How to to add x,y labels in QGraphicsview using pyqt4 - python-2.7

Here is my sample program. When I need to draw a line for x axis and y label for y axis .so can any one please help me how to add a line and lables to scene.i tried different ways but i didn't get the proper output.So please help me how to add labels to scene.Give me any suggestion to solve this task.Thank you in advance.
Given bellow is my tried code:
import sys
from pyface.qt import QtGui, QtCore
# class ScanView(QtGui.QGraphicsView):
# def __init__(self,X=5, Y=5,parent=None):
# super(ScanView, self).__init__(parent)
class DemoApp(QtGui.QMainWindow):
def __init__(self, parent=None):
super(DemoApp, self).__init__()
self.w= QtGui.QGridLayout()
self.v= QtGui.QGraphicsView()
self.w.addWidget(self.v)
self.widget = QtGui.QWidget()
self.widget.setLayout(self.w)
self.setCentralWidget(self.widget)
self._squares = []
n_rows, n_cols = 3, 2
squareLB = 50
label = QtGui.QLabel("xaxis")
label1 = QtGui.QLabel("yaxis")
self._scene = QtGui.QGraphicsScene()
mytext1 = QtGui.QGraphicsSimpleTextItem('label')
self._scene.addItem(mytext1)
mytext2 = QtGui.QGraphicsSimpleTextItem('label1')
self._scene.addItem(mytext2)
self.v.setScene(self._scene)
self.pen = QtGui.QPen(QtCore.Qt.DotLine)
self.pen.setColor(QtCore.Qt.red)
width, height = (2 + 2)*squareLB, (3 + 2)*squareLB
self._scene = QtGui.QGraphicsScene(0, 0, max(708, width), height)
p = squareLB if width > 708 else (708.0-2*squareLB)/2.0
for i in range(n_rows):
for j in range(n_cols):
it = self._scene.addRect(QtCore.QRectF(0,0,squareLB,squareLB),self.pen)
it.setPos(p + j*squareLB, i*squareLB)
self._squares.append(it)
self.v.setScene(self._scene)
class Settings(QtGui.QMainWindow):
def __init__(self, parent=None):
super(Settings, self).__init__(parent)
self.folder = QtGui.QPushButton("Folder", clicked=self.showSettings)
central_widget = QtGui.QWidget()
self.setCentralWidget(central_widget)
vbox = QtGui.QVBoxLayout()
vbox.addWidget(self.folder)
self.scrollArea = QtGui.QScrollArea(widgetResizable=True)
self.scrollArea.setBackgroundRole(QtGui.QPalette.Light)
hlay = QtGui.QHBoxLayout(central_widget)
hlay.addLayout(vbox)
hlay.addWidget(self.scrollArea)
self.setGeometry(200, 100, 300, 300)
def showSettings(self):
self.view = DemoApp()
self.newwidget = QtGui.QWidget()
hlay = QtGui.QHBoxLayout(self.newwidget)
hlay.addWidget(self.view)
self.scrollArea.setWidget(self.newwidget)
def main():
app = QtGui.QApplication(sys.argv)
ex = Settings()
ex.show()
sys.exit(app.exec_())
if __name__ == '__main__':
main()

