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From: klaas.holwerda <kho...@xs...> - 2006-12-17 14:23:16
|
Francesco Montorsi wrote: > I agree. > > I also think that having a stock dialog for running wxLua scripts and > maybe debug them would be very nice. Yep, i think it will make things much easier for new users which want to integrate wxLua in there app. Especially if the wxluacan shows them how to do it. With debug the scripts and stepping through your own scripts, what more does one want. > Unfortunately I don't really know > much about wxLua internals and wxStEdit, so here it is my dumb question: > do such things need wxStEdit? wouldn't it be possible to add such things > to "wxlua" module _without_ making it depending on wxStEdit? > A simplified version i think. > If it's really required, maybe we could still add it to wxlua module and > then use wxDynamicLibrary stuff to open wxstedit.dll at runtime, if present. > Better if its available use it, and else fall back on a simpled text control. But i don't know is this is possible at all. >> > I'm now get used to KATE. It's great I think. > My other favorite ;-) And the same editor component is used in krusader. Klaas |
From: Francesco M. <f18...@ya...> - 2006-12-17 14:21:53
|
Hakki Dogusan ha scritto: > Hi, > > Francesco Montorsi wrote: >> Hi all, >> i've added a file under distrib\announce.txt which lists the places where to >> post the info about the new wxLua release and also the announcement text for it. >> >> Any comments/suggestions gladly accepted, >> Francesco >> > > Info at LuaAddons would be changed? > > # [wxLua] (5.0) - a blend of Lua and wxWidgets. has its own IDE with a > debugger. The IDE is written in wxLua. > > (5.0) -> (5.1) > +Has a binding generator written in Lua > +Usable as module sure, good idea. I've done it now. Thanks for the tip. > Don't know but, if luaforge allows projects hosted elsewhere, > it would be good to have a project there? wxLua is already subscribed at LuaForge: http://luaforge.net/projects/wxlua/ ;) Thanks, Francesco |
From: Hakki D. <dog...@tr...> - 2006-12-17 13:46:54
|
Hi, Francesco Montorsi wrote: > Hakki Dogusan ha scritto: [snip] > >> ps. I was reported this before but.. >> DependencyWalker shows following for wx.dll: >> >> WX.DLL >> - LUA5.1.DLL (lua_getfield) >> - WXLUA_MSW28_WXBIND.DLL >> --- WXLUA_MSW28_LUA.DLL >> --- WXLUA_MSW28_WXLUA.DLL >> --- WXMSW28_GCC_DS.DLL >> - WXLUA_MSW28_WXLUA.DLL >> --- WXLUA_MSW28_LUA.DLL >> --- WXMSW28_GCC_DS.DLL >> - WXMSW28_GCC_DS.DLL >> >> Could it be possible to have only lua5.1.dll dependency >> for wx.dll module configuration? Something like: >> >> WX.DLL >> - LUA5.1.DLL >> - WXLUA_MSW28_WXBIND.DLL >> --- LUA5.1.DLL >> --- WXLUA_MSW28_WXLUA.DLL >> --- WXMSW28_GCC_DS.DLL >> - WXLUA_MSW28_WXLUA.DLL >> --- LUA5.1.DLL >> --- WXMSW28_GCC_DS.DLL >> - WXMSW28_GCC_DS.DLL > Absolutely: if we want to have wx.dll as a good Lua module we need to > build instead of WXLUA_MSW28_WXLUA.DLL a LUA5.1.DLL. That's exactly what > I say in "wxLua module" thread. > Yes. You did. Sorry. > This has the side effect of replacing any user's lua5.1 library when > doing "make install" but I think this is really not worth the extra the > dependency which wx.dll currently has. > > Francesco > It may be a radical change but, what about making lua as -weak- requirement? - if user already has lua installed use it, install only wxLua - otherwise build and install lua and wxLua ps. I never use "make install" on windows. -- Regards, Hakki Dogusan |
From: Hakki D. <dog...@tr...> - 2006-12-17 13:18:55
|
Hi, Francesco Montorsi wrote: > Hi all, > i've added a file under distrib\announce.txt which lists the places where to > post the info about the new wxLua release and also the announcement text for it. > > Any comments/suggestions gladly accepted, > Francesco > Info at LuaAddons would be changed? # [wxLua] (5.0) - a blend of Lua and wxWidgets. has its own IDE with a debugger. The IDE is written in wxLua. (5.0) -> (5.1) +Has a binding generator written in Lua +Usable as module Don't know but, if luaforge allows projects hosted elsewhere, it would be good to have a project there? -- Regards, Hakki Dogusan |
From: Francesco M. <f18...@ya...> - 2006-12-17 13:11:32
|
Hakki Dogusan ha scritto: >> 2) do a make clean in wxLua and then retry. >> > > - did a make clean > - compiled with > F:\a_C\wxLua\build\msw>mingw32-make -fmakefile.gcc SHARED=1 > WX_MONOLITHIC=1 WX_SHARED=1 BUILD=release > > - build stopped with ld error; couldn't find liblua5.1.a yes, that's related to my other thread "wxLua module"... > - copied it manually to wxLua\lib\gcc_dll > - build finished OK. good > ps. I was reported this before but.. > DependencyWalker shows following for wx.dll: > > WX.DLL > - LUA5.1.DLL (lua_getfield) > - WXLUA_MSW28_WXBIND.DLL > --- WXLUA_MSW28_LUA.DLL > --- WXLUA_MSW28_WXLUA.DLL > --- WXMSW28_GCC_DS.DLL > - WXLUA_MSW28_WXLUA.DLL > --- WXLUA_MSW28_LUA.DLL > --- WXMSW28_GCC_DS.DLL > - WXMSW28_GCC_DS.DLL > > Could it be possible to have only lua5.1.dll dependency > for wx.dll module configuration? Something like: > > WX.DLL > - LUA5.1.DLL > - WXLUA_MSW28_WXBIND.DLL > --- LUA5.1.DLL > --- WXLUA_MSW28_WXLUA.DLL > --- WXMSW28_GCC_DS.DLL > - WXLUA_MSW28_WXLUA.DLL > --- LUA5.1.DLL > --- WXMSW28_GCC_DS.DLL > - WXMSW28_GCC_DS.DLL Absolutely: if we want to have wx.dll as a good Lua module we need to build instead of WXLUA_MSW28_WXLUA.DLL a LUA5.1.DLL. That's exactly what I say in "wxLua module" thread. This has the side effect of replacing any user's lua5.1 library when doing "make install" but I think this is really not worth the extra the dependency which wx.dll currently has. Francesco |
