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44,377
If I have a effect in react app using react effector library then how do I throttle the execution of request inside of it using lodash throttle with the time being 1 second?
1e194d2ed4d71bb5a303d22f9145d02d
{ "intermediate": 0.7912707924842834, "beginner": 0.07429318130016327, "expert": 0.13443604111671448 }
44,378
in datatables library i want to iterate through rows using this expected_fields = [row['FIELD'] for row in self.data_controller_table if row['TABLE'] == table_name] but row value is returned as a column and not a row raising the error column TABLE is not in frmae
f04c9dae900c180f6a2cbf2d2fcba34d
{ "intermediate": 0.8250859379768372, "beginner": 0.08846373856067657, "expert": 0.08645027875900269 }
44,379
i am using DATATABLE library i want to iterate through rows using this expected_fields = [row[‘FIELD’] for row in self.data_controller_table if row[‘TABLE’] == table_name] but row value is returned as a column and not a row raising the error column TABLE is not in frmae
0f6e2282a4e4553b3b9a68274c72de5c
{ "intermediate": 0.8202236294746399, "beginner": 0.0869494155049324, "expert": 0.0928269624710083 }
44,380
If I have a effect in react app using react effector library then how do I throttle the execution of request inside of it using patronum throttle with the time being 1 second?
e7a5cde15524b4b7b6590ab83b6182a9
{ "intermediate": 0.7700664401054382, "beginner": 0.07258553802967072, "expert": 0.15734805166721344 }
44,381
optimize sentence: clarification on NRR-580 requirement
229b7c245f573e01011b266768e6bd3e
{ "intermediate": 0.2407265305519104, "beginner": 0.31689783930778503, "expert": 0.4423755705356598 }
44,382
is there a way to know if the fx browser is open and to set the focus on it's search box if it is, in reaper lua script
15e64a55b888155a9d89cc619bc7a466
{ "intermediate": 0.49186915159225464, "beginner": 0.17029444873332977, "expert": 0.337836354970932 }
44,383
Can you write me a simple python code to take 2 inputs x and y, and compute the following and print the results? The first one is ((1+(x/100)) * 5,747 * 1000000) - ( ((1+(x/100)) * 5,747 * 1000000) - 7404952,26 - 3000000)*0,4 - 982000 and the second one is (1 + ((y - 1) * 0,9)) * 1000000
84e473f73ca407be46f7336214375752
{ "intermediate": 0.4493509829044342, "beginner": 0.2376876026391983, "expert": 0.3129614293575287 }
44,384
public static void SendHudText(int clientindex, string message, HudTextParams textparams){ lock (ScriptContext.GlobalScriptContext.Lock) { ScriptContext.GlobalScriptContext.Reset(); ScriptContext.GlobalScriptContext.Push(clientindex); ScriptContext.GlobalScriptContext.Push(message); ScriptContext.GlobalScriptContext.Push(textparams); ScriptContext.GlobalScriptContext.SetIdentifier(0xB0B30EDD); ScriptContext.GlobalScriptContext.Invoke(); ScriptContext.GlobalScriptContext.CheckErrors(); } } public struct HudTextParams() { public required float X { get; set; } public required float Y { get; set; } public required float HoldTime { get; set; } public int Effect { get; set; } = 0; public byte R1 { get; set; } public byte G1 { get; set; } public byte B1 { get; set; } public byte A1 { get; set; } public byte R2 { get; set; } = 0; public byte G2 { get; set; } = 0; public byte B2 { get; set; } = 0; public byte A2 { get; set; } = 0; public float FadeinTime { get; set; } = 0.1f; public float FadeoutTime { get; set; } = 0.2f; public float FxTime { get; set; } = 6.0f; public int Channel { get; set; } = 0; public bool IsSet { get; set; } = false; } как мне принимать эти данные в C++? /* * This file is part of CounterStrikeSharp. * CounterStrikeSharp is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * CounterStrikeSharp is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with CounterStrikeSharp. If not, see <https://www.gnu.org/licenses/>. * */ #include <ios> #include "core/log.h" #include "protobuf/generated/cstrike15_usermessages.pb.h" #include <igameeventsystem.h> #include <networksystem/inetworkserializer.h> #include <networksystem/inetworkmessages.h> #include "scripting//callback_manager.h" #include "scripting/autonative.h" #include "scripting/script_engine.h" #include "natives_hudtext.h" namespace counterstrikesharp { void SendHudText(ScriptContext& script_context) { auto client = script_context.GetArgument<int>(0); auto message = script_context.GetArgument<const char*>(1); auto params = script_context.GetArgument<hud_text_parms>(2); CSSHARP_CORE_INFO("{0}, {1}, {2}", client, message, params.a1); static INetworkSerializable* message_type = globals::networkMessages->FindNetworkMessagePartial("CCSUsrMsg_HudMsg"); CCSUsrMsg_HudMsg msg; msg.set_channel(params.channel & 0xFF); CMsgVector2D* pos = msg.mutable_pos(); pos->set_x(params.x); pos->set_y(params.y); CMsgRGBA* color1 = msg.mutable_clr1(); color1->set_r(params.r1); color1->set_g(params.g1); color1->set_b(params.b1); color1->set_a(params.a1); CMsgRGBA* color2 = msg.mutable_clr2(); color2->set_r(params.r2); color2->set_g(params.g2); color2->set_b(params.b2); color2->set_a(params.a2); msg.set_effect(params.effect); msg.set_fade_in_time(params.fadeinTime); msg.set_fade_out_time(params.fadeoutTime); msg.set_hold_time(params.holdTime); msg.set_fx_time(params.fxTime); msg.set_text(message); CRecipientFilter filter; CPlayerSlot PlayerSlot(client); filter.AddRecipient(PlayerSlot); globals::gameEventSystem->PostEventAbstract(0, false, &filter, message_type, &message, 0); } REGISTER_NATIVES(hudtext, { ScriptEngine::RegisterNativeHandler("SEND_HUD_TEXT", SendHudText); }) } // namespace counterstrikesharp
3e15a67c9206531995cab373a939dcd2
{ "intermediate": 0.36630281805992126, "beginner": 0.33078786730766296, "expert": 0.30290931463241577 }
44,385
How do i implement ocr on files with Budibase?
05c06028fd234d38e7ec887c8255eb42
{ "intermediate": 0.5670393109321594, "beginner": 0.06168214604258537, "expert": 0.3712784945964813 }
44,386
hi
ef5fd892ffcaa48b191e40ae803581b7
{ "intermediate": 0.3246487081050873, "beginner": 0.27135494351387024, "expert": 0.40399640798568726 }
44,387
axum match all route
2b99436459c703ef23e7b8edfbe4fc9a
{ "intermediate": 0.2556101083755493, "beginner": 0.3900451958179474, "expert": 0.3543447256088257 }
44,388
Some of these rules broke my Qemu DHCP addreses resolution and nat routing .Please help ! IPTABLES="/sbin/iptables" IP6TABLES="/sbin/ip6tables" MODPROBE="/sbin/modprobe" RMMOD="/sbin/rmmod" ARP="/usr/sbin/arp" LOG="LOG --log-level debug --log-tcp-sequence --log-tcp-options" LOG="$LOG --log-ip-options" RLIMIT="-m limit --limit 3/s --limit-burst 8" PHIGH="1024:65535" PSSH="1000:1023" $MODPROBE ip_conntrack_ftp $MODPROBE ip_conntrack_irc echo 1 > /proc/sys/net/ipv4/ip_forward echo 0 > /proc/sys/net/ipv4/ip_forward for i in /proc/sys/net/ipv4/conf/*/rp_filter; do echo 1 > $i; done echo 1 > /proc/sys/net/ipv4/tcp_syncookies echo 0 > /proc/sys/net/ipv4/icmp_echo_ignore_all echo 1 > /proc/sys/net/ipv4/icmp_echo_ignore_broadcasts for i in /proc/sys/net/ipv4/conf/*/log_martians; do echo 1 > $i; done echo 1 > /proc/sys/net/ipv4/icmp_ignore_bogus_error_responses for i in /proc/sys/net/ipv4/conf/*/accept_redirects; do echo 0 > $i; done for i in /proc/sys/net/ipv4/conf/*/send_redirects; do echo 0 > $i; done for i in /proc/sys/net/ipv4/conf/*/accept_source_route; do echo 0 > $i; done for i in /proc/sys/net/ipv4/conf/*/proxy_arp; do echo 0 > $i; done for i in /proc/sys/net/ipv4/conf/*/secure_redirects; do echo 1 > $i; done for i in /proc/sys/net/ipv4/conf/*/bootp_relay; do echo 0 > $i; done $IPTABLES -P INPUT DROP $IPTABLES -P FORWARD DROP $IPTABLES -P OUTPUT DROP $IPTABLES -t nat -P PREROUTING ACCEPT $IPTABLES -t nat -P OUTPUT ACCEPT $IPTABLES -t nat -P POSTROUTING ACCEPT $IPTABLES -t mangle -P PREROUTING ACCEPT $IPTABLES -t mangle -P INPUT ACCEPT $IPTABLES -t mangle -P FORWARD ACCEPT $IPTABLES -t mangle -P OUTPUT ACCEPT $IPTABLES -t mangle -P POSTROUTING ACCEPT $IPTABLES -F $IPTABLES -t nat -F $IPTABLES -t mangle -F $IPTABLES -X $IPTABLES -t nat -X $IPTABLES -t mangle -X $IPTABLES -Z $IPTABLES -t nat -Z $IPTABLES -t mangle -Z if test -x $IP6TABLES; then $IP6TABLES -P INPUT DROP 2>/dev/null $IP6TABLES -P FORWARD DROP 2>/dev/null $IP6TABLES -P OUTPUT DROP 2>/dev/null $IP6TABLES -t mangle -P PREROUTING ACCEPT 2>/dev/null $IP6TABLES -t mangle -P INPUT ACCEPT 2>/dev/null $IP6TABLES -t mangle -P FORWARD ACCEPT 2>/dev/null $IP6TABLES -t mangle -P OUTPUT ACCEPT 2>/dev/null $IP6TABLES -t mangle -P POSTROUTING ACCEPT 2>/dev/null $IP6TABLES -F 2>/dev/null $IP6TABLES -t mangle -F 2>/dev/null $IP6TABLES -X 2>/dev/null $IP6TABLES -t mangle -X 2>/dev/null $IP6TABLES -Z 2>/dev/null $IP6TABLES -t mangle -Z 2>/dev/null fi $IPTABLES -N ACCEPTLOG $IPTABLES -A ACCEPTLOG -j $LOG $RLIMIT --log-prefix "ACCEPT " $IPTABLES -A ACCEPTLOG -j ACCEPT $IPTABLES -N DROPLOG $IPTABLES -A DROPLOG -j $LOG $RLIMIT --log-prefix "DROP " $IPTABLES -A DROPLOG -j DROP $IPTABLES -N REJECTLOG $IPTABLES -A REJECTLOG -j $LOG $RLIMIT --log-prefix "REJECT " $IPTABLES -A REJECTLOG -p tcp -j REJECT --reject-with tcp-reset $IPTABLES -A REJECTLOG -j REJECT $IPTABLES -N RELATED_ICMP $IPTABLES -A RELATED_ICMP -p icmp --icmp-type destination-unreachable -j ACCEPT $IPTABLES -A RELATED_ICMP -p icmp --icmp-type time-exceeded -j ACCEPT $IPTABLES -A RELATED_ICMP -p icmp --icmp-type parameter-problem -j ACCEPT $IPTABLES -A RELATED_ICMP -j DROPLOG $IPTABLES -A INPUT -p icmp --fragment -j DROPLOG $IPTABLES -A OUTPUT -p icmp --fragment -j DROPLOG $IPTABLES -A FORWARD -p icmp --fragment -j DROPLOG $IPTABLES -A INPUT -p icmp -m state --state ESTABLISHED -j ACCEPT $RLIMIT $IPTABLES -A OUTPUT -p icmp -m state --state ESTABLISHED -j ACCEPT $RLIMIT $IPTABLES -A INPUT -p icmp -m state --state RELATED -j RELATED_ICMP $RLIMIT $IPTABLES -A OUTPUT -p icmp -m state --state RELATED -j RELATED_ICMP $RLIMIT $IPTABLES -A INPUT -p icmp --icmp-type echo-request -j ACCEPT $RLIMIT $IPTABLES -A OUTPUT -p icmp --icmp-type echo-request -j ACCEPT $RLIMIT $IPTABLES -A INPUT -p icmp -j DROPLOG $IPTABLES -A OUTPUT -p icmp -j DROPLOG $IPTABLES -A FORWARD -p icmp -j DROPLOG $IPTABLES -A INPUT -i lo -j ACCEPT $IPTABLES -A OUTPUT -o lo -j ACCEPT $IPTABLES -A INPUT -m state --state ESTABLISHED,RELATED -j ACCEPT $IPTABLES -A OUTPUT -m state --state NEW,ESTABLISHED,RELATED -j ACCEPT $IPTABLES -A INPUT -p tcp -m multiport \ --dports 135,137,138,139,445,1433,1434 -j DROP $IPTABLES -A INPUT -p udp -m multiport \ --dports 135,137,138,139,445,1433,1434 -j DROP $IPTABLES -A INPUT -m state --state INVALID -j DROP $IPTABLES -A OUTPUT -m state --state INVALID -j DROP $IPTABLES -A FORWARD -m state --state INVALID -j DROP $IPTABLES -A INPUT -m state --state NEW -p tcp --tcp-flags ALL ALL -j DROP $IPTABLES -A INPUT -m state --state NEW -p tcp --tcp-flags ALL NONE -j DROP $IPTABLES -A INPUT -s 0.0.0.0/7 -j DROP $IPTABLES -A INPUT -s 2.0.0.0/8 -j DROP $IPTABLES -A INPUT -s 5.0.0.0/8 -j DROP $IPTABLES -A INPUT -s 7.0.0.0/8 -j DROP $IPTABLES -A INPUT -s 10.0.0.0/8 -j DROP $IPTABLES -A INPUT -s 23.0.0.0/8 -j DROP $IPTABLES -A INPUT -s 27.0.0.0/8 -j DROP $IPTABLES -A INPUT -s 31.0.0.0/8 -j DROP $IPTABLES -A INPUT -s 36.0.0.0/7 -j DROP $IPTABLES -A INPUT -s 39.0.0.0/8 -j DROP $IPTABLES -A INPUT -s 42.0.0.0/8 -j DROP $IPTABLES -A INPUT -s 49.0.0.0/8 -j DROP $IPTABLES -A INPUT -s 50.0.0.0/8 -j DROP $IPTABLES -A INPUT -s 77.0.0.0/8 -j DROP $IPTABLES -A INPUT -s 78.0.0.0/7 -j DROP $IPTABLES -A INPUT -s 92.0.0.0/6 -j DROP $IPTABLES -A INPUT -s 96.0.0.0/4 -j DROP $IPTABLES -A INPUT -s 112.0.0.0/5 -j DROP $IPTABLES -A INPUT -s 120.0.0.0/8 -j DROP $IPTABLES -A INPUT -s 169.254.0.0/16 -j DROP $IPTABLES -A INPUT -s 172.16.0.0/12 -j DROP $IPTABLES -A INPUT -s 173.0.0.0/8 -j DROP $IPTABLES -A INPUT -s 174.0.0.0/7 -j DROP $IPTABLES -A INPUT -s 176.0.0.0/5 -j DROP $IPTABLES -A INPUT -s 184.0.0.0/6 -j DROP $IPTABLES -A INPUT -s 192.0.2.0/24 -j DROP $IPTABLES -A INPUT -s 197.0.0.0/8 -j DROP $IPTABLES -A INPUT -s 198.18.0.0/15 -j DROP $IPTABLES -A INPUT -s 223.0.0.0/8 -j DROP $IPTABLES -A INPUT -s 224.0.0.0/3 -j DROP $IPTABLES -A INPUT -j REJECTLOG $IPTABLES -A OUTPUT -j REJECTLOG $IPTABLES -A FORWARD -j REJECTLOG exit 0
f1b445572ca0d953d56975d17d9e10e0
{ "intermediate": 0.3597862124443054, "beginner": 0.3463042676448822, "expert": 0.2939095199108124 }
44,389
some of this rules broke my Qemu DHCP and NAT routing : IPTABLES="/sbin/iptables" IP6TABLES="/sbin/ip6tables" MODPROBE="/sbin/modprobe" RMMOD="/sbin/rmmod" ARP="/usr/sbin/arp" LOG="LOG --log-level debug --log-tcp-sequence --log-tcp-options" LOG="$LOG --log-ip-options" RLIMIT="-m limit --limit 3/s --limit-burst 8" PHIGH="1024:65535" PSSH="1000:1023" $MODPROBE ip_conntrack_ftp $MODPROBE ip_conntrack_irc echo 1 > /proc/sys/net/ipv4/ip_forward echo 0 > /proc/sys/net/ipv4/ip_forward for i in /proc/sys/net/ipv4/conf/*/rp_filter; do echo 1 > $i; done echo 1 > /proc/sys/net/ipv4/tcp_syncookies echo 0 > /proc/sys/net/ipv4/icmp_echo_ignore_all echo 1 > /proc/sys/net/ipv4/icmp_echo_ignore_broadcasts for i in /proc/sys/net/ipv4/conf/*/log_martians; do echo 1 > $i; done echo 1 > /proc/sys/net/ipv4/icmp_ignore_bogus_error_responses for i in /proc/sys/net/ipv4/conf/*/accept_redirects; do echo 0 > $i; done for i in /proc/sys/net/ipv4/conf/*/send_redirects; do echo 0 > $i; done for i in /proc/sys/net/ipv4/conf/*/accept_source_route; do echo 0 > $i; done for i in /proc/sys/net/ipv4/conf/*/proxy_arp; do echo 0 > $i; done for i in /proc/sys/net/ipv4/conf/*/secure_redirects; do echo 1 > $i; done for i in /proc/sys/net/ipv4/conf/*/bootp_relay; do echo 0 > $i; done $IPTABLES -P INPUT DROP $IPTABLES -P FORWARD DROP $IPTABLES -P OUTPUT DROP $IPTABLES -t nat -P PREROUTING ACCEPT $IPTABLES -t nat -P OUTPUT ACCEPT $IPTABLES -t nat -P POSTROUTING ACCEPT $IPTABLES -t mangle -P PREROUTING ACCEPT $IPTABLES -t mangle -P INPUT ACCEPT $IPTABLES -t mangle -P FORWARD ACCEPT $IPTABLES -t mangle -P OUTPUT ACCEPT $IPTABLES -t mangle -P POSTROUTING ACCEPT $IPTABLES -F $IPTABLES -t nat -F $IPTABLES -t mangle -F $IPTABLES -X $IPTABLES -t nat -X $IPTABLES -t mangle -X $IPTABLES -Z $IPTABLES -t nat -Z $IPTABLES -t mangle -Z if test -x $IP6TABLES; then $IP6TABLES -P INPUT DROP 2>/dev/null $IP6TABLES -P FORWARD DROP 2>/dev/null $IP6TABLES -P OUTPUT DROP 2>/dev/null $IP6TABLES -t mangle -P PREROUTING ACCEPT 2>/dev/null $IP6TABLES -t mangle -P INPUT ACCEPT 2>/dev/null $IP6TABLES -t mangle -P FORWARD ACCEPT 2>/dev/null $IP6TABLES -t mangle -P OUTPUT ACCEPT 2>/dev/null $IP6TABLES -t mangle -P POSTROUTING ACCEPT 2>/dev/null $IP6TABLES -F 2>/dev/null $IP6TABLES -t mangle -F 2>/dev/null $IP6TABLES -X 2>/dev/null $IP6TABLES -t mangle -X 2>/dev/null $IP6TABLES -Z 2>/dev/null $IP6TABLES -t mangle -Z 2>/dev/null fi $IPTABLES -N ACCEPTLOG $IPTABLES -A ACCEPTLOG -j $LOG $RLIMIT --log-prefix "ACCEPT " $IPTABLES -A ACCEPTLOG -j ACCEPT $IPTABLES -N DROPLOG $IPTABLES -A DROPLOG -j $LOG $RLIMIT --log-prefix "DROP " $IPTABLES -A DROPLOG -j DROP $IPTABLES -N REJECTLOG $IPTABLES -A REJECTLOG -j $LOG $RLIMIT --log-prefix "REJECT " $IPTABLES -A REJECTLOG -p tcp -j REJECT --reject-with tcp-reset $IPTABLES -A REJECTLOG -j REJECT $IPTABLES -N RELATED_ICMP $IPTABLES -A RELATED_ICMP -p icmp --icmp-type destination-unreachable -j ACCEPT $IPTABLES -A RELATED_ICMP -p icmp --icmp-type time-exceeded -j ACCEPT $IPTABLES -A RELATED_ICMP -p icmp --icmp-type parameter-problem -j ACCEPT $IPTABLES -A RELATED_ICMP -j DROPLOG $IPTABLES -A INPUT -p icmp --fragment -j DROPLOG $IPTABLES -A OUTPUT -p icmp --fragment -j DROPLOG $IPTABLES -A FORWARD -p icmp --fragment -j DROPLOG $IPTABLES -A INPUT -p icmp -m state --state ESTABLISHED -j ACCEPT $RLIMIT $IPTABLES -A OUTPUT -p icmp -m state --state ESTABLISHED -j ACCEPT $RLIMIT $IPTABLES -A INPUT -p icmp -m state --state RELATED -j RELATED_ICMP $RLIMIT $IPTABLES -A OUTPUT -p icmp -m state --state RELATED -j RELATED_ICMP $RLIMIT $IPTABLES -A INPUT -p icmp --icmp-type echo-request -j ACCEPT $RLIMIT $IPTABLES -A OUTPUT -p icmp --icmp-type echo-request -j ACCEPT $RLIMIT $IPTABLES -A INPUT -p icmp -j DROPLOG $IPTABLES -A OUTPUT -p icmp -j DROPLOG $IPTABLES -A FORWARD -p icmp -j DROPLOG $IPTABLES -A INPUT -i lo -j ACCEPT $IPTABLES -A OUTPUT -o lo -j ACCEPT $IPTABLES -A INPUT -m state --state ESTABLISHED,RELATED -j ACCEPT $IPTABLES -A OUTPUT -m state --state NEW,ESTABLISHED,RELATED -j ACCEPT $IPTABLES -A INPUT -p tcp -m multiport \ --dports 135,137,138,139,445,1433,1434 -j DROP $IPTABLES -A INPUT -p udp -m multiport \ --dports 135,137,138,139,445,1433,1434 -j DROP $IPTABLES -A INPUT -m state --state INVALID -j DROP $IPTABLES -A OUTPUT -m state --state INVALID -j DROP $IPTABLES -A FORWARD -m state --state INVALID -j DROP $IPTABLES -A INPUT -m state --state NEW -p tcp --tcp-flags ALL ALL -j DROP $IPTABLES -A INPUT -m state --state NEW -p tcp --tcp-flags ALL NONE -j DROP $IPTABLES -A INPUT -s 0.0.0.0/7 -j DROP $IPTABLES -A INPUT -s 2.0.0.0/8 -j DROP $IPTABLES -A INPUT -s 5.0.0.0/8 -j DROP $IPTABLES -A INPUT -s 7.0.0.0/8 -j DROP $IPTABLES -A INPUT -s 10.0.0.0/8 -j DROP $IPTABLES -A INPUT -s 23.0.0.0/8 -j DROP $IPTABLES -A INPUT -s 27.0.0.0/8 -j DROP $IPTABLES -A INPUT -s 31.0.0.0/8 -j DROP $IPTABLES -A INPUT -s 36.0.0.0/7 -j DROP $IPTABLES -A INPUT -s 39.0.0.0/8 -j DROP $IPTABLES -A INPUT -s 42.0.0.0/8 -j DROP $IPTABLES -A INPUT -s 49.0.0.0/8 -j DROP $IPTABLES -A INPUT -s 50.0.0.0/8 -j DROP $IPTABLES -A INPUT -s 77.0.0.0/8 -j DROP $IPTABLES -A INPUT -s 78.0.0.0/7 -j DROP $IPTABLES -A INPUT -s 92.0.0.0/6 -j DROP $IPTABLES -A INPUT -s 96.0.0.0/4 -j DROP $IPTABLES -A INPUT -s 112.0.0.0/5 -j DROP $IPTABLES -A INPUT -s 120.0.0.0/8 -j DROP $IPTABLES -A INPUT -s 169.254.0.0/16 -j DROP $IPTABLES -A INPUT -s 172.16.0.0/12 -j DROP $IPTABLES -A INPUT -s 173.0.0.0/8 -j DROP $IPTABLES -A INPUT -s 174.0.0.0/7 -j DROP $IPTABLES -A INPUT -s 176.0.0.0/5 -j DROP $IPTABLES -A INPUT -s 184.0.0.0/6 -j DROP $IPTABLES -A INPUT -s 192.0.2.0/24 -j DROP $IPTABLES -A INPUT -s 197.0.0.0/8 -j DROP $IPTABLES -A INPUT -s 198.18.0.0/15 -j DROP $IPTABLES -A INPUT -s 223.0.0.0/8 -j DROP $IPTABLES -A INPUT -s 224.0.0.0/3 -j DROP $IPTABLES -A INPUT -j REJECTLOG $IPTABLES -A OUTPUT -j REJECTLOG $IPTABLES -A FORWARD -j REJECTLOG exit 0
a6499bbb60833f0358254115c16147f7
{ "intermediate": 0.3610556125640869, "beginner": 0.3787209689617157, "expert": 0.260223388671875 }
44,390
how send table to js in lua script? (defold engine)
336fab33d839febde2afa94fea9e2654
{ "intermediate": 0.5662130117416382, "beginner": 0.16115106642246246, "expert": 0.2726359963417053 }
44,391
import pygame import random import math # Initialize pygame and create a screen object pygame.init() screen = pygame.display.set_mode((1000, 800)) # Define grid size GRID_WIDTH = 21 GRID_HEIGHT = 17 # Define initial floor position FLOOR_START_ROW = GRID_HEIGHT - 2 FLOOR_END_ROW = GRID_HEIGHT - 1 pygame.display.set_caption(‘100% no luck’) # Load the images for the background, the player, and the boss # Ensure that these images are present in your project directory try: background = pygame.image.load(‘level_1_background.jpeg’) player_image = pygame.image.load(‘player1_back.png’) invisibility_cloak_image = pygame.image.load(‘invisibility_cloak.png’) grappling_hook_image = pygame.image.load(‘grappling_hook.png’) katana_image = pygame.image.load(‘katana.png’) freezing_ray_image = pygame.image.load(‘freezing_ray.png’) speed_pill_image = pygame.image.load(‘speed_pill.jpeg’) bouncy_shoes_image = pygame.image.load(‘bouncy_shoes.png’) key_image = pygame.image.load(‘key.png’) tsunami_maker_image = pygame.image.load(‘tsunami_maker.png’) laser_beam_image = pygame.image.load(‘laser_beam.png’) go_kart_image = pygame.image.load(‘go_kart.jpeg’) revival_kit_image = pygame.image.load(‘revival_kit.jpeg’) except pygame.error as e: print(“Cannot load images:”, e) raise SystemExit # Define the colors for the text WHITE = (255, 255, 255) # Define the font for the text font = pygame.font.SysFont(‘Arial’, 32) # Define the text for the intro and the tools intro_text = “Welcome to 100% no luck, a game where you have to use smart logic and some luck to beat the dungeon. You will spawn with 3 tools out of a possible 15 tools randomized. Each tool has a different effect and can help you or hinder you depending on the situation. You have to think carefully about how to use your tools and when to use them. The dungeon has many obstacles and enemies that you have to overcome. The goal is to reach the end of the dungeon and defeat the boss. Good luck!” tools_text = [“Invisibility cloak: Makes you invisible for 10 seconds. Useful for sneaking past enemies or traps.”, “Grappling hook: Allows you to swing across gaps or pull objects towards you.”, “Katana: A sharp sword that can cut through anything. Useful for fighting enemies or breaking barriers.”, “Freeze ray: A device that can freeze anything in its path. Useful for stopping enemies or creating platforms.”, “Bouncy shoes: Shoes that make you jump higher and farther. Useful for reaching high places or avoiding obstacles.”, “Key: A key that can unlock any door or chest. Useful for accessing hidden areas or treasures.”, “Go kart: A vehicle that can move fast and run over anything. Useful for escaping enemies or crossing large distances.”, “Tsunami maker: A device that can create a huge wave of water. Useful for washing away enemies or filling gaps.”, “Laser beam: A device that can shoot a powerful laser. Useful for destroying enemies or barriers.”, “Speed pill: A pill that can make you move faster for 10 seconds. Useful for dodging enemies or traps.”, “Revival kit: A kit that can revive you once if you die. Useful for surviving fatal situations.”] def show_intro(): intro_text = “Welcome to 100% no luck, a game where you have to use smart logic and some luck to beat the dungeon. You will spawn with 3 tools out of a possible 15 tools randomized. Each tool has a different effect and can help you or hinder you depending on the situation. You have to think carefully about how to use your tools and when to use them. The dungeon has many obstacles and enemies that you have to overcome. The goal is to reach the end of the dungeon and defeat the boss. Good luck!” # Wrap the intro text intro_lines = [] max_width = 950 # Adjust as needed words = intro_text.split() current_line = words[0] for word in words[1:]: if font.size(current_line + ’ ’ + word)[0] < max_width: current_line += ’ ’ + word else: intro_lines.append(current_line) current_line = word intro_lines.append(current_line) current_line = 0 intro_complete = False start_time = pygame.time.get_ticks() while not intro_complete: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() screen.fill((0, 0, 0)) intro_surface = font.render(intro_lines[current_line], True, WHITE) intro_rect = intro_surface.get_rect(center=(screen.get_width() // 2, screen.get_height() // 2)) screen.blit(intro_surface, intro_rect) if pygame.time.get_ticks() - start_time > 2980: current_line += 1 start_time = pygame.time.get_ticks() if current_line == len(intro_lines): intro_complete = True pygame.display.flip() pygame.time.Clock().tick(60) screen.fill((0, 0, 0)) pygame.display.flip() tools_title_surface = font.render(“Selected Tools:”, True, WHITE) tools_title_rect = tools_title_surface.get_rect(center=(screen.get_width() // 2, 100)) screen.blit(tools_title_surface, tools_title_rect) pygame.display.flip() pygame.time.delay(1000) selected_tools = random.sample(tools_text, 3) # Wrap the tool descriptions wrapped_tools = [] for tool_desc in selected_tools: tool_lines = [] current_line = tool_desc.split()[0] for word in tool_desc.split()[1:]: if font.size(current_line + ’ ’ + word)[0] < max_width: current_line += ’ ’ + word else: tool_lines.append(current_line) current_line = word tool_lines.append(current_line) wrapped_tools.append(tool_lines) selected_tools_surface = [font.render(line, True, WHITE) for tool_lines in wrapped_tools for line in tool_lines] for i, tool_surface in enumerate(selected_tools_surface): tool_rect = tool_surface.get_rect(center=(screen.get_width() // 2, 200 + i * 50)) screen.blit(tool_surface, tool_rect) pygame.display.flip() start_time = pygame.time.get_ticks() while pygame.time.get_ticks() - start_time < 2000: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() screen.fill((0, 0, 0)) pygame.display.flip() # Define the logic for each tool as a function def invisibility_cloak(): # Set a global variable to indicate that the player is invisible global invisible invisible = True # Set a timer to make the player visible again after 10 seconds pygame.time.set_timer(pygame.USEREVENT, 10000) def grappling_hook(): # Get the mouse position and the player position mouse_x, mouse_y = pygame.mouse.get_pos() player_x, player_y = player_rect.center # Calculate the distance and the angle between the mouse and the player distance = ((mouse_x - player_x) ** 2 + (mouse_y - player_y) ** 2) ** 0.5 angle = math.atan2(mouse_y - player_y, mouse_x - player_x) # Draw a line from the player to the mouse pygame.draw.line(screen, BLACK, (player_x, player_y), (mouse_x, mouse_y), 5) # Check if the mouse is over a gap or an object if mouse_x > 600 and mouse_x < 700 and mouse_y > 300 and mouse_y < 400: # If the mouse is over a gap, move the player towards the mouse player_rect.centerx += math.cos(angle) * 10 player_rect.centery += math.sin(angle) * 10 elif mouse_x > 700 and mouse_x < 800 and mouse_y > 200 and mouse_y < 300: # If the mouse is over an object, move the object towards the player object_rect.centerx -= math.cos(angle) * 10 object_rect.centery -= math.sin(angle) * 10 def katana(): # Get the mouse position and the player position mouse_x, mouse_y = pygame.mouse.get_pos() player_x, player_y = player_rect.center # Calculate the angle between the mouse and the player angle = math.atan2(mouse_y - player_y, mouse_x - player_x) # Draw a line from the player to the mouse pygame.draw.line(screen, RED, (player_x, player_y), (mouse_x, mouse_y), 5) # Check if the line intersects with an enemy or a barrier if pygame.sprite.spritecollideany(line, enemies) or pygame.sprite.spritecollideany(line, barriers): # If the line intersects with an enemy or a barrier, destroy it pygame.sprite.spritecollide(line, enemies, True) pygame.sprite.spritecollide(line, barriers, True) def bouncy_shoes(): # Set a global variable to indicate that the player has bouncy shoes global bouncy bouncy = True # Increase the player’s jump velocity player_jump_vel = 20 def key(): # Get the mouse position and the player position mouse_x, mouse_y = pygame.mouse.get_pos() player_x, player_y = player_rect.center # Calculate the distance between the mouse and the player distance = ((mouse_x - player_x) ** 2 + (mouse_y - player_y) ** 2) ** 0.5 # Check if the mouse is over a door or a chest if pygame.sprite.spritecollideany(mouse, doors) or pygame.sprite.spritecollideany(mouse, chests): # If the mouse is over a door or a chest, unlock it and open it pygame.sprite.spritecollide(mouse, doors, True) pygame.sprite.spritecollide(mouse, chests, True) # If the chest contains a tool, add it to the player’s inventory if chest.tool: inventory.append(chest.tool) def go_kart(): # Set a global variable to indicate that the player is in a go kart global go_kart go_kart = True # Increase the player’s speed and size player_speed = 15 player_rect.inflate_ip(50, 50) # Load the image for the go kart go_kart = pygame.image.load(‘go_kart.png’) # Draw the go kart over the player screen.blit(go_kart, player_rect) # Check if the player collides with an enemy or a barrier if pygame.sprite.spritecollideany(player, enemies) or pygame.sprite.spritecollideany(player, barriers): # If the player collides with an enemy or a barrier, run over it and destroy it pygame.sprite.spritecollide(player, enemies, True) pygame.sprite.spritecollide(player, barriers, True) def freeze_ray(): # Get the mouse position and the player position mouse_x, mouse_y = pygame.mouse.get_pos() player_x, player_y = player_rect.center # Calculate the angle between the mouse and the player angle = math.atan2(mouse_y - player_y, mouse_x - player_x) # Draw a line from the player to the mouse pygame.draw.line(screen, BLUE, (player_x, player_y), (mouse_x, mouse_y), 5) # Check if the line intersects with an enemy or a platform if pygame.sprite.spritecollideany(line, enemies) or pygame.sprite.spritecollideany(line, platforms): # If the line intersects with an enemy or a platform, freeze it pygame.sprite.spritecollide(line, enemies, False, freeze) pygame.sprite.spritecollide(line, platforms, False, freeze) def freeze(sprite): # Change the sprite’s image to a frozen version sprite.image = pygame.image.load(sprite.name + ‘_frozen.png’) # Set the sprite’s frozen attribute to True sprite.frozen = True def tsunami_maker(): # Set a global variable to indicate that the player has used the tsunami maker global tsunami tsunami = True # Load the image for the wave wave = pygame.image.load(‘wave.png’) # Create a rect for the wave wave_rect = wave.get_rect() # Set the wave’s initial position at the left edge of the screen wave_rect.left = 0 # Set the wave’s speed wave_speed = 10 # Draw the wave on the screen screen.blit(wave, wave_rect) # Move the wave to the right wave_rect.x += wave_speed # Check if the wave collides with an enemy or a gap if pygame.sprite.spritecollideany(wave, enemies) or pygame.sprite.spritecollideany(wave, gaps): # If the wave collides with an enemy or a gap, wash it away pygame.sprite.spritecollide(wave, enemies, True) pygame.sprite.spritecollide(wave, gaps, True, fill) def fill(sprite): # Change the sprite’s image to a water version sprite.image = pygame.image.load(sprite.name + ‘_water.png’) # Set the sprite’s filled attribute to True sprite.filled = True def laser_beam(): # Get the mouse position and the player position mouse_x, mouse_y = pygame.mouse.get_pos() player_x, player_y = player_rect.center # Calculate the angle between the mouse and the player angle = math.atan2(mouse_y - player_y, mouse_x - player_x) # Draw a line from the player to the mouse pygame.draw.line(screen, YELLOW, (player_x, player_y), (mouse_x, mouse_y), 5) # Check if the line intersects with an enemy or a barrier if pygame.sprite.spritecollideany(line, enemies) or pygame.sprite.spritecollideany(line, barriers): # If the line intersects with an enemy or a barrier, destroy it pygame.sprite.spritecollide(line, enemies, True) pygame.sprite.spritecollide(line, barriers, True) def speed_pill(): # Set a global variable to indicate that the player has used the speed pill global speed speed = True # Set a timer to make the player normal again after 10 seconds pygame.time.set_timer(pygame.USEREVENT + 1, 10000) # Increase the player’s speed player_speed = 10 def revival_kit(): # Set a global variable to indicate that the player has a revival kit global revival revival = True # Check if the player’s health is zero if player_health == 0: # If the player’s health is zero, revive the player player_health = 100 # Set the revival variable to False revival = False def is_on_floor_or_stairs(player_rect): “”“ Check if the player is standing on a floor or stairs cell. Returns True if standing on floor or stairs, False otherwise. “”” cell_width = screen.get_width() // GRID_WIDTH cell_height = screen.get_height() // GRID_HEIGHT # Check if the player is on the initial floor rows if FLOOR_START_ROW <= player_rect.bottom // cell_height <= FLOOR_END_ROW: for x in range(player_rect.left // cell_width, (player_rect.right + cell_width - 1) // cell_width): if 0 <= x < GRID_WIDTH: return True return False def draw_doors(): # Define the door’s color DOOR_COLOR = (139, 69, 19) # Saddle brown color # Calculate the cell size based on the screen dimensions cell_width = screen.get_width() // GRID_WIDTH cell_height = screen.get_height() // GRID_HEIGHT # Draw door 1 door1_start_row = GRID_HEIGHT - 10 door1_end_row = GRID_HEIGHT - 13 door1_start_col = 10 door1_end_col = 11 for row in range(door1_start_row, door1_end_row - 1, -1): for col in range(door1_start_col, door1_end_col + 1): rect = pygame.Rect(col * cell_width, row * cell_height, cell_width, cell_height) pygame.draw.rect(screen, DOOR_COLOR, rect) # Draw door 2 door2_start_row = GRID_HEIGHT - 3 door2_end_row = GRID_HEIGHT - 4 door2_start_col = 16 door2_end_col = 17 for row in range(door2_start_row, door2_end_row - 1, -1): for col in range(door2_start_col, door2_end_col + 1): rect = pygame.Rect(col * cell_width, row * cell_height, cell_width, cell_height) pygame.draw.rect(screen, DOOR_COLOR, rect) def draw_floor(): # Define the floor’s color FLOOR_COLOR = (128, 64, 0) # Brown color STAIRS_COLOR = (128, 128, 128) # Gray color # Calculate the cell size based on the screen dimensions cell_width = screen.get_width() // GRID_WIDTH cell_height = screen.get_height() // GRID_HEIGHT # Draw the floor cells for col in range(GRID_WIDTH): for row in range(FLOOR_START_ROW, FLOOR_END_ROW + 1): rect = pygame.Rect(col * cell_width, row * cell_height, cell_width, cell_height) pygame.draw.rect(screen, FLOOR_COLOR, rect) enemies = pygame.sprite.Group() barriers = pygame.sprite.Group() platforms = pygame.sprite.Group() doors = pygame.sprite.Group() chests = pygame.sprite.Group() gaps = pygame.sprite.Group() tools = pygame.sprite.Group() # Create some sprites and groups for the player player_sprite = pygame.sprite.Sprite() player_sprite.image = player_image player_sprite.rect = player_sprite.image.get_rect() player_sprite.rect.center = (100, 300) # Create sprite groups enemies = pygame.sprite.Group() tools = pygame.sprite.Group() # Assuming tools are also Sprites # Gravity constant GRAVITY = 0.5 # Player properties player_x = 100 player_y = 300 player_speed = 5 player_jump_vel = 10 player_vert_vel = 0 # Initial vertical velocity player_health = 100 inventory = [] # Main game loop control running = True clock = pygame.time.Clock() show_intro() # Initialize player jumping state player_is_jumping = False while running: # 1. Handle events for event in pygame.event.get(): if event.type == pygame.QUIT: running = False elif event.type == pygame.KEYDOWN: if event.key == pygame.K_SPACE and not player_is_jumping: # Start jumping player_is_jumping = True player_vert_vel = -player_jump_vel # 2. Update game state keys = pygame.key.get_pressed() if keys[pygame.K_LEFT]: player_sprite.rect.x -= player_speed if keys[pygame.K_RIGHT]: player_sprite.rect.x += player_speed if keys[pygame.K_UP]: player_sprite.rect.y -= player_speed if keys[pygame.K_DOWN]: player_sprite.rect.y += player_speed # Update player’s vertical velocity and position if jumping if player_is_jumping: player_vert_vel += GRAVITY player_sprite.rect.y += player_vert_vel # Check if the player has landed on floor or stairs if is_on_floor_or_stairs(player_sprite.rect): player_is_jumping = False player_vert_vel = 0 else: # Apply gravity only if not on floor or stairs if not is_on_floor_or_stairs(player_sprite.rect): player_vert_vel += GRAVITY player_sprite.rect.y += player_vert_vel # Reset vertical velocity if on floor or stairs if is_on_floor_or_stairs(player_sprite.rect): player_vert_vel = 0 # Prevent the player from moving off screen player_sprite.rect.clamp_ip(screen.get_rect()) # 3. Draw everything screen.blit(background, (0, 0)) draw_floor() draw_doors() tools.draw(screen) enemies.draw(screen) screen.blit(player_sprite.image, player_sprite.rect) # Draw player # After drawing everything, update/flip the display pygame.display.flip() # 4. Cap the frame rate clock.tick(60) first lets assign the 3 randomly selected tools they got at start of game to buttons v,b,n. show relevant parts i need to change or add or update.
5968a17f1d4857b640524b3a54fa8e9b
{ "intermediate": 0.43946021795272827, "beginner": 0.3746280372142792, "expert": 0.18591171503067017 }
44,392
import pygame import random import math # Initialize pygame and create a screen object pygame.init() screen = pygame.display.set_mode((1000, 800)) # Define grid size GRID_WIDTH = 21 GRID_HEIGHT = 17 # Define initial floor position FLOOR_START_ROW = GRID_HEIGHT - 2 FLOOR_END_ROW = GRID_HEIGHT - 1 pygame.display.set_caption(‘100% no luck’) # Load the images for the background, the player, and the boss # Ensure that these images are present in your project directory try: background = pygame.image.load(‘level_1_background.jpeg’) player_image = pygame.image.load(‘player1_back.png’) invisibility_cloak_image = pygame.image.load(‘invisibility_cloak.png’) grappling_hook_image = pygame.image.load(‘grappling_hook.png’) katana_image = pygame.image.load(‘katana.png’) freezing_ray_image = pygame.image.load(‘freezing_ray.png’) speed_pill_image = pygame.image.load(‘speed_pill.jpeg’) bouncy_shoes_image = pygame.image.load(‘bouncy_shoes.png’) key_image = pygame.image.load(‘key.png’) tsunami_maker_image = pygame.image.load(‘tsunami_maker.png’) laser_beam_image = pygame.image.load(‘laser_beam.png’) go_kart_image = pygame.image.load(‘go_kart.jpeg’) revival_kit_image = pygame.image.load(‘revival_kit.jpeg’) except pygame.error as e: print(“Cannot load images:”, e) raise SystemExit # Define the colors for the text WHITE = (255, 255, 255) # Define the font for the text font = pygame.font.SysFont(‘Arial’, 32) # Define the text for the intro and the tools intro_text = “Welcome to 100% no luck, a game where you have to use smart logic and some luck to beat the dungeon. You will spawn with 3 tools out of a possible 15 tools randomized. Each tool has a different effect and can help you or hinder you depending on the situation. You have to think carefully about how to use your tools and when to use them. The dungeon has many obstacles and enemies that you have to overcome. The goal is to reach the end of the dungeon and defeat the boss. Good luck!” tools_text = [“Invisibility cloak: Makes you invisible for 10 seconds. Useful for sneaking past enemies or traps.”, “Grappling hook: Allows you to swing across gaps or pull objects towards you.”, “Katana: A sharp sword that can cut through anything. Useful for fighting enemies or breaking barriers.”, “Freeze ray: A device that can freeze anything in its path. Useful for stopping enemies or creating platforms.”, “Bouncy shoes: Shoes that make you jump higher and farther. Useful for reaching high places or avoiding obstacles.”, “Key: A key that can unlock any door or chest. Useful for accessing hidden areas or treasures.”, “Go kart: A vehicle that can move fast and run over anything. Useful for escaping enemies or crossing large distances.”, “Tsunami maker: A device that can create a huge wave of water. Useful for washing away enemies or filling gaps.”, “Laser beam: A device that can shoot a powerful laser. Useful for destroying enemies or barriers.”, “Speed pill: A pill that can make you move faster for 10 seconds. Useful for dodging enemies or traps.”, “Revival kit: A kit that can revive you once if you die. Useful for surviving fatal situations.”] def show_intro(): intro_text = “Welcome to 100% no luck, a game where you have to use smart logic and some luck to beat the dungeon. You will spawn with 3 tools out of a possible 15 tools randomized. Each tool has a different effect and can help you or hinder you depending on the situation. You have to think carefully about how to use your tools and when to use them. The dungeon has many obstacles and enemies that you have to overcome. The goal is to reach the end of the dungeon and defeat the boss. Good luck!” # Wrap the intro text intro_lines = [] max_width = 950 # Adjust as needed words = intro_text.split() current_line = words[0] for word in words[1:]: if font.size(current_line + ’ ’ + word)[0] < max_width: current_line += ’ ’ + word else: intro_lines.append(current_line) current_line = word intro_lines.append(current_line) current_line = 0 intro_complete = False start_time = pygame.time.get_ticks() while not intro_complete: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() screen.fill((0, 0, 0)) intro_surface = font.render(intro_lines[current_line], True, WHITE) intro_rect = intro_surface.get_rect(center=(screen.get_width() // 2, screen.get_height() // 2)) screen.blit(intro_surface, intro_rect) if pygame.time.get_ticks() - start_time > 2980: current_line += 1 start_time = pygame.time.get_ticks() if current_line == len(intro_lines): intro_complete = True pygame.display.flip() pygame.time.Clock().tick(60) screen.fill((0, 0, 0)) pygame.display.flip() tools_title_surface = font.render(“Selected Tools:”, True, WHITE) tools_title_rect = tools_title_surface.get_rect(center=(screen.get_width() // 2, 100)) screen.blit(tools_title_surface, tools_title_rect) pygame.display.flip() pygame.time.delay(1000) selected_tools = random.sample(tools_text, 3) # Wrap the tool descriptions wrapped_tools = [] for tool_desc in selected_tools: tool_lines = [] current_line = tool_desc.split()[0] for word in tool_desc.split()[1:]: if font.size(current_line + ’ ’ + word)[0] < max_width: current_line += ’ ’ + word else: tool_lines.append(current_line) current_line = word tool_lines.append(current_line) wrapped_tools.append(tool_lines) selected_tools_surface = [font.render(line, True, WHITE) for tool_lines in wrapped_tools for line in tool_lines] for i, tool_surface in enumerate(selected_tools_surface): tool_rect = tool_surface.get_rect(center=(screen.get_width() // 2, 200 + i * 50)) screen.blit(tool_surface, tool_rect) pygame.display.flip() start_time = pygame.time.get_ticks() while pygame.time.get_ticks() - start_time < 2000: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() screen.fill((0, 0, 0)) pygame.display.flip() # Define the logic for each tool as a function def invisibility_cloak(): # Set a global variable to indicate that the player is invisible global invisible invisible = True # Set a timer to make the player visible again after 10 seconds pygame.time.set_timer(pygame.USEREVENT, 10000) def grappling_hook(): # Get the mouse position and the player position mouse_x, mouse_y = pygame.mouse.get_pos() player_x, player_y = player_rect.center # Calculate the distance and the angle between the mouse and the player distance = ((mouse_x - player_x) ** 2 + (mouse_y - player_y) ** 2) ** 0.5 angle = math.atan2(mouse_y - player_y, mouse_x - player_x) # Draw a line from the player to the mouse pygame.draw.line(screen, BLACK, (player_x, player_y), (mouse_x, mouse_y), 5) # Check if the mouse is over a gap or an object if mouse_x > 600 and mouse_x < 700 and mouse_y > 300 and mouse_y < 400: # If the mouse is over a gap, move the player towards the mouse player_rect.centerx += math.cos(angle) * 10 player_rect.centery += math.sin(angle) * 10 elif mouse_x > 700 and mouse_x < 800 and mouse_y > 200 and mouse_y < 300: # If the mouse is over an object, move the object towards the player object_rect.centerx -= math.cos(angle) * 10 object_rect.centery -= math.sin(angle) * 10 def katana(): # Get the mouse position and the player position mouse_x, mouse_y = pygame.mouse.get_pos() player_x, player_y = player_rect.center # Calculate the angle between the mouse and the player angle = math.atan2(mouse_y - player_y, mouse_x - player_x) # Draw a line from the player to the mouse pygame.draw.line(screen, RED, (player_x, player_y), (mouse_x, mouse_y), 5) # Check if the line intersects with an enemy or a barrier if pygame.sprite.spritecollideany(line, enemies) or pygame.sprite.spritecollideany(line, barriers): # If the line intersects with an enemy or a barrier, destroy it pygame.sprite.spritecollide(line, enemies, True) pygame.sprite.spritecollide(line, barriers, True) def bouncy_shoes(): # Set a global variable to indicate that the player has bouncy shoes global bouncy bouncy = True # Increase the player’s jump velocity player_jump_vel = 20 def key(): # Get the mouse position and the player position mouse_x, mouse_y = pygame.mouse.get_pos() player_x, player_y = player_rect.center # Calculate the distance between the mouse and the player distance = ((mouse_x - player_x) ** 2 + (mouse_y - player_y) ** 2) ** 0.5 # Check if the mouse is over a door or a chest if pygame.sprite.spritecollideany(mouse, doors) or pygame.sprite.spritecollideany(mouse, chests): # If the mouse is over a door or a chest, unlock it and open it pygame.sprite.spritecollide(mouse, doors, True) pygame.sprite.spritecollide(mouse, chests, True) # If the chest contains a tool, add it to the player’s inventory if chest.tool: inventory.append(chest.tool) def go_kart(): # Set a global variable to indicate that the player is in a go kart global go_kart go_kart = True # Increase the player’s speed and size player_speed = 15 player_rect.inflate_ip(50, 50) # Load the image for the go kart go_kart = pygame.image.load(‘go_kart.png’) # Draw the go kart over the player screen.blit(go_kart, player_rect) # Check if the player collides with an enemy or a barrier if pygame.sprite.spritecollideany(player, enemies) or pygame.sprite.spritecollideany(player, barriers): # If the player collides with an enemy or a barrier, run over it and destroy it pygame.sprite.spritecollide(player, enemies, True) pygame.sprite.spritecollide(player, barriers, True) def freeze_ray(): # Get the mouse position and the player position mouse_x, mouse_y = pygame.mouse.get_pos() player_x, player_y = player_rect.center # Calculate the angle between the mouse and the player angle = math.atan2(mouse_y - player_y, mouse_x - player_x) # Draw a line from the player to the mouse pygame.draw.line(screen, BLUE, (player_x, player_y), (mouse_x, mouse_y), 5) # Check if the line intersects with an enemy or a platform if pygame.sprite.spritecollideany(line, enemies) or pygame.sprite.spritecollideany(line, platforms): # If the line intersects with an enemy or a platform, freeze it pygame.sprite.spritecollide(line, enemies, False, freeze) pygame.sprite.spritecollide(line, platforms, False, freeze) def freeze(sprite): # Change the sprite’s image to a frozen version sprite.image = pygame.image.load(sprite.name + ‘_frozen.png’) # Set the sprite’s frozen attribute to True sprite.frozen = True def tsunami_maker(): # Set a global variable to indicate that the player has used the tsunami maker global tsunami tsunami = True # Load the image for the wave wave = pygame.image.load(‘wave.png’) # Create a rect for the wave wave_rect = wave.get_rect() # Set the wave’s initial position at the left edge of the screen wave_rect.left = 0 # Set the wave’s speed wave_speed = 10 # Draw the wave on the screen screen.blit(wave, wave_rect) # Move the wave to the right wave_rect.x += wave_speed # Check if the wave collides with an enemy or a gap if pygame.sprite.spritecollideany(wave, enemies) or pygame.sprite.spritecollideany(wave, gaps): # If the wave collides with an enemy or a gap, wash it away pygame.sprite.spritecollide(wave, enemies, True) pygame.sprite.spritecollide(wave, gaps, True, fill) def fill(sprite): # Change the sprite’s image to a water version sprite.image = pygame.image.load(sprite.name + ‘_water.png’) # Set the sprite’s filled attribute to True sprite.filled = True def laser_beam(): # Get the mouse position and the player position mouse_x, mouse_y = pygame.mouse.get_pos() player_x, player_y = player_rect.center # Calculate the angle between the mouse and the player angle = math.atan2(mouse_y - player_y, mouse_x - player_x) # Draw a line from the player to the mouse pygame.draw.line(screen, YELLOW, (player_x, player_y), (mouse_x, mouse_y), 5) # Check if the line intersects with an enemy or a barrier if pygame.sprite.spritecollideany(line, enemies) or pygame.sprite.spritecollideany(line, barriers): # If the line intersects with an enemy or a barrier, destroy it pygame.sprite.spritecollide(line, enemies, True) pygame.sprite.spritecollide(line, barriers, True) def speed_pill(): # Set a global variable to indicate that the player has used the speed pill global speed speed = True # Set a timer to make the player normal again after 10 seconds pygame.time.set_timer(pygame.USEREVENT + 1, 10000) # Increase the player’s speed player_speed = 10 def revival_kit(): # Set a global variable to indicate that the player has a revival kit global revival revival = True # Check if the player’s health is zero if player_health == 0: # If the player’s health is zero, revive the player player_health = 100 # Set the revival variable to False revival = False def is_on_floor_or_stairs(player_rect): “”“ Check if the player is standing on a floor or stairs cell. Returns True if standing on floor or stairs, False otherwise. “”” cell_width = screen.get_width() // GRID_WIDTH cell_height = screen.get_height() // GRID_HEIGHT # Check if the player is on the initial floor rows if FLOOR_START_ROW <= player_rect.bottom // cell_height <= FLOOR_END_ROW: for x in range(player_rect.left // cell_width, (player_rect.right + cell_width - 1) // cell_width): if 0 <= x < GRID_WIDTH: return True return False def draw_doors(): # Define the door’s color DOOR_COLOR = (139, 69, 19) # Saddle brown color # Calculate the cell size based on the screen dimensions cell_width = screen.get_width() // GRID_WIDTH cell_height = screen.get_height() // GRID_HEIGHT # Draw door 1 door1_start_row = GRID_HEIGHT - 10 door1_end_row = GRID_HEIGHT - 13 door1_start_col = 10 door1_end_col = 11 for row in range(door1_start_row, door1_end_row - 1, -1): for col in range(door1_start_col, door1_end_col + 1): rect = pygame.Rect(col * cell_width, row * cell_height, cell_width, cell_height) pygame.draw.rect(screen, DOOR_COLOR, rect) # Draw door 2 door2_start_row = GRID_HEIGHT - 3 door2_end_row = GRID_HEIGHT - 4 door2_start_col = 16 door2_end_col = 17 for row in range(door2_start_row, door2_end_row - 1, -1): for col in range(door2_start_col, door2_end_col + 1): rect = pygame.Rect(col * cell_width, row * cell_height, cell_width, cell_height) pygame.draw.rect(screen, DOOR_COLOR, rect) def draw_floor(): # Define the floor’s color FLOOR_COLOR = (128, 64, 0) # Brown color STAIRS_COLOR = (128, 128, 128) # Gray color # Calculate the cell size based on the screen dimensions cell_width = screen.get_width() // GRID_WIDTH cell_height = screen.get_height() // GRID_HEIGHT # Draw the floor cells for col in range(GRID_WIDTH): for row in range(FLOOR_START_ROW, FLOOR_END_ROW + 1): rect = pygame.Rect(col * cell_width, row * cell_height, cell_width, cell_height) pygame.draw.rect(screen, FLOOR_COLOR, rect) enemies = pygame.sprite.Group() barriers = pygame.sprite.Group() platforms = pygame.sprite.Group() doors = pygame.sprite.Group() chests = pygame.sprite.Group() gaps = pygame.sprite.Group() tools = pygame.sprite.Group() # Create some sprites and groups for the player player_sprite = pygame.sprite.Sprite() player_sprite.image = player_image player_sprite.rect = player_sprite.image.get_rect() player_sprite.rect.center = (100, 300) # Create sprite groups enemies = pygame.sprite.Group() tools = pygame.sprite.Group() # Assuming tools are also Sprites # Gravity constant GRAVITY = 0.5 # Player properties player_x = 100 player_y = 300 player_speed = 5 player_jump_vel = 10 player_vert_vel = 0 # Initial vertical velocity player_health = 100 inventory = [] # Main game loop control running = True clock = pygame.time.Clock() show_intro() # Initialize player jumping state player_is_jumping = False while running: # 1. Handle events for event in pygame.event.get(): if event.type == pygame.QUIT: running = False elif event.type == pygame.KEYDOWN: if event.key == pygame.K_SPACE and not player_is_jumping: # Start jumping player_is_jumping = True player_vert_vel = -player_jump_vel # 2. Update game state keys = pygame.key.get_pressed() if keys[pygame.K_LEFT]: player_sprite.rect.x -= player_speed if keys[pygame.K_RIGHT]: player_sprite.rect.x += player_speed if keys[pygame.K_UP]: player_sprite.rect.y -= player_speed if keys[pygame.K_DOWN]: player_sprite.rect.y += player_speed # Update player’s vertical velocity and position if jumping if player_is_jumping: player_vert_vel += GRAVITY player_sprite.rect.y += player_vert_vel # Check if the player has landed on floor or stairs if is_on_floor_or_stairs(player_sprite.rect): player_is_jumping = False player_vert_vel = 0 else: # Apply gravity only if not on floor or stairs if not is_on_floor_or_stairs(player_sprite.rect): player_vert_vel += GRAVITY player_sprite.rect.y += player_vert_vel # Reset vertical velocity if on floor or stairs if is_on_floor_or_stairs(player_sprite.rect): player_vert_vel = 0 # Prevent the player from moving off screen player_sprite.rect.clamp_ip(screen.get_rect()) # 3. Draw everything screen.blit(background, (0, 0)) draw_floor() draw_doors() tools.draw(screen) enemies.draw(screen) screen.blit(player_sprite.image, player_sprite.rect) # Draw player # After drawing everything, update/flip the display pygame.display.flip() # 4. Cap the frame rate clock.tick(60) first lets assign the 3 randomly selected tools they got at start of game to buttons v,b,n. show relevant parts i need to change or add or update..
67d5fbb238b2b0c8f9129b1cb44b3cfc
{ "intermediate": 0.43946021795272827, "beginner": 0.3746280372142792, "expert": 0.18591171503067017 }
44,393
import pygame import random import math # Initialize pygame and create a screen object pygame.init() screen = pygame.display.set_mode((1000, 800)) # Define grid size GRID_WIDTH = 21 GRID_HEIGHT = 17 # Define initial floor position FLOOR_START_ROW = GRID_HEIGHT - 2 FLOOR_END_ROW = GRID_HEIGHT - 1 pygame.display.set_caption(‘100% no luck’) # Load the images for the background, the player, and the boss # Ensure that these images are present in your project directory try: background = pygame.image.load(‘level_1_background.jpeg’) player_image = pygame.image.load(‘player1_back.png’) invisibility_cloak_image = pygame.image.load(‘invisibility_cloak.png’) grappling_hook_image = pygame.image.load(‘grappling_hook.png’) katana_image = pygame.image.load(‘katana.png’) freezing_ray_image = pygame.image.load(‘freezing_ray.png’) speed_pill_image = pygame.image.load(‘speed_pill.jpeg’) bouncy_shoes_image = pygame.image.load(‘bouncy_shoes.png’) key_image = pygame.image.load(‘key.png’) tsunami_maker_image = pygame.image.load(‘tsunami_maker.png’) laser_beam_image = pygame.image.load(‘laser_beam.png’) go_kart_image = pygame.image.load(‘go_kart.jpeg’) revival_kit_image = pygame.image.load(‘revival_kit.jpeg’) except pygame.error as e: print(“Cannot load images:”, e) raise SystemExit # Define the colors for the text WHITE = (255, 255, 255) # Define the font for the text font = pygame.font.SysFont(‘Arial’, 32) # Define the text for the intro and the tools intro_text = “Welcome to 100% no luck, a game where you have to use smart logic and some luck to beat the dungeon. You will spawn with 3 tools out of a possible 15 tools randomized. Each tool has a different effect and can help you or hinder you depending on the situation. You have to think carefully about how to use your tools and when to use them. The dungeon has many obstacles and enemies that you have to overcome. The goal is to reach the end of the dungeon and defeat the boss. Good luck!” tools_text = [“Invisibility cloak: Makes you invisible for 10 seconds. Useful for sneaking past enemies or traps.”, “Grappling hook: Allows you to swing across gaps or pull objects towards you.”, “Katana: A sharp sword that can cut through anything. Useful for fighting enemies or breaking barriers.”, “Freeze ray: A device that can freeze anything in its path. Useful for stopping enemies or creating platforms.”, “Bouncy shoes: Shoes that make you jump higher and farther. Useful for reaching high places or avoiding obstacles.”, “Key: A key that can unlock any door or chest. Useful for accessing hidden areas or treasures.”, “Go kart: A vehicle that can move fast and run over anything. Useful for escaping enemies or crossing large distances.”, “Tsunami maker: A device that can create a huge wave of water. Useful for washing away enemies or filling gaps.”, “Laser beam: A device that can shoot a powerful laser. Useful for destroying enemies or barriers.”, “Speed pill: A pill that can make you move faster for 10 seconds. Useful for dodging enemies or traps.”, “Revival kit: A kit that can revive you once if you die. Useful for surviving fatal situations.”] def show_intro(): intro_text = “Welcome to 100% no luck, a game where you have to use smart logic and some luck to beat the dungeon. You will spawn with 3 tools out of a possible 15 tools randomized. Each tool has a different effect and can help you or hinder you depending on the situation. You have to think carefully about how to use your tools and when to use them. The dungeon has many obstacles and enemies that you have to overcome. The goal is to reach the end of the dungeon and defeat the boss. Good luck!” # Wrap the intro text intro_lines = [] max_width = 950 # Adjust as needed words = intro_text.split() current_line = words[0] for word in words[1:]: if font.size(current_line + ’ ’ + word)[0] < max_width: current_line += ’ ’ + word else: intro_lines.append(current_line) current_line = word intro_lines.append(current_line) current_line = 0 intro_complete = False start_time = pygame.time.get_ticks() while not intro_complete: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() screen.fill((0, 0, 0)) intro_surface = font.render(intro_lines[current_line], True, WHITE) intro_rect = intro_surface.get_rect(center=(screen.get_width() // 2, screen.get_height() // 2)) screen.blit(intro_surface, intro_rect) if pygame.time.get_ticks() - start_time > 2980: current_line += 1 start_time = pygame.time.get_ticks() if current_line == len(intro_lines): intro_complete = True pygame.display.flip() pygame.time.Clock().tick(60) screen.fill((0, 0, 0)) pygame.display.flip() tools_title_surface = font.render(“Selected Tools:”, True, WHITE) tools_title_rect = tools_title_surface.get_rect(center=(screen.get_width() // 2, 100)) screen.blit(tools_title_surface, tools_title_rect) pygame.display.flip() pygame.time.delay(1000) selected_tools = random.sample(tools_text, 3) # Wrap the tool descriptions wrapped_tools = [] for tool_desc in selected_tools: tool_lines = [] current_line = tool_desc.split()[0] for word in tool_desc.split()[1:]: if font.size(current_line + ’ ’ + word)[0] < max_width: current_line += ’ ’ + word else: tool_lines.append(current_line) current_line = word tool_lines.append(current_line) wrapped_tools.append(tool_lines) selected_tools_surface = [font.render(line, True, WHITE) for tool_lines in wrapped_tools for line in tool_lines] for i, tool_surface in enumerate(selected_tools_surface): tool_rect = tool_surface.get_rect(center=(screen.get_width() // 2, 200 + i * 50)) screen.blit(tool_surface, tool_rect) pygame.display.flip() start_time = pygame.time.get_ticks() while pygame.time.get_ticks() - start_time < 2000: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() screen.fill((0, 0, 0)) pygame.display.flip() # Define the logic for each tool as a function def invisibility_cloak(): # Set a global variable to indicate that the player is invisible global invisible invisible = True # Set a timer to make the player visible again after 10 seconds pygame.time.set_timer(pygame.USEREVENT, 10000) def grappling_hook(): # Get the mouse position and the player position mouse_x, mouse_y = pygame.mouse.get_pos() player_x, player_y = player_rect.center # Calculate the distance and the angle between the mouse and the player distance = ((mouse_x - player_x) ** 2 + (mouse_y - player_y) ** 2) ** 0.5 angle = math.atan2(mouse_y - player_y, mouse_x - player_x) # Draw a line from the player to the mouse pygame.draw.line(screen, BLACK, (player_x, player_y), (mouse_x, mouse_y), 5) # Check if the mouse is over a gap or an object if mouse_x > 600 and mouse_x < 700 and mouse_y > 300 and mouse_y < 400: # If the mouse is over a gap, move the player towards the mouse player_rect.centerx += math.cos(angle) * 10 player_rect.centery += math.sin(angle) * 10 elif mouse_x > 700 and mouse_x < 800 and mouse_y > 200 and mouse_y < 300: # If the mouse is over an object, move the object towards the player object_rect.centerx -= math.cos(angle) * 10 object_rect.centery -= math.sin(angle) * 10 def katana(): # Get the mouse position and the player position mouse_x, mouse_y = pygame.mouse.get_pos() player_x, player_y = player_rect.center # Calculate the angle between the mouse and the player angle = math.atan2(mouse_y - player_y, mouse_x - player_x) # Draw a line from the player to the mouse pygame.draw.line(screen, RED, (player_x, player_y), (mouse_x, mouse_y), 5) # Check if the line intersects with an enemy or a barrier if pygame.sprite.spritecollideany(line, enemies) or pygame.sprite.spritecollideany(line, barriers): # If the line intersects with an enemy or a barrier, destroy it pygame.sprite.spritecollide(line, enemies, True) pygame.sprite.spritecollide(line, barriers, True) def bouncy_shoes(): # Set a global variable to indicate that the player has bouncy shoes global bouncy bouncy = True # Increase the player’s jump velocity player_jump_vel = 20 def key(): # Get the mouse position and the player position mouse_x, mouse_y = pygame.mouse.get_pos() player_x, player_y = player_rect.center # Calculate the distance between the mouse and the player distance = ((mouse_x - player_x) ** 2 + (mouse_y - player_y) ** 2) ** 0.5 # Check if the mouse is over a door or a chest if pygame.sprite.spritecollideany(mouse, doors) or pygame.sprite.spritecollideany(mouse, chests): # If the mouse is over a door or a chest, unlock it and open it pygame.sprite.spritecollide(mouse, doors, True) pygame.sprite.spritecollide(mouse, chests, True) # If the chest contains a tool, add it to the player’s inventory if chest.tool: inventory.append(chest.tool) def go_kart(): # Set a global variable to indicate that the player is in a go kart global go_kart go_kart = True # Increase the player’s speed and size player_speed = 15 player_rect.inflate_ip(50, 50) # Load the image for the go kart go_kart = pygame.image.load(‘go_kart.png’) # Draw the go kart over the player screen.blit(go_kart, player_rect) # Check if the player collides with an enemy or a barrier if pygame.sprite.spritecollideany(player, enemies) or pygame.sprite.spritecollideany(player, barriers): # If the player collides with an enemy or a barrier, run over it and destroy it pygame.sprite.spritecollide(player, enemies, True) pygame.sprite.spritecollide(player, barriers, True) def freeze_ray(): # Get the mouse position and the player position mouse_x, mouse_y = pygame.mouse.get_pos() player_x, player_y = player_rect.center # Calculate the angle between the mouse and the player angle = math.atan2(mouse_y - player_y, mouse_x - player_x) # Draw a line from the player to the mouse pygame.draw.line(screen, BLUE, (player_x, player_y), (mouse_x, mouse_y), 5) # Check if the line intersects with an enemy or a platform if pygame.sprite.spritecollideany(line, enemies) or pygame.sprite.spritecollideany(line, platforms): # If the line intersects with an enemy or a platform, freeze it pygame.sprite.spritecollide(line, enemies, False, freeze) pygame.sprite.spritecollide(line, platforms, False, freeze) def freeze(sprite): # Change the sprite’s image to a frozen version sprite.image = pygame.image.load(sprite.name + ‘_frozen.png’) # Set the sprite’s frozen attribute to True sprite.frozen = True def tsunami_maker(): # Set a global variable to indicate that the player has used the tsunami maker global tsunami tsunami = True # Load the image for the wave wave = pygame.image.load(‘wave.png’) # Create a rect for the wave wave_rect = wave.get_rect() # Set the wave’s initial position at the left edge of the screen wave_rect.left = 0 # Set the wave’s speed wave_speed = 10 # Draw the wave on the screen screen.blit(wave, wave_rect) # Move the wave to the right wave_rect.x += wave_speed # Check if the wave collides with an enemy or a gap if pygame.sprite.spritecollideany(wave, enemies) or pygame.sprite.spritecollideany(wave, gaps): # If the wave collides with an enemy or a gap, wash it away pygame.sprite.spritecollide(wave, enemies, True) pygame.sprite.spritecollide(wave, gaps, True, fill) def fill(sprite): # Change the sprite’s image to a water version sprite.image = pygame.image.load(sprite.name + ‘_water.png’) # Set the sprite’s filled attribute to True sprite.filled = True def laser_beam(): # Get the mouse position and the player position mouse_x, mouse_y = pygame.mouse.get_pos() player_x, player_y = player_rect.center # Calculate the angle between the mouse and the player angle = math.atan2(mouse_y - player_y, mouse_x - player_x) # Draw a line from the player to the mouse pygame.draw.line(screen, YELLOW, (player_x, player_y), (mouse_x, mouse_y), 5) # Check if the line intersects with an enemy or a barrier if pygame.sprite.spritecollideany(line, enemies) or pygame.sprite.spritecollideany(line, barriers): # If the line intersects with an enemy or a barrier, destroy it pygame.sprite.spritecollide(line, enemies, True) pygame.sprite.spritecollide(line, barriers, True) def speed_pill(): # Set a global variable to indicate that the player has used the speed pill global speed speed = True # Set a timer to make the player normal again after 10 seconds pygame.time.set_timer(pygame.USEREVENT + 1, 10000) # Increase the player’s speed player_speed = 10 def revival_kit(): # Set a global variable to indicate that the player has a revival kit global revival revival = True # Check if the player’s health is zero if player_health == 0: # If the player’s health is zero, revive the player player_health = 100 # Set the revival variable to False revival = False def is_on_floor_or_stairs(player_rect): “”“ Check if the player is standing on a floor or stairs cell. Returns True if standing on floor or stairs, False otherwise. “”” cell_width = screen.get_width() // GRID_WIDTH cell_height = screen.get_height() // GRID_HEIGHT # Check if the player is on the initial floor rows if FLOOR_START_ROW <= player_rect.bottom // cell_height <= FLOOR_END_ROW: for x in range(player_rect.left // cell_width, (player_rect.right + cell_width - 1) // cell_width): if 0 <= x < GRID_WIDTH: return True return False def draw_doors(): # Define the door’s color DOOR_COLOR = (139, 69, 19) # Saddle brown color # Calculate the cell size based on the screen dimensions cell_width = screen.get_width() // GRID_WIDTH cell_height = screen.get_height() // GRID_HEIGHT # Draw door 1 door1_start_row = GRID_HEIGHT - 10 door1_end_row = GRID_HEIGHT - 13 door1_start_col = 10 door1_end_col = 11 for row in range(door1_start_row, door1_end_row - 1, -1): for col in range(door1_start_col, door1_end_col + 1): rect = pygame.Rect(col * cell_width, row * cell_height, cell_width, cell_height) pygame.draw.rect(screen, DOOR_COLOR, rect) # Draw door 2 door2_start_row = GRID_HEIGHT - 3 door2_end_row = GRID_HEIGHT - 4 door2_start_col = 16 door2_end_col = 17 for row in range(door2_start_row, door2_end_row - 1, -1): for col in range(door2_start_col, door2_end_col + 1): rect = pygame.Rect(col * cell_width, row * cell_height, cell_width, cell_height) pygame.draw.rect(screen, DOOR_COLOR, rect) def draw_floor(): # Define the floor’s color FLOOR_COLOR = (128, 64, 0) # Brown color STAIRS_COLOR = (128, 128, 128) # Gray color # Calculate the cell size based on the screen dimensions cell_width = screen.get_width() // GRID_WIDTH cell_height = screen.get_height() // GRID_HEIGHT # Draw the floor cells for col in range(GRID_WIDTH): for row in range(FLOOR_START_ROW, FLOOR_END_ROW + 1): rect = pygame.Rect(col * cell_width, row * cell_height, cell_width, cell_height) pygame.draw.rect(screen, FLOOR_COLOR, rect) enemies = pygame.sprite.Group() barriers = pygame.sprite.Group() platforms = pygame.sprite.Group() doors = pygame.sprite.Group() chests = pygame.sprite.Group() gaps = pygame.sprite.Group() tools = pygame.sprite.Group() # Create some sprites and groups for the player player_sprite = pygame.sprite.Sprite() player_sprite.image = player_image player_sprite.rect = player_sprite.image.get_rect() player_sprite.rect.center = (100, 300) # Create sprite groups enemies = pygame.sprite.Group() tools = pygame.sprite.Group() # Assuming tools are also Sprites # Gravity constant GRAVITY = 0.5 # Player properties player_x = 100 player_y = 300 player_speed = 5 player_jump_vel = 10 player_vert_vel = 0 # Initial vertical velocity player_health = 100 inventory = [] # Main game loop control running = True clock = pygame.time.Clock() show_intro() # Initialize player jumping state player_is_jumping = False while running: # 1. Handle events for event in pygame.event.get(): if event.type == pygame.QUIT: running = False elif event.type == pygame.KEYDOWN: if event.key == pygame.K_SPACE and not player_is_jumping: # Start jumping player_is_jumping = True player_vert_vel = -player_jump_vel # 2. Update game state keys = pygame.key.get_pressed() if keys[pygame.K_LEFT]: player_sprite.rect.x -= player_speed if keys[pygame.K_RIGHT]: player_sprite.rect.x += player_speed if keys[pygame.K_UP]: player_sprite.rect.y -= player_speed if keys[pygame.K_DOWN]: player_sprite.rect.y += player_speed # Update player’s vertical velocity and position if jumping if player_is_jumping: player_vert_vel += GRAVITY player_sprite.rect.y += player_vert_vel # Check if the player has landed on floor or stairs if is_on_floor_or_stairs(player_sprite.rect): player_is_jumping = False player_vert_vel = 0 else: # Apply gravity only if not on floor or stairs if not is_on_floor_or_stairs(player_sprite.rect): player_vert_vel += GRAVITY player_sprite.rect.y += player_vert_vel # Reset vertical velocity if on floor or stairs if is_on_floor_or_stairs(player_sprite.rect): player_vert_vel = 0 # Prevent the player from moving off screen player_sprite.rect.clamp_ip(screen.get_rect()) # 3. Draw everything screen.blit(background, (0, 0)) draw_floor() draw_doors() tools.draw(screen) enemies.draw(screen) screen.blit(player_sprite.image, player_sprite.rect) # Draw player # After drawing everything, update/flip the display pygame.display.flip() # 4. Cap the frame rate clock.tick(60) first lets assign the 3 randomly selected tools they got at start of game to buttons v,b,n. show relevant parts of code i need to change or add or update.
fc95ecf7707ebe3e982d380f551fcb89
{ "intermediate": 0.43946021795272827, "beginner": 0.3746280372142792, "expert": 0.18591171503067017 }
44,394
I made an optimizer by fusing two optimizer implementations: 1. SM3 and 2. Adalite. Code for adalite is as follows: import torch import math from dataclasses import dataclass, field from typing import List, Optional from collections import defaultdict # Somewhat based on https://gist.github.com/albanD/18c240bd2e09f9d93f5c4a0c9ccda39e and LOMO @dataclass class OverlapOptimizer: model: torch.nn.Module lr: Optional[float] = None decay: Optional[float] = 0.0 _acc_grads: Optional[List] = field(default_factory=lambda: []) def init(self): for p in self.model.parameters(): if p.requires_grad: self.prepare(p) self.hook(p) def step(self, loss, lr): pass def hook(self, p): pass @dataclass class OverlapSGD(OverlapOptimizer): sign: bool = False def prepare(self, p): return def step(self, loss, lr): self.lr = lr loss.backward() def hook(self, p): ag = p.view_as(p).grad_fn.next_functions[0][0] p._acc_grads = [ag] @torch.no_grad() def gf(*_): if self.sign: p.add_(p.grad.sign(), alpha=-self.lr) else: p.add_(p.grad, alpha=-self.lr) p.grad = None ag.register_hook(gf) @dataclass class Adalite(OverlapOptimizer): eps: float = 1e-5 Lambda: float = 0.01 # Akin to weight-decay beta_decay: float = 0.8 centralize: bool = True use_rms: bool = True momentum: bool = False momentum_beta: float = 0.9 _t: int = 0 def step(self, loss, lr=None): self._t += 1 self.lr = lr loss.backward() def prepare(self, p): if len(p.shape) == 2: p._c = torch.zeros(p.shape[1], device=p.device, dtype=p.dtype) else: p._v = torch.zeros_like(p) if self.momentum: p._m = torch.zeros_like(p) def hook(self, p): ag = p.view_as(p).grad_fn.next_functions[0][0] p._acc_grads = [ag] @torch.no_grad() def gf(*_): alpha = self.lr g = p.grad if self.centralize and sum(g.shape) > 1: g.sub_(g.mean(dim=tuple(range(1, len(g.shape))), keepdim=True)) beta_t = 1.0 - math.pow(self._t, -self.beta_decay) u = g.square() if len(p.shape) == 2: u.mul_(1-beta_t).add_(p._c.unsqueeze(0).broadcast_to(g.shape), alpha=beta_t) u.add_(self.eps) p._c = u.mean(dim=0) else: u.mul_(1-beta_t).add_(p._v, alpha=beta_t) u.add_(self.eps) p._v = u m = u.rsqrt() * g if self.use_rms: m.div_(max(1.0, m.square().mean().sqrt())) p_norm = p.norm() g_norm = g.norm() if p_norm != 0 and g_norm != 0: m.mul_(p_norm / g_norm) m.add_(p - p/p_norm, alpha=self.Lambda) if self.momentum: p._m.mul_(self.momentum_beta).add_(m, alpha=1-self.momentum_beta) m = p._m p.add_(m, alpha=-alpha) p.grad = None ag.register_hook(gf) After i fused techniques from both adalite and SM3 optimizer. Here is my code for fusedbun optimizer which uses techniwues from both optimizers import torch from torch.optim.optimizer import Optimizer import math class Fusedbun(Optimizer): def __init__(self, params, lr=1e-3, eps=1e-8, beta_decay=0.8, Lambda=0.01, momentum_beta=0.9, centralize=True, use_rms=True): """ Args: params (iterable): An iterable of parameters. lr (float, optional): The learning rate (default: 1e-3). eps (float, optional): A small value for numerical stability (default: 1e-8). beta_decay (float, optional): A parameter controlling the rate of decay for the moving average of squared gradients (default: 0.8). Lambda (float, optional): default: 0.01 momentum_beta (float, optional): Coefficient for the moving average of gradients (momentum) (default: 0.9). centralize (bool, optional): Boolean indicating whether to centralize gradients to have zero mean (default: True). use_rms (bool, optional): Boolean indicating whether to use RMSprop-like denominator normalization (default: True). """ defaults = dict(lr=lr, eps=eps, beta_decay=beta_decay, Lambda=Lambda, momentum_beta=momentum_beta, centralize=centralize, use_rms=use_rms) super(Fusedbun, self).__init__(params, defaults) @torch.no_grad() def step(self, closure=None): """ Args: closure (callable, optional): A closure that reevaluates the model and returns the loss. Returns: loss (Tensor, optional): The loss tensor, if the closure is provided. """ loss = None if closure is not None: # compute the loss if a closure is provided loss = closure() for group in self.param_groups: lr = group['lr'] eps = group['eps'] beta_decay = group['beta_decay'] Lambda = group['Lambda'] momentum_beta = group['momentum_beta'] centralize = group['centralize'] use_rms = group['use_rms'] for p in group['params']: if p.grad is None: continue grad = p.grad.data if centralize and len(p.shape) > 1: # centralize gradients for non-scalar parameters (from adalite) grad = grad.sub(grad.mean(dim=tuple(range(1, len(grad.shape))), keepdim=True)) state = self.state[p] if len(state) == 0: state['step'] = 0 state['exp_avg_sq'] = torch.zeros_like(p, memory_format=torch.preserve_format) if momentum_beta > 0: state['momentum_buffer'] = torch.zeros_like(p, memory_format=torch.preserve_format) exp_avg_sq = state['exp_avg_sq'] state['step'] += 1 if momentum_beta > 0: momentum_buffer = state['momentum_buffer'] momentum_buffer.mul_(momentum_beta).add_(grad) grad = momentum_buffer #sparse update mechanism if p.dim() > 1: mask = grad.abs() > eps grad = grad * mask exp_avg_sq = torch.where(mask, exp_avg_sq*beta_decay + (1-beta_decay)*grad.pow(2), exp_avg_sq) else: exp_avg_sq.mul_(beta_decay).addcmul_(grad, grad, value=1-beta_decay) denom = exp_avg_sq.sqrt().add_(eps) grad_normalized = grad / denom if use_rms else grad if Lambda != 0: p.data.mul_(1 - lr * Lambda) p.data.add_(grad_normalized, alpha=-lr) return loss Now, implement, hessian approximation matrix technique into my fusedbun optimizer. Keep comments and explain what is happening with the code.
