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  • Counts of events grouped by date in python?

    - by Sologoub
    This is no doubt another noobish question, but I'll ask it anyways: I have a data set of events with exact datetime in UTC. I'd like to create a line chart showing total number of events by day (date) in the specified date range. Right now I can retrieve the total data set for the needed date range, but then I need to go through it and count up for each date. The app is running on google app engine and is using python. What is the best way to create a new data set showing date and corresponding counts (including if there were no events on that date) that I can then use to pass this info to a django template? Data set for this example looks like this: class Event(db.Model): event_name = db.StringProperty() doe = db.DateTimeProperty() dlu = db.DateTimeProperty() user = db.UserProperty() Ideally, I want something with date and count for that date. Thanks and please let me know if something else is needed to answer this question!

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  • speed up calling lot of entities, and getting unique values, google app engine python

    - by user291071
    OK this is a 2 part question, I've seen and searched for several methods to get a list of unique values for a class and haven't been practically happy with any method so far. So anyone have a simple example code of getting unique values for instance for this code. Here is my super slow example. class LinkRating2(db.Model): user = db.StringProperty() link = db.StringProperty() rating2 = db.FloatProperty() def uniqueLinkGet(tabl): start = time.time() dic = {} query = tabl.all() for obj in query: dic[obj.link]=1 end = time.time() print end-start return dic My second question is calling for instance an iterator instead of fetch slower? Is there a faster method to do this code below? Especially if the number of elements called be larger than 1000? query = LinkRating2.all() link1 = 'some random string' a = query.filter('link = ', link1) adic ={} for itema in a: adic[itema.user]=itema.rating2

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  • Built in python hash() function

    - by sm1
    Windows XP, Python 2.5: hash('http://stackoverflow.com') Result: 1934711907 Google App Engine (http://shell.appspot.com/): hash('http://stackoverflow.com') Result: -5768830964305142685 Why is that? How can I have a hash function which will give me same results across different platforms (Windows, Linux, Mac)?

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  • Google App Engine: Update model definitons?

    - by Rosarch
    I recently updated one of my models by adding a db.ListProperty(): class DependencyArcTail(db.Model): courses = db.ListProperty(db.Key) ''' newly added ''' forwardLinks = db.ListProperty(db.Key) However, I can't seem to get this to be reflected in the SDK dashboard. I cleared the datastore and reloaded it. Then I ran the procedures that create the DependencyArcTail objects. However, forwardLinks still doesn't show up as an attribute in the SDK dashboard. What's happening?

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  • Calling Google's Custom Search API via Python

    - by user353829
    I am writing in Python a module that will query Google's Custom Search API and return all listings of domain 'example.com' I Have been reading instructions at https://code.google.com/apis/customsearch/v1/getting_started.html and am a little stumped at the moment. Are my assumptions listed below correct? For example, to search for results that has 'example.com' in the URL, the query is: *'https://www.googleapis.com/customsearch/v1?key=my_key&cx=017576662512468239146:omuauf_lfve&q=site:example.com*' *key=my_key*: value of key given by google cx=017576662512468239146: name of the search engine (google)? *omuauf_lfve*: I have no idea what this is q=site:example.com: This should return all results with 'example.com'; e.g. www.a.example.com, b.example.com, example .com

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  • Getting service unavailable message when sending messages to google xmpp using wokkel

    - by Code freak
    Hi, I made a wokkel (twisted python) bot to send and receive messages from the google xmpp service. Everything (auth, presence) etc works fine. One of the rquirements of our prject is that we need to send broadcast messages to everyone in the list. Normal messages and replies work fin, but when i snd a broadcast message, i get this service unavailable error 503 message. There are about 1000 user in my contact list. Is this some bug in the code or is it google policy to prevent rapid messaging. Also, how do other google bots cater to a large contact base ? does google provide a commercial solution for such applications ? Thanks

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  • Exception Handaling in google app engine

    - by Rahul99
    i am raising exception using if UserId == '' and Password == '': raise Exception.MyException , "wrong userId or password" but i want print the error message on same page class MyException(Exception): def __init__(self,msg): Exception.__init__(self,msg)

