Rockbox Development > Feature Ideas

Some kind of (code) interpreter?

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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.

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