Re: [E-devel] Add Null Chekcing Routine in eet_lib

2012-09-06 Thread Tom Hacohen
Raster and I completely agree here, so you can see most of my response 
in his email in his words. :)

But there's one more thing I wanted to add: I love error-free and 
defensive coding, I think it's good and needed. I'm not arguing here 
whether we should write safe code or not, I'm arguing about the extent. 
For example, you want to have a safety switch on a gun, but you don't 
want one that prevents you from shooting fast and efficiently. So yeah, 
sometimes you have misfires, but that's the price you sometimes pay for 
performance, costs, and efficiency.

I think we need checks, for example the magic checks in evas (and 
everywhere) are great. Why? Because the error cases we test there are 
actually plausible, we print an error and they can be disabled.

We already agreed that the fact that the patch as is doesn't print any 
errors is bad, I guess you agree that such checks need to be possible to 
disable, so I only have to convince you about whether they needed in 
general or not, so I'll focus on that.

I'm arguing that NULL checks everywhere are not really needed and they 
don't cover common cases. Yeah, in some cases they make sense, but in 
others, they do not. It's highly implausible that an eet file will be 
NULL, as those are usually handled locally in one context in which the 
values are known (I hope it's a good enough example). Following the same 
safe coding logic we should add magic checks everywhere, i.e to every 
struct we ever allocate, just because a user could pass an already freed 
pointer (for example). Again, the main point, is that we can only 
protect people from their mistakes to some extent, and I'm not sure the 
0.083% increase of stability (if you call a completely misbehaving but 
not crashing app a stable one) is worth the extra effort, bloat and etc.

Side note: are you sure people that write that crashing code actually 
look at the stdout/err prints and bother with fixing them? As I'd expect 
that type of people to just ignore the errors and say something like: 
ah, that's a library bug, not me, that print is not important.

--
Tom.

On 05/09/12 19:14, Daniel Juyung Seo wrote:
 On Wed, Sep 5, 2012 at 11:31 PM, Tom Hacohen tom.haco...@samsung.com wrote:
 On 05/09/12 17:18, Daniel Juyung Seo wrote:

 On Wed, Sep 5, 2012 at 10:12 PM, Tom Hacohen tom.haco...@samsung.com
 wrote:

 Why should we? It makes really no sense. And if you want to rely on past
 experience i.e what people do, instead of sense, take a look at libc:
 free, strlen and strcpy are just a few of the many examples that don't
 accept NULL. Having sanity checks everywhere is not safer, it just
 hides
 bugs at best, slows everything down, bloats the code and makes me want to
 hate myself.


 I didn't say hide bugs. We should warn it by using error message.
 I didn't say slow things down. If we don't check NULL, all apps also
 have to check NULL for all EFL APIs anyway.


 No, apps can check in a centralized manner, i.e 1 check for multiple calls,
 and not check in many cases. It's not even slightly the same. Wrt hiding:
 you said you support the patch, and the patch doesn't print or do anything,
 it's just hiding bugs.

 No, I didn't say I support the patch, I just said we should check
 null at least for public apis.
 I didn't even read the patch.

 My email was against your email not the patch itself.

 I repeat. I don't want to hide bugs. I want my product to be stable in
 terms of crash and just warn it with error message for dumb users.




 Also, these tests in specific are not good enough. Such tests should be
 wrapped in macros that print a warning about the error case so users will
 avoid doing them in the future (if applicable), let you disable them, and
 are generally consistent.


 Yes, this is what I want. At least we should avoid crashing and warn
 them with error message.


 That's the least we should do if we decide to do checks.



 Also, there's a very limited list of reasons why to do sanity checks:
 1. If only we can do and the user can't.
 2. If the checks are a lot easier for us to do than the user.
 3. Very common checks that should be everywhere and we'll be saving a ton
 of
 code by doing them ourselves, and no, this doesn't apply here.


 Two more things,
 1. I don't trust users.
 2. If EFL is used in your hobby project, I don't care. But if EFL is
 used in a real product, I will not allow apps to crash so easily only
 by calling EFL APIs with NULL.


 You use glibc, don't you? Why do you use it and strlen and not
 my_null_checking_strlen? Saying one thing is professional without backing it
 up is hardly an argument. Yeah, defensive programming is good, but only to
 some extent, some mistakes are just too bad to ignore or handle. If poor
 programmers want to crash their apps they will, even if we add this tiny bit
 of protection that will bloat the hell out of our code, waste our time, and
 make the world a bit worse place to live in.


 Anyhow we should change them locally before a 

Re: [E-devel] E SVN: discomfitor BROKEN

2012-09-06 Thread Cedric BAIL
On Thu, Sep 6, 2012 at 3:35 PM, Enlightenment SVN
no-re...@enlightenment.org wrote:
 Log:
 engage is broken, so to BROKEN with it until someone wants to fix it

Please revert, it work for me from yesterday svn.
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Re: [E-devel] E SVN: discomfitor BROKEN

2012-09-06 Thread Michael Blumenkrantz
and it breaks for everyone else, according to all the users who had it
crashing. feel free to move it back if you want to fix it and deal with
their bug reports.

On Thu, Sep 6, 2012 at 7:43 AM, Cedric BAIL cedric.b...@free.fr wrote:

 On Thu, Sep 6, 2012 at 3:35 PM, Enlightenment SVN
 no-re...@enlightenment.org wrote:
  Log:
  engage is broken, so to BROKEN with it until someone wants to fix it

 Please revert, it work for me from yesterday svn.
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Re: [E-devel] E SVN: discomfitor BROKEN

2012-09-06 Thread Tom Hacohen
On 06/09/12 09:43, Cedric BAIL wrote:
 On Thu, Sep 6, 2012 at 3:35 PM, Enlightenment SVN
 no-re...@enlightenment.org wrote:
 Log:
 engage is broken, so to BROKEN with it until someone wants to fix it

 Please revert, it work for me from yesterday svn.


For me too. And heck, even if it was broken, you should make an 
announcement before you do such a thing so people will be able to 
prepare, and possibly fix. If this module should move to anywhere, it's 
e-core-modules, not BROKEN.

--
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Re: [E-devel] E SVN: discomfitor BROKEN

2012-09-06 Thread Cedric BAIL
On Thu, Sep 6, 2012 at 3:46 PM, Michael Blumenkrantz
michael.blumenkra...@gmail.com wrote:
 and it breaks for everyone else, according to all the users who had it
 crashing. feel free to move it back if you want to fix it and deal with
 their bug reports.

I never saw any relevant bug report regarding engage and it has been
working for years for me. So I will move it back.
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[E-devel] User patch support Gentoo overlay

2012-09-06 Thread Dennis Lan (dlan)
Hi ALL:
Attached file add support for user patch (against gentoo's official eclass).
I found this feature is quite handy and useful
since we are using live ebuilds, probably the revision we are testing is broken
with this feature we can just cook a patch and easily apply it without
touch the ebuild.
And more importantly after upstream fixed the problem, we can simply
remove it gracefully.


Dennis


epatch_user.patch
Description: Binary data
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[E-devel] Elm on Windows: can not compile because 'Escape' type is already defined on windows

2012-09-06 Thread Vincent Torri
Hey,

in elm_cnp.c, line 42, Escape is already defined by Windows, hence
compilation error. Please use a namespace for those struct.

Vincent

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Re: [E-devel] Elm on Windows: can not compile because 'Escape' type is already defined on windows

2012-09-06 Thread Christopher Michael
Fixed in rev 76226.

dh

On 06/09/12 08:33, Vincent Torri wrote:
 Hey,

 in elm_cnp.c, line 42, Escape is already defined by Windows, hence
 compilation error. Please use a namespace for those struct.

 Vincent

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Re: [E-devel] [Patch] [Ejde, Elementary] added selection handler feature to entry

2012-09-06 Thread The Rasterman
On Mon, 16 Jul 2012 10:50:17 + (GMT) Myung-Jae Lee mjae@samsung.com
said:

hooray! time to get back to this feature now after release. i've taken a look
and this looks good to me - the code is clean, and does what is needed, but
there is a catch. it has a bug. :) when you have an EMPTY line with no text,
the cursor moves there on dragging the selection but the selection block
doesn't. try elm entry test - see the blank line between:

to refer to them this way.

and

Also you can...

drag the end selection handle over this and the cursor goes, but not the
handle. also drag the left (or right) handles so they go left of the entry.. if
the entry is aligned to the left side of the window the handle becomes
invisible. shouldn't the handle flip direction to point the handle inwards
away from the screen/window edge? :) i know later you have stuff to make
handles change between vertical positions, but what about horizontal positions
too?

one more thing. the handler start/end groups should have swallows where it is
possible in elm to provide a swallowed invisible rect that will be set to
finger size and thus ensure the hit-area of the handler is the right size. :)
again - a smallish thing, but necessary for correct sizing.

 Dear all EFL developers,
 
 Following the previous magnifier patch, I'm trying to add another entry
 feature, selection handler that can help user extend text selection easily
 in the mobile envieronment. Current patch only includes the basic operations
 of the edje_entry handler objects (create, show, hide, and how to extend the
 selection).
 
 This handler feature can be tested alone without magnifier feature, so I made
 selection handler patch only without the previous magnifier patch. (just
 based on the latest svn) If there's no problem in this patch, next features
 will be added in separate patch files and those will also include magnifier
 feature if it's verified to be acceptable in svn until that time.
 
 Heres are the features to be added soon
 - Selection handlers will be shown or hidden whether they are inside the
 entry viewport or not
 - Support handlers' position changes by edje signal
 - Magnifier will be shown while selection handlers are moved If magnifier is
 turned on
 
 
 Please review this patch and feel free to give me feedbacks when you have
 questions.
 
 Regards,
 --
 Myungjae Lee


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Re: [E-devel] [Patch] [Ejde, Elementary] added viewport check to entry selection handler

2012-09-06 Thread The Rasterman
On Thu, 19 Jul 2012 09:58:38 + (GMT) Myung-Jae Lee mjae@samsung.com
said:

this patch haveth bugs... what if en-region_vp is NULL? :) for starters.
secondly the patch is reversed (-'s not +'s) and third.. the elm_entry part no
longer applies after the entry internal code changes. what i have done right
now is manually read the patch and re-write the code based on the patch and the
current entry code. it compiles cleanly and i think i got it right, but edje
side has bugs. :)

 Dear all,
 
 This is the extension patch for the previous 'selection handler' in entry.
 
 Selection handlers will be displayed if they are inside the entry viewport or
 will be hidden. Elm_entry gets the viewport region from the geometry of its
 parents' scrollers and pass the information to edje_entry.
 
 Because this patch is based on the previous selection handler patch, apply
 the previous one ([E-devel] [Patch] [Ejde, Elementary] added selection
 handler feature to entry) first and this later.
 
 Please review this patch and feel free to give me feedbacks when you have
 questions.
 
 Regards,
 --
 Myungjae Lee


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Re: [E-devel] [Patch] [Ejde, Elementary] added viewport check to entry selection handler

2012-09-06 Thread The Rasterman
On Thu, 19 Jul 2012 09:58:38 + (GMT) Myung-Jae Lee mjae@samsung.com
said:

oh and the edje entry side also leaks the region_vp and doesnt free it when
entry is freed. :)

 Dear all,
 
 This is the extension patch for the previous 'selection handler' in entry.
 
 Selection handlers will be displayed if they are inside the entry viewport or
 will be hidden. Elm_entry gets the viewport region from the geometry of its
 parents' scrollers and pass the information to edje_entry.
 
 Because this patch is based on the previous selection handler patch, apply
 the previous one ([E-devel] [Patch] [Ejde, Elementary] added selection
 handler feature to entry) first and this later.
 
 Please review this patch and feel free to give me feedbacks when you have
 questions.
 
 Regards,
 --
 Myungjae Lee


-- 
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Re: [E-devel] [Patch] [Ejde, Elementary] added viewport check to entry selection handler

2012-09-06 Thread The Rasterman
On Thu, 19 Jul 2012 09:58:38 + (GMT) Myung-Jae Lee mjae@samsung.com
said:

never mind. i found the code that frees region_vp- ignore last mail. :)

 Dear all,
 
 This is the extension patch for the previous 'selection handler' in entry.
 
 Selection handlers will be displayed if they are inside the entry viewport or
 will be hidden. Elm_entry gets the viewport region from the geometry of its
 parents' scrollers and pass the information to edje_entry.
 
 Because this patch is based on the previous selection handler patch, apply
 the previous one ([E-devel] [Patch] [Ejde, Elementary] added selection
 handler feature to entry) first and this later.
 
 Please review this patch and feel free to give me feedbacks when you have
 questions.
 
 Regards,
 --
 Myungjae Lee


-- 
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Re: [E-devel] [Patch] [Ejde, Elementary] added viewport check to entry selection handler

2012-09-06 Thread The Rasterman
On Thu, 19 Jul 2012 09:58:38 + (GMT) Myung-Jae Lee mjae@samsung.com
said:

and another bug.. if the entry STARTS selected the selection handles appear but
cannot be changed. :) entry scrolled test the this is a single line entry
box. :)

 Dear all,
 
 This is the extension patch for the previous 'selection handler' in entry.
 
 Selection handlers will be displayed if they are inside the entry viewport or
 will be hidden. Elm_entry gets the viewport region from the geometry of its
 parents' scrollers and pass the information to edje_entry.
 
 Because this patch is based on the previous selection handler patch, apply
 the previous one ([E-devel] [Patch] [Ejde, Elementary] added selection
 handler feature to entry) first and this later.
 
 Please review this patch and feel free to give me feedbacks when you have
 questions.
 
 Regards,
 --
 Myungjae Lee


-- 
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Re: [E-devel] [Patch] [Ejde, Elementary] added checking layout to entry selection handler

2012-09-06 Thread The Rasterman
On Mon, 23 Jul 2012 06:35:53 + (GMT) Myung-Jae Lee mjae@samsung.com
said:

and of course this patch conflicts with the previous patch.. once i fixed the
segfaults. :) context problems. in fact it is beginning to become illogical.

if (eina_rectangle_is_empty(en-region_vp))
  {
 if ((en-region_vp-x == -1)  (en-region_vp-y
== -1))
-  edje_object_signal_emit(en-handler_start,
edje,handler,show, edje);
+  {
+ if (!eina_rectangle_is_empty(en-region_ly) 
+ ((ny + hh)  (en-region_ly-y +
en-region_ly-h)))
+   edje_object_signal_emit(en-handler_start,
edje,handler,show,top, edje);
+ else
+   edje_object_signal_emit(en-handler_start,
edje,handler,show,bottom, edje);
+  }

so simple:

  if (empty) { if (!empty) { XXX } else { YYY } }

the first !empty path can never happen. we never got there if its empty. by
extension then the rest of the logic (ny + hh ...) cant be useful so in fact
this code does nothing here. those whole section shouldnt not have changed.
similar for the next blob in the patch... the !empty check:

 if (eina_rectangle_coords_inside(en-region_vp,
nx, ny))
-  edje_object_signal_emit(en-handler_start,
edje,handler,show, edje);
+  {
+ if (!eina_rectangle_is_empty(en-region_ly) 
+ ((ny + hh)  (en-region_ly-y +
en-region_ly-h)))
+   edje_object_signal_emit(en-handler_start,
edje,handler,show,top, edje);
+ else
+   edje_object_signal_emit(en-handler_start,
edje,handler,show,bottom, edje);
+  }
  }

is useless as coords cant be inside an empty rect. :) so dont need the first
check. :) same for the next blob of similar changes below. :)

i've fixed this to now be logical and not conflict patch-wise. :) though in
my local tree.

 Dear all,
 This is the extension patch for the previous 'selection handler' and
 'viewport check' in entry.
 
 Selection handlers will be displayed on the top or bottom of the selection
 block according to the position of the layout that is contained in
 conformant. Elm_entry queries the layout region from the geometry of the
 conformant that contains the entry itself, and pass the information to
 edje_entry as the same way with the viewport region.
 
 Because this patch is based on the previous patches, apply the next patches
 first and this later.
 -  selection handler patch : [E-devel] [Patch] [Ejde, Elementary] added
 selection handler feature to entry
 -  viewport check patch : [E-devel] [Patch] [Ejde, Elementary] added viewport
 check to entry selection handler
 
 Please review this patch and feel free to give me feedbacks when you have
 questions.
 
 Regards,
 --
 Myungjae Lee

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Re: [E-devel] [Patch] [Ejde, Elementary] added checking layout to entry selection handler

2012-09-06 Thread The Rasterman
On Mon, 23 Jul 2012 06:35:53 + (GMT) Myung-Jae Lee mjae@samsung.com
said:

hmm and with this patch the handles all break... after fixing it up for
conflicts, bugs and what not...

at this stage i'm going to have to do this...

mj - can you merge your changes with current trunk svn and provide a new
single patch including all of your previous patchset and some of the
issues/comments i've mentioned here? :) going ot have to do it this way. too
much changed. :(

 Dear all,
 This is the extension patch for the previous 'selection handler' and
 'viewport check' in entry.
 
 Selection handlers will be displayed on the top or bottom of the selection
 block according to the position of the layout that is contained in
 conformant. Elm_entry queries the layout region from the geometry of the
 conformant that contains the entry itself, and pass the information to
 edje_entry as the same way with the viewport region.
 
 Because this patch is based on the previous patches, apply the next patches
 first and this later.
 -  selection handler patch : [E-devel] [Patch] [Ejde, Elementary] added
 selection handler feature to entry
 -  viewport check patch : [E-devel] [Patch] [Ejde, Elementary] added viewport
 check to entry selection handler
 
 Please review this patch and feel free to give me feedbacks when you have
 questions.
 
 Regards,
 --
 Myungjae Lee

-- 
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Re: [E-devel] Function e_dbus_request_name

2012-09-06 Thread Zbigniew Kosinski

   Hello,

   After many opinion from developers mailing list users, I see that my patch
   proposal wasn't good. There are better ways to solve that kind of problem.
   Some  of  users  suggest to use eina macros to check nulls that can be
   enabled/disabled.   Is EINA_SAFETY_ON_NULL_RETURN_VAL   macro  is good
   candidate?


   I know that passing NULL as name parameter is non-sensical - that can bug in
   my code. Maybe better solution is to add information in  e_dbus_request_name
   documentation - NULL is not supported  or  NULL will cause SIGABRT .
   After that developers are fully responsible for parameters they pass to
   e_dbus public API.


   --- Original Message ---

   Sender : Carsten Haitzlerras...@rasterman.com

   Date : Sep 05, 2012 19:28 (GMT+09:00)

   Title : Re: [E-devel] Function e_dbus_request_name


   On Wed, 05 Sep 2012 05:39:08 + (GMT) Zbigniew Kosinski
   said:
   what  are  you doing asking for a NULL name? that's non-sensical. it's
   definitely
   an error in your code. libdbus itself is aborting.
   nb - have u tested strdup(NULL); ? it segv's . glibc people won't likely
   accept
   patches to check for NULL as its simply invalid input. :)
   so here is my question. why do you think this routine SHOULD check for null
   and
   return instead of let libdbus abort? considering that e_dbus really has no
   magic-number checking and typechecking it in (like evas etc.) and is much
   more
   of a thin wrapper/glue on top of libdbus... why should it NOT abort() to let
   you know you have a bug in your code (when that is going to be its general
   behavior on invalid input in general given the rest of its code)?
   
   Hello,
   
   I  maintain  app  where  e_dbus  library  is  used. I  have a question
   about e_dbus_request_name function.
   
   Right now, If NULL is passed instead of name parameter, I receive
   SIGABRT
   signal.
   
   Is  it good idea to add null check in the e_dbus_request_name to solve
   described issue?
   
   I have prepared my patch proposal.
   
   Please find the patch in the attachment.
   
   BR,
   
   Zbigniew KosiÄšski
   [SeenTimeChecker?
do=aeeb1c78fe711860d6befb1b5493e2fd8e12c4c191378bc1313406b2
   
   c31e47e33340d63f25e1a292b9d1af7a86c82c9092fee5c9a9e95c0389fe2928b38d2252d476
dc49b3e68b37d6600ca1ffd9c3fdf6ddc9ea09393184cf878f9a26ce15a0]
   --
   - Codito, ergo sum - I code, therefore I am --
   The Rasterman (Carsten Haitzler)ras...@rasterman.com




   [SeenTimeChecker?do=aeeb1c78fe71186007abd0de9302376d444de66cbd22f100313406b2
   c31e47e33340d63f25e1a292b9d1af7a86c82c9092fee5c9a9e95c0389fe2928b38d2252d476
   dc49b3e68b37d6600ca1ffd9c3fdf6ddc9ea09393184cf878f9a26ce15a0]
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Re: [E-devel] Function e_dbus_request_name

2012-09-06 Thread Nicholas Hughart
On 09/06/2012 03:52 AM, Zbigniew Kosinski wrote:
 Hello,

 After many opinion from developers mailing list users, I see that my patch
 proposal wasn't good. There are better ways to solve that kind of problem.
 Some  of  users  suggest to use eina macros to check nulls that can be
 enabled/disabled.   Is EINA_SAFETY_ON_NULL_RETURN_VAL   macro  is good
 candidate?


 I know that passing NULL as name parameter is non-sensical - that can bug 
 in
 my code. Maybe better solution is to add information in  
 e_dbus_request_name
 documentation - NULL is not supported  or  NULL will cause SIGABRT .
 After that developers are fully responsible for parameters they pass to
 e_dbus public API.
I don't know about everyone else, but I assume that passing NULL to any 
function will cause a segv UNLESS it's noted in the documentation to 
allow that function to perform some functionality (such as 
delete/cleanup/etc).  I wouldn't expect a function's documentation to 
tell me that passing NULL will cause a segv and in fact it may not 
depending on where the code is built and what it does.  What if you give 
it an invalid pointer instead, should the document explain all the 
possible outcomes there as well?  Forget the segv, you could jump into 
kernel memory, overwrite some files, all kinds of fun!


