[Opensim-dev] My new LSL compiler project

Eric e800 at gmail.com
Tue Nov 17 01:01:41 UTC 2015


Avination*
On Nov 16, 2015 7:01 PM, "Eric " <e800 at gmail.com> wrote:

Will start resolving conflicts with the aviation merge shortly, there's
quite a few caused by the CSharp attributes I put in the LSL Api
On Nov 13, 2015 7:21 PM, "Eric " <e800 at gmail.com> wrote:

> Here's the change, it was easy enough to fix from here.
>
>
> https://github.com/EriHoss/OpenSim_With_LibLSLCC/commit/f3a7b9a6c4fdb98c3a5e732b8d2b865de8e49df7
> On Nov 13, 2015 6:38 PM, "Eric " <e800 at gmail.com> wrote:
>
>> Alright, this is an easy fix.  Since the compiler just reads it from
>> settings, co-op call insertion can be forced to true regardless of what
>> OpenSim.ini says
>>
>> I am currently out of town for the weekend and have spotty coverage,  I'm
>> out in the middle of nowhere hiking.
>>
>> I can fix this sunday night when I get back or monday if I have trouble
>> doing it from here.
>>
>> I only have a cell with me :)
>> On Nov 13, 2015 6:27 PM, "Melanie" <melanie at t-data.com> wrote:
>>
>>> Hi,
>>>
>>> please change that to insert the calls unconditionally. The user can
>>> change the script stop strategy without wanting to recompile. The
>>> calls simply do nothing in preemptive stop mode.
>>>
>>> - Melanie
>>>
>>> On 14/11/2015 01:21, Eric  wrote:
>>> > I have no problem with integration, I'd love to see this put to use.
>>> I am
>>> > causing breaking changes quite often at the moment to the library
>>> though.
>>> >
>>> > If you would like me to help keep the integrated code up to date with
>>> my
>>> > latest I can do this.
>>> >
>>> > I am unsure what the mode of operation is for ongoing contributions,
>>> just
>>> > let me know.
>>> >
>>> > The compiler does inject co-op termination calls where necessary when
>>> co-op
>>> > script stop is enabled, the function it uses for this is also
>>> templated in
>>> > its configuration.
>>> >
>>> > The base class name and such is also drawn from XEngine the way the
>>> > previous compiler was set up.
>>> > On Nov 13, 2015 5:21 PM, "Melanie" <melanie at t-data.com> wrote:
>>> >
>>> >> Hi,
>>> >>
>>> >> what is your position on core integration for this? It does appear
>>> >> to be vastly superior and should not languish in an out-of-core
>>> >> repository.
>>> >>
>>> >> Also, does your compiler inject the cooperative termination calls?
>>> >>
>>> >> - Melanie
>>> >>
>>> >> On 14/11/2015 00:17, Eric  wrote:
>>> >> > Just an update on this.
>>> >> >
>>> >> > I recently corrected a pretty large issue with modifying operations
>>> on
>>> >> > vector/rotation components being erroneously optimized away in
>>> certain
>>> >> > cases.
>>> >> >
>>> >> > The expression node property that recursively checks the an
>>> expression
>>> >> tree
>>> >> > for expressions with side effects was failing to recognize that
>>> result of
>>> >> > the '.'  operator access node could be modified by certain
>>> assignment and
>>> >> > postfix/prefix operations.
>>> >> >
>>> >> > Therefore statements like:
>>> >> >
>>> >> > vec.x *= 2; or vec.y++; (ect..)
>>> >> >
>>> >> > Were interpreted as having no side effects.
>>> >> >
>>> >> > I found this problem from the MONO tests Blake pointed out on the
>>> wiki.
>>> >> >
>>> >> > ==
>>> >> >
>>> >> > I've since put up a new release, the editor now contains a working
>>> config
>>> >> > pane for the compiler in the settings window, and uses a LibLSLCC
>>> binary
>>> >> > with the previously mentioned optimization fix.
>>> >> >
>>> >> > The compiler options pane is only partially field validated (need to
>>> >> write
>>> >> > validation stuff for method signatures, class inheritance list, and
>>> >> > constructor signature settings still)
>>> >> >
>>> >> > The OpenSim fork has been updated as well to contain the fix.
>>> >> >
>>> >> > I have also put some work into the experimental branch on my fork
>>> that
>>> >> > attempts to improves casts from strings to floats in all runtime
>>> types.
>>> >> It
>>> >> > adds formating support for NaN, Infinity (both pos and neg) as well
>>> as
>>> >> > preservation and printing of negative signed zeros.  hex string to
>>> float
>>> >> > parsing has also been added.
>>> >> >
>>> >> > The changes to the runtime types in the experimental branch have
>>> not been
>>> >> > heavily tested yet, but seem to fix most of the formating/cast from
>>> >> string
>>> >> > issues present in the compiler compliance test from the wiki.
>>> >> >
>>> >> > Everything's still overflow checked, so that's still going to stop
>>> the
>>> >> > overflow tests from working of course, and quaternions still have
>>> >> > normalization differences (that's not really a correctable thing)
>>> >> > On Nov 9, 2015 5:20 PM, "Eric " <e800 at gmail.com>
>>> wrote:
>>> >> >
>>> >> >> TIL that that ([0,0] != [0,0])  is (length(left) - length(right)).
>>> >> >>  interesting.
>>> >> >>
>>> >> >> On Mon, Nov 9, 2015 at 3:47 PM, Melanie <melanie at t-data.com>
>>> wrote:
>>> >> >>
>>> >> >>> The [1] != [2,3] test would yield 1 because the c# notion of true
>>> is
>>> >> >>> 1, not -1.
>>> >> >>>
>>> >> >>> This can't be fixed because it's a Mono thing. A compiler cold
>>> work
>>> >> >>> around it by identifying expressions yielding a boolean value and
>>> >> >>> wrapping them, like so: ([1] != [2,3] != 0 ? -1 : 0)
>>> >> >>>
>>> >> >>> But that is ugly and inefficient.
>>> >> >>>
>>> >> >>> - Melanie
>>> >> >>>
>>> >> >>> On 09/11/2015 22:36, Eric  wrote:
>>> >> >>> > Blake,
>>> >> >>> >
>>> >> >>> > I found the LSL language test on the wiki when I first started
>>> >> working
>>> >> >>> on
>>> >> >>> > the library,
>>> >> >>> > I forgot where I got them and went looking for the other ones
>>> but
>>> >> could
>>> >> >>> not
>>> >> >>> > find them again.
>>> >> >>> >
>>> >> >>> > These in particular:
>>> >> >>> >
>>> >> >>> > http://wiki.secondlife.com/wiki/LSL_Language_Test
>>> >> >>> > http://wiki.secondlife.com/wiki/LSL_Language_Test_2
>>> >> >>> >
>>> >> >>> > There are a few current failures in the first test:
>>> >> >>> >
>>> >> >>> > The first is due to quaternion division producing different (but
>>> >> valid)
>>> >> >>> > results in OpenSim on line 436
>>> >> >>> > The second is on line 471-473 and it is caused by an overflow
>>> >> exception
>>> >> >>> > being thrown
>>> >> >>> > The third is on line 480-482 and it is also caused by an
>>> overflow
>>> >> >>> exception.
>>> >> >>> >
>>> >> >>> > The rest of the failures are caused by the Float equality delta
>>> >> tests,
>>> >> >>> and
>>> >> >>> > comparing vectors/rotations cast to strings. (their formatting
>>> is
>>> >> >>> slightly
>>> >> >>> > different in opensim)
>>> >> >>> >
>>> >> >>> >
>>> >> >>> > There are several in the second, due to vectors and rotations in
>>> >> >>> OpenSims
>>> >> >>> > runtime converting into strings with spaces after the commas.
>>> >> >>> > In secondlife there are no spaces in the list of components
>>> that make
>>> >> >>> up a
>>> >> >>> > vector or rotation when its ToString()'d
>>> >> >>> >
>>> >> >>> > And an instance of:  [1] != [2,3] (1 expected -1), on line 224
>>> of
>>> >> >>> > LSL_Language_Test_2 which is a runtime related thing I am
>>> curious to
>>> >> >>> > investigate.
>>> >> >>> >
>>> >> >>> >
>>> >> >>> > I am unsure if I should improve the actual runtime types, or fix
>>> >> >>> > differences generating workaround code.
>>> >> >>> >
>>> >> >>> > I am inclined to believe that the quaternion runtime type should
>>> >> >>> probably
>>> >> >>> > not be messed with besides fixing the ToString() formatting,
>>> >> >>> > I am not sure what opinions there are on modifying the other
>>> existing
>>> >> >>> types.
>>> >> >>> >
>>> >> >>> > ==
>>> >> >>> >
>>> >> >>> > All benchmark scripts on the page work and produce identical
>>> output
>>> >> to
>>> >> >>> > second life.
