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From: Francesco M. <f18...@ya...> - 2006-01-18 23:21:33
|
Hi, I've grepped all my wxLua (and wxArt2d) updated CVS repositories and I did find only one occurrence of the "/NODEFAULTLIB" string: in app_wxlua, Win32 debug: # ADD LINK32 /VERBOSE:LIB /NODEFAULTLIB:MSVCRT.lib wxluadebug.lib wxluasocket.lib wxlua.lib is it right ? or I'm missing some other occurrences ? Also, is someone so kind to explain me (maybe just quoting the text from other mails) why that setting is so dangerous ? Thanks a lot, Francesco |
From: Francesco M. <f18...@ya...> - 2006-01-18 21:05:17
|
Hi, > I did a cvs co. I had a suggestion to change the line endings from Linux > to DOS. I will try that today... yes, at 99% this is because of linux line endings. You can use "unix2dos" utility to fix them. On CVS you are required to do that; on file releases this won't be necessary. Francesco Montorsi ___________________________________ Yahoo! Messenger with Voice: chiama da PC a telefono a tariffe esclusive http://it.messenger.yahoo.com |
From: Francesco M. <f18...@ya...> - 2006-01-18 20:45:11
|
Hi all, I'm finally back from my last exams (crossing fingers waiting results :)) >I tried to compile on Linux. ( wxWidgets 2.6.2 with contrib installed >and static libs last installed ). >So wx-config gives static libs when asking for --libs.) >But i have several problems. >How does one configure to become static or dynamic libs? > >First i get warnings like this. >./wxlua/src/wxlstate.cpp:314:5: warning: "WXWIN_COMPATIBILITY_24" is yes, I get these, too. Maybe someone with more wxLua knowledge could fix these... >Eventually it compiles, but when i call make install, the result is >this. >I have no idea what is going on here. I know what the problem is: bakefile 0.9 doesn't have good install/uninstall support. John and all other wxLua admin: I made a patched version of Bakefile (0.2.0) with a lot of additional features which would fix, among others, also install and uninstall targets. Should I upgrade wxLua bakefiles to 0.2.0, while we wait that my additional features (which I also submit to bakefile project as patches) are applied and official 0.2 is released ? My bakefile 0.2.0 is available at: www.geocities.com/f18m_cpp217828/frm-bakefile.tar.gz >I tried configure --enable-wxlua-app, >this does not do anything it looks. IIRC something like wxluasetup.h was supposed to be created and the WXLUASETUP_DIR & WXLUABINDLIB_DIR options should be used somewhere in bakefiles. Anyway --enable-wxlua-app should work. I'll look into this. >Assuming i do something wrong and all this should work. >How does one find the wxLua settings? >Is there a wxlua-config ---libs --include etc. ? I think it would be a little overkill create a wxlua-config script; wouldn't be better to create a wxlua.pc file for pkg-config, so that one could use pkg-config wxlua --libs or pkg-config wxlua --cflags ? >I need to detect wxLua, i am trying to this from Cmake currently by >setting a WXLUA var. >But if there will be wxlua-config , that would be the solution. I propose to use a pkg-config template file just because it's ultra easy to build one. Basically the wxlua.pc.in file would look as: prefix=@prefix@ exec_prefix=@exec_prefix@ libdir=@libdir@ includedir=@includedir@ Name: @PACKAGE_NAME@ Description: wxWidgets lua wrappers Version: @PACKAGE_VERSION@ Requires: Libs: -L${libdir} -lwxlua Cflags: -I${includedir}/lua Just let me know... Francesco Montorsi PS: wxLua currently doesn't compile on my AMD64 linux box. This is because in a lot of places some (int) casts are used to cast memory pointers. In a 64 bit environment pointers are 64 bit wide and thus I replaced all those (int) with (long). Then wxLua compiled. Should I commit these changes ? PS2: I subscribed wxlua-users mailing list to Gmane. I hope this is not a problem to anyone ;) ___________________________________ Yahoo! Mail: gratis 1GB per i messaggi e allegati da 10MB http://mail.yahoo.it |
From: k. h. <kla...@nl...> - 2006-01-17 14:43:04
|
And is i reverse the registration of the binding like this: // Register bindings wxLuaBindingList::Node *node; for (node = M_WXLSTATEDATA->m_bindings.GetLast(); node; node = node->GetPrevious() ) { wxLuaBinding* binding = node->GetData(); binding->RegisterBinding(L, registerTypes); } It is calling wxlCanObj::GetPaperSize, so the opposite, but still wrong. 5:30:44: class wxlCanObj function GetPaperSize 15:30:56: wxLua_lua_getTableFunc 'GetPaperSize' pClass 11310688, userdata 1, lightuserdata 0, ttag 4, class_tag 4 lua_State 26287736 wxLuaStateRefData 26278328 Klaas k. holwerda wrote: > Hi, > > I think there is someting wrong with the whole binding registration, > and that because of that things get mixed up. > -- Unclassified |
