This thread is about the V11 beta version tests. If you don't have access to the beta, ignore it. If you urgently want access, mail me.
Have just been playing with a beta of V11 .... and by the looks of it, what I can tell theres a huge speed increase in it. Ive been doing a lot a math and string handling in one of my programs, and it would look like its running twice as fast ;) Ive got a job calculating speeds, and in version 10 it takes 131 10,000ths of a second, where as in the V11 it only takes 71 ;)
Hi,
ist in der V11 Beta die möglichkeit für die GUI schon Programmierung enthalten?
Wenn ja, wo finde ich die Befehle/Funktionen dazu, in der Hilfe steht noch nichts drinn.
Kleiner Beispielcode möglich?
V11 beta? - Can you PM me a link to that please, Gernot? pretty please =D - Would love to give that a whirl on my game.
how much is changed (just in short)?
In v10 the beta was public, but not this time? I guess its due traffic and something like that?
I have no problem to either wait or if I need that PM it throught. Nothing problem.
I property not have big time to test the new GUI, which I guess is the main part of the beta? That part would have no problem if its should cost extra for that new package since its wont broke any thing from v10 at all, whichwould been great (BlitzMax did that too, but later might have changed its to free?).
You could always ask to test it - then it will be available to you :)
One important fix is MOUSEAXIS 0 and 1 along.
There does seem to be a bug with X_LOADOBJ "" - it doesn't seem to be freeing the loaded the 3D object, so the next call to GEN_XOBJ comes up with a new value (and not the old one).
I know that the 3D graphic wasn't unloaded as I can still display the objects with the previous ID value :)
Would it be also possible to get normals calculated for DDD objects, so that texture positioning is correct ?
Whats now new in v11?
Can't see anything new there...
// V 11
// Core:
// if CREATESCREEN fails, GETSPRITESIZE will return 0,0.
// LIMITFPS > 0 will hint the driver to sync to the screen
// refresh rate.
// Faster constant handling of constant strings.
// ALLOWESCAPE didn't work on console apps (NETWEBEND ended)
// RETURN a=b // code was converted to "return a=b" instead of "a==b".
// New data type: int64. Demo: LOCAL i64 AS int64; i64 = ...
// FILESEEK and GETFILESIZE with with int64 now.
//
// Editor:
// Context menu offers "Google" option.
// Option to disable splash screen implemented.
//
// Compiler:
// nested ?IFDEF did not work sometimes.
//
// 3D:
// X_PRINT faster on mobiles. Optional kerning parameter added.
//
// New Command:
// IIF(expression, on_true, on_false)
Oooh, I64, this could be handy for affixed point maths lib! Overall there are some real nice additions there.
Not had a chance to try the beta yet though, is it ok to install in parallel to V10, as mine is a bit of a PITA to re-install due to all the C bumf I use with it?
Should be able to install parallel. Check the path when installing.
OK there is no GUI internal commands.
Gernot the one on the Server is the newest right?
If you deliberately plan to place all "elements" on the left side?
Or is it a bug if i compile o.O
The Windows native iPhone compile didn't make it in to v11? Shame but it seems from reading that some things are a lot faster which is always good. :)
With me I quit the registration dialogue(to look up my serial) and it instantly came up as registered, I think that's probably due to the fact that the V10 registration number is still on the computer but I though I should mention it just in case. :whistle:
Yes. That's OK this way. It's because there's school licenses and I don't want teachers to run around because jokers typed in wrong numbers to a valid license.
Hi Guys ;)
Could I ask about the new features/improvements of V11?
It would be great to know something more about it.
Maybe there is some link/thread I can see in order to obtain this information?
Thanks a lot!!
See my previous post about what is currently in it... No doubt more will be added...
And... about rounded corners fix?
Thanks MrTatoad!! ;)
I didn't noticed you posted previously that info :P
Quote from: Hark0 on 2012-May-05
And... about rounded corners fix?
Don't know - can't test that...
HI I try the Beta Eleven, I don´t know If I made something Wrong, but the Widgets Editor crashes for me... In my workstation I can open and make some box, but when I say the type for this Box (button, text...), automatically the program jumps...
In my Laptop, when I start the demo wigets program... automatically crashes...
I think I saty making some wrong... when I start this program I see in the compiler message I´m using GTK... sorry about this, I try to change the precompiler commands to windows... but I don´t makes works...
Continue testing....
