That is certainly a nice solution for setting break points.
Another hook could be set up for when a script exception occurs, this would allow the application to examine the call stack before it is cleaned up.
Then it would also be useful to have a database of function variables, and access to the context stack. This one would require a lot more work though.
You can send me the code you have, if you'd like. I can include it in versions 1.11.0 and 2.0.0.
AngelScript 1.10.0 FINAL (2004/11/02)
I would love to see those in AS, as we speak it gets more professional, and when a coupla titles get to use it, could get that worldwide support for a great scripting language!
I got a bug report from a mod author for my game in development. I believe this is related to changes in AS, since he was just upgrading existing script to work with latest version of game (having new AS as well).
I'm quoting here what he posted. (pay attention to the differences in last parameter of drawString call)
--
I narrowed it down a bit and while this still doesn't work:
This does:
As does this:
I'm quoting here what he posted. (pay attention to the differences in last parameter of drawString call)
--
I narrowed it down a bit and while this still doesn't work:
medFont->drawString(float(screenWidth / 2), float(screenHeight / 4) + 180, UIFONT_ALIGN_HORIZ_CENTER | UIFONT_ALIGN_VERT_CENTER, "Total: " + bstrFormat(float(handsFirst ? 1500 : 0)));
This does:
bstr test = bstrFormat(float(handsFirst ? 1500 : 0)); medFont->drawString(float(screenWidth / 2), float(screenHeight / 4) + 180, UIFONT_ALIGN_HORIZ_CENTER | UIFONT_ALIGN_VERT_CENTER, "Total: " + test);
As does this:
medFont->drawString(float(screenWidth / 2), float(screenHeight / 4) + 180, UIFONT_ALIGN_HORIZ_CENTER | UIFONT_ALIGN_VERT_CENTER, "Total: " + bstrFormat(handsFirst ? 1500 : 0));
I've fixed a bug related to casting the ?: ternary operator in the WIP. Have you tried the latest WIP already?
I'll try your test cases to verify that they all work with the latest version.
I'll try your test cases to verify that they all work with the latest version.
I identified a bug where temporary variables where prematurely released. It can be fixed by adding a test to verify that bc != 0 before calling ReleaseTemporaryVariable() in method asCCompiler::Dereference().
as_compiler.cpp line 1904:
This is for the latest WIP. With this fix, the latest WIP can compile and execute all three of the situations you mentioned.
Later this week, I'm releasing version 1.10.1, which will be the first officially stable version AngelScript. Stable in that I will maintain this version with bug fixes while going forward with other versions for future features.
Thanks Jetro.
as_compiler.cpp line 1904:
if( bc ) ReleaseTemporaryVariable(*type, bc);
This is for the latest WIP. With this fix, the latest WIP can compile and execute all three of the situations you mentioned.
Later this week, I'm releasing version 1.10.1, which will be the first officially stable version AngelScript. Stable in that I will maintain this version with bug fixes while going forward with other versions for future features.
Thanks Jetro.
I'm somewhat busy now, so I haven't had chance to test any WIP releases. I'll upgrade to next release or so, when I have some hacking time again.. :)
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