Some module build errors
BlitzMax Forums/Brucey's Modules/Some module build errors
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I know that the intent is that modules are built on the fly under normal NG usage, but I was curious to see if I could build all modules anyway. Thought I'd post in the hope that it might be of use to Brucey and co. Using Frisky from bmx-ng.com on Win7 64-bit to download current bmk/bcc/maxide/pub/brl, I tried Build Modules from the NG IDE, but it fails on a few things, and these are the changes (mainly commenting out) I had to make in order to complete the build. lua.mod/lua.bmx -- it doesn't like $z parameters! I simply commented all of those out (had to comment out lines that used these functions, too, including some in maxlua.mod/maxlua.bmx). It also didn't like: Function lua_sethook:Int (lua_state:Byte Ptr, f(ls:Byte Ptr,ar:lua_Debug Ptr), mask:Int, count:Int) Don't think I was even aware this was a thing! There are a bunch of Ptr Ptrs in win32.mod/com.bmx that it doesn't like: Method lfget_Application(ppDisp:IDispatch Ptr Ptr) Again, I just commented this out. This errors in directx.mod/dd.bmx: Method CreateSurface(surfacedesc:Byte Ptr,surf:IDirectDrawSurface Ptr,outer:Byte Ptr) (Is that even possible?! Anyway, it builds if I change to Byte Ptr -- plus a few similar IWhatever Ptr parameters in that file.) EDIT: Hmm, does then crash with D3D9 driver, perhaps unsurprisingly! Lastly, there's a reference in maxgui.mod/win32maxguiex.mod/win32maxguiex.bmx to lfget_document that I had to comment out. (EDIT: Just realised that's not a Brucey problem!) It all builds other than that! |
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Weirdly, starting with a fresh copy, without rebuilding modules, if I try to build a program it seems to try and build all anyway -- at least, it's failing on lua.mod even though I'm not using it. (Unless some other module depends on it?) |
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No problem here.. have you tried building it separately?[ 58%] Compiling:lapi.c [ 60%] Compiling:lauxlib.c [ 61%] Compiling:lbaselib.c [ 62%] Compiling:lcode.c [ 63%] Compiling:ldblib.c [ 64%] Compiling:ldebug.c [ 65%] Compiling:ldo.c [ 67%] Compiling:ldump.c [ 68%] Compiling:lfunc.c [ 69%] Compiling:lgc.c [ 70%] Compiling:linit.c [ 71%] Compiling:liolib.c [ 72%] Compiling:llex.c [ 74%] Compiling:lmathlib.c [ 75%] Compiling:lmem.c [ 76%] Compiling:loadlib.c [ 77%] Compiling:lobject.c [ 78%] Compiling:lopcodes.c [ 79%] Compiling:loslib.c [ 81%] Compiling:lparser.c [ 82%] Compiling:lstate.c [ 83%] Compiling:lstring.c [ 84%] Compiling:lstrlib.c [ 85%] Compiling:ltable.c [ 87%] Compiling:ltablib.c [ 88%] Compiling:ltm.c [ 89%] Compiling:lundump.c [ 90%] Compiling:lvm.c [ 91%] Compiling:lzio.c [ 92%] Compiling:print.c [ 97%] Processing:lua.bmx [ 98%] Compiling:lua.bmx.release.win32.x86.c [100%] Archiving:lua.release.win32.x86.a |
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Are you using a different gcc? By default NG should look into its own 'Mingw32' dir. I've never had a problem with the lua mod no building. Try building it manually with: "bmk makemods -v -w -g x86 pub.lua" Edit: I think bcc is currently getting worked on. |
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Compile Error: Invalid Pointer type. I'm seeing this error too with Linux. [I:/SpiderOak/DevTools/Blitz/BlitzMaxNG_077/mod/pub.mod/lua.mod/lua.bmx;268;0] |
