Re: How do you add config files - "file" can't find it's configuration files?

2016-09-16 Thread Spencer
I never like hard coded paths.  Can YAML files somehow configure what C pre 
processor definitions we get during compilation?  An if-def could be used in 
places where the program is to locate resources and so use either $SNAP 
prepended or something else when not run as a snap.

> On Sep 16, 2016, at 7:45 AM, Jamie Strandboge  wrote:
> 
>> On Fri, 2016-09-16 at 08:11 -0500, Dave Chiluk wrote:
>> Can't we do something more elegant than that?  Having to implement
>> wrappers and or code changes to each and every program with hardcoded
>> values seems overly painful.
>> 
>> Couldn't we do something fancy/smart with system calls such that fopen
>> prepends $SNAP to most requests?  I can't imagine there being more than
>> a few system calls that would need to be modified.
> 
> There is a bug related to this[1] and the idea Gustavo had is that snappy 
> would
> provide a way for you to declare in your yaml a way to map /etc/magic to
> $SNAP/etc/magic.
> 
> [1]https://bugs.launchpad.net/snapcraft/+bug/1577514/comments/6
> 
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Re: non-free

2016-09-17 Thread Spencer
I see.  Well, I'm not sure what the answer should be, but I can tell you that 
it being "non-free" is a significant deterrent against anyone downloading and 
installing this or anyone's snap, or so I would think.

> On Sep 17, 2016, at 8:10 AM, Érico P  wrote:
> 
> Hello Spencer,
> 
> I may be wrong, but right now all snaps are flagged as non-free. I don't know 
> if there's a way to tell right now if the snap is a result of open or 
> proprietary code - and binary blobs.
> 
> The way I can think of doing this would be remotely building every snap in 
> the same environment, away from the developer/packager, to ensure, based on 
> the listed sources and licenses, that what this environment is grabbing to 
> build the snap, is all indeed free open source code. There must be other 
> forms, I don't know what's planned.
> 
> Regards,
> 
> Érico Vieira Porto
> 
> 
> Em 17 de set de 2016 3:24 AM, "Spencer Parkin"  
> escreveu:
>> At the risk of e-mailing the list again too soon (low frequency of spamage 
>> is a good policy, especially if, like me, you have a tenancy to alienate 
>> yourself from people with excessive naivity and stupidity), I wanted to ask: 
>> how can I re-assure the Ubuntu Store that my program is indeed free?  It 
>> says it's "non-free," because "[it] may contain non-free components."
>> 
>> I'm using wxWidgets, OpenGL, and boost.  I'm fairly certain those are free.  
>> I'm not a legal expert, though.  And I can't think of anything else I might 
>> be using that would make it non-free.
>> 
>> Thoughts?
>> 
>> Thanks,
>> --Sp 
>> 
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Ratings

2016-09-22 Thread Spencer
I'm about to add audio to my snap, yo, the ratings are about to go through the 
roof, dawg!...

Say, how do you rate a snap, anyway?
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Re: Announce: DOSBox snapped

2016-10-01 Thread Spencer
I recently snapped my Chinese checkers program and added sound fx!  Check it: 
chiche

I'm trying to improve the AI.

What's dos box?

Sent from my iPhone

> On Oct 1, 2016, at 4:05 PM, Jacob Zimmermann  wrote:
> 
> Hi
> 
> I just added another piece to my collection of snapped emulators: dosbox-jz.
> 
> 
> Regards,
> 
> -- Jacob
> 
> 
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Re: Looking to distribute a commercial package as a snap

2016-10-05 Thread Spencer
My entry into the snap world has been a tough one.  There is online 
documentation, but it is not kept up-to-date.  I get the feeling that the bar 
for entry is the need to be the kind of person who loves to learn everything 
about a system by becoming one of its developers.  For example, I couldn't 
figure out how to use the scons plugin until I dug into the python code for it. 
 Is it documented somewhere?  I don't know.

Anyhow, talking with someone on this mailing list, I learned a very useful 
thing: if you go down the snap road, you want to learn how to get the log 
information from you app when it's installed in strict mode.  I know of no 
other way to diagnose problems with your app exhibited in strict mode, but no 
where else.

Lastly, snaps, for now, once installed, can only be run from the command line.  
There is no desktop integration, even though, oddly, a desktop file is 
required.  And I have no idea when or if an accepted snap will show up in the 
app directory.

> On Oct 5, 2016, at 2:26 PM, Paul Miller  wrote:
> 
> I work on a popular visual effects package that's been around for 10+ years. 
> Unfortunately we have had to target specific, older Linux distributions to 
> ensure maximum compatibility on various flavors of Linux, but I'm hoping 
> packaging as a snap will avoid all this. I'm building on Kubuntu 16.04.
> 
> The application links with a custom set of Qt 5.7 libs and has a bunch of 
> resource files and plugins. It has a GUI binary but can also be run from the 
> command-line using a symlink that kicks in a command-line only background 
> renderer.
> 
> Will packaging as a snap be a good fit for distributing my application, and 
> are there any good examples out there that can maybe walk me through setting 
> it up?
> 
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Launcher

2016-10-09 Thread Spencer
I made a comment earlier that newly installed snaps don't show up in the dash.  
I see now that I was using the wrong term.  They do show up in the dash, but is 
there a way to have them show up in the launcher?  Of course, the user can add 
and remove launcher items, but I've noticed that other package systems add to 
the launcher automatically after an install.  Is this configurable?  I suppose 
it doesn't matter as long as snaps are installed only from the command line 
anyway.

Also, for anyone that had trouble, like me, with the desktop icon, I've learned 
that you want to put an absolute path in your .desktop file for the icon that 
points to /snap/app/current/meta/setup/gui/icon.png.  That worked for me.  Of 
course, my icon sucks, because I can't draw.
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Re: Snap sources

2016-10-10 Thread Spencer
One advantage of snaps, I believe, is that the dependencies are baked into 
them.  Otherwise, your app can stop working after installation if a dependency 
is updated or otherwise changed.  I'm not sure what other advantages there may 
be.  One downside is extra memory cost, but with storage up to a terabyte being 
typical, I don't think it matters too much.

Though I have an Intel machine, my snaps always say "amd64", which I think is 
confusing.

Supposedly, you can write snaps for the Ubuntu phone.  (I have an iPhone, so 
I'm not sure what that's about.). And there is something called the Ubuntu 
touch?  Is that like the iPad?  I think some Ubuntu specific features have been 
added to Qt as well to help promote development on Ubuntu.  I'm a big fan of 
wxWidgets, personally.

And then everything runs in a quarantined environment.  If you're going to open 
the flood gates on people writing and consuming programs, security becomes a 
necessary evil.

I haven't explored the plugs and slots yet.

> On Oct 10, 2016, at 7:09 PM, Manik Taneja  wrote:
> 
> 
> 
>> On Mon, Oct 10, 2016 at 5:41 PM, Chris  wrote:
>> On Mon, 2016-10-10 at 16:06 -0700, Manik Taneja wrote:
>> >
>> >
>> >
>> > On Mon, Oct 10, 2016 at 2:45 PM, Chris 
>> > wrote:
>> > > Other than those shown here - https://uappexplorer.com/apps?type=sn
>> > > appy
>> > > &sort=title are there other places to get Snaps from?
>> > uappexplorer is just a web frontend to the Ubuntu Store
>> > infrastructure, which is our
>> > repository of snaps. There are no other publicly available snap repos
>> > that we are 
>> > aware of. Are you just looking to find out the exhaustive list of
>> > snaps available for
>> > consumption? or you are trying to solve something else?
>> >
>> > Cheers,
>> > Manik
>> >
>> Thanks Manik, I was looking for the available snaps. I'm using a few so
>> far and I really like the way they work and the ease of installation.
> That's great. Welcome to the club!
> 
> /Manik 
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High score

2016-10-11 Thread Spencer
I was thinking of adding a "high score" feature to my snap app that, when a 
player wins, goves them the option of reporting over http their score which 
would be stored in a database and displayed by a website.  Is this possible 
with snaps, or would the security prevent it?  It already prevents my app from 
launching the browser with a given URL.
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Re: Ubuntu Snap Store

2016-10-12 Thread Spencer
You probably need to contact the site builder directly as the site you cited is 
not condoned by canonical or Ubuntu.  I'm not even sure if the site builder has 
a good relationship with either.

> On Oct 12, 2016, at 5:01 PM, Chris  wrote:
> 
> When browsing snaps at uappexplorer.com I like to middle click and open
> a new tab in Firefox to read about it which allows me to keep my place
> in the original tab. At the Snap Store http://localhost:4200/store this
> isn't possible and if I were to click on a snap to examine it when go
> back to the store page I have to start all over again. Is there a way
> the site can be changed to allow for a middle click to open a new tab?
> I know nothing at all about websites so I don't know how this is done
> on other sites.
> 
> Thanks
> Chris
> 
> -- 
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> KeyID 0xE372A7DA98E6705C
> 31.11972; -97.90167 (Elev. 1092 ft)
> 17:55:00 up 8:14, 1 user, load average: 0.33, 0.45, 0.46
> Ubuntu 16.04.1 LTS, kernel 4.4.0-42-generic #62-Ubuntu SMP Fri Oct 7 23:11:45 
> UTC 2016
> 
> 
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Re: Ubuntu Snap Store

2016-10-12 Thread Spencer
I like it too.  I just installed the snap web thing and looked at it on port 
4200...it needs some work.  (How would I have know it was on port 4200?)

uappexplorer is much better!  :)

> On Oct 12, 2016, at 10:42 PM, Mark Shuttleworth  wrote:
> 
> 
> I'm a fan of uappexplorer, for one, and think Chris is spot on :)
> 
> Mark
> 
>> On 13/10/16 01:29, Spencer wrote:
>> You probably need to contact the site builder directly as the site you cited 
>> is not condoned by canonical or Ubuntu.  I'm not even sure if the site 
>> builder has a good relationship with either.
>> 
>>> On Oct 12, 2016, at 5:01 PM, Chris  wrote:
>>> 
>>> When browsing snaps at uappexplorer.com I like to middle click and open
>>> a new tab in Firefox to read about it which allows me to keep my place
>>> in the original tab. At the Snap Store http://localhost:4200/store this
>>> isn't possible and if I were to click on a snap to examine it when go
>>> back to the store page I have to start all over again. Is there a way
>>> the site can be changed to allow for a middle click to open a new tab?
>>> I know nothing at all about websites so I don't know how this is done
>>> on other sites.
>>> 
>>> Thanks
>>> Chris
>>> 
>>> -- 
>>> Chris
>>> KeyID 0xE372A7DA98E6705C
>>> 31.11972; -97.90167 (Elev. 1092 ft)
>>> 17:55:00 up 8:14, 1 user, load average: 0.33, 0.45, 0.46
>>> Ubuntu 16.04.1 LTS, kernel 4.4.0-42-generic #62-Ubuntu SMP Fri Oct 7 
>>> 23:11:45 UTC 2016
>>> 
>>> 
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Snaps on Ubuntu 16.10.

