Re: [pygame] How to add Zoom functionality?
Ok, so you drew some shapes on the screen. You also want to put in zoom in/out functionality. How do you want them to be able to zoom in? What do you want to happen when they zoom in? What is zooming in? On Sun, Mar 2, 2008 at 11:37 PM, gopal mishra [EMAIL PROTECTED] wrote: Hi All I am using Mirra to draw some shapes on the screen and set the environment wx to add the scrollbar. Does any one know how to add ZOOM in and zoom out functionality? Thanks. gopal
RE: [pygame] How to add Zoom functionality?
To add zoom in, I want to transform the size of the shape when we select that shape and press crl+I key. If the size is increased the scroll bar should be added that's why I am using 'wx'. Ok, so you drew some shapes on the screen. You also want to put in zoom in/out functionality. How do you want them to be able to zoom in? What do you want to happen when they zoom in? What is zooming in? Hi All I am using Mirra to draw some shapes on the screen and set the environment wx to add the scrollbar. Does any one know how to add ZOOM in and zoom out functionality? Thanks. gopal
[pygame] Announce: pygame 1.8.0rc4 tar ball.
Hi, I've tagged pygame1.8.0rc4. Here's the tar ball for testing: http://rene.f0o.com/~rene/stuff/pygame-1.8.0rc4.tar.gz md5sum 4e07b4a68ebc1773f7a2ad557b6adc6c pygame-1.8.0rc4.tar.gz Mac OSX, and windows binary installers are coming soon. It's also tagged in subversion as 1.8.0rc4. The todo so far is: - test builds with vista mods, so they install nicely without administrator privs. - need to test with added manifest. - update the credits file... we need to go through the WHATSNEW file and add credits for all the contributions to pygame since the last release. and I think that is it. I'll hopefully be able to test the manifest stuff on a vista laptop tomorrow night. Now we can test the tar ball, get the binaries out, test them a bit more, and then release 1.8.0release in a week or so. Assuming there are no big issues :) cu,
Re: [pygame] Announce: pygame 1.8.0rc4 tar ball.
On, Mon Mar 03, 2008, Rene Dudfield wrote: Hi, I've tagged pygame1.8.0rc4. Here's the tar ball for testing: http://rene.f0o.com/~rene/stuff/pygame-1.8.0rc4.tar.gz Great! I just put a note on the news site. Regards Marcus pgpN653iyLXBx.pgp Description: PGP signature
Re: [pygame] Announce: pygame 1.8.0rc4 tar ball.
ya! Thanks. On Mon, Mar 3, 2008 at 11:21 PM, Marcus von Appen [EMAIL PROTECTED] wrote: On, Mon Mar 03, 2008, Rene Dudfield wrote: Hi, I've tagged pygame1.8.0rc4. Here's the tar ball for testing: http://rene.f0o.com/~rene/stuff/pygame-1.8.0rc4.tar.gz Great! I just put a note on the news site. Regards Marcus
[pygame] PyGame GUI Database
Hello, I am a Open Source programmer. I am developing a cross platform GUI Pygame Database which will: - Have a WxWidgets GUI - Be Open Source - Be able to download, extract and run PyGame's with a single click and they will start even faster once downloaded for the first time. - Quickly search for the game you want and see results instantly. - Run on Linux, Mac and Windows, Although I don't have a mac so testing on that platform may be difficult. - Be programmed in C++ and be compiled into a single small executable. - Be translatable into different languages like French, Dutch, Welsh, Latin etc. - There may be more features as they are thought up ;) I will use an XML API provided by Phil Hassey and will inter-operate with the website. I NEED to know how many people would be interested in this and I would like your questions and comments. I can provide a screenshot of the current work-in-progress GUI upon request. I look forward to hearing from you all.
