Re: Indepth Analyses Of Euphoria Translator
- Posted by Mike The Spike <mtsreborn at yahoo.com> Mar 30, 2001
- 486 views
> > Mike The Spike writes: > > I didn't find a single bug in the new > translator... > > I've fixed a couple of bugs since beta-1, > but it's getting pretty stable now. > > > For one, code size is still way too big... > > For two, execution speeds are still not as > > fast as they should be... > > I've reduced the code size slightly since beta-1, > and improved the speed slightly, but my main > goal now is to make it stable so I can get > an official release out. I'm also adding support > so you can make a .dll (or .so) from Euphoria > source. > > > the code is still unreadable, mainly because > > it's so big... > > Readability of the code is of secondary importance > to me. Most people will just translate/compile/run > without looking at the code. > (At least I indent the C code nicely for you, and > if you have the registered version I include > the Euphoria statements as a comments.) > > > For three, the runtime library is still in > compiled > > form... > > It is my idea that there shouldn't even be one! > > Code for runtime routines should be spewn out if > > invoked, in a fil ecalled routines.c or > something.. > > Aslong as we can port our programs to other > platforms, > > it'll be cool... > > It's not as simple as you suggest. > I can't just output the source to > individual small run-time routines. > There's a lot of inter-connected "machinery" > beneath the surface of the runtime library. > I'd end up outputting most of it each time. > However I'd like to work out a scheme where people > can > buy the source. I understand. But if you'd sell the source, I know *I*'d buy it! And I'm sure people like David Cuny would too. Being able to port the runtime library, and using ECW to compile, (and by declaring a fake WinMain, offcourse), would allow our Euphoria programs to run on whatever platform we ported the runtime library to. Imagine coding a Hello World app like this: puts(1,"Hello world") Translating it to C, burning the executable to a CD-R, plugging it into your Playstation or Dreamcast, and seeing it run! Since consoles have small amounts of RAM, Eu's excellent garbage collection would let our games be bigger than most out there, and it would be easy to code our console games, as we code it, and test it by running it with Ex*.exe! Wanna port it to the PC? No problem! With good coding style, all you have to do is recompile with another C compiler! Wanna see a Dos32lib app on your Playstation? You can! Since I am a PSX/DC 'hobby' coder, I will do the port of the runtime library to PSX and DC. DC not being that hard, as it runs on Windows CE and uses MSVC to compile programs. PSX uses GCC, so that won't be that hard eighter... I'd hardware-accelerate pixel(), and set up draw_polygon() to read at a given memory address to find a texture to map. Imagine the possibilities... Mike The Spike > Regards, > Rob Craig > Rapid Deployment Software > http://www.RapidEuphoria.com > > > > > > > > > > >