What about reversing through the list?
for val in reversed(myList):
if check(val):
myList.remove(val)
The way it works is that reversed returns an iterator that doesn't copy
from your list, but handles changes in the list correctly for you. So its
both memory and time efficient (one p
Document Object Model
Its the conceptual model HTML and Javascript(in browsers) use for
manipulating elements. Its also the concept that lies behind the
organization of XML documents.
-Tyler
On Fri, May 28, 2010 at 7:49 AM, B W wrote:
> It reads that way, yes. The author mentions DOM. What is
It doesn't quite support python yet:
http://code.google.com/p/nativeclient/wiki/NaClGlibc
They're still working on compiling glibc which is a core dependency of
Python.
On Wed, May 26, 2010 at 3:47 AM, thomas wrote:
> hi,
>
> another "pygame on the web" post... :)
>
> has anyone looked into goo
on the line m=movie.Movie("gsdsjgsdj")
>
> and then on the line m = movie.Movie(filename)
>
>
> On 05/10/2010 11:21 AM, Tyler Laing wrote:
>
> Oh wait. Have you changed the filename in __movie_test.py to a valid
> moviefile?
>
> -Tyler
>
> 2010/5/10 Tyl
Oh wait. Have you changed the filename in __movie_test.py to a valid
moviefile?
-Tyler
2010/5/10 Tyler Laing
> Could you please comment out lines in __movie_test.py so we can figure out
> which init this error is happening on?
>
> -Tyler
>
> 2010/5/10 Bram Cymet
>
>
eived signal SIGSEGV, Segmentation fault.
> 0x7fffea37c63e in _movie_init (self=0xbe3cb0, args= out>,
> kwds=) at src/gmovie.c:89
> 89if(surf && PySurface_Check(surf))
>
> Any idea what could be messing up?
>
>
> On 05/10/2010 10:19 AM, Tyler Laing wrote:
game 1.9? Is it still the old
>> one using smpeg or had it been updated to use ffmpeg?
>>
>> Thanks,
>>
>> --
>> Bram Cymet
>> Software Developer
>> Canadian Bank Note Co. Ltd.
>> Cell: 613-608-9752
>>
>>
>>
>
>
>
all).
> >
> > I would also not like to use a screencapture/recording software; I want
> the
> > sound and image quality to be perfect (not recorded again).
> >
> > Ian
> >
>
--
Tyler Laing
Online Editor
The Phoenix Newspaper
(1) 250 863-4869
University of British Columbia - Okanagan
University Way
Kelowna, BC UNC 109
Student Services Building
udio) in my pygame
>> window.
>> Seeing as the movie playing in pygame apparently doesn't work on
>> latest windows I'd like a recommendation on what to use for Windows
>> Python 2.6 that would also work with BSD and optionally Linux too.
>>
> The movie
Oh another critical bug: a lack of subtitle support! (Well, critical to me)
-Tyler
On Sun, Mar 7, 2010 at 7:46 AM, Tyler Laing wrote:
> Hello all!
>
> So I am applying again this year, to properly finish my project last year.
>
> The movie module was largely finished in l
you in advance,
--
Tyler Laing
Science and Tech Editor
The Phoenix Newspaper
(1) 250 863-4869
University of British Columbia - Okanagan
University Way
Kelowna, BC UNC 109
Student Services Building
r than the
> old one and, being in Django, would seem to be a huge step forward.
>
> What's the issue?
>
> Is there some reason that a better web site would not be better?
>
> S
>
>
>
>
--
Tyler Laing
Science and Tech Editor
The Phoenix Newspaper
(1) 250
Theres another neat work around someone else found, which is to use the
pygstreamer wrapper. It apparently works fairly good.
-Tyler
On Fri, Oct 9, 2009 at 2:26 AM, René Dudfield wrote:
> Hi,
>
> unfortunately the movie module is not very good :(
>
> This is one of the reasons why there is a ne
Nevermind, if you add a slight delay after the stop command in test_stop,
then the tests work.
I'll be committing an updated unit test later today.
On Sat, Oct 3, 2009 at 9:48 AM, Tyler Laing wrote:
> Yeah, I turned off the pygame.quit already. Hmm, then maybe more time is
> neede
I'll fix that, and then commit.
