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  • No Module named django.core

    - by Sirish Kumar
    Hi, I have updated to latest Django version 1.0.2 after uninstalling my old Django version.But now when I run django-admin.py I get the following error. How can I resolve this? Traceback (most recent call last): File "C:\Python25\Lib\site-packages\django\bin\django-admin.py", line 2, in <module> from django.core import management ImportError: No module named django.core

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  • Django, ModelForms, User and UserProfile - not hashing password

    - by IvanBernat
    I'm trying to setup a User - UserProfile relationship, display the form and save the data. When submitted, the data is saved, except the password field doesn't get hashed. Additionally, how can I remove the help_text from the username and password (inherited from the User model)? Full code is below, excuse me if it's too long. Models.py USER_IS_CHOICES = ( ('u', 'Choice A'), ('p', 'Choice B'), ('n', 'Ninja'), ) class UserProfile(models.Model): user = models.ForeignKey(User, unique=True) user_is = models.CharField(max_length=1, choices=USER_IS_CHOICES) Forms.py class UserForm(forms.ModelForm): class Meta: model = User fields = ["first_name", "last_name", "username", "email", "password"] def clean_username(self): username = self.cleaned_data['username'] if not re.search(r'^\w+$', username): raise forms.ValidationError('Username can contain only alphanumeric characters') try: User.objects.get(username=username) except ObjectDoesNotExist: return username raise forms.ValidationError('Username is already taken') class UserProfileForm(forms.ModelForm): class Meta: model = UserProfile fields = ['user_is'] Views.py if request.method == 'POST': uform = UserForm(request.POST) pform = UserProfileForm(request.POST) if uform.is_valid() and pform.is_valid(): user = uform.save() profile = pform.save(commit = False) profile.user = user profile.save() return HttpResponseRedirect('/') else: uform = UserForm() pform = UserProfileForm() variables = RequestContext(request, { 'uform':uform, 'pform':pform }) return render_to_response('registration/register.html', variables)

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  • Cannot create class diagram for simple dll class in Visual Studio 2010

    - by xenn_33
    Hi, It seems that there is a really annoying issue in Class Diagram designer in VS (my version is 2010 Ultimate, but the issue is also observed in VS 2008). When I'm trying to create a class diagram for particular simple class from DLL I'm getting the following error: "Some of the selected type(s) cannot be added to the class diagram. Check the code for errors and ensure that all required assemblies ... blah-blah-blah" My code doesn't contain any error. I have multiple class and interface definitions in one separate .cs file, but these classes are really simple - even no calls to unmanaged/interop. Any solution for this?

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  • adhoc struct/class in C#?

    - by acidzombie24
    Currently i am using reflection with sql. I find if i want to make a specialize query it is easiest to get the results by creating a new class inheriting from another and adding the 2 members/columns for my specialized query. Then due to reflections in the lib in my c# code i can write foreach(var v in list) { v.AnyMember and v.MyExtraMember) Now instead of having the class scattered around or modifying my main DB.cs file can i define a class inside a function? I know i can create an anonymous object by writing new {name=val, name2=...}; but i need a to pass this class in a generic function func(query, args);

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  • Django show manytomanyfield on form when definition is on other model

    - by John
    Hi I have the definition for my manytomany relationship on one model but want to display the field on a form for the other model. How do I do this? for example: # classes class modelA(models.Model): name = models.CharField(max_length=300) manytomany = models.ManyToManyField(modelA) class modelB(models.Model): name = models.CharField(max_length=300) # forms class modelBForm(forms.ModelForm): class Meta: model = modelB I want to use the form modelBForm but show a select box with a list from modelA (just how it would work if the model was set to modelA in the form class). How can I do this? Thanks

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  • app_label in an abstract Django model

