BlitzMax update 1.26 now available!
BlitzMax Forums/BlitzMax Programming/BlitzMax update 1.26 now available!
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Hi, BlitzMax Update 1.26 is now available from the 'Account/product updates' section. Note: If you are building modules, you will need to upgrade MinGW to latest version: http://www.blitzbasic.com/Community/posts.php?topic=72892 |
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BlitzMax Update 1.26 is now available from the 'Account/product updates' section. Note: If you are building modules, you will need to upgrade MinGW to latest version - please read ReleaseNotes.doc. Cool! Thanks Mark! Downloading now!!! |
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Hmmm, my synchronise modules had garbage fields in them and now I can't connect to the server. I started Bmax anyway and the command index seems to have gone (e.g. the alphabetical list of all commands). I am guessing HotDocs isn't going to work nor the user doc that Brucey and Assari came up with. Oh well. <edit> Is there any information on Reflection Support? <edit2> Not sure if this was Community IDE but Proxy Server had BRL PUB in it. Got rid of that and syncmods OK <edit3> Found some info on Reflection under 'Modules / Basic / Reflection' |
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Cool, thanks. Downloading now. :) |
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Hmmm, my synchronise modules had garbage fields in them and now I can't connect to the server. Try closing the ide, deleting cfg/ide.ini, and restarting the ide. I started Bmax anyway and the command index seems to have gone (e.g. the alphabetical list of all commands). Oops. Forgot to include latest build of ide - fixed now. Either rebuild ide or redownload update. |
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►►►ERRORpub.freeaudio was not built Build Error: failed to compile C:/Programme/BlitzMax/mod/pub.mod/freeaudio.mod/freeaudio.cpp Any idea? minGW 5.1.3 XP (all the others are fine) bye |
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Was missing GUI doc until I remember to rebuild documentation after syncmods. HotDocs *does* still work once re-run. |
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What is HotDocs?!? |
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wow! thanks mark! 100% perferct here! (win vista 32) |
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Ok, i have deleted all previous .i .a and .bmx files, works fine now. Good work Mark. Thanks. http://www.hotdocs.de.vu/ |
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What is HotDocs?!? HotDocs To be brutally honest it turned the original documentation into something useful. |
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Linux version still have version 1.24 in the About Box bye :) |
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This has totally screwed my BlitzMax installation, no home page in the IDE, links in the right hand side frame are dud... nothing will build and doc mods doesnt work... ReleaseNotes and Versions docs are still at 1.24!?! On Vista HP... Updating to 1.24 worked without no hassle, though this one is unusable. Not good. Dabz EDIT: EDIT: Done a syncmod... Got to Sync docs then Unhandled Memory Exception!?! WTF!!! |
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Sorry, but i can really not compile freeaudio. I have re installed bmax..every time the same. Here the messaeg from the bm ide. Compiling:freeaudio.cpp Build Error: failed to compile c:/Programme/BlitzMax/mod/pub.mod/freeaudio.mod/freeaudio.cpp |
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It's all working fine for me, although in the IDE, when I have "Use OS Specific Shortcut Keys" enabled, I can't use CTRL+TAB to switch tabs (which is the windows default). I changed the code at line 5582 to: |
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Sorry, but i can really not compile freeaudio. I have re installed bmax..every time the same. Here the messaeg from the bm ide. Anyone else? Works fine for me on XP and Vista. |
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Thanks Mark Quite good timing, was already fearing that I need to use my method pointer hack-workaround ;-) |
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*Hey, you deleted my post... what the hell for!!!! Dabz |
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I installed it and compiled my extremely large project without any problems. |
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Dabz, please calm down a bit. It looks like your update has not worked properly for one reason or another, but flooding the threads with compile errors isn't going to help. The fact you don't get docs/links or can makemods suggests something is wrong at a lower level. Some things to try: Installing over a clean 1.18 install. Redownloading the update. Making sure you have latest Mingw installed. Failing that, stick with 1.24 until we have more info on what could be happening. |
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Can someone post the list of changes in this update? |
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Dabz, please calm down a bit. Sorry Mark... but instead of removing the whole thing, you could of easily put a:- *Quote Removed* Dabz... ticky tick tock too - Mark! Instead of removing it all together, then leaving nothing. I've tried redownloading update, I havent a link to the newest MinGW because ReleaseNotes hasnt been updated and this is the last thing I can try... Now if you can provide a link to the newest build of MinGW either here or at the top of the post, I'll be extremely grateful! Dabz |
