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  • Having problems install py2app 0.5.2

    - by Francis Young
    Hi there, I am a beginner at python so please excuse me for silly comments or rookie mistakes that i make. I was trying to install py2app 0.5.2 and i hit an error: $Best match: altgraph 0.7.1 $Downloading http://pypi.python.org/packages/source/a/altgraph/altgraph-$0.7.1.tar.gz#md5=f65988bf153410a8514bcdad6a3a8ba6 $Processing altgraph-0.7.1.tar.gz $Running altgraph-0.7.1/setup.py -q bdist_egg --dist-dir /tmp/easy_install-GGBuKJ/altgraph-$\0.7.1/egg-dist-tmp-NdWVjC $error: doc/changelog.rst: No such file or directory I was wondering what the solution to this problem is?

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  • Openerp wIth Ubuntu 9.04

    - by agbrand
    I had Ubuntu 8.10. I upgrade it to 9.04. I have Openerp5.0 server/client/web. It worked on 8.10 but not with 9.04. Now when I try to launch my server using: ./openerp-server.py I have this error: ERROR: Import xpath module ERROR: Try to install the old python-xml package It seems that this version of openerp doesn't work with python2.6. Can I redirect openerp to use old version of Python?

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  • Is virtualenv suitable for a production server?

    - by gnufs
    I'm planning to set up a Python app (Pyblosxom) on my server and considering to run it in its own virtualenv sandbox with --no-site-packages. I'm hoping that such a setup would be easily portable and maintainable over the years. However, I've only used virtualenv for development environments that recreate a certain server setup locally, and most sources about virtualenv seem to also mention virtualenv for such a use. Is there any drawback to running a Python app from a virtualenv on a live server?

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  • How come Win+R prompt can open Python when it's not in my path?

    - by houbysoft
    When I use the run prompt in Windows XP Professional (Win+R), and type python.exe or python, it works and greets me with the python prompt. However, when I start a cmd window, and then type python.exe or python, it doesn't find it. This is what I expect, as the Python directory (for me, I:\Python31\) is not in my PATH. How come, then, that if I type python.exe in the Win+R prompt, it works? Edit: here is a partial output of SET, I removed most irrelevant entries, I'm not sure why is it useful, apart from the PATH variable which I already said doesn't include the Python directory. If you need a particular variable other than these, please ask. CLIENTNAME=Console CommonProgramFiles=I:\Program Files\Common Files ComSpec=I:\WINDOWS\system32\cmd.exe FP_NO_HOST_CHECK=NO OS=Windows_NT Path=I:\WINDOWS\system32;I:\WINDOWS;I:\WINDOWS\system32\WBEM;I:\WINDOWS\system32\WindowsPowerShell\v1.0;I:\Qt\2010.05\mingw\bin;I:\Program Files\CMake 2.8\bin PATHEXT=.COM;.EXE;.BAT;.CMD;.VBS;.VBE;.JS;.JSE;.WSF;.WSH;.PSC1 ProgramFiles=I:\Program Files PROMPT=$P$G SESSIONNAME=Console SystemDrive=I: SystemRoot=I:\WINDOWS VBOX_INSTALL_PATH=I:\Program Files\Oracle\VirtualBox\ windir=I:\WINDOWS

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  • How do I reset my PYTHONPATH?

    - by Underyx
    Somehow my PYTHONPATH environment variable got emptied, and now I can't import some downloaded modules. I've tried running the following command to reinstall all Python packages, but it didn't set the variable back to its original value: dpkg-query -W -f '${package}\n' | grep python | xargs -I % sudo apt-get install % --reinstall How do I reinstall the packages so that this gets sorted out? The (Vagrant) box is running Ubuntu 12.04.

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  • for x in y, type iteration in python. Can I find out what iteration I'm currently on?

    - by foo
    Hi, I have a question about the loop construct in Python in the form of: for x in y: In my case y is a line read from a file and x is separate characters. I would like to put a space after every pair of characters in the output, like this: aa bb cc dd etc. So, I would like to know the current iteration. Is it possible, or do I need to use a more traditional C style for loop with an index?

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  • python challenge, but for C++

    - by davidthepsycho
    Does anyone know any site or book that presents problems like python challenge, but for C++? When I think python challenge, I do not mean only a set of problems to be solved with C++ (for that I could probably use the same problems of python challenge), but rather problems that will probably be best solved using C++ STL, special features of the language, etc. For example, there is one python challenge that is specifically designed to teach you how to use pickle, a serializing library for python. Until now, I only know programming contests problems, but they could also be solved with C, java or other languages.

