[visionegg] Re: using pygame.time.delay
- From: Darren Weber <darrenleeweber@xxxxxxxxx>
- To: visionegg@xxxxxxxxxxxxx
- Date: Wed, 23 Mar 2005 09:35:41 -0800
I did not compare it with VisionEgg.time_func() - that will be
interesting. I am using winXP for this development (with Boa
Constructor - nice free python IDE; I started using ActiveState
Komodo, but they ask for a payment after a trial period).
On Tue, 22 Mar 2005 15:23:35 -0800, Andrew Straw <astraw@xxxxxxxxxxx> wrote:
> Darren Weber wrote:
>
> >Thanks guys, that makes sense; pygame.time.delay() does get in the way
> >of event handling. I found that pygame.time.get_ticks() will keep
> >track of time (so long as pygame.init() precedes the call).
> >
> >
>
> Do you find it to be more accurate that VisionEgg.time_func()? (This is
> just time.time() or time.clock() depending whether your system is Windows.)
>
> Cheers!
> Andrew
>
> >
> >On Tue, 22 Mar 2005 15:24:12 -0500, Mark Halko <mhalko@xxxxxx> wrote:
> >
> >
> >>Darren -
> >>Another way to do this is to set up a controller, using the
> >>presentation structure.
> >>
> >>for example if you have:
> >>trial_start_time = 0.
> >>def my_controller(t):
> >> if t-trial_start_time <= my_stimulus time:
> >> stimulus.parameters.on = True #We turned this off during
> >> intertrial
> >>time
> >> #do something to put stimulus on screen here
> >> elif t-trial_start_time <= my_stimulus_time + my_intertrial_time :
> >> #set stimulus to something blank
> >> stimulus.parameters.on = False #For example
> >> elif t-trial_start_time > my_stimulus_time + my_intertrial_time:
> >> trial_start_time = t
> >>
> >>p.add_controller(None,None,FunctionController(during_go_func=my_controll
> >>er))
> >>
> >>This way you can add a controller to handle keypresses, without writing
> >>your own control loop.
> >>
> >>Mark
> >>
> >>On Mar 22, 2005, at 2:05 PM, Darren Weber wrote:
> >>
> >>
> >>
> >>>Hi,
> >>>
> >>>I've got a series of visual images to present, each has a defined
> >>>duration. If each stimulus is presented in a for loop, I've found
> >>>that the duration of the stimulus can be handled by pygame.time.delay.
> >>> However, I wonder if this has any implications for event handling?
> >>>Does anyone using the visionegg know if this would be a problem? That
> >>>is, can pygame event handling work during pygame.time.delay?
> >>>
> >>>If pygame.time.delay is problematic, how would you control the
> >>>stimulus duration? Do you need to setup a while loop that continues
> >>>to display a stimulus, checking for events and finally exits after a
> >>>certain time from onset? What is the best way to implement the
> >>>timing? Would you use pygame modules or something in the visionegg
> >>>itself?
> >>>
> >>>Best, Darren
> >>>======================================
> >>>The Vision Egg mailing list
> >>>Archives: http://www.freelists.org/archives/visionegg
> >>>Website: http://www.visionegg.org/mailinglist.html
> >>>
> >>>
> >>>
> >>======================================
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> >>
> >>
> >>
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> >
> >
>
> --
> Andrew D. Straw Post-doctoral scholar
> ,-. Dickinson Lab
> \_/ California Institute of Technology
> 8||} Mailcode 138-78
> / \ Pasadena CA 91125, USA
> `-^
> email: astraw@xxxxxxxxxxx
> office: +1 626 395 4396
>
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- References:
- [visionegg] using pygame.time.delay
- From: Darren Weber
- [visionegg] Re: using pygame.time.delay
- From: Mark Halko
- [visionegg] Re: using pygame.time.delay
- From: Darren Weber
- [visionegg] Re: using pygame.time.delay
- From: Andrew Straw
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- [visionegg] using pygame.time.delay
- From: Darren Weber
- [visionegg] Re: using pygame.time.delay
- From: Mark Halko
- [visionegg] Re: using pygame.time.delay
- From: Darren Weber
- [visionegg] Re: using pygame.time.delay
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