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  • Django: DatabaseError column does not exist

    - by Rosarch
    I'm having a problem with Django 1.2.4. Here is a model: class Foo(models.Model): # ... ftw = models.CharField(blank=True) bar = models.ForeignKey(Bar) Right after flushing the database, I use the shell: Python 2.6.6 (r266:84292, Sep 15 2010, 15:52:39) [GCC 4.4.5] on linux2 Type "help", "copyright", "credits" or "license" for more information. (InteractiveConsole) >>> from apps.foo.models import Foo >>> Foo.objects.all() Traceback (most recent call last): File "<console>", line 1, in <module> File "/usr/local/lib/python2.6/dist-packages/django/db/models/query.py", line 67, in __repr__ data = list(self[:REPR_OUTPUT_SIZE + 1]) File "/usr/local/lib/python2.6/dist-packages/django/db/models/query.py", line 82, in __len__ self._result_cache.extend(list(self._iter)) File "/usr/local/lib/python2.6/dist-packages/django/db/models/query.py", line 271, in iterator for row in compiler.results_iter(): File "/usr/local/lib/python2.6/dist-packages/django/db/models/sql/compiler.py", line 677, in results_iter for rows in self.execute_sql(MULTI): File "/usr/local/lib/python2.6/dist-packages/django/db/models/sql/compiler.py", line 732, in execute_sql cursor.execute(sql, params) File "/usr/local/lib/python2.6/dist-packages/django/db/backends/util.py", line 15, in execute return self.cursor.execute(sql, params) File "/usr/local/lib/python2.6/dist-packages/django/db/backends/postgresql_psycopg2/base.py", line 44, in execute return self.cursor.execute(query, args) DatabaseError: column foo_foo.bar_id does not exist LINE 1: ...t_omg", "foo_foo"."ftw", "foo_foo... What am I doing wrong here?

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  • Forms authentication: disable redirect to the login page

    - by codeka
    I have an application that uses ASP.NET Forms Authentication. For the most part, it's working great, but I'm trying to add support for a simple API via an .ashx file. I want the ashx file to have optional authentication (i.e. if you don't supply an Authentication header, then it just works anonymously). But, depending on what you do, I want to require authentication under certain conditions. I thought it would be a simple matter of responding with status code 401 if the required authentication was not supplied, but it seems like the Forms Authentcation module is intercepting that and responding with a redirect to the login page instead. What I mean is, if my ProcessRequest method looks like this: public void ProcessRequest(HttpContext context) { Response.StatusCode = 401; Response.StatusDescription = "Authentication required"; } Then instead of getting a 401 error code on the client, like I expect, I'm actually getting a 302 redirect to the login page. For nornal HTTP traffic, I can see how that would be useful, but for my API page, I want the 401 to go through unmodified so that the client-side caller can respond to it programmatically instead. Is there any way to do that?

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  • Indesign and XML - how to auto flow into multiple pages with differing styles?

    - by MetaDan
    Hi guys, I've got a bit of a problem at the moment. I'm trying to work with indesign (cs3) and xml. Basically i have a template which is has 1 master dps, both pages have the same data (fields 1-5) but one is left aligned, one right - hence mildly different paragraph styles. What i want to be able to do is import xml and have indesign flow the data from the individual nodes into many pages. eg xml format: root day field1 field2 field3 field4 field5 day field1 field2 field3 field4 field5 day ... I can almost make this work by tagging the frames on the master pages, then creating pages and importing the xml, however it only flows the first 2 nodes into the pages reptitively for the total count of all the nodes. I can also almost make it work by creating a page from the untagged masters and then tagging the frames with the field1-5 tags then importing the xml. This populates the first page, however i then can't find a way to make the rest of the data flow into new pages... Am I missing something? Am I being a complete dumbass? If anyone can offer any help it will be greatly appreciated...

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  • Counting entries in a list of dictionaries: for loop vs. list comprehension with map(itemgetter)

    - by Dennis Williamson
    In a Python program I'm writing I've compared using a for loop and increment variables versus list comprehension with map(itemgetter) and len() when counting entries in dictionaries which are in a list. It takes the same time using a each method. Am I doing something wrong or is there a better approach? Here is a greatly simplified and shortened data structure: list = [ {'key1': True, 'dontcare': False, 'ignoreme': False, 'key2': True, 'filenotfound': 'biscuits and gravy'}, {'key1': False, 'dontcare': False, 'ignoreme': False, 'key2': True, 'filenotfound': 'peaches and cream'}, {'key1': True, 'dontcare': False, 'ignoreme': False, 'key2': False, 'filenotfound': 'Abbott and Costello'}, {'key1': False, 'dontcare': False, 'ignoreme': True, 'key2': False, 'filenotfound': 'over and under'}, {'key1': True, 'dontcare': True, 'ignoreme': False, 'key2': True, 'filenotfound': 'Scotch and... well... neat, thanks'} ] Here is the for loop version: #!/usr/bin/env python # Python 2.6 # count the entries where key1 is True # keep a separate count for the subset that also have key2 True key1 = key2 = 0 for dictionary in list: if dictionary["key1"]: key1 += 1 if dictionary["key2"]: key2 += 1 print "Counts: key1: " + str(key1) + ", subset key2: " + str(key2) Output for the data above: Counts: key1: 3, subset key2: 2 Here is the other, perhaps more Pythonic, version: #!/usr/bin/env python # Python 2.6 # count the entries where key1 is True # keep a separate count for the subset that also have key2 True from operator import itemgetter KEY1 = 0 KEY2 = 1 getentries = itemgetter("key1", "key2") entries = map(getentries, list) key1 = len([x for x in entries if x[KEY1]]) key2 = len([x for x in entries if x[KEY1] and x[KEY2]]) print "Counts: key1: " + str(key1) + ", subset key2: " + str(key2) Output for the data above (same as before): Counts: key1: 3, subset key2: 2 I'm a tiny bit surprised these take the same amount of time. I wonder if there's something faster. I'm sure I'm overlooking something simple. One alternative I've considered is loading the data into a database and doing SQL queries, but the data doesn't need to persist and I'd have to profile the overhead of the data transfer, etc., and a database may not always be available. I have no control over the original form of the data. The code above is not going for style points.

