[00:31] <ahoneybun> hey mhall119 I had a great idea for an app the other day
[02:24] <ahayzen__> kenvandine, ping
[02:24] <kenvandine> ahayzen__, pong
[02:24] <ahayzen__> kenvandine, hey, just playing about with moving my game to the new Bacon2d version ....
[02:24] <kenvandine> cool
[02:24] <ahayzen__> kenvandine, i'm getting this error and was wondering if you have any pointers what the issue could be... ../../3rdparty/qml-box2d/Box2D/Dynamics/b2Body.cpp:27: b2Body::b2Body(const b2BodyDef*, b2World*): Assertion `bd->position.IsValid()' failed.
[02:24] <ahayzen__> ...or most likely to be ;)
[02:25] <kenvandine> sounds like one of your bodies is messed up
[02:25] <kenvandine> like maybe the position isn't inside your world
[02:25] <ahayzen__> probably ;) I had the old Entity one with like QML things in the fixtures
[02:26] <kenvandine> ahayzen__, does it have the target setup properly?
[02:26] <ahayzen__> erm ... probably not ;)
[02:26] <kenvandine> and you switched to a PhysicsEntity?
[02:26] <ahayzen__> yeah i've done that bit...but think i'm missing the target part
[02:26] <kenvandine> you don't need it
[02:26]  * ahayzen__ has been scanning up/down http://rpadovani.com/new-bacon2d-api/ :)
[02:26] <kenvandine> for PhysicsEntity
[02:26] <ahayzen__> ok
[02:26] <kenvandine> it's something you need if you use a Body yourself
[02:26] <kenvandine> but
[02:27] <kenvandine> i think your problem is the position is outside of the world
[02:27] <ahayzen__> maybe i just messed something up ... hmmmm
[02:27] <kenvandine> the biggest part of the change is Body is no longer a QQuickItem
[02:27] <kenvandine> so it doesn't have geometry itself
[02:27] <ahayzen__> so you can't have something going outside of the view?
[02:27] <kenvandine> has to stay inside the world
[02:27] <kenvandine> however...
[02:27] <ahayzen__> like i have invisible boundaries for walls that go off the top of the screen
[02:28] <kenvandine> have you seen ScreenBoundaries ?
[02:28] <ahayzen__> ...no
[02:28] <kenvandine> Boundaries
[02:28] <kenvandine> actually :)
[02:28] <kenvandine> Boundaries {}
[02:29] <kenvandine> will setup edges around the screen :)
[02:29] <kenvandine> https://github.com/Bacon2D/Bacon2D/blob/master/examples/impulse/main.qml#L19
[02:29] <ahayzen__> ... but i need them to be higher
[02:29] <kenvandine> for example
[02:29] <kenvandine> so you don't have to create a bunch of walls yourself
[02:29]  * kenvandine thought that was a pretty slick idea
[02:29] <ahayzen__> yeah thats pretty cool
[02:29] <ahayzen__> but like my volleyball game doesn't have a 'ceiling'
[02:30] <ahayzen__> just a left/right walls
[02:30] <ahayzen__> so how would i do that?
[02:31] <kenvandine> ah
[02:31] <kenvandine> create edges yourself then :)
[02:31] <ahayzen__> hah i have my own object called Boundaries {} lol
[02:32] <kenvandine> you often want boundaries on all the sides
[02:32] <kenvandine> you do?
[02:32] <kenvandine> great minds think alike :>
[02:32] <ahayzen__> yeah which has a left/right/bottom wall :)
[02:32] <kenvandine> you local one would get imported instead of mine
[02:32] <kenvandine> so that should be fine
[02:33] <kenvandine> ah... another thing that could be causing a problem is coordinates
[02:33] <kenvandine> remember coordinates for all bodies are relative to the world
[02:33] <kenvandine> not to their parent
[02:33] <ahayzen__> ah hmm yeah my anchors went all fugerly in the menus lol
[02:33] <kenvandine> which was always the case, but it is a little bit easier to run into that now
[02:34] <kenvandine> yeah, Box2DBody is now a QObject instead of a QQuickItem
[02:34] <ahayzen__> ok its my Boundaries object its exploding on :)
[02:34] <kenvandine> which makes more sense, because it's more similar to what gets added in Box2D itself
[02:34] <kenvandine> cool
[02:34] <ahayzen__> i'm sure i'll figure it out
[02:35] <ahayzen__> so how are we supposed to be distributing this now? still bundling the plugin ?
[02:35] <kenvandine> good luck!
[02:35] <ahayzen__> thanks :)
[02:35] <kenvandine> yes...
[02:35] <kenvandine> but, we have a cool template now to ease building it
[02:35] <kenvandine> look at the getting started for ubuntu tutorial on bacon2d.com/docs
[02:35] <kenvandine> shows how to setup the tempalte
[02:35] <kenvandine> template
[02:35]  * ahayzen__ realises he has built a x86 build for his arm click ...
