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Re: Installing PyGame?

Started byrohit782192@gmail.com
First post2014-04-24 08:32 -0700
Last post2014-04-26 08:57 +0200
Articles 11 — 7 participants

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  Re: Installing PyGame? rohit782192@gmail.com - 2014-04-24 08:32 -0700
    Re: Installing PyGame? Terry Reedy <tjreedy@udel.edu> - 2014-04-24 15:15 -0400
      Re: Installing PyGame? Steven D'Aprano <steve+comp.lang.python@pearwood.info> - 2014-04-25 01:17 +0000
      Re: Installing PyGame? Gregory Ewing <greg.ewing@canterbury.ac.nz> - 2014-04-25 13:47 +1200
    Re: Installing PyGame? Gregory Ewing <greg.ewing@canterbury.ac.nz> - 2014-04-25 13:44 +1200
      Re: Installing PyGame? Ned Deily <nad@acm.org> - 2014-04-24 19:38 -0700
        Re: Installing PyGame? Gregory Ewing <greg.ewing@canterbury.ac.nz> - 2014-04-26 11:42 +1200
          Re: Installing PyGame? Andrea D'Amore <anddamNOALPASTICCIODICARNE+gruppi@brapi.net> - 2014-04-26 09:07 +0200
      Re: Installing PyGame? Ryan Hiebert <ryan@ryanhiebert.com> - 2014-04-24 22:59 -0500
        Re: Installing PyGame? Gregory Ewing <greg.ewing@canterbury.ac.nz> - 2014-04-26 11:57 +1200
          Re: Installing PyGame? Andrea D'Amore <anddamNOALPASTICCIODICARNE+gruppi@brapi.net> - 2014-04-26 08:57 +0200

#70575 — Re: Installing PyGame?

Fromrohit782192@gmail.com
Date2014-04-24 08:32 -0700
SubjectRe: Installing PyGame?
Message-ID<c1bf68bd-9952-4f9d-880d-2204944f6d98@googlegroups.com>
On Saturday, June 8, 2013 9:37:44 PM UTC+5:30, Eam onn wrote:
> Perhaps this isn't the right place to post this, but it's the only place I could find.
> 
> 
> 
> I asked yesterday or the day before about Python Game Development, and have found a few tutorials on PyGame. Now I have a bigger problem: HOW THE HECK DO I INSTALL PYGAME!?!?! System Details:
> 
> 
> 
> * Mac OS X 10.8.4 Mountain Lion
> 
> * 4GB DDR3 RAM
> 
> 
> 
> I do have Window's installed, as well as Ubuntu 11.04 but I would like to use Mac OS X if possible. I've tried using MacPorts, Fink, the Mac DMG, source installing, installing NumPY, just about every way possible. I can't seem to get it working, I keep getting an error in all my versions of IDLE. I've tried:
> 
> 
> 
> * IDLE 2.5
> 
> * IDLE 2.7.2
> 
> * IDLE 2.7.3
> 
> * IDLE 3.1
> 
> * IDLE 3.3.1
> 
> 
> 
> None of the versions work. I'm using PyGame 1.9.1.
> 
> 
> 
> Thanks! Any help is appreciated!

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#70577

FromTerry Reedy <tjreedy@udel.edu>
Date2014-04-24 15:15 -0400
Message-ID<mailman.9486.1398366962.18130.python-list@python.org>
In reply to#70575
On 4/24/2014 11:32 AM, rohit782192@gmail.com wrote:

When you post, please do more than just quote. If you are relaying a
private email, please say so.

> On Saturday, June 8, 2013 9:37:44 PM UTC+5:30, Eam onn wrote:

I did not see the original post, if indeed there was a public one.

[snip pygame/numpy problems]
...
>> I do have Window's installed, as well as Ubuntu 11.04 but I would
>> like to use Mac OS X if possible. I've tried using MacPorts, Fink,
>> the Mac DMG, source installing, installing NumPY, just about every
>> way possible. I can't seem to get it working, I keep getting an
>> error in all my versions of IDLE. I've tried:

>> * IDLE 2.5
>> * IDLE 2.7.2
>> * IDLE 2.7.3
>> * IDLE 3.1
>> * IDLE 3.3.1

Idle depends on tkinter. Tkinter depends on having a tcl/tk that works, 
at least for tkinter. The following page has essential info about 
getting the right tcl/tk installed.
https://www.python.org/download/mac/tcltk

-- 
Terry Jan Reedy

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#70578

FromSteven D'Aprano <steve+comp.lang.python@pearwood.info>
Date2014-04-25 01:17 +0000
Message-ID<5359b7b8$0$29965$c3e8da3$5496439d@news.astraweb.com>
In reply to#70577
On Thu, 24 Apr 2014 15:15:09 -0400, Terry Reedy wrote:

> On 4/24/2014 11:32 AM, rohit782192@gmail.com wrote:
> 
> When you post, please do more than just quote. If you are relaying a
> private email, please say so.
> 
>> On Saturday, June 8, 2013 9:37:44 PM UTC+5:30, Eam onn wrote:
> 
> I did not see the original post, if indeed there was a public one.

