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  • Is it possible to bulk load an NDB child Entity in GAE?

    - by hmacread
    At some point in the future I may need to bulk load migration data (i.e. from a CSV). Has anyone had exceptions raised doing the following? Also is there any change in behaviour if the ndb.put_multi() function is used? from google.appengine.ext import ndb while True: if not id: break id, name = read_csv_row(readline()) x = X(parent=ndb.Key('Y','static_id') x.id, x.name = id, name x.put() class X(ndb.Model): id = StringProperty() name = StringProperty() class Y(ndb.Model): pass def read_csv_row(line): """returns tuple"""

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  • Actionscript 2.0 Functions problem

    - by Joshua
    I have two problems. The first problem is with the following functions; when I call the function in (enterFrame), it doesn't work: onClipEvent (load) { function failwhale(levelNum) { _root.gotoAndStop("fail"); failFrom = levelNum; } function guardSightCollision(guardName, guardSightName) { if (_root.guardName.guardSightName.hitTest(_x, _y+radius, true)) { failwhale(1); } if (_root.guardName.guardSightName.hitTest(_x, _y-radius, true)) { failwhale(1); } if (_root.guardName.guardSightName.hitTest(_x-radius, _y, true)) { failwhale(1); } if (_root.guardName.guardSightName.hitTest(_x+radius, _y, true)) { failwhale(1); } } } onClipEvent (enterFrame) { guardSightCollision(guard1, guard1Sight); } Why doesn't it work?... The second problem lies in the failFrom variable: function failwhale(levelNum) { _root.gotoAndStop("fail"); failFrom = levelNum; } How do I make failFrom a "global" variable in that it can be accessed anywhere (from actionscript in frames and even movieclips)...Right now, when I try to trace failFrom in a different frame, it is "undefined".

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  • Need a cleaner way, which avoids too many 'if statements', to write this method for inputing data in

    - by indiehacker
    What is the best way to reference datastore model attributes without using the four 'if statements' I have in the below sample code, which seem messy and inefficient. For real-world code I may have a situation of 100 attributes such as self.var1, self.var2, ... self.varN that I want to some how reference with just an integer (or strings) as an argument to some method. class PixelObject(db.Model): zoom0 = db.ListProperty(int) zoom1 = db.ListProperty(int) zoom2 = db.ListProperty(int) zoom3 = db.ListProperty(int) zoom4 = db.ListProperty(int) def inputZoomData(self, zoomInteger, input_data): """input_data goes to specified attribute based on if 0,1,2,3,or 4 is argument""" if zoomInteger == 0: self.zoom0 = input_data if zoomInteger == 1: self.zoom1 = input_data if zoomInteger == 2: self.zoom2 = input_data if zoomInteger == 3: self.zoom3 = input_data if zoomInteger == 4: self.zoom4 = input_data

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  • How can I get an NPC to move randomly in XNA?

    - by Fishwaffles
    I basically want a character to walk in one direction for a while, stop, then go in another random direction. Right now my sprites look but don't move, randomly very quickly in all directions then wait and have another seizure. I will post the code I have so far in case that is useful. class NPC: Mover { int movementTimer = 0; public override Vector2 direction { get { Random rand = new Random(); int randDirection = rand.Next(8); Vector2 inputDirection = Vector2.Zero; if (movementTimer >= 50) { if (randDirection == 4) { inputDirection.X -= 1; movingLeft = true; } else movingLeft = false; if (randDirection == 1) { inputDirection.X += 1; movingRight = true; } else movingRight = false; if (randDirection == 2) { inputDirection.Y -= 1; movingUp = true; } else movingUp = false; if (randDirection == 3) { inputDirection.Y += 25; movingDown = true; } else movingDown = false; if (movementTimer >= 100) { movementTimer = 0; } } return inputDirection * speed; } } public NPC(Texture2D textureImage, Vector2 position, Point frameSize, int collisionOffset, Point currentFrame, Point sheetSize, Vector2 speed) : base(textureImage, position, frameSize, collisionOffset, currentFrame, sheetSize, speed) { } public NPC(Texture2D textureImage, Vector2 position, Point frameSize, int collisionOffset, Point currentFrame, Point sheetSize, Vector2 speed, int millisecondsPerframe) : base(textureImage, position, frameSize, collisionOffset, currentFrame, sheetSize, speed, millisecondsPerframe) { } public override void Update(GameTime gameTime, Rectangle clientBounds) { movementTimer++; position += direction; if (position.X < 0) position.X = 0; if (position.Y < 0) position.Y = 0; if (position.X > clientBounds.Width - frameSize.X) position.X = clientBounds.Width - frameSize.X; if (position.Y > clientBounds.Height - frameSize.Y) position.Y = clientBounds.Height - frameSize.Y; base.Update(gameTime, clientBounds); } }

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  • Most efficient way to fetch and output Content with 2-Level Comments?

