blob_id stringlengths 40 40 | repo_name stringlengths 5 119 | path stringlengths 2 424 | length_bytes int64 36 888k | score float64 3.5 5.22 | int_score int64 4 5 | text stringlengths 27 888k |
|---|---|---|---|---|---|---|
ecdf1624163912b3901c912e17528ebed0301a8b | lanhybrid/Python_Basics | /CursoEmVideo/064_sumStop.py | 507 | 4.03125 | 4 | num = 0
sum = 0
cont = 0
flag = 'S'
maior = 0
menor = 0
while flag in 'Ss':
num = int(input('Digite um número para somar: '))
if cont == 0:
maior = num
menor = num
elif num > maior:
maior = num
elif num < menor:
menor = num
sum += num
cont += 1
flag = input('Continuar? [S/N]')
print(f'Você entrou entrou {cont} números, com soma de {sum}\n'
f'O maior númereo foi {maior} e o menor foi {menor}\n'
f'A média foi {sum/cont:.2f}')
|
e5c0f355f6a14af884363c0d2b057a87b3a21183 | andywu1998/A-Byte-of-Python | /str_format.py | 614 | 4.21875 | 4 | #print("hello world")#注意到print是一个函数
age=20
name='Swaroop'
country='America'
print('{0} was {1} years old when he wrote this book in {2}'.format(name,age,country))
print('why is {0} playing with that python?'.format(name))
#对于浮点数'0.333'保留小数点(.)后三位
print('{0:.3f}'.format(1.0/3))
#使用下标填充文本,并保持文字处于中间位置
#使用(^)定义'__hello___'字符串长度为11
print('{0:_^11}'.format('hello'))
print('{name} wrote {book}'.format(name='Swaroop',book='A byte of Python'))
print('what\'s your name?')
print(r"Newlines are indicated by \n") |
4a14ce8576ec62731716d6251d06bb32d8b59d02 | lareniar/Curso2018-2019DAW | /1er Trimestre/Ejercicios/estrellasNumeros.py | 161 | 4.09375 | 4 | x = int(input("Inserta un número"))
while 0 < x:
cont = x
while 0 < cont:
print("x", end="")
cont = cont - 1
x = x - 1
print("") |
e350b244a3f299380dbd774866bd3540e2ae05b1 | wardmike/Rapid-Problem-Solving | /Codeforces/602B/codeforces602b.py | 1,714 | 4 | 4 | number = int(raw_input())
line = map(int, raw_input().split())
def find_largest_range(size, numbers):
longestRange = 0 #longest range so far
beginRange1 = 0 #begin of current number - 1
beginRange2 = 0 #begin of current number - 2
for x in range(1, size):
if numbers[x] > numbers[x - 1] + 1: #next number is at least 2 bigger
if x - beginRange2 > longestRange:
longestRange = x - beginRange2
#print "longest range now " + str(longestRange) + " at position " + str(x)
beginRange2 = numbers[x - 1]
beginRange1 = beginRange2
elif numbers[x] > numbers[x - 1]: #next number is bigger
if x - beginRange2 + 1 > longestRange:
longestRange = x - beginRange2 + 1
#print "longest range now " + str(longestRange) + " at position " + str(x)
beginRange2 = beginRange1
beginRange1 = numbers[x - 1]
if numbers[x] < numbers[x - 1] -1: #next number is at least 2 smaller
if x - beginRange2 > longestRange:
longestRange = x - beginRange2
#print "longest range now " + str(longestRange) + " at position " + str(x)
beginRange2 = numbers[x - 1]
beginRange1 = beginRange2
elif numbers[x] < numbers[x - 1]: #next number is smaller
if x - beginRange2 + 1 > longestRange:
longestRange = x - beginRange2 + 1
#print "longest range now " + str(longestRange) + " at position " + str(x)
beginRange2 = beginRange1
beginRange1 = numbers[x - 1]
return longestRange
print find_largest_range(number, line)
|
55fdf04aafbbd871f1afecf1f4dd55931faa66a0 | bkmgit/megamol | /plugins/pbs/utils/knapsack.py | 2,478 | 3.8125 | 4 | # SOURCES:
# https://wiki.python.org/moin/PythonDecoratorLibrary#Memoize
# https://codereview.stackexchange.com/questions/20569/dynamic-programming-solution-to-knapsack-problem
import collections
import functools
class memoized(object):
'''Decorator. Caches a function's return value each time it is called.
If called later with the same arguments, the cached value is returned
(not reevaluated).
'''
def __init__(self, func):
self.func = func
self.cache = {}
def __call__(self, *args):
if not isinstance(args, collections.Hashable):
# uncacheable. a list, for instance.
# better to not cache than blow up.
return self.func(*args)
if args in self.cache:
return self.cache[args]
else:
value = self.func(*args)
self.cache[args] = value
return value
def __repr__(self):
'''Return the function's docstring.'''
return self.func.__doc__
def __get__(self, obj, objtype):
'''Support instance methods.'''
return functools.partial(self.__call__, obj)
def knapsack(items, maxweight):
"""
Solve the knapsack problem by finding the most valuable
subsequence of `items` subject that weighs no more than
`maxweight`.
`items` is a sequence of pairs `(value, weight)`, where `value` is
a number and `weight` is a non-negative integer.
`maxweight` is a non-negative integer.
Return a pair whose first element is the sum of values in the most
valuable subsequence, and whose second element is the subsequence.
>>> items = [(4, 12), (2, 1), (6, 4), (1, 1), (2, 2)]
>>> knapsack(items, 15)
(11, [(2, 1), (6, 4), (1, 1), (2, 2)])
"""
# Return the value of the most valuable subsequence of the first i
# elements in items whose weights sum to no more than j.
@memoized
def bestvalue(i, j):
if i == 0: return 0
value, weight = items[i - 1]
if weight > j:
return bestvalue(i - 1, j)
else:
return max(bestvalue(i - 1, j),
bestvalue(i - 1, j - weight) + value)
j = maxweight
result = []
for i in xrange(len(items), 0, -1):
if bestvalue(i, j) != bestvalue(i - 1, j):
result.append(items[i - 1])
j -= items[i - 1][1]
result.reverse()
return bestvalue(len(items), maxweight), result
|
991292bceb0efe007dfea8eda48afa8a9e7edbf4 | shiran1992s/HW2_AI | /intro_to_AI_hw2_2020-provided-code/SearchAlgos.py | 6,233 | 3.515625 | 4 | """
Search Algos: MiniMax, AlphaBeta
"""
from utils import ALPHA_VALUE_INIT, BETA_VALUE_INIT
# TODO: you can import more modules, if needed
import numpy as np
import copy
from players import MinimaxPlayer
from players import AlphabetaPlayer
class SearchAlgos:
def __init__(self, utility, succ, perform_move, goal):
"""The constructor for all the search algos.
You can code these functions as you like to,
and use them in MiniMax and AlphaBeta algos as learned in class
:param utility: The utility function.
:param succ: The succesor function.
:param perform_move: The perform move function.
:param goal: function that check if you are in a goal state.
"""
self.utility = utility
self.succ = succ
self.perform_move = perform_move
self.goal = goal
def search(self, state, depth, maximizing_player):
pass
class MiniMax(SearchAlgos):
def search(self, state, depth, maximizing_player):
"""Start the MiniMax algorithm.
:param state: The state to start from.
:param depth: The maximum allowed depth for the algorithm.
:param maximizing_player: Whether this is a max node (True) or a min node (False).
:return: A tuple: (The min max algorithm value, The direction in case of max node or None in min mode)
"""
# TODO: erase the following line and implement this function.
# if MinimaxPlayer.Player.check_time():
# MinimaxPlayer.Player.time_ended = True
# if MinimaxPlayer.Player.time_ended:
# return -1
if self.goal(state, maximizing_player):
val = self.utility(state), None
# print(f'In Goal State ,maximizing_player={maximizing_player}, Utility value is:{val}\n')
return val
if depth == 0:
val = MinimaxPlayer.heuristic(state), None
# print(f'In Depth 0 ,maximizing_player={maximizing_player}, Heuristic value is:{val}\n')
return val
available_moves = MinimaxPlayer.get_moves_from_location(state, maximizing_player)
max_result = float("-inf")
min_result = float("inf")
selected_move = None
# print(f'In Depth = {depth} ,maximizing_player={maximizing_player}, available_moves:{available_moves}\n')
for move in available_moves:
# print(f'In Depth = {depth} ,maximizing_player={maximizing_player}, player making move:{move}\n')
state.make_move(move, maximizing_player)
move_value = self.search(copy.deepcopy(state), depth - 1, not maximizing_player)
state.undo_move(move, maximizing_player)
# print(f'In Depth = {depth} ,maximizing_player={maximizing_player}, player undoing move:{move}\n')
if maximizing_player and max_result < move_value[0]:
# print(f'In Depth = {depth} ,maximizing_player={maximizing_player},\n'
# f'new max value is:{move_value[0]} and selected move is:{move}\n')
max_result = move_value[0]
selected_move = move
elif not maximizing_player and min_result > move_value[0]:
# print(f'In Depth = {depth} ,maximizing_player={maximizing_player},\n'
# f'new min value is:{move_value[0]} and selected move is None\n')
min_result = move_value[0]
if maximizing_player:
# print(f'In Depth = {depth} ,maximizing_player={maximizing_player},\n'
# f'The selected max value is:{max_result} and selected move is:{selected_move}\n')
return max_result, selected_move
else:
# print(f'In Depth = {depth} ,maximizing_player={maximizing_player},\n'
# f'The selected min value is:{min_result} and selected move is None\n')
return min_result, None
class AlphaBeta(SearchAlgos):
def search(self, state, depth, maximizing_player, alpha=ALPHA_VALUE_INIT, beta=BETA_VALUE_INIT):
"""Start the AlphaBeta algorithm.
:param state: The state to start from.
:param depth: The maximum allowed depth for the algorithm.
:param maximizing_player: Whether this is a max node (True) or a min node (False).
:param alpha: alpha value
:param: beta: beta value
:return: A tuple: (The min max algorithm value, The direction in case of max node or None in min mode)
"""
# TODO: erase the following line and implement this function.
# raise NotImplementedError
if self.goal(state, maximizing_player):
val = self.utility(state), None
# print(f'In Goal State ,maximizing_player={maximizing_player}, Utility value is:{val}\n')
return val
if depth == 0:
val = MinimaxPlayer.heuristic(state), None
# print(f'In Depth 0 ,maximizing_player={maximizing_player}, Heuristic value is:{val}\n')
return val
available_moves = MinimaxPlayer.get_moves_from_location(state, maximizing_player)
max_result = float("-inf")
min_result = float("inf")
selected_move = None
for move in available_moves:
state.make_move(move, maximizing_player)
move_value = self.search(copy.deepcopy(state), depth - 1, not maximizing_player, alpha, beta)
state.undo_move(move, maximizing_player)
# if move_value[0] == np.inf or move_value[0] == -np.inf:
# break
if maximizing_player and max_result < move_value[0]:
max_result = move_value[0]
selected_move = move
alpha = max(move_value[0], alpha)
if alpha >= beta:
break
# return np.inf, None
elif (not maximizing_player) and (min_result > move_value[0]):
min_result = move_value[0]
beta = min(move_value[0], beta)
if alpha >= beta:
break
# return -np.inf, None
if maximizing_player:
return max_result, selected_move
else:
return min_result, None
|
075531c2c448b0af31ef066ad1146266be850bc1 | Portia-Lin/caesar-code | /RSA/rsa_decrypt.py | 909 | 3.71875 | 4 | import binascii
def modinv(a, m):
for x in range(1, m):
if (a * x) % m == 1:
return x
return None
def decrypt_block(c):
m = modinv(c**d, n)
if m == None: print("Немає оберненого за модулем числа для: " + str(c) + ".")
return m
def decrypt_string(s):
return ''.join([chr(decrypt_block(ord(x))) for x in list(s)])
def hex2str(h):
return binascii.unhexlify(h)
result = ""
s = (hex2str(input("Введіть повідомлення для розшифрування: ")).decode('utf-8'))
d = int(input("Введіть закритий ключ d: "))
n = int(input("Введіть модуль n: "))
print("Зачекайте, йде процес розшифрування повідомлення . . .")
for i in s:
result += decrypt_string(str(i))
print("Розшифроване повідомлення: " + result)
|
55b77471f4e65d2baef128f5d4041c079ebaff0b | BashvitzBen/Final-Project-Ben-Bashvitz | /class_model.py | 6,423 | 4.09375 | 4 | # -*- coding: utf-8 -*-
"""
Created on Wed Jun 16 10:13:33 2021
@author: bashv
"""
from tensorflow.keras.models import Sequential, load_model
from tensorflow.keras.layers import Dense, Conv2D, Activation, Flatten, MaxPooling2D
class model():
#this class handles all functions that relate to creating, training and saving the models used in the program.
model = None #variable model will contain the finished keras sequential model.
def __init__(self):
#initializes the model vaiable of the class as a keras sequential model.
self.model = Sequential()
def initialize_face_detection_model(self,X,y):
#this function checks if the face detection model has already been trained. if it has been, it loads it into variable model.
#if it has not, it adds layers to the model variable and saves it so it can later be loaded in.
#input: two arrays which contain the processed images and their labels. more information in Variables Explained below.
#output: adds all the layers needed for the model and saves it. also prompts the user with a few messages to make sure
# he understands what is currently happening.
try:
self.model = load_model("ft_model")
print("The face detection model has already been trained, you may proceed.")
except Exception as e:
print("The data is now loaded and the face detection model will start it's training process.")
print("The progress of this procedure will be shown in the console.")
self.add_convolutional_Layer(64, (3,3), input_shape = X.shape[1:])
self.add_convolutional_Layer(64, (3,3), input_shape = X.shape[1:])
self.add_densing_layers(64)
self.train_model(X, y, 32, 10, 0.1)
self.model.save("ft_model")
print("The face detection model has finished it's training.")
def initialize_recognition_model(self,X,y,name):
#this function checks if a face recognition model for 'name' has already been trained. it it has, it loads it into variable model.
#if it has not, it adds layers to the model variable and saves it so it can later be loaded in.
#input: two arrays which contain the processed images and their labels
# and a string name that corresopnds to the person the user wanted the model to recognise more information in Variables Explained below.
#output: adds all the layers needed for the model and saves it. also prompts the user with a few messages to make sure he understands
# what is currently happening.
try:
self.model = load_model("fr_model_"+name)
print("The face recognition model for ",name," has already been trained, you may proceed.")
except Exception as e:
if(len(X) != 0):
print("The data is now loaded and the face recognition model will start it's training process.")
print("The progress of this procedure will be shown in the console.")
self.add_convolutional_Layer(32,(3,3),input_shape=X.shape[1:])
self.add_convolutional_Layer(64,(3,3),input_shape=X.shape[1:])
self.add_convolutional_Layer(128,(3,3),input_shape=X.shape[1:])
self.add_densing_layers(128)
self.train_model(X, y, 32, 5, 0.1)
self.model.save("fr_model_"+name)
print("The face recognition model has finished it's training.")
else:
self.model = None
print("a model for this person does not exist, the program will end now.")
print("make sure you train a model for this person before you test it.")
def add_convolutional_Layer(self,num_filters,shape_filters,input_shape):
#this function adds the following layer to the model variable: a 2d convolutional layer,
#an activation function for that convolutional layer and a 2d max pooling layer.
#input: integer num_filters which corresponds to the number of weights added in the convolutional layer.
# tuple shape_filters which corresponds to the shape of the weights used by the convolutional layer.
# tuple input_shape which tells the convolutional layer what is the size of the images it will work on.
#output: adds a convolutional layer to the model
self.model.add(Conv2D(num_filters,shape_filters,input_shape = input_shape))
self.model.add(Activation("relu"))
self.model.add(MaxPooling2D(pool_size=(2,2)))
def add_densing_layers(self,channels):
#this function adds a flattening layer to the model and two densing layers and a sigmoid activation function. this will make it so the output
#of the model is a single number between 0 and 1. where 1 is a positive result and 0 is a negative result.
#input: an integer that describes the number of channels of the output of the last convolutional layer. it is used in the densing function to dense the output
# into size 'channels'.
#output: adds a flattening layer, two densing layers and a sigmoid activation function to the model.
self.model.add(Flatten())
self.model.add(Dense(channels))
self.model.add(Dense(1))
self.model.add(Activation("sigmoid"))
def train_model(self, X, y, batch_size, epochs, validation_split):
#this function compiles the model with the right loss function,
#optimizers and metrics in order to increase the accuracy of the model's predictions.
#then, it trains the model using the inputed variables.
#input: two arrays which contain the processed images and their labels.
# two integers batch_size and epochs which tells the training function
# how many images to fit per batch and how many times it need to repeat that process.
#output: compiles and trains the model variable.
self.model.compile(loss="binary_crossentropy", optimizer = "adam", metrics=["accuracy"])
self.model.fit(X,y,batch_size = batch_size,epochs = epochs, validation_split = validation_split)
|
4b0f80d03f934d585dcd64923371744211730874 | iakonk/MyHomeRepos | /python/examples/leetcode/easy/reverse-words-in-a-string-iii.py | 785 | 3.734375 | 4 | # Runtime: 48 ms, faster than 31.54% of Python online submissions for Reverse Words in a String III.
# Memory Usage: 13.9 MB, less than 9.09% of Python online submissions for Reverse Words in a String III.
class Solution(object):
def reverseWords(self, s):
"""
:type s: str
:rtype: str
"""
return ' '.join([w[::-1] for w in s.split()])
# words = s.split()
# seen = {}
# for ind, w in enumerate(words):
# if w not in seen:
# r = ''.join([char for char in reversed(w)])
# seen[w] = r
# words[ind] = seen[w]
# return ' '.join(words)
# ans = Solution().reverseWords("Let's take LeetCode contest")
ans = Solution().reverseWords("s'a a's s'x")
print(ans)
|
3dd355d63fed3cb8e5fec5de075958e299d17947 | kanoaellis/Kattis | /jackpot.py | 714 | 3.546875 | 4 | def GCD(g, s):
if (s == 0):
return g
return GCD(s, g % s)
def LCM(x, y):
return (x * y) // GCD(x, y)
i = 0
a = int(input())
while(i < a):
b = int(input())
z = [int(w) for w in input().split()]
if(b == 1):
t = z[0]
elif(b == 2):
t = LCM(z[0], z[1])
elif(b == 3):
t = LCM(z[0], z[1])
t = LCM(z[2], t)
elif(b == 4):
t = LCM(z[0], z[1])
t = LCM(z[2], t)
t = LCM(z[3], t)
elif(b == 5):
t = LCM(z[0], z[1])
t = LCM(z[2], t)
t = LCM(z[3], t)
t = LCM(z[4], t)
else:
break
if(t > 1000000000):
print('More than a billion.')
else:
print(t)
i += 1
|
04b6e4ec53dee91ba5ccf370fffbd8fe03f1bd0b | harut0111/ACA | /Homework/homework_03/task2.py | 283 | 3.515625 | 4 | def get_frequency(li):
l = len(li)
res = []
for x in list(set(li)):
k = 0
for y in li:
if x == y: k += 1
res.append({x: k/l})
return res
print(get_frequency([1,1,2,2,3]))
print(get_frequency([4,4]))
print(get_frequency([1,2,3])) |
2b992ca8bbd413bb71769515caa5f8de7cbc0ffe | snowcloak/PYTHON | /shortestDistance.py | 790 | 3.859375 | 4 | data = [(1, 1), (-1, -1), (3, 4), (6, 1), (-1, -6), (-4, -3)]
#simple distance formula
def euclideanDistance(point1, point2):
return ((point1[0]-point2[0])**2 + (point1[1]-point2[1])**2) ** 0.5
#shortest distance algorithm
#double loops, use range with len
#conditional check for minDistance
#update the new minDistance with the distance
#preserve the points that return that distance
def returnShortestDistance(points):
minDistance = 99999
for i in range(len(points)-1):
for j in range(i+1, len(points)):
dist = euclideanDistance(points[i],points[j])
if dist < minDistance:
minDistance = dist
point1 = points[i]
point2 = points[j]
return [point1, point2]
print(returnShortestDistance(data)) |
6cacc94b4629a8168a251016a2a7eefb269c7304 | hedgehoCrow/Python_study | /language_processing/00/09.py | 694 | 3.765625 | 4 | #!/usr/bin/env python3
# coding: UTF-8
import random
def typoglycmia(target):
result = []
shuffle_list = target[1:-1]
random.shuffle(shuffle_list)
result.append(target[0])
result.extend(shuffle_list)
result.append(target[-1])
return result
def main():
sentence = "I couldn't believe that I could actually understand what I was reading : the phenomenal power of the human mind ."
