Counting lines in files

Here’s silly (and long) Python script I wrote a while back to count the number of lines in files recursively through a dir. (I guess I was fed up with ‘find ../ -iname “*cpp” | xargs wc -l” or just utterly bored or using Windows…)

#!/usr/bin/python
#
# Usage:
#   ./count_lines.py [path_to_dir_or_file]

__author__ = "Rui Barbosa Martins (ruibmartins@gmail.com)"

import optparse
import os.path
import sys

def getNumberOfLines(filePath):
  fp = file(filePath, "r");
  numberOfLines = len(fp.readlines())
  fp.close()
  return numberOfLines

def visit((fileTypesIncluded, files), dirname, names):
  for f in names:    
    filePath = os.path.join(dirname, f)
    if (fileTypesIncluded == ["*"] or 
        filter(lambda fe: f.endswith(fe), fileTypesIncluded)) and
        os.path.isfile(filePath):
      files[filePath] = getNumberOfLines(filePath)

def main(startPath, fileTypesIncluded):
  if not os.path.exists(startPath):
    print "Error: Path [%s] does not exist." % (startPath)
    sys.exit(-1)
  elif os.path.isfile(startPath):
    files = {startPath: getNumberOfLines(startPath)}
  else:
    fileTypes = "|".join(fileTypesIncluded)
    absPath = os.path.abspath(startPath)
    print "Searching for extensions '%s' in '%s'." % (fileTypes, absPath)    
    files = {}
    os.path.walk(startPath, visit, (fileTypesIncluded, files))

  keys = files.keys()
  keys.sort()
  total = 0
  longestLength = 0
  groups = {}

  for key in keys:
    if longestLength < len(key):
      longestLength = len(key)      

  for key in keys:
    spaces = " " * (longestLength - len(key))
    print "%s%s %d" % (key, spaces , files[key])
    total = total + files[key]

  if len(keys) > 1:
    print "Total lines of code: %d" % (total)

def parseArgs():
  usage = "Usage: %prog [Options] FILE_OR_DIRECTORY"
  parser = optparse.OptionParser(usage=usage)
  parser.add_option("-f", "--file_extensions", dest="file_extensions",
                    help="File extensions to count in. (comma separated)", 
                    metavar="FILE_TYPES",
                    default=[".*"])
  (options, args) = parser.parse_args()
  fe = options.file_extensions
  if not args:
    path = "."
  elif len(args) == 1:
    path = args[0]
  else:
    parser.print_help()
    print "Error: Too many paths provided. Only one expected."
    sys.exit(0)

  if type(fe) == str:
    fe = map(lambda s: s.strip(), fe.split(","))
  if not fe or filter(lambda s: "*" in s, fe):
    fe = ["*"]
  return path, fe

if __name__ == "__main__":
  main(*parseArgs())

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Como reparar o seu computador

Há uns tempos atrás o venerável jovem do xkcd teve um rasgo de brilhantismo ao descrever no post abaixo a típica situação pela qual o comum informático passa vezes sem conta.

Como achei que era uma perda enorme tão bom diagrama não chegar à comunidade não informática portuguesa, onde o diagrama seria claramente mais útil resolvi traduzi-lo para Português. Aqui  vai o link para uma imagem com resolução aceitável para imprimirem e colocarem na parede do vosso escritório.

apoio_tecnico

Spring’s arrived

Holland Park - Kensington - 04

For the past two weeks the weather in London has been simply amazing. Last weekend was the culmination of it all. Went for a leisurely stroll around Kensington and behold the scenery I contemplated at Holland Park! And to improve it even further the clear blue sky was even clearer than usual due to this flight ban.

So many times I’ve heard the joke “We said send cash not ash” and I must confess it used to be pretty funny! However now that I’m actually crossing my fingers to be able to fly at the end of the week it doesn’t seem so nice anymore. Makes one wonder how much for granted we take simple things. Having just seen both Zeitgeist movies it also makes me think about conspiracy theory – I mean the sky is clear blue, not the faintest sign of grayish ash in the air. 🙂

Well, I’m pretty sure the airlines are doing what they can to get flights up and running again, and it is obviously better not to fly than to have some “flight incidents”. Fingers crossed and maybe I’ll find out tomorrow that this new ash cloud is being blown away towards the US or maybe Greenland.

Ah, almost forgot, out of irony one of the few flights taking off from London today, guess where it went?? That’s it, Reykjavik… maybe the UK just sent a few technicians to cover up the hole and be done with this ordeal.

SimplePhoto version 1.0.0

simplephoto-150x150Finally, after almost a year battling away with wxWidgets, GraphicsMagick, gcc, Visual Studio, CppUnitLite, … I finally get to release version 1.0.0 of SimplePhoto.

SimplePhoto is a batch processing application for images. For the time being it allows image format, image dimensions and groupings.

My main focus for this application was to make it’s memory footprint as little as possible. It’s been implemented in C++ and on Windows it takes around 5MB of memory when running. There are still loads of features to implement but I really wanted to get this out there ASAP. Next step is to open source it (probably hosting it at code.google.com).

