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  • How do I get `set show-all-if-ambiguous on` in my .inputrc to play nice with the Python interpreter?

    - by ysim
    I noticed that after I added the set show-all-if-ambiguous on line to my ~/.inputrc, whenever I pressed tab to indent a block, it would show me the bash Display all ... possibilities? (y or n) prompt, and leave me unable to indent the actual code. Is there any way to keep that line in my .inputrc but still have the tab key work as expected in the Python interpreter? This is in my VirtualBox Ubuntu 12.04 VM, if it matters. EDIT: Curiously, I now have a different issue with the Python shell that comes with Django -- when I press tab, I get Python tab completion, but only with one Tab press. I've opened a separate question here for it.

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  • Links to my “Best of 2010” Posts

    - by ScottGu
    I hope everyone is having a Happy New Years! 2010 has been a busy blogging year for me (this is the 100th blog post I’ve done in 2010).  Several people this week suggested I put together a summary post listing/organizing my favorite posts from the year.  Below is a quick listing of some of my favorite posts organized by topic area: VS 2010 and .NET 4 Below is a series of posts I wrote (some in late 2009) about the VS 2010 and .NET 4 (including ASP.NET 4 and WPF 4) release we shipped in April: Visual Studio 2010 and .NET 4 Released Clean Web.Config Files Starter Project Templates Multi-targeting Multiple Monitor Support New Code Focused Web Profile Option HTML / ASP.NET / JavaScript Code Snippets Auto-Start ASP.NET Applications URL Routing with ASP.NET 4 Web Forms Searching and Navigating Code in VS 2010 VS 2010 Code Intellisense Improvements WPF 4 Add Reference Dialog Improvements SEO Improvements with ASP.NET 4 Output Cache Extensibility with ASP.NET 4 Built-in Charting Controls for ASP.NET and Windows Forms Cleaner HTML Markup with ASP.NET 4 - Client IDs Optional Parameters and Named Arguments in C# 4 - and a cool scenarios with ASP.NET MVC 2 Automatic Properties, Collection Initializers and Implicit Line Continuation Support with VB 2010 New <%: %> Syntax for HTML Encoding Output using ASP.NET 4 JavaScript Intellisense Improvements with VS 2010 VS 2010 Debugger Improvements (DataTips, BreakPoints, Import/Export) Box Selection and Multi-line Editing Support with VS 2010 VS 2010 Extension Manager (and the cool new PowerCommands Extension) Pinning Projects and Solutions VS 2010 Web Deployment Debugging Tips/Tricks with Visual Studio Search and Navigation Tips/Tricks with Visual Studio Visual Studio Below are some additional Visual Studio posts I’ve done (not in the first series above) that I thought were nice: Download and Share Visual Studio Color Schemes Visual Studio 2010 Keyboard Shortcuts VS 2010 Productivity Power Tools Fun Visual Studio 2010 Wallpapers Silverlight We shipped Silverlight 4 in April, and announced Silverlight 5 the beginning of December: Silverlight 4 Released Silverlight 4 Tools for VS 2010 and WCF RIA Services Released Silverlight 4 Training Kit Silverlight PivotViewer Now Available Silverlight Questions Announcing Silverlight 5 Silverlight for Windows Phone 7 We shipped Windows Phone 7 this fall and shipped free Visual Studio development tools with great Silverlight and XNA support in September: Windows Phone 7 Developer Tools Released Building a Windows Phone 7 Twitter Application using Silverlight ASP.NET MVC We shipped ASP.NET MVC 2 in March, and started previewing ASP.NET MVC 3 this summer.  ASP.NET MVC 3 will RTM in less than 2 weeks from today: ASP.NET MVC 2: Strongly Typed Html Helpers ASP.NET MVC 2: Model Validation Introducing ASP.NET MVC 3 (Preview 1) Announcing ASP.NET MVC 3 Beta and NuGet (nee NuPack) Announcing ASP.NET MVC 3 Release Candidate 1  Announcing ASP.NET MVC 3 Release Candidate 2 Introducing Razor – A New View Engine for ASP.NET ASP.NET MVC 3: Layouts with Razor ASP.NET MVC 3: New @model keyword in Razor ASP.NET MVC 3: Server-Side Comments with Razor ASP.NET MVC 3: Razor’s @: and <text> syntax ASP.NET MVC 3: Implicit and Explicit code nuggets with Razor ASP.NET MVC 3: Layouts and Sections with Razor IIS and Web Server Stack The IIS and Web Stack teams have made a bunch of great improvements to the core web server this year: Fix Common SEO Problems using the URL Rewrite Extension Introducing the Microsoft Web Farm Framework Automating Deployment with Microsoft Web Deploy Introducing IIS Express SQL CE 4 (New Embedded Database Support with ASP.NET) Introducing Web Matrix EF Code First EF Code First is a really nice new data option that enables a very clean code-oriented data workflow: Announcing Entity Framework Code-First CTP5 Release Class-Level Model Validation with EF Code First and ASP.NET MVC 3 Code-First Development with Entity Framework 4 EF 4 Code First: Custom Database Schema Mapping Using EF Code First with an Existing Database jQuery and AJAX Contributions My team began making some significant source code contributions to the jQuery project this year: jQuery Templates, Data Link and Globalization Accepted as Official jQuery Plugins jQuery Templates and Data Linking (and Microsoft contributing to jQuery) jQuery Globalization Plugin from Microsoft Patches and Hot Fixes Some useful fixes you can download prior to VS 2010 SP1: Patch for Cut/Copy “Insufficient Memory” issue with VS 2010 Patch for VS 2010 Find and Replace Dialog Growing Patch for VS 2010 Scrolling Context Menu Videos of My Talks Some recordings of technical talks I’ve done this year: ASP.NET 4, ASP.NET MVC, and Silverlight 4 Talks I did in Europe VS 2010 and ASP.NET 4 Web Forms Talk in Arizona Other About Technical Debates (and ASP.NET Web Forms and ASP.NET MVC debates in particular) ASP.NET Security Fix Now on Windows Update Upcoming Web Camps I’d like to say a big thank you to everyone who follows my blog – I really appreciate you reading it (the comments you post help encourage me to write it).  See you in the New Year! Scott P.S. In addition to blogging, I am also now using Twitter for quick updates and to share links. Follow me at: twitter.com/scottgu

