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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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  • rewrite on urls to add “/”

    - by Jean
    Hello, I know how to rewrite urls to redirect to a page. When the "/" is not at the end of www.DomainName.com/user/myUserName the redirect works: RewriteRule /$ /user/index.php When I write RewriteBase / the above rule does not work, but a 404 error. How to add a "/" at the end of www.DomainName.com/user/myUserName/ and still redirect to /user/index.php. This can be written into the .htaccess or httpd.conf Thanks Jean

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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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  • “File does not exist” in apache error log when mod_rewrite is using

    - by Nithin
    I am getting below error in server log, when re-writing the urls. [Fri Jan 25 11:32:57 2013] [error] [client ***IP***] File does not exist: /home/testserver/public_html/testing/flats-in-delhi-for-sale, referer: http://domain.in/testing/flats-in-delhi-for-sale/ I searched very where, but not found any solution ! My .htaccess config is given below: Options +FollowSymLinks Options All -Indexes ErrorDocument 404 http://domain.in/testing/404.php RewriteEngine On #Category Link RewriteRule ^([a-zA-Z]+)-in-([a-zA-Z]+)-([a-zA-Z-]+)/?$ view-category.php?type=$1&dis=$2&cat=$3 [NC,L] #Single Property Link RewriteRule ^([a-zA-Z]+)-in-([a-zA-Z]+)-([a-zA-Z-]+)/([a-zA-Z0-9-]+)/?$ view-property.php?type=$1&district=$2&category=$3&title_alias=$4 [NC,L] I also found similar old dated question, but no answer :( (http://webmasters.stackexchange.com/questions/16606/file-does-not-exist-in-apache-error-log) Thanks in advance for your help. PS: My site is working fine even Apache log is showing the error Nithin

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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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  • 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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  • 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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  • Redirect all access requests to a domain and subdomain(s) except from specific IP address? [closed]

    - by Christopher
    This is a self-answered question... After much wrangling I found the magic combination of mod_rewrite rules so I'm posting here. My scenario is that I have two domains - domain1.com and domain2.com - both of which are currently serving identical content (by way of a global 301 redirect from domain1 to domain2). Domain1 was then chosen to be repurposed to be a 'portal' domain - with a corporate CMS-based site leading off from the front page, and the existing 'retail' domain (domain2) left to serve the main web site. In addition, a staging subdomain was created on domain1 in order to prepare the new corporate site without impinging on the root domain's existing operation. I contemplated just rewriting all requests to domain2 and setting up the new corporate site 'behind the scenes' without using a staging domain, but I usually use subdomains when setting up new sites. Finally, I required access to the 'actual' contents of the domains and subdomains - i.e., to not be redirected like all other visitors - in order that I can develop the new site and test it in the staging environment on the live server, as I'm not using a separate development webserver in this case. I also have another test subdomain on domain1 which needed to be preserved. The way I eventually set it up was as follows: (10.2.2.1 would be my home WAN IP) .htaccess in root of domain1 RewriteEngine On RewriteCond %{REMOTE_ADDR} !^10\.2\.2\.1 RewriteCond %{HTTP_HOST} !^staging.domain1.com$ [NC] RewriteCond %{HTTP_HOST} !^staging2.domain1.com$ [NC] RewriteRule ^(.*)$ http://domain2.com/$1 [R=301] .htaccess in staging subdomain on domain1: RewriteEngine On RewriteCond %{REMOTE_ADDR} !^10\.2\.2\.1 RewriteCond %{HTTP_HOST} ^staging.revolver.coop$ [NC] RewriteRule ^(.*)$ http://domain2.com/$1 [R=301,L] The multiple .htaccess files and multiple rulesets require more processing overhead and longer iteration as the visitor is potentially redirected twice, however I find it to be a more granular method of control as I can selectively allow more than one IP address access to individual staging subdomain(s) without automatically granting them access to everything else. It also keeps the rulesets fairly simple and easy to read. (or re-interpret, because I'm always forgetting how I put rules together!) If anybody can suggest a more efficient way of merging all these rules and conditions into just one main ruleset in the root of domain1, please post! I'm always keen to learn, this post is more my attempt to preserve this information for those who are looking to redirect entire domains for all visitors except themselves (for design/testing purposes) and not just denying specific file access for maintenance mode (there are many good examples of simple mod_rewrite rules for 'maintenance mode' style operation easily findable via Google). You can also extend the IP address detection - firstly by using wildcards ^10\.2\.2\..*: the last octet's \..* denotes the usual "." and then "zero or more arbitrary characters", signified by the .* - so you can specify specific ranges of IPs in a subnet or entire subnets if you wish. You can also use square brackets: ^10\.2\.[1-255]\.[120-140]; ^10\.2\.[1-9]?[0-9]\.; ^10\.2\.1[0-1][0-9]\. etc. The third way, if you wish to specify multiple discrete IP addresses, is to bracket them in the style of ^(1.1.1.1|2.2.2.2|3.3.3.3)$, and you can of course use square brackets to substitute octets or single digits again. NB: if you're using individual RewriteCond lines to specify multiple IPs / ranges, make sure to put [OR] at the end of each one otherwise mod_rewrite will interpret as "if IP address matches 1.1.1.1 AND if IP address matches 2.2.2.2... which is of course impossible! However as far as I'm aware this isn't necessary if you're using the ! negator to specify "and is not...". Kudos also to SE: this older question also came in useful when I was verifying my own knowledge prior to my futzing around with code. This page was helpful, as were the various other links posted below (can't hyperlink them all due to spam protection... other regex checkers are available). The AddedBytes cheat sheet's useful to pin up on your wall. Other referenced URLs: internetofficer.com/seo-tool/regex-tester/ fantomaster.com/faarticles/rewritingurls.txt internetofficer.com/seo-tool/regex-tester/ addedbytes.com/cheat-sheets/mod_rewrite-cheat-sheet/

