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  • PyQt4 and QTableView with spinbox and checkbox

    - by ekapek
    Hi, I have a QTableView with QSqlTableModel and with 3 columns, now I need to have: - second column: spinbox after clicked to edit - third column: checkbox (displayed center) My code: class SpinBoxDelegate(QtGui.QItemDelegate): def createEditor(self, parent, option, index): editor = QtGui.QSpinBox(parent) editor.setMinimum(0) editor.setMaximum(100) print 'spinbox' return editor def setEditorData(self, spinBox, index): value = index.model().data(index, QtCore.Qt.EditRole).toInt()[0] spinBox.setValue(value) def setModelData(self, spinBox, model, index): spinBox.interpretText() value = spinBox.value() model.setData(index, value, QtCore.Qt.EditRole) def updateEditorGeometry(self, editor, option, index): editor.setGeometry(option.rect) class myQSqlTableModel(QtSql.QSqlTableModel): def flags(self,index): result = QtSql.QSqlTableModel.flags(self,index); if index.column() == 2: result |= QtCore.Qt.ItemIsUserCheckable return result def data(self,index,role): if not index.isValid: return QtCore.QVariant() value = QtSql.QSqlTableModel.data(self, index, role) if index.column() == 2: if role == QtCore.Qt.CheckStateRole: return QtCore.Qt.Unchecked if QtSql.QSqlTableModel.data(self, index).toInt()[0] else QtCore.Qt.Checked elif role == QtCore.Qt.DisplayRole: return QtCore.QVariant() return value and self.model = myQSqlTableModel(self) self.model.setTable("person") self.model.setEditStrategy(QtSql.QSqlTableModel.OnManualSubmit) self.model.select(): self.model.setHeaderData(0, QtCore.Qt.Horizontal, self.tr("ID")) self.model.setHeaderData(1, QtCore.Qt.Horizontal, self.tr("A")) self.model.setHeaderData(2, QtCore.Qt.Horizontal, self.tr("B")) self.view = QtGui.QTableView() self.view.setModel(self.model) self.view.setSortingEnabled(True) spinDelegate = SpinBoxDelegate() self.view.setItemDelegateForColumn(1,spinDelegate) but it does't work: spinbox don't show after click and checkbox can't be clicked and is aligned to left Any help?

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  • How do I add a self-referencing linked server in SQL 2008

    - by tigermain
    I am trying to replicate our live server set up local using a single SQL database. In SQL 2005 I would added 2 linked servers both referencing itself with different names, each point to a different table. How do I do this in SQL 2008. I've try the various providers and different parameters butto no avail. The local server is using a trusted connection so I dont need any usernames/passwords Im ideally need to set up the following linked references: DBSVR1 - mydb_master DBSVR2 - mydb_import Any light on the subject would help, I managed to do it in 2005 about 8 months ago but cant remember how, now Im in 2008!

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  • Getting an Error Trying to Create an Object in Python

    - by Nick Rogers
    I am trying to create an object from a class in python but I am getting an Error, "e_tank = EnemyTank() TypeError: 'Group' object is not callable" I am not sure what this means, I have tried Google but I couldn't get a clear answer on what is causing this error. Does anyone understand why I am unable to create an object from my EnemyTank Class? Here is my code: #Image Variables bg = 'bg.jpg' bunk = 'bunker.png' enemytank = 'enemy-tank.png' #Import Pygame Modules import pygame, sys from pygame.locals import * #Initializing the Screen pygame.init() screen = pygame.display.set_mode((640,360), 0, 32) background = pygame.image.load(bg).convert() bunker_x, bunker_y = (160,0) class EnemyTank(pygame.sprite.Sprite): e_tank = pygame.image.load(enemytank).convert_alpha() def __init__(self, startpos): pygame.sprite.Sprite.__init__(self, self.groups) self.pos = startpos self.image = EnemyTank.image self.rect = self.image.get_rect() def update(self): self.rect.center = self.pos class Bunker(pygame.sprite.Sprite): bunker = pygame.image.load(bunk).convert_alpha() def __init__(self, startpos): pygame.spriter.Sprite.__init__(self, self.groups) self.pos = startpos self.image = Bunker.image self.rect = self.image.get_rect() def getCollisionObjects(self, EnemyTank): if (EnemyTank not in self._allgroup, False): return False self._allgroup.remove(EnemyTank) result = pygame.sprite.spritecollide(EnemyTank, self._allgroup, False) self._allgroup.add(EnemyTank) def update(self): self.rect.center = self.pos #Setting Up The Animation x = 0 clock = pygame.time.Clock() speed = 250 allgroup = pygame.sprite.Group() EnemyTank = allgroup Bunker = allgroup e_tank = EnemyTank() bunker = Bunker()5 #Main Loop while True: for event in pygame.event.get(): if event.type == QUIT: pygame.quit() sys.exit() screen.blit(background, (0,0)) screen.blit(bunker, (bunker_x, bunker_y)) screen.blit(e_tank, (x, 0)) pygame.display.flip() #Animation milli = clock.tick() seconds = milli/1000. dm = seconds*speed x += dm if x>640: x=0 #Update the Screen pygame.display.update()

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  • Python beginner having trouble running code