From: Hakki D. <dog...@tr...> - 2006-12-17 12:49:13
|
Hi, Francesco Montorsi wrote: > Hakki Dogusan ha scritto: >> Hi, [snip] >> Funny... >> >> I did a cvs update, then continue to compile.. >> Then send the above message. >> >> Meanwhile, Francesco were committing his changes :) > right ;) > > >> Now building ends with: >> >> (mingw32-make -fmakefile.gcc WX_VERSION=28 WX_MONOLITHIC=1 SHARED=1 >> WX_SHARED=1 BUILD=release) >> >> >> g++ -c -o gccdll\wxbind_dll_config.o >> -I..\..\..\modules\wxbind\setup >> -DHAVE_W32API_H >> -D__WXMSW__ >> -IF:\WX\lib\gcc_dll\msw >> -IF:\WX\include -DWXUSINGDLL >> -O2 -I..\..\..\modules >> -I.\..\..\.. >> -IF:\WX\contrib\include >> -DWXMAKINGDLL_WXBIND >> -MT >> gccdll\wxbind_dll_config.o >> -MFgccdll\wxbind_dll_config.o.d >> -MD >> .../../wxbind/src/config.cpp >> In file included from F:/WX/include/wx/wx.h:55, >> from ../../wxbind/src/config.cpp:15: >> F:/WX/include/wx/menu.h: In member function `#`qual_union_type' not >> supported by dump_decl#<declaration error>': >> F:/WX/include/wx/menu.h:36: internal compiler error: in >> aggregate_value_p, at function.c:4264 >> Please submit a full bug report, >> with preprocessed source if appropriate. >> See <URL:http://www.mingw.org/bugs.shtml> for instructions. >> mingw32-make[1]: *** [gccdll\wxbind_dll_config.o] Error 1 >> mingw32-make[1]: Leaving directory `F:/a_C/wxLua/modules/build/msw' >> mingw32-make: *** [modules] Error 2 > hmmm, I'm going to test mingw ASAP; in the meanwhile I suggest you to: > > 1) verify that you can compile&link a wx sample using that config F:\wx\samples\minimal>mingw32-make -fmakefile.gcc BUILD=release SHARED=1 MONOLITHIC=1 Builds OK. > 2) do a make clean in wxLua and then retry. > - did a make clean - compiled with F:\a_C\wxLua\build\msw>mingw32-make -fmakefile.gcc SHARED=1 WX_MONOLITHIC=1 WX_SHARED=1 BUILD=release - build stopped with ld error; couldn't find liblua5.1.a - copied it manually to wxLua\lib\gcc_dll - build finished OK. Thanks. > > Francesco > > ps. I was reported this before but.. DependencyWalker shows following for wx.dll: WX.DLL - LUA5.1.DLL (lua_getfield) - WXLUA_MSW28_WXBIND.DLL --- WXLUA_MSW28_LUA.DLL --- WXLUA_MSW28_WXLUA.DLL --- WXMSW28_GCC_DS.DLL - WXLUA_MSW28_WXLUA.DLL --- WXLUA_MSW28_LUA.DLL --- WXMSW28_GCC_DS.DLL - WXMSW28_GCC_DS.DLL Could it be possible to have only lua5.1.dll dependency for wx.dll module configuration? Something like: WX.DLL - LUA5.1.DLL - WXLUA_MSW28_WXBIND.DLL --- LUA5.1.DLL --- WXLUA_MSW28_WXLUA.DLL --- WXMSW28_GCC_DS.DLL - WXLUA_MSW28_WXLUA.DLL --- LUA5.1.DLL --- WXMSW28_GCC_DS.DLL - WXMSW28_GCC_DS.DLL -- Regards, Hakki Dogusan |
From: Francesco M. <f18...@ya...> - 2006-12-17 12:06:15
|
Hi all, i've added a file under distrib\announce.txt which lists the places where to post the info about the new wxLua release and also the announcement text for it. Any comments/suggestions gladly accepted, Francesco |
From: Francesco M. <f18...@ya...> - 2006-12-17 11:48:10
|
Francesco Montorsi ha scritto: > 2) renamed lua5.1 library built by wxLua to libwxlua_gtk2d_lua-2.8.a; > that is, to a lib which follows wxLua naming conventions. This is more > coherent with the way we call the (vanilla) lua intepreter which we > build: wxlua-lua. That is, if we care about not replacing the > system-wide "lua" executable, we should care also about not replacing > the system-wide "lua5.1" library. > > I don't remember why we decided to call our verbatim lua library > "lua5.1"... do you see anything wrong with calling it using our naming > convention? Ok, I now remember why we decided to call it lua5.1; the wx.dll module we build from modules\luamodule is coinceived to be used as any other Lua module. I.e. it must be linked against a DLL/DSO named "lua5.1" not "wxlua_msw28_lua". So, I think we have no other choice that making our "lua" module build a library named lua5.1 and then install it in standard paths, eventually overwriting the preexisting one. This should not be a big problem since the name is versioned and we're using vanilla lua now. It may just be a problem if someone modified lua and thus has in system paths a custom version (but this is a bad practice anyway; that user should consider to name its custom library in some other way). Do you agree with this change? Once we get this up and running I think we should also 1) add our "wx" module to this list: http://lua-users.org/wiki/LuaBinaryModules (look at the end) 2) publish in the next release a single .ZIP download which contains only the wxLua+wxWidgets DLLs + wx.dll module; so that users could just unzip them and start using wx.dll module as for any other lua module. Francesco |
