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Author SHA1 Message Date
p73692015 d32a163e98 Update README.md 2022-07-15 11:19:26 +08:00
p73692015 d76a53e8ef Update README.md 2022-07-15 11:09:56 +08:00
p73692015 8c5af7ccf1 Update README.md 2022-06-23 08:50:54 +08:00
p73692015 a697ec5e01 Update README.md 2022-06-23 08:49:42 +08:00
33 changed files with 66 additions and 108 deletions

3
.idea/.gitignore vendored
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@ -1,3 +0,0 @@
# Default ignored files
/shelf/
/workspace.xml

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@ -1,12 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<module type="PYTHON_MODULE" version="4">
<component name="NewModuleRootManager">
<content url="file://$MODULE_DIR$" />
<orderEntry type="inheritedJdk" />
<orderEntry type="sourceFolder" forTests="false" />
</component>
<component name="PyDocumentationSettings">
<option name="format" value="PLAIN" />
<option name="myDocStringFormat" value="Plain" />
</component>
</module>

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@ -1,13 +0,0 @@
<component name="InspectionProjectProfileManager">
<profile version="1.0">
<option name="myName" value="Project Default" />
<inspection_tool class="PyUnresolvedReferencesInspection" enabled="true" level="WARNING" enabled_by_default="true">
<option name="ignoredIdentifiers">
<list>
<option value="runtest.ImageEditorPage" />
<option value="ImageEditorPage" />
</list>
</option>
</inspection_tool>
</profile>
</component>

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@ -1,6 +0,0 @@
<component name="InspectionProjectProfileManager">
<settings>
<option name="USE_PROJECT_PROFILE" value="false" />
<version value="1.0" />
</settings>
</component>

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@ -1,4 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="ProjectRootManager" version="2" project-jdk-name="Python 3.7 (Palette)" project-jdk-type="Python SDK" />
</project>

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@ -1,8 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="ProjectModuleManager">
<modules>
<module fileurl="file://$PROJECT_DIR$/.idea/SeAIPalette.iml" filepath="$PROJECT_DIR$/.idea/SeAIPalette.iml" />
</modules>
</component>
</project>

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@ -1,6 +0,0 @@
<?xml version="1.0" encoding="UTF-8"?>
<project version="4">
<component name="VcsDirectoryMappings">
<mapping directory="$PROJECT_DIR$" vcs="Git" />
</component>
</project>

