Re: [pygame] font.get_fonts and OS X
hi, the tests pass on 10.5.7... which just uses the unix function... (which uses fc-list). I think it should be easier to figure out what to do for when fc-list isn't there (pre 10.5.x machines)... by looking at the out put that the fc-list using function uses. cu, On Wed, May 20, 2009 at 3:33 PM, Lenard Lindstrom le...@telus.net wrote: I committed what I have so far. If OS X has an fc-list equivalent take a look at the updates I made to the Unix section of sysfont.py for Python 3 and unicode. Some of it may be relevant. Lenard René Dudfield wrote: hello, ah, nice catch! That's annoying... all this time and it hasn't been working on OSX. Can you commit your tests? I can have a go at it... unless Brian you want to have a go? Here are the main font paths... the X11 one isn't there on most installs for 10.4.x ... but should be there on most 10.5.x installs. The last path is where OS9 used to install fonts, and some people still use that directory apparently. ~/Library/Fonts/ /Library/Fonts/ /System/Library/Fonts/ /usr/X11/lib/X11/fonts/TTF/ /Network/Library/Fonts/ /System Folder/Fonts/ cheers, On Wed, May 20, 2009 at 7:55 AM, Lenard Lindstrom le...@telus.net wrote: Currently I am filling in the font unit tests. For OS X I noticed that sysfont.py does not hunt down installed fonts. The relevant function is a stub. I have no OS X access, so can't write it myself. Is someone else willing to take care of it. Otherwise when I commit the completed unit tests they will fail for OS X. Lenard
Re: [SPAM: 3.500] Re: [pygame] This one baffles me
On Wed, May 20, 2009 at 9:13 AM, Yanom Mobis ya...@rocketmail.com wrote: i guess i'll use spaces for my next program. But why exactly are spaces better? the article just said that was the standard On Wed, May 20, 2009 at 09:20:16AM +1000, René Dudfield wrote: At this point, it's because most python code, and python programmers are using spaces, instead of tabs. However, be aware that it is a matter of taste/religion, and it's an age old internet argument, and so you're always going to get different people saying that one style is better than the other. For me, spaces are like mp3 files whilst tabs are like mod files. I like mod files better than mp3 files, but the problem is that sometimes mod files sound different when you play them on different platforms. Best, Chris. --- http://mccormick.cx
Re: [SPAM: 3.500] Re: [pygame] This one baffles me
Both, tabs and spaces, work. mixing them doesn't. So you must make sure you only use one. which one you choose is more or less a matter of taste as Chris wrote. However, since mixing spaces and tabs is a bad idea it would be good if all (python) programmers could agree on one or the other. I believe that's why there is the python style guide I linked to earlier. It sets a precedent/convention. You can of course say you don't care and follow your own style but it will make it harder and more annoying for others. Therefore I would urge you to use spaces in python programs. yours, //Lorenz On Wed, 20 May 2009 11:38:18 +0100, Chris McCormick ch...@mccormick.cx wrote: On Wed, May 20, 2009 at 9:13 AM, Yanom Mobis ya...@rocketmail.com wrote: i guess i'll use spaces for my next program. But why exactly are spaces better? the article just said that was the standard On Wed, May 20, 2009 at 09:20:16AM +1000, René Dudfield wrote: At this point, it's because most python code, and python programmers are using spaces, instead of tabs. However, be aware that it is a matter of taste/religion, and it's an age old internet argument, and so you're always going to get different people saying that one style is better than the other. For me, spaces are like mp3 files whilst tabs are like mod files. I like mod files better than mp3 files, but the problem is that sometimes mod files sound different when you play them on different platforms. Best, Chris.
