Re: [pygame] Iterate over list and delete

2018-05-20 Thread Tyler Laing
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

Re: [pygame] google's native client

2010-05-28 Thread Tyler Laing
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 stabbingfin...@gmail.com wrote: It reads that way, yes. The

Re: [pygame] google's native client

2010-05-26 Thread Tyler Laing
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 machinim...@gmail.com wrote: hi, another pygame on the web post... :) has anyone

Re: [pygame] State of the movie module in pygame 1.9.0

2010-05-10 Thread Tyler Laing
ffmpeg? Thanks, -- Bram Cymet Software Developer Canadian Bank Note Co. Ltd. Cell: 613-608-9752 -- Bram Cymet Software Developer Canadian Bank Note Co. Ltd. Cell: 613-608-9752 -- Tyler Laing Online Editor The Phoenix Newspaper (1) 250 863-4869 University of British Columbia

Re: [pygame] State of the movie module in pygame 1.9.0

2010-05-10 Thread Tyler Laing
signal SIGSEGV, Segmentation fault. 0x7fffea37c63e in _movie_init (self=0xbe3cb0, args=value optimized out, kwds=value optimized out) 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: You just

Re: [pygame] State of the movie module in pygame 1.9.0

2010-05-10 Thread Tyler Laing
Oh wait. Have you changed the filename in __movie_test.py to a valid moviefile? -Tyler 2010/5/10 Tyler Laing trinio...@gmail.com 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 bcy...@cbnco.com

Re: [pygame] State of the movie module in pygame 1.9.0

2010-05-10 Thread Tyler Laing
=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 Tyler Laing trinio...@gmail.com Could you please comment out lines

Re: [pygame] Making a Movie

2010-04-27 Thread Tyler Laing
). 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

[pygame] GSOC project proposal: Finishing the movie module

2010-03-07 Thread Tyler Laing
, -- 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

[pygame] Re: GSOC project proposal: Finishing the movie module

2010-03-07 Thread Tyler Laing
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 trinio...@gmail.com wrote: Hello all! So I am applying again this year, to properly finish my project last year. The movie module was largely finished in last

Re: [pygame] Re: Announce: PygWeb2.0rc

2009-11-29 Thread Tyler Laing
, 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) 250 863-4869 University of British Columbia - Okanagan University Way Kelowna, BC UNC 109

Re: [pygame] Movie Module Segfault

2009-10-09 Thread Tyler Laing
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 ren...@gmail.com wrote: Hi, unfortunately the movie module is not very good :( This is one of the reasons why

Re: [pygame] Re: Movie module being merged

2009-10-03 Thread Tyler Laing
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 trinio...@gmail.com wrote: Nevermind, now I am. On Sat, Oct 3, 2009 at 8:54 AM, Tyler Laing trinio...@gmail.com wrote: Hmm, not seeing

Re: [pygame] Re: Movie module being merged

2009-10-03 Thread Tyler Laing
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 trinio...@gmail.com wrote: Yeah, I turned off the pygame.quit already. Hmm, then maybe more time

[pygame] joystick.c printfs

2009-09-20 Thread Tyler Laing
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

[pygame] Happy Mentors day!

2009-09-09 Thread Tyler Laing
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

Re: [pygame] pygame.sprite.Group problem

2009-08-26 Thread Tyler Laing
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

Re: [pygame] Re: Movie module being merged

2009-08-25 Thread Tyler Laing
2009/8/22 Tyler Laing trinio...@gmail.com: tstate mix-up. I've looked, and there are no Python calls done without having the GIL. Like I said, its an extremely weird bug. It also occurs if you do five play throughs(play(0)) sequentially. -Tyler On Fri, Aug 21, 2009 at 6:11 PM, Lenard

Re: [pygame] Re: Movie module being merged

2009-08-20 Thread Tyler Laing
PM, Lenard Lindstrom le...@telus.net 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? -Tyler On Tue, Aug 18, 2009 at 12

Re: [pygame] Re: Movie module being merged

2009-08-20 Thread Tyler Laing
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 trinio...@gmail.com wrote: I have this fixed, with it committed in revision 2628. I have a custom Dependency class that adds extra

Re: [pygame] Re: Movie module being merged

2009-08-18 Thread Tyler Laing
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 used to record info in the sound module. Otherwise, everything else can be instantiated per movie. -Tyler On Tue, Aug 18, 2009 at 7:55 AM, René

