[pygame] Problem with get_length and mp3
Hi, i have following problem with pygame: import pygame pygame.mixer.init() pygame.mixer.Sound('test.mp3') pygame.mixer.Sound object at 0x7f16a8616350 x = pygame.mixer.Sound('test.mp3') x.get_length() 9.0702946181409061e-05 the mp3 is 5min 18 sec long (xmms) pygame v. 1.8 pygame 1.8 dont support mp3 with pygame.mixer.Sound module and pygame.mixer.music has no get_lenth method so i have to use 1.8 i postet the problem on your irc channel one guy (_raz_) testet it with latest svn trunk, he confirmed that this bug is also with this version. greetings Stefan Huchler www.canta-game.org
Re: [pygame] The gsoc project physics engine.
Hi again! I've tried compiling what you've submitted so far, it fails with many errors. For instance, what's with the double typedef's? Are you still just prototyping? Also, I'm writing cmake build scripts to test your code, is anybody else interrested in this or should I use whatever PyGame is using? What is the preferred way of building? /Peter Hi, In fact, just as I said before, all data structures of this engine are based on python basic type data structures. 2d vector type is just same as complex type in concept and C implementation, so I just use Python complex type and add some functions for advanced vector usages. I think maybe it's not a bad idea to treat physics 2d vector space as complex number space. But I also separate the main code from vector code, replacing it with a distinct vector type will be easy, maybe it will support it after the first stable release. Best Wishes Zhang Fan
[pygame] {ANN] Pygame 1.8.1pre (SVN 1376) Windows installers for Pygame and Documents
I have updated the Windows installers on my site for Pygame 1.8.1 pre-release (SVN 1376). This version passes all unit tests so far. I have also updated the documents and examples installer and bundle. Everything can be found at http://www3.telus.net/len_l/pygame/ . md5 sums: 0dc5d7b44868151939c4265f9daacb4c *pygame-1.8.1a0.win32-py2.4.msi 17bfbec6ed6f2cbb47de28b1697561c7 *pygame-1.8.1a0.win32-py2.5.msi e3f34c47bdbc05a0c89d9291e5e1d6b9 *pygame-1.8-docs-and-examples.tar.gz 0b4e147125ece2efbbd0223d6a7cc71f *pygame-1.8-docs-setup.exe -- Lenard Lindstrom [EMAIL PROTECTED]
Re: [pygame] The gsoc project physics engine.
On, Fri Jun 20, 2008, Peter Gebauer wrote: Hi again! I've tried compiling what you've submitted so far, it fails with many errors. For instance, what's with the double typedef's? Are you still just prototyping? Also, I'm writing cmake build scripts to test your code, is anybody else interrested in this or should I use whatever PyGame is using? What is the preferred way of building? /Peter Currently there's only a VisualStudio project available. We worked out a set of patches for the typical python way, which did not yet make its way into SVN. Expect it to be available soon. Regards Marcus pgpdZk4PLWDu5.pgp Description: PGP signature
Re: [pygame] The gsoc project physics engine.
Zhang: What font do I need to view your name? [ I'm using winXP, firefox3 and it's showing as 0x5e06 0x5f20 ] 2008/6/19 帆 张 [EMAIL PROTECTED]: Hi, In fact, just as I said before, all data structures of this engine are based on python basic type data structures. 2d vector type is just same as complex type in concept and C implementation, so I just use Python complex type and add some functions for advanced vector usages. I think maybe it's not a bad idea to treat physics 2d vector space as complex number space. But I also separate the main code from vector code, replacing it with a distinct vector type will be easy, maybe it will support it after the first stable release. Best Wishes Zhang Fan Here's a vector2 class: http://partiallydisassembled.net/euclid/index.html *Lenard Lindstrom [EMAIL PROTECTED]* 写道: Hi, I had a quick look at the vector code in SVN. I see that the glVector2d is just a Python complex type. Is this simply for prototyping? Will the finished module support a distinct vector type? Lenard 帆 张 wrote: Hi , Thank you very much, I'd like to see your advices and get help from you. I also want to tell the difference between chipmunk(and Pymunk) and this project, this one is not separated with python, all of its basic data structures are based on python data structures, which means it can be integrated in python seamlessly . Also some classes are targeted to integrate physics updating and pygame sprite rendering, which means user can write their physics games more easily. API defines and my working progress are on my yahoo blog: http://i.cn.yahoo.com/zhangfanfox/blog/ , and current working code is on a branch of pygame svn: _svn://seul.org/svn/pygame/branches/physics _ Best wishes Zhang Fan */Peter Gebauer /* 写道: Hi! I read Zhang Fan's post regarding his gsoc project, I've been looking to do something similar, a Python extension for an already existing library. So far I've extended Chipmunk partially over a few days of prototyping, but there's no point in having two projects doing the same thing, I'd like to know a bit bout the plans of the physics module for PyGame. (if you're reading this, Zhang) I could also help out with some testing/patching for the C Python stuff. -- 雅虎邮箱,您的终生邮箱! http://cn.mail.yahoo.com/ -- Jake
Re: [pygame] The gsoc project physics engine.