From: k. h. <kla...@nl...> - 2006-01-17 14:20:56
|
Hi, I think there is someting wrong with the whole binding registration, and that because of that things get mixed up. In wxLuaBinding::RegisterGeneratedClasses() i enabled the print wxLogDebug(wxT("RegisterGenClasses %d '%s'\n"), iTag, lua2wx(pClass->name).c_str()); And i see that my object becomes registrated, but with the same itag as the wx binding. I don't know if this is what casuing it?? 14:14:15: RegisterGenClasses 4 'wxlCanObj' 14:14:31: RegisterGenClasses 4 'wxPageSetupDialogData' Later on i run the next lua script from a file: blah = wx.wxPageSetupDialogData() blah:GetPaperSize() canobj = wxluacan.wxlCanObj() canobj:Draw( bitmapDC, 0, 0 ) The canobj is really constructed ( breakspoint in C++), but function Draw is called on the wrong object, in fact it is called on the wx namespace object with the same iTag being 4. So the first function is oke, but the second fails. And that is because the pclass is the one of the wxPageSetupDialogData, and not of the wxlCanObj. wxLua_lua_getTableFunc(lua_State *L) in the end is able to print the function called, and the output indictaes that soemthing is wrong indeed: 14:53:30: class wxPageSetupDialogData function GetPaperSize 14:53:43: wxLua_lua_getTableFunc 'GetPaperSize' pClass 11590824, userdata 1, lightuserdata 0, ttag 4, class_tag 4 lua_State 26287736 wxLuaStateRefData 26278328 14:53:51: class wxPageSetupDialogData function Draw 14:53:52: wxLua_lua_getTableFunc 'Draw' pClass 11590824, userdata 1, lightuserdata 0, ttag 4, class_tag 4 lua_State 26287736 wxLuaStateRefData 26278328 This is all easy to reproduce on the sample i made. This evening i will upload this one, with the right rules and wxluacan.i file. It looks like the namespace is skipped or it is not legal to have classes with the same iTag?? What is this Itag?? This is the stack when ariving at 14:53:43: wxLua_lua_getTableFunc(lua_State * 0x01911e78) line 137 luaD_precall(lua_State * 0x01911e78, lua_TObject * 0x01912118) line 260 + 18 bytes luaD_call(lua_State * 0x01911e78, lua_TObject * 0x01912118, int 1) line 311 + 13 bytes callTMres(lua_State * 0x01911e78, const lua_TObject * 0x0191e718, const lua_TObject * 0x019120c8, const lua_TObject * 0x0199a398) line 105 + 21 bytes luaV_getnotable(lua_State * 0x01911e78, const lua_TObject * 0x019120c8, lua_TObject * 0x0199a398, int 0) line 140 + 21 bytes luaV_execute(lua_State * 0x01911e78) line 518 + 25 bytes luaD_call(lua_State * 0x01911e78, lua_TObject * 0x019120b8, int -1) line 313 + 9 bytes f_call(lua_State * 0x01911e78, void * 0x015bf9f0) line 672 + 22 bytes luaD_rawrunprotected(lua_State * 0x01911e78, void (lua_State *, void *)* 0x006624a1 f_call(lua_State *, void *), void * 0x015bf9f0) line 88 + 13 bytes luaD_pcall(lua_State * 0x01911e78, void (lua_State *, void *)* 0x006624a1 f_call(lua_State *, void *), void * 0x015bf9f0, int 144, int 0) line 416 + 17 bytes lua_pcall(lua_State * 0x01911e78, int 0, int -1, int 0) line 685 + 32 bytes wxLuaState::LuaDoFile(const wxString & {...}) line 2218 + 15 bytes wxLuaState::RunFile(const wxString & {...}) line 919 + 12 bytes MyFrame::OnRunScript(wxCommandEvent & {...}) line 265 + 18 bytes This is the stack when ariving at 14:53:52: wxLua_lua_getTableFunc(lua_State * 0x01911e78) line 137 luaD_precall(lua_State * 0x01911e78, lua_TObject * 0x01912118) line 260 + 18 bytes luaD_call(lua_State * 0x01911e78, lua_TObject * 0x01912118, int 1) line 311 + 13 bytes callTMres(lua_State * 0x01911e78, const lua_TObject * 0x0191e718, const lua_TObject * 0x019120c8, const lua_TObject * 0x0199a3d8) line 105 + 21 bytes luaV_getnotable(lua_State * 0x01911e78, const lua_TObject * 0x019120c8, lua_TObject * 0x0199a3d8, int 0) line 140 + 21 bytes luaV_execute(lua_State * 0x01911e78) line 518 + 25 bytes luaD_call(lua_State * 0x01911e78, lua_TObject * 0x019120b8, int -1) line 313 + 9 bytes f_call(lua_State * 0x01911e78, void * 0x015bf9f0) line 672 + 22 bytes luaD_rawrunprotected(lua_State * 0x01911e78, void (lua_State *, void *)* 0x006624a1 f_call(lua_State *, void *), void * 0x015bf9f0) line 88 + 13 bytes luaD_pcall(lua_State * 0x01911e78, void (lua_State *, void *)* 0x006624a1 f_call(lua_State *, void *), void * 0x015bf9f0, int 144, int 0) line 416 + 17 bytes lua_pcall(lua_State * 0x01911e78, int 0, int -1, int 0) line 685 + 32 bytes wxLuaState::LuaDoFile(const wxString & {...}) line 2218 + 15 bytes wxLuaState::RunFile(const wxString & {...}) line 919 + 12 bytes Hope this is enough to find the bug, i don't know how to solve it myself. regards, Klaas -- Unclassified |