split_sentence = sentence.split(' ')
if len(split_sentence) > 4:
split_sentence = typoglycmia(split_sentence)
print (split_sentence)
#print (' '.join(split_sentence))
else:
print (sentence)
if __name__ == '__main__':
main()
|
bfc3d14edfa7cf18aeb6e704d0a51f6c7f2fcca7 | mymindhungry/python_works | /intro.py | 7,328 | 4.3125 | 4 | # # # print('Hello Python')
# #
# # x = 10
# # print('the number',format(x))
#
# # ----------------------------------------
# # name = 'admin'
# # age = 20
# # #
# # print ('your name is : ' + (name))
# # print('your age is', format(age))
#
#
# # print(type(age))
# # print(type(name))
#
# # -----------------------------------------
# #
#
#
# # is is not in not in (new special operator)
# # + _ * % aithmetic data types
# #
# # print(x + y)
# # print(x - y)
# # print(x * y)
# # print(x % y)
# # print(x ** y) # exponetial
#
# name = "ram karki"
# # print(name.upper())
# print(dir(name))
#
# --------------------------------------
# -------python data types ----------
# integer int float complex
# string
# boolean
# sequence type list tuple dic set
#
# """input value of x and y to use airthmetic operators"""
# x = input('enter the value of X : ')
# y = input('enter the value of Y : ')
#
# print(x + y)
# print(x - y)
# print(x * y)
# print(x % y)
# print(x ** y)
"""using 3 variables in one line"""
# x, y, z = "orange", "banana", "apple"
# print(x)
# print(y)
# print(z)
# as, and , break, class, continue, def, del , if, else, elif,except, global,
# in , import, pass, or, not, yield, with, while,for, from, finally,
# return, try, True, False, none, assert, lambda, nonlocal, raise
#
# ------------------------------------------------------------------
#
""" Type casting for interger """
# x = int(input("Enter the value of X : "))
# y = int(input("enter the value of Y : "))
#
# print("The total sum is", (x + y))
# print("Total multiplication of x adn y is :", (x * y))
#
# #------------------------------------------------------------
# x = 10
# y = 20
#
# if x > y:
# print("x is large")
# else:
# print("y is large")
# == > < >= <= !=
#
#
# x = input("Enter X ")
# y = input("Enter Y ")
#
# username = x
# password = y
#
# x = "admin"
# y = "admin002"
#
# if x == y:
# print("welcome admin")
# else:
# print("access denied")
# username="admin"
# password="admin123"
#
# if username=="admin" and password == "admin123":
# print (f'wlecome {username}')
#
# else:
# print ('invalid acess')
# #
#
# """ 3 number checking """
# x = 10
# y = 20
# z = 30
#
# if x > y and x > z:
# print("x")
# elif y > x and y > z:
# print("y")
#
# else:
# print("z")
#
# """ subject marks"""
# # total, percentage, division,pass, or fail - HOMEWORK -1
# englis = input(" English Mark ")
#
# dell = int(input("Enter Dell Qty 10000"))
# mac = int(input('enter mac Qty 50000'))
# toshiba = int(input("enter toshiba Qty 30000"))
#
# delivery = input("select home/pickup")
# if delivery ='home':
# price = 1000
#
# else
#
#
""" Marksheet Program using conditional statements"""
#
# english = int(input('insert english mark : '))
# a = english
# nepali = int(input('insert nepali mark : '))
# b = nepali
# math = int(input('insert math mark : '))
# c = math
# science = int(input('insert science mark : '))
# d = science
# social = int(input('insert social mark : '))
# e = social
# computer = int(input('insert computer mark : '))
# f = computer
# health = int(input('insert health mark : '))
# g = health
# physics = int(input('insert physics mark : '))
# h = physics
#
# """ for total Marks"""
# t = a + b + c + d + e + f + g + h
# print('Your Total Marks is : ', t)
#
# """ for Total percentage """
# print('Your Total percentage is ', t * 12.5 / 100, '%')
# p = t * 12.5 / 100
#
# """ for Division """
#
# if t < 360 and t > 280:
# print('Your Result is : Third Division')
# if t < 480 and t > 360:
# print('Your Result is : Second Division')
# if t < 600 and t > 480:
# print('Your Result is : First Division')
# if t < 720 and t > 600:
# print('Your Result is : Dictintion')
# if t < 801 and t > 720:
# print('Your Result is : Board Topper')
# else:
# print('')
#
# """ for Pass or Fail """
#
# if print(a < 35 and b < 35):
# print(" Fail in Subject")
# else:
# print('Pass in all subject')
"""----------------------------------------------"""
# dellrs = 50000
# d = dellrs
# macrs = 90000
# m = macrs
# toshibars = 65000
# tb = toshibars
# dellqty = int(input("Enter Dell Qty Rs.50000 : "))
# dq = dellqty
# macqty = int(input('enter mac Qty Rs.90000 : '))
# mq = macqty
# toshibaqty = int(input("enter toshiba Qty Rs.65000 : "))
# tbq = toshibaqty
#
# t = (d * dq) + (m * mq) + (tb * tbq)
# delivery = input("select home/pick-up : ")
# if delivery == 'home':
# dprice = 1000
# print(t + dprice, ('with home delivery'))
# else:
# print(t, ' Free Pick-up from Shop')
#
# """ Packaging Charge """
#
# packaging = input('plastic/bag/gift-box: ')
# if packaging == 'plastic':
# plastic = 500
# if packaging == 'bag':
# bag = 1000
# if packaging == 'gift-box':
# Gift = 500
# else:
# print('no charge for packaging')
# print(t + dprice, ('with home delivery'))
#
# """ Location """
#
# location = input('Kathmandu/birgunj/pokhara: ')
# if location == 'kathmandu':
# kathmandu = 500
# if location == 'birgunj':
# birgunj = 1000
# if location == 'pokhara':
# pokhara = 1500
# else:
# print('City is not selected')
#
# print('VAT AMOUNT : ', t*13 / 100)
# vat=(t*13/100)
# print('Gtotal :',t+vat)
""" python data types"""
# Number = int, floadt, complex
# string
# list -- array()
# tuple
# set
# dic
# data = 2 + 5j
# print(data.real)
# print(data.imag)
#
# data = 5 + 4j
# print(data)
""" List - array"""
# data = ['ram', 'shyam', 'hari', 'sita', 'gita', 8787]
# print(type(data))
# print(data)
# data[3] = 'madan'
# print(data[3])
# # Tuple
# data = ('hari', 'gita', 'sophia', 'hari') """ duplication data can entry"""
# print(data)
#
# #set
# data = {('hari', 'gita', 'sophia', 'hari'} """ no duplication data can entry"""
#
# print(data)
#
# data = {
# 'name': 'ram',
# 'age': 20,
# 'phone': 984854
#
# }
#
# print = (f"your name is {data['name']}")
#
#
# data = [
# ['ram', 'hari'],
# ['sita', 'gira'],
# ['madan', 'raj'],
# {'name': 'bimala', 'age': 20},
# {'address':['ktm',
# 'bkt'
# ]}
# ]
# #
# # # print(type(data))
# # # print(data[2][1])
# # # print(data[3]['name'])
# print(data[4]['address'][1])
#
#
# #is is not
# #in not in
# name ='ram'
# print('b' not in name)
#
# """ loop = for, while, yield""" Homework
# is ----- identity
# == ----- comparision
#
# x = [1, 2, 3, 4, 5]
# y = [1, 2, 3, 4, 5]
# y = x
# print(id(x))
# print(id(y))
#
# if x is y:
# print(True)
# else:
# print(False)
# data = [1, 3, 4, 5, 6, 7]
#
# for x in data:
# print(x)
# data = [
# ['ram', 'hari', 'sita', 'gita'],
# ['gopal', 'madan', 'binita', 'sunita'],
# ['nadira', 'mandira', 'laxmi', 'kabita'],
# ]
# for x in data:
# for y in x:
# print(y)
# for x in range(1,11):
# print(x)
#
#
# x = 1
#
# while x < 10:
# print(x)
# x += 1
# x = 1
# while x < 10:
# print(input("Enter the Numnber of Employee"), (x))
# x += 1
#
# stu_num = int(input('Enter the number if student'))
# x = 0
# student_list = [1]
# while x < stu_num:
# name = input('Enter name')
# student_list.append(name)
# x += 1
# for s in student_list:
# print(f'Your Nwme is {s}')
# data = [1, 2, 3, 4, 5, 6, 7, 8]
#
# for x in data:
# if x == 3 and 7:
# continue
#
#
# print(x)
|
ea84c2259c54caa7b67fb8eb1824141497c04b3f | Opsy1169/locationbot | /prime.py | 351 | 3.65625 | 4 | import math
import random
def inventing(comp):
comp = int(comp)
que = random.randint(3, 10 ** (comp + 1))
if (que % 2 == 0):
que += 1;
return que
def isprime(que):
limit = int(math.sqrt((que)))
i = 3
while (i <= limit):
if (que % i == 0):
return 'False'
i += 1
return 'True'
|
a293d6cc7ba26430676024acdc6794e82ce3463b | MichaelArslangul/python_Sandbox | /DP/CuttingRods.py | 1,316 | 3.75 | 4 | class CuttingRods:
""" Given a rod of length N and prices p[0], ..., p[N], where p[i]
is the price of a length i of the rod. Find the max revenue we can
get from the rod by cutting and selling it
"""
def highest_revenue_recursive(self, rod_length, prices):
_max_revenue = float("-inf")
if rod_length == 0:
return 0
for i in range(rod_length):
_temp_revenue = prices[i] + self.highest_revenue(
rod_length -i -1, prices)
_max_revenue = max(_temp_revenue, _max_revenue)
return _max_revenue
def highest_revenue_dp(self, rod_length, prices):
_revenue = [0]*(rod_length +1)
for i in range(1, rod_length+1):
_max_revenue = float("-inf")
for j in range(i):
_max_revenue = max(_max_revenue, prices[j] + _revenue[i-j-1])
_revenue[i] = _max_revenue
return _revenue[rod_length]
cr = CuttingRods()
rod_length = 8
prices = [1, 5, 8, 9, 10, 17, 17, 20]
print("most cost effective to cut a rod of length {} using recursion is: {}".format(
rod_length, cr.highest_revenue_recursive(rod_length, prices)))
print("most cost effective to cut a rod of length {} using DP is: {}".format(
rod_length, cr.highest_revenue_dp(rod_length, prices)))
|
e7ceaf1411b28676e55afc5acfb4b4312f405ead | santosclaudinei/Entra21_Claudinei | /exercicioa05e06.py | 311 | 4.09375 | 4 | # Exercicio 6
# Escreva um programa que peça 2 números e mostre eles em ordem crescente
num1 = int(input('Digite um numero: '))
num2 = int(input('Digite outro numero: '))
if num1 > num2:
menor = num2
if num2 > num1:
menor = num1
print('O menor numero entre {} e {} é {}' .format(num1, num2, menor)) |
acef33b2785335b4ba52169cc0b4fd0767bbf0b4 | mantues/Medical-temp-check-sheet | /temp-check-sheet-en.py | 3,485 | 4.125 | 4 | # web ↓
# https://office54.net/python/tkinter/textbox-get-insert
import tkinter as tk
from tkinter import *
import csv
import os
# Processing when a button is pressed.
def memo_temp():
#Read IDs from taion.csv
index=int(textID.get())#ID value judgment
if(index<1 or 1001<index):
s="Make sure ID is correct.(Range:1~1000)"
labelResult['text']=s
return
else:
#Body temperature value judgment
temp=float(texttemp.get())
#Body temperature value judgment
if(temp<35 or 40<temp):
s="Please re-enter your body temperature. Range: 35~40℃"
labelResult['text']=s
return
else:
if(37.5<temp):
s="High fever."
elif(temp<35.5):
s="Body temperature is low."
else:
s="Let's do our best today!"
#taion.csv file read
filename="taion.csv"
#Check if there is a csv file. If not, create one.
if (os.path.exists(filename)):
with open(filename, "r") as f:
read_csv=csv.reader(f, delimiter=',', quoting=csv.QUOTE_NONNUMERIC)
#val=f.read()
temp_files=[row for row in read_csv]
#print(temp_files)
else:
temp_files=[]
#Determine if the ID (index) is larger than the list, and if so, add a line.
if(index<len(temp_files)):
id_temp=temp_files[index-1]
else:
for i in range(0, index-len(temp_files)):
temp_files.append([])
id_temp=temp_files[index-1]
#Add body temperature to the list
id_temp.append(float(temp))
#Calculation of average body temperature (must be in str format to be displayed)
average=str(sum(id_temp)/len(id_temp))
#print(average)
print(temp_files)
labelResult['text']=s+"\n Average: "+ average + "℃"
#Writing Files
with open(filename, 'w', newline="") as f:
writer = csv.writer(f)
writer.writerows(temp_files)
# Create a window
win = tk.Tk() # Empty window. This is where you put the information.
win.title("Medical record sheet") # Specify the window title
win.geometry("250x250") # Specify size
#Loading image(optional)png, pgm, ppm, gif
image_file = "pic.png"
image = tk.PhotoImage(file=image_file)
if (os.path.exists(image_file)):
img=tk.Label(image=image)
img.pack()
# Create the parts
labelID = tk.Label(win, text='ID:') # Labels to place in the window
labelID.pack() # Commands to be placed in the window from top to bottom
textID = tk.Entry(win) # Create a text box
textID.insert(tk.END, '1') # Default characters
textID.pack() # deployment
labeltemp = tk.Label(win, text='Body temperature(℃):') # Same as ID
labeltemp.pack()
texttemp = tk.Entry(win)
texttemp.insert(tk.END, '36.5')
texttemp.pack()
labelResult = tk.Label(win, text='---') # Same as ID
labelResult.pack() # This is the part that is specified as labelResult['text'] = s in the memo_temp function. It overwrites the text part of text='---' created in line 86.
calcButton = tk.Button(win, text='Record') # In Button widget, you can specify the command.
calcButton["command"] = memo_temp # Calling the function memo_temp
# The above two lines can be summarized as calcButton = tk.Button(win, text='record',command=memo_temp)
calcButton.pack()
# Work the window
win.mainloop() |
9770ae221755016022ae8888406f6604ca6f13b2 | CurryMentos/algorithm | /exercise/数学题/2.1.py | 537 | 3.53125 | 4 | # !/usr/bin/env python
# -*-coding:utf-8 -*-
"""
# File : 2.1.py
# Time :2021/7/16 10:22
# Author :zyz
# version :python 3.7
"""
"""
如果一个 3 位数等于其各位数字的立方和,则称这个数为水仙花数。
例如:153 = 1^3 + 5^3 + 3^3,因此 153 就是一个水仙花数
那么问题来了,求1000以内的水仙花数(3位数)
"""
for i in range(100, 1000):
a = i % 10
b = int(i / 100)
c = int((i - b * 100) / 10)
if i == a ** 3 + b ** 3 + c ** 3:
print(i)
|
72a78852a61f104f2d112cc620f29ad252073103 | git-mih/Learning | /python/01_functional/06modules_packages_namespaces/01modules/exemple1/module1.py | 2,039 | 3.796875 | 4 | print(f'--------------- Running: {__name__} ---------------')
def func(file_name, namespace):
print(f'\n\t---------- {file_name} ----------')
for k, v in namespace.items():
print(f'{k}: {v}')
print(f'\t-------------------------------------\n')
func('module1 namespace', globals())
print(f'--------------- End of: {__name__} ---------------')
#_________________________________________________________________________________________________
# the __name__ attribute:
# whenever we execute this module directly, the __name__ attribute will be set to __main__.
# therefore, if we execute this code indirectly, for exemple, from inside another module,
# the __name__ attribute value will be the file name itself. in this case, `module1`.
# we can see that, if we execute the `main.py` module, that module is loading and executing
# this `module1` module object in there. therefore, the __name__ attribute value in there will
# be set to "module1".
# it happens because whenever we import an module object, Python automatically loads and execute
# that module. by using the __name__ attribute, we can prevent that automatically execution.
# we can specify if we do want or not want and what to execute based on the __name__ attribute
# value.
# maybe we want to execute the module in certain way if we execute the module direclty. and
# maybe we dont want to run any code at all when we import some module.
#_________________________________________________________________________________________________
# --------------- Running: __main__ ---------------
# ---------- module1 namespace ----------
# __name__: __main__
# __doc__: None
# __package__: None
# __loader__: <_frozen_importlib_external.SourceFileLoader object at 0x000002>
# __spec__: None
# __annotations__: {}
# __builtins__: <module 'builtins' (built-in)>
# __file__: module1.py
# __cached__: None
# func: <function func at 0x000001>
# -------------------------------------
# --------------- End of: __main__ ----------------
|
fa2c80eba7483d452261d1864a936f13c9c39c7e | stOracle/Migrate | /Programming/CS313E/Turtle/Train.py | 2,004 | 3.75 | 4 | # File: Train.py
# Description: A turtle graphics attempt of drawing a choo-choo train
# Student Name: Stephen Rauner
# Student UT EID: STR428
# Course Name: CS 313E
# Unique Number: 50945
# Date Created: 2/28/16
# Date Last Modified: 2/29/16
import turtle
import math
def drawLine (ttl, x1, y1, x2, y2):
ttl.penup()
ttl.goto(x1, y1)
ttl.pendown()
ttl.goto(x2, y2)
ttl.penup()
def tracks(ttl, start_x, num):
ttl.penup()
ttl.goto(start_x, -310)
y = -310
w = 23
h = 5
for i in range(num):
ttl.goto(start_x + (i*45), y)
ttl.pendown()
drawLine(ttl, start_x + (i * 45), y, start_x + (i * 45), y - h)
drawLine(ttl, start_x + (i * 45), y - h, start_x + w + (i * 45), y - h)
drawLine(ttl, start_x + w + (i * 45), y - h, start_x + w +(i * 45), y)
ttl.penup()
def spokes(ttl, cen_x, cen_y, r):
for i in range(8):
ttl.penup()
ttl.goto(cen_x, cen_y)
ttl.tilt(45)
ttl.pendown()
ttl.forward(r - 10)
def wheels(ttl):
# big wheel
ttl.color("red")
ttl.penup()
ttl.goto(-200, -300)
ttl.pendown()
ttl.circle(50)
ttl.penup()
ttl.goto(-200, -290)
ttl.pendown()
ttl.circle(40)
spokes(ttl, -200, -250, 50)
ttl.penup()
ttl.goto(-200, -260)
ttl.pendown()
ttl.circle(10)
# small wheel 1
ttl.penup()
ttl.goto(-30, -300)
ttl.pendown()
ttl.circle(40)
ttl.penup()
ttl.goto(-30, -290)
ttl.pendown()
ttl.circle(30)
spokes(ttl, -30, -260, 40)
ttl.penup()
ttl.goto(-30, -265)
ttl.pendown()
ttl.circle(5)
# small wheel 2
ttl.penup()
ttl.goto(100, -300)
ttl.pendown()
ttl.circle(40)
ttl.penup()
ttl.goto(100, -290)
ttl.pendown()
ttl.circle(30)
spokes(ttl, 100, -260, 40)
ttl.penup()
ttl.goto(100, -265)
ttl.pendown()
ttl.circle(5)
def main():
turtle.title("Choo-Choo")
turtle.setup(800, 800, 0, 0)
turtle.speed(0)
turtle.ht()
ttl = turtle.Turtle()
ttl.ht()
drawLine(ttl, -300, -300, 300, -300)
drawLine(ttl, -300, -310, 300, -310)
count = 10
tracks(ttl, -290, 13)
wheels(ttl)
turtle.done()
main() |
8c8cd78dcc454d5d08fc7b3abb0863987b4f56fd | Jackthebighead/recruiment-2022 | /algo_probs/jzoffer/jz32_3.py | 1,555 | 3.90625 | 4 | # 题意:从上到下打印二叉树3: 奇数层从左到右,偶数层从右到左
# 题解1: 辅助双端队列
# 题解2: 对奇偶不同处理,若该层的res_temp的len为奇数则正序加入res,若为偶数则倒序加入res。
# 题解3: 对单数双数层不同处理,这个最笨。if 即可。
# res.append(tmp[::-1] if len(res) % 2 else tmp)
# Definition for a binary tree node.
# class TreeNode:
# def __init__(self, x):
# self.val = x
# self.left = None
# self.right = None
class Solution:
def levelOrder(self, root):
import collections
if not root:
return []
res,queue,cnt = [], collections.deque(),1
queue.append(root)
while queue:
res_temp = collections.deque()
for _ in range(len(queue)): # 对于 python ,range() 的工作机制是在开启循环时建立一个列表,然后循环按照这个列表进行,因此“只会在进入循环前执行一次 len(queue)
temp = queue.popleft()
# 将res_temp也设置为双端队列,偶数层就插入到左边
if cnt % 2:
res_temp.append(temp.val)
else:
res_temp.appendleft(temp.val)
# 双端队列左边出右边进
if temp.left:
queue.append(temp.left)
if temp.right:
queue.append(temp.right)
res.append(list(res_temp))
cnt += 1
return res |
f1c915e9774887422bb2c7405d0e99e8320c5d85 | uzusun/tf | /python/set_op.py | 260 | 3.921875 | 4 | data1 = set(["cola","water","sprite"])
data2 = set(["coffee","milk"])
print(data1 & data2)
print(data1.intersection(data2))
print(data1 | data2)
print(data1.union(data2))
print(data1 - data2)
print(data1.difference(data2))
"""
print(data1)
print(data2)
"""
|
cdd90bd93b18c55d46cd974c31eb9a1a56862b5e | AmbientOne/FlaskBarCodeScanner | /BarcodeScanner/digitGenerator.py | 261 | 3.8125 | 4 | import random
def randomDigitGenerator(name, price):
barcode = name[0:2].upper()
for i in range(15):
barcode += str(random.randrange(1, 10))
return barcode
print(randomDigitGenerator(input("Enter a name: "), input("Enter a price: ")))
|
a6deb79c757e25b3f43adc6ec30323286ec33fee | omitogunjesufemi/gits | /PythonBootcamp/day2/Assignment Two/Question1.py | 201 | 4.25 | 4 | # Coverting Celsius to Fahrenheit
celsius = int(input("Enter the temperature degree in celsius: "))
fahrenheit = (9/5) * celsius + 32
print(str(celsius), "Celsius is " +str(fahrenheit), "Fahrenheit" ) |
b8575f4f45140cac291a60f7b82f0f2168330361 | qmnguyenw/python_py4e | /geeksforgeeks/python/python_all/134_7.py | 2,835 | 4.375 | 4 | Python | Type conversion of dictionary items
The interconversion of data types is quite common, and we may have this
problem while working with dictionaries as well. We might have a key and
corresponding list with numeric alphabets, and we with to transform the whole
dictionary to integers rather than string numerics. Let’s discuss certain ways
in which this task can be performed.
**Method #1 : Using loop**
This problem can be solved using naive method by the use of loops. In this, we
loop for each key and value and then typecast keys and value’s separately and
returning the desired integral container.
__
__
__
__
__
__
__
# Python3 code to demonstrate working of
# Type conversion of dictionary items
# Using loop
# Initialize dictionary
test_dict = {'1' : ['4', '5'], '4' : ['6', '7'],
'10' : ['8']}
# printing original dictionary
print("The original dictionary : " + str(test_dict))
# Using loop
# Type conversion of dictionary items
res = {}
for key, value in test_dict.items():
res[int(key)] = [int(item) for item in value]
# printing result
print("Dictionary after type conversion : " + str(res))
---
__
__
**Output :**
> The original dictionary : {’10’: [‘8’], ‘4’: [‘6’, ‘7’], ‘1’: [‘4’, ‘5’]}
> Dictionary after type conversion : {1: [4, 5], 10: [8], 4: [6, 7]}
**Method #2 : Using dictionary comprehension**
This task can be easily performed using single line shorthand using dictionary
comprehension. This offers a shorter alternative to the loop method discussed
above and hence recommended.
__
__
__
__
__
__
__
# Python3 code to demonstrate working of
# Type conversion of dictionary items
# Using dictionary comprehension
# Initialize dictionary
test_dict = {'1' : ['4', '5'], '4' : ['6', '7'],
'10' : ['8']}
# printing original dictionary
print("The original dictionary : " + str(test_dict))
# Using dictionary comprehension
# Type conversion of dictionary items
res = {int(key):[int(i) for i in val]
for key, val in test_dict.items()}
# printing result
print("Dictionary after type conversion : " + str(res))
---
__
__
**Output :**
> The original dictionary : {’10’: [‘8’], ‘4’: [‘6’, ‘7’], ‘1’: [‘4’, ‘5’]}
> Dictionary after type conversion : {1: [4, 5], 10: [8], 4: [6, 7]}
Attention geek! Strengthen your foundations with the **Python Programming
Foundation** Course and learn the basics.
To begin with, your interview preparations Enhance your Data Structures
concepts with the **Python DS** Course.
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Save
|
9d334671995beeb247af5ff2b5c3c983413d9e9d | wfeng1991/learnpy | /py/leetcode/114.py | 1,541 | 3.921875 | 4 | # Definition for a binary tree node.
class TreeNode(object):
def __init__(self, x):
self.val = x
self.left = None
self.right = None
class Solution(object):
def flatten1(self, root):
"""
:type root: TreeNode
:rtype: void Do not return anything, modify root in-place instead.
"""
def help(root):
if root:
left=help(root.left)
right=help(root.right)
if left:
root.right=left
root.left=None
while left.right:
left=left.right
left.right=right
return root
else:
return None
help(root)
def flatten(self, root):
"""
:type root: TreeNode
:rtype: void Do not return anything, modify root in-place instead.
"""
def dfs(root):
if not root.right and not root.left:
return root
right = root.right
right_last, left_last = None, None
if root.right:
right_last = dfs(root.right)
if root.left:
left_last = dfs(root.left)
root.right = root.left
root.left = None
left_last.right = right
right = root.right
return right_last or left_last
if root:dfs(root)
t=TreeNode(1)
t.right=TreeNode(2)
Solution().flatten(t)
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2e98629efd3cc149d75f23b02cc6af8b4b0954e1 | abs-tudelft/vhsnunzip | /tests/emu/utils.py | 2,924 | 3.9375 | 4 |
def safe_chr(data, oneline=False):
"""Returns a byte or iterable of bytes as ASCII, using ANSI color codes to
represent non-printables. If oneline is set, \n is treated as a special
character, otherwise it is passed through unchanged. The following color
codes are used:
- green 'n': newline
- green 'r': carriage return
- green 't': horizontal tab
- red number: control codes 0 through 9
- red uppercase up to V: control code 10 through 31
- dark gray dot: code 32 (space)
- bright character: code 33 through 126 (printables)
- red 'Y': control code 127
- red '^': code 128 through 255
"""
if not hasattr(data, '__iter__'):
data = [data]
s = ['\033[1m']
for value in data:
if value == ord('\n'):
if oneline:
s.append('\033[32mn')
else:
s.append('\n')
elif value == ord('\r'):
s.append('\033[32mr')
elif value == ord('\t'):
s.append('\033[32mt')
elif value < 10:
s.append('\033[31m%d' % value)
elif value < 32:
s.append('\033[31m%s' % chr(ord('A') + value))
elif value == 32:
s.append('\033[30m·')
elif value < 127:
s.append('\033[37m%s' % chr(value))
elif value == 127:
s.append('\033[31mY')
else:
s.append('\033[31m^')
return ''.join(s) + '\033[0m'
def binary(data, bits, valid=True):
"""Returns a python integer or list of integers as a (concatenated)
std_logic_vector string of the given bitcount per element. If valid is
specified and false, don't-cares are returned instead."""
if not hasattr(data, '__iter__'):
data = [data]
s = []
for value in data:
if valid:
s.append(('{:0%db}' % bits).format(value & (2**bits-1)))
else:
s.append('-' * bits)
return ''.join(s)
def is_std_logic(value):
"""Returns whether the given value is the Python equivalent of an
std_logic."""
return value is True or value is False
def is_unsigned(value, bits):
"""Returns whether the given value is the Python equivalent of an
unsigned with the given length."""
return not (value & ~(2**bits-1))
def is_signed(value, bits):
"""Returns whether the given value is the Python equivalent of an
signed with the given length."""
return value >= -2**(bits-1) and value < 2**(bits-1)
def is_std_logic_vector(value, bits):
"""Returns whether the given value is the Python equivalent of an
std_logic_vector with the given length."""
return value & ~(2**bits-1) in [0, -1]
def is_byte_array(value, count):
"""Returns whether the given value is the Python equivalent of a
byte array."""
return isinstance(value, tuple) and len(value) == count and all(map(lambda x: x >= 0 and x <= 255, value))
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8e37b06a20173b889da316e61ecf3990bc220877 | prachijain07/Prachi-programs | /src/Exercise_32.py | 661 | 3.5 | 4 | #PF-Exer-32
def human_pyramid(no_of_people):
if(no_of_people==1):
return 1*(50)
else:
return no_of_people*(50)+human_pyramid(no_of_people-2)
def find_maximum_people(max_weight):
no_of_people=0
m=max_weight//50
sum1=0
for i in range(1,m+1,2):
sum1+=i
if(sum1>m):
sum1=sum1-i
break
row=0
for i in range(1,sum1+1):
if(sum1//i==i):
row=i
break
j=1
for i in range(row):
j+=2
j-=2
no_of_people=j
return no_of_people
max_people=find_maximum_people(1000)
print(max_people) |
94a41636496c8e16d5b401aa41d229e3aba1190f | dipikakhullar/Data-Structures-Algorithms | /trie.py | 4,725 | 4.03125 | 4 | from collections import deque
class TrieNode:
def __init__(self, v):
self.val = v
self.children = {}
self.is_end = False
class Trie:
"""
1. insert
2. contains word
3. return all words with prefix
4. num entries with that prefix?