2016-10-14 Thread Spencer
I've received a crash report under 16.10 of Ubuntu.  I'm running 16.04.  Before 
I upgrade, is there any reason why they shouldn't work yet on 16.10?
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Re: Snaps on Ubuntu 16.10.

2016-10-15 Thread Spencer
I probably just annoyed everyone with this email, but I thought I would follow 
up with it and say that the issue is resolved.  The user figured it out.  He 
reinstalled snapd after his upgrade of Ubuntu, then reinstalled the rubecube 
snap, and then it worked.  So that's good to know.  I would have encountered 
the same issue eventually.

> On Oct 14, 2016, at 5:50 PM, Spencer  wrote:
> 
> I've received a crash report under 16.10 of Ubuntu.  I'm running 16.04.  
> Before I upgrade, is there any reason why they shouldn't work yet on 16.10?

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Re: Project templates in snapcraft

2016-11-04 Thread Spencer
Small, well commented examples, but not too small so as to leave out obviously 
wanted functionality, IMO, are way better than templates.  Part of the problem 
I have with any kind of template is OCD-based.  I don't want to start where 
someone else left off, and if I didn't write it, I won't immediately understand 
it, and I'm too lazy to read your code that's formatted in a way I don't like 
anyway.  (At work, though, I'm forced to wade through other people's crappy 
code.)

Just having a nice suit of examples is the best, and I think the snap peeps 
have written some, but as I recall, they could be a bit better.  Of course, an 
example for every permutation of build system and use-case is too much, so you 
have to look to the snaps that the community has written.

Ha!  Mine are probably bad examples, though.  Don't look at mine.

> On Nov 4, 2016, at 8:11 PM, Érico P  wrote:
> 
> Should be a place somewhere to store these recommended templates and allow 
> fetching third-party templates (I am thinking on cookiecutter like templates).
> 
> This has some resources on Electron, maybe it helps : 
> https://github.com/szwacz/electron-boilerplate
> 
> 
> Em 5 de nov de 2016 00:00, "Chris Wayne"  escreveu:
>> There's really no standard way to build electron apps though
>> 
>> 
>>> On Nov 4, 2016 9:58 PM, "Aaron Honeycutt"  wrote:
>>> Also electron projects
>>> 
>>> 
 On Fri, Nov 4, 2016, 9:20 PM XiaoGuo Liu  wrote:
 +1
 
 I think it may apply to "nodejs", "python", "tomcat", "mysql", "php", 
 "java" etc.
 
 Best regards,
 XiaoGuo
 
 On Sat, Nov 5, 2016 at 1:39 AM, Benjamin Zeller 
  wrote:
 Just a small proposal to have templates in snapcraft, that provide some 
 sort of starting point for
 people without the need to read lots of tutorials, but get started with 
 their project right away.
 
 My proposal would be to add a template engine in snapcraft, that generates 
 predefined projects
 or at least a predefined snapcraft.yaml for a specific use case.
 
 Something like:
 
 snapcraft init --template=ubuntu-touch-app , which would bootstrap a 
 simple snapcraft project
 targeting QML/Qt APIs.
 
 I think that could help people to get their apps snapped even faster.
 
 Cheers,
 
 Benjamin
 
 
 
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>>> -- 
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>>> - Ubuntu Fl Loco South Lead
>>> - Kubuntu Council Member
>>> 
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Snaps to invoke external processes

2016-11-20 Thread Spencer
It's been a few weeks now, but last I heard, the snapcraft team was or did a 
sprint to address current limitations snaps have regarding the invocation of 
external processes.  Specifically, it would be nice to launch the user's 
default browser with a URL, or let a snap invoke another instance of itself.  
What's the status on this?

Thanks.
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Re: Snaps to invoke external processes

2016-11-22 Thread Spencer
Unless dependencies such as snapd-xdg-open can be named in the yaml, I could 
show a dialog telling the user that they may need to install it.  Naming 
dependencies of snaps, however, as I understand it, defeats the purpose of 
snaps as they're supposed to bake all the dependencies into themselves.

The only other process I would want to invoke is another instance of my own 
snap, but that sounds like something a virus would want to do too.

> On Nov 22, 2016, at 7:54 AM, Didier Roche  wrote:
> 
>> Le 22/11/2016 à 15:38, Gustavo Niemeyer a écrit :
>> The problem is that snapd works in environments where the dependencies to 
>> make the browser-launcher work aren't available.
>> 
>> The right fix is probably to make it a dependency of one of the debs that 
>> are always installed on a normal desktop system, whether snapd is there or 
>> not. It's a very minimal piece of   software.
> 
> How do you see non ubuntu distro being handled then?
> 
> Cheers,
> Didier
> 
>> 
>>> On Tue, Nov 22, 2016 at 5:21 AM, Mark Shuttleworth  wrote:
>>> On 22/11/16 06:46, Didier Roche wrote:
>>> > Le 22/11/2016 à 05:43, Spencer Parkin a écrit :
>>> >> Well, actually, not unless the customer also installs
>>> >> snapd-xdg-open.  Why is it an add-on?  Why not just make it part of
>>> >> snapd?
>>> >
>>> > I gues the idea was to keep it as a separate daemon and have the
>>> > implementation which can easily change.
>>> > The "why it's not installed by default" was the reason 
>>> > why I CCed
>>> > Michael yesterday. I hope he will answer here.
>>> 
>>> Seems to me that we want a predictable result for all snap users,
>>> otherwise we make installation instructions for snaps unnecessarily complex.
>>> 
>>> Mark
>>> 
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>> 
>> 
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Ms Dev center ugh

2016-11-23 Thread Spencer
Just wanted to say that the Ubuntu snap submission process is infinitely better 
than Microsoft's app submission process.  Ironically, while I do not consider 
my self particularly Linux-literate, figuring out snaps has been so much more 
enjoyable than Microsoft packages.  And their website is crap.

Sorry.  Just had to throw that into the void.
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Re: Announcing Snaplint

2016-12-08 Thread Spencer
Uh...but if I use your tool, then I can't claim ignorance when I'm getting sued 
for copyright violations.

Seriously, though, I hate all the legal crap licensing causes in the 
development world.  Your tool could make life a lot easier in that regard, 
which is nice.

BTW, the GPL is the worst license ever.  Your lint tool should flag its use as 
a fatal error.

> On Dec 8, 2016, at 2:44 PM, Scott Sweeny  wrote:
> 
> Hi all,
> 
> I'm writing to announce a tool I've been working on to encode best
> practices for snapping software. Inspired by utilities like lintian I've
> decided to name it 'snaplint'. At this point I'd like some wider
> feedback as I try to make it more useful.
> 
> Right now you can run snaplint against your snapcraft project directory
> and it will scan the prime subdirectory for the following things:
> 
> * copyright (basically that you included usr/share/doc/*copyright* for
> any stage-packages
> * developer cruft (things like header and object files or static libs
> that might have made their way into your snap)
> * libraries (examine the ELF files in your snap and look for libraries
> which aren't used)
> 
> The next things I'm planning on adding are:
> * checking for copyright info from apps/parts themselves.
> * checking for mixing of incompatible licenses
> 
> I would love to hear suggestions from you on further improvements.
> 
> You can find the source at https://github.com/ssweeny/snaplint
> 
> And, of course you can try it on your own machine with
> 
>$ snap install snaplint
>$ snaplint 
> 
> Cheers,
> ~Scott
> 
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Re: Announcing Snaplint

2016-12-09 Thread Spencer
I've never written anything anyone would want to use and modify.  (My code is 
crap.)  But I can still make my code free for everyone (users and developers 
alike).  I don't even care about maintaining credit for my work.  Ha!  In fact, 
it's probably better for me to disavow it.

I'll have to review GPL again.

I'll stop now.  Sorry for all the spam.

> On Dec 9, 2016, at 2:33 AM, Julia Palandri  
> wrote:
> 
> [totally not related with the original post, but I thought I should...]
> 
>> On Fri, Dec 9, 2016 at 6:12 AM, Spencer Parkin  
>> wrote:
>> Ha!  :)  Yeah, I guess it would, though I have no idea what dogfooding run 
>> means.
>> 
>> GPL purports to be free, but it's not.  If a piece of software was free, you 
>> could encorporate it into your own software that you need to be proprietary. 
>>  So many times I find something I think is great and I want to use it 
>> but...oh...crap...it's GPL; can't use it.  In other words, GPL is a pain for 
>> in-house development, and it's an infectious license that spreads from one 
>> GPL project to another.  If I want to use GPL software, I have to use the 
>> GPL license, if my understanding is correct.
> 
> GPL is built that way *by design*. It protects freedom of users, not of 
> software. Developers who don't mind you taking their software and 
> distributing it along with proprietary chunks can choose LGPL as their 
> license. And, as Seth mentioned, licenses are useful when *distributing* 
> software: it's a granted permission the developer gives you without the need 
> that every person who wants to use their software go ask them what they can 
> do with it. 
> Rather than a talk with lawyers (or in addition) I feel inclined to suggest 
> some reading on fsf.org, for example :)
> I understand GPL can be a pain sometimes, but I'm very happy it exists 
> because I still get the right to read, modify and distribute that software. 
> It might not suit your needs, but I wouldn't call it a fatal error at all :)
> 
> (EOR)
>  
>> 
>> 
>>> On Thu, Dec 8, 2016 at 9:29 PM, Scott Sweeny  
>>> wrote:
>>> That would make for an interesting dogfooding run since the tool
>>> itself is GPL-3 :-)
>>> 
>>> ~S
>>> 
>>> On Thu, Dec 08, 2016 at 07:42:36PM -0700, Spencer wrote:
>>> > Uh...but if I use your tool, then I can't claim ignorance when I'm 
>>> > getting sued for copyright violations.
>>> >
>>> > Seriously, though, I hate all the legal crap licensing causes in the 
>>> > development world.  Your tool could make life a lot easier in that 
>>> > regard, which is nice.
>>> >
>>> > BTW, the GPL is the worst license ever.  Your lint tool should flag its 
>>> > use as a fatal error.
>>> >
>>> > > On Dec 8, 2016, at 2:44 PM, Scott Sweeny  
>>> > > wrote:
>>> > >
>>> > > Hi all,
>>> > >
>>> > > I'm writing to announce a tool I've been working on to encode best
>>> > > practices for snapping software. Inspired by utilities like lintian I've
>>> > > decided to name it 'snaplint'. At this point I'd like some wider
>>> > > feedback as I try to make it more useful.
>>> > >
>>> > > Right now you can run snaplint against your snapcraft project directory
>>> > > and it will scan the prime subdirectory for the following things:
>>> > >
>>> > > * copyright (basically that you included usr/share/doc/*copyright* for
>>> > > any stage-packages
>>> > > * developer cruft (things like header and object files or static libs
>>> > > that might have made their way into your snap)
>>> > > * libraries (examine the ELF files in your snap and look for libraries
>>> > > which aren't used)
>>> > >
>>> > > The next things I'm planning on adding are:
>>> > > * checking for copyright info from apps/parts themselves.
>>> > > * checking for mixing of incompatible licenses
>>> > >
>>> > > I would love to hear suggestions from you on further improvements.
>>> > >
>>> > > You can find the source at https://github.com/ssweeny/snaplint
>>> > >
>>> > > And, of course you can try it on your own machine with
>>> > >
>>> > >$ snap install snaplint
>>> > >$ snaplint 
>>> > >

Rate my app

2016-12-21 Thread Spencer
Hi.  My apps suck.  I know that.  But I want to hear the hate from my users 
too.  However, when I look at the "stats" for my app (snap), it says, "your app 
has not yet been rated."  Well, so far, over 200 poor, unsuspecting souls have 
made the mistake of installing one of my snaps, but apparently, not one of them 
has taken the time to voice their undoubted horror at the mere sight of my 
shoddy work by way of rating it. Is there anything preventing someone from 
doing so?  I ask, because, admittedly, I can't figure out how to rate my own 
app, or anyone else's for that matter.  Does anyone know how to do this?

