Second, thanks for the replies in this mailing-list.
>On 10/4/06, Adam Klotblixt <[EMAIL PROTECTED]> wrote:
>> OK, I've tried and searched, but found no answer so I'll post here with
>> hopes that you can enlighten me...
>
>Hopefully.. sorry about the delay, sourceforge has been blocking email
>from gmail...
I've had my posts from gmail delayed a few days, but not blocked.
>> What's the suggested form of debugging/coding in WxLUA? There are 2
>> different editors/debuggers (wxlua and wxluaedit) with different weaknesses,
>
>Be nice, unless of course, you're prepared to help make them better.
I hope I am being nice, that is my intention. I believe constructive
criticism and bug-reports are a helpful part of free software development.
I would help with coding if I could, but I am a low-level programmer really,
my first windows-program was with wxlua 2 weeks ago.
>> none of which fills my needs completetly. I hope there are some things I
>> have misunderstood or missed, because I really need a decent development
>> environment. What I am in search of is a good work-flow for writing, editing
>> and debugging wxlua-code.
>>
>> I'll explain what I experience, running under WinXP.
>>
>> wxlua:
>> * Good enough editor, but lacks line-numbers and all sorts of
>> project-handling (minor annoyance)
>> * eats memory constantly (~4kB per second) (major bug)
>> * all output from print ends up in dialog-boxes, 1 per line, which makes
>> unit-testing next to impossible (major annoyance)
>> * has single-step debugger that works (very good)
>
>This is mostly all fixed, no project code yet, and there probably
>won't be. Try the newest "bin" snapshot here:
>http://wxlua.sourceforge.net/download/
The 2006-09-05 snapshot is my current binaries. No luck with the memory-leak.
>The output to a message box is a MSW thing... it doesn't have a real
>console so printf typically goes nowhere. I'll test it out to see what
>happens, maybe something better can be made like a non modal dialog
>with a textctrl in it.
The solution in wxluaeditor is nice, everything put into an output console in
the editor. Something similar to this would be nice. A separate window would
also be OK if there are scroll-capabilities. Unit-testing can spew out some
long texts...
>> wxluaeditor:
>> * very nice editor, lacks project-grouping and saving of workspace (minor
>> annoyance)
>> * only break-point debugger, no single-step (major annoyance)
>
>This is basically an editor that just does a dostring("editor
>contents") for lua so it's pretty dumb. I have plans to add the full
>debugging as the wxLua program has, but I want to get the socket code
>really cleaned up first.
OK.
>> * does not run all code that works in wxlua (very strange). For example, the
>> use_luaunit.lua that accompanies luaunit runs as expected in wxlua but gives
>> the following error in wxluaeditor (major bug):
>> Running lua script : Wed Oct 04 07:59:33 2006
>>
>> Err: lua: Error while running chunk
>> c:/work/luaunit/luaunit.lua:346: attempt to call a table
>> value
>> stack traceback:
>> c:/work/luaunit/luaunit.lua:346: in function 'run'
>> [string "use_luaunit.lua"]:94: in main chunk
>>
>> End lua script : Wed Oct 04 07:59:33 2006
>> Execution time : 0.030(s)
>
>I can't possibly understand this without more information. It would
>help to know what code is at and around line 94 in use_luaunit.lua and
>line 346 in luaunit.lua for example. If you can make the smallest
>possible code sample that displays the problem I can look into it.
>
>Regards,
> John Labenski
OK, this miniscule test-file requires the luaunit library, available at
http://luaforge.net/frs/?group_id=54&release_id=281
It works when running in wxlua, and fails with the above mentioned error
in wxluaeditor.
--[[ Code start
LUA_PATH = 'c:/work/tighteningprototype/luaunit/?.lua'
require ('luaunit')
function test1()
print("test1")
assertEquals("1", "1")
end
TestToto = wrapFunctions('test1')
LuaUnit:run()
]]-- Code end
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