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New Mingw |
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***** 1.26 Release ***** + (MaxIDE) Fixed debugger =$ in strings causing crash. + (BCC) Added 'Not' to conditional compilation system, eg: ?Not Debug + (BCC/BRL.Reflection) Reflection support added + (BRL.Win32MaxGUI) Clamped selection length to actual text length + (BCC) Souped up auto arrays. + (BCC) Added array concatenation. + (BRL.Blitz) Added String.Join$( bits$[] ) and String.Split$[]( separator$ ) |
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All fine here with OSX and Windows - the only problem is that you still cant pass 'parameters' in the import command, thusly : Import "-L/Users/nicholaskingsley/Documents/BlitzMax/FightTune" Import "-lfmodex" Import "-lz" Import "/Users/nicholaskingsley/Documents/BlitzMax/FightTune/FMod.c" For the Mac fails to compile - the BMK program will have to be modified again, unfortunately... |
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ahhh damn..... sorry, i have from the last update only installed C support for mingw (for NintendoDS), now with g++ also the c++ file of freeaudio works fine. XD |
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Hmmm... In the new version, a game I'm working on can't switch from full screen to windowed mode (or vice versa) on the fly anymore. When it does, the screen gets all garbled (including text from the DrawText command). Not cool. This is on a G4 Mac. Is there any easy way to roll back to 1.24, which works correctly? |
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I would assume; uninstall BlitzMax, install 1.18 then upgrade to 1.24 always make a copy of the BlitzMax folder before upgrading. |
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Which of the 7 things in the change log has anything to do with video? Kind of makes me wonder what other undocumented changes were made. |
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Is there any easy way to roll back to 1.24, which works correctly? On Windows the installer makes a backup folder with each update. Updatebackup0, Updatebackup1 etc. are in the folder where BlitzMax is installed. I don't know about OS X, but there is probably something similar. |
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Thanks, working fine here on Vista. |
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If things are working fine in 1.24 any reason to go out of our way to upgrade to 1.26? Any speed increase or obvious bug fixes? |
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Which of the 7 things in the change log has anything to do with video? Kind of makes me wonder what other undocumented changes were made. I think this change was from an earlier syncmods update. If you can get a small crashing test app together and post it in bug reports, I'll get onto it ASAP. If things are working fine in 1.24 any reason to go out of our way to upgrade to 1.26? Any speed increase or obvious bug fixes? There is a fairly significant compiler speed increase. |
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Also, my main executable compiled slightly smaller with 1.26 than it did with 1.24. :) |
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@JGOware, There was a thread last week. that found Bmax had slowed down by upto 30% on a sieve test. Mark said this also was going to be fixed. So I assume that although this doesnt give faster code than Originaly, its faster than 1.24 because whatever was wrong has been corrected. @Mark, Yes/no? |
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Just a note when installing MinGW (5.1.3?) , please include the gpp support option (c++) for building MaxGui and FreeAudio modules. |
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If you can get a small crashing test app together and post it in bug reports, I'll get onto it ASAP. I just put it there now. I hope it helps! |
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I get an Internal error on the minGW Link |
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http://sourceforge.net/project/downloading.php?group_id=2435&use_mirror=jaist&filename=MinGW-5.1.3.exe&2597933 |
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So far i noticed the IDE is capitalizing maxgui keywords but not highlighting them only noticed it for maxgui but theres probably more.. EDIT: I had to rebuild my docs AFTER syncmodding, doh! |
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hmm, maxgui freezes for me when i click on "build" (i am using linux) for some seconds, 5 or so. did not happen in blitzmax 1.24. also some comments and functions (like "for" or "if") are not marked as they are in blitzmax 1.24. but that happens only _sometimes_...strange...full module synchronisation and all modules are rebuild. |
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Update went fine (windows 2000) :) MaxIDE takes much longer to start than with the previous version. |
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Thanks for the update. - Why not include the newest flat assembler version as well? - Any news from Skidracer on MaxGUI? |