    - by Protean
    For some reason this code will not seem to run in the interpreter. When I hit F5 nothing happens, not even the debugger seems to recognize it. I assume it has something to do with the class, as when removed the interpreter seems to recognize the rest of the code. Please tell me what I am doing wrong. Edit: I have restarted the interpreter multiple times, any other piece of code I try to load runs fine, just this one is having trouble. print ('Why won't this work?') class sorting_class: def __init__(self): self.order = ['a', 'b', 'c', 'd'] self.globali = 0 self.orderi = 0 self.sortedlist = [] def sort(self, array): carry, leave = [] for arrayi in array: print ('run', arrayi) if self.order[self.orderi] == arrayi[self.globali]: carry.append(arrayi) else: if self.globali != 0: leave.append(arrayi) return carry, leave def srt(self, array): globalii = 0 carry, leave = my.sort(array) while len(self.sortedlist) != len(array): if len(self.carry) == 1: self.sortedlist.append(carry) arrayt = leave self.globali = 1 self.orderi = 0 carry, leave = my.sort(arrayt) elif len(self.carry) == 0: if len(self.leave) != 0: arrayt = leave self.globali = 1 self.orderi += 1 my.sort(arrayt) else: self.arrayt globalii += 1 self.orderi = globalii self.globali = 0 my.sort(arrayt) self.orderi = 0 else: arrayt = carry carry = [] self.globali += 1 carry, leave += my.sort(arrayt) my = sorting_class() x = ['ac', 'bc' ,'ab', 'da'] my.srt(x)

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  • python __getattr__ help

    - by Stefanos Tux Zacharakis
    Reading a Book, i came across this code... # module person.py class Person: def __init__(self, name, job=None, pay=0): self.name = name self.job = job self.pay = pay def lastName(self): return self.name.split()[-1] def giveRaise(self, percent): self.pay = int(self.pay *(1 + percent)) def __str__(self): return "[Person: %s, %s]" % (self.name,self.pay) class Manager(): def __init__(self, name, pay): self.person = Person(name, "mgr", pay) def giveRaise(self, percent, bonus=.10): self.person.giveRaise(percent + bonus) def __getattr__(self, attr): return getattr(self.person, attr) def __str__(self): return str(self.person) It does what I want it to do, but i do not understand the __getattr__ function in the Manager class. I know that it Delegates all other attributes from Person class. but I do not understand the way it works. for example why from Person class? as I do not explicitly tell it to. person(module is different than Person(class) Any help is highly appreciated :)

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  • Getting exception when trying to monkey patch pymongo.connection._Pool

    - by Creotiv
    I use pymongo 1.9 on Ubuntu 10.10 with python 2.6.6 When i trying to monkey patch pymongo.connection._Pool i'm getting error on connection: AutoReconnect: could not find master/primary But when i change _Pool class in pymongo.connection module, it work pretty fine. Even if i copy _Pool implementation from pymongo.connection module and will try to monkey patch by the same code, it still giving same exception. I need to remove threading.local from _Pool class, because i use gevent and i need to implement Pool for all mongo connections(for all threads). I use this code: import pymongo class GPool: """A simple connection pool. Uses thread-local socket per thread. By calling return_socket() a thread can return a socket to the pool. Right now the pool size is capped at 10 sockets - we can expose this as a parameter later, if needed. """ # Non thread-locals __slots__ = ["sockets", "socket_factory", "pool_size","sock"] #sock = None def __init__(self, socket_factory): self.pool_size = 10 if not hasattr(self,"sock"): self.sock = None self.socket_factory = socket_factory if not hasattr(self, "sockets"): self.sockets = [] def socket(self): # we store the pid here to avoid issues with fork / # multiprocessing - see # test.test_connection:TestConnection.test_fork for an example # of what could go wrong otherwise pid = os.getpid() if self.sock is not None and self.sock[0] == pid: return self.sock[1] try: self.sock = (pid, self.sockets.pop()) except IndexError: self.sock = (pid, self.socket_factory()) return self.sock[1] def return_socket(self): if self.sock is not None and self.sock[0] == os.getpid(): # There's a race condition here, but we deliberately # ignore it. It means that if the pool_size is 10 we # might actually keep slightly more than that. if len(self.sockets) < self.pool_size: self.sockets.append(self.sock[1]) else: self.sock[1].close() self.sock = None pymongo.connection._Pool = GPool

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  • FIFO dequeueing in python?

    - by Aaron Ramsey
    hello again everybody— I'm looking to make a functional (not necessarily optimally efficient, as I'm very new to programming) FIFO queue, and am having trouble with my dequeueing. My code looks like this: class QueueNode: def __init__(self, data): self.data = data self.next = None def __str__(self): return str(self.data) class Queue: def__init__(self): self.front = None self.rear = None self.size = 0 def enqueue(self, item) newnode = QueueNode(item) newnode.next = None if self.size == 0: self.front = self.rear = newnode else: self.rear = newnode self.rear.next = newnode.next self.size = self.size+1 def dequeue(self) dequeued = self.front.data del self.front self.size = self.size-1 if self.size == 0: self.rear = None print self.front #for testing if I do this, and dequeue an item, I get the error "AttributeError: Queue instance has no attribute 'front'." I guess my function doesn't properly assign the new front of the queue? I'm not sure how to fix it though. I don't really want to start from scratch, so if there's a tweak to my code that would work, I'd prefer that—I'm not trying to minimize runtime so much as just get a feel for classes and things of that nature. Thanks in advance for any help, you guys are the best.

