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From: Francesco M. <f18...@ya...> - 2006-05-24 14:55:13
|
k. holwerda ha scritto: > Hi, > > I downloaded the latest snapshot. > On fedora i get this error: > > make[1]: Entering directory `/home/db348/wxwin/wxLua/apps' > g++ -o ../bin/wxlua app_wxlua_wxlua.o app_wxlua_lconsole.o -L../lib > -lwxlua_gtk2d_wxlua-2.6 -lwxlua_gtk2d_wxbindstc-2.6 > -lwxlua_gtk2d_wxbind-2.6 -lwxlua_gtk2d_wxluasocket-2.6 > -lwxlua_gtk2d_wxluadebug-2.6 -lwxlua_gtk2d_lua-2.6 -lstedit > -L/usr/local/lib -pthread -L/usr/X11R6/lib > /usr/local/lib/libwx_gtk2d_stc-2.6.a > /usr/local/lib/libwx_gtk2d_xrc-2.6.a > /usr/local/lib/libwx_gtk2d_html-2.6.a > /usr/local/lib/libwx_gtk2d_adv-2.6.a > /usr/local/lib/libwx_based_net-2.6.a > /usr/local/lib/libwx_based_xml-2.6.a > /usr/local/lib/libwx_gtk2d_core-2.6.a /usr/local/lib/libwx_based-2.6.a > -lexpat -pthread -lgtk-x11-2.0 -lgdk-x11-2.0 -latk-1.0 -lgdk_pixbuf-2.0 > -lpangoxft-1.0 -lpangox-1.0 -lpango-1.0 -lgobject-2.0 -lgmodule-2.0 > -lgthread-2.0 -lglib-2.0 -lXinerama -lXxf86vm -lpng -ljpeg -ltiff -lz > -ldl -lm > app_wxlua_wxlua.o(.text+0xd1d): In function `wxLuaStandaloneApp::OnInit()': > ../apps/wxlua/src/wxlua.cpp:194: undefined reference to > `wxLuaBinding_wxluasocket_init()' > collect2: ld returned 1 exit status > make[1]: *** [../bin/wxlua] Error 1 > make[1]: Leaving directory `/home/db348/wxwin/wxLua/apps' > make: *** [apps] Error 2 > [db348@s159749 wxLua]$ strange: here wxLua (CVS) compiles fine wxlua app and the fact that it's complaining about wxLuaBinding_wxluasocket_init() is rather strange as "-lwxlua_gtk2d_wxluasocket-2.6 " is given to the linker... which GCC are you using ? Can you try with latest CVS ? > I did regenerate the bindings, now i wonder what i am doing wrong? can you find somewhere wxLuaBinding_wxluasocket_init() in your wxLua sources ? > > I went into modules/wxluasocket/src and typed make again. Strange its > starts making this part, but wants to write the library into > /usr/local/lib/libwx_gtk2d_wxluasocket-2.6.a?? Maybe this is not the > right makefile?? It's a makefile which writes directly in the same folder where wxWidgets is installed... John hand-wrote it; it's not part of bakefile build system Francesco |
From: Francesco M. <f18...@ya...> - 2006-05-24 14:47:46
|
Josh Turpen ha scritto: > <i>(see "Do Not Link Modules to the Lua Core Libraries"), right ?</i> > > No no no :) > > > What's described in the wiki is <i>static</i> linking, not dynamic > linking. You do NOT want to statically link each module with the lua > binaries, but you DO want to dynamically link. This way each module is > sharing a copy of the single lua binary, precisely what the wiki > describes you want to do. yes, I meant that: latest wxLua (CVS or snapshots) does exactly that. When SHARED==1, it builds everything linking to DLLs and the "wx.dll" is created linking it against the verbatim lua core so that it should be compatible with all other lua modules. Francesco |
From: k. h. <kla...@nl...> - 2006-05-24 14:35:59
|
Hi, The snapshots i downloaded does not have CRLF in the dsp files, i thought i did read that they should? Klaas -- Unclassified |
From: k. h. <kla...@nl...> - 2006-05-24 14:05:57
|
Hi, I downloaded the latest snapshot. On fedora i get this error: make[1]: Entering directory `/home/db348/wxwin/wxLua/apps' g++ -o ../bin/wxlua app_wxlua_wxlua.o app_wxlua_lconsole.o -L../lib -lwxlua_gtk2d_wxlua-2.6 -lwxlua_gtk2d_wxbindstc-2.6 -lwxlua_gtk2d_wxbind-2.6 -lwxlua_gtk2d_wxluasocket-2.6 -lwxlua_gtk2d_wxluadebug-2.6 -lwxlua_gtk2d_lua-2.6 -lstedit -L/usr/local/lib -pthread -L/usr/X11R6/lib /usr/local/lib/libwx_gtk2d_stc-2.6.a /usr/local/lib/libwx_gtk2d_xrc-2.6.a /usr/local/lib/libwx_gtk2d_html-2.6.a /usr/local/lib/libwx_gtk2d_adv-2.6.a /usr/local/lib/libwx_based_net-2.6.a /usr/local/lib/libwx_based_xml-2.6.a /usr/local/lib/libwx_gtk2d_core-2.6.a /usr/local/lib/libwx_based-2.6.a -lexpat -pthread -lgtk-x11-2.0 -lgdk-x11-2.0 -latk-1.0 -lgdk_pixbuf-2.0 -lpangoxft-1.0 -lpangox-1.0 -lpango-1.0 -lgobject-2.0 -lgmodule-2.0 -lgthread-2.0 -lglib-2.0 -lXinerama -lXxf86vm -lpng -ljpeg -ltiff -lz -ldl -lm app_wxlua_wxlua.o(.text+0xd1d): In function `wxLuaStandaloneApp::OnInit()': ../apps/wxlua/src/wxlua.cpp:194: undefined reference to `wxLuaBinding_wxluasocket_init()' collect2: ld returned 1 exit status make[1]: *** [../bin/wxlua] Error 1 make[1]: Leaving directory `/home/db348/wxwin/wxLua/apps' make: *** [apps] Error 2 [db348@s159749 wxLua]$ I did regenerate the bindings, now i wonder what i am doing wrong? I went into modules/wxluasocket/src and typed make again. Strange its starts making this part, but wants to write the library into /usr/local/lib/libwx_gtk2d_wxluasocket-2.6.a?? Maybe this is not the right makefile?? In any case i already have wxlua_gtk2d_wxluasocket-2.6 in /home/db348/wxwin/wxLua/lib?? I don't see where my mistake is. regards, Klaas -- Unclassified |