On, Fri Jun 20, 2008, Jake b wrote: Zhang: What font do I need to view your name? [ I'm using winXP, firefox3 and it's showing as 0x5e06 0x5f20 ] Go to the control panel - region and language settings and check the support for east asian languages option (on the second register, I think). This will install the necessary fonts and libraries you need to display east asian characters and scripts. Regards Marcus pgpRnyIGayO4G.pgp Description: PGP signature
Re: [pygame] Problem with get_length and mp3
hi, pygame has dodgey mp3 support, as it uses smpeg which doesn't do mp3 very well. Mostly it's a good idea to use ogg vorbis format if you can, or use a different way to convert the mp3 files to wav files then load those with pygame. cheers, On Fri, Jun 20, 2008 at 10:10 PM, Stefan Huchler [EMAIL PROTECTED] wrote: Hi, i have following problem with pygame: import pygame pygame.mixer.init() pygame.mixer.Sound('test.mp3') pygame.mixer.Sound object at 0x7f16a8616350 x = pygame.mixer.Sound('test.mp3') x.get_length() 9.0702946181409061e-05 the mp3 is 5min 18 sec long (xmms) pygame v. 1.8 pygame 1.8 dont support mp3 with pygame.mixer.Sound module and pygame.mixer.music has no get_lenth method so i have to use 1.8 i postet the problem on your irc channel one guy (_raz_) testet it with latest svn trunk, he confirmed that this bug is also with this version. greetings Stefan Huchler www.canta-game.org
Re: [pygame] The gsoc project physics engine.
On Thu, 19 Jun 2008, Peter Gebauer wrote: I read Zhang Fan's post regarding his gsoc project, I've been looking to do something similar, a Python extension for an already existing library. So far I've extended Chipmunk partially over a few days of prototyping, but there's no point in having two projects doing the same thing You might well think that... http://code.google.com/p/pymunk/ Richard
Re: [pygame] The gsoc project physics engine.
# hello. # # I've prepared a set of python computer instructions for your consideration. # Warning: Not safe for work! But it's the weekend, so that doesn't matter. # TODO: these computer instructions could be optimised.Only achieves 0.5 fps. def inately__for_your_consideration(): # a quote from previous email explaining why. reasons_from_other_email = As you can see from Zhang's post there's a difference between making soft bindings using ctypes and hard bindings using the Python C API. While ctypes is convenient to use and easy to modify since only Python code is involved, it lacks the ability to let the programmer to extend Python using the underlying C API directly. It also lacks the ability to intergrate easy with other Python extensions. It's also a matter of speed, in particular when it comes to iterations, like for collision testing and drawing many objects. If this can all be done in C we are better off. .replace(42, meaning of life).split(\n) return reasons_from_other_email import pygame;from pygame.locals import *;pygame.init() screen = pygame.display.set_mode((640,200)) pygame.display.set_caption(for your consideration) f = pygame.font.Font(None, 24);c = pygame.time.Clock();fps = 0.5 while not filter(lambda x:x.type in [QUIT,KEYDOWN],pygame.event.get()): for i, message in enumerate(inately__for_your_consideration()): screen.blit(f.render(message,1,(min((i*5)+50,255), 79, min((i*10)+50,255))), (10+i*3,i*26)); pygame.display.flip();screen.fill((0,0,0));c.tick(fps) #cheers, On Sat, Jun 21, 2008 at 11:43 AM, Richard Jones [EMAIL PROTECTED] wrote: On Thu, 19 Jun 2008, Peter Gebauer wrote: I read Zhang Fan's post regarding his gsoc project, I've been looking to do something similar, a Python extension for an already existing library. So far I've extended Chipmunk partially over a few days of prototyping, but there's no point in having two projects doing the same thing You might well think that... http://code.google.com/p/pymunk/ Richard
[pygame] Tests crashing Automatic Build page + Compiling PyGame on Windows
