mazes | Animated GIF maze generator , in various languages | Learning library

 by   j-s-n Python Version: Current License: MIT

kandi X-RAY | mazes Summary

kandi X-RAY | mazes Summary

mazes is a Python library typically used in Tutorial, Learning, Example Codes applications. mazes has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. However mazes build file is not available. You can download it from GitHub.

Animated GIF maze generator, in various languages. This is a relatively simple program that generates mazes on a toroidal topology and writes the maze generation process out as an animated GIF file. [Here’s an example.] /examples/algorithm1-500x500.gif?raw=true) It contains an implementation of the LZW algorithm for encoding the animated GIFs. It’d be useful to study for anyone who is interested in the internals of the GIF standard, or who is interested in a simple way to generate mazes. There are three possible maze generation algorithms that can be selected from the command line, using the -style option. I am planning on implementing a version of this in each programming language I know, as a programming exercise. Presently, Python (2.7 branch) is the only version that’s finished.
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            kandi-support Support

              mazes has a low active ecosystem.
              It has 6 star(s) with 3 fork(s). There are 1 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 2 open issues and 0 have been closed. On average issues are closed in 1313 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of mazes is current.

            kandi-Quality Quality

              mazes has 0 bugs and 0 code smells.

            kandi-Security Security

              mazes has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              mazes code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              mazes is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              mazes releases are not available. You will need to build from source code and install.
              mazes has no build file. You will be need to create the build yourself to build the component from source.
              Installation instructions are not available. Examples and code snippets are available.
              It has 237 lines of code, 18 functions and 1 files.
              It has high code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi has reviewed mazes and discovered the below as its top functions. This is intended to give you an instant insight into mazes implemented functionality, and help decide if they suit your requirements.
            • Generate a loop control block
            • Binary function .
            Get all kandi verified functions for this library.

            mazes Key Features

            No Key Features are available at this moment for mazes.

            mazes Examples and Code Snippets

            Solves the BFS mazeS mazeSolver .
            javadot img1Lines of Code : 6dot img1License : Permissive (MIT License)
            copy iconCopy
            private static void bfs(Maze maze) {
                    BFSMazeSolver bfs = new BFSMazeSolver();
                    List path = bfs.solve(maze);
                    maze.printPath(path);
                    maze.reset();
                }  

            Community Discussions

            QUESTION

            Python Object suddenly went Empty and all attributs are False
            Asked 2022-Feb-28 at 04:29
            import os
            os.environ['PYGAME_HIDE_SUPPORT_PROMPT'] = "hide"
            
            import pygame
            import random
            from abc import abstractmethod
            
            class Cell:
                NUMBER_OF_CELLS = 0
            
                def __init__(self):
                    self.id = Cell.NUMBER_OF_CELLS
                    Cell.NUMBER_OF_CELLS += 1
            
                    self.top_cell = None
                    self.bottom_cell = None
                    self.left_cell = None
                    self.right_cell = None
                    self.top_wall = True
                    self.bottom_wall = True
                    self.left_wall = True
                    self.right_wall = True
            
                    self.visited = False
            
                def set_visited(self, visited: bool) -> None:
                    """Sets the visited status of the cell
            
                    Args:
                        visited (bool): The visited status to set
                    """
                    self.visited = visited
            
                def has_unvisited_neighbors(self) -> bool:
                    """Check if all neighbors are visited or not
            
                    Returns:
                        bool: True if there is at least one, else False
                    """
                    return (
                        self.top_cell is not None
                        and not self.top_cell.visited
                        or self.bottom_cell is not None
                        and not self.bottom_cell.visited
                        or self.left_cell is not None
                        and not self.left_cell.visited
                        or self.right_cell is not None
                        and not self.right_cell.visited
                    )
            
                def get_unvisited_neighbors(self) -> list["Cell"]:
                    """Get all univisited neighbors of the cell (top, bottom, left and right)
            