-Tyler
On Sat, Oct 3, 2009 at 9:29 AM, Lenard Lindstrom wrote:
> Hi Tyler,
>
> Tyler Laing wrote:
>
>> Part of the issue is that the movie isn't cleaning up properly after
>> itself. The threads do take a miniscule amount of
I'm also noticing in the debugging that it seems that the unittest framework
runs the methods in parallel? Is this right?
On Sat, Oct 3, 2009 at 8:55 AM, Tyler Laing wrote:
> Nevermind, now I am.
>
> On Sat, Oct 3, 2009 at 8:54 AM, Tyler Laing wrote:
>
>> Hmm, not seeing
ogram so print statements work.
>
> python test/_movie_test.py
>
> Lenard
>
>
> Tyler Laing wrote:
>
>> Okay I've commited a revision, with a new MovieInfo object, which allows
>> the programmers to handle any kind of movie, if its loadable, and do some
&
Nevermind, now I am.
On Sat, Oct 3, 2009 at 8:54 AM, Tyler Laing wrote:
> Hmm, not seeing the same issue here Lenard, sorry. What kind of movie file
> are you using? (Sorry been busy with midterms and assignments. I have a free
> weekend now, aside from errands.)
>
>
> On Tue,
A user reported some issues with joystick.c's printfs, for their game. So I
wrapped them with an #ifdef DEBUG statement for the time being until they
are no longer needed, in revision 2652.
-Tyler
--
Visit my blog at http://oddco.ca/zeroth/zblog
Over in China, its Teachers Day, so I'm going to take this opportunity to
thank my mentors during GSoC both for putting up with my many questions, but
also for providing great answers, and good discussions. I really appreciate
all the effort all of you went to.
-Tyler
--
Visit my blog at http://
I think this may be the clue:
http://www.pygame.org/docs/ref/sprite.html#Group.sprites
I think in Python2.6 and later, it will grab an Iterator, rather than a
list... I'm not sure. Try doing lst = enemiesGroup.sprites(), then
random.choice(lst)
On Wed, Aug 26, 2009 at 6:54 PM, Yanom Mobis wrote
g curly
> braces with 'if' :) Hopefully this helps.
>
>
> Jussi Toivola
>
>
>
> 2009/8/22 Tyler Laing :
> > "tstate mix-up". I've looked, and there are no Python calls done without
> > having the GIL. Like I said, its an ext
; Is it always a "tstate mix-up". If so, then it is likely a threading
> problem. Absolutely no Python api calls should be made while the GIL is
> released. If not then probably a memory problem.
>
> Lenard
>
> Tyler Laing wrote:
>
>> Yeah I know about that. Its b
ion.
> Fatal Python error: ceval: tstate mix-up
> Aborted
>
> I was playing an .flv file, so maybe that had something to do with it.
>
> Lenard
>
> Tyler Laing wrote:
>
>> Fixed that, sorry. I should have done an else, but I did an endif >.>
>>
lt on Apr 28 2009 02:12:01, gcc: 4.3.2
>
> Though ffmpeg is statically linked I assume it use the same library
> versions as the share libraries.
>
> Lenard
>
> Tyler Laing wrote:
>
>> And I've now committed a fix for throwing exceptions if the surface given
&g
And I've now committed a fix for throwing exceptions if the surface given
has the wrong aspect ratio.
-Tyler
On Thu, Aug 20, 2009 at 9:46 AM, Tyler Laing wrote:
> I have this fixed, with it committed in revision 2628. I have a custom
> Dependency class that adds extra directo
PM, Lenard Lindstrom wrote:
> Hi,
>
> No, I don't see any Debian specific predefined compiler macros. ffmpeg
> library information is available through pkg-config.
>
> Lenard
>
> Tyler Laing wrote:
>
>> Does debian have a unique compile time flag I can use?
