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'''class user: def __init__(self,name,mob_no,address=""): self.name=name self.mobile_no=mob_no self.address=address''' class BankAccount: def __init__(self,name,ph_no): self.name=name # accesing by using self .methods self.phone_no=ph_no #self.acc_no=acc_no self.generate_acc_no() self.balance=0 def generate_acc_no(self): import uuid self.account_no=str(uuid.uuid4()) def deposit(self,amount): self.balance+=amount def withdraw(self,amount): if amount > self.balance: print("Insufficient funds") else: self.balance-=amount ac=BankAccount("jai","9999955555") print(ac.name,ac.phone_no,ac.balance,ac.account_no) #print(ac.generate_acc_no()) ac.deposit(100) print(ac.balance) ac.deposit(1000) print(ac.balance) ac.withdraw(500) print(ac.balance) ac.withdraw(800) print(ac.balance)
#---------------------object instantiation----------------- '''class Person: pass jai=Person()#INSTANTIATION print(type(jai)) s=type(jai) == Person print(s)''' #-------------self description--------------------------- '''class Person: def say_hello(self): print("Hello") print(self) print(jai) jai=Person() #jai.say_hello() jai.say_hello() #methods are ment to be objects''' #----------------------keyword arguments and positional arguments------------------------------ '''class Person: def greet(self,name="ajay"): return "Hello {}".format(name) jai=Person() greets=jai.greet("prakash") print(greets) s=jai.greet() print(s)''' #---------------special method init-method(no return value)---------------------------------- '''class Person: def __init__(self): print("hello") jai=Person()''' #------------------------------------------------- '''class Person: def __init__(self,name): print("hello, Im {}!".format(name)) Person("jaiip") p=Person("jaaa") print(p) #print(type(p))''' #--------attributes of object------------------------------------- '''class Person: def __init__(self,full_name,last_name): self.name=full_name self.name1=last_name p=Person("jaip","matam") s=p.name h=p.name1 print(s,h)''' #----------------------any method we can access using self------------------------- '''class Person: def __init__(self,full_name): self.name=full_name def say_hello(self): print("hello im {}!".format(self.name)) p=Person("jaip") p.say_hello()''' #---------------------------------------------
test_cases = int(input('Enter number of test cases : ')) for test_case in range(test_cases): n = int(input()) answer = [] for i in range(n+1): decimal = i binary = '{0:b}'.format(decimal) count = binary.count('1') # print(str(i)+' = '+str(count)) answer.append(count) print(answer)
import unittest def find_repeat(arr): start = 1 end = len(arr) - 1 while start < end: mid = start + (end - start)//2 low_start, low_end = start, mid high_start, high_end = mid + 1, end actual_num = 0 expected_num = low_end - low_start + 1 for item in arr: if low_start <= item <= low_end: actual_num += 1 if actual_num > expected_num: start, end = low_start, low_end else: start, end = high_start, high_end return start # Tests class Test(unittest.TestCase): def test_just_the_repeated_number(self): actual = find_repeat([1, 1]) expected = 1 self.assertEqual(actual, expected) def test_short_list(self): actual = find_repeat([1, 2, 3, 2]) expected = 2 self.assertEqual(actual, expected) def test_medium_list(self): actual = find_repeat([1, 2, 5, 5, 5, 5]) expected = 5 self.assertEqual(actual, expected) def test_long_list(self): actual = find_repeat([4, 1, 4, 8, 3, 2, 7, 6, 5]) expected = 4 self.assertEqual(actual, expected) unittest.main(verbosity=2)
# Definition for singly-linked list. class ListNode: def __init__(self, x): self.val = x self.next = None class Solution: def addTwoNumbers(self, l1: ListNode, l2: ListNode) -> ListNode: node = [] i=0 while i < len(l1): node print("in while") i += 1 #print(node[0].val) #print(node[0].next.val) #print(node[0].next.next.val) #print(l1[1]) #print(l1[2]) #print(node1.next) #print(node2.val) #print(node2.next) #print(node3.val) #print(node3.next) print(Solution().addTwoNumbers([2,4,3],[5,6,4])) #l1 = ListNode(0) #l2 = ListNode(2) #l3 = ListNode(4) #l1.next = l2 #l2.next = l3 # #la = ListNode(0) #lb = ListNode(2) #lc = ListNode(4) #la.next = lb #lb.next = lc #print(Solution().addTwoNumbers(l1, la))
print("Multiplos de un numero en un rango dado (del 10 al 100)") x=int(input("Ingrese un numero: ")) print("Los multiplos de " + str(x) + " dentro del rango de 10 al 100 son: ") for i in range(10, 101): if i % x == 0: print(str(i))
from tkinter import * import math root = Tk() root.title("Calulator") root.iconbitmap('F:tutorial\calculator.ico') root.geometry("315x302+785+301") display = Text(root, width=40, height=2.5,padx=10, pady=15,background="#f4ffd4", foreground="#000000") display.place(relx=0.032, rely=0.033, relheight=0.179, relwidth=0.933) def Clear(): display.delete(0.0, END) def click(value): display.insert(END, value) def Equal(): try: ans = display.get(0.0, END) display.delete(0.0, END) display.insert(END, eval(ans)) except SyntaxError: pass def square(): try: x = display.get(0.0, END) display.delete(0.0, END) ans = eval(x) display.insert(END, ans*ans) except SyntaxError: pass def square_root(): try: x = display.get(0.0, END) display.delete(0.0, END) ans = math.sqrt(eval(x)) display.insert(END, ans) except SyntaxError: pass def Delete(): d = display.get(0.0, END) display.delete(0.0, END) display.insert(END, d[:-2]) btn7 = Button(root, text="7", command=lambda: click(7)).place(relx=0.032, rely=0.265, height=34, width=57) btn8 = Button(root, text="8", command=lambda: click(8)).place(relx=0.222, rely=0.265, height=34, width=57) btn9 = Button(root, text="9", command=lambda: click(9)).place(relx=0.413, rely=0.265, height=34, width=57) btn_mul = Button(root, text="x", command=lambda: click("*")).place(relx=0.603, rely=0.265, height=34, width=57) btn_div = Button(root, text="/", command=lambda: click("/")).place(relx=0.794, rely=0.265, height=34, width=57) btn4 = Button(root, text="4", command=lambda: click(4)).place(relx=0.032, rely=0.397, height=34, width=57) btn5 = Button(root, text="5", command=lambda: click(5)).place(relx=0.222, rely=0.397, height=34, width=57) btn6 = Button(root, text="6", command=lambda: click(6)).place(relx=0.413, rely=0.397, height=34, width=57) btn_add = Button(root, text="+", command=lambda: click("+")).place(relx=0.603, rely=0.397, height=34, width=57) btn_sub = Button(root, text="-", command=lambda: click("-")).place(relx=0.794, rely=0.397, height=34, width=57) btn1 = Button(root, text="1", command=lambda: click(1)).place(relx=0.032, rely=0.53, height=34, width=57) btn2 = Button(root, text="2", command=lambda: click(2)).place(relx=0.222, rely=0.53, height=34, width=57) btn3 = Button(root, text="3", command=lambda: click(3)).place(relx=0.413, rely=0.53, height=34, width=57) btn_root = Button(root, text="√", command=lambda: square_root()).place(relx=0.603, rely=0.53, height=34, width=57) btn_square = Button(root, text="x²",command=lambda: square()).place(relx=0.794, rely=0.53, height=34, width=57) btn_dot = Button(root, text=".", command=lambda: click(".")).place(relx=0.032, rely=0.662, height=34, width=57) btn_zero = Button(root, text="0", command=lambda: click(0)).place(relx=0.222, rely=0.662, height=34, width=57) btn_equal = Button(root, text="=", command=lambda: Equal()).place(relx=0.413, rely=0.662, height=34, width=57) btn_Clear = Button(root, text="Clear", command= lambda:Clear()).place(relx=0.603, rely=0.662, height=34, width=57) btn_delete = Button(root, text="\u232B", command= lambda: Delete()).place(relx=0.794, rely=0.662, height=34, width=57) btn_Exit = Button(root, text="Exit", command=root.quit).place(relx=0.032, rely=0.820, height=40, width=297) root.mainloop()
num = int(input("Enter the number: ")) def factorial(n): a = 1 while n >= 1: a = a * n n = n - 1 return a q = factorial(num) print(q) range
# -*- coding: utf-8 -*- """ Created on Wed Aug 4 13:01:15 2021 @author: Sahil Patil """ def recursive_binary_search(list, target): if len(list) == 0: return False else: midpoint = (len(list))//2 if list[midpoint] == target: return True else: if list[midpoint] < target: return recursive_binary_search(list[midpoint + 1:], target) else: return recursive_binary_search(list[:midpoint], target) def verify(result): print("Target found: ", result) numbers = [1,2,3,4,5,6,7,8,9,10] result = recursive_binary_search(numbers, 8) verify(result) result = recursive_binary_search(numbers, 12) verify(result)
import os,random def set_init_cell_position(): for c in range(0,init_cell_number): x,y=(random.randint(0,grid_rows-1),random.randint(0,grid_cols-1)) grid[x][y]=True def display_grid(): global generation_counter print 'Generation counter:',generation_counter print for r in range(0,grid_rows): for c in range(0,grid_cols): if grid[r][c]: print 'o', else: print '.', print def get_neighbours(r,c): for row in r-1,r,r+1: if row in range(0,grid_rows): for col in c-1,c,c+1: if col in range(0,grid_cols) and not (col==c and row==r): neighbours.append(grid[row][col]) evolution(r,c,neighbours) def evolution(x,y,neighbours): neighbour_counter=0 for i in range(0,len(neighbours)): if neighbours[i]: neighbour_counter+=1 if grid[x][y] and (neighbour_counter<2 or neighbour_counter>3): grid[x][y]=False elif not grid[x][y] and neighbour_counter==3: grid[x][y]=True grid_rows=20 grid_cols=20 grid=[[False] * grid_cols for r in range(0,grid_rows)] init_cell_number=int(raw_input('Enter initial random cell number: ')) set_init_cell_position() generation_counter=0 while True: generation_counter+=1 for i in range(0,grid_rows): for j in range(0,grid_cols): neighbours=[] get_neighbours(i,j) os.system('clear') display_grid()
#Ugyen Dorji, udorji@uci.edu, 83628422 #------NAVIGATION CLASSES------ import MapQuestAPI MQ=MapQuestAPI class STEPS: def calculate(result:dict)->str: ''' Finds the directions by iterating through a series of nested dictionaries and lists till it finds the needed information in this case maneuvers then narrative. Once the values of the narratives are accessed it is printed ''' x={'y': {}} print('DIRECTIONS') result=result['route']['legs'] for x in range(len(result)): for y in result[x]: if y=='maneuvers': for z in range(len(result[x][y])): for a in result[x][y][z]: if a=='narrative': print(result[x][y][z][a]) print() class TOTALDISTANCE: def calculate(result:dict)->int: ''' Accesses the value of distance through the keys route and distance of the result dictionary,which was created by the MQ.get_url function. Finally turns the value into an integer, rounds to the nearest whole number and prints the resulting value. ''' result=result['route']['distance'] result=round(int(result)) print('TOTAL DISTANCE: {} miles'.format(result)) print() class TOTALTIME: def calculate(result:dict): ''' Accesses the value of time through the keys route and time of the result dictionary. Turns the value into an integer, converts to minutes, rounds to the nearest whole number and prints the resulting value. ''' result=result['route']['time'] result=round(int(result)/60) print('TOTAL TIME: {} minutes'.format(result)) print() class LATLONG: def calculate(result:dict): ''' Accesses the value of locations through the keys route and locations of the result dictionary. Iterates thorugh the loactions, then iterates through each dictionary within the list till it finds the key latLng. Finally iterates through the latLng dictionary, turns the values of of lattitude and longitude into a int, rounds it and prints out the resulting value. ''' print('LATLONGS') result=result['route']['locations'] for x in range(len(result)): for y in (result[x]): if y=='latLng': for z in (result[x][y]): latlng=round(int(result[x][y][z])) print(latlng) print() class ELEVATION: def calculate(result:dict): ''' Takes the library returned by the build_elevation_url function and accesses elevationProfile list, then it iterates through each of the nested dictionaries till it finds the key, height, finally it rounds the height and prints the value. ''' print('ELEVATIONS') elevation_result=MQ.get_result(MQ.build_elevation_url(result)) elevation_result=elevation_result['elevationProfile'] for distHeight in range(len(elevation_result)): for Height in elevation_result[distHeight]: if Height=='height': elevation=round(int(elevation_result[distHeight][Height])) print(elevation) print() def get_latLng(result:dict): ''' Creates a nested list of latitude and longitude, and then creates a string of the latitudes and longitudes in the order of longitude then latitude to be used as a parameter in the build_elevation_url. ''' latLngs=[] mini_latLngs=[] latLngs_str='' result=result['route']['locations'] for x in range(len(result)): for y in (result[x]): if y=='latLng': for z in (result[x][y]): latlng=result[x][y][z] mini_latLngs.append(latlng) if len(mini_latLngs)==2: latLngs.append(mini_latLngs) mini_latLngs=[] for x in latLngs: Lng=str(x[0]) lat=str(x[1]) latLngs_str+=lat+','+Lng+',' latLngs_str=latLngs_str[:-1] return latLngs_str
def reverse_concatenate (a, b, c): new_string = c[::-1] + b[::-1] + a[::-1] return new_string string1 = input('Enter first string: ') string2 = input('Enter second string: ') string3 = input('Enter third string: ') print(reverse_concatenate (string1, string2, string3))
# TO-DO: Implement a recursive implementation of binary search def binary_search(arr, target, start, end): # We need to set up a base case, which will be the way we exit the function. At what point do we want to exit? Should be simple and we should be moving towards it if end >= start: # As long the end point is greater than or equal to the starting point, run the code below. Needs to include "=" because the target might be at that point midpoint = (start + end) // 2 # FInd the value of the midpoint, which is the sum of the start and the end divided by 2 if target == arr[midpoint]: # Base case: If the taget is equal to the value in the array at the midpoint return midpoint # Target found, return midpoint elif target > arr[midpoint]: # If the target is greater than the value at the midpoint return binary_search(arr, target, (midpoint + 1), end) # Recursion! Run the function but change the "start" to the midpoint - 1 elif target < arr[midpoint]: # If the target is less than the value at the midpoint return binary_search(arr, target, start, (midpoint - 1)) # Recursion! Run the function but change the "end" to the midpoint + 1 return -1 # If the target doesn't exist in the array, return -1 (which is what the tests ask for) [ 0, 1 , 2 , 3 , 4 , 5 , 6 , 7 , 8 , 9 , 10 ] # STRETCH: implement an order-agnostic binary search # This version of binary search should correctly find # the target regardless of whether the input array is # sorted in ascending order or in descending order # You can implement this function either recursively # or iteratively def agnostic_binary_search(arr, target): # Your code here pass
""" Clase 2 @SantiagoDGarcia """ def suma (a,b): return a+b def producto (a,b): return a*b def disparador (f,a,b): print (f(a,b)) disparador (producto, 1, 10)
friend = ["Rolf", "Bob", "Anne"] family = ["Jen", "Charlie"] user_name = input("Enter your name: ") if user_name == "Anderson": print("Hello, Master!") elif user_name in friend: print("Hello, friend!") elif user_name in family: print("Hello, family!") else: print("I don't know you!")
