Re: DDocs.org: auto-generated documentation for all DUB projects (WIP)

2015-02-15 Thread Kiith-Sa via Digitalmars-d-announce
On Thursday, 12 February 2015 at 15:27:14 UTC, Andrej Mitrovic 
wrote:

On 2/10/15, Kiith-Sa via Digitalmars-d-announce
digitalmars-d-announce@puremagic.com wrote:

DDocs.org (http://ddocs.org)


It would be nice to be able to jump to the project's hosted 
repository
in the docs page (maybe generate a github icon with a link 
somewhere?)


E.g. I'm here: http://ddocs.org/bloom/latest/dawg/bloom.html

But want to get the link to the github repository. I'd have to 
go to

the homepage and search for the package.


Good idea, added the feature.


Re: DDocs.org: auto-generated documentation for all DUB projects (WIP)

2015-02-11 Thread Kiith-Sa via Digitalmars-d-announce
On Wednesday, 11 February 2015 at 08:41:26 UTC, Mathias LANG 
wrote:

On Tuesday, 10 February 2015 at 22:40:18 UTC, Kiith-Sa wrote:
DDocs.org (http://ddocs.org) is a repository of documentation 
for DUB projects that automatically re-generates docs as new 
projects/releases/branch changes are added.


The idea is to make documenting D projects as simple as 
possible, to the point where you don't need to do any work to 
get documentation for your project other than adding it to the 
DUB registry. Also, users can now browse documentation for DUB 
projects even if the author was too lazy to generate it 
themselves (assuming thy did include some documentation 
comments).



Note that this is still in a very early stage, it was put 
together in a very quick-and-dirty style by a person with 
little webdev experience. Currently it just scans 
`code.dlang.org`, looking for changes (yes, I know, this will 
break as soon as code.dlang.org changes, I plan to raise 
issue/s (PRs?) to the dub registry project so it can have a 
full/stable API, but I wanted to get something to work *right 
now*.


Code is here:

* ddocs.org: https://github.com/kiith-sa/ddocs.org
* hmod-dub: https://github.com/kiith-sa/hmod-dub
* harbored-mod: https://github.com/kiith-sa/harbored-mod



Background:

When optimizing harbored-mod by testing it on big D projects 
(gtk-d, tango, vibe.d, etc.), I wrote a simple tool to 
fetch/generate docs for any DUB project; I got carried away 
and used that as base for a tool that checks for changes in 
the DUB registry and generates docs for all projects.


Awesome ! I've wanted to do it for quite some time, I think 
it's really important we get that as a part of code.dlang.org 
(as well as compatibility badges, but that's another story.


Regarding the macros: I recently completed the set of 
definitions in libddoc ( 
https://github.com/economicmodeling/libddoc/commit/82fcd8fdcdfe0809437f2415361ef92ee21a5c12 
), so if you're based on Harbored, you should have everything 
you need. I'm currently working on a fully compliant macro 
parser in libddoc. The macro WEB is not part of the standard 
definition, it's part of dlang.org's definitions, which you can 
find on Github (.ddoc files).
More precisely, it's defined in html.ddoc ( 
https://github.com/D-Programming-Language/dlang.org/blob/master/html.ddoc 
).
I guess it can make sense to had that file included by default, 
but at the same time I'd like to avoid projects documentation 
to rely on non-standard behavior.


Yes, I'm using libddoc (not current harbored directly - using a 
fork) so those builtin macros already work. I don't want to 
include all the phobos/dlang.org macros, but I will add them on 
case-by-case basis when people use them in their projects' docs 
so the docs still work.


Re: DDocs.org: auto-generated documentation for all DUB projects (WIP)

2015-02-11 Thread Kiith-Sa via Digitalmars-d-announce

Great work. I noticed a few mistakes in the layout:

div.main-description
{
width: 160%;

should be 100%

The e-o , p-z links are overlapping the arrow symbols.

http://ddocs.org/favicon.ico is a 404


The CSS is actually correct, I'm using display: flex for the 
intro/developer info.
I added prefixes so it works in browsers like Safari that don't 
yet support the official syntax. It'll still look ugly in IE9 and 
older (and frankly, I don't see that as an issue).  Same with the 
arrows/links, where I'm using transform: rotate().


Browser support for these features:
http://caniuse.com/#feat=flexbox
http://caniuse.com/#feat=transforms2d

Also, added a favicon (just a png of the dlang.org favicon).


