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LSL-Editor

Alphons Jano
Dancer
Join date: 27 Sep 2006
Posts: 121
08-22-2007 05:31
As of today release 2.13 of LSL-Editor can be downloaded.

LSL-Editor: is a standalone Windows "Editor / Compiler / Debugger / Syntax checker / Runtime environment" for Second Life scripts, based on .NET framework. Because it does not need Second Life grid nor viewer, it is very useful when the grid is down for maintenance, or when you are not connected to it. It can compile and execute many LSL scripts, but also the code completion, features make it a "must have". An HTML Help LSLWiki can be downloaded and used within LSLEditor to make this a true offline working environment.

This is a major update. Special thanks goes to the beta-testers and bug report senders. Some bugs are considered as 'known issues'. Some of them are listed on this page: http://www.lsleditor.org/Todo/

There is this big list of TODO things. The outdoor season is ending soon, giving more time to fix bugs and add more things. Thanks for all the requests and ideas.

http://www.lsleditor.org/

The best thing, it is for free and updated on regular intervals, don't forget to donate if you find my work useful. Also in world donations to my Second Life "Alphons Jano" are appreciated.

Have fun.
-Alphons.
Lobo Faulkner
Registered User
Join date: 13 Jan 2006
Posts: 24
Thank you
08-23-2007 03:07
I wanted to say that this is one of the better utilities I have seen for SL residents in a long time and wanted to say thank you so much for your efforts and time you have put into it. It has made learning and self teaching of scripting easier to understand than trying to fine someone to explain things so a Big Thank you


Lobo Faulkner
Fletcher Rodgers
Registered User
Join date: 15 Oct 2006
Posts: 25
08-23-2007 05:49
I also want to say thankyou.

I was using Ultra Edit with the LSL wordfile but I gave LSL Editor a go and I haven't looked back.

With auto completion and tooltips it is actually a better environment to work in than the in-game editor.
Alphons Jano
Dancer
Join date: 27 Sep 2006
Posts: 121
release 2.14 of LSL-Editor
08-28-2007 06:55
As of today release 2.14 of LSL-Editor can be downloaded.

LSL-Editor: is a standalone Windows "Editor / Compiler / Debugger / Syntax checker / Runtime environment" for Second Life scripts, based on .NET framework. Because it does not need Second Life grid nor viewer, it is very useful when the grid is down for maintenance, or when you are not connected to it. It can compile and execute many LSL scripts, but also the code completion, features make it a "must have". An HTML Help LSLWiki can be downloaded and used within LSLEditor to make this a true offline working environment.

This is a major update. Special thanks goes again to the beta-testers, bug report senders and the people who thanked me in this thread. Some bugs are considered as 'known issues'. Most of them are listed on this page: http://www.lsleditor.org/Todo/

It is not good to have the number 13 in the version of an application. So get updated. A lot of problems have been solved, even evil crashes. Yet the testing is up to you guys (and girls). I'll hope I did a better job than last week.

http://www.lsleditor.org/


Enjoy

-Alphons.
Gregory McLeod
Registered User
Join date: 21 Oct 2006
Posts: 278
08-31-2007 01:35
Alphons,
A great assistance in creating reliable content.
I have been unable to find how to implement a link_message receiver in the debugging section.
If it is there a pointer please. The sender is there OK.
Alphons Jano
Dancer
Join date: 27 Sep 2006
Posts: 121
08-31-2007 03:03
Hello Gregory McLeod,

You have to make your own link_message event handler in the same script, or use another script, and load both scripts into lsleditor. Hit the touch button on the debugger. Resulting the message being transmitted from one script to another.
For example:

Script1: link_message.lsl
CODE

default
{
// Waits for another script to send a link message.
link_message(integer sender_num, integer num, string str, key id)
{
llOwnerSay("Transmitted by "+(string)id+" message:"+str);
}
}


Manually triggering the link_message event is not much fun, use a script :)

Script2: llMessageLinked.lsl
CODE

default
{
touch_start(integer total_number)
{
llMessageLinked(LINK_THIS, 0, "Touched.", NULL_KEY);
}
}


In future the two scripts should be placed into the solution explorer, acting as a PRIM. Now linknum (LINK_ROOT, LINK_SET, LINK_ALL_OTHERS, LINK_ALL_CHILDREN, LINK_THIS) are meaningless.