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  • Koans, now available in Python flavor

    - by Greg Malcolm
    Recently a Python developer friend with whom I was pair programming with suggested that I show him how to write a little Ruby. I responded by telling him to check out Ruby Koans as a starting point. However I wanted to try that in reverse at the same time with me learning some Python. I did a bit of googling, and sure enough someone had started writing some Python Koans. It just needed finishing... So, a few weeks later Python Koans is now complete and ready for action! It is available through Mercurial on Bitbucket: http://bitbucket.org/gregmalcolm/python_koans/wiki/Home It is also mirrored on Github: http://wiki.github.com/gregmalcolm/python_koans/ Converting it was fairly easy. Aside from the differing philosophical approaches behind the two languages, Ruby and Python are fairly similar. We had to come up with completely new material for a few subjects like multiple inheritance and decorators, but for most features in Ruby there is something roughly comparable in Python. I highly recommend writing tests (or koans) as a means to lean a new language or framework. I've learned a lot from doing this.

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  • Suggested Resources Visual Studio Plug-In

    Todays post is a quick plug for a new tool developed by my friend Olaf Conijn, who (amongst other things) has been a developer on several versions of Enterprise Library. His new tool is called Suggested Resources for .NET Developers, and the current 0.8 release works with both Visual Studio 2008 and Visual Studio 2010. So what does it do? Well heres what Olaf has to say: This Visual Studio Integration Package is a proof of concept in: Aggregation of online content within the Visual Studio IDE. Analysis of development activities within the Visual Studio IDE. This combination of features allows Suggested Resources for .NET developers to pro-actively suggest online content that applies on the task being performed by a developer... A bit like having a programming pair that searches for online resources while you focus on getting the job done. For more info, screenshots and downloads, head to the Codeplex project site or the Visual Studio Gallery page.Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Fix: Cant Change or Remove Visual Studio 2008 from DVD

    If you installed Visual Studio 2008 on a 64-bit operating system, you may have trouble when you try ad add or remove functionality by inserting the disk (or remounting the ISO image).  I believe this is because of the path used to install the 32-bit Visual Studio program.  When you run the setup.exe off of the disk, you get this: Clicking on Change or Remove Visual Studio 2008 brings up this dialog: But not long after it appears, it disappears to be replaced with: Microsoft Visual Studio 2008 Setup A problem has been encountered while loading the setup components.  Canceling setup. FIX: Use Add or Remove Programs Launch the Add or Remove Programs dialog in Windows, and find Microsoft Visual Studio Team System 2008 Team Suite ENU (or whichever SKU you installed).  Click Uninstall/Change.  From here you should be able to change your installed components of Visual Studio successfully: Thanks to Brendan for the tip! Did you know that DotNetSlackers also publishes .net articles written by top known .net Authors? We already have over 80 articles in several categories including Silverlight. Take a look: here.

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  • Weird bug in Visual Studio 11 Beta when running on Windows 8

    - by raccoon_tim
    With the Windows 8 Consumer Preview version out in the open and the Visual Studio 11 Beta also available, I’ve been putting some more effort into trying them both out. The first impression of the new Visual Studio 11 build was: Why doesn’t it work at all on Windows 8?! The issues I encountered were odd to say the least. Visual Studio did install correctly, which was a good sign, but when I started it, I was greeted with a multitude of popups each telling me that some package could not be loaded. So I clicked away for quite some time to finally be greeted by the new default visual style of Visual Studio. The next thing I wanted to do was start a new project so I pressed “New Project” and got the “Microsoft.VisualStudio.Dialogs.DialogInitializationException” exception. After some pondering and even submitting a bug report I found another already reported bug “http://connect.microsoft.com/VisualStudio/feedback/details/727578/vs-do-not-work-with-finnish-number-format-on-w8-64-bit”. It turns out that the dialog initialization failure has something to do with the packages no being loaded and following the presented workaround helped. The trick is to change the negative number sign to “-“ (U+002D) from the additional settings of your regional settings. This issue appears to have a wider reach than just Visual Studio as I heard at TechDays Finland 2012 that the same fix has to be made when using Hyper-V.

