let's assume in my code there is a system process to do. However, i have to change directory before doing so and the going back, that step is necessary, no simple way to circumvent this operation.
std::filesystem::current_directory("child/");
std::process::system(command);
std::filesystem::current_directory("../");
This works in my local machine, however, in my gitlab-ci runner, which runs in the same relative path as in local, it seems that is incapable of changing the current directory, and runs the command in the directory the script was placed:
testing:
stage: testing
image:
#same OS and similar environment as local
name: myhub/archlinux
script:
- export BOOST_INCLUDEDIR="/usr/include/boost/"
- export BOOST_LIBRARYDIR="/usr/lib/"
- cd build/tests
- ./buildUStests
Is there a way to tell the runner to be more flexible when the program demands to change the current directory? Or do i have to use another way to make the runner change directories?
Sorry for the confusion, I actually found the issue.
GitLab and git essentially don't incorporate empty directories, which my program relies on, into my repo.
This means that if I roll my tests without knowing that behavior, it seems as if my program refuses to change directory.
The solution to the problem is to create the directory at execution, then make the shell commands.
When I use PyCharm's manage.py terminal to do a makemigrations or migrate I have the following warning message:
PyCharm can't check if the following file been updated: [filepath]
for a hundred of files located inside my webpack and babel-preset-es2015 folders, within my static/node_modules folder
The command is executed properly, but I would like to get rid of these hundreds of red warnings in the terminal. Especially since I think the migrations takes longer to be executed since I have those.
Can I somehow tell PyCharm to stop checking my node_modules or even static folders?
It's not a particularly brilliant solution but you can just comment out the line in _jb_utils.py, if you can find it. For me on OS X it was here:
~/Library/Application Support/JetBrains/Toolbox/apps/PyCharm-P/ch-0/172.4343.24/PyCharm.app/Contents/helpers/pycharm/_jb_utils.py
Obviously you will have to redo this every time you update PyCharm though.
After a long time away from an app i wrote in Django and didn't complete, I've come back to it on a new Mac.
I'm struggling to get the code to refer to the apps and the files within them without the explicit path. For instance:
from myproject.app.file import object
Whereas I remember not having to use myproject every time.
Is this something that has changed? I seem to remember being about to add to the path in manage.py which is called every time you run the dev server, but this hasn't worked this time.
sys.path.append /path/to/myproject
Should that fix the issue I'm having?
I started with a simple answer and it grew into more details on how to add subdirectories of your project to python path. Maybe a bit off-topic, but it could be useful to you so I'm pushing the post button anyway.
I usually have a bunch of small re-usable apps of mine I keep inside my project tree, because I don't want them to grow into independent modules. My projet tree will look like this:
manage.py
myproject/apps
myproject/libs
myproject/settings
...
Still, by default, Django only adds the project root to python path. Yet it makes no sense in my opinion to have apps load modules with full path:
from myproject.apps.author.models import Author
from myproject.libs.rest_filters import filters
That's both way too verbose, and it breaks reusability as I only use absolute imports. Not to mention if I someday build an actual python package out of some of the libs, it will break.
So, I took the following steps. I added the relevant folders to the path:
# in manage.py
root = os.path.dirname(__file__)
sys.path.append(os.path.realpath(os.path.join(root, 'myproject', 'apps')))
sys.path.append(os.path.realpath(os.path.join(root, 'myproject', 'libs')))
But you must ensure those packages cannot be loaded from the root of the project, or you will have odd issues as python would load another copy of the module. For instance, isinstance(libs.foo.bar(), myproject.libs.foo.bar) == False
It's not hard though : just remove __init__.py from the folders you add to the path. That will make sure they cannot be descended into from the project.
Also, Django's discover runner will not descend into those paths unless you specify them manually. That may be fine with you (if every module has its own test suite). Or you can extend the runner, so it knows about this: sample code.
I am looking for some documentation or tutorial for copying files from a given directory into the app created by xcode at build time, before it is run.
At first I have tried to copy files into the derived directory, hoping that everything resides in there would be automatically added to the app, but I was wrong.
So I am looking for a script because the original dir may change its name, second the script could be customized by another xcode 4 user with its src dir path etc.