Hope this will help.
RichardEric Collins
Registered User
Join date: 29 Aug 2007
Posts: 16
08-31-2007 03:35
Great editor Alphons, just sent you a donation. :) Keep the good work up.
Gregory McLeod
Registered User
Join date: 21 Oct 2006
Posts: 278
08-31-2007 10:13
Thanks Alphons for the reply.
I can't wait for you get the solution explorer fully working. I am using the Editor to check out the Scripts for the game, Chinese Checkers (ChinChek), I have developed. The game board consists of 14 linked prims and I have had to resort to linked messages to control the scripts in the prims as two games side by side interfere with one another if using llWhisper chat messages. The main script also rezzes a multiple prim of 60 linked prims before breaking the links.
So testing the solution explorer could be my contribution to your development effort.
Keep up the good work.
Alphons Jano
Dancer
Join date: 27 Sep 2006
Posts: 121
09-03-2007 08:10
RichardEric Collins, thanks, its is really appreciated!!

Gregory McLeod, wow. The Solution Explorer is in its early stage of development. At this moment it acts as a container for scripts and notecards.

Next release will have some updates on the internal filesystem mechanism (relative paths to the projects). Also troubles on renaming and changing filetypes should be solved.

To test your ChinChek also rezzing has to be working. Maybe we have to join efforts to make this all work and to boost the functionality of the SolutionExplorer.

Thanks in Advance.

-A.
Animations Pfeffer
Registered User
Join date: 29 Jul 2007
Posts: 99
09-03-2007 10:32
One suggestion that could be very handy:

That the code completion shows too the variables already created by the coder.

If a put

vector MyVector;

I wish that the code completion tool/windows popps when i start typing MyV...

For me (and maybe for many other coders) could be very handy.

Thanks
Animations Pfeffer
Registered User
Join date: 29 Jul 2007
Posts: 99
09-03-2007 10:41
One more suggestion:

Put the "donate" as item on the Help menu.

Believe it or not, was not easy to find where to send a donation to you :)
Gregory McLeod
Registered User
Join date: 21 Oct 2006
Posts: 278
09-03-2007 11:41
From: Alphons Jano
. . . <SNIP> . . .
Gregory McLeod, wow. The Solution Explorer is in its early stage of development. At this moment it acts as a container for scripts and notecards.

Next release will have some updates on the internal filesystem mechanism (relative paths to the projects). Also troubles on renaming and changing filetypes should be solved.

To test your ChinChek also rezzing has to be working. Maybe we have to join efforts to make this all work and to boost the functionality of the SolutionExplorer.

Thanks in Advance.

-A.
Delighted to be of any assistance I can. Please IM me when you need the help or testing. UK time best.
Alphons Jano
Dancer
Join date: 27 Sep 2006
Posts: 121
release 2.15 of LSL-Editor
09-04-2007 07:50
As of today release 2.15 of LSL-Editor can be downloaded.

This is just a minor update. (bug fixes)

http://www.lsleditor.org/

have fun.

-Alphons.
Gregory McLeod
Registered User
Join date: 21 Oct 2006
Posts: 278
09-04-2007 14:30
In preparation can you give us a few pointers to the planned structure of projects and solutions. Are they hierarchical or complementary?
Alphons Jano
Dancer
Join date: 27 Sep 2006
Posts: 121
09-04-2007 17:24
There can be only one solution loaded. But every solution can contain one or more projects. Every project can contain one or more objects (prim), and every object can contain scripts, notecards etc.