All installed fine the GUI editor runs but as soon as I select a widget style it exits, the same thing happens if I try to open a saved gui??? Any Ideas, I'm running Windows7 with a patched UXTheme.dll. Also if I comment out the DEFINE for GTK to use windows gui then it gives some ?WARNING error :-(
There is a bit of code in there which is hard coded to the D: drive - get rid of that and it should be okay.
Yeh just created _out.txt in a Temp directory on D and all was good so I'll comment it out now ;)
Hey yes thanks spicyPixel, now works very fine... but where found this info... I read the post, and I can´t read something about this... :nw: :nw:
Thanks a lot , continuing testing...
hmm pm a month ago for ask a beta 11 without a reply.
So (sorry if I ask), why is v11 beta really closed this time? v10 was really public beta I thinks. Also betas like that could have been used Bonus section instead of Beta sections. But that me :-D. I wrote because its have been long time ago we last have seen a regular bugfixes, there have been some really importants yet, and some users is begin to ask for a old GlBasic versions (the iCade issue is property most dominate issue me think).
So Mightbeen its could been have a idea to release some of the older backups versions of GlBasic, since some of us might require them?
PS. For me there is still NO hurry, since I can wait to a week before Greedy Mouse release, which is still about 2 month work!!! (hence I removed some irreverent text in those edits, sorry again).
V11 isn't exactly closed - Gernot did provide a link for it (or you could email him about it). However, he is having to rebuild some of the code, so it might be worth waiting for the second V11 beta...
If you use the former betas, you know where to find this beta. Tipp: just have a look at the V8 beta thread (http://www.glbasic.com/forum/index.php?topic=4604.0).
But i do not know what was included in this beta and what not, you need to find this out by yourself.
hi yes, yes, hihi. I just dont want to download, if I did that illigal because I want to support glbasic too. That it. But if that is the newest, then Gernot might not have secret that much. But not checked if its newer or older betas..... Documents is of course not allways updated in beta, but that fine of course. I just wonder.
It's not illegal. It's just not that perfectly packed, yet to make the beta public.
About Beta 11 (second version after HDD crash)...
Include now the fix made by @Dacarsoft?
Estimated date of release this version?
TIA, Hark0
I think Gernot is getting the code back together, but it's not going to be quick...
Ah yeah after playing a bit of catchup I eventually read about the HDD crash.
Hate it when that happens. Thing is you don't really do too much backup until you have a major failure. It happened to me about a decade ago and I lost a lot of good work. Since then I am like super paranoid and backup to loads of devices, both local and online (my virus killer auto backs up all my 7z encrypted with a password files every day as well as a manual backup to Box) everyday with more physical media (DVD-RW, DVD-W) once a month or so. I suppose these automatic systems like Apple time machine might be another idea I just prefer to be more hands on.
Can never be too careful really! Hmm, perhaps investing in backup tape systems like we use on our Unix systems at work is an idea.... Heh, I remember my wife saying where she worked in HP they used to have recommendations of not having your backup storage within 25 miles I think it was of the actual data. I'm guessing nuclear war paranoia. :) Ok, perhaps taking it one level too far there!
Cheers
HI I found a little problem in the V11 , whit you press Crtl and F6, you have to change the Tab... for me not works, but if I do it whit the contextual menu, works...
I´m not sure about this it´s a problem or a bug... but when you use the ("Split Screen", Tile Mode), I think this it´s very helpfull for work :good: , when you restart the IDE, don´t retain the position of code Viewports...
HI this it´s not important, but I think comes from the first version... I think no too much people uses, at leat I, don´t use never, but...
When you say Pack And Go, the language it´s in Deutsch ... (I´m use English Vesion , :whistle:)
Hey gernot, could you put these resoluitions in the drop list too, if not difficult:
HD
1920x1080
1280x720
1280x768
In the v10, this don´t works... but I think can be usefull...
When you make a copy paste whit a .ddd .png or .wav, automatically the IDE appears the path and name... Gernnot can add .jpg, .mp3 .ogg , mp3 I don´t look very important, but .jpg, I think can be helpfullly for not write names... (for more speed basically).
Might be worth putting these problems in the Bug Report section...
MrT, not it´s this the correct thread for put all about the eleven?¿...
Where it´s the bug for eleven thread... I search, but my eyes don´t looks =? :blink:
The problem is that bug reports may be hard to find in this topic :)
how goes for the next beta? Is all code been restructed from the hd crash, so we can see a second beta release? Again no worry to been fast from mine side, so no stress. Sorry elsewise if this post threat as that. You still do a lots of great work.
Quote from: MrTAToad on 2012-Jun-22
The program is that bug reports may be hard to find in this topic :)
True but as its a Beta thread, what other info should be put in here if not concerning v11 Mr T?
