Re: pyglet on MacOS Mojave 10.14

2018-10-23 Thread illume
Hi,

MacOS 10.14 has various OpenGL bugs.

If you have an apple developer account, I suggest submitting bug reports.

SDL is working around some of them here, so probably similar work arounds 
could be used: 
https://bugzilla.libsdl.org/show_bug.cgi?id=4272


cheers,


On Friday, October 5, 2018 at 7:20:24 PM UTC+2, Gutemberg Guerra Filho 
wrote:
>
> I recently upgraded MacOS to Mojave v. 10.14 and applications using pyglet 
> are not working properly anymore. The graphics objects are drawn but they 
> are quickly replaced by a white screen.
>
> Anyone has the same experience and suggestions on how to fix this? I tried 
> a simple "Hello World" example (listed below) and the behavior is the same. 
> The text may be drawn but the white screen replaces it too quickly.
>
> Thanks for any help.
>
> Best.
>
> --
>
> import pyglet
>
> window = pyglet.window.Window()
>
> label = pyglet.text.Label('Hello, world',
>   font_name='Times New Roman',
>   font_size=36,
>   x=window.width//2, y=window.height//2,
>   anchor_x='center', anchor_y='center')
>
> @window.event
> def on_draw():
> window.clear()
> label.draw()
>
> pyglet.app.run()
>
>

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Re: [pygame] updated homebrew package for newer OSX versions?

2018-03-02 Thread illume
Hi Sean,

No one is, as far as I'm aware.
There used to be one, but homebrew removed all python packages I think.
You can probably find the previous maintainers with some searching.

Happy to help you out if you need it.

The mac homebrew compile instructions are here:
https://www.pygame.org/wiki/MacCompile#Installing%20from%20source%20with%20homebrew


Note, we currently recommend people use this to install stuff.
python3 -m pip -U install pygame --user

With a whole bunch of platform specific notes at:
https://www.pygame.org/wiki/GettingStarted

That doesn't install into the system folder, but into a user folder.
It's unfortunate that pip still destroys stuff by default.


ps. it looks like you need to sign up to the mailing list at:
https://www.pygame.org/wiki/info#Mailing%20List
Seems your post is just on the google mirror of the mailing list.
Sorry for the confusion.


On Sunday, February 18, 2018 at 4:07:59 AM UTC+1, SeanSF wrote:
>
> Hey all, so it appears that installing pygame on the newer OSX versions is 
> extremely problematic. On a friend's computer I tried pip and easy_install, 
> and both ran into conflicts with the system python and root/nonroot install 
> paths.
>
> Rather than get into the specific problem here, can I ask the simple 
> question -- is anybody working on or actively maintaining a an OSX homebrew 
> tap for pygame? If not, I might jump into the fray and give it a shot.
>
> This way we can get back to just 'brew install python-pygame' and you're 
> done.
>
> -- 
> A musician must make music, an artist must paint, a poet must write, if he 
> is to be ultimately at peace with himself.
> - Abraham Maslow
>


[pygame] Re: Stange behavior with sound or MPC

2018-03-01 Thread illume
Hello,

It looks like the google mailing list mirror isn't sending emails back to 
the pygame mailing list for you.

I wonder if it is because you are not signed up to here?
https://www.pygame.org/wiki/info#Mailing%20List

You should be able to send an email to majord...@seul.org with the body, 
subscribe pygame-users

   - subscribe pygame-users 
    


cheers,




On Thursday, February 22, 2018 at 9:49:58 AM UTC+1, Marius Liebenberg wrote:
>
> Hi
> I am using a Pi2 with Jessie setup to use a 2.8" TFT Touch display.
>
> Pygame come installed and I did update to the latest version.
>
> I installed two different internet radio players that make use of a 
> subprocess call to control MPC / MPD player. Here is the strange thing that 
> both applications experience.When loaded first time I can hear the sound 
> being activated but no sound is produced. The MPC output reports the app 
> functioning correctly and playing. If I quit the application the sound will 
> be produced. MPD is a daemon loaded at boot time and PMC is a frontend to 
> comtrol MPD. It has simple commands to play stop set volume etc. It reports 
> the successful actions as they are executed throughout. If I load the 
> python ap from a SSH terminal (remote) it now plays and controls the player 
> correctly. All the functions work on the first load but no sound is 
> produced. 
>
> The app is load with this script
>
> #!/bin/sh
> cd /home/pi/pi-radio
> sudo python radioplayer.py
>
> and I put a call to the script in the /etc/rc.local file at the end.
>
> Anyone that can shed some light please?
>


Re: [pygame] BUG: Mask.overlap_mask

2018-03-01 Thread illume
Hello,

Thanks for picking up the ball.
It must be muddy and old after five years on the ground.

It's cool that your students are messing around with
per pixel collision detection.An d even making videos about it.
That's pretty advanced!

So, what's next for getting this issue fixed?


You've already linked to some existing discussion on the issue,
that's a good start! There's even code in there. Brilliant.

But what even is a mask, and an overlap?


Another thing people can do is link to the relevant code in
the pygame source code. This means they don't need to look
themselves, and it helps them get to the task quicker.

Remember, the person fixing the code might never have seen
or even used the code before.

Documentation for mask overlap stuff lives here:
  https://www.pygame.org/docs/ref/mask.html#pygame.mask.Mask.overlap

Implementation of bitmask overlap (src/bitmask.c in pygame repo).
  https://github.com/pygame/pygame/blob/master/src/bitmask.c#L161

The unit test is here (test/mask_test.py in the pygame repo):
  https://github.com/pygame/pygame/blob/master/test/mask_test.py#L74


So, now they know where to look for what it does, and where in 
the code base they can write a test for it, or change the code.


But is it even a bug? Having your students writing a unit test
for their own code will help them check all their assumptions,
and also see if it's a problem with the mask overlap code or
a problem somewhere else.

Being able to reproduce the issue makes it easier for anyone
coming along to fix it. If not a unit test, then a short script,
or minimal working example pasted into the issue will help with that.

Sometimes a visual example with an explanation is best.

Screenshots, screenshots, and more screenshots.
Or a video, are all useful in helping people understand what's
going on.



Mostly people only get a hour or two here and there on weekends
or late nights to mess around with pygame, it really helps the
next person to not drop the ball again.

Anything to help them see how it's not working correctly will
help the next person fix it.


cheers,





On Friday, March 2, 2018 at 7:46:13 AM UTC+1, ...@gmail.com wrote:
>
> I just found the Pygame Github repository.  I'll make sure the issue gets 
> reported there.
>
> On Thursday, March 1, 2018 at 11:42:40 PM UTC-7, rybeca...@gmail.com 
> wrote:
>>
>> So, *five years later* this bug still exists.  I use Pygame to teach a 
>> college video game course, and I have a student having what appears to be 
>> this exact same issue.  Sadly, the OP never bothered to file that bug 
>> report.
>>
>> I don't see any way to post a report at that link, which may be why the 
>> bug report was never filed.  I will explain what we are seeing though.
>>
>> My student started with a YouTube video, showing how to do pixel perfect 
>> collision detection with Pygame masks.  Several students have had success 
>> with this.  This particular student decided that he wanted to recolor one 
>> of the images, to display exactly where it is overlapping another image.  
>> Unfortunately, the recoloring behavior is totally erratic.  The parts of 
>> the image that are being recolored based on the overlap mask produced are 
>> very inconsistent.  Moving the top image even slightly can dramatically 
>> change what pixels are marked as colliding.  The only consistent thing is 
>> that pixels that are *not* colliding are never marked as colliding, 
>> however pixels that *are* colliding are not consistently marked as 
>> colliding.  When the mobile image is stationary, the pixels marked as 
>> colliding don't change, but a movement of 1 pixel in any direction can 
>> dramatically change what is marked as colliding and what is not.  Moving 
>> the mobile image rapidly back and forth over the stationary one appears to 
>> reveal vertical divisions, where pixels on one side are more likely to be 
>> marked as colliding than pixels on the other.  I did not observe horizontal 
>> divisions like this, though I could have missed them.
>>
>> Anyhow, someone *please* file a report for this bug!  It clearly should 
>> have been done 5 years ago, but someone obviously dropped the ball.
>>
>

[Bug 1314725] Re: python3-pygame needs packaging

2018-02-20 Thread illume
All those Debian bugs (except a kFreeBSD one) have been addressed now.