From: Francesco M. <f18...@ya...> - 2006-12-17 11:35:32
|
Hakki Dogusan ha scritto: > Hi, > > Hakki Dogusan wrote: >> Hi, >> >> John Labenski wrote: >>> Everything else seems great, I'm using VC 2003 and nmake.exe and both >>> release and debug work even with the wxStEditor lib! >>> >>> But, for SHARED=1 the paths for the dlls are >>> ..\..\lib\wxmsw_msw26_wxlua.dll >>> but should be >>> ..\..\..\lib\[vc_dll]\wxmsw_msw26_wxlua.dll >>> >> [snip] >> >> FYI, >> >> (cvs 2006-12-17, wx2.8, winxp) >> >> I tried with mingw: >> mingw32-make -fmakefile.gcc WX_VERSION=28 WX_MONOLITHIC=1 SHARED=1 >> >> It gives: >> F:\mingw\BIN\..\lib\gcc\mingw32\3.4.5\..\..\..\..\mingw32\bin\ld.exe: >> cannot open output file ..\..\lib\wxlua_msw28d_lua.dll: No such file or >> directory collect2: ld returned 1 exit status >> mingw32-make[1]: *** [..\..\lib\wxlua_msw28d_lua.dll] Error 1 >> mingw32-make[1]: Leaving directory `F:/a_C/wxLua/modules/build/msw' >> mingw32-make: *** [modules] Error 2 >> >> >> Since, I had similar results with modified (as your's but with gcc_dll) >> makefile.gcc with a recent cvs, I didn't try it again. >> >> There is no problem in SHARED=0 configuration. >> >> > > Funny... > > I did a cvs update, then continue to compile.. > Then send the above message. > > Meanwhile, Francesco were committing his changes :) right ;) > Now building ends with: > > (mingw32-make -fmakefile.gcc WX_VERSION=28 WX_MONOLITHIC=1 SHARED=1 > WX_SHARED=1 BUILD=release) > > > g++ -c -o gccdll\wxbind_dll_config.o > -I..\..\..\modules\wxbind\setup > -DHAVE_W32API_H > -D__WXMSW__ > -IF:\WX\lib\gcc_dll\msw > -IF:\WX\include -DWXUSINGDLL > -O2 -I..\..\..\modules > -I.\..\..\.. > -IF:\WX\contrib\include > -DWXMAKINGDLL_WXBIND > -MT > gccdll\wxbind_dll_config.o > -MFgccdll\wxbind_dll_config.o.d > -MD > .../../wxbind/src/config.cpp > In file included from F:/WX/include/wx/wx.h:55, > from ../../wxbind/src/config.cpp:15: > F:/WX/include/wx/menu.h: In member function `#`qual_union_type' not > supported by dump_decl#<declaration error>': > F:/WX/include/wx/menu.h:36: internal compiler error: in > aggregate_value_p, at function.c:4264 > Please submit a full bug report, > with preprocessed source if appropriate. > See <URL:http://www.mingw.org/bugs.shtml> for instructions. > mingw32-make[1]: *** [gccdll\wxbind_dll_config.o] Error 1 > mingw32-make[1]: Leaving directory `F:/a_C/wxLua/modules/build/msw' > mingw32-make: *** [modules] Error 2 hmmm, I'm going to test mingw ASAP; in the meanwhile I suggest you to: 1) verify that you can compile&link a wx sample using that config 2) do a make clean in wxLua and then retry. Francesco |
From: Hakki D. <dog...@tr...> - 2006-12-17 11:24:02
|
Hi, Hakki Dogusan wrote: > Hi, > > John Labenski wrote: >> Everything else seems great, I'm using VC 2003 and nmake.exe and both >> release and debug work even with the wxStEditor lib! >> >> But, for SHARED=1 the paths for the dlls are >> ..\..\lib\wxmsw_msw26_wxlua.dll >> but should be >> ..\..\..\lib\[vc_dll]\wxmsw_msw26_wxlua.dll >> > [snip] > > FYI, > > (cvs 2006-12-17, wx2.8, winxp) > > I tried with mingw: > mingw32-make -fmakefile.gcc WX_VERSION=28 WX_MONOLITHIC=1 SHARED=1 > > It gives: > F:\mingw\BIN\..\lib\gcc\mingw32\3.4.5\..\..\..\..\mingw32\bin\ld.exe: > cannot open output file ..\..\lib\wxlua_msw28d_lua.dll: No such file or > directory collect2: ld returned 1 exit status > mingw32-make[1]: *** [..\..\lib\wxlua_msw28d_lua.dll] Error 1 > mingw32-make[1]: Leaving directory `F:/a_C/wxLua/modules/build/msw' > mingw32-make: *** [modules] Error 2 > > > Since, I had similar results with modified (as your's but with gcc_dll) > makefile.gcc with a recent cvs, I didn't try it again. > > There is no problem in SHARED=0 configuration. > > Funny... I did a cvs update, then continue to compile.. Then send the above message. Meanwhile, Francesco were committing his changes :) Now building ends with: (mingw32-make -fmakefile.gcc WX_VERSION=28 WX_MONOLITHIC=1 SHARED=1 WX_SHARED=1 BUILD=release) g++ -c -o gccdll\wxbind_dll_config.o -I..\..\..\modules\wxbind\setup -DHAVE_W32API_H -D__WXMSW__ -IF:\WX\lib\gcc_dll\msw -IF:\WX\include -DWXUSINGDLL -O2 -I..\..\..\modules -I.\..\..\.. -IF:\WX\contrib\include -DWXMAKINGDLL_WXBIND -MT gccdll\wxbind_dll_config.o -MFgccdll\wxbind_dll_config.o.d -MD ../../wxbind/src/config.cpp In file included from F:/WX/include/wx/wx.h:55, from ../../wxbind/src/config.cpp:15: F:/WX/include/wx/menu.h: In member function `#`qual_union_type' not supported by dump_decl#<declaration error>': F:/WX/include/wx/menu.h:36: internal compiler error: in aggregate_value_p, at function.c:4264 Please submit a full bug report, with preprocessed source if appropriate. See <URL:http://www.mingw.org/bugs.shtml> for instructions. mingw32-make[1]: *** [gccdll\wxbind_dll_config.o] Error 1 mingw32-make[1]: Leaving directory `F:/a_C/wxLua/modules/build/msw' mingw32-make: *** [modules] Error 2 -- Regards, Hakki Dogusan |
