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Author Topic: Axe Interpreter -  (Read 3935 times) Bookmark and Share
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saintrunner
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« Reply #15 on: 21 December, 2011, 03:53:44 »
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HEY THAT'S MY TECHNIQUE!! lol Tongue
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My Sprites Thread   :Updated often Smiley for your viewing pleasure

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Michael_Lee
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« Reply #16 on: 21 December, 2011, 04:15:16 »
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Scratch that -- longer then 10 mins.  I thought I had pyInstaller or cx_freeze all set up and everything, but that doesn't seem to be the case Tongue.

Plus, parents are calling for dinner.
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My website: Currently boring.

Projects:
Axe Interpreter
   > Core: Done
   > Memory: Need write code to add constants.
   > Graphics: Rewritten.  Needs to integrate sprites with constants.
   > IO: GetKey done.  Need to add mostly homescreen IO stuff.
Croquette:
   > Stomping bugs
   > Internet version: On hold until I can make my website less boring/broken.
alberthrocks
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« Reply #17 on: 21 December, 2011, 06:20:55 »
0

Well, I've tested it and it simply doesn't work, so....
But either way, I had a PyInstaller environment set up for Croquette building and testing, so I easily translated over my build script for this project! Smiley

Here's my script:

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:: This is where PyInstaller is located on your computer. It should be the stable (1.5.x) version!
:: Do NOT use the trunk version; it will NOT work.
@set PYINSTALLER_PATH=C:\Users\arthur\Documents\pyinstaller-1.5.1
:: This is where you want the build files to be. You should set this to the source dir\build directory, but you're free
:: to choose any directory you wish - just make sure it exists.
@set BUILD_DIR=C:\SourceCode\axeinterpreter\build
:: File to compile (this should be the main one)
@set TO_COMPILE=C:\SourceCode\axeinterpreter\source\main.py
:: Basename of Python file that you're compiling - for example:
::    Compiling C:\bla\bla\bla\interesting.py
::    The basename for this file is "interesting"
::    (do not specify quotes)
@set BASENAME=main
:: Final base file name
@set FINALNAME=AxeInterpreterv0.0

:: Uncomment if you haven't used PyInstaller before
::C:\Python27\python %PYINSTALLER_PATH%\Configure.py
C:\Python27\python %PYINSTALLER_PATH%\MakeSpec.py --onefile --windowed -o %BUILD_DIR% %TO_COMPILE%
C:\Python27\python %PYINSTALLER_PATH%\Build.py %BUILD_DIR%\%BASENAME%.spec
move %BUILD_DIR%\dist\%BASENAME%.exe %BUILD_DIR%\dist\%FINALNAME%.exe
pause

Here's a Windows build for people to play with - again, the program seems to not work, but I release it anyway just in case someone does get it to work. Wink

Attached is a ZIP file - just decompress and enjoy! Smiley There are helper BAT files so that you will never have to open a console ever again Tongue
This should also work in Linux via WINE.

EDIT: Oops, forgot to include PyGame! Tongue It still doesn't work, but YMMV: http://dl.dropbox.com/u/1016340/AxeInterpreterv0.0_Windows_x86.zip (if link is not up immediately, it will be in a few minutes)

* AxeInterpreterv0.0_Windows_x86.zip (2351.42 KB - downloaded 15 times.)
« Last Edit: 21 December, 2011, 06:32:08 by alberthrocks » Logged

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« Reply #18 on: 21 December, 2011, 07:36:58 »
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Because I don't want people to play with broken exes, here are working ones!

I made a few minor tweaks.  Double-clicking the exe now starts the interpreter, you can drag and drop a text file over the exe to try and run it, and the program will drop into the interpreter mode after a text file finishes running (so that you can do a postmortem, dissect variables, etc.)

For some inexplicable reason, you need to add a 'import pygame._views' while using pyinstaller in windows but exclude it for linux.

Download Windows version: http://dl.dropbox.com/u/10645749/axe-interpreter-windows.zip
Download Linux version: http://dl.dropbox.com/u/10645749/axe-interpreter-linux.zip
« Last Edit: 21 December, 2011, 07:44:22 by Michael_Lee » Logged

My website: Currently boring.

