Re: [Gambas-user] GL Vertex Buffer Objects

2015-12-22 Thread Kevin Fishburne

On 12/21/2015 03:00 PM, martin p cristia wrote:

Hi:
Is vertex array and VBO in the agenda for the OpenGL component?



I use this code, modified a bit by me and originally written by a guy 
whose name I continually forget (sorry).


It builds a display list from a Wavefront obj file exported from 
Blender. I'm not sure if that's the same thing as a vertex array or VBO, 
as I suck at OpenGL, but I use it for loading and displaying 3D models 
in my games.


I think this has been discussed before, but it would be nice is there 
was some high-level component for doing common OpenGL tasks. I also made 
an OpenAL example on the farm if you need better audio than SDL.


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ObjModel.class
Description: application/java
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[Gambas-user] Sylph: Project Miyaji box cover art Kickstarter campaign

2015-11-24 Thread Kevin Fishburne
As some of you may know I've been developing a commercial game with 
Gambas for over a year now. I recently launched a Kickstarter campaign 
to raise funds for the box (yes, a physical box) cover artwork to be 
painted in watercolor and ink by Indi Martin. If interested check out 
the campaign here:

https://www.kickstarter.com/projects/eightvirtues/sylph-project-miyaji-game-box-cover-art-by-indi-ma

You can find out more information about the game here:

http://eightvirtues.com/games/
https://www.youtube.com/user/VasCorpBetMani
https://twitter.com/eightvirtues

So if anyone wants to help out the project or bring to life some 
old-school sci-fi game artwork, throw me a couple bucks! :)

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Re: [Gambas-user] New website design in beta version

2015-10-27 Thread Kevin Fishburne
On 10/27/2015 06:37 AM, Rolf-Werner Eilert wrote:
> Am 26.10.2015 15:49, schrieb Benoît Minisini:
>> Hi,
>>
>> I have uploaded a beta version of a new website design at:
>>
>> http://gambas.sourceforge.net/en/test.html
>>
>> You still have to login both on the wiki and the bugtracker, but the
>> accounts are the same.
>>
>> The all contents is now stored in the wiki, so updates and translations
>> will be easier.
>>
>> Only the top header needs to be translated through the "MakeWebSite"
>> project located in '/trunk/app/others'. And the arabic version layout
>> needs polishing too.
>>
>> I'm waiting for your comments and suggestions now... :-)
>>
> Great new look! I love it!
>
> Just some spontaneous thoughts I had:
>
> Do you insist on making this comparison with VB? What do you think about
> "an IDE as easy as VB and a language as powerful as Java" or something
> like that?
>
> "english teacher" - the "E" should be a capital.

It does look awesome. My two cents on the VB thing... Based on my 
conversations with other programmers and what I've seen/read elsewhere 
there are a lot of programmers who think any BASIC dialect is shit, not 
a real programming language, and generally something to be laughed at 
and avoided. There are also programmers who liked Visual Basic (or at 
least the "promise" of it), and are seeking a more modern alternative:

https://en.wikipedia.org/wiki/Visual_Basic

"In 2014 there are tens of thousands of developers who still prefer 
Visual Basic 6.0 over Visual Basic .NET. Moreover, in recent years some 
developers lobbied aggressively for a new version of Visual Basic 6.0."

Based on the FLOSS weekly interview and conversations with a programmer 
friend of mine, the prejudice against BASIC is so strong they have 
difficulty accepting the power and elegance of Gambas. So I guess the 
real question here is does comparing it to Visual Basic push more people 
away than it brings in.

I like Rolf-Werner's "an IDE as easy as VB and a language as powerful as 
Java". I also think it might be a good idea to create a demonstration 
video, upload it to YouTube and embed it in the front page. When people 
see with their own eyes the IDE, available components and just how 
quickly an application can be built it will say more than any tagline 
ever could. Like the allure of an infomercial they'll see themselves 
using it that way before they've even installed it.

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Re: [Gambas-user] OpenAL (gb.openal) example code

2015-10-20 Thread Kevin Fishburne
On 10/20/2015 05:45 PM, Benoît Minisini wrote:
> Le 20/10/2015 07:40, Kevin Fishburne a écrit :
>> On 09/15/2015 01:49 AM, Kevin Fishburne wrote:
>>> Currently using Alure.BufferDataFromFile to load sound files into
>>> OpenAL buffers I'm unable to get the buffer properties using the
>>> Al.GetBufferi function. I don't know if this is because I'm using
>>> Alure versus the regular Al method, but this code should work and
>>> doesn't (see attached project):
>>>
>>> ' Load audio data from .wav file into audio buffer.
>>> Print "Load buffer data from wav file:" & Gb.CrLf & " ";
>>> Print Alure.BufferDataFromFile("./test.ogg", AudioBuffer[0])
>>>
>>> ' Display audio data properties.
>>> Print "Audio frequency in Hz:" & Gb.CrLf & "  ";
>>> Print Al.GetBufferi(AudioBuffer[0], Al.FREQUENCY)
>>> Print "Audio buffer bit depth:" & Gb.CrLf & "  ";
>>> Print Al.GetBufferi(AudioBuffer[0], Al.BITS)
>>> Print "Audio channels:" & Gb.CrLf & "  ";
>>> Print Al.GetBufferi(AudioBuffer[0], Al.CHANNELS)
>>> Print "Audio data size in bytes:" & Gb.CrLf & "  ";
>>> Print Al.GetBufferi(AudioBuffer[0], Al.SIZE)
>>>
>>> It returns zeros instead of the proper values. In particular I need
>>> the Size property returned, as this can be used to calculate an offset
>>> from which to start playing a sample once attached to a source. This
>>> is necessary because multiple sources created and played
>>> simultaneously using the same buffer will result in the waveforms
>>> being combined at the same sample point, which creates a metallic,
>>> flange-like effect. If I can find a buffer's size I can offset the
>>> position at which a source begins to play randomly between zero and
>>> the buffer's size like this:
>>>
>>> Al.Sourcei(Ship[ShipIndex].AudioSourceVelocity[0], Al.BYTE_OFFSET,
>>> Rnd(0, Al.GetBufferi(AudioBufferVelocity[0], Al.SIZE)))
>>>
>>> For now I'm going to have to use something like Rnd(0, 10) for the
>>> offset and simply hope it doesn't exceed the buffer's size, which
>>> silently returns an error and plays the source at zero (no offset).
>> Having not gotten a response I'll try again. There's now a second
>> critical use case where I need to retrieve the properties of an OpenAL
>> buffer. According to multiple Internet posts such as this one:
>>
>> http://stackoverflow.com/questions/7978912/how-to-get-length-duration-of-a-source-with-single-buffer-in-openal
>>
>> I'm using the correct method with the possible exception of relying upon
>> Alure to load the buffer (which you'd think would be irrelevant since a
>> buffer is a buffer is a buffer and all). Please see the OpenAL example
>> in the GAMBAS software farm to test the failing code. I'm using Mint
>> 17.2 amd64 and GAMBAS from the stable PPA. There (as usual) is a
>> possibility I'm just doing something really stupid, or there could be a
>> legitimate problem with the OpenAL implementation in Alure or GAMBAS.
> Sorry, I forgot to look at your problems...
>
>> On an unrelated note, I finally watched Benoît's interview. A few
>> things... First Benoît's English was good enough that I could understand
>> about 80%+ of what he was saying. Second, the two guys doing the
>> interview didn't seem to know their assholes from their elbows,
>> especially the older Mac guy. Benoît, you were outstanding and your
>> passion for both GAMBAS and BASIC really shone through; nice work and it
>> was awesome seeing and hearing you talk about your (and our) passion.
>> Also around the 23:00 mark you gave me a shout-out by name. I nearly
>> shit myself. :)
>>
> ...maybe this is the reason why I mentioned your name: I knew
> unconsciously that I had something to do relative to you. :-)
>

Haha, perhaps. Maybe from now on I'll start submitting formal bug 
reports. That way they'll stay there waiting, forever, looking at you 
with their sad, compound eyes until you can provide them a merciful coup 
de grâce.

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Re: [Gambas-user] OpenAL (gb.openal) example code

2015-10-19 Thread Kevin Fishburne
On 09/15/2015 01:49 AM, Kevin Fishburne wrote:
>
> Currently using Alure.BufferDataFromFile to load sound files into 
> OpenAL buffers I'm unable to get the buffer properties using the 
> Al.GetBufferi function. I don't know if this is because I'm using 
> Alure versus the regular Al method, but this code should work and 
> doesn't (see attached project):
>
>   ' Load audio data from .wav file into audio buffer.
>   Print "Load buffer data from wav file:" & Gb.CrLf & " ";
>   Print Alure.BufferDataFromFile("./test.ogg", AudioBuffer[0])
>
>   ' Display audio data properties.
>   Print "Audio frequency in Hz:" & Gb.CrLf & "  ";
>   Print Al.GetBufferi(AudioBuffer[0], Al.FREQUENCY)
>   Print "Audio buffer bit depth:" & Gb.CrLf & "  ";
>   Print Al.GetBufferi(AudioBuffer[0], Al.BITS)
>   Print "Audio channels:" & Gb.CrLf & "  ";
>   Print Al.GetBufferi(AudioBuffer[0], Al.CHANNELS)
>   Print "Audio data size in bytes:" & Gb.CrLf & "  ";
>   Print Al.GetBufferi(AudioBuffer[0], Al.SIZE)
>
> It returns zeros instead of the proper values. In particular I need 
> the Size property returned, as this can be used to calculate an offset 
> from which to start playing a sample once attached to a source. This 
> is necessary because multiple sources created and played 
> simultaneously using the same buffer will result in the waveforms 
> being combined at the same sample point, which creates a metallic, 
> flange-like effect. If I can find a buffer's size I can offset the 
> position at which a source begins to play randomly between zero and 
> the buffer's size like this:
>
> Al.Sourcei(Ship[ShipIndex].AudioSourceVelocity[0], Al.BYTE_OFFSET, 
> Rnd(0, Al.GetBufferi(AudioBufferVelocity[0], Al.SIZE)))
>
> For now I'm going to have to use something like Rnd(0, 10) for the 
> offset and simply hope it doesn't exceed the buffer's size, which 
> silently returns an error and plays the source at zero (no offset).

Having not gotten a response I'll try again. There's now a second 
critical use case where I need to retrieve the properties of an OpenAL 
buffer. According to multiple Internet posts such as this one:

http://stackoverflow.com/questions/7978912/how-to-get-length-duration-of-a-source-with-single-buffer-in-openal

I'm using the correct method with the possible exception of relying upon 
Alure to load the buffer (which you'd think would be irrelevant since a 
buffer is a buffer is a buffer and all). Please see the OpenAL example 
in the GAMBAS software farm to test the failing code. I'm using Mint 
17.2 amd64 and GAMBAS from the stable PPA. There (as usual) is a 
possibility I'm just doing something really stupid, or there could be a 
legitimate problem with the OpenAL implementation in Alure or GAMBAS.

On an unrelated note, I finally watched Benoît's interview. A few 
things... First Benoît's English was good enough that I could understand 
about 80%+ of what he was saying. Second, the two guys doing the 
interview didn't seem to know their assholes from their elbows, 
especially the older Mac guy. Benoît, you were outstanding and your 
passion for both GAMBAS and BASIC really shone through; nice work and it 
was awesome seeing and hearing you talk about your (and our) passion. 
Also around the 23:00 mark you gave me a shout-out by name. I nearly 
shit myself. :)

-- 
Kevin Fishburne
Eight Virtues
www: http://sales.eightvirtues.com
e-mail: sa...@eightvirtues.com
phone: (770) 853-6271


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Re: [Gambas-user] Feature removal suggestion: Pressing Escape hides debug pane

2015-09-20 Thread Kevin Fishburne
On 09/19/2015 03:40 PM, Lewis Balentine wrote:
> On 09/19/2015 05:48 AM, Patrik Karlsson wrote:
>> 2015-09-19 7:16 GMT+02:00 Kevin Fishburne <kevinfishbu...@eightvirtues.com>:
>>
>>> When modifying a line of code there are context-sensitive pop-ups for
>>> syntax help, code completion and method/property enumeration, which is
>>> awesome. However, one type of pop-up requires that you press Escape to
>>> clear and the others do not. Being unable to reliably differentiate
>>> between pop-up types results in Escape being pressed in error which then
>>> causes the debug pane to be hidden. When using the debug pane to jump
>>> between search results, accidentally pressing Escape in an attempt to
>>> clear the context-sensitive pop-up results in the debug pane, and
>>> consequently the search results, being hidden. This significantly
>>> interrupts workflow and has been annoying the shit out of me for
>>> possibly years.
>>>
>>> I think the Escape key should be uncoupled from debug pane functionality
>>> entirely, forcing the user to use a different key or perhaps the mouse
>>> alone to show/hide or otherwise manipulate it. Is anyone else
>>> experiencing this or is it just me?
>>>
>>> --
>>> Kevin Fishburne
>>> Eight Virtues
>>> www: http://sales.eightvirtues.com
>>> e-mail: sa...@eightvirtues.com
>>> phone: (770) 853-6271
>>>
>>>
>> You are not alone. :)
>
> "... perhaps the mouse alone to show/hide or otherwise manipulate it."
> There should always exist an alternate way to gracefully exit a dialog
> box lest the farmer's wife is hanging about with her carving knife.

Just use the window and you can generally avoid any run-ins with the 
farmer or his knife-wielding wife...unless something else entirely is 
going on and I've misunderstood.

In any case, I've attached two images. Pressing Escape for enumeration 
clears the enumeration pop-up. Pressing Escape for syntax help hides the 
debug pane. Maybe Alt-Escape, Alt-Tab or something similar could toggle 
debug pane visibility.

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[Gambas-user] Feature removal suggestion: Pressing Escape hides debug pane

2015-09-18 Thread Kevin Fishburne
When modifying a line of code there are context-sensitive pop-ups for 
syntax help, code completion and method/property enumeration, which is 
awesome. However, one type of pop-up requires that you press Escape to 
clear and the others do not. Being unable to reliably differentiate 
between pop-up types results in Escape being pressed in error which then 
causes the debug pane to be hidden. When using the debug pane to jump 
between search results, accidentally pressing Escape in an attempt to 
clear the context-sensitive pop-up results in the debug pane, and 
consequently the search results, being hidden. This significantly 
interrupts workflow and has been annoying the shit out of me for 
possibly years.

I think the Escape key should be uncoupled from debug pane functionality 
entirely, forcing the user to use a different key or perhaps the mouse 
alone to show/hide or otherwise manipulate it. Is anyone else 
experiencing this or is it just me?

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[Gambas-user] OpenAL 1.0.1 Example published to Software Farm

2015-09-18 Thread Kevin Fishburne
Enjoy, and some decent reference docs are here (posting because they 
seem near impossible to find):

https://hackage.haskell.org/package/OpenAL-1.4.0.2/docs/Sound-OpenAL-AL-Attenuation.html
https://hackage.haskell.org/package/OpenAL-1.7.0.1/docs/Sound-OpenAL-AL-Source.html

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Re: [Gambas-user] Gambas new icon

2015-09-17 Thread Kevin Fishburne
On 09/17/2015 09:46 PM, Benoît Minisini wrote:
> Le 18/09/2015 03:23, Tom a écrit :
>>
>> Sorry... it looks like a duck to me.
>>
>> On 9/17/2015 7:15 PM, Benoît Minisini wrote:
>>
>>   Finally I found the last version of Fabien's icon too scaring 
>> (that
>>   staring wide eyes... b).
>>   Here is the last version I propose. Don't be too long to 
>> contest it, I
>>   want to put it in Gambas 3.8.2
>>   Regards,
>>
>
> For me a duck is that... I don't see the likeness!

Here ya go. Evil Gambas:



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Re: [Gambas-user] Gambas new icon

2015-09-17 Thread Kevin Fishburne

On 09/17/2015 11:15 PM, Kevin Fishburne wrote:

On 09/17/2015 09:46 PM, Benoît Minisini wrote:

Le 18/09/2015 03:23, Tom a écrit :

 Sorry... it looks like a duck to me.

 On 9/17/2015 7:15 PM, Benoît Minisini wrote:

   Finally I found the last version of Fabien's icon too scaring
(that
   staring wide eyes... b).
   Here is the last version I propose. Don't be too long to
contest it, I
   want to put it in Gambas 3.8.2
   Regards,


For me a duck is that... I don't see the likeness!

Here ya go. Evil Gambas:



Interesting how the list software just stripped the image from my email. 
I'll try as an attachment instead of embedding.


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Re: [Gambas-user] Gambas was live on Twitch

2015-09-10 Thread Kevin Fishburne
On 09/09/2015 07:28 AM, Benoît Minisini wrote:
> Hi Kevin, Looking quickly at your live twitch, I noticed that 
> apparently, if I'm not wrong, you are not aware of the difference 
> between: If A And B And C Then And: If A And If B And If C Then "And" 
> must be used for binary computation. "And If" should always be used 
> for tests. It is faster, as it only executes a test if the previous is 
> TRUE, while "And" always evaluates all its operands. I think you will 
> agree to save a few CPU cycles, do you? :-) Regards, 

That is an awesome tip. I actually had wondered if there was a way to do 
this, or if Gambas would abort subsequent tests automatically if one was 
found to be False. I didn't realize I could just stick multiple Ifs in 
there. Thanks!

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Re: [Gambas-user] Gambas was live on Twitch

2015-09-10 Thread Kevin Fishburne

On 09/09/2015 09:08 AM, Tobias Boege wrote:

On Wed, 09 Sep 2015, Kevin Fishburne wrote:

The actual mechanics for loading the assets are Tobias Boege's
ObjModel.class for loading Wavefront OBJ files (3D models)

Are you sure it's my code? I don't even know what a Wavefront is :-)
But I haven't found any mention of ObjModel in my mail archives so I
can't properly attribute the class to anyone else... OTOH, if it causes
slowdowns it might very well be mine... :-)


Hi Tobi. I think it was you. I believe it is the same author as the MD2 
loading/animation class included as an example in Gambas, but that you'd 
never published/distributed it. I've attached the class (with a few 
modifications by me) to this email. Basically it has a method to load 
OBJ files (exported from Blender) into a display list and a method to 
draw/render the list. It has no animation or material support, but works 
great.


