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From: Flavio C. <fcc...@gm...> - 2005-06-30 14:25:12
|
2005/6/30, Jonathan Brandmeyer <jbr...@ea...>: >=20 > On Wed, 2005-06-29 at 23:21 -0700, Anton Sherwood wrote: > > Titi Anggono wrote: > > > I have a physics visualization using vpython. I just > > > curios to show it in a web page. I want when a visitor > > > clicks this file, a web browser will execute the > > > program and generate the visualization. >=20 > Starting your script from a web page shouldn't be a problem , see cherryp= y=20 (www.cherrypy.org <http://www.cherrypy.org>) for a web application=20 framework, see also snakelets (www.snakelets.org <http://www.snakelets.org>= ).=20 your main chalenge will be to get the output of vpython in a format that ca= n=20 be visualized through a web-browser: animated gif, mpg perhaps?=20 In any case, I believe, interactivity such as we heve in the standard=20 vpython canvas, would be out of the question. I hope someone in vpython development team will correct if I am wrong. It= =20 would be really good to have a way to integrate vpython into a web=20 application. --=20 Fl=E1vio Code=E7o Coelho registered Linux user # 386432 --------------------------- Great spirits have always found violent opposition from mediocrities. The latter cannot understand it when a man does not thoughtlessly submit to hereditary prejudices but honestly and courageously uses his intelligence. Albert Einstein |
From: Jonathan B. <jbr...@ea...> - 2005-06-30 11:38:59
|
On Wed, 2005-06-29 at 23:21 -0700, Anton Sherwood wrote: > Titi Anggono wrote: > > I have a physics visualization using vpython. I just > > curios to show it in a web page. I want when a visitor > > clicks this file, a web browser will execute the > > program and generate the visualization. > > Can VP be wrapped in a browser plugin? Any such plugin would have to do some kind of sandboxing to insulate the user from potentially malicious Python scripts (which can do anything a virus, trojan, or other malware can). As far as I know there is no such execution environment for Python. -Jonathan |
From: Anton S. <br...@po...> - 2005-06-30 06:19:26
|
Titi Anggono wrote: > I have a physics visualization using vpython. I just > curios to show it in a web page. I want when a visitor > clicks this file, a web browser will execute the > program and generate the visualization. Can VP be wrapped in a browser plugin? -- Anton Sherwood, http://www.ogre.nu/ "How'd ya like to climb this high *without* no mountain?" --Porky Pine |
From: Titi A. <tia...@ya...> - 2005-06-30 01:11:34
|
hi all, I have a physics visualization using vpython. I just curios to show it in a web page. I want when a visitor clicks this file, a web browser will execute the program and generate the visualization. I have tried using CGI but it didn't work. I use RH 9, apache2.0.40, python2.2.2, mod_python-3.0. Thank you for any suggestion about this problem __________________________________ Yahoo! Mail Mobile Take Yahoo! Mail with you! Check email on your mobile phone. http://mobile.yahoo.com/learn/mail |
From: Eric A. <Ay...@ma...> - 2005-06-28 05:38:09
|
I don't know if this would be helpful or not, but are you familiar with AquaTerm? http://www.apple.com/downloads/macosx/unix_open_source/aquaterm.html It's a display program for things that would normally be displayed under Xwindows. I know nothing about its inner workings, but I use it for Gnuplot output under OS X. Would this be a simple way to get vpython working in OS X without using Xwindows? Good luck with the port either way. I'd be happy to help in any way possible, but my area of expertise does not extend to any serious system coding. I too dislike using fink, and would LOVE to be able to use vpython directly from the terminal with the default OS X install of python. -EA ----------------------------------------------------------------- Dr. Eric Ayars Assistant Professor of Physics California State University, Chico ay...@ma... On Jun 24, 2005, at 11:51 AM, Dethe Elza wrote: > Hi folks, > > I'm willing to take another stab at porting VPython to OS X. The > last time I tried I was not very familiar with the OS X libraries, > but I've grown more familiar with them since then, and I know where > to ask questions. On the other hand, the VPython library itself > has been overhauled since then, and I am totally unfamiliar with > Boost. Is there a specific version of Boost that I need (I know > SWIG is sensitive down the the point.point release). > > I'm hoping this will be fairly straightforward using the Apple > guidelines for porting Linux apps. I don't have tons of spare > time, but I have a bunch of VPython scripts lying around that I'd > like to do something with, and the thought of installing Fink or > running on X11 gives me the heebie-jeebies. > > Any pointers for starting points appreciated. I've read through > the list archives to see that I'll probably have to implement > glContext, glFont and platmac.(cpp|h). Anything else? The last > time I tried this, most of the work appeared to be handling locking > and bootstrapping an OpenGL context. > > Also, in CVS there are a number of modules. The installer and DLLs > modules don't look applicable to OS X, but I'm not sure of the > status of the others. There is a README in vpython-core2 saying > that it is an experimental branch, but it looks like that may be > the new Boost-based version. Which modules are currently relevant? > > Thanks a bunch. > > --Dethe > > p.s., I realized when this mail bounced to me, that my last mail to > this list also bounced and I haven't had a chance to debug *why* it > bounced until today. Here is that previous mail to give some > context to the above. > > >> On 7-Jun-05, at 7:16 PM, Jon Schull wrote: >> >> >>> Thanks I have done that (by adding " set path = (/usr/local/bin >>> $path)" to .tcshrc) and all is well. >>> >>> Now, as momentary liaison between the pythonmac and vpython >>> lists I'll mention that VPython (a truly beautiful thing) could >>> be made independent of X11 