Append Existing Custom Node Group in Blender - python-3.x

I tried to append my blend file and import the node group in my new environment. I tried different methods on how to append my own custom node group in my environment, and still not working. Here's my boilerplate.
class SHADER(Operator):
bl_idname = "material.append_shader_nodes"
bl_label = "Add Shader"
bl_options = {'REGISTER', 'UNDO'}
def execute(self,context):
# Importing the blend file (working)
import_from_library('shader');
bpy.ops.object.material_slot_add()
# Creates new Material
npr_material = bpy.data.materials.new(name='SHADER')
npr_material.use_nodes = True
# Remove the default shader
npr_material.node_tree.nodes.remove(npr_material.node_tree.nodes.get('Principled BSDF'))
material_output = npr_material.node_tree.nodes.get('Material Output')
# Problem
SHADER = bpy.data.node_groups['NPREEVEE'] # Import my custom node group from my different blend file
# link shader to material
npr_material.node_tree.links.new(material_output.inputs[0], SHADER.outputs[0])
# set activer material to your new material
bpy.context.object.active_material = npr_material
return {'FINISHED'}
It seems like it didn't import my node group, but when I tried to manually add my custom node group, it displayed on my materials properties. I'm not totally familiar with this package. Is this is a bug or there is something that I missed while creating my node group?