From: Francesco M. <f18...@ya...> - 2006-12-17 11:15:19
|
klaas.holwerda ha scritto: >> What about just adding the path $(WXLUA) to your include path and then >> include this in the header >> #include "apps/wxluaedit/src/wxledit.h" >> and this in the cpp file >> #include "apps/wxluaedit/src/wxledit.cpp" >> > In that case better copy, since how will users understand such things. > Currently i do already set WXLUA (after installing), just to get to the > script for generating the bindings. > This is part of the Cmake files. But not needed, if using a released > distribution, so acceptable. > But asking users to have wxLua installed, and the wxLua source to get to > the two wxledit files, is a bit to much. I agree. I also think that having a stock dialog for running wxLua scripts and maybe debug them would be very nice. Unfortunately I don't really know much about wxLua internals and wxStEdit, so here it is my dumb question: do such things need wxStEdit? wouldn't it be possible to add such things to "wxlua" module _without_ making it depending on wxStEdit? If it's really required, maybe we could still add it to wxlua module and then use wxDynamicLibrary stuff to open wxstedit.dll at runtime, if present. >> It's a little unconventional, but will easily work. The only thing is >> that it won't work if you install wxlua to a system directory? Do you >> do that? >> > Yes, that i always do. I always do that, too ;) >> On the code editor standpoint, I haven't found good one for Linux. I >> just use my editor in the modules directory to load all the files. >> $wxStEdit -r *.h *.cpp & >> > You should have a look at krusader, almost the same as windows commander > on windows. > I use it for almost anything (edit, search, pack, browse dirs.). I'm now get used to KATE. It's great I think. Just my 2 cents, Francesco |
From: Hakki D. <dog...@tr...> - 2006-12-17 11:04:26
|
Hi, John Labenski wrote: > Everything else seems great, I'm using VC 2003 and nmake.exe and both > release and debug work even with the wxStEditor lib! > > But, for SHARED=1 the paths for the dlls are > ..\..\lib\wxmsw_msw26_wxlua.dll > but should be > ..\..\..\lib\[vc_dll]\wxmsw_msw26_wxlua.dll > [snip] FYI, (cvs 2006-12-17, wx2.8, winxp) I tried with mingw: mingw32-make -fmakefile.gcc WX_VERSION=28 WX_MONOLITHIC=1 SHARED=1 It gives: F:\mingw\BIN\..\lib\gcc\mingw32\3.4.5\..\..\..\..\mingw32\bin\ld.exe: cannot open output file ..\..\lib\wxlua_msw28d_lua.dll: No such file or directory collect2: ld returned 1 exit status mingw32-make[1]: *** [..\..\lib\wxlua_msw28d_lua.dll] Error 1 mingw32-make[1]: Leaving directory `F:/a_C/wxLua/modules/build/msw' mingw32-make: *** [modules] Error 2 Since, I had similar results with modified (as your's but with gcc_dll) makefile.gcc with a recent cvs, I didn't try it again. There is no problem in SHARED=0 configuration. -- Regards, Hakki Dogusan |
From: Francesco M. <f18...@ya...> - 2006-12-17 11:00:09
|
klaas.holwerda ha scritto: > John Labenski wrote: >> Everything else seems great, > It does, every day its better :-) >> I'm using VC 2003 and nmake.exe and both >> release and debug work even with the wxStEditor lib! >> > Yep. just setting WXSTEDIT as env., where would we be without Francesco :-) Thanks ;) > > Should we change the default to 2.8 now? In the makefiles i mean. right, I've done it and committed. >> Grrrr :/ >> > WX_PRESETS i think Francesco has nightmares around this word :-) I just hope that all my work won't be rejected with a "it doesn't make sense" short sentence as it was 2-3 years ago (but I admit that at that time my patch was a bit messy). Francesco |
From: Francesco M. <f18...@ya...> - 2006-12-17 10:59:57
|
Hi all|Anders Björklund, is anyone out there using wxLua on a mac? We would be glad to publish new wxLua screenshots for wxMac, and to fix any problem with mac-bundling, if there's any, before 2.8.0.0 Thanks! Francesco |
From: Francesco M. <f18...@ya...> - 2006-12-17 10:53:59
|
