现在,我编写了一个代码,可以每天运行该代码以获取昨天电子邮件的附件。 当我运行它时,附件没有下载,而是得到了一个名为“ @”的文件。
下面是代码:
import win32com.client
import os
from datetime import datetime, date, time, timedelta
outlook = win32com.client.Dispatch("Outlook.Application").GetNamespace("MAPI")
inbox = outlook.GetDefaultFolder(6).Folders.Item("Inbox Subfolder Name")
messages = inbox.Items
message = messages.GetFirst()
subject = message.Subject
# Get yesterdays date for the purpose of getting emails from this date
d = (date.today() - timedelta (days=1)).strftime("%y-%m-%d")
yesterdaydate=("20"+d)
print yesterdaydate
get_path_clt1 = "Folder Location" + yesterdaydate+"\\"
if os.path.exists(get_path_clt1):
print " File Exists"
else:
os.mkdir(get_path_clt1)
for m in messages:
date = str(m.senton)
date_time_obj = datetime.strptime(date,'%m/%d/%y %H:%M:%S')
messagedate=date_time_obj.date()
if str(yesterdaydate) == str(messagedate) and (m.Subject == "Subject Name to compare") :
print (message)
print (messagedate)
attachments = message.Attachments
num_attach = len([x for x in attachments])
print("test-1")
for x in range(1, num_attach+1):
print("test-in-1")
attachment = attachments.Item(x)
attachment.SaveAsFile(os.path.join(get_path_clt1,attachment.FileName))
print (attachment)
print ("---------------------")
break
message = messages.GetNext()
else:
message = messages.GetNext()
答案 0 :(得分:0)
首先,不需要遍历所有附件来获取号码:
<div class = "description">
A 3 x2 texture <br />
</div>
<canvas id = "canvas"></canvas>
<!-- vertex shader -->
<script id = "3d-vertex-shader" type = "x-shader/x-vertex">
attribute vec4 a_position;
attribute vec2 a_texcoord;
uniform mat4 u_matrix;
varying vec2 v_texcoord;
void main()
{
// Multiply the position by the matrix.
gl_Position = u_matrix * a_position;
// Pass the texcoord to the fragment shader.
v_texcoord = a_texcoord;
}
</script>
<!-- fragment shader -->
<script id = "3d-fragment-shader" type = "x-shader/x-fragment">
precision mediump float;
// Passed in from the vertex shader.
varying vec2 v_texcoord;
// The texture.
uniform sampler2D u_texture;
void main()
{
gl_FragColor = texture2D(u_texture, v_texcoord);
}
</script>
<!--skybox vertex shader-->
<script id="skybox-vertex-shader" type="x-shader/x-vertex">
attribute vec4 a_position;
varying vec4 v_position;
void main()
{
v_position = a_position;
gl_Position = a_position;
}
</script>
<!--skybox fragment shader-->
<script id="skybox-fragment-shader" type="x-shader/x-fragment">
precision mediump float;
uniform samplerCube u_skybox;
uniform mat4 u_viewDirectionProjectionInverse;
varying vec4 v_position;
void main()
{
vec4 t = u_viewDirectionProjectionInverse * v_position;
gl_FragColor = textureCube(u_skybox, normalize(t.xyz / t.w));
}
</script>
<script src="https://webglfundamentals.org/webgl/resources/webgl-utils.js"></script>
<script src="https://webglfundamentals.org/webgl/resources/m4.js"></script>
<script src="https://webglfundamentals.org/webgl/resources/primitives.js"></script>
相反,您可以使用Attachments.Count属性,该属性返回一个整数,该整数指示指定集合中的对象数。
第二,确保您指定了有效的文件名:
num_attach = len([x for x in attachments])
我建议您先检查 attachment.SaveAsFile(os.path.join(get_path_clt1,attachment.FileName))
的值或生成自己的值。
最后,您可以检查Attachment.Type属性,该属性返回一个attachment.FileName
常量,该常量指示指定对象的类型。