Printing variable which was taken from other class in other page - python

I tried to explain my problem as much as I could.
I can edit if you need.
class calculating:
def __init__(self,username,password,url):
self.username=username
self.password=password
self.url=url
def connectingTowebsite(self):
r=request.get("self.url")
# I achived number1 and number 2 by connectingTowebsite
return number1,number2
def sum(self):
number3,number4=self.connectingTowebsite()
# There are some calculating process here
number5=(numbers3+numbers4)
return number5
def addingtodatabase(self,divisionnumber):
# Then user send a number and methods' jobs are over
number6=(self.sum() / divisionnumber)
sql_query=("INSERT INTO SOMETHİNG.....")
values=number6
return number6
# Now I want to use the number6 in a class in another page.
#this is another python file\secondpage.py
from firstpage import calculating
import sys`
from PyQt5.QtWidgets import QApplication, QMainWindow
class showingvalues(QMainWindow):
def __init__(self):
super().__init__()
# I have some codes here for my window and login process
# and a textedit to show the variables from firstpage\calculating
def calculate(self,divisionnumber):
result=calculating("myUsername","myPassword","myUrl").addingtodatabase(divisionnumber)
return result
def calculateSaveAndShow(self):
# User enter a divisionnumber
# Number1 and Number2 which have already taken from website by request
self.calculate("a division number from user") # I am using PyQt5 to get that.
Then all process over.
Dates has been inserted into database
I want to show the value which has been just saved on textedit on my application window
What is the best way to do that ?

I would store number6 as a property in your first class then you can just access it directly in your second class.
so in your addingtodatabas method:
self.number6 = number6
Then in showingvalues class you have access to it as:
number6 = calculating.number6

It seems that functions are already returning the values, you just need to assign it to a local variable.
Change self.calculate("a division number from user") to:
number6 = self.calculate("a division number from user")

Related

OTree / Django send player to results/ exit page if StringField input not in my dict

I’m working with OTree with self: https://otree.readthedocs.io/en/self/
On the first page of my experiment, I ask the players to provide an access code / their matriculation number via StringField. If their input is not in my dict in Constants, I want to send them directly to a page where I tell them „Sorry, you can’t participate“ with the only option for them to click the next button and exit the experiment.
I have tried the following:
in models.py
class Constants(BaseConstants):
name_in_url = 'prisoners_test1'
players_per_group = 2
num_rounds = 1
matriculation_dict = {
'123': ('Adam Smith', 'Economics'),
'124': ('Ada Lovelace', 'Programming'),
'125': ('Charles Babbage', 'Mathematics'),
}
class Player(BasePlayer):
matriculation = models.StringField(label='Please provide your Matriculation Number')
access = models.BooleanField()
def matriculation_not_found(self):
if self.matriculation in Constants.matriculation_dict:
self.access = True
else: self.access = False
in pages.py
class ExcludedPlayer(Page):
def is_displayed(self):
return self.player.access == False
page_sequence = [Matriculation, ExcludedPlayer, P1_Decision, P2_Decision, ResultsWaitPage, Results]
The problem is that the value of access is not updated through my if statement.
My second problem is that even if the page ExcludedPlayer is displayed (b/c I set initial value of access = False), the player is directed to the other pages (P1_Decision, ResultsWaitPage, Results) after clicking next. How can I end the game for the excluded player?
Thank you for your help!
To your first problem:
To update the access field, you need to call your matriculation_not_found method somewhere. A good place for this is the otree built-in method before_next_page in your Matriculation class:
class Matriculation(Page):
def before_next_page(self):
self.player.matriculation_not_found()
Or in newer otree versions (no-self format):
class Matriculation(Page):
#staticmethod
def before_next_page(player, timeout_happened):
player.matriculation_not_found()
To your second problem:
The easiest way to prevent the excluded players from seeing the upcoming pages is to remove the next-button. Simply delete the following line from the ExcludedPlayer.html template:
{{ next_button }}
If for some reason you don't want that, you can also check on each of the upcoming pages in the is_displayed method whether access is allowed or not. For example for the P1_Decision page:
class P1_Decision(Page):
def is_displayed(self):
return self.player.access
And again the same in the new no-self format:
class P1_Decision(Page):
#staticmethod
def is_displayed(player):
return player.access
Another alternative would be to swap out the ExcludedPlayers page to a later app (let's call it 'exculuded_players_app') and skip the pages (and apps) in between using the app_after_this_page method:
class Matriculation(Page):
def before_next_page(self):
self.player.matriculation_not_found()
def app_after_this_page(self, upcoming_apps):
if not self.player.access:
return 'exculuded_players_app'
And again the same in the new no-self format:
class Matriculation(Page):
#staticmethod
def before_next_page(player, timeout_happened):
player.matriculation_not_found()
#staticmethod
def app_after_this_page(player, upcoming_apps):
if not player.access:
return 'exculuded_players_app'