Re: [pygame] Re: Movie module being merged

2009-08-18 Thread Tyler Laing
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 replaced on demand. And then for separate movie screens, it would be entirely possible if

Re: [pygame] Re: Movie module being merged

2009-08-18 Thread Tyler Laing
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/relevant library name for if people install from source. Does that sound like a good solution? -Tyler On Tue, Aug 18, 2009 at 9:03

Re: [pygame] Re: Movie module being merged

2009-08-18 Thread Tyler Laing
/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 search in /usr/include/ffmpeg /usr/include/relevant

Re: [pygame] Re: Movie module being merged

2009-08-17 Thread Tyler Laing
absolute includes like: #include libavformat/avformat.h need to be replace with locale includes: #include avformat.h Lenard Tyler Laing wrote: 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 trinio

[pygame] Movie module being merged

2009-08-16 Thread Tyler Laing
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,

[pygame] Re: Movie module being merged

2009-08-16 Thread Tyler Laing
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 trinio...@gmail.com wrote: I will be beginning the process of merging the movie module branch into the main branch. As it stands, the ffmpeg movie backend compiles

Re: [pygame] Documentation changes in trunk

2009-08-15 Thread Tyler Laing
This is in trunk/docs right? -Tyler On Thu, Aug 13, 2009 at 3:18 PM, Lenard Lindstrom le...@telus.net 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

[pygame] Shutting down the video screen

2009-08-14 Thread Tyler Laing
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

Re: [pygame] Shutting down the video screen

2009-08-14 Thread Tyler Laing
Thanks, that will help. :) On Fri, Aug 14, 2009 at 10:58 AM, René Dudfield ren...@gmail.com wrote: hi, you can call eg pygame.display.quit() On Fri, Aug 14, 2009 at 7:44 PM, Tyler Laingtrinio...@gmail.com wrote: Hello all, I'm wondering how I would make the window that pops up from

Re: [pygame] Re: Adding a new extension to the Windows compilation order

2009-08-13 Thread Tyler Laing
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 le...@telus.net wrote: Tyler Laing wrote

Re: [pygame] Re: Adding a new extension to the Windows compilation order

2009-08-13 Thread Tyler Laing
windows functionality for the module just yet, unfortunately. *sighs* -Tyler On Thu, Aug 13, 2009 at 11:17 AM, Tyler Laing trinio...@gmail.com 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 go about

[pygame] Re: Adding a new extension to the Windows compilation order

2009-08-12 Thread Tyler Laing
, 2009 at 2:33 PM, Tyler Laing trinio...@gmail.com 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 trinio...@gmail.com wrote: I've determined I am supposed to use config_win.py, by checking the .pyc

Re: [pygame] Re: Adding a new extension to the Windows compilation order

2009-08-12 Thread Tyler Laing
I haven't tried that yet, but I will now. On Wed, Aug 12, 2009 at 12:34 PM, René Dudfield ren...@gmail.com wrote: Are you able to compile it manually? -- Visit my blog at http://oddco.ca/zeroth/zblog

Re: [pygame] Re: Adding a new extension to the Windows compilation order

2009-08-12 Thread Tyler Laing
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 trinio...@gmail.com wrote: I haven't tried

Re: [pygame] Re: Adding a new extension to the Windows compilation order

2009-08-12 Thread Tyler Laing
Here's the pastebin of the log: http://pastebin.com/m55e55246 On Wed, Aug 12, 2009 at 1:02 PM, René Dudfield ren...@gmail.com wrote: On Wed, Aug 12, 2009 at 8:54 PM, Tyler Laingtrinio...@gmail.com wrote: Unfortunately, same error happens when I compile it manually. When I compiled each of

Re: [pygame] Re: Adding a new extension to the Windows compilation order

2009-08-12 Thread Tyler Laing
. 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 at 1:14 PM, Tyler Laing trinio

Re: [pygame] Re: Adding a new extension to the Windows compilation order

2009-08-12 Thread Tyler Laing
On Wed, Aug 12, 2009 at 6:25 PM, Lenard Lindstrom le...@telus.net 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

[pygame] Adding a new extension to the Windows compilation order

2009-08-11 Thread Tyler Laing
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',