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  • Python beginer having trouble running code

    - by Protean
    For some reason this code will not seem to run in the interpreter. When I hit F5 nothing happens, not even the debugger seems to recognize it. I assume it has something to do with the class, as when removed the interpreter seems to recognize the rest of the code. Please tell me what I am doing wrong. Edit: I have restarted the interpreter multiple times, any other piece of code I try to load runs fine, just this one is having trouble. print ('Why won't this work?') class sorting_class: def __init__(self): self.order = ['a', 'b', 'c', 'd'] self.globali = 0 self.orderi = 0 self.sortedlist = [] def sort(self, array): carry, leave = [] for arrayi in array: print ('run', arrayi) if self.order[self.orderi] == arrayi[self.globali]: carry.append(arrayi) else: if self.globali != 0: leave.append(arrayi) return carry, leave def srt(self, array): globalii = 0 carry, leave = my.sort(array) while len(self.sortedlist) != len(array): if len(self.carry) == 1: self.sortedlist.append(carry) arrayt = leave self.globali = 1 self.orderi = 0 carry, leave = my.sort(arrayt) elif len(self.carry) == 0: if len(self.leave) != 0: arrayt = leave self.globali = 1 self.orderi += 1 my.sort(arrayt) else: self.arrayt globalii += 1 self.orderi = globalii self.globali = 0 my.sort(arrayt) self.orderi = 0 else: arrayt = carry carry = [] self.globali += 1 carry, leave += my.sort(arrayt) my = sorting_class() x = ['ac', 'bc' ,'ab', 'da'] my.srt(x)

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  • Why does my buffered GraphicsContext application have a flickering problem?

    - by Bibendum
    import wx class MainFrame(wx.Frame): def __init__(self,parent,title): wx.Frame.__init__(self, parent, title=title, size=(640,480)) self.mainPanel=DoubleBufferTest(self,-1) self.Show(True) class DoubleBufferTest(wx.Panel): def __init__(self,parent=None,id=-1): wx.Panel.__init__(self,parent,id,style=wx.FULL_REPAINT_ON_RESIZE) self.SetBackgroundColour("#FFFFFF") self.timer = wx.Timer(self) self.timer.Start(100) self.Bind(wx.EVT_TIMER, self.update, self.timer) self.Bind(wx.EVT_PAINT,self.onPaint) def onPaint(self,event): event.Skip() dc = wx.MemoryDC() dc.SelectObject(wx.EmptyBitmap(640, 480)) gc = wx.GraphicsContext.Create(dc) gc.PushState() gc.SetBrush(wx.Brush("#CFCFCF")) bgRect=gc.CreatePath() bgRect.AddRectangle(0,0,640,480) gc.FillPath(bgRect) gc.PopState() dc2=wx.PaintDC(self) dc2.Blit(0,0,640,480,dc,0,0) def update(self,event): self.Refresh() app = wx.App(False) f=MainFrame(None,"Test") app.MainLoop() I've come up with this code to draw double buffered GraphicsContext content onto a panel, but there's a constant flickering across the window. I've tried different kinds of paths, like lines and curves but it's still there and I don't know what's causing it.

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  • How to repeatedly show a Dialog with PyGTK / Gtkbuilder?

    - by Julian
    I have created a PyGTK application that shows a Dialog when the user presses a button. The dialog is loaded in my __init__ method with: builder = gtk.Builder() builder.add_from_file("filename") builder.connect_signals(self) self.myDialog = builder.get_object("dialog_name") In the event handler, the dialog is shown with the command self.myDialog.run(), but this only works once, because after run() the dialog is automatically destroyed. If I click the button a second time, the application crashes. I read that there is a way to use show() instead of run() where the dialog is not destroyed, but I feel like this is not the right way for me because I would like the dialog to behave modally and to return control to the code only after the user has closed it. Is there a simple way to repeatedly show a dialog using the run() method using gtkbuilder? I tried reloading the whole dialog using the gtkbuilder, but that did not really seem to work, the dialog was missing all child elements (and I would prefer to have to use the builder only once, at the beginning of the program). [SOLUTION] As pointed out by the answer below, using hide() does the trick. But one has to take care that the dialog is in fact destroyed if one does not catch its "delete-event". A simple example that works is: import pygtk import gtk class DialogTest: def rundialog(self, widget, data=None): self.dia.show_all() result = self.dia.run() def destroy(self, widget, data=None): gtk.main_quit() def closedialog(self, widget, data=None): self.dia.hide() return True def __init__(self): self.window = gtk.Window(gtk.WINDOW_TOPLEVEL) self.window.connect("destroy", self.destroy) self.dia = gtk.Dialog('TEST DIALOG', self.window, gtk.DIALOG_MODAL | gtk.DIALOG_DESTROY_WITH_PARENT) self.dia.vbox.pack_start(gtk.Label('This is just a Test')) self.dia.connect("delete-event", self.closedialog) self.button = gtk.Button("Run Dialog") self.button.connect("clicked", self.rundialog, None) self.window.add(self.button) self.button.show() self.window.show() if __name__ == "__main__": testApp = DialogTest() gtk.main()

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  • Which class should store the lookup table?

