[Bf-committers] Bf-committers Digest, Vol 118, Issue 9

Choudhary Sourya Vatsyayan souryavatsyayan at gmail.com
Sat May 10 06:34:35 CEST 2014


I have a problem building blender. I get this error:

source/blender/python/bmesh/bmesh_py_types.c: At top level:
source/blender/python/bmesh/bmesh_py_types.c:3261:15: error: variable
‘BPy_BM_types_module_def’ has initializer but incomplete type
 static struct PyModuleDef BPy_BM_types_module_def = {
               ^
source/blender/python/bmesh/bmesh_py_types.c:3262:2: error:
‘PyModuleDef_HEAD_INIT’ undeclared here (not in a function)
  PyModuleDef_HEAD_INIT,
  ^

Apart from this, there are a lot of warnings.


On Fri, May 9, 2014 at 3:30 PM, <bf-committers-request at blender.org> wrote:

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> Today's Topics:
>
>    1. Re: I am attempting to improve Blender's Outliner and I could
>       use some help. (john bartle)
>    2. Re: I am attempting to improve Blender's Outliner and I could
>       use some help. (john bartle)
>    3. Re: I am attempting to improve Blender's Outliner and I could
>       use some help. (john bartle)
>    4. Visual Studio 2013 or 2008? (John Alway)
>    5. Re: Visual Studio 2013 or 2008? (Jeffrey H)
>
>
> ----------------------------------------------------------------------
>
> Message: 1
> Date: Thu, 8 May 2014 05:23:56 -0700
> From: john bartle <johnbartle at live.com>
> Subject: Re: [Bf-committers] I am attempting to improve Blender's
>         Outliner and I could use some help.
> To: "bf-committers at blender.org" <bf-committers at blender.org>
> Message-ID: <BLU176-W27AF0B142B245B70F9850CAC490 at phx.gbl>
> Content-Type: text/plain; charset="iso-8859-1"
>
> this is a test
>
> From: johnbartle at live.com
> To: bf-committers at blender.org
> Subject: I am attempting to improve Blender's Outliner and I could use
> some help.
> Date: Sun, 4 May 2014 17:40:22 -0700
>
>
>
>
>
>
>
> ------------------------------
>
> Message: 2
> Date: Thu, 8 May 2014 05:49:46 -0700
> From: john bartle <johnbartle at live.com>
> Subject: Re: [Bf-committers] I am attempting to improve Blender's
>         Outliner and I could use some help.
> To: "bf-committers at blender.org" <bf-committers at blender.org>
> Message-ID: <BLU176-W38AB6FA5DE3CA433A179A8AC490 at phx.gbl>
> Content-Type: text/plain; charset="iso-8859-1"
>
>
>  > From: bf-committers-request at blender.org
> > Subject: Bf-committers Digest, Vol 118, Issue 8
> > To: bf-committers at blender.org
> > Date: Thu, 8 May 2014 12:00:01 +0200
> >
> > Send Bf-committers mailing list submissions to
> >       bf-committers at blender.org
> >
>
>
> >
> > Using Python to filter outliner results is asking for troubles IMHO,
> > outliner can have many 1000s of items and already gives us speed
> > troubles on larger scenes. I agree. I do not like the idea of using an
> additional step of
> code tranlation, namely, the Python interpreter. But I was hoping
> that an efficient algorithm would counter the overhead of Python, as
> well as the problem of updating 1000s of items. I was planning on
> devising a way to only update what is actually necessary and when
> it's actually necessary.
> > So not sure this is a good project we would even accept if it were
> finished.
> I agree and understand. I don't know that my finished project would
> meet the Blender Foundations standards. I am totally ok with this.
> I am just trying to gain some experience with programming, as well
> as have a little fun, and gain some familiarity with the Blender
> codebase(for future projects). I assume that I will probably need
> to do some major revisions to my code once completed, and I am ok
> with that. Also, this could take a loooong time for me.
> > If you propose to make some addition to the outliner it would be good
> > to detail whats missing with the outliner.
> Right now I just have a preliminary design in mind. I was planning on
> improving my design(even drastically if necessary) as I go along. But
> I have some notes and an image outlining what I am thinking of
> implementing. If you or Joshua are interested I can either email you
> the OpenOffice .odt file or transfer it through irc or maybe pm you
> through Blenderartists.org. Just let me know...
> > Aside from this being a large change,