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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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  • How to internally rewrite a page when requested from specific HTTP_HOST

    - by Andy
    Hi all, I have a Drupal site, site.com, and our client has a campaign that they're promoting for which they've bought a new domain name, campaign.com. I'd like it so that a request for campaign.com internally rewrites to a particular page of the Drupal site. Note Drupal uses an .htaccess file in the document root. The normal Drupal rewrite is # Rewrite URLs of the form 'x' to the form 'index.php?q=x'. RewriteCond %{REQUEST_FILENAME} !-f RewriteCond %{REQUEST_FILENAME} !-d RewriteCond %{REQUEST_URI} !=/favicon.ico RewriteRule ^(.*)$ index.php?q=$1 [L,QSA] I added the following before the normal rewrite. # Custom URLS (eg. microsites) go here RewriteCond %{HTTP_HOST} =campaign.com RewriteCond %{REQUEST_URI} =/ RewriteRule ^ index.php?q=node/22 [L] Unfortunately it doesn't work, it just shows the homepage. Turning on the rewrite log I get this. 1. [rid#2da8ea8/initial] (3) [perdir D:/wamp/www/] strip per-dir prefix: D:/wamp/www/ - 2. [rid#2da8ea8/initial] (3) [perdir D:/wamp/www/] applying pattern '^' to uri '' 3. [rid#2da8ea8/initial] (2) [perdir D:/wamp/www/] rewrite '' - 'index.php?q=node/22' 4. [rid#2da8ea8/initial] (3) split uri=index.php?q=node/22 - uri=index.php, args=q=node/22 5. [rid#2da8ea8/initial] (3) [perdir D:/wamp/www/] add per-dir prefix: index.php - D:/wamp/www/index.php 6. [rid#2da8ea8/initial] (2) [perdir D:/wamp/www/] strip document_root prefix: D:/wamp/www/index.php - /index.php 7. [rid#2da8ea8/initial] (1) [perdir D:/wamp/www/] internal redirect with /index.php [INTERNAL REDIRECT] 8. [rid#2da7770/initial/redir#1] (3) [perdir D:/wamp/www/] strip per-dir prefix: D:/wamp/www/index.php - index.php 9. [rid#2da7770/initial/redir#1] (3) [perdir D:/wamp/www/] applying pattern '^' to uri 'index.php' 10.[rid#2da7770/initial/redir#1] (3) [perdir D:/wamp/www/] strip per-dir prefix: D:/wamp/www/index.php - index.php 11.[rid#2da7770/initial/redir#1] (3) [perdir D:/wamp/www/] applying pattern '^(.*)$' to uri 'index.php' 12.[rid#2da7770/initial/redir#1] (1) [perdir D:/wamp/www/] pass through D:/wamp/www/index.php I'm not used to mod_rewrite, so I might be missing something, but comparing the logs from a call to http://site.com/node/3 and from http://campaign.com/ I can't see any meaningful difference. Specifically uri and args on line 4 seem correct, the internal redirect on line 7 seems right, and the pass through on line 12 seems right (because the file index.php exists). But for some reason it seems the query string's been discarded/ignored around the time of the internal redirect. I'm completely stumped. Also, if anyone could provide a reference on understanding the rewrite log, that might help. It'd be great if there's a way to track the query string through the internal redirect. FWIW I'm using WampServer 2.1 with Apache 2.2.17.