The PPA at https://launchpad.net/~thopiekar/+archive/ubuntu/pygame is
building successfully (last build was 3 days ago).

The upcoming pygame 1.9.4 release is being tracked here:
https://github.com/pygame/pygame/issues/390

There's a daily PPA with outdated packaging building here:
https://code.launchpad.net/~pygame/+recipe/pygame-daily

** Bug watch added: github.com/pygame/pygame/issues #390
   https://github.com/pygame/pygame/issues/390

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[Bug 1023153] Re: Extraneous printing in Joystick.get_axis

2018-02-12 Thread illume
This is fixed in pygame 1.9.3+

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Title:
  Extraneous printing in Joystick.get_axis

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[Bug 1336214] Re: pygame.surfarray.make_surface(numpyarray) gives IndexError

2018-02-12 Thread illume
This issue has been fixed in pygame 1.9.3+

>>> import pygame
>>> import numpy
>>> a = numpy.zeros((10,20,3), numpy.uint8)
>>> pygame.surfarray.make_surface(a)

>>> pygame.version.ver
'1.9.3'

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Title:
  pygame.surfarray.make_surface(numpyarray) gives IndexError

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[Bug 1452355] Re: libportmidi0 package is compiled in 'debug' mode

2016-07-31 Thread illume
*** This bug is a duplicate of bug 1097286 ***
https://bugs.launchpad.net/bugs/1097286

** This bug has been marked a duplicate of bug 1097286
   PortMIDI is compiled in debug mode which calls exit() instead of handling 
errors gracefully

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  libportmidi0 package is compiled in 'debug' mode

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[Bug 1097286] Re: PortMIDI is compiled in debug mode which calls exit() instead of handling errors gracefully

2016-07-31 Thread illume
Hi,

I added that this affects the pygame, and mido python libraries and the
various apps that depend on those libraries.

https://pypi.python.org/pypi/mido/1.1.14

best,

** Also affects: pygame
   Importance: Undecided
   Status: New

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  handling errors gracefully

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PyGameZine launched. See http://pygame.org for details.

2011-11-20 Thread illume
Hey ya,

today we launched the first issue of PyGameZine.

For more info, please see the pygame website: 
http://www.pygame.org/


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[Bug 777417] Re: Unity launcher doesn't work well with Python Pygame apps

2011-08-23 Thread illume
Hi,

this is merged upstream.  Here's the pygame issue:

https://bitbucket.org/pygame/pygame/issue/71/pygame-needs-to-set-the-wm_class-when

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  Unity launcher doesn't work well with Python Pygame apps

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[Bug 571422] Re: [LUCID] suspend/resume issue on Dell Inspiron 1464/1564/1764

2010-04-30 Thread illume
Suspend with lucid does not work for me either.

Dell Inspiron 1525.

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Re: address multiple audio channels

2010-03-13 Thread illume
Hi,

pyaudio is super.  http://people.csail.mit.edu/hubert/pyaudio/

cu.

On Mar 7, 8:34 pm, robin escalation...@yahoo.com wrote:
  How do I address specific audio channels with pyglet?

 I take it from the silence, and further perusal of the docs, that this
 is simply not possible.

 1. Is there an appropriate place for feature requests?

 2. Can anyone recommend a cross-platform sound library that supports
 multi-channel output and various real-time audio processing (limiting,
 compression, equalisation, filtering, etc.)? I am always looking for
 better tools.

 I could integrate this with Pyglet's slick application loop for my
 next killer app.

 -- robin

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[Bug 400973] Re: Waiting for sound system to respond

2009-10-19 Thread illume
I found a web page describing the problem and a work around.

http://www.4front-tech.com/forum/viewtopic.php?f=3t=3324#p13408

This is a bug with ubuntu karmic, and not gnome in general apparently.

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[Bug 400973] Re: Waiting for sound system to respond

2009-10-19 Thread illume
I get this message too.  Also not using pulseaudio before I upgraded,
but karmic installed it for me on upgrade.

My sound buttons are now broken after I uninstalled pulse audio.

Was on an irc channel earlier talking with a bunch of people about what
to do who had the same problem.

I had to restart ubuntu after I uninstalled pulseaudio, as the uninstall
did not stop pulse audio.

A bunch of applications started using up all my cpu once pulse audio was
stopped, and I had to restart my laptop.  I guess the pulseaudio client
library is buggy with regard to when pulse audio stops.

I had to uninstall pulse audio, since it used up a constant 3% cpu even
when there was no sound coming out... making my battery flat, and
keeping my fans running reducing the lifetime of my laptop.

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[Bug 400973] Re: Waiting for sound system to respond

2009-10-19 Thread illume
I get this message too.  Also not using pulseaudio before I upgraded,
but karmic installed it for me on upgrade.

My sound buttons are now broken after I uninstalled pulse audio.

Was on an irc channel earlier talking with a bunch of people about what
to do who had the same problem.

I had to restart ubuntu after I uninstalled pulseaudio, as the uninstall
did not stop pulse audio.

A bunch of applications started using up all my cpu once pulse audio was
stopped, and I had to restart my laptop.  I guess the pulseaudio client
library is buggy with regard to when pulse audio stops.

I had to uninstall pulse audio, since it used up a constant 3% cpu even
when there was no sound coming out... making my battery flat, and
keeping my fans running reducing the lifetime of my laptop.

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[Bug 400973] Re: Waiting for sound system to respond

2009-10-19 Thread illume
I found a web page describing the problem and a work around.

http://www.4front-tech.com/forum/viewtopic.php?f=3t=3324#p13408

This is a bug with ubuntu karmic, and not gnome in general apparently.

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[Bug 433304] Re: upgrade to version 1.9.1

2009-10-07 Thread illume
** Changed in: pygame (Ubuntu)
   Status: New = Confirmed

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[Bug 433304] Re: upgrade to version 1.9.1

2009-10-07 Thread illume
** Changed in: pygame (Ubuntu)
   Status: New = Confirmed

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[Bug 376537] Re: Axes and Hats not read in PyGame/SDL 1.2

2009-05-23 Thread illume
... from pymikes email to the pygame mailing list...

here's an SDL C program to show it's broken...

Results of running the program on ubuntu listed below the code.