From: k. h. <kla...@nl...> - 2006-01-17 08:40:27
|
Ooh yes, lua is no with debug info ( in Cmake ). A lot easier to follow, and actually fun to see what is happening internal. Maybe i will find my problem now ;-) I think that bakefile is not used to non graphical application, and that is why lua has no debug and there is the switch problems. regards, Klaas klaas.holwerda wrote: > I forgot, using Cmake there is no "/NODEFAULTLIB:MSVCRT.LIB" needed. > > I think bakefile is doing something wrong. > > Klaas > > -- Unclassified |
From: klaas.holwerda <kho...@xs...> - 2006-01-16 21:15:33
|
I forgot, using Cmake there is no "/NODEFAULTLIB:MSVCRT.LIB" needed. I think bakefile is doing something wrong. Klaas klaas.holwerda wrote: > Hi, > > I made a sample to demo how to use wxLua in an application. |
From: klaas.holwerda <kho...@xs...> - 2006-01-16 21:12:27
|
Hi, I made a sample to demo how to use wxLua in an application. It is a simple canvas + nested objects being a container for circle and rect object. It is rendered non flicker etc., and not optimized like wxArt2D. It has a commandprocessor, with undo and redo of moving objects, which can be easily extended if we want. There is also a wxlCanObjScript, which i have in mind to be draw by a lua script string. And that is not workling yet ;-) The idea is to make lua script to add object to the canvas and to define new objects being drawn by lua. The first i think i know how, the second not yet. For the rest it is all Cmake generated project files, which you need to generate using Cmake. Please build outside the wxLua tree itself, since that is what i do. http://www.xs4all.nl/~kholwerd/tmp/wxLua2.tgz Is anyone against if i add the sample to CVS + the Cmake files for building using Cmake? Next we can extend it to demo all ins and outs of wxLua integration into an App. Only tested with VC6 yet. Please let me know if there is any trouble with building it. regards, Klaas |
From: k. h. <kla...@nl...> - 2006-01-13 14:56:03
|
Hi John, After searching for a long time, i realize that the namespace is my problem. The situation is like this, i have one library containing the wrapping for wxArt2D, and a second part is wrapped inside the application based on wxArt2d. Both wrapping are generated seperate using genwxbind.bat, each with its own rules file, and its own namespace. Choosing the same namespace for both is a problem, since it result in eqaul named C++ code. The problem start when a derived class in my application is wrapped, while the baseclass is wrapped inside the wxArt2D wraplibrary. The one in my application has namespaceX and the baseclass has namspace Y. And the classes and methods etc. in name space X do not know the ones in namespace Y. Maybe this is exactly how it was meant, but for me it is not usable, and i think that it is in general the case. As long as one does not drive classes in his own application, which need to be wrapped, it is oke. But as soon one wants this, (e.g. derive from a wxWidgets class, and wrapped that class into wxlua, this wrapped class gets its own namespace. And that simply does not work. The derived class in lua, will not know there is a baseclass or at least it does not know it has methods. ( a forward decleration trick is not enough, or maybe is causing the problem?? ). So i think we need something to extend a binding Y_Binding ( generated with genwxbind.bat ), with another X_binding which not creates a new set of binding classes, but extend an existing binding class. Or at least extends an existing namespace table, and not start a new one. Another solution might be to extend wrapped classes/tables in one higher namespace somehow with its baseclasses/tables from a lower namespace. I think this is what it is in C++, and would be best for wxLua too. But still if this was already the case, it would still be good to have a way to extend a namespace. To be sure the above is my problem, i put all my binding into the application and into one namespace, and all works well. How and where are baseclasses actually coupled to its derived classes? Maybe it is not so hard to couple classes in one namespace/binding to its baseclasses in another namespace? Actually it looks like this is done in wxLuaState::RegisterBindings(), but somehow its not working correctly. Hope you see what can be done, or what i am missing, regards, Klaas -- Unclassified |