From: Steve K. <ha...@ya...> - 2006-05-24 11:10:46
|
Reading the source wxlbind.h I fixed the compile error by adding %delete %encapsulate before %noclassinfo in the %class def line Cheers, Steve Kieu <ha...@ya...> wrote: Hi, I was successful in binding wxAUI to wxLua but got problem when trying to bind wxFoldPanelBar, and then I found it is a normal symptom with code generated by genwxbind. I have to make two very simple class and bind it to test. The problem is: If I have a class 'standalone' means not derived from wxObject ; so I need to add %noclassinfo, in the %class def right? Then I have a class derived from wxObject, that class has a member function to return the above (standalone) class. wxgenbind will generate code which has the method wxLua_AddToTrackedMemoryList(wxLuaState&, wxObject*) but instead of wxObject it return the 'standalone' class and compile will give errors like ... test.cpp:53: error: no matching function for call to ` *** wxLua_AddToTrackedMemoryList(wxLuaState&, crypto*)' *** wxlua/include/wxlbind.h:173: error: candidates are: void *** wxLua_AddToTrackedMemoryList(wxLuaState&, wxObject*) Did I do something wrong or is this a bug in genwxbind in wxLua 2.6.2.0? Cheers, S.KIEU --------------------------------- Do you Yahoo!? Yahoo! Personals: It's free to check out our great singles! S.KIEU --------------------------------- On Yahoo!7 Answers: Real people ask and answer questions on any topic. |
From: Steve K. <ha...@ya...> - 2006-05-24 11:01:31
|
Hi, I was successful in binding wxAUI to wxLua but got problem when trying to bind wxFoldPanelBar, and then I found it is a normal symptom with code generated by genwxbind. I have to make two very simple class and bind it to test. The problem is: If I have a class 'standalone' means not derived from wxObject ; so I need to add %noclassinfo, in the %class def right? Then I have a class derived from wxObject, that class has a member function to return the above (standalone) class. wxgenbind will generate code which has the method wxLua_AddToTrackedMemoryList(wxLuaState&, wxObject*) but instead of wxObject it return the 'standalone' class and compile will give errors like ... test.cpp:53: error: no matching function for call to ` *** wxLua_AddToTrackedMemoryList(wxLuaState&, crypto*)' *** wxlua/include/wxlbind.h:173: error: candidates are: void *** wxLua_AddToTrackedMemoryList(wxLuaState&, wxObject*) Did I do something wrong or is this a bug in genwxbind in wxLua 2.6.2.0? Cheers, S.KIEU --------------------------------- Do you Yahoo!? Yahoo! Personals: It's free to check out our great singles! |
From: Francesco M. <f18...@ya...> - 2006-05-24 09:57:24
|
Hi, I've found that there are only two small problems with wxLua builds with BCC: I've already solved one. The next is something which I tried but failed to fix: on some autogenerated binding files, e.g. modules/wxbind/src/file.cpp, line 2002 there are ?: operators in form: wxString filespec = (argCount >= 3 ? lua2wx(wxlState.GetStringType(3)) : wxT("")) unfortunately borland gives an error for this saying that both returned variables of ?: operator must be of the same type. I.e. it doesn't like that wxT(""). Changing it to wxString(wxT("")) or to wxString(wxEmptyString) fixes the problem (not changing it to wxEmptyString, though). I've tried to scan all code of the wrapper and I've found that at line 3297 of genwxbind.lua there is: table.insert(codeList, " "..declare.." "..argName.." = (argCount >= "..argNum.." ? "..argItem.." : "..opt..");\n") however putting a if opt=="wxT(\"\")" then opt = "wxString(wxEmptyString)" end just before it does not produce any change. In fact I've hacked it a little more and I believe that the problem is not there as that lines correctly generates the wxString(wxEmptyString) code. Anyone which is more experienced with genwxbind.lua knows if there is something like a filter for replacing wxString(wxEmptyString) -> wxT("") ? Thanks, Francesco |
From: Francesco M. <f18...@ya...> - 2006-05-24 09:00:20
|
John Labenski ha scritto: > On 5/23/06, Francesco Montorsi > <f18...@ya...> wrote: >> John Labenski ha scritto: >> > On 5/21/06, Francesco Montorsi >> > <f18...@ya...> wrote: >> >> klaas.holwerda ha scritto: >> >> > Francesco Montorsi wrote: >> >> >> Hi, >> >> >> before I forget this - what about subscribing wxLua project at >> >> >> LuaForge and then disable all services and use as homepage >> >> wxlua.sf.net ? >> >> > I think that is a good idea, it is only for subscribing right, not >> >> > really move all? >> >> right - just to make wxLua more visible ;) >> > >> > Sounds good. Do you want to do it or should I? >> I've submitted the project registration request; within 72 I will >> receive notification of their decision and further instructions. >> >> Then I'll set up a simple redirection for wxLua website :) > > Thanks. BTW the project link is: http://luaforge.net/projects/wxlua/ If any current wxLua admin wants to be an admin also at LuaForge just drop me a line with your Luaforge ID and I'll add you... Francesco |
