Re: A proposal to give some DICTIONARY pre-installed on the XOs that will be delivered to Peruvian Kids

2008-03-10 Thread [EMAIL PROTECTED]

From the threads...

"For the XO, it would be great if dictionaries were *not* constant 
databases. Many of the countries where the XO is/will be deployed have 
local languages for which good free electronic dictionaries very much do 
not exist. Moreover, even in places where the local language is 
digital-age, creating a schoolwide jargon file would be a great project 
for involving the kids."


I agree: some "dynamic" database will be better than a "static" 
database.  It is not hard to build: just add a form and some 
"append/sort" routine to the main database.  Easy to say! (smile)... the 
"upgrade/add words" option can not be done in plain javascript  (it goes 
against the idea that javascript comes from the server and runs on the 
client machine in a typical Internet connection... many security issues 
raise up!).  So... the "add/upgrade" option or form needs to feed some 
"php" or java or phyton or... any other language that can be installed 
on the XO (I don't know which ones are installed in this moment... which 
languages come installed with the XO? Phyton and... what else? )


_*Sharing new words*_: how the modifications of one user can be "shared" 
with the rest of the "group" or the rest of the "neighborhood" ?  
Possible answers:
* The school server will collect, organize and share the "additional 
words & meanings".
* The MESH will be the one that will share (automatically?) for all 
"additional words".  The "mesh" IS the server.


The problem with my "all in memory" proposal is that the XO has 256MB of 
memory... how many megabyes are available for user programs (activities) 
after the XO boots and call the Sugar enviroment? How many can be used 
by the "all in memory" translator without "retarding" the most common 
tools inside sugar (like a common user that is playing with eToys, 
Firefox browser and Tam-Tam... just for example...).


When we realize how many MB are available we will know IF the "dynamic" 
database can grow based only over the free memory or it needs to work 
over a bigger medium (like the 1GB falsh memory)  or ... other options? 
uhmm... setting up a "ram disk" in the flash memory and then the 
"dictionary database" can be bigger...


_*Size of dictionaries: *_Dictionaries no need to be huge.  These are 
for children and young kids (6 to 12 years old).  Since dictionaries are 
"just" words (no images) the size of the words database will be small.  
In "my" database 16,000 english words (many are for adults... for I have 
not clean the database)...with their translation, takes around 600 K.  
So a  "fully revised" children edition would be smaller in size.


Other use of the "seach & find" routines of these "dictionary" 
programs:  I am speaking about "dictionary"... but it is an error from 
my part... what we are developing are "translators".  But it is the very 
same routine to develop "dictionaries": just replace the 2nd part of the 
equation: the "translation" will become the "meaning".  So we will have 
"english word = spanish word" or "english word = english meaning" ... 
and many other combinations: common phrases... localisms... concepts... etc.


_*Othe names different than "words" ?
*_uhmm.. "Say what?" ("¿Que dice?)

Best regards,

Javier Rodriguez
Lima, Peru








Chris Ball wrote:

Hi Javier,

   > An idea is born I have read that the boys and girls in the "pilots"
   > develop in the high andes of my country (Peru) has been demanding
   > some tool to translate some english words that they want to know.
   > I understand fully their curiosity and need.

We both had the same response to reading this request from the pilot!
I wrote a Sugar activity that does multilingual word translation.
We've been talking about it on the sugar@ mailing list, here's a link:

   http://thread.gmane.org/gmane.linux.laptop.olpc.sugar/4443

I'd be interested to hear your feedback on the activity, and if you
have any suggestions on which dictionaries are best to use.  I'm
using this one for Spanish at the moment:

   http://www.june29.com/IDP/files/Spanish.txt

Thanks!

- Chris.
  


