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From: Chris M. <ch...@ma...> - 2006-01-09 00:10:05
|
I am looking at this version of wxLua for inclusion in Emma (http://emma3d.org). I have had conversations with John over on the lua mailing list about this, and I am just now getting around to looking at it. I have snagged the cvs image and tried to load the existing .dsw files into MSDev 7.1 (Visual Studio .NET 2003 to some of you). All the .dsp files give me the message that they are corrupt. This is odd because I have converted over many dsp files from other projects without a hitch. These are identified as MSDev 6.0 files, but were they modified by hand or anything. I can certainly reproduce these files for 7.1 pretty quickly and submit them to the project if this is useful to anyone. Anyone else experiencing this? -- 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: k. h. <kla...@nl...> - 2006-01-06 09:44:12
|
Hi All, I tried to compile on Linux. ( wxWidgets 2.6.2 with contrib installed=20 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. .././bk-deps g++ -c -o wxlua_lib_wxlstate.o -I./../modules=20 -I/usr/local/lib/wx/include/gtk2-ansi-debug-static-2.6=20 -I/usr/local/include/wx-2.6 -D__WXDEBUG__ -D__WXGTK__=20 -D_FILE_OFFSET_BITS=3D64 -D_LARGE_FILES -D_LARGEFILE_SOURCE=3D1=20 -DNO_GCC_PRAGMA -g -O0 -Wall -Wundef -Wno-ctor-dtor-privacy=20 ./wxlua/src/wxlstate.cpp ./wxlua/src/wxlstate.cpp:314:5: warning: "WXWIN_COMPATIBILITY_24" is not=20 defined .././bk-deps g++ -c -o wxbind_lib_appframe.o -I./../modules=20 -I/usr/local/lib/wx/include/gtk2-ansi-debug-static-2.6=20 -I/usr/local/include/wx-2.6 -D__WXDEBUG__ -D__WXGTK__=20 -D_FILE_OFFSET_BITS=3D64 -D_LARGE_FILES -D_LARGEFILE_SOURCE=3D1=20 -DNO_GCC_PRAGMA -g -O0 -Wall -Wundef -Wno-ctor-dtor-privacy=20 ./wxbind/src/appframe.cpp In file included from ./wxbind/src/appframe.cpp:23: ./../modules/wxbind/include/wxbind.h:127:6: warning: "wxUSE_WAVE" is not=20 defined ./../modules/wxbind/include/wxbind.h:328:5: warning:=20 "wxLUA_USE_wxCriticalSection" is not defined ./../modules/wxbind/include/wxbind.h:506:5: warning:=20 "wxLUA_USE_wxCriticalSectionLocker" is not defined ./../modules/wxbind/include/wxbind.h:919:5: warning:=20 "wxLUA_USE_wxCriticalSectionLocker" is not defined ./../modules/wxbind/include/wxbind.h:1038:6: warning: "wxUSE_WAVE" is=20 not defined ./../modules/wxbind/include/wxbind.h:1310:5: warning:=20 "wxLUA_USE_wxCriticalSection" is not defined ./../modules/wxbind/include/wxbind.h:1909:5: warning:=20 "wxLUA_USE_wxCriticalSectionLocker" is not defined ./../modules/wxbind/include/wxbind.h:2067:6: warning: "wxUSE_WAVE" is=20 not defined ./../modules/wxbind/include/wxbind.h:2455:5: warning:=20 "wxLUA_USE_wxCriticalSection" is not defined ./../modules/wxbind/include/wxbind.h:2736:5: warning:=20 "wxLUA_USE_wxCriticalSectionLocker" is not defined ./../modules/wxbind/include/wxbind.h:2758:5: warning:=20 "wxLUA_USE_wxCriticalSection" is not defined Eventually it compiles, but when i call make install, the result is this. I have no idea what is going on here. [db348@s159749 wxLua]$ make install (cd ./modules/ && make ) make[1]: Entering directory `/home/db348/wxLua/modules' make[1]: Nothing to be done for `all'. make[1]: Leaving directory `/home/db348/wxLua/modules' (cd ./util/ && make install) make[1]: Entering directory `/home/db348/wxLua/util' .././bk-deps gcc -c -o autoconf/util_bin2c_bin2c.o -g -O0 -Wall -Wundef=20 ./bin2c/bin2c.c ./bin2c/bin2c.c: In function =E2=80=98dump=E2=80=99: ./bin2c/bin2c.c:30: warning: statement with no effect ./bin2c/bin2c.c:53: warning: too many arguments for format ./bin2c/bin2c.c:54: warning: too many arguments for format ./bin2c/bin2c.c:90:12: warning: "/*" within comment ./bin2c/bin2c.c: At top level: ./bin2c/bin2c.c:113: fatal error: opening dependency file=20 autoconf/util_bin2c_bin2c.d: No such file or directory compilation terminated. make[1]: *** [autoconf/util_bin2c_bin2c.o] Error 1 make[1]: Leaving directory `/home/db348/wxLua/util' make: *** [install] Error 2 When this would have all worked, i might have bin able to also compile=20 the wxLua application, but at this moment, without the install it does not. I tried configure --enable-wxlua-app,=20 this does not do anything it looks. 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 need to detect wxLua, i am trying to this from Cmake currently by=20 setting a WXLUA var. But if there will be wxlua-config , that would be the solution. Regards, Klaas --=20 Unclassified |
From: k. h. <kla...@nl...> - 2006-01-05 11:37:01
|