Related

Kivy app crash problem when I install on android device

I am trying to build kivy android app
I compile it using builozer and I get the apk file
But now when I installed and try to open the app not open and crash.
I try everything and mention all the require module in spec file.
Here is my application
from kivy.core.window import Window
from kivy.lang import Builder
from kivymd.app import MDApp
from kivymd.uix.filemanager import MDFileManager
from kivymd.toast import toast
from kivy.utils import platform
import os
KV = '''
BoxLayout:
orientation: 'vertical'
MDToolbar:
title: "MDFileManager"
left_action_items: [['menu', lambda x: None]]
elevation: 10
FloatLayout:
MDRoundFlatIconButton:
text: "Open manager"
icon: "folder"
pos_hint: {'center_x': .5, 'center_y': .6}
on_release: app.file_manager_open()
'''
class Example(MDApp):
def __init__(self, **kwargs):
super().__init__(**kwargs)
Window.bind(on_keyboard=self.events)
self.manager_open = False
self.file_manager = MDFileManager(
exit_manager=self.exit_manager,
select_path=self.select_path,
#preview=True
)
def build(self):
return Builder.load_string(KV)
def file_manager_open(self):
PATH ="."
if platform == "android":
from android.permissions import request_permissions, Permission
request_permissions([Permission.READ_EXTERNAL_STORAGE, Permission.WRITE_EXTERNAL_STORAGE])
app_folder = os.path.dirname(os.path.abspath(__file__))
PATH = "/storage/emulated/0" #app_folder
self.file_manager.show(PATH) # output manager to the screen
self.manager_open = True
def select_path(self, path):
'''It will be called when you click on the file name
or the catalog selection button.
:type path: str;
:param path: path to the selected directory or file;
'''
self.exit_manager()
toast(path)
def exit_manager(self, *args):
'''Called when the user reaches the root of the directory tree.'''
self.manager_open = False
self.file_manager.close()
def events(self, instance, keyboard, keycode, text, modifiers):
'''Called when buttons are pressed on the mobile device.'''
if keyboard in (1001, 27):
if self.manager_open:
self.file_manager.back()
return True
Example().run()
Please help me to build this application
You can use google colab to build this app
I got the answer
we must add hostpython in requirement ( in .spec)
Here is My buildozer.spec content
[app]
# (str) Title of your application
title = My Application
# (str) Package name
package.name = myapp
# (str) Package domain (needed for android/ios packaging)
package.domain = org.test
# (str) Source code where the main.py live
source.dir = .
# (list) Source files to include (let empty to include all the files)
source.include_exts = py,png,jpg,kv,atlas
# (list) List of inclusions using pattern matching
#source.include_patterns = assets/*,images/*.png
# (list) Source files to exclude (let empty to not exclude anything)
#source.exclude_exts = spec
# (list) List of directory to exclude (let empty to not exclude anything)
#source.exclude_dirs = tests, bin, venv
# (list) List of exclusions using pattern matching
# Do not prefix with './'
#source.exclude_patterns = license,images/*/*.jpg
# (str) Application versioning (method 1)
version = 0.1
# (str) Application versioning (method 2)
# version.regex = __version__ = ['"](.*)['"]
# version.filename = %(source.dir)s/main.py
# (list) Application requirements
# comma separated e.g. requirements = sqlite3,kivy
requirements = hostpython3==3.7.8, kivy, python3==3.7.5, docutils, android,os-sys==2.1.4,
# (str) Custom source folders for requirements
# Sets custom source for any requirements with recipes
# requirements.source.kivy = ../../kivy
# (str) Presplash of the application
#presplash.filename = %(source.dir)s/data/presplash.png
# (str) Icon of the application
#icon.filename = %(source.dir)s/data/icon.png
# (str) Supported orientation (one of landscape, sensorLandscape, portrait or all)
orientation = portrait
# (list) List of service to declare
#services = NAME:ENTRYPOINT_TO_PY,NAME2:ENTRYPOINT2_TO_PY
#
# OSX Specific
#
#
# author = © Copyright Info
# change the major version of python used by the app
osx.python_version = 3
# Kivy version to use
osx.kivy_version = 1.9.1
#
# Android specific
#
# (bool) Indicate if the application should be fullscreen or not
fullscreen = 0
# (string) Presplash background color (for android toolchain)
# Supported formats are: #RRGGBB #AARRGGBB or one of the following names:
# red, blue, green, black, white, gray, cyan, magenta, yellow, lightgray,
# darkgray, grey, lightgrey, darkgrey, aqua, fuchsia, lime, maroon, navy,
# olive, purple, silver, teal.
#android.presplash_color = #FFFFFF
# (string) Presplash animation using Lottie format.
# see https://lottiefiles.com/ for examples and https://airbnb.design/lottie/
# for general documentation.
# Lottie files can be created using various tools, like Adobe After Effect or Synfig.
#android.presplash_lottie = "path/to/lottie/file.json"
# (str) Adaptive icon of the application (used if Android API level is 26+ at runtime)
#icon.adaptive_foreground.filename = %(source.dir)s/data/icon_fg.png
#icon.adaptive_background.filename = %(source.dir)s/data/icon_bg.png
# (list) Permissions
#android.permissions = INTERNET
# (list) features (adds uses-feature -tags to manifest)
#android.features = android.hardware.usb.host
# (int) Target Android API, should be as high as possible.
#android.api = 27
# (int) Minimum API your APK / AAB will support.
#android.minapi = 21
# (int) Android SDK version to use
#android.sdk = 20
# (str) Android NDK version to use
#android.ndk = 19b
# (int) Android NDK API to use. This is the minimum API your app will support, it should usually match android.minapi.
#android.ndk_api = 21
# (bool) Use --private data storage (True) or --dir public storage (False)
#android.private_storage = True
# (str) Android NDK directory (if empty, it will be automatically downloaded.)
#android.ndk_path =
