Re: C# to D Compiler :)
On 2014-12-19 00:56, Ronald Adonyo wrote: Hi Everyone, In my spare time over the last 3 weeks, I've been working on a C# to D Compiler based on Roslyn. Please check it out and give comments. I would also like this to be a basis to provide both Libraries in D and allow building native C# applications with the help of D. Its available on my github https://github.com/afrogeek/SharpNative This is pretty cool. When the tool is good enough, then you can run the tool the Roslyn compiler and on itself. Then you'll have a C# compiler and a tool to translate from C# to D, written in D :) BTW, you should add .DS_Store to .gitignore. -- /Jacob Carlborg
Re: D/Objective-C 64bit
On 2014-12-18 23:31, Christian Schneider wrote: Regex is one of my weaknesses. If you don't mind sharing yours (and if you have them still lying around) please send to schneider at gerzonic.net, this would be greatly appreciated, and would make my life a bit easier. These are two simple regular expression that you can use: \)\s*\[([\w:]+)\];$ Replace with ) @selector("$1"); And \)\s*\[([\w:]+)\]$ Replace with ) @selector("$1") They make some assumption about the code. They will match: a closing parenthesis -> zero or more spaces -> opening bracket -> at least one or more of: A-Z, a-z, a colon or 0-9 -> closing bracket -> semicolon -> end of line In the above description the arrow, "->", should be read as "followed by". When replacing the text, $1 will represent what's caught in the first group. In this case what's in between the brackets. The difference between the first and the second regular expression is the trailing semicolon, to handle both extern declarations and methods defined in the D source code. These regular expression assume you only have the selector on the right side of the method declaration, i.e. no UDA's or similar. -- /Jacob Carlborg
Re: 2D game engine written in D is in progress
On Friday, 19 December 2014 at 01:00:30 UTC, Kiith-Sa wrote: It's not a dethroner for the Unreal Engine 4, but I try my best to get it into work. It's current name is VDP engine, but if you can come up with a better name I might change it. I still haven't decided to make it open or closed source (if it'll be ever used by any game that makes profit, I'd like to get some share from it). Noticed there's a question at Reddit (a bot submits all announce threads to Reddit): https://www.reddit.com/r/d_language/comments/2pm2ba/2d_game_engine_written_in_d_is_in_progress/ Since others are mentioning commercial open-source models and that guy asked about using a more liberal license, let me mention another newer model. Develop most of the codebase in the open under a permissive license like MIT/BSD/Apache but keep some of the features or patches closed, particularly those that would most interest potential commercial licensees. This is the model used by Android, the most successful open source project ever, where AOSP is released as OSS then the hardware and smartphone vendors add their proprietary blobs and patches before selling the entire software bundle. It's probably the best model if you want to be open source, get wide usage, and still have good commercial possibilities.
Re: C# to D Compiler :)
On Thursday, 18 December 2014 at 23:56:54 UTC, Ronald Adonyo wrote: Hi Everyone, In my spare time over the last 3 weeks, I've been working on a C# to D Compiler based on Roslyn. Please check it out and give comments. I would also like this to be a basis to provide both Libraries in D and allow building native C# applications with the help of D. Its available on my github https://github.com/afrogeek/SharpNative Nice Work!
Re: Online documentation for DSFML exists!
On Friday, 19 December 2014 at 00:58:57 UTC, Jeremy DeHaan wrote: Check it out here: http://dsfml.com/doc.html I would love some feed back on this. I liked and nice job! Matheus.
Re: Online documentation for DSFML exists!
Great! Thank you!
Re: 2D game engine written in D is in progress
On Wednesday, 17 December 2014 at 19:06:24 UTC, solidstate1991 wrote: I started to work on an engine, which emulates the features and limitations of older graphics systems, mainly for retro-styled indie games. Features: -Support for parallax scrolling, and multiple sprite and tile layers -Support for sprite scaling and rotation -Max. 65536 colors on screen from a palette -Variable sprite sizes for easier development, tile layers can work with any size of tiles as long as all of the tiles are the same size on one layer -Collision detection -Support for modding -Sprite editor, tile map editor It's not a dethroner for the Unreal Engine 4, but I try my best to get it into work. It's current name is VDP engine, but if you can come up with a better name I might change it. I still haven't decided to make it open or closed source (if it'll be ever used by any game that makes profit, I'd like to get some share from it). Noticed there's a question at Reddit (a bot submits all announce threads to Reddit): https://www.reddit.com/r/d_language/comments/2pm2ba/2d_game_engine_written_in_d_is_in_progress/
Online documentation for DSFML exists!
It's not the best, but it's a start. Check it out here: http://dsfml.com/doc.html I would love some feed back on this. I already have a few things I would like to change, namely the layout and adding some examples, but I would like to hear what everyone thinks on what I have up. Just a note about the rest of the site though, it is currently under construction so don't expect too much.
