Pretty printing with Sagemath command line - symbolic-math

How do I "pretty-print" something in the Sagemath command line (as in sympy)? The only solution I found was to use get_test_shell() function, according to this entry in the docs. But basically I have to use
from sage.repl.interpreter import get_test_shell
shell = get_test_shell()
shell.run_cell('%display ascii_art')
shell.run_cell('integral(x^2/pi^x, x)')
I find this to be too cumbersome (4 complicated lines just to display things nicely!) and what you want to display even has to be given as a string. So I'm looking for an easier alternative. I'm sure there's another way; I just can't find it.
I think I might be using the wrong terms because according to the manual itself:
Pretty printing means
rendering things so that MathJax or some other latex-aware front end
can render real math.
So if I use pretty_print_default(True) it's going to always print latex, which isn't what I want for now.
One thing I tried that I thought would work was to do
from sympy import pretty_print
Which should use Sympy's pretty-print (which is what I actually want), but it doesn't make any difference.

You ran across the problem that we want to be able to doctest things that are interactive by their nature. Try just this at the command line:
sage: %display ascii_art
sage: integral(x^2/pi^x, x)
/ 2 2 \ -x*log(pi)
-\x *log (pi) + 2*x*log(pi) + 2/*e
---------------------------------------------
3
log (pi)
This is one of the "magic" percent directives in IPython. I agree it could be documented better.

Related

regex: extract text between two string with text that match a specific word

I'm refactorying a very big C project and I need to find out some part of code written by specific programmer.
Fortunately every guy involved in this project mark his own code using his email address in standard C style comments.
Ok, someone could say that this could be achieved easily with a grep from command line, but this is not my goal: I may need to remove this comments or substitute them with other text so regex is the only solution.
Ex.
/*********************************************
*
* ... some text ....
*
* author: user#domain.com
*
*********************************************/
From this post I found the right expression to search for C style comments which is:
\/\*(\*(?!\/)|[^*])*\*\/
But that is not enough! I only need the comments which contains a specific email address. Fortunately the domain of email address I'm looking for seems to be unique in the whole project so this could make it simpler.
I think I must use some positive lookahead assertion, I've tried this one:
(\/\*)(\*(?!\/)|[^*](?=.*domain.com))*(\*\/)
but it doesn't run!
Any advice?
You can use
\/\*[^*]*(?:\*(?!\/)[^*]*)*#domain\.com[^*]*(?:\*(?!\/)[^*]*)*\*\/
See the regex demo
Pattern details:
/\* - comment start
[^*]*(?:\*(?!\/)[^*]*)* - everything but */
#domain\.com - literal domain.com
[^*]*(?:\*(?!\/)[^*]*)* - everything but */
\*\/ - comment end
A faster alternative (as the first part will be looking for everything but the comment end and the word #domain):
\/\*[^*#]*(?:\*(?!\/)[^*#]*|#(?!domain\.com)[^*#]*)*#domain\.com[^*]*(?:\*(?!\/)[^*]*)*\*\/
See another demo
In these patterns, I used an unrolled construct for (\*(?!\/)|[^*])*: [^*]*(?:\*(?!\/)[^*]*)*. Unrolling helps construct more efficient patterns.

Using multiple assignment to do what array.insert does?

I'm going through the code on a sample solution to my first Ruby Quiz (The Solitaire Cipher), and ran across this little nugget:
def move_down( index )
if index == #deck.length - 1
#deck[1..1] = #deck[index], #deck[1]
#deck.pop
else
...
end
end
The person who wrote this solution apparently used the multiple assignment in the second line to insert #deck[index] into the position before #deck[1]. Why not just use this?
#deck.insert(1, #deck[index])
Is there a difference?
OK, now I see what you mean. Sure, they will give the same result. I guess it just would be matter of choosing which style is more clear for you, or how you think your code would be easier to understand and in consequence more maintainable.
If your question is about which method is more "performant" I don't know that answer and I don't think it evens matters, as ruby is not meant to be performant but to be expressive.