Projects:
Axe Interpreter
   > Core: Done
   > Memory: Need write code to add constants.
   > Graphics: Rewritten.  Needs to integrate sprites with constants.
   > IO: GetKey done.  Need to add mostly homescreen IO stuff.
Croquette:
   > Stomping bugs
   > Internet version: On hold until I can make my website less boring/broken.
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« Reply #19 on: 21 December, 2011, 10:31:07 »
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is it possible that you need other files than the exe? it searches for a file in a directory on your pc xp
« Last Edit: 21 December, 2011, 10:31:20 by Nick » Logged

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« Reply #20 on: 21 December, 2011, 10:39:33 »
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Really?  What do you mean?
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My website: Currently boring.

Projects:
Axe Interpreter
   > Core: Done
   > Memory: Need write code to add constants.
   > Graphics: Rewritten.  Needs to integrate sprites with constants.
   > IO: GetKey done.  Need to add mostly homescreen IO stuff.
Croquette:
   > Stomping bugs
   > Internet version: On hold until I can make my website less boring/broken.
Nick
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« Reply #21 on: 21 December, 2011, 10:45:02 »
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uh, wow wait, i tried it again and now it all works fine Smiley but the first time it gave like 1 minute long an error message in the commandline (but so fast you couldn't read it) and than it stopped saying something like c:\users\michael\dropbox\python files not found or so (i already closed it os it's not exact..ending with ,] that's all i can remember), but now it is ok
« Last Edit: 21 December, 2011, 10:45:25 by Nick » Logged

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« Reply #22 on: 21 December, 2011, 11:08:24 »
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Nice project. One bug I noticed is that even if you don't use DispGraph, entering anything in the interactive mode will cause the display to update.

As for the name, what about AXE (Axe eXecutable Environment) or AXiE (Axe eXecuting interactive Environment)?
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« Reply #23 on: 21 December, 2011, 12:51:23 »
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AXIS?
Axe
Interpreting
System

Cheesy
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« Reply #24 on: 21 December, 2011, 13:14:06 »
+1

Or what about Axecutor?
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So, yeah, I have a blog now. Nothing special, just your average ghost town.

Spoiler for Projects:
Spoiler for Pokemon TI:
Map engine is going to be redone from scratch, since I was lacking in organization last time. With a project as big as Pokemon, planning and organization is key, so that will probably be the brunt of the work done on this project for the time being.

Spoiler for Nostalgia:
Being worked on. Nothing really new to put here, but it's being worked on.

Spoiler for Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack.

Spoiler for Nostalgia Origins: Sky's Story:
Currently on hold. I am unsure of whether this will remain DCS7 Hybrid BASIC or if it will use Batlib, Grammer or perhaps Axe.
This may see more progress once a demo of Nostalgia is released.
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« Reply #25 on: 21 December, 2011, 13:24:40 »
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Oooh, I like! Grin
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« Reply #26 on: 21 December, 2011, 17:08:22 »
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Because I don't want people to play with broken exes, here are working ones!

I made a few minor tweaks.  Double-clicking the exe now starts the interpreter, you can drag and drop a text file over the exe to try and run it, and the program will drop into the interpreter mode after a text file finishes running (so that you can do a postmortem, dissect variables, etc.)

For some inexplicable reason, you need to add a 'import pygame._views' while using pyinstaller in windows but exclude it for linux.
Good tweaks indeed. Smiley
Also, that bug you mention about has been fixed rather recently... O_O http://www.pyinstaller.org/ticket/406
There's a "hook" that had to be implemented for it to work. (pygame._view is considered as a "hidden" import.)