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New update.1 build 698

2008-03-10 Thread Build Announcer v2
http://pilgrim.laptop.org/~pilgrim/olpc/streams/update.1/build698

Changes in build 698 from build: 697

Size delta: 0.00M

-telepathy-salut 0.2.2-3.olpc2
+telepathy-salut 0.2.2-5.olpc2
-xkeyboard-config 1.1-11.20071130cvs.olpc2
+xkeyboard-config 1.1-15.20071130cvs.olpc2

--- Changes for telepathy-salut 0.2.2-5.olpc2 from 0.2.2-3.olpc2 ---
  + dev.laptop.org #6310: crash in clique multicast code
  + dev.laptop.org #6390: crash when trying to remove unknown senders

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Re: A proposal to give some DICTIONARY pre-installed on the XOs that will be delivered to Peruvian Kids

2008-03-10 Thread Chris Ball
Hi Javier,

   > An idea is born I have read that the boys and girls in the "pilots"
   > develop in the high andes of my country (Peru) has been demanding
   > some tool to translate some english words that they want to know.
   > I understand fully their curiosity and need.

We both had the same response to reading this request from the pilot!
I wrote a Sugar activity that does multilingual word translation.
We've been talking about it on the sugar@ mailing list, here's a link:

   http://thread.gmane.org/gmane.linux.laptop.olpc.sugar/4443

I'd be interested to hear your feedback on the activity, and if you
have any suggestions on which dictionaries are best to use.  I'm
using this one for Spanish at the moment:

   http://www.june29.com/IDP/files/Spanish.txt

Thanks!

- Chris.
-- 
Chris Ball   <[EMAIL PROTECTED]>
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A proposal to give some DICTIONARY pre-installed on the XOs that will be delivered to Peruvian Kids

2008-03-10 Thread [EMAIL PROTECTED]

The English Spanish Dictionary

Number of english words: 16,938  Date: March 10. 09:08 p.m. EST.
Published on http://www.olpc-peru.info/dictionary
Download the zipped files here: 
http://www.olpc-peru.info/dictionary/english-spanish.zip  Size 600K 
aprox. 


An idea is born
I have read that the boys and girls in the "pilots" develop in the high 
andes of my country (Peru) has been demanding some tool to translate 
some english words that they want to know.  I understand fully their 
curiosity and need.


A proposal to the "XO developers" and "content" related groups
The XOs computers can have "pre-installed" some files so the kids no 
need to be "on line" (connected) all the time.  For this purpose I have 
taken some previous works (freely available on the Internet) and some 
dictionaries (free on the Internet) and modify to put them in a form 
that can be used in all XOs.


The system is just 2 files: an HTML file (you named index.html or any 
name, copy it to any directory on the XO computer).  The other file is 
the "english-spanish" database (a javascript file).  Copy to the same 
directory where you install the ".html" file.  (ahh... there are no 
directories in the XO... ok... you adapt my words to the XO!)


The systems take 600K of the memory of the XO.  Since the XO has 256MB I 
think that there should be "room" for a 600K file.  I know better 
approaches exists.


How to install in the XO
Now you can create a "direct link" or a "direct access" to the XO 
general shell (Sugar) and put it on the Frame (is it possible)?  If this 
is not possible... well... the Firefox browser that comes with the XO 
can have a "pre-installed" favorite that open the "local" file 
(installed on the XO) named "english-spanish.html".


It is not practical install the "html" file (and the database) because 
they are around 600 K in total size.  Too big for downloading every time 
from the Internet.  But "running" the "html" file from the very same 
computer that the user have in his/her hands is possible.


Any other idea about how to put this in the hands of the kids 
(pre-installed in the XOs) ?


Tests
I have been using this "hacked" program and it works...  not the most 
elegant solution... but it works!


Other ideas.. other tests... very welcome!

Things to do:
a) Use a "non linear" search routine in the javascript.
b) Put more languages (yes, I have a "quechua-spanish" database too... 
so we can develop an "english-quechua-spanish" trilogy!)

c) Reverse the database: spanish to english! (done!)
d) Add more databases... more words
e) Develop "common sentences" ... dictionary... abstract.. database!
f) Allow the translation of sentences based not in a word by word (silly 
thing) but in real context and meaningful concepts.
g) Allow that the boys modify the database so they can add more words or 
adapt according to their needs... that couldn't be done in Javascript 
but I can modify the database so it can be modified with a common text 
file reader/modifier.


Ideas, modification and use of this small scripts
Any idea, or modification of this program, can be done without any kind 
of authorization from my part.  But if you share your findings with me 
(and all the communities involved) that would be a nice movement, but 
that is no an obligation.