#include SDL/SDL.h

int main() {
SDL_Init(SDL_INIT_JOYSTICK|SDL_INIT_VIDEO);
SDL_SetVideoMode(640, 480, 32, SDL_SWSURFACE);
SDL_Joystick *joy;
joy = SDL_JoystickOpen(0);
printf(Name of joystick: %s\n, SDL_JoystickName(0));
printf(Number of hats: %d\n, SDL_JoystickNumHats(joy));
printf(Number of buttons: %d\n, SDL_JoystickNumButtons(joy));
printf(Number of balls: %d\n, SDL_JoystickNumBalls(joy));

SDL_Event event;
Uint8 hat_state;

int running = 1;
while( running ) {
   
SDL_JoystickUpdate();
   
hat_state = SDL_JoystickGetHat(0, 0);
if( hat_state == SDL_HAT_UP )
printf(Hat is pointing up);
   
while(SDL_PollEvent(event)) {
switch(event.type) {
case SDL_QUIT:
running = 0;
break;
case SDL_KEYDOWN:
switch(event.key.keysym.sym) {
case SDLK_ESCAPE:
running = 0;
break;
default:
break;
}
   
break;
case SDL_JOYBUTTONDOWN:
switch(event.jbutton.button) {
case 1:
printf(1 was pressed\n);
break;
case 2:
printf(2 was pressed\n);
break;
}
   
break;
case SDL_JOYBUTTONUP:
switch(event.jbutton.button) {
case 1:
printf(1 was released\n);
break;
case 2:
printf(2 was released\n);
break;
}
   
break;
}
}
}
   
SDL_Quit();
return 1;
}



Name of joystick: Logitech Logitech Dual Action
Number of hats: 0
Number of buttons: 12
Number of balls: 0
1 was released
2 was released
1 was pressed
1 was released
2 was pressed
2 was released

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[Bug 376537] Re: Axes and Hats not read in PyGame/SDL 1.2

2009-05-14 Thread illume
hi,

Here is a related thread on the SDL mailing list:
http://thread.gmane.org/gmane.comp.lib.sdl/40019

It seems either linux or ubuntu has changed the numbers returned for
different joystick functions... for no good reason.

This breaks all SDL based games that use joysticks.


cheers,

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[Bug 89980] Re: Sound not working well on Apple Mac Pro

2009-02-08 Thread illume
I also get very soft sound on a macpro.

Below is some diagnostic information which may help.


$ uname -a
Linux macpro2-linux 2.6.27-11-generic #1 SMP Thu Jan 29 19:28:32 UTC 2009 
x86_64 GNU/Linux

$ lspci | grep High Def
00:1b.0 Audio device: Intel Corporation 631xESB/632xESB High Definition Audio 
Controller (rev 09)


$ lsmod | grep -i snd
snd_hda_codec_realtek   267396  1 
snd_hda_intel  38024  5 
snd_hda_codec  87680  2 snd_hda_codec_realtek,snd_hda_intel
snd_hwdep  17160  1 snd_hda_codec
snd_pcm_oss52256  0 
snd_mixer_oss  25088  1 snd_pcm_oss
snd_pcm98824  3 snd_hda_intel,snd_hda_codec,snd_pcm_oss
snd_seq_oss43648  0 
snd_seq_midi_event 16768  1 snd_seq_oss
snd_seq67744  4 snd_seq_oss,snd_seq_midi_event
snd_timer  33424  2 snd_pcm,snd_seq
snd_seq_device 16660  2 snd_seq_oss,snd_seq
snd83400  21 
snd_hda_codec_realtek,snd_hda_intel,snd_hda_codec,snd_hwdep,snd_pcm_oss,snd_mixer_oss,snd_pcm,snd_seq_oss,snd_seq,snd_timer,snd_seq_device
soundcore  16800  1 snd
snd_page_alloc 18576  2 snd_hda_intel,snd_pcm



$ cat /proc/asound/card0/codec#0 
Codec: Realtek ALC889A
Address: 0
Vendor Id: 0x10ec0885
Subsystem Id: 0x106b0c00
Revision Id: 0x100103
No Modem Function Group found
Default PCM:
rates [0x560]: 44100 48000 96000 192000
bits [0xe]: 16 20 24
formats [0x1]: PCM
Default Amp-In caps: N/A
Default Amp-Out caps: N/A
GPIO: io=2, o=0, i=0, unsolicited=1, wake=0
  IO[0]: enable=1, dir=1, wake=0, sticky=0, data=1, unsol=0
  IO[1]: enable=1, dir=1, wake=0, sticky=0, data=1, unsol=0
Node 0x02 [Audio Output] wcaps 0x11: Stereo
  Converter: stream=0, channel=0
  PCM:
rates [0x560]: 44100 48000 96000 192000
bits [0xe]: 16 20 24
formats [0x1]: PCM
Node 0x03 [Audio Output] wcaps 0x11: Stereo
  Converter: stream=0, channel=0
  PCM:
rates [0x560]: 44100 48000 96000 192000
bits [0xe]: 16 20 24
formats [0x1]: PCM
Node 0x04 [Audio Output] wcaps 0x11: Stereo
  Converter: stream=0, channel=0
  PCM:
rates [0x560]: 44100 48000 96000 192000
bits [0xe]: 16 20 24
formats [0x1]: PCM
Node 0x05 [Audio Output] wcaps 0x11: Stereo
  Converter: stream=0, channel=0
  PCM:
rates [0x560]: 44100 48000 96000 192000
bits [0xe]: 16 20 24
formats [0x1]: PCM
Node 0x06 [Audio Output] wcaps 0x211: Stereo Digital
  Converter: stream=0, channel=0
  Digital: Enabled
  Digital category: 0x0
  PCM:
rates [0x5e0]: 44100 48000 88200 96000 192000
bits [0x1e]: 16 20 24 32
formats [0x1]: PCM
Node 0x07 [Audio Input] wcaps 0x10011b: Stereo Amp-In
  Amp-In caps: ofs=0x10, nsteps=0x2e, stepsize=0x03, mute=1
  Amp-In vals:  [0x2e 0x2e]
  Converter: stream=0, channel=0
  SDI-Select: 0
  PCM:
rates [0x560]: 44100 48000 96000 192000
bits [0xe]: 16 20 24
formats [0x1]: PCM
  Connection: 1
 0x24
Node 0x08 [Audio Input] wcaps 0x10011b: Stereo Amp-In
  Amp-In caps: ofs=0x10, nsteps=0x2e, stepsize=0x03, mute=1
  Amp-In vals:  [0x2e 0x2e]
  Converter: stream=0, channel=0
  SDI-Select: 0
  PCM:
rates [0x560]: 44100 48000 96000 192000
bits [0xe]: 16 20 24
formats [0x1]: PCM
  Connection: 1
 0x23
Node 0x09 [Audio Input] wcaps 0x10011b: Stereo Amp-In
  Amp-In caps: ofs=0x10, nsteps=0x2e, stepsize=0x03, mute=1
  Amp-In vals:  [0x2e 0x2e]
  Converter: stream=0, channel=0
  SDI-Select: 0
  PCM:
rates [0x560]: 44100 48000 96000 192000
bits [0xe]: 16 20 24
formats [0x1]: PCM
  Connection: 1
 0x22
Node 0x0a [Audio Input] wcaps 0x100391: Stereo Digital
  Converter: stream=0, channel=0
  SDI-Select: 0
  Digital: Enabled
  Digital category: 0x0
  PCM:
rates [0x560]: 44100 48000 96000 192000
bits [0x1e]: 16 20 24 32
formats [0x1]: PCM
  Unsolicited: tag=00, enabled=0
  Connection: 1
 0x1f
Node 0x0b [Audio Mixer] wcaps 0x20010b: Stereo Amp-In
  Amp-In caps: ofs=0x17, nsteps=0x1f, stepsize=0x05, mute=1
  Amp-In vals:  [0x97 0x97] [0x9f 0x9f] [0x9f 0x9f] [0x97 0x97] [0x97 0x97] 
[0x97 0x97] [0x97 0x97] [0x97 0x97] [0x97 0x97] [0x97 0x97]
  Connection: 10
 0x18 0x19 0x1a 0x1b 0x1c 0x1d 0x14 0x15 0x16 0x17
Node 0x0c [Audio Mixer] wcaps 0x20010f: Stereo Amp-In Amp-Out
  Amp-In caps: ofs=0x00, nsteps=0x00, stepsize=0x00, mute=1
  Amp-In vals:  [0x00 0x00] [0x00 0x00]
  Amp-Out caps: ofs=0x40, nsteps=0x40, stepsize=0x03, mute=0
  Amp-Out vals:  [0x40 0x40]
  Connection: 2
 0x02 0x0b
Node 0x0d [Audio Mixer] wcaps 0x20010f: Stereo Amp-In Amp-Out
  Amp-In caps: ofs=0x00, nsteps=0x00, stepsize=0x00, mute=1
  Amp-In vals:  [0x00 0x00] [0x80 0x80]
  Amp-Out caps: ofs=0x40, nsteps=0x40, stepsize=0x03, mute=0
  Amp-Out vals:  [0x40 0x40]
  Connection: 2
 0x03 0x0b
Node 0x0e [Audio Mixer] wcaps 0x20010f: Stereo Amp-In Amp-Out
  Amp-In caps: ofs=0x00, nsteps=0x00, stepsize=0x00, mute=1
  Amp-In vals:  [0x00 0x00] [0x80 0x80]
  Amp-Out caps: ofs=0x40, nsteps=0x40, stepsize=0x03, mute=0
  Amp-Out vals:  

