Re: [pygame] python 1.9.0rc1 this weekend?
On Sun, May 31, 2009 at 12:23 PM, Lenard Lindstrom wrote: > Hi once more, > > Lenard Lindstrom wrote: >> >> Hi René, >> >> René Dudfield wrote: >>> >>> Hello, >>> >>> any reason why we can't do an pygame1.9.0rc1 release the end of this >>> weekend? >>> >>> Hopefully that OSX sysfont bug has been fixed, and I've almost >>> finished all the midi tests. After that I'm going to try and work >>> through a few bugs... but nothing that should slow our release for. >>> >>> The idea would be to release it, then ask more people to test... and >>> do any bug fixes for another week... then another rc2 release, and >>> hopefully release pygame1.9 the week after(in less than two weeks). >>> >>> >>> How about the python3/symbian ports? Would you like more time? Or >>> are they in good enough shape for now? >>> >>> I think hopefully we should aim to get the pygame 1.9.1 release done >>> in the next 3-6 months? With one aim to get GSOC work released. >>> Perhaps even before the end of the GSOC period... but I'm not sure >>> yet. What do you think? I guess we can talk about our plans for >>> "what's next" after the 1.9 release. >>> >>> >>> >>> >> >> The Python3 part is unfinished, but good enough for basic stuff. There are >> some unresolved issues concerning files. And the unicode encodings used are >> hardcoded. This should be reviewed. Marcus posted that he has worked out the >> file problem in pgreloaded. >> >> I don't know about a release candidate this weekend. I have been writing >> unit tests for gfxdraw and found something that needs attention. It is not a >> serious, but could involve several modules. I will let you know when I have >> finished. >> >> Lenard >> > I was mistaken about there being a problem. I have committed what changes I > wanted to include. So I am ready for rc1. > > Lenard > ah cool. I'm feeling a bit sick today... but see how I go this afternoon. cu,
Re: [pygame] python 1.9.0rc1 this weekend?
Hi once more, Lenard Lindstrom wrote: Hi René, René Dudfield wrote: Hello, any reason why we can't do an pygame1.9.0rc1 release the end of this weekend? Hopefully that OSX sysfont bug has been fixed, and I've almost finished all the midi tests. After that I'm going to try and work through a few bugs... but nothing that should slow our release for. The idea would be to release it, then ask more people to test... and do any bug fixes for another week... then another rc2 release, and hopefully release pygame1.9 the week after(in less than two weeks). How about the python3/symbian ports? Would you like more time? Or are they in good enough shape for now? I think hopefully we should aim to get the pygame 1.9.1 release done in the next 3-6 months? With one aim to get GSOC work released. Perhaps even before the end of the GSOC period... but I'm not sure yet. What do you think? I guess we can talk about our plans for "what's next" after the 1.9 release. The Python3 part is unfinished, but good enough for basic stuff. There are some unresolved issues concerning files. And the unicode encodings used are hardcoded. This should be reviewed. Marcus posted that he has worked out the file problem in pgreloaded. I don't know about a release candidate this weekend. I have been writing unit tests for gfxdraw and found something that needs attention. It is not a serious, but could involve several modules. I will let you know when I have finished. Lenard I was mistaken about there being a problem. I have committed what changes I wanted to include. So I am ready for rc1. Lenard
Re: [pygame] pygame.midi using portmidi?
On Sat, May 30, 2009 at 8:41 PM, Brian Fisher wrote: > since you mentioned the build page - power company turned off power to my > neighborhood for a day, and the mac didn't auto power back on (anybody know > if you can set a mac to do that?), while my PC seems to have had some part > of it fried. > ah, bugger. I hate it when the magic smoke comes out. I wish I could email you some spare parts from two pcs I have that I don't really need any more. my old pc used to die after power outages... unplugging the power cable from the motherboard and plugging it back in seemed to do the trick. Some sort of weird reset thing happened. I found this note about auto start for Macs: "the Energy Saver preference pane and check the box for RESTART AUTOMATICALLY AFTER POWER FAILURE ..."
Re: [pygame] python 1.9.0rc1 this weekend?
