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From: <hd...@do...> - 2007-12-18 01:58:44
|
Hi, Ryan Pusztai wrote: > On Dec 17, 2007 5:25 PM, Ryan Pusztai <rpu...@gm... > <mailto:rpu...@gm...>> wrote: > > This is great. Can you share how you made this happen. I am going to > be using this in a corporate setting and they want to make sure it > can be maintained with as little effort as possible for the > foreseeable future. Thanks. > -- > Regards, > Ryan > > > Disregard this email. Sorry I re-read your response and now I see the > source. I will take a look at this. Sorry for the noise. > > Is there any way to do this from the main wxLua files? I just feel this > is going to be the main way people will use this when using it as a lua > module. I've put a file containing lua.cbp, wxlua.cbp here: http://www.dynaset.org/dogusanh/download/wxLua-CodeBlocks.zip - I tested them against current cvs - wx-2.8.7 build with mingw32-make -fmakefile.gcc MONOLITHIC=1 BUILD=release UNICODE=1 - project's paths adjusted to work in wxLua/build/CodeBlocks folder > -- > Regards, > Ryan > RJP Computing > > -- Regards, Hakki Dogusan |
From: <hd...@do...> - 2007-12-17 22:52:10
|
Hi, Ryan Pusztai wrote: > On Dec 17, 2007 5:25 PM, Ryan Pusztai <rpu...@gm... > <mailto:rpu...@gm...>> wrote: > > This is great. Can you share how you made this happen. I am going to > be using this in a corporate setting and they want to make sure it > can be maintained with as little effort as possible for the > foreseeable future. Thanks. > -- > Regards, > Ryan > > > Disregard this email. Sorry I re-read your response and now I see the > source. I will take a look at this. Sorry for the noise. > > Is there any way to do this from the main wxLua files? I just feel this > is going to be the main way people will use this when using it as a lua > module. You'll see that I'm doing negligible changes to main wxLua files; luamodule.cpp: - changing module name to prevent conflicts - adding wxSQLite3 binding - adding a helper function for LuaCairo, "get_drawable" wxlstate.h: - changing lua2wx, wx2lua to use wxConvCurrent (otherwise these functions assume UTF8 in wxUSE_UNICODE mode) > -- > Regards, > Ryan > RJP Computing > > -- Regards, Hakki Dogusan |
From: Ryan P. <rpu...@gm...> - 2007-12-17 22:33:10
|
On Dec 17, 2007 5:25 PM, Ryan Pusztai <rpu...@gm...> wrote: > This is great. Can you share how you made this happen. I am going to be > using this in a corporate setting and they want to make sure it can be > maintained with as little effort as possible for the foreseeable future. > Thanks. > -- > Regards, > Ryan Disregard this email. Sorry I re-read your response and now I see the source. I will take a look at this. Sorry for the noise. Is there any way to do this from the main wxLua files? I just feel this is going to be the main way people will use this when using it as a lua module. -- Regards, Ryan RJP Computing |
From: Ryan P. <rpu...@gm...> - 2007-12-17 22:25:47
|
T24gRGVjIDE3LCAyMDA3IDU6MjAgUE0sIEhha2v9IERv8HVzYW4gPGhkQGRvZ3VzYW4ubmV0PiB3 cm90ZToKCj4gWWVzLCBwb3NzaWJsZSA6KSBJJ20gdXNpbmcgd3hMdWEgbGlrZSB5b3Ugd2FudCB0 byBkby4gSWYgeW91IHdhbnQgYQo+IHByZWNvbXBpbGVkIGRsbCwgeW91IG1heSBnZXQgZnJvbSBo ZXJlOgo+Cj4gaHR0cDovL3d3dy5kb2d1c2FuLm5ldC9kb2d1c2FuaC9kb3dubG9hZC5odG1sI2x1 YWNhaXJvCj4KPiAoRG93bmxvYWRzIGZvciAiU25pcHBldHMgYXBwbGljYXRpb24gKEdVSSB3aXRo IHd4THVhKSIgaW5jbHVkZXMKPiBtZW50aW9uZWQgZGxsL3NvLCBzcmMsIENvZGU6OkJsb2NrcyBw cm9qZWN0IGZpbGUsIGV0Yy4pCj4gLS0KPiBSZWdhcmRzLAo+IEhha2tpIERvZ3VzYW4KPgoKVGhp cyBpcyBncmVhdC4gQ2FuIHlvdSBzaGFyZSBob3cgeW91IG1hZGUgdGhpcyBoYXBwZW4uIEkgYW0g Z29pbmcgdG8gYmUKdXNpbmcgdGhpcyBpbiBhIGNvcnBvcmF0ZSBzZXR0aW5nIGFuZCB0aGV5IHdh bnQgdG8gbWFrZSBzdXJlIGl0IGNhbiBiZQptYWludGFpbmVkIHdpdGggYXMgbGl0dGxlIGVmZm9y dCBhcyBwb3NzaWJsZSBmb3IgdGhlIGZvcmVzZWVhYmxlIGZ1dHVyZS4KVGhhbmtzLgotLSAKUmVn YXJkcywKUnlhbgo= |
