On 18 December 2014 at 09:58, Joseph Rushton Wakeling via Digitalmars-d <digitalmars-d@puremagic.com> wrote: > On 17/12/14 08:53, Manu via Digitalmars-d wrote: >> >> Errors should be fine... I imagine assert is an intrinsic defined by >> the backends(?). > > > TBH I think it was a daft question. An Error thrown by assert failure ought > to bring down the whole program anyway, and probably for a game you'd use > the -release flag to strip out asserts for release builds.
This is all true :) >> In Fuji, I register an assert handler (core.exception.assertHandler = >> myAssert) which is implemented by Fuji and is portable. >> >> Oh yeah, TLS, that's another one that tends to require special treatment. >> >> Basically, the language will produce working code for all platforms >> I've tried if you avoid: exceptions, TLS, GC. >> I'm fine with this, that's how I write code anyway. In the case of >> Fuji, there are Fuji API's to do most of the low-level druntime/phobos >> stuff that might not be supported (threads, synchronisation, >> allocation, etc). > > > Sounds interesting -- can you clarify the issue with TLS? (Apologies if > you've already explained this in earlier discussions, feel free to tell me > to just search the forums if so;-) Just that it depends on threading and synchronisation features in druntime, which probably isn't implemented for arbitrary console platforms ;)