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posted at 13/07/09 19:35
Element of Water

Wow, I like this, I can't believe I've only just found it! When will the next update come, hopefully compatible with the new JassHelper? It looks like vex added hooks too, and I must say, I prefer his syntax for them to yours...

posted at 20/06/09 10:27
Dark Dragon

Ahh ty VD!
it will be good if locals in defines would be added...
and i hope that ADOLF does not need to recode a lot of lines... i guess that its because of modules or private interfaces which i said before coz it tells me that they are globals and modules are not threated as structs coz for example: private static integer array Int
will be global but in struct it works great.
Sry since i cant be more of a help i really dont know anything about asm...
Best Regards!
~Dark Dragon

posted at 20/06/09 00:10
Van Damm

The ability to define local variables in any place will be implemented along with the support of local variables in the defines. It just takes time, but will be implemented.
Now ADOLF ran into rewriting part of the code, but eventually the new version will be out.

posted at 20/06/09 00:03
Dark Dragon

Sry for double post but i just run in to a little problem! well i like defines coz tehy are inlined but problem is:
define RegisterEvent (trig, event_id) = {
integer i = 0
loop
exitwhen (i >= bj_MAX_PLAYER_SLOTS)
call TriggerRegisterPlayerUnitEvent(trig, Player(i), event_id, null)
set i++
endloop
}
function some void
trigger t = CreateTrigger()
TriggerAddAction(t, function some2)
RegisterEvent(t, EVENT_PLAYER_UNIT_SPELL_EFFECT)
endfunction
should be:
function some void
trigger t = CreateTrigger()
integer cj_RegisterEvent__i = 0 // MOVED!!!
TriggerAddAction(t, function some2)
loop
exitwhen (cj_RegisterEvent__i >= bj_MAX_PLAYER_SLOTS)
call TriggerRegisterPlayerUnitEvent(t, Player(cj_RegisterEvent__i), event_id, null)
set cj_RegisterEventi = cj_RegisterEventi + 1
endloop
endfunction
so like in c++ u can declare locals anywhere and if they are in define then they must be renamed...
you can ofc choose syntax, so it can be something like this!
function some void
integer i = 0
call DoNothing()
auto integer j = 0
endfunction
auto will move it at top of the function, so u dont need to detect but user must say it ;)
Best Regards!
~Dark Dragon

posted at 18/06/09 18:46
Dark Dragon

k ty guys! about OOP i actually now think that i asked and stupid thing coz well its already used as type_cast...
wow #ifdef, #ifndef will be nice ;) as well as my fav feature default values.

posted at 18/06/09 18:02
ADOLF

Default values seem to be an interesting thing, I'll see what I can do.
As for OOP - if you want any features related to it, you can try to ask Vex. cJass will never provide it's own OOP extensions.
I'm working on #ifdef, #ifndef directives. For now, you can use library_once as a substitution.

posted at 18/06/09 15:51
Van Damm

#ifdef, #ifndef instructions were discussed and are likely to be implemented rather soon

posted at 18/06/09 14:45
Dark Dragon

K Van Damm! this default values are most important to me. but other things not so much so yeah ill be glade if only defaults can be added!
as well i used include command, but the problem is that i am working on campaign and for example one mission does not require me to include all scripts! so for example i include math.j and then i include some library which as well includes math.h! however it will not detect that its already included so it will include it two times... ofc i have far more librarys thats just an example!
so i was wondering will ifdef or ifndef happen? so i can check is math defined like this:
#ifndef _MATH_J_
define _MATH_J_
do include actions here
#endif
greets!
~Dark Dragon

posted at 17/06/09 23:49
Van Damm

I think only default values are worth implementing, but this won't be soon.

posted at 17/06/09 18:08
Dark Dragon

Hi ADOLF!
I have a few suggestions!
struct vector
real x
real y
endstruct
function some fvoid
vector v = vector()
endfunction
is compiled to:
function some fvoid
vector v = vector.create()
endfunction

function add takes real x = 0., real y = 0. returns real
return x+y
endfunction
function add fvoid
call add(5, 2)
call add(5)
call add()
endfunction
and last of all!
function some fvoid
static integer i = -1
i++
endfunction
greets!
~Dark Dragon

posted at 13/06/09 14:06
Dark Dragon

Ty ADOLF!
i did not fully understand it but now y i do! ty and y i posted some more bugs to Van Damm so he will tell u ;)
Best Regards!
~Dark Dragon

posted at 13/06/09 09:16
ADOLF

2Dark Dragon
Yes, thanks! Van Damm is known English better than me, therefore he is our "agent on a public relation"
//-------
This is not bug, instruction ## just remove backspaces before and after it. But it is processed after replacement (principle of work consists herein, Set and UnitX will not be replaced).
In your code it will "join" call with Setunitx, and then will add to the function callSetUnitX another call
If you will write "SetUnit ## X" or "S ## etUnitX" - that all will be correct.

posted at 12/06/09 15:58
Dark Dragon

Heh sry for double post, i just tested new version and was wondering is this bug or not?
define {SetUnitX = SetUnitX_hook; SetUnitY = SetUnitY_hook}
function SetUnitX_hook takes unit u, real x returns nothing
call ##SetUnitX(u, x)
endfunction
is compiled to:
call callSetUnitX_hook(u, x)
well i am not sure is it correct to write ## before function since i dont know a lot about c++ jet :D
just wanted to point it out!

posted at 12/06/09 15:39
Dark Dragon

I must say you are awesome, really great job all of u! I told Van Damm at WC3C about some bugs and suggestions! So he will tell more. All in all i really like this syntax a lot and thanks for making this!
Greets!
~Dark Dragon

posted at 09/06/09 21:14
ADOLF

huh, i will back... with new version)

posted at 20/05/09 01:28
ScorpY

hi! продолжай дебаг а то там ужс что творится..

posted at 17/05/09 16:51
Romek

@ Adolf:
Awesome. Can't wait. ;D

posted at 13/05/09 02:20
narayan

Все же не понимаю крутости сего проекта. Но помогу с багами, скачал буду тестить (только антиспам в аське твоей ацкеи , я не ботан чтобы считать числа больше десяти)

posted at 07/05/09 18:09
ADOLF

2Romek:
soon I'll release new version with massive changes & updates. and then we'll do some testing and debugging of it

posted at 06/05/09 21:18
Romek

@ ADOLF:
No, my code is flawless. =)
Clearly, I stumbled across the 5% incompatibility.

posted at 05/05/09 23:49
SRes

Круто ! Буду использовать.

posted at 05/05/09 21:42
ADOLF

2Romek:
some crashes may occur of your code has syntax mistakes. also cJass is nearly 95% compatible with vJass, so some errors may suddenly pop out.
2J:
hi!

posted at 05/05/09 06:16
J

*здесь был J*

posted at 05/05/09 02:42
Romek @ Thehelper

Tested, works great on new maps.
It doesn't seem to work well when new cJass code is added to maps which previously used ordinary vJass.
Also, I experienced quite a few crashes for no particular reason.
'private' didn't seem to work before globals, however 'priv' - a macrodefinition worked.
This thing is awesome though. I always told people how great vJass would be if someone made something like this. =)

posted at 30/04/09 21:56
Артте

Почитал синтаксис..очень понравилось, скоро затестим)

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