    - by max
    The world contains agents at different locations, with only a single agent at any location. Each agent knows where he's at, but I also need to quickly check if there's an agent at a given location. Hence, I also maintain a map from locations to agents. I have a problem deciding where this map belongs to: class World, class Agent (as a class attribute) or elsewhere. In the following I put the lookup table, agent_locations, in class World. But now agents have to call world.update_agent_location every time they move. This is very annoying; what if I decide later to track other things about the agents, apart from their locations - would I need to add calls back to the world object all across the Agent code? class World: def __init__(self, n_agents): # ... self.agents = {} self.agent_locations = {} for id in range(n_agents): x, y = self.find_location() agent = Agent(self,x,y) self.agents.append(agent) self.agent_locations[x,y] = agent def update_agent_location(self, agent, x, y): del self.agent_locations[agent.x, agent.y] self.agent_locations[x, y] = agent def update(self): # next step in the simulation for agent in self.agents: agent.update() # next step for this agent # ... class Agent: def __init__(self, world, x, y): self.world = world self.x, self.y = x, y def move(self, x1, y1): self.world.update_agent_location(self, x1, y1) self.x, self.y = x1, y1 def update(): # find a good location that is not occupied and move there for x, y in self.valid_locations(): if not self.location_is_good(x, y): continue if self.world.agent_locations[x, y]: # location occupied continue self.move(x, y) I can instead put agent_locations in class Agent as a class attribute. But that only works when I have a single World object. If I later decide to instantiate multiple World objects, the lookup tables would need to be world-specific. I am sure there's a better solution... EDIT: I added a few lines to the code to show how agent_locations is used. Note that it's only used from inside Agent objects, but I don't know if that would remain the case forever.

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  • Problem inserting Pygames on a wxPython panel using Boa Constructor

    - by Kohwalter
    Hello, im new in Python so im hoping to to get some help to figure out what is going wrong. Im trying to run a Pygames from within wxPython panel (made on Boa Constructor). To do that i followed the instructions on the http://wiki.wxpython.org/IntegratingPyGame but still it isn't working. Here is the Panel code that was used to make the integration: class PG_panel(wx.Panel): def __init__(self, ID, name, parent, mypos, mysize): # pygame is imported in this class # make it globally available global pygame #self.Fit() wx.Panel.__init__(self, id=wxID_FRMMAINPANELTABULEIRO, name='panelTabuleiro', parent=self, pos=(16, 96), size=mysize) # pygame uses SDL, set the environment variables os.environ['SDL_WINDOWID'] = str(self.GetHandle()) os.environ['SDL_VIDEODRIVER'] = 'windib' # do the pygame stuff after setting the environment variables import pygame pygame.display.init() # create the pygame window/screen screen = pygame.display.set_mode(464, 464) #(424,450) # start the thread instance self.thread = PG_thread(screen) self.thread.start() def __del__(self): self.thread.stop() And im trying to use that panel on an interface from Boa Constructor, here is the code: class frmMain(wx.Frame): def _init_ctrls(self, prnt): # generated method, don't edit wx.Frame.__init__(self, id=wxID_FRMMAIN, name='frmMain', parent=prnt, pos=wx.Point(660, 239), size=wx.Size(815, 661), style=wx.DEFAULT_FRAME_STYLE, title='Grupo 1 - Jogo de Damas') self._init_utils() self.SetClientSize(wx.Size(799, 623)) self.SetBackgroundColour(wx.Colour(225, 225, 225)) self.SetMinSize(wx.Size(784, 650)) self.Center(wx.BOTH) self.SetMenuBar(self.menuBar1) #here begins my code mysize = (464, 464) mypos = (16, 96) self.panelTabuleiro = PG_panel(wxID_FRMMAINPANELTABULEIRO, 'panelTabuleiro', self, mypos, mysize) The original that was auto-made by the Boa Constructor is the following: self.panelTabuleiro = wx.Panel(id=wxID_FRMMAINPANELTABULEIRO, name='panelTabuleiro', parent=self, pos=wx.Point(16, 96), size=wx.Size(464, 464), style=wx.TAB_TRAVERSAL) self.panelTabuleiro.SetBackgroundColour(wx.Colour(232, 249, 240)) self.panelTabuleiro.SetThemeEnabled(True) self.panelTabuleiro.SetHelpText('Tabuleiro') The error that it gives is: Type error: in method 'new_Panel', expected argument 1 of type 'wxWindow*1 Exception AttributeError: "'PG_panel' object has no attribute 'thread' in ignored Any thoughts ? I appreciate any help. Thank you.

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  • how to use listctrl in notebook wxPython

    - by ???
    I have one question.. wxPython listctrl in notebook I created 2 tab use notebook. I added button in first tab and added Listctrl in second tab. If i click the button, Add value in Listctrl to second tab. how to solve this problem? import wx class PageOne(wx.Panel): def __init__(self, parent): wx.Panel.__init__(self, parent) self.query_find_btn = wx.Button(self, 4, "BTN", (40,40)) self.Bind(wx.EVT_BUTTON, self.AddList, id = 4) def AddList(self, evt): self.list1.InsertStringItem(0,'Hello') class PageTwo(wx.Panel): def __init__(self, parent): wx.Panel.__init__(self, parent) self.list1 = wx.ListCtrl(self,-1,wx.Point(0,0),wx.Size(400,400),style=wx.LC_REPORT | wx.SUNKEN_BORDER) self.list1.InsertColumn(0,'values') class MyFrame(wx.Frame): def __init__(self, parent, id, title): wx.Frame.__init__(self,parent,id,title,size=(400,400),pos=wx.Point(100,100), style=wx.SYSTEM_MENU |wx.CAPTION ) p = wx.Panel(self) nb = wx.Notebook(p) MainFrame = PageOne(nb) SecondFrame = PageTwo(nb) nb.AddPage(MainFrame, "One") nb.AddPage(SecondFrame, "Two") sizer = wx.BoxSizer() sizer.Add(nb, 1, wx.EXPAND) p.SetSizer(sizer) class MyApp(wx.App): def OnInit(self): self.frame=MyFrame(None,-1,'Unknown.py') self.frame.Centre() self.frame.Show() return True if __name__ == '__main__': app = MyApp(False) app.MainLoop()