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  • Visual Studio 2013 now available!

    - by TATWORTH
    Originally posted on: http://geekswithblogs.net/TATWORTH/archive/2013/10/17/visual-studio-2013-now-available.aspxVisual Studio 2013 is now available for download! I will attach the beginning of their web page announcement. You should note that web projects may now be readily a combination of Web Forms, MVC and Web API.We are excited to announce that Visual Studio 2013 is now available to you as an MSDN subscriber! For developers and development teams, Visual Studio 2013 easily delivers applications across all Microsoft devices, cloud, desktop, server and game console platforms by providing a consistent development experience, hybrid collaboration options, and state-of-the-art tools, services, and resources. Below are just a few of the highlights in this release:   •   Innovative features for greater developer productivity:Visual Studio 2013 includes many user interface improvements; there are more than 400 modified icons with greater differentiation and increased use of color, a redesigned Start page, and other design changes.  •   Support for Windows 8.1 app development: Visual Studio 2013 provides the ideal toolset for building modern applications that leverage the next wave in Windows platform innovation (Windows 8.1), while supporting devices and services across all Microsoft platforms. Support for Windows Store app development in Windows 8.1 includes updates to the tools, controls and templates, new Coded UI test support for XAML apps, UI Responsiveness Analyzer and Energy Consumption profiler for XAML & HTML apps, enhanced memory profiling tools for HTML apps, and improved integration with the Windows Store.  •   Web development advances: Creating websites or services on the Microsoft platform provides you with many options, including ASP.NET WebForms, ASP.NET MVC, WCF or Web API services, and more. Previously, working with each of these approaches meant working with separate project types and tooling isolated to that project’s capabilities. The One ASP.NET vision unifies your web project experience in Visual Studio 2013 so that you can create ASP.NET web applications using your preference of ASP.NET component frameworks in a single project. Now you can mix and match the right tools for the job within your web projects, giving you increased flexibility and productivity.

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  • motion computation from video using pyglet in python

    - by kuaywai
    Hi, I am writing a simple motion detection program but i want it to be cross platform so im using python and the pyglet library since it provides a simple way to load videos in different formats (specially wmv and mpeg). So far i have the code given below which loads the movie and plays it in a window. Now i need to: 1) grab frame at time t and t-1 2) do a subtraction to see which pixels are active for motion detection. any ideas on how to grab frames and to skip over frames and is it possible to put the pixel values into a matrix in numpy or something directly from pyglet? or should look into using something other than pyglet? thanks kuaywai import pyglet import sys window = pyglet.window.Window(resizable=True) window.set_minimum_size(320,200) window.set_caption('Motion detect 1.0') video_intro = pyglet.resource.media('movie1.wmv') player = pyglet.media.Player() player.queue(video_intro) print 'calculating movie size...' if not player.source or not player.source.video_format: sys.exit myWidth = player.source.video_format.width myHeight = player.source.video_format.height if player.source.video_format.sample_aspect 1: myWidth *= player.source.video_format.sample_aspect elif player.source.video_format.sample_aspect < 1: myHeight /= player.source.video_format.sample_aspect print 'its size is %d,%d' % (myWidth,myHeight) player.play() @window.event def on_draw(): window.clear() (w,h) = window.get_size() player.get_texture().blit(0, h-myHeight, width=myWidth, height=myHeight) pyglet.app.run()

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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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  • Hopcroft–Karp algorithm in Python