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Did you try the latest BCC (Brucey committed some changes) ? latest commit: Improved object ptr check. Fixes bmx-ng/brl.mod#33. ./bcc -v bcc[ng] Release Version 0.79 $ ./bmk makemods -r -a pub.lua [ 58%] Compiling:lapi.c [ 60%] Compiling:lauxlib.c [ 61%] Compiling:lbaselib.c [ 62%] Compiling:lcode.c [ 63%] Compiling:ldblib.c [ 64%] Compiling:ldebug.c [ 65%] Compiling:ldo.c [ 67%] Compiling:ldump.c [ 68%] Compiling:lfunc.c [ 69%] Compiling:lgc.c [ 70%] Compiling:linit.c [ 71%] Compiling:liolib.c [ 72%] Compiling:llex.c [ 74%] Compiling:lmathlib.c [ 75%] Compiling:lmem.c [ 76%] Compiling:loadlib.c [ 77%] Compiling:lobject.c [ 78%] Compiling:lopcodes.c [ 79%] Compiling:loslib.c [ 81%] Compiling:lparser.c [ 82%] Compiling:lstate.c [ 83%] Compiling:lstring.c [ 84%] Compiling:lstrlib.c [ 85%] Compiling:ltable.c [ 87%] Compiling:ltablib.c [ 88%] Compiling:ltm.c [ 89%] Compiling:lundump.c [ 90%] Compiling:lvm.c [ 91%] Compiling:lzio.c [ 92%] Compiling:print.c [ 97%] Processing:lua.bmx [ 98%] Compiling:lua.bmx.release.linux.x86.c [100%] Archiving:lua.release.linux.x86.a ar: creating /BlitzMaxNG/mod/pub.mod/lua.mod/lua.release.linux.x86.a bye Ron |
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Looks like the latest has fixed the issue. |
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I believe it should all be the latest (just confirmed that bcc is indeed 0.79), as Frisky from bmx-ng.com git-downloads it all -- it also comes with a copy of MinGW (64-bit version, but in a folder called MinGW32 for some reason). @GW -- no joy from the command-line, either: I:\SpiderOak\DevTools\Blitz\BlitzMaxNG_077\bin>bmk makemods -v -w -g x86 pub.lua [ 97%] Processing:lua.bmx "I:/SpiderOak/DevTools/Blitz/BlitzMaxNG_077/bin/bcc.exe" -g x86 -m pub.lua -v - s -w -p win32 -o "I:/SpiderOak/DevTools/Blitz/BlitzMaxNG_077/mod/pub.mod/lua.mod /.bmx/lua.bmx.debug.win32.s" "I:/SpiderOak/DevTools/Blitz/BlitzMaxNG_077/mod/pub .mod/lua.mod/lua.bmx" Parsing... Compile Error: Invalid Pointer type. [I:/SpiderOak/DevTools/Blitz/BlitzMaxNG_077/mod/pub.mod/lua.mod/lua.bmx;268;0] Build Error: failed to compile I:/SpiderOak/DevTools/Blitz/BlitzMaxNG_077/mod/pu b.mod/lua.mod/lua.bmx I:\SpiderOak\DevTools\Blitz\BlitzMaxNG_077\bin> |
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It is called "MinGW32" regardless of whether you use the 64bit build or not. I just compiled bcc.exe from the most current revision available at git. I then recompiled pub.lua ... and it worked (but I got some segfaults / problems with "brl.classes"). Think latest commits borked the whole thing a bit. try to add "-a" to your commandline to enforce a recompile. Recompilation of modules is needed if BCC[.exe] changes. Else BCC does not see the need to recompile modules (they did not change their code). bye Ron |
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Hmm, just tried with -a added to the above, but still does the same. I'll try manually compiling new bcc and see what happens, though as far as I can tell it's the latest. |
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OK, just updated to the 3-hours old bcc, and that builds lua now, but it then dies on win32.mod/com.bmx, so I guess Brucey's on it! (Thanks, Brucey!) Out of interest, think I'll go re-Frisky and see if that builds lua, just to see how current a setup it builds. Man, the things I get up to on a Saturday night! |
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Better than watching soccer EM (England surely enjoyed his draw game ;-)). Already opened up an issue regarding the compilation issue. Think the latest changes regarding pointer-issues created unwanted complications. BTW: if you go back some revisions, you should get a working BCC - especially the ones from until end of may. bye Ron |
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Derron, *anything* is better than watching soccer. I literally only know who's playing/played because I saw they'd rioted again in France... [EDIT: Turns out I got that wrong, too -- they were playing Russia, where I assumed France!] I just re-built bmx-ng distro in Frisky and it was able to build lua.mod this time (which shows it's getting the latest versions), though again it fails on win32.mod. Definite progress, though! |