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Updated roadmap - Printable Version

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Updated roadmap - JohnMurga - 07-20-2007 06:24 PM

Hi all,

This is a list of my current priorities, progress is extremely slow due to my current commitments ... But please let me know if you feel I am missing something.

ALSO, if you are using murgaLua on a project or at a company I'd like to know about it. At some point I'd like to do a murgaLua "showcase" :-)

Features already available (in preview or forum):
Tasks in progress :
  • More improvements to XML API
  • Build improvements and integration of cinvoke (http://www.nongnu.org/cinvoke/)
  • Drag-and-drop improvements (not started)
  • Bring back and fix Fl_Text_Buffer, Fl_Text_Display, Fl_Text_Editor
  • Extensive changes to the documentation.
  • Re-structured examples and created showcase (also looking forward to mikshaw's app).
  • Fixed many FLTK issues and reduced number of unimplemented methods.
  • New murgaLua build test tool.

Other :
  • VOLUNTEER - Make sure MacOs build works well (popen).
  • PENDING - Forum changes :

    General chat
    Cookbook and examples
    Bugs and feature requests

    (Any suggestions?)
    .
  • PENDING - Put Wiki or CMS online (have to do some testing).
  • PENDING - New web page with "links" section and other content.
Contencious issues :
  • Porting (no new ports until 1.0 release)
  • Using murgaLua as a library (no)
  • No GL support (I did some bindings but it isn't portable enough).
  • Build issues on 64Bit (need to wait for my AMD64 machine to be shippied over).



RE: Updated roadmap - mikshaw - 07-21-2007 02:36 AM

Quote:
Bring back and fix Fl_Text_Buffer, Fl_Text_Display, Fl_Text_Editor

That's great news

Quote:
(also looking forward to mikshaw's app)

I hope you're not looking forward to it before the stable 0.5 release, because 0.5 final is going to be my final pre-release test environment =o)


RE: Updated roadmap - iGame3D - 07-21-2007 03:56 AM

I've been hacking at an OS X bundle application running murgaLua and of course iGame3D has been released for OS X with murgaLua under the hood.

Progress is slow on these, I am totally not in a coding mood.
I am hoping that the little bundle will attract some more Mac users and it should be a much
simpler starter for people than the complexity of building 3D worlds
or asking them to build and install a command line.

I didn't see sound on the to-do list. I'm curious if you've looked at OpenAL,
thats what we went for after finding out an FMOD license was prohibitively expensive.

Sound is probably the only thing missing to make games in murgaLua and ideally
I'd love to release the OS X bundle as a potential game making platform like pyGame.

I wonder what fancy tricks we'll be able to pull off with C/Invoke, sounds very interesting.

Beware of wiki's they get spam botted terribley, you don't even see the spam until you
go to edit and there is like 1,000 links to garbage.


RE: Updated roadmap - JohnMurga - 07-25-2007 05:18 PM

OK, I am targeting this weekend for another "preview" release ...

The XML API is complete (and I am happy with it), and the Fl_Text* stuff is FINALLY working like a charm.

Other than that there are a couple of completely new features I felt like adding :-)

If OpenAL is working for you guys under MacOS I might give it a go under Windows and Linux at some point.

Cheers
JohnM


RE: Updated roadmap (Feature Request) - chrimo - 07-26-2007 09:21 AM

Is there any plan to extend murgaLua with serial IO support ?
There are fantasic sources available which are already used by LuaX(luaforge) Big Grin
Serial IO would be nice for writing professional GPS, BlueTooth and robotics applications.

Waiting for murgaLua 0.6 Big Grin
Christian


RE: Updated roadmap - jpjacobs - 08-12-2007 12:31 AM

Just a little thing: can we have line editing in the murgaLua shell on linux, like in the standard Luashell?
To be clear: I mean being able to use the arrows to move on a line, to go back and forth through history, use home/end/... For now only the backspace key works as expected.

It does work in Windows however.
Thanks and keep up the good work! MurgaLua is GREAT!

Greets,
Jan-Pieter


RE: Updated roadmap - JohnMurga - 08-12-2007 10:15 PM

jpjacobs Wrote:
Just a little thing: can we have line editing in the murgaLua shell on linux, like in the standard Luashell?
To be clear: I mean being able to use the arrows to move on a line, to go back and forth through history, use home/end/... For now only the backspace key works as expected.

Fixed in dev now ... Thanks !!

Cheers
JohnM


RE: Updated roadmap - jpjacobs - 09-12-2007 01:44 AM

jpjacobs Wrote:
Just a little thing: can we have line editing in the murgaLua shell on linux, like in the standard Luashell?


In the mean time, i found out rlwrap can be used to have readline support in not-yet-readline-enabled programs Wink
more info at http://utopia.knoware.nl/~hlub/rlwrap/
greetz,
JP


RE: Updated roadmap - dcharno - 09-21-2007 12:55 AM

JohnMurga Wrote:
Contencious issues :
  • Build issues on 64Bit (need to wait for my AMD64 machine to be shippied over).


Did you have any chance to look at the AMD64 issue?