From: <hd...@do...> - 2007-12-17 22:20:29
|
Hi, Ryan Pusztai wrote: > On Dec 17, 2007 3:44 PM, John Labenski <jla...@gm... > <mailto:jla...@gm...>> wrote: > > If you use MS Visual Studio you can try using > $nmake.exe makefile.vc <http://makefile.vc> WX_MONOLITHIC=1 > > Note however, that the last I knew the Bakefile build files for the VC > GUI have different flags than with nmake.exe so that you have rebuild > everything using nmake.exe. This is very unfortunate, but perhaps it's > been fixed. > > Regards, > John > > > Well I have MS Visual Studio, but will this make a single (monolithic) > dll version of wxLua? I did build it through MS Visual Studio GUI and I > got 14 dlls that I needed JUST for wxLua. Those dlls linked against the > monolithic wxWidgets dll, but I basically want a monolithic wxLua dll > (it can link against the monolithic wxWidgets dll). Is that possible? > -- Yes, possible :) I'm using wxLua like you want to do. If you want a precompiled dll, you may get from here: http://www.dogusan.net/dogusanh/download.html#luacairo (Downloads for "Snippets application (GUI with wxLua)" includes mentioned dll/so, src, Code::Blocks project file, etc.) > Regards, > Ryan > RJP Computing > > -- Regards, Hakki Dogusan |
From: Ryan P. <rpu...@gm...> - 2007-12-17 20:55:44
|
On Dec 17, 2007 3:44 PM, John Labenski <jla...@gm...> wrote: > If you use MS Visual Studio you can try using > $nmake.exe makefile.vc WX_MONOLITHIC=1 > > Note however, that the last I knew the Bakefile build files for the VC > GUI have different flags than with nmake.exe so that you have rebuild > everything using nmake.exe. This is very unfortunate, but perhaps it's > been fixed. > > Regards, > John Well I have MS Visual Studio, but will this make a single (monolithic) dll version of wxLua? I did build it through MS Visual Studio GUI and I got 14 dlls that I needed JUST for wxLua. Those dlls linked against the monolithic wxWidgets dll, but I basically want a monolithic wxLua dll (it can link against the monolithic wxWidgets dll). Is that possible? -- Regards, Ryan RJP Computing |
From: John L. <jla...@gm...> - 2007-12-17 20:53:38
|
On Dec 17, 2007 8:18 AM, Attila <ejj...@gm...> wrote: > Hi all! > > My first problem: as I saw, wxWidgets has wxThread, what we can use > multi-threading with, but that's not implemented in wxLUA. I want to ask > the author to implement it, because now I am using LUA-AIO, which has > inbuilt ThreadCreate()/ThreadDestroy() and mutex functions, but I want to > make a platform-free application, where I can use just the standard LUA > interpreter. I can add wxThread, wxCondition, and wxMutex, but whether it will work is questionable and I will not have time to debug or even test it. Please let me know how it works after the next release, in the coming week. > The second one: I am using a wxNoteBook in my application, and I want to > add a new panel into it with an mdichildframe. Is that possible somehow? I > want if it looks like as Direct Connect clients have > ( http://dcplusplus.sourceforge.net/assets/images/dcpp_screenshot.png ) > I think you want the wxAUI doc manager. Unless something has changed, the MDI implementation in GTK (Linux) is really a wxNotebook and so you can't have child windows that look like frames with the minimize, expand, close buttons. The GTK C++ MDI sample still shows this behavior. Regards, John |