>>> >> >>> >
>>> >> >>> >
>>> >> >>> > LSL_Library_Call_Test_1 failed due to OpenSim using void for the
>>> >> return
>>> >> >>> > type of llGiveMoney();, and also due to erroneous function
>>> >> parameters in
>>> >> >>> > the script causing exceptions.
>>> >> >>> >
>>> >> >>> > LSL_Library_Call_Test_2 compiles and fails due to erroneous
>>> >> parameters
>>> >> >>> to
>>> >> >>> > LSL functions causing exceptions, which halt the script.
>>> >> >>> >
>>> >> >>> > Event_test_script fails due an issue with the order in which
>>> events
>>> >> are
>>> >> >>> > called by OpenSim (I'm not exactly sure why).
>>> >> >>> >
>>> >> >>> >
>>> >> >>> >
>>> >> >>> >
>>> >> >>> >
>>> >> >>> >
>>> >> >>> >
>>> >> >>> > On Mon, Nov 9, 2015 at 12:39 PM, Michael Emory Cerquoni <
>>> >> >>> > nebadon2025 at gmail.com> wrote:
>>> >> >>> >
>>> >> >>> > > doesnt LL use their own forked version of mono?
>>> >> >>> > > On Nov 9, 2015 10:38 AM, "Blake" <techplex.engineer at gmail.com
>>> >
>>> >> wrote:
>>> >> >>> > >
>>> >> >>> > >> Eric,
>>> >> >>> > >>
>>> >> >>> > >> Have you seen the Mono test scripts that SL used when they
>>> change
>>> >> >>> > >> compilers from the legacy LSL to the Mono based one?
>>> >> >>> > >> They might be a good benchmark. I know that a bunch of the
>>> test
>>> >> fail
>>> >> >>> in
>>> >> >>> > >> OS.
>>> >> >>> > >>
>>> >> >>> > >> http://wiki.secondlife.com/wiki/Mono#Testing
>>> >> >>> > >>
>>> >> >>> > >> Best,
>>> >> >>> > >> Blake
>>> >> >>> > >>
>>> >> >>> > >> On Mon, Nov 9, 2015 at 1:29 PM, Eric  <
>>> >> >>> e800 at gmail.com>
>>> >> >>> > >> wrote:
>>> >> >>> > >>
>>> >> >>> > >>> If yall believe that reverse compatibility should be thrown
>>> out
>>> >> the
>>> >> >>> > >>> door, it makes everything much simpler.
>>> >> >>> > >>>
>>> >> >>> > >>> I was under a preconceived notion for a bit that any sort of
>>> >> script
>>> >> >>> > >>> breakage might cause the compiler to be a no go.
>>> >> >>> > >>>
>>> >> >>> > >>> Fortunately all changes I mentioned are easy to make and
>>> reverse
>>> >> >>> due to
>>> >> >>> > >>> the, way the expression type evaluation and checking logic
>>> is
>>> >> >>> segregated
>>> >> >>> > >>> out in the library.
>>> >> >>> > >>>
>>> >> >>> > >>>
>>> >> >>> > >>> At the moment I am tidying up some things and updating the
>>> build
>>> >> >>> system,
>>> >> >>> > >>> mainly to remove the platform specific binaries from the
>>> >> installer
>>> >> >>> and
>>> >> >>> > >>> binary releases;
>>> >> >>> > >>> Also I am working on a settings UI for the editor.
>>> >> >>> > >>>
>>> >> >>> > >>> I've just removed the tiny change from the library that
>>> allows
>>> >> for
>>> >> >>> the
>>> >> >>> > >>> compatibility options previously mentioned.
>>> >> >>> > >>>
>>> >> >>> > >>>
>>> >> >>> > >>>
>>> >> >>> > >>>
>>> >> >>> > >>> I have experienced a few problems as you mentioned with the
>>> >> default
>>> >> >>> > >>> XEngine compiler, I have put at least one script through it
>>> that
>>> >> >>> caused a
>>> >> >>> > >>> stack heap
>>> >> >>> > >>> and server crash in its current state.   It is this one:
>>> >> >>> > >>> http://wiki.secondlife.com/wiki/BigNum,  however I have not
>>> >> >>> > >>> investigated why it happens yet.  It does not
>>> >> >>> > >>> happen when LibLSLCC is used for code generation.
>>> >> >>> > >>>
>>> >> >>> > >>> I am pretty sure the crash happens in the default XEngine
>>> >> compiler
>>> >> >>> > >>> itself and not in the running code.
>>> >> >>> > >>>
>>> >> >>> > >>> Examples of either type of problem (in running code, or
>>> >> especially
>>> >> >>> > >>> compiler related) would be helpful in testing LibLSLCC.
>>> >> >>> > >>>
>>> >> >>> > >>>
>>> >> >>> > >>>
>>> >> >>> > >>>
>>> >> >>> > >>>
>>> >> >>> > >>>
>>> >> >>> > >>>
>>> >> >>> > >>> On Mon, Nov 9, 2015 at 10:25 AM, Zadark Portal <
>>> >> >>> zadarkportal at gmail.com>
>>> >> >>> > >>> wrote:
>>> >> >>> > >>>
>>> >> >>> > >>>> Hello Eric
>>> >> >>> > >>>>
>>> >> >>> > >>>> I agree with the previous comment.
>>> >> >>> > >>>>
>>> >> >>> > >>>> This contribution is such that we are now considering
>>> >> reintroducing
>>> >> >>> > >>>> Opensim as an entry platform to scripting. Previously we
>>> found
>>> >> it
>>> >> >>> > >>>> impossible to support larger class sizes due to the
>>> empirical
>>> >> >>> nature of
>>> >> >>> > >>>> novices producing non deterministic behaviours.
>>> >> >>> > >>>>
>>> >> >>> > >>>> If when considering further developments may I suggest
>>> trapping
>>> >> >>> > >>>> potentially dangerous (Opensim crash) scripted constructs.
>>> Maybe
>>> >> >>> this is a
>>> >> >>> > >>>> tall ask, but enormously beneficial to simulator operators
>>> >> managing
>>> >> >>> > >>>> experimental behaviour of users attracted to Opensim. I
>>> have not
>>> >> >>> included
>>> >> >>> > >>>> examples but will to do so at your request.
>>> >> >>> > >>>>
>>> >> >>> > >>>> It will be a couple of weeks before I can introduce the
>>> >> >>> functionality
>>> >> >>> > >>>> to a class and comment further, but whatever the future
>>> for this
>>> >> >>> > >>>> contribution with regards to core we will continue make
>>> full
>>> >> use.
>>> >> >>> > >>>>
>>> >> >>> > >>>> Regards
>>> >> >>> > >>>> Z
>>> >> >>> > >>>>
>>> >> >>> > >>>> On 9 November 2015 at 14:20, Melanie <melanie at t-data.com>
>>> >> wrote:
>>> >> >>> > >>>>
>>> >> >>> > >>>>> Please don't do all these things.
>>> >> >>> > >>>>>
>>> >> >>> > >>>>> OpenSim is alpha software and there is no need to make the
>>> >> mistake
>>> >> >>> > >>>>> other projects made and perpetuate bugs in the name of
>>> >> >>> compatibility.
>>> >> >>> > >>>>>
>>> >> >>> > >>>>> The cast to list is there because, afaik, in SL the
>>> operation
>>> >> >>> list +
>>> >> >>> > >>>>> scalar is legal and means to append an element. It's not
>>> meant
>>> >> to
>>> >> >>> > >>>>> allow the other side effects you listed and they should be
>>> >> >>> illegal.
>>> >> >>> > >>>>>
>>> >> >>> > >>>>> There isn't a way to do these tests on crossings. That's
>>> also
>>> >> not
>>> >> >>> > >>>>> necessary as the better compiler will be used by all in
>>> short
>>> >> >>> order.
>>> >> >>> > >>>>> People will fix their scripts and everyone will be happy
>>> again.
>>> >> >>> > >>>>>
>>> >> >>> > >>>>> Let's not breed bugs, but let's squish them instead.
>>> >> >>> > >>>>>
>>> >> >>> > >>>>> - Melanie
>>> >> >>> > >>>>>
>>> >> >>> > >>>>> On 09/11/2015 11:50, Eric  wrote:
>>> >> >>> > >>>>> > You're right actually.
>>> >> >>> > >>>>> >
>>> >> >>> > >>>>> > Since stuff like old LSO list/string optimization hacks
>>> were
>>> >> not
>>> >> >>> > >>>>> possible
>>> >> >>> > >>>>> > beforehand while using XEngines compiler,
>>> >> >>> > >>>>> > there is probably not to many people with code that's
>>> going
>>> >> to
>>> >> >>> behave
>>> >> >>> > >>>>> > incorrectly with the evaluation order of binary
>>> >> >>> > >>>>> > operations switched.  The scripts that happen to break
>>> are
>>> >> doing
>>> >> >>> > >>>>> something
>>> >> >>> > >>>>> > pretty wacky/unnecessary.