Re: Strengths and weaknesses of Pygame vs. pyglet vs. PyOpenGL?

2008-12-08 Thread illume
On Dec 8, 7:31 pm, alex23 [EMAIL PROTECTED] wrote:
 On Dec 8, 2:26 pm, illume [EMAIL PROTECTED] wrote:

  pygame is simpler to learn, since it doesn't require you to know how
  to create classes or functions.

 I'm not sure if I'd be quick to tout that as an advantage... :)

Hi,

It's easier to teach only requiring *using* classes, and functions
than *creating* them.  This is important if it's being used to teach
programming - as you don't need to teach people two fairly large
concepts before you can do anything.

People are motivated by seeing results.  So it can be good to let
people do things without requiring much learning.  Anyone teaching
object oriented program will tell you that it's a hard concept to
present to people.  So if you can avoid teaching parts of OO, and a
bunch of other concepts at the same time, it's easier for people to
handle.

It's quite nice to be able to handle events without requiring
callbacks.  Everyone hates callbacks, but lots of people use them for
event systems.  However callbacks aren't needed at all for event
programming.  Instead you can get an event as an object and then
process it.

Callbacks for events made more sense in languages like smalltalk where
events and method calls were closely aligned concepts(method calls are
messages in smalltalk).  However in languages where you don't have
such a close conceptual alignment(such as python), making events
objects instead of method calls is much easier to understand.

Also python has very slow function calls, so avoiding using callbacks
is also faster.

Imagine using callbacks for files?  So you would have to subclass
file, and make a read_data method.  Then your class will call your
read data method when some data arrives.  Kind of annoying, and not
needed.

/rant
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Re: Strengths and weaknesses of Pygame vs. pyglet vs. PyOpenGL?

2008-12-08 Thread illume
On Dec 8, 8:59 pm, alex23 [EMAIL PROTECTED] wrote:
 On Dec 8, 7:18 pm, illume [EMAIL PROTECTED] wrote:

  It's easier to teach only requiring *using* classes, and functions
  than *creating* them.  This is important if it's being used to teach
  programming - as you don't need to teach people two fairly large
  concepts before you can do anything.

 I'm just kind of aghast at the idea of teaching anyone how to
 program games by using large, imperative chunks of code. I don't see
 functions as being a fairly large concept at all, and utterly vital
 to being able to write anything but the most basic 'hello world'
 example code.


Yes, teaching hello world without requiring the creation classes is a
*good thing*.  Imagine having to create classes to make a hello world
program? You'd have a typical java hello world program.  This means
you need to explain the concept of OO before they can do hello world.

It's about teaching concepts separately, rather than requiring them to
be taught all at once.  If you don't need to use something, then why
bother using it?  Just for purity?  Python has a long history of not
making everything classes.

So I see requiring the creation of classes to do 'hello world' as
being un-pythonic and overly complex.  I also see it getting in the
way of seeing results, which is important when intially learning
programming.



  Also python has very slow function calls, so avoiding using callbacks
  is also faster.

 Wouldn't it be better to teach people the basics of coding -before-
 setting out to optimise their code?

I was explaing the advantages of avoiding callbacks, and avoiding
requiring the creation of classes.  I think it's simpler, and faster
to avoid callbacks.  I was not saying that it's better to optimize
peoples code before teaching people the basics of programming.


--
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Re: Strengths and weaknesses of Pygame vs. pyglet vs. PyOpenGL?

2008-12-07 Thread illume
hello,

PyOpenGL also has a raw module which includes python bindings closer
to the C calls... however mostly you want to use the nicer more
pythonic versions of functions.

Recent pyopengl 3.x versions have been optimized for speed, including
optional C level optimizations.  So I imagine they are faster than
pyglets wrappers(profiling/testing needed).  PyOpenGL is also used a
lot more by non-game people, so a wider array of functions are used.

It's very unfortunate that pyglet and pyopengl don't share code...
however recent versions of pyopengl tried to reuse some of pyglets
code... not sure how much has been shared though.  Maybe at some point
they will come together.

For now pyglet has created a fork in the python+opengl community,
where the same code can't be reused automatically between the two as
the opengl wrappers are slightly different.  However it's not terribly
difficult to port code from one to the other, as some projects have
done.



pygame doesn't require opengl be supported by the video card - it can
use many different video drivers to get the job done.  It's nice to be
able to avoid using the 3D parts of gfx cards if you can - to reduce
power consumption, and make your game run on more computers.

pygame is also much more portable, has more people using it, has more
developers, and a stable API.  Code you wrote 5 years ago will most
likely still work.  Code you wrote for older versions of pyglet will
not work without changes.

pygame is simpler to learn, since it doesn't require you to know how
to create classes or functions.  Whereas pyglet requires you to sub
class to do anything.

http://pygame.org/wiki/about


* disclaimer - I'm a pygame developer, and have in the past
contributed to pyopengl - so obviously I prefer pygame and pyopengl.




On Dec 8, 12:53 pm, alex23 [EMAIL PROTECTED] wrote:
 On Dec 8, 11:23 am, [EMAIL PROTECTED] wrote:

  Does pyglet use PyOpenGL as its OpenGL wrapper? If not, any idea why?
  Seems like it would be a fairly substantial duplication of effort.

 Taken from:http://groups.google.com/group/pyglet-users/msg/832b15389fccd28d



  IIRC pyglet tries to minimize dependencies, so PyOpenGL won't be
  used.  However, pyglet's wrapping of OpenGL isn't meant to be
  complete; it's only what pyglet itself uses.  You'll need to use
  PyOpenGL for the rest.
  That was more or less the original plan.  pyglet wraps OpenGL at the
  lowest level, so it only provides glVertex3f, glVertex2d, etc.,
  whereas PyOpenGL also provides polymorphic functions such as glVertex.
 [...]
  pyglet provides all of the error-checking functionalities that
  PyOpenGL does (though these can be disabled for performance).  At
  last check, pyglet was significantly faster than PyOpenGL 3, but
  slower than PyOpenGL 2.



