I use the following at the beginning of all modules in my Python project:
import setup_loggers
setup_loggers is a module that does exactly that. The import statement makes sure that no matter which module is loaded first, the loggers are setup and ready.
However, as I don't use setup_loggers module later in the file, I receive a PyDev warning (a small yellow marker). I get this warning for all my modules, thus it blocks me from seeing other warnings in the PyDev Package Explorer.
Is there a way to suppress the warning for a specific line (the import line above) in PyDev?Any other ideas on how to overcome this annoyance?
In PyDev, whenever there's an error in a line, you can press Ctrl+1 and it'll show an option to ignore that warning in that line (in this case, it'll add a comment: ##UnusedImport -- which you could add manually -- in that line and that error/warning will be ignored).
Now, on to a better strategy for you (so that you don't have to import that module everywhere): in Python, when you do the import of a package, the parents will be imported before.
I.e.:
/my_project
/my_project/__init__.py
/my_project/submodule.py
/my_project/package
/my_project/package/__init__.py
When you import the my_project.submodule or my_project.package, it'll first have to import (and execute) the code in /my_project/__init__.py
So, a better strategy for you would be only adding that import to the /my_project/__init__.py (and whenever any submodule is imported, the loggers would be already setup).
It just wouldn't work if you have a collection of files that are scattered in the PYTHONPATH root and on the file you execute as your __main__ (as it won't import that file, it'll just get its contents and execute it -- but whenever that file imports anything from /my_project, things would be setup).
Related
I'm using Eclipse EASE (https://www.eclipse.org/ease/) with the EASE Python Engine.
The problem is PyDev doesn't recognize EASE instructions. The goal is to get nor errors for the python modules and methods that have been imported through the include EASE instruction and the completion for the methods coming from such modules.
Let's say I have a first EASE Python module:
AddReadMe.py
------------
loadModule('/System/Resources')
def fct_readme():
for iproject in getWorkspace().getProjects():
if not iproject.isOpen():
continue
ifile = iproject.getFile("README.md")
if not ifile.exists():
contents = "# " + iproject.getName() + "\n\n"
if iproject.hasNature("org.eclipse.jdt.core.javanature"):
contents += "A Java Project\n"
elif iproject.hasNature("org.python.pydev.pythonNature"):
contents += "A Python Project\n"
writeFile(ifile, contents)
Then I have a 2nd EASE Python module:
AnotherModule.py
----------------
include('script://AddReadMe.py')
fct_readme()
The PyDev editor shows 2 errors: the first for the include statement and the second for the fct_readme(), and this is logical because PyDev doesn't know the EASE include instruction.
Is it possible to use some PyDev extensions points to support EASE? Which one(s)?
Best regards,
Well, there are 2 issues here:
PyDev does code-analysis based on how you configure it, so, you probably need to do here is provide stubs for PyDev to be able to find the needed names in your namespace (in this case you'd need stubs for the System.Resources -- the AddReadMe doesn't need it as it should be able to find the actual sources in this case).
PyDev has no way to know that some custom include() or loadModule() function actually does an import.
One option here could be providing the builtin modules for PyDev in the form of predefined completions: https://www.pydev.org/manual_101_interpreter.html#PyDevInterpreterConfiguration-PredefinedCompletions (or create Python module stub-files).
Then, to make it actually find that, do something as an import in an if False (so, PyDev will consider it in code-analysis even though it won't be executed):
include('script://AddReadMe.py')
if False:
from AddReadMe import *
loadModule('/System/Resources')
if False:
from System.Resources import *
Note: Make sure that your sources are under a source module for the code-analysis/code-completion to work properly there (https://www.pydev.org/manual_101_project_conf2.html).
I add C:/example/myPackage.jar to my javaclasspath.txt. The file shows up at the end of the javaclasspath output. However, when I attempt to import com.example.*, my subsequent methodsview fails. When I javaaddpath('C:/example/myPackage.jar'), I get a warning that it is "already specified on static java path", but then my import and subsequent methodsview works without issue.
I need my jar loaded statically. How can I fix this?
The answer ended up being a computer restart. Matlab may not have closed entirely and did not load static jars correctly.
I have an SCons project (an implementation of the Generic Mapping Tools tutorial at http://gmt.soest.hawaii.edu/doc/latest/GMT_Tutorial.html using SCons rather than shell scripts), and I am using Eclipse Neon to edit the Sconstruct file.
The Sconstruct file starts in quite a standard way (the rest of the file is immaterial to this question).
import os
import collections
env = Environment(ENV = os.environ)
bld = Builder(action = 'ps2pdf $SOURCE $TARGET', \
suffix = '.pdf', \
src_suffix = '.ps')
What is annoying me is that while the build works perfectly using scons, Eclipse keeps marking the Environment and Builder constructions as "Undefined variables".
I installed the SConsolidator plugin, but it makes no difference.
I find the marking of an error that is not an error incredibly annoying.
While I could do something like tell Eclipse to ignore the error, I would prefer something more intelligent, such as adding Scons to the library path. I have tried adding C:\Python27\Lib\site-packages\scons-2.5.1\Scons and C:\Python27\Lib\site-packages\scons-2.5.1\Scons\Scripts to the Python Interpreter Paths (Window → Preferences → PyDev → Interpreters → Python Interpreters → Paths), and using an import directive like from SConscript.SCons import * but it doesn't make a difference.
Try library path:
C:\Python27\Lib\site-packages\scons-2.5.1\
Then
from SCons.Script import *
First thing first - if you know exactly where does your plugin keep it's symbol index(es) make sure that they don't get deleted by whatever the editor/IDE/build think they are doing to "be helpful".
Python plugins for editors easily get confused and you may need you to draw very explicit and detailed picture and train them a bit (by stopping the code in debugger) in order for a scanner/indexer to "wake up" and finally scan and index all symbols.
What I do in VS (with PTVS) is to make one proj for Scons_lib (home at C:\Python27\Lib\site-packages\scons-2.5.0), another for Scons_Scripts (C:\Python27\Scripts\, startup file: scons.py)
and then separate projects for separate scons driven folders/builds. To get editor to immediately recognize building files as Python I add extension .scons (google's convention used in Chrome build, Sconcsript's are ProjName.scons), tell VS that .scons is also Python, rename Sconstruct to Make.scons.
Then I run in debugger, (with -f Make.scons -n of course) as many times as I can :-) trying to place breakpoints in different files form different sub-packages that I know will run. Letting scons throw exceptions for nothing (like missing Sconstuct file) is also file - the goal is to force indexer to go places because it sees that debugger is going there.
After N runs, (and/or K days). PTVS (you can consider it a plugin) all of the sudden starts recognizing all symbols, packages, sub-packages, only can't penetrate things explicitly hidden behind caches.
Gave up trying to determine which events exactly make the scanner/indexer see the light. Probably something like seeing the number of files at "unexpected" paths being in debugger. Most symbols are visible in debugger immediately, except for the files that load first (scons.py and my own file that I exec from scons.py to inject whatever I want before anything else runs.)
Also I keep PYTHONDONTWRITEBYTECODE=1 to make sure that it always has to load actual .py-s
It might potentially help to have a single file that would exercise something form every sub-package, litter it with breakpoints and let it be run a few times.
I have an issue when trying to import in scala. The object Database exists under com.me.project.database but when I try to import it:
import com.me.project.database.Database
I get the error:
object Database is not a member of package com.me.project.controllers.com.me.project.database
Any ideas what the problem is?
Edit:
It is worth mentioning that the import is in the file Application.scala under the package com.me.project.controllers, I can't figure out why it would append the import to the current package though, weird...
Edit 2:
So using:
import _root_.com.me.project.database.Database
Does work as mentioned below. But should it work without the _root_? The comments so far seem to indicate that it should.
Answer:
So it turns out that I just needed to clean the project for the import to work properly, using both:
import _root_.com.me.project.database.Database
import com.me.project.database.Database
are valid solutions. Eclipse had just gotten confused.
imports can be relative. Is that the only import you have? be careful with other imports like
import com.me
ultimately, this should fix it, then you can try to find more about it:
import _root_.com.me.project.database.Database
In my case I also needed to check that object which is not found as a member of package is compiled successfully.
I realize this question already has an accepted answer, but since I experienced the same problem but with a different cause I figured I'd add an answer.
I had a bunch of interdependent projects which suddenly needed a root import in order to compile. It turned out that I had duplicated the package declaration in a single file. This caused some kind of chain reaction and made it very hard to find the source of the problem.
In summary I had
package foo.bar
package foo.bar
on the top of the file instead of just
package foo.bar
Hope this saves someone some really tedious error hunting.
In my case I had to run sbt clean.
I had faced similar issue where IntelliJ showed error on importing one file from the same project.
What did not resolve the issue in my case:
adding _root_ in import statement
sbt clean
restarting machine
What actually resolved the issue:
main menu => select File => click on Invalidate Caches / Restart => pop-up dailog => click on invalidate the caches and restart.
I was using IDEA (2019.2.2 Ultimate Edition) on macOs mojave 10.14.6
Java -> Scala conversion without cleaning
Don't forget to clean if you convert some file in a project from Java to Scala. I had a continuous integration build running where I couldn't get things to work, even though the build was working locally, after I had converted a Java class into a Scala object. Solution: add 'clean' to the build procedure on the CI server. The name of the generated .class file in Scala is slightly different than for a Java class, I believe, so this is very likely what was causing the issue.
If you are using gradle as your build tool, then ensure that jar task is not disabled.
I had multiple modules in my project, where one module was dependent on a few other modules. However, I had disabled jar task in build.gradle:
jar {
enabled = false
}
That caused it to fail to resolve classes in the dependent modules and fail with the above error.
I will share my story, just in case it may help someone.
Scenario: intellij compilation succeeds, but gradle build fails on import com.foo.Bar, where Bar is a scala class.
TLDR reason: Bar was located under src/main/java/... as opposed to src/main/scala/...
