Jump to content

aehimself

Members
  • Content Count

    883
  • Joined

  • Last visited

  • Days Won

    19

aehimself last won the day on January 17

aehimself had the most liked content!

Community Reputation

325 Excellent

2 Followers

Technical Information

  • Delphi-Version
    Delphi 11 Alexandria

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. You put your files wherever you like, just make sure you add those paths to the global / project settings. Copying them to the Lib is not a good idea so please don't do that 🙂 Let's say you create a folder, C:\DelphiComponents and you start to put your components here. For example, you download ICS and extract it to C:\DelphiComponents\ICS directory. In Delphi, go to Tools -> Options -> Language -> Delphi -> Library. The easiest solution is to add the folder where all source files are to the Library path field in all platforms, in our example C:\DelphiComponents\ICS\Source. At this stage you are ready to install and use the components and you don't have to worry about DCU locations, as the component will compile from the source and compiled DCUs will be placed in the project's own .\$(Platform)\$(Config) directory. Basically, Library path: the place Delphi will look for a referenced file, can either be a pre-compiled DCU or a .PAS source file. DCUs should be compiled in Release configuration Browsing path: locations where the editor's Code Browsing will look for source .PAS files when navigating Debug DCU path: in case you have pre-compiled DCUs in Library path, you can specify the same DCUs but in Debug configuration. During debugging these will be used so you can step in and debug the components source My suggestion is you set your library path to the source of the component and forget about platforms and configs if you are unsure.
  2. So for years now I added that parameter without any particular purpose...? 😮 Time to revisit my old codes, then. Thank you for bringing this to my attention!
  3. I have a hunch you can do the same if you override the protected Notify method somehow but yes, Uwe's solution will definitely work. Shouldn't this be TObjectList<V>.Create(True); ?
  4. The only downside is, when adding a new key you'll have to do two commands: _dictionary.Add(myKey, TObjectList<TMyClass>.Create); _dictionary[myKey].Add(myObject); The neat thing is, you can nest them down until infinity, if you have the stomach to bear it. I personally start to feel uncomfortable after 2 🙂
  5. Only if you create them like: TObjectDictionary<T>.Create([doOwnsValues]); TObjectList<T>.Create(True);
  6. You always can use a TObjectDictionary<String, TObjectList<TMyClass>>. That way you can have multiple instances of TMyClass assigned to the same string key.
  7. aehimself

    StacTrace

    There are also open-source alternatives: https://github.com/MahdiSafsafi/DebugEngine https://github.com/Fr0sT-Brutal/Delphi_StackTraces I never used JCL as I only wanted stack traces and I had to import half of the library just to achieve that.
  8. aehimself

    GamePascal Toolkit

    I know I'm being picky, so feel free to completely ignore my "suggestions". But, in the era of OOP you might want to consider plucking all logic into a class, like TGamePascalGame. So instead of GameRun(nil, GameEvents); you simply could derive from TGamePascalGame, and say... mygame := TMyGameDerivedFromGamePascalGame.Create; Try mygame.Run; Finally mygame.Free; End; With this you immediately can get rid of the mandatory, huge Case statement in the method and simply provide a protected virtual procedure like DoStartup, DoShutdown, DoUpdate, DoRender and DoRenderHUD what your consumers can simply override. If you are thinking on the long run this will also make your life easier as adding new controllable features can simply be published by properties: mygame := TMyGameDerivedFromGamePascalGame.Create; Try mygame.EnableHardwareAcceleration := True; mygame.DataFolder := IncludeTrailigPathDelimiter(ExtractFilePath(ParamStr(0))) + 'mods'; mygame.HResolution := 1024; mygame.VResolution := 768; mygame.VSync := False; mygame.FullScreen := True; // etc, etc.. mygame.Run; Finally mygame.Free; End; The demo looks really good. I was thinking on trying myself out in game development so an easy-to-use library could keep my initial struggles at a minimum. So keep up the good work, I'll keep an eye on the repo for sure!
  9. aehimself

    Delphi 11.2 unofficial LSP patch

    ...and 64-bit breakpoints broke again today using the patch.
  10. aehimself

    Better way to maintain a list in a database table??

    If it's a log, definitely put them in a separate table, one log entry being one record, and store the timestamp in a separate field. Maybe even add a log category field, like "backgroundworker", "httpserver", "cache". On the long run, being able to quickly search log entries between a specified timeframe is a lifesaver!
  11. aehimself

    Better way to maintain a list in a database table??

    Depends on your application. I'd break the list up to elements (and store them in their separate table) because of two reasons: - You can use simple VarChar fields instead of MEMO / CLOB, which is more easy on resources - You can filter the list with your select if needed Edit: by having their own table you can even extend each list element with further properties later on
  12. aehimself

    GamePascal Toolkit

    You might want to include the differences, pros and cons in the GitHub readme not to leave the impression of a library that gets outdated as soon as you get used to it. Let's leave that feature to some JavaScript frameworks 🙂
  13. aehimself

    GamePascal Toolkit

    It would be nice to see an actual demo of what the engine can do. Things are a little bit confusing, what happened to GameVision toolkit, and what it Delphi GameKit?
  14. aehimself

    Delphi 11.2 unofficial LSP patch

    My process: - Install 11.2 and use it - Rename 4 affected files to *.*.original - Unzip both unofficial fixes to \bin folder - Try to use it, breakpoints broken, so - Rename patched files to *.*.patched, rename *.*.original to *.* and use it - Since 32 bit is working and DelphiLSP.exe is a part of the 32 bit version, I decided to use 32 bit version only. Rename those files to .original, rename .patched to normal - Breakpoints working, so I start to wonder and do the same with 64bit - Confused as hell, as it's working...?!
  15. aehimself

    Delphi 11.2 unofficial LSP patch

    I honestly can not understand this patch. After reverting back to the original files and reapplying it, breakpoints work fine on 64 bit as well, even in a new method of an unsaved unit...
×