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Python 3.0 C API migration tools, or docs?

2008-12-04 Thread illume
Hi,

are there migration tools for C API migration to python 3?

I'm sure there must be some code somewhere to help change stuff over
right?

I don't see any docs for migrating code from 2.x to 3.x either:
http://docs.python.org/3.0/c-api/index.html


Help needed with this!


cheers,
--
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Re: Python 3.0 C API migration tools, or docs?

2008-12-04 Thread illume
Cool thanks Benjamin!

Maybe it should be in a wiki as well?  So that as people convert their
modules we can add notes as well.

I started a wiki with that in mind here:
http://wiki.python.org/moin/cporting


It'd be good if there was a link from the 2to3 docs, and in the C API
docs to either/both of these resources.


I thought there'd be much more help for people migrating considering
the 2to3 tool exists... but I'll get over it... hehe.


cheers,



On Dec 5, 1:23 pm, Benjamin [EMAIL PROTECTED] wrote:
 On Dec 4, 7:45 pm, illume [EMAIL PROTECTED] wrote:

  Hi,

  are there migration tools for C API migration to python 3?

  I'm sure there must be some code somewhere to help change stuff over
  right?

  I don't see any docs for migrating code from 2.x to 3.x 
  either:http://docs.python.org/3.0/c-api/index.html

 At the moment all that is officially available is this rather
 incomplete howto:http://docs.python.org/howto/cporting.html



  Help needed with this!

  cheers,



--
http://mail.python.org/mailman/listinfo/python-list


Re: Is the SVN experimental/sprite.py collision stuff working?

2008-11-26 Thread illume

Hi,

a good hackish way I found to do selection in opengl is the
following...

Draw each object to the back buffer with a different color.

Then read the back buffer where the mouse is to find what color is
there... and TADA!!! you have the object.  You only need to read 1
pixel where the mouse is clicked, so it's pretty fast.

You can find the position on the object by drawing each of it's
triangles with separate colors... then to find on a triangle you can
draw that triangle with a different color at each vertex -- backwards
interpolating the color to find where on the triangle it is.

I made a 3D painter using this technique, and it works ok.



* oops!  I just realised another post mentions this too :)  oops.
However the link doesn't mention how to find the position on the
object... which my description does.


On Nov 24, 1:22 pm, Alex Holkner [EMAIL PROTECTED] wrote:
 On Mon, Nov 24, 2008 at 12:41 PM, Simtex [EMAIL PROTECTED] wrote:

  I'm trying to do some basic mouse selection of irregular size 2d-
  objects (rectangular bounds checking isn't sufficient) so I've been
  trying to figure out a way to get better collision detection in
  pyglet.  I noticed that the SVN has an experimental directory with a
  sprites.py file that contains a 'collide_list' function that looks
  awfully useful for what I'm trying to do.  Does it work?  I'm going to
  try it out anyway, but if it doesn't work I'd like to be sure it isn't
  my rudimentary skills causing it to fail :)

 The file is terribly out of date, and needs modifications to work with
 the current pyglet (it was developed pre-alpha, before several API
 changes).

 The core idea in the collision function there is to use OpenGL query
 objects to determine a list of sprites that are drawn over a stenciled
 area (which can be any shape).  It's a pretty strange way to do
 things, and (as suggested by its location) entirely experimental.
 From memory it worked fine, but it requires OpenGL 1.5 or later (many
 older cards won't have this support).

 For mouse selection (testing an irregular area against a point or
 rectangular area), you're better off using GL selection buffers --
 there are many code examples of this around; I'm sure someone on this
 list will have some handy.

 Alex.
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[Bug 295369] Re: sound is delayed a whole second in intrepid

2008-11-19 Thread illume
hi,

check out this thread:
http://ubuntuforums.org/showthread.php?t=885437

From this thread and notes on the SDL mailing list, it appears pulse
audio is emulating alsa, and causing the delays.  Are you sure you don't
have pulse audio installed?

Apparently removing pulse audio fixes the problem... hopefully the
ubuntu/pulse audio people will fix it though.  Better would be if ubuntu
tested their OS with realtime/multimedia apps... and consider problems
like non-working sound, and poor latency serious issues.

People on that thread, and on the SDL mailing list have fixed their
sound issues by following the instructions in that thread.  The issue is
with pulse audio, SDL, and pygame.


cheers,

-- 
sound is delayed a whole second in intrepid
https://bugs.launchpad.net/bugs/295369
You received this bug notification because you are a member of Ubuntu
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[Bug 295369] Re: sound is delayed a whole second in intrepid

2008-11-19 Thread illume
This is the SDL mailing list thread where the pulseaudio issues are also
noted:

http://www.nabble.com/Mix_PlayChannel-delay-with-
Ubuntu-8.1-td20542915.html

-- 
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[Bug 295369] Re: sound is delayed a whole second in intrepid

2008-11-19 Thread illume
hi,

check out this thread:
http://ubuntuforums.org/showthread.php?t=885437

From this thread and notes on the SDL mailing list, it appears pulse
audio is emulating alsa, and causing the delays.  Are you sure you don't
have pulse audio installed?

Apparently removing pulse audio fixes the problem... hopefully the
ubuntu/pulse audio people will fix it though.  Better would be if ubuntu
tested their OS with realtime/multimedia apps... and consider problems
like non-working sound, and poor latency serious issues.

People on that thread, and on the SDL mailing list have fixed their
sound issues by following the instructions in that thread.  The issue is
with pulse audio, SDL, and pygame.


cheers,

-- 
sound is delayed a whole second in intrepid
https://bugs.launchpad.net/bugs/295369
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Bugs, which is subscribed to Ubuntu.

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[Bug 295369] Re: sound is delayed a whole second in intrepid

2008-11-19 Thread illume
This is the SDL mailing list thread where the pulseaudio issues are also
noted:

http://www.nabble.com/Mix_PlayChannel-delay-with-
Ubuntu-8.1-td20542915.html

-- 
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ANN: pygame 1.8.1 released

2008-08-05 Thread illume
Hello,

Stick a fork in it, it's baked... nice and toasty. A new version of
pygame is out.

http://www.pygame.org/
Pygame is a set of Python modules designed for writing games.
Pygame adds functionality on top of the excellent SDL library. This
allows you to create fully featured games and multimedia programs in
the python language. Pygame is highly portable and runs on nearly
every platform and operating system.

http://www.pygame.org/wiki/about
Silliness built in. Does not require OpenGL. Multi core CPUs
can be used easily. Uses optimized C, and Assembly code for core
functions. Comes with many Operating systems. Truly portable. It's
Simple, and easy to use. Many games have been published. You control
your main loop. Does not require a GUI to use all functions. Fast
response to reported bugs. Small amount of code. Modular.

Over 1000 open source games have been released that use pygame, so
there are lots of examples to learn from.

http://pygame.org/whatsnew.shtml
Many bug fixes and improvements, including:

* BLEND_RGBA_* blitters and blenders to go with the BLEND_RGB_* blend
modes.
* documentation updates (mainly for new sprite classes released in
1.8.0)
* sound fixes, and streaming some music from file like objects
* image saving fixes
* greatly expanded tests
* Pixelarray, and surfarray updates and fixes.
* Enhanced Color class, reimplemented in C for speed.
* New Windows and Mac binary installers.