Re: C# to D Compiler :)
This is the Current Feature List Basic PInvoke Arrays including initializers Fields/ Properties/Methods with correct hiding semantics Properties are better implemented String Int/Double/Bool Classes and Polymorphism … we follow C# model Some benchmarks - basic linpack, fannkuch, nbody Modules/Namespaces Enum - no enum.Parse support yet though Iterators are as .Net use enumerators etc … switching arrays to use simple for loop though for performance improvement Constructors/Overloads/Base Class calls Static Variables/Members/Properties Basic System.Math, more implementations required though Extension Methods Operator Overloading Indexers Anonymous Classes Generics … All current test cases work Boxed structs and interface casting for them Inner Classes in the form of OuterClass_InnerClass Static Constructors Explicit Interfaces … current fix is not so pretty though … i.e. IEnumerator.MoveNext becomes IEnumerator.IEnumerator_MoveNext (this allows implementing methods with same name, differently) Implicit and Explicit Cast Operators String switch … dlang supports this natively :) String.Format .. though implementation is very basic C# multi dimensional arrays work correctly (even with multi dim syntax :) )… mostly … look at multi test from CrossNet Delegates work including multicast (Native delegates through P/Invoke work too) Events work as expected … though a bit slower than C#(mono)
C# to D Compiler :)
Hi Everyone, In my spare time over the last 3 weeks, I've been working on a C# to D Compiler based on Roslyn. Please check it out and give comments. I would also like this to be a basis to provide both Libraries in D and allow building native C# applications with the help of D. Its available on my github https://github.com/afrogeek/SharpNative
Re: "Programming in D" book, decent ebook versions
On 12/18/2014 11:26 AM, Ali Çehreli wrote: So, it is readable on your Kindle, right? Haven't checked. Have you noticed the book does not have any foreword? ;) Looking at my shoe ...
Re: D/Objective-C 64bit
The reason for the change is that the old syntax, [foo:bar:], required language changes wheres the new syntax, @selector("foo:bar:"), doesn't. When D/Objective-C was initially created D didn't support UDA's, that's why a new syntax was invented. If D had supported UDA's back then, that would most likely have been used. Hopefully this will also increase the chances of D/Objective-C being merged with upstream DMD. OK! Yes I understand, the merge with upstream DMD is one of the most important things, i totally agree. I updated all the tests quickly with some global search and replace using regular expression. Regex is one of my weaknesses. If you don't mind sharing yours (and if you have them still lying around) please send to schneider at gerzonic.net, this would be greatly appreciated, and would make my life a bit easier. this is all a great and exciting adventure ;)
Re: "Programming in D" book, decent ebook versions
On 12/18/2014 10:09 AM, Walter Bright wrote: > On 12/15/2014 2:25 AM, Ali Çehreli wrote: >> I consider these beta quality: >> >>http://ddili.org/ders/d.en/ > This is outstanding work! Thank you! So, it is readable on your Kindle, right? Have you noticed the book does not have any foreword? ;) Ali
Re: "Programming in D" book, decent ebook versions
On 12/15/2014 2:25 AM, Ali Çehreli wrote: - Removed the unrelated Turkish menu from the English pages - Improved the ebook formats - Removed the download page and linked the ebook versions directly from the main page instead I consider these beta quality: http://ddili.org/ders/d.en/ (I am not sure why, but you may have to refresh the page in your browser.) I know that the format needs further improvements but please let me know if there are serious issues like some text not showing up at all. (Preferably, respond in this thread to avoid duplicate reports.) Ali This is outstanding work! Thank you!
Re: Travis-CI support for D
On Thursday, 11 December 2014 at 12:50:04 UTC, Martin Nowak wrote: Nice, that I can finally get hold of you Brad. Need your help on three topics. Cam we please rework the download folder structure? It's a PITA to work with, see https://github.com/travis-ci/travis-build/pull/340/files#diff-ac986a81b67f1bd5851c535881c18abeR91. Most obvious idea, make a sub folder per version. http://forum.dlang.org/post/mailman.2638.1417638975.9932.digitalmar...@puremagic.com We need some sort of LATEST redirect, you cannot expect all downstream maintainers to update their scripts for each release. And last we need dlang.org on the auto-tester. The documentation breaks with many pull requests. Just building would be enough for now, though it's a nice reward for people if they could see the result of their pull. https://github.com/braddr/d-tester/issues/41 -Martin Brad, are we going to see this ? It could be VERY useful for some tools. Also, thank you Martin, Iain and David for this. It was really needed :)
Re: Facebook is using D in production starting today
On Monday, 18 November 2013 at 17:23:25 UTC, Andrei Alexandrescu wrote: On 11/18/13 6:03 AM, Gary Willoughby wrote: On Friday, 11 October 2013 at 00:36:12 UTC, Andrei Alexandrescu wrote: In all likelihood we'll follow up with a blog post describing the process. Any more news on this Andrei? Not yet. I'm the bottleneck here - must find the time to work on that. Andrei Are you still using D in production? Are you using it more than before? Regards, Rune
Re: D/Objective-C 64bit
On 2014-12-17 20:51, Christian Schneider wrote: OMG, what did you do? all my beautiful appkit and foundation header files are destroyed! do you plan any other such attacks? Hopefully no :) lol, i must admit, i was a bit shocked about this sudden surprise. what is the main motivation? i thought the old style looked good because it made visually clear that it was glue into objective-c, as it looked very familiar. The reason for the change is that the old syntax, [foo:bar:], required language changes wheres the new syntax, @selector("foo:bar:"), doesn't. When D/Objective-C was initially created D didn't support UDA's, that's why a new syntax was invented. If D had supported UDA's back then, that would most likely have been used. Hopefully this will also increase the chances of D/Objective-C being merged with upstream DMD. with a little scripting / string processing i can adapt to the new style, i guess. I updated all the tests quickly with some global search and replace using regular expression. -- /Jacob Carlborg