Have a nice "Spanish" book reading! (once I publish the "reversed" database)

Javier Rodriguez
[EMAIL PROTECTED]
http://www.olpc-peru.info

Note: forgive me about the so many broken links on the OLPC-PERU.info 
page.  arrggg... who made this day with just 24 hours... ah! God! I will 
not complain then...


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Re: [OLPC-Games] Physics with Python and Pygame (Chipmunk 2D Physics Engine)

2008-03-10 Thread Samuel Klein
Chris, that's awesome.  I'm adding the phun team to the thread; they
may have good ideas about examples as well.  (phun is also sweet, but
uses OpenGL... http://www.phun.at/ )

SJ

On Mon, Mar 10, 2008 at 10:57 AM, Chris Ball <[EMAIL PROTECTED]> wrote:
> Hi Chris,
>
>
>> So all together the dependencies for the xo laptop (chipmunk,
>> pymunk and pymunx) are ~ 150kb. (+6.7kb for the demo :)
>
>  Sounds good to me.
>
>
>> Integrating the physics examples it into pippy would be interesting
>> -- my primary goal was to make it easy-to-use and to have examples
>> anyway.  I would be up to do that, are there any pygame examples
>> for pippy yet?
>
>  Yup, there are several included examples already using pygame (bounce,
>  camera, lines, pong, slideshow).  I just tried out throwing the examples
>  (into pippy/data/physics) and pymunk/pymunx (pippy/library) into Pippy,
>  and most of them worked.  Some of them depend on pyglet, I think.
>
>  Let me know if you'd like to go ahead and roll these up into Pippy --
>  maybe we could pick three or so of the examples for it?
>
>
>  Thanks!
>
>  - Chris.
>  --
>  Chris Ball   <[EMAIL PROTECTED]>
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Re: New faster build 1753

2008-03-10 Thread david
wo what does it take to install the faster build on a machine?

David Lang

On Mon, 10 Mar 2008, Build Announcer v2 wrote:

> Date: Mon, 10 Mar 2008 17:55:00 -0400 (EDT)
> From: Build Announcer v2 <[EMAIL PROTECTED]>
> To: [EMAIL PROTECTED]
> Subject: New faster build 1753
> 
> http://xs-dev.laptop.org/~cscott/olpc/streams/faster/build1753
>
> Changes in build 1753 from build: 1741
>
> Size delta: 2.62M
>
> -kernel 2.6.22-20080211.1.olpc.9f4e619336a08dc
> +kernel 2.6.22-20080304.1.olpc.914fce4d9a8baf3
> -olpc-library-core 1-22
> +olpc-library-core 1-23
> -krb5-libs 1.6.1-6.fc7
> +krb5-libs 1.6.1-8.fc7
> -olpc-library-common 1-21
> +olpc-library-common 1-23
> -olpc-utils 0.68-1.olpc2
> +olpc-utils 0.70-1.olpc2
> -pcre 7.0-2
> +pcre 7.3-3.fc7
> -tzdata 2007k-1.fc7
> +tzdata 2007k-2.fc7
> -xkeyboard-config 1.1-11.20071130cvs.olpc2
> +xkeyboard-config 1.1-15.20071130cvs.olpc2
>
> --- Changes for olpc-library-core 1-23 from 1-22 ---
>  + selection/index fixes, es translation
>  + new es for xo-guide
>
> --- Changes for olpc-library-common 1-23 from 1-21 ---
>  + selection/index fixes, es translation
>  + new es for xo-guide
>
> --- Changes for pcre 7.3-3.fc7 from 7.0-2 ---
>  + Backport patch from upstream pcre 7.6 to address buffer overflow
>  + Try re-enabling make check again.
>
> --- Changes for tzdata 2007k-2.fc7 from 2007k-1.fc7 ---
>  + Chile moves DST to 29/Mar
>  + Related: #435959
>
> --
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New faster build 1753

2008-03-10 Thread Build Announcer v2
http://xs-dev.laptop.org/~cscott/olpc/streams/faster/build1753