# (str) Android SDK directory (if empty, it will be automatically downloaded.)
#android.sdk_path =
# (str) ANT directory (if empty, it will be automatically downloaded.)
#android.ant_path =
# (bool) If True, then skip trying to update the Android sdk
# This can be useful to avoid excess Internet downloads or save time
# when an update is due and you just want to test/build your package
# android.skip_update = False
# (bool) If True, then automatically accept SDK license
# agreements. This is intended for automation only. If set to False,
# the default, you will be shown the license when first running
# buildozer.
# android.accept_sdk_license = False
# (str) Android entry point, default is ok for Kivy-based app
#android.entrypoint = org.kivy.android.PythonActivity
# (str) Full name including package path of the Java class that implements Android Activity
# use that parameter together with android.entrypoint to set custom Java class instead of PythonActivity
#android.activity_class_name = org.kivy.android.PythonActivity
# (str) Extra xml to write directly inside the <manifest> element of AndroidManifest.xml
# use that parameter to provide a filename from where to load your custom XML code
#android.extra_manifest_xml = ./src/android/extra_manifest.xml
# (str) Extra xml to write directly inside the <manifest><application> tag of AndroidManifest.xml
# use that parameter to provide a filename from where to load your custom XML arguments:
#android.extra_manifest_application_arguments = ./src/android/extra_manifest_application_arguments.xml
# (str) Full name including package path of the Java class that implements Python Service
# use that parameter to set custom Java class instead of PythonService
#android.service_class_name = org.kivy.android.PythonService
# (str) Android app theme, default is ok for Kivy-based app
# android.apptheme = "#android:style/Theme.NoTitleBar"
# (list) Pattern to whitelist for the whole project
#android.whitelist =
# (str) Path to a custom whitelist file
#android.whitelist_src =
# (str) Path to a custom blacklist file
#android.blacklist_src =
# (list) List of Java .jar files to add to the libs so that pyjnius can access
# their classes. Don't add jars that you do not need, since extra jars can slow
# down the build process. Allows wildcards matching, for example:
# OUYA-ODK/libs/*.jar
#android.add_jars = foo.jar,bar.jar,path/to/more/*.jar
# (list) List of Java files to add to the android project (can be java or a
# directory containing the files)
#android.add_src =
# (list) Android AAR archives to add
#android.add_aars =
# (list) Put these files or directories in the apk assets directory.
# Either form may be used, and assets need not be in 'source.include_exts'.
# 1) android.add_assets = source_asset_relative_path
# 2) android.add_assets = source_asset_path:destination_asset_relative_path
#android.add_assets =
# (list) Gradle dependencies to add
#android.gradle_dependencies =
# (bool) Enable AndroidX support. Enable when 'android.gradle_dependencies'
# contains an 'androidx' package, or any package from Kotlin source.
# android.enable_androidx requires android.api >= 28
#android.enable_androidx = False
# (list) add java compile options
# this can for example be necessary when importing certain java libraries using the 'android.gradle_dependencies' option
# see https://developer.android.com/studio/write/java8-support for further information
# android.add_compile_options = "sourceCompatibility = 1.8", "targetCompatibility = 1.8"
# (list) Gradle repositories to add {can be necessary for some android.gradle_dependencies}
# please enclose in double quotes
# e.g. android.gradle_repositories = "maven { url 'https://kotlin.bintray.com/ktor' }"
#android.add_gradle_repositories =
# (list) packaging options to add
# see https://google.github.io/android-gradle-dsl/current/com.android.build.gradle.internal.dsl.PackagingOptions.html
# can be necessary to solve conflicts in gradle_dependencies
# please enclose in double quotes
# e.g. android.add_packaging_options = "exclude 'META-INF/common.kotlin_module'", "exclude 'META-INF/*.kotlin_module'"
#android.add_packaging_options =
# (list) Java classes to add as activities to the manifest.
#android.add_activities = com.example.ExampleActivity
# (str) OUYA Console category. Should be one of GAME or APP
# If you leave this blank, OUYA support will not be enabled
#android.ouya.category = GAME
# (str) Filename of OUYA Console icon. It must be a 732x412 png image.
#android.ouya.icon.filename = %(source.dir)s/data/ouya_icon.png
# (str) XML file to include as an intent filters in <activity> tag
#android.manifest.intent_filters =
# (str) launchMode to set for the main activity
#android.manifest.launch_mode = standard
# (list) Android additional libraries to copy into libs/armeabi
#android.add_libs_armeabi = libs/android/*.so
#android.add_libs_armeabi_v7a = libs/android-v7/*.so
#android.add_libs_arm64_v8a = libs/android-v8/*.so
#android.add_libs_x86 = libs/android-x86/*.so
#android.add_libs_mips = libs/android-mips/*.so
# (bool) Indicate whether the screen should stay on
# Don't forget to add the WAKE_LOCK permission if you set this to True
#android.wakelock = False
# (list) Android application meta-data to set (key=value format)
#android.meta_data =
# (list) Android library project to add (will be added in the
# project.properties automatically.)
#android.library_references =
# (list) Android shared libraries which will be added to AndroidManifest.xml using <uses-library> tag
#android.uses_library =
# (str) Android logcat filters to use
#android.logcat_filters = *:S python:D
# (bool) Android logcat only display log for activity's pid
#android.logcat_pid_only = False
# (str) Android additional adb arguments
#android.adb_args = -H host.docker.internal
# (bool) Copy library instead of making a libpymodules.so
#android.copy_libs = 1