[pygame] Re: Adding a new extension to the Windows compilation order

2009-08-11 Thread Tyler Laing
, 2009 at 1:47 PM, Tyler Laing trinio...@gmail.com wrote: 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

Re: [pygame] pygame trunk at 1.9.2pre - merging gsoc projects into trunk

2009-08-08 Thread Tyler Laing
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 ren...@gmail.com wrote: Hello, the pygame svn trunk has been changed to version

Re: [pygame] problem - movie in pygame

2009-08-08 Thread Tyler Laing
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 wa...@platoscave.net wrote: A question that has me a little stumped. In a list e-mail from 2008, bhaaluu submitted the following code to play

Re: [pygame] is pygame right for my application?

2009-08-03 Thread Tyler Laing
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

Re: [pygame] Pygame games run slowly :(

2009-07-30 Thread Tyler Laing
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:

Re: [pygame] Pygame games run slowly :(

2009-07-30 Thread Tyler Laing
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 that can be done is to use a lambda function and a list comprehension which

Re: [pygame] Re: Extending Surface Class

2009-07-25 Thread Tyler Laing
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

[pygame] Midterm report for Movie Module

2009-07-17 Thread Tyler Laing
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,

Re: [pygame] sprites in arrays, instead of simple variables

2009-07-07 Thread Tyler Laing
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 nitrofur...@gmail.com wrote: hi! recently i coded this humble snipped using sprites from

Re: [pygame] Using pygame for mpeg playback

2009-07-04 Thread Tyler Laing
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

Re: [pygame] 7 failures and 1 error in test suite

2009-07-02 Thread Tyler Laing
The last error is because you're running without admin privs. -Tyler On Thu, Jul 2, 2009 at 11:24 AM, Evan Kroske e.kro...@gmail.com wrote: When I ran run_tests.py, I got all the same failures as Lorenz but two different errors. Here they are:

Re: [pygame] converting object position to view position in (py)opengl

2009-06-30 Thread Tyler Laing
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 astan.c...@al.com.au wrote:

Re: [pygame] Alpha Release of the movie module

2009-06-29 Thread Tyler Laing
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 trinio...@gmail.com wrote

Re: [pygame] progress on camera module

2009-06-27 Thread Tyler Laing
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 el.lau...@gmail.com wrote: Hoi, Nirav Patel asked me to post the info on my blog on this mailing list,

Re: [pygame] Alpha Release of the movie module

2009-06-22 Thread Tyler Laing
for stopping and playing again on the same movie object. -Tyler On Fri, Jun 19, 2009 at 8:19 PM, Tyler Laing trinio...@gmail.com 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't be possible

[pygame] Alpha Release of the movie module

2009-06-19 Thread Tyler Laing
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, Tyler Laing -- Visit

Re: [pygame] Alpha Release of the movie module

2009-06-19 Thread Tyler Laing
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 geometr...@gmail.com wrote: Indeed! Great! -- Visit my

Re: [pygame] Alpha Release of the movie module

2009-06-19 Thread Tyler Laing
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 rabidpoob...@gmail.comwrote: Tyler Laing wrote: Hello all, I would like to announce the alpha release of the new movie module. The details can be found here, http

[pygame] Communicating with an event queue

2009-06-18 Thread Tyler Laing
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

Re: [pygame] Communicating with an event queue

2009-06-18 Thread Tyler Laing
Well, the movie module will use different back ends. One back end is nearing alpha testing, the wrapper around ffmpeg. If that back end fails to load, then we want to load in a wrapper around a video player that will be distributed with pygame, and I'm trying to figure what needs to be done to get

Re: [pygame] Communicating with an event queue

2009-06-18 Thread Tyler Laing
Unfortunately, no, communicate does not prevent hanging: http://docs.python.org/library/subprocess.html#subprocess.Popen.communicate It says it waits for the subprocess to terminate :/ However, that mplayer slave mode looks awesome. How big would a statically compiled mplayer executable be? The

Re: [pygame] Communicating with an event queue

2009-06-18 Thread Tyler Laing
Apparently there's a remote control interface. full play, pause, stop, seek, resize capabilities. If I can get the stuff from Marcus on redirecting screen output through pygame, then I can make an effective module. -Tyler On Thu, Jun 18, 2009 at 5:22 PM, René Dudfield ren...@gmail.com wrote:

Re: [pygame] Color, unpacking to r,g,b and r,g,b,a - ValueError: too many values to unpack

2009-06-17 Thread Tyler Laing
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 le...@telus.net wrote: René

Re: [pygame] Color, unpacking to r,g,b and r,g,b,a - ValueError: too many values to unpack

2009-06-17 Thread Tyler Laing
, 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 about this in the documentation, it becomes very

[pygame] Using sdl_surface for the movie module

2009-06-16 Thread Tyler Laing
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

Re: Functions that steal references (Re: [pygame] [patch] minor memory leaks...)