Changes in build 1753 from build: 1741

Size delta: 2.62M

-kernel 2.6.22-20080211.1.olpc.9f4e619336a08dc
+kernel 2.6.22-20080304.1.olpc.914fce4d9a8baf3
-olpc-library-core 1-22
+olpc-library-core 1-23
-krb5-libs 1.6.1-6.fc7
+krb5-libs 1.6.1-8.fc7
-olpc-library-common 1-21
+olpc-library-common 1-23
-olpc-utils 0.68-1.olpc2
+olpc-utils 0.70-1.olpc2
-pcre 7.0-2
+pcre 7.3-3.fc7
-tzdata 2007k-1.fc7
+tzdata 2007k-2.fc7
-xkeyboard-config 1.1-11.20071130cvs.olpc2
+xkeyboard-config 1.1-15.20071130cvs.olpc2

--- Changes for olpc-library-core 1-23 from 1-22 ---
  + selection/index fixes, es translation
  + new es for xo-guide

--- Changes for olpc-library-common 1-23 from 1-21 ---
  + selection/index fixes, es translation
  + new es for xo-guide

--- Changes for pcre 7.3-3.fc7 from 7.0-2 ---
  + Backport patch from upstream pcre 7.6 to address buffer overflow
  + Try re-enabling make check again.

--- Changes for tzdata 2007k-2.fc7 from 2007k-1.fc7 ---
  + Chile moves DST to 29/Mar
  + Related: #435959

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New joyride build 1753

2008-03-10 Thread Build Announcer v2
http://xs-dev.laptop.org/~cscott/olpc/streams/joyride/build1753

Changes in build 1753 from build: 1741

Size delta: 2.62M

-kernel 2.6.22-20080211.1.olpc.9f4e619336a08dc
+kernel 2.6.22-20080304.1.olpc.914fce4d9a8baf3
-olpc-library-core 1-22
+olpc-library-core 1-23
-krb5-libs 1.6.1-6.fc7
+krb5-libs 1.6.1-8.fc7
-olpc-library-common 1-21
+olpc-library-common 1-23
-olpc-utils 0.68-1.olpc2
+olpc-utils 0.70-1.olpc2
-pcre 7.0-2
+pcre 7.3-3.fc7
-tzdata 2007k-1.fc7
+tzdata 2007k-2.fc7
-xkeyboard-config 1.1-11.20071130cvs.olpc2
+xkeyboard-config 1.1-15.20071130cvs.olpc2

--- Changes for olpc-library-core 1-23 from 1-22 ---
  + selection/index fixes, es translation
  + new es for xo-guide

--- Changes for olpc-library-common 1-23 from 1-21 ---
  + selection/index fixes, es translation
  + new es for xo-guide

--- Changes for pcre 7.3-3.fc7 from 7.0-2 ---
  + Backport patch from upstream pcre 7.6 to address buffer overflow
  + Try re-enabling make check again.

--- Changes for tzdata 2007k-2.fc7 from 2007k-1.fc7 ---
  + Chile moves DST to 29/Mar
  + Related: #435959

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Raise the level of the Hardware specifications... or let's do some field tests!

2008-03-10 Thread [EMAIL PROTECTED]

Hello,

I am trying to pass this info to some "hardware" development list... but 
I don't know where it is or if it exists.


Anyway, maybe some person can register this "bug" (?) to the tracking 
system... if you consider that this is a bug.. or if it is something 
valuable to be taken in account...


--
http://wiki.laptop.org/go/Hardware_specification


 Environmental specifications

Maximum altitude: --15m to 3048m (14.7 to 10.1 PSIA) (operating), --15m 
to 12192m (14.7 to 4.4 PSIA) (non-operating);

--

The Huancavelica city (big city, poor city) is at 12,100 feet (around 
3,688 meters) altitude.  There are tons of computers in that city, they 
work without any modification.  I think that the 3.048 m altitude 
capacity must been raised... maybe it has not been tested accurately.. 
or.. other reasons? The more isolated children are in the 4,500 meters 
(around 15,000 feet)


Cuzco city is at 12,500 feet = 3,810 meters altitude. (so... no XOs for 
Cuzco city.. and that is the capital of the region... there are hundreds 
of smaller villages in higher altitude in the Cuzco surrounding areas).


