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Lua / Re: Lua Classes
« on: January 04, 2012, 03:57:57 pm »
Yes, it will
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to. 887
Lua / Re: Lua Classes« on: January 04, 2012, 03:51:46 pm »
You just make a loop were you call certain functions when certain stuff are true
Visual basic has nothing to do with Lua 888
Lua / Re: Lua Classes« on: January 04, 2012, 03:44:52 pm »
You can, but it works in a different way then the calculator way.
1. Its not event based (but you can make it like that) 2. It has no gc like we now on the calculator 3. Standard is only console, but you can add gui support by installing modules (or rocks). Edit, thanks Adriweb 889
Lua / Re: Lua Classes« on: January 04, 2012, 03:41:22 pm »
No, TI added the class() function.
However, its very easy to add that function on the pc since its a simple function 890
TI-Nspire / Re: It is possible to convert lua to c, and vice versa!« on: January 04, 2012, 03:09:14 pm »
Converting lua to C is pretty easy as Lua is programmed to be easily intergrated with C.
Converting C to Lua however is a much bigger task, because: 1. It has many different types of variables which are not available in Lua. 2. Most programs access specific stuff (screen, timers, etc) which you can not do from Lua. 3. If you can bypass these limitations, speed would be a very big issue. My logo interpreter just runs at ok speeds, but C is a billion times more complex. So in short : C to Lua is not possible. Of course, you can convert some programs manually, but thats another case 891
Lua / Re: Lua Classes« on: January 04, 2012, 03:02:34 pm »Sorry to necro-post, but cant you do this instead of using classes? You can, but for certain stuff classes is much better. It allows you to do very nice stuff which are not possible (like, each car has its own subroutines). 892
Lua / Re: Updating WZGUILib« on: January 03, 2012, 01:47:04 pm »
I have something like this in EEPro.
My screens have an invalidate function that only invalidate the screen area. Like this: dialog:invalidate() . 893
News / Re: A semi-3D tilt-maze type game in Lua« on: January 03, 2012, 10:23:26 am »Stick two accelerometers somewhere and you could do that Ever heard of Vernier sensors? You can easily interface them with Lua. (Although those sensors are a lot of money ) 894
News / Re: "Luna" is here and converts your .lua files into 3.0.2-compatible .tns files« on: January 03, 2012, 10:22:10 am »
Compiling is just running "make".
Of course you will need to install the openSSL libraries (also -dev) and zip dev libraries. But these aren't to hard to find in the repo's 895
Lua / Re: Owl — A fast, lightweight, and flexible tile map engine for the TI-Nspire« on: January 03, 2012, 08:13:11 am »
Ah, yes. I never use the official emulator because I can't trust it
And about improving stuff, they are adding some nice stuff 896
Lua / Re: Owl — A fast, lightweight, and flexible tile map engine for the TI-Nspire« on: January 03, 2012, 07:51:22 am »
Your code works with me, although I did not use a fullscreen picture (32*32).
When pushing enter only a 10*10 square is cleared. Edit: Also, you can expect improvement in the next OS release. TI did not create Lua for game programming, so its not hard to understand that its not optimized for games. Anyway, I don't have any problem with TI.Image. 897
Lua / Re: Owl — A fast, lightweight, and flexible tile map engine for the TI-Nspire« on: January 03, 2012, 07:19:57 am »
This is not the case if you only invalidate a certain spot (by giving arguments to invalidate() ).
I've made some stuff with it (smooth scrolling) and it works very good. 898
News / Re: Even more early TI-Nspire prototype discovery« on: January 03, 2012, 04:53:46 am »I guess "Phoenix" was the internal code name, much like various software who gets a codename before being officially named. It is, and the name is still being used within the latest OS's 899
News / Re: Even more early TI-Nspire prototype discovery« on: January 02, 2012, 01:41:20 pm »
Just awesome
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News / Re: "Luna" is here and converts your .lua files into 3.0.2-compatible .tns files« on: January 02, 2012, 09:44:47 am »
Well, if he can't get luna to run, I could create a simple (batch/python) script that POST's his code to the server and retrieve the tns.
It would just work like the real luna, but a bit slower. |
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