Hi All, John Labenski wrote: >at wxWidgets/build/msw/makefile.vc, search for "/M" and you see that >it uses all sorts of variables to store them. Look also at >build/msw/config.vc and samples/minimal/makefile.vc. > > Whooo, i searched for __RUNTIME_LIBS_ and it is enormous, i wonder if the eventual setting is different all the time. >I'm not sure the best way to do this, we need to get wxLua built >identically to wxWidgets, and in your case with the wxArt2D library. I >would have thought that bakefile was supposed to have "fixed" this, >but I never saw how it could work unless the end users bakefiles (our >bakefiles) used all the internal variables of the wxWidgets bakefiles. >I fought about that a few times on wx-dev, but I couldn't seem to get >the seriousness of this problem across. > > I can't judge it. But searched for NODEFAULT, it is not found. So where does that one come from? Compiling wxLua without setting the switch results in a warning, so maybe someone just added it to get rid of it. LINK : warning LNK4098: defaultlib "MSVCRT" conflicts with use of other libs; use /NODEFAULTLIB:library And looking at a few of the results of the Searching Libraries flag (/VERBOSE:LIB): Searching \data\art2d\wxluacvs\wxLua\lib\vc_lib\wxluasocket.lib: ====>>Searching C:\Program Files\Microsoft Visual Studio\vc98\LIB\MSVCRTD.lib: Searching C:\Program Files\Microsoft Visual Studio\vc98\LIB\OLDNAMES.lib: ====>>Searching C:\Program Files\Microsoft Visual Studio\vc98\LIB\MSVCRT.lib: I do understand that this must be a conflict. But why are those two libraries loaded?? Can one say it is wxluasocket.lib causing this? > > > I read those messages, bakefile doesn't seem to be right. Take a look I see that it is confusing, i can't say they are not right. We first need to figure out why the two conflicting libraries are searched for. I looked at it (wxlua.exe) with the tool "depends", but that does not help much. Someone has an idea on how to find the reason behind loading the two conflicting libs? Regards, Klaas -- Unclassified |
From: klaas.holwerda <kho...@xs...> - 2006-01-05 07:49:47
|
Francesco Montorsi wrote: > Hi, > > klaas.holwerda wrote: > >> Do you know where this setting comes from? >> On the wxArt2d list knowledgable persons think it is not a good idea, >> and should be solved different. > > sorry but I didn't followed the thread. > If I understand it correctly, there is a problem having > "/NODEFAULTLIB:MSVCRT.LIB" in release builds using MSVC6, right ? No that was only the beginning, in release mode the switch is not set, only in debug. And it seems to work partly in debug mode, and is risky, see the thread on art2d, it is very informative. People say this switch is also weird to have in debug mode, indicating that somethings is not setup right. wxWidgets does not have this switch. So i wonder where it came from. If we know that, we might think of a solution next. I will try today to compile wxLua wihtout the switch, and see what happens. > > >> >> BTW Franscesco would it be possible to enable debug info in the lua >> part of wxLua? > > .... > which sets the debug info ON in debug builds only. > Hmmm, if i want to step into the lua code, i get only assembler. Also the stack is not shown properly. So i though there is no debug info there. Can this have something to do with lua being C code only? Regards, Klaas |
From: John L. <jla...@gm...> - 2006-01-04 22:51:25
|
On 1/4/06, klaas.holwerda <kho...@xs...> wrote: > Hi John and Franscesco, >>There is a problem if building with /NODEFAULTLIB:MSVCRT.LIB in release > Do you know where this setting comes from? > On the wxArt2d list knowledgable persons think it is not a good idea, > and should be solved different. I read those messages, bakefile doesn't seem to be right. Take a look at wxWidgets/build/msw/makefile.vc, search for "/M" and you see that it uses all sorts of variables to store them. Look also at build/msw/config.vc and samples/minimal/makefile.vc. I'm not sure the best way to do this, we need to get wxLua built identically to wxWidgets, and in your case with the wxArt2D library. I would have thought that bakefile was supposed to have "fixed" this, but I never saw how it could work unless the end users bakefiles (our bakefiles) used all the internal variables of the wxWidgets bakefiles. I fought about that a few times on wx-dev, but I couldn't seem to get the seriousness of this problem across. > I am well on the way with my bindings, when i am ready i will try to > make a simple example, to be used as a template in wxLua, unless someone > else prefers to do it? Ok, I'm sorry things are pretty busy for me right now. -John Labenski |
From: Francesco M. <f18...@ya...> - 2006-01-04 22:48:11
|
Hi, klaas.holwerda wrote: > Do you know where this setting comes from? > On the wxArt2d list knowledgable persons think it is not a good idea, > and should be solved different. sorry but I didn't followed the thread. If I understand it correctly, there is a problem having "/NODEFAULTLIB:MSVCRT.LIB" in release builds using MSVC6, right ? > > BTW Franscesco would it be possible to enable debug info in the lua > part of wxLua? aren't them already included when using WX_DEBUG=1 ? I wxLua/build/bakefiles/wxluabase.bkl I see: .... <set var="DEBUGINFO"> <if cond="WX_DEBUG=='1'">on</if> <if cond="WX_DEBUG=='0'">off</if> </set> ... <template id="wxlua-base"> .... <debug-info>$(DEBUGINFO)</debug-info> .... which sets the debug info ON in debug builds only. Why should them be needed also on release builds ? Francesco |