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  • Can't remove first node in linked list

    - by carlmonday
    I'm trying to make a linked list class in python (pointless I know, but it's a learning exercise), and the method I have written to remove a node doesn't work if I try to remove the first element of the linked list. If the node to be removed is anywhere else in the linked list the method works fine. Can someone give me some insight as to where I've gone wrong? Here's my code thus far: class Node: def __init__(self, data=None, next=None): self.data = data self.next = next def __repr__(self): return repr(self.data) def printNodes(self): while self: print self.data self = self.next def removeNode(self, datum): """removes node from linked list""" if self.data == datum: return self.next while self.next: if self.next.data == datum: self.next = self.next.next return self self = self.next

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  • Referencing dlls built with older .Net versions

    - by stiank81
    In a project using .Net4 - should there be any issues referencing dlls built for older versions of .Net? We're talking 3rd Party dlls here. I'm asking this as a general question. Specifically I have a problem referencing FluentNHibernate.dll - built with .Net3.5. It worked justed fine before I updated my project from .Net3.5 to .Net4.

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  • Self-healing Cloud vs Failover Boxes

    - by IMB
    Now that self-healing cloud servers are becoming more and more popular, I am currently torn between the decision if I should setup a HAproxy failover for my VPS or if should save myself the trouble and just put my sites on a self-healing cloud server. Does it still make sense to setup your own failover system (HAproxy + 2 or more servers for example) when self healing cloud seems like a practical solution? They seem to do the same job or am I missing something?

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  • Changing pointer of self

    - by rob5408
    I have an object that I alloc/init like normal just to get a instance. Later in my application I want to load state from disk for that object. I figure I could unarchive my class (which conforms to NSCoding) and just swap where my instance points to. To this end I use this code... NSString* pathForDataFile = [self pathForDataFile]; if([[NSFileManager defaultManager] fileExistsAtPath:pathForDataFile] == YES) { NSLog(@"Save file exists"); NSData *data = [[NSMutableData alloc] initWithContentsOfFile:pathForDataFile]; NSKeyedUnarchiver *unarchiver = [[NSKeyedUnarchiver alloc] initForReadingWithData:data]; [data release]; Person *tempPerson = [unarchiver decodeObjectForKey:@"Person"]; [unarchiver finishDecoding]; [unarchiver release]; if (tempPerson) { [self release]; self = [tempPerson retain]; } } Now when I sprinkled some NSLogs throughout my application I noticed self.person: <Person: 0x3d01a10> (After I create the object with alloc/init) self: <Person: 0x3d01a10> (At the start of this method) tempPerson: <Person: 0x3b1b880> (When I create the tempPerson) self: <Person: 0x3b1b880> (after i point self to the location of the tempPerson) self.person: <Person: 0x3d01a10> (After the method back in the main program) What am I missing?

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  • Referencing SQL Server 2008 R2 SMO from Visual Studio 2010

    - by user69508
    Hello. We read a number of things about referencing SQL Server SMO from Visual Studio but still don't have the definite answers we need. So, here it goes... A number of years ago we created a C# application using Visual Studio 2005 and SQL Server 2005. In that application, we added .NET references to a number of SQL Server SMO objects, and everything worked fine. Those references were: Microsoft.SqlServer.ConnectionInfo GAC 9.0.242.0 Microsoft.SqlServer.Smo GAC 9.0.242.0 Microsoft.SqlServer.SqlEnum GAC 9.0.242.0 We have now migrated to Visual Studio 2010 and SQL Server 2008 R2. However, when we try to reference those same SMO objects for SQL Server 2008 R2, they don't appear in the .NET references tab. We're wanting to reference the SQL Server 2008 R2 version of those same SMO assemblies for our upgraded C# application. On our development machines, we have SQL Server 2008 R2 Developer installed with all options, including the SDK such that the assemblies are found in C:\Program Files (x86)\Microsoft SQL Server\100\SDK\Assemblies. So, my first questions are: Are we supposed to do file references to the SMO assemblies instead of .NET references in Visual Studio 2010 w/ SQL Server 2008 R2? Or, is there some problem with our development machines such that the SMO assemblies are not appearing in the .NET references tab? Next, our production machines will have SQL Server 2008 R2 Workgroup installed with the client tools option selected, thus providing those same SMO assemblies in C:\Program Files (x86)\Microsoft SQL Server\100\SDK\Assemblies. So, the next questions are: When we release to production, are we supposed to redistribute the SMO assemblies with our application? Or, will our application work on the production servers without redistributing the SMO assemblies (since the client tools/SMO assemblies have been installed)? What else????? Thanks for the help!

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  • Re-add missing project without having to re-add it to all projects referencing it

    - by coffeeaddict
    Lets say you open a .NET solution (mine being VS 2010) after you just moved your entire folder to some new location locally. Now one of the projects that was being referenced in that solution is not there and so when you launch VS, it naturally tells you that the project is missing and therefore as always you see the project greyed out in Solution Explorer. Ok, well I can't go re-add that project (specify a different path for where that project lives) unless I remove the missing project reference and then try to re-add it back to the solution. But how can I reassociate a project without losing all references in other projects that were referencing that missing project? Is this possible? Otherwise every time I re-add that missing project, I end up having to go through about 8 projects of mine that are referencing it and re-reference it for each one of those projects which is tedious. I guess it makes sense since each project was referencing that missing project at that old path so it would break it there as well but is there an easier way to re-associate a project and references to that missing project without having to take 10 minutes every time to re-associate it all over the place if simply the path has changed?

