Re: [Flightgear-devel] New reelase(?) (Was: User selectablequalitylevel for effects)

2010-04-15 Thread Torsten Dreyer
 On Thursday 15 April 2010 12:21:25 am Stuart Buchanan wrote:
  PS: As Vivian has checked in the data part, we should just go ahead
  and commit the
  small environment patch as well. At the moment we've got an
  inconsistency between
  the FG source tree and FG data, which isn't ideal.
 
 Unless somebody beats me to it, I'll try to do that tonight / tomorrow
 morning.
First!

Torsten

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Re: [Flightgear-devel] New reelase(?) (Was: User selectablequalitylevel for effects)

2010-04-15 Thread Durk Talsma
On Thursday 15 April 2010 10:08:03 am Torsten Dreyer wrote:

 First!


Thanks Torsten,

D.

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[Flightgear-devel] gnu linker question (don't optimize unused variables)

2010-04-15 Thread Torsten Dreyer
Hi,

this is a question for the gnu linker geek:

I am trying to add gnucap to FlightGear as posted before. It compiles cleanly 
and links fine, but there is one issue. Gnucap uses commands which are 
implemented in separate files. These commands get registered into a global 
command registry. Here is a code snipped for the clear command:

class CMD_CLEAR : public CMD {
public:
  void do_it(CS, CARD_LIST* Scope)  {
// .. do something fancy here
  }
} p0;
DISPATCHERCMD::INSTALL d0(command_dispatcher, clear, p0);

The class CMD_CLEAR implements the CMD interface which requires the do_it() 
function. 
The DISPATCHER template contains a INSTALL class, it's constructor performs 
the registration into the registry. In theory, when the INSTALL class is 
instantiated as d0, the actions in the constructor are performed.
Unfortunately, this does not happen when linked against FlightGear.
I tried to rename d0 into something more uniqe and grep'ed the created object 
and library for the variable which were found there, but not in the fgfs 
executable. This lead me to the conclusion, that the linker optimizes the 
unused variable from the executable.

Is there any magic switch to pass to the g++ linker telling him not to 
optimize unused variables, preferably for a certain set of files or a single 
library?

  Torsten

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Re: [Flightgear-devel] gnu linker question (don't optimize unused variables)

2010-04-15 Thread Tim Moore
On Thu, Apr 15, 2010 at 10:59 PM, Torsten Dreyer tors...@t3r.de wrote:

 Hi,

 this is a question for the gnu linker geek:

 I am trying to add gnucap to FlightGear as posted before. It compiles
 cleanly
 and links fine, but there is one issue. Gnucap uses commands which are
 implemented in separate files. These commands get registered into a global
 command registry. Here is a code snipped for the clear command:

 class CMD_CLEAR : public CMD {
 public:
  void do_it(CS, CARD_LIST* Scope)  {
 // .. do something fancy here
  }
 } p0;
 DISPATCHERCMD::INSTALL d0(command_dispatcher, clear, p0);

 The class CMD_CLEAR implements the CMD interface which requires the do_it()
 function.
 The DISPATCHER template contains a INSTALL class, it's constructor performs
 the registration into the registry. In theory, when the INSTALL class is
 instantiated as d0, the actions in the constructor are performed.
 Unfortunately, this does not happen when linked against FlightGear.
 I tried to rename d0 into something more uniqe and grep'ed the created
 object
 and library for the variable which were found there, but not in the fgfs
 executable. This lead me to the conclusion, that the linker optimizes the
 unused variable from the executable.

It's not optimizing the variable, it's optimizing the entire .o file out of
the linkage, as nothing external is explicitly using any of the symbols in
the .o. This is a major weakness of the registration pattern when statically
linking.


 Is there any magic switch to pass to the g++ linker telling him not to
 optimize unused variables, preferably for a certain set of files or a
 single
 library?

No. Either build gnucap as a shared library or add some dummy references to
symbols in the file(s) that are referenced, perhaps indirectly, by code
outside of the library.

Tim
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[Flightgear-devel] Console/iPhone ports

2010-04-15 Thread Kyle
Hey all,

I was browsing through the app store today and noticed that x-plane  
had an iPhone app.

Being natural, I've been pondering the question if anyone has tried to  
port FG to the iPhone and possibly consoles.

Don't get me wrong. I'm not a genius on porting. But it seems like it  
would be a great way to get people interested in FG as well as  
possibly triple (iPhone, xbox, ps3) FG users. The only downside I see  
to this is that the ported versions would have to be singleplayer  
since the xbox uses dedicated servers and the ps3 uses one player as  
the server. The iPhone portion is self explanatory.

Like I said. Just a theory. Have searched the forums and nothing on  
porting for consoles. Feel free to comment, add on, discredit, etc. 

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