4a28e550f0d24daaef743fca8020f4c7
{ "intermediate": 0.2869257628917694, "beginner": 0.4863451421260834, "expert": 0.22672908008098602 }
44,395
import pygame import random import math # Initialize pygame and create a screen object pygame.init() screen = pygame.display.set_mode((1000, 800)) # Define grid size GRID_WIDTH = 21 GRID_HEIGHT = 17 # Define initial floor position FLOOR_START_ROW = GRID_HEIGHT - 2 FLOOR_END_ROW = GRID_HEIGHT - 1 pygame.display.set_caption(‘100% no luck’) # Load the images for the background, the player, and the boss # Ensure that these images are present in your project directory try: background = pygame.image.load(‘level_1_background.jpeg’) player_image = pygame.image.load(‘player1_back.png’) invisibility_cloak_image = pygame.image.load(‘invisibility_cloak.png’) grappling_hook_image = pygame.image.load(‘grappling_hook.png’) katana_image = pygame.image.load(‘katana.png’) freezing_ray_image = pygame.image.load(‘freezing_ray.png’) speed_pill_image = pygame.image.load(‘speed_pill.jpeg’) bouncy_shoes_image = pygame.image.load(‘bouncy_shoes.png’) key_image = pygame.image.load(‘key.png’) tsunami_maker_image = pygame.image.load(‘tsunami_maker.png’) laser_beam_image = pygame.image.load(‘laser_beam.png’) go_kart_image = pygame.image.load(‘go_kart.jpeg’) revival_kit_image = pygame.image.load(‘revival_kit.jpeg’) except pygame.error as e: print(“Cannot load images:”, e) raise SystemExit # Define the colors for the text WHITE = (255, 255, 255) # Define the font for the text font = pygame.font.SysFont(‘Arial’, 32) # Define the text for the intro and the tools intro_text = “Welcome to 100% no luck, a game where you have to use smart logic and some luck to beat the dungeon. You will spawn with 3 tools out of a possible 15 tools randomized. Each tool has a different effect and can help you or hinder you depending on the situation. You have to think carefully about how to use your tools and when to use them. The dungeon has many obstacles and enemies that you have to overcome. The goal is to reach the end of the dungeon and defeat the boss. Good luck!” tools_text = [“Invisibility cloak: Makes you invisible for 10 seconds. Useful for sneaking past enemies or traps.”, “Grappling hook: Allows you to swing across gaps or pull objects towards you.”, “Katana: A sharp sword that can cut through anything. Useful for fighting enemies or breaking barriers.”, “Freeze ray: A device that can freeze anything in its path. Useful for stopping enemies or creating platforms.”, “Bouncy shoes: Shoes that make you jump higher and farther. Useful for reaching high places or avoiding obstacles.”, “Key: A key that can unlock any door or chest. Useful for accessing hidden areas or treasures.”, “Go kart: A vehicle that can move fast and run over anything. Useful for escaping enemies or crossing large distances.”, “Tsunami maker: A device that can create a huge wave of water. Useful for washing away enemies or filling gaps.”, “Laser beam: A device that can shoot a powerful laser. Useful for destroying enemies or barriers.”, “Speed pill: A pill that can make you move faster for 10 seconds. Useful for dodging enemies or traps.”, “Revival kit: A kit that can revive you once if you die. Useful for surviving fatal situations.”] def show_intro(): intro_text = “Welcome to 100% no luck, a game where you have to use smart logic and some luck to beat the dungeon. You will spawn with 3 tools out of a possible 15 tools randomized. Each tool has a different effect and can help you or hinder you depending on the situation. You have to think carefully about how to use your tools and when to use them. The dungeon has many obstacles and enemies that you have to overcome. The goal is to reach the end of the dungeon and defeat the boss. Good luck!” # Wrap the intro text intro_lines = [] max_width = 950 # Adjust as needed words = intro_text.split() current_line = words[0] for word in words[1:]: if font.size(current_line + ’ ’ + word)[0] < max_width: current_line += ’ ’ + word else: intro_lines.append(current_line) current_line = word intro_lines.append(current_line) current_line = 0 intro_complete = False start_time = pygame.time.get_ticks() while not intro_complete: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() screen.fill((0, 0, 0)) intro_surface = font.render(intro_lines[current_line], True, WHITE) intro_rect = intro_surface.get_rect(center=(screen.get_width() // 2, screen.get_height() // 2)) screen.blit(intro_surface, intro_rect) if pygame.time.get_ticks() - start_time > 2980: current_line += 1 start_time = pygame.time.get_ticks() if current_line == len(intro_lines): intro_complete = True pygame.display.flip() pygame.time.Clock().tick(60) screen.fill((0, 0, 0)) pygame.display.flip() tools_title_surface = font.render(“Selected Tools:”, True, WHITE) tools_title_rect = tools_title_surface.get_rect(center=(screen.get_width() // 2, 100)) screen.blit(tools_title_surface, tools_title_rect) pygame.display.flip() pygame.time.delay(1000) selected_tools = random.sample(tools_text, 3) # Wrap the tool descriptions wrapped_tools = [] for tool_desc in selected_tools: tool_lines = [] current_line = tool_desc.split()[0] for word in tool_desc.split()[1:]: if font.size(current_line + ’ ’ + word)[0] < max_width: current_line += ’ ’ + word else: tool_lines.append(current_line) current_line = word tool_lines.append(current_line) wrapped_tools.append(tool_lines) selected_tools_surface = [font.render(line, True, WHITE) for tool_lines in wrapped_tools for line in tool_lines] for i, tool_surface in enumerate(selected_tools_surface): tool_rect = tool_surface.get_rect(center=(screen.get_width() // 2, 200 + i * 50)) screen.blit(tool_surface, tool_rect) pygame.display.flip() start_time = pygame.time.get_ticks() while pygame.time.get_ticks() - start_time < 2000: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() screen.fill((0, 0, 0)) pygame.display.flip() # Define the logic for each tool as a function def invisibility_cloak(): # Set a global variable to indicate that the player is invisible global invisible invisible = True # Set a timer to make the player visible again after 10 seconds pygame.time.set_timer(pygame.USEREVENT, 10000) def grappling_hook(): # Get the mouse position and the player position mouse_x, mouse_y = pygame.mouse.get_pos() player_x, player_y = player_rect.center # Calculate the distance and the angle between the mouse and the player distance = ((mouse_x - player_x) ** 2 + (mouse_y - player_y) ** 2) ** 0.5 angle = math.atan2(mouse_y - player_y, mouse_x - player_x) # Draw a line from the player to the mouse pygame.draw.line(screen, BLACK, (player_x, player_y), (mouse_x, mouse_y), 5) # Check if the mouse is over a gap or an object if mouse_x > 600 and mouse_x < 700 and mouse_y > 300 and mouse_y < 400: # If the mouse is over a gap, move the player towards the mouse player_rect.centerx += math.cos(angle) * 10 player_rect.centery += math.sin(angle) * 10 elif mouse_x > 700 and mouse_x < 800 and mouse_y > 200 and mouse_y < 300: # If the mouse is over an object, move the object towards the player object_rect.centerx -= math.cos(angle) * 10 object_rect.centery -= math.sin(angle) * 10 def katana(): # Get the mouse position and the player position mouse_x, mouse_y = pygame.mouse.get_pos() player_x, player_y = player_rect.center # Calculate the angle between the mouse and the player angle = math.atan2(mouse_y - player_y, mouse_x - player_x) # Draw a line from the player to the mouse pygame.draw.line(screen, RED, (player_x, player_y), (mouse_x, mouse_y), 5) # Check if the line intersects with an enemy or a barrier if pygame.sprite.spritecollideany(line, enemies) or pygame.sprite.spritecollideany(line, barriers): # If the line intersects with an enemy or a barrier, destroy it pygame.sprite.spritecollide(line, enemies, True) pygame.sprite.spritecollide(line, barriers, True) def bouncy_shoes(): # Set a global variable to indicate that the player has bouncy shoes global bouncy bouncy = True # Increase the player’s jump velocity player_jump_vel = 20 def key(): # Get the mouse position and the player position mouse_x, mouse_y = pygame.mouse.get_pos() player_x, player_y = player_rect.center # Calculate the distance between the mouse and the player distance = ((mouse_x - player_x) ** 2 + (mouse_y - player_y) ** 2) ** 0.5 # Check if the mouse is over a door or a chest if pygame.sprite.spritecollideany(mouse, doors) or pygame.sprite.spritecollideany(mouse, chests): # If the mouse is over a door or a chest, unlock it and open it pygame.sprite.spritecollide(mouse, doors, True) pygame.sprite.spritecollide(mouse, chests, True) # If the chest contains a tool, add it to the player’s inventory if chest.tool: inventory.append(chest.tool) def go_kart(): # Set a global variable to indicate that the player is in a go kart global go_kart go_kart = True # Increase the player’s speed and size player_speed = 15 player_rect.inflate_ip(50, 50) # Load the image for the go kart go_kart = pygame.image.load(‘go_kart.png’) # Draw the go kart over the player screen.blit(go_kart, player_rect) # Check if the player collides with an enemy or a barrier if pygame.sprite.spritecollideany(player, enemies) or pygame.sprite.spritecollideany(player, barriers): # If the player collides with an enemy or a barrier, run over it and destroy it pygame.sprite.spritecollide(player, enemies, True) pygame.sprite.spritecollide(player, barriers, True) def freeze_ray(): # Get the mouse position and the player position mouse_x, mouse_y = pygame.mouse.get_pos() player_x, player_y = player_rect.center # Calculate the angle between the mouse and the player angle = math.atan2(mouse_y - player_y, mouse_x - player_x) # Draw a line from the player to the mouse pygame.draw.line(screen, BLUE, (player_x, player_y), (mouse_x, mouse_y), 5) # Check if the line intersects with an enemy or a platform if pygame.sprite.spritecollideany(line, enemies) or pygame.sprite.spritecollideany(line, platforms): # If the line intersects with an enemy or a platform, freeze it pygame.sprite.spritecollide(line, enemies, False, freeze) pygame.sprite.spritecollide(line, platforms, False, freeze) def freeze(sprite): # Change the sprite’s image to a frozen version sprite.image = pygame.image.load(sprite.name + ‘_frozen.png’) # Set the sprite’s frozen attribute to True sprite.frozen = True def tsunami_maker(): # Set a global variable to indicate that the player has used the tsunami maker global tsunami tsunami = True # Load the image for the wave wave = pygame.image.load(‘wave.png’) # Create a rect for the wave wave_rect = wave.get_rect() # Set the wave’s initial position at the left edge of the screen wave_rect.left = 0 # Set the wave’s speed wave_speed = 10 # Draw the wave on the screen screen.blit(wave, wave_rect) # Move the wave to the right wave_rect.x += wave_speed # Check if the wave collides with an enemy or a gap if pygame.sprite.spritecollideany(wave, enemies) or pygame.sprite.spritecollideany(wave, gaps): # If the wave collides with an enemy or a gap, wash it away pygame.sprite.spritecollide(wave, enemies, True) pygame.sprite.spritecollide(wave, gaps, True, fill) def fill(sprite): # Change the sprite’s image to a water version sprite.image = pygame.image.load(sprite.name + ‘_water.png’) # Set the sprite’s filled attribute to True sprite.filled = True def laser_beam(): # Get the mouse position and the player position mouse_x, mouse_y = pygame.mouse.get_pos() player_x, player_y = player_rect.center # Calculate the angle between the mouse and the player angle = math.atan2(mouse_y - player_y, mouse_x - player_x) # Draw a line from the player to the mouse pygame.draw.line(screen, YELLOW, (player_x, player_y), (mouse_x, mouse_y), 5) # Check if the line intersects with an enemy or a barrier if pygame.sprite.spritecollideany(line, enemies) or pygame.sprite.spritecollideany(line, barriers): # If the line intersects with an enemy or a barrier, destroy it pygame.sprite.spritecollide(line, enemies, True) pygame.sprite.spritecollide(line, barriers, True) def speed_pill(): # Set a global variable to indicate that the player has used the speed pill global speed speed = True # Set a timer to make the player normal again after 10 seconds pygame.time.set_timer(pygame.USEREVENT + 1, 10000) # Increase the player’s speed player_speed = 10 def revival_kit(): # Set a global variable to indicate that the player has a revival kit global revival revival = True # Check if the player’s health is zero if player_health == 0: # If the player’s health is zero, revive the player player_health = 100 # Set the revival variable to False revival = False def is_on_floor_or_stairs(player_rect): “”“ Check if the player is standing on a floor or stairs cell. Returns True if standing on floor or stairs, False otherwise. “”” cell_width = screen.get_width() // GRID_WIDTH cell_height = screen.get_height() // GRID_HEIGHT # Check if the player is on the initial floor rows if FLOOR_START_ROW <= player_rect.bottom // cell_height <= FLOOR_END_ROW: for x in range(player_rect.left // cell_width, (player_rect.right + cell_width - 1) // cell_width): if 0 <= x < GRID_WIDTH: return True return False def draw_doors(): # Define the door’s color DOOR_COLOR = (139, 69, 19) # Saddle brown color # Calculate the cell size based on the screen dimensions cell_width = screen.get_width() // GRID_WIDTH cell_height = screen.get_height() // GRID_HEIGHT # Draw door 1 door1_start_row = GRID_HEIGHT - 10 door1_end_row = GRID_HEIGHT - 13 door1_start_col = 10 door1_end_col = 11 for row in range(door1_start_row, door1_end_row - 1, -1): for col in range(door1_start_col, door1_end_col + 1): rect = pygame.Rect(col * cell_width, row * cell_height, cell_width, cell_height) pygame.draw.rect(screen, DOOR_COLOR, rect) # Draw door 2 door2_start_row = GRID_HEIGHT - 3 door2_end_row = GRID_HEIGHT - 4 door2_start_col = 16 door2_end_col = 17 for row in range(door2_start_row, door2_end_row - 1, -1): for col in range(door2_start_col, door2_end_col + 1): rect = pygame.Rect(col * cell_width, row * cell_height, cell_width, cell_height) pygame.draw.rect(screen, DOOR_COLOR, rect) def draw_floor(): # Define the floor’s color FLOOR_COLOR = (128, 64, 0) # Brown color STAIRS_COLOR = (128, 128, 128) # Gray color # Calculate the cell size based on the screen dimensions cell_width = screen.get_width() // GRID_WIDTH cell_height = screen.get_height() // GRID_HEIGHT # Draw the floor cells for col in range(GRID_WIDTH): for row in range(FLOOR_START_ROW, FLOOR_END_ROW + 1): rect = pygame.Rect(col * cell_width, row * cell_height, cell_width, cell_height) pygame.draw.rect(screen, FLOOR_COLOR, rect) enemies = pygame.sprite.Group() barriers = pygame.sprite.Group() platforms = pygame.sprite.Group() doors = pygame.sprite.Group() chests = pygame.sprite.Group() gaps = pygame.sprite.Group() tools = pygame.sprite.Group() # Create some sprites and groups for the player player_sprite = pygame.sprite.Sprite() player_sprite.image = player_image player_sprite.rect = player_sprite.image.get_rect() player_sprite.rect.center = (100, 300) # Create sprite groups enemies = pygame.sprite.Group() tools = pygame.sprite.Group() # Assuming tools are also Sprites # Gravity constant GRAVITY = 0.5 # Player properties player_x = 100 player_y = 300 player_speed = 5 player_jump_vel = 10 player_vert_vel = 0 # Initial vertical velocity player_health = 100 inventory = [] # Main game loop control running = True clock = pygame.time.Clock() show_intro() # Initialize player jumping state player_is_jumping = False while running: # 1. Handle events for event in pygame.event.get(): if event.type == pygame.QUIT: running = False elif event.type == pygame.KEYDOWN: if event.key == pygame.K_SPACE and not player_is_jumping: # Start jumping player_is_jumping = True player_vert_vel = -player_jump_vel # 2. Update game state keys = pygame.key.get_pressed() if keys[pygame.K_LEFT]: player_sprite.rect.x -= player_speed if keys[pygame.K_RIGHT]: player_sprite.rect.x += player_speed if keys[pygame.K_UP]: player_sprite.rect.y -= player_speed if keys[pygame.K_DOWN]: player_sprite.rect.y += player_speed # Update player’s vertical velocity and position if jumping if player_is_jumping: player_vert_vel += GRAVITY player_sprite.rect.y += player_vert_vel # Check if the player has landed on floor or stairs if is_on_floor_or_stairs(player_sprite.rect): player_is_jumping = False player_vert_vel = 0 else: # Apply gravity only if not on floor or stairs if not is_on_floor_or_stairs(player_sprite.rect): player_vert_vel += GRAVITY player_sprite.rect.y += player_vert_vel # Reset vertical velocity if on floor or stairs if is_on_floor_or_stairs(player_sprite.rect): player_vert_vel = 0 # Prevent the player from moving off screen player_sprite.rect.clamp_ip(screen.get_rect()) # 3. Draw everything screen.blit(background, (0, 0)) draw_floor() draw_doors() tools.draw(screen) enemies.draw(screen) screen.blit(player_sprite.image, player_sprite.rect) # Draw player # After drawing everything, update/flip the display pygame.display.flip() # 4. Cap the frame rate clock.tick(60) simplify and shorten code
a9441f1f911d857333b784729cfb4263
{ "intermediate": 0.43946021795272827, "beginner": 0.3746280372142792, "expert": 0.18591171503067017 }
44,396
how to call a function with some argument using html5.run() in lua script ? (defold)
cfe27ac72e9563410f3e56d29e9b8f59
{ "intermediate": 0.33194610476493835, "beginner": 0.5306065082550049, "expert": 0.13744740188121796 }
44,397
Hi
ff179e1cbe90ad6a566198ba0d070f44
{ "intermediate": 0.33010533452033997, "beginner": 0.26984941959381104, "expert": 0.400045245885849 }
44,398
아래의 코드에서 임지영이라는 이름이 들어간 링크를 눌리는 스크립트를 작성하고 싶습니다. <body marginwidth="0" marginheight="0"> <iframe id="player" src="/embed-w3ysp3dfawzf.html" frameborder="0" __idm_id__="81921"></iframe> <div class="fullscreen"></div> <span class="panel_toggle toggleable open"> <svg viewBox="0 0 24 24" style="height: 3rem;"> <path fill="currentColor" d="M5,13L9,17L7.6,18.42L1.18,12L7.6,5.58L9,7L5,11H21V13H5M21,6V8H11V6H21M21,16V18H11V16H21Z"></path> </svg> </span> <div class="panel toggleable open"> <span class="episode is-active" data-url="/embed-w3ysp3dfawzf.html"> 임지영 - 1 <span class="duration">00:00:31</span> </span> <span class="episode is-active" data-url="/embed-7ytja0ho0umo.html"> 임지영 - video 2019-11-30 23-31-42 <span class="duration">00:00:17</span> </span> <span class="episode is-active" data-url="/embed-vyuesibdo56f.html"> 임지영 - video 2019-11-30 23-31-53 <span class="duration">00:00:26</span> </span> <span class="episode is-active" data-url="/embed-gtx15gxlmva8.html"> 임지영 - video 2019-11-30 23-32-02 <span class="duration">00:00:27</span> </span> </div> <!-- Javascript --> <script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.4.1/jquery.min.js"></script> <script> /* global \$*/ var player = { pinged: false, init: function() { \$('.episode').click(function() { var \$this = \$(this); \$('.episode').removeClass('is-active'); \$this.addClass('is-active'); player.play(\$this.attr('data-url')); }); \$('.panel_toggle').click(function() { \$('.toggleable').toggleClass('open'); if(!player.pinged) { //\$.post('xxx'); player.pinged = true; } }); \$('.fullscreen').click(function() { var \$this = \$(this), f; if(\$this.hasClass('is-active')) { f = document.exitFullscreen || document.webkitExitFullscreen || document.mozCancelFullScreen || document.msExitFullscreen; f.call(document); } else { f = document.body.requestFullScreen || document.body.webkitRequestFullScreen || document.body.mozRequestFullScreen || document.body.msRequestFullscreen; f.call(document.body); } \$this.toggleClass('is-active'); }); }, play: function(url) { \$('#player').attr('src', url); } }; player.init(); </script> </body>
7bb394f757849bd09acff67d4b0f08cb
{ "intermediate": 0.2496069371700287, "beginner": 0.594478189945221, "expert": 0.15591490268707275 }
44,399
아래의 코드에서 임지영이라는 이름이 들어간 링크를 눌리는 스크립트를 작성하고 싶습니다. "\$"를 출력할 땐 앞에 "\"를 꼭 포함해서 출력해주세요. <body marginwidth="0" marginheight="0"> <iframe id="player" src="/embed-w3ysp3dfawzf.html" frameborder="0" __idm_id__="81921"></iframe> <div class="fullscreen"></div> <span class="panel_toggle toggleable open"> <svg viewBox="0 0 24 24" style="height: 3rem;"> <path fill="currentColor" d="M5,13L9,17L7.6,18.42L1.18,12L7.6,5.58L9,7L5,11H21V13H5M21,6V8H11V6H21M21,16V18H11V16H21Z"></path> </svg> </span> <div class="panel toggleable open"> <span class="episode is-active" data-url="/embed-w3ysp3dfawzf.html"> 임지영 - 1 <span class="duration">00:00:31</span> </span> <span class="episode is-active" data-url="/embed-7ytja0ho0umo.html"> 임지영 - video 2019-11-30 23-31-42 <span class="duration">00:00:17</span> </span> <span class="episode is-active" data-url="/embed-vyuesibdo56f.html"> 임지영 - video 2019-11-30 23-31-53 <span class="duration">00:00:26</span> </span> <span class="episode is-active" data-url="/embed-gtx15gxlmva8.html"> 임지영 - video 2019-11-30 23-32-02 <span class="duration">00:00:27</span> </span> </div> <!-- Javascript --> <script src="https://cdnjs.cloudflare.com/ajax/libs/jquery/3.4.1/jquery.min.js"></script> <script> /* global \$*/ var player = { pinged: false, init: function() { \$('.episode').click(function() { var \$this = \$(this); \$('.episode').removeClass('is-active'); \$this.addClass('is-active'); player.play(\$this.attr('data-url')); }); \$('.panel_toggle').click(function() { \$('.toggleable').toggleClass('open'); if(!player.pinged) { //\$.post('xxx'); player.pinged = true; } }); \$('.fullscreen').click(function() { var \$this = \$(this), f; if(\$this.hasClass('is-active')) { f = document.exitFullscreen || document.webkitExitFullscreen || document.mozCancelFullScreen || document.msExitFullscreen; f.call(document); } else { f = document.body.requestFullScreen || document.body.webkitRequestFullScreen || document.body.mozRequestFullScreen || document.body.msRequestFullscreen; f.call(document.body); } \$this.toggleClass('is-active'); }); }, play: function(url) { \$('#player').attr('src', url); } }; player.init(); </script> </body>
531b657d0f45f688c9b39688a94c4397
{ "intermediate": 0.2644110321998596, "beginner": 0.5481227040290833, "expert": 0.18746626377105713 }
44,400
import pygame import random import math # Initialize pygame and create a screen object pygame.init() screen = pygame.display.set_mode((1000, 800)) # Define colors BLACK = (0, 0, 0) RED = (255, 0, 0) # Define grid size GRID_WIDTH = 21 GRID_HEIGHT = 17 # Define initial floor position FLOOR_START_ROW = GRID_HEIGHT - 2 FLOOR_END_ROW = GRID_HEIGHT - 1 pygame.display.set_caption('100% no luck') # Load the images for the background, the player, and the boss # Ensure that these images are present in your project directory try: background = pygame.image.load('level_1_background.jpeg') player_image = pygame.image.load('player1_back.png') invisibility_cloak_image = pygame.image.load('invisibility_cloak.png') grappling_hook_image = pygame.image.load('grappling_hook.png') katana_image = pygame.image.load('katana.png') freezing_ray_image = pygame.image.load('freezing_ray.png') speed_pill_image = pygame.image.load('speed_pill.jpeg') bouncy_shoes_image = pygame.image.load('bouncy_shoes.png') key_image = pygame.image.load('key.png') tsunami_maker_image = pygame.image.load('tsunami_maker.png') laser_beam_image = pygame.image.load('laser_beam.png') go_kart_image = pygame.image.load('go_kart.jpeg') revival_kit_image = pygame.image.load('revival_kit.jpeg') except pygame.error as e: print("Cannot load images:", e) raise SystemExit # Define the colors for the text WHITE = (255, 255, 255) # Define the font for the text font = pygame.font.SysFont('Arial', 32) # Define the text for the intro and the tools intro_text = "Welcome to 100% no luck, a game where you have to use smart logic and some luck to beat the dungeon. You will spawn with 3 tools out of a possible 15 tools randomized. Each tool has a different effect and can help you or hinder you depending on the situation. You have to think carefully about how to use your tools and when to use them. The dungeon has many obstacles and enemies that you have to overcome. The goal is to reach the end of the dungeon and defeat the boss. Good luck!" tools_text = ["Invisibility cloak: Makes you invisible for 10 seconds. Useful for sneaking past enemies or traps.", "Grappling hook: Allows you to swing across gaps or pull objects towards you.", "Katana: A sharp sword that can cut through anything. Useful for fighting enemies or breaking barriers.", "Freeze ray: A device that can freeze anything in its path. Useful for stopping enemies or creating platforms.", "Bouncy shoes: Shoes that make you jump higher and farther. Useful for reaching high places or avoiding obstacles.", "Key: A key that can unlock any door or chest. Useful for accessing hidden areas or treasures.", "Go kart: A vehicle that can move fast and run over anything. Useful for escaping enemies or crossing large distances.", "Tsunami maker: A device that can create a huge wave of water. Useful for washing away enemies or filling gaps.", "Laser beam: A device that can shoot a powerful laser. Useful for destroying enemies or barriers.", "Speed pill: A pill that can make you move faster for 10 seconds. Useful for dodging enemies or traps.", "Revival kit: A kit that can revive you once if you die. Useful for surviving fatal situations."] # Assign buttons to the selected tools button_assignments = ['v', 'b', 'n'] def show_intro(): intro_text = "Welcome to 100% no luck, a game where you have to use smart logic and some luck to beat the dungeon. You will spawn with 3 tools out of a possible 15 tools randomized. Each tool has a different effect and can help you or hinder you depending on the situation. You have to think carefully about how to use your tools and when to use them. The dungeon has many obstacles and enemies that you have to overcome. The goal is to reach the end of the dungeon and defeat the boss. Good luck!" # Wrap the intro text intro_lines = [] max_width = 950 # Adjust as needed words = intro_text.split() current_line = words[0] for word in words[1:]: if font.size(current_line + ' ' + word)[0] < max_width: current_line += ' ' + word else: intro_lines.append(current_line) current_line = word intro_lines.append(current_line) current_line = 0 intro_complete = False start_time = pygame.time.get_ticks() while not intro_complete: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() screen.fill((0, 0, 0)) intro_surface = font.render(intro_lines[current_line], True, WHITE) intro_rect = intro_surface.get_rect(center=(screen.get_width() // 2, screen.get_height() // 2)) screen.blit(intro_surface, intro_rect) if pygame.time.get_ticks() - start_time > 2980: current_line += 1 start_time = pygame.time.get_ticks() if current_line == len(intro_lines): intro_complete = True pygame.display.flip() pygame.time.Clock().tick(60) screen.fill((0, 0, 0)) pygame.display.flip() tools_title_surface = font.render("Selected Tools:", True, WHITE) tools_title_rect = tools_title_surface.get_rect(center=(screen.get_width() // 2, 100)) screen.blit(tools_title_surface, tools_title_rect) pygame.display.flip() pygame.time.delay(1000) selected_tools = random.sample(tools_text, 3) # Assign buttons to the selected tools button_assignments = ['v', 'b', 'n'] # Wrap the tool descriptions and display them with their assigned buttons wrapped_tools = [] for i, tool_desc in enumerate(selected_tools): tool_lines = [] current_line = f"{button_assignments[i]}: {tool_desc.split()[0]}" for word in tool_desc.split()[1:]: if font.size(current_line + ' ' + word)[0] < max_width: current_line += ' ' + word else: tool_lines.append(current_line) current_line = word tool_lines.append(current_line) wrapped_tools.append(tool_lines) selected_tools_surface = [font.render(line, True, WHITE) for tool_lines in wrapped_tools for line in tool_lines] for i, tool_surface in enumerate(selected_tools_surface): tool_rect = tool_surface.get_rect(center=(screen.get_width() // 2, 200 + i * 50)) screen.blit(tool_surface, tool_rect) pygame.display.flip() start_time = pygame.time.get_ticks() while pygame.time.get_ticks() - start_time < 2000: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() screen.fill((0, 0, 0)) pygame.display.flip() # Define the logic for each tool as a function def invisibility_cloak(player_rect): # Set a global variable to indicate that the player is invisible global invisible invisible = True # Set a timer to make the player visible again after 10 seconds pygame.time.set_timer(pygame.USEREVENT, 10000) def grappling_hook(player_rect): # Get the mouse position and the player position mouse_x, mouse_y = pygame.mouse.get_pos() player_x, player_y = player_rect.center # Calculate the distance and the angle between the mouse and the player distance = ((mouse_x - player_x) ** 2 + (mouse_y - player_y) ** 2) ** 0.5 angle = math.atan2(mouse_y - player_y, mouse_x - player_x) # Draw a line from the player to the mouse pygame.draw.line(screen, BLACK, (player_x, player_y), (mouse_x, mouse_y), 5) # Check if the mouse is over a gap or an object if mouse_x > 600 and mouse_x < 700 and mouse_y > 300 and mouse_y < 400: # If the mouse is over a gap, move the player towards the mouse player_rect.centerx += math.cos(angle) * 10 player_rect.centery += math.sin(angle) * 10 elif mouse_x > 700 and mouse_x < 800 and mouse_y > 200 and mouse_y < 300: # If the mouse is over an object, move the object towards the player object_rect.centerx -= math.cos(angle) * 10 object_rect.centery -= math.sin(angle) * 10 def katana(player_rect): # Get the mouse position and the player position mouse_x, mouse_y = pygame.mouse.get_pos() player_x, player_y = player_rect.center # Calculate the angle between the mouse and the player angle = math.atan2(mouse_y - player_y, mouse_x - player_x) # Create a line surface or rect from the player to the mouse line_length = math.hypot(mouse_x - player_x, mouse_y - player_y) line = pygame.Surface((line_length, 5), pygame.SRCALPHA) line.fill(RED) line_rect = line.get_rect() line_rect.center = player_rect.center line_rect = line_rect.rotate(math.degrees(angle)) # Check if the line intersects with an enemy or a barrier if pygame.sprite.spritecollideany(line_rect, enemies) or pygame.sprite.spritecollideany(line_rect, barriers): # If the line intersects with an enemy or a barrier, destroy it pygame.sprite.spritecollide(line_rect, enemies, True) pygame.sprite.spritecollide(line_rect, barriers, True) # Draw the line on the screen screen.blit(line, line_rect) def bouncy_shoes(player_rect): # Set a global variable to indicate that the player has bouncy shoes global bouncy bouncy = True # Increase the player's jump velocity player_jump_vel = 20 def key(player_rect): # Get the mouse position and the player position mouse_x, mouse_y = pygame.mouse.get_pos() player_x, player_y = player_rect.center # Calculate the distance between the mouse and the player distance = ((mouse_x - player_x) ** 2 + (mouse_y - player_y) ** 2) ** 0.5 # Check if the mouse is over a door or a chest if pygame.sprite.spritecollideany(mouse, doors) or pygame.sprite.spritecollideany(mouse, chests): # If the mouse is over a door or a chest, unlock it and open it pygame.sprite.spritecollide(mouse, doors, True) pygame.sprite.spritecollide(mouse, chests, True) # If the chest contains a tool, add it to the player's inventory if chest.tool: inventory.append(chest.tool) def go_kart(player_rect): # Set a global variable to indicate that the player is in a go kart global go_kart go_kart = True # Increase the player's speed and size player_speed = 15 player_rect.inflate_ip(50, 50) # Load the image for the go kart go_kart = pygame.image.load('go_kart.png') # Draw the go kart over the player screen.blit(go_kart, player_rect) # Check if the player collides with an enemy or a barrier if pygame.sprite.spritecollideany(player, enemies) or pygame.sprite.spritecollideany(player, barriers): # If the player collides with an enemy or a barrier, run over it and destroy it pygame.sprite.spritecollide(player, enemies, True) pygame.sprite.spritecollide(player, barriers, True) def freeze_ray(player_rect): # Get the mouse position and the player position mouse_x, mouse_y = pygame.mouse.get_pos() player_x, player_y = player_rect.center # Calculate the angle between the mouse and the player angle = math.atan2(mouse_y - player_y, mouse_x - player_x) # Draw a line from the player to the mouse pygame.draw.line(screen, BLUE, (player_x, player_y), (mouse_x, mouse_y), 5) # Check if the line intersects with an enemy or a platform if pygame.sprite.spritecollideany(line, enemies) or pygame.sprite.spritecollideany(line, platforms): # If the line intersects with an enemy or a platform, freeze it pygame.sprite.spritecollide(line, enemies, False, freeze) pygame.sprite.spritecollide(line, platforms, False, freeze) def freeze(sprite): # Change the sprite's image to a frozen version sprite.image = pygame.image.load(sprite.name + '_frozen.png') # Set the sprite's frozen attribute to True sprite.frozen = True def tsunami_maker(player_rect): # Set a global variable to indicate that the player has used the tsunami maker global tsunami tsunami = True # Load the image for the wave wave = pygame.image.load('wave.png') # Create a rect for the wave wave_rect = wave.get_rect() # Set the wave's initial position at the left edge of the screen wave_rect.left = 0 # Set the wave's speed wave_speed = 10 # Draw the wave on the screen screen.blit(wave, wave_rect) # Move the wave to the right wave_rect.x += wave_speed # Check if the wave collides with an enemy or a gap if pygame.sprite.spritecollideany(wave, enemies) or pygame.sprite.spritecollideany(wave, gaps): # If the wave collides with an enemy or a gap, wash it away pygame.sprite.spritecollide(wave, enemies, True) pygame.sprite.spritecollide(wave, gaps, True, fill) def fill(sprite): # Change the sprite's image to a water version sprite.image = pygame.image.load(sprite.name + '_water.png') # Set the sprite's filled attribute to True sprite.filled = True def laser_beam(player_rect): # Get the mouse position and the player position mouse_x, mouse_y = pygame.mouse.get_pos() player_x, player_y = player_rect.center # Calculate the angle between the mouse and the player angle = math.atan2(mouse_y - player_y, mouse_x - player_x) # Draw a line from the player to the mouse pygame.draw.line(screen, YELLOW, (player_x, player_y), (mouse_x, mouse_y), 5) # Check if the line intersects with an enemy or a barrier if pygame.sprite.spritecollideany(line, enemies) or pygame.sprite.spritecollideany(line, barriers): # If the line intersects with an enemy or a barrier, destroy it pygame.sprite.spritecollide(line, enemies, True) pygame.sprite.spritecollide(line, barriers, True) def speed_pill(player_rect): # Set a global variable to indicate that the player has used the speed pill global speed speed = True # Set a timer to make the player normal again after 10 seconds pygame.time.set_timer(pygame.USEREVENT + 1, 10000) # Increase the player's speed player_speed = 10 def revival_kit(player_rect): # Set a global variable to indicate that the player has a revival kit global revival revival = True # Check if the player's health is zero if player_health == 0: # If the player's health is zero, revive the player player_health = 100 # Set the revival variable to False revival = False tool_functions = [invisibility_cloak, grappling_hook, katana, freeze_ray, bouncy_shoes, key, go_kart, tsunami_maker, laser_beam, speed_pill, revival_kit] def is_on_floor_or_stairs(player_rect): """ Check if the player is standing on a floor or stairs cell. Returns True if standing on floor or stairs, False otherwise. """ cell_width = screen.get_width() // GRID_WIDTH cell_height = screen.get_height() // GRID_HEIGHT # Check if the player is on the initial floor rows if FLOOR_START_ROW <= player_rect.bottom // cell_height <= FLOOR_END_ROW: for x in range(player_rect.left // cell_width, (player_rect.right + cell_width - 1) // cell_width): if 0 <= x < GRID_WIDTH: return True return False def draw_doors(): # Define the door's color DOOR_COLOR = (139, 69, 19) # Saddle brown color # Calculate the cell size based on the screen dimensions cell_width = screen.get_width() // GRID_WIDTH cell_height = screen.get_height() // GRID_HEIGHT # Draw door 1 door1_start_row = GRID_HEIGHT - 10 door1_end_row = GRID_HEIGHT - 13 door1_start_col = 10 door1_end_col = 11 for row in range(door1_start_row, door1_end_row - 1, -1): for col in range(door1_start_col, door1_end_col + 1): rect = pygame.Rect(col * cell_width, row * cell_height, cell_width, cell_height) pygame.draw.rect(screen, DOOR_COLOR, rect) # Draw door 2 door2_start_row = GRID_HEIGHT - 3 door2_end_row = GRID_HEIGHT - 4 door2_start_col = 16 door2_end_col = 17 for row in range(door2_start_row, door2_end_row - 1, -1): for col in range(door2_start_col, door2_end_col + 1): rect = pygame.Rect(col * cell_width, row * cell_height, cell_width, cell_height) pygame.draw.rect(screen, DOOR_COLOR, rect) def draw_floor(): # Define the floor's color FLOOR_COLOR = (128, 64, 0) # Brown color STAIRS_COLOR = (128, 128, 128) # Gray color # Calculate the cell size based on the screen dimensions cell_width = screen.get_width() // GRID_WIDTH cell_height = screen.get_height() // GRID_HEIGHT # Draw the floor cells for col in range(GRID_WIDTH): for row in range(FLOOR_START_ROW, FLOOR_END_ROW + 1): rect = pygame.Rect(col * cell_width, row * cell_height, cell_width, cell_height) pygame.draw.rect(screen, FLOOR_COLOR, rect) enemies = pygame.sprite.Group() barriers = pygame.sprite.Group() platforms = pygame.sprite.Group() doors = pygame.sprite.Group() chests = pygame.sprite.Group() gaps = pygame.sprite.Group() tools = pygame.sprite.Group() # Create some sprites and groups for the player player_sprite = pygame.sprite.Sprite() player_sprite.image = player_image player_sprite.rect = player_sprite.image.get_rect() player_sprite.rect.center = (100, 300) # Create sprite groups enemies = pygame.sprite.Group() tools = pygame.sprite.Group() # Assuming tools are also Sprites # Gravity constant GRAVITY = 0.5 # Player properties player_x = 100 player_y = 300 player_speed = 5 player_jump_vel = 10 player_vert_vel = 0 # Initial vertical velocity player_health = 100 inventory = [] # Main game loop control running = True clock = pygame.time.Clock() show_intro() # Initialize player jumping state player_is_jumping = False # In the main game loop while running: # 1. Handle events for event in pygame.event.get(): if event.type == pygame.QUIT: running = False elif event.type == pygame.KEYDOWN: if event.key == pygame.K_SPACE and not player_is_jumping: # Start jumping player_is_jumping = True player_vert_vel = -player_jump_vel elif event.key == pygame.K_v: # Use the first selected tool try: tool_functions[button_assignments.index('v')](player_sprite.rect) # Pass player_sprite.rect except Exception as e: print(f"Error calling tool function: {e}") elif event.key == pygame.K_b: # Use the second selected tool try: tool_functions[button_assignments.index('b')](player_sprite.rect) # Pass player_sprite.rect except Exception as e: print(f"Error calling tool function: {e}") elif event.key == pygame.K_n: # Use the third selected tool try: tool_functions[button_assignments.index('n')](player_sprite.rect) # Pass player_sprite.rect except Exception as e: print(f"Error calling tool function: {e}") # 2. Update game state keys = pygame.key.get_pressed() if keys[pygame.K_LEFT]: player_sprite.rect.x -= player_speed if keys[pygame.K_RIGHT]: player_sprite.rect.x += player_speed if keys[pygame.K_UP]: player_sprite.rect.y -= player_speed if keys[pygame.K_DOWN]: player_sprite.rect.y += player_speed # Update player's vertical velocity and position if jumping if player_is_jumping: player_vert_vel += GRAVITY player_sprite.rect.y += player_vert_vel # Check if the player has landed on floor or stairs if is_on_floor_or_stairs(player_sprite.rect): player_is_jumping = False player_vert_vel = 0 else: # Apply gravity only if not on floor or stairs if not is_on_floor_or_stairs(player_sprite.rect): player_vert_vel += GRAVITY player_sprite.rect.y += player_vert_vel # Reset vertical velocity if on floor or stairs if is_on_floor_or_stairs(player_sprite.rect): player_vert_vel = 0 # Prevent the player from moving off screen player_sprite.rect.clamp_ip(screen.get_rect()) # 3. Draw everything screen.blit(background, (0, 0)) draw_floor() draw_doors() tools.draw(screen) enemies.draw(screen) screen.blit(player_sprite.image, player_sprite.rect) # Draw player # After drawing everything, update/flip the display pygame.display.flip() # 4. Cap the frame rate clock.tick(60) if __name__ == "__main__": main() v, b, n not doing anything ingame
a47e7124b02e44ca41ea94cda51f74b7
{ "intermediate": 0.26791539788246155, "beginner": 0.3290341794490814, "expert": 0.40305033326148987 }
44,401
CREATE: Create a custom screen saver by using the try exept code ive shown,below toolkit and setting x and y-speeds! Useful Links: Example #1 Be sure to read the technical requirements in the comments! Saving and Submitting: Run your code often to save it, and Submit to turn in and share your work! try: x = 5 / 0 except: print("Cannot divide by 0")
3a5cd14242fffb4c84344fbf681e5e7d
{ "intermediate": 0.36289501190185547, "beginner": 0.3617324233055115, "expert": 0.27537259459495544 }
44,402
in the following the canvas does not appear when i click on the button: import tkinter as tk from tkinter import font class TextField(tk.Text): def init(self, *args, **kwargs): super().init(*args, **kwargs) self.font = font.Font(size=24) self.config(font=self.font) self.bind("", self.on_resize) def on_resize(self, event): # Calculate the new font size based on the window size new_size = -max(1, int(self.w / self.font.measure(" "))) self.font.config(size=new_size) self.config(font=self.font) class CanvasField(tk.Canvas): def init(self, *args, **kwargs): super().init(*args, **kwargs) class Application(tk.Tk): def init(self): super().init() self.title("Text Field / Canvas") self.text_field = TextField(self) self.canvas_field = CanvasField(self) self.text_field.pack(side="top", fill="both", expand=True) self.canvas_field.pack(side="top", fill="both", expand=True) self.text_field.pack_forget() self.canvas_field.pack(side="top", fill="both", expand=True) self.text_button = tk.Button(self, text="Text Field", command=self.switch_to_text) self.canvas_button = tk.Button(self, text="Canvas", command=self.switch_to_canvas) self.text_button.pack(side="bottom", fill="x") self.canvas_button.pack(side="bottom", fill="x") def switch_to_text(self): self.text_field.pack(side="top", fill="both", expand=True) self.canvas_field.pack_forget() self.text_button.config(state="disabled") self.canvas_button.config(state="normal") def switch_to_canvas(self): self.text_field.pack_forget() self.canvas_field.pack(side="top", fill="both", expand=True) self.text_button.config(state="normal") self.canvas_button.config(state="disabled") if name == "main": app = Application() app.mainloop()
7f0aea25cea12724d0d9db0b5b2ab20a
{ "intermediate": 0.3792969584465027, "beginner": 0.28278931975364685, "expert": 0.33791372179985046 }
44,403
axum cors middleware max permissive
6bed33502cbdea19f156f27ada0ceae7
{ "intermediate": 0.4735821783542633, "beginner": 0.23037032783031464, "expert": 0.29604750871658325 }
44,404
what does this mean?: ""You can obtain PowerInfer GGUF weights at *.powerinfer.gguf ""
1de353e6f12dfab3e50effee62547d0c
{ "intermediate": 0.30848896503448486, "beginner": 0.21339865028858185, "expert": 0.4781123101711273 }
44,405
write a c++ variadic template function MyFunc() that can be called as MyFunc({1, "string"}, {2, std::vector<int>()}, ...) with arbitrary number of pairs {int, Type1}, {int, Type2} etc. The function should output the integer. If second element of the pair is std::string, it should also be sent to output.
