pyqt5實(shí)現(xiàn)俄羅斯方塊游戲
本章我們要制作一個(gè)俄羅斯方塊游戲。
Tetris
譯注:稱呼:方塊是由四個(gè)小方格組成的
俄羅斯方塊游戲是世界上最流行的游戲之一。是由一名叫Alexey Pajitnov的俄羅斯程序員在1985年制作的,從那時(shí)起,這個(gè)游戲就風(fēng)靡了各個(gè)游戲平臺(tái)。
俄羅斯方塊歸類為下落塊迷宮游戲。游戲有7個(gè)基本形狀:S、Z、T、L、反向L、直線、方塊,每個(gè)形狀都由4個(gè)方塊組成,方塊最終都會(huì)落到屏幕底部。所以玩家通過(guò)控制形狀的左右位置和旋轉(zhuǎn),讓每個(gè)形狀都以合適的位置落下,如果有一行全部被方塊填充,這行就會(huì)消失,并且得分。游戲結(jié)束的條件是有形狀接觸到了屏幕頂部。
方塊展示:

PyQt5是專門為創(chuàng)建圖形界面產(chǎn)生的,里面一些專門為制作游戲而開(kāi)發(fā)的組件,所以PyQt5是能制作小游戲的。
制作電腦游戲也是提高自己編程能力的一種很好的方式。
開(kāi)發(fā)
沒(méi)有圖片,所以就自己用繪畫(huà)畫(huà)出來(lái)幾個(gè)圖形。每個(gè)游戲里都有數(shù)學(xué)模型的,這個(gè)也是。
開(kāi)工之前:
- 用QtCore.QBasicTimer()創(chuàng)建一個(gè)游戲循環(huán)
- 模型是一直下落的
- 模型的運(yùn)動(dòng)是以小塊為基礎(chǔ)單位的,不是按像素
- 從數(shù)學(xué)意義上來(lái)說(shuō),模型就是就是一串?dāng)?shù)字而已
代碼由四個(gè)類組成:Tetris, Board, Tetrominoe和Shape。Tetris類創(chuàng)建游戲,Board是游戲主要邏輯。Tetrominoe包含了所有的磚塊,Shape是所有磚塊的代碼。
#!/usr/bin/python3
# -*- coding: utf-8 -*-
"""
ZetCode PyQt5 tutorial
This is a Tetris game clone.
Author: Jan Bodnar
Website: zetcode.com
Last edited: August 2017
"""
from PyQt5.QtWidgets import QMainWindow, QFrame, QDesktopWidget, QApplication
from PyQt5.QtCore import Qt, QBasicTimer, pyqtSignal
from PyQt5.QtGui import QPainter, QColor
import sys, random
class Tetris(QMainWindow):
def __init__(self):
super().__init__()
self.initUI()
def initUI(self):
'''initiates application UI'''
self.tboard = Board(self)
self.setCentralWidget(self.tboard)
self.statusbar = self.statusBar()
self.tboard.msg2Statusbar[str].connect(self.statusbar.showMessage)
self.tboard.start()
self.resize(180, 380)
self.center()
self.setWindowTitle('Tetris')
self.show()
def center(self):
'''centers the window on the screen'''
screen = QDesktopWidget().screenGeometry()
size = self.geometry()
self.move((screen.width()-size.width())/2,
(screen.height()-size.height())/2)
class Board(QFrame):
msg2Statusbar = pyqtSignal(str)
BoardWidth = 10
BoardHeight = 22
Speed = 300
def __init__(self, parent):
super().__init__(parent)
self.initBoard()
def initBoard(self):
'''initiates board'''
self.timer = QBasicTimer()
self.isWaitingAfterLine = False
self.curX = 0
self.curY = 0
self.numLinesRemoved = 0
self.board = []
self.setFocusPolicy(Qt.StrongFocus)
self.isStarted = False
self.isPaused = False
self.clearBoard()
def shapeAt(self, x, y):
'''determines shape at the board position'''
return self.board[(y * Board.BoardWidth) + x]
def setShapeAt(self, x, y, shape):
'''sets a shape at the board'''
self.board[(y * Board.BoardWidth) + x] = shape
def squareWidth(self):
'''returns the width of one square'''
return self.contentsRect().width() // Board.BoardWidth
def squareHeight(self):
'''returns the height of one square'''
return self.contentsRect().height() // Board.BoardHeight
def start(self):
'''starts game'''
if self.isPaused:
