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This is a blog by about coding and web development.

Field labels in templates

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There’s no way in Django (that I’ve found) to render a field’s name in a template. This means you end up with <th>Field Name</th> all over your templates. Why hello there, DRY violation!

The fields are stored in model._meta.fields, but templates don’t allow you to access variables which start with an underscore. I’ve got two little utility functions I wrote for myself to generate a dict of labels I can use in my templates:

def get_labels_for(model, cap=True, esc=True):
    from django.template.defaultfilters import capfirst
    from django.utils.html import escape
    labels = {}
    for field in model._meta.fields:
        label = field.verbose_name
        if cap:
            label = capfirst(label)
        if esc:
            label = escape(label)
        labels[field.name] = label
    return labels

def with_labels(context, cap=True, esc=True):
    from django.db.models import Model
    result = context.copy()
    for k, v in context.iteritems():
        if isinstance(v, Model):
            result[k + '_labels'] = get_labels_for(v, cap, esc)
        elif hasattr(v, '__getitem__') and len(v) > 0:
            if isinstance(v[0], Model):
                result[k + '_labels'] = get_labels_for(v[0], cap, esc)
    return result

The parameters:

  • model can be a model class or a model instance.
  • If cap is True, the first letter of each label will be capitalized.
  • If esc is True, the labels will be escaped for HTML.

So, in your view:

def some_view(request, foo_id):
    foo = get_object_or_404(Foo, id=foo_id)
    context = {'foo': foo, 'foo_labels': get_labels_for(foo)}
    return render_to_response('foo.html', context)

And in your template:

{{ foo_labels.bar }}: {{ foo.bar }}

with_labels works the same way, except you can just surround your context with it:

def some_view(request, foo_id):
    foo = get_object_or_404(Foo, id=foo_id)
    bars = Bars.objects.all()
    context = {'foo': foo, 'bars': bars}
    return render_to_response('foo.html', with_labels(context))

It will detect the models and lists of models in the context and add foo_labels and bars_labels to the context.

Random filenames

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In Python:

import os.path, random, string
def random_filename(chars=string.hexchars, length=16, prefix='',
                    suffix='', verify=True, attempts=10):
    for attempt in range(attempts):
        filename = ''.join([random.choice(chars) for i in range(length)])
        filename = prefix + filename + suffix
        if not verify or not os.path.exists(filename):
            return filename

>>> random_filename()
'DC53e02B08eF47e9'
>>> random_filename(chars='hi', length=32)
'hhhihihhhiiihhhihhiiiiiihhhhiihh'
>>> random_filename(prefix='username', suffix='.txt')
'username7dbd29aBdD25BeB9.txt'

# returns None if it can't find a filename
>>> open('xxx', 'w').close()
>>> str(random_filename(chars='x', length=3))
'None'

In Ruby:

def random_filename(opts={})
    opts = {:chars => ('0'..'9').to_a + ('A'..'F').to_a + ('a'..'f').to_a,
            :length => 16, :prefix => '', :suffix => '',
            :verify => true, :attempts => 10}.merge(opts)
    opts[:attempts].times do
        filename = ''
        opts[:length].times do
            filename << opts[:chars][rand(opts[:chars].size)]
        end
        filename = opts[:prefix] + filename + opts[:suffix]
        return filename unless opts[:verify] && File.exists?(filename)
    end
    nil
end

Private by default

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When most pages in a site require authentication, decorating all the views with @login_required can be annoying. You can reverse the default behavior by creating a custom middleware class:

1. middleware.py
import urllib
from django.conf import settings
from django.contrib.auth import REDIRECT_FIELD_NAME
from django.http import HttpResponseRedirect

def allow_anonymous(view_func):
    view_func.allow_anonymous = True
    return view_func

class RequireLogin:
    def process_view(self, request, view_func, view_args, view_kwargs):
        if request.path != settings.LOGIN_URL and
            not request.user.is_authenticated() and
            not getattr(view_func, 'allow_anonymous', False):
            url = '%s?%s=%s' % (settings.LOGIN_URL, REDIRECT_FIELD_NAME,
                                urllib.quote(request.get_full_path()))
    return HttpResponseRedirect(url)

That’s an ugly block of code but it’s not too complex. allow_anonymous is a function decorator, like login_required. It just tags the function to tell the middleware that authentication isn’t required. The RequireLogin class verifies that the user is logged in. If not, and if the function is not decorated with allow_anonymous, it redirects to settings.LOGIN_URL.

So put that code in a file in your project – let’s say, yourproject/yourapp/middleware.py. Then open settings.py and add "yourproject.yourapp.middleware.RequireLogin" to MIDDLEWARE_CLASSES. This tells Django about your new middleware class, and RequireLogin.process_view will be called any time a view is about to be rendered.

Now you can use it in your view:

2. views.py
from yourproject.yourapp.middleware import allow_anonymous

def some_private_view(request):
    # won't be accessible unless user is logged in
    return HttpResponse('Hello, user!')

@allow_anonymous
def some_public_view(request):
    return HttpResponse('Hello, world!')

