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  • How to create (via installer script) a task that will install my bash script so it runs on DE startup?

    - by MountainX
    I've been reading for the last couple hours about Upstart, .xinitrc, .xsessions, rc.local, /etc/init.d/, /etc/xdg/autostart, @reboot in crontab and so many other things that I'm totally confused! Here is my bash script. It should start/run after the desktop environment is started and it should continue to run at all times until logout/shutdown. It should start again on reboot. Any time the DE is running, it should run. #!/bin/bash while true; do if [[ -s ~/.updateNotification.txt ]]; then read MSG < ~/.updateNotification.txt kdialog --title 'The software has been updated' --msgbox "$MSG" cat /dev/null > ~/.updateNotification.txt fi sleep 3600 done exit 0 I know zero about using Upstart, but I understand that Upstart is one way to handle this. I'll consider other approaches but most of the things I've been reading about are too complex for me. Furthermore, I can't figure out which approach will meet my requirements (which I'll detail below). There are two steps in my question: How to automatically start the script above, as described above. How to "install" that Upstart task via a bash script (i.e., my "installer"). I assume (or hope) that step 2 is almost trivial once I understand step 1. I have to support all flavors of Ubuntu desktops. Therefore, the kdialog call above will be replaced. I'm considering easybashgui for this. (Or I could use zenity on gnome DE's.) My requirements are: The setup process (installation) must be done via a bash script. I cannot use the GUI method described in the Ubuntu doc AddingProgramToSessionStartup, for example. I must be able to script/automate the setup (installing) process using bash. Currently, it is as simple as having the bash installer script copy the above script into /home/$USER/.kde/Autostart/ The setup process must be universal across Ubuntu derivatives including Unity and KDE and gnome desktops. The same setup script (installer) should run on Linux Mint, Kubuntu, Xbuntu (basically any flavor of Ubuntu and major derivatives such as Linux Mint). For example, we cannot continue to put a script file in /home/$USER/.kde/Autostart/ because that exists only on KDE. The above script should work for each of the limited flavors we use. Hence our interest in using easybashgui instead of kdialog or zenity. See below. The installed monitoring script should only be started after the desktop is started since it will display a GUI message to the user if the update is found. The monitoring script (above) should run without root privileges, of course. But the installer (bash script) can be run as root. I'm not a real developer or a sysadmin. This is a part time volunteer thing for me, so it needs to be easy/simple. I can write bash scripts and I can program a little, but I know nothing about Upstart or systemd, for example. And, unfortunately, my job doesn't give me time to become an expert on init systems or much of anything else related to development and sysadmin. So I have to stick with simple solutions. The easybashgui version of the script might look like this: #!/bin/bash source easybashgui while true; do if [[ -s ~/.updateNotification.txt ]]; then read MSG < ~/.updateNotification.txt message "$MSG" cat /dev/null > ~/.updateNotification.txt fi sleep 3600 done exit 0

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  • How to Add Your Gmail Account to Outlook 2013 Using IMAP

    - by Lori Kaufman
    If you use Outlook to check and manage your email, you can easily use it to check your Gmail account as well. You can setup your Gmail account to allow you to synchronize email across multiple machines using email clients instead of a browser. We will show you how to use IMAP in your Gmail account so you can synchronize your Gmail account across multiple machines, and then how to add your Gmail account to Outlook 2013. To setup your Gmail account to use IMAP, sign in to your Gmail account and go to Mail. Click the Settings button in the upper, right corner of the window and select Settings from the drop-down menu. On the Settings screen, click Forwarding and POP/IMAP. Scroll down to the IMAP Access section and select Enable IMAP. Click Save Changes at the bottom of the screen. Close your browser and open Outlook. To begin adding your Gmail account, click the File tab. On the Account Information screen, click Add Account. On the Add Account dialog box, you can choose the E-mail Account option which automatically sets up your Gmail account in Outlook. To do this enter your name, email address, and the password for your Gmail account twice. Click Next. The progress of the setup displays. The automatic process may or may not work. If the automatic process fails, select Manual setup or additional server types, instead of E-mail Account, and click Next. On the Choose Service screen, select POP or IMAP and click Next. On the POP and IMAP Account Settings enter the User, Server, and Logon Information. For the Server Information, select IMAP from the Account Type drop-down list and enter the following for the incoming and outgoing server information: Incoming mail server: imap.googlemail.com Outgoing mail server (SMTP): smtp.googlemail.com Make sure you enter your full email address for the User Name and select Remember password if you want Outlook to automatically log you in when checking email. Click More Settings. On the Internet E-mail Settings dialog box, click the Outgoing Server tab. Select the My outgoing server (SMTP) requires authentication and make sure the Use same settings as my incoming mail server option is selected. While still in the Internet E-mail Settings dialog box, click the Advanced tab. Enter the following information: Incoming server: 993 Incoming server encrypted connection: SSL Outgoing server encrypted connection TLS Outgoing server: 587 NOTE: You need to select the type of encrypted connection for the outgoing server before entering 587 for the Outgoing server (SMTP) port number. If you enter the port number first, the port number will revert back to port 25 when you change the type of encrypted connection. Click OK to accept your changes and close the Internet E-mail Settings dialog box. Click Next. Outlook tests the accounts settings by logging into the incoming mail server and sending a test email message. When the test is finished, click Close. You should see a screen saying “You’re all set!”. Click Finish. Your Gmail address displays in the account list on the left with any other email addresses you have added to Outlook. Click the Inbox to see what’s in your Inbox in your Gmail account. Because you’re using IMAP in your Gmail account and you used IMAP to add the account to Outlook, the messages and folders in Outlook reflect what’s in your Gmail account. Any changes you make to folders and any time you move email messages among folders in Outlook, the same changes are made in your Gmail account, as you will see when you log into your Gmail account in a browser. This works the other way as well. Any changes you make to the structure of your account (folders, etc.) in a browser will be reflected the next time you log into your Gmail account in Outlook.     