Hi René, René Dudfield wrote: Hello, any reason why we can't do an pygame1.9.0rc1 release the end of this weekend? Hopefully that OSX sysfont bug has been fixed, and I've almost finished all the midi tests. After that I'm going to try and work through a few bugs... but nothing that should slow our release for. The idea would be to release it, then ask more people to test... and do any bug fixes for another week... then another rc2 release, and hopefully release pygame1.9 the week after(in less than two weeks). How about the python3/symbian ports? Would you like more time? Or are they in good enough shape for now? I think hopefully we should aim to get the pygame 1.9.1 release done in the next 3-6 months? With one aim to get GSOC work released. Perhaps even before the end of the GSOC period... but I'm not sure yet. What do you think? I guess we can talk about our plans for "what's next" after the 1.9 release. The Python3 part is unfinished, but good enough for basic stuff. There are some unresolved issues concerning files. And the unicode encodings used are hardcoded. This should be reviewed. Marcus posted that he has worked out the file problem in pgreloaded. I don't know about a release candidate this weekend. I have been writing unit tests for gfxdraw and found something that needs attention. It is not a serious, but could involve several modules. I will let you know when I have finished. Lenard
Re: [pygame] python 1.9.0rc1 this weekend?
On Sat, May 30, 2009 at 5:35 AM, René Dudfield wrote: > > I think hopefully we should aim to get the pygame 1.9.1 release done > in the next 3-6 months? With one aim to get GSOC work released. > Perhaps even before the end of the GSOC period... but I'm not sure > yet. What do you think? I guess we can talk about our plans for > "what's next" after the 1.9 release. > It would be good to coordinate the 1.9.1 release with the end of GSoC, late August or early September. That way we can do a nice "1.9.1 made possible by our GSoC students" announcement. :) Nirav
Re: [pygame] python 1.9.0rc1 this weekend?
On Sat, May 30, 2009 at 5:35 AM, René Dudfield wrote: > > I think hopefully we should aim to get the pygame 1.9.1 release done > in the next 3-6 months? With one aim to get GSOC work released. > Perhaps even before the end of the GSOC period... but I'm not sure > yet. What do you think? I guess we can talk about our plans for > "what's next" after the 1.9 release. > It would be good to coordinate the 1.9.1 release with the end of GSoC, late August or early September. That way we can do a nice "1.9.1 made possible by our GSoC students" announcement. :) Nirav
Re: [pygame] python 1.9.0rc1 this weekend?
On Sat, May 30, 2009 at 5:35 AM, René Dudfield wrote: > > I think hopefully we should aim to get the pygame 1.9.1 release done > in the next 3-6 months? With one aim to get GSOC work released. > Perhaps even before the end of the GSOC period... but I'm not sure > yet. What do you think? I guess we can talk about our plans for > "what's next" after the 1.9 release. > It would be good to coordinate the 1.9.1 release with the end of GSoC, late August or early September. That way we can do a nice "1.9.1 made possible by our GSoC students" announcement. :) Nirav
Re: [pygame] "import pygame" crashes with svn build
René Dudfield wrote: On Sat, May 30, 2009 at 9:07 AM, Lorenz Quack wrote: Hi, I have a problem running pygame from the current svn sources. building and installing works fine but when I import pygame it crashes: import pygame Fatal Python error: (pygame parachute) Segmentation Fault Aborted If I run it through pdb I get the following result: pdb.run("import pygame") (1)()->None (Pdb) s [...] /usr/lib64/python2.6/site-packages/pygame/__init__.py(214)() -> try: import pygame.time (Pdb) n /usr/lib64/python2.6/site-packages/pygame/__init__.py(217)() -> try: import pygame.transform (Pdb) s Fatal Python error: (pygame parachute) Segmentation Fault Aborted it seems to crash right after the inittransform function. I have no idea what's going on. Any help is appreciated. some information about my