From: klaas.holwerda <kho...@xs...> - 2006-01-04 20:54:23
|
Hi John and Franscesco, Do you know where this setting comes from? On the wxArt2d list knowledgable persons think it is not a good idea, and should be solved different. BTW Franscesco would it be possible to enable debug info in the lua part of wxLua? I am well on the way with my bindings, when i am ready i will try to make a simple example, to be used as a template in wxLua, unless someone else prefers to do it? Regards, Klaas klaas.holwerda wrote: > There is a problem if building with /NODEFAULTLIB:MSVCRT.LIB in > release mode. |
From: klaas.holwerda <kho...@xs...> - 2006-01-04 20:36:16
|
John Labenski wrote: >>Interesting enough, a2dCommandLanguageWrapper is not knwo, but that is oke?? >> >> > >This is probably an oversight, I suppose that it will fail if you try >to call a base class member function on an instance of a2dLuaWrapper. > > 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? > > >>%class %delete %noclassinfo a2dCentralCanvasCommandProcessor >> a2dCentralCanvasCommandProcessor() >>%endclass >> >> > > No members at all did the job, i saw it used somewhere in the *.i of wxLua. %class %delete %noclassinfo a2dCentralCanvasCommandProcessor %endclass This seems to not generate any code in C++, or at least it does not conflict. >dataTypes["wxCursor"] = AllocDataType("wxCursor", "class", false) > > > Oke good to know. Thanks, Klaas |
From: klaas.holwerda <kho...@xs...> - 2006-01-04 20:26:39
|
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. http://sourceforge.net/mailarchive/message.php?msg_id=14327913 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 solution. So or we must make this XXX_BindingInit optional, or we must go for the wxModule solutions. What do you think, Klaas |
From: klaas.holwerda <kho...@xs...> - 2006-01-04 20:04:51
|
John Labenski wrote: >I don't understand, is there really a problem and what is the fix? > > There is a problem if building with /NODEFAULTLIB:MSVCRT.LIB in release mode. Many errors of missing symbols. The solution is not yet clear. I saw that wxLua is oke on this, since it does not have this switch in release mode, but it is still maybe not right. ( before i forget, in the wxLua target in the project file wxLua.dsw, there is something strange with the relase build when choosen in the project settings ). Or it is not there, or when choosen wxLua disappears. Can you read the wxArt2D mailinglist on this problem? Maybe together we can find a solution Regards, Klaas |
From: John L. <jla...@gm...> - 2006-01-04 17:12:53
|
I don't understand, is there really a problem and what is the fix? Regards, John Labenski On 1/4/06, k. holwerda <kla...@nl...> wrote: > Hi, > > Bill Baxter wrote: > > > Thank you thank you thank you! You saved my hair and my monitor! > > > > I thought it looked an awful lot like a nodefault lib setting, but in > > the IDE the nodefaultlib switch wasn't being set. I guess I don't > > really understand yet how the MSVC IDE and CMAKE interact. I thought > > the idea was that cmake generated some project files, and then you > > could use those project files just like usual. But apparently there's > > something else going on behind the scenes. > > No that is not true, Cmake generates them and that is it. The switch is > really there. (Project Settings/Link tab ) > > > > > I tried commenting out the line you said and then it linked like a > > charm. Just wish I could have my three hours back from last night... > > Just imagine how many days i have bin searching in my life for bugs like > this, and you should feel happy again. ;-) > > > > > As for the problem with wxLua that prompted you to add nodefaultlib in > > the first place, that sounds like wxLua isn't being built with the > > right CRT libraries. > > What in the world or CRT libraries?? > > > And wxLua may be using the wrong CRT because lua itself was built > > using the wrong libraries. I seem to recall Lua being set up by > > default to build with /MT instead of /MD. > > In debug mode i see: > > /MDd Creates a debug multithreaded DLL, using MSVCRTD.LIB > > But this i do not understand already, because i am not generating DLL?? > In release mode i see: > > /MD Creates a multithreaded DLL, using MSVCRT.LIB > Same story, but at least it says that it needs MSVCRT.LIB, so i assume > remove switch /nodefaultlib:"MSVCRT.lib" > > And looking at wxLua, i see /MDd for debug, and /MD for all release > builds. > In debug mode the switch /nodefaultlib:"MSVCRT.lib" is there if not > DLL builds and not unicode > > For the moment i only set this switch when debug is ON. ( so also when > building shared, which does not work anyway in VC6) > > > I could be wrong though. This whole multiple CRT-versions business is > > an unbelievable confusing mess on Microsoft's part. It's seriously > > the single worst thing about developing on Windows. > > I am starting to understand this too :-( > > Regards, > > Klaas > > > > -- > Unclassified > > > > ------------------------------------------------------- > 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...> - 2006-01-04 17:11:26