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  • Help understand GLSL directional light on iOS (left handed coord system)

    - by Robse
    I now have changed from GLKBaseEffect to a own shader implementation. I have a shader management, which compiles and applies a shader to the right time and does some shader setup like lights. Please have a look at my vertex shader code. Now, light direction should be provided in eye space, but I think there is something I don't get right. After I setup my view with camera I save a lightMatrix to transform the light from global space to eye space. My modelview and projection setup: - (void)setupViewWithWidth:(int)width height:(int)height camera:(N3DCamera *)aCamera { aCamera.aspect = (float)width / (float)height; float aspect = aCamera.aspect; float far = aCamera.far; float near = aCamera.near; float vFOV = aCamera.fieldOfView; float top = near * tanf(M_PI * vFOV / 360.0f); float bottom = -top; float right = aspect * top; float left = -right; // projection GLKMatrixStackLoadMatrix4(projectionStack, GLKMatrix4MakeFrustum(left, right, bottom, top, near, far)); // identity modelview GLKMatrixStackLoadMatrix4(modelviewStack, GLKMatrix4Identity); // switch to left handed coord system (forward = z+) GLKMatrixStackMultiplyMatrix4(modelviewStack, GLKMatrix4MakeScale(1, 1, -1)); // transform camera GLKMatrixStackMultiplyMatrix4(modelviewStack, GLKMatrix4MakeWithMatrix3(GLKMatrix3Transpose(aCamera.orientation))); GLKMatrixStackTranslate(modelviewStack, -aCamera.position.x, -aCamera.position.y, -aCamera.position.z); } - (GLKMatrix4)modelviewMatrix { return GLKMatrixStackGetMatrix4(modelviewStack); } - (GLKMatrix4)projectionMatrix { return GLKMatrixStackGetMatrix4(projectionStack); } - (GLKMatrix4)modelviewProjectionMatrix { return GLKMatrix4Multiply([self projectionMatrix], [self modelviewMatrix]); } - (GLKMatrix3)normalMatrix { return GLKMatrix3InvertAndTranspose(GLKMatrix4GetMatrix3([self modelviewProjectionMatrix]), NULL); } After that, I save the lightMatrix like this: [self.renderer setupViewWithWidth:view.drawableWidth height:view.drawableHeight camera:self.camera]; self.lightMatrix = [self.renderer modelviewProjectionMatrix]; And just before I render a 3d entity of the scene graph, I setup the light config for its shader with the lightMatrix like this: - (N3DLight)transformedLight:(N3DLight)light transformation:(GLKMatrix4)matrix { N3DLight transformedLight = N3DLightMakeDisabled(); if (N3DLightIsDirectional(light)) { GLKVector3 direction = GLKVector3MakeWithArray(GLKMatrix4MultiplyVector4(matrix, light.position).v); direction = GLKVector3Negate(direction); // HACK -> TODO: get lightMatrix right! transformedLight = N3DLightMakeDirectional(direction, light.diffuse, light.specular); } else { ... } return transformedLight; } You see the line, where I negate the direction!? I can't explain why I need to do that, but if I do, the lights are correct as far as I can tell. Please help me, to get rid of the hack. I'am scared that this has something to do, with my switch to left handed coord system. My vertex shader looks like this: attribute highp vec4 inPosition; attribute lowp vec4 inNormal; ... uniform highp mat4 MVP; uniform highp mat4 MV; uniform lowp mat3 N; uniform lowp vec4 constantColor; uniform lowp vec4 ambient; uniform lowp vec4 light0Position; uniform lowp vec4 light0Diffuse; uniform lowp vec4 light0Specular; varying lowp vec4 vColor; varying lowp vec3 vTexCoord0; vec4 calcDirectional(vec3 dir, vec4 diffuse, vec4 specular, vec3 normal) { float NdotL = max(dot(normal, dir), 0.0); return NdotL * diffuse; } ... vec4 calcLight(vec4 pos, vec4 diffuse, vec4 specular, vec3 normal) { if (pos.w == 0.0) { // Directional Light return calcDirectional(normalize(pos.xyz), diffuse, specular, normal); } else { ... } } void main(void) { // position highp vec4 position = MVP * inPosition; gl_Position = position; // normal lowp vec3 normal = inNormal.xyz / inNormal.w; normal = N * normal; normal = normalize(normal); // colors vColor = constantColor * ambient; // add lights vColor += calcLight(light0Position, light0Diffuse, light0Specular, normal); ... }

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  • Installing PIL (Python Imaging Library) in Win7 64 bits, Python 2.6.4

    - by Rafael Almeida
    I'm trying to install said library for use with Python. I tried downloading the executable installer for Windows, which runs, but says it doesn't find a Python installation. Then tried registering (http://effbot.org/zone/python-register.htm) Python, but the script says it can't register (although the keys appear in my register). Then I tried downloading the source package: I run the setup.py build and it works, but when I run setup.py install it says the following: running install running build running build_py running build_ext building '_imaging' extension error: Unable to find vcvarsall.bat What can I do?

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  • Django/Mod_WSGI error: UnboundLocalError: local variable 'resolver' referenced before assignment

    - by ycseattle
    Hello, I've setup the Django with mod_wsgi and run into this error. I thought maybe the sys.path was not setup correctly but I tried everything I could think of with no luck. Any suggestions? The following is the apache2 log for the error: mod_wsgi (pid=2579): Exception occurred processing WSGI script '/home/myapp/myapp.wsgi'. Traceback (most recent call last): File "/usr/local/lib/python2.6/dist-packages/django/core/handlers/wsgi.py", line 241, in __call__ response = self.get_response(request) File "/usr/local/lib/python2.6/dist-packages/django/core/handlers/base.py", line 142, in get_response return self.handle_uncaught_exception(request, resolver, exc_info) UnboundLocalError: local variable 'resolver' referenced before assignment The following is the content in the myapp.wsgi: import os import sys # put the Django project on sys.path sys.path.insert(0, os.path.abspath(os.path.join(os.path.dirname(__file__), "../"))) os.environ["DJANGO_SETTINGS_MODULE"] = "photopier.settings" #os.environ["PYTHONPATH"]="/home" from django.core.handlers.wsgi import WSGIHandler application = WSGIHandler()

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  • Help getting frame rate (fps) up in Python + Pygame

