python_example | Example pybind11 module built with a Python-based build | Build Tool library
kandi X-RAY | python_example Summary
kandi X-RAY | python_example Summary
| CI | status | |----------------------|--------| | Linux/macOS Travis | [Travis-CI][travis-badge]][travis-link] | | MSVC 2015 | [AppVeyor][appveyor-badge]][appveyor-link] | | conda.recipe | [Conda Actions Status][actions-conda-badge]][actions-conda-link] | | pip builds | [Pip Actions Status][actions-pip-badge]][actions-pip-link] | | [cibuildwheel][] | [Wheels Actions Status][actions-wheels-badge]][actions-wheels-link] |. [gitter-badge]: [gitter-link]: [actions-badge]: [actions-conda-link]: [actions-conda-badge]: [actions-pip-link]: [actions-pip-badge]: [actions-wheels-link]: [actions-wheels-badge]: [travis-link]: [travis-badge]: [appveyor-link]:
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Trending Discussions on python_example
QUESTION
I'm having trouble understanding how to use pybind11 conan package. I can use some others, but pybind11 is giving me hard time.
My starting point is as follows:
conanfile.txt:
...ANSWER
Answered 2021-Nov-08 at 15:48I have used pybind in the past (two or three years ago) and it worked without problems with conan. However, I tried to install it now and faced similar problems. This might be related to the evolution of conan towards conan 2.0 (an alpha version was released today) and that the recipe was not updated to account changes.
An alternative that you might consider, is to install pybind with conan using a different generator. More specifically, the CMakeDeps generator. With the CMakeDeps generator conan will create a pybind11-config.cmake
file for you and you just need to use find_package(pybind11 REQUIRED)
in CMakeLists.txt
. That is, there is no "conan specific stuff" in your CMakeLists.txt
file.
conanfile.txt
QUESTION
I am working through some basic rdflib stuff in python, trying to figure it out, and I am running into what seems like a basic problem.
The code is also here, the third example under Lecture 3: SPARQL.
...ANSWER
Answered 2021-Dec-17 at 06:31Just try changing your imports a bit, like this:
QUESTION
I'm cannibalising code from here to make a ball bounce around.
Here is a stripped-down version of the code:
...ANSWER
Answered 2021-Jul-08 at 13:21When the ball hits the wall, the ball is reflected by the wall depending on the angle of incidence and the normal vector of the wall. This can be computed using the pygame.math
module.
QUESTION
I'm trying to add dlib python module into my image so far this is the recipe i'm working on...
...ANSWER
Answered 2021-Feb-03 at 09:37Maybe recipe can be optimized but the following works
- python3-dlib_19.21.bb
QUESTION
I am trying to generate C/C++ source files via a Python script using CMake, but am running into an issue where it appears that pipenv is not working as expected.
I've attempted to create a simplified version of my real world example on my Github.
...ANSWER
Answered 2020-Aug-13 at 23:37Couple of errors here...
Your custom command output and depends of the same file, generate.py
note: you can see a make error in the traceBy default add_custom_command will the current source dir as working directy while custom target is run in the current build dir.
i.e. both are running in different directory -> two different pipenv used...You muse use
pipenv run python
instead ofpipenv run ${Python3_EXECUTABLE}
...here my Dockerfile to run some tests
QUESTION
I’d like to use my own dataset created from the FaceForensics footage with few-show-vid2vid
. So I generated image sequences with ffmpeg
and keypoints with dlib
. When I try to start the training script, I get the following error. What exactly is the problem? The provided small dataset was working for me.
ANSWER
Answered 2020-Mar-03 at 01:13for i in range(67):
This is incorrect, you should be using range(68) for 68 face landmarks. You can verify this with python -c "for i in range(67): print(i)"
which will only count from 0 to 66 (67 total numbers). python -c "for i in range(68): print(i)"
will count from 0 to 67 (68 items) and get the whole face landmark set.
QUESTION
I am trying to use pygame.KEYDOWN
so that when I press the key represented by pygame.K_q
the block that the player has collided with can be dragged (pick up) to where the player moves as it is done using pygame.MOUSEBUTTONDOWN
in this tutorial.
But pressing the q
key to drag the block does not work...
This need of mine arose when trying to implement this functionality in another larger code. So I decided to get this other tutorial2 to set up my MWE. I looked to see if anyone had already asked about it but I just found relative but not exact questions that used a very different or very large code structure and I still haven't figured out why I can't get my MWE code to work. This should be a simple question and someone may have already posted this question, so if so let me know where there is a question already posted that clarifies my question.
My MWE:
...ANSWER
Answered 2020-Feb-26 at 01:44You move blocks in Player.update()
but you never execute it
First I tried to execute this function in every loop but finally I changed this function to run only when players is moved
QUESTION
I following this tutorial and I have added class Opponent()
to class Platform()
as shown here. Next I have been trying to add groupcollide_and_loop_for to the complete code so that the opponent is removed when hit by the bullet. I have been looking at this question about using groupcollide within class Opponent()
itself. I tried several ways to call groupcollide
inside def main
in while not done
but I didn't get any results or any errors, it just didn't work.
groupcollide_and_loop_for:
...ANSWER
Answered 2020-Feb-19 at 23:57I used print()
to see position for opponent
and bullet
. And I found that opponent
never change position.
After digging in code I found you create two opponents.
- in
main()
you createopponent
which is not added toactive_sprite_list
so it doesn't move and it isn't displayed but you use it to check collision - in
Level_01()
you createopponent
which is added toactive_sprite_list
so it moves and it is displayed on screen but you don't use it to check collision.
Because you check collision with opponent
which never move so it never collide with bullet.
In main()
you have to remove
QUESTION
I have been trying to modify the code from this Tutorial so that after a bullet strikes an enemy the player.png
image is shown at position x = 60
and y = 48
. But the image does not remain fixed, it just appears and disappears. I don't know exactly where the wrong or missing element is in the code but I suspect that one of the causes is some misuse of my part of the for
loop within the draw_reaction
function.
My player.png image
My MWE code:
...ANSWER
Answered 2020-Feb-05 at 01:14The problem is caused by the draw_reaction()
function only drawing the player_image
during the absolute-time the bullet is colliding with a block. So it shows the image for a single frame (One 60th of a second), but then on the next loop the collision is no longer occurring (the bullet is removed), so it is never drawn.
There are a number of ways around this, but I'm not sure of the purpose of showing this bitmap, so maybe they're not as helpful as they should be.
The easiest fix is to probably turn the player image into a sprite, and simply add it to the existing all_sprites_list
when the bullet-hit triggers, and then take it away some time later (or how ever it should work).
QUESTION
I'm trying to take advantage of some C++ functions by calling them from Python. To do that, I was trying to construct a small demo function to show myself how python types are converted to C++ types. According to the Pybind11 documentation, if you include pybind11/stl.h
in your header, automatic conversion should take place for many common types:
https://pybind11.readthedocs.io/en/stable/advanced/cast/stl.html
What is wrong with the following code?
my.cpp
...ANSWER
Answered 2020-Jan-13 at 18:16The problem was simple: header guards don't work on .cpp files so the solution was to break up my.cpp into my.hpp and my.cpp files and include the my.hpp file in the wrap.cpp file.
Of the few demos I've done, this was only required for this demo so far. I'm not sure why breaking up the file is necessary for this demo but not others where I've included the .cpp files directly.
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