Generate MEL to rebuild a model in Maya

I made a 3D tree in Maya and need MEL code to run in a for loop and generate as many trees as I want. Is there any way to convert a model made in Maya into MEL code that would rebuild the tree?
I can't just duplicate it because the script needs to generate the tree from scratch. Unfortunately, I cleared my history because it was messy, so I am looking for a way to generate the MEL code given just the geometry.
It is slightly unfortunate that you deleted the history. If you had not then you could have just built a script out if the history tree. But all is not lost, still i will explain how you can do this in case you do remake the history at some point.
The complexity of your history is never really a issue, at least when modeling. I would advice to not delete any history until your sure its of no use. Having a 1000 node history is not in any way slowing you down since most of it is inactive. Its only a problem once you enter animation even then its not necessarily a problem at all. Since the history deletion is a bit destructive its a good idea to save the scene when you are deleting big areas of history. So rule of thumb do not delete history and use the freeze transformation operation unless its really necessary (and it may be you never actually do this).
Another side remark: Copying stuff is still valid, unless like in this case there is a artificial limitation. The only time when this limitation is valid is if this is homework (in which case you may want to demonstrate that your willing to follow instruction). Doing a copy does not detract in any way the end result. Copying is mel (and all maya ascii files are mel of sorts).
Method 1: (when history is cleared)
You can reduce the problem to a normal rigging operation. What you do is you rig the tree that you built with bones, clusters and possibly blend shapes. Then just randomize the channels of your rig on each copy operation. The neat thing here is that the script can be easily extended with different base trees, or just about anything, just by making new separate rigs.
The bonus here is that you could now also easily animate the tree being blown by the wind etc.
This might feel like something outside the scope of the assignment. However a good MEL programmer does not really separate tasks. Using a node to do something is just as valid, if not more valid, as writing everything in code. Something like this demonstrates really thorough understanding of maya use and maya programming. On the other hand not all users are as enlightened (most are not).
Everything in Maya is or at least should be a rig. (the auxiliary to this is that your mel should strive to build a rig or you should use API to make nodes)
Method 2: (when history is cleared)
Chunk your result into pieces. Then randomize the chunk positions with L-system like rule based generator. It may seem counter intuitive to use a L-system with hand modeled pieces when the entire thing could be generated with a L-system.
But clunking allows for a very simple l-system to be built. The end result also retains the artistic integrity of the original in some ways that might be much more pleasing.
A slightly different version of this and method 3 is to make 2-3 overlapping set of branches in the model and then randomly delete branches for variation.
Method 3: (when history is cleared)
Cheat, well i would actually argue that in CG there's no such thing as cheating. Just copy the same tree about, alter its rotation ans scale. And randomize new shaders to your model (swap different leaf textures different color etc). When combined with even slight amount of rigginng approach can totally hide the fact that there is just one tree. Copies dont have to be all that exact they might be shaped with a lattice or something. This is actually pretty efficient, most people wouldn't notice.
Method 4: (when history is not cleared)
When you model something manually maya records this quite efficiently. The history can be turned into a script with little or no effort. The best kept secret. If you save this kind of scene as maya ascii then the maya ascii file is (almost) just mel and you can repeat this by adding variables to the stream to instrument it to mel. Beware tough that not all tools build meaningful history so point tweaks should be done on clusters instead on manual point tweaking that ends up in the shapes tweak array.
It is also possible to build the mel automatically with a mel script that checks for connections and values in nodes to reproduce the thing in code. The good thing is that you can readily introduce the instrumentation. Here's a really old version of code as giveaway (you need to handle the shaders and inputComponents for example):
/* jooConvertNodeNetworkToMelLadder.mel 0.0
Authors: Janne 'Joojaa' Ojala
Testing: Has known bugs, code deprecated, no bug reporting
Licence: Creative Commons Attribution-ShareAlike 3.0 Unported
About:
A deprecated early version of code generation it has some bugs and
is nowhere near perfect but you can have this code for the heck of
it. Main thing missing is that it does not check for selection
sets for nodes so you need to make those manually.
Install Instructions:
copy jooConvertNodeNetworkToMelLadder.mel to your maya script
directory
Usage:
Select node and run jooConvertNodeNetworkToMelLadder from mel
commandline.
Deprecated at 31.12.2006
*/
proc string generateAttrib(string $node, string $createNode,
string $attrib,string $varName){
string $return="";
if (getAttr($node + "." + $attrib) !=
getAttr($createNode + "." + $attrib))
$return = (" setAttr (" +
$varName + "+\"." + $attrib+"\") "+
getAttr($node + "." + $attrib) + ";\n");
return $return;
}
proc string doOneNode(string $nodeOrig,string $connections[]){
string $hist[]=`listConnections -c 1 -p 1 $nodeOrig`;
string $return="";
$type=`nodeType $nodeOrig`;
$varName=("$"+$nodeOrig);
$createNode=`createNode $type`;
$return=(" "+$varName+"=`createNode -n "+$nodeOrig+" "+$type+"`;\n");
if ($type != "mesh") {
for ($attrib in `listAttr -settable -multi -w -scalar $createNode`){
$return += generateAttrib($nodeOrig, $createNode,
$attrib, $varName);
}
}
delete $createNode;
for ($i=0;$i< size($hist);$i=$i+2){
if (size(`connectionInfo -dfs $hist[$i]`)){
string $node,$port,$type,$nodeOrig,$portOrig;
$node=`match "[^.]*" $hist[$i+1]`;
$port=`match "[.].*$" $hist[$i+1]`;
$nodeOrig=`match "[^.]*" $hist[$i]`;
$portOrig=`match "[.].*$" $hist[$i]`;
$connections[size($connections)]=
(" connectAttr -f ($" +
$nodeOrig + "+\"" + $portOrig + "\") ($" +
$node+"+\""+$port+"\");");
}
}
return $return;
}
global proc jooConvertNodeNetworkToMelLadder()
{
print "\n// jooConvertNodeNetworkToMelLadder result:\n{\n";
string $a[]={};
for ($node in `listHistory`)
print(`doOneNode $node $a`);
print $a;
print "}\n";
}
But this is all I have time for, hope this helps.