2009-06-16 Thread Tyler Laing
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

[pygame] Movie Module Progress-pending Alpha Release

2009-06-15 Thread Tyler Laing
it. Any questions or criticism, please feel free to let me know! -Tyler Laing -- Visit my blog at http://oddco.ca/zeroth/zblog

Re: [pygame] Double buffer question

2009-06-13 Thread Tyler Laing
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?

Re: [pygame] Double buffer question

2009-06-13 Thread Tyler Laing
: 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 Tyler Laing wrote: Well, the flags that work would

[pygame] Video Synchronization Issues

2009-06-05 Thread Tyler Laing
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

[pygame] Re: [libav-user] Video Synchronization Issues

2009-06-05 Thread Tyler Laing
On Fri, Jun 5, 2009 at 9:55 AM, Art Clarke acla...@xuggle.com wrote: Hi Tyler, Not to take you off track, but the Xuggler project (http://www.xuggle.com/xuggler) is a SWIG-based wrapper around FFMPEG that works with Java. It should be possible to extend it for Python support (and you can

Re: [pygame] Bitmask Collision Response

2009-06-05 Thread Tyler Laing
-art.png On Fri, Jun 5, 2009 at 4:23 PM, Tyler Laing trinio...@gmail.com 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 response you need. ;) On Fri

Re: [pygame] Pygame Website Rewrite: First alpha version ready for testing

2009-05-25 Thread Tyler Laing
playing with the colors at this point. Adobe kuler is also good for color schemes. Devon --- On Sun, 5/24/09, Tyler Laing trinio...@gmail.com wrote: From: Tyler Laing trinio...@gmail.com Subject: Re: [pygame] Pygame Website Rewrite: First alpha version ready for testing To: pygame-users

Re: [pygame] Pygame Website Rewrite: First alpha version ready for testing

2009-05-24 Thread Tyler Laing
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

Re: [pygame] Linking issues-Movie

2009-05-21 Thread Tyler Laing
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 Laing trinio...@gmail.com wrote: Sorry to bother you all again, Now when I type import

[pygame] Adding new dependencies for pygame

2009-05-20 Thread Tyler Laing
Okay, so I have some code that looks like it will work, so now is when I need to start testing it. But to get it to compile and install with pygame, I've been trying to figure out how to add the necessary stuff to config.py and config_unix.py. Does anyone have some information on how to do this?

Re: [pygame] Adding new dependencies for pygame

2009-05-20 Thread Tyler Laing
should find it. Lenard Tyler Laing wrote: Okay, so I have some code that looks like it will work, so now is when I need to start testing it. But to get it to compile and install with pygame, I've been trying to figure out how to add the necessary stuff to config.py and config_unix.py

Re: [pygame] Adding new dependencies for pygame

2009-05-20 Thread Tyler Laing
as experimental for now. Hopefully by the end of summer any such qualifiers can be removed. Lenard Tyler Laing wrote: Thanks Lenard. But what do I put specifically for the dependencies? Do I do a different dependency object for each of the header files I need? -Tyler On Wed, May 20, 2009 at 12

Re: [pygame] Adding new dependencies for pygame

2009-05-20 Thread Tyler Laing
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 trinio...@gmail.com wrote: Thanks Lenard, that worked. Now, just fixing bugs that are stopping compilation. One problem I ran into and solved

Re: [pygame] Working with Surfaces

2009-05-19 Thread Tyler Laing
Lenard, Sounds good to me. If no one's using it, its not needed. -Tyler On Tue, May 19, 2009 at 7:34 AM, Lenard Lindstrom le...@telus.net wrote: Hi René, Tyler, I suggest we clean out the defunct movieext from Pygame trunk. Lenard Tyler Laing wrote: There we go, Branch is made