From: Francesco M. <f18...@ya...> - 2006-05-24 08:57:38
|
John Labenski ha scritto: > On 5/23/06, Francesco Montorsi > <f18...@ya...> wrote: >> >> 2) setting the #define wxLuaDebugServer to 1 in wxluasetup.h >> generates a >> >> dependency of wxbind module to the wxluasocket (and thus also to >> >> wxluadebug) module. Is this a good thing to do ? >> >> Shouldn't we keep all wxLuaDebugServer stuff in the wxluasocket >> module? >> > >> > Yes. This is a throwback to when we had a single monolithic binding. I >> > can change this so that the wxLuaSocket stuff will go into >> > modules/wxluasocket. This means that there will be another binding dir >> > wxluasocket and it will output into the wxluasocket module src dir to >> > get compiled along with the current wxluasocket code. >> I think this should be done... > > This has been done. > > Three new files that are in the wxluasocket module since they are tied > to it. > > modules/include/wxluasocket_bind.h > modules/src/wxluasocket.cpp > modules/src/wxluasocket_bind.cpp > > in addition to bindings/wxluasocket. Great! I've rebaked and now everything works with current wxluasetup.h also for win32's dlls. > > -John Labenski > > ps. I think you may have inadvertently broken the wxstc bindings when > you changed the #include for the wxbindstc lib from > wxbind/include/wxbind.h to wxbindstc/include/wxbind.h in the wxstc > rules file. The wxbindstc lib requires the wxbind lib and I just > include the wxbind include to get at wxluasetup.h. Is this a problem? No, it's not. Unfortunately I did not thought that wxbindstc requires wxbind... > The bottom line is that the wxluasetup.h has to be included since the > wxbindstc lib uses some of the wxLUA_USE_XXX like wxPointSizeRect and > if you don't include that you don't get the wxStyledTextCtrl > constructor! Running the apps/wxlua app is a very good test to see if > things are generally ok which is why I'm so insistent that it's easy > to build and all defaults are catered to fully building it at the > expense of making it easy to build anything else. Ok, I'll remember to always test wxlua app after building. Francesco |
From: John L. <jla...@gm...> - 2006-05-24 05:03:48
|
On 5/23/06, Francesco Montorsi <f18...@ya...> wrote: > >> 2) setting the #define wxLuaDebugServer to 1 in wxluasetup.h generates a > >> dependency of wxbind module to the wxluasocket (and thus also to > >> wxluadebug) module. Is this a good thing to do ? > >> Shouldn't we keep all wxLuaDebugServer stuff in the wxluasocket module? > > > > Yes. This is a throwback to when we had a single monolithic binding. I > > can change this so that the wxLuaSocket stuff will go into > > modules/wxluasocket. This means that there will be another binding dir > > wxluasocket and it will output into the wxluasocket module src dir to > > get compiled along with the current wxluasocket code. > I think this should be done... This has been done. Three new files that are in the wxluasocket module since they are tied to it. modules/include/wxluasocket_bind.h modules/src/wxluasocket.cpp modules/src/wxluasocket_bind.cpp in addition to bindings/wxluasocket. -John Labenski ps. I think you may have inadvertently broken the wxstc bindings when you changed the #include for the wxbindstc lib from wxbind/include/wxbind.h to wxbindstc/include/wxbind.h in the wxstc rules file. The wxbindstc lib requires the wxbind lib and I just include the wxbind include to get at wxluasetup.h. Is this a problem? The bottom line is that the wxluasetup.h has to be included since the wxbindstc lib uses some of the wxLUA_USE_XXX like wxPointSizeRect and if you don't include that you don't get the wxStyledTextCtrl constructor! Running the apps/wxlua app is a very good test to see if things are generally ok which is why I'm so insistent that it's easy to build and all defaults are catered to fully building it at the expense of making it easy to build anything else. |
From: Steve K. <ha...@ya...> - 2006-05-24 04:16:51
|