return
self.isStarted = True
self.isWaitingAfterLine = False
self.numLinesRemoved = 0
self.clearBoard()
self.msg2Statusbar.emit(str(self.numLinesRemoved))
self.newPiece()
self.timer.start(Board.Speed, self)
def pause(self):
'''pauses game'''
if not self.isStarted:
return
self.isPaused = not self.isPaused
if self.isPaused:
self.timer.stop()
self.msg2Statusbar.emit("paused")
else:
self.timer.start(Board.Speed, self)
self.msg2Statusbar.emit(str(self.numLinesRemoved))
self.update()
def paintEvent(self, event):
'''paints all shapes of the game'''
painter = QPainter(self)
rect = self.contentsRect()
boardTop = rect.bottom() - Board.BoardHeight * self.squareHeight()
for i in range(Board.BoardHeight):
for j in range(Board.BoardWidth):
shape = self.shapeAt(j, Board.BoardHeight - i - 1)
if shape != Tetrominoe.NoShape:
self.drawSquare(painter,
rect.left() + j * self.squareWidth(),
boardTop + i * self.squareHeight(), shape)
if self.curPiece.shape() != Tetrominoe.NoShape:
for i in range(4):
x = self.curX + self.curPiece.x(i)
y = self.curY - self.curPiece.y(i)
self.drawSquare(painter, rect.left() + x * self.squareWidth(),
boardTop + (Board.BoardHeight - y - 1) * self.squareHeight(),
self.curPiece.shape())
def keyPressEvent(self, event):
'''processes key press events'''
if not self.isStarted or self.curPiece.shape() == Tetrominoe.NoShape:
super(Board, self).keyPressEvent(event)
return
key = event.key()
if key == Qt.Key_P:
self.pause()
return
if self.isPaused:
return
elif key == Qt.Key_Left:
self.tryMove(self.curPiece, self.curX - 1, self.curY)
elif key == Qt.Key_Right:
self.tryMove(self.curPiece, self.curX + 1, self.curY)
elif key == Qt.Key_Down:
self.tryMove(self.curPiece.rotateRight(), self.curX, self.curY)
elif key == Qt.Key_Up:
self.tryMove(self.curPiece.rotateLeft(), self.curX, self.curY)
elif key == Qt.Key_Space:
self.dropDown()
elif key == Qt.Key_D:
self.oneLineDown()
else:
super(Board, self).keyPressEvent(event)
def timerEvent(self, event):
'''handles timer event'''
if event.timerId() == self.timer.timerId():
if self.isWaitingAfterLine:
self.isWaitingAfterLine = False
self.newPiece()
else:
self.oneLineDown()
else:
super(Board, self).timerEvent(event)
def clearBoard(self):
'''clears shapes from the board'''
for i in range(Board.BoardHeight * Board.BoardWidth):
self.board.append(Tetrominoe.NoShape)
def dropDown(self):
'''drops down a shape'''
newY = self.curY
while newY > 0:
if not self.tryMove(self.curPiece, self.curX, newY - 1):
break
newY -= 1
self.pieceDropped()
def oneLineDown(self):
'''goes one line down with a shape'''
if not self.tryMove(self.curPiece, self.curX, self.curY - 1):
self.pieceDropped()
def pieceDropped(self):
'''after dropping shape, remove full lines and create new shape'''
for i in range(4):
