I'm getting this error every time I run any python file in Eclipse using PyDev:
Traceback (most recent call last):
File "/System/Library/Frameworks/Python.framework/Versions/2.6/Extras/lib/python/site.py", line 73, in <module>
__boot()
File "/System/Library/Frameworks/Python.framework/Versions/2.6/Extras/lib/python/site.py", line 2, in __boot
import sys, imp, os, os.path
ImportError: Bad magic number in /System/Library/Frameworks/Python.framework/Versions/2.6/lib/python2.6/os.pyc
I'm using python 2.6. This problem does not occur when I run python from the terminal (2.7 or 2.6). The only substantial thing I've changed since everything last worked, is an update to OSX Lion from Snow Leopard.
Similar discussions to this seem to suggest some kind of removal of the .pyc file, because of some kind of mismatch between what was originally using the .pyc files (I'm not entirely sure what a magic number is...). But I was a bit cautious of the idea of deleting os.pyc from the Frameworks directory. When the only other file is an os.pyo file (not sure what the difference it), rather than an os.py.
I've installed all OSX Lion updates, Eclipse updates and PyDev updates.
This problem occurs even with code such as :
if __name__ == '__main__':
pass
Any help resolving this would be appreciated!
Upgrading Python to 2.7.1, running "Update Shell Profile" command file which is located in Python directory and changing the Python settings in Netbeans according to new installation worked for me.
Yeah, you'll need to regenerate all your *.pyc and *.pyo files from the *.py files.
How you do this depends on how they were generated in the first place. Some packaging of python (and it's add-ons), such as in some Linux distros, gets a little too clever for its own good and keeps the original *.py files somewhere else and have their own build system for generating and placing the *.pyc and/or *.pyo files. In a case like that, you have to use that build system to regenerate them from the original *.py files.
FYI, here are a couple links on *.pyo files. They are the optimized versions of compiled python modules.
On OS X Lion, you should have a os.py file. This is likely the root cause of your error. The os.pyc file was generated from a different version of python than you are running now. Normally, I imagine the python interpreter would just regenerate the file from os.py. But for whatever reason, your system does not have that file.
I suspect that this is a small data point in a larger set of issues and would, in general, recommend a reinstallation of your operating system.
For comparison, I'm running 10.7.1, and I have the following:
[2:23pm][wlynch#orange workout] ls /System/Library/Frameworks/Python.framework/Versions/2.6/lib/python2.6/os.*
/System/Library/Frameworks/Python.framework/Versions/2.6/lib/python2.6/os.py
/System/Library/Frameworks/Python.framework/Versions/2.6/lib/python2.6/os.pyc
/System/Library/Frameworks/Python.framework/Versions/2.6/lib/python2.6/os.pyo
As an aside, the *.pyo file is an optimized version of the python bytecode.
Related
I have written a sudoku solver using especially, but not only, tkinter and multiprocessing. I want to make it a standalone app, which I'm using py2app for.
I've run py2applet-3.3 --make-setup sudoku_app.py (that is what it's called when installed through macports), and it succeeded at that. However when building with python3.3 (python3.3 setup.py py2app), it returns a SyntaxError with an almost endless stack trace that ends like this:
File "/opt/local/Library/Frameworks/Python.framework/Versions/3.3/lib/python3.3/site-packages/modulegraph/modulegraph.py", line 954, in load_module
co = compile(contents, pathname, 'exec', 0, True)
File "/opt/local/Library/Frameworks/Python.framework/Versions/3.3/lib/python3.3/site-packages/sympy/mpmath/libmp/exec_py2.py", line 2
exec string in globals, locals
^
SyntaxError: invalid syntax
When running the same setup file with python2.7, it does succeed to build, but there's a bunch of errors when trying to run the created .app. I've written my code in python3, although trying to maintain python2 compatibility through various try ... except - blocks and from future imports. At some point though, it got too complicated and I decided to just go with python3.
Why does py2app not work with python3 there?
