对列表元素的更新应用于整个列表 python
Updates to elements of list are applied to the whole list python
我正在尝试编写一个简单的程序来使用 python(和 pygame 用于 GUI 来模拟 N 体系统,因为我比 tk 更有经验)。我 运行 遇到的问题是我制作了一个主体 class,它是一个精灵的子 class。我有一个大小为 n 的自适应列表,它可以将那么多主体附加到列表中。首先,我决定在双 for 循环中执行更新,最后一个 for 循环在计算更新后传递更新(我知道这效率不高,不是重点)。我的问题是,当我将更新传递给此列表的元素时,更新将应用于该列表中的所有内容。这里发生了什么?为什么将这些完全独立的元素捆绑在一起?下面是必要的代码
正文class
class Body(Sprite):
vel = Vector2(0,0)
acc = Vector2(0,0)
def __init__(self, x, y, size, mass, init_val = True, color=(255,255,0)):
super().__init__()
self.rect = Rect(x-size[0]/2,y-size[1]/2,size[0],size[1])
self.mass = mass
self.pos = Vector2(x,y)
#self.vel = Vector2(random(),random())
if init_val:
self.acc = Vector2(random(),random())
self.image = Surface(size)
self.image.fill((255,255,255))
self.image.set_colorkey((255,255,255))
draw_circle(self.image,color,(size[0]/2,size[1]/2),size[0]/2)
def update(self, force):
self.acc += force
self.vel += self.acc
self.rect.move_ip(self.vel)
模拟循环
class nbody:
def __init__(self, n = 3, screensize=(1366,768)):
self.win = pg.display.set_mode(screensize)
self.clock = pg.time.Clock()
self.bodies = Group()
sareax = [int(screensize[0]/4), int(screensize[0]*3/4)]
sareay = [int(screensize[1]/4), int(screensize[1]*3/4)]
c = [(255,0,0), (0,255,0), (0,0,255)]
self.bodies = []
for i in range(n):
mass = 5 + random()*5
size = [mass*2]*2
self.bodies.append(Body(randint(sareax[0], sareax[1]),randint(sareay[0],sareay[1]),size,mass, init_val=False, color=c[i]))
def run_sim(self, time=None, fps = 0.5):
run = True
while run:
self.clock.tick(fps)
self.win.fill((0,0,0))
for e in pg.event.get():
if e.type == pg.QUIT:
pg.quit()
quit()
elif e.type == pg.KEYDOWN:
if e.key == pg.K_ESCAPE:
run = False
elif e.type == pg.KEYUP:
NotImplemented
updates = []
for b1,i in zip(self.bodies,range(len(self.bodies))):
df = Vector2(0,0)
for b2,j in zip(self.bodies,range(len(self.bodies))):
if i != j:
temp = newton(GRAV_CONSTANT, b1, b2)
mag = Vector2(b2.rect.centerx-b1.rect.centerx, b2.rect.centery-b1.rect.centery)
mag.scale_to_length(temp)
df += temp*mag
#print("Body {} has force {} to body {}".format(i,temp*mag,j))
if pg.sprite.collide_mask(b1,b2):
b1.kill()
b2.kill()
updates.append(df)
print(updates)
for bnum,up in zip(range(len(updates)),updates):
print("Before:", self.bodies[bnum].rect.center, self.bodies[bnum].vel, self.bodies[bnum].acc)
self.bodies[bnum].update(up)
print("Change:", up)
print("After:", self.bodies[bnum].rect.center, self.bodies[bnum].vel, self.bodies[bnum].acc)
pg.draw.line(self.win, (255,255,0), self.bodies[bnum].rect.center, (20*up.normalize())+self.bodies[bnum].rect.center, width=2)
self.win.blit(self.bodies[bnum].image,self.bodies[bnum].rect)
pg.display.flip()
return
参见Class and Instance Variables:
Generally speaking, instance variables are for data unique to each instance and class variables are for attributes and methods shared by all instances of the class.
