Re: Build Master: Progress toward 2.065

2013-12-12 Thread Leandro Lucarella
Dicebot, el 10 de December a las 16:18 me escribiste:
 On Tuesday, 10 December 2013 at 15:09:13 UTC, Leandro Lucarella
 wrote:
 I don't understand. Rebasing the release branch on top of master
 shouldn't be an option, as it means you are taking all the changes
 to
 master and put them in the release branch. That's just using
 master as
 a release branch. The other way around would be crazy.
 
 Yes, of course, it is not a normal thing to do. As far as I
 understand, Andrew wants to restart release branch from scratch,
 based on current master state (because old base happened before he
 started working on release management). In that case it is a natural
 (and exceptional) solution.

Ah, perfect, then ignore my previous message :)

-- 
Leandro Lucarella (AKA luca) http://llucax.com.ar/
--
GPG Key: 5F5A8D05 (F8CD F9A7 BF00 5431 4145  104C 949E BFB6 5F5A 8D05)
--
ELLA FUE INFIEL, PERO EX POLOLO PAGÓ
-- TV CHILE


Re: Build Master: Progress toward 2.065

2013-12-12 Thread Dicebot

On Thursday, 12 December 2013 at 15:09:12 UTC, Leandro Lucarella
wrote:

Ah, perfect, then ignore my previous message :)


P.S. I have just made a test rebase to provide better
instructions for Andrew and can confirm that cherry-picked
commits still cause conflicts (as well as any other
same-content-but-different-hash commits). There was one such
commit in current 2.065 state


Re: OT: Your accomplishments in 2013 and plans for 2014

2013-12-12 Thread Mike Parker

On 12/12/2013 4:44 AM, Andrej Mitrovic wrote:
 Ok, so who's next who wants to share?


2013

The biggest thing for me is that the hot dog shop I opened in at the end 
of October of last year really took off this past spring. We got a great 
review in a local expat magazine and a number of Korean power bloggers 
at naver.com and elsewhere have driven a lot of traffic our way. We've 
done no active marketing whatsoever. It's all been word-of-mouth. The 
guy from the magazine heard about us that way. It's hard to find really 
good hot dog shops in Seoul, so that's been a big plus on our side.


And on a personal note, I won NaNoWriMo. This was my first year 
participating. I thought it was going to be difficult, but it was so 
much fun that I hardly broke a sweat. This was a very big deal for me. 
I've always loved writing, but I hadn't written any fiction in over ten 
years. And I had never written anything novel-length before. It was very 
liberating.


2014

I need to finish a project in D! I've got a dozen D projects in various 
states of completion just bit-rotting on my hard drive. My biggest goal 
in 2014 is to put all of my attention on *one* of them and get it done.


To facilitate that, I also want to grow the hot dog business somewhat. 
We're planning to expand the menu and I'm hoping that, coupled with some 
promotional activities we're considering, will bring in enough new 
business for us to hire a couple of regular employees so I can take some 
time off. Right now, I'm only off two days in a month. And I still have 
a handful of classes to teach, besides. I need more coding time!


---
This email is free from viruses and malware because avast! Antivirus protection 
is active.
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Re: Delegate Memory Usage Optimization

2013-12-12 Thread Timon Gehr

On 12/12/2013 05:16 AM, Manu wrote:

Don does it to bind static functions to delegates in his C++
FastDelegate library. I wonder if there's a helper in phobos?
You can be sure when assigning functions to delegates in this way that
there will never be any associated state.


std.functional.toDelegate


Re: OT: Your accomplishments in 2013 and plans for 2014

2013-12-12 Thread Iain Buclaw
On 11 December 2013 23:32, Francesco Cattoglio
francesco.cattog...@gmail.com wrote:
 Damn you guys speaking about food, now I'm hungry again!


 On Wednesday, 11 December 2013 at 21:12:20 UTC, Brian Schott wrote:

 I lost -15 pounds or so this year. Does that count?


 Lost -15 pounds = gained 15 pounds, right?

 2014 is the year I (finally) get my master degree. That one is a given.
 My _dream_ for 2014 is having a chance to prove that D + ZeroMQ can earn a
 place in the scientific computing world (I got so much tired of C/C++ and
 MPI), but I will have to fight people that still think that there's nothing
 a good FORTRAN77 code can't compute.
 Also, I would like to contribute more to the D language.
 Will I succeed? Only time will tell!

 Oh, also, I hope to run away from Italy, and spend a good year somewhere in
 Europe! :D

Come to Brighton (UK).  :-)


Re: OT: Your accomplishments in 2013 and plans for 2014

2013-12-12 Thread Iain Buclaw
On 11 December 2013 21:30, Joseph Rushton Wakeling
joseph.wakel...@webdrake.net wrote:
 On 11/12/13 22:00, bearophile wrote:

 I am glad to read all this. And yes, good vegetables are very good food. I
 also
 suggest raw fennel, raw carrots, raw celery stalks, raw cucumber, steamed
 broccoli (and related: brassica oleracea var capitata rubyball, purple
 cauliflower, romanesco broccoli, curled cabbage, lacinato kale, both
 steamed and
 in soups with some breads and carrot pieces, zucchine (cucurbita pepo)),
 eggplants, plus several fruits as pomegranate, etc. :-)


 Take sliced fennel, sliced celery, partially-crushed walnuts, mix together,
 grate flakes of parmesan over the top, and finally drizzle over with a
 really good olive oil.  (Optionally also drizzle over with lemon juice,
 freshly squeezed.)

 One delicious salad is yours. :-)


With one butternut squash diced and oven roasted till tender, and a
pasta of your choice (linguine or farfalle are my preferred). Make an
onion, garlic and sage saute in a deep pan, mix in butternut squash
(mash it) and pasta, sprinkle in pine nuts and serve with parmesan and
optionally drizzle of olive oil.  -  One pasta dish that melts in
your mouth hot or cold. :o)


D Devs in Berlin (Germany)

2013-12-12 Thread extrawurst

Hi everyone,

lately I got the feeling that there might be at least a higher 
density of D devs in the Berlin area, at least due to the 
sociamatic company. And since I am there over the weekend I 
wanted to suggest to grab a beer sometime.


Anyone in the area interested ?

Cheers,
Stephan


Re: Inherent code performance advantages of D over C?

2013-12-12 Thread Paulo Pinto

On Thursday, 12 December 2013 at 03:34:16 UTC, Walter Bright
wrote:

On 12/11/2013 6:11 PM, ed wrote:




BTW, this sounds a lot like when I used to develop real mode 
MSDOS programs. An errant pointer in MSDOS would frequently 
crash the system and even scramble the hard disk. It was pretty 
bad. Therefore, I'd do all my development on a protected mode 
operating system (Windows NT or OS/2 16 bit), and only when it 
was bug free would I even attempt to bring it up under MSDOS. 
This approach saved me endless hours of misery.


I used Turbo Pascal instead. :)


Re: D Devs in Berlin (Germany)

2013-12-12 Thread Paulo Pinto

On Thursday, 12 December 2013 at 08:51:47 UTC, extrawurst wrote:

Hi everyone,

lately I got the feeling that there might be at least a higher 
density of D devs in the Berlin area, at least due to the 
sociamatic company. And since I am there over the weekend I 
wanted to suggest to grab a beer sometime.


Anyone in the area interested ?

Cheers,
Stephan


There is also one JVM/.NET developer, Rust/ML/D advocate, in
Düsseldorf. :)

--
Paulo


Re: Inherent code performance advantages of D over C?

2013-12-12 Thread Paulo Pinto

On Thursday, 12 December 2013 at 02:12:00 UTC, ed wrote:
On Wednesday, 11 December 2013 at 03:33:47 UTC, Walter Bright 
wrote:

[snip]


The issue is convenience of writing C code in D vs C.


So you're trying to say that it's easier to write C code in 
D, rather

than in C?

I thought this thread was about the inherent advantages of D 
over C.


I was referring specifically to Dicebot's post as ancestor:


[snip]

I am finding C is much easier and more pleasant to write with 
DMD.


At work we're forced, under duress, to write C. I just got a 
new project with a loose deadline so I thought I'd do a crazy 
experiment to make it interesting...
(NOTE: I say under duress but I secretly like C/C++, 
especially C++11/14.)


I'm writing my C code with DMD. When tested and tweaked I do a 
final compile with C compiler (test once more) then commit for 
our QA to pick up.  Occasionally I'll compile with the C 
compiler to ensure I haven't leaked any D into the code and to 
minimise the #include fixups at the end.


Currently this is about 20 C-(D) files with approx. 
12,000-15,000 LOC. I doubt this workflow would scale much 
further, although it doesn't look like becoming an issue yet.


My experiment is a success IMO. My C code is much cleaner, 
safer and more maintainable because of it. Yes, I know I could 
write C like this without DMD ... but I'm lazy and fall back 
into bad C habits :-)


I now advocate that students should be taught C programming 
with the DMD compiler :D



Cheers,
Ed


Currently I always advocate that C and C++ development should
always be done with warnings as errors enabled, coupled with
static analyzers at very least during CI builds, breaking them if
anything is found.

Nice story though, thanks for sharing.

--
Paulo


Re: OT: Your accomplishments in 2013 and plans for 2014

2013-12-12 Thread Andrej Mitrovic
On 12/12/13, Iain Buclaw ibuc...@gdcproject.org wrote:
 With one butternut squash diced and oven roasted till tender, and a
 pasta of your choice (linguine or farfalle are my preferred). Make an
 onion, garlic and sage saute in a deep pan, mix in butternut squash
 (mash it) and pasta, sprinkle in pine nuts and serve with parmesan and
 optionally drizzle of olive oil.  -  One pasta dish that melts in
 your mouth hot or cold. :o)

This thread seems to have taken a delicious turn!


Re: DIP 52 - Implicit conversions

2013-12-12 Thread Simen Kjærås

On 2013-12-12 00:23, deadalnix wrote:

On Wednesday, 11 December 2013 at 12:44:52 UTC, Simen Kjærås wrote:

http://wiki.dlang.org/DIP52

Abstract:
Implicit conversion to and from other types are useful, and is to some
extent covered by existing language features. Some cases are currently
not covered, but could be worthy additions to the toolbox.

I've tried to figure out good ways to add some sorely-needed implicit
conversions to the language, but I'm sure there are details that need
to be ironed out. In other words - destroy!

--
  Simen


Implicit conversion has proven to be a really bad idea in C++. What make
your solution superior to existing ones ?


C++ has shown that having implicit conversion *by default* is a really 
bad idea. For instance, C# also has implicit conversion, but you have 
explicitly ask for it. If there's any critique of that anywhere (I 
expect there to be), I've been unable to find it.


And of course it'll be possible to abuse implicit conversions, just like 
one can abuse function names - this is the old example of 'What does 
add(1,2) return? Why, empty string, of course. After connecting to a 
database.'. There's a simple solution to that problem - fire the person 
who wrote that code, fix the code, and move on.


Simply put, implicit conversions are not bad, nor good. They are exactly 
what you use them for.


--
  Simen


Re: How do you deal with scoped allocations?

2013-12-12 Thread Denis Shelomovskij

08.12.2013 2:32, Namespace пишет:

Since my last thread doesn't get much attention I like to ask here: How
did you deal with temporary memory?


The algorithm is always this:

1. Use function stack frame for small allocations.
2. Use thread local stack allocator if temporary allocations corresponds 
LIFO principle and use thread local heap otherwise.


As for usability it must be a single function call and D type system 
have to rest.



And what do you use?


As I answered in previous thread:
http://forum.dlang.org/thread/nxrxojbzbrfwv...@forum.dlang.org#post-l77th1:24icc:241:40digitalmars.com

--
Денис В. Шеломовский
Denis V. Shelomovskij


Re: OT: Your accomplishments in 2013 and plans for 2014

2013-12-12 Thread monarch_dodra
On Wednesday, 11 December 2013 at 19:45:25 UTC, Andrej Mitrovic 
wrote:

As for my future plans, I'm hoping to land myself a nice
programming-related job next year. I've never had a programming 
job,
most of the paid work I ever did was physical work, such as 
drilling

through bricks, rock, concrete, installing and repairing air
conditioners, installing central heating systems, lighting and
electrical work, and stuff like that.


I'm actually baffled to hear that someone of your caliber has is 
not a professional programmer. Passion and theory alone will only 
get you so far... (IMO).


So, I hope you land yourself that job.

I also want to and plan to study algorithms this year. Whenever 
some

algorithm-related discussion popped up in the newsgroups I would
typically avoid giving any input as most of the conversation 
would go
over my head. But I'm gonna bite down and study hard, I really 
want to

grok it.


Algorithms are a major branch of programming, and, IMO, one of 
the funnest ones to study. Having solid knowledge of all the 
major algorithms (as well as data structures in general, they are 
also forms of algorithms) will *always* help you tremendously, 
no matter what you are doing.


I (personally) really enjoy thinking in terms of complexity (in 
operations or memory), worst case complexity or amortized 
cost.


Having a background in math helps, but if you don't have it, it 
means ever more stuff to learn! Learning is fun.



 My first mini-geek is due in June :D



Awesome! So it's a he?


Who said girls can't be geeks? Seriously though, I don't know yet.


Re: D Devs in Berlin (Germany)

2013-12-12 Thread extrawurst

On Thursday, 12 December 2013 at 09:03:57 UTC, Paulo Pinto wrote:

On Thursday, 12 December 2013 at 08:51:47 UTC, extrawurst wrote:

Hi everyone,

lately I got the feeling that there might be at least a higher 
density of D devs in the Berlin area, at least due to the 
sociamatic company. And since I am there over the weekend I 
wanted to suggest to grab a beer sometime.


Anyone in the area interested ?

