How to port a module for Ruby to Python - python

Or how can I learn Ruby quickly? Is there a pattern to port a ruby module to python?
I want to add scope system to Sass, but I know little about ruby, and when I started, I found the contents of a module are in several files, there are a lot of variables or classes undefined but referenced.
What's the difference between require keyword and the python's import?
Or at least, is there a ruby IDE that can tell me where is a module, class, variable defined like PyDev does?

There probably are IDE out there that have a bit of code help built in, but I usually don't find I need it. Most Ruby libraries have a certain structural pattern to them. Especially gems by design. You might not notice it at first if you are new to Ruby but once you get the hang of it; things are quite easy to navigate by the naming alone.
To the original intent of your question. I don't think there is an easy way to port a piece of Ruby code like SASS to python in a snap. It would require adequate knowledge of both languages to translate it well. In a way it's kind of like the job of a translator, if you don't know either language well you won't make a lot of sense by what you are producing.
In Ruby require loads a file and executes it. A library will usually have a file named like the library that will include other parts of its components, to make the modules within known.
# req.rb
puts 'Hello World'
# irb
1.9.2p290 :001 > require './req.rb'
Hello World
=> true
So it will basically do the same for you as import in python. You name a module you would like to use and it will work for you after requiring/importing it(given it is known to your load paths).
If you are looking for an equivalent to the python
from <modulename> import *
you should refer to
include <modulename>
Which isn't frowned upon as much in ruby as it is in python.
Hope this answers most of your questions.

Related

Storing and running user defined functions from a database in Django [duplicate]