    - by Simon
    I am trying to implement the Hopcroft Karp algorithm in Python using networkx as graph representation. Currently I am as far as this: #Algorithms for bipartite graphs import networkx as nx import collections class HopcroftKarp(object): INFINITY = -1 def __init__(self, G): self.G = G def match(self): self.N1, self.N2 = self.partition() self.pair = {} self.dist = {} self.q = collections.deque() #init for v in self.G: self.pair[v] = None self.dist[v] = HopcroftKarp.INFINITY matching = 0 while self.bfs(): for v in self.N1: if self.pair[v] and self.dfs(v): matching = matching + 1 return matching def dfs(self, v): if v != None: for u in self.G.neighbors_iter(v): if self.dist[ self.pair[u] ] == self.dist[v] + 1 and self.dfs(self.pair[u]): self.pair[u] = v self.pair[v] = u return True self.dist[v] = HopcroftKarp.INFINITY return False return True def bfs(self): for v in self.N1: if self.pair[v] == None: self.dist[v] = 0 self.q.append(v) else: self.dist[v] = HopcroftKarp.INFINITY self.dist[None] = HopcroftKarp.INFINITY while len(self.q) > 0: v = self.q.pop() if v != None: for u in self.G.neighbors_iter(v): if self.dist[ self.pair[u] ] == HopcroftKarp.INFINITY: self.dist[ self.pair[u] ] = self.dist[v] + 1 self.q.append(self.pair[u]) return self.dist[None] != HopcroftKarp.INFINITY def partition(self): return nx.bipartite_sets(self.G) The algorithm is taken from http://en.wikipedia.org/wiki/Hopcroft%E2%80%93Karp_algorithm However it does not work. I use the following test code G = nx.Graph([ (1,"a"), (1,"c"), (2,"a"), (2,"b"), (3,"a"), (3,"c"), (4,"d"), (4,"e"),(4,"f"),(4,"g"), (5,"b"), (5,"c"), (6,"c"), (6,"d") ]) matching = HopcroftKarp(G).match() print matching Unfortunately this does not work, I end up in an endless loop :(. Can someone spot the error, I am out of ideas and I must admit that I have not yet fully understand the algorithm, so it is mostly an implementation of the pseudo code on wikipedia

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  • Python, unit test - Pass command line arguments to setUp of unittest.TestCase

    - by sberry2A
    I have a script that acts as a wrapper for some unit tests written using the Python unittest module. In addition to cleaning up some files, creating an output stream and generating some code, it loads test cases into a suite using unittest.TestLoader().loadTestsFromTestCase() I am already using optparse to pull out several command-line arguments used for determining the output location, whether to regenerate code and whether to do some clean up. I also want to pass a configuration variable, namely an endpoint URI, for use within the test cases. I realize I can add an OptionParser to the setUp method of the TestCase, but I want to instead pass the option to setUp. Is this possible using loadTestsFromTestCase()? I can iterate over the returned TestSuite's TestCases, but can I manually call setUp on the TestCases? ** EDIT ** I wanted to point out that I am able to pass the arguments to setUp if I iterate over the tests and call setUp manually like: (options, args) = op.parse_args() suite = unittest.TestLoader().loadTestsFromTestCase(MyTests.TestSOAPFunctions) for test in suite: test.setUp(options.soap_uri) However, I am using xmlrunner for this and its run method takes a TestSuite as an argument. I assume it will run the setUp method itself, so I would need the parameters available within the XMLTestRunner. I hope this makes sense.

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  • Accessing the Atlassian Crowd SOAP API with Suds (python SOAP library)

    - by SeanOC
    Has anybody had any recent success with accessing the Crowd SOAP API via the Suds Python library? I've found a few people successfully doing it in the past but Atlassian seems to have changed their WSDL since then to make the existing advice not entirely helpful. Below is the simplest example I've been trying: from suds.client import Client url = 'https://crowd.hugeinc.com/services/SecurityServer?wsdl' client = Client(url) Unfortunately that generates the following error: Traceback (most recent call last): File "<input>", line 1, in <module> File "/Users/soconnor/.virtualenvs/hugeface/lib/python2.6/site-packages/suds/client.py", line 116, in __init__ sd = ServiceDefinition(self.wsdl, s) File "/Users/soconnor/.virtualenvs/hugeface/lib/python2.6/site-packages/suds/servicedefinition.py", line 58, in __init__ self.paramtypes() File "/Users/soconnor/.virtualenvs/hugeface/lib/python2.6/site-packages/suds/servicedefinition.py", line 137, in paramtypes item = (pd[1], pd[1].resolve()) File "/Users/soconnor/.virtualenvs/hugeface/lib/python2.6/site-packages/suds/xsd/sxbasic.py", line 63, in resolve raise TypeNotFound(qref) TypeNotFound: Type not found: '(AuthenticatedToken, http://authentication.integration.crowd.atlassian.com, )' I've tried to both binding and doctors to fix this problem to no avail. Neither approach resulted in any change. Any further recommendations or suggestions would be incredibly helpful.

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  • Python recursive function error: "maximum recursion depth exceeded"

    - by user283169
    I solved Problem 10 of Project Euler with the following code, which works through brute force: def isPrime(n): for x in range(2, int(n**0.5)+1): if n % x == 0: return False return True def primeList(n): primes = [] for i in range(2,n): if isPrime(i): primes.append(i) return primes def sumPrimes(primelist): prime_sum = sum(primelist) return prime_sum print (sumPrimes(primeList(2000000))) The three functions work as follows: isPrime checks whether a number is a prime; primeList returns a list containing a set of prime numbers for a certain range with limit 'n', and; sumPrimes sums up the values of all numbers in a list. (This last function isn't needed, but I liked the clarity of it, especially for a beginner like me.) I then wrote a new function, primeListRec, which does exactly the same thing as primeList, to help me better understand recursion: def primeListRec(i, n): primes = [] #print i if (i != n): primes.extend(primeListRec(i+1,n)) if (isPrime(i)): primes.append(i) return primes return primes The above recursive function worked, but only for very small values, like '500'. The function caused my program to crash when I put in '1000'. And when I put in a value like '2000', Python gave me this: RuntimeError: maximum recursion depth exceeded. What did I do wrong with my recursive function? Or is there some specific way to avoid a recursion limit?

