[Lazarus] PropertyGrid hiding items

2013-06-28 Thread Darius Blaszyk
 

Hi, 

I'm using a propertygid in my application. The grid shows the properties
of a number of inherited classes. However some classes do not use all of
the properties from the base class. Is there a way to hide properties
from the grid for child classes? 

Regards, Darius --
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[Lazarus] Improve message dialog

2012-05-08 Thread Darius Blaszyk
Hi,

One of my frustrations with the IDE have been when debugging record or class 
variables. The data is truncated to 255 characters and it's very difficult to 
find the appropriate variable within the structure. I have now uploaded a patch 
(http://bugs.freepascal.org/view.php?id=21990) that adds a treeview where each 
variable within the structure is shown. You can easily scroll down to find the 
desired variable and nothing gets truncated anymore.

As described in the report, I can imaging though that this patch will be 
rejected as it would be even better to merge both functionalities by using a 
propertygrid. However this was a quick hack for a project of mine and it works 
excellent. Therefore I would not see why not to add it for now. 

The patch however brings up the discussion what would be the final solution for 
this problem. Is a propertygrid appropriate? Is there a native propertygrid for 
lazarus available? What do others think?

Regards, Darius
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Re: [Lazarus] Looking for a general text editor

2012-02-17 Thread Darius Blaszyk

On Feb 17, 2012, at 7:30 PM, Bart wrote:

 On 2/16/12, felipemonteiro.carva...@gmail.com
 felipemonteiro.carva...@gmail.com wrote:
 Em 16/02/2012, às 20:41, Bart bartjun...@gmail.com escreveu:
 Why not simply use my MruList unit
 (http://home.tiscali.nl/~knmg0017/software/fpc_laz/mrulists.zip) as
 well?
 
 If it is portable it should be fine
 
 It should be, this is the uses clause:
 
 uses
  SysUtils, Classes, Controls, Registry, IniFiles, FileUtil;
It won't be. Registry is windows only. Why not implement something yourself 
based on an XML file? Should be trivial. Here's some inspiration: 
http://www.angusj.com/delphi/mruunit.html


 just add to the project svn,
 
 How?
 
 I killed all dependencies because a lot of
 people use non-standard stuff which don't work for example in Mac and bring
 all sords of problems to build and modify the program.
 
 I tend to use only standard LCL stuff...
 
 For me the best would
 be giving you commit rights to the ccr if you don't have already and you
 commit directly what you see fit.
 
 I'm unfamiliar with committing via svn (or any other tool like that).
 Is there a wiki-entry about how to do that?
 Do I need more then my svn client?
Just search the wiki;

http://wiki.lazarus.freepascal.org/Using_the_Lazarus-ccr_SVN_repository
http://wiki.lazarus.freepascal.org/Lazarus_git-svn
http://wiki.lazarus.freepascal.org/Creating_A_Patch

If you're on windows, chances are you're using tortoisesvn. Just read the 
documentation of that app. There are plenty of quick guides online. And of 
course, if you have specific questions either ask on IRC or on the ML.

Regards, Darius
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Re: [Lazarus] Fast drawing to canvas

2012-02-10 Thread Darius Blaszyk

 That's a valid reason, but I removed the disk cache to test pure drawing 
 performance.
 
In that case 25FPS at 50% HD is very poor. I would expect at least 3 times as 
much (see also my test app). How do you draw the pixels? Do you use glBitmap or 
do you use GL_POINTS?
Could you share the test application you've made with me?

 In the fast version I stream data from a png and this is actually
 pretty fast now. However I will implement native loading of the images
 to optimize the process. But this is only optionally as my issue is not
 with the setup of the file cache but more with the drawing speed. As
 said, on windows I get 50%HD @ 88fps and full HD @35fps. Now Mac is
 worrying as it draws full HD @ only 12fps. Maybe opengl can draw more
 efficienctly in this case? I would also like to test SDL.
 
 I don't know whether OpenGL is really more efficiently, I just wanted to 
 throw in an alternative variant.
Of course, evaluate all possibilities. I'm hoping that OpenGL will be faster 
over all platforms, as I've seen substantial performance loss when using the 
Mac canvas.

Regards, Darius
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Re: [Lazarus] Fast drawing to canvas

2012-02-10 Thread Darius Blaszyk

On Feb 10, 2012, at 6:23 PM, Lukasz Sokol wrote:

 On 10/02/2012 16:11, dhkblas...@zeelandnet.nl wrote:
 On Fri, 10 Feb 2012 11:34:20 +0100
 dhkblas...@zeelandnet.nl wrote:
 [...]
 Why are you displaying single images at all?
 It sounds a lot like you are playing movie clips, so why do you not use a
 suitable codec/container combination like xvid/avi, h.264/mpeg-4 or some
 other video format that fits your needs?
 
 Yes, I'm playing movie clips. But playing back images from a video codec
 is besides the point. I have implemented my own simple raw image codec
 (filecache.pas) that reads pixels from disk. My problems lie with the
 playback of video.
 
 If I recall correctly, programs like MPlayer (or was it FFMpeg?) had an 
 'input' that
 could read static images and output video stream to stdout (but I might not
 remember correctly, pls check docs)
I think your referring to a frameserver. 


 Then the video stream could be piped into the player program,...
 so FFMpeg reads series of images - pipes into MPlayer that displays it- 
 or MPlayer can be told to read series of images as it were frames - 
 is that what you're trying to achieve ?

No, I'm working on an NLA editor and compositor actually. In this editor images 
can be loaded from a movie file (already got the ffmpeg header file from 
MiSchi) , but other devices are also supported such as photos and generated 
images.

The editor needs to be able to playback the results and this was the reason for 
my original post. The playback was simply too slow.

Regards, Darius


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Re: [Lazarus] Fast drawing to canvas

2012-02-10 Thread Darius Blaszyk

 Yes, I'm playing movie clips. But playing back images from a video codec
 is besides the point.
 If you say so, but that is exactly what you are doing.
I know :) The streaming is actually pretty fast. Tests have shown that I'm able 
to get almost 90fps (for the complete drawing cycle) on 50%HD on windows which 
is perfect. However the same loop drops down to 11fps on mac. So the problem 
lies not in the streaming but in the drawing bit. 
After I solve the drawing problems (perhaps by switching to OpenGL as you also 
mention) I will focus on the filecache. There's a tradeoff between 
compression/decompression and disc access times. I just don't know where the 
turning point is, but tests will show that later. For now I'll stick to raw 
pixel data, later I will use a movie file probably (with optional lossless 
compression).

 I have implemented my own simple raw image codec
 (filecache.pas) that reads pixels from disk. My problems lie with the
 playback of video. It has proven to be very difficult to playback video
 (on Mac) with an acceptable speed. Full HD images are played back @ 11fps
 wich is just too slow.
 The fastest way should be using OpenGL. But not some naive implementation 
 like it seems to be the case with the OpenGL tests performed by followers of 
 this thread.
 The magic words are PBO and texture streaming. This approach reads the data 
 directly into a buffer on the graphics card which you use as texture to 
 display your images. You can even read the data in an other thread than the 
 OpenGL one. Only the reading of the data is performed on the CPU and the data 
 will go from disk straight to VRAM.
 
 hih
 R.
Your comments certainly help! I think you will probably be right for Mac. I 
expect that OpenGL will be more stable over the different platforms as the 
TCanvas implementation seems to be. However on Windows and Ubuntu OpenGL PBO 
does not win from TCanvas as demonstrated here:

http://wiki.lazarus.freepascal.org/Fast_direct_pixel_access#Speed_comparison

I was shocked to see this, but I confirmed this results at least on windows.

Regards, Darius 
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Re: [Lazarus] Fast drawing to canvas

2012-02-10 Thread Darius Blaszyk

On Feb 10, 2012, at 9:45 PM, Hans-Peter Diettrich wrote:

 Darius Blaszyk schrieb:
 Yes, I'm playing movie clips. But playing back images from a
 video codec is besides the point.
 If you say so, but that is exactly what you are doing.
 I know :) The streaming is actually pretty fast. Tests have shown
 that I'm able to get almost 90fps (for the complete drawing cycle) on
 50%HD on windows which is perfect. However the same loop drops down
 to 11fps on mac. So the problem lies not in the streaming but in the
 drawing bit.
 
 The problem may be multiple files. I'd try to merge multiple frames, if not 
 all, into one big file, then test again on mac.
 