|
> I start realizing that forwrad is not always needed. > In the next a2dCentralCanvasCommandProcessor needs to be there first, or > genwxbind.lua gives errors. > Interesting enough, a2dCommandLanguageWrapper is not knwo, but that is ok= e?? This is probably an oversight, I suppose that it will fail if you try to call a base class member function on an instance of a2dLuaWrapper. > %class %delete %noclassinfo a2dCentralCanvasCommandProcessor > a2dCentralCanvasCommandProcessor() > %endclass > > %class %delete %noclassinfo a2dLuaWrapper, a2dCommandLanguageWrapper > %define %pointer a2dLuaWP > a2dLuaWrapper( a2dCentralCanvasCommandProcessor* commandProcessor ) > > If i remove the %class .... a2dCentralCanvasCommandProcessor, i get the > following error. > > c:\data\art2d\a2dren9\modules\luawraps\src>genwxbind.bat > Generating wxWidgets Binding > loaded rules: luawraps.rules > Error: Expected Parameter '=3D', ')', or ',' got Tag=3D'*'. > (Name=3Da2dCentralCanvasCo > mmandProcessor; Undefined DataType) File: > C:/data/art2d/wxArt2D/modules/luawraps > /src/luawraps.i:(line 14) > > So i think i don't understand when something has to be know upfront or > when not? > And when something has to be knwo, how to make it know without > generating code for a complete class. > I just need pointer to it. genwxbind.lua tries to figure out if what's in the wrappers are data types or typos. You should always try to forward declare your data types. If you want a user to be able to create that class in lua you can just have a dummy class with no members, like your a2dCentralCanvasCommandProcessor, otherwise you can stick a line like this at the bottom of your "rules" file, but if you do I don't think that you can do anything with it in lua. dataTypes["wxCursor"] =3D AllocDataType("wxCursor", "class", false) Regards, John Labenski |
From: John L. <jla...@gm...> - 2006-01-04 14:35:20
|
> >>How do you normally solve this in steexprt.cpp on Linux? > >> > >>#include "../../contrib/src/stc/scintilla/include/Platform.h" // for > >>PRectangle > >>#include "../../contrib/src/stc/scintilla/include/PropSet.h" // for SS= tring > >> > >>I just put the complete path now ( to where my wxWidgets is ), i see n= o > >>other way? > > > >Doesn't it work as is? It's a relative path that's based on > >$(WXWIN)/include for MSW or the prefix from wx-config for gmake. > > I normally install wxWidgets before using it. So i use it from /usr/loc= al. > But those files are not installed there. > It seems you do not install wxWidgets, and use wx-config straight from > the distribution, where those files of course are available. Right, I just use it directly from the CVS tree. > For general users i think it should work at least in the first case. > So we need to find a way to get those files, or mention where they > should be found. I didn't realize this at all. Maybe I can just forward declare them at the top of stexprt.cpp file. > I think it is wrong how wxWidgets is using thirdparty ( scintilla and > expat ), they hide it, making it impossible for us (making extra libs) > to do the same as them. > Making such thirdparty libs part of wxWidgets is fine, but choosing > between a central or local installed thirdparty library, should not be > different. > Or at least all thirdparty header files should be installed. I agree, I'm guessing that they will probably say that those files and libraries are internal and there's no need to use them. What I did in the export file was directly copy the code in scite (licence is ok to do this) and try to modify as little as possible to make it easy for me to get any updates from them. I will see if I can remove the #includes and just delcare the classes themselves. I asked on wx-users about a wxString type class for ansi C (even if wxWidgets is unicode) since the SString classes used by scintilla is not trivial and I'd hate to start to get version problems for different scintilla versions (eg. wxWidgets versions). Regards, John Labenski |
From: k. h. <kla...@nl...> - 2006-01-04 13:52:31
|
