I am brand new to FreeCAD and fairly new to python in general.
I have a project going on in which I have a list of several hundred (x,y) coordinates stored in two columns in an Excel doc. These points define a slice of an elevation profile. What I'm needing to do is draw a line/shape in FreeCAD using these points that can then be extruded into an extended version of this shape. Since the data is currently in excel, I'm leaning towards using pandas to access it, but I'm open to other ideas.
The problem I'm having with this line of thinking so far is that I can't figure out a way to access pandas from inside FreeCAD, so I've been attempting to use Winpython(2.7.10) through the Spyder ide to import FreeCAD(0.16) and pandas into the same script. I've tried adding both the Freecad/bin and Freecad/lib folders to my path (using this recommended method https://www.freecadweb.org/wiki/Embedding_FreeCAD/en), but have yet to have any success importing.
The error is: "DLL load failed: The specified procedure could not be found." .... Searching around, I can't seem to find FreeCad.dll or FreeCAD.so anywhere in my install, yet FreeCAD runs normally when used independently.
To summarize: Wanting to run FreeCAD through an external python console in order to access excel data through pandas (which doesn't seem to be available within FreeCAD itself). In doing so, I get an error and FreeCAD isn't accessible. It might be a version compatibility issue, or something more complex.
If you made it here, thank you for taking the time to read through my fairly complex/niche problem. Please feel free to suggest any more elegant alternatives, as I said, I'm new to this and likely haven't come across all possible solutions.
Thank you
I'm not exactly certain what "pandas" is - a quick search didn't reveal anything except the game engine Panda3D and the animal itself...
As for accessing data external to FreeCAD, this is something I've been exploring myself lately. At the moment, some success has been achieved by starting FreeCAD in server mode and having it watch an excel file, then running python script when it changes.
This approach would allow you to parse an Excel file using commonly available python libraries for that purpose.
EDIT:
Having been informed on just what pandas is, it seems odd you can't make it work with FreeCAD. However, there could be a number of causes:
Old version. FreeCAD is undergoing really significant change right now. Ensure you're using the latest stable release (0.17 - Roland), but I'd recommend getting your hands on the latest 0.18-dev release
Incorrect python version - FreeCAD currently is built on Py2, though Py3 builds are possible (I run FreeCAD / Py3 on my linux machine). Ensure you've installed pandas appropriately to match the python version FreeCAD depends upon (Py2, most likely).
Invalid install - If you know pandas imports and works in the python interpreter itself, try importing and running pandas code from the FreeCAD python console.
Related
I'm trying to run a face detection model in Unity. It gets input from the webcam, then spits out a face. But trying to make this work with C# has been an absolute nightmare. And despite all my suffering, I still haven't been able to make it work!
If I could use python, I'd be able to get it done easily. So, obviously, I want to find a way to get a python script working in Unity. But IronPython is the only thing I've been able to find, and it's outdated.
I need either knowledge of how to make IronPython work in spite of being outdated, or some other method. Please.
Unfortunately, Unity at this time does not support Python. Although, there is an asset that you can use a bit of Python with. I am not sure what you can do with this asset but I know it could help a minimal amount:https://assetstore.unity.com/packages/tools/integration/python-interpreter-645
Quick Note: Most programming languages work about the same way. If you figure out the documentation and grammar/punctuation for C#/UnityC#, you should be off just fine.
I try to use python once on Unity and I found a few ways:
There is a package call "IronPython" where you can add a python file to your unity project and then call a function from C# to your python code, to do that you should follow this:
We already know that we can use python to use .net internal calls.
Now we may use the same to start a console that can accept a scripting language in Unity engine.
To do this we have to include certain dll files.
These dll files must be present in Assets>plugins
IronPython.dll
IronPython.Modules.dll
Microsoft.Scripting.Core.dll
Microsoft.Scripting.dll
Microsoft.Scripting.Debugging.dll
Microsoft.Scripting.ExtensionAttribute.dll
Microsoft.Dynamic.dll
Once the Plugins are in place.
Initiate the Cs code
PythonEngine engine = new PythonEngine();
engine.LoadAssembly(Assembly.GetAssembly(typeof(GameObject)));
engine.ExecuteFile("Test.py");
Where test.py is the python code.