[pygame] Adding new dependencies for pygame
Okay, so I have some code that looks like it will work, so now is when I need to start testing it. But to get it to compile and install with pygame, I've been trying to figure out how to add the necessary stuff to config.py and config_unix.py. Does anyone have some information on how to do this? For reference, right now I'm including these: #include ffmpeg/avstring.h #include ffmpeg/rtsp.h #include ffmpeg/swscale.h #include ffmpeg/opt.h #include libavdevice/avdevice.h #include SDL.h #include SDL_thread.h #include ffmpeg/avformat.h in my code. I've already tried to find the relevant info, but no luck there. Thanks for any and all help! -Tyler -- Visit my blog at http://oddco.ca/zeroth/zblog
[pygame] Spaces And Tabs Pointlessly Time-Wasting Religious Schism
On May 20, 2009, at 4:24 AM, d...@amberfisharts.com wrote: Both, tabs and spaces, work. mixing them doesn't. So you must make sure you only use one. which one you choose is more or less a matter of taste as Chris wrote. However, since mixing spaces and tabs is a bad idea it would be good if all (python) programmers could agree on one or the other. I believe that's why there is the python style guide I linked to earlier. It sets a precedent/convention. You can of course say you don't care and follow your own style but it will make it harder and more annoying for others. Therefore I would urge you to use spaces in python programs. With no disrespect to either my exceedingly learned colleagues from Lilliput who use spaces, or my sublimely enlightened colleagues from Blefuscu who use tabs[1], this is Yet Another Pointlessly Time-Wasting Religious Schism.[2] The only problem is that our computers, which can be so lightning-fast at replacing characters, cannot seem, even at this late date in their evolution, to figure out when two lines are similarly indented and therefore execute our code without complaint. Their text-editing programs are only confounding the matter. My meager solution has been to turn on an option that displays a faint glyph representing each tab. Therefore, when I open a file, I somewhat subliminally see which lines have an indenting problem, and I fix them. Perhaps a better solution would be to agree on a spaces-tabs exchange rates, but this, also has its zealots. Some people use a tab to mean eight spaces, some four, and some two. Is there some unix magic cookie format to explicate this exchange rate? If so, then the battle is mostly won, and we merely have to convince the myriad text editors to publish, honor, and obey the cookies, silently sorting out the indentations and replacing whichever with whatever. If not, we just have to add the cookie format to Python's spec. [1] cf. http://en.wikipedia.org/wiki/Endianness#Etymology [2] See also Endianness, above, Emacs versus vi, brackets on new lines, etc.
Re: [pygame] Adding new dependencies for pygame
Nothing needs to be done to config.py. But for config_unix.py a new Dependency needs to be added to the DEPS list in main(). Also an FFMPEG = line should be added to Setup.in, giving some Unix defaults, and add a new build line in the optional modules section for the new movie module. As for providing paths, if ffmpeg was installed as a package then the compiler should find it. Lenard Tyler Laing wrote: Okay, so I have some code that looks like it will work, so now is when I need to start testing it. But to get it to compile and install with pygame, I've been trying to figure out how to add the necessary stuff to config.py and config_unix.py. Does anyone have some information on how to do this? For reference, right now I'm including these: #include ffmpeg/avstring.h #include ffmpeg/rtsp.h #include ffmpeg/swscale.h #include ffmpeg/opt.h #include libavdevice/avdevice.h #include SDL.h #include SDL_thread.h #include ffmpeg/avformat.h in my code. I've already tried to find the relevant info, but no luck there. Thanks for any and all help! -Tyler -- Visit my blog at http://oddco.ca/zeroth/zblog
Re: [pygame] Spaces And Tabs Pointlessly Time-Wasting Religious Schism
And Lo, the LORD looked upon the grave sins of the evil tabbites, and through the prophet James, he called upon the the wise and peaceful fourspacians to take up plowshares and text editors and to hammer them into swords, and to fall upon the wicked tabbites and rend them asunder with vicious bloody smiting. And when the deed had been done, the LORD looked down and spake so it shall be for now and for always, the fourspacians shall import and subclass over all the earth. But a certain fourspacian indented his code with only two spaces, and was well-pleased with himself, saying what I have done is good, and will please the LORD, and so the twospacians were born, and they strove against the fourspacians, and chaos continued in the lands of pythonia. On Wed, May 20, 2009 at 08:58:10AM -0700, Bill Coderre wrote: With no disrespect to either my exceedingly learned colleagues from Lilliput who use spaces, or my sublimely enlightened colleagues from Blefuscu who use tabs[1], this is Yet Another Pointlessly Time-Wasting Religious Schism.[2] The only problem is that our computers, which can be so lightning-fast at replacing characters, cannot seem, even at this late date in their evolution, to figure out when two lines are similarly indented and therefore execute our code without complaint. Their text-editing programs are only confounding the matter. My meager solution has been to turn on an option that displays a faint glyph representing each tab. Therefore, when I open a file, I somewhat subliminally see which lines have an indenting problem, and I fix them. Perhaps a better solution would be to agree on a spaces-tabs exchange rates, but this, also has its zealots. Some people use a tab to mean eight spaces, some four, and some two. Is there some unix magic cookie format to explicate this exchange rate? If so, then the battle is mostly won, and we merely have to convince the myriad text editors to publish, honor, and obey the cookies, silently sorting out the indentations and replacing whichever with whatever. If not, we just have to add the cookie format to Python's spec. [1] cf. http://en.wikipedia.org/wiki/Endianness#Etymology [2] See also Endianness, above, Emacs versus vi, brackets on new lines, etc.