Table

10,000 feet = 10.11 PSIA
11,000 feet = 9.73 PSIA
12,000 feet = 9.35 PSIA
13,000 feet = 8.96 PSIA
14,000 feet = 8.63 PSIA
15,000 feet = 8.29 PSIA

Andahuaylas city = 13,000 feet

The maximum altitude in "hardware specification" for all the equipment 
should be raised.  In Peru the towns (villages) that you can find in the 
3,048 meters vecinity are not the poorest or the ones that are more 
isolated.  Our national president (Mr. Alan García) launch a law 
proposal to do all territories over the 3,200 meters altitude a "tax 
free" territories.  That is because, in the words of the President, and 
according to all our national statiscall records, the deep poverty and 
the isolation starts at 3,000 meters altitude.  Below the 3,000 meters 
altitude... well... there is poverty in whole Peru... but some tests 
should be done to see if the XOs (and the rest of the hardware) can work 
at more than 3,048 meters altitude.  I think they will work because I 
have seen normal standard PCs and all kind of equipment working at 4,500 
meters altitude.  That is the altitude were all the isolated communities 
(the ones that need more our help) are located.  There are around 5,000 
villages and small communities (with 100 families each village, 
averaged) over the 4,000 meters altitude.  Deep poverty in those areas.


Maybe the manufacturer (Quanta?) can put more light over the issue.  My 
guess is that the capacity of the XOs is underestimated by the 
manufacturer...


Best regards,

Javier

Some useful for those interested in the issue...

About PSIAs: http://www.aempower.com/Faqs.aspx?FaqCategoryID=30
About the 2006 peruvian map of poverty: www.foncodes.gob.pe

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Re: drawing, structured graphics

2008-03-10 Thread C. Scott Ananian
On Mon, Mar 10, 2008 at 10:09 AM, Victor Lazzarini
<[EMAIL PROTECTED]> wrote:
>  what would be the best bet for going about implementing
>  structured graphics a-la Tkinter's canvas class in XO
>  activities? Would it be PyCairo? or PyGTK (gtk/gdk)?
>
>  also could anyone point to a PyGTK custom widget
>  tutorial somewhere? I had a look at one in
>  http://www.learningpython.com/2006/07/25/writing-a-custom-widget-using-pygtk/
>
>  but the code wouldn't work. Are there others?

goocanvas is another option; it's what I used for my icon-editor activity.

Attached is the goocanvas 'hello, world' activity using goocanvas'
python bindings.
 --scott

-- 
 ( http://cscott.net/ )
#!/usr/bin/python2.5
"""Translate the example in goocanvas' manual into python."""

import gtk
import goocanvas
import sys

def on_delete_event(widget, event, data=None):
"""This is our handler for the "delete-event" signal of the
 window, which is emitted when the 'x' close button is clicked. We
 just exit here."""
sys.exit(0)

def on_rect_button_press(item, target, event, data=None):
"""This handles button presses in item views. We simply output a
message to the console."""
print "rect item received button press!"
return True

def main():
window = gtk.Window(gtk.WINDOW_TOPLEVEL)

window.set_default_size(640, 600)
window.show()
window.connect('delete_event', on_delete_event)
  
scrolled_win = gtk.ScrolledWindow()
scrolled_win.set_shadow_type (gtk.SHADOW_IN)
scrolled_win.show()
window.add(scrolled_win)

canvas = goocanvas.Canvas()
canvas.set_size_request(600, 450)
canvas.set_bounds(0,0,1000,1000)
canvas.show()
scrolled_win.add(canvas)

root = canvas.get_root_item()
  
# Add a few simple items.
rect_item = goocanvas.Rect(parent=root,
   x=100, y=100, width=400, height=400,
   line_width=10.0, radius_x=20.0,
   radius_y=10.0, stroke_color='yellow',
   fill_color='red')

text_item = goocanvas.Text (parent=root, text="Hello World", x=300, y=300,
anchor=gtk.ANCHOR_CENTER, font='Sans 24')
text_item.rotate(45, 300, 300)
  