Check out the date. It was over ten months ago.





-- 
Steven D'Aprano
http://import-that.dreamwidth.org/

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#70580

FromGregory Ewing <greg.ewing@canterbury.ac.nz>
Date2014-04-25 13:47 +1200
Message-ID<brtt5oF10jjU2@mid.individual.net>
In reply to#70577
Terry Reedy wrote:
> Idle depends on tkinter. Tkinter depends on having a tcl/tk that works, 
> at least for tkinter. The following page has essential info about 
> getting the right tcl/tk installed.
> https://www.python.org/download/mac/tcltk

Also keep in mind that you don't *have* to use IDLE at all.
I do all my Python development on MacOSX using BBEdit Lite
and the Terminal.

If nothing else, you can try out pygame that way to see
whether your problem is a pygame-related one or something
else.

-- 
Greg

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#70579

FromGregory Ewing <greg.ewing@canterbury.ac.nz>
Date2014-04-25 13:44 +1200
Message-ID<brtt0jF10jjU1@mid.individual.net>
In reply to#70575
rohit782192@gmail.com wrote:
> On Saturday, June 8, 2013 9:37:44 PM UTC+5:30, Eam onn wrote:
> 
>> Now I have a bigger problem: HOW THE HECK
>> DO I INSTALL PYGAME!?!?! System Details:
>> 
>> I've tried using MacPorts, Fink, the Mac DMG,
>> source installing, installing NumPY, just about every way possible.

My advice would be to steer clear of things like Fink and MacPorts
and do things the native MacOSX way wherever possible. That means
using a framework installation of Python and framework versions of
the various libraries that PyGame uses.

There are a number of steps to getting pygame working:

1) Make sure you have a working framework installation of an
appropriate version of Python. I installed mine from source,
but a binary installation should work too. Depending on your
MacOSX version, the system python might be sufficient.

2) Install framework versions of the SDL library and other
libraries that pygame uses.

You may need to hunt around a bit, but you should be able to find
DMG installers for all of these. In my /Library/Frameworks I have:

SDL.framework
SDL-QD.framework
SDL_image.framework
SDL_mixer.framework
SDL_net.framework
SDL_ttf.framework

3) Install pygame itself with the usual 'python setup.py install'.
If you have all the relevant libraries, the installer will auto
detect them and use them. At the end, it will tell you which ones
it couldn't find. Pygame will work without some of them, but those
features won't be available. You can add more libraries and run
setup.py again if you need to.

4) Specific games may require other Python libraries such as
Numpy etc.

-- 
Greg

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#70581

FromNed Deily <nad@acm.org>
Date2014-04-24 19:38 -0700
Message-ID<mailman.9487.1398393507.18130.python-list@python.org>
In reply to#70579
In article <brtt0jF10jjU1@mid.individual.net>,
 Gregory Ewing <greg.ewing@canterbury.ac.nz> wrote:
> My advice would be to steer clear of things like Fink and MacPorts
> and do things the native MacOSX way wherever possible. That means
> using a framework installation of Python and framework versions of
> the various libraries that PyGame uses.

FYI, MacPorts Pythons are framework installations.  And I disagree that 
installing a bunch of disparate software from various sources via binary 
installers and/or source is to be preferred to a modern third-party 
package manager on OS X like MacPorts or Homebrew.  That's just setting 
yourself up for a long-term maintenance headache.  What could be easier 
than:

    sudo port install py27-game

-- 
 Ned Deily,
 nad@acm.org

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#70617

FromGregory Ewing <greg.ewing@canterbury.ac.nz>
Date2014-04-26 11:42 +1200
Message-ID<bs0a7cFgjbmU1@mid.individual.net>
In reply to#70581
Ned Deily wrote:
> I disagree that 
> installing a bunch of disparate software from various sources via binary 
> installers and/or source is to be preferred to a modern third-party 
> package manager on OS X like MacPorts or Homebrew.  That's just setting 
> yourself up for a long-term maintenance headache.  What could be easier 
> than:
> 
>     sudo port install py27-game

That's fine if it works, but the OP said he'd already tried
various things like that and they *didn't* work for him. And
I've had trouble in the past with MacPorts and/or Fink (can't
remember exactly which one it was) installing libraries that
were incompatible with other things I use and messing them
up, so I've learned to be wary of them.

Those problems were probably due to some unusual features of
my setup, and wouldn't occur for most other people. But
because I don't use those tools, I can't give any
recommendations about how to troubleshoot them. All I can
do is explain what works for me.