Re: DDocs.org: auto-generated documentation for all DUB projects (WIP)

2015-02-10 Thread Kiith-Sa via Digitalmars-d-announce

On Tuesday, 10 February 2015 at 23:53:19 UTC, MrSmith wrote:

On Tuesday, 10 February 2015 at 22:40:18 UTC, Kiith-Sa wrote:
DDocs.org (http://ddocs.org) is a repository of documentation 
for DUB projects that automatically re-generates docs as new 
projects/releases/branch changes are added.


The idea is to make documenting D projects as simple as 
possible, to the point where you don't need to do any work to 
get documentation for your project other than adding it to the 
DUB registry. Also, users can now browse documentation for DUB 
projects even if the author was too lazy to generate it 
themselves (assuming thy did include some documentation 
comments).



Note that this is still in a very early stage, it was put 
together in a very quick-and-dirty style by a person with 
little webdev experience. Currently it just scans 
`code.dlang.org`, looking for changes (yes, I know, this will 
break as soon as code.dlang.org changes, I plan to raise 
issue/s (PRs?) to the dub registry project so it can have a 
full/stable API, but I wanted to get something to work *right 
now*.


Code is here:

* ddocs.org: https://github.com/kiith-sa/ddocs.org
* hmod-dub: https://github.com/kiith-sa/hmod-dub
* harbored-mod: https://github.com/kiith-sa/harbored-mod



Background:

When optimizing harbored-mod by testing it on big D projects 
(gtk-d, tango, vibe.d, etc.), I wrote a simple tool to 
fetch/generate docs for any DUB project; I got carried away 
and used that as base for a tool that checks for changes in 
the DUB registry and generates docs for all projects.


That is pretty cool! I will put a link to it in all my project 
readmes.


I've noticed that License: a$(WEB boost.org/LICENSE_1_0.txt, 
Boost License 1.0). gets rendered as a.

Am I doing it wrong?


There's a bunch of macros used in many D projects not documented 
in the language reference. They seem to be defined somewhere in 
Phobos/Druntime (? - not sure), not really built in, but I add 
them as I find them so compatibility is kept. Added $WEB to 
harbored-mod now. There already also is LINK, LINK2, and HTTP... 
and of course Markdown [link](http://link.org) - but that doesn't 
work with plain DDoc generators.


The change can take a while to propagate to your packages as 
ddocs.org waits a few days before regenerating docs for releases 
that already have docs generated and 2 days for known branches 
(~master) so it doesn't constantly regenerate docs for everything 
- it is feasible now but won't be if the DUB registry gets bigger 
as fast as I expect.


DDocs.org: auto-generated documentation for all DUB projects (WIP)

2015-02-10 Thread Kiith-Sa via Digitalmars-d-announce
DDocs.org (http://ddocs.org) is a repository of documentation for 
DUB projects that automatically re-generates docs as new 
projects/releases/branch changes are added.


The idea is to make documenting D projects as simple as possible, 
to the point where you don't need to do any work to get 
documentation for your project other than adding it to the DUB 
registry. Also, users can now browse documentation for DUB 
projects even if the author was too lazy to generate it 
themselves (assuming thy did include some documentation comments).



Note that this is still in a very early stage, it was put 
together in a very quick-and-dirty style by a person with little 
webdev experience. Currently it just scans `code.dlang.org`, 
looking for changes (yes, I know, this will break as soon as 
code.dlang.org changes, I plan to raise issue/s (PRs?) to the dub 
registry project so it can have a full/stable API, but I wanted 
to get something to work *right now*.


Code is here:

* ddocs.org: https://github.com/kiith-sa/ddocs.org
* hmod-dub: https://github.com/kiith-sa/hmod-dub
* harbored-mod: https://github.com/kiith-sa/harbored-mod



Background:

When optimizing harbored-mod by testing it on big D projects 
(gtk-d, tango, vibe.d, etc.), I wrote a simple tool to 
fetch/generate docs for any DUB project; I got carried away and 
used that as base for a tool that checks for changes in the DUB 
registry and generates docs for all projects.


Re: Harbored-mod (doc generator) 0.2: Cross-referencing, methods/fields no longer in separate files

2015-02-01 Thread Kiith-Sa via Digitalmars-d-announce



Atleast on chrome win7 the font is absolutely awful.