From: John L. <jla...@gm...> - 2007-12-17 20:44:17
|
On Dec 17, 2007 2:53 PM, Ryan Pusztai <rpu...@gm...> wrote: > I am trying to have the smallest ammount of dlls to distribute when using > wxLua as a Lua module. (require( "wx" ) ) > > Is there a way to build so all I need os the monolithic wxWidgets dll and > the wx.dll with all the functionality of wxLua built into the wx.dll. Even > if I just needed two dlls for the wxLua stuff, I would be fine with that. As > it stands now there are 14 dlls just for wxLua. This is a bit much for my > needs. Any ideas? If you use MS Visual Studio you can try using $nmake.exe makefile.vc WX_MONOLITHIC=1 Note however, that the last I knew the Bakefile build files for the VC GUI have different flags than with nmake.exe so that you have rebuild everything using nmake.exe. This is very unfortunate, but perhaps it's been fixed. Regards, John |
From: Ryan P. <rpu...@gm...> - 2007-12-17 19:53:53
|
I am trying to have the smallest ammount of dlls to distribute when using wxLua as a Lua module. (require( "wx" ) ) Is there a way to build so all I need os the monolithic wxWidgets dll and the wx.dll with all the functionality of wxLua built into the wx.dll. Even if I just needed two dlls for the wxLua stuff, I would be fine with that. As it stands now there are 14 dlls just for wxLua. This is a bit much for my needs. Any ideas? -- Regards, Ryan RJP Computing |
From: John L. <jla...@gm...> - 2007-12-17 18:22:37
|
On Dec 17, 2007 11:03 AM, Andre <ar...@ki...> wrote: > Just got a current version of both widgets and wxlua I think your wxWidgets version is < 2.8.5, current is 2.8.7. > A few minor problems > > in function > static int LUACALL wxLua_wxAuiTabCtrl_IsDragging(lua_State *L) > > bool returns = (self->IsDragging()); > failed to compile IsDragging was not found by the compiler. The wxWidgets header for 2.8.7 has this is include/wx/aui/auibook.h, so it should be in versions >= 2.8.5 unless you've lowered your ABI version for some reason. I've put in a min version check for 2.8.5 though. #if wxABI_VERSION >= 20805 bool IsDragging() const { return m_is_dragging; } #endif > also > > { "wxAUI_NB_MIDDLE_CLICK_CLOSE", wxAUI_NB_MIDDLE_CLICK_CLOSE }, > > wxAUI_NB_MIDDLE_CLICK_CLOSE seems to be missing. It's in the CVS version soon to be the next release. Thanks, John |
From: Andre <ar...@ki...> - 2007-12-17 16:04:28
|
Just got a current version of both widgets and wxlua Compiled and tested my code with current version. I added some dynamic cast for event as documented in the readme file. great. A few minor problems in function static int LUACALL wxLua_wxAuiTabCtrl_IsDragging(lua_State *L) bool returns = (self->IsDragging()); failed to compile IsDragging was not found by the compiler. also { "wxAUI_NB_MIDDLE_CLICK_CLOSE", wxAUI_NB_MIDDLE_CLICK_CLOSE }, wxAUI_NB_MIDDLE_CLICK_CLOSE seems to be missing. Otherwise it is all great Thanks Andre PS: Using vc6 in dev studio 3 |
From: Attila <ejj...@gm...> - 2007-12-17 13:19:10
|