 --- Original Message ---

 Sender : Carsten Haitzlerras...@rasterman.com

 Date : Sep 05, 2012 19:28 (GMT+09:00)

 Title : Re: [E-devel] Function e_dbus_request_name


 On Wed, 05 Sep 2012 05:39:08 + (GMT) Zbigniew Kosinski
 said:
 what  are  you doing asking for a NULL name? that's non-sensical. it's
 definitely
 an error in your code. libdbus itself is aborting.
 nb - have u tested strdup(NULL); ? it segv's . glibc people won't likely
 accept
 patches to check for NULL as its simply invalid input. :)
 so here is my question. why do you think this routine SHOULD check for 
 null
 and
 return instead of let libdbus abort? considering that e_dbus really has no
 magic-number checking and typechecking it in (like evas etc.) and is much
 more
 of a thin wrapper/glue on top of libdbus... why should it NOT abort() to 
 let
 you know you have a bug in your code (when that is going to be its general
 behavior on invalid input in general given the rest of its code)?
 
 Hello,
 
 I  maintain  app  where  e_dbus  library  is  used. I  have a 
 question
 about e_dbus_request_name function.
 
 Right now, If NULL is passed instead of name parameter, I receive
 SIGABRT
 signal.
 
 Is  it good idea to add null check in the e_dbus_request_name to 
 solve
 described issue?
 
 I have prepared my patch proposal.
 
 Please find the patch in the attachment.
 
 BR,
 
 Zbigniew KosiÄšski
 [SeenTimeChecker?
  do=aeeb1c78fe711860d6befb1b5493e2fd8e12c4c191378bc1313406b2
 
 
 c31e47e33340d63f25e1a292b9d1af7a86c82c9092fee5c9a9e95c0389fe2928b38d2252d476
  dc49b3e68b37d6600ca1ffd9c3fdf6ddc9ea09393184cf878f9a26ce15a0]
 --
 - Codito, ergo sum - I code, therefore I am --
 The Rasterman (Carsten Haitzler)ras...@rasterman.com




 
 [SeenTimeChecker?do=aeeb1c78fe71186007abd0de9302376d444de66cbd22f100313406b2
 
 c31e47e33340d63f25e1a292b9d1af7a86c82c9092fee5c9a9e95c0389fe2928b38d2252d476
 dc49b3e68b37d6600ca1ffd9c3fdf6ddc9ea09393184cf878f9a26ce15a0]
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Re: [E-devel] elm: repair check for clearenv

2012-09-06 Thread Vincent Torri
On Wed, Sep 5, 2012 at 1:57 PM, Leif Middelschulte
leif.middelschu...@gmail.com wrote:

 and recompile to see if there is still the undef ref
 Yes, sadly it is :-(
 I've added the line
 @LTLIBINTL@ \
 above @my_libs@, but it won't work.

do:

make clean
make V=1

attache the terminal output and src/bin/Makefile

Vincent

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Re: [E-devel] Add Null Chekcing Routine in eet_lib

2012-09-06 Thread Bluezery
2012/9/6 Tom Hacohen tom.haco...@samsung.com:
 Raster and I completely agree here, so you can see most of my response
 in his email in his words. :)

 But there's one more thing I wanted to add: I love error-free and
 defensive coding, I think it's good and needed. I'm not arguing here
 whether we should write safe code or not, I'm arguing about the extent.
 For example, you want to have a safety switch on a gun, but you don't
 want one that prevents you from shooting fast and efficiently. So yeah,
 sometimes you have misfires, but that's the price you sometimes pay for
 performance, costs, and efficiency.

 I think we need checks, for example the magic checks in evas (and
 everywhere) are great. Why? Because the error cases we test there are
 actually plausible, we print an error and they can be disabled.

 We already agreed that the fact that the patch as is doesn't print any
 errors is bad, I guess you agree that such checks need to be possible to
 disable, so I only have to convince you about whether they needed in
 general or not, so I'll focus on that.

 I'm arguing that NULL checks everywhere are not really needed and they
 don't cover common cases. Yeah, in some cases they make sense, but in
 others, they do not. It's highly implausible that an eet file will be
 NULL, as those are usually handled locally in one context in which the
 values are known (I hope it's a good enough example). Following the same
 safe coding logic we should add magic checks everywhere, i.e to every
 struct we ever allocate, just because a user could pass an already freed
 pointer (for example). Again, the main point, is that we can only
 protect people from their mistakes to some extent, and I'm not sure the
 0.083% increase of stability (if you call a completely misbehaving but
 not crashing app a stable one) is worth the extra effort, bloat and etc.

 Side note: are you sure people that write that crashing code actually
 look at the stdout/err prints and bother with fixing them? As I'd expect
 that type of people to just ignore the errors and say something like:
 ah, that's a library bug, not me, that print is not important.

Yeah, most of them ignore. :(
Anyway, I need to know whether there exist consistent policy for input
parameter check in exported function entrance. or we can think on a
case by case basis.
I usually used EINA_SAFETY_ON_NULL_XX.

 --
 Tom.

 On 05/09/12 19:14, Daniel Juyung Seo wrote:
 On Wed, Sep 5, 2012 at 11:31 PM, Tom Hacohen tom.haco...@samsung.com wrote:
 On 05/09/12 17:18, Daniel Juyung Seo wrote:

 On Wed, Sep 5, 2012 at 10:12 PM, Tom Hacohen tom.haco...@samsung.com
 wrote:

 Why should we? It makes really no sense. And if you want to rely on past
 experience i.e what people do, instead of sense, take a look at libc:
 free, strlen and strcpy are just a few of the many examples that don't
 accept NULL. Having sanity checks everywhere is not safer, it just
 hides
 bugs at best, slows everything down, bloats the code and makes me want to
 hate myself.


 I didn't say hide bugs. We should warn it by using error message.
 I didn't say slow things down. If we don't check NULL, all apps also
 have to check NULL for all EFL APIs anyway.


 No, apps can check in a centralized manner, i.e 1 check for multiple calls,
 and not check in many cases. It's not even slightly the same. Wrt hiding:
 you said you support the patch, and the patch doesn't print or do anything,
 it's just hiding bugs.

 No, I didn't say I support the patch, I just said we should check
 null at least for public apis.
 I didn't even read the patch.

 My email was against your email not the patch itself.

 I repeat. I don't want to hide bugs. I want my product to be stable in
 terms of crash and just warn it with error message for dumb users.




 Also, these tests in specific are not good enough. Such tests should be
 wrapped in macros that print a warning about the error case so users will
 avoid doing them in the future (if applicable), let you disable them, and
 are generally consistent.


 Yes, this is what I want. At least we should avoid crashing and warn
 them with error message.


 That's the least we should do if we decide to do checks.



 Also, there's a very limited list of reasons why to do sanity checks:
 1. If only we can do and the user can't.
 2. If the checks are a lot easier for us to do than the user.
 3. Very common checks that should be everywhere and we'll be saving a ton
 of
 code by doing them ourselves, and no, this doesn't apply here.


 Two more things,
 1. I don't trust users.
 2. If EFL is used in your hobby project, I don't care. But if EFL is
 used in a real product, I will not allow apps to crash so easily only
 by calling EFL APIs with NULL.


 You use glibc, don't you? Why do you use it and strlen and not
 my_null_checking_strlen? Saying one thing is professional without backing it
 up is hardly an argument. Yeah, defensive programming is good, but only to
 some extent, some mistakes are just too 

Re: [E-devel] Add Null Chekcing Routine in eet_lib

2012-09-06 Thread The Rasterman
On Thu, 6 Sep 2012 13:18:15 +0900 Daniel Juyung Seo seojuyu...@gmail.com said:

 On Thu, Sep 6, 2012 at 8:54 AM, Carsten Haitzler ras...@rasterman.com wrote:
  On Thu, 6 Sep 2012 01:14:34 +0900 Daniel Juyung Seo seojuyu...@gmail.com
  said:
 
  I am sick and tired of hearing that EFL code sucks because of those
  missing exception handlings.
 
  and do these people bitch about libc too? checking the programmers bad and
  non-sensical input is a nicety we do in some places. it is a NICETY! not a
  requirement. libc sees it as a luxury and almost never does it. my bet is
  they don't complain about libc. they simply want to pass blame away from
  their own mistake and thus will say well efl sucks.
 
 libc is so low level. That's the difference between libc and efl.
 
 
  if we do any checking it should be consistent throughout a library. e_dbus
  doesn't check most input as it's a thin wrapper. any checks should use
  standard/common infrastructure where appropriate so it can be a macro and
  compiled out for speed reasons or change behavior (eg call abort() on every
  incorrect input to guarantee you get a crash and a backtrace to fix it). a
  simple 'if (!string) return NULL;' is more likely to hide nasty bugs and
  make them much harder to find. there is no complaint to stout/err. there is
  no way to force a backtrace (abort) etc.
 
 This is exactly what I agree. Be consistent.
 So what's your opinion? Check NULL in EFL or not?

at this moment follow the pattern FOR THAT LIB. that means eet is different
to ecore, different to evas etc.

as such in the more general sense, abort() or just not checking OBVIOUS params
(like char *name if the function couldn't work sensibly without a string name)
is acceptable. if its going to be done it must be done with a macro that can
enable/disable the checks and suitably complain to stdout/err (eina_log), and
probably abort() too given certain build or runtime setups (env vars). thats
the GENERAL case. specifically be consistent within a single lib. FIRST. so fix
up missing checks in a lib that mostly does checks FIRST. ignore libs that
don't do it until the others are fixed. if u add them to one that doesn't then
do it all over as per the above - macros, on/off, log, abort etc.

though the lowest level (eina) i think can live without in most cases as it's
at the same level as libc in terms of being low level.

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Re: [E-devel] E SVN: cedric trunk/edje/src/lib

2012-09-06 Thread Daniel Juyung Seo
Thanks. Great!
Now E17 works. Arggg NULL check!!!

Daniel Juyung Seo (SeoZ)

On Thu, Sep 6, 2012 at 7:05 PM, Enlightenment SVN
no-re...@enlightenment.org wrote:
 Log:
 edje: correct NULL check. Happy SeoZ :-)


 Author:   cedric
 Date: 2012-09-06 03:05:34 -0700 (Thu, 06 Sep 2012)
 New Revision: 76235
 Trac: http://trac.enlightenment.org/e/changeset/76235

 Modified:
   trunk/edje/src/lib/edje_util.c

 Modified: trunk/edje/src/lib/edje_util.c
 ===
 --- trunk/edje/src/lib/edje_util.c  2012-09-06 10:01:44 UTC (rev 76234)
 +++ trunk/edje/src/lib/edje_util.c  2012-09-06 10:05:34 UTC (rev 76235)
 @@ -5083,9 +5083,7 @@
   rp);

 //If the map is enabled, uv should be updated when image size is changed.
 -   if (rp-swallowed_object 
 -   evas_object_type_get(rp-swallowed_object) 
 -   !strcmp(evas_object_type_get(rp-swallowed_object), image))
 +   if (!strcmp(evas_object_type_get(rp-swallowed_object), image))
   evas_object_event_callback_add(obj_swallow, EVAS_CALLBACK_IMAGE_RESIZE,
  
 _edje_object_part_swallow_image_resize_cb,
  rp);
 @@ -5118,6 +5116,7 @@
  void
  _edje_real_part_swallow_clear(Edje_Real_Part *rp)
  {
 +   if (!rp-swallowed_object) return ;
 evas_object_smart_member_del(rp-swallowed_object);
 evas_object_event_callback_del_full(rp-swallowed_object,
 EVAS_CALLBACK_DEL,


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Re: [E-devel] E SVN: cedric trunk/edje/src/lib

2012-09-06 Thread ChunEon Park
but we could found out the problem early.


-Regards, Hermet-

-Original Message-
From: Daniel Juyung Seolt;seojuyu...@gmail.comgt; 
To: lt;enlightenment-devel@lists.sourceforge.netgt;; 
Cc: lt;enlightenment-...@lists.sourceforge.netgt;; 
Sent: 2012-09-06 (목) 19:08:39
Subject: Re: [E-devel] E SVN: cedric trunk/edje/src/lib

Thanks. Great!
Now E17 works. Arggg NULL check!!!

Daniel Juyung Seo (SeoZ)

On Thu, Sep 6, 2012 at 7:05 PM, Enlightenment SVN
lt;no-replygt;@enlightenment.orggt; wrote:
gt; Log:
gt; edje: correct NULL check. Happy SeoZ :-)
gt;
gt;
gt; Author:   cedric
gt; Date: 2012-09-06 03:05:34 -0700 (Thu, 06 Sep 2012)
gt; New Revision: 76235
gt; Trac: http://trac.enlightenment.org/e/changeset/76235
gt;
gt; Modified:
gt;   trunk/edje/src/lib/edje_util.c
gt;
gt; Modified: trunk/edje/src/lib/edje_util.c
gt; ===
gt; --- trunk/edje/src/lib/edje_util.c  2012-09-06 10:01:44 UTC (rev 76234)
gt; +++ trunk/edje/src/lib/edje_util.c  2012-09-06 10:05:34 UTC (rev 76235)
gt; @@ -5083,9 +5083,7 @@
gt;   rp);
gt;
gt; //If the map is enabled, uv should be updated when image size is 
changed.
gt; -   if (rp-gt;swallowed_object amp;amp;
gt; -   evas_object_type_get(rp-gt;swallowed_object) amp;amp;
gt; -   !strcmp(evas_object_type_get(rp-gt;swallowed_object), image))
gt; +   if (!strcmp(evas_object_type_get(rp-gt;swallowed_object), image))
gt;   evas_object_event_callback_add(obj_swallow, 
EVAS_CALLBACK_IMAGE_RESIZE,
gt;  
_edje_object_part_swallow_image_resize_cb,
gt;  rp);
gt; @@ -5118,6 +5116,7 @@
gt;  void
gt;  _edje_real_part_swallow_clear(Edje_Real_Part *rp)
gt;  {
gt; +   if (!rp-gt;swallowed_object) return ;
gt; evas_object_smart_member_del(rp-gt;swallowed_object);
gt; evas_object_event_callback_del_full(rp-gt;swallowed_object,
gt; EVAS_CALLBACK_DEL,
gt;
gt;
gt; 
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Re: [E-devel] E SVN: cedric trunk/edje/src/lib

2012-09-06 Thread Daniel Juyung Seo
the problem is that. it was not a small application crash.
my e17 is crashed.
for users, this is bad :(

Daniel Juyung Seo (SeoZ)

On Thu, Sep 6, 2012 at 7:13 PM, ChunEon Park her...@naver.com wrote:
 but we could found out the problem early.
 

 -Regards, Hermet-

 -Original Message-
 From: Daniel Juyung Seolt;seojuyu...@gmail.comgt;
 To: lt;enlightenment-devel@lists.sourceforge.netgt;;
 Cc: lt;enlightenment-...@lists.sourceforge.netgt;;
 Sent: 2012-09-06 (목) 19:08:39
 Subject: Re: [E-devel] E SVN: cedric trunk/edje/src/lib

 Thanks. Great!
 Now E17 works. Arggg NULL check!!!

 Daniel Juyung Seo (SeoZ)

 On Thu, Sep 6, 2012 at 7:05 PM, Enlightenment SVN
 lt;no-replygt;@enlightenment.orggt; wrote:
 gt; Log:
 gt; edje: correct NULL check. Happy SeoZ :-)
 gt;
 gt;
 gt; Author:   cedric
 gt; Date: 2012-09-06 03:05:34 -0700 (Thu, 06 Sep 2012)
 gt; New Revision: 76235
 gt; Trac: http://trac.enlightenment.org/e/changeset/76235
 gt;
 gt; Modified:
 gt;   trunk/edje/src/lib/edje_util.c
 gt;
 gt; Modified: trunk/edje/src/lib/edje_util.c
 gt; ===
 gt; --- trunk/edje/src/lib/edje_util.c  2012-09-06 10:01:44 UTC (rev 
 76234)
 gt; +++ trunk/edje/src/lib/edje_util.c  2012-09-06 10:05:34 UTC (rev 
 76235)
 gt; @@ -5083,9 +5083,7 @@
 gt;   rp);
 gt;
 gt; //If the map is enabled, uv should be updated when image size is 
 changed.
 gt; -   if (rp-gt;swallowed_object amp;amp;
 gt; -   evas_object_type_get(rp-gt;swallowed_object) amp;amp;
 gt; -   !strcmp(evas_object_type_get(rp-gt;swallowed_object), image))
 gt; +   if (!strcmp(evas_object_type_get(rp-gt;swallowed_object), image))
 gt;   evas_object_event_callback_add(obj_swallow, 
 EVAS_CALLBACK_IMAGE_RESIZE,
 gt;  
 _edje_object_part_swallow_image_resize_cb,
 gt;  rp);
 gt; @@ -5118,6 +5116,7 @@
 gt;  void
 gt;  _edje_real_part_swallow_clear(Edje_Real_Part *rp)
 gt;  {
 gt; +   if (!rp-gt;swallowed_object) return ;
 gt; evas_object_smart_member_del(rp-gt;swallowed_object);
 gt; evas_object_event_callback_del_full(rp-gt;swallowed_object,
 gt; EVAS_CALLBACK_DEL,
 gt;
 gt;
 gt; 
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Re: [E-devel] E SVN: cedric trunk/edje/src/lib

2012-09-06 Thread ChunEon Park
Thanks to u,
 The problem was found out early.



-Regards, Hermet-
-Original Message-
From: Daniel Juyung Seoseojuyu...@gmail.com 
To: Enlightenment developer listenlightenment-devel@lists.sourceforge.net; 
Cc: enlightenment-...@lists.sourceforge.net; 
Sent: 2012-09-06 (목) 19:15:48
Subject: Re: [E-devel] E SVN: cedric trunk/edje/src/lib

the problem is that. it was not a small application crash.
my e17 is crashed.
for users, this is bad :(

Daniel Juyung Seo (SeoZ)

On Thu, Sep 6, 2012 at 7:13 PM, ChunEon Park hermet@naver.com wrote:
 but we could found out the problem early.
 

 -Regards, Hermet-

 -Original Message-
 From: Daniel Juyung Seoseojuyu...@gmail.com
 To: enlightenment-devel@lists.sourceforge.net;
 Cc: enlightenment-...@lists.sourceforge.net;
 Sent: 2012-09-06 (목) 19:08:39
 Subject: Re: [E-devel] E SVN: cedric trunk/edje/src/lib

 Thanks. Great!
 Now E17 works. Arggg NULL check!!!

 Daniel Juyung Seo (SeoZ)

 On Thu, Sep 6, 2012 at 7:05 PM, Enlightenment SVN
 no-reply@enlightenment.org wrote:
  Log:
  edje: correct NULL check. Happy SeoZ :-)
 
 
  Author:   cedric
  Date: 2012-09-06 03:05:34 -0700 (Thu, 06 Sep 2012)
  New Revision: 76235
  Trac: http://trac.enlightenment.org/e/changeset/76235
 
  Modified:
trunk/edje/src/lib/edje_util.c
 
  Modified: trunk/edje/src/lib/edje_util.c
  ===
  --- trunk/edje/src/lib/edje_util.c  2012-09-06 10:01:44 UTC (rev 76234)
  +++ trunk/edje/src/lib/edje_util.c  2012-09-06 10:05:34 UTC (rev 76235)
  @@ -5083,9 +5083,7 @@
rp);
 
  //If the map is enabled, uv should be updated when image size is 
  changed.
  -   if (rp-swallowed_object 
  -   evas_object_type_get(rp-swallowed_object) 
  -   !strcmp(evas_object_type_get(rp-swallowed_object), image))
  +   if (!strcmp(evas_object_type_get(rp-swallowed_object), image))
evas_object_event_callback_add(obj_swallow, 
  EVAS_CALLBACK_IMAGE_RESIZE,
   
  _edje_object_part_swallow_image_resize_cb,
   rp);
  @@ -5118,6 +5116,7 @@
   void
   _edje_real_part_swallow_clear(Edje_Real_Part *rp)
   {
  +   if (!rp-swallowed_object) return ;
  evas_object_smart_member_del(rp-swallowed_object);
  evas_object_event_callback_del_full(rp-swallowed_object,
  EVAS_CALLBACK_DEL,
 
 
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Re: [E-devel] Add Null Chekcing Routine in eet_lib

2012-09-06 Thread Daniel Juyung Seo
On Thu, Sep 6, 2012 at 7:00 PM, Carsten Haitzler ras...@rasterman.com wrote:
 On Thu, 6 Sep 2012 13:18:15 +0900 Daniel Juyung Seo seojuyu...@gmail.com 
 said:

 On Thu, Sep 6, 2012 at 8:54 AM, Carsten Haitzler ras...@rasterman.com 
 wrote:
  On Thu, 6 Sep 2012 01:14:34 +0900 Daniel Juyung Seo seojuyu...@gmail.com
  said:
 
  I am sick and tired of hearing that EFL code sucks because of those
  missing exception handlings.
 
  and do these people bitch about libc too? checking the programmers bad and
  non-sensical input is a nicety we do in some places. it is a NICETY! not a
  requirement. libc sees it as a luxury and almost never does it. my bet is
  they don't complain about libc. they simply want to pass blame away from
  their own mistake and thus will say well efl sucks.

 libc is so low level. That's the difference between libc and efl.

 
  if we do any checking it should be consistent throughout a library. e_dbus
  doesn't check most input as it's a thin wrapper. any checks should use
  standard/common infrastructure where appropriate so it can be a macro and
  compiled out for speed reasons or change behavior (eg call abort() on every
  incorrect input to guarantee you get a crash and a backtrace to fix it). a
  simple 'if (!string) return NULL;' is more likely to hide nasty bugs and
  make them much harder to find. there is no complaint to stout/err. there is
  no way to force a backtrace (abort) etc.

 This is exactly what I agree. Be consistent.
 So what's your opinion? Check NULL in EFL or not?

 at this moment follow the pattern FOR THAT LIB. that means eet is different
 to ecore, different to evas etc.

 as such in the more general sense, abort() or just not checking OBVIOUS params
 (like char *name if the function couldn't work sensibly without a string name)
 is acceptable. if its going to be done it must be done with a macro that can
 enable/disable the checks and suitably complain to stdout/err (eina_log), and
 probably abort() too given certain build or runtime setups (env vars). thats
 the GENERAL case. specifically be consistent within a single lib. FIRST. so 
 fix
 up missing checks in a lib that mostly does checks FIRST. ignore libs that
 don't do it until the others are fixed. if u add them to one that doesn't then
 do it all over as per the above - macros, on/off, log, abort etc.

 though the lowest level (eina) i think can live without in most cases as it's
 at the same level as libc in terms of being low level.