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Re: [Gambas-user] The interview on FLOSS

2015-09-10 Thread Kevin Fishburne
On 09/10/2015 05:37 AM, shivajiva101 wrote:
> Just wanted to say I enjoyed watching, especially the point where you
> expressed the debugging cycle of the IDE as  'Eating your own shit' superb
> use of the phrase and both presenters balked at its untimely arrival in the
> conversation. Priceless!
>
> You did a very reasonable job considering the style of question's presented
> to you. It served well in giving us a snapshot of who you are and how you
> process. Well done, hope you do a coding 101 series on Gambas so it exists
> as a resource for others to learn from.

I haven't watch it yet, but am looking forward to doing so. The "eating 
your own shit" statement is priceless. I think the usual phrase is 
"eating your own dog food": 
https://en.wikipedia.org/wiki/Eating_your_own_dog_food

Eating your own shit is WAY funnier, though. :)

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Re: [Gambas-user] OpenAL 1.0.0 example code on software farm

2015-09-10 Thread Kevin Fishburne
On 09/09/2015 07:17 AM, Benoît Minisini wrote:
> Le 09/09/2015 05:12, Kevin Fishburne a écrit :
>> I just published my OpenAL example code project but it doesn't show up
>> under the Examples category. How does one publish to a specific
>> category, and what should be done to correct this showing up in the
>> wrong category?
>>
> An example is a program having the tag "Example".
>

Good to know, thanks. It appears at the moment there is no way for the 
author/uploader of a project to later edit the description, tags, etc., 
or even delete the project from the farm. Maybe these features could be 
considered for later inclusion. They would help avoid clutter and allow 
a developer to replace an application with a newer version.

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Re: [Gambas-user] OpenAL (gb.openal) example code

2015-09-10 Thread Kevin Fishburne
On 09/07/2015 01:42 AM, Kevin Fishburne wrote:
>
> I now have OpenAL working well but I need to know how to change the
> orientation of the coordinate system to reflect that used by my game.
> Normally in a 3D game the X axis is left/right, the Y axis is
> up/down/elevation, and the Z axis goes into the screen (in/out). In
> Sylph the Y axis goes into the screen and the Z axis is
> up/down/elevation. As you move into the screen the Y coordinates
> decrease. An easy way to think about it is a piece of graph paper where
> the upper-left corner is X:0, Y:0 and the bottom-right corner is X:100,
> Y:100. You start at the bottom, facing the top, and move along the Y
> axis toward the top.
>
> I believe that
>
> Al.Listenerfv(Al.ORIENTATION, [0, 0, -1, 0, 1, 0])
>
> orients the audio environment using the traditional axes and not mine
> where the Z and Y axes are switched. I have no idea how to calculate the
> proper values for this statement to reflect the axes used in Sylph.
>
> Here's another explanation of how the two vectors in Al.Listenerfv work:
>
> http://stackoverflow.com/questions/7861306/clarification-on-openal-listener-orientation
>
> If the answer is obvious to anyone reading this, please clue me in.

I've only tested this on a 2.0 (stereo) audio setup, so there is some 
chance that the front and rear speakers will be reversed, but these are 
the two sets of values for the listener orientation for the two 
coordinate orientations I mentioned.

For a game where the Z axis goes "into" the screen and the Y axis is 
height/elevation (the normal way things are done), this works:

Al.Listenerfv(Al.ORIENTATION, [0, 0, -1, 0, 1, 0])

For a game where the Y axis goes "into" the screen and the Z axis is 
height/elevation (what Sylph uses), this works:

Al.Listenerfv(Al.ORIENTATION, [0, -1, 0, 0, 0, -1])

In a game where the camera's orientation is completely arbitrary (an FPS 
or flight sim, for example) the listener orientation should correspond 
to the "camera" orientation.

Something else to note about OpenAL is that if a sample/sound file is 
multichannel (stereo, for example) 3D positioning and doppler effects 
will be ignored and the sound will play equally on all speakers (like 
you were playing music in a media player). If you want a sound effect to 
use 3D positioning and doppler effects it must be mono (one channel). 
You can use a program like Audacity to check/correct this.

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Re: [Gambas-user] Gambas was live on Twitch

2015-09-10 Thread Kevin Fishburne
On 09/10/2015 10:02 PM, Benoît Minisini wrote:
> Le 11/09/2015 03:52, Kevin Fishburne a écrit :
>> On 09/09/2015 07:28 AM, Benoît Minisini wrote:
>>> Hi Kevin, Looking quickly at your live twitch, I noticed that
>>> apparently, if I'm not wrong, you are not aware of the difference
>>> between: If A And B And C Then And: If A And If B And If C Then "And"
>>> must be used for binary computation. "And If" should always be used
>>> for tests. It is faster, as it only executes a test if the previous is
>>> TRUE, while "And" always evaluates all its operands. I think you will
>>> agree to save a few CPU cycles, do you? :-) Regards,
>> That is an awesome tip. I actually had wondered if there was a way to do
>> this, or if Gambas would abort subsequent tests automatically if one was
>> found to be False. I didn't realize I could just stick multiple Ifs in
>> there. Thanks!
>>
> By the way, do you use the IDE profiler to detect where you use most of
> the CPU?
>

That sounds like something an actual programmer would do, so no. :) Is 
there a tutorial on the wiki that explains the basics? So far I've been 
optimizing as I go, but I haven't taken the time to do any real analysis 
to find problem areas. I'd probably start by examining the execution 
time of each procedure call in the "main loop", then getting more granular.

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[Gambas-user] Gambas was live on Twitch

2015-09-08 Thread Kevin Fishburne
This is the Twitch export (to YouTube) of the live stream I broadcast 
earlier this evening:

https://youtu.be/lPUDxkkb4u4?t=5m30s

46 minutes of me working on OpenAL in Sylph using the stable Gambas PPA 
on Linux Mint 17.2 Cinnamon. I probably needed more beer.

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[Gambas-user] OpenAL 1.0.0 example code on software farm

2015-09-08 Thread Kevin Fishburne
I just published my OpenAL example code project but it doesn't show up 
under the Examples category. How does one publish to a specific 
category, and what should be done to correct this showing up in the 
wrong category?

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Re: [Gambas-user] Gambas was live on Twitch

2015-09-08 Thread Kevin Fishburne
On Tue, Sep 8, 2015 at 10:25 AM, Kevin Fishburne < 
kevinfishbu...@eightvirtues.com> wrote:
>> This is the Twitch export (to YouTube) of the live stream I broadcast
>> earlier this evening:
>>
>> https://youtu.be/lPUDxkkb4u4?t=5m30s
>>
>> 46 minutes of me working on OpenAL in Sylph using the stable Gambas PPA
>> on Linux Mint 17.2 Cinnamon. I probably needed more beer.

On 09/08/2015 04:47 PM, Jussi Lahtinen wrote:
> I'm sure your game loading times could be heavily optimized.
> What method you use? Are you loading everything once, or rest by demand?
>

Hey Jussi. It loads most game assets on startup, although between stages 
it loads stage-specific color, sprite and wall (OBJ model files) data. 
Generally all the other data is shared between stages. I do this partly 
for convenience but mostly because I want to minimize load times between 
stages and eliminate any "load lag" or frame-dropping during actual 
gameplay. The game's fast, so the smoother it remains during play the 
better the experience for the player. The philosophy here is "feel the 
pain once, then forget it ever happened".

The actual mechanics for loading the assets are Tobias Boege's 
ObjModel.class for loading Wavefront OBJ files (3D models), Image.Load() 
for OpenGL textures and Alure.BufferDataFromFile() for OpenAL audio 
samples. When a stage is loaded is also creates arrays of display lists 
so they can be shown dynamically according to an arbitrary view distance 
in order to increase performance.

I think the main reasons it took so long in the video is that I recently 
downgraded my workstation to older hardware (don't ask...) and it is 
loading all assets over an NFS share. Despite the gigabit LAN it's still 
slower than a mechanical drive or SSD. In any case, the initial load 
time is only going to get slower as more assets are added to the game, 
though I don't imagine it'll become unbearable by the end (less than 60 
seconds, hopefully, on a decent system).

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Re: [Gambas-user] OpenAL (gb.openal) example code

2015-09-06 Thread Kevin Fishburne
On 08/23/2015 12:43 AM, Kevin Fishburne wrote:
>
> Okay, I found this code:
>
> https://hackage.haskell.org/package/OpenAL-1.4.0.1/docs/src/Sound-OpenAL-AL-Listener.html
>
> with perhaps this being the pertinent information in its comments:
>
> -- | 'orientation' contains an \"at\" vector and an \"up\" vector, where the
> -- \"at\" vector represents the \"forward\" direction of the listener
> and the
> -- orthogonal projection of the \"up\" vector into the subspace
> perpendicular to
> -- the \"at\" vector represents the \"up\" direction for the listener.
> OpenAL
> -- expects two vectors that are linearly independent. These vectors are not
> -- expected to be normalized. If the two vectors are linearly dependent,
> -- behavior is undefined. The initial orientation is ('Vector3' 0 0 (-1),
> -- 'Vector3' 0 1 0), i.e. looking down the Z axis with the Y axis pointing
> -- upwards.
>
> I changed the listener orientation vector assignment line to this:
>
> Al.Listenerfv(Al.ORIENTATION, [0, 0, -1, 0, 1, 0])
>
> and it seems to work with Al.SOURCE_RELATIVE set to FALSE for both
> listener and source position changes. Yummy. Let me know if any of this
> sounds correct and I'll continue testing/experimentation.
>

I now have OpenAL working well but I need to know how to change the 
orientation of the coordinate system to reflect that used by my game. 
Normally in a 3D game the X axis is left/right, the Y axis is 
up/down/elevation, and the Z axis goes into the screen (in/out). In 
Sylph the Y axis goes into the screen and the Z axis is 
up/down/elevation. As you move into the screen the Y coordinates 
decrease. An easy way to think about it is a piece of graph paper where 
the upper-left corner is X:0, Y:0 and the bottom-right corner is X:100, 
Y:100. You start at the bottom, facing the top, and move along the Y 
axis toward the top.

I believe that

Al.Listenerfv(Al.ORIENTATION, [0, 0, -1, 0, 1, 0])

orients the audio environment using the traditional axes and not mine 
where the Z and Y axes are switched. I have no idea how to calculate the 
proper values for this statement to reflect the axes used in Sylph.

Here's another explanation of how the two vectors in Al.Listenerfv work:

http://stackoverflow.com/questions/7861306/clarification-on-openal-listener-orientation

If the answer is obvious to anyone reading this, please clue me in.

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Re: [Gambas-user] OpenAL (gb.openal) example code and problem loading .wav files

2015-08-22 Thread Kevin Fishburne
On 08/21/2015 02:51 PM, Benoît Minisini wrote:
 Le 21/08/2015 06:39, Kevin Fishburne a écrit :
 Okay Benoît, you can take me off your list of people to kill now that
 I've finally gotten around to implementing OpenAL. :)

 You will be the one who will test gb.openal!

 Don't hesitate to publich the OpenAL example to the Gambas software
 repository.


Heh, yes I will. I test; you fix. :)

Thanks everyone for the responses and fix to the code. Now that I got 
the very basics working (can load and play a sound) I'll start working 
on getting 3D positioning, doppler, etc. working and will put together a 
nice demo. When it's polished I'll upload it to the farm so others may 
benefit. Once that's done I'll begin replacing the SDL audio code in 
Sylph and put a video up on YouTube to show off the new audio capabilities.

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Re: [Gambas-user] OpenAL (gb.openal) example code

2015-08-22 Thread Kevin Fishburne
On 08/22/2015 10:56 AM, Kevin Fishburne wrote:
 Heh, yes I will. I test; you fix. :) Thanks everyone for the responses 
 and fix to the code. Now that I got the very basics working (can load 
 and play a sound) I'll start working on getting 3D positioning, 
 doppler, etc. working and will put together a nice demo. When it's 
 polished I'll upload it to the farm so others may benefit. Once that's 
 done I'll begin replacing the SDL audio code in Sylph and put a video 
 up on YouTube to show off the new audio capabilities. 

Okay, after searching through tons of shitty old web examples, actually 
reading the frakking manual from 2001 (not the movie) and some 
experimentation I've made a little progress. Here's the link to the new 
project revision:

http://eightvirtues.com/misc/OpenAL.tar.gz

To a limited degree I can get 3D positional audio and doppler based on 
velocity working, but only by changing the relevant parameters for the 
audio source and not the listener. I also have to set this to TRUE, not 
FALSE:

Al.Sourcei(AudioSource[0], Al.SOURCE_RELATIVE, Al.TRUE)

Ideally it should be FALSE as the camera (listener) moves as well as 
the audio sources (space ships and such), and having audio source 
positions calculated relative to the listener position doesn't allow me 
to use global/scene coordinates for both and would be unnatural for most 
3D games.

I'm wondering if the line:

Al.Listenerfv(Al.ORIENTATION, [0, 0, -1])

may be incorrect, as the Gambas documentation says it should have more 
parameters but online docs say otherwise.

Right now I'm testing this using two-channel stereo. Once that's working 
I'll test it on a 5.1 system.

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Re: [Gambas-user] Gambas Website Mockups

2015-08-22 Thread Kevin Fishburne
On 08/22/2015 10:22 PM, Jussi Lahtinen wrote:
 The problem with desaturating is that it makes colors quickly become faded,
 and not looking good behind white text (especially on flat design).
 See by yourself on the attached screenshot.

 I think it looks good, but it's just one opinion.

Well, there's always this as a reference:

https://www.google.com/search?safe=offhl=ensite=imghptbm=ischsource=hpbiw=1280bih=641q=miami+marlins+colorsoq=miami+marlins+colorsgs_l=img.3..0l2j0i30j0i8i30j0i24.894.4320.0.4499.20.15.0.4.4.0.193.1007.12j2.14.00...1ac.1.64.img..2.18.1033.T8epfPu1fqw#safe=offhl=entbm=ischq=%22miami+marlins%22+official+colors

Striking similarity between the Gambas and Marlins colors, and both have 
aquatic mascots. Biggest difference is Gambas consistently has a winning 
record, while the Marlins are consistently under .500.

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Re: [Gambas-user] Multidimensional dynamic array basics

2015-08-21 Thread Kevin Fishburne
On 08/21/2015 12:00 AM, Kevin Fishburne wrote:
 On Wed, Aug 19, 2015 at 9:22 AM, Kevin Fishburne 
 kevinfishbu...@eightvirtues.com wrote:

 I need to know how to declare, initialize and add elements to a
 two-dimensional dynamic array. Using trial-and-error for every possible
 syntax hasn't been too helpful so far. I'd post my code but it's pretty
 useless and embarrassing and I think the basic question sums it up.
 On 08/19/2015 08:17 AM, Jussi Lahtinen wrote:
 You can't do it dynamically with normal syntax:
 Dim iMyArray As Integer[x, y]

 Instead use declaration like this:
 Dim iMyArray As Integer[][]

 But then, you can't access it as the normal way (iMyArray[x, y]) either,
 but instead:
 iMyArray[x][y] = something

 iMyArray[x].Add(something)
 iMyArray[x][y].Add(something)

 So, it's really array of arrays.
 Thanks everyone for the responses. The whole quadruple bracket thing
 [][] is what was confusing me. It's all good now. :)


Okay, I was wrong. I still don't know what I'm doing.

I need to dynamically add elements to SomeArray[][] and the syntax 
eludes me. I start with this:

Public StageListWall As ObjModel[][]
StageListWall = New ObjModel[][]

Then madness and stupidity ensues (this is but one example of dozens of 
combinations I've tried):

StageListWall.Add([Null])
StageListWall[0].Add(Null)

Obviously that doesn't work, but at this point I'm trying first to avoid 
syntax errors and second to actually get it working and understand why.

To bring context to the situation, in each stage there are x number of 
wall positions and y number of wall models per position, so assuming I 
can add elements to StageListWall[][] when loading the wall model 
display lists I would be able to access/refer to them like this:

StageListWall[Position][DisplayList]

There are an arbitrary number of positions and display lists per 
position. I also can't seem to refer to the length of individual arrays, 
such as by doing:

StageListWall[].Length

or

StageListWall[][].Length

The basic logic is that I would be referring to an individual display 
list using two numbers, position and list index. The display list itself 
would be the element value. If it were a static array it would look like 
this:

Public StageListWall[1000, 1000] as ObjModel
StageListWall[Position, DisplayList].Draw

The logic for the static array is dead simple, yet translating this to a 
dynamic array is just killing me. Obviously I can just implement it as 
static and make it work, but I'd like to do it the proper/efficient 
way if it's possible. Any help is appreciated.

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[Gambas-user] OpenAL (gb.openal) example code and problem loading .wav files

2015-08-20 Thread Kevin Fishburne
Okay Benoît, you can take me off your list of people to kill now that 
I've finally gotten around to implementing OpenAL. :)

The documentation online is pretty spartan, with much of it being 
outdated, but I still managed to set things up reasonably well to play a 
sine wave at a specified frequency and I think I've found the function 
to load a .wav file into an audio buffer in order to play it. The latter 
doesn't work, however. The alure class seems to be similar to glu in 
that it's a high-level helper class to make common functions easy, 
such as loading sound files directly.

This line should load the .wav file into the buffer and allow me to play 
it, but it returns False:

Print Alure.BufferDataFromFile(./test.wav, AudioBuffer[0])

Here's the example project if anyone wants to play with it:

http://eightvirtues.com/misc/OpenAL_Example.tar.gz

This issue is probably unrelated, but on running the program this 
message displays in the debug window:

Error loading libdumb.so.1: libdumb.so.1: cannot open shared object 
file: No such file or directory

libdumb is described as DUMB is a tracker library with support for IT, 
XM, S3M and MOD files. so I don't think that's an issue here. If OpenAL 
support it however, the library might need to be added as a dependency 
during compilation.