If all is working correctly, some_private_view should ask for a login, but some_public_view will allow viewing without it.

Update: I’ve updated the code to fix a bug when using django.contrib.auth.views.login for your login view. As you can’t mark this view function with @allow_anonymous, it would infinitely redirect back to it. Oops! Thanks for pointing it out, Phil.

Undelete in Django

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Simon Willison linked to an article which argues:

Warnings cause us to lose our work, to mistrust our computers, and to blame ourselves. A simple but foolproof design methodology solves the problem: Never use a warning when you mean undo. And when a user is deleting their work, you always mean undo.

The post spawned a discussion on undo techniques for Django. I decided to implement one method and post the results here. It only offers undo for deleting, and not for editing. Other than that, I like it.

How it works

It’s a pretty simple concept: add a trashed_at field to your model, with the default value of None. When delete() is called on an object, if trashed_at is None, set it to the current time but don’t delete it. If it’s not None, actually delete it from the database.

Model

Here’s what I did:

from datetime import datetime
from django.db import models

class SomeModel(models.Model):
    # ... other fields ...
    trashed_at = models.DateTimeField(blank=True, null=True)

    objects = NonTrashManager()
    trash = TrashManager()

    def __str__(self):
        trashed = (self.trashed_at and 'trashed' or 'not trashed')
        return '%d (%s)' % (self.id, trashed)

    def delete(self, trash=True):
        if not self.trashed_at and trash:
            self.trashed_at = datetime.now()
            self.save()
        else:
            super(SomeModel, self).delete()

    def restore(self, commit=True):
        self.trashed_at = None
        if commit:
            self.save()

The custom managers are used to make it so SomeModel.objects and SomeModel.trash only query against the appropriate rows:

class NonTrashManager(models.Manager):
    ''' Query only objects which have not been trashed. '''
    def get_query_set(self):
        query_set = super(NonTrashManager, self).get_query_set()
        return query_set.filter(trashed_at__isnull=True)

class TrashManager(models.Manager):
    ''' Query only objects which have been trashed. '''
    def get_query_set(self):
        query_set = super(TrashManager, self).get_query_set()
        return query_set.filter(trashed_at__isnull=False)

Usage

Here are some examples:

# use the managers to see what's what
>>> SomeModel.objects.count()
5L
>>> SomeModel.trash.count()
0L

# grab a non-trashed object
>>> object = SomeModel.objects.get(id=1)
>>> object
<Item: 1 (not trashed)>

# now delete it (move it to the trash)
>>> object.delete()
>>> object
<Item: 1 (trashed)>
>>> SomeModel.objects.count()
4L
>>> SomeModel.trash.count()
1L

# undo the delete
>>> object.restore()
>>> object
<Item: 1 (not trashed)>

# trash it again
>>> object.delete()
# calling delete again will *really* delete it
>>> object.delete()

# you could also force it to skip the trash
>>> object = SomeModel.objects.get(id=2)
>>> object.delete(trash=False)

# you could use a date range filter to delete
# everything trashed over a month ago
>>> from datetime import datetime
>>> from dateutil.relativedelta import relativedelta
>>> month_ago = datetime.now() - relativedelta(months=1)
>>> objects = SomeModel.trashed.filter(trashed_at__lte=month_ago)
>>> for object in objects:
...   object.delete()
>>>

Code

Here’s a zip of the source code for my test. It ain’t perfect. To keep it simple, I didn’t use AJAX for the deleting and undoing, but it wouldn’t be hard to add it yourself.

String sanitization in Python

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Sometimes users want to bring text from an editor like Word into your web forms. You will often find nasty little characters hiding in the text, like ‘\u2022’ (a.k.a. the notorious bullet). These characters will normally throw errors if you try to convert them to ASCII:

>>> u'\u2022'.encode('ascii')
Traceback (most recent call last):
  File "<console>", line 1, in ?
UnicodeEncodeError: 'ascii' codec can't encode ... (yadda yadda)

To sanitize these strings and make them XML/HTML safe:

>>> u'\u2022'.encode('ascii', 'xmlcharrefreplace')
'&#8226;'

It translates the invalid characters into their XML equivalents. Woo! You can also use 'ignore' or 'replace' (replaces with ?):

>>> u'\u2022'.encode('ascii', 'ignore')
''
>>> u'\u2022'.encode('ascii', 'replace')
'?'

If you’re getting nasty Unicode errors from your templates in Django now that they’ve merged the Unicode branch, this might help as a quick fix.

Startup Weekend

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To quote the web site:

Startup Weekend is an idea, an experiment, a chance to get together and create something beautiful over one jam packed weekend.

Ideas were submitted for possible web apps. At the start of the weekend, the attendees filtered those ideas down to one: VoSnap, a mobile app for group polling and decision making.

And then they all started buiding it. Not just the web app, but a whole company. They had the lawyers there and everything. Each attendee gets an equal share in the company.

Pretty inspiring. It must be an amazing experience. I know I would love to have that on my resume.

“I can work with 70 strangers and take a brand new product to completion in an insanely short period of time.”