    - by rayan
    Hi all, I'm trying to get an abstract model working in Django and I hit a brick wall trying to set the related_name per the recommendation here: http://docs.djangoproject.com/en/dev/topics/db/models/#be-careful-with-related-name This is what my abstract model looks like: class CommonModel(models.Model): created_on = models.DateTimeField(editable=False) creared_by = models.ForeignKey(User, related_name="%(app_label)s_%(class)s_created", editable=False) updated_on = models.DateTimeField(editable=False) updated_by = models.ForeignKey(User, related_name="%(app_label)s_%(class)s_updated", editable=False) def save(self): if not self.id: self.created_on = datetime.now() self.created_by = user.id self.updated_on = datetime.now() self.updated_by = user.id super(CommonModel, self).save() class Meta: abstract = True My common model is in [project_root]/models.py. It is the parent object of this model, which is located in an app called Feedback [project_root]/feedback/models.py: from django.db import models from mediasharks.models import CommonModel class Feedback(CommonModel): message = models.CharField(max_length=255) request_uri = models.CharField(max_length=255) domain = models.CharField(max_length=255) feedback_type = models.IntegerField() Basically I'm trying to set up a common model so that I'll always be able to tell when and by whom database entries were created. When I run "python manage.py validate" I get this error message: KeyError: 'app_label' Am I missing something here?

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  • Setting a preferred item of a many-to-one in Django

    - by Mike DeSimone
    I'm trying to create a Django model that handles the following: An Item can have several Names. One of the Names for an Item is its primary Name, i.e. the Name displayed given an Item. (The model names were changed to protect the innocent.) The models.py I've got looks like: class Item(models.Model): primaryName = models.OneToOneField("Name", verbose_name="Primary Name", related_name="_unused") def __unicode__(self): return self.primaryName.name class Name(models.Model): item = models.ForeignKey(Item) name = models.CharField(max_length=32, unique=True) def __unicode__(self): return self.name class Meta: ordering = [ 'name' ] The admin.py looks like: class NameInline(admin.TabularInline): model = Name class ItemAdmin(admin.ModelAdmin): inlines = [ NameInline ] admin.site.register(Item, ItemAdmin) It looks like the database schema is working fine, but I'm having trouble with the admin, so I'm not sure of anything at this point. My main questions are: How do I explain to the admin that primaryName needs to be one of the Names of the item being edited? Is there a way to automatically set primaryName to the first Name found, if primaryName is not set, since I'm using inline admin for the names?

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  • Turning a board game idea into a browser based, slow paced gameplay

    - by guillaume31
    Suppose I want to create a strategy game with global mutable state shared between all players (think game board). But unlike a board game, I don't want it to be real time action and/or turn-based. Instead, players should be able to log in at any time of the day and spend a fixed number of action points per day as they wish. As opposed to a few hours, game sessions would run over a few weeks. This is meant to reward good strategy rather than time spent playing (as an alternative, hardcore players could always play multiple games in parallel instead) as well as all kind of issues related to live playing like disconnections and synchronization. The game should remain addictive still have a low time investment footprint for casual players. So far so good, but this still leaves open the question of when to solve actions and when they should be visible. I want to avoid "ninja play" like doing all your moves just a few minutes before daily point reset to take other players by surprise, or people spamming F5 to place a well-timed action which would defeat the whole point of a non real-time game. I thought of a couple of approaches to that : Resolve all events in a single scheduled process running once a day. This basically means a "blind" gameplay where players can take actions but don't see their results immediately. The thing is, I played a similar browser game a few years ago and didn't like the fact that you feel disconnected and powerless until there's that deus ex machina telling you what really happened during all that time. You see the world evolve in large increments of one day, which often doesn't seem like seeing it evolve at all. For actions that have an big impact on the game or on other players (attacks, big achievements), make them visible to everyone immediately but delay their effect by something like 24 hours. Opposing players could be notified when such an event happens, so that they can react to it. Do you have any other ideas how I could go about solving this ? Are there any known approaches in similar existing games ?

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  • Which algorithm used in Advance Wars type turn based games

    - by Jan de Lange
    Has anyone tried to develop, or know of an algorithm such as used in a typical turn based game like Advance Wars, where the number of objects and the number of moves per object may be too large to search through up to a reasonable depth like one would do in a game with a smaller search base like chess? There is some path-finding needed to to engage into combat, harvest, or move to an object, so that in the next move such actions are possible. With this you can build a search tree for each item, resulting in a large tree for all items. With a cost function one can determine the best moves. Then the board flips over to the player role (min/max) and the computer searches the best player move, and flips back etc. upto a number of cycles deep. Finally it has found the best move and now it's the players turn. But he may be asleep by now... So how is this done in practice? I have found several good sources on A*, DFS, BFS, evaluation / cost functions etc. But as of yet I do not see how I can put it all together.

