Re: [pygame] GSoC project proposal: Pygame on rails
On Sat, Mar 20, 2010 at 6:16 PM, Luke Paireepinart wrote: > > > On Sun, Mar 7, 2010 at 2:30 PM, Evan Kroske wrote: >> >> I plan to make my framework much simpler by restricting the game >> developer's options >> >> I plan to make my framework much simpler by restricting the game >> developer's options to hide complexity. Here's an idea of the type of code a >> developer using my framework would write to create a simple platformer with >> a single level: >> >> from insta.menu import * >> from insta.platformer import * >> >> def startMenu(): >> >> titleScreen = Screen(600, 400) >> titleScreen.setTheme(themes.MEDIEVAL) >> titleScreen.setTitle("Porcupine's Tiny Adventure") >> titleScreen.setOptions(["Play", "Controls", "Credits"]) >> titleScreen.getOption("Play").setAction(startGame) >> # More code for other menu options >> >> def startGame(): >> >> game = Game() >> hero = Player() >> hero.setSprite("standing.gif") >> hero.setRunningSprites(["running1.gif", "running2.gif", "running3.gif"]) >> hero.setJumpSprite("jumping.gif") >> hero.setDeathSprite("gravestone.gif") >> hero.setMovementTriggers(constants.ARROW_KEYS) >> hero.setJumpTrigger(constants.SPACE_BAR) >> goal = Item() >> goal.setSprite("bigring.gif") >> goal.setBehavior(constants.FLOATING) >> goal.setAction(game.nextLevel) >> itemGenerator = ItemGenerator([None, goal, hero]) >> [snip...] > > Personally I _HATE_ the setSomething notation you're using. one of the > reasons I don't use Java is so I don't have to deal with setters and > getters. It's an extra 4 keystrokes per function call! (if you include the > "shift" to make the 4th letter uppercase). > also, most of your setters/getters are just gonna be setting variables > behind the scenes so it makes more sense to use properties and to use > variable syntax. Eg. > hero.running_sprites = ["running1.gif", "running2.gif", "running3.gif"] > > doesn't that make a lot more sense? > > Also I agree that this doesn't have that much relevance to GSoC as far as > I'm concerned, but you should still pursue the project if it is something > you want to do! > > -Luke > -Luke > Yeah, you're right. When I started thinking about it, I quickly realized that the setSomething API was ridiculous. I decided to use a event system for switching sprites; here's an example: hero.when(hero.running).setSprites('running1.gif', 'running2.gif') or hero.when(hero.moving, "left").setSprite('bankingleft.gif') I think it would be a highly intuitive method for triggering actions. -- Evan Kroske http://welcome2obscurity.blogspot.com/ The personal blog of Evan Kroske, novice software developer.
Re: [pygame] Re: GSoC project proposal: Pygame on rails
On Sat, Mar 20, 2010 at 5:37 PM, Marcus von Appen wrote: > On, Mon Mar 08, 2010, Evan Kroske wrote: > >> I wrote a blog entry about my idea that contains a more complete >> explanation of why I want to create this framework and what I hope it >> will accomplish. Check it out here: >> http://welcome2obscurity.blogspot.com/2010/03/gsoc-project-idea-insta-pygame.html > > I do not think that a higher-level abstraction framework would make much > sense as a GSoC task for Pygame itself, mainly because > > - different games have different needs > - developers have different ideas about the *how*, you mention > - keeping the framework generic enough to have a benefit for >=60-70% of > the developer base will be an impossible task and lower its usage > - ... > > Another problem is the range of your approach. From your example, the > system will include a scene manager, sprite engine, tile loader and > management, UI, event and action system, object logic, and, and, and... > Though it's possible to implement all those features, they would also be > able to cover some rough basics, making them mostly unusable for > advanced usage scenarios and less appealing for more complex > applications and games. > > Personally, I'm not that happy with that idea for a GSoC :-). > > Regards > Marcus > Thanks for the frank evaluation of my proposal. In retrospect, my project obviously doesn't line up with PyGame's goals , but I was too excited about the possibilities to think it through. Thanks for saving me the effort! -- Evan Kroske http://welcome2obscurity.blogspot.com/ The personal blog of Evan Kroske, novice software developer.
[pygame] Pygame2 FRect bug
I was working on my rapid-development game framework when I stumbled upon a highly suspicious behavior. It appears that an FRect's center can't be assigned values lower than their original values. For example, if you define a template rectangle orgRect = Rect(0, 0, 30, 30), create a new rectangle newRect = FRect(orgRect), and attempt to set the center of newRect to values lower than (15, 15) (the center of orgRect), newRect will remain at (0, 0) with its center at (15, 15). Here's an example: import pygame2 def startTest(): orgRect = pygame2.Rect(0, 0, 20, 20) newRect = pygame2.FRect(orgRect) newRect.center = (-10, -10) print(newRect.center) # (10, 10) print(newRect.topleft) # (0, 0) newRect.topleft = (-10, -10) print(newRect.center) # (0, 0) print(newRect.topleft) # (-10, -10) if __name__ == "__main__": startTest() -- Evan Kroske http://welcome2obscurity.blogspot.com/ The personal blog of Evan Kroske, novice software developer.
[pygame] Re: GSoC project proposal: Pygame on rails
I wrote a blog entry about my idea that contains a more complete explanation of why I want to create this framework and what I hope it will accomplish. Check it out here: http://welcome2obscurity.blogspot.com/2010/03/gsoc-project-idea-insta-pygame.html -- Evan Kroske http://welcome2obscurity.blogspot.com/ The personal blog of Evan Kroske, novice software developer.
Re: [pygame] GSoC project proposal: Pygame on rails
I plan to make my framework much simpler by restricting the game developer's options Thadeus Burgess wrote: I have actually attempted to perform this same thing. My project went on a standstill as other things were pressing, however I am interested in reopening my project back up. I am calling it PyBTS (pygame behind the scenes). It includes a world manager, terrain, physics based on the "genre". You can take the same codebase, and change the type of Terrain class, and you get a tilemap or sidescroller respectively. I would definitely love to revive the project, my goals for it are fairly similar, to provide all of the game engine boiler plate code that goes into making a game. http://hg.thadeusb.com/Games/PyBTS/ http://hg.thadeusb.com/Games/MyRTS/ # Uses pybts -Thadeus I plan to make my framework much simpler by restricting the game developer's options to hide complexity. Here's an idea of the type of code a developer using my framework would write to create a simple platformer with a single level: from insta.menu import * from insta.platformer import * def startMenu(): titleScreen = Screen(600, 400) titleScreen.setTheme(themes.MEDIEVAL) titleScreen.setTitle("Porcupine's Tiny Adventure") titleScreen.setOptions(["Play", "Controls", "Credits"]) titleScreen.getOption("Play").setAction(startGame) # More code for other menu options def startGame(): game = Game() hero = Player() hero.setSprite("standing.gif") hero.setRunningSprites(["running1.gif", "running2.gif", "running3.gif"]) hero.setJumpSprite("jumping.gif") hero.setDeathSprite("gravestone.gif") hero.setMovementTriggers(constants.ARROW_KEYS) hero.setJumpTrigger(constants.SPACE_BAR) goal = Item() goal.setSprite("bigring.gif") goal.setBehavior(constants.FLOATING) goal.setAction(game.nextLevel) itemGenerator = ItemGenerator([None, goal, hero]) ''' Tile generator translates level maps (text files full of numbers) into tile maps in a context-sensitive manner ''' tileGenerator = TileGenerator() tileGenerator.setFloorSprite("levelground.gif") tileGenerator.setUndergroundSprite("underground.gif") tileGenerator.setPlatformSprite("platform.gif") # Edge and corner sprites could also be set mushroom = Enemy() mushroom.setRunningSprites(["step1.gif", "step2.gif"]) mushroom.setDeathSprite("explosion.gif") # Some simple behaviors would be pre-defined mushroom.setBehavior(constants.WALKING) bird = Enemy() bird.setFlightSprites(["flap1.gif", "flap2.gif"]) bird.setDeathSprite("feathers.gif") bird.setBehavior(constants.FLYING) # List associates enemy types with numbers in the text file enemyGenerator = EnemyGenerator([None, mushroom, bird]) level = Level() level.setTileMap(tileGenerator.generateTileMap("levelmap1.txt")) level.setEnemyMap(enemyGenerator.generateEnemyMap("enemymap1.txt")) level.setItemMap(itemGenerator.generateItemMap("itemmap1.txt")) level.setBackground("background.gif") level.setBackgroundOptions([constants.TILED, constants.PARALLAX]) game.setLevels([level]) game.start() if (__name__ == "__main__"): startMenu() I don't want to make developers worry about individual frames, bounding boxes, or damage calculations. They should only think about what's on screen and how it moves and interacts. I want to create a framework that lets developers think about their games on the same level as the LittleBigPlanet level creator at the expense of total freedom and granularity. -- |Evan Kroske Welcome2Obscurity.Blogspot.com <http://welcome2obscurity.blogspot.com> The personal blog of a novice software developer. |
[pygame] GSoC project proposal: Pygame on rails
I'd like to work on a Pygame-related project for GSoC, so I've been thinking about possible projects I'd like to do. My favorite idea is developing a micro-framework on top of Pygame to cut the volume of code required to create a game within a well-defined genre. It would revolve around assigning actions to high-level events. For example, instead of creating a block like this within the main game loop: if not player.reloading and sdlconst.K_SPACE in keystate and len(shots) < constants.MAX_SHOTS: shots.append(factory.createProjectile(player)) the game developer would write something like this: player.setProjectile(Bullet()) player.setFireTrigger(sdlconst.K_SPACE) Here are a few more possible examples: # Set tile map for stage level.setTileMap(tileMap) # Set BG music for stage level.setBGMusic("battletheme.ogg") # Assign goal for stage level.setGoal(flagpole) The framework would have specialized modules for each genre; the platformer module would have a simple physics engine and a tiled background engine, but the space shooter module would have a way to easily control the behavior of shots and enemy ships.The framework would dramatically simplify the process of putting graphics on screen and playing sounds, allowing developers to focus on other aspects of game design, such as automated level generation, AI, and media-based mashup games. I'm really excited about the possibility, but I want to know what you think about it. Do game developers need an easier way to create games? Has another project already done this? -- Evan Kroske http://welcome2obscurity.blogspot.com/ The personal blog of Evan Kroske, novice software developer.
Re: [pygame] Code review for Pygame2 example
Try starting the example with the "mute" argument. The sdl mixer section gave me segmentation faults until Marcus fixed a bug. Maybe the bug fix only worked on Linux. How are you running the program now? Are you just clicking on the file, or are you running the script from the command line? The command you should be using is 'python modalien.py'. Thanks for telling me about the problem; I'm going to look into it. On Thu, Mar 4, 2010 at 2:53 AM, Luke Paireepinart wrote: > Hi, > I tried your example and it doesn't work. Python exits abnormally and > Windows 7 pops up with a message saying "would you like to end the program > "Python" or whatever". No traceback. Any ideas? > > > On Tue, Mar 2, 2010 at 12:12 PM, Evan Kroske wrote: > >> Last year, I tried to create a large example game to demonstrate several >> of Pygame2's features. In retrospect, I should have created lots of >> independent examples, each demonstrating one function of Pygame2, but I >> chose instead to show them all at once. Here's the resulting "example": >> http://pygame2examples.googlecode.com/files/pygame2alien.tar.gz. It's >> based on the oldalien.py example from the original Pygame, but I tried to >> abstract the graphics from the rest of the game. The result is a quagmire of >> poorly-applied design patterns; nevertheless, it runs and shows off several >> features of Pygame2. Should I try to salvage it by tying it to one graphical >> skin, or should I ditch it? >> >> -- >> Evan Kroske >> http://welcome2obscurity.blogspot.com/ >> The personal blog of Evan Kroske, >> novice software developer. >> > > -- Evan Kroske http://welcome2obscurity.blogspot.com/ The personal blog of Evan Kroske, novice software developer.
[pygame] Code review for Pygame2 example
Last year, I tried to create a large example game to demonstrate several of Pygame2's features. In retrospect, I should have created lots of independent examples, each demonstrating one function of Pygame2, but I chose instead to show them all at once. Here's the resulting "example": http://pygame2examples.googlecode.com/files/pygame2alien.tar.gz. It's based on the oldalien.py example from the original Pygame, but I tried to abstract the graphics from the rest of the game. The result is a quagmire of poorly-applied design patterns; nevertheless, it runs and shows off several features of Pygame2. Should I try to salvage it by tying it to one graphical skin, or should I ditch it? -- Evan Kroske http://welcome2obscurity.blogspot.com/ The personal blog of Evan Kroske, novice software developer.
Re: [pygame] Pygame2 SDL_mixer segmentation fault
On Mon, Feb 1, 2010 at 4:50 AM, Marcus von Appen wrote: > It looks, like opening the audio device requires thread support on some > platforms. I changed the sdlmixer.open_audio() call to support threads, > which seems to fix the problem. > While working on that, sdlmixer.init() was changed to support the > optional INIT_FLAC/INIT_MOD... arguments properly, so do not forget to > initialize sdlmixer with something like: > >import pygame2.sdlmixer as sdlmixer > import pygame2.sdlmixer.constants as const >... >sdlmixer.init (const.INIT_FLAC|const.INIT_MOD...) >... > > if you want support for additional audio formats. > > The changes are committed in SVN revision 2740. > > Regards > Marcus > Thanks for figuring this out; SDL mixer works perfectly now. -- Evan Kroske http://welcome2obscurity.blogspot.com/ The personal blog of Evan Kroske, novice software developer.
Re: [pygame] Pygame2 SDL_mixer segmentation fault
On Tue, Jan 19, 2010 at 2:42 AM, Marcus von Appen wrote: > > On, Mon Jan 18, 2010, Evan Kroske wrote: > > > I'm running 64-bit Ubuntu Karmic Koala with Linux kernel version > > 2.6.31-17-generic, and I get a segmentation fault when I call > > pygame2.sdlmixer.init(). Has anybody else compiled the latest Pygame2 svn > > revision and used sdlmixer on a 64-bit system? Here's the gdb output: > > > [...] > > I can't recreate that behaviour. Can you send me an example, which > produces that error along with the Python version used? Did you ensure > that SDL_mixer has version 1.2.11? - The dependency waas recently > updated. > > Regards > Marcus Here's the stripped-down code. This code worked fine in my last Pygame2 installation (alpha version one or two; I can't remember which). import pygame2.sdlmixer as sdlmixer def main(): sdlmixer.init() sdlmixer.open_audio(22050, 0x8010, 2, 256) if __name__ == "__main__": main() I'm using Python 2.6.4, and I installed the newest version of SDL_mixer (1.2.11) from source, so I know it's current. -- Evan Kroske http://welcome2obscurity.blogspot.com/ The personal blog of Evan Kroske, novice software developer.
