From tobias at ...692... Wed May 1 17:24:43 2013 From: tobias at ...692... (Tobias Boege) Date: Wed, 1 May 2013 17:24:43 +0200 Subject: [Gambas-devel] Extracting Gambas documentation from C/C++ sources Message-ID: <20130501152443.GC550@...693...> Hi, with reference to [0] from Nov 2012, I sat down today and wrote a bunch of scripts to get Benoit's idea to reality. The project is attached together with a sample component to test it. The suite of programs takes C/C++ source files, extracts documentation comments and merges them into an ordinary .info file from gbi3. Currently, I think, methods and properties are supported, i.e. everything that has a corresponding BEGIN_* line in the C/C++ source code. This means no constants for now but that can easily be added with a little hack, I think. I grep'd through trunk and came to the conclusion that /** can't be used as a starter for the documentation and */ can't be the end because this pattern is used sometimes for C/C++ function documentation. I freely added a 'G' flag and another asterisk respectively, so that documentation that shall go into the .info file must be like: /**G * ## Description ## * Self-destruct **/ BEGIN_METHOD_VOID(SomeClass_Func) //... END_METHOD The documentation refers to the next line that begins with BEGIN_*. NOTE that I only deduced the .info format from the gb.map.info file. I may actually be wrong with my interpretation :-) I already spoke with Sebastian about the .info -> wiki import functionality but he's busy. Without the import facility, I don't see any great use of committing the code up and it's 12K. Small enough for a mail attachment. Regards, Tobi [0] http://sourceforge.net/mailarchive/message.php?msg_id=30152060 -------------- next part -------------- A non-text attachment was scrubbed... Name: gb-help.tar.gz Type: application/octet-stream Size: 11449 bytes Desc: not available URL: From kevinfishburne at ...590... Sat May 4 09:11:36 2013 From: kevinfishburne at ...590... (Kevin Fishburne) Date: Sat, 04 May 2013 03:11:36 -0400 Subject: [Gambas-devel] gb.sdl.sound channel volume bug Message-ID: <5184B4A8.5040100@...590...> When setting the Volume property (type float according to the documentation) of a channel, the assignable values are of a lower resolution than advertised resulting in audibly abrupt changes in amplitude. Here's an example: ' Audio effects. Public Struct Audio_Effect ' Structure containing one effect's data. Current As Single ' Current amplitude. Target As Single ' Target amplitude. Velocity As Single ' Speed at which current amplitude is moving toward target amplitude. Scale As Single ' Audible amplitude coefficient. Chan As Channel ' Default channel to play on. Name As String ' Name of sample. Sample As Sound ' Sample data (file). End Struct Public Environment[16] As Struct Audio_Effect ' Environmental effects. ' Start wind effect. Environment[7].Sample = New Sound(Render.BasePath & "/sound/Wind.wav") Environment[7].Name = "Wind" Environment[7].Chan = Environment[7].Sample.Play(-1) Environment[7].Chan.Volume = 0 Environment[7].Chan.Volume = 0.01 Print Environment[7].Chan.Volume 0 Environment[7].Chan.Volume = 0.02 Print Environment[7].Chan.Volume 0.01333477219943 This has been plaguing me for a while but I just now zeroed in on what was actually happening. I've noticed that when performing a calculation if you use the wrong datatype in the wrong place it can cause overflows or otherwise invalidate the equation. Maybe something like this is responsible? -- Kevin Fishburne Eight Virtues www: http://sales.eightvirtues.com e-mail: sales at ...590... phone: (770) 853-6271 From sebikul at ...176... Sat May 11 01:15:14 2013 From: sebikul at ...176... (Sebastian Kulesz) Date: Fri, 10 May 2013 20:15:14 -0300 Subject: [Gambas-devel] Crash when opening a form Message-ID: Hi! I'm getting a crash when opening a form. Not sure why this started. This is the backtrace: 1: CFamily.DrawIcon.258 2: CFamily.EnterControl.175 3: CFamilyForm.EnterControl.86 4: FForm.CheckHovered.3822 5: FForm.Form_Activate.3115 The error message: Unable to load image. CFamily.DrawIcon.258 Please note that it runs just fine, i only get a crash when i try to edit the form (i can edit the code without crashing) Aaaaaand, the project is attached. Form is FInit.form Any ideas?? -------------- next part -------------- An HTML attachment was scrubbed... URL: -------------- next part -------------- A non-text attachment was scrubbed... Name: Simulacion-0.0.1.tar.gz Type: application/x-gzip Size: 11039 bytes Desc: not available URL: From gambas at ...1... Sat May 11 20:28:04 2013 From: gambas at ...1... (=?ISO-8859-1?Q?Beno=EEt_Minisini?=) Date: Sat, 11 May 2013 20:28:04 +0200 Subject: [Gambas-devel] Crash when opening a form In-Reply-To: References: Message-ID: <518E8DB4.3030009@...1...> Le 11/05/2013 01:15, Sebastian Kulesz a ?crit : > Hi! I'm getting a crash when opening a form. Not sure why this started. > > This is the backtrace: > > 1: CFamily.DrawIcon.258 > 2: CFamily.EnterControl.175 > 3: CFamilyForm.EnterControl.86 > 4: FForm.CheckHovered.3822 > 5: FForm.Form_Activate.3115 > > The error message: > > Unable to load image. > CFamily.DrawIcon.258 > > > Please note that it runs just fine, i only get a crash when i try to > edit the form (i can edit the code without crashing) > > > Aaaaaand, the project is attached. Form is FInit.form > > > Any ideas?? > > Fixed in revision #5653. An arrangement icon was missing in the IDE. -- Beno?t Minisini From gambas at ...1... Sat May 11 20:38:13 2013 From: gambas at ...1... (=?ISO-8859-1?Q?Beno=EEt_Minisini?=) Date: Sat, 11 May 2013 20:38:13 +0200 Subject: [Gambas-devel] gb.sdl.sound channel volume bug In-Reply-To: <5184B4A8.5040100@...590...> References: <5184B4A8.5040100@...590...> Message-ID: <518E9015.3060604@...1...> Le 04/05/2013 09:11, Kevin Fishburne a ?crit : > When setting the Volume property (type float according to the > documentation) of a channel, the assignable values are of a lower > resolution than advertised resulting in audibly abrupt changes in > amplitude. Here's an example: > > ' Audio effects. > Public Struct Audio_Effect ' Structure containing one effect's data. > Current As Single ' Current amplitude. > Target As Single ' Target amplitude. > Velocity As Single ' Speed at which current amplitude is moving > toward target amplitude. > Scale As Single ' Audible amplitude coefficient. > Chan As Channel ' Default channel to play on. > Name As String ' Name of sample. > Sample As Sound ' Sample data (file). > End Struct > > Public Environment[16] As Struct Audio_Effect ' Environmental effects. > > ' Start wind effect. > Environment[7].Sample = New Sound(Render.BasePath & "/sound/Wind.wav") > Environment[7].Name = "Wind" > Environment[7].Chan = Environment[7].Sample.Play(-1) > Environment[7].Chan.Volume = 0 > > Environment[7].Chan.Volume = 0.01 > Print Environment[7].Chan.Volume > 0 > > Environment[7].Chan.Volume = 0.02 > Print Environment[7].Chan.Volume > 0.01333477219943 > > This has been plaguing me for a while but I just now zeroed in on what > was actually happening. I've noticed that when performing a calculation > if you use the wrong datatype in the wrong place it can cause overflows > or otherwise invalidate the equation. Maybe something like this is > responsible? > The Gambas channel volume is actually different from the SDL channel volume. The SDL channel volume is a linear integer between 0 and 128, whereas the Gambas channel volume is that value converted to a logarithmic scale between 0.0 and 1.0. The logarithmic scale was chosen because it fits the way the human ear works: if you double the Gambas volume, the sound will be twice louder. Consequently, the resolution is far lower than you can expect. And the effect of moving the SDL volume from 1 to 2 makes the sound 69% louder, whereas moving it from 127 to 128 makes it 1% louder only. So you get abrupt changes! If you need changing the volume, note that you can use the fade optional arguments of the Play and Stop methods. Regards, -- Beno?t Minisini From kevinfishburne at ...590... Sun May 12 07:28:48 2013 From: kevinfishburne at ...590... (Kevin Fishburne) Date: Sun, 12 May 2013 01:28:48 -0400 Subject: [Gambas-devel] gb.sdl.sound channel volume bug In-Reply-To: <518E9015.3060604@...1...> References: <5184B4A8.5040100@...590...> <518E9015.3060604@...1...> Message-ID: <518F2890.1020200@...590...