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  • Simultaneous AI in turn based games

    - by Eduard Strehlau
    I want to hack together a roguelike. Now I thought about entity and world representation and got to a quite big problem. If you want all the AI to act simultaneously you would normally(in cellular automa for examble) just copy the cell buffer and let all action of indiviual cells depend on the copy. Actions which are not valid anymore after some cell before the cell you are currently operating on changed the original enviourment(blocking the path) are just ignored or reapplied with the "current"(between turns) environment. After all cells have acted you copy the current map to the buffer again. Now for an environment with complex AI and big(datawise) entities the copying would take too long. So I thought you could put every action and entity makes into a que(make no changes to the environment) and execute the whole que after everyone took their move. Every interaction on this que are realy interacting entities, so if a entity tries to attack another entity it sends a message to it, the consequences of the attack would be visible next turn, either by just examining the entity or asking the entity for data. This would remove problems like what happens if an entity dies middle in the cue but got actions or is messaged later on(all messages would go to null, and the messages from the entity would either just be sent or deleted(haven't decided yet) But what would happen if a monster spawns a fireball which by itself tracks the player(in the same turn). Should I add the fireball to the enviourment beforehand, so make a change to the environment before executing the action list or just add the ball to the "need updated" list as a special case so it doesn't exist in the environment and still operates on it, spawing after evaluating the action list? Are there any solutions or papers on this subject which I can take a look at? EDIT: I don't need information on writing a roguelike I need information on turn based ai in respective to a complex enviourment.

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  • Alternatives to Component Based Architecture?

    - by Ben Lakey
    Usually when I develop a game I will use an architecture like what you see below. What other architectures are popular for simple game development? I'm concerned about having a narrow view of what exists out there for architectures beyond this. Is this an example of component-based architecture? Or is this something else? What would that look like? What alternatives exist? public abstract class ComponentBase { protected final Collection<ComponentBase> subComponents = new LinkedList<ComponentBase>(); private boolean enableInput; private boolean isVisible; protected ComponentBase(boolean enableInput, boolean isVisible) { this.enableInput = enableInput; this.isVisible = isVisible; } public void render(Graphics2D graphics) { for(ComponentBase gameComponent : this.subComponents) { if(gameComponent.isVisible()) { gameComponent.render(graphics); } } } public void input(InputData input) { for(ComponentBase gameComponent : this.subComponents) { if(gameComponent.inputIsEnabled()) { gameComponent.input(input); } } } ... getters/setters ... public void update(long elapsedTimeMillis) { for(ComponentBase gameComponent : this.subComponents) { gameComponent.update(elapsedTimeMillis); } } }

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  • Software design of a browser-based strategic MMO game

    - by Mehran
    I wonder if there are any known tested software designs for Travian-like browser-based strategic MMO games? I mean how would they implement the server of such games or what is stored in database and what is stored in RAM? Is the state of the world stored in one piece or is it distributed among a number of storage? Does anyone know a resource to study the problems and solutions of creating such games? [UPDATE] Suggested in comments, I'm going to give an example how would I design such a project. Even though I'm not sure if I'm proposing the right one. Having stored the world state in a MongoDB, I would implement an event collection in which all the changes to the world will register. Changes that are meant to happen in the future will come with an action date set to the future and those that are to be carried out immediately will be set to now. Having this datastore as the central point of the system, players will issue their actions as events inserted in datastore. At the other end of the system, I'll have a constant-running software taking out events out of the datastore which are due to be carried out and not done yet. Executing an event means apply some update on the world's state and thus the datastore. As scalable as this design sounds, I'm not sure if it will be worth implementing. For one, it is pointless to cache the datastore as most of updates happen once without any follow ups. For instance if you have the growth of resources in your game, you'll be updating the whole world state periodically in which case, having incorporated a cache, you are keeping the whole world in RAM (which most likely is impossible). So can someone come up with a better design?