由于 val
和 acc
是 class 属性,它们由所有 Body
对象共享,正如您在问题中提到的:“这些完全独立的元素捆绑在一起。
vel
和 acc
必须是 instance attribute instead of class attributes:
class Body(Sprite):
def __init__(self, x, y, size, mass, init_val = True, color=(255,255,0)):
super().__init__()
self.rect = Rect(x-size[0]/2,y-size[1]/2,size[0],size[1])
self.mass = mass
self.pos = Vector2(x,y)
self.vel = Vector2(0,0)
self.acc = Vector2(0,0)
if init_val:
self.acc = Vector2(random(),random())
self.image = Surface(size)
self.image.fill((255,255,255))
self.image.set_colorkey((255,255,255))
draw_circle(self.image,color,(size[0]/2,size[1]/2),size[0]/2)
我正在尝试编写一个简单的程序来使用 python(和 pygame 用于 GUI 来模拟 N 体系统,因为我比 tk 更有经验)。我 运行 遇到的问题是我制作了一个主体 class,它是一个精灵的子 class。我有一个大小为 n 的自适应列表,它可以将那么多主体附加到列表中。首先,我决定在双 for 循环中执行更新,最后一个 for 循环在计算更新后传递更新(我知道这效率不高,不是重点)。我的问题是,当我将更新传递给此列表的元素时,更新将应用于该列表中的所有内容。这里发生了什么?为什么将这些完全独立的元素捆绑在一起?下面是必要的代码
正文class
class Body(Sprite):
vel = Vector2(0,0)
acc = Vector2(0,0)
def __init__(self, x, y, size, mass, init_val = True, color=(255,255,0)):
super().__init__()
self.rect = Rect(x-size[0]/2,y-size[1]/2,size[0],size[1])
self.mass = mass
self.pos = Vector2(x,y)
#self.vel = Vector2(random(),random())
if init_val:
self.acc = Vector2(random(),random())
self.image = Surface(size)
self.image.fill((255,255,255))
self.image.set_colorkey((255,255,255))
draw_circle(self.image,color,(size[0]/2,size[1]/2),size[0]/2)
def update(self, force):
self.acc += force
self.vel += self.acc
self.rect.move_ip(self.vel)
模拟循环
class nbody:
def __init__(self, n = 3, screensize=(1366,768)):
self.win = pg.display.set_mode(screensize)
self.clock = pg.time.Clock()
self.bodies = Group()
sareax = [int(screensize[0]/4), int(screensize[0]*3/4)]
sareay = [int(screensize[1]/4), int(screensize[1]*3/4)]
c = [(255,0,0), (0,255,0), (0,0,255)]
self.bodies = []
for i in range(n):
mass = 5 + random()*5
size = [mass*2]*2
self.bodies.append(Body(randint(sareax[0], sareax[1]),randint(sareay[0],sareay[1]),size,mass, init_val=False, color=c[i]))
def run_sim(self, time=None, fps = 0.5):
run = True
while run:
self.clock.tick(fps)
self.win.fill((0,0,0))
for e in pg.event.get():
if e.type == pg.QUIT:
pg.quit()
quit()
elif e.type == pg.KEYDOWN:
if e.key == pg.K_ESCAPE:
run = False
elif e.type == pg.KEYUP:
NotImplemented
updates = []
for b1,i in zip(self.bodies,range(len(self.bodies))):
df = Vector2(0,0)
for b2,j in zip(self.bodies,range(len(self.bodies))):
if i != j:
temp = newton(GRAV_CONSTANT, b1, b2)
mag = Vector2(b2.rect.centerx-b1.rect.centerx, b2.rect.centery-b1.rect.centery)
mag.scale_to_length(temp)
df += temp*mag
#print("Body {} has force {} to body {}".format(i,temp*mag,j))
if pg.sprite.collide_mask(b1,b2):
b1.kill()
b2.kill()
updates.append(df)
print(updates)
for bnum,up in zip(range(len(updates)),updates):
print("Before:", self.bodies[bnum].rect.center, self.bodies[bnum].vel, self.bodies[bnum].acc)
self.bodies[bnum].update(up)
print("Change:", up)
print("After:", self.bodies[bnum].rect.center, self.bodies[bnum].vel, self.bodies[bnum].acc)
pg.draw.line(self.win, (255,255,0), self.bodies[bnum].rect.center, (20*up.normalize())+self.bodies[bnum].rect.center, width=2)
self.win.blit(self.bodies[bnum].image,self.bodies[bnum].rect)
pg.display.flip()
return
参见Class and Instance Variables:
Generally speaking, instance variables are for data unique to each instance and class variables are for attributes and methods shared by all instances of the class.
由于 val
和 acc
是 class 属性,它们由所有 Body
对象共享,正如您在问题中提到的:“这些完全独立的元素捆绑在一起。
vel
和 acc
必须是 instance attribute instead of class attributes:
class Body(Sprite):
def __init__(self, x, y, size, mass, init_val = True, color=(255,255,0)):
super().__init__()
self.rect = Rect(x-size[0]/2,y-size[1]/2,size[0],size[1])
self.mass = mass
self.pos = Vector2(x,y)
self.vel = Vector2(0,0)
self.acc = Vector2(0,0)
if init_val:
self.acc = Vector2(random(),random())
self.image = Surface(size)
self.image.fill((255,255,255))
self.image.set_colorkey((255,255,255))
draw_circle(self.image,color,(size[0]/2,size[1]/2),size[0]/2)