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  • Get current URL in Python

    - by Alex
    How would i get the current URL with Python, I need to grab the current URL so i can check it for query strings e.g requested_url = "URL_HERE" url = urlparse(requested_url) if url[4]: params = dict([part.split('=') for part in url[4].split('&')]) also this is running in Google App Engine

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  • Implementing a wrapping wire (like the Worms Ninja Rope) in a 2D physics engine

    - by Andrew Russell
    I've been trying out some rope-physics recently, and I've found that the "standard" solution - making a rope from a series of objects strung together with springs or joints - is unsatisfying. Especially when rope swinging is relevant to gameplay. I don't really care about a rope's ability to wrap up or sag (this can be faked for visuals anyway). For gameplay, what is important is the ability for the rope to wrap around the environment and then subsequently unwrap. It doesn't even have to behave like rope - a "wire" made up of straight line segments would do. Here's an illustration: This is very similar to the "Ninja Rope" from the game Worms. Because I'm using a 2D physics engine - my environment is made up of 2D convex polygons. (Specifically I am using SAT in Farseer.) So my question is this: How would you implement the "wrapping" effect? It seems pretty obvious that the wire will be made up of a series of line segments that "split" and "join". And the final (active) segment of that line, where the moving object attaches, will be a fixed-length joint. But what is the maths / algorithm involved for determining when and where the active line segment needs to be split? And when it needs to be joined with the previous segment? (Previously this question also asked about doing this for a dynamic environment - I've decided to split that off into other questions.)

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  • Loading Obj Files in Soya3d engine

    - by John Riselvato
    I recently just found soya3d and from what i have seen through the tutorials i will be able to make exactly what i wanted with python skills. Now i have built this map generator. The only issue is that i can not manage to understand from any documents how to load obj files. At first i figured that i had to convert it to a .data file, but i dont understand how to do this. I just want to load a simple model of a house. I tried using the soya_editor, but i can not figure out at all how to do anything with that. Heres my script so far: import sys, os, os.path, soya, soya.sdlconst width, height = 760, 375 soya.init("Generator 0.1", width, height) soya.path.append(os.path.join(os.path.dirname(sys.argv[0]), "data")) scene = soya.World() model = soya.model.get("house") light = soya.Light(scene) light.set_xyz(0.5, 0.0, 2.0) camera = soya.Camera(scene) camera.z = 2.0 soya.set_root_widget(camera) soya.MainLoop(scene).main_loop() house is in .obj form at folder data/models The error i get is: Traceback (most recent call last): File "introduction.py", line 7, in <module> model = soya.Model.get("house") File "/usr/lib/pymodules/python2.6/soya/__init__.py", line 259, in get return klass._alls.get(filename) or klass._alls.setdefault(filename, klass.load(filename)) File "/usr/lib/pymodules/python2.6/soya/__init__.py", line 268, in load dirname = klass._get_directory_for_loading_and_check_export(filename) File "/usr/lib/pymodules/python2.6/soya/__init__.py", line 194, in _get_directory_for_loading_and_check_export dirname = klass._get_directory_for_loading(filename, ext) File "/usr/lib/pymodules/python2.6/soya/__init__.py", line 171, in _get_directory_for_loading raise ValueError("Cannot find a %s named %s!" % (klass, filename)) ValueError: Cannot find a <class 'soya.Model'> named house! * Soya3D * Quit... So i am figuring that because i dont understand how to turn my files into .data files, i will need to learn that. So my question is, how do i use my own models?