I'm developing a web game in pure Python, and want some simple scripting available to allow for more dynamic game content. Game content can be added live by privileged users.
It would be nice if the scripting language could be Python. However, it can't run with access to the environment the game runs on since a malicious user could wreak havoc which would be bad. Is it possible to run sandboxed Python in pure Python?
Update: In fact, since true Python support would be way overkill, a simple scripting language with Pythonic syntax would be perfect.
If there aren't any Pythonic script interpreters, are there any other open source script interpreters written in pure Python that I could use? The requirements are support for variables, basic conditionals and function calls (not definitions).
This is really non-trivial.
There are two ways to sandbox Python. One is to create a restricted environment (i.e., very few globals etc.) and exec your code inside this environment. This is what Messa is suggesting. It's nice but there are lots of ways to break out of the sandbox and create trouble. There was a thread about this on Python-dev a year ago or so in which people did things from catching exceptions and poking at internal state to break out to byte code manipulation. This is the way to go if you want a complete language.
The other way is to parse the code and then use the ast module to kick out constructs you don't want (e.g. import statements, function calls etc.) and then to compile the rest. This is the way to go if you want to use Python as a config language etc.
Another way (which might not work for you since you're using GAE), is the PyPy sandbox. While I haven't used it myself, word on the intertubes is that it's the only real sandboxed Python out there.
Based on your description of the requirements (The requirements are support for variables, basic conditionals and function calls (not definitions)) , you might want to evaluate approach 2 and kick out everything else from the code. It's a little tricky but doable.
Roughly ten years after the original question, Python 3.8.0 comes with auditing. Can it help? Let's limit the discussion to hard-drive writing for simplicity - and see:
from sys import addaudithook
def block_mischief(event,arg):
if 'WRITE_LOCK' in globals() and ((event=='open' and arg[1]!='r')
or event.split('.')[0] in ['subprocess', 'os', 'shutil', 'winreg']): raise IOError('file write forbidden')
addaudithook(block_mischief)
So far exec could easily write to disk:
exec("open('/tmp/FILE','w').write('pwned by l33t h4xx0rz')", dict(locals()))
But we can forbid it at will, so that no wicked user can access the disk from the code supplied to exec(). Pythonic modules like numpy or pickle eventually use the Python's file access, so they are banned from disk write, too. External program calls have been explicitly disabled, too.
WRITE_LOCK = True
exec("open('/tmp/FILE','w').write('pwned by l33t h4xx0rz')", dict(locals()))
exec("open('/tmp/FILE','a').write('pwned by l33t h4xx0rz')", dict(locals()))
exec("numpy.savetxt('/tmp/FILE', numpy.eye(3))", dict(locals()))
exec("import subprocess; subprocess.call('echo PWNED >> /tmp/FILE', shell=True)", dict(locals()))
An attempt of removing the lock from within exec() seems to be futile, since the auditing hook uses a different copy of locals that is not accessible for the code ran by exec. Please prove me wrong.
exec("print('muhehehe'); del WRITE_LOCK; open('/tmp/FILE','w')", dict(locals()))
...
OSError: file write forbidden
Of course, the top-level code can enable file I/O again.
del WRITE_LOCK
exec("open('/tmp/FILE','w')", dict(locals()))
Sandboxing within Cpython has proven extremely hard and many previous attempts have failed. This approach is also not entirely secure e.g. for public web access:
perhaps hypothetical compiled modules that use direct OS calls cannot be audited by Cpython - whitelisting the safe pure pythonic modules is recommended.
Definitely there is still the possibility of crashing or overloading the Cpython interpreter.
Maybe there remain even some loopholes to write the files on the harddrive, too. But I could not use any of the usual sandbox-evasion tricks to write a single byte. We can say the "attack surface" of Python ecosystem reduces to rather a narrow list of events to be (dis)allowed: https://docs.python.org/3/library/audit_events.html
I would be thankful to anybody pointing me to the flaws of this approach.
EDIT: So this is not safe either! I am very thankful to #Emu for his clever hack using exception catching and introspection:
#!/usr/bin/python3.8
from sys import addaudithook
def block_mischief(event,arg):
if 'WRITE_LOCK' in globals() and ((event=='open' and arg[1]!='r') or event.split('.')[0] in ['subprocess', 'os', 'shutil', 'winreg']):
raise IOError('file write forbidden')
addaudithook(block_mischief)
WRITE_LOCK = True
exec("""
import sys
def r(a, b):
try:
raise Exception()
except:
del sys.exc_info()[2].tb_frame.f_back.f_globals['WRITE_LOCK']
import sys
w = type('evil',(object,),{'__ne__':r})()
sys.audit('open', None, w)
open('/tmp/FILE','w').write('pwned by l33t h4xx0rz')""", dict(locals()))
I guess that auditing+subprocessing is the way to go, but do not use it on production machines:
https://bitbucket.org/fdominec/experimental_sandbox_in_cpython38/src/master/sandbox_experiment.py
AFAIK it is possible to run a code in a completely isolated environment:
exec somePythonCode in {'__builtins__': {}}, {}
But in such environment you can do almost nothing :) (you can not even import a module; but still a malicious user can run an infinite recursion or cause running out of memory.) Probably you would want to add some modules that will be the interface to you game engine.
I'm not sure why nobody mentions this, but Zope 2 has a thing called Python Script, which is exactly that - restricted Python executed in a sandbox, without any access to filesystem, with access to other Zope objects controlled by Zope security machinery, with imports limited to a safe subset.
Zope in general is pretty safe, so I would imagine there are no known or obvious ways to break out of the sandbox.
I'm not sure how exactly Python Scripts are implemented, but the feature was around since like year 2000.
And here's the magic behind PythonScripts, with detailed documentation: http://pypi.python.org/pypi/RestrictedPython - it even looks like it doesn't have any dependencies on Zope, so can be used standalone.
Note that this is not for safely running arbitrary python code (most of the random scripts will fail on first import or file access), but rather for using Python for limited scripting within a Python application.
This answer is from my comment to a question closed as a duplicate of this one: Python from Python: restricting functionality?
I would look into a two server approach. The first server is the privileged web server where your code lives. The second server is a very tightly controlled server that only provides a web service or RPC service and runs the untrusted code. You provide your content creator with your custom interface. For example you if you allowed the end user to create items, you would have a look up that called the server with the code to execute and the set of parameters.
Here's and abstract example for a healing potion.
{function_id='healing potion', action='use', target='self', inventory_id='1234'}
The response might be something like
{hp='+5' action={destroy_inventory_item, inventory_id='1234'}}
Hmm. This is a thought experiment, I don't know of it being done:
You could use the compiler package to parse the script. You can then walk this tree, prefixing all identifiers - variables, method names e.t.c. (also has|get|setattr invocations and so on) - with a unique preamble so that they cannot possibly refer to your variables. You could also ensure that the compiler package itself was not invoked, and perhaps other blacklisted things such as opening files. You then emit the python code for this, and compiler.compile it.
The docs note that the compiler package is not in Python 3.0, but does not mention what the 3.0 alternative is.
In general, this is parallel to how forum software and such try to whitelist 'safe' Javascript or HTML e.t.c. And they historically have a bad record of stomping all the escapes. But you might have more luck with Python :)
I think your best bet is going to be a combination of the replies thus far.
You'll want to parse and sanitise the input - removing any import statements for example.
You can then use Messa's exec sample (or something similar) to allow the code execution against only the builtin variables of your choosing - most likely some sort of API defined by yourself that provides the programmer access to the functionality you deem relevant.