>>> >> >>> > >>>>> >
>>> >> >>> > >>>>> > There's not any micro optimizations that I know of
>>> relying on
>>> >> >>> the
>>> >> >>> > >>>>> old left
>>> >> >>> > >>>>> > to right evaluation order either.
>>> >> >>> > >>>>> >
>>> >> >>> > >>>>> > ==
>>> >> >>> > >>>>> >
>>> >> >>> > >>>>> > That being said, there are many things the XEngine
>>> default
>>> >> >>> compiler
>>> >> >>> > >>>>> will
>>> >> >>> > >>>>> > allow to compile that are infact
>>> >> >>> > >>>>> > syntactically incorrect in LSL.  stuff like negating
>>> >> >>> > >>>>> vectors/rotations in
>>> >> >>> > >>>>> > global variable declarations
>>> >> >>> > >>>>> > as well as doing cast in static context.  In general the
>>> >> default
>>> >> >>> > >>>>> XEngine
>>> >> >>> > >>>>> > compiler's rules for global variable
>>> >> >>> > >>>>> > declaration expression content are very lax in
>>> comparison to
>>> >> the
>>> >> >>> > >>>>> secondlife
>>> >> >>> > >>>>> > compiler, and that is just one example.
>>> >> >>> > >>>>> >
>>> >> >>> > >>>>> >
>>> >> >>> > >>>>> > LibLSLCC's goal to mimic the secondlife compiler's rules
>>> >> >>> exactly, in
>>> >> >>> > >>>>> its
>>> >> >>> > >>>>> > default configuration.
>>> >> >>> > >>>>> >
>>> >> >>> > >>>>> >
>>> >> >>> > >>>>> > From my understanding a script moving to new a region is
>>> >> going
>>> >> >>> to be
>>> >> >>> > >>>>> > recompiled if the destination sim does not allow the
>>> script
>>> >> >>> binary
>>> >> >>> > >>>>> > to transfer over and be executed.  This will be true in
>>> most
>>> >> >>> cases
>>> >> >>> > >>>>> because
>>> >> >>> > >>>>> > the default settings disallow it, and it's unsafe to
>>> enable.
>>> >> >>> > >>>>> >
>>> >> >>> > >>>>> > This would cause a problem for scripts from another
>>> region
>>> >> that
>>> >> >>> > >>>>> LibLSLCC
>>> >> >>> > >>>>> > deems to contain syntax errors.
>>> >> >>> > >>>>> >
>>> >> >>> > >>>>> > I may to have to dig into OpenSim to see how region
>>> crossing
>>> >> for
>>> >> >>> > >>>>> scripts
>>> >> >>> > >>>>> > work; to see if I have to make the re-compile sensitive
>>> >> >>> > >>>>> >  to which compiler was used on the other sim,
>>> regardless of
>>> >> what
>>> >> >>> > >>>>> version of
>>> >> >>> > >>>>> > OpenSim it is running.
>>> >> >>> > >>>>> >
>>> >> >>> > >>>>> > I imagine this would be a requirement to connect a sim
>>> to a
>>> >> grid
>>> >> >>> > >>>>> containing
>>> >> >>> > >>>>> > regions not using my compiler addon.
>>> >> >>> > >>>>> >
>>> >> >>> > >>>>> >
>>> >> >>> > >>>>> > ==
>>> >> >>> > >>>>> >
>>> >> >>> > >>>>> > I tested the library build on OS X Snow leopard 10.6
>>> and OS
>>> >> X El
>>> >> >>> > >>>>> Capitan
>>> >> >>> > >>>>> > 10.11.
>>> >> >>> > >>>>> >
>>> >> >>> > >>>>> > Building LibLSLCC-NoEditor.sln works as intended.
>>> >> >>> > >>>>> >
>>> >> >>> > >>>>> > The command line program lslcc that's part of LibLSLCC
>>> works
>>> >> >>> fine on
>>> >> >>> > >>>>> both
>>> >> >>> > >>>>> > and has no problem generating code.
>>> >> >>> > >>>>> >
>>> >> >>> > >>>>> > LibraryDataScrapingTools works on OSX 10.11 even with
>>> its
>>> >> >>> WinForms
>>> >> >>> > >>>>> dialogs,
>>> >> >>> > >>>>> > and the OpenSim fork works fine to.
>>> >> >>> > >>>>> >
>>> >> >>> > >>>>> >
>>> >> >>> > >>>>> > However, when I tested with OSX 10.6 I ran into an issue
>>> >> where
>>> >> >>> mono
>>> >> >>> > >>>>> > complained about missing System.Drawing.GDIPlus.
>>> >> >>> > >>>>> >
>>> >> >>> > >>>>> > I'm sure there's probably a way to fix this but I did
>>> not
>>> >> look
>>> >> >>> into
>>> >> >>> > >>>>> it to
>>> >> >>> > >>>>> > deeply as I was using a borrowed computer for a few
>>> minutes,
>>> >> >>> > >>>>> > that error prevented both LibraryDataScrapingTools and
>>> >> OpenSim
>>> >> >>> from
>>> >> >>> > >>>>> > starting.
>>> >> >>> > >>>>> >
>>> >> >>> > >>>>> >
>>> >> >>> > >>>>> > ==
>>> >> >>> > >>>>> >
>>> >> >>> > >>>>> > As of now I have added a setting to allow implicit cast
>>> of
>>> >> all
>>> >> >>> types
>>> >> >>> > >>>>> into
>>> >> >>> > >>>>> > list within a function
>>> >> >>> > >>>>> > calls parameter expressions, as Zadark had mentioned.
>>> >> >>> > >>>>> >
>>> >> >>> > >>>>> > As it turns out, all of OpenSim's C# runtime types
>>> contain an
>>> >> >>> > >>>>> implicit
>>> >> >>> > >>>>> > conversion operator to list.
>>> >> >>> > >>>>> >
>>> >> >>> > >>>>> > It happens regardless of context.
>>> >> >>> > >>>>> >
>>> >> >>> > >>>>> > So The default XEngine compiler allows stuff like this
>>> too:
>>> >> >>> > >>>>> >
>>> >> >>> > >>>>> > list a = "";
>>> >> >>> > >>>>> >
>>> >> >>> > >>>>> > list b = <0,0,0>;
>>> >> >>> > >>>>> >
>>> >> >>> > >>>>> >
>>> >> >>> > >>>>> > I will probably change the setting to just allow
>>> implicit
>>> >> list
>>> >> >>> cast
>>> >> >>> > >>>>> > everywhere as an option,
>>> >> >>> > >>>>> > and maybe add some syntax related compatibility options
>>> for
>>> >> >>> global
>>> >> >>> > >>>>> > variables.
>>> >> >>> > >>>>> >
>>> >> >>> > >>>>> > In the long run, if I can figure out how to make the
>>> compiler
>>> >> >>> addon
>>> >> >>> > >>>>> aware
>>> >> >>> > >>>>> > of re-compiles due to region
>>> >> >>> > >>>>> > crossing, some syntax in-compatibility will not be a
>>> major
>>> >> >>> issue for
>>> >> >>> > >>>>> > scripts that you cannot modify.
>>> >> >>> > >>>>> >
>>> >> >>> > >>>>> > If I could somehow select to re-compile them with the
>>> default
>>> >> >>> XEngine
>>> >> >>> > >>>>> > compiler  (if that's what they were originally compiled
>>> >> with),
>>> >> >>> > >>>>> > then they will not be subject to LibLSLCC's stricter
>>> syntax
>>> >> >>> checking.
>>> >> >>> > >>>>> >
>>> >> >>> > >>>>> >
>>> >> >>> > >>>>> > ==
>>> >> >>> > >>>>> >
>>> >> >>> > >>>>> > I have been working on a settings panel for the editor
>>> so I
>>> >> can
>>> >> >>> > >>>>> easily test
>>> >> >>> > >>>>> > different
>>> >> >>> > >>>>> > compiler configurations, and segregating some of the
>>> editor
>>> >> >>> code out
>>> >> >>> > >>>>> into
>>> >> >>> > >>>>> > different assemblies;
>>> >> >>> > >>>>> > it will take me a little bit to finish.
>>> >> >>> > >>>>> >
>>> >> >>> > >>>>> > I'm currently working out of the development branch on
>>> >> github,
>>> >> >>> I'll
>>> >> >>> > >>>>> put up
>>> >> >>> > >>>>> > a new editor installer
>>> >> >>> > >>>>> > when I get the configuration stuff all worked out.
>>> >> >>> > >>>>> >
>>> >> >>> > >>>>> >
>>> >> >>> > >>>>> > On Sat, Nov 7, 2015 at 8:46 AM, Melanie <
>>> melanie at t-data.com>
>>> >> >>> wrote:
>>> >> >>> > >>>>> >
>>> >> >>> > >>>>> >> I would be against making the evaluation order
>>> optional. It
>>> >> >>> has long
>>> >> >>> > >>>>> >> been recognized as a bug in XEngine's compiler and
>>> people
>>> >> >>> porting
>>> >> >>> > >>>>> >> scripts from SL have been advised to remove evaluation
>>> order
>>> >> >>> > >>>>> >> dependent code but not write any code that depends on
>>> the
>>> >> wrong
>>> >> >>> > >>>>> >> XEngine eval order. Therefore, if this compiler breaks
>>> >> content
>>> >> >>> that
>>> >> >>> > >>>>> >> content needs to be fixed, not a setting changed for
>>> >> >>> convenience to
>>> >> >>> > >>>>> >> perpetuate the bad behavior.