You can use QpainterPath to draw the arrow and a little math to set the position:
class DemoApp(QtGui.QMainWindow):
def __init__(self, parent=None):
super(DemoApp, self).__init__()
self._squares = []
n_rows, n_cols = 5, 4
squareLB = 50
self.widget = QtGui.QWidget()
grid= QtGui.QGridLayout(self.widget)
self.v = QtGui.QGraphicsView()
grid.addWidget(self.v)
self.setCentralWidget(self.widget)
width, height = (2 + 2)*squareLB, (3 + 2)*squareLB
self._scene = QtGui.QGraphicsScene(0, 0, max(708, width), height)
self.v.setScene(self._scene)
pen = QtGui.QPen(QtCore.Qt.red, 0.0, QtCore.Qt.DotLine)
p = squareLB if width > 708 else (708.0-2*squareLB)/2.0
for i in range(n_rows):
for j in range(n_cols):
it = self._scene.addRect(QtCore.QRectF(0,0,squareLB,squareLB), pen)
it.setPos(p + j*squareLB, i*squareLB)
self._squares.append(it)
path_x = QtGui.QPainterPath()
path_x.lineTo(squareLB*n_cols/2, 0)
path_x.lineTo(squareLB*n_cols/2 - 0.2*squareLB, -0.2*squareLB)
path_x.lineTo(squareLB*n_cols/2, 0)
path_x.lineTo(squareLB*n_cols/2 - 0.2*squareLB, +0.2*squareLB)
pen = QtGui.QPen("green")
pen.setWidth(2)
item_path = self._scene.addPath(path_x, pen)
item_path.setPos(p, (i+1.2)*squareLB)
mytext1 = self._scene.addText("X")
mytext1.setPos(p + j*squareLB/2, (i+1.2)*squareLB)
path_y = QtGui.QPainterPath()
path_y.lineTo(0, -squareLB*n_rows/2)
path_y.lineTo(-0.2*squareLB, -squareLB*n_rows/2 + 0.2*squareLB)
path_y.lineTo(0, -squareLB*n_rows/2)
path_y.lineTo(+0.2*squareLB, -squareLB*n_rows/2 + 0.2*squareLB)
pen = QtGui.QPen("red")
pen.setWidth(2)
item_path = self._scene.addPath(path_y, pen)
item_path.setPos(p - 0.2*squareLB, (i+1)*squareLB)
mytext1 = self._scene.addText("Y")
mytext1.setPos(p - 0.7*squareLB, (i+1)*squareLB/2)

Related

RuntimeError: multi-target not supported at /pytorch/aten/src/THCUNN/generic/ClassNLLCriterion.cu:15____

I face that error
RuntimeError: multi-target not supported at /pytorch/aten/src/THCUNN/generic/ClassNLLCriterion.cu:15____
My input is binary vector of 340, target is binary vector of 8, For '"
loss = criterion(outputs, stat_batch), I got outputs.shape= [64,8] and stat_batch.shape=[64,8]
Here is the model
class MMP(nn.Module):
def __init__(self, M=1):
super(MMP, self).__init__()
# input layer
self.layer1 = nn.Sequential(
nn.Conv1d(340, 256, kernel_size=1, stride=1, padding=0),
nn.ReLU())
self.layer2 = nn.Sequential(
nn.Conv1d(256, 128, kernel_size=1, stride=1, padding=0),
nn.ReLU())
self.layer3 = nn.Sequential(
nn.Conv1d(128, 64, kernel_size=1, stride=1, padding=0),
nn.ReLU())
self.drop1 = nn.Sequential(nn.Dropout())
self.batch1 = nn.BatchNorm1d(128)
# LSTM
self.lstm1=nn.Sequential(nn.LSTM(
input_size=64,
hidden_size=128,
num_layers=2,
bidirectional=True,
batch_first= True))
self.fc1 = nn.Linear(128*2,8)
self.sof = nn.Softmax(dim=-1)
def forward(self, x):
out = self.layer1(x)
out = self.layer2(out)
out = self.layer3(out)
out = self.drop1(out)
out = out.squeeze()
out = out.unsqueeze(0)
#out = out.batch1(out)
out,_ = self.lstm1(out)
print("lstm",out.shape)
out = self.fc1(out)
out =out.squeeze()
#out = out.squeeze()
out = self.sof(out)
return out
#traiin_model
criterion = nn.CrossEntropyLoss()
if CUDA:
criterion = criterion.cuda()
optimizer = optim.SGD(model.parameters(), lr=LEARNING_RATE, momentum=0.9)
for epoch in range(N_EPOCHES):
tot_loss=0
# Training
for i, (seq_batch, stat_batch) in enumerate(training_generator):
# Transfer to GPU
seq_batch, stat_batch = seq_batch.to(device), stat_batch.to(device)
print(i)
print(seq_batch)
print(stat_batch)
optimizer.zero_grad()
# Model computation
seq_batch = seq_batch.unsqueeze(-1)
outputs = model(seq_batch)
if CUDA:
loss = criterion(outputs, stat_batch).float().cuda()
else:
loss = criterion(outputs.view(-1), stat_batch.view(-1))
print(f"Epoch: {epoch},number: {i}, loss:{loss.item()}...\n\n")
tot_loss += loss.item(print(f"Epoch: {epoch},file_number: {i}, loss:{loss.item()}...\n\n"))
loss.backward()
optimizer.step()
Your target stat_batch must have a shape of (64,) because nn.CrossEntropyLoss takes in class indices, not one-hot-encoding.
Either construct your label tensor appropriately or use stat_batch.argmax(axis=1) instead.

