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  • inserting datetimes into database using java

    - by gordatron
    Hi, I am wanting to insert a datetime into a MySql data base using Java and a prepared statement: Calendar cal = Calendar.getInstance(); PreparedStatement stmnt = db.PreparedStatement("INSERT INTO Run " + "(Time) VALUE (?) "); stmnt.setDate(1, new java.sql.Date(cal.getTime())); stmnt.executeQuery(); NOTE: thre is currently an error - cannot find symbol (java.sql.Date) line 4 here db is an instance of a sort of wrapper class that exposes what I need from java.sql - its just getting a prepared statement from my connection object here. Time (the column) is a date time in my database, and I can only see sedDate and setTime method but I want to store both - also my code does not work anyway ;-) if anyone could give me some pointers on inserting a combined date time (current time would be a great help as that's my first goal) into a MySql DB using a prepared statement I would be very grateful. Thanks

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  • Convert unusual string into date time

    - by BlueChippy
    I have a system that outputs dates in the format "1{yy}{MM}{dd}" and I am trying to find a good way to parse it back into a real date. At the moment I am using this: var value = "1110825"; var z = Enumerable.Range(1,3).Select(i => int.Parse(value.Substring(i, 2))).ToList(); var d = new DateTime(2000 + z[0], z[1], z[2]); but I'm sure there's a cleaner/more efficient way to do it? I've tried DT.ParseExact, but can't find a suitable format string to use.

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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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  • can i have a date in the url of a route in asp.net ?

    - by oo
    This code below doesn't seem to work but i can't figure out why. If i have a user entered textbox that is a datepicker and the results are displayed as: 21-May-2010 , can i take this value and stick it into a URL to send over to a controller action so instead of an id (which is an int), i want a id which is a date value View / Javascript Code: $.get('/Tracker/DailyBlog/' + this.val(), function(data) { $('#dailyblog').html(data); }); ControllAction Code: public ActionResult DailyBlog(DateTime blogDate) { //go do something } any idea why this is not working ?

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  • What is the point of Convert.ToDateTime(bool)?

    - by Paul Alan Taylor
    I was doing some type conversion routines last night for a system I am working on. One of the conversions involves turning string values into their DateTime equivalents. While doing this, I noticed that the Convert.ToDateTime() method had an overload which accepted a boolean parameter. First question? Under what circumstances could this ever be useful? I went a little further and tried to execute the method in QuickWatch. Either way ( true or false ), the routine returns an InvalidCastException. Second question? Why is this method even here?

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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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  • 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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  • 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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  • Is there any way to add a new location to the list of places where nltk looks for the wordnet corpus?

    - by Programming Noob
    I can't use the nltk wordnet lemmatizer because I can't download the wordnet corpus on my university computer due to access rights issues. I get the following error when I try to do so: ********************************************************************** Resource 'corpora/wordnet' not found. Please use the NLTK Downloader to obtain the resource: >>> nltk.download() Searched in: - '/home/XX/nltk_data' - '/usr/share/nltk_data' - '/usr/local/share/nltk_data' - '/usr/lib/nltk_data' - '/usr/local/lib/nltk_data' ********************************************************************** When I had the same issue at home, I could resolve it by two ways: Using nltk.download(), the standard way and Creating a new folder at location /home/XX/nltk_data and just pasting the corpus directory inside it. Now at the university I only have access to /home/XX/bin and not /home/XX directly. So is there anyway I could paste the wordnet corpus into /home/XX/bin and then somehow make nltk look for the corpus in that folder?

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  • Will I have an easier time learning OpenGL in Pygame or Pyglet? (NeHe tutorials downloaded)

    - by shadowprotocol
    I'm looking between PyGame and Pyglet, Pyglet seems to be somewhat newer and more Pythony, but it's last release according to Wikipedia is January '10. PyGame seems to have more documentation, more recent updates, and more published books/tutorials on the web for learning. I downloaded both the Pyglet and PyGame versions of the NeHe OpenGL tutorials (Lessons 1-10) which cover this material: lesson01 - Setting up the window lesson02 - Polygons lesson03 - Adding color lesson04 - Rotation lesson05 - 3D lesson06 - Textures lesson07 - Filters, Lighting, input lesson08 - Blending (transparency) lesson09 - 2D Sprites in 3D lesson10 - Moving in a 3D world What do you guys think? Is my hunch that I'll be better off working with PyGame somewhat warranted?