I wondering if the Bugs Section should be split into two - one for the release and one for betas
me too!!!, you have all reason, I think find the errors in the Forum can be a Kaos...
Small problem with "Jumps" window, when un-hiding functions that begin with "@" I am getting a double entry for them, the 2nd entry is blank.
I can reproduce the jump-list issue. ... for very large projects.
Can you find a small example?
It might be related to types.
I have had it with 3 functions, but it can't be replicated...
In addition, I have noticed that function names wont turn blue if wedged between @ items
I see it happening in V10.283 :
[attachment deleted by admin]
OK I think I have found the bug cause, I can turn the extra blank "Jumps" entry on or off by removing the '#' from the function name.
So...
FUNCTION sInterpolate#: // Makes IDE bug appear
FUNCTION sInterpolate: // Makes IDE bug go away
I really only use the #(as its a default return type) as a reminder in the Jumps list to what type the function returns, so it's not essential, just a bit neater for the way I think when looking at the list. But I have noticed that returning an integer (FUNCTION sInterpolate%) has the same effect.
Hmm - I dont use # in variable names, but do use lots of integer functions...
Quote from: MrTAToad on 2012-Aug-22
Hmm - I dont use # in variable names, but do use lots of integer functions...
I suffer this bug too. I think this comes from version 10.209, and occurs when you use integer (%) functions, and you show the hidden functions.
http://www.glbasic.com/forum/index.php?topic=7529.0
Fixed. I also fixed the iPad 3 problem. You can make Retina _OR_ legacy apps now by picking the right resolution in your project settings. The 9999x9998 trick still works to get you retina.
I'm about to upload a final beta within the next two weeks.
I'm so sorry about all the delays, but we had a great impact on our family that takes a very lot of time to recover from, still. I'm fine. Sort of. Don't worry.
...yes, I had to buy an iPad3 for this. No, it was not a bargain!
Quote from: Kitty Hello on 2012-Aug-25
I'm so sorry about all the delays, but we had a great impact on our family that takes a very lot of time to recover from, still. I'm fine. Sort of. Don't worry.
No problem Gernot, that sounds quite serious, take your time, as far as I know there are no "show stopper" bugs here anyways.
Quote from: Kitty Hello on 2012-Aug-25I'm so sorry about all the delays, but we had a great impact on our family that takes a very lot of time to recover from, still. I'm fine. Sort of. Don't worry.
Hi Gernot. Our hearts and minds are with you; take care.
Hi Gernnot don´t care when it´s finished it´s finished... the first it´s the first...
On the new 11.163 beta,
I used ".end#" as a sneaky way of using "end" for a type variable field name, now this is turned in ".END#" by the editor, ah well it was fun while it lasted! :S
Hasn't ASR now been turned into LSR?
Looks fine otherwise, still checking it out...
Do you have a link to said beta ? I've just got 11.001
Mr TaTaod, you can get it from here ...
http://www.glbasic.com/forum/index.php?topic=8544.msg72219#msg72219
Great! Thanks!
This is something that pops up when I try to compile a test project that hasn't been modified at all between the last beta and the current one (v11.171). Of course the code did work before.
linking:
gpc_tempg.o:gpc_tempg.cpp:(.text+0x964): undefined reference to `__GLBASIC__::__glb_cstr_f'
gpc_tempg.o:gpc_tempg.cpp:(.text+0x96a): undefined reference to `__GLBASIC__::__glb_cstr_f'
gpc_tempg.o:gpc_tempg.cpp:(.text+0x991): undefined reference to `__GLBASIC__::__glb_cstr_10'
gpc_tempg.o:gpc_tempg.cpp:(.text+0x997): undefined reference to `__GLBASIC__::__glb_cstr_10'
gpc_tempg.o:gpc_tempg.cpp:(.text+0x9bf): undefined reference to `__GLBASIC__::__glb_cstr_11'
gpc_tempg.o:gpc_tempg.cpp:(.text+0x9c5): undefined reference to `__GLBASIC__::__glb_cstr_11'
gpc_tempg.o:gpc_tempg.cpp:(.text+0x9ec): undefined reference to `__GLBASIC__::__glb_cstr_12'
gpc_tempg.o:gpc_tempg.cpp:(.text+0x9f2): undefined reference to `__GLBASIC__::__glb_cstr_12'
gpc_tempg.o:gpc_tempg.cpp:(.text+0xa1a): undefined reference to `__GLBASIC__::__glb_cstr_13'
gpc_tempg.o:gpc_tempg.cpp:(.text+0xa20): undefined reference to `__GLBASIC__::__glb_cstr_13'
gpc_tempg.o:gpc_tempg.cpp:(.text+0xa47): undefined reference to `__GLBASIC__::__glb_cstr_14'
gpc_tempg.o:gpc_tempg.cpp:(.text+0xa4d): undefined reference to `__GLBASIC__::__glb_cstr_14'
*** FATAL ERROR - Please post this output in the forum
@Ruidesco see my post about this here: http://www.glbasic.com/forum/index.php?topic=8544.msg72358#msg72358
Ooops. Sorry, that bit about the strings went totally unnoticed. :-[
Thanks!
