About Monkey 2 › Forums › Monkey 2 Development › Experimental module manager now online!
This topic contains 39 replies, has 12 voices, and was last updated by 
 wiebow
 2 years, 4 months ago.
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July 10, 2016 at 12:45 am #1959
You should be activated too wiebow.
July 10, 2016 at 5:40 pm #1989Thanks! Once my first module is kinda ‘done’ I will add it.
July 22, 2016 at 6:16 pm #2348I have uploaded my game2d module. It’s starting to come together now, so I thought, why not?
July 22, 2016 at 6:29 pm #2349I think the name ‘game2d’ is a bit generic for a module.
Modules names should have some kind of ‘proper noun’ identifier in them, like ‘mojo’ or ‘diddy’ or ‘lua’ etc – perhaps’ weibow2d’? The namespace can stay the same, although keep in mind that the top level namespace introduces a global-ish symbol, so you don’t want it too ‘generic’, like ‘x’ or something! But for name, it’s the module name I’m mostly worried about.
Does that make sense or am I being too paranoid here? It’s just that the goal is to have LOTS of modules so we want to avoid name clashes as much as possible.
Or should it all be strictly first come first served?
July 22, 2016 at 6:52 pm #2351…published for now anyway!
July 22, 2016 at 6:54 pm #2352I have no responsibility for module names from other authors of course.
I had the same module name for the blitzmax version since 2006 and never heard of anything named the same, although it was wdw.game2d then. Putting all my names under one top level name turned out to be a chore though, so I didn’t want to do it again.
July 22, 2016 at 7:13 pm #2353I don’t like “first come first served”… This is a good idea to use the login name as prefix (or a domain name owned by the user, ie com.domain.module_name).
July 23, 2016 at 1:04 am #2357although it was wdw.game2d then
I prefer that.
I’d call it ‘wdw-game2d’ and put everything in it in a wdw.game2d namespace – ie: just put ‘Namespace wdw.game2d’ at the top of each module file.
If you add more modules in future, you can call them wdw-core, wdw-this, wdw-that etc.
Users only have #import the wdw-blah’s they need, and can use everything in wdw with a single ‘Using wdw..’
They goal here is to have a TON of modules available in one place – not just a bunch of modules distributed randomly around the ‘net ala bmx, mx1 – so I’d like them to be reasonably distinctive namewise to avoid potential collisions.
> Putting all my names under one top level name turned out to be a chore though
In what way?
July 23, 2016 at 7:18 pm #2374Changed the namespace, will upload a new version soon!
July 27, 2016 at 5:46 am #2471Lua module v0.1.0 uploaded. Still major WIP, but it’s usable.
I’d love to see what people can do with the current build so that I know the best direction to take the project.
Reeaalllyyy hoping for reflection soon so I can make the field and method bindings automatic and transparent to the developer.August 15, 2016 at 8:11 pm #3035I uploaded a new version of my module. The folder name now is wdw-game2d, and the namespace is wdw.game2d
Have fun!
August 15, 2016 at 11:03 pm #3051Published – love the little asteroids game too!
Thanks for renaming it too, although I’m probably just be overly paranoid…
August 16, 2016 at 12:56 am #3063Just a heads up, I tried to install Wiebow’s module, and it seems to have crashed.
On a second attempt it appears to be making a file called “wdw-game2d” rather than a folder, then it obviously says “modules/wdw-game2d/wdw-game2d.monkey” doesn’t exist.
EDIT: ‘portmidi’ does the same thing from the look of it.
Attachments:
August 16, 2016 at 3:31 am #3065I’m getting a similar crashing thing compiling (on Windows) but on different modules. Sometimes works some times doesn’t – trying to think of how to replicate before I log it.
Note: both ‘external’ modules downloaded ok.
August 16, 2016 at 6:01 am #3070Not having any such problems here.
Does a plain ‘update modules’ crash? ‘Rebuild documentation’?
If you can get other of these to crash outside of module manager (or not) it should be a clue!
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