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oh btw i noticed this version has reflection support(!!) do you have a good working example code using reflection? |
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All updated here fine. New MinGW installed, modules recompiled, etc. Getting corrupt graphics using the GLMax2D driver though (D3D7Max2DDriver is fine). Trying to narrow it down now to post a problem report. |
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All good here too. NB: If you use the MaxIDE Community Edition you'll have problems with the new document structure. |
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Can someone explain this error message to me? "C:/Programme/BlitzMax/bin/ld.exe: cannot find -lfmod Build Error: Failed to link E:/DFA/dfa099_14_04.exe" I can rebuild all modules fine, just compiling fails. Have set the system path variables too. |
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I think it means it can't find the fmod lib or something |
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Thanks Azathoth! Missed 1 file. |
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hmm, after a reboot, maxide compiles just as normal (does not freeze anymore) |
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The MinGW setup doesn't work. I get an error when downloading gcc: "Your connection appears to have dropped out.", but my connection is fine. oO Will MinGW 5.1.2 work, too? |
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@ChristianK I had the same problem, try again (i had to try several times to make it work) also don't download to your desktop as it won't extract the files correctly. |
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Thank you! I tried it four more times and now it works. :) |
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also don't download to your desktop as it won't extract the files correctly I assume thats Vista, cos I did download it to Desktop, and it did work. |
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The update works fine here (windows 2000 and xp). Thanks you |
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ar.exe and ld.exe in BlitzMax/bin are not the ones for 5.1.3, so expect linking issues if you intend interfacing with C++ libraries compiled with 5.1.3. This can be resolved by copying the said executables from the MinGW/bin folder. :o) |
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Cheers Mark. The SVN support is pretty groovy... 8o) |
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Thanks Marks! edit: Let's go with the (stupid) questions! [Let me know 'where' post my requests please!] What's the syntax (taken from Reflection's example) update.Invoke obj,[String( .25 )] '<--- Square brakets? This is a critic (I hope it will be considered 'positive') In the help related to the new reflection support I have not found reference to the 'curly brackets' as posted a week ago! Now consider a new user that don't know this aspect: I think it's necessary to explain it; just a 'copy and paste' of the example given into the IDE-help could be helpful. |
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Yes! Oh God, yes! *Rolls around in gravy for disturbing effects* |
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oh btw i noticed this version has reflection support(!!) do you have a good working example code using reflection? There's some simple sample examples in help->modules->basic->reflection What's the syntax (taken from Reflection's example) update.Invoke obj,[String( .25 )] '<--- Square brakets? it looks like an array to me. |
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ooh thanks, it uses an array to send params to the method |
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Ohh! I understand! Method Invoke:Object( obj:Object,args:Object[] ) To cast an 'argument(s)' to the invoke method I can use [ ]. Well - I never though to this solution. |
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Upgraded to 1.2.6 all custom modules compiling fine. ;) |
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+ (MaxIDE) Fixed debugger =$ in strings causing crash. + (BCC) Added 'Not' to conditional compilation system, eg: ?Not Debug Woohoo I make a difference! |
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"C:/Programme/BlitzMax/bin/ld.exe: cannot find -lfmod ok, how do I fix this?Build Error: Failed to link E:/DFA/dfa099_14_04.exe" [edit]I needed to put the libfmod.a into the BlitzMax/lib folder[/edit] and ar.exe and ld.exe in BlitzMax/bin are not the ones for 5.1.3, so expect linking issues if you intend interfacing with C++ libraries compiled with 5.1.3. should I really do this? This can be resolved by copying the said executables from the MinGW/bin folder. |
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12. Request: New Compiler directives Weird.marksibly (Posted 2005-06-09) Hi, I think the tidiest way to clean these up initially would be to make them as Max like as possible - ie: add support for If/Else/EndIf, and simple logical ops such as And/Or/Not, eg: ?If Win32 ...blah... ?Else If Not Linux ...etc... ?EndIf ... ... ?If Not Debug 'Same as ?If Release! ...release mode code... ?EndIf It was a good idea, did it take so long because it was of low importance, and forgotten about? EDIt: I've gone and forgotten what I looked this up for now ;( |