if someone from this group knew how >>> to liberate it... >>> >> >> I took a stab at it once, before VPython was refactored into C++, >> but I was still pretty new to OS X programming at the time, and it >> defeated me. I haven't yet taken a look at the C++ version, it's >> on my todo list, but not a high priority right now. I'd love to >> see VPython on OS X properly, but my hobby coding time is pretty >> limited right now. >> >> --Dethe >> > > > -- > Dethe Elza > http://livingcode.org/ > > When laws are outlawed, only outlaws will have laws. > > > > > ------------------------------------------------------- > SF.Net email is sponsored by: Discover Easy Linux Migration Strategies > from IBM. Find simple to follow Roadmaps, straightforward articles, > informative Webcasts and more! Get everything you need to get up to > speed, fast. http://ads.osdn.com/?ad_id=7477&alloc_id=16492&op=click > _______________________________________________ > Visualpython-users mailing list > Vis...@li... > https://lists.sourceforge.net/lists/listinfo/visualpython-users > |
From: Bruce S. <Bru...@nc...> - 2005-06-28 01:08:03
|
I've tried to cover this issue by something similar to option 3, though the other way around (which you may find unacceptable). The following text has been prominently displayed at the top of the Windows download page for a year or more: "Note to experienced users of IDLE: The VPython installer overwrites the Python file Lib\idlelib\config-main.def to add the Visual reference manual to the Help menu, and to make the defaults editor-on-startup= 1 and autosave= 1, as these have proved to be appropriate for most new users of VPython. You may wish to edit the file to reset these parameters to zero, or use the Options menu to reconfigure these options, or save a copy of the file before installing VPython and restore it afterwards." In many educational settings it is not the user who installs VPython, so it does no good for the installation procedure to write into the user's settings, and a version of option 3 where there is a ReadMe on how to choose our settings would mean that every user, every time, would have to find that ReadMe file and carry out its instructions. (I'm not sure whether putting a file .idlerc in "All Users" would do the job, and I should try the experiment, and see whether InnoSetup can handle that.) For what it's worth concerning option 2 (not a lot, since he doesn't set policy for Python), the main developer of the current version of IDLE told me that he personally likes our settings, at least the auto-save feature. So it's not a question of convincing him. Bruce Arthur wrote: > >>-----Original Message----- >>From: vis...@li... [mailto:visualpython- > > > >>Here's what happened. Python24\Lib\idlelib\config-main.def contains the >>specs for how IDLE works, and these preferences are used if you don't >>have one of your own. I made a mistake in generating the Python 2.4 >>VPython for Windows in not setting these general preferences to the ones >>novice users of VPython expect (start up edit window; autosave on run). >>The second bug I fixed is that uninstall should not remove this file. >> >>In your Documents and Settings\Your Name\.idlerc is a personal file that >>overrides, so that depending on past history you might or might not get >>the behavior you expect. > > > I haven't understood this decision. Nor find it supportable. > > IMO, config-main.def should be considered to be untouchable by an > installation program. It is a library file that represents the defaults > chosen by the author of Idle. Idle is designed to allow these defaults to be > overridden by specific mechanisms built-in to Idle and its users interface. > Protocol, it seems to me, is to respect - if not the author's sense of "what > a novice user expects" - than at least his/her mechanism for overriding it. > > The proper options seem to be to be (in no particular order): > > 1) Have the Vpython installation create or overwrite (with warning) the > .idlerc file in the appropriate location. > > 2) Convince the author of Idle to change the defaults in the official > distribution to the one's you seem to think "novice users of VPython > expect". > > 3) Include a Readme of some sort with VPython which instructs folks on the > very simple and straightforward mechanism for changing the start-up defaults > provided through the user interface. > > I find no way to include the current VPython distribution decision - > overwriting a library file - on a list of proper options. > > I think the Windows distribution has in fact made great strides both > technically, and in its handling of its responsibility to "play nice with > others". This is my last bone of contention with it. > > It's a small enough point, but to me represents an important principal of > cooperation. So I happen to get a bit heated on the issue. > > Do you see me as missing something here? > > Please do correct me if you see the basis to do so. > > Art > > |
From: Arthur <ajs...@op...> - 2005-06-27 22:43:28
|
> -----Original Message----- > From: vis...@li... [mailto:visualpython- > Here's what happened. Python24\Lib\idlelib\config-main.def contains the > specs for how IDLE works, and these preferences are used if you don't > have one of your own. I made a mistake in generating the Python 2.4 > VPython for Windows in not setting these general preferences to the ones > novice users of VPython expect (start up edit window; autosave on run). > The second bug I fixed is that uninstall should not remove this file. > > In your Documents and Settings\Your Name\.idlerc is a personal file that > overrides, so that depending on past history you might or might not get > the behavior you expect. I haven't understood this decision. Nor find it supportable. IMO, config-main.def should be considered to be untouchable by an installation program. It is a library file that represents the defaults chosen by the author of Idle. Idle is designed to allow these defaults to be overridden by specific mechanisms built-in to Idle and its users interface. Protocol, it seems to me, is to respect - if not the author's sense of "what a novice user expects" - than at least his/her mechanism for overriding it. The proper options seem to be to be (in no particular order): 1) Have the Vpython installation create or overwrite (with warning) the .idlerc file in the appropriate location. 