&
> On Tue, Aug 18, 2009 at 5:11 PM, Tyler Laing wrote:
> > It could be. That, however, increases the coupling between the sound
> > subsystem and the movie module. If you want me to, I will, but I would
> need
> > to consider how best to make sure the sound subsystem can be
/www3.telus.net/len_l/pygame/experimental/ffmpeg.zip
>
> md5sum: 14ec6b7765d5b32ea0f60b42cb437439
>
> I will also update the Setup_Win.in in the trunk. The extra ffmpeg
> information shouldn't affect anything else.
>
> Lenard
>
> Tyler Laing wrote:
>
>> Yeah, some
peg/libavformat/avformat.h. This may be a quirk of the
> Debian dev package and not the general case.
>
> Lenard
>
> Tyler Laing wrote:
>
>> You don't have -l/usr/include actually. What I will do is add to the
>> directories searched, for the specific libraries to sea
would say just get it working properly with Unix. The
>> Windows linkages can be worked on later.
>>
>> Lenard
>>
>> Tyler Laing wrote:
>>
>>> Thanks Lenard,
>>>
>>> I have it compiling and linking and everything. However, the windows and
&g
You don't have -l/usr/include actually. What I will do is add to the
directories searched, for the specific libraries to search in
/usr/include/ffmpeg && /usr/include/ for if people
install from source. Does that sound like a good solution?
-Tyler
On Tue, Aug 18, 2009 at 9:03 AM, Lenard Lindstrom
e, Aug 18, 2009 at 8:49 AM, René Dudfield wrote:
> On Tue, Aug 18, 2009 at 4:22 PM, Tyler Laing wrote:
> > Running at the same time? No. Unless there is a way to have multiple
> > separate SDL screens. Even then, it will be an issue as there is a global
> > struct use
Dudfield wrote:
> On Tue, Aug 18, 2009 at 3:41 PM, Tyler Laing wrote:
> > Thanks Rene, Lenard. I've committed a fix for the compile issues you sent
> me
> > lenard, it should work now, but let me know if it doesn't.
> >
> > Rene, is the movie test set to i
t only run on linux so far, with the
> test/_movie_tags.py file.
>
> Just a note if you're testing on non-linux platforms and the tests
> don't appear to run anymore.
>
>
> cheers,
>
>
> On Mon, Aug 17, 2009 at 11:54 PM, Tyler Laing wrote:
> > strange, I
ffmpeg library headers under lib/ffmpeg. There
>> is no lib/libavformat and such. And there is no ffmpeg-config or
>> avformat-config to discover were the headers are. I don't know how best to
>> handle this. I suppose -I/usr/lib/ffmpeg -I/usr/lib/libavformat flags can be
>> a
What I forgot to say is, let me know, I will be beginning a merge at 2 pm.
-Tyler
On Sun, Aug 16, 2009 at 12:53 PM, Tyler Laing wrote:
> I will be beginning the process of merging the movie module branch into the
> main branch.
>
> As it stands, the ffmpeg movie backend compi
I will be beginning the process of merging the movie module branch into the
main branch.
As it stands, the ffmpeg movie backend compiles. The vlc backend isn't quite
feature complete, and doesn't work with older vlc's unfortunately.
I would say that the nmovie module is only at a alpha stage, and
uot; I will
> give you an undated version and also add it to prebuilt-template in your
> branch.
>
> Lenard
>
>
> Tyler Laing wrote:
>
>> Unfortunately, I get an error when I execute my module, that says
>> basically
>>
>> "Compiler did not align s
just like any other GSoC students
> who merge back new modules into trunk; if the movie module is already
> present, I'll fix it up myself. ^^
>
> Hook me up on IRC or mail if you find any issues.
>
> Cheers,
> Vicent Martí
> http://www.bellverde.org
>
>
>
&
This is in trunk/docs right?
-Tyler
On Thu, Aug 13, 2009 at 3:18 PM, Lenard Lindstrom wrote:
> Vicent Marti wrote:
>
>> Hello there fine gentlemen,
>>
>> I know you are all going to hate this, but I've had to do some minor
>> changes to the documentation system on my GSoC branch for the FreeTyp
Thanks, that will help. :)
On Fri, Aug 14, 2009 at 10:58 AM, René Dudfield wrote:
> hi,
>
> you can call eg pygame.display.quit()
>
>
>
> On Fri, Aug 14, 2009 at 7:44 PM, Tyler Laing wrote:
> > Hello all,
> >
> > I'm wondering how I would make the w
Hello all,
I'm wondering how I would make the window that pops up from
sdl_setvideomode, go away, for example when I stop a playing video?