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  • How to create custom pages (Drupal 6.x)

    - by jc70
    In the template.php file I inserted the code below: I found a tutorial online that gives the code, but I'm confused on how to get it to work. I copied the code below and inserted it into the template.php from the theme HTML5_base. I duplicated the page.tpl.php file and created custom pages -- page-gallery.tpl.php and page-articles.tpl.php. I inserted some text to the files just see that I've navigated to the pages w/ the changes. It looks like Drupal is not recognizing gallery.tpl.php and page-articles.tpl.php. In the template.php there are the following functions: html5_base_preprocess_page() html5_base_preprocess_node() html5_base_preprocess_block() In the tutorial it uses these functions: phptemplate_preprocess_page() phptemplate_preprocess_block() phptemplate_preprocess_node() function phptemplate_preprocess_page(&$vars) { //code block from the Drupal handbook //the path module is required and must be activated if(module_exists('path')) { //gets the "clean" URL of the current page $alias = drupal_get_path_alias($_GET['q']); $suggestions = array(); $template_filename = 'page'; foreach(explode('/', $alias) as $path_part) { $template_filename = $template_filename.'-'.$path_part; $suggestions[] = $template_filename; } $vars['template_files'] = $suggestions; } } function phptemplate_preprocess_node(&$vars) { //default template suggestions for all nodes $vars['template_files'] = array(); $vars['template_files'][] = 'node'; //individual node being displayed if($vars['page']) { $vars['template_files'][] = 'node-page'; $vars['template_files'][] = 'node-'.$vars['node']->type.'-page'; $vars['template_files'][] = 'node-'.$vars['node']->nid.'-page'; } //multiple nodes being displayed on one page in either teaser //or full view else { //template suggestions for nodes in general $vars['template_files'][] = 'node-'.$vars['node']->type; $vars['template_files'][] = 'node-'.$vars['node']->nid; //template suggestions for nodes in teaser view //more granular control if($vars['teaser']) { $vars['template_files'][] = 'node-'.$vars['node']->type.'-teaser'; $vars['template_files'][] = 'node-'.$vars['node']->nid.'-teaser'; } } } function phptemplate_preprocess_block(&$vars) { //the "cleaned-up" block title to be used for suggestion file name $subject = str_replace(" ", "-", strtolower($vars['block']->subject)); $vars['template_files'] = array('block', 'block-'.$vars['block']->delta, 'block-'.$subject); }

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  • Creating a simple command line interface (CLI) using a python server (TCP sock) and few scripts

    - by VN44CA
    I have a Linux box and I want to be able to telnet into it (port 77557) and run few required commands without having to access to the whole Linux box. So, I have a server listening on that port, and echos the entered command on the screen. (for now) Telnet 192.168.1.100 77557 Trying 192.168.1.100... Connected to 192.168.1.100. Escape character is '^]'. hello<br /> You typed: "hello"<br /> NOW: I want to create lot of commands that each take some args and have error codes. Anyone has done this before? It would be great if I can have the server upon initialization go through each directory and execute the init.py file and in turn, the init.py file of each command call into a main template lib API (e.g. RegisterMe()) and register themselves with the server as function call backs. At least this is how I would do it in C/C++. But I want the best Pythonic way of doing this. /cmd/ /cmd/myreboot/ /cmd/myreboot/ini.py (note underscore don't show for some reason) /cmd/mylist/ /cmd/mylist/init.py ... etc IN: /cmd/myreboot/_ini_.py: from myMainCommand import RegisterMe RegisterMe(name="reboot",args=Arglist, usage="Use this to reboot the box", desc="blabla") So, repeating this creates a list of commands and when you enter the command in the telnet session, then the server goes through the list, matches the command and passed the args to that command and the command does the job and print the success or failure to stdout. Thx

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  • How can you get the call tree with python profilers?

    - by Oliver
    I used to use a nice Apple profiler that is built into the System Monitor application. As long as your C++ code was compiled with debug information, you could sample your running application and it would print out an indented tree telling you what percent of the parent function's time was spent in this function (and the body vs. other function calls). For instance, if main called function_1 and function_2, function_2 calls function_3, and then main calls function_3: main (100%, 1% in function body): function_1 (9%, 9% in function body): function_2 (90%, 85% in function body): function_3 (100%, 100% in function body) function_3 (1%, 1% in function body) I would see this and think, "Something is taking a long time in the code in the body of function_2. If I want my program to be faster, that's where I should start." Does anyone know how I can most easily get this exact profiling output for a python program? I've seen people say to do this: import cProfile, pstats prof = cProfile.Profile() prof = prof.runctx("real_main(argv)", globals(), locals()) stats = pstats.Stats(prof) stats.sort_stats("time") # Or cumulative stats.print_stats(80) # 80 = how many to print but it's quite messy compared to that elegant call tree. Please let me know if you can easily do this, it would help quite a bit. Cheers!

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  • What does the windbg command "kd" do?