Gernot, do we need to get used to the new behaviour regarding keywords in variable names, that breaks old code, or will you return to the old behaviour?
I vote for the old behaviour, but I can live with the new one too.
kanonet - your code compiles now:
TYPE TTest
FUNCTION bug: f$=""
ENDFUNCTION
ENDTYPE
Does your V11 not compile it? I think I fixed that in the last new setup.
I use V11.171 and this hotfix: http://www.glbasic.com/forum/index.php?topic=8559.msg72640#msg72640 is there anything newer?
And this code works for me now, no more problems with strings+types! :good:
My question here was regarding an other issue:
Till V10 you could do this:
TYPE TTest
select%
ENDTYPE
But in V11 this always get changed to SELECT% and throw an compiler error.
I can live with this (and maybe its cleaner to avoid keywords in variable names), but I would like to keep the old behaviour if possible.
IMHO it's always a bad idea to use keywords as variable names. Unfortunately something like "select%" was allowed in version 10. Good to see that this was corrected in V11.
I think the bug is in the editor that auto capitalizes a bit more agressively now. There was a bug with inline as well, no?
Yes the problem was known with Inline in older versions too. But the more aggressive one is new in V11.
I just updated to V11 to try out the html5 thing.
It does not compile for me.
Any ideas about the following error?
----------------------------------------------
*** Configuration: HTML5 ***
precompiling:
GPC - GLBasic Precompiler V.10.160 SN:93e5e343 - 3D, NET
Wordcount:5 commands
compile+link:
Q:/Compiler/platform/JavaScript/bin/\..\llvm-3.0.release\bin\llvm-dis: No such file or directory
llvm-link: Not enough positional command line arguments specified!
Must specify at least 1 positional arguments: See: Q:/Compiler/platform/JavaScript/bin/\..\llvm-3.0.release\bin\llvm-link -help
Traceback (most recent call last):
File "Q:/Compiler/platform/JavaScript/bin/\emscripten\emcc", line 901, in <module>
extra_files_to_link.append(shared.Cache.get(name, create))
File "Q:\Compiler\platform\JavaScript\bin\emscripten\tools\shared.py", line 1041, in get
shutil.copyfile(creator(), cachename)
File "Q:/Compiler/platform/JavaScript/bin/\emscripten\emcc", line 873, in create_libcxxabi
shared.Building.link(os, in_temp('libcxxabi.bc'))
File "Q:\Compiler\platform\JavaScript\bin\emscripten\tools\shared.py", line 690, in link
assert os.path.exists(target) and (output is None or 'Could not open input file' not in output), 'Linking error: ' + output + '\nemcc: If you get duplicate symbol errors, try --remove-duplicates'
AssertionError: Linking error:
emcc: If you get duplicate symbol errors, try --remove-duplicates
exit
*** FATAL ERROR - Please post this output in the forum
_______________________________________
*** Finished ***
Elapsed: 36.5 sec. Time: 23:57
Build: 0 succeeded.
*** 1 FAILED ***
Thanks
HTML5 compilation still not available
@omadan and Ruidesco:
I had problems when i installed V1 previous to the current version.
This is the current version:
GLBasic IDE, Version: 11.261
In order to get it to work proper, i needed to completely uninstall the previous version.
Yes, the problem disappeared with a further update. :good:
I uninstalled and installed v11 beta. html still not working and I get the same error msgs.
Any ideas?
No, it wont compile yet
Shame. I'll see why. Meanwhile I got DDGui dialogs to scroll when you pull the dialogs, not just the scrollbar. That's nice for touchscreens.
I think of animating open and close events, too. Apple rejected GACK because the UI is not hot enough (10.6) :(. I'm struggling with the review for a year now.
Damn, a year, OUCH!.
Hope it works for you in the end.
Quote from: Kitty Hello on 2013-Jan-26.