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Re: [Gambas-user] Multidimensional dynamic array basics

2015-08-20 Thread Kevin Fishburne
On Wed, Aug 19, 2015 at 9:22 AM, Kevin Fishburne 
kevinfishbu...@eightvirtues.com wrote:

 I need to know how to declare, initialize and add elements to a
 two-dimensional dynamic array. Using trial-and-error for every possible
 syntax hasn't been too helpful so far. I'd post my code but it's pretty
 useless and embarrassing and I think the basic question sums it up.

On 08/19/2015 08:17 AM, Jussi Lahtinen wrote:
 You can't do it dynamically with normal syntax:
 Dim iMyArray As Integer[x, y]

 Instead use declaration like this:
 Dim iMyArray As Integer[][]

 But then, you can't access it as the normal way (iMyArray[x, y]) either,
 but instead:
 iMyArray[x][y] = something

 iMyArray[x].Add(something)
 iMyArray[x][y].Add(something)

 So, it's really array of arrays.

Thanks everyone for the responses. The whole quadruple bracket thing 
[][] is what was confusing me. It's all good now. :)

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[Gambas-user] Multidimensional dynamic array basics

2015-08-19 Thread Kevin Fishburne
I need to know how to declare, initialize and add elements to a 
two-dimensional dynamic array. Using trial-and-error for every possible 
syntax hasn't been too helpful so far. I'd post my code but it's pretty 
useless and embarrassing and I think the basic question sums it up.

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[Gambas-user] New open-source app (mamemenu) with a question

2015-07-15 Thread Kevin Fishburne
I've been working on an arcade cabinet over the last few weeks and it's 
almost done. I started work tonight on the front end because existing 
ones aren't suitable for a real-world cabinet. This is the first 
open-source project I've released and you can find it here (we'll say 
it's GPLv2 for now, maybe BSD later):

http://eightvirtues.com/misc/MAMEMENU/

Here is the first of five parts (with a sixth to follow) showing my 
progress building it:

https://youtu.be/yiy8T7ihZOk

It was a bit tricky because it uses SDL and OpenGL but must still work 
with MAME which also uses those libraries. I grab the first/primary 
joystick using:

Public PadDevice As Process
PadDevice = Exec [cat, /dev/input/js0] For Read As Gamepad

which allows both MAME and the GAMBAS app to accept joystick commands 
simultaneously (keyboard events are hoarded by MAME since SDL handles 
them). These lines:

Public MenuButton1 As Byte = 8' Buttons to be held 
simultaneously to quit game and return to main menu.
Public MenuButton2 As Byte = 9' Buttons to be held 
simultaneously to quit game and return to main menu.

assign which gamepad buttons cause MAMEMENU to kill the MAME process and 
return to MAMEMENU. When a gamepad button is pressed its number is 
printed, so when running this on your system/gamepad use that as a 
reference for changing those lines to use whatever two buttons you'd 
like to terminate MAME when held simultaneously. I've included my 
mame.ini file which you can modify to fit your needs, although the 
screen options are tuned to work with MAMEMENU which is designed to run 
full-screen on an arcade cabinet.

MAMEMENU is in its infancy (just started on it tonight), so it's 
functionally rough, but is pretty solid outside of a single issue. When 
I kill the MAME process in GAMBAS it doesn't shut down gracefully, and 
the OS (Linux Mint 17.1 Cinnamon) thinks the resolution MAME was using 
when killed is the resolution that should be used when MAMEMENU/GAMBAS 
exits, despite me manually telling GAMBAS to use the initial desktop 
resolution upon exiting. The solution I think is to shut down MAME 
gracefully, but I don't know how to do that.

Is there a way to gracefully kill a process, such as by sending it a 
command to exit instead of using Process.Kill?

Also let me know if you need help getting it up and running. All the 
needed files have been supplied but there's no documentation. Thanks!

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Re: [Gambas-user] Interview about Gambas (Sylph thread)

2015-06-11 Thread Kevin Fishburne
On 06/11/2015 06:01 AM, Girard Henri wrote:
 Kevin, you aren't english ?
 By the way may you send me the code source of your program ?
 Excellent interview
 Henri

I'm in North America/U.S./Georgia/Stone Mountain and know English but 
very little Spanish or French.

I haven't decided who I'll help parse Sylph's source code to assist in 
building a component library for a game engine in GAMBAS. I think 
refining some of the useful bits/procedures from Sylph and integrating 
them into a general-purpose game engine class would be a good way to 
start, but first we (or someone) should decide what logical/common 
OpenGL functions should be used.

Some ideas would be procedures to set material properties, set 
orthogonal and perspective projection matrices, load 3D (Wavefront) 
models, call display lists, chane blending modes, accept gamepad input 
not using SDL (/dev/input/js0), or whatever anyone on on the mailing 
list can think of that would be useful in a general purpose game engine 
library.

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Re: [Gambas-user] Interview about Gambas

2015-06-11 Thread Kevin Fishburne
On 06/10/2015 05:24 PM, Benoît Minisini wrote:
 I will be interviewed in September on twit.tv during 45 minutes to talk
 about Gambas (http://gambas.sourceforge.net). twit.tv is a famous
 Internet Californian TV specialized in technology, that has a show
 dedicated to free softwares: FLOSS WEEKLY
 (http://twit.tv/show/floss-weekly). The interview will take place on
 September, 9th by Skype, and will be published the day after. Well, now
 I have two months to train my english...


Congrats. Very much looking forward to the interview. Make some notes 
beforehand, just in case the interviewer goes off script and you need to 
bring them in line with what's important. Be assertive; it's YOUR 
interview so crack the whip if necessary.

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Re: [Gambas-user] GAMBAS game binary release (Sylph: Project Miyaji)

2015-06-07 Thread Kevin Fishburne

On 06/07/2015 08:53 AM, Girard Henri wrote:

Is there any chance to get the sources ?



Hi Girard. When the game's done I'm going to try to get it on Steam and 
sell it, and possibly get it ported to a more cross-platform language. I 
use GAMBAS because I love it, but for the moment it doesn't run on 
Android, the PS4, etc., so my audience is limited without porting. So 
yes, I would like to release the source code, but doing so could damage 
my ability to make any money off the game if the source code was used 
without consideration. After the game ceases selling (whether that's on 
day one or after a year) I will open-source it.


As Fabien pointed out in a subsequent email, it would be nice to have a 
robust game engine class. There's a GAMBAS component, gb.opengl.sge, 
which loads and draws Quake II MD2 files. The author (I forget his 
name...Tobi, Tobias?), sent me a class to load and draw Wavefront obj 
files (exportable from Blender) which I've since modified and attached 
to this email. MD2 is an obsolete format from what I can tell in that I 
could find no decent software to create it or export to it. obj files 
work pretty well but don't support animation like MD2.


Anyway, if someone wants to play with the source code and attempt to 
adapt parts of it to a GAMBAS game engine component I'd be willing to 
send it to them. We'd have a gentlemen's agreement that it wouldn't be 
posted on the web, etc., but just used for the game engine. Volunteers?


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ObjModel.class
Description: application/java-vm
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[Gambas-user] Drifting bookmarks

2015-05-27 Thread Kevin Fishburne
I haven't been able to figure out what exactly causes this to happen, 
but when hitting Ctrl-B to set bookmarks in code after an indeterminate 
period of editing the bookmarks will become offset by one or more lines. 
They seem to be unaffected by cutting, pasting and using the Delete key 
to remove lines of code, so perhaps it's caused by Undo/Redo operations? 
Has anyone else noticed this or has more information? It's not a serious 
bug, but it's annoying having to continually un-mark and re-mark 
bookmarks that have moved unexpectedly.

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Re: [Gambas-user] Categories in Farm Server

2015-05-16 Thread Kevin Fishburne
On 05/16/2015 10:50 AM, Benoît Minisini wrote:
 Le 16/05/2015 16:37, Willy@develop a écrit :
 Hi all,

 I feel there are categories missing in the Farm server.

 I have an text editor I would like to publish and I feel it fits in none
 of the categories as it is not meant as a programming example.

 A category named 'Accessories' would fit my needs and that of many other
 applications.

 Anyone an opinion on this matter?

 Categories are just tags that are visible on the main farm window. So no
 problem to add them as soon as I find some icons.

 So you suggest:
 - Accessories
 - Internet
 - System


The application categories for Linux Mint are:

Accessories
Administration
Games
Graphics
Internet
Office
Programming
Sound  Video

I archived Mint's category icons here:

http://eightvirtues.com/misc/Mint%20Category%20Icons.tar.gz

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[Gambas-user] Google Code to be shut down

2015-03-13 Thread Kevin Fishburne
http://tech.slashdot.org/story/15/03/12/2055208/google-code-disables-new-project-creation-will-shut-down-on-january-25-2016

Perhaps I'm mistaken, but I seem to remember some aspect of GAMBAS using 
this. Apologies if I'm wrong about that.

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Re: [Gambas-user] Pre-release of Gambas 3.7 (3)

2015-03-11 Thread Kevin Fishburne
On 03/11/2015 06:39 PM, Benoît Minisini wrote:
 Le 11/03/2015 04:49, Kevin Fishburne a écrit :
 This isn't a bug, but a minor (if annoying) usability issue. If you have
 a lot of procedures and click the procedure drop-down (or listbox or
 whatever) the procedure the cursor is in used to be highlighted in the
 list, but this is no longer the case. I name my procedures so that they
 are grouped by similarity when in alphabetical order, so the lack of
 highlighting forces me to scan through more of the list to locate the
 one I want to select. I can't used the highlighted procedure as a point
 of reference when scanning for another one, basically.

 Done in revision #6978.

 Regards,


You're like Superman on speed-dial, Benoît. Sometimes I think you just 
threaten the code and it fixes itself out of fear. We should start one 
of those Chuck Norris facts threads for you.

When Benoît Minisini works out he doesn't get stronger, the machine does.

Benoît Minisini does not sleep; he waits.

Benoît Minisini was bitten by a cobra and after five days of 
excruciating pain...the cobra died.

Benoît Minisini doesn't dial the wrong number. You answered the wrong phone.

If Benoît Minisini was a Spartan in the movie 300, the movie would be 
called 1.

When Alexander Bell invented the telephone he had 3 missed calls from 
Benoît Minisini.

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Re: [Gambas-user] Top posting

2015-03-10 Thread Kevin Fishburne
On 03/10/2015 07:37 PM, richard terry wrote:
 Personally I like top-posting, some lists Im on use it. I find it
 easier to find out the last thing said rather than having to scroll down
 to the bottom of a long post. If the mail headers are up in the top
 pain, and the text in the bottom pain its easy to just scroll down the
 mail without having to constantly jump to the bottom pane to go down to
 the bottom.

Oh, you really stepped in it now, Richard. Did someone finally port 
Outlook Express to Linux? I'm kidding, of course. To each their own, but 
threads get crazy when top and bottom posting are mixed. It starts to 
appear random after a while. We need an entirely new mail protocol that 
fixes the top/bottom-posting issue AND spam. Because why not?

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Re: [Gambas-user] Top posting

2015-03-10 Thread Kevin Fishburne
On 03/10/2015 09:30 AM, Jussi Lahtinen wrote:
 There should be parent/child relationships between each message.

 I agree, this is preserved by gmail.



 Quotes should be begin/end pointers referring to the message being quoted,
 not
 duplicating its text. This way the email client could display message
 threads however it (or the end user) liked without affecting everyone
 else's preferred reading or writing habits, and be able to easily detect
 when someone's top-posted (though top-posting and adding a sig at the
 very bottom could confuse things).

 You might be describing gmail... have you tried it?

I have a Gmail account and have it set up in Thunderbird along with my 
other accounts which use IMAP. I run my own mail server from my house 
(eightvirtues.com) for those. The Gmail account is old and I try not to 
use it much. Even if Gmail is an ideal solution, I'd like a more 
universal solution that isn't tied to one company's whims and IP. It 
does sound like Google has a handle on how things should be done; 
perhaps they could lead the charge to revolutionize email.

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Re: [Gambas-user] Pre-release of Gambas 3.7 (3)

2015-03-10 Thread Kevin Fishburne
This isn't a bug, but a minor (if annoying) usability issue. If you have 
a lot of procedures and click the procedure drop-down (or listbox or 
whatever) the procedure the cursor is in used to be highlighted in the 
list, but this is no longer the case. I name my procedures so that they 
are grouped by similarity when in alphabetical order, so the lack of 
highlighting forces me to scan through more of the list to locate the 
one I want to select. I can't used the highlighted procedure as a point 
of reference when scanning for another one, basically.

-- 
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Eight Virtues
www: http://sales.eightvirtues.com
e-mail: sa...@eightvirtues.com
phone: (770) 853-6271


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Re: [Gambas-user] Top posting

2015-03-09 Thread Kevin Fishburne
On 03/09/2015 06:53 PM, Jussi Lahtinen wrote:
 here a signature from an ancient gambas-user  from Ron_1st

 --
   A: Delete the text you reply on.
   Q: What to do to get my post on top?
   A: Because it messes up the order in which people normally read text.
   Q: Why is top-posting such a bad thing?
   A: Top-posting.
   Q: What is the most annoying thing in e-mail?

 I'm aware of that, but gmail arranges the mails so that never happens. You
 will see only the reply, and the context is visible only if you click it
 open.
 So the only difference is whether you click open the context above (bottom
 post) or below (top post) the mail.

Email's still in the frakking DARPANET ages. Until there's a better way 
to do it the top posting flame wars will rage on. There should be 
parent/child relationships between each message. Quotes should be 
begin/end pointers referring to the message being quoted, not 
duplicating its text. This way the email client could display message 
threads however it (or the end user) liked without affecting everyone 
else's preferred reading or writing habits, and be able to easily detect 
when someone's top-posted (though top-posting and adding a sig at the 
very bottom could confuse things).

-- 
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e-mail: sa...@eightvirtues.com
phone: (770) 853-6271


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Re: [Gambas-user] Desktop Developed in Gambas 3.6

2015-03-08 Thread Kevin Fishburne
On 03/07/2015 11:18 PM, herberth guzman wrote:
 Desktop Developed in Gambas 3.6 (The Desktop of Gambas -  Innova Desktop)

 Containing Innova Desktop
 Suggested by Benoit

 Nothing possible without the special help of Benoit and Fabien.

 - Innova Desktop Scheduled in Gambas 3.6 100%
 - Graphical interface simple and straightforward user
(Not dependent and does not require KDE / Gnome)
 -Interact with GTK and KDE interchangeably
 -It has its own panel (most used app buttons and basic)
 -It has its own systray
 -It has its own launcher (start menu) DesktopApps by Fabien
 -Widgets to display the time, date, calculator (any user can add the widget
 or create)
 -Theme (anyone can do theme and configure a text file and picture)
 -The configuration is stored in a text file
 -MyInnova - Configure the desktop of the system:
(Wallpaper, System Language, Style Launcher, icon start ,
 icon size, Panel (Color,   background and size), Applets, Desktop Themes,
 type icons, gtk appearance, font and size, favorite applications (FM, WM,
 Shell, Broser), splash screen)
 -It is fast
 -File Manager (under development by 80%)

Damn, that's pretty amazing. Does it use OpenGL or software to render 
the GUI? That it doesn't require Gnome/GTK or KDE/Qt means it could run 
on lighter distros.

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Re: [Gambas-user] Some playing on logo redesing

2015-02-28 Thread Kevin Fishburne
On 02/28/2015 07:57 AM, Fabien Bodard wrote:
 Le 28 févr. 2015 02:37, Jesus ea7...@ea7dfh.com a écrit :
 El 27/2/15 a las 15:11, Fabien Bodard escribió:

 If you accept my criticism, I will tell you none of these do like to me
 at all... sorry ;-)
 What ?... You don't like my job ? 

 This is just a try to make a flat square logo in the material style.

 It's a game not a goal.

 Thank for giving your opinion.

 Yes the logo v3 is cool.l

I like the overall design but can think of a couple improvements. It 
needs shading/gradients to give it more definition and body. I also 
think it isn't recognizable as a shrimp/prawn/gambas/camarón/etc. The 
defining characteristics of a shrimp (in order of prominence) are the 
head, tail, segmented body and legs/pincers. Do a Google Images search 
for shrimp icon and you'll get some good ideas of where you can take 
your icon.

Thanks for your feedback on Sylph, by the way. Thought I could pay you 
back here. :)

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Re: [Gambas-user] Character movement game help

2015-02-17 Thread Kevin Fishburne
On 02/18/2015 01:04 AM, Jair Yunis wrote:
 Alohaaa :)

 I am working on a little game and just started creating the environment in
 which the chracter moves around, that creates itself randomly as it is
 discovered,
 now, the thing is i want to make it in this particular way, but makes the
 movement pretty much rough,
 any ideas on how to make it smoother??? avoid lag and staff???

 The main for has only a Gridview (H455 x W483)
 and then 3 pictues (32 x 32) water.png, grass.png and forest.png added to
 data

I would use the SDL and OpenGL components with orthogonal projection, 
which would make the graphics 2D and give you precise control over the 
size and placement of tiles/quads. The graphics code can remain distinct 
from the main code and yield smooth results by interpolating between 
current and target versions of key variables. I can provide code 
samples from my project if you need help setting up or using OpenGL in 
GAMBAS. For example:

Public Screen As New Window As Screen ' Render window SDL surface.

