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Post by Tomaaz on Feb 15, 2021 6:19:13 GMT -6
Exactly like Aurel said. No problem with posting QB64 code, but what's the point of these stats? Number of posts? Really? How can you detect those posted by trolls or spammers? Also, you can have one very heated discussion in off-topic about, let's say Covid-19, and the total number of posts will increase massively. Number of topics would be a better indicator, but only if you exclude those not realated to QB64.
I used QB64 for some time about 10 years ago and it was as popular as it is today, so...
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Post by kennn on Feb 20, 2021 21:37:46 GMT -6
aurel, Oh, sorry for disturbing you.
johnno56, Wow, these machines looks ancient.
Tomaaz, Hello.... Low possibility. There is an effective management by those moderators. No. No off-topic sub-forum or general discussion sub-forum in QB64's official forum. However, concrete statistics figures are more accurate than subjective human impression of the popularity of a language.
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Post by aurel on Feb 21, 2021 4:42:31 GMT -6
Oh no...no...you not disturbing me ...but simply to much predictions and speculations from someone young like you... Do you code something maybe?
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Post by Tomaaz on Feb 21, 2021 16:47:13 GMT -6
However, concrete statistics figures are more accurate than subjective human impression of the popularity of a language. Yes, they are. Number of new posts on QB64 forum in 2011 - 31973. In 2012 - 31076. Total numbers of posts in 2018 was 121525 (yes, more than one hundread thousand). It looks like I wasn't wrong. QB64 was even more popular then.
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Post by aurel on Feb 22, 2021 4:15:41 GMT -6
OMG
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Post by johnno56 on Feb 22, 2021 5:12:54 GMT -6
I'm going to "Throw another cat among the pigeons"....
After acquiring all this information about QB64, how will this help to promote RCBasic?
Interested in everyone's opinion...
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Post by Tomaaz on Feb 22, 2021 6:21:26 GMT -6
It won't. That's why me and Aurel said that posting these stats here was pointless and a waste of time. The rest is up to moderators.
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Post by aurel on Feb 22, 2021 7:28:48 GMT -6
Heh...of course it not help in anything ..looking more to me like "throwTHEbone" I constantly asking our kenny to post some code with predictions...but so far still nothing OMG
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Post by aurel on Feb 22, 2021 7:30:25 GMT -6
kenny
look this pseudo code :
var qb64,rcb,fb,ob,pb,sb
randomize all vars up to let say 100 'like... qb64 = rand(100) : print x,y,qb64 rcb = rand(100) : print x,y,rcb fb = rand(100) : print x,y,fb ob = rand(100) : print x,y,ob
'so print values ,compare values, made chart or graphicon of values
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Post by aurel on Feb 22, 2021 7:55:54 GMT -6
..and not to talk i made smallish example : wow ...according to microA prediction it looks that RCB have the biggest gain !
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Post by jojo2357 on Feb 24, 2021 14:00:12 GMT -6
I noticed that my game got on the list of qb64 games so thats cool! My game is probs mediocre since it was a one day build, but I must say that i sadly have stopped using QB64 as my main language due to the fact that in making a game above mediocre quality, it just gets so tedious (3000 lines in one file!). I know I can use stuff like INCLUDE and whatnot but the IDE really was never designed to handle these things. Moreover, other languages (like java, the language I now use to develop my game) have higher potential. I had created an interface for LWJGL (light weight java graphics/game? library) that resembles the _LOADIMAGE, LINE, CIRCLE functions and it is much much easier since I use IntelliJ with a built in debugger, refactoring tool, and other stuff.
However, I do use it for other, smaller projects such as the game on my itch.io and for throwing together little programs. I find that I use it less and less though, since I took up JS, the high-level-ness of qb64 is no longer a selling point since it takes no time at all. But, in the end, if I have to make a utility program for *someone else* there is nothing like the aforementioned fully packaged exe since I abhor making batch scripts.
I also want to say that I dont think I would have become the coder that I am today if I started on any other language. The ease of use and lightweight IDE is imo perfect to start with without resorting to code.org or scratch.
I do have an unreleased game on my github (https://github.com/jojo2357/Desktop-Boats). Im remaking it in java atm and the qb64 is no longer supported.