Initiate python side:
import UnityEngine from UnityEngine
import *
Debug.Log("Hello world from IronPython!")
References:
https://github.com/cesardeazevedo/Unity3D-Python-Editor
http://techartsurvival.blogspot.in/2013/12/embedding-ironpython-in-unity-tech-art.html
IronPython in Unity3D
the issue with this way is that most of the python module are not supported.
2.the second way is to create a file like json that contain the data you want to send to the json and then create an output json that send the output from the python script, this way is very limited with what you can send because the data must be contain in your json.
the last way that work for me is to install the Nuget package and copy the script from python to c# line by line with the relevent module installed in Unity and it's work for me, but copy a long code can take time.
this is a reference to the package:
https://github.com/GlitchEnzo/NuGetForUnity
and then to install the relevent package you should press on NuGet → Manage NuGet Packages and the choose the relevent package(for me it was Numpy and it work grate).
hope it will help you
I don't know how recent it is but there is a Unity package for python available on unity 2019.3 and further versions.
Warning the first versions of this package can't use Python3.
You can see more for yourself by the following link.
https://docs.unity3d.com/Packages/com.unity.scripting.python#2.0/manual/index.html
I hope this may help you.
We are thrilled to announce that Python for Unity 4.0.0-exp.5 is now available!
4.0.0-exp.5 is a major upgrade from our last public release, and incorporates a large number of changes. In summary:
Based on Python 3.7; scripts based on Python 2.7 will need to be ported.
Users no longer need to install Python on their system.
In-process Python is no longer reinitialized when the Unity domain reloads.
Removed the out-of-process API. The PySide example now runs in-process and is much simpler.
Limited support for a virtual environment workflow via the ProjectSettings/requirements.txt file.
Many bug fixes.
Documentation for the Python for Unity package is available here, and the full changelog can be found here.
This is an experimental release, and thus is not visible in Package Manager. To install this package, open Package Manager, click the + at the top left and select Add package by name.... Enter com.unity.scripting.python as the name and and 4.0.0-exp.5 as the version and click Add. Alternatively, you may edit Packages/manifest.json and add "com.unity.scripting.python": "4.0.0-exp.5", to the list of dependencies, or edit the existing entry for Python for Unity to update the version.
Soursce: https://forum.unity.com/threads/python-for-unity-release-announcements.1084688/
Documentation: https://docs.unity3d.com/Packages/com.unity.scripting.python#4.0/manual/index.html
Unity not supported python, But you Can write Python Code and run it by Socket programing, Create Server with python and send data,in C# Connect to server and use data sended with python.
I have very little experience with (i.e. don't really know) python but I'm currently trying to produce a mac app bundle for a package (and ideally after, a script to make it reproducible).
I've tried several approaches but made the most progress by combining py2app, gtk-mac-bundler and good old shell scripting. Still, this produces due to missing distributions (I realized yesterday it's caused by missing egg/dist-info, which are not supported and have been on the py2app feature request list since forever)
Of course, I could just copy all these files in a dumb way, using glob patterns in my shell but I fear that would go against reproducible builds in the future. So, is there any way by which I can get a reference to the files on disk, taking a package name or similar as an argument?
These libraries are able to read metadata from installed distributions (and more):
https://docs.python.org/3/library/importlib.metadata.html
https://setuptools.readthedocs.io/en/stable/pkg_resources.html
https://distlib.readthedocs.io/en/stable/index.html
I have the following issue:
I have some software that installs a particular version of IronPython to GAC. But I need to install a newer version of IronPython without affecting GAC. Hence the need for somehow using pyenv on windows with IronPython.
I am not from a programming background, more of a brick and mortar background, so please bear with me here.
[pyenv-win][1] doesn't support IronPython yet, and given my background, I have no idea how to modify a GIT repository and then install it (I'm trying to learn all that, but first I need to set this environment up, so that I don't mess things up, its a vicious cycle :P).
I downloaded a copy of the code and I was looking into how it is addressing different python versions.