#!/usr/bin/python # -*- coding: UTF-8 -*- """ Authors: tongxu01(tongxu01@baidu.com) Date: 2017/8/20 """ import os import sys import time from subprocess import PIPE from subprocess import Popen """ Python-Tail - Unix tail follow implementation in Python. python-tail can be used to monitor changes to a file. """ def check_file_validity(file_): """ Check whether the a given file exists, readable and is a file """ if not os.access(file_, os.F_OK): raise MonitorError("File '%s' does not exist" % file_) if not os.access(file_, os.R_OK): raise MonitorError("File '%s' not readable" % file_) if os.path.isdir(file_): raise MonitorError("File '%s' is a directory" % file_) class Monitor(object): """ Represents a tail command. """ def __init__(self, tailed_file): """ Initiate a Tail instance. Check for file validity, assigns callback function to standard out. Arguments: tailed_file - File to be followed. """ check_file_validity(tailed_file) self.tailed_file = tailed_file self.callback = sys.stdout.write def follow(self): """Do a tail follow If file was deleted and recreated , go on following """ command = 'tail -F %s' % self.tailed_file popen = Popen(command, stdout=PIPE, stderr=PIPE, shell=True) while True: line = popen.stdout.readline() self.callback(line) def follow_single_file(self, s=1): """ Do a tail follow. If a callback function is registered it is called with every new line. Else printed to standard out. If file was deleted, stop following. Arguments: s - Number of seconds to wait between each iteration; Defaults to 1. """ with open(self.tailed_file) as file_: # Go to the end of file file_.seek(0, 2) while True: curr_position = file_.tell() line = file_.readline() if not line: file_.seek(curr_position) time.sleep(s) else: self.callback(line) def register_callback(self, func): """ Overrides default callback function to provided function. """ self.callback = func class MonitorError(Exception): def __init__(self, msg): self.message = msg def __str__(self): return self.message
# coding=utf-8 __author__ = 'xyc' # The Command Pattern is used to encapsulate commands as objects. This # makes it possible, for example, to build up a sequence of commands for deferred # execution or to create undoable commands. # 讲一个请求封装为一个对象,从而是你可用不同的请求对客户进行参数化;对请求排队或记录请求日志,以及支持可撤销的操作。 class Grid: def __init__(self, width, height): self.__cells = [["white" for _ in range(height)] for _ in range(width)] def cell(self, x, y, color=None): if color is None: return self.__cells[x][y] self.__cells[x][y] = color @property def rows(self): return len(self.__cells[0]) @property def columns(self): return len(self.__cells) class UndoableGrid(Grid): def create_cell_command(self, x, y, color): def undo(): self.cell(x, y, undo.color) def do(): undo.color = self.cell(x, y) # Subtle! self.cell(x, y, color) return Command(do, undo, "Cell") def create_rectangle_macro(self, x0, y0, x1, y1, color): macro = Macro("Rectangle") for x in range(x0, x1 + 1): for y in range(y0, y1 + 1): macro.add(self.create_cell_command(x, y, color)) return macro class Command: def __init__(self, do, undo, description=""): assert callable(do) and callable(undo) self.do = do self.undo = undo self.description = description def __call__(self): self.do() class Macro: def __init__(self, description=""): self.description = description self.__commands = [] def add(self, command): if not isinstance(command, Command): raise TypeError("Expected object of type Command, got {}".format(type(command).__name__)) self.__commands.append(command) def __call__(self): for command in self.__commands: command() do = __call__ def undo(self): for command in reversed(self.__commands): command.undo() grid = UndoableGrid(8, 3) # (1) Empty redLeft = grid.create_cell_command(2, 1, "red") redRight = grid.create_cell_command(5, 0, "red") redLeft() # (2) Do Red Cells redRight.do() # OR: redRight() greenLeft = grid.create_cell_command(2, 1, "lightgreen") greenLeft() # (3) Do Green Cell rectangleLeft = grid.create_rectangle_macro(1, 1, 2, 2, "lightblue") rectangleRight = grid.create_rectangle_macro(5, 0, 6, 1, "lightblue") rectangleLeft() # (4) Do Blue Squares rectangleRight.do() # OR: rectangleRight() rectangleLeft.undo() # (5) Undo Left Blue Square greenLeft.undo() # (6) Undo Left Green Cell rectangleRight.undo() # (7) Undo Right Blue Square redLeft.undo() # (8) Undo Red Cells redRight.undo()
# if you want to scrape a website : # 1. using api # 2. html web scraping using some tool like bs4 # step 0 : # install these: # pip install requests # pip install bs4 # pip install html5lib import requests from bs4 import BeautifulSoup url = "https://codewithharry.com" # step 1 : get the html r = requests.get(url) htmlContent = r.content # print(htmlContent) # step 2 : parse the html soup = BeautifulSoup(htmlContent,'html.parser') # print(soup.prettify) # step 3 : html tree traversal # commonly used type of objects title = soup.title # print(type(title))#1 tag # print(type(title.string))#2 navigablestring # print(type(soup)) #3 beautifulSoup # get all the paragraphs from the page # paras = soup.find_all('p') # print(paras) # # get all anchor tags from the page # anchors = soup.find_all('a') # print(anchors) # get first element in the html page # print(soup.find('p')) # # get classes of any element in html page # print(soup.find('p')['class']) # find all the elements with class lead # print(soup.find_all('p',class_='lead')) # get the text from the tags/soup # print(soup.find('p').get_text()) # get all the links in the page # all_links = set() # for link in anchors: # if(link.get('href')!="#"): # linkText = "https://codewithharry.com" + link.get('href') # all_links.add(link) # print(linkText) #4 comment # markup = '<p><!--this is a comment--></p>' # soup2 = BeautifulSoup(markup) # print(type(soup2.p.string)) navbarSupportedContent = soup.find(id = 'navbarSupportedContent') # .contents = a tags children are available as a list # .children = a tags children are available as a # for elem in navbarSupportedContent.contents: # print(elem) # for item in navbarSupportedContent.strings: # print(item) # for item in navbarSupportedContent.stripped_strings: # print(item) # for item in navbarSupportedContent.parents: # print(item) # print(item.name) # print(navbarSupportedContent.next_sibling.next_sibling) # print(navbarSupportedContent.previous_sibling.previous_sibling) elem = soup.select('.modal-footer') print(elem) # print(navbarSupportedContent.previous_sibling.previous_sibling) # print(title)
# Definition for singly-linked list. # class ListNode: # def __init__(self, val=0, next=None): # self.val = val # self.next = next class Solution: def removeNthFromEnd(self, head: ListNode, n: int) -> ListNode: dummy=ListNode(0) dummy.next=head slow=fast=dummy for i in range(n): fast=fast.next while fast and fast.next: slow=slow.next fast=fast.next slow.next=slow.next.next return dummy.next """if head.next==None and n==1: return None count=0 temp=head while temp: count+=1 temp=temp.next temp=head i=0 count=count-n if count==0: head=head.next while temp: i+=1 if i==count: if temp.next and temp.next.next: temp.next=temp.next.next else: temp.next=None temp=temp.next return head """
class Solution(object): def sortColors(self, nums): """ :type nums: List[int] :rtype: None Do not return anything, modify nums in-place instead. """ end=len(nums)-1 i=0 while i<=end: if nums[i]==0: nums.insert(0,nums.pop(i)) i+=1 elif nums[i]==2: nums.append(nums.pop(i)) end-=1 else: i+=1
# Definition for a binary tree node. # class TreeNode: # def __init__(self, val=0, left=None, right=None): # self.val = val # self.left = left # self.right = right class Solution: def isSymmetric(self, root: TreeNode) -> bool: def check(l,r): if r is None and l is None: return True elif r is None or l is None: return False return (r.val==l.val) and check(l.right,r.left) and check(l.left,r.right) return check(root,root)
class Solution: def mergeAlternately(self, word1: str, word2: str) -> str: res=[] if len(word1)>len(word2): length=len(word2) else: length=len(word1) for i in range(0,length): res.append(word1[i]) res.append(word2[i]) if len(word1)>len(word2): res=res+list(word1[length:]) else: res=res+list(word2[length:]) return "".join(res)
# Definition for a binary tree node. # class TreeNode: # def __init__(self, val=0, left=None, right=None): # self.val = val # self.left = left # self.right = right class Solution: def suc(self,root): root=root.right while root.left: root=root.left return root.val def pred(self,root): root=root.left while root.right: root=root.right return root.val def deleteNode(self, root: TreeNode, key: int) -> TreeNode: if not root: return None if key>root.val: root.right=self.deleteNode(root.right,key) elif key<root.val: root.left=self.deleteNode(root.left,key) else: if not(root.right) and not root.left: root=None elif root.right: root.val=self.suc(root) root.right=self.deleteNode(root.right,root.val) else: root.val=self.pred(root) root.left=self.deleteNode(root.left,root.val) return root
#Testing re.split import re import unittest # string = 'hi' # #newstring = re.split(r'(\d*)$', string2, maxsplit=2) # newstring = re.search('(\d*)$', string) # # end_number = int((newstring.group(1)) + 1 if newstring.group(1) else 1) # print(re.split('(\d*)$', string)[0] + str(end_number)) # #newstring[1] = int(newstring[1]) + 1 # #finish = newstring[0] + str(newstring[1]) # #print finish # # # def my_func(string): # # return re.split('(\d*)$', string)[0] + str(int(re.search('(\d*)$', string).group(1)) + 1) # # # # print my_func('2345this7is.a!string123') # # print my_func('1234') # # print my_func('hi') # newstring = re.search('(\d*)$', string) # end_number = int((newstring.group(1)) + 1 if newstring.group(1) else 1) # print(re.split('(\d*)$', string)[0] + str(end_number)) import re def increment_string(string): newstring = re.search('(\d*)$', string) end_number = str(int(newstring.group(1)) + 1 if newstring.group(1) else 1).zfill(len(newstring.group(1))) rest = str(re.split('(\d*)$', string)[0]) print type(end_number) print type(rest) print rest + end_number #increment_string("foo") increment_string("foobar001") # increment_string("foobar1") # increment_string("foobar00") # increment_string("foobar99") increment_string("foobar099") # increment_string("")
'''异常处理 def test(x,y): try: return x/y except ZeroDivisionError: print('0不可除') except TypeError: print('类型错误') finally: print('结束') print(test(4,1)) print(test('111','222')) ''' '''迭代器 from collections.abc import Iterable print(isinstance('test',Iterable)) strItr=iter('test') print(next(strItr)) list1 =["1","2",3,4,5] listItr=iter(list1) print(next(listItr)) ''' list_1=[x*x for x in range(100000)] # print(list_1) list_2=(x*x for x in range(3)) print(list_2) # print(next(list_2)) # print(next(list_2)) # print(next(list_2)) # for x in list_2: # print(x) def print_a(max): i=0 while(i<max): i+=1 yield i a=print_a(10) print(a) print(type(a)) print(next(a)) print(a.__next__()) def print_b(max): i=0 while i<max: i=i+1 args=yield i print('测试'+args) b=print_b(100) print(b.__next__()) print(b.send('cxe'))
# Pandigital prime # Problem 41 # We shall say that an n-digit number is pandigital if it makes use of all the digits 1 to n exactly once. For example, 2143 is a 4-digit pandigital and is also prime. # What is the largest n-digit pandigital prime that exists? from common import is_prime import itertools def pandigitals(size): it = itertools.permutations(range(size, 0, -1)) while True: number = list(next(it)) if number[0] != 0: yield number def list_to_number(ds): number = 0 for d in ds: number = number * 10 + d return number def solve(): # After checking the forum: # # Start with 7 (I used 9) and going down. before 9 and 8 digits are # divisible by 3 and therefore none of them cannot be prime. # for size in range(7, 0, -1): numbers = pandigitals(size) try: while True: number = list_to_number(next(numbers)) if is_prime(number): return number except StopIteration: pass return None if __name__ == '__main__': print(__file__ + ': ', solve())
# coding: utf-8 # Pandigital products # Problem 32 # We shall say that an n-digit number is pandigital if it makes use of all the digits 1 to n exactly once; for example, the 5-digit number, 15234, is 1 through 5 pandigital. # The product 7254 is unusual, as the identity, 39 × 186 = 7254, containing multiplicand, multiplier, and product is 1 through 9 pandigital. # Find the sum of all products whose multiplicand/multiplier/product identity can be written as a 1 through 9 pandigital. # HINT: Some products can be obtained in more than one way so be sure to only include it once in your sum. from common import lst_to_int import itertools # # old slow (6s) solution # def _find_pandigital_identities(): it = itertools.permutations(range(1, 10)) for digits in it: for i in range(1, 5): multiplicand = l_to_i(digits[0:i]) if multiplicand == 1: continue for j in range(1, 6 - i): multiplier = l_to_i(digits[i:i+j]) product = l_to_i(digits[i+j:]) if multiplicand * multiplier == product: yield (multiplicand, multiplier, product) # # inspired by bitchboy's one line solution in the forum: # # print(sum(set(sum([[a*b for b in range(a, 10**((9-len(str(a)))//2))if ''.join(sorted(''.join(map(str,(a,b,a*b)))))=="123456789"]for a in range(1,10**5)],[])))) def find_pandigital_identities(): for multiplicand in range(2, 10**5): upper = 10**(5 - len(str(multiplicand))) # # only care multipliers that are greater than multiplicands # to avoid duplicates: 39 * 186, and 186 * 39 # for multiplier in range(multiplicand, upper): product = multiplicand * multiplier as_str = ''.join(sorted(''.join(map(str, (multiplicand, multiplier, product))))) if as_str == '123456789': yield (multiplicand, multiplier, product) def solve(): return sum(set(each[2] for each in find_pandigital_identities())) if __name__ == '__main__': print(__file__ + ':', solve())
# Multiples of 3 and 5 # If we list all the natural numbers below 10 that are multiples of 3 or 5, we get 3, 5, 6 and 9. The sum of these multiples is 23. # Find the sum of all the multiples of 3 or 5 below 1000. def multiples_of_3_or_5(below): i = 3 while i < below: if i % 3 == 0 or i % 5 == 0: yield i i += 1 def solve(): return sum(multiples_of_3_or_5(1000)) if __name__ == '__main__': print(__file__ + ": %d" % solve())
# Summation of primes # Problem 10 # The sum of the primes below 10 is 2 + 3 + 5 + 7 = 17. # # Find the sum of all the primes below two million. from common import PrimeGenerator def solve(): g = PrimeGenerator(2_000_000) return sum(g) if __name__ == '__main__': print(__file__ + ": %d" % solve())
#P = Loan Principal #J = Monthly Interest Rate (Annual Rate / 1200) #N = Number of Months (Years * 12) #M = Monthly Payment #V = Value of House #eightyPercent = 80% of the value of the home #H = Monthly Interest Payment #C = Monthly Principal Payment #Q = New Principal Balance #PMIPmt = PMI Payment #T = Monthly Tax P = 351000; J = 0.003125; N = 360; M = 1647; V = 370000; eightyPercent = V * .78; Q = P; i = 0; PMIPmt = 350; PMIHit = False; TotalInt = 0; TotalPMI = 0; T = 352; while(Q > 0): H = P*J; TotalInt += H; C = M-H; Q = P-C; P = Q; i += 1; print("Month: " + str(i)); print("Interest Pmt: " + str(H)); print("Principal Pmt: " + str(C)); print("Balance: " + str(Q)); if(Q < eightyPercent and not PMIHit): print("****************PMI Ends*****************"); print("Years of PMI: " + str(i/12)); TotalPMI = PMIPmt * i; print("Total PMI Payments: " + str(TotalPMI)); print("****************PMI Ends*****************"); PMIHit = True; print("*********Loan Ends*********"); print("Years: " + str(i / 12)); print("Total Interest Paid: " + str(TotalInt)); print("Total PMI: " + str(TotalPMI)); TotalTax = T * i; print("Total Tax: " + str(TotalTax)); TotalPaid = V + TotalInt + TotalPMI + TotalTax; print("Total Paid: " + str(TotalPaid)); print("Interest to Value Ratio: " + str(TotalInt / V)); print("Value to Total Paid Ratio: " + str(V / TotalPaid));
############################################################################ # Binary classification: Classify movie reviews as positive or negative # Used IMDB dataset from keras # This exercise is from the book Deep Learning with Python # Now we are trying to deal with the overfitting issue by # reducing the hidden layer's size to 4. We compare the validation loss # from model with hidden layer's size 4 and 16. ############################################################################ from keras.datasets import imdb from keras import models from keras import layers import numpy as np import matplotlib.pyplot as plt (train_data, train_labels), (test_data, test_labels) = imdb.load_data(num_words=10000) word_index = imdb.get_word_index() reverse_word_index = dict([(value, key) for (key, value) in word_index.items()]) decoded_review = ''.join([reverse_word_index.get(i - 3, '?') for i in train_data[0]]) # Encoding the integer sequences into a binary matrix def vectorize_sequences(sequences, dimension=10000): results = np.zeros((len(sequences), dimension)) for i, sequence in enumerate(sequences): results[i, sequence] = 1. return results # vectorized training and test data x_train = vectorize_sequences(train_data) x_test = vectorize_sequences(test_data) y_train = np.asarray(train_labels).astype('float32') y_test = np.asarray(test_labels).astype('float32') # ------ Setting aside a validation set ------ x_val = x_train[:10000] partial_x_train = x_train[10000:] y_val = y_train[:10000] partial_y_train = y_train[10000:] # ----- The model definition: hidden layer's size of 16--------- model = models.Sequential() model.add(layers.Dense(16, activation='relu', input_shape=(10000,))) model.add(layers.Dense(16, activation='relu')) # the final layer uses sigmoid activation to output a probability model.add(layers.Dense(1, activation='sigmoid')) # ----- Compiling the model ------ model.compile(optimizer='rmsprop', loss='binary_crossentropy', # it is the best option with models that outputs probabilities metrics=['acc']) history = model.fit(partial_x_train, partial_y_train, epochs=20, batch_size=512, validation_data=(x_val, y_val)) results = model.evaluate(x_test, y_test) print('Result hidden layer\'s size of 16: \n', results) """ The model definition: We are trying to prevent overfitting reducing the model size. Then we are diminishing the model's capacity. So, the layer's size was decreased to 4 """ model = models.Sequential() model.add(layers.Dense(4, activation='relu', input_shape=(10000,))) model.add(layers.Dense(4, activation='relu')) # the final layer uses sigmoid activation to output a probability model.add(layers.Dense(1, activation='sigmoid')) # ----- Compiling the model ------ model.compile(optimizer='rmsprop', loss='binary_crossentropy', # it is the best option with models that outputs probabilities metrics=['acc']) history_size4 = model.fit(partial_x_train, partial_y_train, epochs=20, batch_size=512, validation_data=(x_val, y_val)) results = model.evaluate(x_test, y_test) print('Result hidden layer\'s size of 4: \n', results) # ------ Plotting the training and validation loss ------- history_dict = history.history history_dict_size4 = history_size4.history val_loss_values = history_dict['val_loss'] val_size4_loss_values = history_dict_size4['val_loss'] acc = history_dict['acc'] epochs = range(1, len(acc) + 1) plt.plot(epochs, val_size4_loss_values, 'bo', label='Smaller model') plt.plot(epochs, val_loss_values, 'x', label='Original mdel') plt.title('Validation loss comparison') plt.xlabel('Epochs') plt.ylabel('Validation loss') plt.legend() plt.show()