Automatically Generate C Code From Header

I want to generate empty implementations of procedures defined in a header file. Ideally they should return NULL for pointers, 0 for integers, etc, and, in an ideal world, also print to stderr which function was called.
The motivation for this is the need to implement a wrapper that adapts a subset of a complex, existing API (the header file) to another library. Only a small number of the procedures in the API need to be delegated, but it's not clear which ones. So I hope to use an iterative approach, where I run against this auto-generated wrapper, see what is called, implement that with delegation, and repeat.
I've see Automatically generate C++ file from header? but the answers appear to be C++ specific.
So, for people that need the question spelled out in simple terms, how can I automate the generation of such an implementation given the header file? I would prefer an existing tool - my current best guess at a simple solution is using pycparser.
update Thanks guys. Both good answers. Also posted my current hack.
so, i'm going to mark the ea suggestion as the "answer" because i think it's probably the best idea in general. although i think that the cmock suggestion would work very well in tdd approach where the library development was driven by test failures, and i may end up trying that. but for now, i need a quicker + dirtier approach that works in an interactive way (the library in question is a dynamically loaded plugin for another, interactive, program, and i am trying to reverse engineer the sequence of api calls...)
so what i ended up doing was writing a python script that calls pycparse. i'll include it here in case it helps others, but it is not at all general (assumes all functions return int, for example, and has a hack to avoid func defs inside typedefs).
from pycparser import parse_file
from pycparser.c_ast import NodeVisitor
class AncestorVisitor(NodeVisitor):
def __init__(self):
self.current = None
self.ancestors = []
def visit(self, node):
if self.current:
self.ancestors.append(self.current)
self.current = node
try:
return super(AncestorVisitor, self).visit(node)
finally:
if self.ancestors:
self.ancestors.pop(-1)
class FunctionVisitor(AncestorVisitor):
def visit_FuncDecl(self, node):
if len(self.ancestors) < 3: # avoid typedefs
print node.type.type.names[0], node.type.declname, '(',
first = True
for param in node.args.params:
if first: first = False
else: print ',',
print param.type.type.names[0], param.type.declname,
print ')'
print '{fprintf(stderr, "%s\\n"); return 0;}' % node.type.declname
print '#include "myheader.h"'
print '#include <stdio.h>'
ast = parse_file('myheader.h', use_cpp=True)
FunctionVisitor().visit(ast)
UML modeling tools are capable of generating default implementation in the language of choice. Generally there is also a support for importing source code (including C headers). You can try to import your headers and generate source code from them. I personally have experience with Enterprise Architect and it supports both of these operations.
Caveat: this is an unresearched answer as I haven't had any experience with it myself.
I think you might have some luck with a mocking framework designed for unit testing. An example of such a framework is: cmock
The project page suggests it will generate code from a header. You could then take the code and tweak it.

MD5 code kata and BDD

I was thinking to implement MD5 as a code kata and wanted to use BDD to drive the design (I am a BDD newb).
However, the only test I can think of starting with is to pass in an empty string, and the simplest thing that will work is embedding the hash in my program and returning that.
The logical extension of this is that I end up embedding the hash in my solution for every test and switching on the input to decide what to return. Which of course will not result in a working MD5 program.
One of my difficulties is that there should only be one public function:
public static string MD5(input byte[])
And I don't see how to test the internals.
Is my approach completely flawed or is MD5 unsuitable for BDD?
I believe you chose a pretty hard exercise for a BDD code-kata. The thing about code-kata, or what I've understood about it so far, is that you somehow have to see the problem in small incremental steps, so that you can perform these steps in red, green, refactor iterations.
For example, an exercise of finding an element position inside an array, might be like this:
If array is empty, then position is 0, no matter the needle element
Write test. Implementation. Refactor
If array is not empty, and element does not exist, position is -1
Write test. Implementation. Refactor
If array is not empty, and element is the first in list, position is 1
Write test. Implementation. Refactor
I don't really see how to break the MD5 algorithm in that kind of steps. But that may be because I'm not really an algorithm guy. If you better understand the steps involved in the MD5 algorithm, then you may have better chances.
It depends on what you mean with unsuitable... :-) It is suitable if you want to document a few examples that describes your implementation. It should also be possible to have the algorithm emerge from your specifciation if you add one more character for each test.
By just adding a switch statement you're just trying to "cheat the system". Using BDD/TDD does not mean you have to implement stupid things. Also the fact that you have hardcoded hash values as well as a switch statement in your code are clear code smells and should be refactored and removed. That is how your algorithm should emerge because when you see the hard coded values you first remove them (by calculating the value) and then you see that they are all the same so you remove the switch statement.
Also if your question is about finding good katas I would recommend lokking in the Kata catalogue.

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