Configure save options and run at class __init__
This commit is contained in:
parent
899aa9990b
commit
8430d735e7
@ -70,8 +70,11 @@ class Simulate1Layer:
|
|||||||
def __init__(self,
|
def __init__(self,
|
||||||
dim,
|
dim,
|
||||||
eps,
|
eps,
|
||||||
res=4,
|
steps=100,
|
||||||
draw='pygame',
|
draw='pygame',
|
||||||
|
res=4,
|
||||||
|
fps=30,
|
||||||
|
save=None,
|
||||||
path='/cloud/Public/_data/neuropercolation/test/',
|
path='/cloud/Public/_data/neuropercolation/test/',
|
||||||
state_to_color_cb=None,
|
state_to_color_cb=None,
|
||||||
*args, **kwargs):
|
*args, **kwargs):
|
||||||
@ -94,9 +97,11 @@ class Simulate1Layer:
|
|||||||
self.__rect = _Rect(left=0, top=30, width=dim*res, height=dim*res)
|
self.__rect = _Rect(left=0, top=30, width=dim*res, height=dim*res)
|
||||||
self.__draw_engine = PygameEngine((self.__rect.width,self.__rect.height+self.__rect.top)) if draw == 'pygame' else draw
|
self.__draw_engine = PygameEngine((self.__rect.width,self.__rect.height+self.__rect.top)) if draw == 'pygame' else draw
|
||||||
self.__state_to_color = self._get_cell_color if state_to_color_cb is None else state_to_color_cb
|
self.__state_to_color = self._get_cell_color if state_to_color_cb is None else state_to_color_cb
|
||||||
|
self.__save = save
|
||||||
self.__path = path
|
self.__path = path
|
||||||
self.__state_list = []
|
self.__state_list = []
|
||||||
self.__activation_list = []
|
self.__activation_list = []
|
||||||
|
self.run(evolutions_per_second=fps, last_evolution_step=steps)
|
||||||
|
|
||||||
def run(self,
|
def run(self,
|
||||||
evolutions_per_second=0,
|
evolutions_per_second=0,
|
||||||
@ -110,18 +115,13 @@ class Simulate1Layer:
|
|||||||
:param last_evolution_step: 0 = infinite | > 0 evolution step at which this method will stop
|
:param last_evolution_step: 0 = infinite | > 0 evolution step at which this method will stop
|
||||||
Warning: is blocking until finished
|
Warning: is blocking until finished
|
||||||
"""
|
"""
|
||||||
if save_states:
|
|
||||||
self._append_state()
|
self._track()
|
||||||
else:
|
|
||||||
self._append_activation()
|
|
||||||
with contextlib.suppress(KeyboardInterrupt):
|
with contextlib.suppress(KeyboardInterrupt):
|
||||||
while self.__active and self._not_at_the_end(last_evolution_step):
|
while self.__active and self._not_at_the_end(last_evolution_step):
|
||||||
time_ca_start = time.time()
|
time_ca_start = time.time()
|
||||||
self._cellular_automaton.evolve(evolutions_per_draw)
|
self._cellular_automaton.evolve(evolutions_per_draw)
|
||||||
if save_states:
|
self._track()
|
||||||
self._append_state()
|
|
||||||
else:
|
|
||||||
self._append_activation()
|
|
||||||
if self.__draw_engine is not None:
|
if self.__draw_engine is not None:
|
||||||
time_ca_end = time.time()
|
time_ca_end = time.time()
|
||||||
self._redraw_dirty_cells()
|
self._redraw_dirty_cells()
|
||||||
@ -141,11 +141,15 @@ class Simulate1Layer:
|
|||||||
self.__draw_engine._pygame.quit()
|
self.__draw_engine._pygame.quit()
|
||||||
except:
|
except:
|
||||||
print('Failed to quit pygame')
|
print('Failed to quit pygame')
|
||||||
if save_states:
|
self._save()