John Labenski ha scritto: > Everything else seems great, I'm using VC 2003 and nmake.exe and both > release and debug work even with the wxStEditor lib! great! > But, for SHARED=1 the paths for the dlls are > ..\..\lib\wxmsw_msw26_wxlua.dll > but should be > ..\..\..\lib\[vc_dll]\wxmsw_msw26_wxlua.dll > > Also, I see in the changelog that lib\vc_dll is now only \lib, see > line 305 here. > http://wxlua.cvs.sourceforge.net/wxlua/wxLua/modules/build/msw/makefile.vc?r1=1.53&r2=1.54 > > I can't find the change to common.bkl? that caused this. I did a dummy change which removed vc_dll; fixed now, sorry. > wxWidgets seems to build it's libs in only > lib/vc_lib for all lib builds release, debug, unicode > lib/vc_dll for all dll builds release, debug, unicode > > Can we change it to this? Is this something else that should be in the > WX_PRESETS? In addition to wxWidgets style lib names, also wxWidgets > style lib paths? good idea, maybe I should add a <set-wxlike-builddir/> tag and a <wxlike-dirname/> tag. I'll surely look at this! > I think the only reason to separate lib builds is that if you build a > lib you get *.lib, but if you buid a dll with the same release, debug, > unicode settings you get *.lib + *.dll and the *.libs have the same > names, but conflict due to the DLLIMPEXP symbols. sure, but currently vc_lib and vc_dll subdirs are already used. > Finally, (and this is only if it's easy) can we output the *.obj files > to just "vc_msw[u][d][dll]" like wxWidgets does? Again maybe this > belongs in WX_PRESETS so that a uniform *.obj file directory structure > is used. (I know this is not important, but if the code could be in > the WXPRESETS once it doesn't have to be duplicated.) right, I've done that for wxLua bakefiles and rebaked. I'll look about a <set-wxlike-builddir/> tag for wxpresets. > Sigh... all this would be so much easier if we could just the > wxWidgets bakefiles in user projects (as I showed how it could be done > years ago). sorry but I don't completely agree. wx bakefiles are a huge set of bakefiles and debugging them is a nightmare; they're also completely oriented to wx itself, not for wx-based programs. I think wxpresets are the way to go. If only my patches were accepted I would be much happier. But it looks like there's a solid wall of indifference toward bakefile+wxpresets issue. Francesco |
From: klaas.holwerda <kho...@xs...> - 2006-12-16 12:45:36
|
John Labenski wrote: >> http://wxart2d.cvs.sourceforge.net/wxart2d/wxArt2D/modules/luawraps/ >> in the files luawrap.cpp and luawrap.h >> > > I don't see that you really do anything special to get it working? The > class "a2dLuaConsole" as used in this dialog "a2dLuaExecDlg" right? > Right. I normally just call things like Fit(), what special think should i try? I must admit that i am not so good in sizers and how and why what to call. > > What about just adding the path $(WXLUA) to your include path and then > include this in the header > #include "apps/wxluaedit/src/wxledit.h" > and this in the cpp file > #include "apps/wxluaedit/src/wxledit.cpp" > In that case better copy, since how will users understand such things. Currently i do already set WXLUA (after installing), just to get to the script for generating the bindings. This is part of the Cmake files. But not needed, if using a released distribution, so acceptable. But asking users to have wxLua installed, and the wxLua source to get to the two wxledit files, is a bit to much. > It's a little unconventional, but will easily work. The only thing is > that it won't work if you install wxlua to a system directory? Do you > do that? > Yes, that i always do. Do you use it with --prefix? > Its ok I guess. I hate to have a whole separate module for just > wxledit.h/cpp, seems like overkill. Let me know what you think about > the #include hack above. > You have seen the problem with it already. Also the bitmaps in the art directory is a problem, they would need to be installed too, if it were a library. So if it not will be a module, i stick to copying for the moment. Still wxluacan would be oke to include/use the files like you propose. Maybe a nice add once it starts working. BTW is a step mode in scripts possible from the wxLuaIDE class? > On the code editor standpoint, I haven't found good one for Linux. I > just use my editor in the modules directory to load all the files. > $wxStEdit -r *.h *.cpp & > You should have a look at krusader, almost the same as windows commander on windows. I use it for almost anything (edit, search, pack, browse dirs.). Klaas |
From: John L. <jla...@gm...> - 2006-12-15 22:42:40
|
On 12/15/06, klaas.holwerda <kho...@xs...> wrote: > John Labenski wrote: > > On 12/15/06, klaas.holwerda <kho...@xs...> wrote: > >> It works more or less. E.g. it comes up but i need to resize it a little > >> to show it properly. > > > It stays gray at first, so the wxLuaIDE does not adjust itself to the > wxDialog that is around it somehow. > And i don't know what to call to make it size properly. I think I should use a sizer to arrange things, maybe it's not getting a final wxSizeEvent so that the code in wxLuaIDE::OnSize isn't run. > http://wxart2d.cvs.sourceforge.net/wxart2d/wxArt2D/modules/luawraps/ > in the files luawrap.cpp and luawrap.h I don't see that you really do anything special to get it working? The class "a2dLuaConsole" as used in this dialog "a2dLuaExecDlg" right? > >> Any way, i would like very much to have this wxLuaIDE inside one of > >> the libaries instead of having it as part of a wxLua application. > >> Then i would not need to copy wxledit.