2) Convince the author of Idle to change the defaults in the official distribution to the one's you seem to think "novice users of VPython expect". 3) Include a Readme of some sort with VPython which instructs folks on the very simple and straightforward mechanism for changing the start-up defaults provided through the user interface. I find no way to include the current VPython distribution decision - overwriting a library file - on a list of proper options. I think the Windows distribution has in fact made great strides both technically, and in its handling of its responsibility to "play nice with others". This is my last bone of contention with it. It's a small enough point, but to me represents an important principal of cooperation. So I happen to get a bit heated on the issue. Do you see me as missing something here? Please do correct me if you see the basis to do so. Art |
From: Hans F. <H.F...@so...> - 2005-06-27 19:55:41
|
Hi Gary, > I've been wondering if there would be a programming, accuracy, or > performance benefit to using a fancy ode solver with vpython rather than > the canonical v = v + F/m * dt especially as the number of objects > grows. My thinking was that I could call the solver once per "frame" > (say, 1/30 sec), solve for all of the variables all at once, and perhaps > have better accuracy, and perhaps get more objects into the simulation. > > I began to experiment with scipy's odeint, and got some demos working. > I ran across some instabilites that I tracked down, but before going any > further I thought I'd ask: > > Does this seem worth the effort? We used scipy.integrate.odeint quite successfully (in a teaching context). > Is there something I haven't considered that dooms this idea? Not sure. What doesn't work? > Has someone already done this? > > The instablilty I found is related to in the way odeint (LSODA??) > manages the independent variable. I'd like to look at other solvers. Are saying, it takes too large steps? > Any suggestions? In particular I'd like to look at a 4th order > Runge-Kutta solver, but the only RK4s that I've found are written in > python. Does anyone know where there's a python-wrapped C or Fortran RK > solver? My feeling is that the solver in odeint is far more sophisticated than a RK4 solver. However, I would need more information as to what is 'instable' and what you have tried to overcome this. Cheers, Hans |
From: Bruce S. <Bru...@nc...> - 2005-06-27 15:15:46
|
Found and fixed two bugs in the Windows installer for Python 2.4, and updated vpython.org. I didn't change the version number. Here's what happened. Python24\Lib\idlelib\config-main.def contains the specs for how IDLE works, and these preferences are used if you don't have one of your own. I made a mistake in generating the Python 2.4 VPython for Windows in not setting these general preferences to the ones novice users of VPython expect (start up edit window; autosave on run). The second bug I fixed is that uninstall should not remove this file. In your Documents and Settings\Your Name\.idlerc is a personal file that overrides, so that depending on past history you might or might not get the behavior you expect. Bruce |
From: Bruce S. <Bru...@nc...> - 2005-06-27 14:29:42
|
At vpython.org is a new POV-Ray export module (povexport) that corrects an error. The older version failed to scale coordinates to fall within the range acceptable to POV-Ray. Now your VPython scene can be astronomical (e.g. 1e11) and export okay to POV-Ray. Bruce Sherwood |
From: Dethe E. <de...@li...> - 2005-06-25 03:32:32
|
On 24-Jun-05, at 6:39 PM, Jonathan Brandmeyer wrote: > VPython itself will work with Boost.Python 1.31 or higher (1.33 > recommended right now). However, different releases of Boost do not > maintain any binary compatibility between them. So if you decide to > upgrade Boost.Python, you must recompile VPython. Note that you do > not > need to build any part of Boost other than the Python library. The > Boost Serialization Library is known to break Apple's custom > release of > GCC, so your build will probably fail if you try to build everything. > Ah, knowing I only had to build Boost.Python would have helped. Boost 1.32.0_0 appears to have built cleanly from darwin ports, but it took a *loooong* time. > That assessment is correct. I think you will probably be able to > reuse > the parts of platlinux.{cpp,h} that use POSIX (esp Pthreads). > Excellent! As I recall the earlier version used GTK methods for threading, which complicated porting. Posix will be a breath of fresh air after that. > Thanks to the threading, some of the code flowpaths are hard to > follow, > but I'll be happy to answer any questions you have about it. > I'll try to ask questions sooner rather than later. I have a bad habit of trying to figure everything out for myself, which takes a lot longer and is far more frustrating. > Your effort will be best spent working on the current release series, > since the platform-specific/platform-agnostic boundaries are going to > change a lot in the development sources before I start releasing > it. I > expect that your experience porting the stable VPython to native OSX > will carry over to vpython-core2 (which will be publicly numbered > 4.0). > Yes, I will cut my teeth on the stable source. If that goes well, perhaps I can help port to the Cocoa context. The new branch sounds very exciting, some things I've looked forward to for a long time. Thanks for the help and feedback! --Dethe There are two ways of constructing a software design. One way is to make it so simple there are obviously no deficiencies and the other way is to make it so complicated that there are no obvious deficiencies. --C.A.R. Hoare |