    - by Oskar
    I ran kd by mistake and got some output that inteerested me, a reference to a line of code in my module that I can't see on the call stack of any thread. The lines weren't the beginnning of the method so I don't think the reference is to a function pointer, but possibly the result of an exception being stored in memory??? Of course, that happens to be what I'm looking for... Update: The stack trace of the exception is: 0:000> kb *** Stack trace for last set context - .thread/.cxr resets it ChildEBP RetAddr Args to Child 0174f168 734ea84f 2cb9e950 00000000 2cb9e950 kernel32!LoadTimeZoneInformation+0x2b 0174f1c4 734ead92 00000022 00000001 000685d0 msvbvm60! RUN_INSTMGR::ExecuteInitTerm+0x178 0174f1f8 734ea9ee 00000000 0000002f 2dbc2abc msvbvm60! RUN_INSTMGR::CreateObjInstanceWithParts+0x1e4 0174f278 7350414e 2cb9e96c 00000000 0174f2f0 msvbvm60! RUN_INSTMGR::CreateObjInstance+0x14d 0174f2e4 734fa071 00000000 2cb9e96c 0174f2fc msvbvm60!RcmConstructObjectInstance+0x75 0174f31c 00976ef1 2cb9e950 00591bc0 0174fddc msvbvm60!__vbaNew+0x21 and into our code (create a new Form derived class) the dds output: 0:000> dds esp-0x40 esp+0x100 0174f05c 00000000 0174f060 00000000 0174f064 00000000 0174f068 00000000 0174f06c 00000000 0174f070 00000000 0174f074 00000000 0174f078 00000000 0174f07c 00000000 0174f080 00000000 0174f084 00000000 0174f088 00000000 0174f08c 00000000 0174f090 00000000 0174f094 00000000 0174f098 00000000 0174f09c 007f4f9b ourDll!formDerivedClass::Form_Initialize+0x10b [C:\Buildbox\formDerivedClass.frm @ 1452] etc which seems to indicate that Initialize is being called even though it isn't on the stack trace of either this exception or any of the threads. As suggested, it might all be a mismatch between pdbs and dlls, but it seems a coincidence that we end up in the right classes and methods

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  • Problems with CGPoint/touches event

    - by Jason
    I'm having some problems with storing variables from my touch events. The warning I get when I run this is that coord and icoord are unused, but I used them in the viewDidLoad implementation, is there a reason why this does not work? Any suggestions? #import "iGameViewController.h" @implementation iGameViewController @synthesize player; -(void)touchesBegan:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [[event allTouches] anyObject]; CGPoint icoord = [touch locationInView:touch.view]; } -(void)touchesMoved:(NSSet *)touches withEvent:(UIEvent *)event { UITouch *touch = [[event allTouches] anyObject]; CGPoint coord = [touch locationInView:touch.view]; } - (void)viewDidLoad { if (coord.x > icoord.x) { player.center = CGPointMake(player.center.x + 5, player.center.y); } if (coord.x < icoord.x) { player.center = CGPointMake(player.center.x - 5, player.center.y); } if (coord.y > icoord.y) { player.center = CGPointMake(player.center.x, player.center.y - 5); } if (coord.y < icoord.y) { player.center = CGPointMake(player.center.x, player.center.y + 5); } } Thanks.

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  • How to store session values with Node.js and mongodb?

    - by Tirithen
    How do I get sessions working with Node.js, [email protected] and mongodb? I'm now trying to use connect-mongo like this: var config = require('../config'), express = require('express'), MongoStore = require('connect-mongo'), server = express.createServer(); server.configure(function() { server.use(express.logger()); server.use(express.methodOverride()); server.use(express.static(config.staticPath)); server.use(express.bodyParser()); server.use(express.cookieParser()); server.use(express.session({ store: new MongoStore({ db: config.db }), secret: config.salt })); }); server.configure('development', function() { server.use(express.errorHandler({ dumpExceptions: true, showStack: true })); }); server.configure('production', function() { server.use(express.errorHandler()); }); server.set('views', __dirname + '/../views'); server.set('view engine', 'jade'); server.listen(config.port); I'm then, in a server.get callback trying to use req.session.test = 'hello'; to store that value in the session, but it's not stored between the requests. It probobly takes something more that this to store session values, how? Is there a better documented module than connect-mongo?

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  • Excel 2010 64 bit can't create .net object

    - by aboes81
    I have a simple class library that I use in Excel. Here is a simplification of my class... using System; using System.Runtime.InteropServices; namespace SimpleLibrary { [ComVisible(true)] public interface ISixGenerator { int Six(); } public class SixGenerator : ISixGenerator { public int Six() { return 6; } } } In Excel 2007 I would create a macro enabled workbook and add a module with the following code: Public Function GetSix() Dim lib As SimpleLibrary.SixGenerator lib = New SimpleLibrary.SixGenerator Six = lib.Six End Function Then in Excel I could call the function GetSix() and it would return six. This no longer works in Excel 2010 64bit. I get a Run-time error '429': ActiveX component can't create object. I tried changing the platform target to x64 instead of Any CPU but then my code wouldn't compile unless I unchecked the Register for COM interop option, doing so makes it so my macro enable workbook cannot see SimpleLibrary.dll as it is no longer regsitered. Any ideas how I can use my library with Excel 2010 64 bit?

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  • Nose2 multiprocess error on Windows7

    - by tt293
    I was looking into nose2 as a way to get around the restrictions of having both xunit output and multiprocessing in nose1.3. However, when always-on is set to False in the [multiprocess] section, I can only get a single process running, while when running with always-on set to True, I get the following error: ---------------------------------------------------------------------- Ran 0 tests in 0.043s OK Traceback (most recent call last): File "C:\dev\testing\Tests\PythonTests\venv\Scripts\nose2-script.py", line 8, in <module> load_entry_point('nose2==0.4.7', 'console_scripts', 'nose2')() File "C:\dev\testing\Tests\PythonTests\venv\lib\site-packages\nose2-0.4.7-py2. 7.egg\nose2\main.py", line 284, in discover return main(*args, **kwargs) File "C:\dev\testing\Tests\PythonTests\venv\lib\site-packages\nose2-0.4.7-py2. 7.egg\nose2\main.py", line 98, in __init__ super(PluggableTestProgram, self).__init__(**kw) File "C:\dev\testing\Tests\PythonTests\venv\lib\site-packages\unittest2-0.5.1- py2.7.egg\unittest2\main.py", line 98, in __init__ self.runTests() File "C:\dev\testing\Tests\PythonTests\venv\lib\site-packages\nose2-0.4.7-py2. 7.egg\nose2\main.py", line 260, in runTests self.result = runner.run(self.test) File "C:\dev\testing\Tests\PythonTests\venv\lib\site-packages\nose2-0.4.7-py2. 7.egg\nose2\runner.py", line 53, in run executor(test, result) File "C:\dev\testing\Tests\PythonTests\venv\lib\site-packages\nose2-0.4.7-py2. 7.egg\nose2\plugins\mp.py", line 60, in _runmp ready, _, _ = select.select(rdrs, [], [], self.testRunTimeout) select.error: (10038, 'An operation was attempted on something that is not a soc ket') This is running python 2.7.5 (32bit) on Windows 7 in a virtualenv with six-1.1.0, unittest2-0.5.1 and nose2-0.4.7 (I get the same behavior outside of the venv, so I don't think that is the issue here).