Yes your explanation makes perfect sense.
But we are going to merge core efl libraries in a single tree this year.
So...

Daniel Juyung Seo (SeoZ)


 --
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Re: [E-devel] E SVN: cedric trunk/edje/src/lib

2012-09-06 Thread Daniel Juyung Seo
Yes in dev mode, we can fix it early by crashing it.
But I don't want to allow this kind of window manager crash in a real product.

Daniel Juyung Seo (SeoZ)

On Thu, Sep 6, 2012 at 7:21 PM, ChunEon Park her...@naver.com wrote:
 Thanks to u,
  The problem was found out early.


 
 -Regards, Hermet-
 -Original Message-
 From: Daniel Juyung Seoseojuyu...@gmail.com
 To: Enlightenment developer listenlightenment-devel@lists.sourceforge.net;
 Cc: enlightenment-...@lists.sourceforge.net;
 Sent: 2012-09-06 (목) 19:15:48
 Subject: Re: [E-devel] E SVN: cedric trunk/edje/src/lib

 the problem is that. it was not a small application crash.
 my e17 is crashed.
 for users, this is bad :(

 Daniel Juyung Seo (SeoZ)

 On Thu, Sep 6, 2012 at 7:13 PM, ChunEon Park hermet@naver.com wrote:
 but we could found out the problem early.
 

 -Regards, Hermet-

 -Original Message-
 From: Daniel Juyung Seoseojuyu...@gmail.com
 To: enlightenment-devel@lists.sourceforge.net;
 Cc: enlightenment-...@lists.sourceforge.net;
 Sent: 2012-09-06 (목) 19:08:39
 Subject: Re: [E-devel] E SVN: cedric trunk/edje/src/lib

 Thanks. Great!
 Now E17 works. Arggg NULL check!!!

 Daniel Juyung Seo (SeoZ)

 On Thu, Sep 6, 2012 at 7:05 PM, Enlightenment SVN
 no-reply@enlightenment.org wrote:
  Log:
  edje: correct NULL check. Happy SeoZ :-)
 
 
  Author:   cedric
  Date: 2012-09-06 03:05:34 -0700 (Thu, 06 Sep 2012)
  New Revision: 76235
  Trac: http://trac.enlightenment.org/e/changeset/76235
 
  Modified:
trunk/edje/src/lib/edje_util.c
 
  Modified: trunk/edje/src/lib/edje_util.c
  ===
  --- trunk/edje/src/lib/edje_util.c  2012-09-06 10:01:44 UTC (rev 76234)
  +++ trunk/edje/src/lib/edje_util.c  2012-09-06 10:05:34 UTC (rev 76235)
  @@ -5083,9 +5083,7 @@
rp);
 
  //If the map is enabled, uv should be updated when image size is 
  changed.
  -   if (rp-swallowed_object 
  -   evas_object_type_get(rp-swallowed_object) 
  -   !strcmp(evas_object_type_get(rp-swallowed_object), image))
  +   if (!strcmp(evas_object_type_get(rp-swallowed_object), image))
evas_object_event_callback_add(obj_swallow, 
  EVAS_CALLBACK_IMAGE_RESIZE,
   
  _edje_object_part_swallow_image_resize_cb,
   rp);
  @@ -5118,6 +5116,7 @@
   void
   _edje_real_part_swallow_clear(Edje_Real_Part *rp)
   {
  +   if (!rp-swallowed_object) return ;
  evas_object_smart_member_del(rp-swallowed_object);
  evas_object_event_callback_del_full(rp-swallowed_object,
  EVAS_CALLBACK_DEL,
 
 
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Re: [E-devel] E SVN: cedric trunk/edje/src/lib

2012-09-06 Thread Daniel Juyung Seo
I am serious.
It was horrible experience as a user.

Daniel Juyung Seo (SeoZ)

On Thu, Sep 6, 2012 at 7:25 PM, Daniel Juyung Seo seojuyu...@gmail.com wrote:
 Yes in dev mode, we can fix it early by crashing it.
 But I don't want to allow this kind of window manager crash in a real product.

 Daniel Juyung Seo (SeoZ)

 On Thu, Sep 6, 2012 at 7:21 PM, ChunEon Park her...@naver.com wrote:
 Thanks to u,
  The problem was found out early.


 
 -Regards, Hermet-
 -Original Message-
 From: Daniel Juyung Seoseojuyu...@gmail.com
 To: Enlightenment developer 
 listenlightenment-devel@lists.sourceforge.net;
 Cc: enlightenment-...@lists.sourceforge.net;
 Sent: 2012-09-06 (목) 19:15:48
 Subject: Re: [E-devel] E SVN: cedric trunk/edje/src/lib

 the problem is that. it was not a small application crash.
 my e17 is crashed.
 for users, this is bad :(

 Daniel Juyung Seo (SeoZ)

 On Thu, Sep 6, 2012 at 7:13 PM, ChunEon Park hermet@naver.com wrote:
 but we could found out the problem early.
 

 -Regards, Hermet-

 -Original Message-
 From: Daniel Juyung Seoseojuyu...@gmail.com
 To: enlightenment-devel@lists.sourceforge.net;
 Cc: enlightenment-...@lists.sourceforge.net;
 Sent: 2012-09-06 (목) 19:08:39
 Subject: Re: [E-devel] E SVN: cedric trunk/edje/src/lib

 Thanks. Great!
 Now E17 works. Arggg NULL check!!!

 Daniel Juyung Seo (SeoZ)

 On Thu, Sep 6, 2012 at 7:05 PM, Enlightenment SVN
 no-reply@enlightenment.org wrote:
  Log:
  edje: correct NULL check. Happy SeoZ :-)
 
 
  Author:   cedric
  Date: 2012-09-06 03:05:34 -0700 (Thu, 06 Sep 2012)
  New Revision: 76235
  Trac: http://trac.enlightenment.org/e/changeset/76235
 
  Modified:
trunk/edje/src/lib/edje_util.c
 
  Modified: trunk/edje/src/lib/edje_util.c
  ===
  --- trunk/edje/src/lib/edje_util.c  2012-09-06 10:01:44 UTC (rev 
  76234)
  +++ trunk/edje/src/lib/edje_util.c  2012-09-06 10:05:34 UTC (rev 
  76235)
  @@ -5083,9 +5083,7 @@
rp);
 
  //If the map is enabled, uv should be updated when image size is 
  changed.
  -   if (rp-swallowed_object 
  -   evas_object_type_get(rp-swallowed_object) 
  -   !strcmp(evas_object_type_get(rp-swallowed_object), image))
  +   if (!strcmp(evas_object_type_get(rp-swallowed_object), image))
evas_object_event_callback_add(obj_swallow, 
  EVAS_CALLBACK_IMAGE_RESIZE,
   
  _edje_object_part_swallow_image_resize_cb,
   rp);
  @@ -5118,6 +5116,7 @@
   void
   _edje_real_part_swallow_clear(Edje_Real_Part *rp)
   {
  +   if (!rp-swallowed_object) return ;
  evas_object_smart_member_del(rp-swallowed_object);
  evas_object_event_callback_del_full(rp-swallowed_object,
  EVAS_CALLBACK_DEL,
 
 
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Re: [E-devel] E SVN: cedric trunk/edje/src/lib

2012-09-06 Thread ChunEon Park
If you hope that, then fix all the bugs and incorrect logics before releasing 
real product.

NULL check doesn't mean the above things.

By NULL checking, the real product would have potential disasters which were 
not found in development process.



-Regards, Hermet-
-Original Message-
From: Daniel Juyung Seoseojuyu...@gmail.com 
To: Enlightenment developer listenlightenment-devel@lists.sourceforge.net; 
Cc: enlightenment-...@lists.sourceforge.net; 
Sent: 2012-09-06 (목) 19:25:16
Subject: Re: [E-devel] E SVN: cedric trunk/edje/src/lib

Yes in dev mode, we can fix it early by crashing it.
But I don't want to allow this kind of window manager crash in a real product.

Daniel Juyung Seo (SeoZ)

On Thu, Sep 6, 2012 at 7:21 PM, ChunEon Park hermet@naver.com wrote:
 Thanks to u,
  The problem was found out early.


 
 -Regards, Hermet-
 -Original Message-
 From: Daniel Juyung Seoseojuyung2@gmail.com
 To: Enlightenment developer 
 listenlightenment-devel@lists.sourceforge.net;
 Cc: enlightenment-svn@lists.sourceforge.net;
 Sent: 2012-09-06 (목) 19:15:48
 Subject: Re: [E-devel] E SVN: cedric trunk/edje/src/lib

 the problem is that. it was not a small application crash.
 my e17 is crashed.
 for users, this is bad :(

 Daniel Juyung Seo (SeoZ)

 On Thu, Sep 6, 2012 at 7:13 PM, ChunEon Park hermet@naver.com wrote:
 but we could found out the problem early.
 

 -Regards, Hermet-

 -Original Message-
 From: Daniel Juyung Seoseojuyung2@gmail.com
 To: enlightenment-devel@lists.sourceforge.net;
 Cc: enlightenment-svn@lists.sourceforge.net;
 Sent: 2012-09-06 (목) 19:08:39
 Subject: Re: [E-devel] E SVN: cedric trunk/edje/src/lib

 Thanks. Great!
 Now E17 works. Arggg NULL check!!!

 Daniel Juyung Seo (SeoZ)

 On Thu, Sep 6, 2012 at 7:05 PM, Enlightenment SVN
 no-reply@enlightenment.org wrote:
  Log:
  edje: correct NULL check. Happy SeoZ :-)
 
 
  Author:   cedric
  Date: 2012-09-06 03:05:34 -0700 (Thu, 06 Sep 2012)
  New Revision: 76235
  Trac: http://trac.enlightenment.org/e/changeset/76235
 
  Modified:
trunk/edje/src/lib/edje_util.c
 
  Modified: trunk/edje/src/lib/edje_util.c
  ===
  --- trunk/edje/src/lib/edje_util.c  2012-09-06 10:01:44 UTC (rev 76234)
  +++ trunk/edje/src/lib/edje_util.c  2012-09-06 10:05:34 UTC (rev 76235)
  @@ -5083,9 +5083,7 @@
rp);
 
  //If the map is enabled, uv should be updated when image size is 
  changed.
  -   if (rp-swallowed_object 
  -   evas_object_type_get(rp-swallowed_object) 
  -   !strcmp(evas_object_type_get(rp-swallowed_object), image))
  +   if (!strcmp(evas_object_type_get(rp-swallowed_object), image))
evas_object_event_callback_add(obj_swallow, 
  EVAS_CALLBACK_IMAGE_RESIZE,
   
  _edje_object_part_swallow_image_resize_cb,
   rp);
  @@ -5118,6 +5116,7 @@
   void
   _edje_real_part_swallow_clear(Edje_Real_Part *rp)
   {
  +   if (!rp-swallowed_object) return ;
  evas_object_smart_member_del(rp-swallowed_object);
  evas_object_event_callback_del_full(rp-swallowed_object,
  EVAS_CALLBACK_DEL,
 
 
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[E-devel] [Patch][Emotion] add capsfilter to limit format and size for fimc on device

2012-09-06 Thread Sohyun Kim
Hi.
I made a patch for emotion using gstreamer.

When using fimc on device, I want to add capsfilter to limit size and format 
based on the backend.
If emotion is running on software backend, fimc converts colors to rgb.
If emotion is running on gl backend, fimc converts colors to yuv.
Also, fimc resizes frames.

Please check attached patch.
Regards, Sohyun




emotion_gstreamer.patch.txt
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[E-devel] eobj needs glibtoolize?

2012-09-06 Thread David Seikel
Trying to use the autofoo to compile eobj, it complains about a lack of
something called glibtoolize.  A quick web search seems to suggest
that glibtoolize is a Mac OS only thing.  I'm using Linux.

-- 
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coz there are too many silver coated monkeys in the world.


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Re: [E-devel] eobj needs glibtoolize?

2012-09-06 Thread Tom Hacohen
Look at the line before, it's actually failing the libtoolize call so it 
tries glibtoolize. I get the same thing, vtorri is supposed to be 
working on it. Autofoo is impossible to work with, but I hope vtorri 
will be able to fix it.

--
Tom.

On 06/09/12 14:14, David Seikel wrote:
 Trying to use the autofoo to compile eobj, it complains about a lack of
 something called glibtoolize.  A quick web search seems to suggest
 that glibtoolize is a Mac OS only thing.  I'm using Linux.



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Re: [E-devel] Add Null Chekcing Routine in eet_lib

2012-09-06 Thread The Rasterman
On Thu, 6 Sep 2012 19:23:41 +0900 Daniel Juyung Seo seojuyu...@gmail.com said:

 On Thu, Sep 6, 2012 at 7:00 PM, Carsten Haitzler ras...@rasterman.com wrote:
  On Thu, 6 Sep 2012 13:18:15 +0900 Daniel Juyung Seo seojuyu...@gmail.com
  said:
 
  On Thu, Sep 6, 2012 at 8:54 AM, Carsten Haitzler ras...@rasterman.com
  wrote:
   On Thu, 6 Sep 2012 01:14:34 +0900 Daniel Juyung Seo
   seojuyu...@gmail.com said:
  
   I am sick and tired of hearing that EFL code sucks because of those
   missing exception handlings.
  
   and do these people bitch about libc too? checking the programmers bad
   and non-sensical input is a nicety we do in some places. it is a NICETY!
   not a requirement. libc sees it as a luxury and almost never does it. my
   bet is they don't complain about libc. they simply want to pass blame
   away from their own mistake and thus will say well efl sucks.
 
  libc is so low level. That's the difference between libc and efl.
 
  
   if we do any checking it should be consistent throughout a library.
   e_dbus doesn't check most input as it's a thin wrapper. any checks
   should use standard/common infrastructure where appropriate so it can be
   a macro and compiled out for speed reasons or change behavior (eg call
   abort() on every incorrect input to guarantee you get a crash and a
   backtrace to fix it). a simple 'if (!string) return NULL;' is more
   likely to hide nasty bugs and make them much harder to find. there is no
   complaint to stout/err. there is no way to force a backtrace (abort) etc.
 
  This is exactly what I agree. Be consistent.
  So what's your opinion? Check NULL in EFL or not?
 
  at this moment follow the pattern FOR THAT LIB. that means eet is
  different to ecore, different to evas etc.
 
  as such in the more general sense, abort() or just not checking OBVIOUS
  params (like char *name if the function couldn't work sensibly without a
  string name) is acceptable. if its going to be done it must be done with a
  macro that can enable/disable the checks and suitably complain to
  stdout/err (eina_log), and probably abort() too given certain build or
  runtime setups (env vars). thats the GENERAL case. specifically be
  consistent within a single lib. FIRST. so fix up missing checks in a lib
  that mostly does checks FIRST. ignore libs that don't do it until the
  others are fixed. if u add them to one that doesn't then do it all over as
  per the above - macros, on/off, log, abort etc.
 
  though the lowest level (eina) i think can live without in most cases as
  it's at the same level as libc in terms of being low level.
 
 
 Yes your explanation makes perfect sense.
 But we are going to merge core efl libraries in a single tree this year.
 So...

they are still separate libs though. treat them as such until such a day as we
have a single namespace. :)


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Re: [E-devel] Add Null Chekcing Routine in eet_lib

2012-09-06 Thread Tom Hacohen
On 06/09/12 14:53, Carsten Haitzler (The Rasterman) wrote:
 they are still separate libs though. treat them as such until such a day as we
 have a single namespace. :)



And even then, they'll be different components...

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Re: [E-devel] Function e_dbus_request_name

2012-09-06 Thread Lucas De Marchi
On Wed, Sep 5, 2012 at 3:42 PM, Vincent Torri vincent.to...@gmail.com wrote:
 On Wed, Sep 5, 2012 at 6:31 PM, Lucas De Marchi
 lucas.demar...@profusion.mobi wrote:
 On Wed, Sep 5, 2012 at 8:14 AM, Vincent Torri vincent.to...@gmail.com 
 wrote:
 On Wed, Sep 5, 2012 at 12:28 PM, Carsten Haitzler ras...@rasterman.com 
 wrote:
 On Wed, 05 Sep 2012 05:39:08 + (GMT) Zbigniew Kosinski
 z.kosin...@samsung.com said:

 what are you doing asking for a NULL name? that's non-sensical. it's 
 definitely
 an error in your code. libdbus itself is aborting.

 nb - have u tested strdup(NULL); ? it segv's . glibc people won't likely 
 accept
 patches to check for NULL as its simply invalid input. :)

 so here is my question. why do you think this routine SHOULD check for 
 null and
 return instead of let libdbus abort? considering that e_dbus really has no
 magic-number checking and typechecking it in (like evas etc.) and is much 
 more
 of a thin wrapper/glue on top of libdbus... why should it NOT abort() to 
 let
 you know you have a bug in your code (when that is going to be its general
 behavior on invalid input in general given the rest of its code)?

 better fix the doc, then.

 Yeah, if there  was one. This is one of those methods that has no docs.

 I'm not going to add docs neither, because we are going to deprecate
 e_dbus very soon.

 I hope that you will call it edbus :-)

yes

Lucas De Marchi

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Re: [E-devel] Function e_dbus_request_name

2012-09-06 Thread Lucas De Marchi
On Wed, Sep 5, 2012 at 5:06 PM, Vincent Torri vincent.to...@gmail.com wrote:
 On Wed, Sep 5, 2012 at 9:18 PM, Eduardo Lima (Etrunko) ebl...@gmail.com 
 wrote:
 On Wed, Sep 5, 2012 at 3:42 PM, Vincent Torri vincent.to...@gmail.com 
 wrote:
 On Wed, Sep 5, 2012 at 6:31 PM, Lucas De Marchi
 lucas.demar...@profusion.mobi wrote:
 On Wed, Sep 5, 2012 at 8:14 AM, Vincent Torri vincent.to...@gmail.com 
 wrote:
 On Wed, Sep 5, 2012 at 12:28 PM, Carsten Haitzler ras...@rasterman.com 
 wrote:
 On Wed, 05 Sep 2012 05:39:08 + (GMT) Zbigniew Kosinski
 z.kosin...@samsung.com said:

 what are you doing asking for a NULL name? that's non-sensical. it's 
 definitely
 an error in your code. libdbus itself is aborting.

 nb - have u tested strdup(NULL); ? it segv's . glibc people won't likely 
 accept
 patches to check for NULL as its simply invalid input. :)

 so here is my question. why do you think this routine SHOULD check for 
 null and
 return instead of let libdbus abort? considering that e_dbus really has 
 no
 magic-number checking and typechecking it in (like evas etc.) and is 
 much more
 of a thin wrapper/glue on top of libdbus... why should it NOT abort() to 
 let
 you know you have a bug in your code (when that is going to be its 
 general
 behavior on invalid input in general given the rest of its code)?

 better fix the doc, then.

 Yeah, if there  was one. This is one of those methods that has no docs.

 I'm not going to add docs neither, because we are going to deprecate
 e_dbus very soon.

 I hope that you will call it edbus :-)

 PLEASE

 btw, that would be nice that other devs know more about that. As
 usual, we will see some code reaching svn, without having the
 possibility to comment, criticize (of course) and fix for other OS...

you will. It's reaching svn maybe today or tomorrow. It's not ready.
it's a working in progress targeted to the next release. You'll have
all the time from now to efl-1.8-date to criticize, comment and fix
;-)

Lucas De Marchi

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Re: [E-devel] eobj needs glibtoolize?

2012-09-06 Thread Vincent Torri
On Thu, Sep 6, 2012 at 1:40 PM, Tom Hacohen tom.haco...@samsung.com wrote:
 Look at the line before, it's actually failing the libtoolize call so it
 tries glibtoolize. I get the same thing, vtorri is supposed to be
 working on it. Autofoo is impossible to work with, but I hope vtorri
 will be able to fix it.

i'll check that, but, iirc, i've just copied an autogen.sh of one efl
into obj dir.

Vincent

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Re: [E-devel] eobj needs glibtoolize?

2012-09-06 Thread Tom Hacohen
On 06/09/12 15:41, Vincent Torri wrote:
 On Thu, Sep 6, 2012 at 1:40 PM, Tom Hacohen tom.haco...@samsung.com wrote:
 Look at the line before, it's actually failing the libtoolize call so it
 tries glibtoolize. I get the same thing, vtorri is supposed to be
 working on it. Autofoo is impossible to work with, but I hope vtorri
 will be able to fix it.

 i'll check that, but, iirc, i've just copied an autogen.sh of one efl
 into obj dir.

I showed you the error, it's the INCLUDE thingie I had...

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Re: [E-devel] E SVN: discomfitor BROKEN

2012-09-06 Thread Daniel Juyung Seo
i guess it was edje bug which cedric fixed today.
i use engage in my everyday life :)

Daniel Juyung Seo (SeoZ)
On Sep 6, 2012 3:51 PM, Cedric BAIL cedric.b...@free.fr wrote:

 On Thu, Sep 6, 2012 at 3:46 PM, Michael Blumenkrantz
 michael.blumenkra...@gmail.com wrote:
  and it breaks for everyone else, according to all the users who had it
  crashing. feel free to move it back if you want to fix it and deal with
  their bug reports.

 I never saw any relevant bug report regarding engage and it has been
 working for years for me. So I will move it back.
 --
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Re: [E-devel] E SVN: cedric BROKEN/E-MODULES-EXTRA trunk/E-MODULES-EXTRA

2012-09-06 Thread Daniel Juyung Seo
thanks muchly :)

Daniel Juyung Seo (SeoZ)
On Sep 6, 2012 3:55 PM, Enlightenment SVN no-re...@enlightenment.org
wrote:

 Log:
 engage: work for me.


