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Help! I need help thinking of python projects I can do.

@BumboCactoni
i just posted Space Escapeyou could use this to understand Scene more and create somthing from there? or even add to it. im going to start a new project of a game that will let you set tasks and give experience acordingly with rewards. mostly for kids and to help motivate doing stuff like chores.
i alo have a RPG Template in the works.this is a more long term project but i hope to get it done soon lol

This post is deleted! 
Hi maybe you can help me with this one?
I am trying to put together a tactical kneepad tool for virtual fighter pilots.
It helps with situational awareness concrening bullseye BRAA calls in game.
This is what i got so far and should work out of the box so you can check it out:import matplotlib.pyplot as plt import numpy as np import math class Vector (list): ''' Simple 2D vector class to make vector operations more convenient. If performance is a concern, you are probably better off looking at numpy. Supports the following operations: * Initialization from two arguments, two keyword arguments (`x` and `y`), tuple, list, or another Vector. * Equality and unequality comparisons to other vectors. For floating point numbers, equality tolerance is 1e10. * `abs`, `int` and `round` * Addition and inplace addition * Subtraction * Multiplication and division by a scalar * `len`, which is the same as `magnitude`, see below. Sample usage: v = Vector(x = 1, y = 2) v2 = Vector(3, 4) v += v2 assert str(v) == '[4, 6]' assert v / 2.0 == Vector(2, 3) assert v * 0.1 == Vector(0.4, 0.6) assert v.distance_to(v2) == math.sqrt(1+4) v3 = Vector(Vector(1, 2)  Vector(2, 0)) # 1.0, 2.0 v3.magnitude *= 2 assert v3 == [2, 4] v3.radians = math.pi # 180 degrees v3.magnitude = 2 assert v3 == [2, 0] v3.degrees = 90 assert v3 == [0, 2] ''' abs_tol = 1e10 def __init__(self, *args, **kwargs): x = kwargs.pop('x', None) y = kwargs.pop('y', None) if x and y: self.append(x) self.append(y) elif len(args) == 2: self.append(args[0]) self.append(args[1]) else: super().__init__(*args, **kwargs) @property def x(self): ''' x component of the vector. ''' return self[0] @x.setter def x(self, value): self[0] = value @property def y(self): ''' y component of the vector. ''' return self[1] @y.setter def y(self, value): self[1] = value def __eq__(self, other): return math.isclose(self[0], other[0], abs_tol=self.abs_tol) and math.isclose(self[1], other[1], abs_tol=self.abs_tol) def __ne__(self, other): return not self.__eq__(other) def __abs__(self): return type(self)(abs(self.x), abs(self.y)) def __int__(self): return type(self)(int(self.x), int(self.y)) def __add__(self, other): return type(self)(self.x + other.x, self.y + other.y) def __iadd__(self, other): self.x += other.x self.y += other.y return self def __sub__(self, other): return type(self)(self.x  other.x, self.y  other.y) def __mul__(self, other): return type(self)(self.x * other, self.y * other) def __truediv__(self, other): return type(self)(self.x / other, self.y / other) def __len__(self): return self.magnitude def __round__(self): return type(self)(round(self.x), round(self.y)) def dot_product(self, other): ''' Sum of multiplying x and y components with the x and y components of another vector. ''' return self.x * other.x + self.y * other.y def distance_to(self, other): ''' Linear distance between this vector and another. ''' return (Vector(other)  self).magnitude @property def magnitude(self): ''' Length of the vector, or distance from (0,0) to (x,y). ''' return math.hypot(self.x, self.y) @magnitude.setter def magnitude(self, m): r = self.radians self.polar(r, m) @property def radians(self): ''' Angle between the positive x axis and this vector, in radians. ''' #return round(math.atan2(self.y, self.x), 10) return math.atan2(self.y, self.x) @radians.setter def radians(self, r): m = self.magnitude self.polar(r, m) def polar(self, r, m): ''' Set vector in polar coordinates. `r` is the angle in radians, `m` is vector magnitude or "length". ''' self.y = math.sin(r) * m self.x = math.cos(r) * m @property def degrees(self): ''' Angle between the positive x axis and this vector, in degrees. ''' return math.degrees(self.radians) @degrees.setter def degrees(self, d): self.radians = math.radians(d) def steps_to(self, other, step_magnitude=1.0): """ Generator that returns points on the line between this and the other point, with each step separated by `step_magnitude`. Does not include the starting point. """ if self == other: yield other else: step_vector = other  self steps = math.floor(step_vector.magnitude/step_magnitude) step_vector.magnitude = step_magnitude current_position = Vector(self) for _ in range(steps): current_position += step_vector yield Vector(current_position) if current_position != other: yield other def rounded_steps_to(self, other, step_magnitude=1.0): ''' As `steps_to`, but returns points rounded to the nearest integer. ''' for step in self.steps_to(other): yield round(step) bearingblue = int(input("Bearing blue:")) rangeblue = int(input("Range blue:")) bearingred = int(input("Bearing red:")) rangered = int(input("Range red:")) blue = Vector(rangeblue, 0) blue.degrees = bearingblue red = Vector(rangered, 0) red.degrees = bearingred delta = red  blue print('Distance:', delta.magnitude) print('Bearing:', delta.degrees) thetablue= np.deg2rad(bearingblue) thetared= np.deg2rad(bearingred) fig = plt.figure() ax = fig.add_subplot(111, projection='polar') ax.scatter(thetablue,rangeblue) ax.scatter(thetared,rangered, color='r') ax.set_theta_direction(1) """ax.set_rmax(120)""" ax.set_theta_zero_location('N') ax.set_title("Plot", va='bottom') plt.show()
What i want to do next is integrate this into something like sketch.py demo.
To make it possible to draw things onto like flightpath & annotations etc.
Also the feature of exporting as img is handy for recap and debriefing.Take a look maybe you like this project.
Regards,
Robert.

