Author Topic: Suave  (Read 24045 times)

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Re: Suave
« Reply #135 on: February 15, 2011, 08:07:42 pm »
After a lot of work, I have re-done the compiler. It is now faster, and works better. The error reporting uses a constant system, and you could easily bee extended. I even have a way to copy files with wild chars (so you can type "classpath *.svl;").  ;D
And the best part: the wild chars uses a built-in OS command (copy for Windows, cp for Linux, need to find out for Mac) to do it! (saves the space so I don't have to use a library)
I'll upload a new version as soon as I get a few more things re-worked.
:)
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Re: Suave
« Reply #136 on: February 16, 2011, 12:26:52 am »
Cool to hear progress :D

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Re: Suave
« Reply #137 on: February 16, 2011, 05:47:51 pm »
Yup, and there has been more :).
It now is starting to recognize the classpath command.
Also, once I'm done, it will make just 2 iterations over the code: once for the preprocessor, and once for the compiler.
This will save even more time compiling. :)
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Re: Suave
« Reply #138 on: February 18, 2011, 06:54:00 pm »
Okay, I have done even more work on this. The #classpath directive works.
Soon I will be a adding the #include directive and #define.
Then the conditional compilation directives (if,ifdef,ifndef,else,elseif,endif,etc.)
After that, we'll see.

Also, does anyone know of a good cross-platform FileSystem library?
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Re: Suave
« Reply #139 on: February 18, 2011, 09:00:17 pm »
whoa, sounds awesome :D

anyways, any ideas on how to parse and store the comp's data on the classes?  maybe a vector table for the different classes, and another for each class for their architecture?

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Re: Suave
« Reply #140 on: February 18, 2011, 09:12:38 pm »
I actually have a class that holds the data about classes. It has room for variables, methods, etc.
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Re: Suave
« Reply #141 on: February 18, 2011, 09:14:12 pm »
really?  O.O

now I just need to find a way to handle the data on calc.  Are you going to make the parsing changing easy enough so that I can add in the assembly equivalents with ease?  since there's a lot of asm code to be added O.o

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Re: Suave
« Reply #142 on: February 21, 2011, 01:48:42 am »
:):):):)!!!!!!
Directory searching is done! Preprocessor commands are implemented! It even can be compiled with VC++ (which doesn't have dirent.h, so I use the WinAPI instead) and with the GCC (using dirent.h).
Also, the version compiled with VC++ is about 74k while the version compiled with the GCC is 541k.
Anyone know why?
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Re: Suave
« Reply #143 on: February 22, 2011, 04:41:25 pm »
*bump*
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Re: Suave
« Reply #144 on: February 23, 2011, 09:12:01 pm »
That's weird ???. Could it be that the first has more dependencies, though?

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Re: Suave
« Reply #145 on: February 26, 2011, 02:24:59 am »
:):):):)!!!!!!
Directory searching is done! Preprocessor commands are implemented! It even can be compiled with VC++ (which doesn't have dirent.h, so I use the WinAPI instead) and with the GCC (using dirent.h).
Also, the version compiled with VC++ is about 74k while the version compiled with the GCC is 541k.
Anyone know why?

I googled a bit and have no idea about it, but in that case I'd use VC++, what's to blame little size?

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Re: Suave
« Reply #146 on: February 28, 2011, 03:39:33 pm »
If you do that, make sure to state clearly in the readme about every depenencies the person needs to use this software, such as .NET framework or visual studio being installed. I have no clue what VC++ requires, though, but I remember some VB games required me to install .NET or other stuff.