 DoDi
Well I'm already doing that in filecache.pas. It's just one big file-stream 
with raw pixel data in it. See also my previous mail where I mention the 
possibility to compress data. It will be a tradeoff between (de)compression and 
file access.

Regards, Darius


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Re: [Lazarus] Fast drawing to canvas

2012-02-09 Thread Darius Blaszyk
I've put up the test app on the CCR. All three methods draw at roughly 10fps on 
windows and 6fps on mac. I haven't tried linux yet. I challenge everyone to 
find methods to speed up the the drawing using the current implementation. May 
the best man win!

Regards, Darius


On Feb 9, 2012, at 10:38 AM, dhkblas...@zeelandnet.nl wrote:

 I'm working on a test app that I will put on the CCR on sourceforge for 
 everyone to test. Will put it up later this afternoon. I will challenge 
 everyone to come up with speed improvements! :)
 
  
 Regards, Darius
 
  
  
 On 9 feb '12, Graeme Geldenhuys wrote:
 
 On 9 February 2012 02:52, Darius Blaszyk  wrote:
 Despite all the advices, none of the suggestions of drawing on a TPaintBox 
 or creating a TCustomControl actually speed up the painting significantly. 
 Therefore I did some profiling. It appears that loading a 40kb png file 
 (50% HD) from a stream takes about 60msec another 30msec is used to paint 
 the bitmap to screen. It all results in approx. 11fps which is actually 
 pretty poor when you imagine a full HD loop will make the rate drop 2.5fps.
 Darius. If you could send me a sample of 25 images in private, I'll
 try something here on my side. I'll also plug them into a fpGUI
 application so we can see if there is a difference between a LCL app
 and fpGUI app - trying to determine where the bottlenecks are...
 loading, graphics stack, toolkit etc. I also have 3 different speeds
 hard drives (and various file systems) in my system. That could also
 be used to profile the loading times from each hard drive.
 
 If you have a sample LCL app that you use for testing, that would save
 me some trouble too. Though the Button1Click() code you posted earlier
 is pretty straight forward. :)
 
 
  
  
  
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Re: [Lazarus] Fast drawing to canvas

2012-02-08 Thread Darius Blaszyk
Well afaik that's exactly what I'm doing with 

Image1.Picture.Bitmap.LoadFromRawImage(bitmaplist[ScrollBar1.Position].RawImage,
 False);

The flicker went away by placing the code outside the OnPaint handler. I can 
now draw with about 11fps. The images are streamed continuously from disk! So 
performance is not really bad, but I would like it to be better.

Regards, Darius





On Feb 8, 2012, at 2:19 AM, Bernd wrote:

 2012/2/8 Bernd prof7...@googlemail.com:
 
 Image.BeginUpdate;
 Image.Picture.Bitmap.Clear;
 write the data directly to Image.Picture.Bitmap.RawImage.Data^
 Image.EndUpdate
 
 Oh, I forgot: set the size, this is actually the whole point of the
 clear Method: force it to create this raw image of the needed size if
 it does not yet exist.
 
 Image.BeginUpdate;
 Image.Picture.Bitmap.Width := ;
 Image.Picture.Bitmap.Height := ;
 Image.Picture.Bitmap.Clear;
 write the data directly to Image.Picture.Bitmap.RawImage.Data^
 Image.EndUpdate
 
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Re: [Lazarus] Fast drawing to canvas

2012-02-08 Thread Darius Blaszyk
I've did some tests with a tcustomcontrol, but that hardly gave me any speed 
benefit. Both methods are drawing at 11fps

Regards, Darius



On Feb 8, 2012, at 8:25 AM, Felipe Monteiro de Carvalho wrote:

 2012/2/8  dhkblas...@zeelandnet.nl:
 I'm drawing a bitmap to the canvas by using LoadFromRawImage in combination
 with a TImage. The OnPaint code below works just fine. When I move the
 scrollbar, the images are drawn to the canvas, however there is still a bit
 of flicker.
 
 I don't recommend using TImage for fast changing graphics. The really
 fast and reliable way to draw motion graphics is to implement a
 TCustomControl descendent like explained in the wiki:
 
 http://wiki.lazarus.freepascal.org/Developing_with_Graphics#Create_a_custom_control_which_draws_itself
 
 -- 
 Felipe Monteiro de Carvalho
 
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Re: [Lazarus] Fast drawing to canvas

2012-02-08 Thread Darius Blaszyk
Thanks Graeme. Very interesting indeed. I could not find the imlib2 binding 
code. Do you have it somewhere? Although I didn't ask for loading, it could 
actually help. Now I stream pngs from dist to a TPortableNetworkGraphic object. 
Perhaps this is the bottleneck? I will profile my code later. But it might be a 
solution.

Regards, Darius


On Feb 8, 2012, at 9:37 AM, Graeme Geldenhuys wrote:

 2012/2/8  dhkblaszyk@zee:
 with a TImage. The OnPaint code below works just fine. When I move the
 scrollbar, the images are drawn to the canvas, however there is still a bit
 of flicker.
 
 I don't know the graphics system of LCL, but I thought I would ask the
 obvious question first. Do you have Double Buffering enabled?
 
 Another problem might be that fcl-image (what LCL graphics is based
 on), is apparently the slowest graphics routines out there! I didn't
 do the research, but it was brought to my attention by somebody else.
 Henk compared various image loading and painting frameworks. He put
 the results on his website. He also sent me a copy of his test program
 (if anybody else was interested in taking a look).
 
  http://members.upc.nl/h.speksnijder4/software/fpGUI/images.html
 
 
 -- 
 Regards,
   - Graeme -
 
 
 ___
 fpGUI - a cross-platform Free Pascal GUI toolkit
 http://fpgui.sourceforge.net
 
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Re: [Lazarus] Fast drawing to canvas

2012-02-08 Thread Darius Blaszyk
As said, hardly any speed improvement noticed.

Regards, Darius

On Feb 8, 2012, at 10:42 AM, Felipe Monteiro de Carvalho wrote:

 On Wed, Feb 8, 2012 at 10:37 AM, Graeme Geldenhuys
 graemeg.li...@gmail.com wrote:
 You didn't touch on my other point. Is double buffering enabled by
 default for all painting routines in the LCL? Or must the end-user /
 developers specifically enable it somewhere?
 
 He is using TImage, which is not built for fast changing graphics, it
 is built for displaying a static image or images which change
 sometimes only, so he is already using the wrong architecture.
 
 But the answer would be: depends. There is a DoubleBuffer property
 which affects only Windows. I think that all other widgetsets always
 do Double-buffering without an option to disable it. But TImage
 probably already defines DoubleBuffer. His flickering could be due to
 partial updates or background erasing. But summing up, his problem is
 using the wrong component for the job, not the DoubleBuffer propery.
 
 -- 
 Felipe Monteiro de Carvalho
 
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Re: [Lazarus] Fast drawing to canvas

2012-02-08 Thread Darius Blaszyk
Despite all the advices, none of the suggestions of drawing on a TPaintBox or 
creating a TCustomControl actually speed up the painting significantly. 
Therefore I did some profiling. It appears that loading a 40kb png file (50% 
HD) from a stream takes about 60msec another 30msec is used to paint the bitmap 
to screen. It all results in approx. 11fps which is actually pretty poor when 
you imagine a full HD loop will make the rate drop 2.5fps. 

As I see it now, I will need to lower the access time to the png's from disk. I 
will do a test with storing only raw pixel data instead. This means that there 
will be no conversion (or decompression in the case of PNG) when streaming from 
disk. However, although the minor part of the total loop, I was hoping to 
improve the painting speed significantly as well. Hopefully someone else has an 
idea that works.
Is there a way to access even lower level functions from LCL? Like GDI and GTK2 
functions to copy the pixel data as fast as possible?

Appreciate the help from everybody so far.

Regards, Darius




On Feb 8, 2012, at 5:12 PM, Sven Barth wrote:

 Am 08.02.2012 16:02, schrieb dhkblas...@zeelandnet.nl:
 I have played with Image.Update, .Invalidate and .Repaint, but none of
 them seem to work for me. Only when I put Application.ProcessMessages
 the painted images show on screen. See below for the testloop code. The
 images are streamed from a file cache. For 24 frames this seems
 overkill, but running at 24fps the memeory requirements quickly get very
 large!
 