Hi all! My first problem: as I saw, wxWidgets has wxThread, what we can use multi-threading with, but that's not implemented in wxLUA. I want to ask the author to implement it, because now I am using LUA-AIO, which has inbuilt ThreadCreate()/ThreadDestroy() and mutex functions, but I want to make a platform-free application, where I can use just the standard LUA interpreter. The second one: I am using a wxNoteBook in my application, and I want to add a new panel into it with an mdichildframe. Is that possible somehow? I want if it looks like as Direct Connect clients have ( http://dcplusplus.sourceforge.net/assets/images/dcpp_screenshot.png ) Thanks for the replies: Attila |
From: <hd...@do...> - 2007-12-16 11:59:55
|
Hi, I translated mentioned sample to wxLua. http://www.dynaset.org/dogusanh/download/wxluaimage.zip (448Kb) - Designed to work in wxLua/samples/wximage folder - Some parts are commented out with --[[FIXME - There is a flag to prevent one slow operation - There is a bug I left, about wx.wxFileSelector usage -- Regards, Hakki Dogusan |
From: Scott M. <bl...@bl...> - 2007-12-14 15:15:35
|
I've been having a problem that only surfaces on some installs of Windows, on most installs it works fine but on a few (mostly Vista but also XP) the application fails to run giving the error "The application failed to initialize properly (0xc0000005)" twice. This bug is consistent between builds by different MSVC versions and it's always the same PCs that fail. Attached is a minimal example that produces the effect. If I remove the call to wxLuaBinding_wx_init() the bug goes away, though I can no longer use the wxLuaState instances. Is there anything I'm missing in the initialization of the wxLua environment and how can this only show on certain PCs? Build environment: MSVC++.Net 2003 (7.1) and 2005 (8), wxLua 2.8.4.1 (unicode dll multilib), wxWidgets 2.8.4 and 2.8.7 (unicode dll) Scott ntsd output if it helps: Microsoft (R) Windows User-Mode Debugger Version 5.1.2600.0 Copyright (c) Microsoft Corporation. All rights reserved. CommandLine: wxTest004.exe Loaded dbghelp extension DLL The call to LoadLibrary(ext) failed with error 2. Please check your debugger configuration and/or network access Loaded exts extension DLL The call to LoadLibrary(uext) failed with error 2. Please check your debugger configuration and/or network access Loaded ntsdexts extension DLL Symbol search path is: *** Invalid *** : Verify _NT_SYMBOL_PATH setting Executable search path is: ModLoad: 00400000 0043d000 wxTest004.exe ModLoad: 7c900000 7c9b0000 ntdll.dll ModLoad: 7c800000 7c8f5000 C:\WINDOWS\system32\kernel32.dll ModLoad: 10000000 1004e000 C:\wxTest004_d\wxlua_msw28ud_wxlua.dll ModLoad: 00320000 0034f000 C:\wxTest004_d\lua5.1d.dll ModLoad: 10200000 10287000 C:\wxTest004_d\MSVCR71D.dll ModLoad: 00440000 0061f000 C:\wxTest004_d\wxbase28ud_vc_custom.dll ModLoad: 7e410000 7e4a0000 C:\WINDOWS\system32\USER32.dll ModLoad: 77f10000 77f57000 C:\WINDOWS\system32\GDI32.dll ModLoad: 77dd0000 77e6b000 C:\WINDOWS\system32\ADVAPI32.dll ModLoad: 77e70000 77f01000 C:\WINDOWS\system32\RPCRT4.dll ModLoad: 7c9c0000 7d1d5000 C:\WINDOWS\system32\SHELL32.dll ModLoad: 77c10000 77c68000 C:\WINDOWS\system32\msvcrt.dll ModLoad: 77f60000 77fd6000 C:\WINDOWS\system32\SHLWAPI.dll ModLoad: 774e0000 7761d000 C:\WINDOWS\system32\ole32.dll ModLoad: 10480000 1053c000 C:\wxTest004_d\MSVCP71D.dll ModLoad: 00620000 00a79000 C:\wxTest004_d\wxmsw28ud_core_vc_custom.dll ModLoad: 5d090000 5d12a000 C:\WINDOWS\system32\COMCTL32.dll ModLoad: 763b0000 763f9000 C:\WINDOWS\system32\comdlg32.dll ModLoad: 77120000 771ab000 C:\WINDOWS\system32\OLEAUT32.dll ModLoad: 00a80000 00ead000 C:\wxTest004_d\wxlua_msw28ud_wxbind.dll ModLoad: 00350000 00389000 C:\wxTest004_d\wxbase28ud_xml_vc_custom.dll