 Author:   cedric
 Date: 2012-09-05 23:55:19 -0700 (Wed, 05 Sep 2012)
 New Revision: 76221
 Trac: http://trac.enlightenment.org/e/changeset/76221

 Added:
   trunk/E-MODULES-EXTRA/engage/
 Removed:
   BROKEN/E-MODULES-EXTRA/engage/



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Re: [E-devel] E SVN: bdilly IN trunk/GAMES: . efbb efbb/data efbb/data/images efbb/data/levels efbb/data/sound efbb/data/theme efbb/data/theme/fonts efbb/data/theme/images efbb/m4 efbb/src efbb/src/bi

2012-09-06 Thread Daniel Juyung Seo
Any update on it?
I also want to try it :)

Daniel Juyung Seo (SeoZ)
On Sep 6, 2012 12:19 PM, Cedric BAIL cedric.b...@free.fr wrote:

 Yo man !

 On Thu, Sep 6, 2012 at 6:54 AM, Bruno Dilly bdi...@profusion.mobi wrote:
  Hey guys,
 
  I've just sent to svn a new game based on EFL, using EPhysics.
  If you have some time, please test it and send some feedback.
 
  As usual, bug reports, new features (patches or requests) and levels
  are very welcome.
 
  I've worked with Ricardo Almeida and Marina Proni on it.
  I'm going to write a post about it with some screenshots / screencast
 tomorrow.

 I really wanted to play, but it's not that easy ! First thing I needed
 to find and download geneet.py (thanks my old friend google helped me
 there), but it would be nice to put the adress in the README, if you
 don't mind. Once I got it, I also needed python-pyparsing (not
 difficult to figure it out, but still would be nice to have that
 compilation requirement in README).

 As a side note, the build script wont fail if geneet.py fail, so
 game_world.h will not be there and all compilation fail. It looks like
 a missed dependency somewhere. And once geneet.py did generate that
 file, it was broken. I manually patched it as I got :

 #ifndef __../../SRC/BIN/GAME_WORLD_H__
 #define __../../SRC/BIN/GAME_WORLD_H__

 and at the end (same in game_world.c in fact) :

 void ../../src/bin/game_world_init(void);
 void ../../src/bin/game_world_shutdown(void);

 Obviously that couldn't work :-) Once that was patched, it did
 generate every object. But it missed some symbol :
 main.o: In function `_level_load':
 GAMES/efbb/src/bin/main.c:1066: undefined reference to
 `level_objects_list_get'
 GAMES/efbb/src/bin/main.c:1072: undefined reference to
 `level_blocks_list_get'
 GAMES/efbb/src/bin/main.c:1078: undefined reference to
 `level_targets_list_get'
 main.o: In function `_levels_load':
 GAMES/efbb/src/bin/main.c:: undefined reference to
 `world_levels_list_get'
 GAMES/efbb/src/bin/main.c:1118: undefined reference to `world_levels_count'

 That's where I stopped as I have no idea where to find those. Patch
 and help welcome, I wana PLAY !
 --
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[E-devel] [patch][eina] eina_tiler, eina_rectangle, eina_list, eina_stringshare, eina_convert_atofp

2012-09-06 Thread Patryk Kaczmarek

   Dear All,


   Firstly, I want to say hallo to everyone, it is my first message to that
   list.


   I had prepared several patches for eina module. One of them fix problem with
   you are having highly discussion, checking if function arguments are not
   NULL.


   What’s more:


   -   I  had  proposed patches for eina_tiler and eina_rectangle
   functions,  now below zero values ( distance and coordinstes ) are not
   acceptable.

   -  Documentation for eina list specified, it should be more clear
   now and eina stringshare_strlen fixed (NULL had length 0 ).

   -  eina_convert_atofp wrong return value if fp is NULL (EINA_TRUE
   instead of EINA_FALSE)


   I had also attached diff to AUTHORS, ChangeLog and NEWS.


   Best regards,


   Patrick
   [SeenTimeChecker?do=aeeb1c78fe7118601d1a3a45fdbdac9fe68a5465aa2c413470944169
   732f05a3770255183a8f81f75f2c6c48df01bb6e980b3871b38ac2d74ed859d628c35dd0
   4a815ff174d7a728c55b39cc59eacf878f9a26ce15a0]


eina_convert-return-val-fix.diff
Description: Binary data


eina_docs-fix.diff
Description: Binary data


eina-nullchecks.diff
Description: Binary data


eina-pass.below.zero.val.diff
Description: Binary data


0001-AUTHORS-ChangeLog-and-NEWS-update.diff
Description: Binary data
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Re: [E-devel] Add Null Chekcing Routine in eet_lib

2012-09-06 Thread Joerg Sonnenberger
On Wed, Sep 05, 2012 at 04:39:23PM +0300, Tom Hacohen wrote:
 On 05/09/12 16:26, Daniel Willmann wrote:
  Hi,
 
  On 09/05/2012 02:12 PM, Tom Hacohen wrote:
  free, strlen and strcpy are just a few of the many examples that don't
  accept NULL. Having sanity checks everywhere is not safer, it just
 
  I agree with most things you said, just one note from the free() man
  page: Otherwise, or if free(ptr) has already been called before,
  undefined behavior occurs.  If ptr is NULL, no operation is performed.
 
 
 Yes, gnu libc implements it that way because of bullet #3 I mentioned 
 before, but it's not the same with old gnu libc implementations or with 
 other libc implementations. I think the standard (at least c89) has 
 undefined behaviour regarding NULL, but about that I'm not 100% sure.

free(NULL) has been well defined since ANSI C89 at least.

Joerg

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Re: [E-devel] ANNOUNCEMENT: REGARDING E17 RELEASE

2012-09-06 Thread P Purkayastha
On 09/06/2012 11:06 AM, David Seikel wrote:
 On Thu, 6 Sep 2012 11:41:26 +0900 Carsten Haitzler (The Rasterman)
 ras...@rasterman.com  wrote:

 On Wed, 5 Sep 2012 23:38:39 -0300 Lucas De Marchi
 lucas.demar...@profusion.mobi  said:

 On Wed, Sep 5, 2012 at 4:24 PM, Michael Blumenkrantz
 michael.blumenkra...@gmail.com  wrote:
 Hi,

 [announcement]
 I've just received acceptance for a presentation about the road
 to and release of E17 at Linuxcon EU (Barcelona, November 5-7).

 [request]
 In order to not ruin the impact of this presentation and the
 publicity building up to it, I am hereby requesting that anyone
 who has any idea (you'll know if this applies to you) as to when
 we may release E17 to please not reveal anything about the
 release date; this will be a fun feature of my presentation, and
 it would be a shame if I had to cut it because someone leaked the
 information early.

 [addendum]
 Note that you are free to tell anyone any release date that you
 feel best suits you, personally, for the release, as long as it
 is in no way related to the actual date.

 All that I know now is that it's not before your presentation on
 November.

 it may be... who knows. :) it may be a posthumous presentation. :)

 Hence the impact, surprise, and fun parts.  We released it last
 month.  SURPRISE!  Wasn't that fun.

I thought e17-1.0 was released already in 2007. This is going to be e17-2.0?


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Re: [E-devel] Add Null Chekcing Routine in eet_lib

2012-09-06 Thread Tom Hacohen
On 06/09/12 16:44, Joerg Sonnenberger wrote:
 free(NULL) has been well defined since ANSI C89 at least.

Just checked, and you are right, thanks. I said I wasn't 100% sure about 
this one.

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Re: [E-devel] E SVN: discomfitor BROKEN

2012-09-06 Thread P Purkayastha
On 09/06/2012 02:48 PM, Tom Hacohen wrote:
 On 06/09/12 09:43, Cedric BAIL wrote:
 On Thu, Sep 6, 2012 at 3:35 PM, Enlightenment SVN
 no-re...@enlightenment.org  wrote:
 Log:
 engage is broken, so to BROKEN with it until someone wants to fix it

 Please revert, it work for me from yesterday svn.


 For me too. And heck, even if it was broken, you should make an
 announcement before you do such a thing so people will be able to
 prepare, and possibly fix. If this module should move to anywhere, it's
 e-core-modules, not BROKEN.

Yo!! I use engage everyday. If I am on E then I am using engage. It is 
definitely not broken! If it was the cause of crashes then I would have 
reported it.


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Re: [E-devel] E SVN: bdilly IN trunk/GAMES: . efbb efbb/data efbb/data/images efbb/data/levels efbb/data/sound efbb/data/theme efbb/data/theme/fonts efbb/data/theme/images efbb/m4 efbb/src efbb/src/bi

2012-09-06 Thread Bruno Dilly
On Thu, Sep 6, 2012 at 12:17 AM, Cedric BAIL cedric.b...@free.fr wrote:
 Yo man !

 On Thu, Sep 6, 2012 at 6:54 AM, Bruno Dilly bdi...@profusion.mobi wrote:
 Hey guys,

 I've just sent to svn a new game based on EFL, using EPhysics.
 If you have some time, please test it and send some feedback.

 As usual, bug reports, new features (patches or requests) and levels
 are very welcome.

 I've worked with Ricardo Almeida and Marina Proni on it.
 I'm going to write a post about it with some screenshots / screencast 
 tomorrow.

 I really wanted to play, but it's not that easy ! First thing I needed
 to find and download geneet.py (thanks my old friend google helped me
 there), but it would be nice to put the adress in the README, if you
 don't mind. Once I got it, I also needed python-pyparsing (not
 difficult to figure it out, but still would be nice to have that
 compilation requirement in README).

Install instructions, including geneet address are on INSTALL file.
Other requirements too.


 As a side note, the build script wont fail if geneet.py fail, so
 game_world.h will not be there and all compilation fail. It looks like
 a missed dependency somewhere. And once geneet.py did generate that
 file, it was broken. I manually patched it as I got :

 #ifndef __../../SRC/BIN/GAME_WORLD_H__
 #define __../../SRC/BIN/GAME_WORLD_H__

 and at the end (same in game_world.c in fact) :

 void ../../src/bin/game_world_init(void);
 void ../../src/bin/game_world_shutdown(void);

 Obviously that couldn't work :-) Once that was patched, it did
 generate every object. But it missed some symbol :
 main.o: In function `_level_load':
 GAMES/efbb/src/bin/main.c:1066: undefined reference to 
 `level_objects_list_get'
 GAMES/efbb/src/bin/main.c:1072: undefined reference to `level_blocks_list_get'
 GAMES/efbb/src/bin/main.c:1078: undefined reference to 
 `level_targets_list_get'
 main.o: In function `_levels_load':
 GAMES/efbb/src/bin/main.c:: undefined reference to `world_levels_list_get'
 GAMES/efbb/src/bin/main.c:1118: undefined reference to `world_levels_count'

 That's where I stopped as I have no idea where to find those. Patch
 and help welcome, I wana PLAY !

Where did you find this broken geneet ?
It would be nice to update it (or remove).

 --
 Cedric BAIL

 --
 Live Security Virtual Conference
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 will include endpoint security, mobile security and the latest in malware
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ProFUSION embedded systems
http://profusion.mobi

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Re: [E-devel] E SVN: bdilly IN trunk/GAMES: . efbb efbb/data efbb/data/images efbb/data/levels efbb/data/sound efbb/data/theme efbb/data/theme/fonts efbb/data/theme/images efbb/m4 efbb/src efbb/src/bi

2012-09-06 Thread Bruno Dilly
On Thu, Sep 6, 2012 at 11:17 AM, Bruno Dilly bdi...@profusion.mobi wrote:
 On Thu, Sep 6, 2012 at 12:17 AM, Cedric BAIL cedric.b...@free.fr wrote:
 Yo man !

 On Thu, Sep 6, 2012 at 6:54 AM, Bruno Dilly bdi...@profusion.mobi wrote:
 Hey guys,

 I've just sent to svn a new game based on EFL, using EPhysics.
 If you have some time, please test it and send some feedback.

 As usual, bug reports, new features (patches or requests) and levels
 are very welcome.

 I've worked with Ricardo Almeida and Marina Proni on it.
 I'm going to write a post about it with some screenshots / screencast 
 tomorrow.

 I really wanted to play, but it's not that easy ! First thing I needed
 to find and download geneet.py (thanks my old friend google helped me
 there), but it would be nice to put the adress in the README, if you
 don't mind. Once I got it, I also needed python-pyparsing (not
 difficult to figure it out, but still would be nice to have that
 compilation requirement in README).

 Install instructions, including geneet address are on INSTALL file.
 Other requirements too.


 As a side note, the build script wont fail if geneet.py fail, so
 game_world.h will not be there and all compilation fail. It looks like
 a missed dependency somewhere. And once geneet.py did generate that
 file, it was broken. I manually patched it as I got :

 #ifndef __../../SRC/BIN/GAME_WORLD_H__
 #define __../../SRC/BIN/GAME_WORLD_H__

 and at the end (same in game_world.c in fact) :

 void ../../src/bin/game_world_init(void);
 void ../../src/bin/game_world_shutdown(void);

 Obviously that couldn't work :-) Once that was patched, it did
 generate every object. But it missed some symbol :
 main.o: In function `_level_load':
 GAMES/efbb/src/bin/main.c:1066: undefined reference to 
 `level_objects_list_get'
 GAMES/efbb/src/bin/main.c:1072: undefined reference to 
 `level_blocks_list_get'
 GAMES/efbb/src/bin/main.c:1078: undefined reference to 
 `level_targets_list_get'
 main.o: In function `_levels_load':
 GAMES/efbb/src/bin/main.c:: undefined reference to 
 `world_levels_list_get'
 GAMES/efbb/src/bin/main.c:1118: undefined reference to `world_levels_count'

 That's where I stopped as I have no idea where to find those. Patch
 and help welcome, I wana PLAY !

 Where did you find this broken geneet ?
 It would be nice to update it (or remove).

Btw, acidx, don't you think it could be pushed to PROTO/geneet or
something like that ?
I know you intend to rewrite it someday, but since we are using in
some projects, it could make it easier to find.


 --
 Cedric BAIL

 --
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 --
 Bruno Dilly
 Senior Developer
 ProFUSION embedded systems
 http://profusion.mobi



-- 
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Senior Developer
ProFUSION embedded systems
http://profusion.mobi

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Re: [E-devel] eobj needs glibtoolize?

2012-09-06 Thread Tom Hacohen
On 06/09/12 17:31, Vincent Torri wrote:
 On Thu, Sep 6, 2012 at 2:45 PM, Tom Hacohen tom.haco...@samsung.com wrote:
 On 06/09/12 15:41, Vincent Torri wrote:

 On Thu, Sep 6, 2012 at 1:40 PM, Tom Hacohen tom.haco...@samsung.com
 wrote:

 Look at the line before, it's actually failing the libtoolize call so it
 tries glibtoolize. I get the same thing, vtorri is supposed to be
 working on it. Autofoo is impossible to work with, but I hope vtorri
 will be able to fix it.


 i'll check that, but, iirc, i've just copied an autogen.sh of one efl
 into obj dir.


 I showed you the error, it's the INCLUDE thingie I had...


 what ? glibtoolize is only in autogen.sh :

 echo Running libtoolize... ; (libtoolize --copy --automake ||
 glibtoolize --automake) || exit 1

 David : if you report a problem, be more precise...


Yeah, as you can see it tries libtoolize, and if that fails, it tries 
glibtoolize (the ||). It fails on libtoolize here, although it 
shouldn't... That's the issue I reported the other day.

--
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Re: [E-devel] E SVN: bdilly IN trunk/GAMES: . efbb efbb/data efbb/data/images efbb/data/levels efbb/data/sound efbb/data/theme efbb/data/theme/fonts efbb/data/theme/images efbb/m4 efbb/src efbb/src/bi

2012-09-06 Thread Gustavo Sverzut Barbieri
On Thu, Sep 6, 2012 at 11:20 AM, Bruno Dilly bdi...@profusion.mobi wrote:
 On Thu, Sep 6, 2012 at 11:17 AM, Bruno Dilly bdi...@profusion.mobi wrote:
 On Thu, Sep 6, 2012 at 12:17 AM, Cedric BAIL cedric.b...@free.fr wrote:
 Yo man !

 On Thu, Sep 6, 2012 at 6:54 AM, Bruno Dilly bdi...@profusion.mobi wrote:
 Hey guys,

 I've just sent to svn a new game based on EFL, using EPhysics.
 If you have some time, please test it and send some feedback.

 As usual, bug reports, new features (patches or requests) and levels
 are very welcome.

 I've worked with Ricardo Almeida and Marina Proni on it.
 I'm going to write a post about it with some screenshots / screencast 
 tomorrow.

 I really wanted to play, but it's not that easy ! First thing I needed
 to find and download geneet.py (thanks my old friend google helped me
 there), but it would be nice to put the adress in the README, if you
 don't mind. Once I got it, I also needed python-pyparsing (not
 difficult to figure it out, but still would be nice to have that
 compilation requirement in README).

 Install instructions, including geneet address are on INSTALL file.
 Other requirements too.


 As a side note, the build script wont fail if geneet.py fail, so
 game_world.h will not be there and all compilation fail. It looks like
 a missed dependency somewhere. And once geneet.py did generate that
 file, it was broken. I manually patched it as I got :

 #ifndef __../../SRC/BIN/GAME_WORLD_H__
 #define __../../SRC/BIN/GAME_WORLD_H__

 and at the end (same in game_world.c in fact) :

 void ../../src/bin/game_world_init(void);
 void ../../src/bin/game_world_shutdown(void);

 Obviously that couldn't work :-) Once that was patched, it did
 generate every object. But it missed some symbol :
 main.o: In function `_level_load':
 GAMES/efbb/src/bin/main.c:1066: undefined reference to 
 `level_objects_list_get'
 GAMES/efbb/src/bin/main.c:1072: undefined reference to 
 `level_blocks_list_get'
 GAMES/efbb/src/bin/main.c:1078: undefined reference to 
 `level_targets_list_get'
 main.o: In function `_levels_load':
 GAMES/efbb/src/bin/main.c:: undefined reference to 
 `world_levels_list_get'
 GAMES/efbb/src/bin/main.c:1118: undefined reference to `world_levels_count'

 That's where I stopped as I have no idea where to find those. Patch
 and help welcome, I wana PLAY !

 Where did you find this broken geneet ?
 It would be nice to update it (or remove).

 Btw, acidx, don't you think it could be pushed to PROTO/geneet or
 something like that ?
 I know you intend to rewrite it someday, but since we are using in
 some projects, it could make it easier to find.

just include the generated sources in SVN, or at least in the
generated tarballs (make dist, uses EXTRA_DIST).

maybe not in SVN if it changes a lot, but for sure in the tarballs

BTW this is the major blocker for people using python-efl, they need
cython (equivalent to geneet in this scenario) and it proves to block
most people from getting it.

-- 
Gustavo Sverzut Barbieri
http://profusion.mobi embedded systems
--
MSN: barbi...@gmail.com
Skype: gsbarbieri
Mobile: +55 (19) 9225-2202

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Re: [E-devel] E SVN: bdilly IN trunk/GAMES: . efbb efbb/data efbb/data/images efbb/data/levels efbb/data/sound efbb/data/theme efbb/data/theme/fonts efbb/data/theme/images efbb/m4 efbb/src efbb/src/bi

2012-09-06 Thread Gustavo Sverzut Barbieri
On Thu, Sep 6, 2012 at 11:20 AM, Bruno Dilly bdi...@profusion.mobi wrote:
 On Thu, Sep 6, 2012 at 11:17 AM, Bruno Dilly bdi...@profusion.mobi wrote:
 On Thu, Sep 6, 2012 at 12:17 AM, Cedric BAIL cedric.b...@free.fr wrote:
 Yo man !

 On Thu, Sep 6, 2012 at 6:54 AM, Bruno Dilly bdi...@profusion.mobi wrote:
 Hey guys,

 I've just sent to svn a new game based on EFL, using EPhysics.
 If you have some time, please test it and send some feedback.

 As usual, bug reports, new features (patches or requests) and levels
 are very welcome.

 I've worked with Ricardo Almeida and Marina Proni on it.
 I'm going to write a post about it with some screenshots / screencast 
 tomorrow.

 I really wanted to play, but it's not that easy ! First thing I needed
 to find and download geneet.py (thanks my old friend google helped me
 there), but it would be nice to put the adress in the README, if you
 don't mind. Once I got it, I also needed python-pyparsing (not
 difficult to figure it out, but still would be nice to have that
 compilation requirement in README).

 Install instructions, including geneet address are on INSTALL file.
 Other requirements too.


 As a side note, the build script wont fail if geneet.py fail, so
 game_world.h will not be there and all compilation fail. It looks like
 a missed dependency somewhere. And once geneet.py did generate that
 file, it was broken. I manually patched it as I got :

 #ifndef __../../SRC/BIN/GAME_WORLD_H__
 #define __../../SRC/BIN/GAME_WORLD_H__

 and at the end (same in game_world.c in fact) :

 void ../../src/bin/game_world_init(void);
 void ../../src/bin/game_world_shutdown(void);

 Obviously that couldn't work :-) Once that was patched, it did
 generate every object. But it missed some symbol :
 main.o: In function `_level_load':
 GAMES/efbb/src/bin/main.c:1066: undefined reference to 
 `level_objects_list_get'
 GAMES/efbb/src/bin/main.c:1072: undefined reference to 
 `level_blocks_list_get'
 GAMES/efbb/src/bin/main.c:1078: undefined reference to 
 `level_targets_list_get'
 main.o: In function `_levels_load':
 GAMES/efbb/src/bin/main.c:: undefined reference to 
 `world_levels_list_get'
 GAMES/efbb/src/bin/main.c:1118: undefined reference to `world_levels_count'

 That's where I stopped as I have no idea where to find those. Patch
 and help welcome, I wana PLAY !

 Where did you find this broken geneet ?
 It would be nice to update it (or remove).