[pygame] Surface.get_buffer() pygame2exe
I compiled this code use pygame2exe script, and output *.exe file crashed at started. Script without compile work normally. How to fix it? import pygame pygame.init() s = pygame.Surface((10, 10), 0, 24) print s.get_buffer() Version: Python 2.6.2 pygame1.8.1release PS. Surface.get_buffer() need for http://www.pygame.org/wiki/ShadowEffects?parent=CookBook. Maybe exists other module for make shadow which don't use this method?
[pygame] PyGameSF meetup Thursday May 21st 6pm @ Main San Francisco Public Library
Hi All, The May PyGameSF meet up will be at the STONG conference room on the first floor of the main San Francisco public library beside civic center BART. The library closes at 8pm so we will reconvene to frjtz on hayes street for dinner/drinks afterwards. This months presentations are: -Jared Sohn: All About My Flocking Project. This talk will give an overview of flocking and demonstrate a C++/Maya flocking implementation used to animate rats for a college computer animation project. -Brad Busse, Colin Bean, Harry Tormey : CampDivisible, an overview of the PyGameSF teams pyweek 8 entry. This presentation will cover the concept, design and implementation of our entry, which was written with pyglet. This is also an open invitation to any teams who participated in pyweek from around the bay to come on down talk about your game and celebrate the end of another fun pyweek. PyGameSF is an informal group meet up in San Francisco for Software engineers interested in python, OpenGL, audio, pygame, SDL, programming and generally anything to do with multimedia development. The format of our meetings typically involve several people giving presentations on projects they are developing followed by group discussion and feedback. If anyone else would like to give a micro presentation, show demos or just talk about what they are doing or generally give examples of any relevant software they are working on please feel free to head along. To subscribe to the pygamesf mailing list simply email pygame-sf+subscribe at unworkable.org -- Harry Tormey Co Founder P2P Research http://p2presearch.com Founder PyGameSF http://pygamesf.org Software Engineer Digidesign http://digidesign.com
Re: [pygame] Adding new dependencies for pygame
Thanks Lenard. But what do I put specifically for the dependencies? Do I do a different dependency object for each of the header files I need? -Tyler On Wed, May 20, 2009 at 12:02 PM, Lenard Lindstrom le...@telus.net wrote: Nothing needs to be done to config.py. But for config_unix.py a new Dependency needs to be added to the DEPS list in main(). Also an FFMPEG = line should be added to Setup.in, giving some Unix defaults, and add a new build line in the optional modules section for the new movie module. As for providing paths, if ffmpeg was installed as a package then the compiler should find it. Lenard Tyler Laing wrote: Okay, so I have some code that looks like it will work, so now is when I need to start testing it. But to get it to compile and install with pygame, I've been trying to figure out how to add the necessary stuff to config.py and config_unix.py. Does anyone have some information on how to do this? For reference, right now I'm including these: #include ffmpeg/avstring.h #include ffmpeg/rtsp.h #include ffmpeg/swscale.h #include ffmpeg/opt.h #include libavdevice/avdevice.h #include SDL.h #include SDL_thread.h #include ffmpeg/avformat.h in my code. I've already tried to find the relevant info, but no luck there. Thanks for any and all help! -Tyler -- Visit my blog at http://oddco.ca/zeroth/zblog -- Visit my blog at http://oddco.ca/zeroth/zblog
Re: [pygame] Adding new dependencies for pygame
Your shouldn't need anything special for the includes if the headers are in /usr/include or /usr/local/include. The dependency is primarily for passing extra libraries to the linker: -lavcodec -lavdevice -lavformat -lavutil -lswscale. For config_unix.py try adding: Dependency('FFMPEG', 'avformat.h', 'libavformat', ['avcodec', 'avdevice', 'avformat', 'avutil', 'swscale']), though you may have to shuffle the library order to get it to link. The 'avformat.h' and 'libavformat' are merely files the config_unit.py searches for to determine if ffmpeg is available. In Setup.in add: FFMPEG = -lavcodec -lavdevice -lavformat -lavutil -lswscale after the PORTTIME = entry. Again put the libraries in the order required to link. But for the most part this line will be ignored and replaced by config_unix.py. After the gfxdraw entry add moviemodname src/movemodname.c $(SDL) $(FFMPEG) $(DEBUG) It should be commented as experimental for now. Hopefully by the end of summer any such qualifiers can be removed. Lenard Tyler Laing wrote: Thanks Lenard. But what do I put specifically for the dependencies? Do I do a different dependency object for each of the header files I need? -Tyler On Wed, May 20, 2009 at 12:02 PM, Lenard Lindstrom le...