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Author | Topic: Basic4GL v2.5.0 (Read 844 times) |
Tom Mulgrew Administrator
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|  | Basic4GL v2.5.0 « Thread Started on Jan 13, 2008, 6:10am » | |
Just so you know, the "official" (whatever that means) v2.5.0 release of Basic4GL is up on the main site. http://www.basic4gl.net
I've fixed the memory leak that occurs when strings are passed to/from functions and subroutines. Otherwise it should be functionally exactly the same as the v2.5.0 beta that I put up a week or so ago.
In case you missed the discussion, this is finally the release that has proper function and subroutine support, which a lot of people (myself included) have been waiting a long time for.
Anyway.. Enjoy..
-Tom
PS. If anyone has some time to kill, taking a Basic4GL example program, converting it to use functions/subs instead of GOSUB/RETURN and emailing me the result would be very helpful (currently there are no distributed examples that use functions and subs).
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|  | Re: Basic4GL v2.5.0 « Reply #1 on Jan 13, 2008, 1:00pm » | |
cool, i'll download it soon and try updating examples.
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|  | Re: Basic4GL v2.5.0 « Reply #2 on Jan 13, 2008, 6:15pm » | |
Any chance you could upload the source code when you have a spare 10 mins? I like to play around with it
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|  | Re: Basic4GL v2.5.0 « Reply #3 on Jan 13, 2008, 9:36pm » | |
Cool. Good work Tom.
It'll be nice to be able to put my collision detection into functions now rather than writing the right code for every time I need it. I guess now I have to spend some time re-writing some of my code to incorporate that, but oh well.
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Tom Mulgrew Administrator
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|  | Re: Basic4GL v2.5.0 « Reply #4 on Jan 14, 2008, 1:30am » | |
Quote:Any chance you could upload the source code when you have a spare 10 mins? I like to play around with it  |
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Done.. (It's actually a little bit easier now that I've started using SVN for version control). It's on the download page.
-Tom
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|  | Re: Basic4GL v2.5.0 « Reply #5 on Jan 14, 2008, 2:48am » | |
the last version should be updated from 2.3.0 to 2.4.0 or .1
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|  | Re: Basic4GL v2.5.0 « Reply #6 on Jan 14, 2008, 12:14pm » | |
YAY! Thank you, Tom! been waiting a long time!
Could ya PLEASE put it in a ZIP?
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|  | Re: Basic4GL v2.5.0 « Reply #7 on Jan 14, 2008, 1:03pm » | |
tom what do you need to compile basic4gl from source
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|  | Re: Basic4GL v2.5.0 « Reply #8 on Jan 14, 2008, 7:09pm » | |
Good stuff. Now if only you could upload several weeks worth of free time for me to download, so I could get caught up on everything long enough to give it a try 
But really, the lack of functions was one of the main things deterring me from messing around with b4gl since learning C++, so I'm several times more likely to come back and play around some more now. I need a good break from Linux hacking anyways. Just need to finish my commitments first, and try not to make new ones (I'm really bad about that...)
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Tom Mulgrew Administrator
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|  | Re: Basic4GL v2.5.0 « Reply #9 on Jan 15, 2008, 1:17am » | |
Quote:| Could ya PLEASE put it in a ZIP? |
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Done. You can grab the zipped version from the download page.
Cheers, -Tom
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|  | Re: Basic4GL v2.5.0 « Reply #10 on Jan 15, 2008, 10:57am » | |
now avalible on wiki
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|  | Re: Basic4GL v2.5.0 « Reply #11 on Jan 15, 2008, 12:21pm » | |
Thanks!
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|  | Re: Basic4GL v2.5.0 « Reply #12 on Jan 15, 2008, 4:49pm » | |
In the next version, tom could you make it that after making a .exe it asks you if you'ld like it to copy the sound dlls to the .exe's dir instead of the alert it gives now.
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- James
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|  | Re: Basic4GL v2.5.0 « Reply #13 on Feb 3, 2008, 2:42am » | |
Looks great Tom! I started playing with them a little while ago and I'm having fun. Exactly what Basic4GL needed. I noticed a couple of small issues, it doesn't seem to be handling allocated data (which was one of the neat things I was looking forward to using function for). Here are a few examples:
I was going to make a simple expression tree, but it tells me there's an unset pointer when it reaches the second call to "newNode". When you use "&variable" is it passing by reference? How can you pass a pointer to a pointer?
struc Node dim type$ dim value dim Node &left dim Node &right endstruc
sub newNode(Node &n, type$, value) alloc n n.type$ = type$ n.value = value endsub dim Node &root
newNode(root, "ADD", 0) newNode(root.left, "INT", 2) newNode(root.right, "INT", 3)
Unfortunately, this doesn't work either 
function new(size) dim &a() alloc a, size return a endfunction
dim &a()
a = new(10)
Am I doing something wrong here (it's been a LONG time since I've coded in BASIC), or are these just not possible yet?
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|  | Re: Basic4GL v2.5.0 « Reply #14 on Feb 3, 2008, 5:34am » | |
hello davy you can try this
Joshy
struc Node dim typ$ dim value# dim Node& left dim Node& right endstruc
sub NewNode(Node& root,t$,v#) root.typ$=t$ root.value#=v# alloc root.left alloc root.right end sub
dim Node root NewNode(root ,"a", 1.0) NewNode(root.left ,"b", 2.0) NewNode(root.right,"c", 3.0)
printr root.typ$ + "," + root.value# printr root.left.typ$ + "," + root.left.value# printr root.right.typ$ + "," + root.right.value#
and this:
function &new(size)() dim &a(),i alloc a, size for i=0 to size-1 a(i)=i next return &a end function
dim i,&a()
&a = new(10)
for i =0 to 9 printr a(i) next
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