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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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  • The number of soft 404 errors is increasing because of redirects to the home page

    - by Stevie G
    I have an increase in soft 404 errors. Using Apache in my .htaccess file I have: Redirect 301 /test.html? /page/pop/test Redirect 301 /about.html? /about I have also tried: Redirect 301 http://www.example.co.za/test.html? http://www.example.co.za/services/test however whenever I go to: http://www.example.co.za/test.html http://www.example.co.za/about.html it just redirects to the home page I also have: RewriteRule ^.*$ index.php [NC,L] in .htaccess

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  • setting up mod_proxy - plesk, apache, .htacess?

    - by sam
    I want to set up mod_proxy to work so that my blog is running under a subdirectory of my site rather than subdomain so i get the seo backlink benefit. What im looking to do is get my tumblr blog which is running at blog.mysite.com (which is in turn mapped from myblog.tumblr.com) will be running on mysite.com/blog How can i set up mod_proxy to do this, is it just something that i can setup from inside of my .htacess file ? Ive got my site hosted on an apache server, using plesk as a controll panel. I contacted my webhost and they told me mod_rewrite could acheve it, they gave me this but said they wont provide me further support regarding mod_rewrite as its somthing they dont support <IfModule mod_rewrite.c> RewriteEngine On RewriteCond %{HTTP_HOST} ^example.co.uk/blog$ RewriteCond %{REQUEST_URI} !/standard RewriteRule ^(.*)$ http://example.tumblr.com$1 [R] </IfModule> ideally id like to use the mod_proxy method as it recomended from an seo point of view from this article http://www.seomoz.org/blog/what-is-a-reverse-proxy-and-how-can-it-help-my-seo

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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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  • Apache mod_rewrite for multiple domains to SSL

    - by Aaron Vegh
    Hi there, I'm running a web service that will allow people to create their own "instances" of my application, running under their own domain. These people will create an A record to forward a subdomain of their main domain to my server. The problem is that my server runs everything under SSL. So in my configuration for port 80, I have the following: <VirtualHost *:80> ServerName mydomain.com ServerAlias www.mydomain.com RewriteEngine On RewriteCond %{HTTPS} !=on RewriteRule /(.*) https://mydomain.com/$1 [R=301] </VirtualHost> This has worked well to forward all requests from the http: to https: domain. But as I said, I now need to let any domain automatically forward to the secure version of itself. Is there a rewrite rule that will let me take the incoming domain and rewrite it to the https version of same? So that the following matches would occur: http://some.otherdomain.com -> https://some.otherdomain.com http://evenanotherdomain.com -> https://evenanotherdomain.com Thanks for your help! Apache mod_rewrite makes my brain hurt. Aaron.

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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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  • Error 404 after rewrite query strings with htaccess

    - by Cristian
    I'm trying to redirect the URLs of a client's website like this: www.localsite.com/immobile.php?id_immobile=24 In something like this: www.localsite.com/immobile/24.php I'm using this rule in .htaccess but it returns a 404 error page. RewriteEngine On RewriteCond %{QUERY_STRING} ^id_immobile=([0-9]*)$ RewriteRule ^immobile\.php$ http://localsite.com/immobile/%1.php? [L] I have tried many other rules, but none work. What can I do?

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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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