    - by awegawef
    I have some content with up to 2-levels of replies. I am wondering what the most efficient way to fetch and output the replies. I should note that I am planning on storing the comments with fields content_id and reply_to, where reply_to refers to which comment it is in reply to (if any). Any criticism on this design is welcome. In pseudo-code (ish), my first attempt would be: # in outputting content CONTENT_ID all_comments = fetch all comments where content_id == CONTENT_ID root_comments = filter all_comments with reply_to == None children_comments = filter all_comments with reply_to != None output_comments = list() for each root_comment children = filter children_comments, reply_to == root_comment.id output_coments.append( (root_comment, children) ) send output_comments to template Is this the best way to do this? Thanks in advance. Edit: On second thought, I'll want to preserve date-order on the comments, so I'll have to do this a bit differently, or at least just sort the comments afterward.

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  • GAE Task Queue rate

    - by bach
    Hi, Is there a way to guarantee a task to be performed in X minutes (or after X min) ? (rate would mean the intervals between tasks but what about the first task, would the first task starts after the 'rate' time?)

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  • what this `^` mean here in solr

    - by Rahul Mehta
    I am confuse her but i want to clear my doubt. I think it is stupid question but i want to know. Use a TokenFilter that outputs two tokens (one original and one lowercased) for each input token. For queries, the client would need to expand any search terms containing upper case characters to two terms, one lowercased and one original. The original search term may be given a boost, although it may not be necessary given that a match on both terms will produce a higher score. text:NeXT ==> (text:NeXT^10 OR text:next) what this ^ mean here . http://wiki.apache.org/solr/SolrRelevancyCookbook#Relevancy_and_Case_Matching

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  • how to fetch more than 1000 entities NON keybased?

    - by user291071
    If I should be approaching this problem through a different method, please suggest so. I am creating an item based collaborative filter. I populate the db with the LinkRating2 class and for each link there are more than a 1000 users that I need to call and collect their ratings to perform calculations which I then use to create another table. So I need to call more than 1000 entities for a given link. For instance lets say there are over a 1000 users rated 'link1' there will be over a 1000 instances of this class for the given link property that I need to call. How would I complete this example? class LinkRating2(db.Model): user = db.StringProperty() link = db.StringProperty() rating2 = db.FloatProperty() query =LinkRating2.all() link1 = 'link string name' a = query.filter('link = ', link1) aa = a.fetch(1000)##how would i get more than 1000 for a given link1 as shown? ##keybased over 1000 in other post example i need method for a subset though not key class MyModel(db.Expando): @classmethod def count_all(cls): """ Count *all* of the rows (without maxing out at 1000) """ count = 0 query = cls.all().order('__key__') while count % 1000 == 0: current_count = query.count() if current_count == 0: break count += current_count if current_count == 1000: last_key = query.fetch(1, 999)[0].key() query = query.filter('__key__ > ', last_key) return count

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  • Turbogears 2 vs Django - any advice on choosing replacement for Turbogears 1?

    - by michela
    I have been using Turbogears 1 for prototyping small sites for the last couple of years and it is getting a little long in the tooth. Any suggestions on making the call between upgrading to Turbogears 2 or switching to something like Django? I'm torn between the familiarity of the TG community who are pretty responsive and do pretty good documentation vs the far larger community using Django. I am quite tempted by the built-in CMS features and the Google AppEngine support. Any advice? Thanks .M.

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  • Can I db.put models without db.getting them first?

    - by Liron
    I tried to do something like ss = Screenshot(key=db.Key.from_path('myapp_screenshot', 123), name='flowers') db.put([ss, ...]) It seems to work on my dev_appserver, but on live I get this traceback: 05-07 09:50PM 19.964 File "/base/data/home/apps/quixeydev3/12.341796548761906563/common/appenginepatch/appenginepatcher/patch.py", line 600, in put E 05-07 09:50PM 19.964 result = old_db_put(models, *args, **kwargs) E 05-07 09:50PM 19.964 File "/base/python_runtime/python_lib/versions/1/google/appengine/ext/db/init.py", line 1278, in put E 05-07 09:50PM 19.964 keys = datastore.Put(entities, rpc=rpc) E 05-07 09:50PM 19.964 File "/base/python_runtime/python_lib/versions/1/google/appengine/api/datastore.py", line 284, in Put E 05-07 09:50PM 19.965 raise _ToDatastoreError(err) E 05-07 09:50PM 19.965 InternalError: the new entity or index you tried to insert already exists I happen to know just the ID of an existing Screenshot entity I want to update; that's why I was manually constructing its key. Am I doing it wrong?

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  • C# Changing Objects within a List

    - by kwong22
    Hi, I'm having a little problem changing members of an object in a list using a found index. So this is the method I am currently working with: static void addToInventory(ref List<baseItem> myArray, baseItem item, float maxAmount, ref float currentAmount) { if (currentAmount + item.getWeight() <= maxAmount) { Console.WriteLine("item.Quantity = {0}", item.Quantity); if (myArray.Contains(item)) { Console.WriteLine("Item ({0}) already exists", item.Name); int id = myArray.IndexOf(item); myArray[id].Quantity += item.Quantity;//Change occurs in this line, item.Quantity becomes the same as myArray[id].Quantity } else { Console.WriteLine("Adding new item ({0})", item.Name); myArray.Add(item); } currentAmount += item.getWeight(); } else { Console.WriteLine("Inventory full"); } myArray.Sort(); } This method takes several parameters including the inventory/list. I check if the item fits in and if it does, I see if there is another item of the same name in the list, find the index, and add more of the item. However, the quantity of the item added suddenly becomes the same as the quantity of the item in the list. For some reason, this also changes the quantity of the item outside of the list. So therefore, instead of quantities adding up like this: 1, 2, 3, 4, they add up like this: 1, 2, 4, 8. I've just started to learn how to use lists so if there is anything I'm missing, don't hesitate to criticize. Thanks in advance.

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  • Simple Physics Simulation in java not working.