# Connect a signal handler for the rectangle item.
rect_item.connect('button_press_event', on_rect_button_press)
  
# Pass control to the GTK+ main event loop.
gtk.main()

if __name__=='__main__':
main()
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mesh with ejabberd

2008-03-10 Thread sulochan acharya
Hey guys,
I was experimenting the active antenna with ejabberd server, and i have a
question.
My understanding is that when the laptop is linked to a jabber server the
laptop goes into a infrastructure mode?? which then helps to cut on the
overhead caused by multicast traffic?? I am not sure how this happens? I
have jabbered running and working with the XO but the XO (mesh) is still on
ad-hoc mode...does this mean anything? I ask this because when i use a
router as an AP to do the same the XO mesh goes into managed mode..does this
mean anything?
Sorry for my lack of understanding of the mesh. Isnt the rreq and rrep stop
once a unicast route is set? And only recast a rreq when a node goes missing
or moves away??

How does jabbered help with this?
Would really appreciate some pointers on this.
thanks once again.

-Sulochan
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Re: Physics with Python and Pygame (Chipmunk 2D Physics Engine)

2008-03-10 Thread Chris Ball
Hi Chris,

   > So all together the dependencies for the xo laptop (chipmunk,
   > pymunk and pymunx) are ~ 150kb. (+6.7kb for the demo :)

Sounds good to me.

   > Integrating the physics examples it into pippy would be interesting
   > -- my primary goal was to make it easy-to-use and to have examples
   > anyway.  I would be up to do that, are there any pygame examples
   > for pippy yet?

Yup, there are several included examples already using pygame (bounce,
camera, lines, pong, slideshow).  I just tried out throwing the examples
(into pippy/data/physics) and pymunk/pymunx (pippy/library) into Pippy,
and most of them worked.  Some of them depend on pyglet, I think.

Let me know if you'd like to go ahead and roll these up into Pippy --
maybe we could pick three or so of the examples for it?

Thanks!

- Chris.
-- 
Chris Ball   <[EMAIL PROTECTED]>
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Re: drawing, structured graphics

2008-03-10 Thread Chris Hager
Victor Lazzarini wrote:
> Hi all,
>
> what would be the best bet for going about implementing
> structured graphics a-la Tkinter's canvas class in XO
> activities? Would it be PyCairo? or PyGTK (gtk/gdk)?
>
> also could anyone point to a PyGTK custom widget
> tutorial somewhere? I had a look at one in
> http://www.learningpython.com/2006/07/25/writing-a-custom-widget-using-pygtk/
>   


Also, on the Wiki there's a PyGTK section with some nice xo-related 
tutorials.

  http://wiki.laptop.org/go/PyGTK


Chris
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Re: drawing, structured graphics

2008-03-10 Thread Sayamindu Dasgupta
On Mon, Mar 10, 2008 at 7:39 PM, Victor Lazzarini
<[EMAIL PROTECTED]> wrote:
> Hi all,
>
>  what would be the best bet for going about implementing
>  structured graphics a-la Tkinter's canvas class in XO
>  activities? Would it be PyCairo? or PyGTK (gtk/gdk)?
>

I guess PyCairo would be the best :-)


>  also could anyone point to a PyGTK custom widget
>  tutorial somewhere? I had a look at one in
>  http://www.learningpython.com/2006/07/25/writing-a-custom-widget-using-pygtk/
>
>  but the code wouldn't work. Are there others?


http://pymag.phparch.com/c/issue/view/60


Last time I checked - the code was working. You'll have to register to
download the issue (it should be a free download).

Thanks,
Sayamindu

-- 
Sayamindu Dasgupta
[http://sayamindu.randomink.org/ramblings]
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Re: drawing, structured graphics

2008-03-10 Thread Tomeu Vizoso
On Mon, Mar 10, 2008 at 3:09 PM, Victor Lazzarini
<[EMAIL PROTECTED]> wrote:
> Hi all,
>
>  what would be the best bet for going about implementing
>  structured graphics a-la Tkinter's canvas class in XO
>  activities? Would it be PyCairo? or PyGTK (gtk/gdk)?

Pycairo looks best to me. There's not much info specific to pycairo,
but between the C docs and the examples in the pycairo tarball you
could get an idea of how things work.