>>> >> >>> > >>>>> >>
>>> >> >>> > >>>>> >> - Melanie
>>> >> >>> > >>>>> >>
>>> >> >>> > >>>>> >> On 07/11/2015 15:36, Eric  wrote:
>>> >> >>> > >>>>> >> > Thanks Again Zadark
>>> >> >>> > >>>>> >> >
>>> >> >>> > >>>>> >> > This should be easy to fix, I need to change the type
>>> >> >>> validation
>>> >> >>> > >>>>> system
>>> >> >>> > >>>>> >> > just little so the syntax tree can be built with
>>> these
>>> >> types
>>> >> >>> of
>>> >> >>> > >>>>> implicit
>>> >> >>> > >>>>> >> > conversion present.
>>> >> >>> > >>>>> >> >
>>> >> >>> > >>>>> >> > The code generator can then be made to generate the
>>> cast
>>> >> when
>>> >> >>> > >>>>> necessary,
>>> >> >>> > >>>>> >> > since it will pass syntax checking.
>>> >> >>> > >>>>> >> >
>>> >> >>> > >>>>> >> > I think I am going to implement it as a compatibility
>>> >> option
>>> >> >>> in
>>> >> >>> > >>>>> the
>>> >> >>> > >>>>> >> > compiler that you can turn on or off, depending on
>>> if you
>>> >> >>> want
>>> >> >>> > >>>>> the linden
>>> >> >>> > >>>>> >> > compilers more strict type checking behavior.
>>> >> >>> > >>>>> >> >
>>> >> >>> > >>>>> >> > I should also probably make order of evaluation
>>> >> correction on
>>> >> >>> > >>>>> binary
>>> >> >>> > >>>>> >> > operations something you can disable if needed,
>>> since I
>>> >> can
>>> >> >>> see
>>> >> >>> > >>>>> that
>>> >> >>> > >>>>> >> > causing compatibility problems somewhere too.
>>> >> >>> > >>>>> >> >
>>> >> >>> > >>>>> >> > Side Note:  I have not tested on Mac yet, but I plan
>>> to
>>> >> do so
>>> >> >>> > >>>>> today if I
>>> >> >>> > >>>>> >> > can get time to, sorry.
>>> >> >>> > >>>>> >> > On Nov 7, 2015 7:42 AM, "Zadark Portal" <
>>> >> >>> zadarkportal at gmail.com>
>>> >> >>> > >>>>> wrote:
>>> >> >>> > >>>>> >> >
>>> >> >>> > >>>>> >> >> Hello Eric,
>>> >> >>> > >>>>> >> >>
>>> >> >>> > >>>>> >> >> Very useful, thankyou.
>>> >> >>> > >>>>> >> >>
>>> >> >>> > >>>>> >> >> Caveat
>>> >> >>> > >>>>> >> >> XEngine appears to cast library function parameters
>>> to
>>> >> the
>>> >> >>> > >>>>> relevant
>>> >> >>> > >>>>> >> type,
>>> >> >>> > >>>>> >> >> though I can see this handy for novice
>>> scriptwriters it
>>> >> does
>>> >> >>> > >>>>> encourage
>>> >> >>> > >>>>> >> some
>>> >> >>> > >>>>> >> >> less than elegant techniques
>>> >> >>> > >>>>> >> >>
>>> >> >>> > >>>>> >> >> Some popular scripts freely available to OpenSim
>>> use this
>>> >> >>> > >>>>> feature:
>>> >> >>> > >>>>> >> >> For instance:
>>> >> >>> > >>>>> >> >> llListFindList takes 2 parameters of the type List,
>>> when
>>> >> in
>>> >> >>> fact
>>> >> >>> > >>>>> the
>>> >> >>> > >>>>> >> >> existing compiler permits any type (as far as we
>>> have
>>> >> >>> tested).
>>> >> >>> > >>>>> >> >>
>>> >> >>> > >>>>> >> >> example... integer  bah = llListFindList( blah1,
>>> >> >>> > >>>>> llList2String(blah2,
>>> >> >>> > >>>>> >> >> blah3)); // compiles and kind of works.
>>> >> >>> > >>>>> >> >>
>>> >> >>> > >>>>> >> >> This of course fails when compiled with LSLcc, the
>>> >> >>> explanation
>>> >> >>> > >>>>> is clear
>>> >> >>> > >>>>> >> >> and precise so easy to fix (enable compile) with a
>>> local
>>> >> >>> cast.
>>> >> >>> > >>>>> >> >>
>>> >> >>> > >>>>> >> >> Z
>>> >> >>> > >>>>> >> >>
>>> >> >>> > >>>>> >> >>
>>> >> >>> > >>>>> >> >> On 5 November 2015 at 12:52, Jak Daniels <
>>> jak at ateb.co.uk
>>> >> >
>>> >> >>> wrote:
>>> >> >>> > >>>>> >> >>
>>> >> >>> > >>>>> >> >>> Hi Eric,
>>> >> >>> > >>>>> >> >>>
>>> >> >>> > >>>>> >> >>> yes I can confirm now that it does open and compile
>>> >> >>> correctly
>>> >> >>> > >>>>> in VS C#
>>> >> >>> > >>>>> >> >>> 2010 express now. Thank you.
>>> >> >>> > >>>>> >> >>>
>>> >> >>> > >>>>> >> >>> I'm now installing VS2015 in a win10 virtual
>>> machine so
>>> >> I
>>> >> >>> don't
>>> >> >>> > >>>>> clobber
>>> >> >>> > >>>>> >> >>> my SSD, so I can compile and play with the LSL
>>> editor.
>>> >> >>> > >>>>> >> >>>
>>> >> >>> > >>>>> >> >>> kind regards
>>> >> >>> > >>>>> >> >>> Jak
>>> >> >>> > >>>>> >> >>>
>>> >> >>> > >>>>> >> >>>
>>> >> >>> > >>>>> >> >>>
>>> >> >>> > >>>>> >> >>>
>>> >> >>> > >>>>> >> >>> On 04/11/2015 06:10, Eric  wrote:
>>> >> >>> > >>>>> >> >>>
>>> >> >>> > >>>>> >> >>> Let me just make a slight correction to my last
>>> message,
>>> >> >>> and
>>> >> >>> > >>>>> add some
>>> >> >>> > >>>>> >> >>> info...
>>> >> >>> > >>>>> >> >>>
>>> >> >>> > >>>>> >> >>> After removing the "<LangVersion>5</LangVersion>"
>>> stuff
>>> >> >>> from the
>>> >> >>> > >>>>> >> >>> non-editor related .csproj files,
>>> >> >>> > >>>>> >> >>>
>>> >> >>> > >>>>> >> >>> I found that VS2010 is actually able to open the
>>> >> >>> > >>>>> >> >>> "MonoDevelop-LibLSLCC.sln" solution file in the
>>> source
>>> >> >>> tree and
>>> >> >>> > >>>>> build
>>> >> >>> > >>>>> >> it
>>> >> >>> > >>>>> >> >>> without any problems.
>>> >> >>> > >>>>> >> >>>
>>> >> >>> > >>>>> >> >>> I'm going to be pushing the changes I made to the
>>> >> .csproj
>>> >> >>> files
>>> >> >>> > >>>>> >> shortly,
>>> >> >>> > >>>>> >> >>>  I will probably rename "MonoDevelop-LibLSLCC.sln"
>>> to
>>> >> >>> something
>>> >> >>> > >>>>> like
>>> >> >>> > >>>>> >> >>> "LibLSLCC-No-Editor.sln" and update the build
>>> >> instructions
>>> >> >>> in
>>> >> >>> > >>>>> the
>>> >> >>> > >>>>> >> >>> README.md to specify that solution as the solution
>>> to
>>> >> use
>>> >> >>> for
>>> >> >>> > >>>>> building
>>> >> >>> > >>>>> >> the
>>> >> >>> > >>>>> >> >>> library on Mono.
>>> >> >>> > >>>>> >> >>>
>>> >> >>> > >>>>> >> >>>
>>> >> >>> > >>>>> >> >>> I have not tested that the editor build is working
>>> with
>>> >> >>> > >>>>> anything other
>>> >> >>> > >>>>> >> >>> than vs2015,  but I will test with the prior
>>> versions
>>> >> >>> vs2012+
>>> >> >>> > >>>>> to see
>>> >> >>> > >>>>> >> what
>>> >> >>> > >>>>> >> >>> all
>>> >> >>> > >>>>> >> >>> works, then put some info in the README.md about
>>> what
>>> >> >>> IDE's the
>>> >> >>> > >>>>> Editor
>>> >> >>> > >>>>> >> >>> portion of the project can be built in.