Thanks.
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Re: Rate my app

2016-12-22 Thread Spencer
I see.  I was just looking for methods of feedback, really.  Sounds like the 
best way is to come up with your own solution and ignore anything imbedded in 
the snap infrastructure.

> On Dec 22, 2016, at 1:52 AM, Ralf Mardorf  wrote:
> 
>> On Thu, 22 Dec 2016 00:29:50 -0700, Spencer wrote:
>> I ask, because, admittedly, I can't figure out how to rate my own app,
>> or anyone else's for that matter.  Does anyone know how to do this?
> 
> Hi,
> 
> I can't help you, but I like to comment the rating crap.
> 
> If I buy a box containing 10 incense sticks for 0,90 EUR by an Internet
> store, I get spammed with emails to rate the product and dealer. If I
> purchase an expensive audio production app for my iPad, it could be,
> that messages pop up, asking me to rate the app. Very often, when I
> read reviews, I notice that most good reviews apparently were written
> by the company selling the app and not by customers.
> 
> Until now Linux is an OS with a community, where users share
> experiences by forums, mailing lists, blogs etc., not by grading and
> writing good or bad comments in an SMS style.
> 
> The rating crap is for naive users. Most ratings are of no value, at
> least not for FLOSS, were it's possible to read bug trackers etc., but
> even for proprietary software vendor independent forums are a better
> source.
> 
> Regards,
> Ralf
> 
> 
> 
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Snapping with scons

2017-01-15 Thread Spencer
Hi.  I have a project with 2 dependencies so I need 3 parts in my yaml file.  
The dependencies install correctly during snapping, but when my program starts 
to compile, it can't locate the header files for the library dependencies.  
There is no mystery here as to why that is the case.  My question, however, is: 
what do I put in my scons file so that I can locate the header files during 
snapping?  I've been looking at the snapcraft python code, but I can't seem to 
find out what, if any, additional environment variables there may be setup for 
me to use in my scons file so that I can locate headers and libraries.  Is 
there a different way to go about it?

Thanks.
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Re: Version numbers for snap packages

2017-01-25 Thread Spencer
I totally disagree.  Use Gaussian integers for your major version number and 
transcendental numbers for the minor.  The product of these must not lie in the 
range between a pair of twin primes, unless your using the ratio of a circle's 
circumference to its diameter, the base of the natural logarithm, or the square 
root of either.  If only snap changes are being made, decrement the minor 
version number by 5 and increment the major version number by -5.

This is the way, gentlemen.  This is how we do proper versioning.  Think about 
it.

> On Jan 25, 2017, at 5:17 PM, Kyle Fazzari  wrote:
> 
> 
> 
>> On 01/25/2017 03:56 PM, Joseph Rushton Wakeling wrote:
>> Hello all,
>> 
>> Quick question about version numbering (as in, the `version:` field of
>> `snapcraft.yaml`).  The logical choice here is to use the version of the
>> app being packaged, but what's the recommended way to handle changes to
>> the snap package alone that don't change the version of the underlying app?
>> 
>> Is a scheme like x.y.z-n advisable (where n is the revision number of
>> the snap itself for this version of the app), or are there alternative
>> suggestions?
>> 
>> More generally, what are recommended practices for setting the
>> `version:` field of snap packages?
> 
> I personally use `version: snap1`. Then if I release
> an update that is snapping the same version of upstream but has
> snap-specific changes (wrappers, part changes, etc.) I can just release
> `snap2`.
> 
> -- 
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> Software Engineer
> Canonical Ltd.
> k...@canonical.com
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Re: glGetUniformLocation fails in confinement mode

2017-01-30 Thread Spencer
Oh, you're right!  I don't know why I silently fail when the file doesn't 
exist.  That was stupid.

And I can see that I'm installing all resource files except for the shaders 
directory.  That's the problem.

My bad; I'm an idiot.  Thanks.  I'll resnap later today after work when I get 
the chance between toddler screams and house work.

> On Jan 30, 2017, at 6:47 AM, Stephen M. Webb  
> wrote:
> 
>> On 2017-01-30 01:56 AM, Spencer Parkin wrote:
>> 
>> I have a program that has successfully snapped and run in confinement mode, 
>> but then I added a pixel and vertex shader
>> which works when run on my classic system, but not in strict confinement as 
>> a snap.  I've tried to narrow down the
>> earliest fail point, and I believe it is at the point where I'm calling 
>> glGetUniformFromLocation.  This is returning -1
>> in confinement mode.  I'm able to read, compile and link my shader program, 
>> and bind it, but the first call to
>> glGetUniformFromLocation fails.  Is OpenGL being denied read-access to a 
>> portion of protected memory?  If so, it
>> certainly would fail to write there as well with a call to glUniform3f, for 
>> example.
>> 
>> I've tried hooking up the snappy-debug's log-observe plug to that of ubuntu 
>> core's, then running the scanlog, but the
>> only app-armer denial I get is, I believe, unrelated to the problem.  In any 
>> case, I will give it here...
>> 
>> Log: apparmer="DENIED" operation="open" 
>> profile="snap.twistypuzzle.twistypuzzle" name="/usr/share/glib-2.0/schemas/"
>> pid=23593 comm="desktop-launch" request_mask="r" denied_mask="r" fsuid=1000 
>> ouid=0
>> File: /usr/share/glib-2.0/schemas/ (read)
> 
> That error message is because the launcher program "desktop-launch" can not 
> find the gsettings.  I don't know what
> impact that will have (if any) but it's not going to affect how OpenGL works 
> internally.
> 
> Your glGetUniformFromLocation() sounds more like you haven't compiled the 
> shader.  You code contains no error handling
> if the shader file itself is not found, only if the shader file is found and 
> fails to compile.  My guess is the shader
> sources are not getting found under confinement.
> 
> -- 
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> 
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Re: glGetUniformLocation fails in confinement mode

2017-01-30 Thread Spencer
Okay, I remember now.  I was silently skipping absent shader files because, as 
I understand it, a shader program may consist of only a vertex program or only 
a fragment program or some other permutation of vertex, fragment, geometry and 
compute shaders.  In a better API, I would flag the permutation I'm expecting, 
then barf if that is not what's found on disk.

Thanks again for your help.  I was kind of hoping it wasn't me being dumb, but 
alas, it was.

> On Jan 30, 2017, at 8:50 AM, Spencer  wrote:
> 
> Oh, you're right!  I don't know why I silently fail when the file doesn't 
> exist.  That was stupid.
> 
> And I can see that I'm installing all resource files except for the shaders 
> directory.  That's the problem.
> 
> My bad; I'm an idiot.  Thanks.  I'll resnap later today after work when I get 
> the chance between toddler screams and house work.
> 
>>> On Jan 30, 2017, at 6:47 AM, Stephen M. Webb  
>>> wrote:
>>> 
>>> On 2017-01-30 01:56 AM, Spencer Parkin wrote:
>>> 
>>> I have a program that has successfully snapped and run in confinement mode, 
>>> but then I added a pixel and vertex shader
>>> which works when run on my classic system, but not in strict confinement as 
>>> a snap.  I've tried to narrow down the
>>> earliest fail point, and I believe it is at the point where I'm calling 
>>> glGetUniformFromLocation.  This is returning -1
>>> in confinement mode.  I'm able to read, compile and link my shader program, 
>>> and bind it, but the first call to
>>> glGetUniformFromLocation fails.  Is OpenGL being denied read-access to a 
>>> portion of protected memory?  If so, it
>>> certainly would fail to write there as well with a call to glUniform3f, for 
>>> example.
>>> 
>>> I've tried hooking up the snappy-debug's log-observe plug to that of ubuntu 
>>> core's, then running the scanlog, but the
>>> only app-armer denial I get is, I believe, unrelated to the problem.  In 
>>> any case, I will give it here...
>>> 
>>> Log: apparmer="DENIED" operation="open" 
>>> profile="snap.twistypuzzle.twistypuzzle" name="/usr/share/glib-2.0/schemas/"
>>> pid=23593 comm="desktop-launch" request_mask="r" denied_mask="r" fsuid=1000 
>>> ouid=0
>>> File: /usr/share/glib-2.0/schemas/ (read)
>> 
>> That error message is because the launcher program "desktop-launch" can not 
>> find the gsettings.  I don't know what
>> impact that will have (if any) but it's not going to affect how OpenGL works 
>> internally.
>> 
>> Your glGetUniformFromLocation() sounds more like you haven't compiled the 
>> shader.  You code contains no error handling
>> if the shader file itself is not found, only if the shader file is found and 
>> fails to compile.  My guess is the shader
>> sources are not getting found under confinement.
>> 
>> -- 
>> Stephen M. Webb  
>> 
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Re: Reject snaps that are identical to previous revision?

2017-02-06 Thread Spencer
Okay, then the snaps were different for some reason on my end.  Good to know 
this check is already in place.