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@ -2,8 +2,10 @@
# Form implementation generated from reading ui file 'MainWindow_map.ui' # Form implementation generated from reading ui file 'MainWindow_map.ui'
# #
# Created by: PyQt5 UI code generator 5.12.3 # Created by: PyQt5 UI code generator 5.15.1
# WARNING! All changes made in this file will be lost! #
# WARNING: Any manual changes made to this file will be lost when pyuic5 is
# run again. Do not edit this file unless you know what you are doing.
from PyQt5 import QtCore, QtGui, QtWidgets from PyQt5 import QtCore, QtGui, QtWidgets
@ -94,9 +96,6 @@ class Ui_MainWindow(object):
self.horizontalLayout.addLayout(self.formLayout_2) self.horizontalLayout.addLayout(self.formLayout_2)
self.verticalLayout_2 = QtWidgets.QVBoxLayout() self.verticalLayout_2 = QtWidgets.QVBoxLayout()
self.verticalLayout_2.setObjectName("verticalLayout_2") self.verticalLayout_2.setObjectName("verticalLayout_2")
self.pushButton_2 = QtWidgets.QPushButton(self.centralwidget)
self.pushButton_2.setObjectName("pushButton_2")
self.verticalLayout_2.addWidget(self.pushButton_2)
self.pushButton_run = QtWidgets.QPushButton(self.centralwidget) self.pushButton_run = QtWidgets.QPushButton(self.centralwidget)
font = QtGui.QFont() font = QtGui.QFont()
font.setFamily("宋体") font.setFamily("宋体")
@ -111,13 +110,6 @@ class Ui_MainWindow(object):
self.pushButton_stop.setFont(font) self.pushButton_stop.setFont(font)
self.pushButton_stop.setObjectName("pushButton_stop") self.pushButton_stop.setObjectName("pushButton_stop")
self.verticalLayout_2.addWidget(self.pushButton_stop) self.verticalLayout_2.addWidget(self.pushButton_stop)
self.pushButton = QtWidgets.QPushButton(self.centralwidget)
font = QtGui.QFont()
font.setFamily("宋体")
font.setPointSize(12)
self.pushButton.setFont(font)
self.pushButton.setObjectName("pushButton")
self.verticalLayout_2.addWidget(self.pushButton)
self.horizontalLayout.addLayout(self.verticalLayout_2) self.horizontalLayout.addLayout(self.verticalLayout_2)
self.horizontalLayout.setStretch(0, 1) self.horizontalLayout.setStretch(0, 1)
self.horizontalLayout.setStretch(1, 1) self.horizontalLayout.setStretch(1, 1)
@ -157,8 +149,6 @@ class Ui_MainWindow(object):
self.label_9.setText(_translate("MainWindow", "移动节点电池容量")) self.label_9.setText(_translate("MainWindow", "移动节点电池容量"))
self.lineEdit_bettery.setText(_translate("MainWindow", "100")) self.lineEdit_bettery.setText(_translate("MainWindow", "100"))
self.label_4.setText(_translate("MainWindow", "算法选择")) self.label_4.setText(_translate("MainWindow", "算法选择"))
self.pushButton_2.setText(_translate("MainWindow", "关于我们"))
self.pushButton_run.setText(_translate("MainWindow", "运行")) self.pushButton_run.setText(_translate("MainWindow", "运行"))
self.pushButton_stop.setText(_translate("MainWindow", "停止")) self.pushButton_stop.setText(_translate("MainWindow", "停止"))
self.pushButton.setText(_translate("MainWindow", "退出程序"))
self.label_show.setText(_translate("MainWindow", "<html><head/><body><p><br/></p></body></html>")) self.label_show.setText(_translate("MainWindow", "<html><head/><body><p><br/></p></body></html>"))

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@ -157,13 +157,6 @@
</item> </item>
<item> <item>
<layout class="QVBoxLayout" name="verticalLayout_2"> <layout class="QVBoxLayout" name="verticalLayout_2">
<item>
<widget class="QPushButton" name="pushButton_2">
<property name="text">
<string>关于我们</string>
</property>
</widget>
</item>
<item> <item>
<widget class="QPushButton" name="pushButton_run"> <widget class="QPushButton" name="pushButton_run">
<property name="font"> <property name="font">
@ -190,19 +183,6 @@
</property> </property>
</widget> </widget>
</item> </item>
<item>
<widget class="QPushButton" name="pushButton">
<property name="font">
<font>
<family>宋体</family>
<pointsize>12</pointsize>
</font>
</property>
<property name="text">
<string>退出程序</string>
</property>
</widget>
</item>
</layout> </layout>
</item> </item>
</layout> </layout>

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@ -12,6 +12,7 @@ class Charge(WildFire):
def step(self, state, info): def step(self, state, info):
if not self.empty(): if not self.empty():
# if there're actions to do
action = self.actions_to_do[0] action = self.actions_to_do[0]
del self.actions_to_do[0] del self.actions_to_do[0]
return action, None return action, None

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@ -23,6 +23,9 @@ class MultiBoustrophedon(Boustrophedon):
self.charges = charges self.charges = charges
self.finished_idx = [False for _ in range(ship_num)] self.finished_idx = [False for _ in range(ship_num)]
#self.ship_energy = ship_energy
#self.current_ship_energy = [ship_energy for _ in range(self.ship_num)]
self.delta_x = (0, 0, 1, -1, ) # 1, 1, -1, -1) self.delta_x = (0, 0, 1, -1, ) # 1, 1, -1, -1)
self.delta_y = (1, -1, 0, 0, ) # 1, -1, 1, -1) self.delta_y = (1, -1, 0, 0, ) # 1, -1, 1, -1)

