Author Topic: code::blocks::embedded  (Read 33571 times)

Offline etg

  • Multiple posting newcomer
  • *
  • Posts: 15
code::blocks::embedded
« on: September 21, 2010, 07:01:55 pm »

Offline MortenMacFly

  • Administrator
  • Lives here!
  • *****
  • Posts: 9694
Re: code::blocks::embedded
« Reply #1 on: September 21, 2010, 09:13:13 pm »
www.embtechgroup.eu/cbe.jpg
...what do you want to tell us with this? Where is the official page, is it Open Source, does this "product" comply with GPL?
Compiler logging: Settings->Compiler & Debugger->tab "Other"->Compiler logging="Full command line"
C::B Manual: https://www.codeblocks.org/docs/main_codeblocks_en.html
C::B FAQ: https://wiki.codeblocks.org/index.php?title=FAQ

Offline etg

  • Multiple posting newcomer
  • *
  • Posts: 15
Re: code::blocks::embedded
« Reply #2 on: September 21, 2010, 09:35:26 pm »
Rather I want to know how can post modifications required for me to be included in future C::B releases ? Do you have some comittee that approves these changes or better to create new branch ?

Offline killerbot

  • Administrator
  • Lives here!
  • *****
  • Posts: 5490
Re: code::blocks::embedded
« Reply #3 on: September 21, 2010, 09:46:41 pm »
if you have changes, improvements, bug fixes, new features, you can provide them as a patch, together with an explanation on the what/how/why.
Preferably in little packets, which are easy to grasp. And if we agree, we will merge it into our code base. All contributions are very welcome.

Offline etg

  • Multiple posting newcomer
  • *
  • Posts: 15
Re: code::blocks::embedded
« Reply #4 on: September 21, 2010, 09:54:16 pm »
any my changes was based on C::B 8.2 release. Bit old.

Offline killerbot

  • Administrator
  • Lives here!
  • *****
  • Posts: 5490
Re: code::blocks::embedded
« Reply #5 on: September 21, 2010, 09:56:05 pm »
that's indeed a bit problematic. Do you think you could redo them on the current svn versions ?

Maybe for starters could you list the things you changed/enhanced, so we have an idea.

Offline MortenMacFly

  • Administrator
  • Lives here!
  • *****
  • Posts: 9694
Re: code::blocks::embedded
« Reply #6 on: September 21, 2010, 09:59:09 pm »
Do you have some comittee that approves these changes or better to create new branch ?
The committee are we (the developers and the community). A new branch like the debugger branch is possible, whenever it makes sense. E.g. modifications of the core or core plugins where everybody would benefit.

In this case I think creating a branch from trunk would heavily conflict with the debugger branch. I would therefore suggest you contact the "maintainer" of the debugger branch, namely "oBFusCATed" (http://forums.codeblocks.org/index.php?action=profile;u=1071) and you try to combine both approaches. Otherwise it will be very hard to merge the two approaches in the end. What do you think? Are you aware of that branch? What's the base of your code (is it trunk or the debugger branch already)?!
Compiler logging: Settings->Compiler & Debugger->tab "Other"->Compiler logging="Full command line"
C::B Manual: https://www.codeblocks.org/docs/main_codeblocks_en.html
C::B FAQ: https://wiki.codeblocks.org/index.php?title=FAQ

Offline etg

  • Multiple posting newcomer
  • *
  • Posts: 15
Re: code::blocks::embedded
« Reply #7 on: September 21, 2010, 10:06:44 pm »
Base of code for C::B(SDK) was source full package 8.2. Debugger is quite different approach - does not uses GDB.EXE

mariocup

  • Guest
Re: code::blocks::embedded
« Reply #8 on: September 21, 2010, 10:22:03 pm »
Hi etg,

I had a look at your screenshot and it looks like a great improvement for embedded programming. I hope that some of the modifications could be integrated in the current version.


Offline oBFusCATed

  • Developer
  • Lives here!
  • *****
  • Posts: 13413
    • Travis build status
Re: code::blocks::embedded
« Reply #9 on: September 21, 2010, 10:25:32 pm »
So you've written a new plugin?
What is based on?
Does it work on linux/mac (can it be ported)?
(most of the time I ignore long posts)
[strangers don't send me private messages, I'll ignore them; post a topic in the forum, but first read the rules!]

Offline etg

  • Multiple posting newcomer
  • *
  • Posts: 15
Re: code::blocks::embedded
« Reply #10 on: September 21, 2010, 10:29:32 pm »
Screenshot is nice but it is from very weak development version. It takes some time yet to get it stable. For now if you want I can provide more screenshots until code will be released.

Offline etg

  • Multiple posting newcomer
  • *
  • Posts: 15
Re: code::blocks::embedded
« Reply #11 on: September 21, 2010, 10:32:06 pm »
Plugin is not portable for now and is running on Windows only.

Offline oBFusCATed

  • Developer
  • Lives here!
  • *****
  • Posts: 13413
    • Travis build status
Re: code::blocks::embedded
« Reply #12 on: September 21, 2010, 10:34:51 pm »
It is better to provide some code in the beginning, so we can see the direction you're going.
Reviewing large patches is hard and error prone.

What debugger you're using?
(most of the time I ignore long posts)
[strangers don't send me private messages, I'll ignore them; post a topic in the forum, but first read the rules!]

Offline etg

  • Multiple posting newcomer
  • *
  • Posts: 15
Re: code::blocks::embedded
« Reply #13 on: September 21, 2010, 10:39:22 pm »
libgdbXXX.dll XXX - mean target CPU variant abbreviation

Offline oBFusCATed

  • Developer
  • Lives here!
  • *****
  • Posts: 13413
    • Travis build status
Re: code::blocks::embedded
« Reply #14 on: September 21, 2010, 10:51:03 pm »
Where do you get that lib?
As far as I know it is old and not supported gdb subproject.
The official and supported way to communicate with GDB is through the GDB/mi command line protocol.

Please take a look at the debuggers branch, there the sdk is improved in regard to the debugger.
Most of the GUI is extracted from the plugin debuggergdb and, so all debuggers can use it.
It is not finished and patches, and suggestions are warmly welcomed, especially about the API.
(most of the time I ignore long posts)
[strangers don't send me private messages, I'll ignore them; post a topic in the forum, but first read the rules!]