On Wednesday, 3 October 2018 at 13:08:50 UTC, Vladimir Panteleev
wrote:
On Wednesday, 3 October 2018 at 03:25:04 UTC, solidstate1991
wrote:
and I don't want to go back to VisualD after VSCode for either
a usable mago or VS native debug.
Visual Studio makes a decent stand-alone source-level deb
On Tuesday, 16 October 2018 at 02:20:09 UTC, Soulsbane wrote:
Have you tried melatonin? My doctor has me take a 1mg tablet
and split it in two. So I take 1/2 at bedtime. That is the
sweet spot. If you take more than that you will end up groggy.
No, but I'll since I used to have this issue even
I have done two mistakes: I underestimated the scope of the
project and overestimated my capabilities. This caused a chain
reaction, which in turn made the first milestone unreachable.
At the same time, my sleep disorder became even worse. I started
to sleep 10-12 hours a day while spending ar
I wanted to do some work on lzbacon (D port of lzham-codec with
some extras such as tarball support), but without a debugger it's
pretty hard (I suspect an error in the multithreading when
looking up for a value, or some C++ language quirk I missed). The
current state of mago-mi is nearly unusa
I would also like something, but for the C11 runtime, as it's
essential for mago (uses it for unicode strings, rewriting them
for Phobos would take too much time, and I've already ran out of
time).
While for the most part it still works very well, however when
porting Mago I found a few functions that are not present in C99
(most notably wcsncpy_s).
While I can write my own functions to do the same (already done
this with C++'s array since a few classes inherited from
std::vector, hopef
On Monday, 27 August 2018 at 20:47:08 UTC, Stefam Koch wrote:
I guess I could help you out with coff.
generating it is not the problem but linking it on windows
currently requires the MS linker.
which may not be desired.
then again ... I think binutils do support coff as well.
I might need
On Tuesday, 28 August 2018 at 11:30:20 UTC, JN wrote:
On Tuesday, 28 August 2018 at 08:39:20 UTC, bauss wrote:
The following language is a dangerous competitor to D.
https://github.com/joaomilho/Enterprise
I often feel like this kind of 'jokes' are trying too hard.
FizzBuzz Enterprise was fu
I've chosen to work on Mago, with the following goals:
-Porting it to D first and foremost to make code maintenance and
expansion easier in the future.
-Add better support for Win32-COFF (there's a few more bugs
compared to Win32-OMF in my experience) and Win64-COFF. As I read
COFF32 needs som
Well, it seems I fixed the AA issue by removing a totally
unrelated thing (an undoable event chain system, that got
"deprecated"), but now I got another weird issue.
Sometimes setting a dynamic array's length causes an access
violation. Still only on WindowMaker, and nothing in
PixelPerfectEd
On Saturday, 14 July 2018 at 07:01:59 UTC, Seb wrote:
Any chance you can make a minimal, reproducible example of this?
Would be great because then it can be put on bugzilla and other
people can have a look at it too.
I might try, but first I'll look at the functions to see if I can
fix some o
On Saturday, 14 July 2018 at 00:58:08 UTC, solidstate1991 wrote:
I found a temporary workaround. Basically I just save the
content of the AA, then reapply it after the application's
constructor finished, before that it always generated an
exception when I tried to check its content e.g. via pri
On Saturday, 7 July 2018 at 02:21:31 UTC, solidstate1991 wrote:
I'll upload code tomorrow, but here's the premise:
Sometimes elements disappear from associative arrays, causing
all sorts of errors down the line, mostly access violations.
My engine (PixelPerfectEngine) has a style sheet for it
On Saturday, 7 July 2018 at 07:31:29 UTC, Seb wrote:
I'm sorry but without code there's not much we can do for you.
However, one thing we can try is to get your project on the
project tester once this regression is fixed.
https://github.com/ZILtoid1991/pixelperfectengine
Just did a commit re
On Saturday, 7 July 2018 at 13:20:53 UTC, Guillaume Piolat wrote:
Oh yes, so much this. It would be very nice to have D_SIMD on
DMD 32-bit.
Does D_SIMD work on LDC?
I'll upload code tomorrow, but here's the premise:
Sometimes elements disappear from associative arrays, causing all
sorts of errors down the line, mostly access violations.
My engine (PixelPerfectEngine) has a style sheet for its GUI,
which generates basic values upon construction. This work
I think fixing the SIMD support would be also great.
1) Make it compatible with Intel intrinsics.
2) Update it to work with AVX-512.
3) Add some preliminary support for ARM Neon.