                    Returns:
                        list["Cell"]: List of unvisited neighbors (cells)
                    """
                    neighbors = []
                    if self.top_cell is not None and not self.top_cell.visited:
                        neighbors.append(self.top_cell)
                    if self.bottom_cell is not None and not self.bottom_cell.visited:
                        neighbors.append(self.bottom_cell)
                    if self.left_cell is not None and not self.left_cell.visited:
                        neighbors.append(self.left_cell)
                    if self.right_cell is not None and not self.right_cell.visited:
                        neighbors.append(self.right_cell)
                    return neighbors
            
                def open_wall_with(self, cell: "Cell") -> None:
                    """Opens the wall in the given direction for both cells (method called and parameter one)
            
                    Args:
                        cell (Cell): The cell to open the wall with
                    """
                    direction = self.get_direction(cell)
                    if direction == "top":
                        self.top_wall = False
                        self.top_cell.bottom_wall = False
                    elif direction == "bottom":
                        self.bottom_wall = False
                        self.bottom_cell.top_wall = False
                    elif direction == "left":
                        self.left_wall = False
                        self.left_cell.right_wall = False
                    elif direction == "right":
                        self.right_wall = False
                        self.right_cell.left_wall = False
            
                def get_direction(self, cell: "Cell") -> str:
                    """Gets the direction to the given cell from this cell
            
                    Args:
                        cell (Cell): The cell to get the direction to
            
                    Returns:
                        str: The direction to the given cell or empty string if not found
                    """
                    if self.top_cell is cell:
                        return "top"
                    elif self.bottom_cell is cell:
                        return "bottom"
                    elif self.left_cell is cell:
                        return "left"
                    elif self.right_cell is cell:
                        return "right"
                    else:
                        return ""
                
                def __str__(self):
                    tmp = ""
                    tmp += "1" if self.top_wall else "0"
                    tmp += "1" if self.bottom_wall else "0"
                    tmp += "1" if self.left_wall else "0"
                    tmp += "1" if self.right_wall else "0"
                    return f" {tmp} "
            
            
            class Maze:
                def __init__(self, width: int, height: int):
                    self.width = width
                    self.height = height
                    self.cells = [[Cell() for _ in range(height)] for _ in range(width)]
                    self.link_cells()
            
                def __str__(self):
                    s = ""
                    for i in range(self.height):
                        for j in range(self.width):
                            s += str(self.cells[j][i])
                        s += "\n"
                    return s
            
                def link_cells(self) -> None:
                    """Links all cells recursively"""
                    for i in range(self.width):
                        for j in range(self.height):
                            cell = self.cells[i][j]
                            if j > 0:
                                cell.top_cell = self.cells[i][j - 1]
                            if j < self.height - 1:
                                cell.bottom_cell = self.cells[i][j + 1]
                            if i > 0:
                                cell.left_cell = self.cells[i - 1][j]
                            if i < self.width - 1:
                                cell.right_cell = self.cells[i + 1][j]
            
            
            class MazeBuilder:
                ALGORITHMS = []
            
                def __init__(self, num: int):
            
                    MazeBuilder.ALGORITHMS = [
                        method_name
                        for method_name in dir(self)
                        if callable(getattr(self, method_name)) and not method_name.startswith("__")
                        and method_name != "build"
                    ]
            
                    self.algorithm = MazeBuilder.ALGORITHMS[num]
            
                def build(self, maze: Maze) -> None:
                    self.algorithm(maze)
            
                @staticmethod
                def depth_first_search(maze: Maze) -> None:
                    """Depth First Search algorithm (iterative, cuz the recursive one overflows the stack)
            
                    Args:
                        maze (Maze): An untouched maze object to be built upon
                    """
                    maze.cells[0][0].set_visited(True)
                    stack = [maze.cells[0][0]]
                    while len(stack) != 0:
                        current_cell = stack.pop()
                        if current_cell.has_unvisited_neighbors():
                            stack.append(current_cell)
                            chosen_cell = random.choice(current_cell.get_unvisited_neighbors())
                            current_cell.open_wall_with(chosen_cell)
                            chosen_cell.set_visited(True)
                            stack.append(chosen_cell)
            
            
            class MazeSolver:
                ALGORITHMS = []
                
                def __init__(self, num: int):
                    