def fancy_divide(numbers,index): try: denom = numbers[index] for i in range(len(numbers)): numbers[i] /= denom except IndexError: print("-1") else: print("1") finally: print("0") ### def fancy_divide(list_of_numbers, index): try: raise Exception("0") finally: denom = list_of_numbers[index] for i in range(len(list_of_numbers)): list_of_numbers[i] /= denom return list_of_numbers ##one property of children class will written the values but search for the values from children to parent ## class SKILL_Set(object): ##x is the list of requirement ##y is the list with the same length which show if I satisfy those requirement def __init__ (self,x,y): assert(len(x)==len(y)),"the length of two list didn't match!" self.r=x self.s=y def __str__(self): return "<"+str(self.r)+"> \n"+ "<"+str(self.s)+">" class DemandPool(SKILL_Set): DS_j1_r=['A/B test', 'linear regression', 'Supervise Learning', 'Anomaly detection','predictive modeling'] DS_j1_s=[0,1,1,0,1] DS_j1=SKILL_Set() import numpy as np a = np.arange(24).reshape(4,6) b = np.ones(24).reshape(4,6) ##concate c=np. a = np.array([1,2])
# a1.py - Jason Leung import random import sys import time from search import * from collections import deque state = [] # Take command line argument input from user if it exists if (len(sys.argv) == 10): for i in range (1, 10): state.append(int(sys.argv[i])) else: state = [1, 2, 3, 4, 5, 6, 7, 8, 0] puzzle = EightPuzzle(tuple(state)) def make_rand_8puzzle(): global state global puzzle actions = ['UP', 'DOWN', 'LEFT', 'RIGHT'] scramble = [] # Randomly chooses 100 actions to make in order to randomize the puzzle for _ in range(100): scramble.append(random.choice(actions)) # If the move can be made, then overwrite state with the resulting state given action and create a new EightPuzzle for move in scramble: if move in puzzle.actions(state): state = list(puzzle.result(state, move)) puzzle = EightPuzzle(tuple(state)) def display(state): # Display current state for i in range(0, 9, 3): if (state[i] == 0): print("*", state[i + 1], state[i + 2]) elif (state[i + 1] == 0): print(state[i], "*", state[i + 2]) elif (state[i + 2] == 0): print(state[i], state[i + 1], "*") else: print(state[i], state[i + 1], state[i + 2]) def search(h, display): return astar_search(puzzle, h, display).solution() def stats(h, display): # Print stats of astar_search start = time.time() solution = search(h, display) elapsed = time.time() - start print("Length:", len(solution)) print("Time:", elapsed) def manhattan(n): state = n.state index_goal = {0: [2, 2], 1: [0, 0], 2: [0, 1], 3: [0, 2], 4: [1, 0], 5: [1, 1], 6: [1, 2], 7: [2, 0], 8: [2, 1]} index_pos = [[0, 0], [0, 1], [0, 2], [1, 0], [1, 1], [1, 2], [2, 0], [2, 1], [2, 2]] distance = 0 # Iterate through each position in the state, and initialize initial as the current position in the state # Grab the goal position of the state in the current position # ex. 3 2 1 # state[0] = 3 # initial = [0, 0] (the position it is currently at) # final = [0, 2] (the goal state position it should be in) for i in range(len(state)): if (state[i] != 0): initial = index_pos[i] final = index_goal[state[i]] # Get the x and y distance from initial to goal x = abs(initial[1] - final[1]) y = abs(initial[0] - final[0]) # Add up all the distances together distance = x + y + distance # Returns distance return distance def gaschnig(n): temp_state = list(n.state) index_goal = [1, 2, 3, 4, 5, 6, 7, 8, 0] index_counter = 0 swaps = 0 while True: # If the blank is in the 8th position, test if it is in the goal state if (temp_state.index(0) == 8): # If goal state has been reached, break out of loop if (puzzle.goal_test(tuple(temp_state))): break else: # Iterate through the positions checking which values are in the correct position # Values that are misplaced will swap with blank if (temp_state[index_counter] != index_goal[index_counter]): blank_pos = temp_state.index(0) temp_state[blank_pos], temp_state[index_counter] = temp_state[index_counter], temp_state[blank_pos] swaps = swaps + 1 index_counter = index_counter + 1 else: index_counter = index_counter + 1 else: # Say the blank is in state[5], that means it is in the 6th position # Therefore it needs to swap with the position of value 6 blank_pos = temp_state.index(0) value = blank_pos + 1 value_pos = temp_state.index(value) temp_state[blank_pos], temp_state[value_pos] = temp_state[value_pos], temp_state[blank_pos] swaps = swaps + 1 # Returns amount of swaps return swaps # ---- # Define variables counter = 0 while True: # If puzzle is not solvable, keep generating a new random puzzle make_rand_8puzzle() solvable = puzzle.check_solvability(state) if (solvable == True): break elif (counter >= 5): print("Unable to reach goal state") break else: counter = counter + 1 # Only run if puzzle is solvable if (solvable == True): node = Node(state) mdh = manhattan(node) gh = gaschnig(node) # Prints initial puzzle state print() display(state) # Prints Misplaced-Tiles Algorithm stats print() print("Misplaced-Tiles Algorithm:") stats(None, True) # Prints Manhattan Distance Algorithm stats print() print("Manhattan Distance Algorithm:") stats(manhattan, True) print("Heuristic:", mdh) # Prints Gaschnig Algorithm stats print() print("Gaschnig Algorithm:") stats(gaschnig, True) print("Heuristic:", gh) print()
#import libraries import random import time #set up global variables board = ['Go', 'Mediterranean Avenue', 'Baltic Avenue', 'Reading Railroad','Oriental Avenue', 'Jail'] property_info = {'Mediterranean Avenue':{'cost':100,'rent':50,'ownerID':0},'Baltic Avenue':{'cost':150,'rent':60,'ownerID':0}, 'Reading Railroad':{'cost':175,'rent':50,'ownerID':0},'Oriental Avenue':{'cost':200,'rent':75,'ownerID':0}} player = {'position':0,'money':600,'playerID': 1} computer = {'position':0,'money':600,'playerID': 2} game_over = False #handle players turn def player_move(player): global game_over spaces = random.randint(1,6) player['position'] = (player['position']+spaces)%len(board) print("You landed on {}".format(board[player['position']])) if board[player['position']] in property_info: if property_info[board[player['position']]]['ownerID'] == 0: answer = input("Would you like to buy {}? (y or n) ".format(board[player['position']])) if answer == "y": property_info[board[player['position']]]['ownerID'] = player['playerID'] player['money'] -= property_info[board[player['position']]]['cost'] print("You bought {}. You now have ${}.".format(board[player['position']], player['money'])) else: print("You passed up a great opportunity :(") elif property_info[board[player['position']]]['ownerID'] != player['playerID']: player['money'] -= property_info[board[player['position']]]['rent'] if player['money'] < 0: game_over = True print("You went bankrupt. The computer wins.") return print("Rent is ${}. You now have ${}.".format(property_info[board[player['position']]]['rent'], player['money'])) elif board[player['position']] == 'Go': player['money']+= 200 print("You collected $200. You now have ${}.".format(player['money'])) elif board[player['position']] == 'Jail': print("You're just visiting though.") print() #handle computer's turn def ai_move(computer): global game_over spaces = random.randint(1,6) computer['position'] = (computer['position']+spaces)%len(board) print("The computer landed on {}.".format(board[computer['position']])) if board[computer['position']] in property_info: if property_info[board[computer['position']]]['ownerID'] == 0: if computer['money'] > property_info[board[computer['position']]]['cost']: computer['money'] -= property_info[board[computer['position']]]['cost'] property_info[board[computer['position']]]['ownerID'] = computer['playerID'] print("The computer bought {}".format(board[computer['position']])) elif property_info[board[computer['position']]]['ownerID'] != computer['playerID']: player['money'] += property_info[board[computer['position']]]['rent'] computer['money'] -= property_info[board[computer['position']]]['rent'] if computer['money'] < 0: game_over = True print("The computer went bankrupt. You win!"); return print("The computer payed you ${} in rent money and now has ${}. You now have ${}.".format(property_info[board[computer['position']]]['rent'], computer['money'], player['money'])) elif board[computer['position']] == "Go": computer['money']+= 200 print() #main method, alternates between player and computer turns def main(): print("Welcome to Monopoly\n") while not game_over: input("press enter to continue:") print() player_move(player) if game_over: break time.sleep(.5) ai_move(computer) time.sleep(.5) if __name__ == '__main__': main()
#!/usr/bin/python3 MAX = 1000000 chain_map = {} def collatz_sequence(n): return n // 2 if n % 2 == 0 else 3 * n + 1 def get_chain_count(n): if n == 1: chain_map[n] = 1 return 1 elif n in chain_map != None: return chain_map[n] else: res = 1 + get_chain_count(collatz_sequence(n)) chain_map[n] = res return res max_chain_nb = 1 max_chain_count = 0 for i in range(1, MAX): res = get_chain_count(i) if res > max_chain_count: max_chain_count = res max_chain_nb = i print(max_chain_nb, max_chain_count)
#!/usr/bin/python3 from math import sqrt def get_prime_factors(nb): lpf = 0 while nb % 2 == 0: lpf = 2 nb /= 2 for f in range(3, int(sqrt(nb)) + 1, 2): while nb % f == 0: lpf = f nb /= f if nb > 2: # nb is prime lpf = nb return lpf print(get_prime_factors(600851475143))
#!usr/bin/python3 #"this is basic recursive web crawler that will traverse every url\ link in certain domain " import urllib.request as r from bs4 import BeautifulSoup as bs import sys import urllib.parse as parse def scanner (soup): #the function that will scan urls global unvisited,visited,inp #if f.closed: # f=open(sys.argv[1]+".txt",'a') try : so = r.urlopen(soup) except: print ("there was an error openning the url make sure you enter the url in the following format http://example.com") return visited.append(soup) #f.write(soup+'\n') s =bs(so) init =s.findAll('a') #this line will find every <a> tag in a page for i in init: st=i['href'] if st[:len(inp)]==inp : print("correct url") #print (st) if st not in visited: unvisited.append(st) #append the discovered ulr to the unvisited array if it belongs to the same domain #except :print ("unknown error ") else: st=inp+st print(st) unvisited.append(st) print("__\n") #f.close() if __name__=="__main__": if len(sys.argv)<2: print ("""this is basic recursive web crawler that will traverse every url\ link in certain domain enter the url you want to scan in the following format example.abc """) sys.exit() inp =sys.argv[1] if inp[:4]!="http" or inp[:5]!="https": inp="http://"+inp unvisited=[] visited=[] dic={} count=0 nam=sys.argv[1].replace('.','') nam=nam.replace('/','') nam=nam.replace(':','') #f=open(nam,'w') scanner(inp) for each in unvisited : #visit each unvisited url in the unvisited list if each not in visited: print ("trying "+ each) scanner(each) #except: # print('error traversing url'+each) else: print ("this node was visited already") print (unvisited,visited)
''' Prove 3 - scene.py Abi Priebe 5/8/21 ''' ''' During this lesson, you will write code that draws the sky, the ground, and clouds. During the next lesson, you will write code that completes the scene. The scene that your program draws may be very different from the example scene above. However, your scene must be outdoor, the sky must have clouds, and the scene must include repetitive elements such as blades of grass, trees, leaves on a tree, birds, flowers, insects, fish, pickets in a fence, dashed lines on a road, buildings, bales of hay, snowmen, snowflakes, or icicles. Be creative. Begin your program by copying and pasting the following code into a new file named scene.py. This beginning code imports the tkinter library and creates a window and a canvas that your program can draw to. ''' import tkinter as tk def main(): # The width and height of the scene window. width = 800 height = 500 # Create the Tk root object. root = tk.Tk() root.geometry(f"{width}x{height}") # Create a Frame object. frame = tk.Frame(root) frame.master.title("Scene") frame.pack(fill=tk.BOTH, expand=1) # Create a canvas object that will draw into the frame. canvas = tk.Canvas(frame) canvas.pack(fill=tk.BOTH, expand=1) # Call the draw_scene function. draw_scene(canvas, 0, 0, width-1, height-1) root.mainloop() def draw_scene(canvas, scene_left, scene_top, scene_right, scene_bottom): """Draw a scene in the canvas. scene_left, scene_top, scene_right, and scene_bottom contain the extent in pixels of the region where the scene should be drawn. Parameters scene_left: left side of the region; less than scene_right scene_top: top of the region; less than scene_bottom scene_right: right side of the region scene_bottom: bottom of the region Return: nothing If needed, the width and height of the region can be calculated like this: """ scene_width = scene_right - scene_left + 1 scene_height = scene_bottom - scene_top + 1 # Call your functions here # draw sky scene_width = scene_right - scene_left + 1 scene_height = scene_bottom - scene_top + 1 draw_sky(canvas, scene_width, scene_height) # draw clouds cloud1_center_x = scene_left + 100 cloud1_center_y = scene_bottom - 400 draw_cloud(canvas, cloud1_center_x, cloud1_center_y) cloud2_center_x = scene_left + 200 cloud2_center_y = scene_bottom - 400 draw_cloud(canvas, cloud2_center_x, cloud2_center_y) cloud3_center_x = scene_left + 150 cloud3_center_y = scene_bottom - 425 draw_cloud(canvas, cloud3_center_x, cloud3_center_y) cloud4_center_x = scene_left + 130 cloud4_center_y = scene_bottom - 370 draw_cloud(canvas, cloud4_center_x, cloud4_center_y) cloud5_center_x = scene_left + 170 cloud5_center_y = scene_bottom - 370 draw_cloud(canvas, cloud5_center_x, cloud5_center_y) cloud6_center_x = scene_left + 150 cloud6_center_y = scene_bottom - 400 draw_cloud(canvas, cloud6_center_x, cloud6_center_y) cloud7_center_x = scene_left + 275 cloud7_center_y = scene_bottom - 375 draw_cloud(canvas, cloud7_center_x, cloud7_center_y) cloud8_center_x = scene_left + 325 cloud8_center_y = scene_bottom - 400 draw_cloud(canvas, cloud8_center_x, cloud8_center_y) cloud9_center_x = scene_left + 325 cloud9_center_y = scene_bottom - 360 draw_cloud(canvas, cloud9_center_x, cloud9_center_y) cloud10_center_x = scene_left + 25 cloud10_center_y = scene_bottom - 350 draw_cloud(canvas, cloud10_center_x, cloud10_center_y) cloud11_center_x = scene_left + 75 cloud11_center_y = scene_bottom - 325 draw_cloud(canvas, cloud11_center_x, cloud11_center_y) # draw hills hill_x0 = -scene_width / 4 hill_x1 = 3*scene_width / 4 hill_y0 = scene_height / 2 hill_y1 = 3*scene_height / 2 draw_hill(canvas, hill_x0, hill_x1, hill_y0, hill_y1) hill_x0 = scene_width / 2 hill_x1 = 5*scene_width / 4 hill_y0 = 2*scene_height / 3 hill_y1 = 3*scene_height / 2 draw_hill(canvas, hill_x0, hill_x1, hill_y0, hill_y1) # draw trees tree_center = scene_left + 600 tree_top = scene_top + 100 tree_height = 275 draw_pine_tree(canvas, tree_center, tree_top, tree_height) tree_center = scene_left + 700 tree_top = scene_top + 100 tree_height = 300 draw_pine_tree(canvas, tree_center, tree_top, tree_height) tree_center = scene_left + 200 tree_top = scene_top + 100 tree_height = 200 draw_pine_tree(canvas, tree_center, tree_top, tree_height) # draw house house_center_x = scene_left + 275 house_center_y = scene_top + 250 house_height = 50 draw_house(canvas, house_center_x, house_center_y, house_height) # Define functions here def draw_sky(canvas, width, height): x0 = 0 x1 = width y0 = height y1 = 0 # Draw the sky. canvas.create_rectangle(x0, y0, x1, y1, fill="skyblue2") def draw_cloud(canvas, center_x, center_y): x0 = center_x - 40 x1 = center_x + 40 y0 = center_y - 25 y1 = center_y + 25 # Draw the cloud. canvas.create_oval(x0, y0, x1, y1, fill="aliceBlue", outline="aliceBlue") def draw_hill(canvas, x0, x1, y0, y1): # Draw the hill canvas.create_oval(x0, y0, x1, y1, fill="green4") def draw_pine_tree(canvas, peak_x, peak_y, height): trunk_width = height / 10 trunk_height = height / 8 trunk_left = peak_x - trunk_width / 2 trunk_right = peak_x + trunk_width / 2 trunk_bottom = peak_y + height skirt_width = height / 2 skirt_height = height - trunk_height skirt_left = peak_x - skirt_width / 2 skirt_right = peak_x + skirt_width / 2 skirt_bottom = peak_y + skirt_height # Draw the trunk of the pine tree. canvas.create_rectangle(trunk_left, skirt_bottom, trunk_right, trunk_bottom, outline="gray20", width=1, fill="tan3") # Draw the crown (also called skirt) of the pine tree. canvas.create_polygon(peak_x, peak_y, skirt_right, skirt_bottom, skirt_left, skirt_bottom, outline="gray20", width=1, fill="dark green") def draw_house(canvas, center_x, center_y, height): # base x0 = center_x - 50 x1 = center_x + 50 y0 = center_y - 50 y1 = center_y + 50 canvas.create_rectangle(x0, y0, x1, y1, outline="gray20", fill="PaleVioletRed3") # roof x0 = center_x - 60 y0 = center_y - 40 x1 = center_x + 60 y1 = center_y - 40 x2 = center_x y2 = center_y - 100 canvas.create_polygon(x0, y0, x1, y1, x2, y2, outline="gray20", fill="IndianRed4") # windows x0 = center_x - 40 x1 = center_x - 10 y0 = center_y - 30 y1 = center_y canvas.create_rectangle(x0, y0, x1, y1, outline="black", fill="azure") x0 = center_x + 40 x1 = center_x + 10 y0 = center_y - 30 y1 = center_y canvas.create_rectangle(x0, y0, x1, y1, outline="black", fill="azure") # door x0 = center_x - 15 x1 = center_x + 15 y0 = center_y + 50 y1 = center_y + 5 canvas.create_rectangle(x0, y0, x1, y1, outline="black", fill="gray20") # Call the main function so that # this program will start executing. main()
''' Checkpoint 1 - heart_rate.py Abi Priebe 4/22/21 ''' ''' When you physically exercise to strengthen your heart, you should maintain your heart rate within a range for at least 20 minutes. To find that range, subtract your age from 220. This difference is your maximum heart rate per minute. Your heart simply will not beat faster than this maximum (220 - age). When exercising to strengthen your heart, you should keep your heart rate between 65% and 85% of your heart's maximum. ''' age = int(input("Please enter your age: ")) max = 220 - age low = max * 0.65 high = max * 0.85 print(f"When you exercise to strengthen your heart, you should keep your heart rate between {low} and {high} beats per minute.")