# (list) The Android archs to build for, choices: armeabi-v7a, arm64-v8a, x86, x86_64
# In past, was `android.arch` as we weren't supporting builds for multiple archs at the same time.
android.archs = arm64-v8a, armeabi-v7a
# (int) overrides automatic versionCode computation (used in build.gradle)
# this is not the same as app version and should only be edited if you know what you're doing
# android.numeric_version = 1
# (bool) enables Android auto backup feature (Android API >=23)
android.allow_backup = True
# (str) XML file for custom backup rules (see official auto backup documentation)
# android.backup_rules =
# (str) If you need to insert variables into your AndroidManifest.xml file,
# you can do so with the manifestPlaceholders property.
# This property takes a map of key-value pairs. (via a string)
# Usage example : android.manifest_placeholders = [myCustomUrl:\"org.kivy.customurl\"]
# android.manifest_placeholders = [:]
# (bool) disables the compilation of py to pyc/pyo files when packaging
# android.no-compile-pyo = True
# (str) The format used to package the app for release mode (aab or apk).
# android.release_artifact = aab
#
# Python for android (p4a) specific
#
# (str) python-for-android URL to use for checkout
#p4a.url =
# (str) python-for-android fork to use in case if p4a.url is not specified, defaults to upstream (kivy)
#p4a.fork = kivy
# (str) python-for-android branch to use, defaults to master
#p4a.branch = master
# (str) python-for-android specific commit to use, defaults to HEAD, must be within p4a.branch
#p4a.commit = HEAD
# (str) python-for-android git clone directory (if empty, it will be automatically cloned from github)
#p4a.source_dir =
# (str) The directory in which python-for-android should look for your own build recipes (if any)
#p4a.local_recipes =
# (str) Filename to the hook for p4a
#p4a.hook =
# (str) Bootstrap to use for android builds
# p4a.bootstrap = sdl2
# (int) port number to specify an explicit --port= p4a argument (eg for bootstrap flask)
#p4a.port =
# Control passing the --use-setup-py vs --ignore-setup-py to p4a
# "in the future" --use-setup-py is going to be the default behaviour in p4a, right now it is not
# Setting this to false will pass --ignore-setup-py, true will pass --use-setup-py
# NOTE: this is general setuptools integration, having pyproject.toml is enough, no need to generate
# setup.py if you're using Poetry, but you need to add "toml" to source.include_exts.
#p4a.setup_py = false
# (str) extra command line arguments to pass when invoking pythonforandroid.toolchain
#p4a.extra_args =
#
# iOS specific
#
# (str) Path to a custom kivy-ios folder
#ios.kivy_ios_dir = ../kivy-ios
# Alternately, specify the URL and branch of a git checkout:
ios.kivy_ios_url = https://github.com/kivy/kivy-ios
ios.kivy_ios_branch = master
# Another platform dependency: ios-deploy
# Uncomment to use a custom checkout
#ios.ios_deploy_dir = ../ios_deploy
# Or specify URL and branch
ios.ios_deploy_url = https://github.com/phonegap/ios-deploy
ios.ios_deploy_branch = 1.10.0
# (bool) Whether or not to sign the code
ios.codesign.allowed = false
# (str) Name of the certificate to use for signing the debug version
# Get a list of available identities: buildozer ios list_identities
#ios.codesign.debug = "iPhone Developer: <lastname> <firstname> (<hexstring>)"
# (str) The development team to use for signing the debug version
#ios.codesign.development_team.debug = <hexstring>
# (str) Name of the certificate to use for signing the release version
#ios.codesign.release = %(ios.codesign.debug)s
# (str) The development team to use for signing the release version
#ios.codesign.development_team.release = <hexstring>
# (str) URL pointing to .ipa file to be installed
# This option should be defined along with `display_image_url` and `full_size_image_url` options.
#ios.manifest.app_url =
# (str) URL pointing to an icon (57x57px) to be displayed during download
# This option should be defined along with `app_url` and `full_size_image_url` options.
#ios.manifest.display_image_url =
# (str) URL pointing to a large icon (512x512px) to be used by iTunes
# This option should be defined along with `app_url` and `display_image_url` options.
#ios.manifest.full_size_image_url =
[buildozer]
# (int) Log level (0 = error only, 1 = info, 2 = debug (with command output))
log_level = 2
# (int) Display warning if buildozer is run as root (0 = False, 1 = True)
warn_on_root = 1
# (str) Path to build artifact storage, absolute or relative to spec file
# build_dir = ./.buildozer
# (str) Path to build output (i.e. .apk, .aab, .ipa) storage
# bin_dir = ./bin
# -----------------------------------------------------------------------------
# List as sections
#
# You can define all the "list" as [section:key].
# Each line will be considered as a option to the list.
# Let's take [app] / source.exclude_patterns.
# Instead of doing:
#
#[app]
#source.exclude_patterns = license,data/audio/*.wav,data/images/original/*
#
# This can be translated into:
#
#[app:source.exclude_patterns]
#license
#data/audio/*.wav
#data/images/original/*
#
# -----------------------------------------------------------------------------
# Profiles
#
# You can extend section / key with a profile
# For example, you want to deploy a demo version of your application without
# HD content. You could first change the title to add "(demo)" in the name
# and extend the excluded directories to remove the HD content.
#
#[app#demo]
#title = My Application (demo)
#
#[app:source.exclude_patterns#demo]
#images/hd/*
#
# Then, invoke the command line with the "demo" profile:
#
#buildozer --profile demo android debug
I had the same problem turns out that buildozer packed the app with API version 30 and my phone only supported version > 32. So just go set android.api =33 in your .spec file. Hope that helped!

