A question mark can signify a "ternary if" expression: https://en.wikipedia.org/wiki/%3F:
Or, it can signify an optional function parameter: http://haxe.org/manual/types-function-optional-arguments.html
The community edition is always free. Also, it looks like Haxe may now be supported in the community edition following this tutorial
For an alternative, you can look into the haxe plugin for sublime text. Sublime Text isn't free, but it has an unlimited free trial period, so you can see if it is worth it to you.
It's definitely doable. You'll come across problems like that fairly often if you try and do everything from scratch.
Reinventing the wheel sometimes isn't the best course of action. If you're interested in developing games using already established libraries and tools, I would suggest OpenFL or Luxe. There are a lot of examples and guides available for those libraries (especially OpenFL) so finding help when you're stuck will be easy.
Installing haxe and openfl shouldn't be any problem if you follow their guide. Just do everything under "Automatic Install" section.
FlashDevelop should support haxe out of the box, so you only need to create new openfl project and you're set.
Ah, you're looking at the old docs then. The new ones don't mention globals.
In any case, by targeting Flash 8 you will have to use the flash8
platform-specific API of the Haxe standard library. Thus, all of your flash.Lib
calls should be changed to flash8.Lib
before compiling.
I suggest you consider switching to a more recent Flash version if the issues persist.
Actually the wiki article is wrong. At least as far as Nicolas himself is concerned, we had a discussion a short while back in the googlegroups where with the help of online pronunciation stuff he agreed we should use 'axe' as it is the most common pronunciation, and that the whole 'ex' 'ax' issue is more about your native language. Certainly in french there is very little to distinguish 'ex' and 'ax' and another person in the discussion has said that to him there is no audiable difference between them!
source: https://groups.google.com/d/msg/haxelang/GSOT3BGU180/4sr65jUMO18J
Will not processing help you witht his? I don't know too much about it, because I didn't worked with it, but read some of the potential of the software/language, so I'm here just to recommend you to check it out.
There is some for the Flash build of the framework which is pretty much the same thing. I'll work on updating the wiki and getting something better up later.
Currently you are using javascript/html for desktop and mobile. For me that is not the best example of the multi-platform approach of haxe, because javascript/html are not native languages.
I've used both app.js and Phonegap for projects (Not with haxe, but I wrote the javascript on my own) and I wasn't very happy with the results. At bigger projects it becomes noticeable that the application still runs on a browser - it's slow, unresponsive and resource-intense.
Why not use haxe to it's full potential and compile your code to native languages like Java for Android and C++ for Desktop. I can recommend using OpenFl which has an abstract api and allows for easy deployment on all platforms. The problem with OpenFl is that it's made for game development, but not for ui's, so you might want to look for something else.
I'd suggest trying it since it can make your work a lot easier
If your click Project > new Project you might already be able to create an OpenFL project, otherwise you'd have to download it.
I've only ever been using Haxe with OpenFL, so I don't know how to correctly load fonts without.
I guess you are the one from the IRC. I tried to install haxe on the web ide Codio (https://codio.com/) and it worked. That's a pretty good match for a chromebook then. Also filed an issue to officially support a haxe-installation on their virtual boxes. Their online editor already has syntax highlighting for Haxe sourcecode.
Correct me if I'm wrong, but it sounds to me like you're looking for the "Rest Argument" section of the Haxe manual. It specifies a way to define a macro function with an array of expressions as one of its parameters, making it possible to pass an arbitrary number of arguments when calling the function.