    - by Static Void Main
    Dear experts, I wanted to implement ball physics and as i m newbie, i adapt the code in tutorial http://adam21.web.officelive.com/Documents/JavaPhysicsTutorial.pdf . i try to follow that as i much as i can, but i m not able to apply all physical phenomenon in code, can somebody please tell me, where i m mistaken or i m still doing some silly programming mistake. The balls are moving when i m not calling bounce method and i m unable to avail the bounce method and ball are moving towards left side instead of falling/ending on floor**, Can some body recommend me some better way or similar easy compact way to accomplish this task of applying physics on two ball or more balls with interactivity. here is code ; import java.awt.*; public class AdobeBall { protected int radius = 20; protected Color color; // ... Constants final static int DIAMETER = 40; // ... Instance variables private int m_x; // x and y coordinates upper left private int m_y; private double dx = 3.0; // delta x and y private double dy = 6.0; private double m_velocityX; // Pixels to move each time move() is called. private double m_velocityY; private int m_rightBound; // Maximum permissible x, y values. private int m_bottomBound; public AdobeBall(int x, int y, double velocityX, double velocityY, Color color1) { super(); m_x = x; m_y = y; m_velocityX = velocityX; m_velocityY = velocityY; color = color1; } public double getSpeed() { return Math.sqrt((m_x + m_velocityX - m_x) * (m_x + m_velocityX - m_x) + (m_y + m_velocityY - m_y) * (m_y + m_velocityY - m_y)); } public void setSpeed(double speed) { double currentSpeed = Math.sqrt(dx * dx + dy * dy); dx = dx * speed / currentSpeed; dy = dy * speed / currentSpeed; } public void setDirection(double direction) { m_velocityX = (int) (Math.cos(direction) * getSpeed()); m_velocityY = (int) (Math.sin(direction) * getSpeed()); } public double getDirection() { double h = ((m_x + dx - m_x) * (m_x + dx - m_x)) + ((m_y + dy - m_y) * (m_y + dy - m_y)); double a = (m_x + dx - m_x) / h; return a; } // ======================================================== setBounds public void setBounds(int width, int height) { m_rightBound = width - DIAMETER; m_bottomBound = height - DIAMETER; } // ============================================================== move public void move() { double gravAmount = 0.02; double gravDir = 90; // The direction for the gravity to be in. // ... Move the ball at the give velocity. m_x += m_velocityX; m_y += m_velocityY; // ... Bounce the ball off the walls if necessary. if (m_x < 0) { // If at or beyond left side m_x = 0; // Place against edge and m_velocityX = -m_velocityX; } else if (m_x > m_rightBound) { // If at or beyond right side m_x = m_rightBound; // Place against right edge. m_velocityX = -m_velocityX; } if (m_y < 0) { // if we're at top m_y = 0; m_velocityY = -m_velocityY; } else if (m_y > m_bottomBound) { // if we're at bottom m_y = m_bottomBound; m_velocityY = -m_velocityY; } // double speed = Math.sqrt((m_velocityX * m_velocityX) // + (m_velocityY * m_velocityY)); // ...Friction stuff double fricMax = 0.02; // You can use any number, preferably less than 1 double friction = getSpeed(); if (friction > fricMax) friction = fricMax; if (m_velocityX >= 0) { m_velocityX -= friction; } if (m_velocityX <= 0) { m_velocityX += friction; } if (m_velocityY >= 0) { m_velocityY -= friction; } if (m_velocityY <= 0) { m_velocityY += friction; } // ...Gravity stuff m_velocityX += Math.cos(gravDir) * gravAmount; m_velocityY += Math.sin(gravDir) * gravAmount; } public Color getColor() { return color; } public void setColor(Color newColor) { color = newColor; } // ============================================= getDiameter, getX, getY public int getDiameter() { return DIAMETER; } public double getRadius() { return radius; // radius should be a local variable in Ball. } public int getX() { return m_x; } public int getY() { return m_y; } } using adobeBall: import java.awt.*; import java.awt.event.*; import javax.swing.*; public class AdobeBallImplementation implements Runnable { private static final long serialVersionUID = 1L; private volatile boolean Play; private long mFrameDelay; private JFrame frame; private MyKeyListener pit; /** true means mouse was pressed in ball and still in panel. */ private boolean _canDrag = false; private static final int MAX_BALLS = 50; // max number allowed private int currentNumBalls = 2; // number currently active private AdobeBall[] ball = new AdobeBall[MAX_BALLS]; public AdobeBallImplementation(Color ballColor) { frame = new JFrame("simple gaming loop in java"); frame.setSize(400, 400); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); pit = new MyKeyListener(); pit.setPreferredSize(new Dimension(400, 400)); frame.setContentPane(pit); ball[0] = new AdobeBall(34, 150, 7, 2, Color.YELLOW); ball[1] = new AdobeBall(50, 50, 5, 3, Color.BLUE); frame.pack(); frame.setVisible(true); frame.setBackground(Color.white); start(); frame.addMouseListener(pit); frame.addMouseMotionListener(pit); } public void start() { Play = true; Thread t = new Thread(this); t.start(); } public void stop() { Play = false; } public void run() { while (Play == true) { // bounce(ball[0],ball[1]); runball(); pit.repaint(); try { Thread.sleep(mFrameDelay); } catch (InterruptedException ie) { stop(); } } } public void drawworld(Graphics g) { for (int i = 0; i < currentNumBalls; i++) { g.setColor(ball[i].getColor()); g.fillOval(ball[i].getX(), ball[i].getY(), 40, 40); } } public double pointDistance (double x1, double y1, double x2, double y2) { return Math.sqrt((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1)); } public void runball() { while (Play == true) { try { for (int i = 0; i < currentNumBalls; i++) { for (int j = 0; j < currentNumBalls; j++) { if (pointDistance(ball[i].getX(), ball[i].getY(), ball[j].getX(), ball[j].getY()) < ball[i] .getRadius() + ball[j].getRadius() + 2) { // bounce(ball[i],ball[j]); ball[i].setBounds(pit.getWidth(), pit.getHeight()); ball[i].move(); pit.repaint(); } } } try { Thread.sleep(50); } catch (Exception e) { System.exit(0); } } catch (Exception e) { e.printStackTrace(); } } } public static double pointDirection(int x1, int y1, int x2, int y2) { double H = Math.sqrt((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1)); // The // hypotenuse double x = x2 - x1; // The opposite double y = y2 - y1; // The adjacent double angle = Math.acos(x / H); angle = angle * 57.2960285258; if (y < 0) { angle = 360 - angle; } return angle; } public static void bounce(AdobeBall b1, AdobeBall b2) { if (b2.getSpeed() == 0 && b1.getSpeed() == 0) { // Both balls are stopped. b1.setDirection(pointDirection(b1.getX(), b1.getY(), b2.getX(), b2 .getY())); b2.setDirection(pointDirection(b2.getX(), b2.getY(), b1.getX(), b1 .getY())); b1.setSpeed(1); b2.setSpeed(1); } else if (b2.getSpeed() == 0 && b1.getSpeed() != 0) { // B1 is moving. B2 is stationary. double angle = pointDirection(b1.getX(), b1.getY(), b2.getX(), b2 .getY()); b2.setSpeed(b1.getSpeed()); b2.setDirection(angle); b1.setDirection(angle - 90); } else if (b1.getSpeed() == 0 && b2.getSpeed() != 0) { // B1 is moving. B2 is stationary. double angle = pointDirection(b2.getX(), b2.getY(), b1.getX(), b1 .getY()); b1.setSpeed(b2.getSpeed()); b1.setDirection(angle); b2.setDirection(angle - 90); } else { // Both balls are moving. AdobeBall tmp = b1; double angle = pointDirection(b2.getX(), b2.getY(), b1.getX(), b1 .getY()); double origangle = b1.getDirection(); b1.setDirection(angle + origangle); angle = pointDirection(tmp.getX(), tmp.getY(), b2.getX(), b2.getY()); origangle = b2.getDirection(); b2.setDirection(angle + origangle); } } public static void main(String[] args) { javax.swing.SwingUtilities.invokeLater(new Runnable() { public void run() { new AdobeBallImplementation(Color.red); } }); } } *EDIT:*ok splitting the code using new approach for gravity from this forum: this code also not working the ball is not coming on floor: public void mymove() { m_x += m_velocityX; m_y += m_velocityY; if (m_y + m_bottomBound > 400) { m_velocityY *= -0.981; // setY(400 - m_bottomBound); m_y = 400 - m_bottomBound; } // ... Bounce the ball off the walls if necessary. if (m_x < 0) { // If at or beyond left side m_x = 0; // Place against edge and m_velocityX = -m_velocityX; } else if (m_x > m_rightBound) { // If at or beyond right side m_x = m_rightBound - 20; // Place against right edge. m_velocityX = -m_velocityX; } if (m_y < 0) { // if we're at top m_y = 1; m_velocityY = -m_velocityY; } else if (m_y > m_bottomBound) { // if we're at bottom m_y = m_bottomBound - 20; m_velocityY = -m_velocityY; } } thanks a lot for any correction and help. jibby