Cheers,
Stephan


There is also one JVM/.NET developer, Rust/ML/D advocate, in
Düsseldorf. :)

--
Paulo


Oh cool, thats not too far from where I live. So we can start a D 
round-table in the pott :D


Re: OT: Your accomplishments in 2013 and plans for 2014

2013-12-12 Thread Ali Çehreli

On 12/12/2013 12:09 AM, Mike Parker wrote:

 And on a personal note, I won NaNoWriMo.

Wow! If winning means completing 50K words, my daughter did the same! :)

Ali



Re: OT: Your accomplishments in 2013 and plans for 2014

2013-12-12 Thread Andrej Mitrovic
On 12/12/13, monarch_dodra monarchdo...@gmail.com wrote:
 I'm actually baffled to hear that someone of your caliber has is
 not a professional programmer. Passion and theory alone will only
 get you so far... (IMO).

 So, I hope you land yourself that job.

Thanks. I'm currently somewhere in a pre-interview stage with
Sociomantic, we'll see how it goes!


Re: Inherent code performance advantages of D over C?

2013-12-12 Thread Daniel Murphy
ed sillymong...@gmail.com wrote in message 
news:ibnfbsvxqzjxyfpnz...@forum.dlang.org...

 I'm writing my C code with DMD. When tested and tweaked I do a final 
 compile with C compiler (test once more) then commit for our QA to pick 
 up.  Occasionally I'll compile with the C compiler to ensure I haven't 
 leaked any D into the code and to minimise the #include fixups at the end.


I used to do this for all my university assignments in C/C++/java. 




Re: OT: Your accomplishments in 2013 and plans for 2014

2013-12-12 Thread Chris
On Wednesday, 11 December 2013 at 19:45:25 UTC, Andrej Mitrovic 
wrote:


2013
Wrote a D code base for a screen reader plugin (NVDA) and a 
rudimentary server for mobile phones (vibe.d). Learned more about 
D.


2014
Bring old bits of my D code up to modern D-standards. Dig deeper 
and use the full power of D (where necessary). A general spring 
cleaning for code.

Make the plugin and the web service available (for free).
Try to re-write in D or at least interface to some of the 
algorithms developed by colleagues and other people in other 
languages (e.g. try MatD), and create a solid code base.
Keep on learning and promoting D and write the odd blog about how 
D can help solve _practical_ problems.
Think about how D's features and the freedom it provides can help 
develop new approaches to structuring programs (something that's 
been on my mind for a few months now).


Re: OT: Your accomplishments in 2013 and plans for 2014

2013-12-12 Thread Joseph Rushton Wakeling

On 12/12/13 01:56, bearophile wrote:

Look better, Julia aims also at partially replacing Python as golden glue in
scientific computing, and it seems to have some of the numbers for it. It's
statically typed, it has type inferencing, a refined type system with
multi-methods and more, and a good LLVM-based JIT (that's in my benchmarks
produces a performance no more than 2-4 times slower than D compiled with ldc2.
If you compile D with dmd Julia is often faster for FP-heavy code. This means
it's much faster than any Python code).


Is that taking into account stuff like NumPy/SciPy which is C underneath and 
(according to colleagues who use it; I don't) super-fast?



It's better than Matlab about as much as  D is better than C, and it's already
better than Python for some things :-) And Julia is currently much more
flexible than D (there's a REPL, lot of scientific routines in the std lib, and
the JIT). In two years its easy to write code has allowed lot of people to
write more standard library than D community has done in 7 years.


Interesting.  I did take a look at Julia after discovering that a colleague used 
it; it certainly has many friendly features, but I found myself worrying that 
some of the easy mathematical notation might very readily lend itself to 
unfortunate typos that in turn would generate bugs and wrong results.


That said, when it comes to stuff like MATLAB/Octave you are often not writing 
extended code bases but short and easy stuff for data analysis, so there is much 
less need for concern over this kind of thing.  I imagine the same might apply 
to Julia, which at the same time looks like it should make it easier to develop 
larger-scale stuff if it's wanted, despite the things I'm worried about.


Re: OT: Your accomplishments in 2013 and plans for 2014

2013-12-12 Thread Joseph Rushton Wakeling

On 12/12/13 00:32, Francesco Cattoglio wrote:

Oh, also, I hope to run away from Italy, and spend a good year somewhere in
Europe! :D


La situazione corrente chiaramente non è buono ... :-(

Where in Italy are you based, out of curiosity?


GuitarHero/RockBand fans... side project anyone?

2013-12-12 Thread Manu
So, I'm a massive fan of music games. I'll shamefully admit that I was
tragically addicted to Dance Dance Revolution about 10 years ago. Recently,
it's Guitar Hero and Rock Band.

I quite like the band ensemble games, they're good party games, and great
rhythm practise that's actually applicable to real instrument skills too.

The problem is though, that Neversoft and Harmonix completely fucked up the
GH and RB franchises. Licensing problems, fragmented tracklists. It's
annoying that all the songs you want to play are spread across literally 10
or so different games, and you need to constantly change disc's if you want
to play the songs you like.

I've been meaning to kick off a guitar hero clone since GH2 came out. I
started one years ago as a fork of my Guitar Hero song editor for PS2, and
I added support for drums before GH4 or RB were conceived, but then when
they announced those games they stole my thunder and it went into
hibernation.

I'm very keen to resurrect the project (well, start a new one, with clean
code, in D).
Are there any music game nerds hanging around here who would be interested
in joining a side project like this? It's a lot more motivating, and much
more fun to work in a small team.

It's an interesting union of skills; rendering, audio processing,
super-low-latency synchronisation, mini and communications processing,
animation, UI and presentation.

I have done all this stuff commercially, so I can act as a sort of project
lead of people are interested, but haven't tried to write that sort of
software before.

It also seems like a good excuse to kick off a fairly large scale and
performance intensive D project, which I like to do from time to time.


Re: OT: Your accomplishments in 2013 and plans for 2014

2013-12-12 Thread Chris
On Thursday, 12 December 2013 at 10:34:40 UTC, Joseph Rushton 
Wakeling wrote:

On 12/12/13 01:56, bearophile wrote:
Look better, Julia aims also at partially replacing Python as 
golden glue in
scientific computing, and it seems to have some of the numbers 
for it. It's
statically typed, it has type inferencing, a refined type 
system with
multi-methods and more, and a good LLVM-based JIT (that's in 
my benchmarks
produces a performance no more than 2-4 times slower than D 
compiled with ldc2.
If you compile D with dmd Julia is often faster for FP-heavy 
code. This means

it's much faster than any Python code).


Is that taking into account stuff like NumPy/SciPy which is C 
underneath and (according to colleagues who use it; I don't) 
super-fast?


It's better than Matlab about as much as  D is better than C, 
and it's already
better than Python for some things :-) And Julia is currently 
much more
flexible than D (there's a REPL, lot of scientific routines in 
the std lib, and
the JIT). In two years its easy to write code has allowed lot 
of people to
write more standard library than D community has done in 7 
years.


Interesting.  I did take a look at Julia after discovering that 
a colleague used it; it certainly has many friendly features, 
but I found myself worrying that some of the easy 
mathematical notation might very readily lend itself to 
unfortunate typos that in turn would generate bugs and wrong 
results.


That said, when it comes to stuff like MATLAB/Octave you are 
often not writing extended code bases but short and easy stuff 
for data analysis, so there is much less need for concern over 
this kind of thing.  I imagine the same might apply to Julia, 
which at the same time looks like it should make it easier to 
develop larger-scale stuff if it's wanted, despite the things 
I'm worried about.


My colleagues use Matlab for prototyping, but you cannot use it 
for serious programs. The thing is that all languages like 
R/Matlab/Python etc. are good for testing scientific algorithms, 
but if you want to use them in real world programs (say speech 
recognition), you'll have to re-write it in a language like 
D/C/C++.


Re: OT: Your accomplishments in 2013 and plans for 2014

2013-12-12 Thread Iain Buclaw
On 12 December 2013 10:36, Joseph Rushton Wakeling
joseph.wakel...@webdrake.net wrote:
 On 12/12/13 00:32, Francesco Cattoglio wrote:

 Oh, also, I hope to run away from Italy, and spend a good year somewhere
 in
 Europe! :D


 La situazione corrente chiaramente non è buono ... :-(

 Where in Italy are you based, out of curiosity?

Sì, non è affatto buono.  Most of my recent friends (and my partner)
have moved from Spain or Italy in the last year or two.  The street I
live on has quite literally turned into a little italy.



Re: OT: Your accomplishments in 2013 and plans for 2014

2013-12-12 Thread Iain Buclaw
On 12 December 2013 10:48, Iain Buclaw ibuc...@gdcproject.org wrote:
 On 12 December 2013 10:36, Joseph Rushton Wakeling
 joseph.wakel...@webdrake.net wrote:
 On 12/12/13 00:32, Francesco Cattoglio wrote:

 Oh, also, I hope to run away from Italy, and spend a good year somewhere
 in
 Europe! :D


 La situazione corrente chiaramente non è buono ... :-(

 Where in Italy are you based, out of curiosity?

 Sì, non è affatto buono.  Most of my recent friends (and my partner)
 have moved from Spain or Italy in the last year or two.  The street I
 live on has quite literally turned into a little italy.

Minus the mafia. ;)



Re: Inherent code performance advantages of D over C?

2013-12-12 Thread Joseph Rushton Wakeling

On 12/12/13 10:01, Paulo Pinto wrote:

Currently I always advocate that C and C++ development should
always be done with warnings as errors enabled, coupled with
static analyzers at very least during CI builds, breaking them if
anything is found.


I do think I owe quite a bit to the university professor who took the scientific 
programming course, for instructing us to compile with


gcc -ansi -pedantic -Wall

Not as comprehensive as -Werror etc., but still a good way to be started off in 
programming life.  It's meant that I've always subsequently appreciated the 
existence and value of language standards.


And it's generated much amusement among academic colleagues: Finally, there is 
such a virtuous saint among us! or words to that effect :-P


Re: OT: Your accomplishments in 2013 and plans for 2014

2013-12-12 Thread Rikki Cattermole
For me 2013 has been very interesting. Learnt a huge amount with 
regards to D and system level programming. Basically knew nothing 
before hand.


Have done a lot with my tertiary institute with regards to 
helping others (in an official capacity).
Before the end of the year I'll be doing streaming and 
considering D tutorials on youtube.
My goal at least before I start back at my degree next year is 
get DOOGLE released, have my web service in a showable condition.


For 2014 the goal is:
a) Get my degree in ICT
b) Have a fully functioning gui toolkit
c) Have my web service live with support of at least one tertiary 
institute and maybe a conference (its educational in nature and 
does fill a need).
d) A stretch goal of getting or starting diploma in adult 
education.


So if anyone in Christchurch or New Zealand in general needs a D 
dev I'll be available second half of next year as part of my 
degree (project with a company). Would help me a lot!


So for me it will definitely be very exciting.


Re: OT: Your accomplishments in 2013 and plans for 2014

2013-12-12 Thread Francesco Cattoglio

On Thursday, 12 December 2013 at 10:51:29 UTC, Iain Buclaw wrote:
On 12 December 2013 10:48, Iain Buclaw ibuc...@gdcproject.org 
wrote:

On 12 December 2013 10:36, Joseph Rushton Wakeling
joseph.wakel...@webdrake.net wrote:

La situazione corrente chiaramente non è buono ... :-(
Diciamo non buona abbastanza ;) I like Italy a lot, don't get me 
wrong, but I think I need a decent experience somewhere in 
northen Europe if I want to find any good chance for 
professional growth.

Where in Italy are you based, out of curiosity?
Milano right now. But no, I don't support neither Milan nor Inter 
:D


Sì, non è affatto buono.  Most of my recent friends (and my 
partner)
have moved from Spain or Italy in the last year or two.  The 
street I

live on has quite literally turned into a little italy.

You said Brighton, didn't you?

Minus the mafia. ;)
Trust me, some kind of mafia is everywhere :P We have an idiom 
here: Tutto il mondo è paese


Re: Inherent code performance advantages of D over C?

2013-12-12 Thread Dicebot

On Thursday, 12 December 2013 at 09:01:17 UTC, Paulo Pinto wrote:

Currently I always advocate that C and C++ development should
always be done with warnings as errors enabled, coupled with
static analyzers at very least during CI builds, breaking them 
if

anything is found.


I literally can't imagine any large C project surviving any long
without mandatory doing all listed stuff. It gets to state of
unmaintainable insanity so fast.

That said, there are very different C projects. When I am
speaking that coding C in D is less convenient than in C I don't
mean some normal but performance-intensive application. I can't
imagine anyone picking C motivated only by performance - it is
more about being very controllable. Of course with modern
optimizers C can no more be called macro assembler but it is
still much much closer to that than D. To remove all smart
side-effects in D you need to get rid of all druntime, avoid
using some language features and resort to inline assembly
relatively often. It is definitely possible and Adam has done
some very nice job to prove it. But it leaves you with a very
crippled language that does not even help you in sticking with
that crippled subset. At this point you really start asking
yourself - what does this give me over raw C to motivate the
transition? So far I don't see anything convincing.


Re: Inherent code performance advantages of D over C?

2013-12-12 Thread Tobias Pankrath

On Thursday, 12 December 2013 at 11:16:07 UTC, Dicebot wrote:

what does this give me over raw C to motivate the
transition? So far I don't see anything convincing.


Every time I write #define in one of my 8bit μC pet projects, I 
know a reason.


Re: OT: Your accomplishments in 2013 and plans for 2014

2013-12-12 Thread Dicebot

Heh, nice thread :)

For me this year was absolutely insane. Main accomplishment 
pretty much says all about it - I have survived through it. 
Literally. Got hit by cerebral stroke (this must be the term) in 
previous December, almost died there - unconscious for a week, 
blind for a month, unable to walk for 4 more months. Still no one 
knows why it has happened. To own surprise have eventually 
recovered almost perfectly with only a few balance issues 
remaining. This crap has removed half of 2013 from my life though.


After that I have deciding that programming in embedded/kernel C 
environment is just too unhealthy and something needs to be done. 
Noticed that Sociomantic are hiring, casually applied, 
surprisingly got accepted. Moved to Berlin. Have discovered that 
I completely dislike Germany / Berlin but working with D is just 
too good to just move somewhere else :) Still struggling with 
that internal conflict, is definitely one of issues to address in 
2014.


Also major goal for 2014 is to finally start devote some regular 
time to open-source projects instead of current chaotic rampaging 
migration between different points of interest in D domain.


Re: Inherent code performance advantages of D over C?

2013-12-12 Thread Timon Gehr

On 12/12/2013 11:12 AM, Daniel Murphy wrote:

ed sillymong...@gmail.com wrote in message
news:ibnfbsvxqzjxyfpnz...@forum.dlang.org...


I'm writing my C code with DMD. When tested and tweaked I do a final
compile with C compiler (test once more) then commit for our QA to pick
up.  Occasionally I'll compile with the C compiler to ensure I haven't
leaked any D into the code and to minimise the #include fixups at the end.



I used to do this for all my university assignments in C/C++/java.




I've actually visited a course where submissions in D were allowed.


Re: GuitarHero/RockBand fans... side project anyone?

2013-12-12 Thread Rikki Cattermole

On Thursday, 12 December 2013 at 10:43:24 UTC, Manu wrote:
So, I'm a massive fan of music games. I'll shamefully admit 
that I was
tragically addicted to Dance Dance Revolution about 10 years 
ago. Recently,

it's Guitar Hero and Rock Band.

I quite like the band ensemble games, they're good party games, 
and great
rhythm practise that's actually applicable to real instrument 
skills too.


The problem is though, that Neversoft and Harmonix completely 
fucked up the
GH and RB franchises. Licensing problems, fragmented 
tracklists. It's
annoying that all the songs you want to play are spread across 
literally 10
or so different games, and you need to constantly change disc's 
if you want

to play the songs you like.

I've been meaning to kick off a guitar hero clone since GH2 
came out. I
started one years ago as a fork of my Guitar Hero song editor 
for PS2, and
I added support for drums before GH4 or RB were conceived, but 
then when
they announced those games they stole my thunder and it went 
into

hibernation.

I'm very keen to resurrect the project (well, start a new one, 
with clean

code, in D).
Are there any music game nerds hanging around here who would be 
interested
in joining a side project like this? It's a lot more 
motivating, and much

more fun to work in a small team.

It's an interesting union of skills; rendering, audio 
processing,
super-low-latency synchronisation, mini and communications 
processing,

animation, UI and presentation.

I have done all this stuff commercially, so I can act as a sort 
of project
lead of people are interested, but haven't tried to write that 
sort of

software before.

It also seems like a good excuse to kick off a fairly large 
scale and
performance intensive D project, which I like to do from time 
to time.


I would be happy to help with the gui side of thing just to get 
DOOGLE more inline with what is required from it. Assuming DOOGLE 
is ok for it.
It is designed to work on top of games so it is perfect for this 
type of thing I'm just worried of its state and being ready.


Re: GuitarHero/RockBand fans... side project anyone?

2013-12-12 Thread Meta

On Thursday, 12 December 2013 at 10:43:24 UTC, Manu wrote:
So, I'm a massive fan of music games. I'll shamefully admit 
that I was
tragically addicted to Dance Dance Revolution about 10 years 
ago. Recently,

it's Guitar Hero and Rock Band.


You're 6 years behind the curve =). My brother got Guitar hero 2 
for Christmas one year and I was instantly hooked. Guitar Hero 3 
still remains my most played game besides maybe Civilization IV.



The problem is though, that Neversoft and Harmonix completely 
fucked up the
GH and RB franchises. Licensing problems, fragmented 
tracklists. It's
annoying that all the songs you want to play are spread across 
literally 10
or so different games, and you need to constantly change disc's 
if you want

to play the songs you like.


Did they ever... It's really Activision's fault for running 
Guitar Hero into the ground. I remember them releasing a 
statement around 2009 saying that they planned to release 6 new 
Guitar Hero games within that year alone. It was then that I knew 
it was over.


I've been meaning to kick off a guitar hero clone since GH2 
came out. I
started one years ago as a fork of my Guitar Hero song editor 
for PS2, and
I added support for drums before GH4 or RB were conceived, but 
then when
they announced those games they stole my thunder and it went 
into

hibernation.


Have you heard of Frets on Fire? 
http://en.wikipedia.org/wiki/Frets_on_Fire
I remember trying this out several years ago, though it didn't 
really have that smoothe Guitar Hero feel.


I'm very keen to resurrect the project (well, start a new one, 
with clean

code, in D).
Are there any music game nerds hanging around here who would be 
interested
in joining a side project like this? It's a lot more 
motivating, and much

more fun to work in a small team.


I wish I had the time.


Re: Inherent code performance advantages of D over C?

2013-12-12 Thread Manu
On 12 December 2013 21:16, Dicebot pub...@dicebot.lv wrote:

 On Thursday, 12 December 2013 at 09:01:17 UTC, Paulo Pinto wrote:

 Currently I always advocate that C and C++ development should
 always be done with warnings as errors enabled, coupled with
 static analyzers at very least during CI builds, breaking them if
 anything is found.


 I literally can't imagine any large C project surviving any long
 without mandatory doing all listed stuff. It gets to state of
 unmaintainable insanity so fast.


I feel quite the opposite, I would say that about C++ personally.

I've built a C codebase from the ground over the course of a decade with
~25 programmers.
It takes discipline, and a certainly sense of simplicity in your solutions.
I personally advocate C over C++ for this very reason, it emphasises
simplicity in your solutions. It's impossible to get carried away and
create the sort of unmaintainable bullshit that C++ leads to.
I like C, I just find it verbose, and prone to boiler plate, which has a
tendency to waste programmers time... and what is more valuable than a
programmers time?


That said, there are very different C projects. When I am
 speaking that coding C in D is less convenient than in C I don't
 mean some normal but performance-intensive application. I can't
 imagine anyone picking C motivated only by performance - it is
 more about being very controllable. Of course with modern
 optimizers C can no more be called macro assembler but it is
 still much much closer to that than D. To remove all smart
 side-effects in D you need to get rid of all druntime, avoid
 using some language features and resort to inline assembly
 relatively often. It is definitely possible and Adam has done
 some very nice job to prove it. But it leaves you with a very
 crippled language that does not even help you in sticking with
 that crippled subset. At this point you really start asking
 yourself - what does this give me over raw C to motivate the
 transition? So far I don't see anything convincing.


I still consider C a macro assembler... I can easily (and usually do)
visualise the asm output I expect the compiler to produce while I'm coding.
If I'm writing performance intensive code, I am constantly disassembling
and checking that the compiler is producing the code I am expecting. This
feels normal to me.

What would you want inline assembly for in D? Inline assembly is almost
always a mistake, unless you're writing a driver. You can't possibly
schedule code better than the compiler. And in my experience, without
breaking the ABI, I don't know any constructs I could produce manually in
assembly that I can't easily coerce the compiler to generate for me (with
better scheduling). Perhaps prefetching branch prediction hinting, which
the compiler would typically require running a profile guided optimisation
pass to generate, but there are intrinsics to insert those manually which
don't interrupt the compiler's ability to reschedule the function.


Re: DIP 52 - Implicit conversions

2013-12-12 Thread Meta

On Thursday, 12 December 2013 at 09:15:56 UTC, Simen Kjærås wrote:
C++ has shown that having implicit conversion *by default* is a 
really bad idea. For instance, C# also has implicit conversion, 
but you have explicitly ask for it. If there's any critique of 
that anywhere (I expect there to be), I've been unable to find 
it.


...Explicitly implicit conversions?


Re: DIP 52 - Implicit conversions

2013-12-12 Thread John Colvin

On Thursday, 12 December 2013 at 11:42:23 UTC, Meta wrote:
On Thursday, 12 December 2013 at 09:15:56 UTC, Simen Kjærås 
wrote:
C++ has shown that having implicit conversion *by default* is 
a really bad idea. For instance, C# also has implicit 
conversion, but you have explicitly ask for it. If there's any 
critique of that anywhere (I expect there to be), I've been 
unable to find it.


...Explicitly implicit conversions?


explicitly defined, implicitly applied.


Re: OT: Your accomplishments in 2013 and plans for 2014

2013-12-12 Thread Manu
On 12 December 2013 05:44, Andrej Mitrovic andrej.mitrov...@gmail.comwrote:

 Ok, so who's next who wants to share?


Hmmm, it's been a very weird one for me.

2013:
Suffered an occupational burn-out/breakdown, returned home to a beautiful
quiet little seafront home on a tiny island off the east coast of Australia
with around 5000 inhabitants, where I've managed to socialise as little as
possible, and spend lots of time working entirely on hobby projects, while
not getting paid a cent. I've had a lot of trouble with focus since burning
out; don't feel like myself, but I'm starting to feel relaxed again.
I've also become a competent gardener, sailor, and learned to work a
chainsaw at the top of trees...

2014:
Recover from my rut, finish some of my projects, maybe return to work... if
I can stomach the thought of it. I'm not sure the Mrs loves the idea of me
being a bum forever ;)
Fortunately, my bitcoin stash is worth a fortune now, so maybe I can take a
few more years off work, and dedicate myself to projects I love.
Also, make more time for music, which for some reason I just haven't really
touched since not feeling well...

Rather un-D-related :/ ... although all my hobby projects are in D these
days. I *really* need to finish std.simd. I'm kinda blocked on the
unittests and portability issues...


Re: Inherent code performance advantages of D over C?

2013-12-12 Thread Paulo Pinto

On Thursday, 12 December 2013 at 11:42:12 UTC, Manu wrote:

On 12 December 2013 21:16, Dicebot pub...@dicebot.lv wrote:

On Thursday, 12 December 2013 at 09:01:17 UTC, Paulo Pinto 
wrote:



Currently I always advocate that C and C++ development should
always be done with warnings as errors enabled, coupled with
static analyzers at very least during CI builds, breaking 
them if

anything is found.



I literally can't imagine any large C project surviving any 
long

without mandatory doing all listed stuff. It gets to state of
unmaintainable insanity so fast.



I feel quite the opposite, I would say that about C++ 
personally.


I've built a C codebase from the ground over the course of a 
decade with

~25 programmers.
It takes discipline, and a certainly sense of simplicity in 
your solutions.
I personally advocate C over C++ for this very reason, it 
emphasises
simplicity in your solutions. It's impossible to get carried 
away and

create the sort of unmaintainable bullshit that C++ leads to.
I like C, I just find it verbose, and prone to boiler plate, 
which has a
tendency to waste programmers time... and what is more valuable 
than a

programmers time?



I favor C++ over C, thanks to the safer constructs it offers me
with a type safety closer to the Pascal family of languages, that
C will never be able to offer.

However I tend to code very seldom in C or C++ nowadays, besides
hobby projects, as the enterprise world nowadays is all about GC
enabled languages, with a little C++ for performance hotspots.

In any case, given my enterprise experience with subcontractors,
I think it is very hard to find good developers that are able to
write error free C or C++ code without lots of enforced
guidelines to guide them screaming along the way.

--
Paulo





Re: GuitarHero/RockBand fans... side project anyone?

2013-12-12 Thread Manu
On 12 December 2013 21:14, Rikki Cattermole alphaglosi...@gmail.com wrote:

 On Thursday, 12 December 2013 at 10:43:24 UTC, Manu wrote:

 So, I'm a massive fan of music games. I'll shamefully admit that I was
 tragically addicted to Dance Dance Revolution about 10 years ago.
 Recently,
 it's Guitar Hero and Rock Band.

 I quite like the band ensemble games, they're good party games, and great
 rhythm practise that's actually applicable to real instrument skills too.

 The problem is though, that Neversoft and Harmonix completely fucked up
 the
 GH and RB franchises. Licensing problems, fragmented tracklists. It's
 annoying that all the songs you want to play are spread across literally
 10
 or so different games, and you need to constantly change disc's if you
 want
 to play the songs you like.

 I've been meaning to kick off a guitar hero clone since GH2 came out. I
 started one years ago as a fork of my Guitar Hero song editor for PS2, and
 I added support for drums before GH4 or RB were conceived, but then when
 they announced those games they stole my thunder and it went into
 hibernation.

 I'm very keen to resurrect the project (well, start a new one, with clean
 code, in D).
 Are there any music game nerds hanging around here who would be interested
 in joining a side project like this? It's a lot more motivating, and much
 more fun to work in a small team.

 It's an interesting union of skills; rendering, audio processing,
 super-low-latency synchronisation, mini and communications processing,
 animation, UI and presentation.

 I have done all this stuff commercially, so I can act as a sort of project
 lead of people are interested, but haven't tried to write that sort of
 software before.

 It also seems like a good excuse to kick off a fairly large scale and
 performance intensive D project, which I like to do from time to time.


 I would be happy to help with the gui side of thing just to get DOOGLE
 more inline with what is required from it. Assuming DOOGLE is ok for it.
 It is designed to work on top of games so it is perfect for this type of
 thing I'm just worried of its state and being ready.


It would be a good test for any UI framework. Hooking it up to
project-specific input api, and producing project specific outputs (in the
way of rendering backend).
The biggest challenge for any UI system though, is tooling. You can't be
expected to lay out rich and natural UI's by typing magic numbers in text
files... are there's open-source tools you use for construction and layout?