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@ -43,6 +43,8 @@ class MultiGreedy(Boustrophedon):
if self.charges[i].empty(): if self.charges[i].empty():
redecide_directions[i] = True redecide_directions[i] = True
continue continue
# Decide whether charge or not
first_charge_act, charge_len = self.charges.step(state, info, i) first_charge_act, charge_len = self.charges.step(state, info, i)
if first_charge_act == FINISHED: if first_charge_act == FINISHED:
self.finished_idx[i] = True self.finished_idx[i] = True

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@ -18,10 +18,13 @@ class MultiSpiral(Spiral):
): ):
super().__init__() super().__init__()
self.ship_num = ship_num self.ship_num = ship_num
# self.dest_direction = [None for _ in range(ship_num)]
self.wildfires = wildfires self.wildfires = wildfires
self.charges = charges self.charges = charges
self.finished_idx = [False for _ in range(ship_num)] self.finished_idx = [False for _ in range(ship_num)]
#self.ship_energy = ship_energy
#self.current_ship_energy = [ship_energy for _ in range(self.ship_num)]
self.delta_x = [0, 0, 1, -1, 1, 1, -1, -1] self.delta_x = [0, 0, 1, -1, 1, 1, -1, -1]
self.delta_y = [1, -1, 0, 0, 1, -1, 1, -1] self.delta_y = [1, -1, 0, 0, 1, -1, 1, -1]

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@ -149,6 +149,7 @@ class Spiral(object):
""" """
return _turn(direction) return _turn(direction)
else: else:
# print(f'not turn')
return direction return direction
def step(self, state, info): def step(self, state, info):

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@ -7,8 +7,8 @@ class WildFire(object):
def __init__(self): def __init__(self):
super().__init__() super().__init__()
self.actions_to_do = [] self.actions_to_do = []
self.delta_x = (0, 0, 1, -1, ) self.delta_x = (0, 0, 1, -1, ) # 1, 1, -1, -1)
self.delta_y = (1, -1, 0, 0, ) self.delta_y = (1, -1, 0, 0, ) # 1, -1, 1, -1)
@ staticmethod @ staticmethod
def _is_valid_index(index, an_array): def _is_valid_index(index, an_array):
@ -23,9 +23,12 @@ class WildFire(object):
def step(self, state, info): def step(self, state, info):
if not self.empty(): if not self.empty():
# if there're actions to do
action = self.actions_to_do[0] action = self.actions_to_do[0]
del self.actions_to_do[0] del self.actions_to_do[0]
return [action] return [action]
# print(state)
x, y, _ = state x, y, _ = state
fields = info['fields'] fields = info['fields']
@ -46,6 +49,7 @@ class WildFire(object):
visited[next_x, next_y] = True visited[next_x, next_y] = True
next_node = Node(next_x, next_y, cur_node) next_node = Node(next_x, next_y, cur_node)
if fields[next_x, next_y] == 0: if fields[next_x, next_y] == 0:
# not visited
node = next_node node = next_node
while node.direction is not None: while node.direction is not None:
self.actions_to_do.append(node.direction) self.actions_to_do.append(node.direction)

