On Fri, Feb 08, 2019 at 11:36:03PM +, JN via Digitalmars-d-learn wrote:
> On Friday, 8 February 2019 at 23:30:44 UTC, H. S. Teoh wrote:
[...]
> > Pity we couldn't get rid of std.stdio.
[...]
> I can replace it with core.stdc.stdio if it's any better. Looks like
> any attempt to do a check for "
On Friday, 8 February 2019 at 23:30:44 UTC, H. S. Teoh wrote:
On Fri, Feb 08, 2019 at 10:45:39PM +, JN via
Digitalmars-d-learn wrote: [...]
Anyway, I reduced the code further manually. It's very hard to
reduce it any further. For example, removing the assignments
in fromEulerAngles static m
On Fri, Feb 08, 2019 at 10:45:39PM +, JN via Digitalmars-d-learn wrote:
[...]
> Anyway, I reduced the code further manually. It's very hard to reduce
> it any further. For example, removing the assignments in
> fromEulerAngles static method hides the bug. Likewise, replacing
> writeln with ass
On Friday, 8 February 2019 at 22:11:31 UTC, H. S. Teoh wrote:
Pity I still can't reproduce the problem locally. Otherwise I
would reduce it even more -- e.g., eliminate std.stdio
dependency and have the program fail on assert(obj != null),
and a bunch of other things to make it easier for compi
On Fri, Feb 08, 2019 at 09:42:11PM +, JN via Digitalmars-d-learn wrote:
> On Friday, 8 February 2019 at 21:35:34 UTC, H. S. Teoh wrote:
> > On Fri, Feb 08, 2019 at 09:23:40PM +, JN via Digitalmars-d-learn
> > wrote: [...]
> > > I managed to greatly reduce the source code. I have filed a bug
On Friday, 8 February 2019 at 21:35:34 UTC, H. S. Teoh wrote:
On Fri, Feb 08, 2019 at 09:23:40PM +, JN via
Digitalmars-d-learn wrote: [...]
I managed to greatly reduce the source code. I have filed a
bug with the reduced testcase
https://issues.dlang.org/show_bug.cgi?id=19662 .
Haha, you
On Fri, Feb 08, 2019 at 09:23:40PM +, JN via Digitalmars-d-learn wrote:
[...]
> I managed to greatly reduce the source code. I have filed a bug with
> the reduced testcase https://issues.dlang.org/show_bug.cgi?id=19662 .
Haha, you were right! It's a compiler bug, another one of those nasty
-O
On Friday, 8 February 2019 at 09:30:12 UTC, Vladimir Panteleev
wrote:
On Friday, 8 February 2019 at 09:28:48 UTC, JN wrote:
I will try. However, one last thing - in the example test
scripts, it runs first with one compiler setting (or D
version) and the second time with the other compiler setti
On Friday, 8 February 2019 at 09:28:48 UTC, JN wrote:
I will try. However, one last thing - in the example test
scripts, it runs first with one compiler setting (or D version)
and the second time with the other compiler setting (or D
version). But it looks like the exit code of the first run is
On Friday, 8 February 2019 at 07:30:41 UTC, Vladimir Panteleev
wrote:
On Thursday, 7 February 2019 at 22:16:19 UTC, JN wrote:
Does it also work for dub projects?
It will work if you can put all the relevant D code in one
directory, which is harder for Dub, as it likes to pull
dependencies fr
On Thursday, 7 February 2019 at 22:16:19 UTC, JN wrote:
Does it also work for dub projects?
It will work if you can put all the relevant D code in one
directory, which is harder for Dub, as it likes to pull
dependencies from all over the place. When "dub dustmite" is
insufficient (as in this
On Thu, Feb 07, 2019 at 10:16:19PM +, JN via Digitalmars-d-learn wrote:
[...]
> Anyway, I managed to reduce the source code greatly manually:
>
> https://github.com/helikopterodaktyl/repro_d_release/
>
> unfortunately I can't get rid of the dlib dependency. When built with
> debug, test outpu
On Thursday, 7 February 2019 at 03:50:32 UTC, Vladimir Panteleev
wrote:
On Monday, 17 December 2018 at 21:59:59 UTC, JN wrote:
while working on my game engine project, I encountered a DMD
codegen bug. It occurs only when compiling in release mode,
debug works.
Old thread, but FWIW, such bugs
On Monday, 17 December 2018 at 21:59:59 UTC, JN wrote:
while working on my game engine project, I encountered a DMD
codegen bug. It occurs only when compiling in release mode,
debug works.
Old thread, but FWIW, such bugs can be easily and precisely
reduced with DustMite. In your test script,
On Wed, Feb 06, 2019 at 10:37:27PM +, JN via Digitalmars-d-learn wrote:
[...]
> I am not sure if it's a pointer bug. What worries me is that it breaks
> at the start of the program, but uncommenting code at the end of the
> program influences it. Unless there's some crazy reordering going on,
>
On Wednesday, 6 February 2019 at 22:22:26 UTC, H. S. Teoh wrote:
Of course, I've no clue whether this is the cause of your
problems -- it's just one of many possibilities. Pointer bugs
are nasty things to debug, regardless of whether or not they've
been abstracted away in nicer clothing. I st
On Wed, Feb 06, 2019 at 09:50:44PM +, JN via Digitalmars-d-learn wrote:
> On Tuesday, 18 December 2018 at 22:56:19 UTC, H. S. Teoh wrote:
> > Since no explicit slicing was done, there was no compiler error /
> > warning of any sort, and it wasn't obvious from the code what had
> > happened. By
On Tuesday, 18 December 2018 at 22:56:19 UTC, H. S. Teoh wrote:
Since no explicit slicing was done, there was no compiler error
/ warning of any sort, and it wasn't obvious from the code what
had happened. By the time doSomething() was called, it was
already long past the source of the problem
On Tue, Dec 18, 2018 at 10:29:07PM +, JN via Digitalmars-d-learn wrote:
> On Monday, 17 December 2018 at 22:22:05 UTC, H. S. Teoh wrote:
> > A less likely possibility might be an optimizer bug -- do you get
> > different results if you add / remove '-O' (and/or '-inline') from
> > your dmd comm
On Monday, 17 December 2018 at 22:22:05 UTC, H. S. Teoh wrote:
A less likely possibility might be an optimizer bug -- do you
get different results if you add / remove '-O' (and/or
'-inline') from your dmd command-line? If some combination of
-O and -inline (or their removal thereof) "fixes" th
On Monday, 17 December 2018 at 21:59:59 UTC, JN wrote:
Hey guys,
while working on my game engine project, I encountered a DMD
codegen bug. It occurs only when compiling in release mode,
debug works. Unfortunately I am unable to minimize the code,
since it's quite a bit of code, and changing t
On Mon, Dec 17, 2018 at 09:59:59PM +, JN via Digitalmars-d-learn wrote:
[...]
> class Texture2D {}
>
> auto a = new Texture2D();
> auto b = new Texture2D();
> auto c = new Texture2D();
> Texture2D[int] TextureBindings;
> writeln(a, b, c);
> textureBindings[0] = a;
> textureBindings[1] = b;
> t
Hey guys,
while working on my game engine project, I encountered a DMD
codegen bug. It occurs only when compiling in release mode, debug
works. Unfortunately I am unable to minimize the code, since it's
quite a bit of code, and changing the code changes the bug
occurrence. Basically my faulty
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