   ' Create client's screen.
   With Screen
 .FullScreen = False
 '.Framerate = 60
 .Resizable = False
   End With

   ' Show screen.
   Screen.Show

   ' Enable 2D textures.
   Gl.Enable(Gl.TEXTURE_2D)

   ' Set up alpha blending.
   Gl.Enable(Gl.BLEND)
   Gl.BlendFunc(Gl.SRC_ALPHA, Gl.ONE_MINUS_SRC_ALPHA)

   ' Set texture environment mode.
   Gl.TexEnvi(Gl.TEXTURE_ENV, Gl.TEXTURE_ENV_MODE, Gl.MODULATE)

   ' Enable backface culling.
   Gl.Enable(Gl.CULL_FACE)

   ' Set shading model.
   Gl.ShadeModel(Gl.SMOOTH)

   ' Enable lighting.
   Gl.Enable(Gl.LIGHTING)
   Gl.LightModelfv(Gl.LIGHT_MODEL_AMBIENT, [0, 0, 0, 0])
   Gl.Enable(Gl.LIGHT0)

   ' Enable normal normalization so scaled objects are lit correctly.
   Gl.Enable(Gl.NORMALIZE)

   ' Set up the gamepad.
   PadDevice = Exec [cat, /dev/input/js0] For Read As Gamepad

   ' Set audio channels.
   Channels.Count = 32

   ' Play loading screen music.
   Music.Load(music/LOADING.wav)
   Music.Volume = 0.5 * MusicScale
   If PlayMusic Then Music.Play(0, 0)

Public Sub SpritePixel(ScreenX As Integer, ScreenY As Integer, Width As 
Integer, Height As Integer, Centered As Boolean, SpriteScale As Integer)

   ' Draw specified sprite.

   ' Adjust position and size by sprite scale.
   ScreenX *= SpriteScale
   ScreenY *= SpriteScale
   Width *= SpriteScale
   Height *= SpriteScale

   ' Check if sprite is centered.
   If Centered Then
 ' Center sprite coordinates.
 ScreenX -= Width / 2
 ScreenY -= Height / 2
   Endif

   ' Create the textured quad.
   Gl.Begin(Gl.QUADS)
 ' Bottom-left vertex.
 Gl.TexCoord2f(0, 1)
 Gl.Vertex2f(ScreenX, ScreenY + Height)
 ' Bottom-right vertex.
 Gl.TexCoord2f(1, 1)
 Gl.Vertex2f(ScreenX + Width, ScreenY + Height)
 ' Top-right vertex.
 Gl.TexCoord2f(1, 0)
 Gl.Vertex2f(ScreenX + Width, ScreenY)
 ' Top-left vertex.
 Gl.TexCoord2f(0, 0)
 Gl.Vertex2f(ScreenX, ScreenY)
   Gl.End()

End

Hopefully this helps. I also have code to load textures from disk, 
convert them to OpenGL textures and map them to quads. I don't recommend 
using Qt or GTK objects for graphics; OpenGL is the way to go for 
consistency and control.

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Re: [Gambas-user] Official name change notification!

2015-02-13 Thread Kevin Fishburne
On 02/13/2015 09:05 PM, Benoît Minisini wrote:
 Le 14/02/2015 02:38, adamn...@gmail.com a écrit :
 Seeing as there are now two many Bruce's here, which has been known to 
 confuse me, I am officially changing my name to
 bruce.

 cheers
 bruce

 :-) Not sure that it will work for me... Maybe this is the reason why we
 invented the full name concept? :-)


Just register with the UDIC (http://www.udic.org/) and use your Dragon 
name. I'm Boolean Dragon, for example. Bruce Dragon has a nice ring to 
it. :)

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Re: [Gambas-user] Not happy!

2015-01-02 Thread Kevin Fishburne
On 01/02/2015 09:30 PM, adamn...@gmail.com wrote:
 On Sat, 03 Jan 2015 02:06:11 +0100
 Benoît Minisini gam...@users.sourceforge.net wrote:

 Le 03/01/2015 00:11, adamn...@gmail.com a écrit :
 The Show only components used in this project button has gone missing in 
 the new project properties form.

 :-(
 Bruce

 You must click on the magnifer icon in the component filter to open a
 menu where you can check that.

 -- 
 Benoît Minisini

 Hmm. To coin a phrase from 20 years of software testing..
 Now, that is not exactly intuitive to most casual observers
 b

It's a hidden feature...literally. :)

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Re: [Gambas-user] Fwd: Meeting with Richard Stallman at New Delhi NCERT Guest House on 23/12/14 8.30 pm during the National ICT award selection

2014-12-24 Thread Kevin Fishburne
On 12/24/2014 05:28 AM, monika wrote:
 23/12/14 Teusday NewDelhi NCERT Campus.

 One of the never forgettable moment in my life.. After completing the
 first day of project presentation and interaction session i was hungry and
 reached hastily to the dining hall of NIE Guesthouse.there were
 nobody expect a white man with white beard and long hair...at first i
 didnt care.. bt whn i again lukd... oh my god. its RSM
 the man f free softwatre movementthe originator of GNU...to b
 frank i cudnt belve myslf.i sat near to him and wishd himand
 had  my dinner..he was eating jst like an Indian the pure veg chappathy
 and curry.after the dinner i requested him to spent a few minutes
 vth me..Making mor surprised with out any hesitation he nodded head and
 took my hands and lead me to the lounge..there we sat together side by
 side and i askd him abt my doubts abt free software and open source
 software..he explained a little..bt i was not hearing ...i was
 in som othr world..oh god how 42nate am I.. Finally he allowed
 me to take photograph with him on a condition that not post it on
 FB. Bt I am helpless siram nt cheating you...You r
 like a yogi ...
 Thank u New Delhi.NCERTVenmani Narayanettaa

Cool story. Should have asked him what he thought about systemd.

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Re: [Gambas-user] IDE CR/LF bug with improperly indented comment line after If...Then...Else...Endif

2014-12-12 Thread Kevin Fishburne
On 12/11/2014 04:42 PM, Benoît Minisini wrote:
 Le 11/12/2014 08:54, Kevin Fishburne a écrit :
 If you have an If...Then...Else...Endif block where there is an
 improperly indented comment line after the initial If, pressing Enter at
 the end of the If line will mistakenly insert and Endifbelow it.Example:

  ' Check if ship is player ship.
  If Ship[ShipIndex].Type = 0 Then
  ' Play player ship firing sound effect.
AudioCreate(laser_3.wav, Bullet[BulletIndex].PositionX,
 Bullet[BulletIndex].PositionY, Bullet[BulletIndex].PositionZ, 0.15, 0, 0)
  Else
' Play NPC ship firing sound effect.
AudioCreate(laser_2.wav, Bullet[BulletIndex].PositionX,
 Bullet[BulletIndex].PositionY, Bullet[BulletIndex].PositionZ, 0.5, 0, 0)
  Endif

 Becomes this when pressing Enter after the initial Then:

  ' Check if ship is player ship.
  If Ship[ShipIndex].Type = 0 Then

  Endif
  ' Play player ship firing sound effect.
AudioCreate(laser_3.wav, Bullet[BulletIndex].PositionX,
 Bullet[BulletIndex].PositionY, Bullet[BulletIndex].PositionZ, 0.15, 0, 0)
  Else
' Play NPC ship firing sound effect.
AudioCreate(laser_2.wav, Bullet[BulletIndex].PositionX,
 Bullet[BulletIndex].PositionY, Bullet[BulletIndex].PositionZ, 0.5, 0, 0)
  Endif

 Minor issue, but every time a bug dies an angel gets its wings.

 It's not really a bug. Anyway I fix it in revision #6719 by ignoring
 comment lines when analysing the indentation to decide if the control
 structure must be completed or not.


Thanks. I assumed GAMBAS recursed through subsequent 
If...Then..Else..EndIf's to determine whether code should be autocreated 
as a convenience. I didn't realize it was indentation-based.

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[Gambas-user] IDE CR/LF bug with improperly indented comment line after If...Then...Else...Endif

2014-12-10 Thread Kevin Fishburne
If you have an If...Then...Else...Endif block where there is an 
improperly indented comment line after the initial If, pressing Enter at 
the end of the If line will mistakenly insert and Endifbelow it.Example:

   ' Check if ship is player ship.
   If Ship[ShipIndex].Type = 0 Then
   ' Play player ship firing sound effect.
 AudioCreate(laser_3.wav, Bullet[BulletIndex].PositionX, 
Bullet[BulletIndex].PositionY, Bullet[BulletIndex].PositionZ, 0.15, 0, 0)
   Else
 ' Play NPC ship firing sound effect.
 AudioCreate(laser_2.wav, Bullet[BulletIndex].PositionX, 
Bullet[BulletIndex].PositionY, Bullet[BulletIndex].PositionZ, 0.5, 0, 0)
   Endif

Becomes this when pressing Enter after the initial Then:

   ' Check if ship is player ship.
   If Ship[ShipIndex].Type = 0 Then

   Endif
   ' Play player ship firing sound effect.
 AudioCreate(laser_3.wav, Bullet[BulletIndex].PositionX, 
Bullet[BulletIndex].PositionY, Bullet[BulletIndex].PositionZ, 0.15, 0, 0)
   Else
 ' Play NPC ship firing sound effect.
 AudioCreate(laser_2.wav, Bullet[BulletIndex].PositionX, 
Bullet[BulletIndex].PositionY, Bullet[BulletIndex].PositionZ, 0.5, 0, 0)
   Endif

Minor issue, but every time a bug dies an angel gets its wings.

-- 
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Eight Virtues
www: http://sales.eightvirtues.com
e-mail: sa...@eightvirtues.com
phone: (770) 853-6271


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Re: [Gambas-user] [GambasMag] Articles for Feb 2015 issue

2014-11-29 Thread Kevin Fishburne
On 11/28/2014 09:22 AM, Fabien Bodard wrote:
 Yes Kevin it's a great idea !!

 2014-11-28 6:55 GMT+01:00 Kevin Fishburne kevinfishbu...@eightvirtues.com:
 On 11/24/2014 09:33 AM, Randall Morgan wrote:
 Hi Tobi,

 I have had some health issues and so I haven't been able to put much time
 into the magazine. I have also moved 1600 miles from where I was and that
 with the health issues delayed any work on the magazine. With my health
 right now I have a few good days and many not so good days. But I would
 love to publish your articles. The magazine's next issue will not follow
 the outline for issues as I just don't have the energy to produce all I had
 hoped for. I haven't even been coding at all in the past couple months.
 Once my treatment is over I hope I can get back to following the outline
 and publishing the magazine. At the moment is you write articles I will
 publish a mini-issue with your article and two on game development I had
 sent to me.

 I have high hopes for Gambas Magazine but at the moment I simply can't put
 in all the time it requires due to health issues.

 Thank you for all your help.
 Hey Randall. I hope you get better soon. My mom's been in the hospital
 for the last two months so yeah, being sick is no fun.

 Cool that Tobi is submitting articles on game dev in GAMBAS. I would
 like to contribute as well, although I'm not sure what specifically I
 could address. Maybe I could go through the Sylph codebase and try to
 break it down into the essential code blocks that set up the game loop?
 Things like OpenGL init stuff, loading textures and models, creating
 display lists, alpha blending modes and setting up a camera. After
 nearly five years of game dev using GAMBAS I've found that once those
 basic things are taken care of, the rest is just normal (as in easy)
 programming.


Fabien and Randall, I noticed gambasmag.com is down. I can ping it but 
nmap only returns 4567/tcp. Does it reside at a new location? Also, how 
should I format the article, or is it a Wordpress site or similar? 
Lastly, would you prefer the articles to be divided into different 
topics or a single large article covering all topics?

-- 
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Eight Virtues
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e-mail: sa...@eightvirtues.com
phone: (770) 853-6271


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Re: [Gambas-user] [GambasMag] Articles for Feb 2015 issue

2014-11-27 Thread Kevin Fishburne
On 11/24/2014 09:33 AM, Randall Morgan wrote:
 Hi Tobi,

 I have had some health issues and so I haven't been able to put much time
 into the magazine. I have also moved 1600 miles from where I was and that
 with the health issues delayed any work on the magazine. With my health
 right now I have a few good days and many not so good days. But I would
 love to publish your articles. The magazine's next issue will not follow
 the outline for issues as I just don't have the energy to produce all I had
 hoped for. I haven't even been coding at all in the past couple months.
 Once my treatment is over I hope I can get back to following the outline
 and publishing the magazine. At the moment is you write articles I will
 publish a mini-issue with your article and two on game development I had
 sent to me.

 I have high hopes for Gambas Magazine but at the moment I simply can't put
 in all the time it requires due to health issues.

 Thank you for all your help.

Hey Randall. I hope you get better soon. My mom's been in the hospital 
for the last two months so yeah, being sick is no fun.

Cool that Tobi is submitting articles on game dev in GAMBAS. I would 
like to contribute as well, although I'm not sure what specifically I 
could address. Maybe I could go through the Sylph codebase and try to 
break it down into the essential code blocks that set up the game loop? 
Things like OpenGL init stuff, loading textures and models, creating 
display lists, alpha blending modes and setting up a camera. After 
nearly five years of game dev using GAMBAS I've found that once those 
basic things are taken care of, the rest is just normal (as in easy) 
programming.

-- 
Kevin Fishburne
Eight Virtues
www: http://sales.eightvirtues.com
e-mail: sa...@eightvirtues.com
phone: (770) 853-6271


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Re: [Gambas-user] Gambas Software Farm in revision #6676

2014-11-26 Thread Kevin Fishburne
On 11/26/2014 06:22 AM, Benoît Minisini wrote:
 Le 26/11/2014 12:05, T Lee Davidson a écrit :
 Oh, I didn't realize Benoît was trying to build a business from the Farm.

 No, I don't. Did I say that?


LOL. T Lee keeps assigning my desires as other people's desires. The 
opinions I express here are my own and generally reflect my interests. 
With any hypothetical situation I describe, feel free to assume it 
pertains to me and not Benoît or anyone else. :)

-- 
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phone: (770) 853-6271


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Re: [Gambas-user] Gambas Software Farm in revision #6676

2014-11-26 Thread Kevin Fishburne
On 11/26/2014 12:55 PM, T Lee Davidson wrote:

 No, Benoît, to my knowledge you never said that.

 My statement was only in response to:

 Any publishers successfully using the Farm commercially could graciously
 'buy Benoît a beer', or three.

 True, I've even bought him a few beers myself, but I wouldn't build a
 business on that premise.
 For which the only logical, even if incorrect, conclusion would be that
 you would be the one trying to build a business on the 'buy me a beer'
 premise. It was implied.

 But again, to be clear, to my knowledge you never said or even hinted at
 that.


It's my fault. Confusion and chaos follow me like a swarm of hornets.


-- 
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Eight Virtues
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e-mail: sa...@eightvirtues.com
phone: (770) 853-6271


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Re: [Gambas-user] Gambas Software Farm in revision #6676

2014-11-25 Thread Kevin Fishburne
On 11/25/2014 07:07 PM, T Lee Davidson wrote:
 On 11/25/2014 05:25 PM, Benoît Minisini wrote:
 Now, for those who may wish to use the Farm as a
 (pseudo-)marketplace. I wonder if adding the ability to
 password-protect an application/component listing, like published
 and private, would be worth considering. It would definitely not be
 ideal, but might be workable.

 Please elaborate.
 I don't know if I can elaborate much as it was just a conceptual idea.
 Wordpress allows pages/posts to be published as public or private. It is
 a similar concept but applied instead to application/component listings
 on the Farm.

 Conceptually, publishers could choose to password-protect their listing.
 It may be visible, with its description, in whatever directory or
 listing there is, or found through a search. But, to view the source
 code or to download/install the program would require a password that
 the user would need to get from the publisher.

 One of the reasons it is not ideal is that passwords can be easily
 shared. A publisher might, therefore, wish to periodically change the
 password for their listing.

 Again, not ideal, but maybe workable. For a true marketplace, specially
 coded (redirect) download links would likely be generated on-the-fly
 after payment processing.


Since the farm (as it stands currently) is only for free software (as in 
GPL), users will be free to circumvent payment by downloading the 
application from another source, such as someone who paid and then began 
hosting the source code and/or binaries themselves. This is perfectly 
legal, as the GPL states users may modify or distribute the application 
as they see fit as long as they provide access to the source code. So 
payment will effectively be for convenience, application support or 
kindness rather than the only way they can access the application.

I'm thinking that creating a payment system for GAMBAS would be an 
insane amount of work and probably isn't a good idea. A much easier way 
would be to support existing payment solutions such as PayPal. Here's 
some information on their digital goods payment solutions:

https://www.paypal.com/webapps/mpp/digital-goods

https://cms.paypal.com/cms_content/US/en_US/files/merchant/paypal_digital_goods-express_checkout_getting_started.pdf

Express Checkout supports NVP and SOAP while Adaptive Payments (not 
sure what the difference is) support those and JSON. Adaptive Payments 
also supports multi-party payments, meaning Benoît can have his 10%. =)

When submitting an application to the farm it would need to give you the 
option to enter a PayPal merchant ID and a sale price. When someone 
chooses to download that project, the farm would use PayPal's mechanism 
in conjunction with that information. When the purchase is successful, 
I'm guessing PayPal would communicate back the payment status, after 
which the Farm would download/install the application. I think all of 
this is web-based, perhaps someone else has more experience with this?

-- 
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e-mail: sa...@eightvirtues.com
phone: (770) 853-6271


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Re: [Gambas-user] Gambas Software Farm in revision #6676

2014-11-24 Thread Kevin Fishburne
On 11/24/2014 05:38 PM, Fabien Bodard wrote:
 2014-11-24 15:46 GMT+01:00 Benoît Minisini gam...@users.sourceforge.net:

 The last goal: the farm server can only host source code archive. The
 source code is compiled on the user's system, but the source remains
 available.

 In other words, it's not a market place. :-)
 But it can be a good source base for someone that want to do one


Embrace the market place. Without it semiconductors and mailing lists 
wouldn't exist, and we'd all be out in the woods gathering berries and 
hitting each other over the heads with rocks. Free software is good, but 
having food and shelter is better. Even if the source code being made 
available is a requirement (GPL and kindred), having a way to pay for an 
application or donate to its developer should be strongly considered. 
Benoît could be the new Gabe Newell, taking 10% off the top to ensure 
the continued development of GAMBAS and pay the repository bandwidth bills.

The bearded old man in the sky agrees with this:

https://www.gnu.org/philosophy/selling.html

-- 
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phone: (770) 853-6271


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Re: [Gambas-user] Gambas Software Farm in revision #6666 (!)