@robStacks
You want me to help?
I don’t know much Python, so I don’t think I’ll be able to help. Sorry. I am working on learning a lot more python, but right now I just don’t have the knowledge or experience to help. I wish I could help. Sorry. :( 
@BumboCactoni that request has already be takin care of in another thread but helping others is the best way to learn 😉 you will research stuff and learn aspects you may never have or create new objects to put in your
cook book
. for example i created thisButtonNode
and i probably wouldnof made one at some point but not as neat and propbably not so universal in a way. jump out there help people help you 🤠 community is about teamwork💯 
Ok no worries Bumbo i am also a beginner in python and it is a great code language.
Its easy to read and understand and with a great communitie very helpfull.
I managed to create something awesome and usefull in a short time thx to that.
I'll show you my progress so you can see:import math import ui import console import photos import matplotlib.pyplot as plt import numpy as np from io import BytesIO class Vector(list): abs_tol = 1e10 def __init__(self, *args, **kwargs): x = kwargs.pop('x', None) y = kwargs.pop('y', None) if x and y: self.append(x) self.append(y) elif len(args) == 2: self.append(args[0]) self.append(args[1]) else: super().__init__(*args, **kwargs) @property def x(self): ''' x component of the vector. ''' return self[0] @x.setter def x(self, value): self[0] = value @property def y(self): ''' y component of the vector. ''' return self[1] @y.setter def y(self, value): self[1] = value def __eq__(self, other): return math.isclose( self[0], other[0], abs_tol=self.abs_tol) and math.isclose( self[1], other[1], abs_tol=self.abs_tol) def __ne__(self, other): return not self.__eq__(other) def __abs__(self): return type(self)(abs(self.x), abs(self.y)) def __int__(self): return type(self)(int(self.x), int(self.y)) def __add__(self, other): return type(self)(self.x + other.x, self.y + other.y) def __iadd__(self, other): self.x += other.x self.y += other.y return self def __sub__(self, other): return type(self)(self.x  other.x, self.y  other.y) def __mul__(self, other): return type(self)(self.x * other, self.y * other) def __truediv__(self, other): return type(self)(self.x / other, self.y / other) def __len__(self): return self.magnitude def __round__(self): return type(self)(round(self.x), round(self.y)) def dot_product(self, other): ''' Sum of multiplying x and y components with the x and y components of another vector. ''' return self.x * other.x + self.y * other.y def distance_to(self, other): ''' Linear distance between this vector and another. ''' return (Vector(other)  self).magnitude @property def magnitude(self): ''' Length of the vector, or distance from (0,0) to (x,y). ''' return math.hypot(self.x, self.y) @magnitude.setter def magnitude(self, m): r = self.radians self.polar(r, m) @property def radians(self): ''' Angle between the positive x axis and this vector, in radians. ''' #return round(math.atan2(self.y, self.x), 10) return math.atan2(self.y, self.x) @radians.setter def radians(self, r): m = self.magnitude self.polar(r, m) def polar(self, r, m): ''' Set vector in polar coordinates. `r` is the angle in radians, `m` is vector magnitude or "length". ''' self.y = math.sin(r) * m self.x = math.cos(r) * m @property def degrees(self): ''' Angle between the positive x axis and this vector, in degrees. ''' return math.degrees(self.radians) @degrees.setter def degrees(self, d): self.radians = math.radians(d) def steps_to(self, other, step_magnitude=1.0): """ Generator that returns points on the line between this and the other point, with each step separated by `step_magnitude`. Does not include the starting point. """ if self == other: yield other else: step_vector = other  self steps = math.floor(step_vector.magnitude / step_magnitude) step_vector.magnitude = step_magnitude current_position = Vector(self) for _ in range(steps): current_position += step_vector yield Vector(current_position) if current_position != other: yield other def rounded_steps_to(self, other, step_magnitude=1.0): ''' As `steps_to`, but returns points rounded to the nearest integer. ''' for step in self.steps_to(other): yield round(step) bearingblue = int(input("Bearing blue: ")) rangeblue = int(input("Range blue: ")) bearingred = int(input("Bearing red: ")) rangered = int(input("Range red: ")) blue = Vector(rangeblue, 0) blue.degrees = bearingblue red = Vector(rangered, 0) red.degrees = bearingred delta = red  blue way = np.loadtxt('waypoints.txt') ways = way[:, 0] r = way[:, 1] if delta.degrees < 0: print('Bearing: ', int(delta.degrees + 360)) print('Distance:', int(delta.magnitude)) else: print('Bearing: ', int(delta.degrees)) print('Distance:', int(delta.magnitude)) thetablue= np.deg2rad(bearingblue) thetared= np.deg2rad(bearingred) thetawayp= np.deg2rad(ways) class PathView(ui.View): def __init__(self, frame): self.frame = frame self.flex = 'WH' self.path = None self.action = None def touch_began(self, touch): x, y = touch.location self.path = ui.Path() self.path.line_width = 1 self.path.line_join_style = ui.LINE_JOIN_ROUND self.path.line_cap_style = ui.LINE_CAP_ROUND self.path.move_to(x, y) def touch_moved(self, touch): x, y = touch.location self.path.line_to(x, y) self.set_needs_display() def touch_ended(self, touch): # Send the current path to the SketchView: if callable(self.action): self.action(self) # Clear the view (the path has now been rendered # into the SketchView's image view): self.path = None self.set_needs_display() def draw(self): if self.path: self.path.stroke() ax = plt.subplot(111, projection='polar') plt.polar(thetawayp, r) plt.polar(thetawayp, r, 'k.', zorder=3) ax.scatter(thetablue,rangeblue) ax.scatter(thetared,rangered, color='r') ax.set_theta_direction(1) ax.set_rmax(120) ax.set_theta_zero_location('N') ax.set_title("N ", va='bottom') ax.grid(True) b = BytesIO() plt.savefig(b) class SketchView(ui.View): def __init__(self, width=768, height=768): self.bg_color = '#ffffff' iv = ui.ImageView(frame=(0, 0, width, height)) bg = ui.Image.from_data(b.getvalue()) iv.image = bg iv.content_mode = ui.CONTENT_SCALE_ASPECT_FILL image_view = ui.ImageView() image_view.image = ui.Image.named('Bullseye.png') image_view.present() pv = PathView(frame=self.bounds) pv.action = self.path_action self.add_subview(iv) self.add_subview(pv) blue_button = ui.ButtonItem() blue_button.title = 'Bluebulls' blue_button.action = self.bluebulls_action red_button = ui.ButtonItem() red_button.title = 'Redbulls' red_button.tint_color = '#990000' red_button.action = self.redbulls_action maps_button = ui.ButtonItem() maps_button.title = 'Maps' maps_button.tint_color = '#000d99' maps_button.action = self.map_action save_button = ui.ButtonItem() save_button.title = 'Save Image' save_button.action = self.save_action plot_button = ui.ButtonItem() plot_button.title = 'Plot' plot_button.tint_color = '#000d99' plot_button.action = self.plot_action clear_button = ui.ButtonItem() clear_button.title = 'Clear' clear_button.tint_color = '#af0000' clear_button.action = self.clear_action self.right_button_items = [save_button, plot_button, red_button] self.left_button_items = [clear_button, maps_button, blue_button] self.image_view = iv def map_action(self, sender): # Show an image picker dialog (allowing multiple selection) and print the result assets = photos.pick_asset(title='Pick a Map', multi=True) def path_action(self, sender): path = sender.path old_img = self.image_view.image width, height = 768, 768 with ui.ImageContext(width, height) as ctx: if old_img: old_img.draw() path.stroke() self.image_view.image = ctx.get_image() def redbulls_action(self, sender): m=1 def bluebulls_action(self, sender): m=1 def plot_action(self, sender): self.image_view.image = ui.Image.from_data(b.getvalue()) def clear_action(self, sender): self.image_view.image = None def save_action(self, sender): if self.image_view.image: # We draw a new image here, so that it has the current # orientation (the canvas is quadratic). with ui.ImageContext(self.width, self.height) as ctx: self.image_view.image.draw() img = ctx.get_image() photos.save_image(img) console.hud_alert('Saved') else: console.hud_alert('No Image', 'error') sv = SketchView() sv.name = 'BullseyePad' sv.present()
Its starting to look like an useable app already👍🏻
I am looking into API's right Now not so hard to use and lots of them look it up.
Maybe you can find a nice project for u with the use of API'sGoodluck finding a Nice project!