Re: [pygame] Pygame community platform?
On Mon, Jan 18, 2010 at 3:27 PM, Alex Nordlund wrote: > On Mon, Jan 18, 2010 at 7:44 PM, Evan Kroske wrote: > > I agree with him that an existing package manager should be used to > manage dependencies and packaging. > > But which one? there's tons of them and most suck in their own way. > > > --- > //Alex > Your platform should use whichever is the most widely used by your intended audience. If you want your platform to appeal to beginning and non-geek Linux users, use apt-get to be compatible with Ubuntu; if your platform should be available to the most computer users (and you can find enough compatible pygame games), find the most popular Windows package manager (assuming there is one). Obviously, the first step is to identify your audience. -- Evan Kroske http://welcome2obscurity.blogspot.com/ The personal blog of Evan Kroske, novice software developer.
Re: [pygame] Pygame community platform?
>> > > >> > A GUI wouldn't be a problem I think. > >> > > >> >> The database of pygames would reside on some wiki-like web page, so > >> >> pygame-developers could easily add their creations without any > updates > >> >> to the PygamePlatform-installations out there. > >> >> > >> >> Of course this is a great deal of work, but provided it does > >> >> PygamePlatform could be ported to Windows, Mac etc. without any > >> >> changes to the wiki-database or the games themselves. > >> >> > >> > > >> > Depends on what existing tools and libs you use/ what you want to do > >> > You could also just write a wrapper for easy_install with a > >> > project filter/ own db with project names, a nice GUI and some > >> > additional > >> > game informations. > >> > > >> >> Feedback? Is there earlier projects that has tried (and failed) doing > >> >> this kind of thing? > >> >> > >> > > >> > Well, there is a pygame community platform/website with project > listing: > >> > > >> > http://pygameweb.no-ip.org/ > >> > > >> > Its still a beta/rc version, but it has an api (actually two: XMLRPC > and > >> > REST, > >> > see the "more"-tab) that allows you to get some (maybe more soon) data > >> > about the projects. Currently you could use it for a "check for > >> > updates/newer > >> > version" inside your games/programs. It also gives you the download > urls > >> > for > >> > bin and source files (if available). > >> > > >> > So if people would add their games to pypi and insert a game > description > >> > and > >> > pypi-url/-name on the website, only the GUI would be left to do. > >> > > >> > > >> > Regards, > >> > > >> > Julian > >> > > >> > >> > >> > >> -- > >> twitter.com/olofb > >> olofb.wordpress.com > > > > > > > > -- > twitter.com/olofb > olofb.wordpress.com > True, apt-get isn't exactly user-friendly; that's why Thadeus mentioned creating a GUI to mask the command-line interface. I agree with him that an existing package manager should be used to manage dependencies and packaging. It would be trivial to start a repository and add pygame and a few simple games. If a debian repository were dedicated to pygame and compatible games, an Ubuntu user could simply add the repository to his repository list (a simple file edit) and install the games he wanted. The system would be instantly accessible to most debian users. Of course, the GUI would simplify things for inexperienced users, but those with debian experience could start using the service immediately. The GUI could be cross-platform, handling the game installation itself if apt-get wasn't available to help. -- Evan Kroske http://welcome2obscurity.blogspot.com/ The personal blog of Evan Kroske, novice software developer.
[pygame] Pygame2 SDL_mixer segmentation fault
I'm running 64-bit Ubuntu Karmic Koala with Linux kernel version 2.6.31-17-generic, and I get a segmentation fault when I call pygame2.sdlmixer.init(). Has anybody else compiled the latest Pygame2 svn revision and used sdlmixer on a 64-bit system? Here's the gdb output: Starting program: /usr/bin/python modalien.py > [Thread debugging using libthread_db enabled] > [New Thread 0x7fffedac6910 (LWP 2974)] > [Thread 0x7fffedac6910 (LWP 2974) exited] > [New Thread 0x7fffedac6910 (LWP 2975)] > [New Thread 0x70ed4910 (LWP 2976)] > > Program received signal SIGSEGV, Segmentation fault. > 0x0002 in ?? () > Here's the gdb backtrace: #0 0x0002 in ?? () > #1 0x004a218e in PyEval_EvalFrameEx () > #2 0x004a40e0 in PyEval_EvalCodeEx () > #3 0x0052be30 in ?? () > #4 0x0041d6e7 in PyObject_Call () > #5 0x004254ff in ?? () > #6 0x0041d6e7 in PyObject_Call () > #7 0x0047068e in ?? () > #8 0x0046b92f in ?? () > #9 0x0041d6e7 in PyObject_Call () > #10 0x004a199c in PyEval_EvalFrameEx () > #11 0x004a2e47 in PyEval_EvalFrameEx () > #12 0x004a40e0 in PyEval_EvalCodeEx () > #13 0x004a41b2 in PyEval_EvalCode () > #14 0x004c33a0 in PyRun_FileExFlags () > #15 0x004c3564 in PyRun_SimpleFileExFlags () > #16 0x00418ab7 in Py_Main () > #17 0x76fd0abd in __libc_start_main () from /lib/libc.so.6 > #18 0x000000417ca9 in _start () > If you need any more info, I'd be happy to provide it. -- Evan Kroske http://welcome2obscurity.blogspot.com/ The personal blog of Evan Kroske, novice software developer.
Re: [pygame] Pygame2 sdl_base_test segmentation fault
On Sun, Jan 17, 2010 at 7:10 AM, Marcus von Appen wrote: > On, Tue Jan 12, 2010, Evan Kroske wrote: > > > I'm running Karmic Koalla 64 bit, and the Pygame2 alpha 3 test > > sdl_base_test.py gives me a segmentation fault. It passes the first four > > tests and test_pygame2_sdl_base_quit, but if I un-comment any of the > > remaining three tests (test_pygame2_sdl_base_init_subsystem, > > test_pygame2_sdl_base_quit_subsystem, and test_pygame2_sdl_base_was_init) > , > > I get a segmentation fault. Tell me if you need more info. Thanks. > > I can't recreate that issue, but the initialization code was changed > slightly after the alpha3 release. Do you mind to try the latest SVN > revision (rev. 2724)? Except from a (thread lock) bug in the sdl.time > module, that can occur once a while, the code should work. > > Regards > Marcus > Scratch this error. I don't have the right versions of SDL mixer and SDL image. I'll install the latest versions and try again. -- Evan Kroske http://welcome2obscurity.blogspot.com/ The personal blog of Evan Kroske, novice software developer.
[pygame] Pygame2 alpha 3 README missing dependency: python-dev
I'm installing Pygame2 (alpha 3), following the instructions in the readme file. Unfortunately, the dependencies list is missing a dependency: python-dev. Without this package, the installation fails. -- Evan Kroske http://welcome2obscurity.blogspot.com/ The personal blog of Evan Kroske, novice software developer.
[pygame] Pygame2 sdl_base_test segmentation fault
I'm running Karmic Koalla 64 bit, and the Pygame2 alpha 3 test sdl_base_test.py gives me a segmentation fault. It passes the first four tests and test_pygame2_sdl_base_quit, but if I un-comment any of the remaining three tests (test_pygame2_sdl_base_init_subsystem, test_pygame2_sdl_base_quit_subsystem, and test_pygame2_sdl_base_was_init) , I get a segmentation fault. Tell me if you need more info. Thanks. -- Evan Kroske http://welcome2obscurity.blogspot.com/ The personal blog of Evan Kroske, novice software developer.
Re: [pygame] Hypernucleus coming along well :)
Is there a reason you didn't structure this as a .deb and .rpm repository? apt-get and yum are sophisticated dependency managers being actively developed; why did you choose to write your own dependency management system? It seems like a lot of unnecessary work to me. On Sun, Aug 23, 2009 at 2:07 PM, Richie Ward wrote: > Heres the old thread: > http://archives.seul.org/pygame/users/Aug-2008/threads.html#00213 > > This project: https://launchpad.net/hypernucleus-project > > Has hit a milestone, I have uploaded the server to my website! > http://www.pynguins.com > > I have uploaded one game and this output goes to the client which I > think we talked about last year. > Heres output: http://pynguins.com/xmloutput (may have to right click > view source) > I will probably add that output in other formats like pickle and JSON > eventually. > > If you want to upload a game, it has to be in a tar.bz2 format, > packaged similarly to the game I uploaded :) > Many people requested I switch to zip or egg so I may do that in > future, once I got tags and authentication and authorization sorted. > It does not display an proper error when you do it wrong, it just > redirects you back (because I haven't wrote a proper validation > library for it yet, its quite complex code to validate a package) > > It has a log in/out feature that works fine and has a admin interface > to add/remove users + permissions but it is not linked to the rest of > the site (I.e. doesn't block you from editing the front page!) > Please don't vandalize the site though :) > > Still more to do but I have been doing this project on and off due to > me being occupied with other things (I go to university), I am looking > for more developers for the project. Please tell me if your interested > in being a programmer, there is much work to be done! > > Heres a old screenshot of the client from the old thread on here: > http://richies.googlepages.com/Screenshot-1.png > (As you can see the server on the web live!) > > Sorry for long email, it is sophisticated so theres alot to say! > > -- > Thanks, Richie Ward > -- Evan Kroske http://welcome2obscurity.blogspot.com/ The code, comments, and challenges of a novice software developer desperate for attention.
Re: [pygame] Pygame Installation problems (Python 2.6.2)
I just built Pygame on a 64 bit Ubuntu Linux Intrepid Ibex, but I didn't compile the dependencies myself. No compile errors, but 8 errors and 2 failures in the tests. Output is attached. Is this what you were asking for, James? On Thu, Aug 20, 2009 at 4:14 PM, Lenard Lindstrom wrote: > Hi James, > > I did compile the dependencies once with gcc 4.x since the 64bit cross > compiler is itself a 4.x version. But that is as far as I got. I too don't > have a 64bit machine. > > Lenard > > > James Paige wrote: > >> Has anybody tried to build a 64-bit pygame? (either Windows or Linux?) I >> assume that would mean building 64-bit versions of all the dependancy >> libraries too. >> >> I would give it a shot myself, but I don't actually have any 64 bit >> machines :) >> >> --- >> James >> >> >> On Thu, Aug 20, 2009 at 10:26:56AM -0700, Scott K. wrote: >> >> >>> It's really my own fault for not paying attention. I did have 64bit >>> Python 2.6.2 installed and then tried to install the 32bit Pygame (for >>> 2.6) which of course didn't work. >>> I got rid of the 64bit Python and installed 32bit Python and now pygame >>> is >>> recognized with no problems. >>> >>> > Date: Thu, 20 Aug 2009 08:57:15 +0100 >>> > Subject: Re: [pygame] Pygame Installation problems (Python 2.6.2) >>> > From: ren...@gmail.com >>> > To: pygame-users@seul.org >>> > >>> > I'll have to put a note on the download page for win64 peoples on >>> what >>> to do. >>> > >>> > I guess there are a few people using 64bit windows now. >>> > >>> > cheers, >>> >>> >>> -- >>> >>> Get back to school stuff for them and cashback for you. Try BingT now. >>> >>> >> > -- Evan Kroske http://welcome2obscurity.blogspot.com/ The code, comments, and challenges of a novice software developer desperate for attention. == ERROR: MovieTypeTest.test_height -- Traceback (most recent call last): File "/home/evan/Source/pygame/test/_movie_test.py", line 124, in test_height movie_file = trunk_relative_path('examples/data/blue.mpg') NameError: global name 'trunk_relative_path' is not defined == ERROR: MovieTypeTest.test_init -- Traceback (most recent call last): File "/home/evan/Source/pygame/test/_movie_test.py", line 45, in test_init movie_file = trunk_relative_path('examples/data/blue.mpg') NameError: global name 'trunk_relative_path' is not defined == ERROR: MovieTypeTest.test_play_pause -- Traceback (most recent call last): File "/home/evan/Source/pygame/test/_movie_test.py", line 58, in test_play_pause movie_file = trunk_relative_path('examples/data/blue.mpg') NameError: global name 'trunk_relative_path' is not defined == ERROR: MovieTypeTest.test_resize -- Traceback (most recent call last): File "/home/evan/Source/pygame/test/_movie_test.py", line 136, in test_resize movie_file = trunk_relative_path('examples/data/blue.mpg') NameError: global name 'trunk_relative_path' is not defined == ERROR: MovieTypeTest.test_rewind -- Traceback (most recent call last): File "/home/evan/Source/pygame/test/_movie_test.py", line 99, in test_rewind movie_file = trunk_relative_path('examples/data/blue.mpg') NameError: global name 'trunk_relative_path' is not defined == ERROR: MovieTypeTest.test_stop -- Traceback (most recent call last): File "/home/evan/Source/pygame/test/_movie_test.py", line 83, in test_stop movie_file = trunk_relative_path('examples/data/blue.mpg') NameError: global name 'trunk_relative_path' is not defined =
[pygame] Re: Pygame2 sdlmixer documentation contribution + error
Here's the patch I forgot to attach; apply it to doc/src/sdlmixerbase.xml. -- Evan Kroske http://welcome2obscurity.blogspot.com/ The code, comments, and challenges of a novice software developer desperate for attention. Index: sdlmixerbase.xml === --- sdlmixerbase.xml (revision 2600) +++ sdlmixerbase.xml (working copy) @@ -11,60 +11,91 @@ Do not use :mod:`pygame2.sdlmixer` and :mod:`pygame2.sdl.audio` at the same time. As they both deal with audio hardware access, this can lead to problems and weird behaviour. - -TODO - +Channel () -> Channel + + Creates a new Channel object for playing + :class:`pygame2.sdlmixer.Chunk` of sound. + - + +The :class:`pygame2.sdlmixer.Chunk` of sound that has been loaded. + - + expire (arg) - + fade_in (chunk, int) - + fade_out (arg) - + TODO - - + halt () + +Appears to halt music playback until another +:class:`pygame2.sdlmixer.Chunk` is played with :meth:`play`. + - - + pause () + +Pauses playing :class:`pygame2.sdlmixer.Chunk` of sound. Paused +:class:`pygame2.sdlmixer.Chunk` can be resumed where it left off with +:meth:`resume`. + - + +A boolean that represents the state of the +:class:`pygame2.sdlmixer.Channel`. If True, the +:class:`pygame2.sdlmixer.Chunk` has been paused; if false, the +:class:`pygame2.sdlmixer.Chunk` is not paused. Please note that if +:attr:`paused` is False, the :class:`pygame2.sdlmixer.Chunk` isn't +necessarily playing. + - - + play (chunk) + +Plays :class:`pygame2.sdlmixer.Chunk` *chunk* of sound which was +passed to it. + - + +A boolean that represents the state of the +:class:`pygame2.sdlmixer.Channel`. If true, the +:class:`pygame2.sdlmixer.Chunk` is playing; if false, the +:class:`pygame2.sdlmixer.Chunk` is not playing. Please note that if +:attr:`paused` is False, the :class:`pygame2.sdlmixer.Chunk` isn't +necessarily paused. + - - + resume () + +Resumes the play back of a paused :class:`pygame2.sdlmixer.Chunk`. + - + TODO -TODO +Chunk (file) -> Chunk + A chunk of sound loaded from audio file *file*. .. note:: @@ -72,72 +103,90 @@ access. This is especially important for Python 3.x users. - + TODO - + TODO - + TODO -TODO +Music (file) -> Music - .. note:: The file object *must* support binary read and write access. This is especially important for Python 3.x users. - + fade_in (arg) - + play () - + TODO - - +close_audio () + + Closes the audio and resets the settings passed to :meth:`open_audio` + - +get_compiled_version () - +get_error () - +get_version () - - +init () + + Initializes the sdlmixer system. Please note that you must also use + :meth:`open_audio` to set some vital settings before you can play sounds + with :class:`pygame2.sdlmixer.Channel` and :class:`pygame2.sdlmixer.Chunk`. + - - +open_audio (audio_rate, audio_format, audio_channels, audio_buffers) + + Initializes audio settings before any sound can be played. I have no idea + what any of the arguments do, but they're all mandatory. From + http://kekkai.org/roger/sdl/mixer/index.html I learned that these are + acceptable settings:: + + * audio_rate 22050 + * audio_format 0x8010 + * audio_channels 2 + * audio_buffers 4096 + + - +query_spec () - - +quit () + + Shuts down the sdlmixer system. + - +was_init ()
[pygame] Pygame2 sdlmixer documentation contribution + error
First, I have written a new documentation page for pygame2.sdlmixer. It's not complete, but it at least gives enough information to allow a user to play a sound effect. I'm pretty sure I followed all the documentation conventions, but it needs to be reviewed for correctness before it's commited. I only wrote descriptions for methods and classes I'd used successfully, but I also added TODOs and generic call signatures to make all the method names visible. I don't think people should have to use pydoc to learn what classes and methods are in the sdlmixer module. Second, I don't think the sdlmixer.Music class is working properly. According to pydoc, it only has two methods and one attribute: __init__(), __new__(), and type. However, the sdlmixer library documentation lists several functions used specifically for playing music, not sound effects. Also, the Music class' C source code appears to list play() as one of its methods, but if I try to call the method, I get "AttributeError: 'sdlmixer.Music' object has no attribute 'play'". I can play sounds with sdlmixer.Channel() and sdlmixer.Chunk(), but not sdlmixer.Music(). Has that class not been implemented yet, or is this an error? Thanks, -- Evan Kroske http://welcome2obscurity.blogspot.com/ The code, comments, and challenges of a novice software developer desperate for attention.
