I agree with Jim - it should be a cmake setting, defaulting to Python. If the
person building lldb wants to change the default scripting language from Python
to Lua, it should be easy. Since we now support 2 scripting languages, we
should have an easy way for the user to see which are
Right now, Lua is not nearly as well supported as Python, so it makes sense
that if both Python and Lua are available Python should be the default. But at
some point Lua will become an equal to Python. When that happens, it seems to
me the default scripting language choice should be up to the
I'd be fine with your #ifdef approach. Anyone else?
> On Apr 1, 2020, at 2:09 PM, Ed Maste via lldb-dev
> wrote:
>
> In lldb/include/lldb/lldb-enumerations.h we have:
> eScriptLanguageDefault = eScriptLanguagePython
>
> I'd like to do something like:
> #if LLDB_ENABLE_PYTHON
>
For scripting to working it must support classes and Swig must support creating
bindings for the entire public API. Don't think shell scripting can do that.
Greg
> On Apr 1, 2020, at 3:24 PM, Marcus Johnson via lldb-dev
> wrote:
>
> Why default to none if python and lua aren't available
Why default to none if python and lua aren't available instead of defaulting to
shell scripting?
> On Apr 1, 2020, at 5:09 PM, Ed Maste via lldb-dev
> wrote:
>
> In lldb/include/lldb/lldb-enumerations.h we have:
> eScriptLanguageDefault = eScriptLanguagePython
>
> I'd like to do something
In lldb/include/lldb/lldb-enumerations.h we have:
eScriptLanguageDefault = eScriptLanguagePython
I'd like to do something like:
#if LLDB_ENABLE_PYTHON
eScriptLanguageDefault = eScriptLanguagePython
#elif LLDB_ENABLE_LUA
eScriptLanguageDefault = eScriptLanguageLua
#else
eScriptLanguageDefault =