> On 05/11/2013 02:38 PM, Beno?t Minisini wrote: > Le 04/05/2013 09:11, Kevin Fishburne a ?crit : >> When setting the Volume property (type float according to the >> documentation) of a channel, the assignable values are of a lower >> resolution than advertised resulting in audibly abrupt changes in >> amplitude. Here's an example: >> >> ' Audio effects. >> Public Struct Audio_Effect ' Structure containing one effect's data. >> Current As Single ' Current amplitude. >> Target As Single ' Target amplitude. >> Velocity As Single ' Speed at which current amplitude is moving >> toward target amplitude. >> Scale As Single ' Audible amplitude coefficient. >> Chan As Channel ' Default channel to play on. >> Name As String ' Name of sample. >> Sample As Sound ' Sample data (file). >> End Struct >> >> Public Environment[16] As Struct Audio_Effect ' Environmental effects. >> >> ' Start wind effect. >> Environment[7].Sample = New Sound(Render.BasePath & "/sound/Wind.wav") >> Environment[7].Name = "Wind" >> Environment[7].Chan = Environment[7].Sample.Play(-1) >> Environment[7].Chan.Volume = 0 >> >> Environment[7].Chan.Volume = 0.01 >> Print Environment[7].Chan.Volume >> 0 >> >> Environment[7].Chan.Volume = 0.02 >> Print Environment[7].Chan.Volume >> 0.01333477219943 >> >> This has been plaguing me for a while but I just now zeroed in on what >> was actually happening. I've noticed that when performing a calculation >> if you use the wrong datatype in the wrong place it can cause overflows >> or otherwise invalidate the equation. Maybe something like this is >> responsible? >> > The Gambas channel volume is actually different from the SDL channel volume. > > The SDL channel volume is a linear integer between 0 and 128, whereas > the Gambas channel volume is that value converted to a logarithmic scale > between 0.0 and 1.0. > > The logarithmic scale was chosen because it fits the way the human ear > works: if you double the Gambas volume, the sound will be twice louder. > > Consequently, the resolution is far lower than you can expect. And the > effect of moving the SDL volume from 1 to 2 makes the sound 69% louder, > whereas moving it from 127 to 128 makes it 1% louder only. So you get > abrupt changes! > > If you need changing the volume, note that you can use the fade optional > arguments of the Play and Stop methods. > > Regards, > Interesting, thanks for the explanation. Turns out two things were confounding me. First the low resolution of the SDL Volume property (especially noticeable at the lowest ranges) and second my program updating the audio at only ten frames per second. Combining these resulted in audio "popping in" when going from zero to whatever at a brisk speed. What I think I'll do is continue to update the target amplitudes at 10fps but update the current amplitudes at a faster rate (once per frame probably). Out of curiousity, is OpenAL Soft worth a damn? It sounds pretty cool from what I've read here: http://kcat.strangesoft.net/openal.html. -- Kevin Fishburne Eight Virtues www: http://sales.eightvirtues.com e-mail: sales at ...590... phone: (770) 853-6271 From gambas at ...1... Sun May 12 14:53:23 2013 From: gambas at ...1... (=?ISO-8859-1?Q?Beno=EEt_Minisini?=) Date: Sun, 12 May 2013 14:53:23 +0200 Subject: [Gambas-devel] Invader example does not work Message-ID: <518F90C3.6040500@...1...> Hi Tobias, I tried the Invader example, but it does not seem to work. I see mainly rubbish in the terminal. -- Beno?t Minisini -------------- next part -------------- A non-text attachment was scrubbed... Name: invader.png Type: image/png Size: 41044 bytes Desc: not available URL: From tobias at ...692... Sun May 12 16:04:14 2013 From: tobias at ...692... (Tobias Boege) Date: Sun, 12 May 2013 16:04:14 +0200 Subject: [Gambas-devel] Invader example does not work In-Reply-To: <518F90C3.6040500@...1...> References: <518F90C3.6040500@...1...> Message-ID: <20130512140414.GA616@...693...> On Sun, 12 May 2013, Beno?t Minisini wrote: > Hi Tobias, > > I tried the Invader example, but it does not seem to work. I see > mainly rubbish in the terminal. > > -- > Beno?t Minisini Yeah, I should explain: There are currently no levels or anything. You are prompted with approx. 