... and it looks like Lenard has fixed it already too.  Latest svn trunk
compiles on osx again.

cu,

On Mon, May 4, 2009 at 8:03 AM, René Dudfield <ren...@gmail.com> wrote:

> hi,
>
> looks like some changes from the py3k merge that Lenard just did.
>
> Note, that the build bot last built successfully: revision 2047
>
> So you can always check out that revision, that built successfully on osx,
> until trunk is fixed.
>
>
>
> This is also points out how changes on one platform can easily break other
> platforms, and why the buildbot is so awesome.
>
>
> cu,
>
>
>
>
> On Mon, May 4, 2009 at 1:33 AM, Brian Fisher <br...@hamsterrepublic.com>wrote:
>
>> My automated build machine is having the same problem on OS X, so I'd say
>> it's nothing wrong with your setup:
>> http://thorbrian.com/pygame/builds.php
>>
>>
>> On Sun, May 3, 2009 at 12:14 AM, el lauwer <el.lau...@gmail.com> wrote:
>>
>>> Oi,
>>>
>>> Ok, I will use git as for my daily work, and submit my code to svn if
>>> I need a global feedback.
>>>
>>> I have solved the problem with architecture, but now I get the following
>>> syntax error in the pygame code:
>>>
>>> rc/transform.c:57: error: syntax error before ‘_state’
>>> src/transform.c:58: warning: initialization makes integer from pointer
>>> without a cast
>>> src/transform.c:59: error: ‘filter_shrink_X_ONLYC’ undeclared here (not
>>> in a function)
>>> src/transform.c:59: warning: excess elements in scalar initializer
>>> src/transform.c:59: warning: (near initialization for ‘_state’)
>>> src/transform.c:60: error: ‘filter_shrink_Y_ONLYC’ undeclared here (not
>>> in a function)
>>> src/transform.c:60: warning: excess elements in scalar initializer
>>> src/transform.c:60: warning: (near initialization for ‘_state’)
>>> src/transform.c:61: error: ‘filter_expand_X_ONLYC’ undeclared here (not
>>> in a function)
>>> src/transform.c:61: warning: excess elements in scalar initializer
>>> src/transform.c:61: warning: (near initialization for ‘_state’)
>>> src/transform.c:62: error: ‘filter_expand_Y_ONLYC’ undeclared here (not
>>> in a function)
>>> src/transform.c:62: warning: excess elements in scalar initializer
>>> src/transform.c:62: warning: (near initialization for ‘_state’)
>>> src/transform.c:62: warning: data definition has no type or storage class
>>> src/transform.c: In function ‘surf_scalesmooth’:
>>> src/transform.c:1416: warning: passing argument 3 of ‘scalesmooth’ from
>>> incompatible pointer type
>>> src/transform.c: In function ‘surf_get_smoothscale_backend’:
>>> src/transform.c:1437: error: request for member ‘filter_type’ in
>>> something not a structure or union
>>> src/transform.c: In function ‘surf_set_smoothscale_backend’:
>>> src/transform.c:1443: warning: initialization from incompatible pointer
>>> type
>>> src/transform.c:1497: error: ‘filter_type’ undeclared (first use in this
>>> function)
>>> src/transform.c:1497: error: (Each undeclared identifier is reported only
>>> once
>>> src/transform.c:1497: error: for each function it appears in.)
>>> src/transform.c: In function ‘inittransform’:
>>> src/transform.c:2739: warning: assignment from incompatible pointer type
>>> lipo: can't figure out the architecture type of: /var/tmp//cc47AiT3.out
>>> error: command 'gcc' failed with exit status 1
>>>
>>> Slu
>>>
>>>
>>>
>>>
>>> On 3-mei-09, at 07:48, Nirav Patel wrote:
>>>
>>>  I personally found/find it useful to use a personal git repo, and use
>>>> git-svn to stay up to date with the Pygame SVN.  You can use "git svn
>>>> rebase" to keep your repo up to date with upstream and then commit
>>>> with "git svn dcommit" when you have code that others can
>>>> use/test/hack.
>>>>
>>>> There is a decent guide for using git-svn with github here:
>>>> http://www.fnokd.com/2008/08/20/mirroring-svn-repository-to-github/
>>>>
>>>> That is also useful so you have a repo to work in until 1.9 is
>>>> released and you can start committing to Pygame SVN.
>>>>
>>>> Nirav
>>>>
>>>> On Sun, May 3, 2009 at 1:10 AM, René Dudfield <ren...@gmail.com> wrote:
>>>>
>>>>> Hi,
>>>>>
>>>>> more below...
>>>>>
>>>>> On Sun, May 3, 2009 at 2:50 PM, el lauwer <el.lau...@gmail.com> wrote:
>>>>>
>>>>>>
>>>>>> Oi,
>>>>>>
>>>>>> I am installing the latest version of pygame on svn,
>>>>>> so I can start coding on my camera module. I am
>>>>>> installing it under virtualenv so I can keep using
>>>>>> the stable pygame release for my current games.
>>>>>>
>>>>>> 1)
>>>>>> I recently reseaved a svn account for the pygame
>>>>>> svn repository. How do you sugest I use this account
>>>>>> during the development prossess, should I use it to
>>>>>> commit all my changes to the main brange, or should
>>>>>> I make a personal brange just for my work on the
>>>>>> camera module. Can I use my github account instead,
>>>>>> if so, what must I do with the changes and bug
>>>>>> fixel to the main pygame development brange.
>>>>>>
>>>>>
>>>>>
>>>>> You might want to work on the main trunk, or not... depending on a
>>>>> number of
>>>>> things.
>>>>>
>>>>> Either a separate branch or in your git hub is probably a good way to
>>>>> go.
>>>>> If you put things in svn, then it's easier for some of the pygame
>>>>> developers
>>>>> to watch your work, and maybe even make changes.  However it's up to
>>>>> you.
>>>>>
>>>>> Best to merge your work in occasionally into a svn branch at least.
>>>>> Or
>>>>> send the mailing list a link to your work when you've committed
>>>>> something
>>>>> you'd like people to look at or merge in.
>>>>>
>>>>> Then when your work is getting along, talk about merging it into the
>>>>> trunk
>>>>> with the mailing list and other developers.  If no one has changed any
>>>>> of
>>>>> the files you have changed, then it's probably ok.
>>>>>
>>>>> Working in the trunk lets you take advantage of some other things...
>>>>> like
>>>>> the build bots which build on mac/win python2.4 python2.5 python2.6 and
>>>>> run
>>>>> the tests for you.  So it can save you a lot of testing work.
>>>>>
>>>>> Say you wanted to make some changes to surface.c and a bunch of others
>>>>> that
>>>>> aren't part of the camera module directly, and didn't commit to trunk
>>>>> for a
>>>>> few weeks... there's a good chance someone else might make changes to
>>>>> those
>>>>> files.
>>>>>
>>>>> As long as you communicate with other devs what your working on it
>>>>> should be
>>>>> fine.
>>>>>
>>>>>
>>>
>>
>

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