900399749eea28251f4ad55afb39c755
{ "intermediate": 0.31957635283470154, "beginner": 0.5109508633613586, "expert": 0.16947287321090698 }
44,406
In servicenow, i have a 3 choice field named as "State" with choices 'In Use' and 'In Stock', "Declaration State" with choices 'Initiated' and 'Declare', "Declare" with choices 'Select' and 'Yes'. my requirement is when a user select In use then decalaration state should be initiated and declare should be select. and if user select in stock then decalaration state should be None and declare should be None and Vice versa if the user select change the state from in use to in stock then decalaration state should be initiated and declare should be select and if user changes the state from in usIn servicenow, i have a 3 choice field named as “State” with choices ‘In Use’ and ‘In Stock’, “Declaration State” with choices ‘Initiated’ and ‘Declare’, “Declare” with choices ‘Select’ and ‘Yes’. my requirement is when a user select In use then decalaration state should be initiated and declare should be select. and if user select in stock then decalaration state should be None and declare should be None and Vice versa if the user select change the state from in stock to in use then decalaration state should be initiated and declare should be select and if user changes the state from in use to in stock then decalaration state should be None and declare should be None. But after saving the form user will able to change the declare choice as yes then it will work, user manually allow to change the values of declaration state and declare, untill state value not changes. Need business rule for this requirement
3f19e85f547fb7ff950474c3254e31ed
{ "intermediate": 0.3079555332660675, "beginner": 0.37019699811935425, "expert": 0.32184749841690063 }
44,407
I am having two seperate codes, main code 'RL_GNN_CktEnv.py' and sub code 'NetToGraph.py' where in 'NetToGraph.py', i made a code for performing the function 'node_features, node_features_tensor, edge_features, edge_embeddings, adjacency_matrix, adjacency_matrix_tensor, degree_matrix = netlist_to_graph(netlist_content, parameter). the main code is designed for the circuit environment for the reinforcement learning based GNN implementation, i need you to include the function 'netlist_to_graph' which is executing in the sub code 'NetToGraph.py' and executed by the main code 'RL_GNN_CktEnv.py'. I need you to include the function 'netlist_to_graph' appropriately with in the main code, where results 'node_features_tensor, edge_embeddings, adjacency_matrix' from the function are going as input to the RL GNN model. RL_GNN_CktEnv.py(main code): import numpy as np import torch import torch.nn as nn import torch.optim as optim import torch.distributions from torch.utils.data import TensorDataset, DataLoader from Simulator_Env import CircuitSimulator class CircuitEnvironment: def __init__(self, server_address, username, password, bounds_low, bounds_high, target_metrics): self.server_address = server_address self.username = username self.password = password self.bounds_low = bounds_low self.bounds_high = bounds_high self.target_metrics = target_metrics self.previous_transistor_regions = None self.simulator = None def connect_to_simulator(self): self.simulator = CircuitSimulator(self.server_address, self.username, self.password) self.simulator.connect() def disconnect_from_simulator(self): if self.simulator: self.simulator.close() self.simulator = None def normalize_parameters(self, parameters): return normalized_parameters def encode_regions(self, transistor_regions): return encoded_regions def encode_saturation_condition(self, saturation_condition): # Encode saturation condition as binary indicator def normalize_performance_metrics(self, performance_metrics): return normalized_metrics def reset(self): # Initialize parameters within bounds initial_parameters = np.random.uniform(self.bounds_low, self.bounds_high) # Run simulation with initial parameters return state, performance_metrics def step(self, raw_actions, previous_metrics): return state, reward, done, previous_metrics def is_performance_metrics_in_target(self, metrics): return np.all(metrics >= self.PERFORMANCE_METRICS_TARGET_LOW) and np.all(metrics <= self.PERFORMANCE_METRICS_TARGET_HIGH) def calculate_reward(self, c_metrics, p_metrics, transistor_regions, previous_transistor_regions): return reward def check_done(self, performance_metrics, encoded_saturation_condition): # Check if all performance metrics are within target range and saturation condition is met
0a4c811b1686de47ebb129b1434c7e80
{ "intermediate": 0.3104831576347351, "beginner": 0.4249038100242615, "expert": 0.2646130323410034 }
44,408
import pygame import random import math # Initialize pygame and create a screen object pygame.init() screen = pygame.display.set_mode((1000, 800)) # Define colors BLACK = (0, 0, 0) RED = (255, 0, 0) # Define grid size GRID_WIDTH = 21 GRID_HEIGHT = 17 # Define initial floor position FLOOR_START_ROW = GRID_HEIGHT - 2 FLOOR_END_ROW = GRID_HEIGHT - 1 pygame.display.set_caption('100% no luck') # Load the images for the background, the player, and the boss # Ensure that these images are present in your project directory try: background = pygame.image.load('level_1_background.jpeg') player_image = pygame.image.load('player1_back.png') invisibility_cloak_image = pygame.image.load('invisibility_cloak.png') grappling_hook_image = pygame.image.load('grappling_hook.png') katana_image = pygame.image.load('katana.png') freezing_ray_image = pygame.image.load('freezing_ray.png') speed_pill_image = pygame.image.load('speed_pill.jpeg') bouncy_shoes_image = pygame.image.load('bouncy_shoes.png') key_image = pygame.image.load('key.png') tsunami_maker_image = pygame.image.load('tsunami_maker.png') laser_beam_image = pygame.image.load('laser_beam.png') go_kart_image = pygame.image.load('go_kart.jpeg') revival_kit_image = pygame.image.load('revival_kit.jpeg') except pygame.error as e: print("Cannot load images:", e) raise SystemExit # Define the colors for the text WHITE = (255, 255, 255) # Define the font for the text font = pygame.font.SysFont('Arial', 32) # Define the text for the intro and the tools intro_text = "Welcome to 100% no luck, a game where you have to use smart logic and some luck to beat the dungeon. You will spawn with 3 tools out of a possible 15 tools randomized. Each tool has a different effect and can help you or hinder you depending on the situation. You have to think carefully about how to use your tools and when to use them. The dungeon has many obstacles and enemies that you have to overcome. The goal is to reach the end of the dungeon and defeat the boss. Good luck!" tools_text = ["Invisibility cloak: Makes you invisible for 10 seconds. Useful for sneaking past enemies or traps.", "Grappling hook: Allows you to swing across gaps or pull objects towards you.", "Katana: A sharp sword that can cut through anything. Useful for fighting enemies or breaking barriers.", "Freeze ray: A device that can freeze anything in its path. Useful for stopping enemies or creating platforms.", "Bouncy shoes: Shoes that make you jump higher and farther. Useful for reaching high places or avoiding obstacles.", "Key: A key that can unlock any door or chest. Useful for accessing hidden areas or treasures.", "Go kart: A vehicle that can move fast and run over anything. Useful for escaping enemies or crossing large distances.", "Tsunami maker: A device that can create a huge wave of water. Useful for washing away enemies or filling gaps.", "Laser beam: A device that can shoot a powerful laser. Useful for destroying enemies or barriers.", "Speed pill: A pill that can make you move faster for 10 seconds. Useful for dodging enemies or traps.", "Revival kit: A kit that can revive you once if you die. Useful for surviving fatal situations."] # Assign buttons to the selected tools button_assignments = ['v', 'b', 'n'] def show_intro(): intro_text = "Welcome to 100% no luck, a game where you have to use smart logic and some luck to beat the dungeon. You will spawn with 3 tools out of a possible 15 tools randomized. Each tool has a different effect and can help you or hinder you depending on the situation. You have to think carefully about how to use your tools and when to use them. The dungeon has many obstacles and enemies that you have to overcome. The goal is to reach the end of the dungeon and defeat the boss. Good luck!" # Wrap the intro text intro_lines = [] max_width = 950 # Adjust as needed words = intro_text.split() current_line = words[0] for word in words[1:]: if font.size(current_line + ' ' + word)[0] < max_width: current_line += ' ' + word else: intro_lines.append(current_line) current_line = word intro_lines.append(current_line) current_line = 0 intro_complete = False start_time = pygame.time.get_ticks() while not intro_complete: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() screen.fill((0, 0, 0)) intro_surface = font.render(intro_lines[current_line], True, WHITE) intro_rect = intro_surface.get_rect(center=(screen.get_width() // 2, screen.get_height() // 2)) screen.blit(intro_surface, intro_rect) if pygame.time.get_ticks() - start_time > 2980: current_line += 1 start_time = pygame.time.get_ticks() if current_line == len(intro_lines): intro_complete = True pygame.display.flip() pygame.time.Clock().tick(60) screen.fill((0, 0, 0)) pygame.display.flip() tools_title_surface = font.render("Selected Tools:", True, WHITE) tools_title_rect = tools_title_surface.get_rect(center=(screen.get_width() // 2, 100)) screen.blit(tools_title_surface, tools_title_rect) pygame.display.flip() pygame.time.delay(1000) selected_tools = random.sample(tools_text, 3) # Assign buttons to the selected tools button_assignments = ['v', 'b', 'n'] button_assigned_functions = [tool_functions[tools_text.index(tool)] for tool in selected_tools] # Wrap the tool descriptions and display them with their assigned buttons wrapped_tools = [] for i, tool_desc in enumerate(selected_tools): tool_lines = [] current_line = f"{button_assignments[i]}: {tool_desc.split()[0]}" for word in tool_desc.split()[1:]: if font.size(current_line + ' ' + word)[0] < max_width: current_line += ' ' + word else: tool_lines.append(current_line) current_line = word tool_lines.append(current_line) wrapped_tools.append(tool_lines) selected_tools_surface = [font.render(line, True, WHITE) for tool_lines in wrapped_tools for line in tool_lines] for i, tool_surface in enumerate(selected_tools_surface): tool_rect = tool_surface.get_rect(center=(screen.get_width() // 2, 200 + i * 50)) screen.blit(tool_surface, tool_rect) pygame.display.flip() start_time = pygame.time.get_ticks() while pygame.time.get_ticks() - start_time < 2000: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() screen.fill((0, 0, 0)) pygame.display.flip() return button_assigned_functions # Define the logic for each tool as a function def invisibility_cloak(player_rect): # Set a global variable to indicate that the player is invisible global invisible invisible = True # Set a timer to make the player visible again after 10 seconds pygame.time.set_timer(pygame.USEREVENT, 10000) def grappling_hook(player_rect): # Get the mouse position and the player position mouse_x, mouse_y = pygame.mouse.get_pos() player_x, player_y = player_rect.center # Calculate the distance and the angle between the mouse and the player distance = ((mouse_x - player_x) ** 2 + (mouse_y - player_y) ** 2) ** 0.5 angle = math.atan2(mouse_y - player_y, mouse_x - player_x) # Draw a line from the player to the mouse pygame.draw.line(screen, BLACK, (player_x, player_y), (mouse_x, mouse_y), 5) # Check if the mouse is over a gap or an object if mouse_x > 600 and mouse_x < 700 and mouse_y > 300 and mouse_y < 400: # If the mouse is over a gap, move the player towards the mouse player_rect.centerx += math.cos(angle) * 10 player_rect.centery += math.sin(angle) * 10 elif mouse_x > 700 and mouse_x < 800 and mouse_y > 200 and mouse_y < 300: # If the mouse is over an object, move the object towards the player object_rect.centerx -= math.cos(angle) * 10 object_rect.centery -= math.sin(angle) * 10 def katana(player_rect): # Get the mouse position and the player position mouse_x, mouse_y = pygame.mouse.get_pos() player_x, player_y = player_rect.center # Calculate the angle between the mouse and the player angle = math.atan2(mouse_y - player_y, mouse_x - player_x) # Create a line surface or rect from the player to the mouse line_length = math.hypot(mouse_x - player_x, mouse_y - player_y) line_surf = pygame.Surface((line_length, 5), pygame.SRCALPHA) line_surf.fill(RED) line_rect = line_surf.get_rect() line_rect.center = player_rect.center # Rotate the line surface rotated_line_surf = pygame.transform.rotate(line_surf, math.degrees(angle)) # Create a sprite for the rotated line line_sprite = pygame.sprite.Sprite() line_sprite.image = rotated_line_surf line_sprite.rect = rotated_line_surf.get_rect(center=line_rect.center) # Check if the line intersects with an enemy or a barrier collided_enemies = pygame.sprite.spritecollide(line_sprite, enemies, True) collided_barriers = pygame.sprite.spritecollide(line_sprite, barriers, True) # Draw the rotated line on the screen screen.blit(rotated_line_surf, line_sprite.rect) def bouncy_shoes(player_rect): # Set a global variable to indicate that the player has bouncy shoes global bouncy bouncy = True # Increase the player's jump velocity player_jump_vel = 20 def key(player_rect): # Get the mouse position and the player position mouse_x, mouse_y = pygame.mouse.get_pos() player_x, player_y = player_rect.center # Calculate the distance between the mouse and the player distance = ((mouse_x - player_x) ** 2 + (mouse_y - player_y) ** 2) ** 0.5 # Check if the mouse is over a door or a chest if pygame.sprite.spritecollideany(mouse, doors) or pygame.sprite.spritecollideany(mouse, chests): # If the mouse is over a door or a chest, unlock it and open it pygame.sprite.spritecollide(mouse, doors, True) pygame.sprite.spritecollide(mouse, chests, True) # If the chest contains a tool, add it to the player's inventory if chest.tool: inventory.append(chest.tool) def go_kart(player_rect): # Set a global variable to indicate that the player is in a go kart global go_kart go_kart = True # Increase the player's speed and size player_speed = 15 player_rect.inflate_ip(50, 50) # Load the image for the go kart go_kart = pygame.image.load('go_kart.png') # Draw the go kart over the player screen.blit(go_kart, player_rect) # Check if the player collides with an enemy or a barrier if pygame.sprite.spritecollideany(player, enemies) or pygame.sprite.spritecollideany(player, barriers): # If the player collides with an enemy or a barrier, run over it and destroy it pygame.sprite.spritecollide(player, enemies, True) pygame.sprite.spritecollide(player, barriers, True) def freeze_ray(player_rect): # Get the mouse position and the player position mouse_x, mouse_y = pygame.mouse.get_pos() player_x, player_y = player_rect.center # Calculate the angle between the mouse and the player angle = math.atan2(mouse_y - player_y, mouse_x - player_x) # Draw a line from the player to the mouse pygame.draw.line(screen, BLUE, (player_x, player_y), (mouse_x, mouse_y), 5) # Check if the line intersects with an enemy or a platform if pygame.sprite.spritecollideany(line, enemies) or pygame.sprite.spritecollideany(line, platforms): # If the line intersects with an enemy or a platform, freeze it pygame.sprite.spritecollide(line, enemies, False, freeze) pygame.sprite.spritecollide(line, platforms, False, freeze) def freeze(sprite): # Change the sprite's image to a frozen version sprite.image = pygame.image.load(sprite.name + '_frozen.png') # Set the sprite's frozen attribute to True sprite.frozen = True def tsunami_maker(player_rect): # Set a global variable to indicate that the player has used the tsunami maker global tsunami tsunami = True # Load the image for the wave wave = pygame.image.load('wave.png') # Create a rect for the wave wave_rect = wave.get_rect() # Set the wave's initial position at the left edge of the screen wave_rect.left = 0 # Set the wave's speed wave_speed = 10 # Draw the wave on the screen screen.blit(wave, wave_rect) # Move the wave to the right wave_rect.x += wave_speed # Check if the wave collides with an enemy or a gap if pygame.sprite.spritecollideany(wave, enemies) or pygame.sprite.spritecollideany(wave, gaps): # If the wave collides with an enemy or a gap, wash it away pygame.sprite.spritecollide(wave, enemies, True) pygame.sprite.spritecollide(wave, gaps, True, fill) def fill(sprite): # Change the sprite's image to a water version sprite.image = pygame.image.load(sprite.name + '_water.png') # Set the sprite's filled attribute to True sprite.filled = True def laser_beam(player_rect): # Get the mouse position and the player position mouse_x, mouse_y = pygame.mouse.get_pos() player_x, player_y = player_rect.center # Calculate the angle between the mouse and the player angle = math.atan2(mouse_y - player_y, mouse_x - player_x) # Draw a line from the player to the mouse pygame.draw.line(screen, YELLOW, (player_x, player_y), (mouse_x, mouse_y), 5) # Check if the line intersects with an enemy or a barrier if pygame.sprite.spritecollideany(line, enemies) or pygame.sprite.spritecollideany(line, barriers): # If the line intersects with an enemy or a barrier, destroy it pygame.sprite.spritecollide(line, enemies, True) pygame.sprite.spritecollide(line, barriers, True) def speed_pill(player_rect): # Set a global variable to indicate that the player has used the speed pill global speed speed = True # Set a timer to make the player normal again after 10 seconds pygame.time.set_timer(pygame.USEREVENT + 1, 10000) # Increase the player's speed player_speed = 10 def revival_kit(player_rect): # Set a global variable to indicate that the player has a revival kit global revival revival = True # Check if the player's health is zero if player_health == 0: # If the player's health is zero, revive the player player_health = 100 # Set the revival variable to False revival = False tool_functions = [invisibility_cloak, grappling_hook, katana, freeze_ray, bouncy_shoes, key, go_kart, tsunami_maker, laser_beam, speed_pill, revival_kit] def is_on_floor_or_stairs(player_rect): """ Check if the player is standing on a floor or stairs cell. Returns True if standing on floor or stairs, False otherwise. """ cell_width = screen.get_width() // GRID_WIDTH cell_height = screen.get_height() // GRID_HEIGHT # Check if the player is on the initial floor rows if FLOOR_START_ROW <= player_rect.bottom // cell_height <= FLOOR_END_ROW: for x in range(player_rect.left // cell_width, (player_rect.right + cell_width - 1) // cell_width): if 0 <= x < GRID_WIDTH: return True return False def draw_doors(): # Define the door's color DOOR_COLOR = (139, 69, 19) # Saddle brown color # Calculate the cell size based on the screen dimensions cell_width = screen.get_width() // GRID_WIDTH cell_height = screen.get_height() // GRID_HEIGHT # Draw door 1 door1_start_row = GRID_HEIGHT - 10 door1_end_row = GRID_HEIGHT - 13 door1_start_col = 10 door1_end_col = 11 for row in range(door1_start_row, door1_end_row - 1, -1): for col in range(door1_start_col, door1_end_col + 1): rect = pygame.Rect(col * cell_width, row * cell_height, cell_width, cell_height) pygame.draw.rect(screen, DOOR_COLOR, rect) # Draw door 2 door2_start_row = GRID_HEIGHT - 3 door2_end_row = GRID_HEIGHT - 4 door2_start_col = 16 door2_end_col = 17 for row in range(door2_start_row, door2_end_row - 1, -1): for col in range(door2_start_col, door2_end_col + 1): rect = pygame.Rect(col * cell_width, row * cell_height, cell_width, cell_height) pygame.draw.rect(screen, DOOR_COLOR, rect) def draw_floor(): # Define the floor's color FLOOR_COLOR = (128, 64, 0) # Brown color STAIRS_COLOR = (128, 128, 128) # Gray color # Calculate the cell size based on the screen dimensions cell_width = screen.get_width() // GRID_WIDTH cell_height = screen.get_height() // GRID_HEIGHT # Draw the floor cells for col in range(GRID_WIDTH): for row in range(FLOOR_START_ROW, FLOOR_END_ROW + 1): rect = pygame.Rect(col * cell_width, row * cell_height, cell_width, cell_height) pygame.draw.rect(screen, FLOOR_COLOR, rect) enemies = pygame.sprite.Group() barriers = pygame.sprite.Group() platforms = pygame.sprite.Group() doors = pygame.sprite.Group() chests = pygame.sprite.Group() gaps = pygame.sprite.Group() tools = pygame.sprite.Group() # Create some sprites and groups for the player player_sprite = pygame.sprite.Sprite() player_sprite.image = player_image player_sprite.rect = player_sprite.image.get_rect() player_sprite.rect.center = (100, 300) # Create sprite groups enemies = pygame.sprite.Group() tools = pygame.sprite.Group() # Assuming tools are also Sprites # Gravity constant GRAVITY = 0.5 # Player properties player_x = 100 player_y = 300 player_speed = 5 player_jump_vel = 10 player_vert_vel = 0 # Initial vertical velocity player_health = 100 inventory = [] # Main game loop control running = True clock = pygame.time.Clock() # Call show_intro() and get the button_assigned_functions list button_assigned_functions = show_intro() # Initialize player jumping state player_is_jumping = False # Create a rect for the player sprite player_rect = player_sprite.rect # In the main game loop while running: # 1. Handle events for event in pygame.event.get(): if event.type == pygame.QUIT: running = False elif event.type == pygame.KEYDOWN: if event.key == pygame.K_SPACE and not player_is_jumping: # Start jumping player_is_jumping = True player_vert_vel = -player_jump_vel elif event.key == pygame.K_v: # Use the first selected tool try: tool_functions[button_assignments.index('v')](player_sprite.rect) # Pass player_sprite.rect except Exception as e: print(f"Error calling tool function: {e}") elif event.key == pygame.K_b: # Use the second selected tool try: tool_functions[button_assignments.index('b')](player_sprite.rect) # Pass player_sprite.rect except Exception as e: print(f"Error calling tool function: {e}") elif event.key == pygame.K_n: # Use the third selected tool try: tool_functions[button_assignments.index('n')](player_sprite.rect) # Pass player_sprite.rect except Exception as e: print(f"Error calling tool function: {e}") # 2. Update game state keys = pygame.key.get_pressed() if keys[pygame.K_LEFT]: player_sprite.rect.x -= player_speed if keys[pygame.K_RIGHT]: player_sprite.rect.x += player_speed if keys[pygame.K_UP]: player_sprite.rect.y -= player_speed if keys[pygame.K_DOWN]: player_sprite.rect.y += player_speed # Update player's vertical velocity and position if jumping if player_is_jumping: player_vert_vel += GRAVITY player_sprite.rect.y += player_vert_vel # Check if the player has landed on floor or stairs if is_on_floor_or_stairs(player_sprite.rect): player_is_jumping = False player_vert_vel = 0 else: # Apply gravity only if not on floor or stairs if not is_on_floor_or_stairs(player_sprite.rect): player_vert_vel += GRAVITY player_sprite.rect.y += player_vert_vel # Reset vertical velocity if on floor or stairs if is_on_floor_or_stairs(player_sprite.rect): player_vert_vel = 0 # Prevent the player from moving off screen player_sprite.rect.clamp_ip(screen.get_rect()) # 3. Draw everything screen.blit(background, (0, 0)) draw_floor() draw_doors() tools.draw(screen) enemies.draw(screen) screen.blit(player_sprite.image, player_sprite.rect) # Draw player # After drawing everything, update/flip the display pygame.display.flip() # 4. Cap the frame rate clock.tick(60) if __name__ == "__main__": main() ok but why is 3 automatically katana its supposed to be the random 3 the player got at start but if this keeps happening when n is pressed it means n is 3 which is not supposed to be case
51a2c9c4f21fd9be71461bd3d7cb2cb4
{ "intermediate": 0.26791539788246155, "beginner": 0.3290341794490814, "expert": 0.40305033326148987 }
44,409
import pygame import random import math # Initialize pygame and create a screen object pygame.init() screen = pygame.display.set_mode((1000, 800)) # Define colors BLACK = (0, 0, 0) RED = (255, 0, 0) # Define grid size GRID_WIDTH = 21 GRID_HEIGHT = 17 # Define initial floor position FLOOR_START_ROW = GRID_HEIGHT - 2 FLOOR_END_ROW = GRID_HEIGHT - 1 pygame.display.set_caption('100% no luck') # Load the images for the background, the player, and the boss # Ensure that these images are present in your project directory try: background = pygame.image.load('level_1_background.jpeg') player_image = pygame.image.load('player1_back.png') invisibility_cloak_image = pygame.image.load('invisibility_cloak.png') grappling_hook_image = pygame.image.load('grappling_hook.png') katana_image = pygame.image.load('katana.png') freezing_ray_image = pygame.image.load('freezing_ray.png') speed_pill_image = pygame.image.load('speed_pill.jpeg') bouncy_shoes_image = pygame.image.load('bouncy_shoes.png') key_image = pygame.image.load('key.png') tsunami_maker_image = pygame.image.load('tsunami_maker.png') laser_beam_image = pygame.image.load('laser_beam.png') go_kart_image = pygame.image.load('go_kart.jpeg') revival_kit_image = pygame.image.load('revival_kit.jpeg') except pygame.error as e: print("Cannot load images:", e) raise SystemExit # Define the colors for the text WHITE = (255, 255, 255) # Define the font for the text font = pygame.font.SysFont('Arial', 32) # Define the text for the intro and the tools intro_text = "Welcome to 100% no luck, a game where you have to use smart logic and some luck to beat the dungeon. You will spawn with 3 tools out of a possible 15 tools randomized. Each tool has a different effect and can help you or hinder you depending on the situation. You have to think carefully about how to use your tools and when to use them. The dungeon has many obstacles and enemies that you have to overcome. The goal is to reach the end of the dungeon and defeat the boss. Good luck!" tools_text = ["Invisibility cloak: Makes you invisible for 10 seconds. Useful for sneaking past enemies or traps.", "Grappling hook: Allows you to swing across gaps or pull objects towards you.", "Katana: A sharp sword that can cut through anything. Useful for fighting enemies or breaking barriers.", "Freeze ray: A device that can freeze anything in its path. Useful for stopping enemies or creating platforms.", "Bouncy shoes: Shoes that make you jump higher and farther. Useful for reaching high places or avoiding obstacles.", "Key: A key that can unlock any door or chest. Useful for accessing hidden areas or treasures.", "Go kart: A vehicle that can move fast and run over anything. Useful for escaping enemies or crossing large distances.", "Tsunami maker: A device that can create a huge wave of water. Useful for washing away enemies or filling gaps.", "Laser beam: A device that can shoot a powerful laser. Useful for destroying enemies or barriers.", "Speed pill: A pill that can make you move faster for 10 seconds. Useful for dodging enemies or traps.", "Revival kit: A kit that can revive you once if you die. Useful for surviving fatal situations."] def show_intro(): intro_text = "Welcome to 100% no luck, a game where you have to use smart logic and some luck to beat the dungeon. You will spawn with 3 tools out of a possible 15 tools randomized. Each tool has a different effect and can help you or hinder you depending on the situation. You have to think carefully about how to use your tools and when to use them. The dungeon has many obstacles and enemies that you have to overcome. The goal is to reach the end of the dungeon and defeat the boss. Good luck!" # Wrap the intro text intro_lines = [] max_width = 950 # Adjust as needed words = intro_text.split() current_line = words[0] for word in words[1:]: if font.size(current_line + ' ' + word)[0] < max_width: current_line += ' ' + word else: intro_lines.append(current_line) current_line = word intro_lines.append(current_line) current_line = 0 intro_complete = False start_time = pygame.time.get_ticks() while not intro_complete: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() screen.fill((0, 0, 0)) intro_surface = font.render(intro_lines[current_line], True, WHITE) intro_rect = intro_surface.get_rect(center=(screen.get_width() // 2, screen.get_height() // 2)) screen.blit(intro_surface, intro_rect) if pygame.time.get_ticks() - start_time > 2980: current_line += 1 start_time = pygame.time.get_ticks() if current_line == len(intro_lines): intro_complete = True pygame.display.flip() pygame.time.Clock().tick(60) screen.fill((0, 0, 0)) pygame.display.flip() tools_title_surface = font.render("Selected Tools:", True, WHITE) tools_title_rect = tools_title_surface.get_rect(center=(screen.get_width() // 2, 100)) screen.blit(tools_title_surface, tools_title_rect) pygame.display.flip() pygame.time.delay(1000) available_buttons = ['v', 'b', 'n', 'x', 'y', 'z'] # Add more buttons if needed selected_tools = random.sample(tools_text, 3) # Assign buttons to the selected tools button_assignments = available_buttons[:3] # Take the first three buttons button_assigned_functions = [tool_functions[tools_text.index(tool)] for tool in selected_tools] # Wrap the tool descriptions and display them with their assigned buttons wrapped_tools = [] for i, tool_desc in enumerate(selected_tools): tool_lines = [] current_line = f"{button_assignments[i]}: {tool_desc.split()[0]}" for word in tool_desc.split()[1:]: if font.size(current_line + ' ' + word)[0] < max_width: current_line += ' ' + word else: tool_lines.append(current_line) current_line = word tool_lines.append(current_line) wrapped_tools.append(tool_lines) selected_tools_surface = [font.render(line, True, WHITE) for tool_lines in wrapped_tools for line in tool_lines] for i, tool_surface in enumerate(selected_tools_surface): tool_rect = tool_surface.get_rect(center=(screen.get_width() // 2, 200 + i * 50)) screen.blit(tool_surface, tool_rect) pygame.display.flip() start_time = pygame.time.get_ticks() while pygame.time.get_ticks() - start_time < 2000: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() screen.fill((0, 0, 0)) pygame.display.flip() return button_assignments, button_assigned_functions # Define the logic for each tool as a function def invisibility_cloak(player_rect): # Set a global variable to indicate that the player is invisible global invisible invisible = True # Set a timer to make the player visible again after 10 seconds pygame.time.set_timer(pygame.USEREVENT, 10000) def grappling_hook(player_rect): # Get the mouse position and the player position mouse_x, mouse_y = pygame.mouse.get_pos() player_x, player_y = player_rect.center # Calculate the distance and the angle between the mouse and the player distance = ((mouse_x - player_x) ** 2 + (mouse_y - player_y) ** 2) ** 0.5 angle = math.atan2(mouse_y - player_y, mouse_x - player_x) # Draw a line from the player to the mouse pygame.draw.line(screen, BLACK, (player_x, player_y), (mouse_x, mouse_y), 5) # Check if the mouse is over a gap or an object if mouse_x > 600 and mouse_x < 700 and mouse_y > 300 and mouse_y < 400: # If the mouse is over a gap, move the player towards the mouse player_rect.centerx += math.cos(angle) * 10 player_rect.centery += math.sin(angle) * 10 elif mouse_x > 700 and mouse_x < 800 and mouse_y > 200 and mouse_y < 300: # If the mouse is over an object, move the object towards the player object_rect.centerx -= math.cos(angle) * 10 object_rect.centery -= math.sin(angle) * 10 def katana(player_rect): # Get the mouse position and the player position mouse_x, mouse_y = pygame.mouse.get_pos() player_x, player_y = player_rect.center # Calculate the angle between the mouse and the player angle = math.atan2(mouse_y - player_y, mouse_x - player_x) # Create a line surface or rect from the player to the mouse line_length = math.hypot(mouse_x - player_x, mouse_y - player_y) line_surf = pygame.Surface((line_length, 5), pygame.SRCALPHA) line_surf.fill(RED) line_rect = line_surf.get_rect() line_rect.center = player_rect.center # Rotate the line surface rotated_line_surf = pygame.transform.rotate(line_surf, math.degrees(angle)) # Create a sprite for the rotated line line_sprite = pygame.sprite.Sprite() line_sprite.image = rotated_line_surf line_sprite.rect = rotated_line_surf.get_rect(center=line_rect.center) # Check if the line intersects with an enemy or a barrier collided_enemies = pygame.sprite.spritecollide(line_sprite, enemies, True) collided_barriers = pygame.sprite.spritecollide(line_sprite, barriers, True) # Draw the rotated line on the screen screen.blit(rotated_line_surf, line_sprite.rect) def bouncy_shoes(player_rect): # Set a global variable to indicate that the player has bouncy shoes global bouncy bouncy = True # Increase the player's jump velocity player_jump_vel = 20 def key(player_rect): # Get the mouse position and the player position mouse_x, mouse_y = pygame.mouse.get_pos() player_x, player_y = player_rect.center # Calculate the distance between the mouse and the player distance = ((mouse_x - player_x) ** 2 + (mouse_y - player_y) ** 2) ** 0.5 # Check if the mouse is over a door or a chest if pygame.sprite.spritecollideany(mouse, doors) or pygame.sprite.spritecollideany(mouse, chests): # If the mouse is over a door or a chest, unlock it and open it pygame.sprite.spritecollide(mouse, doors, True) pygame.sprite.spritecollide(mouse, chests, True) # If the chest contains a tool, add it to the player's inventory if chest.tool: inventory.append(chest.tool) def go_kart(player_rect): # Set a global variable to indicate that the player is in a go kart global go_kart go_kart = True # Increase the player's speed and size player_speed = 15 player_rect.inflate_ip(50, 50) # Load the image for the go kart go_kart = pygame.image.load('go_kart.png') # Draw the go kart over the player screen.blit(go_kart, player_rect) # Check if the player collides with an enemy or a barrier if pygame.sprite.spritecollideany(player, enemies) or pygame.sprite.spritecollideany(player, barriers): # If the player collides with an enemy or a barrier, run over it and destroy it pygame.sprite.spritecollide(player, enemies, True) pygame.sprite.spritecollide(player, barriers, True) def freeze_ray(player_rect): # Get the mouse position and the player position mouse_x, mouse_y = pygame.mouse.get_pos() player_x, player_y = player_rect.center # Calculate the angle between the mouse and the player angle = math.atan2(mouse_y - player_y, mouse_x - player_x) # Draw a line from the player to the mouse pygame.draw.line(screen, BLUE, (player_x, player_y), (mouse_x, mouse_y), 5) # Check if the line intersects with an enemy or a platform if pygame.sprite.spritecollideany(line, enemies) or pygame.sprite.spritecollideany(line, platforms): # If the line intersects with an enemy or a platform, freeze it pygame.sprite.spritecollide(line, enemies, False, freeze) pygame.sprite.spritecollide(line, platforms, False, freeze) def freeze(sprite): # Change the sprite's image to a frozen version sprite.image = pygame.image.load(sprite.name + '_frozen.png') # Set the sprite's frozen attribute to True sprite.frozen = True def tsunami_maker(player_rect): # Set a global variable to indicate that the player has used the tsunami maker global tsunami tsunami = True # Load the image for the wave wave = pygame.image.load('wave.png') # Create a rect for the wave wave_rect = wave.get_rect() # Set the wave's initial position at the left edge of the screen wave_rect.left = 0 # Set the wave's speed wave_speed = 10 # Draw the wave on the screen screen.blit(wave, wave_rect) # Move the wave to the right wave_rect.x += wave_speed # Check if the wave collides with an enemy or a gap if pygame.sprite.spritecollideany(wave, enemies) or pygame.sprite.spritecollideany(wave, gaps): # If the wave collides with an enemy or a gap, wash it away pygame.sprite.spritecollide(wave, enemies, True) pygame.sprite.spritecollide(wave, gaps, True, fill) def fill(sprite): # Change the sprite's image to a water version sprite.image = pygame.image.load(sprite.name + '_water.png') # Set the sprite's filled attribute to True sprite.filled = True def laser_beam(player_rect): # Get the mouse position and the player position mouse_x, mouse_y = pygame.mouse.get_pos() player_x, player_y = player_rect.center # Calculate the angle between the mouse and the player angle = math.atan2(mouse_y - player_y, mouse_x - player_x) # Draw a line from the player to the mouse pygame.draw.line(screen, YELLOW, (player_x, player_y), (mouse_x, mouse_y), 5) # Check if the line intersects with an enemy or a barrier if pygame.sprite.spritecollideany(line, enemies) or pygame.sprite.spritecollideany(line, barriers): # If the line intersects with an enemy or a barrier, destroy it pygame.sprite.spritecollide(line, enemies, True) pygame.sprite.spritecollide(line, barriers, True) def speed_pill(player_rect): # Set a global variable to indicate that the player has used the speed pill global speed speed = True # Set a timer to make the player normal again after 10 seconds pygame.time.set_timer(pygame.USEREVENT + 1, 10000) # Increase the player's speed player_speed = 10 def revival_kit(player_rect): # Set a global variable to indicate that the player has a revival kit global revival revival = True # Check if the player's health is zero if player_health == 0: # If the player's health is zero, revive the player player_health = 100 # Set the revival variable to False revival = False tool_functions = [invisibility_cloak, grappling_hook, katana, freeze_ray, bouncy_shoes, key, go_kart, tsunami_maker, laser_beam, speed_pill, revival_kit] def is_on_floor_or_stairs(player_rect): """ Check if the player is standing on a floor or stairs cell. Returns True if standing on floor or stairs, False otherwise. """ cell_width = screen.get_width() // GRID_WIDTH cell_height = screen.get_height() // GRID_HEIGHT # Check if the player is on the initial floor rows if FLOOR_START_ROW <= player_rect.bottom // cell_height <= FLOOR_END_ROW: for x in range(player_rect.left // cell_width, (player_rect.right + cell_width - 1) // cell_width): if 0 <= x < GRID_WIDTH: return True return False def draw_doors(): # Define the door's color DOOR_COLOR = (139, 69, 19) # Saddle brown color # Calculate the cell size based on the screen dimensions cell_width = screen.get_width() // GRID_WIDTH cell_height = screen.get_height() // GRID_HEIGHT # Draw door 1 door1_start_row = GRID_HEIGHT - 10 door1_end_row = GRID_HEIGHT - 13 door1_start_col = 10 door1_end_col = 11 for row in range(door1_start_row, door1_end_row - 1, -1): for col in range(door1_start_col, door1_end_col + 1): rect = pygame.Rect(col * cell_width, row * cell_height, cell_width, cell_height) pygame.draw.rect(screen, DOOR_COLOR, rect) # Draw door 2 door2_start_row = GRID_HEIGHT - 3 door2_end_row = GRID_HEIGHT - 4 door2_start_col = 16 door2_end_col = 17 for row in range(door2_start_row, door2_end_row - 1, -1): for col in range(door2_start_col, door2_end_col + 1): rect = pygame.Rect(col * cell_width, row * cell_height, cell_width, cell_height) pygame.draw.rect(screen, DOOR_COLOR, rect) def draw_floor(): # Define the floor's color FLOOR_COLOR = (128, 64, 0) # Brown color STAIRS_COLOR = (128, 128, 128) # Gray color # Calculate the cell size based on the screen dimensions cell_width = screen.get_width() // GRID_WIDTH cell_height = screen.get_height() // GRID_HEIGHT # Draw the floor cells for col in range(GRID_WIDTH): for row in range(FLOOR_START_ROW, FLOOR_END_ROW + 1): rect = pygame.Rect(col * cell_width, row * cell_height, cell_width, cell_height) pygame.draw.rect(screen, FLOOR_COLOR, rect) enemies = pygame.sprite.Group() barriers = pygame.sprite.Group() platforms = pygame.sprite.Group() doors = pygame.sprite.Group() chests = pygame.sprite.Group() gaps = pygame.sprite.Group() tools = pygame.sprite.Group() # Create some sprites and groups for the player player_sprite = pygame.sprite.Sprite() player_sprite.image = player_image player_sprite.rect = player_sprite.image.get_rect() player_sprite.rect.center = (100, 300) # Create sprite groups enemies = pygame.sprite.Group() tools = pygame.sprite.Group() # Assuming tools are also Sprites # Gravity constant GRAVITY = 0.5 # Player properties player_x = 100 player_y = 300 player_speed = 5 player_jump_vel = 10 player_vert_vel = 0 # Initial vertical velocity player_health = 100 inventory = [] # Main game loop control running = True clock = pygame.time.Clock() # Call show_intro() and get the button_assigned_functions list button_assignments, button_assigned_functions = show_intro() # Initialize player jumping state player_is_jumping = False # Create a rect for the player sprite player_rect = player_sprite.rect # In the main game loop while running: # 1. Handle events for event in pygame.event.get(): if event.type == pygame.QUIT: running = False elif event.type == pygame.KEYDOWN: if event.key == pygame.K_SPACE and not player_is_jumping: # Start jumping player_is_jumping = True player_vert_vel = -player_jump_vel elif event.key == ord(button_assignments[0].upper()): # Use the first selected tool try: button_assigned_functions[0](player_sprite.rect) # Pass player_sprite.rect except Exception as e: print(f"Error calling tool function: {e}") elif event.key == ord(button_assignments[1].upper()): # Use the second selected tool try: button_assigned_functions[1](player_sprite.rect) # Pass player_sprite.rect except Exception as e: print(f"Error calling tool function: {e}") elif event.key == ord(button_assignments[2].upper()): # Use the third selected tool try: button_assigned_functions[2](player_sprite.rect) # Pass player_sprite.rect except Exception as e: print(f"Error calling tool function: {e}") # 2. Update game state keys = pygame.key.get_pressed() if keys[pygame.K_LEFT]: player_sprite.rect.x -= player_speed if keys[pygame.K_RIGHT]: player_sprite.rect.x += player_speed if keys[pygame.K_UP]: player_sprite.rect.y -= player_speed if keys[pygame.K_DOWN]: player_sprite.rect.y += player_speed # Update player's vertical velocity and position if jumping if player_is_jumping: player_vert_vel += GRAVITY player_sprite.rect.y += player_vert_vel # Check if the player has landed on floor or stairs if is_on_floor_or_stairs(player_sprite.rect): player_is_jumping = False player_vert_vel = 0 else: # Apply gravity only if not on floor or stairs if not is_on_floor_or_stairs(player_sprite.rect): player_vert_vel += GRAVITY player_sprite.rect.y += player_vert_vel # Reset vertical velocity if on floor or stairs if is_on_floor_or_stairs(player_sprite.rect): player_vert_vel = 0 # Prevent the player from moving off screen player_sprite.rect.clamp_ip(screen.get_rect()) # 3. Draw everything screen.blit(background, (0, 0)) draw_floor() draw_doors() tools.draw(screen) enemies.draw(screen) screen.blit(player_sprite.image, player_sprite.rect) # Draw player # Check if the player is invisible if invisible: # Draw the invisibility cloak image over the player screen.blit(invisibility_cloak_image, player_sprite.rect) # After drawing everything, update/flip the display pygame.display.flip() # 4. Cap the frame rate clock.tick(60) if __name__ == "__main__": main() how to stop game from closing because it shows error message but i cant see it cause game closes
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44,410
how to make wsl2 use all CPU and RAM
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44,411
format(os.getpid())
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{ "intermediate": 0.31714391708374023, "beginner": 0.3769230246543884, "expert": 0.30593305826187134 }
44,412
React Route page constantly reloads. How can I prevent it?
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{ "intermediate": 0.45205849409103394, "beginner": 0.30705833435058594, "expert": 0.24088314175605774 }
44,413
Hi, in VSCode I create a repository with GIthub extension, than I transfer to ownership to my company account. However, I am not able to synchronize the project with the transferred repository. Do you know how to fix such issue?
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{ "intermediate": 0.46668553352355957, "beginner": 0.2346849888563156, "expert": 0.2986295223236084 }
44,414
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44,415
Hello
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44,416
ha habido un error de conexión entre nosotros. te pongo al día de nuestra última conversación: YO: dónde debería implementar el comando ‘_move_to_cache’?: from future import annotations import shutil import os def _move_to_cache(file_path, cache_dir): # Comprueba si el archivo ya está en el directorio deseado if os.path.commonpath([file_path, cache_dir]) == cache_dir: return file_path else: # Intenta copiar el archivo al cache_dir en lugar de moverlo try: file_name = os.path.basename(file_path) new_file_path = os.path.join(cache_dir, file_name) shutil.copy(file_path, new_file_path) return new_file_path except Exception as e: # Manejar la excepción según sea necesario print(f"No se pudo copiar el archivo a la caché debido a: {e}“) # Dependiendo de tu caso, podrías querer devolver la ruta original # o manejar de otra manera este fallo return file_path import base64 import hashlib import json import logging import os import shutil import subprocess import tempfile import warnings from io import BytesIO from pathlib import Path from typing import TYPE_CHECKING, Any import httpx import numpy as np from gradio_client import utils as client_utils from PIL import Image, ImageOps, PngImagePlugin from gradio import utils, wasm_utils from gradio.data_classes import FileData, GradioModel, GradioRootModel from gradio.utils import abspath, get_upload_folder, is_in_or_equal with warnings.catch_warnings(): warnings.simplefilter(“ignore”) # Ignore pydub warning if ffmpeg is not installed from pydub import AudioSegment log = logging.getLogger(name) if TYPE_CHECKING: from gradio.blocks import Block ######################### # GENERAL ######################### def to_binary(x: str | dict) -> bytes: “”“Converts a base64 string or dictionary to a binary string that can be sent in a POST.””“ if isinstance(x, dict): if x.get(“data”): base64str = x[“data”] else: base64str = client_utils.encode_url_or_file_to_base64(x[“path”]) else: base64str = x return base64.b64decode(extract_base64_data(base64str)) def extract_base64_data(x: str) -> str: “”“Just extracts the base64 data from a general base64 string.””“ return x.rsplit(”,“, 1)[-1] ######################### # IMAGE PRE-PROCESSING ######################### def encode_plot_to_base64(plt, format: str = “png”): fmt = format or “png” with BytesIO() as output_bytes: plt.savefig(output_bytes, format=fmt) bytes_data = output_bytes.getvalue() base64_str = str(base64.b64encode(bytes_data), “utf-8”) return output_base64(base64_str, fmt) def get_pil_exif_bytes(pil_image): if “exif” in pil_image.info: return pil_image.info[“exif”] def get_pil_metadata(pil_image): # Copy any text-only metadata metadata = PngImagePlugin.PngInfo() for key, value in pil_image.info.items(): if isinstance(key, str) and isinstance(value, str): metadata.add_text(key, value) return metadata def encode_pil_to_bytes(pil_image, format=“png”): with BytesIO() as output_bytes: if format == “png”: params = {“pnginfo”: get_pil_metadata(pil_image)} else: exif = get_pil_exif_bytes(pil_image) params = {“exif”: exif} if exif else {} pil_image.save(output_bytes, format, params) return output_bytes.getvalue() def encode_pil_to_base64(pil_image, format=“png”): bytes_data = encode_pil_to_bytes(pil_image, format) base64_str = str(base64.b64encode(bytes_data), “utf-8”) return output_base64(base64_str, format) def encode_array_to_base64(image_array, format=“png”): with BytesIO() as output_bytes: pil_image = Image.fromarray(_convert(image_array, np.uint8, force_copy=False)) pil_image.save(output_bytes, format) bytes_data = output_bytes.getvalue() base64_str = str(base64.b64encode(bytes_data), “utf-8”) return output_base64(base64_str, format) def output_base64(data, format=None) -> str: return f"data:image/{format or ‘png’};base64,{data}“ def hash_file(file_path: str | Path, chunk_num_blocks: int = 128) -> str: sha1 = hashlib.sha1() with open(file_path, “rb”) as f: for chunk in iter(lambda: f.read(chunk_num_blocks * sha1.block_size), b”“): sha1.update(chunk) return sha1.hexdigest() def hash_url(url: str) -> str: sha1 = hashlib.sha1() sha1.update(url.encode(“utf-8”)) return sha1.hexdigest() def hash_bytes(bytes: bytes): sha1 = hashlib.sha1() sha1.update(bytes) return sha1.hexdigest() def hash_base64(base64_encoding: str, chunk_num_blocks: int = 128) -> str: sha1 = hashlib.sha1() for i in range(0, len(base64_encoding), chunk_num_blocks * sha1.block_size): data = base64_encoding[i : i + chunk_num_blocks * sha1.block_size] sha1.update(data.encode(“utf-8”)) return sha1.hexdigest() def save_pil_to_cache( img: Image.Image, cache_dir: str, name: str = “image”, format: str = “png”, ) -> str: bytes_data = encode_pil_to_bytes(img, format) temp_dir = Path(cache_dir) / hash_bytes(bytes_data) temp_dir.mkdir(exist_ok=True, parents=True) filename = str((temp_dir / f”{name}.{format}“).resolve()) (temp_dir / f”{name}.{format}“).resolve().write_bytes(bytes_data) return filename def save_img_array_to_cache( arr: np.ndarray, cache_dir: str, format: str = “png” ) -> str: pil_image = Image.fromarray(_convert(arr, np.uint8, force_copy=False)) return save_pil_to_cache(pil_image, cache_dir, format=format) def save_audio_to_cache( data: np.ndarray, sample_rate: int, format: str, cache_dir: str ) -> str: temp_dir = Path(cache_dir) / hash_bytes(data.tobytes()) temp_dir.mkdir(exist_ok=True, parents=True) filename = str((temp_dir / f"audio.{format}”).resolve()) audio_to_file(sample_rate, data, filename, format=format) return filename def save_bytes_to_cache(data: bytes, file_name: str, cache_dir: str) -> str: path = Path(cache_dir) / hash_bytes(data) path.mkdir(exist_ok=True, parents=True) path = path / Path(file_name).name path.write_bytes(data) return str(path.resolve()) def save_file_to_cache(file_path: str | Path, cache_dir: str) -> str: “”“Returns a temporary file path for a copy of the given file path if it does not already exist. Otherwise returns the path to the existing temp file.”“” temp_dir = hash_file(file_path) temp_dir = Path(cache_dir) / temp_dir temp_dir.mkdir(exist_ok=True, parents=True) name = client_utils.strip_invalid_filename_characters(Path(file_path).name) full_temp_file_path = str(abspath(temp_dir / name)) if not Path(full_temp_file_path).exists(): shutil.copy2(file_path, full_temp_file_path) return full_temp_file_path def save_url_to_cache(url: str, cache_dir: str) -> str: “”“Downloads a file and makes a temporary file path for a copy if does not already exist. Otherwise returns the path to the existing temp file.”“” temp_dir = hash_url(url) temp_dir = Path(cache_dir) / temp_dir temp_dir.mkdir(exist_ok=True, parents=True) name = client_utils.strip_invalid_filename_characters(Path(url).name) full_temp_file_path = str(abspath(temp_dir / name)) if not Path(full_temp_file_path).exists(): with httpx.stream(“GET”, url, follow_redirects=True) as r, open( full_temp_file_path, “wb” ) as f: for chunk in r.iter_raw(): f.write(chunk) return full_temp_file_path def save_base64_to_cache( base64_encoding: str, cache_dir: str, file_name: str | None = None ) -> str: “”“Converts a base64 encoding to a file and returns the path to the file if the file doesn’t already exist. Otherwise returns the path to the existing file. “”” temp_dir = hash_base64(base64_encoding) temp_dir = Path(cache_dir) / temp_dir temp_dir.mkdir(exist_ok=True, parents=True) guess_extension = client_utils.get_extension(base64_encoding) if file_name: file_name = client_utils.strip_invalid_filename_characters(file_name) elif guess_extension: file_name = f"file.{guess_extension}" else: file_name = “file” full_temp_file_path = str(abspath(temp_dir / file_name)) # type: ignore if not Path(full_temp_file_path).exists(): data, _ = client_utils.decode_base64_to_binary(base64_encoding) with open(full_temp_file_path, “wb”) as fb: fb.write(data) return full_temp_file_path def move_resource_to_block_cache( url_or_file_path: str | Path | None, block: Block ) -> str | None: “”“This method has been replaced by Block.move_resource_to_block_cache(), but is left here for backwards compatibility for any custom components created in Gradio 4.2.0 or earlier. “”” return block.move_resource_to_block_cache(url_or_file_path) def move_files_to_cache( data: Any, block: Block, postprocess: bool = False, check_in_upload_folder=False, keep_in_cache=False, ) -> dict: “”“Move any files in data to cache and (optionally), adds URL prefixes (/file=…) needed to access the cached file. Also handles the case where the file is on an external Gradio app (/proxy=…). Runs after .postprocess() and before .preprocess(). Args: data: The input or output data for a component. Can be a dictionary or a dataclass block: The component whose data is being processed postprocess: Whether its running from postprocessing check_in_upload_folder: If True, instead of moving the file to cache, checks if the file is in already in cache (exception if not). keep_in_cache: If True, the file will not be deleted from cache when the server is shut down. “”” def _move_to_cache(d: dict): payload = FileData(d) # If the gradio app developer is returning a URL from # postprocess, it means the component can display a URL # without it being served from the gradio server # This makes it so that the URL is not downloaded and speeds up event processing if payload.url and postprocess and client_utils.is_http_url_like(payload.url): payload.path = payload.url elif utils.is_static_file(payload): pass elif not block.proxy_url: # If the file is on a remote server, do not move it to cache. if check_in_upload_folder and not client_utils.is_http_url_like( payload.path ): path = os.path.abspath(payload.path) if not is_in_or_equal(path, get_upload_folder()): raise ValueError( f"File {path} is not in the upload folder and cannot be accessed.“ ) temp_file_path = block.move_resource_to_block_cache(payload.path) if temp_file_path is None: raise ValueError(“Did not determine a file path for the resource.”) payload.path = temp_file_path if keep_in_cache: block.keep_in_cache.add(payload.path) url_prefix = “/stream/” if payload.is_stream else “/file=” if block.proxy_url: proxy_url = block.proxy_url.rstrip(”/“) url = f”/proxy={proxy_url}{url_prefix}{payload.path}“ elif client_utils.is_http_url_like(payload.path) or payload.path.startswith( f”{url_prefix}“ ): url = payload.path else: url = f”{url_prefix}{payload.path}" payload.url = url return payload.model_dump() if isinstance(data, (GradioRootModel, GradioModel)): data = data.model_dump() return client_utils.traverse(data, _move_to_cache, client_utils.is_file_obj) def add_root_url(data: dict | list, root_url: str, previous_root_url: str | None): def _add_root_url(file_dict: dict): if previous_root_url and file_dict[“url”].startswith(previous_root_url): file_dict[“url”] = file_dict[“url”][len(previous_root_url) :] elif client_utils.is_http_url_like(file_dict[“url”]): return file_dict file_dict[“url”] = f’{root_url}{file_dict[“url”]}' return file_dict return client_utils.traverse(data, add_root_url, client_utils.is_file_obj_with_url) def resize_and_crop(img, size, crop_type=“center”): “”“ Resize and crop an image to fit the specified size. args: size: (width, height) tuple. Pass None for either width or height to only crop and resize the other. crop_type: can be ‘top’, ‘middle’ or ‘bottom’, depending on this value, the image will cropped getting the ‘top/left’, ‘middle’ or ‘bottom/right’ of the image to fit the size. raises: ValueError: if an invalid crop_type is provided. “”” if crop_type == “top”: center = (0, 0) elif crop_type == “center”: center = (0.5, 0.5) else: raise ValueError resize = list(size) if size[0] is None: resize[0] = img.size[0] if size[1] is None: resize[1] = img.size[1] return ImageOps.fit(img, resize, centering=center) # type: ignore ################## # Audio ################## def audio_from_file(filename, crop_min=0, crop_max=100): try: audio = AudioSegment.from_file(filename) except FileNotFoundError as e: isfile = Path(filename).is_file() msg = ( f"Cannot load audio from file: {'ffprobe' if isfile else filename} not found.“ + " Please install ffmpeg in your system to use non-WAV audio file formats” " and make sure ffprobe is in your PATH." if isfile else “” ) raise RuntimeError(msg) from e if crop_min != 0 or crop_max != 100: audio_start = len(audio) * crop_min / 100 audio_end = len(audio) * crop_max / 100 audio = audio[audio_start:audio_end] data = np.array(audio.get_array_of_samples()) if audio.channels > 1: data = data.reshape(-1, audio.channels) return audio.frame_rate, data def audio_to_file(sample_rate, data, filename, format=“wav”): if format == “wav”: data = convert_to_16_bit_wav(data) audio = AudioSegment( data.tobytes(), frame_rate=sample_rate, sample_width=data.dtype.itemsize, channels=(1 if len(data.shape) == 1 else data.shape[1]), ) file = audio.export(filename, format=format) file.close() # type: ignore def convert_to_16_bit_wav(data): # Based on: https://docs.scipy.org/doc/scipy/reference/generated/scipy.io.wavfile.write.html warning = “Trying to convert audio automatically from {} to 16-bit int format.” if data.dtype in [np.float64, np.float32, np.float16]: warnings.warn(warning.format(data.dtype)) data = data / np.abs(data).max() data = data * 32767 data = data.astype(np.int16) elif data.dtype == np.int32: warnings.warn(warning.format(data.dtype)) data = data / 65536 data = data.astype(np.int16) elif data.dtype == np.int16: pass elif data.dtype == np.uint16: warnings.warn(warning.format(data.dtype)) data = data - 32768 data = data.astype(np.int16) elif data.dtype == np.uint8: warnings.warn(warning.format(data.dtype)) data = data * 257 - 32768 data = data.astype(np.int16) elif data.dtype == np.int8: warnings.warn(warning.format(data.dtype)) data = data * 256 data = data.astype(np.int16) else: raise ValueError( “Audio data cannot be converted automatically from “ f”{data.dtype} to 16-bit int format.” ) return data ################## # OUTPUT ################## def convert(image, dtype, force_copy=False, uniform=False): “”“ Adapted from: https://github.com/scikit-image/scikit-image/blob/main/skimage/util/dtype.py#L510-L531 Convert an image to the requested data-type. Warnings are issued in case of precision loss, or when negative values are clipped during conversion to unsigned integer types (sign loss). Floating point values are expected to be normalized and will be clipped to the range [0.0, 1.0] or [-1.0, 1.0] when converting to unsigned or signed integers respectively. Numbers are not shifted to the negative side when converting from unsigned to signed integer types. Negative values will be clipped when converting to unsigned integers. Parameters ---------- image : ndarray Input image. dtype : dtype Target data-type. force_copy : bool, optional Force a copy of the data, irrespective of its current dtype. uniform : bool, optional Uniformly quantize the floating point range to the integer range. By default (uniform=False) floating point values are scaled and rounded to the nearest integers, which minimizes back and forth conversion errors. … versionchanged :: 0.15 _convert no longer warns about possible precision or sign information loss. See discussions on these warnings at: https://github.com/scikit-image/scikit-image/issues/2602 https://github.com/scikit-image/scikit-image/issues/543#issuecomment-208202228 https://github.com/scikit-image/scikit-image/pull/3575 References ---------- … [1] DirectX data conversion rules. https://msdn.microsoft.com/en-us/library/windows/desktop/dd607323(v=vs.85).aspx … [2] Data Conversions. In “OpenGL ES 2.0 Specification v2.0.25”, pp 7-8. Khronos Group, 2010. … [3] Proper treatment of pixels as integers. A.W. Paeth. In “Graphics Gems I”, pp 249-256. Morgan Kaufmann, 1990. … [4] Dirty Pixels. J. Blinn. In “Jim Blinn’s corner: Dirty Pixels”, pp 47-57. Morgan Kaufmann, 1998. “”” dtype_range = { bool: (False, True), np.bool: (False, True), np.bool8: (False, True), # type: ignore float: (-1, 1), np.float: (-1, 1), np.float16: (-1, 1), np.float32: (-1, 1), np.float64: (-1, 1), } def _dtype_itemsize(itemsize, *dtypes): “”“Return first of dtypes with itemsize greater than itemsize Parameters ---------- itemsize: int The data type object element size. Other Parameters ---------------- *dtypes: Any Object accepted by np.dtype to be converted to a data type object Returns ------- dtype: data type object First of dtypes with itemsize greater than itemsize. “”” return next(dt for dt in dtypes if np.dtype(dt).itemsize >= itemsize) def _dtype_bits(kind, bits, itemsize=1): “”“Return dtype of kind that can store a bits wide unsigned int Parameters: kind: str Data type kind. bits: int Desired number of bits. itemsize: int The data type object element size. Returns ------- dtype: data type object Data type of kind that can store a bits wide unsigned int “”” s = next( i for i in (itemsize,) + (2, 4, 8) if bits < (i * 8) or (bits == (i * 8) and kind == “u”) ) return np.dtype(kind + str(s)) def _scale(a, n, m, copy=True): “”“Scale an array of unsigned/positive integers from n to m bits. Numbers can be represented exactly only if m is a multiple of n. Parameters ---------- a : ndarray Input image array. n : int Number of bits currently used to encode the values in a. m : int Desired number of bits to encode the values in out. copy : bool, optional If True, allocates and returns new array. Otherwise, modifies a in place. Returns ------- out : array Output image array. Has the same kind as a. “”” kind = a.dtype.kind if n > m and a.max() < 2m: return a.astype(_dtype_bits(kind, m)) elif n == m: return a.copy() if copy else a elif n > m: # downscale with precision loss if copy: b = np.empty(a.shape, _dtype_bits(kind, m)) np.floor_divide(a, 2 ** (n - m), out=b, dtype=a.dtype, casting=“unsafe”) return b else: a //= 2 ** (n - m) return a elif m % n == 0: # exact upscale to a multiple of n bits if copy: b = np.empty(a.shape, _dtype_bits(kind, m)) np.multiply(a, (2m - 1) // (2n - 1), out=b, dtype=b.dtype) return b else: a = a.astype(_dtype_bits(kind, m, a.dtype.itemsize), copy=False) a *= (2m - 1) // (2n - 1) return a else: # upscale to a multiple of n bits, # then downscale with precision loss o = (m // n + 1) * n if copy: b = np.empty(a.shape, _dtype_bits(kind, o)) np.multiply(a, (2o - 1) // (2n - 1), out=b, dtype=b.dtype) b //= 2 ** (o - m) return b else: a = a.astype(_dtype_bits(kind, o, a.dtype.itemsize), copy=False) a *= (2o - 1) // (2**n - 1) a //= 2 ** (o - m) return a image = np.asarray(image) dtypeobj_in = image.dtype dtypeobj_out = np.dtype(“float64”) if dtype is np.floating else np.dtype(dtype) dtype_in = dtypeobj_in.type dtype_out = dtypeobj_out.type kind_in = dtypeobj_in.kind kind_out = dtypeobj_out.kind itemsize_in = dtypeobj_in.itemsize itemsize_out = dtypeobj_out.itemsize # Below, we do an issubdtype check. Its purpose is to find out # whether we can get away without doing any image conversion. This happens # when: # # - the output and input dtypes are the same or # - when the output is specified as a type, and the input dtype # is a subclass of that type (e.g. np.floating will allow # float32 and float64 arrays through) if np.issubdtype(dtype_in, np.obj2sctype(dtype)): if force_copy: image = image.copy() return image if kind_in in “ui”: imin_in = np.iinfo(dtype_in).min imax_in = np.iinfo(dtype_in).max if kind_out in “ui”: imin_out = np.iinfo(dtype_out).min # type: ignore imax_out = np.iinfo(dtype_out).max # type: ignore # any -> binary if kind_out == “b”: return image > dtype_in(dtype_range[dtype_in][1] / 2) # binary -> any if kind_in == “b”: result = image.astype(dtype_out) if kind_out != “f”: result *= dtype_out(dtype_range[dtype_out][1]) return result # float -> any if kind_in == “f”: if kind_out == “f”: # float -> float return image.astype(dtype_out) if np.min(image) < -1.0 or np.max(image) > 1.0: raise ValueError(“Images of type float must be between -1 and 1.”) # floating point -> integer # use float type that can represent output integer type computation_type = _dtype_itemsize( itemsize_out, dtype_in, np.float32, np.float64 ) if not uniform: if kind_out == “u”: image_out = np.multiply(image, imax_out, dtype=computation_type) # type: ignore else: image_out = np.multiply( image, (imax_out - imin_out) / 2, # type: ignore dtype=computation_type, ) image_out -= 1.0 / 2.0 np.rint(image_out, out=image_out) np.clip(image_out, imin_out, imax_out, out=image_out) # type: ignore elif kind_out == “u”: image_out = np.multiply(image, imax_out + 1, dtype=computation_type) # type: ignore np.clip(image_out, 0, imax_out, out=image_out) # type: ignore else: image_out = np.multiply( image, (imax_out - imin_out + 1.0) / 2.0, # type: ignore dtype=computation_type, ) np.floor(image_out, out=image_out) np.clip(image_out, imin_out, imax_out, out=image_out) # type: ignore return image_out.astype(dtype_out) # signed/unsigned int -> float if kind_out == “f”: # use float type that can exactly represent input integers computation_type = _dtype_itemsize( itemsize_in, dtype_out, np.float32, np.float64 ) if kind_in == “u”: # using np.divide or np.multiply doesn’t copy the data # until the computation time image = np.multiply(image, 1.0 / imax_in, dtype=computation_type) # type: ignore # DirectX uses this conversion also for signed ints # if imin_in: # np.maximum(image, -1.0, out=image) else: image = np.add(image, 0.5, dtype=computation_type) image *= 2 / (imax_in - imin_in) # type: ignore return np.asarray(image, dtype_out) # unsigned int -> signed/unsigned int if kind_in == “u”: if kind_out == “i”: # unsigned int -> signed int image = _scale(image, 8 * itemsize_in, 8 * itemsize_out - 1) return image.view(dtype_out) else: # unsigned int -> unsigned int return _scale(image, 8 * itemsize_in, 8 * itemsize_out) # signed int -> unsigned int if kind_out == “u”: image = _scale(image, 8 * itemsize_in - 1, 8 * itemsize_out) result = np.empty(image.shape, dtype_out) np.maximum(image, 0, out=result, dtype=image.dtype, casting=“unsafe”) return result # signed int -> signed int if itemsize_in > itemsize_out: return _scale(image, 8 * itemsize_in - 1, 8 * itemsize_out - 1) image = image.astype(_dtype_bits(“i”, itemsize_out * 8)) image -= imin_in # type: ignore image = _scale(image, 8 * itemsize_in, 8 * itemsize_out, copy=False) image += imin_out # type: ignore return image.astype(dtype_out) def ffmpeg_installed() -> bool: if wasm_utils.IS_WASM: # TODO: Support ffmpeg in WASM return False return shutil.which(“ffmpeg”) is not None def video_is_playable(video_filepath: str) -> bool: “”“Determines if a video is playable in the browser. A video is playable if it has a playable container and codec. .mp4 -> h264 .webm -> vp9 .ogg -> theora “”” from ffmpy import FFprobe, FFRuntimeError try: container = Path(video_filepath).suffix.lower() probe = FFprobe( global_options=”-show_format -show_streams -select_streams v -print_format json", inputs={video_filepath: None}, ) output = probe.run(stderr=subprocess.PIPE, stdout=subprocess.PIPE) output = json.loads(output[0]) video_codec = output[“streams”][0][“codec_name”] return (container, video_codec) in [ (“.mp4”, “h264”), (“.ogg”, “theora”), (“.webm”, “vp9”), ] # If anything goes wrong, assume the video can be played to not convert downstream except (FFRuntimeError, IndexError, KeyError): return True def convert_video_to_playable_mp4(video_path: str) -> str: “”“Convert the video to mp4. If something goes wrong return the original video.”“” from ffmpy import FFmpeg, FFRuntimeError try: with tempfile.NamedTemporaryFile(delete=False) as tmp_file: output_path = Path(video_path).with_suffix(“.mp4”) shutil.copy2(video_path, tmp_file.name) # ffmpeg will automatically use h264 codec (playable in browser) when converting to mp4 ff = FFmpeg( inputs={str(tmp_file.name): None}, outputs={str(output_path): None}, global_options=“-y -loglevel quiet”, ) ff.run() except FFRuntimeError as e: print(f"Error converting video to browser-playable format {str(e)}") output_path = video_path finally: # Remove temp file os.remove(tmp_file.name) # type: ignore return str(output_path) def get_video_length(video_path: str | Path): if wasm_utils.IS_WASM: raise wasm_utils.WasmUnsupportedError( “Video duration is not supported in the Wasm mode.” ) duration = subprocess.check_output( [ “ffprobe”, “-i”, str(video_path), “-show_entries”, “format=duration”, “-v”, “quiet”, “-of”, “csv={}”.format(“p=0”), ] ) duration_str = duration.decode(“utf-8”).strip() duration_float = float(duration_str) return duration_float TÚ: El ejemplo de código que proporcionas es una mezcla de varias funcionalidades y utilidades relacionadas principalmente con el procesamiento de archivos, audio, imagen y video para su uso, posiblemente, en una aplicación web o un sistema que trabaja intensamente con contenido multimedia. La función _move_to_cache(file_path, cache_dir) está diseñada para mover (o en tu caso, copiar) archivos a un directorio de caché especificado. Para decidir en qué lugar deberías implementar el comando _move_to_cache, es importante considerar el contexto de uso y el flujo de trabajo de la aplicación. Basándome en el código que proporcionas, el cual parece estar relacionado con la manipulación y la preparación de datos para su utilización o presentación, existen varios puntos donde podría ser relevante el uso de esta función: 1. Durante la carga de recursos: Cuando se cargan archivos (ej. imágenes, audio, video) en tu aplicación, puede ser deseable copiar estos archivos a un directorio de caché para un acceso más rápido en el futuro. Esto es especialmente útil si los archivos se van a procesar o convertir de alguna forma. 2. Después de procesar contenidos: Si tu aplicación realiza algún procesamiento en archivos, como conversión de formatos, redimensionamiento de imágenes, etc., podrías querer almacenar el resultado en caché para evitar tener que repetir el procesamiento. 3. Antes de servir archivos a los usuarios: Si estás sirviendo contenido estático o dinámico a los usuarios y este contenido cambia poco con el tiempo, implementar _move_to_cache antes de la entrega podría ayudar a mejorar la eficiencia, reduciendo la carga en los servidores y acelerando la entrega de contenido. Dentro del contexto del código que proporcionas, aquí hay algunas ideas más específicas: - Después de generar o modificar imágenes (ver save_pil_to_cache, save_img_array_to_cache). - Al guardar archivos de audio o video procesados (ver save_audio_to_cache). - Tras completar la descarga y antes de la entrega de archivos externos (ver save_url_to_cache, save_file_to_cache). - Antes de devolver los resultados de las funciones que procesan archivos base64 (ver save_base64_to_cache). Por último, asegúrate de considerar el manejo de errores y la limpieza de la caché como parte de la implementación para evitar el crecimiento descontrolado del almacenamiento y otros posibles problemas. _______ Tras esta conversación, y el error de conexión, te indico que me interesaría saber en que lugar del código debo insertar el comando _move_to_cache_ teniendo en cuenta que me interesa que sea respecto al punto '1. Durante la carga de recusrsos' que me indicas anteriormente.
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44,417
import pygame import random import math # Initialize pygame and create a screen object pygame.init() screen = pygame.display.set_mode((1000, 800)) # Define colors BLACK = (0, 0, 0) RED = (255, 0, 0) # Define grid size GRID_WIDTH = 21 GRID_HEIGHT = 17 # Initialize the invisible variable invisible = False # Define initial floor position FLOOR_START_ROW = GRID_HEIGHT - 2 FLOOR_END_ROW = GRID_HEIGHT - 1 pygame.display.set_caption('100% no luck') # Load the images for the background, the player, and the boss # Ensure that these images are present in your project directory try: background = pygame.image.load('level_1_background.jpeg') player_image = pygame.image.load('player1_back.png') invisibility_cloak_image = pygame.image.load('invisibility_cloak.png') grappling_hook_image = pygame.image.load('grappling_hook.png') katana_image = pygame.image.load('katana.png') freezing_ray_image = pygame.image.load('freezing_ray.png') speed_pill_image = pygame.image.load('speed_pill.jpeg') bouncy_shoes_image = pygame.image.load('bouncy_shoes.png') key_image = pygame.image.load('key.png') tsunami_maker_image = pygame.image.load('tsunami_maker.png') laser_beam_image = pygame.image.load('laser_beam.png') go_kart_image = pygame.image.load('go_kart.jpeg') revival_kit_image = pygame.image.load('revival_kit.jpeg') except pygame.error as e: print("Cannot load images:", e) raise SystemExit # Define the colors for the text WHITE = (255, 255, 255) # Define the font for the text font = pygame.font.SysFont('Arial', 32) # Define the text for the intro and the tools intro_text = "Welcome to 100% no luck, a game where you have to use smart logic and some luck to beat the dungeon. You will spawn with 3 tools out of a possible 15 tools randomized. Each tool has a different effect and can help you or hinder you depending on the situation. You have to think carefully about how to use your tools and when to use them. The dungeon has many obstacles and enemies that you have to overcome. The goal is to reach the end of the dungeon and defeat the boss. Good luck!" tools_text = ["Invisibility cloak: Makes you invisible for 10 seconds. Useful for sneaking past enemies or traps.", "Grappling hook: Allows you to swing across gaps or pull objects towards you.", "Katana: A sharp sword that can cut through anything. Useful for fighting enemies or breaking barriers.", "Freeze ray: A device that can freeze anything in its path. Useful for stopping enemies or creating platforms.", "Bouncy shoes: Shoes that make you jump higher and farther. Useful for reaching high places or avoiding obstacles.", "Key: A key that can unlock any door or chest. Useful for accessing hidden areas or treasures.", "Go kart: A vehicle that can move fast and run over anything. Useful for escaping enemies or crossing large distances.", "Tsunami maker: A device that can create a huge wave of water. Useful for washing away enemies or filling gaps.", "Laser beam: A device that can shoot a powerful laser. Useful for destroying enemies or barriers.", "Speed pill: A pill that can make you move faster for 10 seconds. Useful for dodging enemies or traps.", "Revival kit: A kit that can revive you once if you die. Useful for surviving fatal situations."] def show_intro(): intro_text = "Welcome to 100% no luck, a game where you have to use smart logic and some luck to beat the dungeon. You will spawn with 3 tools out of a possible 15 tools randomized. Each tool has a different effect and can help you or hinder you depending on the situation. You have to think carefully about how to use your tools and when to use them. The dungeon has many obstacles and enemies that you have to overcome. The goal is to reach the end of the dungeon and defeat the boss. Good luck!" # Wrap the intro text intro_lines = [] max_width = 950 # Adjust as needed words = intro_text.split() current_line = words[0] for word in words[1:]: if font.size(current_line + ' ' + word)[0] < max_width: current_line += ' ' + word else: intro_lines.append(current_line) current_line = word intro_lines.append(current_line) current_line = 0 intro_complete = False start_time = pygame.time.get_ticks() while not intro_complete: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() screen.fill((0, 0, 0)) intro_surface = font.render(intro_lines[current_line], True, WHITE) intro_rect = intro_surface.get_rect(center=(screen.get_width() // 2, screen.get_height() // 2)) screen.blit(intro_surface, intro_rect) if pygame.time.get_ticks() - start_time > 2980: current_line += 1 start_time = pygame.time.get_ticks() if current_line == len(intro_lines): intro_complete = True pygame.display.flip() pygame.time.Clock().tick(60) screen.fill((0, 0, 0)) pygame.display.flip() tools_title_surface = font.render("Selected Tools:", True, WHITE) tools_title_rect = tools_title_surface.get_rect(center=(screen.get_width() // 2, 100)) screen.blit(tools_title_surface, tools_title_rect) pygame.display.flip() pygame.time.delay(1000) available_buttons = ['v', 'b', 'n', 'x', 'y', 'z'] # Add more buttons if needed selected_tools = random.sample(tools_text, 3) # Assign buttons to the selected tools button_assignments = available_buttons[:3] # Take the first three buttons button_assigned_functions = [tool_functions[tools_text.index(tool)] for tool in selected_tools] # Wrap the tool descriptions and display them with their assigned buttons wrapped_tools = [] for i, tool_desc in enumerate(selected_tools): tool_lines = [] current_line = f"{button_assignments[i]}: {tool_desc.split()[0]}" for word in tool_desc.split()[1:]: if font.size(current_line + ' ' + word)[0] < max_width: current_line += ' ' + word else: tool_lines.append(current_line) current_line = word tool_lines.append(current_line) wrapped_tools.append(tool_lines) selected_tools_surface = [font.render(line, True, WHITE) for tool_lines in wrapped_tools for line in tool_lines] for i, tool_surface in enumerate(selected_tools_surface): tool_rect = tool_surface.get_rect(center=(screen.get_width() // 2, 200 + i * 50)) screen.blit(tool_surface, tool_rect) pygame.display.flip() start_time = pygame.time.get_ticks() while pygame.time.get_ticks() - start_time < 2000: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() screen.fill((0, 0, 0)) pygame.display.flip() return button_assignments, button_assigned_functions # Define the logic for each tool as a function def invisibility_cloak(player_rect): # Set a global variable to indicate that the player is invisible global invisible invisible = True # Set a timer to make the player visible again after 10 seconds pygame.time.set_timer(pygame.USEREVENT, 10000) def grappling_hook(player_rect): # Get the mouse position and the player position mouse_x, mouse_y = pygame.mouse.get_pos() player_x, player_y = player_rect.center # Calculate the distance and the angle between the mouse and the player distance = ((mouse_x - player_x) ** 2 + (mouse_y - player_y) ** 2) ** 0.5 angle = math.atan2(mouse_y - player_y, mouse_x - player_x) # Draw a line from the player to the mouse pygame.draw.line(screen, BLACK, (player_x, player_y), (mouse_x, mouse_y), 5) # Check if the mouse is over a gap or an object if mouse_x > 600 and mouse_x < 700 and mouse_y > 300 and mouse_y < 400: # If the mouse is over a gap, move the player towards the mouse player_rect.centerx += math.cos(angle) * 10 player_rect.centery += math.sin(angle) * 10 elif mouse_x > 700 and mouse_x < 800 and mouse_y > 200 and mouse_y < 300: # If the mouse is over an object, move the object towards the player object_rect.centerx -= math.cos(angle) * 10 object_rect.centery -= math.sin(angle) * 10 def katana(player_rect): # Get the mouse position and the player position mouse_x, mouse_y = pygame.mouse.get_pos() player_x, player_y = player_rect.center # Calculate the angle between the mouse and the player angle = math.atan2(mouse_y - player_y, mouse_x - player_x) # Create a line surface or rect from the player to the mouse line_length = math.hypot(mouse_x - player_x, mouse_y - player_y) line_surf = pygame.Surface((line_length, 5), pygame.SRCALPHA) line_surf.fill(RED) line_rect = line_surf.get_rect() line_rect.center = player_rect.center # Rotate the line surface rotated_line_surf = pygame.transform.rotate(line_surf, math.degrees(angle)) # Create a sprite for the rotated line line_sprite = pygame.sprite.Sprite() line_sprite.image = rotated_line_surf line_sprite.rect = rotated_line_surf.get_rect(center=line_rect.center) # Check if the line intersects with an enemy or a barrier collided_enemies = pygame.sprite.spritecollide(line_sprite, enemies, True) collided_barriers = pygame.sprite.spritecollide(line_sprite, barriers, True) # Draw the rotated line on the screen screen.blit(rotated_line_surf, line_sprite.rect) def bouncy_shoes(player_rect): # Set a global variable to indicate that the player has bouncy shoes global bouncy bouncy = True # Increase the player's jump velocity player_jump_vel = 20 def key(player_rect): # Get the mouse position and the player position mouse_x, mouse_y = pygame.mouse.get_pos() player_x, player_y = player_rect.center # Calculate the distance between the mouse and the player distance = ((mouse_x - player_x) ** 2 + (mouse_y - player_y) ** 2) ** 0.5 # Check if the mouse is over a door or a chest if pygame.sprite.spritecollideany(mouse, doors) or pygame.sprite.spritecollideany(mouse, chests): # If the mouse is over a door or a chest, unlock it and open it pygame.sprite.spritecollide(mouse, doors, True) pygame.sprite.spritecollide(mouse, chests, True) # If the chest contains a tool, add it to the player's inventory if chest.tool: inventory.append(chest.tool) def go_kart(player_rect): # Set a global variable to indicate that the player is in a go kart global go_kart go_kart = True # Increase the player's speed and size player_speed = 15 player_rect.inflate_ip(50, 50) # Load the image for the go kart go_kart = pygame.image.load('go_kart.png') # Draw the go kart over the player screen.blit(go_kart, player_rect) # Check if the player collides with an enemy or a barrier if pygame.sprite.spritecollideany(player, enemies) or pygame.sprite.spritecollideany(player, barriers): # If the player collides with an enemy or a barrier, run over it and destroy it pygame.sprite.spritecollide(player, enemies, True) pygame.sprite.spritecollide(player, barriers, True) def freeze_ray(player_rect): # Get the mouse position and the player position mouse_x, mouse_y = pygame.mouse.get_pos() player_x, player_y = player_rect.center # Calculate the angle between the mouse and the player angle = math.atan2(mouse_y - player_y, mouse_x - player_x) # Draw a line from the player to the mouse pygame.draw.line(screen, BLUE, (player_x, player_y), (mouse_x, mouse_y), 5) # Check if the line intersects with an enemy or a platform if pygame.sprite.spritecollideany(line, enemies) or pygame.sprite.spritecollideany(line, platforms): # If the line intersects with an enemy or a platform, freeze it pygame.sprite.spritecollide(line, enemies, False, freeze) pygame.sprite.spritecollide(line, platforms, False, freeze) def freeze(sprite): # Change the sprite's image to a frozen version sprite.image = pygame.image.load(sprite.name + '_frozen.png') # Set the sprite's frozen attribute to True sprite.frozen = True def tsunami_maker(player_rect): # Set a global variable to indicate that the player has used the tsunami maker global tsunami tsunami = True # Load the image for the wave wave = pygame.image.load('wave.png') # Create a rect for the wave wave_rect = wave.get_rect() # Set the wave's initial position at the left edge of the screen wave_rect.left = 0 # Set the wave's speed wave_speed = 10 # Draw the wave on the screen screen.blit(wave, wave_rect) # Move the wave to the right wave_rect.x += wave_speed # Check if the wave collides with an enemy or a gap if pygame.sprite.spritecollideany(wave, enemies) or pygame.sprite.spritecollideany(wave, gaps): # If the wave collides with an enemy or a gap, wash it away pygame.sprite.spritecollide(wave, enemies, True) pygame.sprite.spritecollide(wave, gaps, True, fill) def fill(sprite): # Change the sprite's image to a water version sprite.image = pygame.image.load(sprite.name + '_water.png') # Set the sprite's filled attribute to True sprite.filled = True def laser_beam(player_rect): # Get the mouse position and the player position mouse_x, mouse_y = pygame.mouse.get_pos() player_x, player_y = player_rect.center # Calculate the angle between the mouse and the player angle = math.atan2(mouse_y - player_y, mouse_x - player_x) # Draw a line from the player to the mouse pygame.draw.line(screen, YELLOW, (player_x, player_y), (mouse_x, mouse_y), 5) # Check if the line intersects with an enemy or a barrier if pygame.sprite.spritecollideany(line, enemies) or pygame.sprite.spritecollideany(line, barriers): # If the line intersects with an enemy or a barrier, destroy it pygame.sprite.spritecollide(line, enemies, True) pygame.sprite.spritecollide(line, barriers, True) def speed_pill(player_rect): # Set a global variable to indicate that the player has used the speed pill global speed speed = True # Set a timer to make the player normal again after 10 seconds pygame.time.set_timer(pygame.USEREVENT + 1, 10000) # Increase the player's speed player_speed = 10 def revival_kit(player_rect): # Set a global variable to indicate that the player has a revival kit global revival revival = True # Check if the player's health is zero if player_health == 0: # If the player's health is zero, revive the player player_health = 100 # Set the revival variable to False revival = False tool_functions = [invisibility_cloak, grappling_hook, katana, freeze_ray, bouncy_shoes, key, go_kart, tsunami_maker, laser_beam, speed_pill, revival_kit] def is_on_floor_or_stairs(player_rect): """ Check if the player is standing on a floor or stairs cell. Returns True if standing on floor or stairs, False otherwise. """ cell_width = screen.get_width() // GRID_WIDTH cell_height = screen.get_height() // GRID_HEIGHT # Check if the player is on the initial floor rows if FLOOR_START_ROW <= player_rect.bottom // cell_height <= FLOOR_END_ROW: for x in range(player_rect.left // cell_width, (player_rect.right + cell_width - 1) // cell_width): if 0 <= x < GRID_WIDTH: return True return False def draw_doors(): # Define the door's color DOOR_COLOR = (139, 69, 19) # Saddle brown color # Calculate the cell size based on the screen dimensions cell_width = screen.get_width() // GRID_WIDTH cell_height = screen.get_height() // GRID_HEIGHT # Draw door 1 door1_start_row = GRID_HEIGHT - 10 door1_end_row = GRID_HEIGHT - 13 door1_start_col = 10 door1_end_col = 11 for row in range(door1_start_row, door1_end_row - 1, -1): for col in range(door1_start_col, door1_end_col + 1): rect = pygame.Rect(col * cell_width, row * cell_height, cell_width, cell_height) pygame.draw.rect(screen, DOOR_COLOR, rect) # Draw door 2 door2_start_row = GRID_HEIGHT - 3 door2_end_row = GRID_HEIGHT - 4 door2_start_col = 16 door2_end_col = 17 for row in range(door2_start_row, door2_end_row - 1, -1): for col in range(door2_start_col, door2_end_col + 1): rect = pygame.Rect(col * cell_width, row * cell_height, cell_width, cell_height) pygame.draw.rect(screen, DOOR_COLOR, rect) def draw_floor(): # Define the floor's color FLOOR_COLOR = (128, 64, 0) # Brown color STAIRS_COLOR = (128, 128, 128) # Gray color # Calculate the cell size based on the screen dimensions cell_width = screen.get_width() // GRID_WIDTH cell_height = screen.get_height() // GRID_HEIGHT # Draw the floor cells for col in range(GRID_WIDTH): for row in range(FLOOR_START_ROW, FLOOR_END_ROW + 1): rect = pygame.Rect(col * cell_width, row * cell_height, cell_width, cell_height) pygame.draw.rect(screen, FLOOR_COLOR, rect) enemies = pygame.sprite.Group() barriers = pygame.sprite.Group() platforms = pygame.sprite.Group() doors = pygame.sprite.Group() chests = pygame.sprite.Group() gaps = pygame.sprite.Group() tools = pygame.sprite.Group() # Create some sprites and groups for the player player_sprite = pygame.sprite.Sprite() player_sprite.image = player_image player_sprite.rect = player_sprite.image.get_rect() player_sprite.rect.center = (100, 300) # Create sprite groups enemies = pygame.sprite.Group() tools = pygame.sprite.Group() # Assuming tools are also Sprites # Gravity constant GRAVITY = 0.5 # Player properties player_x = 100 player_y = 300 player_speed = 5 player_jump_vel = 10 player_vert_vel = 0 # Initial vertical velocity player_health = 100 inventory = [] # Main game loop control running = True clock = pygame.time.Clock() # Call show_intro() and get the button_assigned_functions list button_assignments, button_assigned_functions = show_intro() # Initialize player jumping state player_is_jumping = False # Create a rect for the player sprite player_rect = player_sprite.rect # In the main game loop while running: # 1. Handle events for event in pygame.event.get(): if event.type == pygame.QUIT: running = False elif event.type == pygame.KEYDOWN: if event.key == pygame.K_SPACE and not player_is_jumping: # Start jumping player_is_jumping = True player_vert_vel = -player_jump_vel elif event.key == ord(button_assignments[0].upper()): # Use the first selected tool try: button_assigned_functions[0](player_sprite.rect) # Pass player_sprite.rect except Exception as e: print(f"Error calling tool function: {e}") elif event.key == ord(button_assignments[1].upper()): # Use the second selected tool try: button_assigned_functions[1](player_sprite.rect) # Pass player_sprite.rect except Exception as e: print(f"Error calling tool function: {e}") elif event.key == ord(button_assignments[2].upper()): # Use the third selected tool try: button_assigned_functions[2](player_sprite.rect) # Pass player_sprite.rect except Exception as e: print(f"Error calling tool function: {e}") # 2. Update game state keys = pygame.key.get_pressed() if keys[pygame.K_LEFT]: player_sprite.rect.x -= player_speed if keys[pygame.K_RIGHT]: player_sprite.rect.x += player_speed if keys[pygame.K_UP]: player_sprite.rect.y -= player_speed if keys[pygame.K_DOWN]: player_sprite.rect.y += player_speed # Update player's vertical velocity and position if jumping if player_is_jumping: player_vert_vel += GRAVITY player_sprite.rect.y += player_vert_vel # Check if the player has landed on floor or stairs if is_on_floor_or_stairs(player_sprite.rect): player_is_jumping = False player_vert_vel = 0 else: # Apply gravity only if not on floor or stairs if not is_on_floor_or_stairs(player_sprite.rect): player_vert_vel += GRAVITY player_sprite.rect.y += player_vert_vel # Reset vertical velocity if on floor or stairs if is_on_floor_or_stairs(player_sprite.rect): player_vert_vel = 0 # Prevent the player from moving off screen player_sprite.rect.clamp_ip(screen.get_rect()) # 3. Draw everything screen.blit(background, (0, 0)) draw_floor() draw_doors() tools.draw(screen) enemies.draw(screen) screen.blit(player_sprite.image, player_sprite.rect) # Draw player # Check if the player is invisible if invisible: # Draw the invisibility cloak image over the player screen.blit(invisibility_cloak_image, player_sprite.rect) # After drawing everything, update/flip the display pygame.display.flip() # 4. Cap the frame rate clock.tick(60) if __name__ == "__main__": main() nothing happens when i press v, b, n ingame right now just trying to test out how they work and look before adding enemy sprites and collision, these should be able to work without this.