ModLoad: 00390000 003c3000 C:\wxTest004_d\wxbase28ud_net_vc_custom.dll ModLoad: 71ad0000 71ad9000 C:\WINDOWS\system32\WSOCK32.dll ModLoad: 71ab0000 71ac7000 C:\WINDOWS\system32\WS2_32.dll ModLoad: 71aa0000 71aa8000 C:\WINDOWS\system32\WS2HELP.dll ModLoad: 00eb0000 00fa2000 C:\wxTest004_d\wxmsw28ud_adv_vc_custom.dll ModLoad: 76b40000 76b6d000 C:\WINDOWS\system32\WINMM.dll ModLoad: 003d0000 003fe000 C:\wxTest004_d\wxmsw28ud_media_vc_custom.dll ModLoad: 00fb0000 01054000 C:\wxTest004_d\wxmsw28ud_html_vc_custom.dll ModLoad: 01060000 01105000 C:\wxTest004_d\wxmsw28ud_xrc_vc_custom.dll ModLoad: 773d0000 774d3000 C:\WINDOWS\WinSxS\x86_Microsoft.Windows.Common-Cont rols_6595b64144ccf1df_6.0.2600.2982_x-ww_ac3f9c03\comctl32.dll Access violation - code c0000005 (first chance) eax=01e3f4dc ebx=00f252f0 ecx=ffffffff edx=ffffffff esi=0012f988 edi=00000001 eip=0047f474 esp=0012f94c ebp=0012f950 iopl=0 nv up ei pl zr na po nc cs=001b ss=0023 ds=0023 es=0023 fs=003b gs=0000 efl=00000246 *** WARNING: Unable to verify checksum for C:\wxTest004_d\wxbase28ud_vc_custom.d ll *** ERROR: Symbol file could not be found. Defaulted to export symbols for C:\w xTest004_d\wxbase28ud_vc_custom.dll - wxbase28ud_vc_custom!wxEventTableEntryBase__wxEventTableEntryBase+14: 0047f474 8908 mov [eax],ecx ds:0023:01e3f4dc=???????? 0:000> kb ChildEBP RetAddr Args to Child WARNING: Stack unwind information not available. Following frames may be wrong. 0012f950 0047f516 ffffffff ffffffff 00ed9ff0 wxbase28ud_vc_custom!wxEventTableEn tryBase__wxEventTableEntryBase+0x14 *** WARNING: Unable to verify checksum for C:\wxTest004_d\wxmsw28ud_adv_vc_custo m.dll *** ERROR: Symbol file could not be found. Defaulted to export symbols for C:\w xTest004_d\wxmsw28ud_adv_vc_custom.dll - 0012f96c 00f30007 00a1c5bc ffffffff ffffffff wxbase28ud_vc_custom!wxEventTableEn try__wxEventTableEntry+0x26 *** ERROR: Symbol file could not be found. Defaulted to export symbols for C:\w xTest004_d\MSVCR71D.dll - 0012f98c 10201d48 0012f9a4 00f25273 00f8d128 wxmsw28ud_adv_vc_custom!wxWizardEve nt__wxWizardEvent+0xded7 0012f994 00f25273 00f8d128 00f8d2e0 0012f9f0 MSVCR71D!initterm+0x18 0012f9a4 00f2538a 00eb0000 00000001 0012fd30 wxmsw28ud_adv_vc_custom!wxWizardEve nt__wxWizardEvent+0x3143 *** ERROR: Symbol file could not be found. Defaulted to export symbols for ntdl l.dll - 0012f9f0 7c9011a7 00eb0000 00000001 0012fd30 wxmsw28ud_adv_vc_custom!wxWizardEve nt__wxWizardEvent+0x325a 0012fa10 7c91cbab 00f252f0 00eb0000 00000001 ntdll!LdrInitializeThunk+0x29 0012fb18 7c92173e 0012fd30 7ffde000 7ffdf000 ntdll!LdrFindResourceDirectory_U+0x 276 0012fc94 7c921639 0012fd30 7c900000 0012fce0 ntdll!RtlLookupElementGenericTable+ 0x185 0012fd1c 7c90eac7 0012fd30 7c900000 00000000 ntdll!RtlLookupElementGenericTable+ 0x80 00000000 00000000 00000000 00000000 00000000 ntdll!KiUserApcDispatcher+0x7 0:000> |
From: John L. <jla...@gm...> - 2007-12-13 16:11:35
|
On Dec 12, 2007 10:24 PM, Jon Bradley <shi...@gm...