 Image.Transparent is also set to false btw, which is default. Otherwise
 the drawing on the canvas is even messed up.
 
 Regards, Darius
 
 procedure TForm1.Button1Click(Sender: TObject);
 var
 s: TDateTime;
 i: Integer;
 begin
 s := now;
 for i := 1 to 24 do
 begin
 if filecache_get_from_cache(i, png) then
 begin
 Image1.Picture.Bitmap.LoadFromRawImage(png.RawImage, False);
 Application.ProcessMessages;
 end;
 end;
 
 ShowMessage(FloatToStr(24 / ((now - s) * 24 * 3600)))
 end;
 
 Here it is clear that you need to use Application.ProcessMessages, because 
 LoadFromRawImage will only tell the control that it needs to repaint 
 itself, but does not execute this repainting (this is done in 
 Application.ProcessMessages). In the example you posted in the beginning the 
 call to Application.ProcessMessages is located inside the OnPaint handler of 
 the Image which is - in my opinion - not good. Maybe also the loading of the 
 image inside the OnPaint handler is not good...
 
 Maybe you should try - like Felipe suggested - something else than TImage. 
 Try for example TPaintBox in combination with the Application.OnIdle event:
 
 procedure TForm1.ApplicationOnIdle(aSender: TObject; var aDone: Boolean);
 begin
  LoadNextImageFromCache; // this will load the next image into some private 
 variable of the form (let's call it fImage). [this is based on your 
 filecache_get_from_cache any you'll need to write it of course ;) ]
  PaintBox1.Invalidate;
  aDone := False; // important!
 end;
 
 procedure TForm1.PaintBox1Paint(aSender: TObject);
 begin
  PaintBox1.Canvas.Draw(fImage); // or however you'll get the content of the 
 fImage onto the canvas of the PaintBox
 end;
 
 Note: Don't forget to assign your ApplicationOnIdle to Application.OnIdle or 
 use the ApplicationProperties component located in the Additional tab.
 
 Regards,
 Sven
 
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Re: [Lazarus] Object detection

2011-11-03 Thread Darius Blaszyk
What you need is called image segmentation. 

I have a book called Image processing and it's from the dutch publisher sybex 
(ISBN:9051603150). The Dutch version I have is translated from French asaik. In 
this book all examples are written in Pascal. Perhaps you can find an English 
version? If not I can send you my copy.

Regards, Darius


On Nov 2, 2011, at 7:26 PM, Leonardo M. Ramé wrote:

 Hi, I'm looking for a library/routine for object detection in bitmaps.
 
 I need to process a black and white image (1bit) in low resolution and
 detect all white objects over a black background, as the attached image
 shows.
 
 Apart from OpenCV, do you know anything similar but simplier?.
 Preferably in Pascal?.
 
 Thanks in advance,
 -- 
 Leonardo M. Ramé
 http://leonardorame.blogspot.com
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Re: [Lazarus] New widgetset

2011-08-17 Thread Darius Blaszyk

On Aug 17, 2011, at 11:27 AM, Michael Schnell wrote:

 On 08/15/2011 06:47 PM, dhkblas...@zeelandnet.nl wrote:
 
 I've ported the nvidia-widgetset to FPC.
 Nice !
 This widgetset is very light-weight and has an OpenGL backend (easily 
 extendible).
 Could you elaborate on the common aspects and the differences regarding the 
 other maybe upcoming OpenGL-based widget that might some time provide 
 compatibility to Delphi's new FireMonkey GUI and would be based on KSDev 
 GLScene ?
Hi Michael,

This widgetset cannot be compared to any conventional event-driven widgetset. 
Instead it's a minimal super lightweight widgetset, which you can easily drop 
into your OpenGL project. In fact you can easily mix it with another widgetset 
library.

Darius 
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Re: [Lazarus] New widgetset

2011-08-17 Thread Darius Blaszyk

On Aug 17, 2011, at 11:33 AM, Michael Schnell wrote:

 On 08/15/2011 06:47 PM, dhkblas...@zeelandnet.nl wrote:
 
 I've ported the nvidia-widgetset to FPC.
 BTW.: My standard question on such topics: Does it decently handle TTimer, 
 TThread.synchronize, TApplication..QueueAsyncCall, PostMessage, ... ?
The widgetset does not know a TApplication. It will not have problems with 
TTimer or TThread.

 (I can provide a testing program for this if you want me to.)
Test programs are happily accepted!

Regards, Darius
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Re: [Lazarus] New widgetset

2011-08-17 Thread Darius Blaszyk

On Aug 17, 2011, at 12:12 PM, Graeme Geldenhuys wrote:

 On 08/17/2011 11:33 AM, Michael Schnell wrote:
 
 BTW.: My standard question on such topics: Does it decently handle 
 TTimer, TThread.synchronize, TApplication..QueueAsyncCall, PostMessage, 
 ... ?
 
 If you looked at the code and the example project, you would have seen
 in is nothing like VCL or LCL. It is a completely different class
 design. This thread would probably have been more relevant in a general
 fpc mailing list (eg: fpc-users), but Darius was also looking for a
 place to host the code (eg: LLC) - thus asked here.
True, although I think this topic is in between FPC and Lazarus. So this thread 
seem on-topic to me for both mailinglists, unless the moderator decides 
otherwise as far as I'm concerned.

Regards, Darius
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Re: [Lazarus] New widgetset

2011-08-16 Thread Darius Blaszyk

 I forgot to commit a fix for the textures. I will fix this later today. 

Fix committed, please update and test.

Regards, Darius

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Re: [Lazarus] RE : New widgetset

2011-08-16 Thread Darius Blaszyk

On Aug 16, 2011, at 8:08 PM, Michalis Kamburelis wrote:

 Darius: nvidia-widgets/src/nvwidgets/nvglutwidgets.pas calls
 Load_GL_version_2_0, but the result is not checked. You should abort
 the program (probably it would be nicest to raise an exception) if
 Load_GL_version_2_0 returns false (meaning that some entry points are
 not defined). Since the rest of the code seems to assume that GLSL
 functions are initialized.


Hi Michalis,

Thanks for the tip. I now check the function result and exit gracefully when 
the result is false.

Regards, Darius
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[Lazarus] Compile error Lazarus

2011-08-12 Thread Darius Blaszyk
I tried compiling Lazarus today on my mac with latest FPC and got the following 
compile error:

/Users/dariusblaszyk/freepascal/lazarus/components/jcf2/Ui/Settings/frCompilerDirectReturns.pas(88,27)
 Error: Abstract methods can't be called directly

Regards, Darius
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Re: [Lazarus] Compile error Lazarus

2011-08-12 Thread Darius Blaszyk
Strange... There must have been some old ppu files present. I just recompiled 
and now it worked.

Darius

On Aug 12, 2011, at 9:38 PM, Hans-Peter Diettrich wrote:

 Darius Blaszyk schrieb:
 I tried compiling Lazarus today on my mac with latest FPC and got the 
 following compile error:
 /Users/dariusblaszyk/freepascal/lazarus/components/jcf2/Ui/Settings/frCompilerDirectReturns.pas(88,27)
  Error: Abstract methods can't be called directly
 
 That line reads how?
 
 Such an error may result from class completion, when the codetools insert 
 dummy inherited calls even to abstract methods, and the user forgot to 
 provide useful code instead.
 
 When that bug persists for a few more days, create an bug report.
 
 DoDi
 
 
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Re: [Lazarus] Compile error Lazarus

2011-08-12 Thread Darius Blaszyk

On Aug 12, 2011, at 11:19 PM, Vincent Snijders wrote:

 2011/8/12 Darius Blaszyk dhkblas...@zeelandnet.nl:
 Strange... There must have been some old ppu files present. I just 
 recompiled and now it worked.
 
 Darius
 
 Strange indeed, I committed a fix for that only 5 minutes ago.
It seems I mixed up the compiler. I used 2.4.2 again instead of 2.71. That 
explains a lot :) Thanks for fixing.