@telus.net mailto:le...@telus.net wrote: Nothing needs to be done to config.py. But for config_unix.py a new Dependency needs to be added to the DEPS list in main(). Also an FFMPEG = line should be added to Setup.in, giving some Unix defaults, and add a new build line in the optional modules section for the new movie module. As for providing paths, if ffmpeg was installed as a package then the compiler should find it. Lenard Tyler Laing wrote: Okay, so I have some code that looks like it will work, so now is when I need to start testing it. But to get it to compile and install with pygame, I've been trying to figure out how to add the necessary stuff to config.py and config_unix.py. Does anyone have some information on how to do this? For reference, right now I'm including these: #include ffmpeg/avstring.h #include ffmpeg/rtsp.h #include ffmpeg/swscale.h #include ffmpeg/opt.h #include libavdevice/avdevice.h #include SDL.h #include SDL_thread.h #include ffmpeg/avformat.h in my code. I've already tried to find the relevant info, but no luck there. Thanks for any and all help! -Tyler -- Visit my blog at http://oddco.ca/zeroth/zblog -- Visit my blog at http://oddco.ca/zeroth/zblog -- Lenard Lindstrom le...@telus.net
Re: [pygame] Surface.get_buffer() pygame2exe
It's not including the bufferproxy module. Try adding import pygame.bufferproxy after import pygame. Hopefully this is fixed in Pygame 1.9. Lenard meticulos.slac...@gmail.com wrote: I compiled this code use pygame2exe script, and output *.exe file crashed at started. Script without compile work normally. How to fix it? import pygame pygame.init() s = pygame.Surface((10, 10), 0, 24) print s.get_buffer() Version: Python 2.6.2 pygame1.8.1release PS. Surface.get_buffer() need for http://www.pygame.org/wiki/ShadowEffects?parent=CookBook. Maybe exists other module for make shadow which don't use this method? -- Lenard Lindstrom le...@telus.net
Re: [pygame] font.get_fonts and OS X
Hi, I see there are problems with Windows XP. Apparently the default fonts aren't showing up in the usual registry place: HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Fonts I guess that is just for additional fonts, which Brian's build machine apparently does not have. Would there be any other places in the registry to search? Or must one start with a list of default Windows fonts then check for each in the \windows\fonts directory? Lenard René Dudfield wrote: hi, the tests pass on 10.5.7... which just uses the unix function... (which uses fc-list). I think it should be easier to figure out what to do for when fc-list isn't there (pre 10.5.x machines)... by looking at the out put that the fc-list using function uses. cu, On Wed, May 20, 2009 at 3:33 PM, Lenard Lindstrom le...@telus.net mailto:le...@telus.net wrote: I committed what I have so far. If OS X has an fc-list equivalent take a look at the updates I made to the Unix section of sysfont.py for Python 3 and unicode. Some of it may be relevant. Lenard René Dudfield wrote: hello, ah, nice catch! That's annoying... all this time and it hasn't been working on OSX. Can you commit your tests? I can have a go at it... unless Brian you want to have a go? Here are the main font paths... the X11 one isn't there on most installs for 10.4.x ... but should be there on most 10.5.x installs. The last path is where OS9 used to install fonts, and some people still use that directory apparently. ~/Library/Fonts/ /Library/Fonts/ /System/Library/Fonts/ /usr/X11/lib/X11/fonts/TTF/ /Network/Library/Fonts/ /System Folder/Fonts/ cheers, On Wed, May 20, 2009 at 7:55 AM, Lenard Lindstrom le...@telus.net mailto:le...@telus.net wrote: Currently I am filling in the font unit tests. For OS X I noticed that sysfont.py does not hunt down installed fonts. The relevant function is a stub. I have no OS X access, so can't write it myself. Is someone else willing to take care of it. Otherwise when I commit the completed unit tests they will fail for OS X. Lenard -- Lenard Lindstrom le...@telus.net
Re: [pygame] Spaces And Tabs Pointlessly Time-Wasting Religious Schism
surely 8 half spaces is better than 4 spaces. cu, On Thu, May 21, 2009 at 2:26 AM, Michael George mdgeo...@cs.cornell.eduwrote: Bill Coderre wrote: Is there some unix magic cookie format to explicate this exchange rate? If so, then the battle is mostly won, and we merely have to convince the myriad text editors to publish, honor, and obey the cookies, silently sorting out the indentations and replacing whichever with whatever. Sure! We should just use vim modelines: vim: ts=4 sw=4 et That will surely avoid any pointless time-wasting religious fervor. --Mike
Re: [pygame] Spaces And Tabs Pointlessly Time-Wasting Religious Schism