                    MazeSolver.ALGORITHMS = [
                        method_name
                        for method_name in dir(self)
                        if callable(getattr(self, method_name)) and not method_name.startswith("__")
                        and method_name != "solve"
                    ]
            
                    
                    self.algorithm = MazeSolver.ALGORITHMS[num]
                    
                def solve(self, maze: Maze) -> None:
                    self.algorithm(maze)
                    
                @staticmethod
                def a_star(maze: Maze) -> None:
                    """Depth First Search algorithm (iterative, cuz the recursive one overflows the stack)
            
                    Args:
                        maze (Maze): An untouched maze object to be built upon
                    """
                    pass
            
            class Color:
                WHITE = pygame.Color("white")
                BLACK = pygame.Color("black")
                RED = pygame.Color("red")
                BLUE =  pygame.Color("blue")
            
            class Window:
                FPS = 60
                WIDTH = 1280
                HEIGHT = 720
                def __init__(self):
                    pygame.init()
                    self.screen = pygame.display.set_mode((Window.WIDTH, Window.HEIGHT))
                    self.screen.fill(Color.WHITE)
                    pygame.display.set_caption("MazeBuild&Solve")
                    self.run = False
                    self.clock = pygame.time.Clock()
                
                @abstractmethod
                def start(self):
                    raise NotImplementedError("Not implemented abstract method for object type 'Window'")
                    
            
            class MazeDrawer(Window):
                def __init__(self, alg_gen: int, alg_sol: int, width: int, height: int):
                    super().__init__()
                    self.maze_builder = MazeBuilder(alg_gen)
                    self.maze_solver = MazeSolver(alg_sol)
                    self.maze = Maze(width, height)
                    
                def _draw_line(self, start_coords: tuple, end_coords: tuple):
                    pygame.draw.line(self.screen, Color.BLACK, start_coords, end_coords)
                
                def _draw_maze(self) -> None:
                    """Draw the maze on pygame's window"""
                    pass 
                            
                def start(self):
                    self.run = True
                    while self.run:
                        
                        # Setting the tick to Window.FPS (default: 60)
                        self.clock.tick(Window.FPS)
                        
                        # Looking for any event
                        for event in pygame.event.get():
                            if event.type == pygame.QUIT:
                                self.run = False
                        
                        self._draw_maze()
            
                        pygame.display.update()
                        pygame.display.flip()
            
            def main():
                _ = MazeBuilder(0)  # Needed to init the MazeBuilder.ALGORITHMS list
                _ = MazeSolver(0)  # Needed to init the MazeSolver.ALGORITHMS list
                
                alg_gen, alg_sol, width, height = -1, -1, -1, -1
                
                for i in range(len(MazeBuilder.ALGORITHMS)):
                    print(f"{i}: {MazeBuilder.ALGORITHMS[i]}")
                    
                print()
                
                while(alg_gen := int(input("Input the n° of the algorithm for the generation: ")) not in range(len(MazeBuilder.ALGORITHMS))):
                    continue
                
                print()
                
                for i in range(len(MazeSolver.ALGORITHMS)):
                    print(f"{i}: {MazeSolver.ALGORITHMS[i]}")
                    
                print()
                
                while(alg_sol := int(input("Input the n° of the algorithm for the solving: ")) not in range(len(MazeSolver.ALGORITHMS))):
                    continue
                
                print()
                
                while(width := int(input("Width of the maze: \t")) not in range(1000)):
                    continue
                
                print()
                
                while(height := int(input("Height of the maze: \t")) not in range(1000)):
                    continue
                
                m = MazeDrawer(alg_gen, alg_sol, width, height)
                print(m.maze)
                m.start()
            
            if __name__ == "__main__":
                main()
            
            ...

            ANSWER

            Answered 2022-Feb-28 at 04:29

            Your big problem is parentheses:

            Source https://stackoverflow.com/questions/71290491

            QUESTION

            Idiom use of Conan to consume packages by CMake build system
            Asked 2021-Dec-29 at 15:57

            In Conan documentation for cmake_find_package generator, it is mentioned that :

            In the CMakeList.txt you do not need to specify or include anything related with Conan at all, just rely on the find_package feature

            In my case, after calling find_package(boost COMPONENTS boost program_options REQUIRED) in CMakeLists.txt of config module, the ${Boost_INCLUDE_DIRS} variable was empty (undefined) so that CMake failed to build due to boost missing header file included in StartupConfig.cpp.
            The only workaround I found is to include(FindBoost.cmake) in the root CMakeLists.txt.
            If I comment the include(FindBoost.cmake) and change boost by Boost in the find_package, I get the following build error :

            ...

