@hgy29 Is it possible to turn off specific linter checks?
Or maybe fix this one?)
P.S.
I accidentally clicked the "Dismiss" button and now I don't see the topic in the general list, how can I fix it?)) I didn't find any settings in my profile.
Currently some of the checks are already disabled by default, and you can disable all purple checks by unselecting 'type checking'. My plan is to give more information to the linter/typechecker in future Gideros versions, currently it only parse one file at a time, and it doesn't know about Gideros API.
@hgy29, in midi plugin is there a way to prevent my app crashing from "MidiInWinMM: message queue limit reached!!" when too many messages arrive? (which happens easily when a pot is turned on a midi device) ty
EDIT: is there a page where one can check the available lua functions for the midi plugin?
EDIT: exposing setQueueSizeLimit( unsigned int queueSize ) could help perhaps, but all in all i'd need some way to stop the app from crashing whatever the queue size.
Can anyone else test-confirm these examples below on a solid Windows 10 installation? Curves 3D Instancing Particles Bird Animation 3D MapClown
For Windows 10 on Virtualbox, The Player has upside-down rendering. Besides please notice "click to walk" text mirroring. At the same time mouse touch points and canvas rendering are reversed. Exported 3d Animation example screencast link(lossy gif)
Here is the steps to produce another repetitive bug(probably destructor issue). Firstly run the "3D Collision" example. Please be sure while the boxes were in constant multiple contacts(movement) and launch the "Normal Mapping" example. The Player crashes. I hope it helps
Can anyone else test-confirm these examples below on a solid Windows 10 installation?
I am running windows 10 64bits: Curves OK 3D Instancing OK Particles OK Bird Animation 3D --> almost OK the right eye isn't seeing any birds MapClown OK
For Windows 10 on Virtualbox, The Player has upside-down rendering. Besides please notice "click to walk" text mirroring. At the same time mouse touch points and canvas rendering are reversed. Seems ok for me
Exported 3d Animation example screencast link(lossy gif) Exported 3d Animation exported to .exe crashes right away for me
Here is the steps to produce another repetitive bug(probably destructor issue). Firstly run the "3D Collision" example. Please be sure while the boxes were in constant multiple contacts(movement) and launch the "Normal Mapping" example. The Player crashes. Can confirm that too on my machine, but it is a known bug and it is being taken care of.
@hito9 be sure to have the same settings in the project (right click your project name) and the player:
@MoKaLux Thank you for testing awesome new Gideros I am glad to see your Gideros is ok on Windows 10. I had tested with the default example settings for my feedbacks. It seems VirtualBox graphics driver is the source of problems except your exported project and Bird Animation 3D example(the right eye issue). Normally it looks like this giderosmobile.com/examples#VR/Bird%20Animation%203D Also the specific error is triggerring when closing some exported examples. ParticlesClown example is overscaling all particles after 300 frames for my 2021.11 Linux build and wine 2022.1.1 Luau version.
Coder, video game industry veteran (since the '80s, ❤'s assembler), arrested - never convicted hacker (in the '90s), dad of five, he/him (if that even matters!). https://deluxepixel.com
It's working now! And I can get more warnings, too!
Initial order of installation was: remove 2021.11 and installed 2022.1.1 - that crashed. So while I waited for a response I re-installed 2021.11 When you asked for the crash log I couldn't find it.
This time I just installed 2022.1.1 over my existing 2021.11 and it worked. And it really says it is 2022.1.1 player running.
I will go around the cycle one more time to see if the first order repeats it's failure.
No, clean install of 2022.1.1 works fine. There's a slight flickering on the Outline panel in Studio and the player won't start from Studio. When I start player separately, it all works.
I might try compiling my own player and see what happens.
which should call "__type" metamethod and return the result of it, but it does not work for some reason :?