Thanks, Done it huraaa .... but added some not-so-elegant looking %rename func to allow overloading. (I am still using wxLua 2.6.2.0, no %overloading yet) :-) John Labenski <jla...@gm...> wrote: On 5/23/06, Steve Kieu wrote: > Is there any effort to bind wxAUI yet? I do not use it, so no, not that I know of. > I am actually making the .i file and got stuck in several points, one is as > I do not know ho to export this declaration in .h file to .i > > WX_DECLARE_OBJARRAY(wxPaneButton, wxPaneButtonArray); > > to make the type wxPaneInfoArray known to the generate bind script. Take a look at wxArrayInt or wxArrayString in bindings/wxwidgets/data.i. Basicly, the class is generated by a macro or if wxUSE_STL (or whatever it's called) it's just a stl::vector IIRC. Pick the functions you want to wrap (not all may be needed) from the docs for wxArray. -John Labenski ------------------------------------------------------- All the advantages of Linux Managed Hosting--Without the Cost and Risk! Fully trained technicians. The highest number of Red Hat certifications in the hosting industry. Fanatical Support. Click to learn more http://sel.as-us.falkag.net/sel?cmd=lnk&kid=107521&bid=248729&dat=121642 _______________________________________________ Wxlua-users mailing list Wxl...@li... https://lists.sourceforge.net/lists/listinfo/wxlua-users S.KIEU --------------------------------- The LOST Ninja blog: Exclusive clues, clips and gossip. |
From: John L. <jla...@gm...> - 2006-05-24 02:56:02
|
ps. I've added a wxString stub to wxLua. All there is a constructor to create a wxString from a lua string and the function GetData() to return it back to a lua string. wxString(lua string) luastr = wxstr:GetData() You still won't be able to convert the tolua++ wxString userdata to wxLua's wxString unless you figure out how to do this yourself. Regards, John Labenski On 5/23/06, John Labenski <jla...@gm...> wrote: > On 5/23/06, Darwin Slattery <dar...@ho...> wrote: > > Hello, > > > > First of all thanks for such a great quality library - keep up the great > > work. > > Thanks. > > > I have just started using wxlua in the GUI layer of my C++ app. I have been > > using tolua++ to provide the bindings to classes in my data layer. I was > > hoping to use some wx classes in my data layer e.g. wxString, but these > > objects just appear as userdata in the lua runtime e.g. calling the > > following function binded to by tolua++ returns userdata: > > wxString getName(); > > wxLua uses only lua strings, to save space, easier calls to wxWidgets > functions, and whatnot. It would be very easy to wrap wxStrings > however, but there's a lot of functions and it might be too much > bloat. We use the two functions wx2lua and lua2wx, see the top of > modules/wxlua/include/wxlstate.h. > > You can also just use wxLua's binding generator instead of tolua++. > It's really easy to create the interface files and run the generator. > Take a look at bindings/wxstc for an example of how to write the rules > file for a smaller semi-separate library. See also the docs about our > binding generator. > > > Is there anyway that tolua++ bindings and the wxlua can co-exist? Can I > > recast this userdata to a wxString within the lua environment? > > No, see above, we don't have any wxStrings and the conversion of the > userdata in lua might be tricky. > > Regards, > John Labenski > |
From: John L. <jla...@gm...> - 2006-05-24 02:34:21
|
On 5/23/06, Steve Kieu <ha...@ya...> wrote: > Is there any effort to bind wxAUI yet? I do not use it, so no, not that I know of. > I am actually making the .i file and got stuck in several points, one is as > I do not know ho to export this declaration in .h file to .i > > WX_DECLARE_OBJARRAY(wxPaneButton, wxPaneButtonArray); > > to make the type wxPaneInfoArray known to the generate bind script. Take a look at wxArrayInt or wxArrayString in bindings/wxwidgets/data.i. Basicly, the class is generated by a macro or if wxUSE_STL (or whatever it's called) it's just a stl::vector IIRC. Pick the functions you want to wrap (not all may be needed) from the docs for wxArray. -John Labenski |
From: Steve K. <ha...@ya...> - 2006-05-23 23:56:11
|
Hi everyone, Is there any effort to bind wxAUI yet? I am actually making the .i file and got stuck in several points, one is as I do not know ho to export this declaration in .h file to .i WX_DECLARE_OBJARRAY(wxPaneButton, wxPaneButtonArray); to make the type wxPaneInfoArray known to the generate bind script. thanks in advance Cheers, S.KIEU --------------------------------- On Yahoo!7 Answers: Real people ask and answer questions on any topic. |
From: John L. <jla...@gm...> - 2006-05-23 22:58:41
|