 Btw, acidx, don't you think it could be pushed to PROTO/geneet or
 something like that ?
 I know you intend to rewrite it someday, but since we are using in
 some projects, it could make it easier to find.

it should not be an external project, rather part of eet.

problem is it's in python and people (read raster) hate it. then
either you rewrite that in C and make it install by default, or you
add it as a data/examples or helper... I've done that for some tools
like inkscape2edc, expedite-cmp... all in python

-- 
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http://profusion.mobi embedded systems
--
MSN: barbi...@gmail.com
Skype: gsbarbieri
Mobile: +55 (19) 9225-2202

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will include endpoint security, mobile security and the latest in malware 
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Re: [E-devel] E SVN: bdilly IN trunk/GAMES: . efbb efbb/data efbb/data/images efbb/data/levels efbb/data/sound efbb/data/theme efbb/data/theme/fonts efbb/data/theme/images efbb/m4 efbb/src efbb/src/bi

2012-09-06 Thread Vincent Torri
On Thu, Sep 6, 2012 at 4:40 PM, Gustavo Sverzut Barbieri
barbi...@profusion.mobi wrote:
 On Thu, Sep 6, 2012 at 11:20 AM, Bruno Dilly bdi...@profusion.mobi wrote:
 On Thu, Sep 6, 2012 at 11:17 AM, Bruno Dilly bdi...@profusion.mobi wrote:
 On Thu, Sep 6, 2012 at 12:17 AM, Cedric BAIL cedric.b...@free.fr wrote:
 Yo man !

 On Thu, Sep 6, 2012 at 6:54 AM, Bruno Dilly bdi...@profusion.mobi wrote:
 Hey guys,

 I've just sent to svn a new game based on EFL, using EPhysics.
 If you have some time, please test it and send some feedback.

 As usual, bug reports, new features (patches or requests) and levels
 are very welcome.

 I've worked with Ricardo Almeida and Marina Proni on it.
 I'm going to write a post about it with some screenshots / screencast 
 tomorrow.

 I really wanted to play, but it's not that easy ! First thing I needed
 to find and download geneet.py (thanks my old friend google helped me
 there), but it would be nice to put the adress in the README, if you
 don't mind. Once I got it, I also needed python-pyparsing (not
 difficult to figure it out, but still would be nice to have that
 compilation requirement in README).

 Install instructions, including geneet address are on INSTALL file.
 Other requirements too.


 As a side note, the build script wont fail if geneet.py fail, so
 game_world.h will not be there and all compilation fail. It looks like
 a missed dependency somewhere. And once geneet.py did generate that
 file, it was broken. I manually patched it as I got :

 #ifndef __../../SRC/BIN/GAME_WORLD_H__
 #define __../../SRC/BIN/GAME_WORLD_H__

 and at the end (same in game_world.c in fact) :

 void ../../src/bin/game_world_init(void);
 void ../../src/bin/game_world_shutdown(void);

 Obviously that couldn't work :-) Once that was patched, it did
 generate every object. But it missed some symbol :
 main.o: In function `_level_load':
 GAMES/efbb/src/bin/main.c:1066: undefined reference to 
 `level_objects_list_get'
 GAMES/efbb/src/bin/main.c:1072: undefined reference to 
 `level_blocks_list_get'
 GAMES/efbb/src/bin/main.c:1078: undefined reference to 
 `level_targets_list_get'
 main.o: In function `_levels_load':
 GAMES/efbb/src/bin/main.c:: undefined reference to 
 `world_levels_list_get'
 GAMES/efbb/src/bin/main.c:1118: undefined reference to `world_levels_count'

 That's where I stopped as I have no idea where to find those. Patch
 and help welcome, I wana PLAY !

 Where did you find this broken geneet ?
 It would be nice to update it (or remove).

 Btw, acidx, don't you think it could be pushed to PROTO/geneet or
 something like that ?
 I know you intend to rewrite it someday, but since we are using in
 some projects, it could make it easier to find.

 just include the generated sources in SVN, or at least in the
 generated tarballs (make dist, uses EXTRA_DIST).

 maybe not in SVN if it changes a lot, but for sure in the tarballs

 BTW this is the major blocker for people using python-efl, they need
 cython (equivalent to geneet in this scenario) and it proves to block
 most people from getting it.

if the games are based on python, that will not work on windows. Just
making cython working is a pain. And the windows port of efl-python is
not done anyway

Vincent

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Re: [E-devel] E SVN: bdilly IN trunk/GAMES: . efbb efbb/data efbb/data/images efbb/data/levels efbb/data/sound efbb/data/theme efbb/data/theme/fonts efbb/data/theme/images efbb/m4 efbb/src efbb/src/bi

2012-09-06 Thread Vincent Torri
On Thu, Sep 6, 2012 at 4:42 PM, Gustavo Sverzut Barbieri
barbi...@profusion.mobi wrote:
 On Thu, Sep 6, 2012 at 11:20 AM, Bruno Dilly bdi...@profusion.mobi wrote:
 On Thu, Sep 6, 2012 at 11:17 AM, Bruno Dilly bdi...@profusion.mobi wrote:
 On Thu, Sep 6, 2012 at 12:17 AM, Cedric BAIL cedric.b...@free.fr wrote:
 Yo man !

 On Thu, Sep 6, 2012 at 6:54 AM, Bruno Dilly bdi...@profusion.mobi wrote:
 Hey guys,

 I've just sent to svn a new game based on EFL, using EPhysics.
 If you have some time, please test it and send some feedback.

 As usual, bug reports, new features (patches or requests) and levels
 are very welcome.

 I've worked with Ricardo Almeida and Marina Proni on it.
 I'm going to write a post about it with some screenshots / screencast 
 tomorrow.

 I really wanted to play, but it's not that easy ! First thing I needed
 to find and download geneet.py (thanks my old friend google helped me
 there), but it would be nice to put the adress in the README, if you
 don't mind. Once I got it, I also needed python-pyparsing (not
 difficult to figure it out, but still would be nice to have that
 compilation requirement in README).

 Install instructions, including geneet address are on INSTALL file.
 Other requirements too.


 As a side note, the build script wont fail if geneet.py fail, so
 game_world.h will not be there and all compilation fail. It looks like
 a missed dependency somewhere. And once geneet.py did generate that
 file, it was broken. I manually patched it as I got :

 #ifndef __../../SRC/BIN/GAME_WORLD_H__
 #define __../../SRC/BIN/GAME_WORLD_H__

 and at the end (same in game_world.c in fact) :

 void ../../src/bin/game_world_init(void);
 void ../../src/bin/game_world_shutdown(void);

 Obviously that couldn't work :-) Once that was patched, it did
 generate every object. But it missed some symbol :
 main.o: In function `_level_load':
 GAMES/efbb/src/bin/main.c:1066: undefined reference to 
 `level_objects_list_get'
 GAMES/efbb/src/bin/main.c:1072: undefined reference to 
 `level_blocks_list_get'
 GAMES/efbb/src/bin/main.c:1078: undefined reference to 
 `level_targets_list_get'
 main.o: In function `_levels_load':
 GAMES/efbb/src/bin/main.c:: undefined reference to 
 `world_levels_list_get'
 GAMES/efbb/src/bin/main.c:1118: undefined reference to `world_levels_count'

 That's where I stopped as I have no idea where to find those. Patch
 and help welcome, I wana PLAY !

 Where did you find this broken geneet ?
 It would be nice to update it (or remove).

 Btw, acidx, don't you think it could be pushed to PROTO/geneet or
 something like that ?
 I know you intend to rewrite it someday, but since we are using in
 some projects, it could make it easier to find.

 it should not be an external project, rather part of eet.

 problem is it's in python and people (read raster) hate it.

I support raster, here. I don't like python at all. Writing geneet in
c could be fun :-)

Vincent

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Re: [E-devel] E SVN: bdilly IN trunk/GAMES: . efbb efbb/data efbb/data/images efbb/data/levels efbb/data/sound efbb/data/theme efbb/data/theme/fonts efbb/data/theme/images efbb/m4 efbb/src efbb/src/bi

2012-09-06 Thread David Seikel
On Thu, 6 Sep 2012 11:17:05 -0300 Bruno Dilly bdi...@profusion.mobi
wrote:

 On Thu, Sep 6, 2012 at 12:17 AM, Cedric BAIL cedric.b...@free.fr
 wrote:
  Yo man !
 
  On Thu, Sep 6, 2012 at 6:54 AM, Bruno Dilly bdi...@profusion.mobi
  wrote:
  Hey guys,
 
  I've just sent to svn a new game based on EFL, using EPhysics.
  If you have some time, please test it and send some feedback.
 
  As usual, bug reports, new features (patches or requests) and
  levels are very welcome.
 
  I've worked with Ricardo Almeida and Marina Proni on it.
  I'm going to write a post about it with some screenshots /
  screencast tomorrow.
 
  I really wanted to play, but it's not that easy ! First thing I
  needed to find and download geneet.py (thanks my old friend google
  helped me there), but it would be nice to put the adress in the
  README, if you don't mind. Once I got it, I also needed
  python-pyparsing (not difficult to figure it out, but still would
  be nice to have that compilation requirement in README).
 
 Install instructions, including geneet address are on INSTALL file.
 Other requirements too.

The efbb/INSTALL in SVN is just the generic FSF install instructions, no
mention of geneet.

-- 
A big old stinking pile of genius that no one wants
coz there are too many silver coated monkeys in the world.


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Re: [E-devel] E SVN: bdilly IN trunk/GAMES: . efbb efbb/data efbb/data/images efbb/data/levels efbb/data/sound efbb/data/theme efbb/data/theme/fonts efbb/data/theme/images efbb/m4 efbb/src efbb/src/bi

2012-09-06 Thread Bruno Dilly
On Thu, Sep 6, 2012 at 11:43 AM, Vincent Torri vincent.to...@gmail.com wrote:
 On Thu, Sep 6, 2012 at 4:40 PM, Gustavo Sverzut Barbieri
 barbi...@profusion.mobi wrote:
 On Thu, Sep 6, 2012 at 11:20 AM, Bruno Dilly bdi...@profusion.mobi wrote:
 On Thu, Sep 6, 2012 at 11:17 AM, Bruno Dilly bdi...@profusion.mobi wrote:
 On Thu, Sep 6, 2012 at 12:17 AM, Cedric BAIL cedric.b...@free.fr wrote:
 Yo man !

 On Thu, Sep 6, 2012 at 6:54 AM, Bruno Dilly bdi...@profusion.mobi wrote:
 Hey guys,

 I've just sent to svn a new game based on EFL, using EPhysics.
 If you have some time, please test it and send some feedback.

 As usual, bug reports, new features (patches or requests) and levels
 are very welcome.

 I've worked with Ricardo Almeida and Marina Proni on it.
 I'm going to write a post about it with some screenshots / screencast 
 tomorrow.

 I really wanted to play, but it's not that easy ! First thing I needed
 to find and download geneet.py (thanks my old friend google helped me
 there), but it would be nice to put the adress in the README, if you
 don't mind. Once I got it, I also needed python-pyparsing (not
 difficult to figure it out, but still would be nice to have that
 compilation requirement in README).

 Install instructions, including geneet address are on INSTALL file.
 Other requirements too.


 As a side note, the build script wont fail if geneet.py fail, so
 game_world.h will not be there and all compilation fail. It looks like
 a missed dependency somewhere. And once geneet.py did generate that
 file, it was broken. I manually patched it as I got :

 #ifndef __../../SRC/BIN/GAME_WORLD_H__
 #define __../../SRC/BIN/GAME_WORLD_H__

 and at the end (same in game_world.c in fact) :

 void ../../src/bin/game_world_init(void);
 void ../../src/bin/game_world_shutdown(void);

 Obviously that couldn't work :-) Once that was patched, it did
 generate every object. But it missed some symbol :
 main.o: In function `_level_load':
 GAMES/efbb/src/bin/main.c:1066: undefined reference to 
 `level_objects_list_get'
 GAMES/efbb/src/bin/main.c:1072: undefined reference to 
 `level_blocks_list_get'
 GAMES/efbb/src/bin/main.c:1078: undefined reference to 
 `level_targets_list_get'
 main.o: In function `_levels_load':
 GAMES/efbb/src/bin/main.c:: undefined reference to 
 `world_levels_list_get'
 GAMES/efbb/src/bin/main.c:1118: undefined reference to 
 `world_levels_count'

 That's where I stopped as I have no idea where to find those. Patch
 and help welcome, I wana PLAY !

 Where did you find this broken geneet ?
 It would be nice to update it (or remove).

 Btw, acidx, don't you think it could be pushed to PROTO/geneet or
 something like that ?
 I know you intend to rewrite it someday, but since we are using in
 some projects, it could make it easier to find.

 just include the generated sources in SVN, or at least in the
 generated tarballs (make dist, uses EXTRA_DIST).

 maybe not in SVN if it changes a lot, but for sure in the tarballs

 BTW this is the major blocker for people using python-efl, they need
 cython (equivalent to geneet in this scenario) and it proves to block
 most people from getting it.

 if the games are based on python, that will not work on windows. Just
 making cython working is a pain. And the windows port of efl-python is
 not done anyway

No, this game is written in C.
It use scripts written python at build time to generate code to read
eet (geneet) and also to create eet files (levels_create).
Not based on efl-python.


 Vincent

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Re: [E-devel] E SVN: bdilly IN trunk/GAMES: . efbb efbb/data efbb/data/images efbb/data/levels efbb/data/sound efbb/data/theme efbb/data/theme/fonts efbb/data/theme/images efbb/m4 efbb/src efbb/src/bi

2012-09-06 Thread David Seikel
On Thu, 6 Sep 2012 11:40:36 -0300 Gustavo Sverzut Barbieri
barbi...@profusion.mobi wrote:

 On Thu, Sep 6, 2012 at 11:20 AM, Bruno Dilly bdi...@profusion.mobi
 wrote:
  On Thu, Sep 6, 2012 at 11:17 AM, Bruno Dilly
  bdi...@profusion.mobi wrote:
  On Thu, Sep 6, 2012 at 12:17 AM, Cedric BAIL cedric.b...@free.fr
  wrote:
  Yo man !
 
  On Thu, Sep 6, 2012 at 6:54 AM, Bruno Dilly
  bdi...@profusion.mobi wrote:
  Hey guys,
 
  I've just sent to svn a new game based on EFL, using EPhysics.
  If you have some time, please test it and send some feedback.
 
  As usual, bug reports, new features (patches or requests) and
  levels are very welcome.
 
  I've worked with Ricardo Almeida and Marina Proni on it.
  I'm going to write a post about it with some screenshots /
  screencast tomorrow.
 
  I really wanted to play, but it's not that easy ! First thing I
  needed to find and download geneet.py (thanks my old friend
  google helped me there), but it would be nice to put the adress
  in the README, if you don't mind. Once I got it, I also needed
  python-pyparsing (not difficult to figure it out, but still would
  be nice to have that compilation requirement in README).
 
  Install instructions, including geneet address are on INSTALL file.
  Other requirements too.
 
 
  As a side note, the build script wont fail if geneet.py fail, so
  game_world.h will not be there and all compilation fail. It looks
  like a missed dependency somewhere. And once geneet.py did
  generate that file, it was broken. I manually patched it as I
  got :
 
  #ifndef __../../SRC/BIN/GAME_WORLD_H__
  #define __../../SRC/BIN/GAME_WORLD_H__
 
  and at the end (same in game_world.c in fact) :
 
  void ../../src/bin/game_world_init(void);
  void ../../src/bin/game_world_shutdown(void);
 
  Obviously that couldn't work :-) Once that was patched, it did
  generate every object. But it missed some symbol :
  main.o: In function `_level_load':
  GAMES/efbb/src/bin/main.c:1066: undefined reference to
  `level_objects_list_get' GAMES/efbb/src/bin/main.c:1072:
  undefined reference to `level_blocks_list_get'
  GAMES/efbb/src/bin/main.c:1078: undefined reference to
  `level_targets_list_get' main.o: In function `_levels_load':
  GAMES/efbb/src/bin/main.c:: undefined reference to
  `world_levels_list_get' GAMES/efbb/src/bin/main.c:1118: undefined
  reference to `world_levels_count'
 
  That's where I stopped as I have no idea where to find those.
  Patch and help welcome, I wana PLAY !
 
  Where did you find this broken geneet ?
  It would be nice to update it (or remove).
 
  Btw, acidx, don't you think it could be pushed to PROTO/geneet or
  something like that ?
  I know you intend to rewrite it someday, but since we are using in
  some projects, it could make it easier to find.
 
 just include the generated sources in SVN, or at least in the
 generated tarballs (make dist, uses EXTRA_DIST).
 
 maybe not in SVN if it changes a lot, but for sure in the tarballs
 
 BTW this is the major blocker for people using python-efl, they need
 cython (equivalent to geneet in this scenario) and it proves to block
 most people from getting it.

Yep, a too old cython in a distro that is still current and popular
basically blocks all python EFL stuff for me.

-- 
A big old stinking pile of genius that no one wants
coz there are too many silver coated monkeys in the world.


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Re: [E-devel] eobj needs glibtoolize?

2012-09-06 Thread Tom Hacohen
On 06/09/12 17:38, Vincent Torri wrote:
 On Thu, Sep 6, 2012 at 4:35 PM, Tom Hacohen tom.haco...@samsung.com wrote:
 On 06/09/12 17:31, Vincent Torri wrote:

 On Thu, Sep 6, 2012 at 2:45 PM, Tom Hacohen tom.haco...@samsung.com
 wrote:

 On 06/09/12 15:41, Vincent Torri wrote:


 On Thu, Sep 6, 2012 at 1:40 PM, Tom Hacohen tom.haco...@samsung.com
 wrote:


 Look at the line before, it's actually failing the libtoolize call so
 it
 tries glibtoolize. I get the same thing, vtorri is supposed to be
 working on it. Autofoo is impossible to work with, but I hope vtorri
 will be able to fix it.



 i'll check that, but, iirc, i've just copied an autogen.sh of one efl
 into obj dir.



 I showed you the error, it's the INCLUDE thingie I had...


 what ? glibtoolize is only in autogen.sh :

 echo Running libtoolize... ; (libtoolize --copy --automake ||
 glibtoolize --automake) || exit 1

 David : if you report a problem, be more precise...


 Yeah, as you can see it tries libtoolize, and if that fails, it tries
 glibtoolize (the ||). It fails on libtoolize here, although it
 shouldn't... That's the issue I reported the other day.

 eina's autogen.sh :

 echo Running libtoolize... ; (libtoolize --copy --automake ||
 glibtoolize --automake) || exit 1

 so what's the problem ? The same line works for eina but not for eobj ?

Because libtoolize fails, because of the issues I told you about the 
other day:
.ibtoolize: AC_CONFIG_MACRO_DIR([m4]) conflicts with ACLOCAL_AMFLAGS=-I m4

This causes libtoolize to fail (a bad config in eo) that makes 
libtoolize return with an error and thus try to issue glibtoolize 
because of the autogen.sh. glibtoolize has nothing to do with it, it's 
just a side-effect. The problem is with the config and the error I 
pasted above.

--
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Re: [E-devel] E SVN: bdilly IN trunk/GAMES: . efbb efbb/data efbb/data/images efbb/data/levels efbb/data/sound efbb/data/theme efbb/data/theme/fonts efbb/data/theme/images efbb/m4 efbb/src efbb/src/bi

2012-09-06 Thread Bruno Dilly
On Thu, Sep 6, 2012 at 11:42 AM, Gustavo Sverzut Barbieri
barbi...@profusion.mobi wrote:
 On Thu, Sep 6, 2012 at 11:20 AM, Bruno Dilly bdi...@profusion.mobi wrote:
 On Thu, Sep 6, 2012 at 11:17 AM, Bruno Dilly bdi...@profusion.mobi wrote:
 On Thu, Sep 6, 2012 at 12:17 AM, Cedric BAIL cedric.b...@free.fr wrote:
 Yo man !

 On Thu, Sep 6, 2012 at 6:54 AM, Bruno Dilly bdi...@profusion.mobi wrote:
 Hey guys,

 I've just sent to svn a new game based on EFL, using EPhysics.
 If you have some time, please test it and send some feedback.

 As usual, bug reports, new features (patches or requests) and levels
 are very welcome.

 I've worked with Ricardo Almeida and Marina Proni on it.
 I'm going to write a post about it with some screenshots / screencast 
 tomorrow.

 I really wanted to play, but it's not that easy ! First thing I needed
 to find and download geneet.py (thanks my old friend google helped me
 there), but it would be nice to put the adress in the README, if you
 don't mind. Once I got it, I also needed python-pyparsing (not
 difficult to figure it out, but still would be nice to have that
 compilation requirement in README).

 Install instructions, including geneet address are on INSTALL file.
 Other requirements too.


 As a side note, the build script wont fail if geneet.py fail, so
 game_world.h will not be there and all compilation fail. It looks like
 a missed dependency somewhere. And once geneet.py did generate that
 file, it was broken. I manually patched it as I got :

 #ifndef __../../SRC/BIN/GAME_WORLD_H__
 #define __../../SRC/BIN/GAME_WORLD_H__

 and at the end (same in game_world.c in fact) :

 void ../../src/bin/game_world_init(void);
 void ../../src/bin/game_world_shutdown(void);

 Obviously that couldn't work :-) Once that was patched, it did
 generate every object. But it missed some symbol :
 main.o: In function `_level_load':
 GAMES/efbb/src/bin/main.c:1066: undefined reference to 
 `level_objects_list_get'
 GAMES/efbb/src/bin/main.c:1072: undefined reference to 
 `level_blocks_list_get'
 GAMES/efbb/src/bin/main.c:1078: undefined reference to 
 `level_targets_list_get'
 main.o: In function `_levels_load':
 GAMES/efbb/src/bin/main.c:: undefined reference to 
 `world_levels_list_get'
 GAMES/efbb/src/bin/main.c:1118: undefined reference to `world_levels_count'

 That's where I stopped as I have no idea where to find those. Patch
 and help welcome, I wana PLAY !

 Where did you find this broken geneet ?
 It would be nice to update it (or remove).

 Btw, acidx, don't you think it could be pushed to PROTO/geneet or
 something like that ?
 I know you intend to rewrite it someday, but since we are using in
 some projects, it could make it easier to find.

 it should not be an external project, rather part of eet.

 problem is it's in python and people (read raster) hate it. then
 either you rewrite that in C and make it install by default, or you
 add it as a data/examples or helper... I've done that for some tools
 like inkscape2edc, expedite-cmp... all in python

I know, I've talked to raster when working on my first project using geneet.