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  • Matplotlib autodatelocator custom date formatting?

    - by jawonlee
    I'm using Matplotlib to dynamically generate .png charts from a database. The user may set as the x-axis any given range of datetimes, and I need to account for all of it. While Matplotlib has the dates.AutoDateLocator(), I want the datetime format printed on the chart to be context-specific - e.g. if the user is charting from 3 p.m. to 5 p.m., the year/month/day information doesn't need to be displayed. Right now, I'm manually creating Locator and Formatter objects thusly: def get_ticks(start, end): from datetime import timedelta as td delta = end - start if delta <= td(minutes=10): loc = mdates.MinuteLocator() fmt = mdates.DateFormatter('%I:%M %p') elif delta <= td(minutes=30): loc = mdates.MinuteLocator(byminute=range(0,60,5)) fmt = mdates.DateFormatter('%I:%M %p') elif delta <= td(hours=1): loc = mdates.MinuteLocator(byminute=range(0,60,15)) fmt = mdates.DateFormatter('%I:%M %p') elif delta <= td(hours=6): loc = mdates.HourLocator() fmt = mdates.DateFormatter('%I:%M %p') elif delta <= td(days=1): loc = mdates.HourLocator(byhour=range(0,24,3)) fmt = mdates.DateFormatter('%I:%M %p') elif delta <= td(days=3): loc = mdates.HourLocator(byhour=range(0,24,6)) fmt = mdates.DateFormatter('%I:%M %p') elif delta <= td(weeks=2): loc = mdates.DayLocator() fmt = mdates.DateFormatter('%b %d') elif delta <= td(weeks=12): loc = mdates.WeekdayLocator() fmt = mdates.DateFormatter('%b %d') elif delta <= td(weeks=52): loc = mdates.MonthLocator() fmt = mdates.DateFormatter('%b') else: loc = mdates.MonthLocator(interval=3) fmt = mdates.DateFormatter('%b %Y') return loc,fmt Is there a better way of doing this?

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  • Java Play Mustache NPE Error

    - by zanedev
    We are getting a mustache play error in production (amazon linux EC2 AMI) but not in development (MACs) and we have tried upgrading the jvm, using the jdk instead, and changing from a tomcat deploy model to match our development environments as much as possible but nothing is working. Please any help would be greatly appreciated. We have lots of shared code in java and javascript using mustache and it would be a big deal to rewrite everything if we had to ditch mustache on the java side. 20:48:52,403 ERROR ~ @6al2dd0po Internal Server Error (500) for request GET /mystuff/people Execution exception (In {module:mustache-0.2}/app/play/modules/mustache/MustacheTags.java around line 32) NullPointerException occured : null play.exceptions.JavaExecutionException at play.templates.BaseTemplate.throwException(BaseTemplate.java:90) at play.templates.GroovyTemplate.internalRender(GroovyTemplate.java:257) at play.templates.Template.render(Template.java:26) at play.templates.GroovyTemplate.render(GroovyTemplate.java:187) at play.mvc.results.RenderTemplate.<init>(RenderTemplate.java:24) at play.mvc.Controller.renderTemplate(Controller.java:660) at play.mvc.Controller.renderTemplate(Controller.java:640) at play.mvc.Controller.render(Controller.java:695) at controllers.MyStuff.people(MyStuff.java:183) at play.mvc.ActionInvoker.invokeWithContinuation(ActionInvoker.java:548) at play.mvc.ActionInvoker.invoke(ActionInvoker.java:502) at play.mvc.ActionInvoker.invokeControllerMethod(ActionInvoker.java:478) at play.mvc.ActionInvoker.invokeControllerMethod(ActionInvoker.java:473) at play.mvc.ActionInvoker.invoke(ActionInvoker.java:161) at Invocation.HTTP Request(Play!) Caused by: java.lang.NullPointerException at play.modules.mustache.MustacheTags._template(MustacheTags.java:32) at play.modules.mustache.MustacheTags$_template.call(Unknown Source) at /app/views/User/people.html.(line:22) at play.templates.GroovyTemplate.internalRender(GroovyTemplate.java:232) ... 13 more

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  • Java: creating objects of arrays with different names at runtime and accessing/updating them

    - by scriptingalias
    Hello, I'm trying to create a class that can instantiate arrays at runtime by giving each array a "name" created by the createtempobjectname() method. I'm having trouble making this program run. I would also like to see how I could access specific objects that were created during runtime and accessing those arrays by either changing value or accessing them. This is my mess so far, which compiles but gets a runtime exception. import java.lang.reflect.Array; public class arrays { private static String temp; public static int name = 0; public static Object o; public static Class c; public static void main(String... args) { assignobjectname(); //getclassname();//this is supposed to get the name of the object and somehow //allow the arrays to become updated using more code? } public static void getclassname() { String s = c.getName(); System.out.println(s); } public static void assignobjectname()//this creates the object by the name returned { //createtempobjectname() try { String object = createtempobjectname(); c = Class.forName(object); o = Array.newInstance(c, 20); } catch (ClassNotFoundException exception) { exception.printStackTrace(); } } public static String createtempobjectname() { name++; temp = Integer.toString(name); return temp; } }

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  • Overriding content_type for Rails Paperclip plugin

