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LameStation is the new maintainer of Propeller IDE - Page 2 — Parallax Forums

LameStation is the new maintainer of Propeller IDE

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  • Brett WeirBrett Weir Posts: 288
    edited 2014-10-31 23:49
    Ken Gracey wrote: »
    ...call it a "non-stock Lamentation" and "see Ken".

    LameStation! >.<
  • Cluso99Cluso99 Posts: 18,069
    edited 2014-11-01 00:03
    Is PropellerIDE ready for prime time (ie replace PropTool) yet?
  • fridafrida Posts: 155
    edited 2014-11-01 01:04
    By the way, should the repository not be changed, see pic24.
    Pic25 is my UBUNTU.
    850 x 478 - 48K
  • JDatJDat Posts: 103
    edited 2014-11-01 07:03
    Cluso99 wrote: »
    Is PropellerIDE ready for prime time (ie replace PropTool) yet?

    From my perspective: no. :(
    1) I miss file tree in PropellerIDE. Nice and handy thing in Parallax Tool.
    2) "Auto disable" (Auto colse) serial port when terminal window isn't active. Sometime it's annoying to close serial port when compile and upload new code.
    3) It would be great if F keys can be configured. I prefear propeller tool style key mapping not PropellerIDE style.
    4) Where are View Info (F8) window in PropellerIDE?
    5) Actually debug (serial terminal) should be enchanged.

    Anyway, there are lot of good thing on PropellerIDE:
    1) PORTABLE!!!
    2) Code HighLighting
    3) Font change stuff
    4) PUB/PRI list and quick jump to code fragment.
    5) Autocomplete
    6) LIB folder definition.


    Great Job!
    Keep going guys!
    I am regularly checking what's new PropellerIDE.


    Additional features for SPIN (no related to PropellerIDE):
    I prefear to organize objects in groups. For example: VGA objects, TV objects, I2C, Serial etc
    I want to put each group of objects in different folder.
    So there should be any mechanism to include objects from subfolders?
    I know, that this will break compability with SPIN, but maybe there is any solution to integreate this in openSPIN compiler?
  • turbosupraturbosupra Posts: 1,088
    edited 2014-11-01 08:19
    What are the chances of having PropellerIDE have a built in emulator? Being able to have break points real time using an emulator would be a dream come true. Especially if a graphical representation with some emulated hardware options were available. I would actually pay for that.

    Also, can you have the intellisense/autocomplete use current methods in the root object as well? I didn't see too much in the way of configuration options, is there a way to disable a carriage return line duplication, where if you carriage return after a comment, it assumes another comment is going to be typed?

    I have to say, just the ability for intellisense and the software to control the serial port, so you can F11 while the console window is open have it transfer serial communication duty to the IDE, wait for the program to load and then have it transfer back serial communication with the console window, without having to click on anything after the F11, is absolutely awesome.

    Is there a way to turn on the vertical line tracing for the indentation? That really helps me on methods that span more than a single screen.
  • Brett WeirBrett Weir Posts: 288
    edited 2014-11-02 01:40
    JDat wrote: »
    From my perspective: no. :(
    1) I miss file tree in PropellerIDE. Nice and handy thing in Parallax Tool.
    2) "Auto disable" (Auto colse) serial port when terminal window isn't active. Sometime it's annoying to close serial port when compile and upload new code.
    3) It would be great if F keys can be configured. I prefear propeller tool style key mapping not PropellerIDE style.
    4) Where are View Info (F8) window in PropellerIDE?
    5) Actually debug (serial terminal) should be enchanged.

    I agree with you. It's awesome, but it's not there yet. To address one by one:

    1. I also miss the file tree, and plan to implement it =D (IDE-41)
    2. I'd like to see this too; the serial port has always been rather frustrating on Linux and PropellerIDE has already improved that experience a lot, but it can still go further (IDE-40).
    3. We're planning to use the Propeller Tool F-key layout (IDE-32).
    4. View Info is not yet implemented (IDE-27).
    5. Not sure what you mean by that.
    JDat wrote: »
    Anyway, there are lot of good thing on PropellerIDE:
    1) PORTABLE!!!
    2) Code HighLighting
    3) Font change stuff
    4) PUB/PRI list and quick jump to code fragment.
    5) Autocomplete
    6) LIB folder definition.