* anymore into wxArt2D. > > > > Umm, we alreay have a lot of module libs, it's a little anoying to for > > me to work on all the little bits, plus since the wxLuaEdit app > > depends on wxStEdit I think it'd be best to keep it off to the side. > > Maybe we could build libs for the wxledit.h/cpp files in the wxluaedit > > app and not make another module directory? > > > That would mean more include paths. Is there not an existing module > where this fits in? Aah wxstedit needed right! > It would also exclude it from use in wxluacan, which would be a nice > demo on how to integrate wxlua scripting in any app. > I think a module would be best, although i understand that you are not > happy with that. What about just adding the path $(WXLUA) to your include path and then include this in the header #include "apps/wxluaedit/src/wxledit.h" and this in the cpp file #include "apps/wxluaedit/src/wxledit.cpp" It's a little unconventional, but will easily work. The only thing is that it won't work if you install wxlua to a system directory? Do you do that? > Maybe we just need a "misc" module, in which we can put all the smaller > things, which are too small for a new module. Nah, again it needs wxstedit and I don't think anything else ever will. > Just curious, why do you find it annoying?, i work with VC IDE and there > it does not bother me that i have 16 modules? > Without and IDE, it might be cd'ing a lot, but for that we have krusader > is't it :-) Its ok I guess. I hate to have a whole separate module for just wxledit.h/cpp, seems like overkill. Let me know what you think about the #include hack above. On the code editor standpoint, I haven't found good one for Linux. I just use my editor in the modules directory to load all the files. $wxStEdit -r *.h *.cpp & The problem I have is that all the IDEs I've tried want to generate build files or other files for me, but all my projects are complete and I can't find how to not make them be so "helpful". The last I tried kdevelop was the least intrusive, but I forget why I stopped using it. Regards, John Labenski |
From: John L. <jla...@gm...> - 2006-12-15 22:08:43
|
On 12/15/06, klaas.holwerda <kho...@xs...> wrote: > John Labenski wrote: > > wxWidgets seems to build it's libs in only > > lib/vc_lib for all lib builds release, debug, unicode > > lib/vc_dll for all dll builds release, debug, unicode > > > > Can we change it to this? > I think that was the idea already, there is already the vc_dll created. > Or am i miss understanding something? Oops, you're right. I was looking at the bin/ directory where, yes, we do have to give them all unique names. Nevermind. > > Grrrr :/ > > > WX_PRESETS i think Francesco has nightmares around this word :-) Heh. :( -John Labenski |
From: klaas.holwerda <kho...@xs...> - 2006-12-15 21:50:23
|
John Labenski wrote: > Everything else seems great, It does, every day its better :-) > I'm using VC 2003 and nmake.exe and both > release and debug work even with the wxStEditor lib! > Yep. just setting WXSTEDIT as env., where would we be without Francesco :-) Should we change the default to 2.8 now? In the makefiles i mean. > But, for SHARED=1 the paths for the dlls are > ..\..\lib\wxmsw_msw26_wxlua.dll > but should be > ..\..\..\lib\[vc_dll]\wxmsw_msw26_wxlua.dll > Right. > > wxWidgets seems to build it's libs in only > lib/vc_lib for all lib builds release, debug, unicode > lib/vc_dll for all dll builds release, debug, unicode > > Can we change it to this? I think that was the idea already, there is already the vc_dll created. Or am i miss understanding something? > Grrrr :/ > WX_PRESETS i think Francesco has nightmares around this word :-) Klaas |
From: klaas.holwerda <kho...@xs...> - 2006-12-15 21:39:26
|
John Labenski wrote: > On 12/15/06, klaas.holwerda <kho...@xs...> wrote: > >> Hi John, >> >> I am rather often now ;-) copying wxledit.cpp and wxledit.h to wxArt2D, >> to keep up o date. >> > > Sorry about the rename, the wxLua app had a class called wxLuaConsole already. > > >> I use wxLuaIDE to have a console to run script from my Application >> written with wxArt2D. >> In there wxLuaIDE becomes a subwindow in a wxDialog derived class, just >> to make it a modeless dialog to run scripts. >> It works more or less. E.g. it comes up but i need to resize it a little >> to show it properly. >> > > What doesn't work right? I'm guessing the splitter position? > It stays gray at first, so the wxLuaIDE does not adjust itself to the wxDialog that is around it somehow. And i don't know what to call to make it size properly. http://wxart2d.cvs.sourceforge.net/wxart2d/wxArt2D/modules/luawraps/ in the files luawrap.cpp and luawrap.h http://wxart2d.cvs.sourceforge.net/wxart2d/wxArt2D/modules/luawraps/include/luawrap.h?revision=1.27&view=markup http://wxart2d.cvs.sourceforge.net/wxart2d/wxArt2D/modules/luawraps/src/luawrap.cpp?revision=1.35&view=markup > >> Any way, i would like very much to have this wxLuaIDE inside one of >> the libaries instead of having it as part of a wxLua application. >> Then i would not need to copy wxledit.