From: klaas.holwerda <kho...@xs...> - 2006-01-11 22:57:48
|
John Labenski wrote: >>If several lua_State need to share data, that can be done using a second >>Smart Pointer inside wxLuaState. >> >> > >You still need a way to associate many lua_States with a single group >of data structures. I'm not sure how a smart pointer would help here. > > The idea of smart pointers is that there are many Smart pointers pointing to the same data structure. How many the count is, is held within that data structure by the refcount. So the idea is exactly that the same structure/class instance is referenced/shared by several other objects, which hold a smart pointer to that structure/class as a member . So if it would be possible to couple each new lua_State to a wxLuaState, where the last has a smart pointer to the shareddata structure/class, that would be oke. This is i think you had in mind too, but doing it using refcounting the wxWidgets way, which is i think harder. >>It will be cleared properly if all wxLuaStates's are released ( no more >>smart pointers to it ). >>I used hierarchies of smart pointers for storing drawing objects, and it >>works great. >> >> > >Deletion is not so much a problem, I will look back at your smart >pointers. Another reason to have the wxObject ref mechanism is that >you can have a delayed construction, eg. make a wxLuaState a member of >a class and then Create it as necessary or not at all. > > Same with smart pointers i think. It initializes to zero, and once it is assigned a wxLuaState object, it will hold it. In principle a smart pointer acts almost like a normal pointer in mnay cases, only it deletes the object pointed to only when there or no more references. We have another even smarter pointer, which is able to reset all other smart pointers pointing to the same object. ( the object pointed to, has a list of all Smart pointer pointing to it. ) So it depends on what is needed. > > >>What is exactly the reason you choose the current form of ref counting? >> >> > >So that when you pass a wxLuaState to a wxLuaCallback (a handler for a >wxEvent) and then close the lua_State you want the wxLuaCallback to >know that the lua_State has been closed. > That sounds like the smarTer pointer version;-) > It's a simple way to let >anyone who's given a wxLuaState that the lua_State is good or not. If >you just use pointers to the lua_State you have to track them all and >NULL them to avoid someone trying to use them. This can happen with >delayed window deletion in wxWidgets. > > I see, i recognize this, often had that problem in wxWidgets. Who is normally deleting a created lua_State? Is wxLua able to notice this event? Hope it helps a little to decide what is best, Klaas |
From: John L. <jla...@gm...> - 2006-01-11 22:08:33
|
> I hardly understand the problem. I do understand that there are two > lua_State at the same time. > While there is only one wxLuaState. > What would be the problem if there would be two wxLuaStates too? Because the rest of the variables in the wxLuaStateRefData must be shared between the two lua_States. You only know which lua_State you want to use from lua calling the C function. > And what would be the solution if the new lua_State became part of every > new wxLuaState, and that > was passed around using a Smart Pointer to it, instead of the current > ref counting mechanism. > If several lua_State need to share data, that can be done using a second > Smart Pointer inside wxLuaState. You still need a way to associate many lua_States with a single group of data structures. I'm not sure how a smart pointer would help here. > It will be cleared properly if all wxLuaStates's are released ( no more > smart pointers to it ). > I used hierarchies of smart pointers for storing drawing objects, and it > works great. Deletion is not so much a problem, I will look back at your smart pointers. Another reason to have the wxObject ref mechanism is that you can have a delayed