x = self.curX + self.curPiece.x(i)
y = self.curY - self.curPiece.y(i)
self.setShapeAt(x, y, self.curPiece.shape())
self.removeFullLines()
if not self.isWaitingAfterLine:
self.newPiece()
def removeFullLines(self):
'''removes all full lines from the board'''
numFullLines = 0
rowsToRemove = []
for i in range(Board.BoardHeight):
n = 0
for j in range(Board.BoardWidth):
if not self.shapeAt(j, i) == Tetrominoe.NoShape:
n = n + 1
if n == 10:
rowsToRemove.append(i)
rowsToRemove.reverse()
for m in rowsToRemove:
for k in range(m, Board.BoardHeight):
for l in range(Board.BoardWidth):
self.setShapeAt(l, k, self.shapeAt(l, k + 1))
numFullLines = numFullLines + len(rowsToRemove)
if numFullLines > 0:
self.numLinesRemoved = self.numLinesRemoved + numFullLines
self.msg2Statusbar.emit(str(self.numLinesRemoved))
self.isWaitingAfterLine = True
self.curPiece.setShape(Tetrominoe.NoShape)
self.update()
def newPiece(self):
'''creates a new shape'''
self.curPiece = Shape()
self.curPiece.setRandomShape()
self.curX = Board.BoardWidth // 2 + 1
self.curY = Board.BoardHeight - 1 + self.curPiece.minY()
if not self.tryMove(self.curPiece, self.curX, self.curY):
self.curPiece.setShape(Tetrominoe.NoShape)
self.timer.stop()
self.isStarted = False
self.msg2Statusbar.emit("Game over")
def tryMove(self, newPiece, newX, newY):
'''tries to move a shape'''
for i in range(4):
x = newX + newPiece.x(i)
y = newY - newPiece.y(i)
if x < 0 or x >= Board.BoardWidth or y < 0 or y >= Board.BoardHeight:
return False
if self.shapeAt(x, y) != Tetrominoe.NoShape:
return False
self.curPiece = newPiece
self.curX = newX
self.curY = newY
self.update()
return True
def drawSquare(self, painter, x, y, shape):
'''draws a square of a shape'''
colorTable = [0x000000, 0xCC6666, 0x66CC66, 0x6666CC,
0xCCCC66, 0xCC66CC, 0x66CCCC, 0xDAAA00]
color = QColor(colorTable[shape])
painter.fillRect(x + 1, y + 1, self.squareWidth() - 2,
self.squareHeight() - 2, color)
painter.setPen(color.lighter())
painter.drawLine(x, y + self.squareHeight() - 1, x, y)
painter.drawLine(x, y, x + self.squareWidth() - 1, y)
painter.setPen(color.darker())
painter.drawLine(x + 1, y + self.squareHeight() - 1,
x + self.squareWidth() - 1, y + self.squareHeight() - 1)
painter.drawLine(x + self.squareWidth() - 1,
y + self.squareHeight() - 1, x + self.squareWidth() - 1, y + 1)
class Tetrominoe(object):
NoShape = 0
ZShape = 1
SShape = 2
LineShape = 3
TShape = 4
SquareShape = 5
LShape = 6
MirroredLShape = 7
class Shape(object):
coordsTable = (
((0, 0), (0, 0), (0, 0), (0, 0)),
((0, -1), (0, 0), (-1, 0), (-1, 1)),
((0, -1), (0, 0), (1, 0), (1, 1)),
((0, -1), (0, 0), (0, 1), (0, 2)),
((-1, 0), (0, 0), (1, 0), (0, 1)),
((0, 0), (1, 0), (0, 1), (1, 1)),
((-1, -1), (0, -1), (0, 0), (0, 1)),
((1, -1), (0, -1), (0, 0), (0, 1))
)