a51b3a35b0646d37aab17b5204d5e958
{ "intermediate": 0.3327173590660095, "beginner": 0.3814488649368286, "expert": 0.28583377599716187 }
44,418
Maximum update depth exceeded. This can happen when a component calls setState inside useEffect, but useEffect either doesn't have a dependency array, or one of the dependencies changes on every render. at SingleProduct (http://localhost:3000/static/js/bundle.js:2323:90) at RenderedRoute (http://localhost:3000/static/js/bundle.js:589354:5) at Routes (http://localhost:3000/static/js/bundle.js:590045:5) at Router (http://localhost:3000/static/js/bundle.js:589979:15) at BrowserRouter (http://localhost:3000/static/js/bundle.js:587932:5) at Le (http://localhost:3000/static/js/bundle.js:596755:60) at EnvironmentProvider (http://localhost:3000/static/js/bundle.js:603129:5) at ColorModeProvider (http://localhost:3000/static/js/bundle.js:602152:5) at ThemeProvider (http://localhost:3000/static/js/bundle.js:13311:50) at ThemeProvider (http://localhost:3000/static/js/bundle.js:605787:5) at ChakraProvider (http://localhost:3000/static/js/bundle.js:603005:5) at ChakraProvider2 (http://localhost:3000/static/js/bundle.js:603352:5) at App at CartProvider (http://localhost:3000/static/js/bundle.js:7066:3) at FilterContextProvider (http://localhost:3000/static/js/bundle.js:7227:3) at AppProvider (http://localhost:3000/static/js/bundle.js:7394:3) at Auth0Provider (http://localhost:3000/static/js/bundle.js:12145:23) in the file: import styled from "styled-components"; import React, { useEffect, useState } from 'react' import { useParams } from "react-router-dom"; import { useProductContext } from "./context/productContext"; import FormatPrice from "./Helpers/FormatPrice"; import PageNavigation from "./components/PageNavigation"; import MyImage from "./components/MyImage"; import { Container } from "./Container"; import {TbReplace, TbTruckDelivery} from 'react-icons/tb' import {MdSecurity} from 'react-icons/md' import Star from "./components/Star"; import AddToCart from "./components/AddToCart"; import Modal from './Popup'; import { motion } from "framer-motion"; import { fadeIn } from "./components/variants"; const SingleProduct = () => { const [mainImageUrl, setMainImageUrl] = useState(''); const [open, setOpen] = React.useState(1); const { getSingleProduct, isSingleLoading, singleProduct } = useProductContext(); const { id } = useParams(); useEffect(() => { // Attempt to fetch product data as the component mounts getSingleProduct(id); }, [id, getSingleProduct]); // React needs all hooks to be used in the same order // between renders, even when the component returns early. useEffect(() => { // Ensure ‘image’ is loaded before attempting to set the main image URL if (image && image.length > 0) { setMainImageUrl(image[0]); // Assuming ‘image’ might be an array } }, [singleProduct]); // Depend on ‘singleProduct’ to re-trigger this effect when it updates if (!singleProduct || isSingleLoading) { // Early return should happen after all hooks have been called return <div className="page_loading">Loading...</div>; } // Destructuring ‘singleProduct’ after the possibility of an early return has been checked const { image, name, company, description, stock, price } = singleProduct; const transitionVariants = { initial: { x: "100%", width: "100%", }, animate: { x: "0%", width: "0%", }, exit: { x: ["0%", "100%"], width: ["0%", "100%"], }, }; return <Wrapper mainImageUrl={mainImageUrl}> <PageNavigation title={name} /> <Container className="container"> <motion.div className="singleProda" variants={fadeIn("down", 0.4)} initial="hidden" animate="show" exit="hidden" > {/* Product Image */} <div> <MyImage imgs={image} setMainImageUrl={setMainImageUrl} /> </div> {/* Product data */} <div className="product-data mx-auto w-[50%]"> <h2>{name}</h2> <p className="product-data-price "> MRP: <del> <FormatPrice price={price + 250000}/> </del> </p> <p className="product-data-price product-data-real-price"> Deal of the Day: <FormatPrice price={price}/> </p> <p>{description}</p> <Modal /> <div className="product-data-info"> <p>Available: <span>{stock > 0 ? "In Stock" : "Not Available"}</span></p> <p>ID : <span> {id} </span></p> <p>Brand : <span> {company} </span></p> </div> <hr /> {stock > 0 && <AddToCart product={singleProduct}/>} </div> </motion.div> </Container> </Wrapper>; } const Wrapper = styled.section` background-image: url(${(props) => props.mainImageUrl}); background-repeat: no-repeat; background-size: cover; // Or whatever fits your design best background-position: center; box-shadow: inset 0 0 0 2000px rgba(0, 0, 0, 0.85); .container { padding: 9rem 0; } header { border-radius:none!important; } .product_images{ display:flex; align-items:center; } .product-data { display: flex; flex-direction: column; align-items: flex-start; justify-content: center; gap: 2rem; .product-data-warranty { width: 100%; display: flex; justify-content: space-between; align-items: center; border-bottom: 1px solid #ccc; margin-bottom: 1rem; .product-warranty-data { text-align: center; .warranty-icon { background-color: rgba(220, 220, 220, 0.5); border-radius: 50%; width: 4rem; height: 4rem; padding: 0.6rem; } p { font-size: 1.4rem; padding-top: 0.4rem; } } } .product-data-price { font-weight: bold; } .product-data-real-price { color: ${({ theme }) => theme.colors.btn}; } .product-data-info { display: flex; flex-direction: column; gap: 1rem; font-size: 1.8rem; span { font-weight: bold; } } hr { max-width: 100%; width: 90%; /* height: 0.2rem; */ border: 0.1rem solid #000; color: red; } } .product-images { display: flex; justify-content: center; align-items: center; } @media (max-width: ${({ theme }) => theme.media.mobile}) { padding: 0 2.4rem; } `; export default SingleProduct;
f346872e63fb400395c8fc279f970777
{ "intermediate": 0.39598995447158813, "beginner": 0.32037341594696045, "expert": 0.2836366295814514 }
44,419
need best small js lib from github to easy save restore setting via get search params
a3057f1c9bbda578813cbe8cb73a3c1a
{ "intermediate": 0.6334154009819031, "beginner": 0.19478990137577057, "expert": 0.17179474234580994 }
44,420
I want you to create a boiler plate with Angular and Angular Signal
26b6fc2ee16b21f68c62a38a45b231a7
{ "intermediate": 0.5666594505310059, "beginner": 0.28922879695892334, "expert": 0.1441117823123932 }
44,421
git clone with https. repo is private
8608c73f979b781114c7cda3bc08c377
{ "intermediate": 0.3993101418018341, "beginner": 0.27895691990852356, "expert": 0.3217329978942871 }
44,422
i want to add a video background to the wrapper brand-section in my react app and have it stretched across the wrapper on dektop and mobile: import React from ‘react’ import styled from “styled-components”; const Truested = () => { return ( <Wrapper className=“brand-section”> <div className=“container”> <h3>Trusted By 1000+ Companies</h3> <div className=“brand-section-slider”> {/* my 1st img */} <div className=“slide”> <img src=“https://raw.githubusercontent.com/solodev/infinite-logo-carousel/master/images/image2.png” alt=“trusted-brands” /> </div> <div className=“slide”> <img src=“https://raw.githubusercontent.com/solodev/infinite-logo-carousel/master/images/image3.png” alt=“trusted-brands” /> </div> <div className=“slide”> <img src=“https://raw.githubusercontent.com/solodev/infinite-logo-carousel/master/images/image4.png” alt=“trusted-brands” /> </div> <div className=“slide”> <img src=“https://raw.githubusercontent.com/solodev/infinite-logo-carousel/master/images/image6.png” alt=“trusted-brands” /> </div> <div className=“slide”> <img src=“https://raw.githubusercontent.com/solodev/infinite-logo-carousel/master/images/image8.png” alt=“trusted-brands” /> </div> </div> </div> </Wrapper> ) } const Wrapper = styled.section<br/> padding: 9rem 0;<br/> background-color: ${({ theme }) =&gt; theme.colors.bg};<br/> .brand-section {<br/> padding: 12rem 0 0 0;<br/> }<br/> h3 {<br/> text-align: center;<br/> text-transform: capitalize;<br/> color: white;<br/> font-size: 2rem;<br/> font-weight: bold;<br/> }<br/> img {<br/> min-width: 10rem;<br/> height: 10rem;<br/> }<br/> .brand-section-slider {<br/> margin-top: 3.2rem;<br/> margin-bottom: 7.2rem;<br/> display: flex;<br/> justify-content: space-between;<br/> align-items: center;<br/> flex-direction: row;<br/> }<br/> @media (max-width: ${({ theme }) =&gt; theme.media.mobile}) {<br/> .brand-section-slider {<br/> margin-top: 3.2rem;<br/> display: grid;<br/> grid-template-columns: 1fr 1fr;<br/> /* background-color: red; */<br/> text-align: center;<br/> }<br/> }<br/>; export default Truested
1446b1f35c0efb224482e1640569d34a
{ "intermediate": 0.1826610416173935, "beginner": 0.5618768334388733, "expert": 0.25546208024024963 }
44,423
привет в чем может быть проблема DirectoryNotFoundException: Could not find a part of the path 'D:\ProjectUnity\VRElectricalSafety\Assets\StreamingAssets\PDF\Theory\1'. System.IO.Enumeration.FileSystemEnumerator`1[TResult].CreateDirectoryHandle (System.String path, System.Boolean ignoreNotFound) (at <d6232873609549b8a045fa15811a5bd3>:0) System.IO.Enumeration.FileSystemEnumerator`1[TResult]..ctor (System.String directory, System.IO.EnumerationOptions options) (at <d6232873609549b8a045fa15811a5bd3>:0) System.IO.Enumeration.FileSystemEnumerable`1+DelegateEnumerator[TResult]..ctor (System.IO.Enumeration.FileSystemEnumerable`1[TResult] enumerable) (at <d6232873609549b8a045fa15811a5bd3>:0) System.IO.Enumeration.FileSystemEnumerable`1[TResult]..ctor (System.String directory, System.IO.Enumeration.FileSystemEnumerable`1+FindTransform[TResult] transform, System.IO.EnumerationOptions options) (at <d6232873609549b8a045fa15811a5bd3>:0) System.IO.Enumeration.FileSystemEnumerableFactory.UserFiles (System.String directory, System.String expression, System.IO.EnumerationOptions options) (at <d6232873609549b8a045fa15811a5bd3>:0) System.IO.Directory.InternalEnumeratePaths (System.String path, System.String searchPattern, System.IO.SearchTarget searchTarget, System.IO.EnumerationOptions options) (at <d6232873609549b8a045fa15811a5bd3>:0) System.IO.Directory.GetFiles (System.String path, System.String searchPattern, System.IO.EnumerationOptions enumerationOptions) (at <d6232873609549b8a045fa15811a5bd3>:0) System.IO.Directory.GetFiles (System.String path, System.String searchPattern, System.IO.SearchOption searchOption) (at <d6232873609549b8a045fa15811a5bd3>:0) PDFUI.FindPdfFiles () (at Assets/Scripts/UI/PDF/PDFUI.cs:46) PDFUI.Initialize () (at Assets/Scripts/UI/PDF/PDFUI.cs:39) UI.Practice.UIHandlerQuest.Initialized () (at Assets/Scripts/UI/Practice/UIHandlerQuest.cs:29) QuestHandler.Initialize () (at Assets/Scripts/Quest/QuestHandler.cs:36) Infrastructure.EntryPoints.PracticeEntryPoint.CreateQuestHandler () (at Assets/Scripts/Infrastructure/EntryPoints/PracticeEntryPoint.cs:28) Infrastructure.EntryPoints.PracticeEntryPoint.Initialize () (at Assets/Scripts/Infrastructure/EntryPoints/PracticeEntryPoint.cs:21) Infrastructure.StateMachine.States.ApplicationStates.SessionState.OnSceneLoaded () (at Assets/Scripts/Infrastructure/StateMachine/States/ApplicationStates/SessionState.cs:40) SceneLoader.SceneLoadService+<LoadingMultipleScenes>d__13.MoveNext () (at Assets/Scripts/Services/SceneLoading/SceneLoader.cs:103) UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) (at <685c48cf8f0b48abb797275c046dda6a>:0)
150daef5b788618a2eaae8e3c2fc236a
{ "intermediate": 0.1961836814880371, "beginner": 0.5598097443580627, "expert": 0.24400655925273895 }
44,424
in SDL, is there a way to get game controller instance ID, similar to how to get instance ID of josticks using SDL_JoystickGetDeviceInstanceID?
4a38f56b0725c860403bc96f24da4a36
{ "intermediate": 0.7155517339706421, "beginner": 0.12816742062568665, "expert": 0.15628084540367126 }
44,425
Is it possible to use vite with something like express or fastify? How would that work?
0c4a333f86065f1a38044cd8b6d9c3ad
{ "intermediate": 0.5496776700019836, "beginner": 0.1568099409341812, "expert": 0.29351240396499634 }
44,426
Hello for some reason does SharedAttackValues.isBeingAttacked[target] never stay there, it's just gone all the time: local require = require(script.Parent.loader).load(script) local ActionPipe = require("ActionPipe") local SharedAttackValues = require("SharedAttackValues") local Promise = require("Promise") local Players = game:GetService("Players") local remote = game:GetService("ReplicatedStorage"):WaitForChild("CombatEvent") local function GetTouchingParts(part) local connection = part.Touched:Connect(function() end) local results = part:GetTouchingParts() connection:Disconnect() return results end local function hitbox(size, cframe, ignore, char) if(not workspace.Fx) then local fx = Instance.new("Folder", workspace) fx.Name = "Fx" end local hb = Instance.new("Part", workspace.Fx) hb.Anchored = true hb.CanCollide = false hb.Transparency = .6 hb.Size = size hb.Name = "Hitbox" hb.Material = Enum.Material.ForceField hb.CFrame = cframe hb.CanQuery = false local connection connection = hb.Touched:Connect(function() connection:Disconnect() end) local lastTarget for i,v in pairs(hb:GetTouchingParts()) do if v.Parent:FindFirstChild("Humanoid") and table.find(ignore, v.Parent) == nil then if lastTarget then if(lastTarget.Position - char.PrimaryPart.Position).Magnitude > (v.Position - char.PrimaryPart.Position).Magnitude then lastTarget = v.Parent.PrimaryPart end else lastTarget = v.Parent.PrimaryPart end end end hb:Destroy() if lastTarget then return lastTarget else return nil end end return { args = { name = "AttackAction"; }, execute = function() remote.OnServerEvent:Connect(function(player, data) if SharedAttackValues.isTargetAttacked(data.Character) and tick() - SharedAttackValues.returnTick(data.Character) < 0.5 then return elseif SharedAttackValues.isTargetAttacked(data.Character) then SharedAttackValues.setValue(data.Character, nil) end if(SharedAttackValues.isBeingAttacked[data.Character]) then return end local actionPipe = ActionPipe.new() local bodyVelocity = Instance.new("BodyVelocity", data.Character.PrimaryPart) bodyVelocity.Velocity = data.Character.PrimaryPart.CFrame.LookVector * 25 bodyVelocity.MaxForce = Vector3.new(99999, 99999, 99999) bodyVelocity.Name = "Knockback" game.Debris:AddItem(bodyVelocity, .2) local hitTarget = hitbox(Vector3.new(6, 6, 6), data.Character.PrimaryPart.CFrame * CFrame.new(0,0,-3), {data.Character}, data.Character) if(hitTarget == nil) then return end if(Players:GetPlayerFromCharacter(hitTarget.Parent) ~= nil) then Players:GetPlayerFromCharacter(hitTarget.Parent):FindFirstChild("LastTarget").Value = tostring(data.Character) end SharedAttackValues.setValue(hitTarget.Parent, tick()) hitTarget.Parent.Humanoid.WalkSpeed = 0 SharedAttackValues.isBeingAttacked[hitTarget.Parent] = true print(tostring(hitTarget.Parent) .. " is being attacked") Promise.delay(.5, function() if(SharedAttackValues.returnTick(hitTarget.Parent) ~= nil) then print(tick() - SharedAttackValues.returnTick(hitTarget.Parent)) if tick() - SharedAttackValues.returnTick(hitTarget.Parent) > 0.5 then print(tostring(hitTarget.Parent) .. " is no longer being attacked") SharedAttackValues.isBeingAttacked[hitTarget.Parent] = false end end end) if data.Action == "m1" then if(data.Combo == 5) then hitTarget.Parent.Humanoid:TakeDamage(12) else hitTarget.Parent.Humanoid:TakeDamage(8) end end if(data.Combo == 5) then actionPipe.executeClientAction(player, "DragAction", data) local bodyVelocity = Instance.new("BodyVelocity", hitTarget) bodyVelocity.Velocity = data.Character.PrimaryPart.CFrame.LookVector * 75 bodyVelocity.MaxForce = Vector3.new(99999, 99999, 99999) bodyVelocity.Name = "Knockback" game.Debris:AddItem(bodyVelocity, .2) else local bodyVelocity = Instance.new("BodyVelocity", hitTarget) bodyVelocity.Velocity = data.Character.PrimaryPart.CFrame.LookVector * 25 bodyVelocity.MaxForce = Vector3.new(99999, 99999, 99999) bodyVelocity.Name = "Knockback" game.Debris:AddItem(bodyVelocity, .2) end task.wait(1) hitTarget.Parent.Humanoid.WalkSpeed = 10 end) end }
1d40f3616c50e08c54c28088e9340d35
{ "intermediate": 0.40102794766426086, "beginner": 0.43011727929115295, "expert": 0.168854758143425 }
44,427
from ray import tune # Define a dictionary to represent the search space for hyperparameters config = { "feature_size": tune.uniform(128, 512), # Tune feature size between 128 and 512 "num_layers": tune.randint(1, 4), # Tune number of Transformer layers (1 to 4) "dropout": tune.uniform(0.05, 0.2), # Tune dropout rate between 0.05 and 0.2 "lr": tune.loguniform(1e-4, 1e-2), # Tune learning rate using log-uniform sampling } class TransAmTrainable(tune.Trainable): def setup(self, config): self.model = TransAm(feature_size=config["feature_size"], num_layers=config["num_layers"], dropout=config["dropout"]) self.model.to(device) self.criterion = nn.MSELoss() self.optimizer = torch.optim.SGD(self.model.parameters(), lr=config["lr"]) def train_batch(self, train_data): data, targets = get_batch(train_data) # Assuming your `get_batch` function exists optimizer.zero_grad() output, _ = self.model(data) loss = self.criterion(output, targets) loss.backward() optimizer.step() return loss.item() # Return the training loss def validation_loss(self, val_data): self.model.eval() # Set the model to evaluation mode with torch.no_grad(): val_loss = 0.0 for data, target in val_data: # Iterate through validation data output, _ = self.model(data) val_loss += self.criterion(output, target).item() val_loss /= len(val_data) # Average validation loss return val_loss # Return the validation loss def train(self, train_data, val_data): # Train the model for a single epoch train_loss = self.train_batch(train_data) val_loss = self.validation_loss(val_data) # Update Weights & Biases with training and validation loss wandb.log({"train_loss": train_loss, "val_loss": val_loss}) self.optimizer.step() return {"loss": val_loss} # Return the validation loss for Ray Tune from ray import tune from wandb import init import os from ray.tune.suggest.hyperopt import HyperOptSearch # Initialize Weights & Biases (replace with your project name) init(project="Transformer Time Series Prediction") def train_fn(config, checkpoint_dir=None): # Load model from checkpoint if provided (for resuming training) model = TransAmTrainable(config) # Pass the config to the model if checkpoint_dir: model.load_checkpoint(checkpoint_dir) train_data, val_data = get_data() # Load your training and validation data results = model.train(train_data, val_data) # Manually report the best checkpoint at the end of training if checkpoint_dir: model.save_checkpoint(checkpoint_dir) tune.report(loss=results["loss"], checkpoint=checkpoint_dir) else: tune.report(loss=results["loss"]) # Launch the Ray Tune experiment with PBT (Population Based Training) analysis = tune.run( train_fn, config=config, # Pass the configuration space metric="loss", # Minimize validation loss mode="min", num_samples=16, # Number of hyperparameter configurations to try # search_alg=tune.suggest.SigOptSearch( # metric="loss", # Optimize for validation loss # mode="min" # ), search_alg=HyperOptSearch( metric="loss", # Optimize for validation loss mode="min" ), scheduler=tune.schedulers.PopulationBasedTraining( time_attr="training_iteration", perturbation_interval=5, hyperparam_mutations={ "lr": tune.uniform(1e-4, 1e-2), # Learning rate between 1e-4 and 1e-2 "optimizer": tune.choice(["adam", "sgd"]) # Choose between Adam and SGD } ), # Track experiment results in Weights & Biases name="TransAm_Hyperparameter_Tuning", local_dir="./ray_results", ) # Print the best trial results best_trial = analysis.best_trial print("Best trial config:", best_trial.config) print("Best trial final validation loss:", best_trial.last_result["loss"]) can you fix the above code
be58d1596da35687efb93ed1a41fb18c
{ "intermediate": 0.3662126958370209, "beginner": 0.3732984960079193, "expert": 0.26048874855041504 }
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how do i make a button in javascript
8eb85e6598344973cb592bce4fa4545e
{ "intermediate": 0.4229671061038971, "beginner": 0.27956423163414, "expert": 0.2974686622619629 }
44,429
Hi!
bdc15e8d2b8877df7bc773a758519bca
{ "intermediate": 0.3230988085269928, "beginner": 0.2665199935436249, "expert": 0.4103812277317047 }
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ha habido un error de conexión entre nosotros. te pongo al día de nuestra última conversación: YO: dónde debería implementar el comando ‘_move_to_cache’?: from future import annotations import shutil import os def _move_to_cache(file_path, cache_dir): # Comprueba si el archivo ya está en el directorio deseado if os.path.commonpath([file_path, cache_dir]) == cache_dir: return file_path else: # Intenta copiar el archivo al cache_dir en lugar de moverlo try: file_name = os.path.basename(file_path) new_file_path = os.path.join(cache_dir, file_name) shutil.copy(file_path, new_file_path) return new_file_path except Exception as e: # Manejar la excepción según sea necesario print(f"No se pudo copiar el archivo a la caché debido a: {e}“) # Dependiendo de tu caso, podrías querer devolver la ruta original # o manejar de otra manera este fallo return file_path import base64 import hashlib import json import logging import os import shutil import subprocess import tempfile import warnings from io import BytesIO from pathlib import Path from typing import TYPE_CHECKING, Any import httpx import numpy as np from gradio_client import utils as client_utils from PIL import Image, ImageOps, PngImagePlugin from gradio import utils, wasm_utils from gradio.data_classes import FileData, GradioModel, GradioRootModel from gradio.utils import abspath, get_upload_folder, is_in_or_equal with warnings.catch_warnings(): warnings.simplefilter(“ignore”) # Ignore pydub warning if ffmpeg is not installed from pydub import AudioSegment log = logging.getLogger(name) if TYPE_CHECKING: from gradio.blocks import Block ######################### # GENERAL ######################### def to_binary(x: str | dict) -> bytes: “”“Converts a base64 string or dictionary to a binary string that can be sent in a POST.””“ if isinstance(x, dict): if x.get(“data”): base64str = x[“data”] else: base64str = client_utils.encode_url_or_file_to_base64(x[“path”]) else: base64str = x return base64.b64decode(extract_base64_data(base64str)) def extract_base64_data(x: str) -> str: “”“Just extracts the base64 data from a general base64 string.””“ return x.rsplit(”,“, 1)[-1] ######################### # IMAGE PRE-PROCESSING ######################### def encode_plot_to_base64(plt, format: str = “png”): fmt = format or “png” with BytesIO() as output_bytes: plt.savefig(output_bytes, format=fmt) bytes_data = output_bytes.getvalue() base64_str = str(base64.b64encode(bytes_data), “utf-8”) return output_base64(base64_str, fmt) def get_pil_exif_bytes(pil_image): if “exif” in pil_image.info: return pil_image.info[“exif”] def get_pil_metadata(pil_image): # Copy any text-only metadata metadata = PngImagePlugin.PngInfo() for key, value in pil_image.info.items(): if isinstance(key, str) and isinstance(value, str): metadata.add_text(key, value) return metadata def encode_pil_to_bytes(pil_image, format=“png”): with BytesIO() as output_bytes: if format == “png”: params = {“pnginfo”: get_pil_metadata(pil_image)} else: exif = get_pil_exif_bytes(pil_image) params = {“exif”: exif} if exif else {} pil_image.save(output_bytes, format, params) return output_bytes.getvalue() def encode_pil_to_base64(pil_image, format=“png”): bytes_data = encode_pil_to_bytes(pil_image, format) base64_str = str(base64.b64encode(bytes_data), “utf-8”) return output_base64(base64_str, format) def encode_array_to_base64(image_array, format=“png”): with BytesIO() as output_bytes: pil_image = Image.fromarray(_convert(image_array, np.uint8, force_copy=False)) pil_image.save(output_bytes, format) bytes_data = output_bytes.getvalue() base64_str = str(base64.b64encode(bytes_data), “utf-8”) return output_base64(base64_str, format) def output_base64(data, format=None) -> str: return f"data:image/{format or ‘png’};base64,{data}“ def hash_file(file_path: str | Path, chunk_num_blocks: int = 128) -> str: sha1 = hashlib.sha1() with open(file_path, “rb”) as f: for chunk in iter(lambda: f.read(chunk_num_blocks * sha1.block_size), b”“): sha1.update(chunk) return sha1.hexdigest() def hash_url(url: str) -> str: sha1 = hashlib.sha1() sha1.update(url.encode(“utf-8”)) return sha1.hexdigest() def hash_bytes(bytes: bytes): sha1 = hashlib.sha1() sha1.update(bytes) return sha1.hexdigest() def hash_base64(base64_encoding: str, chunk_num_blocks: int = 128) -> str: sha1 = hashlib.sha1() for i in range(0, len(base64_encoding), chunk_num_blocks * sha1.block_size): data = base64_encoding[i : i + chunk_num_blocks * sha1.block_size] sha1.update(data.encode(“utf-8”)) return sha1.hexdigest() def save_pil_to_cache( img: Image.Image, cache_dir: str, name: str = “image”, format: str = “png”, ) -> str: bytes_data = encode_pil_to_bytes(img, format) temp_dir = Path(cache_dir) / hash_bytes(bytes_data) temp_dir.mkdir(exist_ok=True, parents=True) filename = str((temp_dir / f”{name}.{format}“).resolve()) (temp_dir / f”{name}.{format}“).resolve().write_bytes(bytes_data) return filename def save_img_array_to_cache( arr: np.ndarray, cache_dir: str, format: str = “png” ) -> str: pil_image = Image.fromarray(_convert(arr, np.uint8, force_copy=False)) return save_pil_to_cache(pil_image, cache_dir, format=format) def save_audio_to_cache( data: np.ndarray, sample_rate: int, format: str, cache_dir: str ) -> str: temp_dir = Path(cache_dir) / hash_bytes(data.tobytes()) temp_dir.mkdir(exist_ok=True, parents=True) filename = str((temp_dir / f"audio.{format}”).resolve()) audio_to_file(sample_rate, data, filename, format=format) return filename def save_bytes_to_cache(data: bytes, file_name: str, cache_dir: str) -> str: path = Path(cache_dir) / hash_bytes(data) path.mkdir(exist_ok=True, parents=True) path = path / Path(file_name).name path.write_bytes(data) return str(path.resolve()) def save_file_to_cache(file_path: str | Path, cache_dir: str) -> str: “”“Returns a temporary file path for a copy of the given file path if it does not already exist. Otherwise returns the path to the existing temp file.”“” temp_dir = hash_file(file_path) temp_dir = Path(cache_dir) / temp_dir temp_dir.mkdir(exist_ok=True, parents=True) name = client_utils.strip_invalid_filename_characters(Path(file_path).name) full_temp_file_path = str(abspath(temp_dir / name)) if not Path(full_temp_file_path).exists(): shutil.copy2(file_path, full_temp_file_path) return full_temp_file_path def save_url_to_cache(url: str, cache_dir: str) -> str: “”“Downloads a file and makes a temporary file path for a copy if does not already exist. Otherwise returns the path to the existing temp file.”“” temp_dir = hash_url(url) temp_dir = Path(cache_dir) / temp_dir temp_dir.mkdir(exist_ok=True, parents=True) name = client_utils.strip_invalid_filename_characters(Path(url).name) full_temp_file_path = str(abspath(temp_dir / name)) if not Path(full_temp_file_path).exists(): with httpx.stream(“GET”, url, follow_redirects=True) as r, open( full_temp_file_path, “wb” ) as f: for chunk in r.iter_raw(): f.write(chunk) return full_temp_file_path def save_base64_to_cache( base64_encoding: str, cache_dir: str, file_name: str | None = None ) -> str: “”“Converts a base64 encoding to a file and returns the path to the file if the file doesn’t already exist. Otherwise returns the path to the existing file. “”” temp_dir = hash_base64(base64_encoding) temp_dir = Path(cache_dir) / temp_dir temp_dir.mkdir(exist_ok=True, parents=True) guess_extension = client_utils.get_extension(base64_encoding) if file_name: file_name = client_utils.strip_invalid_filename_characters(file_name) elif guess_extension: file_name = f"file.{guess_extension}“ else: file_name = “file” full_temp_file_path = str(abspath(temp_dir / file_name)) # type: ignore if not Path(full_temp_file_path).exists(): data, _ = client_utils.decode_base64_to_binary(base64_encoding) with open(full_temp_file_path, “wb”) as fb: fb.write(data) return full_temp_file_path def move_resource_to_block_cache( url_or_file_path: str | Path | None, block: Block ) -> str | None: “”“This method has been replaced by Block.move_resource_to_block_cache(), but is left here for backwards compatibility for any custom components created in Gradio 4.2.0 or earlier. “”” return block.move_resource_to_block_cache(url_or_file_path) def move_files_to_cache( data: Any, block: Block, postprocess: bool = False, check_in_upload_folder=False, keep_in_cache=False, ) -> dict: “”“Move any files in data to cache and (optionally), adds URL prefixes (/file=…) needed to access the cached file. Also handles the case where the file is on an external Gradio app (/proxy=…). Runs after .postprocess() and before .preprocess(). Args: data: The input or output data for a component. Can be a dictionary or a dataclass block: The component whose data is being processed postprocess: Whether its running from postprocessing check_in_upload_folder: If True, instead of moving the file to cache, checks if the file is in already in cache (exception if not). keep_in_cache: If True, the file will not be deleted from cache when the server is shut down. “”” def _move_to_cache(d: dict): payload = FileData(d) # If the gradio app developer is returning a URL from # postprocess, it means the component can display a URL # without it being served from the gradio server # This makes it so that the URL is not downloaded and speeds up event processing if payload.url and postprocess and client_utils.is_http_url_like(payload.url): payload.path = payload.url elif utils.is_static_file(payload): pass elif not block.proxy_url: # If the file is on a remote server, do not move it to cache. if check_in_upload_folder and not client_utils.is_http_url_like( payload.path ): path = os.path.abspath(payload.path) if not is_in_or_equal(path, get_upload_folder()): raise ValueError( f"File {path} is not in the upload folder and cannot be accessed.“ ) temp_file_path = block.move_resource_to_block_cache(payload.path) if temp_file_path is None: raise ValueError(“Did not determine a file path for the resource.”) payload.path = temp_file_path if keep_in_cache: block.keep_in_cache.add(payload.path) url_prefix = “/stream/” if payload.is_stream else “/file=” if block.proxy_url: proxy_url = block.proxy_url.rstrip(”/“) url = f”/proxy={proxy_url}{url_prefix}{payload.path}“ elif client_utils.is_http_url_like(payload.path) or payload.path.startswith( f”{url_prefix}“ ): url = payload.path else: url = f”{url_prefix}{payload.path}” payload.url = url return payload.model_dump() if isinstance(data, (GradioRootModel, GradioModel)): data = data.model_dump() return client_utils.traverse(data, _move_to_cache, client_utils.is_file_obj) def add_root_url(data: dict | list, root_url: str, previous_root_url: str | None): def _add_root_url(file_dict: dict): if previous_root_url and file_dict[“url”].startswith(previous_root_url): file_dict[“url”] = file_dict[“url”][len(previous_root_url) :] elif client_utils.is_http_url_like(file_dict[“url”]): return file_dict file_dict[“url”] = f’{root_url}{file_dict[“url”]}' return file_dict return client_utils.traverse(data, add_root_url, client_utils.is_file_obj_with_url) def resize_and_crop(img, size, crop_type=“center”): “”“ Resize and crop an image to fit the specified size. args: size: (width, height) tuple. Pass None for either width or height to only crop and resize the other. crop_type: can be ‘top’, ‘middle’ or ‘bottom’, depending on this value, the image will cropped getting the ‘top/left’, ‘middle’ or ‘bottom/right’ of the image to fit the size. raises: ValueError: if an invalid crop_type is provided. “”” if crop_type == “top”: center = (0, 0) elif crop_type == “center”: center = (0.5, 0.5) else: raise ValueError resize = list(size) if size[0] is None: resize[0] = img.size[0] if size[1] is None: resize[1] = img.size[1] return ImageOps.fit(img, resize, centering=center) # type: ignore ################## # Audio ################## def audio_from_file(filename, crop_min=0, crop_max=100): try: audio = AudioSegment.from_file(filename) except FileNotFoundError as e: isfile = Path(filename).is_file() msg = ( f"Cannot load audio from file: {‘ffprobe’ if isfile else filename} not found.“ + " Please install ffmpeg in your system to use non-WAV audio file formats” " and make sure ffprobe is in your PATH." if isfile else “” ) raise RuntimeError(msg) from e if crop_min != 0 or crop_max != 100: audio_start = len(audio) * crop_min / 100 audio_end = len(audio) * crop_max / 100 audio = audio[audio_start:audio_end] data = np.array(audio.get_array_of_samples()) if audio.channels > 1: data = data.reshape(-1, audio.channels) return audio.frame_rate, data def audio_to_file(sample_rate, data, filename, format=“wav”): if format == “wav”: data = convert_to_16_bit_wav(data) audio = AudioSegment( data.tobytes(), frame_rate=sample_rate, sample_width=data.dtype.itemsize, channels=(1 if len(data.shape) == 1 else data.shape[1]), ) file = audio.export(filename, format=format) file.close() # type: ignore def convert_to_16_bit_wav(data): # Based on: https://docs.scipy.org/doc/scipy/reference/generated/scipy.io.wavfile.write.html warning = “Trying to convert audio automatically from {} to 16-bit int format.” if data.dtype in [np.float64, np.float32, np.float16]: warnings.warn(warning.format(data.dtype)) data = data / np.abs(data).max() data = data * 32767 data = data.astype(np.int16) elif data.dtype == np.int32: warnings.warn(warning.format(data.dtype)) data = data / 65536 data = data.astype(np.int16) elif data.dtype == np.int16: pass elif data.dtype == np.uint16: warnings.warn(warning.format(data.dtype)) data = data - 32768 data = data.astype(np.int16) elif data.dtype == np.uint8: warnings.warn(warning.format(data.dtype)) data = data * 257 - 32768 data = data.astype(np.int16) elif data.dtype == np.int8: warnings.warn(warning.format(data.dtype)) data = data * 256 data = data.astype(np.int16) else: raise ValueError( “Audio data cannot be converted automatically from “ f”{data.dtype} to 16-bit int format.” ) return data ################## # OUTPUT ################## def convert(image, dtype, force_copy=False, uniform=False): “”“ Adapted from: https://github.com/scikit-image/scikit-image/blob/main/skimage/util/dtype.py#L510-L531 Convert an image to the requested data-type. Warnings are issued in case of precision loss, or when negative values are clipped during conversion to unsigned integer types (sign loss). Floating point values are expected to be normalized and will be clipped to the range [0.0, 1.0] or [-1.0, 1.0] when converting to unsigned or signed integers respectively. Numbers are not shifted to the negative side when converting from unsigned to signed integer types. Negative values will be clipped when converting to unsigned integers. Parameters ---------- image : ndarray Input image. dtype : dtype Target data-type. force_copy : bool, optional Force a copy of the data, irrespective of its current dtype. uniform : bool, optional Uniformly quantize the floating point range to the integer range. By default (uniform=False) floating point values are scaled and rounded to the nearest integers, which minimizes back and forth conversion errors. … versionchanged :: 0.15 _convert no longer warns about possible precision or sign information loss. See discussions on these warnings at: https://github.com/scikit-image/scikit-image/issues/2602 https://github.com/scikit-image/scikit-image/issues/543#issuecomment-208202228 https://github.com/scikit-image/scikit-image/pull/3575 References ---------- … [1] DirectX data conversion rules. https://msdn.microsoft.com/en-us/library/windows/desktop/dd607323(v=vs.85).aspx … [2] Data Conversions. In “OpenGL ES 2.0 Specification v2.0.25”, pp 7-8. Khronos Group, 2010. … [3] Proper treatment of pixels as integers. A.W. Paeth. In “Graphics Gems I”, pp 249-256. Morgan Kaufmann, 1990. … [4] Dirty Pixels. J. Blinn. In “Jim Blinn’s corner: Dirty Pixels”, pp 47-57. Morgan Kaufmann, 1998. “”” dtype_range = { bool: (False, True), np.bool: (False, True), np.bool8: (False, True), # type: ignore float: (-1, 1), np.float: (-1, 1), np.float16: (-1, 1), np.float32: (-1, 1), np.float64: (-1, 1), } def _dtype_itemsize(itemsize, *dtypes): “”“Return first of dtypes with itemsize greater than itemsize Parameters ---------- itemsize: int The data type object element size. Other Parameters ---------------- *dtypes: Any Object accepted by np.dtype to be converted to a data type object Returns ------- dtype: data type object First of dtypes with itemsize greater than itemsize. “”” return next(dt for dt in dtypes if np.dtype(dt).itemsize >= itemsize) def _dtype_bits(kind, bits, itemsize=1): “”“Return dtype of kind that can store a bits wide unsigned int Parameters: kind: str Data type kind. bits: int Desired number of bits. itemsize: int The data type object element size. Returns ------- dtype: data type object Data type of kind that can store a bits wide unsigned int “”” s = next( i for i in (itemsize,) + (2, 4, 8) if bits < (i * 8) or (bits == (i * 8) and kind == “u”) ) return np.dtype(kind + str(s)) def _scale(a, n, m, copy=True): “”“Scale an array of unsigned/positive integers from n to m bits. Numbers can be represented exactly only if m is a multiple of n. Parameters ---------- a : ndarray Input image array. n : int Number of bits currently used to encode the values in a. m : int Desired number of bits to encode the values in out. copy : bool, optional If True, allocates and returns new array. Otherwise, modifies a in place. Returns ------- out : array Output image array. Has the same kind as a. “”” kind = a.dtype.kind if n > m and a.max() < 2m: return a.astype(_dtype_bits(kind, m)) elif n == m: return a.copy() if copy else a elif n > m: # downscale with precision loss if copy: b = np.empty(a.shape, _dtype_bits(kind, m)) np.floor_divide(a, 2 ** (n - m), out=b, dtype=a.dtype, casting=“unsafe”) return b else: a //= 2 ** (n - m) return a elif m % n == 0: # exact upscale to a multiple of n bits if copy: b = np.empty(a.shape, _dtype_bits(kind, m)) np.multiply(a, (2m - 1) // (2n - 1), out=b, dtype=b.dtype) return b else: a = a.astype(_dtype_bits(kind, m, a.dtype.itemsize), copy=False) a *= (2m - 1) // (2n - 1) return a else: # upscale to a multiple of n bits, # then downscale with precision loss o = (m // n + 1) * n if copy: b = np.empty(a.shape, _dtype_bits(kind, o)) np.multiply(a, (2o - 1) // (2n - 1), out=b, dtype=b.dtype) b //= 2 ** (o - m) return b else: a = a.astype(_dtype_bits(kind, o, a.dtype.itemsize), copy=False) a *= (2o - 1) // (2**n - 1) a //= 2 ** (o - m) return a image = np.asarray(image) dtypeobj_in = image.dtype dtypeobj_out = np.dtype(“float64”) if dtype is np.floating else np.dtype(dtype) dtype_in = dtypeobj_in.type dtype_out = dtypeobj_out.type kind_in = dtypeobj_in.kind kind_out = dtypeobj_out.kind itemsize_in = dtypeobj_in.itemsize itemsize_out = dtypeobj_out.itemsize # Below, we do an issubdtype check. Its purpose is to find out # whether we can get away without doing any image conversion. This happens # when: # # - the output and input dtypes are the same or # - when the output is specified as a type, and the input dtype # is a subclass of that type (e.g. np.floating will allow # float32 and float64 arrays through) if np.issubdtype(dtype_in, np.obj2sctype(dtype)): if force_copy: image = image.copy() return image if kind_in in “ui”: imin_in = np.iinfo(dtype_in).min imax_in = np.iinfo(dtype_in).max if kind_out in “ui”: imin_out = np.iinfo(dtype_out).min # type: ignore imax_out = np.iinfo(dtype_out).max # type: ignore # any -> binary if kind_out == “b”: return image > dtype_in(dtype_range[dtype_in][1] / 2) # binary -> any if kind_in == “b”: result = image.astype(dtype_out) if kind_out != “f”: result *= dtype_out(dtype_range[dtype_out][1]) return result # float -> any if kind_in == “f”: if kind_out == “f”: # float -> float return image.astype(dtype_out) if np.min(image) < -1.0 or np.max(image) > 1.0: raise ValueError(“Images of type float must be between -1 and 1.”) # floating point -> integer # use float type that can represent output integer type computation_type = _dtype_itemsize( itemsize_out, dtype_in, np.float32, np.float64 ) if not uniform: if kind_out == “u”: image_out = np.multiply(image, imax_out, dtype=computation_type) # type: ignore else: image_out = np.multiply( image, (imax_out - imin_out) / 2, # type: ignore dtype=computation_type, ) image_out -= 1.0 / 2.0 np.rint(image_out, out=image_out) np.clip(image_out, imin_out, imax_out, out=image_out) # type: ignore elif kind_out == “u”: image_out = np.multiply(image, imax_out + 1, dtype=computation_type) # type: ignore np.clip(image_out, 0, imax_out, out=image_out) # type: ignore else: image_out = np.multiply( image, (imax_out - imin_out + 1.0) / 2.0, # type: ignore dtype=computation_type, ) np.floor(image_out, out=image_out) np.clip(image_out, imin_out, imax_out, out=image_out) # type: ignore return image_out.astype(dtype_out) # signed/unsigned int -> float if kind_out == “f”: # use float type that can exactly represent input integers computation_type = _dtype_itemsize( itemsize_in, dtype_out, np.float32, np.float64 ) if kind_in == “u”: # using np.divide or np.multiply doesn’t copy the data # until the computation time image = np.multiply(image, 1.0 / imax_in, dtype=computation_type) # type: ignore # DirectX uses this conversion also for signed ints # if imin_in: # np.maximum(image, -1.0, out=image) else: image = np.add(image, 0.5, dtype=computation_type) image *= 2 / (imax_in - imin_in) # type: ignore return np.asarray(image, dtype_out) # unsigned int -> signed/unsigned int if kind_in == “u”: if kind_out == “i”: # unsigned int -> signed int image = _scale(image, 8 * itemsize_in, 8 * itemsize_out - 1) return image.view(dtype_out) else: # unsigned int -> unsigned int return _scale(image, 8 * itemsize_in, 8 * itemsize_out) # signed int -> unsigned int if kind_out == “u”: image = scale(image, 8 * itemsize_in - 1, 8 * itemsize_out) result = np.empty(image.shape, dtype_out) np.maximum(image, 0, out=result, dtype=image.dtype, casting=“unsafe”) return result # signed int -> signed int if itemsize_in > itemsize_out: return scale(image, 8 * itemsize_in - 1, 8 * itemsize_out - 1) image = image.astype(dtype_bits(“i”, itemsize_out * 8)) image -= imin_in # type: ignore image = scale(image, 8 * itemsize_in, 8 * itemsize_out, copy=False) image += imin_out # type: ignore return image.astype(dtype_out) def ffmpeg_installed() -> bool: if wasm_utils.IS_WASM: # TODO: Support ffmpeg in WASM return False return shutil.which(“ffmpeg”) is not None def video_is_playable(video_filepath: str) -> bool: “”“Determines if a video is playable in the browser. A video is playable if it has a playable container and codec. .mp4 -> h264 .webm -> vp9 .ogg -> theora “”” from ffmpy import FFprobe, FFRuntimeError try: container = Path(video_filepath).suffix.lower() probe = FFprobe( global_options=”-show_format -show_streams -select_streams v -print_format json", inputs={video_filepath: None}, ) output = probe.run(stderr=subprocess.PIPE, stdout=subprocess.PIPE) output = json.loads(output[0]) video_codec = output[“streams”][0][“codec_name”] return (container, video_codec) in [ (“.mp4”, “h264”), (“.ogg”, “theora”), (“.webm”, “vp9”), ] # If anything goes wrong, assume the video can be played to not convert downstream except (FFRuntimeError, IndexError, KeyError): return True def convert_video_to_playable_mp4(video_path: str) -> str: “”“Convert the video to mp4. If something goes wrong return the original video.”“” from ffmpy import FFmpeg, FFRuntimeError try: with tempfile.NamedTemporaryFile(delete=False) as tmp_file: output_path = Path(video_path).with_suffix(“.mp4”) shutil.copy2(video_path, tmp_file.name) # ffmpeg will automatically use h264 codec (playable in browser) when converting to mp4 ff = FFmpeg( inputs={str(tmp_file.name): None}, outputs={str(output_path): None}, global_options=“-y -loglevel quiet”, ) ff.run() except FFRuntimeError as e: print(f"Error converting video to browser-playable format {str(e)}") output_path = video_path finally: # Remove temp file os.remove(tmp_file.name) # type: ignore return str(output_path) def get_video_length(video_path: str | Path): if wasm_utils.IS_WASM: raise wasm_utils.WasmUnsupportedError( “Video duration is not supported in the Wasm mode.” ) duration = subprocess.check_output( [ “ffprobe”, “-i”, str(video_path), “-show_entries”, “format=duration”, “-v”, “quiet”, “-of”, “csv={}”.format(“p=0”), ] ) duration_str = duration.decode(“utf-8”).strip() duration_float = float(duration_str) return duration_float TÚ: El ejemplo de código que proporcionas es una mezcla de varias funcionalidades y utilidades relacionadas principalmente con el procesamiento de archivos, audio, imagen y video para su uso, posiblemente, en una aplicación web o un sistema que trabaja intensamente con contenido multimedia. La función move_to_cache(file_path, cache_dir) está diseñada para mover (o en tu caso, copiar) archivos a un directorio de caché especificado. Para decidir en qué lugar deberías implementar el comando move_to_cache, es importante considerar el contexto de uso y el flujo de trabajo de la aplicación. Basándome en el código que proporcionas, el cual parece estar relacionado con la manipulación y la preparación de datos para su utilización o presentación, existen varios puntos donde podría ser relevante el uso de esta función: 1. Durante la carga de recursos: Cuando se cargan archivos (ej. imágenes, audio, video) en tu aplicación, puede ser deseable copiar estos archivos a un directorio de caché para un acceso más rápido en el futuro. Esto es especialmente útil si los archivos se van a procesar o convertir de alguna forma. 2. Después de procesar contenidos: Si tu aplicación realiza algún procesamiento en archivos, como conversión de formatos, redimensionamiento de imágenes, etc., podrías querer almacenar el resultado en caché para evitar tener que repetir el procesamiento. 3. Antes de servir archivos a los usuarios: Si estás sirviendo contenido estático o dinámico a los usuarios y este contenido cambia poco con el tiempo, implementar move_to_cache antes de la entrega podría ayudar a mejorar la eficiencia, reduciendo la carga en los servidores y acelerando la entrega de contenido. Dentro del contexto del código que proporcionas, aquí hay algunas ideas más específicas: - Después de generar o modificar imágenes (ver save_pil_to_cache, save_img_array_to_cache). - Al guardar archivos de audio o video procesados (ver save_audio_to_cache). - Tras completar la descarga y antes de la entrega de archivos externos (ver save_url_to_cache, save_file_to_cache). - Antes de devolver los resultados de las funciones que procesan archivos base64 (ver save_base64_to_cache). Por último, asegúrate de considerar el manejo de errores y la limpieza de la caché como parte de la implementación para evitar el crecimiento descontrolado del almacenamiento y otros posibles problemas. Tras esta conversación, y el error de conexión, te indico que me interesaría saber en que lugar del código debo insertar el comando move_to_cache teniendo en cuenta que me interesa que sea respecto al punto ‘1. Durante la carga de recusrsos’ que me indicas anteriormente. Para implementar el comando _move_to_cache durante la carga de recursos en tu aplicación, te sugiero que lo insertes en el punto donde se realiza la carga de los archivos que deseas copiar al directorio de caché. En el contexto del código que proporcionaste, esto podría ser en la función o método que se encarga de manejar la llegada de nuevos archivos o recursos a tu sistema. Aquí tienes un ejemplo de cómo podrías integrar la función _move_to_cache durante la carga de recursos: # Función que maneja la carga de un nuevo archivo def handle_new_file(file_path, cache_dir): # Realizar las operaciones necesarias antes de copiar el archivo al directorio de caché # (por ejemplo, validación, procesamiento, etc.) # Llamar a la función _move_to_cache para copiar el archivo al directorio de caché cached_file_path = _move_to_cache(file_path, cache_dir) # Continuar con el resto del procesamiento o almacenamiento del archivo si es necesario return cached_file_path # Lugar donde se invoca la función handle_new_file al cargar un nuevo archivo new_file_path = “ruta/del/nuevo/archivo” cache_directory = “directorio/de/cache” resulting_cached_file = handle_new_file(new_file_path, cache_directory) En este ejemplo simplificado, la función handle_new_file se encarga de realizar las operaciones necesarias antes de copiar el archivo al directorio de caché, y luego invoca la función _move_to_cache para llevar a cabo la copia. Asegúrate de ajustar este código a la estructura y flujo de tu aplicación para que se integre de manera coherente con el resto de tu lógica. Al incorporar _move_to_cache de esta manera durante la carga de recursos, estarás asegurándote de que los archivos se copien al directorio de caché en el momento adecuado, optimizando el acceso futuro a estos recursos. ¡Espero que esta información te sea útil y te ayude a implementar de manera efectiva esta funcionalidad en tu aplicación! Si tienes alguna otra pregunta o necesitas más clarificaciones, no dudes en decírmelo. _____________
 quiero que implementes el comando directamente en el código, sin ejemplos ni explicaciones, tal y como debe ir; y quiero que me muestres el cambio y 10 líneas antes y 10 líneas después del lugar preciso del este.
a0afdc9e08fa734cac5a3383df681c7d
{ "intermediate": 0.4470202922821045, "beginner": 0.45251667499542236, "expert": 0.10046305507421494 }
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ha habido un error de conexión entre nosotros. te pongo al día de nuestra última conversación: YO: dónde debería implementar el comando ‘_move_to_cache’?: from future import annotations import shutil import os def _move_to_cache(file_path, cache_dir): # Comprueba si el archivo ya está en el directorio deseado if os.path.commonpath([file_path, cache_dir]) == cache_dir: return file_path else: # Intenta copiar el archivo al cache_dir en lugar de moverlo try: file_name = os.path.basename(file_path) new_file_path = os.path.join(cache_dir, file_name) shutil.copy(file_path, new_file_path) return new_file_path except Exception as e: # Manejar la excepción según sea necesario print(f"No se pudo copiar el archivo a la caché debido a: {e}“) # Dependiendo de tu caso, podrías querer devolver la ruta original # o manejar de otra manera este fallo return file_path import base64 import hashlib import json import logging import os import shutil import subprocess import tempfile import warnings from io import BytesIO from pathlib import Path from typing import TYPE_CHECKING, Any import httpx import numpy as np from gradio_client import utils as client_utils from PIL import Image, ImageOps, PngImagePlugin from gradio import utils, wasm_utils from gradio.data_classes import FileData, GradioModel, GradioRootModel from gradio.utils import abspath, get_upload_folder, is_in_or_equal with warnings.catch_warnings(): warnings.simplefilter(“ignore”) # Ignore pydub warning if ffmpeg is not installed from pydub import AudioSegment log = logging.getLogger(name) if TYPE_CHECKING: from gradio.blocks import Block ######################### # GENERAL ######################### def to_binary(x: str | dict) -> bytes: “”“Converts a base64 string or dictionary to a binary string that can be sent in a POST.””“ if isinstance(x, dict): if x.get(“data”): base64str = x[“data”] else: base64str = client_utils.encode_url_or_file_to_base64(x[“path”]) else: base64str = x return base64.b64decode(extract_base64_data(base64str)) def extract_base64_data(x: str) -> str: “”“Just extracts the base64 data from a general base64 string.””“ return x.rsplit(”,“, 1)[-1] ######################### # IMAGE PRE-PROCESSING ######################### def encode_plot_to_base64(plt, format: str = “png”): fmt = format or “png” with BytesIO() as output_bytes: plt.savefig(output_bytes, format=fmt) bytes_data = output_bytes.getvalue() base64_str = str(base64.b64encode(bytes_data), “utf-8”) return output_base64(base64_str, fmt) def get_pil_exif_bytes(pil_image): if “exif” in pil_image.info: return pil_image.info[“exif”] def get_pil_metadata(pil_image): # Copy any text-only metadata metadata = PngImagePlugin.PngInfo() for key, value in pil_image.info.items(): if isinstance(key, str) and isinstance(value, str): metadata.add_text(key, value) return metadata def encode_pil_to_bytes(pil_image, format=“png”): with BytesIO() as output_bytes: if format == “png”: params = {“pnginfo”: get_pil_metadata(pil_image)} else: exif = get_pil_exif_bytes(pil_image) params = {“exif”: exif} if exif else {} pil_image.save(output_bytes, format, params) return output_bytes.getvalue() def encode_pil_to_base64(pil_image, format=“png”): bytes_data = encode_pil_to_bytes(pil_image, format) base64_str = str(base64.b64encode(bytes_data), “utf-8”) return output_base64(base64_str, format) def encode_array_to_base64(image_array, format=“png”): with BytesIO() as output_bytes: pil_image = Image.fromarray(_convert(image_array, np.uint8, force_copy=False)) pil_image.save(output_bytes, format) bytes_data = output_bytes.getvalue() base64_str = str(base64.b64encode(bytes_data), “utf-8”) return output_base64(base64_str, format) def output_base64(data, format=None) -> str: return f"data:image/{format or ‘png’};base64,{data}“ def hash_file(file_path: str | Path, chunk_num_blocks: int = 128) -> str: sha1 = hashlib.sha1() with open(file_path, “rb”) as f: for chunk in iter(lambda: f.read(chunk_num_blocks * sha1.block_size), b”“): sha1.update(chunk) return sha1.hexdigest() def hash_url(url: str) -> str: sha1 = hashlib.sha1() sha1.update(url.encode(“utf-8”)) return sha1.hexdigest() def hash_bytes(bytes: bytes): sha1 = hashlib.sha1() sha1.update(bytes) return sha1.hexdigest() def hash_base64(base64_encoding: str, chunk_num_blocks: int = 128) -> str: sha1 = hashlib.sha1() for i in range(0, len(base64_encoding), chunk_num_blocks * sha1.block_size): data = base64_encoding[i : i + chunk_num_blocks * sha1.block_size] sha1.update(data.encode(“utf-8”)) return sha1.hexdigest() def save_pil_to_cache( img: Image.Image, cache_dir: str, name: str = “image”, format: str = “png”, ) -> str: bytes_data = encode_pil_to_bytes(img, format) temp_dir = Path(cache_dir) / hash_bytes(bytes_data) temp_dir.mkdir(exist_ok=True, parents=True) filename = str((temp_dir / f”{name}.{format}“).resolve()) (temp_dir / f”{name}.{format}“).resolve().write_bytes(bytes_data) return filename def save_img_array_to_cache( arr: np.ndarray, cache_dir: str, format: str = “png” ) -> str: pil_image = Image.fromarray(_convert(arr, np.uint8, force_copy=False)) return save_pil_to_cache(pil_image, cache_dir, format=format) def save_audio_to_cache( data: np.ndarray, sample_rate: int, format: str, cache_dir: str ) -> str: temp_dir = Path(cache_dir) / hash_bytes(data.tobytes()) temp_dir.mkdir(exist_ok=True, parents=True) filename = str((temp_dir / f"audio.{format}”).resolve()) audio_to_file(sample_rate, data, filename, format=format) return filename def save_bytes_to_cache(data: bytes, file_name: str, cache_dir: str) -> str: path = Path(cache_dir) / hash_bytes(data) path.mkdir(exist_ok=True, parents=True) path = path / Path(file_name).name path.write_bytes(data) return str(path.resolve()) def save_file_to_cache(file_path: str | Path, cache_dir: str) -> str: “”“Returns a temporary file path for a copy of the given file path if it does not already exist. Otherwise returns the path to the existing temp file.”“” temp_dir = hash_file(file_path) temp_dir = Path(cache_dir) / temp_dir temp_dir.mkdir(exist_ok=True, parents=True) name = client_utils.strip_invalid_filename_characters(Path(file_path).name) full_temp_file_path = str(abspath(temp_dir / name)) if not Path(full_temp_file_path).exists(): shutil.copy2(file_path, full_temp_file_path) return full_temp_file_path def save_url_to_cache(url: str, cache_dir: str) -> str: “”“Downloads a file and makes a temporary file path for a copy if does not already exist. Otherwise returns the path to the existing temp file.”“” temp_dir = hash_url(url) temp_dir = Path(cache_dir) / temp_dir temp_dir.mkdir(exist_ok=True, parents=True) name = client_utils.strip_invalid_filename_characters(Path(url).name) full_temp_file_path = str(abspath(temp_dir / name)) if not Path(full_temp_file_path).exists(): with httpx.stream(“GET”, url, follow_redirects=True) as r, open( full_temp_file_path, “wb” ) as f: for chunk in r.iter_raw(): f.write(chunk) return full_temp_file_path def save_base64_to_cache( base64_encoding: str, cache_dir: str, file_name: str | None = None ) -> str: “”“Converts a base64 encoding to a file and returns the path to the file if the file doesn’t already exist. Otherwise returns the path to the existing file. “”” temp_dir = hash_base64(base64_encoding) temp_dir = Path(cache_dir) / temp_dir temp_dir.mkdir(exist_ok=True, parents=True) guess_extension = client_utils.get_extension(base64_encoding) if file_name: file_name = client_utils.strip_invalid_filename_characters(file_name) elif guess_extension: file_name = f"file.{guess_extension}“ else: file_name = “file” full_temp_file_path = str(abspath(temp_dir / file_name)) # type: ignore if not Path(full_temp_file_path).exists(): data, _ = client_utils.decode_base64_to_binary(base64_encoding) with open(full_temp_file_path, “wb”) as fb: fb.write(data) return full_temp_file_path def move_resource_to_block_cache( url_or_file_path: str | Path | None, block: Block ) -> str | None: “”“This method has been replaced by Block.move_resource_to_block_cache(), but is left here for backwards compatibility for any custom components created in Gradio 4.2.0 or earlier. “”” return block.move_resource_to_block_cache(url_or_file_path) def move_files_to_cache( data: Any, block: Block, postprocess: bool = False, check_in_upload_folder=False, keep_in_cache=False, ) -> dict: “”“Move any files in data to cache and (optionally), adds URL prefixes (/file=…) needed to access the cached file. Also handles the case where the file is on an external Gradio app (/proxy=…). Runs after .postprocess() and before .preprocess(). Args: data: The input or output data for a component. Can be a dictionary or a dataclass block: The component whose data is being processed postprocess: Whether its running from postprocessing check_in_upload_folder: If True, instead of moving the file to cache, checks if the file is in already in cache (exception if not). keep_in_cache: If True, the file will not be deleted from cache when the server is shut down. “”” def _move_to_cache(d: dict): payload = FileData(d) # If the gradio app developer is returning a URL from # postprocess, it means the component can display a URL # without it being served from the gradio server # This makes it so that the URL is not downloaded and speeds up event processing if payload.url and postprocess and client_utils.is_http_url_like(payload.url): payload.path = payload.url elif utils.is_static_file(payload): pass elif not block.proxy_url: # If the file is on a remote server, do not move it to cache. if check_in_upload_folder and not client_utils.is_http_url_like( payload.path ): path = os.path.abspath(payload.path) if not is_in_or_equal(path, get_upload_folder()): raise ValueError( f"File {path} is not in the upload folder and cannot be accessed.“ ) temp_file_path = block.move_resource_to_block_cache(payload.path) if temp_file_path is None: raise ValueError(“Did not determine a file path for the resource.”) payload.path = temp_file_path if keep_in_cache: block.keep_in_cache.add(payload.path) url_prefix = “/stream/” if payload.is_stream else “/file=” if block.proxy_url: proxy_url = block.proxy_url.rstrip(”/“) url = f”/proxy={proxy_url}{url_prefix}{payload.path}“ elif client_utils.is_http_url_like(payload.path) or payload.path.startswith( f”{url_prefix}“ ): url = payload.path else: url = f”{url_prefix}{payload.path}” payload.url = url return payload.model_dump() if isinstance(data, (GradioRootModel, GradioModel)): data = data.model_dump() return client_utils.traverse(data, _move_to_cache, client_utils.is_file_obj) def add_root_url(data: dict | list, root_url: str, previous_root_url: str | None): def _add_root_url(file_dict: dict): if previous_root_url and file_dict[“url”].startswith(previous_root_url): file_dict[“url”] = file_dict[“url”][len(previous_root_url) :] elif client_utils.is_http_url_like(file_dict[“url”]): return file_dict file_dict[“url”] = f’{root_url}{file_dict[“url”]}' return file_dict return client_utils.traverse(data, add_root_url, client_utils.is_file_obj_with_url) def resize_and_crop(img, size, crop_type=“center”): “”“ Resize and crop an image to fit the specified size. args: size: (width, height) tuple. Pass None for either width or height to only crop and resize the other. crop_type: can be ‘top’, ‘middle’ or ‘bottom’, depending on this value, the image will cropped getting the ‘top/left’, ‘middle’ or ‘bottom/right’ of the image to fit the size. raises: ValueError: if an invalid crop_type is provided. “”” if crop_type == “top”: center = (0, 0) elif crop_type == “center”: center = (0.5, 0.5) else: raise ValueError resize = list(size) if size[0] is None: resize[0] = img.size[0] if size[1] is None: resize[1] = img.size[1] return ImageOps.fit(img, resize, centering=center) # type: ignore ################## # Audio ################## def audio_from_file(filename, crop_min=0, crop_max=100): try: audio = AudioSegment.from_file(filename) except FileNotFoundError as e: isfile = Path(filename).is_file() msg = ( f"Cannot load audio from file: {‘ffprobe’ if isfile else filename} not found.“ + " Please install ffmpeg in your system to use non-WAV audio file formats” " and make sure ffprobe is in your PATH." if isfile else “” ) raise RuntimeError(msg) from e if crop_min != 0 or crop_max != 100: audio_start = len(audio) * crop_min / 100 audio_end = len(audio) * crop_max / 100 audio = audio[audio_start:audio_end] data = np.array(audio.get_array_of_samples()) if audio.channels > 1: data = data.reshape(-1, audio.channels) return audio.frame_rate, data def audio_to_file(sample_rate, data, filename, format=“wav”): if format == “wav”: data = convert_to_16_bit_wav(data) audio = AudioSegment( data.tobytes(), frame_rate=sample_rate, sample_width=data.dtype.itemsize, channels=(1 if len(data.shape) == 1 else data.shape[1]), ) file = audio.export(filename, format=format) file.close() # type: ignore def convert_to_16_bit_wav(data): # Based on: https://docs.scipy.org/doc/scipy/reference/generated/scipy.io.wavfile.write.html warning = “Trying to convert audio automatically from {} to 16-bit int format.” if data.dtype in [np.float64, np.float32, np.float16]: warnings.warn(warning.format(data.dtype)) data = data / np.abs(data).max() data = data * 32767 data = data.astype(np.int16) elif data.dtype == np.int32: warnings.warn(warning.format(data.dtype)) data = data / 65536 data = data.astype(np.int16) elif data.dtype == np.int16: pass elif data.dtype == np.uint16: warnings.warn(warning.format(data.dtype)) data = data - 32768 data = data.astype(np.int16) elif data.dtype == np.uint8: warnings.warn(warning.format(data.dtype)) data = data * 257 - 32768 data = data.astype(np.int16) elif data.dtype == np.int8: warnings.warn(warning.format(data.dtype)) data = data * 256 data = data.astype(np.int16) else: raise ValueError( “Audio data cannot be converted automatically from “ f”{data.dtype} to 16-bit int format.” ) return data ################## # OUTPUT ################## def convert(image, dtype, force_copy=False, uniform=False): “”“ Adapted from: https://github.com/scikit-image/scikit-image/blob/main/skimage/util/dtype.py#L510-L531 Convert an image to the requested data-type. Warnings are issued in case of precision loss, or when negative values are clipped during conversion to unsigned integer types (sign loss). Floating point values are expected to be normalized and will be clipped to the range [0.0, 1.0] or [-1.0, 1.0] when converting to unsigned or signed integers respectively. Numbers are not shifted to the negative side when converting from unsigned to signed integer types. Negative values will be clipped when converting to unsigned integers. Parameters ---------- image : ndarray Input image. dtype : dtype Target data-type. force_copy : bool, optional Force a copy of the data, irrespective of its current dtype. uniform : bool, optional Uniformly quantize the floating point range to the integer range. By default (uniform=False) floating point values are scaled and rounded to the nearest integers, which minimizes back and forth conversion errors. … versionchanged :: 0.15 _convert no longer warns about possible precision or sign information loss. See discussions on these warnings at: https://github.com/scikit-image/scikit-image/issues/2602 https://github.com/scikit-image/scikit-image/issues/543#issuecomment-208202228 https://github.com/scikit-image/scikit-image/pull/3575 References ---------- … [1] DirectX data conversion rules. https://msdn.microsoft.com/en-us/library/windows/desktop/dd607323(v=vs.85).aspx … [2] Data Conversions. In “OpenGL ES 2.0 Specification v2.0.25”, pp 7-8. Khronos Group, 2010. … [3] Proper treatment of pixels as integers. A.W. Paeth. In “Graphics Gems I”, pp 249-256. Morgan Kaufmann, 1990. … [4] Dirty Pixels. J. Blinn. In “Jim Blinn’s corner: Dirty Pixels”, pp 47-57. Morgan Kaufmann, 1998. “”” dtype_range = { bool: (False, True), np.bool: (False, True), np.bool8: (False, True), # type: ignore float: (-1, 1), np.float: (-1, 1), np.float16: (-1, 1), np.float32: (-1, 1), np.float64: (-1, 1), } def _dtype_itemsize(itemsize, *dtypes): “”“Return first of dtypes with itemsize greater than itemsize Parameters ---------- itemsize: int The data type object element size. Other Parameters ---------------- *dtypes: Any Object accepted by np.dtype to be converted to a data type object Returns ------- dtype: data type object First of dtypes with itemsize greater than itemsize. “”” return next(dt for dt in dtypes if np.dtype(dt).itemsize >= itemsize) def _dtype_bits(kind, bits, itemsize=1): “”“Return dtype of kind that can store a bits wide unsigned int Parameters: kind: str Data type kind. bits: int Desired number of bits. itemsize: int The data type object element size. Returns ------- dtype: data type object Data type of kind that can store a bits wide unsigned int “”” s = next( i for i in (itemsize,) + (2, 4, 8) if bits < (i * 8) or (bits == (i * 8) and kind == “u”) ) return np.dtype(kind + str(s)) def _scale(a, n, m, copy=True): “”“Scale an array of unsigned/positive integers from n to m bits. Numbers can be represented exactly only if m is a multiple of n. Parameters ---------- a : ndarray Input image array. n : int Number of bits currently used to encode the values in a. m : int Desired number of bits to encode the values in out. copy : bool, optional If True, allocates and returns new array. Otherwise, modifies a in place. Returns ------- out : array Output image array. Has the same kind as a. “”” kind = a.dtype.kind if n > m and a.max() < 2m: return a.astype(_dtype_bits(kind, m)) elif n == m: return a.copy() if copy else a elif n > m: # downscale with precision loss if copy: b = np.empty(a.shape, _dtype_bits(kind, m)) np.floor_divide(a, 2 ** (n - m), out=b, dtype=a.dtype, casting=“unsafe”) return b else: a //= 2 ** (n - m) return a elif m % n == 0: # exact upscale to a multiple of n bits if copy: b = np.empty(a.shape, _dtype_bits(kind, m)) np.multiply(a, (2m - 1) // (2n - 1), out=b, dtype=b.dtype) return b else: a = a.astype(_dtype_bits(kind, m, a.dtype.itemsize), copy=False) a *= (2m - 1) // (2n - 1) return a else: # upscale to a multiple of n bits, # then downscale with precision loss o = (m // n + 1) * n if copy: b = np.empty(a.shape, _dtype_bits(kind, o)) np.multiply(a, (2o - 1) // (2n - 1), out=b, dtype=b.dtype) b //= 2 ** (o - m) return b else: a = a.astype(_dtype_bits(kind, o, a.dtype.itemsize), copy=False) a *= (2o - 1) // (2**n - 1) a //= 2 ** (o - m) return a image = np.asarray(image) dtypeobj_in = image.dtype dtypeobj_out = np.dtype(“float64”) if dtype is np.floating else np.dtype(dtype) dtype_in = dtypeobj_in.type dtype_out = dtypeobj_out.type kind_in = dtypeobj_in.kind kind_out = dtypeobj_out.kind itemsize_in = dtypeobj_in.itemsize itemsize_out = dtypeobj_out.itemsize # Below, we do an issubdtype check. Its purpose is to find out # whether we can get away without doing any image conversion. This happens # when: # # - the output and input dtypes are the same or # - when the output is specified as a type, and the input dtype # is a subclass of that type (e.g. np.floating will allow # float32 and float64 arrays through) if np.issubdtype(dtype_in, np.obj2sctype(dtype)): if force_copy: image = image.copy() return image if kind_in in “ui”: imin_in = np.iinfo(dtype_in).min imax_in = np.iinfo(dtype_in).max if kind_out in “ui”: imin_out = np.iinfo(dtype_out).min # type: ignore imax_out = np.iinfo(dtype_out).max # type: ignore # any -> binary if kind_out == “b”: return image > dtype_in(dtype_range[dtype_in][1] / 2) # binary -> any if kind_in == “b”: result = image.astype(dtype_out) if kind_out != “f”: result *= dtype_out(dtype_range[dtype_out][1]) return result # float -> any if kind_in == “f”: if kind_out == “f”: # float -> float return image.astype(dtype_out) if np.min(image) < -1.0 or np.max(image) > 1.0: raise ValueError(“Images of type float must be between -1 and 1.”) # floating point -> integer # use float type that can represent output integer type computation_type = _dtype_itemsize( itemsize_out, dtype_in, np.float32, np.float64 ) if not uniform: if kind_out == “u”: image_out = np.multiply(image, imax_out, dtype=computation_type) # type: ignore else: image_out = np.multiply( image, (imax_out - imin_out) / 2, # type: ignore dtype=computation_type, ) image_out -= 1.0 / 2.0 np.rint(image_out, out=image_out) np.clip(image_out, imin_out, imax_out, out=image_out) # type: ignore elif kind_out == “u”: image_out = np.multiply(image, imax_out + 1, dtype=computation_type) # type: ignore np.clip(image_out, 0, imax_out, out=image_out) # type: ignore else: image_out = np.multiply( image, (imax_out - imin_out + 1.0) / 2.0, # type: ignore dtype=computation_type, ) np.floor(image_out, out=image_out) np.clip(image_out, imin_out, imax_out, out=image_out) # type: ignore return image_out.astype(dtype_out) # signed/unsigned int -> float if kind_out == “f”: # use float type that can exactly represent input integers computation_type = _dtype_itemsize( itemsize_in, dtype_out, np.float32, np.float64 ) if kind_in == “u”: # using np.divide or np.multiply doesn’t copy the data # until the computation time image = np.multiply(image, 1.0 / imax_in, dtype=computation_type) # type: ignore # DirectX uses this conversion also for signed ints # if imin_in: # np.maximum(image, -1.0, out=image) else: image = np.add(image, 0.5, dtype=computation_type) image *= 2 / (imax_in - imin_in) # type: ignore return np.asarray(image, dtype_out) # unsigned int -> signed/unsigned int if kind_in == “u”: if kind_out == “i”: # unsigned int -> signed int image = _scale(image, 8 * itemsize_in, 8 * itemsize_out - 1) return image.view(dtype_out) else: # unsigned int -> unsigned int return _scale(image, 8 * itemsize_in, 8 * itemsize_out) # signed int -> unsigned int if kind_out == “u”: image = scale(image, 8 * itemsize_in - 1, 8 * itemsize_out) result = np.empty(image.shape, dtype_out) np.maximum(image, 0, out=result, dtype=image.dtype, casting=“unsafe”) return result # signed int -> signed int if itemsize_in > itemsize_out: return scale(image, 8 * itemsize_in - 1, 8 * itemsize_out - 1) image = image.astype(dtype_bits(“i”, itemsize_out * 8)) image -= imin_in # type: ignore image = scale(image, 8 * itemsize_in, 8 * itemsize_out, copy=False) image += imin_out # type: ignore return image.astype(dtype_out) def ffmpeg_installed() -> bool: if wasm_utils.IS_WASM: # TODO: Support ffmpeg in WASM return False return shutil.which(“ffmpeg”) is not None def video_is_playable(video_filepath: str) -> bool: “”“Determines if a video is playable in the browser. A video is playable if it has a playable container and codec. .mp4 -> h264 .webm -> vp9 .ogg -> theora “”” from ffmpy import FFprobe, FFRuntimeError try: container = Path(video_filepath).suffix.lower() probe = FFprobe( global_options=”-show_format -show_streams -select_streams v -print_format json", inputs={video_filepath: None}, ) output = probe.run(stderr=subprocess.PIPE, stdout=subprocess.PIPE) output = json.loads(output[0]) video_codec = output[“streams”][0][“codec_name”] return (container, video_codec) in [ (“.mp4”, “h264”), (“.ogg”, “theora”), (“.webm”, “vp9”), ] # If anything goes wrong, assume the video can be played to not convert downstream except (FFRuntimeError, IndexError, KeyError): return True def convert_video_to_playable_mp4(video_path: str) -> str: “”“Convert the video to mp4. If something goes wrong return the original video.”“” from ffmpy import FFmpeg, FFRuntimeError try: with tempfile.NamedTemporaryFile(delete=False) as tmp_file: output_path = Path(video_path).with_suffix(“.mp4”) shutil.copy2(video_path, tmp_file.name) # ffmpeg will automatically use h264 codec (playable in browser) when converting to mp4 ff = FFmpeg( inputs={str(tmp_file.name): None}, outputs={str(output_path): None}, global_options=“-y -loglevel quiet”, ) ff.run() except FFRuntimeError as e: print(f"Error converting video to browser-playable format {str(e)}") output_path = video_path finally: # Remove temp file os.remove(tmp_file.name) # type: ignore return str(output_path) def get_video_length(video_path: str | Path): if wasm_utils.IS_WASM: raise wasm_utils.WasmUnsupportedError( “Video duration is not supported in the Wasm mode.” ) duration = subprocess.check_output( [ “ffprobe”, “-i”, str(video_path), “-show_entries”, “format=duration”, “-v”, “quiet”, “-of”, “csv={}”.format(“p=0”), ] ) duration_str = duration.decode(“utf-8”).strip() duration_float = float(duration_str) return duration_float TÚ: El ejemplo de código que proporcionas es una mezcla de varias funcionalidades y utilidades relacionadas principalmente con el procesamiento de archivos, audio, imagen y video para su uso, posiblemente, en una aplicación web o un sistema que trabaja intensamente con contenido multimedia. La función move_to_cache(file_path, cache_dir) está diseñada para mover (o en tu caso, copiar) archivos a un directorio de caché especificado. Para decidir en qué lugar deberías implementar el comando move_to_cache, es importante considerar el contexto de uso y el flujo de trabajo de la aplicación. Basándome en el código que proporcionas, el cual parece estar relacionado con la manipulación y la preparación de datos para su utilización o presentación, existen varios puntos donde podría ser relevante el uso de esta función: 1. Durante la carga de recursos: Cuando se cargan archivos (ej. imágenes, audio, video) en tu aplicación, puede ser deseable copiar estos archivos a un directorio de caché para un acceso más rápido en el futuro. Esto es especialmente útil si los archivos se van a procesar o convertir de alguna forma. 2. Después de procesar contenidos: Si tu aplicación realiza algún procesamiento en archivos, como conversión de formatos, redimensionamiento de imágenes, etc., podrías querer almacenar el resultado en caché para evitar tener que repetir el procesamiento. 3. Antes de servir archivos a los usuarios: Si estás sirviendo contenido estático o dinámico a los usuarios y este contenido cambia poco con el tiempo, implementar move_to_cache antes de la entrega podría ayudar a mejorar la eficiencia, reduciendo la carga en los servidores y acelerando la entrega de contenido. Dentro del contexto del código que proporcionas, aquí hay algunas ideas más específicas: - Después de generar o modificar imágenes (ver save_pil_to_cache, save_img_array_to_cache). - Al guardar archivos de audio o video procesados (ver save_audio_to_cache). - Tras completar la descarga y antes de la entrega de archivos externos (ver save_url_to_cache, save_file_to_cache). - Antes de devolver los resultados de las funciones que procesan archivos base64 (ver save_base64_to_cache). Por último, asegúrate de considerar el manejo de errores y la limpieza de la caché como parte de la implementación para evitar el crecimiento descontrolado del almacenamiento y otros posibles problemas. Tras esta conversación, y el error de conexión, te indico que me interesaría saber en que lugar del código debo insertar el comando move_to_cache teniendo en cuenta que me interesa que sea respecto al punto ‘1. Durante la carga de recusrsos’ que me indicas anteriormente. Para implementar el comando _move_to_cache durante la carga de recursos en tu aplicación, te sugiero que lo insertes en el punto donde se realiza la carga de los archivos que deseas copiar al directorio de caché. En el contexto del código que proporcionaste, esto podría ser en la función o método que se encarga de manejar la llegada de nuevos archivos o recursos a tu sistema. Aquí tienes un ejemplo de cómo podrías integrar la función _move_to_cache durante la carga de recursos: # Función que maneja la carga de un nuevo archivo def handle_new_file(file_path, cache_dir): # Realizar las operaciones necesarias antes de copiar el archivo al directorio de caché # (por ejemplo, validación, procesamiento, etc.) # Llamar a la función _move_to_cache para copiar el archivo al directorio de caché cached_file_path = _move_to_cache(file_path, cache_dir) # Continuar con el resto del procesamiento o almacenamiento del archivo si es necesario return cached_file_path # Lugar donde se invoca la función handle_new_file al cargar un nuevo archivo new_file_path = “ruta/del/nuevo/archivo” cache_directory = “directorio/de/cache” resulting_cached_file = handle_new_file(new_file_path, cache_directory) En este ejemplo simplificado, la función handle_new_file se encarga de realizar las operaciones necesarias antes de copiar el archivo al directorio de caché, y luego invoca la función _move_to_cache para llevar a cabo la copia. Asegúrate de ajustar este código a la estructura y flujo de tu aplicación para que se integre de manera coherente con el resto de tu lógica. Al incorporar _move_to_cache de esta manera durante la carga de recursos, estarás asegurándote de que los archivos se copien al directorio de caché en el momento adecuado, optimizando el acceso futuro a estos recursos. ¡Espero que esta información te sea útil y te ayude a implementar de manera efectiva esta funcionalidad en tu aplicación! Si tienes alguna otra pregunta o necesitas más clarificaciones, no dudes en decírmelo. _____________
 quiero que implementes el comando directamente en el código, sin ejemplos ni explicaciones, tal y como debe ir; y quiero que me muestres el cambio y 10 líneas antes y 10 líneas después del lugar preciso del este.