5. delete word
6. return all words in trie
"""
def __init__(self):
self.root = TrieNode(None)
def insert(self, word):
"""
inserts word in trie
"""
if not word:
return
word = self.normalize_word(word)
trav = self.root
for i, char in enumerate(word):
if char not in trav.children:
trav.children[char] = TrieNode(char)
trav = trav.children[char]
trav.is_end = True
def contains(self, word):
trav = self.root
for char in word:
if char not in trav.children:
return False
trav = trav.children[char]
return trav.is_end
def get_all_words(self):
word_list = []
for letter in self.root.children:
word_list.extend(self.get_possible_words(letter))
return word_list
def longest_prefix(self, word):
"""
Finds the word in the trie rooted at root with the longest matching prefix with word.
In the case of a tie in longest prefix, one word is chosen arbitrarily.
"""
current_node = self.root
current_prefix = ""
for char in word:
if char not in current_node.children:
break
else:
current_node = current_node.children[char]
current_prefix += char
strings = []
self.find_strings(current_prefix, current_node, strings)
return strings[0]
def find_strings(self, prefix, node, results):
"""
Recursively traverses the sub-trie rooted at node and adds all strings of the sub-tree into results.
"""
if node.is_end:
results.append(prefix)
for char in node.children:
self.find_strings(prefix + char, node.children[char], results)
# return results
def normalize_word(self, word):
return word.strip().lower()
def _get_possible_words(self, word, word_node, word_list=None):
if word_list is None:
word_list = []
else:
word_list
if word_node.is_end:
word_list.append(word)
for letter in word_node.children:
if not word_node.children[letter]:
word_list.append(word + letter)
else:
self._get_possible_words(word + letter, word_node.children[letter], word_list)
return word_list
def get_possible_words(self, word):
found_prefix = self.found_prefix(word)
if found_prefix:
word_node = self._contains(word, self.root)
if word_node is None:
return []
else:
return self._get_possible_words(word, word_node)
else:
return []
def found_prefix(self, prefix):
# found_prefix = True
current_node = self.root
found_prefix = True
for symbol in prefix.strip().lower():
if symbol in current_node.children:
current_node = current_node.children[symbol]
else:
found_prefix = False
break
return found_prefix
def _contains(self, word, node):
if not word:
return node
if word[0] and node.children.keys():
return self._contains(word[1:], node.children[word[0]])
else:
return None
def _contains_word(self, item):
current_node = self.root
contained = True
for symbol in self.normalize_word(item):
if symbol in current_node.children:
current_node = current_node.children[symbol]
else:
contained = False
break
return contained and current_node.is_end
def delete_word(self, word):
print("DELETING WORD: ", word)
if self.contains(word):
word_node = self._contains(word, self.root)
word_node.is_end = False
trie = Trie()
a = trie.insert("fun")
b = trie.insert("funny")
c = trie.insert("funcakes")
# d = trie.contains("funn")
# print(a)
# print(d)
# trie.longest_prefix("a")
# trie.find_strings("", trie.root, [])
# print("FINDING ALL WORDS")
# words = trie.get_all_words()
# print(words)
all_possible_words = trie.get_possible_words("fu")
print("ALL POSSIBLE WORDS WITH PREFIX FU: ", all_possible_words)
# # trie.insert("a")
# # trie.insert("add")
# # trie.insert("an")
# # trie.insert("and")
# # trie.insert("any")
# # trie.insert("bagel")
# # trie.insert("bag")
# # trie.insert("bags")
# # trie.insert("bat")
# # trie.insert("bath")
# # trie.insert("bay")
# # prefix = 'z'
# # actual_words = trie.get_possible_words(prefix)
# # print(actual_words)
# t = Trie()
# t.insert("e-mail")
# t.insert("above-said")
# t.insert("above-water")
# t.insert("above-written")
# t.insert("above")
# t.insert("abode")
# t.insert("exit")
# all_words = t.get_all_words()
# # print(all_words)
# # print(all_words)
# # print(len(all_words))
# print(all_words)
# print(t.contains("abode"))
# print(t.contains("above"))
# print(t.contains("above-said"))
# t.delete_word("abode")
# print(t.get_all_words())
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9d7696b6673420e9c88e271593f0cc41a8e7935f | rraj29/Sequences | /spliting_things.py | 920 | 3.9375 | 4 | panagram = "The quick brown fox jumps over the lazy dog"
words = panagram.split()
print(words)
numbers = "4,566,4523,8895,445,5656,55,4226,45"
print(numbers.split(","))
# **JOIN will create a STRING from a list. SPLIT will create a LIST from a string.
#values = "".join(char if char not in separators else " " for numbers in numbers).split()
generated_list = ['9',' ',
'2', '2', '3', ' ',
'3', '7', '2', ' ',
'0', '3', '6', ' ',
'8', '5', '4', ' ',
'7', '7', '5', ' ',
'8', '0', '7',
]
values = "".join(generated_list)
print(values)
values_list = values.split()
print(values_list)
item_list_int = []
for item in values_list:
item_list_int.append(int(item))
print(item_list_int)
for index in range(len(values_list)):
values_list[index]= int(values_list[index])
print(values_list) |
894ac296306c253b9c32ac11d49fbde2d97d1ae8 | Rishiraj122/Python_programs | /ForLoop.py | 179 | 4.15625 | 4 | fruits=["Apple","Pineapple","Mango","Grapes","Oranges"]
for x in fruits:
print(x);
if x=="Apple":
print("Well, there's Apple, so there must be Applepie :) ");
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28e3113c08178de77a32b8427346880f8479536e | huginngri/TitleTraveler | /V2.py | 1,563 | 3.921875 | 4 |
def possiblem(x , y):
attir = "(S)outh (N)orth (W)est (E)ast"
s, n, w, e = attir.split()
if y == 1:
return n + "."
elif x == 1:
if y == 2:
return n + " or " + e + " or " + s + "."
if y == 3:
return e + " or " + s + "."
elif x == 2:
if y == 2:
return s + " or " + w + "."
if y == 3:
return e + " or " + w + "."
elif x == 3:
if y == 2:
return n + " or " + s + "."
if y == 3:
return s + " or " + w + "."
else:
return ""
def movementx(char):
if char == "e" or char == "E":
x = 1
elif char == "w" or char == "W":
x = -1
else:
x = 0
return x
def movementy(char):
if char == "n" or char == "N":
y = 1
elif char == "s" or char =="S":
y = -1
else:
y = 0
return y
x = 1
y = 1
n = "(N)orth"
s = "(S)outh"
e = "(E)ast"
w = "(W)est"
while (x != 3) | (y != 1):
a =""
b=""
c = ""
d =""
print("You can travel: " + possiblem(x, y))
move = input("Direction: ")
if n in possiblem(x,y):
a = n
if s in possiblem(x,y):
b = s
if e in possiblem(x,y):
c = e
if w in possiblem(x,y):
d = w
while (move.upper() != a[1:2]) and (move.upper() != b[1:2]) and (move.upper() != c[1:2]) and (move.upper() != d[1:2]):
print("Not a valid direction!")
move = input("Direction: ")
x += movementx(move)
y += movementy(move)
print("Victory!")
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6c655044a49f27e0d4d8766df68cd6bf2da18cf6 | Tri-x/exercise | /5/chars_count.py | 620 | 3.578125 | 4 | from string import *#引入字符模块
from random import *
#统计字符数
str_dict={}
strings=''
for x in range(randint(0,200)):#随机字符随机长度
strings+=printable[randint(0,len(printable)-6)]
#string.printable='0123456789abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ!"#$%&\'()*+,-./:;<=>?@[\\]^_`{|}~ \t\n\r\x0b\x0c'
print(strings)
for x in range(len(set(strings))):#计数每个字符出现的次数储存在字典中一一对应
str_dict[list(set(strings))[x]]=strings.count(list(set(strings))[x])
for strss,nums in str_dict.items():#格式化输出
print('{0}:{1}'.format(strss,nums),end='|')
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08744af1aae261def618dd478a0fdd54224fe32a | JeferyLee/smpAlgorithms | /K_calibre.py | 510 | 3.5 | 4 | """
-*- coding:utf-8 -*-
@author : jerry
@time : 2019/10/28 9:24
"""
import pandas as pd
import numpy as np
data=pd.read_excel("c:/users/dell/desktop/test.xlsx")
print(data)
# data=pd.DataFrame(data=ws2,index=[[1,2],[1,2,3,4]],columns=[[1,2],[1,2,3,4]])
# data=pd.DataFrame(data=ws2,index=['2','3','4','5'])
# print(data)
# frame=pd.DataFrame(np.arange(12).reshape((4,3)), index=[['a','a','b','b'],[1,2,1,2]],
# columns=[['Ohio','Ohio','Colorado'],
# ['Green','Red','Green']])
|
0b455d583dbfd9a3935dd860d8bce940105bb562 | SteveImmanuel/multimedia-stegano | /crypto/engine/key.py | 435 | 3.546875 | 4 | from enum import Enum
from typing import List, Union
class KeyType(Enum):
NUMBER = 'number'
STRING = 'string'
class Key:
def __init__(self, key_type: KeyType, data: List[Union[str, int]]):
self.key_type = key_type
if key_type == KeyType.NUMBER:
self.data = list(map(int, data))
elif key_type == KeyType.STRING:
self.data = list(map(lambda x: x.lower(), map(str, data)))
|
b2cf3d07c9a77b8a5b25fe2673ca30c0c49ff291 | atkins126/sample_nullpobug | /python/csv1/reader.py | 382 | 3.65625 | 4 | # coding: utf-8
import csv
def main():
with open('data.csv') as csvfile:
reader = csv.reader(csvfile)
# readerのシーケンスはリストを返す
for row in reader:
for idx, value in enumerate(row):
print u"{}: {}".format(idx + 1, value.decode('cp932'))
print "-" * 10
if __name__ == '__main__':
main()
|
375a0f3634cc9b9bcea50ce0c5dc05cfbd088770 | JerryTom121/COREL | /code/Models/pi_pj_model_with_no_th_cat.py | 1,670 | 3.6875 | 4 | import csv
import sys
from itertools import product
import operator
from sets import Set
readfile=csv.reader(open('./../dataset/preprocess_data_new.csv','rt'))
true_count=0 #no of time successfuly predicted
total_count=0 #total number of prediction made
n=int(input("Enter N: "))
def frequency(products,item): #this will caculate the frequency of item in products list
count=0
for x in products:
if x==item:
count+=1
return count
for row in readfile:
total_count+=1
section_A=row[1].split(',') #section A products of any user
section_B=row[2].split(',') #section B products of any user
section_C=Set([]) #set of section C products of any user
for x in row[3].split(','):
try:
section_C.add(x)
except KeyError:
continue
products=section_A+section_B
pi=section_B[0] #item purchased by user
#pi_count=frequency(products,pi)
item_counter={}
# print pi
#this section calculates the frequency of each item in products list
for item in products:
try:
if item in item_counter:
item_counter[item]+=1
else:
item_counter[item]=1
except KeyError:
continue
#this will sort the items according to their frequency
item_counter=sorted(item_counter.items(),key=operator.itemgetter(1),reverse=True)
# print item_counter
#this will create a set of top n products
counter=0
top_item=Set([])
for item,value in item_counter:
if counter==n:
break
if item!=pi:
top_item.add(item)
counter+=1
#print section_C
#print 'hello2'
#this will check whether pridicted output is correct or not
if len(section_C.intersection(top_item))>0:
true_count+=1
#print true_count
print float(true_count)/total_count |
1ad2a2beb0d679cc6963254194e98737c7097cb5 | samuVG/Tarea1_Samuel_Vasco_Gonz-lez | /Tarea1.py | 975 | 4.0625 | 4 | #!/usr/bin/env python
# coding: utf-8
# In[3]:
import funciones #se invocan las funciones creadas en el módulo funciones
#Ejercicio 4: se lanza una moneda n veces
# a). la probabilidad de que si se hace este experimento 100 veces, el resultado sean 10 veces cara.
def Probabilidad(n,k): #funcion que calcula la probabilidad de que cuando se lanza una moneda n veces
prob=funciones.Binomial(n,k)/2**n # y resulte un numero k de veces cara (sello)
return prob
print("Punto a).")
print("La probabilidad de lanzar 100 veces una moneda y caiga 10 veces cara es: ",Probabilidad(100,10))
print("La probabilidad de que suceda es del orden de 10^(-15)% \n")
suma=0
for i in range(31,101): # se suman las probabilidades desde 31 hasta 100
suma=suma+Probabilidad(100,i)
print("Punto b).")
print("La probabilidad de lanzar 100 veces una moneda y caiga más de 30 veces cara es: ",suma)
print("La probabilidad de que suceda es del orden de 99.996%")
# In[ ]:
|
9dfea52358d6c3d7511f9d05b6afccd2d2d906f3 | Rproc/sim_agent | /monteCarlo.py | 1,380 | 4.3125 | 4 | import numpy as np
import math
import random
e = math.e
pi = math.pi
def get_rand_number(min_value, max_value):
"""
This functions gets a random number from a uniform distribution between
the two input values [min_value, max_value] inclusively
Args:
- min_value (float)
- max_value (float)
Return:
- Random number between this range (float)
"""
range = max_value - min_value
choice = random.uniform(0,1)
return min_value + range*choice
def f_of_x(x):
"""
This is the main function we want to integrate over.
Args:
- x (float) : input to function; must be in radians
Return:
- output of function f(x) (float)
"""
return (e**(-1*x))/(1+(x-1)**2)
def crude_monte_carlo(num_samples=5000):
"""
This function performs the Crude Monte Carlo for our
specific function f(x) on the range x=0 to x=5.
Notice that this bound is sufficient because f(x)
approaches 0 at around PI.
Args:
- num_samples (float) : number of samples
Return:
- Crude Monte Carlo estimation (float)
"""
lower_bound = 0
upper_bound = 1000
sum_of_samples = 0
for i in range(num_samples):
x = get_rand_number(lower_bound, upper_bound)
sum_of_samples += f_of_x(x)
return (upper_bound - lower_bound) * float(sum_of_samples/num_samples)
# crude_monte_carlo()
|
dd17d8251a661225c4ab68ac6c61b3eb3a818be4 | vapawar/vpz_pycodes | /vpz/vpz_linklist.py | 1,020 | 3.890625 | 4 | class Node:
def __init__(self, data):
self.data = data
self.next = None
class LinkedList:
def __init__(self):
self.head = None
def add(self, data):
temp = Node(data)
temp.next = self.head
self.head = temp
def remove(self, key):
temp = self.head
if temp and temp.data == key:
self.head = temp.next
return
while temp:
if temp.data == key:
break
prev = temp
temp = temp.next
if temp == None:
return
prev.next = temp.next
def show(self):
temp = self.head
while temp:
print(temp.data)
temp = temp.next
llist = LinkedList()
llist.add(7)
llist.add(1)
llist.add(3)
llist.add(2)
print("show")
llist.show()
llist.remove(1)
print("delete 1")
llist.show()
llist.remove(7)
print("delete 7")
llist.show()
llist.remove(4)
print("delete 4")
llist.show()
llist.remove(2)
print("delete 2")
llist.show() |
9c59ff7d03ba56c52523a22530c4559e0aa6a53c | Tahmid79/ud120-projects | /outliers/outlier_cleaner.py | 885 | 3.796875 | 4 | #!/usr/bin/python
import math
def outlierCleaner(predictions, ages, net_worths):
"""
Clean away the 10% of points that have the largest
residual errors (difference between the prediction
and the actual net worth).
Return a list of tuples named cleaned_data where
each tuple is of the form (age, net_worth, error).
"""
cleaned_data = []
### your code goes here
#predictions, ages, net_worths
#(age, net_worth, error)
for i in range(len(predictions)):
error = predictions[i] - net_worths[i]
error = abs(error)
lst = []
lst.extend([ ages[i] , net_worths[i] , error ])
lst = tuple(lst)
cleaned_data.append(lst)
cleaned_data.sort(key= lambda tup : tup[2])
remn = int( 0.9 * len(ages))
cleaned_data = cleaned_data[:remn]
return cleaned_data
|
4107bd220d010a882f92807299c1b07e529c358d | Flibielt/mlbasics-ex6 | /ex6/src/ex6_spam.py | 5,776 | 3.515625 | 4 | from scipy.io import loadmat
import numpy as np
import os
from .utils import process_email, email_features, svm_train, linear_kernel, svm_predict, get_vocab_list
def ex6_spam():
"""
Exercise 6 | Spam Classification with SVMs
Instructions
------------
This file contains code that helps you get started on the
exercise. You will need to complete the following functions:
gaussian_kernel.py
dataset3_params.py
process_email.py
email_features.py
For this exercise, you will not need to change any code in this file,
or any other files other than those mentioned above.
"""
"""
==================== Part 1: Email Preprocessing ====================
To use an SVM to classify emails into Spam v.s. Non-Spam, you first need
to convert each email into a vector of features. In this part, you will
implement the preprocessing steps for each email. You should
complete the code in processEmail.m to produce a word indices vector
for a given email.
"""
print('\nPreprocessing sample email (emailSample1.txt)\n')
# Extract Features
sample1_path = os.path.dirname(os.path.realpath(__file__)) + '/data/emailSample1.txt'
sample1_path = sample1_path.replace('\\', '/')
with open(sample1_path) as fid:
file_contents = fid.read()
word_indices = process_email(file_contents)
# Print stats
print('Word Indicies: %d' % len(word_indices))
input('Program paused. Press enter to continue.\n')
"""
==================== Part 2: Feature Extraction ====================
Now, you will convert each email into a vector of features in R^n.
You should complete the code in email_features.py to produce a feature
vector for a given email.
"""
print('\nExtracting features from sample email (emailSample1.txt)\n')
features = email_features(word_indices)
# Print Stats
print('\nLength of feature vector: %d' % len(features))
print('Number of non-zero entries: %d' % sum(features > 0))
input('Program paused. Press enter to continue.\n')
"""
=========== Part 3: Train Linear SVM for Spam Classification ========
In this section, you will train a linear classifier to determine if an
email is Spam or Not-Spam.
"""
# Load the Spam Email dataset
# You will have X, y in your environment
spam_train_path = os.path.dirname(os.path.realpath(__file__)) + '/data/spamTrain.mat'
spam_train_path = spam_train_path.replace('\\', '/')
data = loadmat(spam_train_path)
X, y = data['X'].astype(float), data['y'][:, 0]
print('Training Linear SVM (Spam Classification)')
print('This may take 1 to 2 minutes ...\n')
C = 0.1
model = svm_train(X, y, C, linear_kernel)
# Compute the training accuracy
p = svm_predict(model, X)
print('Training Accuracy: %.2f' % (np.mean(p == y) * 100))
"""
=================== Part 4: Test Spam Classification ================
After training the classifier, we can evaluate it on a test set. We have
included a test set in spamTest.mat
"""
# Load the test dataset
# You will have Xtest, ytest in your environment
spam_test_path = os.path.dirname(os.path.realpath(__file__)) + '/data/spamTest.mat'
spam_test_path = spam_test_path.replace('\\', '/')
data = loadmat(spam_test_path)
Xtest, ytest = data['Xtest'].astype(float), data['ytest'][:, 0]
print('Evaluating the trained Linear SVM on a test set ...')
p = svm_predict(model, Xtest)
print('Test Accuracy: %.2f' % (np.mean(p == ytest) * 100))
input('\nProgram paused. Press enter to continue.\n')
"""
================= Part 5: Top Predictors of Spam ====================
Since the model we are training is a linear SVM, we can inspect the
weights learned by the model to understand better how it is determining
whether an email is spam or not. The following code finds the words with
the highest weights in the classifier. Informally, the classifier
'thinks' that these words are the most likely indicators of spam.
"""
# Sort the weights and obtain the vocabulary list
idx = np.argsort(model['w'])
top_idx = idx[-15:][::-1]
vocab_list = get_vocab_list()
print('Top predictors of spam:')
print('%-15s %-15s' % ('word', 'weight'))
print('----' + ' ' * 12 + '------')
for word, w in zip(np.array(vocab_list)[top_idx], model['w'][top_idx]):
print('%-15s %0.2f' % (word, w))
input('\nProgram paused. Press enter to continue.\n')
"""
=================== Part 6: Try Your Own Emails =====================
Now that you've trained the spam classifier, you can use it on your own
emails! In the starter code, we have included spamSample1.txt,
spamSample2.txt, emailSample1.txt and emailSample2.txt as examples.
The following code reads in one of these emails and then uses your
learned SVM classifier to determine whether the email is Spam or
Not Spam
"""
# Set the file to be read in (change this to spamSample2.txt,
# emailSample1.txt or emailSample2.txt to see different predictions on
# different emails types). Try your own emails as well!
email_sample_path = os.path.dirname(os.path.realpath(__file__)) + '/data/emailSample1.txt'
email_sample_path = email_sample_path.replace('\\', '/')
with open(email_sample_path) as fid:
file_contents = fid.read()
word_indices = process_email(file_contents, verbose=False)
x = email_features(word_indices)
p = svm_predict(model, x)
print('\nProcessed %s\nSpam Classification: %s' % (email_sample_path, 'spam' if p else 'not spam'))
print('(1 indicates spam, 0 indicates not spam)\n\n')
|
5236f90479fe988fda5f8692db1b01c77f17aa51 | 4597veronica/Projectos_python | /calculadora/Ejercicio_17-3/menu_calc_if.py | 405 | 3.984375 | 4 | #coding:utf-8
# Haremos un menu de una calculadora
print "¿Que desea hacer amo?"
print "S.-salir"
print "1.-Sumar"
print "2.-Restar"
print "3.-Multiplicar"
print "4.-Dividir"
obcion=raw_input ("Introduce una obcion: ")
#if not obcion>=1 and obcion<=4:
if obcion == "s" :
print "Introduce una S mayuscula"
else :
if not obcion>="1" and obcion<="4" :
print "Esa opción no existe"
|
437b1f52ee4f0293f9d03aab34330b80b619b7c4 | orloffanya/python | /advanced_loops_80.py | 1,066 | 4.375 | 4 | # The prime factorization of an integer, n, can be determined using the following steps:
# Initialize factor to 2
# While factor is less than or equal to n do
# If n is evenly divisible by factor then
# Conclude that factor is a factor of n
# Divide n by factor using floor division
# Else
# Increase factor by 1
# Write a program that reads an integer from the user. If the value entered by the
# user is less than 2 then your program should display an appropriate error message.
# Otherwise your program should display the prime numbers that can be multiplied
# together to compute n, with one factor appearing on each line. For example:
# Enter an integer (2 or greater): 72
# The prime factors of 72 are:
# 2
# 2
# 2
# 3
# 3
factor = 2
n = int(input("Please enter a number greater than 2: "))
while n < 2:
print("The number should be greater than 2")
n = int(input("Please enter a number: "))
print(f"The prime factors of {n} are:")
while factor <= n:
if n % factor == 0:
n = n // factor
print(factor)
else:
factor += 1
|
a164fc90702c0192a9aa71cad6e65b0a8e198de2 | CrookedY/AirPollutionBot | /buildreplytweet.py | 350 | 3.625 | 4 | from replybot import listofstationsdata
if pollutant == 'NOX':
#if function on data to sort which high or low function
append high of low to list for pollutionlevel function to sort though
Then add the pollutant name and a space to a string. Start of string should be
'The pollution level in (location) is high or low. NOX is , P10 is, p2.5 is'
|
a331a6b6820a72375f6d8b355c1a4344b1d761a1 | Ohforcute/learn-arcade-work | /Lab 12 - Final Lab/part_12.py | 61,898 | 3.75 | 4 | import arcade
import os
SPRITE_SCALING = 0.1
SPRITE_NATIVE_SIZE = 128
SPRITE_SIZE = int(SPRITE_NATIVE_SIZE * SPRITE_SCALING)
SCREEN_WIDTH = 600
SCREEN_HEIGHT = 400
SCREEN_TITLE = "Atari Adventure Knockoff Edition"
MOVEMENT_SPEED = 5
class Room:
"""
This class holds all the information about the
different rooms.
"""
def __init__(self):
# You may want many lists. Lists for coins, monsters, etc.
self.wall_list = None
# This holds the background images. If you don't want changing
# background images, you can delete this part.
self.background = None
self.lock_list = arcade.SpriteList()
self.dragon_list = arcade.SpriteList()
self.sword_list = arcade.SpriteList()
self.key_list = arcade.SpriteList()
self.trophy_list = arcade.SpriteList()
def setup_room_1():
"""
Create and return room 1.
If your program gets large, you may want to separate this into different
files.