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  • How to restrict paddle movement using Farseer Physics engine 3.2

    - by brainydexter
    I am new to using Farseer Physics Engine 3.2(FPE), so please bear with my questions. Also, since FPE 3.2 is based on Box2D, I have been reading Box2D manual and pieces of code scattered in samples to better understand terminology and usage. Pong is usually my testbed whenever I try to do something new. Here is one of the issue I am running into: How can I restrict paddles to move only along Y axis, because the ball comes in and knocks off the paddles and everything floats in space afterwards ? (Box = Rectangle and ball = circle) I know MKS is the unit system, but is there a recommendation for sizes/position to be used ? I know this is a very generic question, but it would be good to know a simple set of values that one could use for making a game as simple as pong. Between box2d and FPE, I have some doubts: what is the recommended way of making a body in FPE ? world.CreateBody() does not exist in FPE Box2d manual recommends never to "new" body(since Box2D uses Small Object allocators), so is there a recommended way in Farseer to create a body (apart from factories) ? In box2d, it is recommended to keep a track of the body object, since it is also the parent to fixture(s). Why is it that in most of the examples, the fixture object is tracked ? Is there a reason why body is not tracked ? Thanks

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  • Designing a flexible tile-based engine

    - by Vee
    I'm trying to create a flexible tile-based game engine to make all sorts of non-realtime puzzle games, just as Bejeweled, Civilization, Sokoban, and so on. The first approach I had was to have a 2D array of Tile objects, and then have classes inheriting from Tile that represented the game objects. Unfortunately that way I couldn't stack more game elements on the same Tile without having a 3D array. Then I did something different: I still had the 2D array of Tile objects, but every Tile object contained a List where I put and different entities. This worked fine until 20 minutes ago, when I realized that it's too expensive to do many things, look at this example: I have a Wall entity. Every update I have to check the 8 adjacent Tiles, then check all of the entities in the Tile's List, check if any of those entities is a Wall, then finally draw the correct sprite. (This is done to draw walls that are next to each other seamlessly) The only solution I see now is having a 3D array, with many layers, that could suit every situation. But that way I can't stack two entities that share the same layer on the same tile. Whenever I want to do that I have to create a new layer. Is there a better solution? What would you do?

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  • (Abstract) Game engine design

    - by lukeluke
    I am writing a simple 2D game (for mobile platforms) for the first time. From an abstract point of view, i have the main player controlled by the human, the enemies, elments that will interact with the main player, other living elements that will be controlled by a simple AI (both enemies and non-enemies). The human player will be totally controlled by the player, the other actors will be controlled by AI. So i have a class CActor and a class CActorLogic to start with. I would define a CActor subclass CHero (the main player controlled with some input device). This class will probably implement some type of listener, in order to capture input events. The other players controlled by the AI will be probably a specific subclass of CActor (a subclass per-type, obviously). This seems to be reasonable. The CActor class should have a reference to a method of CActorLogic, that we will call something like CActorLogic::Advance() or similar. Actors should have a visual representation. I would introduce a CActorRepresentation class, with a method like Render() that will draw the actor (that is, the right frame of the right animation). Where to change the animation? Well, the actor logic method Advance() should take care of checking collisions and other things. I would like to discuss the design of a game engine (actors, entities, objects, messages, input handling, visualization of object states (that is, rendering, sound output and so on)) but not from a low level point of view, but from an high level point of view, like i have described above. My question is: is there any book/on line resource that will help me organize things (using an object oriented approach)? Thanks

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  • Best practices for App Idea ownership and shares

    - by JOG
    I am developing apps on my sparetime. I am the sole developer, and two non-programmer friends of mine provide vision, content, algorithms and ideas. We always agree happily on all the features, todos and prioritizations. But naturally, coding it is the biggest part. When selling, we agree on splitting profit equally, that is 33% each. But version 1.0 naturally does not sell much. And I go on to try to make the app more viral. This includes tons of stuff where the others are of little help. Examples: Adding support for sharing, facebook connect, gameifying, letting users add content, home page, support, maintenance, server services to make it easier for to update content. The list is long. Suddenly I will be doing 100% of a lot of work but only "own" a third of the income. My friends may either "fade out" of the project after 1.0, or they continue to contribute, but with less value and I would rather exchange them for more programmers or graphic designers. The effort they made to version 1.0 is worth a lot to the app and I realize I would have never done it without them. But I am doing all the work in the end. It is hard to negotiate about splitting 90, 5, 5 instead of 33% each, because the idea is still theirs. How to solve this? What are the best practices to regard the ownership of the app? What kind of agreements could I make that make it beneficial and motivational for me to continue developing the app?

