On 9/25/07, Ethan Glasser-Camp <[EMAIL PROTECTED]> wrote:
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> [EMAIL PROTECTED] wrote:
> > If you want to store a dictionary, a quick way to do that is to use text,
> > writing a key:value pair to each line and ignoring lines that start with
> > "#"
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[EMAIL PROTECTED] wrote:
> If you want to store a dictionary, a quick way to do that is to use text,
> writing a key:value pair to each line and ignoring lines that start with
> "#".
If we're just talking about our favorite serialization format, I muc
[EMAIL PROTECTED] wrote:
I find that in at least some cases, pickling is hideously inefficient,
taking on the order of 10 times as much space as a different format.
In my case I knew the resulting file would be quite small (3K at the
max), and even then I zipped it anyway. (Not for any reaso
[EMAIL PROTECTED] wrote:
> I find that in at least some cases, pickling is hideously inefficient,
> taking on the order of 10 times as much space as a different format.
On the flip side, I find it enormously efficient, taking 1/10 the time to
implement as some other formats. So it's a question of
On Tue, September 25, 2007 12:05 am, Aaron Maupin wrote:
> I used a dictionary as a container for saved game values and pickled the
> dictionary. Maybe not the best way but it worked like a charm.
I find that in at least some cases, pickling is hideously inefficient,
taking on the order of 10 tim
Eric Hunter wrote:
i found information on it but now I'm getting a TypeError
Please include your errors with your code in the future.
We can generally tell what's going wrong just from comparing the
traceback with the code.
That way, we don't have to copy-paste the code into an editor and run i
Greg Ewing wrote:
Pickling can be very convenient, but it ties your file
format very closely to internal details of your program.
Restructuring your program in any way is likely to
render your existing pickled files useless.
I used a dictionary as a container for saved game values and pickled
Ian Mallett wrote:
On 9/23/07, Aaron Maupin <[EMAIL PROTECTED]> wrote:
Eric Hunter wrote:
You could just pickle the list. That's essentially what I used for
pickle?
I've always used .txt files.
Pickling can be very convenient, but it ties your file
format very closely to internal details o
i found information on it but now I'm getting a TypeError
if event.key == K_s:
out_file = open('test.txt', 'w')
objRect = rect()
pickle.dump(objRect, out_file)
On 9/24/07, David <[EMAIL PROTECTED]> wrote:
>
>
> Pickle is one of Python's serializing
Pickle is one of Python's serializing modules.
http://docs.python.org/lib/module-pickle.html
It can save and restore data, code, classes, etc...
David
On 9/24/07, Eric Hunter <[EMAIL PROTECTED]> wrote:
>
> yeah. that's what I was thinking using a .txt file. what's pickle?
>
> On 9/24/07, Ian M
yeah. that's what I was thinking using a .txt file. what's pickle?
On 9/24/07, Ian Mallett <[EMAIL PROTECTED]> wrote:
>
> On 9/23/07, Aaron Maupin <[EMAIL PROTECTED]> wrote:
> > Eric Hunter wrote:
> > You could just pickle the list. That's essentially what I used for
> pickle?
> I've always used
On 9/23/07, Aaron Maupin <[EMAIL PROTECTED]> wrote:
> Eric Hunter wrote:
> You could just pickle the list. That's essentially what I used for
pickle?
I've always used .txt files.
Eric Hunter wrote:
say I have all the attributes for a character's progress I want to save
in a list and thinking that just saving it to a .txt-type file in plain
text then loading it up would sound the easiest.
You could just pickle the list. That's essentially what I used for
Natto-Cat.
so a random question, what is the best way to go about making a save point
of progress in a game?
say I have all the attributes for a character's progress I want to save in a
list and thinking that just saving it to a .txt-type file in plain text then
loading it up would sound the easiest.
What's
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