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  • Modify python USB device driver to only use vendor_id and product_id, excluding BCD

    - by Tony
    I'm trying to modify the Android device driver for calibre (an e-book management program) so that it identifies devices by only vendor id and product id, and excludes BCD. The driver is a fairly simply python plugin, and is currently set up to use all three numbers, but apparently, when Android devices use custom Android builds (ie CyanogenMod for the Nexus One), it changes the BCD so calibre stops recognizing it. The current code looks like this, with a simple list of vendor id's, that then have allowed product id's and BCD's with them: VENDOR_ID = { 0x0bb4 : { 0x0c02 : [0x100], 0x0c01 : [0x100]}, 0x22b8 : { 0x41d9 : [0x216]}, 0x18d1 : { 0x4e11 : [0x0100], 0x4e12: [0x0100]}, 0x04e8 : { 0x681d : [0x0222]}, } The line I'm specifically trying to change is: 0x18d1 : { 0x4e11 : [0x0100], 0x4e12: [0x0100]}, Which is, the line for identifying a Nexus One. My N1, running CyanogenMod 5.0.5, has the BCD 0x0226, and rather than just adding it to the list, I'd prefer to eliminate the BCD from the recognition process, so that any device with vendor id 0x18d1 and product id 0x4e11 or 0x4e12 would be recognized. The custom Android rom doesn't change enough for the specifics to matter. The syntax seems to require the BCD in brackets. How can I edit this so that it matches anything in that field?

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  • [Gray Hat Python] Simple debugger, want work ??

    - by Rami Jarrar
    hi, i'm reading the Gray Hat Python,, i reach for this :: class debugger(): def __init__(self): self.h_process = None self.pid = None self.debugger_active = False def load(self,path_to_exe): creation_flags = DEBUG_PROCESS startupinfo = STARTUPINFO() process_information = PROCESS_INFORMATION() startupinfo.dwFlags = 0x1 startupinfo.wShowWindows = 0x0 startupinfo.cb = sizeof(startupinfo) if kernel32.CreateProcessA(path_to_exe, None, None, None, None, creation_flags, None, None, byref(startupinfo), byref(process_information)): print "[*] We have successfully launched the process!" print "[*] PID: %d"%(process_information.dwProcessId) self.h_process = self.open_process(process_information.dwProcessId) else: print "[*] Error: 0x%08x."%(kernel32.GetLastError()) def open_process(self,pid): h_process = self.open_process(pid) if kernel32.DebugActiveProcess(pid): self.debugger_active = True self.pid = int(pid) self.run() else: print "[*] Unable to attach to the process." def run(self): while self.debugger_active == True: self.get_debug_event() def get_debug_event(self): debug_event = DEBUG_EVENT() continue_status = DBG_CONTINUE if kernel32.WaitForDebugEvent(byref(debug_event), INFINITE): raw_input("Press a Key to continue...") self.debugger_active = False kernel32.ContinueDebugEvent( \ debug_event.dwProcessId, \ debug_event.dwThreadId, \ continue_status ) def detach(self): if kernel32.DebugActiveProcessStop(self.pid): print "[*] Finished debugging. Exiting..." return True else: print "There was an error" return False when run my_test.py :: import my_dbg debugger = my_dbg.debugger() pid = raw_input('Enter the PID of the process to attach to: ') debugger.open_process(int(pid)) debugger.detach() i get this error :: Traceback (most recent call last): File "C:/Python26/dbgpy/my_test.py", line 5, in <module> debugger.attach(int(pid)) File "C:/Python26/dbgpy\my_dbg.py", line 37, in attach h_process = self.attach(pid) ........... ........... ........... File "C:/Python26/dbgpy\my_dbg.py", line 37, in attach h_process = self.attach(pid) File "C:/Python26/dbgpy\my_dbg.py", line 37, in attach h_process = self.attach(pid) RuntimeError: maximum recursion depth exceeded its because the loop and something else, but what it is ?? I'm running on Windows using Python2.6.4.. :) Update:: i remove h_process = self.open_process(pid), but i get the same error for the next instruction if kernel32.DebugActiveProcess(pid) , so the problem i think in the loop while,, but what it is ???

