I am working with python plugins for QGIS . I am done with my one of my .py file using python 2.5 and pyqt4. It is just help file for QGIS, which I changed. I wanted to in-cooperate the same in QGIS. I installed QGIS 1.7.1.
I know it to be done through python plugins. But how to go about it?
where to copy my file, so that it will get open from QGIS?
QGIS already has that page(help file), I need to change it.
help me out.
If you're creating a QGIS plugin in Python, you may want to place it in your .qgis/python/plugins folder. Actually, you should create a subfolder below that. But that's not all, your code has to provide certain functions in order to get hooked up properly into QGIS. http://qgis.org/pyqgis-cookbook/plugins.html#plugins provides detailed information about that. Once your Python plugin is complete and located in the correct location, you'll have to enable it in the QGIS Plugin Manager (choose Plugins/Manage Plugins... from the manu). I'm not sure if your question is about creating QGIS Python Plugins or about replacing QGIS menu items via Python - could you clarify this? Are there any error messages for the things that are not working? Could you post your code (or relevant parts of it) for review (this might speed up the process of finding a solution)?
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 But IronPython is the only thing I've been able to find, and it's outdated.
I need either knowledge of how to make IronPython work in spite of being outdated, or some other method.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 currently work on a Python project, which I'd like to upload to the Microsoft Store in the future.
As far as I am aware, in order to upload applications to the Microsoft Store, it is necessary that the application will be packed into the MSIX format.
Now the question is - is it possible to pack a Python project into the MSIX format?
I already tried two possible approaches
The first approach
I assumed that it will be much easier to pack an .exe file into an MSIX package. Since .py files require an interpreter in order to run, I managed to freeze the Python project into a standalone .exe runnable file - and it works pretty good.
I found a useful tool made by Microsoft, which is supposed to pack .exe files under the MSIX format. The tool is MSIX Packaging Tool which is available at the Microsoft Store. I did manage to create an .msix file but I can't run in since Windows says that I have to sign the .exe first.
The second approach
I found out that it is possible to pack a project into an MSIX package, by using built-in tools inside Visual Studio 2019. So I managed to move my whole python project into Visual Studio, and follow the next steps in order to pack my project.
The problem is that already in the early stages, when adding the reference to my python project, the next error occurs:
I'd love to know if you have any other possible approaches for packing a Python project into an MSIX package.
I've made this question because I had to go through the whole process of creating my own application using Apple's somewhat lacking documentation, and without the use of py2app. I wanted to create the whole application structure so I know exactly what was inside, as well as create an installer for it. The latter of these is still a mystery, so any additional answers with information on making a custom installer would be appreciated. As far as the actual "bundle" structure goes, however, I think I've managed to get the basics down. See the answer below.
Edit: A tutorial has been linked at the end of this answer on using PyInstaller; I don't know how much it helps as I haven't used it yet, but I have yet to figure out how to make a standalone Python application without the use of a tool like this and it may just be what you're looking for if you wish to distribute your application without relying on users knowing how to navigate their Python installations.
A generic application is really just a directory with a .app extension. So, in order to build your application, just make the folder without the extension first. You can rename it later when you're finished putting it all together. Inside this main folder will be a Contents folder, which will hold everything your application needs. Finally, inside Contents, you will place a few things:
Info.plist
MacOS
Resources
Frameworks
Here you can find some information on how to write your Info.plist file. Basically, this is where you detail information about your application.
Inside the MacOS you want to place your main executable. I'm not sure that it matters how you write it; at first, I just had a shell script that called python3 ./../Resources/MyApp.py. I didn't think this was very neat though, so eventually I called the GUI from a Python script which became my executable (I used Tkinter to build my application's GUI, and I wrote several modules which I will get to later). So now, my executable was a Python script with a shebang pointing to the Python framework in my application's Frameworks folder, and this script just created an instance of my custom Tk() subclass and ran the mainloop. Both methods worked, though, so unless someone points out a reason to choose one method over the other, feel free to pick. The one thing that I believe is necessary, is that you name your executable the SAME as your application (before adding the .app). That, I believe, is the only way that MacOS knows to use that file as your application's executable. Here is a source that describes the bundle structure in more detail; it's not a necessary read unless you really want to get into it.