On 5/23/06, Darwin Slattery <dar...@ho...> wrote: > Hello, > > First of all thanks for such a great quality library - keep up the great > work. Thanks. > I have just started using wxlua in the GUI layer of my C++ app. I have been > using tolua++ to provide the bindings to classes in my data layer. I was > hoping to use some wx classes in my data layer e.g. wxString, but these > objects just appear as userdata in the lua runtime e.g. calling the > following function binded to by tolua++ returns userdata: > wxString getName(); wxLua uses only lua strings, to save space, easier calls to wxWidgets functions, and whatnot. It would be very easy to wrap wxStrings however, but there's a lot of functions and it might be too much bloat. We use the two functions wx2lua and lua2wx, see the top of modules/wxlua/include/wxlstate.h. You can also just use wxLua's binding generator instead of tolua++. It's really easy to create the interface files and run the generator. Take a look at bindings/wxstc for an example of how to write the rules file for a smaller semi-separate library. See also the docs about our binding generator. > Is there anyway that tolua++ bindings and the wxlua can co-exist? Can I > recast this userdata to a wxString within the lua environment? No, see above, we don't have any wxStrings and the conversion of the userdata in lua might be tricky. Regards, John Labenski |
From: Darwin S. <dar...@ho...> - 2006-05-23 20:20:49
|
Hello, First of all thanks for such a great quality library - keep up the great work. I have just started using wxlua in the GUI layer of my C++ app. I have been using tolua++ to provide the bindings to classes in my data layer. I was hoping to use some wx classes in my data layer e.g. wxString, but these objects just appear as userdata in the lua runtime e.g. calling the following function binded to by tolua++ returns userdata: wxString getName(); Is there anyway that tolua++ bindings and the wxlua can co-exist? Can I recast this userdata to a wxString within the lua environment? Hope this hasn't been covered already! Regards, D. Slattery |
From: John L. <jla...@gm...> - 2006-05-23 19:42:27
|
On 5/23/06, Francesco Montorsi <f18...@ya...> wrote: > John Labenski ha scritto: > > On 5/21/06, Francesco Montorsi > > <f18...@ya...> wrote: > >> klaas.holwerda ha scritto: > >> > Francesco Montorsi wrote: > >> >> Hi, > >> >> before I forget this - what about subscribing wxLua project at > >> >> LuaForge and then disable all services and use as homepage > >> wxlua.sf.net ? > >> > I think that is a good idea, it is only for subscribing right, not > >> > really move all? > >> right - just to make wxLua more visible ;) > > > > Sounds good. Do you want to do it or should I? > I've submitted the project registration request; within 72 I will > receive notification of their decision and further instructions. > > Then I'll set up a simple redirection for wxLua website :) Thanks. -John |
From: Josh T. <zen...@ya...> - 2006-05-23 18:47:39
|
<i>(see "Do Not Link Modules to the Lua Core Libraries"), right ?</i> No no no :) What's described in the wiki is <i>static</i> linking, not dynamic linking. You do NOT want to statically link each module with the lua binaries, but you DO want to dynamically link. This way each module is sharing a copy of the single lua binary, precisely what the wiki describes you want to do. The confusion comes from the fact that under windows, static libraries are called ".lib" files while .DLL import files are <i>also</i> called ".lib" files. IIRC under unix there are no shared library <i>import</i> files. You just link against the ".so" shared library, or the ".a" static library if you are linking statically. <i>Just for curiosity: how did you manage to rebuild all modules ? Hacking the makefiles ?</i> Yes. I only rebuilt a few (my own modules), but it worked fine after I did. Francesco Montorsi <f18...@ya...> wrote: Josh Turpen ha scritto: > > I see I'm not the only one having problems. In order for other binary > modules to work with wxLua, wxLua needs to link against a seperate > Lua.DLL, a DLL which the modules also link against. I know - it's the same issue described at http://lua-users.org/wiki/BuildingModules (see "Do Not Link Modules to the Lua Core Libraries"), right ? > In the current > binary release of wxLua the only way to make it work is to rebuild all > of the modules and have them link against wxLua.dll to get the lua symbols. > > Please please please add/fix the SHARED options to the build system :) Just for curiosity: how did you manage to rebuild all modules ? Hacking the makefiles ? > > > I have 3D rendering working inside a wxFrame using wxLua and IrrLua. > > http://irrlua.sourceforge.net/14.wxWindow.lua very interesting project ! Maybe we should add a "projects using wxLua" section in wxLuaWebsite... > > Unfortunately it only works with wxLua 2.4 due to the linking issues > I've described above, which this SHARED option would solve. > > Linking against the LuaBinaries would be best of all. If everybody > links against the same binaries, all of our modules will play together > without the need for a recompile somewhere. Just download the .DLL/.so > and go. I think it should be not very difficult to reach this compatibility: we just need to build luamodule against the verbatim version of lua. Francesco ------------------------------------------------------- Using Tomcat but need to do more? Need to support web services, security? Get stuff done quickly with pre-integrated technology to make your job easier Download IBM WebSphere Application Server v.1.0.1 based on Apache Geronimo http://sel.as-us.falkag.net/sel?cmd=lnk&kid=120709&bid=263057&dat=121642 _______________________________________________ Wxlua-users mailing list Wxl...@li... https://lists.sourceforge.net/lists/listinfo/wxlua-users __________________________________________________ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com |
