Author Topic: Preparing Code::Blocks Release  (Read 115272 times)

Offline MortenMacFly

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Re: Preparing Code::Blocks Release
« Reply #15 on: March 15, 2010, 08:20:27 pm »
For example: Is this the kind of thing you are looking for?
Ok - the definition shall be:
"Design a startup/splash screen for Code::Blocks which contains the logo (the cube) and the writing "Code::Blocks", including the "::". Keep the cube basically as it is, but you can do position/resize it as you like (not too small, of course) and add some fancy surroundings as seen e.g. in the splash screen of 08/02."

I didn't expect the explanation needed to be that precise. Sorry, folks.
« Last Edit: March 15, 2010, 08:50:00 pm by MortenMacFly »
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Offline MortenMacFly

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Re: Preparing Code::Blocks Release [LOGO CONTEST]
« Reply #16 on: March 15, 2010, 08:46:00 pm »
A short note concerning the logo contest:
Please post in a new thread in this forum, I'll set them sticky until we start a poll to find out the "winner". Notice that actually ANY contribution is welcome. We will keep all logos and designers in a record.
Compiler logging: Settings->Compiler & Debugger->tab "Other"->Compiler logging="Full command line"
C::B Manual: https://www.codeblocks.org/docs/main_codeblocks_en.html
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Offline fantasticfears

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Re: Preparing Code::Blocks Release
« Reply #17 on: March 17, 2010, 06:18:07 am »
shall we contain the language files? and launchpad is obsolete

Offline ptDev

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Re: Preparing Code::Blocks Release
« Reply #18 on: March 18, 2010, 12:03:25 pm »
One simple question regarding the release:

Are you going to supply developers a "standard compiler bundle" and release at least one specific SDK for the same Code::Blocks build, wxWidgets and compiler versions? The wide diversity in compilers (MinGW official/TDM, MSVC, etc.) that users build their libraries with makes binary compatibility between an official C::B release and third-party plugin releases very difficult.

One example I can think of: the DoxyBlocks plugin is great, and the author released it as a binary (.cbplugin format) in sourceforge, but he compiled it against C::B svn 6182. I'm using Code::Blocks revision 6188. Thus, there is no practical way for me to get it running, unless I build both C::B and the plugin from source, everytime there is an update of either... And I'm not even going into the pain it is running the same plugin under Linux.

A definite choice of standard binary compatibility would encourage a lot more people to make their own plugins and share them as binaries.

Offline MortenMacFly

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Re: Preparing Code::Blocks Release
« Reply #19 on: March 18, 2010, 12:21:15 pm »
A definite choice of standard binary compatibility would encourage a lot more people to make their own plugins and share them as binaries.
As with all other releases we will provide a SDK here, too. Plugin-Devs linking against that SDK will automatically be "compatible" with the release. However, if (for good reasons) we change the ABI for the nightlies you cannot use plugins compiled against the nightlies version in the release version, obviously. To overcome, ask the devs to compile/link against the (fixed) release SDK.
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 ptDev

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Re: Preparing Code::Blocks Release
« Reply #20 on: March 18, 2010, 12:39:41 pm »
A definite choice of standard binary compatibility would encourage a lot more people to make their own plugins and share them as binaries.
As with all other releases we will provide a SDK here, too. Plugin-Devs linking against that SDK will automatically be "compatible" with the release. However, if (for good reasons) we change the ABI for the nightlies you cannot use plugins compiled against the nightlies version in the release version, obviously. To overcome, ask the devs to compile/link against the (fixed) release SDK.

Great!  :D

Thank you for clarifying.

Offline Alatar

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Re: Preparing Code::Blocks Release
« Reply #21 on: March 28, 2010, 04:12:05 pm »
A short note concerning the logo contest:
Please post in a new thread in this forum, I'll set them sticky until we start a poll to find out the "winner". Notice that actually ANY contribution is welcome. We will keep all logos and designers in a record.

By the way, I think it whill be good to fix code::blocks site`s URL in the final logo: http://www.codeblocks.org/ instead of http://www.codeblocks.org

Com[e]r

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Re: Preparing Code::Blocks Release
« Reply #22 on: March 29, 2010, 03:01:42 pm »
Quote
- it must have our logo (as seen on http://www.codeblocks.org)
i am terribly sorry for you to hear that, but your logo sucks .\
not really bad, but I(i repeat: I) don't find it any attractive, but it's just my look on this.

here's a splash that i've made to replace default CB splash a pair of years ago:
// i've also replaced some default icons of CB, will you forgive me? .)

don't mind the text labels, they have nothing to do with what i want to show you .D
of course this is not within the constraints of the splash contest, just showing what i'd like it to look like.

even years ago splash had png transparency, so why won't we use it fully?
and if you are not planning to pay any attention to the logotype look.. well, that's ok we will live with it)
(and replace, replace, replace... .D)


//added
codecompletion on svn 6088 seemed to go into infinite loop while parsing msvc9 header files
(on crtdefs.h, pre/post build steps (rn "crtdefs.off" "crtdefs.h" and back) were my temporary solution.)