system that may be relevant: $ uname -a Linux horst 2.6.27-gentoo-r4 #9 SMP Sat Jan 10 19:56:02 CET 2009 x86_64 Intel(R) Core(TM)2 CPU 6600 @ 2.40GHz GenuineIntel GNU/Linux $ python Python 2.6.2 (r262:71600, May 1 2009, 15:24:32) [GCC 4.3.3] on linux2 pygame revision: 2282 sincerely yours Lorenz PS: the latest ebuild available in portage is for pygame-1.8.1 and works fine. Hi, can get a stack trace with gdb? $ gdb python (gdb) run -c "import pygame" Then type 'where' when it crashes. cheers, Hi René, here is the stacktrace. Not sure how useful it's going to be because I don't know how to convince python to build with debug symbols. the --with-pydebug configure option didn't do the trick. $ gdb python (no debugging symbols found) (gdb) run -c "import pygame" Starting program: /usr/bin/python -c "import pygame" (no debugging symbols found) [...] (no debugging symbols found) René Dudfield wrote: > On Sat, May 30, 2009 at 9:07 AM, Lorenz Quack wrote: > >> Hi, >> >> I have a problem running pygame from the current svn sources. building and >> installing works fine but when I import pygame it crashes: >> > import pygame >> Fatal Python error: (pygame parachute) Segmentation Fault Aborted >> >> If I run it through pdb I get the following result: >> > pdb.run("import pygame") >>> (1)()->None >> (Pdb) s [...] >>> /usr/lib64/python2.6/site-packages/pygame/__init__.py(214)() >> -> try: import pygame.time (Pdb) n >>> /usr/lib64/python2.6/site-packages/pygame/__init__.py(217)() >> -> try: import pygame.transform (Pdb) s Fatal Python error: (pygame >> parachute) Segmentation Fault Aborted >> >> it seems to crash right after the inittransform function. I have no idea >> what's going on. Any help is appreciated. >> >> some information about my system that may be relevant: $ uname -a Linux >> horst 2.6.27-gentoo-r4 #9 SMP Sat Jan 10 19:56:02 CET 2009 x86_64 Intel(R) >> Core(TM)2 CPU 6600 @ 2.40GHz GenuineIntel GNU/Linux >> >> $ python Python 2.6.2 (r262:71600, May 1 2009, 15:24:32) [GCC 4.3.3] on >> linux2 >> >> pygame revision: 2282 >> >> >> sincerely yours Lorenz >> >> >> PS: the latest ebuild available in portage is for pygame-1.8.1 and works >> fine. >> > > > Hi, > > can get a stack trace with gdb? > > > $ gdb python (gdb) run -c "import pygame" > > Then type 'where' when it crashes. > > cheers, Hi René, here is the stacktrace. Not sure how useful it's going to be because I don't know how to convince python to build with debug symbols. the --with-pydebug configure option didn't do the trick. $ gdb python (no debugging symbols found) (gdb) run -c "import pygame" Starting program: /usr/bin/python -c "import pygame" (no debugging symbols found) [...] (no debugging symbols found) Program received signal SIGSEGV, Segmentation fault. [Switching to Thread 0x7f68590f36f0 (LWP 9638)] 0x7f6858c3e3be in _PyImport_LoadDynamicModule () from /usr/lib/libpython2.6.so.1.0 (gdb) where #0 0x7f6858c3e3be in _PyImport_LoadDynamicModule () from /usr/lib/libpython2.6.so.1.0 #1 0x7f6858c3bf8f in ?? () from /usr/lib/libpython2.6.so.1.0 #2 0x7f6858c3c290 in ?? () from /usr/lib/libpython2.6.so.1.0 #3 0x7f6858c3cb06 in ?? () from /usr/lib/libpython2.6.so.1.0 #4 0x7f6858c3d1d5 in PyImport_ImportModuleLevel () from /usr/lib/libpython2.6.so.1.0 #5 0x7f6858c1b13d in ?? () from /usr/lib/libpython2.6.so.1.0 #6 0x7f6858b64ead in PyObject_Call () from /usr/lib/libpython2.6.so.1.0 #7 0x7f6858c1b4ba in PyEval_CallObjectWithKeywords () from /usr/lib/libpython2.6.so.1.0 #8 0x7f6858c20b8f in PyEval_EvalFrameEx () from /usr/lib/libpython2.6.so.1.0 #9 0x7f6858c27c81 in PyEval_EvalCodeEx () from /usr/lib/libpython2.6.so.1.0 #10 0x7f6858c27e32 in PyEval_EvalCode () from /usr/lib/libpython2.6.so.1.0 #11 0x7f6858c3a217 in PyImport_ExecCodeModuleEx () from /usr/lib/libpython2.6.so.1.0 #12 0x7f6858c3a52f in ?? () from /usr/lib/libpython2.6.so.1.0 #13 0x7f6858c3b75d in ?? () from /usr/lib/libpython2.6.so.1.0 #14 0x7f6858c3bf8f in ?? () from /usr/lib/libpython2.6.so.1.0 #15 0x7f6858c3c290 in ?? () from /usr/lib/libpython2.6.so.1.0 #16 0x
Re: [pygame] python 1.9.0rc1 this weekend?
