Re: [pygame] Linux binaries

2008-11-06 Thread Patrick Atambo
For algorithms you could try Weave, a package in SciPy, no need to compile
with any compiler, it just runs, Fast.
Check these http://www.scipy.org/PerformancePython comparisons out, the
only thing faster than Pyrex, C++ on Weave, without the additional memory
overhead of Pyrex :-)

Kind Regards,
Patrick Atambo.

On Wed, Nov 5, 2008 at 4:57 PM, Matt Pearson [EMAIL PROTECTED] wrote:

 i have been doing C++ for a while now and was wondering if there was a
 python
 wrapper for it, if so can i use and compile in visual studio??



 On Wed, Nov 5, 2008 at 7:53 AM, Peter Gebauer 
 [EMAIL PROTECTED] wrote:

 Hi guys!

 I agree, just wanted to add that many iterations over trivial code
 benefits
 (speed-wise) tremendously from being written in C and accessed in Python,
 or
 at least that is my experience. :)
 Guess you have to weigh it against the added complexity of having to
 compile
 C code, maybe for mulitple platforms, etc.

 On 2008-11-05 (Wed) 13:57, Greg Ewing wrote:
  Patrick Mullen wrote:
  On Tue, Nov 4, 2008 at 12:55 AM, Greg Ewing 
 [EMAIL PROTECTED] wrote:
 
  The only way to improve speed is to re-code the cpu-intensive
  parts using something more efficent, such as C or Pyrex.
 
  Or, of course, write better python code if possible in those parts.
 
  Yes, certainly -- finding a better algorithm is always
  the best form of optimization!
 
  --
  Greg
 





Re: [pygame] Linux binaries

2008-11-06 Thread Peter Gebauer
Hey there!

There are some alternatives, some like automatic generation like Swig, 
Boost, etc, some like Pyrex, I prefer to write Python extensions in C using 
the standard Python C-implementation API. PyGame, being written in C, is 
also easy to access.
As for C++, I don't know of any specific C++ API's, but then again I don't 
use C++ at all so I haven't looked.
There's also the option of doing the reverse scenario, embedding instead of 
extending, you'll have to see what fits your project best.

/Peter

On 2008-11-05 (Wed) 08:29, Matt Pearson wrote:
 i agree, does the wrapper have a name, or is it on the python/pygame sites
 
 On Wed, Nov 5, 2008 at 8:13 AM, René Dudfield [EMAIL PROTECTED] wrote:
 
  yeah, best to use both!  Use each tool where it is best at - and get
  best of both worlds!
 
  cu,
 
  On Thu, Nov 6, 2008 at 12:53 AM, Peter Gebauer
  [EMAIL PROTECTED] wrote:
Hi guys!
  
   I agree, just wanted to add that many iterations over trivial code
  benefits
   (speed-wise) tremendously from being written in C and accessed in Python,
  or
   at least that is my experience. :)
   Guess you have to weigh it against the added complexity of having to
  compile
   C code, maybe for mulitple platforms, etc.
  
   On 2008-11-05 (Wed) 13:57, Greg Ewing wrote:
   Patrick Mullen wrote:
   On Tue, Nov 4, 2008 at 12:55 AM, Greg Ewing 
  [EMAIL PROTECTED] wrote:
  
   The only way to improve speed is to re-code the cpu-intensive
   parts using something more efficent, such as C or Pyrex.
  
   Or, of course, write better python code if possible in those parts.
  
   Yes, certainly -- finding a better algorithm is always
   the best form of optimization!
  
   --
   Greg
  
  
 


Re: [pygame] Linux binaries

2008-11-06 Thread Matt Pearson
im sorry if this is the wrong forum but im having an error
im doing the AI example in Will McGugans Python/Pygame book
The error is
  run()
NameError: name 'run' is not defined

i have the lastest gameobjects module so im kinda stumped
and its not using OpenGL either

thanks

On Wed, Nov 5, 2008 at 7:34 PM, Bill Coderre [EMAIL PROTECTED] wrote:

 On Nov 5, 2008, at 4:48 PM, yanom @linuxmail.org wrote:

 What's Bogosort?


 Back in my day, we didn't have Wikipedia, we had the Jargon file, and we
 LIKED it. (Note that although if I am really to show my age, I have to decry
 the Eric Raymond update which, to a large extent, diluted the winnage of
 the original. But the original does not have an entry for Bogo-Sort, so
 there you go.)

 http://catb.org/jargon/html/B/bogo-sort.html

 It is highly educational and entertaining to read these old repositories of
 wordplay and politics. For instance, you probably have always frobbed things
 (it's part of the hacker DNA), but now you can understand the distinction
 between frobbing, twiddling, and tweaking, and this might actually come in
 handy at some point. See also the story about Magic in the Appendix.





[pygame] Geany

2008-11-06 Thread Matt Pearson
is there anyway to make geany python aware??(in regards to indention)


Re: [pygame] Geany

2008-11-06 Thread Matt Pearson
well i never tried that.but i guess i was talking about tabs ands spaces
i recently had a problem with tabs messing up a function and pushing in
into
another one. I know python is whitespaced but im still learning how
spaces and tabs work in Python world

On Thu, Nov 6, 2008 at 9:29 AM, pymike [EMAIL PROTECTED] wrote:

 It is python aware. Make sure you have it set to

 Document  Set Filetype  Programming Languages  Python

 Or are you referring to tabs/4 spaces?


 On Thu, Nov 6, 2008 at 9:18 AM, Matt Pearson [EMAIL PROTECTED]wrote:

 is there anyway to make geany python aware??(in regards to indention)




 --
 - pymike
 Stop loling into a false sense of hilarity



Re: [pygame] Geany

2008-11-06 Thread Knapp
I have found after quite some time that making the editor put in
spaces for tabs and never having tabs in my programs saves headaches.
-- 
Douglas E Knapp

http://sf-journey-creations.wikispot.org/Front_Page


[pygame] Collision detection help - colliderect

2008-11-06 Thread IamScuzzo
I am trying to check a collision between b and B. b is the
bullet sprite from the Bullet class, and B is the barney sprite from
the Barney class.

Link: http://pastebin.com/m4d7304fc

Right now nothing happens when I run the game, no collision detections
and no error messages. I cant figure out what I am doing wrong. It was
complaining about how b isnt defined so I made it global, same with B.