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The links from index to lang. ref. is now done.
Things I planned to do before a pull request:
-checking for accepted file types (depending on platforms?) For now it’s almost a copy of mx1 file types, should it be in mojo docs and lang. ref. or only in mojo docs. A link from lang. ref. to mojo?
-add “Print” kwd in misc section
-add “Where” keyword, but where? Maybe create a generics topic (for global funcs and methods) I’m not too comfortable with it so i’ll may skip this.There are other issues on the fork but I don’t plan to work on them before the first pull request:
-can class have functions? I think yes. (it’s not documented)
-supported systems are missing (for develop and for release)
-“Object” type is not documented (is it usable?)
-.. and other ones too..To see the WIP http://turdus.be/monkey2docs/docs/
Please comment if you see something wrong.. Especially the index that may contain bad English.
I’m clearly working on monkey2 in the hope I can use all of my code with any of the 5 announced platforms, but mainly mobiles. IAP is the most viable economical model to me. So yeah I’ll need it too and will gladly pay for it as it is logical to me to pay for some little things although I’m a backer from the early days.
Are you shure you tried casting? Void Ptrs are made to avoid argument type error!
[/crayon]Monkey12[crayon-5cbaa142178ec312483672 inline="true" ]Local myVoidPtr:Void PtrmyVoidPtr=Cast<Void Ptr>(VarPtr myString)(not tested)
To me the problem is more the conversion to CString as Ptrs most often mean external stuff..
from string docs:
Method ToCString:Void( buf:Void Ptr, bufSize:Int )
Converts the string to a CString.If there is enough room in the memory buffer, a null terminating ‘0’ is appended to the CString.
[/crayon]Monkey12345[crayon-5cbaa142178f3249411212 inline="true" ]Local mydata:=New DataBuffer( str.CStringLength )str.ToCString( mydata.Data,mydata.Length )data.Data is your Void Ptr?
It is not building an apk.. It’s building an Android project that you have to open in Android studio.
There’s a short explanation in the language reference intergrated docs.Is there a way to type binaries literals with such kind of leading symbol?
feel free to make a pull request when you’re ready!
I’ll do some cleanups & finish the index links on my next free day (wich is sunday). I hope it’ll be ready for the pull request then.
It has been fixed (“Undid realpath changes.” commit).
Same problem here on Mac (ElCapitan with latest command tools)
Tried to chmod “-rwx -R” but no luck
Tried to remove 3d modules (assimp bullet and the 3 mojo-3d) but then it sends the “file not found #include <somthing/something.h>” error with chipmunk (wich was working on the same computer some weeks/months ago.These are looking nice! Probably more attractive than the original for people who rather like white backgrounds and classical presentations.
I suppose you’ve seen that I started to work on missing stuffs from the reference manual. If you want to copy/paste some of the stuffs, don’t hesitate.
You can have a glimpse at http://turdus.be/monkey2docs/docs/
the fork is at https://github.com/mx2DocsCommunity/monkey2If you want, at some point, I can convert pages to the mx2 docs format. As I am used to do it now. To add it to the “Articles and tutorials” section, or whatever.
Thanks for the trick!
I still wonder if enums are primitive types (strings are so may be..) and if enums (will) have uint or int members. So I can make a correct description in the docs. (Looking at enum.monkey2 & values.monkey2 did not help me)
Working great for me!
I found a way to create links from index to lang. ref. without modifying docsmaker. It’s a bit hacky but the users won’t see it, so I suppose it’s ok. I’ll make the links for each index entry this way for my next step.
If you are used to assets imports you are welcome the enhance/start the “assets-import” page. If not, I will do some little sample exercises to see how all this exactly works.(ie. you don’t want to review every change)
I don’t want to have “full control” on the fork. That’s why I put it on a mx2docscommunity organisation and invite people as owners.. My only aim is to avoid Mark wasting time on such simple things as language reference. So feel free to modify it as you like. The fact that English is your mother tongue makes you a better superviser than me!
I have to move the samples/examples to another branch, must talk with nerobot to see how to intergate links to those samples.
My main problem for now is how to create links to the language reference as the index should have links to it (or at least to samples). But this will need some code modification of mx2cc/makedocs to generate new namespaces. So this needs some understanding of mx2cc’s makedoc part wich is not due to the evidence. And I’m not sure Mark will accept these modifications anyway.
I have to finish the article on assets import but I actually have to learn it before, because I don’t really use assets in my projects for now!
Few other issues are still to be done (“where-implements” kwd, #import for reflexion, make a page about generics?) . But we hopefully can make a pull request in some short time.
Happy you joined the organistaion!I’ve updated the http://turdus.be/monkey2docs/docs/ with your latest modifications..
If this is helpful for you let me know and I can keep going through it.
Hi arawkins, yes this is very helpfull! Because my english is bad and I won’t make pull request if the english is not corrected by a native.
I merged the pull request and invited you to be owner of the fork so you can merge by yourself if you want. No code should be modified, only docs..To see all the changes you can see the linked “compare” page->”File changed” page. This way you’ll be able to see every new AND modified files.
compare_linkYou made my day!
When I run the algorithm it gives me a non empty array… Don’t know what you’re trying to do with it but it’s not empty.
Have you checked that your loadstring gets any file (you don’t get message if no file were found I think)The code I ran (you can copy-paste it directly into ted)
[/crayon]Monkey123456789101112131415161718192021222324252627282930313233[crayon-5cbaa14238703547850761 inline="true" ]Namespace myapp#Import "<std>"Using std..Function Main()'Level = LoadString("asset::level1.txt")Local Level:="111111111004000112000001110000011300000110000001100000011000002110000011100000311004000111111111"Local GameArray := New Int[8,12]Local xi:IntLocal yi:IntFor Local x:Int = 0 Until Level.LengthIf xi >= 7xi = -1yi+=1If yi >=12 Then ExitEndifxi+=1GameArray[xi, yi] = Int(Level.Mid(0, x))NextFor Local x:=0 Until 8For Local y:=0 Until 12Print GameArray[x,y]NextNextEndDisabling collision can work depending on the physics engine. Don’t know for bullet.
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