[pygame] Why doesn't this work?
I have another pygame2 problem. This code doesn't give me any errors, but it doesn't give me the circle I asked for, either: red = pygame2.Color (255, 0, 0) > black = pygame2.Color (0, 0, 0) > shape_size = (250, 250) > > video.init() > > screen = video.set_mode(500,500) > screen.fill(red) > > circle_surface = video.Surface(shape_size) > circle_surface.fill(red) > gfx.filled_circle(circle_surface, (20,20), 40, black) > circle_surface.flip() > > screen.blit(circle_surface, (25, 25)) > screen.flip() Is the problem with my code or with my installation? -- Evan Kroske http://welcome2obscurity.blogspot.com/ The code, comments, and challenges of a novice software developer desperate for attention.
Re: [pygame] Compiling without SDL_gfx
I think I found the problem with sdl_gfx. I spotted a sequence of error messages that was preventing pygame2 from compiling. This was the first one: In file included from src/sdlgfx/fpsmanager.c:23: > src/sdlgfx/pggfx.h:24:27: error: SDL_framerate.h: No such file or directory I solved it by making a symbolic link from /usr/local/include/SDL/SDL_framerate.h to src/sdlgfx. Then, I got one from the next file in /usr/local/include/SDL, which I fixed the same way. I thought that the SDL directory might be tripping up the installer, so I moved the files in /usr/local/include/SDL to /usr/local/include, and pygame2 compiled with no error messages.I just don't know how Marcus didn't encounter the same problem. On Sat, Aug 8, 2009 at 1:54 PM, Vicent Marti wrote: > The exact location of the dynamic library is automatically located > when running the setup script. You might want to look at > 'config/config_modules.py' for the way each library gets automatically > located. > > Cheers, > Vicent Martí > http://www.bellverde.org > > > > On Sat, Aug 8, 2009 at 6:09 PM, Evan Kroske wrote: > > Okay, I've got an unrelated question about changing the pygame > installation > > process. I'd like to know where exactly references to external libraries > are > > stored. Somewhere, a file must mention the exact location of the sdl_gfx > > shared object library file, but I can't find it. Am I missing some > crucial > > piece of information? > > > -- Evan Kroske http://welcome2obscurity.blogspot.com/ The code, comments, and challenges of a novice software developer desperate for attention.
Re: [pygame] Compiling without SDL_gfx
Okay, I've got an unrelated question about changing the pygame installation process. I'd like to know where exactly references to external libraries are stored. Somewhere, a file must mention the exact location of the sdl_gfx shared object library file, but I can't find it. Am I missing some crucial piece of information?
[pygame] Compiling without SDL_gfx
When I try to change the pygame(2) makefile to keep it from linking to SDL_gfx, it doesn't work. The README file contains this example on how to disable SDL_gfx: WITH_SDL_GFX=[yes|no|1|True]Example: make -DWITH_SDL_GFX=1 > > Build and install the pygame2.sdlgfx module. This wraps the > SDL_gfx library. > If I try to run that command, make tells me "invalid option -- 'D'". Anybody got an explanation? Thanks. -- Evan Kroske http://welcome2obscurity.blogspot.com/ The code, comments, and challenges of a novice software developer desperate for attention.
Re: [pygame] Missing "libSDL_gfx.so.4"
On Fri, Jul 24, 2009 at 3:56 PM, Marcus von Appen wrote: > On, Fri Jul 24, 2009, Evan Kroske wrote: > > > I recently tried to install the current version of sdl_gfx from source > for > > pygame2. After some problems, I installed it successfully and tested it > with > > its own test suite. However, after reinstalling pygame2 with SDL_gfx > > installed, I get an error if I try to import pygame.sdlgfx.primitives: > > > > Traceback (most recent call last): > > > File "sdlgfxtest.py", line 6, in > > > import pygame2.sdlgfx.primitives as gfx > > > File "/usr/lib/python2.5/site-packages/pygame2/sdlgfx/__init__.py", > line > > > 1, in > > > from pygame2.sdlgfx.base import * > > > ImportError: libSDL_gfx.so.4: cannot open shared object file: No such > file > > > or directory > > > > [...] > > The situation you ran into is a typical "shared library version bump" > issue. What does that mean? You have a library around that's named > foo.so.1. Now you install a new version of it that indicates it is ABI > incompatible to previous versions (thus it has a different version > suffix, e.g. foo.so.3). > > What can you do about that? Rebuild pygame2, so it links against the new > version, or install the old version of SDL_gfx again (you even can do > that in in parallel, using a different prefix and let ld know about the > new library directory). > > > If you can tell me where the source of pygame2.sdlgfx.base is, I might be > > able to figure it out. > > Though this is not a source code issue (as we do not manually dlopen() > any library within pygame2), you can find the sdlgfx.base module source > code in pygame2/src/sdlgfx/gfxmod.c. > > Regards > Marcus > How do I rebuild pygame to link against the new versions? Do I have to alter a file? When I try to run make install, I get a long list of warnings starting with this: In file included from src/sdlgfx/fpsmanager.c:23: > src/sdlgfx/pggfx.h:24:27: error: SDL_framerate.h: No such file or directory > I'm not going to try to downgrade to the last version of sdl_gfx because it wasn't a new enough version to work with pygame2. Thanks for the help. -- Evan Kroske http://welcome2obscurity.blogspot.com/ The code, comments, and challenges of a novice software developer desperate for attention.
[pygame] Missing "libSDL_gfx.so.4"
I recently tried to install the current version of sdl_gfx from source for pygame2. After some problems, I installed it successfully and tested it with its own test suite. However, after reinstalling pygame2 with SDL_gfx installed, I get an error if I try to import pygame.sdlgfx.primitives: Traceback (most recent call last): > File "sdlgfxtest.py", line 6, in > import pygame2.sdlgfx.primitives as gfx > File "/usr/lib/python2.5/site-packages/pygame2/sdlgfx/__init__.py", line > 1, in > from pygame2.sdlgfx.base import * > ImportError: libSDL_gfx.so.4: cannot open shared object file: No such file > or directory > Here's my configuration (I'm using the most recent revision of pygame2 and sdl_gfx): This is my Python version: > >> e...@evan-desktop:~$ python > > Python 2.5.2 (r252:60911, Oct 5 2008, 19:29:17) > > [GCC 4.3.2] on linux2 > > > This is my kernel version: > >> e...@evan-desktop:~$ uname -r > > 2.6.27-11-generic > > > Finally, this is my OS version (it's the 64 bit version): > >> e...@evan-desktop:~$ cat /etc/issue > > Ubuntu 8.10 \n \l > > If you can tell me where the source of pygame2.sdlgfx.base is, I might be able to figure it out. -- Evan Kroske http://welcome2obscurity.blogspot.com/ The code, comments, and challenges of a novice software developer desperate for attention.
Re: [pygame] Pygame2 sdlgfx error
On Fri, Jul 10, 2009 at 2:28 PM, Marcus von Appen wrote: > On, Fri Jul 10, 2009, Evan Kroske wrote: > > > On Fri, Jul 10, 2009 at 1:57 PM, Marcus von Appen > wrote: > > > > > On, Fri Jul 10, 2009, Evan Kroske wrote: > > > > > > > When I tried to write a sdlgfx example for pygame2, I got this import > > > error: > > > > > > > > Traceback (most recent call last): > > > > > File "sdlgfxcircle.py", line 8, in > > > > > import pygame2.sdlgfx.primitives as gfx > > > > > ImportError: > > > /usr/lib/python2.5/site-packages/pygame2/sdlgfx/primitives.so: > > > > > undefined symbol: arcColor > > > > > > > > > > > > > Here's the code that triggers it: > > > > > > > > import pygame2.sdlgfx.primitives > > > > > > > > > > > > > Does anybody else get this problem? > > > > > > Which SDL_gfx version do you have installed? > > > > > > Regards > > > Marcus > > > > > > > I installed my version from the repository a couple months ago for use > with > > pygame2. Here's the relevant dpkg output: > > > > ii libsdl-gfx1.2-4 > > > 2.0.13-4 drawing and graphical effects > > > extension for > > > ii libsdl-gfx1.2-dev > > > 2.0.13-4 development files for SDL_gfx > > > > > > > I don't know which number is the version number. > > 2.0.13 it is. This however is a fairly old release and not supported by > pgreloaded. It requires at least version 2.0.18 (see the README.txt for > more information about the dependencies). > > Regards > Marcus > I've been trying to install sdl gfx from source, but I just get a long line of error messages concluding with this: SDL_imageFilter.c:3501: Error: `pusha' is not supported in 64-bit mode > SDL_imageFilter.c:3759: Error: `popa' is not supported in 64-bit mode > SDL_imageFilter.c:3785: Error: `pusha' is not supported in 64-bit mode > SDL_imageFilter.c:3882: Error: `popa' is not supported in 64-bit mode > SDL_imageFilter.c:3910: Error: `pusha' is not supported in 64-bit mode > SDL_imageFilter.c:4021: Error: `popa' is not supported in 64-bit mode > make: *** [SDL_imageFilter.lo] Error 1 > I'm pretty sure pygame2 has nothing to do with this, but I would like to know if anybody else on a 64 bit system is having this problem. -- Evan Kroske http://welcome2obscurity.blogspot.com/ The code, comments, and challenges of a novice software developer desperate for attention.