"""
room = Room()
""" Set up the game and initialize the variables. """
# Sprite lists
room.wall_list = arcade.SpriteList()
room.lock_list = arcade.SpriteList()
room.object_list = arcade.SpriteList()
# -- Set up the walls
# Create bottom and top row of boxes
# This y loops a list of two, the coordinate 0, and just under the top of window
for y in (0, SCREEN_HEIGHT - SPRITE_SIZE):
# Loop for each box going across
for x in range(0, SCREEN_WIDTH, SPRITE_SIZE * 2):
if x != SPRITE_SIZE * 22 and x != SPRITE_SIZE * 24 and x != SPRITE_SIZE * 26:
# http://www.i2clipart.com/clipart-custom-color-round-square-button-c82a
wall = arcade.Sprite("blue wall.png", SPRITE_SCALING)
wall.left = x
wall.bottom = y
room.wall_list.append(wall)
# Create left and right column of boxes
for x in (0, SCREEN_WIDTH - SPRITE_SIZE * 2):
# Loop for each box going across
for y in range(SPRITE_SIZE * 2, SCREEN_HEIGHT - SPRITE_SIZE, SPRITE_SIZE * 2):
# Skip making a block 4 and 5 blocks up on the right side
if y != SPRITE_SIZE * 4 and y != SPRITE_SIZE * 5 and y != SPRITE_SIZE * 6:
wall = arcade.Sprite("blue wall.png", SPRITE_SCALING)
wall.left = x
wall.bottom = y
room.wall_list.append(wall)
# Create castle
for x in range(80, 200, SPRITE_SIZE * 2):
wall = arcade.Sprite("brickGrey.png", 0.2)
wall.center_x = x
wall.center_y = 380
room.wall_list.append(wall)
for x in range(415, 520, SPRITE_SIZE * 2):
wall = arcade.Sprite("brickGrey.png", 0.2)
wall.center_x = x
wall.center_y = 380
room.wall_list.append(wall)
for x in range(92, 185, SPRITE_SIZE * 2):
wall = arcade.Sprite("brickGrey.png", 0.2)
wall.center_x = x
wall.center_y = 355
room.wall_list.append(wall)
for x in range(427, 505, SPRITE_SIZE * 2):
wall = arcade.Sprite("brickGrey.png", 0.2)
wall.center_x = x
wall.center_y = 355
room.wall_list.append(wall)
for x in range(92, 185, SPRITE_SIZE * 2):
wall = arcade.Sprite("brickGrey.png", 0.2)
wall.center_x = x
wall.center_y = 330
room.wall_list.append(wall)
for x in range(427, 505, SPRITE_SIZE * 2):
wall = arcade.Sprite("brickGrey.png", 0.2)
wall.center_x = x
wall.center_y = 330
room.wall_list.append(wall)
for x in range(92, 505, SPRITE_SIZE * 2):
wall = arcade.Sprite("brickGrey.png", 0.2)
wall.center_x = x
wall.center_y = 305
room.wall_list.append(wall)
for x in range(92, 505, SPRITE_SIZE * 2):
wall = arcade.Sprite("brickGrey.png", 0.2)
wall.center_x = x
wall.center_y = 280
room.wall_list.append(wall)
for x in range(92, 505, SPRITE_SIZE * 2):
wall = arcade.Sprite("brickGrey.png", 0.2)
wall.center_x = x
wall.center_y = 255
room.wall_list.append(wall)
for x in range(92, 250, SPRITE_SIZE * 2):
wall = arcade.Sprite("brickGrey.png", 0.2)
wall.center_x = x
wall.center_y = 230
room.wall_list.append(wall)
for x in range(357, 505, SPRITE_SIZE * 2):
wall = arcade.Sprite("brickGrey.png", 0.2)
wall.center_x = x
wall.center_y = 230
room.wall_list.append(wall)
for x in range(92, 250, SPRITE_SIZE * 2):
wall = arcade.Sprite("brickGrey.png", 0.2)
wall.center_x = x
wall.center_y = 205
room.wall_list.append(wall)
for x in range(357, 505, SPRITE_SIZE * 2):
wall = arcade.Sprite("brickGrey.png", 0.2)
wall.center_x = x
wall.center_y = 205
room.wall_list.append(wall)
for x in range(92, 250, SPRITE_SIZE * 2):
wall = arcade.Sprite("brickGrey.png", 0.2)
wall.center_x = x
wall.center_y = 180
room.wall_list.append(wall)
for x in range(357, 505, SPRITE_SIZE * 2):
wall = arcade.Sprite("brickGrey.png", 0.2)
wall.center_x = x
wall.center_y = 180
room.wall_list.append(wall)
lock = arcade.Sprite("lockBlue.png", 0.2)
lock.center_y = 210
lock.center_x = 297
lock.color_match = "blue"
lock.open = False
room.lock_list.append(lock)
# Load the background image for this level.
# https://www.iconsdb.com/gray-icons/rectangle-icon.html
room.background = arcade.load_texture("background.png")
return room
def setup_room_2():
"""
Create and return room 2.
"""
room = Room()
""" Set up the game and initialize the variables. """
# Sprite lists
room.wall_list = arcade.SpriteList()
room.dragon_list = arcade.SpriteList()
room.object_list = arcade.SpriteList()
# -- Set up the walls
# Create bottom and top row of boxes
# This y loops a list of two, the coordinate 0, and just under the top of window
for y in (0, SCREEN_HEIGHT - SPRITE_SIZE * 2):
# Loop for each box going across
for x in range(0, SCREEN_WIDTH, SPRITE_SIZE * 2):
if (x != SPRITE_SIZE * 12 and x != SPRITE_SIZE * 13 and x != SPRITE_SIZE * 14) or y != 0:
# https://www.iconsdb.com/custom-color/square-icon.html
wall = arcade.Sprite("actual_red_wall.png", SPRITE_SCALING)
wall.left = x
wall.bottom = y
room.wall_list.append(wall)
# Create left and right column of boxes
for x in (0, SCREEN_WIDTH - SPRITE_SIZE * 2):
# Loop for each box going across
for y in range(SPRITE_SIZE * 2, SCREEN_HEIGHT - SPRITE_SIZE, SPRITE_SIZE * 2):
# Skip making a block 4 and 5 blocks up
if (y != SPRITE_SIZE * 4 and y != SPRITE_SIZE * 5 and y != SPRITE_SIZE * 6) or x != 0:
wall = arcade.Sprite("actual_red_wall.png", SPRITE_SCALING)
wall.left = x
wall.bottom = y
room.wall_list.append(wall)
# https://icon-library.com/icon/dragon-png-icon-17.html
dragon = Dragon("dragon.png", SPRITE_SCALING * 2)
dragon.center_x = 0
dragon.center_y = 400
dragon.dead = False
room.dragon_list.append(dragon)
room.background = arcade.load_texture("background.png")
return room
def setup_room_3():
"""
Create and return room 3.
"""
room = Room()
""" Set up the game and initialize the variables. """
# Sprite lists
room.wall_list = arcade.SpriteList()
room.object_list = arcade.SpriteList()
# -- Set up the walls
# Create bottom and top row of boxes
# This y loops a list of two, the coordinate 0, and just under the top of window
for y in (0, SCREEN_HEIGHT - SPRITE_SIZE * 2):
# Loop for each box going across
for x in range(0, SCREEN_WIDTH, SPRITE_SIZE * 2):
if (x != SPRITE_SIZE * 12 and x != SPRITE_SIZE * 13 and x != SPRITE_SIZE * 14) or y == 0:
# https: // www.iconsdb.com / yellow - icons / square - icon.html
wall = arcade.Sprite("yellow_wall.png", SPRITE_SCALING)
wall.left = x
wall.bottom = y
room.wall_list.append(wall)
# Create left and right column of boxes
for x in (0, SCREEN_WIDTH - SPRITE_SIZE * 2):
# Loop for each box going across
for y in range(SPRITE_SIZE * 2, SCREEN_HEIGHT - SPRITE_SIZE, SPRITE_SIZE * 2):
if (y != SPRITE_SIZE * 2 and y != SPRITE_SIZE * 3 and y != SPRITE_SIZE * 4) or x != 0:
wall = arcade.Sprite("yellow_wall.png", SPRITE_SCALING)
wall.left = x
wall.bottom = y
room.wall_list.append(wall)
# Creates maze
for x in range(23, 525, SPRITE_SIZE * 2):
wall = arcade.Sprite("yellow_wall.png", SPRITE_SCALING)
wall.left = x
wall.bottom = 315
room.wall_list.append(wall)
for x in range(63, 300, SPRITE_SIZE * 2):
wall = arcade.Sprite("yellow_wall.png", SPRITE_SCALING)
wall.left = x
wall.bottom = 265
room.wall_list.append(wall)
for x in range(360, 580, SPRITE_SIZE * 2):
wall = arcade.Sprite("yellow_wall.png", SPRITE_SCALING)
wall.left = x
wall.bottom = 265
room.wall_list.append(wall)
for x in range(23, 200, SPRITE_SIZE * 2):
wall = arcade.Sprite("yellow_wall.png", SPRITE_SCALING)
wall.left = x
wall.bottom = 215
room.wall_list.append(wall)
for x in range(260, 580, SPRITE_SIZE * 2):
wall = arcade.Sprite("yellow_wall.png", SPRITE_SCALING)
wall.left = x
wall.bottom = 215
room.wall_list.append(wall)
for x in range(53, 110, SPRITE_SIZE * 2):
wall = arcade.Sprite("yellow_wall.png", SPRITE_SCALING)
wall.left = x
wall.bottom = 165
room.wall_list.append(wall)
for x in range(160, 280, SPRITE_SIZE * 2):
wall = arcade.Sprite("yellow_wall.png", SPRITE_SCALING)
wall.left = x
wall.bottom = 165
room.wall_list.append(wall)
for x in range(320, 400, SPRITE_SIZE * 2):
wall = arcade.Sprite("yellow_wall.png", SPRITE_SCALING)
wall.left = x
wall.bottom = 165
room.wall_list.append(wall)
for x in range(460, 580, SPRITE_SIZE * 2):
wall = arcade.Sprite("yellow_wall.png", SPRITE_SCALING)
wall.left = x
wall.bottom = 165
room.wall_list.append(wall)
for x in range(23, 50, SPRITE_SIZE * 2):
wall = arcade.Sprite("yellow_wall.png", SPRITE_SCALING)
wall.left = x
wall.bottom = 115
room.wall_list.append(wall)
for x in range(100, 520, SPRITE_SIZE * 2):
wall = arcade.Sprite("yellow_wall.png", SPRITE_SCALING)
wall.left = x
wall.bottom = 115
room.wall_list.append(wall)
for x in range(23, 230, SPRITE_SIZE * 2):
wall = arcade.Sprite("yellow_wall.png", SPRITE_SCALING)
wall.left = x
wall.bottom = 65
room.wall_list.append(wall)
for x in range(280, 580, SPRITE_SIZE * 2):
wall = arcade.Sprite("yellow_wall.png", SPRITE_SCALING)
wall.left = x
wall.bottom = 65
room.wall_list.append(wall)
wall = arcade.Sprite("yellow_wall.png", SPRITE_SCALING)
wall.left = 260
wall.bottom = 240
room.wall_list.append(wall)
wall = arcade.Sprite("yellow_wall.png", SPRITE_SCALING)
wall.left = 160
wall.bottom = 190
room.wall_list.append(wall)
wall = arcade.Sprite("yellow_wall.png", SPRITE_SCALING)
wall.left = 100
wall.bottom = 140
room.wall_list.append(wall)
wall = arcade.Sprite("yellow_wall.png", SPRITE_SCALING)
wall.left = 363
wall.bottom = 140
room.wall_list.append(wall)
wall = arcade.Sprite("yellow_wall.png", SPRITE_SCALING)
wall.left = 304
wall.bottom = 90
room.wall_list.append(wall)
wall = arcade.Sprite("yellow_wall.png", SPRITE_SCALING)
wall.left = 288
wall.bottom = 25
room.wall_list.append(wall)
wall = arcade.Sprite("yellow_wall.png", SPRITE_SCALING)
wall.left = 288
wall.bottom = 38
room.wall_list.append(wall)
room.background = arcade.load_texture("background.png")
# https://www.vexels.com/png-svg/preview/209809/hand-drawn-sword-historical-weapon
object = arcade.Sprite("sword.png", .16)
object.left = 335
object.bottom = 95
object.type = "sword"
object.color_match = "none"
room.object_list.append(object)
return room
def setup_room_4():
"""
Create and return room 4.
"""
room = Room()
""" Set up the game and initialize the variables. """
# Sprite lists
room.wall_list = arcade.SpriteList()
room.object_list = arcade.SpriteList()
# -- Set up the walls
# Create bottom and top row of boxes
# This y loops a list of two, the coordinate 0, and just under the top of window
for y in (0, SCREEN_HEIGHT - SPRITE_SIZE * 2):
# Loop for each box going across
for x in range(0, SCREEN_WIDTH, SPRITE_SIZE * 2):
if (x != SPRITE_SIZE * 22 and x != SPRITE_SIZE * 24 and x != SPRITE_SIZE * 26) or y != 0:
# https://www.iconsdb.com/custom-color/square-icon.html
wall = arcade.Sprite("purple_wall.png", SPRITE_SCALING)
wall.left = x
wall.bottom = y
room.wall_list.append(wall)
# Create left and right column of boxes
for x in (0, SCREEN_WIDTH - SPRITE_SIZE * 2):
# Loop for each box going across
for y in range(SPRITE_SIZE * 2, SCREEN_HEIGHT - SPRITE_SIZE, SPRITE_SIZE * 2):
wall = arcade.Sprite("purple_wall.png", SPRITE_SCALING)
wall.left = x
wall.bottom = y
room.wall_list.append(wall)
for x in range(30, 520, SPRITE_SIZE * 2):
wall = arcade.Sprite("purple_wall.png", .08)
wall.left = x
wall.bottom = 65
room.wall_list.append(wall)
for x in range(60, 135, SPRITE_SIZE * 2):
wall = arcade.Sprite("purple_wall.png", .08)
wall.left = x
wall.bottom = 115
room.wall_list.append(wall)
for x in range(245, 375, SPRITE_SIZE * 2):
wall = arcade.Sprite("purple_wall.png", .08)
wall.left = x
wall.bottom = 115
room.wall_list.append(wall)
for x in range(425, 570, SPRITE_SIZE * 2):
wall = arcade.Sprite("purple_wall.png", .08)
wall.left = x
wall.bottom = 115
room.wall_list.append(wall)
for x in range(30, 80, SPRITE_SIZE * 2):
wall = arcade.Sprite("purple_wall.png", .08)
wall.left = x
wall.bottom = 165
room.wall_list.append(wall)
for x in range(132, 200, SPRITE_SIZE * 2):
wall = arcade.Sprite("purple_wall.png", .08)
wall.left = x
wall.bottom = 165
room.wall_list.append(wall)
for x in range(320, 470, SPRITE_SIZE * 2):
wall = arcade.Sprite("purple_wall.png", .08)
wall.left = x
wall.bottom = 165
room.wall_list.append(wall)
for x in range(60, 200, SPRITE_SIZE * 2):
wall = arcade.Sprite("purple_wall.png", .08)
wall.left = x
wall.bottom = 215
room.wall_list.append(wall)
for x in range(245, 320, SPRITE_SIZE * 2):
wall = arcade.Sprite("purple_wall.png", .08)
wall.left = x
wall.bottom = 215
room.wall_list.append(wall)
for x in range(520, 580, SPRITE_SIZE * 2):
wall = arcade.Sprite("purple_wall.png", .08)
wall.left = x
wall.bottom = 215
room.wall_list.append(wall)
for x in range(60, 110, SPRITE_SIZE * 2):
wall = arcade.Sprite("purple_wall.png", .08)
wall.left = x
wall.bottom = 265
room.wall_list.append(wall)
for x in range(220, 275, SPRITE_SIZE * 2):
wall = arcade.Sprite("purple_wall.png", .08)
wall.left = x
wall.bottom = 265
room.wall_list.append(wall)
for x in range(385, 520, SPRITE_SIZE * 2):
wall = arcade.Sprite("purple_wall.png", .08)
wall.left = x
wall.bottom = 265
room.wall_list.append(wall)
for x in range(60, 110, SPRITE_SIZE * 2):
wall = arcade.Sprite("purple_wall.png", .08)
wall.left = x
wall.bottom = 315
room.wall_list.append(wall)
for x in range(158, 230, SPRITE_SIZE * 2):
wall = arcade.Sprite("purple_wall.png", .08)
wall.left = x
wall.bottom = 315
room.wall_list.append(wall)
for x in range(315, 520, SPRITE_SIZE * 2):
wall = arcade.Sprite("purple_wall.png", .08)
wall.left = x
wall.bottom = 315
room.wall_list.append(wall)
room.background = arcade.load_texture("background.png")
wall = arcade.Sprite("purple_wall.png", .08)
wall.left = 190
wall.bottom = 90
room.wall_list.append(wall)
wall = arcade.Sprite("purple_wall.png", .08)
wall.left = 190
wall.bottom = 115
room.wall_list.append(wall)
wall = arcade.Sprite("purple_wall.png", .08)
wall.left = 310
wall.bottom = 90
room.wall_list.append(wall)
wall = arcade.Sprite("purple_wall.png", .08)
wall.left = 132
wall.bottom = 140
room.wall_list.append(wall)
wall = arcade.Sprite("purple_wall.png", .08)
wall.left = 245
wall.bottom = 140
room.wall_list.append(wall)
wall = arcade.Sprite("purple_wall.png", .08)
wall.left = 245
wall.bottom = 165
room.wall_list.append(wall)
wall = arcade.Sprite("purple_wall.png", .08)
wall.left = 365
wall.bottom = 140
room.wall_list.append(wall)
wall = arcade.Sprite("purple_wall.png", .08)
wall.left = 83
wall.bottom = 190
room.wall_list.append(wall)
wall = arcade.Sprite("purple_wall.png", .08)
wall.left = 180
wall.bottom = 190
room.wall_list.append(wall)
wall = arcade.Sprite("purple_wall.png", .08)
wall.left = 320
wall.bottom = 190
room.wall_list.append(wall)
wall = arcade.Sprite("purple_wall.png", .08)
wall.left = 463
wall.bottom = 190
room.wall_list.append(wall)
wall = arcade.Sprite("purple_wall.png", .08)
wall.left = 463
wall.bottom = 215
room.wall_list.append(wall)
wall = arcade.Sprite("purple_wall.png", .08)
wall.left = 463
wall.bottom = 240
room.wall_list.append(wall)
wall = arcade.Sprite("purple_wall.png", .08)
wall.left = 520
wall.bottom = 190
room.wall_list.append(wall)
wall = arcade.Sprite("purple_wall.png", .08)
wall.left = 520
wall.bottom = 165
room.wall_list.append(wall)
wall = arcade.Sprite("purple_wall.png", .08)
wall.left = 385
wall.bottom = 240
room.wall_list.append(wall)
wall = arcade.Sprite("purple_wall.png", .08)
wall.left = 385
wall.bottom = 215
room.wall_list.append(wall)
wall = arcade.Sprite("purple_wall.png", .08)
wall.left = 60
wall.bottom = 240
room.wall_list.append(wall)
wall = arcade.Sprite("purple_wall.png", .08)
wall.left = 245
wall.bottom = 240
room.wall_list.append(wall)
wall = arcade.Sprite("purple_wall.png", .08)
wall.left = 158
wall.bottom = 240
room.wall_list.append(wall)
wall = arcade.Sprite("purple_wall.png", .08)
wall.left = 315
wall.bottom = 290
room.wall_list.append(wall)
wall = arcade.Sprite("purple_wall.png", .08)
wall.left = 315
wall.bottom = 265
room.wall_list.append(wall)
wall = arcade.Sprite("purple_wall.png", .08)
wall.left = 108
wall.bottom = 290
room.wall_list.append(wall)
wall = arcade.Sprite("purple_wall.png", .08)
wall.left = 158
wall.bottom = 290
room.wall_list.append(wall)
wall = arcade.Sprite("purple_wall.png", .08)
wall.left = 390
wall.bottom = 345
room.wall_list.append(wall)
wall = arcade.Sprite("purple_wall.png", .08)
wall.left = 255
wall.bottom = 345
room.wall_list.append(wall)
wall = arcade.Sprite("purple_wall.png", .08)
wall.left = 255
wall.bottom = 320
room.wall_list.append(wall)
object = arcade.Sprite("keyGreen.png", .2)
object.left = 60
object.bottom = 195
object.color_match = "green"
object.type = "key"
room.object_list.append(object)
return room
def setup_room_5():
"""
Create and return room 5.
"""
room = Room()
""" Set up the game and initialize the variables. """
# Sprite lists
room.wall_list = arcade.SpriteList()
room.lock_list = arcade.SpriteList()
room.object_list = arcade.SpriteList()
# -- Set up the walls
# Create bottom and top row of boxes
# This y loops a list of two, the coordinate 0, and just under the top of window
for y in (0, SCREEN_HEIGHT - SPRITE_SIZE * 2):
# Loop for each box going across
for x in range(0, SCREEN_WIDTH, SPRITE_SIZE * 2):
if (x != SPRITE_SIZE * 22 and x != SPRITE_SIZE * 24 and x != SPRITE_SIZE * 26) or y == 0:
# https://www.iconsdb.com/custom-color/square-icon.html
wall = arcade.Sprite("red_wall.png", SPRITE_SCALING)
wall.left = x
wall.bottom = y
room.wall_list.append(wall)
# Create left and right column of boxes
for x in (0, SCREEN_WIDTH - SPRITE_SIZE * 2):
# Loop for each box going across
for y in range(SPRITE_SIZE * 2, SCREEN_HEIGHT - SPRITE_SIZE, SPRITE_SIZE * 2):
if (y != SPRITE_SIZE * 4 and y != SPRITE_SIZE * 5 and y != SPRITE_SIZE * 6) or x == 0:
wall = arcade.Sprite("red_wall.png", SPRITE_SCALING)
wall.left = x
wall.bottom = y
room.wall_list.append(wall)
# Create castle
for x in range(80, 200, SPRITE_SIZE * 2):
wall = arcade.Sprite("brickGrey.png", 0.2)
wall.center_x = x
wall.center_y = 380
room.wall_list.append(wall)
for x in range(415, 520, SPRITE_SIZE * 2):
wall = arcade.Sprite("brickGrey.png", 0.2)
wall.center_x = x
wall.center_y = 380
room.wall_list.append(wall)
for x in range(92, 185, SPRITE_SIZE * 2):
wall = arcade.Sprite("brickGrey.png", 0.2)
wall.center_x = x
wall.center_y = 355
room.wall_list.append(wall)
for x in range(427, 505, SPRITE_SIZE * 2):
wall = arcade.Sprite("brickGrey.png", 0.2)
wall.center_x = x
wall.center_y = 355
room.wall_list.append(wall)
for x in range(92, 185, SPRITE_SIZE * 2):
wall = arcade.Sprite("brickGrey.png", 0.2)
wall.center_x = x
wall.center_y = 330
room.wall_list.append(wall)
for x in range(427, 505, SPRITE_SIZE * 2):
wall = arcade.Sprite("brickGrey.png", 0.2)
wall.center_x = x
wall.center_y = 330
room.wall_list.append(wall)
for x in range(92, 505, SPRITE_SIZE * 2):
wall = arcade.Sprite("brickGrey.png", 0.2)
wall.center_x = x
wall.center_y = 305
room.wall_list.append(wall)
for x in range(92, 505, SPRITE_SIZE * 2):
wall = arcade.Sprite("brickGrey.png", 0.2)
wall.center_x = x
wall.center_y = 280
room.wall_list.append(wall)
for x in range(92, 505, SPRITE_SIZE * 2):
wall = arcade.Sprite("brickGrey.png", 0.2)
wall.center_x = x
wall.center_y = 255
room.wall_list.append(wall)
for x in range(92, 250, SPRITE_SIZE * 2):
wall = arcade.Sprite("brickGrey.png", 0.2)
wall.center_x = x
wall.center_y = 230
room.wall_list.append(wall)
for x in range(357, 505, SPRITE_SIZE * 2):
wall = arcade.Sprite("brickGrey.png", 0.2)
wall.center_x = x
wall.center_y = 230
room.wall_list.append(wall)
for x in range(92, 250, SPRITE_SIZE * 2):
wall = arcade.Sprite("brickGrey.png", 0.2)
wall.center_x = x
wall.center_y = 205
room.wall_list.append(wall)
for x in range(357, 505, SPRITE_SIZE * 2):
wall = arcade.Sprite("brickGrey.png", 0.2)
wall.center_x = x
wall.center_y = 205
room.wall_list.append(wall)
for x in range(92, 250, SPRITE_SIZE * 2):
wall = arcade.Sprite("brickGrey.png", 0.2)
wall.center_x = x
wall.center_y = 180
room.wall_list.append(wall)
for x in range(357, 505, SPRITE_SIZE * 2):
wall = arcade.Sprite("brickGrey.png", 0.2)
wall.center_x = x
wall.center_y = 180
room.wall_list.append(wall)
lock = arcade.Sprite("lockRed.png", 0.2)
lock.center_y = 210
lock.center_x = 297
lock.color_match = "red"
lock.open = False
room.lock_list.append(lock)
room.background = arcade.load_texture("background.png")
return room
def setup_room_6():
"""
Create and return room 6.