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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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  • Need help understanding "TypeError: default __new__ takes no parameters" error in python

    - by Gordon Fontenot
    For some reason I am having trouble getting my head around __init__ and __new__. I have a bunch of code that runs fine from the terminal, but when I load it as a plugin for Google Quick Search Box, I get the error TypeError: default __new__ takes no parameters. I have been reading about the error, and it's kind of making my brain spin. As it stands I have 3 classes, with no sub-classes, each class has it's own defs. I never use def __init__ or def __new__, but I have gotten the distinct feeling that these are the functions (or the lack thereof) that would be giving me the error. I have no idea how to summarize the code down to a snippet that would be helpful here, since I'm a bit over my head, but the entire script can be found at github. Not expecting anyone to bugfix my code for me, I am just at my wit's end on this. A simple (plain english, not the quote from the python docs which I have read 20 times and still don't really understand) explination of why this error would pop up, or why I should be, or not be, using the __init__ and/or __new__ functions would be seriously appreciated. Thanks for any help you can give in advance.

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  • OpenCV Python HoughCircles error

    - by Dan
    Hi, I'm working on a program that detects circular shapes in images. I decided a Hough Transform would be the best, and I found one in the OpenCV library. The problem is that when I try to use it I get an error that I have no idea how to fix. Is OpenCV for Python not fully implemented? Is there a fix to the library I need for the program to work? Here's the code: import cv #cv.NamedWindow("camera", 1) capture = cv.CaptureFromCAM(0) while True: img = cv.QueryFrame(capture) gray = cv.CreateImage(cv.GetSize(img), 8, 1) edges = cv.CreateImage(cv.GetSize(img), 8, 1) cv.CvtColor(img, gray, cv.CV_BGR2GRAY) cv.Canny(gray, edges, 50, 200, 3) cv.Smooth(gray, gray, cv.CV_GAUSSIAN, 9, 9) storage = cv.CreateMat(1, 2, cv.CV_32FC3) #This is the line that throws the error cv.HoughCircles(edges, storage, cv.CV_HOUGH_GRADIENT, 2, gray.height/4, 200, 100) #cv.ShowImage("camera", img) if cv.WaitKey(10) == 27: break And here is the error I'm getting: OpenCV Error: Null pinter () in unknown function, file ..\..\..\..\ocv\openc\src\cxcore\cxdatastructs.cpp, line 408 Traceback (most recent call last): File "ellipse-detect-webcam.py", line 20, in cv.HoughCircles(edges, storage, cv.CV_HOUGH_GRADIENT, 2, gray.height/4, 200, 100) cv.error Thanks in advance for the help.

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  • Annoying Twisted Python problem

    - by Kalmi
    I'm trying to answer the following question out of personal interest: What is the fastest way to send 100,000 HTTP requests in Python? And this is what I have came up so far, but I'm experiencing something very stange. When installSignalHandlers is True, it just hangs. I can see that the DelayedCall instances are in reactor._newTimedCalls, but processResponse never gets called. When installSignalHandlers is False, it throws an error and works. from twisted.internet import reactor from twisted.web.client import Agent from threading import Semaphore, Thread import time concurrent = 100 s = Semaphore(concurrent) reactor.suggestThreadPoolSize(concurrent) t=Thread( target=reactor.run, kwargs={'installSignalHandlers':True}) t.daemon=True t.start() agent = Agent(reactor) def processResponse(response,url): print response.code, url s.release() def processError(response,url): print "error", url s.release() def addTask(url): req = agent.request('HEAD', url) req.addCallback(processResponse, url) req.addErrback(processError, url) for url in open('urllist.txt'): addTask(url.strip()) s.acquire() while s._Semaphore__value!=concurrent: time.sleep(0.1) reactor.stop() And here is the error that it throws when installSignalHandlers is True: (Note: This is the expected behaviour! The question is why it doesn't work when installSignalHandlers is False.) Traceback (most recent call last): File "/usr/lib/python2.6/dist-packages/twisted/internet/base.py", line 396, in fireEvent DeferredList(beforeResults).addCallback(self._continueFiring) File "/usr/lib/python2.6/dist-packages/twisted/internet/defer.py", line 224, in addCallback callbackKeywords=kw) File "/usr/lib/python2.6/dist-packages/twisted/internet/defer.py", line 213, in addCallbacks self._runCallbacks() File "/usr/lib/python2.6/dist-packages/twisted/internet/defer.py", line 371, in _runCallbacks self.result = callback(self.result, *args, **kw) --- <exception caught here> --- File "/usr/lib/python2.6/dist-packages/twisted/internet/base.py", line 409, in _continueFiring callable(*args, **kwargs) File "/usr/lib/python2.6/dist-packages/twisted/internet/base.py", line 1165, in _reallyStartRunning self._handleSignals() File "/usr/lib/python2.6/dist-packages/twisted/internet/base.py", line 1105, in _handleSignals signal.signal(signal.SIGINT, self.sigInt) exceptions.ValueError: signal only works in main thread What am I doing wrong and what is the right way? I'm new to twisted.