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  • Which programming idiom to choose for this open source library?

    - by Walkman
    I have an interesting question about which programming idiom is easier to use for beginner developers writing concrete file parsing classes. I'm developing an open source library, which one of the main functionality is to parse plain text files and get structured information from them. All of the files contains the same kind of information, but can be in different formats like XML, plain text (each of them is structured differently), etc. There are a common set of information pieces which is the same in all (e.g. player names, table names, some id numbers) There are formats which are very similar to each other, so it's possible to define a common Base class for them to facilitate concrete format parser implementations. So I can clearly define base classes like SplittablePlainTextFormat, XMLFormat, SeparateSummaryFormat, etc. Each of them hints the kind of structure they aim to parse. All of the concrete classes should have the same information pieces, no matter what. To be useful at all, this library needs to define at least 30-40 of these parsers. A couple of them are more important than others (obviously the more popular formats). Now my question is, which is the best programming idiom to choose to facilitate the development of these concrete classes? Let me explain: I think imperative programming is easy to follow even for beginners, because the flow is fixed, the statements just come one after another. Right now, I have this: class SplittableBaseFormat: def parse(self): "Parses the body of the hand history, but first parse header if not yet parsed." if not self.header_parsed: self.parse_header() self._parse_table() self._parse_players() self._parse_button() self._parse_hero() self._parse_preflop() self._parse_street('flop') self._parse_street('turn') self._parse_street('river') self._parse_showdown() self._parse_pot() self._parse_board() self._parse_winners() self._parse_extra() self.parsed = True So the concrete parser need to define these methods in order in any way they want. Easy to follow, but takes longer to implement each individual concrete parser. So what about declarative? In this case Base classes (like SplittableFormat and XMLFormat) would do the heavy lifting based on regex and line/node number declarations in the concrete class, and concrete classes have no code at all, just line numbers and regexes, maybe other kind of rules. Like this: class SplittableFormat: def parse_table(): "Parses TABLE_REGEX and get information" # set attributes here def parse_players(): "parses PLAYER_REGEX and get information" # set attributes here class SpecificFormat1(SplittableFormat): TABLE_REGEX = re.compile('^(?P<table_name>.*) other info \d* etc') TABLE_LINE = 1 PLAYER_REGEX = re.compile('^Player \d: (?P<player_name>.*) has (.*) in chips.') PLAYER_LINE = 16 class SpecificFormat2(SplittableFormat): TABLE_REGEX = re.compile(r'^Tournament #(\d*) (?P<table_name>.*) other info2 \d* etc') TABLE_LINE = 2 PLAYER_REGEX = re.compile(r'^Seat \d: (?P<player_name>.*) has a stack of (\d*)') PLAYER_LINE = 14 So if I want to make it possible for non-developers to write these classes the way to go seems to be the declarative way, however, I'm almost certain I can't eliminate the declarations of regexes, which clearly needs (senior :D) programmers, so should I care about this at all? Do you think it matters to choose one over another or doesn't matter at all? Maybe if somebody wants to work on this project, they will, if not, no matter which idiom I choose. Can I "convert" non-programmers to help developing these? What are your observations? Other considerations: Imperative will allow any kind of work; there is a simple flow, which they can follow but inside that, they can do whatever they want. It would be harder to force a common interface with imperative because of this arbitrary implementations. Declarative will be much more rigid, which is a bad thing, because formats might change over time without any notice. Declarative will be harder for me to develop and takes longer time. Imperative is already ready to release. I hope a nice discussion will happen in this thread about programming idioms regarding which to use when, which is better for open source projects with different scenarios, which is better for wide range of developer skills. TL; DR: Parsing different file formats (plain text, XML) They contains same kind of information Target audience: non-developers, beginners Regex probably cannot be avoided 30-40 concrete parser classes needed Facilitate coding these concrete classes Which idiom is better?

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  • How can I resize pixel art in Pyglet without making it blurry?

    - by Renold
    I have a tileset of 8x8 pixel images, and I want to resize them in my game so they'd be double that (16x16 pixels, e.g. turning each pixel into a 2x2 block.) What I'm trying to achieve is a Minecraft-like effect, where you have small pixel images scale to larger blockier pixels. In Pyglet, the sprite's scale property blurs the pixels. Is there some other way? Update: So I changed my code, but I'm still having the same issue (nothing changed.) Of course, the GL commands are kind of mysterious to me: gl.glEnable(gl.GL_TEXTURE_2D) image = resource.image('tileset.png') texture = image.get_texture() gl.glBindTexture(gl.GL_TEXTURE_2D, texture.id) gl.glTexParameteri(gl.GL_TEXTURE_2D, gl.GL_TEXTURE_MIN_FILTER, gl.GL_NEAREST) texture.width = 16 # resize from 8x8 to 16x16 texture.height = 16 image.blit(100, 30) # draw Is there something else I should try?

