My automated build machine is having the same problem on OS X, so I'd say
it's nothing wrong with your setup:
http://thorbrian.com/pygame/builds.php

On Sun, May 3, 2009 at 12:14 AM, el lauwer <el.lau...@gmail.com> wrote:

> Oi,
>
> Ok, I will use git as for my daily work, and submit my code to svn if
> I need a global feedback.
>
> I have solved the problem with architecture, but now I get the following
> syntax error in the pygame code:
>
> rc/transform.c:57: error: syntax error before ‘_state’
> src/transform.c:58: warning: initialization makes integer from pointer
> without a cast
> src/transform.c:59: error: ‘filter_shrink_X_ONLYC’ undeclared here (not in
> a function)
> src/transform.c:59: warning: excess elements in scalar initializer
> src/transform.c:59: warning: (near initialization for ‘_state’)
> src/transform.c:60: error: ‘filter_shrink_Y_ONLYC’ undeclared here (not in
> a function)
> src/transform.c:60: warning: excess elements in scalar initializer
> src/transform.c:60: warning: (near initialization for ‘_state’)
> src/transform.c:61: error: ‘filter_expand_X_ONLYC’ undeclared here (not in
> a function)
> src/transform.c:61: warning: excess elements in scalar initializer
> src/transform.c:61: warning: (near initialization for ‘_state’)
> src/transform.c:62: error: ‘filter_expand_Y_ONLYC’ undeclared here (not in
> a function)
> src/transform.c:62: warning: excess elements in scalar initializer
> src/transform.c:62: warning: (near initialization for ‘_state’)
> src/transform.c:62: warning: data definition has no type or storage class
> src/transform.c: In function ‘surf_scalesmooth’:
> src/transform.c:1416: warning: passing argument 3 of ‘scalesmooth’ from
> incompatible pointer type
> src/transform.c: In function ‘surf_get_smoothscale_backend’:
> src/transform.c:1437: error: request for member ‘filter_type’ in something
> not a structure or union
> src/transform.c: In function ‘surf_set_smoothscale_backend’:
> src/transform.c:1443: warning: initialization from incompatible pointer
> type
> src/transform.c:1497: error: ‘filter_type’ undeclared (first use in this
> function)
> src/transform.c:1497: error: (Each undeclared identifier is reported only
> once
> src/transform.c:1497: error: for each function it appears in.)
> src/transform.c: In function ‘inittransform’:
> src/transform.c:2739: warning: assignment from incompatible pointer type
> lipo: can't figure out the architecture type of: /var/tmp//cc47AiT3.out
> error: command 'gcc' failed with exit status 1
>
> Slu
>
>
>
>
> On 3-mei-09, at 07:48, Nirav Patel wrote:
>
>  I personally found/find it useful to use a personal git repo, and use
>> git-svn to stay up to date with the Pygame SVN.  You can use "git svn
>> rebase" to keep your repo up to date with upstream and then commit
>> with "git svn dcommit" when you have code that others can
>> use/test/hack.
>>
>> There is a decent guide for using git-svn with github here:
>> http://www.fnokd.com/2008/08/20/mirroring-svn-repository-to-github/
>>
>> That is also useful so you have a repo to work in until 1.9 is
>> released and you can start committing to Pygame SVN.
>>
>> Nirav
>>
>> On Sun, May 3, 2009 at 1:10 AM, René Dudfield <ren...@gmail.com> wrote:
>>
>>> Hi,
>>>
>>> more below...
>>>
>>> On Sun, May 3, 2009 at 2:50 PM, el lauwer <el.lau...@gmail.com> wrote:
>>>
>>>>
>>>> Oi,
>>>>
>>>> I am installing the latest version of pygame on svn,
>>>> so I can start coding on my camera module. I am
>>>> installing it under virtualenv so I can keep using
>>>> the stable pygame release for my current games.
>>>>
>>>> 1)
>>>> I recently reseaved a svn account for the pygame
>>>> svn repository. How do you sugest I use this account
>>>> during the development prossess, should I use it to
>>>> commit all my changes to the main brange, or should
>>>> I make a personal brange just for my work on the
>>>> camera module. Can I use my github account instead,
>>>> if so, what must I do with the changes and bug
>>>> fixel to the main pygame development brange.
>>>>
>>>
>>>
>>> You might want to work on the main trunk, or not... depending on a number
>>> of
>>> things.
>>>
>>> Either a separate branch or in your git hub is probably a good way to go.
>>> If you put things in svn, then it's easier for some of the pygame
>>> developers
>>> to watch your work, and maybe even make changes.  However it's up to you.
>>>
>>> Best to merge your work in occasionally into a svn branch at least.   Or
>>> send the mailing list a link to your work when you've committed something
>>> you'd like people to look at or merge in.
>>>
>>> Then when your work is getting along, talk about merging it into the
>>> trunk
>>> with the mailing list and other developers.  If no one has changed any of
>>> the files you have changed, then it's probably ok.
>>>
>>> Working in the trunk lets you take advantage of some other things... like
>>> the build bots which build on mac/win python2.4 python2.5 python2.6 and
>>> run
>>> the tests for you.  So it can save you a lot of testing work.
>>>
>>> Say you wanted to make some changes to surface.c and a bunch of others
>>> that
>>> aren't part of the camera module directly, and didn't commit to trunk for
>>> a
>>> few weeks... there's a good chance someone else might make changes to
>>> those
>>> files.
>>>
>>> As long as you communicate with other devs what your working on it should
>>> be
>>> fine.
>>>
>>>
>

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