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  • Webdriver with Python

    - by vishal kharge
    I had written a scipt in Java with Webdriver and it worked fine and below is the code for the sample import org.junit.After; import org.junit.AfterClass; import org.junit.Before; import org.junit.BeforeClass; import org.openqa.selenium.WebDriver; import org.openqa.selenium.WebDriverBackedSelenium; import org.openqa.selenium.firefox.FirefoxDriver; import com.thoughtworks.selenium.Selenium; import java.util.*; import java.lang.Thread.*; public class Login { @BeforeClass public static void setUpBeforeClass() throws Exception { } @AfterClass public static void tearDownAfterClass() throws Exception { } @Before public void setUp() throws Exception { } @After public void tearDown() throws Exception { } public static void main(String[] args) { WebDriver driver = new FirefoxDriver(); Selenium selenium = new WebDriverBackedSelenium(driver, "http://192.168.10.10:8080/"); selenium.open("/"); selenium.keyPress("name=user_id", "admin"); } } } But my requirement is to implement the same in python with webdriver, can you please let me know how this can be done with the above example and webdriver binaries and how to do setup for the same

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  • Classes, methods, and polymorphism in Python

    - by Morlock
    I made a module prototype for building complex timer schedules in python. The classe prototypes permit to have Timer objects, each with their waiting times, Repeat objects that group Timer and other Repeat objects, and a Schedule class, just for holding a whole construction or Timers and Repeat instances. The construction can be as complex as needed and needs to be flexible. Each of these three classes has a .run() method, permitting to go through the whole schedule. Whatever the Class, the .run() method either runs a timer, a repeat group for a certain number of iterations, or a schedule. Is this polymorphism-oriented approach sound or silly? What are other appropriate approaches I should consider to build such a versatile utility that permits to put all building blocks together in as complex a way as desired with simplicity? Thanks! Here is the module code: ##################### ## Importing modules from time import time, sleep ##################### ## Class definitions class Timer: """ Timer object with duration. """ def __init__(self, duration): self.duration = duration def run(self): print "Waiting for %i seconds" % self.duration wait(self.duration) chime() class Repeat: """ Repeat grouped objects for a certain number of repetitions. """ def __init__(self, objects=[], rep=1): self.rep = rep self.objects = objects def run(self): print "Repeating group for %i times" % self.rep for i in xrange(self.rep): for group in self.objects: group.run() class Schedule: """ Groups of timers and repetitions. Maybe redundant with class Repeat. """ def __init__(self, schedule=[]): self.schedule = schedule def run(self): for group in self.schedule: group.run() ######################## ## Function definitions def wait(duration): """ Wait a certain number of seconds. """ time_end = time() + float(duration) #uncoment for minutes# * 60 time_diff = time_end - time() while time_diff > 0: sleep(1) time_diff = time_end - time() def chime(): print "Ding!"

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  • Make Python Socket Server More Efficient

    - by BenMills
    I have very little experience working with sockets and multithreaded programming so to learn more I decided to see if I could hack together a little python socket server to power a chat room. I ended up getting it working pretty well but then I noticed my server's CPU usage spiked up over 100% when I had it running in the background. Here is my code in full: http://gist.github.com/332132 I know this is a pretty open ended question so besides just helping with my code are there any good articles I could read that could help me learn more about this? My full code: import select import socket import sys import threading from daemon import Daemon class Server: def __init__(self): self.host = '' self.port = 9998 self.backlog = 5 self.size = 1024 self.server = None self.threads = [] self.send_count = 0 def open_socket(self): try: self.server = socket.socket(socket.AF_INET6, socket.SOCK_STREAM) self.server.setsockopt(socket.SOL_SOCKET, socket.SO_REUSEADDR, 1) self.server.bind((self.host,self.port)) self.server.listen(5) print "Server Started..." except socket.error, (value,message): if self.server: self.server.close() print "Could not open socket: " + message sys.exit(1) def remove_thread(self, t): t.join() def send_to_children(self, msg): self.send_count = 0 for t in self.threads: t.send_msg(msg) print 'Sent to '+str(self.send_count)+" of "+str(len(self.threads)) def run(self): self.open_socket() input = [self.server,sys.stdin] running = 1 while running: inputready,outputready,exceptready = select.select(input,[],[]) for s in inputready: if s == self.server: # handle the server socket c = Client(self.server.accept(), self) c.start() self.threads.append(c) print "Num of clients: "+str(len(self.threads)) self.server.close() for c in self.threads: c.join() class Client(threading.Thread): def __init__(self,(client,address), server): threading.Thread.__init__(self) self.client = client self.address = address self.size = 1024 self.server = server self.running = True def send_msg(self, msg): if self.running: self.client.send(msg) self.server.send_count += 1 def run(self): while self.running: data = self.client.recv(self.size) if data: print data self.server.send_to_children(data) else: self.running = False self.server.threads.remove(self) self.client.close() """ Run Server """ class DaemonServer(Daemon): def run(self): s = Server() s.run() if __name__ == "__main__": d = DaemonServer('/var/servers/fserver.pid') if len(sys.argv) == 2: if 'start' == sys.argv[1]: d.start() elif 'stop' == sys.argv[1]: d.stop() elif 'restart' == sys.argv[1]: d.restart() else: print "Unknown command" sys.exit(2) sys.exit(0) else: print "usage: %s start|stop|restart" % sys.argv[0] sys.exit(2)