[02:36] <ahayzen__> cool thanks
[02:36] <kenvandine> it'll automatically grab the module from the chroot when you deploy it
[02:36] <kenvandine> so i think the best way to convert an existing game to use the deployment stuff in the template is to create a new game
[02:36] <ahayzen__> yeah about that ... i'll have to switch kernels again ... i need to upgrade to vivid badly
[02:37] <kenvandine> and whack the stock stuff and copy your old stuff in :)
[02:37]  * ahayzen__ shakes fist at poor intel drivers with 3.16 forcing him to 3.19
[02:37] <kenvandine> we have builds in the release PPA for utopic :)
[02:37] <kenvandine> or trusty
[02:37] <ahayzen__> yeah my kernel doesn't have overlayfs
[02:37] <kenvandine> ugh
[02:37] <ahayzen__> yeah :/
[02:37] <kenvandine> that's annoying
[02:37] <kenvandine> i didn't have driver problems on my laptop
[02:38] <ahayzen__> random freezes for 30s after long periods of uptime
[02:38] <kenvandine> anyway... you could also look at the template in my qtcreator-template-bacon2d package
[02:38] <kenvandine> and grab the deployment.pri
[02:38] <kenvandine> and other qmake type files
[02:38] <kenvandine> and try to bolt them on your existing project :)
[02:38] <ahayzen__> awesome this is gonna be fun :)
[02:38] <kenvandine> for 100balls i just created a brand new game
[02:38] <kenvandine> copied all the old 100balls code in
[02:38] <kenvandine> moved some directories around
[02:39] <kenvandine> with git
[02:39] <kenvandine> and used git add for new stuff
[02:39] <kenvandine> actually the other way around
[02:39] <kenvandine> after i copied things around
[02:39] <kenvandine> i deleted everything in 100balls
[02:39] <kenvandine> and copied the newly created project in
[02:39] <kenvandine> then made sure all the files were tracked in git :)
[02:40] <ahayzen__> blimey lol ... i'm sure bzr will figure it out :)
[02:40] <kenvandine> the template will put all the game related files in a subdir
[02:40] <kenvandine> so it created 100balls/100balls
[02:40] <ahayzen__> hah
[02:40] <kenvandine> so it was pretty easy to move all of his game files into the 100balls subdir
[02:40] <kenvandine> anyway, you'll see when you try it out :)
[02:40] <kenvandine> i'd recommend doing it though
[02:40] <kenvandine> because then you'll be able to deploy it to your device automatically, etc
[02:41] <kenvandine> without needing to muck about with building the plugin
[02:41] <ahayzen__> yeah that would be awesome :)
[02:41] <ahayzen__> then i guess fat click package is the next thing :)
[02:41] <kenvandine> yeah
[02:41] <kenvandine> getting closer :)
[02:41]  * kenvandine really likes qmake
[02:41]  * kenvandine really dislikes cmake :)
[02:42] <ahayzen__> haha cmake was called cbreak for us when we made the transition for the music-app lol
[02:42] <kenvandine> indeed :)
[02:43] <kenvandine> bbiab
[07:42] <dholbach> good morning
[08:02] <dholbach> salut davidcalle
[08:02] <davidcalle> salut dholbach!
[08:02] <dholbach> comment ça va?
[08:03] <davidcalle> dholbach, super bien et toi?
[08:04] <davidcalle> dholbach, can I have your opinion on the draft at https://developer.ubuntu.com/en/start/ubuntu-for-devices/ ?
[08:04] <dholbach> sure, hang on
[08:04] <dholbach> davidcalle, doing well - thanks
[08:05] <davidcalle> :)
[08:05] <dholbach> I'm happy to be back in Berlin now :)
[08:05] <davidcalle> dholbach, tired of snow already? :)
[08:06] <dholbach> haha, no not really :)
[08:07] <dholbach> hola dpm
[08:08] <dpm> hey dholbach
[08:08] <dpm> good morning all
[08:08] <dholbach> davidcalle, nicely done!
[08:08] <davidcalle> hey dpm
[08:10] <dholbach> davidcalle, I think you should push it live - it's a major improvement already :)
[08:10] <davidcalle> dholbach, anything is an improvement over a blank page :)
[08:11] <davidcalle> dpm, do you have a min to look at the draft at https://developer.ubuntu.com/en/start/ubuntu-for-devices/?
[08:28] <dholbach> dpm, balloons: it'd be good if we could get the ubuntu-devices-help branch merged
[08:35] <dholbach> https://code.launchpad.net/~dholbach/ubuntu-devices-help/1423871/+merge/250467 that is
[08:54] <brendand> hey popey, what's your problem?
[08:54] <brendand> ...with running AP tests
[08:57] <popey> brendand: i detailed on the email
[09:06] <brendand> popey, did you do that on the very latest image, or was it possibly out of date?