construction, eg. make a wxLuaState a member of a class and then Create it as necessary or not at all. > What is exactly the reason you choose the current form of ref counting? So that when you pass a wxLuaState to a wxLuaCallback (a handler for a wxEvent) and then close the lua_State you want the wxLuaCallback to know that the lua_State has been closed. It's a simple way to let anyone who's given a wxLuaState that the lua_State is good or not. If you just use pointers to the lua_State you have to track them all and NULL them to avoid someone trying to use them. This can happen with delayed window deletion in wxWidgets. > I do not know how and why wxLua is organized as is yet, so don't get mad > if i am talking nonsense ;-) It's not too difficult, but there are some subtle intricacies. Regards, John Labenski |
From: k. h. <kla...@nl...> - 2006-01-11 16:51:59
|
Hi John, John Labenski wrote: > >e) ? > > I hardly understand the problem. I do understand that there are two lua_State at the same time. While there is only one wxLuaState. What would be the problem if there would be two wxLuaStates too? And what would be the solution if the new lua_State became part of every new wxLuaState, and that was passed around using a Smart Pointer to it, instead of the current ref counting mechanism. If several lua_State need to share data, that can be done using a second Smart Pointer inside wxLuaState. It will be cleared properly if all wxLuaStates's are released ( no more smart pointers to it ). I used hierarchies of smart pointers for storing drawing objects, and it works great. I guess what i am trying to say can Smart pointers help here, as a more convenient way to share data. For sure Smart pointer code is much easier to follow in C++ code. What is exactly the reason you choose the current form of ref counting? I do not know how and why wxLua is organized as is yet, so don't get mad if i am talking nonsense ;-) Regards, Klaas -- Unclassified |
From: John L. <jla...@gm...> - 2006-01-11 15:09:18
|
There is a problem with coroutines currently. The issue is that when lua creates a coroutine a new lua_State is created by lua and wxLua correctly associates the new lua_State with the original wxLuaState so that it can get the ref data (where the bindings and C++ variables are stored). This is all fine, however when you try to run some lua code in a coroutine, lua calls the function "int LUACALL wxLua_lua_getTableFunc(lua_State *L)" to find out about a bound function. It needs to look up the wxLuaState (for the ref data) and though the proper ref data IS found, subsequent calls to functions like wxLuaState::ttag use the lua_State of the wxLuaState and not the coroutine one and so it fails. Solutions: a) Remove all the ttag and other functions from the wxLuaState and make them standalone 'C' functions that only take a lua_State* L. This would require that the wxLuaState (and it's ref data) would have to be incessantly looked up, this is how it was previously. b) Add a parameter lua_State* L =3D NULL to the end of functions like ttag (and EVERY function that would be called by a 'C' function called by lua) that would either use the given lua_State passed in if !NULL or use the lua_State of the wxLuaState. This is easy to do, but may be a little confusing. c) Make the ref data, the C++ data for the lua_State itself ref data. wxLuaState : wxObject -> wxLuaStateRefData (the wxObjectRefData) members are lua_State* and wxLuaStateData wxLuaStateData : wxObject -> wxLuaStateDataRefData (the wxObjectRefData) members are the rest of what is currently in the wxLuaStateRefData So that if you do "wxLuaState wxlState(lua_State* L)" it finds the wxLuaStateRefData for the given lua_State, but since the wxLuaStateData is also ref counted two or more wxLuaStateRefData can share the same data, which is what coroutines require. d) Make wxLuaState NOT ref counted and keep a list of pointers to them for looking them up from the lua_State*. As a member it would have a ref counted wxLuaStateData class, similar to the one outlined above. e) ? I'd appreciate any thoughts on this. In my effort to make the wxLuaState more robust, I missed this important detail. Regards, John Labenski |
From: John L. <jla...@gm...> - 2006-01-11 14:45:10
|