If some guys are against putting it on eet, fine by me. But pushing it
to the project's SVN
would avoid this kind of situation (people having to look at google
and ending with an old version of the script).


 --
 Gustavo Sverzut Barbieri
 http://profusion.mobi embedded systems
 --
 MSN: barbi...@gmail.com
 Skype: gsbarbieri
 Mobile: +55 (19) 9225-2202

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ProFUSION embedded systems
http://profusion.mobi

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Re: [E-devel] E SVN: bdilly IN trunk/GAMES: . efbb efbb/data efbb/data/images efbb/data/levels efbb/data/sound efbb/data/theme efbb/data/theme/fonts efbb/data/theme/images efbb/m4 efbb/src efbb/src/bi

2012-09-06 Thread Cedric BAIL
On Thu, Sep 6, 2012 at 4:46 PM, Vincent Torri vincent.to...@gmail.com wrote:
 On Thu, Sep 6, 2012 at 4:42 PM, Gustavo Sverzut Barbieri
 barbi...@profusion.mobi wrote:
 On Thu, Sep 6, 2012 at 11:20 AM, Bruno Dilly bdi...@profusion.mobi wrote:
 On Thu, Sep 6, 2012 at 11:17 AM, Bruno Dilly bdi...@profusion.mobi wrote:
 On Thu, Sep 6, 2012 at 12:17 AM, Cedric BAIL cedric.b...@free.fr wrote:
 Yo man !

 On Thu, Sep 6, 2012 at 6:54 AM, Bruno Dilly bdi...@profusion.mobi wrote:
 Hey guys,

 I've just sent to svn a new game based on EFL, using EPhysics.
 If you have some time, please test it and send some feedback.

 As usual, bug reports, new features (patches or requests) and levels
 are very welcome.

 I've worked with Ricardo Almeida and Marina Proni on it.
 I'm going to write a post about it with some screenshots / screencast 
 tomorrow.

 I really wanted to play, but it's not that easy ! First thing I needed
 to find and download geneet.py (thanks my old friend google helped me
 there), but it would be nice to put the adress in the README, if you
 don't mind. Once I got it, I also needed python-pyparsing (not
 difficult to figure it out, but still would be nice to have that
 compilation requirement in README).

 Install instructions, including geneet address are on INSTALL file.
 Other requirements too.


 As a side note, the build script wont fail if geneet.py fail, so
 game_world.h will not be there and all compilation fail. It looks like
 a missed dependency somewhere. And once geneet.py did generate that
 file, it was broken. I manually patched it as I got :

 #ifndef __../../SRC/BIN/GAME_WORLD_H__
 #define __../../SRC/BIN/GAME_WORLD_H__

 and at the end (same in game_world.c in fact) :

 void ../../src/bin/game_world_init(void);
 void ../../src/bin/game_world_shutdown(void);

 Obviously that couldn't work :-) Once that was patched, it did
 generate every object. But it missed some symbol :
 main.o: In function `_level_load':
 GAMES/efbb/src/bin/main.c:1066: undefined reference to 
 `level_objects_list_get'
 GAMES/efbb/src/bin/main.c:1072: undefined reference to 
 `level_blocks_list_get'
 GAMES/efbb/src/bin/main.c:1078: undefined reference to 
 `level_targets_list_get'
 main.o: In function `_levels_load':
 GAMES/efbb/src/bin/main.c:: undefined reference to 
 `world_levels_list_get'
 GAMES/efbb/src/bin/main.c:1118: undefined reference to 
 `world_levels_count'

 That's where I stopped as I have no idea where to find those. Patch
 and help welcome, I wana PLAY !

 Where did you find this broken geneet ?
 It would be nice to update it (or remove).

 Btw, acidx, don't you think it could be pushed to PROTO/geneet or
 something like that ?
 I know you intend to rewrite it someday, but since we are using in
 some projects, it could make it easier to find.

 it should not be an external project, rather part of eet.

 problem is it's in python and people (read raster) hate it.

 I support raster, here. I don't like python at all. Writing geneet in
 c could be fun :-)

I was more interested by eet_cc or something like that turran did
develop and seems to match my taste more.
-- 
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Re: [E-devel] E SVN: bdilly IN trunk/GAMES: . efbb efbb/data efbb/data/images efbb/data/levels efbb/data/sound efbb/data/theme efbb/data/theme/fonts efbb/data/theme/images efbb/m4 efbb/src efbb/src/bi

2012-09-06 Thread David Seikel
On Thu, 6 Sep 2012 16:46:41 +0200 Vincent Torri
vincent.to...@gmail.com wrote:

 On Thu, Sep 6, 2012 at 4:42 PM, Gustavo Sverzut Barbieri
 barbi...@profusion.mobi wrote:
  On Thu, Sep 6, 2012 at 11:20 AM, Bruno Dilly
  bdi...@profusion.mobi wrote:
  On Thu, Sep 6, 2012 at 11:17 AM, Bruno Dilly
  bdi...@profusion.mobi wrote:
  On Thu, Sep 6, 2012 at 12:17 AM, Cedric BAIL
  cedric.b...@free.fr wrote:
  Yo man !
 
  On Thu, Sep 6, 2012 at 6:54 AM, Bruno Dilly
  bdi...@profusion.mobi wrote:
  Hey guys,
 
  I've just sent to svn a new game based on EFL, using EPhysics.
  If you have some time, please test it and send some feedback.
 
  As usual, bug reports, new features (patches or requests) and
  levels are very welcome.
 
  I've worked with Ricardo Almeida and Marina Proni on it.
  I'm going to write a post about it with some screenshots /
  screencast tomorrow.
 
  I really wanted to play, but it's not that easy ! First thing I
  needed to find and download geneet.py (thanks my old friend
  google helped me there), but it would be nice to put the adress
  in the README, if you don't mind. Once I got it, I also needed
  python-pyparsing (not difficult to figure it out, but still
  would be nice to have that compilation requirement in README).
 
  Install instructions, including geneet address are on INSTALL
  file. Other requirements too.
 
 
  As a side note, the build script wont fail if geneet.py fail, so
  game_world.h will not be there and all compilation fail. It
  looks like a missed dependency somewhere. And once geneet.py did
  generate that file, it was broken. I manually patched it as I
  got :
 
  #ifndef __../../SRC/BIN/GAME_WORLD_H__
  #define __../../SRC/BIN/GAME_WORLD_H__
 
  and at the end (same in game_world.c in fact) :
 
  void ../../src/bin/game_world_init(void);
  void ../../src/bin/game_world_shutdown(void);
 
  Obviously that couldn't work :-) Once that was patched, it did
  generate every object. But it missed some symbol :
  main.o: In function `_level_load':
  GAMES/efbb/src/bin/main.c:1066: undefined reference to
  `level_objects_list_get' GAMES/efbb/src/bin/main.c:1072:
  undefined reference to `level_blocks_list_get'
  GAMES/efbb/src/bin/main.c:1078: undefined reference to
  `level_targets_list_get' main.o: In function `_levels_load':
  GAMES/efbb/src/bin/main.c:: undefined reference to
  `world_levels_list_get' GAMES/efbb/src/bin/main.c:1118:
  undefined reference to `world_levels_count'
 
  That's where I stopped as I have no idea where to find those.
  Patch and help welcome, I wana PLAY !
 
  Where did you find this broken geneet ?
  It would be nice to update it (or remove).
 
  Btw, acidx, don't you think it could be pushed to PROTO/geneet or
  something like that ?
  I know you intend to rewrite it someday, but since we are using in
  some projects, it could make it easier to find.
 
  it should not be an external project, rather part of eet.
 
  problem is it's in python and people (read raster) hate it.
 
 I support raster, here. I don't like python at all. Writing geneet in
 c could be fun :-)

I'm on the python hating bandwagon to, but I have an unreasonable
hatred of any programming language beginning with the letter P.  Oh
wait, Perl, PHP, Pascal, guess it's not unreasonable after all.  B-)

-- 
A big old stinking pile of genius that no one wants
coz there are too many silver coated monkeys in the world.


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Re: [E-devel] eobj needs glibtoolize?

2012-09-06 Thread Vincent Torri
On Thu, Sep 6, 2012 at 4:49 PM, Tom Hacohen tom.haco...@samsung.com wrote:
 On 06/09/12 17:38, Vincent Torri wrote:

 On Thu, Sep 6, 2012 at 4:35 PM, Tom Hacohen tom.haco...@samsung.com
 wrote:

 On 06/09/12 17:31, Vincent Torri wrote:


 On Thu, Sep 6, 2012 at 2:45 PM, Tom Hacohen tom.haco...@samsung.com
 wrote:


 On 06/09/12 15:41, Vincent Torri wrote:



 On Thu, Sep 6, 2012 at 1:40 PM, Tom Hacohen tom.haco...@samsung.com
 wrote:



 Look at the line before, it's actually failing the libtoolize call so
 it
 tries glibtoolize. I get the same thing, vtorri is supposed to be
 working on it. Autofoo is impossible to work with, but I hope vtorri
 will be able to fix it.




 i'll check that, but, iirc, i've just copied an autogen.sh of one efl
 into obj dir.




 I showed you the error, it's the INCLUDE thingie I had...


 what ? glibtoolize is only in autogen.sh :

 echo Running libtoolize... ; (libtoolize --copy --automake ||
 glibtoolize --automake) || exit 1

 David : if you report a problem, be more precise...


 Yeah, as you can see it tries libtoolize, and if that fails, it tries
 glibtoolize (the ||). It fails on libtoolize here, although it
 shouldn't... That's the issue I reported the other day.


 eina's autogen.sh :

 echo Running libtoolize... ; (libtoolize --copy --automake ||
 glibtoolize --automake) || exit 1

 so what's the problem ? The same line works for eina but not for eobj ?


 Because libtoolize fails, because of the issues I told you about the other
 day:
 .ibtoolize: AC_CONFIG_MACRO_DIR([m4]) conflicts with ACLOCAL_AMFLAGS=-I m4

 This causes libtoolize to fail (a bad config in eo) that makes libtoolize
 return with an error and thus try to issue glibtoolize because of the
 autogen.sh. glibtoolize has nothing to do with it, it's just a side-effect.
 The problem is with the config and the error I pasted above.

let's try with embryo, then. It's configure.ac has:

AC_CONFIG_MACRO_DIR([m4])

(line 24) and in top level Makefile.am, line 1 :

ACLOCAL_AMFLAGS = -I m4

So it works for embryo but not for eobj ?

ALL the EFL have AC_CONFIG_MACRO_DIR([m4]) and ACLOCAL_AMFLAGS=-I m4

Vincent

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Re: [E-devel] eobj needs glibtoolize?

2012-09-06 Thread David Seikel
On Thu, 06 Sep 2012 17:49:27 +0300 Tom Hacohen
tom.haco...@samsung.com wrote:

 On 06/09/12 17:38, Vincent Torri wrote:
  On Thu, Sep 6, 2012 at 4:35 PM, Tom Hacohen
  tom.haco...@samsung.com wrote:
  On 06/09/12 17:31, Vincent Torri wrote:
 
  On Thu, Sep 6, 2012 at 2:45 PM, Tom Hacohen
  tom.haco...@samsung.com wrote:
 
  On 06/09/12 15:41, Vincent Torri wrote:
 
 
  On Thu, Sep 6, 2012 at 1:40 PM, Tom Hacohen
  tom.haco...@samsung.com wrote:
 
 
  Look at the line before, it's actually failing the libtoolize
  call so it
  tries glibtoolize. I get the same thing, vtorri is supposed to
  be working on it. Autofoo is impossible to work with, but I
  hope vtorri will be able to fix it.
 
 
 
  i'll check that, but, iirc, i've just copied an autogen.sh of
  one efl into obj dir.
 
 
 
  I showed you the error, it's the INCLUDE thingie I had...
 
 
  what ? glibtoolize is only in autogen.sh :
 
  echo Running libtoolize... ; (libtoolize --copy --automake ||
  glibtoolize --automake) || exit 1
 
  David : if you report a problem, be more precise...
 
 
  Yeah, as you can see it tries libtoolize, and if that fails, it
  tries glibtoolize (the ||). It fails on libtoolize here,
  although it shouldn't... That's the issue I reported the other day.
 
  eina's autogen.sh :
 
  echo Running libtoolize... ; (libtoolize --copy --automake ||
  glibtoolize --automake) || exit 1
 
  so what's the problem ? The same line works for eina but not for
  eobj ?
 
 Because libtoolize fails, because of the issues I told you about the 
 other day:
 .ibtoolize: AC_CONFIG_MACRO_DIR([m4]) conflicts with
 ACLOCAL_AMFLAGS=-I m4
 
 This causes libtoolize to fail (a bad config in eo) that makes 
 libtoolize return with an error and thus try to issue glibtoolize 
 because of the autogen.sh. glibtoolize has nothing to do with it,
 it's just a side-effect. The problem is with the config and the error
 I pasted above.

Here's the error I got -

./autogen.sh: 12: glibtoolize: not found

Seemed a fairly precise problem report to me.  That the real problem is
deeper is something for those more expert in what glibtoolize actually
is and how it's used to figure out.  I never heard of it before.  I
stopped investigating and threw the problem at the experts when my web
searching suggested that glibtoolize is a Mac OS only thing, and I'm
not on a Mac.

-- 
A big old stinking pile of genius that no one wants
coz there are too many silver coated monkeys in the world.


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[E-devel] Elm and Windows : theme does not compile

2012-09-06 Thread Vincent Torri
Hey

after Eio work, i'm back to Elm compilation on Windows. I still have
the error in embryo, it seems. I've stopped embryo in
embryo_cc_sclist.c, line 255, before the assert's and displayed
'name'. I get:

EEEK : **  flip_up(str[]) {
**

the EEEK : ** at the beginning and the 2 last ** are added in
the printf(). So there are 2 strange characters at the beginning.

I don't know what i can do, now. I'm open to any idea.

Vincent

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Re: [E-devel] E SVN: bdilly IN trunk/GAMES: . efbb efbb/data efbb/data/images efbb/data/levels efbb/data/sound efbb/data/theme efbb/data/theme/fonts efbb/data/theme/images efbb/m4 efbb/src efbb/src/bi

2012-09-06 Thread David Seikel
On Fri, 7 Sep 2012 00:46:23 +1000 David Seikel onef...@gmail.com
wrote:

 On Thu, 6 Sep 2012 11:17:05 -0300 Bruno Dilly bdi...@profusion.mobi
 wrote:
 
  On Thu, Sep 6, 2012 at 12:17 AM, Cedric BAIL cedric.b...@free.fr
  wrote:
   Yo man !
  
   On Thu, Sep 6, 2012 at 6:54 AM, Bruno Dilly
   bdi...@profusion.mobi wrote:
   Hey guys,
  
   I've just sent to svn a new game based on EFL, using EPhysics.
   If you have some time, please test it and send some feedback.
  
   As usual, bug reports, new features (patches or requests) and
   levels are very welcome.
  
   I've worked with Ricardo Almeida and Marina Proni on it.
   I'm going to write a post about it with some screenshots /
   screencast tomorrow.
  
   I really wanted to play, but it's not that easy ! First thing I
   needed to find and download geneet.py (thanks my old friend google
   helped me there), but it would be nice to put the adress in the
   README, if you don't mind. Once I got it, I also needed
   python-pyparsing (not difficult to figure it out, but still would
   be nice to have that compilation requirement in README).
  
  Install instructions, including geneet address are on INSTALL file.
  Other requirements too.
 
 The efbb/INSTALL in SVN is just the generic FSF install instructions,
 no mention of geneet.

Ah, just saw the latest commit, that INSTALL file was not in SVN, just
autofoo doing the everyone worships FSF and does things the FSF way
default thing it likes to do.

-- 
A big old stinking pile of genius that no one wants
coz there are too many silver coated monkeys in the world.


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Re: [E-devel] eobj needs glibtoolize?

2012-09-06 Thread Vincent Torri
On Thu, Sep 6, 2012 at 5:00 PM, David Seikel onef...@gmail.com wrote:
 On Thu, 06 Sep 2012 17:49:27 +0300 Tom Hacohen
 tom.haco...@samsung.com wrote:

 On 06/09/12 17:38, Vincent Torri wrote:
  On Thu, Sep 6, 2012 at 4:35 PM, Tom Hacohen
  tom.haco...@samsung.com wrote:
  On 06/09/12 17:31, Vincent Torri wrote:
 
  On Thu, Sep 6, 2012 at 2:45 PM, Tom Hacohen
  tom.haco...@samsung.com wrote:
 
  On 06/09/12 15:41, Vincent Torri wrote:
 
 
  On Thu, Sep 6, 2012 at 1:40 PM, Tom Hacohen
  tom.haco...@samsung.com wrote:
 
 
  Look at the line before, it's actually failing the libtoolize
  call so it
  tries glibtoolize. I get the same thing, vtorri is supposed to
  be working on it. Autofoo is impossible to work with, but I
  hope vtorri will be able to fix it.
 
 
 
  i'll check that, but, iirc, i've just copied an autogen.sh of
  one efl into obj dir.
 
 
 
  I showed you the error, it's the INCLUDE thingie I had...
 
 
  what ? glibtoolize is only in autogen.sh :
 
  echo Running libtoolize... ; (libtoolize --copy --automake ||
  glibtoolize --automake) || exit 1
 
  David : if you report a problem, be more precise...
 
 
  Yeah, as you can see it tries libtoolize, and if that fails, it
  tries glibtoolize (the ||). It fails on libtoolize here,
  although it shouldn't... That's the issue I reported the other day.
 
  eina's autogen.sh :
 
  echo Running libtoolize... ; (libtoolize --copy --automake ||
  glibtoolize --automake) || exit 1
 
  so what's the problem ? The same line works for eina but not for
  eobj ?

 Because libtoolize fails, because of the issues I told you about the
 other day:
 .ibtoolize: AC_CONFIG_MACRO_DIR([m4]) conflicts with
 ACLOCAL_AMFLAGS=-I m4

 This causes libtoolize to fail (a bad config in eo) that makes
 libtoolize return with an error and thus try to issue glibtoolize
 because of the autogen.sh. glibtoolize has nothing to do with it,
 it's just a side-effect. The problem is with the config and the error
 I pasted above.

 Here's the error I got -

 ./autogen.sh: 12: glibtoolize: not found

 Seemed a fairly precise problem report to me.  That the real problem is
 deeper is something for those more expert in what glibtoolize actually
 is and how it's used to figure out.  I never heard of it before.  I
 stopped investigating and threw the problem at the experts when my web
 searching suggested that glibtoolize is a Mac OS only thing, and I'm
 not on a Mac.

instead of autogen.sh, launch:

autoreconf -vif

Vincent

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Re: [E-devel] E SVN: bdilly IN trunk/GAMES: . efbb efbb/data efbb/data/images efbb/data/levels efbb/data/sound efbb/data/theme efbb/data/theme/fonts efbb/data/theme/images efbb/m4 efbb/src efbb/src/bi

2012-09-06 Thread Bruno Dilly
On Thu, Sep 6, 2012 at 12:03 PM, David Seikel onef...@gmail.com wrote:
 On Fri, 7 Sep 2012 00:46:23 +1000 David Seikel onef...@gmail.com
 wrote:

 On Thu, 6 Sep 2012 11:17:05 -0300 Bruno Dilly bdi...@profusion.mobi
 wrote:

  On Thu, Sep 6, 2012 at 12:17 AM, Cedric BAIL cedric.b...@free.fr
  wrote:
   Yo man !
  
   On Thu, Sep 6, 2012 at 6:54 AM, Bruno Dilly
   bdi...@profusion.mobi wrote:
   Hey guys,
  
   I've just sent to svn a new game based on EFL, using EPhysics.
   If you have some time, please test it and send some feedback.
  
   As usual, bug reports, new features (patches or requests) and
   levels are very welcome.
  
   I've worked with Ricardo Almeida and Marina Proni on it.
   I'm going to write a post about it with some screenshots /
   screencast tomorrow.
  
   I really wanted to play, but it's not that easy ! First thing I
   needed to find and download geneet.py (thanks my old friend google
   helped me there), but it would be nice to put the adress in the
   README, if you don't mind. Once I got it, I also needed
   python-pyparsing (not difficult to figure it out, but still would
   be nice to have that compilation requirement in README).
 
  Install instructions, including geneet address are on INSTALL file.
  Other requirements too.

 The efbb/INSTALL in SVN is just the generic FSF install instructions,
 no mention of geneet.

 Ah, just saw the latest commit, that INSTALL file was not in SVN, just
 autofoo doing the everyone worships FSF and does things the FSF way
 default thing it likes to do.

The last commit was just changing svn ignore option, right ?

No, apparently the file was there, but I've marked it as ignore in a
following commit.
I have checked out it here. But when running autogen looks like it is
replacing with the autofoo stuff.



 --
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 coz there are too many silver coated monkeys in the world.

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http://profusion.mobi

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Re: [E-devel] E SVN: bdilly IN trunk/GAMES: . efbb efbb/data efbb/data/images efbb/data/levels efbb/data/sound efbb/data/theme efbb/data/theme/fonts efbb/data/theme/images efbb/m4 efbb/src efbb/src/bi

2012-09-06 Thread Bruno Dilly
On Thu, Sep 6, 2012 at 12:16 PM, Bruno Dilly bdi...@profusion.mobi wrote:
 On Thu, Sep 6, 2012 at 12:03 PM, David Seikel onef...@gmail.com wrote:
 On Fri, 7 Sep 2012 00:46:23 +1000 David Seikel onef...@gmail.com
 wrote:

 On Thu, 6 Sep 2012 11:17:05 -0300 Bruno Dilly bdi...@profusion.mobi
 wrote:

  On Thu, Sep 6, 2012 at 12:17 AM, Cedric BAIL cedric.b...@free.fr
  wrote:
   Yo man !
  
