My setup is PyQT4.10 (QT4.8.5) with Python 2.7 on Windows 7. Using pyuic4 to convert .ui files to Python codes always generates codes that use QtCore.QString.fromUtf8 and QtGui.QApplication.translate for string translation. Since there are only English characters in my programs, such translation is unnecessary and removing them can make the generated Python codes having a consistent style with the existing codes. It seems pyuic4 does not come with a switch to turn it off. Is there a way to disable this translation? Thanks.
No, you cannot turn this off.
The pyuic tool generates boiler-plate code and it needs to maintain backwards compatibility. So there are several aspects of these modules that differ from how you might write the same code yourself. To give another obvious example: with pyuic4, signals are connected using the old-style syntax, rather than the much more readable new-style syntax.
But really, why should you care about this? Obviously, there is never a good reason to edit these files yourself, and it is easy enough to exclude them from version control. So apart from ensuring that they are re-generated whenever appropriate, you can more or less forget that they are there.
If you have not installed a translator, the various tr functions are all effectively NO-OPs.
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I want to change the interface of a written application. this application is written in python and GTK . I don't want to change the codes manually by myself but although I need an interface designer so I can import this application to it and the graphically apply my intended changes to it . I tried Glade and QTdesigner but they produce .ui file and I couldn't find a tool to convert back a .ui file to python code. plus that the don't open python files directly and didn't have import options.
any solution will be appreciated.
thanks
It really depends on the application.
If the application uses *.glade or *.ui files you can - depending on how well it is designed re-arrange certain elements and swap out container types.
If there are no such files, you are out of luck. Then the ui is "hard"-coded (as hard as python code can get..) and you have to modify the widget hirarchy by modifying python code yourself.
There is no such editor being able to extract a layout/ui file from code itself.
gtkinspector or formerly known as gtkparasite can modify properties of widgets on the fly but nothing that really modifies the python code of the running application. They sneak around the application code and modify the widget tree from back behind through means of the gtk module lib interface (correct me if I am wrong here, not totally sure).
You can't. Glade had code generation features removed years ago, because that leads to unmaintainable code when it's patched by hand after generation, to add the program's internal logic. So either you:
use Glade to generate a ui file, and have to change the python code anyway to use it
or you'll have manually write some code to change the user interface
In either way, you'll have some code to write. If you have lots of changes in the user interface, then convert your program to use Glade ui files. It will take some time, but changes will be easier afterwards. If you only have a couple of changes to do, just do them in the code, it will be faster to do.
I have a Python code that needs to be able to execute a C++ code. I'm new to the idea of creating libraries but from what I have learned so far I need to know whether I need to use static or dynamic linking.
I have read up on the pros and cons of both but there is a lot of jargon thrown around that I do not understand yet and since I need to do this ASAP I was wondering if some light can be shed on this from somebody who can explain it simply to me.
So here's the situation. My C++ code generates some text files that have data. My Python code then uses those text files to plot the data. As a starter, I need to be able to run the C++ code directly from Python. Is DLL more suitable than SL? Or am I barking up the completely wrong tree?
Extra: is it possible to edit variables in my C++ code, compile it and execute it, all directly from Python?
It depends on your desired deployment. If you use dynamic linking will need to carefully manage the libraries (.so, .dll) on your path and ensure that the correct version is loaded. This can be helped if you include the version number in the filename, but then that has its own problems (security... displaying version numbers of your code is a bad idea).
Another benefit is that you can swap your library functionality without a re-compile as long as the interface does not change.
Statically linking is conceptually simpler and practically simpler. You only have to deploy one artefact (an .exe for example). I recommend you start with that until you need to move to the more complicated shared library setup.
Edit: I don't understand your "extra credit" question. What do you mean by "edit values"? If you mean can you modify variables that were declared in your C++ code, then yes you can as long as you use part of the public interface to do it.
BTW this advice is for the general decision. If you are linking from Python to C/C++ I think you need to use a shared library. Not sure as I haven't done it myself.
EDIT: To expand on "public interface". When you create a C++ library of whatever kind, you specify what functions are available to outside classes (look up how to to that). This is what I mean by public interface. Parts of your library are inaccessible but others (that you specify) are able to be called from client code (i.e. your python script). This allows you to modify the values that are stored in memory.
If you DO mean that you want to edit the actual C++ code from within your python I would suggest that you should re-design your application. You should be able to customise the run-time behaviour of your C++ library by providing the appropriate configuration.
If you give a solid example of what you mean by that we'll be able to give you better advice.
Yes it is possible!!
Try exploring subprocess module in python.