From: Jonathan B. <jbr...@ea...> - 2005-06-25 01:39:33
|
On Fri, 2005-06-24 at 11:51 -0700, Dethe Elza wrote: > Hi folks, > > I'm willing to take another stab at porting VPython to OS X. Wonderful! > The > last time I tried I was not very familiar with the OS X libraries, > but I've grown more familiar with them since then, and I know where > to ask questions. On the other hand, the VPython library itself has > been overhauled since then, and I am totally unfamiliar with Boost. > Is there a specific version of Boost that I need (I know SWIG is > sensitive down the the point.point release). VPython itself will work with Boost.Python 1.31 or higher (1.33 recommended right now). However, different releases of Boost do not maintain any binary compatibility between them. So if you decide to upgrade Boost.Python, you must recompile VPython. Note that you do not need to build any part of Boost other than the Python library. The Boost Serialization Library is known to break Apple's custom release of GCC, so your build will probably fail if you try to build everything. > I'm hoping this will be fairly straightforward using the Apple > guidelines for porting Linux apps. I don't have tons of spare time, > but I have a bunch of VPython scripts lying around that I'd like to > do something with, and the thought of installing Fink or running on > X11 gives me the heebie-jeebies. > > Any pointers for starting points appreciated. I've read through the > list archives to see that I'll probably have to implement glContext, > glFont and platmac.(cpp|h). Anything else? The last time I tried > this, most of the work appeared to be handling locking and > bootstrapping an OpenGL context. That assessment is correct. I think you will probably be able to reuse the parts of platlinux.{cpp,h} that use POSIX (esp Pthreads). Thanks to the threading, some of the code flowpaths are hard to follow, but I'll be happy to answer any questions you have about it. > Also, in CVS there are a number of modules. The installer and DLLs > modules don't look applicable to OS X, but I'm not sure of the status > of the others. There is a README in vpython-core2 saying that it is > an experimental branch, but it looks like that may be the new Boost- > based version. Which modules are currently relevant? I restructured CVS a while ago to clean things up, but I left the old modules in place to retain their history. The "vpython" module contains everything in the source distribution (except for the files built by the autotools). The "vpython-core2" module contains a complete rewrite of the rendering engine that supports translucency, advanced lighting, texture mapping, a more extensible rendering model, and support for Python-level GUI toolkit integration (think VPython scene tightly integrated with a PyGtk, wxPython, PyQT, PyWhoKnowsWhatTK application). This module is fairly unstable right now, and will need quite a bit of work before I start releasing betas. Your effort will be best spent working on the current release series, since the platform-specific/platform-agnostic boundaries are going to change a lot in the development sources before I start releasing it. I expect that your experience porting the stable VPython to native OSX will carry over to vpython-core2 (which will be publicly numbered 4.0). -Jonathan |
From: Jonathan B. <jbr...@ea...> - 2005-06-25 01:18:17
|
On Fri, 2005-06-24 at 19:25 -0400, Ilan Volow wrote: > I've never understood why VPython wasn't written purely in python > using PyOpenGL as opposed to using C/C++ to do the OpenGL stuff as it > currently does. The few times I've looked at the VPython code, it > looked like a messy interweaving of python calling C calling python > calling C calling python etc. Actually, its entirely Python->C++. Right now, C++ never calls Python code. > If all the OpenGL stuff were done with > PyOpenGL (and possibly PyGame), I would think that the code would be > cleaner and far more portable. Bruce hit on the first reason - raw speed. The fewer CPU cycles spent rendering, the more can be spent doing physics. The second is that the rendering is performed asynchronously in a separate thread. Python is not really designed for multithreading; only one thread at a time can be executing, even on Hyperthreading-equipped Pentium 4s, multiprocessor, and multicore systems. I have done some experimentation with PyOpenGL to prototype a different OpenGL-using application. I found that the performance was unacceptable for any kind of dynamic scene, such as what most VPython client programs create. -Jonathan |
From: Bruce S. <Bru...@nc...> - 2005-06-25 00:15:51
|
It is complex code for a reason: performance. Computers do get faster, so this is a moving target. But when David Scherer was first implementing the Visual module in the spring of 2000, with a need to run on 200 Mhz PC's, it was not an option to use anything other than very tightly coded multithreaded C++. I don't know enough about other alternatives to be able to judge whether it would be feasible now to use a simpler architecture, though I doubt it. Bruce Sherwood Ilan Volow wrote: > I've never understood why VPython wasn't written purely in python using > PyOpenGL as opposed to using C/C++ to do the OpenGL stuff as it > currently does. The few times I've looked at the VPython code, it > looked like a messy interweaving of python calling C calling python > calling C calling python etc. If all the OpenGL stuff were done with > PyOpenGL (and possibly PyGame), I would think that the code would be > cleaner and far more portable. > > > On Jun 24, 2005, at 3:56 PM, Dethe Elza wrote: > >> >> I realize that it's easier, but I don't want Fink on my system. Too >> many problems last time I did that. Also, while I have X11 installed >> (just in case), I really prefer not to use it--and don't see why I >> should for an OpenGL-based program when OS X has great OpenGL support. >> >> So I'll tilt at the windmill and see who wins. %-) >> >> --Dethe >> >> This past week, everyday when I opened my Wall Street Journal, I was >> met with a full page ad from Microsoft. This ad was dominated by >> three simple words "Protect your PC." This strikes me as something >> akin to the Saudi government running ads in the New York Times in >> mid-September of 2001 saying "Protect your Tall Buildings." --Russ >> McGuire >> >> >> >> ------------------------------------------------------- >> SF.Net email is sponsored by: Discover Easy Linux Migration Strategies >> from IBM. Find simple to follow Roadmaps, straightforward articles, >> informative Webcasts and more! Get everything you need to get up to >> speed, fast. http://ads.osdn.com/?ad_id=7477&alloc_id=16492&op=click >> _______________________________________________ >> Visualpython-users mailing list >> Vis...