//last svn build(6181) always crashes on ctrl+f
//win7, don't have time to debug - deadline is near, will have to replace with hilight module.
- fixed: there previous svn share\ files left when i renewed build.
removing files with old timestamp worked fine )


//added
well, sometimes i think that i wouldn't love coding that much if there wasn't such thing as codeblocks, even if i don't use most of it's modules (system win coding mostly, oGL gamedev least of the time), so here're some more gui bugs i want you to pay attention to .)
http://s44.radikal.ru/i104/1003/82/56c0ea7de649.png // they always got trunculated, maybe constant or user-defined window size will help?
http://i074.radikal.ru/1003/8b/e592553899e3.png // what a mess.. on win5 it shrank, on win7 it plays tricks with coder..
http://i078.radikal.ru/1003/de/943ab6394d09.png // "only 8.3 names allowed in this subsystem"? .D
http://i035.radikal.ru/1003/a1/c8d5a9871bbe.png // i don't know how to comment the obvious)
« Last Edit: March 29, 2010, 06:57:11 pm by Com[e]r »

Offline kalast

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Re: Preparing Code::Blocks Release
« Reply #23 on: March 30, 2010, 03:58:15 pm »
Hey guys, at last, a new release! I've been using the stable edition for some time now and it is a really convenient tool to work with Hmmm, splash screen...?

Offline stahta01

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Re: Preparing Code::Blocks Release
« Reply #24 on: March 31, 2010, 01:07:22 am »
Please apply the patch to Code::Blocks or use MinGW GCC 3.4.5 for the release.
If not, please make a new version of exchndl.dll that works with the MinGW GCC used.

[ Patch #2780 ] Add code to build exchndl.dll to Core Project.
I have not tested the patch in several months.

Tim S.
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On Windows 7 64 bit and Windows 10 64 bit.
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Offline killerbot

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Re: Preparing Code::Blocks Release
« Reply #25 on: March 31, 2010, 07:57:57 am »
Hey Tim,

could you explain why the dll that now is build with the nightlies is not ok ?

Offline stahta01

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Re: Preparing Code::Blocks Release
« Reply #26 on: March 31, 2010, 04:08:22 pm »
Hey Tim,

could you explain why the dll that now is build with the nightlies is not ok ?

The dll is involved in producing the crash report. Without the DLL matching the MiNGW GCC version the report is missing words/alpha and is just mainly numbers and shorter than it should be.

In other words the debug info format changed. It should work if the debug format was the same for DLL and MinGW GCC.

The compilers you used in the past was broken or used Dwarf2; I have not tried lately to see if the issue still exists.

Tim S.
« Last Edit: March 31, 2010, 04:17:16 pm by stahta01 »
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On Windows 7 64 bit and Windows 10 64 bit.
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When in doubt, read the CB WiKi FAQ. http://wiki.codeblocks.org

Offline MortenMacFly

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Re: Preparing Code::Blocks Release
« Reply #27 on: April 01, 2010, 07:28:09 am »
The compilers you used in the past was broken or used Dwarf2; I have not tried lately to see if the issue still exists.
Usually every MinGW/GCC compiler released ships with its own version of exchndl.dll. So all you need to do is to use the same compiler for compiling wxWidgets and Code::Blocks and then ship the right version of the exchndl.dll. I am aware that we have an old version in the repo which is compatible for MinGW 3.4.5 only. For the release we will should use the right one. But I don't think we really need to compile this ourselves...?! :shock:
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 thomas

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Re: Preparing Code::Blocks Release
« Reply #28 on: April 01, 2010, 10:06:54 am »
I think you should copy the one that's coming with whatever compiler you use. Or, we should see if we can do without it (not quite sure what compiler flag would be needed for that).
If I remember correctly this DLL's sole purpose is to run some code at DLL_THREAD_ATTACH and DLL_THREAD_DETACH, which supposedly makes sure that heap memory allocated by exceptions is freed properly in multi-threaded contexts. Yeah, whatever :)

Exceptions should not happen very often anyway (hopefully), so I'm almost inclined to say "so what". I'm not even sure we throw anywhere at all, or whether that's heap-allocated.
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Offline oBFusCATed

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Re: Preparing Code::Blocks Release
« Reply #29 on: April 01, 2010, 10:33:11 am »
Exceptions should not happen very often anyway (hopefully), so I'm almost inclined to say "so what". I'm not even sure we throw anywhere at all, or whether that's heap-allocated.
Executing scripts can throw...
(most of the time I ignore long posts)
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