>  also could anyone point to a PyGTK custom widget
>  tutorial somewhere? I had a look at one in
>  http://www.learningpython.com/2006/07/25/writing-a-custom-widget-using-pygtk/
>
>  but the code wouldn't work. Are there others?

Why is the code not working? Perhaps we could discuss it here so other
interested people can participate, and perhaps someone will add a
howto to the wiki?

Here you can find other related articles:

http://www.pygtk.org/articles.html

Good luck,

Tomeu
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drawing, structured graphics

2008-03-10 Thread Victor Lazzarini
Hi all,

what would be the best bet for going about implementing
structured graphics a-la Tkinter's canvas class in XO
activities? Would it be PyCairo? or PyGTK (gtk/gdk)?

also could anyone point to a PyGTK custom widget
tutorial somewhere? I had a look at one in
http://www.learningpython.com/2006/07/25/writing-a-custom-widget-using-pygtk/

but the code wouldn't work. Are there others?

Thanks

Victor

Victor Lazzarini
Music Technology Laboratory
Music Department
National University of Ireland, Maynooth

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Re: Physics with Python and Pygame (Chipmunk 2D Physics Engine)

2008-03-10 Thread Chris Hager
Hey.

Chris Ball wrote:
> Hi,
>
>> http://wiki.laptop.org/go/Pymunx
>
> Wow, how awesome!  Do you have an XO to test on?  Have you thought about
> releasing a standalone .xo, or throwing these into Pippy?  What are the
> dependencies and disk usage like for the underlying chipmunk library

Yeah, I have a XO around and tested demo6 for the framerates:

- starting at 43 fps with 2 Elements
- 5 Elements: 38 fps
- 12 Elements: 31 fps
- 21 Elements: ~ 25 fps
- 45 Elements: ~ 20 fps

The feeling is actually quite okay on the xo laptop! :) At least with 
not that many Elements. I'd say it's possible to integrate it into 
pygame xo activities.

The dependencies are:

1. Chipmunk Libraries compiled for the right platform.
   We currently bundle for linux 32 bit (48kb), linux 64 bit (65kb)
   and windows (66kb). Osx is also supported, but I have none around
   to compile the libraries

2. Pymunk: Python CTypes Bindings for Chipmunk (~80kb)

So all together the dependencies for the xo laptop (chipmunk, pymunk and 
pymunx) are ~ 150kb. (+6.7kb for the demo :)


Re: Releasing it as a bundle... that could actually be fun! With some 
kind of demo level chooser... :)

Integrating the physics examples it into pippy would be interesting -- 
my primary goal was to make it easy-to-use and to have examples anyway. 
I would be up to do that, are there any pygame examples for pippy yet?

Best regards!

Chris


PS: To capture fps to the console in the demos, you can add some 
variation of this line to the main loop:

if event.type == KEYUP and event.unicode == "x": print clock.get_fps()


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Re: Updates from Nepal's Pilot Schools

2008-03-10 Thread K. K. Subramaniam
On Sunday 09 March 2008 2:16:02 pm Bryan Berry wrote:
> Sulochan Acharya and I are keeping journals of Nepal's pilot schools on
> the wiki and the OLE Nepal blog.
>
> http://blog.olenepal.org/
>
> http://wiki.laptop.org/go/Bashuki_Journal
You report that "We will install power inverters in the school to maintain 
power during power outages. We will keep the inverters in the same location as 
the School Server."

In such remote rural areas, voltage and frequency fluctations are high. This is 
why tungsten light bulbs are used instead of FLs or CFLs). Inverters fail to 
charge batteries fully under such extreme variations and cannot sustain power 
for long during an outage. Are you sure, your supply lines can take on 
inverters?

If the schools are not too far from a town, you may want to use a pair of 
battery banks and run a DC bus through the classrooms. Let one bank power the 
classroom while the second one is sent to nearby town for recharging. Whoever 
brings in meals or supplies to the school can help in transporting it. There 
are many more options for recharging batteries in towns than in a remote school.