[09:06] <popey> i flashed it 5 mins before doing the tests
[09:11] <popey> brendand: ubuntu-device-flash --channel=ubuntu-touch/vivid --wipe
[09:11] <popey> thats what i did
[09:14] <popey> so /23
[09:14] <popey> bah
[09:36] <dholbach> dpm, balloons, there's https://code.launchpad.net/~dholbach/ubuntu-devices-help/1424953/+merge/250725 now for the link issue (requiring the other branch to be landed first)
[09:48] <dpm> dholbach, looking now, thanks for the heads up
[09:48] <dholbach> dpm, no worries
[09:49] <JamesTait> Good morning all; happy Single Tasking Day! :-D
[09:50] <dpm> that doesn't exist here :)
[10:14] <dpm> dholbach, msgid "[Get in touch]({filename}get-in-touch.md)"
[10:14] <dpm> msgstr "[Kontakt]({filename}get-in-touch.md)"
[10:14] <dpm> on this change, what does filename get replaced to?
[10:15] <dpm> i.e. do you have an example?
[10:15] <dholbach> dpm, that I'm working on in a separate branch
[10:15] <dholbach> it'll have to be rewritten
[10:15] <dholbach> http://paste.ubuntu.com/10386644/ are the files currently in app/www after running 'make html'
[10:16] <dholbach> I was planning to use whatever the translation is and then replace           somepage.html       with       lang-xx-somepage.html
[10:18] <dpm> dholbach, I think for the online build it might be better to put the output pages under app/www/$LANG, with the same filename
[10:18] <dpm> I've looked at the diffs aand the code, and built the pages on the first MP
[10:18] <dpm> it all looks good to me
[10:19] <dholbach> it might look neater to have it all in separate directories, but I had problems with relative imports of our css/js
[10:20] <dholbach> that, plus the fix for lang=<..> (using some magic in the templates) didn't quite work
[10:21] <dholbach> but sure... I'll file a bug, so we can look at it separately
[10:23] <dholbach> dpm, would English go into app/www/en?
[10:24] <dholbach> and how about the original markdown docs?
[10:24] <dholbach> although, on second thoughts, they are less important, as apart from the English ones, they're generated on the fly
[10:24] <dpm> dholbach, probably en-US would be better, so that we can load en-GB translations and our British friends can talk about lorries and rubbish bins ;)
[10:24] <dholbach> ok
[10:33] <dpm> dholbach, ok, reviewed and made another suggestion for the file naming after the discussion above
[10:39] <popey> nik90: you know the autopilot tests for clock fail due to the location dialog appearing?
[10:39] <popey> I couldn't find a bug for it.
[10:40] <dholbach> dpm, ok
[10:40] <dholbach> dpm, can I still make this part of another merge proposal?
[10:40] <dholbach> or hang on...nevermind - let me all put it into one
[10:41] <dpm> dholbach, yeah, that's what I mentioned in the other comment I sent. Whichever way you think it makes sense
[10:41] <dpm> I've now reviewe both branches
[10:41] <dpm> good work
[10:43] <dholbach> dpm, ok, I'll work on bug 1425010 next now, but maybe it'd make sense to land the branches now, so it'll be easier for others to look at the branches
[10:44] <dholbach> the code is in better shape now then it was
[10:44] <dholbach> and I'll try to make the following MPs more targetted
[10:44] <dpm> dholbach, makes sense, thanks!
[10:44] <dholbach> ok
[11:33] <nik90> popey: yes I am aware of the autopilot failing. brendand proposed a MP for that at https://code.launchpad.net/~brendan-donegan/ubuntu-clock-app/disable_location_prompt/+merge/242682, however after going through the discussion there, it seems that QA wants some adjustments to be done upstream in the location service to make testing easier. As a result that MP
[11:33] <nik90> was marked as WIP.
[11:34] <nik90> https://code.launchpad.net/~brendan-donegan/ubuntu-clock-app/disable_location_prompt/+merge/242682/comments/599059
[11:37] <popey> nik90: thanks.
[11:37] <popey> nik90: the reason i ask is because we're supposed to gate new landings on AP, so if it fails AP it doesn't go in.
[11:37] <popey> nik90: this will be a problem for the clock if we can't resolve this test
[11:38] <nik90> oh
[11:39] <nik90> popey: I know that camera app also had this issue..I am not sure if they just patched it temporarily to pass AP. I will check with brendand if he is online
[11:39] <popey> filed a bug to track it.
[11:40] <popey> brendand: ^
[11:41] <brendand> popey, best person to talk to is probably iahmad or rhuddie
[11:41] <brendand> popey, they took it off my hands recently
[11:42] <popey> brendand: ok
[12:25] <brendand> popey, i tried adt-run and it works well here. the 404s seem to indicate ports.ubuntu.com is not accesible for you on the device, are you sure the network was fully functional at that time?
[12:27] <popey> brendand: pitti helped debug the issue. it's working now.