Have fun!

Finding magic.mgk in a deployed Mac app

After a lot of frustration I decided that the best way to have GraphicsMagick/ImageMagick finding the required magic.mgk file inside YourApp.app/Contents/Resources is to patch the image library code.

The change is quite trivial and I’ve pasted the diff below. This patch was applied to GraphicsMagick version 1.3.7. Basically it uses the path provided via magick::InitializeMagick(“executable/path”) to find Contents/Resources. Have fun!!!

diff -r 152043af6bf4 magick/blob.c
--- a/magick/blob.c	Wed Nov 18 00:05:49 2009 +0000
+++ b/magick/blob.c	Wed Nov 18 00:29:25 2009 +0000
@@ -1741,6 +1741,18 @@
 #endif /* !defined(UseInstalledMagick) */
 
 
+
+  {
+		// ruibm added
+		
+		char buffer[2048];
+		sprintf(buffer, "%s/../Resources/", GetClientPath());
+		// printf("Adding [%s] to the search path.n", buffer);
+		AddConfigurePath(path_map,&path_index,buffer,exception);
+  }
+
+
+
   path_map_iterator=MagickMapAllocateIterator(path_map);
 
   if (logging)

Mac Application Deployment – dylib

Lately I’ve been battling away with the Mach-O binary file format. I am trying to create a Mac version of an application that depends on dylibs provided by wxWidgets and GraphicsMagick. I started this quest by finding out the hard way that mac binaries (libs and applications) store the path to their dylib dependencies in the binary itself. As you can imagine this is a big hassle for app deployment as you force every user wanting to install the app to have the same exact /usr/lib and /opt/local/lib as your machines does.

After a bit of scavenging in forums I found out that otool allows you to print the list of dependencies of a binary and that install_name_tool allows you to change them. Bearing this in mind I now wanted the simplest way I could get to change the list of dependencies both in my binary and inside all of its dependency dylibs. I ended up writing the python script below for this.

#!/usr/bin/python
# 
# Uses otool and install_name_tool to change a given path in the list of 
# dylib dependencies to another (hopefully relative) path to ease deployment.
# If this is applied to dylib files it will also change their ID.
#
# Author: Rui Barbosa Martins (ruibm@ruibm.com)

import os.path
import re
import subprocess
import sys

def RunCmd(cmd):
	obj = subprocess.Popen(cmd, shell=True, bufsize=42000, stdout=subprocess.PIPE)
	out = ""
	while (True) :
		content = obj.stdout.read()
		if content:
			out += content
		else:
			break
	ret_code = obj.wait()
	if ret_code == 0:
		return out
	else:
		return None
	
	
def GetDependencies(file):
	cmd = "otool -L " + file
	output = RunCmd(cmd)
	if not output:
		raise Exception("Problem running otool. [%s]" % (cmd))
	output = output.split("n")
	deps = list()
	for line in output:
		m = re.match("(.*)\(compatibility version.*", line);		
		if not m:
			continue
		dylib = m.group(1).strip()
		deps.append(dylib)
	return deps

	
def ChangeDependecies(file, dependencies, replaceFrom, replaceTo):
	print "Changing dependencies in %s" % (file)
	fname = os.path.basename(file)
	for d in dependencies:
		if not replaceFrom in d:
			continue
		
		new = d.replace(replaceFrom, replaceTo)
		if fname == os.path.basename(d):
			cmd = "install_name_tool -id %s %s" % (new, file)
			print "ID: %s -> %s" % (d, new)
		else:			
			cmd = "install_name_tool -change %s %s %s" % (d, new, file)
			print "Change: %s -> %s" % (d, new)
		RunCmd(cmd)
		

def main(argv) :
	if len(argv) != 4:
		print "Usage: %s [file] [replaceFrom] [replaceTo]" % (argv[0])
	file = argv[1]
	replaceFrom = argv[2]
	replaceTo = argv[3]
	deps = GetDependencies(file)
	ChangeDependecies(file, deps, replaceFrom, replaceTo)

if __name__ == "__main__":
	main(sys.argv)
	

OpenGL ES 1.0 on Android – Triangle Example

Android LogoSince I spent quite a few hours trying to get my first OpenGL ES triangle on the Android phone’s screen I thought I should share the code with everyone to ease a bit the pain. Hopefully this will help someone get going on Android.