From: Francesco M. <f18...@ya...> - 2006-05-23 17:20:27
|
John Labenski ha scritto: > On 5/21/06, Francesco Montorsi > <f18...@ya...> wrote: >> klaas.holwerda ha scritto: >> > Francesco Montorsi wrote: >> >> Hi, >> >> before I forget this - what about subscribing wxLua project at >> >> LuaForge and then disable all services and use as homepage >> wxlua.sf.net ? >> > I think that is a good idea, it is only for subscribing right, not >> > really move all? >> right - just to make wxLua more visible ;) > > Sounds good. Do you want to do it or should I? I've submitted the project registration request; within 72 I will receive notification of their decision and further instructions. Then I'll set up a simple redirection for wxLua website :) Francesco |
From: Francesco M. <f18...@ya...> - 2006-05-23 17:20:11
|
John Labenski ha scritto: > On 5/20/06, Francesco Montorsi > <f18...@ya...> wrote: >> Hi, >> I did various changes and now using SHARED=1 option wxLua compiles >> smoothly as a dll also on windows. >> >> Nonetheless, there are two problems: >> >> 1) the wx.dll which is created by MSVC, generates the following error >> when used through luamodule.wx.lua sample: >> >> "Cannot find a required procedure" >> >> (the message is localized so I'm translating it)... maybe that's because >> wx.dll is a dll which in reality does not contain any code apart from >> wxLua\modules\luamodule\src\luamodule.cpp (it's just 34K IIRC) ? >> Nonetheless it should force lua to import all other DLLs from which it >> depends (wxlua* and wx* ones)... > > Sounds like you got this fixed in your next message. :) yes, exactly ;) > >> Unfortunately I've upgraded to latest Mingw which gives an internal >> error when compiling wx_bind.cpp and > > Where, what? There are a lot of #if statements, maybe too many for it? it was an internal gcc bug (https://sourceforge.net/tracker/?func=detail&atid=102435&aid=1492239&group_id=2435) which I've been told has been fixed in gcc 4; I'll try with it asap. > >> borland is giving me strange errors >> about wxLUA_DECLARE_ENCAPSULATION so I can't verify if this happens also >> with other win32 compilers... > > Anything that can be fixed? I didn't dig too deep but I'll do. > Borland is pretty antique isn't it? the free version yes; but it's still the fastest compiler ever created and it also produces very fast executables :) >IIRC > you cannot build a lib since it overflows trying to build wxWidgets > itself. there is an excess of debug info when using BUILD=debug SHARED=0, but since I mainly use it only for release builds this has never been a big problem for me > I guess it's only usable for DLLs. or for static release libraries - BTW I think that next wxLua binary releases for win32 should use DLLs (so that one can just redistribute the *dll files without even have to recompile wxLua statically in its project)... > >> 2) setting the #define wxLuaDebugServer to 1 in wxluasetup.h generates a >> dependency of wxbind module to the wxluasocket (and thus also to >> wxluadebug) module. Is this a good thing to do ? >> Shouldn't we keep all wxLuaDebugServer stuff in the wxluasocket module? > > Yes. This is a throwback to when we had a single monolithic binding. I > can change this so that the wxLuaSocket stuff will go into > modules/wxluasocket. This means that there will be another binding dir > wxluasocket and it will output into the wxluasocket module src dir to > get compiled along with the current wxluasocket code. I think this should be done... Francesco |
From: Francesco M. <f18...@ya...> - 2006-05-23 17:13:37
|
John Labenski ha scritto: >> > Thanks for all your work Francesco, it'd be a pretty sorry state of >> > affairs without you. >> Thanks for your great work on wxLua, which unfortunately I haven't >> managed to integrate with my other projects yet :( > > I haven't used it too much either. Working on wxLua itself has taken > most of my programming time. I understand :) On my side, I'm affected by a grave form of the "never-really-complete-what-I-begin" syndrom ;) So that I've got dozens of projects which I began but I've never completed: I start enthusiastic as soon as I find a problem with some tool I'm using (e.g. a bug/missing feature in wxWidgets); I start to work on that just to find that there's one more missing piece for implementing it .... and so on. > >> BTW, wxLuaSudoku sample is now so complete, nice and native-looking >> that we could really propose it as a stock game of Gnome ;) > > That would be nice. Lets let things settle for a week or so and make > the 2.6.3 release. I have updated all of the binding files to 2.6.3, > but I haven't yet had a chance to put all the overloaded functions in > place since the generator program needs some tweaks to get it to work > right in some cases. Ok, hopefully I'll manage to fix also borland builds... Francesco |