RE: Updated roadmap - JohnMurga - 09-21-2007 10:50 PM

dcharno Wrote:
Did you have any chance to look at the AMD64 issue?


Not yet, however I get all my hardware back next week so I suspect this will be working in the next release (as I have a couple of 64bit machines in there).

I have no idea when 0.6 will come out as currently my new job and house are taking up a lot of my time ... SORRY !

Cheers
JohnM


RE: Updated roadmap - pdinoto - 09-22-2007 02:22 AM

I would vote again for a serial module!
At least, for Linux!

As chrimo said, luax had it and Asko Kauppi was going to port it to luarocks anytime but not yet. He had some newer code available at svn://slugak.dyndns.org/public/2007 under Serial. Unfortunately it is way above my head.

In my case, I am building an small Linux image that boots a Xvesa server and acts as an AVL (automatic vehicle locator) device. The app itself is written in Lua, and I am looking forward to make it murgaLua. The nice stuff is that it all fits in a 24mb image and run under 32mb RAM... and there may be still some shrinking to do.

Since there is no working serial for lua (very close to, but nothing buildable by mortals like me), I am using socat to convert serial to sockets, and then use copas. I found no other way to accessing serial ports in a non-blocking way. It is a pity, since Lua is THE natural language to deal with GPSs, GPRS modems, etc.


RE: Updated roadmap - chrimo - 09-22-2007 09:04 AM

YES, I agree full with you :-)
I want to use murgaLua with my robots and GPS.
Workarounds with simple open(/dev/ACM0) and read/write works, but not very stable.
I'm missing some more ioctrl-features (e.g. speed, flowcontrol).
Using socat work fine, but I'd like to do it native with excellent murgaLua...

Christian aka Chrimo :-)


RE: Updated roadmap - Juergen - 09-22-2007 10:46 PM

chrimo Wrote:
YES, I agree full with you :-)
I want to use murgaLua with my robots and GPS.
Workarounds with simple open(/dev/ACM0) and read/write works, but not very stable.
I'm missing some more ioctrl-features (e.g. speed, flowcontrol).
Using socat work fine, but I'd like to do it native with excellent murgaLua...

Christian aka Chrimo :-)


First, there are command line tools under Linux to read and set the status of the serial port (like setserial for example).

Also if there are already modules out there you could use them. I think there is no reason to not ship such a module with the script and load it dynamically.

And finally, in the original post John mentioned to include C/Invoke. This should take care of your problems. Once it is available you can use ioctl(2) and if necessary use the open(2), fcntl(2), read2) and write(2) C-functions directly. Which should give you even greater flexibility.

Juergen


RE: Updated roadmap - chrimo - 09-23-2007 03:39 AM

Juergen Wrote:

chrimo Wrote:
YES, I agree full with you :-)
I want to use murgaLua with my robots and GPS.
Workarounds with simple open(/dev/ACM0) and read/write works, but not very stable.
I'm missing some more ioctrl-features (e.g. speed, flowcontrol).
Using socat work fine, but I'd like to do it native with excellent murgaLua...

Christian aka Chrimo :-)


First, there are command line tools under Linux to read and set the status of the serial port (like setserial for example).

Also if there are already modules out there you could use them. I think there is no reason to not ship such a module with the script and load it dynamically.

And finally, in the original post John mentioned to include C/Invoke. This should take care of your problems. Once it is available you can use ioctl(2) and if necessary use the open(2), fcntl(2), read2)  and write(2) C-functions directly. Which should give you even greater flexibility.

Juergen


Juergen,

there is no portable way to access serial devices...
I'm using OSX and Linux - I have no problems.
But try it at WindowsDerivates :-) Good luck.

Old Luax serial-libs can do that all!
This is the reason, why we like to have it at murgaLua.
One portable code for all platforms.

It is possible with Lua
Greetings
Christian


RE: Updated roadmap - pdinoto - 09-25-2007 12:41 AM

In my case, i would like to see both things: Stable serial modules for lua 5.1 and have these modules in murgaLua (perhaps as a compile time build option).

I don't know much about cinvoke, but would it allow me to read a serial port without blocking while on a coroutine? I guess that is the key point to handle concurrent events the way copas handles them.

But I agree with you, Juerguen, that we may be asking John something that should ask from Lua people.... the fact is, as I see, Lua developers out there seems to be quite happy with the state of affairs right now.

John seems to be open to ideas about making murgaLua a powerful swiss-knife-tool, and serial support looks a reasonable and light feature to add to it.


RE: Updated roadmap - mikshaw - 09-25-2007 01:36 AM

I was talking with another user yesterday about the growth of murgaLua (and the performance decrease which is always associated with size increase). The subject of Lua modules was raised, as Juergen also mentioned, and that sounds like a completely logical path. Why should murgaLua continue to gain weight when functionality can be added with existing modules? Using modules for extra functionality would keep murgaLua small, fast, stable, and allow John to concentrate on making it better rather than bigger.

Quote:
there is no portable way to access serial devices...
I'm using OSX and Linux - I have no problems.
But try it at WindowsDerivates :-) Good luck.

Portability is an overrated concept. Windows isn't worthy of dev time. Or at least that's my opinion =o)