 
 
 On Aug 12, 2011, at 9:38 PM, Hans-Peter Diettrich wrote:
 
 Darius Blaszyk schrieb:
 I tried compiling Lazarus today on my mac with latest FPC and got the 
 following compile error:
 /Users/dariusblaszyk/freepascal/lazarus/components/jcf2/Ui/Settings/frCompilerDirectReturns.pas(88,27)
  Error: Abstract methods can't be called directly
 
 
 Vincent
 
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Re: [Lazarus] fppkg front end

2011-05-14 Thread Darius Blaszyk

On May 14, 2011, at 7:39 PM, Joost van der Sluis wrote:

 On Sat, 2011-05-14 at 19:24 +0200, Michael Van Canneyt wrote:
 
 On Sat, 14 May 2011, Joost van der Sluis wrote:
 
 Is that a matter of days or weeks? Because else we can commit the
 lnet-light version for now. It's not very easy to work with two people
 on a project, using numbered zip files in a bug tracker as versioning
 system...
 
 It is a matter of days. Server is already done, I am now testing it.
 HTTP Client should be even more simple.
 
 I don't know what you're talking about zip files ?
 I commit everything I do in subversion.
 
 http://bugs.freepascal.org/view.php?id=19335
 

This is why I offered the patch as a final patch. Only a couple of cleanups 
left and it will be eligible for committing. 

Items that need sorting:

- lnet : we will either need to wait for Michaels solution or use the lnet 
light code. I would vote for the first option personally, but if Lazarus core 
devels agree we can add the lnet light code.
- add a FPC version check to the code

This means that if all goes well we can commit by the end of next week probably.

Regards, Darius
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Re: [Lazarus] fppkg front end

2011-05-14 Thread Darius Blaszyk

On May 14, 2011, at 9:12 PM, Darius Blaszyk wrote:

 
 On May 14, 2011, at 7:39 PM, Joost van der Sluis wrote:
 
 On Sat, 2011-05-14 at 19:24 +0200, Michael Van Canneyt wrote:
 
 On Sat, 14 May 2011, Joost van der Sluis wrote:
 
 Is that a matter of days or weeks? Because else we can commit the
 lnet-light version for now. It's not very easy to work with two people
 on a project, using numbered zip files in a bug tracker as versioning
 system...
 
 It is a matter of days. Server is already done, I am now testing it.
 HTTP Client should be even more simple.
 
 I don't know what you're talking about zip files ?
 I commit everything I do in subversion.
 
 http://bugs.freepascal.org/view.php?id=19335
 
 
 This is why I offered the patch as a final patch. Only a couple of cleanups 
 left and it will be eligible for committing. 
 
 Items that need sorting:
 
 - lnet : we will either need to wait for Michaels solution or use the lnet 
 light code. I would vote for the first option personally, but if Lazarus core 
 devels agree we can add the lnet light code.
 - add a FPC version check to the code

I forgot to add: 

- create a new Laz_ExecuteAction
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Re: [Lazarus] fppkg front end

2011-05-13 Thread Darius Blaszyk
I finally finished the Lazarus version of fppkg. Please review and test. In the 
zip file you will find a modified version of fppkg, I have created a separate 
patch for these changes (19348) . Once committed I will cleanup this patch 
again and it could go for commit if approved of course.

Regards, Darius



On May 10, 2011, at 1:24 AM, Darius Blaszyk wrote:

 Hi,
 
 Here's a first version of a graphical front end for fppkg. Currently it 
 supports all basic commands. It's my plan to extend this front end in the 
 future and at some time support lazarus packages as well.
 
 Please review and commit if approved.
 
 fppkg.zip
 
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Re: [Lazarus] fppkg front end

2011-05-11 Thread Darius Blaszyk

On May 11, 2011, at 3:15 AM, Mattias Gaertner wrote:

 On Tue, 10 May 2011 01:24:39 +0200
 Darius Blaszyk dhkblas...@zeelandnet.nl wrote:
 
 Hi,
 
 Here's a first version of a graphical front end for fppkg. Currently it 
 supports all basic commands. It's my plan to extend this front end in the 
 future and at some time support lazarus packages as well.
 
 Please review and commit if approved.
 
 I have not tested the package, but there are a few minor formatting
 issues:
 
 Please use separate directories for lpk and lpi.
 
 The comment in lazfpc_pkg.pas is wrong. It was not automatically
 created by Lazarus.
 
 Please add comment headers with at least a hint about license and what
 the unit is about.
 
 Fill in the package options description, author, license, version.
 
 I guess you don't need the option to add package unit to uses
 section.
 
 Please enable i18n and use resourcestrings.
 
 Where is the help?
 
 Why is the short cut named Show fppkg form and the menu item Show
 fppkg manager?

Thanks for the feedback. I have fixed all the issues you mentioned in a new 
patch. For ease and because the patch is becoming rather large I have put it up 
on the bug-tracker:  http://bugs.freepascal.org/view.php?id=19335 so everyone 
can test it by themselves. I also do expect a couple of patches to fppkg and 
this way I can add relationships between these patches as well.

Couple of known issues:
- mem leaks - will have to sort the fppkg classes out, I'm finding it hard to 
follow all the code in fppkg
- read all packages (remote and local): same as above
- I have added a local copy of ffpkg to the patch, this will go once fppkg 
moves to packages in FPC
- I disabled fppkg commands, was through command line in future will be direct 
from code
- error when installing the lpk. Error while compiling resources

Darius


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Re: [Lazarus] fppkg front end

2011-05-11 Thread Darius Blaszyk

 I would say A as well. However I have no idea what you mean with 
 virtual units. What are they? Also if I'm not mistaking fppkg lives in 
 utils. Should this be moved to packages then?
 
 That's exactly the idea. When those units are moved to packages, they
 are available (virtual) to everyone. Lazarus and non-Lazarus. (So making
 them a Lazarus package is not the right way, imho)
 
 Problems of this option can be that the fppkg version installed on a
 system is different then the version which is used when building the
 application. The library solves that problem.
 

Joost, will you move fppkg to ./packages? Do I need to create a report for it?

Darius
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Re: [Lazarus] fppkg front end

2011-05-11 Thread Darius Blaszyk

On May 11, 2011, at 10:51 AM, michael.vancann...@wisa.be wrote:

 
 
 On Wed, 11 May 2011, Darius Blaszyk wrote:
 
 
 I would say A as well. However I have no idea what you mean with
 virtual units. What are they? Also if I'm not mistaking fppkg lives in
 utils. Should this be moved to packages then?
 
 That's exactly the idea. When those units are moved to packages, they
 are available (virtual) to everyone. Lazarus and non-Lazarus. (So making
 them a Lazarus package is not the right way, imho)
 
 Problems of this option can be that the fppkg version installed on a
 system is different then the version which is used when building the
 application. The library solves that problem.
 
 
 Joost, will you move fppkg to ./packages? Do I need to create a report for 
 it?
 
 Just the units need to be moved imho, the actual program not really ?


You're right on that. On a side note, I would like to use some of the features 
that fppkg implements as well (like setting up the repositories). Is it OK to 
move these functions to a separate class or unit? This way both fppkg as the 
GUI can use the same functions and do not need to implement them separately.

Darius
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Re: [Lazarus] reverse engineering tool wanted

2011-04-18 Thread Darius Blaszyk
There is fpclasschart

On Apr 18, 2011, at 11:30 PM, Marc Santhoff wrote:

 Hi,
 
 I'm searching a reverse engineering tool that can handle lazarus' code.
 The main goal is to generate class diagrams and sequence diagrams from
 source.
 
 I found this one so far, but the links for more info and downloading are
 dead:
 
 http://www.vclcomponents.com/Delphi/Project/Pro_Analyzer_for_Delphi_and_Pascal-info.html
 
 Is there anything else?
 
 Marc
 -- 
 Marc Santhoff m.santh...@web.de
 
 
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Re: [Lazarus] Get JPEG from TAChart in CGI app

2011-04-04 Thread Darius Blaszyk

On Mar 23, 2011, at 12:05 PM, Alexander Klenin wrote:
 3) Kerning is totally broken. Maybe it is windows-specific problem,
 but look at the attached code and screenshot to see what I mean.
This has been already fixed in trunk. I even think it has been merged in 2.4.3.

Darius
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Re: [Lazarus] IMGUI example

2011-03-30 Thread Darius Blaszyk
Just tried on the mac mini. The demo runs up to 1000FPS which is the limit of 
what I can measure. How nice to have hardware acceleration 

One more thing tho, there seem to be a some bugs with key handling. 

1) OnKeyPress, OnKeyDown and OnKeyUp are not fired for TOpenGLControl on win32 
but are fired on mac
2) OnKeyDown and OnKeyUp for TForm always give an uppercase value for the key, 
only OnKeyPress gives the correct character (lower or uppercase) for win32. On 
Mac however I got the right value for the key that fired the method each time.