   On Thu, Sep 6, 2012 at 6:54 AM, Bruno Dilly
   bdi...@profusion.mobi wrote:
   Hey guys,
  
   I've just sent to svn a new game based on EFL, using EPhysics.
   If you have some time, please test it and send some feedback.
  
   As usual, bug reports, new features (patches or requests) and
   levels are very welcome.
  
   I've worked with Ricardo Almeida and Marina Proni on it.
   I'm going to write a post about it with some screenshots /
   screencast tomorrow.
  
   I really wanted to play, but it's not that easy ! First thing I
   needed to find and download geneet.py (thanks my old friend google
   helped me there), but it would be nice to put the adress in the
   README, if you don't mind. Once I got it, I also needed
   python-pyparsing (not difficult to figure it out, but still would
   be nice to have that compilation requirement in README).
 
  Install instructions, including geneet address are on INSTALL file.
  Other requirements too.

 The efbb/INSTALL in SVN is just the generic FSF install instructions,
 no mention of geneet.

 Ah, just saw the latest commit, that INSTALL file was not in SVN, just
 autofoo doing the everyone worships FSF and does things the FSF way
 default thing it likes to do.

 The last commit was just changing svn ignore option, right ?

 No, apparently the file was there, but I've marked it as ignore in a
 following commit.
 I have checked out it here. But when running autogen looks like it is
 replacing with the autofoo stuff.

fixed




 --
 A big old stinking pile of genius that no one wants
 coz there are too many silver coated monkeys in the world.

 --
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 threat landscape has changed and how IT managers can respond. Discussions
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 --
 Bruno Dilly
 Senior Developer
 ProFUSION embedded systems
 http://profusion.mobi



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ProFUSION embedded systems
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[E-devel] RFC: Framespace and Object Move

2012-09-06 Thread Christopher Michael
Ok, so I modified the evas_object_move and evas_object_geometry_get 
functions to work with all evas objects now (not just smart objects, but 
rectangles, etc, etc). Every example in ecore_evas/src/examples works 
well now without modification ... with ONE exception. (elm breakage 
because of this is another story that I have not really dug into yet)

That exception is this:

Since evas_object_move handles adding the framespace to the object 
(geometry_get will subtract it), the examples do not work without an 
evas_object_move first. Here is a bit of example code (taken from 
ecore_evas_basics_example.c):

bg = evas_object_rectangle_add(canvas);
evas_object_color_set(bg, 0, 0, 255, 255);
evas_object_resize(bg, 200, 200);
evas_object_show(bg);
ecore_evas_object_associate(ee, bg, ECORE_EVAS_OBJECT_ASSOCIATE_BASE);

This will fail (in that bg will not be in the proper position) because 
evas_object_move is not called for it (to adjust position for 
framespace). Sadly, I am seeing a lot of this in the examples 
(evas_object_move not being called)...which means it is probably being 
done the same way in various code all over the place.

There are two ways to handle this (as I see it). One, we can add the 
evas_object_move to the examples and require that people call 
evas_object_move after object creation in their code). Not an ideal 
solution imo :/

The other thing we could do is, in evas_object_add (or somewhere 
appropriate), add the framespace adjustments during object creation. 
This approach seems more viable imo. If we add it there, there is no 
problem with evas_object_move because it already checks if the object is 
in framespace or not. Since the framespace adjustments would be made at 
creation, then evas_object_move will see that it's not in framespace and 
thus not Re-add the framespace values.

I am sure that both of these approaches have additional drawbacks...thus 
this RFC email before I go any further.


dh

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Re: [E-devel] E SVN: bdilly IN trunk/GAMES: . efbb efbb/data efbb/data/images efbb/data/levels efbb/data/sound efbb/data/theme efbb/data/theme/fonts efbb/data/theme/images efbb/m4 efbb/src efbb/src/bi

2012-09-06 Thread Daniel Juyung Seo
Where is game_world.h?
Here is my efbb build error.
http://pastebin.com/37AfL6m2

Daniel Juyung Seo (SeoZ)

On Fri, Sep 7, 2012 at 12:39 AM, Bruno Dilly bdi...@profusion.mobi wrote:
 On Thu, Sep 6, 2012 at 12:16 PM, Bruno Dilly bdi...@profusion.mobi wrote:
 On Thu, Sep 6, 2012 at 12:03 PM, David Seikel onef...@gmail.com wrote:
 On Fri, 7 Sep 2012 00:46:23 +1000 David Seikel onef...@gmail.com
 wrote:

 On Thu, 6 Sep 2012 11:17:05 -0300 Bruno Dilly bdi...@profusion.mobi
 wrote:

  On Thu, Sep 6, 2012 at 12:17 AM, Cedric BAIL cedric.b...@free.fr
  wrote:
   Yo man !
  
   On Thu, Sep 6, 2012 at 6:54 AM, Bruno Dilly
   bdi...@profusion.mobi wrote:
   Hey guys,
  
   I've just sent to svn a new game based on EFL, using EPhysics.
   If you have some time, please test it and send some feedback.
  
   As usual, bug reports, new features (patches or requests) and
   levels are very welcome.
  
   I've worked with Ricardo Almeida and Marina Proni on it.
   I'm going to write a post about it with some screenshots /
   screencast tomorrow.
  
   I really wanted to play, but it's not that easy ! First thing I
   needed to find and download geneet.py (thanks my old friend google
   helped me there), but it would be nice to put the adress in the
   README, if you don't mind. Once I got it, I also needed
   python-pyparsing (not difficult to figure it out, but still would
   be nice to have that compilation requirement in README).
 
  Install instructions, including geneet address are on INSTALL file.
  Other requirements too.

 The efbb/INSTALL in SVN is just the generic FSF install instructions,
 no mention of geneet.

 Ah, just saw the latest commit, that INSTALL file was not in SVN, just
 autofoo doing the everyone worships FSF and does things the FSF way
 default thing it likes to do.

 The last commit was just changing svn ignore option, right ?

 No, apparently the file was there, but I've marked it as ignore in a
 following commit.
 I have checked out it here. But when running autogen looks like it is
 replacing with the autofoo stuff.

 fixed




 --
 A big old stinking pile of genius that no one wants
 coz there are too many silver coated monkeys in the world.

 --
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 Exclusive live event will cover all the ways today's security and
 threat landscape has changed and how IT managers can respond. Discussions
 will include endpoint security, mobile security and the latest in malware
 threats. http://www.accelacomm.com/jaw/sfrnl04242012/114/50122263/
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 --
 Bruno Dilly
 Senior Developer
 ProFUSION embedded systems
 http://profusion.mobi



 --
 Bruno Dilly
 Senior Developer
 ProFUSION embedded systems
 http://profusion.mobi

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 threat landscape has changed and how IT managers can respond. Discussions
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Re: [E-devel] E SVN: bdilly IN trunk/GAMES: . efbb efbb/data efbb/data/images efbb/data/levels efbb/data/sound efbb/data/theme efbb/data/theme/fonts efbb/data/theme/images efbb/m4 efbb/src efbb/src/bi

2012-09-06 Thread Daniel Juyung Seo
I managed to build/install/run this game.
This is awesome!!!

Daniel Juyung Seo (SeoZ)

On Fri, Sep 7, 2012 at 1:33 AM, Daniel Juyung Seo seojuyu...@gmail.com wrote:
 Where is game_world.h?
 Here is my efbb build error.
 http://pastebin.com/37AfL6m2

 Daniel Juyung Seo (SeoZ)

 On Fri, Sep 7, 2012 at 12:39 AM, Bruno Dilly bdi...@profusion.mobi wrote:
 On Thu, Sep 6, 2012 at 12:16 PM, Bruno Dilly bdi...@profusion.mobi wrote:
 On Thu, Sep 6, 2012 at 12:03 PM, David Seikel onef...@gmail.com wrote:
 On Fri, 7 Sep 2012 00:46:23 +1000 David Seikel onef...@gmail.com
 wrote:

 On Thu, 6 Sep 2012 11:17:05 -0300 Bruno Dilly bdi...@profusion.mobi
 wrote:

  On Thu, Sep 6, 2012 at 12:17 AM, Cedric BAIL cedric.b...@free.fr
  wrote:
   Yo man !
  
   On Thu, Sep 6, 2012 at 6:54 AM, Bruno Dilly
   bdi...@profusion.mobi wrote:
   Hey guys,
  
   I've just sent to svn a new game based on EFL, using EPhysics.
   If you have some time, please test it and send some feedback.
  
   As usual, bug reports, new features (patches or requests) and
   levels are very welcome.
  
   I've worked with Ricardo Almeida and Marina Proni on it.
   I'm going to write a post about it with some screenshots /
   screencast tomorrow.
  
   I really wanted to play, but it's not that easy ! First thing I
   needed to find and download geneet.py (thanks my old friend google
   helped me there), but it would be nice to put the adress in the
   README, if you don't mind. Once I got it, I also needed
   python-pyparsing (not difficult to figure it out, but still would
   be nice to have that compilation requirement in README).
 
  Install instructions, including geneet address are on INSTALL file.
  Other requirements too.

 The efbb/INSTALL in SVN is just the generic FSF install instructions,
 no mention of geneet.

 Ah, just saw the latest commit, that INSTALL file was not in SVN, just
 autofoo doing the everyone worships FSF and does things the FSF way
 default thing it likes to do.

 The last commit was just changing svn ignore option, right ?

 No, apparently the file was there, but I've marked it as ignore in a
 following commit.
 I have checked out it here. But when running autogen looks like it is
 replacing with the autofoo stuff.

 fixed




 --
 A big old stinking pile of genius that no one wants
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Re: [E-devel] RFC: Framespace and Object Move

2012-09-06 Thread Tom Hacohen
On 06/09/12 19:03, Christopher Michael wrote:
 Ok, so I modified the evas_object_move and evas_object_geometry_get 
 functions to work with all evas objects now (not just smart objects, but 
 rectangles, etc, etc). Every example in ecore_evas/src/examples works 
 well now without modification ... with ONE exception. (elm breakage 
 because of this is another story that I have not really dug into yet)

Yay. :)
 
 That exception is this:
 
 Since evas_object_move handles adding the framespace to the object 
 (geometry_get will subtract it), the examples do not work without an 
 evas_object_move first. Here is a bit of example code (taken from 
 ecore_evas_basics_example.c):
 
 bg = evas_object_rectangle_add(canvas);
 evas_object_color_set(bg, 0, 0, 255, 255);
 evas_object_resize(bg, 200, 200);
 evas_object_show(bg);
 ecore_evas_object_associate(ee, bg, ECORE_EVAS_OBJECT_ASSOCIATE_BASE);
 
 This will fail (in that bg will not be in the proper position) because 
 evas_object_move is not called for it (to adjust position for 
 framespace). Sadly, I am seeing a lot of this in the examples 
 (evas_object_move not being called)...which means it is probably being 
 done the same way in various code all over the place.

Ah, good job spotting that. :)
 
 There are two ways to handle this (as I see it). One, we can add the 
 evas_object_move to the examples and require that people call 
 evas_object_move after object creation in their code). Not an ideal 
 solution imo :/
 
 The other thing we could do is, in evas_object_add (or somewhere 
 appropriate), add the framespace adjustments during object creation. 
 This approach seems more viable imo. If we add it there, there is no 
 problem with evas_object_move because it already checks if the object is 
 in framespace or not. Since the framespace adjustments would be made at 
 creation, then evas_object_move will see that it's not in framespace and 
 thus not Re-add the framespace values.

The second approach sounds perfect to me.

--
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Re: [E-devel] RFC: Framespace and Object Move

2012-09-06 Thread Rafael Antognolli
Hey,

On Thu, Sep 6, 2012 at 1:03 PM, Christopher Michael
cpmicha...@comcast.net wrote:
 Ok, so I modified the evas_object_move and evas_object_geometry_get
 functions to work with all evas objects now (not just smart objects, but
 rectangles, etc, etc). Every example in ecore_evas/src/examples works
 well now without modification ... with ONE exception. (elm breakage
 because of this is another story that I have not really dug into yet)

 That exception is this:

 Since evas_object_move handles adding the framespace to the object
 (geometry_get will subtract it), the examples do not work without an
 evas_object_move first. Here is a bit of example code (taken from
 ecore_evas_basics_example.c):

 bg = evas_object_rectangle_add(canvas);
 evas_object_color_set(bg, 0, 0, 255, 255);
 evas_object_resize(bg, 200, 200);
 evas_object_show(bg);
 ecore_evas_object_associate(ee, bg, ECORE_EVAS_OBJECT_ASSOCIATE_BASE);

 This will fail (in that bg will not be in the proper position) because
 evas_object_move is not called for it (to adjust position for
 framespace). Sadly, I am seeing a lot of this in the examples
 (evas_object_move not being called)...which means it is probably being
 done the same way in various code all over the place.

 There are two ways to handle this (as I see it). One, we can add the
 evas_object_move to the examples and require that people call
 evas_object_move after object creation in their code). Not an ideal
 solution imo :/

 The other thing we could do is, in evas_object_add (or somewhere
 appropriate), add the framespace adjustments during object creation.
 This approach seems more viable imo. If we add it there, there is no
 problem with evas_object_move because it already checks if the object is
 in framespace or not. Since the framespace adjustments would be made at
 creation, then evas_object_move will see that it's not in framespace and
 thus not Re-add the framespace values.

 I am sure that both of these approaches have additional drawbacks...thus
 this RFC email before I go any further.

I discussed with several people here and we all prefer the second
approach, add the offset upon object creation.

However, there's also an additional problem: what happens if the
framespace size changes? Let's say that the user sets an option on the
application window to become borderless, or don't have title bar. In
such case, the framespace would change, breaking everything until the
next evas_object_move for each object, right?

-- 
Rafael Antognolli
ProFUSION embedded systems
http://profusion.mobi

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Re: [E-devel] RFC: Framespace and Object Move

2012-09-06 Thread Tom Hacohen
On 06/09/12 20:25, Rafael Antognolli wrote:
 Hey,
 
 On Thu, Sep 6, 2012 at 1:03 PM, Christopher Michael
 cpmicha...@comcast.net wrote:
 Ok, so I modified the evas_object_move and evas_object_geometry_get
 functions to work with all evas objects now (not just smart objects, but
 rectangles, etc, etc). Every example in ecore_evas/src/examples works
 well now without modification ... with ONE exception. (elm breakage
 because of this is another story that I have not really dug into yet)

 That exception is this:

 Since evas_object_move handles adding the framespace to the object
 (geometry_get will subtract it), the examples do not work without an
 evas_object_move first. Here is a bit of example code (taken from
 ecore_evas_basics_example.c):

 bg = evas_object_rectangle_add(canvas);
 evas_object_color_set(bg, 0, 0, 255, 255);
 evas_object_resize(bg, 200, 200);
 evas_object_show(bg);
 ecore_evas_object_associate(ee, bg, ECORE_EVAS_OBJECT_ASSOCIATE_BASE);

 This will fail (in that bg will not be in the proper position) because
 evas_object_move is not called for it (to adjust position for
 framespace). Sadly, I am seeing a lot of this in the examples
 (evas_object_move not being called)...which means it is probably being
 done the same way in various code all over the place.

 There are two ways to handle this (as I see it). One, we can add the
 evas_object_move to the examples and require that people call
 evas_object_move after object creation in their code). Not an ideal
 solution imo :/

 The other thing we could do is, in evas_object_add (or somewhere
 appropriate), add the framespace adjustments during object creation.
 This approach seems more viable imo. If we add it there, there is no
 problem with evas_object_move because it already checks if the object is
 in framespace or not. Since the framespace adjustments would be made at
 creation, then evas_object_move will see that it's not in framespace and
 thus not Re-add the framespace values.

 I am sure that both of these approaches have additional drawbacks...thus
 this RFC email before I go any further.
 
 I discussed with several people here and we all prefer the second
 approach, add the offset upon object creation.
 
 However, there's also an additional problem: what happens if the
 framespace size changes? Let's say that the user sets an option on the
 application window to become borderless, or don't have title bar. In
 such case, the framespace would change, breaking everything until the
 next evas_object_move for each object, right?
 

I'd think everything to be relative and just moved afterwards, but
that's an interesting question.

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Re: [E-devel] RFC: Framespace and Object Move

2012-09-06 Thread Christopher Michael
On 06/09/2012 05:25 PM, Rafael Antognolli wrote:
 Hey,

 On Thu, Sep 6, 2012 at 1:03 PM, Christopher Michael
 cpmicha...@comcast.net wrote:
 Ok, so I modified the evas_object_move and evas_object_geometry_get
 functions to work with all evas objects now (not just smart objects, but
 rectangles, etc, etc). Every example in ecore_evas/src/examples works
 well now without modification ... with ONE exception. (elm breakage
 because of this is another story that I have not really dug into yet)

 That exception is this:

 Since evas_object_move handles adding the framespace to the object
 (geometry_get will subtract it), the examples do not work without an
 evas_object_move first. Here is a bit of example code (taken from
 ecore_evas_basics_example.c):

  bg = evas_object_rectangle_add(canvas);
  evas_object_color_set(bg, 0, 0, 255, 255);
  evas_object_resize(bg, 200, 200);
  evas_object_show(bg);
  ecore_evas_object_associate(ee, bg, ECORE_EVAS_OBJECT_ASSOCIATE_BASE);

 This will fail (in that bg will not be in the proper position) because
 evas_object_move is not called for it (to adjust position for
 framespace). Sadly, I am seeing a lot of this in the examples
 (evas_object_move not being called)...which means it is probably being
 done the same way in various code all over the place.

 There are two ways to handle this (as I see it). One, we can add the
 evas_object_move to the examples and require that people call
 evas_object_move after object creation in their code). Not an ideal
 solution imo :/

 The other thing we could do is, in evas_object_add (or somewhere
 appropriate), add the framespace adjustments during object creation.
 This approach seems more viable imo. If we add it there, there is no
 problem with evas_object_move because it already checks if the object is
 in framespace or not. Since the framespace adjustments would be made at
 creation, then evas_object_move will see that it's not in framespace and
 thus not Re-add the framespace values.

 I am sure that both of these approaches have additional drawbacks...thus
 this RFC email before I go any further.

 I discussed with several people here and we all prefer the second
 approach, add the offset upon object creation.

 However, there's also an additional problem: what happens if the
 framespace size changes? Let's say that the user sets an option on the
 application window to become borderless, or don't have title bar. In
 such case, the framespace would change, breaking everything until the
 next evas_object_move for each object, right?


In theory, yes it would break things until the next move, however under 
the wayland engines, when you toggle borderless then essentially what we 
are doing is deleting the frame (and recreate when border is set to true 
again), so .. when the frame gets deleted then the window will be 
resized ( to adjust the evas_viewport ) which will trigger updates to 
the objects (position, etc).

I'll run some tests tomorrow to verify that this won't be a problem, but 
I suspect that this will be a non-issue (as I already have fullscreen 
implemented which does the same thing essentially as the borderless will 
do, and I don't see the problem there), but good point :)

dh


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Re: [E-devel] E SVN: bdilly IN trunk/GAMES: . efbb efbb/data efbb/data/images efbb/data/levels efbb/data/sound efbb/data/theme efbb/data/theme/fonts efbb/data/theme/images efbb/m4 efbb/src efbb/src/bi

2012-09-06 Thread Leandro Pereira
On 09/06/2012 11:51 AM, David Seikel wrote:
 I'm on the python hating bandwagon to, but I have an unreasonable
 hatred of any programming language beginning with the letter P.  Oh
 wait, Perl, PHP, Pascal, guess it's not unreasonable after all.  B-)

Peu pgospto pde parpgupmenptos prapciopnais pcopmo pespse. Ptanpto pé 
pque peu pesptou ptroplanpdo pvopcê pespcrepvenpdo pem Pporptupguês pna 
plínpgua pdo ppê. Pquepro pver pquanptos pconpsepguem pler pispso pe 
pfipcaprem pcom pum psorpripso pno prospto.

Seriously -- geneet needs a rewrite; it began as a hack but people here 
at ProFUSION began depending on it so new features made their way into 
the script. And I never bothered to refactor it, so it is quite 
unreadable. I might eventually rewrite it, but sincerely, I won't 
consider doing that in C; as much as I like the language, it surely 
isn't the most pleasant language to write parsers and templating code in.

In any case, these responses clearly shows something that plagues the E 
community: the meta projects. People get so excited about writing tools 
and libraries that they forget what they were doing in the first place. 
Writing tools and libraries is a lot of fun, yes, but if that's all 
we're going to focus, then we'll never move and get things done.


Leandro


PS: Actually, just decided. Next version of Geneet will be written in 
QBasic and you'll need DOSBOX to run if you're not under Windows. Also, 
it is the best possible choice, since neither QBasic or DOSBOX begins 
with P.


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Re: [E-devel] E SVN: bdilly IN trunk/GAMES: . efbb efbb/data efbb/data/images efbb/data/levels efbb/data/sound efbb/data/theme efbb/data/theme/fonts efbb/data/theme/images efbb/m4 efbb/src efbb/src/bi

2012-09-06 Thread Eduardo Lima (Etrunko)
On Thu, Sep 6, 2012 at 3:13 PM, Leandro Pereira lean...@profusion.mobi wrote:
 On 09/06/2012 11:51 AM, David Seikel wrote:
 I'm on the python hating bandwagon to, but I have an unreasonable
 hatred of any programming language beginning with the letter P.  Oh
 wait, Perl, PHP, Pascal, guess it's not unreasonable after all.  B-)



 Peu pgospto pde parpgupmenptos prapciopnais pcopmo pespse. Ptanpto pé
 pque peu pesptou ptroplanpdo pvopcê pespcrepvenpdo pem Pporptupguês pna
 plínpgua pdo ppê. Pquepro pver pquanptos pconpsepguem pler pispso pe
 pfipcaprem pcom pum psorpripso pno prospto.


EPIC

 Seriously -- geneet needs a rewrite; it began as a hack but people here
 at ProFUSION began depending on it so new features made their way into
 the script. And I never bothered to refactor it, so it is quite
 unreadable. I might eventually rewrite it, but sincerely, I won't
 consider doing that in C; as much as I like the language, it surely
 isn't the most pleasant language to write parsers and templating code in.