my two cents: tab = 4 spaces also a --converttabs numberOfSpaces option on the python interpreter would be neat, automaticly converting all tabs in the module being opened to numberOfSpaces spaces. So python --converttabs 4 would convert all spaces to 4 tabs. --- On Wed, 5/20/09, Bill Coderre b...@mac.com wrote: From: Bill Coderre b...@mac.com Subject: [pygame] Spaces And Tabs Pointlessly Time-Wasting Religious Schism To: pygame-users@seul.org Date: Wednesday, May 20, 2009, 10:58 AM On May 20, 2009, at 4:24 AM, d...@amberfisharts.com wrote: Both, tabs and spaces, work. mixing them doesn't. So you must make sure you only use one. which one you choose is more or less a matter of taste as Chris wrote. However, since mixing spaces and tabs is a bad idea it would be good if all (python) programmers could agree on one or the other. I believe that's why there is the python style guide I linked to earlier. It sets a precedent/convention. You can of course say you don't care and follow your own style but it will make it harder and more annoying for others. Therefore I would urge you to use spaces in python programs. With no disrespect to either my exceedingly learned colleagues from Lilliput who use spaces, or my sublimely enlightened colleagues from Blefuscu who use tabs[1], this is Yet Another Pointlessly Time-Wasting Religious Schism.[2] The only problem is that our computers, which can be so lightning-fast at replacing characters, cannot seem, even at this late date in their evolution, to figure out when two lines are similarly indented and therefore execute our code without complaint. Their text-editing programs are only confounding the matter. My meager solution has been to turn on an option that displays a faint glyph representing each tab. Therefore, when I open a file, I somewhat subliminally see which lines have an indenting problem, and I fix them. Perhaps a better solution would be to agree on a spaces-tabs exchange rates, but this, also has its zealots. Some people use a tab to mean eight spaces, some four, and some two. Is there some unix magic cookie format to explicate this exchange rate? If so, then the battle is mostly won, and we merely have to convince the myriad text editors to publish, honor, and obey the cookies, silently sorting out the indentations and replacing whichever with whatever. If not, we just have to add the cookie format to Python's spec. [1] cf. http://en.wikipedia.org/wiki/Endianness#Etymology [2] See also Endianness, above, Emacs versus vi, brackets on new lines, etc.
Re: [pygame] Adding new dependencies for pygame
Thanks Lenard, that worked. Now, just fixing bugs that are stopping compilation. One problem I ran into and solved was that I was using the wrong version of the header files. However, in solving that, it seems to be trying to include both the versions, which end up conflicting and generating a huge list of conflict reports. Is there anyway to tell setup not to use the header files in /usr/include, and instead use the headers in /usr/local/include in the dependency? -Tyler On Wed, May 20, 2009 at 1:28 PM, Lenard Lindstrom le...@telus.net wrote: Your shouldn't need anything special for the includes if the headers are in /usr/include or /usr/local/include. The dependency is primarily for passing extra libraries to the linker: -lavcodec -lavdevice -lavformat -lavutil -lswscale. For config_unix.py try adding: Dependency('FFMPEG', 'avformat.h', 'libavformat', ['avcodec', 'avdevice', 'avformat', 'avutil', 'swscale']), though you may have to shuffle the library order to get it to link. The 'avformat.h' and 'libavformat' are merely files the config_unit.py searches for to determine if ffmpeg is available. In Setup.in add: FFMPEG = -lavcodec -lavdevice -lavformat -lavutil -lswscale after the PORTTIME = entry. Again put the libraries in the order required to link. But for the most part this line will be ignored and replaced by config_unix.py. After the gfxdraw entry add moviemodname src/movemodname.c $(SDL) $(FFMPEG) $(DEBUG) It should be commented as experimental for now. Hopefully by the end of summer any such qualifiers can be removed. Lenard Tyler Laing wrote: Thanks Lenard. But what do I put specifically for the dependencies? Do I do a different dependency object for each of the header files I need? -Tyler On Wed, May 20, 2009 at 12:02 PM, Lenard Lindstrom le...@telus.netmailto: le...