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Hm... Unfortunately it looks like this 1.26 upgrade broke Fabian Mokross' module framework thanks to some newly introduced duplicate identifiers in the official modules... Bye bye systemtray applications. :-? (The original 1.24 module works OK in debug mode, but in release mode it blows up with an Unhandled Memory Exception Error) |
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In the mean-time, I believe you can access Fabian's module with modulename.blah, rather than Importing it. (At least that's what I think I remember reading once. Never have tried it in action). |
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In the community IDE the documentation is not there and there is almost no coloring of tokens in the IDE. I guess that entails a fix of the community IDE now? I was getting used to the handy `todo` `fix` and `code` panels. Oh well. |
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In the community IDE the documentation is not there and there is almost no coloring of tokens in the IDE. I guess that entails a fix of the community IDE now? It appears that the old version had the documentation under /doc while the new one has it in /docs. I don't know if the format changed as well, it's definitely not in the location anymore that is hardcoded in the IDE source itself. |
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Work fine here... I But where is the B3DSDK doc ? after a synchonize doc, i can't see him? |
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In the community IDE the documentation is not there and there is almost no coloring of tokens in the IDE. I guess that entails a fix of the community IDE now? The commandlist and help files are now totally different (in layout, content and location). Mark has outlined the process, so it shouldn't be too hard for the guys to update. |
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In the community IDE the documentation is not there Sorry everyone, I'm really busy at the moment and haven't had time to fix the CE IDE up with the new docs. If anyone else has some time, I don't think it's too involved and mark did post a while back with the required changes, so shouldn't be too hard (famous last words). SourceForge CVS details below. |
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Everything is working great here on my TabletPC. I haven't updated my Mac yet. |
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Just tried to rebuild all modules on intel mac & get the following error.. Compile Error 33: error AudioUnit/AudioUnit.h: No such file or directory I deleted my Blitzmax folder & re-installed 1.18 but whenever I install either the 1.24 or 1.26 update and try a rebuild I still get this error. Using OS X 10.4.10 (intel) Which is the most stable BlitzMax for OSX? regards alligator |
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Using OSX (Macbook pro SR) with 1.26 and it is working great for me. Installed over 1.24. Syncmod, then I rebuilt all the modules to recompile miniB3D and had no issues at all. First time I had played with miniB3D actually and I was amazed at the speed that I was getting from it. |
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I've hacked my V2.0 Alpha CE IDE to work with the new docs system. I'm loathed to merge it with the main V2.0 branch as it's pretty nasty (I've completely ignored the localisation stuff, for example) and I don't want to pollute the repository. [edit] Now in the repository [/edit] |
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hi fixed my build problem on OSX by re-installing all of xcode2.4.1 thx |
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in the help.bmx code above, the lineLocal c% = l<i> should have <i> replaced with [i] I'm checking these mods out, and will probably check them into the maxide2 branch in a bit (initial check makes me confident in your work Yan). |
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Well - maybe I'm the only one who cares, but I cant' find anymore the examples included in the help file (ie: GraphicsModes The new 1.26 documentation for GraphicsModes Function GraphicsModes:TGraphicsMode[]() Returns An array of TGraphicsMode objects Description Get graphics modes available under the current graphics driver Information A TGraphicsMode object contains the following fields: width, height, depth and hertz The old one Function GraphicsModes:TGraphicsMode[]() Returns An array of TGraphicsMode objects. Description Get graphics modes available under the current graphics driver. Information A TGraphicsMode object contains the following fields: width, height, depth and hertz. Example Print "Available graphics modes:" For mode:TGraphicsMode=EachIn GraphicsModes() Print mode.width+","+mode.height+","+mode.depth+","+mode.hertz Next Please note that 'Example' was (in 1.24 and previous) a external link to a .bmx file. I have re-installed Bmax 1.18+Update 1.24 in a separate folder, sync, rebuild, rebuild-doc. It is normal on the new version? In this case is a back-step... |
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CE IDE fixed in the source version maxide2, sorry no compiled versions as yet. Many thanks Yan! And yes, all examples seem to have vanished? What gives? |
