wxpython grid: multiple cell edit (ala Excel) - user-interface

I'm looking for a way for a user to edit data in bulk in a wxPython grid, a little like in Excel when you select a range, type data and press shift-Enter. This is a simplified version of my grid:
class MyGrid(gridlib.Grid):
def __init__(self, panel):
gridlib.Grid.__init__(self, panel)
self.Bind(gridlib.EVT_GRID_CELL_CHANGE, self.onEditCell)
self.Bind(gridlib.EVT_GRID_RANGE_SELECT, self.onSelection)
def onSelection(self, event):
if self.GetSelectionBlockTopLeft() == []:
self.selected_row_number = 0
self.selected_col_number = 0
else:
self.selected_row_number = self.GetSelectionBlockBottomRight()[0][0] - self.GetSelectionBlockTopLeft()[0][0] + 1
self.selected_col_number = self.GetSelectionBlockBottomRight()[0][1] - self.GetSelectionBlockTopLeft()[0][1] + 1
print self.selected_row_number, self.selected_col_number
def onEditCell(self,event):
print self.selected_row_number, self.selected_col_number
The issue seems to be that the onEditCell event overwrites the previous selection. So I can select e.g. a four by four block in the grid, and onSelection will print 4 4. But when I start typing and press Enter, onEditCell will print 0,0 as if only the cell I'm editing was selected. How can I keep a "memory" of how many cells are selected? Thank you,

Answering my own question: I can get it to work with an ugly hack that doesn't seem like the right way to do things:
def onSelection(self, event):
self.previous_selected_row_number = self.selected_row_number
self.previous_selected_col_number = self.selected_col_number
if self.GetSelectionBlockTopLeft() == []:
self.selected_row_number = 0
self.selected_col_number = 0
else:
self.selected_row_number = self.GetSelectionBlockBottomRight()[0][0] - self.GetSelectionBlockTopLeft()[0][0] + 1
self.selected_col_number = self.GetSelectionBlockBottomRight()[0][1] - self.GetSelectionBlockTopLeft()[0][1] + 1
print self.selected_row_number, self.selected_col_number
print self.previous_selected_row_number, self.previous_selected_col_number
def onEditCell(self,event):
print self.previous_selected_row_number, self.previous_selected_col_number
If anyone can think of a better way...

Related

update_cells not working as expected

I have written this function:
def duplicate_sheet1(wb, title=None):
if title is None:
title = wb.sheet1.title + ' DUPLICATE'
wb._sheet_list = [wb.sheet1]
wb.add_worksheet(title, wb.sheet1.row_count, wb.sheet1.col_count)
wb._sheet_list = wb._sheet_list[::-1]
wb._sheet_list[0].update_cells(wb._sheet_list[1]._fetch_cells())
...everything works as expected upon inspection with a debugger except update_cells, when I _fetch_cells for worksheet 0 after running the code, the sheet is empty.
Apparently the list returned by _fetch_cells is not the same as what is expected by update_cells. This may be because _fetch_cells does not include empty cells in the returned list, update_cells may only work with a 1 or 2-D grid--I am unsure.
Here is the work-around I found, apologies as the code could could probably be improved:
def duplicate_sheet1(wb, title=None):
if title is None:
title = wb.sheet1.title + ' DUPLICATE'
wb._sheet_list = [wb.sheet1]
wb.add_worksheet(title, wb.sheet1.row_count, wb.sheet1.col_count)
wb._sheet_list = wb._sheet_list[::-1]
cell_list = build_cell_list(wb._sheet_list[0], wb._sheet_list[1])
wb._sheet_list[0].update_cells(cell_list)
def build_cell_list(new_worksheet, old_worksheet):
fetched = old_worksheet._fetch_cells()
max_row = fetched[-1].row
max_col = max([cell.col for cell in fetched])
cell_list = new_worksheet.range('A1:' + chr(max_col + 64) + str(max_row))
for cell in cell_list:
cell.value = next(
(
f.value for f in fetched
if f.col == cell.col and f.row == cell.row
),
'',
)
return cell_list