-Tyler
--
Visit my blog at http://oddco.ca/zeroth/zblog
t think we will have windows functionality for the module just
yet, unfortunately. *sighs*
-Tyler
On Thu, Aug 13, 2009 at 11:17 AM, Tyler Laing wrote:
> I finally got it working. It was dependent on the order of the libraries,
> as well as two extra libraries, winsock and zlib. How would
I finally got it working. It was dependent on the order of the libraries, as
well as two extra libraries, winsock and zlib. How would I go about adding
these flags only for windows compilation?
-Tyler
On Wed, Aug 12, 2009 at 11:00 PM, Lenard Lindstrom wrote:
> Tyler Laing wrote:
>
>
On Wed, Aug 12, 2009 at 6:25 PM, Lenard Lindstrom wrote:
> Hi Tyler,
>
> Ignore config_win.py. It is for using the prebuilts and stuff compiled with
> Visual C++. Visual C++ prebuilt compilation has not been maintained for
> awhile and is moot anyway since ffmpeg is not designed to compile with i
file
> finds headers and libraries correctly.
>
> -Tyler
>
>
> On Wed, Aug 12, 2009 at 1:14 PM, Tyler Laing wrote:
>
>> Oddly enough, I've already compiled ffmpeg, and its... weird, yeah. I'll
>> try recompiling the ffmpeg libraries again. Hmm, if all
x27;t find them. I've been trying to decipher exactly what
config_win.py does, and have a bit of a better understanding. But I still
don't get exactly what I'm supposed to add there, such that the config file
finds headers and libraries correctly.
-Tyler
On Wed, Aug 12, 2009
11 PM, René Dudfield wrote:
> cool, it's a whole bunch of missing symbols.
>
> So you need to find out where those symbols should be defined, and to
> link in the libraries that find them.
>
> Is this compiling ffmpeg?
>
>
> On Wed, Aug 12, 2009 at 9:04 PM, T
Here's the pastebin of the log:
http://pastebin.com/m55e55246
On Wed, Aug 12, 2009 at 1:02 PM, René Dudfield wrote:
> On Wed, Aug 12, 2009 at 8:54 PM, Tyler Laing wrote:
> > Unfortunately, same error happens when I compile it manually. When I
> > compiled each of the .o
Unfortunately, same error happens when I compile it manually. When I
compiled each of the .o's I used the other lib and include dirs instead of
the prebuilt. Same error, just different paths.
-Tyler
On Wed, Aug 12, 2009 at 12:40 PM, Tyler Laing wrote:
> I haven't tried that yet, b
I haven't tried that yet, but I will now.
On Wed, Aug 12, 2009 at 12:34 PM, René Dudfield wrote:
> Are you able to compile it manually?
>
--
Visit my blog at http://oddco.ca/zeroth/zblog
le', 'smpeg']))
because if I need multiple libraries(which I assume libs is for), I can't
use DEPS.add(args), because then the libs in Dependency would be
[[libraries]] which makes it crash. What is the purpose of the DLL stuff?
I need these answers, soon, please. I've al
, 2009 at 2:33 PM, Tyler Laing wrote:
> Here's a picture of the dll error since msys won't let me copy terminal
> text...
>
> -Tyler
>
>
> On Tue, Aug 11, 2009 at 2:18 PM, Tyler Laing wrote:
>
>> I've determined I am supposed to use config_win.py, b
ld --compiler=mingw32 which
says basically, that it can't find any dlls. How am I supposed to run it?
-Tyler
On Tue, Aug 11, 2009 at 1:47 PM, Tyler Laing wrote:
> Exactly as the title says. How do I add a new extension to compile to the
> windows compilation order for pygame? I know Set
Exactly as the title says. How do I add a new extension to compile to the
windows compilation order for pygame? I know Setup.in needs the
modification, which it does. But I also know that one of the config files
needs to be modified. In config_unix.py, I use:
Dependency('FFMPEG', 'libavformat/avfo
The movie module was changed, and there is no loop argument currently. The
docs were not update for this.
