Re: pyglet on MacOS Mojave 10.14
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() > > -- You received this message because you are subscribed to the Google Groups "pyglet-users" group. To unsubscribe from this group and stop receiving emails from it, send an email to pyglet-users+unsubscr...@googlegroups.com. To post to this group, send email to pyglet-users@googlegroups.com. Visit this group at https://groups.google.com/group/pyglet-users. For more options, visit https://groups.google.com/d/optout.
Re: [pygame] updated homebrew package for newer OSX versions?
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
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-userscheers, 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
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
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 -- You received this bug notification because you are a member of Ubuntu Bugs, which is subscribed to Ubuntu. https://bugs.launchpad.net/bugs/1314725 Title: python3-pygame needs packaging To manage notifications about this bug go to: https://bugs.launchpad.net/ubuntu/+source/pygame/+bug/1314725/+subscriptions -- ubuntu-bugs mailing list ubuntu-bugs@lists.ubuntu.com https://lists.ubuntu.com/mailman/listinfo/ubuntu-bugs
[Bug 1023153] Re: Extraneous printing in Joystick.get_axis
This is fixed in pygame 1.9.3+ -- You received this bug notification because you are a member of Ubuntu Bugs, which is subscribed to Ubuntu. https://bugs.launchpad.net/bugs/1023153 Title: Extraneous printing in Joystick.get_axis To manage notifications about this bug go to: https://bugs.launchpad.net/ubuntu/+source/pygame/+bug/1023153/+subscriptions -- ubuntu-bugs mailing list ubuntu-bugs@lists.ubuntu.com https://lists.ubuntu.com/mailman/listinfo/ubuntu-bugs
[Bug 1336214] Re: pygame.surfarray.make_surface(numpyarray) gives IndexError
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' -- You received this bug notification because you are a member of Ubuntu Bugs, which is subscribed to Ubuntu. https://bugs.launchpad.net/bugs/1336214 Title: pygame.surfarray.make_surface(numpyarray) gives IndexError To manage notifications about this bug go to: https://bugs.launchpad.net/ubuntu/+source/pygame/+bug/1336214/+subscriptions -- ubuntu-bugs mailing list ubuntu-bugs@lists.ubuntu.com https://lists.ubuntu.com/mailman/listinfo/ubuntu-bugs
[Bug 1452355] Re: libportmidi0 package is compiled in 'debug' mode
*** 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 -- You received this bug notification because you are a member of Ubuntu Bugs, which is subscribed to Ubuntu. https://bugs.launchpad.net/bugs/1452355 Title: libportmidi0 package is compiled in 'debug' mode To manage notifications about this bug go to: https://bugs.launchpad.net/ubuntu/+source/portmidi/+bug/1452355/+subscriptions -- ubuntu-bugs mailing list ubuntu-bugs@lists.ubuntu.com https://lists.ubuntu.com/mailman/listinfo/ubuntu-bugs
[Bug 1097286] Re: PortMIDI is compiled in debug mode which calls exit() instead of handling errors gracefully
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 -- You received this bug notification because you are a member of Ubuntu Bugs, which is subscribed to Ubuntu. https://bugs.launchpad.net/bugs/1097286 Title: PortMIDI is compiled in debug mode which calls exit() instead of handling errors gracefully To manage notifications about this bug go to: https://bugs.launchpad.net/mixxx/+bug/1097286/+subscriptions -- ubuntu-bugs mailing list ubuntu-bugs@lists.ubuntu.com https://lists.ubuntu.com/mailman/listinfo/ubuntu-bugs
PyGameZine launched. See http://pygame.org for details.