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  • Extending Python and Objective-C

    - by chpwn
    I'm a fan of clean code. I like my languages to be able to express what I'm trying to do, but I like the syntax to mirror that too. For example, I work on a lot of programs in Objective-C for jailbroken iPhones, which patch other code using the method_setImplementation() function of the runtime. Or, in PyObjC, I have to use the syntax UIView.initWithFrame_(), which is also pretty awful and unreadable with the way the method names are structured. In both cases, the language does not support this in syntax. I've found three basic ways that this is done: Insane macros. Take a look at this "CaptainHook", it does what I'm looking for in a usable way, but it isn't quite clean and is a major hack. There's also "Logos", which implements a very nice syntax, but is written in Perl parsing my code with a ton of regular expressions. This scares me. I like the idea of adding a %hook ClassName, but not by using regular expressions to parse C or Objective-C. Finally, there is Cycript. This is an extension to JavaScript which interfaces with the Objective-C runtime and allows you to use Objective-C style code in your JavaScript, and inject that into other processes. This is likely the cleanest as it actually uses a parser for the JavaScript, but I'm not a huge fan of that language in general. Should, and how should, I create an extension to Python and Objective-C to allow me to do this? Is it worth writing a parser for my language to transform the syntax into something nicer, if it is only in a very specialized niche like this? Should I just live with the horrible syntax of the default Objective-C hooking or PyObjC?

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  • Python + QT + Gstreamer

    - by Ptterb
    Hi everyone, I'm working with PyQt and trying to get video from a webcam to play within a QT widget. I've found tutorials for C and Qt, and for python and gtk, but NOTHING for this combo of pyQt and gstreamer. Anybody get this working? This plays the video fine, but in a separate window: self.gcam = gst.parse_launch('v4l2src device=/dev/video0 ! autovideosink') self.gcam.set_state(gst.STATE_PLAYING) what I need is to get the overlay working so it's displayed within a widget on my GUI. Thanks, Gurus of the internet! ok, so I've gotten a lot farther, but still in need of some help. I'm actually writing this for Maemo, but the following code works fine on my linux laptop: class Vid: def __init__(self, windowId): self.player = gst.Pipeline("player") self.source = gst.element_factory_make("v4l2src", "vsource") self.sink = gst.element_factory_make("autovideosink", "outsink") self.source.set_property("device", "/dev/video0") self.scaler = gst.element_factory_make("videoscale", "vscale") self.window_id = None self.windowId = windowId self.player.add(self.source, self.scaler, self.sink) gst.element_link_many(self.source,self.scaler, self.sink) bus = self.player.get_bus() bus.add_signal_watch() bus.enable_sync_message_emission() bus.connect("message", self.on_message) bus.connect("sync-message::element", self.on_sync_message) def on_message(self, bus, message): t = message.type if t == gst.MESSAGE_EOS: self.player.set_state(gst.STATE_NULL) elif t == gst.MESSAGE_ERROR: err, debug = message.parse_error() print "Error: %s" % err, debug self.player.set_state(gst.STATE_NULL) def on_sync_message(self, bus, message): if message.structure is None: return message_name = message.structure.get_name() if message_name == "prepare-xwindow-id": win_id = self.windowId assert win_id imagesink = message.src imagesink.set_property("force-aspect-ratio", True) imagesink.set_xwindow_id(win_id) def startPrev(self): self.player.set_state(gst.STATE_PLAYING) print "should be playing" vidStream = Vid(wId) vidStream.startPrev() where wId is the window id of the widget im trying to get to display the output in. When I run this on the N900, the screen goes black and blinks. Any ideas? I'm dying here!

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  • Python class variables not defined with called from outside module

    - by Jimmy
    I am having some issues with calling a function outside of a module. The scenario is I have a small class library that is using turtle to do some drawing, the function within the module calls the classes also within the module and draws things, etc. This all works fine and dandy when I call the function from within the same file, but if I have another file and call myLib.scene() I get variable undefined errors. Code examples: a class class Rectangle(object): def __init__(self, pen, height=100, width=100, fillcolor=''): self.pen = pen self.height = height self.width = width self.fillcolor = fillcolor def draw(self, x, y): '''draws the rectangle at coordinates x and y''' self.pen.goto(x, y) if self.fillcolor: self.pen.fillcolor(self.fillcolor) self.pen.fill(True) self.pen.down() for i in range(0,4): self.pen.forward(self.height if i%2 else self.width) self.pen.left(90) and the calling function is this def scene(pen): rect = Rectangle(pen) rect.draw(100,100) when I put the line scene(turtle.Turtle()) into the same file I have no issues, the rectangle is drawn and everyone goes home happy. However, if I try to call it from a separate python file like so: myLib.scene(turtle.Turtle()) I get an error: NameError: global name 'pen' is not defined, in the for loop of my draw method. Even if the line above is in the same file it still bombs out. What is going on?

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