@li... >> https://lists.sourceforge.net/lists/listinfo/visualpython-users >> > > > > > > > ------------------------------------------------------- > SF.Net email is sponsored by: Discover Easy Linux Migration Strategies > from IBM. Find simple to follow Roadmaps, straightforward articles, > informative Webcasts and more! Get everything you need to get up to > speed, fast. http://ads.osdn.com/?ad_id=7477&alloc_id=16492&op=click > _______________________________________________ > Visualpython-users mailing list > Vis...@li... > https://lists.sourceforge.net/lists/listinfo/visualpython-users |
From: Ilan V. <ig...@nc...> - 2005-06-24 23:25:54
|
I've never understood why VPython wasn't written purely in python using PyOpenGL as opposed to using C/C++ to do the OpenGL stuff as it currently does. The few times I've looked at the VPython code, it looked like a messy interweaving of python calling C calling python calling C calling python etc. If all the OpenGL stuff were done with PyOpenGL (and possibly PyGame), I would think that the code would be cleaner and far more portable. On Jun 24, 2005, at 3:56 PM, Dethe Elza wrote: > > I realize that it's easier, but I don't want Fink on my system. > Too many problems last time I did that. Also, while I have X11 > installed (just in case), I really prefer not to use it--and don't > see why I should for an OpenGL-based program when OS X has great > OpenGL support. > > So I'll tilt at the windmill and see who wins. %-) > > --Dethe > > This past week, everyday when I opened my Wall Street Journal, I > was met with a full page ad from Microsoft. This ad was dominated > by three simple words "Protect your PC." This strikes me as > something akin to the Saudi government running ads in the New York > Times in mid-September of 2001 saying "Protect your Tall > Buildings." --Russ McGuire > > > > ------------------------------------------------------- > SF.Net email is sponsored by: Discover Easy Linux Migration Strategies > from IBM. Find simple to follow Roadmaps, straightforward articles, > informative Webcasts and more! Get everything you need to get up to > speed, fast. http://ads.osdn.com/?ad_id=7477&alloc_id=16492&op=click > _______________________________________________ > Visualpython-users mailing list > Vis...@li... > https://lists.sourceforge.net/lists/listinfo/visualpython-users > |
From: Dethe E. <de...@li...> - 2005-06-24 19:56:23
|
On 24-Jun-05, at 12:06 PM, Bruce Sherwood wrote: > What you want is vpython; vpython-core2 is the experimental work > Jonathan Brandmeyer is doing to add transparency, surface textures, > and sophisticated lighting. Well, that's both useful (work in vpython) and great news (textures and transparency are my two highest wishlist items for VPython). Thanks! > I made an uninformed and unsuccessful attempt to compile the boost > libraries (www.boost.org) on OSX 10.4. First I tried using the gcc > that comes with, and that didn't work, complaining about something > having to do with "shared" (libraries). Jonathan had mentioned that > the gcc 4.0.0 that comes with 10.4 was grabbed from the GNU people > when it was still very unstable, so I tried installing from > gcc.gnu.org. There is a recent 4.0.0 there, but to avoid confusion > I tried installing (bootstrap install) of gcc 3.4.4, with the > parameters specified in vpython/INSTALL.txt, which unfortunately > failed in a way meaningless to me. So I didn't get very far just > trying to get an X11 version compiled for 10.4. I'm working on getting Boost to compile right now. I'll let you know if I succeed. > I will say that installing the old VPython on 10.4 using fink is > actually quite painless now, thanks to the packaging done by Martin > Costabel. And you can easily install X11 and Xcode from the 10.4 > DVD. Building a native-mode Mac VPython would be a wonderful > contribution, but certainly vastly more difficult than merely > installing the old pre-boost VPython. I realize that it's easier, but I don't want Fink on my system. Too many problems last time I did that. Also, while I have X11 installed (just in case), I really prefer not to use it--and don't see why I should for an OpenGL-based program when OS X has great OpenGL support. So I'll tilt at the windmill and see who wins. %-) --Dethe This past week, everyday when I opened my Wall Street Journal, I was met with a full page ad from Microsoft. This ad was dominated by three simple words "Protect your PC." This strikes me as something akin to the Saudi government running ads in the New York Times in mid- September of 2001 saying "Protect your Tall Buildings." --Russ McGuire |
From: Bruce S. <Bru...@nc...> - 2005-06-24 19:06:11
|
