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 ------------------------------------------------------------------------- Take Surveys. Earn Cash. Influence the Future of IT Join SourceForge.net's Techsay panel and you'll get the chance to share your opinions on IT & business topics through brief surveys - and earn cash http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV _______________________________________________ wxlua-users mailing list wxlua-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/wxlua-users