#!/usr/bin/python from sys import stdin from keyword import iskeyword if __name__ == "__main__": n = input() n_list = list(n) n_sum = 0 finished = False for i in n_list: n_sum += int(i) if n_sum % 3 == 0: finished = True print(0) else: sum_remain = n_sum % 3 # print('sum_remain:', sum_remain) for i in range(0, len(n_list)): for j in range(0, len(n_list)-i): # digit for k in range(0, len(n_list)): # start point tmp = 0 for l in range(0, j): # print(i, j, k, l) tmp += int(n_list[k+l]) # print('tmp', tmp) if int(tmp) % 3 == sum_remain: print(j) finished = True if finished: break if finished: break if finished: break if finished == False: print(-1)
#!/usr/bin/env python # coding: utf-8 # In[19]: import pandas as pd import numpy as np df=pd.read_csv('bankdata.csv') # In[20]: df.drop('Unnamed: 0',axis=1,inplace=True) # In[21]: X=df.drop('default',axis=1) # In[22]: y=df['default'] # In[23]: from sklearn.linear_model import LogisticRegression lr=LogisticRegression(max_iter=1000) lr.fit(X,y) # In[24]: # it help to get predicted value of hosue by providing features value def predict_risk(age,ed,employ,address,income,debtinc,creddebt,othdebt): x =np.zeros(len(X.columns)) x[0]=age x[1]=ed x[2]=employ x[3]=address x[4]=income x[5]=debtinc x[6]=creddebt x[7]=othdebt return lr.predict([x])[0] # In[27]: print(predict_risk(age=27,ed=1,employ=10,address=6,income=31,debtinc=17.3,creddebt=1.362202,othdebt=4.000798)) # In[ ]:
import tkinter from tkinter import * from tkinter import messagebox root=tkinter.Tk() def btn_is_clicked(): messagebox.showwarning("Warning", "This is info window") root.geometry('400x500') Button( root, text='Click here',bg='#000000', fg='#ffffff',width=20,height=2, command=btn_is_clicked).pack() root.mainloop()
# READING FROM FILE employee_file = open("employees.txt", "r") # opens file read mode print(employee_file.readable()) # checks file is readable #print(employee_file.read()) # reads entire file to screen #print(employee_file.readline()) # can be used multiple times to read next line in file #print(employee_file.readlines()) # reads each line into a list print(employee_file.readlines()[1]) # reads into a list and displays item at position 1 in the list #employee_file.close() # closes file for employee in employee_file.readlines(): print(employee) employee_file.close() # WRITING AND APPENDING TO FILE employee_file = open("employees.txt", "a") # opens file append mode employee_file.write( "Toby - HR") # in append mode will append this onto the end of the last line, not after the last line employee_file.write( "\nToby - HR") # in append mode will add a newline char to the end of the last line, then write a new line employee_file = open("employees.txt", "w") # opens file write mode employee_file.write("Toby - HR") # in write mode, this will overwrite the file entirely employee_file.close()
import os """os.walk returns the root folder you want to check use in a for loop returns 3 values; name of folder, its subfolders as a list and list of files in folder""" for folderName, subfolders, filenames in os.walk('/Users/kj/Desktop/Certificates/Automate the Boring Stuff'): print('The folder is ' + folderName) print('The subfolders in ' + folderName + ' are: ' + str(subfolders)) print('The filenames in ' + folderName + ' are: ' + str(filenames)) print() """Now we can do stuff to all this""" for subfolder in subfolders: if 'fish' in subfolder: os.rmdir(subfolder) for file in filenames: if file.endswith('.py'): continue # can have it do something here like shutil.copy()
# import pretty print to make nicer output import pprint # We want to count the number of characters in a string message = 'It was a bright cold day in April, and the clocks were striking thirteen.' # make a dictionary count = {} # We loop over the characters in the string for character in message.upper(): # initialize each char in the dictionary with 0 using setdefault method count.setdefault(character, 0) # increment the occurence found count[character] += 1 pprint.pprint(count)
row=0 while row<5: c=0 while c<=row: print("*",end=" ") c=c+1 print() row=row+1
num=int(input("enter the num")) num1=int(input("enter the num")) if num>num1: a=num else: a=num1 while True: if a%num==0 and a%num1==0: print(a) break a=a+1
total = 0 number_items = int(input("Number of items:")) while number_items < 0: print("Invalid number of items!") number_items = int(input("Number of items:")) for i in range(number_items): price = float(input("enter price of items:")) total += price if total > 100: total *= 0.9 print("Total price for", number_items, "items is:${:.2f}".format(total))
"""Class that contains information on each piece of weather data""" class WeatherData: def __init__(self, wban, year_month_day, t_max, t_min, t_avg, station, location): self.wban = wban self.year_month_day = year_month_day self.t_max = t_max self.t_min = t_min self.t_avg = t_avg self.station = station self.location = location
# 15-112: Principles of Programming and Computer Science # Project: AI based Ludo # Name : Swapnendu Sanyal # AndrewID : swapnens # File Created: November 6, 2017 # Modification History: # Start End # 27/10 14:30 27/10 20:00 # 30/10 21:05 19/10 22:08 ########################## IMPORTING AND INITIALIZING ALL THE LIBRARIES ############################### import pygame pygame.init() import time import random import chalk_path import os import copy ####################################################################################################### ############################## CONSTANTS ############################################################## DISPLAY_HEIGHT = 750 # to set the screnn size DISPLAY_WIDTH = 700 #setting the color constants RED = (255,0,0) GREEN = (0,255,0) BLUE = (0,0,255) YELLOW = (255,255,0) WHITE = (255,255,255) BLACK = (0,0,0) #size of each square in ludo SQUARE_SIZE = 705/15 #side of the image by number of boxes COIN_RADIUS = SQUARE_SIZE/3 # the size of each coin gameDisplay = pygame.display.set_mode((DISPLAY_WIDTH,DISPLAY_HEIGHT)) # creating the game window pygame.display.set_caption('LUDO - Main Menu') #setting the caption image = pygame.image.load('ludo.jpg') pygame.display.set_icon(image) #setting the icon of the game clock = pygame.time.Clock() # creating an object of the class Clock FPS = 7 # FPS means frames per second no_of_six = 0 # this is to stop players getting more that 2 sixes in a single turn no_of_tries = 0 # this is to prevent the player from hindering the game by making invalid moves # creating different font styles medfont = pygame.font.SysFont("comicsansms",50) smallfont = pygame.font.SysFont("comicsansms", 40) PATH = chalk_path.PATH(SQUARE_SIZE) #this stores the location of each block in the game # this is store the location of each home squares foer each color RED_HOME = [(PATH[4][0],PATH[10][1]),(PATH[4][0],PATH[8][1]),(PATH[3][0],PATH[9][1]),(PATH[5][0],PATH[9][1])] BLUE_HOME = [(PATH[23][0],PATH[18][1]),(PATH[23][0],PATH[16][1]),(PATH[22][0],PATH[17][1]),(PATH[24][0],PATH[17][1])] YELLOW_HOME = [(PATH[23][0],PATH[35][1]),(PATH[23][0],PATH[37][1]),(PATH[22][0],PATH[36][1]),(PATH[24][0],PATH[36][1])] GREEN_HOME = [(PATH[4][0],PATH[43][1]),(PATH[4][0],PATH[41][1]),(PATH[3][0],PATH[42][1]),(PATH[5][0],PATH[42][1])] for i in range(1,len(PATH)): # this is to bring the coins to the centre of the squares PATH[i] = (PATH[i][0] + SQUARE_SIZE/2 , PATH[i][1] + SQUARE_SIZE/2) spritesheet = [] # to store the images of dice for i in range(1,7): #this loads the sprites spritesheet.append(pygame.image.load('dice (' + str(i)+').png')) print 'done loading' ####################################################################################################### def roll(i=0): #rolling the dice global no_of_six if no_of_six < 3: #only allows 2 conecutive sixes options = [1,2,3,4,5,6] else: #if 2 sixes, then choose from all but 6 options = [1,2,3,4,5] dice = random.choice(options) if dice==6: no_of_six += 1 else: no_of_six = 0 while i <12: #animation screen - here the dice rolls pygame.draw.rect(gameDisplay,BLACK,(300,0,DISPLAY_WIDTH-300,50)) temp = random.choice(options) gameDisplay.blit(spritesheet[temp-1],(300 + (i%6)*45,0)) message_to_screen(color = WHITE, msg = str(temp), where_text = (DISPLAY_WIDTH-100,22) ) i += 1 clock.tick(4*FPS) pygame.display.update() #now it displays the actual dice and the number on the screen pygame.draw.rect(gameDisplay,BLACK,(500,0,DISPLAY_WIDTH-500,50)) gameDisplay.blit(spritesheet[dice-1],(500,0)) message_to_screen(color = WHITE, msg = str(dice), where_text = (DISPLAY_WIDTH-100,22) ) return dice # this brings back the coins back to the original position # this function also calls the intro screen # this function accepts which players are playing from the user and stores it in a list def game_initialize(gameDisplay): #intro(gameDisplay) position = {'red':[None],'blue':[None],'yellow':[None],'green':[None]} #RED COINS for i in RED_HOME: position['red'].append(i) #BLUE COINS for i in BLUE_HOME: position['blue'].append(i) #YELLOW COINS for i in YELLOW_HOME: position['yellow'].append(i) #GREEN COINS for i in GREEN_HOME: position['green'].append(i) AI_list = intro(gameDisplay) gameDisplay.fill(BLACK) #crear the screen for the actual game return (PATH,position,AI_list) # this function takes care of the intro screen def intro(gameDisplay): intro_end = False AI_list = [] temp = [] #temp = ['yellow'] #Basic instructions to be displayed to the sceen while not intro_end: gameDisplay.fill(BLACK) message_to_screen(WHITE,msg = "Press P to play.",where_text = (350,700)) message_to_screen(WHITE,msg = "You can choose multiple players.",where_text = (350,170),small = True) message_to_screen(WHITE,msg = "Just press multiple keys.",where_text = (350,240),small = True) message_to_screen(WHITE,msg = "Press I for instructions.",where_text = (350,100)) # the if conditions are to show the affects of pressing a key if 'red' not in temp: message_to_screen(RED,msg = "Press R to play as Red",where_text = (350,300)) if "blue" not in temp : message_to_screen(BLUE,msg = "Press B to play as Blue",where_text = (350,400)) if "green" not in temp : message_to_screen(GREEN,msg = "Press G to play as Green",where_text = (350,500)) message_to_screen(YELLOW,msg = "Yellow is a player.",where_text = (350,600)) for event in pygame.event.get(): if event.type == pygame.QUIT: #Quit option pygame.quit() exit() # this is to accept user input nd work accordingly if event.type == pygame.KEYDOWN: if event.key == pygame.K_p: intro_end = True if event.key == pygame.K_r and 'red' not in temp: temp.append('red') if event.key == pygame.K_g and 'green' not in temp: temp.append('green') if event.key == pygame.K_b and 'blue' not in temp: temp.append('blue') if event.key == pygame.K_i: os.system("Notepad.exe rules.txt") #to open the file in notepad pygame.display.update() clock.tick(FPS) #this controls the frame rate of the screen #the loop is to invert the player list into a list of players to be controlled by AI for i in ['blue','green','red','yellow']: if i not in temp: AI_list.append(i) return AI_list # this function draws the coins on the board at given locations and given colors def drawcoins(position,PATH): #to draw coints on the board for i in position: if i == 'red': color = RED elif i == 'blue': color = BLUE elif i == 'green': color = GREEN else: color = YELLOW for j in position[i]: if j != None and j not in [PATH[58],PATH[64],PATH[70],PATH[76]]: pygame.draw.circle(gameDisplay,BLACK,j,COIN_RADIUS,5) #above one gives a black border #next one fills it with color #this is because the color may match with hi=ome color when at home pygame.draw.circle(gameDisplay,color,j,COIN_RADIUS - 5,0) #this function calculates the distance between two given points def distance(point1,point2): # to calculate distance between 2 points x1 = point1[0] x2 = point2[0] y1 = point1[1] y2 = point2[1] return (x1-x2)**2 + (y1-y2)**2 def detect_coin(click,position): #to detect which coin was selected coin_selected = [] for i in position: for j in range(1,len(position[i])):#using basic distance formula if (distance(click,position[i][j]) <= COIN_RADIUS**2): coin_selected.append((i,j)) return coin_selected def detect_square_number(PATH,coin): #this function detects the location as an integer for the selected coin for i in range(1,len(PATH)): if PATH[i] == coin: return i return False #returns false if the coin selected is not in path #this function checks if the move is valid #A move is invalid when a coin is blocking the path of the coin def is_valid_move(color,start,destination,position,PATH): for i in range(start+1,destination): #for each position from the starting point to the ending point excluding both for j in position: #for each color for k in position[j][1:]: #for each coin if k == PATH[i]: return False return True # returns true if the move is valid # this function is to capture other people's coins def capture(color,start,destination,position,PATH): for k in position[color][1:]: #you cannot capture your own coins if k == PATH[destination]: return position coin_captured = None #this is to make the if statement below to work for j in position: if j!=color: #again no suicu=ide allowed counter = 0 for k in position[j][1:]: counter += 1 # to record the coin number if k==PATH[destination]: coin_captured = (j,counter) #this coin is captured if coin_captured: # to select the apropriate home for the captured coin if coin_captured[0] == 'red': home = RED_HOME elif coin_captured[0] == 'yellow': home = YELLOW_HOME elif coin_captured[0] == "green": home = GREEN_HOME elif coin_captured[0] == "blue": home = BLUE_HOME for i in home: isEmpty = True for j in position[coin_captured[0]]: if i==j: isEmpty = False if isEmpty: #put it in the first location that is available position[coin_captured[0]][coin_captured[1]] = i return position #return the positions of the coins #this is to check if a coin is present at the destination of the current coin selected def is_coin_present(position,color,destination,coin_number): for j in position: is_present = False for k in position[j][1:]: if k == PATH[destination]: is_present = True if is_present : return (position,False) position[color][coin_number] = PATH[destination] #move the coin if the move is valid and then return the updated positions return (position,True) #this game is intelligent #this is a rule based AI #the strategy implemented is as follows: #if the player can win, make the move #if the player cannot win but can capture some coin, bon appetit #otherwise you can introduce a new coin into the board, please do so #if you can send one of the coins to its pocket then move it #otherwise randomly select a coin and move it def AI(color,position,PATH,move): print color,move counter_coins_pocket = 0 which_coins = [] #to determine which coins are on the board for i in range(1,5): for j in [58,64,70,76]: #home pocket numbers if position[color][i] == PATH[j]: counter_coins_pocket += 1 elif i not in which_coins: which_coins.append(i) #stores which coins are on the board #can I win? #if three coins are already in the pocket if counter_coins_pocket == 3: print "about to win" for j in [58,64,70,76]: if position[color][which_coins[0]] == PATH[j-move]: position[color][which_coins[0]] = PATH[j] return position,1,True # Can I capture? temp = position.copy() #to make a temporary copy of the positions for i in which_coins: if position[color][i] in PATH: temp_position = copy.copy(position) # to make a temporary copy of the positions temp_position , move , move_made = coin_move(temp_position,[(color,i)],move,PATH,check_roll = False) #make the move for j in temp_position: # to check if any coin was captured in this attempt if j!=color and temp_position[j]!