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Method EmitDecls( kind$ ) Local list:TList=ChildList( kind ) If Not list Return Emit "<h2>"+kind+" reference</h2>" For Local t:TDocNode=EachIn list Emit "<a name=~q"+t.id+"~q></a>" Emit "<p><table class=doc width=100% cellspacing=3>" Emit "<tr><td class=doctop colspan=2>"+t.proto+"</td></tr>" If t.returns Emit "<tr><td class=docleft width=1%>Returns</td><td class=docright>"+t.returns+"</td></tr>" EndIf If t.bbdoc Emit "<tr><td class=docleft width=1%>Description</td><td class=docright>"+t.bbdoc+"</td></tr>" EndIf If t.about Emit "<tr><td class=docleft width=1%>Information</td><td class=docright>"+t.about+"</td></tr>" EndIf If t.example Local p$=t.example ' If FileType( p )<>FILETYPE_FILE ' Local f$=StripDir( p ) 'p=StripDir( ExtractDir( p ) )+"/"+f ' Print "....DIR="+p ' EndIf ' If FileType( p )=FILETYPE_FILE Local link$="<a href=~q"+p+"~q>Example</a>" Local code$=LoadText( absDocDir+"/"+p ).Trim() code="~n{{~n"+code+"~n}}~n" Emit "<tr><td class=docleft width=1%>"+link+"</td><td class=docright>"+code+"</td></tr>" ' EndIf EndIf Emit "</table>" Next End Method I managed to 'resolve' the problem in the fredborgstyle.bmx file. It seems to work now. |
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i re-install blitzmax (all updates and synchronise for each server to 1.26). Maxgui syntax words are not highlighted and can't access (by f1) to the help. not found the help file for maxgui in the hierarchy ! But when i compile it works ? What can i do ? Thanks ! (i use the standard ide). |
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Restart the IDE. |
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not fix the pb. i never have this problem before ! Somebody have experimented the same thing ? |
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Sorry - I misread a part of your post. 1. Sync 2. Rebuild Documentation 3. Restart This *should* works |
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thanks degac it works now. |
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Thanks mark. Reflection will be fun to play with |
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Degac, Good stuff! Pretty much spot on with the beta release: If t.example Local link$="<a href=~q"+t.example+"~q>Example</a>" Local code$=LoadText( absDocDir+"/"+t.example ).Trim() code="~n{{~n"+code+"~n}}~n" Emit "<tr><td class=docleft width=1%>"+link+"</td><td class=docright>"+code+"</td></tr>" EndIf |
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From the release notes... + (BCC) Souped up auto arrays. Could someone elaborate on this please?I was hopping it'd be auto type casting to array type but, alas, not. |
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Just wanted to let all my framework users know that V1.26 works fine, no changes to the framework are needed. It installed fine on my PC and compiles faster too which is a bonus. Thanks Mark. |
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I have this problem in my Vista machinne after updating to 1.26: Building columns Compiling:columns.bmx flat assembler version 1.66 4 passes, 0.1 seconds, 778994 bytes. Linking:columns.debug.exe C:/Program Files/BlitzMax/mod/brl.mod/reflection.mod/reflection.debug.win32.x86.a(reflection.bmx.debug.win32.x86.o)(code+0x2b31): undefined reference to `bbArrayConcat' C:/Program Files/BlitzMax/mod/brl.mod/reflection.mod/reflection.debug.win32.x86.a(reflection.bmx.debug.win32.x86.o)(code+0x2b8d): undefined reference to `bbArrayConcat' Build Error: Failed to link C:/Users/usuario/BlitzMax/Game Columns/columns.debug.exe Process complete any ideas? I've run the set up as an administrator, and set the correct permissions to the blitzmax folder. I have no idea what is wrong here. [EDIT] Disabling UAC made it work... |
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Work's great on my Powerbook TI. Update and sync works. Build modules and it run!!! Thanx Mark |
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Anyone else? Works fine for me on XP and Vista. I have the same problem on Ubuntu Feisty (7.xx). Installed fresh 1.18 copy and applied the patch, but freeAudio refuses to build. Anyhoo, I gave the reflection a whirl. It's nice stuff! I found some inconsistencies though. example: type MyType Field x:int, y:int[2] ' <-- note the Array end Type local obj:MyType = new MyType; local tid:TTypeID = TTypeId.ForObject(obj); For Local fld:TField = EachIn tid.EnumFields() Print( fld.Name() + ": " + fld.TypeId().Name() ); Next this Prints the following (as expected). x:int y:int[] But, the problem arises when trying to perform some task based on the TypeID of the Array. Select (fld.TypeId()) case ArrayTypeId; Print("We have an array!"); case IntTypeId; Print("We have an int!"); end Select I would expect that my 'y:int[]' field is cought by the 'ArrayTypeId' case, but it's not. Infact it's not caught at all, not even as an ObjectTypeId, since apparently any array form is considered a distinctly seperate TypeId. This makes checking for an Array of any type a bit of a mess, as I have to add a seperate handling block in the 'Default' case, that simply checks the typeiD.Name() field for the substring '[]'. Not very elegant :) It would be nice if (at least for the primitive data structures), any array form get's the Typeid 'ArrayTypeID'. |
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Hi, Try: If fld.TypeId() Extends ArrayTypeId ...'it's an array! EndIf |
