Rockbox Development > Feature Ideas
Some kind of (code) interpreter?
(1/1)
insanepotato:
I was thinking, it would be pretty cool to be able to run scripts and the sorts from RB. Not so much shell scripts, as that will probably lead to disaster :P
I'm thinking along the lines of a sort of basic interpreter, which will allow the members of the RB community who are not familiar with C/compiling/patching/ to make games and programs.
Perhaps a program may look like:
#coment
begin
#same as rb->splash(HZ*1, "Please enter Number");
prompt "Please enter Number", 1
#numerical variable a
var num a
#use the RB virtual keyboard, store input into a.
input a
#display the number entered
prompt "you entered", 1
prompt a,1
end
Maybe after, we can have things such as drawing commands and goto/label statements :D
obo:
Something like http://www.rockbox.org/tracker/9174?
insanepotato:
Awesome, i never noticed it there!
thanks :D
motionman95:
Does it still work? ;D And how do you use it?
ve4cib:
If anyone with more time on their hands than me is feeling ambitious some sort of Python or Perl interpreter would be awesome. It doesn't need to be interactive necessarily; I'm imagining more of a meta-plugin. Write some code for a new plugin in Python, copy it over to the device, run it through the "PyRock" plugin and *poof* done.
(You can probably achieve that same kind of functionality with the Lua plugin, but I'm kind of guessing there.)
Another (slightly more esoteric) thought would be a Lisp interpreter. Lisp interpreters can be exceptionally tiny (there's only a small handful of built-in functions), and the regular syntax makes it relatively easy to parse.
I've only been playing around with Rockbox since... last night, so I haven't had a chance to look through the plugin development docs, but if I have a chance I'll maybe see about producing something more formal in terms of specs.
Navigation
[0] Message Index
Go to full version