=position[j]: print 'capture' return temp_position,roll(),move_made position = temp #bringing the position back to its initial state # can I introduce a new coin? if move == 6: for coin_number in which_coins: print coin_number if position[color][coin_number] not in PATH: if color == 'red': position, move_made = is_coin_present(position,color,2,coin_number) elif color == 'blue': position, move_made = is_coin_present(position,color,15,coin_number) elif color == 'green': position, move_made = is_coin_present(position,color,41,coin_number) else: position, move_made = is_coin_present(position,color,28,coin_number) if move_made: return position,roll(),move_made move_made = False no_of_trials = 0 temp = [] for i in which_coins: if position[color][i] in PATH: #only the coins that are on the board temp.append(i) which_coins = temp temp = position.copy() for i in which_coins: for j in [58,64,70,76]: temp_position = copy.copy(position) if position[color][i] == PATH[j-move]: _ ,_ , move_made = coin_move(temp_position,[(color,i)],move,PATH,check_roll = False) if move_made: return temp_position, roll(), move_made position = temp while not move_made and no_of_trials <10 and which_coins: #select a random coin and move it temp_position = copy.copy(position) temp_position , _ , move_made = coin_move(temp_position,[(color,random.choice(which_coins))],move,PATH,check_roll = False) no_of_trials += 1 if move_made: print "random move made" return temp_position, roll(), move_made print "turn passed" position = temp return position,roll(),True #skip turn if nothing is possible #this is the function that makes the coins to move def coin_move(position,coin_selected,move,PATH, check_roll = True): color = coin_selected[0][0] coin_number = coin_selected[0][1] move_made = True did_coin_start = detect_square_number(PATH,position[color][coin_number]) #to start the coin movement if not did_coin_start: if move == 6: if color == 'red': position, move_made = is_coin_present(position,color,2,coin_number) elif color == 'blue': position, move_made = is_coin_present(position,color,15,coin_number) elif color == 'green': position, move_made = is_coin_present(position,color,41,coin_number) else: position, move_made = is_coin_present(position,color,28,coin_number) else: # if the coin is on the board # the path modifications to reach home if color == 'blue' and 8<=did_coin_start<=13 and did_coin_start + move >13: change = move - (13 - did_coin_start) if is_valid_move(color,did_coin_start,13,position,PATH): position['blue'][coin_number] = PATH[58+change] else: move_made = False elif color == 'green' and 34<=did_coin_start<=39 and did_coin_start + move >39: if is_valid_move(color,did_coin_start,39,position,PATH): change = move - (39 - did_coin_start) position['green'][coin_number] = PATH[70 +change] else: move_made = False elif color == 'yellow' and 21<=did_coin_start<=26 and did_coin_start + move >26: change = move - (26 - did_coin_start) if is_valid_move(color,did_coin_start,26,position,PATH): position['yellow'][coin_number] = PATH[64+change] else: move_made = False #you cannot overshoot your pocket elif color == 'red' and did_coin_start>52 and did_coin_start + move > 58: move_made = False elif color == 'green' and did_coin_start>=71 and did_coin_start + move > 76: move_made = False elif color == 'blue' and did_coin_start>=59 and did_coin_start + move > 64: move_made = False elif color == 'yellow' and did_coin_start>=65 and did_coin_start + move > 76: move_made = False elif color in ['green','blue','yellow'] and 58>=did_coin_start + move>52: #to make the list circular move = did_coin_start+move-52 if is_valid_move(color,did_coin_start,53,position,PATH): if is_valid_move(color,1,move,position,PATH): print "True" position = capture(color,1,move,position,PATH) position[color][coin_number] = PATH[move] #if temp == position: #position[color][coin_number] = PATH[did_coin_start + move] else: move_made = False else: destination = (did_coin_start + move) temp = copy.copy(position) if is_valid_move(color,did_coin_start,destination,position,PATH): position = capture(color,did_coin_start,destination,position,PATH) if temp == position: position[color][coin_number] = PATH[did_coin_start + move] else: move_made = False if move_made and check_roll: print color,coin_number,move return position, roll(),move_made else: return position, move ,move_made # to check if any player won def did_win(gameDisplay,position,PATH): for i in position: coin_home = 0 for j in position[i][1:]: #to remove the first element which is None # I do not need to check for individual colors as I will call this function # after every move so that once 4 coins of any player is in home, the game ends. if i == 'red' and j == PATH[58]: coin_home +=1 elif i == 'yellow' and j == PATH[70]: coin_home += 1 elif i == 'green' and j == PATH[76]: coin_home += 1 elif i== 'blue' and j == PATH[64]: coin_home += 1 if coin_home == 4: gameDisplay.fill(BLACK) message_to_screen(color = WHITE, msg = "Player " + i + " won.",where_text = (350,350)) message_to_screen(color = WHITE, msg = "Wait for 10 seconds to restart.",where_text = (350,450),small = True) message_to_screen(color = RED, msg = "Please do NOT press exit button.",where_text = (350,550),small = True) print "Hurray" pygame.display.update() time.sleep(10) return i return -1 def message_to_screen(color,msg = 'PLAYER',where_text = (100,22),small = False): if not small :textSurface = medfont.render(msg, True, color) else: textSurface = smallfont.render(msg, True, color) textRect = textSurface.get_rect() textRect.center = where_text[0], where_text[1] gameDisplay.blit(textSurface, textRect) def playercontrol(player): if player == 'red': message_to_screen(color = GREEN) return 'green' elif player == 'green': message_to_screen(color = YELLOW) return 'yellow' elif player == 'blue': message_to_screen(color = RED ) return 'red' elif player == 'yellow': message_to_screen(color = BLUE) return 'blue' def gameloop(): gameOver = False gameExit = False global no_of_tries while not gameExit: #if gameOver == True: ##########come back later - replay options #pass for event in pygame.event.get(): if event.type == pygame.QUIT: gameOver = gameExit = True PATH, coin_position, AI_list = game_initialize(gameDisplay) player = 'red' #I start with red, always message_to_screen(color = RED ) move = roll(12) # the 12 is to stop the animation while not gameOver: gameDisplay.blit(image,(0,45)) for event in (pygame.event.get() + [1]): if event != 1 and event.type == pygame.QUIT: gameOver = gameExit = True elif event != 1 and event.type == pygame.KEYDOWN and event.key == pygame.K_RETURN: player = playercontrol(player) move = roll() elif (event != 1 and event.type == pygame.MOUSEBUTTONUP) or player in AI_list: is_AI_playing = player in AI_list if not is_AI_playing: coin_selected = detect_coin(pygame.mouse.get_pos(),coin_position) else: coin_selected = [[player]] if coin_selected and coin_selected[0][0] == player: player_change = True prev_move = move if not is_AI_playing: #make the move coin_position, move, move_made = coin_move(coin_position,coin_selected,move,PATH) else: coin_position, move, move_made = AI(player,coin_position,PATH,move) if did_win(gameDisplay,coin_position,PATH) != -1: gameOver = True if prev_move == 6: player_change = False #repeat turn if 6 else: player_change = move_made else: player_change = False if player_change or no_of_tries > 4: player = playercontrol(player) #change players move = roll() no_of_tries = 0 else : no_of_tries += 1 if not gameOver: drawcoins(coin_position,PATH) pygame.display.update() clock.tick(FPS) ############################# GAME EXIT ############################################################### gameloop() pygame.quit() exit() ################################ CITATIONS ############################################################
with open('input.txt', 'r') as f: data = f.read().split() def row_num(row): """ decodes first 7 chars and returns the row number using bisection search """ max_r = 127 min_r = 0 for char in row: if char == 'F': min_r = min_r max_r = (max_r + min_r) // 2 elif char == 'B': max_r = max_r min_r = ((max_r + min_r) // 2) + 1 return max_r def col_num(col): """ deodes column number using bisection search """ max_c = 7 min_c = 0 for char in col: if char == 'L': min_c = min_c max_c = (max_c + min_c) // 2 elif char == 'R': max_c = max_c min_c = ((max_c + min_c) // 2 ) + 1 return max_c def seat_id(row, col): """ returns the formula for calculating seat id """ return (row_num(row) * 8) + col_num(col) def maxSeatID(data): """ calculates all seat IDs and returns a list """ seat_ids = [] for item in data: seat_ids.append(seat_id(item[:7], item[7:])) return seat_ids def missingSeatID(data): """ leverages Set Subtraction to return the only missing seat between the full list and our calculated list """ seats = maxSeatID(data) min_id = min(seats) max_id = max(seats) check = list(range(min_id, max_id + 1)) return set(check) - set(seats) # part 1 print(max(maxSeatID(data))) # part 2 print(missingSeatID(data))
from collections import defaultdict from queue import PriorityQueue import math class Node: def __init__(self, data): self.data = data self.visited = False def __repr__(self): return f'Node({self.data})' def __lt__(self, other): return self.data < other.data def __eq__(self, other): return self.data == other.data def __hash__(self): return hash(repr(self)) class Edge: def __init__(self, v: Node, weight: int): self.v = v self.weight = weight def __repr__(self): return f'Edge({repr(self.v)}, {self.weight})' def __lt__(self, other): return self.weight < other.weight def __eq__(self, other): return self.weight == other.weight def __hash__(self): return hash(repr(self)) class Graph: def __init__(self, edges: list): self.edges = edges self.graph = defaultdict(list) for u, v, w in self.edges: self.graph[Node(u)] self.graph[Node(v)] for _ in self.edges: source, dest, weight = _ source = Node(source) dest = Node(dest) edge = Edge(dest, weight) if edge in self.graph[source]: continue self.graph[source].append(edge) def dfs(self, s: Node): print(f'Source: {s}') self.source = s self.reachable = defaultdict(list) stack = [] stack.append(self.source) self.source.visited = True while stack: u = stack.pop() print(f'Popped: {u}') for adjacent in self.graph[u]: v, v_weight = adjacent.v, adjacent.weight if not v.visited: print(v, v_weight) v.visited = True stack.append(v) if v in self.reachable[u]: continue self.reachable[u].append(v) self.__connected() def bfs(self, s: Node): print(f'Source: {s}') self.source = s self.reachable = defaultdict(list) queue = PriorityQueue() queue.put(self.source) self.source.visited = True while queue.qsize(): u = queue.get() print(f'Dequeued: {u}') for adjacent in self.graph[u]: v, v_weight = adjacent.v, adjacent.weight if not v.visited: print(v, v_weight) v.visited = True queue.put(v) if v in self.reachable[u]: continue self.reachable[u].append(v) self.__connected() def dijsktra(self, s: Node): print(f'Source: {s}') self.source = s self.dist = {k: math.inf for k in self.graph.keys()} self.dist[source] = 0 self.previous = {} queue = PriorityQueue() queue.put(self.source) self.source.visited = True while queue.qsize(): u = queue.get() # print(f'Dequeued: {u}') for adjacent in self.graph[u]: v, v_weight = adjacent.v, adjacent.weight if not v.visited: v.visited = True queue.put(v) alt = self.dist[u] + v_weight if alt < self.dist[v]: self.dist[v] = alt self.previous[v] = u def __connected(self): for k, v in self.reachable.items(): print(f'{k}, {v}') def is_reachable(self): pass def helper(self, node: Node): try: # print(self.distances[node]) # path.insert(0, self.previous[node]) print(self.previous[node], self.dist[node]) self.helper(self.previous[node]) except Exception as e: pass def print_path(self, destination: Node): print(f'To: {destination}, cost: {self.dist[destination]}') self.helper(destination) def print_costs(self): for k, v in self.dist.items(): print(repr(k), v) @property def nodes(self): return self.graph.keys() if __name__ == '__main__': # edges = [(1,2,100),(1,3,4),(3,4,10),(4,5,20),(4,6,2),(2,3,2)] # edges = [(1, 3, 4), (1, 2, 100), (3, 4, 10), (4, 5, 20), (4, 6, 2), (10, None, 0)] # edges = [(1, 3, 4), (1, 2, 100), (3, 4, 10), (4, 5, 20), (4, 6, 2), (2, 3, 2), (3,5,2)] edges = [ ('a', 'b', 15), ('a', 'c', 13), ('a', 'd', 5), ('b', 'h', 12), ('c', 'b', 2), ('c', 'f', 6), ('c', 'd', 18), ('d', 'e', 4), ('d', 'i', 99), ('e', 'c', 3), ('e', 'f', 1), ('e', 'g', 9), ('e', 'i', 14), ('f', 'b', 8), ('f', 'h', 17), ('g', 'f', 16), ('g', 'h', 7), ('g', 'i', 10) ] source = Node('a') graph = Graph(edges) # graph.dfs(source) # graph.bfs(source) graph.dijsktra(source) # graph.print_path(Node('f')) # graph.print_path(Node('b')) # graph.print_path(Node('g')) for _ in graph.nodes: graph.print_path(_) print('') print('')
class ListNode: def __init__(self, val=0, next=None): self.val = val self.next = next class ReverseInK: def reverseKGroup(self, head: ListNode, k: int) -> ListNode: if not head or not head.next or k == 1: return head dummy = ListNode() dummy.next = head begin = dummy # which is prev i = 0 while head: i += 1 if i % k == 0: begin = self.reverse(begin, head.next) head = begin.next else: head = head.next return dummy.next def reverse(self, begin: ListNode, end: ListNode) -> ListNode: curr = begin.next prev = begin first = curr curr_next = None while curr != end: curr_next = curr.next curr.next = prev prev = curr curr = curr_next begin.next = prev # prev is the new head after reversing, in the first run, this links dummy to the reversed head first.next = curr # curr is at end after reversing, first was the first node but is now the last node after reversing # connect the last node to the end return first # first is the last node, thus returning it would be the new prev (begin)
from typing import List class NextPermutation: def nextPermutation(self, nums: List[int]) -> None: """ Do not return anything, modify nums in-place instead """ i = len(nums) - 2 while i >= 0 and nums[i + 1] <= nums[i]: # find first decreasing element from the end i -= 1 if i >= 0: # if that first decreasing element is found, j = len(nums) - 1 while j >= 0 and nums[j] <= nums[i]: # find the element that is just larger that that element j -= 1 self.swap(nums, i, j) # swap those two elements self.reverse(nums, i + 1) # reverse the list after the first found element; # if the first decreasing element is not found (ex: 4321), then still reverse at 0th index. def reverse(self, nums: List[int], start: int) -> None: i = start j = len(nums) - 1 while i < j: self.swap(nums, i, j) i += 1 j -= 1 def swap(self, nums: List[int], i: int, j: int) -> None: temp = nums[i] nums[i] = nums[j] nums[j] = temp
import heapq from typing import List class KClosestPointsToOrigin: # We keep a min heap of size K. # For each item, we insert an item to our heap. # If inserting an item makes heap size larger than k, then we immediately pop an item after inserting (heappushpop). # Runtime: # Inserting an item to a heap of size k take O(logK) time. # And we do this for each item points. # So runtime is O(N * logK) where N is the length of points. # Space: O(K) for our heap. def kClosest(self, points: List[List[int]], K: int) -> List[List[int]]: heap = [] for x, y in points: dist = -(x * x + y * y) # default is min heap, so use negative to create max heap if len(heap) == K: heapq.heappushpop(heap, (dist, x, y)) else: heapq.heappush(heap, (dist, x, y)) return [(x, y) for (dist, x, y) in heap]
class LRUCache: def __init__(self, capacity: int): self.size = capacity self.cache = {} self.next = {} self.before = {} self.head, self.tail = '#', '$' self.connect(self.head, self.tail) def connect(self, a, b): self.next[a], self.before[b] = b, a def delete(self, key): self.connect(self.before[key], self.next[key]) del self.before[key], self.next[key], self.cache[key] # delete the before pointer to key and next pointer to key by deleting the key-value pair in before dict and next dict; def append(self, key, val): self.cache[key] = val self.connect(self.before[self.tail], key) # append to the end self.connect(key, self.tail) # order of the argument matters if len(self.cache) > self.size: self.delete(self.next[self.head]) # delete the lru at the front def get(self, key: int) -> int: if key not in self.cache: return -1 val = self.cache[key] # get the value self.delete(key) # delete the previous encounter self.append(key, val) # add it back return val def put(self, key: int, value: int) -> None: if key in self.cache: self.delete(key) self.append(key, value)
class LongestPalindrome: def longestPalindrome(self, s: str) -> str: res = "" for i in range(len(s)): # odd case, like "aba" temp = self.helper(s, i, i) if len(temp) > len(res): res = temp # even case, like "abba" temp = self.helper(s, i, i + 1) if len(temp) > len(res): res = temp return res # get the longest palindrome, l, r are the middle indexes # from inner to outer def helper(self, s: str, l: int, r: int) -> str: while l >= 0 and r < len(s) and s[l] == s[r]: l -= 1 # move leftward from the left r += 1 #move rightward from the right return s[l+1:r] # return what is before the end of the while loop on both the left and right sides
from typing import List class MergeSortedArray: def merge(self, nums1: List[int], m: int, nums2: List[int], n: int) -> None: """ Do not return anything, modify nums1 in-place instead """ p1 = m - 1 p2 = n - 1 p = m + n - 1 while p1 >= 0 and p2 >= 0: if nums1[p1] <= nums2[p2]: nums1[p] = nums2[p2] # put the larger number towards the back p2 -= 1 else: nums1[p] = nums1[p1] p1 -= 1 p -= 1 # add the missing elements from nums2 # if nums2 exhausts first, then p2 would equal to -1, and nums2[:-1 + 1] == nums2[:0], which means nums1[:0] = [] (empty list), which does nothing nums1[:p2 + 1] = nums2[:p2 + 1]
# The user enters 10 numbers. # Numbers displayed - odd numbers list = [] for number in range(10): number = int(input('Proszę o podanie cyfry:')) number = round(number) if number % 2 != 0: list.append(number) print(f'Odd numbers: {list}.')
#Celsjusz → Fahrenheit. The program is done in a loop from 0 to 200 Fahrenheit, every 20. #C = 5/9 * (F - 32) # formula Celsius → Fahrenheit #Write a solution using while / for. print('.' * 84) for c in range(0, 200, 20): cz = 5 / 9 * (c - 31) print(f'Temperature in degrees Fahrenheit: {c} | Temperature in degrees Celsius: {round(cz, 2)}') fahr = 0 print('.' * 84) while fahr <= 200: cel = C = 5/9 * (fahr - 32) print(f'Temperature in degrees Fahrenheit: {fahr} | Temperature in degrees Celsius: {round(cel, 2)}') fahr = fahr + 20
# Create a list. # The list has dictionary values without duplicates. days = {'Jan': 31, 'Feb': 28, 'Mar': 31, 'Apr': 30, 'May': 31, 'Jun': 30, 'Jul': 31, 'Aug': 31, 'Sept': 30} daysList = days.values() daysList = list(daysList) for k in daysList: daysList.remove(k) print(daysList)
# Create a multiplication table as a nested list 10 x 10 list. Table has row x column multiplication results. width = 50 print('-' * width) for k in range(1,11): for m in range(1,11): print(f'{k * m:^4}', end='|') print() print('-' * width)
# The program asks the user for 4 digits # then returns the sum of the numbers print("------------------ SUM OF NUMBERS ------------------") a, b, c, d = input('Enter 4 digits (separated by spaces): ').split(" ") print(f'Numbers entered: {a}, {b}, {c}, {d}') firstNumber = int(a) secondNumber = int(b) thirdNumber = int(c) fourthNumber = int(d) total = firstNumber + secondNumber + thirdNumber + fourthNumber print(f'Sum of numbers - {total}.')