    Great Job!
    Keep going guys!
    I am regularly checking what's new PropellerIDE.

    Steve, Dennis, and Roy have done a fantastic job on this platform so far and I am happy to have the opportunity to continue this project. When Ken first showed it to me, I couldn't believe that it existed and I didn't know about it! I was so happy! :)
    JDat wrote: »
    Additional features for SPIN (no related to PropellerIDE):
    I prefear to organize objects in groups. For example: VGA objects, TV objects, I2C, Serial etc
    I want to put each group of objects in different folder.
    So there should be any mechanism to include objects from subfolders?
    I know, that this will break compability with SPIN, but maybe there is any solution to integreate this in openSPIN compiler?

    I don't believe this would break compatibility of existing code; it just hasn't been implemented. This feature is something that I desperately need for LameStation as many projects games have as much as 30 Spin files in them! (SPIN-7)
  • Brett WeirBrett Weir Posts: 288
    edited 2014-11-02 01:51
    turbosupra wrote: »
    What are the chances of having PropellerIDE have a built in emulator? Being able to have break points real time using an emulator would be a dream come true. Especially if a graphical representation with some emulated hardware options were available. I would actually pay for that.

    Wasn't there an effort for this awhile back? Gear?

    http://sourceforge.net/projects/gear-emu/

    If someone could make a Qt version of this, it's possible. But unless someone takes up the cause, it's unlikely that it'll be implemented.

    I've also toyed with the idea of making a LameStation emulator because it's a known hardware configuration with minimal requirements, so simulating it will be much easier than an open-ended generic Propeller emulator.
    turbosupra wrote: »
    Also, can you have the intellisense/autocomplete use current methods in the root object as well?

    This seems like an oversight. Noted (IDE-43).
    turbosupra wrote: »
    I didn't see too much in the way of configuration options, is there a way to disable a carriage return line duplication, where if you carriage return after a comment, it assumes another comment is going to be typed?

    This is already implemented. A new line during a single-line comment will result in a new comment line.
    turbosupra wrote: »
    I have to say, just the ability for intellisense and the software to control the serial port, so you can F11 while the console window is open have it transfer serial communication duty to the IDE, wait for the program to load and then have it transfer back serial communication with the console window, without having to click on anything after the F11, is absolutely awesome.

    I'm very impressed by the work that they've done on the serial terminal already. :)
    turbosupra wrote: »
    Is there a way to turn on the vertical line tracing for the indentation? That really helps me on methods that span more than a single screen.

    That would be nice. Noted; also congratulations, you're issue 42! (IDE-42).
  • dgatelydgately Posts: 1,630
    edited 2014-11-02 13:39
    RE: Spin Simulation from PropellerIDE:
    Brett Weir wrote: »
    Wasn't there an effort for this awhile back? Gear?

    http://sourceforge.net/projects/gear-emu/

    If someone could make a Qt version of this, it's possible. But unless someone takes up the cause, it's unlikely that it'll be implemented.

    I've also toyed with the idea of making a LameStation emulator because it's a known hardware configuration with minimal requirements, so simulating it will be much easier than an open-ended generic Propeller emulator.

    BTW: Currently building propgcc also gives you David Hein's spinsim, which is a spin simulator (yay!)... In fact, the build and deployment scripts for progcc will place spinsim with the other binaries at /opt/parallax/bin/. I have not had a lot of experience with spinsim, but since we have its C source, we can probably pull that into Qt Creator and "take it for a compiler spin" in that IDE and at some point allow PropellerIDE to run binaries within it!!

    Read about spinsim here: http://forums.parallax.com/showthread.php/127976-Spin-Simulator

    I'm sure Dave can fill us in on spinsim's features and any future thoughts on its use (Dave?)...:thumb:

    dgately
  • turbosupraturbosupra Posts: 1,088
    edited 2014-11-02 21:24
    Gear was not usable IMO, the lamestation emulator though ... oh yeah!

    As for this
    This is already implemented. A new line during a single-line comment will result in a new comment line.
    I actually would like to be able to disable that feature ... that makes using it difficult for me.