 In any case, these responses clearly shows something that plagues the E
 community: the meta projects. People get so excited about writing tools
 and libraries that they forget what they were doing in the first place.
 Writing tools and libraries is a lot of fun, yes, but if that's all
 we're going to focus, then we'll never move and get things done.


 Leandro


 PS: Actually, just decided. Next version of Geneet will be written in
 QBasic and you'll need DOSBOX to run if you're not under Windows. Also,
 it is the best possible choice, since neither QBasic or DOSBOX begins
 with P.


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Re: [E-devel] RFC: Framespace and Object Move

2012-09-06 Thread Christopher Michael
On 06/09/2012 07:54 PM, Iván Briano wrote:
 2012/9/6 Christopher Michael cpmicha...@comcast.net:
 On 06/09/2012 05:25 PM, Rafael Antognolli wrote:
 Hey,

 On Thu, Sep 6, 2012 at 1:03 PM, Christopher Michael
 cpmicha...@comcast.net wrote:
 Ok, so I modified the evas_object_move and evas_object_geometry_get
 functions to work with all evas objects now (not just smart objects, but
 rectangles, etc, etc). Every example in ecore_evas/src/examples works
 well now without modification ... with ONE exception. (elm breakage
 because of this is another story that I have not really dug into yet)

 That exception is this:

 Since evas_object_move handles adding the framespace to the object
 (geometry_get will subtract it), the examples do not work without an
 evas_object_move first. Here is a bit of example code (taken from
 ecore_evas_basics_example.c):

   bg = evas_object_rectangle_add(canvas);
   evas_object_color_set(bg, 0, 0, 255, 255);
   evas_object_resize(bg, 200, 200);
   evas_object_show(bg);
   ecore_evas_object_associate(ee, bg, 
 ECORE_EVAS_OBJECT_ASSOCIATE_BASE);

 This will fail (in that bg will not be in the proper position) because
 evas_object_move is not called for it (to adjust position for
 framespace). Sadly, I am seeing a lot of this in the examples
 (evas_object_move not being called)...which means it is probably being
 done the same way in various code all over the place.

 There are two ways to handle this (as I see it). One, we can add the
 evas_object_move to the examples and require that people call
 evas_object_move after object creation in their code). Not an ideal
 solution imo :/

 The other thing we could do is, in evas_object_add (or somewhere
 appropriate), add the framespace adjustments during object creation.
 This approach seems more viable imo. If we add it there, there is no
 problem with evas_object_move because it already checks if the object is
 in framespace or not. Since the framespace adjustments would be made at
 creation, then evas_object_move will see that it's not in framespace and
 thus not Re-add the framespace values.

 I am sure that both of these approaches have additional drawbacks...thus
 this RFC email before I go any further.

 I discussed with several people here and we all prefer the second
 approach, add the offset upon object creation.

 However, there's also an additional problem: what happens if the
 framespace size changes? Let's say that the user sets an option on the
 application window to become borderless, or don't have title bar. In
 such case, the framespace would change, breaking everything until the
 next evas_object_move for each object, right?


 In theory, yes it would break things until the next move, however under
 the wayland engines, when you toggle borderless then essentially what we
 are doing is deleting the frame (and recreate when border is set to true
 again), so .. when the frame gets deleted then the window will be
 resized ( to adjust the evas_viewport ) which will trigger updates to
 the objects (position, etc).


 Does this really happen?
Haven't been to the office to test it yet.

Isn't this real only for Elementary apps that are
 likely to get all their resize callbacks triggered?

Not really. You can do resize callbacks on non-elm stuff ;) (pretty 
basic evas stuff there) ;) but yes, will also affect elm apps.

  The case of manual placement
 of objects may still be a problem.

 I'll run some tests tomorrow to verify that this won't be a problem, but
 I suspect that this will be a non-issue (as I already have fullscreen
 implemented which does the same thing essentially as the borderless will
 do, and I don't see the problem there), but good point :)


 I don't know how much of a possibility it is, but what about a frame changing
 size instead of just going away?

Well, we could raise an event or something to inform apps that it has 
happened ... tho really, in wayland, apps (clients) are supposed to draw 
their own frames. We do it in efl because we're nice (or something...)

  Though it's probably the same case.
 Is it worth it to just forget about it and leave applications fix
 themselves and blame
 the unusual cases on their unusualness?

If efl apps were to draw their own frames, then I would say sure leave 
it to them, but that is not the case w/ efl apps. Ecore_Evas has code to 
draw a very very basic frame (if none is provided) as a fallback. And 
elm apps have a more full featured frame (aka the e_border look).

  Since we are already fixing position all
 over the place, what about checking the difference when setting a new 
 framespace
 and go through the object list updating them?

That's a possibility ... and actually the same approach I was 
considering for this problem...but was going to bring that up in a 
different RFC. (don't want to hijack this thread wrt a different problem).

dh


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Re: [E-devel] ANNOUNCEMENT: REGARDING E17 RELEASE

2012-09-06 Thread Alex-P. Natsios
Don't believe/think so, if you check your version its 0.16.99.X
with X being a revision number if there was a real release of E17
at any given point in time (like 2007) wouldn't there be a version
bump to 1.17.99.X on the live/current/trunk one?

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Re: [E-devel] ANNOUNCEMENT: REGARDING E17 RELEASE

2012-09-06 Thread Iván Briano
2012/9/6 Alex-P. Natsios apnats...@gmail.com:
 Don't believe/think so, if you check your version its 0.16.99.X
 with X being a revision number if there was a real release of E17
 at any given point in time (like 2007) wouldn't there be a version
 bump to 1.17.99.X on the live/current/trunk one?


That's only if you believe that the reported version numbers are real.
I'm not saying there's any conspiracy around here to hide a release that
happened years ago, but ALIENS.

 --
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 Alex-P. Natsios
 (a.k.a Drakevr)

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Re: [E-devel] E SVN: acidx IN trunk: . geneet

2012-09-06 Thread Leandro Pereira
On 09/06/2012 05:41 PM, Enlightenment SVN wrote:
 Date: 2012-09-06 13:41:26 -0700 (Thu, 06 Sep 2012)
 New Revision: 76261
 Trac: http://trac.enlightenment.org/e/changeset/76261

 Added:
trunk/geneet/(...)


This should make it easier to run efbb.


Leandro


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Re: [E-devel] RFC: Framespace and Object Move

2012-09-06 Thread Iván Briano
2012/9/6 Christopher Michael cpmicha...@comcast.net:
 On 06/09/2012 07:54 PM, Iván Briano wrote:

 2012/9/6 Christopher Michael cpmicha...@comcast.net:

 On 06/09/2012 05:25 PM, Rafael Antognolli wrote:

 Hey,

 On Thu, Sep 6, 2012 at 1:03 PM, Christopher Michael
 cpmicha...@comcast.net wrote:

 Ok, so I modified the evas_object_move and evas_object_geometry_get
 functions to work with all evas objects now (not just smart objects,
 but
 rectangles, etc, etc). Every example in ecore_evas/src/examples works
 well now without modification ... with ONE exception. (elm breakage
 because of this is another story that I have not really dug into yet)

 That exception is this:

 Since evas_object_move handles adding the framespace to the object
 (geometry_get will subtract it), the examples do not work without an
 evas_object_move first. Here is a bit of example code (taken from
 ecore_evas_basics_example.c):

   bg = evas_object_rectangle_add(canvas);
   evas_object_color_set(bg, 0, 0, 255, 255);
   evas_object_resize(bg, 200, 200);
   evas_object_show(bg);
   ecore_evas_object_associate(ee, bg,
 ECORE_EVAS_OBJECT_ASSOCIATE_BASE);

 This will fail (in that bg will not be in the proper position) because
 evas_object_move is not called for it (to adjust position for
 framespace). Sadly, I am seeing a lot of this in the examples
 (evas_object_move not being called)...which means it is probably being
 done the same way in various code all over the place.

 There are two ways to handle this (as I see it). One, we can add the
 evas_object_move to the examples and require that people call
 evas_object_move after object creation in their code). Not an ideal
 solution imo :/

 The other thing we could do is, in evas_object_add (or somewhere
 appropriate), add the framespace adjustments during object creation.
 This approach seems more viable imo. If we add it there, there is no
 problem with evas_object_move because it already checks if the object
 is
 in framespace or not. Since the framespace adjustments would be made at
 creation, then evas_object_move will see that it's not in framespace
 and
 thus not Re-add the framespace values.

 I am sure that both of these approaches have additional
 drawbacks...thus
 this RFC email before I go any further.


 I discussed with several people here and we all prefer the second
 approach, add the offset upon object creation.

 However, there's also an additional problem: what happens if the
 framespace size changes? Let's say that the user sets an option on the
 application window to become borderless, or don't have title bar. In
 such case, the framespace would change, breaking everything until the
 next evas_object_move for each object, right?


 In theory, yes it would break things until the next move, however under
 the wayland engines, when you toggle borderless then essentially what we
 are doing is deleting the frame (and recreate when border is set to true
 again), so .. when the frame gets deleted then the window will be
 resized ( to adjust the evas_viewport ) which will trigger updates to
 the objects (position, etc).


 Does this really happen?

 Haven't been to the office to test it yet.


 Isn't this real only for Elementary apps that are

 likely to get all their resize callbacks triggered?


 Not really. You can do resize callbacks on non-elm stuff ;) (pretty basic
 evas stuff there) ;) but yes, will also affect elm apps.


I meant that only Elementary would handle it on its own, anywhere else users
would have to do it manually. Also, resizing the viewport won't just
trigger normal
Evas callbacks, as objects will not have changed their size or position.


  The case of manual placement

 of objects may still be a problem.

 I'll run some tests tomorrow to verify that this won't be a problem, but
 I suspect that this will be a non-issue (as I already have fullscreen
 implemented which does the same thing essentially as the borderless will
 do, and I don't see the problem there), but good point :)


 I don't know how much of a possibility it is, but what about a frame
 changing
 size instead of just going away?


 Well, we could raise an event or something to inform apps that it has
 happened ... tho really, in wayland, apps (clients) are supposed to draw
 their own frames. We do it in efl because we're nice (or something...)


Speak for yourself, I do not intend to be nice.


  Though it's probably the same case.

 Is it worth it to just forget about it and leave applications fix
 themselves and blame
 the unusual cases on their unusualness?


 If efl apps were to draw their own frames, then I would say sure leave it to
 them, but that is not the case w/ efl apps. Ecore_Evas has code to draw a
 very very basic frame (if none is provided) as a fallback. And elm apps have
 a more full featured frame (aka the e_border look).


  Since we are already fixing position all

 over the place, what about checking the difference when setting a new
 

Re: [E-devel] RFC: Framespace and Object Move

2012-09-06 Thread Christopher Michael
On 06/09/2012 09:00 PM, Iván Briano wrote:
 2012/9/6 Christopher Michael cpmicha...@comcast.net:
 On 06/09/2012 07:54 PM, Iván Briano wrote:

 2012/9/6 Christopher Michael cpmicha...@comcast.net:

 On 06/09/2012 05:25 PM, Rafael Antognolli wrote:

 Hey,

 On Thu, Sep 6, 2012 at 1:03 PM, Christopher Michael
 cpmicha...@comcast.net wrote:

 Ok, so I modified the evas_object_move and evas_object_geometry_get
 functions to work with all evas objects now (not just smart objects,
 but
 rectangles, etc, etc). Every example in ecore_evas/src/examples works
 well now without modification ... with ONE exception. (elm breakage
 because of this is another story that I have not really dug into yet)

 That exception is this:

 Since evas_object_move handles adding the framespace to the object
 (geometry_get will subtract it), the examples do not work without an
 evas_object_move first. Here is a bit of example code (taken from
 ecore_evas_basics_example.c):

bg = evas_object_rectangle_add(canvas);
evas_object_color_set(bg, 0, 0, 255, 255);
evas_object_resize(bg, 200, 200);
evas_object_show(bg);
ecore_evas_object_associate(ee, bg,
 ECORE_EVAS_OBJECT_ASSOCIATE_BASE);

 This will fail (in that bg will not be in the proper position) because
 evas_object_move is not called for it (to adjust position for
 framespace). Sadly, I am seeing a lot of this in the examples
 (evas_object_move not being called)...which means it is probably being
 done the same way in various code all over the place.

 There are two ways to handle this (as I see it). One, we can add the
 evas_object_move to the examples and require that people call
 evas_object_move after object creation in their code). Not an ideal
 solution imo :/

 The other thing we could do is, in evas_object_add (or somewhere
 appropriate), add the framespace adjustments during object creation.
 This approach seems more viable imo. If we add it there, there is no
 problem with evas_object_move because it already checks if the object
 is
 in framespace or not. Since the framespace adjustments would be made at
 creation, then evas_object_move will see that it's not in framespace
 and
 thus not Re-add the framespace values.

 I am sure that both of these approaches have additional
 drawbacks...thus
 this RFC email before I go any further.


 I discussed with several people here and we all prefer the second
 approach, add the offset upon object creation.

 However, there's also an additional problem: what happens if the
 framespace size changes? Let's say that the user sets an option on the
 application window to become borderless, or don't have title bar. In
 such case, the framespace would change, breaking everything until the
 next evas_object_move for each object, right?


 In theory, yes it would break things until the next move, however under
 the wayland engines, when you toggle borderless then essentially what we
 are doing is deleting the frame (and recreate when border is set to true
 again), so .. when the frame gets deleted then the window will be
 resized ( to adjust the evas_viewport ) which will trigger updates to
 the objects (position, etc).


 Does this really happen?

 Haven't been to the office to test it yet.


 Isn't this real only for Elementary apps that are

 likely to get all their resize callbacks triggered?


 Not really. You can do resize callbacks on non-elm stuff ;) (pretty basic
 evas stuff there) ;) but yes, will also affect elm apps.


 I meant that only Elementary would handle it on its own, anywhere else users
 would have to do it manually. Also, resizing the viewport won't just
 trigger normal
 Evas callbacks, as objects will not have changed their size or position.

Right. but when we change viewport, we could loop the objects and update 
them (as you suggested below for a different problem, the same approach 
could work here).

And what happens to existing applications which were made using only 
Ecore_Evas ? If this is handled only in Elm, it will break all other 
existing non-elm applications (or ones currently being written).

Besides, I am not adding any specific framespace stuff to Elm (if 
avoidable) anymoreI was told that hacks like that should not be 
needed,  so widgets that break in elm because of all this will remain 
broken (until someone fixes them).


   The case of manual placement

 of objects may still be a problem.

 I'll run some tests tomorrow to verify that this won't be a problem, but
 I suspect that this will be a non-issue (as I already have fullscreen
 implemented which does the same thing essentially as the borderless will
 do, and I don't see the problem there), but good point :)


 I don't know how much of a possibility it is, but what about a frame
 changing
 size instead of just going away?


 Well, we could raise an event or something to inform apps that it has
 happened ... tho really, in wayland, apps (clients) are supposed to draw
 their own frames. We do it in efl 

Re: [E-devel] Elm and Windows : theme does not compile

2012-09-06 Thread The Rasterman
On Thu, 6 Sep 2012 17:03:15 +0200 Vincent Torri vincent.to...@gmail.com said:

aha! you have a utf8 char there... it's u00a0 (unicode no-break space). that's
what it's not happy about. i checked the src (flipselector.edc) and it is
indeed in this file. as such my editor and terminal etc. just don't show it
differently to a space. they are happy. and embryo on linux is happy too.

now WHY is embryo NOT happy on windows? why does the embryo parsing code on
linux just happily ignore this? in your output i see:

 

now this corresponds to WHERE the utf8 char is. the actual binary data there in
hex is:

c2 a0

though what is printed doesn't match any ansi char chart i have. also doesn't
match latin-1 (in latin-1 a0 is NBSP anyway). so what is going on here. that is
the question? do you get those EXACT binary values in your buffer
byte-for-byte, or is windows, maybe, translating input when reading? or is it
just an odd property of your output terminal? could you print the hex values of
the first 2 bytes of that buffer?

there isn't just a quick solution to strip all non-scii values from the src
because you still can have utf8 chars IN strings in the src. so we can't just
do that. so i'm wondering if there is either some translation thing... so bytes
in file != bytes read (from memory this is why there is b in fopen to avoid
this as good old dos used to do this kind of thing?)... the alternative is it
may be an isspace() issue? though on linux these come up as false for isspace.
isalpha() also says false. islower, isupper, isdigit, isxdigit, isprint,
isgraph, isascii, isblank, isalnum all return false on linx (embryo doesn't use
all of these, only some). if on windows you get different results for these
then that may explain the different behaviour. could you check what these
return for c2 and a0? if so we can just replace them with custom ones that
return the exact same result on both os's. if not... then we have to dig around
more. either way such utf8 chars should just be ignored as if they were
whitespace if embryo doesnt custom-handle utf8 fully. and on linux it appears
as if that's exactly what happens, so i am wondering what the difference is
here to cause the different behaviour.

 Hey
 
 after Eio work, i'm back to Elm compilation on Windows. I still have
 the error in embryo, it seems. I've stopped embryo in
 embryo_cc_sclist.c, line 255, before the assert's and displayed
 'name'. I get:
 
 EEEK : **  flip_up(str[]) {
 **
 
 the EEEK : ** at the beginning and the 2 last ** are added in
 the printf(). So there are 2 strange characters at the beginning.
 
 I don't know what i can do, now. I'm open to any idea.
 
 Vincent
 
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[E-devel] Bug Fix in eina_convert

2012-09-06 Thread Sungho Kwak
Hi,

eina_convert should return EINA_FALSE in error case. However, if fp is
null, it returns EINA_TRUE.
In that case, function should return EINA_FALSE.

Thanks.

Sincerely,
Sungho Kwak


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Re: [E-devel] Bug Fix in eina_convert

2012-09-06 Thread Cedric BAIL
On Fri, Sep 7, 2012 at 4:05 AM, Sungho Kwak sungho@gmail.com wrote:
 eina_convert should return EINA_FALSE in error case. However, if fp is
 null, it returns EINA_TRUE.
 In that case, function should return EINA_FALSE.

Good catch in svn. I took care of the backport, but would be nice to
have one patch for the backport next time.
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Re: [E-devel] Bug Fix in eina_convert

2012-09-06 Thread Daniel Juyung Seo
ChangeLog as well :)
(vtorri clone)

Daniel Juyung Seo (SeoZ)

On Fri, Sep 7, 2012 at 11:35 AM, Cedric BAIL cedric.b...@free.fr wrote:
 On Fri, Sep 7, 2012 at 4:05 AM, Sungho Kwak sungho@gmail.com wrote:
 eina_convert should return EINA_FALSE in error case. However, if fp is
 null, it returns EINA_TRUE.
 In that case, function should return EINA_FALSE.

 Good catch in svn. I took care of the backport, but would be nice to
 have one patch for the backport next time.
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[E-devel] Bug Fix on eina_list.c

2012-09-06 Thread 곽성호
Hi,

I found 2 bugs on eina_list.c
   1) eina_list_sort : if func or list is NULL, function returns NULL (on 
documentation). I changed code to check to check both of func and list with 
well-known pattern.
   2) eina_list_accessor_new : if list is NULL, function nreturn NULL (on 
documentation). I add NULL check routine.

Thanks.

Sincerely,
Sungho Kwak.
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Re: [E-devel] Bug Fix on eina_list.c

2012-09-06 Thread Sungho Kwak
Huh, where is my attached file? :(

2012/9/7 곽성호 sungho1.k...@samsung.com

 Hi,

 I found 2 bugs on eina_list.c
1) eina_list_sort : if func or list is NULL, function returns NULL (on
 documentation). I changed code to check to check both of func and list with
 well-known pattern.
2) eina_list_accessor_new : if list is NULL, function nreturn NULL (on
 documentation). I add NULL check routine.

 Thanks.

 Sincerely,
 Sungho Kwak.

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Re: [E-devel] Bug Fix on eina_list.c

2012-09-06 Thread Daniel Juyung Seo
Well...

According to the existing code, it returns 'list' when func is NULL.
According to the documentation, it returns NULL when func is NULL.

Fighting between code and documentation :)
This is a matter of choice imho.

I prefer the second one.

Of course, we should print a huge amount of error messages in either case.

Daniel Juyung Seo (SeoZ)


On Fri, Sep 7, 2012 at 2:13 PM, Sungho Kwak sungho@gmail.com wrote:
 Huh, where is my attached file? :(

 2012/9/7 곽성호 sungho1.k...@samsung.com

 Hi,

 I found 2 bugs on eina_list.c
1) eina_list_sort : if func or list is NULL, function returns NULL (on
 documentation). I changed code to check to check both of func and list with
 well-known pattern.
2) eina_list_accessor_new : if list is NULL, function nreturn NULL (on
 documentation). I add NULL check routine.

 Thanks.

 Sincerely,
 Sungho Kwak.

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Re: [E-devel] Bug Fix on eina_list.c

2012-09-06 Thread Daniel Juyung Seo
Ok I changed my mind.
Returning NULL would not help users to detect a bug because list can be NULL.

So the first one!
Now I am in a 'fix the documentation' mood.

Daniel Juyung Seo (SeoZ)

On Fri, Sep 7, 2012 at 2:45 PM, Daniel Juyung Seo seojuyu...@gmail.com wrote:
 Well...

 According to the existing code, it returns 'list' when func is NULL.
 According to the documentation, it returns NULL when func is NULL.

 Fighting between code and documentation :)
 This is a matter of choice imho.

 I prefer the second one.

 Of course, we should print a huge amount of error messages in either case.

 Daniel Juyung Seo (SeoZ)


 On Fri, Sep 7, 2012 at 2:13 PM, Sungho Kwak sungho@gmail.com wrote:
 Huh, where is my attached file? :(

 2012/9/7 곽성호 sungho1.k...@samsung.com

 Hi,

 I found 2 bugs on eina_list.c
1) eina_list_sort : if func or list is NULL, function returns NULL (on
 documentation). I changed code to check to check both of func and list with
 well-known pattern.
2) eina_list_accessor_new : if list is NULL, function nreturn NULL (on
 documentation). I add NULL check routine.

 Thanks.

 Sincerely,
 Sungho Kwak.

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