Re: [pygame] Pygame and mp3 files

2009-05-18 Thread Tyler Laing
I'm pretty sure you can enable mp3 support for Debian, by adding a new repository, or by using audacity. Audacity will ask if you want to download an mp3 plugin when you try to open or create an mp3 file. But I do agree with your proposed plan. It sounds good to me, plus, it helps encourage the

Re: [SPAM: 3.500] Re: [pygame] This one baffles me

2009-05-18 Thread Tyler Laing
On Mon, May 18, 2009 at 2:52 PM, René Dudfield ren...@gmail.com wrote: On Tue, May 19, 2009 at 12:29 AM, Tyler Laing trinio...@gmail.com wrote: Ahem: http://blue.bikeshed.com/ There's no need for everyone to jump in and start offering solutions to a simple problem. There's lots of different ways

[pygame] Working with Surfaces

2009-05-18 Thread Tyler Laing
Hello all, I've got a bit of a brainteaser for you, maybe, and hopefully not. Right now, through judicious use of ffplay code, I've got a large portion of the code written for a first draft version of the movie module. I changed the code where appropriate for our needs. Of course, that doesn't

Re: [pygame] Working with Surfaces

2009-05-18 Thread Tyler Laing
each time might be better. I hope maybe that helps answer your question... ps. be good to start a branch in svn to dump your code as you go :) Then we can all look at your code specifically. On Tue, May 19, 2009 at 8:02 AM, Tyler Laing trinio...@gmail.com wrote: Hello all, I've got

Re: [pygame] Working with Surfaces

2009-05-18 Thread Tyler Laing
There we go, Branch is made, and it is updated with all the code I've done today Thanks :) -Tyler On Mon, May 18, 2009 at 3:40 PM, René Dudfield ren...@gmail.com wrote: On Tue, May 19, 2009 at 8:40 AM, René Dudfield ren...@gmail.com wrote: hi, svn copy svn://seul.org/svn/pygame/trunk

Re: [pygame] App Store

2009-05-13 Thread Tyler Laing
Well, the clients could probably implement their own package manager, so you can obviate the need for atomic packages for windows. There's no reason to punish the users of windows. -Tyler On Wed, May 13, 2009 at 5:07 PM, Cary Harper cary.har...@xandros.comwrote: @Evan - The pygame.cnr.com

Re: [pygame] BUG, Userevents disapears in pygame 1.9

2009-05-12 Thread Tyler Laing
Well, to the first bug, could we please see the exact text of the RuntimeError versus the IOError? The runtime error could be related to processing the font file, if the font loader didn't throw an error that there was no file. The second bug, can you please show what the output of this code

Re: [pygame] BUG, Userevents disapears in pygame 1.9

2009-05-12 Thread Tyler Laing
, None, 'Ctrl-T'), 'gui': System.widgets.Gui instance at 0x024C4BE8, 'hit_pos': (18, 3), 'over_widget': System.widgets.MenuItem instance at 0x084EB5D0} In other words the event disappears without a trace. Bo) Tyler Laing skrev: Well, to the first bug, could we please see the exact text

Re: [pygame] BUG, Userevents disapears in pygame 1.9

2009-05-12 Thread Tyler Laing
the latest build from http://thorbrian.com/pygame/builds.php Bo) Tyler Laing skrev: Bo, Try increasing the value of pygame.NUMEVENTS. After reading through the event code, and checking through the SDL docs, I find this about User events: The contents of the structure members or completely up

Re: [pygame] SDL_ffmpeg vs ffmpeg

2009-05-12 Thread Tyler Laing
Apple that also supports a transparency channel. It would nice to have it too. I guess ffmpeg supports them all. Ciao, 2009/5/8 Tyler Laing trinio...@gmail.com: Another significant difference I just found is that SDL_ffmpeg has no support for subtitle streams. Supporting subtitle streams

Re: [pygame] SDL_ffmpeg vs ffmpeg

2009-05-08 Thread Tyler Laing
subtitles in english, as I'm hard of hearing. :) -Tyler On Thu, May 7, 2009 at 4:59 PM, Tyler Laing trinio...@gmail.com wrote: Hi Rene, Perhaps. But SDL_ffmpeg is a separate project, another dependency. FFmpeg is much more likely to be on someone's system. SDL_ffmpeg also uses a completely

