Hi,

John Labenski wrote:
[snip]
> 
> 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'm collecting every OO solution mentioned in lua list. Yes, I believe
it could be possible to "shrink" my code with them.

> 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.
> 

I have to re-design graphics part anyway, but this time
I need to consider lua binding.

Maybe we can create a template solution for GUI design?
Lua already has more power than XML.

> 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.
> 

I already tested this part of wxLua. I generated binding for
wxSQLite3 by genwxbind. But didn't use it in the program. It
uses exceptions. I need to test it before use.

But you're right, it is very easy to generate binding.

> 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.
> 

My thinkings exactly! I'm very excited about development speed.

> -----
> 
> 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
> 

Thank you very much for sharing your thoughts and time!



--
Regards,
Hakki Dogusan

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