Thank you!
Also, I kinda have a slightly random question. What is your favorite app or website to learn python on? I use SoloLearn right now, since it’s free. 
@robStacks, suggest moving the Vector implementation to a file called
vector.py
insitepackages
. Then you can import it and it does not distract you from your own code. 
@mikael Yes thx for pointing that out to me did so and is so much better👍🏻

Yay! I’ve thought of a good project to do! Hopefully it won’t be too complicated... by the way, does anyone know how to display a picture? I’ve tried googling it, but it’s all a load of mumbo jumbo to me.

Using
Image
Module:import Image with Image.open('my_img.png') as img: img.show()
Using
ui
Module:import ui class MyView(ui.View): def __init__(self, *args, **kwargs): self.img = ui.Image.named('my_img.png') self.iv = ui.ImageView( image=self.img, width=ui.get_screen_size()[0], height=ui.get_screen_size()[1]) self.add_subview(self.iv) MyView().present('fullscreen')
Using
scene
Module:import scene class MyScene(scene.Scene): def setup(self): self.sn=scene.SpriteNode( texture=scene.Texture('my_img.png'), parent=self, position=self.size/2) scene.run(MyScene())

@stephen
Thank you! 
@BumboCactoni Your Welcome

Now I have another question: How do you display a picture that you can move with your finger?

😁 I like making these examples! Give me just a few.

@stephen
Have you ever seen, like, those super simple blockprogramming apps? That they use to semiteach people to program? 
I am trying to make my own blockprogramming thingy, but I don’t know how to create the blocks, make them movable, or even make them connect together.

Like minecraft/terreria?

You mean like moving the items in the inventories?
If so, yes, that is kinda what I mean. 
from scene import * def Dirt(parent, pos, size=(64, 64)): sn=SpriteNode( texture=Texture('plf:Ground_GrassCenter'), parent=parent, anchor_point=(0.0, 0.0), size=size, position=pos) return sn def Stone(parent, pos, size=(64, 64)): sn=SpriteNode( texture=Texture('plf:Ground_DirtCenter'), parent=parent, anchor_point=(0.0, 0.0), size=size, position=pos) return sn def fixed_position(x, fixed_val=64): return x  x%fixed_val class MyScene(Scene): def setup(self): self.active_block=None self.anchor_point=(0.0, 0.0), self.dirt_button=Dirt(self, (self.size[0]/280, self.size[1]196)) self.stone_button=Stone(self, (self.size[0]/2+80, self.size[1]196)) def touch_began(self, touch): if touch.location in self.dirt_button.frame: self.active_block=Dirt(self, touch.location) if touch.location in self.stone_button.frame: self.active_block=Stone(self, touch.location) def touch_moved(self, touch): if self.active_block: self.active_block.position=touch.location def touch_ended(self, touch): x, y = self.active_block.position self.active_block.position=(fixed_position(x), fixed_position(y)) self.active_block=None run(MyScene())