2014-11-22 Thread Kevin Fishburne
On 11/22/2014 09:30 PM, Benoît Minisini wrote:
 Hi,

 It's late there, but I wanted to make that available as soon as possible
 so that people can see it and comment, even if it is not finished at
 all. (It's for the revision number too...)

 I added a new button in the IDE welcome dialog that opens the Gambas
 Software Farm dialog.

 At the moment, it allows to browse the content of a Gambas farm. By
 default, it should points at 'http://gambaswiki.org' for testing.

 Voting for a software and installing a software is not done yet.

 I have registered the 'gambasfarm.org' website, so that it become the
 official Gambas Software Repository in the future.

 At the moment, registering to a farm is possible from the IDE option
 dialog only. And publishing is done from the 'Publish...' menu entry.

 Waiting for the comments now...


This is going to be a killer feature, so thanks for your continued work 
on it.

Despite the fact that we currently have a pretty tight-knit community of 
(hopefully) virtuous people, as with any software repository something 
that will require consideration is the potential for malicious 
applications to be uploaded to a repo.

The recent Sylph demo I made available, for example, is a binary without 
source (since I plan to release it commercially). I could have made it 
search for personal information and upload it to an FTP site somewhere 
and no one would have known the difference. Obviously I didn't do that, 
but the point is how would anyone know?

GAMBAS currently (as far as I know) doesn't have a budget to have people 
review source code, and I'm not even sure if making the source code 
publicly available should even be a requirement for addition to a repo, 
so I'm not quite sure how this problem could be addressed. At the bare 
minimum there should be (perhaps as an expansion of the voting system) a 
Flag as malware option or a review period before an application is 
made available to the public. The registration process to upload 
applications could also be made stronger somehow.

Something else to consider are applications that contain illegal 
content, such as IP violations or other things that shall not be 
mentioned. Any sort of centralized (non P2P) content distribution 
system has to face these issues, so I just wanted to give everyone food 
for thought to prevent us showing up on Slashdot for the wrong reasons. :)

-- 
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Re: [Gambas-user] Sylph: Project Miyaji initial demonstration release

2014-11-14 Thread Kevin Fishburne
On 11/10/2014 11:51 PM, Cam Era wrote:
 Kevin,

 that looks like an amazing achievement and an excellent exemplar of what
 Gambas can achieve.

 Kudos.

 On Tue, Nov 11, 2014 at 2:08 PM, Kevin Fishburne 
 kevinfishbu...@eightvirtues.com wrote:

 On 11/10/2014 08:11 PM, Cam Era wrote:
 Kevin,

 http://eightvirtues.com/sylph/Sylph_Demo_2.gambas.tar.gz

 returns:

 Not Found

 The requested URL /sylph/Sylph_Demo_2.gambas.tar.gz was not found on
 this
 server.


 On Thu, Jul 17, 2014 at 4:49 PM, Kevin Fishburne 
 kevinfishbu...@eightvirtues.com wrote:

 The wait is over:

 http://eightvirtues.com/sylph/Sylph_Demo_2.gambas.tar.gz
 Hi Cam. The old links are gone as KDE decided to have a seizure and
 deleted the entire project, binaries and all (accidentally recursive
 cut/paste operation). I luckily got most everything back from a Dropbox
 backup. You can find most everything (including the Alpha 4 demo) here:

 http://eightvirtues.com/sylph/

 You can also follow me on Twitter @eightvirtues to keep current with the
 project, including the Alpha 5 release which should be ready in the next
 few weeks. It will have the first three stages 100% complete instead of
 using placeholder/test stages as it currently does.

 Also hook up your gamepad if you have one and set your buttons via the
 Flight Control menu, and here's an Alpha 5 preview:

 https://www.youtube.com/watch?v=p3Do7fZ7eLo

Thanks for the compliments on the game and GAMBAS. Here is the latest 
project build:

http://eightvirtues.com/sylph/Sylph%20Pre-Alpha%205.tar.gz


One known bug is that when you switch to fullscreen by pressing F 
sometimes the keyboard stops responding. I think it may be an SDL 
component. If that happens hit Alt-F4 or use the gamepad back and 
select buttons to quit the program using the in-game menu (Shore 
Leave). Bug reports can be sent to sylph at eightvirtues dot com.

You can toggle both the debug display and music at any time by pressing F1.

If you have a game pad, it will work automatically but you might want to 
map the buttons once in-game (Flight Control).

Number keys 0-9 create NPC ship types of the corresponding number.

K kills the NPC ship at the bottom of the Ship[] array.

F9 and F10 immediately advance to previous or next stage.

F11 immediately defeats current stage.

Both arrow and WASD keys work during flight and in menu. Space Bar 
selects, but Enter/Return does nothing.

This release is for the GAMBAS mailing list. No Tweet or anything. So 
enjoy, hopefully! :)

-- 
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Eight Virtues
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phone: (770) 853-6271


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Re: [Gambas-user] Sylph: Project Miyaji initial demonstration release

2014-11-10 Thread Kevin Fishburne
On 11/10/2014 08:11 PM, Cam Era wrote:
 Kevin,

http://eightvirtues.com/sylph/Sylph_Demo_2.gambas.tar.gz

 returns:

Not Found

The requested URL /sylph/Sylph_Demo_2.gambas.tar.gz was not found on this
 server.


 On Thu, Jul 17, 2014 at 4:49 PM, Kevin Fishburne 
 kevinfishbu...@eightvirtues.com wrote:

 The wait is over:

 http://eightvirtues.com/sylph/Sylph_Demo_2.gambas.tar.gz

Hi Cam. The old links are gone as KDE decided to have a seizure and 
deleted the entire project, binaries and all (accidentally recursive 
cut/paste operation). I luckily got most everything back from a Dropbox 
backup. You can find most everything (including the Alpha 4 demo) here:

http://eightvirtues.com/sylph/

You can also follow me on Twitter @eightvirtues to keep current with the 
project, including the Alpha 5 release which should be ready in the next 
few weeks. It will have the first three stages 100% complete instead of 
using placeholder/test stages as it currently does.

Also hook up your gamepad if you have one and set your buttons via the 
Flight Control menu, and here's an Alpha 5 preview:

https://www.youtube.com/watch?v=p3Do7fZ7eLo

-- 
Kevin Fishburne
Eight Virtues
www: http://sales.eightvirtues.com
e-mail: sa...@eightvirtues.com
phone: (770) 853-6271


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Re: [Gambas-user] About the Gambas software repository (2)

2014-10-30 Thread Kevin Fishburne
 with the software repo)
3) Painless method for devs to get paid for their apps

As crass as point three may sound, especially to people like us who use 
OSS nearly exclusively, I think it's necessary. Some of us (like myself) 
would like to write GAMBAS applications full-time and not die of 
starvation in the process. Also, think of what happened with mobile apps 
(Google Play and the App Store). Once devs saw they could make money the 
floodgates opened. This could happen on a smaller scale with GAMBAS.

-- 
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Eight Virtues
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e-mail: sa...@eightvirtues.com
phone: (770) 853-6271


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Re: [Gambas-user] Official release of Gambas 3.6

2014-10-16 Thread Kevin Fishburne
On 10/16/2014 07:33 PM, Sebastian Kulesz wrote:
 I would like to know if there is any interest in having a Beta repository
 too. I know we already have two, but major releases of gambas are months
 apart and I have read some cases where the bug being fixed was breaking a
 project.

 This beta repository would use the latest code from the stable branch,
 which includes bug fixes merged since the latest stable release. It would
 be almost the same as the Stable PPA is now, but with bug fixes backported.

 If you have any interest please let me know!

I'm 100% for that. I think it should be a priority for all major open 
source projects. It seems every time there's a new release of anything, 
you get 50% new cool features and 50% cool new bugs. The idea of a bug 
fix only build lying between the stable and daily builds is the 
best idea since sliced bread. :)

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Re: [Gambas-user] A sad event

2014-10-16 Thread Kevin Fishburne
On 10/16/2014 09:36 PM, richard terry wrote:
 On 17/10/14 10:24, B Bruen wrote:
 Dear Gambas friends,

 My apologies for writing this, but I just have to get it off my chest.

 We at Paddys-Hill have been deeply shocked this week by the tragic death of 
 a young 19 year old jockey due to injuries received after a fall in a local 
 race.

 http://www.abc.net.au/news/2014-10-16/jockey-killed-after-fall-at-murray-bridge-race/5817266

 Although not associated with paddys-hill, Caitlin Forrest was a known and 
 well respected young rider to our small community of customers.   Further, 
 Caitlin was a child of this small town where we are located. The local 
 township community and the local thoroughbred racing community have been 
 shaken to the core by  this event.

 Again my apologies for having troubled you with this.

 regards
 Bruce

 Have already noted this in the media - heart felt sympathies - I felt
 sad when I read about this. For those working in general practice as I
 do, we see many similar tragedies involving health of young and old and
 they stay in your memory as the decades roll by - the individuals and
 their faces remain with you like a trail of ghosts  that  for some
 reason one becomes even more aware of as time passes. I guess is must be
 similar for those in the armed services who lose their mates in war.

 Regards

 Richard

My sympathies. If there's one thing I've learned it's that life is 
fragile. Having a young child makes one recognize that even more. This 
doesn't apply in Caitlin's case, but people really need to slow down and 
act with a little more care. It doesn't take much for someone to just be 
gone.

-- 
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Re: [Gambas-user] Pre-release of Gambas 3.6 (Theme Colors)

2014-10-12 Thread Kevin Fishburne

At least using the Quick theme, there are two problems.

Demonstrated by the first attachment (Bad Colors 1.png), the pop-up 
message caused by a syntax error is difficult to read. The light blue 
background color isn't a background color defined in the theme (perhaps 
it borrows one of the foreground color definitions).


Demonstrated by the second attachment (Bad Colors 2.png), the 
background color of the pop-up message caused by a double-click when the 
program is paused also isn't a background color defined in the theme.


I think the simplest solution would be to borrow two existing theme 
color definitions, keeping their background and foreground pairings. 
That way, if the pop-ups look like shit, at least it will be obvious by 
examining the theme color definitions and can be manually corrected by 
the user.


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Re: [Gambas-user] search and search replace work on any file in project directory

2014-10-10 Thread Kevin Fishburne
On 10/10/2014 02:22 PM, Benoît Minisini wrote:
 Le 10/10/2014 20:13, Benoît Minisini a écrit :
 Le 10/10/2014 03:55, Kevin Fishburne a écrit :
 I have static game data in my project directory so it'll be contained
 within the compiled .gambas executable. When I use Search or Search 
 Replace it goes though Wavefront obj model files, wav files, etc.,
 which is a bit dangerous as well as slow. Perhaps GAMBAS should only
 perform these operations on files contained within the Sources section
 of the main project tree (the leftmost pane in the IDE), ignoring those
 in the Project and Data sections.

 If it searches those files, this is because you explicitely asked to
 browse the entire project. But I agree, at the moment the IDE is stupid,
 as it should ignore non-text files...

 Fixed in revision #6527.

 Normally only text files are browsed. It is just that the routine
 detecting if a file is text or binary cannot be 100% accurate.

 Regards,


Cool, thanks. Amazingly (or not) I just noticed there is a Source 
files option and I'd been choosing All files.

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[Gambas-user] search and search replace work on any file in project directory

2014-10-09 Thread Kevin Fishburne
I have static game data in my project directory so it'll be contained 
within the compiled .gambas executable. When I use Search or Search  
Replace it goes though Wavefront obj model files, wav files, etc., 
which is a bit dangerous as well as slow. Perhaps GAMBAS should only 
perform these operations on files contained within the Sources section 
of the main project tree (the leftmost pane in the IDE), ignoring those 
in the Project and Data sections.

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e-mail: sa...@eightvirtues.com
phone: (770) 853-6271


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[Gambas-user] gb.sdl Music.Play plays high quality wav files too slowly

2014-08-31 Thread Kevin Fishburne
I noticed that wave files that are 96000 Hz, 32-bit float are played too 
slowly. I don't know if this is an SDL bug or what... Audacious, VLC, 
Audacity, etc. play the file correctly. For now I'm downsampling the 
files so they'll play at the correct pitch/speed.

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[Gambas-user] accessing embedded project files from Shell command

2014-08-28 Thread Kevin Fishburne
When you store data files in the project directory and compile the 
program those files are contained within the resulting .gambas 
executable. From within the program they can be accessed as though they 
were in the current directory. Is it possible to access (read only) 
those files using a command executed by Shell? For example:

Shell cat ./FileInProject

I'm making a very simple SoundFont previewer that calls fluidsynth with 
the passed SoundFont and a MIDI file embedded in the project/executable.

I could load the embedded file then write it to the user's /tmp 
directory and pass that to fluidsynth, but won't if I don't have to.

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Re: [Gambas-user] accessing embedded project files from Shell command

2014-08-28 Thread Kevin Fishburne

On 08/28/2014 04:14 PM, Tobias Boege wrote:

On Thu, 28 Aug 2014, Kevin Fishburne wrote:

When you store data files in the project directory and compile the
program those files are contained within the resulting .gambas
executable. From within the program they can be accessed as though they
were in the current directory. Is it possible to access (read only)
those files using a command executed by Shell? For example:

Shell cat ./FileInProject

I'm making a very simple SoundFont previewer that calls fluidsynth with
the passed SoundFont and a MIDI file embedded in the project/executable.

I could load the embedded file then write it to the user's /tmp
directory and pass that to fluidsynth, but won't if I don't have to.


No, the file is compiled into the .gambas archive. When your Gambas code
executes, the interpreter takes care of those relative paths and maps
them to the correct places in the (mmap'd?) archive file. An external
shell can't do that.

If there is some data you normally need during execution, it might be
better to provide an installation packages which puts these files to
/usr/share.

But otherwise you can unpack the archive once your program starts up
by recursively copying the . directory (or any subdirectory of that)
from inside the Gambas process. We had a thread around here yesterday
or so which shows how to copy directories recursively. Then refer to the
files using the temporary location you unpacked them to.

Regards,
Tobi

PS: Or what Benoit said... BTW: is the .gambas file in a Gambas-specific
 archive format?



Thanks Benoît and Tobias. This made it simple enough:

Try Copy Preview.mid To /tmp/Preview.mid
' Set command string.
Command = fluidsynth -apulseaudio -i -n \  Application.Args[1] 
 \ /tmp/Preview.mid

' Play sample MIDI file using passed SoundFont.
Shell Command Wait

I attached the insanely simple program in the event anyone would find it 
useful. Just associate .sf2 files with the GAMBAS executable and you can 
double-click a SoundFont in your file manager to hear a preview. It uses 
PulseAudio and fluidsynth, so adjust as necessary. The general idea is 
to make the organization of SoundFonts easier by allowing the use of 
your distro's file manager.


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SF2Preview.tar.gz
Description: application/gzip
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Re: [Gambas-user] Gambas and image pixel format management

2014-08-27 Thread Kevin Fishburne
On 08/27/2014 09:05 AM, Benoît Minisini wrote:
 Hi,

 I have written a little article on Gambas image pixel format management:

 http://gambaswiki.org/wiki/doc/imageconv

 If you read it, tell me what you think and if you have questions.

 @Randall: Feel free to use this article for your magazine, and don't
 hesitate to give suggestions or enhancements.

 Regards,


Well written and easy to understand; nice job. Only one grammatical 
error that I can find. The phrase  so maybe there could be faster 
should be so maybe they could be faster. Documentation like this is 
extremely useful...the more the better.

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Re: [Gambas-user] Feature suggestion: GAMBAS optional runtime auto-update

2014-08-24 Thread Kevin Fishburne
On 08/23/2014 09:22 AM, Willy Raets wrote:
 On vr, 2014-08-22 at 19:51 -0400, Kevin Fishburne wrote:
 In the interest of accessibility to a stable version of the GAMBAS
 runtime without requiring users to add a PPA or drop to the command
 line, I think it may be useful to add an auto-update feature or
 equivalent.

 Currently users have three ways to install GAMBAS: (1) Install from
 their distro's package manager, (2) add the stable or daily PPA, and (3)
 compile from source. Users who will be using GAMBAS to program will have
 no trouble using any of these methods. Users who simply need the runtime
 to use a GAMBAS application however may require a dead-simple method, as
 they could in theory be the mythical Grandmother.

 Another problem is that the specific build of GAMBAS packaged with many
 distros is outdated or unstable. I can create a GAMBAS application using
 the stable PPA, create an installation package, distribute it, and users
 who install it may not be able to run the program because their distro's
 GAMBAS build is too old.
 I run into the same problems, distributing my applications to simple
 users is a hell, becuase of outdated Gambas packages in the official
 repositories.

 I don't know the best solution to these problems, though I can think of
 some possibilities:

 Add an option when creating an installation package to prompt the user
 to install dependencies from the stable PPA or from source. When the
 user begins to install the package, a script will be run that prompts
 them if they'd like to install updated runtime dependencies with the
 default answer being Yes. Whether the PPA or sources are used depends on
 the option chosen when building the installation package.
 This is a bit of a chicken/egg situation.
 Example:
 You build a package in say 3.5.4 and it then should have some way to
 latest stable PPA.

 Say you run it on Ubuntu 12.04 running Gambas 3.1.1.
 Your 3.5.4 package will be aborted because of 3.5 dependency, so even
 the adding newer PPA wouldn't run!!

 What would be needed is a Gambas application written in 3.1.x named
 GambasUpdater for example that simply adds the stable repo to the
 sources.list and run an apt-get update.

 After this you should be able to install 3.5.x packages.
 But now you only tackled Ubuntu and Ubuntu based distro's

 For Debian the application would need to add jessie repo to sources.list
 and a Preferences file to make it work.

 I have been thinking about writing such an application so at least
 Ubuntu and Debain Gambas 3.5.x packages can be installed, as long as the
 user first installs the application GambasUpdate. Time constrains have
 kept me from doing so

 For other distro's (rpm based ones) I have no clue.
 But if I know what repos and how to add a repo on fedora, mageia,
 opensuse and such, it could all be done in one app.

