sh4r4d | 28 Jan 2011 12:58
Picon
Gravatar

Multiple Major Mode per Buffer and hiding.


Hi,

I wanted to find out

Design wise working with multiple mode.
Hiding parts of file and editing remaining parts
e.g. php files

would be easier in GNUEmacs or Climacs

 Because I have seen in some site
 http://stackoverflow.com/questions/1530987/how-can-i-change-a-buffer-view-in-emacs-to-hide-html-tags
 http://www.emacswiki.org/emacs/MultipleModes
 http://www.emacswiki.org/emacs/MuMaMo

I have tried to use M-x sgml-tags-invisible
but after that working is very slow.

I am mainly interested to know

Were Climacs designed so it can
handle multiple major mode per buffer
and one can edit part of file while hiding other
parts e.g. HTML and PHP part in php files.

 Main benefit of this feature I see into literate programming
so one could edit source part of file freely by hiding printing
related part and later add documents by hiding or letting small
preview of source or not complete source in view. so basically
(Continue reading)

Joop Kiefte | 4 Apr 2010 12:36
Picon
Gravatar

Climacs on GitHub!

I have just pushed the Climacs and ESA parts to GitHub. Soon enough the other dependencies will be there as well.



Have fun!

--
Communication is essential. So we need decent tools when communication is lacking, when language capability is hard to acquire...

- http://esperanto.net  - http://esperanto-jongeren.nl

Linux-user #496644 (http://counter.li.org) - first touch of linux in 2004
_______________________________________________
climacs-devel mailing list
climacs-devel <at> common-lisp.net
http://common-lisp.net/cgi-bin/mailman/listinfo/climacs-devel
Joop Kiefte | 4 Apr 2010 01:04
Picon
Gravatar

Who maintains climacs?

The last messages on this list before my message seem to be from about a year ago. Is Climacs without active developers? Is there an official maintainer? Who "owns" the project? Did it die?


I would like to put the project in Git and develop further on it that way, but I would like to know if I can do that retaining the name Climacs, and if it's worth it to change this or at least point to it in the documents on the site as well.

--
Communication is essential. So we need decent tools when communication is lacking, when language capability is hard to acquire...

- http://esperanto.net  - http://esperanto-jongeren.nl

Linux-user #496644 (http://counter.li.org) - first touch of linux in 2004
_______________________________________________
climacs-devel mailing list
climacs-devel <at> common-lisp.net
http://common-lisp.net/cgi-bin/mailman/listinfo/climacs-devel
Joop Kiefte | 3 Apr 2010 21:06
Picon
Gravatar

Re: [lisp-game-dev] Gamemacs: an idea for a modular, extensible, capable and easy to use game-development IDE

I will try to make a mock-up now and send it here, please help me remember if I forget... =X.


As the code of your UI-system is in common lisp, I guess it won't be too hard to make it an addition on Climacs and integrate it already :). Maybe you can give it a try and we can bake up some basic code already that way. I see you already use github, I will dump climacs and dependencies on github as well as soon as I got it running (I wanted to 'release' the ideas already so I'll have some people pushing and out there to help :) currently the clx is biting me... I will keep you up to date on my efforts, although it's pretty much a free time only project) and maybe create a superproject with climacs, dependencies, your project etc to get new developers up and running quickly (although it's pretty much vaporware now... but climacs is not so we have something to get starting anyway :)).

So, on to the drawing!

2010/4/3 David O'Toole <dto1138 <at> gmail.com>
Hi Joop,

This sounds like a good idea. Expanding the tools space is great.

I am working on a project with a few similar goals but some big
differences. My game engine and IDE were written originally in Emacs
Lisp in late 2006, and then over the last few years I've gradually
rewritten it in Common Lisp. In the process I built a set of CL user
interface widgets that behave in roughly emacsy ways. So my IDE is now
split into two portions: GNU Emacs for the lisp code editing and SLIME
stuff, and a spreadsheet-like Common Lisp UI system for the map editor
and such.