Choosing from a List of methods in a tkinter Button

Good Day,
I'm new to this forum (and quite new to programming), so I hope my question is properly formulated.
I've been trying to create a GUI in python using tkinter, and I want to have two buttons calling methods of two different classes. One method is defining an integer, the second one is reporting content. I'd have a list of objects of the latter class, and I want to choose the right instance by the integer. Here's a MWE:
import tkinter as tk
class data:
def __init__(self, content):
self.content = content
def report(self):
print("This is reported as self.content:" + str(self.content)) #This doesnt report the correct value for some reason?
print("The Class does register the correct idx:" + str(Selector.idx))
print("Using the Dict the correct value can be returned:" + str(vocables[Selector.idx].content))
class increment:
def __init__(self):
self.idx = 0
def increase(self):
self.idx += 1
print(self.idx)
vocables[self.idx].report()
root = tk.Tk()
Selector = increment()
vocables = []
for id in range(10):
vocables.append(data(id))
# print(vocables[id].content)
CheckVocable = tk.Button(root, text="Report", command=vocables[Selector.idx].report)
CheckVocable.pack()
NextVocable = tk.Button(root, text="Increase Index", command=Selector.increase)
NextVocable.pack()
root.mainloop()
I do not understand why the print of line 8 always reports the value of the first item in the list (vocabules[0] in this instance) instead of my desired value, which is returned in all other print cases. Am I messing up the work with classes or is the button behavior confusing me?
Thanks in advance!

blender python increment an integer

I'm pretty sure this has been answered, but I can't seem to locate it.
What I want is a python script for Blender that creates a custom tab that contains a button. When that button is pressed, it prints the value of an integer and increments it, so that when you press the button again, it shows an incremented value. Everything seems to work, except for the incremental part.
Here is the code I am using at the moment:
===
import bpy
from bpy.props import (IntProperty,)
from bpy.types import (Panel, Operator, AddonPreferences, PropertyGroup,)
def main(context):
my_number += 1
print(str(my_number))
class MySettings(PropertyGroup):
my_number = IntProperty(
name="Int property",
description="This is an integer.",
default = 1
)
class AddOne(bpy.types.Operator):
"""This is an operator"""
bl_idname = "op.add_one"
bl_label = "Increment by 1"
def execute(self, context):
main(context)
return {'FINISHED'}
class CreatePanel(bpy.types.Panel):
bl_label = "Render Setup Panel"
bl_idname = "OBJECT_PT_hello"
bl_space_type = 'NODE_EDITOR'
bl_region_type = 'TOOLS'
bl_category = "Increment by 1 Tab"
def draw(self, context):
layout = self.layout
obj = context.object
row = layout.row()
row.operator("op.add_one")
def register():
bpy.utils.register_class(AddOne)
bpy.utils.register_class(MySettings)
bpy.utils.register_class(CreatePanel)
def unregister():
bpy.utils.unregister_class(AddOne)
bpy.utils.unregister_class(MySettings)
bpy.utils.unregister_class(CreatePanel)
if __name__ == "__main__":
register()
===
However, when I press the button 'Increment by 1', I get the following error:
"local variable 'my_number' referenced before assignment"
The point of this exercise is just to create an integer variable, store it, then increment it's value and print it out.
EDIT: I added the actual code, rather than an image of it.
The variable my_number is defined in the class MySettings - it can only be accessed through that class, whether that is inside a method that is also part of the class (self.my_number) or directly as a property that is part of an instance of the class (settings_instance.my_number).
You need to find a place outside of the operator and panel to store persistent variables. Adding a custom property to the object or scene types are common options. As you are showing your panel in the node editor, maybe you will want to add it to the material to keep it specific to a material, instead of global to the scene. You define these properties in the addons register() and remove them in unregister().
def register():
bpy.types.Scene.my_settings = bpy.props.PointerProperty(type=MySettings)
def unregister():
del bpy.types.Scene.my_settings
Then in your operator (or main() function) and your panel you can access the variable through the context paramater.
context.scene.my_settings.my_number += 1
Putting that together into your example, with a label to show the value -
import bpy
from bpy.props import (IntProperty,)
from bpy.types import (Panel, Operator, AddonPreferences, PropertyGroup,)
def main(context):
context.scene.my_settings.my_number += 1
print(str(context.scene.my_settings.my_number))
class MySettings(PropertyGroup):
my_number: IntProperty(
name="Int property",
description="This is an integer.",
default = 1
)
class AddOne(Operator):
"""This is an operator"""
bl_idname = "op.add_one"
bl_label = "Increment by 1"
def execute(self, context):
main(context)
return {'FINISHED'}
class CreatePanel(Panel):
bl_label = "Render Setup Panel"
bl_idname = "OBJECT_PT_hello"
bl_space_type = 'NODE_EDITOR'
bl_region_type = 'UI'
bl_category = "Increment by 1 Tab"
def draw(self, context):
layout = self.layout
obj = context.object
row = layout.row()
row.operator("op.add_one")
row = layout.row()
row.label(text='Value is: '+str(context.scene.my_settings.my_number))
def register():
bpy.utils.register_class(AddOne)
bpy.utils.register_class(MySettings)
bpy.utils.register_class(CreatePanel)
bpy.types.Scene.my_settings = bpy.props.PointerProperty(type=MySettings)
def unregister():
bpy.utils.unregister_class(AddOne)
bpy.utils.unregister_class(MySettings)
bpy.utils.unregister_class(CreatePanel)
del bpy.types.Scene.my_settings
if __name__ == "__main__":
register()
You will find blender.stackexchange a better place to ask for blender specific python help.
Generally this problem "local variable 'my_number' referenced before assignment" comes when you have 'my_number' variable in code and you had not initialized that variable at top of your code or before using that variable do one thing .
Declare my_number=0 and then do your calculation on my_number variable .