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  • Entity framework self referencing loop detected

    - by Lyd0n
    I have a strange error. I'm experimenting with a .NET 4.5 Web API, Entity Framework and MS SQL Server. I've already created the database and set up the correct primary and foreign keys and relationships. I've created a .edmx model and imported two tables: Employee and Department. A department can have many employees and this relationship exists. I created a new controller called EmployeeController using the scaffolding options to create an API controller with read/write actions using Entity Framework. In the wizard, selected Employee as the model and the correct entity for the data context. The method that is created looks like this: // GET api/Employee public IEnumerable<Employee> GetEmployees() { var employees = db.Employees.Include(e => e.Department); return employees.AsEnumerable(); } When I call my API via /api/Employee, I get this error: ...The 'ObjectContent`1' type failed to serialize the response body for content type 'application/json; ...System.InvalidOperationException","StackTrace":null,"InnerException":{"Message":"An error has occurred.","ExceptionMessage":"Self referencing loop detected with type 'System.Data.Entity.DynamicProxies.Employee_5D80AD978BC68A1D8BD675852F94E8B550F4CB150ADB8649E8998B7F95422552'. Path '[0].Department.Employees'.","ExceptionType":"Newtonsoft.Json.JsonSerializationException","StackTrace":" ... Why is it self referencing [0].Department.Employees? That doesn't make a whole lot of sense. I would expect this to happen if I had circular referencing in my database but this is a very simple example. What could be going wrong?

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  • PyML 0.7.2 - How to prevent accuracy from dropping after storing/loading a classifier?

    - by Michael Aaron Safyan
    This is a followup from "Save PyML.classifiers.multi.OneAgainstRest(SVM()) object?". The solution to that question was close, but not quite right, (the SparseDataSet is broken, so attempting to save/load with that dataset container type will fail, no matter what. Also, PyML is inconsistent in terms of whether labels should be numbers or strings... it turns out that the oneAgainstRest function is actually not good enough, because the labels need to be strings and simultaneously convertible to floats, because there are places where it is assumed to be a string and elsewhere converted to float) and so after a great deal of hacking and such I was finally able to figure out a way to save and load my multi-class classifier without it blowing up with an error.... however, although it is no longer giving me an error message, it is still not quite right as the accuracy of the classifier drops significantly when it is saved and then reloaded (so I'm still missing a piece of the puzzle). I am currently using the following custom mutli-class classifier for training, saving, and loading: class SVM(object): def __init__(self,features_or_filename,labels=None,kernel=None): if isinstance(features_or_filename,str): filename=features_or_filename; if labels!=None: raise ValueError,"Labels must be None if loading from a file."; with open(os.path.join(filename,"uniquelabels.list"),"rb") as uniquelabelsfile: self.uniquelabels=sorted(list(set(pickle.load(uniquelabelsfile)))); self.labeltoindex={}; for idx,label in enumerate(self.uniquelabels): self.labeltoindex[label]=idx; self.classifiers=[]; for classidx, classname in enumerate(self.uniquelabels): self.classifiers.append(PyML.classifiers.svm.loadSVM(os.path.join(filename,str(classname)+".pyml.svm"),datasetClass = PyML.VectorDataSet)); else: features=features_or_filename; if labels==None: raise ValueError,"Labels must not be None when training."; self.uniquelabels=sorted(list(set(labels))); self.labeltoindex={}; for idx,label in enumerate(self.uniquelabels): self.labeltoindex[label]=idx; points = [[float(xij) for xij in xi] for xi in features]; self.classifiers=[PyML.SVM(kernel) for label in self.uniquelabels]; for i in xrange(len(self.uniquelabels)): currentlabel=self.uniquelabels[i]; currentlabels=['+1' if k==currentlabel else '-1' for k in labels]; currentdataset=PyML.VectorDataSet(points,L=currentlabels,positiveClass='+1'); self.classifiers[i].train(currentdataset,saveSpace=False); def accuracy(self,pts,labels): logger=logging.getLogger("ml"); correct=0; total=0; classindexes=[self.labeltoindex[label] for label in labels]; h=self.hypotheses(pts); for idx in xrange(len(pts)): if h[idx]==classindexes[idx]: logger.info("RIGHT: Actual \"%s\" == Predicted \"%s\"" %(self.uniquelabels[ classindexes[idx] ], self.uniquelabels[ h[idx] ])); correct+=1; else: logger.info("WRONG: Actual \"%s\" != Predicted \"%s\"" %(self.uniquelabels[ classindexes[idx] ], self.uniquelabels[ h[idx] ])) total+=1; return float(correct)/float(total); def prediction(self,pt): h=self.hypothesis(pt); if h!=None: return self.uniquelabels[h]; return h; def predictions(self,pts): h=self.hypotheses(self,pts); return [self.uniquelabels[x] if x!=None else None for x in h]; def hypothesis(self,pt): bestvalue=None; bestclass=None; dataset=PyML.VectorDataSet([pt]); for classidx, classifier in enumerate(self.classifiers): val=classifier.decisionFunc(dataset,0); if (bestvalue==None) or (val>bestvalue): bestvalue=val; bestclass=classidx; return bestclass; def hypotheses(self,pts): bestvalues=[None for pt in pts]; bestclasses=[None for pt in pts]; dataset=PyML.VectorDataSet(pts); for classidx, classifier in enumerate(self.classifiers): for ptidx in xrange(len(pts)): val=classifier.decisionFunc(dataset,ptidx); if (bestvalues[ptidx]==None) or (val>bestvalues[ptidx]): bestvalues[ptidx]=val; bestclasses[ptidx]=classidx; return bestclasses; def save(self,filename): if not os.path.exists(filename): os.makedirs(filename); with open(os.path.join(filename,"uniquelabels.list"),"wb") as uniquelabelsfile: pickle.dump(self.uniquelabels,uniquelabelsfile,pickle.HIGHEST_PROTOCOL); for classidx, classname in enumerate(self.uniquelabels): self.classifiers[classidx].save(os.path.join(filename,str(classname)+".pyml.svm")); I am using the latest version of PyML (0.7.2, although PyML.__version__ is 0.7.0). When I construct the classifier with a training dataset, the reported accuracy is ~0.87. When I then save it and reload it, the accuracy is less than 0.001. So, there is something here that I am clearly not persisting correctly, although what that may be is completely non-obvious to me. Would you happen to know what that is?

