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1111
Issues Help Desk / Re: script threading does not work
« on: June 28, 2014, 05:07:03 pm »
JustDefineIt, or JDI, by JoshDreamland is the new compiler, and it can parse the Standard Template Library and allow use of vector and other collections. It also has the capability of compiler scripts essentially allowing var access functions and dynamic execution such as execute_string() only if the user wants it of course. The biggest feature is proper pretty printers, meaning it can properly export your code to JavaScript allowing us to do HTML5.
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Issues Help Desk / Re: script threading does not work
« on: June 28, 2014, 02:09:48 pm »
In contrast with what Harri just said, the new compiler does support atomic types however.
1113
Developing ENIGMA / Re: Command Line Interface
« on: June 28, 2014, 02:07:27 pm »
Darkstar2, they mean how you take some trivial thing that I say and blow it into a giant elephant in the room, that somehow me making a CLI means the death of the IDE. Helen Keller didn't have enough tourettes to make such an illogical connection.
Anyway, Harri, LGM is not my project, it is IsmAvatar's and it is a GM IDE. Many people on the GMC are actually still using it to downgrade GMX into GMK and vice versa.
We could however fork LGM and make our own IDE out of it.
Anyway, Harri, LGM is not my project, it is IsmAvatar's and it is a GM IDE. Many people on the GMC are actually still using it to downgrade GMX into GMK and vice versa.
We could however fork LGM and make our own IDE out of it.
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Developing ENIGMA / Re: Command Line Interface
« on: June 28, 2014, 01:13:00 am »
Yes I have got the huge bulk of the work done now, over 1000 lines of C++. I have further documented my project on the Wiki adding a section for my project side by side with the Java CLI that none of you even knew existed.
http://enigma-dev.org/docs/Wiki/Command_line_interface#Native_Command_Line
As you can see in the following image, Project Chaos now builds perfectly, we just need to work out the kinks on the Wiki above.
![](http://enigma-dev.org/docs/wiki/images/0/04/Nativecommandline.png)
I am not going to bother describing how to compile this thing yet, I will when it's fully completed. This will not be replacing LGM's plugin or anything anytime soon either, this is just there for your use, if you don't want to use it, don't use it. It's better to have one than not have one. We'll look at further integration down the road.
http://enigma-dev.org/docs/Wiki/Command_line_interface#Native_Command_Line
As you can see in the following image, Project Chaos now builds perfectly, we just need to work out the kinks on the Wiki above.
![](http://enigma-dev.org/docs/wiki/images/0/04/Nativecommandline.png)
I am not going to bother describing how to compile this thing yet, I will when it's fully completed. This will not be replacing LGM's plugin or anything anytime soon either, this is just there for your use, if you don't want to use it, don't use it. It's better to have one than not have one. We'll look at further integration down the road.
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Developing ENIGMA / Re: Command Line Interface
« on: June 27, 2014, 07:29:55 pm »
Just to update everyone on this, the CLI now builds Project Chaos, with a few minor glitches and kinks I still have to work out this should be able to compile most GMX games shortly. It is also builds the game in less than 6 seconds, loading times are trivial now.
This is the pull request where I am working, I will be asking for a merge once I clean it up some and work out some of the kinks.
https://github.com/enigma-dev/enigma-dev/pull/765
This is the pull request where I am working, I will be asking for a merge once I clean it up some and work out some of the kinks.
https://github.com/enigma-dev/enigma-dev/pull/765
![](http://i.imgur.com/6JZAdUR.png)
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Issues Help Desk / Re: Can't rename a resource under linux KDE
« on: June 27, 2014, 04:25:46 am »
I am still thinking about this one, but I think I would prefer to go with the verbose version purely because using legacy merge sort will not be an option in later Java releases.
egofree, could you also try upgrading to Java 8 or downgrading to 6? Or both?
egofree, could you also try upgrading to Java 8 or downgrading to 6? Or both?
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Issues Help Desk / Re: So much for variable type declarations
« on: June 27, 2014, 04:17:19 am »
var is bad anyway because it just overloads types, Studio probably does the same shit, and no matter which engine or programming language you use a variant data type is horrible, it's for people who don't know data types
With that in mind, var overloads std::string, but the problem you are having is that string(); is a function in GM, thus why it is telling you about the missing brackets. You can't use std::string either because our compiler blocks you from using that namespace until JDI can handle parsing all of STL.
With that in mind, var overloads std::string, but the problem you are having is that string(); is a function in GM, thus why it is telling you about the missing brackets. You can't use std::string either because our compiler blocks you from using that namespace until JDI can handle parsing all of STL.
Quote from: JDI
Line 1, position 5 (absolute 4): Cannot handle :: with current parser configuration. Oops.