def __init__(self):
self.coords = [[0,0] for i in range(4)]
self.pieceShape = Tetrominoe.NoShape
self.setShape(Tetrominoe.NoShape)
def shape(self):
'''returns shape'''
return self.pieceShape
def setShape(self, shape):
'''sets a shape'''
table = Shape.coordsTable[shape]
for i in range(4):
for j in range(2):
self.coords[i][j] = table[i][j]
self.pieceShape = shape
def setRandomShape(self):
'''chooses a random shape'''
self.setShape(random.randint(1, 7))
def x(self, index):
'''returns x coordinate'''
return self.coords[index][0]
def y(self, index):
'''returns y coordinate'''
return self.coords[index][1]
def setX(self, index, x):
'''sets x coordinate'''
self.coords[index][0] = x
def setY(self, index, y):
'''sets y coordinate'''
self.coords[index][1] = y
def minX(self):
'''returns min x value'''
m = self.coords[0][0]
for i in range(4):
m = min(m, self.coords[i][0])
return m
def maxX(self):
'''returns max x value'''
m = self.coords[0][0]
for i in range(4):
m = max(m, self.coords[i][0])
return m
def minY(self):
'''returns min y value'''
m = self.coords[0][1]
for i in range(4):
m = min(m, self.coords[i][1])
return m
def maxY(self):
'''returns max y value'''
m = self.coords[0][1]
for i in range(4):
m = max(m, self.coords[i][1])
return m
def rotateLeft(self):
'''rotates shape to the left'''
if self.pieceShape == Tetrominoe.SquareShape:
return self
result = Shape()
result.pieceShape = self.pieceShape
for i in range(4):
result.setX(i, self.y(i))
result.setY(i, -self.x(i))
return result
def rotateRight(self):
'''rotates shape to the right'''
if self.pieceShape == Tetrominoe.SquareShape:
return self
result = Shape()
result.pieceShape = self.pieceShape
for i in range(4):
result.setX(i, -self.y(i))
result.setY(i, self.x(i))
return result
if __name__ == '__main__':
app = QApplication([])
tetris = Tetris()
sys.exit(app.exec_())
游戲很簡(jiǎn)單,所以也就很好理解。程序加載之后游戲也就直接開(kāi)始了,可以用P鍵暫停游戲,空格鍵讓方塊直接落到最下面。游戲的速度是固定的,并沒(méi)有實(shí)現(xiàn)加速的功能。分?jǐn)?shù)就是游戲中消除的行數(shù)。
self.tboard = Board(self) self.setCentralWidget(self.tboard)
創(chuàng)建了一個(gè)Board類的實(shí)例,并設(shè)置為應(yīng)用的中心組件。
self.statusbar = self.statusBar() self.tboard.msg2Statusbar[str].connect(self.statusbar.showMessage)
創(chuàng)建一個(gè)statusbar來(lái)顯示三種信息:消除的行數(shù),游戲暫停狀態(tài)或者游戲結(jié)束狀態(tài)。msg2Statusbar是一個(gè)自定義的信號(hào),用在(和)Board類(交互),showMessage()方法是一個(gè)內(nèi)建的,用來(lái)在statusbar上顯示信息的方法。
self.tboard.start()
初始化游戲:
class Board(QFrame): msg2Statusbar = pyqtSignal(str) ...
創(chuàng)建了一個(gè)自定義信號(hào)msg2Statusbar,當(dāng)我們想往statusbar里顯示信息的時(shí)候,發(fā)出這個(gè)信號(hào)就行了。
BoardWidth = 10 BoardHeight = 22 Speed = 300
這些是Board類的變量。BoardWidth和BoardHeight分別是board的寬度和高度。Speed是游戲的速度,每300ms出現(xiàn)一個(gè)新的方塊。
... self.curX = 0 self.curY = 0 self.numLinesRemoved = 0 self.board = [] ...