How to set waits for object in pygame without freezing other objects

Lets say I have class Truck. There are many instances of this class, on arrival to specific point instance should "unload" it's cargo - simply not move for N seconds, while other trucks should keep moving, unless they arrived to their unloading points.
I do the stop part by setting movement vector to (0,0) and then resetting it back to original.
But how to wait N seconds without freezing other cars? From what I've found so far I think I need to somehow apply pygame.time.set_timer, but it is really confusing for me.
Something along these lines should work: Stop the truck when the target is reached (truck.vel = Vector2(0, 0)) and then set its waiting_time and start_time attributes (I just do it in the __init__ method here).
import pygame as pg
from pygame.math import Vector2
class Truck(pg.sprite.Sprite):
def __init__(self, pos, waiting_time, *groups):
super().__init__(*groups)
self.image = pg.Surface((50, 30))
self.image.fill(pg.Color('steelblue2'))
self.rect = self.image.get_rect(center=pos)
self.vel = Vector2(0, 0)
self.pos = Vector2(pos)
self.waiting_time = waiting_time # In seconds.
self.start_time = pg.time.get_ticks()
def update(self):
current_time = pg.time.get_ticks()
# * 1000 to convert to milliseconds.
if current_time - self.start_time >= self.waiting_time*1000:
# If the time is up, start moving again.
self.vel = Vector2(1, 0)
self.pos += self.vel
self.rect.center = self.pos
def main():
screen = pg.display.set_mode((640, 480))
clock = pg.time.Clock()
all_sprites = pg.sprite.Group()
truck = Truck((70, 70), 4, all_sprites)
truck2 = Truck((70, 300), 2, all_sprites)
done = False
while not done:
for event in pg.event.get():
if event.type == pg.QUIT:
done = True
all_sprites.update()
screen.fill((30, 30, 30))
all_sprites.draw(screen)
pg.display.flip()
clock.tick(30)
if __name__ == '__main__':
pg.init()
main()
pg.quit()
Here's the dt version:
import pygame as pg
from pygame.math import Vector2
class Truck(pg.sprite.Sprite):
def __init__(self, pos, waiting_time, *groups):
super().__init__(*groups)
self.image = pg.Surface((50, 30))
self.image.fill(pg.Color('steelblue2'))
self.rect = self.image.get_rect(center=pos)
self.vel = Vector2(0, 0)
self.pos = Vector2(pos)
self.waiting_time = waiting_time
def update(self, dt):
self.waiting_time -= dt
if self.waiting_time <= 0:
self.vel = Vector2(1, 0)
self.pos += self.vel
self.rect.center = self.pos
def main():
screen = pg.display.set_mode((640, 480))
clock = pg.time.Clock()
all_sprites = pg.sprite.Group()
truck = Truck((70, 70), 4, all_sprites)
truck2 = Truck((70, 300), 2, all_sprites)
done = False
while not done:
dt = clock.tick(30) / 1000
for event in pg.event.get():
if event.type == pg.QUIT:
done = True
all_sprites.update(dt)
screen.fill((30, 30, 30))
all_sprites.draw(screen)
pg.display.flip()
if __name__ == '__main__':
pg.init()
main()
pg.quit()

Draw trajectory from data stream in real-time using wxpython

I want to use wxpython to show the trajectory of a random walk in real-time. However, the panel is updated only once at the end showing the entire random walk instead of updating step by step and showing the time course.
My first idea was to use wx.ClientDC().DrawPoint() but the result was as described above where I did not see single points being drawn but only the final result was shown.
So instead I thought about using wx.MemoryDC to draw the trajectory to a bitmap stored in memory and then use wx.ClientDC.DrawBitmap() to copy the buffered image to the screen at set time intervals in case flipping the image was the bottleneck. The result is still the same so I am hoping for you help.
The purpose of this exercise is to replace the random walk with positional data coming from an eye tracker with a frame rate of 1000 Hz and I would like to be able to visualize the trajectory in as close to real-time as possible (the monitor's frame rate is 120Hz).
This is my code (most of it comes from here):
import wx
import random
import time
from time import asctime
#-------------------------------------------------------------------
def jmtime():
return '[' + asctime()[11:19] + '] '
#-------------------------------------------------------------------
class MyDrawingArea(wx.Window):
def __init__(self, parent, id):
sty = wx.NO_BORDER
wx.Window.__init__(self, parent, id, style=sty)
self.parent = parent
self.SetBackgroundColour(wx.WHITE)
self.SetCursor(wx.CROSS_CURSOR)
# Some initalisation, just to reminds the user that a variable
# called self.BufferBmp exists. See self.OnSize().
self.BufferBmp = None
wx.EVT_SIZE(self, self.OnSize)
wx.EVT_PAINT(self, self.OnPaint)
wx.EVT_LEFT_DOWN(self,self.OnClick)
def OnSize(self, event):
print jmtime() + 'OnSize in MyDrawingArea'
# Get the size of the drawing area in pixels.
self.wi, self.he = self.GetSizeTuple()
# Create BufferBmp and set the same size as the drawing area.
self.BufferBmp = wx.EmptyBitmap(self.wi, self.he)
memdc = wx.MemoryDC()
memdc.SelectObject(self.BufferBmp)
# Drawing job
ret = self.DoSomeDrawing(memdc)
if not ret: #error
self.BufferBmp = None
wx.MessageBox('Error in drawing', 'CommentedDrawing', wx.OK | wx.ICON_EXCLAMATION)
def OnPaint(self, event):
print jmtime() + 'OnPaint in MyDrawingArea'
dc = wx.PaintDC(self)
dc.BeginDrawing()
if self.BufferBmp != None:
print jmtime() + '...drawing'
dc.DrawBitmap(self.BufferBmp, 0, 0, True)
else:
print jmtime() + '...nothing to draw'
dc.EndDrawing()
def OnClick(self,event):
pos = event.GetPosition()
dc = wx.ClientDC(self)
dc.SetPen(wx.Pen(wx.BLACK,1,wx.SOLID))
dcwi, dche = dc.GetSizeTuple()
x = pos.x
y = pos.y
time_start = time.time()
memdc = wx.MemoryDC()
memdc.SelectObject(self.BufferBmp)
memdc.SetPen(wx.Pen(wx.BLACK,1,wx.SOLID))
count = 1
runtime = 5
while (time.time() - time_start) < runtime:
x,y = random_walk(x,y,dcwi,dche)
memdc.DrawPoint(x,y)
if (time.time() - time_start) > count * runtime * 0.1:
print jmtime() + 'Random walk in MyDrawingArea'
count += 1
dc.BeginDrawing()
dc.DrawBitmap(self.BufferBmp, 0, 0, True)
dc.EndDrawing()
dc.BeginDrawing()
dc.DrawBitmap(self.BufferBmp, 0, 0, True)
dc.EndDrawing()
# End of def OnClick
def DoSomeDrawing(self, dc):
try:
print jmtime() + 'DoSomeDrawing in MyDrawingArea'
dc.BeginDrawing()
#~ raise OverflowError #for test
# Clear everything
dc.SetBrush(wx.Brush(wx.WHITE, wx.SOLID))
dc.Clear()
dc.EndDrawing()
return True
except:
return False
#-------------------------------------------------------------------
class MyPanel(wx.Panel):
def __init__(self, parent, id):
wx.Panel.__init__(self, parent, id, wx.DefaultPosition, wx.DefaultSize)
self.drawingarea = MyDrawingArea(self, -1)
self.SetAutoLayout(True)
gap = 30 #in pixels
lc = wx.LayoutConstraints()
lc.top.SameAs(self, wx.Top, gap)
lc.left.SameAs(self, wx.Left, gap)
lc.right.SameAs(self, wx.Width, gap)
lc.bottom.SameAs(self, wx.Bottom, gap)
self.drawingarea.SetConstraints(lc)
#-------------------------------------------------------------------
# Usual frame. Can be resized, maximized and minimized.
# The frame contains one panel.
class MyFrame(wx.Frame):
def __init__(self, parent, id):
wx.Frame.__init__(self, parent, id, 'CommentedDrawing', wx.Point(0, 0), wx.Size(500, 400))
self.panel = MyPanel(self, -1)
wx.EVT_CLOSE(self, self.OnCloseWindow)
def OnCloseWindow(self, event):
print jmtime() + 'OnCloseWindow in MyFrame'
self.Destroy()
#-------------------------------------------------------------------
class MyApp(wx.App):
def OnInit(self):
frame = MyFrame(None, -1)
frame.Show(True)
self.SetTopWindow(frame)
return True
#-------------------------------------------------------------------
def random_walk(x,y,sizex = 250, sizey = 200):
rn = random.randrange(0,2)
x_new = x + (1-rn) - rn
while x_new < 0 or x_new > sizex:
rn = random.randrange(0,2)
x_new = x + (1-rn) - rn
rn = random.randrange(0,2)
y_new = y + (1-rn) - rn
while y_new < 0 or y_new > sizex:
rn = random.randrange(0,2)
y_new = y + (1-rn) - rn
return x_new, y_new
# end of def random_walk
#-------------------------------------------------------------------
def main():
print 'main is running...'
app = MyApp(0)
app.MainLoop()
#-------------------------------------------------------------------
if __name__ == "__main__" :
main()
#eof-------------------------------------------------------------------
This is the solution I came up with. Instead of using dc.DrawBitmap() to copy the buffered image to the screen I used Update() and Refresh() to trigger a paint event. However, what I still don't understand is why I cannot use DrawBitmap() to accomplish the same.
The only difference is that OnPaint() uses PaintDC() and in OnClick() I use ClientDC().
Anyways, this is my current code for OnClick():
def OnClick(self,event):
pos = event.GetPosition()
x = pos.x
y = pos.y
time_start = time.time()
memdc = wx.MemoryDC()
memdc.SelectObject(self.BufferBmp)
dcwi, dche = memdc.GetSizeTuple()
memdc.SetPen(wx.Pen(wx.BLACK,1,wx.SOLID))
runtime = 10
while (time.time() - time_start) < runtime:
x,y = random_walk(x,y,dcwi,dche)
memdc.SelectObject(self.BufferBmp)
memdc.DrawPoint(x,y)
memdc.SelectObject(wx.NullBitmap)
self.Update()
self.Refresh()
print jmtime() + 'Random walk in MyDrawingArea done'