[12:52] <mivoligo> mzanetti: hi, I've just added tutorial images
[12:52] <mzanetti> mivoligo: hey, thanks
[12:52] <mzanetti> mivoligo: what was our conclusion?
[12:53] <mzanetti> mivoligo: to just show them when the user plays the first level for the first time?
[12:53] <mivoligo> mzanetti: we had no conclusion :) but I think we can go for that
[12:53] <mzanetti> ack
[12:55] <mivoligo> mzanetti: I've removed all that "top secret" stamps and added info about long press on the tower for more info
[12:56] <mzanetti> mivoligo: cool. will look at them soon
[12:57] <mivoligo> mzanetti: ok
[12:58] <mivoligo> mzanetti: what do you think about moving enemy destruction animation to levelpack so it could be levelpack specific?
[12:59] <mzanetti> mivoligo: yeah... I guess that's required
[13:01] <mivoligo> mzanetti: ok, I'm afk, if you'll have time you can also merge changes from "few-tower-improvements" branch
[13:04] <mzanetti> mivoligo: ok
[13:26] <ogra_> lol
[13:26] <ogra_> who did the german dekko translation ?
[13:27] <ogra_> looks a bit like google translate ...
[13:43] <dholbach> dpm, balloons, there's https://code.launchpad.net/~dholbach/ubuntu-devices-help/break-out-po4a-operations/+merge/250731 and https://code.launchpad.net/~dholbach/ubuntu-devices-help/rewrite-links/+merge/250743 now
[13:43] <dholbach> dpm, your input would be appreciated
[13:43] <dholbach> if we went for something like get-in-touch.en-us.html we'd be almost there
[13:45] <daker> beuno: hi, i just got something wired on myapps portal
[13:46] <daker> i submitted on new version, got redirected to https://myapps.developer.ubuntu.com/dev/click-apps/$APP_PK/upload/?comment=#submit
[13:46] <daker> then response was in plain text
[13:46] <daker> the*
[13:46] <beuno> pindonga, ^
[13:46] <beuno> matiasb, ^
[13:46] <pindonga> daker, what was the response?
[13:47]  * matiasb leaves this one to pindonga
[13:47]  * pindonga thinks this is fixed on staging, we just need to get it to prod, but asking for details to confirm
[13:49] <daker> pindonga: check PM
[13:49] <pindonga> ack
[13:50] <pindonga> daker, ouch, ok, that's not the one i had in mind
[13:50] <pindonga> will look into it
[13:50] <daker> pindonga: do you need more details before i refresh ?
[13:51] <pindonga> pm
[14:03] <dpm> dholbach, on https://code.launchpad.net/~dholbach/ubuntu-devices-help/rewrite-links/+merge/250743 - on your last comment do you mean it could be easy to change the MP to use the .$LANG.html naming scheme or are you advocating for doing it separately as part of bug 1425010 ?
[14:04] <dpm> if it's easy to change on the MP, I'd say to go for the new name already
[14:05] <dholbach> dpm, I'll play around with it and let you know
[14:05] <dholbach> dpm, I'm still figuring out how to tell pelican that we want the default name to be .en-us.html
[14:05] <dholbach> or app/www/en-us/index.html
[14:05] <dholbach> or whatever
[14:06] <dholbach> what we're doing isn't quite what pelican upstream had in mind :-)
[14:06] <dpm> dholbach, yeah, I'm still trying to figure out how to actually load the translated pages.
[14:06] <dholbach> cool
[14:06] <dpm> dholbach, the good news is that now I know how to detect the user's language from the app
[14:07] <dholbach> still I think we can merge both MPs (if we're happy with the code quality) and then take it from there - it should at least work now and have working links in the translations too
[14:07] <dholbach> I'll go with your order of preference from bug 1425010 and see what I can do
[14:07] <dholbach> the rewrite_links() code is just something we could use for verify_links() in the future then
[14:08] <ahayzen__> kenvandine, i figured out what the issue was :) ... when the Page with the Game and Scene inside was being created the height was temporarily 'infinite' as it was built and then there was a PhysicsEntity and Box that were bound to that height lol...i've fixed it by putting them in a Loader than is active once the Page has been loaded
[14:08] <kenvandine> cool
[14:08] <kenvandine> so you use a Page?
[14:09] <dpm> dholbach, ok, cool. Remember my suggestions in the bug are not set in stone, as unfortunately we still don't know how to load the translations. I know the "all in one dir, $LANG.html suffixes" will work for apache, but I don't know what the best approach for Pelican is
[14:09] <ahayzen__> kenvandine, yeah I have Window -> MainView -> PageStack -> Page -> Game -> Scene
[14:09] <dholbach> dpm, I'll play around with it too - one or the other is going to work :)
[14:09] <kenvandine> ahayzen__, why do you use a PageStack?