1/3 of the screen full of enemies - and must survive! This is what you see at the top. You have a rather huge screen, sorry for that :-) I used an 80*24 terminal to test. This shows that there is, as for Pong, some formula needed that involves both: height and width of a terminal to caluclate enemy positions and amount... As for the asterisks: red and magenta enemies are Borg. They are able to shoot on you with green asterisks. The chance they do is 1/2000th with every move[0]. >From the picture, I can tell that the game functions quite like I wrote it. It's only that I wrote it badly :-) To test it, you should for now set the environment variables LINES and COLUMNS to 24 resp. 80 before starting the program. This makes ncurses pretend it runs in such a terminal. I don't know how your starship could lose the left wing, though... Regards, Tobi [0] I let my brother play it yesterday and he discovered that not only Borg are able to shoot. That's true and it's a trivial bug I will correct soon. Note that the chance to shoot for a Borg is 1/2000th of *every* move an enemies does - even if non-Borg (that's where the bug is currently). So the more enemies, the more shoots you'll see. Again, this depends on your terminal size. From gambas at ...1... Sun May 12 16:27:17 2013 From: gambas at ...1... (=?ISO-8859-1?Q?Beno=EEt_Minisini?=) Date: Sun, 12 May 2013 16:27:17 +0200 Subject: [Gambas-devel] Invader example does not work In-Reply-To: <20130512140414.GA616@...693...> References: <518F90C3.6040500@...1...> <20130512140414.GA616@...693...> Message-ID: <518FA6C5.10806@...1...> Le 12/05/2013 16:04, Tobias Boege a ?crit : > On Sun, 12 May 2013, Beno?t Minisini wrote: >> Hi Tobias, >> >> I tried the Invader example, but it does not seem to work. I see >> mainly rubbish in the terminal. >> >> -- >> Beno?t Minisini > > Yeah, I should explain: > > There are currently no levels or anything. You are prompted with approx. 1/3 > of the screen full of enemies - and must survive! This is what you see at > the top. You have a rather huge screen, sorry for that :-) > > I used an 80*24 terminal to test. This shows that there is, as for Pong, > some formula needed that involves both: height and width of a terminal to > caluclate enemy positions and amount... > > As for the asterisks: red and magenta enemies are Borg. They are able to > shoot on you with green asterisks. The chance they do is 1/2000th with every > move[0]. > >>From the picture, I can tell that the game functions quite like I wrote it. > It's only that I wrote it badly :-) To test it, you should for now set the > environment variables LINES and COLUMNS to 24 resp. 80 before starting the > program. This makes ncurses pretend it runs in such a terminal. > > I don't know how your starship could lose the left wing, though... > > Regards, > Tobi > > [0] I let my brother play it yesterday and he discovered that not only Borg > are able to shoot. That's true and it's a trivial bug I will correct > soon. Note that the chance to shoot for a Borg is 1/2000th of *every* > move an enemies does - even if non-Borg (that's where the bug is > currently). So the more enemies, the more shoots you'll see. Again, this > depends on your terminal size. > > Can gb.ncurses request a terminal size? I'm not sure, but I think it is possible. -- Beno?t Minisini From gambas at ...1... Sun May 12 16:30:12 2013 From: gambas at ...1... (=?ISO-8859-1?Q?Beno=EEt_Minisini?=) Date: Sun, 12 May 2013 16:30:12 +0200 Subject: [Gambas-devel] Invader example does not work In-Reply-To: <518FA6C5.10806@...1...> References: <518F90C3.6040500@...1...> <20130512140414.GA616@...693...> <518FA6C5.10806@...1...> Message-ID: <518FA774.5010909@...1...> Le 12/05/2013 16:27, Beno?t Minisini a ?crit : > Le 12/05/2013 16:04, Tobias Boege a ?crit : >> On Sun, 12 May 2013, Beno?t Minisini wrote: >>> Hi Tobias, >>> >>> I tried the Invader example, but it does not seem to work. I see >>> mainly rubbish in the terminal. >>> >>> -- >>> Beno?t Minisini >> >> Yeah, I should explain: >> >> There are currently no levels or anything. You are prompted with >> approx. 