* anymore into wxArt2D. >> > > Umm, we alreay have a lot of module libs, it's a little anoying to for > me to work on all the little bits, plus since the wxLuaEdit app > depends on wxStEdit I think it'd be best to keep it off to the side. > Maybe we could build libs for the wxledit.h/cpp files in the wxluaedit > app and not make another module directory? > That would mean more include paths. Is there not an existing module where this fits in? Aah wxstedit needed right! It would also exclude it from use in wxluacan, which would be a nice demo on how to integrate wxlua scripting in any app. I think a module would be best, although i understand that you are not happy with that. Maybe we just need a "misc" module, in which we can put all the smaller things, which are too small for a new module. Just curious, why do you find it annoying?, i work with VC IDE and there it does not bother me that i have 16 modules? Without and IDE, it might be cd'ing a lot, but for that we have krusader is't it :-) > >> Also i think it would be good to have inside the library some >> standard dialogs to work with wxLua script inside an application. WxLua >> being meant to integrate with application, to extend it with scripting, >> currently does need some work to get a nice dialog to run those scripts. >> The best way would be to have some ready made IDE dialog (modeless or >> modal), to run and maybe debug application scripts. >> Like step through a script line by line. I think it is all there >> already, but because it not inside a library, it is a bit copy/paste to >> use it. >> > > I'm not sure exactly what you mean. I think you're saying that you > would like a wxDialog with a child wxLuaIDE to run scripts in. Maybe > you can point me to the code using web cvs to see what you actually > need to do to make this work? See above, it is exactly what you say that i have. > I also use the wxLuaIDE, but I don't > think I need to do all that much to it, it's just a window in a > notebook page. > Right, and copy wxledit.* plus the art/*.bmp etc. ;-) > >> If we had such a dialog, we could use wxluacan to test it, currently it >> just has this menu to choose a script to run. >> > > Sure, but again, this adds the wxStEdit dependency which makes things > harder for people to compile it. > wxLua already detects if wxstedit is available, if its not, it is not included. I think Francesco does not find it much of a problem to arrange. At least on Unix. Thanks, Klaas |
From: John L. <jla...@gm...> - 2006-12-15 21:34:04
|
Everything else seems great, I'm using VC 2003 and nmake.exe and both release and debug work even with the wxStEditor lib! But, for SHARED=1 the paths for the dlls are ..\..\lib\wxmsw_msw26_wxlua.dll but should be ..\..\..\lib\[vc_dll]\wxmsw_msw26_wxlua.dll Also, I see in the changelog that lib\vc_dll is now only \lib, see line 305 here. http://wxlua.cvs.sourceforge.net/wxlua/wxLua/modules/build/msw/makefile.vc?r1=1.53&r2=1.54 I can't find the change to common.bkl? that caused this. wxWidgets seems to build it's libs in only lib/vc_lib for all lib builds release, debug, unicode lib/vc_dll for all dll builds release, debug, unicode Can we change it to this? Is this something else that should be in the WX_PRESETS? In addition to wxWidgets style lib names, also wxWidgets style lib paths? I think the only reason to separate lib builds is that if you build a lib you get *.lib, but if you buid a dll with the same release, debug, unicode settings you get *.lib + *.dll and the *.libs have the same names, but conflict due to the DLLIMPEXP symbols. Finally, (and this is only if it's easy) can we output the *.obj files to just "vc_msw[u][d][dll]" like wxWidgets does? Again maybe this belongs in WX_PRESETS so that a uniform *.obj file directory structure is used. (I know this is not important, but if the code could be in the WXPRESETS once it doesn't have to be duplicated.) Sigh... all this would be so much easier if we could just the wxWidgets bakefiles in user projects (as I showed how it could be done years ago). That way wxWidgets users use the same bakefile code as the library itself and guarantee that everything is the same and any updates to wxWidgets don't have to be duplicated in the wxpresets! Grrrr :/ Thanks, John Labenski |
From: John L. <jla...@gm...> - 2006-12-15 21:00:40
|