# Make an integer tuple. # The user gives any number. # If the number is in the program, the program will display the index.. tuple = (1, 2, 3, 4, 5, 6, 7) number = int(input('Enter the number: ')) if number in tuple: print(f'Digit index: tuple.index(l)')
""" Advantages of Functional programming: - Modularity: Writing functionally forces a certain degree of separation in solving your problems and eases reuse in other contexts. - Brevity: Functional programming is often less verbose than other paradigms. - Concurrency: Purely functional functions are thread-safe and can run concurrently. While it is not yet the case in Python, some functional languages do this automatically, which can be a big help if you ever need to scale your application. - Testability: It is a simple matter to test a functional program, in that, all you need is a set of inputs and an expected set of outputs. They are idempotent. See https://github.com/Joseph-H/some-py/blob/master/functional_demo.py and https://github.com/Joseph-H/some-py/blob/master/itertools_demo.py """ def butlast(mylist): """Like butlast in Lisp; returns the list without the last element.""" return mylist[:-1] # This returns a copy of mylist def remove_last_item(mylist): """Removes the last item from a list""" mylist.pop(-1) # This modifies mylist list = ['A', 'B', 'C'] # This function returns the modified copy of the list new_list = butlast(list) # Printing the modified copy returned by the function print(new_list) print(list) # The original list is not modified # This function modifies the list passed to it remove_last_item(list) # Printing the list after it is modified print(list)
def selection_sort(arr): for i in range(len(arr)): max = 0 for j in range(len(arr)-i): if arr[j] > arr[max]: max = j tmp = arr[len(arr)-1-i] arr[len(arr)-1-i] = arr[max] arr[max] = tmp return arr
def bubble_sort(arr): count = 0 for i in range(len(arr)-1): for j in range(len(arr)- i - 1): count += 1 if arr[j] > arr[j+1]: tmp = arr[j+1] arr[j+1] = arr[j] arr[j] = tmp return arr, count def short_bubble_sort(arr): count = 0 for i in range(len(arr)-1): change = False for j in range(len(arr) - i - 1): count += 1 if arr[j] > arr[j+1]: change = True tmp = arr[j+1] arr[j+1] = arr[j] arr[j] = tmp if change == False: return arr, count return arr, count # test = [2,3,4,5,1] # print bubble_sort(list(test)) # print short_bubble_sort(list(test))
def justify(words, K): begin = 0 res = "" while begin < len(words): end = begin + 1 count = len(words[begin]) while end < len(words): if count + len(words[end]) + 1 > K: break count += len(words[end]) + 1 end += 1 if end == len(words): res += words[begin] for index in range(begin+1, end): res += f" {words[index]}" for space in range(K-count): res += " " else: spaces_to_add = K - count num_between = end - begin - 1 spaces_between = (spaces_to_add // num_between) if num_between > 0 else 0 extra = spaces_to_add - (num_between * spaces_between) res += words[begin] for index in range(begin+1, end): res += " " * (spaces_between + (1 if extra > 0 else 0)) extra -= 1 res += f" {words[index]}" res += "\n" begin = end return res print(justify(["a", "large", "fat", "stupid", "dog", "accidentally", "tripped", "over", "the", "skinny", "cat"], 20))
import math # Also return closest if not found def binary_search(arr, val, begin=None, end=None): if begin is None: begin = 0 if end is None: end = len(arr) - 1 if begin >= end: return end mid = math.ceil((end - begin) / 2) + begin print(begin, mid, end) if arr[mid] == val: return mid elif arr[mid] > val: return binary_search(arr, val, begin, mid-1) else: return binary_search(arr, val, mid+1, end) test_case = [3,5,7,9,11,13] print(binary_search(test_case, 12))
#a problem I saw where you have a list of values and you want to figure out if a pair of numbers in that list equals a particular sum #Need a way to track the last move made and not to repeat that once I find a match def find_pairs(sum, listofnumbers): left = 0 right = len(listofnumbers) - 1 left_move = False pairs = [] while(left != right): if(listofnumbers[left] + listofnumbers[right] > sum): right-=1 left_move = False elif(listofnumbers[left] + listofnumbers[right] == sum): temp = listofnumbers[left],listofnumbers[right] pairs.append(list(temp)) if(left_move): right-=1 left_move = False else: left+=1 left_move = True else: left+=1 left_move = True return pairs checking = find_pairs(8, [-1,-1,0,0,1,2,3,4,4,5,7,7,8,8,8,9,9,9]) print(checking)
#coding:utf-8 def fence_Crypto(msg,priority="row"): ''' usage: fence_Crypto(msg[, priority]) ---> to encrypt or decrypt the msg with fence crypto args: msg: a plaintext which will be crypted or a ciphertext which will be decrypted priority: row priority or column priority,default is the former return: result: if msg is plaintext,it contains all of possible ciphertext. if msg is ciphertext,it contains all of possible plaintext ''' msg_len = len(msg) row_num = 1 result = [] if priority == "row": while row_num<=msg_len: temp = [msg[block_num::row_num] for block_num in xrange(row_num)] result.append("".join(temp)) row_num += 1 return result elif priority == "columns": pass else: print "parameter error!please help(fence_Crypto)"
import random play=("rock" , "paper" , "scissor" ) game=random.choice( play ) print(game) user= input(" enter rock , paper , or scissor " ) #while : if (game==user) : print ("tie") while (user!=game) : if (user=="rock") : if game=="paper" : print (" the computer wins the game " ) break else : print ("you have won the game" ) break if (user=="paper" ) : if (game=="rock") : print (" you won the game " ) break else : print ("computer won the game " ) break if ( user=="scissor") : if (game=="rock") : print ( "the computer won the game " ) break else : print ("you won the game " ) break
#!/usr/bin/env python from timer import Timer from collections import deque import matplotlib.pyplot as plt def test_list(timer, iterations): """Appends twice & pops form a list for the given number of iterations""" timer.start() a = list() for i in range(iterations): a.append(i) a.append(i) a.pop(0) return timer.end() def test_deque(timer, iterations): """Appends twice & pops form a deque for the given number of iterations""" timer.start() d = deque() for i in range(iterations): d.append(i) d.append(i) d.popleft() return timer.end() def main(): """Compares list and deque for a defined number of iterations""" timer = Timer() iterations = 100000 time_list = test_list(timer, iterations) print(u"\u279c Regular list: {}ms".format(time_list*1000)) time_deque = test_deque(timer, iterations) print(u"\u279c Deque: {}ms".format(time_deque*1000)) print(u"\u279c Deque is {} faster than regular list for {} iterations." .format(time_list/time_deque, iterations)) def main_with_plot(): """Generates a plot for altering iteration numbers.""" timer = Timer() max_iterations = 100000 iterations = [] list_durations = [] deque_durations = [] for i in range(0, max_iterations, 10000): print("Processing {}/{}...".format(i, max_iterations)) iterations.append(i) list_duration = test_list(timer, i) deque_duration = test_deque(timer, i) list_durations.append(list_duration) deque_durations.append(deque_duration) # Plotting figure, ax = plt.subplots(figsize=(14, 10), facecolor='w') ax.grid(True) ax.plot(iterations, list_durations, '-xb', label='list') ax.plot(iterations, deque_durations, '-xr', label='deque') ax.set_xlabel("Iterations") ax.set_ylabel("Time in seconds") ax.legend(loc='upper left') plt.show() if __name__ == '__main__': main() main_with_plot()
import pandas as pd import numpy def load_datagrid(data_as_csv): return pd.read_csv(data_as_csv) def sort_dataframe(smaller_dataframe: pd.DataFrame): #NOTE: Sorts the dataframe's values in ascending order based on all columns smaller_2darray = smaller_dataframe.to_numpy() # smaller_2darray = smaller_2darray[smaller_2darray[:,0].argsort()] smaller_2darray = smaller_2darray [ :, smaller_2darray[1].argsort()] columns = list(smaller_dataframe.columns) sorted_dataframe = smaller_dataframe.sort_values(by=columns, ascending=True) # Sort dataframe by all columns return sorted_dataframe def dissimilarity(dataframe:pd.DataFrame, row: int, column: int): smaller_dataframe = dataframe.iloc[0:row, 0:column] #NOTE: given col and row, get smaller 2d grid/ dataframe sorted_dataframe = sort_dataframe(smaller_dataframe=smaller_dataframe) #NOTE: use pandas to sort_values to sort contens by all columns return sorted_dataframe if(__name__ == '__main__'): this_dataframe = load_datagrid(data_as_csv="datagrid.csv") # print(this_dataframe) new_dataframe = dissimilarity(dataframe=this_dataframe, row=10, column=4) # print(new_dataframe) pass
class Node: def __init__(self,item): self.item = item self.proximo = None def __str__(self): return str(self.item) class Stack: def __init__(self): self.top = None self._tamanho = 0 def push(self, item): novo = Node(item) novo.proximo = self.top self._tamanho += 1 self.top = novo def pop(self): if self._tamanho == 0: raise IndexError('Pilha vazia.') else: item = self.top.item self.top = self.top.proximo self._tamanho -= 1 return item def peek(self): if self._tamanho > 0: return self.top.item raise IndexError('Pilha vazia.') def __len__ (self): return self._tamanho def __repr__ (self): r = '' auxiliar = self.top while auxiliar: r += str(auxiliar.item) + '\n' auxiliar = auxiliar.proximo return r #Permite usar a função print() para exibir a pilha def __str__(self): return self.__repr__()
#Pig latin by Nosa ... vowel = ['a', 'e', 'i', 'o', 'u', 'y'] total = [] worde = raw_input("Give me a word!").lower().strip() words = worde.split() for word in words: if not word.isalpha(): print(word + " is not a word") else: check = [1 if char in vowel else 0 for char in word] same = (set(check)) print 'This is the check', check, 'This is the same', same if check[0] == 1: total.append(word+'yay') elif len(same) == 1 and same[0] == 0: total.append(word+'ay') else: argot = ''+word[0] for value in range(1, len(check)): if check[value] == check[value-1]: argot += word[value] else: answer = word[value:]+argot total.append(answer+'ay' if check[0] == 0 else answer+'yay') break print (" ".join(total))
day07回顾: 元组 tuple 元组的运算等于列表的运算 元组是不可变量的序列 字典 dict 可变的容器                        键-值对方式进行映射存储 空典的存储是无序容器                    添加/修改 字典的元素                                 字典[键] = 表达式返回值 删除 del 字典[键] 查看: 字典[键] 支持迭代访问 可迭代对象用处: for 语句 各种推导式: 列表,字典,集合 for x in 字典: print(x) # x绑定的键 v = 字典[x] 函数: len,max,min,sum,any,all 字典推导式: day08 笔记 集合 set 集合是可变的容器 集合内的数据对象都是唯一的(不能重复多次的) 集合是无序的存储结构,集合中的数据没有先后关系 集合内的元素必须是不可变对象 集合是可迭代对象 集合是相当于只有键没有值的字典(键则是集合的数据) 创建空的集合: set() 创建非空的集合的字面值: s = {1, 2, 3} 集合的构造函数: set() 创建一个空的集合(不能用{} 来创建空集合) set(iterable) 用可迭代对象创建一个新的集合 示例: s = set() s = {2,3,5,7} s = set("ABC") # s = {'A', 'B', 'C'} s = set("ABCCBA") # s = {'A', 'B', 'C'} s = set({1:"1", 2:'2', 5:'5'}) # s = {1, 2, 5} s = set(('ABC', '123', True)) s = {True, None, "ABC", (1, 2, 3)} python3 中不可变数据类型 bool, int, float, complex, str, tuple, frozenset,bytes(后面才学) None 可变数据类型 list, dict, set, bytearray(后面才学) 集合的运算: 交集& 并集| 补集- 对称补集^ 子集< 超集 > & 用于生成两个集合的交集 s1 = {1, 2, 3} s2 = {2, 3, 4} s1 & s2 # {2, 3} | 生成两个集合的并集 s1 = {1, 2, 3} s2 = {2, 3, 4} s1 | s2 # {1, 2, 3, 4} - 生成两个集合的补集 s1 = {1, 2, 3} s2 = {2, 3, 4} s1 - s2 # {1} # 生成属于s1, 但属于 s2的所元素的集合 ^ 生成两个集合的对称补集 s1 = {1, 2, 3} s2 = {2, 3, 4} s1 ^ s2 # {1, 4} > 判断一个集合是另一个集合的超集 < 判断一个集合是别一个集合的子集 s1 = {1, 2, 3} s2 = {2, 3} s1 > s2 # True s2 < s1 # True == != 集合相同/不同 s1 = {1, 2, 3} s2 = {3, 2, 1} s1 == s2 # True in / not in 运算 in 同列表和字典的in运算符规则相同,如果存在于集合中返回 True,否则返回False 示例: 2 in {1, 2, 3} # True 用于集合的函数 len(x) 返回集合的长度 max(x) 返回集合的最大值元素 min(x) 返回集合的最小值元素 sum(x) 返回集合中所有元素的和 any(x) 真值测试,规则与列表相同 all(x) 真值测试,规则与列表相同 集合是可迭代对象,可以用于for语句中 练习: 经理有: 曹操,刘备,孙权 技术员有: 曹操,孙权,张飞,关羽 用集合求: 1. 即是经理也是技术员的有谁? 2. 是经理,但不是技术人员的都有谁? 3. 是技术人员,但不是经理的都有谁? 4. 张飞是经理吗? 5. 身兼一职的人都有谁? 6. 经理和技术员共有几个人? 集合的方法: 详见: >>> help(set) 文档参见: python_base_docs_html/set.html 集合推导式: 是用可迭代对象创建集合的表达式 语法: {表达式 for 变量 in 可迭代对象 [if 真值表达式]} [] 部分代表可省略 示例: numbers = [1, 3, 5, 7, 9, 3, 4, 5, 6, 7] s = {x ** 2 for x in numbers if x % 2 == 1} print(s) 固定集合 frozenset 固定集合是不可变的,无序的,含有唯一元素的集合 作用: 固定集合可以作为字典的键,也可以作为集合的值 固定集合的构造函数 frozenset frozenset() 创建一个空的固定集合 frozenset(iterable) 用可迭代对象创建一个新的固定集合 示例: fz = frozenset() fz = frozenset("ABCAB") fz = frozenset([1, 2, 3, 4, 5]) 固定集合的运算: & 交集 | 并集 - 补集 ^ 对称补集 in / not in运算 > >= < <= == != (以上运算等同于集合的运算) 固定集合的方法: 相当于集合的全部方法去掉修改集合的方法 阶段总结: 数据类型: 不可变数据类型: bool, int, float, complex, str, tuple, frozenset,bytes(后面才学) 可变的数据类型: list, dict, set, bytearray(后面才学) 值: None, False, True, .... 运算符: + - * / // % ** < <= > >= == != is , is not in , not in not and or & | ^ ~ << >> +(正号) -(负号) 表达式: 100 100 + 200 max(1,2,3) # 函数调用也是表达式 条件表达式 x if x > y else y 全部的推导式: 列表,字典,集合推导式(只有三种) 语句: 表达式 语句: print("hello world!") '''这是字符串''' 赋值语句: a = 100 b = c = d = 200 x, y = 100, 200 列表[整数表达式] = 表达式 字典[键] = 表达式 if 语句 while语句 for 语句 break 语句 continue语句 pass 语句 del 语句 函数: len(x),max(x), min(x), sum(x), any(x),all(x) 构造函数: bool(x) int(x),float(x), complex(x),str(x) list(x), tuple(x),dict(x), set(x), frozenset(x) abs(x) round(x), pow(x,y,z=None) bin(x), oct(x), hex(x), chr(x), ord(x) range(start, stop, step) input(x), print(....) 函数 function 什么是函数 函数是可以重复执行的语句块,可以重复的调用 作用: 用于封装语句块,提高代码的重用性 定义用户级别的函数 def 语句 语法: def 函数名(形参列表): 语句块(代码块) 作用: 用语句块创建一个函数,并用函数名变量绑定这个函数 语法说明: 1. 函数名是变量,它用于绑定语句块 2. 函数有自己的名字空间,在函数外部不可以访问函数内部的变量,在函数内部可以访问函数外部的变量 (要让函数处理外部的数据需要用参数给函数传入一些数据) 3. 函数不需要传入参数时,形参列表可以为空 4. 语句部分不能为空,如果为空需要填充pass语句 示例见: def.py def2.py 函数调用 函数名(实际调用传递参数) 注: 实际调用传递参数 以后称为实参 说明: 函数调用是一个表达式 如果函数内部没有return语句,则函数执行完毕后返回None对象 练习: 写一个函数 myadd,此函数中的参数列表里有两个参数x,y 此函数的功能是打印x+y的和 def myadd(...): .... myadd(100, 200) # 300 myadd("ABC", '123') # ABC123 2. 写一个函数 print_even, 传入一个参数n代表终止整数 打印 2 4 6 8 ... n之间的所有偶数 函数定义如下: def print_even(n): ... 此处自己完成 测试调用: print_even(8) 2 4 6 8 return 语句: 语法: return [表达式] 注: []代表可以省略其中的内容 作用: 用于函数中结束当前函数的执行,返回到调用该函数的地方,同时返回一个对象的引用关系 return 语句说明: 1. return 语句后跟表达式可以省略,省略后相当于 return None 2. 如果函数内没有 return 语句,则函数执行完最后一条语句后返回None(相当于在最后加了一条return None语句) 示例见: return.py 练习: 写一个函数myadd2, 实现返回两个数的和: 如: def myadd(a, b): .... # 此处自己实现 #测试代码如下: a = int(input("请输入第一个数: ")) b = int(input("请输入第二个数: ")) print("您输入的两个数之和是: ", myadd(a, b)) 练习: 1. 写一个函数mymax, 实现返回两个数的最大值: 如: def mymax(a, b): ... print(mymax(100, 200)) # 200 print(mymax("ABCD", "ABC")) # ABCD 2. 写一个函数 input_number: def input_number(): ... 此函数用来获取用户输入的整数,当输入负数时结束输入. 将用户输入的数字以列表的形式返回,再用内建函数max,min,sum求出用户输入的最大值,最小值及和 L = input_number() print(L) # 打印列表中的数据 print("用户输入的最大数是:", max(L)) print("用户输入的最小数是:", min(L)) print("用户输入的这些数的和是:", sum(L)) 练习: 1. 编写函数fun,其功能是: 计算并返回下载多项式的值 Sn = 1 + 1/2 + 1/3 + 1/4 + .... + 1/n 函数如下: def fun(n): ... print(fun(3)) # 1.8333333333333 print(fun(10)) # ????????????? 2. 编写函数fun2,计算下列多项式的和 Sn = 1/(1*2) + 1/(2*3) + 1/(3*4) + ... + 1/n*(n+1) 的和 print(fun2(3)) # 0.75 print(fun2(1000)) 练习: 1. 写一个函数 get_chinese_char_count,此函数实现的功能是从一个给定的字符串中返回中文字符的个数 def get_chinese_char_count(x): ... s = input("请输入中英文混合的字符串:") # hello中国 print('您输入的中文的字符个数是:', get_chinese_char_count(s)) # 2 2. 写一个函数isprime(x) 判断x是否为素数,如果为素数,返回True,否则返回False 如: print(isprime(5)) # True print(isprime(6)) # False 3. 写一个函数prime_m2n(m, n) 返回从m开始,到n结束范围内的素数,返回这些素数的列表,并打印. 如: L = prime_m2n(10, 20) print(L) # [11, 13, 17, 19] 4. 写一个函数 primes(n) 返回指定范围内n(不包含n)的全部素数的列表,并打印这些列表 如: L = primes(10) print(L) # [2, 3, 5, 7] 1) 打印100以内全部素数的和 2) 打印200以内全部素数的和 5. 改写之前的学生信息管理程序,将其改为两个函数: def input_student(): ... def output_student(L): .... input_student用于从键盘读取学生数据,形成列表并返回列表 output_student(L) 用于将传和的列表L 打印成为表格 测试代码: L = input_student() print(L) output_student(L) # 打印表格
#先假设没有'a'这个字符 cnt = 0 s = input("请输入任意字符生成字符串") for c in s: if c == 'a': cnt += 1 print('a的个数是', cnt) print("此时c变量的值为", c)
# 2.给出一个数n,打印0+1+2+3+.....+n的值 # 说明:争取用函数来做 n = int(input('输入数字')) def mysum(n): y = 0 for x in range(n + 1): y += x return y print(mysum(n))
# 2. 输入一个字符串,把输入的字符串中的空格全部去掉. # 打印出处理后的字符串的长度和字符串内容 def huiwen(): s = input("请输入字符串: ") r = s.replace(' ', '#') print(r) print(r[::-1]) if r == r[::-1]: return True return False print(huiwen())
#方法1 d = {} list1 = ['a', 'b', 'c'] list2 = [1, 2, 3] for i in range(len(list2)): d[list1[i]] = list2[i] print(d) #引申思考 # list1 和 list2 不等长怎么办 #1 d = {} list1 = ['a', 'b', 'c'] list2 = [1, 2, 3] times = min(len(list1), len(liest2)) for i in range(times): d[list1[i]] = list2[i] #2 d = {} list1 = ['a', 'b', 'c'] list2 = [1, 2, 3] for i in range(len(list1)): if i < len(list2): d[list1[i]] = list2[i] else: d[list1[i]] = None
import time def alarm(h, m): while True: cur_time = time.localtime() # 得到本地时间 print("%02d:%02d:%02d" % cur_time[3:6], end='\r') time.sleep(1) # if h == cur_time[3] and m == cur_time[4]: if (h, m) == cur_time[3:5]: print("\n时间到....") return if __name__ == '__main__': hour = int(input("请输入定时的小时: ")) minute = int(input("请输入定时的分钟: ")) alarm(hour, minute)