>>> >> >>> > >>>>> >> >>>
>>> >> >>> > >>>>> >> >>>
>>> >> >>> > >>>>> >> >>>
>>> >> >>> > >>>>> >> >>> On Tue, Nov 3, 2015 at 11:53 PM, Eric  <
>>> >> >>> > >>>>> e800 at gmail.com
>>> >> >>> > >>>>> >> >
>>> >> >>> > >>>>> >> >>> wrote:
>>> >> >>> > >>>>> >> >>>
>>> >> >>> > >>>>> >> >>>> Thanks for letting me know about this problem Jak.
>>> >>  (See
>>> >> >>> the
>>> >> >>> > >>>>> bottom
>>> >> >>> > >>>>> >> for
>>> >> >>> > >>>>> >> >>>> TLDR :P)
>>> >> >>> > >>>>> >> >>>>
>>> >> >>> > >>>>> >> >>>>
>>> >> >>> > >>>>> >> >>>> I am using vs2015 and WiX 3.10.1, it does indeed
>>> seem
>>> >> to
>>> >> >>> be a
>>> >> >>> > >>>>> problem
>>> >> >>> > >>>>> >> >>>> with vs2010 C#.
>>> >> >>> > >>>>> >> >>>>
>>> >> >>> > >>>>> >> >>>> I was unable to find an updated download for
>>> vs2010 C#
>>> >> to
>>> >> >>> test
>>> >> >>> > >>>>> with,
>>> >> >>> > >>>>> >> >>>> only an SP1 ISO I found on stackoverflow:
>>> >> >>> > >>>>> >> >>>>
>>> >> >>> > >>>>> >> >>>>
>>> >> >>> > >>>>> >> >>>>
>>> >> >>> > >>>>> >>
>>> >> >>> > >>>>>
>>> >> >>>
>>> >>
>>> http://stackoverflow.com/questions/6871865/url-for-visual-studio-2010-express-iso
>>> >> >>> > >>>>> >> >>>>
>>> >> >>> > >>>>> >> >>>> http://go.microsoft.com/?linkid=9709969
>>> >> >>> > >>>>> >> >>>>
>>> >> >>> > >>>>> >> >>>>
>>> >> >>> > >>>>> >> >>>> I tried installing vs2010, however this version
>>> will
>>> >> not
>>> >> >>> > >>>>> attempt to
>>> >> >>> > >>>>> >> open
>>> >> >>> > >>>>> >> >>>> my solution files at all as it says they are
>>> >> incompatible.
>>> >> >>> > >>>>> >> >>>>
>>> >> >>> > >>>>> >> >>>> I can however, load the .csproj files for certain
>>> >> >>> projects in
>>> >> >>> > >>>>> my
>>> >> >>> > >>>>> >> build.
>>> >> >>> > >>>>> >> >>>>
>>> >> >>> > >>>>> >> >>>> I cannot get it to update from SP1, I am unsure if
>>> >> >>> updates are
>>> >> >>> > >>>>> still
>>> >> >>> > >>>>> >> >>>> available to download for vs2010.
>>> >> >>> > >>>>> >> >>>>
>>> >> >>> > >>>>> >> >>>> When I try to update, it just directs me to use
>>> windows
>>> >> >>> update
>>> >> >>> > >>>>> which
>>> >> >>> > >>>>> >> >>>> does not seem to find any updates related to it.
>>> >> >>> > >>>>> >> >>>>
>>> >> >>> > >>>>> >> >>>>
>>> >> >>> > >>>>> >> >>>> === Why it's not loading ===
>>> >> >>> > >>>>> >> >>>>
>>> >> >>> > >>>>> >> >>>>
>>> >> >>> > >>>>> >> >>>> With vs2010 SP1,  I was only able to load:
>>> >> >>> LibLSLCC.csproj,
>>> >> >>> > >>>>> >> >>>> lslcc_cmd.csproj and DemoArea.csproj.
>>> >> >>> > >>>>> >> >>>>
>>> >> >>> > >>>>> >> >>>> LibraryDataScrapingTools was incompatible because
>>> it
>>> >> was
>>> >> >>> > >>>>> building
>>> >> >>> > >>>>> >> >>>> against .NET 4.5.
>>> >> >>> > >>>>> >> >>>>
>>> >> >>> > >>>>> >> >>>> I downgraded LibraryDataScrapingTools to .NET
>>> 4.0  and
>>> >> >>> > >>>>> re-installed
>>> >> >>> > >>>>> >> the
>>> >> >>> > >>>>> >> >>>> 'System.Data.Sqlite.Core' package from nuget using
>>> >> vs2015
>>> >> >>> in
>>> >> >>> > >>>>> order to
>>> >> >>> > >>>>> >> make
>>> >> >>> > >>>>> >> >>>> it load in vs2010.
>>> >> >>> > >>>>> >> >>>> I then made some code changes to make it
>>> compatible
>>> >> with
>>> >> >>> .NET
>>> >> >>> > >>>>> 4.0.
>>> >> >>> > >>>>> >> >>>>
>>> >> >>> > >>>>> >> >>>> I will be committing the changes to
>>> >> >>> LibraryDataScrapingTools
>>> >> >>> > >>>>> tonight,
>>> >> >>> > >>>>> >> as
>>> >> >>> > >>>>> >> >>>> this project is supposed to be .NET 4.0
>>> compatible.
>>> >> >>> > >>>>> >> >>>>
>>> >> >>> > >>>>> >> >>>>
>>> >> >>> > >>>>> >> >>>>
>>> >> >>> > >>>>> >> >>>> The LSLCCEditor related projects I am pretty sure
>>> are
>>> >> >>> > >>>>> incompatible at
>>> >> >>> > >>>>> >> >>>> the moment due to the .NET framework level they
>>> >> require as
>>> >> >>> > >>>>> well.
>>> >> >>> > >>>>> >> >>>>
>>> >> >>> > >>>>> >> >>>> The code base for LSLCCEditor requires a minimum
>>> of
>>> >> .NET
>>> >> >>> 4.5 to
>>> >> >>> > >>>>> >> compile,
>>> >> >>> > >>>>> >> >>>> and the code changes required to make the editor
>>> >> projects
>>> >> >>> > >>>>> >> >>>> compatible with .NET 4.0 are not as trivial as the
>>> >> >>> changes I
>>> >> >>> > >>>>> made to
>>> >> >>> > >>>>> >> the
>>> >> >>> > >>>>> >> >>>> LibraryDataScrapingTools project.
>>> >> >>> > >>>>> >> >>>>
>>> >> >>> > >>>>> >> >>>> I am not sure if I want to limit the LSLCCEditor
>>> part
>>> >> of
>>> >> >>> the
>>> >> >>> > >>>>> project
>>> >> >>> > >>>>> >> to
>>> >> >>> > >>>>> >> >>>> a  .NET 4.0 at the moment, as it is a Windows
>>> >> >>> > >>>>> >> >>>> only WPF application, and that sort of
>>> compatibility
>>> >> >>> profile
>>> >> >>> > >>>>> is not
>>> >> >>> > >>>>> >> >>>> necessary.
>>> >> >>> > >>>>> >> >>>>
>>> >> >>> > >>>>> >> >>>>
>>> >> >>> > >>>>> >> >>>>
>>> >> >>> > >>>>> >> >>>> I also noticed when installing WiX v3.10.1 on a
>>> Virtual
>>> >> >>> > >>>>> Machine with
>>> >> >>> > >>>>> >> >>>> vs2010 installed that It does not try to register
>>> >> itself
>>> >> >>> with
>>> >> >>> > >>>>> vs2010
>>> >> >>> > >>>>> >> as a
>>> >> >>> > >>>>> >> >>>> project type.
>>> >> >>> > >>>>> >> >>>> I do not think the latest version of WiX installer
>>> >> >>> framework
>>> >> >>> > >>>>> supports
>>> >> >>> > >>>>> >> >>>> vs2010 anymore.
>>> >> >>> > >>>>> >> >>>>
>>> >> >>> > >>>>> >> >>>>
>>> >> >>> > >>>>> >> >>>> === How I got LibLSLCC, LibraryDataScrapingTools,
>>> >> >>> lslcc_cmd and
>>> >> >>> > >>>>> >> DemoArea
>>> >> >>> > >>>>> >> >>>>  to build.  ===
>>> >> >>> > >>>>> >> >>>>
>>> >> >>> > >>>>> >> >>>>
>>> >> >>> > >>>>> >> >>>>
>>> >> >>> > >>>>> >> >>>> After the code changes to
>>> LibraryDataScrapingTools and
>>> >> >>> > >>>>> downgrading the
>>> >> >>> > >>>>> >> >>>> .NET Framework level...