def handle_new_file(file_path, cache_dir): # Realizar las operaciones necesarias antes de copiar el archivo al directorio de caché # (por ejemplo, validación, procesamiento, etc.) # Llamar a la función _move_to_cache para copiar el archivo al directorio de caché cached_file_path = _move_to_cache(file_path, cache_dir) # Continuar con el resto del procesamiento o almacenamiento del archivo si es necesario return cached_file_path pero ahí no veo las 10 lines de codigo previas y posteriores a la implementación. quiero que las escribas
f5a217a012c40cbb2f21beb7cf607f60
{ "intermediate": 0.4470202922821045, "beginner": 0.45251667499542236, "expert": 0.10046305507421494 }
44,432
in reaper lua, how to compare a currently selected media item with a previous selected media item
03878bca6e554a9fca9b96c2e7c41a78
{ "intermediate": 0.3785763382911682, "beginner": 0.2810285687446594, "expert": 0.34039506316185 }
44,433
fix js code showFullscreenAdv({callbacks: e={}}={}) { ge("tryOpen", "fullscreen", { isFirstTryOpen: this.isFirstTryOpenFullscreenAdv }), this.ensureCallbacksIsValid("showFullscreenAdv", e), this.isFirstTryOpenFullscreenAdv = !1; const t = N("AdvManager.showFullscreenAdv"); d.Z.postToParent({ type: "adv-manager", action: "adv-show-fullscreen", timeout: 10 * v }).then((({data: {error: t}})=>{ if (t) { if (h() && t.message.includes("often than once per")) throw t; (0, l.fF)(t), fe(e, "onError")(t), fe(e, "onClose")(!1), this.callDeprecatedOnClose(!1) } else this.setCallbacks(e, ["onClose", "onOpen", "onError", "onOffline"]) } )).catch((t=>{ (0, l.fF)(t), fe(e, "onError")(t), fe(e, "onClose")(!1), this.callDeprecatedOnClose(!1) } )).finally((()=>{ t() } )) }
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{ "intermediate": 0.3675866425037384, "beginner": 0.45267534255981445, "expert": 0.17973798513412476 }
44,434
is there are js lib to create get params string from input value elements - passed as array of ID thoese elements and back - restore values thoese elements from get params string
50351bfd085061d36d862a25c5971e4b
{ "intermediate": 0.720702052116394, "beginner": 0.10407178103923798, "expert": 0.1752261519432068 }
44,435
el código en el que me has aserorado, tiene el siguiente error: File "/Users/raul/Downloads/roop-OLD/fast_roop/run.py", line 3, in <module> from roop import core File "/Users/raul/Downloads/roop-OLD/fast_roop/roop/core.py", line 24, in <module> import roop.utilities as util File "/Users/raul/Downloads/roop-OLD/fast_roop/roop/utilities.py", line 11, in <module> import gradio File "/Users/raul/Downloads/roop-OLD/fast_roop/lib/python3.11/site-packages/gradio/__init__.py", line 3, in <module> import gradio._simple_templates File "/Users/raul/Downloads/roop-OLD/fast_roop/lib/python3.11/site-packages/gradio/_simple_templates/__init__.py", line 1, in <module> from .simpledropdown import SimpleDropdown File "/Users/raul/Downloads/roop-OLD/fast_roop/lib/python3.11/site-packages/gradio/_simple_templates/simpledropdown.py", line 6, in <module> from gradio.components.base import FormComponent File "/Users/raul/Downloads/roop-OLD/fast_roop/lib/python3.11/site-packages/gradio/components/__init__.py", line 1, in <module> from gradio.components.annotated_image import AnnotatedImage File "/Users/raul/Downloads/roop-OLD/fast_roop/lib/python3.11/site-packages/gradio/components/annotated_image.py", line 13, in <module> from gradio import processing_utils, utils File "/Users/raul/Downloads/roop-OLD/fast_roop/lib/python3.11/site-packages/gradio/processing_utils.py", line 179 “”“ ^ SyntaxError: invalid character '“' (U+201C) el código es el siguiente: from __future__ import annotations import shutil import os def _move_to_cache(file_path, cache_dir): # Comprueba si el archivo ya está en el directorio deseado if os.path.commonpath([file_path, cache_dir]) == cache_dir: return file_path else: # Intenta copiar el archivo al cache_dir en lugar de moverlo try: file_name = os.path.basename(file_path) new_file_path = os.path.join(cache_dir, file_name) shutil.copy(file_path, new_file_path) return new_file_path except Exception as e: # Manejar la excepción según sea necesario print(f"No se pudo copiar el archivo a la caché debido a: {e}") # Dependiendo de tu caso, podrías querer devolver la ruta original # o manejar de otra manera este fallo return file_path import base64 import hashlib import json import logging import os import shutil import subprocess import tempfile import warnings from io import BytesIO from pathlib import Path from typing import TYPE_CHECKING, Any import httpx import numpy as np from gradio_client import utils as client_utils from PIL import Image, ImageOps, PngImagePlugin from gradio import utils, wasm_utils from gradio.data_classes import FileData, GradioModel, GradioRootModel from gradio.utils import abspath, get_upload_folder, is_in_or_equal with warnings.catch_warnings(): warnings.simplefilter("ignore") # Ignore pydub warning if ffmpeg is not installed from pydub import AudioSegment log = logging.getLogger(__name__) if TYPE_CHECKING: from gradio.blocks import Block ######################### # GENERAL ######################### def to_binary(x: str | dict) -> bytes: """Converts a base64 string or dictionary to a binary string that can be sent in a POST.""" if isinstance(x, dict): if x.get("data"): base64str = x["data"] else: base64str = client_utils.encode_url_or_file_to_base64(x["path"]) else: base64str = x return base64.b64decode(extract_base64_data(base64str)) def extract_base64_data(x: str) -> str: """Just extracts the base64 data from a general base64 string.""" return x.rsplit(",", 1)[-1] ######################### # IMAGE PRE-PROCESSING ######################### def encode_plot_to_base64(plt, format: str = "png"): fmt = format or "png" with BytesIO() as output_bytes: plt.savefig(output_bytes, format=fmt) bytes_data = output_bytes.getvalue() base64_str = str(base64.b64encode(bytes_data), "utf-8") return output_base64(base64_str, fmt) def get_pil_exif_bytes(pil_image): if "exif" in pil_image.info: return pil_image.info["exif"] def get_pil_metadata(pil_image): # Copy any text-only metadata metadata = PngImagePlugin.PngInfo() for key, value in pil_image.info.items(): if isinstance(key, str) and isinstance(value, str): metadata.add_text(key, value) return metadata def encode_pil_to_bytes(pil_image, format="png"): with BytesIO() as output_bytes: if format == "png": params = {"pnginfo": get_pil_metadata(pil_image)} else: exif = get_pil_exif_bytes(pil_image) params = {"exif": exif} if exif else {} pil_image.save(output_bytes, format, **params) return output_bytes.getvalue() def encode_pil_to_base64(pil_image, format="png"): bytes_data = encode_pil_to_bytes(pil_image, format) base64_str = str(base64.b64encode(bytes_data), "utf-8") return output_base64(base64_str, format) def encode_array_to_base64(image_array, format="png"): with BytesIO() as output_bytes: pil_image = Image.fromarray(_convert(image_array, np.uint8, force_copy=False)) pil_image.save(output_bytes, format) bytes_data = output_bytes.getvalue() base64_str = str(base64.b64encode(bytes_data), "utf-8") return output_base64(base64_str, format) def output_base64(data, format=None) -> str: return f"data:image/{format or 'png'};base64,{data}" def hash_file(file_path: str | Path, chunk_num_blocks: int = 128) -> str: sha1 = hashlib.sha1() with open(file_path, "rb") as f: for chunk in iter(lambda: f.read(chunk_num_blocks * sha1.block_size), b""): sha1.update(chunk) return sha1.hexdigest() def hash_url(url: str) -> str: sha1 = hashlib.sha1() sha1.update(url.encode("utf-8")) return sha1.hexdigest() def hash_bytes(bytes: bytes): sha1 = hashlib.sha1() sha1.update(bytes) return sha1.hexdigest() def hash_base64(base64_encoding: str, chunk_num_blocks: int = 128) -> str: sha1 = hashlib.sha1() for i in range(0, len(base64_encoding), chunk_num_blocks * sha1.block_size): data = base64_encoding[i : i + chunk_num_blocks * sha1.block_size] sha1.update(data.encode("utf-8")) return sha1.hexdigest() def save_pil_to_cache( img: Image.Image, cache_dir: str, name: str = "image", format: str = "png", ) -> str: bytes_data = encode_pil_to_bytes(img, format) temp_dir = Path(cache_dir) / hash_bytes(bytes_data) temp_dir.mkdir(exist_ok=True, parents=True) filename = str((temp_dir / f"{name}.{format}").resolve()) (temp_dir / f"{name}.{format}").resolve().write_bytes(bytes_data) return filename def save_file_to_cache(file_path: str | Path, cache_dir: str) -> str: “”“ Returns a temporary file path for a copy of the given file path if it does not already exist. Otherwise returns the path to the existing temp file. “”” temp_dir = hash_file(file_path) temp_dir = Path(cache_dir) / temp_dir temp_dir.mkdir(exist_ok=True, parents=True) name = client_utils.strip_invalid_filename_characters(Path(file_path).name) full_temp_file_path = str(abspath(temp_dir / name)) if not Path(full_temp_file_path).exists(): shutil.copy2(file_path, full_temp_file_path) # Ahora se llama a _move_to_cache para asegurar que el archivo esté en cache. cache_file_path = _move_to_cache(full_temp_file_path, cache_dir) return cache_file_path def save_img_array_to_cache( arr: np.ndarray, cache_dir: str, format: str = "png" ) -> str: pil_image = Image.fromarray(_convert(arr, np.uint8, force_copy=False)) return save_pil_to_cache(pil_image, cache_dir, format=format) def save_audio_to_cache( data: np.ndarray, sample_rate: int, format: str, cache_dir: str ) -> str: temp_dir = Path(cache_dir) / hash_bytes(data.tobytes()) temp_dir.mkdir(exist_ok=True, parents=True) filename = str((temp_dir / f"audio.{format}").resolve()) audio_to_file(sample_rate, data, filename, format=format) return filename def save_bytes_to_cache(data: bytes, file_name: str, cache_dir: str) -> str: path = Path(cache_dir) / hash_bytes(data) path.mkdir(exist_ok=True, parents=True) path = path / Path(file_name).name path.write_bytes(data) return str(path.resolve()) def save_file_to_cache(file_path: str | Path, cache_dir: str) -> str: """Returns a temporary file path for a copy of the given file path if it does not already exist. Otherwise returns the path to the existing temp file.""" temp_dir = hash_file(file_path) temp_dir = Path(cache_dir) / temp_dir temp_dir.mkdir(exist_ok=True, parents=True) name = client_utils.strip_invalid_filename_characters(Path(file_path).name) full_temp_file_path = str(abspath(temp_dir / name)) if not Path(full_temp_file_path).exists(): shutil.copy2(file_path, full_temp_file_path) return full_temp_file_path def save_url_to_cache(url: str, cache_dir: str) -> str: """Downloads a file and makes a temporary file path for a copy if does not already exist. Otherwise returns the path to the existing temp file.""" temp_dir = hash_url(url) temp_dir = Path(cache_dir) / temp_dir temp_dir.mkdir(exist_ok=True, parents=True) name = client_utils.strip_invalid_filename_characters(Path(url).name) full_temp_file_path = str(abspath(temp_dir / name)) if not Path(full_temp_file_path).exists(): with httpx.stream("GET", url, follow_redirects=True) as r, open( full_temp_file_path, "wb" ) as f: for chunk in r.iter_raw(): f.write(chunk) return full_temp_file_path def save_base64_to_cache( base64_encoding: str, cache_dir: str, file_name: str | None = None ) -> str: """Converts a base64 encoding to a file and returns the path to the file if the file doesn't already exist. Otherwise returns the path to the existing file. """ temp_dir = hash_base64(base64_encoding) temp_dir = Path(cache_dir) / temp_dir temp_dir.mkdir(exist_ok=True, parents=True) guess_extension = client_utils.get_extension(base64_encoding) if file_name: file_name = client_utils.strip_invalid_filename_characters(file_name) elif guess_extension: file_name = f"file.{guess_extension}" else: file_name = "file" full_temp_file_path = str(abspath(temp_dir / file_name)) # type: ignore if not Path(full_temp_file_path).exists(): data, _ = client_utils.decode_base64_to_binary(base64_encoding) with open(full_temp_file_path, "wb") as fb: fb.write(data) return full_temp_file_path def move_resource_to_block_cache( url_or_file_path: str | Path | None, block: Block ) -> str | None: """This method has been replaced by Block.move_resource_to_block_cache(), but is left here for backwards compatibility for any custom components created in Gradio 4.2.0 or earlier. """ return block.move_resource_to_block_cache(url_or_file_path) def move_files_to_cache( data: Any, block: Block, postprocess: bool = False, check_in_upload_folder=False, keep_in_cache=False, ) -> dict: """Move any files in `data` to cache and (optionally), adds URL prefixes (/file=...) needed to access the cached file. Also handles the case where the file is on an external Gradio app (/proxy=...). Runs after .postprocess() and before .preprocess(). Args: data: The input or output data for a component. Can be a dictionary or a dataclass block: The component whose data is being processed postprocess: Whether its running from postprocessing check_in_upload_folder: If True, instead of moving the file to cache, checks if the file is in already in cache (exception if not). keep_in_cache: If True, the file will not be deleted from cache when the server is shut down. """ def _move_to_cache(d: dict): payload = FileData(**d) # If the gradio app developer is returning a URL from # postprocess, it means the component can display a URL # without it being served from the gradio server # This makes it so that the URL is not downloaded and speeds up event processing if payload.url and postprocess and client_utils.is_http_url_like(payload.url): payload.path = payload.url elif utils.is_static_file(payload): pass elif not block.proxy_url: # If the file is on a remote server, do not move it to cache. if check_in_upload_folder and not client_utils.is_http_url_like( payload.path ): path = os.path.abspath(payload.path) if not is_in_or_equal(path, get_upload_folder()): raise ValueError( f"File {path} is not in the upload folder and cannot be accessed." ) temp_file_path = block.move_resource_to_block_cache(payload.path) if temp_file_path is None: raise ValueError("Did not determine a file path for the resource.") payload.path = temp_file_path if keep_in_cache: block.keep_in_cache.add(payload.path) url_prefix = "/stream/" if payload.is_stream else "/file=" if block.proxy_url: proxy_url = block.proxy_url.rstrip("/") url = f"/proxy={proxy_url}{url_prefix}{payload.path}" elif client_utils.is_http_url_like(payload.path) or payload.path.startswith( f"{url_prefix}" ): url = payload.path else: url = f"{url_prefix}{payload.path}" payload.url = url return payload.model_dump() if isinstance(data, (GradioRootModel, GradioModel)): data = data.model_dump() return client_utils.traverse(data, _move_to_cache, client_utils.is_file_obj) def add_root_url(data: dict | list, root_url: str, previous_root_url: str | None): def _add_root_url(file_dict: dict): if previous_root_url and file_dict["url"].startswith(previous_root_url): file_dict["url"] = file_dict["url"][len(previous_root_url) :] elif client_utils.is_http_url_like(file_dict["url"]): return file_dict file_dict["url"] = f'{root_url}{file_dict["url"]}' return file_dict return client_utils.traverse(data, _add_root_url, client_utils.is_file_obj_with_url) def resize_and_crop(img, size, crop_type="center"): """ Resize and crop an image to fit the specified size. args: size: `(width, height)` tuple. Pass `None` for either width or height to only crop and resize the other. crop_type: can be 'top', 'middle' or 'bottom', depending on this value, the image will cropped getting the 'top/left', 'middle' or 'bottom/right' of the image to fit the size. raises: ValueError: if an invalid `crop_type` is provided. """ if crop_type == "top": center = (0, 0) elif crop_type == "center": center = (0.5, 0.5) else: raise ValueError resize = list(size) if size[0] is None: resize[0] = img.size[0] if size[1] is None: resize[1] = img.size[1] return ImageOps.fit(img, resize, centering=center) # type: ignore ################## # Audio ################## def audio_from_file(filename, crop_min=0, crop_max=100): try: audio = AudioSegment.from_file(filename) except FileNotFoundError as e: isfile = Path(filename).is_file() msg = ( f"Cannot load audio from file: `{'ffprobe' if isfile else filename}` not found." + " Please install `ffmpeg` in your system to use non-WAV audio file formats" " and make sure `ffprobe` is in your PATH." if isfile else "" ) raise RuntimeError(msg) from e if crop_min != 0 or crop_max != 100: audio_start = len(audio) * crop_min / 100 audio_end = len(audio) * crop_max / 100 audio = audio[audio_start:audio_end] data = np.array(audio.get_array_of_samples()) if audio.channels > 1: data = data.reshape(-1, audio.channels) return audio.frame_rate, data def audio_to_file(sample_rate, data, filename, format="wav"): if format == "wav": data = convert_to_16_bit_wav(data) audio = AudioSegment( data.tobytes(), frame_rate=sample_rate, sample_width=data.dtype.itemsize, channels=(1 if len(data.shape) == 1 else data.shape[1]), ) file = audio.export(filename, format=format) file.close() # type: ignore def convert_to_16_bit_wav(data): # Based on: https://docs.scipy.org/doc/scipy/reference/generated/scipy.io.wavfile.write.html warning = "Trying to convert audio automatically from {} to 16-bit int format." if data.dtype in [np.float64, np.float32, np.float16]: warnings.warn(warning.format(data.dtype)) data = data / np.abs(data).max() data = data * 32767 data = data.astype(np.int16) elif data.dtype == np.int32: warnings.warn(warning.format(data.dtype)) data = data / 65536 data = data.astype(np.int16) elif data.dtype == np.int16: pass elif data.dtype == np.uint16: warnings.warn(warning.format(data.dtype)) data = data - 32768 data = data.astype(np.int16) elif data.dtype == np.uint8: warnings.warn(warning.format(data.dtype)) data = data * 257 - 32768 data = data.astype(np.int16) elif data.dtype == np.int8: warnings.warn(warning.format(data.dtype)) data = data * 256 data = data.astype(np.int16) else: raise ValueError( "Audio data cannot be converted automatically from " f"{data.dtype} to 16-bit int format." ) return data ################## # OUTPUT ################## def _convert(image, dtype, force_copy=False, uniform=False): """ Adapted from: https://github.com/scikit-image/scikit-image/blob/main/skimage/util/dtype.py#L510-L531 Convert an image to the requested data-type. Warnings are issued in case of precision loss, or when negative values are clipped during conversion to unsigned integer types (sign loss). Floating point values are expected to be normalized and will be clipped to the range [0.0, 1.0] or [-1.0, 1.0] when converting to unsigned or signed integers respectively. Numbers are not shifted to the negative side when converting from unsigned to signed integer types. Negative values will be clipped when converting to unsigned integers. Parameters ---------- image : ndarray Input image. dtype : dtype Target data-type. force_copy : bool, optional Force a copy of the data, irrespective of its current dtype. uniform : bool, optional Uniformly quantize the floating point range to the integer range. By default (uniform=False) floating point values are scaled and rounded to the nearest integers, which minimizes back and forth conversion errors. .. versionchanged :: 0.15 ``_convert`` no longer warns about possible precision or sign information loss. See discussions on these warnings at: https://github.com/scikit-image/scikit-image/issues/2602 https://github.com/scikit-image/scikit-image/issues/543#issuecomment-208202228 https://github.com/scikit-image/scikit-image/pull/3575 References ---------- .. [1] DirectX data conversion rules. https://msdn.microsoft.com/en-us/library/windows/desktop/dd607323%28v=vs.85%29.aspx .. [2] Data Conversions. In "OpenGL ES 2.0 Specification v2.0.25", pp 7-8. Khronos Group, 2010. .. [3] Proper treatment of pixels as integers. A.W. Paeth. In "Graphics Gems I", pp 249-256. Morgan Kaufmann, 1990. .. [4] Dirty Pixels. J. Blinn. In "Jim Blinn's corner: Dirty Pixels", pp 47-57. Morgan Kaufmann, 1998. """ dtype_range = { bool: (False, True), np.bool_: (False, True), np.bool8: (False, True), # type: ignore float: (-1, 1), np.float_: (-1, 1), np.float16: (-1, 1), np.float32: (-1, 1), np.float64: (-1, 1), } def _dtype_itemsize(itemsize, *dtypes): """Return first of `dtypes` with itemsize greater than `itemsize` Parameters ---------- itemsize: int The data type object element size. Other Parameters ---------------- *dtypes: Any Object accepted by `np.dtype` to be converted to a data type object Returns ------- dtype: data type object First of `dtypes` with itemsize greater than `itemsize`. """ return next(dt for dt in dtypes if np.dtype(dt).itemsize >= itemsize) def _dtype_bits(kind, bits, itemsize=1): """Return dtype of `kind` that can store a `bits` wide unsigned int Parameters: kind: str Data type kind. bits: int Desired number of bits. itemsize: int The data type object element size. Returns ------- dtype: data type object Data type of `kind` that can store a `bits` wide unsigned int """ s = next( i for i in (itemsize,) + (2, 4, 8) if bits < (i * 8) or (bits == (i * 8) and kind == "u") ) return np.dtype(kind + str(s)) def _scale(a, n, m, copy=True): """Scale an array of unsigned/positive integers from `n` to `m` bits. Numbers can be represented exactly only if `m` is a multiple of `n`. Parameters ---------- a : ndarray Input image array. n : int Number of bits currently used to encode the values in `a`. m : int Desired number of bits to encode the values in `out`. copy : bool, optional If True, allocates and returns new array. Otherwise, modifies `a` in place. Returns ------- out : array Output image array. Has the same kind as `a`. """ kind = a.dtype.kind if n > m and a.max() < 2**m: return a.astype(_dtype_bits(kind, m)) elif n == m: return a.copy() if copy else a elif n > m: # downscale with precision loss if copy: b = np.empty(a.shape, _dtype_bits(kind, m)) np.floor_divide(a, 2 ** (n - m), out=b, dtype=a.dtype, casting="unsafe") return b else: a //= 2 ** (n - m) return a elif m % n == 0: # exact upscale to a multiple of `n` bits if copy: b = np.empty(a.shape, _dtype_bits(kind, m)) np.multiply(a, (2**m - 1) // (2**n - 1), out=b, dtype=b.dtype) return b else: a = a.astype(_dtype_bits(kind, m, a.dtype.itemsize), copy=False) a *= (2**m - 1) // (2**n - 1) return a else: # upscale to a multiple of `n` bits, # then downscale with precision loss o = (m // n + 1) * n if copy: b = np.empty(a.shape, _dtype_bits(kind, o)) np.multiply(a, (2**o - 1) // (2**n - 1), out=b, dtype=b.dtype) b //= 2 ** (o - m) return b else: a = a.astype(_dtype_bits(kind, o, a.dtype.itemsize), copy=False) a *= (2**o - 1) // (2**n - 1) a //= 2 ** (o - m) return a image = np.asarray(image) dtypeobj_in = image.dtype dtypeobj_out = np.dtype("float64") if dtype is np.floating else np.dtype(dtype) dtype_in = dtypeobj_in.type dtype_out = dtypeobj_out.type kind_in = dtypeobj_in.kind kind_out = dtypeobj_out.kind itemsize_in = dtypeobj_in.itemsize itemsize_out = dtypeobj_out.itemsize # Below, we do an `issubdtype` check. Its purpose is to find out # whether we can get away without doing any image conversion. This happens # when: # # - the output and input dtypes are the same or # - when the output is specified as a type, and the input dtype # is a subclass of that type (e.g. `np.floating` will allow # `float32` and `float64` arrays through) if np.issubdtype(dtype_in, np.obj2sctype(dtype)): if force_copy: image = image.copy() return image if kind_in in "ui": imin_in = np.iinfo(dtype_in).min imax_in = np.iinfo(dtype_in).max if kind_out in "ui": imin_out = np.iinfo(dtype_out).min # type: ignore imax_out = np.iinfo(dtype_out).max # type: ignore # any -> binary if kind_out == "b": return image > dtype_in(dtype_range[dtype_in][1] / 2) # binary -> any if kind_in == "b": result = image.astype(dtype_out) if kind_out != "f": result *= dtype_out(dtype_range[dtype_out][1]) return result # float -> any if kind_in == "f": if kind_out == "f": # float -> float return image.astype(dtype_out) if np.min(image) < -1.0 or np.max(image) > 1.0: raise ValueError("Images of type float must be between -1 and 1.") # floating point -> integer # use float type that can represent output integer type computation_type = _dtype_itemsize( itemsize_out, dtype_in, np.float32, np.float64 ) if not uniform: if kind_out == "u": image_out = np.multiply(image, imax_out, dtype=computation_type) # type: ignore else: image_out = np.multiply( image, (imax_out - imin_out) / 2, # type: ignore dtype=computation_type, ) image_out -= 1.0 / 2.0 np.rint(image_out, out=image_out) np.clip(image_out, imin_out, imax_out, out=image_out) # type: ignore elif kind_out == "u": image_out = np.multiply(image, imax_out + 1, dtype=computation_type) # type: ignore np.clip(image_out, 0, imax_out, out=image_out) # type: ignore else: image_out = np.multiply( image, (imax_out - imin_out + 1.0) / 2.0, # type: ignore dtype=computation_type, ) np.floor(image_out, out=image_out) np.clip(image_out, imin_out, imax_out, out=image_out) # type: ignore return image_out.astype(dtype_out) # signed/unsigned int -> float if kind_out == "f": # use float type that can exactly represent input integers computation_type = _dtype_itemsize( itemsize_in, dtype_out, np.float32, np.float64 ) if kind_in == "u": # using np.divide or np.multiply doesn't copy the data # until the computation time image = np.multiply(image, 1.0 / imax_in, dtype=computation_type) # type: ignore # DirectX uses this conversion also for signed ints # if imin_in: # np.maximum(image, -1.0, out=image) else: image = np.add(image, 0.5, dtype=computation_type) image *= 2 / (imax_in - imin_in) # type: ignore return np.asarray(image, dtype_out) # unsigned int -> signed/unsigned int if kind_in == "u": if kind_out == "i": # unsigned int -> signed int image = _scale(image, 8 * itemsize_in, 8 * itemsize_out - 1) return image.view(dtype_out) else: # unsigned int -> unsigned int return _scale(image, 8 * itemsize_in, 8 * itemsize_out) # signed int -> unsigned int if kind_out == "u": image = _scale(image, 8 * itemsize_in - 1, 8 * itemsize_out) result = np.empty(image.shape, dtype_out) np.maximum(image, 0, out=result, dtype=image.dtype, casting="unsafe") return result # signed int -> signed int if itemsize_in > itemsize_out: return _scale(image, 8 * itemsize_in - 1, 8 * itemsize_out - 1) image = image.astype(_dtype_bits("i", itemsize_out * 8)) image -= imin_in # type: ignore image = _scale(image, 8 * itemsize_in, 8 * itemsize_out, copy=False) image += imin_out # type: ignore return image.astype(dtype_out) def ffmpeg_installed() -> bool: if wasm_utils.IS_WASM: # TODO: Support ffmpeg in WASM return False return shutil.which("ffmpeg") is not None def video_is_playable(video_filepath: str) -> bool: """Determines if a video is playable in the browser. A video is playable if it has a playable container and codec. .mp4 -> h264 .webm -> vp9 .ogg -> theora """ from ffmpy import FFprobe, FFRuntimeError try: container = Path(video_filepath).suffix.lower() probe = FFprobe( global_options="-show_format -show_streams -select_streams v -print_format json", inputs={video_filepath: None}, ) output = probe.run(stderr=subprocess.PIPE, stdout=subprocess.PIPE) output = json.loads(output[0]) video_codec = output["streams"][0]["codec_name"] return (container, video_codec) in [ (".mp4", "h264"), (".ogg", "theora"), (".webm", "vp9"), ] # If anything goes wrong, assume the video can be played to not convert downstream except (FFRuntimeError, IndexError, KeyError): return True def convert_video_to_playable_mp4(video_path: str) -> str: """Convert the video to mp4. If something goes wrong return the original video.""" from ffmpy import FFmpeg, FFRuntimeError try: with tempfile.NamedTemporaryFile(delete=False) as tmp_file: output_path = Path(video_path).with_suffix(".mp4") shutil.copy2(video_path, tmp_file.name) # ffmpeg will automatically use h264 codec (playable in browser) when converting to mp4 ff = FFmpeg( inputs={str(tmp_file.name): None}, outputs={str(output_path): None}, global_options="-y -loglevel quiet", ) ff.run() except FFRuntimeError as e: print(f"Error converting video to browser-playable format {str(e)}") output_path = video_path finally: # Remove temp file os.remove(tmp_file.name) # type: ignore return str(output_path) def get_video_length(video_path: str | Path): if wasm_utils.IS_WASM: raise wasm_utils.WasmUnsupportedError( "Video duration is not supported in the Wasm mode." ) duration = subprocess.check_output( [ "ffprobe", "-i", str(video_path), "-show_entries", "format=duration", "-v", "quiet", "-of", "csv={}".format("p=0"), ] ) duration_str = duration.decode("utf-8").strip() duration_float = float(duration_str) return duration_float
df0d6bbe0d18166462fb501c2b41ee3e
{ "intermediate": 0.3882005512714386, "beginner": 0.4702857732772827, "expert": 0.14151360094547272 }
44,436
import pygame import random import math # Initialize pygame and create a screen object pygame.init() screen = pygame.display.set_mode((1000, 800)) # Define colors BLACK = (0, 0, 0) RED = (255, 0, 0) YELLOW = (255, 255, 0) BLUE = (0, 0, 255) # Define grid size GRID_WIDTH = 21 GRID_HEIGHT = 17 # Initialize the invisible variable invisible = False # Define initial floor position FLOOR_START_ROW = GRID_HEIGHT - 2 FLOOR_END_ROW = GRID_HEIGHT - 1 pygame.display.set_caption('100% no luck') # Load the images for the background, the player, and the boss # Ensure that these images are present in your project directory try: background = pygame.image.load('level_1_background.jpeg') player_image = pygame.image.load('player1_back.png') invisibility_cloak_image = pygame.image.load('invisibility_cloak.png') grappling_hook_image = pygame.image.load('grappling_hook.png') katana_image = pygame.image.load('katana.png') freezing_ray_image = pygame.image.load('freezing_ray.png') speed_pill_image = pygame.image.load('speed_pill.jpeg') bouncy_shoes_image = pygame.image.load('bouncy_shoes.png') key_image = pygame.image.load('key.png') tsunami_maker_image = pygame.image.load('tsunami_maker.png') laser_beam_image = pygame.image.load('laser_beam.png') go_kart_image = pygame.image.load('go_kart.jpeg') revival_kit_image = pygame.image.load('revival_kit.jpeg') except pygame.error as e: print("Cannot load images:", e) raise SystemExit # Define the colors for the text WHITE = (255, 255, 255) # Define the font for the text font = pygame.font.SysFont('Arial', 32) # Define the text for the intro and the tools intro_text = "Welcome to 100% no luck, a game where you have to use smart logic and some luck to beat the dungeon. You will spawn with 3 tools out of a possible 15 tools randomized. Each tool has a different effect and can help you or hinder you depending on the situation. You have to think carefully about how to use your tools and when to use them. The dungeon has many obstacles and enemies that you have to overcome. The goal is to reach the end of the dungeon and defeat the boss. Good luck!" tools_text = ["Invisibility cloak: Makes you invisible for 10 seconds. Useful for sneaking past enemies or traps.", "Grappling hook: Allows you to swing across gaps or pull objects towards you.", "Katana: A sharp sword that can cut through anything. Useful for fighting enemies or breaking barriers.", "Freeze ray: A device that can freeze anything in its path. Useful for stopping enemies or creating platforms.", "Bouncy shoes: Shoes that make you jump higher and farther. Useful for reaching high places or avoiding obstacles.", "Key: A key that can unlock any door or chest. Useful for accessing hidden areas or treasures.", "Go kart: A vehicle that can move fast and run over anything. Useful for escaping enemies or crossing large distances.", "Tsunami maker: A device that can create a huge wave of water. Useful for washing away enemies or filling gaps.", "Laser beam: A device that can shoot a powerful laser. Useful for destroying enemies or barriers.", "Speed pill: A pill that can make you move faster for 10 seconds. Useful for dodging enemies or traps.", "Revival kit: A kit that can revive you once if you die. Useful for surviving fatal situations."] def show_intro(): intro_text = "Welcome to 100% no luck, a game where you have to use smart logic and some luck to beat the dungeon. You will spawn with 3 tools out of a possible 15 tools randomized. Each tool has a different effect and can help you or hinder you depending on the situation. You have to think carefully about how to use your tools and when to use them. The dungeon has many obstacles and enemies that you have to overcome. The goal is to reach the end of the dungeon and defeat the boss. Good luck!" # Wrap the intro text intro_lines = [] max_width = 950 # Adjust as needed words = intro_text.split() current_line = words[0] for word in words[1:]: if font.size(current_line + ' ' + word)[0] < max_width: current_line += ' ' + word else: intro_lines.append(current_line) current_line = word intro_lines.append(current_line) current_line = 0 intro_complete = False start_time = pygame.time.get_ticks() while not intro_complete: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() screen.fill((0, 0, 0)) intro_surface = font.render(intro_lines[current_line], True, WHITE) intro_rect = intro_surface.get_rect(center=(screen.get_width() // 2, screen.get_height() // 2)) screen.blit(intro_surface, intro_rect) if pygame.time.get_ticks() - start_time > 2980: current_line += 1 start_time = pygame.time.get_ticks() if current_line == len(intro_lines): intro_complete = True pygame.display.flip() pygame.time.Clock().tick(60) screen.fill((0, 0, 0)) pygame.display.flip() tools_title_surface = font.render("Selected Tools:", True, WHITE) tools_title_rect = tools_title_surface.get_rect(center=(screen.get_width() // 2, 100)) screen.blit(tools_title_surface, tools_title_rect) pygame.display.flip() pygame.time.delay(1000) available_buttons = ['v', 'b', 'n', 'x', 'y', 'z'] # Add more buttons if needed selected_tools = random.sample(tools_text, 3) # Assign buttons to the selected tools button_assignments = available_buttons[:3] # Take the first three buttons button_assigned_functions = [tool_functions[tools_text.index(tool)] for tool in selected_tools] # Wrap the tool descriptions and display them with their assigned buttons wrapped_tools = [] for i, tool_desc in enumerate(selected_tools): tool_lines = [] current_line = f"{button_assignments[i]}: {tool_desc.split()[0]}" for word in tool_desc.split()[1:]: if font.size(current_line + ' ' + word)[0] < max_width: current_line += ' ' + word else: tool_lines.append(current_line) current_line = word tool_lines.append(current_line) wrapped_tools.append(tool_lines) selected_tools_surface = [font.render(line, True, WHITE) for tool_lines in wrapped_tools for line in tool_lines] for i, tool_surface in enumerate(selected_tools_surface): tool_rect = tool_surface.get_rect(center=(screen.get_width() // 2, 200 + i * 50)) screen.blit(tool_surface, tool_rect) pygame.display.flip() start_time = pygame.time.get_ticks() while pygame.time.get_ticks() - start_time < 2000: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() screen.fill((0, 0, 0)) pygame.display.flip() return button_assignments, button_assigned_functions # Define the logic for each tool as a function def invisibility_cloak(player_rect): # Set a global variable to indicate that the player is invisible global invisible invisible = True # Set a timer to make the player visible again after 10 seconds pygame.time.set_timer(pygame.USEREVENT, 10000) # Create a Rect for the invisibility cloak sprite cloak_rect = player_rect.copy() cloak_rect.inflate_ip(50, 50) # Load the invisibility cloak image try: cloak_surf = pygame.image.load('invisibility_cloak.png') except pygame.error as e: print(f"Cannot load invisibility cloak image: {e}") return while invisible: # Draw the invisibility cloak sprite over the player screen.blit(cloak_surf, cloak_rect) # Update the cloak position based on the player's position cloak_rect.center = player_rect.center # Check for events for event in pygame.event.get(): if event.type == pygame.USEREVENT: # Stop the invisibility cloak effect invisible = False # Update the display pygame.display.flip() # Limit the frame rate pygame.time.Clock().tick(60) # Reset the invisible state invisible = False def grappling_hook(player_rect): # Get the mouse position and the player position mouse_x, mouse_y = pygame.mouse.get_pos() player_x, player_y = player_rect.center # Calculate the distance and the angle between the mouse and the player distance = ((mouse_x - player_x) ** 2 + (mouse_y - player_y) ** 2) ** 0.5 angle = math.atan2(mouse_y - player_y, mouse_x - player_x) # Draw a line from the player to the mouse pygame.draw.line(screen, BLACK, (player_x, player_y), (mouse_x, mouse_y), 5) # Check if the mouse is over a gap or an object if mouse_x > 600 and mouse_x < 700 and mouse_y > 300 and mouse_y < 400: # If the mouse is over a gap, move the player towards the mouse player_rect.centerx += math.cos(angle) * 10 player_rect.centery += math.sin(angle) * 10 elif mouse_x > 700 and mouse_x < 800 and mouse_y > 200 and mouse_y < 300: # If the mouse is over an object, move the object towards the player object_rect.centerx -= math.cos(angle) * 10 object_rect.centery -= math.sin(angle) * 10 def katana(player_rect): # Get the mouse position and the player position mouse_x, mouse_y = pygame.mouse.get_pos() player_x, player_y = player_rect.center # Randomly choose between the two attacks attack_type = random.randint(1, 2) # Load the katana image try: katana_surf = pygame.image.load('katana.png') except pygame.error as e: print(f"Cannot load katana image: {e}") return if attack_type == 1: # Attack 1: Player moves/slashes in a random direction angle = random.uniform(0, 2 * math.pi) # Random angle slash_distance = 198 # Distance to move/slash new_x = player_x + math.cos(angle) * slash_distance new_y = player_y + math.sin(angle) * slash_distance player_rect.center = (new_x, new_y) # Draw the katana image on the player katana_sprite = pygame.sprite.Sprite() katana_sprite.image = katana_surf katana_rect = katana_sprite.image.get_rect() katana_rect.center = player_rect.center screen.blit(katana_sprite.image, katana_rect) else: # Attack 2: Throw the katana towards the mouse position angle = math.atan2(mouse_y - player_y, mouse_x - player_x) katana_rect = katana_surf.get_rect() katana_rect.center = player_rect.center rotated_katana = pygame.transform.rotate(katana_surf, math.degrees(angle)) screen.blit(rotated_katana, katana_rect) def bouncy_shoes(player_rect): # Set a global variable to indicate that the player has bouncy shoes global bouncy, player_jump_vel bouncy = True # Increase the player's jump velocity player_jump_vel = 20 def key(player_rect): # Get the mouse position and the player position mouse_x, mouse_y = pygame.mouse.get_pos() player_x, player_y = player_rect.center # Calculate the distance between the mouse and the player distance = ((mouse_x - player_x) ** 2 + (mouse_y - player_y) ** 2) ** 0.5 # Check if the mouse is over a door or a chest if pygame.sprite.spritecollideany(mouse, doors) or pygame.sprite.spritecollideany(mouse, chests): # If the mouse is over a door or a chest, unlock it and open it pygame.sprite.spritecollide(mouse, doors, True) pygame.sprite.spritecollide(mouse, chests, True) # If the chest contains a tool, add it to the player's inventory if chest.tool: inventory.append(chest.tool) def go_kart(player_rect): # Set a global variable to indicate that the player is in a go kart global go_kart go_kart = True # Increase the player's speed and size player_speed = 15 player_rect.inflate_ip(50, 50) # Load the image for the go kart go_kart_image = pygame.image.load('go_kart.jpeg') # Draw the go kart over the player screen.blit(go_kart_image, player_rect) # Check if the player collides with an enemy or a barrier collided_enemies = pygame.sprite.spritecollide(player_sprite, enemies, True) collided_barriers = pygame.sprite.spritecollide(player_sprite, barriers, True) def freeze_ray(player_rect): # Get the mouse position and the player position mouse_x, mouse_y = pygame.mouse.get_pos() player_x, player_y = player_rect.center # Calculate the angle between the mouse and the player angle = math.atan2(mouse_y - player_y, mouse_x - player_x) # Create a line surface from the player to the mouse line_length = math.hypot(mouse_x - player_x, mouse_y - player_y) line = pygame.Surface((line_length, 5), pygame.SRCALPHA) line.fill(BLUE) line_rect = line.get_rect() line_rect.center = player_rect.center # Rotate the line surface rotated_line = pygame.transform.rotate(line, math.degrees(angle)) # Draw the rotated line on the screen screen.blit(rotated_line, (player_x, player_y)) # Create a temporary sprite for the line line_sprite = pygame.sprite.Sprite() line_sprite.image = rotated_line line_sprite.rect = rotated_line.get_rect(center=line_rect.center) # Check if the line intersects with an enemy or a platform enemies_hit = pygame.sprite.spritecollide(line_sprite, enemies, False) platforms_hit = pygame.sprite.spritecollide(line_sprite, platforms, False) # Freeze the enemies and platforms that were hit for enemy in enemies_hit: freeze(enemy) for platform in platforms_hit: freeze(platform) def freeze(sprite): # Change the sprite's image to a frozen version sprite.image = pygame.image.load(sprite.name + '_frozen.png') # Set the sprite's frozen attribute to True sprite.frozen = True def tsunami_maker(player_rect): global tsunami tsunami = True wave_surf = pygame.image.load('tsunami_maker.png') # Resize the wave_surf to make it taller wave_surf = pygame.transform.scale(wave_surf, (wave_surf.get_width(), wave_surf.get_height() * 3)) wave_sprite = pygame.sprite.Sprite() wave_sprite.image = wave_surf wave_sprite.rect = wave_sprite.image.get_rect() wave_sprite.rect.bottomleft = (0, screen.get_height()) wave_speed = 10 while tsunami: screen.blit(wave_sprite.image, wave_sprite.rect) wave_sprite.rect.x += wave_speed if wave_sprite.rect.right >= screen.get_width(): tsunami = False pygame.display.flip() def laser_beam(player_rect): # Get the mouse position and the player position mouse_x, mouse_y = pygame.mouse.get_pos() player_x, player_y = player_rect.center # Calculate the angle between the mouse and the player angle = math.atan2(mouse_y - player_y, mouse_x - player_x) # Draw a line from the player to the mouse pygame.draw.line(screen, YELLOW, (player_x, player_y), (mouse_x, mouse_y), 5) # Check if the line intersects with an enemy or a barrier if pygame.sprite.spritecollideany(line, enemies) or pygame.sprite.spritecollideany(line, barriers): # If the line intersects with an enemy or a barrier, destroy it pygame.sprite.spritecollide(line, enemies, True) pygame.sprite.spritecollide(line, barriers, True) def speed_pill(player_rect): # Set a global variable to indicate that the player has used the speed pill global speed speed = True # Set a timer to make the player normal again after 10 seconds pygame.time.set_timer(pygame.USEREVENT + 1, 10000) # Increase the player's speed player_speed = 10 def revival_kit(player_rect): # Set a global variable to indicate that the player has a revival kit global revival revival = True global player_health # Check if the player's health is zero if player_health == 0: # If the player's health is zero, revive the player player_health = 100 # Set the revival variable to False revival = False tool_functions = [invisibility_cloak, grappling_hook, katana, freeze_ray, bouncy_shoes, key, go_kart, tsunami_maker, laser_beam, speed_pill, revival_kit] def is_on_floor_or_stairs(player_rect): """ Check if the player is standing on a floor or stairs cell. Returns True if standing on floor or stairs, False otherwise. """ cell_width = screen.get_width() // GRID_WIDTH cell_height = screen.get_height() // GRID_HEIGHT # Check if the player is on the initial floor rows if FLOOR_START_ROW <= player_rect.bottom // cell_height <= FLOOR_END_ROW: for x in range(player_rect.left // cell_width, (player_rect.right + cell_width - 1) // cell_width): if 0 <= x < GRID_WIDTH: return True return False def draw_doors(): # Define the door's color DOOR_COLOR = (139, 69, 19) # Saddle brown color # Calculate the cell size based on the screen dimensions cell_width = screen.get_width() // GRID_WIDTH cell_height = screen.get_height() // GRID_HEIGHT # Draw door 1 door1_start_row = GRID_HEIGHT - 10 door1_end_row = GRID_HEIGHT - 13 door1_start_col = 10 door1_end_col = 11 for row in range(door1_start_row, door1_end_row - 1, -1): for col in range(door1_start_col, door1_end_col + 1): rect = pygame.Rect(col * cell_width, row * cell_height, cell_width, cell_height) pygame.draw.rect(screen, DOOR_COLOR, rect) # Draw door 2 door2_start_row = GRID_HEIGHT - 3 door2_end_row = GRID_HEIGHT - 4 door2_start_col = 16 door2_end_col = 17 for row in range(door2_start_row, door2_end_row - 1, -1): for col in range(door2_start_col, door2_end_col + 1): rect = pygame.Rect(col * cell_width, row * cell_height, cell_width, cell_height) pygame.draw.rect(screen, DOOR_COLOR, rect) def draw_floor(): # Define the floor's color FLOOR_COLOR = (128, 64, 0) # Brown color STAIRS_COLOR = (128, 128, 128) # Gray color # Calculate the cell size based on the screen dimensions cell_width = screen.get_width() // GRID_WIDTH cell_height = screen.get_height() // GRID_HEIGHT # Draw the floor cells for col in range(GRID_WIDTH): for row in range(FLOOR_START_ROW, FLOOR_END_ROW + 1): rect = pygame.Rect(col * cell_width, row * cell_height, cell_width, cell_height) pygame.draw.rect(screen, FLOOR_COLOR, rect) enemies = pygame.sprite.Group() barriers = pygame.sprite.Group() platforms = pygame.sprite.Group() doors = pygame.sprite.Group() chests = pygame.sprite.Group() gaps = pygame.sprite.Group() tools = pygame.sprite.Group() # Create some sprites and groups for the player player_sprite = pygame.sprite.Sprite() player_sprite.image = player_image player_sprite.rect = player_sprite.image.get_rect() player_sprite.rect.center = (100, 300) # Create sprite groups enemies = pygame.sprite.Group() tools = pygame.sprite.Group() # Assuming tools are also Sprites # Gravity constant GRAVITY = 0.5 # Player properties player_x = 100 player_y = 300 player_speed = 5 player_jump_vel = 10 player_vert_vel = 0 # Initial vertical velocity player_health = 100 inventory = [] # Main game loop control running = True clock = pygame.time.Clock() # Call show_intro() and get the button_assigned_functions list button_assignments, button_assigned_functions = show_intro() # Initialize player jumping state player_is_jumping = False # Create a rect for the player sprite player_rect = player_sprite.rect # In the main game loop while running: # ... for event in pygame.event.get(): if event.type == pygame.QUIT: running = False # Process KEYDOWN events individually if event.type == pygame.KEYDOWN: if event.key == pygame.K_SPACE and not player_is_jumping: # Start jumping player_is_jumping = True player_vert_vel = -player_jump_vel if event.key == ord('v'): # Pressed V try: button_assigned_functions[0](player_sprite.rect) # Pass player_sprite.rect except Exception as e: print(f"Error calling tool function 1: {e}") elif event.key == ord('b'): # Pressed B try: button_assigned_functions[1](player_sprite.rect) # Pass player_sprite.rect except Exception as e: print(f"Error calling tool function 2: {e}") elif event.key == ord('n'): # Pressed N try: button_assigned_functions[2](player_sprite.rect) # Pass player_sprite.rect except Exception as e: print(f"Error calling tool function 3: {e}") # 2. Update game state keys = pygame.key.get_pressed() if keys[pygame.K_LEFT]: player_sprite.rect.x -= player_speed if keys[pygame.K_RIGHT]: player_sprite.rect.x += player_speed if keys[pygame.K_UP]: player_sprite.rect.y -= player_speed if keys[pygame.K_DOWN]: player_sprite.rect.y += player_speed # Update player's vertical velocity and position if jumping if player_is_jumping: player_vert_vel += GRAVITY player_sprite.rect.y += player_vert_vel # Check if the player has landed on floor or stairs if is_on_floor_or_stairs(player_sprite.rect): player_is_jumping = False player_vert_vel = 0 else: # Apply gravity only if not on floor or stairs if not is_on_floor_or_stairs(player_sprite.rect): player_vert_vel += GRAVITY player_sprite.rect.y += player_vert_vel # Reset vertical velocity if on floor or stairs if is_on_floor_or_stairs(player_sprite.rect): player_vert_vel = 0 # Prevent the player from moving off screen player_sprite.rect.clamp_ip(screen.get_rect()) # 3. Draw everything screen.blit(background, (0, 0)) draw_floor() draw_doors() tools.draw(screen) enemies.draw(screen) screen.blit(player_sprite.image, player_sprite.rect) # Draw player # Check if the player is invisible if invisible: # Get the updated player position player_x, player_y = player_sprite.rect.topleft # Draw the invisibility cloak image over the player screen.blit(invisibility_cloak_image, (player_x, player_y)) # After drawing everything, update/flip the display pygame.display.flip() # 4. Cap the frame rate clock.tick(60) if __name__ == "__main__": main() when katana is pressed in game cannot see it and the player should know which of the 2 attacks is happeing
8a912f98670a4bfd5abd60a8b4263568
{ "intermediate": 0.2879960834980011, "beginner": 0.45061373710632324, "expert": 0.26139017939567566 }
44,437
import pygame import random import math # Initialize pygame and create a screen object pygame.init() screen = pygame.display.set_mode((1000, 800)) # Define colors BLACK = (0, 0, 0) RED = (255, 0, 0) YELLOW = (255, 255, 0) BLUE = (0, 0, 255) # Define grid size GRID_WIDTH = 21 GRID_HEIGHT = 17 # Initialize the invisible variable invisible = False # Define initial floor position FLOOR_START_ROW = GRID_HEIGHT - 2 FLOOR_END_ROW = GRID_HEIGHT - 1 pygame.display.set_caption('100% no luck') # Load the images for the background, the player, and the boss # Ensure that these images are present in your project directory try: background = pygame.image.load('level_1_background.jpeg') player_image = pygame.image.load('player1_back.png') invisibility_cloak_image = pygame.image.load('invisibility_cloak.png') grappling_hook_image = pygame.image.load('grappling_hook.png') katana_image = pygame.image.load('katana.png') freezing_ray_image = pygame.image.load('freezing_ray.png') speed_pill_image = pygame.image.load('speed_pill.jpeg') bouncy_shoes_image = pygame.image.load('bouncy_shoes.png') key_image = pygame.image.load('key.png') tsunami_maker_image = pygame.image.load('tsunami_maker.png') laser_beam_image = pygame.image.load('laser_beam.png') go_kart_image = pygame.image.load('go_kart.jpeg') revival_kit_image = pygame.image.load('revival_kit.jpeg') except pygame.error as e: print("Cannot load images:", e) raise SystemExit # Define the colors for the text WHITE = (255, 255, 255) # Define the font for the text font = pygame.font.SysFont('Arial', 32) # Define the text for the intro and the tools intro_text = "Welcome to 100% no luck, a game where you have to use smart logic and some luck to beat the dungeon. You will spawn with 3 tools out of a possible 15 tools randomized. Each tool has a different effect and can help you or hinder you depending on the situation. You have to think carefully about how to use your tools and when to use them. The dungeon has many obstacles and enemies that you have to overcome. The goal is to reach the end of the dungeon and defeat the boss. Good luck!" tools_text = ["Invisibility cloak: Makes you invisible for 10 seconds. Useful for sneaking past enemies or traps.", "Grappling hook: Allows you to swing across gaps or pull objects towards you.", "Katana: A sharp sword that can cut through anything. Useful for fighting enemies or breaking barriers.", "Freeze ray: A device that can freeze anything in its path. Useful for stopping enemies or creating platforms.", "Bouncy shoes: Shoes that make you jump higher and farther. Useful for reaching high places or avoiding obstacles.", "Key: A key that can unlock any door or chest. Useful for accessing hidden areas or treasures.", "Go kart: A vehicle that can move fast and run over anything. Useful for escaping enemies or crossing large distances.", "Tsunami maker: A device that can create a huge wave of water. Useful for washing away enemies or filling gaps.", "Laser beam: A device that can shoot a powerful laser. Useful for destroying enemies or barriers.", "Speed pill: A pill that can make you move faster for 10 seconds. Useful for dodging enemies or traps.", "Revival kit: A kit that can revive you once if you die. Useful for surviving fatal situations."] def show_intro(): intro_text = "Welcome to 100% no luck, a game where you have to use smart logic and some luck to beat the dungeon. You will spawn with 3 tools out of a possible 15 tools randomized. Each tool has a different effect and can help you or hinder you depending on the situation. You have to think carefully about how to use your tools and when to use them. The dungeon has many obstacles and enemies that you have to overcome. The goal is to reach the end of the dungeon and defeat the boss. Good luck!" # Wrap the intro text intro_lines = [] max_width = 950 # Adjust as needed words = intro_text.split() current_line = words[0] for word in words[1:]: if font.size(current_line + ' ' + word)[0] < max_width: current_line += ' ' + word else: intro_lines.append(current_line) current_line = word intro_lines.append(current_line) current_line = 0 intro_complete = False start_time = pygame.time.get_ticks() while not intro_complete: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() screen.fill((0, 0, 0)) intro_surface = font.render(intro_lines[current_line], True, WHITE) intro_rect = intro_surface.get_rect(center=(screen.get_width() // 2, screen.get_height() // 2)) screen.blit(intro_surface, intro_rect) if pygame.time.get_ticks() - start_time > 2980: current_line += 1 start_time = pygame.time.get_ticks() if current_line == len(intro_lines): intro_complete = True pygame.display.flip() pygame.time.Clock().tick(60) screen.fill((0, 0, 0)) pygame.display.flip() tools_title_surface = font.render("Selected Tools:", True, WHITE) tools_title_rect = tools_title_surface.get_rect(center=(screen.get_width() // 2, 100)) screen.blit(tools_title_surface, tools_title_rect) pygame.display.flip() pygame.time.delay(1000) available_buttons = ['v', 'b', 'n', 'x', 'y', 'z'] # Add more buttons if needed selected_tools = random.sample(tools_text, 3) # Assign buttons to the selected tools button_assignments = available_buttons[:3] # Take the first three buttons button_assigned_functions = [tool_functions[tools_text.index(tool)] for tool in selected_tools] # Wrap the tool descriptions and display them with their assigned buttons wrapped_tools = [] for i, tool_desc in enumerate(selected_tools): tool_lines = [] current_line = f"{button_assignments[i]}: {tool_desc.split()[0]}" for word in tool_desc.split()[1:]: if font.size(current_line + ' ' + word)[0] < max_width: current_line += ' ' + word else: tool_lines.append(current_line) current_line = word tool_lines.append(current_line) wrapped_tools.append(tool_lines) selected_tools_surface = [font.render(line, True, WHITE) for tool_lines in wrapped_tools for line in tool_lines] for i, tool_surface in enumerate(selected_tools_surface): tool_rect = tool_surface.get_rect(center=(screen.get_width() // 2, 200 + i * 50)) screen.blit(tool_surface, tool_rect) pygame.display.flip() start_time = pygame.time.get_ticks() while pygame.time.get_ticks() - start_time < 2000: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() screen.fill((0, 0, 0)) pygame.display.flip() return button_assignments, button_assigned_functions # Define the logic for each tool as a function def invisibility_cloak(player_rect): # Set a global variable to indicate that the player is invisible global invisible invisible = True # Set a timer to make the player visible again after 10 seconds pygame.time.set_timer(pygame.USEREVENT, 10000) # Create a Rect for the invisibility cloak sprite cloak_rect = player_rect.copy() cloak_rect.inflate_ip(50, 50) # Load the invisibility cloak image try: cloak_surf = pygame.image.load('invisibility_cloak.png') except pygame.error as e: print(f"Cannot load invisibility cloak image: {e}") return while invisible: # Draw the invisibility cloak sprite over the player screen.blit(cloak_surf, cloak_rect) # Update the cloak position based on the player's position cloak_rect.center = player_rect.center # Check for events for event in pygame.event.get(): if event.type == pygame.USEREVENT: # Stop the invisibility cloak effect invisible = False # Update the display pygame.display.flip() # Limit the frame rate pygame.time.Clock().tick(60) # Reset the invisible state invisible = False def grappling_hook(player_rect): # Get the mouse position and the player position mouse_x, mouse_y = pygame.mouse.get_pos() player_x, player_y = player_rect.center # Calculate the distance and the angle between the mouse and the player distance = ((mouse_x - player_x) ** 2 + (mouse_y - player_y) ** 2) ** 0.5 angle = math.atan2(mouse_y - player_y, mouse_x - player_x) # Draw a line from the player to the mouse pygame.draw.line(screen, BLACK, (player_x, player_y), (mouse_x, mouse_y), 5) # Check if the mouse is over a gap or an object if mouse_x > 600 and mouse_x < 700 and mouse_y > 300 and mouse_y < 400: # If the mouse is over a gap, move the player towards the mouse player_rect.centerx += math.cos(angle) * 10 player_rect.centery += math.sin(angle) * 10 elif mouse_x > 700 and mouse_x < 800 and mouse_y > 200 and mouse_y < 300: # If the mouse is over an object, move the object towards the player object_rect.centerx -= math.cos(angle) * 10 object_rect.centery -= math.sin(angle) * 10 def katana(player_rect): # Get the mouse position and the player position mouse_x, mouse_y = pygame.mouse.get_pos() player_x, player_y = player_rect.center # Randomly choose between the two attacks attack_type = random.randint(1, 2) # Load the katana image try: katana_surf = pygame.image.load('katana.png') except pygame.error as e: print(f"Cannot load katana image: {e}") return # Create a temporary sprite for the katana katana_sprite = pygame.sprite.Sprite() katana_sprite.image = katana_surf katana_sprite.rect = katana_sprite.image.get_rect() katana_sprite.rect.center = player_rect.center if attack_type == 1: # Attack 1: Player moves/slashes in a random direction angle = random.uniform(0, 2 * math.pi) # Random angle slash_distance = 198 # Distance to move/slash new_x = player_x + math.cos(angle) * slash_distance new_y = player_y + math.sin(angle) * slash_distance player_rect.center = (new_x, new_y) # Draw the katana image on the player katana_sprite.rect.center = player_rect.center screen.blit(katana_sprite.image, katana_sprite.rect) else: # Attack 2: Throw the katana towards the mouse position angle = math.atan2(mouse_y - player_y, mouse_x - player_x) katana_sprite.image = pygame.transform.rotate(katana_sprite.image, math.degrees(angle)) katana_sprite.rect = katana_sprite.image.get_rect() katana_sprite.rect.center = (player_x, player_y) screen.blit(katana_sprite.image, katana_sprite.rect) # Move the katana towards the mouse position dx = mouse_x - player_x dy = mouse_y - player_y distance = (dx ** 2 + dy ** 2) ** 0.5 katana_speed = 10 katana_sprite.rect.x += dx / distance * katana_speed katana_sprite.rect.y += dy / distance * katana_speed # Check if the katana has reached the mouse position if katana_sprite.rect.collidepoint(mouse_x, mouse_y): # Reset the katana position katana_sprite.rect.center = player_rect.center def bouncy_shoes(player_rect): # Set a global variable to indicate that the player has bouncy shoes global bouncy, player_jump_vel bouncy = True # Increase the player's jump velocity player_jump_vel = 20 def key(player_rect): # Get the mouse position and the player position mouse_x, mouse_y = pygame.mouse.get_pos() player_x, player_y = player_rect.center # Calculate the distance between the mouse and the player distance = ((mouse_x - player_x) ** 2 + (mouse_y - player_y) ** 2) ** 0.5 # Check if the mouse is over a door or a chest if pygame.sprite.spritecollideany(mouse, doors) or pygame.sprite.spritecollideany(mouse, chests): # If the mouse is over a door or a chest, unlock it and open it pygame.sprite.spritecollide(mouse, doors, True) pygame.sprite.spritecollide(mouse, chests, True) # If the chest contains a tool, add it to the player's inventory if chest.tool: inventory.append(chest.tool) def go_kart(player_rect): # Set a global variable to indicate that the player is in a go kart global go_kart go_kart = True # Increase the player's speed and size player_speed = 15 player_rect.inflate_ip(50, 50) # Load the image for the go kart go_kart_image = pygame.image.load('go_kart.jpeg') # Draw the go kart over the player screen.blit(go_kart_image, player_rect) # Check if the player collides with an enemy or a barrier collided_enemies = pygame.sprite.spritecollide(player_sprite, enemies, True) collided_barriers = pygame.sprite.spritecollide(player_sprite, barriers, True) def freeze_ray(player_rect): # Get the mouse position and the player position mouse_x, mouse_y = pygame.mouse.get_pos() player_x, player_y = player_rect.center # Calculate the angle between the mouse and the player angle = math.atan2(mouse_y - player_y, mouse_x - player_x) # Create a line surface from the player to the mouse line_length = math.hypot(mouse_x - player_x, mouse_y - player_y) line = pygame.Surface((line_length, 5), pygame.SRCALPHA) line.fill(BLUE) line_rect = line.get_rect() line_rect.center = player_rect.center # Rotate the line surface rotated_line = pygame.transform.rotate(line, math.degrees(angle)) # Draw the rotated line on the screen screen.blit(rotated_line, (player_x, player_y)) # Create a temporary sprite for the line line_sprite = pygame.sprite.Sprite() line_sprite.image = rotated_line line_sprite.rect = rotated_line.get_rect(center=line_rect.center) # Check if the line intersects with an enemy or a platform enemies_hit = pygame.sprite.spritecollide(line_sprite, enemies, False) platforms_hit = pygame.sprite.spritecollide(line_sprite, platforms, False) # Freeze the enemies and platforms that were hit for enemy in enemies_hit: freeze(enemy) for platform in platforms_hit: freeze(platform) def freeze(sprite): # Change the sprite's image to a frozen version sprite.image = pygame.image.load(sprite.name + '_frozen.png') # Set the sprite's frozen attribute to True sprite.frozen = True def tsunami_maker(player_rect): global tsunami tsunami = True wave_surf = pygame.image.load('tsunami_maker.png') # Resize the wave_surf to make it taller wave_surf = pygame.transform.scale(wave_surf, (wave_surf.get_width(), wave_surf.get_height() * 3)) wave_sprite = pygame.sprite.Sprite() wave_sprite.image = wave_surf wave_sprite.rect = wave_sprite.image.get_rect() wave_sprite.rect.bottomleft = (0, screen.get_height()) wave_speed = 10 while tsunami: screen.blit(wave_sprite.image, wave_sprite.rect) wave_sprite.rect.x += wave_speed if wave_sprite.rect.right >= screen.get_width(): tsunami = False pygame.display.flip() def laser_beam(player_rect): # Get the mouse position and the player position mouse_x, mouse_y = pygame.mouse.get_pos() player_x, player_y = player_rect.center # Calculate the angle between the mouse and the player angle = math.atan2(mouse_y - player_y, mouse_x - player_x) # Draw a line from the player to the mouse pygame.draw.line(screen, YELLOW, (player_x, player_y), (mouse_x, mouse_y), 5) # Check if the line intersects with an enemy or a barrier if pygame.sprite.spritecollideany(line, enemies) or pygame.sprite.spritecollideany(line, barriers): # If the line intersects with an enemy or a barrier, destroy it pygame.sprite.spritecollide(line, enemies, True) pygame.sprite.spritecollide(line, barriers, True) def speed_pill(player_rect): # Set a global variable to indicate that the player has used the speed pill global speed speed = True # Set a timer to make the player normal again after 10 seconds pygame.time.set_timer(pygame.USEREVENT + 1, 10000) # Increase the player's speed player_speed = 10 def revival_kit(player_rect): # Set a global variable to indicate that the player has a revival kit global revival revival = True global player_health # Check if the player's health is zero if player_health == 0: # If the player's health is zero, revive the player player_health = 100 # Set the revival variable to False revival = False tool_functions = [invisibility_cloak, grappling_hook, katana, freeze_ray, bouncy_shoes, key, go_kart, tsunami_maker, laser_beam, speed_pill, revival_kit] def is_on_floor_or_stairs(player_rect): """ Check if the player is standing on a floor or stairs cell. Returns True if standing on floor or stairs, False otherwise. """ cell_width = screen.get_width() // GRID_WIDTH cell_height = screen.get_height() // GRID_HEIGHT # Check if the player is on the initial floor rows if FLOOR_START_ROW <= player_rect.bottom // cell_height <= FLOOR_END_ROW: for x in range(player_rect.left // cell_width, (player_rect.right + cell_width - 1) // cell_width): if 0 <= x < GRID_WIDTH: return True return False def draw_doors(): # Define the door's color DOOR_COLOR = (139, 69, 19) # Saddle brown color # Calculate the cell size based on the screen dimensions cell_width = screen.get_width() // GRID_WIDTH cell_height = screen.get_height() // GRID_HEIGHT # Draw door 1 door1_start_row = GRID_HEIGHT - 10 door1_end_row = GRID_HEIGHT - 13 door1_start_col = 10 door1_end_col = 11 for row in range(door1_start_row, door1_end_row - 1, -1): for col in range(door1_start_col, door1_end_col + 1): rect = pygame.Rect(col * cell_width, row * cell_height, cell_width, cell_height) pygame.draw.rect(screen, DOOR_COLOR, rect) # Draw door 2 door2_start_row = GRID_HEIGHT - 3 door2_end_row = GRID_HEIGHT - 4 door2_start_col = 16 door2_end_col = 17 for row in range(door2_start_row, door2_end_row - 1, -1): for col in range(door2_start_col, door2_end_col + 1): rect = pygame.Rect(col * cell_width, row * cell_height, cell_width, cell_height) pygame.draw.rect(screen, DOOR_COLOR, rect) def draw_floor(): # Define the floor's color FLOOR_COLOR = (128, 64, 0) # Brown color STAIRS_COLOR = (128, 128, 128) # Gray color # Calculate the cell size based on the screen dimensions cell_width = screen.get_width() // GRID_WIDTH cell_height = screen.get_height() // GRID_HEIGHT # Draw the floor cells for col in range(GRID_WIDTH): for row in range(FLOOR_START_ROW, FLOOR_END_ROW + 1): rect = pygame.Rect(col * cell_width, row * cell_height, cell_width, cell_height) pygame.draw.rect(screen, FLOOR_COLOR, rect) enemies = pygame.sprite.Group() barriers = pygame.sprite.Group() platforms = pygame.sprite.Group() doors = pygame.sprite.Group() chests = pygame.sprite.Group() gaps = pygame.sprite.Group() tools = pygame.sprite.Group() # Create some sprites and groups for the player player_sprite = pygame.sprite.Sprite() player_sprite.image = player_image player_sprite.rect = player_sprite.image.get_rect() player_sprite.rect.center = (100, 300) # Create sprite groups enemies = pygame.sprite.Group() tools = pygame.sprite.Group() # Assuming tools are also Sprites # Gravity constant GRAVITY = 0.5 # Player properties player_x = 100 player_y = 300 player_speed = 5 player_jump_vel = 10 player_vert_vel = 0 # Initial vertical velocity player_health = 100 inventory = [] # Main game loop control running = True clock = pygame.time.Clock() # Call show_intro() and get the button_assigned_functions list button_assignments, button_assigned_functions = show_intro() # Initialize player jumping state player_is_jumping = False # Create a rect for the player sprite player_rect = player_sprite.rect # In the main game loop while running: # ... for event in pygame.event.get(): if event.type == pygame.QUIT: running = False # Process KEYDOWN events individually if event.type == pygame.KEYDOWN: if event.key == pygame.K_SPACE and not player_is_jumping: # Start jumping player_is_jumping = True player_vert_vel = -player_jump_vel if event.key == ord('v'): # Pressed V try: button_assigned_functions[0](player_sprite.rect) # Pass player_sprite.rect except Exception as e: print(f"Error calling tool function 1: {e}") elif event.key == ord('b'): # Pressed B try: button_assigned_functions[1](player_sprite.rect) # Pass player_sprite.rect except Exception as e: print(f"Error calling tool function 2: {e}") elif event.key == ord('n'): # Pressed N try: button_assigned_functions[2](player_sprite.rect) # Pass player_sprite.rect except Exception as e: print(f"Error calling tool function 3: {e}") # 2. Update game state keys = pygame.key.get_pressed() if keys[pygame.K_LEFT]: player_sprite.rect.x -= player_speed if keys[pygame.K_RIGHT]: player_sprite.rect.x += player_speed if keys[pygame.K_UP]: player_sprite.rect.y -= player_speed if keys[pygame.K_DOWN]: player_sprite.rect.y += player_speed # Update player's vertical velocity and position if jumping if player_is_jumping: player_vert_vel += GRAVITY player_sprite.rect.y += player_vert_vel # Check if the player has landed on floor or stairs if is_on_floor_or_stairs(player_sprite.rect): player_is_jumping = False player_vert_vel = 0 else: # Apply gravity only if not on floor or stairs if not is_on_floor_or_stairs(player_sprite.rect): player_vert_vel += GRAVITY player_sprite.rect.y += player_vert_vel # Reset vertical velocity if on floor or stairs if is_on_floor_or_stairs(player_sprite.rect): player_vert_vel = 0 # Prevent the player from moving off screen player_sprite.rect.clamp_ip(screen.get_rect()) # 3. Draw everything screen.blit(background, (0, 0)) draw_floor() draw_doors() tools.draw(screen) enemies.draw(screen) screen.blit(player_sprite.image, player_sprite.rect) # Draw player # Check if the player is invisible if invisible: # Get the updated player position player_x, player_y = player_sprite.rect.topleft # Draw the invisibility cloak image over the player screen.blit(invisibility_cloak_image, (player_x, player_y)) # After drawing everything, update/flip the display pygame.display.flip() # 4. Cap the frame rate clock.tick(60) if __name__ == "__main__": main() now code to beat the level the player has to reach enter either door, to enter door 1 player just has to reach it because its open but for door 2 its locked so player needs to have the key.