14
Palette/env/engine.py vendored
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@ -38,7 +38,7 @@ class SeaEnvEngine(object):
show_fields: bool = True, show_fields: bool = True,
init_ships: bool = True, init_ships: bool = True,
start_position=None, start_position=None, # [start_x, start_y]
start_r=None, start_r=None,
time_click: float = 1.0/10.0, time_click: float = 1.0/10.0,
@ -57,8 +57,8 @@ class SeaEnvEngine(object):
self.max_angle, self.min_angle = None, None self.max_angle, self.min_angle = None, None
# basic params
self.crashed = False self.crashed = False # whether or not crash into an obstacle or bound
self.finished = False self.finished = False
self.terminate = False self.terminate = False
@ -100,9 +100,12 @@ class SeaEnvEngine(object):
self.ship_img = pygame.transform.scale( self.ship_img = pygame.transform.scale(
self.ship_img, (self.ship_radius * 4, self.ship_radius * 4)) self.ship_img, (self.ship_radius * 4, self.ship_radius * 4))
""" 2. init gymunk """ """ 2. init gymunk """
# physics stuff
self.space = pymunk.Space() self.space = pymunk.Space()
self.space.gravity = pymunk.Vec2d(0., 0.) self.space.gravity = pymunk.Vec2d(0., 0.)
# create bounds
# self.create_bounds(window_height, window_width)
# create ship
self.finished_idx = None self.finished_idx = None
self.init_ships = init_ships self.init_ships = init_ships
self.battery_capacity = None self.battery_capacity = None
@ -197,6 +200,7 @@ class SeaEnvEngine(object):
for s in static: for s in static:
s.friction = 1. s.friction = 1.
s.group = 1 s.group = 1
# bound is the same as obstacle for collision
s.collision_type = COLLISION_OBSTACLE s.collision_type = COLLISION_OBSTACLE
s.color = THECOLORS['blue'] s.color = THECOLORS['blue']
self.space.add(*static) self.space.add(*static)
@ -226,8 +230,10 @@ class SeaEnvEngine(object):
self._ship_charging_time_left = [0 for _ in range(self.ship_num)] self._ship_charging_time_left = [0 for _ in range(self.ship_num)]
def create_rectangle_obstacle(self, x, y, width, height): def create_rectangle_obstacle(self, x, y, width, height):
# points = [(0, 0), (0, height), (width, height), (width, 0)]
points = [(-width/2, -height/2), (-width/2, height/2), points = [(-width/2, -height/2), (-width/2, height/2),
(width/2, height/2), (width/2, -height/2)] (width/2, height/2), (width/2, -height/2)]
# points = [(-width, -height), (-width, 0), (0, 0), (0, -height)]
mass = 9999999999 mass = 9999999999
moment = pymunk.moment_for_poly(mass, points, (0, 0)) moment = pymunk.moment_for_poly(mass, points, (0, 0))
obstacle_body = pymunk.Body(mass=mass, moment=moment) obstacle_body = pymunk.Body(mass=mass, moment=moment)

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@ -112,8 +112,9 @@ def make(
""" """
if not render: if not render:
os.environ["SDL_VIDEODRIVER"] = "dummy" os.environ["SDL_VIDEODRIVER"] = "dummy"
else:
os.environ["DISPLAY"] = os.popen(
'printenv grep DISPLAY').read().strip()
""" """
with open(os.path.join('Palette', 'maps', f'{env_config}.yaml'), 'r') as f: with open(os.path.join('Palette', 'maps', f'{env_config}.yaml'), 'r') as f:
@ -159,5 +160,5 @@ if __name__ == '__main__':
if t: if t:
break break
# sea_env.reset()
print(steps) print(steps)

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@ -1,4 +1,5 @@
import numpy as np import numpy as np
import random
from math import acos, asin from math import acos, asin
@ -17,9 +18,12 @@ def process_angle(_angle):
def asincos(sin_value, cos_value): def asincos(sin_value, cos_value):
if sin_value >= 0: if sin_value >= 0:
# 第一象限和第二象限
return acos(cos_value) return acos(cos_value)
else: else:
if cos_value >= 0: if cos_value >= 0:
# 第四象限
return asin(sin_value) return asin(sin_value)
else: else:
# 第三象限
return 2*np.pi - acos(cos_value) return 2*np.pi - acos(cos_value)

