how to speed up master.scene._render_pygame_def_update() time - python

im trying to make a 3d renderer but i can only get at most 20fps on idle.
i tried using #functools.lru_cache(maxsize=None) on project_and_rotate() and got it up to 40fps on idle.
is there any way i could make this any faster
im using a long math formula i found a few month ago but it seems to be to slow for the map in projected_des
from math import *
import pygame
import numpy
from functools import lru_cache
#lru_cache(maxsize=None)
def project_and_rotate(x, y, z,rotx,roty,rotz,posx,posy,posz,cx,cy,cz,scale,render_distance):
x,y,z=x-posx,y-posy,z-posz
if abs(x)>render_distance or abs(z)>render_distance:return None
px = (((x * cos(rotz) - sin(rotz) * y) * cos(roty) - z * sin(roty)) * (315 / ((((z * cos(roty) + (x * cos(rotz) - sin(rotz) * y) * sin(roty)) * cos(rotx) + (y * cos(rotz) + x * sin(rotz)) * sin(rotx)) + 5) + cz))) * scale + cx
py = (((y * cos(rotz) + x * sin(rotz)) * cos(rotx) - (z * cos(roty) + (x * cos(rotz) - sin(rotz) * y) * sin(roty)) * sin(rotx)) * (315 / ((((z * cos(roty) + (x * cos(rotz) - sin(rotz) * y) * sin(roty)) * cos(rotx) + (y * cos(rotz) + x * sin(rotz)) * sin(rotx)) + 5) + cz))) * scale + cy
return [round(px),round(py)]
class coordinate:
def __init__(self,x,y,z):
self.x=x
self.y=y
self.z=z
class verticies_structure:
def __init__(self):
self._verts=[]
def add_vert(self,x,y,z):
self._verts.append(coordinate(x,y,z))
def get_coords(self,indexes):
return self._verts[indexes[0]:indexes[1]]
class camera:
def __init__(self,w,h,render_distance,fov=45):
self.fov=360-fov
self.w=w
self.h=h
self.x=0
self.rx=0
self.cx=0
self.y=0
self.ry=0
self.cy=0
self.z=0
self.rz=0
self.cz=0
self.render_distance=render_distance
def false(f,value):
if value==f:
value=f+0.01
return value
def inf360(value):
if value>359:value=0
if value<0:value=359
return value
class mesh(object):
def __init__(self,file_obj,cam):
self.cam=cam
self.verts=verticies_structure()
self.source=file_obj
self.read_object_file()
self.verts=verticies_structure()
size=100
for x in range(size):
for z in range(size):
self.verts.add_vert(x-size//2,0,z-size//2)
self.w2s_vect=numpy.vectorize(self.w2s)
self.array_verts=numpy.array(self.verts._verts)
def w2s(self,coord):
cam=self.cam
return project_and_rotate(coord.x,coord.y,coord.z,cam.ry,cam.rx,cam.rz,cam.x,cam.y,cam.z,cam.cx,cam.cy,cam.cz,10,cam.render_distance)
def projected_des(self,cam):
#return self.w2s_vect(self.array_verts).tolist()
return map( lambda coord:project_and_rotate(coord.x,coord.y,coord.z,cam.ry,cam.rx,cam.rz,cam.x,cam.y,cam.z,cam.cx,cam.cy,cam.cz,10,cam.render_distance),self.verts.get_coords([0,-1]))
def read_object_file(self):
self.verts=verticies_structure()
import re
reComp = re.compile("(?<=^)(v |vn |vt |f )(.*)(?=$)", re.MULTILINE)
with open(self.source) as f:
data = [txt.group() for txt in reComp.finditer(f.read())]
v_arr, vn_arr, vt_arr, f_arr = [], [], [], []
for line in data:
tokens = line.split(' ')
if tokens[0] == 'v':
v_arr.append([float(c) for c in tokens[1:]])
elif tokens[0] == 'vn':
vn_arr.append([float(c) for c in tokens[1:]])
elif tokens[0] == 'vt':
vn_arr.append([float(c) for c in tokens[1:]])
elif tokens[0] == 'f':
f_arr.append([[int(i) if len(i) else 0 for i in c.split('/')] for c in tokens[1:]])
vertices, normals = [], []
for face in f_arr:
for tp in face:
self.verts.add_vert(*v_arr[tp[0]-1])
self.array_verts=numpy.array(self.verts._verts)
class draw:
class frame:
class pygame_uitl:
def grid(rowx,rowy,px,color=(255,255,255)):
display=pygame.display.get_surface()
for r in range(rowx):
r+=1
pygame.draw.line(display,color,(0,(display.get_height()/(rowx+1))*r),(display.get_width(),(display.get_height()/(rowx+1))*r),px)
for r in range(rowy):
r+=1
pygame.draw.line(display,color,((display.get_width()/(rowy+1))*r,0),((display.get_width()/(rowy+1))*r,display.get_height()),px)
class system:
class pygame_util:
def get_orientation():
inf=pygame.display.Info()
w,h=inf.current_w,inf.current_h
if w>h:
return 1
else:
return 0
class Drivers:
class Pygame:
DEFAULT="PG-default"
SDL2="PG-sdl2"
class master:
class scene:
def __init__(self,wh:list,display_driver:str,render_distance:int,fps:int):
self._model={
"class 1":[],
"class 2":[],
"class 3":[],
"class 4":[]}
self._fps=fps
self._window_wh=wh
self._driver=display_driver
self._camera=camera(*wh,render_distance)
self._mode="mesh"
self._super_ls=0
if display_driver==Drivers.Pygame.DEFAULT:
self._render_pygame_def_setup()
def add_model(self,file):
model=mesh(file,self._camera)
vertexes=len(model.verts._verts)
if vertexes>100:
self._model["class 4"].append(model)
elif vertexes>50:
self._model["class 3"].append(model)
elif vertexes>25:
self._model["class 2"].append(model)
else:
self._model["class 1"].append(model)
def regulate_camera(self):
self._camera.rx,self._camera.ry,self._camera.rz=false(0,self._camera.rx),false(0,self._camera.ry),false(0,self._camera.rz)
self._camera.cx,self._camera.cy,self._camera.cz=false(0,self._camera.cx),false(0,self._camera.cy),false(0,self._camera.cz)
def correct_camera(self,orient=1):
self._orient=orient
if orient:
self._camera.cx=self._window_wh[1]//2
self._camera.cy=self._window_wh[0]
self._camera.ry=0.4
else:
self._camera.cx=self._window_wh[0]//2
self._camera.cy=self._window_wh[1]
self._camera.ry=0.2
def auto_render_distance(self):
if self._driver==Drivers.Pygame.DEFAULT:
if self._pygame_clock.get_fps()+5>self._fps:
self._camera.render_distance+=1
else:
self._camera.render_distance-=1
def landscape_super(self):
self._super_ls=1
self._lss_hdri_file_jpg_surf=pygame.Surface([self._window_wh[0],self._window_wh[1]//2.01])
self._lss_hdri_file_jpg_surf.fill((200,220,255))
def _render_pygame_def_setup(self):
self._pygame_clock=pygame.time.Clock()
self._pygame_screen=pygame.display.set_mode((self._camera.w,self._camera.h),pygame.DOUBLEBUF|pygame.HWACCEL|pygame.HWSURFACE)