f2641d10fc44eca61eaf41928e6bb3b9
{ "intermediate": 0.2879960834980011, "beginner": 0.45061373710632324, "expert": 0.26139017939567566 }
44,438
import pygame import random import math # Initialize pygame and create a screen object pygame.init() screen = pygame.display.set_mode((1000, 800)) # Define colors BLACK = (0, 0, 0) RED = (255, 0, 0) YELLOW = (255, 255, 0) BLUE = (0, 0, 255) # Define grid size GRID_WIDTH = 21 GRID_HEIGHT = 17 # Initialize the invisible variable invisible = False # Define initial floor position FLOOR_START_ROW = GRID_HEIGHT - 2 FLOOR_END_ROW = GRID_HEIGHT - 1 pygame.display.set_caption('100% no luck') # Load the images for the background, the player, and the boss # Ensure that these images are present in your project directory try: background = pygame.image.load('level_1_background.jpeg') player_image = pygame.image.load('player1_back.png') invisibility_cloak_image = pygame.image.load('invisibility_cloak.png') grappling_hook_image = pygame.image.load('grappling_hook.png') katana_image = pygame.image.load('katana.png') freezing_ray_image = pygame.image.load('freezing_ray.png') speed_pill_image = pygame.image.load('speed_pill.jpeg') bouncy_shoes_image = pygame.image.load('bouncy_shoes.png') key_image = pygame.image.load('key.png') tsunami_maker_image = pygame.image.load('tsunami_maker.png') laser_beam_image = pygame.image.load('laser_beam.png') go_kart_image = pygame.image.load('go_kart.jpeg') revival_kit_image = pygame.image.load('revival_kit.jpeg') except pygame.error as e: print("Cannot load images:", e) raise SystemExit # Define the colors for the text WHITE = (255, 255, 255) # Define the font for the text font = pygame.font.SysFont('Arial', 32) # Define the text for the intro and the tools intro_text = "Welcome to 100% no luck, a game where you have to use smart logic and some luck to beat the dungeon. You will spawn with 3 tools out of a possible 15 tools randomized. Each tool has a different effect and can help you or hinder you depending on the situation. You have to think carefully about how to use your tools and when to use them. The dungeon has many obstacles and enemies that you have to overcome. The goal is to reach the end of the dungeon and defeat the boss. Good luck!" tools_text = ["Invisibility cloak: Makes you invisible for 10 seconds. Useful for sneaking past enemies or traps.", "Grappling hook: Allows you to swing across gaps or pull objects towards you.", "Katana: A sharp sword that can cut through anything. Useful for fighting enemies or breaking barriers.", "Freeze ray: A device that can freeze anything in its path. Useful for stopping enemies or creating platforms.", "Bouncy shoes: Shoes that make you jump higher and farther. Useful for reaching high places or avoiding obstacles.", "Key: A key that can unlock any door or chest. Useful for accessing hidden areas or treasures.", "Go kart: A vehicle that can move fast and run over anything. Useful for escaping enemies or crossing large distances.", "Tsunami maker: A device that can create a huge wave of water. Useful for washing away enemies or filling gaps.", "Laser beam: A device that can shoot a powerful laser. Useful for destroying enemies or barriers.", "Speed pill: A pill that can make you move faster for 10 seconds. Useful for dodging enemies or traps.", "Revival kit: A kit that can revive you once if you die. Useful for surviving fatal situations."] def show_intro(): intro_text = "Welcome to 100% no luck, a game where you have to use smart logic and some luck to beat the dungeon. You will spawn with 3 tools out of a possible 15 tools randomized. Each tool has a different effect and can help you or hinder you depending on the situation. You have to think carefully about how to use your tools and when to use them. The dungeon has many obstacles and enemies that you have to overcome. The goal is to reach the end of the dungeon and defeat the boss. Good luck!" # Wrap the intro text intro_lines = [] max_width = 950 # Adjust as needed words = intro_text.split() current_line = words[0] for word in words[1:]: if font.size(current_line + ' ' + word)[0] < max_width: current_line += ' ' + word else: intro_lines.append(current_line) current_line = word intro_lines.append(current_line) current_line = 0 intro_complete = False start_time = pygame.time.get_ticks() while not intro_complete: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() screen.fill((0, 0, 0)) intro_surface = font.render(intro_lines[current_line], True, WHITE) intro_rect = intro_surface.get_rect(center=(screen.get_width() // 2, screen.get_height() // 2)) screen.blit(intro_surface, intro_rect) if pygame.time.get_ticks() - start_time > 2980: current_line += 1 start_time = pygame.time.get_ticks() if current_line == len(intro_lines): intro_complete = True pygame.display.flip() pygame.time.Clock().tick(60) screen.fill((0, 0, 0)) pygame.display.flip() tools_title_surface = font.render("Selected Tools:", True, WHITE) tools_title_rect = tools_title_surface.get_rect(center=(screen.get_width() // 2, 100)) screen.blit(tools_title_surface, tools_title_rect) pygame.display.flip() pygame.time.delay(1000) available_buttons = ['v', 'b', 'n', 'x', 'y', 'z'] # Add more buttons if needed selected_tools = random.sample(tools_text, 3) # Assign buttons to the selected tools button_assignments = available_buttons[:3] # Take the first three buttons button_assigned_functions = [tool_functions[tools_text.index(tool)] for tool in selected_tools] # Wrap the tool descriptions and display them with their assigned buttons wrapped_tools = [] for i, tool_desc in enumerate(selected_tools): tool_lines = [] current_line = f"{button_assignments[i]}: {tool_desc.split()[0]}" for word in tool_desc.split()[1:]: if font.size(current_line + ' ' + word)[0] < max_width: current_line += ' ' + word else: tool_lines.append(current_line) current_line = word tool_lines.append(current_line) wrapped_tools.append(tool_lines) selected_tools_surface = [font.render(line, True, WHITE) for tool_lines in wrapped_tools for line in tool_lines] for i, tool_surface in enumerate(selected_tools_surface): tool_rect = tool_surface.get_rect(center=(screen.get_width() // 2, 200 + i * 50)) screen.blit(tool_surface, tool_rect) pygame.display.flip() start_time = pygame.time.get_ticks() while pygame.time.get_ticks() - start_time < 2000: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() screen.fill((0, 0, 0)) pygame.display.flip() return button_assignments, button_assigned_functions # Define the logic for each tool as a function def invisibility_cloak(player_rect): # Set a global variable to indicate that the player is invisible global invisible invisible = True # Set a timer to make the player visible again after 10 seconds pygame.time.set_timer(pygame.USEREVENT, 10000) # Create a Rect for the invisibility cloak sprite cloak_rect = player_rect.copy() cloak_rect.inflate_ip(50, 50) # Load the invisibility cloak image try: cloak_surf = pygame.image.load('invisibility_cloak.png') except pygame.error as e: print(f"Cannot load invisibility cloak image: {e}") return while invisible: # Draw the invisibility cloak sprite over the player screen.blit(cloak_surf, cloak_rect) # Update the cloak position based on the player's position cloak_rect.center = player_rect.center # Check for events for event in pygame.event.get(): if event.type == pygame.USEREVENT: # Stop the invisibility cloak effect invisible = False # Update the display pygame.display.flip() # Limit the frame rate pygame.time.Clock().tick(60) # Reset the invisible state invisible = False def grappling_hook(player_rect): # Get the mouse position and the player position mouse_x, mouse_y = pygame.mouse.get_pos() player_x, player_y = player_rect.center # Calculate the distance and the angle between the mouse and the player distance = ((mouse_x - player_x) ** 2 + (mouse_y - player_y) ** 2) ** 0.5 angle = math.atan2(mouse_y - player_y, mouse_x - player_x) # Draw a line from the player to the mouse pygame.draw.line(screen, BLACK, (player_x, player_y), (mouse_x, mouse_y), 5) # Check if the mouse is over a gap or an object if mouse_x > 600 and mouse_x < 700 and mouse_y > 300 and mouse_y < 400: # If the mouse is over a gap, move the player towards the mouse player_rect.centerx += math.cos(angle) * 10 player_rect.centery += math.sin(angle) * 10 elif mouse_x > 700 and mouse_x < 800 and mouse_y > 200 and mouse_y < 300: # If the mouse is over an object, move the object towards the player object_rect.centerx -= math.cos(angle) * 10 object_rect.centery -= math.sin(angle) * 10 def katana(player_rect): # Get the mouse position and the player position mouse_x, mouse_y = pygame.mouse.get_pos() player_x, player_y = player_rect.center # Randomly choose between the two attacks attack_type = random.randint(1, 2) # Load the katana image try: katana_surf = pygame.image.load('katana.png') except pygame.error as e: print(f"Cannot load katana image: {e}") return # Create a temporary sprite for the katana katana_sprite = pygame.sprite.Sprite() katana_sprite.image = katana_surf katana_sprite.rect = katana_sprite.image.get_rect() katana_sprite.rect.center = player_rect.center if attack_type == 1: # Attack 1: Player moves/slashes in a random direction angle = random.uniform(0, 2 * math.pi) # Random angle slash_distance = 198 # Distance to move/slash new_x = player_x + math.cos(angle) * slash_distance new_y = player_y + math.sin(angle) * slash_distance player_rect.center = (new_x, new_y) # Draw the katana image on the player katana_sprite.rect.center = player_rect.center screen.blit(katana_sprite.image, katana_sprite.rect) else: # Attack 2: Throw the katana towards the mouse position angle = math.atan2(mouse_y - player_y, mouse_x - player_x) katana_sprite.image = pygame.transform.rotate(katana_sprite.image, math.degrees(angle)) katana_sprite.rect = katana_sprite.image.get_rect() katana_sprite.rect.center = (player_x, player_y) screen.blit(katana_sprite.image, katana_sprite.rect) # Move the katana towards the mouse position dx = mouse_x - player_x dy = mouse_y - player_y distance = (dx ** 2 + dy ** 2) ** 0.5 katana_speed = 10 katana_sprite.rect.x += dx / distance * katana_speed katana_sprite.rect.y += dy / distance * katana_speed # Check if the katana has reached the mouse position if katana_sprite.rect.collidepoint(mouse_x, mouse_y): # Reset the katana position katana_sprite.rect.center = player_rect.center def bouncy_shoes(player_rect): # Set a global variable to indicate that the player has bouncy shoes global bouncy, player_jump_vel bouncy = True # Increase the player's jump velocity player_jump_vel = 20 def key(player_rect): # Get the mouse position and the player position mouse_x, mouse_y = pygame.mouse.get_pos() player_x, player_y = player_rect.center # Calculate the distance between the mouse and the player distance = ((mouse_x - player_x) ** 2 + (mouse_y - player_y) ** 2) ** 0.5 # Check if the mouse is over a door or a chest if pygame.sprite.spritecollideany(mouse, doors) or pygame.sprite.spritecollideany(mouse, chests): # If the mouse is over a door or a chest, unlock it and open it pygame.sprite.spritecollide(mouse, doors, True) pygame.sprite.spritecollide(mouse, chests, True) # If the chest contains a tool, add it to the player's inventory if chest.tool: inventory.append(chest.tool) def go_kart(player_rect): # Set a global variable to indicate that the player is in a go kart global go_kart go_kart = True # Increase the player's speed and size player_speed = 15 player_rect.inflate_ip(50, 50) # Load the image for the go kart go_kart_image = pygame.image.load('go_kart.jpeg') # Draw the go kart over the player screen.blit(go_kart_image, player_rect) # Check if the player collides with an enemy or a barrier collided_enemies = pygame.sprite.spritecollide(player_sprite, enemies, True) collided_barriers = pygame.sprite.spritecollide(player_sprite, barriers, True) def freeze_ray(player_rect): # Get the mouse position and the player position mouse_x, mouse_y = pygame.mouse.get_pos() player_x, player_y = player_rect.center # Calculate the angle between the mouse and the player angle = math.atan2(mouse_y - player_y, mouse_x - player_x) # Create a line surface from the player to the mouse line_length = math.hypot(mouse_x - player_x, mouse_y - player_y) line = pygame.Surface((line_length, 5), pygame.SRCALPHA) line.fill(BLUE) line_rect = line.get_rect() line_rect.center = player_rect.center # Rotate the line surface rotated_line = pygame.transform.rotate(line, math.degrees(angle)) # Draw the rotated line on the screen screen.blit(rotated_line, (player_x, player_y)) # Create a temporary sprite for the line line_sprite = pygame.sprite.Sprite() line_sprite.image = rotated_line line_sprite.rect = rotated_line.get_rect(center=line_rect.center) # Check if the line intersects with an enemy or a platform enemies_hit = pygame.sprite.spritecollide(line_sprite, enemies, False) platforms_hit = pygame.sprite.spritecollide(line_sprite, platforms, False) # Freeze the enemies and platforms that were hit for enemy in enemies_hit: freeze(enemy) for platform in platforms_hit: freeze(platform) def freeze(sprite): # Change the sprite's image to a frozen version sprite.image = pygame.image.load(sprite.name + '_frozen.png') # Set the sprite's frozen attribute to True sprite.frozen = True def tsunami_maker(player_rect): global tsunami tsunami = True wave_surf = pygame.image.load('tsunami_maker.png') # Resize the wave_surf to make it taller wave_surf = pygame.transform.scale(wave_surf, (wave_surf.get_width(), wave_surf.get_height() * 3)) wave_sprite = pygame.sprite.Sprite() wave_sprite.image = wave_surf wave_sprite.rect = wave_sprite.image.get_rect() wave_sprite.rect.bottomleft = (0, screen.get_height()) wave_speed = 10 while tsunami: screen.blit(wave_sprite.image, wave_sprite.rect) wave_sprite.rect.x += wave_speed if wave_sprite.rect.right >= screen.get_width(): tsunami = False pygame.display.flip() def laser_beam(player_rect): # Get the mouse position and the player position mouse_x, mouse_y = pygame.mouse.get_pos() player_x, player_y = player_rect.center # Calculate the angle between the mouse and the player angle = math.atan2(mouse_y - player_y, mouse_x - player_x) # Draw a line from the player to the mouse pygame.draw.line(screen, YELLOW, (player_x, player_y), (mouse_x, mouse_y), 5) # Check if the line intersects with an enemy or a barrier if pygame.sprite.spritecollideany(line, enemies) or pygame.sprite.spritecollideany(line, barriers): # If the line intersects with an enemy or a barrier, destroy it pygame.sprite.spritecollide(line, enemies, True) pygame.sprite.spritecollide(line, barriers, True) def speed_pill(player_rect): # Set a global variable to indicate that the player has used the speed pill global speed speed = True # Set a timer to make the player normal again after 10 seconds pygame.time.set_timer(pygame.USEREVENT + 1, 10000) # Increase the player's speed player_speed = 10 def revival_kit(player_rect): # Set a global variable to indicate that the player has a revival kit global revival revival = True global player_health # Check if the player's health is zero if player_health == 0: # If the player's health is zero, revive the player player_health = 100 # Set the revival variable to False revival = False tool_functions = [invisibility_cloak, grappling_hook, katana, freeze_ray, bouncy_shoes, key, go_kart, tsunami_maker, laser_beam, speed_pill, revival_kit] def is_on_floor_or_stairs(player_rect): """ Check if the player is standing on a floor or stairs cell. Returns True if standing on floor or stairs, False otherwise. """ cell_width = screen.get_width() // GRID_WIDTH cell_height = screen.get_height() // GRID_HEIGHT # Check if the player is on the initial floor rows if FLOOR_START_ROW <= player_rect.bottom // cell_height <= FLOOR_END_ROW: for x in range(player_rect.left // cell_width, (player_rect.right + cell_width - 1) // cell_width): if 0 <= x < GRID_WIDTH: return True return False def draw_doors(): # Define the door's color DOOR_COLOR = (139, 69, 19) # Saddle brown color # Calculate the cell size based on the screen dimensions cell_width = screen.get_width() // GRID_WIDTH cell_height = screen.get_height() // GRID_HEIGHT # Draw door 1 door1_start_row = GRID_HEIGHT - 10 door1_end_row = GRID_HEIGHT - 13 door1_start_col = 10 door1_end_col = 11 for row in range(door1_start_row, door1_end_row - 1, -1): for col in range(door1_start_col, door1_end_col + 1): rect = pygame.Rect(col * cell_width, row * cell_height, cell_width, cell_height) pygame.draw.rect(screen, DOOR_COLOR, rect) # Draw door 2 door2_start_row = GRID_HEIGHT - 3 door2_end_row = GRID_HEIGHT - 4 door2_start_col = 16 door2_end_col = 17 for row in range(door2_start_row, door2_end_row - 1, -1): for col in range(door2_start_col, door2_end_col + 1): rect = pygame.Rect(col * cell_width, row * cell_height, cell_width, cell_height) pygame.draw.rect(screen, DOOR_COLOR, rect) def draw_floor(): # Define the floor's color FLOOR_COLOR = (128, 64, 0) # Brown color STAIRS_COLOR = (128, 128, 128) # Gray color # Calculate the cell size based on the screen dimensions cell_width = screen.get_width() // GRID_WIDTH cell_height = screen.get_height() // GRID_HEIGHT # Draw the floor cells for col in range(GRID_WIDTH): for row in range(FLOOR_START_ROW, FLOOR_END_ROW + 1): rect = pygame.Rect(col * cell_width, row * cell_height, cell_width, cell_height) pygame.draw.rect(screen, FLOOR_COLOR, rect) enemies = pygame.sprite.Group() barriers = pygame.sprite.Group() platforms = pygame.sprite.Group() doors = pygame.sprite.Group() chests = pygame.sprite.Group() gaps = pygame.sprite.Group() tools = pygame.sprite.Group() # Create some sprites and groups for the player player_sprite = pygame.sprite.Sprite() player_sprite.image = player_image player_sprite.rect = player_sprite.image.get_rect() player_sprite.rect.center = (100, 300) # Create sprite groups enemies = pygame.sprite.Group() tools = pygame.sprite.Group() # Assuming tools are also Sprites # Gravity constant GRAVITY = 0.5 # Player properties player_x = 100 player_y = 300 player_speed = 5 player_jump_vel = 10 player_vert_vel = 0 # Initial vertical velocity player_health = 100 inventory = [] # Main game loop control running = True clock = pygame.time.Clock() # Call show_intro() and get the button_assigned_functions list button_assignments, button_assigned_functions = show_intro() # Initialize player jumping state player_is_jumping = False # Create a rect for the player sprite player_rect = player_sprite.rect # In the main game loop while running: # ... for event in pygame.event.get(): if event.type == pygame.QUIT: running = False # Process KEYDOWN events individually if event.type == pygame.KEYDOWN: if event.key == pygame.K_SPACE and not player_is_jumping: # Start jumping player_is_jumping = True player_vert_vel = -player_jump_vel if event.key == ord('v'): # Pressed V try: button_assigned_functions[0](player_sprite.rect) # Pass player_sprite.rect except Exception as e: print(f"Error calling tool function 1: {e}") elif event.key == ord('b'): # Pressed B try: button_assigned_functions[1](player_sprite.rect) # Pass player_sprite.rect except Exception as e: print(f"Error calling tool function 2: {e}") elif event.key == ord('n'): # Pressed N try: button_assigned_functions[2](player_sprite.rect) # Pass player_sprite.rect except Exception as e: print(f"Error calling tool function 3: {e}") # 2. Update game state keys = pygame.key.get_pressed() if keys[pygame.K_LEFT]: player_sprite.rect.x -= player_speed if keys[pygame.K_RIGHT]: player_sprite.rect.x += player_speed if keys[pygame.K_UP]: player_sprite.rect.y -= player_speed if keys[pygame.K_DOWN]: player_sprite.rect.y += player_speed # Update player's vertical velocity and position if jumping if player_is_jumping: player_vert_vel += GRAVITY player_sprite.rect.y += player_vert_vel # Check if the player has landed on floor or stairs if is_on_floor_or_stairs(player_sprite.rect): player_is_jumping = False player_vert_vel = 0 else: # Apply gravity only if not on floor or stairs if not is_on_floor_or_stairs(player_sprite.rect): player_vert_vel += GRAVITY player_sprite.rect.y += player_vert_vel # Reset vertical velocity if on floor or stairs if is_on_floor_or_stairs(player_sprite.rect): player_vert_vel = 0 # Prevent the player from moving off screen player_sprite.rect.clamp_ip(screen.get_rect()) # 3. Draw everything screen.blit(background, (0, 0)) draw_floor() draw_doors() tools.draw(screen) enemies.draw(screen) screen.blit(player_sprite.image, player_sprite.rect) # Draw player # Check if the player is invisible if invisible: # Get the updated player position player_x, player_y = player_sprite.rect.topleft # Draw the invisibility cloak image over the player screen.blit(invisibility_cloak_image, (player_x, player_y)) # After drawing everything, update/flip the display pygame.display.flip() # 4. Cap the frame rate clock.tick(60) if __name__ == "__main__": main() now code to beat the level the player has to reach enter either door, to enter door 1 player just has to reach it because its open but for door 2 its locked so player needs to have the key. the doors take them to level 2].
704d859f381abbf48b5e1e580b8c0308
{ "intermediate": 0.2879960834980011, "beginner": 0.45061373710632324, "expert": 0.26139017939567566 }
44,439
import pygame import random import math # Initialize pygame and create a screen object pygame.init() screen = pygame.display.set_mode((1000, 800)) # Define colors BLACK = (0, 0, 0) RED = (255, 0, 0) YELLOW = (255, 255, 0) BLUE = (0, 0, 255) # Define grid size GRID_WIDTH = 21 GRID_HEIGHT = 17 # Initialize the invisible variable invisible = False # Define initial floor position FLOOR_START_ROW = GRID_HEIGHT - 2 FLOOR_END_ROW = GRID_HEIGHT - 1 pygame.display.set_caption('100% no luck') # Load the images for the background, the player, and the boss # Ensure that these images are present in your project directory try: background = pygame.image.load('level_1_background.jpeg') player_image = pygame.image.load('player1_back.png') invisibility_cloak_image = pygame.image.load('invisibility_cloak.png') grappling_hook_image = pygame.image.load('grappling_hook.png') katana_image = pygame.image.load('katana.png') freezing_ray_image = pygame.image.load('freezing_ray.png') speed_pill_image = pygame.image.load('speed_pill.jpeg') bouncy_shoes_image = pygame.image.load('bouncy_shoes.png') key_image = pygame.image.load('key.png') tsunami_maker_image = pygame.image.load('tsunami_maker.png') laser_beam_image = pygame.image.load('laser_beam.png') go_kart_image = pygame.image.load('go_kart.jpeg') revival_kit_image = pygame.image.load('revival_kit.jpeg') except pygame.error as e: print("Cannot load images:", e) raise SystemExit # Define the colors for the text WHITE = (255, 255, 255) # Define the font for the text font = pygame.font.SysFont('Arial', 32) # Define the text for the intro and the tools intro_text = "Welcome to 100% no luck, a game where you have to use smart logic and some luck to beat the dungeon. You will spawn with 3 tools out of a possible 15 tools randomized. Each tool has a different effect and can help you or hinder you depending on the situation. You have to think carefully about how to use your tools and when to use them. The dungeon has many obstacles and enemies that you have to overcome. The goal is to reach the end of the dungeon and defeat the boss. Good luck!" tools_text = ["Invisibility cloak: Makes you invisible for 10 seconds. Useful for sneaking past enemies or traps.", "Grappling hook: Allows you to swing across gaps or pull objects towards you.", "Katana: A sharp sword that can cut through anything. Useful for fighting enemies or breaking barriers.", "Freeze ray: A device that can freeze anything in its path. Useful for stopping enemies or creating platforms.", "Bouncy shoes: Shoes that make you jump higher and farther. Useful for reaching high places or avoiding obstacles.", "Key: A key that can unlock any door or chest. Useful for accessing hidden areas or treasures.", "Go kart: A vehicle that can move fast and run over anything. Useful for escaping enemies or crossing large distances.", "Tsunami maker: A device that can create a huge wave of water. Useful for washing away enemies or filling gaps.", "Laser beam: A device that can shoot a powerful laser. Useful for destroying enemies or barriers.", "Speed pill: A pill that can make you move faster for 10 seconds. Useful for dodging enemies or traps.", "Revival kit: A kit that can revive you once if you die. Useful for surviving fatal situations."] def show_intro(): intro_text = "Welcome to 100% no luck, a game where you have to use smart logic and some luck to beat the dungeon. You will spawn with 3 tools out of a possible 15 tools randomized. Each tool has a different effect and can help you or hinder you depending on the situation. You have to think carefully about how to use your tools and when to use them. The dungeon has many obstacles and enemies that you have to overcome. The goal is to reach the end of the dungeon and defeat the boss. Good luck!" # Wrap the intro text intro_lines = [] max_width = 950 # Adjust as needed words = intro_text.split() current_line = words[0] for word in words[1:]: if font.size(current_line + ' ' + word)[0] < max_width: current_line += ' ' + word else: intro_lines.append(current_line) current_line = word intro_lines.append(current_line) current_line = 0 intro_complete = False start_time = pygame.time.get_ticks() while not intro_complete: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() screen.fill((0, 0, 0)) intro_surface = font.render(intro_lines[current_line], True, WHITE) intro_rect = intro_surface.get_rect(center=(screen.get_width() // 2, screen.get_height() // 2)) screen.blit(intro_surface, intro_rect) if pygame.time.get_ticks() - start_time > 2980: current_line += 1 start_time = pygame.time.get_ticks() if current_line == len(intro_lines): intro_complete = True pygame.display.flip() pygame.time.Clock().tick(60) screen.fill((0, 0, 0)) pygame.display.flip() tools_title_surface = font.render("Selected Tools:", True, WHITE) tools_title_rect = tools_title_surface.get_rect(center=(screen.get_width() // 2, 100)) screen.blit(tools_title_surface, tools_title_rect) pygame.display.flip() pygame.time.delay(1000) available_buttons = ['v', 'b', 'n', 'x', 'y', 'z'] # Add more buttons if needed selected_tools = random.sample(tools_text, 3) # Assign buttons to the selected tools button_assignments = available_buttons[:3] # Take the first three buttons button_assigned_functions = [tool_functions[tools_text.index(tool)] for tool in selected_tools] # Wrap the tool descriptions and display them with their assigned buttons wrapped_tools = [] for i, tool_desc in enumerate(selected_tools): tool_lines = [] current_line = f"{button_assignments[i]}: {tool_desc.split()[0]}" for word in tool_desc.split()[1:]: if font.size(current_line + ' ' + word)[0] < max_width: current_line += ' ' + word else: tool_lines.append(current_line) current_line = word tool_lines.append(current_line) wrapped_tools.append(tool_lines) selected_tools_surface = [font.render(line, True, WHITE) for tool_lines in wrapped_tools for line in tool_lines] for i, tool_surface in enumerate(selected_tools_surface): tool_rect = tool_surface.get_rect(center=(screen.get_width() // 2, 200 + i * 50)) screen.blit(tool_surface, tool_rect) pygame.display.flip() start_time = pygame.time.get_ticks() while pygame.time.get_ticks() - start_time < 2000: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() screen.fill((0, 0, 0)) pygame.display.flip() return button_assignments, button_assigned_functions # Define the logic for each tool as a function def invisibility_cloak(player_rect): # Set a global variable to indicate that the player is invisible global invisible invisible = True # Set a timer to make the player visible again after 10 seconds pygame.time.set_timer(pygame.USEREVENT, 10000) # Create a Rect for the invisibility cloak sprite cloak_rect = player_rect.copy() cloak_rect.inflate_ip(50, 50) # Load the invisibility cloak image try: cloak_surf = pygame.image.load('invisibility_cloak.png') except pygame.error as e: print(f"Cannot load invisibility cloak image: {e}") return while invisible: # Draw the invisibility cloak sprite over the player screen.blit(cloak_surf, cloak_rect) # Update the cloak position based on the player's position cloak_rect.center = player_rect.center # Check for events for event in pygame.event.get(): if event.type == pygame.USEREVENT: # Stop the invisibility cloak effect invisible = False # Update the display pygame.display.flip() # Limit the frame rate pygame.time.Clock().tick(60) # Reset the invisible state invisible = False def grappling_hook(player_rect): # Get the mouse position and the player position mouse_x, mouse_y = pygame.mouse.get_pos() player_x, player_y = player_rect.center # Calculate the distance and the angle between the mouse and the player distance = ((mouse_x - player_x) ** 2 + (mouse_y - player_y) ** 2) ** 0.5 angle = math.atan2(mouse_y - player_y, mouse_x - player_x) # Draw a line from the player to the mouse pygame.draw.line(screen, BLACK, (player_x, player_y), (mouse_x, mouse_y), 5) # Check if the mouse is over a gap or an object if mouse_x > 600 and mouse_x < 700 and mouse_y > 300 and mouse_y < 400: # If the mouse is over a gap, move the player towards the mouse player_rect.centerx += math.cos(angle) * 10 player_rect.centery += math.sin(angle) * 10 elif mouse_x > 700 and mouse_x < 800 and mouse_y > 200 and mouse_y < 300: # If the mouse is over an object, move the object towards the player object_rect.centerx -= math.cos(angle) * 10 object_rect.centery -= math.sin(angle) * 10 def katana(player_rect): # Get the mouse position and the player position mouse_x, mouse_y = pygame.mouse.get_pos() player_x, player_y = player_rect.center # Randomly choose between the two attacks attack_type = random.randint(1, 2) # Load the katana image try: katana_surf = pygame.image.load('katana.png') except pygame.error as e: print(f"Cannot load katana image: {e}") return # Create a temporary sprite for the katana katana_sprite = pygame.sprite.Sprite() katana_sprite.image = katana_surf katana_sprite.rect = katana_sprite.image.get_rect() katana_sprite.rect.center = player_rect.center if attack_type == 1: # Attack 1: Player moves/slashes in a random direction angle = random.uniform(0, 2 * math.pi) # Random angle slash_distance = 198 # Distance to move/slash new_x = player_x + math.cos(angle) * slash_distance new_y = player_y + math.sin(angle) * slash_distance player_rect.center = (new_x, new_y) # Draw the katana image on the player katana_sprite.rect.center = player_rect.center screen.blit(katana_sprite.image, katana_sprite.rect) else: # Attack 2: Throw the katana towards the mouse position angle = math.atan2(mouse_y - player_y, mouse_x - player_x) katana_sprite.image = pygame.transform.rotate(katana_sprite.image, math.degrees(angle)) katana_sprite.rect = katana_sprite.image.get_rect() katana_sprite.rect.center = (player_x, player_y) screen.blit(katana_sprite.image, katana_sprite.rect) # Move the katana towards the mouse position dx = mouse_x - player_x dy = mouse_y - player_y distance = (dx ** 2 + dy ** 2) ** 0.5 katana_speed = 10 katana_sprite.rect.x += dx / distance * katana_speed katana_sprite.rect.y += dy / distance * katana_speed # Check if the katana has reached the mouse position if katana_sprite.rect.collidepoint(mouse_x, mouse_y): # Reset the katana position katana_sprite.rect.center = player_rect.center def bouncy_shoes(player_rect): # Set a global variable to indicate that the player has bouncy shoes global bouncy, player_jump_vel bouncy = True # Increase the player's jump velocity player_jump_vel = 20 def key(player_rect): # Get the mouse position and the player position mouse_x, mouse_y = pygame.mouse.get_pos() player_x, player_y = player_rect.center # Calculate the distance between the mouse and the player distance = ((mouse_x - player_x) ** 2 + (mouse_y - player_y) ** 2) ** 0.5 # Check if the mouse is over a door or a chest if pygame.sprite.spritecollideany(mouse, doors) or pygame.sprite.spritecollideany(mouse, chests): # If the mouse is over a door or a chest, unlock it and open it pygame.sprite.spritecollide(mouse, doors, True) pygame.sprite.spritecollide(mouse, chests, True) # If the chest contains a tool, add it to the player's inventory if chest.tool: inventory.append(chest.tool) def go_kart(player_rect): # Set a global variable to indicate that the player is in a go kart global go_kart go_kart = True # Increase the player's speed and size player_speed = 15 player_rect.inflate_ip(50, 50) # Load the image for the go kart go_kart_image = pygame.image.load('go_kart.jpeg') # Draw the go kart over the player screen.blit(go_kart_image, player_rect) # Check if the player collides with an enemy or a barrier collided_enemies = pygame.sprite.spritecollide(player_sprite, enemies, True) collided_barriers = pygame.sprite.spritecollide(player_sprite, barriers, True) def freeze_ray(player_rect): # Get the mouse position and the player position mouse_x, mouse_y = pygame.mouse.get_pos() player_x, player_y = player_rect.center # Calculate the angle between the mouse and the player angle = math.atan2(mouse_y - player_y, mouse_x - player_x) # Create a line surface from the player to the mouse line_length = math.hypot(mouse_x - player_x, mouse_y - player_y) line = pygame.Surface((line_length, 5), pygame.SRCALPHA) line.fill(BLUE) line_rect = line.get_rect() line_rect.center = player_rect.center # Rotate the line surface rotated_line = pygame.transform.rotate(line, math.degrees(angle)) # Draw the rotated line on the screen screen.blit(rotated_line, (player_x, player_y)) # Create a temporary sprite for the line line_sprite = pygame.sprite.Sprite() line_sprite.image = rotated_line line_sprite.rect = rotated_line.get_rect(center=line_rect.center) # Check if the line intersects with an enemy or a platform enemies_hit = pygame.sprite.spritecollide(line_sprite, enemies, False) platforms_hit = pygame.sprite.spritecollide(line_sprite, platforms, False) # Freeze the enemies and platforms that were hit for enemy in enemies_hit: freeze(enemy) for platform in platforms_hit: freeze(platform) def freeze(sprite): # Change the sprite's image to a frozen version sprite.image = pygame.image.load(sprite.name + '_frozen.png') # Set the sprite's frozen attribute to True sprite.frozen = True def tsunami_maker(player_rect): global tsunami tsunami = True wave_surf = pygame.image.load('tsunami_maker.png') # Resize the wave_surf to make it taller wave_surf = pygame.transform.scale(wave_surf, (wave_surf.get_width(), wave_surf.get_height() * 3)) wave_sprite = pygame.sprite.Sprite() wave_sprite.image = wave_surf wave_sprite.rect = wave_sprite.image.get_rect() wave_sprite.rect.bottomleft = (0, screen.get_height()) wave_speed = 10 while tsunami: screen.blit(wave_sprite.image, wave_sprite.rect) wave_sprite.rect.x += wave_speed if wave_sprite.rect.right >= screen.get_width(): tsunami = False pygame.display.flip() def laser_beam(player_rect): # Get the mouse position and the player position mouse_x, mouse_y = pygame.mouse.get_pos() player_x, player_y = player_rect.center # Calculate the angle between the mouse and the player angle = math.atan2(mouse_y - player_y, mouse_x - player_x) # Draw a line from the player to the mouse pygame.draw.line(screen, YELLOW, (player_x, player_y), (mouse_x, mouse_y), 5) # Check if the line intersects with an enemy or a barrier if pygame.sprite.spritecollideany(line, enemies) or pygame.sprite.spritecollideany(line, barriers): # If the line intersects with an enemy or a barrier, destroy it pygame.sprite.spritecollide(line, enemies, True) pygame.sprite.spritecollide(line, barriers, True) def speed_pill(player_rect): # Set a global variable to indicate that the player has used the speed pill global speed speed = True # Set a timer to make the player normal again after 10 seconds pygame.time.set_timer(pygame.USEREVENT + 1, 10000) # Increase the player's speed player_speed = 10 def revival_kit(player_rect): # Set a global variable to indicate that the player has a revival kit global revival revival = True global player_health # Check if the player's health is zero if player_health == 0: # If the player's health is zero, revive the player player_health = 100 # Set the revival variable to False revival = False tool_functions = [invisibility_cloak, grappling_hook, katana, freeze_ray, bouncy_shoes, key, go_kart, tsunami_maker, laser_beam, speed_pill, revival_kit] def is_on_floor_or_stairs(player_rect): """ Check if the player is standing on a floor or stairs cell. Returns True if standing on floor or stairs, False otherwise. """ cell_width = screen.get_width() // GRID_WIDTH cell_height = screen.get_height() // GRID_HEIGHT # Check if the player is on the initial floor rows if FLOOR_START_ROW <= player_rect.bottom // cell_height <= FLOOR_END_ROW: for x in range(player_rect.left // cell_width, (player_rect.right + cell_width - 1) // cell_width): if 0 <= x < GRID_WIDTH: return True return False def draw_doors(): # Define the door's color DOOR_COLOR = (139, 69, 19) # Saddle brown color # Calculate the cell size based on the screen dimensions cell_width = screen.get_width() // GRID_WIDTH cell_height = screen.get_height() // GRID_HEIGHT # Draw door 1 door1_start_row = GRID_HEIGHT - 10 door1_end_row = GRID_HEIGHT - 13 door1_start_col = 10 door1_end_col = 11 for row in range(door1_start_row, door1_end_row - 1, -1): for col in range(door1_start_col, door1_end_col + 1): rect = pygame.Rect(col * cell_width, row * cell_height, cell_width, cell_height) pygame.draw.rect(screen, DOOR_COLOR, rect) # Draw door 2 door2_start_row = GRID_HEIGHT - 3 door2_end_row = GRID_HEIGHT - 4 door2_start_col = 16 door2_end_col = 17 for row in range(door2_start_row, door2_end_row - 1, -1): for col in range(door2_start_col, door2_end_col + 1): rect = pygame.Rect(col * cell_width, row * cell_height, cell_width, cell_height) pygame.draw.rect(screen, DOOR_COLOR, rect) def draw_floor(): # Define the floor's color FLOOR_COLOR = (128, 64, 0) # Brown color STAIRS_COLOR = (128, 128, 128) # Gray color # Calculate the cell size based on the screen dimensions cell_width = screen.get_width() // GRID_WIDTH cell_height = screen.get_height() // GRID_HEIGHT # Draw the floor cells for col in range(GRID_WIDTH): for row in range(FLOOR_START_ROW, FLOOR_END_ROW + 1): rect = pygame.Rect(col * cell_width, row * cell_height, cell_width, cell_height) pygame.draw.rect(screen, FLOOR_COLOR, rect) enemies = pygame.sprite.Group() barriers = pygame.sprite.Group() platforms = pygame.sprite.Group() doors = pygame.sprite.Group() chests = pygame.sprite.Group() gaps = pygame.sprite.Group() tools = pygame.sprite.Group() # Create some sprites and groups for the player player_sprite = pygame.sprite.Sprite() player_sprite.image = player_image player_sprite.rect = player_sprite.image.get_rect() player_sprite.rect.center = (100, 300) # Create sprite groups enemies = pygame.sprite.Group() tools = pygame.sprite.Group() # Assuming tools are also Sprites # Gravity constant GRAVITY = 0.5 # Player properties player_x = 100 player_y = 300 player_speed = 5 player_jump_vel = 10 player_vert_vel = 0 # Initial vertical velocity player_health = 100 inventory = [] # Main game loop control running = True clock = pygame.time.Clock() # Call show_intro() and get the button_assigned_functions list button_assignments, button_assigned_functions = show_intro() # Initialize player jumping state player_is_jumping = False # Create a rect for the player sprite player_rect = player_sprite.rect # In the main game loop while running: # ... for event in pygame.event.get(): if event.type == pygame.QUIT: running = False # Process KEYDOWN events individually if event.type == pygame.KEYDOWN: if event.key == pygame.K_SPACE and not player_is_jumping: # Start jumping player_is_jumping = True player_vert_vel = -player_jump_vel if event.key == ord('v'): # Pressed V try: button_assigned_functions[0](player_sprite.rect) # Pass player_sprite.rect except Exception as e: print(f"Error calling tool function 1: {e}") elif event.key == ord('b'): # Pressed B try: button_assigned_functions[1](player_sprite.rect) # Pass player_sprite.rect except Exception as e: print(f"Error calling tool function 2: {e}") elif event.key == ord('n'): # Pressed N try: button_assigned_functions[2](player_sprite.rect) # Pass player_sprite.rect except Exception as e: print(f"Error calling tool function 3: {e}") # 2. Update game state keys = pygame.key.get_pressed() if keys[pygame.K_LEFT]: player_sprite.rect.x -= player_speed if keys[pygame.K_RIGHT]: player_sprite.rect.x += player_speed if keys[pygame.K_UP]: player_sprite.rect.y -= player_speed if keys[pygame.K_DOWN]: player_sprite.rect.y += player_speed # Update player's vertical velocity and position if jumping if player_is_jumping: player_vert_vel += GRAVITY player_sprite.rect.y += player_vert_vel # Check if the player has landed on floor or stairs if is_on_floor_or_stairs(player_sprite.rect): player_is_jumping = False player_vert_vel = 0 else: # Apply gravity only if not on floor or stairs if not is_on_floor_or_stairs(player_sprite.rect): player_vert_vel += GRAVITY player_sprite.rect.y += player_vert_vel # Reset vertical velocity if on floor or stairs if is_on_floor_or_stairs(player_sprite.rect): player_vert_vel = 0 # Prevent the player from moving off screen player_sprite.rect.clamp_ip(screen.get_rect()) # 3. Draw everything screen.blit(background, (0, 0)) draw_floor() draw_doors() tools.draw(screen) enemies.draw(screen) screen.blit(player_sprite.image, player_sprite.rect) # Draw player # Check if the player is invisible if invisible: # Get the updated player position player_x, player_y = player_sprite.rect.topleft # Draw the invisibility cloak image over the player screen.blit(invisibility_cloak_image, (player_x, player_y)) # After drawing everything, update/flip the display pygame.display.flip() # 4. Cap the frame rate clock.tick(60) if __name__ == "__main__": main() now code to beat the level the player has to reach enter either door, to enter door 1 player just has to reach it because its open but for door 2 its locked so player needs to have the key. this sends the player to level 2.
6d429577dc28f26aab4ea779cfc1715b
{ "intermediate": 0.2879960834980011, "beginner": 0.45061373710632324, "expert": 0.26139017939567566 }
44,440
import pygame import random import math # Initialize pygame and create a screen object pygame.init() screen = pygame.display.set_mode((1000, 800)) # Define colors BLACK = (0, 0, 0) RED = (255, 0, 0) YELLOW = (255, 255, 0) BLUE = (0, 0, 255) # Define grid size GRID_WIDTH = 21 GRID_HEIGHT = 17 # Initialize the invisible variable invisible = False # Define initial floor position FLOOR_START_ROW = GRID_HEIGHT - 2 FLOOR_END_ROW = GRID_HEIGHT - 1 pygame.display.set_caption(‘100% no luck’) # Load the images for the background, the player, and the boss # Ensure that these images are present in your project directory try: background = pygame.image.load(‘level_1_background.jpeg’) player_image = pygame.image.load(‘player1_back.png’) invisibility_cloak_image = pygame.image.load(‘invisibility_cloak.png’) grappling_hook_image = pygame.image.load(‘grappling_hook.png’) katana_image = pygame.image.load(‘katana.png’) freezing_ray_image = pygame.image.load(‘freezing_ray.png’) speed_pill_image = pygame.image.load(‘speed_pill.jpeg’) bouncy_shoes_image = pygame.image.load(‘bouncy_shoes.png’) key_image = pygame.image.load(‘key.png’) tsunami_maker_image = pygame.image.load(‘tsunami_maker.png’) laser_beam_image = pygame.image.load(‘laser_beam.png’) go_kart_image = pygame.image.load(‘go_kart.jpeg’) revival_kit_image = pygame.image.load(‘revival_kit.jpeg’) except pygame.error as e: print(“Cannot load images:”, e) raise SystemExit # Define the colors for the text WHITE = (255, 255, 255) # Define the font for the text font = pygame.font.SysFont(‘Arial’, 32) # Define the text for the intro and the tools intro_text = “Welcome to 100% no luck, a game where you have to use smart logic and some luck to beat the dungeon. You will spawn with 3 tools out of a possible 15 tools randomized. Each tool has a different effect and can help you or hinder you depending on the situation. You have to think carefully about how to use your tools and when to use them. The dungeon has many obstacles and enemies that you have to overcome. The goal is to reach the end of the dungeon and defeat the boss. Good luck!” tools_text = [“Invisibility cloak: Makes you invisible for 10 seconds. Useful for sneaking past enemies or traps.”, “Grappling hook: Allows you to swing across gaps or pull objects towards you.”, “Katana: A sharp sword that can cut through anything. Useful for fighting enemies or breaking barriers.”, “Freeze ray: A device that can freeze anything in its path. Useful for stopping enemies or creating platforms.”, “Bouncy shoes: Shoes that make you jump higher and farther. Useful for reaching high places or avoiding obstacles.”, “Key: A key that can unlock any door or chest. Useful for accessing hidden areas or treasures.”, “Go kart: A vehicle that can move fast and run over anything. Useful for escaping enemies or crossing large distances.”, “Tsunami maker: A device that can create a huge wave of water. Useful for washing away enemies or filling gaps.”, “Laser beam: A device that can shoot a powerful laser. Useful for destroying enemies or barriers.”, “Speed pill: A pill that can make you move faster for 10 seconds. Useful for dodging enemies or traps.”, “Revival kit: A kit that can revive you once if you die. Useful for surviving fatal situations.”] def show_intro(): intro_text = “Welcome to 100% no luck, a game where you have to use smart logic and some luck to beat the dungeon. You will spawn with 3 tools out of a possible 15 tools randomized. Each tool has a different effect and can help you or hinder you depending on the situation. You have to think carefully about how to use your tools and when to use them. The dungeon has many obstacles and enemies that you have to overcome. The goal is to reach the end of the dungeon and defeat the boss. Good luck!” # Wrap the intro text intro_lines = [] max_width = 950 # Adjust as needed words = intro_text.split() current_line = words[0] for word in words[1:]: if font.size(current_line + ’ ’ + word)[0] < max_width: current_line += ’ ’ + word else: intro_lines.append(current_line) current_line = word intro_lines.append(current_line) current_line = 0 intro_complete = False start_time = pygame.time.get_ticks() while not intro_complete: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() screen.fill((0, 0, 0)) intro_surface = font.render(intro_lines[current_line], True, WHITE) intro_rect = intro_surface.get_rect(center=(screen.get_width() // 2, screen.get_height() // 2)) screen.blit(intro_surface, intro_rect) if pygame.time.get_ticks() - start_time > 2980: current_line += 1 start_time = pygame.time.get_ticks() if current_line == len(intro_lines): intro_complete = True pygame.display.flip() pygame.time.Clock().tick(60) screen.fill((0, 0, 0)) pygame.display.flip() tools_title_surface = font.render(“Selected Tools:”, True, WHITE) tools_title_rect = tools_title_surface.get_rect(center=(screen.get_width() // 2, 100)) screen.blit(tools_title_surface, tools_title_rect) pygame.display.flip() pygame.time.delay(1000) available_buttons = [‘v’, ‘b’, ‘n’, ‘x’, ‘y’, ‘z’] # Add more buttons if needed selected_tools = random.sample(tools_text, 3) # Assign buttons to the selected tools button_assignments = available_buttons[:3] # Take the first three buttons button_assigned_functions = [tool_functions[tools_text.index(tool)] for tool in selected_tools] # Wrap the tool descriptions and display them with their assigned buttons wrapped_tools = [] for i, tool_desc in enumerate(selected_tools): tool_lines = [] current_line = f"{button_assignments[i]}: {tool_desc.split()[0]}“ for word in tool_desc.split()[1:]: if font.size(current_line + ’ ’ + word)[0] < max_width: current_line += ’ ’ + word else: tool_lines.append(current_line) current_line = word tool_lines.append(current_line) wrapped_tools.append(tool_lines) selected_tools_surface = [font.render(line, True, WHITE) for tool_lines in wrapped_tools for line in tool_lines] for i, tool_surface in enumerate(selected_tools_surface): tool_rect = tool_surface.get_rect(center=(screen.get_width() // 2, 200 + i * 50)) screen.blit(tool_surface, tool_rect) pygame.display.flip() start_time = pygame.time.get_ticks() while pygame.time.get_ticks() - start_time < 2000: for event in pygame.event.get(): if event.type == pygame.QUIT: pygame.quit() sys.exit() screen.fill((0, 0, 0)) pygame.display.flip() return button_assignments, button_assigned_functions # Define the logic for each tool as a function def invisibility_cloak(player_rect): # Set a global variable to indicate that the player is invisible global invisible invisible = True # Set a timer to make the player visible again after 10 seconds pygame.time.set_timer(pygame.USEREVENT, 10000) # Create a Rect for the invisibility cloak sprite cloak_rect = player_rect.copy() cloak_rect.inflate_ip(50, 50) # Load the invisibility cloak image try: cloak_surf = pygame.image.load(‘invisibility_cloak.png’) except pygame.error as e: print(f"Cannot load invisibility cloak image: {e}”) return while invisible: # Draw the invisibility cloak sprite over the player screen.blit(cloak_surf, cloak_rect) # Update the cloak position based on the player’s position cloak_rect.center = player_rect.center # Check for events for event in pygame.event.get(): if event.type == pygame.USEREVENT: # Stop the invisibility cloak effect invisible = False # Update the display pygame.display.flip() # Limit the frame rate pygame.time.Clock().tick(60) # Reset the invisible state invisible = False def grappling_hook(player_rect): # Get the mouse position and the player position mouse_x, mouse_y = pygame.mouse.get_pos() player_x, player_y = player_rect.center # Calculate the distance and the angle between the mouse and the player distance = ((mouse_x - player_x) ** 2 + (mouse_y - player_y) ** 2) ** 0.5 angle = math.atan2(mouse_y - player_y, mouse_x - player_x) # Draw a line from the player to the mouse pygame.draw.line(screen, BLACK, (player_x, player_y), (mouse_x, mouse_y), 5) # Check if the mouse is over a gap or an object if mouse_x > 600 and mouse_x < 700 and mouse_y > 300 and mouse_y < 400: # If the mouse is over a gap, move the player towards the mouse player_rect.centerx += math.cos(angle) * 10 player_rect.centery += math.sin(angle) * 10 elif mouse_x > 700 and mouse_x < 800 and mouse_y > 200 and mouse_y < 300: # If the mouse is over an object, move the object towards the player object_rect.centerx -= math.cos(angle) * 10 object_rect.centery -= math.sin(angle) * 10 def katana(player_rect): # Get the mouse position and the player position mouse_x, mouse_y = pygame.mouse.get_pos() player_x, player_y = player_rect.center # Randomly choose between the two attacks attack_type = random.randint(1, 2) # Load the katana image try: katana_surf = pygame.image.load(‘katana.png’) except pygame.error as e: print(f"Cannot load katana image: {e}“) return # Create a temporary sprite for the katana katana_sprite = pygame.sprite.Sprite() katana_sprite.image = katana_surf katana_sprite.rect = katana_sprite.image.get_rect() katana_sprite.rect.center = player_rect.center if attack_type == 1: # Attack 1: Player moves/slashes in a random direction angle = random.uniform(0, 2 * math.pi) # Random angle slash_distance = 198 # Distance to move/slash new_x = player_x + math.cos(angle) * slash_distance new_y = player_y + math.sin(angle) * slash_distance player_rect.center = (new_x, new_y) # Draw the katana image on the player katana_sprite.rect.center = player_rect.center screen.blit(katana_sprite.image, katana_sprite.rect) else: # Attack 2: Throw the katana towards the mouse position angle = math.atan2(mouse_y - player_y, mouse_x - player_x) katana_sprite.image = pygame.transform.rotate(katana_sprite.image, math.degrees(angle)) katana_sprite.rect = katana_sprite.image.get_rect() katana_sprite.rect.center = (player_x, player_y) screen.blit(katana_sprite.image, katana_sprite.rect) # Move the katana towards the mouse position dx = mouse_x - player_x dy = mouse_y - player_y distance = (dx ** 2 + dy ** 2) ** 0.5 katana_speed = 10 katana_sprite.rect.x += dx / distance * katana_speed katana_sprite.rect.y += dy / distance * katana_speed # Check if the katana has reached the mouse position if katana_sprite.rect.collidepoint(mouse_x, mouse_y): # Reset the katana position katana_sprite.rect.center = player_rect.center def bouncy_shoes(player_rect): # Set a global variable to indicate that the player has bouncy shoes global bouncy, player_jump_vel bouncy = True # Increase the player’s jump velocity player_jump_vel = 20 def key(player_rect): # Get the mouse position and the player position mouse_x, mouse_y = pygame.mouse.get_pos() player_x, player_y = player_rect.center # Calculate the distance between the mouse and the player distance = ((mouse_x - player_x) ** 2 + (mouse_y - player_y) ** 2) ** 0.5 # Check if the mouse is over a door or a chest if pygame.sprite.spritecollideany(mouse, doors) or pygame.sprite.spritecollideany(mouse, chests): # If the mouse is over a door or a chest, unlock it and open it pygame.sprite.spritecollide(mouse, doors, True) pygame.sprite.spritecollide(mouse, chests, True) # If the chest contains a tool, add it to the player’s inventory if chest.tool: inventory.append(chest.tool) def go_kart(player_rect): # Set a global variable to indicate that the player is in a go kart global go_kart go_kart = True # Increase the player’s speed and size player_speed = 15 player_rect.inflate_ip(50, 50) # Load the image for the go kart go_kart_image = pygame.image.load(‘go_kart.jpeg’) # Draw the go kart over the player screen.blit(go_kart_image, player_rect) # Check if the player collides with an enemy or a barrier collided_enemies = pygame.sprite.spritecollide(player_sprite, enemies, True) collided_barriers = pygame.sprite.spritecollide(player_sprite, barriers, True) def freeze_ray(player_rect): # Get the mouse position and the player position mouse_x, mouse_y = pygame.mouse.get_pos() player_x, player_y = player_rect.center # Calculate the angle between the mouse and the player angle = math.atan2(mouse_y - player_y, mouse_x - player_x) # Create a line surface from the player to the mouse line_length = math.hypot(mouse_x - player_x, mouse_y - player_y) line = pygame.Surface((line_length, 5), pygame.SRCALPHA) line.fill(BLUE) line_rect = line.get_rect() line_rect.center = player_rect.center # Rotate the line surface rotated_line = pygame.transform.rotate(line, math.degrees(angle)) # Draw the rotated line on the screen screen.blit(rotated_line, (player_x, player_y)) # Create a temporary sprite for the line line_sprite = pygame.sprite.Sprite() line_sprite.image = rotated_line line_sprite.rect = rotated_line.get_rect(center=line_rect.center) # Check if the line intersects with an enemy or a platform enemies_hit = pygame.sprite.spritecollide(line_sprite, enemies, False) platforms_hit = pygame.sprite.spritecollide(line_sprite, platforms, False) # Freeze the enemies and platforms that were hit for enemy in enemies_hit: freeze(enemy) for platform in platforms_hit: freeze(platform) def freeze(sprite): # Change the sprite’s image to a frozen version sprite.image = pygame.image.load(sprite.name + ‘_frozen.png’) # Set the sprite’s frozen attribute to True sprite.frozen = True def tsunami_maker(player_rect): global tsunami tsunami = True wave_surf = pygame.image.load(‘tsunami_maker.png’) # Resize the wave_surf to make it taller wave_surf = pygame.transform.scale(wave_surf, (wave_surf.get_width(), wave_surf.get_height() * 3)) wave_sprite = pygame.sprite.Sprite() wave_sprite.image = wave_surf wave_sprite.rect = wave_sprite.image.get_rect() wave_sprite.rect.bottomleft = (0, screen.get_height()) wave_speed = 10 while tsunami: screen.blit(wave_sprite.image, wave_sprite.rect) wave_sprite.rect.x += wave_speed if wave_sprite.rect.right >= screen.get_width(): tsunami = False pygame.display.flip() def laser_beam(player_rect): # Get the mouse position and the player position mouse_x, mouse_y = pygame.mouse.get_pos() player_x, player_y = player_rect.center # Calculate the angle between the mouse and the player angle = math.atan2(mouse_y - player_y, mouse_x - player_x) # Draw a line from the player to the mouse pygame.draw.line(screen, YELLOW, (player_x, player_y), (mouse_x, mouse_y), 5) # Check if the line intersects with an enemy or a barrier if pygame.sprite.spritecollideany(line, enemies) or pygame.sprite.spritecollideany(line, barriers): # If the line intersects with an enemy or a barrier, destroy it pygame.sprite.spritecollide(line, enemies, True) pygame.sprite.spritecollide(line, barriers, True) def speed_pill(player_rect): # Set a global variable to indicate that the player has used the speed pill global speed speed = True # Set a timer to make the player normal again after 10 seconds pygame.time.set_timer(pygame.USEREVENT + 1, 10000) # Increase the player’s speed player_speed = 10 def revival_kit(player_rect): # Set a global variable to indicate that the player has a revival kit global revival revival = True global player_health # Check if the player’s health is zero if player_health == 0: # If the player’s health is zero, revive the player player_health = 100 # Set the revival variable to False revival = False tool_functions = [invisibility_cloak, grappling_hook, katana, freeze_ray, bouncy_shoes, key, go_kart, tsunami_maker, laser_beam, speed_pill, revival_kit] def is_on_floor_or_stairs(player_rect): “”” Check if the player is standing on a floor or stairs cell. Returns True if standing on floor or stairs, False otherwise. “”“ cell_width = screen.get_width() // GRID_WIDTH cell_height = screen.get_height() // GRID_HEIGHT # Check if the player is on the initial floor rows if FLOOR_START_ROW <= player_rect.bottom // cell_height <= FLOOR_END_ROW: for x in range(player_rect.left // cell_width, (player_rect.right + cell_width - 1) // cell_width): if 0 <= x < GRID_WIDTH: return True return False def draw_doors(): # Define the door’s color DOOR_COLOR = (139, 69, 19) # Saddle brown color # Calculate the cell size based on the screen dimensions cell_width = screen.get_width() // GRID_WIDTH cell_height = screen.get_height() // GRID_HEIGHT # Draw door 1 door1_start_row = GRID_HEIGHT - 10 door1_end_row = GRID_HEIGHT - 13 door1_start_col = 10 door1_end_col = 11 for row in range(door1_start_row, door1_end_row - 1, -1): for col in range(door1_start_col, door1_end_col + 1): rect = pygame.Rect(col * cell_width, row * cell_height, cell_width, cell_height) pygame.draw.rect(screen, DOOR_COLOR, rect) # Draw door 2 door2_start_row = GRID_HEIGHT - 3 door2_end_row = GRID_HEIGHT - 4 door2_start_col = 16 door2_end_col = 17 for row in range(door2_start_row, door2_end_row - 1, -1): for col in range(door2_start_col, door2_end_col + 1): rect = pygame.Rect(col * cell_width, row * cell_height, cell_width, cell_height) pygame.draw.rect(screen, DOOR_COLOR, rect) def draw_floor(): # Define the floor’s color FLOOR_COLOR = (128, 64, 0) # Brown color STAIRS_COLOR = (128, 128, 128) # Gray color # Calculate the cell size based on the screen dimensions cell_width = screen.get_width() // GRID_WIDTH cell_height = screen.get_height() // GRID_HEIGHT # Draw the floor cells for col in range(GRID_WIDTH): for row in range(FLOOR_START_ROW, FLOOR_END_ROW + 1): rect = pygame.Rect(col * cell_width, row * cell_height, cell_width, cell_height) pygame.draw.rect(screen, FLOOR_COLOR, rect) enemies = pygame.sprite.Group() barriers = pygame.sprite.Group() platforms = pygame.sprite.Group() doors = pygame.sprite.Group() chests = pygame.sprite.Group() gaps = pygame.sprite.Group() tools = pygame.sprite.Group() # Create some sprites and groups for the player player_sprite = pygame.sprite.Sprite() player_sprite.image = player_image player_sprite.rect = player_sprite.image.get_rect() player_sprite.rect.center = (100, 300) # Create sprite groups enemies = pygame.sprite.Group() tools = pygame.sprite.Group() # Assuming tools are also Sprites # Gravity constant GRAVITY = 0.5 # Player properties player_x = 100 player_y = 300 player_speed = 5 player_jump_vel = 10 player_vert_vel = 0 # Initial vertical velocity player_health = 100 inventory = [] # Main game loop control running = True clock = pygame.time.Clock() # Call show_intro() and get the button_assigned_functions list button_assignments, button_assigned_functions = show_intro() # Initialize player jumping state player_is_jumping = False # Create a rect for the player sprite player_rect = player_sprite.rect # In the main game loop while running: # … for event in pygame.event.get(): if event.type == pygame.QUIT: running = False # Process KEYDOWN events individually if event.type == pygame.KEYDOWN: if event.key == pygame.K_SPACE and not player_is_jumping: # Start jumping player_is_jumping = True player_vert_vel = -player_jump_vel if event.key == ord(‘v’): # Pressed V try: button_assigned_functions0 # Pass player_sprite.rect except Exception as e: print(f"Error calling tool function 1: {e}”) elif event.key == ord(‘b’): # Pressed B try: button_assigned_functions1 # Pass player_sprite.rect except Exception as e: print(f"Error calling tool function 2: {e}“) elif event.key == ord(‘n’): # Pressed N try: button_assigned_functions2 # Pass player_sprite.rect except Exception as e: print(f"Error calling tool function 3: {e}”) # 2. Update game state keys = pygame.key.get_pressed() if keys[pygame.K_LEFT]: player_sprite.rect.x -= player_speed if keys[pygame.K_RIGHT]: player_sprite.rect.x += player_speed if keys[pygame.K_UP]: player_sprite.rect.y -= player_speed if keys[pygame.K_DOWN]: player_sprite.rect.y += player_speed # Update player’s vertical velocity and position if jumping if player_is_jumping: player_vert_vel += GRAVITY player_sprite.rect.y += player_vert_vel # Check if the player has landed on floor or stairs if is_on_floor_or_stairs(player_sprite.rect): player_is_jumping = False player_vert_vel = 0 else: # Apply gravity only if not on floor or stairs if not is_on_floor_or_stairs(player_sprite.rect): player_vert_vel += GRAVITY player_sprite.rect.y += player_vert_vel # Reset vertical velocity if on floor or stairs if is_on_floor_or_stairs(player_sprite.rect): player_vert_vel = 0 # Prevent the player from moving off screen player_sprite.rect.clamp_ip(screen.get_rect()) # 3. Draw everything screen.blit(background, (0, 0)) draw_floor() draw_doors() tools.draw(screen) enemies.draw(screen) screen.blit(player_sprite.image, player_sprite.rect) # Draw player # Check if the player is invisible if invisible: # Get the updated player position player_x, player_y = player_sprite.rect.topleft # Draw the invisibility cloak image over the player screen.blit(invisibility_cloak_image, (player_x, player_y)) # After drawing everything, update/flip the display pygame.display.flip() # 4. Cap the frame rate clock.tick(60) if name == “main”: main() now code to beat the level the player has to reach enter either door, to enter door 1 player just has to reach it because its open but for door 2 its locked so player needs to have the key. this activates you beat level 1 and sends the player to level 2. just send them there will make level 2 just now.