 User selects distro he is running and next a recent Gambas repo gets
 added to their system, that is about all that would be needed.

That is an interesting solution, although that assumes GAMBAS is already 
installed on a user's system. My suggestion was to have the GAMBAS 
Installation Package (Project, Make, Installation Package) procedure, 
which will already be targeting a specific distribution, add a script to 
the .deb files to optionally add the PPA and update the repositories so 
the updated dependencies will be installed instead of the stock distro 
packages. I don't know much about the Debian package structure, but 
surely it supports running pre/post scripts? The user would open the 
.deb, click the Install button, a script would be run to add the PPA, 
update the package list, then the .deb would install normally but with 
access to the updated PPA dependencies. The only thing the user may be 
required to do is enter their password and press Enter on the PPA 
prompt, and we may be able to suppress the latter.

 Another possibility is to have an option when creating an installation
 package that includes the runtime dependencies of the dev's build
 environment. Instead of the package pulling dependencies from the target
 system's repositories it would simply use the included packages. I know
 that's not the Linux or GAMBAS way, but it's better than using old
 GAMBAS packages in the user's repositories that may not work at all.
 Remember, these solutions are for users that either don't know or don't
 want to know the right way to do things, they just want to run the
 program.

 Yet another possibility is to have an option when creating an
 installation package that would cause the execution of the installed
 application itself to check the installed runtime dependencies (if any)
 against the stable PPA's runtime dependencies and prompt the user to
 update if there is a discrepancy. It could even add the PPA, install the
 dependencies, then remove the PPA.

 Solutions requiring the automatic compilation from source would be more
 difficult, as the target environment would need to be set up

[Gambas-user] Feature suggestion: GAMBAS optional runtime auto-update

2014-08-22 Thread Kevin Fishburne
In the interest of accessibility to a stable version of the GAMBAS 
runtime without requiring users to add a PPA or drop to the command 
line, I think it may be useful to add an auto-update feature or 
equivalent.

Currently users have three ways to install GAMBAS: (1) Install from 
their distro's package manager, (2) add the stable or daily PPA, and (3) 
compile from source. Users who will be using GAMBAS to program will have 
no trouble using any of these methods. Users who simply need the runtime 
to use a GAMBAS application however may require a dead-simple method, as 
they could in theory be the mythical Grandmother.

Another problem is that the specific build of GAMBAS packaged with many 
distros is outdated or unstable. I can create a GAMBAS application using 
the stable PPA, create an installation package, distribute it, and users 
who install it may not be able to run the program because their distro's 
GAMBAS build is too old.

I don't know the best solution to these problems, though I can think of 
some possibilities:

Add an option when creating an installation package to prompt the user 
to install dependencies from the stable PPA or from source. When the 
user begins to install the package, a script will be run that prompts 
them if they'd like to install updated runtime dependencies with the 
default answer being Yes. Whether the PPA or sources are used depends on 
the option chosen when building the installation package.

Another possibility is to have an option when creating an installation 
package that includes the runtime dependencies of the dev's build 
environment. Instead of the package pulling dependencies from the target 
system's repositories it would simply use the included packages. I know 
that's not the Linux or GAMBAS way, but it's better than using old 
GAMBAS packages in the user's repositories that may not work at all. 
Remember, these solutions are for users that either don't know or don't 
want to know the right way to do things, they just want to run the 
program.

Yet another possibility is to have an option when creating an 
installation package that would cause the execution of the installed 
application itself to check the installed runtime dependencies (if any) 
against the stable PPA's runtime dependencies and prompt the user to 
update if there is a discrepancy. It could even add the PPA, install the 
dependencies, then remove the PPA.

Solutions requiring the automatic compilation from source would be more 
difficult, as the target environment would need to be set up with build 
tools first. Solutions adding a PPA would be easier assuming the target 
environment's distribution version was supported by the PPA. I don't 
know how reliable the solution including the developer's runtime 
dependencies would be.

IMHO for GAMBAS to properly dominate the world, installing a GAMBAS 
program really should be as easy as double-clicking a .deb/.rpm and 
clicking Next, Next, etc. So, is this a problem worth solving, and if 
so, what does everything think the best solution would be?

-- 
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Re: [Gambas-user] MIDI Patterns/Sequencer, ! Looking for interested developers !

2014-08-07 Thread Kevin Fishburne
On 08/06/2014 07:49 PM, sfdadds wrote:
 Hi all.

! Looking for interested developers !

I'm working on a MIDI Pattern/Sequencer in Gambas3

So far it is made up of two projects

 1) GConSeq (A console wrapper for ALSA), all commands are sent to GConSeq
 via STDIN (then sent/scheduled for ALSA) and responses via STDOUT/STDERR
 2) GTrac (A GUI for creating/playing the actual MIDI patterns/sequences)

supports 16 MIDI tracks
wraps the ALSA API in a Gambas3 console application (send commands via a
 process or tell it to load commands from a file)
creates 16 ALSA output ports to be connected to any JACK (QJackCtl) MIDI
 sound sources
creates 1 ALSA sync/timing port for callback events (actually uses the
 ALSA file descriptor), used for timing and to notify a GUI about the current
 measure and beat playing
tempo is adjustable using a ALSA output queue with tempo settings (no
 timing loops, ALSA handles this)
saves all sessions as XML
exports sessions to a SMF (Standard MIDI File)
transport playback with looping goto measure etc
minimal copy/paste of events (need help with a better design, looks/works
 ok but need undo/redo)

the current implementation v0.1 is pattern based (can be anything) and
 works good

any app can access the ALSA API thru the GConSeq

currently working the recording side. able to record MIDI via ALSA with
 correct time-stamping
  (needed ALSA input port with time-stamping enabled)
working another piano roll for displaying and editing the recorded MIDI
 events
  (this piano roll cannot use a gridview since the recorded events in PPQ
 (pulses per quarter) could be up to 1536 (meaning 1536 time slices in a
 single quarter note)
working another effects display to go along with the recording piano roll

Looking for ideas, everything is open to change

Will need help setting up a shared development area, GIT or something

If interested in the project or source just respond back

Thanks, Sam

I used Cakewalk for Windows 3.1 extensively in high school and use 
LMMS's sequencer now. I'd be interested in testing feature functionality 
and making interface recommendations for the editor. FluidSynth for 
loading and rendering Soundfonts would be a good feature, as users could 
have sound out of the box if a free GM soundfont was included. A fast 
and intuitive sequencer allowing tracks to be mapped to different 
Soundfonts (or custom user I/O) would be perfect for composing and 
listening.

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Re: [Gambas-user] Sylph: Project Miyaji initial demonstration release

2014-07-17 Thread Kevin Fishburne
On 07/13/2014 08:54 AM, Fabien Bodard wrote:
 waiting for the alpha 2
 :-)

The wait is over:

http://eightvirtues.com/sylph/Sylph_Demo_2.gambas.tar.gz

This is using the stable PPA, as I was having problems running the 
last few daily PPA builds of GAMBAS.

One thing to note is that if you use an NVIDIA card and the binary 
driver be sure to uncheck Use Conformant Texture Clamping in NVIDIA X 
Server Settings under X Screen 0 -- OpenGL Settings. If this is checked 
bullets and some OSD items are rendered translucent (incorrectly). The 
GAMBAS OpenGL component seems not to have GL_CLAMP_TO_EDGE, which is 
necessary to force this being turned off. The ReadMe in the archive also 
mentions this.

Let me know what you think. The basic engine is nearly done, so in the 
coming weeks I'll be fleshing out the stages, ship models and AI. Also 
the music is from the 1988 DOS version of Silpheed, the game Sylph is 
based on. I'll be composing original music to replace it.

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Re: [Gambas-user] yaya - yet another yahtzee

2014-07-14 Thread Kevin Fishburne
On 07/13/2014 12:54 PM, Patrik Karlsson wrote:
 2014-07-13 1:18 GMT+02:00 Kevin Fishburne kevinfishbu...@eightvirtues.com:

 3) Decide on either a two-pane horizontal or two-pane vertical layout
 with one pane containing the dice and the other pane containing the
 info grid for lack of a better term. It currently requires scrolling
 to see all the information.
 Not today but I might do it in the future. Would you also have the dice
 stacked on each other in a vertical layout?
 You could reduce the font size so that you don't have to scroll.

I kinda like the right-to-left rolling for the dice, but whatever floats 
your boat.

Something interesting I just noticed is that the window is resizeable 
and remembers its dimensions after being closed. While this is nice, the 
window elements don't reposition or scale well. I'd track the window's 
width and height and designate areas based on percentages of the width 
and height for each element. An example for the info grid with X1/Y1 
being the upper-left corner and X2/Y2 being the lower-right corner:

X1 = Width * 0.125
Y1 = Height * 0.125
X2 = Width * 0.25
Y2 = Height * 0.875

This would place the info grid on the left side, stretching from top to 
bottom, with a small edge border and a width approximately 25% of the 
window.

The same could be done for the dice area and the hand graphic 
(separately), using the remaining 75% of the window width. Just be sure 
to maintain the aspect ratio for images so they don't stretch.

 5) This is probably because I don't know what I'm doing, but after
 several rolls the graphical UI becomes unresponsive, not allowing me to
 roll again or right/left click on a die. If this is because I lost the
 game there should be an OSD telling me that I lost.

 That's my way of saying you have no more rolls and you have to register
 something in the scorecard.
 Below the player name there is a counter that goes 3/3 when there no more
 rolls left, in that round.

With all due respect to myself, since I don't know how to play I can be 
considered an idiot in that respect. Idiot-proofing a game is always 
a good idea, so I still recommend having some kind of pop-up, 
in-your-face message when the user is doing something they're not 
supposed to be doing (like clicking on the dice repeatedly when they 
need to be registering something on the score card).

 One final suggestion is that if you'd like to increase the oooh aaah
 factor you might want to consider having a 3D mode which uses OpenGL
 to render the dice and board. You could even do some really simple
 collision detection with the dice.
 Nice idea but since I'm 3D challenged that will not happen any time soon. :)

I'm thinking about putting together a small project to help people in 
this situation. There are some OpenGL demos packaged with GAMBAS, but 
they're more geared toward doing something than showing people how to 
do something. Setting up a scene, drawing textured quads, setting 
material and lighting properties and drawing a modeled Wavefront .obj 
file are some basic things that need to be laid out clearly and simply. 
With those few things you can do a LOT. Once you realize how easy it is, 
and all the possibilities, you'll jump out of your chair in excitement; 
believe me.

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Re: [Gambas-user] yaya - yet another yahtzee

2014-07-12 Thread Kevin Fishburne
On 07/12/2014 12:56 PM, Patrik Karlsson wrote:
 My first Gambas project of any substance is becoming somewhat useful and
 I'm asking you for some feedback before I'm wrapping it up.

 It's a dice game based on the Yahtzee structure and it's easy to create
 similar dice games.
 Eg. https://github.com/trixon/gambas-yaya/blob/master/gamedefs/default.json
I don't know how to play Yahtzee, but here are my suggestions:

1) Place a Roll button image in the bottom-right corner.

2) Create a default player so the user doesn't have to create one on 
first run.

3) Decide on either a two-pane horizontal or two-pane vertical layout 
with one pane containing the dice and the other pane containing the 
info grid for lack of a better term. It currently requires scrolling 
to see all the information.

4) If you move the mouse across the top edge of the collision box of the 
roll area the hand graphic scrolls left and right repeatedly, which 
while probably easy to fix is confusing when learning the interface.

5) This is probably because I don't know what I'm doing, but after 
several rolls the graphical UI becomes unresponsive, not allowing me to 
roll again or right/left click on a die. If this is because I lost the 
game there should be an OSD telling me that I lost.

One final suggestion is that if you'd like to increase the oooh aaah 
factor you might want to consider having a 3D mode which uses OpenGL 
to render the dice and board. You could even do some really simple 
collision detection with the dice.

Nice work and keep it up.

-- 
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e-mail: sa...@eightvirtues.com
phone: (770) 853-6271


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Re: [Gambas-user] Sylph: Project Miyaji initial demonstration release

2014-07-12 Thread Kevin Fishburne
On 07/02/2014 08:15 PM, Jussi Lahtinen wrote:
 What kind of feedback you were hoping for? Technical or general?

Hey Jussi. At this point I'm looking for any sort of feedback. Bugs, 
aesthetics, frame rate, play control issues, or anything else you can 
think of.

 Is space bar intended to turn auto-fire on/off? Bit weird, not wrong. Also

The space bar toggles autofire because most players would probably end 
up having to hold down the space bar for the entirety of the game. In 
shoot 'em ups like this you're generally firing 90% of the time.

 bullets are hard to see in space. Game seems to end abruptly when the boss
 is killed.

I made some modifications to the bullets, adding a glow around them to 
make them more visible. Eventually they'll look more like this:

http://youtu.be/bWi-pJLO2m4?t=1m18s

Killing a boss now freezes the camera allowing your ship to fly into the 
horizon before loading the next stage. Eventually each stage will be 
followed by docking at a space station for repairs and weapons outfitting.

   Normal help, custom controls etc menus are missing.

Heh heh, I'm saving the un-fun stuff for last. :)

 I don't feel right criticizing game which isn't ready... what can I say. It
 seems to work perfectly, however I don't know what kind of features I
 should be expecting to test for.

Not a problem and thanks...any feedback is good feedback. I'm going to 
be releasing Alpha 2 in the next few days. How awesome would it be to 
get a GAMBAS game on Steam? That's what I'm shooting for.

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[Gambas-user] Sylph: Project Miyaji initial demonstration release

2014-07-01 Thread Kevin Fishburne
If this mailing list is the wrong place for this sort of thing, someone 
please let me know.

I've publicly released the first demo of a new game I'm working on for 
testing. Tweeting about it is one thing, but everyone on this list 
obviously is best-qualified to test GAMBAS applications. If anyone's 
interested in providing me with feedback, here's the Tweet I sent out:

blockquote class=twitter-tweet lang=enpa 
href=https://twitter.com/hashtag/Sylph?src=hash;#Sylph/a: Project 
Miyaji Demo 1: a 
href=http://t.co/BqsBIjMZhN;http://t.co/BqsBIjMZhN/a 
magnet:?xt=urn:btih:C7MTLGZQ6P6U5A3FSYZKKCS3M6X7AQ6V a 
href=https://twitter.com/GameLinux;@GameLinux/a a 
href=https://twitter.com/ubuntugames;@ubuntugames/a a 
href=https://twitter.com/hashtag/GAMBAS?src=hash;#GAMBAS/a/pmdash; Eight 
Virtues (@eightvirtues) a 
href=https://twitter.com/eightvirtues/statuses/484184708319043584;July 
2, 2014/a/blockquote
script async src=//platform.twitter.com/widgets.js 
charset=utf-8/script

The direct download link is: http://t.co/BqsBIjMZhN

The magnet link for bittorrent is: 
magnet:?xt=urn:btih:C7MTLGZQ6P6U5A3FSYZKKCS3M6X7AQ6V

I'm still trying to figure out the best way to distribute a GAMBAS 
application to the laziest Linux user possible, meaning a single-click 
solution. From what I've seen the version of GAMBAS distributed with 
most distributions is unstable, with the stable (or daily) PPA being 
recommended. Is there a way to create a .deb package that includes the 
stable or daily build of GAMBAS instead of depending on the distro's 
GAMBAS packages? Adding a PPA and installing from there is also 
acceptable, but it appears that modern distros require execution of 
scripts from the command line and not by double-clicking in the GUI.

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[Gambas-user] gb.sdl.sound Channels.Count is 8 instead of 32

2014-06-15 Thread Kevin Fishburne
The documentation says sdl.sound is capable of 32 channels with an 
additional channel for music, however when I check Channels.Count it 
reports 8 instead of 32.

Playback of effects seems to confirm this limitation. Is there a way to 
set the maximum number of channels to something higher than 8, or is 
this a bug? I'm using Kubuntu 14.04 with the daily build from the PPA.

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Re: [Gambas-user] feature suggestions: detach and rearrange tabs

2014-05-21 Thread Kevin Fishburne
On 05/20/2014 08:11 AM, Benoît Minisini wrote:
 Le 20/05/2014 04:15, Kevin Fishburne a écrit :
 Detaching and attaching tabs have been implemented since revision
 #6280. It's not just for the IDE, but for all users of the
 Workspace control.
 Wow. Works brilliantly.
 Cool.

 The only wonky thing I've found is reattaching a detached tab adds it
 to the root IDE GUI instead of down with all the other tabs.
 What are you talking about?

 Not a big deal, as the module/class can just be double-clicked in the
 left pane to restore it. Dual monitor users: Rejoice! Thanks,
 Benoît.

 I also just noticed that after detaching a tab, I can attach it to
 other programs, such as Thunderbird. That's fucking nuts. Love it.
 :)
 WTF are you talking about again? You are kidding?


Maybe this is normal KDE behavior that I've never noticed, but here is a 
video capture of me first detaching a tab and attaching it to a console 
window, then reattaching it back to the GAMBAS IDE:

http://eightvirtues.com/sanctimonia/misc/GAMBAS%20Tabs.mp4

Maybe I'm holding it wrong? :)

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Re: [Gambas-user] feature suggestions: detach and rearrange tabs

2014-05-19 Thread Kevin Fishburne
On 05/19/2014 12:01 PM, Benoît Minisini wrote:
 Le 19/02/2014 03:11, Kevin Fishburne a écrit :
 I don't know how difficult this would be, but if detachable tabs could
 be implemented (think Chrome browser), that would be awesome. Tangential
 to that would be the ability to rearrange tabs by dragging and dropping,
 or perhaps doing a right-click Sort by Name.

 Having them detachable would allow productive use of a multi-head setup.
 Often I find myself switching back and forth between two procedures in a
 very long module, or needing to use one code block as a reference as I'm
 writing code elsewhere. I often resort to pasting the code in a text
 editor on my right monitor.

 I know there is a split pane option, but sometimes a program gets a
 little crazy and you have 1 lines of code in a module with some
 300-character-long lines; that is difficult to work with even in a
 non-split view. Perhaps for GAMBAS 4?