Re: [pygame] Pygame2 sdlgfx error
On Fri, Jul 10, 2009 at 1:57 PM, Marcus von Appen wrote: > On, Fri Jul 10, 2009, Evan Kroske wrote: > > > When I tried to write a sdlgfx example for pygame2, I got this import > error: > > > > Traceback (most recent call last): > > > File "sdlgfxcircle.py", line 8, in > > > import pygame2.sdlgfx.primitives as gfx > > > ImportError: > /usr/lib/python2.5/site-packages/pygame2/sdlgfx/primitives.so: > > > undefined symbol: arcColor > > > > > > > Here's the code that triggers it: > > > > import pygame2.sdlgfx.primitives > > > > > > > Does anybody else get this problem? > > Which SDL_gfx version do you have installed? > > Regards > Marcus > I installed my version from the repository a couple months ago for use with pygame2. Here's the relevant dpkg output: ii libsdl-gfx1.2-4 > 2.0.13-4 drawing and graphical effects > extension for > ii libsdl-gfx1.2-dev > 2.0.13-4 development files for SDL_gfx > I don't know which number is the version number. Evan Kroske
[pygame] Pygame2 sdlgfx error
When I tried to write a sdlgfx example for pygame2, I got this import error: Traceback (most recent call last): > File "sdlgfxcircle.py", line 8, in > import pygame2.sdlgfx.primitives as gfx > ImportError: /usr/lib/python2.5/site-packages/pygame2/sdlgfx/primitives.so: > undefined symbol: arcColor > Here's the code that triggers it: import pygame2.sdlgfx.primitives > Does anybody else get this problem? Evan Kroske
[pygame] sound_array_demos.py error
I encountered a suspicious error in the sound_array_demos.py example. Here's the output: Using numeric array package > mixer.get_init (22050, -16, 2) > -- > > loading sound > -- > start positions > -- > sound.get_length 0.338775515556 > sound2.get_length 0.0 > waiting 2 seconds > playing original sound > waiting 2 seconds > -- > echoing > -- > SHAPE1: (7470, 2) > 26145 > size (33615, 2) > (33615, 2) > Traceback (most recent call last): > File "sound_array_demos.py", line 294, in > main() > File "sound_array_demos.py", line 247, in main > sound2 = make_echo(sound, samples_per_second) > File "sound_array_demos.py", line 88, in make_echo > myarr[incr:gap+incr] += a1>>1 > TypeError: return array has incorrect type > Is anybody getting this same error, or is it just me? Evan Kroske
Re: [pygame] 7 failures and 1 error in test suite
I didn't get any errors or failures this time (rev 2488). Now I test the demos! On Mon, Jul 6, 2009 at 7:46 AM, Evan Kroske wrote: > René Dudfield wrote: > >> Hi, >> >> how did you install this pygame? >> >> From a tarball, from svn? Which version? >> >> cheers, >> >> >> >> On Fri, Jul 3, 2009 at 4:24 AM, Evan Kroske > e.kro...@gmail.com>> wrote: >> >>When I ran run_tests.py, I got all the same failures as Lorenz but >>two different errors. Here they are: >> >> >> == >> >>ERROR: all_tests_for (test.font_test.AllTestCases) >> >> >> -- >> >>Traceback (most recent call last): >> >> File "test/test.font_test.py <http://test.font_test.py>", >> >>line 1, in all_tests_for >> >>subprocess completely failed with return code of -6 >> >>cmd: ['/usr/bin/python', >>'/home/evan/Source/pygame/test/test_utils/test_runner.py', >>'test.font_test', '--exclude', >>'interactive,subprocess_ignore', '--timings', '1'] >> >>test_env: {'GNOME_DESKTOP_SESSION_ID': >>'this-is-deprecated', 'LESSOPEN': '| /usr/bin/lesspipe %s', >>'LOGNAME': 'evan', 'USER': 'evan', 'HOME': '/home/evan', >>'PATH': >> >> >> '/home/evan/bin:/usr/local/sbin:/usr/local/bin:/usr/sbin:/usr/bin:/sbin:/bin:/usr/games', >>'WINDOWPATH': '7', 'SSH_AGENT_PID': '6191', 'LANG': >>'en_US.UTF-8', 'TERM': 'xterm', 'SHELL': '/bin/bash', >>'XDG_SESSION_COOKIE': >>'559938188db91f1b0fda171c49fc9efd-1246538187.549223-878107278', >>'SESSION_MANAGER': 'local/evan-desktop:/tmp/.ICE-unix/6080', >>'SHLVL': '1', 'DISPLAY': ':0.0', 'WINDOWID': '58738671', '_': >>'/usr/bin/python', 'GPG_AGENT_INFO': >>'/tmp/seahorse-y536VW/S.gpg-agent:6214:1', 'USERNAME': 'evan', >>'GDM_XSERVER_LOCATION': 'local', 'COLORTERM': >>'gnome-terminal', 'SSH_AUTH_SOCK': '/tmp/keyring-UvysRI/ssh', >>'GNOME_KEYRING_SOCKET': '/tmp/keyring-UvysRI/socket', >>'MESA_NO_ASM': '1', 'GDMSESSION': 'default.desktop', >>'DBUS_SESSION_BUS_ADDRESS': >> >> 'unix:abstract=/tmp/dbus-MJnYmbpT4L,guid=eb8b84ad3da402e4010e8d044a4ca9cc', >>'ORBIT_SOCKETDIR': '/tmp/orbit-evan', 'XAUTHORITY': >>'/home/evan/.Xauthority', 'DESKTOP_SESSION': >>'default.desktop', 'LESSCLOSE': '/usr/bin/lesspipe %s %s', >>'GNOME_KEYRING_PID': '6221\n', 'OLDPWD': >>'/home/evan/Source/pygame/test', 'GDM_LANG': 'en_US.UTF-8', >>'HISTCONTROL': 'ignoreboth', 'XDG_DATA_DIRS': >>'/usr/local/share/:/usr/share/:/usr/share/gdm/', 'PWD': >>'/home/evan/Source/pygame', 'GTK_RC_FILES': >>'/etc/gtk/gtkrc:/home/evan/.gtkrc-1.2-gnome2', 'LS_COLORS': >> >> >> 'no=00:fi=00:di=01;34:ln=01;36:pi=40;33:so=01;35:do=01;35:bd=40;33;01:cd=40;33;01:or=40;31;01:su=37;41:sg=30;43:tw=30;42:ow=34;42:st=37;44:ex=01;32:*.tar=01;31:*.tgz=01;31:*.svgz=01;31:*.arj=01;31:*.taz=01;31:*.lzh=01;31:*.lzma=01;31:*.zip=01;31:*.z=01;31:*.Z=01;31:*.dz=01;31:*.gz=01;31:*.bz2=01;31:*.bz=01;31:*.tbz2=01;31:*.tz=01;31:*.deb=01;31:*.rpm=01;31:*.jar=01;31:*.rar=01;31:*.ace=01;31:*.zoo=01;31:*.cpio=01;31:*.7z=01;31:*.rz=01;31:*.jpg=01;35:*.jpeg=01;35:*.gif=01;35:*.bmp=01;35:*.pbm=01;35:*.pgm=01;35:*.ppm=01;35:*.tga=01;35:*.xbm=01;35:*.xpm=01;35:*.tif=01;35:*.tiff=01;35:*.png=01;35:*.svg=01;35:*.mng=01;35:*.pcx=01;35:*.mov=01;35:*.mpg=01;35:*.mpeg=01;35:*.m2v=01;35:*.mkv=01;35:*.ogm=01;35:*.mp4=01;35:*.m4v=01;35:*.mp4v=01;35:*.vob=01;35:*.qt=01;35:*.nuv=01;35:*.wmv=01;35:*.asf=01;35:*.rm=01;35:*.rmvb=01;35:*
Re: [pygame] 7 failures and 1 error in test suite
René Dudfield wrote: Hi, how did you install this pygame? From a tarball, from svn? Which version? cheers, On Fri, Jul 3, 2009 at 4:24 AM, Evan Kroske <mailto:e.kro...@gmail.com>> wrote: When I ran run_tests.py, I got all the same failures as Lorenz but two different errors. Here they are: == ERROR: all_tests_for (test.font_test.AllTestCases) -- Traceback (most recent call last): File "test/test.font_test.py <http://test.font_test.py>", line 1, in all_tests_for subprocess completely failed with return code of -6 cmd: ['/usr/bin/python', '/home/evan/Source/pygame/test/test_utils/test_runner.py', 'test.font_test', '--exclude', 'interactive,subprocess_ignore', '--timings', '1'] test_env: {'GNOME_DESKTOP_SESSION_ID': 'this-is-deprecated', 'LESSOPEN': '| /usr/bin/lesspipe %s', 'LOGNAME': 'evan', 'USER': 'evan', 'HOME': '/home/evan', 'PATH': '/home/evan/bin:/usr/local/sbin:/usr/local/bin:/usr/sbin:/usr/bin:/sbin:/bin:/usr/games', 'WINDOWPATH': '7', 'SSH_AGENT_PID': '6191', 'LANG': 'en_US.UTF-8', 'TERM': 'xterm', 'SHELL': '/bin/bash', 'XDG_SESSION_COOKIE': '559938188db91f1b0fda171c49fc9efd-1246538187.549223-878107278', 'SESSION_MANAGER': 'local/evan-desktop:/tmp/.ICE-unix/6080', 'SHLVL': '1', 'DISPLAY': ':0.0', 'WINDOWID': '58738671', '_': '/usr/bin/python', 'GPG_AGENT_INFO': '/tmp/seahorse-y536VW/S.gpg-agent:6214:1', 'USERNAME': 'evan', 'GDM_XSERVER_LOCATION': 'local', 'COLORTERM': 'gnome-terminal', 'SSH_AUTH_SOCK': '/tmp/keyring-UvysRI/ssh', 'GNOME_KEYRING_SOCKET': '/tmp/keyring-UvysRI/socket', 'MESA_NO_ASM': '1', 'GDMSESSION': 'default.desktop', 'DBUS_SESSION_BUS_ADDRESS': 'unix:abstract=/tmp/dbus-MJnYmbpT4L,guid=eb8b84ad3da402e4010e8d044a4ca9cc', 'ORBIT_SOCKETDIR': '/tmp/orbit-evan', 'XAUTHORITY': '/home/evan/.Xauthority', 'DESKTOP_SESSION': 'default.desktop', 'LESSCLOSE': '/usr/bin/lesspipe %s %s', 'GNOME_KEYRING_PID': '6221\n', 'OLDPWD': '/home/evan/Source/pygame/test', 'GDM_LANG': 'en_US.UTF-8', 'HISTCONTROL': 'ignoreboth', 'XDG_DATA_DIRS': '/usr/local/share/:/usr/share/:/usr/share/gdm/', 'PWD': '/home/evan/Source/pygame', 'GTK_RC_FILES': '/etc/gtk/gtkrc:/home/evan/.gtkrc-1.2-gnome2', 'LS_COLORS': 'no=00:fi=00:di=01;34:ln=01;36:pi=40;33:so=01;35:do=01;35:bd=40;33;01:cd=40;33;01:or=40;31;01:su=37;41:sg=30;43:tw=30;42:ow=34;42:st=37;44:ex=01;32:*.tar=01;31:*.tgz=01;31:*.svgz=01;31:*.arj=01;31:*.taz=01;31:*.lzh=01;31:*.lzma=01;31:*.zip=01;31:*.z=01;31:*.Z=01;31:*.dz=01;31:*.gz=01;31:*.bz2=01;31:*.bz=01;31:*.tbz2=01;31:*.tz=01;31:*.deb=01;31:*.rpm=01;31:*.jar=01;31:*.rar=01;31:*.ace=01;31:*.zoo=01;31:*.cpio=01;31:*.7z=01;31:*.rz=01;31:*.jpg=01;35:*.jpeg=01;35:*.gif=01;35:*.bmp=01;35:*.pbm=01;35:*.pgm=01;35:*.ppm=01;35:*.tga=01;35:*.xbm=01;35:*.xpm=01;35:*.tif=01;35:*.tiff=01;35:*.png=01;35:*.svg=01;35:*.mng=01;35:*.pcx=01;35:*.mov=01;35:*.mpg=01;35:*.mpeg=01;35:*.m2v=01;35:*.mkv=01;35:*.ogm=01;35:*.mp4=01;35:*.m4v=01;35:*.mp4v=01;35:*.vob=01;35:*.qt=01;35:*.nuv=01;35:*.wmv=01;35:*.asf=01;35:*.rm=01;35:*.rmvb=01;35:*.flc=01;35:*.avi=01;35:*.fli=01;35:*.gl=01;35:*.dl=01;35:*.xcf=01;35:*.xwd=01;35:*.yuv=01;35:*.aac=00;36:*.au=00;36:*.flac=00;36:*.mid=00;36:*.midi=00;36:*.mka=00;36:*.mp3=00;36:*.mpc=00;36:*.ogg=00;36:*.ra=00;36:*.wav=00;36:'} working_dir: /home/evan/Source/pygame return (top 5 lines): Fatal Python error: (pygame parachute) Segmentation Fault loading test.font_test == ERROR: ImageModuleTest.testLoadIcon -- Traceback (most recent call la
Re: [pygame] 7 failures and 1 error in test suite
Unless I'm missing some critical piece of Linux voodoo, there really isn't a picture in /usr/lib/python2.5/site-packages/pygame/pygame_icon.bmp. I checked with ls -a and nautilus. No icon. I also tried running the test as root, and that didn't work either. I think the icon was left out. On Thu, Jul 2, 2009 at 2:28 PM, Tyler Laing wrote: > The last error is because you're running without admin privs. > > -Tyler > > > On Thu, Jul 2, 2009 at 11:24 AM, Evan Kroske wrote: > >> When I ran run_tests.py, I got all the same failures as Lorenz but two >> different errors. Here they are: >> >>> == >> >> ERROR: all_tests_for (test.font_test.AllTestCases) >> >> -- >> >> Traceback (most recent call last): >> >> File "test/test.font_test.py", line 1, in all_tests_for >> >> subprocess completely failed with return code of -6 >> >> cmd: ['/usr/bin/python', >>> '/home/evan/Source/pygame/test/test_utils/test_runner.py', 'test.font_test', >>> '--exclude', 'interactive,subprocess_ignore', '--timings', '1'] >> >> test_env: {'GNOME_DESKTOP_SESSION_ID': 'this-is-deprecated', >>> 'LESSOPEN': '| /usr/bin/lesspipe %s', 'LOGNAME': 'evan', 'USER': 'evan', >>> 'HOME': '/home/evan', 'PATH': >>> '/home/evan/bin:/usr/local/sbin:/usr/local/bin:/usr/sbin:/usr/bin:/sbin:/bin:/usr/games', >>> 'WINDOWPATH': '7', 'SSH_AGENT_PID': '6191', 'LANG': 'en_US.UTF-8', 'TERM': >>> 'xterm', 'SHELL': '/bin/bash', 'XDG_SESSION_COOKIE': >>> '559938188db91f1b0fda171c49fc9efd-1246538187.549223-878107278', >>> 'SESSION_MANAGER': 'local/evan-desktop:/tmp/.ICE-unix/6080', 'SHLVL': '1', >>> 'DISPLAY': ':0.0', 'WINDOWID': '58738671', '_': '/usr/bin/python', >>> 'GPG_AGENT_INFO': '/tmp/seahorse-y536VW/S.gpg-agent:6214:1', 'USERNAME': >>> 'evan', 'GDM_XSERVER_LOCATION': 'local', 'COLORTERM': 'gnome-terminal', >>> 'SSH_AUTH_SOCK': '/tmp/keyring-UvysRI/ssh', 'GNOME_KEYRING_SOCKET': >>> '/tmp/keyring-UvysRI/socket', 'MESA_NO_ASM': '1', 'GDMSESSION': >>> 'default.desktop', 'DBUS_SESSION_BUS_ADDRESS': >>> 'unix:abstract=/tmp/dbus-MJnYmbpT4L,guid=eb8b84ad3da402e4010e8d044a4ca9cc', >>> 'ORBIT_SOCKETDIR': '/tmp/orbit-evan', 'XAUTHORITY': >>> '/home/evan/.Xauthority', 