Could you post a screenshot? I mostly just use the default sans 
which can result in any font being used based on the OS,




Also any chance that it could output json to represent modules 
instead of html?


Very unlikely in near future, I've refactored *most* HTML writing 
code but the rest would still need a lot of work, and then 
there'd be a non-trivial chunk of HTMLWriter code to rewrite 
(1k lines), which would likely result in finding finding more 
deficencies in separation of HTML writing from the rest of the 
code.


Re: Harbored-mod (doc generator) 0.2: Cross-referencing, methods/fields no longer in separate files

2015-02-01 Thread Kiith-Sa via Digitalmars-d-announce
On Sunday, 1 February 2015 at 13:40:29 UTC, Rikki Cattermole 
wrote:

On 2/02/2015 2:36 a.m., Kiith-Sa wrote:



Atleast on chrome win7 the font is absolutely awful.


Could you post a screenshot? I mostly just use the default 
sans which

can result in any font being used based on the OS,


http://imgur.com/JvbjN9o


Not sure why Windows interprets 'sans' as 'serif', but it should 
at least use sans (Verdana on Windows) now.


Harbored-mod (doc generator) 0.2: Cross-referencing, methods/fields no longer in separate files

2015-01-31 Thread Kiith-Sa via Digitalmars-d-announce

Harbored-mod (https://github.com/kiith-sa/harbored-mod) is a
documentation generator based on Brian Schott's Harbored that
supports both DDoc and Markdown in documentation comments.

--
Examples of generated docs
--

* Public imports in a package.d:
  http://defenestrate.eu/docs/tharsis-core/api/tharsis/entity.html
* Class with a template parameter, member functions and aliases:
  
http://defenestrate.eu/docs/tharsis-core/api/tharsis/entity/entitymanager/EntityManager.html

* Simple DDoc See_Also: section:
  
http://defenestrate.eu/docs/tharsis-core/api/tharsis/entity/componenttypeinfo/ImmutableRawComponent.html

* Note: DDoc section with some markdown:
  
http://defenestrate.eu/docs/tharsis-core/api/tharsis/entity/processtypeinfo.html#prioritizeProcessOverloads



--
Release highlights
--

* Automatic cross-referencing in code blocks and inline code

* New (and now default) output format: aggregated HTML;
  generate documentation files only for aggregates (modules,
  structs, classes, etc.) and document non-aggregate members
  (functions, variables, etc.) in these files.

  The previous, DDox compatible format, where a separate file
  is generated for every symbol, is still supported through
  the `--format=html-simple` option.

* Various style and usability improvements
* Major refactoring
* Many bugfixes


Full changelog:
https://github.com/kiith-sa/harbored-mod/releases/tag/v0.2.0


Re: Harbored-mod (doc generator) 0.2: Cross-referencing, methods/fields no longer in separate files

2015-01-31 Thread Kiith-Sa via Digitalmars-d-announce

On Saturday, 31 January 2015 at 17:43:49 UTC, jklp wrote:

On Saturday, 31 January 2015 at 15:31:37 UTC, Kiith-Sa wrote:

Harbored-mod (https://github.com/kiith-sa/harbored-mod) is a
documentation generator based on Brian Schott's Harbored that
supports both DDoc and Markdown in documentation comments.

--
Examples of generated docs
--

* Public imports in a package.d:
 
http://defenestrate.eu/docs/tharsis-core/api/tharsis/entity.html
* Class with a template parameter, member functions and 
aliases:
 
http://defenestrate.eu/docs/tharsis-core/api/tharsis/entity/entitymanager/EntityManager.html

* Simple DDoc See_Also: section:
 
http://defenestrate.eu/docs/tharsis-core/api/tharsis/entity/componenttypeinfo/ImmutableRawComponent.html

* Note: DDoc section with some markdown:
 
http://defenestrate.eu/docs/tharsis-core/api/tharsis/entity/processtypeinfo.html#prioritizeProcessOverloads



--
Release highlights
--

* Automatic cross-referencing in code blocks and inline code

* New (and now default) output format: aggregated HTML;
 generate documentation files only for aggregates (modules,
 structs, classes, etc.) and document non-aggregate members
 (functions, variables, etc.) in these files.

 The previous, DDox compatible format, where a separate file
 is generated for every symbol, is still supported through
 the `--format=html-simple` option.