 Detaching and attaching tabs have been implemented since revision #6280.
 It's not just for the IDE, but for all users of the Workspace control.

Wow. Works brilliantly. The only wonky thing I've found is reattaching a 
detached tab adds it to the root IDE GUI instead of down with all the 
other tabs. Not a big deal, as the module/class can just be 
double-clicked in the left pane to restore it. Dual monitor users: 
Rejoice! Thanks, Benoît.

I also just noticed that after detaching a tab, I can attach it to other 
programs, such as Thunderbird. That's fucking nuts. Love it. :)

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Re: [Gambas-user] System.TimeZone Error?

2014-05-18 Thread Kevin Fishburne
On 05/18/2014 08:53 AM, Jussi Lahtinen wrote:
 Note #2: this f.g daylight saving time coming out of the brains of
 crazy politicians wanting to control time and who certainly had smoked
 illegal products should burn in fire.

 I agree. This bug report should be send to several governments where it
 really belongs...

Sending bug reports to governments; that's a brilliant idea. Laws are 
referred to as code, are they not? Maybe someone should notify the 
Pirate Party about this. They'd love it.

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[Gambas-user] -Inf

2014-05-18 Thread Kevin Fishburne
I have an interpolation algorithm that continually moves the current 
value toward its target value in increments increased by the 
distance between the current and target values. Recently when 
assigning random values to the target values the current values 
eventually become negative infinity (-Inf), which seems to disregard 
further modification. Here's the code:

OrientationDistance = Abs(Client.PlayerData[p].Limb.Torso.Current[Axis] 
- Client.PlayerData[p].Limb.Torso.Target[Axis]) * 
OrientationDistanceCoefficient
If Client.PlayerData[p].Limb.Torso.Current[Axis]  
Client.PlayerData[p].Limb.Torso.Target[Axis] Then
 Client.PlayerData[p].Limb.Torso.Velocity[Axis] = 
(Client.PlayerData[p].Limb.Torso.Velocity[Axis] + 
OrientationAcceleration) * OrientationDistance
 If Client.PlayerData[p].Limb.Torso.Velocity[Axis]  
OrientationVelocityMaximum Then 
Client.PlayerData[p].Limb.Torso.Velocity[Axis] = OrientationVelocityMaximum
Else
 Client.PlayerData[p].Limb.Torso.Velocity[Axis] = 
(Client.PlayerData[p].Limb.Torso.Velocity[Axis] - 
OrientationAcceleration) * OrientationDistance
 If Client.PlayerData[p].Limb.Torso.Velocity[Axis]  - 
OrientationVelocityMaximum Then 
Client.PlayerData[p].Limb.Torso.Velocity[Axis] = - 
OrientationVelocityMaximum
Endif
Client.PlayerData[p].Limb.Torso.Current[Axis] += 
Client.PlayerData[p].Limb.Torso.Velocity[Axis]

Any ideas what could be causing this? I don't even know what negative 
infinity means, though it's obviously something mathematicians found 
useful to solve a particular problem. In my case it botches my player 
animations by making limbs disappear. Thanks, everyone.

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[Gambas-user] immediate pane is read-only

2014-05-18 Thread Kevin Fishburne
Hope I didn't miss this in an earlier post, but it seems with the 
current daily PPA build that the immediate pane doesn't allow character 
entry.

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Re: [Gambas-user] A strategical move for two communities: Gambas and The GNU Project

2014-05-13 Thread Kevin Fishburne
On 05/13/2014 04:00 PM, Bruno Félix Rezende Ribeiro wrote:
 Hello Gambas community!

 The GNU project[1] aims to develop the GNU system: an Unix-like
 operating system that is entirely free software[2].  It was launched in
 1984, marking the beginning of the free software movement and has been
 ever since the pivotal point of philosophical, legal and technical
 development regarding software user's freedom.  Since 1985 it is been
 sponsored by the FSF (Free Software Foundation)[3]: a nonprofit
 organization with a worldwide mission to promote computer user freedom
 and to defend the rights of all free software users.

 Technically speaking, the GNU Project is also well known by its high
 quality software development tools, like compilers, interpreters and
 debuggers, and historically has influenced the Unix-like operating
 systems world and industry standards.  However, in its 30 years of
 existence, although the GNU project has developed implementations for
 several languages, it has not done so for the Basic language.

 Therefore, as a member of the GNU project I want to invite the Gambas
 community to join the GNU community, making Gambas a GNU package[4] and
 thence the official implementation of the Basic language for the GNU
 operating system.  The GNU project will provide the full infrastructure
 for development and will help to spread awareness of Gambas, promoting
 it as the de facto GNU Basic language implementation.  As a GNU package,
 Gambas can benefit from FSF endorsement, and potentially fund raising
 campaigns and sponsoring.

 I commit myself to help wherever needed: with the forge migration from
 Sourceforge to GNU Savannah; with the compliance to the GNU Coding and
 Maintenance Standards, etc.

 What are your thoughts on that?

@Benoît: Make it so, number one.

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[Gambas-user] odd error message upon application close

2014-04-19 Thread Kevin Fishburne
After upgrading to the current daily build from the PPA, upgrading to 
Kubuntu 14.04 and changing NVIDIA binary drivers I began receiving the 
error message *** Error in `Sanctimonia': double free or corruption 
(fasttop): 0x3723b250 *** when the program closes. Any idea 
what this means, or what could be causing it?

I think it may be related to which NVIDIA binary driver I'm using and 
OpenGL. No issues are occurring on the server portion of the 
application, which also uses OpenGL but runs on Kubuntu 13.10 and 
nvidia-319-updates. The client portion of the application is using 
nvidia-331.38.

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Re: [Gambas-user] Precision immediately lost when assigning value to type Single structure property

2014-04-12 Thread Kevin Fishburne
On 04/10/2014 10:50 AM, Jussi Lahtinen wrote:
 That is completely expected just try:
 Print csingle(180.2)
 180,169

 You cannot express 180.2 precisely with 32 bits.
 Even with 64 bits it's something like: 180.188631 ...


Thanks everyone. I knew floating point variables worked differently than 
integer types but didn't realize the extent of the limitations of their 
precision. I was using the value after the decimal as a flag, or a way 
to store two numbers in one. I've worked around the issue by rounding it.

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Re: [Gambas-user] feature suggestions: detach and rearrange tabs

2014-04-12 Thread Kevin Fishburne
On 04/08/2014 07:01 PM, Benoît Minisini wrote:
 Le 19/02/2014 03:11, Kevin Fishburne a écrit :
 I don't know how difficult this would be, but if detachable tabs could
 be implemented (think Chrome browser), that would be awesome. Tangential
 to that would be the ability to rearrange tabs by dragging and dropping,
 or perhaps doing a right-click Sort by Name.

 Having them detachable would allow productive use of a multi-head setup.
 Often I find myself switching back and forth between two procedures in a
 very long module, or needing to use one code block as a reference as I'm
 writing code elsewhere. I often resort to pasting the code in a text
 editor on my right monitor.

 I know there is a split pane option, but sometimes a program gets a
 little crazy and you have 1 lines of code in a module with some
 300-character-long lines; that is difficult to work with even in a
 non-split view. Perhaps for GAMBAS 4?

 IDE workspace tabs are now moveable in revision #6239. But you cannot
 detach them yet.


Works brilliantly, thanks. Once they can be detached/reattached, 
dual-monitor configurations around the world will be deafened by cheers 
of joy, and mothers will tell their children of that most glorious of days.

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Re: [Gambas-user] customizable background color of unfocused split-view pane

2014-04-12 Thread Kevin Fishburne
On 03/17/2014 07:46 PM, Benoît Minisini wrote:
 Le 14/03/2014 04:44, Kevin Fishburne a écrit :
 Under Tools, Preferences, Theme I can find no way to set the background
 color used when splitting the panes to view two sections of code at
 once. The background color, at least for the Quick theme, is light
 gray which makes the code very difficult to read.

 An alternative to allowing manually setting the color could be to
 multiply the RGB values of the normal background color by 0.8, which
 would darken them by 20%. If you use a solid black background there
 would be no noticeable difference, although the presence of the blinking
 cursor should be enough for that rare occurrence.


 It should be fixed in revision #6201.

 Regards,


Tested and working; looks quite nice!

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[Gambas-user] Exist function for checking files seems slower

2014-04-12 Thread Kevin Fishburne
Previous to installing the PPA daily build earlier this evening the loop:

   Dim Counter1 As Short ' General Counter.

   For Counter1 = 0 To 32766
 If Exist(BasePath  /image/pwo/  Counter1  _0.png) Then
   ' Load the texture.
   ' Code commented out for brevity.
 Endif
   Next

executed fairly quickly. I tested the bare loop by removing any code 
executedif Exist returned True, and the loop is slower than it used to 
be when actually loading textures. Unless the underlying packages in 
[K]ubuntu (13.10) or my network are causing the problem (the file checks 
are performed over an NFS share on my file server), there is a massive 
increase in the overhead of the Exist function with respect to files on 
a network share.

The empty loop over NFS takes 43 seconds. Performed locally on my 
workstation's SSD it takes 0.04 seconds.

Were any changes made to Gambas that could have caused this, or should I 
start investigating my file server and/or network's performance? Copying 
a file from my server to my workstation transfers at 120 MiB/s, which is 
extremely fast. The Exist function checks transfer at 500 KiB/s. So it's 
either Gambas or some package update in Ubuntu, I'm guessing.

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[Gambas-user] Precision immediately lost when assigning value to type Single structure property

2014-04-09 Thread Kevin Fishburne
I have an array (Plan) of a structure (PlanStructure) which contains 
several other structures (PlanPortalStructure, etc.):

' Architectural plan portal structure (server).
Public Struct PlanPortalStructure
   PlanX As Short' Position in architectural plan.
   PlanY As Short' Position in architectural plan.
   Created As Boolean' If portal PWO has already been created.
   Skin As Short ' Portal skin.
   Orientation As Single ' Portal orientation.
End Struct

' Architectural plan structure (server).
Public Struct PlanStructure
   Stage As Byte   ' Current build stage (0
= design, 1 = clear and grade, 2 = wall construction, 3 = roofing
construction, 4 = flooring construction, 5 = lighting installation,
6 = finished/maintenance).
   Index As Integer' Current position in
block type array.
   GradingTarget As Long   ' Elevation in inches to
grade landscape and/or create block PWOs at.
   CenterX As Integer  ' Build site center
coordinate.
   CenterY As Integer  ' Build site center
coordinate.
   Grading As PlanGradingStructure[]   ' Grading blocks.
   Wall As PlanWallStructure[] ' Wall blocks.
   Roofing As PlanRoofingStructure[]   ' Roofing blocks.
   Flooring As PlanFlooringStructure[] ' Flooring blocks.
   Lighting As PlanLightingStructure[] ' Lighting blocks.
   Portal As PlanPortalStructure[] ' Portal blocks.
   Furnishing As PlanFurnishingStructure[] ' Furnishing blocks.
   WallHeightTallest As Single ' Maximum wall target
height (temporarily used to set roofing height).
   WallHeightTotal As Single   ' Total height in feet of
all walls (used to know when wall construction has been completed).
   WallHeightCurrent As Single ' Current height in feet
of all walls constructed (used to know when wall construction has
been completed).
End Struct
Public Plan[10] As Struct PlanStructure


When I assign the value 180.2 to the Orientation property (type Single) 
of PlanPortalStructure like this:

Plan[p].Portal[Index].Orientation = 180.2


the value is assigned as 180.169.

Any idea why this is happening?Seems strange that explicitly setting a 
type Single to a value would immediately cause precision to be lost; 
maybe it has to do with a structure being embedded in another structure?

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Re: [Gambas-user] feature suggestions: detach and rearrange tabs

2014-02-20 Thread Kevin Fishburne
On 02/20/2014 03:04 AM, Fabien Bodard wrote:
 And adobe/gimp boxes too... It's an old dream

Is that your way of telling me I need to start programming in my sleep? 
I guess I'll keep dreaming, then. :)

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[Gambas-user] feature suggestions: detach and rearrange tabs

2014-02-18 Thread Kevin Fishburne
I don't know how difficult this would be, but if detachable tabs could 
be implemented (think Chrome browser), that would be awesome. Tangential 
to that would be the ability to rearrange tabs by dragging and dropping, 
or perhaps doing a right-click Sort by Name.

Having them detachable would allow productive use of a multi-head setup. 
Often I find myself switching back and forth between two procedures in a 
very long module, or needing to use one code block as a reference as I'm 
writing code elsewhere. I often resort to pasting the code in a text 
editor on my right monitor.

I know there is a split pane option, but sometimes a program gets a 
little crazy and you have 1 lines of code in a module with some 
300-character-long lines; that is difficult to work with even in a 
non-split view. Perhaps for GAMBAS 4?

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Re: [Gambas-user] Using OpenGL without SDL Draw event

2014-01-28 Thread Kevin Fishburne
On 01/27/2014 07:49 PM, Benoît Minisini wrote:
 Le 27/01/2014 05:51, Kevin Fishburne a écrit :
 This is tangent to the thread sdl Draw event overhead is killing frame
 rate.

 When rendering graphics with OpenGL using SDL for window management, you
 define a screen like this:

 Public Screen As New Window As Screen
 With Screen
   .FullScreen = False
   .Width = 1
   .Height = 1
   .Framerate = 0
   .Show()
 End With

 When Screen's .Show method is executed the Screen's Draw event procedure
 (Screen_Draw) begins executing continuously. As discussed in the
 previous thread it is extremely slow, even if practically empty and
 drawing nothing.

 Is there a way to define a Screen/Window to be used as a render target
 for OpenGL that does not use SDL? I'm experimenting with gb.qt4.opengl
 now but am having some trouble. I've attached the project, which dies
 with signal 11 upon executing the line Glu.Build2DMipmaps(TextureImage)

 I actually just created a form and then a GLArea so I think I'm on the
 right track, but am not sure where to go from there. I think this is how
 I did things years ago before moving to SDL, though without OpenGL.

 Did you try my recent gb.sdl fix? You should get your old FPS back!


Hell yes. At 1024x1024 I get over 2000 FPS, and at 1x1 I get over 2 
FPS. Thank you, and you now have your own theme song. Here it is:

http://youtu.be/iBktYJsJq-E?t=1m25s

Benoît! Benoît! Benoît!

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Re: [Gambas-user] sdl Draw event overhead is killing frame rate

2014-01-26 Thread Kevin Fishburne
On 01/26/2014 06:49 PM, Benoît Minisini wrote:
 Le 20/01/2014 05:28, Kevin Fishburne a écrit :
 It must provoke some acid reflux deep within the bowels of SDL. :) I
 don't know...it's damn strange for sure. I also find it strange that the
 FPS is around 500, but when you minimize the window it jumps to over
 2000. Even if it's just refreshing the window itself, you'd think on a
 modern system with hardware acceleration it would be faster than that.

 I attached my test app. It has all the OpenGL commands and variable
 declarations commented out, so it's running just an empty SDL loop with
 the frame rate calculation and console printout. Feel free to test the
 two revisions yourself to see the difference.

 Just thought of something...how can you change the current font SDL is
 using? I wonder if changing it from the bitmap to an arbitrary TTF (even
 though no text is being rendered) would make a difference?

 I solve my FPS problem on Intel GPU with the driconf program (that is
 buggy) and that link:

 https://wiki.archlinux.org/index.php/Intel_Graphics

 A flag in the ~/.drirc file allowed me to disable automatic VSYNC, and
 now my SDL programs go to the maximum speed.

 I don't know which GUI driver you use exactly, but I suggest you look in
 that direction.

 Regards,


I installed driconf and created that config file, though it had no 
effect. I'm using an NVIDIA graphics card and driver and think that 
solution is just for Intel chipsets.

I've tried every binary NVIDIA driver in the Kubuntu 13.10 repositories 
and tried the open source NVIDIA driver. It performs virtually the same 
on my main workstation using two different NVIDIA cards (the second one 
brand new), a VM with hardware acceleration enabled and my server (also 
trying several versions of the binary driver), which uses a much older 
NVIDIA card.

With the binary driver there is a GUI (NVIDIA X Server Settings) that 
allows you to change vsync, page flipping, full screen anti-aliasing, 
anisotropic filtering, etc. I've run my test program using all 
variations of these settings. The only one that makes a difference is 
vsync, which predictably either caps the FPS at 60 or allows it to max 
out around 238. The window size is also largely irrelevant. Even setting 
it to 1x1 pixels gives nearly the same frame rate as a 1280x720 window.

So, in the immortal words of Sherlock Holmes, when you have eliminated 
the impossible, whatever remains, however improbable, must be the 
truth. So with all other possibilities eliminated I have to wonder what 
exactly Gambas and SDL are -doing- executing that Draw event loop. My 
test app maxes out one core of my four-core, 3.5 GHz AMD Phenom II X4 
970 CPU, with a $100+ new video card with vsync disabled and a 1x1 pixel 
render target. So it's not giving any time back to an idle process; it's 
using every bit of that CPU core to do -something-. So, what is it 
doing? That's a lot of burned watts to increment a Long datatype 238 
times per second.

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Re: [Gambas-user] Gambas Future or what kind of Gambas we want.

2014-01-21 Thread Kevin Fishburne
On 01/21/2014 03:57 PM, martin p cristia wrote:
 Stepping in this old conversation to point out my take:

 -computers nowadays are fast enough to run a VM that's fast enough to
 run a normal aplication

 -If Benoit says it's complicated, what's left for us ??

 - so instead of trying to port gambas, why not making a installer that
 sets everything up for the inexperinced user??? Something like the
 SmallTalk approach.

 Making a small footprint VM+Linux+Gambas...they're all opensource, we
 can get rid of everyhing that Gambas dont need...even more, making a
 ligth weight Gambas or tagging components as portable and others not
 Say it's a 500MB installer? C'mon my android phone has Hello world
 like apps that weight 30MB, half giga is 15m download...even here in the
 ass of the world (small town Argentina)

 As for porting Gambas, it will be really good.  I have the time (but not
 the brain) to help anyone that joins the party and has the know-how for
 a start.