> wrote: > So, I'm new to this so go easy on me (first post!). Welcome. > I'm running a Lua interpreter that's embedded in a C++ application > already (a 3d app). It's using Lua 5.1 I believe. What program? wxLua can conceivably be loaded from a program like this, but there may be a problem with competing event loops. In other words the main program hooks into the OS to get mouse/key/idle events and so does wxLua. > Is there any way to load a wxLua module (where is it?) into any > separate interpreter? What file(s) do I need for this? I have no idea > where the compiled module would be and what I'd need to run it. I > know where my require paths are for the application and can write and > load up modules at will in the app. I've never even attempted to load > up a compiled lua module (that might be part of the problem). I have only an antique Mac and so I haven't done too much development on it. Unfortunately I have not looked into creating a loadable module for wxLua for the Mac, but there is the code to create a loadable module in wxLua/modules/luamodule and perhaps it even builds correctly on the Mac. > Unfortunately, I have zero developer tools on the machine I'm using > right now (10.4.10). The only files I see in the download that seem > like I might be able to use are wx.bundle and the liblua5.1.0.dylib > (but isn't that just the lua 5.1 library?). I'm still in the midst of rewriting the internals of wxLua to make it a little faster and more robust when used with coroutines. I hope to finish testing the changes soon and plan on doing a release. Perhaps before the new year? For starters, try getting some generic precompiled module (from Lua binaries maybe?) and see if you can load that. Good luck, John |
From: Jon B. <shi...@gm...> - 2007-12-13 03:24:33
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So, I'm new to this so go easy on me (first post!). I'm running a Lua interpreter that's embedded in a C++ application already (a 3d app). It's using Lua 5.1 I believe. Is there any way to load a wxLua module (where is it?) into any separate interpreter? What file(s) do I need for this? I have no idea where the compiled module would be and what I'd need to run it. I know where my require paths are for the application and can write and load up modules at will in the app. I've never even attempted to load up a compiled lua module (that might be part of the problem). Unfortunately, I have zero developer tools on the machine I'm using right now (10.4.10). The only files I see in the download that seem like I might be able to use are wx.bundle and the liblua5.1.0.dylib (but isn't that just the lua 5.1 library?). Any tips you can offer are greatly appreciated. - jon |
From: John L. <jla...@gm...> - 2007-12-12 16:39:16
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On Dec 12, 2007 4:50 AM, Christof Schardt <chr...@sc...> wrote: > Hello! > I'm new to wxLua and noticed, that my mouse is slowed down, > when wxlua is active (mouse-acceleration switched off?). > I couldn't find a hint, how to switch off that behaviour. > Who can help? Thanks in advance > Christof > That's weird? What platform and program were you using? I haven't noticed anything like that nor should it happen. Regards, John |
From: Christof S. <chr...@sc...> - 2007-12-12 09:50:35
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Hello! I'm new to wxLua and noticed, that my mouse is slowed down, when wxlua is active (mouse-acceleration switched off?). I couldn't find a hint, how to switch off that behaviour. Who can help? Thanks in advance Christof |
From: <hd...@do...> - 2007-12-12 09:41:01
