On Python ≥ 3.5, use pathlib.Path.mkdir
:
from pathlib import Path
Path("/my/directory").mkdir(parents=True, exist_ok=True)
For older versions of Python, I see two answers with good qualities, each with a small flaw, so I will give my take on it:
Try os.path.exists
, and consider os.makedirs
for the creation.
import os
if not os.path.exists(directory):
os.makedirs(directory)
As noted in comments and elsewhere, there's a race condition – if the directory is created between the os.path.exists
and the os.makedirs
calls, the os.makedirs
will fail with an OSError
. Unfortunately, blanket-catching OSError
and continuing is not foolproof, as it will ignore a failure to create the directory due to other factors, such as insufficient permissions, full disk, etc.
One option would be to trap the OSError
and examine the embedded error code (see Is there a cross-platform way of getting information from Python’s OSError):
import os, errno
try:
os.makedirs(directory)
except OSError as e:
if e.errno != errno.EEXIST:
raise
Alternatively, there could be a second os.path.exists
, but suppose another created the directory after the first check, then removed it before the second one – we could still be fooled.
Depending on the application, the danger of concurrent operations may be more or less than the danger posed by other factors such as file permissions. The developer would have to know more about the particular application being developed and its expected environment before choosing an implementation.
Modern versions of Python improve this code quite a bit, both by exposing FileExistsError
(in 3.3+)...
try:
os.makedirs("path/to/directory")
except FileExistsError:
# directory already exists
pass
...and by allowing a keyword argument to os.makedirs
called exist_ok
(in 3.2+).
os.makedirs("path/to/directory", exist_ok=True) # succeeds even if directory exists.
This somewhat depends on what platform you are on. The most common way to do this is by printing ANSI escape sequences. For a simple example, here's some Python code from the Blender build scripts:
class bcolors:
HEADER = '\033[95m'
OKBLUE = '\033[94m'
OKCYAN = '\033[96m'
OKGREEN = '\033[92m'
WARNING = '\033[93m'
FAIL = '\033[91m'
ENDC = '\033[0m'
BOLD = '\033[1m'
UNDERLINE = '\033[4m'
To use code like this, you can do something like:
print(bcolors.WARNING + "Warning: No active frommets remain. Continue?" + bcolors.ENDC)
Or, with Python 3.6+:
print(f"{bcolors.WARNING}Warning: No active frommets remain. Continue?{bcolors.ENDC}")
This will work on unixes including OS X, Linux and Windows (provided you use ANSICON, or in Windows 10 provided you enable VT100 emulation). There are ANSI codes for setting the color, moving the cursor, and more.
If you are going to get complicated with this (and it sounds like you are if you are writing a game), you should look into the "curses" module, which handles a lot of the complicated parts of this for you. The Python Curses HowTO is a good introduction.
If you are not using extended ASCII (i.e., not on a PC), you are stuck with the ASCII characters below 127, and '#' or '@' is probably your best bet for a block. If you can ensure your terminal is using a IBM extended ASCII character set, you have many more options. Characters 176, 177, 178 and 219 are the "block characters".
Some modern text-based programs, such as "Dwarf Fortress", emulate text mode in a graphical mode, and use images of the classic PC font. You can find some of these bitmaps that you can use on the Dwarf Fortress Wiki see (user-made tilesets).
The Text Mode Demo Contest has more resources for doing graphics in text mode.
Best Answer
In addition to
hist2d
orhexbin
as @askewchan suggested, you can use the same method that the accepted answer in the question you linked to uses.If you want to do that:
If you'd like the points to be plotted in order of density so that the densest points are always on top (similar to the linked example), just sort them by the z-values. I'm also going to use a smaller marker size here as it looks a bit better: