Sublime Text 2 + SublimeREPL allowing user input - sublimetext2

I'd like to set up Sublime Text 2 (or 3 if recommended) to allow user input (raw_input() or input() within the files.). To clarify, I've had this work before! I want to be able to write and execute all code within one window/tab. I have installed sublimeREPL correctly but yet whenever I use either raw_input() or input() I receive the following error:
EOFERROR: EOF when reading a line
I've had it setup correctly and it worked perfectly before, but it's been a long time and I cannot reproduce the steps anymore. Any help would be appreciated.
To summarize, this works:
print "This is a test"
This will not work: (this has worked previously on my home desktop)
print "This is a test"
testvar = raw_input("enter a number: ")
print testvar
Please let me know if there's anything I can do.
Thank you so much in advance,
sectas

I think the problem is that you are using the the default build system (Ctrl + B)
If so, open in REPL by:
Tools > SublimeREPL > Python > Python
If you receive a FileNotFoundError, change the SublimeREPL Settings(USER) to:
{
"default_extend_env": {
"PATH": "{PATH}:YourDriveLetter:\\YourPath\\Python27\\App\\python.exe"
}
}

Related

module pygame has no init member pylint [duplicate]

This is the code I have:
import pygame
pygame.init()
I'm very confused because if I try to run the file, then there seems to be no issue, but pylint says the following:
E1101:Module 'pygame' has no 'init' member
I have searched thoroughly for a solution to this "error". In every relevant case I found, the solution was to make sure that I have not made another file or folder with the name "pygame", because in that case, I would just be importing my own file or folder.
However, I have not made a folder or file with a name even close to "pygame", so I don't know what the problem is.
As said earlier, it seems like I'm able to run the file without any issues and having errors like this confuses me in my learning process.
I write code in Visual Studio Code, I'm using python 3.6, I'm using pygame 1.9.3 and have updated my pylint. Any help would be appreciated.
Summarizing all answers.
This is a security measure to not load non-default C extensions.
You can white-list specific extension(s).
Open user settings and add the following between {}:
"python.linting.pylintArgs": [
"--extension-pkg-whitelist=extensionname" // comma separated
]
You can allow to "unsafe load" all extensions.
Open user settings and add the following between {}:
"python.linting.pylintArgs": [
"--unsafe-load-any-extension=y"
]
If you have VS code, go in your .vscode folder > settings.json or search for python.linting.mypyArgs Under user settings tab paste inbetween curly braces
"python.linting.pylintArgs": [
"--extension-pkg-whitelist=lxml" // The extension is "lxml" not "1xml"
]
I no longer see the pyinit error.
I had the same issue when I started using Visual Studio Code with Python. It has nothing to do with having another pygame.py or not installing it properly. It has to do with the fact that Visual Studio Code takes your code literally, and since you cannot import pygame.init(), it thinks that it isn't a correct module.
To fix this, open up settings.json (go into your settings, and click the {} icon) and paste
"python.linting.pylintArgs": [
"--extension-pkg-whitelist=pygame"
]
to it.
I had the same issue with one of my modules. This is what I did to resolve the problem. (I'm using visual studio on windows 10)
Press CTRL+SHIFT+P in visual studio
Choose "Preferences: Open Settings (JSON)"
Add "python.linting.pylintArgs": ["--generate-members"] below one of the lines (put a comma if necessary)
Save the .json file (CTRL+S)
For me, the code looks like this :
{
"breadcrumbs.enabled": false,
"editor.minimap.enabled": false,
"python.pythonPath": "C:\\Users\\xxx\\Anaconda3",
"terminal.integrated.rendererType": "dom",
"window.menuBarVisibility": "default",
"workbench.activityBar.visible": false,
"workbench.statusBar.visible": true,
"python.linting.pylintArgs": ["--generate-members"], //line to add
"[json]": {
}
}
Hope it helps.
Credit to #Alamnoor on github
This answer includes the answer to your question. In short it explains:
Pylint imports modules to effectively identify valid methods and attributes. It was decided that importing c extensions that are not part of the python stdlib is a security risk and could introduce malicious code.
and as a solution it mentions, among others:
Disable safety using the .pylintrc setting unsafe-load-any-extensions=yes.
See here for more information about pylint.rc. Quickest method is to just create the file .pylintrc in your project directory or your home directory.
I found adding this in settings.json() solves the problem.
"python.linting.pylintArgs":[
"--extension-pkg-whitelist=pygame",
"--erros-only"
]
I find an answer and it really works for me.
See the accepted answer and change it to extension-pkg-whitelist=lxml
pylint 1.4 reports E1101(no-member) on all C extensions
I recommend going to the view tab, clicking command palette and searching preferences: open settings.json. Then add a comma on the last line of code.Below that paste this:
"python.linting.pylintArgs": [
"--extension-pkg-whitelist=extensionname" // comma separated
]
Then save your document (ctrl + s).
Check if you have a python file named pygame.py created by you in your directory. If you do, then the import pygame line is importing your own file instead of the real Pygame module. Since you don't have an init() function in that file, you're seeing this particular error message.
I found a solution, modifying the most voted answer:
"python.linting.pylintArgs": [
"--extension-pkg-whitelist=pygame"
]
Replaced the "lxml" with "pygame".
Disable Pylint
1.Press ctrl + shift + p
2.Then type Disable Pylint
If you are using vscode then you can go to settings:
python.linting.pylintEnabled = False
It will fix the problem. If you aren't using vscode then you can go the command prompt and manually uninstall pylint with the command
pip uninstall pylint.