Re: [pygame] PyGame GUI Database
Richie [EMAIL PROTECTED] wrote: I am developing a cross platform GUI Pygame Database which will: Sort of like a Steam for PyGame games? - Be programmed in C++ and be compiled into a single small executable. The small exectuable I understand, but could you describe why you're thinking of using C++? I expect more of this crowd would be able to help if it were programmed in Python. -Dave LeCompte
Re: [pygame] Display follow
Yes. Keep in mind that computer-wise, the top of the screen is 0. Generally, I flip everything in the y direction (ScreenSize[1]-Point[1]), but you could just as easily not and instead make the camera move the same same direction for the y. This, however, will not be as clear--(you're moving the camera positively one way and oppositely the other?!). Your call.HTH Ian
Re: [pygame] Display follow
*All* sprites should subtract the camera position when you draw them (for example, in their draw() methods) Then all you have to move is the camera. --- James Paige On Mon, Mar 03, 2008 at 10:52:37AM -0500, Samuel Mankins wrote: Interesting. I'm also going to have to make it so all the other sprites on the screen move in the opposite direction from the player, correct? James Paige wrote: I often like to have a camera position. Whenever I draw anything, I subtract the camera position first. Then simply moving the camera position to follow the player has the effect of making everything else move the other way. On Sun, Mar 02, 2008 at 06:12:55PM -0500, Samuel Mankins wrote: Makes sense... How do I move the world? Ian Mallett wrote: Sure! You can draw the player in the center of the screen. Then, to move around, you move the world in the opposite direction, not the player. HTH, Ian
Re: [pygame] your opinion: singleton-pattern vs. modules vs. classes
Olaf Nowacki wrote: - as classes - as modules or - as singleton-pattern classes? what do you think are the pros and cons of each aproach? I always like using a module as a container for all my singletons and shared globals. Python modules already work this way, making it a natural fit. Python can build a class that is a true singleton. It involves overriding the __new__ operator. But usually it's easier to write a GetMySingleton() type of function that builds and remembers the class of your type.
Re: [pygame] PyGame GUI Database
Yeah but better than steam due to a number of reasons :-) I just want a small download so you can start using it quickly, py2exe gives a bigger download. I'm sure there's a few programmers here that have done other languages also, I don't mind if I end up being the only developer though. I will switch to python if the demand is there. I really need your feedback on if everyone wants this software? On Mon, 2008-03-03 at 07:15 -0800, Dave LeCompte (really) wrote: Richie [EMAIL PROTECTED] wrote: I am developing a cross platform GUI Pygame Database which will: Sort of like a Steam for PyGame games? - Be programmed in C++ and be compiled into a single small executable. The small exectuable I understand, but could you describe why you're thinking of using C++? I expect more of this crowd would be able to help if it were programmed in Python. -Dave LeCompte
Re: [pygame] Text To Speech PYTTS
On Mon, Mar 03, 2008 at 11:23:22AM +1300, Greg Ewing wrote: The only sensible quoting method is to quote as *little* of the original as necessary to establish context. Anyone who refuses to take the time to do this is being selfish and lazy. Hehehe, I'm with Greg. But if a post contains huge unedited chunks, I just hit SHIFT-T (in Mutt) and all the quoted stuff vanishes, leaving the posters responses easily visible, cheers, John.
Re: [pygame] PyGame GUI Database
Richie wrote: Yeah but better than steam due to a number of reasons :-) I just want a small download so you can start using it quickly, py2exe gives a bigger download. I'm sure there's a few programmers here that have done other languages also, I don't mind if I end up being the only developer though. I will switch to python if the demand is there. I really need your feedback on if everyone wants this software? Definitely. I don't have a lot of time, and if I had a tool like this I'd test a lot more games. If you could provide some kind of automated comment posting, that would be even better (I.E. I don't have to go to the site, I can just do it through the DB program.) I really don't see why you're using C++ either. Think about it - you're writing a script that plays pygame games. You can make a safe assumption that they already have Python installed. So just distribute your py files, and they will be much much smaller even than your C++ executable would be.
Re: [pygame] your opinion: singleton-pattern vs. modules vs. classes
On 3/3/08, Pete Shinners [EMAIL PROTECTED] wrote: I always like using a module as a container for all my singletons and shared globals. Python modules already work this way, making it a natural fit. Python can build a class that is a true singleton. It involves overriding the __new__ operator. But usually it's easier to write a GetMySingleton() type of function that builds and remembers the class of your type. i'm not sure if i got this right: you - use an ordinary class - make an instance in a module and - excess this instance only via the module? maybe you can provide an example?