> >>I see many *.i files, which have things in it which are not forward > >>declared? > >>Does genwxbind.lua parse the headers included with %include? > >>That would explain it, but i got the feeling it is not doing anything > >>with %include, it is just for putting it in the C++ generated code? > > > >genwxbind.lua reads all the .i files in an generates a list of all the > >classes that were defined. Any class not defined will generate an > >error. > > > > > I see, so if i understand well, each call to genwxbind.lua > should be one a set of *.i files which are selfcontained. Meaning all cla= ss names should be somewhere in there. > What if one uses classes from an other module/library, e.g derived class= es. The base class is wrapped already (with a seperate call to genwxbind.lu= a) , the baseclass of the derived class in the new module needs to be know = too. > So in that case one needs the empty class defenition as a sort of forward= declaration right? > > What i conclude from this is that we need soem sort of *.ih files for mod= ule, being a header of know types from another module. Something like filli= ng the list of know types. > > Maybe we should have a %forward class classname, to achieve the next from= the rules file, but from a *.i file. > > dataTypes["wxCursor"] =3D AllocDataType("wxCursor", "class", false) > > Did would make it a bit more moduler. Yes it would, there is a DataTypes.Cache.lua file created in the bindings/wxwidgets directory that can be used for this, but I haven't been able to look into it. You're right that some sort of "precompiled" header from a set of .i files should be generated to take the burden off of other bindings. I will look into the DataTypes.Cache.lua file to understand how and if it's actually used. Regards, John Labenski |
From: k. h. <kla...@nl...> - 2006-01-11 10:47:13
|
John, It works perfect now, Thanks, Klaas John Labenski wrote: >. I have changed it to use a wxModule now. Regenerate >all the bindings and let me know if it works for you. > > > > -- Unclassified |
From: k. h. <kla...@nl...> - 2006-01-11 10:12:30
|
John Labenski wrote: >On 1/4/06, klaas.holwerda <kho...@xs...> wrote: > > >>I see many *.i files, which have things in it which are not forward >>declared? >>Does genwxbind.lua parse the headers included with %include? >>That would explain it, but i got the feeling it is not doing anything >>with %include, it is just for putting it in the C++ generated code? >> >> > >genwxbind.lua reads all the .i files in an generates a list of all the >classes that were defined. Any class not defined will generate an >error. > > I see, so if i understand well, each call to genwxbind.lua should be one a set of *.i files which are selfcontained. Meaning all class names should be somewhere in there. What if one uses classes from an other module/library, e.g derived classes. The base class is wrapped already (with a seperate call to genwxbind.lua) , the baseclass of the derived class in the new module needs to be know too. So in that case one needs the empty class defenition as a sort of forward declaration right? What i conclude from this is that we need soem sort of *.ih files for module, being a header of know types from another module. Something like filling the list of know types. Maybe we should have a %forward class classname, to achieve the next from the rules file, but from a *.i file. dataTypes["wxCursor"] = AllocDataType("wxCursor", "class", false) Did would make it a bit more moduler. regards, Klaas -- Unclassified |
From: John L. <jla...@gm...> - 2006-01-10 04:55:43
|
On 1/4/06, klaas.holwerda <kho...@xs...> wrote: > Hi John, > > You did not react on this one, maybe you missed it amougst all the > questions, > or you simply did not have time yet. Sorry, I forgot. I have changed it to use a wxModule now. Regenerate all the bindings and let me know if it works for you. Regards, John Labenski > http://sourceforge.net/mailarchive/message.php?msg_id=3D14327913 > > But currently i have to remove the static initialization from the > bindings the next parts: > > class teto_BindingInit > { > public: > teto_BindingInit() > { > m_binding.GetBindingList()->Append(&m_binding); > } > teto_Binding m_binding; > }; > > teto_BindingInit s_teto_BindingInit; > > since else there is a problem in order of initialization. > And next initialize in the wxAppOnInit. > > bool MyApp::OnInit(void) > { > wxart2d_Binding binding1; > binding1.GetBindingList()->Append(&binding1); > teto_Binding binding; > binding.GetBindingList()->Append(&binding); > > I don't mind about initializing them myself, but removing is not a soluti= on. > So or we must make this XXX_BindingInit optional, or we must go for the > wxModule solutions. > > What do you think, > > Klaas > > > > > ------------------------------------------------------- > This SF.net email is sponsored by: Splunk Inc. Do you grep through log fi= les > for problems? Stop! Download the new AJAX search engine that makes > searching your log files as easy as surfing the web. DOWNLOAD SPLUNK! > http://ads.osdn.com/?ad_id=3D7637&alloc_id=3D16865&op=3Dclick > _______________________________________________ > Wxlua-users mailing list > Wxl...