>>> >> >>> > >>>>> >> >>>>
>>> >> >>> > >>>>> >> >>>> I created a new vs2010 project and added
>>> (LibLSLCC,
>>> >> >>> > >>>>> >> >>>> LibraryDataScrapingTools, lslcc_cmd and DemoArea)
>>> as
>>> >> >>> existing
>>> >> >>> > >>>>> >> projects.
>>> >> >>> > >>>>> >> >>>>
>>> >> >>> > >>>>> >> >>>> When trying to build these projects I got the
>>> message
>>> >> >>> "Error 1
>>> >> >>> > >>>>> Invalid
>>> >> >>> > >>>>> >> >>>> option '5' for /langversion; must be ISO-1,
>>> ISO-2, 3 or
>>> >> >>> > >>>>> Default"
>>> >> >>> > >>>>> >> >>>> for all of the projects except 'DemoArea'
>>> >> >>> > >>>>> >> >>>>
>>> >> >>> > >>>>> >> >>>> I resolved this by manually editing the .csproj
>>> file
>>> >> for
>>> >> >>> each
>>> >> >>> > >>>>> >> >>>> non-building project in a text editor, removing
>>> the
>>> >> >>> > >>>>> occurrences of:
>>> >> >>> > >>>>> >> >>>>
>>> >> >>> > >>>>> >> >>>> <LangVersion>5</LangVersion>
>>> >> >>> > >>>>> >> >>>>
>>> >> >>> > >>>>> >> >>>>
>>> >> >>> > >>>>> >> >>>> That particular MSBuild setting is not necessary
>>> for
>>> >> >>> vs2015 or
>>> >> >>> > >>>>> Mono to
>>> >> >>> > >>>>> >> >>>> build the library anyway, so I am going to remove
>>> it
>>> >> and
>>> >> >>> > >>>>> commit the
>>> >> >>> > >>>>> >> changes.
>>> >> >>> > >>>>> >> >>>>
>>> >> >>> > >>>>> >> >>>> After that, LibLSLCC, LibraryDataScrapingTools,
>>> >> lslcc_cmd
>>> >> >>> and
>>> >> >>> > >>>>> DemoArea
>>> >> >>> > >>>>> >> >>>> were all able to build under vs2010.
>>> >> >>> > >>>>> >> >>>>
>>> >> >>> > >>>>> >> >>>> ===
>>> >> >>> > >>>>> >> >>>>
>>> >> >>> > >>>>> >> >>>> That all being said,  I will be adding a vs2010
>>> >> compatible
>>> >> >>> > >>>>> solution
>>> >> >>> > >>>>> >> file
>>> >> >>> > >>>>> >> >>>> to the repository that contains Projects:
>>> >> >>> > >>>>> >> >>>>
>>> >> >>> > >>>>> >> >>>> * LibLSLCC,
>>> >> >>> > >>>>> >> >>>> * lslcc_cmd
>>> >> >>> > >>>>> >> >>>> * LibraryDataScrapingTools
>>> >> >>> > >>>>> >> >>>> * DemoArea
>>> >> >>> > >>>>> >> >>>>
>>> >> >>> > >>>>> >> >>>> So that you can at-least build the library,
>>> command
>>> >> line
>>> >> >>> > >>>>> compiler,
>>> >> >>> > >>>>> >> >>>> library data scraper and demo project with vs2010.
>>> >> >>> > >>>>> >> >>>>
>>> >> >>> > >>>>> >> >>>>
>>> >> >>> > >>>>> >> >>>> Unfortunately making LSLCCEditor build in vs2010
>>> would
>>> >> >>> require
>>> >> >>> > >>>>> some
>>> >> >>> > >>>>> >> non
>>> >> >>> > >>>>> >> >>>> trivial code changes, a new method of triggering
>>> the
>>> >> WiX
>>> >> >>> > >>>>> installer
>>> >> >>> > >>>>> >> build,
>>> >> >>> > >>>>> >> >>>> and a downgrade from .NET 4.5 to .NET 4.0 for the
>>> >> editor
>>> >> >>> > >>>>> related
>>> >> >>> > >>>>> >> >>>> projects.
>>> >> >>> > >>>>> >> >>>>
>>> >> >>> > >>>>> >> >>>> I'm not sure if I want to make these changes to
>>> the
>>> >> Editor
>>> >> >>> > >>>>> portion of
>>> >> >>> > >>>>> >> >>>> the project just for the sake of being compatible
>>> with
>>> >> >>> older
>>> >> >>> > >>>>> versions
>>> >> >>> > >>>>> >> of
>>> >> >>> > >>>>> >> >>>> Visual Studio.
>>> >> >>> > >>>>> >> >>>>
>>> >> >>> > >>>>> >> >>>>
>>> >> >>> > >>>>> >> >>>>
>>> >> >>> > >>>>> >> >>>>
>>> >> >>> > >>>>> >> >>>>
>>> >> >>> > >>>>> >> >>>>
>>> >> >>> > >>>>> >> >>>>
>>> >> >>> > >>>>> >> >>>>
>>> >> >>> > >>>>> >> >>>>
>>> >> >>> > >>>>> >> >>>>
>>> >> >>> > >>>>> >> >>>>
>>> >> >>> > >>>>> >> >>>>
>>> >> >>> > >>>>> >> >>>>
>>> >> >>> > >>>>> >> >>>>
>>> >> >>> > >>>>> >> >>>>
>>> >> >>> > >>>>> >> >>>>
>>> >> >>> > >>>>> >> >>>>
>>> >> >>> > >>>>> >> >>>>
>>> >> >>> > >>>>> >> >>>> On Tue, Nov 3, 2015 at 10:05 AM, Jak Daniels < <
>>> >> >>> jak at ateb.co.uk
>>> >> >>> > >>>>> >
>>> >> >>> > >>>>> >> >>>> jak at ateb.co.uk> wrote:
>>> >> >>> > >>>>> >> >>>>
>>> >> >>> > >>>>> >> >>>>> Hi Eric,
>>> >> >>> > >>>>> >> >>>>>
>>> >> >>> > >>>>> >> >>>>> Thank you for posting up your work to this
>>> group. This
>>> >> >>> all
>>> >> >>> > >>>>> looks very
>>> >> >>> > >>>>> >> >>>>> promising, and I was intrigued to give it a try.
>>> >> >>> > >>>>> >> >>>>> I checked out the source from github and I tried
>>> >> >>> building in
>>> >> >>> > >>>>> VS C#
>>> >> >>> > >>>>> >> 2010
>>> >> >>> > >>>>> >> >>>>> express... but only 3 of the projects will load.
>>> >> >>> > >>>>> >> LibraryDataScrapingTools,
>>> >> >>> > >>>>> >> >>>>> LSLCCEditor, LSLCCEditor.CompletionUI all say
>>> >> >>> (incompatible)
>>> >> >>> > >>>>> and
>>> >> >>> > >>>>> >> >>>>> LSLCCEditorInstaller says (unavailable) even
>>> though I
>>> >> >>> have
>>> >> >>> > >>>>> WIX 3.10.1
>>> >> >>> > >>>>> >> >>>>> installed.
>>> >> >>> > >>>>> >> >>>>>
>>> >> >>> > >>>>> >> >>>>> Is this a VS 2010 problem do you think?
>>> >> >>> > >>>>> >> >>>>>
>>> >> >>> > >>>>> >> >>>>> I'm a bit loathed to install VS2015 as the last
>>> time I
>>> >> >>> > >>>>> installed
>>> >> >>> > >>>>> >> VS2013
>>> >> >>> > >>>>> >> >>>>> it just dumped everything onto my SSD c: drive
>>> and
>>> >> >>> filled it
>>> >> >>> > >>>>> up,
>>> >> >>> > >>>>> >> with no
>>> >> >>> > >>>>> >> >>>>> option to put things on drive D: my large
>>> harddrive.
>>> >> It
>>> >> >>> also
>>> >> >>> > >>>>> left a
>>> >> >>> > >>>>> >> mess
>>> >> >>> > >>>>> >> >>>>> behind (more than 50% of itself including MSSQL
>>> server
>>> >> >>> stuff)
>>> >> >>> > >>>>> when I
>>> >> >>> > >>>>> >> tried
>>> >> >>> > >>>>> >> >>>>> to uninstall it. VS2015 might be better now in
>>> this
>>> >> >>> respect,
>>> >> >>> > >>>>> but
>>> >> >>> > >>>>> >> knowing MS
>>> >> >>> > >>>>> >> >>>>> products probably not! I also found VS2013 to be
>>> way,
>>> >> way
>>> >> >>> > >>>>> slower
>>> >> >>> > >>>>> >> loading up
>>> >> >>> > >>>>> >> >>>>> large projects like OpenSimulator than VS2010. So
>>> >> before
>>> >> >>> I
>>> >> >>> > >>>>> take the
>>> >> >>> > >>>>> >> >>>>> possibly irreversible path of installing VS2015,
>>> is
>>> >> there
>>> >> >>> > >>>>> something
>>> >> >>> > >>>>> >> I can
>>> >> >>> > >>>>> >> >>>>> do to make it load in VS2010 express?
