On 20 January 2012 03:37, Jimmie Houchin jlhouc...@gmail.com wrote:
On 1/17/2012 2:57 PM, Frank Shearar wrote:
Emacs + SLIME = image-based, interactive development. As image-based
as you'd like, at least. Eclipse + Cusp = image-based development:
you're connecting to a running Common Lisp
The latest COG VM, pointed to from the Pharo-project download page,
CogVM-*-13307.zip, seems to be a little unstable. Many students have been
reporting that it just hangs while doing nothing more than editing (not saving)
text, and I have seen long hangs while doing trivial things — these
try
Smalltalk vm version
On Fri, Jan 20, 2012 at 12:16 PM, Andrew P. Black bl...@cs.pdx.edu wrote:
Second, how can I find out what version of COG I'm running?
Andrew
So, am I getting this right: if I need callbacks, then I need NativeBoost?
Can those callbacks be used in situations where it is necessary to deliver
very high number of them quickly and efficiently?
I am looking at libev - event library used to deliver high I/O traffic
through evented
see
https://ci.lille.inria.fr/pharo/view/NativeBoost/
On Fri, Jan 20, 2012 at 12:31 PM, drush66 davorin.rusevl...@gmail.comwrote:
Are there prebuilt VM-s with NB?
-
http://www.cloud208.com/
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Unfortunately the VM from the one click package
has a bug when it comes to FFI.
You can download latest Cog from Eliots archive:
http://www.mirandabanda.org/files/Cog/VM/?C=M;O=D
No need to compile here. I use them too.
Note that Eliots one (with source managed in subversion)
is not the
Perhaps you can try using squeakvm as VM. I had several problems with Cog
(on my linux), but squeakvm runs without problem. I don't want to judge,
but I think that Cog is pretty much faster, but squeakvm is solid.
Jan
in my Gui to OpenGL code, I'm doing a very naive procedure to copy the
World to an OpenGL at every #step. I know that there's many ways to
speed this up (I get only 10fps with a saturated core when I do it the
simplest way). Suggestsion on how to make the following more efficient?
THanks.
Today i'm happy to announce that i can run my 2 years-old demo which i
did when created NBOpenGL bindings first on Windows,
working without ANY changes in code on Mac.
The main hurdle with adding MacOsx support was that it is largely
unknown platform to me , and there are 3 different ways to get
On 20 January 2012 01:29, Lawson English lengli...@cox.net wrote:
Apparently there was a glError that I wasn't catching, so the disk address
issue has gone away: the Baloon3D plugin was logging errors I didn't catch.
However, I'm not sure how to efficiently blit GUI updates to the gl texture,
Thanks, a lot for your first-hand experience.
On 8 January 2012 20:29, ncalexan ncalexan...@gmail.com wrote:
fstephany wrote
I'm also a bit lost between all the different options (plugins,
NativeBoost, FFI, Alien).
I also found this confusing, so let me tell my recent experience and my
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