1 Sep 2006 01:38
1 Sep 2006 15:42
RE: < in wiki?
Sounds like the problem is that the POST action on the initial submit translates all html special characters to their "safe" equivalents, and then when the wiki article is called for display it replaces all ampersand characters with its safe equivalent again, ie: "<" --> "<" --> "&lt;" Err... Not sure how this information will actually help (or even if it's correct!), but I've definitely encountered that situation before (even with my own stuff, as a result of being htmlspecialchar nazi). ~Chris -----Original Message----- From: owner-pygame-users@... [mailto:owner-pygame-users@...]On Behalf Of Ethan Glasser-Camp Sent: Thursday, August 31, 2006 19:38 To: pygame-users@... Subject: [pygame] < in wiki? Seems like when I post code in the cookbook with a < (less-than sign), it gets replaced by <, and then remains < in the entry. Is there something I can do about this? Ethan CONFIDENTIAL NOTICE: This email including any attachments, contains confidential information belonging to the sender. It may also be privileged or otherwise protected by work product immunity or other legal rules. This information is intended only for the use of the individual or entity named above. If you are not the intended recipient, you are hereby notified that any disclosure, copying,(Continue reading)
1 Sep 2006 18:04
RE: < in wiki?
Chris,
That's about right. I run all the data through a html cleaner script...
I'll have to give this one a bit of thought. Seems like I'll have to take the content of the <code> areas out of the HTML before it is cleaned and then replace it back in or something...
I'll put this on my TODO for my next website update.
Phil
Chris Ashurst <CAshurst-m+RvqUOZKbM@public.gmane.org> wrote:
Sounds like the problem is that the POST action on the initial submit
translates all html special characters to their "safe" equivalents, and then
when the wiki article is called for display it replaces all ampersand
characters with its safe equivalent again, ie: "<" --> "<" --> "<"
Err... Not sure how this information will actually help (or even if it's
correct!), but I've definitely encountered that situation before (even with
my own stuff, as a result of being htmlspecialchar nazi).
~Chris
-----Original Message-----
From: owner-pygame-users-eePT7DaMpNY@public.gmane.org [mailto:owner-pygame-users-eePT7DaMpNY@public.gmane.org]On
Behalf Of Ethan Glasser-Camp
Sent: Thursday, August 31, 2006 19:38
To: pygame-users-eePT7DaMpNY@public.gmane.org
Subject: [pygame] < in wiki?
Seems like when I post code in the cookbook with a < (less-than sign),
it gets replaced by <, and then remains < in the entry. Is there
something I can do about this?
Ethan
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1 Sep 2006 19:03
Geometry engine
Hey guys, Last night I posted to the cookbook my geometry engine. It uses Numeric as suggested a few weeks ago to combine math to whatever degree possible. It's still not as fast as I would like it, and the part that checks for collision between round and polygonal objects is still very ugly. I'd like to hear any advice or criticism you have. Known defects: - a function that simply says "yes, these things overlap" would be nice - missing poly-poly collisions - Still not fast enough! - Could be documented better - littered with commented-out print statements, which are the proof that I was debugging the crap out of this thing Thanks, Ethan
2 Sep 2006 01:08
Re: Geometry engine
On Saturday 02 September 2006 03:03, Ethan Glasser-Camp wrote: > Last night I posted to the cookbook my geometry engine. It uses > Numeric as suggested a few weeks ago to combine math to whatever > degree possible. It's still not as fast as I would like it, and the > part that checks for collision between round and polygonal objects is > still very ugly. I'd like to hear any advice or criticism you have. Thanks for submitting it. There's probably some overlap with Alex's recent euclid module? http://www.partiallydisassembled.net/euclid.html > Known defects: > - littered with commented-out print statements, which are the proof > that I was debugging the crap out of this thing I cleaned most (if not all) of those out of the code when I also edited it for readability: - wrapped the code so it was a reasonable width (if the code is wider than the textarea box then it'll push out the width of the resultant page too much, and will also be harder for casual reading) - put a space after the comment chars (as per PEP 8) http://www.python.org/dev/peps/pep-0008/ (I perform these edits for all submissions to the CookBook that need them) Richard
2 Sep 2006 01:55
Re: Geometry engine
Richard Jones wrote: > Thanks for submitting it. There's probably some overlap with Alex's recent > euclid module? To some extent. Euclid supplies more geometric primitives, but what I posted does more in the way of collision detection. Computing collision between two polygons by computing distances between line segments is kind of hacky. >> Known defects: >> - littered with commented-out print statements, which are the proof >> that I was debugging the crap out of this thing > > I cleaned most (if not all) of those out of the code when I also edited it for > readability: I saw, thanks. Ethan
5 Sep 2006 03:23
flip() and opengl
What does the flip() function do exactly, in OpenGL mode?
I have been doing some profiling of variations on a simple script, and the time taken by flip can vary from 0 (too small to measure) to 35 ms per call.
flip() must do more than just change a hardware register indicating which buffer to display. I assume there are finalizing operations to be done before toggling the buffers. Is there documentation somewhere on what exactly is being done?
Knowing what is taking the 35 ms would help in optimizing.
Thanks
David
5 Sep 2006 03:54
Re: flip() and opengl
David writes: | | | What does the flip() function do exactly, in OpenGL mode? flip() toggles the buffer but on _some_ OS's it also _waits_ until the screen is being displayed. On windows, the _max_ fps I can get is 75 because thats what my monitor operates at and opengl's flip() waits until the monitor is displaying the buffer i just flipped to. On unix, the same code can get 200+ because it doesnt wait for the montior to display (but my monitor still works at only 75 fps, so those extra updates dont get me anything). (Except maybe glitches if I flip mid frame.) Check out page 22 of the red book, "The Refresh that Pauses". | Thanks | David -- / `Rev Dr' cam at darkqueen.org Roleplaying, virtual goth \ < http://darkqueen.org Poly, *nix, Python, C/C++, genetics, ATM > \ [+61 3] 9809 1523[h] skeptic, Evil GM(tm). Sysadmin for hire / ---------- Random Quote ---------- I wonder if I should put myself in ESCROW!!
6 Sep 2006 11:37
weird refresh error
hi all I am getting a refresh error on linux (tried couple of machines) and on a windows machine with Nvidia card. I run my app and it is ok but if another windows overlap the pygame window, after that the area that was overlapped does not refresh anymore. Up to tomorrow I thought this was something to do with linux as on my windows machines runs fine, but yesterday I tested it on a friends laptop and I got the same error. I am using pygame + pyOpenGL. sounds familiar to anyone? thanks! enrike
6 Sep 2006 11:40
Re: weird refresh error
On Wednesday 06 September 2006 19:37, altern wrote:
> I am getting a refresh error on linux (tried couple of machines) and on
> a windows machine with Nvidia card. I run my app and it is ok but if
> another windows overlap the pygame window, after that the area that was
> overlapped does not refresh anymore. Up to tomorrow I thought this was
> something to do with linux as on my windows machines runs fine, but
> yesterday I tested it on a friends laptop and I got the same error.
It's not an error ;)
You will need to redraw the part of the window that was covered. There is a
specific event you can receive that tells you when you need to perform this
action.
Richard
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