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  • How to implment the database for event conditions and item bonuses for a browser based game

    - by Saifis
    I am currently creating a browser based game, and was wondering what was the standard approach in making diverse conditions and status bonuses database wise. Currently considering two cases. Event Conditions Needs min 1000 gold Needs min Lv 10 Needs certain item. Needs fulfillment of another event Status Bonus Reduces damage by 20% +100 attack points Deflects certain type of attack I wish to be able to continually change these parameters during the process of production and operation, so having them hard-coded isn't the best way. All I could come up with are the following two methods. Method 1 Create a table that contains each conditions with needed attributes Have a model named conditions with all the attributes it would need to set them conditions condition_type (level, money_min, money_max item, event_aquired) condition_amount prerequisite_condition_id prerequisite_item_id Method 2 write it in a DSL form that could be interpreted later in the code Perhaps something like yaml, have a text area in the setting form and have the code interpret it. condition_foo: condition_type :level min_level: 10 condition_type :item item_id: 2 At current Method 2 looks to be more practical and flexible for future changes, trade off being that all the flex must be done on the code side. Not to sure how this is supposed to be done, is it supposed to be hard coded? separate config file? Any help would be appreciated. Added For additional info, it will be implemented with Ruby on Rails

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  • Make a turn based system like final fantasy in AS3

    - by Kaoru
    i wanted to make a turn based system like final fantasy tactics. I already created the map, which is 5x5 tiles grid and the characters which is each character places in the end of the tiles. I have 2 teams, which are named Red and Yellow. ------Red-------: First character is at 0,0. Second character is at 0,1. Third character is at0.2, fourth character is at0.3, and the last one is at0.4`. -----Yellow------: First character is at 5.0. Second character is at 5.1. Third character is at 5.2, fourth character is at 5.3, and the last one is at 5.4. I wanted Red team are moving first and make a decision (whether it is attack or wait), and after 5 characters of the Red team is already made a decision, the Yellow team is the one that make a decision (Yellow team is an AI) But, i don't know how to move my characters into the next grid (e.g: from 0,0 to 0,1) by clicking the left mouse button and also how do i display a grid (when select a move selection) that shows how many tiles that the character able to move. Anyone know about this? or how should i know more about this? is there any recommendations books or webs? And also, i don't know how to move the characters using mouse click.

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  • Turn Based Event Algorithm

    - by GamersIncoming
    I'm currently working on a small roguelike in XNA, which sees the player in a randomly generated series of dungeons fending off creeps, as you might expect. As with most roguelikes, the player makes a move, and then each of the creeps currently active on screen will make a move in turns, until all creeps have updated, and it return's to the player's go. On paper, the simple algorithm is straightforward: Player takes turn Turn Number increments For each active creep, update Position Once all active creeps have updated, allow player to take next turn However, when it comes to actually writing this in more detail, the concept becomes a bit more tricky for me. So my question comes as this: what is the best way to handle events taking turns to trigger, where the completion of each last event triggers the next, when dealing with a large number of creeps (probably stored as an array of an enemy object), and is there an easier way to create some kind of engine that just takes all objects that need updating and chains them together so their updates follow suit? I'm not asking for code, just algorithms and theory in the direction of objects triggering updates one after the other, in a turn based manner. Thanks in advance. Edited: Here's the code I currently have that is horrible :/ if (player.getTurnOver() && updateWait == 0) { if (creep[creepToUpdate].getActive()) { creep[creepToUpdate].moveObject(player, map1); updateWait = 10; } if (creepToUpdate < creep.Length -1) { creepToUpdate++; } else { creepToUpdate = 0; player.setTurnOver(false); } } if (updateWait > 0) { updateWait--; }

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  • Django - need to split a table across multiple locations [closed]

    - by MikeRand
    Hi all, I have a Django project to track our company's restructuring projects. Here's the very simple model: class Project(models.Model): code = models.CharField(max_length=30) description = models.CharField(max_length=60) class Employee(models.Model): project = models.ForeignKey(Project) employee_id = models.IntegerField() country_code = models.CharField(max_length=3) severance = models.IntegerField() Due to regulations in some European countries, I'm not allowed to keep employee-level severance information in a database that sits on a box outside of that country. In Django, how do I manage the need to have my Employee table split across multiple databases based on an Employee attribute (i.e. country_code) in a way that doesn't impact anything else in the project (e.g. views, templates, admin)? Thanks, Mike

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  • Populating Models from other Models in Django?