I’ve been sitting here all day with the live stream open in the background listening in and watching every so often. I’ve heard some funny quotes… “Wait, wait. Are we really incorporated?”  “Yeah.”  “… when did we do that?”

They’re supposed to launch at midnight. Here’s to hoping group speed developing works out.

One model, many db_tables

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Django’s Foo.objects.get(keywords__contains='bar') will make your database cry when you run it against a 30 million row table. At times it becomes necessary to segment a large table into many smaller tables.

Say you have these models:

class City(models.Model):
    city = models.CharField(maxlength=255)
    state = models.USStateField()

class Listings(models.Model):
    name = models.CharField(maxlength=100)
    street = models.CharField(maxlength=100)
    city = models.ForeignKey(City)
    zip = models.CharField(maxlength=10)
    keywords = models.CharField(maxlength=255)

The listings table has gotten huge. Users only search within a single city, so you want to break the listings table into a table for each city. Instead of yourapp_listing, you now have yourapp_listing_1, yourapp_listing_2, etc. All the listings are in the matching table for their city.

I couldn’t find a documented way to make db_table dynamic in Django. So, how do you get Django to use the right table when you’re querying for listings? Here’s how I did it:

class ListingManager(models.Manager):
    def get_table_for(self, city):
    '''
    someapp_listing if city == None
    someapp_listing_012 if city.id == 12
    '''
    table = '_'.join((self.model._meta.app_label,
                      self.model._meta.module_name))
    if city:
        table += '_%03d' % city.id
    return table

    def in_city(self, city):
        self.city = city
        self.model._meta.db_table = self.get_table_for(city)
        return self
class Listing(models.Model):
    city = models.ForeignKey(City)
    objects = ListingManager()

    def delete(self):
        Listing.objects.in_city(self.city)
        super(Listing, self).delete()

    def save(self):
        Listing.objects.in_city(self.city)
        super(Listing, self).save()

It’s simple to use:

>>> city = City.objects.get(id=2)
>>> Listings.objects.in_city(city).all()

Edit 2007/08: Simplified the code. When I first wrote this I replaced db_table with a subclass of str that called ListingManager.get_table_for. It was overkill, and didn’t always work as expected (e.g., 'foo' + Listing._meta.db_table didn’t work).

Rotating development

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This post on 2D Boy states:

“As love and effort increase, the probability of self destruction approaches 1.” – Kyle’s Theorem of Destruction #2a

Or, the more you care about what you’re working on, the less likely you’ll actually turn it into something totally awesome.

The more you work on something, the more personally invested you become. The more personally invested you are, the less likely you are to look at it objectively and trash or rethink problem areas. The product suffers. This applies to any type of development, but it’s especially true for game development.

How to fix it? 2D Boy suggests occasional distraction with side projects. I have some more thoughts for large teams…

First: organize your staff into small, independent, scrum-ish groups. Each group must be self-sufficient, with an artist, programmer, etc. When assigned a task, it must be able to create a playable product without outside interaction with other departments.

Next: identify the areas of development for the project. For example, in Battlefield 2142, these might be: infantry, vehicles, conquest gameplay, titan gameplay, statistics and awards, and user interface.

Finally: each group works on one specific area for one iteration of your scrum development cycle. In the next iteration, rotate the group to a new area of development.

This results in:

  • Fresh eyes looking over the important parts of your game each iteration of the development cycle.
  • Less competition between departments.
  • The game won’t suffer because one group doesn’t want to make changes to the precious content they’ve been slaving over for the past 9 months.

Gmail and Django

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Did a bit of running around today to get Django sending email via Gmail. It’s simple once you figure it out.

If you’re running 0.96, upgrade to the latest development version or apply the patch from ticket #2897. 0.96 does not support TLS, which Gmail requires. Then add the appropriate values to settings.py:

EMAIL_USE_TLS = True
EMAIL_HOST = 'smtp.gmail.com'
EMAIL_HOST_USER = 'youremail@gmail.com'
EMAIL_HOST_PASSWORD = 'yourpassword'
EMAIL_PORT = 587

You can use the shell to test it:

>>> from django.core.mail import send_mail
>>> send_mail('Test', 'This is a test', to=['youremail@somewhere.com'])

Edit: Bryan commented that send_mail is deprecated. Use EmailMessage instead:

>>> from django.core.mail import EmailMessage
>>> email = EmailMessage('Hello', 'World', to=['youremail@somewhere.com'])
>>> email.send()

Py* + Windows

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To install Python, pygame, and PyOpenGL on Windows:

  1. Download Python here and install it.

  2. Download pygame here and install it. The “Windows” section has an executable installer (e.g. pygame-1.7.1release.win32-py2.5.exe).

  3. You should also download and install Numeric from the pygame page.

  4. Download ez_setup.py and save it to a folder outside your Python installation (e.g. C:\).

  5. Open a command prompt, change to the folder you saved ez_setup.py to, and run it:

    c:\python\python c:\ez_setup.py`
    

    It will download the easy_install executables and put them in your Python\Scripts folder.

  6. Now install PyOpenGL using easy_install:

    c:\python\scripts\easy_install PyOpenGL
    

All done!