"""
room = Room()
""" Set up the game and initialize the variables. """
# Sprite lists
room.wall_list = arcade.SpriteList()
room.object_list = arcade.SpriteList()
# -- Set up the walls
# Create bottom and top row of boxes
# This y loops a list of two, the coordinate 0, and just under the top of window
for y in (0, SCREEN_HEIGHT - SPRITE_SIZE * 2):
# Loop for each box going across
for x in range(0, SCREEN_WIDTH, SPRITE_SIZE * 2):
if x != SPRITE_SIZE * 22 and x != SPRITE_SIZE * 24 and x != SPRITE_SIZE * 26:
# https://www.iconsdb.com/white-icons/square-icon.html
wall = arcade.Sprite("white_wall.png", SPRITE_SCALING)
wall.left = x
wall.bottom = y
room.wall_list.append(wall)
# Create left and right column of boxes
for x in (0, SCREEN_WIDTH - SPRITE_SIZE * 2):
# Loop for each box going across
for y in range(SPRITE_SIZE * 2, SCREEN_HEIGHT - SPRITE_SIZE, SPRITE_SIZE * 2):
if y != SPRITE_SIZE * 2 and y != SPRITE_SIZE * 3 and y != SPRITE_SIZE * 4:
wall = arcade.Sprite("white_wall.png", SPRITE_SCALING)
wall.left = x
wall.bottom = y
room.wall_list.append(wall)
room.background = arcade.load_texture("background.png")
return room
def setup_room_7():
"""
Create and return room 7.
"""
room = Room()
""" Set up the game and initialize the variables. """
# Sprite lists
room.wall_list = arcade.SpriteList()
room.dragon_list = arcade.SpriteList()
room.object_list = arcade.SpriteList()
# -- Set up the walls
# Create bottom and top row of boxes
# This y loops a list of two, the coordinate 0, and just under the top of window
for y in (0, SCREEN_HEIGHT - SPRITE_SIZE * 2):
# Loop for each box going across
for x in range(0, SCREEN_WIDTH, SPRITE_SIZE * 2):
# https://www.iconsdb.com/black-icons/square-icon.html
wall = arcade.Sprite("black_wall.png", SPRITE_SCALING)
wall.left = x
wall.bottom = y
room.wall_list.append(wall)
# Create left and right column of boxes
for x in (0, SCREEN_WIDTH - SPRITE_SIZE * 2):
# Loop for each box going across
for y in range(SPRITE_SIZE * 2, SCREEN_HEIGHT - SPRITE_SIZE, SPRITE_SIZE * 2):
if (y != SPRITE_SIZE * 2 and y != SPRITE_SIZE * 3 and y != SPRITE_SIZE * 4) or x == 0:
wall = arcade.Sprite("black_wall.png", SPRITE_SCALING)
wall.left = x
wall.bottom = y
room.wall_list.append(wall)
object = arcade.Sprite("keyRed.png", .2)
object.left = 50
object.bottom = 50
object.color_match = "red"
object.type = "key"
room.object_list.append(object)
dragon = Dragon("dragon.png", SPRITE_SCALING * 2)
dragon.center_x = 0
dragon.center_y = 400
dragon.dead = False
room.dragon_list.append(dragon)
room.background = arcade.load_texture("background.png")
return room
def setup_room_8():
"""
Create and return room 8.
"""
room = Room()
""" Set up the game and initialize the variables. """
# Sprite lists
room.wall_list = arcade.SpriteList()
room.dragon_list = arcade.SpriteList()
room.object_list = arcade.SpriteList()
# -- Set up the walls
# Create bottom and top row of boxes
# This y loops a list of two, the coordinate 0, and just under the top of window
for y in (0, SCREEN_HEIGHT - SPRITE_SIZE * 2):
# Loop for each box going across
for x in range(0, SCREEN_WIDTH, SPRITE_SIZE * 2):
if (x != SPRITE_SIZE * 22 and x != SPRITE_SIZE * 24 and x != SPRITE_SIZE * 26) or y != 0:
# https://www.iconsdb.com/custom-color/square-icon.html
wall = arcade.Sprite("actual_red_wall.png", SPRITE_SCALING)
wall.left = x
wall.bottom = y
room.wall_list.append(wall)
# Create left and right column of boxes
for x in (0, SCREEN_WIDTH - SPRITE_SIZE * 2):
# Loop for each box going across
for y in range(SPRITE_SIZE * 2, SCREEN_HEIGHT - SPRITE_SIZE, SPRITE_SIZE * 2):
wall = arcade.Sprite("actual_red_wall.png", SPRITE_SCALING)
wall.left = x
wall.bottom = y
room.wall_list.append(wall)
object = arcade.Sprite("keyBlue.png", .2)
object.left = 350
object.bottom = 350
object.color_match = "blue"
object.type = "key"
room.object_list.append(object)
dragon = Dragon("dragon.png", SPRITE_SCALING * 2)
dragon.center_x = 0
dragon.center_y = 400
dragon.dead = False
room.dragon_list.append(dragon)
room.background = arcade.load_texture("background.png")
return room
def setup_room_9():
"""
Create and return room 9.
"""
room = Room()
""" Set up the game and initialize the variables. """
# Sprite lists
room.wall_list = arcade.SpriteList()
room.lock_list = arcade.SpriteList()
room.object_list = arcade.SpriteList()
# -- Set up the walls
# Create bottom and top row of boxes
# This y loops a list of two, the coordinate 0, and just under the top of window
for y in (0, SCREEN_HEIGHT - SPRITE_SIZE * 2):
# Loop for each box going across
for x in range(0, SCREEN_WIDTH, SPRITE_SIZE * 2):
if x != SPRITE_SIZE * 22 and x != SPRITE_SIZE * 24 and x != SPRITE_SIZE * 26:
# https://www.iconsdb.com/green-icons/square-rounded-icon.html
wall = arcade.Sprite("green wall.png", SPRITE_SCALING)
wall.left = x
wall.bottom = y
room.wall_list.append(wall)
# Create left and right column of boxes
for x in (0, SCREEN_WIDTH - SPRITE_SIZE * 2):
# Loop for each box going across
for y in range(SPRITE_SIZE * 2, SCREEN_HEIGHT - SPRITE_SIZE, SPRITE_SIZE * 2):
wall = arcade.Sprite("green wall.png", SPRITE_SCALING)
wall.left = x
wall.bottom = y
room.wall_list.append(wall)
# Create castle
for x in range(80, 200, SPRITE_SIZE * 2):
wall = arcade.Sprite("brickGrey.png", 0.2)
wall.center_x = x
wall.center_y = 30
room.wall_list.append(wall)
for x in range(415, 520, SPRITE_SIZE * 2):
wall = arcade.Sprite("brickGrey.png", 0.2)
wall.center_x = x
wall.center_y = 30
room.wall_list.append(wall)
for x in range(92, 185, SPRITE_SIZE * 2):
wall = arcade.Sprite("brickGrey.png", 0.2)
wall.center_x = x
wall.center_y = 55
room.wall_list.append(wall)
for x in range(427, 505, SPRITE_SIZE * 2):
wall = arcade.Sprite("brickGrey.png", 0.2)
wall.center_x = x
wall.center_y = 55
room.wall_list.append(wall)
for x in range(92, 185, SPRITE_SIZE * 2):
wall = arcade.Sprite("brickGrey.png", 0.2)
wall.center_x = x
wall.center_y = 80
room.wall_list.append(wall)
for x in range(427, 505, SPRITE_SIZE * 2):
wall = arcade.Sprite("brickGrey.png", 0.2)
wall.center_x = x
wall.center_y = 80
room.wall_list.append(wall)
for x in range(92, 505, SPRITE_SIZE * 2):
wall = arcade.Sprite("brickGrey.png", 0.2)
wall.center_x = x
wall.center_y = 105
room.wall_list.append(wall)
for x in range(92, 505, SPRITE_SIZE * 2):
wall = arcade.Sprite("brickGrey.png", 0.2)
wall.center_x = x
wall.center_y = 130
room.wall_list.append(wall)
for x in range(92, 505, SPRITE_SIZE * 2):
wall = arcade.Sprite("brickGrey.png", 0.2)
wall.center_x = x
wall.center_y = 155
room.wall_list.append(wall)
for x in range(92, 250, SPRITE_SIZE * 2):
wall = arcade.Sprite("brickGrey.png", 0.2)
wall.center_x = x
wall.center_y = 180
room.wall_list.append(wall)
for x in range(357, 505, SPRITE_SIZE * 2):
wall = arcade.Sprite("brickGrey.png", 0.2)
wall.center_x = x
wall.center_y = 180
room.wall_list.append(wall)
for x in range(92, 250, SPRITE_SIZE * 2):
wall = arcade.Sprite("brickGrey.png", 0.2)
wall.center_x = x
wall.center_y = 205
room.wall_list.append(wall)
for x in range(357, 505, SPRITE_SIZE * 2):
wall = arcade.Sprite("brickGrey.png", 0.2)
wall.center_x = x
wall.center_y = 205
room.wall_list.append(wall)
for x in range(92, 250, SPRITE_SIZE * 2):
wall = arcade.Sprite("brickGrey.png", 0.2)
wall.center_x = x
wall.center_y = 230
room.wall_list.append(wall)
for x in range(357, 505, SPRITE_SIZE * 2):
wall = arcade.Sprite("brickGrey.png", 0.2)
wall.center_x = x
wall.center_y = 230
room.wall_list.append(wall)
lock = arcade.Sprite("lockGreen.png", .2)
lock.center_y = 205
lock.center_x = 297
lock.angle = 180
lock.color_match = "green"
lock.open = False
room.lock_list.append(lock)
room.background = arcade.load_texture("background.png")
return room
def setup_room_10():
"""
Create and return room 10.
"""
room = Room()
""" Set up the game and initialize the variables. """
# Sprite lists
room.wall_list = arcade.SpriteList()
room.object_list = arcade.SpriteList()
# -- Set up the walls
# Create bottom and top row of boxes
# This y loops a list of two, the coordinate 0, and just under the top of window
for y in (0, SCREEN_HEIGHT - SPRITE_SIZE * 2):
# Loop for each box going across
for x in range(0, SCREEN_WIDTH, SPRITE_SIZE * 2):
if (x != SPRITE_SIZE * 22 and x != SPRITE_SIZE * 24 and x != SPRITE_SIZE * 26) or y == 0:
# https://www.walpaperlist.com/2020/01/rainbow-wallpaper-png.html
wall = arcade.Sprite("rainbow_wall.png", SPRITE_SCALING)
wall.left = x
wall.bottom = y
room.wall_list.append(wall)
# Create left and right column of boxes
for x in (0, SCREEN_WIDTH - SPRITE_SIZE * 2):
# Loop for each box going across
for y in range(SPRITE_SIZE * 2, SCREEN_HEIGHT - SPRITE_SIZE, SPRITE_SIZE * 2):
wall = arcade.Sprite("rainbow_wall.png", SPRITE_SCALING)
wall.left = x
wall.bottom = y
room.wall_list.append(wall)
# https://findicons.com/icon/456447/trophy
object = arcade.Sprite("trophy.png", .2)
object.left = 275
object.bottom = 190
object.type = "trophy"
object.color_match = "none"
room.object_list.append(object)
room.background = arcade.load_texture("background.png")
return room
class Player(arcade.Sprite):
def __init__(self, image, scale):
super().__init__(image, scale)
self.carry = None
class Dragon(arcade.Sprite):
def __init__(self, image, scale):
super().__init__(image, scale)
def follow_sprite(self, player_sprite):
if self.center_y < player_sprite.center_y:
self.center_y += min(MOVEMENT_SPEED - 3, player_sprite.center_y - self.center_y)
elif self.center_y > player_sprite.center_y:
self.center_y -= min(MOVEMENT_SPEED - 3, self.center_y - player_sprite.center_y)
if self.center_x < player_sprite.center_x:
self.center_x += min(MOVEMENT_SPEED - 3, player_sprite.center_x - self.center_x)
elif self.center_x > player_sprite.center_x:
self.center_x -= min(MOVEMENT_SPEED - 3, self.center_x - player_sprite.center_x)
class InstructionView(arcade.View):
def on_show(self):
""" This is run once when we switch to this view """
arcade.set_background_color(arcade.csscolor.DARK_SLATE_BLUE)
# Reset the viewport, necessary if we have a scrolling game and we need
# to reset the viewport back to the start so we can see what we draw.
arcade.set_viewport(0, SCREEN_WIDTH - 1, 0, SCREEN_HEIGHT - 1)
def on_draw(self):
""" Draw this view """
arcade.start_render()
arcade.draw_text("Instructions:", SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2 + 90,
arcade.color.WHITE, font_size=20, anchor_x="center")
arcade.draw_text(" Find the hidden chalice that \n has been stolen from the kingdom,\n "
"but beware that danger lurks!", SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2,
arcade.color.WHITE, font_size=20, anchor_x="center")
arcade.draw_text("Click to advance", SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2 - 75,
arcade.color.WHITE, font_size=20, anchor_x="center")
def on_mouse_press(self, _x, _y, _button, _modifiers):
""" If the user presses the mouse button, start the game. """
game_view = MyGame()
game_view.setup()
self.window.show_view(game_view)
class GameOverView(arcade.View):
""" View to show when game is over """
def __init__(self):
""" This is run once when we switch to this view """
super().__init__()
# http://pngimg.com/download/83375
self.texture = arcade.load_texture("game_over_PNG57.png")
# Reset the viewport, necessary if we have a scrolling game and we need
# to reset the viewport back to the start so we can see what we draw.
arcade.set_viewport(0, SCREEN_WIDTH - 1, 0, SCREEN_HEIGHT - 1)
def on_draw(self):
""" Draw this view """
arcade.start_render()
self.texture.draw_sized(SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2,
SCREEN_WIDTH, SCREEN_HEIGHT)
arcade.draw_text("Click anywhere to restart!", SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2 - 150,
arcade.color.WHITE, font_size=20, anchor_x="center")
def on_mouse_press(self, _x, _y, _button, _modifiers):
""" If the user presses the mouse button, re-start the game. """
game_view = MyGame()
game_view.setup()
self.window.show_view(game_view)
class MyGame(arcade.View):
""" Main application class. """
def __init__(self):
"""
Initializer
"""
super().__init__()
# Set the working directory (where we expect to find files) to the same
# directory this .py file is in. You can leave this out of your own
# code, but it is needed to easily run the examples using "python -m"
# as mentioned at the top of this program.
file_path = os.path.dirname(os.path.abspath(__file__))
os.chdir(file_path)
# Sprite lists
self.current_room = 0
self.object_list = None
self.dragon_list = None
self.lock_list = None
# Set up the player
self.rooms = None
self.player_sprite = None
self.player_list = None
self.physics_engine = None
# Track the current state of what key is pressed
self.left_pressed = False
self.right_pressed = False
self.up_pressed = False
self.down_pressed = False
def setup(self):
""" Set up the game and initialize the variables. """
# Set up the player
# http://www.i2clipart.com/colorwheel-24-football-flower-12-color-f5ce
self.player_sprite = Player("player.png", 0.08)
self.player_sprite.center_x = 100
self.player_sprite.center_y = 100
self.player_sprite.dead = False
self.player_sprite.winner = False
self.player_list = arcade.SpriteList()
self.player_list.append(self.player_sprite)
self.object_list = arcade.SpriteList()
self.dragon_list = arcade.SpriteList()
self.lock_list = arcade.SpriteList()
# Our list of rooms
self.rooms = []
# Create the rooms. Extend the pattern for each room.
room = setup_room_1()
self.rooms.append(room)
room = setup_room_2()
self.rooms.append(room)
room = setup_room_3()
self.rooms.append(room)
room = setup_room_4()
self.rooms.append(room)
room = setup_room_5()
self.rooms.append(room)
room = setup_room_6()
self.rooms.append(room)
room = setup_room_7()
self.rooms.append(room)
room = setup_room_8()
self.rooms.append(room)
room = setup_room_9()
self.rooms.append(room)
room = setup_room_10()
self.rooms.append(room)
# Our starting room number
self.current_room = 0
# Create a physics engine for this room
self.physics_engine = arcade.PhysicsEngineSimple(self.player_sprite, self.rooms[self.current_room].wall_list)
def on_draw(self):
"""
Render the screen.
"""
# This command has to happen before we start drawing
arcade.start_render()
# Draw the background texture
arcade.draw_lrwh_rectangle_textured(0, 0,
SCREEN_WIDTH, SCREEN_HEIGHT,
self.rooms[self.current_room].background)
# Draw all the walls in this room
self.rooms[self.current_room].wall_list.draw()
if self.rooms[self.current_room].lock_list:
self.rooms[self.current_room].lock_list.draw()
if self.rooms[self.current_room].dragon_list:
self.rooms[self.current_room].dragon_list.draw()
if self.rooms[self.current_room].object_list:
self.rooms[self.current_room].object_list.draw()
# If you have coins or monsters, then copy and modify the line
# above for each list.
self.player_list.draw()
if self.player_sprite.carry:
self.player_sprite.carry.draw()
if self.player_sprite.winner:
self.rooms[9].wall_list.draw()
arcade.draw_text("CONGRATULATIONS!!", SCREEN_WIDTH / 2, SCREEN_HEIGHT / 2 + 100,
arcade.color.WHITE, font_size=30, anchor_x="center")
def on_key_press(self, key, modifiers):
"""Called whenever a key is pressed. """
if key == arcade.key.UP:
self.up_pressed = True
elif key == arcade.key.DOWN:
self.down_pressed = True
elif key == arcade.key.LEFT:
self.left_pressed = True
elif key == arcade.key.RIGHT:
self.right_pressed = True
elif key == arcade.key.SPACE:
if self.player_sprite.carry:
self.rooms[self.current_room].object_list.append(self.player_sprite.carry)
self.player_sprite.carry = None
def on_key_release(self, key, modifiers):
"""Called when the user releases a key. """
if key == arcade.key.UP:
self.up_pressed = False
elif key == arcade.key.DOWN:
self.down_pressed = False
elif key == arcade.key.LEFT:
self.left_pressed = False
elif key == arcade.key.RIGHT:
self.right_pressed = False
def on_update(self, delta_time):
""" Movement and game logic """
if not self.player_sprite.dead and not self.player_sprite.winner:
if self.player_sprite.carry:
self.player_sprite.carry.center_x = self.player_sprite.center_x + 30
self.player_sprite.carry.center_y = self.player_sprite.center_y
if self.rooms[self.current_room].object_list:
object_hit_list = arcade.check_for_collision_with_list(self.player_sprite,
self.rooms[self.current_room].object_list)
if self.player_sprite.carry and self.player_sprite.carry not in \
self.rooms[self.current_room].object_list:
self.rooms[self.current_room].object_list.append(self.player_sprite.carry)
for object in object_hit_list:
self.player_sprite.carry = object
self.rooms[self.current_room].object_list.remove(object)
if self.rooms[self.current_room].dragon_list:
for dragon in self.rooms[self.current_room].dragon_list:
if not dragon.dead:
dragon.follow_sprite(self.player_sprite)
hit = arcade.check_for_collision(self.player_sprite, dragon)
if hit:
if not dragon.dead and self.player_sprite.carry:
if self.player_sprite.carry.type != "sword":
self.player_sprite.dead = True
view = GameOverView()
self.window.show_view(view)
else:
dragon.dead = True
elif not dragon.dead:
self.player_sprite.dead = True
view = GameOverView()
self.window.show_view(view)
if self.player_sprite.carry:
object_hit_list = arcade.check_for_collision_with_list(self.player_sprite.carry,
self.rooms[self.current_room].lock_list)
if self.player_sprite.carry.type == "trophy" and self.current_room == 5:
self.player_sprite.winner = True
self.player_sprite.center_y = 200
self.player_sprite.center_x = 300
self.player_sprite.carry.center_y = 100
self.player_sprite.carry.center_x = 300
self.player_sprite.carry.scale = .5
for object in object_hit_list:
if object.color_match == self.player_sprite.carry.color_match and self.current_room == 4 and not object.open:
self.rooms[self.current_room].wall_list[150].remove_from_sprite_lists()
self.rooms[self.current_room].wall_list[149].remove_from_sprite_lists()
self.rooms[self.current_room].wall_list[148].remove_from_sprite_lists()
self.rooms[self.current_room].wall_list[147].remove_from_sprite_lists()
self.rooms[self.current_room].wall_list[146].remove_from_sprite_lists()
self.rooms[self.current_room].wall_list[145].remove_from_sprite_lists()
self.rooms[self.current_room].wall_list[132].remove_from_sprite_lists()
self.rooms[self.current_room].wall_list[131].remove_from_sprite_lists()
self.rooms[self.current_room].wall_list[130].remove_from_sprite_lists()
self.rooms[self.current_room].wall_list[129].remove_from_sprite_lists()
self.rooms[self.current_room].wall_list[128].remove_from_sprite_lists()
self.rooms[self.current_room].wall_list[127].remove_from_sprite_lists()
self.rooms[self.current_room].wall_list[114].remove_from_sprite_lists()
self.rooms[self.current_room].wall_list[113].remove_from_sprite_lists()
self.rooms[self.current_room].wall_list[112].remove_from_sprite_lists()
self.rooms[self.current_room].wall_list[111].remove_from_sprite_lists()
self.rooms[self.current_room].wall_list[110].remove_from_sprite_lists()
self.rooms[self.current_room].wall_list[109].remove_from_sprite_lists()
object.open = True
self.rooms[self.current_room].lock_list[0].remove_from_sprite_lists()
self.rooms[self.current_room].object_list.append(self.player_sprite.carry)
self.player_sprite.carry = None
elif object.color_match == self.player_sprite.carry.color_match and self.current_room == 0 and not object.open:
self.rooms[self.current_room].wall_list[145].remove_from_sprite_lists()
self.rooms[self.current_room].wall_list[144].remove_from_sprite_lists()
self.rooms[self.current_room].wall_list[143].remove_from_sprite_lists()
self.rooms[self.current_room].wall_list[142].remove_from_sprite_lists()
self.rooms[self.current_room].wall_list[141].remove_from_sprite_lists()
self.rooms[self.current_room].wall_list[140].remove_from_sprite_lists()
self.rooms[self.current_room].wall_list[127].remove_from_sprite_lists()
self.rooms[self.current_room].wall_list[126].remove_from_sprite_lists()
self.rooms[self.current_room].wall_list[125].remove_from_sprite_lists()
self.rooms[self.current_room].wall_list[124].remove_from_sprite_lists()
self.rooms[self.current_room].wall_list[123].remove_from_sprite_lists()
self.rooms[self.current_room].wall_list[122].remove_from_sprite_lists()
self.rooms[self.current_room].wall_list[109].remove_from_sprite_lists()
self.rooms[self.current_room].wall_list[108].remove_from_sprite_lists()
self.rooms[self.current_room].wall_list[107].remove_from_sprite_lists()
self.rooms[self.current_room].wall_list[106].remove_from_sprite_lists()
self.rooms[self.current_room].wall_list[105].remove_from_sprite_lists()
self.rooms[self.current_room].wall_list[104].remove_from_sprite_lists()
object.open = True
self.rooms[self.current_room].lock_list[0].remove_from_sprite_lists()
self.rooms[self.current_room].object_list.append(self.player_sprite.carry)
self.player_sprite.carry = None
elif object.color_match == self.player_sprite.carry.color_match and self.current_room == 8 and not object.open:
self.rooms[self.current_room].wall_list[107].remove_from_sprite_lists()
self.rooms[self.current_room].wall_list[107].remove_from_sprite_lists()
self.rooms[self.current_room].wall_list[107].remove_from_sprite_lists()
self.rooms[self.current_room].wall_list[107].remove_from_sprite_lists()
self.rooms[self.current_room].wall_list[107].remove_from_sprite_lists()
self.rooms[self.current_room].wall_list[107].remove_from_sprite_lists()
self.rooms[self.current_room].wall_list[107].remove_from_sprite_lists()
self.rooms[self.current_room].wall_list[107].remove_from_sprite_lists()
self.rooms[self.current_room].wall_list[118].remove_from_sprite_lists()
self.rooms[self.current_room].wall_list[118].remove_from_sprite_lists()
self.rooms[self.current_room].wall_list[118].remove_from_sprite_lists()
self.rooms[self.current_room].wall_list[118].remove_from_sprite_lists()
self.rooms[self.current_room].wall_list[118].remove_from_sprite_lists()
self.rooms[self.current_room].wall_list[118].remove_from_sprite_lists()
self.rooms[self.current_room].wall_list[131].remove_from_sprite_lists()
self.rooms[self.current_room].wall_list[131].remove_from_sprite_lists()
self.rooms[self.current_room].wall_list[131].remove_from_sprite_lists()
self.rooms[self.current_room].wall_list[131].remove_from_sprite_lists()
object.open = True
self.rooms[self.current_room].lock_list[0].remove_from_sprite_lists()
self.rooms[self.current_room].object_list.append(self.player_sprite.carry)
