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  1. #Purebasic transparent window how to
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  3. #Purebasic transparent window professional

This will get compiled, and is available in program The following example will shed some light about the concept: #Const DEBUG = True Imagine the possibilities for implementing different sound engines, for example. You can use existing directive constants in directive expressions when declaring other directive constants. In contrast to regular constants, directive constants can be declared multiple times with the same name, and it’s possible to assign a different value to them each time.

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In addition, it’s possible to define global directive constants at project level, but that will be a feature of the code editor. Directive constants are always Private to the file they are declared in. These constants are separate from the regular ones you’d declare via the standard Const statement, and they will not conflict by name. Thus, there will be no name resolution (as we understand it in OOP), but instead, CoolBasic introduces directive constants which can be declared via the #Const statement. Because the directive expressions will be evaluated before statement parsing, regular constant variables can’t be resolved. These so-called directive expressions must evaluate to a constant value. However, conditional compilation now gets evaluated immediately after lexical analysis so that False branches don’t get processed in Pass#1 or Pass#2 at all! Because CoolBasic V3 compiler optimizes all conditional branches, including If, While, and Until, by stripping constant expressions that evaluate to False, from the final Intermediate Language, the #If and If statements were essentially identical. I demoed the feature in Assembly Summer 2009, but it has now been enhanced! Conditional compilation practically means that the programmer can affect at compile time which parts of the source code will or will not be compiled. I didn’t want to blog until I had finished a certain feature, and that’s the support for conditional compiling. So things have progressed a little slowly for the past few weeks, but at least they have. I’ve been working hard one year straight after all. I also finished my thesis so I felt complete, and wanted to take a few weeks off.

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And, writing basically the same old code again is – big surprise – boring. Due to drastic syntax changes of the key elements I can’t copy-paste the previous code much at all. Even thought the compiler was fully functional, I realized that it had to be re-written in order to gain more performance. It’s been a bit silent ever since I finished the V3 compiler – oh well, kind of. The DevTeam is working on to reveal more information about the upcoming code editor, Cool Developer, in “nearish” future. Yes, it may seem like a sidetrack from the CoolBasic project, but from time to time, it’s good for your mental endurance to try out different things 🙂 I plan to continue this experiment of mine, by trying to implement a realtime constructed terrain based on volumetric data which is, in my opinion, a very intriguing mechanic. Actually, there’s something else not visible in the screenshot, but that’s more advanced stuff related to a game engine concept I came up with just recently. I assembled a neat demo that doesn’t do much, but it does pilot some basic stuff like creating meshes, applying materials and transparency, reading input from keyboard and mouse (in the demo you can fly freely around the cube), and rendering TrueType text.

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The aim for me was to just refresh my memory about the theoretics and gain simple practical knowledge on how to get a 3D scene up and running and how to put some content to it. Yes, V3 is currently intentionally frozen since CoolBasic Classic and Cool VES have priority over it, but nevertheless I decided to take some time to familiarize myself to the Irrlicht 3D engine. This experiment I did last weekend has an indirect link to CoolBasic V3. The introduction of the tool mentioned above is still on my TODO list, but meanwhile let’s take a look at something completely different. There’s just too few hours in a day for me to get everything done I’m up to. Don’t worry, though, as I’ll be sharing my time on various points of interest now, naturally CoolBasic being one of them.

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Hi there! The original plan was to publish a very exciting piece of information about a certain internal-use only development tool for Cool VES that I managed to finish developing two weeks ago, but something came up and I’ve been using my free time to develop a certain Windows application that doesn’t have anything to do with CoolBasic (although while doing it I probably obtained valuable experience that will help me developing some Cool Developer editor features in the future), but is related to my professional career instead.













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