[14:09]  * dpm high-fives dholbach
[14:09] <dholbach> dpm, separate directories could be nicer maintenance-wise
[14:10] <kenvandine> i'd suggest doing MainView->Game->Scene
[14:10] <ahayzen__> kenvandine, like my settings and high score pages are pushed onto the stack
[14:10]  * dholbach hugs dpm :)
[14:10] <ahayzen__> kenvandine, Window -> MainView ...is to make it fullscreen :)
[14:10] <kenvandine> you can even make the settings and high scores pages into scenes
[14:10] <ahayzen__> kenvandine, i guess i could but thats how it is done at the moment
[14:12] <kenvandine> understood
[14:12] <kenvandine> ahayzen__, you can also do full screen without the window
[14:12] <kenvandine> what you have works of course :)
[14:12] <ahayzen__> kenvandine, in pure QML?
[14:12] <kenvandine> yeah
[14:12] <ahayzen__> how?
[14:12] <kenvandine> i do it in pathwind
[14:13] <ahayzen__> oh but you just go to Game {} and no MainView IIRC?
[14:14] <dholbach> dpm, don't hit me, but I think I'm going to go for a fake en_US.po translation and then see if I can write all translations to their right places - what do you think? :)
[14:14] <ahayzen__> kenvandine, is the new version faster as well? it 'feels' slightly different to the version i had before (the one from washington DC)
[14:15] <kenvandine> it should be lighter
[14:15] <kenvandine> since all the entities aren't qquickitems
[14:15] <ahayzen__> ah thats probably it
[14:15] <kenvandine> ahayzen__, oh... i have MainView->Page->Game->Scene
[14:15] <kenvandine> so i can force the orientation
[14:16] <ahayzen__> oh yeah lol
[14:16] <kenvandine> https://github.com/kenvandine/pathwind/blob/ubuntu/qml/ubuntu.qml
[14:16] <kenvandine> MainView->Page->OrientationHelper->Game
[14:16] <dpm> dholbach, I won't hit you yet :) Why do you need the extra en_US.po file?
[14:16]  * ahayzen__ can't wait for shell rotation to land
[14:17] <kenvandine> ahayzen__, i have ubuntu.qml as the main page for the ubuntu version
[14:17] <kenvandine> and main.qml as the main page for all other platforms
[14:17] <ahayzen__> interesting thanks :)
[14:17] <kenvandine> the only difference is the orientation helper
[14:17] <kenvandine> and MainView
[14:17] <dholbach> dpm, that way I could just write all documents for all available languages (including en-us), maybe even into pages/<lang>/file.md and then pelicanise them into .html
[14:18] <dholbach> dpm, right now we'd have   pages/index.md    and    pages/de/index.md   which is what broke the css/js imports
[14:18] <dholbach> (different directory levels)
[14:19] <kenvandine> ahayzen__, so your port to the latest bacon2d is done?
[14:19] <kenvandine> ahayzen__, i haven't even finished porting pathwind yet :)
[14:19] <dholbach> if we have www/{en-us,de,es,..}/<file.html> we could then add a www/index.html where we either offer a language selection, or do the redirect to the used language
[14:19] <ahayzen__> kenvandine, nearly just porting over the scene.running = false to the gameState stuff and then i'll see what my AP/QML tests think lol
[14:19] <kenvandine> it's mostly done... but i think i ran into a bug in the viewport
[14:20] <kenvandine> ahayzen__, cool, the gameState stuff should be cool
[14:20] <ahayzen__> hopefully :)
[14:20] <kenvandine> it'll pause your game automatically when it loses focus :)
[14:20] <kenvandine> and stop sprites, etc
[14:20] <dpm> dholbach, sounds good from that perspective, but I'm just wondering if we could somehow work around having to actually write and maintain a fake en_US.po file
[14:20] <dholbach> dpm, I'll see what I can do
[14:20] <kenvandine> and if you have audio, you can stop them from playing when it pauses
[14:21] <dholbach> dpm, I just thought that it'd be a fake step where I'd just copy over the .pot file
[14:21] <ahayzen__> thats pretty cool :)
[14:21] <dholbach> that way, the generation of .md files in their right places would be the same for every language
[14:21] <dpm> dholbach, ah, yeah, that might be easy
[14:21] <dholbach> dpm, I'll let you know :)
[14:21] <dpm> :-)
[14:22] <kenvandine> ahayzen__, you should be able to put up a resume button or something if you want, so when your game gets focus it's still paused
[14:22] <dholbach> at least we're making progress :)
[14:22] <ahayzen__> yeah the pause/resume works \o/
[14:22] <kenvandine> and let the user decide when to start again
[14:22] <kenvandine> woot
[14:22] <ahayzen__> i think my collide event is broken though
[14:22] <kenvandine> i thought that was much better than just a boolean
[14:23] <kenvandine> let me know if it's a bug in my side :)
[14:23] <dholbach> dpm, do you know by chance if there's a translation between gettext lang code and BCP-47 somewhere?
