Unable to Launch Qt uic - python-3.x

I have installed Qt designer 4.8.2, Pyside, and Python 3.3. When I create a form with Qt designer I am not able to see the code when clicking on view code. The error message is:"Unable to launch C:\Qt\4.8.2\bin\uic".
I have the pyuic under C:\Python33\Lib\site-packages\PyQt4\uic. Please help.

Just create a directory where it search for uic.exe file and copy existing uic.exe file to that directory.
My example :
When I clicked View Code it shows Error asking for file uic.exe in path
C:\python374\Lib\site-packages\pyqt5_tools\Qt\bin\bin
But I found uicexe file is in C:\python374\Lib\site-packages\pyqt5_tools\Qt\bin folder
So I created another bin folder and copied uic.exe into that folder . That solved my problem.

If you were looking to generate python code, you would do this from the console. So, if you saved your file from the program as 'untitled', the default, run this:
pyuic5 -m untitled.ui -o untitled.py
Making sure your working directory is the file location of 'untitled.ui'. It will then spit untitled.py into the same place.

Create a folder called bin inside the folder and move the exe inside uic.exe. It shows the code when click the view code from the QT designer.

Although you can certainly use Qt Designer for creating UIs for PySide/PyQt, you should be aware that it is primarily a C++ tool - it doesn't have any built in support for Python. So the "View Code..." command you refer to only produces C++ code - which is probably not much use to you if you intend using PySide or PyQt.
Qt Designer UI files are in an XML format (they usually have a .ui extension).
To use them with Python, there are basically two options:
Load the .ui files directly into your application.
Convert the .ui files into Python modules using an external tool.
There are several differences between PySide and PyQt in how these two options are implemented.
For PyQt, the full documention for both options can be found here.
For PySide, the documentation for option 1 can be found here - but it does not look like there is any documentation for option 2. However, the external tool for PySide (which is called pyside-uic) works very similarly to the one for PyQt (which is called called pyuic4).
If you need more general information about how to get started using Qt with Python, try the PySide Wiki or the PyQt Wiki.

To make
Form -> View code
work, directly from Qt Designer using either Qt4 or Qt5, you can just create a symbolic link from where Qt Designer is looking, pointing to where your pyuic5.exe executable is. With your example, it would be:
mklink /H "C:\Qt\4.8.2\bin\uic.exe" "C:\Python33\Lib\site-packages\PyQt4\pyuic4.exe"
Which is:
mklink /H "Path\to\uic.exe\file\Qt\designer\is\looking\for" "Path\to\actual\location\of\pyuic4.exe\or\pyuic5.exe\file"
Make sure the folder where "C:\Qt\4.8.2\bin\uic.exe" will reside exists obviously.

For Linux computers
If anyone still stuck with this problem and you are using Linux.
You can find the required uic file in venv-path/python3.x/site-packages/PySide2/uic
Copy this file, and create a new folder bin inside the Qt folder.venv-path/python3.x/site-packages/PySide2/Qt/bin
now place the uic file there, such that, the final uic path is:
venv-path/python3.x/site-packages/PySide2/Qt/bin/uic
Note::
venv-path is the path to you python virtual-environment.
3.x is the appropriate version of the Python in the virtual-environment. (In my case it's 3.8)
Final Result:

python -c "import os; import PySide6; src = PySide6.__path__[0]; dst = src + '/bin'; os.mkdir(dst) if not os.path.exists(dst) else None; os.symlink(src + '/uic.exe', dst + '/uic.exe')"
I had the same error\warning message on Windows with pyside6-designer, I just run the above line as administrator and everything now works as expected (The line, simply creates a link of the uic.exe inside a bin-folder under the Pyside6 module's folder).

Related

Freeling Python API working on sample, get Import error on other code

I'm trying out Freeling's API for python. The installation and test were ok, they provide a sample.py file that works perfectly (I've played around a little bit with it and it works).
So I was trying to use it on some other python code I have, in a different folder (I'm kind of guessing this is a path issue), but whenever I import freeling (like it shows on the sample.py):
import freeling
FREELINGDIR = "/usr/local";
DATA = FREELINGDIR+"/share/freeling/";
LANG="es";
freeling.util_init_locale("default");
I get this error:
ModuleNotFoundError: No module named 'freeling'.
The sample.py is located on the ~/Freeling-4.0/APIs/Python/ folder, while my other file is located in ~/project/, I dont know if that can be an issue.
Thank you!
A simple solution is to have a copy of freeling.py in the same directory as your code, since python will look there.
A better solution is to either paste it in one of the locations where it usually checks (like the lib folder in its install directory), or to tell it that the path where your file is should be scanned for a module.
You can check out this question to see how it can be done on Windows. You are basically just setting the PYTHONPATH environment variable, and there will only be minor differences in how to do so for other OSes. This page gives instructions that should work on Linux systems.
I like this answer since it adds the path at runtime in the script itself, doesn't make persistent changes, and is largely independent of the underlying OS (apart from the fact that you need to use the appropriate module path of course).
You need to set PYTHONPATH so python can find the modules if they are not in the same folder.