>>> >> >>> > >>>>> >> >>>>>
>>> >> >>> > >>>>> >> >>>>> Thanks
>>> >> >>> > >>>>> >> >>>>> Jak
>>> >> >>> > >>>>> >> >>>>>
>>> >> >>> > >>>>> >> >>>>>
>>> >> >>> > >>>>> >> >>>>> On 02/11/2015 19:24, Eric  wrote:
>>> >> >>> > >>>>> >> >>>>>
>>> >> >>> > >>>>> >> >>>>> Hello all.
>>> >> >>> > >>>>> >> >>>>>
>>> >> >>> > >>>>> >> >>>>> I am a bit new to OpenSim development (well
>>> at-least
>>> >> >>> sharing
>>> >> >>> > >>>>> stuff I
>>> >> >>> > >>>>> >> >>>>> have made..) but for a quite a while now I have
>>> been
>>> >> >>> working
>>> >> >>> > >>>>> on
>>> >> >>> > >>>>> >> >>>>> a new (BSD Licensed) Compilation/Code Generation
>>> >> >>> framework
>>> >> >>> > >>>>> for LSL,
>>> >> >>> > >>>>> >> >>>>> tailored towards usage with OpenSim.  I thought I
>>> >> should
>>> >> >>> > >>>>> share it
>>> >> >>> > >>>>> >> >>>>> at this point of its development.
>>> >> >>> > >>>>> >> >>>>>
>>> >> >>> > >>>>> >> >>>>>
>>> >> >>> > >>>>> >> >>>>> This is pretty much a "full" or "true" compiler
>>> front
>>> >> >>> end.
>>> >> >>> > >>>>> >> >>>>>
>>> >> >>> > >>>>> >> >>>>> It's built on-top of ANTLR4 and ANTLR4's CSharp
>>> >> target.
>>> >> >>> > >>>>> >> >>>>> ANTLR4 however has been completely abstracted
>>> and the
>>> >> >>> library
>>> >> >>> > >>>>> >> provides
>>> >> >>> > >>>>> >> >>>>> its own Rich LSL Syntax Tree for users to deal
>>> with.
>>> >> >>> > >>>>> >> >>>>>
>>> >> >>> > >>>>> >> >>>>> My library includes an OpenSim code generation
>>> target
>>> >> >>> which I
>>> >> >>> > >>>>> have
>>> >> >>> > >>>>> >> >>>>> integrated into my OpenSim fork on GitHub, it's
>>> >> >>> implemented
>>> >> >>> > >>>>> as an
>>> >> >>> > >>>>> >> >>>>> optional compiler that you can enable in your
>>> >> >>> OpenSim.ini.
>>> >> >>> > >>>>> >> >>>>>
>>> >> >>> > >>>>> >> >>>>>
>>> >> >>> > >>>>> >> >>>>> The Code validation step my library performs when
>>> >> >>> building a
>>> >> >>> > >>>>> syntax
>>> >> >>> > >>>>> >> >>>>> tree implements full front end syntax checking,
>>> dead
>>> >> code
>>> >> >>> > >>>>> detection,
>>> >> >>> > >>>>> >> the
>>> >> >>> > >>>>> >> >>>>> works.
>>> >> >>> > >>>>> >> >>>>> It also emits extended warning information that
>>> is
>>> >> >>> standard
>>> >> >>> > >>>>> to most
>>> >> >>> > >>>>> >> >>>>> compilers now days.
>>> >> >>> > >>>>> >> >>>>>
>>> >> >>> > >>>>> >> >>>>>
>>> >> >>> > >>>>> >> >>>>> The OpenSim code generator I have written and
>>> included
>>> >> >>> with
>>> >> >>> > >>>>> the
>>> >> >>> > >>>>> >> library
>>> >> >>> > >>>>> >> >>>>> drastically improves compatibility with scripts
>>> >> written
>>> >> >>> for
>>> >> >>> > >>>>> >> SecondLife.
>>> >> >>> > >>>>> >> >>>>> Order of evaluation in generated code is correct
>>> for
>>> >> LSL
>>> >> >>> > >>>>> (Right to
>>> >> >>> > >>>>> >> >>>>> Left) among many other things.
>>> >> >>> > >>>>> >> >>>>>
>>> >> >>> > >>>>> >> >>>>> As an example, all of the encryption scripts you
>>> can
>>> >> >>> find on
>>> >> >>> > >>>>> the LSL
>>> >> >>> > >>>>> >> >>>>> wiki will compile correctly and execute with
>>> correct
>>> >> >>> behavior
>>> >> >>> > >>>>> using
>>> >> >>> > >>>>> >> my
>>> >> >>> > >>>>> >> >>>>> compiler.
>>> >> >>> > >>>>> >> >>>>>
>>> >> >>> > >>>>> >> >>>>>
>>> >> >>> > >>>>> >> >>>>> The README.md for the project goes into a bit
>>> more
>>> >> >>> detail on
>>> >> >>> > >>>>> what all
>>> >> >>> > >>>>> >> >>>>> the library can do.
>>> >> >>> > >>>>> >> >>>>>
>>> >> >>> > >>>>> >> >>>>>
>>> >> >>> > >>>>> >> >>>>> My library LibLSLCC is on GitHub here:
>>> >> >>> > >>>>> >> >>>>>
>>> >> >>> > >>>>> >> >>>>> <https://github.com/EriHoss/LibLSLCC>
>>> >> >>> > >>>>> >> >>>>> https://github.com/EriHoss/LibLSLCC
>>> >> >>> > >>>>> >> >>>>>
>>> >> >>> > >>>>> >> >>>>>
>>> >> >>> > >>>>> >> >>>>> The project includes an LSL Editor (Windows
>>> Only, I
>>> >> used
>>> >> >>> > >>>>> AvalonEdit)
>>> >> >>> > >>>>> >> >>>>> with the project that features code completion
>>> and
>>> >> syntax
>>> >> >>> > >>>>> >> highlighting.
>>> >> >>> > >>>>> >> >>>>>
>>> >> >>> > >>>>> >> >>>>> It can be used to test CSharp code generation for
>>> >> >>> OpenSim by
>>> >> >>> > >>>>> >> compiling
>>> >> >>> > >>>>> >> >>>>> LSL into C# using LibLSLCC, which can then be
>>> uploaded
>>> >> >>> to an
>>> >> >>> > >>>>> >> >>>>> OpenSim server with C# scripting enabled.
>>> >> >>> > >>>>> >> >>>>>
>>> >> >>> > >>>>> >> >>>>> The library itself is cross-platform, but the
>>> editor
>>> >> and
>>> >> >>> > >>>>> editor
>>> >> >>> > >>>>> >> >>>>> installer are not.  There's a separate project
>>> file
>>> >> for
>>> >> >>> > >>>>> building the
>>> >> >>> > >>>>> >> >>>>> library on
>>> >> >>> > >>>>> >> >>>>> mono with monodevelop/xbuild.
>>> >> >>> > >>>>> >> >>>>>
>>> >> >>> > >>>>> >> >>>>>
>>> >> >>> > >>>>> >> >>>>> ===
>>> >> >>> > >>>>> >> >>>>>
>>> >> >>> > >>>>> >> >>>>>
>>> >> >>> > >>>>> >> >>>>> The OpenSim fork that integrates my compiler is
>>> here:
>>> >> >>> > >>>>> >> >>>>>
>>> >> >>> > >>>>> >> >>>>> <
>>> https://github.com/EriHoss/OpenSim_With_LibLSLCC>
>>> >> >>> > >>>>> >> >>>>> https://github.com/EriHoss/OpenSim_With_LibLSLCC
>>> >> >>> > >>>>> >> >>>>>
>>> >> >>> > >>>>> >> >>>>>
>>> >> >>> > >>>>> >> >>>>> It includes a few minor bug fixes to XEngine and
>>> >> Runtime
>>> >> >>> > >>>>> Script
>>> >> >>> > >>>>> >> >>>>> functions.
>>> >> >>> > >>>>> >> >>>>>
>>> >> >>> > >>>>> >> >>>>> Such as the 'IdleTimeout' setting not being
>>> honored
>>> >> >>> properly.
>>> >> >>> > >>>>> >> >>>>>
>>> >> >>> > >>>>> >> >>>>> And llParseString2List using culture specific
>>> >> >>> comparisons,
>>> >> >>> > >>>>> causing it
>>> >> >>> > >>>>> >> >>>>> to misbehave when comparing Unicode characters on
>>> >> Mono.
>>> >> >>> > >>>>> >> >>>>>
>>> >> >>> > >>>>> >> >>>>>
>>> >> >>> > >>>>> >> >>>>>
>>> >> >>> > >>>>> >> >>>>> I have added new attributes to OpenSim's script
>>> module
>>> >> >>> > >>>>> >> >>>>> constants/functions and also to ScriptBaseClass.