Hey ya, today we launched the first issue of PyGameZine. For more info, please see the pygame website: http://www.pygame.org/ cheers! -- http://mail.python.org/mailman/listinfo/python-list
[Bug 777417] Re: Unity launcher doesn't work well with Python Pygame apps
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 -- You received this bug notification because you are a member of Ubuntu Bugs, which is subscribed to Ubuntu. https://bugs.launchpad.net/bugs/777417 Title: Unity launcher doesn't work well with Python Pygame apps To manage notifications about this bug go to: https://bugs.launchpad.net/bamf/+bug/777417/+subscriptions -- ubuntu-bugs mailing list ubuntu-bugs@lists.ubuntu.com https://lists.ubuntu.com/mailman/listinfo/ubuntu-bugs
[Bug 571422] Re: [LUCID] suspend/resume issue on Dell Inspiron 1464/1564/1764
Suspend with lucid does not work for me either. Dell Inspiron 1525. -- [LUCID] suspend/resume issue on Dell Inspiron 1464/1564/1764 https://bugs.launchpad.net/bugs/571422 You received this bug notification because you are a member of Ubuntu Bugs, which is subscribed to Ubuntu. -- ubuntu-bugs mailing list ubuntu-bugs@lists.ubuntu.com https://lists.ubuntu.com/mailman/listinfo/ubuntu-bugs
Re: address multiple audio channels
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 -- You received this message because you are subscribed to the Google Groups pyglet-users group. To post to this group, send email to pyglet-us...@googlegroups.com. To unsubscribe from this group, send email to pyglet-users+unsubscr...@googlegroups.com. For more options, visit this group at http://groups.google.com/group/pyglet-users?hl=en.
[Bug 400973] Re: Waiting for sound system to respond
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. -- Waiting for sound system to respond https://bugs.launchpad.net/bugs/400973 You received this bug notification because you are a member of Ubuntu Desktop Bugs, which is subscribed to gnome-media in ubuntu. -- desktop-bugs mailing list desktop-bugs@lists.ubuntu.com https://lists.ubuntu.com/mailman/listinfo/desktop-bugs
[Bug 400973] Re: Waiting for sound system to respond
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. -- Waiting for sound system to respond https://bugs.launchpad.net/bugs/400973 You received this bug notification because you are a member of Ubuntu Desktop Bugs, which is subscribed to gnome-media in ubuntu. -- desktop-bugs mailing list desktop-bugs@lists.ubuntu.com https://lists.ubuntu.com/mailman/listinfo/desktop-bugs
[Bug 400973] Re: Waiting for sound system to respond
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. -- Waiting for sound system to respond https://bugs.launchpad.net/bugs/400973 You received this bug notification because you are a member of Ubuntu Bugs, which is subscribed to Ubuntu. -- ubuntu-bugs mailing list ubuntu-bugs@lists.ubuntu.com https://lists.ubuntu.com/mailman/listinfo/ubuntu-bugs
[Bug 400973] Re: Waiting for sound system to respond
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. -- Waiting for sound system to respond https://bugs.launchpad.net/bugs/400973 You received this bug notification because you are a member of Ubuntu Bugs, which is subscribed to Ubuntu. -- ubuntu-bugs mailing list ubuntu-bugs@lists.ubuntu.com https://lists.ubuntu.com/mailman/listinfo/ubuntu-bugs
[Bug 433304] Re: upgrade to version 1.9.1
** Changed in: pygame (Ubuntu) Status: New = Confirmed -- upgrade to version 1.9.1 https://bugs.launchpad.net/bugs/433304 You received this bug notification because you are a member of Ubuntu Bugs, which is subscribed to Ubuntu. -- ubuntu-bugs mailing list ubuntu-b...@lists.ubuntu.com https://lists.ubuntu.com/mailman/listinfo/ubuntu-bugs -- universe-bugs mailing list universe-bugs@lists.ubuntu.com https://lists.ubuntu.com/mailman/listinfo/universe-bugs
[Bug 433304] Re: upgrade to version 1.9.1
** Changed in: pygame (Ubuntu) Status: New = Confirmed -- upgrade to version 1.9.1 https://bugs.launchpad.net/bugs/433304 You received this bug notification because you are a member of Ubuntu Bugs, which is subscribed to Ubuntu. -- ubuntu-bugs mailing list ubuntu-bugs@lists.ubuntu.com https://lists.ubuntu.com/mailman/listinfo/ubuntu-bugs
[Bug 376537] Re: Axes and Hats not read in PyGame/SDL 1.2
... 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 -- Axes and Hats not read in PyGame/SDL 1.2 https://bugs.launchpad.net/bugs/376537 You received this bug notification because you are a member of Ubuntu Bugs, which is subscribed to Ubuntu. -- ubuntu-bugs mailing list ubuntu-bugs@lists.ubuntu.com https://lists.ubuntu.com/mailman/listinfo/ubuntu-bugs
[Bug 376537] Re: Axes and Hats not read in PyGame/SDL 1.2
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, -- Axes and Hats not read in PyGame/SDL 1.2 https://bugs.launchpad.net/bugs/376537 You received this bug notification because you are a member of Ubuntu Bugs, which is subscribed to Ubuntu. -- ubuntu-bugs mailing list ubuntu-bugs@lists.ubuntu.com https://lists.ubuntu.com/mailman/listinfo/ubuntu-bugs
[Bug 89980] Re: Sound not working well on Apple Mac Pro
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?