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Issues Help Desk / Re: So much for variable type declarations
« on: June 27, 2014, 12:25:16 am »
String is part of the standard template library, ENIGMA's current compiler can not parse that or templates, thus why we need our new compiler, codename JDI aka JustDefineIt. Which will complete the EDL spec.
https://github.com/JoshDreamland/JustDefineIt
https://github.com/JoshDreamland/JustDefineIt
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Issues Help Desk / Re: script threading does not work
« on: June 26, 2014, 10:52:55 pm »
You mean file_bin_* functions? Yeah I don't know if those work in threads because of mutual exclusion, but since they are most likely implemented using the standard library I see no reason for that, they should be working, but the issue is definitely not threads.
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Issues Help Desk / Re: script threading does not work
« on: June 26, 2014, 10:46:15 pm »
I tested and can not reproduce your problems. I tested on Windows 8.1
I added the following script to my project.
Then I added an object with the following code for the create event.
I placed it in a room and ran the game and it behaved as expected showing both messages asynchronously.
You can download the source for this here.
https://www.dropbox.com/s/iyz1hgxxhujzqst/threadarguments.gm81
I added the following script to my project.
Code: (EDL) [Select]
show_message(argument0);
Then I added an object with the following code for the create event.
Code: (EDL) [Select]
script_thread(scr_0, "From thread");
show_message("From object create event");
I placed it in a room and ran the game and it behaved as expected showing both messages asynchronously.
You can download the source for this here.
https://www.dropbox.com/s/iyz1hgxxhujzqst/threadarguments.gm81
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Proposals / Re: File operations SHIT slow in ENIGMA!
« on: June 26, 2014, 10:38:05 pm »
Darkstar2, ENIGMA's current compiler only has problems parsing STL, which is vectors, maps, queue's, and other templates.
Josh, the buffer functions are for networking and have to assume endianess, they are not good for simple read/write operations, and they are also shit. I haven't gotten floats working yet either.
Josh, the buffer functions are for networking and have to assume endianess, they are not good for simple read/write operations, and they are also shit. I haven't gotten floats working yet either.
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Third Party / Re: Sprite/Map Editor Almost Done!
« on: June 26, 2014, 02:51:21 pm »
Nice edsquare, it's nice to see a lot of third party tools and applications for GM. You don't see many these days. This is actually very much on topic as well.
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Off-Topic / Re: LateralGM ported to CPP
« on: June 26, 2014, 02:44:41 pm »Quote from: Rusky
Just compiling a dynamic language doesn't magically give it the same performance benefits as a static language. The real problem is the semantics of the language, not the process used to run it (although obviously that does have an effect).I couldn't agree more with both aspects of what you just said.
Quote from: egofree
Wouldn't it be possible to do it also with Swing ?Swing can interface with JOGL for 3D, yeah, but that adds external dependencies, same with C#, at least with Java it's a part of the core API from Java 7 and up.
Quote from: egofree
Windows forms is outdated, it has been replaced by WPF (c.f http://en.wikipedia.org/wiki/Windows_Presentation_Foundation)Silverlight is dead, it's called HTML5.
Quote from: Wikipedia
Microsoft Silverlight provides functionality that is mostly a subset of WPF to provide embedded web controls comparable to Adobe Flash. 3D runtime rendering has been supported in Silverlight since Silverlight 5.[4]
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Off-Topic / Re: LateralGM ported to CPP
« on: June 26, 2014, 12:09:13 pm »
Well a lot of those Java can do as well, JOGL and stuff and probably python too still rely on native dll's I'd imagine, just like C# would. I am saying the language has no native way, native as in API, but JavaFX provides one for Java, so no additional dependencies as it becomes part of the SE.
But yes, someone could also do it as a GCC front-end like FreeBASIC.
But yes, someone could also do it as a GCC front-end like FreeBASIC.
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Off-Topic / Re: LateralGM ported to CPP
« on: June 26, 2014, 11:09:21 am »
Yeah but Java has a lot of advantages.
1) It's developed to be cross-platform, so there is no having to rewrite your app in Mono using GTK#
2) Java applications tend to boot faster on average, I've noticed this myself.
3) JavaFX can do 3D and stuff now as well as OGG audio playback.
4) Windows Forms is the only GUI available for C# Microsoft hasn't made a CSS engine yet, JavaFX has one.
1) It's developed to be cross-platform, so there is no having to rewrite your app in Mono using GTK#
2) Java applications tend to boot faster on average, I've noticed this myself.
3) JavaFX can do 3D and stuff now as well as OGG audio playback.
4) Windows Forms is the only GUI available for C# Microsoft hasn't made a CSS engine yet, JavaFX has one.
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