    - by Fotios
    I think I have a bit of a chicken and egg problem. I would like to set the content_type of a file uploaded via Paperclip. The problem is that the default content_type is only based on extension, but I'd like to base it on another module. I seem to be able to set the content_type with the before_post_process class Upload < ActiveRecord::Base has_attached_file :upload before_post_process :foo def foo logger.debug "Changing content_type" #This works self.upload.instance_write(:content_type,"foobar") # This fails because the file does not actually exist yet self.upload.instance_write(:content_type,file_type(self.upload.path) end # Returns the filetype based on file command (assume it works) def file_type(path) return `file -ib '#{path}'`.split(/;/)[0] end end But...I cannot base the content type on the file because Paperclip doesn't write the file until after_create. And I cannot seem to set the content_type after it has been saved or with the after_create callback (even back in the controller) So I would like to know if I can somehow get access to the actual file object (assume there are no processors doing anything to the original file) before it is saved, so that I can run the file_type command on that. Or is there a way to modify the content_type after the objects have been created.

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  • Getting basepath from view in zend framework

    - by mobmad
    Case: you're developing a site with Zend Framework and need relative links to the folder the webapp is deployed in. I.e. mysite.com/folder online and localhost:8080 under development. The following works nice in controllers regardless of deployed location: $this->_helper->redirector->gotoSimple($action, $controller, $module, $params); And the following inside a viewscript, ie. index.phtml: <a href="<?php echo $this->url(array('controller'=>'index', 'action' => 'index'), null, true); ?>"> But how do I get the correct basepath when linking to images or stylesheets? (in a layout.phtml file, for example): <img src='<?php echo WHAT_TO_TYPE_HERE; ?>images/logo.png' /> and $this->headLink()->appendStylesheet( WHAT_TO_TYPE_HERE . 'css/default.css'); WHAT_TO_TYPE_HERE should be replaced with something that gives <img src="/folder/images/logo.png />` on mysite.com and `<img src="/images/logo.png /> on localhost

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  • sizer.replace() paints "over" old sizercontent

    - by elbenfreund
    hi. I am rather new to wx/python so please excuse if this is stupid or ill described. I am substituting a nested sizer with a new one as shown in the snippet below. after some tinkering everything seems to work out but the re-drawing of the parent-sizer. the content of the old nested sizer remains and gets "painted" over with the new sizer content despite my sizer.Layout() system setup: - python 2.5.5.2 and 2.6.4 - wxpython 2.8 -- coding: utf8 -- import wx class Frame(wx.Frame): def init(self): wx.Frame.init(self, None, wx.ID_ANY, title='test') class Test(wx.App): def OnInit(self): frame = Frame() self.panel = wx.Panel(frame) self.panel.SetBackgroundColour('red') self.sizer = wx.BoxSizer(wx.VERTICAL) button = wx.Button(self.panel, wx.ID_ANY, 'TEST') self.hsizer = wx.BoxSizer(wx.HORIZONTAL) self.hsizer.Add(wx.StaticText(self.panel, wx.ID_ANY, 'nacknack')) self.sizer.Add(button) self.Bind(wx.EVT_BUTTON, self.on_test_button, button) self.text = wx.StaticText(self.panel, wx.ID_ANY, 'FOOO') self.sizer.Add(self.text) self.sizer.Add(self.hsizer) self.panel.SetSizer(self.sizer) frame.Show() return True def on_test_button(self, evt): tmpsizer = wx.BoxSizer(wx.VERTICAL) tmpsizer.Add(self.makesizer()) tmpitem = tmpsizer.GetChildren()[0] self.sizer.Replace(2, tmpitem) self.sizer.Layout() def makesizer(self): testsizer = wx.BoxSizer(wx.HORIZONTAL) testsizer.Add(wx.StaticText(self.panel, wx.ID_ANY, 'testsizer')) return testsizer if __name__ == '__main__': app = Test() app.MainLoop()

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  • Safari doesn't detect my Extension Certificate

    - by Questor
    Hello, all! I have registered for the Safari Development Program and have a valid Apple ID. I've followed all the steps given by Apple. The problem is that Windows XP (Service Pack 2) does not recognize the command 'certreq', whereas the instructions said it would work on any Windows machine. However, the command 'certreq' was working on Windows Vista on the machine of my co-worker's, I downloaded the certificate (the .cer file) and installed it and Safari detected it. However, I don't have Windows Vista. I installed Windows 7 now on my machine, the command 'certreq' works and I have the Safari Extension Certificate (the .cer file) but when I open Safari's Extension Builder, my certificate does not appear there. I entered mmc in Start -- Run and checked if the certificate was installed there. It was in the 'Other People' but not in 'Personal'. Even on Internet Explorer 7+, when I go to Tools -- Internet Options -- Content (Tab) -- Certificates, the certificate is not there in the Personal tab, (WHEREAS IT GOT INSTALLED IN THE PERSONAL FOLDER AUTOMATICALLY IN WINDOWS VISTA). I tried importing the certificate (the .cer file) into the Peronal folder, the import is successful but still neither does it appear in the personal folder nor does Safari recognize/detect it when I go to the Extension Builder. ANY HELP?! I need to make an extension for my office project and the deadline is approaching. I really need to get it done. Thanks a million in anticipation.

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  • Showing errors in updatepanel after processing a CSV file

    - by Younes
    I have a csv importroutine which imports my CSV values into Sitecore. After this proces is done i want to show the errors in an asp:literal. This is not working, and I think this is because i need an updatepanel for this in order to be able to update text after the first postback (the csv upload / import). I made this: <asp:ScriptManager ID="ScriptManager1" runat="server"> </asp:ScriptManager> <asp:UpdatePanel ID="UpdatePanel1" runat="server"> <ContentTemplate> <asp:PlaceHolder ID="PlaceHolder1" runat="server"></asp:PlaceHolder> <asp:Button ID="Button1" runat="server" Text="Button" OnClick="Button1_Click" /> </ContentTemplate> </asp:UpdatePanel> and coded this: string melding = string.Format("Er zijn {0} objecten geïmporteerd.{1}", nrOfItemsImported, errors); ViewState["Melding"] = melding; And i have a button. On the onclick of this button I have: Literal literal = new Literal(); literal.Text = (string)ViewState["Melding"]; literal.ID = DateTime.Now.Ticks.ToString(); UpdatePanel1.ContentTemplateContainer.Controls.Add(literal); PlaceHolder1.Controls.Add(literal); When i now press the button i want to update the panel so that it will show my Literal with the errormsg on it. This however isn't happening. How can this be? I'm guessing it has something to do with my viewstate, i don't see keys on the viewstate after I press the button...

