Configure save options and run at class __init__
This commit is contained in:
parent
899aa9990b
commit
8430d735e7
@ -70,8 +70,11 @@ class Simulate1Layer:
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def __init__(self,
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def __init__(self,
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dim,
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dim,
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eps,
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eps,
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res=4,
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steps=100,
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draw='pygame',
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draw='pygame',
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res=4,
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fps=30,
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save=None,
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path='/cloud/Public/_data/neuropercolation/test/',
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path='/cloud/Public/_data/neuropercolation/test/',
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state_to_color_cb=None,
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state_to_color_cb=None,
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*args, **kwargs):
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*args, **kwargs):
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@ -94,9 +97,11 @@ class Simulate1Layer:
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self.__rect = _Rect(left=0, top=30, width=dim*res, height=dim*res)
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self.__rect = _Rect(left=0, top=30, width=dim*res, height=dim*res)
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self.__draw_engine = PygameEngine((self.__rect.width,self.__rect.height+self.__rect.top)) if draw == 'pygame' else draw
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self.__draw_engine = PygameEngine((self.__rect.width,self.__rect.height+self.__rect.top)) if draw == 'pygame' else draw
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self.__state_to_color = self._get_cell_color if state_to_color_cb is None else state_to_color_cb
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self.__state_to_color = self._get_cell_color if state_to_color_cb is None else state_to_color_cb
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self.__save = save
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self.__path = path
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self.__path = path
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self.__state_list = []
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self.__state_list = []
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self.__activation_list = []
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self.__activation_list = []
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self.run(evolutions_per_second=fps, last_evolution_step=steps)
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def run(self,
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def run(self,
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evolutions_per_second=0,
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evolutions_per_second=0,
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@ -110,18 +115,13 @@ class Simulate1Layer:
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:param last_evolution_step: 0 = infinite | > 0 evolution step at which this method will stop
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:param last_evolution_step: 0 = infinite | > 0 evolution step at which this method will stop
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Warning: is blocking until finished
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Warning: is blocking until finished
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"""
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"""
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if save_states:
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self._append_state()
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self._track()
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else:
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self._append_activation()
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with contextlib.suppress(KeyboardInterrupt):
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with contextlib.suppress(KeyboardInterrupt):
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while self.__active and self._not_at_the_end(last_evolution_step):
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while self.__active and self._not_at_the_end(last_evolution_step):
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time_ca_start = time.time()
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time_ca_start = time.time()
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self._cellular_automaton.evolve(evolutions_per_draw)
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self._cellular_automaton.evolve(evolutions_per_draw)
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if save_states:
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self._track()
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self._append_state()
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else:
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self._append_activation()
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if self.__draw_engine is not None:
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if self.__draw_engine is not None:
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time_ca_end = time.time()
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time_ca_end = time.time()
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self._redraw_dirty_cells()
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self._redraw_dirty_cells()
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@ -141,11 +141,15 @@ class Simulate1Layer:
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self.__draw_engine._pygame.quit()
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self.__draw_engine._pygame.quit()
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except:
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except:
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print('Failed to quit pygame')
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print('Failed to quit pygame')
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if save_states:
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self._save()
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self._save_state_list()
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self._save_activation_list()
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def _track(self):
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if self.__save == 'all':
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def _append_state(self):
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self._append_all()
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elif self.__save == 'simple':
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self._append_activation()
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def _append_all(self):
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automaton_state = [[0 for n in range(self.__dimension)] for m in range(self.__dimension)]
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automaton_state = [[0 for n in range(self.__dimension)] for m in range(self.__dimension)]
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activation = 0
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activation = 0
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for coord, cell in self._cellular_automaton._current_state.items():
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for coord, cell in self._cellular_automaton._current_state.items():
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@ -169,14 +173,22 @@ class Simulate1Layer:
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activation = round(1-2*activation/self.__dimension**2, 6)
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activation = round(1-2*activation/self.__dimension**2, 6)
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self.__activation_list.append(activation)
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self.__activation_list.append(activation)
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def _save_state_list(self):
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def _save(self):
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if self.__save == 'all':
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self._save_all()
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elif self.__save == 'simple':
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self._save_activation()
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def _save_all(self):
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if not os.path.exists(self.__path):
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if not os.path.exists(self.__path):
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os.makedirs(self.__path)
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os.makedirs(self.__path)
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with open(self.__path+f"eps={round(self.__epsilon,3):.3f}_activation.txt", 'w', encoding='utf-8') as f:
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json.dump(self.__activation_list, f, indent=1)
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with open(self.__path+f"eps={round(self.__epsilon,3):.3f}_states.txt", 'w', encoding='utf-8') as f:
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with open(self.__path+f"eps={round(self.__epsilon,3):.3f}_states.txt", 'w', encoding='utf-8') as f:
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json.dump(self.__state_list, f, indent=1)
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json.dump(self.__state_list, f, indent=1)
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def _save_activation_list(self):
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def _save_activation(self):
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if not os.path.exists(self.__path):
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if not os.path.exists(self.__path):
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os.makedirs(self.__path)
