How do you check what modules come with standard python? - module

How do you check what modules come with standard python? is there any sort of code to run to retrieve the modules i have access to?

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Data-Driven automation testing using different input files

I have done data-driven automation testing using excel and XML.
Is there any other input file that we can use for data-driven in automation testing for selenium-webdriver.
Google docs spreadsheet is good. You could try that - multiple people will be able to manage the data in the spreadsheet at the same time.
Yes, can use any file for data.
For data, you have to write reading and writing code for that file format into your preferred language and then pass that data into selenium code.
You can design your framework of automation testing using various test framework that available for your preferred language like for java you can use JUnit, TestNG etc.
You can use any input file format that Java(or any other language that you have chosen) supports. In order to achieve this you need to write utility functions to read/write the data from/to the file.
For this purpose you can use Java in-built classes such as 'Scanner' etc.,. or you can use external libraries to get the work done for you.
Specific to your question other than Excel, I have used 'OpenCSV' parser library for Java to read and write data from a .csv file. This is a very simple and yet powerful library to work with CSV files.
You can go through this article for a better understanding - openCSV

Lua create own loadstring() function

loadstring() and loadfile() Lua functions allow loading remote libraries and modules at runtime. As shown in this post it is very simple: How Do I Load Lua Module as a String Instead of a File?
Unfortunately Corona SDK has removed both these function. Here's a list of changes they have.
Is it possible to implement loadstring in lua or load it from a separate module?
They seem to provide a solution here but I don't really understand it and I don't think it will work in Corona cause it requires dofile which is also disabled in Corona
http://lua-users.org/lists/lua-l/2012-04/msg00875.html
loadstring() and dofile() are disabled per Apple's rules for allowing interpreted language apps to work on their devices. Apple will reject any app that has any dynamic programming features.

Phalcon: How i can design a website with multi languages?

Later i worked with symfony framework. In this framework we can easily build a multi language project by using FOSUserBundle. But i do'nt know what to do in phalcon! In the Phalcon documentation (multi-lingual-support) explained a way for it! But if i have many languages this way is too difficult!
Do yo know about any provided library for multi language projects?
You can either use the Phalcon\Translate to translate all your strings in respective arrays - one file per language. The reference in the documentation as you correctly posted is here and it refers to the native array adapter.
There are additional adapters in the incubator repo, for PO files or database driven.
You might also want to see the internationalization area in the documentation.
take a look at this piece of code
https://bitbucket.org/moderndeveloperllc/phalconlocale/src

Wordnet in Objective-C

I know the Wordnet webpage cites that it comes with a C interface included. However, I am having significant trouble adding it to my project. My question is two fold.
First: Does a machine need to have wordnet installed to utilize the API (or can the data be read a runtime from the dict files? and thus distributed to machines that do not have wordnet installed)
Second: How can you include Wordnet in a C project. I've tried adding the source files directly, but it crashes on init(). I've stepped through the debugger and it looks like it is looking to load the files from my local drive rather than the included files in the project. Is there a way to prevent this for machines that do not have Wordnet installed (from part 1).
Thank you for the help,
Unless I'm mistaken and you're referring to a different WordNet, there has been a Cocoa front-end available for years here.
Just found this today. Might be helpful, as it only requires adding the sqlite.db file of WordNet and provides a super super thin Objective-C wrapper on the sqlite call to talk to the database. Using this as a template for your understanding should allow you to extend it to allow various queries.
https://gist.github.com/atduskgreg/c30a5fb167f4c35d6f89
EDIT: With the above example, you can see the format the query takes. With that knowledge, you could grab the sqlite file for the WordNet database from:
https://code.google.com/p/synonym/downloads/detail?name=wordnet30.1.tar.gz&can=2&q=
then either just use the C calls for sqlite or pick a more robust Objective-C wrapper like:
https://github.com/ccgus/fmdb

Maya API - Create plugin to import various Models

I am trying to create a plugin in Maya API that will basically have a menu inside of Maya and I will be able to load in a different character head depending on which button was pressed.
This is my first time with the Maya API so I am quite unfamiliar.
Any ideas on how to import models like this using the API?
Thanks so much!
Tyler
I recommend using MEL as a start, instead of the Maya API.
MEL Commands you should look at are file to import files into your scene (e.g. heads), and probably all UI related commands to create a simple window.
As Byron mentioned, MEL or Python scripting would be a (dramatically) simpler solution than using the API. There is one key difference between what you will be able to accomplish using the API compared to a script:
Using the OpenMayaUI modules, you can insert your "head selection UI" directly into the existing menus in Maya.
Using a script, you are restricted to a floating ui window that can be docked in certain places in Maya's UI (This is not technically true, however it is far easier to utilize scripts in this manner rather than trying to force your script into the UI). Furthermore, creating a button for the script to be launched in Maya requires users of the script to take an extra step. It cannot be "installed" into Maya for them (Again, not technically true, but most users prefer shelf buttons as opposed to menus in the UI). See Autodesk Documentation: Creating a shelf button for a script for more information on that.
I see no reason that a script will not suffice for a simple head swap action, but if you wish to use this as an exercise in learning the API then I can give you a few pointers:
First of all, all non-API Maya commands can be accessed in both a script and using the API for a plugin. Since this "Plugin" does not require any API modules other than those needed for adding the Plugin directly to the UI, you can mockup the entire functionality using a script.
In other words, you can use "import maya.cmds as cmds" in both a script and a plugin, and the actual functionality you desire is available entirely using that module. Therefore, I would advise you make a script that performs the actions you want first, then work on converting that script into a plugin. Creating a command plugin that achieves this result should be fairly simple once you already have a script that works. Then, all you need to do is use the UI API modules to add your menu to the existing Maya UI.
Once your script is complete, here is a link to Autodesk's tutorial on creating a command plugin: Autodesk Python API Documentation
And this cgsociety discussion contains a lot of useful tips of getting your UI inside of Maya's (the discussion is about c++, but the same concepts apply to python plugins): C++ Add Menu to Maya's Main Menu Bar
I've taken to assuming this will all be done using Python, since scripts and plugins can both be programmed in that language. It's also what I use- I've never delved into the c++ API. Anyways, I hope this helps! Good luck :)