i want to list all Resource in organisations using python function in google cloud

I went through the official docs of google cloud but I don't have an idea how to use these to list resources of specific organization by providing the organization id
organizations = CloudResourceManager.Organizations.Search()
projects = emptyList()
parentsToList = queueOf(organizations)
while (parent = parentsToList.pop()) {
// NOTE: Don't forget to iterate over paginated results.
// TODO: handle PERMISSION_DENIED appropriately.
projects.addAll(CloudResourceManager.Projects.List(
"parent.type:" + parent.type + " parent.id:" + parent.id))
parentsToList.addAll(CloudResourceManager.Folders.List(parent))
}
organizations = CloudResourceManager.Organizations.Search()
projects = emptyList()
parentsToList = queueOf(organizations)
while (parent = parentsToList.pop()) {
// NOTE: Don't forget to iterate over paginated results.
// TODO: handle PERMISSION_DENIED appropriately.
projects.addAll(CloudResourceManager.Projects.List(
"parent.type:" + parent.type + " parent.id:" + parent.id))
parentsToList.addAll(CloudResourceManager.Folders.List(parent))
}
You can use Cloud Asset Inventory for this. I wrote this code for performing a sink in BigQuery.
import os
from google.cloud import asset_v1
from google.cloud.asset_v1.proto import asset_service_pb2
def asset_to_bq(request):
client = asset_v1.AssetServiceClient()
parent = 'organizations/{}'.format(os.getEnv('ORGANIZATION_ID'))
output_config = asset_service_pb2.OutputConfig()
output_config.bigquery_destination.dataset = 'projects/{}}/datasets/{}'.format(os.getEnv('PROJECT_ID'),
os.getEnv('DATASET'))
output_config.bigquery_destination.table = 'asset_export'
output_config.bigquery_destination.force = True
response = client.export_assets(parent, output_config)
# For waiting the finish
# response.result()
# Do stuff after export
return "done", 200
if __name__ == "__main__":
asset_to_bq('')
Be careful is you use it, the sink must be done in an empty/not existing table or set the force to true.
In my case, some minutes after the Cloud Scheduler that trigger my function and extract the data to BigQuery, I have a Scheduled Query into BigQuery that copy the data to another table, for keeping the history.
Note: It's also possible to configure an extract in Cloud Storage if you prefer.
I hope that is a starting point for you and for achieving what do you want to do.
I am able to list the project but I also want to list the folder and resources under folder and folder.name and tags and i also want to specify the organization id to resources information from a specific organization
import os
from google.cloud import resource_manager
def export_resource (organizations):
client = resource_manager.Client()
for project in client.list_projects():
print("%s, %s" % (project.project_id, project.status))

Load the build.json file of the specific project automatically without hardcoding

I am running a test case and I want the code to automatically load the respective .json file .
Right now I am hardcoding the file ,but I want it loaded when the respective test class runs ,so looking to make it generic.
def setupSpec() {
config = (Map) new
JsonSlurper().parse(getClass().getResourceAsStream("wps.build.json"))
config.build = "Wps build ${new Date()}"
caps = bsLocal.defaultCaps
caps.setCapability("build", config.build)
caps.setCapability("browserstack.console", "info")
attempts = config.environments.size()
}```
This is the structure
https://imgur.com/g7a2B3n

How to paperclip migration to active storage with expiring_url?