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os.makedirs(self.__path)
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@ -230,8 +242,11 @@ class Simulate2Layers:
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def __init__(self,
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def __init__(self,
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dim,
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dim,
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eps,
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eps,
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res=4,
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steps=100,
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draw='pygame',
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draw='pygame',
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res=4,
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fps=30,
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save=None,
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path='/cloud/Public/_data/neuropercolation/test/',
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path='/cloud/Public/_data/neuropercolation/test/',
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state_to_color_cb=None,
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state_to_color_cb=None,
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*args, **kwargs):
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*args, **kwargs):
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@ -256,9 +271,11 @@ class Simulate2Layers:
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self.__rect = _Rect(left=0, top=30, width=dim*res, height=2*dim*res+self.__samegap)
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self.__rect = _Rect(left=0, top=30, width=dim*res, height=2*dim*res+self.__samegap)
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self.__draw_engine = PygameEngine((self.__rect.width,self.__rect.height+self.__rect.top)) if draw == 'pygame' else draw
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self.__draw_engine = PygameEngine((self.__rect.width,self.__rect.height+self.__rect.top)) if draw == 'pygame' else draw
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self.__state_to_color = self._get_cell_color if state_to_color_cb is None else state_to_color_cb
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self.__state_to_color = self._get_cell_color if state_to_color_cb is None else state_to_color_cb
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self.__save = save
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self.__path = path
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self.__path = path
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self.__state_list = []
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self.__state_list = []
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self.__activation_list = []
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self.__activation_list = []
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self.run(evolutions_per_second=fps, last_evolution_step=steps)
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def run(self,
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def run(self,
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evolutions_per_second=0,
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evolutions_per_second=0,
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@ -272,18 +289,12 @@ class Simulate2Layers:
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:param last_evolution_step: 0 = infinite | > 0 evolution step at which this method will stop
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:param last_evolution_step: 0 = infinite | > 0 evolution step at which this method will stop
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Warning: is blocking until finished
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Warning: is blocking until finished
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"""
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"""
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if save_states:
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self._track()
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self._append_state()
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else:
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self._append_activation()
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with contextlib.suppress(KeyboardInterrupt):
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with contextlib.suppress(KeyboardInterrupt):
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while self.__active and self._not_at_the_end(last_evolution_step):
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while self.__active and self._not_at_the_end(last_evolution_step):
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time_ca_start = time.time()
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time_ca_start = time.time()
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self._cellular_automaton.evolve(evolutions_per_draw)
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self._cellular_automaton.evolve(evolutions_per_draw)
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if save_states:
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self._track()
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self._append_state()
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else:
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self._append_activation()
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if self.__draw_engine is not None:
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if self.__draw_engine is not None:
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time_ca_end = time.time()
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time_ca_end = time.time()
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self._redraw_dirty_cells()
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self._redraw_dirty_cells()
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@ -304,11 +315,15 @@ class Simulate2Layers:
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except:
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except:
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print('Failed to quit pygame')
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print('Failed to quit pygame')
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if save_states:
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self._save()
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self._save_state_list()
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self._save_activation_list()
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def _append_state(self):
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def _track(self):
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if self.__save == 'all':
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self._append_all()
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elif self.__save == 'simple':
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self._append_activation()
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def _append_all(self):
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automaton_state = [[[0 for n in range(self.__dimension)] for m in range(self.__dimension)] for l in range(2)]
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automaton_state = [[[0 for n in range(self.__dimension)] for m in range(self.__dimension)] for l in range(2)]
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activation = [0]*2
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activation = [0]*2
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for coord, cell in self._cellular_automaton._current_state.items():
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for coord, cell in self._cellular_automaton._current_state.items():
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@ -331,15 +346,23 @@ class Simulate2Layers:
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activation = [round(1-2*act/self.__dimension**2, 6) for act in activation]
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activation = [round(1-2*act/self.__dimension**2, 6) for act in activation]
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self.__activation_list.append(activation)
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self.__activation_list.append(activation)
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def _save(self):
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if self.__save == 'all':
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self._save_all()
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elif self.__save == 'simple':
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self._save_activation()
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def _save_state_list(self):
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def _save_all(self):
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if not os.path.exists(self.__path):
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if not os.path.exists(self.__path):
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os.makedirs(self.__path)
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os.makedirs(self.__path)
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with open(self.__path+f"eps={round(self.__epsilon,3):.3f}_activation.txt", 'w', encoding='utf-8') as f:
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json.dump(self.__activation_list, f, indent=1)
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with open(self.__path+f"eps={round(self.__epsilon,3):.3f}_states.txt", 'w', encoding='utf-8') as f:
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with open(self.__path+f"eps={round(self.__epsilon,3):.3f}_states.txt", 'w', encoding='utf-8') as f:
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json.dump(self.__state_list, f, indent=1)
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json.dump(self.__state_list, f, indent=1)
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def _save_activation_list(self):
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def _save_activation(self):
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if not os.path.exists(self.__path):
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if not os.path.exists(self.__path):
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os.makedirs(self.__path)