In order to make your executable run smoothly, you want to make sure you know where your Python installation is. If you're like me, the first thing you tried doing on your new Mac was open up Terminal and type in python3. If this is the case, this prompted you to install the Xcode Command Line tools, which include an installation of Python 3.8.2 (most recent on Xcode 12). Then, this Python installation would be located at /usr/bin/python3, although it's actually using the Python framework located at
/Applications/Xcode.app/Developer/Library/Frameworks/Python3.framework/Versions/3.8/bin/python3
I believe, but am NOT CERTAIN, that you could simply make a copy of this framework and add it to your Frameworks folder in order to make the app portable. Make a copy of the Python3.framework folder, and add it to your app's Frameworks folder. A quick side note to be wary of; Xcode comes packaged with a lot of useful tools. In my current progress, the tool I am most hurting for is the Fortran compiler (that I believe comes as a part of GCC), which comes with Xcode. I need this to build SciPy with pip install scipy. I'm sure this is not the only package that would require tools that Xcode provides, but SciPy is a pretty popular package and I am currently facing this limitation. I think by copying the Python framework you still lose some of the symlinks that point to Xcode tools, so any additional input on this would be great.
In any case, locate the Python framework that you use to develop your programs, and copy it into the Frameworks folder.
Finally, the Resources folder. Here, place any modules that you wrote for your Python app. You also want to put your application's icon file here. Just make sure you indicate the name of the icon file, with extension, in the Info.plist file. Also, make sure that your executable knows how to access any modules you place in here. You can achieve this with
import os
os.chdir('./../Resources')
import MyModules
Finally, make sure that any dependencies your application requires are located in the Python framework site-packages. These will be located in Frameworks/Python3.framework/Versions/3.X.Y/lib/python3.x.y/site-packages/. If you call this specific installation of Python from the command line, you can use path/to/application/python3 -m pip install package and it should place the packages in the correct folder.
P.S. As far as building the installer for this application, there are a few more steps needed before your application is readily downloaded. For instance, I believe you need to use the codesign tool in order to approve your application for MacOS Gatekeeper. This requires having a developer license and manipulating certificates, which I'm not familiar with. You can still distribute the app, but anyone who downloads it will have to bypass the security features manually and it will seem a bit sketchy. If you're ready to build the installer (.pkg) file, take a look at the docs for productbuild; I used it and it works, but I don't yet know how to create custom steps and descriptions in the installer.
Additional resources:
A somewhat more detailed guide to the anatomy of a macOS app
A guide I found, but didn't use, on using codesign to get your app past Gatekeeper
A RealPython tutorial I found on using PyInstaller to build Python-based applications for all platforms
I would like to use PyCharm Community Edition 2020.1.2 x64 on Windows 10 as IDE for writing QGIS plugins. I need to base on old version - QGIS 2.18, so I need python 2.7, qt4, and also core modules from QGIS 2.18. I downloaded QGIS 2.18 from official site. It provides a ready to use python environment as .bat script, that sets all needed python paths. So I used path D:\Program Files\QGIS 2.18\bin\python-qgis-ltr.bat to set main python interpreter for my project.
After that I was able to run python console in PyCharm, import all QGIS modules, and any classes from QGIS standard collection like QgsFeature, QgsVectorLayer etc. Everything was fine untill I tried to import this classes from PyCharm editor in .py file as from qgis.core import QgsFeature. In editor PyCharm sees the package qgis.core and I'm able to import it, but PyCharm's code completion inside the module sees only classes that are saved in D:\Program Files\QGIS 2.18\apps\qgis-ltr\python\qgis\core\__init__.py e.g. QgsEditError class, but all standard QGIS class underlines on red.