4) Optional: Make SIMD to compile for all 32 bit targets, so I
don't have to write long-ass assembly code for stuf
On Sunday, 10 June 2018 at 12:49:31 UTC, Mike Franklin wrote:
void memcpyASM()
{
auto s = src.ptr;
auto d = dst.ptr;
size_t len = length;
asm pure nothrow @nogc
{
mov RSI, s;
mov RDI, d;
cld;
mov RCX, len;
rep;
movsb;
}
}
Pr
I have trouble getting any jobs in my homeland, since no local
company hire any software developer (the closest would be some
Linux sysadmin, if those jobs are still open), in my country most
IT companies are web development only, and I'm not experienced
enough with them (didn't want to learn a
On Monday, 30 April 2018 at 02:43:44 UTC, 12345swordy wrote:
If the data involved classes then the answer is no, as there is
a bug regarding destroy as it involved external finalized c
function. I'm writing a DIP draft that address this.
I think I can get around that by storing the data in d
Some components of my game engine would benefit from lookup
trees. I tried to port one from Go, but either I messed up
something bit that certain parts of the codes just won't execute
for some reason, or the algorithm was poorly documented, and it
will only optimize on one end of the binary sea
I have problems finding a internship in my own country mostly due
to lack of "experience" (time spent with working at any kind of
workplace, even if it's working at a fast food restaurant), and
without it I cannot get my college degree. My local area has no
real IT jobs, or they look to employ
I'm trying to speed up my graphic engine, however the presence of
the GC in function Layer.updateRaster (see here:
https://github.com/ZILtoid1991/pixelperfectengine/blob/master/pixelperfectengine/src/PixelPerfectEngine/graphics/layers.d ) means I get an occasional bump in CPU usage if not a frame
It would be also great if 32 bit and 64 bit long vector loading
could be supported, so I don't have to write separate functions
for that. Had to delete a lot of code I wrote in Assembly after I
made a big mistake thanks to its much poorer readability compared
to much more modern languages.
If
I'm using vector operations in my graphics engine for rendering,
since low-level raster operations in GPU are well hidden under
layers of API, although I'm planning on porting the blitter
algorithms for DCompute once it becomes more mature, as well as
creating the CPUblit library for general us
On Saturday, 6 January 2018 at 19:32:51 UTC, Benjamin Thaut wrote:
I'm currently back on dll support and I'm applying finishing
touches to my dll support PR. Now I want to know if I missed
any corner cases and it would be great if a few more people
gave the dll support a try.
-To try it out y
I usually write my applications' main logic into one or more
classes unless it can be avoided, and thus I often use ctors and
dtors for initializing and cleaning up things. One of them (my
engine) uses dtors for cleaning up things from a non-GC external
library (SDL2, using the Derelict loader)
On Sunday, 19 November 2017 at 15:32:10 UTC, WebFreak001 wrote:
Hi, Adam just sent me this link on IRC where you can buy some D
(or rather digital mars) merch which I didn't know about yet,
maybe it is also interesting for you:
http://digitalmars.com/gift/index.html
If you buy anything there
On Wednesday, 15 November 2017 at 04:34:09 UTC, Walter Bright
wrote:
On 11/14/2017 7:15 PM, solidstate1991 wrote:
Walter Bright: What's the licensing state of DMC and OPTLINK?
Boost
Can it made open-source?
Yes.
If yes, we should patch in a COFF32/64 support, maybe even
port it to D for
On Wednesday, 15 November 2017 at 11:46:48 UTC, Joakim wrote:
I just saw this post about the upcoming Lenovo/AT&T Moto Tab
and thought of you:
https://www.phonearena.com/news/Lenovo-Moto-Tab-ATT-features_id99782
For $300, you can buy a tablet that lets you do everything you
normally do on a t
On Tuesday, 14 November 2017 at 01:01:16 UTC, codephantom wrote:
As someone new to D, I think this point stood out the most(for
me):
"C++, Rust, and D have a large number of features and it can be
distracting from the actual meaning of the application you are
working on. One finds themselves
On Wednesday, 15 November 2017 at 14:56:53 UTC, Andrei
Alexandrescu wrote:
Hello, for all of you with expertise in graphics, we'd be in
your debt if you could create a logo for DConf 2018. Proposals
would be appreciated!
Thanks,
Andrei
I think I'll do something in Illustrator, probably our
After all this flaming about Windows, mobile devices (I
personally prefer my desktop PC thanks to its "power", or at
least what it used to left, thanks to long unemployment time and
lack of income, have a Nokia Lumia which I cannot upgrade to W10
due to BS reasons, and I think open-source archi
After I started to alter my graphics engine to use the multiple
kinds of bitmaps (now using multiple language features, like
templates and aliases) on one layer, I noticed that type
detection of bitmap objects would be easier and better readable,
if instead of:
if(bitmapObject.classinfo == ty
On Tuesday, 24 October 2017 at 13:37:09 UTC, rikki cattermole
wrote:
On 24/10/2017 2:25 PM, Mike Parker wrote:
On Tuesday, 24 October 2017 at 13:20:10 UTC, Andrei
Alexandrescu wrote:
* better dll support for Windows.