def _render_pygame_def_update(self):
self._pygame_screen.fill((0,70,0))
self.regulate_camera()
for idx,vclass in self._model.items():
for model in vclass:
for point in model.projected_des(self._camera):
if point!=None:
try:self._pygame_screen.set_at(point,(255,255,255))
except:pass
if self._super_ls:
self._pygame_screen.blit(self._lss_hdri_file_jpg_surf,(0,0))
def _render_pygame_def_finish(self):
pygame.display.flip()
self._pygame_clock.tick(self._fps)
scene=master.scene([2176,1080],Drivers.Pygame.DEFAULT,render_distance=25,fps=60)
scene.add_model("cube.obj")
scene.correct_camera(0)
scene.landscape_super()
#make the sky mapped to edge of render
pygame.font.init()
while 1:
rx,ry=pygame.mouse.get_rel()
scene._camera.rx+=rx/200
scene._render_pygame_def_update()
#scene.auto_render_distance()
scene._pygame_screen.blit(pygame.font.SysFont(None,60).render(str(scene._pygame_clock.get_fps()),None,(255,0,0)),(0,0))
scene._render_pygame_def_finish()

Something like this would reduce the number of math expressions in project_and_rotate
#lru_cache(maxsize=None)
def project_and_rotate(x, y, z,rotx,roty,rotz,posx,posy,posz,cx,cy,cz,scale,render_distance):
x,y,z=x-posx,y-posy,z-posz
if abs(x)>render_distance or abs(z)>render_distance:
return None
cos_rotz = cos(rotz)
sin_rotz = sin(rotz)
cos_roty = cos(roty)
sin_roty = sin(roty)
cos_rotx = cos(rotx)
sin_rotx = sin(rotx)
intermediate_1 = (x * cos_rotz - sin_rotz * y)
intermediate_2 = (z * cos_roty + intermediate_1 * sin_roty)
intermediate_3 = (y * cos_rotz + x * sin_rotz) * sin_rotx)
intermediate_4 = (315 / (((intermediate_2 * cos_rotx + intermediate_3 + 5) + cz))) * scale
px = ((intermediate_1 * cos_roty - z * sin_roty) * intermediate_4 + cx
py = (((y * cos_rotz + x * sin_rotz) * cos_rotx - intermediate_2 * sin_rotx) * intermediate_4 + cy
return [round(px), round(py)]
However, to fully improve your script -- it would be wise to profile the code to see where the script is taking the most time.
For a better discussion you should see https://codereview.stackexchange.com/

Related

Adding and printing items, using lists using python

So my problem seems quite trivial, but I'm new to python and am writing a simple program that calculates the reactions of a beam. My program does that successfully, but now I want to expand the capabilities to being able to plot the shear and bending moment diagrams along each beam. My thought process is to use a list and add the shear values (for now) to that list, in increments that divides the beam into 100 segments. Afterwards I want to be able to retrieve them and use these values to plot them.
class beam:
def __init__(self, emod, i, length):
self.emod = emod
self.i = i
self.length = length
def A(self, a, p): # Calculate reaction at A
return p * (self.length - a) / self.length
def B(self, a, p): # Calculate reaction at B
return p * a / self.length
def Mc(self, a, p): # Calculate moment at C
return p * a * (self.length - a) / self.length
def delc(self, a, p):
return p * a * a * (self.length - a) ** 2 / 3 / self.emod / self.i / self.length
def delx(self, x, a, p):
beta = (self.length - a) / self.length
delta = x / self.length
return p * self.length * self.length * (self.length - a) * delta * (
1 - beta * beta - delta * delta) / 6 / self.emod / self.i
def delx1(self, x, a, p):
alpha = a / self.length
delta = x / self.length
return p * self.length * self.length * a * delta * (
1 - alpha * alpha - delta * delta) / 6 / self.emod / self.i
def maxDisplacementCoords(self, a):
return a * (1.0 / 3 + 2 * (self.length - a) / 3 / a) ** 0.5
class shearValues: # This is the class that adds the shear values to a list
def __init__(self):
self.values = []
def add_values(self, beam, a_val, p):
j = float(0)
v = beam.A(a_val, p)
while j < beam.length:
if j < a_val:
continue
elif j > a_val:
continue
elif j == a_val:
v -= p
self.values.append(v)
j += beam.length / float(100)
v += beam.B(a_val, p)
self.values.append(v)
if __name__ == '__main__':
def inertia_x(h, w, t):
iy1 = w * h * h * h / 12
iy2 = (w - t) * (h - 2 * t) ** 3 / 12
return iy1 - 2 * iy2
beam_list = []
beam1 = beam(200000000000, inertia_x(0.203, 0.133, 0.025), 5)
beam2 = beam(200000000000, inertia_x(0.254, 0.146, 0.031), 5)
beam3 = beam(200000000000, inertia_x(0.305, 0.102, 0.025), 5)
beam_list.append(beam1)
beam_list.append(beam2)
beam_list.append(beam3)
while True:
my_beam = beam_list[1]
beam_choice = input("Which beam would you like to evaluate? 1, 2 or 3 ")
if beam_choice == '1':
my_beam = beam_list[0]
elif beam_choice == '2':
my_beam = beam_list[1]
elif beam_choice == '3':
my_beam = beam_list[2]
p = float(input("Enter the required load "))
a_val = float(input("Enter displacement of point load (origin at LHS) "))
print("Ay = {}".format(my_beam.A(a_val, p)))
print("By = {}".format(my_beam.B(a_val, p)))
print("Mc = {}".format(my_beam.Mc(a_val, p)))
print("Displacement at C = {}".format(my_beam.delc(a_val, p)))
displacement = input("Do you want to calculate a specific displacement? [Y]es or [N]o ").upper()
if displacement not in 'YN' or len(displacement) != 1:
print("Not a valid option")
continue
if displacement == 'Y':
x = float(input("Enter location on beam to calculate displacement (origin on LHS) "))
if x < a_val:
print("Displacement at {} = {}".format(x, my_beam.delx(x, a_val, p)))
elif x > a_val:
print("Displacement at {} = {}".format(x, my_beam.delx1(my_beam.length - x, a_val, p)))
elif x == displacement:
print("Displacement at {} = {}".format(x, my_beam.delc(a_val, p)))
elif displacement == 'N':
continue
print("Max displacement is at {} and is = {}".format(my_beam.maxDisplacementCoords(a_val),
my_beam.delx(my_beam.maxDisplacementCoords(a_val), a_val,
p)))
# The code doesn't execute the way it is intended from here
sv = shearValues()
sv.add_values(my_beam,a_val,p)
Currently it seems as if I have created an infinite loop.
As you can see, the code is not optimized at all but any help would be appreciated. And the calculations are correct.

Why doesn't update repaint a scene?

I am making a marching cubes project in python using PyQt5 and PyOpenGL. I am trying to hide the wireframe cube which marches across the screen, referenced as mainWindow.marchingCube to disappear after cycling through. I managed to get the disappearing cycle to occur, but the cube does not actually disappear. I called the QOpenGLWidget's update function, but the cube still did not disappear.
import sys
from PyQt5.QtWidgets import (
QApplication, QMainWindow, QSlider,
QOpenGLWidget, QLabel, QPushButton
)
from PyQt5.QtCore import Qt
from OpenGL.GL import (
glLoadIdentity, glTranslatef, glRotatef,
glClear, glBegin, glEnd,
glColor3fv, glVertex3fv,
GL_COLOR_BUFFER_BIT, GL_DEPTH_BUFFER_BIT,
GL_QUADS, GL_LINES
)
from OpenGL.GLU import gluPerspective
from numerics import sin, cos, tan, avg, rnd #Numerics is my custom math library.
import random, time
class mainWindow(QMainWindow): #Main class.
shapes = [] #this will hold instances of the following classes: cube
dataPoints = []
zoomLevel = -10
rotateDegreeV = -90
rotateDegreeH = 0
marchActive = False
limit = -1
meshPoints = []
class cube():
render = True
solid = False
color = (1, 1, 1)
def config(self, x, y, z, size = 0.1, solid = False, color = (1, 1, 1)):
self.solid = solid
self.color = color
self.size = size / 2
s = self.size
self.vertices = [
(-s + x, s + y, -s + z),
(s + x, s + y, -s + z),
(s + x, -s + y, -s + z),
(-s + x, -s + y, -s + z),
(-s + x, s + y, s + z),
(s + x, s + y, s + z),
(s + x, -s + y, s + z),
(-s + x, -s + y, s + z)
]
self.edges = [
(0,1), (0,3), (0,4), (2,1),
(2,3), (2,6), (7,3), (7,4),
(7,6), (5,1), (5,4), (5,6)
]
self.facets = [
(0, 1, 2, 3), (0, 1, 6, 5),
(0, 3, 7, 4), (6, 5, 1, 2),
(6, 7, 4, 5), (6, 7, 3, 2)
]
def show(self):
self.render = True
def hide(self):
self.render = False
class dataPoint():
location = (0, 0, 0)
value = 0
shape = None
def place(self, x, y, z):
self.location = (x, y, z)
def set(self, val):
self.value = val
def setShape(self, shape):
self.shape = shape
class meshPoint():
location = (0, 0, 0)
shape = None
def place(self, x, y, z):
self.location = (x, y, z)
def setShape(self, shape):
self.shape = shape
def keyPressEvent(self, event): #This is the keypress detector. I use this to determine input to edit grids.
try:
key = event.key()
#print(key)
if key == 87:
self.rotateV(5)
elif key == 65:
self.rotateH(5)
elif key == 83:
self.rotateV(-5)
elif key == 68:
self.rotateH(-5)
elif key == 67:
self.zoom(1)
elif key == 88:
self.zoom(-1)
elif key == 77:
self.marchStep()
except:
pass
def __init__(self):
super(mainWindow, self).__init__()
self.currentStep = 0
self.width = 700 #Variables used for the setting of the size of everything
self.height = 600
self.setGeometry(0, 0, self.width + 50, self.height) #Set the window size
self.initData(3, 3, 3)
def setupUI(self):
self.openGLWidget = QOpenGLWidget(self) #Create the GLWidget
self.openGLWidget.setGeometry(0, 0, self.width, self.height)
self.openGLWidget.initializeGL()
self.openGLWidget.resizeGL(self.width, self.height) #Resize GL's knowledge of the window to match the physical size?
self.openGLWidget.paintGL = self.paintGL #override the default function with my own?
self.filterSlider = QSlider(Qt.Vertical, self)
self.filterSlider.setGeometry(self.width + 10, int(self.height / 2) - 100, 30, 200)
self.filterSlider.valueChanged[int].connect(self.filter)
self.limitDisplay = QLabel(self)
self.limitDisplay.setGeometry(self.width, int(self.height / 2) - 130, 50, 30)
self.limitDisplay.setAlignment(Qt.AlignCenter)
self.limitDisplay.setText('-1')
self.marchButton = QPushButton(self)
self.marchButton.setGeometry(self.width, int(self.height / 2) - 160, 50, 30)
self.marchButton.setText('March!')
self.marchButton.clicked.connect(self.marchStep)
def marchStep(self):
if not self.marchActive:
marchAddr = len(self.shapes)
self.shapes.append(self.cube())
self.marchingCube = self.shapes[marchAddr]
self.marchActive = True
self.currentStep = 0
if self.currentStep == len(self.marchPoints):
self.currentStep = 0
#print('meshPoints: {}'.format(self.meshPoints))
for mp in self.meshPoints:
#print(mp.shape)
self.shapes.remove(mp.shape)
self.meshPoints.clear()
self.marchingCube.hide()
return
if self.currentStep == 0:
self.marchingCube.show()
p = self.marchPoints[self.currentStep]
x, y, z = p
self.marchingCube.config(x, y, z, size = 1)
points = []
for i in range(8):
point = self.getDataPointByLocation(self.marchingCube.vertices[i])
points.append(point)
self.openGLWidget.update()
#print('step: {} x: {} y: {} z: {}'.format(self.currentStep, x, y, z))
#for point in points:
# print(point.location, end = ' ')
#print()
for pair in self.marchingCube.edges:
pointA = points[pair[0]]
pointB = points[pair[1]]
#print('pointA.value: {} pointB.value: {} limit: {}'.formatpointA.value, pointB.value, self.limit)
if (pointA.value < self.limit and pointB.value > self.limit) or (pointA.value > self.limit and pointB.value < self.limit):
xA, yA, zA = pointA.location
xB, yB, zB = pointB.location
valA = (pointA.value + 1) / 2
valB = (pointB.value + 1) / 2
xC = float(avg([xA, xB]))
yC = float(avg([yA, yB]))
zC = float(avg([zA, zB]))
mp = self.meshPoint()
mp.place(xC, yC, zC)
mp.setShape(self.cube())
mp.shape.config(xC, yC, zC, size = 0.05, solid = True, color = (1, 0, 0))
self.shapes.append(mp.shape)
self.meshPoints.append(mp)
self.currentStep += 1
self.openGLWidget.update()
def zoom(self, value):
self.zoomLevel += value
self.openGLWidget.update()
def rotateV(self, value):
self.rotateDegreeV += value
self.openGLWidget.update()
def rotateH(self, value):
self.rotateDegreeH += value
self.openGLWidget.update()
def filter(self, value):
self.limit = rnd((value / 49.5) -1, -2)
for d in self.dataPoints:
if d.value < self.limit:
d.shape.hide()
else:
d.shape.show()
self.limitDisplay.setText(str(self.limit))
self.openGLWidget.update()
def getDataPointByLocation(self, coord):
x, y, z = coord
for dp in self.dataPoints:
if dp.location == (x, y, z):
return dp
return False
def paintGL(self):
glLoadIdentity()
gluPerspective(45, self.width / self.height, 0.1, 110.0) #set perspective?
glTranslatef(0, 0, self.zoomLevel) #I used -10 instead of -2 in the PyGame version.
glRotatef(self.rotateDegreeV, 1, 0, 0) #I used 2 instead of 1 in the PyGame version.
glRotatef(self.rotateDegreeH, 0, 0, 1)
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT)
if len(self.shapes) != 0:
glBegin(GL_LINES)
for s in self.shapes:
glColor3fv(s.color)
if s.render and not s.solid:
for e in s.edges:
for v in e:
glVertex3fv(s.vertices[v])
glEnd()
glBegin(GL_QUADS)
for s in self.shapes:
glColor3fv(s.color)
if s.render and s.solid:
for f in s.facets:
for v in f:
glVertex3fv(s.vertices[v])
glEnd()
def initData(self, sizeX, sizeY, sizeZ):
marchSizeX = sizeX - 1
marchSizeY = sizeY - 1
marchSizeZ = sizeZ - 1
xOff = -(sizeX / 2) + 0.5
yOff = -(sizeY / 2) + 0.5
zOff = -(sizeZ / 2) + 0.5
xMarchOff = -(marchSizeX / 2) + 0.5
yMarchOff = -(marchSizeY / 2) + 0.5
zMarchOff = -(marchSizeZ / 2) + 0.5
vals = []
self.marchPoints = []
for z in range(marchSizeZ):
for y in range(marchSizeY):
for x in range(marchSizeX):
self.marchPoints.append((x + xMarchOff, y + yMarchOff ,z + zMarchOff))
for z in range(sizeZ):
for y in range(sizeY):
for x in range(sizeX):
loc = len(self.dataPoints)
val = self.generate(x + xOff, y + yOff, z + zOff)
self.dataPoints.append(self.dataPoint())
self.dataPoints[loc].place(x + xOff, y + yOff, z + zOff)
self.dataPoints[loc].set(val)
loc2 = len(self.shapes)
self.shapes.append(self.cube())
self.shapes[loc2].config(x + xOff, y + yOff, z + zOff, solid = True, color = (0, (val + 1) / 2, (val + 1) / -2 + 1))
self.dataPoints[loc].setShape(self.shapes[loc2])
vals.append(val)
print(avg(vals))
def generate(self, xIn, yIn, zIn): #Function which produces semi-random values based on the supplied coordinates.
i = -(xIn * yIn * (10 + zIn))
j = xIn * yIn * (10 + zIn)
if i < j:
mixer = random.randint(i, j)
else:
mixer = random.randint(j, i + 1)
a = avg([sin(cos(xIn)), tan(tan(yIn)), cos(tan(zIn))])
out = mixer * a
while out > 10:
out -= 5
while out < -10:
out += 5
return float(out / 10)
app = QApplication([])
window = mainWindow()
window.setupUI()
window.show()
sys.exit(app.exec_())
Why doesn't the cube disappear? I have caught wind during my web searches on the subject that update does not always work as expected. Directly calling self.openGLWidget.paintGL() does not work either. What must I do to make the cube disappear?
EDIT:
If I make a call to rotate, rotate, or zoom, the screen refreshes and the meshpoints as well as the marching cube all disappear. I think I may end up making a workaround by calling one of those with a zero value.
To test, save the following code in a file named numerics.py in the same directory as the rest of the code.
from decimal import Decimal as dec
degrad = 'deg'
pi = 3.14159265358979323846
terms = dec(9) #number of terms used for the trig calculations
def version():
print('numerics.py version 1.0.0')
print('Packaged with the cubes project')
def mode(modeinput = ''): #switch between degrees and radians or check the current mode
global degrad
if modeinput == 'deg':
degrad = 'deg'
return 'deg'
if modeinput == 'rad':
degrad = 'rad'
return 'rad'
if modeinput == '':
return degrad
else:
return False
def accuracy(accinput = ''):
global terms
global pi
if accinput == '':
return terms
terms = dec(accinput)
PI = calculatePi(accinput)
print('Pi is: {}'.format(PI))
return terms
def calculatePi(placeIn = terms):
if placeIn > 15:
if input("Warning: You have chosen to calculate more than 20 digits of pi. This may take a LONG TIME and may be inacurate. Enter 'yes' if you wish to proceed. If you enter anything else, this function will revert to 10 digits.") == 'yes':
place = placeIn
else:
place = 10
else:
place = placeIn
print('Calculating Pi...\nPlease wait, as this may take a while.')