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 -- http://mail.python.org/mailman/listinfo/python-list
Re: Strengths and weaknesses of Pygame vs. pyglet vs. PyOpenGL?
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. -- http://mail.python.org/mailman/listinfo/python-list
Re: Strengths and weaknesses of Pygame vs. pyglet vs. PyOpenGL?
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. -- http://mail.python.org/mailman/listinfo/python-list
Python 3.0 C API migration tools, or docs?
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, -- http://mail.python.org/mailman/listinfo/python-list
Re: Python 3.0 C API migration tools, or docs?
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?
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. --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups pyglet-users group. To post to this group, send email to pyglet-users@googlegroups.com To unsubscribe from this group, send email to [EMAIL PROTECTED] For more options, visit this group at http://groups.google.com/group/pyglet-users?hl=en -~--~~~~--~~--~--~---
[Bug 295369] Re: sound is delayed a whole second in intrepid
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 Bugs, which is subscribed to Ubuntu. -- ubuntu-bugs mailing list [EMAIL PROTECTED] https://lists.ubuntu.com/mailman/listinfo/ubuntu-bugs -- universe-bugs mailing list universe-bugs@lists.ubuntu.com https://lists.ubuntu.com/mailman/listinfo/universe-bugs
[Bug 295369] Re: sound is delayed a whole second in intrepid
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 -- 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 Bugs, which is subscribed to Ubuntu. -- ubuntu-bugs mailing list [EMAIL PROTECTED] https://lists.ubuntu.com/mailman/listinfo/ubuntu-bugs -- universe-bugs mailing list universe-bugs@lists.ubuntu.com https://lists.ubuntu.com/mailman/listinfo/universe-bugs
[Bug 295369] Re: sound is delayed a whole second in intrepid
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 Bugs, which is subscribed to Ubuntu. -- ubuntu-bugs mailing list ubuntu-bugs@lists.ubuntu.com https://lists.ubuntu.com/mailman/listinfo/ubuntu-bugs
[Bug 295369] Re: sound is delayed a whole second in intrepid
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 -- 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 Bugs, which is subscribed to Ubuntu. -- ubuntu-bugs mailing list ubuntu-bugs@lists.ubuntu.com https://lists.ubuntu.com/mailman/listinfo/ubuntu-bugs
ANN: pygame 1.8.1 released
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
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
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 -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.6 (GNU/Linux) iD8DBQFIRShrkVdEXeem148RAlEFAJ0dYriqVXkQad+APqg0Y6gQ+GE+JACeME45 zf5arVQY34yAVBAGRC8W2As= =gx5F -END PGP SIGNATURE-
[pygame] Re: pygame 1.8.0 problems
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
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, -- http://mail.python.org/mailman/listinfo/python-list
Re: Python 2.6 and wrapping C libraries on Windows
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') -- http://mail.python.org/mailman/listinfo/python-list
Re: Python 2.6 and wrapping C libraries on Windows
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') -- http://mail.python.org/mailman/listinfo/python-list
dropping win98 support? was Re: Python 2.6 and wrapping C libraries on Windows
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 -- http://mail.python.org/mailman/listinfo/python-list
[pygame] test posting from google groups mailing list mirror.
hi, this is a test message, please ignore. cheers,
[pygame] google groups mirror of the mailing list.