Sent from my iPhone

> On Feb 6, 2017, at 8:27 AM, Daniel Manrique  
> wrote:
> 
>> On Mon, Feb 6, 2017 at 2:05 AM, Spencer Parkin  
>> wrote:
>> So, I'm sure it comes as no surprise to the readers of this mailing list
>> that I am a complete moron; and as further evidence of that, I recently
>> uploaded a "new" snap that was actually identical to the revision I already
>> had released to my victu...I mean, customers.  Does it seem reasonable for
>> the automated snap vetting process to reject the snap or at least warn me
>> about it in the event that it hashes to the exact same hash as that of the
>> previous release?  It's just an idea that I thought I might throw out there.
>> Cheers.  Beers.  And chocolate.
> 
> Hello,
> 
> The store will warn you and not accept an upload which has the same
> content (determined by the hash) as any existing upload.
> 
> If you use the web UI to upload, you'll get:
> 
> "binary_sha3_384: A file with this exact same content has already been 
> uploaded"
> 
> If you use snapcraft:
> 
>> snapcraft push hello-uptest-1_2_amd64.snap
> Uploading hello-uptest-1_2_amd64.snap [===] 
> 100%
> Ready to release!|
> Revision 1 of 'hello-uptest-1' created.
>> snapcraft push hello-uptest-1_2_amd64.snap
> Uploading hello-uptest-1_2_amd64.snap
> [] 100%
> Error while processing...|
> Uploaded 'hello-uptest-1'
> There has been a problem while analyzing the snap, check the snap and
> try to push again.
> 
> 
> This message can be improved to give a clearer report (like the web UI
> does) and perhaps some tips on how to overcome the problem, I
> requested the improvement here:
> https://bugs.launchpad.net/snapcraft/+bug/1662206
> 
> Cheers,
> 
> - Daniel
> 
> 
>> 
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Re: Experimental Python interpreter snap

2017-02-19 Thread Spencer
I thought a main feature of snaps was to include all dependencies so that they 
couldn't be changed out from underneath a package.  For example, my script was 
written for 3.6, but would be incompatible with a future release, say 4.0.

Still, the ability to share a dependency like the Python interpreter among 
python snaps may be a good idea if there are zillions of Python snaps.

At my work, we got tired of everyone maintaining their own local python 
installation, because we all ended up with slightly different versions of 
various python modules installed.  Worse, some modules installed for some while 
not for others.  So we started tracking a shared Python installation in git.  
One problem we found is that Python is not relocatable.  This showed up when 
people cloned our repository in a different place.  Are you sure that your 
snapped Python is relocatable?  If so, I'd like to know how that works.  Is the 
$ORIGIN variable standard?


> On Feb 19, 2017, at 7:16 PM, James Henstridge 
>  wrote:
> 
> To learn a bit more about I put together a snap for Python 3.6.0,
> which can be installed with:
> 
>snap install --edge python36-jamesh
> 
> You can then run "python36-jamesh.python3", which will give you the a
> Python shell running with strict confinement, with the full standard
> library available.
> 
> Now I know Snapcraft already has support for packaging Python
> applications, so what benefits does this package add?  There were a
> few extra points in how I built the package:
> 
> 1. the interpreter binary and extension modules all have appropriate
> $ORIGIN relative rpath set.
> 
> 2. a sitecustomize.py is provided that will add
> $SNAP/lib/python3.6/site-packages to sys.path. (more on why this is
> useful later)
> 
> This makes the interpreter fully relocatable in the file system while
> still being able to find the bundled libraries.  In turn, this means
> the interpreter is functional when exported to another snap via the
> content interface.
> 
> To demonstrate this, I put together a trivial "hello world" snapcraft
> project here:
> 
> https://github.com/jhenstridge/python-snap-pkg/tree/master/examples/hello-world
> 
> After building this package, it can be run after installing and
> connecting the interface:
> 
>$ snap install --dangerous hello-world_0.1_amd64.snap
>hello-world 0.1 installed
>$ snap connect hello-world:python3 python36-jamesh:python3
>$ hello-world
>Hello world!
> 
> Since the hello-world snap doesn't actually include Python, it is
> quite light weight (4 kB, which I think is as small as a squashfs
> gets).  The space savings may not be that great with a single snap
> (the interpreter snap is almost 20MB), but the space savings increase
> as you install more snaps using the interface.  It also means that we
> could upgrade to Python 3.6.1 (when it comes out) without rebuilding
> this snap.
> 
> And since the interpreter is being run under the hello-world snap's
> confinement policy, it can do potentially do things the main
> "python36-jamesh.python3" binary can't.  For example, if you add the
> "network" plug, you'll be able to access the network.
> 
> And the sitecustomize script will also mean the interpreter can locate
> packages shipped in the plug snap.
> 
> I'd be interested in any suggestions or feedback about the snap.
> 
> Thanks,
> 
> James.
> 
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candidate/release

2016-09-15 Thread Spencer Parkin
Hi,

I'm embarrassed to say that while, supposedly, I have published a candidate
and a stable release, I have no idea how to "go get them" the same way
that, say, a user would.  I run "snap find ", but it doesn't
find it, and I can't find it on any store front page.  Perhaps there's
still some vetting to be done.  That's fine.  If I've pushed up a beta or
candidate, though, shouldn't I be able to do something with it?  Is all
this documented somewhere in a completely obvious place that I have
completely overlooked?

Here's hoping my first post to the mailing list doesn't immediately
alienate me from everyone...

Thanks,
  --Spencer
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Re: candidate/release

2016-09-15 Thread Spencer Parkin
Thanks all for your help.  I followed the following instructions...

https://developer.ubuntu.com/en/snappy/build-apps/upload-your-snap/

...then, seeing the snap passed with no warnings or errors, pushed the
"Publish" button at...

https://myapps.developer.ubuntu.com/dev/click-apps/5902/rev/2/

It's been published now for 2 days.  Maybe the system is still churning on
it.  I suppose, too, there's a way to do the publishing from the command
line instead as some of you have pointed out.

Reading through "snapcraft -h", I see that the upload option is
deprecated.  Perhaps the first URL I cited above should be revised to
reflect this.

Anyhow, it should already be published, but all variants of "sudo snap
install [myprojname]" have failed with "snap not found."

I've gone ahead and tried...

$ snapcraft push [mysnapfile]

This chugs for a while during the upload, then reports that an error
occurred when trying to analyze the snap.  Maybe I'll try rebuilding the
snap and pushing it again later when I get some time.

I'm running version 2.16 of snapcraft, which I believe is the latest
version.  Oh wait...no...version 2.17 is the latest.

I did...

$ snapcraft release [myproj] 2 stable

...and that appeared to work, or so it said.

Oh, I got it to work now!  I see what I did wrong.  I had revision 1
released to the masses, which had errors.  But revision 2 didn't, so I
guess now the "snap" command could find it in the store.  If you try to
release a snap that had errors, it won't get found or be installable.

Hurrah!  That worked!  Okay, thanks guys.  My crappy app is now live.  ;)
This is truly a momentous day for us all.

On Thu, Sep 15, 2016 at 4:56 PM, Sergio Schvezov <
sergio.schve...@canonical.com> wrote:

> El jueves, 15 de septiembre de 2016 18h'37:00 ART, Mark Shuttleworth <
> m...@ubuntu.com> escribió:
>
>> On 15/09/16 14:28, Spencer Parkin wrote:
>>
>>> I'm embarrassed to say that while, supposedly, I have published a
>>> candidate and a stable release, I have no idea how to "go get them"
>>> the same way that, say, a user would.  I run "snap find
>>> ", but it doesn't find it, and I can't find it on any
>>> store front page.  Perhaps there's still some vetting to be done. That's
>>> fine.  If I've pushed up a beta or candidate, though, shouldn't
>>> I be able to do something with it?  Is all this documented somewhere
>>> in a completely obvious place that I have completely overlooked?
>>>
>>
>> Try 'sudo snap install  --edge '
>>
>> Have you done "snapcraft release" or just "snapcraft push"? Or snapcraft
>> push --release=?
>>
>
> Just to expand a bit, if you did `snapcraft release` or `snapcraft push
> --release` you should see a channel mapping for the current state of your
> snap. If you did see this, and the output is correct then you did indeed do
> the right thing.
>
> As a side note, we are working on some new APIs to get to query the status
> of your snap on the store as well.
>
> Evan might be able to figure out what is going on store side if needed.
>
> Cheers
> Sergio
>
>
>
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Re: candidate/release

2016-09-15 Thread Spencer Parkin
Thanks, my guess is this: The snapcraft command (and the "Publish" button
on the website) let you do...

$ snapcraft release [myproj] X stable

...where X is any revision of your project, even one that did _not_ pass
automated scrutiny.  The command (and the website) tell you that publishing
is successful, but it really wasn't.  It would be nice if the command (and
the website) gave feedback that it rejected publication due to the desired
revision not having passed inspection.

--Sp



On Thu, Sep 15, 2016 at 8:32 PM, Michael Hall  wrote:

> If an app fails the automated review, it won't be published at all,
> which is what happened here.
>
> In the overview page for your app
> (https://myapps.developer.ubuntu.com/dev/click-apps/5902/) you will see
> a red exclamation mark next to revision #1, which indicates that it had
> some issues and was not published.
>
> If you click on that
> (https://myapps.developer.ubuntu.com/dev/click-apps/5902/rev/1/) and
> scroll down to the review and comment history, it will tell you what the
> problem was (and Jamie gave advice on how to correct it).
>
> Since this was manual feedback from a human reviewer, I'm not sure how
> we can get this across to the snapcraft commandline interface. Perhaps
> the new APIs sergio mentioned for querying status can include them.
>
> Michael Hall
> mhall...@ubuntu.com
>
> On 09/15/2016 10:16 PM, Spencer Parkin wrote:
> > Thanks all for your help.  I followed the following instructions...
> >
> > https://developer.ubuntu.com/en/snappy/build-apps/upload-your-snap/
> >
> > ...then, seeing the snap passed with no warnings or errors, pushed the
> > "Publish" button at...
> >
> > https://myapps.developer.ubuntu.com/dev/click-apps/5902/rev/2/
> >
> > It's been published now for 2 days.  Maybe the system is still churning
> > on it.  I suppose, too, there's a way to do the publishing from the
> > command line instead as some of you have pointed out.
> >
> > Reading through "snapcraft -h", I see that the upload option is
> > deprecated.  Perhaps the first URL I cited above should be revised to
> > reflect this.
> >
> > Anyhow, it should already be published, but all variants of "sudo snap
> > install [myprojname]" have failed with "snap not found."
> >
> > I've gone ahead and tried...
> >
> > $ snapcraft push [mysnapfile]
> >
> > This chugs for a while during the upload, then reports that an error
> > occurred when trying to analyze the snap.  Maybe I'll try rebuilding the
> > snap and pushing it again later when I get some time.
> >
> > I'm running version 2.16 of snapcraft, which I believe is the latest
> > version.  Oh wait...no...version 2.17 is the latest.
> >
> > I did...
> >
> > $ snapcraft release [myproj] 2 stable
> >
> > ...and that appeared to work, or so it said.
> >
> > Oh, I got it to work now!  I see what I did wrong.  I had revision 1
> > released to the masses, which had errors.  But revision 2 didn't, so I
> > guess now the "snap" command could find it in the store.  If you try to
> > release a snap that had errors, it won't get found or be installable.
> >
> > Hurrah!  That worked!  Okay, thanks guys.  My crappy app is now live.
> > ;)  This is truly a momentous day for us all.
> >
> > On Thu, Sep 15, 2016 at 4:56 PM, Sergio Schvezov
> > mailto:sergio.schve...@canonical.com>>
> > wrote:
> >
> > El jueves, 15 de septiembre de 2016 18h'37:00 ART, Mark Shuttleworth
> > mailto:m...@ubuntu.com>> escribió:
> >
> > On 15/09/16 14:28, Spencer Parkin wrote:
> >
> > I'm embarrassed to say that while, supposedly, I have
> > published a
> > candidate and a stable release, I have no idea how to "go
> > get them"
> > the same way that, say, a user would.  I run "snap find
> > ", but it doesn't find it, and I can't find
> > it on any
> > store front page.  Perhaps there's still some vetting to be
> > done. That's fine.  If I've pushed up a beta or candidate,
> > though, shouldn't
> > I be able to do something with it?  Is all this documented
> > somewhere
> > in a completely obvious place that I have completely
> overlooked?
> >
> >
> > Try 'sudo snap install  --edge '
> >
> > H

Re: candidate/release

2016-09-15 Thread Spencer Parkin
Err...sorry...I really think this all just user error on my part.  Never
mind.  No more spam.  Good night.

