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Use 'in' instead of .has_key()
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The has_key method is deprecated in python 2 (W601) and removed in
python 3.
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Linkid committed Jul 11, 2015
1 parent 0354ace commit d337de8
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Showing 2 changed files with 13 additions and 13 deletions.
6 changes: 3 additions & 3 deletions fofix/core/Cerealizer.py
Expand Up @@ -511,9 +511,9 @@ def register(Class, handler = None, classname = ""):
elif hasattr(Class, "__getinitargs__"): handler = InitArgsObjHandler(Class, classname)
elif hasattr(Class, "__slots__" ): handler = SlotedObjHandler (Class, classname)
else: handler = ObjHandler (Class, classname)
if _HANDLERS_.has_key(Class): raise ValueError("Class %s has already been registred!" % Class)
if Class in _HANDLERS_: raise ValueError("Class %s has already been registred!" % Class)
if not isinstance(handler, RefHandler):
if _HANDLERS .has_key(handler.classname): raise ValueError("A class has already been registred under the name %s!" % handler.classname[:-1])
if handler.classname in _HANDLERS: raise ValueError("A class has already been registred under the name %s!" % handler.classname[:-1])
_HANDLERS [handler.classname] = handler
if handler.__class__ is ObjHandler:
logger.info("Registring class %s as '%s'" % (Class, handler.classname[:-1]))
Expand All @@ -539,7 +539,7 @@ def register_alias(Class, alias):
handler = _HANDLERS_.get(Class)
if not handler:
raise ValueError("Cannot register alias '%s' to Class %s: the class is not yet registred!" % (alias, Class))
if _HANDLERS.has_key(alias):
if alias in _HANDLERS:
raise ValueError("Cannot register alias '%s' to Class %s: another class is already registred under the alias name!" % (alias, Class))
logger.info("Registring alias '%s' for %s" % (alias, Class))
_HANDLERS[alias + "\n"] = handler
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20 changes: 10 additions & 10 deletions fofix/core/Shader.py
Expand Up @@ -78,7 +78,7 @@ def make(self, fname, name = ""):
self.getVars(vertname, program, sArray)
self.getVars(fragname, program, sArray)
self.shaders[name] = sArray
if self.shaders[name].has_key("Noise3D"):
if "Noise3D" in self.shaders[name]:
self.setTexture("Noise3D",self.noise3D,name)


Expand Down Expand Up @@ -156,7 +156,7 @@ def getVars(self, fname, program, sArray):

#simplified texture binding function
def setTexture(self,name,texture,program = None):
if self.assigned.has_key(program):
if program in self.assigned:
program = self.assigned[program]
if program is None: program = self.active
else: program = self[program]
Expand All @@ -175,15 +175,15 @@ def getVar(self, var = "program", program = None):
Returns the value. If the variable does not exist, KeyError is raised."""

if self.assigned.has_key(program):
if program in self.assigned:
program = self.assigned[program]

if program is None:
program = self.active
else:
program = self[program]

if program is None or not program.has_key(var):
if program is None or var not in program:
return False
else:
return program[var][1]
Expand All @@ -198,7 +198,7 @@ def setVar(self, var, value, program = None):
Returns nothing. If the variable does not exist, KeyError is raised."""

if self.assigned.has_key(program):
if program in self.assigned:
program = self.assigned[program]
if program is None:
program = self.active
Expand All @@ -207,11 +207,11 @@ def setVar(self, var, value, program = None):



if program is None or not program.has_key(var):
if program is None or var not in program:
return

if type(value) == str:
if self.var.has_key(value):
if value in self.var:
value = self.var[value]
else:
return
Expand Down Expand Up @@ -263,7 +263,7 @@ def enable(self, shader):
if not self.turnon:
return False

if self.assigned.has_key(shader):
if shader in self.assigned:
shader = self.assigned[shader]

if self[shader] is None:
Expand Down Expand Up @@ -320,7 +320,7 @@ def log(self, shader):

# update and bind all textures
def setTextures(self, program = None):
if self.assigned.has_key(program):
if program in self.assigned:
program = self.assigned[program]
if program is None:
program = self.active
Expand Down Expand Up @@ -440,7 +440,7 @@ def smoothNoise3D(self, size, c, noise):
noise[i][j][k] = (1-1/float(c))*col1+1/float(c)*col2

def __getitem__(self, name):
if self.shaders.has_key(name):
if name in self.shaders:
return self.shaders[name]
else:
return None
Expand Down

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