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  • Add collison detection to enemy sprites?

    - by xBroak
    i'd like to add the same collision detection used by the player sprite to the enemy sprites or 'creeps' ive added all the relevant code I can see yet collisons are still not being detected and handled, please find below the class, I have no idea what is wrong currently, the list of walls to collide with is 'wall_list' import pygame import pauseScreen as dm import re from pygame.sprite import Sprite from pygame import Rect, Color from random import randint, choice from vec2d import vec2d from simpleanimation import SimpleAnimation import displattxt black = (0,0,0) white = (255,255,255) blue = (0,0,255) green = (101,194,151) global currentEditTool currentEditTool = "Tree" global editMap editMap = False open('MapMaker.txt', 'w').close() def draw_background(screen, tile_img): screen.fill(black) img_rect = tile_img.get_rect() global rect rect = img_rect nrows = int(screen.get_height() / img_rect.height) + 1 ncols = int(screen.get_width() / img_rect.width) + 1 for y in range(nrows): for x in range(ncols): img_rect.topleft = (x * img_rect.width, y * img_rect.height) screen.blit(tile_img, img_rect) def changeTool(): if currentEditTool == "Tree": None elif currentEditTool == "Rock": None def pauseGame(): red = 255, 0, 0 green = 0,255, 0 blue = 0, 0,255 screen.fill(black) pygame.display.update() if editMap == False: choose = dm.dumbmenu(screen, [ 'Resume', 'Enable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("hi") elif choose ==1: global editMap editMap = True elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None else: choose = dm.dumbmenu(screen, [ 'Resume', 'Disable Map Editor', 'Quit Game'], 64,64,None,32,1.4,green,red) if choose == 0: print("Resume") elif choose ==1: print("Dis ME") global editMap editMap = False elif choose ==2: print("bob") elif choose ==3: print("bob") elif choose ==4: print("bob") else: None class Wall(pygame.sprite.Sprite): # Constructor function def __init__(self,x,y,width,height): pygame.sprite.Sprite.__init__(self) self.image = pygame.Surface([width, height]) self.image.fill(green) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertTree(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/tree.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class insertRock(pygame.sprite.Sprite): def __init__(self,x,y,width,height, typ): pygame.sprite.Sprite.__init__(self) self.image = pygame.image.load("images/map/rock.png").convert() self.image.set_colorkey(white) self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x class Creep(pygame.sprite.Sprite): """ A creep sprite that bounces off walls and changes its direction from time to time. """ change_x=0 change_y=0 def __init__( self, screen, creep_image, explosion_images, field, init_position, init_direction, speed): """ Create a new Creep. screen: The screen on which the creep lives (must be a pygame Surface object, such as pygame.display) creep_image: Image (surface) object for the creep explosion_images: A list of image objects for the explosion animation. field: A Rect specifying the 'playing field' boundaries. The Creep will bounce off the 'walls' of this field. init_position: A vec2d or a pair specifying the initial position of the creep on the screen. init_direction: A vec2d or a pair specifying the initial direction of the creep. Must have an angle that is a multiple of 45 degres. speed: Creep speed, in pixels/millisecond (px/ms) """ Sprite.__init__(self) self.screen = screen self.speed = speed self.field = field self.rect = creep_image.get_rect() # base_image holds the original image, positioned to # angle 0. # image will be rotated. # self.base_image = creep_image self.image = self.base_image self.explosion_images = explosion_images # A vector specifying the creep's position on the screen # self.pos = vec2d(init_position) # The direction is a normalized vector # self.direction = vec2d(init_direction).normalized() self.state = Creep.ALIVE self.health = 15 def is_alive(self): return self.state in (Creep.ALIVE, Creep.EXPLODING) def changespeed(self,x,y): self.change_x+=x self.change_y+=y def update(self, time_passed, walls): """ Update the creep. time_passed: The time passed (in ms) since the previous update. """ if self.state == Creep.ALIVE: # Maybe it's time to change the direction ? # self._change_direction(time_passed) # Make the creep point in the correct direction. # Since our direction vector is in screen coordinates # (i.e. right bottom is 1, 1), and rotate() rotates # counter-clockwise, the angle must be inverted to # work correctly. # self.image = pygame.transform.rotate( self.base_image, -self.direction.angle) # Compute and apply the displacement to the position # vector. The displacement is a vector, having the angle # of self.direction (which is normalized to not affect # the magnitude of the displacement) # displacement = vec2d( self.direction.x * self.speed * time_passed, self.direction.y * self.speed * time_passed) self.pos += displacement # When the image is rotated, its size