Compiling STK (Synthesis Toolkit) for use in Code::Blocks

I realise this is a newb question but I've been racking my brains for hours.
So I want to use the STK (Synthesis Toolkit) to generate sine waves etc. I've downloaded the source files from https://ccrma.stanford.edu/software/stk/download.html
I unzipped the tar.gz using 7zip.
I opened up the demo.cpp project file (under /projects/demo/demo.cpp) and whenever I try to compile it, I receive lots of errors, all starting with "undefined reference to"
I have set the compiler search directory to include the root folder of the stk kit (unzipped as "stk-4.5.0"). My understanding is that I also have to find file for the linker, that is of the type .lib? Is that correct? I haven't been able to find a .lib file to link to.
I feel like this is a simple fix - what am I missing?
You've downloaded a source , not the compiled library which might be used by linker (.lib file) There are three solutions:
1. Compile whole src folder of your download ( see instructions on their website). Frankly, I've tried to do that recently but failed, especially under Windows although I don't have any experience in this so you can try yourself.
2. Use precompiled library available in some Linux repositories. I had success with Slacko Puppy linux. Package simply adds libstk.a (linux static library) to /usr/lib and stk headers to /usr/include/stk (notice you have to add exactly that path to compiler, since /usr/lib is not enough). This gave me best results.
3. If you use only several classes, you can copy their .cpp files directly to your project source folder. Remember to add parent classes, too (see STK site -> Classes). Again I recommend that you give the compiler path to include folder you've unzipped, but copying only selected headers should also work.
I've found this article helpful (see also A1): http://www.learncpp.com/cpp-tutorial/a3-using-libraries-with-codeblocks/
Hope I've helped

How to generate a .so file

I am writing an extension for the Scratch text editor application on Elementary OS Luna. But the documentation is practically non-existent for extension creation and I have no idea how to proceed after writing my main code for the extension.
I've already written the extension. I cannot use or test it yet as it needs to be "installed". I spent hours looking for docs but they do not exist. I did however, find a comment on the scratch launchpad page that says
Generally you have to generate a pluginname.so file and put it in
lib/scratch/plugins/pluginname with a pluginname.plugin file
Great. This seems like the last part of creating an extension for Scratch. What is a .so file, and how do I generate one? I've already created the other necessary files like the .plugin file and the .vala file.
Yes, I have searched for .so files but all I found were random things about it like using it with C, or C++ headers but obviously that won't work for me, since I'm using Vala?
How do I generate a .so file? What do I generate it from?
I think the The Vala tutorial could be helpful on creating the actual Shared library or Shared Object.
You can use the autotools, cmake or you can compile and link a shared library directly from the command line, quoted from the Vala tutorial:
Compilation and linking using Command Line
Vala is not yet capable of directly creating dynamic or static
libraries. To create a library, proceed with the -c (compile only)
switch and link the object files with your favourite linker, i.e.
libtool or ar.
$ valac -c ...(source files)
$ ar cx ...(object files)
or by compiling the intermediate C code with gcc
$ valac -C ...(source files)
$ gcc -o my-best-library.so --shared -fPIC ...(compiled C code files)...
From the Scratch Wiki
Due to browser security restrictions, Scratch 2.0 cannot interact with
hardware devices directly. Instead, hardware extensions come with a
helper app, a separate application that the user must install and run
on their computer. Scratch communicates with the helper app via HTTP
requests, and the helper app talks to the hardware. In the future,
some extensions may package their helper apps as browser plugins.
Here are the steps for creating and testing a Scratch extension:
Create an extension description file
Create your helper app and start it
Open the Scratch 2 Offline Editor
Import the extension description (shift-click on "File" and select "Import Experimental Extension" from the menu)
The new extension blocks will appear in the More Blocks palette
Test your extension and iterate!
Helper apps can be written in any language that supports server sockets, such as Python, Node.js, Java, C, etc.
Like you I've chased around the wiki but I cannot find an example with source. So all I can do is to address your question generally.
If you look at Build .so file from .c file using gcc command line you'll see how a simple .so can be created. However what code goes into a Scratch extension I don't know. Sorry.
Edit: More googling and I've found a sample from Nathan Dinsmore on GitHub that doesn't use C rather it uses JavaScript, and though it doesn't create a .so extension, it does have what appears to be a full description of creating an extension. He also provides a couple of tutorials.
Edit++ : And here is another sample written in Java.