Code:
type Point ={ x: number, y: number }local point : Point ={x =10, y =20}
Foo ={}function Foo:new()local o ={}setmetatable(o, self)
self.__index = self
return o
endfunction Foo:__type()return"Foo"endlocal foo = Foo:new()
Bar = Core.class()function Bar:__type()return"Bar"endlocal bar = Bar.new()print(typeof(foo))--> "table" Not OKprint(typeof(bar))--> "table" Not OKprint(typeof(Shader))--> "table" Not OK?print(typeof(point))--> "table" OK?print(typeof(123))--> "number" OKprint(typeof("A"))--> "string" OKprint(typeof(false))--> "boolean" OKprint(typeof(print))--> "function" OK
I am afraid it doesn't help; current lexer just detects 'if' and expect a 'end' afterwise to close the folding level. ternaries do have the 'if', but no 'end'
I am afraid it doesn't help; current lexer just detects 'if' and expect a 'end' afterwise to close the folding level. ternaries do have the 'if', but no 'end'
Sure I know, and we actually parse the code for the linter, but doing it as part as lexilla is somewhat complex. I'll try to use heuristics in lexilla to overcome this
Ok, I think I have something that should works: I assume ternary operators always follow an operator symbol, or something that expect an expression after. If the 'if' is at a place where an expression is expected, then we know it is a ternary, and ended by the 'else'
Could it more a bug with QT6 than the editor ? Or maybe the way the new editor is wrapped in QT differs from the old.
I can't say because I don't know where to look and what to look for... If you can tell me how to build the studio, then I can try to find out what's wrong.
If I understand correctly, I need to build the project in "ui/ui.pro", but I can't. I have compiled "lexilla" and "scintilla", but when I try to build the main project, I get an error that the header file was not found ("#include "ScintillaEdit/ScintillaEdit.h" ") although both libraries are in the folders: "lexilla/src/debug/Lexilla5.dll" and "scintilla/qt/ScintillaEdit/debug/ScintillaEdit5.dll" (I also tried the release version). For some reason QT can't find the library?
Yes, that's because I used to download lexilla and scintilla from official zip files, and build them seprately. In that case the header path would change so I decided to copy headers in QT installation. But later I needed to modify lexilla and scintilla, so I set up a git repo for them, but I didn't want to change all my #include to point to the new paths, so I decided to leave them in QT.
To build scintilla, you can use
make -f scripts/Makefile.gid qscintilla
. Same for lexilla and debug versions of the libs: qlexilla, qscintilla.debug, qlexilla.debug
qscintilla & qlexilla targets will copy the headers where Gideros expects them
thanks, now setFullSceen does not crash anymore. very good.
can we have an Application:getWindowSize? (i want to get it so that i can set the same when i quit fullscreen as it seems to reset the size to the initial window size).
btw shouldn't it be the default behaviour of setFullScreen(false) to recover the last screen size before going to fullscreen?
can we have an Application:getWindowSize? (i want to get it so that i can set the same when i quit fullscreen as it seems to reset the size to the initial window size).
btw shouldn't it be the default behaviour of setFullScreen(false) to recover the last screen size before going to fullscreen?
Yes that's what should happen in theory, but for some reason it doesn't work. If you want to do it at lua level, maybe listening to APPLICATION_RESIZE events could help ?
Comments
Or maybe fix this one?)
P.S.
Likes: MoKaLux
"MidiInWinMM: message queue limit reached!!" when too many messages arrive? (which happens easily when a pot is turned on a midi device)
ty
EDIT: is there a page where one can check the available lua functions for the midi plugin?
EDIT: exposing setQueueSizeLimit( unsigned int queueSize ) could help perhaps, but all in all i'd need some way to stop the app from crashing whatever the queue size.
Fragmenter - animated loop machine and IKONOMIKON - the memory game
Curves
3D Instancing
Particles
Bird Animation 3D
MapClown
For Windows 10 on Virtualbox, The Player has upside-down
rendering. Besides please notice "click to walk" text mirroring.
At the same time mouse touch points and canvas rendering are reversed.
Exported 3d Animation example screencast link(lossy gif)
https://imgbox_dot_com/WSRkfI5l
Here is the steps to produce another repetitive bug(probably destructor issue).