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  • PyML 0.7.2 - How to prevent accuracy from dropping after stroing/loading a classifier?

    - by Michael Aaron Safyan
    This is a followup from "Save PyML.classifiers.multi.OneAgainstRest(SVM()) object?". The solution to that question was close, but not quite right, (the SparseDataSet is broken, so attempting to save/load with that dataset container type will fail, no matter what. Also, PyML is inconsistent in terms of whether labels should be numbers or strings... it turns out that the oneAgainstRest function is actually not good enough, because the labels need to be strings and simultaneously convertible to floats, because there are places where it is assumed to be a string and elsewhere converted to float) and so after a great deal of hacking and such I was finally able to figure out a way to save and load my multi-class classifier without it blowing up with an error.... however, although it is no longer giving me an error message, it is still not quite right as the accuracy of the classifier drops significantly when it is saved and then reloaded (so I'm still missing a piece of the puzzle). I am currently using the following custom mutli-class classifier for training, saving, and loading: class SVM(object): def __init__(self,features_or_filename,labels=None,kernel=None): if isinstance(features_or_filename,str): filename=features_or_filename; if labels!=None: raise ValueError,"Labels must be None if loading from a file."; with open(os.path.join(filename,"uniquelabels.list"),"rb") as uniquelabelsfile: self.uniquelabels=sorted(list(set(pickle.load(uniquelabelsfile)))); self.labeltoindex={}; for idx,label in enumerate(self.uniquelabels): self.labeltoindex[label]=idx; self.classifiers=[]; for classidx, classname in enumerate(self.uniquelabels): self.classifiers.append(PyML.classifiers.svm.loadSVM(os.path.join(filename,str(classname)+".pyml.svm"),datasetClass = PyML.VectorDataSet)); else: features=features_or_filename; if labels==None: raise ValueError,"Labels must not be None when training."; self.uniquelabels=sorted(list(set(labels))); self.labeltoindex={}; for idx,label in enumerate(self.uniquelabels): self.labeltoindex[label]=idx; points = [[float(xij) for xij in xi] for xi in features]; self.classifiers=[PyML.SVM(kernel) for label in self.uniquelabels]; for i in xrange(len(self.uniquelabels)): currentlabel=self.uniquelabels[i]; currentlabels=['+1' if k==currentlabel else '-1' for k in labels]; currentdataset=PyML.VectorDataSet(points,L=currentlabels,positiveClass='+1'); self.classifiers[i].train(currentdataset,saveSpace=False); def accuracy(self,pts,labels): logger=logging.getLogger("ml"); correct=0; total=0; classindexes=[self.labeltoindex[label] for label in labels]; h=self.hypotheses(pts); for idx in xrange(len(pts)): if h[idx]==classindexes[idx]: logger.info("RIGHT: Actual \"%s\" == Predicted \"%s\"" %(self.uniquelabels[ classindexes[idx] ], self.uniquelabels[ h[idx] ])); correct+=1; else: logger.info("WRONG: Actual \"%s\" != Predicted \"%s\"" %(self.uniquelabels[ classindexes[idx] ], self.uniquelabels[ h[idx] ])) total+=1; return float(correct)/float(total); def prediction(self,pt): h=self.hypothesis(pt); if h!=None: return self.uniquelabels[h]; return h; def predictions(self,pts): h=self.hypotheses(self,pts); return [self.uniquelabels[x] if x!=None else None for x in h]; def hypothesis(self,pt): bestvalue=None; bestclass=None; dataset=PyML.VectorDataSet([pt]); for classidx, classifier in enumerate(self.classifiers): val=classifier.decisionFunc(dataset,0); if (bestvalue==None) or (val>bestvalue): bestvalue=val; bestclass=classidx; return bestclass; def hypotheses(self,pts): bestvalues=[None for pt in pts]; bestclasses=[None for pt in pts]; dataset=PyML.VectorDataSet(pts); for classidx, classifier in enumerate(self.classifiers): for ptidx in xrange(len(pts)): val=classifier.decisionFunc(dataset,ptidx); if (bestvalues[ptidx]==None) or (val>bestvalues[ptidx]): bestvalues[ptidx]=val; bestclasses[ptidx]=classidx; return bestclasses; def save(self,filename): if not os.path.exists(filename): os.makedirs(filename); with open(os.path.join(filename,"uniquelabels.list"),"wb") as uniquelabelsfile: pickle.dump(self.uniquelabels,uniquelabelsfile,pickle.HIGHEST_PROTOCOL); for classidx, classname in enumerate(self.uniquelabels): self.classifiers[classidx].save(os.path.join(filename,str(classname)+".pyml.svm")); I am using the latest version of PyML (0.7.2, although PyML.__version__ is 0.7.0). When I construct the classifier with a training dataset, the reported accuracy is ~0.87. When I then save it and reload it, the accuracy is less than 0.001. So, there is something here that I am clearly not persisting correctly, although what that may be is completely non-obvious to me. Would you happen to know what that is?

