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Re: [pygame] [GSOC] svn and compile problem with pygame-svn



Hi,

more below...

On Sun, May 3, 2009 at 2:50 PM, el lauwer <el.lauwer@xxxxxxxxx> wrote:
Oi,

I am installing the latest version of pygame on svn,
so I can start coding on my camera module. I am
installing it under virtualenv so I can keep using
the stable pygame release for my current games.

1)
I recently reseaved a svn account for the pygame
svn repository. How do you sugest I use this account
during the development prossess, should I use it to
commit all my changes to the main brange, or should
I make a personal brange just for my work on the
camera module. Can I use my github account instead,
if so, what must I do with the changes and bug
fixel to the main pygame development brange.


You might want to work on the main trunk, or not... depending on a number of things.

Either a separate branch or in your git hub is probably a good way to go.  If you put things in svn, then it's easier for some of the pygame developers to watch your work, and maybe even make changes.  However it's up to you.

Best to merge your work in occasionally into a svn branch at least.   Or send the mailing list a link to your work when you've committed something you'd like people to look at or merge in.

Then when your work is getting along, talk about merging it into the trunk with the mailing list and other developers.  If no one has changed any of the files you have changed, then it's probably ok.

Working in the trunk lets you take advantage of some other things... like the build bots which build on mac/win python2.4 python2.5 python2.6 and run the tests for you.  So it can save you a lot of testing work.

Say you wanted to make some changes to surface.c and a bunch of others that aren't part of the camera module directly, and didn't commit to trunk for a few weeks... there's a good chance someone else might make changes to those files.

As long as you communicate with other devs what your working on it should be fine.



 

2)
When I try to compile the pygame version with help
of the MacSVNCompile doc I get the following error:

$ python config.py

Hunting dependencies...
Framework SDL found
Framework SDL_ttf found
Framework SDL_image found
Framework SDL_mixer found
Framework smpeg found
PNG     : found
JPEG    : found
SCRAP   : not found
PORTMIDI: not found
Framework CoreMidi found

$ python setup.py build

...

ld warning: in /opt/local/lib/libpng.a, file is not of required architecture
ld warning: in /opt/local/lib/libjpeg.a, file is not of required architecture
ld: in /opt/local/lib/libz.1.dylib, file is not of required architecture for architecture ppc
collect2: ld returned 1 exit status
lipo: can't open input file: /var/folders/sd/sdb8APIWH4qmd53S-O6k8k+++TI/-Tmp-//cct7zCL5.out (No such file or directory)
error: command 'gcc' failed with exit status 1


In case i should matter, I use fink instead of macports.
Any idea on how to solve this.



it looks like the files you're linking against do not have a ppc version in them.

There's a note in the compile doc about how to get a universal binary, if you can't compile one yourself.
http://pygame.org/wiki/MacCompile?parent=index#%20Install%20Universal%20build%20libjpeg%20&%20libpng




cheers,