From: John L. <jla...@gm...> - 2006-05-23 02:14:33
|
On 5/20/06, Francesco Montorsi <f18...@ya...> wrote: > > >> Trying to get wx.dll working on Win32, too, I've found a lot of problems > >> in building the DLLs of wxLua. > >> > >> In particular, it looks like the different modules need somehow stuff > >> which is in other modules to link so that I ended up to compile first > >> all files and then link them all together in a single monolithic DLL > >> library. > > > > It should be all top down from wxLuaSocket->wxLuaDebug->wxLua, no deps > > the other way around. > Well, looking at docs/install.html and to current Makefiles (which I'm > sure they work on linux), the link order is: > > wxlua, [wxbindstc, ] wxbind, wxluasocket, wxluadebug, lua The link order is not so important unless something needs to be initialized in one lib and used in another. I don't think we have that problem anymore since we make people call the binding init functions in their wxApp::OnInit. > where library X depends from libraries listed on its right (e.g. > wxluasocket depends on wxluadebug and lua). > > maybe it would be more correct to write that: > > wxlua depends from: lua > wxbind depends from: wxlua, lua > wxbindstc depends from: wxbind, wxlua, lua > wxluadebug depends from: wxlua, lua > wxluasocket depends from: wxluadebug, wxlua, lua > > I realize that I've never asked such important question and that these > relations should definitevely be cleared.... please correct the above > schema. I've just changed a couple things, everything depends on wxlua. > >> This is 99% because all modules use the same WXMAKINGDLL_WXLUA symbol > >> while for various reasons they should use different ones for the > >> different modules. > > > > I had no idea. This is not a problem, we just need wxlsockdefs.h and > > wxldebugdefs.h or something like that for each. > I'll look about it and let you know. This will be also a good occasion > to learn more about wxLua internals :)) Heh. Ok I've see you've added the defs headers. Thanks. > > ------- > > > > I also had this in mind, the wxLuaFreeze and luamodule program may > > want to be compiled with smaller sets of the wxWidgets bindings. This > > is back to the old question of how to deal with different wxluasetup.h > > files, the wxLua app should always have everything. > I thought this issue was solved using the WXLUASETUP_DIR and > WXLUABINDLIB_DIR options; if someone wants a minimal version of wxLua > without affecting the wxLua executable he needs to keep its wxluasetup.h > in its own project folder instead of modifying > wxLua\modules\wxbind\setup\wxluasetup.h... But, the apps, see below, will just use the same object files, but I think your solution below will work. > >Also, the > > luamodule must have WXLUA_LUA_NEWTHREAD not #defined to use with a > > stock version of the lua executable and again the wxLua program > > *should* have it. > ok, I'll then add a new target to the makefiles, "lua", which builds the > verbatim version of lua 5.1 and then make luamodule build against it. > > I could then add also a "lua" <exe> target so that in the end, building > wxLua one would get: > > in bin\: > wxlua-lua[.exe] <-- the lua interpreter with WXLUA_LUA_NEWTHREAD > lua5.1[.exe] <-- the lua interpreter WITHOUT WXLUA_LUA_NEWTHREAD > > in lib\: > wxlua_gtk2d_lua-2.7[.so/.dll] <-- lua core with WXLUA_LUA_NEWTHREAD > lua5.1[.so/.dll] <-- lua core WITHOUT WXLUA_LUA_NEWTHREAD > > the names lua5.1[.exe] and lua5.1[.so/.dll] are intentionally the same > of the LuaBinaries project since we should not fear to overwrite the > system's installations of these things since they will be identic to the > ones provided by the LuaBinaries project... > > > > Of course you (I) don't want to have to compile wxLua w/ everything, > > clean out the libs and rebuild, if you're a developer this can get > > really annoying. Maybe the wxLuaFreeze and luamodule should just > > compile the cpp files to their own private object files and be done > > with it. There's nothing worse than compiling something with wrong > > build options or #defines and when you get to end the linker complains > > about missing parts, you've got to completely restart and people might > > just get confused/annoyed and give up. > > > > Additionally the