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O______o Was not aware you could do that. Neat... |
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Oops, that should be... If fld.TypeId().ExtendsType( ArrayTypeId ) ...it's an array... EndIf |
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Cool, that did help :) |
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Curses. Other way was cooler. |
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I wrote a BinaryFormatter today while getting to grips with Reflection. It's working quite well. Even with deeply nested custum types. I can prolly improove on it, specially the array handling is a bit dodgy, but for a first go it aint bad. Thanks for this Mark, me happy! btw, here's the formatter code: http://rafb.net/p/ck3TfP57.html Some possible improovements: - The TYPETKN_ constants can prolly be removed alltogether, or at least converted to byte's - Need to add checks for cyclic/duplicate object references. No need to write an object more than once. - Error checking and handling. Maybe devise some Exceptions that can be thrown when the poo hits the proverbial fan. - Support for other Output formats. Now that the basic structure for processing type's is done, I can adapt it to use several different Output classes. One for Binary as we have now. an XmlFormatter and plain Ascii may be handy. |
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Impressive Jim! |
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@Mark, There is one thing I would like to know: why do Numeric types not inherit from Object? This makes writing some proper generic code a bit messy, since we have to provide separate implementations of a function for each numeric type and the rest which is castable to Object.. I suppose there is a reason for this, although I can't quite seem to find it. Speed perhaps? And is there any chance at all that this may be changed in some future patch? It would be great if Object becomes the ultimate base-type for everything. |
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I think numbers are primitive types for speed reasons,(so they can be allocated on the stack I believe) even java does this. |
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What exactly is the TTypeID.MetaData() method for? It requires a Key parameter to make it return something, but i can't seem to find anything that will yield any results. Also, traversing the Parameters ona TMethod instance.. Can it be changed to also include the Names of the parameters? Right now it only gives the parameter types. I understand this requires putting the entire method signature in the final executable, but since we are already able to get Type, Field and Method names, the infrastructure to store this info is already present in the compiled Executables. And from this, it should also be a small step to also include the actual Code in the methods. I've run into a bit of a wall with reflection as we have no way to access/modify the code inside methods. This severely limits the usefullness of Reflection in general. Dynamically creating types with fields and methods is one thing, but if we can't actually put any code in those methods, there isn't much use for it, other than the Serializers I Posted above. The end result will be that the entire program's sourcecode is also present in the executable, which may be undesirable to some, but the way I see it is that you've allready made the first step towards doing just that.. Why not go all the way? ps: For those interested, the following zip contains the code for the aforementioned BinaryFormatter, XmlFormatter and AsciiFormatter with some example code. http://jimt.syntaxbomb.com/code/bmx/Serialization.zip |
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The key parameter is optional. The metadata is put in the '{' '}' brackets Type TTest {ABC} Field x {Z = "blah" Y = "blah"} EndType Local id:TTypeId=TTypeId.ForName( "TTest" ) Print id.MetaData() For Local fld:TField=EachIn id.EnumFields() Print fld.Name()+":"+fld.TypeId().Name() Print fld.MetaData() Next |
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mm that's an interesting way to do type attributes. Thanks for the info. |
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Congratulations, Mark. Very good update. Reflection is useful. But I want to ask about metadata. Why format is {key= "value"}, but adding other keys, like this:{key1="value1", key2="value2"} is impossible? If only one keyname is accepted, then more useful format is just {"value"}. BTW do u plan to improve bcc for set of keynames? And how about official scripting module? Reflection is easily to implement it. And u already have a parsing code. Official scripting module will nice and useful. Just write some base functionality and compile it to an exe file. And put all logic to the external script files. Don't need to write an interface code from sources to external script engine. I'm sry for my bad english ;/ |
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See my example, you don't use a comma for multiple keys |
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Tnx Azathoth. |
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Very glad to see that there is still support and fixing in BlitzMax. This means that BltzResearch will still spend time on BlitzMax? |
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Nice, fixed the 'appstub.linux signal 11' error for me. |