self.player_sprite.carry = None
# Do some logic here to figure out what room we are in, and if we need to go
# to a different room.
if self.player_sprite.center_x > SCREEN_WIDTH and self.current_room == 0:
self.current_room = 1
self.physics_engine = arcade.PhysicsEngineSimple(self.player_sprite,
self.rooms[self.current_room].wall_list)
self.player_sprite.center_x = 0
elif self.player_sprite.center_x < 0 and self.current_room == 1:
self.current_room = 0
self.physics_engine = arcade.PhysicsEngineSimple(self.player_sprite,
self.rooms[self.current_room].wall_list)
self.player_sprite.center_x = SCREEN_WIDTH
elif self.player_sprite.center_y < 0 and self.current_room == 1:
self.current_room = 2
self.physics_engine = arcade.PhysicsEngineSimple(self.player_sprite,
self.rooms[self.current_room].wall_list)
self.player_sprite.center_y = SCREEN_HEIGHT
elif self.player_sprite.center_y > SCREEN_HEIGHT and self.current_room == 2:
self.current_room = 1
self.physics_engine = arcade.PhysicsEngineSimple(self.player_sprite,
self.rooms[self.current_room].wall_list)
self.player_sprite.center_y = 0
elif self.player_sprite.center_y > SCREEN_HEIGHT and self.current_room == 0:
self.current_room = 3
self.physics_engine = arcade.PhysicsEngineSimple(self.player_sprite,
self.rooms[self.current_room].wall_list)
self.player_sprite.center_y = 0
elif self.player_sprite.center_y < 0 and self.current_room == 3:
self.current_room = 0
self.physics_engine = arcade.PhysicsEngineSimple(self.player_sprite,
self.rooms[self.current_room].wall_list)
self.player_sprite.center_y = SCREEN_HEIGHT
elif self.player_sprite.center_x < 0 and self.current_room == 0:
self.current_room = 4
self.physics_engine = arcade.PhysicsEngineSimple(self.player_sprite,
self.rooms[self.current_room].wall_list)
self.player_sprite.center_x = SCREEN_WIDTH
elif self.player_sprite.center_x > SCREEN_WIDTH and self.current_room == 4:
self.current_room = 0
self.physics_engine = arcade.PhysicsEngineSimple(self.player_sprite,
self.rooms[self.current_room].wall_list)
self.player_sprite.center_x = 0
elif self.player_sprite.center_y > SCREEN_HEIGHT and self.current_room == 4:
self.current_room = 7
self.physics_engine = arcade.PhysicsEngineSimple(self.player_sprite,
self.rooms[self.current_room].wall_list)
self.player_sprite.center_y = 0
elif self.player_sprite.center_y < 0 and self.current_room == 7:
self.current_room = 4
self.physics_engine = arcade.PhysicsEngineSimple(self.player_sprite,
self.rooms[self.current_room].wall_list)
self.player_sprite.center_y = SCREEN_HEIGHT
elif self.player_sprite.center_x < 0 and self.current_room == 2:
self.current_room = 5
self.physics_engine = arcade.PhysicsEngineSimple(self.player_sprite,
self.rooms[self.current_room].wall_list)
self.player_sprite.center_x = SCREEN_WIDTH
elif self.player_sprite.center_x > SCREEN_WIDTH and self.current_room == 5:
self.current_room = 2
self.physics_engine = arcade.PhysicsEngineSimple(self.player_sprite,
self.rooms[self.current_room].wall_list)
self.player_sprite.center_x = 0
elif self.player_sprite.center_x < 0 and self.current_room == 5:
self.current_room = 6
self.physics_engine = arcade.PhysicsEngineSimple(self.player_sprite,
self.rooms[self.current_room].wall_list)
self.player_sprite.center_x = SCREEN_WIDTH
elif self.player_sprite.center_x > SCREEN_WIDTH and self.current_room == 6:
self.current_room = 5
self.physics_engine = arcade.PhysicsEngineSimple(self.player_sprite,
self.rooms[self.current_room].wall_list)
self.player_sprite.center_x = 0
elif self.player_sprite.center_y < 0 and self.current_room == 5:
self.current_room = 8
self.physics_engine = arcade.PhysicsEngineSimple(self.player_sprite,
self.rooms[self.current_room].wall_list)
self.player_sprite.center_y = SCREEN_HEIGHT
elif self.player_sprite.center_y > SCREEN_HEIGHT and self.current_room == 8:
self.current_room = 5
self.physics_engine = arcade.PhysicsEngineSimple(self.player_sprite,
self.rooms[self.current_room].wall_list)
self.player_sprite.center_y = 0
elif self.player_sprite.center_y > SCREEN_HEIGHT and self.current_room == 5:
self.current_room = 0
self.physics_engine = arcade.PhysicsEngineSimple(self.player_sprite,
self.rooms[self.current_room].wall_list)
self.player_sprite.center_y = 0
elif self.player_sprite.center_y < 0 and self.current_room == 0:
self.current_room = 5
self.physics_engine = arcade.PhysicsEngineSimple(self.player_sprite,
self.rooms[self.current_room].wall_list)
self.player_sprite.center_y = SCREEN_HEIGHT
elif self.player_sprite.center_y < 0 and self.current_room == 8:
self.current_room = 9
self.physics_engine = arcade.PhysicsEngineSimple(self.player_sprite,
self.rooms[self.current_room].wall_list)
self.player_sprite.center_y = SCREEN_HEIGHT
elif self.player_sprite.center_y > SCREEN_HEIGHT and self.current_room == 9:
self.current_room = 8
self.physics_engine = arcade.PhysicsEngineSimple(self.player_sprite,
self.rooms[self.current_room].wall_list)
self.player_sprite.center_y = 0
self.player_sprite.change_x = 0
self.player_sprite.change_y = 0
if self.up_pressed and not self.down_pressed:
self.player_sprite.change_y = MOVEMENT_SPEED - 2
elif self.down_pressed and not self.up_pressed:
self.player_sprite.change_y = -MOVEMENT_SPEED + 2
if self.left_pressed and not self.right_pressed:
self.player_sprite.change_x = -MOVEMENT_SPEED + 2
elif self.right_pressed and not self.left_pressed:
self.player_sprite.change_x = MOVEMENT_SPEED - 2
# Call update on all sprites
self.player_list.update()
self.physics_engine.update()
def main():
""" Main method """
window = arcade.Window(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
start_view = InstructionView()
window.show_view(start_view)
arcade.run()
if __name__ == "__main__":
main()
|
caa4abed4158bc9c4ed4289e1564db76a676dfd7 | Jimboni-tech/python-exercise | /first_python/first.py | 508 | 4.15625 | 4 |
def main():
while True:
try:
num = input('what is your favorite number? ')
square = int(num)**2
print('The square of', num, 'is', square)
break
except:
print('Please enter a valid number')
if __name__ == "__main__":
main()
'''
I learned how to use a while True loop in order to continously repeat until a certain statement was found, in this case, a number. I then learned how to use break to stop a loop.
I also learned how to use try and except.
'''
|
246d8c45ead653cd3df51643eadedee7b2fd9f2f | sydul-fahim-pantha/python-practice | /tutorials-point/list.py | 1,522 | 4.46875 | 4 | #!/usr/bin/python3
num_list = list(range(5))
str_list = ["a", "b", "c"]
print()
print("str_list: ", str_list )
hetero_list = ["a", 10, list(range(5))]
print()
print("hetero_list: ", hetero_list )
print()
print("num_list: ", num_list )
print("accessing value")
print("list[2]: ", num_list[2])
print("delete item 3: del list[2]")
del num_list[2]
print("num_list", num_list)
print()
print()
print("basic operation")
num_list = list(range(5))
print("len(num_list): ", len(num_list))
print("num_list + num_list: ", num_list + num_list)
print("num_list * 4: ", num_list * 4)
print("3 in num_list: ", 3 in num_list)
print()
print("iteration: for item in num_list: print('item') ")
for item in num_list: print("item: ", item)
print()
print("slicing")
print("num_list[:]", num_list[:])
print("num_list[1:2]", num_list[1:2])
print("num_list[:-1]", num_list[:-1])
print()
print("built-in function")
print(num_list, " len(num_list)", len(num_list))
print(num_list, " max(num_list)", max(num_list))
print(str_list, " max(str_list)", max(str_list))
print(tuple(range(5)), " list(tuple(range(5))): ", list(tuple(range(5))))
print("list('String'): ", list("String"))
print()
print("list function")
print("list:", num_list)
num_list.extend(range(11,15))
print("list.extend(range(11,15)): ", num_list)
num_list.append(1)
print("list.append(1): ", num_list)
print(num_list, ".count(1): ", num_list.count(1))
print(num_list, ".index(1): ", num_list.index(1))
num_list.insert(5, 100)
print("list.insert(5, 100): ", num_list)
|
cc8c22f3b950db022a53d844f185381978fe2eab | ahephner/pythonUdemy | /Python basics/list_methods.py | 946 | 4.21875 | 4 | #list methods add
#append
#cant add more than 1 item
scores = [3,4,12,4]
scores.append(3)
scores.append('string')
#extend can pass in a list that adds to the end of that list
#if you did .append([]) you would nest a list in a list
scores.extend([2, 3])
print(scores)
#insert
#first pass where you want the item placed in the index
scores.insert(2, 'HEY')
#based off last count
scores.insert(-2, 'neg')
print(scores)
teachers = []
teachers.extend(['Colt', 'Blue', 'Lisa'])
print(teachers)
#List Methods- Delet
build = [1,3,4,5]
#delete all
build.clear()
item1 = [1,3,4,5]
#returns last item and removes from list
question = item1.pop()
print(question)
print(item1)
#removes the index and returns it
#can use to grab specific var or just simple remove it
sel = item1.pop(1)
print(sel)
print(item1)
#remove
#will remove first item from a list of value you give
pets = ['dog', 'cat', 'fish', 'fish']
pets.remove('fish')
print(pets) |
7a2726d05fe906643f70842453af94bdfa01f77c | MrHamdulay/csc3-capstone | /examples/data/Assignment_5/blmjac004/question1.py | 956 | 3.8125 | 4 | message="no message yet"
while True:
print("Welcome to UCT BBS\nMENU")
print("(E)nter a message\n(V)iew message\n(L)ist files\n(D)isplay file\ne(X)it")
selection=input("Enter your selection:\n")
if selection== "E" or selection=="e":
message=input("Enter the message:\n")
elif selection=="V" or selection=="v":
print("The message is:", message)
elif selection=="L" or selection=="l":
print("List of files: 42.txt, 1015.txt")
elif selection=="D" or selection=="d":
filename=input("Enter the filename:\n")
if filename== "1015.txt":
print("Computer Science class notes ... simplified\nDo all work\nPass course\nBe happy")
elif filename== "42.txt":
print("The meaning of life is blah blah blah ...")
else:
print("File not found")
elif selection=="X" or selection=="x":
print("Goodbye!")
break |
92749a358c54765e38e8f841fb67be6b7425ee78 | yz9527-1/1YZ | /pycharm/Practice/python 3自学/9-函数.py | 582 | 3.75 | 4 | """
def maxTwo(a, b):
if a > b:
print(a)
else:
print(b)
def maxThree(x, y, z):
if x > y:
maxTwo(x, z)
else:
maxTwo(y, z)
maxThree(12, 8, 45)
import random
def custom_str(length, type):
if type == 'number':
s = '1234567890'
elif type == 'letter':
s = 'abcdrfg'
else:
s = '123456789asdfghjklzxcvbnm'
return random.sample(s,length)
#测试代码
print(custom_str(6,'number'))
print(custom_str(7,'letter'))
"""
#import string,random
#user=''.join(random.sample(string.digits,8))
#print(user) |
03cf84510129ef9ecc2a33ecf9ea1d7022d7a345 | gabriellaec/desoft-analise-exercicios | /backup/user_112/ch16_2020_05_04_19_58_13_049880.py | 100 | 3.59375 | 4 | x = input('valor da conta do restaurante')
n = x * 1.01
print("Valor da conta com 10%: R$%2f" % n) |
6f6c149d54c7dd0fef7ec9dd0defa5b24f6e9b48 | KylanThomson/Polynomial-Regression-Neuron | /main.py | 1,106 | 3.78125 | 4 | # John Bachman Kelley, 10/19/2020, Artificial Intelligence
# The purpose of this code is to predict energy consumption using three different architectures of linear regression
# neurons. We have been given 3 days of data, from 8:00 to 5:00 pm with 1-hour intervals.
import pandas as pd
import numpy as np
import matplotlib as plt
class Neuron1D:
# In this method, you need to import, normalize, and set object variables
def __init__(self, csv_path):
raw_data = pd.read_csv(csv_path)
return
def train(self):
return
def test(self):
return
class Neuron2D:
# In this method, you need to import, normalize, and set object variables
def __init__(self, csv_path):
raw_data = pd.read_csv(csv_path)
return
def train(self):
return
def test(self):
return
class Neuron3D:
# In this method, you need to import, normalize, and set object variables
def __init__(self, csv_path):
raw_data = pd.read_csv(csv_path)
return
def train(self):
return
def test(self):
return
|
276c0719a609ba213d60d3c4b75c110a8c34409a | Archenemy-666/Edureka-Python-Training-for-Data-Science | /assignments/case_study/siddharth.c_casestudy1.py | 1,543 | 4.25 | 4 | #Write a program which will find factors of given number and find whether the factor is even or odd.
def fatorization_of(x):
print("list : ")
for i in range(1, x+1):
if x % i == 0:
print(i," : is a factor")
else:
print(i," : is not the factor\n\n")
num = 10
fatorization_of(num)
#case2 Write a code which accepts a sequence of words as input and prints the words in a sequence after sorting them alphabetically.
list = []
no_of_inputs = int(input("no of inputs: "))
for i in range(0,no_of_inputs):
list.append(input("give strings: "))
list.sort()
print(list,"\n\n")
#Write a program, whichwill find all the numbers between 1000 and 3000 (both included)
#such that each digit of a number is an even number. The numbers obtained should be printed
#in a comma separated sequence on a single line.
i = 1000
for i in range(1000,3001):
v = str(i)
a = v[0]
b = v[1]
c = v[2]
d = v[3]
l = int(a)
m = int(b)
n = int(c)
o = int(d)
if((l%2==0) and (m%2==0) and (n%2==0) and (o%2==0) ):
print(i)
#Write a program that accepts a sentence and calculate the number of letters and digits.
x = input()
counta = 0
counti = 0
for i in x:
if i.isalpha():
counta = counta + 1
elif i.isdigit():
counti = counti + 1
else:
print("not recognized")
print("number : ",counti, "alphabets",counta)
def pallindrome(x):
if (x == x[::-1]):
print("pallindrome")
else : (" not ")
pallindrome("dud")
|
1c1cd18465c3a0232cf863fc8f9a21e6f4a7130b | ektorasgr/ABS | /tablePrinter.py | 1,157 | 4.25 | 4 | '''
this function takes a list of lists of strings and displays it
in a well-organized table with each column right-justified
ABS Ch. 6 Practice Project
'''
tableData = [['apples', 'oranges', 'cherries', 'banana'],
['Alice', 'Bob', 'Carol', 'David'],
['dogs', 'cats', 'moose', 'goose']]
def printTable(Data):
#find the longest string of each list and store in colWidths
colWidths = [0] * len(Data)
for i in range(len(Data)):
for k in range(len(Data[i])):
if len(Data[i][k]) > colWidths[i]:
colWidths[i] = len(Data[i][k])
#else:
#continue
#find the longest string of the sublists and store in longest
longest = 0
for i in range(len(colWidths)):
if colWidths[i] > longest:
longest = colWidths[i]
#else:
#continue
for i in range(len(Data[i])):
for k in range(len(Data)):
if k < (len(Data)-1):
print(Data[k][i].rjust(longest), end = '')
else:
print(Data[k][i].rjust(longest))
printTable(tableData)
|
ac2504902390a810ed29cb659fe722d2d97d88b8 | NikolaosPanagiotopoulos/PythonLab | /labs/source/lab_02/lab_02_exercise_1.py | 964 | 3.640625 | 4 | # Ζητάμε από το φοιτητή να δώσει το όνομα του
onoma = input("Δώσε όνομα φοιτητή: ")
# Ζητάμε από το φοιτητ΄τη να δώσει το βαθμό προόδου
proodos = input("Δώσε βαθμό προόδου: ")
# Ζητάμε από το φοιτητ΄τη να δώσει το βαθμό γραπτού
grapto = input("Δώσε βαθμό γραπτού: ")
# Μετρατρέπουμε την πρόοδο από αλφαριθμητική τιμή σε ακέραια
proodos = int(proodos)
# Μετρατρέπουμε το γραπτό από αλφαριθμητική τιμή σε ακέραια
grapto = int(grapto)
# Υπολογίζουμε τον τελικό βαθμό του φοιτητή
telikosVathmos = proodos * 0.2 + grapto * 0.8
# Εμφανίζουμε το όνομα του φοιτητή και τον τελικό βαθμό του
print(onoma, telikosVathmos)
|
5e7bc2b2ea7e1eb2faf45710cad46bc82b2703a8 | colinpannikkat/pythonexercises | /exercise6.py | 344 | 3.84375 | 4 | string = input("Input String:\n")
string = string.replace(" ", "")
list = list(string)
a = int(len(list))
x = a-1
c = []
while x > -1:
b = string[x]
c.append(b)
x = x-1
b = int(len(c))
z = list[0:a]
y = c[0:b]
print (z,y)
if z == y:
print("The string is a palendrome!\n")
else:
print("The string is not a palendrome.\n")
|
d12108b43170575efc1fc8647998be68db478eb4 | tuanphandeveloper/practicepython.org | /cowsAndBulls.py | 1,524 | 4.125 | 4 |
# Create a program that will play the “cows and bulls” game with the user. The game works like this:
# Randomly generate a 4-digit number. Ask the user to guess a 4-digit number. For every digit that the
# user guessed correctly in the correct place, they have a “cow”. For every digit the user guessed correctly
# in the wrong place is a “bull.” Every time the user makes a guess, tell them how many “cows” and “bulls”
# they have. Once the user guesses the correct number, the game is over. Keep track of the number of guesses
# the user makes throughout teh game and tell the user at the end.
# Say the number generated by the computer is 1038. An example interaction could look like this:
# Welcome to the Cows and Bulls Game!
# Enter a number:
# >>> 1234
# 2 cows, 0 bulls
# >>> 1256
# 1 cow, 1 bull
# ...
# Until the user guesses the number.
import random
randNum = ''.join(random.sample('0123456789', 4))
cow = 0
bull = 0
def cowsAndBull(n):
cow = 0
bull = 0
randNumList = [int(d) for d in str(randNum)]
guessNumList = [int(d) for d in str(n)]
for indexA, a in enumerate(randNumList):
for indexB, b in enumerate(guessNumList):
if a == b:
cow = cow + 1
if indexA == indexB:
bull = bull + 1
break
print(str(cow) + " cows, " + str(bull) + " bulls")
return(bull)
if __name__=="__main__":
print(randNum)
while(bull != 4):
user_num = int(input("Give me a number: "))
bull = cowsAndBull(user_num)
|
c88cf2191baf0f40f37b54f70fd57093e6da4c8d | SuzanneRioue/programmering1python | /Arbetsbok/kap 16/övn 16.1, sid. 40 - register.py | 2,074 | 3.53125 | 4 | #!/usr/local/bin/python3.9
# Filnamn: övn 16.1, sid. 40 - register.py
# Mer om listor samt dictionarier
# Programmeringsövningar till kapitel 16
# Programmet låter användaren mata in uppgifer till register över e-postadresser, vilka lagras i et dictionary.
# Nycklarna ska vara namn och e-postadresserna värden. Vi låter användaren välja vad som ska göras genom ett menyval
# Import av modul
# Funktionsdefinitioner
def meny():
print('Vad vill du göra?')
print('===================================')
print('1. lägga till eller ändra en adress')
print('2. söka en adress')
print('3. ta bort en adress ur listan')
print('4. visa hela registret')
print('0. avsluta\n')
def avsluta():
exit()
def laggTill():
print()
nyckel = input('Ange namn: ')
värde = input('Ange e-postadress: ')
nyckel = nyckel.capitalize()
värde = värde.lower()
adresser[nyckel] = värde
print()
def sok():
print()
nyckel = input('Ange namn på den adress du vill söka efter: ')
nyckel = nyckel.capitalize()
if nyckel in adresser:
print('Namnet', nyckel, 'finns.')
else:
print('Ingen med namn', nyckel,'finns.')
print()
def tabort():
print()
nyckel = input('Ange namn på den adress du vill ta bort: ')
nyckel = nyckel.capitalize()
print('Tar bort addressen', adresser[nyckel])
del(adresser[nyckel])
print()
def visa():
print()
for nyckel, värde in adresser.items():
print('Namn:', nyckel,'e-post:', värde)
print()
# Huvudprogram
def main():
# Skriv ut meny
meny()
# Fråga vad användaren vill
while True:
val = input('Välj 1 - 4 eller 0: ')
if val == '0':
avsluta()
elif val == '1':
laggTill()
meny()
elif val == '2':
sok()
meny()
elif val == '3':
tabort()
meny()
elif val == '4':
visa()
meny()
# Huvudprogram anropas
adresser = {}
main() |
0b7ced82cb26c14214facfb3a1ee5c53d6e593a0 | jeffreyalvr/python-sistema-mercado-simples | /main.py | 1,329 | 3.59375 | 4 | import math
import sys
# variável para determinar em qual menu o usuário estará
comando = 0
# mensagem inicial de boas vindas
print('Bem-vindo ao Sistema de Mercadinho!\n')
# função para exibir o menu inicial
def mostrar_menu():
print('1. Inciar uma nova compra')
print('2. Adicionar produto ao catálogo')
print('3. Remover produto do catálogo')
print('4. Sair do programa')
# pega o input do usuário com o valor desejado
comando = int(input('\nSelecione uma opção digitando um número: '))
# envia o valor para a função valida_input
valida_input(comando)
# função para terminar a aplicação
def sair():
print('\nDeseja sair da aplicação?')
comando = int(input("Digite '0' para sair ou '1' para cancelar e voltar ao menu: "))
if (comando == 0):
sys.exit() # termina a aplicação
else:
mostrar_menu()
# função que verifica qual o input dado pelo usuário e exibe o menu correspondente
def valida_input(valor):
import compra
import catalogo
if (valor == 0):
mostrar_menu()
elif (valor == 1):
compra.compra()
elif (valor == 2):
catalogo.adicionar_produto()
elif (valor == 3):
catalogo.remover_produto()
elif (valor == 4):
sair()
# exibe inicialmente o menu
mostrar_menu() |
22c29914fc208fbbee7042e3cbb2e3c3ffec255e | milohiggo/PythonSQL | /database3.py | 602 | 3.875 | 4 | # -*- coding: utf-8 -*-
"""
Video https://www.youtube.com/watch?v=byHcYRpMgI4
Created on Sat May 29 20:17:56 2021
@author: ssaghi
"""
import sqlite3
# conn = sqlite3.connect(':memory:')
conn = sqlite3.connect('customer.db')
#Create cursor
curs = conn.cursor()
#Insert many records
many_customers = [('M1', 'Brown','M1.Brownn@me.com'),
('M2', 'Brown','M2.Brownn@me.com'),
('M3', 'Brown','M3.Brownn@me.com')]
curs.executemany("INSERT INTO customers VALUES (?,?,?)",many_customers)
print("Insert many executed successfully")
#commit our command
conn.commit()
# Close connection
conn.close() |
56073b87d9972d41eb7823b4befa31b7df1f899e | Fahofah/Python-Week1 | /Phyton Exs.py | 2,619 | 3.890625 | 4 | #Task1
print('#Task1')
print('Hello World!')