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os.makedirs(self.__path)
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@ -398,8 +421,11 @@ class Simulate4Layers:
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dim,
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dim,
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eps,
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eps,
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coupling=[],
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coupling=[],
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res=4,
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steps=100,
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draw='pygame',
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draw='pygame',
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res=4,
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fps=30,
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save=None,
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path='/cloud/Public/_data/neuropercolation/test/',
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path='/cloud/Public/_data/neuropercolation/test/',
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state_to_color_cb=None,
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state_to_color_cb=None,
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*args, **kwargs):
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*args, **kwargs):
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@ -424,9 +450,11 @@ class Simulate4Layers:
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self.__rect = _Rect(left=0, top=30, width=2*dim*res+self.__othergap, height=2*dim*res+self.__samegap)
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self.__rect = _Rect(left=0, top=30, width=2*dim*res+self.__othergap, height=2*dim*res+self.__samegap)
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self.__draw_engine = PygameEngine((self.__rect.width,self.__rect.height+self.__rect.top)) if draw == 'pygame' else draw
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self.__draw_engine = PygameEngine((self.__rect.width,self.__rect.height+self.__rect.top)) if draw == 'pygame' else draw
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self.__state_to_color = self._get_cell_color if state_to_color_cb is None else state_to_color_cb
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self.__state_to_color = self._get_cell_color if state_to_color_cb is None else state_to_color_cb
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self.__save = save
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self.__path = path
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self.__path = path
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self.__state_list = []
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self.__state_list = []
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self.__activation_list = []
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self.__activation_list = []
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self.run(evolutions_per_second=fps, last_evolution_step=steps)
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def run(self,
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def run(self,
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evolutions_per_second=0,
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evolutions_per_second=0,
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@ -441,17 +469,11 @@ class Simulate4Layers:
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Warning: is blocking until finished
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Warning: is blocking until finished
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"""
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"""
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with contextlib.suppress(KeyboardInterrupt):
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with contextlib.suppress(KeyboardInterrupt):
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if save_states:
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self._track()
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self._append_state()
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else:
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self._append_activation()
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while self.__active and self._not_at_the_end(last_evolution_step):
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while self.__active and self._not_at_the_end(last_evolution_step):
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time_ca_start = time.time()
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time_ca_start = time.time()
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self._cellular_automaton.evolve(evolutions_per_draw)
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self._cellular_automaton.evolve(evolutions_per_draw)
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if save_states:
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self._track()
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self._append_state()
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else:
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self._append_activation()
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if self.__draw_engine is not None:
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if self.__draw_engine is not None:
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time_ca_end = time.time()
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time_ca_end = time.time()
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self._redraw_dirty_cells()
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self._redraw_dirty_cells()
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@ -470,11 +492,16 @@ class Simulate4Layers:
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self.__draw_engine._pygame.quit()
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self.__draw_engine._pygame.quit()
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except:
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except:
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print('Failed to quit pygame')
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print('Failed to quit pygame')
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if save_states:
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self._save_state_list()
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self._save_activation_list()
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def _append_state(self):
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self._save()
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def _track(self):
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if self.__save == 'all':
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self._append_all()
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elif self.__save == 'simple':
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self._append_activation()
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def _append_all(self):
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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)]
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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)]
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activation = [[0,0],[0,0]]
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activation = [[0,0],[0,0]]
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for coord, cell in self._cellular_automaton._current_state.items():
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for coord, cell in self._cellular_automaton._current_state.items():
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@ -500,14 +527,22 @@ class Simulate4Layers:
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activation = [[round(1-2*act/self.__dimension**2, 6) for act in layer] for layer in activation]
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activation = [[round(1-2*act/self.__dimension**2, 6) for act in layer] for layer in activation]
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self.__activation_list.append(activation)
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self.__activation_list.append(activation)
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def _save_state_list(self):
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def _save(self):
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if self.__save == 'all':
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self._save_all()
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elif self.__save == 'simple':
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self._save_activation()
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def _save_all(self):
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if not os.path.exists(self.__path):
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if not os.path.exists(self.__path):
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os.makedirs(self.__path)
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os.makedirs(self.__path)
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with open(self.__path+f"eps={round(self.__epsilon,3):.3f}_states.txt", 'w', encoding='utf-8') as f:
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with open(self.__path+f"eps={round(self.__epsilon,3):.3f}_states.txt", 'w', encoding='utf-8') as f:
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json.dump(self.__state_list, f, indent=1)
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json.dump(self.__state_list, f, indent=1)
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with open(self.__path+f"eps={round(self.__epsilon,3):.3f}_activation.txt", 'w', encoding='utf-8') as f:
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json.dump(self.__activation_list, f, indent=1)
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def _save_activation_list(self):
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def _save_activation(self):
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if not os.path.exists(self.__path):
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if not os.path.exists(self.__path):
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os.makedirs(self.__path)
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os.makedirs(self.__path)
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