* Various style and usability improvements
* Major refactoring
* Many bugfixes


Full changelog:
https://github.com/kiith-sa/harbored-mod/releases/tag/v0.2.0


Hello i get an error while trying to compile it on Win32, with 
dmd 2066.1:


 Error 42: Symbol Undefined 
_D3std5array40__T5emptyTE14symboldatabase10SymbolTypeZ5emptyFNaNbNdNiNfxAE14symboldatabase10SymbolTypeZb


demangled: pure nothrow @property @nogc @safe bool 
std.array.empty!(symboldatabase.SymbolType).empty(const(symboldatabase.SymbolType[]))


the error only happend since commit 
05ab80052d1b7d1dc3b1ff38c30addd9df7f3db4


otherwise thx for this nice software.


Thanks for detecting the error/commit.

Unfortunately I have no way to test on Win32 currently, and on 
Linux (32 or 64) I couldn't reproduce this (and AFAIK Mac build 
works as well), but based on the demangled name I tried to 
blindly fix a possible cause. That said, there is no obvious 
cause; I suspect this may be a Win32-specific linker error.


Could you clone the current git master 
(https://github.com/kiith-sa/harbored-mod.git) and try if it 
works?


Re: Calypso: Direct and full interfacing to C++

2015-01-22 Thread Kiith-Sa via Digitalmars-d-announce

Just in case you don't follow digitalmars.D:

http://forum.dlang.org/thread/m9s4cd$2s1v$1...@digitalmars.com#post-m9s4cd:242s1v:241:40digitalmars.com


Re: This Week in D, issue 2

2015-01-19 Thread Kiith-Sa via Digitalmars-d-announce

On Monday, 19 January 2015 at 17:05:54 UTC, Adam D. Ruppe wrote:

http://arsdnet.net/this-week-in-d/jan-18.html

http://www.reddit.com/r/programming/comments/2sy7lg/this_week_in_d_january_18_2015/

For those of you who saw the draft earlier, hit refresh to 
ensure you aren't seeing a cached version.


RSS feed:
http://arsdnet.net/this-week-in-d/twid.rss

This week, we got new web style thanks to the folks in the 
other forum. Tech speaking, it now serves gzipped files as a 
test of what I want to see about putting on dlang.org too.


Email list will be coming next week and hopefully a move to 
dlang.org too.


Fixed a few bugs in my stats gathering too, hopefully we'll 
have all the kinks worked out and on-time release next week!


The 'dividend / dividend' error is still there (in divideBy).


Re: Binutils 2.25 Released - New D demangling support

2015-01-13 Thread Kiith-Sa via Digitalmars-d-announce

On Tuesday, 13 January 2015 at 21:31:15 UTC, Iain Buclaw wrote:

Hi,

I'm not sure when it was announced, but binutils 2.25 has been 
released!  There's a small reason for excitement as it is the 
first to come with D demangling support in the GNU toolchain.


Unfortunately, I forgot to send in patches that actually 
document it!  So for the moment, it's a little secret feature 
shared between all who may read this.  :o)



How do you use it?
---

By default, binutils programs will treat all mangled symbols as 
C++, however you can override this by using --demangle=dlang, 
eg:


  objdump -d --demangle=dlang prog.o

  nm --demangle=dlang ddmd


You can also kickstart your usage by putting -L--demangle=dlang 
in your dmd.conf, and watch your obscure linker errors turn 
into pretty function signatures.


Could you add this note somewhere visible into the wiki so it 
doesn't get lost?


Also, could DMD do this by default if available so it works out 
of the box?


Re: DMD's lexer available on code.dlang.org

2015-01-04 Thread Kiith-Sa via Digitalmars-d-announce

On Sunday, 4 January 2015 at 17:27:57 UTC, Daniel Murphy wrote:
Kiith-Sa  wrote in message 
news:nffxogzwpmayydyom...@forum.dlang.org...



(sorry if you get this question too often)

How is DDMD as a whole going? Is it getting closer or are 
ongoing DMD changes slowing it down too much?


It's been sitting still for 8 nearly months because of 
https://github.com/braddr/d-tester/issues/39 and 
https://github.com/braddr/d-tester/issues/40


I don't mind getting asked, I just wish the answer would change.

Anyway, great to have the lexer on DUB, not going to use if 
for now because I expect there to be changes, but I guess it 
may eventually be useful for writing tools.


Hopefully lots of changes.