PI = dec(3)
addSub = True
for i in range(2, 2 * (int(place) ** 6) + 1, 2):
if addSub:
PI += dec(4) / (dec(i) * dec(i + 1) * dec(i + 2))
elif not addSub:
PI -= dec(4) / (dec(i) * dec(i + 1) * dec(i + 2))
addSub = not addSub
return rnd(PI, -(place), mode = 'cutoff')
def radToDeg(radin):
return (dec(radin) * dec(180 / pi))
def degToRad(degin):
return (dec(degin) * dec(pi / 180))
def avg(numsIn): #return the average of two numbers, specified as an integer or float
num1 = dec(0)
for i in numsIn:
num1 += dec(i)
return rnd(dec(num1 / dec(len(numsIn))))
def sin(anglein, dr = degrad): #return sine of the supplied angle using the predetermined mode or the supplied mode
if dr == 'deg':
while anglein > 180:
anglein -= 360
while anglein < -180:
anglein += 360
angle = degToRad(anglein)
if dr == 'rad':
while anglein > pi:
anglein -= (2 * pi)
while anglein < -pi:
anglein += (2 * pi)
angle = anglein
return rnd(rawsin(dec(angle)), -terms)
def arcsin(ratioin, dr = degrad): #return arcsine of the supplied ratio using the predetermined mode or the supplied mode
if ratioin > 1 or ratioin < -1: #if the input is illegal
return False
attempt = dec(0) #start at 0
target = rnd(dec(ratioin), -terms) #identify the target value
#print('target is: {}'.format(target))
for i in range(-1, int(terms) + 1): #for each place from 10s to terms decimal place (use -i, not i)
#print('Editing place {0}'.format(10 ** -i)) #debugging
for j in range(10): #for 10 steps
#print('current attempt: {}'.format(attempt), end = ' ')
if rnd(sin(attempt, dr), -terms) == target:
if attempt < 0:
final = (attempt * dec(-1))
else:
final = attempt
#print('attempt: {0} final: {1}'.format(attempt, final))
return final
if rnd(sin(attempt, dr), -terms) < target:
#add some
attempt += (dec(10) ** -i)
#print('attempt: {}'.format(attempt), end = ' ')
if rnd(sin(attempt, dr), -terms) > target:
#subtract some
attempt -= (dec(10) ** -i)
#print('attempt: {}'.format(attempt), end = ' ')
#print('')
if attempt < 0:
final = (attempt * dec(-1))
else:
final = attempt
#print('attempt: {0} final: {1}'.format(attempt, final))
return (final)
def cos(anglein, dr = degrad): #return cosine of the supplied angle
if dr == 'deg':
return rawsin(degToRad(90 - anglein))
else:
angle = anglein
return rnd(rawsin(90 - angle), -terms)
def arccos(ratioin, dr = degrad): #return arccosine of the supplied ratio
if ratioin > 1 or ratioin < -1:
return False
attempt = dec(0) #start at 0
target = rnd(dec(ratioin), -terms) #identify the target value
#print('target is: {}'.format(target))
for i in range(-1, int(terms) + 1): #for each place from 10s to terms decimal place (use -i, not i)
#print('Editing place {0}'.format(10 ** -i)) #debugging
for j in range(10): #for 10 steps
#print('current attempt: {}'.format(attempt), end = ' ')
if rnd(cos(attempt, dr), -terms) == target:
if attempt < 0:
final = (attempt * dec(-1))
else:
final = attempt
#print('attempt: {0} final: {1}'.format(attempt, final))
return final
if rnd(cos(attempt, dr), -terms) < target:
#add some
attempt += (dec(10) ** -i)
#print('attempt: {}'.format(attempt), end = ' ')
if rnd(cos(attempt, dr), -terms) > target:
#subtract some
attempt -= (dec(10) ** -i)
#print('attempt: {}'.format(attempt), end = ' ')
#print('')
if attempt < 0:
final = (attempt * dec(-1))
else:
final = attempt
#print('attempt: {0} final: {1}'.format(attempt, final))
return (final)
def tan(anglein, dr = degrad): #return tangent of the supplied angle
a = sin(anglein, dr)
b = cos(anglein, dr)
if (not a == 0) and (not b == 0):
return rnd((a / b), -terms)
else:
return False
def arctan(ratioin, dr = degrad): #return arctangent of the supplied ratio
if ratioin > 1 or ratioin < -1:
return False
attempt = dec(0) #start at 0
target = rnd(dec(ratioin), -terms) #identify the target value
#print('target is: {}'.format(target))
for i in range(-1, int(terms) + 1): #for each place from 10s to terms decimal place (use -i, not i)
#print('Editing place {0}'.format(10 ** -i)) #debugging
for j in range(10): #for 10 steps
#print('current attempt: {}'.format(attempt), end = ' ')
if rnd(tan(attempt, dr), -terms) == target:
if attempt < 0:
final = (attempt * dec(-1))
else:
final = attempt
#print('attempt: {0} final: {1}'.format(attempt, final))
return final
if rnd(tan(attempt, dr), -terms) < target:
#add some
attempt += (dec(10) ** -i)
#print('attempt: {}'.format(attempt), end = ' ')
if rnd(tan(attempt, dr), -terms) > target:
#subtract some
attempt -= (dec(10) ** -i)
#print('attempt: {}'.format(attempt), end = ' ')
#print('')
if attempt < 0:
final = (attempt * dec(-1))
else:
final = attempt
#print('attempt: {0} final: {1}'.format(attempt, final))
return (final)
def rawsin(anglein): #return the result of sine of the supplied angle, using radians
#This is the taylor series used.
#final = x - (x^3 / 3!) + (x^5 / 5!) - (x^7 / 7!) + (x^9 / 9!) - (x^11 / 11!)...
angle = dec(anglein)
final = angle
add = False
for i in range(3, int(terms) * 3, 2):
if add:
final += dec(angle ** i) / fact(i)
elif not add:
final -= dec(angle ** i) / fact(i)
add = not add
return final
def fact(intin): #return the factorial of the given integer, return False if not given an int
if intin == int(intin):
intout = 1
for i in range(1, intin + 1):
intout *= i
return intout
else:
return False
def rnd(numIn, decPlcIn = -terms, mode = 'fiveHigher'): #return the given number, rounded to the given decimal place.
#use 1 to indicate 10s, 0 to indicate 1s, -2 to indicate 100ths, etc.
num1 = dec(numIn)
decPlc = dec(decPlcIn)
if mode == 'fiveHigher':
return dec(str(dec(round(num1 * (dec(10) ** -decPlc))) * (dec(10) ** decPlc)).rstrip('0'))
elif mode == 'cutoff':
return dec(str(dec(int(num1 * (dec(10) ** -decPlc))) * (dec(10) ** decPlc)).rstrip('0'))
def root(numIn, rootVal):
num = dec(numIn)
rt = dec(dec(1) / rootVal)
num1 = num ** rt
return rnd(num1, -terms)
def quad(aIn, bIn, cIn): #Plugin for the quadratic formula. Provide a, b, and c.
a = dec(aIn)
b = dec(bIn)
c = dec(cIn)
try:
posResult = (-b + root((b ** dec(2)) - (dec(4) * a * c), 2)) / (dec(2) * a)
except:
posResult = False
try:
negResult = (-b - root((b ** dec(2)) - (dec(4) * a * c), 2)) / (dec(2) * a)
except:
negResult = False
return (posResult, negResult)
You are missing 1 call to self.openGLWidget.update(). There is a return statement in the instruction block of the if. The function is terminated at this point and the self.openGLWidget.update() instruction at the end of the code is never executed.