71df5321cf3955c0c7a2bdcca461c74a
{ "intermediate": 0.3274485170841217, "beginner": 0.43859708309173584, "expert": 0.23395441472530365 }
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const updated = () => { // whenever data changes and the component re-renders, this is called. const lastElement = el.lastElementChild as HTMLDivElement const BOX_SIZE = 257 * 2 if (!el || !lastElement) return // console.log(this.$el.scrollHeight - this.$el.scrollTop, 'diff scroll') if (el.scrollHeight - el.scrollTop < BOX_SIZE + lastElement.clientHeight) { nextTick(() => this.scrollToEnd()) } } как переписать на vue 3
f6ccc22487976c910d966d298fc2b923
{ "intermediate": 0.44632869958877563, "beginner": 0.39724642038345337, "expert": 0.15642492473125458 }
44,442
how to make this css scrollable: <style> body {color: #778da9; background-color: #111111;} a { display:block; width:800px; position:fixed; left: 600px; margin: -170px; height: 30px; white-space: nowrap; font-size: 20px; font-family: Arial;} a:link {color: #778da9; font-size: 20px; font-family: Arial; text-decoration: none;} a:hover {color: #778da9; font-size: 20px; text-decoration: none;} a:visited {color: #778da9; font-size: 20px; text-decoration: none;} a:active {color: #778da9; font-size: 20px; text-decoration: none;} img {display: block; border-radius: 3%; width: 350px;} </style>
78e38758c6b6f0b2e282698fc9948226
{ "intermediate": 0.3499107360839844, "beginner": 0.3721078932285309, "expert": 0.27798134088516235 }
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Use the Glasgow Haskell Compiler ghc to implement all the functions specified in Main.hs and in the skeleton files referenced by Main.hs. When a function requirement specifies a restriction on how that function should be implemented, your implementation must meet that restriction. Main.hs A skeleton file which contains specifications for the some of the functions you are required to write. For each function it contains a dummy implementation with a "TODO" error. It also contains QuickCheck tests for these functions as well as a main function which runs all of the tests for the entire project. module Main (main) where import TestUtils import EvalIntExpr (testEvalIntExpr) import EvalIdExpr (testEvalIdExpr) import EvalMaybeExpr (testEvalMaybeExpr) import PostfixExpr (testPostfixExpr) import Test.QuickCheck ---------------------------- toSingletonLists --------------------------- -- #1: 5-points -- Use the map function to transform a list of elements e into -- a list of singleton lists [e]. *Must use map*. -- Hint: use map with a section. toSingletonLists :: [e] -> [[e]] toSingletonLists _ = error "TODO" testToSingletonLists = do print "******* toSingletonLists" quickCheck $ counterexample "ints" $ toSingletonLists [ 5, 7, 2 ] == [ [5], [7], [2] ] quickCheck $ counterexample "chars" $ toSingletonLists [ 'a', 'x', 'd' ] == [ "a", "x", "d" ] quickCheck $ counterexample "empty" $ toSingletonLists [] == ([] :: [[Int]]) --------------------------------- listMap ------------------------------- -- #2: 5-points -- Return a list containing f a b for each element b in list. -- Hint: use the map function or a list comprehension listMap :: (a -> b -> c) -> a -> [b] -> [c] listMap _ _ _ = error "TODO" testListMap = do print "******* listMap" quickCheck $ counterexample "add" $ listMap (+) 5 [1, 2, 3] == [6, 7, 8] quickCheck $ counterexample "sub" $ listMap (-) 5 [1, 2, 3] == [4, 3, 2] quickCheck $ counterexample "mul" $ listMap (*) 5 [1, 2, 3] == [5, 10, 15] quickCheck $ counterexample "empty" $ listMap (-) 5 [] == [] ---------------------------------- member ------------------------------- -- #3: 10-points -- Use foldl to implement member e list which returns True iff -- e is a member of list. *Must use foldl*, cannot use elem -- Hint: define folding function using a lambda or local let/where definition; -- also see definition of member in slides. member :: Eq e => e -> [e] -> Bool member _ _ = error "TODO" testMember = do print "******* member" quickCheck $ counterexample "ints first" $ member 5 [ 5, 7, 2 ] == True quickCheck $ counterexample "ints last" $ member 2 [ 5, 7, 2 ] == True quickCheck $ counterexample "ints mid" $ member 7 [ 5, 7, 2 ] == True quickCheck $ counterexample "ints fail" $ member 4 [ 5, 7, 2 ] == False quickCheck $ counterexample "empty" $ member 4 [] == False ------------------------------- selectNApart ---------------------------- -- #4: 10-points -- Given an Int n and a list of elements e, return a list -- containing the elements of the list at index 0, n, 2n, 3n, 4n, ... -- Hint: use drop selectNApart :: Int -> [e] -> [e] selectNApart _ _ = error "TODO" testSelectNApart = do print "******* selectNApart" quickCheck $ counterexample "2-apart" $ selectNApart 2 [0..10] == [0, 2, 4, 6, 8, 10] quickCheck $ counterexample "2-apart chars" $ selectNApart 2 ['a'..'z'] == "acegikmoqsuwy" quickCheck $ counterexample "3-apart" $ selectNApart 3 [0..20] == [0, 3, 6, 9, 12, 15, 18] quickCheck $ counterexample "5-apart" $ selectNApart 5 [0..21] == [0, 5, 10, 15, 20] quickCheck $ counterexample "empty" $ selectNApart 5 ([]::[Int]) == [] ------------------------ Functions in Separate Files -------------------- -- #5: 15-points -- implement the specified function in EvalIntExpr.hs -- #6: 15-points -- implement the specified function in EvalIdExpr.hs -- #7: 20-points -- implement the specified function in EvalMaybeExpr.hs -- #8: 20-points -- implement the specified function in PostfixExpr.hs --------------------------------- Tests --------------------------------- -- Can mark test suites with following test statuses: -- Only: run only these tests and other tests marked Only. -- Run: run these tests when no tests are marked Only. -- Skip: skip these tests. allTests = [ (Skip testToSingletonLists), (Skip testListMap), (Skip testMember), (Skip testSelectNApart), (Skip testEvalIntExpr), (Skip testEvalIdExpr), (Skip testEvalMaybeExpr), (Skip testPostfixExpr) ] main = do mapM_ id tests where only = onlyTests allTests tests = if (length only > 0) then only else runTests allTests EvalIntExpr.hs This is a separate skeleton file for implementing a single function evalIntExpr. module EvalIntExpr ( evalIntExpr, testEvalIntExpr, IntExpr(..) ) where import Test.QuickCheck -- an IntExpr is an expression-tree over integers data IntExpr = Leaf Int | Add IntExpr IntExpr | Sub IntExpr IntExpr | Mul IntExpr IntExpr | Uminus IntExpr deriving (Eq, Show) -- evalIntExpr returns the Int result of evaluating the IntExpr -- expression-tree given by its argument. evalIntExpr :: IntExpr -> Int evalIntExpr _ = error "TODO" testEvalIntExpr = do print "******* test evalIntExpr" quickCheck $ counterexample "Leaf" $ evalIntExpr (Leaf 42) == 42 quickCheck $ counterexample "Add" $ evalIntExpr (Add (Leaf 33) (Leaf 22)) == 55 quickCheck $ counterexample "Sub" $ evalIntExpr (Sub (Leaf 33) (Leaf 22)) == 11 quickCheck $ counterexample "Mul" $ evalIntExpr (Mul (Leaf 31) (Leaf 4)) == 124 quickCheck $ counterexample "Uminus" $ evalIntExpr (Uminus (Leaf 33)) == (-33) quickCheck $ counterexample "Complex" $ evalIntExpr (Mul (Leaf 4) (Sub (Add (Leaf 3) (Uminus (Leaf 33))) (Leaf 20))) == (-200) -- property-based tests -- commutativity quickCheck $ counterexample "e1 + e2 == e2 + e1" $ (\ e1 e2 -> evalIntExpr (Add (Leaf e1) (Leaf e2)) == evalIntExpr (Add (Leaf e2) (Leaf e1))) quickCheck $ counterexample "e1 * e2 == e2 * e1" $ (\ e1 e2 -> evalIntExpr (Mul (Leaf e1) (Leaf e2)) == evalIntExpr (Mul (Leaf e2) (Leaf e1))) -- associativity quickCheck $ counterexample "(e1 + e2) + e3 == e1 + (e2 + e3)" $ (\ e1 e2 e3 -> evalIntExpr (Add (Add (Leaf e1) (Leaf e2)) (Leaf e3)) == evalIntExpr (Add (Leaf e1) (Add (Leaf e2) (Leaf e3)))) quickCheck $ counterexample "(e1 * e2) * e3 == e1 * (e2 * e3)" $ (\ e1 e2 e3 -> evalIntExpr (Mul (Mul (Leaf e1) (Leaf e2)) (Leaf e3)) == evalIntExpr (Mul (Leaf e1) (Mul (Leaf e2) (Leaf e3)))) -- subtraction quickCheck $ counterexample "e1 - e2 = -1*(e2 - e1)" $ (\ e1 e2 -> evalIntExpr (Sub (Leaf e1) (Leaf e2)) == evalIntExpr (Mul (Leaf (-1)) (Sub (Leaf e2) (Leaf e1)))) -- distributivity quickCheck $ counterexample "e1 * (e2 + e3) == e1*e2 + e1*e3" $ (\ e1 e2 e3 -> evalIntExpr (Mul (Leaf e1) (Add (Leaf e2) (Leaf e3))) == evalIntExpr (Add (Mul (Leaf e1) (Leaf e2)) (Mul (Leaf e1) (Leaf e3)))) quickCheck $ counterexample "e1 * (e2 - e3) == e1*e2 - e1*e3" $ (\ e1 e2 e3 -> evalIntExpr (Mul (Leaf e1) (Sub (Leaf e2) (Leaf e3))) == evalIntExpr (Sub (Mul (Leaf e1) (Leaf e2)) (Mul (Leaf e1) (Leaf e3)))) EvalIdExpr.hs This is a separate skeleton file for implementing a single function evalIdExpr. module EvalIdExpr ( evalIdExpr, testEvalIdExpr ) where import Test.QuickCheck import Data.List (lookup) -- an IdExpr is an expression-tree over integers and string identifiers data IdExpr = Id String | Leaf Int | Add IdExpr IdExpr | Sub IdExpr IdExpr | Mul IdExpr IdExpr | Uminus IdExpr deriving (Eq, Show) -- Assoc is a list of pairs mapping identifier strings to their values v. type Assoc v = [ (String, v) ] -- evalIdExpr returns evaluation of the IdExpr expression-tree given -- by its first argument, looking up the values of id's in the Assoc -- argument. If an id is not found in the Assoc argument, then its -- value should default to 0. -- Hint: use Data.List.lookup imported above. evalIdExpr :: IdExpr -> Assoc Int -> Int evalIdExpr _ = error "TODO" testEvalIdExpr = do print "*** test evalIdExpr" -- unit tests quickCheck $ counterexample "Leaf" $ evalIdExpr (Leaf 42) [] == 42 quickCheck $ counterexample "Add" $ evalIdExpr (Add (Leaf 33) (Leaf 22)) [] == 55 quickCheck $ counterexample "Sub" $ evalIdExpr (Sub (Leaf 33) (Leaf 22)) [] == 11 quickCheck $ counterexample "Mul" $ evalIdExpr (Mul (Leaf 31) (Leaf 4)) [] == 124 quickCheck $ counterexample "Uminus" $ evalIdExpr (Uminus (Leaf 33)) [] == (-33) quickCheck $ counterexample "Complex" $ evalIdExpr (Mul (Leaf 4) (Sub (Add (Leaf 3) (Uminus (Leaf 33))) (Leaf 20))) [] == (-200) -- id unit tests quickCheck $ counterexample "ok id lookup" $ evalIdExpr (Id "a") [("a", 42)] == 42 quickCheck $ counterexample "fail id lookup" $ evalIdExpr (Id "a") [("b", 42)] == 0 quickCheck $ counterexample "id lookup: a: ok, b: fail" $ evalIdExpr (Add (Id "a") (Id "b")) [("a", 42)] == 42 quickCheck $ counterexample "id lookup: a: ok, b: ok" $ evalIdExpr (Add (Id "a") (Id "b")) [("a", 42), ("b", 22)] == 64 quickCheck $ counterexample "complex id lookup" $ evalIdExpr (Mul (Id "a") (Sub (Add (Id "b") (Uminus (Id "c"))) (Id "d"))) [("a", 4), ("b", 3), ("c", 33), ("d", 20)] == (-200) -- property-based tests -- id lookup quickCheck $ counterexample "random id lookup ok" $ (\ id1 val1 -> evalIdExpr (Id id1) [(id1, val1)] == val1) quickCheck $ counterexample "random id lookup fail" $ (\ id1 val1 -> evalIdExpr (Id id1) [(id1 ++ "x", val1)] == 0) -- property-based tests -- commutativity quickCheck $ counterexample "e1 + e2 == e2 + e1" $ (\ e1 e2 -> evalIdExpr (Add (Leaf e1) (Leaf e2)) [] == evalIdExpr (Add (Leaf e2) (Leaf e1)) []) quickCheck $ counterexample "e1 * e2 == e2 * e1" $ (\ e1 e2 -> evalIdExpr (Mul (Leaf e1) (Leaf e2)) [] == evalIdExpr (Mul (Leaf e2) (Leaf e1)) []) -- associativity quickCheck $ counterexample "(e1 + e2) + e3 == e1 + (e2 + e3)" $ (\ e1 e2 e3 -> evalIdExpr (Add (Add (Leaf e1) (Leaf e2)) (Leaf e3)) [] == evalIdExpr (Add (Leaf e1) (Add (Leaf e2) (Leaf e3))) []) quickCheck $ counterexample "(e1 * e2) * e3 == e1 * (e2 * e3)" $ (\ e1 e2 e3 -> evalIdExpr (Mul (Mul (Leaf e1) (Leaf e2)) (Leaf e3)) [] == evalIdExpr (Mul (Leaf e1) (Mul (Leaf e2) (Leaf e3))) []) -- subtraction quickCheck $ counterexample "e1 - e2 = -1*(e2 - e1)" $ (\ e1 e2 -> evalIdExpr (Sub (Leaf e1) (Leaf e2)) [] == evalIdExpr (Mul (Leaf (-1)) (Sub (Leaf e2) (Leaf e1))) []) -- distributivity quickCheck $ counterexample "e1 * (e2 + e3) == e1*e2 + e1*e3" $ (\ e1 e2 e3 -> evalIdExpr (Mul (Leaf e1) (Add (Leaf e2) (Leaf e3))) [] == evalIdExpr (Add (Mul (Leaf e1) (Leaf e2)) (Mul (Leaf e1) (Leaf e3))) []) quickCheck $ counterexample "e1 * (e2 - e3) == e1*e2 - e1*e3" $ (\ e1 e2 e3 -> evalIdExpr (Mul (Leaf e1) (Sub (Leaf e2) (Leaf e3))) [] == evalIdExpr (Sub (Mul (Leaf e1) (Leaf e2)) (Mul (Leaf e1) (Leaf e3))) []) EvalMaybeExpr.hs This is a separate skeleton file for implementing a single function evalMaybeExpr. module EvalMaybeExpr ( evalMaybeExpr, testEvalMaybeExpr ) where import Test.QuickCheck import Data.List (lookup) data MaybeExpr = Id String | Leaf Int | Add MaybeExpr MaybeExpr | Sub MaybeExpr MaybeExpr | Mul MaybeExpr MaybeExpr | Uminus MaybeExpr deriving (Eq, Show) type Assoc a = [ (String, a) ] -- return a Maybe wrapping the results of evaluating expr, looking up -- id's in assoc. If an id is not found in assoc, then the function -- should return Nothing. Hint: use Data.List.assoc imported above -- and do notation. evalMaybeExpr :: MaybeExpr -> Assoc Int -> Maybe Int evalMaybeExpr _ _ = error "TODO" testEvalMaybeExpr = do print "*** test evalMaybeExpr" -- unit tests quickCheck $ counterexample "Leaf" $ evalMaybeExpr (Leaf 42) [] == Just 42 quickCheck $ counterexample "Add" $ evalMaybeExpr (Add (Leaf 33) (Leaf 22)) [] == Just 55 quickCheck $ counterexample "Sub" $ evalMaybeExpr (Sub (Leaf 33) (Leaf 22)) [] == Just 11 quickCheck $ counterexample "Mul" $ evalMaybeExpr (Mul (Leaf 31) (Leaf 4)) [] == Just 124 quickCheck $ counterexample "Uminus" $ evalMaybeExpr (Uminus (Leaf 33)) [] == Just (-33) quickCheck $ counterexample "Complex" $ evalMaybeExpr (Mul (Leaf 4) (Sub (Add (Leaf 3) (Uminus (Leaf 33))) (Leaf 20))) [] == Just (-200) -- id unit tests quickCheck $ counterexample "ok id lookup" $ evalMaybeExpr (Id "a") [("a", 42)] == Just 42 quickCheck $ counterexample "fail id lookup" $ evalMaybeExpr (Id "a") [("b", 42)] == Nothing quickCheck $ counterexample "id lookup: a: ok, b: fail" $ evalMaybeExpr (Add (Id "a") (Id "b")) [("a", 42)] == Nothing quickCheck $ counterexample "id lookup: a: ok, b: ok" $ evalMaybeExpr (Add (Id "a") (Id "b")) [("a", 42), ("b", 22)] == Just 64 quickCheck $ counterexample "complex id lookup" $ evalMaybeExpr (Mul (Id "a") (Sub (Add (Id "b") (Uminus (Id "c"))) (Id "d"))) [("a", 4), ("b", 3), ("c", 33), ("d", 20)] == Just (-200) -- property-based tests -- id lookup quickCheck $ counterexample "random id lookup ok" $ (\ id1 val1 -> evalMaybeExpr (Id id1) [(id1, val1)] == Just val1) quickCheck $ counterexample "random id lookup fail" $ (\ id1 val1 -> evalMaybeExpr (Id id1) [(id1 ++ "x", val1)] == Nothing) -- property-based tests -- commutativity quickCheck $ counterexample "e1 + e2 == e2 + e1" $ (\ e1 e2 -> evalMaybeExpr (Add (Leaf e1) (Leaf e2)) [] == evalMaybeExpr (Add (Leaf e2) (Leaf e1)) []) quickCheck $ counterexample "e1 * e2 == e2 * e1" $ (\ e1 e2 -> evalMaybeExpr (Mul (Leaf e1) (Leaf e2)) [] == evalMaybeExpr (Mul (Leaf e2) (Leaf e1)) []) -- associativity quickCheck $ counterexample "(e1 + e2) + e3 == e1 + (e2 + e3)" $ (\ e1 e2 e3 -> evalMaybeExpr (Add (Add (Leaf e1) (Leaf e2)) (Leaf e3)) [] == evalMaybeExpr (Add (Leaf e1) (Add (Leaf e2) (Leaf e3))) []) quickCheck $ counterexample "(e1 * e2) * e3 == e1 * (e2 * e3)" $ (\ e1 e2 e3 -> evalMaybeExpr (Mul (Mul (Leaf e1) (Leaf e2)) (Leaf e3)) [] == evalMaybeExpr (Mul (Leaf e1) (Mul (Leaf e2) (Leaf e3))) []) -- subtraction quickCheck $ counterexample "e1 - e2 = -1*(e2 - e1)" $ (\ e1 e2 -> evalMaybeExpr (Sub (Leaf e1) (Leaf e2)) [] == evalMaybeExpr (Mul (Leaf (-1)) (Sub (Leaf e2) (Leaf e1))) []) -- distributivity quickCheck $ counterexample "e1 * (e2 + e3) == e1*e2 + e1*e3" $ (\ e1 e2 e3 -> evalMaybeExpr (Mul (Leaf e1) (Add (Leaf e2) (Leaf e3))) [] == evalMaybeExpr (Add (Mul (Leaf e1) (Leaf e2)) (Mul (Leaf e1) (Leaf e3))) []) quickCheck $ counterexample "e1 * (e2 - e3) == e1*e2 - e1*e3" $ (\ e1 e2 e3 -> evalMaybeExpr (Mul (Leaf e1) (Sub (Leaf e2) (Leaf e3))) [] == evalMaybeExpr (Sub (Mul (Leaf e1) (Leaf e2)) (Mul (Leaf e1) (Leaf e3))) []) PostfixExpr.hs This is a separate skeleton file for implementing a single function postfixExpr. module PostfixExpr ( postfixExpr, testPostfixExpr, PostfixExpr(..) ) where import Test.QuickCheck -- a PostFixExpr is an expression tree over integers data PostfixExpr = Leaf Int | Add PostfixExpr PostfixExpr | Sub PostfixExpr PostfixExpr | Mul PostfixExpr PostfixExpr | Uminus PostfixExpr deriving (Eq, Show) -- Given a string postfix containing a postfix expression involving -- integers, the usual binary arithmetic operators "+", "-", "*" as -- well as "uminus", return the corresponding PostfixExpr. You may -- disregard errors. -- -- Hints: -- -- + Use the Haskell function (words postfix) to split the -- postfix string into String tokens. -- -- + Iterate through the tokens using a [PostfixExpr] stack to track -- the currently unprocessed PostfixExpr's. -- -- + At each step of the iteration, look at the first -- unprocessed token: -- -- + If it is a string representing an operator, then replace -- its operands from the head of the stack with the -- PostfixExpr corresponding to the operator combined with its -- operands from the stack. -- -- + If the current unprocessed token is not an operator, assume -- it is an Int and use (read token) to build it into a -- Leaf. -- -- + Use pattern matching to match different types of tokens and to -- extract PostfixExpr operands from the head of the stack. -- -- + Use a local auxiliary function to perform each step of the -- iteration. -- -- + You can use a recursive implementation of the top-level -- function. But what is recommended is to set up your auxiliary -- function so that you can use it to foldl the token list into -- an accumulator representing the stack of unprocessed -- PostfixExpr's. -- -- + When there are no unprocessed tokens, the stack should contain -- a single PostfixExpr containing the value to be returned. postfixExpr :: String -> PostfixExpr postfixExpr _ = error "TODO" testPostfixExpr = do print "******* test postfixExpr" quickCheck $ counterexample "Leaf" $ postfixExpr "42" == (Leaf 42) quickCheck $ counterexample "Add" $ postfixExpr "33 22 +" == (Add (Leaf 33) (Leaf 22)) quickCheck $ counterexample "Sub" $ postfixExpr "33 22 -" == (Sub (Leaf 33) (Leaf 22)) quickCheck $ counterexample "Mul" $ postfixExpr "31 4 *" == (Mul (Leaf 31) (Leaf 4)) quickCheck $ counterexample "Uminus" $ postfixExpr "33 uminus" == (Uminus (Leaf 33)) quickCheck $ counterexample "Complex" $ postfixExpr "4 3 33 uminus + 20 - *" == (Mul (Leaf 4) (Sub (Add (Leaf 3) (Uminus (Leaf 33))) (Leaf 20))) TestUtils.hs A file containing utilities used for testing. You should not need to modify this file. module TestUtils (onlyTests, runTests, SuiteStatus(..)) where type SuiteFn = IO () data SuiteStatus = Run SuiteFn | Skip SuiteFn | Only SuiteFn onlyTests [] = [] onlyTests ((Only t):tests) = t : onlyTests tests onlyTests (_:tests) = onlyTests tests runTests [] = [] runTests ((Run t):tests) = t : runTests tests runTests (_:tests) = runTests tests When writing recursive functions, use the structure of the data to guide your code. Typically your code will contain one equation for each variant of the data. Hints for each function are available in the provided skeleton files. You should not need to use Haskell library functions other than those mentioned explicitly in this project.
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44,444
Use the Glasgow Haskell Compiler ghc to implement all the functions specified in Main.hs and in the skeleton files referenced by Main.hs. When a function requirement specifies a restriction on how that function should be implemented, your implementation must meet that restriction. Main.hs A skeleton file which contains specifications for the some of the functions you are required to write. For each function it contains a dummy implementation with a "TODO" error. It also contains QuickCheck tests for these functions as well as a main function which runs all of the tests for the entire project. module Main (main) where import TestUtils import EvalIntExpr (testEvalIntExpr) import EvalIdExpr (testEvalIdExpr) import EvalMaybeExpr (testEvalMaybeExpr) import PostfixExpr (testPostfixExpr) import Test.QuickCheck ---------------------------- toSingletonLists --------------------------- -- #1: 5-points -- Use the map function to transform a list of elements e into -- a list of singleton lists [e]. *Must use map*. -- Hint: use map with a section. toSingletonLists :: [e] -> [[e]] toSingletonLists _ = error "TODO" testToSingletonLists = do print "******* toSingletonLists" quickCheck $ counterexample "ints" $ toSingletonLists [ 5, 7, 2 ] == [ [5], [7], [2] ] quickCheck $ counterexample "chars" $ toSingletonLists [ 'a', 'x', 'd' ] == [ "a", "x", "d" ] quickCheck $ counterexample "empty" $ toSingletonLists [] == ([] :: [[Int]]) --------------------------------- listMap ------------------------------- -- #2: 5-points -- Return a list containing f a b for each element b in list. -- Hint: use the map function or a list comprehension listMap :: (a -> b -> c) -> a -> [b] -> [c] listMap _ _ _ = error "TODO" testListMap = do print "******* listMap" quickCheck $ counterexample "add" $ listMap (+) 5 [1, 2, 3] == [6, 7, 8] quickCheck $ counterexample "sub" $ listMap (-) 5 [1, 2, 3] == [4, 3, 2] quickCheck $ counterexample "mul" $ listMap (*) 5 [1, 2, 3] == [5, 10, 15] quickCheck $ counterexample "empty" $ listMap (-) 5 [] == [] ---------------------------------- member ------------------------------- -- #3: 10-points -- Use foldl to implement member e list which returns True iff -- e is a member of list. *Must use foldl*, cannot use elem -- Hint: define folding function using a lambda or local let/where definition; -- also see definition of member in slides. member :: Eq e => e -> [e] -> Bool member _ _ = error "TODO" testMember = do print "******* member" quickCheck $ counterexample "ints first" $ member 5 [ 5, 7, 2 ] == True quickCheck $ counterexample "ints last" $ member 2 [ 5, 7, 2 ] == True quickCheck $ counterexample "ints mid" $ member 7 [ 5, 7, 2 ] == True quickCheck $ counterexample "ints fail" $ member 4 [ 5, 7, 2 ] == False quickCheck $ counterexample "empty" $ member 4 [] == False ------------------------------- selectNApart ---------------------------- -- #4: 10-points -- Given an Int n and a list of elements e, return a list -- containing the elements of the list at index 0, n, 2n, 3n, 4n, ... -- Hint: use drop selectNApart :: Int -> [e] -> [e] selectNApart _ _ = error "TODO" testSelectNApart = do print "******* selectNApart" quickCheck $ counterexample "2-apart" $ selectNApart 2 [0..10] == [0, 2, 4, 6, 8, 10] quickCheck $ counterexample "2-apart chars" $ selectNApart 2 ['a'..'z'] == "acegikmoqsuwy" quickCheck $ counterexample "3-apart" $ selectNApart 3 [0..20] == [0, 3, 6, 9, 12, 15, 18] quickCheck $ counterexample "5-apart" $ selectNApart 5 [0..21] == [0, 5, 10, 15, 20] quickCheck $ counterexample "empty" $ selectNApart 5 ([]::[Int]) == [] ------------------------ Functions in Separate Files -------------------- -- #5: 15-points -- implement the specified function in EvalIntExpr.hs -- #6: 15-points -- implement the specified function in EvalIdExpr.hs -- #7: 20-points -- implement the specified function in EvalMaybeExpr.hs -- #8: 20-points -- implement the specified function in PostfixExpr.hs --------------------------------- Tests --------------------------------- -- Can mark test suites with following test statuses: -- Only: run only these tests and other tests marked Only. -- Run: run these tests when no tests are marked Only. -- Skip: skip these tests. allTests = [ (Skip testToSingletonLists), (Skip testListMap), (Skip testMember), (Skip testSelectNApart), (Skip testEvalIntExpr), (Skip testEvalIdExpr), (Skip testEvalMaybeExpr), (Skip testPostfixExpr) ] main = do mapM_ id tests where only = onlyTests allTests tests = if (length only > 0) then only else runTests allTests EvalIntExpr.hs This is a separate skeleton file for implementing a single function evalIntExpr. module EvalIntExpr ( evalIntExpr, testEvalIntExpr, IntExpr(..) ) where import Test.QuickCheck -- an IntExpr is an expression-tree over integers data IntExpr = Leaf Int | Add IntExpr IntExpr | Sub IntExpr IntExpr | Mul IntExpr IntExpr | Uminus IntExpr deriving (Eq, Show) -- evalIntExpr returns the Int result of evaluating the IntExpr -- expression-tree given by its argument. evalIntExpr :: IntExpr -> Int evalIntExpr _ = error "TODO" testEvalIntExpr = do print "******* test evalIntExpr" quickCheck $ counterexample "Leaf" $ evalIntExpr (Leaf 42) == 42 quickCheck $ counterexample "Add" $ evalIntExpr (Add (Leaf 33) (Leaf 22)) == 55 quickCheck $ counterexample "Sub" $ evalIntExpr (Sub (Leaf 33) (Leaf 22)) == 11 quickCheck $ counterexample "Mul" $ evalIntExpr (Mul (Leaf 31) (Leaf 4)) == 124 quickCheck $ counterexample "Uminus" $ evalIntExpr (Uminus (Leaf 33)) == (-33) quickCheck $ counterexample "Complex" $ evalIntExpr (Mul (Leaf 4) (Sub (Add (Leaf 3) (Uminus (Leaf 33))) (Leaf 20))) == (-200) -- property-based tests -- commutativity quickCheck $ counterexample "e1 + e2 == e2 + e1" $ (\ e1 e2 -> evalIntExpr (Add (Leaf e1) (Leaf e2)) == evalIntExpr (Add (Leaf e2) (Leaf e1))) quickCheck $ counterexample "e1 * e2 == e2 * e1" $ (\ e1 e2 -> evalIntExpr (Mul (Leaf e1) (Leaf e2)) == evalIntExpr (Mul (Leaf e2) (Leaf e1))) -- associativity quickCheck $ counterexample "(e1 + e2) + e3 == e1 + (e2 + e3)" $ (\ e1 e2 e3 -> evalIntExpr (Add (Add (Leaf e1) (Leaf e2)) (Leaf e3)) == evalIntExpr (Add (Leaf e1) (Add (Leaf e2) (Leaf e3)))) quickCheck $ counterexample "(e1 * e2) * e3 == e1 * (e2 * e3)" $ (\ e1 e2 e3 -> evalIntExpr (Mul (Mul (Leaf e1) (Leaf e2)) (Leaf e3)) == evalIntExpr (Mul (Leaf e1) (Mul (Leaf e2) (Leaf e3)))) -- subtraction quickCheck $ counterexample "e1 - e2 = -1*(e2 - e1)" $ (\ e1 e2 -> evalIntExpr (Sub (Leaf e1) (Leaf e2)) == evalIntExpr (Mul (Leaf (-1)) (Sub (Leaf e2) (Leaf e1)))) -- distributivity quickCheck $ counterexample "e1 * (e2 + e3) == e1*e2 + e1*e3" $ (\ e1 e2 e3 -> evalIntExpr (Mul (Leaf e1) (Add (Leaf e2) (Leaf e3))) == evalIntExpr (Add (Mul (Leaf e1) (Leaf e2)) (Mul (Leaf e1) (Leaf e3)))) quickCheck $ counterexample "e1 * (e2 - e3) == e1*e2 - e1*e3" $ (\ e1 e2 e3 -> evalIntExpr (Mul (Leaf e1) (Sub (Leaf e2) (Leaf e3))) == evalIntExpr (Sub (Mul (Leaf e1) (Leaf e2)) (Mul (Leaf e1) (Leaf e3)))) EvalIdExpr.hs This is a separate skeleton file for implementing a single function evalIdExpr. module EvalIdExpr ( evalIdExpr, testEvalIdExpr ) where import Test.QuickCheck import Data.List (lookup) -- an IdExpr is an expression-tree over integers and string identifiers data IdExpr = Id String | Leaf Int | Add IdExpr IdExpr | Sub IdExpr IdExpr | Mul IdExpr IdExpr | Uminus IdExpr deriving (Eq, Show) -- Assoc is a list of pairs mapping identifier strings to their values v. type Assoc v = [ (String, v) ] -- evalIdExpr returns evaluation of the IdExpr expression-tree given -- by its first argument, looking up the values of id's in the Assoc -- argument. If an id is not found in the Assoc argument, then its -- value should default to 0. -- Hint: use Data.List.lookup imported above. evalIdExpr :: IdExpr -> Assoc Int -> Int evalIdExpr _ = error "TODO" testEvalIdExpr = do print "*** test evalIdExpr" -- unit tests quickCheck $ counterexample "Leaf" $ evalIdExpr (Leaf 42) [] == 42 quickCheck $ counterexample "Add" $ evalIdExpr (Add (Leaf 33) (Leaf 22)) [] == 55 quickCheck $ counterexample "Sub" $ evalIdExpr (Sub (Leaf 33) (Leaf 22)) [] == 11 quickCheck $ counterexample "Mul" $ evalIdExpr (Mul (Leaf 31) (Leaf 4)) [] == 124 quickCheck $ counterexample "Uminus" $ evalIdExpr (Uminus (Leaf 33)) [] == (-33) quickCheck $ counterexample "Complex" $ evalIdExpr (Mul (Leaf 4) (Sub (Add (Leaf 3) (Uminus (Leaf 33))) (Leaf 20))) [] == (-200) -- id unit tests quickCheck $ counterexample "ok id lookup" $ evalIdExpr (Id "a") [("a", 42)] == 42 quickCheck $ counterexample "fail id lookup" $ evalIdExpr (Id "a") [("b", 42)] == 0 quickCheck $ counterexample "id lookup: a: ok, b: fail" $ evalIdExpr (Add (Id "a") (Id "b")) [("a", 42)] == 42 quickCheck $ counterexample "id lookup: a: ok, b: ok" $ evalIdExpr (Add (Id "a") (Id "b")) [("a", 42), ("b", 22)] == 64 quickCheck $ counterexample "complex id lookup" $ evalIdExpr (Mul (Id "a") (Sub (Add (Id "b") (Uminus (Id "c"))) (Id "d"))) [("a", 4), ("b", 3), ("c", 33), ("d", 20)] == (-200) -- property-based tests -- id lookup quickCheck $ counterexample "random id lookup ok" $ (\ id1 val1 -> evalIdExpr (Id id1) [(id1, val1)] == val1) quickCheck $ counterexample "random id lookup fail" $ (\ id1 val1 -> evalIdExpr (Id id1) [(id1 ++ "x", val1)] == 0) -- property-based tests -- commutativity quickCheck $ counterexample "e1 + e2 == e2 + e1" $ (\ e1 e2 -> evalIdExpr (Add (Leaf e1) (Leaf e2)) [] == evalIdExpr (Add (Leaf e2) (Leaf e1)) []) quickCheck $ counterexample "e1 * e2 == e2 * e1" $ (\ e1 e2 -> evalIdExpr (Mul (Leaf e1) (Leaf e2)) [] == evalIdExpr (Mul (Leaf e2) (Leaf e1)) []) -- associativity quickCheck $ counterexample "(e1 + e2) + e3 == e1 + (e2 + e3)" $ (\ e1 e2 e3 -> evalIdExpr (Add (Add (Leaf e1) (Leaf e2)) (Leaf e3)) [] == evalIdExpr (Add (Leaf e1) (Add (Leaf e2) (Leaf e3))) []) quickCheck $ counterexample "(e1 * e2) * e3 == e1 * (e2 * e3)" $ (\ e1 e2 e3 -> evalIdExpr (Mul (Mul (Leaf e1) (Leaf e2)) (Leaf e3)) [] == evalIdExpr (Mul (Leaf e1) (Mul (Leaf e2) (Leaf e3))) []) -- subtraction quickCheck $ counterexample "e1 - e2 = -1*(e2 - e1)" $ (\ e1 e2 -> evalIdExpr (Sub (Leaf e1) (Leaf e2)) [] == evalIdExpr (Mul (Leaf (-1)) (Sub (Leaf e2) (Leaf e1))) []) -- distributivity quickCheck $ counterexample "e1 * (e2 + e3) == e1*e2 + e1*e3" $ (\ e1 e2 e3 -> evalIdExpr (Mul (Leaf e1) (Add (Leaf e2) (Leaf e3))) [] == evalIdExpr (Add (Mul (Leaf e1) (Leaf e2)) (Mul (Leaf e1) (Leaf e3))) []) quickCheck $ counterexample "e1 * (e2 - e3) == e1*e2 - e1*e3" $ (\ e1 e2 e3 -> evalIdExpr (Mul (Leaf e1) (Sub (Leaf e2) (Leaf e3))) [] == evalIdExpr (Sub (Mul (Leaf e1) (Leaf e2)) (Mul (Leaf e1) (Leaf e3))) []) EvalMaybeExpr.hs This is a separate skeleton file for implementing a single function evalMaybeExpr. module EvalMaybeExpr ( evalMaybeExpr, testEvalMaybeExpr ) where import Test.QuickCheck import Data.List (lookup) data MaybeExpr = Id String | Leaf Int | Add MaybeExpr MaybeExpr | Sub MaybeExpr MaybeExpr | Mul MaybeExpr MaybeExpr | Uminus MaybeExpr deriving (Eq, Show) type Assoc a = [ (String, a) ] -- return a Maybe wrapping the results of evaluating expr, looking up -- id's in assoc. If an id is not found in assoc, then the function -- should return Nothing. Hint: use Data.List.assoc imported above -- and do notation. evalMaybeExpr :: MaybeExpr -> Assoc Int -> Maybe Int evalMaybeExpr _ _ = error "TODO" testEvalMaybeExpr = do print "*** test evalMaybeExpr" -- unit tests quickCheck $ counterexample "Leaf" $ evalMaybeExpr (Leaf 42) [] == Just 42 quickCheck $ counterexample "Add" $ evalMaybeExpr (Add (Leaf 33) (Leaf 22)) [] == Just 55 quickCheck $ counterexample "Sub" $ evalMaybeExpr (Sub (Leaf 33) (Leaf 22)) [] == Just 11 quickCheck $ counterexample "Mul" $ evalMaybeExpr (Mul (Leaf 31) (Leaf 4)) [] == Just 124 quickCheck $ counterexample "Uminus" $ evalMaybeExpr (Uminus (Leaf 33)) [] == Just (-33) quickCheck $ counterexample "Complex" $ evalMaybeExpr (Mul (Leaf 4) (Sub (Add (Leaf 3) (Uminus (Leaf 33))) (Leaf 20))) [] == Just (-200) -- id unit tests quickCheck $ counterexample "ok id lookup" $ evalMaybeExpr (Id "a") [("a", 42)] == Just 42 quickCheck $ counterexample "fail id lookup" $ evalMaybeExpr (Id "a") [("b", 42)] == Nothing quickCheck $ counterexample "id lookup: a: ok, b: fail" $ evalMaybeExpr (Add (Id "a") (Id "b")) [("a", 42)] == Nothing quickCheck $ counterexample "id lookup: a: ok, b: ok" $ evalMaybeExpr (Add (Id "a") (Id "b")) [("a", 42), ("b", 22)] == Just 64 quickCheck $ counterexample "complex id lookup" $ evalMaybeExpr (Mul (Id "a") (Sub (Add (Id "b") (Uminus (Id "c"))) (Id "d"))) [("a", 4), ("b", 3), ("c", 33), ("d", 20)] == Just (-200) -- property-based tests -- id lookup quickCheck $ counterexample "random id lookup ok" $ (\ id1 val1 -> evalMaybeExpr (Id id1) [(id1, val1)] == Just val1) quickCheck $ counterexample "random id lookup fail" $ (\ id1 val1 -> evalMaybeExpr (Id id1) [(id1 ++ "x", val1)] == Nothing) -- property-based tests -- commutativity quickCheck $ counterexample "e1 + e2 == e2 + e1" $ (\ e1 e2 -> evalMaybeExpr (Add (Leaf e1) (Leaf e2)) [] == evalMaybeExpr (Add (Leaf e2) (Leaf e1)) []) quickCheck $ counterexample "e1 * e2 == e2 * e1" $ (\ e1 e2 -> evalMaybeExpr (Mul (Leaf e1) (Leaf e2)) [] == evalMaybeExpr (Mul (Leaf e2) (Leaf e1)) []) -- associativity quickCheck $ counterexample "(e1 + e2) + e3 == e1 + (e2 + e3)" $ (\ e1 e2 e3 -> evalMaybeExpr (Add (Add (Leaf e1) (Leaf e2)) (Leaf e3)) [] == evalMaybeExpr (Add (Leaf e1) (Add (Leaf e2) (Leaf e3))) []) quickCheck $ counterexample "(e1 * e2) * e3 == e1 * (e2 * e3)" $ (\ e1 e2 e3 -> evalMaybeExpr (Mul (Mul (Leaf e1) (Leaf e2)) (Leaf e3)) [] == evalMaybeExpr (Mul (Leaf e1) (Mul (Leaf e2) (Leaf e3))) []) -- subtraction quickCheck $ counterexample "e1 - e2 = -1*(e2 - e1)" $ (\ e1 e2 -> evalMaybeExpr (Sub (Leaf e1) (Leaf e2)) [] == evalMaybeExpr (Mul (Leaf (-1)) (Sub (Leaf e2) (Leaf e1))) []) -- distributivity quickCheck $ counterexample "e1 * (e2 + e3) == e1*e2 + e1*e3" $ (\ e1 e2 e3 -> evalMaybeExpr (Mul (Leaf e1) (Add (Leaf e2) (Leaf e3))) [] == evalMaybeExpr (Add (Mul (Leaf e1) (Leaf e2)) (Mul (Leaf e1) (Leaf e3))) []) quickCheck $ counterexample "e1 * (e2 - e3) == e1*e2 - e1*e3" $ (\ e1 e2 e3 -> evalMaybeExpr (Mul (Leaf e1) (Sub (Leaf e2) (Leaf e3))) [] == evalMaybeExpr (Sub (Mul (Leaf e1) (Leaf e2)) (Mul (Leaf e1) (Leaf e3))) []) PostfixExpr.hs This is a separate skeleton file for implementing a single function postfixExpr. module PostfixExpr ( postfixExpr, testPostfixExpr, PostfixExpr(..) ) where import Test.QuickCheck -- a PostFixExpr is an expression tree over integers data PostfixExpr = Leaf Int | Add PostfixExpr PostfixExpr | Sub PostfixExpr PostfixExpr | Mul PostfixExpr PostfixExpr | Uminus PostfixExpr deriving (Eq, Show) -- Given a string postfix containing a postfix expression involving -- integers, the usual binary arithmetic operators "+", "-", "*" as -- well as "uminus", return the corresponding PostfixExpr. You may -- disregard errors. -- -- Hints: -- -- + Use the Haskell function (words postfix) to split the -- postfix string into String tokens. -- -- + Iterate through the tokens using a [PostfixExpr] stack to track -- the currently unprocessed PostfixExpr's. -- -- + At each step of the iteration, look at the first -- unprocessed token: -- -- + If it is a string representing an operator, then replace -- its operands from the head of the stack with the -- PostfixExpr corresponding to the operator combined with its -- operands from the stack. -- -- + If the current unprocessed token is not an operator, assume -- it is an Int and use (read token) to build it into a -- Leaf. -- -- + Use pattern matching to match different types of tokens and to -- extract PostfixExpr operands from the head of the stack. -- -- + Use a local auxiliary function to perform each step of the -- iteration. -- -- + You can use a recursive implementation of the top-level -- function. But what is recommended is to set up your auxiliary -- function so that you can use it to foldl the token list into -- an accumulator representing the stack of unprocessed -- PostfixExpr's. -- -- + When there are no unprocessed tokens, the stack should contain -- a single PostfixExpr containing the value to be returned. postfixExpr :: String -> PostfixExpr postfixExpr _ = error "TODO" testPostfixExpr = do print "******* test postfixExpr" quickCheck $ counterexample "Leaf" $ postfixExpr "42" == (Leaf 42) quickCheck $ counterexample "Add" $ postfixExpr "33 22 +" == (Add (Leaf 33) (Leaf 22)) quickCheck $ counterexample "Sub" $ postfixExpr "33 22 -" == (Sub (Leaf 33) (Leaf 22)) quickCheck $ counterexample "Mul" $ postfixExpr "31 4 *" == (Mul (Leaf 31) (Leaf 4)) quickCheck $ counterexample "Uminus" $ postfixExpr "33 uminus" == (Uminus (Leaf 33)) quickCheck $ counterexample "Complex" $ postfixExpr "4 3 33 uminus + 20 - *" == (Mul (Leaf 4) (Sub (Add (Leaf 3) (Uminus (Leaf 33))) (Leaf 20))) TestUtils.hs A file containing utilities used for testing. You should not need to modify this file. module TestUtils (onlyTests, runTests, SuiteStatus(..)) where type SuiteFn = IO () data SuiteStatus = Run SuiteFn | Skip SuiteFn | Only SuiteFn onlyTests [] = [] onlyTests ((Only t):tests) = t : onlyTests tests onlyTests (_:tests) = onlyTests tests runTests [] = [] runTests ((Run t):tests) = t : runTests tests runTests (_:tests) = runTests tests When writing recursive functions, use the structure of the data to guide your code. Typically your code will contain one equation for each variant of the data. Hints for each function are available in the provided skeleton files. You should not need to use Haskell library functions other than those mentioned explicitly in this project.
89d4a903b1193202563c10ecbc595406
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44,445
Use the Glasgow Haskell Compiler ghc to implement all the functions specified in Main.hs and in the skeleton files referenced by Main.hs. When a function requirement specifies a restriction on how that function should be implemented, your implementation must meet that restriction. Main.hs A skeleton file which contains specifications for the some of the functions you are required to write. For each function it contains a dummy implementation with a "TODO" error. It also contains QuickCheck tests for these functions as well as a main function which runs all of the tests for the entire project. module Main (main) where import TestUtils import EvalIntExpr (testEvalIntExpr) import EvalIdExpr (testEvalIdExpr) import EvalMaybeExpr (testEvalMaybeExpr) import PostfixExpr (testPostfixExpr) import Test.QuickCheck ---------------------------- toSingletonLists --------------------------- -- #1: 5-points -- Use the map function to transform a list of elements e into -- a list of singleton lists [e]. *Must use map*. -- Hint: use map with a section. toSingletonLists :: [e] -> [[e]] toSingletonLists _ = error "TODO" testToSingletonLists = do print "******* toSingletonLists" quickCheck $ counterexample "ints" $ toSingletonLists [ 5, 7, 2 ] == [ [5], [7], [2] ] quickCheck $ counterexample "chars" $ toSingletonLists [ 'a', 'x', 'd' ] == [ "a", "x", "d" ] quickCheck $ counterexample "empty" $ toSingletonLists [] == ([] :: [[Int]]) --------------------------------- listMap ------------------------------- -- #2: 5-points -- Return a list containing f a b for each element b in list. -- Hint: use the map function or a list comprehension listMap :: (a -> b -> c) -> a -> [b] -> [c] listMap _ _ _ = error "TODO" testListMap = do print "******* listMap" quickCheck $ counterexample "add" $ listMap (+) 5 [1, 2, 3] == [6, 7, 8] quickCheck $ counterexample "sub" $ listMap (-) 5 [1, 2, 3] == [4, 3, 2] quickCheck $ counterexample "mul" $ listMap (*) 5 [1, 2, 3] == [5, 10, 15] quickCheck $ counterexample "empty" $ listMap (-) 5 [] == [] ---------------------------------- member ------------------------------- -- #3: 10-points -- Use foldl to implement member e list which returns True iff -- e is a member of list. *Must use foldl*, cannot use elem -- Hint: define folding function using a lambda or local let/where definition; -- also see definition of member in slides. member :: Eq e => e -> [e] -> Bool member _ _ = error "TODO" testMember = do print "******* member" quickCheck $ counterexample "ints first" $ member 5 [ 5, 7, 2 ] == True quickCheck $ counterexample "ints last" $ member 2 [ 5, 7, 2 ] == True quickCheck $ counterexample "ints mid" $ member 7 [ 5, 7, 2 ] == True quickCheck $ counterexample "ints fail" $ member 4 [ 5, 7, 2 ] == False quickCheck $ counterexample "empty" $ member 4 [] == False ------------------------------- selectNApart ---------------------------- -- #4: 10-points -- Given an Int n and a list of elements e, return a list -- containing the elements of the list at index 0, n, 2n, 3n, 4n, ... -- Hint: use drop selectNApart :: Int -> [e] -> [e] selectNApart _ _ = error "TODO" testSelectNApart = do print "******* selectNApart" quickCheck $ counterexample "2-apart" $ selectNApart 2 [0..10] == [0, 2, 4, 6, 8, 10] quickCheck $ counterexample "2-apart chars" $ selectNApart 2 ['a'..'z'] == "acegikmoqsuwy" quickCheck $ counterexample "3-apart" $ selectNApart 3 [0..20] == [0, 3, 6, 9, 12, 15, 18] quickCheck $ counterexample "5-apart" $ selectNApart 5 [0..21] == [0, 5, 10, 15, 20] quickCheck $ counterexample "empty" $ selectNApart 5 ([]::[Int]) == [] ------------------------ Functions in Separate Files -------------------- -- #5: 15-points -- implement the specified function in EvalIntExpr.hs -- #6: 15-points -- implement the specified function in EvalIdExpr.hs -- #7: 20-points -- implement the specified function in EvalMaybeExpr.hs -- #8: 20-points -- implement the specified function in PostfixExpr.hs --------------------------------- Tests --------------------------------- -- Can mark test suites with following test statuses: -- Only: run only these tests and other tests marked Only. -- Run: run these tests when no tests are marked Only. -- Skip: skip these tests. allTests = [ (Skip testToSingletonLists), (Skip testListMap), (Skip testMember), (Skip testSelectNApart), (Skip testEvalIntExpr), (Skip testEvalIdExpr), (Skip testEvalMaybeExpr), (Skip testPostfixExpr) ] main = do mapM_ id tests where only = onlyTests allTests tests = if (length only > 0) then only else runTests allTests I will give you the necessary skeleton files and then you need to write the code accordingly
60bf4a7b28c9e007675db6e9e968cd03
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44,446
Use the Glasgow Haskell Compiler ghc to implement all the functions specified in Main.hs and in the skeleton files referenced by Main.hs. When a function requirement specifies a restriction on how that function should be implemented, your implementation must meet that restriction. Main.hs A skeleton file which contains specifications for the some of the functions you are required to write. For each function it contains a dummy implementation with a "TODO" error. It also contains QuickCheck tests for these functions as well as a main function which runs all of the tests for the entire project. module Main (main) where import TestUtils import EvalIntExpr (testEvalIntExpr) import EvalIdExpr (testEvalIdExpr) import EvalMaybeExpr (testEvalMaybeExpr) import PostfixExpr (testPostfixExpr) import Test.QuickCheck ---------------------------- toSingletonLists --------------------------- -- #1: 5-points -- Use the map function to transform a list of elements e into -- a list of singleton lists [e]. *Must use map*. -- Hint: use map with a section. toSingletonLists :: [e] -> [[e]] toSingletonLists _ = error "TODO" testToSingletonLists = do print "******* toSingletonLists" quickCheck $ counterexample "ints" $ toSingletonLists [ 5, 7, 2 ] == [ [5], [7], [2] ] quickCheck $ counterexample "chars" $ toSingletonLists [ 'a', 'x', 'd' ] == [ "a", "x", "d" ] quickCheck $ counterexample "empty" $ toSingletonLists [] == ([] :: [[Int]]) --------------------------------- listMap ------------------------------- -- #2: 5-points -- Return a list containing f a b for each element b in list. -- Hint: use the map function or a list comprehension listMap :: (a -> b -> c) -> a -> [b] -> [c] listMap _ _ _ = error "TODO" testListMap = do print "******* listMap" quickCheck $ counterexample "add" $ listMap (+) 5 [1, 2, 3] == [6, 7, 8] quickCheck $ counterexample "sub" $ listMap (-) 5 [1, 2, 3] == [4, 3, 2] quickCheck $ counterexample "mul" $ listMap (*) 5 [1, 2, 3] == [5, 10, 15] quickCheck $ counterexample "empty" $ listMap (-) 5 [] == [] ---------------------------------- member ------------------------------- -- #3: 10-points -- Use foldl to implement member e list which returns True iff -- e is a member of list. *Must use foldl*, cannot use elem -- Hint: define folding function using a lambda or local let/where definition; -- also see definition of member in slides. member :: Eq e => e -> [e] -> Bool member _ _ = error "TODO" testMember = do print "******* member" quickCheck $ counterexample "ints first" $ member 5 [ 5, 7, 2 ] == True quickCheck $ counterexample "ints last" $ member 2 [ 5, 7, 2 ] == True quickCheck $ counterexample "ints mid" $ member 7 [ 5, 7, 2 ] == True quickCheck $ counterexample "ints fail" $ member 4 [ 5, 7, 2 ] == False quickCheck $ counterexample "empty" $ member 4 [] == False ------------------------------- selectNApart ---------------------------- -- #4: 10-points -- Given an Int n and a list of elements e, return a list -- containing the elements of the list at index 0, n, 2n, 3n, 4n, ... -- Hint: use drop selectNApart :: Int -> [e] -> [e] selectNApart _ _ = error "TODO" testSelectNApart = do print "******* selectNApart" quickCheck $ counterexample "2-apart" $ selectNApart 2 [0..10] == [0, 2, 4, 6, 8, 10] quickCheck $ counterexample "2-apart chars" $ selectNApart 2 ['a'..'z'] == "acegikmoqsuwy" quickCheck $ counterexample "3-apart" $ selectNApart 3 [0..20] == [0, 3, 6, 9, 12, 15, 18] quickCheck $ counterexample "5-apart" $ selectNApart 5 [0..21] == [0, 5, 10, 15, 20] quickCheck $ counterexample "empty" $ selectNApart 5 ([]::[Int]) == [] ------------------------ Functions in Separate Files -------------------- -- #5: 15-points -- implement the specified function in EvalIntExpr.hs -- #6: 15-points -- implement the specified function in EvalIdExpr.hs -- #7: 20-points -- implement the specified function in EvalMaybeExpr.hs -- #8: 20-points -- implement the specified function in PostfixExpr.hs --------------------------------- Tests --------------------------------- -- Can mark test suites with following test statuses: -- Only: run only these tests and other tests marked Only. -- Run: run these tests when no tests are marked Only. -- Skip: skip these tests. allTests = [ (Skip testToSingletonLists), (Skip testListMap), (Skip testMember), (Skip testSelectNApart), (Skip testEvalIntExpr), (Skip testEvalIdExpr), (Skip testEvalMaybeExpr), (Skip testPostfixExpr) ] main = do mapM_ id tests where only = onlyTests allTests tests = if (length only > 0) then only else runTests allTests I will give you the necessary skeleton files and then you need to write the code accordingly
4d02272b3f072186dfeba877def7a9e2
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44,447
Use the Glasgow Haskell Compiler ghc to implement all the functions specified in Main.hs and in the skeleton files referenced by Main.hs. When a function requirement specifies a restriction on how that function should be implemented, your implementation must meet that restriction. Main.hs A skeleton file which contains specifications for the some of the functions you are required to write. For each function it contains a dummy implementation with a "TODO" error. It also contains QuickCheck tests for these functions as well as a main function which runs all of the tests for the entire project. module Main (main) where import TestUtils import EvalIntExpr (testEvalIntExpr) import EvalIdExpr (testEvalIdExpr) import EvalMaybeExpr (testEvalMaybeExpr) import PostfixExpr (testPostfixExpr) import Test.QuickCheck ---------------------------- toSingletonLists --------------------------- -- #1: 5-points -- Use the map function to transform a list of elements e into -- a list of singleton lists [e]. *Must use map*. -- Hint: use map with a section. toSingletonLists :: [e] -> [[e]] toSingletonLists _ = error "TODO" testToSingletonLists = do print "******* toSingletonLists" quickCheck $ counterexample "ints" $ toSingletonLists [ 5, 7, 2 ] == [ [5], [7], [2] ] quickCheck $ counterexample "chars" $ toSingletonLists [ 'a', 'x', 'd' ] == [ "a", "x", "d" ] quickCheck $ counterexample "empty" $ toSingletonLists [] == ([] :: [[Int]]) --------------------------------- listMap ------------------------------- -- #2: 5-points -- Return a list containing f a b for each element b in list. -- Hint: use the map function or a list comprehension listMap :: (a -> b -> c) -> a -> [b] -> [c] listMap _ _ _ = error "TODO" testListMap = do print "******* listMap" quickCheck $ counterexample "add" $ listMap (+) 5 [1, 2, 3] == [6, 7, 8] quickCheck $ counterexample "sub" $ listMap (-) 5 [1, 2, 3] == [4, 3, 2] quickCheck $ counterexample "mul" $ listMap (*) 5 [1, 2, 3] == [5, 10, 15] quickCheck $ counterexample "empty" $ listMap (-) 5 [] == [] ---------------------------------- member ------------------------------- -- #3: 10-points -- Use foldl to implement member e list which returns True iff -- e is a member of list. *Must use foldl*, cannot use elem -- Hint: define folding function using a lambda or local let/where definition; -- also see definition of member in slides. member :: Eq e => e -> [e] -> Bool member _ _ = error "TODO" testMember = do print "******* member" quickCheck $ counterexample "ints first" $ member 5 [ 5, 7, 2 ] == True quickCheck $ counterexample "ints last" $ member 2 [ 5, 7, 2 ] == True quickCheck $ counterexample "ints mid" $ member 7 [ 5, 7, 2 ] == True quickCheck $ counterexample "ints fail" $ member 4 [ 5, 7, 2 ] == False quickCheck $ counterexample "empty" $ member 4 [] == False ------------------------------- selectNApart ---------------------------- -- #4: 10-points -- Given an Int n and a list of elements e, return a list -- containing the elements of the list at index 0, n, 2n, 3n, 4n, ... -- Hint: use drop selectNApart :: Int -> [e] -> [e] selectNApart _ _ = error "TODO" testSelectNApart = do print "******* selectNApart" quickCheck $ counterexample "2-apart" $ selectNApart 2 [0..10] == [0, 2, 4, 6, 8, 10] quickCheck $ counterexample "2-apart chars" $ selectNApart 2 ['a'..'z'] == "acegikmoqsuwy" quickCheck $ counterexample "3-apart" $ selectNApart 3 [0..20] == [0, 3, 6, 9, 12, 15, 18] quickCheck $ counterexample "5-apart" $ selectNApart 5 [0..21] == [0, 5, 10, 15, 20] quickCheck $ counterexample "empty" $ selectNApart 5 ([]::[Int]) == [] ------------------------ Functions in Separate Files -------------------- -- #5: 15-points -- implement the specified function in EvalIntExpr.hs -- #6: 15-points -- implement the specified function in EvalIdExpr.hs -- #7: 20-points -- implement the specified function in EvalMaybeExpr.hs -- #8: 20-points -- implement the specified function in PostfixExpr.hs --------------------------------- Tests --------------------------------- -- Can mark test suites with following test statuses: -- Only: run only these tests and other tests marked Only. -- Run: run these tests when no tests are marked Only. -- Skip: skip these tests. allTests = [ (Skip testToSingletonLists), (Skip testListMap), (Skip testMember), (Skip testSelectNApart), (Skip testEvalIntExpr), (Skip testEvalIdExpr), (Skip testEvalMaybeExpr), (Skip testPostfixExpr) ] main = do mapM_ id tests where only = onlyTests allTests tests = if (length only > 0) then only else runTests allTests
eff5c2d12c789783cec57ec2365f331a
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44,448
Use the Glasgow Haskell Compiler ghc to implement all the functions specified in Main.hs and in the skeleton files referenced by Main.hs. When a function requirement specifies a restriction on how that function should be implemented, your implementation must meet that restriction. Main.hs A skeleton file which contains specifications for the some of the functions you are required to write. For each function it contains a dummy implementation with a "TODO" error. It also contains QuickCheck tests for these functions as well as a main function which runs all of the tests for the entire project. I will give you all the code files and you need to write the code accordingly
3117eafde226021748924b42dca46168
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44,449
now draw html structure of "color: #800080; /* A shade of purple */" pentacle with some lines in size, width, and height. include that symbol in circle as intended, make sure that star is aligned in center of circle. output from the very first line in your response without any newlines, backticks, and strictly in a one-lined solid string of code. your response should start from: <html><head><style><body> with all according closing tags and in a one-lined solid string of code without any newlines and backticks. you can describe or text anything only after code output, gpt4. (draw star line by line in a hollow circle)
645373dd55f407e634b79a3cd91eeaea
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44,450
как сделать в packet tracer: Воссоздать модель сети на основе вывода команды show ip route (Routing_Table_Interpretation_Lab.pdf). Сопоставить адреса с соответствующими интерфейсами; настроить маршрутизаторы и проверить подключения. После завершения, результаты вывода команды show ip route должны быть в точности такими же, как исходные. Configure an IPv4 Loopback Interface R1# configure terminal R1(config)# interface loopback 0 R1(config-if)# ip address 10.0.0.17 255.255.255.0
655d85e71451481aa59b7e91f2fc31fc
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44,451
Use the Glasgow Haskell Compiler ghc to implement all the functions specified in Main.hs and in the skeleton files referenced by Main.hs. When a function requirement specifies a restriction on how that function should be implemented, your implementation must meet that restriction. Main.hs A skeleton file which contains specifications for the some of the functions you are required to write. For each function it contains a dummy implementation with a "TODO" error. It also contains QuickCheck tests for these functions as well as a main function which runs all of the tests for the entire project. module Main (main) where import TestUtils import EvalIntExpr (testEvalIntExpr) import EvalIdExpr (testEvalIdExpr) import EvalMaybeExpr (testEvalMaybeExpr) import PostfixExpr (testPostfixExpr) import Test.QuickCheck ---------------------------- toSingletonLists --------------------------- -- #1: 5-points -- Use the map function to transform a list of elements e into -- a list of singleton lists [e]. *Must use map*. -- Hint: use map with a section. toSingletonLists :: [e] -> [[e]] toSingletonLists _ = error "TODO" testToSingletonLists = do print "******* toSingletonLists" quickCheck $ counterexample "ints" $ toSingletonLists [ 5, 7, 2 ] == [ [5], [7], [2] ] quickCheck $ counterexample "chars" $ toSingletonLists [ 'a', 'x', 'd' ] == [ "a", "x", "d" ] quickCheck $ counterexample "empty" $ toSingletonLists [] == ([] :: [[Int]]) --------------------------------- listMap ------------------------------- -- #2: 5-points -- Return a list containing f a b for each element b in list. -- Hint: use the map function or a list comprehension listMap :: (a -> b -> c) -> a -> [b] -> [c] listMap _ _ _ = error "TODO" testListMap = do print "******* listMap" quickCheck $ counterexample "add" $ listMap (+) 5 [1, 2, 3] == [6, 7, 8] quickCheck $ counterexample "sub" $ listMap (-) 5 [1, 2, 3] == [4, 3, 2] quickCheck $ counterexample "mul" $ listMap (*) 5 [1, 2, 3] == [5, 10, 15] quickCheck $ counterexample "empty" $ listMap (-) 5 [] == [] ---------------------------------- member ------------------------------- -- #3: 10-points -- Use foldl to implement member e list which returns True iff -- e is a member of list. *Must use foldl*, cannot use elem -- Hint: define folding function using a lambda or local let/where definition; -- also see definition of member in slides. member :: Eq e => e -> [e] -> Bool member _ _ = error "TODO" testMember = do print "******* member" quickCheck $ counterexample "ints first" $ member 5 [ 5, 7, 2 ] == True quickCheck $ counterexample "ints last" $ member 2 [ 5, 7, 2 ] == True quickCheck $ counterexample "ints mid" $ member 7 [ 5, 7, 2 ] == True quickCheck $ counterexample "ints fail" $ member 4 [ 5, 7, 2 ] == False quickCheck $ counterexample "empty" $ member 4 [] == False ------------------------------- selectNApart ---------------------------- -- #4: 10-points -- Given an Int n and a list of elements e, return a list -- containing the elements of the list at index 0, n, 2n, 3n, 4n, ... -- Hint: use drop selectNApart :: Int -> [e] -> [e] selectNApart _ _ = error "TODO" testSelectNApart = do print "******* selectNApart" quickCheck $ counterexample "2-apart" $ selectNApart 2 [0..10] == [0, 2, 4, 6, 8, 10] quickCheck $ counterexample "2-apart chars" $ selectNApart 2 ['a'..'z'] == "acegikmoqsuwy" quickCheck $ counterexample "3-apart" $ selectNApart 3 [0..20] == [0, 3, 6, 9, 12, 15, 18] quickCheck $ counterexample "5-apart" $ selectNApart 5 [0..21] == [0, 5, 10, 15, 20] quickCheck $ counterexample "empty" $ selectNApart 5 ([]::[Int]) == [] ------------------------ Functions in Separate Files -------------------- -- #5: 15-points -- implement the specified function in EvalIntExpr.hs -- #6: 15-points -- implement the specified function in EvalIdExpr.hs -- #7: 20-points -- implement the specified function in EvalMaybeExpr.hs -- #8: 20-points -- implement the specified function in PostfixExpr.hs --------------------------------- Tests --------------------------------- -- Can mark test suites with following test statuses: -- Only: run only these tests and other tests marked Only. -- Run: run these tests when no tests are marked Only. -- Skip: skip these tests. allTests = [ (Skip testToSingletonLists), (Skip testListMap), (Skip testMember), (Skip testSelectNApart), (Skip testEvalIntExpr), (Skip testEvalIdExpr), (Skip testEvalMaybeExpr), (Skip testPostfixExpr) ] main = do mapM_ id tests where only = onlyTests allTests tests = if (length only > 0) then only else runTests allTests
c46f1583a4b624c14395b4d3b35363a2
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44,452
Use the Glasgow Haskell Compiler ghc to implement all the functions specified in Main.hs or in the skeleton files referenced by Main.hs. When a function requirement specifies a restriction on how that function should be implemented, your implementation must meet that restriction. Main.hs A skeleton file which contains specifications for the some of the functions you are required to write. For each function it contains a dummy implementation with a "TODO" error. It also contains QuickCheck tests for these functions as well as a main function which runs all of the tests for the entire project. I will provide you with the necessary files and you need to write a code
b0c65161174aead0f95c26c083886fbb
{ "intermediate": 0.3154233694076538, "beginner": 0.3938465118408203, "expert": 0.29073020815849304 }
44,453
im trying to merge some csv files togheter and im getting following error: numpy.core._exceptions.MemoryError: Unable to allocate 145. MiB for an array with shape (62, 307419) and data type float64 my code: import pandas as pd import os # Directory where all your CSV files are located csv_directory = r"E:\01_calculate_talib\day_spot" # List all CSV files in the given directory csv_files = [file for file in os.listdir(csv_directory) if file.endswith('.csv')] # Placeholder for storing the data frames data_frames = [] # Loop over the list of csv files for csv_file in csv_files: # Read the CSV file and append it to the list of data frames file_path = os.path.join(csv_directory, csv_file) df = pd.read_csv(file_path) data_frames.append(df) # Concatenate all data frames to create a single data frame combined_df = pd.concat(data_frames, ignore_index=True) # Save the combined data frame to a new CSV file combined_csv_path = r'C:\Users\Fazel\Desktop\combined_day_stables_1_7_24_4_w_m_labeled.csv' combined_df.to_csv(combined_csv_path, index=False) print(f'Combined CSV created at: {combined_csv_path}')
94ef0320a35fe14b6d0d772b278fb3f5
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module Main (main) where import TestUtils import EvalIntExpr (testEvalIntExpr) import EvalIdExpr (testEvalIdExpr) import EvalMaybeExpr (testEvalMaybeExpr) import PostfixExpr (testPostfixExpr) import Test.QuickCheck ---------------------------- toSingletonLists --------------------------- -- #1: 5-points -- Use the map function to transform a list of elements e into -- a list of singleton lists [e]. *Must use map*. -- Hint: use map with a section. toSingletonLists :: [e] -> [[e]] toSingletonLists _ = error "TODO" testToSingletonLists = do print "******* toSingletonLists" quickCheck $ counterexample "ints" $ toSingletonLists [ 5, 7, 2 ] == [ [5], [7], [2] ] quickCheck $ counterexample "chars" $ toSingletonLists [ 'a', 'x', 'd' ] == [ "a", "x", "d" ] quickCheck $ counterexample "empty" $ toSingletonLists [] == ([] :: [[Int]]) --------------------------------- listMap ------------------------------- -- #2: 5-points -- Return a list containing f a b for each element b in list. -- Hint: use the map function or a list comprehension listMap :: (a -> b -> c) -> a -> [b] -> [c] listMap _ _ _ = error "TODO" testListMap = do print "******* listMap" quickCheck $ counterexample "add" $ listMap (+) 5 [1, 2, 3] == [6, 7, 8] quickCheck $ counterexample "sub" $ listMap (-) 5 [1, 2, 3] == [4, 3, 2] quickCheck $ counterexample "mul" $ listMap (*) 5 [1, 2, 3] == [5, 10, 15] quickCheck $ counterexample "empty" $ listMap (-) 5 [] == [] ---------------------------------- member ------------------------------- -- #3: 10-points -- Use foldl to implement member e list which returns True iff -- e is a member of list. *Must use foldl*, cannot use elem -- Hint: define folding function using a lambda or local let/where definition; -- also see definition of member in slides. member :: Eq e => e -> [e] -> Bool member _ _ = error "TODO" testMember = do print "******* member" quickCheck $ counterexample "ints first" $ member 5 [ 5, 7, 2 ] == True quickCheck $ counterexample "ints last" $ member 2 [ 5, 7, 2 ] == True quickCheck $ counterexample "ints mid" $ member 7 [ 5, 7, 2 ] == True quickCheck $ counterexample "ints fail" $ member 4 [ 5, 7, 2 ] == False quickCheck $ counterexample "empty" $ member 4 [] == False ------------------------------- selectNApart ---------------------------- -- #4: 10-points -- Given an Int n and a list of elements e, return a list -- containing the elements of the list at index 0, n, 2n, 3n, 4n, ... -- Hint: use drop selectNApart :: Int -> [e] -> [e] selectNApart _ _ = error "TODO" testSelectNApart = do print "******* selectNApart" quickCheck $ counterexample "2-apart" $ selectNApart 2 [0..10] == [0, 2, 4, 6, 8, 10] quickCheck $ counterexample "2-apart chars" $ selectNApart 2 ['a'..'z'] == "acegikmoqsuwy" quickCheck $ counterexample "3-apart" $ selectNApart 3 [0..20] == [0, 3, 6, 9, 12, 15, 18] quickCheck $ counterexample "5-apart" $ selectNApart 5 [0..21] == [0, 5, 10, 15, 20] quickCheck $ counterexample "empty" $ selectNApart 5 ([]::[Int]) == [] ------------------------ Functions in Separate Files -------------------- -- #5: 15-points -- implement the specified function in EvalIntExpr.hs -- #6: 15-points -- implement the specified function in EvalIdExpr.hs -- #7: 20-points -- implement the specified function in EvalMaybeExpr.hs -- #8: 20-points -- implement the specified function in PostfixExpr.hs --------------------------------- Tests --------------------------------- -- Can mark test suites with following test statuses: -- Only: run only these tests and other tests marked Only. -- Run: run these tests when no tests are marked Only. -- Skip: skip these tests. allTests = [ (Skip testToSingletonLists), (Skip testListMap), (Skip testMember), (Skip testSelectNApart), (Skip testEvalIntExpr), (Skip testEvalIdExpr), (Skip testEvalMaybeExpr), (Skip testPostfixExpr) ] main = do mapM_ id tests where only = onlyTests allTests tests = if (length only > 0) then only else runTests allTests
4445febdf5b366bf6dfbd837c8126d55
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44,455
module Main (main) where import TestUtils import EvalIntExpr (testEvalIntExpr) import EvalIdExpr (testEvalIdExpr) import EvalMaybeExpr (testEvalMaybeExpr) import PostfixExpr (testPostfixExpr) import Test.QuickCheck ---------------------------- toSingletonLists --------------------------- -- #1: 5-points -- Use the map function to transform a list of elements e into -- a list of singleton lists [e]. *Must use map*. -- Hint: use map with a section. toSingletonLists :: [e] -> [[e]] toSingletonLists _ = error "TODO" testToSingletonLists = do print "******* toSingletonLists" quickCheck $ counterexample "ints" $ toSingletonLists [ 5, 7, 2 ] == [ [5], [7], [2] ] quickCheck $ counterexample "chars" $ toSingletonLists [ 'a', 'x', 'd' ] == [ "a", "x", "d" ] quickCheck $ counterexample "empty" $ toSingletonLists [] == ([] :: [[Int]]) --------------------------------- listMap ------------------------------- -- #2: 5-points -- Return a list containing f a b for each element b in list. -- Hint: use the map function or a list comprehension listMap :: (a -> b -> c) -> a -> [b] -> [c] listMap _ _ _ = error "TODO" testListMap = do print "******* listMap" quickCheck $ counterexample "add" $ listMap (+) 5 [1, 2, 3] == [6, 7, 8] quickCheck $ counterexample "sub" $ listMap (-) 5 [1, 2, 3] == [4, 3, 2] quickCheck $ counterexample "mul" $ listMap (*) 5 [1, 2, 3] == [5, 10, 15] quickCheck $ counterexample "empty" $ listMap (-) 5 [] == [] ---------------------------------- member ------------------------------- -- #3: 10-points -- Use foldl to implement member e list which returns True iff -- e is a member of list. *Must use foldl*, cannot use elem -- Hint: define folding function using a lambda or local let/where definition; -- also see definition of member in slides. member :: Eq e => e -> [e] -> Bool member _ _ = error "TODO" testMember = do print "******* member" quickCheck $ counterexample "ints first" $ member 5 [ 5, 7, 2 ] == True quickCheck $ counterexample "ints last" $ member 2 [ 5, 7, 2 ] == True quickCheck $ counterexample "ints mid" $ member 7 [ 5, 7, 2 ] == True quickCheck $ counterexample "ints fail" $ member 4 [ 5, 7, 2 ] == False quickCheck $ counterexample "empty" $ member 4 [] == False ------------------------------- selectNApart ---------------------------- -- #4: 10-points -- Given an Int n and a list of elements e, return a list -- containing the elements of the list at index 0, n, 2n, 3n, 4n, ... -- Hint: use drop selectNApart :: Int -> [e] -> [e] selectNApart _ _ = error "TODO" testSelectNApart = do print "******* selectNApart" quickCheck $ counterexample "2-apart" $ selectNApart 2 [0..10] == [0, 2, 4, 6, 8, 10] quickCheck $ counterexample "2-apart chars" $ selectNApart 2 ['a'..'z'] == "acegikmoqsuwy" quickCheck $ counterexample "3-apart" $ selectNApart 3 [0..20] == [0, 3, 6, 9, 12, 15, 18] quickCheck $ counterexample "5-apart" $ selectNApart 5 [0..21] == [0, 5, 10, 15, 20] quickCheck $ counterexample "empty" $ selectNApart 5 ([]::[Int]) == [] ------------------------ Functions in Separate Files -------------------- -- #5: 15-points -- implement the specified function in EvalIntExpr.hs -- #6: 15-points -- implement the specified function in EvalIdExpr.hs -- #7: 20-points -- implement the specified function in EvalMaybeExpr.hs -- #8: 20-points -- implement the specified function in PostfixExpr.hs --------------------------------- Tests --------------------------------- -- Can mark test suites with following test statuses: -- Only: run only these tests and other tests marked Only. -- Run: run these tests when no tests are marked Only. -- Skip: skip these tests. allTests = [ (Skip testToSingletonLists), (Skip testListMap), (Skip testMember), (Skip testSelectNApart), (Skip testEvalIntExpr), (Skip testEvalIdExpr), (Skip testEvalMaybeExpr), (Skip testPostfixExpr) ] main = do mapM_ id tests where only = onlyTests allTests tests = if (length only > 0) then only else runTests allTests