I have to figure out how to 'compile' a solution. At this moment only scripts who are opened in LSL-Editor are compiled and executed. But when rezzing objects, the contained scripts should also be compiled, maybe not visible..... :confused: it can be done, now I have to find a good implementation for it....
Keiki Lemieux
I make HUDDLES
Join date: 8 Jul 2005
Posts: 1,490
09-04-2007 21:38
From: Alphons Jano
As of today release 2.15 of LSL-Editor can be downloaded.

This is just a minor update. (bug fixes)

http://www.lsleditor.org/

have fun.

-Alphons.

I downloaded it, and I'm getting an error every time I try to start it.

From: someone
The application failed to initialize properly (0xc0000135). Click on OK to terminate the application.
_____________________
imakehuddles.com/wordpress/
Alphons Jano
Dancer
Join date: 27 Sep 2006
Posts: 121
09-05-2007 05:02
0xc0000135, means you have to install the .NET 2.0 framework.

Google ".net 2 framework" will get you the link.

-A.
Jesse Barnett
500,000 scoville units
Join date: 21 May 2006
Posts: 4,160
09-08-2007 17:27
Great job Alphons!

Many months since i had been in community and tried your product. Really nice to be able to give a quick test beyond just checking for compile errors. Did notice one error today though that lslint will pick up but LSLEditor won't:

CODE

if(whatever == whatever_else);
{


That should throw an empty if statement error.
_____________________
I (who is a she not a he) reserve the right to exercise selective comprehension of the OP's question at anytime.
From: someone
I am still around, just no longer here. See you across the aisle. Hope LL burns in hell for archiving this forum
Alphons Jano
Dancer
Join date: 27 Sep 2006
Posts: 121
09-11-2007 07:03
From: Jesse Barnett
Great job Alphons!

Many months since i had been in community and tried your product. Really nice to be able to give a quick test beyond just checking for compile errors. Did notice one error today though that lslint will pick up but LSLEditor won't:

CODE

if(whatever == whatever_else);
{


That should throw an empty if statement error.


Thanks for your remarks.

But why should it give an error? It does compile in SecondLife, and of course in LSLEditor :-)

Sometimes, in the development process of scripts, it makes perfect sense to make a statement do nothing, but not to comment it out, nor delete the statement itself.

But you are right, some warning could be doing no harm. Because this statements, however correct, does hurt:

while(TRUE);
{
llOwnerSay("Oops...";);
}

The llDie button seems not to be working in this case, so a bug has been discovered by this exercise... Shift-F5 however does the killing job correctly.
hiro Voss
Registered User
Join date: 6 Oct 2006
Posts: 57
09-11-2007 13:43
From: Animations Pfeffer
One suggestion that could be very handy:

That the code completion shows too the variables already created by the coder.

If a put

vector MyVector;

I wish that the code completion tool/windows popps when i start typing MyV...

For me (and maybe for many other coders) could be very handy.

Thanks


Yes, I vote for this also. I think this would be the capper of all the basic functionality. I am really excited about the rezzing, compilation, solution features that you have been talking about, and the Solution Explorer has been really great to work with so far, but the variable code complete would really make this IDE a true pleasure to use and really speed up development time. (Not that it isn't a really great tool already!!!!)
Alphons Jano
Dancer
Join date: 27 Sep 2006
Posts: 121
release 2.16 of LSL-Editor
09-13-2007 04:09
As of today release 2.16 of LSL-Editor can be downloaded.

LSL-Editor: is a standalone Windows "Editor / Compiler / Debugger / Syntax checker / Runtime environment" for Second Life scripts, based on .NET framework. Because it does not need Second Life grid nor viewer, it is very useful when the grid is down for maintenance, or when you are not connected to it. It can compile and execute many LSL scripts, but also the code completion, features make it a "must have". An HTML Help LSLWiki can be downloaded and used within LSLEditor to make this a true offline working environment.

This is a minor update. I purged this one, because of the experimental feature of code completion on user defined variables. This was one of the most requested features. It is experimental, only the 'simple' user defined vars are detected. There is no real-time code analyses done, so it presents more or less 'all' of the vars above the line you are typing. But is does the job quite nicely.