Add self.openGLWidget.update() right before return, to solve the issue:
class mainWindow(QMainWindow):
# [...]
def marchStep(self):
if not self.marchActive:
# [...]
self.currentStep = 0
if self.currentStep == len(self.marchPoints):
# [...]
self.meshPoints.clear()
self.marchingCube.hide()
self.openGLWidget.update() # <--------- ADD
return
if self.currentStep == 0:
self.marchingCube.show()
# [...]

OverFlowError: math range error javaScript to python

I am trying to build an Action potential simulation (a graph of voltage relative to time, where the voltage values are obtained through numerically solving a couple of differential equiations). I have used the code from an online simulation of this in javaScript and am trying to translate it into python. However, due to the different ways in which python and java handle floats, I get an Overflowerror: math range error. Does anyone know how I can circumvent this in this specific situation? I am posting everything i've written and my error output:
import numpy as np
import math
import matplotlib.pyplot as plt
import random
class HH():
def __init__(self):
self.dt = 0.025
self.Capacitance = 1
self.GKMax = 36
self.GNaMax = 120
self.Gm = 0.3
self.EK = 12
self.ENa = 115
self.VRest = 10.613
self.V = 0
self.n = 0.32
self.m = 0.05
self.h = 0.60
self.INa = 0
self.IK = 0
self.Im = 0
self.Iinj = 0
self.tStop = 200
self.tInjStart = 25
self.tInjStop = 175
self.IDC = 0
self.IRand = 35
self.Itau = 1
#classmethod
def alphaN(cls,V):
if(V == 10):
return alphaN(V+0.001)
else:
a = (10-V)/(100 * (math.exp((10-V)/10) -1))
print("alphaN: ", a)
return a
#classmethod
def betaN(cls,V):
a = 0.125*math.exp(-V/80)
print("betaN: ", a)
return a
#classmethod
def alphaM(cls, V):
if (V == 25):
return alphaM(V+0.0001)
else:
a = (25 - V)/10 * (math.exp( (25-V)/10) - 1)
print("alphaM", a)
return (a)
#classmethod
def betaM(cls, V):
return 4 * math.exp(-V/18)
#classmethod
def alphaH(cls, V):
return 0.07 * math.exp(-V/20)
#classmethod
def betaH(cls, V):
return 1/(math.exp((30-V/10)+1))
def iteration(self):
aN = self.alphaN(self.V)
bN = self.betaN(self.V)
aM = self.alphaM(self.V)
bM = self.betaM(self.V)
aH = self.alphaH(self.V)
bH = self.betaH(self.V)
tauN = 1/(aN + bN)
print("tauN: ", tauN)
tauM = 1/(aM + bM)
print("tauM", tauM)
tauH = 1/(aH + bH)
print("tauH: ", tauH)
nInf = aN * tauN
print("nInf: ", nInf)
mInf = aM * tauM
print("mInf: ", mInf)
hInf = aH * tauH
print("hInf: ", hInf)
self.n += self.dt/ tauN * (nInf - self.n)
print("n: ", self.n)
self.m += self.dt/tauM * (mInf - self.m)
print("m: ", self.m)
self.h += self.dt/tauH * (hInf - self.h)
print("h: ", self.h)
self.IK = self.GKMax * self.n * self.n * self.n * self.n * (self.VRest - self.EK)
print("IK: ", self.IK)
self.INa = self.GNaMax * self.m * self.m * self.m * self.h * (self.VRest - self.ENa)
print("INa: ", self.INa)
self.Im = self.Gm * (self.VRest * self.V)
print("Im: ", self.Im)
self.V += self.dt/self.Capacitance * (self.INa + self.IK + self.Im + self.Iinj)
print("V: ", self.V)
print("nnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnn")
return self.V
if __name__ == '__main__':
hodgkinHuxley = HH()
V_vector = np.zeros(math.floor(hodgkinHuxley.tStop/hodgkinHuxley.dt)) #v_vector
Iinj_vector = np.zeros(math.floor(hodgkinHuxley.tStop/hodgkinHuxley.dt)) #stim_vector
n_vector = np.zeros(math.floor(hodgkinHuxley.tStop/hodgkinHuxley.dt))
m_vector = np.zeros(math.floor(hodgkinHuxley.tStop/hodgkinHuxley.dt))
h_vector = np.zeros(math.floor(hodgkinHuxley.tStop/hodgkinHuxley.dt))
plotSampleRate = math.ceil(hodgkinHuxley.tStop/2000/hodgkinHuxley.dt) #t_vector
print("plotsamplerate: ", plotSampleRate)
i = 0
t_vector = []
for t in range(0, hodgkinHuxley.tStop+1):
t= t+hodgkinHuxley.dt
if(math.floor(t)>hodgkinHuxley.tInjStart & math.ceil(t)<hodgkinHuxley.tInjStop):
rawInj = hodgkinHuxley.IDC + hodgkinHuxley.IRand * 2 * (random.random()-0.5)
else:
rawInj = 0
hodgkinHuxley.Iinj += hodgkinHuxley.dt/hodgkinHuxley.Itau * (rawInj - hodgkinHuxley.Iinj)
hodgkinHuxley.iteration()
counter = 0
if(i == plotSampleRate):
V_vector[counter] = hodgkinHuxley.V
Iinj_vector[counter] = hodgkinHuxley.Iinj
n_vector[counter] = hodgkinHuxley.n
m_vector[counter] = hodgkinHuxley.m
h_vector[counter] = hodgkinHuxley.h
i=0;
counter+=1
i+=1
Error:
plotsamplerate: 4
alphaN: 0.05819767068693265
betaN: 0.125
alphaM 27.956234901758684
tauN: 5.458584687514421
tauM 0.03129279788667988
tauH: 14.285714285707257
nInf: 0.3176769140606974
mInf: 0.8748288084532805
hInf: 0.9999999999995081
n: 0.31998936040167786
m: 0.7089605789167688
h: 0.6006999999999995
IK: -0.5235053389507994
INa: -2681.337959108097
Im: 0.0
V: -67.0465366111762
nnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnn
alphaN: 0.00034742442109860416
betaN: 0.2889909708647963
alphaM 91515.37543280824
tauN: 3.456160731837547
tauM 1.0907358211913938e-05
tauH: 0.5000401950825147
nInf: 0.0012007546414823879
mInf: 0.9981909817434281
hInf: 1.0
n: 0.31768341581102577
m: 663.6339264765652
h: 0.6206633951393696
IK: -0.5085774931025618
INa: -2272320232559.0464
Im: -213.46946791632385
V: -56808005886.37157
nnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnn
Traceback (most recent call last):
File "C:\Users\Huinqk 2.0\Documents\projects\python\tariq_neural networks\plotting function.py", line 131, in <module>
hodgkinHuxley.iteration()
File "C:\Users\Huinqk 2.0\Documents\projects\python\tariq_neural networks\plotting function.py", line 71, in iteration
aN = self.alphaN(self.V)
File "C:\Users\Huinqk 2.0\Documents\projects\python\tariq_neural networks\plotting function.py", line 38, in alphaN
a = (10-V)/(100 * (math.exp((10-V)/10) -1))
OverflowError: math range error
[Finished in 0.8s]
You can write an altered version of math.exp which will behave more like the javascript function.
def safe_exp(n):
try:
return math.exp(n)
except OverflowError:
return float('inf')
OverflowError: math range error mean that's math.exp((10-V)/10) slightly outside of the range of a double, so it causes an overflow...
You may expect that this number is infinite with:
try:
a = (10-V)/(100 * (math.exp((10-V)/10) -1))
except OverflowError:
a = (10-V)/(float('inf'))

NoneType error with Python class and function

Despite my function returning an array, I get an TypeError: 'NoneType' object is not callable error. I first define classes, and then insert the function.