TL;DR qb64 not designed for large projects, IDE still in stone age, i still love it
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Post by n00b on Feb 25, 2021 13:17:42 GMT -6
I noticed that my game got on the list of qb64 games so thats cool! My game is probs mediocre since it was a one day build, but I must say that i sadly have stopped using QB64 as my main language due to the fact that in making a game above mediocre quality, it just gets so tedious (3000 lines in one file!). I know I can use stuff like INCLUDE and whatnot but the IDE really was never designed to handle these things. Moreover, other languages (like java, the language I now use to develop my game) have higher potential. I had created an interface for LWJGL (light weight java graphics/game? library) that resembles the _LOADIMAGE, LINE, CIRCLE functions and it is much much easier since I use IntelliJ with a built in debugger, refactoring tool, and other stuff. However, I do use it for other, smaller projects such as the game on my itch.io and for throwing together little programs. I find that I use it less and less though, since I took up JS, the high-level-ness of qb64 is no longer a selling point since it takes no time at all. But, in the end, if I have to make a utility program for *someone else* there is nothing like the aforementioned fully packaged exe since I abhor making batch scripts. I also want to say that I dont think I would have become the coder that I am today if I started on any other language. The ease of use and lightweight IDE is imo perfect to start with without resorting to code.org or scratch. I do have an unreleased game on my github (https://github.com/jojo2357/Desktop-Boats). Im remaking it in java atm and the qb64 is no longer supported. TL;DR qb64 not designed for large projects, IDE still in stone age, i still love it I noticed a lot of your reason for leaving qb64 was related to the IDE. I don't know if most people realize this but you don't actually have to use that IDE. You could use Geany, VSCode, Atom, or whatever code editor you want. Compiling with qb64 is pretty similiar to how you would compile freeBasic code.
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Post by Tomaaz on Feb 26, 2021 2:55:32 GMT -6
Majority of folks here don't agree that option to use your favourite IDE with your favourite language is actually a good thing. On the contrary, they believe that if a language doesn't come with an IDE or the IDE is bad then the language itself is crap.
BTW Compiling with FreeBASIC and compiling with QB64 are two different things due to how fast the compilation process is. I don't have an experience with a very large projects but with small programs QB64 needs MUCH more time to produce final executable.
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Post by aurel on Feb 26, 2021 6:08:23 GMT -6
Oh yeah qb64 is very slow in building exes simply because is translator to C++ then gcc compile to ass ... then linker build exe..also FreeBasic is much more powerfull lang btw...that guy made game of 3000 lines of code posted on github so i try to compile with ..hmm it is full of error hendlers
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Post by jojo2357 on Mar 1, 2021 0:51:06 GMT -6
I noticed that my game got on the list of qb64 games so thats cool! My game is probs mediocre since it was a one day build, but I must say that i sadly have stopped using QB64 as my main language due to the fact that in making a game above mediocre quality, it just gets so tedious (3000 lines in one file!). I know I can use stuff like INCLUDE and whatnot but the IDE really was never designed to handle these things. Moreover, other languages (like java, the language I now use to develop my game) have higher potential. I had created an interface for LWJGL (light weight java graphics/game? library) that resembles the _LOADIMAGE, LINE, CIRCLE functions and it is much much easier since I use IntelliJ with a built in debugger, refactoring tool, and other stuff. However, I do use it for other, smaller projects such as the game on my itch.io and for throwing together little programs. I find that I use it less and less though, since I took up JS, the high-level-ness of qb64 is no longer a selling point since it takes no time at all. But, in the end, if I have to make a utility program for *someone else* there is nothing like the aforementioned fully packaged exe since I abhor making batch scripts. I also want to say that I dont think I would have become the coder that I am today if I started on any other language. The ease of use and lightweight IDE is imo perfect to start with without resorting to code.org or scratch. I do have an unreleased game on my github (https://github.com/jojo2357/Desktop-Boats). Im remaking it in java atm and the qb64 is no longer supported. TL;DR qb64 not designed for large projects, IDE still in stone age, i still love it I noticed a lot of your reason for leaving qb64 was related to the IDE. I don't know if most people realize this but you don't actually have to use that IDE. You could use Geany, VSCode, Atom, or whatever code editor you want. Compiling with qb64 is pretty similiar to how you would compile freeBasic code. if im going to use VSCode, i may as well use VBA or js or c++ or java or c shark or maybe even python and to me the whole charm of qb64 is in the minimalist ide with english-like syntax yet deep intricacies that manage to solve most problems that come your way (plus the built in language guide is amazing for offline use). However, it is simply unreasonable to make big, realistic games when there are better tools nearby. No warranties that it works. I do have a working version on my machine so i apologize if it doesn't work for you but at least the source code is there
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