The things is I don't know how to start, which language etc. I am quite confident with shell script, but maybe there's a better option.
Second, I am trying to figure out which command could add a file in the already built app.
thanks
That answer didn't really help - the BUILT_PRODUCT_DIR isn't where most stuff goes.
Ultimately, I found you just need to do:
Add the following to the very end of your script (or get your script to write directly to the output location):
cp ${DERIVED_FILE_DIR}/[YOUR OUTPUT FILES] ${BUILT_PRODUCTS_DIR}/${UNLOCALIZED_RESOURCES_FOLDER_PATH}
...but there's a lot of other things I tried. More thoughts and ideas here: http://red-glasses.com/index.php/tutorials/xcode4-a-script-that-creates-adds-files-to-your-project/
You want a Run Script or Copy Files build phase. Select your main project in the navigator, then select the app's target. Click the Build Phases tab. Click the Add Build Phase button at the bottom of the window and choose the appropriate phase.
By "appropriate" I mean if you really want to run a script, you'll use a Run Script build phase and use Xcode-provided environment variables like $BUILT_PRODUCT_DIR (see the documentation or hit build and examine the full output of an empty script in the build log) to figure out your target folder. If all you want to do is copy files (no real processing), the Copy Files build phase already knows how to locate the app bundle's proper folders depending on what you're copying (Resources, Frameworks, etc.).
I am attempting to put together a simple c++ test project that uses an embedded python 3.2 interpreter. The project builds fine but Py_Initialize raises a fatal error:
Fatal Python error: Py_Initialize: unable to load the file system codec
LookupError: no codec search functions registered: can't find encoding
Minimal code:
#include <Python.h>
int main (int, char**)
{
Py_Initialize ();
Py_Finalize ();
return 0;
}
The OS is 32bit Vista.
The python version used is a python 3.2 debug build, built from sources using VC++ 10.
The python_d.exe file from the same build runs without any problems.
Could someone explain the problem and how to fix it? My own google-fu fails me.
EDIT 1
After going through the python source code I've found that, as the error says, no codec search functions have been registered. Both codec_register and PyCodec_Register are as they should be. It's just that nowhere in the code are any of these functions called.
I don't really know what this means as I still have no idea when and from where these functions should have been called. The code that raises the error is entirely missing from the source of my other python build (3.1.3).
EDIT 2
Answered my own question below.
Check the PYTHONPATH and PYTHONHOME environment variables and make sure they don't point to Python 2.x.
http://bugs.python.org/issue11288
Parts of this have been mentioned before, but in a nutshell this is what worked for my environment where I have multiple Python installs and my global OS environment set-up to point to a different install than the one I attempt to work with when encountering the problem.
Make sure your (local or global) environment is fully set-up to point to the install you aim to work with, e.g. you have two (or more) installs of, let's say a python27 and python33 (sorry these are windows paths but the following should be valid for equivalent UNIX-style paths just as well, please let me know about anything I'm missing here (probably the DLLs path might differ)):
C:\python27_x86
C:\python33_x64
Now, if you intend to work with your python33 install but your global environment is pointing to python27, make sure you update your environment as such (while PATH and PYTHONHOME may be optional (e.g. if you temporarily work in a local shell)):
PATH="C:\python33_x64;%PATH%"
PYTHONPATH="C:\python33_x64\DLLs;C:\python33_x64\Lib;C:\python33_x64\Lib\site-packages"
PYTHONHOME=C:\python33_x64
Note, that you might need/want to append any other library paths to your PYTHONPATH if required by your development environment, but having your DLLs, Lib and site-packages properly set-up is of prime importance.
Hope this helps.
The core reason is quite simple: Python does not find its modules directory, so it can of course not load encodings, too
Python doc on embedding says "Py_Initialize() calculates the module search path based upon its best guess" ... "In particular, it looks for a directory named lib/pythonX.Y"
Yet, if the modules are installed in (just) lib - relative to the python binary - above guess is wrong.
Although docs says that PYTHONHOME and PYTHONPATH are regarded, we observed that this was not the case; their actual presence or content was completely irrelevant.
The only thing that had an effect was a call to Py_SetPath() with e.g. [path-to]\lib as argument before Py_Initialize().