I'm relatively new to Python, and would appreciate any help/comments.
The Classes are:
from scipy import array, dot, zeros, empty
from scipy.optimize import brentq
from numpy import *
from numpy.random import uniform
from time import time
# from mpi4py import MPI
class UtilTheory:
"""
"""
def utility(self, other):
raise NotImplementedError("You need to implement method 'utility' "
"in the child class.")
def demand(self, p):
raise NotImplementedError("You need to implement method 'demand' "
"in the child class.")
def excessDemand(self, p):
p = array(p)
return self.demand(p) - self.endowment
def indUtility(self, p):
x = self.demand(p)
return self.utility(x)
def __add__(self, other):
economy = Economy([self, other])
return economy
def __radd__(self, other):
economy = Economy([self] + other)
def __rmul__(self, other):
economy = Economy(other * [self])
return economy
class Consumer(UtilTheory, object):
"""
Defines general features of a consumer
"""
def __init__(self, endowment=array([1,1]), alpha=0.5, rho=0.0):
self.endowment = array(endowment)
self.alpha = float(alpha)
self.rho = rho
self.sigma = 1.0 / (1.0 - rho)
def __str__(self):
return ('e=' + str(self.endowment) +
', alpha=' + str(self.alpha) +
', rho=' + str(self.rho))
def demand(self, p):
endowment = self.endowment
alpha = self.alpha
sigma = self.sigma
p = array(p)
m = dot(endowment, p)
x1 = ((alpha / p[0]) ** sigma * m /
(alpha ** sigma * p[0] ** (1 - sigma) +
(1 - alpha) ** sigma * p[1] ** (1 - sigma)))
x2 = (((1.0 - alpha) / p[1]) ** sigma * m /
(alpha ** sigma * p[0] ** (1 - sigma) +
(1 - alpha) ** sigma * p[1] ** (1 - sigma)))
return array([x1, x2])
def utility(self, x):
if self.rho != 0:
return ((self.alpha * x[0] ** self.rho +
(1.0 - self.alpha) * x[1] ** self.rho) **
(1.0 / self.rho))
return x[0] ** self.alpha * x[1] ** (1.0 - self.alpha)
class Economy:
"""
Consists of consumers
"""
def __init__(self, consumers):
"""
Consumers should be a list of consumers
"""
self.consumers = consumers
def excessDemand(self, p):
result = zeros(2)
for consumer in self.consumers:
result = result + consumer.excessDemand(p)
return result
def demand(self, p):
result = zeros(2)
for consumer in self.consumers:
result = result + consumer.demand(p)
return result
def excessDemandGood0(self, p0):
p = array([p0, 1.0 - p0])
result = 0
for consumer in self.consumers:
result = result + consumer.excessDemand(p)[0]
return result
def __add__(self,other):
try:
return Economy(self.consumers + other.consumers)
except:
return Economy(self.consumers + [other])
def numEquilibria(self, n=100):
# p = array([p0, 1 - p0])
q = linspace(0, 1, n)
result = empty(len(q))
#print result
for i, p0 in enumerate(q):
a = self.excessDemandGood0(p0)
#print a
result[i] = a
index = zeros(len(q))
for i in range(1, 2):
if result[i] <= 0:
index[i - 1] = 1
else:
index[i - 1] = 0
for i in range(2, n - 1):
test=result[i - 1] * result[i]
#print test
if test <= 0:
index[i - 1] = 1
else:
index[i - 1] = 0
for i in range(n - 2, n - 1):
if result[i] > 0:
index[i - 1] = 1
else:
index[i - 1] = 0
count = sum(index)
# print "The number of equilibria is"
return count
# print "Excess Demand funciton on the grid:"
# print result
# print "Index when excess demand goes from possitive to negative"
# print index
def __rmul__(self, other):
economy = Economy(other * self.consumers)
return economy
def equilibrium(self, startbracket=None):
def g(x):
return self.excessDemandGood0(x)
if startbracket == None:
startbracket = [1e-10, 1-1e-10]
eqPrice1 = brentq(g, startbracket[0], startbracket[1])
return array([eqPrice1, 1 - eqPrice1])
def __len__(self):
return len(self.consumers)
def __str__(self):
resultString = 'Economy with ' + str(len(self)) + ' consumers.\n'
for consumer in self.consumers:
resultString = resultString + str(consumer) + '\n'
return resultString
I get the error when implementing the following stats() function which calls on randomEconEq():
def randomEcon(e1=[1, 0], e2=[0, 1], iterate_max=100):
rho1 = random.uniform(-8, -1)
rho2 = random.uniform(-8, -1)
alpha1 = random.uniform(0, 1)
alpha2 = random.uniform(0, 1)
x = Consumer(endowment=e1, alpha=alpha1, rho=rho1)
y = Consumer(endowment=e2, alpha=alpha2, rho=rho2)
econ = Economy([x, y])
return econ
def randomEconEq(iterate_max=100):
iterate = 0
eq_vec = []
start = time()
while iterate < iterate_max:
iterate += 1
econ = randomEcon()
equilibria = econ.numEquilibria()
eq_vec.append(equilibria)
# print eq_vec
if (econ.numEquilibria() > 1):
print "Number of multiple equilibria is " + \
str(econ.numEquilibria())
print str(econ)
print str(eq_vec)
end = time()
totaltime = end - start
#print('Total Time is ' + str(totaltime))
return eq_vec
def stats(eq_vec, iterate_max):
one_eq = zeros(len(eq_vec))
three_eq = zeros(len(eq_vec))
five_eq = zeros(len(eq_vec))
more_eq = zeros(len(eq_vec))
# print (eq_vec)
for i in range(len(eq_vec)):
if eq_vec[i] == 1:
one_eq[i] = 1
if eq_vec[i] == 3:
three_eq[i] = 1
if eq_vec[i] == 5:
five_eq[i] = 1
if eq_vec[i] > 5:
more_eq[i] = 1
Eq1 = sum(one_eq)
Eq3 = sum(three_eq)
Eq5 = sum(five_eq)
EqMore = sum(more_eq)
prob1 = float((Eq1 / iterate_max) * 100)
prob3 = float((Eq3 / iterate_max) * 100)
prob5 = float((Eq5 / iterate_max) * 100)
probMore = float((EqMore/iterate_max) * 100)
print ('The Vector of the number of equililbria is:' + str(eq_vec))
print ('Probability of 1 equilibrium is (percent) ' + str(prob1))
print ('Probability of 3 equilibria is (percent) ' + str(prob3))
print ('Probability of 5 equilibria is (percent) ' + str(prob5))
print ('Probability of 1 equilibria is (percent) ' + str(probMore))
eq_vec = randomEconEq(100)
stats(eq_vec, 100)
The error appears in the last two lines of code when implementing the function stats().
An example which creates the error is:
stats(randomEconEq(100), 100)
and the complete traceback is:
>>> stats(randomEconEq(100), 100)
Traceback (most recent call last):
File "<stdin>", line 1, in <module>
TypeError: 'NoneType' object is not callable

Virtual Neural Network in Python

I just wrote up a simple neural network in python as I have been studying them recently. I am using backpropogation. The activation function is a sigmoid. The inputs and weights generate randomly and the ideal output is 0. I am new to python so the code is written very inefficiently, but it is readable. When I run the code, the output is always zero and I can't seem to find why. Also, I didn't use a module.
from random import uniform
input_one_input_value = 1
input_two_input_value = 0
bias_value = 1
#use global to globalize function-based variables
#use lists to store data in future
def hidden_One():
global weighted_sum_hidden_one
weighted_sum_hidden_one = (input_one_input_value * weights[0]) + (input_two_input_value * weights[1]) + (bias_value * weights[2])
hidden_one_output = activation(weighted_sum_hidden_one)
return hidden_one_output
def hidden_Two():
global weighted_sum_hidden_two
weighted_sum_hidden_two = (input_one_input_value * weights[3]) + (input_two_input_value * weights[4]) + (bias_value * weights[5])
hidden_two_output = activation(weighted_sum_hidden_two)
return hidden_two_output
def output_One():
weighted_sum = (hidden_One() * weights[6]) + (hidden_Two() * weights[7]) + (bias_value * weights[8])
return activation(weighted_sum)
def activation(x):
sigmoid_value = 1 / (1+(2.71828 ** x))
return sigmoid_value
def calculate_gradient():
E = ideal_output - actual_output
output_delta = -E * activation(weights[6] + weights[7] + weights[8])
h1_delta = activation(weighted_sum_hidden_one) * weights[6] * output_delta
h2_delta = activation(weighted_sum_hidden_two) * weights[7] * output_delta
b2_delta = activation(bias_value) * weights[8] * output_delta
i1_delta = activation(input_one_input_value) * ((weights[0] * h1_delta) + (weights[3] * h2_delta))
i2_delta = activation(input_one_input_value) * ((weights[1] * h1_delta) + (weights[4] * h2_delta))
b1_delta = activation(bias_value) * ((weights[2] * h1_delta) + (weights[5] * h2_delta))
global w1_gradient
global w2_gradient
global w3_gradient
global w4_gradient
global w5_gradient
global w6_gradient
global w7_gradient
global w8_gradient
global w9_gradient
w1_gradient = input_one_input_value * h1_delta
w2_gradient = input_two_input_value * h1_delta
w3_gradient = bias_value * h1_delta
w4_gradient = input_one_input_value * h2_delta
w5_gradient = input_two_input_value * h2_delta
w6_gradient = bias_value * h2_delta
w7_gradient = hidden_One() * output_delta
w8_gradient = hidden_Two() * output_delta
w9_gradient = bias_value * output_delta
def backpropogation():
E = .7 #learning rate
a = .3 #momentum to prevent settling for local minima
global weightchanges_previous
global weight_change
weightchanges_previous = []
weight_change = []
if len(weightchanges_previous) == 0:
weight_change.append((E * w1_gradient))
weight_change.append((E * w2_gradient))
weight_change.append((E * w3_gradient))
weight_change.append((E * w4_gradient))
weight_change.append((E * w5_gradient))
weight_change.append((E * w6_gradient))
weight_change.append((E * w7_gradient))
weight_change.append((E * w8_gradient))
weight_change.append((E * w9_gradient))
weightchanges_previous.append(weight_change[0])
weightchanges_previous.append(weight_change[1])
weightchanges_previous.append(weight_change[2])
weightchanges_previous.append(weight_change[3])
weightchanges_previous.append(weight_change[4])
weightchanges_previous.append(weight_change[5])
weightchanges_previous.append(weight_change[6])
weightchanges_previous.append(weight_change[7])
weightchanges_previous.append(weight_change[8])
elif len(weightchanges_previous) != 0:
weight_change[0] = (E * w1_gradient) + (a * weightchanges_previous[0])
weight_change[1] = (E * w2_gradient) + (a * weightchanges_previous[1])
weight_change[2] = (E * w3_gradient) + (a * weightchanges_previous[2])
weight_change[3] = (E * w4_gradient) + (a * weightchanges_previous[3])
weight_change[4] = (E * w5_gradient) + (a * weightchanges_previous[4])
weight_change[5] = (E * w6_gradient) + (a * weightchanges_previous[5])
weight_change[6] = (E * w7_gradient) + (a * weightchanges_previous[6])
weight_change[7] = (E * w8_gradient) + (a * weightchanges_previous[7])
weight_change[8] = (E * w9_gradient) + (a * weightchanges_previous[8])
while len(weightchanges_previous) > 0 : weightchanges_previous.pop()
weightchanges_previous.append((E * w1_gradient) + (a * weightchanges_previous[0]))
weightchanges_previous.append((E * w2_gradient) + (a * weightchanges_previous[1]))
weightchanges_previous.append((E * w3_gradient) + (a * weightchanges_previous[2]))
weightchanges_previous.append((E * w4_gradient) + (a * weightchanges_previous[3]))
weightchanges_previous.append((E * w5_gradient) + (a * weightchanges_previous[4]))
weightchanges_previous.append((E * w6_gradient) + (a * weightchanges_previous[5]))
weightchanges_previous.append((E * w7_gradient) + (a * weightchanges_previous[6]))
weightchanges_previous.append((E * w8_gradient) + (a * weightchanges_previous[7]))
weightchanges_previous.append((E * w9_gradient) + (a * weightchanges_previous[8]))
def edit_weights():
weights[0] += weight_change[0]
weights[1] += weight_change[1]
weights[2] += weight_change[2]
weights[3] += weight_change[3]
weights[4] += weight_change[4]
weights[5] += weight_change[5]
weights[6] += weight_change[6]
weights[7] += weight_change[7]
weights[8] += weight_change[8]
while len(weight_change) > 0 : weight_change.pop()
weights = []
x = 0
while x <=8:
weights.append(uniform(-10, 10))
x += 1
ideal_output = 0
actual_output = output_One()
print "Output %d" % output_One()
x = 0
while x <= 10:
output_One()
calculate_gradient()
backpropogation()
edit_weights()
print "Output %d" % output_One()
print "----------------------"
actual_output = output_One()
x += 1
print "FINAL WEIGHTS:"
print weights[0]
print weights[1]
print weights[2]
print weights[3]
print weights[4]
print weights[5]
print weights[6]
print weights[7]
print weights[8]
Your problem is the output line:
print "Output %d" % output_One()
You're using %d which prints integer values so it rounds float values down to the nearest integer (integer conversion). Use %f instead and you should get the floating point numbers correctly.

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