Actual reason: Bar was not being compiled by compileScala gradle task (from gradle scala plugin) because it looks for scala sources only under src/<sourceSet>/scala.
From docs.gradle.org:
All the Scala source directories can contain Scala and Java code. The
Java source directories may only contain Java source code.
Hope this helps
I had a similar problem but none of the solutions here worked for me. What did work however was a simple restart of my machine.
Perhaps it was something with my Intellij but after a quick restart, everything seems to be working fine.
I had a similar situation, which was failing in both IntelliJ and maven on the command line. I went to apply the suggested temp fix (adding _root_) but intellij was glitching so bad that wasn't even possible.
Eventually I noticed that I had mis-created a package so that it repeated the whole path of the package. That meant that the directory my class was in had a subfolder called "com", and the start of my file looked like:
package com.mycompany.mydept.myproject.myfunctionality.sub1
import com.holdenkarau.spark.testing.DataFrameSuiteBase
where I had another package called
com.mycompany.mydept.myproject.myfunctionality.sub1.com.mycompany.mydept.myproject.myfunctionality.sub2
And the compiler was looking for "holdenkarau" under com.mycompany.mydept.myproject.myfunctionality.com and failing.
I had this issue while using Intellij and the built-in sbt shell (precisely, I was trying to run the command console, which invokes a compiler check of the code).
In my case, after trying the other suggested solutions on this thread, I found that I could restart the sbt shell and it would go away. There's a button on the left-hand side of a looped green arrow and a small grey square which does this in one click (obviously, this is subject to Jet Brains not changing the design of the IDE!!!).
I hope this helps some people get past this issue quickly.
In my case, In Intellij, Just renaming the package file to something else >> see if it updates the import statements >> run the code >> then renaming back to the original name worked.
I followed the instructions in this ebook Programming Add-Ons for Blender 2.5 to setup a development environment.
Currently I try to debug an installed add-on called Bloop although it seems to work, eclipse still shows many error messages like:
class Mapping(object):
def __init__(self, joint=None, id=None, bone=None, other=None):
...
self.bone_matrix = bpy.bloop.armature.matrix_world.inverted() * self.bone.bone.matrix_local.inverted()
^^^^
ErrorMsg: Undefined variable from import: bloop
The external libraries are configured as follows:
Blenders version is 2.67, the add-on was developed for 2.59. I have absolutely no experience with Python in blender.
Another type of errors is:
Unresolved import: MappingSet bloop.py
from .mapping_set import MappingSet
Where MappingSet is in the same folder as bloop.py which tries to import.
The projects structure is as follows (I don't have a source folder since I want to edit in place)
What am I doing wrong?
A workaround to suppress at least the error messages is using ##UnresolvedImport and ##UndefinedVariable at the end of those lines.
I setup debug differently but still based on the lux-render tutorial.
First, create the a .py file, lets call it debug.py, which will contain a function which we will call later to setup debugging. Put this file in the same folder as the main __init__.py of your module. As per the lux-renderer tutorial, add the following code, updating PYDEV_SOURCE_DIR.
import sys
def startdebug():
try:
# set the PYDEV_SOURCE_DIR correctly before using the debugger
PYDEV_SOURCE_DIR = 'C:\Program Files\eclipse\plugins\org.python.pydev.debug_2.5.0.2012040618\pysrc'
# test if PYDEV_SOURCE_DIR already in sys.path, otherwise append it
if sys.path.count(PYDEV_SOURCE_DIR) < 1:
sys.path.append(PYDEV_SOURCE_DIR)
# import pydevd module
import pydevd
# set debugging enabled
pydevd.settrace(None, True, True, 5678, False, False)
except:
pass
When setting the PYDEV_SOURCE_DIR ensure you point it to the org.python.pydev.debug_xxxxx. There is another folder similiar to this. To ensure you have the correct folder it will contain a /pysrc folder.
Now in your main __init__.py, this must come before any other import statements to work correctly. Add the following directly under the bl_info section, as strangely blender parses this itself.
DEBUGGING = True
if(DEBUGGING):
import debug
debug.startdebug()
Having it here will avoids adding per file traces like the lux-render tutorial.
Add some breakpoint to the version in the add-ons folder,
Switch to the debug perspective,
Start Eclipses debug server,
Start blender
Run the script and it will hit the breakpoint.
The common problems I find people encounter:
pointing the path to the wrong pydev debug folder, ensure that there is a /pysrc folder
When Pydev updates, update the PYDEV_SOURCE_DIR as the debug_xxxxx will have change
not having eclipse server running,
setting breakpoints on a local copy of the files instead of the version in the blender add-on directory
saving the script does not mean that blender will reload it, use imp, disable/renable the add-on or restart Blender.
There are good instructions for setting up blender and eclipse for debugging.
http://wiki.blender.org/index.php/User:Z0r/PyDevAndProfiling
While this is for blenders game engine, much of it applies to regular blender. Hope this help!
EDIT: I deleted it because I felt that this doesn't answer your question. But here it is since you insisted.