# 4.思考题: #   有五个朋友在一起,第五位说他比第四位大2岁,第四个人说比第三个人大2岁....第一个人10岁 #   编写程序,算出第五个人几岁 def fn(n): if n == 1: return 10 return 2 + fn(n-1) print('第1个人的年龄是:', fn(1), '岁') print('第2个人的年龄是:', fn(2), '岁') print('第3个人的年龄是:', fn(3), '岁') print('第4个人的年龄是:', fn(4), '岁') print('第5个人的年龄是:', fn(5), '岁')
# 1.用生成器函数,生成质数,给出起始值begin和终止值stop,此生成器函数为 #   prime(begin, end) # 如果[x for x in prime(10, 20)] --> [11,13,17,19] # 练习使用yield # 方法1 # def isprime(n): # for x in range(2, n): # if n % x == 0: # return False # return True # def prime(begin, end): # for a in range(begin, end): # if isprime(a): # yield a # L = [x for x in prime(10, 20)] # print(L) def primet(begin, end): if begin < 1: raise ValueError("begin不允许小于1") for p in range(begin, end): for x in range(2, p): if p % x == 0: break else: yield p L = [x for x in primet(10, 20)] print(L)
# if.py # 输入一个数,判断这个数是奇数还是偶数,并打印出来 # x = int(input("请输入一个整数: ")) # if x % 2 == 1: # print(x, '是奇数') # else: # print(x, '是偶数') def Judge_the_odd_and_even(): x = int(input("请输入一个整数: ")) if x % 2 == 0: return '偶数' else: return '奇数' print(Judge_the_odd_and_even())
# 练习: # 1. 已知矩形的长边长6cm,短边长4cm,用表达式求周长和面积 # 并打印出来 # print("周长是:", (6 + 4) * 2, 'cm') # print("面积是:", 6 * 4, '平方厘米') x = 6 y = 4 print('c=',eval('(x+y)*2'),'cm') print('s=',eval('(x*y)'),'平方厘米')
# # global2.py # v = 100 # def fn(): # v = 200 # 不建议在global之前来创建局部变量 # print(v) # # global v # v = 300 # print(v) # fn() # print('v=', v) # 200 # static_method.py #1 class A: #@staticmethod def myadd(self,a,b): return a + b a = A() # 创建实例 print(a.myadd(100, 200)) # 300 # a = A() # 创建实例 print(a.myadd(300, 400)) # 700 #2 class A: #@staticmethod def myadd(a,b): return a + b print(A.myadd(100, 200)) # 300 print(a.myadd(300, 400)) # 700 a = A() # 创建实例 print(a.myadd(300, 400)) #报错 #TypeError: myadd() takes 2 positional #arguments but 3 were given
# 制作一个地图 map2048 = [[2, 0, 2, 4], [2, 2, 4, 4], [4, 8, 8, 2], [0, 8, 4, 2]] def _remove_zero(L): '''删除列表里的零''' try: while True: i = L.index(0) # index函数为在列表中寻找0,如果没有零则返回一个ValueError L.pop(i) except ValueError: pass def _left_shift(L): # 删除所有的零 _remove_zero(L) #  合并相邻的两个相同的元素将左侧的值做乘二操作,将右侧的值置零 for i in range(len(L) - 1): if L[i] == L[i+1]: L[i] *= 2 L[i+1] = 0 # 再次删除零 _remove_zero(L) while len(L) < 4: L.append(0) def test(): for i in map2048: _left_shift(i) print(i) if __name__ == "__main__": test()
from utils import read_from_file, write_to_file def naive_search(string: str, substring: str, case_insensitive: bool = False) -> list[int]: occurrences: list[int] = [] if case_insensitive: string, substring = map(str.lower, (string, substring)) for i in range(len(string) - len(substring) + 1): for j in range(len(substring)): if string[i + j] != substring[j]: break else: occurrences.append(i) return occurrences if __name__ == '__main__': text, query = read_from_file('files/file2.in') result = naive_search(text, query) print(result) write_to_file(result) # Regex implementation import re print([match.span()[0] for match in tuple(re.finditer(query, text))])
def isFirst_And_Last_Same(numberList): firstElement = numberList[0] lastElement = numberList[-1] if(firstElement == lastElement): return True else: return False numList = [10, 20, 30, 40, 10] print("The first and last number of a list is same") print("result is", isFirst_And_Last_Same(numList))
""" __echoes__ ~~~~~~~ Functions of typer.echo() and typer.secho() function FUNCTIONS ~~~~~~~ echo_file_not_found echo_file_created echo_file_exist echo_file_empty echo_file_found echo_file_error echo_file_valid echo_cmd_changed echo_cmd_added generate_path echo_fish """ import typer import os def echo_file_not_found(): typer.secho("FileNotFound: Please make sure " "that your file name is cmd.yaml", fg=typer.colors.RED, bold=True, err=True) def echo_file_created(): typer.secho("cmd.yaml created.", fg=typer.colors.CYAN, bold=True) def echo_file_exist(): typer.secho("'cmd.yaml' already exists.", fg=typer.colors.GREEN, bold=True) def echo_file_empty(): typer.secho("\t'cmd.yaml' is empty. Please " "enter any command into the file.", fg=typer.colors.YELLOW, bold=True) def echo_file_found(): typer.secho("\t'cmd.yaml' file found!\n", fg=typer.colors.GREEN, bold=True) def echo_file_error(e): typer.secho(f"\tERROR in file : \n{e}", fg=typer.colors.RED, bold=True) def echo_file_valid(): typer.secho("\t'cmd.yaml' is valid!", fg=typer.colors.GREEN, bold=True) def echo_cmd_changed(key): typer.secho("Command changed for name " f"'{key}' in cmd.yaml", fg=typer.colors.CYAN, bold=True) def echo_cmd_added(): typer.secho("Command added in cmd.yaml", fg=typer.colors.CYAN, bold=True) # Command specific Echoes def generate_path(): os.path.join(os.getcwd(), 'cmd.yaml').replace('\\\\', '\\') def echo_list_header(): typer.secho(f"\t=======PCMD=======\n" f"Path\t:{generate_path()}\n", fg=typer.colors.BLUE, bold=True) def echo_inspect_header(): typer.secho("PCMD Inspection : ", fg=typer.colors.BLUE, bold=True) # Info echoes def echo_info_del_init(): typer.secho("INFO : Delete the file and type " "'pcmd init' to create cmd.yaml file", fg=typer.colors.CYAN, bold=True) def echo_info_init(): typer.secho("INFO : Type 'pcmd init' to " "create cmd.yaml file", fg=typer.colors.CYAN, bold=True) def echo_fish(string: str): typer.secho(string, fg=typer.colors.CYAN, bold=True)
class Cuadruplo(): def __init__(self, numCuadruplo, operador, operandoIzq, operandoDer, resultado): self.numCuadruplo = numCuadruplo self.operador = operador self.operandoIzq = operandoIzq self.operandoDer = operandoDer self.resultado = resultado #Llena el salto para ir a otro cuadruplo def LlenaResultado(self, numCuadruplo): self.resultado = numCuadruplo def __str__(self): return (str(self.numCuadruplo) + "\t | \t" + str(self.operador) + "\t | \t" + str(self.operandoIzq) + "\t | \t" + str(self.operandoDer) + "\t | \t" + str(self.resultado))
#################################################################### # Copyright (C) Rocket Software 1993-2017 # Geocoding example: Calculate coordinates of a street address # using Google MAPS API and response in JSON format # Input is a "postal address" in the form of a human-readable address string and # an indication whether the request comes from a device with a location sensor # Response in JSON format contains an array of geocoded address information # and geometry information. We are specifically interested in "lat" and "lng" # values of the geometry location result. import io as StringIO from urllib.request import urlopen from urllib.parse import urlencode import json class Point: def __init__ (self, lat=0, lng=0): self.lat = lat self.lng = lng def PointValue (self): lat_str = "%.7f" % self.lat lng_str = "%.7f" % self.lng return lat_str + ', ' + lng_str class decodeAddressException(Exception): def __init__(self, msg): self.msg = msg def __str__(self): return self.msg def decodeAddressToGeocode( address ): urlParams = { 'address': address, 'sensor': 'false', } url = 'http://maps.google.com/maps/api/geocode/json?' + urlencode(urlParams) response = urlopen( url ) responseBody = str(response.read(), encoding='UTF-8') body = StringIO.StringIO( responseBody ) result = json.load( body ) if 'status' not in result or result['status'] != 'OK': if 'status' not in result: raise decodeAddressException("Unknown error calling decodeAddressToGeocode") else: raise decodeAddressException("Error from decodeAddressToGeocode: " + result['status']) else: #latitude,longitude coordinates = Point(result['results'][0]['geometry']['location']['lat'],\ result['results'][0]['geometry']['location']['lng']) return coordinates ####################################################
import sqlite3 import csv CSV_file = 'db_export_file.csv' conn = sqlite3.connect('first_db.db') c = conn.cursor() export_list = [] headers = ["First Name", "Last Name", "Profession", "Age"] for row in c.execute('SELECT * FROM people ORDER BY age'): export_list.append(row) with open(CSV_file, 'w') as export: writer = csv.writer(export) writer.writerow(headers) writer.writerows(export_list)
# general format ## ##a = 0 ##b = 5 ##while a < b: ## a += 1 ## print (a) ##else: ## print("Does the else print?") ## print("Yes. Yes it does, because it never hit a break") ##a = 0 ##b = 5 ##while a < b: ## a += 1 ## print (a) ## break ##else: ## print("Does the else print?") ## print("Yes. Yes it does, because it never hit a break") ## ##print("I am the first piece of code outside the whlle loop. I thought you'd never get to me") # parse out odd numbers ##x = 10 ##count = 0 ##odds = [] ##while x: ## x = x -1 ## count = count + 1 ## if x % 2 == 0: ## continue ## odds.append(x) ## print("Which interation? ", count, "Odd Number: ", x) ## ##print("Here are all the odds numbers: ", odds) # The magic number tp guess is 6 while True: user_guess = int(input("Guess a number between 1 and 10: ")) if user_guess < 6: print("Sorry that number is too low, try again.") elif user_guess > 6: print("Sorry that number is too high, try again.") else: print('You guess right. The magic number is 6!!') break print("Game over!")
###itertools ####from itertools import * ## ### create a new iterator ###syntax: iterttols.count(start,step) ## ###this would go on forever ####x = count(10) ####for i in x: #### print(x) ## ### but done this way ### it would start at 2, end at but dont include 10 ## ####for num in islice(count(), 2, 10): #### print(num, end = " ") ## ### cycle ####count = 0 ####for x in cycle([1,2,3,4,5]): #### count += 1 #### if count == 25: #### break #### print(x, end = ' ') ## ###repeat ####def my_func(x): #### return x+x ####my_set = {'a', 'b', 'c'} #### ####for x in repeat (my_func(2), 6): #### print(x, end = ' ') ## ##### chain() ####list1 = [1,2,3] ####tup1 = (2,3,4) ####set1 = {"a", "b", "c"} ####for x in chain(list1, tup1, set1): #### print(x, end = ' ') ## ###islice() ## ####list1 = [1,2,3,4,5,6,7,8,9] ####for x in islice(list1, 1, 9, 2): #### print(x) ## ### accumulate() ####from itertools import * ####from operator import * #####find the max value ####list1 = [2,1,4,6,8,10,2,4,6,7,9,11,23,4] ####x = list(accumulate(list1, max)) ####print(x) ### output: [2, 2, 4, 6, 8, 10, 10, 10, 10, 10, 10, 11, 23, 23] ## ###find the min value ####list1 = [2,1,4,6,8,10,2,4,6,7,9,11,23,4] ####x = list(accumulate(list1, min)) ####print(x) ##### output: [2, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1] #### ##### find the running product mul standard for multiply ##### from operator.mul package ####nums = [2.5, 1.75, 4.0, 12.25] ####x = list(accumulate(nums, mul)) ####print(x) ##### output: [2.5, 4.375, 17.5, 214.375] #### ##### subtract each number of the list from the one before ##### from operator.sub package ####nums = [1,3,4,5] ####x = list(accumulate(nums, sub)) ####print(x) ##### output: [1, -2, -6, -11] #### ##### concatenate each number of the list to one after it ##### from operator.concat package ####ani = ["cat", "-fish", "-frogs", "-clams", "-rooster"] ####x = list(accumulate(ani, concat)) ####print(x) ###Output: ['cat', 'cat-fish', 'cat-fish-frogs', 'cat-fish-frogs-clams', 'cat-fish-frogs-clams-rooster'] # can do Amortization # Amortize a 2.5% loan of 3000 with 12 annual payments of 100\ ##from itertools import * ##payments = [10000, -261, -261, -261, -261, -261, -261, -261, -261, -261, -261, ## -261, -261, -261] ##amor = list(accumulate(payments, lambda bal, pmt: bal * 1.025 + pmt)) ##payment = 0 ##for pay in amor: ## print("Payment Number: ", payment, "Loan Amt.: ", pay) ## payment += 1 ## # tee ##from itertools import * ##my_list = ["a", "b", "c", "d"] ##screen, file1 = tee(my_list) ## ##for i in screen: ## print( "To the Screen: ", i) ##my_file = open("my_file.txt", "w") ##for i in file1: ## print ( "To The File", i, file =my_file) ##my_file.close() #startmap from itertools import * ## ##def fun(): ## my_list = ['a', 'b', 'c', 'd'] ## return my_list ## ##tup1 = ((1, 2),(2,3),(3,4)) ## ## ##for i in starmap(fun(), tup1): ## print(i, end = ' ') ##from itertools import * ## ##values = [(0, 5), (1, 6), (2, 7), (3, 8), (4, 9)] ##for i in starmap(lambda x,y:(x, y, x*y), values): ## print(i) ##import os ##my_tup = [("/dir_1", "file1"),("/dir_2", "file2"), ("/dir_3", "file3")] ##x = starmap(os.path.join, my_tup) ## ##for i in x: ## print(i) # filterfalse() ##from itertools import * ## ##def less_than_20(x): ## return x < 20 ## ##my_list = [1,3,5,6,10,20,30,40] ##my_filt_false = filterfalse(less_than_20, my_list) ## ##for x in my_filt_false: ## print(x) ##from itertools import * ## ##def less_than_20(x): ## return x < 20 ## ##my_filt_false = takewhile(less_than_20, count()) ## ##for x in my_filt_false: ## print(x, end = ' ') ##from itertools import * ## ##def less_than_20(x): ## return x < 20 ## ##my_list = [1,5,6,7,8,18,19,20,21,22,23] ##my_drop = dropwhile(less_than_20, my_list ) ## ##for x in my_drop: ## print(x, end = ' ') ##from itertools import * ## ##list1 = [1,2,3,4,5,6,7] ##list2 = [0,0,0,1,1,1,0] ## ##my_comp = compress(list1, list2) ##for x in my_comp: ## print(x, end = ' ') ## ##from itertools import * ## ##list1 = [1,2,3,4] ##x = combinations(list1, 2) ## ##for i in x: ## print(i, end= ' ') ## ## ## ##from itertools import * ## ##list1 = [1,2,3,4] ##x =permutations(list1) ## ##for i in x: ## print(i, end= ' ') ##from itertools import * ## ##list1 = [1,2,3,4] ##x =combinations_with_replacement(list1, 2) ## ##for i in x: ## print(i, ) ## groupby() from itertools import zip_longest for i in zip_longest([1,2,3,4], ["a", "b", "c"],'4567', 'hello'): print (i)
# timedelta from datetime import timedelta, datetime, date ##print(timedelta(days=365)) ##print("today is: " + str(datetime.now())) ##print("30 days from day will be:" + str(datetime.now() + timedelta(days=30))) ##print("60 days from day will be:" + str(datetime.now() + timedelta(days=60))) ##print("90 days ago was: " + str(datetime.now() - timedelta(days=90))) ##today = date.today() ##hw = date(2018,10,31) ##diff= (today - hw.days) ##print("How many days between today and last halloween? ", ) #How many days was Halloween (10/31/2018)? today = date.today() hw = date(2018,10,31) print(("Halloween was: {0} days ago".format((today -hw).days))) # how many seconds are in a year? year = timedelta(days=365) print("There are {0} seconds in a year. Use them wisely" \ .format(year.total_seconds())) # how many days in 5 years? print( "How many days in 5 years: ", (5 *year).days)
""" Sprites in Point of No Return """ from enum import Enum from math import atan2, pi import pygame from pygame.sprite import Sprite import src.constants as constants import src.utils as utils class Direction(Enum): """ An enum that represents the four directions. Evaluated to a tuple of two ints, which is the direction on a -1 to 1 scale in x-y coordinates """ UP = (0, -1) DOWN = (0, 1) LEFT = (-1, 0) RIGHT = (1, 0) def __repr__(self): if self == Direction.UP: return "up" if self == Direction.DOWN: return "down" if self == Direction.LEFT: return "left" if self == Direction.RIGHT: return "right" return None class GameSprite(Sprite): # pylint: disable=too-many-instance-attributes """ A sprite class to represent any basic objects and characters Attributes: surf: a pygame surface, the display image for the sprite rect: a pygame rectangle, defines the position of the sprite mask: a pygame mask, defines the hit-box for the sprite from the surf _spawn_pos: a tuple of two ints, the spawn position of the sprite _animations: a dictionary with animation sequence names as keys and dictionaries with the information for each animation sequence (images, center positions, animation frame rate) _animation_frame: an int, the current frame of the animation _layer: an int, the layer to display the sprite on _last_animation: a tuple, first element is the animation dict from _animations, second element is the frame of that animation _game: a Game that contains all the sprites """ def __init__(self, game, image_path, spawn_pos=None): """ Initializes the character by setting surf and rect, and setting the given image. Args: game: a Game that holds all the sprites image_path: string giving the path to the character art spawn_pos: tuple of 2 ints, where to spawn this character, defaults to the center of the screen """ super().