Tool/Algorithm for text comparision after every key hit

I am struggling to find a text comparison tool or algorithm that can compare an expected text against the current state of the text being typed.
I will have an experimentee typewrite a text that he has in front of his eyes. My idea is to compare the current state of the text against the expected text whenever something is typed. That way I want to find out when and what the subject does wrong (I also want to find errors that are not in the resulting text but were in the intermediate text for some time).
Can someone point me in a direction?
Update #1
I have access to the typing data in a csv format:
This is example output data of me typing "foOBar". Every line has the form (timestamp, Key, Press/Release)
17293398.576653,F,P
17293398.6885,F,R
17293399.135282,LeftShift,P
17293399.626881,LeftShift,R
17293401.313254,O,P
17293401.391732,O,R
17293401.827314,LeftShift,P
17293402.073046,O,P
17293402.184859,O,R
17293403.178612,B,P
17293403.301748,B,R
17293403.458137,LeftShift,R
17293404.966193,A,P
17293405.077869,A,R
17293405.725405,R,P
17293405.815159,R,R
In Python
Given your input csv file (I called it keyboard_records.csv)
17293398.576653,F,P
17293398.6885,F,R
17293399.135282,LeftShift,P
17293399.626881,LeftShift,R
17293401.313254,O,P
17293401.391732,O,R
17293401.827314,LeftShift,P
17293402.073046,O,P
17293402.184859,O,R
17293403.178612,B,P
17293403.301748,B,R
17293403.458137,LeftShift,R
17293404.966193,A,P
17293405.077869,A,R
17293405.725405,R,P
17293405.815159,R,R
The following code does the following:
Read its content and store it in a list named steps
For each step in steps recognizes what happened and
If it was a shift press or release sets a flag (shift_on) accordingly
If it was an arrow pressed moves the cursor (index of current where we insert characters) – if it the cursor is at the start or at the end of the string it shouldn't move, that's why those min() and max()
If it was a letter/number/symbol it adds it in curret at cursor position and increments cursor
Here you have it
import csv
steps = [] # list of all actions performed by user
expected = "Hello"
with open("keyboard.csv") as csvfile:
for row in csv.reader(csvfile, delimiter=','):
steps.append((float(row[0]), row[1], row[2]))
# Now we parse the information
current = [] # text written by the user
shift_on = False # is shift pressed
cursor = 0 # where is the cursor in the current text
for step in steps:
time, key, action = step
if key == 'LeftShift':
if action == 'P':
shift_on = True
else:
shift_on = False
continue
if key == 'LeftArrow' and action == 'P':
cursor = max(0, cursor-1)
continue
if key == 'RightArrow' and action == 'P':
cursor = min(len(current), cursor+1)
continue
if action == 'P':
if shift_on is True:
current.insert(cursor, key.upper())
else:
current.insert(cursor, key.lower())
cursor += 1
# Now you can join current into a string
# and compare current with expected
print(''.join(current)) # printing current (just to see what's happening)
else:
# What to do when a key is released?
# Depends on your needs...
continue
To compare current and expected have a look here.
Note: by playing around with the code above and a few more flags you can make it recognize also symbols. This will depend on your keyboard. In mine Shift + 6 = &, AltGr + E = € and Ctrl + Shift + AltGr + è = {. I think this is a good point to start.
Update
Comparing 2 texts isn't a difficult task and you can find tons of pages on the web about it.
Anyway I wanted to present you an object oriented approach to the problem, so I added the compare part that I previously omitted in the first solution.
This is still a rough code, without primary controls over the input. But, as you asked, this is pointing you in a direction.
class UserText:
# Initialize UserText:
# - empty text
# - cursor at beginning
# - shift off
def __init__(self, expected):
self.expected = expected
self.letters = []
self.cursor = 0
self.shift = False
# compares a and b and returns a
# list containing the indices of
# mismatches between a and b
def compare(a, b):
err = []
for i in range(min(len(a), len(b))):
if a[i] != b[i]:
err.append(i)
return err
# Parse a command given in the
# form (time, key, action)
def parse(self, command):
time, key, action = command
output = ""
if action == 'P':
if key == 'LeftShift':
self.shift = True
elif key == 'LeftArrow':
self.cursor = max(0, self.cursor - 1)
elif key == 'RightArrow':
self.cursor = min(len(self.letters), self.cursor + 1)
else:
# Else, a letter/number was pressed. Let's
# add it to self.letters in cursor position
if self.shift is True:
self.letters.insert(self.cursor, key.upper())
else:
self.letters.insert(self.cursor, key.lower())
self.cursor += 1
########## COMPARE WITH EXPECTED ##########
output += "Expected: \t" + self.expected + "\n"
output += "Current: \t" + str(self) + "\n"
errors = UserText.compare(str(self), self.expected[:len(str(self))])
output += "\t\t"
i = 0
for e in errors:
while i != e:
output += " "
i += 1
output += "^"
i += 1
output += "\n[{} errors at time {}]".format(len(errors), time)
return output
else:
if key == 'LeftShift':
self.shift = False
return output
def __str__(self):
return "".join(self.letters)
import csv
steps = [] # list of all actions performed by user
expected = "foobar"
with open("keyboard.csv") as csvfile:
for row in csv.reader(csvfile, delimiter=','):
steps.append((float(row[0]), row[1], row[2]))
# Now we parse the information
ut = UserText(expected)
for step in steps:
print(ut.parse(step))
The output for the csv file above was:
Expected: foobar
Current: f
[0 errors at time 17293398.576653]
Expected: foobar
Current: fo
[0 errors at time 17293401.313254]
Expected: foobar
Current: foO
^
[1 errors at time 17293402.073046]
Expected: foobar
Current: foOB
^^
[2 errors at time 17293403.178612]
Expected: foobar
Current: foOBa
^^
[2 errors at time 17293404.966193]
Expected: foobar
Current: foOBar
^^
[2 errors at time 17293405.725405]
I found the solution to my own question around a year ago. Now i have time to share it with you:
In their 2003 paper 'Metrics for text entry research: An evaluation of MSD and KSPC, and a new unified error metric', R. William Soukoreff and I. Scott MacKenzie propose three major new metrics: 'total error rate', 'corrected error rate' and 'not corrected error rate'. These metrics have become well established since the publication of this paper. These are exaclty the metrics i was looking for.
If you are trying to do something similiar to what i did, e.g. compare the writing performance on different input devices this is the way to go.