Hoi, I have finals the following two weeks, I'll do my best to follow the progress and participate if I have time... I have calculated studying into my gsoc timeline, so np. Slu On 30-mei-09, at 11:35, René Dudfield wrote: Hello, any reason why we can't do an pygame1.9.0rc1 release the end of this weekend? Hopefully that OSX sysfont bug has been fixed, and I've almost finished all the midi tests. After that I'm going to try and work through a few bugs... but nothing that should slow our release for. The idea would be to release it, then ask more people to test... and do any bug fixes for another week... then another rc2 release, and hopefully release pygame1.9 the week after(in less than two weeks). How about the python3/symbian ports? Would you like more time? Or are they in good enough shape for now? I think hopefully we should aim to get the pygame 1.9.1 release done in the next 3-6 months? With one aim to get GSOC work released. Perhaps even before the end of the GSOC period... but I'm not sure yet. What do you think? I guess we can talk about our plans for "what's next" after the 1.9 release. cu,
Re: [pygame] pygame.midi using portmidi?
since you mentioned the build page - power company turned off power to my neighborhood for a day, and the mac didn't auto power back on (anybody know if you can set a mac to do that?), while my PC seems to have had some part of it fried. On Sat, May 30, 2009 at 12:25 AM, René Dudfield wrote: > > Hopefully that should pass those tests on the build page, when it comes > back up. > >
Re: [pygame] python 1.9.0rc1 this weekend?
Symbian port is good enough. No-one has complained since the last dev release, at least ;) 2009/5/30 René Dudfield : > Hello, > > any reason why we can't do an pygame1.9.0rc1 release the end of this weekend? > > Hopefully that OSX sysfont bug has been fixed, and I've almost > finished all the midi tests. After that I'm going to try and work > through a few bugs... but nothing that should slow our release for. > > The idea would be to release it, then ask more people to test... and > do any bug fixes for another week... then another rc2 release, and > hopefully release pygame1.9 the week after(in less than two weeks). > > > How about the python3/symbian ports? Would you like more time? Or > are they in good enough shape for now? > > I think hopefully we should aim to get the pygame 1.9.1 release done > in the next 3-6 months? With one aim to get GSOC work released. > Perhaps even before the end of the GSOC period... but I'm not sure > yet. What do you think? I guess we can talk about our plans for > "what's next" after the 1.9 release. > > > > cu, > -- Jussi Toivola
[pygame] python 1.9.0rc1 this weekend?
Hello, any reason why we can't do an pygame1.9.0rc1 release the end of this weekend? Hopefully that OSX sysfont bug has been fixed, and I've almost finished all the midi tests. After that I'm going to try and work through a few bugs... but nothing that should slow our release for. The idea would be to release it, then ask more people to test... and do any bug fixes for another week... then another rc2 release, and hopefully release pygame1.9 the week after(in less than two weeks). How about the python3/symbian ports? Would you like more time? Or are they in good enough shape for now? I think hopefully we should aim to get the pygame 1.9.1 release done in the next 3-6 months? With one aim to get GSOC work released. Perhaps even before the end of the GSOC period... but I'm not sure yet. What do you think? I guess we can talk about our plans for "what's next" after the 1.9 release. cu,
[pygame] Re: BUG: vsync doesn't work with X11 in a window - without using GL.
hello, Seems the SDL Overlay can support more modes than is exposed in pygame at the moment. Including some packed yuv modes, that might be useful for the movie & camera modules. pygame Overlay docs: http://pygame.org/docs/ref/overlay.html SDL Overlay docs: http://sdl.beuc.net/sdl.wiki/SDL_Overlay format descriptions: http://www.fourcc.org/indexyuv.htm On Sat, May 30, 2009 at 2:26 PM, René Dudfield wrote: > Apparently XVideo flips a buffer on vsync. > > The SDL overlay stuff uses XVideo... so one work around is to use the > pygame.overlay module rather than using pygame.display.flip() > > > SDL 1.3 is apparently going to have an XVideo backend, and also has > it's opengl backend... which also lets you do vsync in a window on X. > > However the Overlay workaround might be ok - need to test the performance. > > > Another option is to use the Lamina module which lets you draw using > pygame in software, and then it updates opengl in the background. > However that's not all that fast for some types of games. > > > > cu, > > > > On Sat, May 30, 2009 at 1:39 PM, René Dudfield wrote: >> hi, >> >> this is more an SDL related thing, but is a common bug report, so >> it'd be cool if we could figure out a way to make it work. >> >> http://bugzilla.libsdl.org/show_bug.cgi?id=406 >> >> >> cheers, >> >
Re: [pygame] pygame.midi using portmidi?
hi, just added the OSX fallback in case fc-list doesn't exist. Hopefully that should pass those tests on the build page, when it comes back up. cu,