On Thu, Sep 15, 2016 at 9:22 PM, Spencer Parkin 
wrote:

> Thanks, my guess is this: The snapcraft command (and the "Publish" button
> on the website) let you do...
>
> $ snapcraft release [myproj] X stable
>
> ...where X is any revision of your project, even one that did _not_ pass
> automated scrutiny.  The command (and the website) tell you that publishing
> is successful, but it really wasn't.  It would be nice if the command (and
> the website) gave feedback that it rejected publication due to the desired
> revision not having passed inspection.
>
> --Sp
>
>
>
> On Thu, Sep 15, 2016 at 8:32 PM, Michael Hall  wrote:
>
>> If an app fails the automated review, it won't be published at all,
>> which is what happened here.
>>
>> In the overview page for your app
>> (https://myapps.developer.ubuntu.com/dev/click-apps/5902/) you will see
>> a red exclamation mark next to revision #1, which indicates that it had
>> some issues and was not published.
>>
>> If you click on that
>> (https://myapps.developer.ubuntu.com/dev/click-apps/5902/rev/1/) and
>> scroll down to the review and comment history, it will tell you what the
>> problem was (and Jamie gave advice on how to correct it).
>>
>> Since this was manual feedback from a human reviewer, I'm not sure how
>> we can get this across to the snapcraft commandline interface. Perhaps
>> the new APIs sergio mentioned for querying status can include them.
>>
>> Michael Hall
>> mhall...@ubuntu.com
>>
>> On 09/15/2016 10:16 PM, Spencer Parkin wrote:
>> > Thanks all for your help.  I followed the following instructions...
>> >
>> > https://developer.ubuntu.com/en/snappy/build-apps/upload-your-snap/
>> >
>> > ...then, seeing the snap passed with no warnings or errors, pushed the
>> > "Publish" button at...
>> >
>> > https://myapps.developer.ubuntu.com/dev/click-apps/5902/rev/2/
>> >
>> > It's been published now for 2 days.  Maybe the system is still churning
>> > on it.  I suppose, too, there's a way to do the publishing from the
>> > command line instead as some of you have pointed out.
>> >
>> > Reading through "snapcraft -h", I see that the upload option is
>> > deprecated.  Perhaps the first URL I cited above should be revised to
>> > reflect this.
>> >
>> > Anyhow, it should already be published, but all variants of "sudo snap
>> > install [myprojname]" have failed with "snap not found."
>> >
>> > I've gone ahead and tried...
>> >
>> > $ snapcraft push [mysnapfile]
>> >
>> > This chugs for a while during the upload, then reports that an error
>> > occurred when trying to analyze the snap.  Maybe I'll try rebuilding the
>> > snap and pushing it again later when I get some time.
>> >
>> > I'm running version 2.16 of snapcraft, which I believe is the latest
>> > version.  Oh wait...no...version 2.17 is the latest.
>> >
>> > I did...
>> >
>> > $ snapcraft release [myproj] 2 stable
>> >
>> > ...and that appeared to work, or so it said.
>> >
>> > Oh, I got it to work now!  I see what I did wrong.  I had revision 1
>> > released to the masses, which had errors.  But revision 2 didn't, so I
>> > guess now the "snap" command could find it in the store.  If you try to
>> > release a snap that had errors, it won't get found or be installable.
>> >
>> > Hurrah!  That worked!  Okay, thanks guys.  My crappy app is now live.
>> > ;)  This is truly a momentous day for us all.
>> >
>> > On Thu, Sep 15, 2016 at 4:56 PM, Sergio Schvezov
>> > mailto:sergio.schve...@canonical.com>>
>> > wrote:
>> >
>> > El jueves, 15 de septiembre de 2016 18h'37:00 ART, Mark Shuttleworth
>> > mailto:m...@ubuntu.com>> escribió:
>> >
>> > On 15/09/16 14:28, Spencer Parkin wrote:
>> >
>> > I'm embarrassed to say that while, supposedly, I have
>> > published a
>> > candidate and a stable release, I have no idea how to "go
>> > get them"
>> > the same way that, say, a user would.  I run "snap find
>> > ", but it doesn't find it, and I can't fi

non-free

2016-09-16 Thread Spencer Parkin
At the risk of e-mailing the list again too soon (low frequency of spamage
is a good policy, especially if, like me, you have a tenancy to alienate
yourself from people with excessive naivity and stupidity), I wanted to
ask: how can I re-assure the Ubuntu Store that my program is indeed free?
It says it's "non-free," because "[it] may contain non-free components."

I'm using wxWidgets, OpenGL, and boost.  I'm fairly certain those are
free.  I'm not a legal expert, though.  And I can't think of anything else
I might be using that would make it non-free.

Thoughts?

Thanks,
--Sp
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Re: Using xdg-open from snap

2016-09-20 Thread Spencer Parkin
This is related to a question I had as well.  I have a program that uses
wxLaunchDefaultBrowser which, looking at its implementation, tries to make
the system call "exec()" to launch the default browser with a URL.

If snap programs are not allowed to start other processes, that's fine; but
if enough people need to launch the default browser with a URL, then I'm
sure a secure solution just for this could somehow be implemented for snaps.

I gather that one design goal of snaps, however, is the ability for people
to write programs for any environment, but also have them work as snaps so
that the programmer doesn't have to write snap-specific code, or make
snap-specific considerations in their code.  In other words, your code
should be "none-the-wiser" that it is running in the confined area.

So with that in mind, I'm not sure how to solve the problem.  Any secure
API exposed to snap applications already breaks the above design goal.

Of course, it's not unreasonable for my program to have "#ifdef WIN32" or
"#ifdef UNIX", and in the latter case, I may be looking to utilize
something in a standard unix environment which, I believe, is synthesized
in Unbuntu Core.  That's where I believe the snap environment can intercept
what an application is doing and provide a secure solution, and this may be
the "xdg-open" thing Otfried was talking about.


On Mon, Sep 19, 2016 at 2:37 AM, Otfried Cheong 
wrote:

> Hello,
>
> my app has a manual in html.  I normally show this using "xdg-open
> ", but from the snap this results in "xdg-open: Permission denied",
> leaving this log:
>
> [21249.231634] audit: type=1400 audit(1474273861.873:383):
> apparmor="DENIED" operation="exec" profile="snap.ipe.sh"
> name="/usr/local/bin/xdg-open" pid=9551 comm="sh" requested_mask="x"
> denied_mask="x" fsuid=1000 ouid=0
>
> According to
> https://lists.ubuntu.com/archives/snapcraft/2016-September/001048.html
> this should work.
> I did refresh ubuntu-core from the beta channel and currently have
> revision 636 of ubuntu-core.
>
>
> Slightly related:  If I understand
> https://lists.ubuntu.com/archives/snapcraft/2016-September/001118.html
> correctly, the host filesystem should be exposed to the snap as
> /var/lib/snapd/hostfs in devmode?It isn't on my system.
>
> Cheers,
>  Otfried
>
>
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pulseaudio plug/slot

2016-09-25 Thread Spencer Parkin
Hi,

I'm adding sound-fx to my snap-app and am running into the common problem
of "it works in my real system, but not in the confined system."  I'm not
sure how to trouble-shoot this problem.  I've added the "pulseaudio" plug
to my snapcraft.yaml file, "snap interface" reports that my snap-app is
using the "pulseaudio" plug, I've tried exporting the
"SDL_AUDIODRIVER=pulseaudio" environment variable before running my snap to
make sure that I'm using the appropriate audio back-end.  Hmmm...maybe
snap-apps can't read environment variables?  Maybe I need to configure some
env-vars in my snapcraft.yaml file?  I'll try to see how to setup the
environment (env-vars) for snaps.

Anyhow, I can hear my sound-fx when run on my real system, but not under
unbuntu core.

Thanks for any ideas you may have,
--Sp
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Re: pulseaudio plug/slot

2016-09-25 Thread Spencer Parkin
So I did two things to resolve this, I'm not sure if one of them was
necessary, but...

1) I changed my app command to "env SDL_AUDIODRIVER=pulseaudio
desktop-launch $SNAP/bin/[myprog]"
2) I changed the confinement from strict to devmode.

It's probably the latter that solved the problem.  If the snapcraft
developers are interested in testing out why audio doesn't work in strict
mode, they can use my program as an test case, if they cared to.

On Sun, Sep 25, 2016 at 6:28 PM, Spencer Parkin 
wrote:

> Hi,
>
> I'm adding sound-fx to my snap-app and am running into the common problem
> of "it works in my real system, but not in the confined system."  I'm not
> sure how to trouble-shoot this problem.  I've added the "pulseaudio" plug
> to my snapcraft.yaml file, "snap interface" reports that my snap-app is
> using the "pulseaudio" plug, I've tried exporting the
> "SDL_AUDIODRIVER=pulseaudio" environment variable before running my snap to
> make sure that I'm using the appropriate audio back-end.  Hmmm...maybe
> snap-apps can't read environment variables?  Maybe I need to configure some
> env-vars in my snapcraft.yaml file?  I'll try to see how to setup the
> environment (env-vars) for snaps.
>
> Anyhow, I can hear my sound-fx when run on my real system, but not under
> unbuntu core.
>
> Thanks for any ideas you may have,
> --Sp
>
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Re: pulseaudio plug/slot

2016-09-25 Thread Spencer Parkin
Ugh...devmode snaps can't be released on the stable channel.

And the devmode snap is probably accessing the outside environment to solve
the problem anyway, which defeats the purpose.

So I don't know how to solve the problem.  If anyone cares to see my crappy
snap-app, it is at...

https://github.com/spencerparkin/ChineseCheckers.git

Enable sound, then hold ALT+SHIFT while doing a left-click in the window to
test sound.

