Hey Justin! I've applied all the patches! Thanks for that. I've now rebuilt all swfs, and they are jsut fine now in 2.06. But I don't think I will change the code to support flash namespaces. Flash namespaces are slower than the way haXe does it, and we don't have to rely on untyped code (so it's safer this way). Also requiring to run an injector after build is also messy by itself.
Thanks! Caue 2010/11/7 [email protected] <[email protected]> > Cauê and Michael > > Re: Namespace injection. > > For the moment to get the namespace changes working I had to add lots of > untyped (Franco told me it would allow the compiler to skip checking on the > privates accessing so it seemed a quick temporary fix till a better approach > was found), but I have commented where these were added by putting comments > in the xml injection file. I am sure there is a better solution but Jan was > not around for me to pick his mind and the IRC channel seemed quiet or > atleast no one smart was offering ideas. > > I know the injection file is doing something because it throws a runtime > error, so I had to comment some of the namespace out, (but I was not using > Sprite3D)... > <class name="away3dlite.sprites.Sprite3D"> > <member name="index" ns="arcane"/> > <!--member name="indices" ns="arcane"/--> > <!--<member name="uvtData" ns="arcane"/>--> > </class> > as it was having problems in Renderer, line 217 > _triangles = new GraphicsTrianglePath(); > _ind = _triangles.indices = new Vector<Int>(); > _vert = _triangles.vertices = new Vector<Float>(); > _uvt = _triangles.uvtData = new Vector<Float>(); > it complained about trying to create arcane on GraphicsTrianglePath so > maybe the namespace injection code needs more work?? > > > Now the trouble is that the code that I have now modified works fine > without the injection or the arcane class!!!... so I am really questioning > if away3dlite haXe version even needs namespaces... surely its an overhead > that is just unnecessary from my naive perspective? > > Anyway the proposed away3dlite haxe code with the injection xml file I have > uploaded to... > > http://www.justinfront.net/away/away3dlite.zip > > Jan Flanders injection file I have uploaded > > http://www.justinfront.net/away/namespaceInjector.n.zip > > Sorry they are zips, but I figured I am noisy enough for you to know and > trust me :), well I know Rob (I always ask him silly questions at LPUG :) ) > and Cauê is also on my fb. > > For injection you need to add this line in your hxml compile file like > so... > -cmd neko namespaceInjector away3dlite/inject.xml main.swf new_main.swf > > The injection code Jan has made is super smart but I guess this is the > biggest test and we may need to decompile some exampes to check its working > fully as we expect. > > Note while I have been testing with a fairly complex awaylite example > which threw up loads of compile errors initially there could be classes in > away3dlite haxe that still need mods for others specific projects to work > correctly, ie happy to try and help test it more if we establish this is the > right direction, and also decide what to do about the untyped. My feeling > is that the haXe version should move towards not using namespaces, but if it > does need namespace maybe injection is a better approach then simulated > namespace. > > If the haxe community are concentrating on just away rather than sandy, I > would like to see hsl or similar and bsp collision make it into the haxe > build, I am sure that could be implemented on the current version while Caue > works on molehill, well I need bsp collision anyway. > > Cheers > > ;j > > >