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  • What is the difference between .get() and .fetch(1)

    - by AutomatedTester
    I have written an app and part of it is uses a URL parser to get certain data in a ReST type manner. So if you put /foo/bar as the path it will find all the bar items and if you put /foo it will return all items below foo So my app has a query like data = Paths.all().filter('path =', self.request.path).get() Which works brilliantly. Now I want to send this to the UI using templates {% for datum in data %} <div class="content"> <h2>{{ datum.title }}</h2> {{ datum.content }} </div> {% endfor %} When I do this I get data is not iterable error. So I updated the Django to {% for datum in data.all %} which now appears to pull more data than I was giving it somehow. It shows all data in the datastore which is not ideal. So I removed the .all from the Django and changed the datastore query to data = Paths.all().filter('path =', self.request.path).fetch(1) which now works as I intended. In the documentation it says The db.get() function fetches an entity from the datastore for a Key (or list of Keys). So my question is why can I iterate over a query when it returns with fetch() but can't with get(). Where has my understanding gone wrong?

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  • Error 500 on template.render() with jinja2

    - by Asperitas
    I am working on playing with some Python to create a webapp. At first I put the HTML in a string, using %s to fill certain elements. That all worked perfectly. Now I want to put the HTML in a template, so I followed this tutorial. My code looks like this (I deleted irrelevant code for this error): import codecs import cgi import os import jinja2 jinja_environment = jinja2.Environment(loader=jinja2.FileSystemLoader(os.path.join(os.path.dirname(__file__)))) class Rot13Handler(webapp2.RequestHandler): def get(self): template = jinja_environment.get_template('rot13.html') self.response.out.write(template.render({'text': ''})) When I replace just template.render({'text': ''}) a random string, the program works fine. I did add the latest jinja2 library to my app.yaml, and naturally my rot13.html does exist with the {{ text }} added. So could anyone please help me in the right direction? I don't know why it's going wrong.