On Sun, Sep 25, 2016 at 10:27 PM, Spencer Parkin 
wrote:

> So I did two things to resolve this, I'm not sure if one of them was
> necessary, but...
>
> 1) I changed my app command to "env SDL_AUDIODRIVER=pulseaudio
> desktop-launch $SNAP/bin/[myprog]"
> 2) I changed the confinement from strict to devmode.
>
> It's probably the latter that solved the problem.  If the snapcraft
> developers are interested in testing out why audio doesn't work in strict
> mode, they can use my program as an test case, if they cared to.
>
>
> On Sun, Sep 25, 2016 at 6:28 PM, Spencer Parkin 
> wrote:
>
>> Hi,
>>
>> I'm adding sound-fx to my snap-app and am running into the common problem
>> of "it works in my real system, but not in the confined system."  I'm not
>> sure how to trouble-shoot this problem.  I've added the "pulseaudio" plug
>> to my snapcraft.yaml file, "snap interface" reports that my snap-app is
>> using the "pulseaudio" plug, I've tried exporting the
>> "SDL_AUDIODRIVER=pulseaudio" environment variable before running my snap to
>> make sure that I'm using the appropriate audio back-end.  Hmmm...maybe
>> snap-apps can't read environment variables?  Maybe I need to configure some
>> env-vars in my snapcraft.yaml file?  I'll try to see how to setup the
>> environment (env-vars) for snaps.
>>
>> Anyhow, I can hear my sound-fx when run on my real system, but not under
>> unbuntu core.
>>
>> Thanks for any ideas you may have,
>> --Sp
>>
>
>
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Re: pulseaudio plug/slot

2016-09-26 Thread Spencer Parkin
Thanks to Didier, I got my snap app's audio working in strict mode.  I
needed to add the "process-control" plug, probably because my application
needs to spawn an audio-thread for feeding the audio device.

I have a few other app-armor denials that happen, but I'll look at those
later when I get the chance.

Thanks again,
--Sp

On Sun, Sep 25, 2016 at 11:18 PM, Didier Roche  wrote:

> Le 26/09/2016 à 06:27, Spencer Parkin a écrit :
>
> So I did two things to resolve this, I'm not sure if one of them was
> necessary, but...
>
> 1) I changed my app command to "env SDL_AUDIODRIVER=pulseaudio
> desktop-launch $SNAP/bin/[myprog]"
> 2) I changed the confinement from strict to devmode.
>
> It's probably the latter that solved the problem.  If the snapcraft
> developers are interested in testing out why audio doesn't work in strict
> mode, they can use my program as an test case, if they cared to.
>
> Hey Spencer!
>
> Some things you can do to test in strict mode is to tail /var/log/syslog,
> running your program, and check the apparmor denial you probably get when
> acessing to some files/do some calls.
> That would be a great hint for you on debugging this issue, and report a
> bug if a new interface tweak is needed!
>
> Remember that you won't be able to publish on the stable channel if your
> snap is in devmode.
>
> Cheers,
> Didier
>
>
> On Sun, Sep 25, 2016 at 6:28 PM, Spencer Parkin 
> wrote:
>
>> Hi,
>>
>> I'm adding sound-fx to my snap-app and am running into the common problem
>> of "it works in my real system, but not in the confined system."  I'm not
>> sure how to trouble-shoot this problem.  I've added the "pulseaudio" plug
>> to my snapcraft.yaml file, "snap interface" reports that my snap-app is
>> using the "pulseaudio" plug, I've tried exporting the
>> "SDL_AUDIODRIVER=pulseaudio" environment variable before running my snap to
>> make sure that I'm using the appropriate audio back-end.  Hmmm...maybe
>> snap-apps can't read environment variables?  Maybe I need to configure some
>> env-vars in my snapcraft.yaml file?  I'll try to see how to setup the
>> environment (env-vars) for snaps.
>>
>> Anyhow, I can hear my sound-fx when run on my real system, but not under
>> unbuntu core.
>>
>> Thanks for any ideas you may have,
>> --Sp
>>
>
>
>
>
>
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Re: calling cli apps

2016-10-19 Thread Spencer Parkin
Alejandro,

You ask a good question.  As a fellow snap user, I'd like to know the
answer too.  I've asked about invoking other processes from snap-installed
apps before and invoking the user's default browser too, but so far, the
answer I've received from the snap team has been: "we don't have a solution
yet."  I believe it's a hard problem to solve due to the security
constraints of snaps.

My Chinese Checkers snap, for example, wants to invoke other instances of
itself, but currently can't.  It also wants to launch help documentation in
a browser at a given URL, but can't.

--Sp

On Wed, Oct 19, 2016 at 8:41 AM, Alejandro Vera 
wrote:

> Hi everyone
>
> I am doing an internal tool for our office. I want to change our .deb
> packages for snap packages
>
> In our tool I can config a cli "code beautifier" and also a custom browser
> for opening local files.
>
> So, first, what should I do to access other installed command line apps?
> Should I install them in my snap also? I found it a bad solution becouse i
> can only select the installed app
>
> Second. I want to use the default browser to open a file that it is saved
> in the /tmp folder of my snap. Can I do that??/
>
> Sorry for my bad english. Is not my native language :D
>
> --
> Alejandro Vera
> http://www.recicleta.cl
>
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Re: calling cli apps

2016-10-19 Thread Spencer Parkin
$ sudo snap install chiche

The sound was working a few revisions ago, but recently stopped working; I
don't know why.  I'm aware of some bugs that I need to fix, but it works
well-enough for the most part.  I work full time and have a family, so I
don't have time to work on it all that often.

(BTW, "chiche" is short for chinese checkers, and I had no idea at the time
that it's a bad word in the urban dictionary.)

On Wed, Oct 19, 2016 at 9:26 AM, Alejandro Vera 
wrote:

> Well, then I hope someone can help us!! :D
>
> I think is a common problem then.
>
> Can I try your app? what is its name? :D
>
> On Wed, Oct 19, 2016 at 12:20 PM, Spencer Parkin  > wrote:
>
>> Alejandro,
>>
>> You ask a good question.  As a fellow snap user, I'd like to know the
>> answer too.  I've asked about invoking other processes from snap-installed
>> apps before and invoking the user's default browser too, but so far, the
>> answer I've received from the snap team has been: "we don't have a solution
>> yet."  I believe it's a hard problem to solve due to the security
>> constraints of snaps.
>>
>> My Chinese Checkers snap, for example, wants to invoke other instances of
>> itself, but currently can't.  It also wants to launch help documentation in
>> a browser at a given URL, but can't.
>>
>> --Sp
>>
>> On Wed, Oct 19, 2016 at 8:41 AM, Alejandro Vera > > wrote:
>>
>>> Hi everyone
>>>
>>> I am doing an internal tool for our office. I want to change our .deb
>>> packages for snap packages
>>>
>>> In our tool I can config a cli "code beautifier" and also a custom
>>> browser for opening local files.
>>>
>>> So, first, what should I do to access other installed command line apps?
>>> Should I install them in my snap also? I found it a bad solution becouse i
>>> can only select the installed app
>>>
>>> Second. I want to use the default browser to open a file that it is
>>> saved in the /tmp folder of my snap. Can I do that??/
>>>
>>> Sorry for my bad english. Is not my native language :D
>>>
>>> --
>>> Alejandro Vera
>>> http://www.recicleta.cl
>>>
>>> --
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>>>
>>
>
>
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Re: calling cli apps

2016-10-20 Thread Spencer Parkin
Hi,

I would think that the security concerns can be minimized, if not
completely eliminated, by setting up a way to have one snap application
invoke another, possibly itself.  In theory, a snap itself is already
vetted and running in a secure environment.  So what's insecure about one
snap asking the system to invoke another?  Perhaps there are some
constraints on that which need to be had as well.  In any case, my snap
might call some other snap that Ubuntu publishes (that is endowed with
special privileges) that is delegated the responsibility of invoking
processes outside the secure environment, such as a browser.

I don't know; I'm just brain-storming.  Obviously I don't know enough about
the snap technology to talk about it intelligently.

I still need to get a grip on the plugs and slots.

On Thu, Oct 20, 2016 at 1:00 AM, Mark Shuttleworth  wrote:

>
> This is an active discussion for us at the moment, I think we will have
> a solution for you soon.
>
> Mark
>
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ANN: symgrpmad

2016-10-31 Thread Spencer Parkin
FWIW, I just published a new snap...

sudo snap install symgrpmad

If you have a moment, let me know what you think.

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Re: Snaps to invoke external processes

2016-11-21 Thread Spencer Parkin
It's a miracle!  It works!  Now, for the first time ever, my users (all 0
of them) can reach the help page by clicking on "help" from within the
app!  Thanks, Didier.  You're a real pal.

On Mon, Nov 21, 2016 at 12:08 AM, Didier Roche  wrote:

> Le 21/11/2016 à 04:26, Spencer a écrit :
> > It's been a few weeks now, but last I heard, the snapcraft team was or
> did a sprint to address current limitations snaps have regarding the
> invocation of external processes.  Specifically, it would be nice to launch
> the user's default browser with a URL, or let a snap invoke another
> instance of itself.  What's the status on this?
> >
> Hey Spencer,
>
> Default browser should works for some months already if your application
> (or toolkit, like Qt does) invoke the xdg-open to open the url. This is
> then transmitted via dbus to an external process on your classic system
> which then issues the real xdg-open command.
> For the others, there are been indeed multiple discussions on this at
> multiple places (here, on the bug report…), but no action or firm
> decision. I'm CCing Gustavo as he was the one against a more generic
> intermediate solutions.
>
> Cheers,
> Didier
>
>
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Re: Snaps to invoke external processes

2016-11-21 Thread Spencer Parkin
Well, actually, not unless the customer also installs snapd-xdg-open.  Why
is it an add-on?  Why not just make it part of snapd?

On Mon, Nov 21, 2016 at 9:09 PM, Spencer Parkin 
wrote:

> It's a miracle!  It works!  Now, for the first time ever, my users (all 0
> of them) can reach the help page by clicking on "help" from within the
> app!  Thanks, Didier.  You're a real pal.
>
> On Mon, Nov 21, 2016 at 12:08 AM, Didier Roche 
> wrote:
>
>> Le 21/11/2016 à 04:26, Spencer a écrit :
>> > It's been a few weeks now, but last I heard, the snapcraft team was or
>> did a sprint to address current limitations snaps have regarding the
>> invocation of external processes.  Specifically, it would be nice to launch
>> the user's default browser with a URL, or let a snap invoke another
>> instance of itself.  What's the status on this?
>> >
>> Hey Spencer,
>>
>> Default browser should works for some months already if your application
>> (or toolkit, like Qt does) invoke the xdg-open to open the url. This is
>> then transmitted via dbus to an external process on your classic system
>> which then issues the real xdg-open command.
>> For the others, there are been indeed multiple discussions on this at
>> multiple places (here, on the bug report…), but no action or firm
>> decision. I'm CCing Gustavo as he was the one against a more generic
>> intermediate solutions.
>>
>> Cheers,
>> Didier
>>
>>
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Re: Announcing Snaplint

2016-12-08 Thread Spencer Parkin
Ha!  :)  Yeah, I guess it would, though I have no idea what dogfooding run
means.