'DESKTOP_SESSION': 'default.desktop', 'LESSCLOSE': >>> '/usr/bin/lesspipe %s %s', 'GNOME_KEYRING_PID': '6221\n', 'OLDPWD': >>> '/home/evan/Source/pygame/test', 'GDM_LANG': 'en_US.UTF-8', 'HISTCONTROL': >>> 'ignoreboth', 'XDG_DATA_DIRS': >>> '/usr/local/share/:/usr/share/:/usr/share/gdm/', 'PWD': >>> '/home/evan/Source/pygame', 'GTK_RC_FILES': >>> '/etc/gtk/gtkrc:/home/evan/.gtkrc-1.2-gnome2', 'LS_COLORS': >>> 'no=00:fi=00:di=01;34:ln=01;36:pi=40;33:so=01;35:do=01;35:bd=40;33;01:cd=40;33;01:or=40;31;01:su=37;41:sg=30;43:tw=30;42:ow=34;42:st=37;44:ex=01;32:*.tar=01;31:*.tgz=01;31:*.svgz=01;31:*.arj=01;31:*.taz=01;31:*.lzh=01;31:*.lzma=01;31:*.zip=01;31:*.z=01;31:*.Z=01;31:*.dz=01;31:*.gz=01;31:*.bz2=01;31:*.bz=01;31:*.tbz2=01;31:*.tz=01;31:*.deb=01;31:*.rpm=01;31:*.jar=01;31:*.rar=01;31:*.ace=01;31:*.zoo=01;31:*.cpio=01;31:*.7z=01;31:*.rz=01;31:*.jpg=01;35:*.jpeg=01;35:*.gif=01;35:*.bmp=01;35:*.pbm=01;35:*.pgm=01;35:*.ppm=01;35:*.tga=01;35:*.xbm=01;35:*.xpm=01;35:*.tif=01;35:*.tiff=01;35:*.png=01;35:*.svg=01;35:*.mng=01;35:*.pcx=01;35:*.mov=01;35:*.mpg=01;35:*.mpeg=01;35:*.m2v=01;35:*.mkv=01;35:*.ogm=01;35:*.mp4=01;35:*.m4v=01;35:*.mp4v=01;35:*.vob=01;35:*.qt=01;35:*.nuv=01;35:*.wmv=01;35:*.asf=01;35:*.rm=01;35:*.rmvb=01;35:*.flc=01;35:*.avi=01;35:*.fli=01;35:*.gl=01;35:*.dl=01;35:*.xcf=01;35:*.xwd=01;35:*.yuv=01;35:*.aac=00;36:*.au=00;36:*.flac=00;36:*.mid=00;36:*.midi=00;36:*.mka=00;36:*.mp3=00;36:*.mpc=00;36:*.ogg=00;36:*.ra=00;36:*.wav=00;36:'} >> >> working_dir: /home/evan/Source/pygame >> >> return (top 5 lines): >> >> Fatal Python error: (pygame parachute) Segmentation Fault >> >> loading test.font_test >> >> >>> >>> == >> >> ERROR: ImageModuleTest.testLoadIcon >> >> -- >> >> Traceback (most recent call last): >> >> File "/home/evan/Source/pygame/test/image_test.py", line 44, in >>> testLoadIcon >> >> f = pygame.pkgdata.getResource("pygame_icon.bmp") >> >> File "/usr/lib/python2.5/site-packages/pygame/pkgdata.py", line 66, in >>> getResource >> >> return open(os.path.normpath(path), 'rb') >> >> IOError: [Errno 2] No such file or directory: >>> '/usr/lib/python2.5/site-packages/pygame/pygame_icon.bmp' >> >> >> I'm running 64 bit Intrepid Ibex with a standard kernel, standard Python >> 2.5, and standard GCC. If you want me to run any tests, just ask (and spell >> out exactly what I should do). >> >> Evan >> > > > > -- > Visit my blog at http://oddco.ca/zeroth/zblog >
Re: [pygame] 7 failures and 1 error in test suite
When I ran run_tests.py, I got all the same failures as Lorenz but two different errors. Here they are: > == ERROR: all_tests_for (test.font_test.AllTestCases) -- Traceback (most recent call last): File "test/test.font_test.py", line 1, in all_tests_for subprocess completely failed with return code of -6 cmd: ['/usr/bin/python', > '/home/evan/Source/pygame/test/test_utils/test_runner.py', 'test.font_test', > '--exclude', 'interactive,subprocess_ignore', '--timings', '1'] test_env: {'GNOME_DESKTOP_SESSION_ID': 'this-is-deprecated', 'LESSOPEN': > '| /usr/bin/lesspipe %s', 'LOGNAME': 'evan', 'USER': 'evan', 'HOME': > '/home/evan', 'PATH': > '/home/evan/bin:/usr/local/sbin:/usr/local/bin:/usr/sbin:/usr/bin:/sbin:/bin:/usr/games', > 'WINDOWPATH': '7', 'SSH_AGENT_PID': '6191', 'LANG': 'en_US.UTF-8', 'TERM': > 'xterm', 'SHELL': '/bin/bash', 'XDG_SESSION_COOKIE': > '559938188db91f1b0fda171c49fc9efd-1246538187.549223-878107278', > 'SESSION_MANAGER': 'local/evan-desktop:/tmp/.ICE-unix/6080', 'SHLVL': '1', > 'DISPLAY': ':0.0', 'WINDOWID': '58738671', '_': '/usr/bin/python', > 'GPG_AGENT_INFO': '/tmp/seahorse-y536VW/S.gpg-agent:6214:1', 'USERNAME': > 'evan', 'GDM_XSERVER_LOCATION': 'local', 'COLORTERM': 'gnome-terminal', > 'SSH_AUTH_SOCK': '/tmp/keyring-UvysRI/ssh', 'GNOME_KEYRING_SOCKET': > '/tmp/keyring-UvysRI/socket', 'MESA_NO_ASM': '1', 'GDMSESSION': > 'default.desktop', 'DBUS_SESSION_BUS_ADDRESS': > 'unix:abstract=/tmp/dbus-MJnYmbpT4L,guid=eb8b84ad3da402e4010e8d044a4ca9cc', > 'ORBIT_SOCKETDIR': '/tmp/orbit-evan', 'XAUTHORITY': > '/home/evan/.Xauthority', 'DESKTOP_SESSION': 'default.desktop', 'LESSCLOSE': > '/usr/bin/lesspipe %s %s', 'GNOME_KEYRING_PID': '6221\n', 'OLDPWD': > '/home/evan/Source/pygame/test', 'GDM_LANG': 'en_US.UTF-8', 'HISTCONTROL': > 'ignoreboth', 'XDG_DATA_DIRS': > '/usr/local/share/:/usr/share/:/usr/share/gdm/', 'PWD': > '/home/evan/Source/pygame', 'GTK_RC_FILES': > '/etc/gtk/gtkrc:/home/evan/.gtkrc-1.2-gnome2', 'LS_COLORS': > 'no=00:fi=00:di=01;34:ln=01;36:pi=40;33:so=01;35:do=01;35:bd=40;33;01:cd=40;33;01:or=40;31;01:su=37;41:sg=30;43:tw=30;42:ow=34;42:st=37;44:ex=01;32:*.tar=01;31:*.tgz=01;31:*.svgz=01;31:*.arj=01;31:*.taz=01;31:*.lzh=01;31:*.lzma=01;31:*.zip=01;31:*.z=01;31:*.Z=01;31:*.dz=01;31:*.gz=01;31:*.bz2=01;31:*.bz=01;31:*.tbz2=01;31:*.tz=01;31:*.deb=01;31:*.rpm=01;31:*.jar=01;31:*.rar=01;31:*.ace=01;31:*.zoo=01;31:*.cpio=01;31:*.7z=01;31:*.rz=01;31:*.jpg=01;35:*.jpeg=01;35:*.gif=01;35:*.bmp=01;35:*.pbm=01;35:*.pgm=01;35:*.ppm=01;35:*.tga=01;35:*.xbm=01;35:*.xpm=01;35:*.tif=01;35:*.tiff=01;35:*.png=01;35:*.svg=01;35:*.mng=01;35:*.pcx=01;35:*.mov=01;35:*.mpg=01;35:*.mpeg=01;35:*.m2v=01;35:*.mkv=01;35:*.ogm=01;35:*.mp4=01;35:*.m4v=01;35:*.mp4v=01;35:*.vob=01;35:*.qt=01;35:*.nuv=01;35:*.wmv=01;35:*.asf=01;35:*.rm=01;35:*.rmvb=01;35:*.flc=01;35:*.avi=01;35:*.fli=01;35:*.gl=01;35:*.dl=01;35:*.xcf=01;35:*.xwd=01;35:*.yuv=01;35:*.aac=00;36:*.au=00;36:*.flac=00;36:*.mid=00;36:*.midi=00;36:*.mka=00;36:*.mp3=00;36:*.mpc=00;36:*.ogg=00;36:*.ra=00;36:*.wav=00;36:'} working_dir: /home/evan/Source/pygame return (top 5 lines): Fatal Python error: (pygame parachute) Segmentation Fault loading test.font_test > > == ERROR: ImageModuleTest.testLoadIcon -- Traceback (most recent call last): File "/home/evan/Source/pygame/test/image_test.py", line 44, in > testLoadIcon f = pygame.pkgdata.getResource("pygame_icon.bmp") File "/usr/lib/python2.5/site-packages/pygame/pkgdata.py", line 66, in > getResource return open(os.path.normpath(path), 'rb') IOError: [Errno 2] No such file or directory: > '/usr/lib/python2.5/site-packages/pygame/pygame_icon.bmp' I'm running 64 bit Intrepid Ibex with a standard kernel, standard Python 2.5, and standard GCC. If you want me to run any tests, just ask (and spell out exactly what I should do). Evan
Re: [pygame] Pygame2 test failure
Okay, here you go. This is my freetype version and the command I used to get it: > e...@evan-desktop:~$ dpkg -l | grep freetype ii libfreetype6 2.3.7-2ubuntu1.1 > FreeType 2 font engine, shared library files ii libfreetype6-dev 2.3.7-2ubuntu1.1 > FreeType 2 font engine, development files This is my Python version: > e...@evan-desktop:~$ python Python 2.5.2 (r252:60911, Oct 5 2008, 19:29:17) [GCC 4.3.2] on linux2 This is my kernel version: > e...@evan-desktop:~$ uname -r 2.6.27-11-generic Finally, this is my OS version (it's the 64 bit version): > e...@evan-desktop:~$ cat /etc/issue Ubuntu 8.10 \n \l I have no idea why it would be acting up. I don't have the knowledge to even hazard a guess. If you need any more info, just tell me what commands I need to run. Good luck! On Mon, Jun 29, 2009 at 6:27 AM, Vicent Marti wrote: > Hello Evan, > > I'm a tad puzzled as for what could be stopping FreeType from loading > and scaling the glyphs in your platform. Could you please share with > us the exact FreeType version installed, Python version and OS/Distro? > > Thanks in advance, > > Vicent Martí > http://www.bellverde.org > > > > On Sat, Jun 27, 2009 at 10:17 PM, Evan Kroske wrote: > > I just upgraded to the Pygame2 alpha 2 release, so I ran the tests to see > if > > I had installed it properly. All the tests succeeded except for the > Freetype > > font test. Here's the message it gave me: > >> > >> FAIL: test_pygame2_freetype_Font_get_metrics (__main__.FreeTypeFontTest) > >> > >> -- > >> > >> Traceback (most recent call last): > >> > >> File "freetype_font_test.py", line 110, in > >> test_pygame2_freetype_Font_get_metrics > >> > >> self.assertEqual(f.get_metrics('ABCDabcd', ptsize=ptsize), > test_data) > >> > >> AssertionError: [None, None, None, None, None, None, None, None] != [(0, > >> 12, 0, 16, 12), (1, 11, 0, 15, 12), (0, 12, 0, 15, 12), (1, 12, 0, 15, > 12), > >> (1, 11, 0, 11, 12), (1, 11, 0, 16, 12), (1, 11, 0, 11, 12), (1, 11, 0, > 16, > >> 12)] > >> > >> -- > >> > >> Ran 5 tests in 0.004s > >> > >> FAILED (failures=1) > >> > >> Program exited with code 01. > > > > I tried to get a stack trace, but GDB told me that there was no stack. > I'm > > running Ubuntu Intrepid Ibex 64 bit with Python 2.5. >
Re: [pygame] Determining if mod keys are pressed
Thanks, that's just what I needed! On Sun, Jun 28, 2009 at 7:49 PM, René Dudfield wrote: > events = pygame.event.get() > > for e in events: >if e.type == KEYDOWN: >if e.key == K_y: >if e.mod & KMOD_LSHIFT or e.mod & KMOD_RSHIFT: >do_with_shift() >else: >do_without_shift() > > Or you can use the pygame.key.get_mods: >http://pygame.org/docs/ref/key.html#pygame.key.get_mods > > > > > On Mon, Jun 29, 2009 at 9:32 AM, Evan Kroske wrote: > > I'm trying to make a game with pygame2, but I'm having trouble figuring > out > > how to use the shift and control keys to control the game. I understand > that > > Event.mod returns a number that you can compare to the sdl mod key > constants > > to determine what mod keys are being pressed. However, I also understand > > that you have to do some kind of bitwise operation to accomplish this, > and I > > have no idea how to do that. > > Assuming that pygame is similar to pygame2 in this respect, could > somebody > > give me a code snippet to demonstrate how to detect if a mod key is being > > pressed? Thanks. > > Evan Kroske >
[pygame] Determining if mod keys are pressed
I'm trying to make a game with pygame2, but I'm having trouble figuring out how to use the shift and control keys to control the game. I understand that Event.mod returns a number that you can compare to the sdl mod key constants to determine what mod keys are being pressed. However, I also understand that you have to do some kind of bitwise operation to accomplish this, and I have no idea how to do that. Assuming that pygame is similar to pygame2 in this respect, could somebody give me a code snippet to demonstrate how to detect if a mod key is being pressed? Thanks. Evan Kroske
[pygame] Pygame2 test failure
I just upgraded to the Pygame2 alpha 2 release, so I ran the tests to see if I had installed it properly. All the tests succeeded except for the Freetype font test. Here's the message it gave me: > FAIL: test_pygame2_freetype_Font_get_metrics (__main__.FreeTypeFontTest) -- Traceback (most recent call last): File "freetype_font_test.py", line 110, in > test_pygame2_freetype_Font_get_metrics self.assertEqual(f.get_metrics('ABCDabcd', ptsize=ptsize), test_data) AssertionError: [None, None, None, None, None, None, None, None] != [(0, 12, > 0, 16, 12), (1, 11, 0, 15, 12), (0, 12, 0, 15, 12), (1, 12, 0, 15, 12), (1, > 11, 0, 11, 12), (1, 11, 0, 16, 12), (1, 11, 0, 11, 12), (1, 11, 0, 16, 12)] > -- Ran 5 tests in 0.004s > FAILED (failures=1) > Program exited with code 01. I tried to get a stack trace, but GDB told me that there was no stack. I'm running Ubuntu Intrepid Ibex 64 bit with Python 2.5.