How to view the implementation of python's built-in functions in pycharm?

When I try to view the built-in function all() in PyCharm, I could just see "pass" in the function body. How to view the actual implementation so that I could know what exactly the built-in function is doing?
def all(*args, **kwargs): # real signature unknown
"""
Return True if bool(x) is True for all values x in the iterable.
If the iterable is empty, return True.
"""
pass
Assuming you’re using the usual CPython interpreter, all is a builtin function object, which just has a pointer to a compiled function statically linked into the interpreter (or libpython). Showing you the x86_64 machine code at that address probably wouldn’t be very useful to the vast majority of people.
Try running your code in PyPy instead of CPython. Many things that are builtins in CPython are plain old Python code in PyPy.1 Of course that isn’t always an option (e.g., PyPy doesn’t support 3.7 features yet, there are a few third-party extension modules that are still way too slow to use, it’s harder to build yourself if you’re on some uncommon platform…), so let’s go back to CPython.
The actual C source for that function isn’t too hard to find online. It’s in bltinmodule.c. But, unlike the source code to the Python modules in your standard library, you probably don’t have these files around. Even if you do have them, the only way to connect the binary to the source is through debugging output emitted when you compiled CPython from that source, which you probably didn’t do. But if you’re thinking that sounds like a great idea—it is. Build CPython yourself (you may want a Py_DEBUG build), and then you can just run it in your C source debugger/IDE and it can handle all the clumsy bits.
But if that sounds more scary than helpful, even though you can read basic C code and would like to find it…
How did I know where to find that code on GitHub? Well, I know where the repo is; I know the basic organization of the source into Python, Objects, Modules, etc.; I know how module names usually map to C source file names; I know that builtins is special in a few ways…
That’s all pretty simple stuff. Couldn’t you just program all that knowledge into a script, which you could then build a PyCharm plugin out of?
You can do the first 50% or so in a quick evening hack, and such things litter the shores of GitHub. But actually doing it right requires handling a ton of special cases, parsing some ugly C code, etc. And for anyone capable of writing such a thing, it’s easier to just lldb Python than to write it.
1. Also, even the things that are builtins are written in a mix of Python and a Python subset called RPython, which you might find easier to understand than C—then again, it’s often even harder to find that source, and the multiple levels that all look like Python can be hard to keep straight.

Objective-C functions vs. Python modules?

Just another newbie question I'm afraid. I am doing a course on python on udacity and pretty much straight away have been shown modules, such as time, and webbrowser, which make it very easy to do such tasks as time delay, opening webbrower, etc.
Is there anything so straightforward and easy to use as this in Objective-C, or what would be the equivalent to the python modules? Is it just the case that you need to write a lot more code in Objective-C alongside their provided library functions to achieve the same thing as a Python module would provide you with?
It just seems like Python modules have more im-built code with less for developer to write in code?

Python modding - prevent dangerous scripts to be imported?