在initBoard()里初始化了一些重要的變量。self.board定義了方塊的形狀和位置,取值范圍是0-7。
def shapeAt(self, x, y): return self.board[(y * Board.BoardWidth) + x]
shapeAt()決定了board里方塊的的種類。
def squareWidth(self): return self.contentsRect().width() // Board.BoardWidth
board的大小可以動(dòng)態(tài)的改變。所以方格的大小也應(yīng)該隨之變化。squareWidth()計(jì)算并返回每個(gè)塊應(yīng)該占用多少像素--也即Board.BoardWidth。
def pause(self):
'''pauses game'''
if not self.isStarted:
return
self.isPaused = not self.isPaused
if self.isPaused:
self.timer.stop()
self.msg2Statusbar.emit("paused")
else:
self.timer.start(Board.Speed, self)
self.msg2Statusbar.emit(str(self.numLinesRemoved))
self.update()
pause()方法用來(lái)暫停游戲,停止計(jì)時(shí)并在statusbar上顯示一條信息。
def paintEvent(self, event): '''paints all shapes of the game''' painter = QPainter(self) rect = self.contentsRect() ...
渲染是在paintEvent()方法里發(fā)生的QPainter負(fù)責(zé)PyQt5里所有低級(jí)繪畫(huà)操作。
for i in range(Board.BoardHeight):
for j in range(Board.BoardWidth):
shape = self.shapeAt(j, Board.BoardHeight - i - 1)
if shape != Tetrominoe.NoShape:
self.drawSquare(painter,
rect.left() + j * self.squareWidth(),
boardTop + i * self.squareHeight(), shape)
渲染游戲分為兩步。第一步是先畫(huà)出所有已經(jīng)落在最下面的的圖,這些保存在self.board里??梢允褂?code>shapeAt()查看這個(gè)這個(gè)變量。
if self.curPiece.shape() != Tetrominoe.NoShape:
for i in range(4):
x = self.curX + self.curPiece.x(i)
y = self.curY - self.curPiece.y(i)
self.drawSquare(painter, rect.left() + x * self.squareWidth(),
boardTop + (Board.BoardHeight - y - 1) * self.squareHeight(),
self.curPiece.shape())
第二步是畫(huà)出更在下落的方塊。
elif key == Qt.Key_Right: self.tryMove(self.curPiece, self.curX + 1, self.curY)
在keyPressEvent()方法獲得用戶按下的按鍵。如果按下的是右方向鍵,就嘗試把方塊向右移動(dòng),說(shuō)嘗試是因?yàn)橛锌赡艿竭吔绮荒芤苿?dòng)了。
elif key == Qt.Key_Up: self.tryMove(self.curPiece.rotateLeft(), self.curX, self.curY)
上方向鍵是把方塊向左旋轉(zhuǎn)一下
elif key == Qt.Key_Space: self.dropDown()
空格鍵會(huì)直接把方塊放到底部
elif key == Qt.Key_D: self.oneLineDown()
D鍵是加速一次下落速度。
def tryMove(self, newPiece, newX, newY):
for i in range(4):
x = newX + newPiece.x(i)
y = newY - newPiece.y(i)
if x < 0 or x >= Board.BoardWidth or y < 0 or y >= Board.BoardHeight:
return False
if self.shapeAt(x, y) != Tetrominoe.NoShape:
return False
self.curPiece = newPiece
self.curX = newX
self.curY = newY
self.update()
return True
tryMove()是嘗試移動(dòng)方塊的方法。如果方塊已經(jīng)到達(dá)board的邊緣或者遇到了其他方塊,就返回False。否則就把方塊下落到想要
def timerEvent(self, event):
if event.timerId() == self.timer.timerId():
if self.isWaitingAfterLine:
self.isWaitingAfterLine = False
self.newPiece()
else:
self.oneLineDown()
else:
super(Board, self).timerEvent(event)
在計(jì)時(shí)器事件里,要么是等一個(gè)方塊下落完之后創(chuàng)建一個(gè)新的方塊,要么是讓一個(gè)方塊直接落到底(move a falling piece one line down)。
def clearBoard(self):
for i in range(Board.BoardHeight * Board.BoardWidth):
self.board.append(Tetrominoe.NoShape)
clearBoard()方法通過(guò)Tetrominoe.NoShape清空broad。
def removeFullLines(self):
numFullLines = 0
rowsToRemove = []
for i in range(Board.BoardHeight):
n = 0
for j in range(Board.BoardWidth):
if not self.shapeAt(j, i) == Tetrominoe.NoShape:
n = n + 1
if n == 10:
rowsToRemove.append(i)
rowsToRemove.reverse()
for m in rowsToRemove:
for k in range(m, Board.BoardHeight):
for l in range(Board.BoardWidth):
self.setShapeAt(l, k, self.shapeAt(l, k + 1))
numFullLines = numFullLines + len(rowsToRemove)
...