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  • Why can't I extract a C++ type from a Python type using boost::python::extractor?

    - by Robin
    I've wrapped a C++ class using Py++ and everything is working great in Python. I can instantiate the c++ class, call methods, etc. I'm now trying to embed some Python into a C++ application. This is also working fine for the most-part. I can call functions on a Python module, get return values, etc. The python code I'm calling returns one of the classes that I wrapped: import _myextension as myext def run_script(arg): my_cpp_class = myext.MyClass() return my_cpp_class I'm calling this function from C++ like this: // ... excluding error checking, ref counting, etc. for brevity ... PyObject *pModule, *pFunc, *pArgs, *pReturnValue; Py_Initialize(); pModule = PyImport_Import(PyString_FromString("cpp_interface")); pFunc = PyObject_GetAttrString(pModule, "run_script"); pArgs = PyTuple_New(1); PyTuple_SetItem(pArgs, 0, PyString_FromString("an arg")); pReturnValue = PyObject_CallObject(pFunc, pArgs); bp::extract< MyClass& > extractor(pReturnValue); // PROBLEM IS HERE if (extractor.check()) { // This check is always false MyClass& cls = extractor(); } The problem is the extractor never actually extracts/converts the PyObject* to MyClass (i.e. extractor.check() is always false). According to the docs this is the correct way to extract a wrapped C++ class. I've tried returning basic data types (ints/floats/dicts) from the Python function and all of them are extracted properly. Is there something I'm missing? Is there another way to get the data and cast to MyClass?

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  • How to Make a Game like Space Invaders - Ray Wenderlich (why do my space invaders scroll off screen)