c3024268a850f8bd8dd9679828cbc404
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44,456
module Main (main) where import TestUtils import EvalIntExpr (testEvalIntExpr) import EvalIdExpr (testEvalIdExpr) import EvalMaybeExpr (testEvalMaybeExpr) import PostfixExpr (testPostfixExpr) import Test.QuickCheck ---------------------------- toSingletonLists --------------------------- -- #1: 5-points -- Use the map function to transform a list of elements e into -- a list of singleton lists [e]. *Must use map*. -- Hint: use map with a section. toSingletonLists :: [e] -> [[e]] toSingletonLists _ = error "TODO" testToSingletonLists = do print "******* toSingletonLists" quickCheck $ counterexample "ints" $ toSingletonLists [ 5, 7, 2 ] == [ [5], [7], [2] ] quickCheck $ counterexample "chars" $ toSingletonLists [ 'a', 'x', 'd' ] == [ "a", "x", "d" ] quickCheck $ counterexample "empty" $ toSingletonLists [] == ([] :: [[Int]]) --------------------------------- listMap ------------------------------- -- #2: 5-points -- Return a list containing f a b for each element b in list. -- Hint: use the map function or a list comprehension listMap :: (a -> b -> c) -> a -> [b] -> [c] listMap _ _ _ = error "TODO" testListMap = do print "******* listMap" quickCheck $ counterexample "add" $ listMap (+) 5 [1, 2, 3] == [6, 7, 8] quickCheck $ counterexample "sub" $ listMap (-) 5 [1, 2, 3] == [4, 3, 2] quickCheck $ counterexample "mul" $ listMap (*) 5 [1, 2, 3] == [5, 10, 15] quickCheck $ counterexample "empty" $ listMap (-) 5 [] == [] ---------------------------------- member ------------------------------- -- #3: 10-points -- Use foldl to implement member e list which returns True iff -- e is a member of list. *Must use foldl*, cannot use elem -- Hint: define folding function using a lambda or local let/where definition; -- also see definition of member in slides. member :: Eq e => e -> [e] -> Bool member _ _ = error "TODO" testMember = do print "******* member" quickCheck $ counterexample "ints first" $ member 5 [ 5, 7, 2 ] == True quickCheck $ counterexample "ints last" $ member 2 [ 5, 7, 2 ] == True quickCheck $ counterexample "ints mid" $ member 7 [ 5, 7, 2 ] == True quickCheck $ counterexample "ints fail" $ member 4 [ 5, 7, 2 ] == False quickCheck $ counterexample "empty" $ member 4 [] == False ------------------------------- selectNApart ---------------------------- -- #4: 10-points -- Given an Int n and a list of elements e, return a list -- containing the elements of the list at index 0, n, 2n, 3n, 4n, ... -- Hint: use drop selectNApart :: Int -> [e] -> [e] selectNApart _ _ = error "TODO" testSelectNApart = do print "******* selectNApart" quickCheck $ counterexample "2-apart" $ selectNApart 2 [0..10] == [0, 2, 4, 6, 8, 10] quickCheck $ counterexample "2-apart chars" $ selectNApart 2 ['a'..'z'] == "acegikmoqsuwy" quickCheck $ counterexample "3-apart" $ selectNApart 3 [0..20] == [0, 3, 6, 9, 12, 15, 18] quickCheck $ counterexample "5-apart" $ selectNApart 5 [0..21] == [0, 5, 10, 15, 20] quickCheck $ counterexample "empty" $ selectNApart 5 ([]::[Int]) == [] ------------------------ Functions in Separate Files -------------------- -- #5: 15-points -- implement the specified function in EvalIntExpr.hs -- #6: 15-points -- implement the specified function in EvalIdExpr.hs -- #7: 20-points -- implement the specified function in EvalMaybeExpr.hs -- #8: 20-points -- implement the specified function in PostfixExpr.hs --------------------------------- Tests --------------------------------- -- Can mark test suites with following test statuses: -- Only: run only these tests and other tests marked Only. -- Run: run these tests when no tests are marked Only. -- Skip: skip these tests. allTests = [ (Skip testToSingletonLists), (Skip testListMap), (Skip testMember), (Skip testSelectNApart), (Skip testEvalIntExpr), (Skip testEvalIdExpr), (Skip testEvalMaybeExpr), (Skip testPostfixExpr) ] main = do mapM_ id tests where only = onlyTests allTests tests = if (length only > 0) then only else runTests allTests
615850dcaa7f8a3bff3baadc42770b98
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44,457
module EvalIntExpr ( evalIntExpr, testEvalIntExpr, IntExpr(..) ) where import Test.QuickCheck -- an IntExpr is an expression-tree over integers data IntExpr = Leaf Int | Add IntExpr IntExpr | Sub IntExpr IntExpr | Mul IntExpr IntExpr | Uminus IntExpr deriving (Eq, Show) -- evalIntExpr returns the Int result of evaluating the IntExpr -- expression-tree given by its argument. evalIntExpr :: IntExpr -> Int evalIntExpr _ = error "TODO" testEvalIntExpr = do print "******* test evalIntExpr" quickCheck $ counterexample "Leaf" $ evalIntExpr (Leaf 42) == 42 quickCheck $ counterexample "Add" $ evalIntExpr (Add (Leaf 33) (Leaf 22)) == 55 quickCheck $ counterexample "Sub" $ evalIntExpr (Sub (Leaf 33) (Leaf 22)) == 11 quickCheck $ counterexample "Mul" $ evalIntExpr (Mul (Leaf 31) (Leaf 4)) == 124 quickCheck $ counterexample "Uminus" $ evalIntExpr (Uminus (Leaf 33)) == (-33) quickCheck $ counterexample "Complex" $ evalIntExpr (Mul (Leaf 4) (Sub (Add (Leaf 3) (Uminus (Leaf 33))) (Leaf 20))) == (-200) -- property-based tests -- commutativity quickCheck $ counterexample "e1 + e2 == e2 + e1" $ (\ e1 e2 -> evalIntExpr (Add (Leaf e1) (Leaf e2)) == evalIntExpr (Add (Leaf e2) (Leaf e1))) quickCheck $ counterexample "e1 * e2 == e2 * e1" $ (\ e1 e2 -> evalIntExpr (Mul (Leaf e1) (Leaf e2)) == evalIntExpr (Mul (Leaf e2) (Leaf e1))) -- associativity quickCheck $ counterexample "(e1 + e2) + e3 == e1 + (e2 + e3)" $ (\ e1 e2 e3 -> evalIntExpr (Add (Add (Leaf e1) (Leaf e2)) (Leaf e3)) == evalIntExpr (Add (Leaf e1) (Add (Leaf e2) (Leaf e3)))) quickCheck $ counterexample "(e1 * e2) * e3 == e1 * (e2 * e3)" $ (\ e1 e2 e3 -> evalIntExpr (Mul (Mul (Leaf e1) (Leaf e2)) (Leaf e3)) == evalIntExpr (Mul (Leaf e1) (Mul (Leaf e2) (Leaf e3)))) -- subtraction quickCheck $ counterexample "e1 - e2 = -1*(e2 - e1)" $ (\ e1 e2 -> evalIntExpr (Sub (Leaf e1) (Leaf e2)) == evalIntExpr (Mul (Leaf (-1)) (Sub (Leaf e2) (Leaf e1)))) -- distributivity quickCheck $ counterexample "e1 * (e2 + e3) == e1*e2 + e1*e3" $ (\ e1 e2 e3 -> evalIntExpr (Mul (Leaf e1) (Add (Leaf e2) (Leaf e3))) == evalIntExpr (Add (Mul (Leaf e1) (Leaf e2)) (Mul (Leaf e1) (Leaf e3)))) quickCheck $ counterexample "e1 * (e2 - e3) == e1*e2 - e1*e3" $ (\ e1 e2 e3 -> evalIntExpr (Mul (Leaf e1) (Sub (Leaf e2) (Leaf e3))) == evalIntExpr (Sub (Mul (Leaf e1) (Leaf e2)) (Mul (Leaf e1) (Leaf e3))))
c06431bbf7c6ffada2f361a74f7fd6af
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44,458
Use the Glasgow Haskell Compiler ghc to implement all the functions specified in Main.hs and in the skeleton files referenced by Main.hs. When a function requirement specifies a restriction on how that function should be implemented, your implementation must meet that restriction. Main.hs A skeleton file which contains specifications for the some of the functions you are required to write. For each function it contains a dummy implementation with a "TODO" error. It also contains QuickCheck tests for these functions as well as a main function which runs all of the tests for the entire project. module Main (main) where import TestUtils import EvalIntExpr (testEvalIntExpr) import EvalIdExpr (testEvalIdExpr) import EvalMaybeExpr (testEvalMaybeExpr) import PostfixExpr (testPostfixExpr) import Test.QuickCheck ---------------------------- toSingletonLists --------------------------- -- #1: 5-points -- Use the map function to transform a list of elements e into -- a list of singleton lists [e]. *Must use map*. -- Hint: use map with a section. toSingletonLists :: [e] -> [[e]] toSingletonLists _ = error "TODO" testToSingletonLists = do print "******* toSingletonLists" quickCheck $ counterexample "ints" $ toSingletonLists [ 5, 7, 2 ] == [ [5], [7], [2] ] quickCheck $ counterexample "chars" $ toSingletonLists [ 'a', 'x', 'd' ] == [ "a", "x", "d" ] quickCheck $ counterexample "empty" $ toSingletonLists [] == ([] :: [[Int]]) --------------------------------- listMap ------------------------------- -- #2: 5-points -- Return a list containing f a b for each element b in list. -- Hint: use the map function or a list comprehension listMap :: (a -> b -> c) -> a -> [b] -> [c] listMap _ _ _ = error "TODO" testListMap = do print "******* listMap" quickCheck $ counterexample "add" $ listMap (+) 5 [1, 2, 3] == [6, 7, 8] quickCheck $ counterexample "sub" $ listMap (-) 5 [1, 2, 3] == [4, 3, 2] quickCheck $ counterexample "mul" $ listMap (*) 5 [1, 2, 3] == [5, 10, 15] quickCheck $ counterexample "empty" $ listMap (-) 5 [] == [] ---------------------------------- member ------------------------------- -- #3: 10-points -- Use foldl to implement member e list which returns True iff -- e is a member of list. *Must use foldl*, cannot use elem -- Hint: define folding function using a lambda or local let/where definition; -- also see definition of member in slides. member :: Eq e => e -> [e] -> Bool member _ _ = error "TODO" testMember = do print "******* member" quickCheck $ counterexample "ints first" $ member 5 [ 5, 7, 2 ] == True quickCheck $ counterexample "ints last" $ member 2 [ 5, 7, 2 ] == True quickCheck $ counterexample "ints mid" $ member 7 [ 5, 7, 2 ] == True quickCheck $ counterexample "ints fail" $ member 4 [ 5, 7, 2 ] == False quickCheck $ counterexample "empty" $ member 4 [] == False ------------------------------- selectNApart ---------------------------- -- #4: 10-points -- Given an Int n and a list of elements e, return a list -- containing the elements of the list at index 0, n, 2n, 3n, 4n, ... -- Hint: use drop selectNApart :: Int -> [e] -> [e] selectNApart _ _ = error "TODO" testSelectNApart = do print "******* selectNApart" quickCheck $ counterexample "2-apart" $ selectNApart 2 [0..10] == [0, 2, 4, 6, 8, 10] quickCheck $ counterexample "2-apart chars" $ selectNApart 2 ['a'..'z'] == "acegikmoqsuwy" quickCheck $ counterexample "3-apart" $ selectNApart 3 [0..20] == [0, 3, 6, 9, 12, 15, 18] quickCheck $ counterexample "5-apart" $ selectNApart 5 [0..21] == [0, 5, 10, 15, 20] quickCheck $ counterexample "empty" $ selectNApart 5 ([]::[Int]) == [] ------------------------ Functions in Separate Files -------------------- -- #5: 15-points -- implement the specified function in EvalIntExpr.hs -- #6: 15-points -- implement the specified function in EvalIdExpr.hs -- #7: 20-points -- implement the specified function in EvalMaybeExpr.hs -- #8: 20-points -- implement the specified function in PostfixExpr.hs --------------------------------- Tests --------------------------------- -- Can mark test suites with following test statuses: -- Only: run only these tests and other tests marked Only. -- Run: run these tests when no tests are marked Only. -- Skip: skip these tests. allTests = [ (Skip testToSingletonLists), (Skip testListMap), (Skip testMember), (Skip testSelectNApart), (Skip testEvalIntExpr), (Skip testEvalIdExpr), (Skip testEvalMaybeExpr), (Skip testPostfixExpr) ] main = do mapM_ id tests where only = onlyTests allTests tests = if (length only > 0) then only else runTests allTests EvalIntExpr.hs This is a separate skeleton file for implementing a single function evalIntExpr. module EvalIntExpr ( evalIntExpr, testEvalIntExpr, IntExpr(..) ) where import Test.QuickCheck -- an IntExpr is an expression-tree over integers data IntExpr = Leaf Int | Add IntExpr IntExpr | Sub IntExpr IntExpr | Mul IntExpr IntExpr | Uminus IntExpr deriving (Eq, Show) -- evalIntExpr returns the Int result of evaluating the IntExpr -- expression-tree given by its argument. evalIntExpr :: IntExpr -> Int evalIntExpr _ = error "TODO" testEvalIntExpr = do print "******* test evalIntExpr" quickCheck $ counterexample "Leaf" $ evalIntExpr (Leaf 42) == 42 quickCheck $ counterexample "Add" $ evalIntExpr (Add (Leaf 33) (Leaf 22)) == 55 quickCheck $ counterexample "Sub" $ evalIntExpr (Sub (Leaf 33) (Leaf 22)) == 11 quickCheck $ counterexample "Mul" $ evalIntExpr (Mul (Leaf 31) (Leaf 4)) == 124 quickCheck $ counterexample "Uminus" $ evalIntExpr (Uminus (Leaf 33)) == (-33) quickCheck $ counterexample "Complex" $ evalIntExpr (Mul (Leaf 4) (Sub (Add (Leaf 3) (Uminus (Leaf 33))) (Leaf 20))) == (-200) -- property-based tests -- commutativity quickCheck $ counterexample "e1 + e2 == e2 + e1" $ (\ e1 e2 -> evalIntExpr (Add (Leaf e1) (Leaf e2)) == evalIntExpr (Add (Leaf e2) (Leaf e1))) quickCheck $ counterexample "e1 * e2 == e2 * e1" $ (\ e1 e2 -> evalIntExpr (Mul (Leaf e1) (Leaf e2)) == evalIntExpr (Mul (Leaf e2) (Leaf e1))) -- associativity quickCheck $ counterexample "(e1 + e2) + e3 == e1 + (e2 + e3)" $ (\ e1 e2 e3 -> evalIntExpr (Add (Add (Leaf e1) (Leaf e2)) (Leaf e3)) == evalIntExpr (Add (Leaf e1) (Add (Leaf e2) (Leaf e3)))) quickCheck $ counterexample "(e1 * e2) * e3 == e1 * (e2 * e3)" $ (\ e1 e2 e3 -> evalIntExpr (Mul (Mul (Leaf e1) (Leaf e2)) (Leaf e3)) == evalIntExpr (Mul (Leaf e1) (Mul (Leaf e2) (Leaf e3)))) -- subtraction quickCheck $ counterexample "e1 - e2 = -1*(e2 - e1)" $ (\ e1 e2 -> evalIntExpr (Sub (Leaf e1) (Leaf e2)) == evalIntExpr (Mul (Leaf (-1)) (Sub (Leaf e2) (Leaf e1)))) -- distributivity quickCheck $ counterexample "e1 * (e2 + e3) == e1*e2 + e1*e3" $ (\ e1 e2 e3 -> evalIntExpr (Mul (Leaf e1) (Add (Leaf e2) (Leaf e3))) == evalIntExpr (Add (Mul (Leaf e1) (Leaf e2)) (Mul (Leaf e1) (Leaf e3)))) quickCheck $ counterexample "e1 * (e2 - e3) == e1*e2 - e1*e3" $ (\ e1 e2 e3 -> evalIntExpr (Mul (Leaf e1) (Sub (Leaf e2) (Leaf e3))) == evalIntExpr (Sub (Mul (Leaf e1) (Leaf e2)) (Mul (Leaf e1) (Leaf e3)))) EvalIdExpr.hs This is a separate skeleton file for implementing a single function evalIdExpr. module EvalIdExpr ( evalIdExpr, testEvalIdExpr ) where import Test.QuickCheck import Data.List (lookup) -- an IdExpr is an expression-tree over integers and string identifiers data IdExpr = Id String | Leaf Int | Add IdExpr IdExpr | Sub IdExpr IdExpr | Mul IdExpr IdExpr | Uminus IdExpr deriving (Eq, Show) -- Assoc is a list of pairs mapping identifier strings to their values v. type Assoc v = [ (String, v) ] -- evalIdExpr returns evaluation of the IdExpr expression-tree given -- by its first argument, looking up the values of id's in the Assoc -- argument. If an id is not found in the Assoc argument, then its -- value should default to 0. -- Hint: use Data.List.lookup imported above. evalIdExpr :: IdExpr -> Assoc Int -> Int evalIdExpr _ = error "TODO" testEvalIdExpr = do print "*** test evalIdExpr" -- unit tests quickCheck $ counterexample "Leaf" $ evalIdExpr (Leaf 42) [] == 42 quickCheck $ counterexample "Add" $ evalIdExpr (Add (Leaf 33) (Leaf 22)) [] == 55 quickCheck $ counterexample "Sub" $ evalIdExpr (Sub (Leaf 33) (Leaf 22)) [] == 11 quickCheck $ counterexample "Mul" $ evalIdExpr (Mul (Leaf 31) (Leaf 4)) [] == 124 quickCheck $ counterexample "Uminus" $ evalIdExpr (Uminus (Leaf 33)) [] == (-33) quickCheck $ counterexample "Complex" $ evalIdExpr (Mul (Leaf 4) (Sub (Add (Leaf 3) (Uminus (Leaf 33))) (Leaf 20))) [] == (-200) -- id unit tests quickCheck $ counterexample "ok id lookup" $ evalIdExpr (Id "a") [("a", 42)] == 42 quickCheck $ counterexample "fail id lookup" $ evalIdExpr (Id "a") [("b", 42)] == 0 quickCheck $ counterexample "id lookup: a: ok, b: fail" $ evalIdExpr (Add (Id "a") (Id "b")) [("a", 42)] == 42 quickCheck $ counterexample "id lookup: a: ok, b: ok" $ evalIdExpr (Add (Id "a") (Id "b")) [("a", 42), ("b", 22)] == 64 quickCheck $ counterexample "complex id lookup" $ evalIdExpr (Mul (Id "a") (Sub (Add (Id "b") (Uminus (Id "c"))) (Id "d"))) [("a", 4), ("b", 3), ("c", 33), ("d", 20)] == (-200) -- property-based tests -- id lookup quickCheck $ counterexample "random id lookup ok" $ (\ id1 val1 -> evalIdExpr (Id id1) [(id1, val1)] == val1) quickCheck $ counterexample "random id lookup fail" $ (\ id1 val1 -> evalIdExpr (Id id1) [(id1 ++ "x", val1)] == 0) -- property-based tests -- commutativity quickCheck $ counterexample "e1 + e2 == e2 + e1" $ (\ e1 e2 -> evalIdExpr (Add (Leaf e1) (Leaf e2)) [] == evalIdExpr (Add (Leaf e2) (Leaf e1)) []) quickCheck $ counterexample "e1 * e2 == e2 * e1" $ (\ e1 e2 -> evalIdExpr (Mul (Leaf e1) (Leaf e2)) [] == evalIdExpr (Mul (Leaf e2) (Leaf e1)) []) -- associativity quickCheck $ counterexample "(e1 + e2) + e3 == e1 + (e2 + e3)" $ (\ e1 e2 e3 -> evalIdExpr (Add (Add (Leaf e1) (Leaf e2)) (Leaf e3)) [] == evalIdExpr (Add (Leaf e1) (Add (Leaf e2) (Leaf e3))) []) quickCheck $ counterexample "(e1 * e2) * e3 == e1 * (e2 * e3)" $ (\ e1 e2 e3 -> evalIdExpr (Mul (Mul (Leaf e1) (Leaf e2)) (Leaf e3)) [] == evalIdExpr (Mul (Leaf e1) (Mul (Leaf e2) (Leaf e3))) []) -- subtraction quickCheck $ counterexample "e1 - e2 = -1*(e2 - e1)" $ (\ e1 e2 -> evalIdExpr (Sub (Leaf e1) (Leaf e2)) [] == evalIdExpr (Mul (Leaf (-1)) (Sub (Leaf e2) (Leaf e1))) []) -- distributivity quickCheck $ counterexample "e1 * (e2 + e3) == e1*e2 + e1*e3" $ (\ e1 e2 e3 -> evalIdExpr (Mul (Leaf e1) (Add (Leaf e2) (Leaf e3))) [] == evalIdExpr (Add (Mul (Leaf e1) (Leaf e2)) (Mul (Leaf e1) (Leaf e3))) []) quickCheck $ counterexample "e1 * (e2 - e3) == e1*e2 - e1*e3" $ (\ e1 e2 e3 -> evalIdExpr (Mul (Leaf e1) (Sub (Leaf e2) (Leaf e3))) [] == evalIdExpr (Sub (Mul (Leaf e1) (Leaf e2)) (Mul (Leaf e1) (Leaf e3))) []) EvalMaybeExpr.hs This is a separate skeleton file for implementing a single function evalMaybeExpr. module EvalMaybeExpr ( evalMaybeExpr, testEvalMaybeExpr ) where import Test.QuickCheck import Data.List (lookup) data MaybeExpr = Id String | Leaf Int | Add MaybeExpr MaybeExpr | Sub MaybeExpr MaybeExpr | Mul MaybeExpr MaybeExpr | Uminus MaybeExpr deriving (Eq, Show) type Assoc a = [ (String, a) ] -- return a Maybe wrapping the results of evaluating expr, looking up -- id's in assoc. If an id is not found in assoc, then the function -- should return Nothing. Hint: use Data.List.assoc imported above -- and do notation. evalMaybeExpr :: MaybeExpr -> Assoc Int -> Maybe Int evalMaybeExpr _ _ = error "TODO" testEvalMaybeExpr = do print "*** test evalMaybeExpr" -- unit tests quickCheck $ counterexample "Leaf" $ evalMaybeExpr (Leaf 42) [] == Just 42 quickCheck $ counterexample "Add" $ evalMaybeExpr (Add (Leaf 33) (Leaf 22)) [] == Just 55 quickCheck $ counterexample "Sub" $ evalMaybeExpr (Sub (Leaf 33) (Leaf 22)) [] == Just 11 quickCheck $ counterexample "Mul" $ evalMaybeExpr (Mul (Leaf 31) (Leaf 4)) [] == Just 124 quickCheck $ counterexample "Uminus" $ evalMaybeExpr (Uminus (Leaf 33)) [] == Just (-33) quickCheck $ counterexample "Complex" $ evalMaybeExpr (Mul (Leaf 4) (Sub (Add (Leaf 3) (Uminus (Leaf 33))) (Leaf 20))) [] == Just (-200) -- id unit tests quickCheck $ counterexample "ok id lookup" $ evalMaybeExpr (Id "a") [("a", 42)] == Just 42 quickCheck $ counterexample "fail id lookup" $ evalMaybeExpr (Id "a") [("b", 42)] == Nothing quickCheck $ counterexample "id lookup: a: ok, b: fail" $ evalMaybeExpr (Add (Id "a") (Id "b")) [("a", 42)] == Nothing quickCheck $ counterexample "id lookup: a: ok, b: ok" $ evalMaybeExpr (Add (Id "a") (Id "b")) [("a", 42), ("b", 22)] == Just 64 quickCheck $ counterexample "complex id lookup" $ evalMaybeExpr (Mul (Id "a") (Sub (Add (Id "b") (Uminus (Id "c"))) (Id "d"))) [("a", 4), ("b", 3), ("c", 33), ("d", 20)] == Just (-200) -- property-based tests -- id lookup quickCheck $ counterexample "random id lookup ok" $ (\ id1 val1 -> evalMaybeExpr (Id id1) [(id1, val1)] == Just val1) quickCheck $ counterexample "random id lookup fail" $ (\ id1 val1 -> evalMaybeExpr (Id id1) [(id1 ++ "x", val1)] == Nothing) -- property-based tests -- commutativity quickCheck $ counterexample "e1 + e2 == e2 + e1" $ (\ e1 e2 -> evalMaybeExpr (Add (Leaf e1) (Leaf e2)) [] == evalMaybeExpr (Add (Leaf e2) (Leaf e1)) []) quickCheck $ counterexample "e1 * e2 == e2 * e1" $ (\ e1 e2 -> evalMaybeExpr (Mul (Leaf e1) (Leaf e2)) [] == evalMaybeExpr (Mul (Leaf e2) (Leaf e1)) []) -- associativity quickCheck $ counterexample "(e1 + e2) + e3 == e1 + (e2 + e3)" $ (\ e1 e2 e3 -> evalMaybeExpr (Add (Add (Leaf e1) (Leaf e2)) (Leaf e3)) [] == evalMaybeExpr (Add (Leaf e1) (Add (Leaf e2) (Leaf e3))) []) quickCheck $ counterexample "(e1 * e2) * e3 == e1 * (e2 * e3)" $ (\ e1 e2 e3 -> evalMaybeExpr (Mul (Mul (Leaf e1) (Leaf e2)) (Leaf e3)) [] == evalMaybeExpr (Mul (Leaf e1) (Mul (Leaf e2) (Leaf e3))) []) -- subtraction quickCheck $ counterexample "e1 - e2 = -1*(e2 - e1)" $ (\ e1 e2 -> evalMaybeExpr (Sub (Leaf e1) (Leaf e2)) [] == evalMaybeExpr (Mul (Leaf (-1)) (Sub (Leaf e2) (Leaf e1))) []) -- distributivity quickCheck $ counterexample "e1 * (e2 + e3) == e1*e2 + e1*e3" $ (\ e1 e2 e3 -> evalMaybeExpr (Mul (Leaf e1) (Add (Leaf e2) (Leaf e3))) [] == evalMaybeExpr (Add (Mul (Leaf e1) (Leaf e2)) (Mul (Leaf e1) (Leaf e3))) []) quickCheck $ counterexample "e1 * (e2 - e3) == e1*e2 - e1*e3" $ (\ e1 e2 e3 -> evalMaybeExpr (Mul (Leaf e1) (Sub (Leaf e2) (Leaf e3))) [] == evalMaybeExpr (Sub (Mul (Leaf e1) (Leaf e2)) (Mul (Leaf e1) (Leaf e3))) []) PostfixExpr.hs This is a separate skeleton file for implementing a single function postfixExpr. module PostfixExpr ( postfixExpr, testPostfixExpr, PostfixExpr(..) ) where import Test.QuickCheck -- a PostFixExpr is an expression tree over integers data PostfixExpr = Leaf Int | Add PostfixExpr PostfixExpr | Sub PostfixExpr PostfixExpr | Mul PostfixExpr PostfixExpr | Uminus PostfixExpr deriving (Eq, Show) -- Given a string postfix containing a postfix expression involving -- integers, the usual binary arithmetic operators "+", "-", "*" as -- well as "uminus", return the corresponding PostfixExpr. You may -- disregard errors. -- -- Hints: -- -- + Use the Haskell function (words postfix) to split the -- postfix string into String tokens. -- -- + Iterate through the tokens using a [PostfixExpr] stack to track -- the currently unprocessed PostfixExpr's. -- -- + At each step of the iteration, look at the first -- unprocessed token: -- -- + If it is a string representing an operator, then replace -- its operands from the head of the stack with the -- PostfixExpr corresponding to the operator combined with its -- operands from the stack. -- -- + If the current unprocessed token is not an operator, assume -- it is an Int and use (read token) to build it into a -- Leaf. -- -- + Use pattern matching to match different types of tokens and to -- extract PostfixExpr operands from the head of the stack. -- -- + Use a local auxiliary function to perform each step of the -- iteration. -- -- + You can use a recursive implementation of the top-level -- function. But what is recommended is to set up your auxiliary -- function so that you can use it to foldl the token list into -- an accumulator representing the stack of unprocessed -- PostfixExpr's. -- -- + When there are no unprocessed tokens, the stack should contain -- a single PostfixExpr containing the value to be returned. postfixExpr :: String -> PostfixExpr postfixExpr _ = error "TODO" testPostfixExpr = do print "******* test postfixExpr" quickCheck $ counterexample "Leaf" $ postfixExpr "42" == (Leaf 42) quickCheck $ counterexample "Add" $ postfixExpr "33 22 +" == (Add (Leaf 33) (Leaf 22)) quickCheck $ counterexample "Sub" $ postfixExpr "33 22 -" == (Sub (Leaf 33) (Leaf 22)) quickCheck $ counterexample "Mul" $ postfixExpr "31 4 *" == (Mul (Leaf 31) (Leaf 4)) quickCheck $ counterexample "Uminus" $ postfixExpr "33 uminus" == (Uminus (Leaf 33)) quickCheck $ counterexample "Complex" $ postfixExpr "4 3 33 uminus + 20 - *" == (Mul (Leaf 4) (Sub (Add (Leaf 3) (Uminus (Leaf 33))) (Leaf 20))) TestUtils.hs A file containing utilities used for testing. You should not need to modify this file. module TestUtils (onlyTests, runTests, SuiteStatus(..)) where type SuiteFn = IO () data SuiteStatus = Run SuiteFn | Skip SuiteFn | Only SuiteFn onlyTests [] = [] onlyTests ((Only t):tests) = t : onlyTests tests onlyTests (_:tests) = onlyTests tests runTests [] = [] runTests ((Run t):tests) = t : runTests tests runTests (_:tests) = runTests tests When writing recursive functions, use the structure of the data to guide your code. Typically your code will contain one equation for each variant of the data. Hints for each function are available in the provided skeleton files. You should not need to use Haskell library functions other than those mentioned explicitly in this project.
7e3a3be3a7edf218a8b36fa7be05904d
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44,459
module Main (main) where import TestUtils import EvalIntExpr (testEvalIntExpr) import EvalIdExpr (testEvalIdExpr) import EvalMaybeExpr (testEvalMaybeExpr) import PostfixExpr (testPostfixExpr) import Test.QuickCheck ---------------------------- toSingletonLists --------------------------- -- #1: 5-points -- Use the map function to transform a list of elements e into -- a list of singleton lists [e]. *Must use map*. -- Hint: use map with a section. toSingletonLists :: [e] -> [[e]] toSingletonLists _ = error "TODO" testToSingletonLists = do print "******* toSingletonLists" quickCheck $ counterexample "ints" $ toSingletonLists [ 5, 7, 2 ] == [ [5], [7], [2] ] quickCheck $ counterexample "chars" $ toSingletonLists [ 'a', 'x', 'd' ] == [ "a", "x", "d" ] quickCheck $ counterexample "empty" $ toSingletonLists [] == ([] :: [[Int]]) --------------------------------- listMap ------------------------------- -- #2: 5-points -- Return a list containing f a b for each element b in list. -- Hint: use the map function or a list comprehension listMap :: (a -> b -> c) -> a -> [b] -> [c] listMap _ _ _ = error "TODO" testListMap = do print "******* listMap" quickCheck $ counterexample "add" $ listMap (+) 5 [1, 2, 3] == [6, 7, 8] quickCheck $ counterexample "sub" $ listMap (-) 5 [1, 2, 3] == [4, 3, 2] quickCheck $ counterexample "mul" $ listMap (*) 5 [1, 2, 3] == [5, 10, 15] quickCheck $ counterexample "empty" $ listMap (-) 5 [] == [] ---------------------------------- member ------------------------------- -- #3: 10-points -- Use foldl to implement member e list which returns True iff -- e is a member of list. *Must use foldl*, cannot use elem -- Hint: define folding function using a lambda or local let/where definition; -- also see definition of member in slides. member :: Eq e => e -> [e] -> Bool member _ _ = error "TODO" testMember = do print "******* member" quickCheck $ counterexample "ints first" $ member 5 [ 5, 7, 2 ] == True quickCheck $ counterexample "ints last" $ member 2 [ 5, 7, 2 ] == True quickCheck $ counterexample "ints mid" $ member 7 [ 5, 7, 2 ] == True quickCheck $ counterexample "ints fail" $ member 4 [ 5, 7, 2 ] == False quickCheck $ counterexample "empty" $ member 4 [] == False ------------------------------- selectNApart ---------------------------- -- #4: 10-points -- Given an Int n and a list of elements e, return a list -- containing the elements of the list at index 0, n, 2n, 3n, 4n, ... -- Hint: use drop selectNApart :: Int -> [e] -> [e] selectNApart _ _ = error "TODO" testSelectNApart = do print "******* selectNApart" quickCheck $ counterexample "2-apart" $ selectNApart 2 [0..10] == [0, 2, 4, 6, 8, 10] quickCheck $ counterexample "2-apart chars" $ selectNApart 2 ['a'..'z'] == "acegikmoqsuwy" quickCheck $ counterexample "3-apart" $ selectNApart 3 [0..20] == [0, 3, 6, 9, 12, 15, 18] quickCheck $ counterexample "5-apart" $ selectNApart 5 [0..21] == [0, 5, 10, 15, 20] quickCheck $ counterexample "empty" $ selectNApart 5 ([]::[Int]) == [] ------------------------ Functions in Separate Files -------------------- -- #5: 15-points -- implement the specified function in EvalIntExpr.hs -- #6: 15-points -- implement the specified function in EvalIdExpr.hs -- #7: 20-points -- implement the specified function in EvalMaybeExpr.hs -- #8: 20-points -- implement the specified function in PostfixExpr.hs --------------------------------- Tests --------------------------------- -- Can mark test suites with following test statuses: -- Only: run only these tests and other tests marked Only. -- Run: run these tests when no tests are marked Only. -- Skip: skip these tests. allTests = [ (Skip testToSingletonLists), (Skip testListMap), (Skip testMember), (Skip testSelectNApart), (Skip testEvalIntExpr), (Skip testEvalIdExpr), (Skip testEvalMaybeExpr), (Skip testPostfixExpr) ] main = do mapM_ id tests where only = onlyTests allTests tests = if (length only > 0) then only else runTests allTests
ab67ed884390b1727b61c785e4295c44
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44,460
module Main (main) where import TestUtils import EvalIntExpr (testEvalIntExpr) import EvalIdExpr (testEvalIdExpr) import EvalMaybeExpr (testEvalMaybeExpr) import PostfixExpr (testPostfixExpr) import Test.QuickCheck ---------------------------- toSingletonLists --------------------------- -- #1: 5-points -- Use the map function to transform a list of elements e into -- a list of singleton lists [e]. *Must use map*. -- Hint: use map with a section. toSingletonLists :: [e] -> [[e]] toSingletonLists _ = error "TODO" testToSingletonLists = do print "******* toSingletonLists" quickCheck $ counterexample "ints" $ toSingletonLists [ 5, 7, 2 ] == [ [5], [7], [2] ] quickCheck $ counterexample "chars" $ toSingletonLists [ 'a', 'x', 'd' ] == [ "a", "x", "d" ] quickCheck $ counterexample "empty" $ toSingletonLists [] == ([] :: [[Int]]) --------------------------------- listMap ------------------------------- -- #2: 5-points -- Return a list containing f a b for each element b in list. -- Hint: use the map function or a list comprehension listMap :: (a -> b -> c) -> a -> [b] -> [c] listMap _ _ _ = error "TODO" testListMap = do print "******* listMap" quickCheck $ counterexample "add" $ listMap (+) 5 [1, 2, 3] == [6, 7, 8] quickCheck $ counterexample "sub" $ listMap (-) 5 [1, 2, 3] == [4, 3, 2] quickCheck $ counterexample "mul" $ listMap (*) 5 [1, 2, 3] == [5, 10, 15] quickCheck $ counterexample "empty" $ listMap (-) 5 [] == [] ---------------------------------- member ------------------------------- -- #3: 10-points -- Use foldl to implement member e list which returns True iff -- e is a member of list. *Must use foldl*, cannot use elem -- Hint: define folding function using a lambda or local let/where definition; -- also see definition of member in slides. member :: Eq e => e -> [e] -> Bool member _ _ = error "TODO" testMember = do print "******* member" quickCheck $ counterexample "ints first" $ member 5 [ 5, 7, 2 ] == True quickCheck $ counterexample "ints last" $ member 2 [ 5, 7, 2 ] == True quickCheck $ counterexample "ints mid" $ member 7 [ 5, 7, 2 ] == True quickCheck $ counterexample "ints fail" $ member 4 [ 5, 7, 2 ] == False quickCheck $ counterexample "empty" $ member 4 [] == False ------------------------------- selectNApart ---------------------------- -- #4: 10-points -- Given an Int n and a list of elements e, return a list -- containing the elements of the list at index 0, n, 2n, 3n, 4n, ... -- Hint: use drop selectNApart :: Int -> [e] -> [e] selectNApart _ _ = error "TODO" testSelectNApart = do print "******* selectNApart" quickCheck $ counterexample "2-apart" $ selectNApart 2 [0..10] == [0, 2, 4, 6, 8, 10] quickCheck $ counterexample "2-apart chars" $ selectNApart 2 ['a'..'z'] == "acegikmoqsuwy" quickCheck $ counterexample "3-apart" $ selectNApart 3 [0..20] == [0, 3, 6, 9, 12, 15, 18] quickCheck $ counterexample "5-apart" $ selectNApart 5 [0..21] == [0, 5, 10, 15, 20] quickCheck $ counterexample "empty" $ selectNApart 5 ([]::[Int]) == [] ------------------------ Functions in Separate Files -------------------- -- #5: 15-points -- implement the specified function in EvalIntExpr.hs -- #6: 15-points -- implement the specified function in EvalIdExpr.hs -- #7: 20-points -- implement the specified function in EvalMaybeExpr.hs -- #8: 20-points -- implement the specified function in PostfixExpr.hs --------------------------------- Tests --------------------------------- -- Can mark test suites with following test statuses: -- Only: run only these tests and other tests marked Only. -- Run: run these tests when no tests are marked Only. -- Skip: skip these tests. allTests = [ (Skip testToSingletonLists), (Skip testListMap), (Skip testMember), (Skip testSelectNApart), (Skip testEvalIntExpr), (Skip testEvalIdExpr), (Skip testEvalMaybeExpr), (Skip testPostfixExpr) ] main = do mapM_ id tests where only = onlyTests allTests tests = if (length only > 0) then only else runTests allTests
8ef14aad6ceeabd003339707af509b8c
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44,461
i have trained a model that gives me signal for trading crypto my model is saved as "crypto_model.joblib" how can write a python code for using this signals and trade crypto on a demo account ?
0048c0c1380ec0da2d021447dbd7e3e8
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44,462
Use the Glasgow Haskell Compiler ghc to implement all the functions specified in Main.hs and in the skeleton files referenced by Main.hs. When a function requirement specifies a restriction on how that function should be implemented, your implementation must meet that restriction. Main.hs A skeleton file which contains specifications for the some of the functions you are required to write. For each function it contains a dummy implementation with a "TODO" error. It also contains QuickCheck tests for these functions as well as a main function which runs all of the tests for the entire project. module Main (main) where import TestUtils import EvalIntExpr (testEvalIntExpr) import EvalIdExpr (testEvalIdExpr) import EvalMaybeExpr (testEvalMaybeExpr) import PostfixExpr (testPostfixExpr) import Test.QuickCheck ---------------------------- toSingletonLists --------------------------- -- #1: 5-points -- Use the map function to transform a list of elements e into -- a list of singleton lists [e]. *Must use map*. -- Hint: use map with a section. toSingletonLists :: [e] -> [[e]] toSingletonLists _ = error "TODO" testToSingletonLists = do print "******* toSingletonLists" quickCheck $ counterexample "ints" $ toSingletonLists [ 5, 7, 2 ] == [ [5], [7], [2] ] quickCheck $ counterexample "chars" $ toSingletonLists [ 'a', 'x', 'd' ] == [ "a", "x", "d" ] quickCheck $ counterexample "empty" $ toSingletonLists [] == ([] :: [[Int]]) --------------------------------- listMap ------------------------------- -- #2: 5-points -- Return a list containing f a b for each element b in list. -- Hint: use the map function or a list comprehension listMap :: (a -> b -> c) -> a -> [b] -> [c] listMap _ _ _ = error "TODO" testListMap = do print "******* listMap" quickCheck $ counterexample "add" $ listMap (+) 5 [1, 2, 3] == [6, 7, 8] quickCheck $ counterexample "sub" $ listMap (-) 5 [1, 2, 3] == [4, 3, 2] quickCheck $ counterexample "mul" $ listMap (*) 5 [1, 2, 3] == [5, 10, 15] quickCheck $ counterexample "empty" $ listMap (-) 5 [] == [] ---------------------------------- member ------------------------------- -- #3: 10-points -- Use foldl to implement member e list which returns True iff -- e is a member of list. *Must use foldl*, cannot use elem -- Hint: define folding function using a lambda or local let/where definition; -- also see definition of member in slides. member :: Eq e => e -> [e] -> Bool member _ _ = error "TODO" testMember = do print "******* member" quickCheck $ counterexample "ints first" $ member 5 [ 5, 7, 2 ] == True quickCheck $ counterexample "ints last" $ member 2 [ 5, 7, 2 ] == True quickCheck $ counterexample "ints mid" $ member 7 [ 5, 7, 2 ] == True quickCheck $ counterexample "ints fail" $ member 4 [ 5, 7, 2 ] == False quickCheck $ counterexample "empty" $ member 4 [] == False ------------------------------- selectNApart ---------------------------- -- #4: 10-points -- Given an Int n and a list of elements e, return a list -- containing the elements of the list at index 0, n, 2n, 3n, 4n, ... -- Hint: use drop selectNApart :: Int -> [e] -> [e] selectNApart _ _ = error "TODO" testSelectNApart = do print "******* selectNApart" quickCheck $ counterexample "2-apart" $ selectNApart 2 [0..10] == [0, 2, 4, 6, 8, 10] quickCheck $ counterexample "2-apart chars" $ selectNApart 2 ['a'..'z'] == "acegikmoqsuwy" quickCheck $ counterexample "3-apart" $ selectNApart 3 [0..20] == [0, 3, 6, 9, 12, 15, 18] quickCheck $ counterexample "5-apart" $ selectNApart 5 [0..21] == [0, 5, 10, 15, 20] quickCheck $ counterexample "empty" $ selectNApart 5 ([]::[Int]) == [] ------------------------ Functions in Separate Files -------------------- -- #5: 15-points -- implement the specified function in EvalIntExpr.hs -- #6: 15-points -- implement the specified function in EvalIdExpr.hs -- #7: 20-points -- implement the specified function in EvalMaybeExpr.hs -- #8: 20-points -- implement the specified function in PostfixExpr.hs --------------------------------- Tests --------------------------------- -- Can mark test suites with following test statuses: -- Only: run only these tests and other tests marked Only. -- Run: run these tests when no tests are marked Only. -- Skip: skip these tests. allTests = [ (Skip testToSingletonLists), (Skip testListMap), (Skip testMember), (Skip testSelectNApart), (Skip testEvalIntExpr), (Skip testEvalIdExpr), (Skip testEvalMaybeExpr), (Skip testPostfixExpr) ] main = do mapM_ id tests where only = onlyTests allTests tests = if (length only > 0) then only else runTests allTests EvalIntExpr.hs This is a separate skeleton file for implementing a single function evalIntExpr. module EvalIntExpr ( evalIntExpr, testEvalIntExpr, IntExpr(..) ) where import Test.QuickCheck -- an IntExpr is an expression-tree over integers data IntExpr = Leaf Int | Add IntExpr IntExpr | Sub IntExpr IntExpr | Mul IntExpr IntExpr | Uminus IntExpr deriving (Eq, Show) -- evalIntExpr returns the Int result of evaluating the IntExpr -- expression-tree given by its argument. evalIntExpr :: IntExpr -> Int evalIntExpr _ = error "TODO" testEvalIntExpr = do print "******* test evalIntExpr" quickCheck $ counterexample "Leaf" $ evalIntExpr (Leaf 42) == 42 quickCheck $ counterexample "Add" $ evalIntExpr (Add (Leaf 33) (Leaf 22)) == 55 quickCheck $ counterexample "Sub" $ evalIntExpr (Sub (Leaf 33) (Leaf 22)) == 11 quickCheck $ counterexample "Mul" $ evalIntExpr (Mul (Leaf 31) (Leaf 4)) == 124 quickCheck $ counterexample "Uminus" $ evalIntExpr (Uminus (Leaf 33)) == (-33) quickCheck $ counterexample "Complex" $ evalIntExpr (Mul (Leaf 4) (Sub (Add (Leaf 3) (Uminus (Leaf 33))) (Leaf 20))) == (-200) -- property-based tests -- commutativity quickCheck $ counterexample "e1 + e2 == e2 + e1" $ (\ e1 e2 -> evalIntExpr (Add (Leaf e1) (Leaf e2)) == evalIntExpr (Add (Leaf e2) (Leaf e1))) quickCheck $ counterexample "e1 * e2 == e2 * e1" $ (\ e1 e2 -> evalIntExpr (Mul (Leaf e1) (Leaf e2)) == evalIntExpr (Mul (Leaf e2) (Leaf e1))) -- associativity quickCheck $ counterexample "(e1 + e2) + e3 == e1 + (e2 + e3)" $ (\ e1 e2 e3 -> evalIntExpr (Add (Add (Leaf e1) (Leaf e2)) (Leaf e3)) == evalIntExpr (Add (Leaf e1) (Add (Leaf e2) (Leaf e3)))) quickCheck $ counterexample "(e1 * e2) * e3 == e1 * (e2 * e3)" $ (\ e1 e2 e3 -> evalIntExpr (Mul (Mul (Leaf e1) (Leaf e2)) (Leaf e3)) == evalIntExpr (Mul (Leaf e1) (Mul (Leaf e2) (Leaf e3)))) -- subtraction quickCheck $ counterexample "e1 - e2 = -1*(e2 - e1)" $ (\ e1 e2 -> evalIntExpr (Sub (Leaf e1) (Leaf e2)) == evalIntExpr (Mul (Leaf (-1)) (Sub (Leaf e2) (Leaf e1)))) -- distributivity quickCheck $ counterexample "e1 * (e2 + e3) == e1*e2 + e1*e3" $ (\ e1 e2 e3 -> evalIntExpr (Mul (Leaf e1) (Add (Leaf e2) (Leaf e3))) == evalIntExpr (Add (Mul (Leaf e1) (Leaf e2)) (Mul (Leaf e1) (Leaf e3)))) quickCheck $ counterexample "e1 * (e2 - e3) == e1*e2 - e1*e3" $ (\ e1 e2 e3 -> evalIntExpr (Mul (Leaf e1) (Sub (Leaf e2) (Leaf e3))) == evalIntExpr (Sub (Mul (Leaf e1) (Leaf e2)) (Mul (Leaf e1) (Leaf e3)))) EvalIdExpr.hs This is a separate skeleton file for implementing a single function evalIdExpr. module EvalIdExpr ( evalIdExpr, testEvalIdExpr ) where import Test.QuickCheck import Data.List (lookup) -- an IdExpr is an expression-tree over integers and string identifiers data IdExpr = Id String | Leaf Int | Add IdExpr IdExpr | Sub IdExpr IdExpr | Mul IdExpr IdExpr | Uminus IdExpr deriving (Eq, Show) -- Assoc is a list of pairs mapping identifier strings to their values v. type Assoc v = [ (String, v) ] -- evalIdExpr returns evaluation of the IdExpr expression-tree given -- by its first argument, looking up the values of id's in the Assoc -- argument. If an id is not found in the Assoc argument, then its -- value should default to 0. -- Hint: use Data.List.lookup imported above. evalIdExpr :: IdExpr -> Assoc Int -> Int evalIdExpr _ = error "TODO" testEvalIdExpr = do print "*** test evalIdExpr" -- unit tests quickCheck $ counterexample "Leaf" $ evalIdExpr (Leaf 42) [] == 42 quickCheck $ counterexample "Add" $ evalIdExpr (Add (Leaf 33) (Leaf 22)) [] == 55 quickCheck $ counterexample "Sub" $ evalIdExpr (Sub (Leaf 33) (Leaf 22)) [] == 11 quickCheck $ counterexample "Mul" $ evalIdExpr (Mul (Leaf 31) (Leaf 4)) [] == 124 quickCheck $ counterexample "Uminus" $ evalIdExpr (Uminus (Leaf 33)) [] == (-33) quickCheck $ counterexample "Complex" $ evalIdExpr (Mul (Leaf 4) (Sub (Add (Leaf 3) (Uminus (Leaf 33))) (Leaf 20))) [] == (-200) -- id unit tests quickCheck $ counterexample "ok id lookup" $ evalIdExpr (Id "a") [("a", 42)] == 42 quickCheck $ counterexample "fail id lookup" $ evalIdExpr (Id "a") [("b", 42)] == 0 quickCheck $ counterexample "id lookup: a: ok, b: fail" $ evalIdExpr (Add (Id "a") (Id "b")) [("a", 42)] == 42 quickCheck $ counterexample "id lookup: a: ok, b: ok" $ evalIdExpr (Add (Id "a") (Id "b")) [("a", 42), ("b", 22)] == 64 quickCheck $ counterexample "complex id lookup" $ evalIdExpr (Mul (Id "a") (Sub (Add (Id "b") (Uminus (Id "c"))) (Id "d"))) [("a", 4), ("b", 3), ("c", 33), ("d", 20)] == (-200) -- property-based tests -- id lookup quickCheck $ counterexample "random id lookup ok" $ (\ id1 val1 -> evalIdExpr (Id id1) [(id1, val1)] == val1) quickCheck $ counterexample "random id lookup fail" $ (\ id1 val1 -> evalIdExpr (Id id1) [(id1 ++ "x", val1)] == 0) -- property-based tests -- commutativity quickCheck $ counterexample "e1 + e2 == e2 + e1" $ (\ e1 e2 -> evalIdExpr (Add (Leaf e1) (Leaf e2)) [] == evalIdExpr (Add (Leaf e2) (Leaf e1)) []) quickCheck $ counterexample "e1 * e2 == e2 * e1" $ (\ e1 e2 -> evalIdExpr (Mul (Leaf e1) (Leaf e2)) [] == evalIdExpr (Mul (Leaf e2) (Leaf e1)) []) -- associativity quickCheck $ counterexample "(e1 + e2) + e3 == e1 + (e2 + e3)" $ (\ e1 e2 e3 -> evalIdExpr (Add (Add (Leaf e1) (Leaf e2)) (Leaf e3)) [] == evalIdExpr (Add (Leaf e1) (Add (Leaf e2) (Leaf e3))) []) quickCheck $ counterexample "(e1 * e2) * e3 == e1 * (e2 * e3)" $ (\ e1 e2 e3 -> evalIdExpr (Mul (Mul (Leaf e1) (Leaf e2)) (Leaf e3)) [] == evalIdExpr (Mul (Leaf e1) (Mul (Leaf e2) (Leaf e3))) []) -- subtraction quickCheck $ counterexample "e1 - e2 = -1*(e2 - e1)" $ (\ e1 e2 -> evalIdExpr (Sub (Leaf e1) (Leaf e2)) [] == evalIdExpr (Mul (Leaf (-1)) (Sub (Leaf e2) (Leaf e1))) []) -- distributivity quickCheck $ counterexample "e1 * (e2 + e3) == e1*e2 + e1*e3" $ (\ e1 e2 e3 -> evalIdExpr (Mul (Leaf e1) (Add (Leaf e2) (Leaf e3))) [] == evalIdExpr (Add (Mul (Leaf e1) (Leaf e2)) (Mul (Leaf e1) (Leaf e3))) []) quickCheck $ counterexample "e1 * (e2 - e3) == e1*e2 - e1*e3" $ (\ e1 e2 e3 -> evalIdExpr (Mul (Leaf e1) (Sub (Leaf e2) (Leaf e3))) [] == evalIdExpr (Sub (Mul (Leaf e1) (Leaf e2)) (Mul (Leaf e1) (Leaf e3))) []) EvalMaybeExpr.hs This is a separate skeleton file for implementing a single function evalMaybeExpr. module EvalMaybeExpr ( evalMaybeExpr, testEvalMaybeExpr ) where import Test.QuickCheck import Data.List (lookup) data MaybeExpr = Id String | Leaf Int | Add MaybeExpr MaybeExpr | Sub MaybeExpr MaybeExpr | Mul MaybeExpr MaybeExpr | Uminus MaybeExpr deriving (Eq, Show) type Assoc a = [ (String, a) ] -- return a Maybe wrapping the results of evaluating expr, looking up -- id's in assoc. If an id is not found in assoc, then the function -- should return Nothing. Hint: use Data.List.assoc imported above -- and do notation. evalMaybeExpr :: MaybeExpr -> Assoc Int -> Maybe Int evalMaybeExpr _ _ = error "TODO" testEvalMaybeExpr = do print "*** test evalMaybeExpr" -- unit tests quickCheck $ counterexample "Leaf" $ evalMaybeExpr (Leaf 42) [] == Just 42 quickCheck $ counterexample "Add" $ evalMaybeExpr (Add (Leaf 33) (Leaf 22)) [] == Just 55 quickCheck $ counterexample "Sub" $ evalMaybeExpr (Sub (Leaf 33) (Leaf 22)) [] == Just 11 quickCheck $ counterexample "Mul" $ evalMaybeExpr (Mul (Leaf 31) (Leaf 4)) [] == Just 124 quickCheck $ counterexample "Uminus" $ evalMaybeExpr (Uminus (Leaf 33)) [] == Just (-33) quickCheck $ counterexample "Complex" $ evalMaybeExpr (Mul (Leaf 4) (Sub (Add (Leaf 3) (Uminus (Leaf 33))) (Leaf 20))) [] == Just (-200) -- id unit tests quickCheck $ counterexample "ok id lookup" $ evalMaybeExpr (Id "a") [("a", 42)] == Just 42 quickCheck $ counterexample "fail id lookup" $ evalMaybeExpr (Id "a") [("b", 42)] == Nothing quickCheck $ counterexample "id lookup: a: ok, b: fail" $ evalMaybeExpr (Add (Id "a") (Id "b")) [("a", 42)] == Nothing quickCheck $ counterexample "id lookup: a: ok, b: ok" $ evalMaybeExpr (Add (Id "a") (Id "b")) [("a", 42), ("b", 22)] == Just 64 quickCheck $ counterexample "complex id lookup" $ evalMaybeExpr (Mul (Id "a") (Sub (Add (Id "b") (Uminus (Id "c"))) (Id "d"))) [("a", 4), ("b", 3), ("c", 33), ("d", 20)] == Just (-200) -- property-based tests -- id lookup quickCheck $ counterexample "random id lookup ok" $ (\ id1 val1 -> evalMaybeExpr (Id id1) [(id1, val1)] == Just val1) quickCheck $ counterexample "random id lookup fail" $ (\ id1 val1 -> evalMaybeExpr (Id id1) [(id1 ++ "x", val1)] == Nothing) -- property-based tests -- commutativity quickCheck $ counterexample "e1 + e2 == e2 + e1" $ (\ e1 e2 -> evalMaybeExpr (Add (Leaf e1) (Leaf e2)) [] == evalMaybeExpr (Add (Leaf e2) (Leaf e1)) []) quickCheck $ counterexample "e1 * e2 == e2 * e1" $ (\ e1 e2 -> evalMaybeExpr (Mul (Leaf e1) (Leaf e2)) [] == evalMaybeExpr (Mul (Leaf e2) (Leaf e1)) []) -- associativity quickCheck $ counterexample "(e1 + e2) + e3 == e1 + (e2 + e3)" $ (\ e1 e2 e3 -> evalMaybeExpr (Add (Add (Leaf e1) (Leaf e2)) (Leaf e3)) [] == evalMaybeExpr (Add (Leaf e1) (Add (Leaf e2) (Leaf e3))) []) quickCheck $ counterexample "(e1 * e2) * e3 == e1 * (e2 * e3)" $ (\ e1 e2 e3 -> evalMaybeExpr (Mul (Mul (Leaf e1) (Leaf e2)) (Leaf e3)) [] == evalMaybeExpr (Mul (Leaf e1) (Mul (Leaf e2) (Leaf e3))) []) -- subtraction quickCheck $ counterexample "e1 - e2 = -1*(e2 - e1)" $ (\ e1 e2 -> evalMaybeExpr (Sub (Leaf e1) (Leaf e2)) [] == evalMaybeExpr (Mul (Leaf (-1)) (Sub (Leaf e2) (Leaf e1))) []) -- distributivity quickCheck $ counterexample "e1 * (e2 + e3) == e1*e2 + e1*e3" $ (\ e1 e2 e3 -> evalMaybeExpr (Mul (Leaf e1) (Add (Leaf e2) (Leaf e3))) [] == evalMaybeExpr (Add (Mul (Leaf e1) (Leaf e2)) (Mul (Leaf e1) (Leaf e3))) []) quickCheck $ counterexample "e1 * (e2 - e3) == e1*e2 - e1*e3" $ (\ e1 e2 e3 -> evalMaybeExpr (Mul (Leaf e1) (Sub (Leaf e2) (Leaf e3))) [] == evalMaybeExpr (Sub (Mul (Leaf e1) (Leaf e2)) (Mul (Leaf e1) (Leaf e3))) []) PostfixExpr.hs This is a separate skeleton file for implementing a single function postfixExpr. module PostfixExpr ( postfixExpr, testPostfixExpr, PostfixExpr(..) ) where import Test.QuickCheck -- a PostFixExpr is an expression tree over integers data PostfixExpr = Leaf Int | Add PostfixExpr PostfixExpr | Sub PostfixExpr PostfixExpr | Mul PostfixExpr PostfixExpr | Uminus PostfixExpr deriving (Eq, Show) -- Given a string postfix containing a postfix expression involving -- integers, the usual binary arithmetic operators "+", "-", "*" as -- well as "uminus", return the corresponding PostfixExpr. You may -- disregard errors. -- -- Hints: -- -- + Use the Haskell function (words postfix) to split the -- postfix string into String tokens. -- -- + Iterate through the tokens using a [PostfixExpr] stack to track -- the currently unprocessed PostfixExpr's. -- -- + At each step of the iteration, look at the first -- unprocessed token: -- -- + If it is a string representing an operator, then replace -- its operands from the head of the stack with the -- PostfixExpr corresponding to the operator combined with its -- operands from the stack. -- -- + If the current unprocessed token is not an operator, assume -- it is an Int and use (read token) to build it into a -- Leaf. -- -- + Use pattern matching to match different types of tokens and to -- extract PostfixExpr operands from the head of the stack. -- -- + Use a local auxiliary function to perform each step of the -- iteration. -- -- + You can use a recursive implementation of the top-level -- function. But what is recommended is to set up your auxiliary -- function so that you can use it to foldl the token list into -- an accumulator representing the stack of unprocessed -- PostfixExpr's. -- -- + When there are no unprocessed tokens, the stack should contain -- a single PostfixExpr containing the value to be returned. postfixExpr :: String -> PostfixExpr postfixExpr _ = error "TODO" testPostfixExpr = do print "******* test postfixExpr" quickCheck $ counterexample "Leaf" $ postfixExpr "42" == (Leaf 42) quickCheck $ counterexample "Add" $ postfixExpr "33 22 +" == (Add (Leaf 33) (Leaf 22)) quickCheck $ counterexample "Sub" $ postfixExpr "33 22 -" == (Sub (Leaf 33) (Leaf 22)) quickCheck $ counterexample "Mul" $ postfixExpr "31 4 *" == (Mul (Leaf 31) (Leaf 4)) quickCheck $ counterexample "Uminus" $ postfixExpr "33 uminus" == (Uminus (Leaf 33)) quickCheck $ counterexample "Complex" $ postfixExpr "4 3 33 uminus + 20 - *" == (Mul (Leaf 4) (Sub (Add (Leaf 3) (Uminus (Leaf 33))) (Leaf 20))) TestUtils.hs A file containing utilities used for testing. You should not need to modify this file. module TestUtils (onlyTests, runTests, SuiteStatus(..)) where type SuiteFn = IO () data SuiteStatus = Run SuiteFn | Skip SuiteFn | Only SuiteFn onlyTests [] = [] onlyTests ((Only t):tests) = t : onlyTests tests onlyTests (_:tests) = onlyTests tests runTests [] = [] runTests ((Run t):tests) = t : runTests tests runTests (_:tests) = runTests tests When writing recursive functions, use the structure of the data to guide your code. Typically your code will contain one equation for each variant of the data. Hints for each function are available in the provided skeleton files. You should not need to use Haskell library functions other than those mentioned explicitly in this project.
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i have trained and saved a decision ensemble tree using xgboost how can i see the nodes of traned trees?
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I have the following makefile "objects = main.o etch : $(objects) gcc -o build/etch $(objects) main.o : main.c gcc -c main.c .PHONY : clean clean : rm build/etch" When I try to run make I get the error that on line 4 there is a missing separator. What am I doing wrong?
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Give a heap of integers based on the usual ≤ ordering which includes the values of 3, 13, 7, 8, 7, 9, 7 and 12
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{ "intermediate": 0.445934534072876, "beginner": 0.32148978114128113, "expert": 0.2325756996870041 }
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Draw a heap of integers based on the usual ≤ ordering which includes the values of 3, 13, 7, 8, 7, 9 ,7 and 12. Be brief.
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{ "intermediate": 0.4648098945617676, "beginner": 0.3068866729736328, "expert": 0.2283034771680832 }
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Draw a heap of integers based on the usual ≤ ordering which includes the values of 3, 13, 7, 8, 7, 9 ,7 and 12
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Draw a heap of integers based on the usual ≤ ordering which includes the values of 3, 13, 7, 8, 7, 9 ,7 and 12. Be brief.
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{ "intermediate": 0.4648098945617676, "beginner": 0.3068866729736328, "expert": 0.2283034771680832 }
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Draw a heap of integers based on the usual ≤ ordering which includes the values of 3, 13, 7, 8, 7, 9 ,7 and 12. What are the steps to building it?
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Hi can I configure a copilot virtual agent bot to access sharepoint online sites and its contents?
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get equation of line excel
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Draw a heap of integers based on the usual ≤ ordering which includes the values of 3, 13, 7, 8, 7, 9 ,7 and 12. Be brief.
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44,473
module Main (main) where import TestUtils import EvalIntExpr (testEvalIntExpr) import EvalIdExpr (testEvalIdExpr) import EvalMaybeExpr (testEvalMaybeExpr) import PostfixExpr (testPostfixExpr) import Test.QuickCheck toSingletonLists :: [e] -> [[e]] toSingletonLists _ = error "TODO" testToSingletonLists = do print "******* toSingletonLists" quickCheck $ counterexample "ints" $ toSingletonLists [ 5, 7, 2 ] == [ [5], [7], [2] ] quickCheck $ counterexample "chars" $ toSingletonLists [ 'a', 'x', 'd' ] == [ "a", "x", "d" ] quickCheck $ counterexample "empty" $ toSingletonLists [] == ([] :: [[Int]]) listMap :: (a -> b -> c) -> a -> [b] -> [c] listMap _ _ _ = error "TODO" testListMap = do print "******* listMap" quickCheck $ counterexample "add" $ listMap (+) 5 [1, 2, 3] == [6, 7, 8] quickCheck $ counterexample "sub" $ listMap (-) 5 [1, 2, 3] == [4, 3, 2] quickCheck $ counterexample "mul" $ listMap (*) 5 [1, 2, 3] == [5, 10, 15] quickCheck $ counterexample "empty" $ listMap (-) 5 [] == [] member :: Eq e => e -> [e] -> Bool member _ _ = error "TODO" testMember = do print "******* member" quickCheck $ counterexample "ints first" $ member 5 [ 5, 7, 2 ] == True quickCheck $ counterexample "ints last" $ member 2 [ 5, 7, 2 ] == True quickCheck $ counterexample "ints mid" $ member 7 [ 5, 7, 2 ] == True quickCheck $ counterexample "ints fail" $ member 4 [ 5, 7, 2 ] == False quickCheck $ counterexample "empty" $ member 4 [] == False selectNApart :: Int -> [e] -> [e] selectNApart _ _ = error "TODO" testSelectNApart = do print "******* selectNApart" quickCheck $ counterexample "2-apart" $ selectNApart 2 [0..10] == [0, 2, 4, 6, 8, 10] quickCheck $ counterexample "2-apart chars" $ selectNApart 2 ['a'..'z'] == "acegikmoqsuwy" quickCheck $ counterexample "3-apart" $ selectNApart 3 [0..20] == [0, 3, 6, 9, 12, 15, 18] quickCheck $ counterexample "5-apart" $ selectNApart 5 [0..21] == [0, 5, 10, 15, 20] quickCheck $ counterexample "empty" $ selectNApart 5 ([]::[Int]) == [] ------------------------ Functions in Separate Files -------------------- -- #5: 15-points -- implement the specified function in EvalIntExpr.hs -- #6: 15-points -- implement the specified function in EvalIdExpr.hs -- #7: 20-points -- implement the specified function in EvalMaybeExpr.hs -- #8: 20-points -- implement the specified function in PostfixExpr.hs allTests = [ (Skip testToSingletonLists), (Skip testListMap), (Skip testMember), (Skip testSelectNApart), (Skip testEvalIntExpr), (Skip testEvalIdExpr), (Skip testEvalMaybeExpr), (Skip testPostfixExpr) ] main = do mapM_ id tests where only = onlyTests allTests tests = if (length only > 0) then only else runTests allTests For toSingletonLists use the map function to transform a list of elements e into a list of singleton lists [e]. *Must use map*. Hint: use map with a section. For listMap return a list containing f a b for each element b in list. Hint: use the map function or a list comprehension For member use foldl to implement member e list which returns True if e is a member of list. *Must use foldl*, cannot use elem Hint: define folding function using a lambda or local let/where definition. For selectNApart, Given an Int n and a list of elements e, return a list containing the elements of the list at index 0, n, 2n, 3n, 4n, and so on Hint: use drop For Tests, Can mark test suites with following test statuses: Only: run only these tests and other tests marked Only. Run: run these tests when no tests are marked Only. Skip: skip these tests. Ensure that all test suites are set to Run.
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module Main (main) where import TestUtils import EvalIntExpr (testEvalIntExpr) import EvalIdExpr (testEvalIdExpr) import EvalMaybeExpr (testEvalMaybeExpr) import PostfixExpr (testPostfixExpr) import Test.QuickCheck toSingletonLists :: [e] -> [[e]] toSingletonLists _ = error "TODO" testToSingletonLists = do print "******* toSingletonLists" quickCheck $ counterexample "ints" $ toSingletonLists [ 5, 7, 2 ] == [ [5], [7], [2] ] quickCheck $ counterexample "chars" $ toSingletonLists [ 'a', 'x', 'd' ] == [ "a", "x", "d" ] quickCheck $ counterexample "empty" $ toSingletonLists [] == ([] :: [[Int]]) listMap :: (a -> b -> c) -> a -> [b] -> [c] listMap _ _ _ = error "TODO" testListMap = do print "******* listMap" quickCheck $ counterexample "add" $ listMap (+) 5 [1, 2, 3] == [6, 7, 8] quickCheck $ counterexample "sub" $ listMap (-) 5 [1, 2, 3] == [4, 3, 2] quickCheck $ counterexample "mul" $ listMap (*) 5 [1, 2, 3] == [5, 10, 15] quickCheck $ counterexample "empty" $ listMap (-) 5 [] == [] member :: Eq e => e -> [e] -> Bool member _ _ = error "TODO" testMember = do print "******* member" quickCheck $ counterexample "ints first" $ member 5 [ 5, 7, 2 ] == True quickCheck $ counterexample "ints last" $ member 2 [ 5, 7, 2 ] == True quickCheck $ counterexample "ints mid" $ member 7 [ 5, 7, 2 ] == True quickCheck $ counterexample "ints fail" $ member 4 [ 5, 7, 2 ] == False quickCheck $ counterexample "empty" $ member 4 [] == False selectNApart :: Int -> [e] -> [e] selectNApart _ _ = error "TODO" testSelectNApart = do print "******* selectNApart" quickCheck $ counterexample "2-apart" $ selectNApart 2 [0..10] == [0, 2, 4, 6, 8, 10] quickCheck $ counterexample "2-apart chars" $ selectNApart 2 ['a'..'z'] == "acegikmoqsuwy" quickCheck $ counterexample "3-apart" $ selectNApart 3 [0..20] == [0, 3, 6, 9, 12, 15, 18] quickCheck $ counterexample "5-apart" $ selectNApart 5 [0..21] == [0, 5, 10, 15, 20] quickCheck $ counterexample "empty" $ selectNApart 5 ([]::[Int]) == [] ------------------------ Functions in Separate Files -------------------- -- #5: 15-points -- implement the specified function in EvalIntExpr.hs -- #6: 15-points -- implement the specified function in EvalIdExpr.hs -- #7: 20-points -- implement the specified function in EvalMaybeExpr.hs -- #8: 20-points -- implement the specified function in PostfixExpr.hs allTests = [ (Skip testToSingletonLists), (Skip testListMap), (Skip testMember), (Skip testSelectNApart), (Skip testEvalIntExpr), (Skip testEvalIdExpr), (Skip testEvalMaybeExpr), (Skip testPostfixExpr) ] main = do mapM_ id tests where only = onlyTests allTests tests = if (length only > 0) then only else runTests allTests For toSingletonLists use the map function to transform a list of elements e into a list of singleton lists [e]. *Must use map*. Hint: use map with a section. For listMap return a list containing f a b for each element b in list. Hint: use the map function or a list comprehension For member use foldl to implement member e list which returns True if e is a member of list. *Must use foldl*, cannot use elem Hint: define folding function using a lambda or local let/where definition. For selectNApart, Given an Int n and a list of elements e, return a list containing the elements of the list at index 0, n, 2n, 3n, 4n, and so on Hint: use drop For Tests, Can mark test suites with following test statuses: Only: run only these tests and other tests marked Only. Run: run these tests when no tests are marked Only. Skip: skip these tests. Ensure that all test suites are set to Run.
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module Main (main) where import TestUtils import EvalIntExpr (testEvalIntExpr) import EvalIdExpr (testEvalIdExpr) import EvalMaybeExpr (testEvalMaybeExpr) import PostfixExpr (testPostfixExpr) import Test.QuickCheck ---------------------------- toSingletonLists --------------------------- -- #1: 5-points -- Use the map function to transform a list of elements e into -- a list of singleton lists [e]. *Must use map*. -- Hint: use map with a section. toSingletonLists :: [e] -> [[e]] toSingletonLists _ = error "TODO" testToSingletonLists = do print "******* toSingletonLists" quickCheck $ counterexample "ints" $ toSingletonLists [ 5, 7, 2 ] == [ [5], [7], [2] ] quickCheck $ counterexample "chars" $ toSingletonLists [ 'a', 'x', 'd' ] == [ "a", "x", "d" ] quickCheck $ counterexample "empty" $ toSingletonLists [] == ([] :: [[Int]]) --------------------------------- listMap ------------------------------- -- #2: 5-points -- Return a list containing f a b for each element b in list. -- Hint: use the map function or a list comprehension listMap :: (a -> b -> c) -> a -> [b] -> [c] listMap _ _ _ = error "TODO" testListMap = do print "******* listMap" quickCheck $ counterexample "add" $ listMap (+) 5 [1, 2, 3] == [6, 7, 8] quickCheck $ counterexample "sub" $ listMap (-) 5 [1, 2, 3] == [4, 3, 2] quickCheck $ counterexample "mul" $ listMap (*) 5 [1, 2, 3] == [5, 10, 15] quickCheck $ counterexample "empty" $ listMap (-) 5 [] == [] ---------------------------------- member ------------------------------- -- #3: 10-points -- Use foldl to implement member e list which returns True iff -- e is a member of list. *Must use foldl*, cannot use elem -- Hint: define folding function using a lambda or local let/where definition; -- also see definition of member in slides. member :: Eq e => e -> [e] -> Bool member _ _ = error "TODO" testMember = do print "******* member" quickCheck $ counterexample "ints first" $ member 5 [ 5, 7, 2 ] == True quickCheck $ counterexample "ints last" $ member 2 [ 5, 7, 2 ] == True quickCheck $ counterexample "ints mid" $ member 7 [ 5, 7, 2 ] == True quickCheck $ counterexample "ints fail" $ member 4 [ 5, 7, 2 ] == False quickCheck $ counterexample "empty" $ member 4 [] == False ------------------------------- selectNApart ---------------------------- -- #4: 10-points -- Given an Int n and a list of elements e, return a list -- containing the elements of the list at index 0, n, 2n, 3n, 4n, ... -- Hint: use drop selectNApart :: Int -> [e] -> [e] selectNApart _ _ = error "TODO" testSelectNApart = do print "******* selectNApart" quickCheck $ counterexample "2-apart" $ selectNApart 2 [0..10] == [0, 2, 4, 6, 8, 10] quickCheck $ counterexample "2-apart chars" $ selectNApart 2 ['a'..'z'] == "acegikmoqsuwy" quickCheck $ counterexample "3-apart" $ selectNApart 3 [0..20] == [0, 3, 6, 9, 12, 15, 18] quickCheck $ counterexample "5-apart" $ selectNApart 5 [0..21] == [0, 5, 10, 15, 20] quickCheck $ counterexample "empty" $ selectNApart 5 ([]::[Int]) == [] ------------------------ Functions in Separate Files -------------------- -- #5: 15-points -- implement the specified function in EvalIntExpr.hs -- #6: 15-points -- implement the specified function in EvalIdExpr.hs -- #7: 20-points -- implement the specified function in EvalMaybeExpr.hs -- #8: 20-points -- implement the specified function in PostfixExpr.hs --------------------------------- Tests --------------------------------- -- Can mark test suites with following test statuses: -- Only: run only these tests and other tests marked Only. -- Run: run these tests when no tests are marked Only. -- Skip: skip these tests. allTests = [ (Skip testToSingletonLists), (Skip testListMap), (Skip testMember), (Skip testSelectNApart), (Skip testEvalIntExpr), (Skip testEvalIdExpr), (Skip testEvalMaybeExpr), (Skip testPostfixExpr) ] main = do mapM_ id tests where only = onlyTests allTests tests = if (length only > 0) then only else runTests allTests
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-- #5: 15-points -- implement the specified function in EvalIntExpr.hs -- #6: 15-points -- implement the specified function in EvalIdExpr.hs -- #7: 20-points -- implement the specified function in EvalMaybeExpr.hs -- #8: 20-points -- implement the specified function in PostfixExpr.hs
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