>>> >> >>> > >>>>> >> >>>>> This is so LibLSLCC can de-serialize the classes
>>> into
>>> >> >>> library
>>> >> >>> > >>>>> data
>>> >> >>> > >>>>> >> >>>>> that's consumable by its code validator and code
>>> >> >>> generator.
>>> >> >>> > >>>>> >> >>>>>
>>> >> >>> > >>>>> >> >>>>> I have also made some slight changes to
>>> >> >>> IScriptModuleComms and
>>> >> >>> > >>>>> >> >>>>> ScriptModuleCommsModule.
>>> >> >>> > >>>>> >> >>>>>
>>> >> >>> > >>>>> >> >>>>> The old compiler in my fork works as it did
>>> before, so
>>> >> >>> you
>>> >> >>> > >>>>> can switch
>>> >> >>> > >>>>> >> >>>>> back and forth from LibLSLCC to the old compiler
>>> >> >>> > >>>>> >> >>>>> if you want without any problems.
>>> >> >>> > >>>>> >> >>>>>
>>> >> >>> > >>>>> >> >>>>> There are more details on the changes I have
>>> made in
>>> >> the
>>> >> >>> > >>>>> README.md.
>>> >> >>> > >>>>> >> >>>>>
>>> >> >>> > >>>>> >> >>>>>
>>> >> >>> > >>>>> >> >>>>> ==
>>> >> >>> > >>>>> >> >>>>>
>>> >> >>> > >>>>> >> >>>>> I started working on this sometime early last
>>> year
>>> >> when I
>>> >> >>> > >>>>> broke my
>>> >> >>> > >>>>> >> >>>>> wrist and was unable to do much for a while, and
>>> >> >>> > >>>>> >> >>>>> I have only recently moved the code from my Git
>>> server
>>> >> >>> up to
>>> >> >>> > >>>>> GitHub.
>>> >> >>> > >>>>> >> >>>>> I'm going to continue improving this in my spare
>>> time,
>>> >> >>> > >>>>> >> >>>>> right now I am doing rolling releases versioned
>>> by
>>> >> date
>>> >> >>> > >>>>> anywhere from
>>> >> >>> > >>>>> >> >>>>> once every few days to a few times a day.  I am
>>> also
>>> >> >>> keeping
>>> >> >>> > >>>>> my
>>> >> >>> > >>>>> >> OpenSim
>>> >> >>> > >>>>> >> >>>>> fork synced with the latest OpenSim commits.
>>> >> >>> > >>>>> >> >>>>>
>>> >> >>> > >>>>> >> >>>>> Hopefully this will be useful, any feedback is
>>> >> >>> appreciated :)
>>> >> >>> > >>>>> >> >>>>>
>>> >> >>> > >>>>> >> >>>>>
>>> >> >>> > >>>>> >> >>>>>
>>> >> >>> > >>>>> >> >>>>> _______________________________________________
>>> >> >>> > >>>>> >> >>>>> Opensim-dev mailing listOpensim-dev
>>> >> >>> @opensimulator.orghttp://
>>> >> >>> > >>>>> >> opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev
>>> >> >>> > >>>>> >> >>>>>
>>> >> >>> > >>>>> >> >>>>>
>>> >> >>> > >>>>> >> >>>>>
>>> >> >>> > >>>>> >> >>>>> _______________________________________________
>>> >> >>> > >>>>> >> >>>>> Opensim-dev mailing list
>>> >> >>> > >>>>> >> >>>>> Opensim-dev at opensimulator.org
>>> >> >>> > >>>>> >> >>>>>
>>> >> >>> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev
>>> >> >>> > >>>>> >> >>>>>
>>> >> >>> > >>>>> >> >>>>>
>>> >> >>> > >>>>> >> >>>>
>>> >> >>> > >>>>> >> >>>
>>> >> >>> > >>>>> >> >>>
>>> >> >>> > >>>>> >> >>> _______________________________________________
>>> >> >>> > >>>>> >> >>> Opensim-dev mailing listOpensim-dev
>>> >> >>> @opensimulator.orghttp://
>>> >> >>> > >>>>> >> opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev
>>> >> >>> > >>>>> >> >>>
>>> >> >>> > >>>>> >> >>>
>>> >> >>> > >>>>> >> >>>
>>> >> >>> > >>>>> >> >>> _______________________________________________
>>> >> >>> > >>>>> >> >>> Opensim-dev mailing list
>>> >> >>> > >>>>> >> >>> Opensim-dev at opensimulator.org
>>> >> >>> > >>>>> >> >>>
>>> >> >>> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev
>>> >> >>> > >>>>> >> >>>
>>> >> >>> > >>>>> >> >>>
>>> >> >>> > >>>>> >> >>
>>> >> >>> > >>>>> >> >> _______________________________________________
>>> >> >>> > >>>>> >> >> Opensim-dev mailing list
>>> >> >>> > >>>>> >> >> Opensim-dev at opensimulator.org
>>> >> >>> > >>>>> >> >>
>>> >> >>> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev
>>> >> >>> > >>>>> >> >>
>>> >> >>> > >>>>> >> >>
>>> >> >>> > >>>>> >> >
>>> >> >>> > >>>>> >> >
>>> >> >>> > >>>>> >> >
>>> >> >>> > >>>>> >> > _______________________________________________
>>> >> >>> > >>>>> >> > Opensim-dev mailing list
>>> >> >>> > >>>>> >> > Opensim-dev at opensimulator.org
>>> >> >>> > >>>>> >> >
>>> >> >>> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev
>>> >> >>> > >>>>> >> _______________________________________________
>>> >> >>> > >>>>> >> Opensim-dev mailing list
>>> >> >>> > >>>>> >> Opensim-dev at opensimulator.org
>>> >> >>> > >>>>> >>
>>> >> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev
>>> >> >>> > >>>>> >>
>>> >> >>> > >>>>> >
>>> >> >>> > >>>>> >
>>> >> >>> > >>>>> >
>>> >> >>> > >>>>> > _______________________________________________
>>> >> >>> > >>>>> > Opensim-dev mailing list
>>> >> >>> > >>>>> > Opensim-dev at opensimulator.org
>>> >> >>> > >>>>> >
>>> >> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev
>>> >> >>> > >>>>> _______________________________________________
>>> >> >>> > >>>>> Opensim-dev mailing list
>>> >> >>> > >>>>> Opensim-dev at opensimulator.org
>>> >> >>> > >>>>>
>>> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev
>>> >> >>> > >>>>>
>>> >> >>> > >>>>
>>> >> >>> > >>>>
>>> >> >>> > >>>> _______________________________________________
>>> >> >>> > >>>> Opensim-dev mailing list
>>> >> >>> > >>>> Opensim-dev at opensimulator.org
>>> >> >>> > >>>>
>>> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev
>>> >> >>> > >>>>
>>> >> >>> > >>>>
>>> >> >>> > >>>
>>> >> >>> > >>> _______________________________________________
>>> >> >>> > >>> Opensim-dev mailing list
>>> >> >>> > >>> Opensim-dev at opensimulator.org
>>> >> >>> > >>>
>>> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev
>>> >> >>> > >>>
>>> >> >>> > >>>
>>> >> >>> > >>
>>> >> >>> > >> _______________________________________________
>>> >> >>> > >> Opensim-dev mailing list
>>> >> >>> > >> Opensim-dev at opensimulator.org
>>> >> >>> > >>
>>> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev
>>> >> >>> > >>
>>> >> >>> > >>
>>> >> >>> > > _______________________________________________
>>> >> >>> > > Opensim-dev mailing list
>>> >> >>> > > Opensim-dev at opensimulator.org
>>> >> >>> > > http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev
>>> >> >>> > >
>>> >> >>> > >
>>> >> >>> >
>>> >> >>> >
>>> >> >>> >
>>> >> >>> > _______________________________________________
>>> >> >>> > Opensim-dev mailing list
>>> >> >>> > Opensim-dev at opensimulator.org
>>> >> >>> > http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev
>>> >> >>>
>>> >> >>> _______________________________________________
>>> >> >>> Opensim-dev mailing list
>>> >> >>> Opensim-dev at opensimulator.org
>>> >> >>> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev
>>> >> >>>
>>> >> >>
>>> >> >>
>>> >> >
>>> >> >
>>> >> >
>>> >> > _______________________________________________
>>> >> > Opensim-dev mailing list
>>> >> > Opensim-dev at opensimulator.org
>>> >> > http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev
>>> >> >
>>> >>
>>> >> _______________________________________________
>>> >> Opensim-dev mailing list
>>> >> Opensim-dev at opensimulator.org
>>> >> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev
>>> >>
>>> >
>>> >
>>> >
>>> > _______________________________________________
>>> > Opensim-dev mailing list
>>> > Opensim-dev at opensimulator.org
>>> > http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev
>>> >
>>>
>>> _______________________________________________
>>> Opensim-dev mailing list
>>> Opensim-dev at opensimulator.org
>>> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev
>>>
>>
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