|
||||||
self._save_state_list()
|
|
||||||
self._save_activation_list()
|
|
||||||
|
|
||||||
def _append_state(self):
|
def _track(self):
|
||||||
|
if self.__save == 'all':
|
||||||
|
self._append_all()
|
||||||
|
elif self.__save == 'simple':
|
||||||
|
self._append_activation()
|
||||||
|
|
||||||
|
def _append_all(self):
|
||||||
automaton_state = [[0 for n in range(self.__dimension)] for m in range(self.__dimension)]
|
automaton_state = [[0 for n in range(self.__dimension)] for m in range(self.__dimension)]
|
||||||
activation = 0
|
activation = 0
|
||||||
for coord, cell in self._cellular_automaton._current_state.items():
|
for coord, cell in self._cellular_automaton._current_state.items():
|
||||||
@ -169,14 +173,22 @@ class Simulate1Layer:
|
|||||||
activation = round(1-2*activation/self.__dimension**2, 6)
|
activation = round(1-2*activation/self.__dimension**2, 6)
|
||||||
self.__activation_list.append(activation)
|
self.__activation_list.append(activation)
|
||||||
|
|
||||||
def _save_state_list(self):
|
def _save(self):
|
||||||
|
if self.__save == 'all':
|
||||||
|
self._save_all()
|
||||||
|
elif self.__save == 'simple':
|
||||||
|
self._save_activation()
|
||||||
|
|
||||||
|
def _save_all(self):
|
||||||
if not os.path.exists(self.__path):
|
if not os.path.exists(self.__path):
|
||||||
os.makedirs(self.__path)
|
os.makedirs(self.__path)
|
||||||
|
|
||||||
|
with open(self.__path+f"eps={round(self.__epsilon,3):.3f}_activation.txt", 'w', encoding='utf-8') as f:
|
||||||
|
json.dump(self.__activation_list, f, indent=1)
|
||||||
with open(self.__path+f"eps={round(self.__epsilon,3):.3f}_states.txt", 'w', encoding='utf-8') as f:
|
with open(self.__path+f"eps={round(self.__epsilon,3):.3f}_states.txt", 'w', encoding='utf-8') as f:
|
||||||
json.dump(self.__state_list, f, indent=1)
|
json.dump(self.__state_list, f, indent=1)
|
||||||
|
|
||||||
def _save_activation_list(self):
|
def _save_activation(self):
|
||||||
if not os.path.exists(self.__path):
|
if not os.path.exists(self.__path):
|
||||||
os.makedirs(self.__path)
|
os.makedirs(self.__path)
|
||||||
|
|
||||||
@ -230,8 +242,11 @@ class Simulate2Layers:
|
|||||||
def __init__(self,
|
def __init__(self,
|
||||||
dim,
|
dim,
|
||||||
eps,
|
eps,
|
||||||
res=4,
|
steps=100,
|
||||||
draw='pygame',
|
draw='pygame',
|
||||||
|
res=4,
|
||||||
|
fps=30,
|
||||||
|
save=None,
|
||||||
path='/cloud/Public/_data/neuropercolation/test/',
|
path='/cloud/Public/_data/neuropercolation/test/',
|
||||||
state_to_color_cb=None,
|
state_to_color_cb=None,
|
||||||
*args, **kwargs):
|
*args, **kwargs):
|
||||||
@ -256,9 +271,11 @@ class Simulate2Layers:
|
|||||||
self.__rect = _Rect(left=0, top=30, width=dim*res, height=2*dim*res+self.__samegap)
|
self.__rect = _Rect(left=0, top=30, width=dim*res, height=2*dim*res+self.__samegap)
|
||||||
self.__draw_engine = PygameEngine((self.__rect.width,self.__rect.height+self.__rect.top)) if draw == 'pygame' else draw
|
self.__draw_engine = PygameEngine((self.__rect.width,self.__rect.height+self.__rect.top)) if draw == 'pygame' else draw
|
||||||
self.__state_to_color = self._get_cell_color if state_to_color_cb is None else state_to_color_cb