What you want is vpython; vpython-core2 is the experimental work Jonathan Brandmeyer is doing to add transparency, surface textures, and sophisticated lighting. I made an uninformed and unsuccessful attempt to compile the boost libraries (www.boost.org) on OSX 10.4. First I tried using the gcc that comes with, and that didn't work, complaining about something having to do with "shared" (libraries). Jonathan had mentioned that the gcc 4.0.0 that comes with 10.4 was grabbed from the GNU people when it was still very unstable, so I tried installing from gcc.gnu.org. There is a recent 4.0.0 there, but to avoid confusion I tried installing (bootstrap install) of gcc 3.4.4, with the parameters specified in vpython/INSTALL.txt, which unfortunately failed in a way meaningless to me. So I didn't get very far just trying to get an X11 version compiled for 10.4. I will say that installing the old VPython on 10.4 using fink is actually quite painless now, thanks to the packaging done by Martin Costabel. And you can easily install X11 and Xcode from the 10.4 DVD. Building a native-mode Mac VPython would be a wonderful contribution, but certainly vastly more difficult than merely installing the old pre-boost VPython. Bruce Sherwood Dethe Elza wrote: > Hi folks, > > I'm willing to take another stab at porting VPython to OS X. The last > time I tried I was not very familiar with the OS X libraries, but I've > grown more familiar with them since then, and I know where to ask > questions. On the other hand, the VPython library itself has been > overhauled since then, and I am totally unfamiliar with Boost. Is > there a specific version of Boost that I need (I know SWIG is sensitive > down the the point.point release). > > I'm hoping this will be fairly straightforward using the Apple > guidelines for porting Linux apps. I don't have tons of spare time, > but I have a bunch of VPython scripts lying around that I'd like to do > something with, and the thought of installing Fink or running on X11 > gives me the heebie-jeebies. > > Any pointers for starting points appreciated. I've read through the > list archives to see that I'll probably have to implement glContext, > glFont and platmac.(cpp|h). Anything else? The last time I tried > this, most of the work appeared to be handling locking and > bootstrapping an OpenGL context. > > Also, in CVS there are a number of modules. The installer and DLLs > modules don't look applicable to OS X, but I'm not sure of the status > of the others. There is a README in vpython-core2 saying that it is an > experimental branch, but it looks like that may be the new Boost- based > version. Which modules are currently relevant? > > Thanks a bunch. > > --Dethe > > p.s., I realized when this mail bounced to me, that my last mail to > this list also bounced and I haven't had a chance to debug *why* it > bounced until today. Here is that previous mail to give some context > to the above. > >> On 7-Jun-05, at 7:16 PM, Jon Schull wrote: >> >>> Thanks I have done that (by adding " set path = (/usr/local/bin >>> $path)" to .tcshrc) and all is well. >>> >>> Now, as momentary liaison between the pythonmac and vpython lists >>> I'll mention that VPython (a truly beautiful thing) could be made >>> independent of X11 if someone from this group knew how to liberate >>> it... >> >> >> I took a stab at it once, before VPython was refactored into C++, but >> I was still pretty new to OS X programming at the time, and it >> defeated me. I haven't yet taken a look at the C++ version, it's on >> my todo list, but not a high priority right now. I'd love to see >> VPython on OS X properly, but my hobby coding time is pretty limited >> right now. >> >> --Dethe > > > > -- > Dethe Elza > http://livingcode.org/ > > When laws are outlawed, only outlaws will have laws. > > > > > ------------------------------------------------------- > SF.Net email is sponsored by: Discover Easy Linux Migration Strategies > from IBM. Find simple to follow Roadmaps, straightforward articles, > informative Webcasts and more! Get everything you need to get up to > speed, fast. http://ads.osdn.com/?ad_id=7477&alloc_id=16492&op=click > _______________________________________________ > Visualpython-users mailing list > Vis...@li... > https://lists.sourceforge.net/lists/listinfo/visualpython-users |
From: Dethe E. <de...@li...> - 2005-06-24 18:51:48
|
Hi folks, I'm willing to take another stab at porting VPython to OS X. The last time I tried I was not very familiar with the OS X libraries, but I've grown more familiar with them since then, and I know where to ask questions. On the other hand, the VPython library itself has been overhauled since then, and I am totally unfamiliar with Boost. Is there a specific version of Boost that I need (I know SWIG is sensitive down the the point.point release). I'm hoping this will be fairly straightforward using the Apple guidelines for porting Linux apps. I don't have tons of spare time, but I have a bunch of VPython scripts lying around that I'd like to do something with, and the thought of installing Fink or running on X11 gives me the heebie-jeebies. Any pointers for starting points appreciated. I've read through the list archives to see that I'll probably have to implement glContext, glFont and platmac.(cpp|h). Anything else? The last time I tried this, most of the work appeared to be handling locking and bootstrapping an OpenGL context. Also, in CVS there are a number of modules. The installer and DLLs modules don't look applicable to OS X, but I'm not sure of the status of the others. There is a README in vpython-core2 saying that it is an experimental branch, but it looks like that may be the new Boost- based version. Which modules are currently relevant? Thanks a bunch. --Dethe p.s., I realized when this mail bounced to me, that my last mail to this list also bounced and I haven't had a chance to debug *why* it bounced until today. Here is that previous mail to give some context to the above. > On 7-Jun-05, at 7:16 PM, Jon Schull wrote: > >> Thanks I have done that (by adding " set path = (/usr/local/bin >> $path)" to .tcshrc) and all is well. >> >> Now, as momentary liaison between the pythonmac and vpython lists >> I'll mention that VPython (a truly beautiful thing) could be made >> independent of X11 if someone from this group knew how to >> liberate it... > > I took a stab at it once, before VPython was refactored into C++, > but I was still pretty new to OS X programming at the time, and it > defeated me. I haven't yet taken a look at the C++ version, it's > on my todo list, but not a high priority right now. I'd love to > see VPython on OS X properly, but my hobby coding time is pretty > limited right now. > > --Dethe -- Dethe Elza http://livingcode.org/ When laws are outlawed, only outlaws will have laws. |