Firstly run the "3D Collision" example. Please be sure while the boxes were
in constant multiple contacts(movement) and launch the "Normal Mapping" example.
The Player crashes. I hope it helps
Curves OK
3D Instancing OK
Particles OK
Bird Animation 3D --> almost OK the right eye isn't seeing any birds
MapClown OK
For Windows 10 on Virtualbox, The Player has upside-down
rendering. Besides please notice "click to walk" text mirroring.
At the same time mouse touch points and canvas rendering are reversed.
Seems ok for me
Exported 3d Animation example screencast link(lossy gif)
Exported 3d Animation exported to .exe crashes right away for me
Here is the steps to produce another repetitive bug(probably destructor issue).
Firstly run the "3D Collision" example. Please be sure while the boxes were
in constant multiple contacts(movement) and launch the "Normal Mapping" example.
The Player crashes.
Can confirm that too on my machine, but it is a known bug and it is being taken care of.
I hope it helps
That certainly helps
New gideros luau looks awesome
giderosmobile.com/examples#VR/Bird%20Animation%203D
Also the specific error is triggerring when closing some exported examples. ParticlesClown example is overscaling all particles after 300 frames for my 2021.11 Linux build and wine 2022.1.1 Luau version.
Unlike this online example
giderosmobile.com/examples#Graphics/ParticlesClown Yes i know no rush, Our goal is the same. Already Gideros 2021.11 works great and Gideros Luau version is very promising.
Likes: MoKaLux
Previous one was working OK, so I might have to go back to that.
The studio runs but the player crashes. The detailed crash log says its not translating the x86 code.
Get your CIX on route 109.123.97.120
Likes: MoKaLux
https://deluxepixel.com
Initial order of installation was: remove 2021.11 and installed 2022.1.1 - that crashed.
So while I waited for a response I re-installed 2021.11
When you asked for the crash log I couldn't find it.
This time I just installed 2022.1.1 over my existing 2021.11 and it worked. And it really says it is 2022.1.1 player running.
I will go around the cycle one more time to see if the first order repeats it's failure.
No, clean install of 2022.1.1 works fine. There's a slight flickering on the Outline panel in Studio and the player won't start from Studio. When I start player separately, it all works.
I might try compiling my own player and see what happens.
Thanks for your patience with me.
Likes: MoKaLux, hgy29
Get your CIX on route 109.123.97.120
Code:
"typeof" function
https://github.com/Roblox/luau/blob/8fe95c99630063ead551303d3ecb6888baeb911f/VM/src/ltm.cpp#L117
https://github.com/Dekkonot/vscode-luau
https://github.com/Roblox/luau/blob/8fe95c99630063ead551303d3ecb6888baeb911f/Ast/src/Parser.cpp#L2265
Likes: SinisterSoft, rrraptor
Seems like new scintilla editor does not work properly with custom styles.
If I understand correctly, I need to build the project in "ui/ui.pro", but I can't. I have compiled "lexilla" and "scintilla", but when I try to build the main project, I get an error that the header file was not found ("#include "ScintillaEdit/ScintillaEdit.h" ")
although both libraries are in the folders: "lexilla/src/debug/Lexilla5.dll" and "scintilla/qt/ScintillaEdit/debug/ScintillaEdit5.dll" (I also tried the release version).
For some reason QT can't find the library?
To build scintilla, you can use
make -f scripts/Makefile.gid qscintilla
Same for lexilla and debug versions of the libs: qlexilla, qscintilla.debug, qlexilla.debug
qscintilla & qlexilla targets will copy the headers where Gideros expects them
Likes: rrraptor
https://github.com/gideros/gideros/blob/6f4234c8002505776d9f1a841d14f6f2e84a37e1/ui/ui.pro#L263
can we have an Application:getWindowSize? (i want to get it so that i can set the same when i quit fullscreen as it seems to reset the size to the initial window size).
btw shouldn't it be the default behaviour of setFullScreen(false) to recover the last screen size before going to fullscreen?
Likes: MoKaLux
Fragmenter - animated loop machine and IKONOMIKON - the memory game