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.
Nice one :) Now if only ubuntu would put it in their distro... -- pygame 1.8 has been released. Please update package. https://bugs.launchpad.net/bugs/209967 You received this bug notification because you are a member of Ubuntu Bugs, which is subscribed to Ubuntu. -- ubuntu-bugs mailing list ubuntu-bugs@lists.ubuntu.com https://lists.ubuntu.com/mailman/listinfo/ubuntu-bugs
[Bug 198544] Re: Pygame is not finding fonts
This bug should have been fixed in pygame 1.8. Please upgrade pygame to 1.8+ cheers, -- Pygame is not finding fonts https://bugs.launchpad.net/bugs/198544 You received this bug notification because you are a member of Ubuntu Bugs, which is subscribed to Ubuntu. -- ubuntu-bugs mailing list ubuntu-bugs@lists.ubuntu.com https://lists.ubuntu.com/mailman/listinfo/ubuntu-bugs
[Bug 86736] Re: Does not go past the loading screen
Hi, upgrading to pygame 1.8 fixes this bug(and lots of others). Please upgrade pygame to the latest version. cheers, -- Does not go past the loading screen https://bugs.launchpad.net/bugs/86736 You received this bug notification because you are a member of Ubuntu Bugs, which is subscribed to Ubuntu. -- ubuntu-bugs mailing list ubuntu-bugs@lists.ubuntu.com https://lists.ubuntu.com/mailman/listinfo/ubuntu-bugs
[Bug 209967] [NEW] pygame 1.8 has been released. Please update package.
Public bug reported: Hello, a new version of pygame has been released. http://pygame.org/ ** Affects: pygame (Ubuntu) Importance: Undecided Status: New -- pygame 1.8 has been released. Please update package. https://bugs.launchpad.net/bugs/209967 You received this bug notification because you are a member of Ubuntu Bugs, which is subscribed to Ubuntu. -- ubuntu-bugs mailing list ubuntu-bugs@lists.ubuntu.com https://lists.ubuntu.com/mailman/listinfo/ubuntu-bugs
Re: ANN: pygame 1.8 released
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, --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups pyglet-users group. To post to this group, send email to pyglet-users@googlegroups.com To unsubscribe from this group, send email to [EMAIL PROTECTED] For more options, visit this group at http://groups.google.com/group/pyglet-users?hl=en -~--~~~~--~~--~--~---
ANN: pygame 1.8 released
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, --~--~-~--~~~---~--~~ You received this message because you are subscribed to the Google Groups pyglet-users group. To post to this group, send email to pyglet-users@googlegroups.com To unsubscribe from this group, send email to [EMAIL PROTECTED] For more options, visit this group at http://groups.google.com/group/pyglet-users?hl=en -~--~~~~--~~--~--~---
Re: [Bug 172812] Re: crafted pygame input can cause segfault
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) -- crafted pygame input can cause segfault https://bugs.launchpad.net/bugs/172812 You received this bug notification because you are a member of Ubuntu Bugs, which is subscribed to Ubuntu. -- ubuntu-bugs mailing list ubuntu-bugs@lists.ubuntu.com https://lists.ubuntu.com/mailman/listinfo/ubuntu-bugs
[Bug 172812] Re: crafted pygame input can cause segfault
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, -- crafted pygame input can cause segfault https://bugs.launchpad.net/bugs/172812 You received this bug notification because you are a member of Ubuntu Bugs, which is subscribed to Ubuntu. -- ubuntu-bugs mailing list ubuntu-bugs@lists.ubuntu.com https://lists.ubuntu.com/mailman/listinfo/ubuntu-bugs