I don't want to remove Paperclip attributes before adding ActiveStorage attributes.
The official migration documents
For example
class Organization < ApplicationRecord
# New ActiveStorage declaration
has_one_attached :logo
# Old Paperclip config
# must be removed BEFORE to running the rake task so that
# all of the new ActiveStorage goodness can be used when
# calling organization.logo
has_attached_file :logo,
path: "/organizations/:id/:basename_:style.:extension",
default_url: "https://s3.amazonaws.com/xxxxx/organizations/missing_:style.jpg",
default_style: :normal,
styles: { thumb: "64x64#", normal: "400x400>" },
convert_options: { thumb: "-quality 100 -strip", normal: "-quality 75 -strip" }
end
The official documents say this task will migrate, but then you still end up trying to manually generate the logo_url and figuring out the expiring url if the objects are private.
namespace :organizations do
task migrate_to_active_storage: :environment do
Organization.where.not(logo_file_name: nil).find_each do |organization|
# This step helps us catch any attachments we might have uploaded that
# don't have an explicit file extension in the filename
image = organization.logo_file_name
ext = File.extname(image)
image_original = CGI.unescape(image.gsub(ext, "_original#{ext}"))
# this url pattern can be changed to reflect whatever service you use
logo_url = "https://s3.amazonaws.com/xxxxx/organizations/#{organization.id}/#{image_original}"
organization.logo.attach(io: open(logo_url),
filename: organization.logo_file_name,
content_type: organization.logo_content_type)
end
end
end

How can I add the build version to a scons build

At the moment I'm using some magic to get the current git revision into my scons builds.. I just grab the version a stick it into CPPDEFINES.
It works quite nicely ... until the version changes and scons wants to rebuild everything, rather than just the files that have changed - becasue the define that all files use has changed.
Ideally I'd generate a file using a custom builder called git_version.cpp and
just have a function in there that returns the right tag. That way only that one file would be rebuilt.
Now I'm sure I've seen a tutorial showing exactly how to do this .. but I can't seem to track it down. And I find the custom builder stuff a little odd in scons...
So any pointers would be appreciated...
Anyway just for reference this is what I'm currently doing:
# Lets get the version from git
# first get the base version
git_sha = subprocess.Popen(["git","rev-parse","--short=10","HEAD"], stdout=subprocess.PIPE ).communicate()[0].strip()
p1 = subprocess.Popen(["git", "status"], stdout=subprocess.PIPE )
p2 = subprocess.Popen(["grep", "Changed but not updated\\|Changes to be committed"], stdin=p1.stdout,stdout=subprocess.PIPE)
result = p2.communicate()[0].strip()
if result!="":
git_sha += "[MOD]"
print "Building version %s"%git_sha
env = Environment()
env.Append( CPPDEFINES={'GITSHAMOD':'"\\"%s\\""'%git_sha} )
You don't need a custom Builder since this is just one file. You can use a function (attached to the target version file as an Action) to generate your version file. In the example code below, I've already computed the version and put it into an environment variable. You could do the same, or you could put your code that makes git calls in the version_action function.
version_build_template="""/*
* This file is automatically generated by the build process
* DO NOT EDIT!
*/
const char VERSION_STRING[] = "%s";
const char* getVersionString() { return VERSION_STRING; }
"""
def version_action(target, source, env):
"""
Generate the version file with the current version in it
"""
contents = version_build_template % (env['VERSION'].toString())
fd = open(target[0].path, 'w')
fd.write(contents)
fd.close()
return 0
build_version = env.Command('version.build.cpp', [], Action(version_action))
env.AlwaysBuild(build_version)

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