如果方塊碰到了底部,就調(diào)用removeFullLines()方法,找到所有能消除的行消除它們。消除的具體動(dòng)作就是把符合條件的行消除掉之后,再把它上面的行下降一行。注意移除滿行的動(dòng)作是倒著來(lái)的,因?yàn)槲覀兪前凑罩亓?lái)表現(xiàn)游戲的,如果不這樣就有可能出現(xiàn)有些方塊浮在空中的現(xiàn)象。
def newPiece(self):
self.curPiece = Shape()
self.curPiece.setRandomShape()
self.curX = Board.BoardWidth // 2 + 1
self.curY = Board.BoardHeight - 1 + self.curPiece.minY()
if not self.tryMove(self.curPiece, self.curX, self.curY):
self.curPiece.setShape(Tetrominoe.NoShape)
self.timer.stop()
self.isStarted = False
self.msg2Statusbar.emit("Game over")
newPiece()方法是用來(lái)創(chuàng)建形狀隨機(jī)的方塊。如果隨機(jī)的方塊不能正確的出現(xiàn)在預(yù)設(shè)的位置,游戲結(jié)束。
class Tetrominoe(object): NoShape = 0 ZShape = 1 SShape = 2 LineShape = 3 TShape = 4 SquareShape = 5 LShape = 6 MirroredLShape = 7
Tetrominoe類保存了所有方塊的形狀。我們還定義了一個(gè)NoShape的空形狀。
Shape類保存類方塊內(nèi)部的信息。
class Shape(object):
coordsTable = (
((0, 0), (0, 0), (0, 0), (0, 0)),
((0, -1), (0, 0), (-1, 0), (-1, 1)),
...
)
...
coordsTable元組保存了所有的方塊形狀的組成。是一個(gè)構(gòu)成方塊的坐標(biāo)模版。
self.coords = [[0,0] for i in range(4)]
上面創(chuàng)建了一個(gè)新的空坐標(biāo)數(shù)組,這個(gè)數(shù)組將用來(lái)保存方塊的坐標(biāo)。
坐標(biāo)系示意圖:

上面的圖片可以幫助我們更好的理解坐標(biāo)值的意義。比如元組(0, -1), (0, 0), (-1, 0), (-1, -1)代表了一個(gè)Z形狀的方塊。這個(gè)圖表就描繪了這個(gè)形狀。
def rotateLeft(self):
if self.pieceShape == Tetrominoe.SquareShape:
return self
result = Shape()
result.pieceShape = self.pieceShape
for i in range(4):
result.setX(i, self.y(i))
result.setY(i, -self.x(i))
return result
rotateLeft()方法向右旋轉(zhuǎn)一個(gè)方塊。正方形的方塊就沒(méi)必要旋轉(zhuǎn),就直接返回了。其他的是返回一個(gè)新的,能表示這個(gè)形狀旋轉(zhuǎn)了的坐標(biāo)。
程序展示:

以上就是本文的全部?jī)?nèi)容,希望對(duì)大家的學(xué)習(xí)有所幫助,也希望大家多多支持腳本之家。
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