Python to C++ Compiler - Just found something neat...

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MoN01
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Postby MoN01 » Sat Sep 20, 2008 2:46 pm

I just found a new Python to C++ Converter, if anybody would look into this, it would be great.

Here is the Page: http://code.google.com/p/shedskin/

Have fun,
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Postby nwru » Sat Sep 20, 2008 2:55 pm

Edit: Thread cleaned up, at request of OP.

PLEASE, only post if you have something USEFUL to contribute to the topic. Posts like "OMG COOL" and "yay, now FoF will be on iPhone/PS3/a toaster" will receive warnings.

Thanks.
Last edited by nwru on Sat Sep 20, 2008 3:21 pm, edited 1 time in total.
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Postby gaderael » Sun Sep 21, 2008 10:55 am

This sounds pretty cool, but this quote has me wondering:

Besides the typing restriction, programs cannot freely use the Python standard library (although about 17 common modules, such as random and re, are currently supported). Also, not all Python features, such as nested functions and variable numbers of arguments, are supported


That seems to me that it would put a serious kink in porting FoF over to C++. Unless it allows you to use the C++ equivalents? I'm no coder, but that just popped into my mind. Can anyone correct me or validate what I think? This would be an interesting project.
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Postby Spikehead777 » Mon Sep 22, 2008 2:33 am

This looks promising, but with the complications, I would stay with Python. If anything, I would rather rewrite FoF from scratch in C++ than to port the existing code over. There's still quite a few bugs that need to be resolved, and a total rewrite with what has been done already in mind would help a bit.

Also it seems that with the following statement, FoF may not successfully convert over anyways.
Because Shed Skin is still in an early stage of development, however, many other programs will not compile out-of-the-box.
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Postby zackywackyyo » Fri Oct 10, 2008 6:01 pm

Wait, if this means you can use python AND C++ you can change and use the server from Strings on Speed for FoF, right? =DDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDDD
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Postby R4nd0M » Fri Oct 10, 2008 9:33 pm

This isn't as simple as sticking the source code for FOF into the converter and hitting go, compiling and playing. Doesn't work like that. OpenGL and other libraries work differently in C++ than Python, the way programs are structured is also quite different.

This converter has alot of limitations right now. It's much cleaner to start from scratch, but there's no harm in anyone trying.
Last edited by R4nd0M on Fri Oct 10, 2008 9:34 pm, edited 1 time in total.
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Postby jrdnxxhero » Sat Oct 11, 2008 1:28 am

R4nd0M wrote:This isn't as simple as sticking the source code for FOF into the converter and hitting go, compiling and playing. Doesn't work like that. OpenGL and other libraries work differently in C++ than Python, the way programs are structured is also quite different.

This converter has alot of limitations right now. It's much cleaner to start from scratch, but there's no harm in anyone trying.

A Fretter knows what he's talking about.

They're limitations to using converters. Especially when converting from source code to source code.
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Postby omfgdrphl » Sat Oct 11, 2008 3:17 am

This looks promising, but won't this mix up the coding a bit? Imagine someone moving everything in your house to different locations. This could mean more new coders, but possible less as well. Again, having a bit of mixed reactions.
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Postby (-X~Maniac.of.Madness~X-) » Sat Oct 11, 2008 5:27 am

I would only take this one seriously
if someone DID care to try and fix some of the coding.
Then we could have a start, a base.
And not just messy, converted Python coding.
[BTW, I think I have no idea what I'm talking about,)
(since I was never a coder.]
After that, I would just hope the project would
reach the awesomeness of the real thing. =)
Wants to help and express his opinion, but he's bored to do it.

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Postby R4nd0M » Sat Oct 11, 2008 7:38 am

Alright, I'm having a little play with this and I'll report any findings.

First note: this will only convert .py files to .cpp. It will not touch .pyo bytecode.
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Postby zackywackyyo » Sat Oct 11, 2008 3:26 pm

Go R4nd0M!
even if that is lame >_>
(Or is it? Damn my no experience in coding!)
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Postby R4nd0M » Sat Oct 11, 2008 9:10 pm

Yeah, I had a look at it. It really is going to be easier to do scratchwork on this. It might be me doing it wrong, though not likely; but I get parsing errors at every turn.

Anyway, this whole thing is going on backburner for a while.

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