[Author Prev][Author Next][Thread Prev][Thread Next][Author Index][Thread Index]

Re: [pygame] freetype merge and the Spectacularly Adequate Automated Pygame Build Page Re: [pygame] Documentation changes in trunk

In terms of getting the build bots building,

For windows, all dependencies the build bot uses need to be included in pygame's prebuilt dependencies package for both visual c runtimes, and when there is an updated prebuilt dependencies package, I'll copy it over so the windows buildbots will use it.

For Mac OS X, dependencies need to be hand installed on the build bot, so I need to know what packages those are (if there are no packages, it's fine just to know what place the python build script will look for them)

For some background and pygame Mac OS X and windows packages...

good software deployment on OS X and windows is not like good software deployment on ubuntu or any other linux flavor.

On windows there is no package management whatsover, and on Mac OS X there is no package management which is practical for anything but a minority of users. So when it comes to pygame's binary (i.e. not python) dependencies, those things need to be either statically linked (as portmidi, jpeglib and some others are on mac) or need to be bundled with the distribution package (as SDL is on both platforms and most other dll's are on windows)

Also, it can be very difficult and error prone to try and find or build the windows dependencies with pygame, and traditionally getting together the prebuilts was a major obstacle for windows users to build pygame themselves (building the dependencies is way way more complicated than building pygame), which is why there has almost always been official packages of the prebuilt dependencies for windows. I personally consider having such a package put together for the new pygame version to be something that has to happen before a new version can be released.

Finally, when it comes to developing the build scripts, pygame developers should take special care to make sure neither the os x nor the windows setup.py scripts ever put together an install package that requires any runtime dependencies that aren't a standard part of the OS distribution to be separately installed.

On Tue, Aug 18, 2009 at 10:22 AM, Vicent Marti <tanoku@xxxxxxxxx> wrote:
Hey René,

I've just fixed the first issue (the config script was choking because
I had split the source files in Setup.in amongst different lines). The
FreeType module now won't compile if the required libraries cannot be

Now, how would we go about installing FreeType on the buildbot? It's
as easy as issuing 'apt-get install freetype2-dev', assuming it's
running on Debian or Ubuntu, but I obviously don't have root access.


Vicent Martí

On Tue, Aug 18, 2009 at 11:12 AM, René Dudfield<renesd@xxxxxxxxx> wrote:
> On Mon, Aug 17, 2009 at 9:41 AM, René Dudfield<renesd@xxxxxxxxx> wrote:
>> nice one :)
>> Have a look here:
>> http://thorbrian.com/pygame/builds.php
>> You'll notice that there's some errors building on windows, and osx.
> Hi,
> I think the freetype merge requires freetype to be installed.  However
> it doesn't check to see if it's installed before trying to build it.
> This is what is causing the build bot to fail to build, because it
> only has the minimum dependencies required to build pygame.  Currently
> freetype isn't a dependency - only SDL_ttf is.
> 1. pygame trunk needs to see if freetype-dev is installed before
> trying to build the freetype package.
> 2. build bots need to have the freetype packages installed.
> I just tried to disable the freetype module until those two things are
> sorted out.  So the build bot can build again without errors.  I just
> commented it out in Setup.in ... hopefully that will be enough to
> disable it.
> cheers,