    - by Jordan Magnuson
    I am working on a little card-swapping world-travel game that I sort of envision as a cross between Bejeweled and the 10 Days geography board games. So far the coding has been going okay, but the frame rate is pretty bad... currently I'm getting low 20's on my Core 2 Duo. This is a problem since I'm creating the game for Intel's March developer competition, which is squarely aimed at netbooks packing underpowered Atom processors. Here's a screen from the game: ![www.necessarygames.com/my_games/betraveled/betraveled-fps.png][1] I am very new to Python and Pygame (this is the first thing I've used them for), and am sadly lacking in formal CS training... which is to say that I think there are probably A LOT of bad practices going on in my code, and A LOT that could be optimized. If some of you older Python hands wouldn't mind taking a look at my code and seeing if you can't find any obvious areas for optimization, I would be extremely grateful. You can download the full source code here: http://www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip Compiled exe here: www.necessarygames.com/my_games/betraveled/betraveled_src0328.zip One thing I am concerned about is my event manager, which I feel may have some performance wholes in it, and another thing is my rendering... I'm pretty much just blitting everything to the screen all the time (see the render routines in my game_components.py below); I recently found out that you should only update the areas of the screen that have changed, but I'm still foggy on how that accomplished exactly... could this be a huge performance issue? Any thoughts are much appreciated! As usual, I'm happy to "tip" you for your time and energy via PayPal. Jordan Here are some bits of the source: Main.py #Remote imports import pygame from pygame.locals import * #Local imports import config import rooms from event_manager import * from events import * class RoomController(object): """Controls which room is currently active (eg Title Screen)""" def __init__(self, screen, ev_manager): self.room = None self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.room = self.set_room(config.room) def set_room(self, room_const): #Unregister old room from ev_manager if self.room: self.room.ev_manager.unregister_listener(self.room) self.room = None #Set new room based on const if room_const == config.TITLE_SCREEN: return rooms.TitleScreen(self.screen, self.ev_manager) elif room_const == config.GAME_MODE_ROOM: return rooms.GameModeRoom(self.screen, self.ev_manager) elif room_const == config.GAME_ROOM: return rooms.GameRoom(self.screen, self.ev_manager) elif room_const == config.HIGH_SCORES_ROOM: return rooms.HighScoresRoom(self.screen, self.ev_manager) def notify(self, event): if isinstance(event, ChangeRoomRequest): if event.game_mode: config.game_mode = event.game_mode self.room = self.set_room(event.new_room) def render(self, surface): self.room.render(surface) #Run game def main(): pygame.init() screen = pygame.display.set_mode(config.screen_size) ev_manager = EventManager() spinner = CPUSpinnerController(ev_manager) room_controller = RoomController(screen, ev_manager) pygame_event_controller = PyGameEventController(ev_manager) spinner.run() # this runs the main function if this script is called to run. # If it is imported as a module, we don't run the main function. if __name__ == "__main__": main() event_manager.py #Remote imports import pygame from pygame.locals import * #Local imports import config from events import * def debug( msg ): print "Debug Message: " + str(msg) class EventManager: #This object is responsible for coordinating most communication #between the Model, View, and Controller. def __init__(self): from weakref import WeakKeyDictionary self.listeners = WeakKeyDictionary() self.eventQueue= [] self.gui_app = None #---------------------------------------------------------------------- def register_listener(self, listener): self.listeners[listener] = 1 #---------------------------------------------------------------------- def unregister_listener(self, listener): if listener in self.listeners: del self.listeners[listener] #---------------------------------------------------------------------- def post(self, event): if isinstance(event, MouseButtonLeftEvent): debug(event.name) #NOTE: copying the list like this before iterating over it, EVERY tick, is highly inefficient, #but currently has to be done because of how new listeners are added to the queue while it is running #(eg when popping cards from a deck). Should be changed. See: http://dr0id.homepage.bluewin.ch/pygame_tutorial08.html #and search for "Watch the iteration" for listener in list(self.listeners): #NOTE: If the weakref has died, it will be #automatically removed, so we don't have #to worry about it. listener.notify(event) #------------------------------------------------------------------------------ class PyGameEventController: """...""" def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.input_freeze = False #---------------------------------------------------------------------- def notify(self, incoming_event): if isinstance(incoming_event, UserInputFreeze): self.input_freeze = True elif isinstance(incoming_event, UserInputUnFreeze): self.input_freeze = False elif isinstance(incoming_event, TickEvent): #Share some time with other processes, so we don't hog the cpu pygame.time.wait(5) #Handle Pygame Events for event in pygame.event.get(): #If this event manager has an associated PGU GUI app, notify it of the event if self.ev_manager.gui_app: self.ev_manager.gui_app.event(event) #Standard event handling for everything else ev = None if event.type == QUIT: ev = QuitEvent() elif event.type == pygame.MOUSEBUTTONDOWN and not self.input_freeze: if event.button == 1: #Button 1 pos = pygame.mouse.get_pos() ev = MouseButtonLeftEvent(pos) elif event.type == pygame.MOUSEMOTION: pos = pygame.mouse.get_pos() ev = MouseMoveEvent(pos) #Post event to event manager if ev: self.ev_manager.post(ev) #------------------------------------------------------------------------------ class CPUSpinnerController: def __init__(self, ev_manager): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.clock = pygame.time.Clock() self.cumu_time = 0 self.keep_going = True #---------------------------------------------------------------------- def run(self): if not self.keep_going: raise Exception('dead spinner') while self.keep_going: time_passed = self.clock.tick() fps = self.clock.get_fps() self.cumu_time += time_passed self.ev_manager.post(TickEvent(time_passed, fps)) if self.cumu_time >= 1000: self.cumu_time = 0 self.ev_manager.post(SecondEvent()) pygame.quit() #---------------------------------------------------------------------- def notify(self, event): if isinstance(event, QuitEvent): #this will stop the while loop from running self.keep_going = False rooms.py #Remote imports import pygame #Local imports import config import continents from game_components import * from my_gui import * from pgu import high class Room(object): def __init__(self, screen, ev_manager): self.screen = screen self.ev_manager = ev_manager self.ev_manager.register_listener(self) def notify(self, event): if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() def get_highs_table(self): fname = 'high_scores.txt' highs_table = None config.all_highs = high.Highs(fname) if config.game_mode == config.TIME_CHALLENGE: if config.difficulty == config.EASY: highs_table = config.all_highs['time_challenge_easy'] if config.difficulty == config.MED_DIF: highs_table = config.all_highs['time_challenge_med'] if config.difficulty == config.HARD: highs_table = config.all_highs['time_challenge_hard'] if config.difficulty == config.SUPER: highs_table = config.all_highs['time_challenge_super'] elif config.game_mode == config.PLAN_AHEAD: pass return highs_table class TitleScreen(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #Quit Button #--------------------------------------- b = StartGameButton(ev_manager=self.ev_manager) c.add(b, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameModeRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() self.create_gui() #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=-1) #Mode Relaxed Button #--------------------------------------- b = GameModeRelaxedButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 200) #Mode Time Challenge Button #--------------------------------------- b = TimeChallengeButton(ev_manager=self.ev_manager) self.b = b print b.rect c.add(b, 0, 250) #Mode Think Ahead Button #--------------------------------------- # b = PlanAheadButton(ev_manager=self.ev_manager) # self.b = b # print b.rect # c.add(b, 0, 300) #Initialize #--------------------------------------- self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) class GameRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) #Game mode #--------------------------------------- self.new_board_timer = None self.game_mode = config.game_mode config.current_highs = self.get_highs_table() self.highs_dialog = None self.game_over = False #Images #--------------------------------------- self.background = pygame.image.load('assets/images/interface/game screen2-1.jpg').convert() self.logo = pygame.image.load('assets/images/interface/logo_small.png').convert_alpha() self.game_over_text = pygame.image.load('assets/images/interface/text_game_over.png').convert_alpha() self.trip_complete_text = pygame.image.load('assets/images/interface/text_trip_complete.png').convert_alpha() self.zoom_game_over = None self.zoom_trip_complete = None self.fade_out = None #Text #--------------------------------------- self.font = pygame.font.Font(config.font_sans, config.interface_font_size) #Create game components #--------------------------------------- self.continent = self.set_continent(config.continent) self.board = Board(config.board_size, self.ev_manager) self.deck = Deck(self.ev_manager, self.continent) self.map = Map(self.continent) self.longest_trip = 0 #Set pos of game components #--------------------------------------- board_pos = (SCREEN_MARGIN[0], 109) self.board.set_pos(board_pos) map_pos = (config.screen_size[0] - self.map.size[0] - SCREEN_MARGIN[0], 57); self.map.set_pos(map_pos) #Trackers #--------------------------------------- self.game_clock = Chrono(self.ev_manager) self.swap_counter = 0 self.level = 0 #Create gui #--------------------------------------- self.create_gui() #Create initial board #--------------------------------------- self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) def set_continent(self, continent_const): #Set continent based on const if continent_const == config.EUROPE: return continents.Europe() if continent_const == config.AFRICA: return continents.Africa() else: raise Exception('Continent constant not recognized') #Create pgu gui elements def create_gui(self): #Setup #--------------------------------------- self.gui_form = gui.Form() self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=-1,valign=-1) #Timer Progress bar #--------------------------------------- self.timer_bar = None self.time_increase = None self.minutes_left = None self.seconds_left = None self.timer_text = None if self.game_mode == config.TIME_CHALLENGE: self.time_increase = config.time_challenge_start_time self.timer_bar = gui.ProgressBar(config.time_challenge_start_time,0,config.max_time_bank,width=306) c.add(self.timer_bar, 172, 57) #Connections Progress bar #--------------------------------------- self.connections_bar = None self.connections_bar = gui.ProgressBar(0,0,config.longest_trip_needed,width=306) c.add(self.connections_bar, 172, 83) #Quit Button #--------------------------------------- b = QuitButton(ev_manager=self.ev_manager) c.add(b, 950, 20) #Generate Board Button #--------------------------------------- b = GenerateBoardButton(ev_manager=self.ev_manager, room=self) c.add(b, 500, 20) #Board Size? #--------------------------------------- bs = SetBoardSizeContainer(config.BOARD_LARGE, ev_manager=self.ev_manager, board=self.board) c.add(bs, 640, 20) #Fill Board? #--------------------------------------- t = FillBoardCheckbox(config.fill_board, ev_manager=self.ev_manager) c.add(t, 740, 20) #Darkness? #--------------------------------------- t = UseDarknessCheckbox(config.use_darkness, ev_manager=self.ev_manager) c.add(t, 840, 20) #Initialize #--------------------------------------- self.gui_app.init(c) def advance_level(self): self.level += 1 print 'Advancing to next level' print 'New level: ' + str(self.level) if self.timer_bar: print 'Time increase: ' + str(self.time_increase) self.timer_bar.value += self.time_increase self.time_increase = max(config.min_advance_time, int(self.time_increase * 0.9)) self.board = self.new_board self.new_board = None self.zoom_trip_complete = None self.game_clock.unpause() def notify(self, event): #Tick event if isinstance(event, TickEvent): pygame.display.set_caption('FPS: ' + str(int(event.fps))) self.render(self.screen) pygame.display.update() #Wait to deal new board when advancing levels if self.zoom_trip_complete and self.zoom_trip_complete.finished: self.zoom_trip_complete = None self.ev_manager.post(UnfreezeCards()) self.new_board = self.deck.deal_new_board(self.board) self.ev_manager.post(NewBoardComplete(self.new_board)) #New high score? if self.zoom_game_over and self.zoom_game_over.finished and not self.highs_dialog: if config.current_highs.check(self.level) != None: self.zoom_game_over.visible = False data = 'time:' + str(self.game_clock.time) + ',swaps:' + str(self.swap_counter) self.highs_dialog = HighScoreDialog(score=self.level, data=data, ev_manager=self.ev_manager) self.highs_dialog.open() elif not self.fade_out: self.fade_out = FadeOut(self.ev_manager, config.TITLE_SCREEN) #Second event elif isinstance(event, SecondEvent): if self.timer_bar: if not self.game_clock.paused: self.timer_bar.value -= 1 if self.timer_bar.value <= 0 and not self.game_over: self.ev_manager.post(GameOver()) self.minutes_left = self.timer_bar.value / 60 self.seconds_left = self.timer_bar.value % 60 if self.seconds_left < 10: leading_zero = '0' else: leading_zero = '' self.timer_text = ''.join(['Time Left: ', str(self.minutes_left), ':', leading_zero, str(self.seconds_left)]) #Game over elif isinstance(event, GameOver): self.game_over = True self.zoom_game_over = ZoomImage(self.ev_manager, self.game_over_text) #Trip complete event elif isinstance(event, TripComplete): print 'You did it!' self.game_clock.pause() self.zoom_trip_complete = ZoomImage(self.ev_manager, self.trip_complete_text) self.new_board_timer = Timer(self.ev_manager, 2) self.ev_manager.post(FreezeCards()) print 'Room posted newboardcomplete' #Board Refresh Complete elif isinstance(event, BoardRefreshComplete): if event.board == self.board: print 'Longest trip needed: ' + str(config.longest_trip_needed) print 'Your longest trip: ' + str(self.board.longest_trip) if self.board.longest_trip >= config.longest_trip_needed: self.ev_manager.post(TripComplete()) elif event.board == self.new_board: self.advance_level() self.connections_bar.value = self.board.longest_trip self.connection_text = ' '.join(['Connections:', str(self.board.longest_trip), '/', str(config.longest_trip_needed)]) #CardSwapComplete elif isinstance(event, CardSwapComplete): self.swap_counter += 1 elif isinstance(event, ConfigChangeBoardSize): config.board_size = event.new_size elif isinstance(event, ConfigChangeCardSize): config.card_size = event.new_size elif isinstance(event, ConfigChangeFillBoard): config.fill_board = event.new_value elif isinstance(event, ConfigChangeDarkness): config.use_darkness = event.new_value def render(self, surface): #Background surface.blit(self.background, (0, 0)) #Map self.map.render(surface) #Board self.board.render(surface) #Logo surface.blit(self.logo, (10,10)) #Text connection_text = self.font.render(self.connection_text, True, BLACK) surface.blit(connection_text, (25, 84)) if self.timer_text: timer_text = self.font.render(self.timer_text, True, BLACK) surface.blit(timer_text, (25, 64)) #GUI self.gui_app.paint(surface) if self.zoom_trip_complete: self.zoom_trip_complete.render(surface) if self.zoom_game_over: self.zoom_game_over.render(surface) if self.fade_out: self.fade_out.render(surface) class HighScoresRoom(Room): def __init__(self, screen, ev_manager): Room.__init__(self, screen, ev_manager) self.background = pygame.image.load('assets/images/interface/background.jpg').convert() #Initialize #--------------------------------------- self.gui_app = gui.App(config.gui_theme) self.ev_manager.gui_app = self.gui_app c = gui.Container(align=0,valign=0) #High Scores Table #--------------------------------------- hst = HighScoresTable() c.add(hst, 0, 0) self.gui_app.init(c) def render(self, surface): surface.blit(self.background, (0, 0)) #GUI self.gui_app.paint(surface) game_components.py #Remote imports import pygame from pygame.locals import * import random import operator from copy import copy from math import sqrt, floor #Local imports import config from events import * from matrix import Matrix from textrect import render_textrect, TextRectException from hyphen import hyphenator from textwrap2 import TextWrapper ############################## #CONSTANTS ############################## SCREEN_MARGIN = (10, 10) #Colors BLACK = (0, 0, 0) WHITE = (255, 255, 255) RED = (255, 0, 0) YELLOW = (255, 200, 0) #Directions LEFT = -1 RIGHT = 1 UP = 2 DOWN = -2 #Cards CARD_MARGIN = (10, 10) CARD_PADDING = (2, 2) #Card types BLANK = 0 COUNTRY = 1 TRANSPORT = 2 #Transport types PLANE = 0 TRAIN = 1 CAR = 2 SHIP = 3 class Timer(object): def __init__(self, ev_manager, time_left): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time_left = time_left self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time_left -= 1 class Chrono(object): def __init__(self, ev_manager, start_time=0): self.ev_manager = ev_manager self.ev_manager.register_listener(self) self.time = start_time self.paused = False def __repr__(self): return str(self.time_left) def pause(self): self.paused = True def unpause(self): self.paused = False def notify(self, event): #Pause Event if isinstance(event, Pause): self.pause() #Unpause Event elif isinstance(event, Unpause): self.unpause() #Second Event elif isinstance(event, SecondEvent): if not self.paused: self.time += 1 class Map(object): def __init__(self, continent): self.map_image = pygame.image.load(continent.map).convert_alpha() self.map_text = pygame.image.load(continent.map_text).convert_alpha() self.pos = (0, 0) self.set_color() self.map_image = pygame.transform.smoothscale(self.map_image, config.map_size) self.size = self.map_image.get_size() def set_pos(self, pos): self.pos = pos def set_color(self): image_pixel_array = pygame.PixelArray(self.map_image) image_pixel_array.replace(config.GRAY1, config.COLOR1) image_pixel_array.replace(config.GRAY2, config.COLOR2) image_pixel_array.replace(config.GRAY3, config.COLOR3) image_pixel_array.replace(config.GRAY4, config.COLOR4) image_pixel_array.replace(config.GRAY5, config.COLOR5)