Re: Inherent code performance advantages of D over C?

2013-12-12 Thread Dicebot

On Thursday, 12 December 2013 at 11:42:12 UTC, Manu wrote:
I've built a C codebase from the ground over the course of a 
decade with

~25 programmers.
It takes discipline, and a certainly sense of simplicity in 
your solutions.


It may work if you can afford to guarantee certain level of 
competence of majority of programmers in the team but I think is 
exception in practice, not rule. Also I had a bit larger teams in 
mind as it tends to happen with enterprise C :)



and what is more valuable than a
programmers time?


At some point new servers + server maintenance becomes more 
expensive than programmers time. Much more expensive.


I still consider C a macro assembler... I can easily (and 
usually do)
visualise the asm output I expect the compiler to produce while 
I'm coding.
If I'm writing performance intensive code, I am constantly 
disassembling
and checking that the compiler is producing the code I am 
expecting. This

feels normal to me.


Did you use many different compilers? I am afraid that doing that 
on a common basis is feat of strength beyond my imagination :)


What would you want inline assembly for in D? Inline assembly 
is almost

always a mistake, unless you're writing a driver.


I can't find code Adam used to provide minimal d runtime stubs to 
compile C-like programs but he was forced to use in-line assembly 
there in few cases. Can't remember details, sorry.


And of course I am speaking about drivers / kernels / barebone. I 
can't imagine any other domain where using C is still absolutely 
necessary for practical reasons.



You can't possibly
schedule code better than the compiler.
...


I am not implying that one should do anything by hand because 
compiler is bad at it. I have not actually used inline assembly 
with C even a single time in my life. That wasn't about it.


Re: OT: Your accomplishments in 2013 and plans for 2014

2013-12-12 Thread Mike Parker

On 12/12/2013 6:51 PM, Ali Çehreli wrote:

On 12/12/2013 12:09 AM, Mike Parker wrote:

  And on a personal note, I won NaNoWriMo.

Wow! If winning means completing 50K words, my daughter did the same! :)



Yes, it does. Congrats to your daughter!



Re: GuitarHero/RockBand fans... side project anyone?

2013-12-12 Thread Rikki Cattermole

On Thursday, 12 December 2013 at 12:17:22 UTC, Manu wrote:
On 12 December 2013 21:14, Rikki Cattermole 
alphaglosi...@gmail.com wrote:



On Thursday, 12 December 2013 at 10:43:24 UTC, Manu wrote:

So, I'm a massive fan of music games. I'll shamefully admit 
that I was
tragically addicted to Dance Dance Revolution about 10 years 
ago.

Recently,
it's Guitar Hero and Rock Band.

I quite like the band ensemble games, they're good party 
games, and great
rhythm practise that's actually applicable to real instrument 
skills too.


The problem is though, that Neversoft and Harmonix completely 
fucked up

the
GH and RB franchises. Licensing problems, fragmented 
tracklists. It's
annoying that all the songs you want to play are spread 
across literally

10
or so different games, and you need to constantly change 
disc's if you

want
to play the songs you like.

I've been meaning to kick off a guitar hero clone since GH2 
came out. I
started one years ago as a fork of my Guitar Hero song editor 
for PS2, and
I added support for drums before GH4 or RB were conceived, 
but then when
they announced those games they stole my thunder and it went 
into

hibernation.

I'm very keen to resurrect the project (well, start a new 
one, with clean

code, in D).
Are there any music game nerds hanging around here who would 
be interested
in joining a side project like this? It's a lot more 
motivating, and much

more fun to work in a small team.

It's an interesting union of skills; rendering, audio 
processing,
super-low-latency synchronisation, mini and communications 
processing,

animation, UI and presentation.

I have done all this stuff commercially, so I can act as a 
sort of project
lead of people are interested, but haven't tried to write 
that sort of

software before.

It also seems like a good excuse to kick off a fairly large 
scale and
performance intensive D project, which I like to do from time 
to time.




I would be happy to help with the gui side of thing just to 
get DOOGLE
more inline with what is required from it. Assuming DOOGLE is 
ok for it.
It is designed to work on top of games so it is perfect for 
this type of

thing I'm just worried of its state and being ready.



It would be a good test for any UI framework. Hooking it up to
project-specific input api, and producing project specific 
outputs (in the

way of rendering backend).
The biggest challenge for any UI system though, is tooling. You 
can't be
expected to lay out rich and natural UI's by typing magic 
numbers in text
files... are there's open-source tools you use for construction 
and layout?


Currently its all hard coded. At some point I want to build a 
WYSIWYG editor for it. However there is a lot of infrastructure 
that would go into that unfortunately so not really short term 
goal.
Its unfortunately really does need I need to do x for reason y 
please provide it type of thing. You can only do so much 
theoretical planning of the library without getting bored.


Re: GuitarHero/RockBand fans... side project anyone?

2013-12-12 Thread Manu
On 12 December 2013 21:37, Meta jared...@gmail.com wrote:

 On Thursday, 12 December 2013 at 10:43:24 UTC, Manu wrote:

 So, I'm a massive fan of music games. I'll shamefully admit that I was
 tragically addicted to Dance Dance Revolution about 10 years ago.
 Recently,
 it's Guitar Hero and Rock Band.


 You're 6 years behind the curve =). My brother got Guitar hero 2 for
 Christmas one year and I was instantly hooked. Guitar Hero 3 still remains
 my most played game besides maybe Civilization IV.


I wouldn't say I'm 6 years behind... I just haven't gotten over it yet. I'm
like that.
I still break out my Amiga from time to time when I feel nostalgic (I was
stuck on that wagon way too long aswell).

I was on to Guitar Hero from day one. I imported it from the US shortly
after launch, so I had it 6 months before everyone else in Australia (we
always get stuff a year late!).
During GH1, 2, 3 (world tour), there was a big custom-song community, with
loads of torrents of the bootleg PS2 game, re-fitted with custom songs
floating around on the internets.
I was involved in the birth of the GH custom song movement, initially
reverse engineering the PS2 song formats so I could import the songs off
the PS2 disc's into my custom engine (I wanted to play on other platforms
initially).
Others got involved, people started working on tools. My GH engine
transformed into an editor which was the go-to tool for creating custom
guitar hero songs, and I even heard word that some preferred it to the
in-house tools at Harmonix and Neversoft, apparently they had staff who
preferred to use my editor at work ;)
I met with some of the guys at GDC and asked them where my credit was at
the end of the game... and maybe a cheque would be nice (that game was
worth billions!). They become uncomfortable ;)

 The problem is though, that Neversoft and Harmonix completely fucked up the
 GH and RB franchises. Licensing problems, fragmented tracklists. It's
 annoying that all the songs you want to play are spread across literally
 10
 or so different games, and you need to constantly change disc's if you
 want
 to play the songs you like.


 Did they ever... It's really Activision's fault for running Guitar Hero
 into the ground. I remember them releasing a statement around 2009 saying
 that they planned to release 6 new Guitar Hero games within that year
 alone. It was then that I knew it was over.


Indeed. So the first goal of my resurrected project, is to collate the
entire back-catalog into one unified experience.

I was involved in a similar project called StepMania back when, which
solved the same problem with Dance Dance Revolution. Guitar Hero/Rock Band
needs the same treatment.
It also needs a proper editor and a webstore allowing any indy musicians to
create songs and sell them for a dollar each. Nothing gets you into a bands
songs more than physically playing them over and over again with friends.


 I've been meaning to kick off a guitar hero clone since GH2 came out. I
 started one years ago as a fork of my Guitar Hero song editor for PS2, and
 I added support for drums before GH4 or RB were conceived, but then when
 they announced those games they stole my thunder and it went into
 hibernation.


 Have you heard of Frets on Fire? http://en.wikipedia.org/wiki/
 Frets_on_Fire
 I remember trying this out several years ago, though it didn't really have
 that smoothe Guitar Hero feel.


Yes, it's fucking terrible. It's also written in Java, which might partly
explain the first bit...
Fortunately, I'm a professional, and I'm certain I can accurately reproduce
the feel of the proper games. My editor already does. It just needs to be
fleshed out with lots of presentation work.
I also expect it to run on my consoles. Obviously console ports are
important! :)


 I'm very keen to resurrect the project (well, start a new one, with clean
 code, in D).
 Are there any music game nerds hanging around here who would be interested
 in joining a side project like this? It's a lot more motivating, and much
 more fun to work in a small team.


 I wish I had the time.


I don't really have time either, but some things just have to be done! :)


Re: GuitarHero/RockBand fans... side project anyone?

2013-12-12 Thread Mike Parker

On 12/12/2013 7:43 PM, Manu wrote:

Are there any music game nerds hanging around here who would be
interested in joining a side project like this? It's a lot more
motivating, and much more fun to work in a small team.

It's an interesting union of skills; rendering, audio processing,
super-low-latency synchronisation, mini and communications processing,
animation, UI and presentation.

I have done all this stuff commercially, so I can act as a sort of
project lead of people are interested, but haven't tried to write that
sort of software before.

It also seems like a good excuse to kick off a fairly large scale and
performance intensive D project, which I like to do from time to time.


I've never played any of those guitar games, but I do play guitar. And 
this project sounds intriguing. Time management is always a problem for 
me, but I could be motivated to put a few hours a week into something 
like this in the New Year.


Re: GuitarHero/RockBand fans... side project anyone?

2013-12-12 Thread Manu
On 12 December 2013 22:35, Mike Parker aldac...@gmail.com wrote:

 On 12/12/2013 7:43 PM, Manu wrote:

 Are there any music game nerds hanging around here who would be
 interested in joining a side project like this? It's a lot more
 motivating, and much more fun to work in a small team.

 It's an interesting union of skills; rendering, audio processing,
 super-low-latency synchronisation, mini and communications processing,
 animation, UI and presentation.

 I have done all this stuff commercially, so I can act as a sort of
 project lead of people are interested, but haven't tried to write that
 sort of software before.

 It also seems like a good excuse to kick off a fairly large scale and
 performance intensive D project, which I like to do from time to time.


 I've never played any of those guitar games, but I do play guitar. And
 this project sounds intriguing. Time management is always a problem for me,
 but I could be motivated to put a few hours a week into something like this
 in the New Year.


Yeah, it's a problem for me too. That's the main reason I post for interest
from others. If there's team involvement, I feel a greater sense of
enthusiasm and responsibility, and it becomes a lot harder to ignore :)
What's your key skillset?

Mmm, I'm a guitar player too, and have decent rhythm, but never really
played drums. Guitar Hero/Rock Band alone took me from not being able to
play drums, to being able to physically play drums reasonably well.
I knew I reached a milestone when I was playing Neil Peart songs without
trouble! :P
Actually, these games are much better for drums than guitar, since the
drums on hardest difficulty is an accurate representation of the recording
artist's skills, whereas the little plastic guitars are only good for
hand-eye coordination and rhythmic skill.


Re: Inherent code performance advantages of D over C?

2013-12-12 Thread Manu
On 12 December 2013 22:21, Dicebot pub...@dicebot.lv wrote:

 On Thursday, 12 December 2013 at 11:42:12 UTC, Manu wrote:

 I've built a C codebase from the ground over the course of a decade with
 ~25 programmers.
 It takes discipline, and a certainly sense of simplicity in your
 solutions.


 It may work if you can afford to guarantee certain level of competence of
 majority of programmers in the team but I think is exception in practice,
 not rule. Also I had a bit larger teams in mind as it tends to happen with
 enterprise C :)


Completely true. Fortunately I've always worked on tech/engine teams, which
are mostly populated with seniors, or competent up-and-comers.

 and what is more valuable than a
 programmers time?


 At some point new servers + server maintenance becomes more expensive than
 programmers time. Much more expensive.


But that's not a concern for typical programmers. That the responsibility
of sysadmins.
What I meant was, 'what's more valuable [to a programmer]...'


 I still consider C a macro assembler... I can easily (and usually do)
 visualise the asm output I expect the compiler to produce while I'm
 coding.
 If I'm writing performance intensive code, I am constantly disassembling
 and checking that the compiler is producing the code I am expecting. This
 feels normal to me.


 Did you use many different compilers? I am afraid that doing that on a
 common basis is feat of strength beyond my imagination :)


Yup. Over the past 10 years, my day job involved:
VisualC (it's changed a LOT over the years), GCC (for many architectures),
CodeWarrior (for many architectures), SNC (for many architectures), Clang,
and some other proprietary compilers. You learn each of their quirks with
time, and also how to reconcile the differences between them. You also
learn every preprocessor trick imaginable...
Worse than the compilers is the standard libraries, which are anything but
standard. In the end the ONLY function from the CRT that we called, was
sprintf(). We had our own implementations of everything else we used.

I'm absolutely conscious of these sorts of issues when I consider my
approach to D. Many of my vocal opinions stem from a desire to mitigate
these sorts of problems in the future, and make sure it is possible to
directly express codegen concepts that I've previously only been able to
indirectly express in C compilers, which often requires some coercion for
different compilers, and invariably leads to #ifdef.
It's important to be able to explicitly express low-level codegen concepts,
even if these are rarely used features, it means it's possible to write
code that is reliably portable. Sadly, most people really don't care too
much about portability.

 What would you want inline assembly for in D? Inline assembly is almost
 always a mistake, unless you're writing a driver.


 I can't find code Adam used to provide minimal d runtime stubs to compile
 C-like programs but he was forced to use in-line assembly there in few
 cases. Can't remember details, sorry.


Right. It's usually necessarily for hacks that have to interact with, or
bend/subvert the ABI. But that's a pretty rare necessity, not a requirement
in day-to-day code.


And of course I am speaking about drivers / kernels / barebone. I can't
 imagine any other domain where using C is still absolutely necessary for
 practical reasons.


