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Re: [pygame] Re: Movie module being merged



I have this fixed, with it committed in revision 2628. I have a custom Dependency class that adds extra directories to the include search path(like libavformat or ffmpeg). This prevents any accidental conflict of namespaces. Let me know if this works or not.

-Tyler

On Tue, Aug 18, 2009 at 5:17 PM, Lenard Lindstrom <len-l@xxxxxxxxx> wrote:
Hi,

No, I don't see any Debian specific predefined compiler macros. ffmpeg library information is available through pkg-config.

Lenard

Tyler Laing wrote:
Does debian have a unique compile time flag I can use?

-Tyler

On Tue, Aug 18, 2009 at 12:09 PM, Lenard Lindstrom <len-l@xxxxxxxxx <mailto:len-l@xxxxxxxxx>> wrote:

   Hi Tyler,

   /usr/include is included in the default header search paths. What
   is installed is /usr/include/ffmpeg/avformat.h, not
   /usr/include/ffmpeg/libavformat/avformat.h. This may be a quirk of
   the Debian dev package and not the general case.

   Lenard

   Tyler Laing wrote:

       You don't have -l/usr/include actually. What I will do is add
       to the directories searched, for the specific libraries to
       search in /usr/include/ffmpeg && /usr/include/<relevant
       library name> for if people install from source. Does that
       sound like a good solution?

       -Tyler

       On Tue, Aug 18, 2009 at 9:03 AM, Lenard Lindstrom
       <len-l@xxxxxxxxx <mailto:len-l@xxxxxxxxx>
       <mailto:len-l@xxxxxxxxx <mailto:len-l@xxxxxxxxx>>> wrote:

          Ok, when I add

          _movie src/_gsound.c src/_gmovie.c src/_gcommand.c src/gmovie.c
          $(SDL) $(AVFORMAT) $(SWSCALE) $(MIXER) $(DEBUG)

          to Setup I get these build errors:


          building 'pygame._movie' extension
          gcc -pthread -fno-strict-aliasing -DNDEBUG -g -fwrapv -O2 -Wall
          -Wstrict-prototypes -fPIC -D_REENTRANT -I/usr/X11R6/include
          -I/usr/include/SDL -I/usr/include/SDL
       -I/usr/include/python2.5 -c
          src/_gsound.c -o build/temp.linux-i686-2.5/src/_gsound.o
          In file included from src/_gsound.c:35:
          src/_gsound.h:36:34: error: libavformat/avformat.h: No such
       file
          or directory
          src/_gsound.c: In function ‘seekBuffer’:
          src/_gsound.c:403: error: ‘AV_NOPTS_VALUE’ undeclared
       (first use
          in this function)
          src/_gsound.c:403: error: (Each undeclared identifier is
       reported
          only once
          src/_gsound.c:403: error: for each function it appears in.)
          error: command 'gcc' failed with exit status 1

          The Debian dev package installs avformat.h in ffmpeg, not
       libavformat.

          Lenard


          Lenard Lindstrom wrote:

              Hi René,

              My mistake. I didn't pay attention to the error.
       _movie.so was
              not event built since the _movie entry is missing in
       Setup.in.
              I had to manually enter it to Setup the last time, and that
              was clobbered when I reran config.py.

              Lenard


              René Dudfield wrote:

                  On Tue, Aug 18, 2009 at 4:47 PM, Lenard
                  Lindstrom<len-l@xxxxxxxxx <mailto:len-l@xxxxxxxxx>
       <mailto:len-l@xxxxxxxxx <mailto:len-l@xxxxxxxxx>>> wrote:

                      Hi Tyler,

                      The module now builds, but the _movie_test.py unit
                      tests fail:

                      ERROR: MovieTypeTest.test_height
                            ----------------------------------------------------------------------
                      Traceback (most recent call last):
                      File
                            "/home/lenard/.local/lib/python2.5/site-packages/pygame/tests/_movie_test.py",

                      line 125, in test_height
                      movie = gmovie.Movie(movie_file)
                      AttributeError: 'NoneType' object has no
       attribute 'Movie'

                      If "movie_file" is missing shouldn't gmovie.Movie
                      raise an exception?

                      Lenard


                  hi,

                  check out the try/except at the top of that test...
       maybe
                  it is
                  raising an exception, and catching it.

                  that try/except was added to try and get the build
       bot to
                  build again.

                  cheers,






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