From: Jonathan B. <jbr...@ea...> - 2005-06-23 00:32:10
|
On Wed, 2005-06-22 at 14:48 -0400, Michael F. Vineyard wrote: > Hi Folks, > > I just installed vpython on a Fedora Core 1 Linux system with python > 2.4, boost 1.32, and numeric-24. After some messing around with boost, > numeric, and some libraries, vpython appeared to build just fine. But I > get the following error when I try to run a demo. Any ideas? > > Thanks, > > Mike > > Traceback (most recent call last): > File > "/home/vineyard/teaching/m_and_i_demos/Lib/site-packages/visual/demos/bounce.py", line 1, in -toplevel- > from visual import * > File "/usr/local/lib/python2.4/site-packages/visual/__init__.py", line > 15, in -toplevel- > import array_backend > File "/usr/local/lib/python2.4/site-packages/visual/array_backend.py", > line 1, in -toplevel- > import cvisual > ImportError: /usr/local/lib/python2.4/site-packages/cvisualmodule.so: > undefined symbol: > _ZNK5boost6python7objects21py_function_impl_base9max_arityEv cvisualmodule.so didn't link properly to libboost_python.so. First guess: Does your Boost.Python build include shared libraries as well as static libs? -Jonathan |
From: Eric A. <Ay...@ma...> - 2005-06-22 23:15:22
|
I've been using Python (occasionally with vpython) for an undergrad- level computational physics course, and have had excellent results with an RK4 routine. Here's a sample program: http:// phys.csuchico.edu/ayars/250/code/spring-pendulum.shtml (Ignore the "error processing directive" messages on the webpage -- the page is not up to date at the moment but the code shown is good.) As you suggest, I solve all variables at once: in this example I use the array y[] as a container. I've found that for displaying things on-screen in vpython, a python- based RK4 routine is not the speed-limiting factor. If you need to go with a c routine, though, you might consider writing your own and then using SWIG (http://www.swig.org/) as a way of making a python wrapper for it. I'm new to SWIG (as of this week, actually) but it is working very well for me so far. Hope this helps. -EA ----------------------------------------------------------------- Dr. Eric Ayars Assistant Professor of Physics California State University, Chico ay...@ma... On Jun 22, 2005, at 10:53 AM, Gary wrote: > I've been wondering if there would be a programming, accuracy, or > performance benefit to using a fancy ode solver with vpython rather > than the canonical v = v + F/m * dt especially as the number of > objects grows. My thinking was that I could call the solver once > per "frame" (say, 1/30 sec), solve for all of the variables all at > once, and perhaps have better accuracy, and perhaps get more > objects into the simulation. > > I began to experiment with scipy's odeint, and got some demos > working. I ran across some instabilites that I tracked down, but > before going any further I thought I'd ask: > > Does this seem worth the effort? > > Is there something I haven't considered that dooms this idea? > > Has someone already done this? > > The instablilty I found is related to in the way odeint (LSODA??) > manages the independent variable. I'd like to look at other > solvers. Any suggestions? In particular I'd like to look at a 4th > order Runge-Kutta solver, but the only RK4s that I've found are > written in python. Does anyone know where there's a python-wrapped > C or Fortran RK solver? > > Thanks, > Gary > > |
From: Rodney D. <rod...@gm...> - 2005-06-22 19:55:34
|
Gary, I'm working on a solar-system dynamics package using VPython, so I've been dealing with these issues for several weeks now-- although I'm not familiar with scipy's solver. Which integration method is best (an RK variant or a symplectic integrator) depends on what type of information you need to extract from the model. But in all cases the accuracy is controlled by the time step. Several of the best integration routines make use of backward time steps to reduce errors. You must find a way of hiding these steps from the animation; else your objects will do a "cha-cha" dance when they should be moving in the direction of the current velocity. Many of the integrators in the RK family use variable step sizes to improve accuracy. If directly connected to the animation, these integrators will cause your particles to speed up and slow down with the varying time step, masking the particles' true changes in speed. If you use of these integrators, you must find a way to disconnect the integrator from the animation. I don't know the details of your simulation. In my experience, aside from the usual places (square roots and cross products), the performance hit comes in the routine that updates the forces, not the integrator. If the particles are interacting, you will need to find the particle-particle distance for each pair in order to update the forces. So the computational effort required to update the forces scales with the square of the number of particles. The good news though is that the accuracy is nearly at machine precision. If you have a simulation with a large number of particles, there are several strategies that can improve performance by avoiding direct force calculations-- although at a cost in accuracy. The best solution depends on the details of your problem. Hope this helps. -- Rodney Dunning rdu...@bs... Assistant Professor of Physics Birmingham-Southern College |
From: Michael F. V. <vin...@un...> - 2005-06-22 19:03:15
|
Hi Folks, I just installed vpython on a Fedora Core 1 Linux system with python 2.4, boost 1.32, and numeric-24. After some messing around with boost, numeric, and some libraries, vpython appeared to build just fine. But I get the following error when I try to run a demo. Any ideas? Thanks, Mike Traceback (most recent call last): File "/home/vineyard/teaching/m_and_i_demos/Lib/site-packages/visual/demos/bounce.py", line 1, in -toplevel- from visual import * File "/usr/local/lib/python2.4/site-packages/visual/__init__.py", line 15, in -toplevel- import array_backend File "/usr/local/lib/python2.4/site-packages/visual/array_backend.py", line 1, in -toplevel- import cvisual ImportError: /usr/local/lib/python2.4/site-packages/cvisualmodule.so: undefined symbol: _ZNK5boost6python7objects21py_function_impl_base9max_arityEv -- Michael F. Vineyard Email: vin...@un... Department of Physics & Astronomy Web: http://www1.union.edu/~vineyarm Union College Phone: (518) 388-8353 Schenectady, NY 12308 Fax: (518) 388-6947 |
