Re: work begins on RedyCode 2.0

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Hi Ryan

Yes, a large amount of work, and appreciate the effort that went into it.

Are you saying you tried to use RedyLib to make GUI programs? Yes, it totally lacks documentation, and even i have trouble remembering how to use it. I constantly have to look at the source files to remember how to use the API.

Yes, I did, and well, see what I mean!

I was hoping people would at least enjoy the Build system included in RedyCode that "just works" for building EXEs. But RedyCode does have flaws, like the lack of block selection and context-sensitive help. And there's an annoying bug in the Undo system. I still use RedyCode for every eu project and even as a generic text editor for looking at html or config files.

Couldn't find the documentation, or how-to, for that.

When i released RedyCode 1.0, i intentionally made it a generic Euphoria editor instead of trying to promote RedyLib API, because i realized how incomplete and undocumented it was.

Didn't realise that.

Spending 10+ years developing a widget system and text editor from scratch was a HUGE learning experience, and i've been learning more programming concepts while trying to develop a game in Godot Engine (GDScript - a python-like built-in language). So i've been doing a lot of thinking about how to make a better IDE specifically for developing GUI applications. I may even try to create a new language based on the best parts of Euphoria, plus some other features based on concepts i've been learning in the last few years. I still don't know what RedyCode 2.0 will look like yet, but hopefully it will be a huge upgrade.

And looking forward to the trying the next release, but please please please document such a huge undertaking as you go - you'll curse it now, but be thankful for it later!



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