C++ Creating a standalone library in linux and using it in another program

I'm trying to create a shared library for Linux such that:
other programs can use its functions and its objects
the code is not visible to final user
What i did is create a shared library with Eclipse. This library uses pthreads.
I generated .so and .lib. The .lib is in LIBRARY/Lib while the .so is in LIBRARY/Release.
Then i created another project which should use this library and i gave the path of the .lib file and the path of the .h file which only contains the inclusions of all the necessary .h of the library.
All seems working but when i run the program it crashes. When debugging it I receive the following message:
Can't find a source file at "pthread_mutex_lock.c"
Locate the file or edit the source lookup path to include its location.
What's wrong? Can someone help me please?
EDIT: I changed nothing and now I have a different error, some lines before the previous:
Can't find a source file at "random.c"
Locate the file or edit the source lookup path to include its location.
other programs can use its functions and its objects
the code is not visible to final user
These two goals directly contradict each other, and achieving both at the same time is impossible on Linux.
If some program can use your library, then I can write a new program that can do so as well.

OpenCV 2.0 C++ API using imshow: returns unhandled exception and "bad-flag"

I'm trying to use the new OpenCV 2.0 API in MS Visual C++ 2008 and wrote this simple program:
cv::Mat img1 = cv::imread("image.jpg",1);
cv::namedWindow("My Window", CV_WINDOW_AUTOSIZE);
cv::imshow("My Window", img1);
Visual Studio returnes an unhandled exception and the Console returns:
OpenCV Error: bad flag (parameter or structure field)
(Unrecognized or unsupported array type) in unknown function,
file ..\..\..\..\ocv\opencv\src\cxcore\cxarray.cpp, line 2376
The image is not displayed. Furthermore the window "My Window" has a strange caption: "ÌÌÌÌMy Window", which is not dependent on the name.
The "old" C API using commands like cvLoadImage, cvNamedWindow or cvShowImage works without any problem for the same image file. I tried a lot of different stuff without success.
I appreciate any help here.
Konrad
As I just commented, imread isn't working for me either. A little googling shows other people having the same problem; I guess it's a bug in the library code. For now, here's a hacky workaround:
IplImage* img = cvLoadImage("lena.jpg");
cv::Mat lena(img);
cvReleaseImage(&img);
This way, you can at least use the C++ API for the rest of your stuff.
There's help for this issue.
The solution is, that the usual proposed opencv library files in the linker are not working properly. Instead try to use the debug library files by this:
In Visual C++:
go to Project->Properties (or Alt-F7)
Configuration Properties->Linker->Input->Additional Dependencies
replace the usual
" cv210.lib cxcore210.lib highgui210.lib" by
" cv210d.lib cxcore210d.lib highgui210d.lib" - which are the debugging libraries.
The OpenCv 2.0 API commands should work now.
I had the same problem described above which turns out to be caused by the settings of the linker.
I found the answer in another thread,
OpenCV 2.3 and Visual Studio 2010.
To repeat it here:
Properties of your project (right click on it)
C/C++
General
include directory add the < your directory >\OpenCV2.3\include\opencv2, < your directory >\OpenCV2.3\include\opencv and < your directory >\OpenCV2.3\include
Linker
General
List item
Input
Add all the libs like opencv_core230d.lib opencv_highgui230d.lib and so on...
Once I've done the above, I can run imshow and imread + all other cpp functions seamlessly! OP's problem has probably already been resolved, but hopefully this will be useful to other people who are led here looking for the same solution.
Are you sure you added the whole path starting from /home/.... I had the same problem as you but when I added the whole path, things work out pretty well. The whole path had to be added despite the fact the path exists in the include files.
imread in openCV unlike Matlab does not return an error when file/folder is not found - instead it returns a null matrix, which in turn is reflected as an error during imshow.
Also, imread does not look for image files in the included folders or the workspace. So, specify the entire path whenever possible.
Please take a note of this for future references.
Firstly, you'd better compile your own version OpenCV.
I had the same error with the build (I got from Sourceforge), and solved by compiling my own version in debug and release versions.
And make sure you change the original system env variable PATH to the new build folder build/bin, then you could build and run the imshow() in Debug mode.
I believe this might be related to unicode.
Try the macro _TEXT()
For example:
cv::Mat img1 = cv::imread(_TEXT("image.jpg"),1);
Unicode in Visual C++ 2

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