            ANSWER

            Answered 2021-Dec-29 at 15:57

            As proposed by @Tsyvarev, changing INTERFACE by PRIVATE in target_link_libraries(${PROJECT_NAME} INTERFACE boost::boost boost::program_options) resolved my issue. For more details, I recommend reading this clarification about CMake scope meaning: https://leimao.github.io/blog/CMake-Public-Private-Interface/

            Source https://stackoverflow.com/questions/70519181

            QUESTION

            JAVA rat in a maze DFS using stack and no node
            Asked 2021-Nov-14 at 13:40

            I am a student and studying JAVA. I did write my code for DFS (Rat in a maze) and I need to use stack. I don't want Node class and my maze is just final. [0][0] is start and [5][5] is exit which has 'e'.

            So, here's my code but if I run this code, there is a reputation between (1, 3), (2, 1). why this code failed?

            ...

            ANSWER

            Answered 2021-Nov-14 at 13:26

            Some notes:

            1. Stacks work Last-In-First-Out (LIFO), so, because you are using the same stack for both x and y coordinates, note that poping should be the opposite of pushing in this case, ie if you push the x coordinate first and then the y then y is expected to be on top, so you should pop the y coordinate first and then the x.
            2. You push only one neighbouring grid cell into the stack for each visited grid cell. But each grid cell has 4 neighbours, not 1. So you should check all neighbours for each visit, which means converting this:

            Source https://stackoverflow.com/questions/69963049

            QUESTION

            Why the maze size if I set it to 30 on 30 the maze is 27 on 27?
            Asked 2021-Aug-04 at 12:17

            My main goal is to fill in yellow bricks all the gaps in the maze only on the outer rows/columns.

            First , I can't yet find how to fill this gaps but I also noticed that when I select one of the outer bricks the size is 27 on 27 ?

            Maze selected bricks to show the size

            On the top in the screenshot I selected brick that is out of the maze area not sure why and it's position is X = 1 and Z = 29 than on the bottom I selected a brick that is on the outer of the maze and its position is X = 18 and Z = 27 but why z is 27 ? and why there are bricks outside the maze on position 29 on the z ?

            The maze size is 30 on 30 in the inspector.

            This is the maze class :

            ...

            ANSWER

            Answered 2021-Aug-04 at 12:17

            First of all the length and width of the maze should be an odd number. So your Start() method should increase the size for even numbers.

            Think of a repetitive set of two columns, one column of walls and one of paths. At the end of the repetition you need one more column of walls to close the maze.

            Source https://stackoverflow.com/questions/68649745

            QUESTION

            Why is this maze generation algorithm producing one way roads?
            Asked 2021-Jul-28 at 12:33

            I'm trying to write an algorithm to create mazes. The algorithm (DFS) looks like this:

            1. Start at a random cell.
            2. Mark the current cell as visited, get a list of the neighbors. For each neighbor, starting with a randomly selected neighbor:
              If that neighbor hasn't been visited, remove the wall between this cell and that neighbor, and then recurse with that neighbor as the current cell.

            But it produces mazes like this:

            and I don't know why the algorithm creates full lanes instead of creating dead ends as well to make it look more like a maze instead of a one way road.

            I suspected bad random selection, faulty backtracking or that the algorithm marks each cell as visited in the recursive step resulting in no dead ends as it can't go back to a cell but I can't narrow down the problem. Small mazes seem to produce the same problem.

            Code:

            ...

            ANSWER

            Answered 2021-Jul-28 at 12:33

            The algorithm produces a one way path as further generation of other paths is not included. It needs to further produce dead ends after the first on is created. In the algorithm I implemented, I did not account for further generation of other paths;

            So when a dead-end is reached, it needs to backtrack through the path until it reaches a cell with an unvisited neighbour. Then it continues the generation with a new path until a dead end is reached. This stops when all valid neighbors of all cells have been visited.