GPL purports to be free, but it's not.  If a piece of software was free,
you could encorporate it into your own software that you need to be
proprietary.  So many times I find something I think is great and I want to
use it but...oh...crap...it's GPL; can't use it.  In other words, GPL is a
pain for in-house development, and it's an infectious license that spreads
from one GPL project to another.  If I want to use GPL software, I have to
use the GPL license, if my understanding is correct.



On Thu, Dec 8, 2016 at 9:29 PM, Scott Sweeny 
wrote:

> That would make for an interesting dogfooding run since the tool
> itself is GPL-3 :-)
>
> ~S
>
> On Thu, Dec 08, 2016 at 07:42:36PM -0700, Spencer wrote:
> > Uh...but if I use your tool, then I can't claim ignorance when I'm
> getting sued for copyright violations.
> >
> > Seriously, though, I hate all the legal crap licensing causes in the
> development world.  Your tool could make life a lot easier in that regard,
> which is nice.
> >
> > BTW, the GPL is the worst license ever.  Your lint tool should flag its
> use as a fatal error.
> >
> > > On Dec 8, 2016, at 2:44 PM, Scott Sweeny 
> wrote:
> > >
> > > Hi all,
> > >
> > > I'm writing to announce a tool I've been working on to encode best
> > > practices for snapping software. Inspired by utilities like lintian
> I've
> > > decided to name it 'snaplint'. At this point I'd like some wider
> > > feedback as I try to make it more useful.
> > >
> > > Right now you can run snaplint against your snapcraft project directory
> > > and it will scan the prime subdirectory for the following things:
> > >
> > > * copyright (basically that you included usr/share/doc/*copyright* for
> > > any stage-packages
> > > * developer cruft (things like header and object files or static libs
> > > that might have made their way into your snap)
> > > * libraries (examine the ELF files in your snap and look for libraries
> > > which aren't used)
> > >
> > > The next things I'm planning on adding are:
> > > * checking for copyright info from apps/parts themselves.
> > > * checking for mixing of incompatible licenses
> > >
> > > I would love to hear suggestions from you on further improvements.
> > >
> > > You can find the source at https://github.com/ssweeny/snaplint
> > >
> > > And, of course you can try it on your own machine with
> > >
> > >$ snap install snaplint
> > >$ snaplint 
> > >
> > > Cheers,
> > > ~Scott
> > >
> > > --
> > > Snapcraft mailing list
> > > Snapcraft@lists.snapcraft.io
> > > Modify settings or unsubscribe at: https://lists.ubuntu.com/
> mailman/listinfo/snapcraft
> >
> > --
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> > Snapcraft@lists.snapcraft.io
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Re: Snapping with scons

2017-01-16 Thread Spencer Parkin
Okay, maybe no one knew what I was taking about.  In any case, for the
record, I've resolved the issue by using relative paths in my SConstruct
file that would only work during snapping.  This doesn't cause an issue
with normal development, because I also include relative paths (include
paths and lib paths) that would only work in that context.  Extraneous
paths in either context is fine.

What I figured is that, like the "DESTDIR" variable provided by the scons
plugin, there would be similar environment variables setup that SConstruct
and other make-type files could use to be able to locate dependency parts
that have already been built during the snapping process.  But maybe my
solution is above reasonable?  It doesn't seem all that clean to me.

By the way, the documentation at...

http://snapcraft.io/docs/reference/plugins/scons

...is pretty bad.  If someone pointed me in the right direction, I could at
least add what I know from looking at the plugin's Python code.

Sincerely yours,
The worst snapcrafter on the list.

On Mon, Jan 16, 2017 at 12:07 AM, Spencer  wrote:

> Hi.  I have a project with 2 dependencies so I need 3 parts in my yaml
> file.  The dependencies install correctly during snapping, but when my
> program starts to compile, it can't locate the header files for the library
> dependencies.  There is no mystery here as to why that is the case.  My
> question, however, is: what do I put in my scons file so that I can locate
> the header files during snapping?  I've been looking at the snapcraft
> python code, but I can't seem to find out what, if any, additional
> environment variables there may be setup for me to use in my scons file so
> that I can locate headers and libraries.  Is there a different way to go
> about it?
>
> Thanks.
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[announce] twistypuzzle snap

2017-01-17 Thread Spencer Parkin
Hi,

I've just uploaded to beta channel my new snap: twistypuzzle.  Unlike
"rubecube," one of my other snaps, this one can simulate a variety of
twisty puzzles.  My main motivation is the technical challenge such a
program represents.

There are still some bugs that must be resolved before releasing to the
stable channel, but in the mean time, I'd be curious to know what anyone
thinks about it.  I think it's a cool idea, but hey, maybe it's not.

Out of curiosity, is there a way to monetize a snap?  I see a "buy" option
in the snap command, and I see a "price" field on the Ubuntu Apps web-page
for my snap, but I can't seem to find any information about how to
configure these for a snap.  I don't think my snaps are worth anything, and
I want people to actually use them (so I want them to be free), but it
would be interesting to know how or if this can be done.

Thanks,
--Sp
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Re: [announce] twistypuzzle snap

2017-01-18 Thread Spencer Parkin
Thank you for the bug report and the feedback!  I think I know how to fix
that bug.

The .yaml file is here...

https://github.com/spencerparkin/TwistyPuzzle/blob/stable-release/Snap/snapcraft.yaml

Compared to Microsoft's "snapping process," Ubuntu snaps are infinitely
better.  I have actually never successfully gotten through Microsoft's
process.

On Wed, Jan 18, 2017 at 1:52 AM, Jamie Bennett 
wrote:

> Great work Spencer. I presume your project is hosted on GitHub at:
>
>   * https://github.com/spencerparkin/TwistyPuzzle
>
> I don't see a snapcraft.yaml file there so I would be interested in
> what it looks like and how you found the whole process.
>
> After playing with it briefly I have filed the following bug.
>   * https://github.com/spencerparkin/TwistyPuzzle/issues/1
>
> Regards,
> Jamie.
>
> On Wed, Jan 18, 2017 at 6:39 AM, Spencer Parkin
>  wrote:
> > Hi,
> >
> > I've just uploaded to beta channel my new snap: twistypuzzle.  Unlike
> > "rubecube," one of my other snaps, this one can simulate a variety of
> twisty
> > puzzles.  My main motivation is the technical challenge such a program
> > represents.
> >
> > There are still some bugs that must be resolved before releasing to the
> > stable channel, but in the mean time, I'd be curious to know what anyone
> > thinks about it.  I think it's a cool idea, but hey, maybe it's not.
> >
> > Out of curiosity, is there a way to monetize a snap?  I see a "buy"
> option
> > in the snap command, and I see a "price" field on the Ubuntu Apps
> web-page
> > for my snap, but I can't seem to find any information about how to
> configure
> > these for a snap.  I don't think my snaps are worth anything, and I want
> > people to actually use them (so I want them to be free), but it would be
> > interesting to know how or if this can be done.
> >
> > Thanks,
> > --Sp
> >
> > --
> > Snapcraft mailing list
> > Snapcraft@lists.snapcraft.io
> > Modify settings or unsubscribe at:
> > https://lists.ubuntu.com/mailman/listinfo/snapcraft
> >
>
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glGetUniformLocation fails in confinement mode

2017-01-29 Thread Spencer Parkin
Hi,

I have a program that has successfully snapped and run in confinement mode,
but then I added a pixel and vertex shader which works when run on my
classic system, but not in strict confinement as a snap.  I've tried to
narrow down the earliest fail point, and I believe it is at the point where
I'm calling glGetUniformFromLocation.  This is returning -1 in confinement
mode.  I'm able to read, compile and link my shader program, and bind it,
but the first call to glGetUniformFromLocation fails.  Is OpenGL being
denied read-access to a portion of protected memory?  If so, it certainly
would fail to write there as well with a call to glUniform3f, for example.

I've tried hooking up the snappy-debug's log-observe plug to that of ubuntu
core's, then running the scanlog, but the only app-armer denial I get is, I
believe, unrelated to the problem.  In any case, I will give it here...

Log: apparmer="DENIED" operation="open"
profile="snap.twistypuzzle.twistypuzzle"
name="/usr/share/glib-2.0/schemas/" pid=23593 comm="desktop-launch"
request_mask="r" denied_mask="r" fsuid=1000 ouid=0
File: /usr/share/glib-2.0/schemas/ (read)

Hmmm.  After looking up "glib" on the internet, perhaps this is the
problem?  It seems like a generic low-level library that OpenGL extensions
may be built upon.

I have uploaded my snap on the release channel despite this error.  You can
take a look at it using...

sudo snap install twistypuzzle

Thanks for any help or ideas anyone is able to provide in trying to
trouble-shoot this problem.  I have no idea how to go further with this for
now.

My code can be found here...
https://github.com/spencerparkin/TwistyPuzzle

Thanks,
--Spencer
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[SPAM] snapping with Qt vs. wx

2017-01-30 Thread Spencer Parkin
Hi,

I was just curious what people's preferences were for snaps: Qt or wx?  I
believe Qt has support for mobile devices, but I don't think wxWidgets
does.  Other than that, should I switch over to using Qt?  I've been a
wxWidgets guy for a long time, and I'm a big fan of it.  What do you
think?  Is there something better than either?

I've never written a mobile app, but if I did, I might look into the Ubuntu
phone platform.  I own an iPhone, though.  Is Ubuntu phone better?

--Spencer
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Reject snaps that are identical to previous revision?

2017-02-05 Thread Spencer Parkin
So, I'm sure it comes as no surprise to the readers of this mailing list
that I am a complete moron; and as further evidence of that, I recently
uploaded a "new" snap that was actually identical to the revision I already
had released to my victu...I mean, customers.  Does it seem reasonable for
the automated snap vetting process to reject the snap or at least warn me
about it in the event that it hashes to the exact same hash as that of the
previous release?  It's just an idea that I thought I might throw out
there.  Cheers.  Beers.  And chocolate.
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desktop-gtk3

2017-03-30 Thread Spencer Parkin
Here is my current .yaml file...

name: twistypuzzle
version: "1.0"
summary: A 3D simulator for a variety of twisty puzzles.
description: Blah...
confinement: strict

apps:
  twistypuzzle:
command: env UBUNTU_MENUPROXY=0 desktop-launch $SNAP/bin/TwistyPuzzle
plugs: [home, x11, unity7, opengl]

parts:
  twistypuzzle:
plugin: scons
source: https://github.com/spencerparkin/TwistyPuzzle.git
source-branch: stable-release
after:
  - desktop-gtk3
  - fontsystem
  - 3dmath
  - permutationgroup
  - rapidjson

  fontsystem:
plugin: scons
source: https://github.com/spencerparkin/FontSystem.git
source-branch: master

  3dmath:
plugin: scons
source: https://github.com/spencerparkin/3DMath.git
source-branch: master

  permutationgroup:
plugin: scons
source: https://github.com/spencerparkin/PermutationGroup.git
source-branch: master

  rapidjson:
plugin: dump
source: https://github.com/miloyip/rapidjson.git
source-branch: master

I am getting an error when I try to snapcraft this .yaml file.  It's
complaining about the "desktop-gtk3" line, and saying that there is a
syntax error here.  I don't have the exact error message with me at the
moment.  I can reply with that tonight.  The error, as I recall, said that
it expected something after the part.  Does anyone have any ideas as to
what might be wrong with this .yaml file?  If I remove the "desktop-gtk3"
line, then the snap will build just fine, but it won't be valid, because
there won't be any GTK3 support.