Following can be an example implementation of your scenario:
yourfile.cpp
#compilation
args = ['g++','-o','your_executable_name_with_path','yourfile.cpp_with_path']
your_compile = subprocess.Popen(args,stdin=subprocess.PIPE,stderr=subprocess.PIPE,stdout=subprocess.PIPE)
output,compilation_error = your_compile.communicate()
your_compile.wait()
#successful compilation then there will be execuatble
if not compilation_error:
#execuation
args = ['your_executable_name_with_path'] #command to run a an execuatble
your_run = subprocess.Popen(args,stdin=subprocess.PIPE,stderr=subprocess.PIPE,stdout=subprocess.PIPE)
your_code_output,runtime_error = your_run.communicate()
your_run.wait()
Further, you can tackle more cases and come up with an efficient design
I'm not quite sure how the idea of linking comes into what you are asking, but it sounds to me like you want to use something like SWIG, which allows you to create wrappers around C++ functions (and many other languages) which you can then call directly from your Python code.
Extra: is it possible to edit values in my C++ code, compile it and execute it directly from Python?
If I'm understanding this correctly, you want to use Python to change your C++ code, then compile and execute it? If this is the case, you may want to look into embedding the Python interpreter in your C++ program. This would mean doing things the other way around and having C++ run your Python script, instead of trying to do everything from Python.
I'm trying to write some python, and I'm used to the lispy way of doing things, a REPL in EMACS and the ability to send arbitrary code snippets to the REPL. I like this way of developing code, and python's built-in IDLE seems to do it pretty well. However I do like EMACS as an editor.
What's the best thing analogous to SLIME for Python?
So far:
It seems that the trick is to open a python file, and then to use 'Start Interpreter' from the Python menu, after which you get an Inferior Python buffer. You can then use C-c C-c to load the whole buffer you're editing into the 'REPL', and use normal copy and paste to put snippets into the REPL.
This works as far as it goes. Is there any way to say 'reevaluate the big thing that the cursor is in now and display the answer', or 'reevaluate the thing the cursor is just at the end of and display the answer', like M-C-x and C-x-e in SLIME?
And it all seems to work better if you use the python-mode.el from Bozhidar's answer
There is ipython.el which you can use for some extended functionality over the vanilla python-mode. Ropemacs provides a few extra completion and refactoring related options that might help you. This is discussed here. However, I don't expect you're going to get anything close to SLIME.
I think the new python.el is a much better idea. It's under active development, it can spawn a python shell and send function definitions, buffers and files to it. It also has better than average re-indent support. It's rumoured that in Emacs 24 it might become the default python mode in Emacs.
python-mode is the default mode for editing Python in emacs. It includes commands for evaluating the buffer and running an inferior interpreter instance.
The tutorials I've found on WxPython all use examples from Linux, but there seem to be differences in some details.
For example, in Windows a Panel behind the widgets is mandatory to show the background properly. Additionally, some examples that look fine in the tutorials don't work in my computer.
So, do you know what important differences are there, or maybe a good tutorial that is focused on Windows?
EDIT: I just remembered this: Does anybody know why when subclassing wx.App an OnInit() method is required, rather than the more logical __init__()?
I've noticed odd peculiarities in a small GUI I wrote a while back, but it's been a long time since I tried to the specifics are a rather distant memory. Do you have some specific examples which fail? Maybe we can improve them and fix the bugs?
Have you tried the official wxPython tutorials? ...or were you after something more specific?
r.e. your edit - You should use OnInit() because you're subclassing wx.App (i.e. it's a requirement for wxWidgets rather than Python) and the wxPython implementation is wherever possible, just a wrapper for wxWidgets.
[Edit] Zetcode has a fairly lengthy tutorial on wxPython. I've not looked through it all myself, but it might be of some help?
The wxWidgets::wxApp::OnInit() documentation is fairly clear:
This must be provided by the application, and will usually create the application's main window, optionally calling wxApp::SetTopWindow. You may use OnExit to clean up anything initialized here, provided that the function returns true.
If wxWidgets didn't provide a common interface then you'd have to do different things in C++ (using a constructor) compared to Python's __init__(self,...). Using a language-independent on-initialisation allows wxWidgets ports to other languages look more alike which should be a good thing right? :-)
EDIT: I just remembered this: Does anybody know why when subclassing wx.App an OnInit() method is required, rather than the more logical __init__()?
I use OnInit() for symmetry: there's also an OnExit() method.
Edit: I may be wrong, but I don't think using OnInit() is required.
I find a number of small differences, but don't remember all of them. Here are two:
1) The layout can be slightly different, for example, causing things to not completely fit in the window in one OS when the do in the other. I haven't investigated the reasons for this, but it happens most often when I use positions rather than sizers to arrange things.
2) I have to explicitly call Refresh more in Windows. For example, if you place one panel over another, you won't see it the top panel in Windows until you call Refresh.
I general, I write apps in Linux and run them in Windows, and things work similarly enough so this is a reasonable approach, but it's rare for me when something runs perfectly straight out of the gate after an OS switch.
I've been learning python for a while now with some success. I even managed to create one or two (simple) programs using PyGtk + Glade.
The thing is: I am not sure if the best way to use GTK with python is by building the interfaces using Glade.
I was wondering if the more experienced ones among us (remember, I'm just a beginner) could point out the benefits and caveats of using Glade as opposed to creating everything in the code itself (assuming that learning the correct gtk bindings wouldn't exactly be a problem).