On Sat, Aug 8, 2009 at 9:41 AM, Wayne Dyck wrote:
> A question that has me a little stumped. In a list e-mail from 2008,
> bhaaluu submitted the following code to play simple movies with pyg
Sounds good to me. I'm at the point where I'm working to make the module
work on Windows. Unfortunately, there is still an issue with audio and video
desyncing. :/
On Sat, Aug 8, 2009 at 12:49 AM, René Dudfield wrote:
> Hello,
>
> the pygame svn trunk has been changed to version 1.9.2pre. It's
Its basically a complete web framework written in Python. It offers an
Object Relational Mapper(maps database tables onto actual objects), lots of
scaffolding for building a site quick, etc. It has authentication and user
management, as well as easy form management. Its very versatile and
powerful.
your lambdas add additional function call overhead, and the list
> comprehension adds the cost to build a list, I would not assume this is
> faster.
>
> -Casey
>
>
> On Jul 30, 2009, at 8:32 AM, Tyler Laing wrote:
>
> Hi,
>>
>> Well the first optimization th
Hi,
Well the first optimization that can be done is to use a lambda function and
a list comprehension which performs the for loop at C speed will likely
bring a huge benefit:
#we use wrappers because blit and tick only return none, which makes
functional programming a bit harder...
f=lambda y: y
By wrapper, he means writing a python class that has an internal member,
_sruf, which is the surface in question. Then you can override the __str__
function with your own. Otherwise, you just call _sruf's own methods and
attrs
-Tyler
On Sat, Jul 25, 2009 at 2:48 PM, ERName wrote:
> Well, I appre
Hi everybody,
What the movie module is capable of doing right now is:
-Video
-Audio
-resize the screen
-pause, unpause
-stop
-play, with a loops argument that works just like the one in mixer
-get, set, surface support
So we have basic functionality so far for it. There is also a vlc
backend, th
Hi,
Take a look at the group classes. This lets you manage the sprites easily.
http://www.pygame.org/docs/ref/sprite.html#pygame.sprite.Group
-Tyler
On Tue, Jul 7, 2009 at 8:55 AM, Paulo Silva wrote:
> hi!
> recently i coded this humble snipped using sprites from subsurfaces:
> http://pastebi
I don't know much about the current movie module, however, I am the
developer responsible for writing the new movie module, which will be able
to do exactly what you're asking for. But it will be a little while before
its quite ready, unfortunately. About two months to be precise. Sorry you'll
hav
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:
>
>> =
Hmm, I'm not 100% familiar with 3d programming, but wouldn't the best way be
to find the cross-section of the object at some distance from the camera,
which would be a 2d shape, and then you can center the text on that shape?
On Tue, Jun 30, 2009 at 9:26 PM, Astan Chee wrote:
> Hi,
> Im relative
Okay, so week of testing is over, I've got updates, plans, and tasty
schedules here at my blog:
http://www.oddco.ca/zeroth/zblog/2009/06/29/movie-module-progress-week-6/
Feedback on proposed addition of features please?
On Mon, Jun 22, 2009 at 3:05 PM, Tyler Laing wrote:
>
> D
Hmm, the comment for gWorld says its a pointer, but thats a static variable.
Just an outdated comment?
But otherwise, cool progress. :) Good luck!
On Sat, Jun 27, 2009 at 3:38 PM, el lauwer wrote:
> Hoi,
>
> Nirav Patel asked me to post the info on my blog on this mailing list, so
> here is for
y for stopping and playing again on
the same movie object.
-Tyler
On Fri, Jun 19, 2009 at 8:19 PM, Tyler Laing wrote:
> Seeking will be a feature I'll work on for the Beta release. Loops of a
> section of video is an unusual request, I'd have to consider that. It
> wouldn'
will be as
well with the community, as I have a much better grasp of what is possible.
On Fri, Jun 19, 2009 at 7:59 PM, Luke Paireepinart
wrote:
> Tyler Laing wrote:
>
>> Hello all,
>>
>> I would like to announce the alpha release of the new movie module. The
>>
Many thanks for all the assistance so far. :) I do have to add a warning:
this alpha release has not been tested exhaustively. Thats next week. So it
/will/ fail,somewhere. I guarantee it.