graphical user interface for real time chatbox

I'm trying to create a chat box, using tkinter, for real time chatting. But there is a problem in the GUI part (below) where I am getting this error:
NameError: global name 'action' is not defined
My code:
from Tkinter import *
from PIL import ImageTk,Image
class LoginFrame(Frame):
def action(event):
global EntryBox
global ChatLog
EntryBox.config(state=NORMAL)
EntryText = (EntryBox.get("0.0",END))
LoadMyEntry(ChatLog,EntryText)
EntryBox.delete("0.0",END)
def __init__(self, parent):
Frame.__init__(self, parent,background=("lavender blush"))
self.parent = parent
self.parent.title("Lets Gossip")
self.pack(fill=BOTH, expand=1)
w = 400
h = 500
sw = self.parent.winfo_screenwidth()
sh = self.parent.winfo_screenheight()
x = (sw - w)/2
y = (sh - h)/2
self.parent.geometry('%dx%d+%d+%d' % (w, h, x, y))
ChatLog = Text(self, bd=0, bg="white", height="8", width="50", font="Arial",)
scrollbar = Scrollbar(self, command=ChatLog.yview, cursor="heart")
ChatLog['yscrollcommand'] = scrollbar.set
EntryBox = Text(self, bd=0, bg="white",width="29", height="5", font="Arial")
EntryBox.bind("<Return>",action)
EntryBox.bind("<KeyRelease-Return>")
scrollbar1 = Scrollbar(self, command=ChatLog.yview, cursor="heart")
EntryBox['yscrollcommand'] = scrollbar1.set
scrollbar.place(x=376,y=6, height=386)
ChatLog.place(x=6,y=6, height=386, width=370)
scrollbar1.place(x=376,y=401, height=90)
EntryBox.place(x=6, y=401, height=90, width=370)
self.pack()
root = Tk()
lf = LoginFrame(root)
root.mainloop()