Your application doesn’t work with py2app (yet) because I didn’t consider the way you do py3k support. In particular, modulegraph assumes that all modules in the dependency graph contain valid python code for the current python version.
Could you file a bug at my bitbucket page (https://bitbucket.org/ronaldoussoren/py2app) to ensure that I don’t forget to fix this?
I have a django-based application that I'm running from a virtualbox-shared folder. When starting using 'runserver' I get an error indicating that a module could not be found. After copying the same exact code to a directory on the local filesystem, it starts and runs as expected.
Anyone seen anything like this when working with virtualbox and python?
It appears that module resolution is working differently when python is run from the mounted shared folder vs. the local folder, but I can't find a smoking gun that indicates whether or not it's caused by how that folder is mounted or python.
Thanks!
Try avoid putting your projects (large number of files/directories) on vboxsf (default synced folder).
vboxsf lacks support for symbolic / hard links, which will potentially cause problems (e.g. using git as version control). see the ticket #818 here, it is still NOT fixed.
There is a chance you're running into a problem with file system case sensitivity. It took me a couple of hours to figure this out myself. The shared folder is case insensitive, but the local folders are case sensitive since they are on a different file system (ext3/4). So you'll run into problems where python files in your current directory will override an import of the same name.
A simple example with pycrypto showing this (pip install pycrypto if you dont have it):
vagrant#virtualos:/mnt/shared_folder$ python -c 'from Crypto.PublicKey import RSA'
vagrant#virtualos:/mnt/shared_folder$ touch crypto.py
vagrant#virtualos:/mnt/shared_folder$ python -c 'from Crypto.PublicKey import RSA'
Traceback (most recent call last):
File "<string>", line 1, in <module>
ImportError: No module named PublicKey
If I do the same thing on a local (ext4) directory it works fine. It seems python has different import logic depending on what OS it is running on.
Unfortunately I have not found a good solution to this other than to manually copy files onto my VM instead of using shared folders.
One solution I found was to mount my shared folder with cifs into the VM. That seems to work flawlessly. I did not found a solution for the vboxsf.
I'm using Mountain Lion at the moment.
I've installed Blender (because it's a dependency of OpenGrasp), and downloaded OpenGrasp. However, I try to load the robot editor up and I get this:
$ python GraspRobotEditor.py
Traceback (most recent call last):
File "GraspRobotEditor.py", line 34, in <module>
import Blender
ImportError: No module named Blender
How do I point Python to the Blender python interface? the Getting Started guide doesn't instruct you much here.
(I'm sure this is a trivial problem to solve but I'd like to see this documented on StackOverflow anyway.)
From the error you it can't find the python module Blender which represents the python hook to Blender. So there could be a few This could be any number of reasons to do with your setup.
The first is that the Blender module is runtime generated whileBlender is running. The specific 'Blender' module used is part of the Blender 2.4x series. According to the link you provided there, they mention porting to newer versions but checking their snv the code is definitely written for 2.49.
Blender 2.49b was the last stable release - http://download.blender.org/release/ Ensure you are using that.
The next thing is whether it can be run via the the Run Script command
TL:DR
Start up blender
Switch to the text workspace
Open the script and see if it can be run directly.
If not you will need to install the folder to the Blender modules directory of your install and then try running it.
Edit: Was looking at into the SVN some more and there does appear to be a version 2 for blender 2.5+ which can be put into a zip file and installed via the add-on installer. According to the bl_info it was build for 2.58 but what support level you would need to try out yourself.
I have Blender 2.66a which is an application that offers Python 3.3 APIs, On my system I have an installation of Python 3.2 with several modules that I wish to use inside Blender, I tried both
sys.path.append(r"/usr/lib/python3.2/")
sys.path.append("/usr/lib/python3.2/")
and this commands gives no errors, infact even the autocomplete feature works and new modules are indexed, so i tried
import tkinter
but this generates the following error
Traceback (most recent call last):
File "<blender_console>", line 1, in <module>
File "/usr/lib/python3.2/tkinter/__init__.py", line 42, in <module>
raise ImportError(str(msg) + ', please install the python-tk package')
ImportError: No module named '_tkinter', please install the python-tk package
and I don't get the point of this error because it fails to load a module that it's there asking me to install the same module because that module is not installed ( ? ).