1/3 >> of the screen full of enemies - and must survive! This is what you see at >> the top. You have a rather huge screen, sorry for that :-) >> >> I used an 80*24 terminal to test. This shows that there is, as for Pong, >> some formula needed that involves both: height and width of a terminal to >> caluclate enemy positions and amount... >> >> As for the asterisks: red and magenta enemies are Borg. They are able to >> shoot on you with green asterisks. The chance they do is 1/2000th with >> every >> move[0]. >> >>> From the picture, I can tell that the game functions quite like I >>> wrote it. >> It's only that I wrote it badly :-) To test it, you should for now set >> the >> environment variables LINES and COLUMNS to 24 resp. 80 before starting >> the >> program. This makes ncurses pretend it runs in such a terminal. >> I set the variables, but it's still buggy. Enemies sometimes don't move correctly... They jump to a position instead. -- Beno?t Minisini From tobias at ...692... Sun May 12 16:46:36 2013 From: tobias at ...692... (Tobias Boege) Date: Sun, 12 May 2013 16:46:36 +0200 Subject: [Gambas-devel] Invader example does not work In-Reply-To: <518FA774.5010909@...1...> References: <518F90C3.6040500@...1...> <20130512140414.GA616@...693...> <518FA6C5.10806@...1...> <518FA774.5010909@...1...> Message-ID: <20130512144636.GB616@...693...> On Sun, 12 May 2013, Beno?t Minisini wrote: > Le 12/05/2013 16:27, Beno?t Minisini a ?crit : > > Le 12/05/2013 16:04, Tobias Boege a ?crit : > >> On Sun, 12 May 2013, Beno?t Minisini wrote: > >>> Hi Tobias, > >>> > >>> I tried the Invader example, but it does not seem to work. I see > >>> mainly rubbish in the terminal. > >>> > >>> -- > >>> Beno?t Minisini > >> > >> Yeah, I should explain: > >> > >> There are currently no levels or anything. You are prompted with > >> approx. 1/3 > >> of the screen full of enemies - and must survive! This is what you see at > >> the top. You have a rather huge screen, sorry for that :-) > >> > >> I used an 80*24 terminal to test. This shows that there is, as for Pong, > >> some formula needed that involves both: height and width of a terminal to > >> caluclate enemy positions and amount... > >> > >> As for the asterisks: red and magenta enemies are Borg. They are able to > >> shoot on you with green asterisks. The chance they do is 1/2000th with > >> every > >> move[0]. > >> > >>> From the picture, I can tell that the game functions quite like I > >>> wrote it. > >> It's only that I wrote it badly :-) To test it, you should for now set > >> the > >> environment variables LINES and COLUMNS to 24 resp. 80 before starting > >> the > >> program. This makes ncurses pretend it runs in such a terminal. > >> > > I set the variables, but it's still buggy. Enemies sometimes don't move > correctly... They jump to a position instead. > There are four types of enemies that behave differently when you kill them: - green : dies - cyan : crumbles into two green ones - magenta: crumbles into three cyan ones - red : crumbles into four magenta ones When a ship crumbles into other ships, they are inserted at the position of the now-dead ship and all other ships are shifted forward to make room for them - and as additional pressure for the player. Ships should only "jump" if you shoot other ones. Seems like that is not too obvious and should be removed... At least, I should try to detect whether there is enough space free after a crumbling ship so that the following ones need not be shifted. This sounds more sane. Thanks, Tobi From tobias at ...692... Sun May 12 16:55:34 2013 From: tobias at ...692... (Tobias Boege) Date: Sun, 12 May 2013 16:55:34 +0200 Subject: [Gambas-devel] Invader example does not work In-Reply-To: <518FA6C5.10806@...1...> References: <518F90C3.6040500@...1...> <20130512140414.GA616@...693...> <518FA6C5.10806@...1...> Message-ID: <20130512145534.GC616@...693...> On Sun, 12 May 2013, Beno?t Minisini wrote: > Le 12/05/2013 16:04, Tobias Boege a ?crit : > > On Sun, 12 May 2013, Beno?t Minisini wrote: > >> Hi Tobias, > >> > >> I tried the Invader example, but it does not seem to work. I see > >> mainly rubbish in the terminal. > >> > >> -- > >> Beno?t Minisini > > > > Yeah, I should explain: > > > > There are currently no levels or anything. You are prompted with approx. 