Re: [pygame] PyGame GUI Database
Okay, No problem. I will dump C++ and use wxPython. I was designing the GUI in a XML based format called XRC anyway, so I don't loose the work I have done on that. If I get support from Phil Hassey for the commenting, then I will put that in also. I may even be able to persuade him to have a XMLRPC or SOAP interface to his website which would make development easier and more stable. Phil has already agreed to add a listing of every single pygame in a RSS format and add a field to set which file in the zip starts the pygame application. On Mon, 2008-03-03 at 11:12 -0600, Luke Paireepinart wrote: Richie wrote: Yeah but better than steam due to a number of reasons :-) I just want a small download so you can start using it quickly, py2exe gives a bigger download. I'm sure there's a few programmers here that have done other languages also, I don't mind if I end up being the only developer though. I will switch to python if the demand is there. I really need your feedback on if everyone wants this software? Definitely. I don't have a lot of time, and if I had a tool like this I'd test a lot more games. If you could provide some kind of automated comment posting, that would be even better (I.E. I don't have to go to the site, I can just do it through the DB program.) I really don't see why you're using C++ either. Think about it - you're writing a script that plays pygame games. You can make a safe assumption that they already have Python installed. So just distribute your py files, and they will be much much smaller even than your C++ executable would be.
Re: [pygame] How to add Zoom functionality?
Are you trying to make a paint program? I tried that. You need to use pygame.transform.scale(). Unfortunately, this takes too long to be realtime, so you will need to figure out which section will be visible in the window. I think I have some demo code somewhere...
[pygame] Ludum Dare 11 - April 18-20 - Advanced Warning!
Ludum Dare 11 is coming! Ludum Dare is a regular community driven game development competition. The goal is, given a theme and 48 hours, to develop a game from scratch. Ludum Dare aims to encourage game design experimentation, and provide a platform to develop and practice rapid game prototyping. Website: http://www.imitationpickles.org/ludum/ Rules Stuff: http://www.imitationpickles.org/ludum/wiki/start IRC: #ludumdare on irc.afternet.org April 11-18th - Registration and Theme Voting April 18 at 7pm PST and runs until the 20th at 7pm PST Hope to see you there! -Phil - Be a better friend, newshound, and know-it-all with Yahoo! Mobile. Try it now.
Re: [pygame] Text To Speech PYTTS
Speaking of selfish and lazy, changing topics in a thread without changing the subject is the worst. Years from now people will be searching for Text to Speech PYTTS and get this crap! Lazily and selfishly yours, gb Greg Ewing wrote: Joe Johnston wrote: Top posting, also known as jeopardy posting, has the unfortunate consequence of giving the answer before the question is known. Aaaargh. Whenever I see a thread about Top posting or bottom posting? it makes me want to shout out NEITHER!!! Both of them are a stupid and senseless waste of bandwidth. The only sensible quoting method is to quote as *little* of the original as necessary to establish context. Anyone who refuses to take the time to do this is being selfish and lazy.
Re: [pygame] your opinion: singleton-pattern vs. modules vs. classes
I usually need Borg rather than Singleton. Explanation from its author here: http://www.aleax.it/Python/5ep.html and here: http://aspn.activestate.com/ASPN/Cookbook/Python/Recipe/66531 But then I am using pygame to do very simple things -- what I need is a 'shared state' pattern for my simulation, not graphics. What I do with pygame is pretty boring and straightforward. Laura
Re: [pygame] your opinion: singleton-pattern vs. modules vs. classes
Olaf Nowacki wrote: i'm not sure if i got this right: you - use an ordinary class - make an instance in a module and - excess this instance only via the module? Yes, that's essentially right. If you can create the instance as soon as the module is loaded, all you need is a module-level name referring to it. class MyClass: ... instance = MyClass() The advantage of accessing the instance through a function is that you can defer creating it until the first time it's needed, e.g. def get_instance(): global instance if not instance: instance = MyClass() return instance -- Greg
[pygame] Misnamed threads (Re: Posting styles (Re: Text To Speech PYTTS))
Gary Bishop wrote: Speaking of selfish and lazy, changing topics in a thread without changing the subject is the worst. Sorry about that! -- Greg
Re: [pygame] your opinion: singleton-pattern vs. modules vs. classes
kschnee wrote: I later decided that this was stupid. Why make a class if I'm only going to make one instance of it and then have to refer to module.object.function(), when Python treats modules themselves as objects too? Sometimes there are reasons, e.g. you want the object to have properties, which modules can't do. But otherwise, using a module is fine. -- Greg
[pygame] space ships (Re: Misnamed threads (Re: Posting styles (Re: Text To Speech PYTTS)))
I like space ships. On Tue, Mar 4, 2008 at 9:05 AM, Greg Ewing [EMAIL PROTECTED] wrote: Gary Bishop wrote: Speaking of selfish and lazy, changing topics in a thread without changing the subject is the worst. Sorry about that! -- Greg
Re: [pygame] space ships (Re: Misnamed threads (Re: Posting styles (Re: Text To Speech PYTTS)))
As do I.
Re: [pygame] Misnamed threads (Re: Posting styles (Re: Text To Speech PYTTS))
What happens if someone changes the subject in the middle of a topic? If you can close the deviating topic by posting a similarly out of place response, should you do so? And if a topic is changed by common consent, should we break it into two new threads, or leave the topics seamlessly spliced together by the seamless conversation?
Re: [pygame] sndarray from line in?
I figured it out, thanks!
[pygame] monthly FAQ?
Years ago, USENET groups and mailing lists would periodically post Frequently Asked Questions lists to cut down on people repeatedly covering old topics. Such a thing might not be a bad idea for pygame-users, as we've had a lot of similar questions come through over and over again. It might also be a good place to write down some encouragements of acceptable behavior that have more to do with the list specifically and not PyGame (e.g. quoting is strongly encouraged, but edit your quotes to make it easy to read). It might also help to post such a list on the pygame.org website, which would help people find the answers to frequently asked questions with their choice of search engines. -Dave LeCompte
Re: [pygame] monthly FAQ?
I agree with a doctrine for syntax in the lists, and a FAQ for pygame. Since FAQs tend to be updated, I recommend putting on pygame.org first, until the common questions have been answered there. The FAQ should be obvious, so that people would see it first, before the link to the pygame users subscription.
Re: [pygame] space ships (Re: Misnamed threads (Re: Posting styles (Re: Text To Speech PYTTS)))
Spaceships are cool... On Mon, Mar 3, 2008 at 4:41 PM, Ian Mallett [EMAIL PROTECTED] wrote: As do I. -- - PyMike
Re: [pygame] monthly FAQ?
hi, I think our general approach has been to try and make the documentation better until those FAQs disapear. Feel free to start a FAQ in the wiki :) That'd be cool. Especially since then documentation writers could look at the FAQ and figure out which parts of the docs to improve. I'm not such a fan of trying to regulate how people speak on mailing lists though. On Tue, Mar 4, 2008 at 10:07 AM, Dave LeCompte (really) [EMAIL PROTECTED] wrote: Years ago, USENET groups and mailing lists would periodically post Frequently Asked Questions lists to cut down on people repeatedly covering old topics. Such a thing might not be a bad idea for pygame-users, as we've had a lot of similar questions come through over and over again. It might also be a good place to write down some encouragements of acceptable behavior that have more to do with the list specifically and not PyGame (e.g. quoting is strongly encouraged, but edit your quotes to make it easy to read). It might also help to post such a list on the pygame.org website, which would help people find the answers to frequently asked questions with their choice of search engines. -Dave LeCompte
Re: [pygame] monthly FAQ?
Well, I think code samples should not be in the documentation. The documentation should provide links to the code samples in, as you say, a place like the wiki. Code directly with the documentation is clutter. The current system, where they are by default hidden, is a good one.
Re: [pygame] PyGame GUI Database
This would be awesome! I'd totally use it :) On Mon, Mar 3, 2008 at 8:53 AM, Richie [EMAIL PROTECTED] wrote: Hello, I am a Open Source programmer. I am developing a cross platform GUI Pygame Database which will: - Have a WxWidgets GUI - Be Open Source - Be able to download, extract and run PyGame's with a single click and they will start even faster once downloaded for the first time. - Quickly search for the game you want and see results instantly. - Run on Linux, Mac and Windows, Although I don't have a mac so testing on that platform may be difficult. - Be programmed in C++ and be compiled into a single small executable. - Be translatable into different languages like French, Dutch, Welsh, Latin etc. - There may be more features as they are thought up ;) I will use an XML API provided by Phil Hassey and will inter-operate with the website. I NEED to know how many people would be interested in this and I would like your questions and comments. I can provide a screenshot of the current work-in-progress GUI upon request. I look forward to hearing from you all. -- - PyMike
Re: [pygame] PyGame GUI Database
I like the idea of an app that does this. I'm afraid I don't know enough wxPython to be able to help you in this matter. Sorry.Ian
Re: [pygame] space ships (Re: Misnamed threads (Re: Posting styles (Re: Text To Speech PYTTS)))
All spaceships, or only the imaginary ones? Lenard PyMike wrote: Spaceships are cool... On Mon, Mar 3, 2008 at 4:41 PM, Ian Mallett [EMAIL PROTECTED] mailto:[EMAIL PROTECTED] wrote: As do I.
Re: [pygame] space ships (Re: Misnamed threads (Re: Posting styles (Re: Text To Speech PYTTS)))
Well, the spaceship I have in my garage, of course.If something is not mine, how can I possibly like it? Obviously, the world benefits not from my solipsism.
Re: [pygame] space ships (Re: Misnamed threads (Re: Posting styles (Re: Text To Speech PYTTS)))
Ian: What kind of spaceship is it? Lenard: The imaginary ones :D On Mon, Mar 3, 2008 at 6:26 PM, Ian Mallett [EMAIL PROTECTED] wrote: Well, the spaceship I have in my garage, of course.If something is not mine, how can I possibly like it? Obviously, the world benefits not from my solipsism. -- - PyMike
Re: [pygame] space ships (Re: Misnamed threads (Re: Posting styles (Re: Text To Speech PYTTS)))
You have a space shuttle in your garage. Wow, that must be one big garage. Lenard Ian Mallett wrote: Well, the spaceship I have in my garage, of course. If something is not mine, how can I possibly like it? Obviously, the world benefits not from my solipsism.
Re: [pygame] space ships (Re: Misnamed threads (Re: Posting styles (Re: Text To Speech PYTTS)))
On Tue, Mar 4, 2008 at 5:29 AM, Lenard Lindstrom [EMAIL PROTECTED] wrote: You have a space shuttle in your garage. Wow, that must be one big garage. We've not yet confirmed if Ian is humanoid. It is yet early to speculate about the size of his ship, and therefore, his garage. -- ----.- 1/f ))) --. ---... http://www.algomantra.com
Re: [pygame] space ships (Re: Misnamed threads (Re: Posting styles (Re: Text To Speech PYTTS)))
Fictional. I meant fictional. Poor choice of words. PyMike wrote: Ian: What kind of spaceship is it? Lenard: The imaginary ones :D
Re: [pygame] space ships (Re: Misnamed threads (Re: Posting styles (Re: Text To Speech PYTTS)))
He might have a LEGO spaceship in his garage... On Mon, Mar 3, 2008 at 6:45 PM, AlgoMantra [EMAIL PROTECTED] wrote: On Tue, Mar 4, 2008 at 5:29 AM, Lenard Lindstrom [EMAIL PROTECTED] wrote: You have a space shuttle in your garage. Wow, that must be one big garage. We've not yet confirmed if Ian is humanoid. It is yet early to speculate about the size of his ship, and therefore, his garage. -- ----.- 1/f ))) --. ---... http://www.algomantra.com -- - PyMike
Re: [pygame] space ships (Re: Misnamed threads (Re: Posting styles (Re: Text To Speech PYTTS)))
On 03/03/2008, René Dudfield [EMAIL PROTECTED] wrote: I like space ships. On Tue, Mar 4, 2008 at 9:05 AM, Greg Ewing [EMAIL PROTECTED] wrote: Gary Bishop wrote: Speaking of selfish and lazy, changing topics in a thread without changing the subject is the worst. Sorry about that! -- Greg Cool cos I'm trying to right a game involving spaceships, it's 3d
Re: [pygame] space ships (Re: Misnamed threads (Re: Posting styles (Re: Text To Speech PYTTS)))
On Mon, Mar 3, 2008 at 4:45 PM, AlgoMantra [EMAIL PROTECTED] wrote: We've not yet confirmed if Ian is humanoid. It is yet early to speculate about the size of his ship, and therefore, his garage. I sense much logicality in this one. On Mon, Mar 3, 2008 at 4:59 PM, Adam Bark [EMAIL PROTECTED] wrote: Cool cos I'm trying to right a game involving spaceships, it's 3d http://www.turbosquid.com/3d Ian
Re: [pygame] space ships (Re: Misnamed threads (Re: Posting styles (Re: Text To Speech PYTTS)))
On Mon, Mar 3, 2008 at 4:47 PM, PyMike [EMAIL PROTECTED] wrote: He might have a LEGO spaceship in his garage... Bingo.