[14:23] <ahayzen__> no i'm still using the other.parent  thing
[14:23] <kenvandine> ah
[14:23] <kenvandine> good :)
[14:23] <dholbach> dpm, like maybe in python code somewhere? :)
[14:23] <kenvandine> target is your friend
[14:23] <dpm> dholbach, it would be extremely useful, but I don't think there is, at least last time I looked at it a few years ago
[14:24] <dholbach> ok, I'll have a look around
[14:55] <ahayzen__> kenvandine, so the AP tests pass \o/ .. but the QML tests fail due to the loss rate of the AI being slightly higher than before...interesting...
[14:56] <kenvandine> ahayzen__, higher?
[14:56] <kenvandine> odd
[14:56] <ahayzen__> kenvandine, probably because it is faster the AI doesn't get there in time... it is like ~10% more than before
[14:59] <popey> swordfish90: just the man!
[14:59] <popey> balloons: can you, me and swordfish90 sort out this terminal confusion? What needs to happen for this to land? https://code.launchpad.net/~flscogna/ubuntu-terminal-app/json-keyboard-profiles/+merge/249754
[15:00] <swordfish90> popey, Here I am :D ...
[15:05] <swordfish90> popey, there is also the other branch which was pushed Friday: https://code.launchpad.net/~flscogna/ubuntu-terminal-app/fix-1423536
[15:05]  * popey looks
[15:05] <popey> swordfish90: which also fails, i suspect because it's running the wrong tests - trying to do a long press to reveal the circle menu, but getting the copy/paste dialog
[15:06] <popey> yes... http://<IP_ADDRESS>:8080/job/generic-mediumtests-utopic/2062/testReport/ubuntu_terminal_app.tests.test_terminal/
[15:06] <popey> "ubuntu_terminal_app.tests.test_terminal.TestMainWindow.test_circle_menu_shows "
[15:06] <popey> no reason that test should be run
[15:06] <swordfish90> popey, We still have the old terminal tests, that's why everything is failing :D ...
[15:07] <popey> right, we need to disable / remove them then.
[15:07] <popey> (and replace with super new ones of course)
[15:07] <popey> nothing can land till that passes
[15:09] <popey> swordfish90: so a new merge is needed which disables old tests, which will allow us to land the other two
[15:09] <popey> then a bug filed for new tests to be created, and a call for someone to make those tests
[15:11] <dpm> mhall119, http://pad.ubuntu.com/ApiDocPackages
[15:18] <dpm> mhall119, just seen your comments. Can you expand on the format of docs you need?
[15:19] <popey> swordfish90: did you see my comments before you pinged out?
[15:19] <swordfish90> popey, nope... Sorry, I have a terrible connection today...
[15:19] <mhall119> dpm: dbarth's team had yuidocs that described the HTML tags and Javascript APIs that HTML5 app devs would use
[15:19] <mhall119> those are the docs I need
[15:20] <popey> swordfish90: http://paste.ubuntu.com/10390625/
[15:20] <mhall119> publishing QML or C++ API bindings won't help HTML5 devs
[15:20] <dpm> mhall119, oh, gotcha. I misunderstood the fact that all those were for HTML5
[15:21] <dpm> ok, back to the drawing board
[15:21] <swordfish90> popey, very well... I'll probably do that tonight.
[15:21] <batopa> hi, is there anyone that develop using html5 sdk?
[15:22] <mhall119> batopa: there are some, yes, I don't know specifically who
[15:23] <mhall119> batopa: but you can ask your questions here if you have some, and people will answer if they can
[15:23] <mhall119> you might also try #ubuntu-webapps, where some of the developers of the HTML5 SDK also hang out
[15:24] <batopa> thanks mhall119
[15:25] <batopa> I'm starting to look at html5 sdk but I don't find all widget mentioned in https://design.ubuntu.com/apps/building-blocks/header
[15:26] <batopa> it seems that html5 sdk is further back respect to qml sdk. Is it right?
[15:26] <popey> swordfish90: awesome, thanks
[15:34] <mhall119> batopa: there are some things in QML that aren't in HTML5, yes, whether that's because it's development is further back, or because the use case is better served by something else in HTML5, depends on the API
[16:06] <rpadovani> swordfish90, ducc.it, will you join us? :-)
[16:07] <swordfish90> rpadovani, Yes I will! :D ...
[16:10] <rpadovani> \o/
[16:31] <ahayzen__> kenvandine, hey i get this when trying to install the template via your PPA ... qtcreator-template-bacon2d : Depends: qtcreator-plugin-ubuntu-common (>= 3.1.1+15.04.20141212) but 3.1.1+15.04.20141117.2-0ubuntu5 is to be installed
[16:32] <ahayzen__> kenvandine, it looks like the package in your PPA for qtcreator-plugin-ubuntu-common is out of date? https://launchpad.net/~bacon2d-team/+archive/ubuntu/ppa
[16:32] <kenvandine> oh... for utopic?