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  • Questioning pythonic type checking

    - by Pace
    I've seen countless times the following approach suggested for "taking in a collection of objects and doing X if X is a Y and ignoring the object otherwise" def quackAllDucks(ducks): for duck in ducks: try: duck.quack("QUACK") except AttributeError: #Not a duck, can't quack, don't worry about it pass The alternative implementation below always gets flak for the performance hit caused by type checking def quackAllDucks(ducks): for duck in ducks: if hasattr(duck,"quack"): duck.quack("QUACK") However, it seems to me that in 99% of scenarios you would want to use the second solution because of the following: If the user gets the parameters wrong then they will not be treated like a duck and there will be no indication. A lot of time will be wasted debugging why there is no quacking going on until the user finally realizes his silly mistake. The second solution would throw a stack trace as soon the user tried to quack. If the user has any bugs in their quack() method which cause an AttributeError then those bugs will be silently swallowed. Once again time will be wasted digging for the bug when the second solution would simply give a stack trace showing the immediate issue. In fact, it seems to me that the only time you would ever want to use the first method is when: The block of code in question is in an extremely performance critical section of your application. Following the principal of "avoid premature optimization" you would only realize this of course, after you had implemented the safer approach and found it to be a bottleneck. There are many types of quacking objects out there and you are only interested in quacking objects that quack with a very specific set of arguments (this seems to be a very rare case to me). Given this, why is it that so many people prefer the first approach over the second approach? What is it that I am missing? Also, I realize there are other solutions (such as using abcs) but these are the two solutions I seem to see most often for the basic case.

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  • rhythmbox plugin code for hot key not working

    - by Bunny Rabbit
    def activate(self,shell): self.shell = shell self.copy_selected() self.action = gtk.Action ('foo','bar','baz',None) self.activate_id = self.action.connect ('activate', self.call_bk_fn,self.shell) self.action_group = gtk.ActionGroup ('hot_key_action_group') self.action_group.add_action_with_accel (self.action, "<control>E") uim = shell.get_ui_manager () uim.insert_action_group (self.action_group, 0) uim.ensure_update () def call_bk_fn(): print('hello world') i am using the above code in a plugin for rhythmbox ,and here i am trying to register the key ctr+e so that the call_bk_fn gets called whenever the key combination is pressed , but its not working why is that so ?

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  • Brainworkshop won't go fullscreen

    - by user1777025
    I am unable to run brainworkshop in fullscreen mode. After correctly changing the config.ini file to launch the script in fullscreen mode all I get is a window of the same size as before but with no frame or title bar, aligned to the top right (below the menu bar and to the right of the edge of the screen). I tried posting a screenshot but as I'm a new user I wasn't allowed to... I tried looking around in the pyglet files to see if I could find anything that might be causing this but it's all beyond me. Any suggestions? Right after posting this I relaunched the script and now the same borderless, resizeable window is launched aligned to the bottom right hand corner of the screen... I'm running ubuntu 12.04 and brainworkshop 4.8.4.

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  • How does key-based caching work?

    - by Dominic Santos
    I recently read an article on the 37Signals blog and I'm left wondering how it is that they get the cache key. It's all well and good having a cache key that includes the object's timestamp (this means that when you update the object the cache will be invalidated); but how do you then use the cache key in a template without causing a DB hit for the very object that you are trying to fetch from the cache. Specifically, how does this affect One to Many relations where you are rendering a Post's Comments for example. Example in Django: {% for comment in post.comments.all %} {% cache comment.pk comment.modified %} <p>{{ post.body }}</p> {% endcache %} {% endfor %} Is caching in Rails different to just requests to memcached for example (I know that they convert your cache key to something different). Do they also cache the cache key?

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