vroad

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  1. Improve handling of shared script entities

    Sorry I was confused. Let me sort my thoughts out first. You said that there is no need to worry about which bytecode should be loaded first. That means declaration and implementation of shared functions will be saved to every file when I save them? Linear search of script entities may incur some performance penalties, though it's very smaller than the case of string constants.
  2. When the engine loads precompiled bytecode, it performs linear search from ALL types which was registered before loading. I think this is because the engine doesn't know which module has shared entity. So saving the name of module to the bytecode would allow the engine to search shared types from fewer number of the types.   Other problems of shared script entities are bytecodes doesn't have information about dependencies. You need to store them to another place and load manually. you need to mark all entity as shared to use them from other modules. What do you think about it?
  3. Delegates in AngelScript

    Oops, I made some mistakes in code. I successfully fixed some problems in weakref addon code. I posted new revision of the patch to gist.   Is this best way to implement weak reference? I heard about the technique called "reference counted boolean" for the first time in Thiago Macieira's blog.   Continue using QPointer » Thiago Macieira's blog http://www.macieira.org/blog/2012/07/continue-using-qpointer/
  4. Delegates in AngelScript

    I tried to implement weak reference in AngelScript first. This modification seems working, but sample crashes when I use this test addon in script.   https://gist.github.com/vroad/6f9961e5cd635b1e28c2
  5. Delegates in AngelScript

    I want delegates too, but this is complicated problem. It's maybe too difficult to understand for me. Holding a pointer of the method does not increase the reference count of the object which contains it? Now function pointers have both of them, weak reference to a object and the pointer of a function? How should we implement delegates efficiently?? Would it be difficult to support weak reference in script object class?
  6. Someone translated manual into Japanese using OmegaT. I hope that more and more people in Japan use AngelScript. html files [url="http://dl.dropbox.com/u/91791736/manual/index.html"]http://dl.dropbox.co...nual/index.html[/url] htlm files in zip [url="http://dl.dropbox.com/u/91791736/as_manual_ja_2_24_0.zip"]http://dl.dropbox.co...l_ja_2_24_0.zip[/url] OmegaT project [url="http://dl.dropbox.com/u/91791736/asd.zip"]http://dl.dropbox.co...1791736/asd.zip[/url] ?Lua?????????? ??5?Squirrel? [url="http://toro.2ch.net/test/read.cgi/tech/1321063450/"]http://toro.2ch.net/...ech/1321063450/[/url] [url="http://toro.2ch.net/test/read.cgi/tech/1321063450/604"]http://toro.2ch.net/.../1321063450/604[/url] [url="http://toro.2ch.net/test/read.cgi/tech/1321063450/618"]http://toro.2ch.net/.../1321063450/618[/url]
  7. Using _CrtCheckMemory(),?I finally found a problem in source code of my application. It accessed a property of object after deletion. It was not a problem in AngelScript. Thank you for asking.
  8. HEAP[hoge.exe]: HEAP: Free Heap block a69bf78 modified at a69bfb0 after it was freed With AngelScript 2.23.0, my app shows this message before going asCScriptEngine's destructor. This error is not shown with previous version(2.21.1). How can I fix this problem? It's seems to difficult to post a program that produces same error.
  9. At first, I modified compiler and builder to compile script successfully.[list] [*]Compiler and builder now do not raise error when method pointer is passed as funcptr. [/list] I don't know how to implement these. Currently, data in stack will break while executing script.[list] [*]Save the pointer of current object into stack on asBC_FuncPtr call. [*]Get not only function pointer but also object pointer. [/list] I created patch from rev1111. [url="http://pastebin.com/7sPcUrxx"]http://pastebin.com/7sPcUrxx[/url]
  10. I posted the patch to SourceForge.net's tracker. Since novel part of my game uses lot of string constant, this modification improved compile time a lot. SourceForge.net: AngelScript: Modify: 3434293 - Improve linear search with string constant [url="https://sourceforge.net/tracker/?func=detail&aid=3434293&group_id=161752&atid=821100"]https://sourceforge....752&atid=821100[/url]
  11. Can "method of script class" be used as function pointer as well? I would not like to write many interfaces for event handling.
  12. I'm using config reader in "generic bytecode compiler" example. If template type is used, builder attempts to call dummy function to know whether template subtype can be used or not. We can't use dummy function instead of template callback. How to fix???
  13. CMake configuration fails with latest svn

    You can easily check changes in svn repository and tracker through RSS. [url="https://sourceforge.net/export/"]https://sourceforge.net/export/[/url] If you want to know only changes in a tracker, click "RSS" in tracker page. [url="https://sourceforge.net/tracker/?atid=821100&group_id=161752&func=browse"]https://sourceforge.net/tracker/?atid=821100&group_id=161752&func=browse[/url] I recommend that change the status of patches to "Close"...
  14. CMake configuration fails because some source files do not exist. eddieringle posted a patch fixes this problem, but it's not applied. [url="http://sourceforge.net/tracker/index.php?func=detail&aid=3303095&group_id=161752&atid=821100"]http://sourceforge.net/tracker/index.php?func=detail&aid=3303095&group_id=161752&atid=821100[/url]
  15. Saving script state test implementation

    [font="arial, verdana, tahoma, sans-serif"][size="2"]Current issues of this impl [list][*]How to save object handle? Make a list of variables, then refer one by index?[*]If script object is passed with ref modifiers, same value may be saved multiple times?[*]Saving grobal properties and its reference(or handle) is not implemented.[*]Saving script object is not implemented.[*]Saving template types (such as arrays and dictionaries) is may be difficult.[*] I am assuming that bytecode is the same on loading time and saving time.[/list][/size][/font]