Re: [pygame] Better Python music playback?
Zack Schilling wrote: I suppose you're both right. Using just the mixer, I only lose two abilities: Starting the music from specific points and precise timing information. I can emulate the timing feedback using pygame.time.get_ticks and an offset when the song starts, but I'll need to work around not being able to start playing the song at an arbitrary number of milliseconds. I'm making a rhythm/combat/platformer, so the music and gameplay are closely tied. The biggest problem with losing the ability to start the music any place is that there is going to be desynchronization if the player happens to repeatedly pause the game. Each time the player pauses, a few milliseconds will slip by between pausing/resuming the music and recalculating the tick offset, regardless of what order I perform the two in. Eventually the music will desynchronize from the game. Can anyone think of a way to keep the music in sync through multiple pauses without either: 1.) allowing the music to play while paused or 2.) restarting the music on unpause. The music has to stop and resume exactly where it left off or else just the act of pausing affects gameplay. If the number of milliseconds that I think the song has been playing don't match the actual number, then the gameplay falls apart. Thanks, -Zack On May 25, 2009, at 12:36 AM, René Dudfield wrote: hi As Brian says, maybe loading multiple oggs as Sound objects would work for you, if you don't need streaming. if not, maybe this will be good for you (allthough it doesn't currently support oggs): http://code.google.com/p/pygalaxy/wiki/SWMixer It uses pyaudio (a python wrapper for portaudio) and some code to emulate the pygame.mixer interface (although not exactly). Also not sure if Nathan is working on it anymore. Maybe it'd be useful for you. cu, On Mon, May 25, 2009 at 9:39 AM, Zack Schilling wrote: I'm looking for something a little more complex than the pygame-wrapped SDL music mixer to use with my pygame project. I need something that's cross-platform (Mac OS X, Windows, Linux), easy-to-use, and supports the following features: 2+ tracks simultaneously Streaming ogg playback Seamless looping Gapless playback Fade in/out Precise timing info (like the way the SDL reports playback time in milliseconds ) Any suggestions for what I could use? How does Frets on Fire work? Whatever they use seems ideal in terms of features. Thanks, -Zack Personally, I would avoid this whole problem by axing the pause function entirely. If the levels are only a couple minutes long, I don't think a pause function will be missed. If the game is all about fast-action combat and platforming, very few people will want to throw off their rhythm by pausing the game. -- |Evan Kroske Welcome2Obscurity.Blogspot.com <http://welcome2obscurity.blogspot.com> Glory is fleeting, but obscurity is forever. — some French guy |
Re: [pygame] Pygame Website Rewrite: First alpha version ready for testing
A trivial design suggestion: I think that you should give an indication of rollover on the main navigation bar. Right now, there's no indication that you're hovering over a navigation link except the pointer cursor. I'm not sure if an underline or a color change would be better, but there should be some indicator, IMHO.Good job so far; I like the strong alignment. Evan Kroske
Re: [pygame] PGReloaded example error
Okay, using your instructions, I got this trace: #0 0x7f50121c3015 in raise () from /lib/libc.so.6 #1 0x7f50121c4b83 in abort () from /lib/libc.so.6 #2 0x7f50122040c8 in ?? () from /lib/libc.so.6 #3 0x7f5012209a58 in ?? () from /lib/libc.so.6 #4 0x7f501220be78 in ?? () from /lib/libc.so.6 #5 0x7f501220c0a6 in free () from /lib/libc.so.6 #6 0x7f5010942fcf in _surface_dealloc (self=0x7f5012f36cc8) at src/sdl/surface.c:192 #7 0x004dbcd3 in ?? () #8 0x00492108 in PyEval_EvalFrameEx () #9 0x004927cd in PyEval_EvalCodeEx () #10 0x004929c2 in PyEval_EvalCode () #11 0x004b2678 in PyRun_FileExFlags () #12 0x004b291b in PyRun_SimpleFileExFlags () #13 0x0041488a in Py_Main () #14 0x7f50121ae466 in __libc_start_main () from /lib/libc.so.6 #15 0x00413ca9 in _start () I also got this output before I used bt: Starting program: /usr/bin/python mouse.py (no debugging symbols found) (no debugging symbols found) (no debugging symbols found) [Thread debugging using libthread_db enabled] (no debugging symbols found) (no debugging symbols found) (no debugging symbols found) (no debugging symbols found) [New Thread 0x7f5012fad6e0 (LWP 9668)] *** glibc detected *** /usr/bin/python: corrupted double-linked list: 0x017fe360 *** === Backtrace: = /lib/libc.so.6[0x7f5012209a58] /lib/libc.so.6[0x7f501220be78] /lib/libc.so.6(cfree+0x76)[0x7f501220c0a6] /usr/lib/python2.5/site-packages/pygame2/sdl/video.so[0x7f5010942fcf] /usr/bin/python[0x4dbcd3] /usr/bin/python(PyEval_EvalFrameEx+0x6898)[0x492108] /usr/bin/python(PyEval_EvalCodeEx+0x6ad)[0x4927cd] /usr/bin/python(PyEval_EvalCode+0x32)[0x4929c2] /usr/bin/python(PyRun_FileExFlags+0x108)[0x4b2678] /usr/bin/python(PyRun_SimpleFileExFlags+0x1ab)[0x4b291b] /usr/bin/python(Py_Main+0xaea)[0x41488a] /lib/libc.so.6(__libc_start_main+0xe6)[0x7f50121ae466] /usr/bin/python[0x413ca9] === Memory map: 0040-00525000 r-xp 08:11 13517710 /usr/bin/python2.5 00724000-00725000 r--p 00124000 08:11 13517710 /usr/bin/python2.5 00725000-00757000 rw-p 00125000 08:11 13517710 /usr/bin/python2.5 00757000-0075f000 rw-p 00757000 00:00 0 01745000-01859000 rw-p 01745000 00:00 0 [heap] 7f500800-7f5008021000 rw-p 7f500800 00:00 0 7f5008021000-7f500c00 ---p 7f5008021000 00:00 0 7f500e3bc000-7f500e3d2000 r-xp 08:11 8413250 /lib/libgcc_s.so.1 7f500e3d2000-7f500e5d2000 ---p 00016000 08:11 8413250 /lib/libgcc_s.so.1 7f500e5d2000-7f500e5d3000 r--p 00016000 08:11 8413250 /lib/libgcc_s.so.1 7f500e5d3000-7f500e5d4000 rw-p 00017000 08:11 8413250 /lib/libgcc_s.so.1 7f500e5d4000-7f500e5d9000 r-xp 08:11 13518407 /usr/lib/libXfixes.so.3.1.0 7f500e5d9000-7f500e7d8000 ---p 5000 08:11 13518407 /usr/lib/libXfixes.so.3.1.0 7f500e7d8000-7f500e7d9000 rw-p 4000 08:11 13518407 /usr/lib/libXfixes.so.3.1.0 7f500e7d9000-7f500e7e2000 r-xp 08:11 13518397 /usr/lib/libXcursor.so.1.0.2 7f500e7e2000-7f500e9e2000 ---p 9000 08:11 13518397 /usr/lib/libXcursor.so.1.0.2 7f500e9e2000-7f500e9e3000 rw-p 9000 08:11 13518397 /usr/lib/libXcursor.so.1.0.2 7f500ea64000-7f500eb45000 r--p 08:11 13550381 /usr/lib/locale/en_US.utf8/LC_COLLATE 7f500ed4d000-7f500ed56000 r-xp 08:11 13518427 /usr/lib/libXrender.so.1.3.0 7f500ed56000-7f500ef55000 ---p 9000 08:11 13518427 /usr/lib/libXrender.so.1.3.0 7f500ef55000-7f500ef56000 r--p 8000 08:11 13518427 /usr/lib/libXrender.so.1.3.0 7f500ef56000-7f500ef57000 rw-p 9000 08:11 13518427 /usr/lib/libXrender.so.1.3.0 7f500f169000-7f500f16e000 r-xp 08:11 13518401 /usr/lib/libXdmcp.so.6.0.0 7f500f16e000-7f500f36d000 ---p 5000 08:11 13518401 /usr/lib/libXdmcp.so.6.0.0 7f500f36d000-7f500f36e000 rw-p 4000 08:11 13518401 /usr/lib/libXdmcp.so.6.0.0 7f500f36e000-7f500f37 r-xp 08:11 13518390 /usr/lib/libXau.so.6.0.0 7f500f37-7f500f56f000 ---p 2000 08:11 13518390 /usr/lib/libXau.so.6.0.0 7f500f56f000-7f500f57 rw-p 1000 08:11 13518390 /usr/lib/libXau.so.6.0.0 7f500f57-7f500f58b000 r-xp 08:11 13519334 /usr/lib/libxcb.so.1.0.0 7f500f58b000-7f500f78a000 ---p 0001b000 08:11 13519334 /usr/lib/libxcb.so.1.0.0 7f500f78a000-7f500f78b000 r--p 0001a000 08:11 13519334 /usr/lib/libxcb.so.1.0.0 7f500f78b000-7f500f78c000 rw-p 0001b000 08:11 13519334 /usr/lib/libxcb.so.1.0.0 7f500f78c000-7f500f78d000 r-xp 08:11 13519332 /usr/lib/libxcb-xlib.so.0.0.0 7f500f78d000-7f500f98c000 ---p 1000 08:11 13519332 /usr/lib/libxcb-xlib.so.0.0.0 7f500f98c000-7f500f98d000 r--p 08:11 13519332 /usr/lib/libxcb-xlib.so.0.0.0 7f500f98d000-7f500f98e000 rw-p 1000 08:11 13519332 /usr/lib/libxcb-xlib.so.0.0.0 7f500f98e000-7f500fa91000 r-xp 08:11 13517574 /usr/lib/libX11.so.6.2.0 7f500fa91000-7f500fc91000 ---p 00103000 08:11 13517574 /usr/lib/libX11.so.6.2.0 7f500fc91000-7f500fc92000 r--p 00103000 08:11 13517574 /usr/lib/libX11.so.6.2.0 7f500fc92000-7f500
Re: [pygame] PGReloaded example error
How do I run it through gdb? I know gdb is the gnu debugger, but its documentation says it only works with c, c++, and a couple other languages that aren't Python. If you can walk me through the process, I'll use it for all the PGReloaded errors I find. Here's my configuration: Python: 2.5.2 (r252:60911, Oct 5 2008, 19:29:17) SDL: 1.2.13-2ubuntu1 OS: Ubuntu 8.10 (Intrepid Ibex 64-bit Desktop version)
Re: [pygame] App Store
Would the store really need to be specialized to ARM devices? One of pygame's main goals is platform independence, so it seems that an app store providing PyGame-based games would appeal to all Linux distros. I think this sounds like a timely idea that will fill a growing niche: the desire for games on Linux without installation hassles. Many more people would try PyGame-created games if they could install them and run them through a gui without copying files or using the terminal. Anyway, that's my two cents. Regards, Evan Kroske On Mon, May 11, 2009 at 9:00 PM, Cary Harper wrote: > Hey Folks, > > Over the last two years the company I work for has been putting Linux on > x86 based netbooks, but now MS has squashed that with offering exclusive > deals to hardware companies for distributing Windows 7. In a couple of > months, some of these hardware companies will be coming out with Linux based > netbooks on an ARM architecture that we hope will server to ignite more > interest in ARM and Linux. > > To do this, we know that we need to create excitement and a good user > experience for the end user. To that end we are polishing the UI as much as > possible and we are looking to get the support of communities like Pygame to > develop and publish applications for these netbook devices in an app store > dedicated to ARM-based Linux devices. > > The app store will support all software licenses with download links for > source code where applicable as well as an ecommerce module for non-free > software. To evaluate the app store experience you can check out > presto.cnr.com, eeedownload.cnr.com and www.cnr.com. > > The reason I think the Pygame platform is so important is because 70% of > the applications downloaded on the iPhone were games, with another 20% being > entertainment type applications. > > We are doing work to make sure SDL and numerics are optimized for running > on this ARM platform. > > What I would like to know is if this kind of opportunity is something this > community would be interested in. > > Additionally, I can also offer to host an app store just for Pygame > software, supporting all OS types, for free. The url would be > pygame.cnr.com and I would give creative control over the branding of the > site and the promotion of software on that site to the community. > > Hopefully you don't think this offer too lame or spam-like. > > Regards, > > Cary > > > On May 9, 2009, at 9:59 AM, Chris McCormick wrote: > > Hi, >> >> Yes. Anything to break the current app-store hedgemony run by the big >> corporations. >> >> Best, >> >> Chris. >> >> On Fri, May 08, 2009 at 03:56:18PM -0700, Cary Harper wrote: >> >>> Would anyone be interested in putting their software into an App Store >>> for ARM Linux Netbooks? >>> >>> --- >> http://mccormick.cx >> > > Cary Harper > > Senior Software Development Manager > Xandros, Corp. > 858.774.0943 | 858.587.6700 Ext 153 > >
[pygame] PGReloaded example error
I'm not sure if this is important enough to mention, but I get a serious-sounding error when I try to quit the mouse.py PGReloaded example in examples/sdl: *** glibc detected *** python: munmap_chunk(): invalid pointer: 0x00f5e3e0 *** *** glibc detected *** python: corrupted double-linked list: 0x00f5e300 *** All I did was press the escape key. Should I report problems like this with PGReloaded? Thanks, Evan Kroske
Re: [pygame] running downloaded games / auto installer
timmcilv...@talktalk.net wrote: Hi, I know its a basic question, but when I have downloaded some games from the pygame site that contain various files and folders. Where do I need to copy these files and folders to, in order to get the games to run? Just one more question. Is it possible to package a game written in python with the python language, pygame and an installer that will install the necessary packages on a users computer - the way you would install a commercial game written in C++? Thanks. tim PyGame games are incredibly easy to run. For windows, you just need to unzip the folder, enter the folder, and double click on the start script. It might be titled the same as the name of the game or called something different, like run_main.py, Run [The name of the game].bat, main.py, start_game.py, or something else. Just double click on the file that looks important. For Linux, you need to untar the directory, cd into the directory, and start the main script with "python [The name of the main script].py". If you can't figure out which script starts the game, just list the filed in the directory for me and I should be able to tell you which is the right one. Evan Kroske
Re: [pygame] A silly request