is changed. # We must take the size into account for detecting # collisions with the walls. # self.image_w, self.image_h = self.image.get_size() bounds_rect = self.field.inflate( -self.image_w, -self.image_h) if self.pos.x < bounds_rect.left: self.pos.x = bounds_rect.left self.direction.x *= -1 elif self.pos.x > bounds_rect.right: self.pos.x = bounds_rect.right self.direction.x *= -1 elif self.pos.y < bounds_rect.top: self.pos.y = bounds_rect.top self.direction.y *= -1 elif self.pos.y > bounds_rect.bottom: self.pos.y = bounds_rect.bottom self.direction.y *= -1 # collision detection old_x=bounds_rect.left new_x=old_x+self.direction.x bounds_rect.left = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes bounds_rect.left=old_x old_y=self.pos.y new_y=old_y+self.direction.y self.pos.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.pos.y=old_y elif self.state == Creep.EXPLODING: if self.explode_animation.active: self.explode_animation.update(time_passed) else: self.state = Creep.DEAD self.kill() elif self.state == Creep.DEAD: pass #------------------ PRIVATE PARTS ------------------# # States the creep can be in. # # ALIVE: The creep is roaming around the screen # EXPLODING: # The creep is now exploding, just a moment before dying. # DEAD: The creep is dead and inactive # (ALIVE, EXPLODING, DEAD) = range(3) _counter = 0 def _change_direction(self, time_passed): """ Turn by 45 degrees in a random direction once per 0.4 to 0.5 seconds. """ self._counter += time_passed if self._counter > randint(400, 500): self.direction.rotate(45 * randint(-1, 1)) self._counter = 0 def _point_is_inside(self, point): """ Is the point (given as a vec2d) inside our creep's body? """ img_point = point - vec2d( int(self.pos.x - self.image_w / 2), int(self.pos.y - self.image_h / 2)) try: pix = self.image.get_at(img_point) return pix[3] > 0 except IndexError: return False def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def _explode(self): """ Starts the explosion animation that ends the Creep's life. """ self.state = Creep.EXPLODING pos = ( self.pos.x - self.explosion_images[0].get_width() / 2, self.pos.y - self.explosion_images[0].get_height() / 2) self.explode_animation = SimpleAnimation( self.screen, pos, self.explosion_images, 100, 300) global remainingCreeps remainingCreeps-=1 if remainingCreeps == 0: print("all dead") def draw(self): """ Blit the creep onto the screen that was provided in the constructor. """ if self.state == Creep.ALIVE: # The creep image is placed at self.pos. To allow for # smooth movement even when the creep rotates and the # image size changes, its placement is always # centered. # self.draw_rect = self.image.get_rect().move( self.pos.x - self.image_w / 2, self.pos.y - self.image_h / 2) self.screen.blit(self.image, self.draw_rect) # The health bar is 15x4 px. # health_bar_x = self.pos.x - 7 health_bar_y = self.pos.y - self.image_h / 2 - 6 self.screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) self.screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) elif self.state == Creep.EXPLODING: self.explode_animation.draw() elif self.state == Creep.DEAD: pass def mouse_click_event(self, pos): """ The mouse was clicked in pos. """ if self._point_is_inside(vec2d(pos)): self._decrease_health(3) #begin new player class Player(pygame.sprite.Sprite): change_x=0 change_y=0 frame = 0 def __init__(self,x,y): pygame.sprite.Sprite.__init__(self) # LOAD PLATER IMAGES # Set height, width self.images = [] for i in range(1,17): img = pygame.image.load("images/player/" + str(i)+".png").convert() #player images img.set_colorkey(white) self.images.append(img) self.image = self.images[0] self.rect = self.image.get_rect() self.rect.y = y self.rect.x = x self.health = 15 self.image_w, self.image_h = self.image.get_size() health_bar_x = self.rect.x - 7 health_bar_y = self.rect.y - self.image_h / 2 - 6 screen.fill( Color('red'), (health_bar_x, health_bar_y, 15, 4)) screen.fill( Color('green'), ( health_bar_x, health_bar_y, self.health, 4)) def changespeed(self,x,y): self.change_x+=x self.change_y+=y def _decrease_health(self, n): """ Decrease my health by n (or to 0, if it's currently less than n) """ self.health = max(0, self.health - n) if self.health == 0: self._explode() def update(self,walls): # collision detection old_x=self.rect.x new_x=old_x+self.change_x self.rect.x = new_x # hit a wall? collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.x=old_x old_y=self.rect.y new_y=old_y+self.change_y self.rect.y = new_y collide = pygame.sprite.spritecollide(self, walls, False) if collide: # yes self.rect.y=old_y # right to left if self.change_x < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 # Grab the image, divide by 4 # every 4 frames. self.image = self.images[self.frame//4] # Move left to right. # images 4...7 instead of 0...3. if self.change_x > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4] if self.change_y > 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4] if self.change_y < 0: self.frame += 1 if self.frame > 3*4: self.frame = 0 self.image = self.images[self.frame//4+4+4+4] score = 0 # initialize pyGame pygame.init() # 800x600 sized screen global screen screen = pygame.display.set_mode([800, 600]) screen.fill(black) #bg_tile_img = pygame.image.load('images/map/grass.png').convert_alpha() #draw_background(screen, bg_tile_img) #pygame.display.flip() # Set title pygame.display.set_caption('Test') #background = pygame.Surface(screen.get_size()) #background = background.convert() #background.fill(black) # Create the player player = Player( 50,50 ) player.rect.x=50 player.rect.y=50 movingsprites = pygame.sprite.RenderPlain() movingsprites.add(player) # Make the walls. (x_pos, y_pos, width, height) global wall_list wall_list=pygame.sprite.RenderPlain() wall=Wall(0,0,10,600) # left wall wall_list.add(wall) wall=Wall(10,0,790,10) # top wall wall_list.add(wall) #wall=Wall(10,200,100,10) # poke wall wall_list.add(wall) wall=Wall(790,0,10,600) #(x,y,thickness, height) wall_list.add(wall) wall=Wall(10,590,790,10) #(x,y,thickness, height) wall_list.add(wall) f = open('MapMaker.txt') num_lines = sum(1 for line in f) print(num_lines) lineCount = 0 with open("MapMaker.txt") as infile: for line in infile: f = open('MapMaker.txt') print(line) coords = line.split(',') #print(coords[0]) #print(coords[1]) #print(coords[2]) #print(coords[3]) #print(coords[4]) if "tree" in line: print("tree in") wall=insertTree(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4]) wall_list.add(wall) elif "rock" in line: print("rock in") wall=insertRock(int(coords[0]),int(coords[1]), int(coords[2]),int(coords[3]),coords[4] ) wall_list.add(wall) width = 20 height = 540 height = height - 48 for i in range(0,23): width = width + 32 name = insertTree(width,540,790,10,"tree") #wall_list.add(name) name = insertTree(width,height,690,10,"tree") #wall_list.add(name) CREEP_SPAWN_TIME = 200 # frames creep_spawn = CREEP_SPAWN_TIME clock = pygame.time.Clock() bg_tile_img = pygame.image.load('images/map/grass.png').convert() img_rect = bg_tile_img FIELD_RECT = Rect(50, 50, 700, 500) CREEP_FILENAMES = [ 'images/player/1.png', 'images/player/1.png', 'images/player/1.png'] N_CREEPS = 3 creep_images = [ pygame.image.load(filename).convert_alpha() for filename in CREEP_FILENAMES] explosion_img = pygame.image.load('images/map/tree.png').convert_alpha() explosion_images = [ explosion_img, pygame.transform.rotate(explosion_img, 90)] creeps = pygame.sprite.RenderPlain() done = False #bg_tile_img = pygame.image.load('images/map/grass.png').convert() #draw_background(screen, bg_tile_img) totalCreeps = 0 remainingCreeps = 3 while done == False: creep_images = pygame.image.load("images/player/1.png").convert() creep_images.set_colorkey(white) draw_background(screen, bg_tile_img) if len(creeps) != N_CREEPS: if totalCreeps < N_CREEPS: totalCreeps = totalCreeps + 1 print(totalCreeps) creeps.add( Creep( screen=screen, creep_image=creep_images, explosion_images=explosion_images, field=FIELD_RECT, init_position=( randint(FIELD_RECT.left, FIELD_RECT.right), randint(FIELD_RECT.top, FIELD_RECT.bottom)), init_direction=(choice([-1, 1]), choice([-1, 1])), speed=0.01)) for creep in creeps: creep.update(60,wall_list) creep.draw() for event in pygame.event.get(): if event.type == pygame.QUIT: done=True if event.type == pygame.KEYDOWN: if event.key == pygame.K_LEFT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_RIGHT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_UP: player.changespeed(0,-2) creep.changespeed(0,-2) if event.key == pygame.K_DOWN: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_ESCAPE: pauseGame() if event.key == pygame.K_1: global currentEditTool currentEditTool = "Tree" changeTool() if event.key == pygame.K_2: global currentEditTool currentEditTool = "Rock" changeTool() if event.type == pygame.KEYUP: if event.key == pygame.K_LEFT: player.changespeed(2,0) creep.changespeed(2,0) if event.key == pygame.K_RIGHT: player.changespeed(-2,0) creep.changespeed(-2,0) if event.key == pygame.K_UP: player.changespeed(0,2) creep.changespeed(0,2) if event.key == pygame.K_DOWN: player.changespeed(0,-2) creep.changespeed(0,-2) if event.type == pygame.MOUSEBUTTONDOWN and pygame.mouse.get_pressed()[0]: for creep in creeps: creep.mouse_click_event(pygame.mouse.get_pos()) if editMap == True: x,y = pygame.mouse.get_pos() if currentEditTool == "Tree": name = insertTree(x-10,y-25, 10 , 10, "tree") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") image = pygame.image.load("images/map/tree.png").convert() screen.blit(image, (30,10)) pygame.display.flip() f.write(str(x) + "," + str(y) + ",790,10, tree\n") #f.write("wall=insertTree(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") elif currentEditTool == "Rock": name = insertRock(x-10,y-25, 10 , 10,"rock") wall_list.add(name) wall_list.draw(screen) f = open('MapMaker.txt', "a+") f.write(str(x) + "," + str(y) + ",790,10,rock\n") #f.write("wall=insertRock(" + str(x) + "," + str(y) + ",790,10)\nwall_list.add(wall)\n") else: None #pygame.display.flip() player.update(wall_list) movingsprites.draw(screen) wall_list.draw(screen) pygame.display.flip() clock.tick(60) pygame.quit()

