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Added content to concepts.md and added an empty debugger.md
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@ -4,6 +4,12 @@ parent: Advanced
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nav_order: 01
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---
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# Concepts
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{: .no_toc }
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1. Table of contents
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{:toc}
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If you want to get deeper into Moose, you will encounter a few terms and
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concepts that we will explain here. You will need them for the later pages.
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@ -68,7 +74,7 @@ It is complicated to use them, but in combination with an IDE and a debugger it
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is very usefull to analyse even complex problems or write new additions to the
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Moose framework.
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# Static loading vs. dynamic loading
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# Static loading
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If you add a script file with a `DO SCRIPT FILE` trigger, like we described in
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[Create your own Hello world], the script file will be copied into the mission
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@ -85,18 +91,98 @@ or give it to a friend and it should run without problems. This way of embedding
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the scripts do we call `static loading` and the resulting mission is very
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portable.
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The other way on loading scripts is by using `DO SCRIPT`. This time the mission
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# Dynamic loading of mission scripts
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The other way of loading scripts is by using `DO SCRIPT`. This time the mission
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editor don't show a file browse button. Instead you see a (very small) text
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field to enter the code directly into it. It is only usefull for very small
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script snippets. But we can use it to load a file from our hard drive like this:
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script snippets. But we can use it to load a file from your hard drive like
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this:
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```lua
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aaa
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dofile('C:/MyScripts/hello-world.lua')
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dofile('C:\\MyScripts\\hello-world.lua')
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dofile([[C:\MyScripts\hello-world.lua]])
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```
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So all lines above do the same. In [Lua] you need to specify the path with
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slashes, escape backslashes or use double square brackets around the string.
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But double square brackets is usefull, because you can copy paste the path
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without any modification.
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If you upload a mission with this code, you need to create the folder
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`C:\MyScripts\` on the server file system and upload the newest version of
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`hello-world.lua`, too. The same applies if you give the mission to a friend.
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This makes the mission less portable, but on the other hand the mission uses the
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file on the hard disk without the need to add it to the mission again.
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All you need to do is save the file and restart the mission.
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The following can be used to increase portability:
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```lua
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dofile(lfs.writedir() .. '/Missions/hello-world.lua')
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```
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The function `lfs.writedir()` will return your [Saved Games folder].
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So you place the scripts in the subfolder Missions. This way the folder
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structure is already available on all target systems. But you need to ensure
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mission and script are both in sync to avoid problems. If you changed both and
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upload only one of them to your server, you may get trouble.
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There is another method you may find usefull to dynamically load scripts:
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```lua
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assert(loadfile('C:/MyScripts/hello-world.lua'))()
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assert(loadfile('C:\\MyScripts\\hello-world.lua'))()
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assert(loadfile([[C:\MyScripts\hello-world.lua]]))()
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```
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It is a little bit harder to read and write because of all these different
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brackets. Especially the one on line 3. But it is a little safer then `dofile`.
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Because of readability I prefer to use `dofile`.
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# Dynamic loading of Moose
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Of course you can use the same method to load Moose. This way you can place one
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Moose file in your [Saved Games folder], which is used by multiple missions.
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If you want to update Moose you just need to replace the file and all missions
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will use the new version. But I prefer to add Moose by a `DO SCRIPT FILE`
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trigger so I can add and test the new version for each mission step by step.
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But we added two different ways to load the Moose source files automatically.
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This is usefull for Moose developers and it is a requirement to use a debugger.
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This will be explained later in the [Debugger Guide].
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# Automatic dynamic loading
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```lua
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-- Use script file from hard disk instead of the one included in the .miz file
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if lfs and io then
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MissionScript = lfs.writedir() .. '/Missions/hello-world-autodyn.lua'
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-- Check if the running skript is from temp directory to avoid an endless loop
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if string.find( debug.getinfo(1).source, lfs.tempdir() ) then
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local f=io.open(MissionScript,"r")
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if f~=nil then
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io.close(f)
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env.info( '*** LOAD MOOSE MISSION SCRIPT FROM HARD DISK *** ' )
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dofile(MissionScript)
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do return end
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end
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end
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else
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env.error( '*** LOAD MOOSE MISSION SCRIPT FROM HARD DISK FAILED (Desanitize lfs and io)*** ' )
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end
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--
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-- Simple example mission to show the very basics of MOOSE
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--
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MESSAGE:New( "Hello World! This messages is printed by MOOSE!", 35, "INFO" ):ToAll():ToLog()
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```
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# IDE vs. Notepad++
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# What is a debugger (good for)
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[Git]: https://en.wikipedia.org/wiki/Git
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[GitHub]: https://github.com/
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@ -110,3 +196,7 @@ aaa
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[MOOSE_DOCS]: https://flightcontrol-master.github.io/MOOSE_DOCS/
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[MOOSE_DOCS_DEVELOP]: https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/
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[directory tree]: https://github.com/FlightControl-Master/MOOSE/tree/master/Moose%20Development/Moose
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[Saved Games folder]: ../beginner/tipps-and-tricks.md#find-the-saved-games-folder
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[Lua]: https://www.lua.org/
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[Create your own Hello world]: ../beginner/hello-world-build.md
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[Debugger Guide]: debugger.md
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8
docs/advanced/debugger.md
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8
docs/advanced/debugger.md
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@ -0,0 +1,8 @@
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---
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title: Debugger
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parent: Advanced
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nav_order: 100
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---
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{: .warning }
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> THIS DOCUMENT IS STILL WORK IN PROGRESS!
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