[16:32] <kenvandine> i should just make that PPA depend on the sdk team ppa
[16:32] <ahayzen__> yup
[16:33] <ahayzen__> which SDK PPA would I need?
[16:34] <kenvandine> ppa:ubuntu-sdk-team/ppa
[16:34] <kenvandine> but...
[16:34] <kenvandine> i just made the bacon2d release PPA depend on it
[16:35] <ahayzen__> cool i'll try that
[16:35] <kenvandine> i guess that doesn't mean you automatically get it though
[16:40] <ahayzen__> kenvandine, yeah i've got the template now \o/
[16:40] <kenvandine> cool
[16:42] <kenvandine> ahayzen__, i updated the PPA description pointing to the sdk team ppa
[16:42] <ahayzen__> kenvandine, cool :)
[16:45] <dholbach> balloons, dpm: about to head out for today - I posted the code I have in a merge proposal - it's not a complete fix yet, but I wanted to put it out there, so you can take a look or work some more on the app, if you want
[16:45] <balloons> dholbach, ack. I got caught up in this autopilot mess
[16:46] <dholbach> no worries
[17:37] <mrqtros> popey ping
[18:18] <mrqtros> popey ping
[18:41] <AskUbuntu> Software center crashes on Ubuntu 14.04 | http://askubuntu.com/q/589435
[21:27] <ahayzen__> kenvandine, ping
[21:31] <kenvandine> ahayzen__, pong
[21:32] <ahayzen__> kenvandine, is there an easy way of getting the centre point of a spinning Circle Entity easily? or am i going to have to use trig? ... i think this is what is causing the AI/some UI hints to be a bit fuggerly as the x pos moves around as it spins
[21:33] <kenvandine> there is actually
[21:34] <kenvandine> one sec
[21:34] <ahayzen__> ooo thanks
[21:35] <kenvandine> this is an entity with a body right?
[21:36] <ahayzen__> at the moment it is a PhysicsEntity with a Circle as the fixture
[21:36] <ahayzen__> but it could change ;)
[21:36] <kenvandine> and you want the position reported by the physics world
[21:36] <kenvandine> i think
[21:36] <kenvandine> not relative coordinates?
[21:36] <ahayzen__> yeah ... i think either would probably be fine as long as it is centre not the 'top left corner' ;)
[21:37] <kenvandine> it's either getWorldCenter()
[21:37] <kenvandine> or getLocalCenter()
[21:37] <kenvandine> on PhysicsEntity
[21:37] <ahayzen__> oh awesome thanks :)
[21:37] <kenvandine> i think getWorldCenter()
[21:37] <kenvandine> returns QPointF
[21:37] <kenvandine> to the center of the body as reported to the box2d world
[21:38] <kenvandine> one of the many bits of the API that need docs :)
[21:38] <ahayzen__> heh
[21:39] <ahayzen__> hopefully that'll mean i can ignore my trigonometry diagrams :)
[21:39] <kenvandine> http://www.box2d.org/manual.html
[21:39] <kenvandine> if in doubt about some of the functions we have that have no doc strings
[21:39] <ahayzen__> thanks :)
[21:40] <kenvandine> they map to internal box2d functions
[21:40] <ahayzen__> yeah getWorldCenter() looks about right
[21:40] <kenvandine> lots of useful functions there
[21:41] <kenvandine> that we don't have docstrings for :)
[21:41] <kenvandine> mostly because i'm not confident I completely understand them :)
[21:41] <kenvandine> ahayzen__, so if you gain confidence, you can also write a docstring for the function :)
[21:42] <ahayzen__> hehe mean gain confidence ;)
[21:42] <ahayzen__> *me
[21:42] <ahayzen__> how are the QMLTests coming along?
[21:44] <ahayzen__> kenvandine, and that getWorldCenter() has definitely fixed the issue :)
[21:49] <kenvandine> woot
[21:49] <kenvandine> i need to write more :)
[21:49] <kenvandine> we have a dozen or so
[23:37] <DiogoF> Hey guys
[23:37] <DiogoF> Can some one tell me how to use 3d for ubuntu touch games??


[01:50] <tramm> reported my problem as https://bugs.launchpad.net/unity/+bug/904040
[09:13] <kamstrup> Kaleo: good morning dude - any way I can get you to check https://code.launchpad.net/~kamstrup/bamf-qt/fixes-for-jhbuild/+merge/85614 soonish?
[09:13] <kamstrup> if I get too many branches floating out there trying to get u2d build under jhbuild I'llgo insane :-)
[11:22] <Kaleo> kamstrup: sorry for the delay, let's have a quick look
[11:23] <kamstrup> Kaleo: great, np
[11:24] <Kaleo> kamstrup: hmmm it looks like removing a feature that oSoMoN added
[11:24] <Kaleo> oSoMoN: do you have an opinion on https://code.launchpad.net/~kamstrup/bamf-qt/fixes-for-jhbuild/+merge/85614 ?