You mean C-like-native-languages? There's not really anything C offers that
C++/D doesn't also offer at the lowest level.
Our choice to use C rather than C++ was in a sense, a funny way to enforce
a coding standard. Like I say, it forces simplicity, and a consistent
approach to problems.


 You can't possibly
 schedule code better than the compiler.
 ...


 I am not implying that one should do anything by hand because compiler is
 bad at it. I have not actually used inline assembly with C even a single
 time in my life. That wasn't about it.


The only thing I've ever had to use it for in recent years is manually
fiddling with flags registers, or interacting with hardware-specific
concepts that C/C++ doesn't have ways to express (interrupt levels,
privilege control, MMU control, context switching). Also, SIMD. C++
compilers traditionally didn't have any vector support, so before
intrinsics were common, you had to do all SIMD code in asm _ ..
Fortunately, that's a thing of the past.


Re: GuitarHero/RockBand fans... side project anyone?

2013-12-12 Thread Mike Parker

On 12/12/2013 9:50 PM, Manu wrote:


What's your key skillset?


I've been making dinky little 2D games for years. So I've got what's 
required for that much down pretty well (simple AI, networking, 2D 
graphics, basic audio). I've also dabbled with 3D, I've never done 
anything complex there beyond simple terrain rendering, though.


Re: OT: Your accomplishments in 2013 and plans for 2014

2013-12-12 Thread Iain Buclaw
On 12 December 2013 11:07, Francesco Cattoglio
francesco.cattog...@gmail.com wrote:
 On Thursday, 12 December 2013 at 10:51:29 UTC, Iain Buclaw wrote:

 On 12 December 2013 10:48, Iain Buclaw ibuc...@gdcproject.org wrote:

 On 12 December 2013 10:36, Joseph Rushton Wakeling
 joseph.wakel...@webdrake.net wrote:

 La situazione corrente chiaramente non è buono ... :-(

 Diciamo non buona abbastanza ;) I like Italy a lot, don't get me wrong, but
 I think I need a decent experience somewhere in northen Europe if I want
 to find any good chance for professional growth.

 Where in Italy are you based, out of curiosity?

 Milano right now. But no, I don't support neither Milan nor Inter :D


 Sì, non è affatto buono.  Most of my recent friends (and my partner)
 have moved from Spain or Italy in the last year or two.  The street I
 live on has quite literally turned into a little italy.

 You said Brighton, didn't you?

Yes, moved to Brighton. :-)


 Minus the mafia. ;)

 Trust me, some kind of mafia is everywhere :P We have an idiom here: Tutto
 il mondo è paese

Haha, :o)



Re: GuitarHero/RockBand fans... side project anyone?

2013-12-12 Thread John Colvin

On Thursday, 12 December 2013 at 12:57:42 UTC, Manu wrote:

the
drums on hardest difficulty is an accurate representation of 
the recording

artist's skills.


Well apart from dynamic control* and any real sense of 
groove/feel. There a lot more to being a drummer than just 
hitting the drums like a metronome with arms.
Nevertheless, it's a lot more representative than the guitars and 
it does teach some of the necessary skills.


*or did that get included later in the franchise?


Re: GuitarHero/RockBand fans... side project anyone?

2013-12-12 Thread Francesco Cattoglio

On Thursday, 12 December 2013 at 10:43:24 UTC, Manu wrote:
I'm very keen to resurrect the project (well, start a new one, 
with clean

code, in D).
Are there any music game nerds hanging around here who would be 
interested
in joining a side project like this? It's a lot more 
motivating, and much

more fun to work in a small team.


I absolutely agree, small teams keep you motivated and discussing 
ideas makes the work so much faster.
I can tell you I am interested. I have been thinking about 
music-based games for quite a long time, and even took part of 
the team that produced a music-based game in a Videogame Design 
and Programming class in University. Unfortunately the group 
leader was... well... a bad leader in my opinion, and the tool 
used was Unity.


This said, if you plan on starting your code from scratch, you 
might actually want to do something different from Guitar Hero. 
EG: Have you ever played Synaesthete? 
https://www.youtube.com/watch?v=Lp0Gasls0Sg


I find it both amazing and ADDICTING AS HELL, every time I listen 
to the songs I feel like playing it over and over and over again.


Re: OT: Your accomplishments in 2013 and plans for 2014

2013-12-12 Thread Craig Dillabaugh
On Thursday, 12 December 2013 at 09:21:46 UTC, monarch_dodra 
wrote:
On Wednesday, 11 December 2013 at 19:45:25 UTC, Andrej Mitrovic 
wrote:

As for my future plans, I'm hoping to land myself a nice
programming-related job next year. I've never had a 
programming job,
most of the paid work I ever did was physical work, such as 
drilling

through bricks, rock, concrete, installing and repairing air
conditioners, installing central heating systems, lighting and
electrical work, and stuff like that.


I'm actually baffled to hear that someone of your caliber has 
is not a professional programmer. Passion and theory alone will 
only get you so far... (IMO).


So, I hope you land yourself that job.


clip

Andrej is like Matt Damon's character in Good Will Hunting 
(hopefully without all the psychological issues).  Good luck in 
the job hunt.


I am sort of the Anti-Andrej. My big accomplishment for 2013 was 
to complete my Ph.D. in Computer Science (after many years), but 
I am actually not a fantastic programmer.  My degree is in 
'theoretical' computer science, a number of the profs in my 
research group would likely have been happy to do all their work 
with just paper and pencils.  I kept asking my supervisor to let 
me do some implementation project as part of my research, but he 
kept answering No, it will take too long.  Finally, a reviewer 
for one of our papers said the only way he would except it was if 
we included 'experimental results'. So I got to implement 
something, and of course I used D!


Considering I have a BES and M.Sc. in Geography, and no extensive 
math background, I figure getting a Ph.D. in CS is a bit of a 
coup on my part.


With that out of the way my goal for 2014 is to improve as a 
programmer and hopefully start making some contributions to the D 
community.  I actually started making some small documentation 
corrections to various D projects this past year, and want to 
work my way up to something more substantial.


Congratulations to all the new parents out there.

Cheers,
Craig







Re: OT: Your accomplishments in 2013 and plans for 2014

2013-12-12 Thread Joseph Rushton Wakeling

On 12/12/13 11:48, Iain Buclaw wrote:

Sì, non è affatto buono.  Most of my recent friends (and my partner)
have moved from Spain or Italy in the last year or two.  The street I
live on has quite literally turned into a little italy.


Quite apart from any other reason, you get loads of people coming to Brighton 
for the language schools, no?  But the sad thing is almost all the talented 
young Italians I know are considering when and how they should move somewhere else.


As for the mafia -- they get everywhere. ;-)  You'd be amazed how many legit 
businesses in the UK are actually mafia investments.


Re: OT: Your accomplishments in 2013 and plans for 2014

2013-12-12 Thread Joseph Rushton Wakeling

On 12/12/13 10:21, monarch_dodra wrote:

I'm actually baffled to hear that someone of your caliber has is not a
professional programmer. Passion and theory alone will only get you so far...
(IMO).


I don't know if this speaks to Andrej's situation, but you'd be amazed at how 
much it can matter in some countries that one doesn't have a degree or a 
professional qualification.  Somehow an actual record of excellent work 
doesn't cut it in some places.



So, I hope you land yourself that job.


Me too -- good luck! :-)



Re: OT: Your accomplishments in 2013 and plans for 2014

2013-12-12 Thread John Colvin
On Wednesday, 11 December 2013 at 19:45:25 UTC, Andrej Mitrovic 
wrote:
I thought we'd enjoy a bit of reminiscing of the past year and 
talk
about our plans for the future, whether it's something personal 
or
D-related that anyone is willing to publicly talk about. It 
should be

a fun topic, or so I hope! :) So let me begin..

Generally this has been an awesome year for me. This year I've 
become
a part of the D core team, which is not something I even 
planned for,
but I'm really grateful it happened. It's an awesome team to be 
in!


Another thing that happened, is that after many years promising 
myself
that this year was going to be the one where I get in shape 
and live
a healthy life, it turns out that 2013 was that year! I've lost 
20 Kg
(44 lbs) this year and now my BMI is in the normal range at 
around
22.4 BMI. It was 28.4 BMI at 95 KG (209 lbs) at the start of 
the year.
It wasn't just frequent exercise that helped me lose weight. I 
started

eating healthy food, and now spinach, kale, beets, and other
vegetables are a permanent part of my diet. I wouldn't dream of 
saying

this last year, but steamed veggies are absolutely delicious!!

As for my future plans, I'm hoping to land myself a nice
programming-related job next year. I've never had a programming 
job,
most of the paid work I ever did was physical work, such as 
drilling

through bricks, rock, concrete, installing and repairing air
conditioners, installing central heating systems, lighting and
electrical work, and stuff like that.

I also want to and plan to study algorithms this year. Whenever 
some

algorithm-related discussion popped up in the newsgroups I would
typically avoid giving any input as most of the conversation 
would go
over my head. But I'm gonna bite down and study hard, I really 
want to

grok it.

Ok, so who's next who wants to share?



2013:

Got myself accepted and funded for a Physics PhD to do research 
in to data-analysis techniques for magnetic-containment fusion.


Completed my research masters, as a matter of fact I'm making the 
final corrections to my thesis now.


Started the PhD and I'm learning at a greatly accelerated rate 
compared to previous study. It's great.


Learned a lot more about various bits of programming, thanks 
mostly to D and its community. Cheers :)



2014:

Learning. Learning learning learning.

Research. Research research research.

I'd love to get back in to playing music regularly. Coding and 
reading textbooks/papers every waking hour is too much.


Get in shape. Again, too much time reading and coding.

Complete a few of my D related projects. I'm terrible for 
starting things and then abandoning them before they properly 
take shape.


Re: DIP 52 - Implicit conversions

2013-12-12 Thread Don
On Wednesday, 11 December 2013 at 21:00:19 UTC, Joseph Rushton 
Wakeling wrote:

On 11/12/13 13:44, Simen Kjærås wrote:
I've tried to figure out good ways to add some sorely-needed 
implicit
conversions to the language, but I'm sure there are details 
that need to be

ironed out. In other words - destroy!


Since you brought up std.complex: some of the issues here are 
subtle.  For example, it's appropriate to allow implicit 
conversion from numerical = Complex (although this can be done 
fairly readily by just calling complex(x) where x is a 
numerical type); it's also appropriate to allow implicit 
conversion from Imaginary = Complex; but it'd be wrong to 
allow implicit conversion from numerical = Imaginary.


Conversely, I'm not certain whether it'd be appropriate to 
allow implicit conversion Complex = numerical or Complex = 
Imaginary, even if the imaginary or real parts respectively 
were zero.


I don't think Imaginary should exist at all. Mathematically, it's 
nonsense.
It's exactly like defining a NegativeInteger. It has horrible 
properties, such as, it's not closed under multiplication!


I don't think there are many applications for pure imaginary 
numbers, I tried to come up with one but failed. Kahan only 
provides one example in his paper, and it's contrived. It 
eliminates one subtlety but introduces far more. In practice it 
is always far better to just operate directly on the real and 
imaginary parts.






Re: GuitarHero/RockBand fans... side project anyone?

2013-12-12 Thread Arjan

Have you heard of Frets on Fire? http://en.wikipedia.org/wiki/
Frets_on_Fire
I remember trying this out several years ago, though it didn't 
really have

that smoothe Guitar Hero feel.



Yes, it's fucking terrible. It's also written in Java, which 
might partly

explain the first bit...


I'm pretty sure it has been written in python (to prove one could 
write games using python), also there is FoFix a (better?) clone 
also python.


My kids do play FoFix from time to time. But nothing beats 
minecraft.


Re: DIP 52 - Implicit conversions

2013-12-12 Thread Joseph Rushton Wakeling

On 12/12/13 15:31, Don wrote:

I don't think Imaginary should exist at all. Mathematically, it's nonsense.
It's exactly like defining a NegativeInteger. It has horrible properties, such
as, it's not closed under multiplication!

I don't think there are many applications for pure imaginary numbers, I tried to
come up with one but failed. Kahan only provides one example in his paper, and
it's contrived. It eliminates one subtlety but introduces far more. In practice
it is always far better to just operate directly on the real and imaginary 
parts.


Well, there have been discussions and requests for it recently because of the 
errors that can arise when you take 2 numbers, one with a purely imaginary part, 
and multiply -- which arise out of the fact that then you have to contend with a 
0 * something calculation.  AFAICS there are also some benefits of precision 
that one can gain for some calculations.


Re: DIP 52 - Implicit conversions

2013-12-12 Thread Joseph Rushton Wakeling

On 12/12/13 00:08, Simen Kjærås wrote:

To be honest, I don't find that subtle - it's basic dimensional analysis. :p


The maths is simple, the subtleties come with the social side of managing a 
codebase and the potential for someone to want some feature because it serves 
their use-case, and a reviewer accidentally missing that it might open a 
horrible can of worms somewhere else ... :-)



I'm certain it would not. At least in my mind, that's almost as bad as allowing
implicit conversion from string to integer, based on the confused notion that it
*might* be valid.


TBH I agree.  I just didn't want to assume that there wasn't some valid case 
someone else might make, that I hadn't considered.




Re: DIP 52 - Implicit conversions

2013-12-12 Thread Joseph Rushton Wakeling

On 12/12/13 10:15, Simen Kjærås wrote:

Simply put, implicit conversions are not bad, nor good. They are exactly what
you use them for.


Conversely, sometimes you want to be able to say, absolutely explicitly, This 
function _must_ receive input of _this exact type_ with no implicit conversion 
allowed even if it normally would be.