@telus.net wrote: Nothing needs to be done to config.py. But for config_unix.py a new Dependency needs to be added to the DEPS list in main(). Also an FFMPEG = line should be added to Setup.in, giving some Unix defaults, and add a new build line in the optional modules section for the new movie module. As for providing paths, if ffmpeg was installed as a package then the compiler should find it. Lenard Tyler Laing wrote: Okay, so I have some code that looks like it will work, so now is when I need to start testing it. But to get it to compile and install with pygame, I've been trying to figure out how to add the necessary stuff to config.py and config_unix.py. Does anyone have some information on how to do this? For reference, right now I'm including these: #include ffmpeg/avstring.h #include ffmpeg/rtsp.h #include ffmpeg/swscale.h #include ffmpeg/opt.h #include libavdevice/avdevice.h #include SDL.h #include SDL_thread.h #include ffmpeg/avformat.h in my code. I've already tried to find the relevant info, but no luck there. Thanks for any and all help! -Tyler --Visit my blog at http://oddco.ca/zeroth/zblog -- Visit my blog at http://oddco.ca/zeroth/zblog -- Lenard Lindstrom le...@telus.net -- Visit my blog at http://oddco.ca/zeroth/zblog
Re: [pygame] Spaces And Tabs Pointlessly Time-Wasting Religious Schism
Bill Coderre wrote: Perhaps a better solution would be to agree on a spaces-tabs exchange rates That would negate the main benefit of using tabs (only), which is precisely that they *don't* represent any fixed amount of indentation. You can set your editor to display them using whatever spacing you prefer. Unfortunately, the totally haphazard way that the various tools out there handle tabs makes it impractical to use them this way outside of a controlled environment. Given that, the convention of four-space indents makes sense as an *interchange* format. Use whatever works best for you internally, but convert to four-space indents when sharing code with others. Cookies wouldn't really help unless all the tools out there (not just text editors, but print formatters, mail and news handlers, etc.) understood them. And if we had the power to make them do that, we could make them handle tabs in a consistent way in the first place, and we wouldn't have a problem. -- Greg
Re: [pygame] Adding new dependencies for pygame
hi, that likely depends on your include paths. Generally /usr/local/include/ comes first. You might need to put in your own head guards if ffmpeg isn't putting them in themselves. Like so: #ifndef MY_BLA #define MY_BLA #include bla.h #endif Hopefully then things only get included once. What is the gcc line of something that fails? cu, On Thu, May 21, 2009 at 10:07 AM, Tyler Laing trinio...@gmail.com wrote: Thanks Lenard, that worked. Now, just fixing bugs that are stopping compilation. One problem I ran into and solved was that I was using the wrong version of the header files. However, in solving that, it seems to be trying to include both the versions, which end up conflicting and generating a huge list of conflict reports. Is there anyway to tell setup not to use the header files in /usr/include, and instead use the headers in /usr/local/include in the dependency? -Tyler On Wed, May 20, 2009 at 1:28 PM, Lenard Lindstrom le...@telus.net wrote: Your shouldn't need anything special for the includes if the headers are in /usr/include or /usr/local/include. The dependency is primarily for passing extra libraries to the linker: -lavcodec -lavdevice -lavformat -lavutil -lswscale. For config_unix.py try adding: Dependency('FFMPEG', 'avformat.h', 'libavformat', ['avcodec', 'avdevice', 'avformat', 'avutil', 'swscale']), though you may have to shuffle the library order to get it to link. The 'avformat.h' and 'libavformat' are merely files the config_unit.py searches for to determine if ffmpeg is available. In Setup.in add: FFMPEG = -lavcodec -lavdevice -lavformat -lavutil -lswscale after the PORTTIME = entry. Again put the libraries in the order required to link. But for the most part this line will be ignored and replaced by config_unix.py. After the gfxdraw entry add moviemodname src/movemodname.c $(SDL) $(FFMPEG) $(DEBUG) It should be commented as experimental for now. Hopefully by the end of summer any such qualifiers can be removed. Lenard Tyler Laing wrote: Thanks Lenard. But what do I put specifically for the dependencies? Do I do a different dependency object for each of the header files I need? -Tyler On Wed, May 20, 2009 at 12:02 PM, Lenard Lindstrom le...@telus.netmailto: le...@telus.net wrote: Nothing needs to be done to config.py. But for config_unix.py a new Dependency needs to be added to the DEPS list in main(). Also an FFMPEG = line should be added to Setup.in, giving some Unix defaults, and add a new build line in the optional modules section for the new movie module. As for providing paths, if ffmpeg was installed as a package then the compiler should find it. Lenard Tyler Laing wrote: Okay, so I have some code that looks like it will work, so now is when I need to start testing it. But to get it to compile and install with pygame, I've been trying to figure out how to add the necessary stuff to config.py and config_unix.py. Does anyone have some information on how to do this? For reference, right now I'm including these: #include ffmpeg/avstring.h #include ffmpeg/rtsp.h #include ffmpeg/swscale.h #include ffmpeg/opt.h #include libavdevice/avdevice.h #include SDL.h #include SDL_thread.h #include ffmpeg/avformat.h in my code. I've already tried to find the relevant info, but no luck there. Thanks for any and all help! -Tyler --Visit my blog at http://oddco.ca/zeroth/zblog -- Visit my blog at http://oddco.ca/zeroth/zblog -- Lenard Lindstrom le...@telus.net -- Visit my blog at http://oddco.ca/zeroth/zblog
