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Re: [pygame] Linux binaries



For most libraries you could use Ctypes.

On 11/6/08, Peter Gebauer <peter.gebauer@xxxxxxxxxxxxxxxxxxxxx> wrote:
Hey there!

There are some alternatives, some like automatic generation like Swig,
Boost, etc, some like Pyrex, I prefer to write Python extensions in C using
the standard Python C-implementation API. PyGame, being written in C, is
also easy to access.
As for C++, I don't know of any specific C++ API's, but then again I don't
use C++ at all so I haven't looked.
There's also the option of doing the reverse scenario, embedding instead of
extending, you'll have to see what fits your project best.


/Peter


On 2008-11-05 (Wed) 08:29, Matt Pearson wrote:
> i agree, does the wrapper have a name, or is it on the python/pygame sites
>
> On Wed, Nov 5, 2008 at 8:13 AM, René Dudfield <renesd@xxxxxxxxx> wrote:
>
> > yeah, best to use both!  Use each tool where it is best at - and get
> > best of both worlds!
> >
> > cu,
> >
> > On Thu, Nov 6, 2008 at 12:53 AM, Peter Gebauer
> > <peter.gebauer@xxxxxxxxxxxxxxxxxxxxx> wrote:
> >  > Hi guys!
> > >
> > > I agree, just wanted to add that many iterations over trivial code
> > benefits
> > > (speed-wise) tremendously from being written in C and accessed in Python,
> > or
> > > at least that is my experience. :)
> > > Guess you have to weigh it against the added complexity of having to
> > compile
> > > C code, maybe for mulitple platforms, etc.
> > >
> > > On 2008-11-05 (Wed) 13:57, Greg Ewing wrote:
> > >> Patrick Mullen wrote:
> > >>> On Tue, Nov 4, 2008 at 12:55 AM, Greg Ewing <
> > greg.ewing@xxxxxxxxxxxxxxxx> wrote:
> > >>>
> > >>>> The only way to improve speed is to re-code the cpu-intensive
> > >>>> parts using something more efficent, such as C or Pyrex.
> > >>>
> > >>> Or, of course, write better python code if possible in those parts.
> > >>
> > >> Yes, certainly -- finding a better algorithm is always
> > >> the best form of optimization!
> > >>
> > >> --
> > >> Greg
> > >>
> > >
> >