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1
General / Re: Manually editing the lfm file - change doesn't show in IDE
« Last post by jma_sp on Today at 01:59:17 pm »
Also if you change the name of a unit or form it not change the previous name of files .lfm .pas and the code where it appears.

 
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WP, once again I am in your debt! both solutions worked for me (I tried them both on my test program, and then finally implemented the first solution with my application under development). Time now to fill 5000x70 cells is less than 400ms. The missing key for me was the book.SelectWorksheet(sheet) in your second code solution. I'm sure others will find this post useful, so once again Thank You Very Much.
3
General / Manually editing the lfm file - change doesn't show in IDE
« Last post by dculp on Today at 01:49:44 pm »
In the lfm file I have -
Code: Pascal  [Select]
  1.   object Label1: TLabel
  2.     Left = 53
  3.     Height = 15
  4.     Top = 70
  5.     Width = 81
  6.     Caption = 'Label1'
  7.     ParentColor = False
  8.   end
  9.  

If I manually change Caption = 'Label1' to Caption = 'New label' in the lfm file and build, then 'New label' is correctly displayed when run. However, the change doesn't show in the IDE -- the Object Inspector and Form1 still show the original 'Label1'. Is there a way to refresh the IDE so that it will show 'New label' instead of 'Label1'?

Why? Just curious.

Thanks.
4
FV/Textmode IDE / Re: Patched FV to compile in ObjFPC
« Last post by marcov on Today at 01:27:56 pm »
I missed that weditor bit, but fixed it with a call to wutils.rtrim. (unfortunately a function variant instead of a procedural one)

I think it is the best for common operations to single it out to procedures instead of putting handcrafted code everywhere.

I also had a look at fv/editors, but there a variable "tab_settings" is fillchared to initialize. Which is dangerous with ansistrings for two reasons:

1.  the ansistring pointer is nilled leading to a memory loss, since the string identifier's adress points to the pointer location not the zeroth char (followed by the rest of chardata) like in shortstrings.

2. Even if you fix that, the reason that this is done might be that this unit access chardata beyond length(s) which is also not safe with ansistring.

Do we really need objfpc mode btw? Afaik ansistrings work in plain (fpc) mode too. Otherwise you also need to check all occurences of "Integer", and get a different system unit.

At the very least it should be a per unit decision so that you don't have to convert (and revalidate) existing units with only minor string usage.

P.s. I don't use git, and have no plans to change that, and I prefer if this discussion was kept on topic. I don't mind if people use git to craft patches against trunk though.
5
Graphics / Re: Modern UI in Lazarus
« Last post by Handoko on Today at 01:27:48 pm »
Given my knowledge of programming, I think there are several options:
  • Drawing elements and controls using DirectX / OpenGL. Fast and modern. But the GPU will be loaded, not the CPU. In addition, you will need bindings to libraries (such as ZenGL, for example) and a lot of new code. A lot of code, very much.
  • Drawing elements and controls using GDI. Old and, moreover, very inhibited method. It has one plus - it's much easier to do using standard drawing tools, such as Canvas. But with a complex interface, the performance will fall dramatically, I guarantee this.
  • CSS & HTML + JS. In fact - again dirty copying from Electron.

I vote for OpenGL.

It is fast, cross-platform, has good backwards compatibility and almost all VGAs support it (except very old VGAs). Also with some efforts we can port it to support Android (OpengGL ES).
6
Beginners / Re: Windows CE 5.0 or Windows CE 6
« Last post by LacaK on Today at 01:25:56 pm »
Lazarus 1.6.2 uses FPC 3.0.0 ,
Lazarus 1.6.4 uses FPC 3.0.2

In log you attached is reported also error: "Cannot use find on unsorted list"

IIRC there was change in TStringList.Find method which requires now sorted list.
So check your application if you use somewhere Find method on TStringList ...
(look also at property SortStyle)
7
Graphics / Re: Modern UI in Lazarus
« Last post by Graeme on Today at 01:21:24 pm »
  • Drawing elements and controls using DirectX / OpenGL. Fast and modern. But the GPU will be loaded, not the CPU. In addition, you will need bindings to libraries (such as ZenGL, for example) and a lot of new code. A lot of code, very much.
Both fpGUI and MSEgui have experimental OpenGL backends. Both toolkits are design to be flexible in that sense and configurable at compile time.

Quote
  • Drawing elements and controls using GDI. Old and, moreover, very inhibited method. It has one plus - it's much easier to do using standard drawing tools, such as Canvas. But with a complex interface, the performance will fall dramatically, I guarantee this.
As the author of fpGUI Toolkit (and as Martin - author of MSEgui will tell you the same), your statement about a fall in performance is absolute rubbish. In fact, I have had numerous people tell me that they are ecstatic about the performance of fpGUI and latency reduction they experienced compared to LCL for the same application. This was apparently very noticeable in video and sound intensive applications.

8
FV/Textmode IDE / Re: Patched FV to compile in ObjFPC
« Last post by Graeme on Today at 01:11:59 pm »
Hi jc99,

Thanks for sharing the code on Github. If you use a clone of my repository (which in turn mirrors the official FPC trunk repo), integration back into Free Pascal's official repository should be easier (with full commit history). You will also be able to keep up to date with the latest FPC trunk changes, and the build system will also already be in place.

Just my 2¢ worth.
9
Graphics / Re: Modern UI in Lazarus
« Last post by Wargan on Today at 01:03:33 pm »
So, I did not go to the forum much time and was very surprised by how many ideas were voiced about my topic. As it turned out, this issue is very interesting for programmers on FPC.
I hope, here we discuss the conceptual questions of how the future framework will look on Lazarus / FPC.

Gentlemen, how do you see the method of drawing UI? I think we should not do it like the others do. We must come up with something of our own. Something that should be very fast, should be easily customizable to the needs of the graphic designer, should be understandable and freely distributed.

Given my knowledge of programming, I think there are several options:
  • Drawing elements and controls using DirectX / OpenGL. Fast and modern. But the GPU will be loaded, not the CPU. In addition, you will need bindings to libraries (such as ZenGL, for example) and a lot of new code. A lot of code, very much.
  • Drawing elements and controls using GDI. Old and, moreover, very inhibited method. It has one plus - it's much easier to do using standard drawing tools, such as Canvas. But with a complex interface, the performance will fall dramatically, I guarantee this.
  • CSS & HTML + JS. In fact - again dirty copying from Electron.
10
Networking and Web Programming / Re: Synapse SMTPSend Subject Field
« Last post by UglyBloke on Today at 01:01:52 pm »
Deleted Synapse,
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