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  • Authenticate native mobile app using a REST API

    - by Supercell
    I'm starting a new project soon, which is targeting mobile application for all major mobile platforms (iOS, Android, Windows). It will be a client-server architecture. The app is both informational and transactional. For the transactional part, they're required to have an account and log in before a transaction can be made. I'm new to mobile development, so I don't know how the authentication part is done on these platforms. The clients will communicate with the server through a REST API. Will be using HTTPS ofcourse. I haven't yet decided if I want the user to log in when they open the app, or only when they perform a transaction. I got the following questions: 1) Like the Facebook application, you only enter your credentials when you open the application for the first time. After that, you're automatically signed in every time you open the app. How does one accomplish this? Just simply by encrypting and storing the credentials on the device and sending them every time the app starts? 2) Do I need to authenticate the user for each (transactional) request made to the REST API or use a token based approach? Please feel free to suggest other ways for authentication. Thanks!

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  • Getting into the details of game engine programming

    - by Darkslash
    I am interested in learning game programming, but I really have an interest in the lower level engineering in games. I have OpenGL experience, and I am really interested in learning more about implementing AI, Physics, etc. I have a computer science degree, so I really like getting into technical stuff. Many times when I ask about this sort of thing, I get a lot of "Use an engine", "Use Unity3d", "Why waste your time writing code that already exists", etc, etc. My idea was to use simpler libraries such as SFML or XNA so that I could learn how to implement the more complex systems. The thing is, although I do want to write games, I want to learn things that using something like Unity simply doesn't teach you. My goal is not to make a current generation quality 3D game to sell, I just want to make some cool smaller games and learn all I can about the programming side of game development. Is this something that people just do not do anymore? It seems like everywhere I turn people are using Unity or UDK or GameMaker. I fully understand why you would use a tool like these, but I cant see how they would suit my purposes. So where does someone like myself turn? Am I trying to learn something that people just do not bother doing anymore? Is the innovation in this area gone and just all about gameplay now? I'm sorry if this question seems silly, but I am genuinely interested in knowing more about this and meeting more people who are interested in this sort of thing.

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  • webgame engine how does it works

    - by TWCrap
    Hy all, first off all, don't yell that i shouldn't start with it, i just want to know how that works... The thing is, how does the engine of an webgame works. A game like tribalwars, grepolis and forge of empires. How does that keeping alive work. I mean, a user is building an building, and quit the browser... The building is build even when the session of the user is expired. but the points of the user is updated when the building is finished... So how does that works. What do you guys think? do they have some kind of cronjob that is fired every second, and that walks throug the database, and search for finished buildings, and update's the stuff? or do you guys think that they do it difrent?!? I hope that i was clear. -NOTE- i don't need anny code, i'm just intrested in the progress behind the game... Greetingz Marc

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  • getting a pyserial not loaded error

    - by skinnyTOD
    I'm getting a "pyserial not loaded" error with the python script fragment below (running OSX 10.7.4). I'm trying to run a python app called Myro for controlling the Parallax Scribbler2 robot - figured it would be a fun way to learn a bit of Python - but I'm not getting out of the gate here. I've searched out all the Myro help docs but like a lot in-progress open source programs, they are a moving target and conflicting, out of date, or not very specific about OSX. I have MacPorts installed and installed py27-serial without error. MacPorts lists the python versions I have installed, along with the active version: Available versions for python: none python24 python25 python25-apple python26 python26-apple python27 python27-apple (active) python32 Perhaps stuff is getting installed in the wrong places or my PATH is wrong (I don't much know what I am doing in Terminal and have probably screwed something up). Trying to find out about my sys.path - here's what I get: import sys sys.path ['', '/System/Library/Frameworks/Python.framework/Versions/2.7/lib/python27.zip', '/System/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7', '/System/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/plat-darwin', '/System/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/plat-mac', '/System/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/plat-mac/lib-scriptpackages', '/System/Library/Frameworks/Python.framework/Versions/2.7/Extras/lib/python', '/System/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/lib-tk', '/System/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/lib-old', '/System/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/lib-dynload', '/System/Library/Frameworks/Python.framework/Versions/2.7/Extras/lib/python/PyObjC', '/Library/Python/2.7/site-packages'] Is that a mess? Can I fix it? Anyway, thanks for reading this far. Here's the python bit that is throwing the error. The error occurs on 'try import serial'. # Global variable robot, to set SerialPort() robot = None pythonVer = "?" rbString = None ptString = None statusText = None # Now, let's import things import urllib import tempfile import os, sys, time try: import serial except: print("WARNING: pyserial not loaded: can't upgrade!") sys.exit() try: input = raw_input # Python 2.x except: pass # Python 3 and better, input is defined try: from tkinter import * pythonver = "3" except: try: from Tkinter import * pythonver = "2" except: pythonver = "?"