This one is on a lot of wish lists.
It definitely needs to be a target f
On Saturday, 14 October 2017 at 14:49:27 UTC, Andrei Alexandrescu
wrote:
Yes, we're up for that. We need a strong folow-up here (in the
form of a formal proposal) from Benjamin and others interested.
-- Andrei
I myself might try to resurrect the issue (probably in the
forum), as a better DLL
When I try to build a Hello World app for dlangui under VS2017, I
get this error:
-- Build started: Project: dlangidefirstrun, Configuration:
Debug Win32 --
Building Win32\Debug\dlanguifirstrun.exe...
object.Error@(0): Access Violation
0x005BEDEE
0x005D7FD6
0x005A38D0
On Saturday, 30 September 2017 at 16:22:37 UTC, Jonathan M Davis
wrote:
Effectively, all DIPs from that wiki that have not already been
accepted are dead, regardless of whether they stand any chance
of acceptance. For any DIP to be accepted, it will have to go
through the new DIP process, whi
On Saturday, 16 September 2017 at 17:09:34 UTC, David Gileadi
wrote:
Let me preface this by saying I love package managers and think
dub is one of the best things with dlang. However they can also
sometimes be dangerous, as this PyPI incident[1] shows: several
Python packages were uploaded that
On Wednesday, 6 September 2017 at 15:54:41 UTC, Justin Gray wrote:
Is there a resource that explains how to create a file that
stores a response to a question. say I want to introduce a
program like this "Hi, my name is "", what's yours"? I want to
generate an audio profile that's interactive a
On Wednesday, 6 September 2017 at 14:42:20 UTC, dimaria wrote:
The highlights:
Our goal for Go 2 is to fix the most significant ways Go fails
to scale.
Go 2 must bring along all those developers. We must ask them
to unlearn old habits and learn new ones only when the reward
is great.
Go 2
On Wednesday, 6 September 2017 at 11:43:55 UTC, Aljeb wrote:
Hi bro can you teach me now bro about hacking
To enable hacking, you must delete system32 in Windows. Then get
a chat application from the late nineties.
Here's my ADPCM/etc. codec library:
https://github.com/ZILtoid1991/libPCM
I have an intent to keep a mostly GC version (where the codecs
are still noGC for minimal CPU overhead, so the best of both
worlds), I'm planning an embedded version without the file
operations, and one that has the fil
On Wednesday, 23 August 2017 at 03:19:55 UTC, Nicholas Wilson
wrote:
I have as part of DIP 1012
```
enum SymbolExport
{
neither,
dynamicImport,
dynamicExport
}
alias dynamicImport = SymbolExport .dynamicImport;
alias dynamicExport = SymbolExport .dynamicExport;
```
to replace the `
On Friday, 28 July 2017 at 14:58:01 UTC, Ali wrote:
While the Orgs using D page is very nice ... I hoping to hear
more personal stories ...
So
How do you use D?
For personal projects, using a mixed form of OOP and procedural
programming (I won't make static classes if I'm not forced to,
li
On Saturday, 5 August 2017 at 00:08:29 UTC, aberba wrote:
Those packages without documentation might be useful but no one
except you will use it because only you know how and what it
does. We spend hours writing code but can't spend minutes
getting people to use them.
Intro
Purpose
Usage
...
On Saturday, 15 July 2017 at 17:36:50 UTC, aberba wrote:
Who is building the killer app?
The problem with a killer app is that it needs multiple teams to
build it, not a single person, and many open-source projects go
on their own ways instead of contributing to a single goal, see
the many
On Sunday, 16 July 2017 at 08:37:53 UTC, Ecstatic Coder wrote:
Let's look how D is "sold" on dlang.org :
"D is a general-purpose programming language with static
typing, systems-level access, and C-like syntax. It combines
efficiency, control and modeling power with safety and
programmer prod
On Sunday, 25 June 2017 at 23:21:25 UTC, aberba wrote:
Can you share feature(s) in D people are not talking about
which you've found very useful?