Are these known issues? I googled a bit and looked on the bug tracker but 
couldn't find anything related. Just try the demo I sent to see if this can be 
confirmed. On win32 I used a lazarus snapshot (2.4.3) no more than a couple of 
days old.

Regards, Darius


On Mar 30, 2011, at 1:45 PM, dhkblas...@zeelandnet.nl 
dhkblas...@zeelandnet.nl wrote:

 
 Hi,
 
 Here's a nice demo which I reworked to FPC/Lazarus of an IMGUI 
 implementation. An IMGUI is a different approach to implementing a widget 
 toolkit and may be of interest in some applications. Additionally I included 
 a port of a vector font library for OpenGL.
 The demo is very fast (60FPS on a low end laptop). For now this was only 
 tested on win32 but I'm confident that it will run on any platform without 
 issues as it's native pascal all over. I would welcome it if it could be 
 included as an example for the OpenGLContext component.
 
 Regards, Darius
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Re: [Lazarus] IMGUI example

2011-03-30 Thread Darius Blaszyk
I checked linux, and there the OnKeyXX also works correct. So this seems to be 
a win32 specific thing.

Darius


On Mar 30, 2011, at 3:52 PM, Darius Blaszyk wrote:

 Just tried on the mac mini. The demo runs up to 1000FPS which is the limit of 
 what I can measure. How nice to have hardware acceleration 
 
 One more thing tho, there seem to be a some bugs with key handling. 
 
 1) OnKeyPress, OnKeyDown and OnKeyUp are not fired for TOpenGLControl on 
 win32 but are fired on mac
 2) OnKeyDown and OnKeyUp for TForm always give an uppercase value for the 
 key, only OnKeyPress gives the correct character (lower or uppercase) for 
 win32. On Mac however I got the right value for the key that fired the method 
 each time.
 
 Are these known issues? I googled a bit and looked on the bug tracker but 
 couldn't find anything related. Just try the demo I sent to see if this can 
 be confirmed. On win32 I used a lazarus snapshot (2.4.3) no more than a 
 couple of days old.
 
 Regards, Darius
 
 
 On Mar 30, 2011, at 1:45 PM, dhkblas...@zeelandnet.nl 
 dhkblas...@zeelandnet.nl wrote:
 
 
 Hi,
 
 Here's a nice demo which I reworked to FPC/Lazarus of an IMGUI 
 implementation. An IMGUI is a different approach to implementing a widget 
 toolkit and may be of interest in some applications. Additionally I included 
 a port of a vector font library for OpenGL.
 The demo is very fast (60FPS on a low end laptop). For now this was only 
 tested on win32 but I'm confident that it will run on any platform without 
 issues as it's native pascal all over. I would welcome it if it could be 
 included as an example for the OpenGLContext component.
 
 Regards, Darius
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Re: [Lazarus] IMGUI example

2011-03-30 Thread Darius Blaszyk

On Mar 30, 2011, at 8:26 PM, Mattias Gaertner wrote:

 On Wed, 30 Mar 2011 15:52:57 +0200
 Darius Blaszyk dhkblas...@zeelandnet.nl wrote:
 
 [...]
 2) OnKeyDown and OnKeyUp for TForm always give an uppercase value for the 
 key,
 
 The Key parameter is the virtual key code.
 
 
 only OnKeyPress gives the correct character (lower or uppercase) for win32. 
 On Mac however I got the right value for the key that fired the method each 
 time.
 
 How can a virtual key code give upper or lower case? Maybe you mean
 ssShift is not set correct in the Shift parameter under Windows?
 

I didn't realize they were VKs. It makes sense now. Still however there is some 
strangeness.

The TForm.OnKeyDown method is only executed once on Mac. On win32 it is 
executed all the time, but then again the TOpenGLControl1.OnKeyDown is not 
executed on win32 but works on Mac. 

Regards, Darius
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Re: [Lazarus] Another IDE interface question

2011-02-05 Thread Darius Blaszyk
 1. get all the -Fu and -Fi folders so the package can search them and allow 
 the user to include/exclude them from profiling, which method to use in 
 LazIDEIntf?
 
 I added some info:
 
 http://wiki.lazarus.freepascal.org/Extending_the_IDE#Getting_the_search_paths_for_units_and_include_filesuses
 CodeToolManager;

Again a couple of questions regarding the IDE interface;

1. Is it possible to (temporarily) suppress the check if a file on disk has 
changed?
2. I would like to add a unit search path to the project and later be able to 
remove it again. Is this possible?

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Re: [Lazarus] Another IDE interface question

2011-02-05 Thread Darius Blaszyk

On Feb 5, 2011, at 4:02 PM, Mattias Gaertner wrote:

  
 
 Darius Blaszyk dhkblas...@zeelandnet.nl hat am 5. Februar 2011 um 14:55 
 geschrieben:
 
 1. get all the -Fu and -Fi folders so the package can search them and 
 allow the user to include/exclude them from profiling, which method to 
 use in LazIDEIntf?
 
 I added some info:
 
 http://wiki.lazarus.freepascal.org/Extending_the_IDE#Getting_the_search_paths_for_units_and_include_filesuses
 CodeToolManager;
 
 Again a couple of questions regarding the IDE interface;
 1. Is it possible to (temporarily) suppress the check if a file on disk has 
 changed?
 
  
 No. 
 I could add this, but maybe there are better ways than changing the source 
 back and forth on disk.
 Basically you need a preprocessor for FPC.
 The first step is to extend FPC to not load files directly from disk. I tried 
 some months ago and it was amazingly simple.
 It is quite simple to build your own custom compiler and it uses a central 
 place to load source files. With a simple patch the central loading can be 
 extended for an overload. This costs no performance and has very low 
 maintenance cost for the FPC team, so there is a good chance the patch will 
 be applied. At that time DoDi was working on the compiler, so I waited for 
 the dust to settle and then I forgot to provide the patch. The patch is on 
 another computer. I can search for it next week.
Sounds very promising, I would welcome your sources to see if I can use this in 
fpprofiler.

 A custom compiler can then add the file hook to feed fpc with preprocessed 
 source files, for example your fpfprofile code.
Or even read the files from a stream instead, so the profiling code can be 
inserted on the fly?

 Of course eventually it would be nice if FPC could use an optional 
 preprocessor without the need to compile your own compiler.
I'm for that, sure. But I would also like to be able to use a profiler without 
the need to have to compile a new compiler with different pre-processor. Quite 
some users might find this difficult or even scary.

 Another solution is to implement a ramdisk. That would work with any existing 
 compilers, but requires one implementation per OS and can be tricky because 
 of access rights.
It sounds to difficult to me. Not my prefference, in that case I would rather 
stay with disabling the check in Lazarus for changed files.


   if FileExistsUTF8(Filename) then   LazarusIDE.DoRevertEditorFile(Filename)  
  else   LazarusIDE.DoCloseEditorFile(Filename,[cfQuiet]);
 2. I would like to add a unit search path to the project and later be able 
 to remove it again. Is this possible?
 
  
 Yes. 
 LazarusIDE.ActiveProject.LazCompilerOptions.OtherUnitFiles
  
 But the handling of the modified flags can be tricky.
Thanks will examine how this works.

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Re: [Lazarus] Another IDE interface question

2011-02-03 Thread Darius Blaszyk

On Feb 3, 2011, at 6:45 PM, Darius Blaszyk wrote:

 For the fpprofiler package I would like to know/do the following;
 
 1. get all the -Fu and -Fi folders so the package can search them and allow 
 the user to include/exclude them from profiling, which method to use in 
 LazIDEIntf?
 2. replace the FPC executable with the profiling frontend executable. 
 currently I do:
 
 //insert profiling code using TProcess
 //build project using : LazarusIDE.DoBuildProject(crCompile, []);
 //remove profiling code using TProcess
 //execute project if LazarusIDE.ActiveProject.ExecutableType = petProgram
 
 however, I'm not sure if it could be done better

Ideally I would replace the FPC executable by FPP and then execute 
LazarusIDE.DoRunProject (??)  . This way I would not have to play with TProcess 
to insert and remove profiling code and execute the application.

