Kent wrote:If I understand you correctly and recall the compiler source (without actually, you know, looking at it), I think there's a 1024-character input buffer used for reading source code line-by-line, and it'll bark at you if you go beyond that.
Ah, right right - 1024 would be what I encountered.
I'm not sure exactly what you're up to. Is there a way to work around this? It's certainly possible source-code wise to push that limit up, seeing as it's basically been around since the beginning, and machines have things like lots of memory now.
When you say source code, do you mean mine or the Hugo compiler's source? I just did a scan on the Hugo source for 1024 and the following line comes up:
if (list_buffer = malloc(1024*sizeof(char)))
If that's what I'd need to change, I think I could recompile the source and then use that to compile my WIP. But if it's just a matter of changing something like MAXLINELENGTH in my game's source code, I can of course do that as well (I just don't know what the variable name is) (for instance, it's MAXROUTINES to change the maximum number of routines).
As for the specific example, I'm just making an array of objects. Like:
array[80] = "VernonWells", "AlexRios", "TroyGlaus" and so forth. I already give each object a "character identification number" so I could just use that instead of their names. Or make their object names something like VW and AR and TG, I suppose.
If the constraint is in the Hugo compiler and you happen to remember off the top of your head where it is set, I'll change it and recompile hc.exe and see what happens. It would definitely be convenient to have longer line lengths.
[quote="Kent"]If I understand you correctly and recall the compiler source (without actually, you know, looking at it), I think there's a 1024-character input buffer used for reading source code line-by-line, and it'll bark at you if you go beyond that.[/quote]
Ah, right right - 1024 would be what I encountered.
[quote]I'm not sure exactly what you're up to. Is there a way to work around this? It's certainly possible source-code wise to push that limit up, seeing as it's basically been around since the beginning, and machines have things like lots of memory now.[/quote]
When you say source code, do you mean mine or the Hugo compiler's source? I just did a scan on the Hugo source for 1024 and the following line comes up:
if (list_buffer = malloc(1024*sizeof(char)))
If that's what I'd need to change, I think I could recompile the source and then use that to compile my WIP. But if it's just a matter of changing something like MAXLINELENGTH in my game's source code, I can of course do that as well (I just don't know what the variable name is) (for instance, it's MAXROUTINES to change the maximum number of routines).
As for the specific example, I'm just making an array of objects. Like:
array[80] = "VernonWells", "AlexRios", "TroyGlaus" and so forth. I already give each object a "character identification number" so I could just use that instead of their names. Or make their object names something like VW and AR and TG, I suppose.
If the constraint is in the Hugo compiler and you happen to remember off the top of your head where it is set, I'll change it and recompile hc.exe and see what happens. It would definitely be convenient to have longer line lengths.