On Fri, Jun 19, 2009 at 3:34 PM, Ian Mallett wrote:
> Indeed! Great!
>
--
Visit my blog at http://oddc
entation. After that, I will work to add more features, like
redirecting the output of the movie player backends into a surface the
programmer specifies, allowing the programmer to use their own sound
subsystem, seeking, and so on. I look forward to the completion of this
project. :)
Thank you,
Ty
, Jun 19, 2009 at 10:14 AM, René Dudfield wrote:
> > On Fri, Jun 19, 2009 at 8:37 AM, Tyler Laing wrote:
> >> Unfortunately, no, communicate does not prevent hanging:
> >>
> http://docs.python.org/library/subprocess.html#subprocess.Popen.communicate
> >> It s
ge which describes it's slave mode:
> http://web.njit.edu/all_topics/Prog_Lang_Docs/html/mplayer/#slave
>
> I'm sure you've noticed, but using communicate with subprocess can
> prevent hanging - compared to using stdin/stdout directly.
>
>
> cu,
>
> On Fri, Jun 19, 20
it looks like
I'll have to do.
-Tyler
On Thu, Jun 18, 2009 at 10:19 AM, NBarnes wrote:
> Tyler Laing wrote:
>
> > For the movie module, I need to be able to communicate with a process
> > programmatically.
> >
> > The video player in discussion is ffplay(b
Hello all,
For the movie module, I need to be able to communicate with a process
programmatically.
The video player in discussion is ffplay(because its the smallest), and it
has an internal event loop around the SDL event loop. When I use
subprocess.Popen to open up the video player running a fil
l, one wants 4 element colors when working with per-pixel-alpha
> surfaces.
>
> Lenard
>
>
> Tyler Laing wrote:
>
>> Why don't we just fill in a full value of 255 for all the cases where it
>> returns 3 values? If we make every call return four values, and warn
Why don't we just fill in a full value of 255 for all the cases where it
returns 3 values? If we make every call return four values, and warn about
this in the documentation, it becomes very consistent.
-Tyler
On Tue, Jun 16, 2009 at 11:52 PM, Lenard Lindstrom wrote:
> René Dudfield wrote:
>
>>
Bring it up with python-core then. They at the least should have a
consistent failure condition. Unless things have gone HORRENDOUSLY wrong at
which point its better to just shut down than to deal with the error.
-Tyler
On Tue, Jun 16, 2009 at 5:34 PM, Greg Ewing wrote:
> Lenard Lindstrom wrote:
I have a quick question here:
I'm trying to figure what would be the best way to work with an sdl_surface
for the movie module. Let me give some quick background here. All the code
I've been able to find with ffmpeg seems to use only sdl_overlays. The way
the overlays work, is that you can write t
p guide for
how to access it.
Any questions or criticism, please feel free to let me know!
-Tyler Laing
--
Visit my blog at http://oddco.ca/zeroth/zblog
Hmm, from my (admittedly limited) experience of codecs and video files
during the development of the new movie module, it looks like a few things
are wrong. The red and green channels are coming out in the buffer in the
opposite order to what the Surface format expects them. I only have Linux,
but
.ca> wrote:
> Hi
> I'm using Pygames version 1.8.1. release.
> Before debug PG source code, I would suggest you wait I debug mine ;-)
> I'm farm from being the best programmer...
> How do I delete the screen object ?
> Any code example ?
>
> Thanks,
> Pierre
>
Well, the flags that work would be dependent on your what your hardware
supports. It sounds like you are not deleting the screen object before
exiting the program. If I have the time, I'll take a look at the code later
and see if I can identify the problem. What version of pygame are you using?
-T
Sounds like you aren't canceling the downward vector of motion. Make sure
that all vectors, left, right, down, etc, are made zero when a collision
happens, THEN set them to the proper values if you want a bounce response.
On Sat, Jun 6, 2009 at 8:41 AM, pymike wrote:
> Hi, I wrote a tutorial on
cept-art.png
>
>
> On Fri, Jun 5, 2009 at 4:23 PM, Tyler Laing wrote:
>
>> Well, what happens in your game when objects collide? Is it specific to
>> the objects? Do they bounce? Do they lose momentum? Do they blow up? Do they
>> sing a song and dance? Thats the respons
Well, what happens in your game when objects collide? Is it specific to the
objects? Do they bounce? Do they lose momentum? Do they blow up? Do they
sing a song and dance? Thats the response you need. ;)
On Fri, Jun 5, 2009 at 2:21 PM, pymike wrote:
> Howdy,
>
> I'm currently working on a projec
rs on what time-bases are:
>
> http://wiki.xuggle.com/Concepts
>
> - Art
>
> On Fri, Jun 5, 2009 at 9:48 AM, Tyler Laing wrote:
> > Hello to all concerned,
> >
> > I am a GSOC student, currently working on writing an effective movie
> wrapper
> > for Pytho
Hello to all concerned,
I am a GSOC student, currently working on writing an effective movie wrapper
for Python/Pygame around the ffmpeg libraries.
However, I have run into some issues, for which I need assistance and/or
information.
Short Problem: My video runs too fast.
Explanation: I am oper
laying with the colors at this point. Adobe
> kuler is also good for color schemes.
>
> Devon
>
> --- On Sun, 5/24/09, Tyler Laing wrote:
>
> > From: Tyler Laing
> > Subject: Re: [pygame] Pygame Website Rewrite: First alpha version ready
> for testing
> > T
Hi, lots of good work there. I sent over your current design, as of sun may
24, 2:02 PM, to an artist friend of mine. Also, I sent her the old design.
She had some advice and criticisms:
"The gradient must disappear. On the first one and on both of them the dark
green does not match the yellower-b
function is...
>
> It apppears to be in libavcodec.so
>
>
> You can see what your gmovie.so has linked to it on linux with:
> $ ldd gmovie.so
>
> Or on OSX with:
> $ otool -L gmovie.so
>
>
> cheers,
>
>
>
>
> On Fri, May 22, 2009 at 8:00 AM, Tyler La
can't figure out how to link these files into
the gmovie.so executable. I don't have a lot of experience linking files
together, and all of your help has been much appreciated!
-Tyler
On Thu, May 21, 2009 at 2:33 PM, Tyler Laing wrote:
> Lenard,
>
> Thank you very much! That
Lenard,
Thank you very much! That worked.
-Tyler
On Thu, May 21, 2009 at 1:26 PM, Lenard Lindstrom wrote:
> When building ffmpeg you have to pass --enable-shared to ./configure. Do a
> ./configure --help to see all the options.
>
> Lenard
>
>
> Tyler Laing wrote:
>
&g
Hello all,
Making fast progress here. I've got a question for later, but the more
relevant one right now is this:
The extension compiles, and it fails when linking with libavformat.
The error message is this:
gcc -pthread -shared -Wl,-O1,-Bsymbolic-functions
build/temp.linux-x86_64-2.5/src/ff_mov
n... and you're
> including some files multiple times.
> So either make sure you're only including once, or put your own guards
> around them (as detailed above).
>
> that should fix it... I hope.
>
>
> cu.
>
>
>
>
>
> On Thu, May 21, 2009 at 10:43
, 2009 at 5:35 PM, Tyler Laing wrote:
> What do you mean by "gcc line of something that fails"?
>
> Something like this:
>
> In file included from /usr/local/include/libavutil/avutil.h:56,
> from /usr/local/include/libavcodec/avcodec.h:30,
>
BLA
> #define MY_BLA
> #include "bla.h"
> #endif
>
> Hopefully then things only get included once.
>
> What is the gcc line of something that fails?
>
>
> cu,
>
>
>
>
>
> On Thu, May 21, 2009 at 10:07 AM, Tyler Laing wrote:
>
>> Thanks L
s line will be ignored and replaced by
> config_unix.py.
>
> After the gfxdraw entry add
>
> src/.c $(SDL) $(FFMPEG) $(DEBUG)
>
> It should be commented as experimental for now. Hopefully by the end of
> summer any such qualifiers can be removed.
>
> Lenard
>
>
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