Re: [pygame] space ships (Re: Misnamed threads (Re: Posting styles (Re: Text To Speech PYTTS)))
Lenard Lindstrom wrote: Ian Mallett wrote: Well, the spaceship I have in my garage, of course. You have a space shuttle in your garage. Wow, that must be one big garage. He didn't say shuttle, specifically. You could probably fit in a Mercury or Gemini, maybe even an Apollo command module. The booster would be a bit of a squeeze, though. On the fictional side, the Star Trek shuttles look like they might come close to fitting in a domestic garage. -- Greg
Re: [pygame] space ships (Re: Misnamed threads (Re: Posting styles (Re: Text To Speech PYTTS)))
Adam Bark wrote: Cool cos I'm trying to right a game involving spaceships, it's 3d Make sure you include a garage to keep them in! -- Greg
Re: [pygame] space ships (Re: Misnamed threads (Re: Posting styles (Re: Text To Speech PYTTS)))
I thought the space shuttle is the only true spaceship. Everything before it was a spacecraft. Lenard Greg Ewing wrote: He didn't say shuttle, specifically. You could probably fit in a Mercury or Gemini, maybe even an Apollo command module. The booster would be a bit of a squeeze, though. On the fictional side, the Star Trek shuttles look like they might come close to fitting in a domestic garage.
Re: [pygame] space ships (Re: Misnamed threads (Re: Posting styles (Re: Text To Speech PYTTS)))
hmmm. I would not define the space shuttle as a space ship because it requires an external fuel tank and two extra rockets to get into space. In fact, all of NASA's creations, then have not been rockets because they cannot travel to and from space without incredible difficulty and sacrifice of parts.
Re: [pygame] space ships (Re: Misnamed threads (Re: Posting styles (Re: Text To Speech PYTTS)))
which reminds me of: There are no passengers on spaceship earth. We are all crew. (Marshall McLuhan)
Re: [pygame] space ships (Re: Misnamed threads (Re: Posting styles (Re: Text To Speech PYTTS)))
What ever happened to a list talking about game writing and code? Besides, the ship in the garage was, My Favorite Martian! Any other would be copy right infringement, a stolen idea. Ha! Ha! Also Rod Serling wrote about the Will The Real Martian Stand Up? where footsteps came out of a pond to a restaurant door. Five people got off a bus and went into the same restaurant. A police oficer came to the area to investigate a UFO landing in a pond and noticed the footsteps going to the door of the restaurant. The officer went inside the restaurant to tried to find out who was the Martian. At the end the Martian boasted to another man that he was the Martian. Only to be talking to a Venusian. The Martian said he was sending ships to take over earth and the Venusian said, I know, our ships have intercepted them, and we are now going to take over the Earth! So, when will we start talking about code, I like when a list is a list for Py_Games, and not talk. Also, a spaceship stays in space, the shuttle is a shuttle, and can not be anything but a shuttle... Bruce OK then, I like spacecraft too. Lenard Ian Mallett wrote: hmmm. I would not define the space shuttle as a space ship because it requires an external fuel tank and two extra rockets to get into space. In fact, all of NASA's creations, then have not been rockets because they cannot travel to and from space without incredible difficulty and sacrifice of parts. -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.5.516 / Virus Database: 269.21.3/1308 - Release Date: 3/3/2008 10:01 AM
Re: [pygame] space ships (Re: Misnamed threads (Re: Posting styles (Re: Text To Speech PYTTS)))
All space vehicles use staging; the space shuttle's are just on the side. NASA also made the Saturn 5, don't forget. The space shuttle is a poor investment but an incredibly high-performance vehicle and launch system. It can lift almost as much as the Saturn 5 (including the orbiter) -- way more than any Russian vehicle. :) Richard Ian Mallett wrote: hmmm. I would not define the space shuttle as a space ship because it requires an external fuel tank and two extra rockets to get into space. In fact, all of NASA's creations, then have not been rockets because they cannot travel to and from space without incredible difficulty and sacrifice of parts.