Why does that loop sometimes click randomly on screen?

I have made that loop my self and Iam trying to make it faster, better... but sometimes after it repeat searching for existing... it press random ( i think cuz its not similar to any img iam using in sikuli ) place on the screen. Maybe you will know why.
Part of this loop below
while surowiec_1:
if exists("1451060448708.png", 1) or exists("1451061746632.png", 1):
foo = [w_lewo, w_prawo, w_dol, w_gore]
randomListElement = foo[random.randint(0,len(foo)-1)]
click(randomListElement)
wait(3)
else:
if exists("1450930340868.png", 1 ):
click(hemp)
wait(1)
hemp = exists("1450930340868.png", 1)
elif exists("1451086210167.png", 1):
click(tree)
wait(1)
tree = exists("1451086210167.png", 1)
elif exists("1451022614047.png", 1 ):
hover("1451022614047.png")
click(flower)
flower = exists("1451022614047.png", 1)
elif exists("1451021823366.png", 1 ):
click(fish)
fish = exists("1451021823366.png")
elif exists("1451022083851.png", 1 ):
click(bigfish)
bigfish = exists("1451022083851.png", 1)
else:
foo = [w_lewo, w_prawo, w_dol, w_gore]
randomListElement = foo[random.randint(0,len(foo)-1)]
click(randomListElement)
wait(3)
I wonder if this is just program problem with img recognitions or I have made a mistake.
You call twice the exist method indending to get the same match (the first one in your if statement, the second time to assign it to the value. You ask sikuli to evaluate the image twice, and it can have different results.
From the method's documentation
the best match can be accessed using Region.getLastMatch() afterwards.