    Brett Weir wrote: »
    Wasn't there an effort for this awhile back? Gear?

    http://sourceforge.net/projects/gear-emu/

    If someone could make a Qt version of this, it's possible. But unless someone takes up the cause, it's unlikely that it'll be implemented.

    I've also toyed with the idea of making a LameStation emulator because it's a known hardware configuration with minimal requirements, so simulating it will be much easier than an open-ended generic Propeller emulator.



    This seems like an oversight. Noted (IDE-43).



    This is already implemented. A new line during a single-line comment will result in a new comment line.



    I'm very impressed by the work that they've done on the serial terminal already. :)



    That would be nice. Noted; also congratulations, you're issue 42! (IDE-42).
  • jmgjmg Posts: 15,173
    edited 2014-11-02 21:35
    dgately wrote: »
    BTW: Currently building propgcc also gives you David Hein's spinsim, which is a spin simulator (yay!)...

    Read about spinsim here: http://forums.parallax.com/showthread.php/127976-Spin-Simulator

    I'm sure Dave can fill us in on spinsim's features and any future thoughts on its use (Dave?).

    Interesting - not clear in a glance at that thread, was if this Simulates at the P1 Opcode level, or if it is a functional (function-call-level) simulation ?
    I think the 'no PASM' support means it is functional sim, not opcode-level sim ?

    That would make it fast, and useful to check Spin-only code, but not cycle accurate, or of much use in mixed testing ?
  • John A. ZoidbergJohn A. Zoidberg Posts: 514
    edited 2014-11-02 23:04
    Is it possible to buy only the LameStation board? I have the "ingredients" already - the Prop and the other supporting components. :)
  • Dave HeinDave Hein Posts: 6,347
    edited 2014-11-03 05:38
    It looks like the last update in the original spinsim thread was version 0.27. I believe the version that is included with PropGCC is 0.54. I have posted later versions that simulate the FPGA P2 image from a year ago. The latest version posted in that thread is 0.75 and is located at http://forums.parallax.com/showthread.php/153995-Propeller-II-Simulator?highlight=spinsim .

    spinsim has a mode where it can execute Spin bytecodes directly. It also supports a PASM mode that executes PASM instructions. To increase speed in the P1 mode, spinsim executes each instruction on every fourth cycle, and does not simulate the operations that occur in the other 3 cycles. Spinsim includes a simulated serial port and a simulated EEPROM.

    I do have a private version of spinsim that simulates all cycles, but it runs slower than the public versions I've posted. This private version simulates a subset of the counter functionality, and also simulates an attached SD card using an SPI protocol. I have run FSRW with the safe SPI driver under this version.
  • jmgjmg Posts: 15,173
    edited 2014-11-03 14:10
    Dave Hein wrote: »
    ..
    I do have a private version of spinsim that simulates all cycles, but it runs slower than the public versions I've posted. This private version simulates a subset of the counter functionality, and also simulates an attached SD card using an SPI protocol. I have run FSRW with the safe SPI driver under this version.

    What speeds can the two versions run up to ?
    Is it practical to have the 1:4 or every cycle Sim as a user choice ? - most sims would be ok with the faster mode, certainly early in development, but the more accurate one would be useful for those pushing the last cycle.

    Some uC Sim's I have seen, have a choice of a Simulated COM (like a virtual terminal window) or connecting a PC Serial port to give real physical serial testing.
  • Dave HeinDave Hein Posts: 6,347
    edited 2014-11-03 14:26
    With a single cog running the Spin simulator ran about as fast as a real Prop on a 2 GHz machine. I think the PASM simulator ran about 1/4th real-time speed, and the every-cycle simulator ran about half as fast, or 1/8th real-time speed. Of course, with more cogs running the simulator would run slower. It would make sense to make the simulation mode controllable by a command-line option and/or a debugger command.

    The simulated serial port does interact with the console. Output goes to the screen and keyboard input goes to the simulator through the simulated serial port.
  • kuronekokuroneko Posts: 3,623
    edited 2014-12-02 01:18
    turbosupra wrote: »
    Also, can you have the intellisense/autocomplete use current methods in the root object as well?
    How do you think this should work? Feel free to add your comments/ideas to IDE-43.
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