RE: question: Embedded scripting language on consol e

Tom Forsyth <[email protected]> Mon, 24 Feb 2003 10:00:17 -0000
Newsgroups gmane.games.devel.consoles
Message-ID <F9CD80F99127D211BA2B00A0C9D855CD010DFE9D@LORDANDMASTER>
Python is a strange case, because everything is incredibly introspective -
every Python class knows what its members are, and you can simply ask it. In
fact, that's what a lot of Python programs use as a core feature - you don't
check what class things are, you just ask them if they have a certain member
function/variable - because you can construct classes at runtime (i.e. add
and remove members dynamically). Coming from an assembly/C background, this
messed with my head a bit before I learned to stop worrying and love the
snake :-)

So the Python debugger is written in Python, and it's not a normal "take
over the machine" debugger - it doesn't "run" the code under scrutiny, it
just runs "beside" it - they're both just different programs both running
under the same bytecode interpreter, and one happens to know about the
other. It's a fairly crazy concept, but it works wonderfully.


Tom Forsyth - Muckyfoot bloke and Microsoft MVP.

This email is the product of your deranged imagination,
and does not in any way imply existence of the author.

> -----Original Message-----
> From: Ivan-Assen Ivanov [mailto:[email protected]]
> Sent: 21 February 2003 11:52
> To: [email protected]
> Subject: RE: [GD-Consoles] question: Embedded scripting language on
> console
> 
> 
> Something that I've found no good explanation of, or even 
> a bad explanation for that matter: a good debugger is touted as
> one of the pros of integrating an external language for scripting.
> But how do you integrate a debugger into the typical
> massively multithreaded, realtime environment of a game?
> 
> How would a standard Python debugger like your heavily customized
> interpreter?
> 
> We're using a custom scripting language, and we basically resort
> to printf-style debugging, along with a few tricks like "last 100
> script lines executed", displaying AI info where the unit's health
> is supposed to be shown, etc.
> 
> 
> 
> -------------------------------------------------------
> This SF.net email is sponsored by: SlickEdit Inc. Develop an edge.
> The most comprehensive and flexible code editor you can use.
> Code faster. C/C++, C#, Java, HTML, XML, many more. FREE 30-Day Trial.
> www.slickedit.com/sourceforge
> _______________________________________________
> Gamedevlists-consoles mailing list
> [email protected]
> https://lists.sourceforge.net/lists/listinfo/gamedevlists-consoles
> Archives:
> http://sourceforge.net/mailarchive/forum.php?forum_id=553
> 


-------------------------------------------------------
This sf.net email is sponsored by:ThinkGeek
Welcome to geek heaven.
http://thinkgeek.com/sf
_______________________________________________
Gamedevlists-consoles mailing list
[email protected]
https://lists.sourceforge.net/lists/listinfo/gamedevlists-consoles
Archives:
http://sourceforge.net/mailarchive/forum.php?forum_id=553