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Hi, John Labenski wrote: > On Dec 11, 2007 8:54 AM, Hakkı Doğusan <hd...@do...> wrote: >> FYI, I released another wxLua application called CairoPad: >> http://www.dynaset.org/dogusanh/download.html#cairopad >> > > Please feel free to announce any software using wxLua on this list. > Ok. > It looks great, very cool. Having written this was there any issues > you came across with wxLua? I'm just about done with a huge set of > internal changes to make debugging with the wxlua.LuaStackDialog() > very easy. > It's my pleasure to report: wxLua rocks! I wrote CairoPad in 2 days (~18hours/day) :) Issues (general/wxLua): - since controls having live immediately, one should be careful when/where to connect event handlers - using controls between distinct frame, panel, etc. I used theApp for them; but for a big application this may not suitable > -John > > ps. I'll add wxMemoryFSHandler tonight. Thanks. ps. Since not found in wx's API, I didn't ask it before, but could we add GetDrawable to wxLua? I'm using following -from wx's sources- implementation (to make obvious that it is not belong to wx/wxLua, I used "get_drawable" name): ----------------------------------------------------------------- #if wxLUA_USE_wxDC #ifdef __WXGTK__ #include "wx/gtk/win_gtk.h" #include <gtk/gtk.h> #endif static int LUACALL get_drawable(lua_State *L) { wxLuaState wxlState(L); #ifdef __WXMSW__ wxPaintDC * dc = (wxPaintDC *)wxlState.GetUserDataType(1, s_wxluatag_wxDC); HDC hdc = (HDC)dc->GetHDC(); lua_pushlightuserdata(L, hdc); return 1; #endif #ifdef __WXGTK__ wxWindowDC * dc = (wxWindowDC *)wxlState.GetUserDataType(1, s_wxluatag_wxDC); GdkDrawable *drawable = dc->m_window; lua_pushlightuserdata(L, drawable); return 1; #endif return 0; } #endif // wxLUA_USE_wxDC ----------------------------------------------------------------- -- Regards, Hakki Dogusan |
From: John L. <jla...@gm...> - 2007-12-11 20:16:58
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From: <hd...@do...> - 2007-12-11 13:54:54
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Hi, John Labenski wrote: > On Nov 20, 2007 4:07 PM, Hakki Dogusan <dog...@tr...> wrote: >> John Labenski wrote: >>> On Nov 16, 2007 8:47 AM, Hakki Dogusan <dog...@tr...> wrote: >>>> Hi, >>>> >>>> Is it possible to extend wxArtProvider in wxLua? wx's document shows >>>> following sample: >>>> > > Added in CVS. > Appreciated, thank you! > -- get some sort of bitmap for testing > [snipped] > > > Regards, > John > FYI, I released another wxLua application called CairoPad: http://www.dynaset.org/dogusanh/download.html#cairopad -- Regards, Hakki Dogusan |
From: John L. <jla...@gm...> - 2007-12-11 03:34:58
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On Nov 20, 2007 4:07 PM, Hakki Dogusan <dog...@tr...> wrote: > > John Labenski wrote: > > On Nov 16, 2007 8:47 AM, Hakki Dogusan <dog...@tr...> wrote: > >> Hi, > >> > >> Is it possible to extend wxArtProvider in wxLua? wx's document shows > >> following sample: > >> Added in CVS. -- get some sort of bitmap for testing b = wx.wxArtProvider.GetBitmap(wx.wxART_NEW, wx.wxART_TOOLBAR) -- make new art provider and return above bitmap for everything a = wx.wxLuaArtProvider() a.CreateBitmap = function(self, id, client, size) return b end wx.wxArtProvider.Push(a) -------------- Remember that if you create a new wxBitmap for each call to CreateBitmap(...) that you .delete() it if you are not using it elsewhere so they don't build up. You can very quickly run out of GDI resources in MSW (even XP). The problem is how to conveniently do this? You could use a single global variable like below. Note: The wxArtProvider caches the bitmaps itself so you do not need to keep a copy in Lua. single_global_art_bmp = nil a.CreateBitmap = function(self, id, client, size) if (single_global_art_bmp) then single_global_art_bmp.delete() end create new single_global_art_bmp... return single_global_art_bmp end Regards, John |