Re: [pygame] Adding new dependencies for pygame
What do you mean by gcc line of something that fails? Something like this: In file included from /usr/local/include/libavutil/avutil.h:56, from /usr/local/include/libavcodec/avcodec.h:30, from /usr/local/include/libavformat/avformat.h:45, from src/ff_movie.h:5, from src/ff_movie.c:18: /usr/local/include/libavutil/common.h:134: error: redefinition of ‘av_log2’ /usr/include/ffmpeg/common.h:98: error: previous definition of ‘av_log2’ was here Thats the first error that comes up. -Tyler On Wed, May 20, 2009 at 5:18 PM, René Dudfield ren...@gmail.com wrote: hi, that likely depends on your include paths. Generally /usr/local/include/ comes first. You might need to put in your own head guards if ffmpeg isn't putting them in themselves. Like so: #ifndef MY_BLA #define MY_BLA #include bla.h #endif Hopefully then things only get included once. What is the gcc line of something that fails? cu, On Thu, May 21, 2009 at 10:07 AM, Tyler Laing trinio...@gmail.com wrote: Thanks Lenard, that worked. Now, just fixing bugs that are stopping compilation. One problem I ran into and solved was that I was using the wrong version of the header files. However, in solving that, it seems to be trying to include both the versions, which end up conflicting and generating a huge list of conflict reports. Is there anyway to tell setup not to use the header files in /usr/include, and instead use the headers in /usr/local/include in the dependency? -Tyler On Wed, May 20, 2009 at 1:28 PM, Lenard Lindstrom le...@telus.netwrote: Your shouldn't need anything special for the includes if the headers are in /usr/include or /usr/local/include. The dependency is primarily for passing extra libraries to the linker: -lavcodec -lavdevice -lavformat -lavutil -lswscale. For config_unix.py try adding: Dependency('FFMPEG', 'avformat.h', 'libavformat', ['avcodec', 'avdevice', 'avformat', 'avutil', 'swscale']), though you may have to shuffle the library order to get it to link. The 'avformat.h' and 'libavformat' are merely files the config_unit.py searches for to determine if ffmpeg is available. In Setup.in add: FFMPEG = -lavcodec -lavdevice -lavformat -lavutil -lswscale after the PORTTIME = entry. Again put the libraries in the order required to link. But for the most part this line will be ignored and replaced by config_unix.py. After the gfxdraw entry add moviemodname src/movemodname.c $(SDL) $(FFMPEG) $(DEBUG) It should be commented as experimental for now. Hopefully by the end of summer any such qualifiers can be removed. Lenard Tyler Laing wrote: Thanks Lenard. But what do I put specifically for the dependencies? Do I do a different dependency object for each of the header files I need? -Tyler On Wed, May 20, 2009 at 12:02 PM, Lenard Lindstrom le...@telus.netmailto: le...@telus.net wrote: Nothing needs to be done to config.py. But for config_unix.py a new Dependency needs to be added to the DEPS list in main(). Also an FFMPEG = line should be added to Setup.in, giving some Unix defaults, and add a new build line in the optional modules section for the new movie module. As for providing paths, if ffmpeg was installed as a package then the compiler should find it. Lenard Tyler Laing wrote: Okay, so I have some code that looks like it will work, so now is when I need to start testing it. But to get it to compile and install with pygame, I've been trying to figure out how to add the necessary stuff to config.py and config_unix.py. Does anyone have some information on how to do this? For reference, right now I'm including these: #include ffmpeg/avstring.h #include ffmpeg/rtsp.h #include ffmpeg/swscale.h #include ffmpeg/opt.h #include libavdevice/avdevice.h #include SDL.h #include SDL_thread.h #include ffmpeg/avformat.h in my code. I've already tried to find the relevant info, but no luck there. Thanks for any and all help! -Tyler --Visit my blog at http://oddco.ca/zeroth/zblog -- Visit my blog at http://oddco.ca/zeroth/zblog -- Lenard Lindstrom le...@telus.net -- Visit my blog at http://oddco.ca/zeroth/zblog -- Visit my blog at http://oddco.ca/zeroth/zblog
[pygame] Sluggish movement
so i wrote this program, but the bullets coming out of the player's ship move at an irregular speed, first fast, then slow, then fast again... but they're supposed to move at a regular 12 pixels per frame. What am i doing wrong?