Thanks,
  --Spencer
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Re: desktop-gtk3

2017-03-30 Thread Spencer Parkin
Take a look at the following .yaml file.

https://github.com/ubuntu/snapcraft-desktop-helpers/blob/master/demos/gtk3/snapcraft.yaml

Notice the following line in it...

after: [desktop-gtk3]

That's the line I need, and the line I've used most often in my git
history, but it doesn't work anymore.  When I'm back on my linux box this
evening, I can give more information.

I wonder if something has changed with an update of snapcraft.

On Thu, Mar 30, 2017 at 11:05 AM, José Pekkarinen <
jose.pekkari...@canonical.com> wrote:

> On Thursday 30 March 2017 11:01:02 Spencer Parkin wrote:
>
> > Yes, that's the complete file. See, here's the thing. My program has been
>
> > correctly snapping with "desktop-gtk3" in there fore quite some time.
> It's
>
> > only recently that it's stopped working. I've looked in my git history to
>
> > see if maybe I've broken something, but that's how it's always been.
>
> >
>
>
>
> Reading your file what I thing you might want to do is this:
>
>
>
> ...
>
> parts:
>
> twistypuzzle:
>
> plugin: scons
>
> source: https://github.com/spencerparkin/TwistyPuzzle.git
>
> source-branch: stable-release
>
> build-packages:
>
> - 
>
> after:
>
> - desktop-gtk3
>
> - fontsystem
>
> - 3dmath
>
> - permutationgroup
>
> - rapidjson
>
> ...
>
>
>
> Let me know if I'm wrong on this assumption.
>
>
>
> Best regards.
>
>
>
> José.
>
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Re: desktop-gtk3

2017-03-30 Thread Spencer Parkin
That just adds a deprecation warning (if I add the '/', I mean.)  It says,
"DEPRECATED: Found a "/" in the name of the 'desktiop/gtk3' part"

Here's the major error I'm getting...

"Issue while loading plugin: properties failed to load for desktop-gtk3:
Additional properties are not allowed ('prime' was unexpected)"

I'm punting on this for now (i.e., giving up), but if anyone has any ideas,
please let me know.  Thanks.

On Thu, Mar 30, 2017 at 11:21 AM, José Pekkarinen <
jose.pekkari...@canonical.com> wrote:

>
>
> Did you tried [desktop/gtk3]?
>
>
>
> $ snapcraft search
>
> ...
>
> desktop-gtk3   Helpers for gtk2, gtk3, qt4 and qt5 or
> glib minimal launchers.
> ...
>
> desktop/gtk3   Helpers for gtk2, gtk3, qt4 and qt5 or
> glib minimal launchers.
> ...
>
>
>
> Best regards.
>
>
>
> José.
>
>
>
> On Thursday 30 March 2017 11:09:00 Spencer Parkin wrote:
>
> > Take a look at the following .yaml file.
>
> >
>
> > https://github.com/ubuntu/snapcraft-desktop-helpers/
> blob/master/demos/gtk3/s
>
> > napcraft.yaml
>
> >
>
> > Notice the following line in it...
>
> >
>
> > after: [desktop-gtk3]
>
> >
>
> > That's the line I need, and the line I've used most often in my git
>
> > history, but it doesn't work anymore. When I'm back on my linux box this
>
> > evening, I can give more information.
>
> >
>
> > I wonder if something has changed with an update of snapcraft.
>
> >
>
> > On Thu, Mar 30, 2017 at 11:05 AM, José Pekkarinen <
>
> >
>
> > jose.pekkari...@canonical.com> wrote:
>
> > > On Thursday 30 March 2017 11:01:02 Spencer Parkin wrote:
>
> > > > Yes, that's the complete file. See, here's the thing. My program has
>
> > > > been
>
> > > >
>
> > > > correctly snapping with "desktop-gtk3" in there fore quite some time.
>
> > >
>
> > > It's
>
> > >
>
> > > > only recently that it's stopped working. I've looked in my git
> history
>
> > > > to
>
> > > >
>
> > > > see if maybe I've broken something, but that's how it's always been.
>
> > >
>
> > > Reading your file what I thing you might want to do is this:
>
> > >
>
> > >
>
> > >
>
> > > ...
>
> > >
>
> > > parts:
>
> > >
>
> > > twistypuzzle:
>
> > >
>
> > > plugin: scons
>
> > >
>
> > > source: https://github.com/spencerparkin/TwistyPuzzle.git
>
> > >
>
> > > source-branch: stable-release
>
> > >
>
> > > build-packages:
>
> > >
>
> > > - 
>
> > >
>
> > > after:
>
> > >
>
> > > - desktop-gtk3
>
> > >
>
> > > - fontsystem
>
> > >
>
> > > - 3dmath
>
> > >
>
> > > - permutationgroup
>
> > >
>
> > > - rapidjson
>
> > >
>
> > > ...
>
> > >
>
> > >
>
> > >
>
> > > Let me know if I'm wrong on this assumption.
>
> > >
>
> > >
>
> > >
>
> > > Best regards.
>
> > >
>
> > >
>
> > >
>
> > > José.
>
>
>
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Re: desktop-gtk3

2017-03-31 Thread Spencer Parkin
Thanks, Didier.  I was on 2.19 of snapcraft.  Apparently I was way out of
date.  Now it is working again, and you can all bask in the glory of my
latest release to be uploaded shortly.

BTW, I have some snaps that I've uploaded and published, but their total
peices of garbage.  I can unpublish them from the website, but is there a
way to delete them altogether?

On Fri, Mar 31, 2017 at 1:06 AM, Didier Roche  wrote:

> Le 31/03/2017 à 05:55, Spencer Parkin a écrit :
>
>> That just adds a deprecation warning (if I add the '/', I mean.)  It says,
>> "DEPRECATED: Found a "/" in the name of the 'desktiop/gtk3' part"
>>
>> Here's the major error I'm getting...
>>
>> "Issue while loading plugin: properties failed to load for desktop-gtk3:
>> Additional properties are not allowed ('prime' was unexpected)"
>>
>> I'm punting on this for now (i.e., giving up), but if anyone has any
>> ideas,
>> please let me know.  Thanks.
>>
>
> Check that the indentation is correct and you didn't change spaces with
> tabs or so on.
> I just copied your snapcraft.yaml and don't have any problem here.
> $ snapcraft --version
> 2.28
>
> Didier
>
>
>> On Thu, Mar 30, 2017 at 11:21 AM, José Pekkarinen <
>> jose.pekkari...@canonical.com> wrote:
>>
>>
>>> Did you tried [desktop/gtk3]?
>>>
>>>
>>>
>>> $ snapcraft search
>>>
>>> ...
>>>
>>> desktop-gtk3       Helpers for gtk2, gtk3, qt4 and qt5 or
>>> glib minimal launchers.
>>> ...
>>>
>>> desktop/gtk3   Helpers for gtk2, gtk3, qt4 and qt5 or
>>> glib minimal launchers.
>>> ...
>>>
>>>
>>>
>>> Best regards.
>>>
>>>
>>>
>>> José.
>>>
>>>
>>>
>>> On Thursday 30 March 2017 11:09:00 Spencer Parkin wrote:
>>>
>>> Take a look at the following .yaml file.
>>>> https://github.com/ubuntu/snapcraft-desktop-helpers/
>>>>
>>> blob/master/demos/gtk3/s
>>>
>>> napcraft.yaml
>>>> Notice the following line in it...
>>>> after: [desktop-gtk3]
>>>> That's the line I need, and the line I've used most often in my git
>>>> history, but it doesn't work anymore. When I'm back on my linux box this
>>>> evening, I can give more information.
>>>> I wonder if something has changed with an update of snapcraft.
>>>> On Thu, Mar 30, 2017 at 11:05 AM, José Pekkarinen <
>>>> jose.pekkari...@canonical.com> wrote:
>>>>
>>>>> On Thursday 30 March 2017 11:01:02 Spencer Parkin wrote:
>>>>>
>>>>>> Yes, that's the complete file. See, here's the thing. My program has
>>>>>> been
>>>>>> correctly snapping with "desktop-gtk3" in there fore quite some time.
>>>>>>
>>>>> It's
>>>>>
>>>>>> only recently that it's stopped working. I've looked in my git
>>>>>>
>>>>> history
>>>
>>> to
>>>>>> see if maybe I've broken something, but that's how it's always been.
>>>>>>
>>>>> Reading your file what I thing you might want to do is this:
>>>>> ...
>>>>> parts:
>>>>> twistypuzzle:
>>>>> plugin: scons
>>>>> source: https://github.com/spencerparkin/TwistyPuzzle.git
>>>>> source-branch: stable-release
>>>>> build-packages:
>>>>> - 
>>>>> after:
>>>>> - desktop-gtk3
>>>>> - fontsystem
>>>>> - 3dmath
>>>>> - permutationgroup
>>>>> - rapidjson
>>>>> ...
>>>>> Let me know if I'm wrong on this assumption.
>>>>> Best regards.
>>>>> José.
>>>>>
>>>>
>>>
>>>
>
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explicit priming

2017-03-31 Thread Spencer Parkin
Hi,

My snapcraft.yaml file...

https://github.com/spencerparkin/TwistyPuzzle/blob/stable-release/Snap/snapcraft.yaml

...as you can see, has a new "prime:" section in it.  This wasn't needed in
all my earlier snappings, but to finally get my program snapping correctly
again, I've had to explicitly add some things in there.  I suppose that
snapcraft may not be detecting the "libmir*.so*" files as dependencies.  Is
this a bug in snapcraft?  Why did I need to explicitly add my executable
files and my "Data" directory?  Are these no longer automatically added if
you start to explicitly prime things?

Thanks.  Clearly I'm an novice snap crafter.

BTW, how is the snap/snapcraft project coming along?  Is it doing well,
poor?  Is it catching on?  Is it the ultimate in package technology!?

Thanks,
--Spencer
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