MainActivity.java

package com.ruibm;

import android.app.Activity;
import android.graphics.PointF;
import android.opengl.GLSurfaceView;
import android.os.Bundle;
import android.view.KeyEvent;
import android.view.MotionEvent;

public class MainActivity extends Activity {

  private PointF touchStart;
  private GLSurfaceView glSurfaceView;
  private TriangleRenderer renderer;

  @Override
  protected void onCreate(Bundle savedInstanceState) {
    super.onCreate(savedInstanceState);
    touchStart = new PointF();
    glSurfaceView = new GLSurfaceView(this);
    renderer = new TriangleRenderer();
    glSurfaceView.setRenderer(renderer);
    setContentView(glSurfaceView);
  }

  @Override
  protected void onResume() {
    super.onResume();
    glSurfaceView.onResume();
  }

  @Override
  protected void onPause() {
    super.onPause();
    glSurfaceView.onPause();
  }

  @Override
  public boolean onTouchEvent(MotionEvent event) {
    switch (event.getAction()) {
      case MotionEvent.ACTION_MOVE:
        renderer.move(event.getX() - touchStart.x, touchStart.y - event.getY());
        touchStart.set(event.getX(), event.getY());
        glSurfaceView.requestRender();
        return true;

      case MotionEvent.ACTION_DOWN:
        touchStart.set(event.getX(), event.getY());
        return true;

      default:
        return super.onTouchEvent(event);
    }
  }

  @Override
  public boolean onKeyDown(int keyCode, KeyEvent event) {
    switch (keyCode) {
      case KeyEvent.KEYCODE_DPAD_UP:
        renderer.move(0, 1);
        glSurfaceView.requestRender();
        return true;

      case KeyEvent.KEYCODE_DPAD_DOWN:
        renderer.move(0, -1);
        glSurfaceView.requestRender();
        return true;

      case KeyEvent.KEYCODE_DPAD_LEFT:
        renderer.move(-1, 0);
        glSurfaceView.requestRender();
        return true;

      case KeyEvent.KEYCODE_DPAD_RIGHT:
        renderer.move(1, 0);
        glSurfaceView.requestRender();
        return true;

      default:
        return super.onKeyDown(keyCode, event);
    }
  }
}

TriangleRenderer.java

package com.ruibm;

import java.nio.ShortBuffer;

import javax.microedition.khronos.egl.EGLConfig;
import javax.microedition.khronos.opengles.GL10;

import android.graphics.PointF;
import android.opengl.GLSurfaceView.Renderer;
import android.util.Log;

public class TriangleRenderer implements Renderer {
  
  private PointF surfaceSize;
  private PointF offset;
  private ShortBuffer triangleBuffer;
  
  public TriangleRenderer() {
    surfaceSize = new PointF();
    offset = new PointF();
  }

  public void onSurfaceCreated(GL10 gl, EGLConfig config) {
  }
  
  public void onSurfaceChanged(GL10 gl, int width, int height) {
    surfaceSize.set(width, height);

    // Create our triangle.
    final int div = 1;
    short[] triangles = { 
        0, 0, 0,
        0, (short) (surfaceSize.y / div), 0,
        (short) (surfaceSize.x / div), (short) (surfaceSize.y / div), 0,
    };    
    triangleBuffer = ShortBuffer.wrap(triangles);
    
    // Disable a few things we are not going to use.
    gl.glDisable(GL10.GL_LIGHTING);
    gl.glDisable(GL10.GL_CULL_FACE);
    gl.glDisable(GL10.GL_DEPTH_BUFFER_BIT);
    gl.glDisable(GL10.GL_DEPTH_TEST);
    gl.glClearColor(.5f, .5f, .8f, 1.f);
    gl.glShadeModel(GL10.GL_SMOOTH);
    
    float ratio = surfaceSize.x / surfaceSize.y;
    gl.glViewport(0, 0, (int) surfaceSize.x, (int) surfaceSize.y);
            
    // Set our field of view.
    gl.glMatrixMode(GL10.GL_PROJECTION);
    gl.glLoadIdentity();
    gl.glFrustumf(
        -surfaceSize.x / 2, surfaceSize.x / 2, 
        -surfaceSize.y / 2, surfaceSize.y / 2,
        1, 3);
    
    // Position the camera at (0, 0, -2) looking down the -z axis.
    gl.glMatrixMode(GL10.GL_MODELVIEW);
    gl.glLoadIdentity();
    // Points rendered to z=0 will be exactly at the frustum's 
    // (farZ - nearZ) / 2 so the actual dimension of the triangle should be
    // half
    gl.glTranslatef(0, 0, -2);
  }

  public void onDrawFrame(GL10 gl) {    
    gl.glPushMatrix();
    
    gl.glClear(GL10.GL_COLOR_BUFFER_BIT | GL10.GL_DEPTH_BUFFER_BIT);
    gl.glTranslatef(offset.x, offset.y, 0);
    
    gl.glColor4f(1.0f, 0.3f, 0.0f, .5f);    
    gl.glEnableClientState(GL10.GL_VERTEX_ARRAY);
    gl.glVertexPointer(3, GL10.GL_SHORT, 0, triangleBuffer);
    gl.glDrawArrays(GL10.GL_TRIANGLE_STRIP, 0, 3);    
    gl.glDisableClientState(GL10.GL_VERTEX_ARRAY);
    
    gl.glPopMatrix();
  }

  public void move(float xDelta, float yDelta) {
    offset.x += xDelta;
    offset.y += yDelta;
    Log.d("TriangleRenderer", "offset=[" + offset.x + " ," + offset.y + "]");
  }
}