    - by Erv Noel
    I'm following this tutorial(http://www.raywenderlich.com/51068/how-to-make-a-game-like-space-invaders-with-sprite-kit-tutorial-part-1) and I've run into a problem right after the part where I add [self determineInvaderMovementDirection]; to my GameScene.m file (specifically to my moveInvadersForUpdate method) The tutorial states that the space invaders should be moving accordingly after adding this piece of code but when I run they move to the left and they do not come back. I'm not sure what I am doing wrong as I have followed this tutorial very carefully. Any help or clarification would be greatly appreciated. Thanks in advance ! Here is the full GameScene.m #import "GameScene.h" #import <CoreMotion/CoreMotion.h> #pragma mark - Custom Type Definitions /* The type definition and constant definitions 1,2,3 take care of the following tasks: 1.Define the possible types of invader enemies. This can be used in switch statements later when things like displaying different sprites images for each enemy type. The typedef makes InvaderType a formal Obj-C type that is type checked for method arguments and variables.This is so that the wrong method argument is not used or assigned to the wrong variable. 2. Define the size of the invaders and that they'll be laid out in a grid of rows and columns on the screen. 3. Define a name that will be used to identify invaders when searching for them. */ //1 typedef enum InvaderType { InvaderTypeA, InvaderTypeB, InvaderTypeC } InvaderType; /* Invaders move in a fixed pattern: right, right, down, left, down, right right. InvaderMovementDirection tracks the invaders' progress through this pattern */ typedef enum InvaderMovementDirection { InvaderMovementDirectionRight, InvaderMovementDirectionLeft, InvaderMovementDirectionDownThenRight, InvaderMovementDirectionDownThenLeft, InvaderMovementDirectionNone } InvaderMovementDirection; //2 #define kInvaderSize CGSizeMake(24,16) #define kInvaderGridSpacing CGSizeMake(12,12) #define kInvaderRowCount 6 #define kInvaderColCount 6 //3 #define kInvaderName @"invader" #define kShipSize CGSizeMake(30, 16) //stores the size of the ship #define kShipName @"ship" // stores the name of the ship stored on the sprite node #define kScoreHudName @"scoreHud" #define kHealthHudName @"healthHud" /* this class extension allows you to add “private” properties to GameScene class, without revealing the properties to other classes or code. You still get the benefit of using Objective-C properties, but your GameScene state is stored internally and can’t be modified by other external classes. As well, it doesn’t clutter the namespace of datatypes that your other classes see. This class extension is used in the method didMoveToView */ #pragma mark - Private GameScene Properties @interface GameScene () @property BOOL contentCreated; @property InvaderMovementDirection invaderMovementDirection; @property NSTimeInterval timeOfLastMove; @property NSTimeInterval timePerMove; @end @implementation GameScene #pragma mark Object Lifecycle Management #pragma mark - Scene Setup and Content Creation /*This method simply invokes createContent using the BOOL property contentCreated to make sure you don’t create your scene’s content more than once. This property is defined in an Objective-C Class Extension found near the top of the file()*/ - (void)didMoveToView:(SKView *)view { if (!self.contentCreated) { [self createContent]; self.contentCreated = YES; } } - (void)createContent { //1 - Invaders begin by moving to the right self.invaderMovementDirection = InvaderMovementDirectionRight; //2 - Invaders take 1 sec for each move. Each step left, right or down // takes 1 second. self.timePerMove = 1.0; //3 - Invaders haven't moved yet, so set the time to zero self.timeOfLastMove = 0.0; [self setupInvaders]; [self setupShip]; [self setupHud]; } /* Creates an invade sprite of a given type 1. Use the invadeType parameterr to determine color of the invader 2. Call spriteNodeWithColor:size: of SKSpriteNode to alloc and init a sprite that renders as a rect of the given color invaderColor with size kInvaderSize */ -(SKNode*)makeInvaderOfType:(InvaderType)invaderType { //1 SKColor* invaderColor; switch (invaderType) { case InvaderTypeA: invaderColor = [SKColor redColor]; break; case InvaderTypeB: invaderColor = [SKColor greenColor]; break; case InvaderTypeC: invaderColor = [SKColor blueColor]; break; } //2 SKSpriteNode* invader = [SKSpriteNode spriteNodeWithColor:invaderColor size:kInvaderSize]; invader.name = kInvaderName; return invader; } -(void)setupInvaders { //1 - loop over the rows CGPoint baseOrigin = CGPointMake(kInvaderSize.width / 2, 180); for (NSUInteger row = 0; row < kInvaderRowCount; ++row) { //2 - Choose a single InvaderType for all invaders // in this row based on the row number InvaderType invaderType; if (row % 3 == 0) invaderType = InvaderTypeA; else if (row % 3 == 1) invaderType = InvaderTypeB; else invaderType = InvaderTypeC; //3 - Does some math to figure out where the first invader // in the row should be positioned CGPoint invaderPosition = CGPointMake(baseOrigin.x, row * (kInvaderGridSpacing.height + kInvaderSize.height) + baseOrigin.y); //4 - Loop over the columns for (NSUInteger col = 0; col < kInvaderColCount; ++col) { //5 - Create an invader for the current row and column and add it // to the scene SKNode* invader = [self makeInvaderOfType:invaderType]; invader.position = invaderPosition; [self addChild:invader]; //6 - update the invaderPosition so that it's correct for the //next invader invaderPosition.x += kInvaderSize.width + kInvaderGridSpacing.width; } } } -(void)setupShip { //1 - creates ship using makeShip. makeShip can easily be used later // to create another ship (ex. to set up more lives) SKNode* ship = [self makeShip]; //2 - Places the ship on the screen. In SpriteKit the origin is at the lower //left corner of the screen. The anchorPoint is based on a unit square with (0, 0) at the lower left of the sprite's area and (1, 1) at its top right. Since SKSpriteNode has a default anchorPoint of (0.5, 0.5), i.e., its center, the ship's position is the position of its center. Positioning the ship at kShipSize.height/2.0f means that half of the ship's height will protrude below its position and half above. If you check the math, you'll see that the ship's bottom aligns exactly with the bottom of the scene. ship.position = CGPointMake(self.size.width / 2.0f, kShipSize.height/2.0f); [self addChild:ship]; } -(SKNode*)makeShip { SKNode* ship = [SKSpriteNode spriteNodeWithColor:[SKColor greenColor] size:kShipSize]; ship.name = kShipName; return ship; } -(void)setupHud { //Sets the score label font to Courier SKLabelNode* scoreLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //1 - Give the score label a name so it becomes easy to find later when // the score needs to be updated. scoreLabel.name = kScoreHudName; scoreLabel.fontSize = 15; //2 - Color the score label green scoreLabel.fontColor = [SKColor greenColor]; scoreLabel.text = [NSString stringWithFormat:@"Score: %04u", 0]; //3 - Positions the score label near the top left corner of the screen scoreLabel.position = CGPointMake(20 + scoreLabel.frame.size.width/2, self.size.height - (20 + scoreLabel.frame.size.height/2)); [self addChild:scoreLabel]; //Applies the font of the health label SKLabelNode* healthLabel = [SKLabelNode labelNodeWithFontNamed:@"Courier"]; //4 - Give the health label a name so it can be referenced later when it needs // to be updated to display the health healthLabel.name = kHealthHudName; healthLabel.fontSize = 15; //5 - Colors the health label red healthLabel.fontColor = [SKColor redColor]; healthLabel.text = [NSString stringWithFormat:@"Health: %.1f%%", 100.0f]; //6 - Positions the health Label on the upper right hand side of the screen healthLabel.position = CGPointMake(self.size.width - healthLabel.frame.size.width/2 - 20, self.size.height - (20 + healthLabel.frame.size.height/2)); [self addChild:healthLabel]; } #pragma mark - Scene Update - (void)update:(NSTimeInterval)currentTime { //Makes the invaders move [self moveInvadersForUpdate:currentTime]; } #pragma mark - Scene Update Helpers //This method will get invoked by update -(void)moveInvadersForUpdate:(NSTimeInterval)currentTime { //1 - if it's not yet time to move, exit the method. moveInvadersForUpdate: // is invoked 60 times per second, but you don't want the invaders to move // that often since the movement would be too fast to see if (currentTime - self.timeOfLastMove < self.timePerMove) return; //2 - Recall that the scene holds all the invaders as child nodes; which were // added to the scene using addChild: in setupInvaders identifying each invader // by its name property. Invoking enumerateChildNodesWithName:usingBlock only loops over the invaders because they're named kInvaderType; which makes the loop skip the ship and the HUD. The guts og the block moves the invaders 10 pixels either right, left or down depending on the value of invaderMovementDirection [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionLeft: node.position = CGPointMake(node.position.x - 10, node.position.y); break; case InvaderMovementDirectionDownThenLeft: case InvaderMovementDirectionDownThenRight: node.position = CGPointMake(node.position.x, node.position.y - 10); break; InvaderMovementDirectionNone: default: break; } }]; //3 - Record that you just moved the invaders, so that the next time this method is invoked (1/60th of a second from when it starts), the invaders won't move again until the set time period of one second has elapsed. self.timeOfLastMove = currentTime; //Makes it so that the invader movement direction changes only when the invaders are actually moving. Invaders only move when the check on self.timeOfLastMove passes (when conditional expression is true) [self determineInvaderMovementDirection]; } #pragma mark - Invader Movement Helpers -(void)determineInvaderMovementDirection { //1 - Since local vars accessed by block are default const(means they cannot be changed), this snippet of code qualifies proposedMovementDirection with __block so that you can modify it in //2 __block InvaderMovementDirection proposedMovementDirection = self.invaderMovementDirection; //2 - Loops over the invaders in the scene and refers to the block with the invader as an argument [self enumerateChildNodesWithName:kInvaderName usingBlock:^(SKNode *node, BOOL *stop) { switch (self.invaderMovementDirection) { case InvaderMovementDirectionRight: //3 - If the invader's right edge is within 1pt of the right edge of the scene, it's about to move offscreen. Sets proposedMovementDirection so that the invaders move down then left. You compare the invader's frame(the frame that contains its content in the scene's coordinate system) with the scene width. Since the scene has an anchorPoint of (0,0) by default and is scaled to fill it's parent view, this comparison ensures you're testing against the view's edges. if (CGRectGetMaxX(node.frame) >= node.scene.size.width - 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenLeft; *stop = YES; } break; case InvaderMovementDirectionLeft: //4 - If the invader's left edge is within 1 pt of the left edge of the scene, it's about to move offscreen. Sets the proposedMovementDirection so invaders move down then right if (CGRectGetMinX(node.frame) <= 1.0f) { proposedMovementDirection = InvaderMovementDirectionDownThenRight; *stop = YES; } break; case InvaderMovementDirectionDownThenLeft: //5 - If invaders are moving down then left, they already moved down at this point, so they should now move left. proposedMovementDirection = InvaderMovementDirectionLeft; *stop = YES; break; case InvaderMovementDirectionDownThenRight: //6 - if the invaders are moving down then right, they already moved down so they should now move right. proposedMovementDirection = InvaderMovementDirectionRight; *stop = YES; break; default: break; } }]; //7 - if the proposed invader movement direction is different than the current invader movement direction, update the current direction to the proposed direction if (proposedMovementDirection != self.invaderMovementDirection) { self.invaderMovementDirection = proposedMovementDirection; } } #pragma mark - Bullet Helpers #pragma mark - User Tap Helpers #pragma mark - HUD Helpers #pragma mark - Physics Contact Helpers #pragma mark - Game End Helpers @end