Hi, I start realizing that forwrad is not always needed. In the next a2dCentralCanvasCommandProcessor needs to be there first, or genwxbind.lua gives errors. Interesting enough, a2dCommandLanguageWrapper is not knwo, but that is oke?? %class %delete %noclassinfo a2dCentralCanvasCommandProcessor a2dCentralCanvasCommandProcessor() %endclass %class %delete %noclassinfo a2dLuaWrapper, a2dCommandLanguageWrapper %define %pointer a2dLuaWP a2dLuaWrapper( a2dCentralCanvasCommandProcessor* commandProcessor ) If i remove the %class .... a2dCentralCanvasCommandProcessor, i get the following error. c:\data\art2d\a2dren9\modules\luawraps\src>genwxbind.bat Generating wxWidgets Binding loaded rules: luawraps.rules Error: Expected Parameter '=', ')', or ',' got Tag='*'. (Name=a2dCentralCanvasCo mmandProcessor; Undefined DataType) File: C:/data/art2d/wxArt2D/modules/luawraps /src/luawraps.i:(line 14) So i think i don't understand when something has to be know upfront or when not? And when something has to be knwo, how to make it know without generating code for a complete class. I just need pointer to it. regards, Klaas k. holwerda wrote: > Hi John, > > I think we need something extra to make things work for derived classes. > > The problem is this. > > -- Unclassified |
From: k. h. <kla...@nl...> - 2006-01-04 13:15:16
|
Hi John, I think we need something extra to make things work for derived classes. The problem is this. I have a luawraps library, which is based on the (simplified here ) luawraps.i file. Most of it is a sort of forward declaration to parse things which come later. a2dLuaWrapper derived from a2dCanvasCsPlWrapper -> a2dCsPlWrapper a2dCentralCanvasCommandProcessor used as pointer. a2dDocumentCommandProcessor used as pointer. Those classes are not used directly for wrapping here. Wihout them genwxbind.bat does report unknown types. //Forward declaration in order to get a2dLuaWrapper parsed correctly %class %delete %noclassinfo %encapsulate a2dDocumentCommandProcessor a2dDocumentCommandProcessor() %endclass //Forward declaration in order to get a2dLuaWrapper parsed correctly %class %delete %noclassinfo %encapsulate a2dCsPlWrapper a2dCsPlWrapper(a2dDocumentCommandProcessor* commandProcessor) %endclass //Forward declaration in order to get a2dLuaWrapper parsed correctly %class %delete %noclassinfo %encapsulate a2dCentralCanvasCommandProcessor a2dCentralCanvasCommandProcessor() %endclass //Forward declaration in order to get a2dLuaWrapper parsed correctly %class %delete %noclassinfo %encapsulate a2dCanvasCsPlWrapper, a2dCsPlWrapper a2dCanvasCsPlWrapper( a2dCentralCanvasCommandProcessor* commandProcessor ) %endclass %class %delete %noclassinfo %encapsulate a2dLuaWrapper, a2dCanvasCsPlWrapper %define %pointer a2dLuaWP a2dLuaWrapper( a2dCentralCanvasCommandProcessor* commandProcessor ) bool FileOpen( const wxString& path ); %endclass Still this will all work, the problem start in an wxArt2D application, where more luabindings are added. That application has a gedi.i file which needs to contain the same "forward" declarations to make it parse. %class %delete %noclassinfo %encapsulate a2dDocumentCommandProcessor a2dDocumentCommandProcessor() %endclass %class %delete %noclassinfo %encapsulate a2dCsPlWrapper a2dCsPlWrapper(a2dDocumentCommandProcessor* commandProcessor) %endclass %class %delete %noclassinfo %encapsulate a2dCentralEditorCommandProcessor a2dCentralEditorCommandProcessor() %endclass %class %delete %noclassinfo %encapsulate a2dCanvasCsPlWrapper, a2dCsPlWrapper a2dCanvasCsPlWrapper( a2dCentralEditorCommandProcessor* commandProcessor ) %endclass %class %delete %noclassinfo %encapsulate TetoLuaWrapper, a2dCanvasCsPlWrapper %define %pointer a2dGedi TetoLuaWrapper( a2dCentralEditorCommandProcessor* commandProcessor ) bool FileExport( const wxString& path, const wxString& description, bool silent = true ) %endclass Somehow this generates code like the following twice, once for luawraps library, and one for the application. Which of course is a problem in compiling or else linking. wxLUA_DECLARE_ENCAPSULATION(a2dCentralEditorCommandProcessor) wxLUA_DECLARE_ENCAPSULATION(a2dDocumentCommandProcessor) wxLUA_DECLARE_ENCAPSULATION(TetoLuaWrapper) wxLUA_DECLARE_ENCAPSULATION(a2dCsPlWrapper) wxLUA_DECLARE_ENCAPSULATION(a2dCanvasCsPlWrapper) SO i think we need something like a forward declaration in *.i files, which does not result in code generation, but is only used by genwxbind.lua for checking/knowing types. Before we did not have this situation, since one did have one big overall info file, which used includes. But for the modular bindings we have now, we need a way to have some header mechanism, which not result in code, i think. BTW what does %encapsulate mean? What do you think? Is there a way to handle it, and i simply don't know, or is it a real problem? Thanks, Klaas -- Unclassified |
From: k. h. <kla...@nl...> - 2006-01-04 08:34:33
|