On 12/15/06, klaas.holwerda <kho...@xs...> wrote: > Hi John, > > I am rather often now ;-) copying wxledit.cpp and wxledit.h to wxArt2D, > to keep up o date. Sorry about the rename, the wxLua app had a class called wxLuaConsole already. > I use wxLuaIDE to have a console to run script from my Application > written with wxArt2D. > In there wxLuaIDE becomes a subwindow in a wxDialog derived class, just > to make it a modeless dialog to run scripts. > It works more or less. E.g. it comes up but i need to resize it a little > to show it properly. What doesn't work right? I'm guessing the splitter position? > Any way, i would like very much to have this wxLuaIDE inside one of > the libaries instead of having it as part of a wxLua application. > Then i would not need to copy wxledit.* anymore into wxArt2D. Umm, we alreay have a lot of module libs, it's a little anoying to for me to work on all the little bits, plus since the wxLuaEdit app depends on wxStEdit I think it'd be best to keep it off to the side. Maybe we could build libs for the wxledit.h/cpp files in the wxluaedit app and not make another module directory? > Also i think it would be good to have inside the library some > standard dialogs to work with wxLua script inside an application. WxLua > being meant to integrate with application, to extend it with scripting, > currently does need some work to get a nice dialog to run those scripts. > The best way would be to have some ready made IDE dialog (modeless or > modal), to run and maybe debug application scripts. > Like step through a script line by line. I think it is all there > already, but because it not inside a library, it is a bit copy/paste to > use it. I'm not sure exactly what you mean. I think you're saying that you would like a wxDialog with a child wxLuaIDE to run scripts in. Maybe you can point me to the code using web cvs to see what you actually need to do to make this work? I also use the wxLuaIDE, but I don't think I need to do all that much to it, it's just a window in a notebook page. > If we had such a dialog, we could use wxluacan to test it, currently it > just has this menu to choose a script to run. Sure, but again, this adds the wxStEdit dependency which makes things harder for people to compile it. Regards, John Labenski |
From: klaas.holwerda <kho...@xs...> - 2006-12-15 20:35:30
|
Hi John, I am rather often now ;-) copying wxledit.cpp and wxledit.h to wxArt2D, to keep up o date. I use wxLuaIDE to have a console to run script from my Application written with wxArt2D. In there wxLuaIDE becomes a subwindow in a wxDialog derived class, just to make it a modeless dialog to run scripts. It works more or less. E.g. it comes up but i need to resize it a little to show it properly. Any way, i would like very much to have this wxLuaIDE inside one of the libaries instead of having it as part of a wxLua application. Then i would not need to copy wxledit.* anymore into wxArt2D. Also i think it would be good to have inside the library some standard dialogs to work with wxLua script inside an application. WxLua being meant to integrate with application, to extend it with scripting, currently does need some work to get a nice dialog to run those scripts. The best way would be to have some ready made IDE dialog (modeless or modal), to run and maybe debug application scripts. Like step through a script line by line. I think it is all there already, but because it not inside a library, it is a bit copy/paste to use it. If we had such a dialog, we could use wxluacan to test it, currently it just has this menu to choose a script to run. Do you think this is possible? Klaas |
From: John L. <jla...@gm...> - 2006-12-13 17:09:21
|
Ok well, based on everyones agreement I'll make things a little stricter to provide a little better error checking. You'll get a message along the lines of "expected XXX but got YYY". Regards, John Labenski On 12/13/06, Eero Pajarre <epa...@ko...> wrote: > Francesco Montorsi wrote: > > > BASIC (I started programming with it ;)) had an "Option Explicit" > > statement which allowed to turn on & off at run-time the creation of the > > variables on the fly: > > I have been using the "strict.lua" code piece with my wxLua applications, > and it seems to catch my "mistyped a variable name" errors quite well. > > > Eero > > ------------------------------------------------------------------------- > Take Surveys. Earn Cash. Influence the Future of IT > Join SourceForge.net's Techsay panel and you'll get the chance to share your > opinions on IT & business topics through brief surveys - and earn cash > http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV > _______________________________________________ > wxlua-users mailing list > wxl...@li... > https://lists.sourceforge.net/lists/listinfo/wxlua-users > |
From: John L. <jla...@gm...> - 2006-12-13 15:55:10
|
On 12/13/06, Hakki Dogusan <dog...@tr...> wrote: > Hi, > > You could see in lua list, there is a common saying like: > > > I think this could be good for the community to have at least one GUI > > maintained consistently and extensively across time. > > I replied that message -with my excellent english! - > > Just FYI, wxLua is maintained actively :) > We just don't see it in http://wxlua.sf.net web site... > > I'm posting here for: > "Please put/distribute some news about your wonderfull workings" > > Please... Yes, yes. You're very right and it does look bad that from the website you'd never know that anything was happening. I will try to post news about the site when things are updated. Thanks, John Labenski |