From: Gary <pa...@in...> - 2005-06-22 17:53:57
|
I've been wondering if there would be a programming, accuracy, or performance benefit to using a fancy ode solver with vpython rather than the canonical v = v + F/m * dt especially as the number of objects grows. My thinking was that I could call the solver once per "frame" (say, 1/30 sec), solve for all of the variables all at once, and perhaps have better accuracy, and perhaps get more objects into the simulation. I began to experiment with scipy's odeint, and got some demos working. I ran across some instabilites that I tracked down, but before going any further I thought I'd ask: Does this seem worth the effort? Is there something I haven't considered that dooms this idea? Has someone already done this? The instablilty I found is related to in the way odeint (LSODA??) manages the independent variable. I'd like to look at other solvers. Any suggestions? In particular I'd like to look at a 4th order Runge-Kutta solver, but the only RK4s that I've found are written in python. Does anyone know where there's a python-wrapped C or Fortran RK solver? Thanks, Gary |
From: cchuang <cc...@ma...> - 2005-06-21 01:58:41
|
Hi, I had released a booklet about VPython and Pygame. All are written within TeXmacs with its Python plugin and shell plugin. In this booklet, there are some vpython examples including: 1. a 3D reflected Brownian partitle travels within a box, (Neuman condition). As the RBM particle hits one of the walls, the hitting sound will be rendering by pygame.sound. 2. Runge-Kutta method for ODE.s. Model the projectile of baseball and Rutherford Scattering Experiment. The file can be downloaded from: ftp://math.cgu.edu.tw/pub/KNOPPIX/game4.pdf In this file server, we also apply some variant KNOPPIX bootable DVD image file, based on knoppix-3.8. Python Environment is also included, for example, visual, scipy etc. User can easily extend his/her need with the help of unionfs in KNOPPIX. In other words, users can read, write even install the packages on the DVD-linux. Hope this really help to you! |
From: Bruce S. <Bru...@nc...> - 2005-06-18 13:26:10
|
Thanks for the explanation, Martin. Also, I found the following Fink FAQ about the matter, with the key comment at the end that there's more to this than just adding /sw/bin to the application search path. Q5.15: I get "command not found" errors when I run Fink or anything that I installed with Fink. A: If this always happens, then you may have inadvertently modified (or failed to modify) your startup scripts. Run the /sw/bin/pathsetup.sh script in a terminal window. This program will attempt to detect your default shell and add a command to load Fink's shell initialization script into your shell's configuration. You'll then need to open a new terminal session so that your environment settings are loaded. Note: Some older versions fink called this script pathsetup.command instead of pathsetup.sh. Alternately, you can run the pathsetup.app application on the Fink binary distribution disk image. On the other hand, if you only have problems in the Apple X11 terminal, this probably means that you need to create a .xinitrc file and add the line . /sw/bin/init.sh near the beginning (i.e. before any programs get run). Restart X11 (if running) after you do this. These /sw/bin/init.* scripts do much more than just add /sw/bin to your PATH. Many packages will not work correctly without these additional actions. ----------------- Martin Costabel wrote: > Bruce Sherwood wrote: > >> I did a clean install of Mac OSX 10.4, installed X11 (found by >> scrolling down to "Optional Installs" on the installer DVD), installed >> Fink, and installed VPython, all as per instructions which have been >> updated at vpython.org. Many thanks to Martin Costabel for getting a >> version of Visual into the packages for the 10.4 version of Fink. >> >> One minor thing went wrong: Fink creates a statment in my .profile >> file which should effectively add /sw/bin to the application search >> path. However, it doesn't work: I have to execute /sw/bin/vpython >> rather than simply executing vpython. I tried putting other >> path-setting statements in .profile to no avail. I suspect that >> somehow my .profile is not being processed when I start up X11. A >> colleage also had this problem. Is there a Unix expert who can advise >> us on this? Thanks. > > > If there were a FAQ for Apple's X11, this would be one of the most FAQs :-) > > X11.app, since it is not started from a shell but from the Finder, does > not inherit any environment from shell startup scripts. You have to make > sure yourself that the environment is loaded at the point where you > start your command; how to do it depends on how you start your vpython > command. There are lots of different possibilities, depending on whether > you run your command on the command line from an xterm, from ~/.xinitrc > or the Applications menu and in case you start it from an xterm, whether > you started your xterm from ~/.xinitrc or from the Applications menu. > > Three of the most popular ways to get over this hurdle are: > > 1. Don't use xterm. Set DISPLAY=:0 in your Terminal.app window and run > vpython from there. The shell running inside Terminal.app windows has a > decent environment. Or use "open-x11 vpython". This has the additional > advantage of starting X11.app if it is not running. > 2. Start your xterm not as "xterm" but as "xterm -ls". > 3. Start your xterm from ~/.xinitrc, but have a line > "source /sw/bin/init.sh" as first line of ~/.xinitrc. > |