Sure this is only an option for an embedding scenario where one has direct access and control over the code; with a ready-made solution, special steps may be necessary to solve the issue.
Ran into the same thing trying to install brew's python3 under Mac OS! The issue here is that in Mac OS, homebrew puts the "real" python a whole layer deeper than you think. You would think from the homebrew output that
$ echo $PYTHONHOME
/usr/local/Cellar/python3/3.6.2/
$ echo $PYTHONPATH
/usr/local/Cellar/python3/3.6.2/bin
would be correct, but invoking $PYTHONPATH/python3 immediately crashes with the abort 6 "can't find encodings." This is because although that $PYTHONHOME looks like a complete installation, having a bin, lib etc, it is NOT the actual Python, which is in a Mac OS "Framework". Do this:
PYTHONHOME=/usr/local/Cellar/python3/3.x.y/Frameworks/Python.framework/Versions/3.x
PYTHONPATH=$PYTHONHOME/bin
(substituting version numbers as appropriate) and it will work fine.
From python3k, the startup need the encodings module, which can be found in PYTHONHOME\Lib directory.
In fact, the API Py_Initialize () do the init and import the encodings module.
Make sure PYTHONHOME\Lib is in sys.path and check the encodings module is there.
I had this issue with python 3.5, anaconda 3, windows 7 32 bit. I solved it by moving my pythonX.lib and pythonX.dll files into my working directory and calling
Py_SetPythonHome(L"C:\\Path\\To\\My\\Python\\Installation");
before initialize so that it could find the headers that it needed, where my path was to "...\Anaconda3\". The extra step of calling Py_SetPythonHome was required for me or else I'd end up getting other strange errors where python import files.
I just ran into the exact same problem (same Python version, OS, code, etc).
You just have to copy Python's Lib/ directory in your program's working directory ( on VC it's the directory where the .vcproj is )
There appears to be something going wrong with the release build either failing to include the appropriate codecs or else misidentifying the codec to use for system APIs. Since the python_d executable is working, what does that return for os.getfsencoding()? (Use the C API to call that between your Initialize/Finalize calls)
I had the same issue and found this question. However from the answers here I was not able to solve my problem. I started debugging the cpython code and thought that I might be discovered a bug. Therefore I opened a issue on the python issue tracker.
My mistake was that I did not understand that Py_SetPath clears all inferred paths.
So one needs to set all paths when calling this function.
Link to the issue conversation
For completion I also copied the most important part of the conversation below.
My original issue text
I compiled the source of CPython 3.7.3 myself on Windows with Visual Studio 2017 together with some packages like e.g numpy. When I start the Python Interpreter I am able to import and use numpy. However when I am running the same script via the C-API I get an ModuleNotFoundError.
So the first thing I did, was to check if numpy is in my site-packages directory and indeed there is a folder named numpy-1.16.2-py3.7-win-amd64.egg. (Makes sense because the python interpreter can find numpy)
The next thing I did was to get some information about the sys.path variable created when running the script via the C-API.
#### sys.path content ####
C:\Work\build\product\python37.zip
C:\Work\build\product\DLLs
C:\Work\build\product\lib
C:\PROGRAM FILES (X86)\MICROSOFT VISUAL STUDIO\2017\PROFESSIONAL\COMMON7\IDE\EXTENSIONS\TESTPLATFORM
C:\Users\rvq\AppData\Roaming\Python\Python37\site-packages
Examining the content of sys.path I noticed two things.
C:\Work\build\product\python37.zip has the correct path 'C:\Work\build\product\'. There was just no zip file. All my files and directory were unpacked. So I zipped the files to an archive named python37.zip and this resolved the import error.
C:\Users\rvq\AppData\Roaming\Python\Python37\site-packages is wrong it should be C:\Work\build\product\Lib\site-packages but I dont know how this wrong path is created.