Sounds like a good idea to me. I'm planning on creating my own LiveCD to 
allow users to run my game on Windows and OSX. Not a great solution, but 
there aren't many options that the average user will stomach.

For your idea I think we'd need to set up a script or small executable 
that would:

 1. Install VirtualBox.
 2. Extract a premade vdi (Virtual Disk Image) containing only what
Gambas needs to run its components (probably a lot).
 3. Extract a premade vbox file (VirtualBox Machine Definition) so
VirtualBox knows about the VM and all its settings.
 4. Create desktop and menu shortcuts to launch the VM.

I remember Windows had self-extracting executables, like a zip file with 
an .exe extension. Perhaps there's an open source program that can 
create those on Windows and then run a script afterward? If so that 
would take care of everything except creating the Gambas VM. From my 
experience with doing the latter, the image always ends up around 7-8 
GB. I think getting the file size down to 1-2 GB is going to be tough.

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Re: [Gambas-user] sdl Draw event overhead is killing frame rate

2014-01-19 Thread Kevin Fishburne
On 01/17/2014 11:00 PM, Kevin Fishburne wrote:
 On 01/16/2014 05:07 PM, Benoît Minisini wrote:
 Le 16/01/2014 22:40, Benoît Minisini a écrit :
 Le 16/01/2014 06:03, Kevin Fishburne a écrit :
 The results are in, and they don't tell me much. :( I attached the
 updated test project, which includes the test results in comments at the
 top. They are:

 ' No Stop Event | No Geometry | Binary NVIDIA driver | 236 FPS
 ' Stop Event| No Geometry | Binary NVIDIA driver | 158 FPS
 ' No Stop Event | No Geometry | Nouveau driver   | 238 FPS
 ' Stop Event| No Geometry | Nouveau driver   | 159 FPS
 ' No Stop Event | Geometry| Binary NVIDIA driver | 236 FPS
 ' Stop Event| Geometry| Binary NVIDIA driver | 155 FPS
 ' No Stop Event | Geometry| Nouveau driver   | 218 FPS
 ' Stop Event| Geometry| Nouveau driver   | 161 FPS

 Adding Stop Event reduces thread CPU usage from 100% to 84%. The frame
 rate is consistently lower when using Stop Event. That 16% difference in
 CPU also doesn't seem to correlate with the difference in frame rates,
 as the frame rate difference has a significantly larger discrepancy.
 Factors unknown to me could be contributing to that of course...
 It's actually simple: when 'Stop Event' is used, the process is paused
 during a little delay (about 10 ms according to the SDL_Delay function
 documentation). So it acts as a frame rate limitation.

 If you don't use 'Stop Event', there is no such delay. But you get in
 both cases a call to the Gambas event loop with a 10 ms timeout (yes, 10
 ms again. This is usually the smallest delay a Linux Kernel can handle).
 That means if there is no Gambas event to process, the process is paused
 during 10 ms. If there is a Gambas event to process, there is no pause.

 I will try to remove all this delays, and you will tell me if it helps you.

 Please test revision #6085, and tell me if it changes anything in your
 framerate.

 I removed the delay if Stop Event is called, and I lower the timeout of
 the Gambas event loop call to 1 ms instead of 10 ms, which force Gambas
 to use a busy loop instead of sleeping the process.

 The FPS are the same when not calling Stop Event, but are now faster
 when calling Stop Event. Either way they still max out between 230-240 FPS.

 I set up a VM so I can compile specific revisions of Gambas and will see
 if older versions exhibit different behavior. I'll let you know what I
 find, and hopefully will be able to narrow it down to a specific
 revision. If I can't do anything to get a higher frame rate on an empty
 SDL loop then something's gone horribly wrong on my end.

Here are the results of my test (--- means similar to the results below):

-=-

Revision  Version   Status  FPS   FPS
 1280x720  Minimized

5938  3.5.90Bad ---   ---
5937  3.5.90Bad 160   187
5936  3.5.90Good---   ---
5931  3.5   Good---   ---
5923  3.5   Good---   ---
5907  3.5   Good---   ---
5875  3.5   Good530   2595
5750  3.4.90Good490   2405
5500  3.4   Good488   2545

-=-

It seems the change slowing the SDL Draw event (or whatever is 
happening) appeared in revision 5937 and later, with the change absent 
in 5936 and earlier.

What's interesting is that the SDL window being minimized in 5936 or 
earlier greatly increases the frame rate, though it makes no difference 
in later revisions. Regardless, the FPS in 5936 and earlier are 
significantly higher than those of revisions 5937 and newer with both 
empty and populated Draw event procedures. That would effect any program 
using SDL to create/manage a window.

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Re: [Gambas-user] how to delete all traces of Gambas?

2014-01-18 Thread Kevin Fishburne

On 01/18/2014 07:33 AM, Jussi Lahtinen wrote:

These should do it:

sudo rm -f /usr/local/bin/gbx3 /usr/local/bin/gbc3 /usr/local/bin/gba3
/usr/local/bin/gbi3
sudo rm -rf /usr/local/lib/gambas3
sudo rm -rf /usr/local/share/gambas3
sudo rm -f /usr/local/bin/gambas3
sudo rm -f /usr/local/bin/gambas3.gambas

sudo rm -f /usr/bin/gbx3 /usr/bin/gbc3 /usr/bin/gba3 /usr/bin/gbi3
sudo rm -rf /usr/lib/gambas3
sudo rm -rf /usr/share/gambas3
sudo rm -f /usr/bin/gambas3
sudo rm -f /usr/bin/gambas3.gambas


Awesome, that works great. Thanks everyone. I'd lost my old Gambas 
installation script, so I've attached my new one. It still requires that 
all the dependency packages be installed...it just does the download and 
compiling and uses the svn -r parameter to specify a revision.


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# Gambas installation script, tested on Kubuntu 13.10.
# Still requires the installation of packages such as Gambas dependencies, 
subversion, etc.

# Delete old Gambas.
sudo rm -f /usr/local/bin/gbx3 /usr/local/bin/gbc3 /usr/local/bin/gba3 
/usr/local/bin/gbi3
sudo rm -rf /usr/local/lib/gambas3
sudo rm -rf /usr/local/share/gambas3
sudo rm -f /usr/local/bin/gambas3
sudo rm -f /usr/local/bin/gambas3.gambas
sudo rm -f /usr/bin/gbx3 /usr/bin/gbc3 /usr/bin/gba3 /usr/bin/gbi3
sudo rm -rf /usr/lib/gambas3
sudo rm -rf /usr/share/gambas3
sudo rm -f /usr/bin/gambas3
sudo rm -f /usr/bin/gambas3.gambas

# Download specified revision of Gambas.
mkdir gb3
cd gb3
rm -fr trunk
svn checkout -r 5750 svn://svn.code.sf.net/p/gambas/code/gambas/trunk
cd trunk

# Configure Gambas.
./reconf-all
./configure -C

# Compile Gambas.
make

# Install Gambas.
sudo make install
cd ..
cd ..

# Run Gambas.
gambas3--
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Re: [Gambas-user] sdl Draw event overhead is killing frame rate

2014-01-17 Thread Kevin Fishburne
On 01/16/2014 05:07 PM, Benoît Minisini wrote:
 Le 16/01/2014 22:40, Benoît Minisini a écrit :
 Le 16/01/2014 06:03, Kevin Fishburne a écrit :
 The results are in, and they don't tell me much. :( I attached the
 updated test project, which includes the test results in comments at the
 top. They are:

 ' No Stop Event | No Geometry | Binary NVIDIA driver | 236 FPS
 ' Stop Event| No Geometry | Binary NVIDIA driver | 158 FPS
 ' No Stop Event | No Geometry | Nouveau driver   | 238 FPS
 ' Stop Event| No Geometry | Nouveau driver   | 159 FPS
 ' No Stop Event | Geometry| Binary NVIDIA driver | 236 FPS
 ' Stop Event| Geometry| Binary NVIDIA driver | 155 FPS
 ' No Stop Event | Geometry| Nouveau driver   | 218 FPS
 ' Stop Event| Geometry| Nouveau driver   | 161 FPS

 Adding Stop Event reduces thread CPU usage from 100% to 84%. The frame
 rate is consistently lower when using Stop Event. That 16% difference in
 CPU also doesn't seem to correlate with the difference in frame rates,
 as the frame rate difference has a significantly larger discrepancy.
 Factors unknown to me could be contributing to that of course...
 It's actually simple: when 'Stop Event' is used, the process is paused
 during a little delay (about 10 ms according to the SDL_Delay function
 documentation). So it acts as a frame rate limitation.

 If you don't use 'Stop Event', there is no such delay. But you get in
 both cases a call to the Gambas event loop with a 10 ms timeout (yes, 10
 ms again. This is usually the smallest delay a Linux Kernel can handle).
 That means if there is no Gambas event to process, the process is paused
 during 10 ms. If there is a Gambas event to process, there is no pause.

 I will try to remove all this delays, and you will tell me if it helps you.

 Please test revision #6085, and tell me if it changes anything in your
 framerate.

 I removed the delay if Stop Event is called, and I lower the timeout of
 the Gambas event loop call to 1 ms instead of 10 ms, which force Gambas
 to use a busy loop instead of sleeping the process.

The FPS are the same when not calling Stop Event, but are now faster 
when calling Stop Event. Either way they still max out between 230-240 FPS.

I set up a VM so I can compile specific revisions of Gambas and will see 
if older versions exhibit different behavior. I'll let you know what I 
find, and hopefully will be able to narrow it down to a specific 
revision. If I can't do anything to get a higher frame rate on an empty 
SDL loop then something's gone horribly wrong on my end.

-- 
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Eight Virtues
www:http://sales.eightvirtues.com
e-mail:sa...@eightvirtues.com
phone: (770) 853-6271


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[Gambas-user] how to delete all traces of Gambas?

2014-01-17 Thread Kevin Fishburne
Quick question. How do you manually delete all traces of Gambas from 
your system? I need to add that to my compilation script as it's having 
some trouble running older revisions of Gambas and I think that's the 
reason why. I'm using Kubuntu 13.10. Thanks all.

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[Gambas-user] sdl Draw event overhead is killing frame rate

2014-01-14 Thread Kevin Fishburne
I noticed a month or two ago that the frame rate on the server side of 
my game went from around 300 to 50. I assumed it was an OpenGL driver 
issue or that I'd added some really inefficient code. It appears this is 
not the case, but rather it seems the Draw event raised by opening a 
screen using SDL is executing some heavy (and hopefully unnecessary) 
lifting that it wasn't previously.


I've attached a project which is essentially an empty SDL screen draw 
event loop that calculates a frame rate once per second and outputs the 
results to the console. Any idea what's going on here? Any empty loop on 
my reasonably modern PC and brand new video card running the binary 
NVIDIA drivers should be producing frame rates in the thousands, at least.


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SDL_Draw_Event_Test.tar.gz
Description: application/gzip
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Re: [Gambas-user] sdl Draw event overhead is killing frame rate

2014-01-14 Thread Kevin Fishburne
On 01/14/2014 10:19 PM, Benoît Minisini wrote:
 Le 15/01/2014 03:33, Kevin Fishburne a écrit :
 I noticed a month or two ago that the frame rate on the server side of
 my game went from around 300 to 50. I assumed it was an OpenGL driver
 issue or that I'd added some really inefficient code. It appears this is
 not the case, but rather it seems the Draw event raised by opening a
 screen using SDL is executing some heavy (and hopefully unnecessary)
 lifting that it wasn't previously.

 I've attached a project which is essentially an empty SDL screen draw
 event loop that calculates a frame rate once per second and outputs the
 results to the console. Any idea what's going on here? Any empty loop on
 my reasonably modern PC and brand new video card running the binary
 NVIDIA drivers should be producing frame rates in the thousands, at least.

 You must know that the event loop of the SDL library cannot be shared,
 so you get instead a busy waiting loop that repeatedly checks SDL events
 and calls one loop of the Gambas event loop with a 10 ms timeout.

 Each time that loop is run, the Draw event is raised. Unless you call
 Stop Event during the Draw event handler, gb.sdl assumes that
 something has be drawn, and so refreshes the window.

 Refreshing a window takes a lot of CPU, depending on its size and what
 your window manager is.

 If the window is refreshed, your framerate may be limited by the GPU
 (through the monitor vsync, which is emultated now on LCD monitors),
 check that.

 If you call Stop Event, the Draw event will be called again and again
 without refreshing, and so the CPU will be spent most of the time there.
 Note that a small CPU time is given back to the OS then, so that not
 100% of the CPU is used.

 Just check the CPU usage and the framerate in the different cases (small
 window, big window, with a 3D window manager, without...), and report!


That is interesting. I'm trying to wrap my head around it. My question 
at this point is if something changed on my system or in Gambas. I've 
tried this on two different PCs with two different video cards (with and 
without the binary NVIDIA driver and with vsync and desktop compositing 
disabled), and even ran the server code from several months ago with the 
same effect.

I placed a Stop Event after the Inc FPS_Frames statement in the 
Screen_Draw procedure in the test project and it actually reduced the 
frame rate from 236 to 157. That's the opposite of what I would have 
expected based on your description of what is happening.

I think I understand the logic. Basically, if stuff doesn't need to be 
drawn on screen, call Stop Event at the beginning of the Screen_Draw 
procedure (the SDL draw event) to avoid its unneeded overhead. It 
doesn't work as expected unfortunately (unless I'm too thick to 
understand what you're saying of course!).

I just installed the mesa-utils and ran glxgears, which is reporting 
about 677 FPS at approximately 1920x1080. Running GambasGears at 
resolutions between 128x128 and 1920x1080 all produce a frame rate of 
233. Running it with everything but the frame rate calculation removed 
from the Screen_Draw procedure produces a frame rate of 237 (similar to 
my test project), which I tested through resolutions between 128x128 and 
1920x1080. BeastScroll's FPS maxes out at 227 FPS at any resolution.

In order to see if it's something in Gambas or on my system I decided to 
try some native games using SDL and OpenGL. I installed OpenArena from 
the repositories and it runs around between 800 and 1000 FPS at 640x480 
and around 200-300 FPS at 1920x1080 with all settings on high. I 
installed Nexuiz and on default settings at 1920x1080 get between 150 
and 200 FPS, which is pretty damn good for Nexuiz.

I think something funky is going on with gb.sdl at this point, as it 
seems to affect any SDL/OpenGL application including the example 
programs, while non-Gambas SDL/OpenGL applications achieve remarkable 
frame rates even under heavy load.

I don't need Gambas to change, but some sort of documented workaround 
may be in order if I'm correct in my suspicions. All these tests were 
performed using NVIDIA driver 304.108 with vsync disabled on a GeForce 
GTX 650 with 1024 MB of VRAM in Kubuntu 13.04 ia64, latest daily Gambas 
build.

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Re: [Gambas-user] Rendering text with OpenGL example

2014-01-12 Thread Kevin Fishburne
On 01/11/2014 05:59 AM, Benoît Minisini wrote:
 Le 11/01/2014 09:14, Kevin Fishburne a écrit :
 On 01/10/2014 10:56 AM, terco IDE wrote:
 Hi, does anyone has an example on rendering some text in a glArea with (or 
 without) openGL?

 tnx!

 Saludos
 Martin
 Yes (using OpenGL), but it's rather involved. I had an epic failure of
 hardware and human logic this week and am just wrapping up restoring
 sanity to my server and workstation, but give me a day or so and I'll
 give you the source code.

 It's my understanding that OpenGL has no native support of rendering
 text, that it must be done manually. I can also provide you with a
 couple of fonts that I created from ttf.

 Basically you take a ttf, type out all the characters you want in GIMP
 (I recommend keeping them in line with an ASCII table), then save each
 character into a separate png file with alpha. You then load these into
 OpenGL textures and render them as quads. The horrible bit (as if it
 weren't horrible enough) is getting the spacing right for different
 combinations of characters. You'll want to add drop shadows, beveling,
 etc. in GIMP as I don't know of a way to do this in OpenGL other than
 perhaps by using shaders (zero knowledge there).

 Using Gambas's native software text rendering libraries is slower but
 easier.

 Kevin
 Why slower? You can use Gambas to create the font characters texture,
 and maintain a texture cache to not do that each time a character is drawn.

That's a good point. It's actually exactly what I do with the the 
landscape tiles for my game using the DrawAlpha function. Composite each 
tile using Gambas software operations, then offload it to an array of 
OpenGL textures for on-screen rendering. I never thought the same could 
be done with text.

In any case, let me know Martin if you're interested in my text 
rendering code and bitmaps. I finally got everything up and running here.

-- 
Kevin Fishburne
Eight Virtues
www: http://sales.eightvirtues.com
e-mail: sa...@eightvirtues.com
phone: (770) 853-6271


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Re: [Gambas-user] Rendering text with OpenGL example

2014-01-11 Thread Kevin Fishburne
On 01/10/2014 10:56 AM, terco IDE wrote:
 Hi, does anyone has an example on rendering some text in a glArea with (or 
 without) openGL?

 tnx!

 Saludos
 Martin

Yes (using OpenGL), but it's rather involved. I had an epic failure of 
hardware and human logic this week and am just wrapping up restoring 
sanity to my server and workstation, but give me a day or so and I'll 
give you the source code.

It's my understanding that OpenGL has no native support of rendering 
text, that it must be done manually. I can also provide you with a 
couple of fonts that I created from ttf.

Basically you take a ttf, type out all the characters you want in GIMP 
(I recommend keeping them in line with an ASCII table), then save each 
character into a separate png file with alpha. You then load these into 
OpenGL textures and render them as quads. The horrible bit (as if it 
weren't horrible enough) is getting the spacing right for different 
combinations of characters. You'll want to add drop shadows, beveling, 
etc. in GIMP as I don't know of a way to do this in OpenGL other than 
perhaps by using shaders (zero knowledge there).

Using Gambas's native software text rendering libraries is slower but 
easier.

Kevin

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