|
self.__state_to_color = self._get_cell_color if state_to_color_cb is None else state_to_color_cb
|
||||||
|
self.__save = save
|
||||||
self.__path = path
|
self.__path = path
|
||||||
self.__state_list = []
|
self.__state_list = []
|
||||||
self.__activation_list = []
|
self.__activation_list = []
|
||||||
|
self.run(evolutions_per_second=fps, last_evolution_step=steps)
|
||||||
|
|
||||||
def run(self,
|
def run(self,
|
||||||
evolutions_per_second=0,
|
evolutions_per_second=0,
|
||||||
@ -272,18 +289,12 @@ class Simulate2Layers:
|
|||||||
:param last_evolution_step: 0 = infinite | > 0 evolution step at which this method will stop
|
:param last_evolution_step: 0 = infinite | > 0 evolution step at which this method will stop
|
||||||
Warning: is blocking until finished
|
Warning: is blocking until finished
|
||||||
"""
|
"""
|
||||||
if save_states:
|
self._track()
|
||||||
self._append_state()
|
|
||||||
else:
|
|
||||||
self._append_activation()
|
|
||||||
with contextlib.suppress(KeyboardInterrupt):
|
with contextlib.suppress(KeyboardInterrupt):
|
||||||
while self.__active and self._not_at_the_end(last_evolution_step):
|
while self.__active and self._not_at_the_end(last_evolution_step):
|
||||||
time_ca_start = time.time()
|
time_ca_start = time.time()
|
||||||
self._cellular_automaton.evolve(evolutions_per_draw)
|
self._cellular_automaton.evolve(evolutions_per_draw)
|
||||||
if save_states:
|
self._track()
|
||||||
self._append_state()
|
|
||||||
else:
|
|
||||||
self._append_activation()
|
|
||||||
if self.__draw_engine is not None:
|
if self.__draw_engine is not None:
|
||||||
time_ca_end = time.time()
|
time_ca_end = time.time()
|
||||||
self._redraw_dirty_cells()
|
self._redraw_dirty_cells()
|
||||||
@ -304,11 +315,15 @@ class Simulate2Layers:
|
|||||||
except:
|
except:
|
||||||
print('Failed to quit pygame')
|
print('Failed to quit pygame')
|
||||||
|
|
||||||
if save_states:
|
self._save()
|
||||||
self._save_state_list()
|
|
||||||
self._save_activation_list()
|
|
||||||
|
|
||||||
def _append_state(self):
|
def _track(self):
|
||||||
|
if self.__save == 'all':
|
||||||
|
self._append_all()
|
||||||
|
elif self.__save == 'simple':
|
||||||
|
self._append_activation()
|
||||||
|
|
||||||
|
def _append_all(self):
|
||||||
automaton_state = [[[0 for n in range(self.__dimension)] for m in range(self.__dimension)] for l in range(2)]
|
automaton_state = [[[0 for n in range(self.__dimension)] for m in range(self.__dimension)] for l in range(2)]
|
||||||
activation = [0]*2
|
activation = [0]*2
|
||||||
for coord, cell in self._cellular_automaton._current_state.items():
|
for coord, cell in self._cellular_automaton._current_state.items():
|
||||||
@ -332,14 +347,22 @@ class Simulate2Layers:
|
|||||||
activation = [round(1-2*act/self.__dimension**2, 6) for act in activation]
|
activation = [round(1-2*act/self.__dimension**2, 6) for act in activation]
|
||||||
self.__activation_list.append(activation)
|
self.__activation_list.append(activation)
|
||||||
|
|
||||||
def _save_state_list(self):
|
def _save(self):
|
||||||
|
if self.__save == 'all':