#Task2
print('#Task2')
hi='Hello World'
print(hi)
#Task3
print('#Task3')
def printThis(text):
print(text)
printThis('Hello Mama')
#Task4
print('#Task4')
def add(x,y):
print(x+y)
add(4,5)
#Task5
print('#Task5')
def sumORmult(x,y,sumIt):
if (sumIt):
result=x+y
else:
result=x*y
print(result)
sumORmult(2,3,False)
#Task6
print('#Task6')
def sumORmult2(x,y,sumIt):
if (x==0):
result=y
elif (y==0):
result=x
else:
if (sumIt):
result=x+y
else:
result=x*y
print(result)
sumORmult2(0,7,True)
#Task7
print('#Task7')
for x in range(0,10):
sumORmult2(x,3,True)
#Task8
print('#Task8')
numList= [6,2,7,4,3,6,7,8,9,10]
for x in range(0,10):
sumORmult2(numList[x],numList[-(x+1)],True)
#Task9
print('#Task9')
for x in numList:
print(x)
#Task10
print('#Task10')
nums=[None]*10
for x in range(0,10):
nums[x]=x
print(x)
for x in nums:
print(x*10)
#Task11
print('#Task11')
size=int(input('How many numbers you want to enter?'))
numSet=[None]*size
print('OK, now please enter the first number')
for x in range(0,size):
numSet[x]=int(input())
print('Now please enter number %d' %(x+2))
for x in numSet:
print(x)
for x in numSet:
print(x*10)
#Task12
print('#Task12')
from functools import partial
def mult(x,y):
return x*y
num=int(input('Enter a number:'))
double = partial(mult,2)
triple = partial(mult,3)
print("Double is", str(double(num)) ,"and triple is " ,str(triple(num)))
#Task13
print('#Task13')
def blackjack(x,y):
if(x<0 or y<0):
print('Invalid cards')
else:
if(x>21 and y>21):
return 0
elif(x>21 and y<22):
print('was here')
return y
elif(y>21 and x<22):
return x
else:
if(x>y):
return x
elif(y>x):
return y
elif(x==y):
print('Tie')
print(blackjack(23,23))
#Task14
print('#Task14')
def uniqSum(x,y,z):
if(x==y==z):
return 0
elif(x==y):
return y+z
elif(y==z):
return x+y
elif(x==z):
return x+y
else:
return x+y+z
print(uniqSum(2,2,1))
#Task15
print('#Task15')
def tooHot(temp,isSummer):
upLim=90
if(isSummer):
upLim=100
if(temp>=60 and temp<=upLim):
return True
else:
return False
print(tooHot(95,True))
#Task16
print('#Task16')
def isLeap(year):
if(year%4==0):
return True
else:
return False
print(isLeap(2001))
|
e870a8e0ff6adaa32e2722aa4e9622839bd0e07d | rafaelblira/python-progressivo | /exibir_laber_vertical.py | 841 | 4 | 4 | import tkinter
class MinhaGUI:
def __init__(self):
# Criando a janela principal
self.main_window = tkinter.Tk()
# Criando a label Ceará e exibindo
self.label = tkinter.Label(self.main_window, text="Ceará", bg="black", fg="white")
self.label.pack(fill = tkinter.Y, side='left')
# Criando a label Flamengo e exibindo
self.label = tkinter.Label(self.main_window, text="Flamengo", bg="red", fg="black")
self.label.pack(fill = tkinter.Y, side='left')
# Criando a label Palmeiras e exibindo
self.label = tkinter.Label(self.main_window, text="Palmeiras", bg="green", fg="black")
self.label.pack(fill = tkinter.Y, side='left')
# Fazer o Tkinter exibir o looping da janela
tkinter.mainloop()
minha_gui = MinhaGUI() |
7a881b449e348d21f5174a30384f6f5cac16b2b4 | arnoldtaveras/ICC_102 | /dividendos.py | 343 | 4.03125 | 4 | dividendo = -1
divisor = -1
while (dividendo <= 0 or divisor <= 0):
dividendo = int(input("Digite el dividendo: "))
divisor = int(input("Digite el divisor: "))
if (dividendo <= 0 or divisor <= 0):
print ("Error. solo numeros positivos")
while(dividendo >= divisor):
dividendo = dividendo - divisor
print(dividendo)
|
458b1e6f951f4f53aaa625b3d8c09e7a69703257 | aechen10/redtrackedit | /Test/Pandas+NumPy/pandasTest.py | 2,017 | 3.546875 | 4 | import numpy
import pandas
import random
#Creating series (similar to arrays?)
s = pandas.Series([1, 3, 5, numpy.nan, 6, 8])
print(s)
#Creating Date Range
dates = pandas.date_range('20190602', '20190604',3)
print(dates)
numpyData = numpy.random.randn(3, 4)
for i in range(0, len(numpyData)):
for j in range(0, len(numpyData[i])):
print(numpyData[i][j], end=" ")
print()
dataFrame = pandas.DataFrame(numpyData, index = dates, columns=list('ABCD'))
print(dataFrame)
#None is python's equivalent of null (HOWEVER, python CAN print None values)
variable = None
print(variable)
arr = [[1,2,3,4], [5,6,7,8], [9,10,11,12],[13,14,15,16]]
dataFrame2 = pandas.DataFrame(arr, index = ["1-4","5-8", "9-12","13-16"], columns=["1*4", "2*4", "3*4", "4*4"])
print(dataFrame2)
#Print out dataframe index as index object
print(dataFrame2.index)
print(dataFrame.describe())
dataFrame.at['20190602', 'A'] = None
print(dataFrame)
dataFrame3 = dataFrame2.sort_values(by = "1*4", ascending = False)
print(dataFrame3)
randomArray = []
for i in range(0, 7):
randomArray.append([])
for j in range(0,50):
randomArray[i].append(random.randint(0,25))
randomData = pandas.DataFrame(randomArray, index = ["A","B","C","D","E","F","G"]).T
randomData = randomData.sort_values(by = "A", ascending = True)
print(randomData)
sortData = {'name': ['Willard Morris', 'Al Jennings', 'Omar Mullins', 'Spencer McDaniel'],
'age': [20, 19, 19, 21],
'favorite_color': ['blue', 'red', 'yellow', "green"],
'grade': [88, 92, 95, 70]}
dataFrame4 = pandas.DataFrame(sortData, index = sortData['name'])
print(dataFrame4)
dataFrame4 = dataFrame4.sort_values(by = ['age', 'grade'], ascending= [True, False])
print(dataFrame4)
data5 = {'Title': ['Article 1', 'Article 2' , 'Article 3', 'MEMEZ'], 'Upvotes': [5,104,104,38910], 'Downvotes': [0, 104, 1, 0], 'Comments': [2, 50, 23, 1045]}
dataFrame5 = pandas.DataFrame(data5, index = data5['Title'])
dataFrame5 = dataFrame5.sort_values(by = ['Upvotes', 'Downvotes'], ascending= [False, True])
print(dataFrame5) |
3a8f91d5e43af07ad555619162a25a3c548a7c1b | nuraanNinah/ANIMALS-PART-1.-OOP-BASICS | /Animal.py | 326 | 3.796875 | 4 | class Animal:
def __init__ (self, name, sounds):
self.name= name
self.sounds =sounds
def food(self):
print("{0} eats".format (self.name))
def sound(self):
print("{0} barks".format(self.sounds))
dog = Animal("Rex", "Dog")
cat = Animal("Stormy", "Cat")
dog.food()
dog.sound() |
7ded493fa87d022fe474133db99a6ba62b241292 | ShimnaA/Turtle | /Hexagon.py | 119 | 3.78125 | 4 | # Draw a Hexagon using turtle
import turtle
t = turtle.Turtle()
for i in range(6):
t.forward(50)
t.right(60) |
5c31af2cf537031b0d22d7d1471a64e6774dff58 | PedroDNBR/ossu-pyton-for-everybody | /6. Loops and Iterations/worked-exercise-5.1.py | 582 | 4.03125 | 4 | numberQtd = 0
total = 0
#loop that users insert the numbers, if write done, the loop stops
while True
numberInput = input("Insira um numero:")
if numberInput == "done" :
break
try:
numberFloat = float(numberInput)
except:
print("Valor invalido")
continue
#calculate the number quantity and the total of sum
numberQtd = numberQtd + 1
total = total + numberFloat
#print total, number quantity and the average
print("O total é:"+total,", o a quantidade de numeros inseridos é:"+numberQtd,"e a média é:"total/numberQtd) |
23ba4a0f80643f85ca5b64af6aca504034249d52 | ZoranPandovski/al-go-rithms | /data_structures/b_tree/Python/sum_root_leaf.py | 1,270 | 4.125 | 4 | """
To find whether a tree has a sum of tree from root to leaf is equal to the given number.
If true, return the path which produces the sum. Else, return False
"""
from __future__ import print_function
import binary_search_tree
class SumRootLeaf():
def root_leaf(self,root, given_sum, val, path_list):
if root == None:
return
if root.left == None and root.right == None:
if (val + root.val) == given_sum:
path.append(root.val)
return True
else:
return False
if(self.root_leaf(root.left,given_sum,(val + root.val),path_list)):
path.append(root.val)
return True
if(self.root_leaf(root.right,given_sum,(val + root.val),path_list)):
path.append(root.val)
return True
return False
### Testcases ###
root = None
tree = binary_search_tree.Tree()
root = tree.insert(root, 4)
root = tree.insert(root, 2)
root = tree.insert(root, 1)
root = tree.insert(root, 3)
root = tree.insert(root, 5)
#tree.preorder(root)
obj = SumRootLeaf()
path = []
if(obj.root_leaf(root,9,0,path)):
print(path)
else:
print(None)
|
d55a2966408ec30b2ee98097bf520cb399c1c43f | favour-22/holbertonschool-higher_level_programming | /0x03-python-data_structures/2-main.py | 803 | 3.953125 | 4 | #!/usr/bin/python3
replace_in_list = __import__('2-replace_in_list').replace_in_list
my_list = [1, 2, 3, 4, 5]
idx = 3
new_element = 9
new_list = replace_in_list(my_list, idx, new_element)
print("Valid index")
print(new_list)
print(my_list)
idx = -1
new_element = 19
new_list = replace_in_list(my_list, idx, new_element)
print("Negative index")
print(new_list)
print(my_list)
idx = 10
new_element = 29
new_list = replace_in_list(my_list, idx, new_element)
print("Out of range index")
print(new_list)
print(my_list)
idx = 4
new_element = 39
new_list = replace_in_list(my_list, idx, new_element)
print("Last index")
print(new_list)
print(my_list)
idx = 5
new_element = 49
new_list = replace_in_list(my_list, idx, new_element)
print("One greater than last index")
print(new_list)
print(my_list)
|
ce55d1121ac3ea0d4ec4c4dc722f24ab7fe0b3e0 | dhanashreesshetty/Project-Euler | /Problem 19 Counting Sundays/pyprog.py | 161 | 3.84375 | 4 | from datetime import date
count=0
for year in range(1901,2001):
for month in range(1,13):
if date(year,month,1).weekday()==6:
count+=1
print(count)
|
6f07c8fa8f7bf8f0a945613e48c5a76aadc028b3 | nodicora/planarity | /planarity/planarity_functions.py | 780 | 3.671875 | 4 | """Functional interface to planarity."""
import planarity
__all__ = ['is_planar', 'kuratowski_edges', 'ascii', 'write', 'mapping']
def is_planar(graph):
"""Test planarity of graph."""
return planarity.PGraph(graph).is_planar()
def kuratowski_edges(graph):
"""Return edges of forbidden subgraph of non-planar graph."""
return planarity.PGraph(graph).kuratowski_edges()
def ascii(graph):
"""Draw text representation of a planar graph."""
return planarity.PGraph(graph).ascii()
def write(graph, path='stdout'):
"""Write an adjacency list representation of graph to path."""
planarity.PGraph(graph).write(path)
def mapping(graph):
"""Return dictionary of internal mapping of nodes to integers."""
return planarity.PGraph(graph).mapping()
|
6a9882c304ac032524e615e45c9e80c2301ea69a | pnugues/ilppp | /programs/ch05/python/count_bigrams.py | 737 | 3.875 | 4 | """
Bigram counting
Usage: python count_bigrams.py < corpus.txt
"""
__author__ = "Pierre Nugues"
import sys
import regex
def tokenize(text):
words = regex.findall(r'\p{L}+', text)
return words
def count_bigrams(words):
bigrams = [tuple(words[idx:idx + 2])
for idx in range(len(words) - 1)]
frequencies = {}
for bigram in bigrams:
if bigram in frequencies:
frequencies[bigram] += 1
else:
frequencies[bigram] = 1
return frequencies
if __name__ == '__main__':
text = sys.stdin.read().lower()
words = tokenize(text)
frequency_bigrams = count_bigrams(words)
for bigram in frequency_bigrams:
print(frequency_bigrams[bigram], "\t", bigram)
|
d2e3b144af63fee8009b8dacd4e83b35503d46f7 | ashud06/algorithms_dataStructures | /Code_development/Recursion_Backtracking/Hackerank_Problems/problem1/problem1.py | 2,785 | 3.5625 | 4 | #!/bin/python3
import math
import os
import random
import re
import sys
'''
def check(X,val):
global combos
if val == X:
print('success')
combos+=1
return 1
else:
return 0
def getCombos(X, N,prev_total=0,start_index=0):
print('previous total: {}'.format(prev_total))
if start_index == X - 1 or prev_total > X:
return
global combos
total = 0
print("SI: {}".format(start_index))
possibleList = [i for i in range(1, X)]
print(possibleList)
ptr_val = possibleList[start_index]
print("PTR val: {}".format(ptr_val))
status=check(X, pow(ptr_val, N))
if status:
return 1
total += pow(ptr_val, N)
print('total updated to at start: {0}'.format(total))
for j in range(start_index+1,X):
print('checking now with {} against {}'.format(ptr_val,possibleList[j]))
print('total is : {}'.format(total))
for i in range(j, X):
print("current iter: {0} , {1}".format(i, possibleList[i]))
if pow(possibleList[i], N) > X or i == X - 1 or total > X:
print('flag 1')
return 2
if possibleList[i] == ptr_val or possibleList[i] == 0:
print('flag 2')
# total+=pow(possibleList[i],N)
# print('total updated to: {0}'.format(total))
# check(X,total)
continue
total += pow(possibleList[i], N)
status=check(X, total)
if status:
return 1
print('total updated to: {0}'.format(total))
if total > X:
total -= pow(possibleList[i], N)
print('total updated to after return 2: {0}'.format(total))
return total
#series-> 6,7,
#trigger 6, 36 check, +next iter ie. 7, total=36+49=85, into iter 8 where +8>X, back to iter 7, total back to 85.
total= total + prev_total
status=check(X, total)
result = getCombos(X, N, total, i)
if result == 2:
total-=pow(possibleList[i],N)
print('total updated to after return: {0}'.format(total))
break
# Complete the powerSum function below.
def powerSum(X, N):
possibleList=[i for i in range(1,X)]
for i in possibleList:
if pow(i,N)<=X:
print("Next Triggered: {}".format(i))
getCombos(X,N,0,0)
combos = 0
ptr = 0
print(powerSum(100, 3))
print(combos)
'''
def totnum(X,N,num=1):
print('func called with params: {} , {} , {}'.format(X,N,num))
if(pow(num,N)<X):
return (totnum(X,N,num+1)+totnum(X-pow(num,N),N,num+1))
elif(pow(num,N)==X):
return 1
else:
return 0
print(totnum(100,2)) |
2a02f0ef86a56792fa2bbb15778d45325e6071d1 | EunhyeKIMM/python | /ch09/ex13.py | 262 | 3.546875 | 4 | import time
def gettime():
now = time.localtime()
return now.tm_hour, now.tm_min
result = gettime()
print("지금은 %d시 %d분 입니다. " %(result[0], result[1]))
hour, minute = gettime()
print("지금은 %d시 %d분 입니다. " %(hour, minute)) |
7242e88b50610a0481937714bf2dc40dfb69f138 | sknielsen/shopping_list | /shopping_list_program.py | 1,823 | 4.3125 | 4 | shopping_list = { "Target": ["socks" , "soap", "detergent", "sponges"],
"Bi-Rite" : [ "butter", "cake", "cookies", "bread"] }
#Function to display main Menu
def show_main_menu():
return """
0 - Main Menu
1 - Show all lists.
2 - Show a specific list.
3 - Add a new shopping list.
4 - Add an item to a shopping list.
5 - Remove an item from a shopping list.
6 - Remove a list by nickname.
7 - Exit when you are done.
"""
#Function that shows all lists
def show_all_lists():
# print shopping_list
for nickname in shopping_list:
print nickname + ': ' + ", ".join(shopping_list[nickname])
#for nickname in shopping.list:
#Function to show a specific list
def show_specific_list(list):
print list + ': ' + ", ".join(shopping_list[list])
#
def add_new_list(item, list):
shopping_list[list] = item
def add_item_to_list(item, list):
shopping_list[list].append(item)
return shopping_list
def remove_item_from_list(item, list):
shopping_list[list].remove(item)
return shopping_list
def remove_list(list):
del shopping_list[list]
return shopping_list
def exit_program():
exit()
def main():
#show_main_menu()
user_input = int(raw_input(show_main_menu()))
if user_input == 0:
print show_main_menu()
elif user_input== 1:
show_all_lists()
elif user_input == 2:
list = raw_input("Enter list to be displayed")
show_specific_list(list)
elif user_input == 3:
list = raw_input("Enter new list name")
item = raw_input("Enter items for new list")
#show_main_menu()
#show_all_lists()
#show_specific_list('Target')
#print add_item_to_list('brush', 'Target')
#print remove_item_from_list('soap', 'Target')
#print remove_list('Target')
if __name__ == '__main__':
main()
|
e27ce8911a2851969ed189bc7d326d9f3a6307f3 | Infinity7878/SimpleLogin | /main.py | 937 | 3.671875 | 4 | import tkinter as tk
from tkinter import messagebox
app = tk.Tk()
app.geometry("300x50")
box1 = tk.Entry(app)
box1.grid(row=1, column=1)
box2 = tk.Entry(app)
box2.grid(row=2, column=1)
def signup():
user = box1.get()
passw = box2.get()
file1 = open("users.txt", "a")
info = user + passw
file1.write("\n" + info)
def login():
user = box1.get()
passw = box2.get()
file1 = open("users.txt", "r")
info = user + passw
if info in file1:
tk.messagebox.showinfo("Success", "Success")
else:
tk.messagebox.showinfo("Error", "Incorrect Username or Password")
tk.Label(app, text="Username:").grid(row=1, column=0)
tk.Label(app, text="Password:").grid(row=2, column=0)
button1 = tk.Button(app, command=login, text="Login")
button1.place(x=200, y=10)
button2 = tk.Button(app, command=signup, text="SignUp")
button2.place(x=245, y=10)
app.mainloop() |
353843608bede50f52ff8bf3662c3bb1ca048bf8 | sharondsza26/python-Technology | /objectOriented/PiggyBank/objectOrientation.py | 2,111 | 3.921875 | 4 | # Stage 1
class PiggyBank:
pass
print("Hello")
pg1 = PiggyBank()
print(pg1)
print(id(pg1))
print(hex(id(pg1)))
print(type(pg1))
print(pg1.__class__)
# Stage 2 -Extensible
class PiggyBank:
pass
pg1 = PiggyBank()
print(pg1)
print(id(pg1))
print(pg1.__class__)
pg1.balance = 10 # It creates a variable balance i.e Object pg1 got extended
pg1.lt = 10 # It creates a variable lt
print(pg1.balance)
print(pg1.lt)
pg2 = PiggyBank()
print(pg2)
print(id(pg2))
print(pg2.__class__)
pg2.balance = 200 # It creates a variable balance i.e Object pg2 got extended
pg2.lt = 200 # It creates a variable lt
print(pg2.balance)
print(pg2.lt)
print(isinstance(pg1,PiggyBank))
print(isinstance(pg2,PiggyBank))
# Stage 3 - __init__
class PiggyBank:
def __init__(self):
print("Entering Init")
print(id(self))
print("Leaving Init")
pg1 = PiggyBank()
print(id(pg1))
pg1.balance = 10
pg1.lt = 10
print(pg1.balance)
print(pg1.lt)
pg2 = PiggyBank()
print(id(pg2))
pg2.balance = 200
pg2.lt = 200
print(pg2.balance)
print(pg2.lt)
# Stage 4 - self
class PiggyBank:
def __init__(self): #Constructor
print("Entering Init")
self.balance = 0
self.lt = 0
print("Leaving Init")
pg1 = PiggyBank()
print(pg1.balance)
print(pg1.lt)
pg2 = PiggyBank()
print(pg2.balance)
print(pg2.lt)
# Stage 5 - Object Oriented Piggy
print("Welcome to Object Oriented PiggyBank")
class PiggyBank:
def __init__(self):
self.balance = 0
self.lt = 0
def deposit(self,amount):
self.balance = self.balance + amount
self.lt = amount
def withdraw(self,amount):
if(self.balance >= amount):
self.balance -= amount
self.lt = -amount
def statement(self):
print("Balance =",self.balance)
print("Last Transaction =",self.lt)
pg1 = PiggyBank()
pg1.deposit(100)
pg1.deposit(100)
pg1.statement()
pg1.withdraw(50)
pg1.statement()
pg2 = PiggyBank()
pg2.deposit(1000)
pg2.deposit(1000)
pg2.statement()
pg2.withdraw(500)
pg2.statement() |
45aa0f6b6b032f5f31a392efb73131de994fa4ce | Edvinauskas/Project-Euler | /nr_014_python.py | 1,178 | 3.875 | 4 | #########################################
# Problem Nr. 14
# The following iterative sequence is defined
# for the set of positive integers:
#
# n n/2 (n is even)
# n 3n + 1 (n is odd)
#
# Using the rule above and starting with 13, we
# generate the following sequence:
#
# 13 40 20 10 5 16 8 4 2 1
# It can be seen that this sequence (starting at
# 13 and finishing at 1) contains 10 terms.
# Although it has not been proved yet (Collatz Problem),
# it is thought that all starting numbers finish at 1.
#
# Which starting number, under one million,
# produces the longest chain?
#
# NOTE: Once the chain starts the terms are
# allowed to go above one million.
#########################################
largest_sequence = 0
most_seq = 1
cache = [0 for i in range(1000000)]
for i in range(1000000):
length = 1
sequence = i
while sequence > 1 and sequence >= i:
if sequence % 2 == 0:
sequence = (sequence/2)
else:
sequence = (3 * sequence) + 1
length += 1
cache[i] = length + cache[sequence]
if cache[i] > largest_sequence:
largest_sequence = cache[i]
most_seq = i
print most_seq |
d11b87211b857167e090cd315ac093554403ba66 | MakeSchool-17/twitter-bot-python-samlee405 | /5. HerokuServer/sample.py | 1,287 | 3.890625 | 4 | import wordFrequency
import sys
import random
# Get a random word from a file
def sample():
textFile = sys.argv[1]
histogram = wordFrequency.histogramFile(textFile)
# print(histogram)
# Get total count of words
wordCount = 0
for item in histogram:
wordCount += item[1]
# Generate a random number from 1 - wordCount
randomValue = random.randint(1, wordCount)
# print(randomValue)
# Iterate to find the chosen word
sumTotal = 0
for item in histogram:
sumTotal += item[1]
if randomValue <= sumTotal:
return item[0]
# Test accuracy of sample()
def sampleTest(count):
oneCount = 0
twoCount = 0
threeCount = 0
fourCount = 0
fishCount = 0
for _ in range(count):
word = sample()
if word == "one":
oneCount += 1
elif word == "two":
twoCount += 1
elif word == "three":
threeCount += 1
elif word == "four":
fourCount += 1
elif word == "fish":
fishCount += 1
print("one: " + str(oneCount) + "\n" + "two: " + str(twoCount) + "\n" + "three: "
+ str(threeCount) + "\n" + "four: " + str(fourCount) + "\n" + "fish: " + str(fishCount))
# print(sample())
# sampleTest(8000)
|
576585854e1f93c004ffa0da9549d387a515b8e2 | sreesindhusruthiyadavalli/MLsnippets | /numpybasics.py | 1,031 | 4 | 4 | import numpy as np
#1d array
a = np.array([0,1, 2, 3,4,5])
print a
print a.ndim #dimension is 1
print a.shape #(6,) is 6 rows
print a.dtype #type of the array
#For 2d array
b = a.reshape((3,2)) # 3 rows and 2 columns
print b
print b.ndim #2 dimensional
print b.shape #Shape of the array
#Here b and a refers same object ,to have independent objects use .copy()
c = a.reshape((3,2)).copy()
#Operations on numpy array
d = np.array([1,2,3,4,5])
print d * 2
print d ** 2
#To filter the data with some conditions
print a > 4
print a[a > 4]
#To trim outliers of any data
a[a > 4] = 5
print a
print a.clip(0, 4) #To clip the values at both ends of an interval
#Non existing values
k = np.array([1, 2, np.NAN, 3, 4])
print k
print np.isnan(k) #Array that results True for Nan
print k[~np.isnan(k)] #Array results only valid numbers
print np.mean(k[~np.isnan(k)]) #Find the mean of all valid numbers
#For different datatypes in np array
print np.array([1, "Test"]).dtype
print np.array([1, "Test", set([1,2,3])]).dtype
|
f114dbea25ff21bc529989c4fee1a19cac287f87 | frankolson/PythonProjectEuler | /problem8.py | 611 | 3.8125 | 4 | ### Project Euler Problem 8
### Will Olson
### 01 July 2013
### Python 2.7.5
def iterate_through_file( file_name ):
fout = open(file_name, 'r')
file_line = fout.readline()
file_list = list(file_line)
count = 0
highest = 0
while count < len(file_list)-5:
product = int(file_list[count])*int(file_list[count+1])*int(file_list[count+2])*int(file_list[count+3])*int(file_list[count+4])
if product > highest:
highest = product
count += 1
fout.close()
return highest
user_file = raw_input("enter a file name: ")
print iterate_through_file(user_file)
|
b4be1ec472c62ad0c15b1028527729248c6671ea | costadazur/g_code_sample_python | /src/video_playlist.py | 1,124 | 3.78125 | 4 | """A video playlist class."""
from .video_library import VideoLibrary
from .video import Video
class Playlist:
"""A class used to represent a Playlist."""
