On 1/15/07, Hakki Dogusan <[EMAIL PROTECTED]> wrote:
> >Klaas Holwerda wrote:
> >>
> >> Being finished my first "toy" project with wxLua,
> >> I'm now considering to use it in a real project.
> >>
> >> As subject says, I need your thoughts.
> >>
> >> I'm planning to write my 15 years old program from
> >> stratch. I was thinking to write it in C++.
> >
> > But
> >> my little experiment shows that (to me at least),
> >> wxLua may be a good chooice :)
> >
> > I think lua is prefect for scripts and small programs.
> > Lua is ideal to extend application with scripting.
> > So i say write your app in C++ using wxWidgets and all the OOP things to 
> > make your application well organized, and
> > document it with doxygen, and next extend it with wxLua.
> > Writing application of 80000 lines in wxLua is not so good i think.
> > At least in wxArt2D this is how i do it.
> > A simple form of such an application is already in wxLua/apps/wxluacan.
>
> Vote: -1 from you :)
...
>
> http://www.dynaset.org/index.php?page=kullanim_ornekleri
>

Looking at the screen captures on your website I think wxLua could
handle all of that. Klaas is probably right that 80000 lines in lua
might be a little much. You'd have to be very structured and probably
implement some type checking using lua's assert. You'd miss out on the
compile-time checks which can catch a lot of bugs though. You might
want to try out one of the OO libraries for lua. On the other hand, if
your 80000 lines are in C, the hashtables and garbage collection lua
would get rid of all of the memory management code and some of the
nice little "tricks" you can use in lua with the tables make for very
tight and readable code.

I think that wxLua would be good for managing all of the structures it
looks like you use.  You'd probably want to use a dialog designer
program for much of the GUI, XML should work. You might want to create
a C++ module for the graphics if you're worried about the speed. You
can use your own custom wxEvent class to send notifications to wxLua
for major events while the C++ code does all the processor intensive
mouse moving logic.

It's incredibly easy to wrap C++ into wxLua using your own headers.
Just take the C++ headers, clean them up and turn them into a *.i
interface file(s), copy and edit one of the *_rules.lua files and run
genwxbind.lua on it. Once you have the C++ files, just add them to
your project and make sure you call the *_init function to install
them at startup.

The biggest plus for wxLua is that there's no compile time. The main
headache I have with C++ wxWidgets is that if you run into little
problems with sizing or things that need tweaks or misunderstood
flags, having to recompile for each test is a huge time sink.

-----

It might be good to feel things out in wxLua, start small with broad
strokes and tackle the bits that seem like they might be cause the
most trouble. Since lua translates into C fairly easily (except for
the tables), if things don't work in wxLua (please tell us why) and
you move to C++ you can reuse much of the code.

Regards,
    John Labenski

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