Positional Argument Undefined

I am working on a larger project to write a code so the user can play Connect 4 against the computer. Right now, the user can choose whether or not to go first and the board is drawn. While truing to make sure that the user can only enter legal moves, I have run into a problem where my function legal_moves() takes 1 positional argument, and 0 are given, but I do not understand what I need to do to male everything agree.
#connect 4
#using my own formating
import random
#define global variables
X = "X"
O = "O"
EMPTY = "_"
TIE = "TIE"
NUM_ROWS = 6
NUM_COLS = 8
def display_instruct():
"""Display game instructions."""
print(
"""
Welcome to the second greatest intellectual challenge of all time: Connect4.
This will be a showdown between your human brain and my silicon processor.
You will make your move known by entering a column number, 1 - 7. Your move
(if that column isn't already filled) will move to the lowest available position.
Prepare yourself, human. May the Schwartz be with you! \n
"""
)
def ask_yes_no(question):
"""Ask a yes or no question."""
response = None
while response not in ("y", "n"):
response = input(question).lower()
return response
def ask_number(question,low,high):
"""Ask for a number within range."""
#using range in Python sense-i.e., to ask for
#a number between 1 and 7, call ask_number with low=1, high=8
low=1
high=NUM_COLS
response = None
while response not in range (low,high):
response=int(input(question))
return response
def pieces():
"""Determine if player or computer goes first."""
go_first = ask_yes_no("Do you require the first move? (y/n): ")
if go_first == "y":
print("\nThen take the first move. You will need it.")
human = X
computer = O
else:
print("\nYour bravery will be your undoing... I will go first.")
computer = X
human = O
return computer, human
def new_board():
board = []
for x in range (NUM_COLS):
board.append([" "]*NUM_ROWS)
return board
def display_board(board):
"""Display game board on screen."""
for r in range(NUM_ROWS):
print_row(board,r)
print("\n")
def print_row(board, num):
"""Print specified row from current board"""
this_row = board[num]
print("\n\t| ", this_row[num], "|", this_row[num], "|", this_row[num], "|", this_row[num], "|", this_row[num], "|", this_row[num], "|", this_row[num],"|")
print("\t", "|---|---|---|---|---|---|---|")
# everything works up to here!
def legal_moves(board):
"""Create list of column numbers where a player can drop piece"""
legals = []
if move < NUM_COLS: # make sure this is a legal column
for r in range(NUM_ROWS):
legals.append(board[move])
return legals #returns a list of legal columns
#in human_move function, move input must be in legal_moves list
print (legals)
def human_move(board,human):
"""Get human move"""
legals = legal_moves(board)
print("LEGALS:", legals)
move = None
while move not in legals:
move = ask_number("Which column will you move to? (1-7):", 1, NUM_COLS)
if move not in legals:
print("\nThat column is already full, nerdling. Choose another.\n")
print("Human moving to column", move)
return move #return the column number chosen by user
def get_move_row(turn,move):
move=ask_number("Which column would you like to drop a piece?")
for m in range (NUM_COLS):
place_piece(turn,move)
display_board()
def place_piece(turn,move):
if this_row[m[move]]==" ":
this_row.append[m[move]]=turn
display_instruct()
computer,human=pieces()
board=new_board()
display_board(board)
move= int(input("Move?"))
legal_moves()
print ("Human:", human, "\nComputer:", computer)
Right down the bottom of the script, you call:
move= int(input("Move?"))
legal_moves()
# ^ no arguments
This does not supply the necessary board argument, hence the error message.

How to override the key search in a treectrl?

i wanna know how to override the default keysearch in a treectrl.
When i bind a method to the EVT_TREE_KEY_DOWN event and call the selectItem method of the treectrl, it doesn't have any effect.
This is my Tree:
Test <--root
-Aero orea(EI)
-Blub(BL)
-Test(AX)
-123(45)
-Blib (LOL)
My intention:
With the keydown event i am concatenating a searchstring. when iterating over the treeitems, i split the names to get the content of the brackets(e.g.:"EI", "BL"...).
Then i check if the content of the brackets starts with my searchstring. if it is true the selectItem(TreeItemId) is called. But this won't work. It seems that the default search ist still working and is causing problems in my keysearch.
class MeinTreeCtrl(wx.TreeCtrl):
def __init__(self, parent):
wx.TreeCtrl.__init__(self, parent, -1)
root = self.AddRoot("test")
self.AppendItem(root, "Aero orea(EI)")
self.AppendItem(root, "Blub(BL)")
self.AppendItem(root, "Test(AX)")
self.AppendItem(root, "123(45)")
self.AppendItem(root, "Blib(LOL)")
self.searchString = ""
self.lastKeyDown = time.time()
parent.Bind(wx.EVT_TREE_KEY_DOWN, self.OnTreeKeySearch, self)
def GetItem(self, match, root):
item = self.GetFirstChild(root)
while item.IsOk():
tmp = self.GetItemText(item)
tmp = tmp.split(")")
tmp = tmp[len(tmp) - 2]
tmp = tmp.split("(")
tmp = tmp[len(tmp) - 1]
if tmp.startswith(match):
self.SelectItem(item)
break
item = self.GetNextChild(root, item)
return False
def OnTreeKeySearch(self, event):
now = time.time()
if self.searchString == "":
self.searchString = chr(event.GetKeyCode())
if (now - self.lastKeyDown) < 3:
self.searchString += str(chr(event.GetKeyCode()))
else:
self.searchString = str(chr(event.GetKeyCode()))
self.lastKeyDown = now
self.GetItem(self.searchString, self.GetRootItem())
Do you have any clue?
Thank you and best regards
Thomas
After a few days of search i found my mistake.
This line was the problem:
parent.Bind(wx.EVT_TREE_KEY_DOWN, self.OnTreeKeySearch, self)
First I need just the EVT_KEY_DOWN not the tree event for key down.
Second I binded the method to my parent not to self (That is because i did copy & paste :( )
This statement was really useful to me:
A typical example of an event not propagated is the wx.EVT_KEY_DOWN.
It is send only to the control having the focus, and will not
propagate to its parent.
-- EventPropagation

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