Discussions in support of the LOLCODE.com wiki
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I've posted information on my lolcode.net project on the wiki. And take a look at this:
[img]http://lolcode-dot-net.googlecode.com/svn/trunk/VSDebug1.png[/img]
and this:
[img]http://lolcode-dot-net.googlecode.com/svn/trunk/VSDebug2.png[/img]
Visual Studio debugging, complete with locals, breakpoints, stepping, watches, etcetera. No intellisense or syntax highlighting - yet. ![]()
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That is simply... simply... simply...
defying all attempts to verbalize what exactly it is.
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Really cool.
Seems to crash when doing stuff with strings thought. I don't know if this is supposed to work, but it crashes on runtime:
I HAS A STRING
LOL STRING R "ok"
I HAS A SECONDSTRING
LOL SECONDSTRING R "ok"
IZ STRING LIEK SECONDSTRING?
YARLY
VISIBLE "ok"
NOWAI
VISIBLE "..."
KTHXOffline
Wow.
Just, Wow.
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I have some questions about the implementation of the lolcode.net project:
Which language is used for the class file? VB.NET, C#.NET, C++.NET?
Which Framework is being used?
Which Visual Studio version is being used?
-Sojournist
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netcat: Ah, had totally forgotten about string comparisons. I'll fix that ASAP, thanks!
Sojournist: It's written in C#.NET, with Visual Studio 8 and .NET 2. All the source is accessible through the Google Code project linked from the wiki.
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I've uploaded a new version (and committed changes to the repository) that supports string comparisons, as illustrated by netcat.
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I've uploaded another new version. Changes in this version:
- Assorted optimisations to the generated IL
- Command line support for lolc added - still preliminary, some options will not have any
effect. Note that builds default to release now, to make a debug build, you will have to
specify /debug+.
- Fixed printing of arrays using VISIBLE so it adheres to the standard.
- Improved compiler error reporting substantially.
- Added README and CHANGELOG to the package.
Edit: Uploaded Revision 19, which fixes some bugs with the compiler's evaluation of conditionals.
Last edited by Arachnid (2007-06-04 05:36:36)
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Hey Arachnid, thanks for writing this, I got it all working just peachy last nite!
(Hope you enjoyed ur scifi XD )
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I have just started looking at ways to incorporate the work that arachnid has done and apply it to the new dynamic runtime from microsoft. ill post screenshots in a day or two ![]()
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I see that you can debug in visual studios but how do you do it.
Is there anyway some sort of documentation could be made avalible.
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garry danger: Fantastic! If you'd like to join the LOLCode.net project, just let me know.
wiccan-two: At the moment, to debug in VS, you have to:
- Make sure your program has a 'GIMMEH' line somewhere near the beginning so it'll pause
- Run your program
- Click on Debug -> Attach To Process in Visual Studio
- Select your program
- Click 'attach'.
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I've uploaded a new version of LOLCode.net. Most notably, this version adds support for "IRCSPECZ", including "MEBBE" (else-if) and "WTF" (switch) statements. You can get it here. Other changes in this revision:
- Improved string parsing - LOLCode.net now accepts strings with any of the escape sequences
accepted by C#
- Fixed a bug with lolc's handling of relative paths
- Assorted internal refactoring
Edit: Revision 30 had a couple of bugs - most notably, any file with warnings would not compile. I've uploaded revision 31, which fixes that.
Last edited by Arachnid (2007-06-09 21:09:25)
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Been playing with it Arachnid, very cool. Any idea what it would take to get syntax highlighting going under VS?
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nrkn wrote:
Been playing with it Arachnid, very cool. Any idea what it would take to get syntax highlighting going under VS?
We'd need MSBuild support and a VS extension. I believe Grandmaster was going to work on that, not sure what the status is.
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This is excellent stuff. Just letting you know that it works perfectly under Mono 1.2.4 on Mac OS X as well :-)
I've written a short article about running this on Mono and have included a Makefile to allow it to compile on Linux or OS X at the command line. http://www.sorn.net/?postid=88
Last edited by jaavaaguru (2007-06-20 20:11:03)
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Been playing around with this for like 30 minutes now, lots of fun.
I see that you are taking input into a WORD. Perhaps you can add type casting via an "IS NOW A" operator, or add the NUMBR keyword and add input directly to that. Could do something like:
I HAS A MINIMUM VISIBLE "Count from what? "! GIMMEH WORD INPUT MINIMUM R INPUT IS NOW A NUMBR
Also, possibly add support for referencing libraries, etc and setting the namespace.
CAN HAS System
CAN HAS System.IO
IM IN YR NAMESPACE LOLCodeTest
BTW This is the main entry point.
HAI
VISIBLE "LOL!"
I HAS A LOLCode TEST R NEW
KTHXBYE
IM IN YR CLASS LOLCode
IM IN YR CONSTRUCTORZ
VISIBLE "Testing!"
IM OUTTA YR CONSTRUCTORZ
IM OUTTA YR CLASS
IM OUTTA YR NAMESPACEMy goal would be to get it running with the XNA Framework and hopefully on the 360 at somepoint!
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I'm trying to refrain from adding my own flourishes to the language, and stick to what's in the specs, for now. That means a fairly limited language in the short-term, but I'd like to see it able to integrate with the .NET framework in the near future. ![]()
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Yeah, I understand that. I was wondering how you are compiling it, or how I could go about compiling it at runtime? The reason is that I am working on an editor (which has LOLCode highlighting) and would like to write a plugin for it that can compile and run the LOLCode.
Here is the post about my editor: Click Me!
The goal is to get it to compile and work as a scripting language for my XNA engine, at least on Windows.
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Arachnid wrote:
I'm trying to refrain from adding my own flourishes to the language, and stick to what's in the specs, for now. That means a fairly limited language in the short-term, but I'd like to see it able to integrate with the .NET framework in the near future.
Arachnid, this sort of thing (integration with the host language/runtime) is very much in my sights for LOLCode as a whole in the medium-term. I want to be sure that discussions around that synch up with your availability, because we'll need your insights.
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Krisc wrote:
Yeah, I understand that. I was wondering how you are compiling it, or how I could go about compiling it at runtime? The reason is that I am working on an editor (which has LOLCode highlighting) and would like to write a plugin for it that can compile and run the LOLCode.
Here is the post about my editor: Click Me!
The goal is to get it to compile and work as a scripting language for my XNA engine, at least on Windows.
Ah! Well, I've exposed it as a CodeProvider subclass, so you can reference the lolcode.net assembly and pass it files or strings to compile. If your needs are more complex, we could discuss exposing the parser and other parts of the compiler.
Arachnid, this sort of thing (integration with the host language/runtime) is very much in my sights for LOLCode as a whole in the medium-term. I want to be sure that discussions around that synch up with your availability, because we'll need your insights.
Definitely. Let me know when and I'll be there. ![]()
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LOLCode.net is now 1.2 compliant with the following exceptions:
- "SAEM" is used instead of "BOTH SAEM".
- Labelled breaks are supported.
- Continue (optionally labelled) with the keyword "MOAR" is also supported.
It's bound to have bugs, so please report them if you find them.
You can download it here.
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How can i start "programming" in lol code please help.
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