I can't really help with those, but FWIW I bumped the issues.


Harbored-mod 0.1: A documentation generator with DDoc and Markdown support based on Harbored

2014-12-30 Thread Kiith-Sa via Digitalmars-d-announce

Harbored-mod is a documentation generator based on Brian Schott's
Harbored.


Features


It supports (a non-conflicting subset of) Markdown besides DDoc,
so Markdown can be used together with DDoc in documentation
comments.


Some other features:

* Decent defaults. `hmod source` will generate rather usable
  documentation very similar to this one:
* CSS and main page content can be overridden.
  Extra content can be added to the table of contents
  (e.g. links to non-DDoc generated documentation,
   I use it to link to tutorials/articles written in
   ReStructuredText)
* Documented config file you can write all command-line options
  to, so just typing `hmod` will regenerate the docs.
* Generated file paths are same as those generated by DDox,
  so links will not break if moving from one to the other.


--
Examples of generated docs (work-in-progress Tharsis docs)
--

http://defenestrate.eu/docs/tharsis-core/api/tharsis/entity/entitymanager/EntityManager.html

http://defenestrate.eu/docs/tharsis-core/api/tharsis/entity/componenttypeinfo/ImmutableRawComponent.html

http://defenestrate.eu/docs/tharsis-core/api/tharsis/entity/processtypeinfo/prioritizeProcessOverloads.html


-
Links
-

* GitHub: https://github.com/kiith-sa/harbored-mod
* Original Harbored: https://github.com/economicmodeling/harbored


--
Background
--

Harbored-mod started as an attempt to remove things I didn't want
from Harbored (inability to work without JS, frames, etc.) but
I ended up with more changes than I originally intended, and I
think at this point it might be useful for other people as well.

I pushed it into a separate repository because I don't think at
this point it can be sanely merged into harbored (plus there are
those features I removed).


Re: C# to D Compiler :)

2014-12-21 Thread Kiith-Sa via Digitalmars-d-announce

On Sunday, 21 December 2014 at 15:12:26 UTC, ZombineDev wrote:
One example of a somewhat large performance oriented C# 
application is OpenRA[1].
(An open-source implementation of the Command  Conquer: Red 
Alert engine using .NET/Mono and OpenGL. Runs on Windows, Linux 
and Mac OS X)


It is interesting to see how far it can be translated from C# 
to D and what the performance would be.


I'll give it a shot when I have the time, though you may also 
find it useful as a way to benchmark your compiler ;)



[1]: https://github.com/OpenRA/OpenRA


Last time (long ago) I looked at OpenRA code it didn't look like 
its source would (directly) translate well to high-performance 
D/C++/whatever. You'd end up needing to turn some structs to 
classes, limit GC usage (.NET has a much better GC, yet non-GC 
code is simpler in D), etc.


(I'm planning to work on a project with similar goals to OpenRA, 
although for academic reasons I'm still only working on its 
entity system (https://github.com/kiith-sa/tharsis-core).


Re: 2D game engine written in D is in progress

2014-12-18 Thread Kiith-Sa via Digitalmars-d-announce
On Wednesday, 17 December 2014 at 19:06:24 UTC, solidstate1991 
wrote:

I started to work on an engine, which emulates the features and
limitations of older graphics systems, mainly for retro-styled
indie games.

Features:

-Support for parallax scrolling, and multiple sprite and tile
layers
-Support for sprite scaling and rotation
-Max. 65536 colors on screen from a palette
-Variable sprite sizes for easier development, tile layers can
work with any size of tiles as long as all of the tiles are the
same size on one layer
-Collision detection
-Support for modding
-Sprite editor, tile map editor

It's not a dethroner for the Unreal Engine 4, but I try my best
to get it into work. It's current name is VDP engine, but if you
can come up with a better name I might change it. I still 
haven't

decided to make it open or closed source (if it'll be ever used
by any game that makes profit, I'd like to get some share from
it).


Noticed there's a question at Reddit (a bot submits all announce 
threads to Reddit):


https://www.reddit.com/r/d_language/comments/2pm2ba/2d_game_engine_written_in_d_is_in_progress/


Re: dsource.org moved

2014-12-03 Thread Kiith-Sa via Digitalmars-d-announce
On Wednesday, 3 December 2014 at 06:39:34 UTC, Vladimir Panteleev 
wrote:

On Tuesday, 2 December 2014 at 23:02:32 UTC, Kiith-Sa wrote:
On Tuesday, 2 December 2014 at 22:20:29 UTC, Vladimir 
Panteleev wrote:

DSource in the headlines? In 2014? Shocking, I know.