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  • What is the best way to parse python script file in C/C++ code

    - by alexpov
    I am embedding python in C/C++ program. What I am trying to do is to parse the python script file from the C/C++ program, break the file to "blocks" so that each "block" is an a valid command in python code. Each block I need to put into std::string. For example: #PythonScript.py import math print "Hello Python" i = 0; while (i < 10): print "i = " , i; i = i + 1; print "GoodBye Python" In this script are 5 different "blocks": the first one is "import math;" the second is "print "Hello Python;" the third is "i = 0;" and the fourth is while (i < 10):\n\tprint "i = " , i;\n\ti = i + 1; My knowledge in python is very basic and I am not familiar with the python code syntax. What is the best way to do this, is there any Python C/C++ API function that supports this? why i need it - for GUI purpose. My program , which is writen in C, uses python to make some calculations. I run from C code , using python C API , python script and what i need is a way to capture python's output in my program. I catch it and evrything is ok, the problem is when the script involves user input. What happens is that i capture python's output after the script is finished , therefore, when there is an input command in the script i get a black screen .... i need to get all the printings before the input command. The first solution i tried is to parss the script to valid commands and run each comand, one after the other , seperatly .... for this i need to pars the script and deside what is a command and what is not ... The question is : what is the best way to do this and if there is somthing that allready does ?

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  • Python requests SSL version

    - by Aaron Schif
    I am using the python requests module on Ubuntu 13.04. I keep getting the error: requests.exceptions.SSLError: [Errno 1] _ssl.c:504: error:14077410:SSL routines:SSL23_GET_SERVER_HELLO:sslv3 alert handshake failure When I use curl, it fails by default but succeeds with the -3 option. curl https://username:Password@helloworldurl -3 This leads me to believe that it is the SSL version, which I found may be badly supported on ubuntu while searching the error. Sooo. How do I change or check the SSL version using python preferably with requests. Note: the url is private and cannot be given out. Sorry.

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  • Google tweets – Now search twitter archives using Google

    - by samsudeen
    Google has launched a Twitter archive service which allows you to  search tweets in real time as well as on its huge public archive (remember Twitter crossed 10 billionth tweet last month). The search results are displayed as tweets with twitter logo. To explore the twitter search go to Google.com homepage  and select   “Show options” on the search results page, then select “Updates.”.  The search is similar to the Google search with options to dig through the tweets by timeframe. You can explore results by zooming through a particular time range  or date. In addition to the time chart, it also displays the relative volume of an activity on Twitter about the topic. as you can see there is a spike about GSLV launch after 3 PM today.There is also a short cut link “Now” on the left corner which displays the latest results on the topics searched.The tweets also gets refreshed automatically.   Considering the huge volume of activity (50 million messages per day) on twitter, the archive is going to more and bigger. By providing such feature Google has once again proved it is way ahead of others in search Related Posts:None FoundJoin us on Facebook to read all our stories right inside your Facebook news feed.

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  • Search Engine Optimization - The Importance of Page Optimization in Search Engine Optimization

    In order for your website to rank well, your internal linking structure is critical to your success. This is covered some of the theory for this in various articles and blogs about Page Structure of a website, which said how you should map out the physical linking structure, but in this guide I will explain more about the importance of interlinking your pages, while using your targeted keyword in your anchor text.

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