[pygame] SDL_ffmpeg vs ffmpeg

2009-05-07 Thread Tyler Laing
Hello all, I've been looking at SDL_ffmpeg and ffmpeg. There are some considerations for choosing each. SDL_ffmpeg is fairly simple to interact with, load, play, pause a movie. You can interact with each frame, and so on. However, SDL_ffmpeg converts every frame from YUV to RGB, to make it

Re: [pygame] SDL_ffmpeg vs ffmpeg

2009-05-07 Thread Tyler Laing
movie module? Maybe smpeg does direct copy to display so it may not be a useful source of ideas in this case. Lenard Tyler Laing wrote: Hello all, I've been looking at SDL_ffmpeg and ffmpeg. There are some considerations for choosing each. SDL_ffmpeg is fairly simple to interact

Re: [pygame] SDL_ffmpeg vs ffmpeg

2009-05-07 Thread Tyler Laing
in the examples/data directory so I have not gotten it to work. I only know about overlay because I have recently updated the module to Python 3. So I don't know if it will be of any help. Lenard Tyler Laing wrote: Hi Lenard, I'm looking at the movie module now. Are we compiling movie.c

Re: [pygame] Movie module information

2009-05-03 Thread Tyler Laing
*ffmpeg.tar.gz Lenard Lenard Lindstrom wrote: Tyler Laing wrote: Hello all, One of the first steps I need to take for the GSoC project is to get user stories so I can build acceptance tests. I want to hear what you guys(the users) want out of an updated movie module. What do you want

Re: [pygame] BUG: pygame.Color bugs - 64bit. Re: beginning GSOC preparations: was Re: [pygame] Thank You

2009-05-01 Thread Tyler Laing
Taking a look at color.c, I believe the bug may actually rest in the Pytype_FromUnsignedLong/Pytype_FromDouble/Pytype_FromString functions provided by the Python libs. There is no logical or numerical reason why, from the numbers we have, we would get those values with those operations. The tests

Re: [pygame] BUG: pygame.Color bugs - 64bit. Re: beginning GSOC preparations: was Re: [pygame] Thank You

2009-05-01 Thread Tyler Laing
platforms, this produces different outputs. I think it has to convert into the same 32bit unsigned int, and then return that. On Sat, May 2, 2009 at 8:54 AM, Tyler Laing trinio...@gmail.com wrote: Taking a look at color.c, I believe the bug may actually rest

Re: [pygame] BUG: pygame.Color bugs - 64bit. Re: beginning GSOC preparations: was Re: [pygame] Thank You

2009-05-01 Thread Tyler Laing
shifting for packing. On different platforms, this produces different outputs. I think it has to convert into the same 32bit unsigned int, and then return that. On Sat, May 2, 2009 at 8:54 AM, Tyler Laing trinio...@gmail.com wrote: Taking a look at color.c, I believe the bug may actually

Re: [pygame] BUG: pygame.Color bugs - 64bit. Re: beginning GSOC preparations: was Re: [pygame] Thank You

2009-05-01 Thread Tyler Laing
Rene, Okay, so I've got a fix. You have to prefix color-r with (long), and then for hex and oct functions, you need to change INT_MAX to LONG_MAX for a 64 bit platform. How do I make a patch for submission? -Tyler On Fri, May 1, 2009 at 5:33 PM, Tyler Laing trinio...@gmail.com wrote: Rene

Re: [pygame] BUG: pygame.Color bugs - 64bit. Re: beginning GSOC preparations: was Re: [pygame] Thank You

2009-05-01 Thread Tyler Laing
Correction, you have to do this: unsigned long tmp = ((long)color-r 24) + ((long)color-g 16) + ((long)color-b 8) +... to be specific. -Tyler On Fri, May 1, 2009 at 6:21 PM, Tyler Laing trinio...@gmail.com wrote: Rene, Okay, so I've got a fix. You have to prefix color-r with (long

Re: [pygame] BUG: pygame.Color bugs - 64bit. Re: beginning GSOC preparations: was Re: [pygame] Thank You

2009-05-01 Thread Tyler Laing
your svn account within a week or so. cu, On Sat, May 2, 2009 at 11:42 AM, Tyler Laing trinio...@gmail.com wrote: Hmm, just noticed another issue. I had to make the change from INT_MAX to LONG_MAX because the outputs for the specific number had an 'L' on the end of them, where

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