Since Brad is no longer an active D user, and the website has 
had spotty uptime lately, I've offered to take over the 
hosting and any maintenance.


Although opinions exist that the site should simply be shut 
down, I think archiving it would be a better approach. The 
website has historical relevance to the D community, and 
might be required to get ancient D code running again. For 
example, we could make things read-only and make it obvious 
on every project page that we don't go to DSource any more. 
I can't exactly undertake a large redesign, but we can 
discuss our options.


Planet D (planet.dsource.org) is moved as well, and should 
continue to operate merrily. If your D blog's not there, let 
me know!


My blog is not there, but it's not pure D blog:

defenestrate.eu
defenestrate.eu/rss.html


Any way you can provide an RSS or ATOM feed for just the posts 
tagged D?


Don't know any way other than maybe modifying the generator I'm 
using, but I don't have the time to do that in near future (I 
know little about how RSS works/web dev in general so I'd have to 
spend some time learning that too).


I'm using a static site generator (Tinkerer) based on 
Sphinx/ReStructuredText (think Markdown on steroids), so the blog 
is actually a static site.


Re: dsource.org moved

2014-12-02 Thread Kiith-Sa via Digitalmars-d-announce
On Tuesday, 2 December 2014 at 22:20:29 UTC, Vladimir Panteleev 
wrote:

DSource in the headlines? In 2014? Shocking, I know.

Since Brad is no longer an active D user, and the website has 
had spotty uptime lately, I've offered to take over the hosting 
and any maintenance.


Although opinions exist that the site should simply be shut 
down, I think archiving it would be a better approach. The 
website has historical relevance to the D community, and might 
be required to get ancient D code running again. For example, 
we could make things read-only and make it obvious on every 
project page that we don't go to DSource any more. I can't 
exactly undertake a large redesign, but we can discuss our 
options.


Planet D (planet.dsource.org) is moved as well, and should 
continue to operate merrily. If your D blog's not there, let me 
know!


My blog is not there, but it's not pure D blog:

defenestrate.eu
defenestrate.eu/rss.html


Despiker 0.1: a GUI real-time profiler for game development

2014-10-10 Thread Kiith-Sa via Digitalmars-d-announce

--
Announcing Despiker, a GUI real time profiler for game development
--

This is is a visualizer for the Tharsis.prof frame-based profiler 
library.
Profiling with writeln turned out to be unintuitive, so I ended 
up making

a GUI.

* Shows a graph of overhead in a frame
* Updates in real time as the profiled program (game) runs
* Can pause to look at the current frame
* Can browse/jump frames, jump to the worst frame.

The GUI is still a bit inconvenient (need slow-motion replay and 
minimap

to efficiently browse), but it got to the point where it's usable.

Note: this is still unstable and I'm not likely to spend much 
time on it
in the following months (as I need to work on the project I wrote 
this

for in the first place.)

GitHub:
  https://github.com/kiith-sa/despiker/issues/16
Video (WebM):
  http://defenestrate.eu/docs/despiker/_static/despiker.webm
Tutorial:
  
http://defenestrate.eu/docs/despiker/tutorials/getting_started.html

Tharsis.prof:
  https://github.com/kiith-sa/tharsis.prof





Re: [OT Security PSA] Shellshock: Update your bash, now!

2014-10-06 Thread Kiith-Sa via Digitalmars-d-announce
On Monday, 6 October 2014 at 15:06:04 UTC, Steven Schveighoffer 
wrote:

On 10/2/14 3:42 AM, Kagamin wrote:

On Thursday, 2 October 2014 at 07:14:35 UTC, Iain Buclaw via
Digitalmars-d-announce wrote:

Doesn't Linux Mint provide an upgrade facility for you?


No idea.


I use Linux Mint, I believe I upgraded once *. I don't think it 
was complex, just an upgrade through the standard UI for 
updates.