See the what's new page for full details http://pygame.org/whatsnew.shtml

Many thanks to Marcus, Lenard, Brian, Nicholas, Charlie Nolan, Nirav
Patel, Forrest Voight, Charlie Nolan, Frankie Robertson, John Krukoff,
Lorenz Quack, Nick Irvine, Zhang Fan and everyone else who helped out
with this release.

Next release will include the physics engine, Webcam support, enhanced
easy and automatic multithread support amongst other goodies -- they
have been in development for over 3 months full time so far.

cheers,
--
http://mail.python.org/mailman/listinfo/python-announce-list

Support the Python Software Foundation:
http://www.python.org/psf/donations.html


pygame 1.8.1 released

2008-08-05 Thread illume
Hello,

Stick a fork in it, it's baked... nice and toasty. A new version of
pygame is out.

http://www.pygame.org/
Pygame is a set of Python modules designed for writing games.
Pygame adds functionality on top of the excellent SDL library. This
allows you to create fully featured games and multimedia programs in
the python language. Pygame is highly portable and runs on nearly
every platform and operating system.

http://www.pygame.org/wiki/about
Silliness built in. Does not require OpenGL. Multi core CPUs
can be used easily. Uses optimized C, and Assembly code for core
functions. Comes with many Operating systems. Truly portable. It's
Simple, and easy to use. Many games have been published. You control
your main loop. Does not require a GUI to use all functions. Fast
response to reported bugs. Small amount of code. Modular.

Over 1000 open source games have been released that use pygame, so
there are lots of examples to learn from.

http://pygame.org/whatsnew.shtml
Many bug fixes and improvements, including:

* BLEND_RGBA_* blitters and blenders to go with the BLEND_RGB_* blend
modes.
* documentation updates (mainly for new sprite classes released in
1.8.0)
* sound fixes, and streaming some music from file like objects
* image saving fixes
* greatly expanded tests
* Pixelarray, and surfarray updates and fixes.
* Enhanced Color class, reimplemented in C for speed.
* New Windows and Mac binary installers.


See the what's new page for full details http://pygame.org/whatsnew.shtml

Many thanks to Marcus, Lenard, Brian, Nicholas, Charlie Nolan, Nirav
Patel, Forrest Voight, Charlie Nolan, Frankie Robertson, John Krukoff,
Lorenz Quack, Nick Irvine, Zhang Fan and everyone else who helped out
with this release.


Next release will include the physics engine, Webcam support, enhanced
easy and automatic multithread support amongst other goodies -- they
have been in development for over 3 months full time so far.



cheers,
--
http://mail.python.org/mailman/listinfo/python-list


[pygame] Re: Battery Life

2008-06-03 Thread illume
The method I mentioned above should be more power efficient for X11.

It just waits on the X11 socket for activity.

Also it might be worth only initialising the modules you use.

eg.  Instead of pygame.init() just do pygame.display.init() .



On Jun 4, 12:24 am, Doug Petkanics [EMAIL PROTECTED] wrote:
 What does strace show your process doing?

 While the process is idling it shows repeated:
 select(0,NULL, NULL, NULL, {0, 1}) = 0 (Timeout)
 select(5, [4], NULL, NULL, {0, 0})   = 0 (Timeout)
 select(0,NULL, NULL, NULL, {0, 1}) = 0 (Timeout)
 select(5, [4], NULL, NULL, {0, 0})   = 0 (Timeout)
 select(0,NULL, NULL, NULL, {0, 1}) = 0 (Timeout)
 select(5, [4], NULL, NULL, {0, 0})   = 0 (Timeout)

 ...and so on

 I assume this polling is the underlying pygame implementation of
 pygame.event.wait(). Wonder if there's any more efficient way?

 Thanks,
 Doug

 On Tue, Jun 3, 2008 at 7:18 AM, Marius Gedminas [EMAIL PROTECTED] wrote:
  On Mon, Jun 02, 2008 at 09:31:34PM -0700, The dob wrote:
   I'm running pygame on Maemo (linux on a mobile device). In my main
   game loop I am using pygame.event.wait() and sleeping all other
   running threads. To me this means that until there is an event, the
   process should not consume very much processor time. Unfortunately,
   the battery on the device still drains very quickly (about 4 hours
   when idle, as compared to 2 days while other applications are idle).

   Running 'top' does not indicate that the idle process is consuming
   very much processing power either.

  What does strace show your process doing?

  Marius Gedminas
  --
  It's not illegal to disagree with my opinions (*).
  [...]
  (*) Although it obviously _should_ be. Mwhaahahahahaaa... You unbelievers
  will all be shot when the revolution comes!
 -- Linus Torvalds

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[pygame] Re: pygame 1.8.0 problems

2008-05-12 Thread illume
hello,

is there anyway we can fix this in the installer?

Or maybe in the new surfarray somehow?

cheers,


On May 11, 5:53 am, Lenard Lindstrom [EMAIL PROTECTED] wrote:
 Jake b wrote:
  Hi. I'm trying to get ocempgui working, so I downloaded the newest
  version that removes numeric dependency. Then I installed the newest
  version of pygame. But import fails.

  I run:

  python.exe -i
  import ocempgui

  popup dialog:
  title: But I get python.exe - entry point not found
  error: The procedure entry pont SDL_GetKeyRepeat could not be located
  in the dynamic link libary SDL.dll

 [snip]
  What's wrong?

  == I have installed: ==
  python 2.5
  numpy
  pygame 1.8.0.win32-py2.5msi
  pygame 1.7.1.win32-py2.5
  OS: win32 / winXP

 You can't have both Pygame 1.7.1 and 1.8.0 installed at the same time.
 Try uninstalling Pygame, deleting directory
 C:\Python25\lib\site-packages\pygame if necessary, then reinstall Pygame
 1.8.0. I found no problems with OcempGUI and Pygame 1.8.1.

 --
 Lenard Lindstrom
 [EMAIL PROTECTED]


Re: dropping win98 support? was Re: Python 2.6 and wrapping C libraries on Windows

2008-05-02 Thread illume
On May 2, 8:37 am, Terry Reedy [EMAIL PROTECTED] wrote:
 illume [EMAIL PROTECTED] wrote in message

 news:[EMAIL PROTECTED]
 | Ah, why is that?

 Were any of the reasons given inhttp://www.python.org/dev/peps/pep-0011/
 unclear?
 It appears you are already aware of MS's non-support of Win98


Hello,

It seems the main reason is for ease of maintenance.  However the Pep
title is misleading with regards to win9x+winMe+win2k - which is where
my confusion, questions and argument came from.
Title: Removing support for little used platforms

There are still *lots* of people who still use win95, 98, 98se, me,
and win2k - as shown by the statistics I linked to in a previous
post.  If you want more statistics about the number of people using
what OS they are fairly easy to find with a search engine.  One day
win9x will be finally dead, but that's not yet(and the w3c stats show
it's usage actually increasing in march!).

It is probably way too late in the process to put back code - and as
you say no python developers have volunteered.  So I won't argue any
more for it to come back.

We'll just have to recommend a different python implementation than
2.6 or 3.0 for people who want to support people with these old
computers.


cheers,
--
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Re: Python 2.6 and wrapping C libraries on Windows

2008-05-01 Thread illume
Hi,

after a little research it appears that win9x is not supported by the
msvcr90.dll run time.