FWIW,
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Re: Accessing PenTablet coordinates from PyGTK

2008-03-10 Thread Tomeu Vizoso
On Sun, Mar 9, 2008 at 8:18 PM, Patrick Dubroy <[EMAIL PROTECTED]> wrote:
> On Fri, Feb 29, 2008 at 1:38 PM, Tomeu Vizoso <[EMAIL PROTECTED]> wrote:
>  >
>  > On Fri, Feb 29, 2008 at 6:08 PM, Patrick Dubroy <[EMAIL PROTECTED]> wrote:
>
> >  >  Apparently there used to be a method gdk.Window.input_get_pointer that
>  >  >  would allow you to query the location of the pointer for XInput
>  >  >  devices. However, this method appears to be gone in the current
>  >  >  version of GTK. Has it moved somewhere?
>  >
>  >  I see it here in line 608:
>  >
>  >  http://svn.gnome.org/viewvc/pygtk/trunk/gtk/gtk-types.c
>
>  You're right, I see it there. But:
>
>   python -c 'import gtk; print hasattr(gtk.gdk.Window, "input_get_pointer")'
>
>  returns False. And
>
>   strings /usr/lib/python2.5/site-packages/gtk-2.0/gtk/_gtk.so | grep
>  input_get_pointer
>
>  doesn't find it either.

Looks like that code got #ifdef'ed out 6 years ago :/

http://svn.gnome.org/viewvc/pygtk/trunk/gtk/gtk-types.c?revision=573&view=markup

I would ask in the pygtk mailing list and then probably open a ticket for pygtk.

In the meantime, perhaps your best bet is to use ctypes to call Xlib directly.

Tomeu
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Re: [OLPC-Games] Physics with Python and Pygame (Chipmunk 2D Physics Engine)

2008-03-10 Thread Joshua Minor
Chris, this is most excellent!

I have a demo activity written in C/C++ that uses the same underlying  
engine, box2d, and SDL for drawing.  I wanted to port it to python, so  
I spent several hours over the past week trying to use SWIG to make  
some python bindings for box2d - with minimal success - so I am very  
relieved to see that this hard work has already been done :)

It should be easy to port the activity over to use pymunx.  In fact  
I've just bundled together a starting point using olpcgames this  
evening.

Here is the C/C++ based one: http://lux.vu/olpc/physics-sdl.xo
   press 'w' to toggle wireframe for speed
   press 1, 2 or 3 for different scenes (mixer, piston, pong)
   click and drag to move stuff around
   press escape to quit

Here is the pymunx-based starting point: http://lux.vu/olpc/physics.xo
   click to make circles

This should give everyone an idea of what sort of frame rates are  
possible.

-josh

On Mar 9, 2008, at 7:35 PM, Chris Hager wrote:

> Hey all.
>
> Recently I did some research on 2D (SDL) physic engines, and found  
> that
> one of the most popular (called Chipmunk) with python bindings  
> (pymunk)
> recently got an update. I had a look into it, and am totally amazed :)
> The chipmunk engine is easy, stable, fast, fun, open-source -- and now
> it's getting really possible to use it with python and especially  
> pygame.
>
> To support these efforts I've started writing a little API class  
> (called
> pymunx), to make it even easyier to implement pymunk physics in  
> pygame.
> Screenshots of the examples and a documentation I've put in the wiki:
>
>  http://wiki.laptop.org/go/Pymunx
>  http://wiki.laptop.org/go/Pymunx/Documentation
>
> It supports x,y gravity, elasticity, mass, density, friction,  
> inertia --
> it is possible to draw polygons by hand, ... And it is real fun to try
> :) (especially demo6 and demo7). So, long talk little action... let's
> have a look now:
>
>  svn checkout http://pymunk.googlecode.com/svn/trunk pymunk-read-only
>
> This download includes:
>  - precompiled chipmunk libs
>  - pymunk bindings
>  - pymunx api class
>  - lot of demos
>
> I think this physics implementation could be interesting for a variety
> of purposes. Games (of course), Screensavers, but also for Simulations
> and in educational and playful-learning meanings. I'm quite hooked on
> playing with demo6 and 7 (elasticity) -- and learned a lot about  
> physics
> in the last days :)
>
> Any feedback is welcome!
>
>  Chris
>
>
> ___
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