Darius


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Re: [Lazarus] IDE package interface question

2011-01-31 Thread Darius Blaszyk

Martin / Mattias,

Thanks for the help. I finally used RegisterChangeEvent and it works fine. 
Unfortunately I have a another problem now. After modifying the caret position 
the event is fired and from the caret position I need to resolve the method 
name. I have looked at how this is done ./examples/idequickfix, but 
unfortunately whatever I try ProcNode keeps returning nil. The snippet below is 
from the above mentioned example but slightly modified. To view the code in 
context see here: 
http://svn.freepascal.org/cgi-bin/viewvc.cgi/fpprofiler/trunk/lazprof/lazprofview.pas?view=markuprevision=2525root=fpcprojects.
 Can someone help me here please?

Thanks in advance,

Darius


  AUnit := SourceEditorManagerIntf.ActiveSourceWindow.ActiveEditor.FileName;
  DebugLn('TLazProfileViewer.ShowCodeInfo - 1');

  if AUnit  CachedUnit then
  begin
if Assigned(CodeBuf) then
  FreeAndNil(CodeBuf);

//load the unit file
CodeBuf := CodeToolBoss.LoadFile(AUnit, False, False);

DebugLn('TLazProfileViewer.ShowCodeInfo - 2');

// parse the code
if not ParseCode(CodeBuf, CodeTool) then
  exit;

DebugLn('TLazProfileViewer.ShowCodeInfo - 3');
  end;

  Pos := SourceEditorManagerIntf.ActiveSourceWindow.ActiveEditor.CursorTextXY;

  DebugLn('TLazProfileViewer.ShowCodeInfo - 4');

  //find the source position
  if not CaretToSourcePosition(CodeTool, CodeBuf, Pos.x, Pos.y, CleanPos) then
exit;

  DebugLn('TLazProfileViewer.ShowCodeInfo - 5');

  // find procedure node
  ProcNode := CodeTool.FindDeepestNodeAtPos(CleanPos, False);
  if ProcNode  nil then
ProcNode := ProcNode.GetNodeOfType(ctnProcedure);

  DebugLn('TLazProfileViewer.ShowCodeInfo - 6');

  //nothing found so exit
  if ProcNode = nil then
 exit;
 
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[Lazarus] IDE package interface question

2011-01-24 Thread Darius Blaszyk
Hi,

How can I get the source filename, method name and position on clicking the 
source editor through the ideintf? I would like to have this so I can make my 
IDE package (fpprofiler) context sensitive.

Regards, Darius
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Re: [Lazarus] IDE package interface question

2011-01-24 Thread Darius Blaszyk
What I would like to do is to update a listview (in my package) after I click 
on the source editor. So I need to hook into the source editor's OnClick method 
and get the procedure/function name, line number and the file name. The last 
two items will probably be more easy, but what about the first? Is there an 
interface for the code tools that allows this? How about hooking into the 
OnClick method of the source editor?

Regards, Darius


On Jan 25, 2011, at 12:44 AM, Mattias Gaertner wrote:

 On Tue, 25 Jan 2011 00:23:44 +0100
 Darius Blaszyk dhkblas...@zeelandnet.nl wrote:
 
 Hi,
 
 How can I get the source filename, method name and position on clicking the 
 source editor through the ideintf? I would like to have this so I can make 
 my IDE package (fpprofiler) context sensitive.
 
 Source filename and position:
 http://wiki.lazarus.freepascal.org/Extending_the_IDE#Source_Editor
 
 What do you mean with method name? Of the identifier at cursor or the
 method name of the current method body?
 
 Mattias
 
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Re: [Lazarus] IDE package interface question

2011-01-24 Thread Darius Blaszyk

On Jan 25, 2011, at 1:03 AM, Mattias Gaertner wrote:

 On Tue, 25 Jan 2011 00:51:07 +0100
 Darius Blaszyk dhkblas...@zeelandnet.nl wrote:
 
 What I would like to do is to update a listview (in my package) after I 
 click on the source editor. So I need to hook into the source editor's 
 OnClick method and get the procedure/function name, line number and the file 
 name. The last two items will probably be more easy, but what about the 
 first? Is there an interface for the code tools that allows this? How about 
 hooking into the OnClick method of the source editor?
 
 With OnClick I guess you mean left click?
 Why only update on click? 
 Why not update after every cursor movement on a second idle?

You're right, it should be on every cursor movement. So how can I trigger the 
update when the cursor moves? I had a look at the wiki, but the code did not 
give any hints on that as far as I could see.


 About method name:
 maybe you mean something like ide/codetemplatesdl.pas function
 CodeMacroProcedureHead.
Thanks, will have a look.

Darius
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Re: [Lazarus] What are widgets in lazarus?

2011-01-10 Thread Darius Blaszyk

On Jan 10, 2011, at 11:52 AM, Michael Schnell wrote:

 On 01/09/2011 03:45 PM, Darius Blaszyk wrote:
 This is also the reason why I started on a GLut/OpenGL backend for fpGUI. In 
 the last weeks it has reached a point that some examples already work 
 perfectly.
 
 So can we expect to - finally - see a lot new and fully functional (form 
 designer and support for TTimer, inter-Thread messages, etc) Widget.-Types 
 in Lazarus (hopefully with support for all platforms (OS and CPU) ) such as 
 fpGUI, GLut/OpenGL, active NoGui, etc (and dreaming of remote GUIs such as 
 HTTP/HTML (e.g. ExtJS based (Ext-Pascal improvement) or with a dedicated 
 TCP/IP connected Lazarus Remote Control program) ?
 
 Does the current Widget Set code infrastructure really allow for this 
 without a major overhaul ?\



I added a new backend to fpGUI not to lazarus.  


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Re: [Lazarus] What are widgets in lazarus?

2011-01-10 Thread Darius Blaszyk

On Jan 10, 2011, at 12:12 PM, Michael Schnell wrote:

 On 01/10/2011 12:00 PM, Darius Blaszyk wrote:
 I added a new backend to fpGUI not to lazarus.
 
 I see. Thanks for the clarification. Unfortunately a full integration for 
 fpGUI into Lazarus seems like a not easy task, so the other possible Widget 
 types I mentioned can't benefit from this :( .
 
Is that so? I always thought it was a matter of resources.

D


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Re: [Lazarus] What are widgets in lazarus?

2011-01-09 Thread Darius Blaszyk

On Jan 9, 2011, at 1:40 PM, Zaher Dirkey wrote:

 On Sun, Jan 9, 2011 at 12:44 PM, Michael Van Canneyt mich...@freepascal.org 
 wrote:
 
 
 On Sun, 9 Jan 2011, Graeme Geldenhuys wrote:
 
 2011/1/9 Zaher Dirkey parm...@gmail.com:
 
 If you not use it, would you please make it as an option (new Platform).
 
 Yes, it will definitely be a new platform. fpGUI would then have eg:
 GDI, X11, SDL etc. as backends.
 
 I think it makes more sense to skip SDL and directly use the linux 
 framebuffer.
 Eliminate a layer. You already have direct support for all other 'platforms' 
 that SDL supports, so why add another (changing) dependency/point of failure?
 It may be initially harder, but will prove easier to maintain in the long run.
 
 
 It is for games, like The Mana World, have dialogs for options and login, we 
 can use both SDL and show some forms.

This is also the reason why I started on a GLut/OpenGL backend for fpGUI. In 
the last weeks it has reached a point that some examples already work 
perfectly. Also I have done some preliminary tests on Mac and Linux (primary 
developing on Win32) which indicate it should run there without any issues. 
What still needs to be done it to analyze why certain widgets are not drawn 
correctly (fixing the backend and some subtle bugs in the core lib), fixing 
font drawing (which seems to have some major issues) and finally cleaning 
everything up.

I'm doing the development work on: 
svn://scandraid.svn.sourceforge.net/svnroot/scandraid/src/branches/fpgui/

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Re: [Lazarus] What are widgets in lazarus?

2011-01-09 Thread Darius Blaszyk

On Jan 9, 2011, at 4:16 PM, Graeme Geldenhuys wrote:

 On 9 January 2011 12:44, Michael Van Canneyt wrote:
 
 I think it makes more sense to skip SDL and directly use the linux
 framebuffer.
 
 The reasoning behind wanting to use SDL is so that I can target
 multiple platforms with one backend. Maybe not ideal, but a quick fix
 in supporting many platforms. Two platforms I am very interested in is
 Linux Framebuffer (so as to bypass the horrible X11) and Haiku (pretty
 amazing features and very fast).
 
