Merge pull request #356 from QuLogic/np-warnings

Fix some NumPy warnings
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Kenneth Lyons 2019-09-12 22:36:55 -07:00 committed by GitHub
commit fc9768be3c
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3 changed files with 13 additions and 15 deletions

View File

@ -103,6 +103,7 @@ def mkData():
dt = np.float
loc = 1.0
scale = 0.1
mx = 1.0
if ui.rgbCheck.isChecked():
data = np.random.normal(size=(frames,width,height,3), loc=loc, scale=scale)

View File

@ -58,17 +58,17 @@ class ImageExporter(Exporter):
filter.insert(0, p)
self.fileSaveDialog(filter=filter)
return
targetRect = QtCore.QRect(0, 0, self.params['width'], self.params['height'])
sourceRect = self.getSourceRect()
#self.png = QtGui.QImage(targetRect.size(), QtGui.QImage.Format_ARGB32)
#self.png.fill(pyqtgraph.mkColor(self.params['background']))
w, h = self.params['width'], self.params['height']
w = int(self.params['width'])
h = int(self.params['height'])
if w == 0 or h == 0:
raise Exception("Cannot export image with size=0 (requested export size is %dx%d)" % (w,h))
bg = np.empty((self.params['height'], self.params['width'], 4), dtype=np.ubyte)
raise Exception("Cannot export image with size=0 (requested "
"export size is %dx%d)" % (w, h))
targetRect = QtCore.QRect(0, 0, w, h)
sourceRect = self.getSourceRect()
bg = np.empty((h, w, 4), dtype=np.ubyte)
color = self.params['background']
bg[:,:,0] = color.blue()
bg[:,:,1] = color.green()

View File

@ -8,7 +8,7 @@ class GLBarGraphItem(GLMeshItem):
pos is (...,3) array of the bar positions (the corner of each bar)
size is (...,3) array of the sizes of each bar
"""
nCubes = reduce(lambda a,b: a*b, pos.shape[:-1])
nCubes = np.prod(pos.shape[:-1])
cubeVerts = np.mgrid[0:2,0:2,0:2].reshape(3,8).transpose().reshape(1,8,3)
cubeFaces = np.array([
[0,1,2], [3,2,1],
@ -22,8 +22,5 @@ class GLBarGraphItem(GLMeshItem):
verts = cubeVerts * size + pos
faces = cubeFaces + (np.arange(nCubes) * 8).reshape(nCubes,1,1)
md = MeshData(verts.reshape(nCubes*8,3), faces.reshape(nCubes*12,3))
GLMeshItem.__init__(self, meshdata=md, shader='shaded', smooth=False)
GLMeshItem.__init__(self, meshdata=md, shader='shaded', smooth=False)