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  • JUnit test failing - complaining of missing data that was just inserted

    - by Collin Peters
    I have an extremely odd problem in my JUnit tests that I just can't seem to nail down. I have a multi-module java webapp project with a fairly standard structure (DAO's, service clasess, etc...). Within this project I have a 'core' project which contains some abstracted setup code which inserts a test user along with the necessary items for a user (in this case an 'enterprise', so a user must belong to an enterprise and this is enforced at the database level) Fairly simple so far... but here is where the strangeness begins some tests fail to run and throw a database exception where it complains that a user cannot be inserted because an enterprise does not exist. But it just created the enterprise in the preceding line of code! And there was no errors in the insertion of the enterprise. Stranger yet, if this test class is run by itself everything works fine. It is only when the test is run as part of the project that it fails! And the exact same abstracted code was run by 10+ tests before the one that fails! f I have been banging my head against a wall with this for days and haven't really made any progress. I'm not even sure what information to offer up to help diagnose this. Using JUnit 4.4, Spring 2.5.6, iBatis 2.3.0, Postgresql 8.3 Switching to org.springframework.jdbc.datasource.DriverManagerDataSource from org.apache.commons.dbcp.BasicDataSource changed the problem. Using DriverManagerDataSource the tests work for the first time, but now all of a sudden a lot of data isn't rolled back in the database! It leaves everything behind. All with no errors Tests fail when run via Eclipse & Maven Please ask for any info which may help me solve my problem!

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  • How To Create a Flexible Plug-In Architecture?

    - by justkt
    A repeating theme in my development work has been the use of or creation of an in-house plug-in architecture. I've seen it approached many ways - configuration files (XML, .conf, and so on), inheritance frameworks, database information, libraries, and others. In my experience: A database isn't a great place to store your configuration information, especially co-mingled with data Attempting this with an inheritance hierarchy requires knowledge about the plug-ins to be coded in, meaning the plug-in architecture isn't all that dynamic Configuration files work well for providing simple information, but can't handle more complex behaviors Libraries seem to work well, but the one-way dependencies have to be carefully created. As I seek to learn from the various architectures I've worked with, I'm also looking to the community for suggestions. How have you implemented a solid plug-in architecture? What was your worst failure (or the worst failure you've seen)? What would you do if you were going to implement a new plug-in architecture? What SDK or open source project that you've worked with has the best example of a good architecture? A few examples I've been finding on my own: Perl's Module::Plugable An SO question with a list for Java (including Sever Provider Interfaces) An SO question for C++ pointing to a Dr. Dobbs article These examples seem to play to various language strengths. Is a good plugin architecture necessarily tied to the language? Is it best to use tools to create a plugin architecture, or to do it on one's own following models?

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  • Why is the compiler caching my "random" and NULLED variables?

    - by alex gray
    I am confounded by the fact that even using different programs (on the same machine) to run /compile, and after nilling the vaues (before and after) the function.. that NO MATTER WHAT.. I'll keep getting the SAME "random" numbers… each and every time I run it. I swear this is NOT how it's supposed to work.. I'm going to illustrate as simply as is possible… #import <Foundation/Foundation.h> int main(int argc, char *argv[]) { int rPrimitive = 0; rPrimitive = 1 + rand() % 50; NSNumber *rObject = nil; rObject = [NSNumber numberWithInt:rand() % 10]; NSLog(@"%i %@", rPrimitive, rObject); rPrimitive = 0; rObject = nil; NSLog(@"%i %@", rPrimitive, rObject); return 0; } Run it in TextMate: i686-apple-darwin11-llvm-gcc-4.2 8 9 0 (null) Run it in CodeRunner: i686-apple-darwin11-llvm-gcc-4.2 8 9 0 (null) Run it a million times, if you'd like. You can gues what it will always be. Why does this happen? Why oh why is this "how it is"?

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