John Labenski wrote: >On 1/3/06, k. holwerda <kla...@nl...> wrote: > > >>How do you normally solve this in steexprt.cpp on Linux? >> >>#include "../../contrib/src/stc/scintilla/include/Platform.h" // for >>PRectangle >>#include "../../contrib/src/stc/scintilla/include/PropSet.h" // for SString >> >>I just put the complete path now ( to where my wxWidgets is ), i see no >>other way? >> >> > >Doesn't it work as is? It's a relative path that's based on >$(WXWIN)/include for MSW or the prefix from wx-config for gmake. > > I normally install wxWidgets before using it. So i use it from /usr/local. But those files are not installed there. It seems you do not install wxWidgets, and use wx-config straight from the distribution, where those files of course are available. For general users i think it should work at least in the first case. So we need to find a way to get those files, or mention where they should be found. I think it is wrong how wxWidgets is using thirdparty ( scintilla and expat ), they hide it, making it impossible for us (making extra libs) to do the same as them. Making such thirdparty libs part of wxWidgets is fine, but choosing between a central or local installed thirdparty library, should not be different. Or at least all thirdparty header files should be installed. Regards, Klaas -- Unclassified |
From: k. h. <kla...@nl...> - 2006-01-04 08:19:10
|
Hi, Bill Baxter wrote: > Thank you thank you thank you! You saved my hair and my monitor! > > I thought it looked an awful lot like a nodefault lib setting, but in > the IDE the nodefaultlib switch wasn't being set. I guess I don't > really understand yet how the MSVC IDE and CMAKE interact. I thought > the idea was that cmake generated some project files, and then you > could use those project files just like usual. But apparently there's > something else going on behind the scenes. No that is not true, Cmake generates them and that is it. The switch is really there. (Project Settings/Link tab ) > > I tried commenting out the line you said and then it linked like a > charm. Just wish I could have my three hours back from last night... Just imagine how many days i have bin searching in my life for bugs like this, and you should feel happy again. ;-) > > As for the problem with wxLua that prompted you to add nodefaultlib in > the first place, that sounds like wxLua isn't being built with the > right CRT libraries. What in the world or CRT libraries?? > And wxLua may be using the wrong CRT because lua itself was built > using the wrong libraries. I seem to recall Lua being set up by > default to build with /MT instead of /MD. In debug mode i see: /MDd Creates a debug multithreaded DLL, using MSVCRTD.LIB But this i do not understand already, because i am not generating DLL?? In release mode i see: /MD Creates a multithreaded DLL, using MSVCRT.LIB Same story, but at least it says that it needs MSVCRT.LIB, so i assume remove switch /nodefaultlib:"MSVCRT.lib" And looking at wxLua, i see /MDd for debug, and /MD for all release builds. In debug mode the switch /nodefaultlib:"MSVCRT.lib" is there if not DLL builds and not unicode For the moment i only set this switch when debug is ON. ( so also when building shared, which does not work anyway in VC6) > I could be wrong though. This whole multiple CRT-versions business is > an unbelievable confusing mess on Microsoft's part. It's seriously > the single worst thing about developing on Windows. I am starting to understand this too :-( Regards, Klaas -- Unclassified |
From: John L. <jla...@gm...> - 2006-01-04 00:43:14
|
On 1/3/06, k. holwerda <kla...@nl...> wrote: > How do you normally solve this in steexprt.cpp on Linux? > > #include "../../contrib/src/stc/scintilla/include/Platform.h" // for > PRectangle > #include "../../contrib/src/stc/scintilla/include/PropSet.h" // for SStr= ing > > I just put the complete path now ( to where my wxWidgets is ), i see no > other way? Doesn't it work as is? It's a relative path that's based on $(WXWIN)/include for MSW or the prefix from wx-config for gmake. Regards, John Labenski |
From: k. h. <kla...@nl...> - 2006-01-03 10:28:53
|
John, How do you normally solve this in steexprt.cpp on Linux? #include "../../contrib/src/stc/scintilla/include/Platform.h" // for PRectangle #include "../../contrib/src/stc/scintilla/include/PropSet.h" // for SString I just put the complete path now ( to where my wxWidgets is ), i see no other way? regards, Klaas -- Unclassified |
From: klaas.holwerda <kho...@xs...> - 2005-12-30 18:53:11
|
John Labenski wrote: > >Ok, we can try to turn on debug info. I'll have to see if I can do it >in the bakefiles? Do you know how? > > I am affraid not, but i think Franscesco knows it right away :-) > >Ok, so there really is a problem. > > Right, we need to find a solution for the static initalization classes. And i think wxModule is oke to use, since i think the first wxLuaState will be defined by other classes which are initiated after wxApp startup etc. Am i Right?? If this is the case, we only need to make sure all wxModule (one per binding module ) is called before initating the first wxLuaState. And as far as i can see, no static initialisation class is needed. I use wxModule like classes for stock object s, which is close to what we need. Maybe we can simple generate the wxModule_bindX automatically? >So, I got your email from Michael, I don't understand the first part. >I guess I'm missing some of the lingo. > > I will read it once more, and already asked Michael to explain the first better. > > >>1. Rely