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  • Google AppEngine + Local JUnit Tests + Jersey framework + Embedded Jetty

    - by xamde
    I use Google Appengine for Java (GAE/J). On top, I use the Jersey REST-framework. Now i want to run local JUnit tests. The test sets up the local GAE development environment ( http://code.google.com/appengine/docs/java/tools/localunittesting.html ), launches an embedded Jetty server, and then fires requests to the server via HTTP and checks responses. Unfortunately, the Jersey/Jetty combo spawns new threads. GAE expects only one thread to run. In the end, I end up having either no datstore inside the Jersey-resources or multiple, having different datastore. As a workaround I initialise the GAE local env only once, put it in a static variable and inside the GAE resource I add many checks (This threads has no dev env? Re-use the static one). And these checks should of course only run inside JUnit tests.. (which I asked before: "How can I find out if code is running inside a JUnit test or not?" - I'm not allowed to post the link directly here :-|)

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  • How to handle existing indexed Mixed Case url's?

    - by marcusstarnes
    I have an asp.net web forms application that has been live for a number of years and as such has quite a lot of indexed content on google. Ideally, I'd prefer that all Url's for the website are in lowercase but I understand that having 2 versions of the same content indexed in search engines (MixedCase.aspx and mixedcase.aspx) will be bad for seo. I was wondering: a) Should I just leave everything in its current Mixed Case form and never change it? OR b) I can change the code so everything is in lowercase from here on in, BUT, is there a way of doing this so as the search engines are aware of this change and don't penalise me?

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  • Can't iterate over nestled dict in django

    - by fredrik
    Hi, Im trying to iterate over a nestled dict list. The first level works fine. But the second level is treated like a string not dict. In my template I have this: {% for product in Products %} <li> <p>{{ product }}</p> {% for partType in product.parts %} <p>{{ partType }}</p> {% for part in partType %} <p>{{ part }}</p> {% endfor %} {% endfor %} </li> {% endfor %} It's the {{ part }} that just list 1 char at the time based on partType. And it seams that it's treated like a string. I can however via dot notation reach all dict but not with a for loop. The current output looks like this: Color C o l o r Style S ..... The Products object looks like this in the log: [{'product': <models.Products.Product object at 0x1076ac9d0>, 'parts': {u'Color': {'default': u'Red', 'optional': [u'Red', u'Blue']}, u'Style': {'default': u'Nice', 'optional': [u'Nice']}, u'Size': {'default': u'8', 'optional': [u'8', u'8.5']}}}] What I trying to do is to pair together a dict/list for a product from a number of different SQL queries. The web handler looks like this: typeData = Products.ProductPartTypes.all() productData = Products.Product.all() langCode = 'en' productList = [] for product in productData: typeDict = {} productDict = {} for type in typeData: typeDict[type.typeId] = { 'default' : '', 'optional' : [] } productDict['product'] = product productDict['parts'] = typeDict defaultPartsData = Products.ProductParts.gql('WHERE __key__ IN :key', key = product.defaultParts) optionalPartsData = Products.ProductParts.gql('WHERE __key__ IN :key', key = product.optionalParts) for defaultPart in defaultPartsData: label = Products.ProductPartLabels.gql('WHERE __key__ IN :key AND partLangCode = :langCode', key = defaultPart.partLabelList, langCode = langCode).get() productDict['parts'][defaultPart.type.typeId]['default'] = label.partLangLabel for optionalPart in optionalPartsData: label = Products.ProductPartLabels.gql('WHERE __key__ IN :key AND partLangCode = :langCode', key = optionalPart.partLabelList, langCode = langCode).get() productDict['parts'][optionalPart.type.typeId]['optional'].append(label.partLangLabel) productList.append(productDict) logging.info(productList) templateData = { 'Languages' : Settings.Languges.all().order('langCode'), 'ProductPartTypes' : typeData, 'Products' : productList } I've tried making the dict in a number of different ways. Like first making a list, then a dict, used tulpes anything I could think of. Any help is welcome! Bouns: If someone have an other approach to the SQL quires, that is more then welcome. I feel that it kinda stupid to run that amount of quires. What is happening that each product part has a different label base on langCode. ..fredrik

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  • GAE HTTP method support

    - by areich
    I get an "unrecognized HTTP method" when trying to do a REPORT request using httplib and gae. Is there a workaround available? An httplib patch for gae? Do you I have to find another host in order to do this natively? According to the docs, only certain fetch actions are valid: GET, POST, HEAD, PUT, and DELETE: http://code.google.com/appengine/docs/python/urlfetch/ fetchfunction.html

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