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  • Front-end structure of large scale Django project

    - by Saike
    Few days ago, I started to work in new company. Before me, all front-end and backend code was written by one man (oh my...). As you know, Django app contains two main directories for front-end: /static - for static(public) files and /templates - for django templates Now, we have large application with more than 10 different modules like: home, admin, spanel, mobile etc. This is current structure of files and directories: FIRST - /static directory. As u can see, it is mixed directories with some named like modules, some contains global libs. one more: SECOND - /templates directory. Some directories named like module with mixed templates, some depends on new version =), some used only in module, but placed globally. and more: I think, that this is ugly, non-maintable, put-in-stress structure! After some time spend, i suggest to use this scheme, that based on module-structure. At first, we have version directories, used for save full project backup, includes: /DEPRECATED directory - for old, unused files and /CURRENT (Active) directory, that contains production version of project. I think it's right, because we can access to older or newer version files fast and easy. Also, we are saved from broken or wrong dependencies between different versions. Second, in every version we have standalone modules and global module. Every module contains own /static and /templates directories. This structure used to avoid broken or wrong dependencies between different modules, because every module has own js app, css tables and local images. Global module contains all libraries, main stylesheets and images like logos or favicon. I think, this structure is much better to maintain, update, refactoring etc. My question is: How do you think, is this scheme better than current? Can this scheme live, or it is not possible to implement this in Django app?

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  • Installing Ubuntu One on Ubuntu 11.10 server

    - by Yar
    I have installed "Ubuntu One" on an Ubuntu server 11.10 based on these instructions: How do I configure Ubuntu one on a 11.10 server? Everything went smooth during installation. However when I try the command: u1sdtool --start to get the server up, I get the following stack error: u1sdtool --start /usr/lib/python2.7/dist-packages/gtk-2.0/gtk/init.py:57: GtkWarning: could not open display warnings.warn(str(e), _gtk.Warning) Unhandled Error Traceback (most recent call last): dbus.exceptions.DBusException: org.freedesktop.DBus.Error.NotSupported: Unable to autolaunch a dbus-daemon without a $DISPLAY for X11 Does anyone have a clue how to solve this issue?