Can you confirm this Lenard?

Has anyone tested the new python binaries that link to msvcr90.dll on
win9x machines?

cheers,




On May 1, 3:05 pm, L. Lindstrom [EMAIL PROTECTED] wrote:
 L. Lindstrom wrote:
  Christian Heimes wrote:
  L. Lindstrom schrieb:
 [snip]
  [B]esides heap management and FILE pointers, is there any reason SDL, or
  any C dependency, needs to link to the same C run-time as Python? If I
  ensure SDL frees memory it allocates and does not directly access a file
  opened by Python can I just use another C run-time such as msvcrt?

  Your analysis of the problem and the implication of mixing CRTs is
  correct. However ...

  It should be trivial to modify the build systemof SDL so that the
  manifest is integrated into the DLLs. Everything else is a hack. It
  *should* work and in reality it *does* work for most cases. But someday
  you'll hit a solid wall and get strange and hard to debug segfaults.

 [snip]
  Linking to msvcr90.dll is possible with MinGW. The problem is with the
  configure scripts. So I can run configure against msvcrt.dll, then
  switch to mscvr90.dll for make. If this works I will make SDL and a test
  program available on-line so someone can find the appropriate manifests.

 Here is my attempt to link SDL and a test program with msvcr90.dll. It
 can be found athttp://www3.telus.net/len_l/pygame. The md5sum is:

 f5b71d9934d35c35a24b668ad8023146 *VC-2008-Run-Time-test.zip

 Both lack a manifest. The test program and SDL work when a surrogate
 run-time is provided, a renamed msvcr71.dll . So if someone can show me
 the necessary manifest to make SDL use the C run-time installed by the
 Python 2.6 installer I would appreciate it. SDL is built with MinGW so I
 doubt I can distribute the run-time with it.

 --
 Lenard Lindstrom
 [EMAIL PROTECTED] % ('len-l', 'telus', 'net')

--
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Re: Python 2.6 and wrapping C libraries on Windows

2008-05-01 Thread illume
hi again,

I should have said, the msvcr90.dll does not work on win9x machines -
as well as not being supported by ms.


cu,



On May 1, 4:02 pm, illume [EMAIL PROTECTED] wrote:
 Hi,

 after a little research it appears that win9x is not supported by the
 msvcr90.dll run time.

 Can you confirm this Lenard?

 Has anyone tested the new python binaries that link to msvcr90.dll on
 win9x machines?

 cheers,

 On May 1, 3:05 pm, L. Lindstrom [EMAIL PROTECTED] wrote:

  L. Lindstrom wrote:
   Christian Heimes wrote:
   L. Lindstrom schrieb:
  [snip]
   [B]esides heap management and FILE pointers, is there any reason SDL, or
   any C dependency, needs to link to the same C run-time as Python? If I
   ensure SDL frees memory it allocates and does not directly access a file
   opened by Python can I just use another C run-time such as msvcrt?

   Your analysis of the problem and the implication of mixing CRTs is
   correct. However ...

   It should be trivial to modify the build systemof SDL so that the
   manifest is integrated into the DLLs. Everything else is a hack. It
   *should* work and in reality it *does* work for most cases. But someday
   you'll hit a solid wall and get strange and hard to debug segfaults.

  [snip]
   Linking to msvcr90.dll is possible with MinGW. The problem is with the
   configure scripts. So I can run configure against msvcrt.dll, then
   switch to mscvr90.dll for make. If this works I will make SDL and a test
   program available on-line so someone can find the appropriate manifests.

  Here is my attempt to link SDL and a test program with msvcr90.dll. It
  can be found athttp://www3.telus.net/len_l/pygame. The md5sum is:

  f5b71d9934d35c35a24b668ad8023146 *VC-2008-Run-Time-test.zip

  Both lack a manifest. The test program and SDL work when a surrogate
  run-time is provided, a renamed msvcr71.dll . So if someone can show me
  the necessary manifest to make SDL use the C run-time installed by the
  Python 2.6 installer I would appreciate it. SDL is built with MinGW so I
  doubt I can distribute the run-time with it.

  --
  Lenard Lindstrom
  [EMAIL PROTECTED] % ('len-l', 'telus', 'net')

--
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dropping win98 support? was Re: Python 2.6 and wrapping C libraries on Windows

2008-05-01 Thread illume
Ah, why is that?

There's still at least 1.1% of people using win98, if you believe this
source of stats:
http://www.w3schools.com/browsers/browsers_os.asp

I just noticed that win9x winme and win nt are all being dropped from
python.

I know they are old and crufty, but there's still heaps of people
using them.

Someone pointed me to the pep, where the un-support seems planned:
http://www.python.org/dev/peps/pep-0011/


Seems like a lot of people using it, so it's still worthwhile making
2.6 work with win98.





On May 1, 10:09 pm, Christian Heimes [EMAIL PROTECTED] wrote:
 illume schrieb:

  Hi,

  after a little research it appears that win9x is not supported by the
  msvcr90.dll run time.

  Can you confirm thisLenard?

  Has anyone tested the new python binaries that link to msvcr90.dll on
  win9x machines?

 It doesn't matter to use because Python 2.6 and 3.0 require at least
 Windows 2000 SP4. The 9x, ME and NT series aren't supported any more.

 Christian

--
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[pygame] test posting from google groups mailing list mirror.

2008-04-27 Thread illume
hi, this is a test message, please ignore.

cheers,


[pygame] google groups mirror of the mailing list.

2008-04-27 Thread illume
Hi,

The google groups mailing list mirror seems to work...

So for people with google accounts, you can now post to the REAL
pygame mailing list through the google groups web page.

Unfortunately their system doesn't allow importing of old messages -
so only new emails will show up in the mirror.

So this is really just good for people with a google account, who want
to read/post through the web page - rather than use their email
program.

Google groups pygame mailing list mirror:
http://groups.google.com/group/pygame-mirror-on-google-groups

Other ways to see the mailing list:
http://pygame.org/wiki/info


cu,


[Bug 209967] Re: pygame 1.8 has been released. Please update package.

2008-04-18 Thread illume
Nice one :)

Now if only ubuntu would put it in their distro...

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[Bug 198544] Re: Pygame is not finding fonts

2008-04-18 Thread illume
This bug should have been fixed in pygame 1.8.

Please upgrade pygame to 1.8+

cheers,

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[Bug 86736] Re: Does not go past the loading screen

2008-04-09 Thread illume
Hi,

upgrading to pygame 1.8 fixes this bug(and lots of others).

Please upgrade pygame to the latest version.

cheers,

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[Bug 209967] [NEW] pygame 1.8 has been released. Please update package.

2008-03-31 Thread illume
Public bug reported:

Hello,

a new version of pygame has been released.

http://pygame.org/

** Affects: pygame (Ubuntu)
 Importance: Undecided
 Status: New

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Re: ANN: pygame 1.8 released

2008-03-31 Thread illume

Thanks!  Expect another announcement in another three years ;)


On Apr 1, 2:07 am, Nathan [EMAIL PROTECTED] wrote:
 This is sort of an odd post for the pyglet list...

 Good to see that they can at least make a new release every three years or so.