|
||||||
|
self._save_all()
|
||||||
|
elif self.__save == 'simple':
|
||||||
|
self._save_activation()
|
||||||
|
|
||||||
|
def _save_all(self):
|
||||||
if not os.path.exists(self.__path):
|
if not os.path.exists(self.__path):
|
||||||
os.makedirs(self.__path)
|
os.makedirs(self.__path)
|
||||||
|
|
||||||
|
with open(self.__path+f"eps={round(self.__epsilon,3):.3f}_activation.txt", 'w', encoding='utf-8') as f:
|
||||||
|
json.dump(self.__activation_list, f, indent=1)
|
||||||
with open(self.__path+f"eps={round(self.__epsilon,3):.3f}_states.txt", 'w', encoding='utf-8') as f:
|
with open(self.__path+f"eps={round(self.__epsilon,3):.3f}_states.txt", 'w', encoding='utf-8') as f:
|
||||||
json.dump(self.__state_list, f, indent=1)
|
json.dump(self.__state_list, f, indent=1)
|
||||||
|
|
||||||
def _save_activation_list(self):
|
def _save_activation(self):
|
||||||
if not os.path.exists(self.__path):
|
if not os.path.exists(self.__path):
|
||||||
os.makedirs(self.__path)
|
os.makedirs(self.__path)
|
||||||
|
|
||||||
@ -398,8 +421,11 @@ class Simulate4Layers:
|
|||||||
dim,
|
dim,
|
||||||
eps,
|
eps,
|
||||||
coupling=[],
|
coupling=[],
|
||||||
res=4,
|
steps=100,
|
||||||
draw='pygame',
|
draw='pygame',
|
||||||
|
res=4,
|
||||||
|
fps=30,
|
||||||
|
save=None,
|
||||||
path='/cloud/Public/_data/neuropercolation/test/',
|
path='/cloud/Public/_data/neuropercolation/test/',
|
||||||
state_to_color_cb=None,
|
state_to_color_cb=None,
|
||||||
*args, **kwargs):
|
*args, **kwargs):
|
||||||
@ -424,9 +450,11 @@ class Simulate4Layers:
|
|||||||
self.__rect = _Rect(left=0, top=30, width=2*dim*res+self.__othergap, height=2*dim*res+self.__samegap)
|
self.__rect = _Rect(left=0, top=30, width=2*dim*res+self.__othergap, height=2*dim*res+self.__samegap)
|
||||||
self.__draw_engine = PygameEngine((self.__rect.width,self.__rect.height+self.__rect.top)) if draw == 'pygame' else draw
|
self.__draw_engine = PygameEngine((self.__rect.width,self.__rect.height+self.__rect.top)) if draw == 'pygame' else draw
|
||||||
self.__state_to_color = self._get_cell_color if state_to_color_cb is None else state_to_color_cb
|
self.__state_to_color = self._get_cell_color if state_to_color_cb is None else state_to_color_cb
|
||||||
|
self.__save = save
|
||||||
self.__path = path
|
self.__path = path
|
||||||
self.__state_list = []
|
self.__state_list = []
|
||||||
self.__activation_list = []
|
self.__activation_list = []
|
||||||
|
self.run(evolutions_per_second=fps, last_evolution_step=steps)
|
||||||
|
|
||||||
def run(self,
|
def run(self,
|
||||||
evolutions_per_second=0,
|
evolutions_per_second=0,
|
||||||
@ -441,17 +469,11 @@ class Simulate4Layers:
|
|||||||
Warning: is blocking until finished
|
Warning: is blocking until finished
|
||||||
"""
|
"""
|
||||||
with contextlib.suppress(KeyboardInterrupt):
|
with contextlib.suppress(KeyboardInterrupt):
|
||||||
if save_states:
|
self._track()
|
||||||
self._append_state()
|
|
||||||
else:
|
|
||||||
self._append_activation()
|
|
||||||
while self.__active and self._not_at_the_end(last_evolution_step):
|
while self.__active and self._not_at_the_end(last_evolution_step):