on 0-initialization for 'first objects' and don't touch them >>in their constructors (maybe use a special constructor for this). The >>0 intialization of all objects is guaranteed to be finished before any >>constructors are called. But of course the real constructor can be >>called later at any time, so it must not touch e.g. the list head, >>that might already have been valid data. >> >> > >Can you give me an example? > > Asked that too. >The second example of guaranteeing static var initialization works >like this, right? We have no problem doing this and Michael says the >only downside is code bloat, but we're not going to have very many of >these, so that's not an issue. This can be easily automated in >genwxluabind.lua. > >static wxLuaBinding* wxLua_GetMyBinding() >{ static wxLuaMyBinding m_binding; return &m_binding; } > > I tried it now, and just defining such a function is not enough. ( i tried in header and source ). The only thing which works is the next: In header file: extern wxart2d_Binding* wxLua_GetArt2DBinding(); In the binding .cpp file wxart2d_Binding* wxLua_GetArt2DBinding() { static wxart2d_Binding binding; binding.GetBindingList()->Append(&binding); return &binding; } In wxMyApp::OnInit() { wxLua_GetArt2DBinding(); } And this is essential how wxModule can work, and that has the advantage that the user is not responsible for calling the initilization himself, it is done automatically. So finally i tried the next : In the binding header: class wxArt2DBindingModule : public wxModule { public: wxArt2DBindingModule() { m_intialized = false; } virtual bool OnInit(); virtual void OnExit(); bool IsInitialized() { return m_intialized; } private: DECLARE_DYNAMIC_CLASS(wxArt2DBindingModule) bool m_intialized; }; In the binding source: // ---------------------------------------------------------------------------- // wxArt2DBindingModule // ---------------------------------------------------------------------------- IMPLEMENT_DYNAMIC_CLASS(wxArt2DBindingModule, wxModule) bool wxArt2DBindingModule::OnInit() { if ( !m_intialized ) { /* if we want failsave: // Initialize lower level modules first wxModuleList::compatibility_iterator node; for ( node = m_modules.GetFirst(); node; node = node->GetNext() ) { wxLuaModule* wxluabase = wxDynamicCast( node->GetData(), wxLuaModule ); if ( wxluabase && !wxluabase->IsInitialized() ) { node->GetData()->Init(); } } */ static wxart2d_Binding binding; binding.GetBindingList()->Append(&binding); m_intialized = true; } return true; } void wxArt2DBindingModule::OnExit() { } And guess what it only works ( means it is only linked in ) when i add my dummy wxart2d_binding m_dummy somewhere in my main program code. Or adding a "wxArt2DBindingModule dummy" works as well, anything that makes this library linked in , will do. So maybe we best do wxArt2DBindingModule, and a simple macro like: wxUSES_LUA_BINDING( wxArt2DBinding ) The first to make initialization work any way we want too. The second macro to be used by the user program to force linkage of that binding. Klaas |
From: John L. <jla...@gm...> - 2005-12-30 16:09:06
|
> >Yes, it's not compiled with debug info. Why do you want to debug into lu= a? > > > So i can see on the stack where things are called from. It helps me to > understand why things are organized the way they are. The only really > existing documentation is on Lua itself. Ok, we can try to turn on debug info. I'll have to see if I can do it in the bakefiles? Do you know how? > >Humm, the MSVC linker is too clever for its own good. But, the default > >wxWidgets binding works in VC 2003, are you sure this is really the > >case? > > > Yes i am sure, i did test it again just now. If i outcomment them, my > bindings are not initialized, and or not found. The debugger does not > even stop there, and say at start that the breakpoints are invalid. > Put them in again and everything works fine, and the debugger nicely > stops too. Ok, so there really is a problem. > >So... it works now? No need for a wxModule? > > > I don't think it works without problem, it only works under certain > conditions. As soon one has his bindings inside a library, the main > program must contain something from that library, else the library will > not be linked. The order of initilization is something different from tha= t. > > That it currently works for me, is because my intialization order seems > to be oke, and i forces the initialization of the static binding by > adding a dummy static wxart2d_Binding in my main program. > In fact i did a test right now, just a dummy wxart2_binding already > makes it link the library, it does not have to be static. So, I got your email from Michael, I don't understand the first part. I guess I'm missing some of the lingo. >1. Rely on 0-initialization for 'first objects' and don't touch them >in their constructors (maybe use a special constructor for this). The >0 intialization of all objects is guaranteed to be finished before any >constructors are called. But of course the real constructor can be >called later at any time, so it must not touch e.g. the list head, >that might already have been valid data. Can you give me an example? The second example of guaranteeing static var initialization works like this, right? We have no problem doing this and Michael says the only downside is code bloat, but we're not going to have very many of these, so that's not an issue. This can be easily automated in genwxluabind.lua. static wxLuaBinding* wxLua_GetMyBinding() { static wxLuaMyBinding m_binding; return &m_binding; } Thanks, John Labenski |