If you are curious to see, my game engine is at
http://dto.github.com/notebook/xe2-reference.html

What are your thoughts on user interfaces?

On Sat, Apr 3, 2010 at 12:31 PM, Joop Kiefte <ikojba <at> gmail.com> wrote:
> Hello guys,
> At the moment I am gathering together all pieces of the Climacs editor to
> start an open source project to create a modular, extensible, capable and
> easy to use game-development IDE. Until I switched to Linux I have made some
> games with Game Maker, a fine but windows only piece of software that is too
> commercialized nowadays for me to like it as it is now, and I (and some
> others as well I think) have been looking for a good replacement on linux
> for quite some time. As most good programmers I am extremely lazy and don't
> like to do repetitive work if I can prevent it, and as such have skipped
> things like py-game.
> I have done a little bit of fiddling with clojure and as I see it now some
> gaming stuff is coming up for clojure as well, but I didn't feel like gaming
> is the perfect bet for clojure. Now I am programming for a small company in
> common lisp and doing that I feel like I need some open source project to
> keep in shape on common lisp on the side line. So I thought, let's make a
> game maker clone!
> I am not going to make things from scratch, it won't be useful to do and
> besides, if there is nothing to build upon, we won't even get started. So I
> thought this might be a perfect use for climacs. It might even be a revival
> of the climacs project if you like. Gamemacs is just a working name (and a
> bit more, as I will explain later), I mean to contribute to the several
> sub-projects and with normal add-ons as much as possible, to keep everything
> as modular as possible.
> To not keep things vague, and to have a good direction, this is a list of
> things I want to have for a nice game-editor (and in general to make of
> Climacs an emacs-killer instead of an emacs-clone), most of it taken from
> Game Maker:
> * Integration of something like Lispbuilder (most probably just
> Lispbuilder).
>   - It has SDL
>   - It has OpenGL
>   - It has an .exe-creator/binary compiler
> * Integration of the .exe-creator/binary compiler in the editor itself
> * Publish versions of Climacs compiled that way to make further development
> easier
>   - so for basic development of games you don't even need to install
> anything else than that compiled version of climacs
>   - we can call this compiled package with extensions Gamemacs, and keep the
> source pure climacs, so it remains as modular as it can be
> * I would like to have a generic graphical editor for lisp-code on top of
> the textual editing mode.
>   - and this to be extensible with cool graphical editors for example to
> create levels (I think I will need to make a mock-up of this idea to get it
> clear)
> * Create libraries for game-development that are included by default and
> work nicely with the graphical interface so you will be able to make simple
> games with mostly point and click and harder games with a great emacs-like
> editor :)
> I have all this quite detailed in my head, but after dumping it all here I
> want your input as well, so it will be great to work with. In the end my
> goal is to have fun creating games on linux and to be able to sketch and
> prototype and build games all in one place. (If you can develop everything
> for emacs in emacs without leaving it, why shouldn't you be able to create
> games without hassle?)
> First things I will do anyhow (but help is appreciated on all sides!):
> * Put all the dependencies of climacs on Git
> * Build climacs and fiddle with it to get accustomed to the inner workings
> * Same with lispbuilder etc.
> What do you think?
> Greetings,
> Joop Kiefte
> --
> Communication is essential. So we need decent tools when communication is
> lacking, when language capability is hard to acquire...
>
> - http://esperanto.net  - http://esperanto-jongeren.nl
>
> Linux-user #496644 (http://counter.li.org) - first touch of linux in 2004
>
> _______________________________________________
> lisp-game-dev mailing list
> http://common-lisp.net/cgi-bin/mailman/listinfo/lisp-game-dev
>
>



--
Communication is essential. So we need decent tools when communication is lacking, when language capability is hard to acquire...