If you need to write a lightweight library or app with no GC and
Phobos, you can fall back to C functions in core.stdc, my
wavefile codec/utility (
On Sunday, 11 June 2017 at 22:53:44 UTC, ketmar wrote:
so what? "nearly destroyed" != "destroyed". as i said, D is
alive and ok, nothing fatal happens. backing fear of changes
with "last time it almost destroyed us" won't do any good in
the long term: it will ultimately end with having no cha
On Saturday, 10 June 2017 at 23:30:18 UTC, Liam McGillivray wrote:
D is a language with much promise, but it still has many
problems that prevent it from being the great replacement for
C++ that it was always meant to be.
There have been many changes suggested over time to improve the
languag
Won't work, TypeInfo doesn't cross the shared library boundary
atm. This is probably the real blocker for shared libs on
Windows (includes Phobos as a DLL).
The GC can be swapped out already at runtime, just need shared
libs to be working properly :)
Where can I read more about this TypeInfo
Offloading at least the GC could enable the implementation of a
per-application GC easier, as well as making development of
shared libraries under Windows much easier, might even enable the
offloading of Phobos into its own DLL.
As an outsider, I think the biggest problem would be from the
te
On Monday, 22 May 2017 at 14:49:46 UTC, Stefan Koch wrote:
Conditional execution is not in the later models of ARM, I
believe.
Also does not really provide advantages over conditional jumps,
except in rare circumstances.
That might be the case, maybe that's how they made space to
address th
On Wednesday, 17 May 2017 at 22:16:35 UTC, Kagamin wrote:
Can't you run it in qemu?
Probably I could, might even work parallel with other stuff,
especially stuff that are mainly lexical (register naming, etc).
So far I studied the ARM assembly language, and it seems less
scary than the x86
On Friday, 14 April 2017 at 13:29:35 UTC, rikki cattermole wrote:
Here is my suggestion, try and document the backend.
You may form a very different opinion after trying to do that
or come up with a game plan on how to implement non-X86 targets.
As I see there's a lot of problem with the DLL
Recently I have a big problem with creating windows for my game
engine (PixelPerfectEngine, see it in dub), so I thought I create
a tool that would help me create windows for various other tools
of the engine (primarily for the map editor) or for games.
Is there some similar open-source tool (
Since the backend is no longer restrained by Symantec licenses,
there's no reason why there should be only be x86 and amd64 CPU
support even if GDC and LDC already have their own
implementations.
I would help out after I either finish my college or get booted
out from there for failing to fin
As Xamarin 5.10 suffers from very serious memory leaks when
compiling (and I still haven't started to help out in the new
mono-D thanks to I needed to cling back on an old version and
there's no way using a new alongside the old), so I need an IDE
replacement in the meanwhile to continue workin
On Saturday, 14 January 2017 at 02:28:34 UTC, nbro wrote:
Hi!
I've been following D for at least one year. I like it and I
think it's a very good programming language, even though I do
not agree with everything it's being done.
One thing that has saddened me is seeing a lot of D's users
try
On Friday, 6 January 2017 at 21:08:46 UTC, Jordan Wilson wrote:
+1 for LuaD. I'm working on a Dominion simulator (Dominion is a
deck building card game), and was able to move all card logic
into run time data. It was cool, but eventually had to go back
to compiling the logic for performance rea
On Friday, 6 January 2017 at 14:49:10 UTC, Ivan Kazmenko wrote:
On Friday, 6 January 2017 at 14:19:34 UTC, Anton Pastukhov
wrote:
As a game developer I can recommend to use Lua. This language
is tradtionally used in many games/game engines.
Ironically, one of D's declared selling points is, ac
On Friday, 6 January 2017 at 12:42:07 UTC, Adam D. Ruppe wrote:
On Friday, 6 January 2017 at 09:18:16 UTC, Chris Wright wrote:
Anyway. Lua would be a reasonable option to integrate. I don't
think there's a high-level wrapper for it in D.
check out LuaD:
https://github.com/JakobOvrum/LuaD
I
I'm thinking on possibly implementing a scripting language for my
game engine for general purpose and AI. At one point I was
thinking on making a scripting language based on D with
ECMAScript and Prolog/Planner influences.
Basic principles for the planned scripting language:
- Adding the poss
On Monday, 2 January 2017 at 15:16:31 UTC, Basile B. wrote:
Write your plan here, and let's take a rendez-vous next year,
to check those plans !!
Main plans:
- Finish the 0.9.1 version of my graphics engine. I have to
finish the new collision detection algorithm that uses a bitarray
instead
After I started to get into a near usable state with my game
engine, which originally called as VDP-engine, now it's renamed
to Pixel Perfect ( https://github.com/ZILtoid1991/VDP-engine ), I
was thinking on creating some software synths, but I find the
conventional midi lacking in feature. Afte
I'm developing the next version of my game engine, and I want to
add an easily editable configuration method by XML, especially as
it's very easy to extend.
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