__init__() # Creates animations dictionary and a key for the still images self._animations = {'stills': utils.get_animation_info( f'{constants.IMAGE_FOLDER}/{image_path}')} # Sets current character image to the first still self.surf = self._animations['stills']['animations'][0] self._animation_frame = 0 # Default spawn position is the center of the screen if spawn_pos is None: self.rect = self.surf.get_rect(center=(constants.SCREEN_WIDTH / 2, constants.SCREEN_HEIGHT / 2)) self._spawn_pos = (constants.SCREEN_WIDTH / 2, constants.SCREEN_HEIGHT / 2) else: self.rect = self.surf.get_rect(center=spawn_pos) self._spawn_pos = spawn_pos self.mask = pygame.mask.from_surface(self.surf) self._last_animation = (self._animations["stills"], 0) self._layer = self.rect.bottom self._game = game @property def layer(self): """ Returns the display layer for the sprite """ return self._layer @property def current_animation_name(self): """ Returns the name of the current animation """ return 'stills' @property def current_animation(self): """ Returns the current animation type for the sprite """ return self._animations[self.current_animation_name] @property def last_animation(self): """ Returns a dictionary of all the information for the last animation """ return self._last_animation[0] @property def last_frame(self): """ Returns the frame number the last animation was on """ return self._last_animation[1] def reset(self): """ Reset the sprite attributes """ self.rect.center = self._spawn_pos def update(self, *args, **kwargs): """ Updates the character's current animation and does any other necessary changes to the character's state. """ if self._animation_frame >= len(self.current_animation['animations'])\ * self.current_animation['frame_length']: self._animation_frame = 0 last_surf = self.surf frame = int(self._animation_frame // self.current_animation['frame_length']) self.surf = self.current_animation['animations'][frame] if last_surf != self.surf: self.mask = pygame.mask.from_surface(self.surf) last_pos = self._last_animation[0]['positions'][self._last_animation[1]] current_pos = self.current_animation['positions'][frame] delta = (last_pos[0] - current_pos[0], last_pos[1] - current_pos[1]) self.move(delta) self._animation_frame += 1 self._last_animation = (self.current_animation, frame) def move(self, delta_pos): """ Moves the sprite's current position a certain number of pixels Args: delta_pos: tuple of 2 ints, x/y number of pixels to move """ self.rect.move_ip(int(delta_pos[0]), int(delta_pos[1])) self._layer = self.rect.bottom class MovingSprite(GameSprite): """ A sprite class to represent a basic character/object that can move Attributes: _speed: maximum speed in pixels per second _current_direction: a tuple of two floats, the last direction this sprite moved, on a -1 to 1 scale relative to _speed and ignoring motion of the screen _current_facing: a Direction (Up, Down, Left, Right), which way this sprite is currently facing _obstacle_collisions: a boolean, whether to alter direction based on obstacle collisions """ def __init__(self, game, speed, image_path, obstacle_collisions=True, spawn_pos=None): """ Initializes the character by setting surf and rect, and setting the animation frame images. Args: speed: int, the max character speed in pixels/second spawn_pos: tuple of 2 ints, where to spawn this character, defaults to top left image_path: string giving the path to the character art """ super().__init__(game, image_path, spawn_pos) # Add the images for the other animation types to the animations # dictionary path = f'{constants.IMAGE_FOLDER}/{image_path}' for direction in ("up", "down", "left", "right"): self._animations[direction] = utils.get_animation_info( f'{path}/{direction}') still = f'still_{direction}' self._animations[still] = {} self._animations[still]['animations'] =\ self._animations[direction]['animations'][0:1] self._animations[still]['frame_length'] =\ self._animations[direction]['frame_length'] self._animations[still]['positions'] =\ self._animations[direction]['positions'][0:1] self._speed = speed self._current_direction = (0, 0) self._current_facing = Direction.UP self._obstacle_collisions = obstacle_collisions @property def speed(self): """ Returns the speed in pixels per second """ return self._speed @property def frame_speed(self): """ Returns the pixels per frame speed """ return self._speed / constants.FRAME_RATE @property def current_direction(self): """ Returns the last direction the sprite faced as a tuple from -1 to 1 """ return self._current_direction @property def current_angle(self): """ Returns the angle the player is currently facing in degrees """ return atan2(self._current_direction[1], self._current_direction[0])\ * 180 / pi @property def current_facing(self): """ Returns the current Direction facing of the sprite """ if self.current_direction == (0, 0): return self._current_facing angle = self.current_angle if -45 <= angle <= 45: self._current_facing = Direction.RIGHT elif 45 < angle < 135: self._current_facing = Direction.DOWN elif -135 < angle < -45: self._current_facing = Direction.UP elif abs(angle) >= 135: self._current_facing = Direction.LEFT return self._current_facing @property def current_animation_name(self): """ Returns the current animation name of the sprite based on the facing """ if self._current_direction == (0, 0): return f'still_{repr(self.current_facing)}' return repr(self.current_facing) def reset(self): """ Reset the sprite attributes """ super().reset() self._current_direction = (0, 0) self._current_facing = Direction.UP def set_direction(self, direction): """ Sets the current direction Args: direction: tuple of 2 floats from -1 to 1, x/y coordinates of target speed as percentage of max """ self._current_direction = direction def update(self, *args, **kwargs): """ Updates the character's current position and animation. Also detects obstacle collisions and sets the direction accordingly. """ super().update() # Detect obstacle collisions and move the sprite accordingly if self._obstacle_collisions: collisions = utils.spritecollide(self, self._game.obstacles) for obstacle in collisions: threshold = self.rect.height * .25 if (obstacle.rect.bottom <= self.rect.bottom <= obstacle.rect.bottom + threshold and self.current_direction[1] < 0) or\ (obstacle.rect.bottom - threshold <= self.rect.bottom <= obstacle.rect.bottom and self.current_direction[1] > 0): self.set_direction((self.current_direction[0], 0)) # Move sprite in desired direction self.move((self.current_direction[0] * self.frame_speed, self.current_direction[1] * self.frame_speed)) # pylint: disable=too-many-instance-attributes class AttackingSprite(MovingSprite): """ A sprite for a character that can attack Attributes: _attacking: a boolean, True if the sprite is currently attacking and False if not _max_health: an int representing the maximum health of the sprite _health: an int representing the sprite's current health _max_invincibility: an int representing how many frames the sprite has invincibility after being attacked _invincibility: an int representing how many more frames this sprite is invincible for _max_knockback: an int representing the maximum number of frames this sprite will be knocked back for _knockback: an int representing how many more frames this sprite is being knocked-back for _knockback_dist: an int representing how many pixels the sprite gets knocked-back after an attack _knockback_direction: a tuple of two floats representing which direction the sprite is getting knocked back in """ # pylint: disable=too-many-arguments def __init__(self, game, speed, image_path, obstacle_collisions=True, spawn_pos=None, max_health=1, invincibility_time=constants.DEFAULT_INVINCIBILITY, knockback_time=constants.DEFAULT_KNOCKBACK_TIME, knockback_dist=constants.DEFAULT_KNOCKBACK_DIST): """ Initializes the character by setting surf and rect, and setting the animation images and other attributes Args: game: a Game that contains all the sprites speed: int, the max character speed in pixels/second spawn_pos: tuple of 2 ints, where to spawn this character, defaults to top left image_path: string giving the path to the character art. Defaults to None, which will set a white 50x50 square obstacle_collisions: whether this sprite will be stopped by obstacles max_health: int representing the max health of the sprite invincibility_time: a float, the time in seconds that this sprite is invincible for after being attacked. knockback_time: a float, the time in seconds that this sprite gets knocked backward for after being attacked knockback_dist: an int, the number of pixels the sprite gets knocked back after being attacked """ super().__init__(game, speed, image_path, obstacle_collisions=obstacle_collisions, spawn_pos=spawn_pos) # Add attacking animations path = f'{constants.IMAGE_FOLDER}/{image_path}' for animation in ("attack_up", "attack_down", "attack_left", "attack_right"): self._animations[animation] = utils.get_animation_info( f'{path}/{animation}') self._attacking = False self._max_health = max_health self._health = self._max_health self._max_invincibility = invincibility_time * constants.FRAME_RATE self._invincibility = 0 self._max_knockback = knockback_time * constants.FRAME_RATE self._knockback = 0 self._knockback_dist = knockback_dist self._knockback_direction = (0, 0) @property def health(self): """ Returns the current health of the sprite """ return self._health @property def is_invincible(self): """ Returns whether the sprite is currently invincible """ return self._invincibility > 0 @property def invincibility_time(self): """ Returns how much longer the sprite is invincible for in seconds """ return self._invincibility / constants.FRAME_RATE @property def is_attacking(self): """ Returns whether the sprite is currently attacking """ return self._attacking @property def attack_started(self): """ Returns whether the sprite just started an attack """ return self.is_attacking and self._animation_frame <= 1 @property def current_animation_name(self): """ Returns the current animation name of the sprite as a string """ if self._knockback > 0: return f'still_{repr(self.current_facing)}' if self.is_attacking: return f'attack_{repr(self.current_facing)}' return super().current_animation_name @property def current_facing(self): """ Return the sprite's current Direction facing """ if self.is_attacking or self._knockback > 0: return self._current_facing return super().current_facing def reset(self): """ Resets the sprite attributes """ super().reset() self._attacking = False self._health = self._max_health self._invincibility = 0 self._knockback = 0 def damage(self, attack_direction): """ Damages the sprite by removing 1 from its health and initiates knockback Args: attack_direction: an (x, y) tuple that gives the way the attack was taken (and the way this sprite will be knocked back) """ if self.is_invincible: return self._health -= 1 self._invincibility = self._max_invincibility dist = (attack_direction[0]**2 + attack_direction[1]**2) ** 0.5 self._knockback_direction = (attack_direction[0] / dist, attack_direction[1] / dist) self._knockback = self._max_knockback def attack(self, direction=None): """ Initiates an attack Args: direction: which way to start the attack. Defaults to the current way the sprite is facing """ if direction is None: direction = self.current_facing self._current_facing = direction self._attacking = True self._animation_frame = 0 def update(self, *args, **kwargs): """ Updates the state of the sprite including animation and movement """ # Handle the sprite getting knocked back by an attack if self._knockback > 0: step = self._knockback_dist/self._max_knockback / self.frame_speed self.set_direction((self.current_direction[0] + self._knockback_direction[0] * step, self.current_direction[1] + self._knockback_direction[1] * step)) super().update() # Handle the sprite attacking if self._attacking and self._animation_frame == len( self.current_animation['animations']) * int( self.current_animation['frame_length']): self._attacking = False # Handle if the sprite is invincible and flash the image if self.is_invincible: self._invincibility -= 1 if (self.invincibility_time // constants.TRANSPARENT_TIME) \ % 2 == 0: self.surf.set_alpha(255) else: self.surf.set_alpha(constants.INVINCIBILITY_ALPHA) else: self.surf.set_alpha(255) # Change the knockback time left if self._knockback > 0: self._knockback -= 1 class Player(AttackingSprite): """ A sprite for the player """ def __init__(self, game): """ Initializes the player Args: game: a Game that contains all the sprites """ super().__init__(game, constants.PLAYER_SPEED, 'player', max_health=constants.PLAYER_HEALTH, invincibility_time=constants.PLAYER_INVINCIBILITY) def set_direction(self, direction): """ Sets the current direction and ensures that it can't go off screen Args: direction: tuple of 2 floats from -1 to 1, x/y coordinates of target speed as percentage of max """ delta_pos = (direction[0] * self.frame_speed, direction[1] * self.frame_speed) if self.rect.left + delta_pos[0] < 0\ or self.rect.right + delta_pos[0] > constants.SCREEN_WIDTH: self._current_direction = (0, direction[1]) elif self.rect.top + delta_pos[1] < 0\ or self.rect.bottom + delta_pos[1] > constants.SCREEN_HEIGHT: self._current_direction = (direction[0], 0) else: self._current_direction = direction class Demon(AttackingSprite): """ A sprite for all the enemies """ def __init__(self, game, spawn_pos=None): """ Initializes the demon Args: game: a Game that contains all the sprites spawn_pos: a tuple of 2 ints, where to spawn the demon, defaults to the center of the screen """ super().__init__(game, constants.DEMON_SPEED, 'demon', spawn_pos=spawn_pos, max_health=constants.DEMON_HEALTH, invincibility_time=constants.DEMON_INVINCIBILITY) class Flashlight(MovingSprite): """ A transparent sprite for the flashlight beam """ def __init__(self, game): """ Initializes the flashlight Args: game: a Game that contains all the sprites """ super().__init__(game, constants.PLAYER_SPEED, 'flashlight', obstacle_collisions=False, spawn_pos=constants.FLASHLIGHT_SPAWN) @property def current_animation_name(self): """ Returns the current animation name of the flashlight """ player_ani = self._game.player.current_animation_name return player_ani[player_ani.find('_') + 1:] class Obstacle(GameSprite): """ A sprite for game obstacles """ def __init__(self, game, spawn_pos=None): """ Initializes the obstacle Args: game: a Game that contains all the sprites spawn_pos: a tuple of 2 ints, where to spawn the obstacle, defaults to the center of the screen """ super().__init__(game, 'obstacle', spawn_pos=spawn_pos)
""" Controllers for Point of No Return """ from abc import ABC, abstractmethod import pygame import src.constants as constants from src.constants import MOVES from src.sprites import Direction class Controller(ABC): """ Controls sprites in the game Attributes: _game: an instance of Game to update the state of _sprite: a Sprite or Sprite group to update with the controller """ def __init__(self, game, sprite): """ Initializes the controller Args: game: a Game to update the state of sprite: a Sprite or a Sprite group to update using the controller """ self._game = game self._sprite = sprite @property def game(self): """ Returns the game state """ return self._game @property def sprite(self): """ Returns the sprite for the controller """ return self._sprite @abstractmethod def update(self): """ Updates the game model based on player inputs """ return class PlayerController(Controller): """ Controls the player with player input """ def __init__(self, game): """ Creates a Controller for the player Args: game: a Game containing the player to update with this controller and the game state to update """ super().__init__(game, game.player) def update(self): """ Updates the player state based on user keyboard input """ pressed_keys = pygame.key.get_pressed() # If the sprite is attacking, lock the player's movement if self.sprite.is_attacking: self.sprite.set_direction((0, 0)) else: if pressed_keys[MOVES['attack']]: self.sprite.attack() elif pressed_keys[MOVES['attack_up']]: self.sprite.attack(Direction.UP) elif pressed_keys[MOVES['attack_down']]: self.sprite.attack(Direction.DOWN) elif pressed_keys[MOVES['attack_left']]: self.sprite.attack(Direction.LEFT) elif pressed_keys[MOVES['attack_right']]: self.sprite.attack(Direction.RIGHT) else: direction = [pressed_keys[MOVES['right']] - pressed_keys[MOVES['left']], pressed_keys[MOVES['down']] - pressed_keys[MOVES['up']]] if (direction[0] > 0 and self.sprite.rect.right >= constants.SCREEN_WIDTH) or (direction[0] < 0 and self.sprite.rect.left <= 0): direction[0] = 0 if (direction[1] > 0 and self.sprite.rect.bottom >= constants.SCREEN_HEIGHT) or (direction[1] < 0 and self.sprite.rect.top <= 0): direction[1] = 0 self.sprite.set_direction((direction[0], direction[1])) self.sprite.update() class DemonController(Controller): """ Controls the demons """ def __init__(self, game): """ Creates a Controller for the demons Args: game: a Game containing the demon Sprite Group to update with this controller and the game state to update """ super().__init__(game, game.demons) def update(self): """ Updates the demon states to move towards the player """ for demon in self.sprite: player_pos = self.game.player.rect.center direction = (player_pos[0] - demon.rect.centerx, player_pos[1] - demon.rect.centery) dist = (direction[0] ** 2 + direction[1] ** 2) ** 0.5 if dist == 0: continue scale = 1 / dist if self.game.player.is_invincible: scale *= constants.DEMON_SLOW_SCALE demon.set_direction((direction[0] * scale, direction[1] * scale)) demon.update() class ScrollController(Controller): """ Controls all sprites to make the game scroll with player """ def __init__(self, game): """ Creates a Controller for all of the sprites Args: game: a Game containing the Sprites to update with this controller and the game state to update """ super().__init__(game, game.all_sprites) def update(self): """ Updates all sprite positions to scroll as the player moves vertically """ for entity in self.sprite: entity.move((0, -self.game.player.current_direction[1] * self.game.player.frame_speed)) for obs in self.game.obstacles: obs.update()
# MY FIRST ATTEMPT # import calendar # # year_one = 2017 # year_two = 2020 # # month_one = 5 # month_two = 11 # # date_one = 9 # date_two = 27 ############################################################################### # MY SECOND ATTEMPT AFTER VIEWING THE SOLUTION from datetime import date first_date = date(2020, 3, 5) second_date = date(2020, 9, 27) num_of_days = second_date - first_date print(num_of_days.days)