Greetings all. Computer Died = My computer recently decided it needed to go into early retirement and I have been forced to use my friends old Windows box when able. He has alot of assignments at the moment and I can only really use it while he's at school. My computer should be back in operation in a few days hopefully when a replacement cooling fan arrives. As I am on Windows I need to get access to binaries of the pygame svn HEAD. This is normally no trouble as the automatic build page usually has them posted. Lately though, some surface lock tests are crashing the build script. The windows builds crashed a few revisions ago so I decided to compile from source. Compiling Pygame The instructions for building pygame on windows using MSYS involved downloading and compiling dependencies. It was not until afterwards that I found out that prebuilts were available. It would probably be helpful to link to them somewhere on the wiki. It was not until afterwards that I found out that prebuilts were available. I will do that myself once my computer is operational again. In fact there is a note on the wiki, *note* We should have a download with everything included. As well as patches for each one that we need. Anyway, I went to the pains of downloading all the dependencies and compiling. The msys_build_deps.py script works very nicely, the only issue I had was that SMPEG wouldn't compile. I just got a copy of the config and dll from the page with the prebuilts. This was the error message from the script: $ msys_build_deps.py SMPEG === Starting build === aclocal: configure.in: 133: macro `AM_PATH_SDL' not found in library aclocal: configure.in: 219: macro `AM_PATH_GTK' not found in library './autogen.sh' failed to run properly Build aborted: The build for SMPEG failed with code 1 Failing Tests = I built revision 1376 and running run_tests.py here crashes before completion of all the tests. I traced it to surflock_test.py. I renamed it temporarily so it wouldn't be picked up by run_tests.py and then the suite ran to completion, showing failures in transform_test.py. Bizarrely, I ran that test discretely and it passed. I think surflock_test.py crashed the automated builds for http://thorbrian.com/pygame/builds.php I saw that builds for revision 1376 were recently posted to the list with a note saying it passed all unit tests. I downloaded it, removed my existing pygame install, deleting the whole pygame folder, and installed it. Same surflock_test.py crash, same transform_test.py failures and errors. The surflock_test.py crash actually stalls the test suite and it reports nothing; no F, E or OK. D:\Nick\PyGame\trunkrun_tests.py loading base_test loading blit_test loading color_test loading display_test loading font_test loading image_test loading image__save_gl_surface_test loading key_test loading mask_test loading mixer_test loading movie_test loading pixelarray_test loading rect_test loading sndarray_test loading sprite_test loading surface_test loading surfarray_test loading surflock_test loading transform_test .. We need to make the build page + test runner more resistant to tests that will possibly crash everything. Cheers, Akalias. ps. Sorry in anticipation of being late in replying to replies.
Re: [pygame] {ANN] Pygame 1.8.1pre (SVN 1376) Windows installers for Pygame and Documents
Lenard, see post re: Tests crashing Automatic Build page + Compiling PyGame on Windows The build posted is failing tests here. Can you confirm everything is OK your end? I suspect you are getting a false pass due to a buggy test crashing the test runner. Cheers. I have updated the Windows installers on my site for Pygame 1.8.1 pre-release (SVN 1376). This version passes all unit tests so far. I have also updated the documents and examples installer and bundle. Everything can be found at http://www3.telus.net/len_l/pygame/ . md5 sums: 0dc5d7b44868151939c4265f9daacb4c *pygame-1.8.1a0.win32-py2.4.msi 17bfbec6ed6f2cbb47de28b1697561c7 *pygame-1.8.1a0.win32-py2.5.msi e3f34c47bdbc05a0c89d9291e5e1d6b9 *pygame-1.8-docs-and-examples.tar.gz 0b4e147125ece2efbbd0223d6a7cc71f *pygame-1.8-docs-setup.exe