wxLuaFreeze and luamodule might as well be linked to > > the object files directly since they really ought to be monolithic > > since they're distributable. > well, wxLuaFreeze is monolithic when compiled with SHARED==0. > luamodule OTOH *needs* to be non-monolithic (i.e. it needs not to have > lua core code inside it - see beginning of this reply). > > When compiled with SHARED==1, you get a wxLuaFreeze which depends from > wxLua dlls but that's what the user expects I think... Makes sense. > > Thanks for all your work Francesco, it'd be a pretty sorry state of > > affairs without you. > Thanks for your great work on wxLua, which unfortunately I haven't > managed to integrate with my other projects yet :( I haven't used it too much either. Working on wxLua itself has taken most of my programming time. > BTW, wxLuaSudoku sample is now so complete, nice and native-looking > that we could really propose it as a stock game of Gnome ;) That would be nice. Lets let things settle for a week or so and make the 2.6.3 release. I have updated all of the binding files to 2.6.3, but I haven't yet had a chance to put all the overloaded functions in place since the generator program needs some tweaks to get it to work right in some cases. -John Labenski |
From: John L. <jla...@gm...> - 2006-05-23 01:42:37
|
On 5/22/06, Leandro Motta Barros <lmb...@gm...> wrote: > Hi, > > Yesterday I tried the latest CVS snapshot (2006-05-21), but running > 'make' resulted in an error: > > make > > (cd ./modules/ && /bin/make ) > make[1]: Entering directory > `/Files/Compile/Sources/wxLua_Snapshot_2006-05-20/wxLua/modules' > Makefile:1186: *** missing separator. Stop. > make[1]: Leaving directory > `/Files/Compile/Sources/wxLua_Snapshot_2006-05-20/wxLua/modules' > make: *** [modules] Error 2 Hopefully this is fixed now. > I found that the most recent snapshot that compiles cleanly is > 2006-05-19, so I compiled and installed it. Unfortunatelly, using this > 2006-05-19 snapshot, the IDLE events that I was handling in a window > are no longer being received :-( > > Is this a known bug? Is there a fix for it? If not, I can try to > create a simple example that shows the problem, so that solving it > becomes easier. It's news to me, a sample bit of code would help since the rest of the event system seems to work. Your platform and wxWidgets version might help too. Regards, John Labenski |
From: John L. <jla...@gm...> - 2006-05-23 01:23:44
|
On 5/21/06, Francesco Montorsi <f18...@ya...> wrote: > klaas.holwerda ha scritto: > > Francesco Montorsi wrote: > >> Hi, > >> before I forget this - what about subscribing wxLua project at > >> LuaForge and then disable all services and use as homepage wxlua.sf.net ? > > I think that is a good idea, it is only for subscribing right, not > > really move all? > right - just to make wxLua more visible ;) Sounds good. Do you want to do it or should I? -John Labenski |
From: John L. <jla...@gm...> - 2006-05-23 01:21:28
|
On 5/20/06, Francesco Montorsi <f18...@ya...> wrote: > Hi, > I did various changes and now using SHARED=1 option wxLua compiles > smoothly as a dll also on windows. > > Nonetheless, there are two problems: > > 1) the wx.dll which is created by MSVC, generates the following error > when used through luamodule.wx.lua sample: > > "Cannot find a required procedure" > > (the message is localized so I'm translating it)... maybe that's because > wx.dll is a dll which in reality does not contain any code apart from > wxLua\modules\luamodule\src\luamodule.cpp (it's just 34K IIRC) ? > Nonetheless it should force lua to import all other DLLs from which it > depends (wxlua* and wx* ones)... Sounds like you got this fixed in your next message. :) > Unfortunately I've upgraded to latest Mingw which gives an internal > error when compiling wx_bind.cpp and Where, what? There are a lot of #if statements, maybe too many for it? >borland is giving me strange errors > about wxLUA_DECLARE_ENCAPSULATION so I can't verify if this happens also > with other win32 compilers... Anything that can be fixed? Borland is pretty antique isn't it? IIRC you cannot build a lib since it overflows trying to build wxWidgets itself. I guess it's only usable for DLLs. > 2) setting the #define wxLuaDebugServer to 1 in wxluasetup.h generates a > dependency of wxbind module to the wxluasocket (and thus also to > wxluadebug) module. Is this a good thing to do ? > Shouldn't we keep all wxLuaDebugServer stuff in the wxluasocket module? Yes. This is a throwback to when we had a single monolithic binding. I can change this so that the wxLuaSocket stuff will go into modules/wxluasocket. This means that there will be another binding dir wxluasocket and it will output into the wxluasocket module src dir to get compiled along with the current wxluasocket code. -John Labenski |