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  • How do I add a trailing slash for Django MPTT-based categorization app?

    - by Patrick Beeson
    I'm using Django-MPTT to develop a categorization app for my Django project. But I can't seem to get the regex pattern for adding a trailing slash that doesn't also break on child categories. Here's an example URL: http://mydjangoapp.com/categories/parentcat/childcat/ I'd like to be able to use http://mydjangoapp.com/categories/parentcat and have it redirect to the trailing slash version. The same should apply to http://mydjangoapp.com/categories/parentcat/childcat (it should redirect to http://mydjangoapp.com/categories/parentcat/childcat/). Here's my urls.py: from django.conf.urls.defaults import patterns, include, url from django.views.decorators.cache import cache_page from storefront.categories.models import Category from storefront.categories.views import SimpleCategoryView urlpatterns = patterns('', url(r'^(?P<full_slug>[-\w/]+)', cache_page(SimpleCategoryView.as_view(), 60 * 15), name='category_view'), ) And here is my view: from django.core.exceptions import ImproperlyConfigured from django.core.urlresolvers import reverse from django.views.generic import TemplateView, DetailView from django.views.generic.detail import SingleObjectTemplateResponseMixin, SingleObjectMixin from django.utils.translation import ugettext as _ from django.contrib.syndication.views import Feed from storefront.categories.models import Category class SimpleCategoryView(TemplateView): def get_category(self): return Category.objects.get(full_slug=self.kwargs['full_slug']) def get_context_data(self, **kwargs): context = super(SimpleCategoryView, self).get_context_data(**kwargs) context["category"] = self.get_category() return context def get_template_names(self): if self.get_category().template_name: return [self.get_category().template_name] else: return ['categories/category_detail.html'] And finally, my model: from django.db import models from mptt.models import MPTTModel from mptt.fields import TreeForeignKey class CategoryManager(models.Manager): def get(self, **kwargs): defaults = {} defaults.update(kwargs) if 'full_slug' in defaults: if defaults['full_slug'] and defaults['full_slug'][-1] != "/": defaults['full_slug'] += "/" return super(CategoryManager, self).get(**defaults) class Category(MPTTModel): title = models.CharField(max_length=255) description = models.TextField(blank=True, help_text='Please use <a href="http://daringfireball.net/projects/markdown/syntax">Markdown syntax</a> for all text-formatting and links. No HTML is allowed.') slug = models.SlugField(help_text='Prepopulates from title field.') full_slug = models.CharField(max_length=255, blank=True) template_name = models.CharField(max_length=70, blank=True, help_text="Example: 'categories/category_parent.html'. If this isn't provided, the system will use 'categories/category_detail.html'. Use 'categories/category_parent.html' for all parent categories and 'categories/category_child.html' for all child categories.") parent = TreeForeignKey('self', null=True, blank=True, related_name='children') objects = CategoryManager() class Meta: verbose_name = 'category' verbose_name_plural = 'categories' def save(self, *args, **kwargs): orig_full_slug = self.full_slug if self.parent: self.full_slug = "%s%s/" % (self.parent.full_slug, self.slug) else: self.full_slug = "%s/" % self.slug obj = super(Category, self).save(*args, **kwargs) if orig_full_slug != self.full_slug: for child in self.get_children(): child.save() return obj def available_product_set(self): """ Returns available, prioritized products for a category """ from storefront.apparel.models import Product return self.product_set.filter(is_available=True).order_by('-priority') def __unicode__(self): return "%s (%s)" % (self.title, self.full_slug) def get_absolute_url(self): return '/categories/%s' % (self.full_slug)

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  • Google App Engine python - Self is not defined

    - by sdasdas
    I have a request that maps to this class ChatMsg It takes in 3 get variables, username, roomname, and msg. But it fails on this last line here. class ChatMsg(webapp.RequestHandler): # this is line 239 def get(self): username = urllib.unquote(self.request.get('username')) roomname = urllib.unquote(self.request.get('roomname')) # this is line 242 When it tries to assign roomname, it tells me: <type 'exceptions.NameError'>: name 'self' is not defined Traceback (most recent call last): File "/base/data/home/apps/chatboxes/1.341998073649951735/chatroom.py", line 239, in <module> class ChatMsg(webapp.RequestHandler): File "/base/data/home/apps/chatboxes/1.341998073649951735/chatroom.py", line 242, in ChatMsg roomname = urllib.unquote(self.request.get('roomname')) what the hell is going on to make self not defined

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  • if (self = [super init]) vs. if ((self = [super init]))

    - by JOM
    Was just doing a code review and started to wonder: I thought if (self = [super init]) checks whether assigning return value of [super init] to variable self was successful or not (value of operation). Thus (self = nil) would actually be TRUE. I thought if ((self = [super init])) checks what is the value of self after assignment (value of variable). Thus ((self = nil)) would be FALSE. Which one is the correct way to use when initializing your own classes? Apple documentation uses the former one (for example here), which style I'm actually using now.

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