|
||||||
time_ca_start = time.time()
|
time_ca_start = time.time()
|
||||||
self._cellular_automaton.evolve(evolutions_per_draw)
|
self._cellular_automaton.evolve(evolutions_per_draw)
|
||||||
if save_states:
|
self._track()
|
||||||
self._append_state()
|
|
||||||
else:
|
|
||||||
self._append_activation()
|
|
||||||
if self.__draw_engine is not None:
|
if self.__draw_engine is not None:
|
||||||
time_ca_end = time.time()
|
time_ca_end = time.time()
|
||||||
self._redraw_dirty_cells()
|
self._redraw_dirty_cells()
|
||||||
@ -470,11 +492,16 @@ class Simulate4Layers:
|
|||||||
self.__draw_engine._pygame.quit()
|
self.__draw_engine._pygame.quit()
|
||||||
except:
|
except:
|
||||||
print('Failed to quit pygame')
|
print('Failed to quit pygame')
|
||||||
if save_states:
|
|
||||||
self._save_state_list()
|
|
||||||
self._save_activation_list()
|
|
||||||
|
|
||||||
def _append_state(self):
|
self._save()
|
||||||
|
|
||||||
|
def _track(self):
|
||||||
|
if self.__save == 'all':
|
||||||
|
self._append_all()
|
||||||
|
elif self.__save == 'simple':
|
||||||
|
self._append_activation()
|
||||||
|
|
||||||
|
def _append_all(self):
|
||||||
automaton_state = [[[[0 for n in range(self.__dimension)] for m in range(self.__dimension)] for l in range(2)] for k in range(2)]
|
automaton_state = [[[[0 for n in range(self.__dimension)] for m in range(self.__dimension)] for l in range(2)] for k in range(2)]
|
||||||
activation = [[0,0],[0,0]]
|
activation = [[0,0],[0,0]]
|
||||||
for coord, cell in self._cellular_automaton._current_state.items():
|
for coord, cell in self._cellular_automaton._current_state.items():
|
||||||
@ -500,14 +527,22 @@ class Simulate4Layers:
|
|||||||
activation = [[round(1-2*act/self.__dimension**2, 6) for act in layer] for layer in activation]
|
activation = [[round(1-2*act/self.__dimension**2, 6) for act in layer] for layer in activation]
|
||||||
self.__activation_list.append(activation)
|
self.__activation_list.append(activation)
|
||||||
|
|
||||||
def _save_state_list(self):
|
def _save(self):
|
||||||
|
if self.__save == 'all':
|
||||||
|
self._save_all()
|
||||||
|
elif self.__save == 'simple':
|
||||||
|
self._save_activation()
|
||||||
|
|
||||||
|
def _save_all(self):
|
||||||
if not os.path.exists(self.__path):
|
if not os.path.exists(self.__path):
|
||||||
os.makedirs(self.__path)
|
os.makedirs(self.__path)
|
||||||
|
|
||||||
with open(self.__path+f"eps={round(self.__epsilon,3):.3f}_states.txt", 'w', encoding='utf-8') as f:
|
with open(self.__path+f"eps={round(self.__epsilon,3):.3f}_states.txt", 'w', encoding='utf-8') as f:
|
||||||
json.dump(self.__state_list, f, indent=1)
|
json.dump(self.__state_list, f, indent=1)
|
||||||
|
with open(self.__path+f"eps={round(self.__epsilon,3):.3f}_activation.txt", 'w', encoding='utf-8') as f:
|
||||||
|
json.dump(self.__activation_list, f, indent=1)
|
||||||
|
|
||||||
def _save_activation_list(self):
|
def _save_activation(self):
|
||||||
if not os.path.exists(self.__path):
|
if not os.path.exists(self.__path):
|
||||||
os.makedirs(self.__path)
|
os.makedirs(self.__path)
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user