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    This is the community forum for my apps Pythonista and Editorial.

    For individual support questions, you can also send an email. If you have a very short question or just want to say hello — I'm @olemoritz on Twitter.


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

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    • robStacks
      robStacks last edited by

      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 = 1e-10
      
      	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's

      Goodluck finding a Nice project!

      mikael 1 Reply Last reply Reply Quote 0
      • Bumbo Cactoni
        Bumbo Cactoni last edited by

        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.

        1 Reply Last reply Reply Quote 0
        • mikael
          mikael @robStacks last edited by

          @robStacks, suggest moving the Vector implementation to a file called vector.py in site-packages. Then you can import it and it does not distract you from your own code.

          robStacks 1 Reply Last reply Reply Quote 1
          • robStacks
            robStacks @mikael last edited by

            @mikael Yes thx for pointing that out to me did so and is so much better👍🏻

            1 Reply Last reply Reply Quote 0
            • Bumbo Cactoni
              Bumbo Cactoni last edited by

              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.

              1 Reply Last reply Reply Quote 0
              • stephen
                stephen last edited by stephen

                @Bumbo-Cactoni

                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())
                
                1 Reply Last reply Reply Quote 1
                • Bumbo Cactoni
                  Bumbo Cactoni last edited by Bumbo Cactoni

                  @stephen
                  Thank you!

                  stephen 1 Reply Last reply Reply Quote 0
                  • stephen
                    stephen @Bumbo Cactoni last edited by

                    @Bumbo-Cactoni Your Welcome

                    1 Reply Last reply Reply Quote 1
                    • Bumbo Cactoni
                      Bumbo Cactoni last edited by

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

                      stephen 1 Reply Last reply Reply Quote 0
                      • stephen
                        stephen @Bumbo Cactoni last edited by

                        @Bumbo-Cactoni

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

                        1 Reply Last reply Reply Quote 0
                        • Bumbo Cactoni
                          Bumbo Cactoni last edited by Bumbo Cactoni

                          @stephen
                          Have you ever seen, like, those super simple block-programming apps? That they use to semi-teach people to program?

                          stephen 1 Reply Last reply Reply Quote 0
                          • Bumbo Cactoni
                            Bumbo Cactoni last edited by

                            I am trying to make my own block-programming thingy, but I don’t know how to create the blocks, make them movable, or even make them connect together.

                            1 Reply Last reply Reply Quote 0
                            • stephen
                              stephen @Bumbo Cactoni last edited by

                              @Bumbo-Cactoni

                              Like minecraft/terreria?

                              1 Reply Last reply Reply Quote 0
                              • Bumbo Cactoni
                                Bumbo Cactoni last edited by Bumbo Cactoni

                                @stephen

                                You mean like moving the items in the inventories?
                                If so, yes, that is kinda what I mean.

                                stephen 1 Reply Last reply Reply Quote 0
                                • stephen
                                  stephen @Bumbo Cactoni last edited by

                                  @Bumbo-Cactoni

                                  
                                  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]/2-80, 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())
                                  
                                  
                                  1 Reply Last reply Reply Quote 1
                                  • Bumbo Cactoni
                                    Bumbo Cactoni last edited by

                                    Thank you! I would not have been able to figure that out on my own.

                                    stephen 1 Reply Last reply Reply Quote 0
                                    • Bumbo Cactoni
                                      Bumbo Cactoni last edited by Bumbo Cactoni

                                      @stephen
                                      Also, is there any way to set my own sprite/look for the objects? Like, make the dirt one look however I want it to?

                                      1 Reply Last reply Reply Quote 0
                                      • ccc
                                        ccc last edited by

                                        texture=Texture('plf:Ground_DirtCenter') is what sets the look. Other textures (images) are available to you as discussed in the Pythonista docs You can access built-in images in Pythonista using the [+] button at the top of the editor.

                                        1 Reply Last reply Reply Quote 0
                                        • stephen
                                          stephen @Bumbo Cactoni last edited by

                                          @Bumbo-Cactoni said:

                                          Thank you! I would not have been able to figure that out on my own.

                                          no problem 😎 and im sure you would of got the hang of it. its only intimidating at first then once you get a couple projects done it goes smoothly.

                                          @Bumbo-Cactoni said:

                                          @stephen
                                          Also, is there any way to set my own sprite/look for the objects? Like, make the dirt one look however I want it to?

                                          just create a png jpg or tiff image, then import it and inside Texture() pass the string path or ui.Image for the one you made. keep in mind the balance of filesize to quality. and resizing if your going to use multiple coppies you want to change scale instead of size.

                                          freindly tip:

                                          Use a dict to cache your Texture for performance.

                                          
                                          class MyScene(Scene):
                                              def setup(self):
                                                  self.cache={"dirt":Texture('path/img1.png', "stone":Texture('path/img2.png'}
                                              
                                              def Dirt(self):
                                                  node=SpriteNode(
                                                      texture=self.cache['dirt'],
                                                      parent=parent,
                                                      anchor_point=(0.0, 0.0),
                                                      size=size,
                                                      position=pos)
                                                  return node
                                          

                                          instead of creating a new Texture each time

                                          1 Reply Last reply Reply Quote 0
                                          • Drizzel
                                            Drizzel last edited by Drizzel

                                            @Bumbo-Cactoni I'm a bit late to the party, but you could always check out Cambidge IGCSE Computer Science past papers. Just search for them in your favourite search engine. They provide beginner level excercises and solutions, since the exams are aimed at students with 2 years of coding experience.
                                            Just be aware that for every year, there's one paper with a coding excercise (the one you want) and one paper with theory (boring).

                                            I had to pass this exam in 2018, just as an example
                                            There's more here.

                                            1 Reply Last reply Reply Quote 1
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