From: klaas.holwerda <kho...@xs...> - 2005-12-30 11:40:22
|
John Labenski wrote: >Yes, it's not compiled with debug info. Why do you want to debug into lua? > > So i can see on the stack where things are called from. It helps me to understand why things are organized the way they are. The only really existing documentation is on Lua itself. >>>I don't understand when you say the "next two become active"? Next two of what? >>> >>> >>> >Humm, the MSVC linker is too clever for its own good. But, the default >wxWidgets binding works in VC 2003, are you sure this is really the >case? > > Yes i am sure, i did test it again just now. If i outcomment them, my bindings are not initialized, and or not found. The debugger does not even stop there, and say at start that the breakpoints are invalid. Put them in again and everything works fine, and the debugger nicely stops too. >So... it works now? No need for a wxModule? > I don't think it works without problem, it only works under certain conditions. As soon one has his bindings inside a library, the main program must contain something from that library, else the library will not be linked. The order of initilization is something different from that. That it currently works for me, is because my intialization order seems to be oke, and i forces the initialization of the static binding by adding a dummy static wxart2d_Binding in my main program. In fact i did a test right now, just a dummy wxart2_binding already makes it link the library, it does not have to be static. Regards, Klaas |
From: John L. <jla...@gm...> - 2005-12-30 04:09:48
|
On 12/29/05, klaas.holwerda <kho...@xs...> wrote: > Ha, you are talking about a lua script i think. My problem is the lua C > code. I can not debug into that code. > Is it generated without debug info?? Yes, it's not compiled with debug info. Why do you want to debug into lua? > >The "namespace" is a table where the contents of it are set by > >bindings. > > > Found it. What should happen if one calls a non existing function on a > name space? It's not found and the script errors out, calling the function terror(). > >I don't understand when you say the "next two become active"? Next two o= f what? > > > By the next two i mean that > > wxart2d_BindingInit s_wxart2d_BindingInit; > is seen suddenly and therefore the call to this from its construtor. > m_binding.GetBindingList()->Append(&m_binding); > > And thus the bindings are initialized properly. > Without any reference to the binding library in my exe/program code, the > whole binding library is skipped. Humm, the MSVC linker is too clever for its own good. But, the default wxWidgets binding works in VC 2003, are you sure this is really the case? > >What about, wxModule? I'll look into that this afternoon. If I > >remember correctly it does something very similar to gather up all the > >derived wxModule classes. > > > I am not so sure about this, at least i had to do trick to make sure one > module was intialized before the other. Still it works oke. wxModule is > realy meant to intialize things before the wxApp is starting. > I think it could help us. >> > > I don't have any problems using this > >mechanism in gcc in Linux, but I have yet to try to add my own > >bindings with msvc. > > > > > wxModule is not so much for static things, but it may solve adding > bindings before wxLuaState is used. > > >Can you reverse the order of linking the .o object files for your > >program and the libraries? > > > > > No CMake solves/writes all the makefiles for me. So... it works now? No need for a wxModule? Regards, John Labenski |
From: John L. <jla...@gm...> - 2005-12-30 03:57:26
|
On 12/29/05, klaas.holwerda <kho...@xs...> wrote: > Hi John, > > If i go to wxLuaEditor, and load a sample, run it and close it, and run > it again, the second time i click the run button, things go wrong in > wxLuaStateRefData. > Mabe you can find it, certainly not me yet :-) Yeah, it was a bug in the deallocation of the lua_State, it's fixed now. Regards, John Labenski |
From: klaas.holwerda <kho...@xs...> - 2005-12-29 19:17:52
|
Hi John, If i go to wxLuaEditor, and load a sample, run it and close it, and run it again, the second time i click the run button, things go wrong in wxLuaStateRefData. Mabe you can find it, certainly not me yet :-) Klaas |