You and I both encountered that with Don's BigInt code, and I found his solution 
to be elegant but fragile (inasmuch as it's easy for a later maintainer to 
misunderstand why it's the way it is and wrongly correct it).


So, you might want to factor that need also into your DIP.


Re: GuitarHero/RockBand fans... side project anyone?

2013-12-12 Thread Manu
On 13 December 2013 00:19, John Colvin john.loughran.col...@gmail.comwrote:

 On Thursday, 12 December 2013 at 12:57:42 UTC, Manu wrote:

 the
 drums on hardest difficulty is an accurate representation of the recording
 artist's skills.


 Well apart from dynamic control* and any real sense of groove/feel. There
 a lot more to being a drummer than just hitting the drums like a metronome
 with arms.
 Nevertheless, it's a lot more representative than the guitars and it does
 teach some of the necessary skills.

 *or did that get included later in the franchise?


Sure. But you can still work on those things while playing the game, those
aspects of your performance just won't be accurately recorded or scored.
My drums (from 'band hero', typically considered the best ones they ever
made) do report impact sensitivity, although it's not used by the game for
some reason.

For me, I never played drums, and there's a lot of motor skills required to
tightly synchronise all those limbs that are perfectly applicable skills I
developed while playing those games.
I was so sloppy synchronising hands and feet at first, and my left hand was
kinda gump, would never keep up with my right hand in rolls, and when i
tried to synchronise fast double kicks with hand rolls... keeping all those
motions tight is stuff I wouldn't have if I didn't play those games.


Re: GuitarHero/RockBand fans... side project anyone?

2013-12-12 Thread Francesco Cattoglio

On Thursday, 12 December 2013 at 14:38:54 UTC, Arjan wrote:
My kids do play FoFix from time to time. But nothing beats 
minecraft.

In terms of resource hog? Sure thing! :D


Re: GuitarHero/RockBand fans... side project anyone?

2013-12-12 Thread Manu
On 13 December 2013 00:38, Arjan ar...@ask.me.to wrote:

 Have you heard of Frets on Fire? http://en.wikipedia.org/wiki/
 Frets_on_Fire
 I remember trying this out several years ago, though it didn't really
 have
 that smoothe Guitar Hero feel.



 Yes, it's fucking terrible. It's also written in Java, which might partly
 explain the first bit...


 I'm pretty sure it has been written in python (to prove one could write
 games using python), also there is FoFix a (better?) clone also python.

 My kids do play FoFix from time to time. But nothing beats minecraft.


Oh yeah, you're probably right. I just remembered that it wasn't written in
a real language ;)
It doesn't feel very tight, and the synchronisation window is super wide. I
suspect this is because the libraries they use aren't really meant for
low-latency real-time use, and they have no access to the hardware/drivers
directly, so they have to allow for a huge margin of error.


Re: GuitarHero/RockBand fans... side project anyone?

2013-12-12 Thread Arjan

On Thursday, 12 December 2013 at 14:52:10 UTC, Manu wrote:

On 13 December 2013 00:38, Arjan ar...@ask.me.to wrote:


Have you heard of Frets on Fire? http://en.wikipedia.org/wiki/

Frets_on_Fire
I remember trying this out several years ago, though it 
didn't really

have
that smoothe Guitar Hero feel.




Yes, it's fucking terrible. It's also written in Java, which 
might partly

explain the first bit...



I'm pretty sure it has been written in python (to prove one 
could write
games using python), also there is FoFix a (better?) clone 
also python.


My kids do play FoFix from time to time. But nothing beats 
minecraft.




Oh yeah, you're probably right. I just remembered that it 
wasn't written in

a real language ;)
It doesn't feel very tight, and the synchronisation window is 
super wide. I
suspect this is because the libraries they use aren't really 
meant for
low-latency real-time use, and they have no access to the 
hardware/drivers

directly, so they have to allow for a huge margin of error.


I have no idea what is required for a game like that, but I've 
been on a project where python is used in machine control (wafer 
handling) at control frequencies / sampling rates up to 100Hz. 
Although 100Hz was not achieved easily. Indeed no direct access 
to hw/drivers from python it usually goes through c-wrappers.


Re: GuitarHero/RockBand fans... side project anyone?

2013-12-12 Thread Manu
On 13 December 2013 00:18, Francesco Cattoglio 
francesco.cattog...@gmail.com wrote:

 On Thursday, 12 December 2013 at 10:43:24 UTC, Manu wrote:

 I'm very keen to resurrect the project (well, start a new one, with clean
 code, in D).
 Are there any music game nerds hanging around here who would be interested
 in joining a side project like this? It's a lot more motivating, and much
 more fun to work in a small team.


 I absolutely agree, small teams keep you motivated and discussing ideas
 makes the work so much faster.
 I can tell you I am interested. I have been thinking about music-based
 games for quite a long time, and even took part of the team that produced a
 music-based game in a Videogame Design and Programming class in University.
 Unfortunately the group leader was... well... a bad leader in my opinion,
 and the tool used was Unity.

 This said, if you plan on starting your code from scratch, you might
 actually want to do something different from Guitar Hero. EG: Have you ever
 played Synaesthete? https://www.youtube.com/watch?v=Lp0Gasls0Sg

 I find it both amazing and ADDICTING AS HELL, every time I listen to the
 songs I feel like playing it over and over and over again.


It looks like Beatmania meets Geometry Wars meets... something that I can't
quite recall what it is.
It still has the element of a timed sequences against a music track, so
that maps perfectly. The presentation of that game is a project in itself,
but I don't see why such an extensible system shouldn't be supported.

For me, the entire point is to make a GH/RB engine. I want to play those
games, but I'm sick of swapping disc's all the time, and I also want to
open it up to a proper custom song community.
I like to make projects like that as extensible and customisable as
possible. You could add a Synaesthete plugin for instance, or probably more
universally, add support for any other instruments or presentation modes
people like. Bring back dance pad mode! ;)
The core of the work is an extensible frontend, and a good input
recognition system combined with tight synchronisation.

The frontend, UI, presentation, etc is probably 80% of the work. I can
probably knock the GAME part together in a weekend.
It needs a good extensible theme system where the front-end experience can
be scripted to mimic existing games, or evolved to do new and interesting
things that people can tinker with.
StepMania did this well. There were community skins for the official Dance
Dance Revolution games, but the default one extended the game in ways
Konami never did. People also added other game modes/styles on top of it
which made it an interesting game in its own right, even though it stated
as an engine/emulator for an existing game.
I think the starting point is important though to gain initial
users/contributors, who all agree on initial goals, ie, to accurately
emulate the GH/RB experience.


Re: GuitarHero/RockBand fans... side project anyone?

2013-12-12 Thread Jacob Carlborg

On 2013-12-12 11:43, Manu wrote:

So, I'm a massive fan of music games. I'll shamefully admit that I was
tragically addicted to Dance Dance Revolution about 10 years ago.
Recently, it's Guitar Hero and Rock Band.

I quite like the band ensemble games, they're good party games, and
great rhythm practise that's actually applicable to real instrument
skills too.


I wouldn't agree with that, at least not for Guitar Hero. I had issues 
with the timing. When I played I tried to time the music, but that 
didn't work. Instead I had to time the screen to get any points.



The problem is though, that Neversoft and Harmonix completely fucked up
the GH and RB franchises. Licensing problems, fragmented tracklists.
It's annoying that all the songs you want to play are spread across
literally 10 or so different games, and you need to constantly change
disc's if you want to play the songs you like.

I've been meaning to kick off a guitar hero clone since GH2 came out. I
started one years ago as a fork of my Guitar Hero song editor for PS2,
and I added support for drums before GH4 or RB were conceived, but then
when they announced those games they stole my thunder and it went into
hibernation.

I'm very keen to resurrect the project (well, start a new one, with
clean code, in D).
Are there any music game nerds hanging around here who would be
interested in joining a side project like this? It's a lot more
motivating, and much more fun to work in a small team.


Cool idea.

--
/Jacob Carlborg


Re: Inherent code performance advantages of D over C?

2013-12-12 Thread Adam D. Ruppe

On Thursday, 12 December 2013 at 12:21:31 UTC, Dicebot wrote:
I can't find code Adam used to provide minimal d runtime stubs 
to compile C-like programs but he was forced to use in-line 
assembly there in few cases. Can't remember details, sorry.


http://arsdnet.net/dcode/minimal.zip (not sure if it still 
compiles on new dmd, I haven't played with it for months and 
druntime is a moving target)


The main inline asm usage was to make system calls on Linux 
without libc or to poke the hardware on bare metal; there isn't a 
lot of it that is strictly necessary.


On Thursday, 12 December 2013 at 11:16:07 UTC, Dicebot wrote:

But it leaves you with a very
crippled language that does not even help you in sticking with
that crippled subset. At this point you really start asking
yourself - what does this give me over raw C to motivate the
transition? So far I don't see anything convincing.


There's still some nice benefits, you can use the compile time 
stuff of D, exceptions, classes, custom array types; a lot of the 
language actually works if you spend the time on it. Though i 
never did anything serious with it, I stopped at the proof of 
concept phase.


Re: DIP 52 - Implicit conversions

2013-12-12 Thread Andrei Alexandrescu

On 12/12/13 6:31 AM, Don wrote:

On Wednesday, 11 December 2013 at 21:00:19 UTC, Joseph Rushton Wakeling
wrote:

On 11/12/13 13:44, Simen Kjærås wrote:

I've tried to figure out good ways to add some sorely-needed implicit
conversions to the language, but I'm sure there are details that need
to be
ironed out. In other words - destroy!


Since you brought up std.complex: some of the issues here are subtle.
For example, it's appropriate to allow implicit conversion from
numerical = Complex (although this can be done fairly readily by just
calling complex(x) where x is a numerical type); it's also appropriate
to allow implicit conversion from Imaginary = Complex; but it'd be
wrong to allow implicit conversion from numerical = Imaginary.

Conversely, I'm not certain whether it'd be appropriate to allow
implicit conversion Complex = numerical or Complex = Imaginary, even
if the imaginary or real parts respectively were zero.


I don't think Imaginary should exist at all. Mathematically, it's nonsense.
It's exactly like defining a NegativeInteger. It has horrible
properties, such as, it's not closed under multiplication!

I don't think there are many applications for pure imaginary numbers, I
tried to come up with one but failed. Kahan only provides one example in
his paper, and it's contrived. It eliminates one subtlety but introduces
far more. In practice it is always far better to just operate directly
on the real and imaginary parts.


Great. I'm all for keeping it simple :o). Can you fix Kahan's example 
(or class of examples) with a glorious hack and call it a day?


Andrei




Re: DIP 52 - Implicit conversions

2013-12-12 Thread Joseph Rushton Wakeling

On 12/12/13 17:04, Andrei Alexandrescu wrote:

Great. I'm all for keeping it simple :o). Can you fix Kahan's example (or class
of examples) with a glorious hack and call it a day?


FWIW: I intend to land the Imaginary type code I've been working on, but I'll 
have no problem if it gets rejected out of hand; it's been a worthwhile learning 
exercise.  OTOH, if I can be pointed to Kahan's example, I can also take a look 
at workarounds for that instead.




Re: GuitarHero/RockBand fans... side project anyone?

2013-12-12 Thread Manu
On 13 December 2013 01:47, Jacob Carlborg d...@me.com wrote:

 On 2013-12-12 11:43, Manu wrote:

 So, I'm a massive fan of music games. I'll shamefully admit that I was
 tragically addicted to Dance Dance Revolution about 10 years ago.
 Recently, it's Guitar Hero and Rock Band.

 I quite like the band ensemble games, they're good party games, and
 great rhythm practise that's actually applicable to real instrument
 skills too.


 I wouldn't agree with that, at least not for Guitar Hero. I had issues
 with the timing. When I played I tried to time the music, but that didn't
 work. Instead I had to time the screen to get any points.


Sounds like your system was calibrated poorly, or there is latency in your
AV setup, or your TV/stereo is cheap. There's lots of sources of latency
that can affect those games. You just have to make sure to eliminate them
before you can play it properly.
I can easily play those games without looking at the screen at all. But I
did need to do some fiddling to get it properly synchronised. I felt about
30-40ms latency when I first switched to the 360 versions.
The old PS2 games were much better since they had no digital outputs,
there's no buffering anywhere along the chain. Still depends on your TV
displaying the signal it receives immediately though.

 The problem is though, that Neversoft and Harmonix completely fucked up
 the GH and RB franchises. Licensing problems, fragmented tracklists.
 It's annoying that all the songs you want to play are spread across
 literally 10 or so different games, and you need to constantly change
 disc's if you want to play the songs you like.

 I've been meaning to kick off a guitar hero clone since GH2 came out. I
 started one years ago as a fork of my Guitar Hero song editor for PS2,
 and I added support for drums before GH4 or RB were conceived, but then
 when they announced those games they stole my thunder and it went into
 hibernation.

 I'm very keen to resurrect the project (well, start a new one, with
 clean code, in D).
 Are there any music game nerds hanging around here who would be
 interested in joining a side project like this? It's a lot more
 motivating, and much more fun to work in a small team.


 Cool idea.

 --
 /Jacob Carlborg



Re: OT: Your accomplishments in 2013 and plans for 2014

2013-12-12 Thread Adam D. Ruppe
2013 was a very bizarre year for me; I ended up doing three 
things I never expected that I'd actually do: 1) got a dog, 2) 
joined a church, and 3) started writing a book (on D!)


My todo list for 2014, remember most of these probably won't 
actually get done:


* get my finances fixed up after a weak 2012 and downright awful 
2013. I might have to get a new job but I really don't want to do 
that. I like writing D from home, just my D clients don't have 
the cashflow like they used to :(


* Finish my D book in time for dconf. This is well ahead of the 
publisher's schedule, but they said if I can write it that fast, 
they'll move things up. Right now though, I'm barely keeping up 
with their deadlines so idk if this is realistic.