I don't understand code behaviour

I have the folowing code:
from random import randint
from medical_room import *
from Library import *
from basement import *
from End import *
class start_Game(object):
def __init__(self):
print "You landed on planet and see three rooms."
print "You approach and see that you need to enter password..."
self.door=raw_input("Pick number of door>>>")
self.password=('%d')%(randint(1,9))
self.entered_password=int(raw_input("Enter password of one digit>>>"))
self.ROOMs={'1':Medical_room,'2':Library,'3':basement,'4':End}
while True:
# break
room=self.ROOMs[self.door]
# print room()
self.door=room()
a=start_Game()
When asked about door number I pick '1' and class Medical_room is launched (code of class is below):
class Medical_room(object):
def __init__(self):
self.play()
def play(self):
print "Medical_room plays"
return '2'
But I can't switch to Library class since get error:
room=self.ROOMs[self.door]
KeyError: <medical_room.Medical_room object at 0x0000000002906978>
For me everything is ok, but Python doesn't like my 'great logic'. Please help.
Before the loop runs, self.door is a string. On the first iteration of the loop, you set self.door as a reference to an object on the first iteration. On the second iteration, you try to use that object as a key on self.ROOMS, but that dictionary has only strings for keys.
You need to set self.door to the string returned by play, I believe:
while True:
room=self.ROOMs[self.door]
self.door=room().play()
However, this doesn't allow you to choose a new door in each room (unless you change the definition of play).