* Note: I have a bad memory when it comes to things like this :)

-Steve


Mint always supported upgrades between LTS releases. There were 
no upgrades between non-LTS releases, which were basically just 
bit-more-stable betas. That's changed now as posted above, Mint 
14.04 to 15.10 (and possibly longer) will be seamlessly 
upgradable release to release as Mint gradually diverges away 
from its Ubuntu base. 16.04 may be a reset, or they may continue 
to diverge further, or they may move fully to Debian; but they'll 
probably still have an upgrade path as it will be an LTS.


Re: D2 port of Sociomantic CDGC available for early experiments

2014-10-06 Thread Kiith-Sa via Digitalmars-d-announce

On Monday, 6 October 2014 at 16:51:07 UTC, Dicebot wrote:

https://github.com/D-Programming-Language/druntime/pull/985

Here is initial port result available for early experiments. It 
can be compiled with make -f posix.mak GC_TYPE=concurrent and 
passes the test suite with only shared library tests disabled 
(ef20b7a).


There are still many issues to be aware of:
1) Documentation is largely missing. Working on it, reading 
@leandro-lucarella-sociomantic old posts 
(http://www.llucax.com.ar/blog/blog/tag/understanding%20the%20current%20gc) 
may help in the meanwhile

2) Code style differs from Phobos standards. To be fixed soon.
3) Shared library support is completely missing. Proxy 
infrastructure similar to one in existing gc needs to be added 
and I don't know if actual implementation will work in such 
environments or more changes will be needed.
4) Deadlock issue 
(http://www.dsource.org/projects/tango/ticket/2087) still 
remains. It is not critical to our code because it almost never 
uses threads so no big effort was put into it but this can be 
huge problem for any other project.


In general this is very far from something that can be merged 
upstream straight away and replace default GC on linux. It can 
be interesting for other projects with similar architecture and 
requirements and probably helpful for anyone else working on 
better D GC.


And contributions are welcome via pull requests towards this PR 
base branch 
(https://github.com/mihails-strasuns-sociomantic/druntime-1/tree/sociomantic-cdgc-wip) 
or as e-mail patches (pub...@dicebot.lv)


Can't really test this right now, just want to say that it's 
awesome that someone is working on this and I really hope this 
can (eventually) get merged.


Re: D:YAML 0.5 (also, D:YAML 0.4.5, TinyEndian 0.1)

2014-08-08 Thread Kiith-Sa via Digitalmars-d-announce

Should be fixed now with 0.4.6:

http://code.dlang.org/packages/dyaml/0.4.6


Re: D:YAML 0.5 (also, D:YAML 0.4.5, TinyEndian 0.1)

2014-08-07 Thread Kiith-Sa via Digitalmars-d-announce
On Wednesday, 6 August 2014 at 21:18:00 UTC, Gary Willoughby 
wrote:

On Wednesday, 6 August 2014 at 17:09:50 UTC, Kiith-Sa wrote:

## D:YAML 0.4.5 ##

For compatibility with DMD 2.065, I also made a release out 
of

the last
state of git master before 2.066 was required. See the release 
at

GitHub:

https://github.com/kiith-sa/D-YAML/releases/tag/v0.4.5


Great thanks. One tiny issue however is that v0.4.5 is not 
available via the dub registry. It looks like the registry has 
only picked up v0.5.0.


Is there any way to work this around?
(I'm not in charge of the dub package, and even if I were I don't 
see how I could force it to detect the older tag)


- the only thing I can think of right now is putting it into a 
separate repo and registering it as a separate package, which is 
rather unwieldy.


D:GameVFS 0.2

2014-08-07 Thread Kiith-Sa via Digitalmars-d-announce
D:GameVFS is a (very) minimal virtual file system library for 
game development.


https://github.com/kiith-sa/D-GameVFS

I updated D:GameVFS to work with DMD 2.066 and put it on DUB.  
There are no
major changes, just a bunch of small features I added over time 
as I use it.


Note that at this point this isn't hugely useful. The only VFS 
backend that is implemented is... plain FS (I expect to implement 
a zip backend once I need it), the main useful feature is 
directory stacking (i.e. treating files in multiple directories 
as if they were one directory, where files from directories up 
the stack override those from directories below).


As always, the API is not stable.

GitHub release with changelog: 
https://github.com/kiith-sa/D-GameVFS/releases/tag/v0.2.0


API docs: http://defenestrate.eu/docs/dgamevfs/index.html

DUB registry: http://code.dlang.org/packages/dgamevfs


D:YAML 0.5 (also, D:YAML 0.4.5, TinyEndian 0.1)

2014-08-06 Thread Kiith-Sa via Digitalmars-d-announce

D:YAML is a YAML parser and emitter for D.