My character doesn't stay inside the screen

I'm new to programming and my character goes out of the screen when I run the code. How can I make it stay inside the screen? Also, I have this wall.png which will work as the wall. How do I put the wall as the limit of the screen so it doesn't go away from the screen?
code:
import os, sys
import pygame
from pygame.locals import *
from ayuda import *
pygame.init
class PyManMain:
def __init__(self, width=600,height=600):
pygame.init()
self.width = width
self.height = height
self.screen = pygame.display.set_mode((self.width
, self.height))
def MainLoop(self):
self.LoadSprites();
pygame.key.set_repeat(500, 30)
self.background = pygame.Surface(self.screen.get_size())
self.background = self.background.convert()
self.background.fill((50,85,40))
while 1:
for event in pygame.event.get():
if event.type == pygame.QUIT:
sys.exit()
elif event.type == KEYDOWN:
if ((event.key == K_RIGHT)
or (event.key == K_LEFT)
or (event.key == K_UP)
or (event.key == K_DOWN)):
self.snake.move(event.key)
lstCols = pygame.sprite.spritecollide(self.snake
, self.pellet_sprites
, True)
self.snake.pellets = self.snake.pellets + len(lstCols)
self.screen.blit(self.background, (0, 0))
self.pellet_sprites.draw(self.screen)
self.snake_sprites.draw(self.screen)
pygame.display.flip()
def LoadSprites(self):
self.snake = Snake()
self.snake_sprites = pygame.sprite.RenderPlain((self.snake))
nNumHorizontal = int(self.width/64)
nNumVertical = int(self.height/64)
self.pellet_sprites = pygame.sprite.Group()
for x in range(nNumHorizontal):
for y in range(nNumVertical):
self.pellet_sprites.add(Pellet(pygame.Rect(x*64, y*64, 64, 64)))
class Snake(pygame.sprite.Sprite):
def __init__(self):
pygame.sprite.Sprite.__init__(self)
self.image, self.rect = load_image('personaje.png',-1)
self.pellets = 0
self.x_dist = 5
self.y_dist = 5
def move(self, key):
xMove = 0;
yMove = 0;
if (key == K_RIGHT):
xMove = self.x_dist
elif (key == K_LEFT):
xMove = -self.x_dist
elif (key == K_UP):
yMove = -self.y_dist
elif (key == K_DOWN):
yMove = self.y_dist
self.rect.move_ip(xMove,yMove);
class Pellet(pygame.sprite.Sprite):
def __init__(self, rect=None):
pygame.sprite.Sprite.__init__(self)
self.image, self.rect = load_image('cofrefront.png',-1)
if rect != None:
self.rect = rect
if __name__ == "__main__":
MainWindow = PyManMain()
MainWindow.MainLoop()
I think I know what your problem is. You would like your character (snake) to stay inside the screen when he reaches the edges of the window. To achieve this, you need to modify the move function of the Snake class :). My modifications would look like this:
def move(self, key):
xMove = 0;
yMove = 0;
if (key == K_RIGHT) and self.rect.right + self.x_dist <= 600 :
xMove = self.x_dist
elif (key == K_LEFT) and self.rect.left - self.x_dist >= 0:
xMove = -self.x_dist
elif (key == K_UP) and self.rect.top - self.y_dist >= 0:
yMove = -self.y_dist
elif (key == K_DOWN) and self.rect.bottom + self.y_dist <= 600:
yMove = self.y_dist
self.rect.move_ip(xMove,yMove);
Essentially what I did above, is before I let the character move left,right,up and down, I check whether he would be outside the visible screen. If after the movement he still is inside the screen, I let him move. If not, I block he's movement :)
Hope that helped,
Cheers!
Alex