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@ -17,6 +17,7 @@ def generate_agent_fields(fields, ship_num, splited_areas):
for _ in range(ship_num)], axis=0) for _ in range(ship_num)], axis=0)
for ship_id in range(1, ship_num+1): for ship_id in range(1, ship_num+1):
cur_fields = agents_fields[ship_id-1] cur_fields = agents_fields[ship_id-1]
# print((splited_areas != ship_id) * (splited_areas != -1))
cur_fields[(splited_areas != ship_id) * (splited_areas != -1)] += 1 cur_fields[(splited_areas != ship_id) * (splited_areas != -1)] += 1
return agents_fields return agents_fields

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@ -17,6 +17,7 @@ def generate_agent_fields(fields, ship_num, splited_areas):
for _ in range(ship_num)], axis=0) for _ in range(ship_num)], axis=0)
for ship_id in range(1, ship_num+1): for ship_id in range(1, ship_num+1):
cur_fields = agents_fields[ship_id-1] cur_fields = agents_fields[ship_id-1]
# print((splited_areas != ship_id) * (splited_areas != -1))
cur_fields[(splited_areas != ship_id) * (splited_areas != -1)] += 1 cur_fields[(splited_areas != ship_id) * (splited_areas != -1)] += 1
return agents_fields return agents_fields
@ -28,6 +29,7 @@ def main(env: SeaEnv, agent: MultiGreedy):
while True: while True:
steps += 1 steps += 1
info['redecide_direction'] = redecide_direction info['redecide_direction'] = redecide_direction
# print(np.sum(info['fields'] == 0))
agents_fields = generate_agent_fields( agents_fields = generate_agent_fields(
info['fields'], env.ship_num, env.splited_areas) info['fields'], env.ship_num, env.splited_areas)
agent_info = deepcopy(info) agent_info = deepcopy(info)

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@ -17,6 +17,7 @@ def generate_agent_fields(fields, ship_num, splited_areas):
for _ in range(ship_num)], axis=0) for _ in range(ship_num)], axis=0)
for ship_id in range(1, ship_num+1): for ship_id in range(1, ship_num+1):
cur_fields = agents_fields[ship_id-1] cur_fields = agents_fields[ship_id-1]
# print((splited_areas != ship_id) * (splited_areas != -1))
cur_fields[(splited_areas != ship_id) * (splited_areas != -1)] += 1 cur_fields[(splited_areas != ship_id) * (splited_areas != -1)] += 1
return agents_fields return agents_fields

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@ -18,6 +18,7 @@ def generate_agent_fields(fields, ship_num, splited_areas):
for _ in range(ship_num)], axis=0) for _ in range(ship_num)], axis=0)
for ship_id in range(1, ship_num+1): for ship_id in range(1, ship_num+1):
cur_fields = agents_fields[ship_id-1] cur_fields = agents_fields[ship_id-1]
# print((splited_areas != ship_id) * (splited_areas != -1))
cur_fields[(splited_areas != ship_id) * (splited_areas != -1)] += 1 cur_fields[(splited_areas != ship_id) * (splited_areas != -1)] += 1
return agents_fields return agents_fields

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@ -25,6 +25,8 @@ def main(env: SeaEnv, agent: Union[Boustrophedon, Spiral], wildfire: WildFire):
redecide_direction = True redecide_direction = True
cur_area_terminate = False cur_area_terminate = False
while True: while True:
# for _ in range(9999999):
# continue
info['redecide_direction'] = redecide_direction info['redecide_direction'] = redecide_direction
modified_fields = deepcopy(info['fields']) modified_fields = deepcopy(info['fields'])
modified_fields += ((splited_area != area_id) modified_fields += ((splited_area != area_id)

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@ -7,7 +7,7 @@ env:
ship_radius: !!int 5 ship_radius: !!int 5
ship_velocity: 200 ship_velocity: 200
sonar_spread_times: !!int 40 sonar_spread_times: !!int 40
obstacles: obstacles: # name: [x of the left bottom, y of the left bottom, width, height]
obstacle0: [100, 100, 100, 200] obstacle0: [100, 100, 100, 200]
obstacle1: [300, 160, 120, 120] obstacle1: [300, 160, 120, 120]
obstacle2: [460, 460, 120, 120] obstacle2: [460, 460, 120, 120]