From: Leslie N. <les...@fm...> - 2007-12-10 13:19:05
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Thanks John, > You can use > $nmake.exe -f maklefile.vc THREADING=multi > I'll give that a whirl. Any idea why the 'D' is hard coded for dynamic but $(__THREADING) is used for static? probably something clever in the Bakefile I guess. > Neither do I. Hopefully Francesco reads this and has some free time as > he's pretty good with Bakefile. > Another request while doing this is to rename the lua dll when using dlls. At the moment both the debug and release dlls have the same name. Currently if you are using dlls you have to start renaming directories or playing around with paths to switch between debug and release of your package. Les |
From: John L. <jla...@gm...> - 2007-12-10 04:59:14
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On Dec 8, 2007 11:34 AM, Leslie Newell <les...@fm...> wrote: > Hi John, > > In wxlua/apps/build/msw/makefile.vc and /modules/build/makefile.vc there > are several lines similar to the following: > > !if "$(RUNTIME_LIBS)" == "static" > __RUNTIME_LIBS_11 = $(__THREADING) > !endif > > I changed each occurrence to : > > !if "$(RUNTIME_LIBS)" == "static" > __RUNTIME_LIBS_11 = T > !endif You can use $nmake.exe -f maklefile.vc THREADING=multi > In wxLua\modules\build\msw I also had to change this line: > LUA_LIB_CFLAGS = /MD$(VAR_82) /DWIN32 $(VAR) $(VAR_79) $(VAR_81) \ > to: > LUA_LIB_CFLAGS = /MT$(VAR_82) /DWIN32 $(VAR) $(VAR_79) $(VAR_81) \ > > This of course will break the dynamic build. A better approach would be > to change the line to something like this: > LUA_LIB_CFLAGS = /M$(__RUNTIME_LIBS_165)$(VAR_82) /DWIN32 $(VAR) > $(VAR_79) $(VAR_81) \ > > and add: > !if "$(RUNTIME_LIBS)" == "dynamic" > __RUNTIME_LIBS_165 = D > !endif > !if "$(RUNTIME_LIBS)" == "static" > __RUNTIME_LIBS_165 = T > !endif > > I don't know how to modify the bakefiles to produce this automatically. Neither do I. Hopefully Francesco reads this and has some free time as he's pretty good with Bakefile. Regards, John |
From: Leslie N. <les...@fm...> - 2007-12-08 16:34:36
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Hi John, In wxlua/apps/build/msw/makefile.vc and /modules/build/makefile.vc there are several lines similar to the following: !if "$(RUNTIME_LIBS)" == "static" __RUNTIME_LIBS_11 = $(__THREADING) !endif I changed each occurrence to : !if "$(RUNTIME_LIBS)" == "static" __RUNTIME_LIBS_11 = T !endif In wxLua\modules\build\msw I also had to change this line: LUA_LIB_CFLAGS = /MD$(VAR_82) /DWIN32 $(VAR) $(VAR_79) $(VAR_81) \ to: LUA_LIB_CFLAGS = /MT$(VAR_82) /DWIN32 $(VAR) $(VAR_79) $(VAR_81) \ This of course will break the dynamic build. A better approach would be to change the line to something like this: LUA_LIB_CFLAGS = /M$(__RUNTIME_LIBS_165)$(VAR_82) /DWIN32 $(VAR) $(VAR_79) $(VAR_81) \ and add: !if "$(RUNTIME_LIBS)" == "dynamic" __RUNTIME_LIBS_165 = D !endif !if "$(RUNTIME_LIBS)" == "static" __RUNTIME_LIBS_165 = T !endif I don't know how to modify the bakefiles to produce this automatically. Les John Labenski wrote: > On Dec 7, 2007 4:46 PM, Leslie Newell <les...@fm...> wrote: > >> Found the problem. The /MD is hard coded for Lua. Manually changing the >> makefile fixed the problem. >> >> > > Good, is there anything that we can do to make this easier? What > Makefile did you adjust in the end? > > Thanks, > John > |