Differentiating between signal sources in PySide

Is there trivial or elegant way to differentiate between many same-type signal sources in PySide/PyQt?
I am learning PySide. I have written simple application, which multiplies two numbers from two different QLineEdit() objects. Result is displayed in third QLineEdit.
Multiplier and multiplicand QLineEdit.textChanged() signals are connected to one method (TxtChanged). In this method i have to differentiate between signal sources. After some trials I figured out some workaround based upon placeholder text (4 lines below "is there another way?" comment in my code)
code:
import sys
from PySide import QtGui, QtCore
class myGUI(QtGui.QWidget):
def __init__(self, *args, **kwargs):
QtGui.QWidget.__init__(self, *args, **kwargs)
self.multiplier = 0
self.multiplicand = 0
self.myGUIInit()
def myGUIInit(self):
# input forms
a1_label = QtGui.QLabel("a1")
a1_edit = QtGui.QLineEdit()
a1_edit.setPlaceholderText("a1")
a2_label = QtGui.QLabel("a2")
a2_edit = QtGui.QLineEdit()
a2_edit.setPlaceholderText("a2")
# output form
a1a2_label = QtGui.QLabel("a1*a2")
self.a1a2_edit = QtGui.QLineEdit()
self.a1a2_edit.setReadOnly(True)
# forms events
a1_edit.textChanged.connect(self.TxtChanged)
a2_edit.textChanged.connect(self.TxtChanged)
# grid
grid = QtGui.QGridLayout()
grid.setSpacing(10)
grid.addWidget(a1_label,1,0)
grid.addWidget(a1_edit,1,1)
grid.addWidget(a2_label,2,0)
grid.addWidget(a2_edit,2,1)
grid.addWidget(a1a2_label,3,0)
grid.addWidget(self.a1a2_edit,3,1)
self.setLayout(grid)
self.setGeometry(100,100,200,200)
self.setWindowTitle("a*b")
self.show()
def TxtChanged(self,text):
sender = self.sender()
sender_text = sender.text()
if sender_text == '': sender_text = '0'
# is there another way?
if sender.placeholderText() == 'a1':
self.multiplicand = sender_text
else:
self.multiplier = sender_text
product = int(self.multiplier) * int(self.multiplicand)
print(self.multiplier,self.multiplicand,product)
self.a1a2_edit.setText(str(product))
def main():
app = QtGui.QApplication(sys.argv)
mainWindow = myGUI()
sys.exit(app.exec_())
main()
best regards,
ostrzysz
You can use the functools.partial function - and therefore connect your signals to straight to your method/function but rather to a python object which will automatically call your function with some extra data you pass it:
from functools import partial
...
....
a1_edit.textChanged.connect(partial(self.TxtChanged, a1_edit))
a2_edit.textChanged.connect(partial(self.TxtChanged, a2_edit))
...
def TxtChanged(self,sender, text):
# and here you have the "sender" parameter as it was filled in the call to "partial"
...
partials is part of the stdlib, and is very readable, but one can always use lambda instead of partial for the same effect -
a1_edit.textChanged.connect(lambda text: self.TxtChanged(a1_edit, text))
In this way the object yielded by the lambda expression will be a temporary function that will use the values for "self" and "a1_edit" from the current local variables (at the time the button is clicked), and the variable named "text" will be supplied by Pyside's callback.
One thing that bugs me most in your code is that you are using placeholderText to differentiate. QObjects has another property called objectName that is more suitable for your task. And, you don't need to use sender.text() to get the text of QLineEdit. textChanged already sends it, so you will have it in your text parameter.
Also, using a dictionary instead of two separate variables (multiplier and multiplicand) will simplify your code further.
Here is the changed code:
class myGUI(QtGui.QWidget):
def __init__(self, *args, **kwargs):
QtGui.QWidget.__init__(self, *args, **kwargs)
self.data = {"multiplier": 0,
"multiplicand": 0}
self.myGUIInit()
def myGUIInit(self):
a1_label = QtGui.QLabel("a1")
a1_edit = QtGui.QLineEdit()
a1_edit.setObjectName("multiplicand")
a2_label = QtGui.QLabel("a2")
a2_edit = QtGui.QLineEdit()
a2_edit.setObjectName("multiplier")
# skipped the rest because same
def TxtChanged(self, text):
sender = self.sender()
# casting to int while assigning seems logical.
self.data[sender.objectName()] = int(text)
product = self.data["multiplier"] * self.data["multiplicand"]
print(self.data["multiplier"], self.data["multiplicand"], product)
self.a1a2_edit.setText(str(product))
Although #jsbueno and #Avaris answered your direct question about signal sources, I wouldn't relay on this sources in your concrete case. You can make instance members a1_edit and a2_edit:
...
self.a1_edit = QtGui.QLineEdit()
...
self.a2_edit = QtGui.QLineEdit()
...
It will simplify your TxtChanged function:
def TxtChanged(self,text):
try:
multiplier = int(self.a1_edit.text())
multiplicand = int(self.a2_edit.text())
except ValueError:
self.a1a2_edit.setText('Enter two numbers')
return
product = multiplier * multiplicand
print(multiplier, multiplicand, product)
self.a1a2_edit.setText(str(product))
Also, instead of handling ValueError exception, you can use QIntValidator for input controls:
self.int_validator = QtGui.QIntValidator()
self.a1_edit.setValidator(self.int_validator)
self.a2_edit.setValidator(self.int_validator)

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