Anyone know how to use python wand (http://pypi.python.org/pypi/Wand/0.1.10) on google appengine? I've copied the wand directory to my project direcotry but still not working.
The documentation for Wand describes it as a Python binding for the ImageMagick API. So there'd be no point in installing it on App Engine, since ImageMagick itself isn't present.
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I used wand API of ImageMagick in python for ML project ,I want to change my coding file into one executable file so that I can share it to my friends but I got lots of difficulties to pack ImageMagick in one executable file, that's why I want to use wand without ImageMagick.
if you Answer this, then it will help me a lot.
Thankyou. I
I created an app called Paint Maker Pro with Kivy and Python code and now it's on the Google Play Store. Some of my friends with iPhones want to try the app. But they can't get it from the Apple App Store. So I looked up package for ios kivy and the best answer I could find was this. But the instructions are only for people using macOS. I'm using Linux. I did try following the instructions, but I got an error while trying to install Cython. So what am I supposed to do?
You likely cant package without using OSX. There is a work around though. It can be tricky but I have done this to package apps for OSX itself using pyinstaller.
You are going to need to install virtualbox. Then you might have to do some research on how to install OSX in virtualbox. OSX is not supported by virtualbox. So installation can be complicated. It has been 3 years since I did this but I researched hackentosh. In some of the instructions I have read you have to have access to a actual mac so you can do some bash magic and patch the OSX installer. There is a prepackaged yosemite somewhere im sure you can download. There are also tutorials you can follow that might be more updated than the info Im giving you now.
Hope that helps. and good luck.
I am a hobbyist programmer trying to integrate the SteamworksForPython API into a Python-based game. This API is a Python wrapper of the Steamworks API, which only officially supports C++. I am working on MacOS Sierra 10.12.6.
Blindly following the documentation, I have done the following:
I have downloaded the SteamworksForPython repo.
I have added the steam header directory from the Steamworks SDK (/sdk/public/steam) to that repo.
I have added to that repo the Steam API file appropriate to my operating system (in my case, libsteam_api.dylib from /sdk/redistributable_bin/osx32).
The next step listed in the documentation is to create a new dylib file. Unfortunately, the steps to do this haven't been described for MacOS yet.
Looking at the process for Linux and Windows, it seems like I need to create this dynamic library file using the repo's SteamworksPy.cpp file and the steam_api.h header file from the Steamworks SDK.
I have researched how to create a dylib file using Xcode and am currently trying to do it. The process seems similar to the one described by the documentation for Windows using Visual Studio.
I have done the following:
I have created a new Xcode project of type plain C++ dynamic library.
I have added SteamworksPy.cpp into the Compile Sources list.
I have added steam_api.h to the Headers list (under public, not private or project).
I have added libsteam_api.dylib to the Link Binary With Libraries section.
I am getting an error when I try to build, however. Here is a screenshot:
And here is a more explicit screenshot of the linker error:
After reading this, this, and this, I think the problem is that Xcode doesn't know where to look for the library I'm trying to link to, so I need to tell it where to look. This should be simple, but I can't manage to do it.
Can anyone give me advice on how to proceed?
Similar questions that were helpful, but didn't lead me to a solution:
How do I create a dynamic library (dylib) with Xcode?
Building and Using a DYLIB in Xcode
ld: library not found
ld: library not found for -lgsl
xcode library not found
I managed to solve this problem.
Xcode couldn't find the location of the library I was trying to link to.
I noticed that under Build Settings I could specify Path to Link Map File. I tried to hardcode the path to where my library (libsteam_api.dylib) resided, but I got the same error described above.
Then I did something that worked.
I deleted the reference to the library in the Link Binary With Libraries section.
Then I moved the library from its original location into my Xcode project directory.
Then I used the file selection pane in the Link Binary With Libraries section to reselect the library from the Xcode directory.
When I built, everything worked fine.
I have created a Django web app that uses GraphViz to render .dot files and .png images of said .dot files, and I would like to deploy that app for a school assignment.
I have already deployed previous apps on pythonanywhere but never an app that uses another software like now.
How can I go through with it?
If you're using Python 2.7 and no virtualenv, then GraphViz is installed already and you should just be able to use it -- see the batteries included list. If you're using a later version of Python, or a virtualenv, you'll need to install it -- see this page explaining how to install modules for yourself.
I can't seem to find a way to create a standalone package for image recognition. I have a project I'm writing in python, and I found a way to do what I need using OpenCV, but I can't find a way to import the library into my project unless it is installed at the system level on Ubuntu. In other words, I can't seem to plop the build folder into my project after building the OpenCV library. And I can't find the equivalent of cv2.matchTemplate() in PIL or Pillow. So really there are two questions here.
1) How can I attach the build folder to my project, in order to avoid installing the OpenCV at the system level.
2) Is there an equivalent of cv2.matchTemplate() in PIL or Pillow that I can't seem to find?
Thanks.
You need to:
Download OpenCV
Use CMake to tell it to compile statically and to tell it to compile the Python module
Compile, and install into a directory you want.
Find in that directory the file under a directory called python, called cv2.so
Distribute that file with your Python code.
Now that I told you how to do it, let me tell you why your approach isn't a very good idea:
If the version of Python changes, you need to recompile (the so file) and redistribute your entire application
If the version of OpenCV changes you will need to recompile (the so file) and redistribute your entire application
You don't control what version of Python your users have
There can be important subtleties in version of libjpg, libtiff, zlib and others that could prevent your application from working, all outside your control.
You are converting a multi-platform application into a platform specific solution.