What can cause this obscure problem ?
EDIT
the tkinter module works from the gnome-terminal
If I got you right, you're using Python 3.3 from Blender but try to include the 3.2 standard library. This is bound to give you a flurry of issues, you should not do that. Find another way. It's likely that Blender offers a way to use the 3.3 standard library (and that's 99% compatible with 3.2). Pure-Python third party library can, of course, be included by fiddling with sys.path.
The specific issue you're seeing now is likely caused by the version difference. As people have pointed out in the comments, Python 3.3 doesn't find the _tkinter extension module. Although it is present (as it works from Python 3.2), it is most likely in a .so file with an ABI tag that is incompatible with Blender's Python 3.3, hence it won't even look at it (much like a module.txt is not considered for import module). This is a good thing. Extension modules are highly version-specific, slight ABI mismatches (such as between 3.2 and 3.3, or two 3.3 compiled with different options) can cause pretty much any kind of error, from crashes to memory leaks to silent data corruption or even something completely different.
You can verify whether this is the case via import _tkinter; print(_tkinter.__file__) in the 3.2 shell. Alternatively, _tkinter may live in a different directory entirely. Adding that directory won't actually fix the real issue outlined above.
I'm typing at the console
from graphics import *
and I get this error
Traceback (most recent call last):
File "<pyshell#1>", line 1, in <module>
from graphics import *
ImportError: No module named graphics
I think your question comes from trying to work through Python Programming by John Zelle, with a Macintosh.
The first 4 chapters are great. But in chapter 5, where I tended to get stuck, he introduces Objects. The way he does that is kind of interesting. He has created a python module which he calls “graphics.py” which you can download from his website.
This module (I’ve attached a link to it below) is a python program written by Mr. Zelle. It creates the tools for making very simple shapes and getting used to the basic concepts with graphics and it also serves as a more tangible way of introducing Objects.
However I was confused, it took me a while to realize that “graphics.py” was a pedagogical program Mr. Zelle created, and not something that comes bundled with MacPython. This confusion stems from the fact that the programs in Chapter 5 all begin with “import graphics” which looks very similar to the “import math” command at the beginning of every program in the 3rd chapter.
The key difference is that “import math” imports the standard mathematics library that came pre-bundled with MacPython. But “import graphics” refers to John Zelle’s own “graphics.py” module, which you have to download and instal first.
It took me a while to figure that out….
Then once I did, I went to his website, copied the program from this website:
http://mcsp.wartburg.edu/zelle/python/graphics.py
...into IDLE and then saved it as graphics.py
This is where it got maddening...
On Windows if you just put the graphics.py file in the same folder as Python, it can find the file and use it without a problem.
Here is what the book said, that made me feel so crazy:
“To use the graphics module (graphics.py) you need to place this file where Python can locate it. >One simple approach is to put it in the same folder where you keep your Python programs. Starting >Python in this folder will also let you import the graphics library to experiment interactively.
Alternatively, you can place the graphics.py file in a system-wide directory so that it is >available for import no matter what directory Python starts in. The standard directory for placing >local additions to Python is the site-packages directory. On my Windows installation, the complete >path to the folder is:
C:\Python23\Lib\site-packages
On my Linux system, the file resides in:
/usr/local/bin/lib/python2.3/site-packages."
On a windows OS, all that you have to do is go to Python.org and download Python for Windows and put that graphics.py file in the main folder, and boom, you’re golden, NOT SO FOR MACINTOSH!!!!
2 years ago, this is where I got totally stuck, because I had no idea about site paths, or directories; I just pointed and clicked; I didn’t know about the Unix system underneath the Macintosh Aqua GUI.