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  • Installing Ubuntu One on Ubuntu 11.10 server

    - by Yaron
    I have installed "Ubuntu One" on an Ubuntu server 11.10 based on these instructions: How do I configure Ubuntu one on a 11.10 server? Everything went smooth during installation. However when I try the command: u1sdtool --start to get the server up, I get the following stack error: u1sdtool --start /usr/lib/python2.7/dist-packages/gtk-2.0/gtk/init.py:57: GtkWarning: could not open display warnings.warn(str(e), _gtk.Warning) Unhandled Error Traceback (most recent call last): dbus.exceptions.DBusException: org.freedesktop.DBus.Error.NotSupported: Unable to autolaunch a dbus-daemon without a $DISPLAY for X11 Does anyone have a clue how to solve this issue?

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  • How do I resolve not fully installed package (python3-setuptools)?

    - by user3737693
    I was trying to install python3-setuptools, and when i run $ sudo apt-get install python3-setuptools I get this error: Reading package lists... Done Building dependency tree Reading state information... Done 0 upgraded, 0 newly installed, 0 to remove and 6 not upgraded. 1 not fully installed or removed. After this operation, 0 B of additional disk space will be used. Setting up python3-setuptools (0.6.34-0ubuntu1) ... Traceback (most recent call last): File "/usr/bin/py3compile", line 36, in <module> from debpython import files as dpf File "/usr/share/python3/debpython/files.py", line 25, in <module> from debpython.pydist import PUBLIC_DIR_RE File "/usr/share/python3/debpython/pydist.py", line 28, in <module> from debpython.tools import memoize File "/usr/share/python3/debpython/tools.py", line 25, in <module> from datetime import datetime ImportError: /usr/bin/datetime.so: undefined symbol: _Py_ZeroStruct dpkg: error processing python3-setuptools (--configure): subprocess installed post-installation script returned error exit status 1 Errors were encountered while processing: python3-setuptools E: Sub-process /usr/bin/dpkg returned an error code (1) I tried apt-get clean, apt-get autoclean, apt-get remove python3-setuptools, dpkg --remove python3-setuptools, apt-get install -f, dpkg -P --force-remove-reinstreq, dpkg -P --force-all --force-remove-reinstreq and dpkg --purge, but none of them worked. Output of sudo dpkg -P --force-all --force-remove-reinstreq python3-setuptools (Reading database ... 225309 files and directories currently installed.) Removing python3-setuptools ... Traceback (most recent call last): File "/usr/bin/py3clean", line 32, in <module> from debpython import files as dpf File "/usr/share/python3/debpython/files.py", line 25, in <module> from debpython.pydist import PUBLIC_DIR_RE File "/usr/share/python3/debpython/pydist.py", line 28, in <module> from debpython.tools import memoize File "/usr/share/python3/debpython/tools.py", line 25, in <module> from datetime import datetime ImportError: /usr/bin/datetime.so: undefined symbol: _Py_ZeroStruct dpkg: error processing python3-setuptools (--purge): subprocess installed pre-removal script returned error exit status 1 Traceback (most recent call last): File "/usr/bin/py3compile", line 36, in <module> from debpython import files as dpf File "/usr/share/python3/debpython/files.py", line 25, in <module> from debpython.pydist import PUBLIC_DIR_RE File "/usr/share/python3/debpython/pydist.py", line 28, in <module> from debpython.tools import memoize File "/usr/share/python3/debpython/tools.py", line 25, in <module> from datetime import datetime ImportError: /usr/bin/datetime.so: undefined symbol: _Py_ZeroStruct dpkg: error while cleaning up: subprocess installed post-installation script returned error exit status 1 Errors were encountered while processing: python3-setuptools

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  • Flexible cloud file storage for a web.py app?

    - by benwad
    I'm creating a web app using web.py (although I may later rewrite it for Tornado) which involves a lot of file manipulation. One example, the app will have a git-style 'commit' operation, in which some files are sent to the server and placed in a new folder along with the unchanged files from the last version. This will involve copying the old folder to the new folder, replacing/adding/deleting the files in the commit to the new folder, then deleting all unchanged files in the old folder (as they are now in the new folder). I've decided on Heroku for the app hosting environment, and I am currently looking at cloud storage options that are built with these kinds of operations in mind. I was thinking of Amazon S3, however I'm not sure if that lets you carry out these kinds of file operations in-place. I was thinking I may have to load these files into the server's RAM and then re-insert them into the bucket, costing me a fortune. I was also thinking of Progstr Filer (http://filer.progstr.com/index.html) but that seems to only integrate with Rails apps. Can anyone help with this? Basically I want file operations to be as cheap as possible.

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  • How can I check if Python´s ConfigParser has a section or not?

