrome(llist3), rec_palindrome(llist4) print "Recursive: {0} palindrome? {1}".format(values3, pal3) print "Recursive: {0} palindrome? {1}".format(values4, pal4)