I'm very new to django and web dev in general. I'm following tutorial https://www.youtube.com/watch?v=n-FTlQ7Djqc&index=1&list=PL4cUxeGkcC9ib4HsrXEYpQnTOTZE1x0uc create a blog by 'The Net Ninja'. His django version is 1.x but I'm using 2.1
I have completed it and have successfully emulate it on my own by following along.
But I wanted to make another on my own.
After I created it the files in my static files(the pictures for background) are clashing with my previous project.
Now background photo of my new project shows in previous project (both projects have static files in similar named folder )
So am I supposed to use virtualenv and is this kind of clash normal??? please help
It depends on what you mean with "clash". If you configure both installations to point to the same static files location, then, yes, you might have some "clashes". You can just make them point to separate folders.
As for virtual environments, it's generally a good idea to have a separate one for each project. This way you can isolate your dependencies better. This is especially important if you're going to run different versions of Django concurrently where some third party apps might not work on all versions.
Related
I'm completly new with Django and python (and alone as tech in my company, not able to ask help to previous dev). I have to maintain an existing app written in django still developing new services fully written in node, which is my most important task (and my skills). I have a problem that i have fixed some bugs in UX, fixing CSS mostly. And I don't understand how to build sass.
In manage.py, when i ask the list of commands the only things which is related to my problem is "collectstatic" which seems to not build but just collect static files (good naming so) in one folder. And obviously, it doesn't resolve my problem.
Any suggestion ? I'm lost in this big new thing. Many love on every body who can help me. Do you know if there is an integrated tool ? Do i need to use an external compiler which is just not documented ?
Django got nothing to do with compiling assets, you compile it your way in node using your favorite bundler like gulp or webpack and then introduce the final path to django. but people stumbled upon this and created bunch of helper libs, checkout django_webpack.
In case you felt overwhelm then save learning curve time and do like I said earlier, bundle it on your flavor and create a management command in Django that you can run the bundler from python context.
I have an architectural problem.
My team have large Django DRF application (lets name it "portal-backend") combined of set of apps, not installed as a modules but created manually. The apps are: blogs, news, entries, adminapi, gallery, comments, events, ideas, microposts, reactions, moderation, profile, and so on (about 50 apps).
Now I need to make some kind of "inheritance", use this product as a "base" in other team, and allow them to make changes in their nested classes.
For example if they need to change class blogs.views.BlogViewSet, they can just inherit it by they own class.
The "base" application must be installed with pip (if possible) or pulled from git (it's a single repo)
So, the main portal-backend shouldnt be changed in other team, just used as a base and extended by inheritance
Ideally my existing application should became some kind of high-level framework to create other portal-backends on the base of it with required modifications and additions on top of it.
What variants I thought about:
Split whole application into app-modules, put it into separate git repos, and install each app as a pip module. This method requires lots of work and has a problem that all apps are linked to each other so all modules need to be installed or nothing would work
Create some kind of building system, where "base" application git-cloned to specific folder (maybe as a git-submodule) and working app (that developed my other team) imports all the modules from this folder, or patches PYTHONPATH somehow to make imports transparent. Then, it would be possible to import mentioned class BlogViewSet and inherit from it. This looks like some duct-tape-solution, and quite fragile in wolowing development.
What would be your advice?
I'm making a Django project consisting of several apps and I want to use a version number for the whole project, which would be useful for tracking the status of the project between each time it comes to production.
I've read and googled and I've found how to put a version number for each django app of mine, but not for a whole project.
I assume that the settings.py (in my case it would be base.py, because the settings are inherited for each environment: developmente, pre-production, production) would be the ideal file for storing it, but I would like to know good practices from other Django programmers, because I haven't found any.
Thank you in advance
I don't think I've ever needed to do this, but the two obvious choices would be either the settings file, as you state, or alternatively the __init__.py in the main project app.
You don't need it to relate to django, you can tag a commit in your source control to provide a marker of a particular version (as well as a separate branch for releases).
From the docs for git tagging
Git has the ability to tag specific points in history as being important. Typically people use this functionality to mark release points (v1.0, and so on).
You could use the same versioning number system as google if you so wish which relates to
year.month.day.optional_revision # i.e 2016.05.03 for today
Doing this would make it easier to track back to previous versions since it won't be overwritten in source code by newer version numbers.
I like to deploy the Spreecommerce locally and want to implement my own changes. I have deployed successfully but I don't know where the actual sources files comes or running. I need help to sort this out. Please can any one help me.
Thanks in Advance
Bundler downloads dependent gems into a cache location, but you don't want to mess with that if you're looking to make code changes. Anything you change there will be lost later when you update your gems.
You'll want to familiarize yourself with the standard rails customization methods. In order of least-to-most intrusive:
Decorators - files in your host application's app folder structure (assets, controllers, models, overrides, views, etc) which change a single method on Spree's objects by using the syntax Spree::[whatever class].class_eval do and then using standard ruby method definitions (followed by end). These files match their Spree counterpart in the same folder, just in your app instead of Spree's source. And with _decorator added to the end of the filename. See an example here: https://github.com/binaryphile/spree_dibs_1.2/blob/master/app/controllers/spree/admin/payments_controller_decorator.rb
Overriding entire Spree files - copy the Spree source file to the same location in your app then make the necessary source changes. This will override Spree's file of the same name (no _decorator this time). You're taking responsibility for migrating all future code changes by Spree to that file into your copy, which is why this is less desirable.
Fork the Spree source - change your Gemfile reference to your version instead of Spree. Make your changes to this code directly and run it instead of regular Spree. This is highly undesirable, as it makes upgrading Spree versions very involved and difficult.
If you're planning on making the code reusable, you could also investigate making it into an internal or published extension. See the Spree docs on that approach.
I'm updating a 0.5.1 complete_project to 0.7beta3 + virtualenv + pip + fabric.
I have converted my project into multiple stand-alone applications and I have everything being pulled down by pip from a requirements.txt file.
I am now moving the code over and so far can get the Welcome page and perform a log-in, but then it breaks, due, it appears, to the introduction of Group support and the refactoring of Tribes into Tribes and Topics.
Has anyone successfully made this move? If you did, how did you handle migrating your data? What should I be looking out for? Anyone have a checklist or list of steps? What other exciting challenges do I have to look forward to?
The short answer as far as I'm aware (and I've been following Pinax development for some time now) is that there is no straightforward path to upgrade the project from 0.5.1 to 0.7beta3. I'm not sure how familiar you are with the code, but this is the process I would use based on my limited experience:
Start by using the social_project/ that ships with the latest version of Pinax. Copy into it any changes you made to the settings.py file as well as any custom apps you have.
The templates and media have moved to folders outside of the projects, but if you customized any of them (I'm sure you did) take the custom ones and drop them into the template folders in your project to override those in the default theme folders. You should compare them to those in the theme folders to see what changes may need to be made to keep up with changes in the apps.
The next step would be to do the same thing with urls.py copying any customizations over the one provided by the project.
Try getting it running at this point with a fresh DB. Hopefully any errors will point you in the right direction to stuff that you might have missed or not known about.
Once you gotten it running most of the DB tables should be the same (I believe) except as you mentioned the Tribes stuff. Migrating the data, though, is still beyond what I've had to deal with.
Disclaimer: I've been following development but never had to perform an upgrade quite this big. Good luck and (obviously) back up your work and data before trying to port it all over.
See the documentation and code ( http://github.com/pinax/pinax/tree/master ) for more details. The code is a convenient (though tedious) way to watch the evolution between 0.5.1 and 0.7beta3, for what that's worth.