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@ -7,7 +7,7 @@ env:
ship_radius: !!int 5 ship_radius: !!int 5
ship_velocity: 200 ship_velocity: 200
sonar_spread_times: !!int 40 sonar_spread_times: !!int 40
obstacles: obstacles: # name: [x of the left bottom, y of the left bottom, width, height]
obstacle0: [100, 600, 100, 200] obstacle0: [100, 600, 100, 200]
obstacle1: [300, 360, 120, 120] obstacle1: [300, 360, 120, 120]
obstacle2: [660, 460, 120, 120] obstacle2: [660, 460, 120, 120]

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@ -7,7 +7,7 @@ env:
ship_radius: !!int 5 ship_radius: !!int 5
ship_velocity: 200 ship_velocity: 200
sonar_spread_times: !!int 40 sonar_spread_times: !!int 40
obstacles: obstacles: # name: [x of the left bottom, y of the left bottom, width, height]
obstacle0: [100, 600, 100, 200] obstacle0: [100, 600, 100, 200]
obstacle1: [300, 260, 120, 320] obstacle1: [300, 260, 120, 320]
obstacle2: [660, 460, 120, 120] obstacle2: [660, 460, 120, 120]

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@ -7,7 +7,7 @@ env:
ship_radius: !!int 1 ship_radius: !!int 1
ship_velocity: 40 ship_velocity: 40
sonar_spread_times: !!int 40 sonar_spread_times: !!int 40
obstacles: obstacles: # name: [x of the left bottom, y of the left bottom, width, height]
obstacle0: [40, 440, 340, 220] obstacle0: [40, 440, 340, 220]
obstacle1: [100, 160, 300, 180] obstacle1: [100, 160, 300, 180]
obstacle2: [300, 40, 100, 60] obstacle2: [300, 40, 100, 60]

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@ -7,7 +7,7 @@ env:
ship_radius: !!int 5 ship_radius: !!int 5
ship_velocity: 200 ship_velocity: 200
sonar_spread_times: !!int 40 sonar_spread_times: !!int 40
obstacles: obstacles: # name: [x of the left bottom, y of the left bottom, width, height]
obstacle0: [40, 440, 340, 220] obstacle0: [40, 440, 340, 220]
obstacle1: [100, 160, 300, 180] obstacle1: [100, 160, 300, 180]
obstacle2: [300, 40, 100, 60] obstacle2: [300, 40, 100, 60]

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@ -7,7 +7,7 @@ env:
ship_radius: !!int 1 ship_radius: !!int 1
ship_velocity: 40 ship_velocity: 40
sonar_spread_times: !!int 40 sonar_spread_times: !!int 40
obstacles: obstacles: # name: [x of the left bottom, y of the left bottom, width, height]
obstacle0: [40, 440, 340, 220] obstacle0: [40, 440, 340, 220]
obstacle1: [100, 160, 300, 180] obstacle1: [100, 160, 300, 180]
obstacle2: [300, 40, 100, 60] obstacle2: [300, 40, 100, 60]

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@ -7,7 +7,7 @@ env:
ship_radius: !!int 5 ship_radius: !!int 5
ship_velocity: 200 ship_velocity: 200
sonar_spread_times: !!int 40 sonar_spread_times: !!int 40
obstacles: obstacles: # name: [x of the left bottom, y of the left bottom, width, height]
obstacle0: [40, 440, 340, 220] obstacle0: [40, 440, 340, 220]
obstacle1: [100, 160, 300, 180] obstacle1: [100, 160, 300, 180]
obstacle2: [300, 40, 100, 60] obstacle2: [300, 40, 100, 60]