It seems in [this file][2]
there are variables:
mirror, mirrorEnvPath, listEnv
that point to location of the exe that pyenv-win is using to install and maintain python version
So I somehow need to add an iron python mirror location and another array to the list that reads something like this
ironmirror = "https://github.com/IronLanguages/ironpython2/releases/download"
and add a line to listEnv
Array("ipy-2.7.9", ironmirror&"/ipy-2.7.9/", "IronPython-2.7.9.msi", "x64")_
That's how far I can get. If someone could help me put all this together, that would be nice. I have no idea how to run this modified code from my local hard drive. I would also like to somehow add this functionality to the package on GitHub as well so that others can use the same. Also, I am not sure if I am allowed to look into the code that others have shared and modify it. This is a new world for me. Apologies if that's the case.
Any help is appreciated.
[1]: https://github.com/pyenv-win/pyenv-win
[2]: https://github.com/pyenv-win/pyenv-win/blob/master/pyenv-win/libexec/pyenv-install.vbs
I'm trying to get back into coding for some math/physics experimentations and found VTK as a powerful tool using python. So I installed Python(x,y) and Pycharm Community edition. But I cannot get the Code Completion for VTK to work. I know this question has been posted quite a lot of times, but I couldn't find any concrete answer.
Here's what I know so far:
In order for Code Completion to work Pycharm constructs Skeletons. (Basically Python files with empty Classes/Methods that match the C++ API and can then be used like any other Python file for code completion.)
If I locate these files they don't appear to be complete and look something like this:
If this is indeed the skeleton (the file is called vtkRenderingPython.py) then shouldn't there be empty function declarations?
The result is that I get code completion for the classnames, but not the functions. For a library this huge that's rather annoying. Is there an easy way to get this working, or is this just a limitation I have to live with? Is there maybe a way to get complete Skeletons and replace the ones I have here? Am I missing the point entirely?
After another couple of hours I tried my luck with the PyDev extension for Eclipse. I didn't think that would work, but to my surprise it did! No settings necessary, it just worked out of the box.
The only drawback is that inherited methods are not shown in code completion. The base class is shown in the documentation window though so you can get the available functions by creating a temporary object of the base class and scrolling through the code completion there.
Recently I have become a fan of storing various settings used for my testing scripts in the OSX defaults system as it allows me to keep various scripts in git and push them to github without worrying about leaving passwords/settings/etc hardcoded into the script.
When writing a shell script using simple bash commands, it is easy enough to use backticks to call the defaults binary to read the preferences and if there is an error reading the preference, the script stops execution and you can see the error and fix it. When I try to do a similar thing in Python or Ruby it tends to be a little more annoying since you have to do additional work to check the return code of defaults to see if there is an error.
I have been attempting to search via google off and on for a library to use the OSX defaults system which ends up being somewhat difficult when "defaults" is part of your query string.
I thought of trying to read the plist files directly but it seems like the plist libraries I have found (such as the built in python one) are only able to read the XML ones (not the binary ones) which is a problem if I ever set anything with the defaults program since it will convert it back to a binary plist.
Recently while trying another search for a Python library I changed the search terms to something using something like NSUserDefaults (I have now forgotten the exact term) I found a Python library called userdefaults but it was developed for an older version of OSX (10.2) with an older version of Python (2.3) and I have not had much luck in getting it to compile on OSX 10.6 and Python 2.6
Ideally I would like to find a library that would make it easy to read from (and as a bonus write to) the OSX defaults system in a way similar to the following python psudo code.
from some.library.defaults import defaults
settings = defaults('com.example.app')
print settings['setting_key']
Since I am also starting to use Ruby more, I would also like to find a Ruby library with similar functionality.
It may be that I have to eventually just 'give up' and write my own simple library around the defaults binary but I thought it wouldn't hurt to try to query others to see if there was an existing solution.
You´ll want to use PyObjC: have a look at this article at mactech.com (in specific: scroll down to "Accessing plists Via Python"). And this article from oreilly on PyObjC.
Run this, for example:
from Foundation import *
standardUserDefaults = NSUserDefaults.standardUserDefaults()
persistentDomains = standardUserDefaults.persistentDomainNames()
persistentDomains.objectAtIndex_(14)
aDomain = standardUserDefaults.persistentDomainForName_(persistentDomains[14])
aDomain.keys()