@li... > https://lists.sourceforge.net/lists/listinfo/wxlua-users > |
From: John L. <jla...@gm...> - 2006-01-10 04:54:20
|
On 1/4/06, klaas.holwerda <kho...@xs...> wrote: > I see many *.i files, which have things in it which are not forward > declared? > Does genwxbind.lua parse the headers included with %include? > That would explain it, but i got the feeling it is not doing anything > with %include, it is just for putting it in the C++ generated code? genwxbind.lua reads all the .i files in an generates a list of all the classes that were defined. Any class not defined will generate an error. Regards, John Labenski |
From: John L. <jla...@gm...> - 2006-01-10 04:52:42
|
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From: Chris M. <ch...@ma...> - 2006-01-09 16:01:19
|
John Labenski wrote: > On 1/8/06, Chris Marrin <ch...@ma...> wrote: > >>A while ago, John and I discussed the changes I made to the older >>version of wxLua I was using. My big issue was being able to run the >>wxApp event loop in a separate thread from Emma. Because of this I could >>not call Lua functions that had been connected because they would run in >>the wrong thread. So I came up with a native callback mechanism. This >>basically used the same Connect() model that wxLua uses, but it uses a >>form that registers a C++ callback rather than a Lua function. wxLua >>would call this callback and my native function would send a message to >>the thread running the Lua interpreter to execute the Lua function. >> >>All this inter-thread comm is done in my app, so all wxLua needs is the >>ability to register native callbacks. I discussed adding this to this >>latest incarnation of wxLua with John. It does not look like that was >>ever added. > > > I think, if I understand correctly, that the same can be implemented > by just making the wxLuaCallback::CallFunction virtual > (modules/wxlua/include/wxlcallb.h). In your program you will have your > own ConnectEvent function, similar to the one you added in > wxLuaInternals.cpp, but instead you'll create a new wxMyLuaCallback > class with CallFunction overridden to do as you please. Does this > sound like it'll work? There's nothing wrong with your method, but I > think just making wxLuaCallback::CallFunction virtual is a little > cleaner and simpler, but maybe it's not workable for you? I have no problem with subclassing, as long as I also override, for instance, wxCallback::CallFunction() as well. Then I can override it. -- chris marrin ,""$, ch...@ma... b` $ ,,. (650) 941-9040 mP b' , 1$' M1 ,.` ,b` ,` :$$' ,|` mP ,` ,mm ,b" b" ,` ,mm m$$ ,m ,`P$$ m$` ,b` .` ,mm ,'|$P ,|"1$` ,b$P ,` :$1 b$` ,$: :,`` |$$ ,` $$` ,|` ,$$,,`"$$ .` :$| b$| _m$`,:` :$1 ,` ,$Pm|` ` :$$,..;"' |$: P$b, _;b$$b$1" |$$ ,` ,$$" ``' $$ ```"```'" `"` `""` ""` ,P` "As a general rule,don't solve puzzles that open portals to Hell"' |
From: John L. <jla...@gm...> - 2006-01-09 15:28:01
|
On 1/8/06, Chris Marrin <ch...@ma...> wrote: > > A while ago, John and I discussed the changes I made to the older > version of wxLua I was using. My big issue was being able to run the > wxApp event loop in a separate thread from Emma. Because of this I could > not call Lua functions that had been connected because they would run in > the wrong thread. So I came up with a native callback mechanism. This > basically used the same Connect() model that wxLua uses, but it uses a > form that registers a C++ callback rather than a Lua function. wxLua > would call this callback and my native function would send a message to > the thread running the Lua interpreter to execute the Lua function. > > All this inter-thread comm is done in my app, so all wxLua needs is the > ability to register native callbacks. I discussed adding this to this > latest incarnation of wxLua with John. It does