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  • Issue reading packets from a pcap file. dpkt

    - by Chris
    I am running the following test script to try to read packets from a sample .pcap file I have downloaded. import socket import dpkt import sys pcapReader = dpkt.pcap.Reader(file("test1.pcap", "rb")) for ts, data in pcapReader: ether = dpkt.ethernet.Ethernet(data) if ether.type != dpkt.ethernet.ETH_TYPE_IP: raise ip = ether.data src = socket.inet_ntoa(ip.src) dst = socket.inet_ntoa(ip.dst) print "%s -> %s" % (src, dst) For some reason, this is not being interpreted properly. When running it, I get KeyError: 138 module body in test.py at line 4 function __init__ in pcap.py at line 105 Program exited. Why is this? What's wrong?

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  • Mocking the CAL EventAggregator with Moq

    - by toxvaerd
    Hi, I'm using the Composite Application Library's event aggregator, and would like to create a mock for the IEventAggregator interface, for use in my unit test. I'm planning on using Moq for this task, and an example test so far looks something like this: var mockEventAggregator = new Mock<IEventAggregator>(); var mockImportantEvent = new Mock<ImportantEvent>(); mockEventAggregator.Setup(e => e.GetEvent<SomeOtherEvent>()).Returns(new Mock<SomeOtherEvent>().Object); mockEventAggregator.Setup(e => e.GetEvent<SomeThirdEvent>()).Returns(new Mock<SomeThirdEvent>().Object); // ... mockEventAggregator.Setup(e => e.GetEvent<ImportantEvent>()).Returns(mockImportantEvent.Object); mockImportantEvent.Setup(e => e.Publish(It.IsAny<ImportantEventArgs>())); // ...Actual test... mockImportantEvent.VerifyAll(); This works fine, but I would like know, if there is some clever way to avoid having to define an empty mock for every event-type my code might encounter (SomeOtherEvent, SomeThirdEvent, ...)? I could of course define all my events this way in a [TestInitialize] method, but I would like to know if there is a more clever way? :-)

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  • How to populate Java (web) application with initial data using Spring/JPA/Hibernate

    - by Tuukka Mustonen
    I want to setup my database with initial data programmatically. I want to populate my database for development runs, not for testing runs (it's easy). The product is built on top of Spring and JPA/Hibernate. Developer checks out the project Developer runs command/script to setup database with initial data Developer starts application (server) and begins developing/testing then: Developer runs command/script to flush the database and set it up with new initial data because database structures or the initial data bundle were changed What I want is to setup my environment by required parts in order to call my DAOs and insert new objects into database. I do not want to create initial data sets in raw SQL, XML, take dumps of database or whatever. I want to programmatically create objects and persist them in database as I would in normal application logic. One way to accomplish this would be to start up my application normally and run a special servlet that does the initialization. But is that really the way to go? I would love to execute the initial data setup as Maven task and I don't know how to do that if I take the servlet approach. There is somewhat similar question. I took a quick glance at the suggested DBUnit and Unitils. But they seem to be heavily focused in setting up testing environments, which is not what I want here. DBUnit does initial data population, but only using xml/csv fixtures, which is not what I'm after here. Then, Maven has SQL plugin, but I don't want to handle raw SQL. Maven also has Hibernate plugin, but it seems to help only in Hibernate configuration and table schema creation (not in populating db with data). How to do this?