* speaking of dconf, I *might* even go this year, and visit my 
parents while i'm on that side of the country. But I've never 
been on a real airplane before and I kinda like it that way so 
we'll see.


* I want to get back into blogging. Been saying this for years 
but I really should actually do it. Same with writing some games, 
I really really want do write the RPG that I learned how to 
program to write one of these days!


* My candidates for std.net.http and arsd.minigui should be 
finished at some point too.



lol it is like my whole life revolves around D. But the rest of 
it I'll just do as it comes.


Re: OT: Your accomplishments in 2013 and plans for 2014

2013-12-12 Thread Dicebot
On Thursday, 12 December 2013 at 14:28:41 UTC, Joseph Rushton 
Wakeling wrote:

On 12/12/13 10:21, monarch_dodra wrote:
I'm actually baffled to hear that someone of your caliber has 
is not a
professional programmer. Passion and theory alone will only 
get you so far...

(IMO).


I don't know if this speaks to Andrej's situation, but you'd be 
amazed at how much it can matter in some countries that one 
doesn't have a degree or a professional qualification.  
Somehow an actual record of excellent work doesn't cut it in 
some places.


I think it is more of a stereotype nowadays. Still true for some 
extremely conservative areas like banking but in general 
companies become increasingly aware of fact that they simply 
can't afford that attitude anymore because of global lack of 
programmers. It has changed a lot as long as I have been 
observing the industry and I am only doing it for ~6 years.


Re: OT: Your accomplishments in 2013 and plans for 2014

2013-12-12 Thread Dicebot

On Thursday, 12 December 2013 at 16:21:38 UTC, Adam D. Ruppe
wrote:
* Finish my D book in time for dconf. This is well ahead of the 
publisher's schedule, but they said if I can write it that 
fast, they'll move things up. Right now though, I'm barely 
keeping up with their deadlines so idk if this is realistic.


Really looking forward that one :) Need moar books!


Re: OT: Your accomplishments in 2013 and plans for 2014

2013-12-12 Thread H. S. Teoh
On Thu, Dec 12, 2013 at 03:28:35PM +0100, Joseph Rushton Wakeling wrote:
 On 12/12/13 10:21, monarch_dodra wrote:
 I'm actually baffled to hear that someone of your caliber has is not
 a professional programmer. Passion and theory alone will only get you
 so far...  (IMO).
 
 I don't know if this speaks to Andrej's situation, but you'd be
 amazed at how much it can matter in some countries that one doesn't
 have a degree or a professional qualification.  Somehow an actual
 record of excellent work doesn't cut it in some places.
[...]

My dad was wise when he advised me, many years ago, to pursue higher
studies in spite of the fact that at the time I'd already mastered
assembly language programming and could easily pick up any language in a
short time. He told me that just because I had the ability doesn't
necessarily mean people would recognize it, and that having that piece
of paper (i.e., a degree) to show would open many doors. I'm very
thankful I took his advice.


T

-- 
Meat: euphemism for dead animal. -- Flora


Re: GuitarHero/RockBand fans... side project anyone?

2013-12-12 Thread John Colvin
On Thursday, 12 December 2013 at 15:47:48 UTC, Jacob Carlborg 
wrote:

On 2013-12-12 11:43, Manu wrote:
So, I'm a massive fan of music games. I'll shamefully admit 
that I was
tragically addicted to Dance Dance Revolution about 10 years 
ago.

Recently, it's Guitar Hero and Rock Band.

I quite like the band ensemble games, they're good party 
games, and
great rhythm practise that's actually applicable to real 
instrument

skills too.


I wouldn't agree with that, at least not for Guitar Hero. I had 
issues with the timing. When I played I tried to time the 
music, but that didn't work. Instead I had to time the screen 
to get any points.


As a lifelong musician this annoyed the hell out of me. The whole 
experience ends up like reading annoying flashy sheet music. Low 
latency is critical.


Re: GuitarHero/RockBand fans... side project anyone?

2013-12-12 Thread Manu
On 13 December 2013 02:28, John Colvin john.loughran.col...@gmail.comwrote:

 On Thursday, 12 December 2013 at 15:47:48 UTC, Jacob Carlborg wrote:

 On 2013-12-12 11:43, Manu wrote:

 So, I'm a massive fan of music games. I'll shamefully admit that I was
 tragically addicted to Dance Dance Revolution about 10 years ago.
 Recently, it's Guitar Hero and Rock Band.

 I quite like the band ensemble games, they're good party games, and
 great rhythm practise that's actually applicable to real instrument
 skills too.


 I wouldn't agree with that, at least not for Guitar Hero. I had issues
 with the timing. When I played I tried to time the music, but that didn't
 work. Instead I had to time the screen to get any points.


 As a lifelong musician this annoyed the hell out of me. The whole
 experience ends up like reading annoying flashy sheet music. Low latency is
 critical.


It is quite sad how few people seem to know how, or make the effort to
setup their system properly, or know what the typical sources of latency
are... or even that there's such a thing as latency in the first place.
It's possible to make it near-perfect... but when I go to other peoples
houses and try to play, it never is. And then I start fiddling with their
AV system for an hour while everyone get's angry at me and tells me it's
perfect, and have no idea what I'm fussing about _


Re: OT: Your accomplishments in 2013 and plans for 2014

2013-12-12 Thread Iain Buclaw
On 12 December 2013 14:24, Joseph Rushton Wakeling
joseph.wakel...@webdrake.net wrote:
 On 12/12/13 11:48, Iain Buclaw wrote:

 Sě, non č affatto buono.  Most of my recent friends (and my partner)

 have moved from Spain or Italy in the last year or two.  The street I
 live on has quite literally turned into a little italy.


 Quite apart from any other reason, you get loads of people coming to
 Brighton for the language schools, no?  But the sad thing is almost all the
 talented young Italians I know are considering when and how they should move
 somewhere else.


That we do - my Spanish neighbours actually only planned to stay in
the country for a year to learn English.  They have since decided to
stay for a further year, so I'm quite interested to see where they
will go with this delaying... :)



Re: GuitarHero/RockBand fans... side project anyone?

2013-12-12 Thread Joseph Rushton Wakeling

On 12/12/13 16:47, Jacob Carlborg wrote:

Instead I had to time the screen to get any points.


Not defending Guitar Hero here, but sometimes it is necessary to follow visual 
rather than sonic cues in performance -- e.g. the brass players and others at 
the back of a symphony orchestra will often play ahead of musicians at the very 
front, because the sound takes longer to get from them to the audience.  There's 
a lot of subtle internal stuff that goes on with different sections of the 
orchestra having to react and play differently in order to keep the whole 
together, and a lot of that needs to be be modulated by following visual cues of 
one kind or another from various different people, sometimes against the grain 
of what your ears are getting.


Then there are things like some extreme contemporary music where different 
musicians are effectively in different tempi -- you can play with a click-track, 
but sometimes it's easier or preferable to have flashing lights give you your 
own personal tempo.


Plugged-in performance isn't really my area, but it wouldn't surprise me if 
having to deal with latency is an occasional occupational challenge there -- can 
anyone confirm? :-)


Re: OT: Your accomplishments in 2013 and plans for 2014

2013-12-12 Thread Andrej Mitrovic
On 12/12/13, Dicebot pub...@dicebot.lv wrote:
 surprisingly got accepted. Moved to Berlin. Have discovered that
 I completely dislike Germany / Berlin but working with D is just
 too good to just move somewhere else :)

What didn't you like about Berlin?


Re: DIP 52 - Implicit conversions

2013-12-12 Thread Andrei Alexandrescu

On 12/12/13 8:09 AM, Joseph Rushton Wakeling wrote:

On 12/12/13 17:04, Andrei Alexandrescu wrote:

Great. I'm all for keeping it simple :o). Can you fix Kahan's example
(or class
of examples) with a glorious hack and call it a day?


FWIW: I intend to land the Imaginary type code I've been working on, but
I'll have no problem if it gets rejected out of hand; it's been a
worthwhile learning exercise.  OTOH, if I can be pointed to Kahan's
example, I can also take a look at workarounds for that instead.


A few searches returned this:

http://www.eecs.berkeley.edu/Pubs/TechRpts/1992/6127.html

The PDF is a scan...


Andrei



Re: Inherent code performance advantages of D over C?

2013-12-12 Thread Walter Bright

On 12/12/2013 3:16 AM, Dicebot wrote:

To remove all smart
side-effects in D you need to get rid of all druntime, avoid
using some language features and resort to inline assembly
relatively often.


I don't see why you'd have to resort to inline assembler in D any more than in 
C.


But it leaves you with a very crippled language


Not more crippled than C is.


that does not even help you in sticking with that crippled subset.


Is there a point to having a compiler flag that'll warn you if you use pure?


At this point you really start asking
yourself - what does this give me over raw C to motivate the
transition? So far I don't see anything convincing.


Off the top of my head:

1. compile speed
2. dependable sizes of basic types
3. unicode
4. wchar_t that is actually usable
5. thread local storage
6. no global errno being set by the math library functions
7. proper IEEE 754 floating point
8. no preprocessor madness
9. modules
10. being able to pass array types to functions without them degenerating to 
pointers
11. inline assembler being a part of the language rather than an extension that 
is in a markedly different format for every compiler

12. forward referencing (no need to declare everything twice)
13. no need for .h files
14. no ridonculous struct tag name space with all those silly

typedef struct S { ... } S;

declarations.
15. no need for precompiled headers
16. struct alignment as a language feature rather than an ugly extension kludge
17. no #include guard kludges
18. #define BEGIN { is thankfully not possible
19. no need for global variables when qsorting
20. no global locale madness

And if you use D features even modestly, such as auto, purity, out variables, 
@safe, const, etc., you can get a large improvement in clarity in function APIs.





Re: DIP 52 - Implicit conversions

2013-12-12 Thread Joseph Rushton Wakeling

On 12/12/13 18:59, Andrei Alexandrescu wrote:

A few searches returned this:

http://www.eecs.berkeley.edu/Pubs/TechRpts/1992/6127.html


Thanks! :-)



Re: GuitarHero/RockBand fans... side project anyone?

2013-12-12 Thread Iain Buclaw
On 12 December 2013 17:43, Joseph Rushton Wakeling
joseph.wakel...@webdrake.net wrote:
 On 12/12/13 16:47, Jacob Carlborg wrote:

 Instead I had to time the screen to get any points.


 Not defending Guitar Hero here, but sometimes it is necessary to follow
 visual rather than sonic cues in performance -- e.g. the brass players and
 others at the back of a symphony orchestra will often play ahead of
 musicians at the very front, because the sound takes longer to get from them
 to the audience.  There's a lot of subtle internal stuff that goes on with
 different sections of the orchestra having to react and play differently in
 order to keep the whole together, and a lot of that needs to be be modulated
 by following visual cues of one kind or another from various different
 people, sometimes against the grain of what your ears are getting.


You know, I've never had that... but then again I haven't had the
fortune of being in a band where distance between the first and back
musicians is  200 metres.  (Because sound doesn't travel *that* slow
;)

 Then there are things like some extreme contemporary music where different
 musicians are effectively in different tempi -- you can play with a
 click-track, but sometimes it's easier or preferable to have flashing lights
 give you your own personal tempo.

 Plugged-in performance isn't really my area, but it wouldn't surprise me if
 having to deal with latency is an occasional occupational challenge there --
 can anyone confirm? :-)

Only in the recording studio - if the time it takes for sound to leave
your instrument, into the microphone, through the walls into the
studio booth, into the mixer (and assuming digital) from the mixer to
the sound card, to the DAW software mixer which is taking the
recording and mixing it in with the playing tracks (optional live
effects processing being done) back to the sound card, to the mixer,
through the walls into the studio room, into the headphones of the
receiver playing the instrument...  is greater than 22ms, then the
person playing experiences a delay in the time he plays to the time he
hears himself in the song.  If that happens, you are not in a good
situation. =)


Re: GuitarHero/RockBand fans... side project anyone?

2013-12-12 Thread Joseph Rushton Wakeling

On 12/12/13 19:15, Iain Buclaw wrote:

You know, I've never had that... but then again I haven't had the
fortune of being in a band where distance between the first and back
musicians is  200 metres.  (Because sound doesn't travel *that* slow
;)


Well, it's not _just_ about the speed of sound, there are also things like the 
speed of attack of different instruments and so on.


Then again, ever been to a performance of one of those pieces that ask for some 
musicians to be placed in different locations round the back of the concert hall 
for spatial effects?  Things can get fun with that ... :-)



Only in the recording studio - if the time it takes for sound to leave
your instrument, into the microphone, through the walls into the
studio booth, into the mixer (and assuming digital) from the mixer to
the sound card, to the DAW software mixer which is taking the
recording and mixing it in with the playing tracks (optional live
effects processing being done) back to the sound card, to the mixer,
through the walls into the studio room, into the headphones of the
receiver playing the instrument...  is greater than 22ms, then the
person playing experiences a delay in the time he plays to the time he
hears himself in the song.  If that happens, you are not in a good
situation. =)


So, if your latency is 22ms, think of how that corresponds to sound travelling 
in space: you only need to be separated by about 7.5m for that kind of delay to 
kick in.


Re: Inherent code performance advantages of D over C?

2013-12-12 Thread Adam D. Ruppe
On Thursday, 12 December 2013 at 17:56:12 UTC, Walter Bright 
wrote:

5. thread local storage


I think this is a negative. D's TLS has caused me more problems 
than it has fixed: for example, if you write an in-process COM 
server in Windows XP, it will crash the host application if you 
hit almost any druntime call. Why? Because the TLS stuff isn't 
set up properly when the dll is loaded.