 ~ Nathan

 On Sun, Mar 30, 2008 at 4:23 AM, illume [EMAIL PROTECTED] wrote:

   Hello,

   a new version of pygame is out.

   http://www.pygame.org/
  Pygame is a set of Python modules designed for writing games.
   Pygame adds functionality on top of the excellent SDL library. This
   allows you to create fully featured games and multimedia programs in
   the python language. Pygame is highly portable and runs on nearly
   every platform and operating system.

   http://www.pygame.org/wiki/about
  Silliness built in.  Does not require OpenGL.  Multi core CPUs
   can be used easily.  Uses optimized C, and Assembly code for core
   functions.  Comes with many Operating systems.  Truly portable.  It's
   Simple, and easy to use.  Many games have been published.  You control
   your main loop.  Does not require a GUI to use all functions. Fast
   response to reported bugs.  Small amount of code.  Modular.

   http://pygame.org/whatsnew.shtml
  Some of the changes...

   * pygame.mask for pixel perfect collision detection
   * pygame.scrap for clipboard support
   * new and improved sprite groups, including layers, automatically
   selecting fastest update mode(full screen or dirty rect updates), and
   blend modes...
   * blending support for filling and blitting surfaces. ADD, SUB, MULT,
   DIV etc.
   * saving surfaces as jpeg and png
   * buffer access for Surface and Sound objects
   * numpy, and numeric support for pygame.surfarray and
   pygame.pixelarray
   * PixelArray, which can be used instead of numpy - without the
   dependency.
   * smooth scale function written in mmx assembly with C fallback.
   * More functions release the GIL for multithreaded use.
   * lots of speed ups to many functions via better python wrapping.
   * color thresholding, bounding box finding for images, and surface
   averaging.
   * massive documentation updates (which have been available on the
   website for a while already).
   * pygame.time.Clock.tick() is more cpu friendly.
   * updates to example programs.
   * new windows, and mac installers.
   * hardware acceleration updates for overlays and opengl.
   * porting work to different platforms.
   * heaps of bug fixes including SRCALPHA blitting fixes, 64bit fixes,
   sound system fixes.

   Plus there have been lots of changes to SDL itself since the last
   pygame release.http://www.libsdl.org/release/changes-1.2.html.

   * lots of stuff really... but those are some of the nice things. Read
   the what's new page for full detailshttp://pygame.org/whatsnew.shtml

   cheers,
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ANN: pygame 1.8 released

2008-03-30 Thread illume

Hello,

a new version of pygame is out.

http://www.pygame.org/
Pygame is a set of Python modules designed for writing games.
Pygame adds functionality on top of the excellent SDL library. This
allows you to create fully featured games and multimedia programs in
the python language. Pygame is highly portable and runs on nearly
every platform and operating system.

http://www.pygame.org/wiki/about
Silliness built in.  Does not require OpenGL.  Multi core CPUs
can be used easily.  Uses optimized C, and Assembly code for core
functions.  Comes with many Operating systems.  Truly portable.  It's
Simple, and easy to use.  Many games have been published.  You control
your main loop.  Does not require a GUI to use all functions. Fast
response to reported bugs.  Small amount of code.  Modular.

http://pygame.org/whatsnew.shtml
Some of the changes...

* pygame.mask for pixel perfect collision detection
* pygame.scrap for clipboard support
* new and improved sprite groups, including layers, automatically
selecting fastest update mode(full screen or dirty rect updates), and
blend modes...
* blending support for filling and blitting surfaces. ADD, SUB, MULT,
DIV etc.
* saving surfaces as jpeg and png
* buffer access for Surface and Sound objects
* numpy, and numeric support for pygame.surfarray and
pygame.pixelarray
* PixelArray, which can be used instead of numpy - without the
dependency.
* smooth scale function written in mmx assembly with C fallback.
* More functions release the GIL for multithreaded use.
* lots of speed ups to many functions via better python wrapping.
* color thresholding, bounding box finding for images, and surface
averaging.
* massive documentation updates (which have been available on the
website for a while already).
* pygame.time.Clock.tick() is more cpu friendly.
* updates to example programs.
* new windows, and mac installers.
* hardware acceleration updates for overlays and opengl.
* porting work to different platforms.
* heaps of bug fixes including SRCALPHA blitting fixes, 64bit fixes,
sound system fixes.

Plus there have been lots of changes to SDL itself since the last
pygame release. http://www.libsdl.org/release/changes-1.2.html.

* lots of stuff really... but those are some of the nice things. Read
the what's new page for full details http://pygame.org/whatsnew.shtml


cheers,
--~--~-~--~~~---~--~~
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Re: [Bug 172812] Re: crafted pygame input can cause segfault

2008-02-28 Thread illume
Hi,

it's a bug in pymedia, not pygame.  This application is using pygame,
a bunch of other libraries and also pymedia.
This is pymedia: pymedia.org

Pymedia is a separate library from pygame.

Pygame puts a crash handler in, which is why you see the Fatal Python
error: (pygame parachute) part.  However most crashes in any library
used by a program will have this message printed.

I'll send this bug on to the pyvnc2swf, and pymedia people so they
know about it.  Do you have a pyvnc2swf package?  If so associate it
with that.

This bug is miscategorised, please don't associate it with pygame.

cheers,



On Thu, Feb 28, 2008 at 6:20 PM, Kristian Erik Hermansen
[EMAIL PROTECTED] wrote:
 On Wed, Feb 27, 2008 at 7:44 PM, illume [EMAIL PROTECTED] wrote:
this appears to be a pymedia bug... not a pygame one.
  
The mpeg creation from the swf is done via pymedia - which is where the
crash appears to be.

  Hrmm, but I don't see the pymedia package in Ubuntu.  Perhaps the
  pygame application was package with a broken version of pygame?  If
  so, I would still consider it a bug in pygame, since that would need
  to upgraded and/or fixed.  Thoughts?
  --
  Kristian Erik Hermansen
  --
  It has been just so in all my inventions. The first step is an
  intuition--and comes with a burst, then difficulties arise. This thing
  gives out and then that--'Bugs'--as such little faults and
  difficulties are called--show themselves and months of anxious
  watching, study and labor are requisite before commercial success--or
  failure--is certainly reached -- Thomas Edison in a letter to
  Theodore Puskas on November 18, 1878



  --
  crafted pygame input can cause segfault
  https://bugs.launchpad.net/bugs/172812
  You received this bug notification because you are a direct subscriber
  of the bug.

  Status in Source Package pygame in Ubuntu: New

  Bug description:
  Binary package hint: python-pygame

  [EMAIL PROTECTED]:~/foss/pyvnc2swf-0.9.3/pyvnc2swf$ python edit.py -d -t 
 mpeg -o /home/khermans/personal/CEPT/iacrb_prac3.mpg 
 /home/khermans/personal/CEPT/iacrb_prac3.swf
  Using pygame 1.7.1release
  Using pymedia 1.3.7.0
  Input movie: version=5, size=1024x768, framerate=12fps, frames=2670, 
 duration=222.5s.
  Output movie size: 1024x768
  Scanning source swf file: /home/khermans/personal/CEPT/iacrb_prac3.swf...
  Creating MPEG: '/home/khermans/personal/CEPT/iacrb_prac3.mpg': 
 codec=mpeg2video, size=1024x768, framerate=12.0
  
 .Fatal
  Python error: (pygame parachute) Segmentation Fault
  Aborted (core dumped)


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[Bug 172812] Re: crafted pygame input can cause segfault

2008-02-27 Thread illume
hi,

this appears to be a pymedia bug... not a pygame one.

The mpeg creation from the swf is done via pymedia - which is where the
crash appears to be.

cheers,

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