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  • SSRS 2008 and SSAS 2008 transport error

    - by dan english
    I am testing an upgrade to SSAS 2008 and verifying existing reports working properly. I am able to get some SSRS reports that are using SSAS as a datasource to run without any issues. They are simple and only have a single dataset. The reports that I am unable to get to work correctly against SSAS 2008 have multiple datasets and have a fitler setup with a data range setup as a parameter. As soon as I setup that filter as a parameter and deploy them the report returns a "The connection either timed out or was lost. Unable to read data from the transport connection: An existing connection was forcibly closed by the remote host. An existing connection was forcibly closed by the remote host" message. The funny thing is that the report works fine when I run it locally in BIDS and it works fine once deployed if I point it to a SSAS 2005 server. Once I point it to the SSAS 2008 server it fails. I can get other reports to work fine, but not the ones with this type of a filter setup. I can see that the start and end date parameter MDX statements get run in the trace, but that is it. After those run then we receive the transport connection message. Another funny thing is that in the production environment the reports are working fine, but that has SSRS 2005 and SSAS 2008. Does this make sense? What could be causing this? I have tried setting the single transaction level on the datasource too, but that does not seem to make a difference.

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  • Label in PyQt4 GUI not updating with every loop of FOR loop

    - by user297920
    I'm having a problem, where I wish to run several command line functions from a python program using a GUI. I don't know if my problem is specific to PyQt4 or if it has to do with my bad use of python code. What I wish to do is have a label on my GUI change its text value to inform the user which command is being executed. My problem however, arises when I run several commands using a for loop. I would like the label to update itself with every loop, however, the program is not updating the GUI label with every loop, instead, it only updates itself once the entire loop is completed, and displays only the last command that was executed. I am using PyQt4 for my GUI environment. And I have established that the text variable for the label is indeed being updated with every loop, but, it is not actually showing up visually in the GUI. Is there a way for me to force the label to update itself? I have tried the update() and repaint() methods within the loop, but they don't make any difference. I would really appreciate any help. Thank you. Ronny. Here is the code I am using: # -*- coding: utf-8 -*- import sys, os from PyQt4 import QtGui, QtCore Gui = QtGui Core = QtCore # ================================================== CREATE WINDOW OBJECT CLASS class Win(Gui.QWidget): def __init__(self, parent = None): Gui.QWidget.__init__(self, parent) # --------------------------------------------------- SETUP PLAY BUTTON self.but1 = Gui.QPushButton("Run Commands",self) self.but1.setGeometry(10,10, 200, 100) # -------------------------------------------------------- SETUP LABELS self.label1 = Gui.QLabel("No Commands running", self) self.label1.move(10, 120) # ------------------------------------------------------- SETUP ACTIONS self.connect(self.but1, Core.SIGNAL("clicked()"), runCommands) # ======================================================= RUN COMMAND FUNCTION def runCommands(): for i in commands: win.label1.setText(i) # Make label display the command being run print win.label1.text() # This shows that the value is actually # changing with every loop, but its just not # being reflected in the GUI label os.system(i) # ======================================================================== MAIN # ------------------------------------------------------ THE TERMINAL COMMANDS com1 = "espeak 'senntence 1'" com2 = "espeak 'senntence 2'" com3 = "espeak 'senntence 3'" com4 = "espeak 'senntence 4'" com5 = "espeak 'senntence 5'" commands = (com1, com2, com3, com4, com5) # --------------------------------------------------- SETUP THE GUI ENVIRONMENT app = Gui.QApplication(sys.argv) win = Win() win.show() sys.exit(app.exec_())

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  • Python issue:Unable to find vcvarsall.bat

    - by MMRUser
    I'm trying to install MySql interface for python,but I got an error(mentioned below).And I know the solution,install the Microsoft Visual C++.So what my question is there any alternative solution apart from installing Microsoft Visual C++,I mean it's really hurt me,why should I install Microsoft Visual C++ just because to build this single package it's a useless and time wasting approach from the developers perspective.So I kindly request from all of you please mention if you have any alternative solution for this issue. MySQL-python-1.2.3c1>setup.py install running install running bdist_egg running egg_info writing MySQL_python.egg-info\PKG-INFO writing top-level names to MySQL_python.egg-info\top_level.txt writing dependency_links to MySQL_python.egg-info\dependency_links.txt reading manifest file 'MySQL_python.egg-info\SOURCES.txt' reading manifest template 'MANIFEST.in' writing manifest file 'MySQL_python.egg-info\SOURCES.txt' installing library code to build\bdist.win32\egg running install_lib running build_py copying MySQLdb\release.py -> build\lib.win32-2.6\MySQLdb running build_ext building '_mysql' extension error: Unable to find vcvarsall.bat I'm using Python 2.6 on Windows XP. Thanks.

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  • 'NoneType' object has no attribute 'get' error using SQLAlchemy

    - by Az
    I've been trying to map an object to a database using SQLAlchemy but have run into a snag. Version info if handy: [OS: Mac OSX 10.5.8 | Python: 2.6.4 | SQLAlchemy: 0.5.8] The class I'm going to map: class Student(object): def __init__(self, name, id): self.id = id self.name = name self.preferences = collections.defaultdict(set) self.allocated_project = None self.allocated_rank = 0 def __repr__(self): return str(self) def __str__(self): return "%s %s" %(self.id, self.name) Background: Now, I've got a function that reads in the necessary information from a text database into these objects. The function more or less works and I can easily access the information from the objects. Before the SQLAlchemy code runs, the function will read in the necessary info and store it into the Class. There is a dictionary called students which stores this as such: students = {} students[id] = Student(<all the info from the various "reader" functions>) Afterwards, there is an "allocation" algorithm that will allocate projects to student. It does that well enough. The allocated_project remains as None if a student is unsuccessful in getting a project. SQLAlchemy bit: So after all this happens, I'd like to map my object to a database table. Using the documentation, I've used the following code to only map certain bits. I also begin to create a Session. from sqlalchemy import * from sqlalchemy.orm import * engine = create_engine('sqlite:///:memory:', echo=False) metadata = MetaData() students_table = Table('studs', metadata, Column('id', Integer, primary_key=True), Column('name', String) ) metadata.create_all(engine) mapper(Student, students_table) Session = sessionmaker(bind=engine) sesh = Session() Now after that, I was curious to see if I could print out all the students from my students dictionary. for student in students.itervalues(): print student What do I get but an error: Traceback (most recent call last): File "~/FYP_Tests/FYP_Tests.py", line 140, in <module> print student File "/~FYP_Tests/Parties.py", line 30, in __str__ return "%s %s" %(self.id, self.name) File "/opt/local/Library/Frameworks/Python.framework/Versions/2.6/lib/python2.6/site-packages/SQLAlchemy-0.5.8-py2.6.egg/sqlalchemy/orm/attributes.py", line 158, in __get__ return self.impl.get(instance_state(instance), instance_dict(instance)) AttributeError: 'NoneType' object has no attribute 'get' I'm at a loss as to how to resolve this issue, if it is an issue. If more information is required, please ask and I will provide it.