Why am I not able to type anything on Arduino Ide 1.8.13

Hi, I am using the Arduino 1.8.13 ide, and I am unable to type anything into the sketch. The whole program is highlighted in blue, and I am unable to type anything. I have no idea what happened, and I really need help. I've tried downloading the app and redownloading, I tried changing the settings, nothing worked. Please help me.
Here's what works:
-Serial Monitor
-All the Settings Above
-Opening the Menus
-Uploading Code
-Saving
-Compressing
Basically, everything in the Arduino IDE works fine except being able to edit the code.
Thanks.
You likely have "Use external editor" enabled, which puts the Ardunio IDE's text-editor in read-only mode.
Go File > Preferences > Settings > [ ] Use external editor
Ensure it is unchecked.

How do I run an R script from within RStudio's built-in R console?

I'm assuming it's like Python's import statement, but I'd like a quick answer, since I'm in the middle of an introduction class right now.
This was the closest I got, but it didn't seem to match the question, as it shows how to run an R Script from the system CLI, not the blue RStudio > prompt:
Run an R-script from command line and store results in subdirectory
Short Answer using source() function
Once you download, install, and open the RStudio, you'll see a part in the lower left with blue greater than symbols >.
In the part of RStudio's GUI with the blue >, enter the following
> setwd('/folder/where/the/file/is/')
> source('file_name')`
...output, if any, appears below...
Example:
Let's assume I have a file at /home/myusername/prj/r/learn_r/insurance_data.r that I want to run.
I would start up RStudio, and enter the following in the little window it has labeled Console:
Annoyingly long answer with screenshots using source() function
Well, it turned out to be much simpler than I expected to run this from RStudio's built-in console. I was surprised that this had not already been asked about RStudio, before. If it has, I guess I'll have a burned question.
Anyway, a little trial and error showed me how to do this:
Yay, output has appeared below.
Make sure to set your working directory, first.
I did this as follows from inside RStudio 1.0.143 on my Ubuntu 16.04 LTS environment:
setwd("~/proj/r/learn_r")
Next, you can enter help(source), you can search for the syntax of the source() function, and you can just type it in to the RStudio console for a prompt:
If you want to run a specific line from the R script, put the cursor somewhere in the line and press command+enter (on other pc I think is ctrl+enter). If you want to run the whole script or some parts, select the part and command+enter.

How to execute rrdcgi script from command line?

I have some rrdcgi scripts with HTML code which are used to show graphs on my webpage. When I try to run this script from webpage its fine and showing all details perfectly but when i execute this script from command line it shows below error and never returned to command line.
(offline mode: enter name=value pairs on standard input)
Can you please suggest me how can i execute these scripts from command line?
I have got the answer to pass null values in the script i.e.
./script.cgi < /dev/null
It solves my issue.
Look here. The page is really big, so just scroll down until you see (offline mode: enter name=value pairs on standard input) in a code example.