I think of animating open and close events, too. Apple rejected GACK because the UI is not hot enough (10.6) :(. I'm struggling with the review for a year now.
Apple reject the app because they don't like DDGui interface? We must to develop a native-like interface for GLBasic, or create an iOS theme for DDGui.
Really I think the people who works in Apple or watching app, are stupids, but what *love* have importance in a UI... I think they have more care whit the new versions of the XCode, I read in some parts, from a update to another, don't works a lot of things, or do it wrong...
Stupid designs and Stupid polities of Apple... Go down your prices and leave out the fu.. Obsolescence!!!! :puke: :puke:
Quote from: mentalthink on 2013-Jan-26
....
Stupid designs and Stupid polities of Apple... Go down your prices and leave out the fu.. Obsolescence!!!! :puke: :puke:
You musn't say this if you are making money with Apple. ;)
They want the apps follows iOS interface design, or looks like is using native GUI.
In other side, they allows you to submit a javascript+html crap app if the interface looks like iOS. :D
I think it's the limited "rigid" ferling of ddgui ( mainly dcrollbars). I hope so. Otherwise i'm in trouble. There's many apps with user guis. An my calculator uses it, too. It GACK they don't like I fear.
Kitty if need buttons or something , comment me... I normally don't use the DDgui or some UI generator in GLBasic... basically I like the dark themes... If you need something tell me... it's very easy make a buch of diferent kinds of buttons...
It wasn't do long ago apps like GACK were banned from the app store, anything that involved user app development, I fear they are allowing them but making it very tough for them to get in the app store. Apple is a total PITA.
i´ve got in trouble with DDgui using msg FUNCTION...
i cannot apply different results when enabling yes_no buttons... for example, i want to close the app when Yes button is clicked and only close the msg when the No button is clicked...
and this:
IF DDgui_get$("bt_close", "CLICKED") = TRUE
DDgui_msg("Every change not saved will be erased.\n", TRUE, "¿Sure you want to exit CLIAM?")
IF DDgui_get$("bt_yes", "CLICKED") = TRUE
END
ELSE
ENDIF
ENDIF
is not working for me
please help :S
With this code you will only end the program if you click bt_close and bt_yes at the same time. Obviously you cant do this, so you will never end the program.
Quote from: bigsofty on 2013-Jan-27
It wasn't do long ago apps like GACK were banned from the app store, anything that involved user app development, I fear they are allowing them but making it very tough for them to get in the app store. Apple is a total PITA.
I kinda think this is the case too. Good luck kitty.
Let me know if there is anything I could do to help that case.
Quote from: kanonet on 2013-Feb-01
With this code you will only end the program if you click bt_close and bt_yes at the same time. Obviously you cant do this, so you will never end the program.
Well you speak right, but in DDgui, when i call a msg with a CLICKED widget, the CLICKED widget remains clicked while you browse the other dialog :)
Really? Sorry haven't used DDgui in quite some time. In this case i dont see your error.
Quote from: jonaspm on 2013-Feb-01
i´ve got in trouble with DDgui using msg FUNCTION...
i cannot apply different results when enabling yes_no buttons... for example, i want to close the app when Yes button is clicked and only close the msg when the No button is clicked...
and this:
IF DDgui_get$("bt_close", "CLICKED") = TRUE
DDgui_msg("Every change not saved will be erased.\n", TRUE, "¿Sure you want to exit CLIAM?")
IF DDgui_get$("bt_yes", "CLICKED") = TRUE
END
ELSE
ENDIF
ENDIF
is not working for me
please help :S
You need to check the return value from DDgui_msg to see whether YES or NO is pressed
Exactly. Thanks mr TaT. Nice to see that many are using ddgui now. The next update will pop your eyes out. Ddgui is getting really cool with the animations and the new scrolling.
Quote from: MrTAToad on 2013-Feb-01
You need to check the return value from DDgui_msg to see whether YES or NO is pressed
Done and it works well, i will branch the modified DDgui.gbas to avoid unwanted changes to original file :) thank you!
Any updates on the V11 html?
Thanks Kitty
I checked and there's everal problems with the compilers for HTML5. I have no idea, but the development machine runs. It's just when installed on a fresh machine. Nothing to worry, though.
Thanks mate, take your time, just let us know when we can try etc...
:)
#PUSH
Nothing much you heared from menthe last time, but I was working a bit in the background to get HTML5 rock solid and really useable. I did make progress. My plan is to bring an HTML5 export for GACK, and once that's released, you get the GLBasic version I used.
\o/