Author Topic: BlitzMax NG Download  (Read 13450 times)

Offline meems

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Re: BlitzMax NG Download
« Reply #45 on: February 24, 2018, 09:38:29 AM »
downloaded and run ng. Now trying to compile and run
Print " hello world "

Compiler spent ages including hundreds of libs from audio, input, gfx, pretty much every lib a coder might need at some point in life. Then it gets stuck on 60%. Tried again, now gets stuck at 52% with :
Quote
[ 44%] Processing:glew.bmx
[ 52%] Compiling:glew.bmx.debug.win32.x86.c
so tried again, switching off all compile options. got the hundreds of c lib compiles again. After about 3 minutes and a thousand compile messages, it ran.

Is there a reason for the compile being so bulky? It's not useable like this.

edit : it was much faster the 2nd time, looks like this was one-off startup compile.
Would it be such a crime to add one more compile message to the thousands that exist?
" HI USER, THIS IS A ONE OFF START UP COMPILE IT MAY TAKE A WHILE "

Offline TomToad

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Re: BlitzMax NG Download
« Reply #46 on: February 24, 2018, 10:13:16 AM »
For some reason, glew takes forever to compile the first time.. Just leave it for a while and it will eventually start again. After the first time you compile something, glew won't give you any more problems.
------------------------------------------------
8 rabbits equals 1 rabbyte.

Offline Derron

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Re: BlitzMax NG Download
« Reply #47 on: February 24, 2018, 10:45:10 AM »
glew - especially the debug can take a big big big while - think Raspi or other "slow" devices take 30 mins or so to compile that.

Once modules are compiled (release, debug, threaded release, threaded debug - for the given target platform) you wont see them recompiled until you change the module code - or code of dependencies of that module (or its dependencies ...).


I pushed a change ot bmk some weeks ago, speeding up compilation times (as dependencies created literally billions of entries to process when doing many imports of files which import each other already). Maybe this change is the source of something odd I saw these days: if I compile something and it fails with a syntax error or so, all meanwhile "needed to compile too" were not stored in their precompiled state but rather got compiled again until I removed the errors and compiled the whole thing successfully.


bye
Ron

Offline col

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Re: BlitzMax NG Download
« Reply #48 on: March 14, 2018, 07:08:03 PM »
Brucey has just provided some handy updated binaries for windows and linux units downloadable from post 1 on page 1 :)

Thank you Brucey!
Any bugs in my code are proof of its hand-coded nature.
https://github.com/davecamp

Offline Derron

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Re: BlitzMax NG Download
« Reply #49 on: March 14, 2018, 07:20:36 PM »
BlitzMax_linux_x64_0.93.3.21.tar.xz (17.51 MiB) - downloaded 0 times.
BlitzMax_win32_x64_0.93.3.21.7z (71.99 MiB) - downloaded 7 times.
BlitzMax_win32_x86_0.93.3.21.7z (72.71 MiB) - downloaded 6 times.
BlitzMax_win32_0.93.3.21.7z (124.25 MiB) - downloaded 1 times.

Interesting.


bye
Ron

Offline Henri

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Re: BlitzMax NG Download
« Reply #50 on: March 14, 2018, 08:53:39 PM »
I'm impressed by the packing rate of 7zip. From ~600 megs to 72,7 megs. Quite a downsize.

-Henri
- Got 01100011 problems, but the bit ain't 00000001

Offline Grisu

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    • Pocket Radio Player
Re: BlitzMax NG Download
« Reply #51 on: October 31, 2018, 09:41:20 PM »
Sadly, I can't manage to compile my Pocket Radio Player (32-Bit) with NG.
Pocket Radio Player     Cardwar

Offline Derron

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Re: BlitzMax NG Download
« Reply #52 on: October 31, 2018, 10:25:25 PM »
So you filed an issue on github.com/bmx-ng/bcc ?
Or did you create a thread here with details about the error?


If so, Brucey (or others) might  be able to help.


bye
Ron