The next thing I tried was to use Py_SetPath(L"C:/Work/build/product/Lib/site-packages") before calling Py_Initialize(). This led to
Fatal Python Error 'unable to load the file system encoding'
ModuleNotFoundError: No module named 'encodings'
I created a minimal c++ project with exact these two calls and started to debug Cpython.
int main()
{
Py_SetPath(L"C:/Work/build/product/Lib/site-packages");
Py_Initialize();
}
I tracked the call of Py_Initialize() down to the call of
static int
zipimport_zipimporter___init___impl(ZipImporter *self, PyObject *path)
inside of zipimport.c
The comment above this function states the following:
Create a new zipimporter instance. 'archivepath' must be a path-like
object to a zipfile, or to a specific path inside a zipfile. For
example, it can be '/tmp/myimport.zip', or
'/tmp/myimport.zip/mydirectory', if mydirectory is a valid directory
inside the archive. 'ZipImportError' is raised if 'archivepath'
doesn't point to a valid Zip archive. The 'archive' attribute of the
zipimporter object contains the name of the zipfile targeted.
So for me it seems that the C-API expects the path set with Py_SetPath to be a path to a zipfile. Is this expected behaviour or is it a bug?
If it is not a bug is there a way to changes this so that it can also detect directories?
PS: The ModuleNotFoundError did not occur for me when using Python 3.5.2+, which was the version I used in my project before. I also checked if I had set any PYTHONHOME or PYTHONPATH environment variables but I did not see one of them on my system.
Answer
This is probably a documentation failure more than anything else. We're in the middle of redesigning initialization though, so it's good timing to contribute this feedback.
The short answer is that you need to make sure Python can find the Lib/encodings directory, typically by putting the standard library in sys.path. Py_SetPath clears all inferred paths, so you need to specify all the places Python should look. (The rules for where Python looks automatically are complicated and vary by platform, which is something I'm keen to fix.)
Paths that don't exist are okay, and that's the zip file. You can choose to put the stdlib into a zip, and it will be found automatically if you name it the default path, but you can also leave it unzipped and reference the directory.
A full walk through on embedding is more than I'm prepared to type on my phone. Hopefully that's enough to get you going for now.
I had the problem and was tinkering with different solutions mentioned here. Since I was running my project from Visual Studio, apparently, I needed to set the environment path inside Visual Studio and not the system path.
Adding a simple PYTHONHOME=PATH\TO\PYTHON\DIR in the project solution\properties\environment solved the problem.
For me this happened when I updated Python 64 bit from 3.6.4 to 3.6.5. It threw some error like "unable to extract python.dll. Do you have permissions."
Pycharm also failed to load interpreter, even though I reloaded it in settings. Running python command gave same error, with and without administrator mode.
Reason
There was error in installation of Python, include folder in python installation directory C:\Users\USERNAME\AppData\Local\Programs\Python\Python36 was missing
Reinstalling Python also dint solve the issue.(Not removal and install)
Solution
Uninstall Python and Install of Python again.
Because running installer was just extracting same files excluding include folder
In my cases, for windows, if you have multiple python versions installed, if PYTHONPATH is pointing to one version the other ones didn't work. I found that if you just remove PYTHONPATH, they all work fine
For those working in Visual Studio simply add the include, Lib and libs directories to the Include Directories and Library Directories under
Projects Properties -> Configuration Properties > VC++ Directories :
For example I have Anaconda3 on my system and working with Visual Studio 2015 This is how the settings looks like (note the Include and Library directories) :
Edit:
As also pointed out by bossi setting PYTHONPATH in your user Environment Variables section seems necessary.
a sample input can be like this (in my case):
C:\Users\Master\Anaconda3\Lib;C:\Users\Master\Anaconda3\libs;C:\Users\Master\Anaconda3\Lib\site-packages;C:\Users\Master\Anaconda3\DLLs
is necessary it seems.
Also, you need to restart Visual Studio after you set up the PYTHONPATH in your user Environment Variables for the changes to take effect.
Also note that :
Make sure the PYTHONHOME environment variable is set to the Python
interpreter you want to use. The C++ projects in Visual Studio rely on
this variable to locate files such as python.h, which are used when
creating a Python extension.
So, for some reason the python dll fails to locate the encodings module. The python.exe executable apparently finds it because it has the expected relative path. Modifying the search path works.
The reason for all of this? Don't know but at least it works. I highly suspect a typo on my part somewhere, that's usually the reason for odd bugs it seems.