[11:25] <oSoMoN> Kaleo, kamstrup: yeah, it undoes something that was contributed last week, so it cannot be merged as is
[11:26] <Kaleo> kamstrup: that stuff breaks in the jhbuild?
[11:26] <oSoMoN> kamstrup: see the rationale at https://code.launchpad.net/~ballogy/bamf-qt/fix-imports-dir-location/+merge/83248
[11:29]  * kamstrup looking
[11:32] <kamstrup> it gives some weird errors... CMakeCache.txt lists the QT_IMPORTS_DIR variable as uninitialized even though it's set to /home/kamstrup/unity/install/lib/qt4/importds
[11:32] <kamstrup> imports
[11:32] <kamstrup> and it tries to install into /usr, which of course is not the game jhbuild plays :-)
[11:34] <kamstrup> it is also not how dee-qt does it, so I'd assume dee-qt needs the same patching to make Arch devs happy?
[11:34] <kamstrup> oSoMoN, Kaleo: ?^^
[11:35] <oSoMoN> kamstrup: yeah, the arch contributor is working on it afaik
[11:35] <oSoMoN> kamstrup: though I agree that ideally the destination dir should be a relative path to make jhbuild (and possibly other build systems) happy, not an absolute path
[11:36] <oSoMoN> kamstrup: maybe we can trim the leading part of QT_IMPORTS_DIR to make it relative?
[11:39] <kamstrup> oSoMoN: it looks like we're simply overriding QT_INSTALL_IMPORTS if it's set on the command line... maybe that's the real issue
[11:39] <kamstrup> I don't have problems setting -DQT_INSTALL_IMPORTS=foobar on the cmake command line
[11:48] <oSoMoN> kamstrup: I’m not sure what a good solution would be, but in any case we must make sure that it doesn’t break the build on arch, otherwise that would make a contributor unhappy
[11:48] <kamstrup> indeed
[12:18] <kamstrup> oSoMoN, Kaleo: pushed a new patch for https://code.launchpad.net/~kamstrup/bamf-qt/fixes-for-jhbuild/+merge/85614 that should respect the old behaviour
[12:18] <Kaleo> kamstrup: makes a lot of sense
[12:21] <oSoMoN> kamstrup: the comment should be updated though, it is misleading
[12:22] <kamstrup> oSoMoN: probably :-) I did not understand the problem it described just assumed that cmake/qt gurus did :-)
[12:22] <kamstrup> so i'll need a ghost writer :-)
[12:22] <oSoMoN> kamstrup: there’s a bug report that describes the issue
[12:23] <oSoMoN> kamstrup: https://bugs.launchpad.net/ubuntu/+source/cmake/+bug/894805
[12:24] <oSoMoN> kamstrup: also, a comment to explain that the imports dir can be overridden by setting -DQT_IMPORTS_DIR on the cmake command line would be welcome
[12:25] <kamstrup> oSoMoN: k, i'll put a link to the bug in there
[12:26] <oSoMoN> thinking about it, if it can be overridden on the command line, it kind of renders the other code path useless, unless the arch packager can’t override the parameters passed to cmake?
[12:30] <kamstrup> well, I think it makes sense to try and do the right thing by default
[12:30] <kamstrup> it just so happens that jhbuild is kinda non-standard in the installation paths
[13:31] <andyrock> hi all
[14:42] <kamstrup> kenvandine: hi - there'll be a slight break in the DeeFilterModel API in the upcoming dee-1.0
[14:43] <kamstrup> needed to make GI work properly, and mem management not very weird :-)
[14:43] <kamstrup> but only very slight
[14:43] <kamstrup> good news is that it'll work in Python as well
[14:43] <kenvandine> kamstrup, thx for the heads up :)
[14:43] <kenvandine> that is good
[14:43] <kamstrup> and hopefully adding some minor optimizations
[14:44] <kamstrup> sure, just wanted to warn you before you go "wtf!" :-)
[14:44] <kenvandine> kamstrup, :)
[14:45] <kenvandine> kamstrup, by the way, sorting got faster with the new glib :)
[14:45] <kenvandine> ~30% improvement
[14:45] <kamstrup> wow!
[14:45] <kamstrup> I wonder what happened :-)
[14:46] <kenvandine> i think they removed some hacks related to locale
[18:10] <itism3> hello
[18:13] <itism3> i just installed apache php and mysql on ubuntu 11.04 after i restart i got ubuntu-classic instread of unity. what happen?
[18:13] <drunk_rambler> needed help on getting started with papercuts projects
[19:35] <htorque> unity build fails: http://paste.ubuntu.com/770413/ → am i doing something wrong? if i replace 'g_thread_init' with 'g_type_init' it seems to work fine.


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