-- 
Greg

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#70626

FromAndrea D'Amore <anddamNOALPASTICCIODICARNE+gruppi@brapi.net>
Date2014-04-26 09:07 +0200
Message-ID<ljfm00$ggn$1@virtdiesel.mng.cu.mi.it>
In reply to#70617
On 2014-04-25 23:42:33 +0000, Gregory Ewing said:

> That's fine if it works, but the OP said he'd already tried
> various things like that and they *didn't* work for him.

By reading the "original" message (the empty reply with full quote of a
ten months earlier message) I couldn't figure what the OP actually did,
he says "just about every way possible", or what his "an error" actually is.

Most likely all those methods are good, I'd rather fix any of those by
providing further info than switch to another one looking for a magical 
solution.

-- 
Andrea

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#70583

FromRyan Hiebert <ryan@ryanhiebert.com>
Date2014-04-24 22:59 -0500
Message-ID<mailman.9488.1398400366.18130.python-list@python.org>
In reply to#70579

[Multipart message — attachments visible in raw view] — view raw

On Thu, Apr 24, 2014 at 9:38 PM, Ned Deily <nad@acm.org> wrote:

> In article <brtt0jF10jjU1@mid.individual.net>,
>  Gregory Ewing <greg.ewing@canterbury.ac.nz> wrote:
> > My advice would be to steer clear of things like Fink and MacPorts
> > and do things the native MacOSX way wherever possible. That means
> > using a framework installation of Python and framework versions of
> > the various libraries that PyGame uses.
>
> FYI, MacPorts Pythons are framework installations.  And I disagree that
> installing a bunch of disparate software from various sources via binary
> installers and/or source is to be preferred to a modern third-party
> package manager on OS X like MacPorts or Homebrew.  That's just setting
> yourself up for a long-term maintenance headache.  What could be easier
> than:
>
>     sudo port install py27-game
>
> I'd love to hear more about Greg's take on MacPorts. I've chosen to use
MacPorts because it keeps things separate, because when things get hosed
using the system libraries, I don't have to erase my whole system to get
back to a "vanilla" OS X install. Unfortunately, it seems like the
differences in which libraries are used, what options are enabled at
library build time, etc, make it difficult to ensure that things always
work when you try to use the stuff built-in to the system, and untangling
the Homebrew mess can be painful.

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#70618

FromGregory Ewing <greg.ewing@canterbury.ac.nz>
Date2014-04-26 11:57 +1200
Message-ID<bs0b33Fgof6U1@mid.individual.net>
In reply to#70583
Ryan Hiebert wrote:

 > I've chosen to use
> MacPorts because it keeps things separate, because when things get hosed 
> using the system libraries, I don't have to erase my whole system to get 
> back to a "vanilla" OS X install.

I don't know what you're doing to hose your system that badly.
I've never had a problem that couldn't be fixed by deleting
whatever the last thing was I added that caused it.

Also the problems I had with one of the third-party package
managers was because it *didn't* keep its own stuff properly
separated. It installed libraries on my regular library path
so that they got picked up by things that they weren't
appropriate for.

I'm not saying that MacPorts is a bad thing. If it's the
*only* thing you use, it's probably fine. But I use a wide
variety of libraries, not all of them available that way,
and many of them installed from source, and I find it's
less hassle overall to do everything the native MacOSX way
wherever possible.

-- 
Greg

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#70625

FromAndrea D'Amore <anddamNOALPASTICCIODICARNE+gruppi@brapi.net>
Date2014-04-26 08:57 +0200
Message-ID<ljfld2$g2j$1@virtdiesel.mng.cu.mi.it>
In reply to#70618
On 2014-04-25 23:57:21 +0000, Gregory Ewing said:

> I don't know what you're doing to hose your system that badly.
> I've never had a problem that couldn't be fixed by deleting
> whatever the last thing was I added that caused it.

The actual problem with the "native MacOSX way" is that there's no
official way to uninstall a package once it's installed.

> Also the problems I had with one of the third-party package
> managers was because it *didn't* keep its own stuff properly
> separated. It installed libraries on my regular library path
> so that they got picked up by things that they weren't
> appropriate for.

This most likely was not MacPorts, its default install path is not
checked by dyld by default.

> But I use a wide
> variety of libraries, not all of them available that way,
> and many of them installed from source, and I find it's
> less hassle overall to do everything the native MacOSX way
> wherever possible.

Well, the "native" MacOSX way would probably be registering a package
via installer(8) not compiling from source.

As long as you're comfortable with your system then it's good for you.
In my experience the more libraries/software I install the more useful
a package manager becomes in terms of stray files left when upgrading or
uninstalling.


I use a mix of MacPorts to provide the base tools and virtualenv for
project-specific pypi libraries.


-- 
Andrea

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