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@ -3,11 +3,16 @@ env:
window_width: !!int 1000 window_width: !!int 1000
window_height: !!int 1000 window_height: !!int 1000
field_size: [20, 20] field_size: [20, 20]
#start_position:
# ship0: [10, 10]
# ship1: [990, 990]
#start_r:
# ship0: !!float 0.0 # pi
# ship1: !!float 1.0 # pi
ship_radius: !!int 5 ship_radius: !!int 5
ship_velocity: 200 ship_velocity: 200
sonar_spread_times: !!int 40 sonar_spread_times: !!int 40
obstacles: obstacles: # name: [x of the left bottom, y of the left bottom, width, height]
obstacle0: [100, 100, 100, 200] obstacle0: [100, 100, 100, 200]
obstacle1: [300, 160, 120, 120] obstacle1: [300, 160, 120, 120]
obstacle2: [460, 460, 120, 120] obstacle2: [460, 460, 120, 120]

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@ -4,16 +4,16 @@ SeAI Palette集智调色板是面向集群网络的多节点智能协同路径
集智调色板软件设计了参数输入模块、算法运行模块及信息输出模块,在不同节点数量要求的前提下划分区域方向,按区域进行算法的运行。并可以综合考虑固定节点、覆盖率、电池容量等条件下,给出运行步数、重复步数和重复率等等性能指标。 集智调色板软件设计了参数输入模块、算法运行模块及信息输出模块,在不同节点数量要求的前提下划分区域方向,按区域进行算法的运行。并可以综合考虑固定节点、覆盖率、电池容量等条件下,给出运行步数、重复步数和重复率等等性能指标。
软件界面简单,易学用,包含参数的输入选择,程序的运行,算法结果的展示等,源代码公开,算法可修改。 软件界面简单,易学用,包含参数的输入选择,程序的运行,算法结果的展示等,源代码公开,算法可修改。
开发人员:王凯、于化鹏、李晶、王兆琦、李慧涛、赵志允、张乐飞、陈光 开发人员:H.P. Yu、K. Wang、J. Li、Z.Y. Zhao、L.F. Zhang、G. Chen、D.L.Liang、H.T. Li、Z.Q. Wan
## 1. 开发环境配置 ## 1. 开发环境配置
运行以下命令: 运行以下命令:
```bash ```bash
conda env create -f create_env.yaml conda env create -f create_env.yaml
``` ```
该命令会根据create_env.yaml配置文件创建一个名为`Palette`的conda虚拟环境继续输入`conda activate Palette`即可激活该虚拟环境。 该命令会创建一个名为`Palette`的conda虚拟环境`conda activate Palette`即可激活该虚拟环境。
## 2. 软件运行 ## 2. 软件运行
@ -21,8 +21,9 @@ conda env create -f create_env.yaml
```python ```python
python main_tt.py python main_tt.py
``` ```
## 3. 一些说明 ## 3. 一些说明
1. 关于程序输出的说明 1. 程序输出的说明
程序运行结束后会在命令行输出类似于下面的结果: 程序运行结束后会在命令行输出类似于下面的结果:
``` ```

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@ -3,6 +3,7 @@ from MainWindow_map import Ui_MainWindow
from PyQt5 import QtWidgets, QtCore, QtSql, QtGui from PyQt5 import QtWidgets, QtCore, QtSql, QtGui
from PyQt5.QtWidgets import * from PyQt5.QtWidgets import *
from PyQt5.QtCore import * from PyQt5.QtCore import *
from PyQt5.QtGui import QPixmap
import threading, time, subprocess import threading, time, subprocess
@ -121,5 +122,6 @@ class mywindow(QtWidgets.QMainWindow, Ui_MainWindow):
if __name__ == '__main__': if __name__ == '__main__':
app = QApplication(sys.argv) app = QApplication(sys.argv)
window = mywindow() window = mywindow()
# window.showMaximized()
window.show() window.show()
sys.exit(app.exec_()) sys.exit(app.exec_())