pymike wrote: Can someone put the poor old snake's real head back on (on the main site - pygame.org <http://pygame.org>)? It might be the least little bit confuzzling to newcomers :) -- - pymike Seconded. Taking off that plastic picture will instantly add 10 years to the perceived age of the PyGame website designer. Evan Kroske
Re: [pygame] PyGame Website Rewrite
jug wrote: One of the few weaknesses of Django is that it does not support subdomains. Thus, pygame.org/dev would be much easier to handle. Unless I misunderstood, everybody was saying that someone should create a subdomain with the server administrator tools and simply run Django from there. I don't think they want Django running in the top-level web directory and creating a dev subdomain. If you're saying that Django can't be confined to a single directory and that it must be run from the top-level web directory, I have nothing to add. Regards, Evan Kroske
Re: beginning GSOC preparations: was Re: [pygame] Thank You
Tyler Laing wrote: The error says that it "Couldn't reserve space for cygwin's heap, Win32 error 6" when sh.exe was executed. Why are you trying to install Python under CygWin? From what I understand, most programmers consider that a separate platform from Windows. You should probably try to install the native windows version, instead of the linux version running under cygwin. Sorry if I misunderstood you. Regards, Evan Kroske
Re: [pygame] C/C++ and Python
Bill Coderre wrote: On Apr 18, 2009, at 11:05 AM, Toni Alatalo wrote: Yanom Mobis kirjoitti: So writing a game in python and pygame usually doesn't involve writing C/C++ code? correct. i think most of the pygame written full games are just py. i personally also have so far not encountered speed probs in our pygame projects, they are all just py so far 'cause the libs have provided what have needed. Absolutely. I wrote a half-a-game that (so far) is basically a cellular automata (a souped-up version of Conway's "Game of Life"). It runs about 1100 cells, and is written in the most naive way possible, on purpose. I load separate graphic files to display cell states, and do some really not-performance-helping "talk to my neighbors" code on each pass through the loop. *It will run 15-20 fps on an OLPC XO. The XO has a AMD Geode processor, which runs a very old x86 instruction set at 400 MHz. I think it has 256 MB of RAM, and 1 GB of flash storage. The entire machine consumes 2 watts of power, less than the backlight on my MacBook Air. * * * *PyGame is fast enough, even on really slow machines. That old programmers proverb that languages like Lisp (and Python) are too slow and add huge overhead -- WRONG. Has been wrong for years. People are finally figuring it out.* I firmly believe (although I haven't tried it) that PyGame is good enough to make a "Super Mario" type game with purely "obvious" code and NO C. Maybe even on an OLPC. In contrast: Most game developer books I've ever seen have been nothing BUT graphics trickery code in obscure C or C++. I think they are *poison*, because they encourage what Kernighan and Plaugher (the guys that originally wrote UNIX) call "Premature Optimization." (And for the non-english speakers, there is a deliberate implication that premature optimization is just as shameful as premature ejaculation.) No less authority than Donald Knuth, the guy who is writing THE standard encyclopedia of algorithms, said, * Premature optimization is the root of all evil.* If I had to get a geek tattoo, that would be it. And I know Knuth would be way down with it. It's way too easy to get mired in the "developer fun" of counting fps and rewriting algorithms as obfuscated code that, when you go back a week later, might as well have been written by a Martian. (And, it will inevitably have subtle bugs.) Ultimately, all of that fiddling about is just *masturbation*, because nobody but you derives any pleasure from it. Games should be about fun for the players, and that comes from gameplay and looking good. I am a firm believer in expressive code, code that says things like "count how many of my neighbors have a state that is in this list of states, and of the number is between 5 and 7, move to this next state." I do that in 3 lines of Python. (I could do it in one, if I didn't insist on pretty code.) Doing it in straight-C is a nightmare, and even in C++ is fraught with peril. *So Python makes writing expressive code easy. And PyGame makes writing good-looking graphics code easy. (And sound, and keyboard, and mouse, etc.)* * * * *Here is my goal:* There are millions of kids out there with OLPC XOs, who will be able to download my game, and then start messing with it, and change it into THEIR game. Without a textbook. When I was a kid, I snuck into a computer lab and learned how to write BASIC, and how to issue the graphics control codes that caused the display terminals to make little animated "games" where $TEACHER gets run over by a tank. As a result, I became a programmer. * * *My game, if it's any good, might grow 100 kids who are programming-literate, and maybe 1 that is brilliant.* * And THAT'S what it's all about. Where can I find your game? I think cellular automata are cool... Evan Kroske
Re: [pygame] PGReloaded installation problems
I already thought of that, but I can't get pygame running, either. I've determined that my problem is with my python installation, so I'm trying to get that sorted out through the python help desk. Maybe I'll revisit this thread later if I still have trouble with pgreloaded. Evan On Thu, Apr 16, 2009 at 6:57 AM, René Dudfield wrote: > ps. all the ubuntu packages are listed here: > > http://pygame.org/wiki/CompileUbuntu > > Those are for pygame... not pgreloaded... but they share pretty much the > same stuff - so should work. > > cu, > > > > > > On Thu, Apr 16, 2009 at 3:55 AM, James Paige wrote: > >> On an old box of mine, before I had really learned the ins and outs of >> using a package management, I remeber I had a situation where I had the >> python package installed, and I ALSO had a manually compiled python >> installed under /usr/local/ >> >> My PATH happened to be set up such that when I ran python, I would get >> /usr/local/bin/python instead of /usr/bin/python and I was all confused >> about why none of my python extensions would work. >> >> --- >> James Paige >> >> On Wed, Apr 15, 2009 at 01:21:23PM -0400, Evan Kroske wrote: >> > Hmmm... I have been having a suspicious amount of python installation >> > problems. I gave up on Django installation after I couldn't get the >> > python egg to hatch. I guess I'll try --purge-ing python 2.6, then >> > reinstalling it to see if that's my problem. That would explain a lot... >> > >> > Evan >> > > >> > >Is that the problem? Or do I misunderstand? >> > >If so, then it might be your python install that is broken, not your >> > >pygame install. >> > > >> > >--- >> > >James Paige >> > > >> > > >> > >> > >> > >
Re: [pygame] PGReloaded installation problems
Hmmm... I have been having a suspicious amount of python installation problems. I gave up on Django installation after I couldn't get the python egg to hatch. I guess I'll try --purge-ing python 2.6, then reinstalling it to see if that's my problem. That would explain a lot... Evan Is that the problem? Or do I misunderstand? If so, then it might be your python install that is broken, not your pygame install. --- James Paige
Re: [pygame] PGReloaded installation problems
Huh, I've never seen that build-dep command before. So that's supposed to fetch all the dependencies so that I can compile it from source? Is that command necessary for programs to be able to run pygame? To answer your questions, I simply ran sudo apt-get install python-pygame then tried to run a game. No dice. So then, I tried to install pygame from source using this: sudo apt-get -b source python-pygame That was stopped by some errors thrown by apt-get, not pygame. I'll try your command later today when I have some free time, then I'll try using that for my pgreloaded problem. Thanks for the new approach. Evan Kroske James Paige wrote: How are you using apt-get? Here is what I do: sudo apt-get install python-pygame sudo apt-get build-dep python-pygame The first line installs pygame and everything needed to RUN it. The second line installs everything needed to recompile pygame from scratch. What are you doing differently? --- James Paige On Tue, Apr 14, 2009 at 07:36:14PM -0400, Evan Kroske wrote: Yes, I have all the dev packages installed from apt-get. Unfortunately, I'm starting to doubt whether I'm using apt-get right. I installed the python-pygame package from apt-get to try it out; unfortunately, when I try to run a game, the compiler says it can't find pygame. Am I missing a step, like flushing the apt-get buffer or something? Maybe my installation just hates pygame... :( On Tue, Apr 14, 2009 at 6:05 PM, Nirav Patel wrote: Make sure you also have the dev packages, that is, libsdl-ttf-dev, libsdl-image-dev, and so on. Nirav On Tue, Apr 14, 2009 at 5:49 PM, Evan Kroske wrote: > > > On Tue, Apr 14, 2009 at 5:20 PM, Marcus von Appen wrote: >> >> On, Tue Apr 14, 2009, Evan Kroske wrote: >> >> > Okay, I just re-installed SDL_mixer, and now I'm getting a different but >> > equally intimidating list of warnings (which I've attached). Is it >> > possibly >> > that pgreloaded isn't possible with my 64-bit Ubuntu Intrepid Ibex box? >> > I >> > know python's supposed to be platform independent, but maybe some of the >> > dependencies aren't. >> > >> > I couldn't get the whole error this time because of the limited terminal >> > size; do you know of a command I can use to capture the error output >> > instead >> > of the standard output? >> >> src/sdlttf/pgttf.h:25:21: error: SDL_ttf.h: No such file or directory >> >> Seems that you do not have the SDL_ttf development headers. Install all >> required -dev packages of the dependencies. >> >> Regards >> Marcus >> > > I just updated my apt-get package list then tried to update my libsdl-ttf > development installation through apt-get, but it said it was up-to-date. I'm > getting a smaller error now, but it still says it's missing SDL_ttf. I've > attached the latest smaller error. > > Thanks, > Evan Kroske >
Re: [pygame] PGReloaded installation problems
Yes, I have all the dev packages installed from apt-get. Unfortunately, I'm starting to doubt whether I'm using apt-get right. I installed the python-pygame package from apt-get to try it out; unfortunately, when I try to run a game, the compiler says it can't find pygame. Am I missing a step, like flushing the apt-get buffer or something? Maybe my installation just hates pygame... :( On Tue, Apr 14, 2009 at 6:05 PM, Nirav Patel wrote: > Make sure you also have the dev packages, that is, libsdl-ttf-dev, > libsdl-image-dev, and so on. > > Nirav > > On Tue, Apr 14, 2009 at 5:49 PM, Evan Kroske wrote: > > > > > > On Tue, Apr 14, 2009 at 5:20 PM, Marcus von Appen > wrote: > >> > >> On, Tue Apr 14, 2009, Evan Kroske wrote: > >> > >> > Okay, I just re-installed SDL_mixer, and now I'm getting a different > but > >> > equally intimidating list of warnings (which I've attached). Is it > >> > possibly > >> > that pgreloaded isn't possible with my 64-bit Ubuntu Intrepid Ibex > box? > >> > I > >> > know python's supposed to be platform independent, but maybe some of > the > >> > dependencies aren't. > >> > > >> > I couldn't get the whole error this time because of the limited > terminal > >> > size; do you know of a command I can use to capture the error output > >> > instead > >> > of the standard output? > >> > >> src/sdlttf/pgttf.h:25:21: error: SDL_ttf.h: No such file or directory > >> > >> Seems that you do not have the SDL_ttf development headers. Install all > >> required -dev packages of the dependencies. > >> > >> Regards > >> Marcus > >> > > > > I just updated my apt-get package list then tried to update my libsdl-ttf > > development installation through apt-get, but it said it was up-to-date. > I'm > > getting a smaller error now, but it still says it's missing SDL_ttf. I've > > attached the latest smaller error. > > > > Thanks, > > Evan Kroske > > >
Re: [pygame] PGReloaded installation problems