    - by JT
    This is somewhat related to the question posed in this question but I'm trying to do this with an abstract base class. For the purposes of this example lets use these models: class Comic(models.Model): name = models.CharField(max_length=20) desc = models.CharField(max_length=100) volume = models.IntegerField() ... <50 other things that make up a Comic> class Meta: abstract = True class InkedComic(Comic): lines = models.IntegerField() class ColoredComic(Comic): colored = models.BooleanField(default=False) In the view lets say we get a reference to an InkedComic id since the tracer, err I mean, inker is done drawing the lines and it's time to add color. Once the view has added all the color we want to save a ColoredComic to the db. Obviously we could do inked = InkedComic.object.get(pk=ink_id) colored = ColoredComic() colored.name = inked.name etc, etc. But really it'd be nice to do: colored = ColoredComic(inked_comic=inked) colored.colored = True colored.save() I tried to do class ColoredComic(Comic): colored = models.BooleanField(default=False) def __init__(self, inked_comic = False, *args, **kwargs): super(ColoredComic, self).__init__(*args, **kwargs) if inked_comic: self.__dict__.update(inked_comic.__dict__) self.__dict__.update({'id': None}) # Remove pk field value but it turns out the ColoredComic.objects.get(pk=1) call sticks the pk into the inked_comic keyword, which is obviously not intended. (and actually results in a int does not have a dict exception) My brain is fried at this point, am I missing something obvious, or is there a better way to do this?

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  • Use the Django ORM in a standalone script (again)

    - by Rishabh Manocha
    I'm trying to use the Django ORM in some standalone screen scraping scripts. I know this question has been asked before, but I'm unable to figure out a good solution for my particular problem. I have a Django project with defined models. What I would like to do is use these models and the ORM in my scraping script. My directory structure is something like this: project scrape #scraping scripts ... test.py web django_project settings.py ... #Django files I tried doing the following in project/scrape/test.py: print os.path.join(os.path.abspath('..'), 'web', 'django_project') sys.path.append(os.path.join(os.path.abspath('..'), 'web', 'django_project')) print sys.path print "-------" os.environ['DJANGO_SETTINGS_MODULE'] = 'django_project.settings' #print os.environ from django_project.myapp.models import MyModel print MyModel.objects.count() However, I get an ImportError when I try to run test.py: Traceback (most recent call last): File "test.py", line 12, in <module> from django_project.myapp.models import MyModel ImportError: No module named django_project.myapp.models One solution I found around this problem is to create a symbolic link to ../web/govcheck in the scrape folder: :scrape rmanocha$ ln -s ../web/govcheck ./govcheck With this, I can then run test.py just fine. However, this seems like a hack, and more importantly, is not very portable (I will have to create this symbolic link everywhere I run this code). So, I was wondering if anyone has any better solutions for my problem?

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  • Django: Using 2 different AdminSite instances with different models registered

    - by omat
    Apart from the usual admin, I want to create a limited admin for non-staff users. This admin site will have different registered ModelAdmins. I created a folder /useradmin/ in my project directory and similar to contrib/admin/_init_.py I added an autodiscover() which will register models defined in useradmin.py modules instead of admin.py: # useradmin/__init__.py def autodiscover(): # Same as admin.autodiscover() but registers useradmin.py modules ... for app in settings.INSTALLED_APPS: mod = import_module(app) try: before_import_registry = copy.copy(site._registry) import_module('%s.useradmin' % app) except: site._registry = before_import_registry if module_has_submodule(mod, 'useradmin'): raise I also cretated sites.py under useradmin/ to override AdminSite similar to contrib/admin/sites: # useradmin/sites.py class UserAdminSite(AdminSite): def has_permission(self, request): # Don't care if the user is staff return request.user.is_active def login(self, request): # Do the login stuff but don't care if the user is staff if request.user.is_authenticated(): ... else: ... site = UserAdminSite(name='useradmin') In the project's URLs: # urls.py from django.contrib import admin import useradmin admin.autodiscover() useradmin.autodiscover() urlpatterns = patterns('', (r'^admin/', include(admin.site.urls)), (r'^useradmin/', include(useradmin.site.urls)), ) And I try to register different models in admin.py and useradmin.py modules under app directories: # products/useradmin.py import useradmin class ProductAdmin(useradmin.ModelAdmin): pass useradmin.site.register(Product, ProductAdmin) But when registering models in useradmin.py like useradmin.site.register(Product, ProductAdmin), I get 'module' object has no attribute 'ModelAdmin' exception. Though when I try this via shell; import useradmin from useradmin import ModelAdmin does not raise any exception. Any ideas what might be wrong? Edit: I tried going the @Luke way and arranged the code as follows as minimal as possible: (file paths are relative to the project root) # admin.py from django.contrib.admin import autodiscover from django.contrib.admin.sites import AdminSite user_site = AdminSite(name='useradmin') # urls.py (does not even have url patterns; just calls autodiscover()) import admin admin.autodiscover() # products/admin.py import admin from products.models import Product admin.user_site.register(Product) As a result I get an AttributeError: 'module' object has no attribute 'user_site' when admin.user_site.register(Product) in products/admin.py is called. Any ideas? Solution: I don't know if there are better ways but, renaming the admin.py in the project root to useradmin.py and updating the imports accordingly resolved the last case, which was a naming and import conflict.