            Code to add before marking the end:

            Source https://stackoverflow.com/questions/68521476

            QUESTION

            I am web-scraping for product and prices. The output is coming out with characters in between the product and prices how do i remove them
            Asked 2021-May-13 at 12:04
            import pandas as pd
            import requests
            from bs4 import BeautifulSoup
            
            page = requests.get("**website name**")
            soup = BeautifulSoup(page.content,'html.parser')
            books = soup.find('div',{'class':'row justify-content-md-first'})
            #print(books)
            items = books.find_all(class_='col-12')
            
            #print(items[0].find(class_ ='product_title').get_text())
            #print(items[0].find(class_ ='product_price').get_text())
            
            product_titles = [item.find(class_ = 'product_title').get_text() for item in items]
            product_prices = [item.find(class_ = 'product_price').get_text() for item in items]
            print(product_titles)
            #print(product_prices)
            
            product_list = pd.DataFrame(
                {'product_title':product_titles,
                'product_price': product_prices,
                })
            
            print(product_list)
            
            product_list.to_csv('Product.csv')
            
            ...

            ANSWER

            Answered 2021-May-13 at 10:05

            You can use pandas.Series.str.strip() to remove leading and trailing characters.

            Source https://stackoverflow.com/questions/67516874

            QUESTION

            C# on linux: FFmpeg (FFMediaToolkit) on linux System.IO.DirectoryNotFoundException: Cannot found the default FFmpeg directory
            Asked 2021-May-06 at 17:14

            I have C# project in rider and FFMediaToolkit installed via NuGet. I made instance of MediaBuilder. When I hit run I get this error message:

            ...

            ANSWER

            Answered 2021-May-06 at 17:14

            QUESTION

            Javafx playing sounds as objects
            Asked 2021-May-03 at 02:36

            I have trouble with making a project on javafx. I am trying to play sound using media and mediaplayer but got trouble with path selection. I work on IntellijIDEA. I decided to simplify the work and created a class sounds.java that creates object that takes string(path) and methods that will play and stop sound.(Like I can click button many times and sound plays over and over)

            Here is my code(I put code in comments because of errors after using new method(

            ...

            ANSWER

            Answered 2021-May-03 at 02:36

            You need to create a sounds object and use that in your code. Something like the following. Note how the object is defined outside of the start method so that it can be referenced easily:

            Source https://stackoverflow.com/questions/67362491

            QUESTION

            How to use 'if then' expressions to generate a sentence that is word by word pieced together to generate a whole sentence
            Asked 2021-Mar-24 at 00:59

            I am working through some code wherein I am wanting to piece (word by word) variations of the following sentence together, but I am working through my 'if' and 'else if' usage so only this please :

            ...

            ANSWER

            Answered 2021-Mar-24 at 00:59

            There are some errors in the code and others in the logic:

            1. The 'else if' doesn't do anything because of the ';', the printf after it will occur every time.

            Source https://stackoverflow.com/questions/66771351

            QUESTION

            why does a call of a function with set parameters does not generate the expected output?
            Asked 2021-Mar-23 at 23:04

            In the following code, when I debugged it, the first call function (mazesentence(0, 0, 1, 0);) also went to the if(before == 1 ), but 'before' is clearly a zero. Why is it entering in that location? I would imagine, i have my braces incorrectly.

            ...

            ANSWER

            Answered 2021-Mar-23 at 23:04

            Your braces are indeed incorrect. Looking at the problem conditional:

            Source https://stackoverflow.com/questions/66772461

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install mazes

            You can download it from GitHub.
            You can use mazes like any standard Python library. You will need to make sure that you have a development environment consisting of a Python distribution including header files, a compiler, pip, and git installed. Make sure that your pip, setuptools, and wheel are up to date. When using pip it is generally recommended to install packages in a virtual environment to avoid changes to the system.

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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            https://github.com/j-s-n/mazes.git

          • CLI

            gh repo clone j-s-n/mazes

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