1/3 > > of the screen full of enemies - and must survive! This is what you see at > > the top. You have a rather huge screen, sorry for that :-) > > > > I used an 80*24 terminal to test. This shows that there is, as for Pong, > > some formula needed that involves both: height and width of a terminal to > > caluclate enemy positions and amount... > > > > As for the asterisks: red and magenta enemies are Borg. They are able to > > shoot on you with green asterisks. The chance they do is 1/2000th with every > > move[0]. > > > >>From the picture, I can tell that the game functions quite like I wrote it. > > It's only that I wrote it badly :-) To test it, you should for now set the > > environment variables LINES and COLUMNS to 24 resp. 80 before starting the > > program. This makes ncurses pretend it runs in such a terminal. > > > > I don't know how your starship could lose the left wing, though... > > > > Regards, > > Tobi > > > > [0] I let my brother play it yesterday and he discovered that not only Borg > > are able to shoot. That's true and it's a trivial bug I will correct > > soon. Note that the chance to shoot for a Borg is 1/2000th of *every* > > move an enemies does - even if non-Borg (that's where the bug is > > currently). So the more enemies, the more shoots you'll see. Again, this > > depends on your terminal size. > > > > > > Can gb.ncurses request a terminal size? I'm not sure, but I think it is > possible. Yep. You can do it right from Gambas with Screen.Resize(). Alas, the signature of this method is wrong in the GB_DESC of Screen. It doesn't accept arguments. I'll commit a fix in a few minutes. Regards, Tobi From tobias at ...692... Sun May 12 17:20:57 2013 From: tobias at ...692... (Tobias Boege) Date: Sun, 12 May 2013 17:20:57 +0200 Subject: [Gambas-devel] Invader example does not work In-Reply-To: <518FA774.5010909@...1...> References: <518F90C3.6040500@...1...> <20130512140414.GA616@...693...> <518FA6C5.10806@...1...> <518FA774.5010909@...1...> Message-ID: <20130512152057.GD616@...693...> On Sun, 12 May 2013, Beno?t Minisini wrote: > Le 12/05/2013 16:27, Beno?t Minisini a ?crit : > > Le 12/05/2013 16:04, Tobias Boege a ?crit : > >> On Sun, 12 May 2013, Beno?t Minisini wrote: > >>> Hi Tobias, > >>> > >>> I tried the Invader example, but it does not seem to work. I see > >>> mainly rubbish in the terminal. > >>> > >>> -- > >>> Beno?t Minisini > >> > >> Yeah, I should explain: > >> > >> There are currently no levels or anything. You are prompted with > >> approx. 1/3 > >> of the screen full of enemies - and must survive! This is what you see at > >> the top. You have a rather huge screen, sorry for that :-) > >> > >> I used an 80*24 terminal to test. This shows that there is, as for Pong, > >> some formula needed that involves both: height and width of a terminal to > >> caluclate enemy positions and amount... > >> > >> As for the asterisks: red and magenta enemies are Borg. They are able to > >> shoot on you with green asterisks. The chance they do is 1/2000th with > >> every > >> move[0]. > >> > >>> From the picture, I can tell that the game functions quite like I > >>> wrote it. > >> It's only that I wrote it badly :-) To test it, you should for now set > >> the > >> environment variables LINES and COLUMNS to 24 resp. 80 before starting > >> the > >> program. This makes ncurses pretend it runs in such a terminal. > >> > > I set the variables, but it's still buggy. Enemies sometimes don't move > correctly... They jump to a position instead. > OK, I played on a 180*74 terminal and I admit that there are other graphical glitches, too, like ships partly hiding behind other ones, which appears after playing a while and shooting quite some enemies. Didn't notice anything with the comparably short games in 80*24. Maybe some ships crumbled just while others updated their position. But I'm right in the assumption that in Gambas, an event (like a Timer) can never preempt another event handler, right? From gambas at ...1... Sun May 12 17:28:22 2013 From: gambas at ...1... (=?ISO-8859-1?Q?Beno=EEt_Minisini?=) Date: Sun, 12 May 2013 17:28:22 +0200 Subject: [Gambas-devel] Invader example does not work In-Reply-To: <20130512152057.GD616@...693...> References: <518F90C3.6040500@...1...> <20130512140414.GA616@...693...> <518FA6C5.10806@...1...> <518FA774.5010909@...1...> <20130512152057.GD616@...693...> Message-ID: <518FB516.5050208@...1...