> > This seems like an advanced project to start if your not already
> > familiar with outliner code.
> > If you try some project which is too advanced for your skill level,
> > often you'll have a hard time getting help.
> Considering that the probability of me either failing or my code not
> being accepted, I would say that if my questions(current and future)
> require to much effort to answer then I wouldn't really expect any
> response intended to resolve my questions. It would, however, be nice
> if someone let me know that my questions require to much effort to answer.
> I understand that you guys are busy, and you don't want to exert effort
> into a lost cause.
> Just know that I am only expecting pointers, and general answers.
> This shouldn't be too much trouble for anyone. "Uncle Entity" on
> BlenderArtists.org gave me that and more!
>
> > Suggest try get some smaller patch finished and accepted first,
> >
> > Added a quick-hack task for the outliner which might interest you.
> > https://developer.blender.org/T40085  Well.... See, I have a
> psycholigical ailment that makes thinking and
> remembering difficult. I kind of have to stick with one task for
> right now. I figure that I am motivated by what I'm currently doing
> and I seem to be learning the outliner code - so I figure that if
> my psychological condition is forcing me to decide then I choose
> my project. However, if I weren't sick I would gladly do both at the
> same time. Lastly I think the view2d.c file is the "draw_outliner"
> function, and
> the View2d struct is the answer I'm looking for.
> Thanks for your time sir!
> >
> > --
> > - Campbell
> >
> >
> > ------------------------------
> >
> > _______________________________________________
> > Bf-committers mailing list
> > Bf-committers at blender.org
> > http://lists.blender.org/mailman/listinfo/bf-committers
> >
> >
> > End of Bf-committers Digest, Vol 118, Issue 8
> > *********************************************
>
>
> ------------------------------
>
> Message: 3
> Date: Thu, 8 May 2014 06:05:44 -0700
> From: john bartle <johnbartle at live.com>
> Subject: Re: [Bf-committers] I am attempting to improve Blender's
>         Outliner and I could use some help.
> To: "bf-committers at blender.org" <bf-committers at blender.org>
> Message-ID: <BLU176-W210529E0D730EBD1CC4AF6AC490 at phx.gbl>
> Content-Type: text/plain; charset="iso-8859-1"
>
> Campbell Barton = CB
>
> CB>Using Python to filter outliner results is asking for troubles IMHO,
> CB>outliner can have many 1000s of items and already gives us speed
> CB>troubles on larger scenes.
>
>
> I agree. I do not like the idea of using an additional step of
> code tranlation, namely, the Python interpreter. But I was hoping
> that an efficient algorithm would counter the overhead of Python, as
> well as the problem of updating 1000s of items. I was planning on
> devising a way to only update what is actually necessary and when
> it's actually necessary.
>
>
> CB>So not sure this is a good project we would even accept if it were
> finished
>
>
> I agree and understand. I don't know that my finished project would
> meet the Blender Foundations standards. I am totally ok with this.
> I am just trying to gain some experience with programming, as well
> as have a little fun, and gain some familiarity with the Blender
> codebase(for future projects). I assume that I will probably need
> to do some major revisions to my code once completed, and I am ok
> with that. Also, this could take a loooong time for me.
>
> CB>If you propose to make some addition to the outliner it would be good
> CB>to detail whats missing with the outliner.
>
>
> Right now I just have a preliminary design in mind. I was planning on
> improving my design(even drastically if necessary) as I go along. But
> I have some notes and an image outlining what I am thinking of
> implementing. If you or Joshua are interested I can either email you
> the OpenOffice .odt file or transfer it through irc or maybe pm you
> through Blenderartists.org. Just let me know...
>
>
> CB>If you try some project which is too advanced for your skill level,
> CB>often you'll have a hard time getting help.
>
>
> Considering that the probability of me either failing or my code not