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  • python pdb not breaking in files properly?

    - by YGA
    Hi Folks, I wish I could provide a simple sample case that occurs using standard library code, but unfortunately it only happens when using one of our in-house libraries that in turn is built on top of sql alchemy. Basically, the problem is that this break command: (Pdb) print sqlalchemy.engine.base.__file__ /prod/eggs/SQLAlchemy-0.5.5-py2.5.egg/sqlalchemy/engine/base.py (Pdb) break /prod/eggs/SQLAlchemy-0.5.5-py2.5.egg/sqlalchemy/engine/base.py:946 Is just being totally ignored, it seems, by pdb. As in, even though I am positive the code is being hit (both because I can see log messages, and because I've used sys.settrace to check which lines in which files are being hit), pdb is just not breaking there. I suspect that somehow the use of an egg is confusing pdb as to what files are being used (I can't reproduce the error if I use a non-egg'ed library, like pickle; there everything works fine). It's a shot in the dark, but has anyone come across this before? Thanks, /YGA

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  • How to create Python module distribution to gracefully fall-back to pure Python code

    - by Craig McQueen
    I have written a Python module, and I have two versions: a pure Python implementation and a C extension. I've written the __init__.py file so that it tries to import the C extension, and if that fails, it imports the pure Python code (is that reasonable?). Now, I'd like to know what is the best way to distribute this module (e.g. write setup.py) so it can be easily used by people with or without the facility to build, or use, the C extension. My experience is limited but I see two possible cases: User does not have MS Visual Studio, or the GCC compiler suite, installed on their machine, to build the C extension User is running IronPython, Jython, or anything other than CPython. I only have used CPython. So I'm not sure how I could distribute this module so that it would work smoothly and be easy to install on those platforms, if they're unable to use the C extension.

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  • Vectorizatoin of index operation for a scipy.sparse matrix

    - by celil
    The following code runs too slowly even though everything seems to be vectorized. from numpy import * from scipy.sparse import * n = 100000; i = xrange(n); j = xrange(n); data = ones(n); A=csr_matrix((data,(i,j))); x = A[i,j] The problem seems to be that the indexing operation is implemented as a python function, and invoking A[i,j] results in the following profiling output 500033 function calls in 8.718 CPU seconds Ordered by: internal time ncalls tottime percall cumtime percall filename:lineno(function) 100000 7.933 0.000 8.156 0.000 csr.py:265(_get_single_element) 1 0.271 0.271 8.705 8.705 csr.py:177(__getitem__) (...) Namely, the python function _get_single_element gets called 100000 times which is really inefficient. Why isn't this implemented in pure C? Does anybody know of a way of getting around this limitation, and speeding up the above code? Should I be using a different sparse matrix type?

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  • How can I test blades in MVC Turbine with Rhino Mocks?

    - by Brandon Linton
    I'm trying to set up blade unit tests in an MVC Turbine-derived site. The problem is that I can't seem to mock the IServiceLocator interface without hitting the following exception: System.BadImageFormatException: An attempt was made to load a program with an incorrect format. (Exception from HRESULT: 0x8007000B) at System.Reflection.Emit.TypeBuilder._TermCreateClass(Int32 handle, Module module) at System.Reflection.Emit.TypeBuilder.CreateTypeNoLock() at System.Reflection.Emit.TypeBuilder.CreateType() at Castle.DynamicProxy.Generators.Emitters.AbstractTypeEmitter.BuildType() at Castle.DynamicProxy.Generators.Emitters.AbstractTypeEmitter.BuildType() at Castle.DynamicProxy.Generators.InterfaceProxyWithTargetGenerator.GenerateCode(Type proxyTargetType, Type[] interfaces, ProxyGenerationOptions options) at Castle.DynamicProxy.DefaultProxyBuilder.CreateInterfaceProxyTypeWithoutTarget(Type interfaceToProxy, Type[] additionalInterfacesToProxy, ProxyGenerationOptions options) at Castle.DynamicProxy.ProxyGenerator.CreateInterfaceProxyTypeWithoutTarget(Type interfaceToProxy, Type[] additionalInterfacesToProxy, ProxyGenerationOptions options) at Castle.DynamicProxy.ProxyGenerator.CreateInterfaceProxyWithoutTarget(Type interfaceToProxy, Type[] additionalInterfacesToProxy, ProxyGenerationOptions options, IInterceptor[] interceptors) at Rhino.Mocks.MockRepository.MockInterface(CreateMockState mockStateFactory, Type type, Type[] extras) at Rhino.Mocks.MockRepository.CreateMockObject(Type type, CreateMockState factory, Type[] extras, Object[] argumentsForConstructor) at Rhino.Mocks.MockRepository.Stub(Type type, Object[] argumentsForConstructor) at Rhino.Mocks.MockRepository.<>c__DisplayClass1`1.<GenerateStub>b__0(MockRepository repo) at Rhino.Mocks.MockRepository.CreateMockInReplay<T>(Func`2 createMock) at Rhino.Mocks.MockRepository.GenerateStub<T>(Object[] argumentsForConstructor) at XXX.BladeTest.SetUp() Everything I search for regarding this error leads me to 32-bit vs. 64-bit DLL compilation issues, but MVC Turbine uses the service locator facade everywhere and we haven't had any other issues, just with using Rhino Mocks to attempt mocking it. It blows up on the second line of this NUnit set up method: IRotorContext _context; IServiceLocator _locator; [SetUp] public void SetUp() { _context = MockRepository.GenerateStub<IRotorContext>(); _locator = MockRepository.GenerateStub<IServiceLocator>(); _context.Expect(x => x.ServiceLocator).Return(_locator); } Just a quick aside; I've tried implementing a fake implementing IServiceLocator, thinking that I could just keep track of calls to the type registration methods. This won't work in our setup, because we extend the service locator's interface in such a way that if the type isn't Unity-based, the registration logic is not invoked.

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  • In Django, what's the best way to handle optional url parameters from the template?

    - by Thierry Lam
    I have the following type of urls which are both valid: hello/ hello/1234/ My urls.py has the following: urlpatterns = patterns('hello.views', url(r'^$', 'index', name='index'), url(r'^(?P<user_id>\d+)/$', 'index', name='index'), ) In my views.py, when I pass user_id to the template, it defaults to 0 if not specified. My template looks like the following, I'm using namespace hello for my hello app: {% url hello:index user_id %} If user_id is not specified, the url defaults to hello/0/. The only way I can think of preventing the default 0 from showing in the url is by an if stmt: {% if user_id %} {% url hello:index user_id %} {% else %} {% url hello:index %} {% endif %} The above will give me hello/ if there are no user_id and hello/1234/ if it's present. Is the above solution the best way to solve this issue?