Some further suggestions...
1) I suggest you look into threading (you'll be seeing that very soon in Croquette!) for Pygame event pumping. If you don't "process" the events sent to the Pygame window, Windows will think it died and ask to terminate it. Tongue The Pygame portion MUST remain in the main thread (unfortunately), but the CLI interpreter can be handled in the thread, making things work out nicely. Smiley (Even if it's odd to do graphics processing first Tongue)
2) Add an option to hide/show the window? (As you've demoed, some commands do not need the screen shown.)
3) CLI commands - like when I do Output(1,1,"Hello world!"), it shows it in the console instead. A flag must be toggled for this to work, of course. If you want to implement this, you need to use a mix of the ncurses module and the Windows Console module.

Otherwise, it's pretty nice Cheesy
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Main Server Status: http://withg.org/status/
Backup Server Status: Not available
Backup 2/MC Server Status: http://mc.withg.org/status/

Activity remains limited due to busyness from school et al. Sorry! Sad Feel free to PM, email, or if you know me well enough, FB me if you have a question/concern. Smiley

Don't expect me to be online 24/7 until summer. Contact me via FB if you feel it's urgent.


Proud member of ClrHome!

Spoiler for "My Projects! :D":
Projects:

Computer/Web/IRC Projects:
C______c: 0% done (Doing planning and trying to not forget it Tongue)
A_____m: 40% done (Need to develop a sophisticated process queue, and a pretty web GUI)
AtomBot v3.0: 0% done (Planning stage, may do a litmus test of developer wants in the future)
IdeaFrenzy: 0% done (Planning and trying to not forget it Tongue)
wxWabbitemu: 40% done (NEED MOAR FEATURES Tongue)

Calculator Projects:
M__ C_____ (an A____ _____ clone): 0% done (Need to figure out physics and Axe)
C2I: 0% done (planning, checking the demand for it, and dreaming Tongue)
Michael_Lee
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« Reply #27 on: 21 December, 2011, 18:39:55 »
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Nice project. One bug I noticed is that even if you don't use DispGraph, entering anything in the interactive mode will cause the display to update.

Oh, that's intentional.  To turn that off, type '@DRAW 0' and to turn it back on, type '@DRAW 1'.  I thought that constantly having to type 'DispGraph' was a bit annoying.

Some further suggestions...
1) I suggest you look into threading (you'll be seeing that very soon in Croquette!) for Pygame event pumping. If you don't "process" the events sent to the Pygame window, Windows will think it died and ask to terminate it. Tongue The Pygame portion MUST remain in the main thread (unfortunately), but the CLI interpreter can be handled in the thread, making things work out nicely. Smiley (Even if it's odd to do graphics processing first Tongue)
2) Add an option to hide/show the window? (As you've demoed, some commands do not need the screen shown.)
3) CLI commands - like when I do Output(1,1,"Hello world!"), it shows it in the console instead. A flag must be toggled for this to work, of course. If you want to implement this, you need to use a mix of the ncurses module and the Windows Console module.

Otherwise, it's pretty nice Cheesy

Thanks for the suggestions!  I ended up using multiple processes instead of threads, but the final effect was the same.  Never mind.  Should have tested on Windows.  Got threads working now.

I'll look into the other suggestions, thanks.
« Last Edit: 21 December, 2011, 19:15:56 by Michael_Lee » Logged

My website: Currently boring.

Projects:
Axe Interpreter
   > Core: Done
   > Memory: Need write code to add constants.
   > Graphics: Rewritten.  Needs to integrate sprites with constants.
   > IO: GetKey done.  Need to add mostly homescreen IO stuff.
Croquette:
   > Stomping bugs
   > Internet version: On hold until I can make my website less boring/broken.
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« Reply #28 on: 21 December, 2011, 21:32:23 »
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Or what about Axecutor?
That sounds like a Pokémon Tongue

Nice idea though lol

Also nice to see this worked on more Cheesy
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« Reply #29 on: 21 December, 2011, 22:50:05 »
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Exe file yet?
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Current Projects:
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DrillMiner    C (ndless)   40%         Paused

Spoiler for Programming languages I currently know:
Java (Learning in AP Comp Sci)
C (Specifically Ndless)
Unity JavaScript
LabView (For FIRST robotics)
z80 ASM (Just a little bit Tongue)
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