I cant import another file - import

I can't import a file in Pycharm.
I use this code:
import useful_tools
This is the error:
Unused import statement, this inspection detects names that should resolve but don't. Due to dynamic dispatch and duck typing, this is possible in a limited but useful number of cases. Top level and class level items are supported better than instance items

The warning means you did not uses useful_tools in the code after the import. It will work in runtime, but it's useless if PyCharm is not mistaken of course. Please provide the whole script code, as it's hard to tell more.

Related

What is the difference between package import and normal import in flutter?

Going through some flutter source code and found two different types of imports.
What is the difference between the two and which one is better ?
#1
import 'folder/filename.dart';
#2
import 'package:projectname/folder1/folder2/folder/filename.dart';
There's no performance differences or anything like that.
But.. it is better to use package paths because you won't need to edit all your imports in case you move your file to another location (as they're not relative paths).
Saying that there is no difference at all might be tricky. Because importing files as packages in some place and as simple files in another, dart will consider them two different namespaces. So it can cause type conflicts. The safe way to do it is to choose one method to do it and stick to it.

FlashDevelop error while importing Box2D

I'm new to flash development, so I'm watching a tutorial on how to use FlashDevelop. The video recommended I use Box2D and explained how to use it as a global classpath, which I have done.
I was messing around with the code using what the person in the video was showing, just trying to get an output. As I typed, FlashDevelop was adding in the import statements for me.
import Box2D.Collision.Shapes.b2CircleShape;
import Box2D.Common.Math.b2Vec2;
import Box2D.Dynamics.b2BodyDef;
import Box2D.Dynamics.b2FixtureDef;
import Box2D.Dynamics.b2World;
import Box2D.Dynamics.b2Body;
When I run the program though, it's returning this:
col: 31 Error: Definition Box2D.Collision.Shapes:b2CircleShape could not be found.
It's returning a variation of that for each import.
I've checked and the files are indeed there. I'm really not certain what this could be; it's possible I just missed a step.
Any ideas?
(Sorry if I formatted this question incorrectly, I'm new to this site.)
It's maybe cause you are using an old version
I think these are your choices :
1) you have to do an update
or
2) use "b2CircleDef"
See the code source in this link the change are commented
http://www.emanueleferonato.com/2010/01/27/box2dflash-2-1a-released-what-changed/
Hope that was helpful !
Good luck

Does having multiple `package` declarations slow the compiler down?

I know that splitting a package declaration across multiple lines creates an implicit import. So this:
package com.me.project
package module
Is equal to:
package com.me.project.module
import com.me.project._
However, if an object in the project package changed, would it trigger sbt to recompile the current file, or would that depend on whether the changed object was actually invoked within the current scope? Basically, I'm wondering whether being more explicit, E.g:
package com.me.project.module
import com.me.project.UtilClass
import com.me.project.Rng
would help speed up compile times vs either of the first two approaches?
No, it wouldn't help to speed up anything. Actually, it could mean that your compilation times even increase because doing single imports mean that the compiler have to parse more lines of code. But because that would still only take nanoseconds it doesn't really count.
An import declaration is nothing more than an information to the compiler about where to look up declarations. A compiler doesn't need to do anything with that information unless you reference it from within your code. In this case the compiler has to compile that file too, in order to being able to find out if your code would typecheck or not.
In other words, if you actually use two declarations from a set of hundreds, they are the only ones that would trigger a recompilation of your source code when they change.
I don't say that this is the only possible behavior, because it could be implemented in any way, but implementing a compiler in a way that it triggers a recompilation of your code when the code that corresponds to an import declaration changes doesn't make a lot of sense, when you think about it, that is why it is very sure to say that it will not do it. Because, what would happen? Every source files probably contains a package declaration and some imports. If your code gets recompiled because one of a declaration in the range of a wildcard imports changes, then this needs to happen for all other files as well. And because you can be sure that in every application all the existing imports span more or less the entire classpath, the entire classpath needs to be recompiled just because one file changed, which is not the desired behavior.

D: What is the difference between targeted and general imports?

When importing something into a D module, you can either write
import std.string;
or
import std.string: format;
Apart from the obvious semantic differences, does this have any other effects? For example, size of the binary, compilation time, something else?
size of the binary will be unchanged, (each import module is linked to a .d file and will be compiled and linked in whole), the linker doesn't take imports into account when culling unused code
compilation time might be a bit faster on account of not needing to fill out a large symbol table
I would add to ratchet freak's answer that named import (or wathever the name) avoids name clash. Having just what you need in the current scope when coding is nice to avoid bug and to have more freedom when naming things. If you only use import std.string;, you won't be able to name your variables/functions succ, center, etc.

Is there a way to tell Eclipse how to resolve ambiguous java names?

My eclipse is configured so that when I save the java source file, it automatically inserts the missing import declarations. Except when the reference is ambiguous. Fpr instance, the most annoying ambiguity is with List<T> - both java.util and java.awt declare it. Here eclipse demands manual resolution.
I was wondering if it was possible to configure somewhere that whenever List<T> is used then java.util should be imported. Or alternatively, since I am not using java.awt, I could just remove it from the list of possible suggestions.
Any ideas?
Thanks.
This sounds like a possible duplicate of Exclude packages from Eclipse's organize imports.
Basically, you want to change your Type Filters preference to exclude java.awt.* packages. Keep in mind that doing so will make things harder/confusing if you ever try to write AWT/Swing code.
One thing that pops into my mind is altering the class template in the preferences to include the line:
import java.util.List
Unless you are going to use the AWT version of a List, or care about unused import statements, that should solve this annoying issue ..
Manually invoke Organize Imports and it will ask you when an ambiguity is found.