You have to turn it on explicitly:

menu Tools -> Options -> Text Editor -> Code Completion

Check both checkboxes and hit OK button.

Special thanks goes to my donating sponsors. It is really appreciated and keeps me going on working on LSLEditor :) . Also thanks to the beta-testers, bug report senders and the people who thanked me in this thread.

http://www.lsleditor.org/

Have fun coding.

-Alphons.
Trevor Langdon
Second Life Resident
Join date: 20 Oct 2004
Posts: 149
09-13-2007 08:39
Alphons--
Great job on the LSL Editor :D

A couple of enhancement suggestions:

1) Give a warning for defined variables or functions that are not referenced (lslint does this and it's a nice feature)

2) This one may be far-fetched (especially given how LSL seems to utililize the memory space). Add a memory use counter of some kind for the running script in debug mode, based on known values (Strife can probably assist in this area, if willing) to simulate the amount of memory used in that precious 16k of space. Even a rough calculation would be better than none ;) Maybe show both high-water mark, plus the current water mark of memory use. This could also tie in with the llGetFreeMemory() function.

--Trevor
Rock Ryder
Registered User
Join date: 6 Oct 2006
Posts: 384
09-15-2007 02:34
Hi Alphons,

I am amazed on two fronts:

1. An absolutely fantastic editor, and free

2. Updates and bug fixes and implementation of users' wish lists, almost daily.


so I am going to do my bit to keep this going:

1. A big bunch of Lindens will be heading your way today

2. I am not an accomplished software writer, but I am an accomplished graphic designer. I will work on some stunning, and I mean stunning, icon sets for your great program to choose from, if you wish, and if you like any, they are yours, all free, all rights etc (might be nice for the Version 3.0?). I'll get working today.

All power to you,

Rock
RaH Wollongong
Registered User
Join date: 11 Jul 2006
Posts: 19
09-15-2007 07:22
Decent program, I prefer my ScIte if coding outside SL, I also got errors on some code I know works in SL

llDialog(id, "Welcome, "' + operName + '" please select your sex", MENU_OPTIONS2, CHANNEL);

Too many characters in character literal.
Alphons Jano
Dancer
Join date: 27 Sep 2006
Posts: 121
09-16-2007 03:37
Hello,

Trevor Langdon, your first point is implemented in the next release. It shows the warnings by default.
Your second point is more difficult, the LSLEditor runtime has no limitation on memory usage, nor can it measure memory usage.

There is this rumour, the Lindens are planning to skip this memory limitation in SecondLife because a prim can contain an unlimited number of scripts. So this limit can easily be overcome. (intercommunicating scripts)

Rock Ryder, thanks for the offer, and nice talking to you in SL. Looking forward having your Icons. ;)

RaH Wollongong, the single quote feature in SecondLife is really a bad thing.
Check out this script (people don't try this at home, this is bad coding):

CODE

'default'
'{'
'state_entry()'
{
'llSay('0, '"Hello, Avatar!");
}
touch_start(integer' total_number)
{
'llSay(0, '"Touched: "'+'('string')'total_number');'
string name' = "alphons";
string' s' = '" hello " '+''name'+'" test"';
'string' ss' =' "'abc'"';
llOwnerSay('ss'+'s');
' }'
}'


It does compile in SecondLife, having more than 35 single quotes in it (:eek: )
When touched, llOwnerSay only produces: 'abc' hello alphons test
I think SecondLife scores really bad on this point!!! :mad:

Also your example contains something you did not want. The single quotes have to be inside the double-quotes to make them visible in the output. (used an extra space to make this clear) This is the corrected statement:

llDialog(id, "Welcome,' " + operName + " 'please select your sex", MENU_OPTIONS2, CHANNEL);

But hey, thanks for the remark, in the next release there is this checkbox to turn on this odd behaviour in LSLEditor :) But my advise, don't use it!!

cheers.

-A.
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