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Home » Archived » Koneki » how to create a debug-able lua interpreter for LDT
how to create a debug-able lua interpreter for LDT [message #1416832] Thu, 28 March 2013 19:38 Go to next message
terran tian is currently offline terran tianFriend
Messages: 4
Registered: March 2013
Junior Member
we develop games using cocos2d-x and lua, LDT is a wonderful tool, one big question is how to create a interpreter to debug lua code in LDT, The document just says that "if you intent to debug with you own interpreter, you have to ensure two things:
1.Your interpreter has -e option.
2.You have luasocket installed and available from your interpreter".

but how to do it?

cocos2d-x is a wonderful cross-platform library, write in C++ ,it's perfect if LDT can work with cocos2d-x.
Re: how to create a debug-able lua interpreter for LDT [message #1416838 is a reply to message #1416832] Mon, 08 April 2013 09:14 Go to previous messageGo to next message
Marc Aubry is currently offline Marc AubryFriend
Messages: 76
Registered: July 2009
Member
Hi,

It seems that you have to use the networking extension of cocos2d-x. (http://www.cocos2d-x.org/boards/18/topics/16025)

To use it you must implement your own transportation layer in addition of the "Attach Debug Launch Configuration" as explain in the documentation here:
http://wiki.eclipse.org/Koneki/LDT/Developer_Area/User_Guides/User_Guide_0.9#Attach_session

If you succeed to perform debug, it will be really appreciated if you can contribute to the debugger compatibility wiki page, to explain how user can make it work.
http://wiki.eclipse.org/Koneki/LDT/User_Area/Compatible_Lua_VMs

Otherwise, if you need deeper informations, feel free to ask.
Marc
Re: how to create a debug-able lua interpreter for LDT [message #1416842 is a reply to message #1416838] Mon, 08 April 2013 10:39 Go to previous message
Simon Bernard is currently offline Simon BernardFriend
Messages: 345
Registered: July 2009
Senior Member
Hi,

Implement your own transport layer could be a bit complex, integrate Luasocket could be easier.

I don't test it but I see on http://www.cocos2d-x.org/boards/11/topics/6348?r=6367 that could works.

We want to make LDT compatible with a lot of Lua Platform.
That's why we try to limit the compatibility requirements, but we need a tcp/ip connection and luasocket is the most popular lua library to do that.
Perhaps you could ask to cocos2d developers to integrate luasocket, this will help the LDT integration and even the others debugging tools for Lua.

In all cases, tell us if you succeed ;)

Simon
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