def __init__(self):
self._video_library = VideoLibrary()
self._videos = []
self._current_video = Video("","","")
def add_video_to_playlist(self, video_id):
found_video = False
for vid in self._video_library.get_all_videos():
if(vid.video_id)==video_id:
self._videos.append(vid)
found_video = True
if found_video == False:
raise ValueError("Video is not in library")
def delete_video_from_playlist(self, video_id):
found_video = False
video_found = []
for vid in self._video_library.get_all_videos():
if(vid.video_id)==video_id:
video_found = vid
found_video = True
if found_video == False:
raise ValueError("Video is not in playlist")
else:
self._videos.remove(video_found)
def clear_videos_from_playlist(self):
self._videos = [] |
0b3f5a7174a434763041c921188ee74e1023551e | guveni/RandomExerciseQuestions | /distance.py | 978 | 4 | 4 | # !/usr/bin/env python
# -*- coding: utf-8 -*-
"""
"""
__author__ = 'guven'
def get_min_of_three(o1,o2,o3):
first = o1 if o1 < o2 else o2
result = first if first < o3 else o3
return result
def calculate_dist(str1, str2):
if not str1 or not str2:
return -1
len1 = len(str1)+1
len2 = len(str2)+1
matrix = [[0 for x in xrange(len1)] for y in xrange(len2)]
for i in xrange(1,len1):
matrix[0][i] = i
for i in xrange(1,len2):
matrix[i][0] = i
for y in xrange(1, len1):
for x in xrange(1, len2):
c1 = str1[y-1]
c2 = str2[x-1]
if c1 == c2:
matrix[x][y] = matrix[x-1][y-1]
else:
opt1 = matrix[x-1][y]
opt2 = matrix[x][y-1]
opt3 = matrix[x-1][y-1]
matrix[x][y] = get_min_of_three(opt1, opt2, opt3) +1
return matrix[len2-1][len1-1]
print calculate_dist('saturday','sunday')
|
56df065da26975a245a8bdd365ca7b46afadc281 | MichaelYoungGo/Practice | /输入限制I的双向队列.py | 1,714 | 3.96875 | 4 | # -*- coding: utf-8 -*-
# @Time : 2018/11/1 0001 下午 1:23
# @Author : 杨宏兵
# @File : 输入限制I的双向队列.py
# @Software: PyCharm
class Node:
def __init__(self):
self.data = 0
self.next = None
front = Node()
rear = Node()
front = None
rear = None
def enquenue(value):
global front
global rear
node = Node()
node.data = value
node.next = None
if rear == None:
front == node
else:
rear.next = node
rear = node
def dequeue(action):
global front
global rear
if (front != None) and action == 1:
if front == rear:
rear= None
value = front.data
front = front.next
return value
elif front != None and action ==2:
startNode = front
value = rear.data
tempNode = front
while front.next != rear and front != None:
front = front.next
tempNode = front
front = startNode
rear = tempNode
if front.next == None or rear.next == None:
front = None
rear = None
return value
else:
return -1
print('用链表来实现双向队列')
print('===============================================')
ch = 'a'
while True:
ch = input('加入请按a, 取出请按d, 结束请按e')
if ch == 'e':
break
elif ch == 'a':
item = int(input('加入的元素值:'))
enquenue(item)
elif ch == 'd':
temp = dequeue(1)
print('从双向队列前端按序取出的元素值为:%d' %temp)
temp = dequeue(2)
print('从双向队列后端按序取出的元素值为:%d' % temp)
else:
break
|
a0cd4e87f470509d4b764b4b379575fb843ec153 | Glitch-is/CP | /cp.py | 2,414 | 4.15625 | 4 | """
Competitive Programming Library for Python
Functions:
#Primes:
isPrime(n)
sieve(n)
#Fibonacci:
fib(n)
Authors: Glitch
https://github.com/RuNnNy/CP
"""
import math
"""Primality check that iterates through all integers below the square root of
the number being checked and makes sure it's not divisable by any of them"""
def isPrime(n):
if n <= 1:
return False
if n is 2:
return True
if n % 2 is 0:
return False
for i in range(3, math.sqrt(n) + 1, 2):
if n % i is 0:
return False
return True
"""Returns a Sieve of Eratosthenes. Generates all prime numbers below n"""
def sieve(n):
prime = [True] * n + 1
prime[0], prime[1] = False, False
for i in range(2, math.sqrt(n) + 1):
if prime[i]:
for k in range(i * i, n + 1, i):
prime[k] = False
return prime
# Fast doubling Fibonacci algorithm
#
# Copyright (c) 2013 Nayuki Minase
# All rights reserved. Contact Nayuki for licensing.
# http://nayuki.eigenstate.org/page/fast-fibonacci-algorithms
# Returns F(n)
def fib(n):
if n < 0:
raise ValueError("Negative arguments not implemented")
return _fib(n)[0]
# Returns a tuple (F(n), F(n+1))
def _fib(n):
if n == 0:
return (0, 1)
else:
a, b = _fib(n // 2)
c = a * (2 * b - a)
d = b * b + a * a
if n % 2 == 0:
return (c, d)
else:
return (d, c + d)
"""Returns all prime factors of number"""
def PrimeFactors(n):
#Returns factors of n
primeList = []
d = 2
while n != 0:
if n % d == 0:
primeList.append(d)
n /= d
else:
d += 1
if d*d > n:
if n > 1:
primeList.append(n)
break
return primeList
"""Returns number of divisors"""
def NumberOfDivisors(n):
#Returns the number of divisors of n
factors = PrimeFactors(n)
tmp = factors[0]
res,count = 1, 0
for x in range(len(factors)):
if factors[x] != tmp:
tmp = factors[x]
res *= (count+1)
count = 1
if x == len(factors):
res *= 2
else:
count += 1
if count > 0:
res *= (count+1)
return res
"""Checks if number is palindrome"""
def isPalindrome(n):
return str(n) == str(n)[::-1]
|
fdfc923ad3020be38d6dbbc059bfd944877ff7af | ppinko/python_exercises | /algorithms/hard_algoritm_sorting_time.py | 570 | 3.703125 | 4 | """
https://edabit.com/challenge/kjJWvK9XtdbEJ2EKe
"""
def sort_array(L: list) -> list:
for i in range(len(L)):
for j in range(len(L) - 1):
if L[j+1] < L[j]:
temp = L[j+1]
L[j+1] = L[j]
L[j] = temp
return L
assert sort_array([2, -5, 1, 4, 7, 8]) == [-5, 1, 2, 4, 7, 8]
assert sort_array([23, 15, 34, 17, -28]) == [-28, 15, 17, 23, 34]
assert sort_array([38, 57, 45, 18, 47, 39]) == [18, 38, 39, 45, 47, 57]
assert sort_array([26, -1, -45, 74, 20]) == [-45, -1, 20, 26, 74]
print("Success") |
08f4b21b8da0de351ac2b69bf1926dfa9cafbf1d | GlennRC/Algorithms | /Labs/Lab13/Horspools.py | 2,103 | 3.53125 | 4 | import string
import random
import time
'''
This lab was worked on by Glenn Contreras, Neha Tammana, and Ben Liu
'''
def shiftTable(pattern, isBit):
if isBit:
var = ['0', '1']
else:
var = string.ascii_lowercase + ' '
table = {}
for i in range(len(var)):
table.update({var[i]: len(pattern)})
for j in range(len(pattern)-1):
table[pattern[j]] = len(pattern) - 1 - j
return table
def horspool(pattern, text, isBit):
table = shiftTable(pattern, isBit)
m = len(pattern)
i = m-1
while i <= len(text)-1:
k = 0
while k <= m-1 and pattern[m-1-k] == text[i-k]:
k += 1
if k == m:
return i-m+1
else:
i += table[str(text[i])]
return -1
def bruteForceStringMatch(Text, Pattern):
n = len(Text)
m = len(Pattern)
for i in range(n - m + 1):
j = 0
while j < m and Pattern[j] == Text[i+j]:
j += 1
if j == m:
return i
return -1
def genBits():
l = []
for i in range(1000000):
l.append(random.randrange(0, 2))
return l
def main():
pattern = "pizzazzy"
bitPattern = "01110100"
print("1) Part a")
print(pattern)
print(shiftTable(pattern.lower(), False))
print("\nPart b")
print(bitPattern)
print(shiftTable(bitPattern, True))
text = "I don't want to go to the party looking too pizzazzy"
print("\n2)")
index = horspool(pattern.lower(), text.lower(), False)
if index != -1:
print("Found {} at index {}".format(pattern, index))
else:
print("{} not found in text".format(pattern))
bitText = genBits()
bitPattern = '0000000000'
print("\nPerformance comparison against Horspool's and the bruteforce algorithm")
start = time.time()
print(horspool(bitPattern, bitText, True))
print("Horspool's time: {}".format(time.time() - start))
start = time.time()
print(bruteForceStringMatch(bitText, bitPattern))
print("Brute force time: {}".format(time.time() - start))
if __name__ == "__main__":
main()
|
38b5aa1557881fb22c3722c5bea8cf42a9befffb | Inosonnia/ImgAna | /recog_label2txt.py | 1,854 | 3.71875 | 4 | #coding:utf-8
#将一种字符集产生的Text文件,转换为Label
import codecs
import argparse
import os
import sys
def read_tag_file(tag_file):
file_io = codecs.open(tag_file,'r','utf-8')
lines = file_io.readlines()
file_io.close()
tag_map = {}
for line in lines:
line = line.strip()
label,text = line.split()
label = label.split(',')[0]
text = text.split(',')[0]
tag_map[label] = text
# tag_map[label] = text.encode("ascii","ignore")
return tag_map
# for line in lines:
# line = line.strip()
# label,text = line.split()
# label = label.split(',')[0]
# tag_map[text] = label
# return tag_map
parser = argparse.ArgumentParser()
parser.add_argument(
"label_file",
help="input label file."
)
parser.add_argument(
"gtlabel_file",
help="label_file's tag map file"
)
parser.add_argument(
"output",
help="output label file"
)
args = parser.parse_args()
label_file = args.label_file
tag_file = args.gtlabel_file
output = args.output
# if os.path.exists(output):
# print '%s is exists' % output
# exit(-1)
tag_map = read_tag_file(tag_file)
file_io = codecs.open(label_file,'r','utf-8')
lines = file_io.readlines()
file_io.close()
ignore_lines = []
file_io = codecs.open(output, 'w','utf-8')
print tag_map
for line in lines:
line = line.strip()
path, text = line.split()
print text
tag_maps = ""
for ch in text.split(','):
if tag_map.has_key(ch):
# print ch,tag_map[ch]
tag_maps = tag_maps + '%s' %(tag_map[ch])
# tag_maps = tag_maps.encode('utf-8')
file_io.write('%s %s\n' %(path, tag_maps))
file_io.close()
if len(ignore_lines) > 0:
print 'ignore labels:'
for line in ignore_lines:
print line
|
39b2342dd306d706f8ba9cbcf383f08a55385b6a | BoZhaoUT/Teaching | /Winter_2016_CSCA48_Intro_to_Computer_Science_II/Week_2_ADTs_and_Number_Conversion/my_queues.py | 5,266 | 4 | 4 | class QueueA:
'''A first-in , first-out (FIFO) queue of items'''
def __init__(self):
'''(Queue) -> NoneType
Create a new, empty queue.
'''
self._contents = []
def push(self, new_obj):
'''(Queue, obj) -> NoneType
Place new_obj at the end of this queue.
'''
self._contents.append(new_obj)
def pop(self):
'''(Queue) -> obj
Remove and return the first item in this queue.
'''
return self._contents.pop(0)
def is_empty(self):
'''(Queue) -> bool
Return True iff this queue is empty.
'''
return self._contents == []
def __str__(self):
'''(Queue) -> str
Return a string representation of this queue.
'''
# create an empty result ready to use
result = ''
for next_element in self._contents:
result += str(next_element) + ' '
return result
class QueueB:
'''A first-in , first-out (FIFO) queue of items'''
def __init__(self):
'''(Queue) -> NoneType
Create a new, empty queue.
'''
self._contents = []
def push(self, new_obj):
'''(Queue, obj) -> NoneType
Place new_obj at the end of this queue.
'''
self._contents.insert(0, new_obj)
def pop(self):
'''(Queue) -> obj
Remove and return the first item in this queue.
'''
return self._contents.pop()
def is_empty(self):
'''(Queue) -> bool
Return True iff this queue is empty.
'''
return self._contents == []
def __str__(self):
'''(Queue) -> str
Return a string representation of this queue.
'''
# create an empty result ready to use
result = ''
for i in range(len(self._contents) -1, -1, -1):
result += self._contents[i] + " "
return result
class QueueC:
'''A first-in , first-out (FIFO) queue of items'''
def __init__(self):
'''(Queue) -> NoneType
Create a new, empty queue.
'''
# we're going to store the stack as a dictionary {k:v}
# where k = height on stack, v = value
self._contents = {}
self._height = 0
self._first_item_height = 0
def push(self, new_obj):
'''(Queue, obj) -> NoneType
Place new_obj at the end of this queue.
'''
self._contents[self._height] = new_obj
self._height += 1
def pop(self):
'''(Queue) -> obj
Remove and return the first item in this queue.
'''
# to pop, we don't actually need to remove the items from
# the dictionary
result = self._contents[self._first_item_height]
self._first_item_height += 1
return result
def is_empty(self):
'''(Queue) -> bool
Return True iff this queue is empty.
'''
return self._height == self._first_item_height
def __str__(self):
'''(Queue) -> str
Return a string representation of this queue.
'''
# create an empty result ready to use
result = ''
for i in range(self._first_item_height, self._height):
result += self._contents[i] + " "
return result
class QueueD:
'''A first-in , first-out (FIFO) queue of items'''
def __init__(self):
'''(Queue) -> NoneType
Create a new, empty queue.
'''
self._contents = ""
self._seperator = "->"
def push(self, new_obj):
'''(Queue, obj) -> NoneType
Place new_obj at the end of this queue.
'''
if self.is_empty():
self._contents += str(new_obj)
else:
# assume this queue is not empty here
self._contents += self._seperator
self._contents += str(new_obj)
def pop(self):
'''(Queue, obj) -> NoneType
Remove and return the first element in this queue.
'''
# case1: this queue contains more than 1 element
if self._seperator in self._contents:
first_seperator_beginning_index = self._contents.find(self._seperator)
# record result
result = self._contents[:first_seperator_beginning_index]
# update this queue
self._contents = self._contents[first_seperator_beginning_index + 2:]
# case2: this queue contains only 1 element
else:
result = self._contents
self._contents = ""
return result
def is_empty(self):
'''(Queue) -> bool
Return True iff this queue is empty.
'''
return self._contents == ''
def __str__(self):
'''(Queue) -> str
Return a string representation of this queue.
'''
return self._contents
if __name__ == "__main__":
# efficiency
import time
start_time = time.time()
queue = QueueC()
for i in range(100000):
queue.push(i)
end_time = time.time()
print(end_time - start_time)
# correctness
queue = QueueD()
queue.push("Alice")
queue.push("Bob")
queue.push("Charlie")
print(queue) # Alice Bob Charlie
print(queue.pop()) # Alice
print(queue) # Bob Charlie
print(queue.pop()) # Bob
print(queue.pop()) # Charlie
print(queue.is_empty()) # True
print(queue) # make sure an empty queue can be printed
|
91fa41e6c33e3082ccc1358bf2864596c9a296dc | Bavithakv/PythonLab | /CO1/colour_13.py | 167 | 3.84375 | 4 | color=input("Enter the list of color names seperated by commas:")
print("First color entered :",color.split(",")[0])
print("Last color entered :",color.split(",")[-1]) |
20d0c5bb921f5ed261bb7c4e3caf918bbf772a11 | michaelWGR/projectmc | /testpy/prime_test.py | 1,137 | 4.03125 | 4 | # -*- coding:utf-8 -*-
import math
import time
def isPrimeNumber(num):
if (num == 2):
return True
if (num < 2 or num % 2 == 0):
return False
i = 3
while i <=math.sqrt(num):
if (num % i == 0):
return False
i +=2
return True
def get_prime_list(number):
prime_list = []
i = 2
while i <= number:
j =2
while j <=number:
if (j == i or (number-i-j == i) or (number-i-j == j)):
j = j+1
continue
if(isPrimeNumber(i) and isPrimeNumber(j) and isPrimeNumber(number-i-j)):
prime_str = "{},{},{}".format(i,j,number-i-j)
prime_list.append(prime_str)
j = j+1
i = i+1
return prime_list
def main():
# number = 2000
# prime_list = get_prime_list(number)
# print prime_list
num = 26285431
while True:
if isPrimeNumber(num):
print(num)
num = num +2
num = num+2
if __name__ == "__main__":
begin = time.time()
main()
end = time.time()
durution = end - begin
print durution
|
7897da4b3ccfadefd2f0142107d610fe1507325b | AzeezBello/_python | /univelcity/vowels.py | 136 | 4 | 4 | vowels = ['a', 'e', 'i','o','u']
name = input("Enter the your name")
if a in name:
print('yes', name, "contains" vowels)
elif |
d341c23a99d935c26557b0e66b6c162c2bd300b3 | ludvikpet/denGodeGamleStatistics | /init_denGodeGamle.py | 5,941 | 3.765625 | 4 | # -*- coding: utf-8 -*-
"""
Created on Tue Dec 1 13:21:31 2020
@author: ludvi
"""
import sys
import random
# *** INIT - METHODS *** #
#Method, that generates data:
def generateData(outcomeList, k, throws):
#List of results:
results = []
#Switch, to indicate, whether a switch has been made:
switch = 0
#Generate data - There are multiple conditions to take into account,
#which can be seen throughout the following:
for i in range(0,k):
dice = 3
#Initiate lists, that check which dices to keep:
keepList = [] # Normal keep list
pressureList = [] # Pier pressure list
#Boolean, for choosing dice list:
pressure = False
for j in range(0,throws):
#Generate throw:
die = random.choices(outcomeList, k=dice)
#Result, with keepList:
resultsKeep = sum(die) + sum(keepList)
resultsPressure = sum(die) + sum(pressureList)
#For lower switch:
if switch % 2 != 0:
if len(results) >= 3 and resultsKeep < min(maxThree(results, len(results))):
results.append(resultsKeep)
break
else:
#If a switch has occurred:
if resultsKeep >= 260:
switch += 1
results.append(resultsKeep)
break
elif resultsPressure >= 260:
switch += 1
results.append(resultsPressure)
break
#For loop, that chooses which die to keep, due to pier pressure:
for p in range(0,len(die)):
if die[p] == 100:
pressureList.append(die[p])
elif die[p] == 60 and not any(elem == 60 for elem in pressureList):
pressureList.append(die[p])
if len(pressureList) < 2:
#Reset pressureList:
pressureList = []
#For loop, that chooses which die to keep:
for l in range(0,len(die)):
if die[l] <= 5:
keepList.append(die[l])
else:
pressure = True
#For normal switch:
else:
if len(results) >= 3 and resultsKeep > max(minThree(results, len(results))):
results.append(resultsKeep)
break
else:
#If a switch has occurred:
if resultsKeep == 6 or resultsKeep == 7:
switch += 1
results.append(resultsKeep)
break
elif resultsPressure == 6 or resultsPressure == 7:
switch += 1
results.append(resultsPressure)
break
#For loop, that chooses which die to keep, due to pier pressure:
for p in range(0,len(die)):
if die[p] == 2:
pressureList.append(die[p])
elif die[p] == 3 and not any(elem == 3 for elem in pressureList):
pressureList.append(die[p])
if len(pressureList) < 2:
#Reset pressureList:
pressureList = []
pressure = False
#For loop, that chooses which die to keep:
for l in range(0,len(die)):
if die[l] >= 60:
keepList.append(die[l])
else:
pressure = True
#If there is reasonable claim for being pier pressured:
if pressure:
dice = 3 - len(pressureList)
#Else, throw out what you would normally throw out:
else:
dice = 3 - len(keepList)
#Gather result:
if j == (throws - 1):
if pressure:
results.append(resultsPressure)
else:
results.append(resultsKeep)
return results
#Method, that returns the three largest elements of a list:
def maxThree(arr, arr_size):
if arr_size < 3:
raise Exception("Array size is not sufficient")
third = second = first = -sys.maxsize
for i in range(0,arr_size):
if arr[i] > first:
third = second
second = first
first = arr[i]
elif arr[i] > second:
third = second
second = arr[i]
elif arr[i] > third:
third = arr[i]
return [first, second, third]
#Method, that returns the three smallest elements of a list:
def minThree(arr, arr_size):
if arr_size < 3:
raise Exception("Array size is not sufficient")
third = second = first = sys.maxsize
for i in range(0,arr_size):
if arr[i] < first:
third = second
second = first
first = arr[i]
elif arr[i] < second:
third = second
second = arr[i]
elif arr[i] < third:
third = arr[i]
return [first, second, third]
# *** INIT - METHODS *** # |
63c2bc0c5ab1c1c042c73d9df1cc5f29e877735c | Rilst/Programming | /Practice/13/Python/Project.py | 403 | 3.921875 | 4 | a = int(input('Введите целое число больше 1: '))
if a == 1 or a == 0:
print("Неверно введенно число")
elif a == 2:
print("Простое")
else:
i = 2
c = 0
while i < a:
if (a % i == 0):
c = 1
i = a
i += 1;
if c == 1:
print("Составное")
else:
print("Простое") |
e1958efdb19f204fa9b3e465280a9acd7bf15ad5 | Nilcelso/exercicios-python | /ex018.py | 773 | 4.15625 | 4 | '''import math
ang = float(input('Digite um angulo: '))
seno = math.sin(math.radians(ang))
cosseno = math.cos(math.radians(ang))
tangente = math.tan(math.radians(ang))
print('O angulo de {} tem seno de {:.2f}'.format(ang, seno))
print('O angulo de {} tem cosseno de {:.2f}'.format(ang, cosseno))
print('O angulo de {} tem tangente de {:.2f}'.format(ang, tangente))'''
from math import radians, sin, cos, tan
ang = float(input('Digite um angulo: '))
seno = sin(radians(ang))
cosseno = cos(radians(ang))
tangente = tan(radians(ang))
print('O angulo de {} tem seno de {:.2f}'.format(ang, seno))
print('O angulo de {} tem cosseno de {:.2f}'.format(ang, cosseno))
print('O angulo de {} tem tangente de {:.2f}'.format(ang, tangente))
''' qualquer um dos dois estao rodando ''' |
d048167e8dac22669a8b7f757b7d9cb196f2e7c8 | Bulgakoff/files_utf8_04 | /lesson03/write_bytes.py | 659 | 3.59375 | 4 | # открываем файл для записи бфйтов
with open('bytes.txt', 'wb') as f:
# пишем сроку байт
f.write(b'Hello bytes')
# читаем как текст
with open('bytes.txt', 'r', encoding='ascii') as f:
# печатаем сроку байт врежиме чтения
print(f.read())
# тепрь запишем(write()) и выведем на печать то что читаем(read())теперь русский техт utf -8
with open('bytes.txt', 'wb') as f:
str = 'Миру мир'
f.write(str.encode('utf-8'))
with open('bytes.txt', 'r', encoding='utf-8') as f:
print(f.read())
|
50bf93c73e3178db4611ccfa65841c0a5ac302f0 | rjrishav5/Codes | /Sorting Algorithms/bogo_sort.py | 388 | 3.890625 | 4 | import random
import sys
def is_sorted(values):
for index in range(len(values)-1):
if values[index] > values[index+1]:
return False
return True
def bogo_sort(values):
count=0
while not is_sorted:
print(count)
random.shuffle(values)
count+=1
return values
numbers = 1,2,3,9,8,6,7,5
a =bogo_sort(numbers)
print(a) |
5a84e39022b52955f7e52d926d1f25ada26ebde7 | Ivanm21/hackerrank | /Happy_Ladybugs.py | 1,465 | 4.125 | 4 | '''#Happy Ladybugs is a board game having the following properties:
The board is represented by a string, , of length . The character of the string, , denotes the cell of the board.
If is an underscore (i.e., _), it means the cell of the board is empty.
If is an uppercase English alphabetic letter (i.e., A through Z), it means the cell contains a ladybug of color .
String will not contain any other characters.
A ladybug is happy only when its left or right adjacent cell (i.e., ) is occupied by another ladybug having the same color.
In a single move, you can move a ladybug from its current position to any empty cell.
Given the values of and for games of Happy Ladybugs, determine if it's possible to make all the ladybugs happy. For each game, print YES on a new line if all the ladybugs can be made happy through some number of moves; otherwise, print NO to indicate that no number of moves will result in all the ladybugs being happy.
'''
#!/bin/python3
import sys
def analyse(n, b):
if b.count('_') == 0 and alreadyHappy(b):
return "NO"
for x in b:
if b.count(x) == 1 and x!='_':
return "NO"
return "YES"
def alreadyHappy(b):
if len(b) == 1:
return True
for x in set(b):
if x * b.count(x) != b[b.index(x):b.index(x) + b.count(x)]:
return True
return False
for a0 in range(Q):
n = int(input().strip())
b = input().strip()
print(analyse(n,b))
|
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