Windows Vista managed to fix this, but there's a lot of people 
who use XP, and this is a big problem.


Same thing running D on bare metal. Maybe I can fix this by 
setting up the segment registers or reading the executable, idk, 
but __gshared just works in that environment, whereas tls doesn't.


As I understand it, the Android and Macintosh operating systems 
has, or at least had, TLS problems too.



I agree with the rest of them, but D's default TLS has been a big 
pain to me.


Re: GuitarHero/RockBand fans... side project anyone?

2013-12-12 Thread John Colvin

On Thursday, 12 December 2013 at 17:04:32 UTC, Manu wrote:
On 13 December 2013 02:28, John Colvin 
john.loughran.col...@gmail.comwrote:


On Thursday, 12 December 2013 at 15:47:48 UTC, Jacob Carlborg 
wrote:



On 2013-12-12 11:43, Manu wrote:

So, I'm a massive fan of music games. I'll shamefully admit 
that I was
tragically addicted to Dance Dance Revolution about 10 years 
ago.

Recently, it's Guitar Hero and Rock Band.

I quite like the band ensemble games, they're good party 
games, and
great rhythm practise that's actually applicable to real 
instrument

skills too.



I wouldn't agree with that, at least not for Guitar Hero. I 
had issues
with the timing. When I played I tried to time the music, but 
that didn't

work. Instead I had to time the screen to get any points.



As a lifelong musician this annoyed the hell out of me. The 
whole
experience ends up like reading annoying flashy sheet music. 
Low latency is

critical.



It is quite sad how few people seem to know how, or make the 
effort to
setup their system properly, or know what the typical sources 
of latency
are... or even that there's such a thing as latency in the 
first place.
It's possible to make it near-perfect... but when I go to other 
peoples
houses and try to play, it never is. And then I start fiddling 
with their
AV system for an hour while everyone get's angry at me and 
tells me it's

perfect, and have no idea what I'm fussing about _


You just described my life :p


Re: GuitarHero/RockBand fans... side project anyone?

2013-12-12 Thread John Colvin
On Thursday, 12 December 2013 at 18:31:58 UTC, Joseph Rushton 
Wakeling wrote:

On 12/12/13 19:15, Iain Buclaw wrote:
You know, I've never had that... but then again I haven't had 
the
fortune of being in a band where distance between the first 
and back
musicians is  200 metres.  (Because sound doesn't travel 
*that* slow

;)


Well, it's not _just_ about the speed of sound, there are also 
things like the speed of attack of different instruments and so 
on.


Then again, ever been to a performance of one of those pieces 
that ask for some musicians to be placed in different locations 
round the back of the concert hall for spatial effects?  Things 
can get fun with that ... :-)


Only in the recording studio - if the time it takes for sound 
to leave
your instrument, into the microphone, through the walls into 
the
studio booth, into the mixer (and assuming digital) from the 
mixer to

the sound card, to the DAW software mixer which is taking the
recording and mixing it in with the playing tracks (optional 
live
effects processing being done) back to the sound card, to the 
mixer,
through the walls into the studio room, into the headphones of 
the
receiver playing the instrument...  is greater than 22ms, then 
the
person playing experiences a delay in the time he plays to the 
time he
hears himself in the song.  If that happens, you are not in a 
good

situation. =)


So, if your latency is 22ms, think of how that corresponds to 
sound travelling in space: you only need to be separated by 
about 7.5m for that kind of delay to kick in.


Delay between people isn't really the problem, it's delay in 
hearing yourself that's the killer. Although 22ms is the normally 
quoted limit for noticing the latency, it actually depends on 
frequency. Even regardless of frequency, i typically find that 
anything less than 64ms is ok, less than 128ms is just about 
bearable and anything more is a serious problem for recording a 
tight-sounding performance.


Re: GuitarHero/RockBand fans... side project anyone?

2013-12-12 Thread John Colvin
On Thursday, 12 December 2013 at 17:43:57 UTC, Joseph Rushton 
Wakeling wrote:
Plugged-in performance isn't really my area, but it wouldn't 
surprise me if having to deal with latency is an occasional 
occupational challenge there -- can anyone confirm? :-)


It's a big deal when recording. Low latency drivers for lower-end 
audio interfaces are a constant source of problems, and it's 
common to run out of time in the prescribed latency (defined by 
buffer size and the sample rate) to do the audio processing you 
want, leading to having to render things offline or use less cpu 
intensive plugins.


Digital mixers of the sort that are ubiqitous at modern gigs have 
had a lot of work put in to them to achieve as much as possible 
at as low a latency as possible.


Re: Inherent code performance advantages of D over C?

2013-12-12 Thread Walter Bright

On 12/12/2013 10:46 AM, Adam D. Ruppe wrote:

I agree with the rest of them, but D's default TLS has been a big pain to me.


You're right that TLS on XP with DLLs is a miserable problem. Fortunately, with 
TLS now standard at least in C++, this problem is going away.


And, of course, you can use __gshared instead.


Re: GuitarHero/RockBand fans... side project anyone?

2013-12-12 Thread Jacob Carlborg

On 2013-12-12 17:16, Manu wrote:


Sounds like your system was calibrated poorly, or there is latency in
your AV setup, or your TV/stereo is cheap. There's lots of sources of
latency that can affect those games. You just have to make sure to
eliminate them before you can play it properly.
I can easily play those games without looking at the screen at all. But
I did need to do some fiddling to get it properly synchronised. I felt
about 30-40ms latency when I first switched to the 360 versions.
The old PS2 games were much better since they had no digital outputs,
there's no buffering anywhere along the chain. Still depends on your TV
displaying the signal it receives immediately though.


Most likely a calibration issue. I don't own Guitar Hero myself so I've 
never tired to calibrate it.


--
/Jacob Carlborg


Re: Inherent code performance advantages of D over C?

2013-12-12 Thread Max Samukha
On Thursday, 12 December 2013 at 17:56:12 UTC, Walter Bright 
wrote:


11. inline assembler being a part of the language rather than 
an extension that is in a markedly different format for every 
compiler


Ahem. If we admit that x86 is not the only ISA in exsistence, 
then what is (under)specified here http://dlang.org/iasm.html is 
a platform-specific extension.


Re: Inherent code performance advantages of D over C?

2013-12-12 Thread H. S. Teoh
On Thu, Dec 12, 2013 at 08:57:42PM +0100, Max Samukha wrote:
 On Thursday, 12 December 2013 at 17:56:12 UTC, Walter Bright wrote:
 
 11. inline assembler being a part of the language rather than an
 extension that is in a markedly different format for every
 compiler
 
 Ahem. If we admit that x86 is not the only ISA in exsistence, then
 what is (under)specified here http://dlang.org/iasm.html is a
 platform-specific extension.

I've always wondered about that. What is D supposed to do with asm
blocks when compiling for a CPU that *isn't* x86?? What *should* a
conforming compiler do? Translate x86 asm into the target CPU's
instructions?  Abort compilation? None of those options sound
particularly appealing to me.


T

-- 
Let's not fight disease by killing the patient. -- Sean 'Shaleh' Perry


Re: Inherent code performance advantages of D over C?

2013-12-12 Thread Walter Bright

On 12/12/2013 11:57 AM, Max Samukha wrote:

On Thursday, 12 December 2013 at 17:56:12 UTC, Walter Bright wrote:


11. inline assembler being a part of the language rather than an extension
that is in a markedly different format for every compiler


Ahem. If we admit that x86 is not the only ISA in exsistence, then what is
(under)specified here http://dlang.org/iasm.html is a platform-specific 
extension.


I know of at least 3 different C x86 inline assembler syntaxes. This is not 
convenient, to say the least.


Re: Inherent code performance advantages of D over C?

2013-12-12 Thread Max Samukha
On Thursday, 12 December 2013 at 20:06:37 UTC, Walter Bright 
wrote:

On 12/12/2013 11:57 AM, Max Samukha wrote:
On Thursday, 12 December 2013 at 17:56:12 UTC, Walter Bright 
wrote:


11. inline assembler being a part of the language rather than 
an extension

that is in a markedly different format for every compiler


Ahem. If we admit that x86 is not the only ISA in exsistence, 
then what is
(under)specified here http://dlang.org/iasm.html is a 
platform-specific extension.


I know of at least 3 different C x86 inline assembler syntaxes. 
This is not convenient, to say the least.


I know that too. I appreciate that you attempted to standardize 
the asm for x86. But the question is what to do about other 
targets? What about ARM, MIL, LLVM IR or whatever low-level 
target a D compiler may compile too? Will those be standardized 
as part of the language?


Re: GuitarHero/RockBand fans... side project anyone?

2013-12-12 Thread Joseph Rushton Wakeling

On 12/12/13 19:52, John Colvin wrote:

Delay between people isn't really the problem, it's delay in hearing yourself
that's the killer.


Think people listening to people they hear with delay for their musical cues, 
and the people they are listening to listening to _them_ for their musical cues, 
and the feedback effect that might result ... :-)  You have to get used to the 
fact that the right time to play may sound like the wrong time to play relative 
to some other group spatially separated from you.


By the same token, if everyone plays precisely with the conductor, they don't 
actually play precisely together as far as the audience is concerned, which is 
why professional orchestras tend to play a bit behind the conductor's beat.


Re: Inherent code performance advantages of D over C?

2013-12-12 Thread Walter Bright

On 12/12/2013 12:16 PM, Max Samukha wrote:

But the question is what to do about other targets? What about ARM, MIL, LLVM IR
or whatever low-level target a D compiler may compile too? Will those be
standardized as part of the language?


I certainly think they ought to be.


Re: Inherent code performance advantages of D over C?

2013-12-12 Thread Paulo Pinto

Am 12.12.2013 21:08, schrieb H. S. Teoh:

On Thu, Dec 12, 2013 at 08:57:42PM +0100, Max Samukha wrote:

On Thursday, 12 December 2013 at 17:56:12 UTC, Walter Bright wrote:


11. inline assembler being a part of the language rather than an
extension that is in a markedly different format for every
compiler


Ahem. If we admit that x86 is not the only ISA in exsistence, then
what is (under)specified here http://dlang.org/iasm.html is a
platform-specific extension.


I've always wondered about that. What is D supposed to do with asm
blocks when compiling for a CPU that *isn't* x86?? What *should* a
conforming compiler do? Translate x86 asm into the target CPU's
instructions?  Abort compilation? None of those options sound
particularly appealing to me.


T




I already argued a few times here that although inline assembly seems 
convenient, I do favour the use of external macro assemblers.


There will always be some ISAs that are more special than others. So I 
rather have clean higher level code that drops out to assembly, that 
having version() for each processor and lack thereof.


So far I have only used dmd, but as far as I know both gdc and ldc don't 
follow the same asm syntax anyway.


--
Paulo



Re: Inherent code performance advantages of D over C?

2013-12-12 Thread Walter Bright

On 12/12/2013 12:08 PM, H. S. Teoh wrote:

I've always wondered about that. What is D supposed to do with asm
blocks when compiling for a CPU that *isn't* x86??


Give an error. asm blocks should be protected with version statements for the 
CPU type. The asm format should be what the CPU manufacturer lists as the format 
in their CPU data sheets.




Re: Inherent code performance advantages of D over C?

2013-12-12 Thread Max Samukha
On Thursday, 12 December 2013 at 20:24:19 UTC, Walter Bright 
wrote:

On 12/12/2013 12:16 PM, Max Samukha wrote:
But the question is what to do about other targets? What about 
ARM, MIL, LLVM IR
or whatever low-level target a D compiler may compile too? 
Will those be

standardized as part of the language?


I certainly think they ought to be.


Don't you find it somewhat alarming that both alternative 
compilers follow neither the standard inline asm nor ABI? Maybe 
it would be wiser to call those standard extentions or whatever 
than claiming they are part of the language?


Re: GuitarHero/RockBand fans... side project anyone?

2013-12-12 Thread Rémy Mouëza
If, when writting mini and communication processing, you meant MIDI 
(Musical Instrument Digital Interface) instead of mini, you may be 
interesting by my bindings to the RtMidi library:

 - https://github.com/remy-j-a-moueza/drtmidi
 - RtMidi website: http://www.music.mcgill.ca/~gary/rtmidi/index.html

On 12/12/2013 11:43 AM, Manu wrote:

So, I'm a massive fan of music games. I'll shamefully admit that I was
tragically addicted to Dance Dance Revolution about 10 years ago.
Recently, it's Guitar Hero and Rock Band.

I quite like the band ensemble games, they're good party games, and
great rhythm practise that's actually applicable to real instrument
skills too.

The problem is though, that Neversoft and Harmonix completely fucked up
the GH and RB franchises. Licensing problems, fragmented tracklists.
It's annoying that all the songs you want to play are spread across
literally 10 or so different games, and you need to constantly change
disc's if you want to play the songs you like.

I've been meaning to kick off a guitar hero clone since GH2 came out. I
started one years ago as a fork of my Guitar Hero song editor for PS2,
and I added support for drums before GH4 or RB were conceived, but then
when they announced those games they stole my thunder and it went into
hibernation.

I'm very keen to resurrect the project (well, start a new one, with
clean code, in D).
Are there any music game nerds hanging around here who would be
interested in joining a side project like this? It's a lot more
motivating, and much more fun to work in a small team.

It's an interesting union of skills; rendering, audio processing,
super-low-latency synchronisation, mini and communications processing,
animation, UI and presentation.

I have done all this stuff commercially, so I can act as a sort of
project lead of people are interested, but haven't tried to write that
sort of software before.

It also seems like a good excuse to kick off a fairly large scale and
performance intensive D project, which I like to do from time to time.




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