not look like that was > ever added. I think, if I understand correctly, that the same can be implemented by just making the wxLuaCallback::CallFunction virtual (modules/wxlua/include/wxlcallb.h). In your program you will have your own ConnectEvent function, similar to the one you added in wxLuaInternals.cpp, but instead you'll create a new wxMyLuaCallback class with CallFunction overridden to do as you please. Does this sound like it'll work? There's nothing wrong with your method, but I think just making wxLuaCallback::CallFunction virtual is a little cleaner and simpler, but maybe it's not workable for you? > John, any resolution on adding this? If there is still interest, I will > switch over to your version of wxLua, make my changes there and make > them available to you. My goal, of course, is to use a stock version of > wxLua! I hope I can help and we can get this to work. I'll have some time tonight to fix the linking problem that Klaas was having. Regards, John Labenski |
From: Chris M. <ch...@ma...> - 2006-01-09 14:58:19
|
k. holwerda wrote: > Hi Chris, > > I have no problem with the project files for Vc6, will try it with NET > this evening. > The files or generated using bakefile, nad you can do it your self too. > using bakefile_gen. > > You say you have snagged an CVS image, you mean you did checkout > properly? Or are you looking at a dump of the CVS repository? I did a cvs co. I had a suggestion to change the line endings from Linux to DOS. I will try that today... -- chris marrin ,""$, "As a general rule,don't solve puzzles ch...@ma... b` $ that open portals to Hell" ,,. ,.` ,b` ,` , 1$' ,|` mP ,` :$$' ,mm ,b" b" ,` ,mm m$$ ,m ,`P$$ m$` ,b` .` ,mm ,'|$P ,|"1$` ,b$P ,` :$1 b$` ,$: :,`` |$$ ,` $$` ,|` ,$$,,`"$$ .` :$| b$| _m$`,:` :$1 ,` ,$Pm|` ` :$$,..;"' |$: P$b, _;b$$b$1" |$$ ,` ,$$" ``' $$ ```"```'" `"` `""` ""` ,P` |
From: John L. <jla...@gm...> - 2006-01-09 14:44:26
|
On 1/9/06, k. holwerda <kla...@nl...> wrote: > Hi Chris, > > I have no problem with the project files for Vc6, will try it with NET > this evening. > The files or generated using bakefile, nad you can do it your self too. > using bakefile_gen. > > You say you have snagged an CVS image, you mean you did checkout > properly? Or are you looking at a dump of the CVS repository? Make sure the line endings are correct from your CVS checkout. Regards, John Labenski |
From: k. h. <kla...@nl...> - 2006-01-09 08:40:13
|
Hi Chris, I have no problem with the project files for Vc6, will try it with NET this evening. The files or generated using bakefile, nad you can do it your self too. using bakefile_gen. You say you have snagged an CVS image, you mean you did checkout properly? Or are you looking at a dump of the CVS repository? regards, Klaas Chris Marrin wrote: > Anyone else experiencing this? > -- Unclassified |
From: Chris M. <ch...@ma...> - 2006-01-09 00:21:09
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A while ago, John and I discussed the changes I made to the older version of wxLua I was using. My big issue was being able to run the wxApp event loop in a separate thread from Emma. Because of this I could not call Lua functions that had been connected because they would run in the wrong thread. So I came up with a native callback mechanism. This basically used the same Connect() model that wxLua uses, but it uses a form that registers a C++ callback rather than a Lua function. wxLua would call this callback and my native function would send a message to the thread running the Lua interpreter to execute the Lua function. All this inter-thread comm is done in my app, so all wxLua needs is the ability to register native callbacks. I discussed adding this to this latest incarnation of wxLua with John. It does not look like that was ever added. John, any resolution on adding this? If there is still interest, I will switch over to your version of wxLua, make my changes there and make them available to you. My goal, of course, is to use a stock version of wxLua! Let me know, thanks... -- chris marrin ,""$, ch...@ma... b` $ ,,. (650) 941-9040 mP b' , 1$' M1 ,.` ,b` ,` :$$' ,|` mP ,` ,mm ,b" b" ,` ,mm m$$ ,m ,`P$$ m$` ,b` .` ,mm ,'|$P ,|"1$` ,b$P ,` :$1 b$` ,$: :,`` |$$ ,` $$` ,|` ,$$,,`"$$ .` :$| b$| _m$`,:` :$1 ,` ,$Pm|` ` :$$,..;"' |$: P$b, _;b$$b$1" |$$ ,` ,$$" ``' $$ ```"```'" `"` `""` ""` ,P` "As a general rule,don't solve puzzles that open portals to Hell"' |