I want to allow users to make their own Python "mods" for my game, by placing their scripts in a special folder which the game "scans" for Python modules and imports.
What would be the simplest way to prevent "dangerous" scripts from being imported? I don't want people complaining to me that they used someone's mod and it erased their hard drive.
Things I would like to limit is accessing/modifying/creating any files outside of their folder and connecting to the internet/downloading/sending data. If you can thik of anything else, let me know.
So how can this be done?
Restricted Python seems to able to restrict functionality for code in a clean way and is compatible with python up to 2.7.
http://pypi.python.org/pypi/RestrictedPython/
e.g.
By supplying a different __builtins__ dictionary, we can rule out unsafe operations, such as opening files [...]
The obvious way to do it is to load the module as a string and exec it. This has just as many security risks, but might be easier to block by using custom globals and locals. Have a look at this question - it gives some really good guidance on this. As pointed out in Delnan's comments, this isn't completely secure though.
You could also try this. I haven't used it, but it seems to provide a safe environment for unsafe scripts.
There are some serious shortcomings for sandboxed python execution. aquavitae's answer links to some good discussion on the matter, especially this blog post. Read that first.
There is a kernel of secure execution within cPython. The fundamental idea is to replace the __builtins__ global (Note: not the __builtin__ module), which informs python to turn on some security features; making a handful of attributes on certain objects inaccessible, and removing most of the implementation objects from the interpreter when evaulating that bit of code.
You'll then need to write an actual implementation; in such a way that the protected modules are not the leaked into the sandbox. A fairly tested "file" replacement is provided in the linked blog. Getting a look on that might give you an idea of how involved and complex this problem is.
So now that you have understood that this is a challenge in python; you should take a look at languages with sandbox execution as a core feature, such as Lua, which is very popular in games.
Giving them python execution and trying to limit what they do is asking for trouble. See this SO question for discussion and a pointer to a good article. (You would presumably disable "eval", but it wouldn't make much difference in practice.
My suggestion: Turn the question around. Your goal is to provide them with scripting facilities so they can enhance the game. Find or define an interpreter for a suitable scripting language that has the features you need, and use it to execute their scripts. For example, you could support data persistence in a simple keystore model, without giving them file creation access. Or give them a command to create files but ensure it only accepts a path-less filename. The essential thing is to ensure that there is NO way for them to execute python commands directly.

programming language implemented in pure python

i am creating ( researching possibility of ) a highly customizable python client and would like to allow users to actually edit the code in another language to customize the running of program. ( analogous to browser which itself coded in c/c++ and run another language html/js ). so my question is , is there any programming language implemented in pure python which i can see as a reference ( or use directly ? ) -- i need simple language ( simple statements and ifs can do )
edit: sorry if i did not make myself clear but what i want is "a language to customize the running of program" , even though pypi seems a great option, what i am looking for is more simple which i can study and extend myself if need arise. my google searches pointing towards xml based langagues. ( BMEL , XForms etc ).
The question isn't completely clear on scope, but I have a hunch that PyPy, embedding other full languages, and similar solutions might be overkill. It sounds like iamgopal may really be interested in something more like Interpreter Pattern or Little Language.
If the language you want to support is really small (see the Interpreter Pattern link), then hand-coding this yourself in Python won't be too hard. You can write a simple parser (Google around; here's one example), then walk the AST and evaluate user expressions.
However, if you expect this to be used for a long time or by many people, it may be worth throwing a real language at the problem. (I'd recommend Python itself if your users are already familiar with basic Python syntax).
Ren'Py is a modification to Python syntax built on top of Python itself, using the language tools in the stdlib.
For your user's sake, don't use an XML based language - XML is an awful basis for a programming language and your users will hate you for it.
Here is a suggestion. Use a strict subset of Python for your language. Use the compiler module to convert their code into an abstract syntax tree and walk the tree to to validate that the code conforms to your subset before converting the AST into python bytecode.
N.B. I just checked the docs and see that the compiler package is deprecated in 2.6 and removed in Python 3.x. Does anyone know why that is?
Numerous template languages such as Cheetah, Django templates, Genshi, Mako, Mighty might serve as an example.
Why not Python itself? With some care you can use eval to run user code.
One of the good thing about interpreted scripting languages is that you don't need another extra scripting language!
PLY (Python Lex-Yacc)
is something of your interest.
Possibly Common Lisp (or any other Lisp) will be the best choice for that task. Because Lisp make it possible to easily extend host language with powerful macroses and construct DSL (domain specific language).
If all you need is simple if statements and expressions, I'm sure it wouldn't be an awful task to parse each line. Something like
if some flag
activate some feature
deactivate some feature
elif some other flag
activate some feature
activate some feature
else
logout
Just write a class which, while parsing takes the first word, checks if it's "if, elif, else," etc, and if so, check a flag and set a flag saying you either are or are not executing until the next conditional. If it's not a conditional, call a function based on the first keyword that would modify the program state in some way.
The class could store some local execution state (are we in an if statement? If so are we executing this branch?) and have another class containing some global application state (flags that are checkable by if statements, etc).
This is probably the wrong thing to do in your situation (it's very prone to bugs, it's dangerous if you don't treat the data in the scripts correctly), but it's at least a start if you do decide to interpret your own mini-language.
Seriously though, if you try this, be very, very, srs careful. Don't give the scripts any functionality that they don't definitely need, because you are almost certainly opening security holes by doing something like this.
Don't say I didn't warn you.

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