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Topics - coder14

#1
Quote from: Ian PriceSeriously? Your'e complaining about an .EXE of 1MB for "Hello World"? I dare you to find a machine produced in the last 10 years that finds a 1MB executable too large to fit in it's memory. You will also notice that no matter how big your code gets that .EXE doesn't really get much bigger. It contains pretty much everything you will need for your program, no matter how large it is.

You complain about GLBasic missing certain features from certain hardware, but fail to grasp the fact that the language is called GL "BASIC". Please list all the BASIC like languages available that support all those features on Android and iOS deveices as well as support the multitude of other devices that GLB does.

You also forget to mention just how easy it is to create programs in GLBasic, how fast they run and how many systems they run on without ANY modifications to your code.

The features and functions you require CAN be achieved with GLBasic and APIs - but you have to do some of the work to import and incorporate them. GLBasic can't be expected to do absolutely everything for you.

Anyway, I smell trolling, so I'm locking this thread.
Asking questions about GLBasic's capabilities and shortcomings is trolling? Where do you get off?

It was a legitimate query into whether or not GLBasic is interpreted, and the statement was in reference to that. Because it seemed big I was asking if there was an interpreter or player embedded. The others had answered that question.

You seem to think that being a jack of all trades and master of none is an acceptable thing. People don't jump onto a platform because it supports a multitude of devices, but because it claims to support a particular device, or two, that they are interested in. Incomplete command sets that require native workarounds does not qualify as support. Touch and go at best.

And the most important part - we selected GLBasic because it is BASIC, and expecting that we learn Objective-C or C++ to get things done is ludicrous. Of course we expect GLBasic to do everything for us, especially when that everything is part of the fundamental functionalities of the device it claims to support.

Easy is great, but complete would be better. No offence Gernot, but your moderator is a dunce.


#2
My recent roadblocks with GLB have gotten me searching for an easier IDE to do iOS & Android development. One important factor is compilation.

GLBasic apps can get a little big - even a simple HELLO WORLD comes in above 1MB.

Are GLBasic apps compiled to native iOS/Android code or are they interpreted?
#3
I am able to use the GLB IDE to successfully deploy and run the app to my ANDROID device by clicking on Build Multiplatform. But when I copy the APK file to the device manually, the installation process starts but finishes with "Application not installed". Why is this so?
#4
The app deploys and works perfectly fine on the emulator:
Code (glbasic) Select
*** Configuration: ANDROID ***
precompiling:
GPC - GLBasic Precompiler V.10.104 SN:xxxxxxxx - 3D, NET
Wordcount:445 commands
compile+link:
running Android build-script...
BUILD STAGE 1: Compile and pack RELEASE
.
BUILD STAGE 2: Build DEBUG and install on device
finished Android build-script.


but fails when trying to deploy to the device:
Code (glbasic) Select
*** Configuration: ANDROID ***
precompiling:
GPC - GLBasic Precompiler V.10.104 SN:xxxxxxxx - 3D, NET
Wordcount:445 commands
compile+link:
running Android build-script...
BUILD STAGE 1: Compile and pack RELEASE
.
BUILD STAGE 2: Build DEBUG and install on device

BUILD FAILED
Q:\Compiler\platform\android\android-sdk-windows\tools\ant\build.xml:1100: The following error occurred while executing this line:
Q:\Compiler\platform\android\android-sdk-windows\tools\ant\build.xml:1114: exec returned: 1


Following the various advice from the forum, I have:
1. created the compiler\platform\android\android-sdk-windows\add-ons folder under GLBasic
2. deleted and re-created the debug.keystore file in the .android folder with keytool.exe
3. restarted the device
but still no success.

Have I missed some step?
#5
Hello everyone. Of late, I've been trying to compile simple examples, with great difficulty for iOS, and with no success for Android. Are there any practical examples to accomplish this, or tutorials that might help? I can't seem to find any sort of guide in the GLBasic documentation or in this forum.

Does GLBasic pre-compile to Objective-C for iOS, and if so, is the source file accessible/editable? I can only see a bunch of .a and .m files and a .pbxproj file in the distribute folder. And does it pre-compile to Java for Android apps?

Furthermore, would it be possible to access the hardware functions of these devices, like the GPS, compass, phone, messaging, etc.?

Any help or direction would be greatly appreciated.

Thank you.
#6
GLBasic - en / GLBasic Apps
2012-Jun-02
I'm having a little dispute with some coder friends about GLB. I told them that GLB produces native apps for each platform, something which languages like Python, Java, Mono don't do. They say that GLB packs runtimes together with the app files, that's why the files are so large.

Does GLB pack runtimes with the final apps? Is it native code? :| Thanks in advance!
#7
GLBasic - en / GLB Main Loop
2012-Mar-24
The main loop in GLB is usually made up of a while/wend, or some other type of loop with a goto->start format. Is this the only way to set up the main loop? Another thing, whenever another window hovers over my GLB app, the screen contents get wiped off. How does GLB handle re-draws? Thanks in advance!

#8
Hi guys! I was wondering if anyone could help me with the Highway game by PeeJay.

I downloaded the tutorial, and jumped straight to lesson 9 to give it a try - but no go.

First there was a syntax error - removed the comments - OK
Then wrong number of arguments in [playmusic] - commented out - precompile OK & compile starts
Then finally, this:
_______________________________________
*** Configuration: WIN32 ***
precompiling:
GPC - GLBasic Precompiler V.7.861
Wordcount:242 commands
compiling:
C:\DOCUME~1\SOFIA\LOCALS~1\Temp\glbasic\gpc_temp0.cpp: In function `DGInt __GLBASIC__::LoadHiScore()':
C:\DOCUME~1\SOFIA\LOCALS~1\Temp\glbasic\gpc_temp0.cpp:621: error: invalid initialization of reference of type 'DGNat&' from expression of type 'DGInt'
C:/Program Files/GLBasic/Compiler/platform/Include/glb.h:1024: error: in passing argument 2 of `void __GLBASIC__::READLONG(DGNat, DGNat&)'
*** FATAL ERROR - Please post this output in the forum
_______________________________________
*** Finished ***
Elapsed: 1.8 sec. Time: 20:56
Build: 0 succeeded.
*** 1 FAILED ***

Can anyone help, please?