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  • Reference inherited class's <T>ype in a derived class

    - by DRapp
    I don't know if its possible or not, but here's what I need. I'm toying around with something and want to know if its possible since you can't create your own data type based on a sealed type such as int, Int32, Int64, etc. I want to create a top-level class that is defined of a given type with some common stuff. Then, derive this into two subclasses, but in this case, each class is based on either and int or Int64 type. From THAT instance, create an instance of either one and know its yped basis for parameter referenc / return settings. So when I need to create an instance of the "ThisClass", I don't have to know its type basis of either int or Int64, yet IT will know the type and be able to allow methods/functions to be called with the typed... This way, If I want to change my ThisClass definition from SubLevel1 to SubLevel2, I don't have to dance around all different data type definitions. Hope this makes sense.. public class TopLevel<T> { ... } pubic class SubLevel1 : TopLevel<int> { ... } public class SubLevel2 : TopLevel<Int64> { ... } public class ThisClass : SubLevel1 { ... public <based on the Int data type from SubLevel1> SomeFunc() { return <the Int value computed>; } }

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  • Add data to Django form class using modelformset_factory

    - by dean
    I have a problem where I need to display a lot of forms for detail data for a hierarchical data set. I want to display some relational fields as labels for the forms and I'm struggling with a way to do this in a more robust way. Here is the code... class Category(models.Model): name = models.CharField(max_length=160) class Item(models.Model): category = models.ForeignKey('Category') name = models.CharField(max_length=160) weight = models.IntegerField(default=0) class Meta: ordering = ('category','weight','name') class BudgetValue(models.Model): value = models.IntegerField() plan = models.ForeignKey('Plan') item = models.ForeignKey('Item') I use the modelformset_factory to create a formset of budgetvalue forms for a particular plan. What I'd like is item name and category name for each BudgetValue. When I iterate through the forms each one will be labeled properly. class BudgetValueForm(forms.ModelForm): item = forms.ModelChoiceField(queryset=Item.objects.all(),widget=forms.HiddenInput()) plan = forms.ModelChoiceField(queryset=Plan.objects.all(),widget=forms.HiddenInput()) category = "" < assign dynamically on form creation > item = "" < assign dynamically on form creation > class Meta: model = BudgetValue fields = ('item','plan','value') What I started out with is just creating a dictionary of budgetvalue.item.category.name, budgetvalue.item.name, and the form for each budget value. This gets passed to the template and I render it as I intended. I'm assuming that the ordering of the forms in the formset and the querset used to genererate the formset keep the budgetvalues in the same order and the dictionary is created correctly. That is the budgetvalue.item.name is associated with the correct form. This scares me and I'm thinking there has to be a better way. Any help would be greatly appreciated.

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  • Pydev and Django: Shell not finding certain modules?

    - by Rosarch
    I am developing a Django project with PyDev in Eclipse. For a while, PyDev's Django Shell worked great. Now, it doesn't: >>> import sys; print('%s %s' % (sys.executable or sys.platform, sys.version)) C:\Python26\python.exe 2.6.4 (r264:75708, Oct 26 2009, 08:23:19) [MSC v.1500 32 bit (Intel)] >>> >>> from django.core import management;import mysite.settings as settings;management.setup_environ(settings) Traceback (most recent call last): File "<console>", line 1, in <module> ImportError: No module named mysite.settings >>> The dev server runs just fine. What could I be doing wrong? The models module is also conspicuously absent: >>> import mysite.myapp.models Traceback (most recent call last): File "<console>", line 1, in <module> ImportError: No module named mysite.myapp.models On the normal command line, outside of PyDev, the shell works fine. Why could this be happening?

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