Python console ran on exactly the same interpreter see the same sources as are visible in "External Libraries" tab in PyCharm, so command:
qgis.core.__path__ returns ['D:\\Program Files\\QGIS 2.18\\apps\\qgis-ltr\\python\\qgis\\core'],
qgis.core.__file__ returns 'D:\\Program Files\\QGIS 2.18\\apps\\qgis-ltr\\python\\qgis\\core\\__init__.pyc,
dir(qgis.core) returns full list of QGIS standard core classes.
If I run the .py script, in which PyCharm's code validator is showing incorrect import object by red underline, the script is executed without any error and I can easly print the imported QgsFeature object. Why my PyCharm's editor see different content of qgis.core module then console ran also from IDE on exactly the same interpreter?
Allow me to qualify myself. I lost interest for adventures and trail blazing in computing some time ago. I won some big battles and lost some too. And I unnecessary wasted a lot of time that could have been better spent. Nowadays, I just wait a reasonable period of time before upgrading anything, and wait a spell before downloading the newest anything, and pretty much avoid trying to do things outside a conventional path.
So your post got me curious and I looked around some. I found very little information about PyCharm being used building QGIS plugins. That pretty much tells me all I want to know: that it's not real common for PyCharm to be used in building QGIS plugins.
But there was quite abit of information about building QGIS plugins with python. There's even a QGIS Tutorial & Tips on the subject. QGIS suggests using the Qt Creator and further goes on to say that QGIS itself is written using the QT framework. "For plugin development, we use an application called Qt Creator."
If you overcome your current predicament I'd like to hear how you accomplished it.
For what it's worth, here's the link to the QGIS Tutorials & Tips.
https://www.qgistutorials.com/en/docs/building_a_python_plugin.html
Finally, the problem solved itself. It was something wrong with building a binary skeletons of C++ libraries, what PyCharm does every time the application is launched. My PyCharm didn't want to do it and I found many similar problems with other libraries (e.g. Qt) that people were struggling with. After two days my PyCharm just fixed itself and created all needed binary skeletons for my QGIS libraries.
I have had trouble setting up the pycharm ide on my macosx10.7 with python3..
I have scoured every resource available and tried hundreds of approaches, at this point I must accept my incompetence and seek help via this channel.
In my research, I notice a lack of ground-up explanations on python integration into macosx and how to configure pycharm to import modules, run code within the editor, etc. If i ever solve this I will make a very detailed tutorial.
I have imported python3 successfully, it looks like it is linked appropriately from /sys/lib/frameworks to /usr/lib ...etc -- version control is working just fine.
I think my issue is either in setting environmental variables (tried the program to fix this and tried macports) and in the script needed to execute. it will catch errors throughout but final product does not run in python and returns printout of :
/Library/Frameworks/Python.framework/Versions/3.2/bin/python3.2 /Users/anon/Desktop/pythonpractice/Py_Ex/classes.py
Process finished with exit code 0
i really need to get this configuration sound for my python programming class. please help (I've been through every line of pycharm website) .. preferably is there a way to map it via terminal? thanks for anyone who took the time to read this.
Summary of the discussion above:
Python 3.2.2 installation was broken on this Mac, installing ActiveState Python 3.2.2 from scratch and configuring it in PyCharm has fixed the problem.
Python path to be used in PyCharm settings: /Library/Frameworks/Python.framework/Versions/3.2/bin/python3
Incompatible third-party plug-ins may break PyCharm, uninstall/disable them in Preferences | Plugins.
Ensure the latest PyCharm version is installed.
User's code depends on the graphics.py module which was not in the project or in the PYTHONPATH. Putting it into the project has solved the problem.
Most likely the wrong Run/Debug configuration was used in PyCharm, the easiest way to run or debug such scripts is by using the editor context menu Run and Debug actions. PyCharm creates the configuration automatically and debugging works fine as shown of the screenshot:
If one wants to configure and debug it, he can use the code.zip file to get started.
Sorry for the comments mess above, but it was not possible to move it into chat as user had only 1 reputation point, hence not able to use the chat feature of StackOverflow.