> Le 12/05/2013 17:20, Tobias Boege a ?crit : > > Maybe some ships crumbled just while others updated their position. But I'm > right in the assumption that in Gambas, an event (like a Timer) can never > preempt another event handler, right? > Unless you use the WAIT instruction. -- Beno?t Minisini From sebikul at ...176... Wed May 15 23:17:12 2013 From: sebikul at ...176... (Sebastian Kulesz) Date: Wed, 15 May 2013 18:17:12 -0300 Subject: [Gambas-devel] About recent changes to the Spanish translation Message-ID: In the last commit I reverted some changes made earlier to the Spanish translation, so this mail goes to the author of rev 5658. I noticed you changed a lot of string adding the literal translation of "Please" to the string. I encourage you to read the Ubuntu Spanish Translators [0] guide, which provides a common ground and style when translating to Spanish. You will also find a lot of useful websites that provide common translations for ambiguous words and other conflictive scenarios. I also had to make a not-so-literal translation because of a conflict, but we are now a 100% translated! [0] https://wiki.ubuntu.com/UbuntuSpanishTranslators/Estilo -------------- next part -------------- An HTML attachment was scrubbed... URL: From mckaygerhard at ...176... Mon May 27 23:30:33 2013 From: mckaygerhard at ...176... (PICCORO McKAY Lenz) Date: Mon, 27 May 2013 17:00:33 -0430 Subject: [Gambas-devel] declaration of pointers how? Message-ID: i read the documentation and also the tutorial, but i have a problem.. i try to implement finger print library fprint and there are many double pointers declarations, **var event *var.. i decalre as Pointer var but how to this case of double pointers? NOTE: how could send code in maillist, mailman buch the mail if i send some gambas code Lenz McKAY Gerardo (PICCORO) http://qgqlochekone.blogspot.com From mckaygerhard at ...176... Mon May 27 23:59:22 2013 From: mckaygerhard at ...176... (PICCORO McKAY Lenz) Date: Mon, 27 May 2013 17:29:22 -0430 Subject: [Gambas-devel] error postgresql problem on gui Message-ID: i got this error in atached file: This application has raised an uneexpected error and must abort Unable to store passwod _desktop_Password.put.86 Lenz McKAY Gerardo (PICCORO) http://qgqlochekone.blogspot.com -------------- next part -------------- A non-text attachment was scrubbed... Name: bambas3error.png Type: image/png Size: 29015 bytes Desc: not available URL: From sebikul at ...176... Fri May 31 03:32:51 2013 From: sebikul at ...176... (Sebastian Kulesz) Date: Thu, 30 May 2013 22:32:51 -0300 Subject: [Gambas-devel] Build errors in Ubuntu saucy Message-ID: Hey! Compilation in the Daily Builds PPA has been failing since Monday for Ubuntu Saucy. From what i can tell, it's not a bug in gambas, nor any change introduced that day. I do not have much time to debug it, or perform an svn dissect. I barely had enough time today to look into it. Here is the log from the last build for i386 [0] and for amd64 [1]. For a full list of builds logs from the last few days visit this [2] page. The error massage is: CXXLD gb.gtk.la make[6]: Leaving directory `/build/buildd/gambas3-3.4.99-1+svn4539/gb.gtk/src' Making all in opengl make[6]: Entering directory `/build/buildd/gambas3-3.4.99-1+svn4539/gb.gtk/src/opengl' CC gb_gtk_opengl_la-main.lo In file included from main.c:26:0: main.h:31:23: fatal error: gtk/gtkgl.h: No such file or directory #include libgtkglext1-dev, the package containing gtk/gtkgl.h IS installed (verified by looking at the logs mentioned above) and was last updated last year, so i assume it's not the problem. I really can't find the source of the failure, so any help is really appreciated. Thanks!! P.S: Beno?t, you forgot to do 'svn add' in the last commit. ;) It fails with: FFractal.class:17: error: Unknown identifier: FractalTask [0] https://launchpadlibrarian.net/141113470/buildlog_ubuntu-saucy-i386.gambas3_3.4.99-1%2Bsvn4539-build31~saucy1_FAILEDTOBUILD.txt.gz [1] https://launchpadlibrarian.net/141091002/buildlog_ubuntu-saucy-amd64.gambas3_3.4.99-1%2Bsvn4539-build31~saucy1_FAILEDTOBUILD.txt.gz [2] https://code.launchpad.net/~sebikul/+recipe/gambas3-daily-saucy -------------- next part -------------- An HTML attachment was scrubbed... URL: