On Sun, Sep 7, 2008 at 1:56 PM, Ron Dippold [EMAIL PROTECTED] wrote:
This is something Java actually does pretty well. I dislike it for the most
part, but its sandboxing is better than anything I've ever seen (except
certain secure OSes). Flash actually does it pretty well now too, though
On Sun, Sep 7, 2008 at 12:49 PM, Campbell Barton [EMAIL PROTECTED] wrote:
Im still a bit at a loss as to where the blocking problem is...
if I was to sandbox cpython for a pygame heres what Id try.
- replace builtins like import, compile, exec, reload through the C
api (as with the
On 5/27/07, Kris Schnee [EMAIL PROTECTED] wrote:
I've run into that sticky variables problem again:
code = {.:[],c:[crate]}
a = code[.]
b = code[.]
a ==b
True
a is b
True
One solution is:
import copy
a = copy.copy(code[.])
b = copy.copy(code[.])
a == b
True
a is b
False
On 2/28/07, Kordova [EMAIL PROTECTED] wrote:
On Feb 28, 2007, at 8:27 AM, Charles Christie wrote:
This idea seems more and more feasible, and better for pygame,
every time I think about it, and my previous idea of making a
danmaku shoot-em-up game out of this typing thing gets less savory
On 2/28/07, Charles Joseph Christie II [EMAIL PROTECTED] wrote:
On Wed, 28 Feb 2007 14:27:45 -0800
Bob Ippolito [EMAIL PROTECTED] wrote:
On 2/28/07, Charles Joseph Christie II [EMAIL PROTECTED] wrote:
On Wed, 28 Feb 2007 10:55:30 -0800
Bob Ippolito [EMAIL PROTECTED] wrote:
On 2/28/07
On 2/20/07, Bruce Coram [EMAIL PROTECTED] wrote:
I'm reposting this - my first attempt appeared to get lost. Being a
newbie I can not rule out incompetence!
What might the reason be for a significant drop in performance for
blitting objects to the screen using pygame versions 1.6 and 1.7, both
On 2/20/07, Luke Paireepinart [EMAIL PROTECTED] wrote:
Daniel McNeese wrote:
Luke Paireepinart [EMAIL PROTECTED] writes:
Why exactly can't people see your code, Daniel?
Is it just that distributing the source makes it inconvenient for them?
Because you shouldn't expect these py2exe-type
On 2/20/07, Luke Paireepinart [EMAIL PROTECTED] wrote:
Bob the Hamster wrote:
On 2/20/07, Luke Paireepinart [EMAIL PROTECTED] wrote:
I mean, if these are the people you're going after, don't bother making
a Mac version. Or a linux version for that matter. 98% of your apparent
target
On 2/20/07, Daniel McNeese [EMAIL PROTECTED] wrote:
Bob Ippolito [EMAIL PROTECTED] writes:
If you want to make a Mac application, you need a Mac. Just like you
need Windows to make a Windows app or Linux to make a Linux app. There
aren't really any exceptions (especially for the Mac
On 2/20/07, Daniel McNeese [EMAIL PROTECTED] wrote:
Bob Ippolito [EMAIL PROTECTED] writes:
Intel doesn't make PCs either. They make processors. Macs and PCs use
the same line of intel processors. Macs used to use Motorola or IBM
PPC processors, but no current models do.
Okay, I get
On 2/19/07, Luke Paireepinart [EMAIL PROTECTED] wrote:
Phil Hassey wrote:
Hey,
For Linux, I think you can dual boot or run it in a VM or something.
I don't know the details, but it should be possible. For MacOSX,
you'll need a Mac. You can bug a friend who has a Mac to do it for
you (I
On 2/15/07, Jer Juke [EMAIL PROTECTED] wrote:
Yeah, you heard me. Normally I wouldn't feel any need
to pick out some random library and state how awful I
think it is. But this is not some random library. It
is the standard game library for a most beautiful
language known far and wide for it's
On 2/15/07, Rikard Bosnjakovic [EMAIL PROTECTED] wrote:
On 2/15/07, Bob Ippolito [EMAIL PROTECTED] wrote:
I think it would've taken a lot less time to compile some version (any
version) of pygame for Python 2.5 than to write this message.
I'd beg to differ.
Pygame 1.7 had a lot
The only relevant API is the NSMenu and NSMenuItem APIs in Cocoa,
which can be used from PyObjC. Quartz is just drawing, and that
particular wrapper is proprietary and is only available with the
Python 2.3 that Apple shipped with Mac OS X.
-bob
On 2/11/07, JoN [EMAIL PROTECTED] wrote:
Hey
On 2/10/07, Greg Ewing [EMAIL PROTECTED] wrote:
Nathan wrote:
So does anyone know how to add menu-items under OS X? All I really
want to do is add a Quit option, so that when you press Command-q my
game quits like every other program in OS X.
I don't think pygame provides any way of doing
On 1/19/07, Kamilche [EMAIL PROTECTED] wrote:
I discovered a technique for loading graphics quickly using Pygame,
about 30x faster than a straight pygame.image.load.
The gist of it is convert the picture to a string with
s = pygame.image.tostring(pic, 'RGBA')
w, h = pic.get_size()
and
Read up on Challenge-response authentication. You can implement it
really easily with the hmac module. This should be very easy to
implement and sufficiently secure (if implemented correctly).
-bob
On 12/24/06, Adam Bark [EMAIL PROTECTED] wrote:
I'm currently writing a networked game and I'm
On 12/19/06, Jakub Piotr Cłapa [EMAIL PROTECTED] wrote:
Bob Ippolito wrote:
On 12/19/06, Jakub Piotr Cłapa [EMAIL PROTECTED] wrote:
Farai Aschwanden wrote:
Hmm true for file opening. Adding paths needs the OS module, but you're
right.
I like the way Brian just sent before. I dont know
On 11/12/06, Toni Alatalo [EMAIL PROTECTED] wrote:
Bob Ippolito kirjoitti:
On 11/12/06, Toni Alatalo [EMAIL PROTECTED] wrote:
javascript seems pretty cool nowadays,
You clearly don't speak from experience ;) Writing games in JavaScript
(for the DOM anyway) is a huge mistake unless it's
:
Flash is one of the easiest solitions :D
2006/11/10, Bob Ippolito [EMAIL PROTECTED]:
JavaScript is suitable for some classes of games, but not many.
For example: http://ironsudoku.com/
-bob
On 11/10/06, Luke Paireepinart [EMAIL PROTECTED] wrote:
Farai Aschwanden wrote:
Javascript
On 11/10/06, Jason Ward [EMAIL PROTECTED] wrote:
Hey, I have a problem.
I have been asked to write a game for some company.
I can write the game but the problem is that
I must make the game playable on the web page, Ie the user must
click on the game and run it while they are on the site. How
of people seem to confuse
the two, and there is a very important difference between them.
Am 10.11.2006 um 22:15 schrieb Bob Ippolito:
On 11/10/06, Jason Ward [EMAIL PROTECTED] wrote:
Hey, I have a problem.
I have been asked to write a game for some company.
I can write the game
On 11/7/06, Pete Shinners [EMAIL PROTECTED] wrote:
Thorough bug report. It looks like it is crashing when starting up
Timidity. This is the library used for playing MIDI on non-windows
machines.
It looks like you have Timidity, but perhaps no instrument samples? You
might have good luck running
On 10/25/06, Patrick Mullen [EMAIL PROTECTED] wrote:
I am trying to get pygame going at school, which is the only place I
can use Macs. Unfortunately, I can't use any installers for anything
because of the machines being sandboxed, so I have been going at it
from-source. I have sdl and other
There's always ways to optimize things later. Write the code. If it's
not fast enough, *profile* the code to see what's not fast, and take
steps to optimize that part of the code.
Sometimes using psyco is going to be enough, depending on which
platforms you care about. Otherwise you could change
obstacles.
Much much easier than the traditionnal way bottom up from c++ to script.
L.
Bob Ippolito wrote:
There's always ways to optimize things later. Write the code. If it's
not fast enough, *profile* the code to see what's not fast, and take
steps to optimize that part of the code.
Sometimes
You need to open the window soon after calling init, or else Mac OS X
gives up trying to make a WindowServer conection. Not really a pygame
problem specifically.
-bob
On 10/5/06, Cayetano Hernández [EMAIL PROTECTED] wrote:
Hello,
I'm newbie with Pygame and Python, I paste information of my
On 9/28/06, Jasper [EMAIL PROTECTED] wrote:
Sami Hangaslammi wrote:
I'd still like to hear why the original poster found PyPack
unsuitable, (so that I could improve it), since it, for example, gets
around both of the numpy/Numeric problems posted by Brian.
Partly because it apparently
On 9/28/06, Greg Ewing [EMAIL PROTECTED] wrote:
Bob Ippolito wrote:
The other pathological case is where a C extension invokes the import
machinery, which happens a bunch in the stdlib (e.g. importing codecs,
warnings, etc.). py2app has complete coverage of these scenarios in
the stdlib
On 9/22/06, Noah Kantrowitz [EMAIL PROTECTED] wrote:
Has anyone else seen problems where when running a pygame app under
pythonw, any click (left or right) on the Dock icon will cause the
script to lock up, follow about 5 seconds later by a bus error?
I can reproduce that. This seems to fix
On 9/21/06, Chris Ashurst [EMAIL PROTECTED] wrote:
Regarding that... If I develop on a windows box, is there any way for me to
build a OSX application bundle on my machine? I kind of figure I could
possibly use Cygwin to make use of Freeze, but I also worry about
distributing a binary for *nix
On 9/21/06, Michael Brunton-Spall [EMAIL PROTECTED] wrote:
On Thu, 2006-09-21 at 08:16 -0700, Bob Ippolito wrote:
On 9/21/06, Chris Ashurst [EMAIL PROTECTED] wrote:
Regarding that... If I develop on a windows box, is there any way for me to
build a OSX application bundle on my machine? I
On Aug 4, 2006, at 6:28 AM, Luke Paireepinart wrote:
Hi Lars.
Lars Friedrich wrote:
Hello,
[snip examples]
What would your solution be? Write a real program, with no
possibility
to use python interactively? Doing something completely different?
You could make some kind of UDP listening
On Aug 4, 2006, at 6:26 PM, Brian Fisher wrote:
Hey all,
I want to write some code to make my pygame apps prevent multiple
instances from running, and if possible (although I doubt it is...)
make the currently running copy of the game activated if another
instance gets run.
Also, I want to
On Jul 15, 2006, at 10:15 PM, andrew baker wrote:
I've been pondering alternative methods to allowing unknown persons
to submit game code in my game engine, e.g. player created levels,
characters, monsters and items, but of course sandboxing Python
code is nontrivial. I've hit upon using
. So I'm not sure if anyone
wants to put them into SDL_image.
Cheers.
On 7/13/06, Alex Holkner [EMAIL PROTECTED] wrote:
René Dudfield wrote:
SDL_image supports libtiff, at least here on my debian box.
SDL_image doesn't have any support for saving images.
Alex.
On 7/13/06, Bob Ippolito
On Jul 12, 2006, at 8:34 PM, andrew baker wrote:
What's a scrap?
http://www.pygame.org/docs/ref/scrap.html
-bob
(like load does).
eg.
f = someStringIOclass()
surf.save(f, bla.bmp)
On 7/13/06, Bob Ippolito [EMAIL PROTECTED] wrote:
I went ahead and implemented (read: prototyped) scrap bitmap support
for Mac OS X, but the implementation is terribly inefficient. Pygame
surfaces aren't terribly accessible
On Jul 10, 2006, at 2:27 PM, Kris Schnee wrote:
I've just solved a tricky bug (I think) whose solution might help
others
who encounter a similar problem.
I was playing with cellular automata, a bunch of tribes that move
and
grow as squares on a grid. Each tribe was stored in a game
, they really should be unique.On 7/10/06, Bob Ippolito [EMAIL PROTECTED] wrote: On Jul 10, 2006, at 2:27 PM, Kris Schnee wrote: I've just solved a tricky bug (I think) whose solution might help others who encounter a similar problem. I was playing with cellular automata, a bunch of "tribes"
The C Python implementation can not currently be sandboxed in a way that makes this feasible. Brett Cannon has recently started working on a dissertation for a new restricted execution design [1], but don't hold your breath.A more viable solution would probably be to write a Python to haXe [2]
I found some time to throw together a universal pygame binary for Mac
OS X from the current SVN (svn://seul.org/svn/pygame/trunk r809).
This is using (and includes) the current release frameworks for SDL,
SDL_image, SDL_mixer, SDL_ttf from libsdl.org, plus the current CVS
of smpeg (made
On Jun 21, 2006, at 7:38 PM, spotter . wrote:
I am trying to optimise on loading images and I was wondering if
images as passed by reference or if a new copy is made.
*Everything* in Python is passed by reference (a PyObject* from C).
The value types are still by reference (int, float,
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