    - by Voidcode
    How can I check if the ConfigParser mainfile has a section or not, And if it don´t then add a new section to it? I am trying with this code: import ConfigParser config = ConfigParser.ConfigParser() #if the config file don´t has the section 'globel', then add it to the config-file if not config.has_section("globel"): config.add_section("globel") config.set("globel", "settings", "someting") config.write(open("/tmp/myfile.conf", "w")) print "The new sestion globel is now added!!" #else just return the the value of globle->settings else: config.read("/tmp/myfile.conf") print "else... globle->settings == "+config.get("globel", "settings")

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  • Design patterns: when to use and when to stop doing everything using patterns

    - by honeybadger
    This question arises due to comment of FredOverflow in my previous post. Design pattern used in projects I am quite confused by the comment. I know design pattern help in making code reusable and readable (may lack in efficiency a bit). But when to use design patterns and most importantly when to stop doing everything using patterns or carried away by it ? Any comments from you will be helpful. tagging programing languages too to cover broader audience.

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  • Tips/Process for web-development using Django in a small team

    - by Mridang Agarwalla
    We're developing a web app uing Django and we're a small team of 3-4 programmers — some doing the UI stuff and some doing the Backend stuff. I'd love some tips and suggestions from the people here. This is out current setup: We're using Git as as our SCM tool and following this branching model. We're following the PEP8 for your style guide. Agile is our software development methodology and we're using Jira for that. We're using the Confluence plugin for Jira for documentation and I'm going to be writing a script that also dumps the PyDocs into Confluence. We're using virtualenv for sandboxing We're using zc.buildout for building This is whatever I can think of off the top of my head. Any other suggestions/tips would be welcome. I feel that we have a pretty good set up but I'm also confident that we could do more. Thanks.

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  • Pygame Tile Based Character movement speed

    - by Ryan
    Thanks for taking the time to read this. Right now I'm making a really basic tile based game. The map is a large amount of 16x16 tiles, and the character image is 16x16 as well. My character has its own class that is an extension of the sprite class, and the x and y position is saved in terms of the tile position. To note I am fairly new to pygame. My question is, I am planning to have character movement restricted to one tile at a time, and I'm not sure how to make it so that, even if the player hits the directional key dozens of time quickly, (WASD or arrow keys) it will only move from tile to tile at a certain speed. How could I implement this generally with pygame? (Similar to game movement of like Pokemon or NexusTk). Edit: I should probably note that I want it so that the player can only end a movement in a tile. He couldn't stop moving halfway inbetween a tile for example. Thanks for your time! Ryan

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  • scrapy cannot find div on this website [on hold]

    - by Jaspal Singh Rathour
    I am very new at this and have been trying to get my head around my first selector can somebody help? i am trying to extract data from page http://groceries.asda.com/asda-webstore/landing/home.shtml?cmpid=ahc--ghs-d1--asdacom-dsk-_-hp#/shelf/1215337195041/1/so_false all the info under div class = listing clearfix shelfListing but i cant seem to figure out how to format response.xpath(). I have managed to launch scrapy console but no matter what I type in response.xpath() i cant seem to select the right node. I know it works because when I type response.xpath('//div[@class="container"]') I get a response but don't know how to navigate to the listsing cleardix shelflisting. I am hoping that once i get this bit I can continue working my way through the spider. Thank you in advance! PS I wonder if it is not possible to scan this site - is it possible for the owners to block spiders?

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  • Scrapy cannot find div on this website [on hold]

    - by Jaspal Singh Rathour
    I am very new at this and have been trying to get my head around my first selector can somebody help? i am trying to extract data from page http://groceries.asda.com/asda-webstore/landing/home.shtml?cmpid=ahc--ghs-d1--asdacom-dsk-_-hp#/shelf/1215337195041/1/so_false all the info under div class = listing clearfix shelfListing but i cant seem to figure out how to format response.xpath(). I have managed to launch scrapy console but no matter what I type in response.xpath() i cant seem to select the right node. I know it works because when I type response.xpath('//div[@class="container"]') I get a response but don't know how to navigate to the listsing cleardix shelflisting. I am hoping that once i get this bit I can continue working my way through the spider. Thank you in advance! PS I wonder if it is not possible to scan this site - is it possible for the owners to block spiders?

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  • Where is my Ubuntu One ribbon?

    - by Roland Taylor
    I'm not seeing the Ubuntu One ribbon in Nautilus-Elementary. I have the nautilus-terminal extension as well, so I don't know if they don't work together. I tried running nautilus from the terminal (for a separate issue), and I think I might be onto something. It seems the Ubuntu One ribbon is not finding something (it had an exception). I got the NE-Terminal working again by deleting the gconf directory for Nautilus.

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