Re: [pygame] Adding new dependencies for pygame
hi, try including all your .h files in that one .h file. Not all versions of ffmpeg guard against multiple inclusion... and you're including some files multiple times. So either make sure you're only including once, or put your own guards around them (as detailed above). that should fix it... I hope. cu. On Thu, May 21, 2009 at 10:43 AM, Tyler Laing trinio...@gmail.com wrote: Sorry, just figured it out: gcc -pthread -fno-strict-aliasing -DNDEBUG -g -fwrapv -O2 -Wall -Wstrict-prototypes -fPIC -D_REENTRANT -I/usr/X11R6/include -I/usr/include/SDL -I/usr/local/include -I/usr/include/python2.5 -c src/ff_movie.c -o build/temp.linux-x86_64-2.5/src/ff_movie.o On Wed, May 20, 2009 at 5:35 PM, Tyler Laing trinio...@gmail.com wrote: What do you mean by gcc line of something that fails? Something like this: In file included from /usr/local/include/libavutil/avutil.h:56, from /usr/local/include/libavcodec/avcodec.h:30, from /usr/local/include/libavformat/avformat.h:45, from src/ff_movie.h:5, from src/ff_movie.c:18: /usr/local/include/libavutil/common.h:134: error: redefinition of ‘av_log2’ /usr/include/ffmpeg/common.h:98: error: previous definition of ‘av_log2’ was here Thats the first error that comes up. -Tyler On Wed, May 20, 2009 at 5:18 PM, René Dudfield ren...@gmail.com wrote: hi, that likely depends on your include paths. Generally /usr/local/include/ comes first. You might need to put in your own head guards if ffmpeg isn't putting them in themselves. Like so: #ifndef MY_BLA #define MY_BLA #include bla.h #endif Hopefully then things only get included once. What is the gcc line of something that fails? cu, On Thu, May 21, 2009 at 10:07 AM, Tyler Laing trinio...@gmail.comwrote: Thanks Lenard, that worked. Now, just fixing bugs that are stopping compilation. One problem I ran into and solved was that I was using the wrong version of the header files. However, in solving that, it seems to be trying to include both the versions, which end up conflicting and generating a huge list of conflict reports. Is there anyway to tell setup not to use the header files in /usr/include, and instead use the headers in /usr/local/include in the dependency? -Tyler On Wed, May 20, 2009 at 1:28 PM, Lenard Lindstrom le...@telus.netwrote: Your shouldn't need anything special for the includes if the headers are in /usr/include or /usr/local/include. The dependency is primarily for passing extra libraries to the linker: -lavcodec -lavdevice -lavformat -lavutil -lswscale. For config_unix.py try adding: Dependency('FFMPEG', 'avformat.h', 'libavformat', ['avcodec', 'avdevice', 'avformat', 'avutil', 'swscale']), though you may have to shuffle the library order to get it to link. The 'avformat.h' and 'libavformat' are merely files the config_unit.py searches for to determine if ffmpeg is available. In Setup.in add: FFMPEG = -lavcodec -lavdevice -lavformat -lavutil -lswscale after the PORTTIME = entry. Again put the libraries in the order required to link. But for the most part this line will be ignored and replaced by config_unix.py. After the gfxdraw entry add moviemodname src/movemodname.c $(SDL) $(FFMPEG) $(DEBUG) It should be commented as experimental for now. Hopefully by the end of summer any such qualifiers can be removed. Lenard Tyler Laing wrote: Thanks Lenard. But what do I put specifically for the dependencies? Do I do a different dependency object for each of the header files I need? -Tyler On Wed, May 20, 2009 at 12:02 PM, Lenard Lindstrom le...@telus.netmailto: le...@telus.net wrote: Nothing needs to be done to config.py. But for config_unix.py a new Dependency needs to be added to the DEPS list in main(). Also an FFMPEG = line should be added to Setup.in, giving some Unix defaults, and add a new build line in the optional modules section for the new movie module. As for providing paths, if ffmpeg was installed as a package then the compiler should find it. Lenard Tyler Laing wrote: Okay, so I have some code that looks like it will work, so now is when I need to start testing it. But to get it to compile and install with pygame, I've been trying to figure out how to add the necessary stuff to config.py and config_unix.py. Does anyone have some information on how to do this? For reference, right now I'm including these: #include ffmpeg/avstring.h #include ffmpeg/rtsp.h #include ffmpeg/swscale.h #include ffmpeg/opt.h #include libavdevice/avdevice.h #include SDL.h #include SDL_thread.h #include ffmpeg/avformat.h in my code. I've already tried to find the relevant info, but no luck there. Thanks for any and all help! -Tyler --Visit my
Re: [pygame] Sluggish movement
We need more information, for one thing. It could be anything ranging from jerky framerate, to a user error. Code?