- http://esperanto.net  - http://esperanto-jongeren.nl

Linux-user #496644 (http://counter.li.org) - first touch of linux in 2004
_______________________________________________
climacs-devel mailing list
climacs-devel <at> common-lisp.net
http://common-lisp.net/cgi-bin/mailman/listinfo/climacs-devel
Joop Kiefte | 3 Apr 2010 18:31
Picon
Gravatar

Gamemacs: an idea for a modular, extensible, capable and easy to use game-development IDE

Hello guys,


At the moment I am gathering together all pieces of the Climacs editor to start an open source project to create a modular, extensible, capable and easy to use game-development IDE. Until I switched to Linux I have made some games with Game Maker, a fine but windows only piece of software that is too commercialized nowadays for me to like it as it is now, and I (and some others as well I think) have been looking for a good replacement on linux for quite some time. As most good programmers I am extremely lazy and don't like to do repetitive work if I can prevent it, and as such have skipped things like py-game.

I have done a little bit of fiddling with clojure and as I see it now some gaming stuff is coming up for clojure as well, but I didn't feel like gaming is the perfect bet for clojure. Now I am programming for a small company in common lisp and doing that I feel like I need some open source project to keep in shape on common lisp on the side line. So I thought, let's make a game maker clone!

I am not going to make things from scratch, it won't be useful to do and besides, if there is nothing to build upon, we won't even get started. So I thought this might be a perfect use for climacs. It might even be a revival of the climacs project if you like. Gamemacs is just a working name (and a bit more, as I will explain later), I mean to contribute to the several sub-projects and with normal add-ons as much as possible, to keep everything as modular as possible.

To not keep things vague, and to have a good direction, this is a list of things I want to have for a nice game-editor (and in general to make of Climacs an emacs-killer instead of an emacs-clone), most of it taken from Game Maker:
* Integration of something like Lispbuilder (most probably just Lispbuilder).
  - It has SDL
  - It has OpenGL
  - It has an .exe-creator/binary compiler
* Integration of the .exe-creator/binary compiler in the editor itself
* Publish versions of Climacs compiled that way to make further development easier
  - so for basic development of games you don't even need to install anything else than that compiled version of climacs
  - we can call this compiled package with extensions Gamemacs, and keep the source pure climacs, so it remains as modular as it can be
* I would like to have a generic graphical editor for lisp-code on top of the textual editing mode.
  - and this to be extensible with cool graphical editors for example to create levels (I think I will need to make a mock-up of this idea to get it clear)
* Create libraries for game-development that are included by default and work nicely with the graphical interface so you will be able to make simple games with mostly point and click and harder games with a great emacs-like editor :)

I have all this quite detailed in my head, but after dumping it all here I want your input as well, so it will be great to work with. In the end my goal is to have fun creating games on linux and to be able to sketch and prototype and build games all in one place. (If you can develop everything for emacs in emacs without leaving it, why shouldn't you be able to create games without hassle?)

First things I will do anyhow (but help is appreciated on all sides!):
* Put all the dependencies of climacs on Git
* Build climacs and fiddle with it to get accustomed to the inner workings
* Same with lispbuilder etc.

What do you think?

Greetings,

Joop Kiefte

--
Communication is essential. So we need decent tools when communication is lacking, when language capability is hard to acquire...

- http://esperanto.net  - http://esperanto-jongeren.nl

Linux-user #496644 (http://counter.li.org) - first touch of linux in 2004
_______________________________________________
climacs-devel mailing list
climacs-devel <at> common-lisp.net
http://common-lisp.net/cgi-bin/mailman/listinfo/climacs-devel
Nikodemus Siivola | 19 May 2009 11:33
Gravatar

M-q issues: undo doesn't work after, DREI-BUFFER:OFFSET-AFTER-END during

in foo.lisp:

(defun foo ()
  "Line one.

Line two."
  (bar))

hit M-q on the start of `Line two.' in the docstring. Result is

(defun foo ()
  "Line one.  Line Two."
  (bar))

C-_ move the `Line two.' part back and forth, but does not restore the
original before running out of undo.

Add following forms in the the same file after FOO, and try the
reindent again: Climacs lands in the debugger with OFFSET-AFTER-END
error.