 Closer to the time, I'll take a deeper look into each platforms API.
 As you said, writing for the platform directly and bypassing a extra
 layer/dependency might be the better approach in the long run.

That's why we would need a common context library to be added to fpGUI in the 
long term.

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Re: [Lazarus] What are widgets in lazarus?

2011-01-09 Thread Darius Blaszyk

On Jan 9, 2011, at 4:47 PM, Graeme Geldenhuys wrote:

 2011/1/9 Darius Blaszyk :
 I'm doing the development work on:
 svn://scandraid.svn.sourceforge.net/svnroot/scandraid/src/branches/fpgui/
 
 I checked out that branch and tried to compile the fpgui_toolkit.lpk
 package in the 'gl' directory. Where do I find the freeglut unit
 which the compiler complains about. I'm using Ubuntu 8.04.4 and have
 installed all the glit and freeglut related packages and their *-dev
 packages.
 
 I'm using FPC 2.4.3

Oops, you'll need some stuff from another branch as well. I will update SVN and 
will let you know. 

My branch uses fcl-image and opengl from FPC 2.5.1 and some local modifications 
(mainly on freetype support). These will hopefully be merged bach to trunk once 
I finish and cleanup.

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Re: [Lazarus] What are widgets in lazarus?

2011-01-09 Thread Darius Blaszyk

On Jan 9, 2011, at 6:27 PM, Darius Blaszyk wrote:

 
 On Jan 9, 2011, at 4:47 PM, Graeme Geldenhuys wrote:
 
 2011/1/9 Darius Blaszyk :
 I'm doing the development work on:
 svn://scandraid.svn.sourceforge.net/svnroot/scandraid/src/branches/fpgui/
 
 I checked out that branch and tried to compile the fpgui_toolkit.lpk
 package in the 'gl' directory. Where do I find the freeglut unit
 which the compiler complains about. I'm using Ubuntu 8.04.4 and have
 installed all the glit and freeglut related packages and their *-dev
 packages.
 
 I'm using FPC 2.4.3
 
 Oops, you'll need some stuff from another branch as well. I will update SVN 
 and will let you know. 
 
 My branch uses fcl-image and opengl from FPC 2.5.1 and some local 
 modifications (mainly on freetype support). These will hopefully be merged 
 bach to trunk once I finish and cleanup.

I have added everything under a folder named external. Just add the two 
folders to the unit search path and it should compile.

Regards, Darius

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Re: [Lazarus] What are widgets in lazarus?

2011-01-09 Thread Darius Blaszyk
 FPC and Lazarus are, by and large, pretty simple to build. Middleware such as 
 SDL can be far more difficult because it can turn out to have a cascade of 
 requirements, and in the past I've found things like TrueType to be 
 particularly painful.

Hi Mark,

Can you explain what your problems were with truetype? I'm using freetype for 
font rendering in the opengl backend but so far there were no main issues with 
the freetype bindings, apart from some issues (bugs?) in the fontmanager. 

Regards, Darius
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Re: [Lazarus] Project conversion Delphi - FreePascal: success!

2011-01-03 Thread Darius Blaszyk
Hi Birger,

The list is definitely of interest to me and others! If possible please create 
patches and add them to the bug tracker. This will help not only future 
conversions but ordinary projects as well.

Regards, Darius


On Jan 3, 2011, at 10:14 AM, Birger Jansen wrote:

 Hi all,
 
 Last month I converted a 500.000 lines Delphi project to FreePascal, and I 
 wanted to thank those who replied to my questions over the mailing list and 
 the whole FPC / Lazarus team for delivering a great product. Also all 
 contributors to wiki pages, newsgroups and forums: thanks! Even the smallest 
 pages or postings contained useful information and are a valuable source of 
 information.
 
 The converted application is an output viewer for calculations based on the 
 finite element method. It is intended for 2-Dimensional and 3-Dimensional 
 geotechnical analysis of deformation and stability of soil structures, as 
 well as groundwater and heat flow, in geo-engineering applications such as 
 excavation, foundations, embankments and tunnels. (so this is a result 
 viewer, the actual calculations are performed with another application).
 
 The conversion was a pilot with the main reason for trying FPC the need for 
 64 bit. During conversion I encountered lots of small issues (Unicode, 
 OpenGL, images with scanline manipulation, generics, anonymous methods, class 
 constants and functions, MDI forms, treeview with custom drawing, Steema 
 TChart, custom controls and more). For most of the encountered issues I 
 created a list with their solution, I'll try to clean it up and see if I can 
 post it somewhere because it might also be helpful for others.
 
 Attached you will find some screenshots of the result, these give you an idea 
 of what the program does.
 
 With kind regards,
  Birger Jansen
 screenshot 1.JPGscreenshot 2.JPGscreenshot 4.JPGscreenshot 6.JPG--
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[Lazarus] Help with lazarus on Mac

2010-12-30 Thread Darius Blaszyk
I'm trying to get Lazarus working on a mac mini. What I did is the following;

1. installed xcode_3.2.5_and_ios_sdk_4.2_final.dmg
2. installed fpc-2.4.2.intel-macosx.dmg
3. got lazarus from SVN and did a make clean all

First of all I see a lot linker errors eg ld: warning: unknown stabs type 0xC0 
in ../units/i386-darwin/outputfilter.o

What does this mean?

Second, after starting ./lazarus from the console or lazarus.app from the 
finder, the splash screen shows and a message box FPC sources not found is 
shown, after which the app just freezes. I have pasted the output from the 
command line below. 

I must have done something wrong, but since it's my first try on a mac I would 
appreciate some help.

Regards, Darius


./lazarus
CarbonFontIDToFontName Error: ATSUFindFontName Length failed with result -8905
CarbonFontIDToFontName Error: ATSUFindFontName Length failed with result -8905
TMainIDE.ParseCmdLineOptions:
  PrimaryConfigPath=/Users/dariusblaszyk/.lazarus
  SecondaryConfigPath=/etc/lazarus
Note: environment config file not found - using defaults
NOTE: editor options config file not found - using defaults
NOTE: miscellaneous options file not found - using defaults
NOTE: codetools config file not found - using defaults

NOTE: Compiler filename not set! (see Environment / Options ... / Environment / 
Files)

NOTE: FPC source directory not set! (see Environment / Options ... / 
Environment / Files)
TFPCTargetConfigCache.NeedsUpdate compiler file changed /usr/local/bin/fpc 
FileAge=1289335232 StoredAge=0
TFPCTargetConfigCache.Update /usr/local/bin/fpc TargetOS=darwin TargetCPU=i386 
CompilerOptions= ExtraOptions= 
PATH=/usr/bin:/bin:/usr/sbin:/sbin:/usr/local/bin:/usr/X11/bin
RunTool /usr/local/bin/fpc -iTOTP -Pi386 -Tdarwin
RunTool /usr/local/bin/fpc -va -Pi386 -Tdarwin compilertest.pas
TFPCTargetConfigCache.Update: has changed
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Re: [Lazarus] Help with lazarus on Mac

2010-12-30 Thread Darius Blaszyk

On Dec 30, 2010, at 6:58 PM, dmitry boyarintsev wrote:

 On Thu, Dec 30, 2010 at 8:13 AM, Darius Blaszyk
 dhkblas...@zeelandnet.nl wrote:
 I'm trying to get Lazarus working on a mac mini. What I did is the following;
 
 1. installed xcode_3.2.5_and_ios_sdk_4.2_final.dmg
 2. installed fpc-2.4.2.intel-macosx.dmg
 3. got lazarus from SVN and did a make clean all
 
 you're missing the 4th step:
 
 4. run lazarus bundle (rather than the executable). the command is:
 open lazarus.app
That does not work. The app still freezes. I tried from finder as I described 
earlier, but also from command as you described.

 the other option is to run lazarus executable from the bundle cd
 lazarus.app/Contents/MacOS/ ./lazarus, instead of the executable
 outside of the bundle.
This does work! Thanks for that. However if I do a restart from the IDE 
lazarus hangs again. I guess that lazarus will only start the way you described 
above. Luckily rebuilding lazarus works fine but only using Carbon. When I 
tried with Cocoa there was a compiler error on the objectivec1 compiler 
switch. Is this a known issue? Is Cocoa in a state so I can compile the IDE 
already in it?

 
 note: you can ignore warnings ld: warning: unknown stabs type 0xC0 in
 ../units/i386-darwin/outputfilter.o
Understood, but what does this mean? Just for my curiosity.

