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Braden M

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  1. Hi Andreas, I just found two more places where fopen_s is still causing that error even with the latest revision (if I omit the preinclude.h file) - both in add_ons: scriptfile/scriptfile.cpp (line 320) scripthelper/scripthelper.cpp (line 169)
  2. Wow, never mind. Solved my own problem just after I posted! I had to swap GarbageCollect() and DiscardModule() at the end, and now it all works. I can't see how to delete this thread though...
  3. Never mind ... I solved this right after posting [img]http://public.gamedev.net//public/style_emoticons/default/wacko.png[/img] I'm not sure if I'm [ab]using AngelScript incorrectly, or if the garbage collector has a bug, but with the following testcase, I am unable to destroy a dynamic configuration group under certain conditions, involving mentions in the code of an array of refs to C++ POD struct objects. The code is below, and the exception asCONFIG_GROUP_IS_IN_USE/"Unable to remove the dynamic configuration group." is getting thrown at the very end. Note that I'm not actually running any code; just building it. It seems that the engine is not freeing the "NotFreed" class type correctly. But maybe I'm doing something wrong? Any help would be appreciated. [CODE] #include <angelscript.h> #include <angelscript/add_on/scriptstdstring.h> #include <angelscript/add_on/scriptarray.h> #define SCRIPT_SOURCE_INLINE(a) #a int main() { asIScriptEngine* p_engine = asCreateScriptEngine(ANGELSCRIPT_VERSION); int r = p_engine->SetMessageCallback(asFUNCTION(&YourPreferredASCallback), 0, asCALL_CDECL); assert( r >= 0 ); RegisterStdString(p_engine); // Use STL strings as our string type RegisterScriptArray(p_engine, false); // Enable support for arrays // The problematic struct struct DoublePair { double a, b; }; r = p_engine->BeginConfigGroup("exampleGroup"); assert( r >= 0); r = p_engine->RegisterObjectType("DoublePair", sizeof(DoublePair), asOBJ_VALUE|asOBJ_APP_CLASS|asOBJ_POD); assert(r >= 0); // |asOBJ_APP_CLASS_ALLFLOATS ? asIScriptModule* p_module = p_engine->GetModule("gcErrorExample", asGM_ALWAYS_CREATE); p_module->AddScriptSection("example", SCRIPT_SOURCE_INLINE( class NotFreed { string name; NotFreed( DoublePair test ) { } } class OtherClass { OtherClass() {} array<NotFreed@> my_array; void SomeMethod() { for (uint i=0;i<my_array.length();i++) { // If the following line is commented out, everything works fine. my_array[i].name = "test"; } } // Another way to trigger the error: (uncomment the next line) //void OtherMethod(array<NotFreed@> arg) {} } )); r = p_module->Build(); assert(r >= 0); r = p_engine->GarbageCollect(); assert( r >= 0); r = p_engine->DiscardModule("gcErrorExample"); assert( r >= 0); r = p_engine->RemoveConfigGroup("exampleGroup"); if (r == asCONFIG_GROUP_IS_IN_USE) { throw std::runtime_error("Unable to remove the dynamic configuration group."); // This gets thrown } else { assert( r >= 0 ); } p_engine->Release(); } [/CODE]
  4. Thanks Andreas! I really appreciate how responsive you are with fixes to AngelScript. I just tried out r1490 and it works perfectly as far as I can tell. I've put the new MKB in [url="https://github.com/mstarinc/angelscript-marmalade/tree/angelscript2.26"]a separate branch[/url] for now, and I'll update "master" once 2.26 is released. The only "tweak" that I had to leave in was a definition of "fopen_s" that I put in preinclude.h, because Marmalade's standard library doesn't have that function available, even in Visual Studio. Also, FYI, there are two compiler warnings that come up with Marmalade's ARM GCC4.4 (arm-none-eabi-g++); the first one looks like it could possibly affect bytecode output so I'll mention it in case you weren't aware of it. [CODE] angelscript/source/as_bytecode.cpp: In member function 'void asCByteCode::DebugOutput(const char*, asCScriptEngine*, asCScriptFunction*)': angelscript/source/as_bytecode.cpp:2114: warning: format '%3d' expects type 'int', but argument 3 has type 'long unsigned int' add_on/scripthelper/scripthelper.cpp: In function 'int WriteConfigToFile(asIScriptEngine*, const char*)': add_on/scripthelper/scripthelper.cpp:194: warning: format '%X' expects type 'unsigned int', but argument 3 has type 'asDWORD' [/CODE] The second warning occurs a total of ten times at different lines in scripthelper.cpp.
  5. That is an excellent idea: You could use (I3D_ARCH_X86 || I3D_ARCH_ARM) as a test for the Marmalade platform. It would be nice to remove the predefines from the MKB makefile if possible. I found out about these defines from the Marmalade forum; they are not in the documentation, although they have been around for a long time. (Unfortunately there are quite a few of these little Marmalade "tricks" that are completely undocumented except for the occasional insightful forum post from Marmalade staff.) Edit: It's worth mentioning that Marmalade also supports other platforms (although they're not nearly as popular as x86 and ARM); their preprocessor definitions are: I3D_ARCH_AMD64, I3D_ARCH_MIPS, I3D_ARCH_PS3, I3D_ARCH_X360, and I3D_ARCH_PSP. I've never worked with any of those other platforms. The full list of symbols can be seen in the "temp_defines_debug.h" file that Marmalade's makefile_builder creates during the build process. Edit 2: Upon looking at that file further, I see that you could also detect the Marmalade platform by looking for "IW_SDK", "__S3E__", or any number of other definitions. Check out [url="https://gist.github.com/4211333"]this copy of an example temp_defines_debug.h[/url] file to see.
  6. Hi everyone, I want to say a big thank you to all of you for your hard work in getting AngelScript to work on Marmalade. Unaware of UltimateWalrus's latest posts, I spent some time last week integrating AngelScript into Marmalade, and have put together yet another integration of AngelScript and Marmalade: [url="https://github.com/mstarinc/angelscript-marmalade"][b]angelscript-marmalade[/b] project on GitHub[/url]. It seems to be working well on MSVC/x86, VS/GCC-ARM, XCode/Clang/x86, XCode/GCC/x86, XCode/ARM, and Scons/ARM. I've included portable binaries in the distribution so that it can be used right away. If one does want to [re-]compile it, it should compile easily and run with native calling conventions on Marmalade Windows, Marmalade Mac, or Marmalade ARM. (Although due to the presence of the ".S" files, one line of the MKB must be commented out before it will compile with Visual Studio). I made sure that the AngelScript code is completely unmodified; in fact, if you use the MKB to build the project, it will download the unmodified source upstream code as part of the build process. I'm just getting started with AngelScript, but everything looks very promising so far. Just wanted share my code and to say thanks [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img]