(defmacro qx-macro (type n)
   `(let ((n ,n))
      (declare (,type n))
      (decf n)))

 (defun qx (a)
   (declare (optimize speed))
   (qx-macro fixnum a))

Cheers,

 -- Nikodemus
Maciej Katafiasz | 13 Jun 2008 17:27
Picon
Gravatar

UI issues: Meta and completion display

Hi,

it seems that there's no way to get minibuffer to display a list of 
possible completions (ie. the thing you get by dashing TAB). That is a 
huge setback if you're trying to see what might be applicable.

Another thing is that Climacs apparently doesn't see my Alt at all, which 
I'd very much like it to see as Meta. Otherwise I'm left with ESC-, and 
that's not the most funniest way to get at things.

Cheers,
Maciej

PS. Related to my blind searching above, is there a REPL to be had in 
Lisp mode?
Maciej Katafiasz | 13 Jun 2008 17:04
Picon
Gravatar

Build breakage: missing class CHAR-CODE-LIST-LEXEME

Hi all,

=====================================================================
There is no class named climacs-prolog-syntax::char-code-list-lexeme.
   [Condition of type simple-error]

Restarts:
 0: [try-recompiling] Recompile prolog2paiprolog and try loading it again
 1: [retry] Retry performing #<asdf:load-op nil {FDD2781}> on #<asdf:cl-
source-file "prolog2paiprolog" {F44FDF9}>.
 2: [accept] Continue, treating #<asdf:load-op nil {FDD2781}> on 
#<asdf:cl-source-file "prolog2paiprolog" {F44FDF9}> as having been 
successful.
 3: [abort] Abort SLIME compilation.
 4: [abort] Return to SLIME's top level.
 5: [terminate-thread] Terminate this thread (#<thread "repl-
thread" {B136C29}>)
=====================================================================

I get that trying to build Climacs (manually) checked out today, along 
with all dependencies (that is, flexistream, McClim, CLX). Any idea what 
it is about? The class references are apparently not new, they have been 
there in a clbuild checkout from long ago which I had, but I don't recall 
it breaking with that.

Cheers,
Maciej
Nikodemus Siivola | 7 Jun 2008 14:52
Gravatar

Some Climacs issues

1. C-x C-f foo.lisp, then Menu: Help->Describe Bindings

Window splits into two views, and the Lisp view remains the active
one. C-x C-b switches to the Help view, but the only visual clue that
it is indeed the active one is that the cursor in the Lisp view turns
blue. If there are multiple cursorless views visible, it is impossible
to tell which one is currently active -- at least as far as I can
tell.

2. Lack of cursor-motion keybindings in the Help view is another
thing, but I'm sure you knew that one. :)

3. Finally, mousing over the binding names in the Help view leaves the
focus boxe visible after the pointer moves over another binding name.
Scrolling clears the focus boxes.

If one or more of these are likely to be simplish to fix, I would not
be averse to hints as to where to look.

Cheers,

 -- Nikodemus
Nicolas Sceaux | 19 Apr 2008 15:03
Picon
Favicon

Changing a syntax command table on the fly

Hi,

I'm writing a syntax, which associated command table would be
changed by the user, to switch between a normal editing mode,
where character keys can be used to insert the characters, and
a special edit mode, where character keys are bound to other
commands, the later table inheriting from the former.

My question is: what is the way to change the command table
associated to a syntax on the fly? I see that COMMAND-TABLE is
a :reader method for a syntax %COMMAND-TABLE slot, not an
:accessor, so I guess there is a reason why changing a syntax
command table may not be a good idea, although I could not
find it.

Nicolas
Tobias C. Rittweiler | 16 Mar 2008 23:18
Picon

Inspector-Hook


Hi,

I have been in a position today where I really wished a way to inspect
an object from within a function contour. However, I find the native
inspector of SBCL not really convenient, and would have really liked if
(inspect foo) would pop up the Slime inspector.

For this, I'd like to write a short CDR proposing an *INSPECTOR-HOOK*
that works very similiarly to *DEBUGGER-HOOK*. 

Has any Climacs hacker thought about this issue before? Does Climacs
contain any trick given its strong OO nature?

  -T.

Gmane