I would say that it depends: if you find that using Glade you can build the apps you want or need to make than that's absolutely fine. If however you actually want to learn how GTK works or you have some non-standard UI requirements you will have to dig into GTK internals (which are not that complicated).
Personally I'm usually about 5 minutes into a rich client when I need some feature or customization that is simply impossible through a designer such as Glade or Stetic. Perhaps it's just me. Nevertheless it is still useful for me to bootstrap window design using a graphical tool.
My recommendation: if making rich clients using GTK is going to be a significant part of your job/hobby then learn GTK as well since you will need to write that code someday.
P.S. I personally find Stetic to be superior to Glade for design work, if a little bit more unstable.
Use GtkBuilder instead of Glade, it's integrated into Gtk itself instead of a separate library.
The main benefit of Glade is that it's much, much easier to create the interface. It's a bit more work to connect signal handlers, but I've never felt that matters much.
Glade is very useful for creating interfaces, it means you can easily change the GUI without doing much coding. You'll find that if you want to do anything useful (e.g. build a treeview) you will have to get familiar with various parts of the GTK documentation - in practice finding a good tutorial/examples.
I started out using glade, but soon moved to just doing everything in code. Glade is nice for simple things, and it's good when you're learning how GTK organizes the widgets (how things are packed, etc). Constructing everything in code, however, you have much more flexibility. Plus, you don't have the glade dependency.
I usually start with Glade until I come to a point where it doesn't have the features I need, e.g. creating a wizard. As long as I'm using the standard widgets that Glade provides, there's really no reason to hand-code the GUI.
The more comfortable I become with how Glade formats the code, the better my hand-coding becomes. Not to mention, it's real easy to use Glade to make the underlying framework so you don't have to worry about all the initializations.
If you're writing a traditional GUI application which reuses a lot of standard components from GTK+ (buttons, labels, containers etc.) I'd personally go with Glade + Kiwi (a convenience framework for building GTK+ GUI applications).
The single greatest advantage to using Glade is that it greatly reduces layout/packing code. Here's an extremely simply example which already shows the issues with manually laying out a GUI (without using any helper functions):
container = gtk.HBox()
label = gtk.Label(str="test")
container.add(label)
For more examples take a look here. Even if you're writing a complicated custom widget you can always create a placeholder in Glade and replace that after instantiation.
It shouldn't be all too long now for the Glade team to release a new version of the designer (3.6.0). This new version will add support for GtkBuilder, which replaces libglade (the actual library that transforms the Glade XML files into a widget tree). The new Glade designer also once again adds support for defining catalogs (sets of widgets) in Python, so you can easily add your own custom widgets.
First, start to put this in perspective.
You will be using GTK. This is a huge C library built in 1993 using the best traditions of 1970s coding style. It was built to help implement the GIMP, a Photoshop competitor wanna-be with user interface blunders of legend. A typical gui field might have forty or more parameters, mostly repetitive, having getters and setters. There will be pain.
The GTK itself manages a complete dynamic type system in C using GObject. This makes debugging a special joy that requires manually walking through arrays of pointers to methods full of generic argument lists with implicit inheritance. You will also be jumping through Pango libraries when you least expect it, e.g., using a Pango constant for where in a label the ellipsis go when the page is small. Expect more pain.
By now, you are probably vowing to wrap all your GTK interactions in a Model-View-Controller architecture specific to your application. This is good.
Using Glade, or gtkBuilder, or Stetic, will help coral the huge coupling problem of forty parameters to a function. Glade provides a basic GUI builder to drag and drop components together. The parameters and inherited parameters are somewhat separated out. The output of Glade is .glade XML file which you will then read in, attach your callbacks ("signal handlers") to identically named functions, and query or update the in-memory version of that XML to get widgets that you then use pyGTK to manipulate. Glade itself is a creaky and not well maintained.
Using pyGTK gives you annoyingly fine grained control in order to build your GUI. This will be verbose, copy-and-paste code. Each attribute will be a separate function call. The attribute setter does not return anything, so chaining the calls is out of the question. Usually, your IDE will give only minimal help on what functions mean and you will be constantly referring to DevHelp or some other tool.
One would almost expect GTK GUIs were meant to fail.
I recommend using Glade for rapid development, but not for learning. Why? because some times you will need to tune up some widgets in order to work as you want they to work, and if you don't really know/understand the properties attributes of every widget then you will be in troubles.
For quick and simple screens I use Glade. But for anything that needs finer levels of control, I create a custom classes for what I actually need (this is important, because it's too easy to get carried away with generalisations).
With a skinny applications specific classes, I can rapidly change the look and feel application wide from a single place. Rather like using CSS to mantain consistency for web sites.
Personally I would recommend coding it out instead of using Glade. I'm still learning python and pyGtk but I will say that writing out the UI by hand gave me a lot of insight on how things work under the hood.
Once you have it learned I'd say to give glade, or other UI designers a try but definitely learn how to do it the "hard" way first.
You may use glade-2 to design, and use glade2py.py to generating the pure pygtk code,
it use pygtkcompat to support gtk3