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  • How to find the filename of a script being run when it is executed from a symlink on linux

    - by Phil Boltt
    Hi, If I have a python script that is executed via a symlink, is there a way that I can find the path to the script rather than the symlink? I've tried using the methods suggested in this question, but they always return the path to the symlink, not the script. For example, when this is saved as my "/usr/home/philboltt/scripts/test.py" : #!/usr/bin/python import sys print sys.argv[0] print __file__ and I then create this symlink ln -s /usr/home/philboltt/scripts/test.py /usr/home/philboltt/test and execute the script using /usr/home/philboltt/test I get the following output: /usr/home/philboltt/test /usr/home/philboltt/test Thanks! Phil

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  • Unable to run winpdb

    - by hekevintran
    I tried to run winpdb.py, but I got an error saying that it could not find wxPython. This is strange to me because I know I have wxPython installed and included in my PYTHONPATH. I can import wx in the Python interpreter. Mac OS X 10.5.8 Python 2.6 PYTHONPATH=/sw/lib/python2.6/site-packages/:/usr/local/lib/wxPython-unicode-2.8.10.1/lib/python2.6/site-packages/wx-2.8-mac-unicode: $ python winpdb.py wxPython was not found. wxPython 2.6 or higher is required to run the winpdb GUI. wxPython is the graphical user interface toolkit used by Winpdb. You can find more information on wxPython at http://www.wxpython.org/ The Unicode version of wxPython is recommended for Winpdb. To use the debugger without a GUI, run rpdb2. What could be causing this?

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  • Error URL redirection

    - by xRobot
    urls.py: url(r'^book/(?P<booktitle>[\w\._-]+)/(?P<bookeditor>[\w\._-]+)/(?P<bookpages>[\w\._-]+)/(?P<bookid>[\d\._-]+)/$', 'book.views.book', name="book"), views.py: def book(request, booktitle, bookeditor, bookpages, bookid, template_name="book.html"): book = get_object_or_404(book, pk=bookid) if booktitle != book.book_title : redirect_to = "/book/%s/%s/%s/%s/%i/" % ( booktitle, bookeditor, bookpages, bookid, ) return HttpResponseRedirect(redirect_to) return render_to_response(template_name, { 'book': book, },) . So the urls of each book are like this: example.com/book/the-bible/gesu-crist/938/12/ I want that if there is an error in the url, then I get redirected to the real url by using book.id in the end of the url. For example if I go to: example.com/book/A-bible/gesu-crist/938/12/ the I will get redirected to: example.com/book/the-bible/gesu-crist/938/12/ but I go to wrong url I will get this error: TypeError at /book/A-bible/gesu-crist/938/12/ %d format: a number is required, not unicode . Why ? What I have to do ?

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  • Why use Python interactive mode?

    - by mvid
    When I first started reading about Python, all of the tutorials have you use Python's Interactive Mode. It is difficult to save, write long programs, or edit your existing lines (for me at least). It seems like a far more difficult way of writing Python code than opening up a code.py file and running the interpreter on that file. python code.py I am coming from a Java background, so I have ingrained expectations of writing and compiling files for programs. I also know that a feature would not be so prominent in Python documentation if it were not somehow useful. So what am I missing?

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  • Getting error while invoking java weblogic.WLST from C drive

    - by user3718817
    I am getting an error message when I try to invoke java weblogic.WLST monitor.py weblogic weblogic1 t3://localhost:7001 from below mentioned path. C:\Users\satish>java weblogic.WLST monitor.py weblogic weblogic1 t3://127.0.0.1:7001 error Error: Could not find or load main class weblogic.WLST But when I invoke the same command from weblogic home I am not getting any issues. Requesting you to help regarding this. Please find the below class path: C:\Oracle\Middleware\wlserver_10.3\server\bin>setWLSEnv.cmd Error: Could not find or load main class weblogic.WLST Note: I already set class path. Kindly advise where I am getting wrong. Or is there any way that I can invoke my Python script from anywhere?

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  • How to connect to local MQseries queue using Python?

    - by Michal Niklas
    I am new to mqseries and I started with IBM WebSphere MQ curses. There are examples with MQ_APPLE and MQ_ORANGE queue managers. I have no problem with sending messages to local or remote queue with MQ Explorer, but I wanted to send such message from code: Python or Java. I tried Python pymqi library with code like this: import pymqi qmgr = pymqi.QueueManager(None) qmgr.connect('QM_APPLE') putq = pymqi.Queue(qmgr, 'Q1') putq.put('Hello from Python!') but I receive error: Traceback (most recent call last): File "mq_put.py", line 4, in <module> qmgr.connect('QM_APPLE') File "c:\Python26\lib\site-packages\pymqi.py", line 758, in connect raise MQMIError(rv[1], rv[2]) pymqi.MQMIError: MQI Error. Comp: 2, Reason 2540: FAILED: MQRC_UNKNOWN_CHANNEL_NAME There is QM_APPLE queue manager with Q1 local queue. What is wrong with my code?

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  • Python Ephem calculation

    - by dassouki
    the output should process the first date as "day" and second as "night". I've been playing with this for a few hours now and can't figure out what I'm doing wrong. Any ideas? Output: $ python time_of_day.py * should be day: event date: 2010/4/6 16:00:59 prev rising: 2010/4/6 09:24:24 prev setting: 2010/4/5 23:33:03 next rise: 2010/4/7 09:22:27 next set: 2010/4/6 23:34:27 day * should be night: event date: 2010/4/6 00:01:00 prev rising: 2010/4/5 09:26:22 prev setting: 2010/4/5 23:33:03 next rise: 2010/4/6 09:24:24 next set: 2010/4/6 23:34:27 day time_of_day.py import datetime import ephem # install from http://pypi.python.org/pypi/pyephem/ #event_time is just a date time corresponding to an sql timestamp def type_of_light(latitude, longitude, event_time, utc_time, horizon): o = ephem.Observer() o.lat, o.long, o.date, o.horizon = latitude, longitude, event_time, horizon print "event date ", o.date print "prev rising: ", o.previous_rising(ephem.Sun()) print "prev setting: ", o.previous_setting(ephem.Sun()) print "next rise: ", o.next_rising(ephem.Sun()) print "next set: ", o.next_setting(ephem.Sun()) if o.previous_rising(ephem.Sun()) <= o.date <= o.next_setting(ephem.Sun()): return "day" elif o.previous_setting(ephem.Sun()) <= o.date <= o.next_rising(ephem.Sun()): return "night" else: return "error" print "should be day: ", type_of_light('45.959','-66.6405','2010/4/6 16:01','-4', '-6') print "should be night: ", type_of_light('45.959','-66.6405','2010/4/6 00:01','-4', '-6')

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