Best Python code snippet using tox_python
output_visual.py
Source:output_visual.py
...88 self.down_prob.set("0%")89 base_ctx.update()90 self.down_label.place(x=down_pos[0] + 25, y=down_pos[1] + 25)91 self.up_label.place(x=up_pos[0] + 25, y=up_pos[1] + 25)92 def render_frame(self, state_frame, render_frame, prob):93 render_frame = np.copy(render_frame)94 # Update rendered probabilities95 percent_prob = prob * 10096 self.up_prob.set(f'{"{0:.2f}".format(percent_prob[0])}%')97 self.down_prob.set(f'{"{0:.2f}".format(percent_prob[1])}%')98 # Render game frame99 render_frame *= 256100 render_frame = cv2.resize(render_frame, (render_frame.shape[1] * self.IMAGE_UPSCALE, render_frame.shape[0] * self.IMAGE_UPSCALE))101 img = ImageTk.PhotoImage(image=Image.fromarray(render_frame))102 #self.base_ctx.itemconfig(self.img_id, image=img)103 self.base_ctx.create_image(self.IMAGE_X, self.canvas_height / 2, anchor="c", image=img)104 X = state_frame.reshape([1, state_frame.shape[0] * state_frame.shape[1]])105 # Render image weights106 image_activations = is_firing(state_frame.ravel())...
frame_building.py
Source:frame_building.py
...11 stats_frame: LabelFrame = LabelFrame(gui_root, text="Statistics", width=60, padx=5, pady=5)12 stats_frame.grid(row=0, column=0, padx=5, pady=5)13 for stat in range(len(STATISTIC_NAME)):14 settings[StatisticLink(stat)] = SettingField(stats_frame, STATISTIC_NAME[stat] + ":", row=stat, column=0)15def set_render_frame(gui_root: Tk, change_render_config: Callable, change_setting: Callable,16 render_config: RenderingConfig) -> RadioButtons:17 render_frame: LabelFrame = LabelFrame(gui_root, text="Render Settings", width=60, padx=5, pady=5)18 render_frame.grid(row=0, column=3, columnspan=2, rowspan=3, padx=5, pady=5)19 RenderSettings(render_frame, "Grid", change_render_config, render_config, "grid_render_mode", None, row=0, column=0)20 RenderSettings(render_frame, "Edge", change_render_config, render_config, "edge_render_mode", EDGE_SHADER_UNIFORM,21 row=1, column=0)22 RenderSettings(render_frame, "Node", change_render_config, render_config, "node_render_mode", NODE_SHADER_UNIFORM,23 row=2, column=0)24 class_setting_frame: LabelFrame = LabelFrame(render_frame, text="Class Visibility", width=60, padx=5, pady=5)25 class_setting_frame.grid(row=0, column=1, rowspan=3, padx=5, pady=5)26 class_show: IntVar = IntVar(value=0)27 show_class_names: List[str] = ["Independent", "All"]28 for class_id in range(9):29 show_class_names.append("Class " + str(class_id))...
render_setting.py
Source:render_setting.py
1from tkinter import LabelFrame, IntVar, Radiobutton, Button2from typing import List, Dict, Callable3from gui.general_setting import SettingEntry4from rendering.rendering_config import RenderingConfig5class RenderSettings:6 def __init__(self, root: LabelFrame, name: str, change_setting_func: Callable, config: RenderingConfig,7 render_mode: str, shader_settings: List[str] = None, row: int = 0, column: int = 0):8 self.name: str = name9 self.render_frame: LabelFrame = LabelFrame(root, text=self.name, width=60, padx=1, pady=1)10 self.render_mode: IntVar = IntVar(value=config[render_mode])11 self.render_radio_buttons: List[Radiobutton] = []12 self.shader_settings: Dict[str, SettingEntry] = dict()13 self.shader_setting_frame: LabelFrame = LabelFrame(self.render_frame, text="Shader Settings", padx=1, pady=1)14 def create_apply_func(function: Callable, inner_func: Callable) -> Callable:15 def command():16 function(inner_func)17 return command18 self.apply_settings: Button = Button(self.shader_setting_frame, text="Apply",19 command=create_apply_func(self.get_settings, change_setting_func))20 def create_radio_func(setting_value: int) -> Callable:21 def command():22 change_setting_func(render_mode, setting_value)23 return command24 for i, option in enumerate(config.selection_labels[render_mode]):25 self.render_radio_buttons.append(26 Radiobutton(self.render_frame, text=option, variable=self.render_mode, value=i,27 command=create_radio_func(i)))28 self.render_radio_buttons[i].grid(row=i, column=0)29 change_setting_func(self.name, config[render_mode])30 if shader_settings is not None:31 for i, setting in enumerate(shader_settings):32 self.shader_settings[setting] = SettingEntry(self.shader_setting_frame, config.shader_label[setting],33 config[setting], "float", i, 0)34 self.apply_settings.grid(row=len(self.shader_settings), column=0, columnspan=2)35 self.shader_setting_frame.grid(row=0, column=1, rowspan=len(self.render_radio_buttons), padx=1, pady=1)36 self.render_frame.grid(row=row, column=column, padx=1, pady=1)37 self.get_settings(change_setting_func)38 def get_settings(self, change_setting_func: Callable):39 for key, entry in self.shader_settings.items():...
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