> being accepted, I would say that if my questions(current and future)
> require to much effort to answer then I wouldn't really expect any
> response intended to resolve my questions. It would, however, be nice
> if someone let me know that my questions require to much effort to answer.
> I understand that you guys are busy, and you don't want to exert effort
> into a lost cause.
>
>
> Just know that I am only expecting pointers, and general answers.
> This shouldn't be too much trouble for anyone. "Uncle Entity" on
> BlenderArtists.org gave me that and more!
>
>
> CB>Suggest try get some smaller patch finished and accepted first,
> CB>Added a quick-hack task for the outliner which might interest you.
>
>
> Well.... See, I have a psycholigical ailment that makes thinking and
> remebering difficult. I kind of have to stick with one task for
> right now. I figure that I am motivated by what I'm currently doing
> and I seem to be learning the outliner code - so I figure that if
> my psychological condition is forcing me to decide then I choose
> my project. However, if I weren't sick I would gladly do both at the
> same time.
>
>
> Lastly I think the view2d.c file is the "draw_outliner" function, and
> the View2d struct is the answer I'm looking for.
>
> Thanks for your time sir!
>
> From: johnbartle at live.com
> To: bf-committers at blender.org
> Subject: RE:RE: I am attempting to improve Blender's Outliner and I could
> use some help.
> Date: Thu, 8 May 2014 05:23:56 -0700
>
>
>
>
> this is a test
>
> From: johnbartle at live.com
> To: bf-committers at blender.org
> Subject: I am attempting to improve Blender's Outliner and I could use
> some help.
> Date: Sun, 4 May 2014 17:40:22 -0700
>
>
>
>
>
>
>
> ------------------------------
>
> Message: 4
> Date: Thu, 8 May 2014 12:31:00 -0500
> From: John Alway <jalway at gmail.com>
> Subject: [Bf-committers] Visual Studio 2013 or 2008?
> To: bf-blender developers <bf-committers at blender.org>
> Message-ID:
>         <
> CAN7TTkHn_Pe4GzddcHRTK-7efk+_UraRWpxiD0nCAufP4bgy7g at mail.gmail.com>
> Content-Type: text/plain; charset=UTF-8
>
> Hello!
>
> I recently downloaded the Blender code base from SVN and compiled it.   I
> used VS 2008, because that what is recommended here:
>
> http://wiki.blender.org/index.php/Dev:Doc/Building_Blender/Windows
>
> But, I've noticed that VS 2013 is being used by some.   Is it recommended
> that 2013 be used?
>
>
> Thanks for any feedback!
> ...John
>
>
> ------------------------------
>
> Message: 5
> Date: Thu, 8 May 2014 12:39:55 -0700
> From: Jeffrey H <italic.rendezvous at gmail.com>
> Subject: Re: [Bf-committers] Visual Studio 2013 or 2008?
> To: bf-blender developers <bf-committers at blender.org>
> Message-ID:
>         <CAEXD9-WCScA=
> XMV1BO5g8+RDx5rnQEGhYO5yF6MMrRWXQD_HFA at mail.gmail.com>
> Content-Type: text/plain; charset=UTF-8
>
> We're in a transitional period at the moment. We will be switching over to
> 2013 for official builds while also keeping 2008 for the sake of legacy
> support. You'll have to download the 2013 libs if you intend on using 2013
> (check the repo with a repo browser to find the url). To build with CUDA,
> you'll also need windows sdk 7.1 as described here:
> http://wiki.blender.org/index.php/User:Juicyfruit/Cuda_windows
>
>
> On Thu, May 8, 2014 at 10:31 AM, John Alway <jalway at gmail.com> wrote:
>
> > Hello!
> >
> > I recently downloaded the Blender code base from SVN and compiled it.   I
> > used VS 2008, because that what is recommended here:
> >
> > http://wiki.blender.org/index.php/Dev:Doc/Building_Blender/Windows
> >
> > But, I've noticed that VS 2013 is being used by some.   Is it recommended
> > that 2013 be used?
> >
> >
> > Thanks for any feedback!
> > ...John
> > _______________________________________________
> > Bf-committers mailing list
> > Bf-committers at blender.org
> > http://lists.blender.org/mailman/listinfo/bf-committers
> >
>
>
>
> --
> Jeffrey "Italic_" Hoover
>
>
> ------------------------------
>
> _______________________________________________
> Bf-committers mailing list
> Bf-committers at blender.org
> http://lists.blender.org/mailman/listinfo/bf-committers
>
>
> End of Bf-committers Digest, Vol 118, Issue 9
> *********************************************
>


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