And the book gives no instructions for what to do if you have a Macintosh, and I hit a wall.
But when I went at it again a few weeks ago, those directories made more sense to me, because I spent the spring and summer playing with a guidebook to using the UNIX command shell on my Mac.
So I realized that my problem had nothing to do with Tkinter, It was just that graphics.py needed to be in the right directory. I couldn’t just put it in the folder next to IDLE as I could on a Windows machine. I needed to find the right directory.
Since OSX is built on a UNIX base, I thought that the file path might be the same as Linux. Sadly, there was no “local”, “bin” after the “user” directory. But its not quite the same in OSX.
Instead you can use IDLE itself to find out which path directories it uses.
You type this:
import sys
print sys.path
and BOOM, it spits out a whole bunch of directories, confusingly formatted like this
['', '/Users/jamesbarnard/Documents', '/Library/Frameworks/Python.framework/Versions/2.7/lib/python27.zip', '/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7', '/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/plat-darwin', '/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/plat-mac', '/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/plat-mac/lib-scriptpackages', '/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/lib-tk', '/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/lib-old', '/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/lib-dynload', '/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/site-packages’,
'/Library/Python/2.7/site-packages’]
But when I looked closer I noticed the directory “site-packages” which looked a lot like the “site-packages” on the Linux and Windows command lines.
So I pulled out that directory chain
['', '/Users/jamesbarnard/Documents', '/Library/Frameworks/Python.framework/Versions/2.7/lib/python27.zip', '/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7', '/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/plat-darwin', '/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/plat-mac', '/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/plat-mac/lib-scriptpackages', '/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/lib-tk', '/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/lib-old', '/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/lib-dynload’,
'/Library/Frameworks/Python.framework/Versions/2.7/lib/python2.7/site-packages', ‘
/Library/Python/2.7/site-packages’]
Then using the UNIX shell I followed it down, and then I did the same thing in the Aqua interface.
And there, buried 8 levels down in the directory, amidst hundreds of other files, I placed my graphics.py file.
Then I went back into IDLE, typed in “import graphics”
AND IT WORKED!!
If you are having this problem. I hope this solution saves you my headache.
did you follow the instructions to install the graphics module and is it in your pythonpath?
Type how to install graphics.py in Google.
http://www.google.co.in/search?sourceid=chrome&ie=UTF-8&q=how+tooinstall+gaphics.py#sclient=psy-ab&hl=en&source=hp&q=how+to+install+gaphics.py&pbx=1&oq=how+to+install+gaphics.py&aq=f&aqi=&aql=&gs_sm=s&gs_upl=0l0l0l24645l0l0l0l0l0l0l0l0ll0l0&bav=on.2,or.r_gc.r_pw.r_cp.,cf.osb&fp=344adf6de4d60025&biw=1366&bih=600
Click on the third link
http://mcsp.wartburg.edu/zelle/python/graphics.py
Copy that file which got downloaded to your lib folder in Python32 in C drive.
The error will not occur now.
Short cut to installing graphics.py via command line and/or terminal window. run the following command in admin rights in windows.
this will allow you to import graphics
pip3 install --user http://bit.ly/csc161graphics
ps. Im running python 3.6.2 on Atom. Hope this helps some.
Perhaps you forgot to run python setup.py -install after downloading the module.
You can also put graphics.py in the same folder where you started the python shell.
http://mcsp.wartburg.edu/zelle/python/graphics.py
I recently had this issue where I typed (and pasting the code into the interpreter did not work either) 'import graphics' into the interpreter and the error I got was:
Traceback (most recent call last):
File "", line 1, in
from graphics import *
ImportError: No module named graphics
I took the following steps to fix the error:
-Go to: http://mcsp.wartburg.edu/zelle/python/
-Right click on the link 'graphics.py and click 'save target as'
-save in the directory 'Python33', along with the 'chaos.py' file. This step is important that you do not save it in other locations (it may work if you save it in other locations I decided to save it in this location).
Hope this helps.