Regards, Darius
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Re: [Lazarus] Message dialogs in Lazarus

2010-12-19 Thread Darius Blaszyk
Hi Brian,

It's not my thing normally to reply to rants, but I simply could not
resist. From time to time threads lead to discussions where people
express their grief with Lazarus (to say it mildly). Perhaps we should
create a FAQ on this ;) But to your remarks I can say only this;

If you have any issues with Lazarus then do something about it yourself,
other than accusing others not to work on what you think is important.
Please answer the following question for yourself: what have you
constructively done to improve Lazarus? 

Things that you could do, according to your expertise on the subject as
follows from your email;

- create a proposal to improve the release protocol for stable releases
- improve the comprehensive test suite for the GUI so it covers all
features of Lazarus. Please don't forget also all combinations of all
features.
- implement a basic layout manager. While you're at it could you also
integrate it with the design editor? It will make our lives more easy.

Once you have done all this, and the quality is good enough I'm sure the
core developers will grant you SVN access. Development of Lazarus will
go faster for you and the future of Lazarus will look shiny again.

Please keep us informed of your progress.

Regards, Darius


On Sun, 2010-12-19 at 11:15 -0800, Brian Prentice wrote:
 Vincent,
 
 That is a ridiculous statement and is one of the main reasons  why this 
 project is such a miserable failure.  All formal releases should be stable.  
 What is needed is a comprehensive test suit that covers all features of 
 Lazarus.  This test software should be used for regression testing and run on 
 all platforms whenever new features are added. Also new tests should be added 
 to the suit to test these new features. If this is done all that is required 
 is to obtain a clean run of this test suit on all platforms before each 
 formal release.  As a bonus the test suit should be included with each 
 release to provide clear examples of how to use Lazarus.
 
 The other main reason why this project is going nowhere is because the stated 
 goal to write once and compile everywhere is completely incompatible with the 
 desire to follow the native interface and design guidelines of each operating 
 system that is supported.
 
 The project is further badly hindered by the stubborn  refusal of the 
 designers to implement Layout Managers.
 
 Brian Prentice 
 
 On Sun 19/12/10 06:40 , Vincent Snijders vincent.snijd...@gmail.com sent:
 
 2010/12/18 Graeme Geldenhuys graemeg.li...@gmail.com:
  To Vincent,
 
  This is the exact thing I am talking about. Saying a stable release
  is a few weeks away, things like this should not be happening in
  Trunk. The mailing list is full of such reports.
 
 
 I guess I am eager to release when it is ready. If it is ready, I
 don't want to wait for weeks to be sure it is stable.
 
 Vincent
 
 
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Re: [Lazarus] Form position and size not preserved

2010-11-30 Thread Darius Blaszyk
On Tue, 2010-11-30 at 00:11 +0100, José Mejuto wrote:
 Hello Lazarus-List,
 
 Monday, November 29, 2010, 10:08:06 PM, you wrote:
 
 DB Since some time the UI position and size of the forms of Lazarus are not
 DB preserved anymore. If I for instance organize them in a certain way and
 DB then press compile, the source editor changes size and position. Also
 DB restarting Lazarus makes the forms jump back to some original size and
 DB position. Is this a bug, or are my position and size settings simply not
 DB saved properly?
 DB What can I do to test?
 
 Please, move one form to a clearly different position, now in the
 object inspector select the Top field, edit and press enter. Repeat
 this step with Left field. Save the project, exit Lazarus and
 reopen.

I was talking about the forms of the Lazarus UI. Not forms of my
project. So for instance the source editor keeps changing the size back
to some odd location and size. Not only when I open a new project, but
also when I compile the project. It's driving me mad!

Darius



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[Lazarus] Form position and size not preserved

2010-11-29 Thread Darius Blaszyk
Since some time the UI position and size of the forms of Lazarus are not
preserved anymore. If I for instance organize them in a certain way and
then press compile, the source editor changes size and position. Also
restarting Lazarus makes the forms jump back to some original size and
position. Is this a bug, or are my position and size settings simply not
saved properly?

What can I do to test?

Darius


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[Lazarus] AV on Lazarus startup

2010-10-26 Thread Darius Blaszyk
I get the following AV introduced by rev 27870.

Lazarus 0.9.29 r27869M FPC 2.4.0 i386-linux-gtk 2 (beta)

Darius

(lazarus:3469): GdkPixbuf-CRITICAL **: gdk_pixbuf_new_subpixbuf:
assertion `src_x = 0  src_x + width = src_pixbuf-width' failed

(lazarus:3469): GdkPixbuf-CRITICAL **: gdk_pixbuf_get_pixels: assertion
`GDK_IS_PIXBUF (pixbuf)' failed

(lazarus:3469): GdkPixbuf-CRITICAL **: gdk_pixbuf_get_rowstride:
assertion `GDK_IS_PIXBUF (pixbuf)' failed

(lazarus:3469): GLib-GObject-CRITICAL **: g_object_unref: assertion
`G_IS_OBJECT (object)' failed
TApplication.HandleException Access violation
  Stack trace:
  $08182D11  TLAZINTFIMAGE__GETCOLOR_BPP32_R8G8B8A8_BIO_TTB,  line 2168
of intfgraphics.pas
  $08184330  TLAZINTFIMAGE__GETINTERNALCOLOR,  line 3097 of
intfgraphics.pas
  $0816EC51 line 6543 of lclversion.pas
  $08185A14  TLAZINTFIMAGE__COPYPIXELS,  line 3578 of intfgraphics.pas
  $0815728F  TCUSTOMIMAGELIST__INTERNALSETIMAGE,  line 854
of ./include/imglist.inc
  $08155F28  TCUSTOMIMAGELIST__INTERNALINSERT,  line 228
of ./include/imglist.inc
  $08156D80  TCUSTOMIMAGELIST__INSERT,  line 698
of ./include/imglist.inc
  $08155AB9  TCUSTOMIMAGELIST__ADD,  line 66 of ./include/imglist.inc
  $08155D41  TCUSTOMIMAGELIST__ADDLAZARUSRESOURCE,  line 162
of ./include/imglist.inc
  $08649255  TCODEEXPLORERVIEW__CODEEXPLORERVIEWCREATE,  line 415 of
codeexplorer.pas
  $080840F3  TCUSTOMFORM__DOCREATE,  line 876
of ./include/customform.inc
  $08082797  TCUSTOMFORM__AFTERCONSTRUCTION,  line 79
of ./include/customform.inc
  $08088A0E  TFORM__CREATE,  line 2849 of ./include/customform.inc
  $080BADA8  TMAINIDE__DOSHOWCODEEXPLORER,  line 9096 of main.pp
  $080BB002  TMAINIDE__CREATEIDEWINDOW,  line 9156 of main.pp
  $0837FE31  TIDEWINDOWCREATORLIST__GETFORM,  line 1429 of
idewindowintf.pas
  $083801C5  TIDEWINDOWCREATORLIST__RESTORESIMPLELAYOUT,  line 1497 of
idewindowintf.pas



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Re: [Lazarus] AV on Lazarus startup

2010-10-26 Thread Darius Blaszyk

I'm sure. I'm now at rev 27869, because that didn't give me the AV.
Updating to 27870 gave me the AV which I mentioned.

Darius


On Tue, 2010-10-26 at 13:04 +0200, zeljko wrote:
 On Tuesday 26 October 2010 11:20, Darius Blaszyk wrote:
  I get the following AV introduced by rev 27870.
 
 Are you sure  that 27870 introduced such bug ? As I can see your version is 
 27869 ?!?
 
  Lazarus 0.9.29 r27869M FPC 2.4.0 i386-linux-gtk 2 (beta)
 
 zeljko
 
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Re: [Lazarus] AV on Lazarus startup

2010-10-26 Thread Darius Blaszyk
On Tue, 2010-10-26 at 13:58 +0200, zeljko wrote:
 On Tuesday 26 October 2010 13:35, Darius Blaszyk wrote:
  I'm sure. I'm now at rev 27869, because that didn't give me the AV.
  Updating to 27870 gave me the AV which I mentioned.
 
 Fixed in r 27879

Indeed. Thanks for that.

Darius


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