On Tue, Apr 14, 2009 at 5:20 PM, Marcus von Appen wrote: > On, Tue Apr 14, 2009, Evan Kroske wrote: > > > Okay, I just re-installed SDL_mixer, and now I'm getting a different but > > equally intimidating list of warnings (which I've attached). Is it > possibly > > that pgreloaded isn't possible with my 64-bit Ubuntu Intrepid Ibex box? I > > know python's supposed to be platform independent, but maybe some of the > > dependencies aren't. > > > > I couldn't get the whole error this time because of the limited terminal > > size; do you know of a command I can use to capture the error output > instead > > of the standard output? > > src/sdlttf/pgttf.h:25:21: error: SDL_ttf.h: No such file or directory > > Seems that you do not have the SDL_ttf development headers. Install all > required -dev packages of the dependencies. > > Regards > Marcus > > I just updated my apt-get package list then tried to update my libsdl-ttf development installation through apt-get, but it said it was up-to-date. I'm getting a smaller error now, but it still says it's missing SDL_ttf. I've attached the latest smaller error. Thanks, Evan Kroske The following information will be used to build Pygame: System: unix Python: 2.6.1 SDL:1.2.13 The following modules will be built: pygame2.base pygame2.mask pygame2.physics pygame2.sdl.base pygame2.sdl.audio pygame2.sdl.cdrom pygame2.sdl.constants pygame2.sdl.event pygame2.sdl.gl pygame2.sdl.image pygame2.sdl.joystick pygame2.sdl.keyboard pygame2.sdl.mouse pygame2.sdl.rwops pygame2.sdl.time pygame2.sdl.video pygame2.sdl.wm pygame2.sdlext.base pygame2.sdlext.constants pygame2.sdlext.draw pygame2.sdlext.fastevent pygame2.sdlext.numericsurfarray pygame2.sdlext.scrap pygame2.sdlext.transform pygame2.sdlmixer.base pygame2.sdlmixer.constants pygame2.sdlmixer.channel pygame2.sdlmixer.music pygame2.sdlmixer.numericsndarray pygame2.sdlttf.base pygame2.sdlttf.constants pygame2.sdlimage.base pygame2.sdlgfx.base pygame2.sdlgfx.constants pygame2.sdlgfx.primitives pygame2.sdlgfx.rotozoom running install running build running build_py running build_ext building 'pygame2.sdlttf.base' extension gcc -pthread -DNDEBUG -g -fwrapv -O3 -Wall -Wstrict-prototypes -W -Wall -Wimplicit-int -Wimplicit-function-declaration -Wimplicit -Wmain -Wreturn-type -Wunused -Wswitch -Wcomment -Wtrigraphs -Wformat -Wchar-subscripts -Wuninitialized -Wparentheses -Wpointer-arith -Wcast-qual -Winline -Wcast-align -Wconversion -Wstrict-prototypes -Wmissing-prototypes -Wmissing-declarations -Wnested-externs -Wshadow -Wredundant-decls -g -pg -fPIC -I/usr/local/include/SDL -Isrc/sdl -Isrc/base -Isrc -Isrc/doc -I/usr/local/include/python2.6 -c src/sdlttf/ttfmod.c -o build/temp.linux-x86_64-2.6/src/sdlttf/ttfmod.o -DPYGAME_INTERNAL -D_GNU_SOURCE=1 -D_REENTRANT -DHAVE_PYGAME_BASE -DHAVE_PYGAME_MASK -DHAVE_PYGAME_PHYSICS -DHAVE_PYGAME_SDL_BASE -DHAVE_PYGAME_SDL_AUDIO -DHAVE_PYGAME_SDL_CDROM -DHAVE_PYGAME_SDL_CONSTANTS -DHAVE_PYGAME_SDL_EVENT -DHAVE_PYGAME_SDL_GL -DHAVE_PYGAME_SDL_IMAGE -DHAVE_PYGAME_SDL_JOYSTICK -DHAVE_PYGAME_SDL_KEYBOARD -DHAVE_PYGAME_SDL_MOUSE -DHAVE_PYGAME_SDL_RWOPS -DHAVE_PYGAME_SDL_TIME -DHAVE_PYGAME_SDL_VIDEO -DHAVE_PYGAME_SDL_WM -DHAVE_PYGAME_SDLEXT_BASE -DHAVE_PYGAME_SDLEXT_CONSTANTS -DHAVE_PYGAME_SDLEXT_DRAW -DHAVE_PYGAME_SDLEXT_FASTEVENT -DHAVE_PYGAME_SDLEXT_NUMERICSURFARRAY -DHAVE_PYGAME_SDLEXT_SCRAP -DHAVE_PYGAME_SDLEXT_TRANSFORM -DHAVE_PYGAME_SDLMIXER_BASE -DHAVE_PYGAME_SDLMIXER_CONSTANTS -DHAVE_PYGAME_SDLMIXER_CHANNEL -DHAVE_PYGAME_SDLMIXER_MUSIC -DHAVE_PYGAME_SDLMIXER_NUMERICSNDARRAY -DHAVE_PYGAME_SDLTTF_BASE -DHAVE_PYGAME_SDLTTF_CONSTANTS -DHAVE_PYGAME_SDLIMAGE_BASE -DHAVE_PYGAME_SDLGFX_BASE -DHAVE_PYGAME_SDLGFX_CONSTANTS -DHAVE_PYGAME_SDLGFX_PRIMITIVES -DHAVE_PYGAME_SDLGFX_ROTOZOOM -DIS_UNIX In file included from src/sdlttf/ttfmod.c:23: src/sdlttf/pgttf.h:25:21: error: SDL_ttf.h: No such file or directory In file included from src/sdlttf/ttfmod.c:23: src/sdlttf/pgttf.h:48: error: expected specifier-qualifier-list before ‘TTF_Font’ src/sdlttf/ttfmod.c: In function ‘_quit’: src/sdlttf/ttfmod.c:51: warning: implicit declaration of function ‘TTF_WasInit’ src/sdlttf/ttfmod.c:51: warning: nested extern declaration of ‘TTF_WasInit’ src/sdlttf/ttfmod.c:52: warning: implicit declaration of function ‘TTF_Quit’ src/sdlttf/ttfmod.c:52: warning: nested extern declaration of ‘TTF_Quit’ src/sdlttf/ttfmod.c: In function ‘_ttf_init’: src/sdlttf/ttfmod.c:60: warning: implicit declaration of function ‘TTF_Init’ src/sdlttf/ttfmod.c:60: w
Re: [pygame] PGReloaded installation problems
Okay, I just re-installed SDL_mixer, and now I'm getting a different but equally intimidating list of warnings (which I've attached). Is it possibly that pgreloaded isn't possible with my 64-bit Ubuntu Intrepid Ibex box? I know python's supposed to be platform independent, but maybe some of the dependencies aren't. I couldn't get the whole error this time because of the limited terminal size; do you know of a command I can use to capture the error output instead of the standard output? Regards, Evan Kroske Future GSoCer (hopefully) On Tue, Apr 14, 2009 at 12:11 AM, Brian Fisher wrote: > This looks like your problem: > > In file included from src/sdlmixer/mixermod.c:22: > src/sdlmixer/mixermod.h:24:23: error: SDL_mixer.h: No such file or directory > > It seems it can't find the mixer dependency. > > > On Mon, Apr 13, 2009 at 3:32 PM, Evan Kroske wrote: > >> Today, I finally installed all of PGReloaded's dependencies, but when I >> try to run the python install script (python setup.py install), I get an >> incredibly large lists of warnings and the error: >> >> error: command 'gcc' failed with exit status 1 >> >> If I try to use the make install method, I get this message: >> >> error: command 'gcc' failed with exit status 1 >> make: *** [install] Error 1 >> >> I have checked all the necessary installations with dpkg -l, and I can't >> find any missing pieces. I just updated my installation through SVN; that >> can't be the problem. If you have an idea of why it doesn't work, please >> help me out. I have attached the output from where the error starts. >> >> Regards, >> Evan Kroske >> Future GSoCer (hopefully) >> > > The following information will be used to build Pygame: System: unix Python: 2.6.1 SDL:1.2.13 The following modules will be built: pygame2.base pygame2.mask pygame2.physics pygame2.sdl.base pygame2.sdl.audio pygame2.sdl.cdrom pygame2.sdl.constants pygame2.sdl.event pygame2.sdl.gl pygame2.sdl.image pygame2.sdl.joystick pygame2.sdl.keyboard pygame2.sdl.mouse pygame2.sdl.rwops pygame2.sdl.time pygame2.sdl.video pygame2.sdl.wm pygame2.sdlext.base pygame2.sdlext.constants pygame2.sdlext.draw pygame2.sdlext.fastevent pygame2.sdlext.numericsurfarray pygame2.sdlext.scrap pygame2.sdlext.transform pygame2.sdlmixer.base pygame2.sdlmixer.constants pygame2.sdlmixer.channel pygame2.sdlmixer.music pygame2.sdlmixer.numericsndarray pygame2.sdlttf.base pygame2.sdlttf.constants pygame2.sdlimage.base pygame2.sdlgfx.base pygame2.sdlgfx.constants pygame2.sdlgfx.primitives pygame2.sdlgfx.rotozoom running install running build running build_py running build_ext building 'pygame2.sdlttf.base' extension gcc -pthread -DNDEBUG -g -fwrapv -O3 -Wall -Wstrict-prototypes -W -Wall -Wimplicit-int -Wimplicit-function-declaration -Wimplicit -Wmain -Wreturn-type -Wunused -Wswitch -Wcomment -Wtrigraphs -Wformat -Wchar-subscripts -Wuninitialized -Wparentheses -Wpointer-arith -Wcast-qual -Winline -Wcast-align -Wconversion -Wstrict-prototypes -Wmissing-prototypes -Wmissing-declarations -Wnested-externs -Wshadow -Wredundant-decls -g -pg -fPIC -I/usr/local/include/SDL -Isrc/sdl -Isrc/base -Isrc -Isrc/doc -I/usr/local/include/python2.6 -c src/sdlttf/ttfmod.c -o build/temp.linux-x86_64-2.6/src/sdlttf/ttfmod.o -DPYGAME_INTERNAL -D_GNU_SOURCE=1 -D_REENTRANT -DHAVE_PYGAME_BASE -DHAVE_PYGAME_MASK -DHAVE_PYGAME_PHYSICS -DHAVE_PYGAME_SDL_BASE -DHAVE_PYGAME_SDL_AUDIO -DHAVE_PYGAME_SDL_CDROM -DHAVE_PYGAME_SDL_CONSTANTS -DHAVE_PYGAME_SDL_EVENT -DHAVE_PYGAME_SDL_GL -DHAVE_PYGAME_SDL_IMAGE -DHAVE_PYGAME_SDL_JOYSTICK -DHAVE_PYGAME_SDL_KEYBOARD -DHAVE_PYGAME_SDL_MOUSE -DHAVE_PYGAME_SDL_RWOPS -DHAVE_PYGAME_SDL_TIME -DHAVE_PYGAME_SDL_VIDEO -DHAVE_PYGAME_SDL_WM -DHAVE_PYGAME_SDLEXT_BASE -DHAVE_PYGAME_SDLEXT_CONSTANTS -DHAVE_PYGAME_SDLEXT_DRAW -DHAVE_PYGAME_SDLEXT_FASTEVENT -DHAVE_PYGAME_SDLEXT_NUMERICSURFARRAY -DHAVE_PYGAME_SDLEXT_SCRAP -DHAVE_PYGAME_SDLEXT_TRANSFORM -DHAVE_PYGAME_SDLMIXER_BASE -DHAVE_PYGAME_SDLMIXER_CONSTANTS -DHAVE_PYGAME_SDLMIXER_CHANNEL -DHAVE_PYGAME_SDLMIXER_MUSIC -DHAVE_PYGAME_SDLMIXER_NUMERICSNDARRAY -DHAVE_PYGAME_SDLTTF_BASE -DHAVE_PYGAME_SDLTTF_CONSTANTS -DHAVE_PYGAME_SDLIMAGE_BASE -DHAVE_PYGAME_SDLGFX_BASE -DHAVE_PYGAME_SDLGFX_CONSTANTS -DHAVE_PYGAME_SDLGFX_PRIMITIVES -DHAVE_PYGAME_SDLGFX_ROTOZOOM -DIS_UNIX ... src/sdlmixer/mixermod.c:89: warning: unused parameter ???self??? src/sdlmixer/mixermod.c: In function ???_mixer_getversion???: src/sd
[pygame] PGReloaded installation problems
Today, I finally installed all of PGReloaded's dependencies, but when I try to run the python install script (python setup.py install), I get an incredibly large lists of warnings and the error: error: command 'gcc' failed with exit status 1 If I try to use the make install method, I get this message: error: command 'gcc' failed with exit status 1 make: *** [install] Error 1 I have checked all the necessary installations with dpkg -l, and I can't find any missing pieces. I just updated my installation through SVN; that can't be the problem. If you have an idea of why it doesn't work, please help me out. I have attached the output from where the error starts. Regards, Evan Kroske Future GSoCer (hopefully) In file included from src/sdlmixer/mixermod.c:22: src/sdlmixer/mixermod.h:24:23: error: SDL_mixer.h: No such file or directory In file included from src/sdlmixer/mixermod.c:22: src/sdlmixer/mixermod.h:34: error: expected â)â before â*â token In file included from src/sdlmixer/mixermod.c:23: src/sdlmixer/pgmixer.h:57: error: expected specifier-qualifier-list before âMix_Chunkâ src/sdlmixer/pgmixer.h:101: error: expected specifier-qualifier-list before âMix_Musicâ src/sdlmixer/mixermod.c: In function â_mixer_initâ: src/sdlmixer/mixermod.c:60: warning: unused parameter âselfâ src/sdlmixer/mixermod.c: In function â_mixer_wasinitâ: src/sdlmixer/mixermod.c:77: warning: dereferencing type-punned pointer will break strict-aliasing rules src/sdlmixer/mixermod.c:78: warning: dereferencing type-punned pointer will break strict-aliasing rules src/sdlmixer/mixermod.c:74: warning: unused parameter âselfâ src/sdlmixer/mixermod.c: In function â_mixer_quitâ: src/sdlmixer/mixermod.c:82: warning: unused parameter âselfâ src/sdlmixer/mixermod.c: In function â_mixer_getcompiledversionâ: src/sdlmixer/mixermod.c:92: warning: implicit declaration of function âMIX_VERSIONâ src/sdlmixer/mixermod.c:92: warning: nested extern declaration of âMIX_VERSIONâ src/sdlmixer/mixermod.c:89: warning: unused parameter âselfâ src/sdlmixer/mixermod.c: In function â_mixer_getversionâ: src/sdlmixer/mixermod.c:100: warning: implicit declaration of function âMix_Linked_Versionâ src/sdlmixer/mixermod.c:100: warning: nested extern declaration of âMix_Linked_Versionâ src/sdlmixer/mixermod.c:100: warning: initialization makes pointer from integer without a cast src/sdlmixer/mixermod.c:98: warning: unused parameter âselfâ src/sdlmixer/mixermod.c: In function â_mixer_geterrorâ: src/sdlmixer/mixermod.c:107: warning: implicit declaration of function âMix_GetErrorâ src/sdlmixer/mixermod.c:107: warning: nested extern declaration of âMix_GetErrorâ src/sdlmixer/mixermod.c:107: warning: initialization makes pointer from integer without a cast src/sdlmixer/mixermod.c:105: warning: unused parameter âselfâ src/sdlmixer/mixermod.c: In function â_mixer_openaudioâ: src/sdlmixer/mixermod.c:123: warning: implicit declaration of function âMix_OpenAudioâ src/sdlmixer/mixermod.c:123: warning: nested extern declaration of âMix_OpenAudioâ src/sdlmixer/mixermod.c:125: warning: passing argument 2 of âPyErr_SetStringâ makes pointer from integer without a cast src/sdlmixer/mixermod.c:114: warning: unused parameter âselfâ src/sdlmixer/mixermod.c: In function â_mixer_closeaudioâ: src/sdlmixer/mixermod.c:134: warning: implicit declaration of function âMix_CloseAudioâ src/sdlmixer/mixermod.c:134: warning: nested extern declaration of âMix_CloseAudioâ src/sdlmixer/mixermod.c:132: warning: unused parameter âselfâ src/sdlmixer/mixermod.c: In function â_mixer_queryspecâ: src/sdlmixer/mixermod.c:144: warning: implicit declaration of function âMix_QuerySpecâ src/sdlmixer/mixermod.c:144: warning: nested extern declaration of âMix_QuerySpecâ src/sdlmixer/mixermod.c:147: warning: passing argument 2 of âPyErr_SetStringâ makes pointer from integer without a cast src/sdlmixer/mixermod.c:139: warning: unused parameter âselfâ src/sdlmixer/mixermod.c: At top level: src/sdlmixer/mixermod.c:156: warning: no previous prototype for âinitbaseâ src/sdlmixer/mixermod.c: In function âinitbaseâ: src/sdlmixer/mixermod.c:180: warning: dereferencing type-punned pointer will break strict-aliasing rules src/sdlmixer/mixermod.c:181: warning: dereferencing type-punned pointer will break strict-aliasing rules src/sdlmixer/mixermod.c:182: warning: dereferencing type-punned pointer will break strict-aliasing rules error: command 'gcc' failed with exit status 1 make: *** [install] Error 1 e...@evan-desktop:~/Applications/PGReloaded$ sudo make instal |gedit make: *** No rule to make target `instal'. Stop. e...@evan-desktop:~/Applications/PGReloaded$ sudo make install |gedit In file included from src/sdlmixer/mixermod.c:22: src/sdlmixer/mixermod.h:24:23: error: SDL_mixer.h: No su
[pygame] GSoC Proposal Review
Hi, my name is Evan Kroske, and I would like some input on my GSoC proposal: http://socghop.appspot.com/student_proposal/show/google/gsoc2009/evankroske/t123863226991 I am applying for the pgreloaded example suite project, but I use "tutorial" to mean "example". As the project mentions, I'm a complete PyGame beginner, but I have plenty programming experience. @Marcus the Mentor Do I need to post a couple examples of my writing to be eligible for the project? Regards, Evan Kroske Future GSoCer