How to configure firefox to run emacsclientw on certain links?

I've got a Perl script that groks a bunch of log files looking for "interesting" lines, for some definition of interesting. It generates an HTML file which consists of a table whose columns are a timestamp, a filename/linenum reference and the "interesting" bit. What I'd love to do is have the filename/linenum be an actual link that will bring up that file with the cursor positioned on that line number, in emacs.
emacsclientw will allow such a thing (e.g. emacsclientw +60 foo.log) but I don't know what kind of URL/URI to construct that will let FireFox call out to emacsclientw. The original HTML file will be local, so there's no problem there.
Should I define my own MIME type and hook in that way?
Firefox version is 3.5 and I'm running Windows, in case any of that matters. Thanks!
Go to about:config page in firefox. Add a new string :
network.protocol-handler.app.emacs
value: path to a script that parse the url without protocol (what's after emacs://) and then call emacsclient with the proper argument.
You can't just put the path of emacsclient because everything after the protocol is passed as one arg to the executable so your +60 foo.log would be a new file named that way.
But you could easily imagine someting like emacs:///path/to/your/file/LINENUM and have a little script that remove the final / and number and call emacsclient with the number and the file :-)
EDIT: I could do that in bash if you want but i don't know how to do that with the windows "shell" or whatever it is called.
EDIT2: I'm wrong on something, the protocol is passed in the arg string to !
Here is a little bash script that i just made for me, BTW thanks for the idea :-D
#!/bin/bash
ARG=${1##emacs://}
LINE=${ARG##*/}
FILE=${ARG%/*}
if wmctrl -l | grep emacs#romuald &>/dev/null; then # if there's already an emacs frame
ARG="" # then just open the file in the existing emacs frame
else
ARG="-c" # else create a new frame
fi
emacsclient $ARG -n +$LINE "$FILE"
exit $?
and my network.protocol-handler.app.emacs in my iceweasel (firefox) is /home/p4bl0/bin/ffemacsclient. It works just fine !
And yes, my laptop's name is romuald ^^.
Thanks for the pointer, p4bl0. Unfortunately, that only works on a real OS; Windows uses a completely different method. See http://kb.mozillazine.org/Register_protocol for more info.
But, you certainly provided me the start I needed, so thank you very, very much!
Here's the solution for Windows:
First you need to set up the registry correctly to handle this new URL type. For that, save the following to a file, edit it to suit your environment, save it and double click on it:
Windows Registry Editor Version 5.00
[HKEY_CLASSES_ROOT\emacs]
#="URL:Emacs Protocol"
"URL Protocol"=""
[HKEY_CLASSES_ROOT\emacs\shell]
[HKEY_CLASSES_ROOT\emacs\shell\open]
[HKEY_CLASSES_ROOT\emacs\shell\open\command]
#="\"c:\\product\\emacs\\bin\\emacsclientw.exe\" --no-wait -e \"(emacs-uri-handler \\\"%1\\\")\""
This is not as robust as p4bl0's shell script, because it does not make sure that Emacs is running first. Then add the following to your .emacs file:
(defun emacs-uri-handler (uri)
"Handles emacs URIs in the form: emacs:///path/to/file/LINENUM"
(save-match-data
(if (string-match "emacs://\\(.*\\)/\\([0-9]+\\)$" uri)
(let ((filename (match-string 1 uri))
(linenum (match-string 2 uri)))
(with-current-buffer (find-file filename)
(goto-line (string-to-number linenum))))
(beep)
(message "Unable to parse the URI <%s>" uri))))
The above code will not check to make sure the file exists, and the error handling is rudimentary at best. But it works!
Then create an HTML file that has lines like the following:
file: c:/temp/my.log, line: 60
and then click on the link.
Post Script:
I recently switched to Linux (Ubuntu 9.10) and here's what I did for that OS:
$ gconftool -s /desktop/gnome/url-handlers/emacs/command '/usr/bin/emacsclient --no-wait -e "(emacs-uri-handler \"%s\")"' --type String
$ gconftool -s /desktop/gnome/url-handlers/emacs/enabled --type Boolean true
Using the same emacs-uri-handler from above.
Might be a great reason to write your first FF plugin ;)