On Sun, May 24, 2009 at 9:29 PM, René Dudfield <ren...@gmail.com> wrote:

> > I believe Brian doesn't have portmidi.dll installed.
> >
>
> I definitely don't have any separately installed portmidi shared library on
any machine of mine, but I don't think that one is required on OS X or
Windows for proper operation. I think both build bots are getting at the
portmidi library just fine.

Also, as a rule, I think ever requiring a separately installed and managed
library that's not a standard OS component on Win and Mac is the wrong way
to do things. Those platforms don't have package managers and Kernel
components are quite stable, so therefore is both no good way to manage dll
dependencies and there is no benefit to calling out to a shared separately
managed version of portmidi vs. statically linking/including the version we
tested into pygame, respectively.


I think he does have it installed on at least the windows installs.
>
> My windows build box has portmidi.dll in the prebuilts dir, so if the setup
for making the installer for pygame picks that dll up properly, then it
should be getting that dll just fine.

from the build output, it looks like the problem is
pygame.midi.get_device_info is returning None - I can tell you my build
machines definitely don't have midi devices (neither physical nor virtual)
configured, and None seems an appropriate return value in such cases. Maybe
it's just the tests are bad for a machine with no midi devices?



> Brian, can you confirm if it's installed on the OSX build bots?
>
> My OS X machine definitely has the static portmidi library (libportmidi.a)
and header file (portmidi.h) in the right places (/usr/local/lib and
/usr/local/include) because they are getting picked up and built in by
config.py. I built libportmidi.a myself, and I know it's the static lib, not
a linking lib for a dylib or .so or anything like that.



> Also, do you know how to compile portmidi on OSX?  I couldn't get it
> to compile on OSX (if you can't remember I'll try and work it out :).
>
> Yeah, I just used the xcode project under pm_mac and built the static lib
without any problem - note the makefiles don't work on mac, and I didn't try
a .dylib version (cause I don't see any point to doing so) so it may have
problems building. Once I copied the build products to the right place, they
got picked up fine.

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