It's been a while since the last release and many small features
have been
added to the Git master over time, so I finally forced myself to
do an
official release.

D:YAML at GitHub:

https://github.com/kiith-sa/D-YAML


## Highlights ##

Some breaking changes:

   YAML loading API using std.stream is now obsolete. D:YAML 0.5
requires DMD
   2.066 (yes, the one that is not yet released - see 0.4.5 below
for
   compatibility).

DUB by default:

   Stopped using my own build script, updated examples to use DUB,
etc.

Significantly less memory allocations, both GC and malloc:

   D:YAML scanner now uses slices to avoid any allocations. UTF-8
is now used
   internally instead of decoding into UTF-32.

Better performance:

   I've spent some time profiling and optimizing, mainly for the
use case of
   'parsing few-kiB mostly ASCII files not using crazy advanced
YAML features'
   (I use YAML for game-related stuff). Performance for the above
use case
   is up about 80% (or, time spent is down to about 55%). For
mostly-unicode
   (that is, mostly non-ASCII unicode) files, performance is down
slightly
   (~10-15%). I don't have any thorough measurements to release,
just did various
   tests as I went.

Retired the dyaml.alwaysdata.net site, moved API docs/tutorials
to my new
site:

   http://defenestrate.eu/docs/dyaml/


And various small features/fixes/improvements. See the full
changelog for
details:

https://github.com/kiith-sa/D-YAML/releases/tag/v0.5.0


## D:YAML 0.4.5 ##

For compatibility with DMD 2.065, I also made a release out of
the last
state of git master before 2.066 was required. See the release at
GitHub:

https://github.com/kiith-sa/D-YAML/releases/tag/v0.4.5


## TinyEndian ##

This is just a single module with two functions that I separated
into a DUB
package as I think it may be useful. When removing the std.stream
dependency
from D:YAML I had to replace EndianStream with my own code (based
on
EndianStream but mostly rewritten). The result are two pure
nothrow
@nogc functions to detect UTF byte order marks and swap endianness

https://github.com/kiith-sa/tinyendian


Re: Programming in D book is 100% translated

2014-07-24 Thread Kiith-Sa via Digitalmars-d-announce

On Thursday, 24 July 2014 at 08:11:01 UTC, Ali Çehreli wrote:
I have completed the translation of the book. Phew... :) 
However, there is still more work, like adding a UDA chapter 
and working on many little TODO items.


The following was the final chapter, which actually only 
scratches the surface of the very broad topic:


* Memory Management

As a reminder, the book is available as PDF, downloadable from 
the header of each chapter:


  http://ddili.org/ders/d.en/index.html

Ali


Awesome. This needs to be one of the first things a visitor 
notices on the D site.


Re: Programming in D book is 100% translated

2014-07-24 Thread Kiith-Sa via Digitalmars-d-announce

On Thursday, 24 July 2014 at 08:11:01 UTC, Ali Çehreli wrote:
I have completed the translation of the book. Phew... :) 
However, there is still more work, like adding a UDA chapter 
and working on many little TODO items.


The following was the final chapter, which actually only 
scratches the surface of the very broad topic:


* Memory Management

As a reminder, the book is available as PDF, downloadable from 
the header of each chapter:


  http://ddili.org/ders/d.en/index.html

Ali


On reddit:

http://www.reddit.com/r/programming/comments/2bl51j/programming_in_d_a_great_online_book_for_learning/


Re: DSnips - making D coding awesome in Vim (with GIFs!)

2014-07-18 Thread Kiith-Sa via Digitalmars-d-announce

On Friday, 18 July 2014 at 00:44:15 UTC, uri wrote:

On Thursday, 17 July 2014 at 20:57:10 UTC, Kiith-Sa wrote:
DSnips is a set of UltiSnips snippets for D (now with GIFs 
showing each snippet in action (image-heavy))


https://github.com/kiith-sa/DSnips

This is an attempt to overhaul the D snippets I got merged to 
UltiSnips (now a separate vim-snippets repository), as the 
previous snippets had quite a few bugs. The snippets should 
now be easy to use together/chain (e.g. an imp (import) 
snippet places the cursor on the beginning of the next line so 
imp can be used for another import, wrap in try/catch 
places the cursor to be ready to add more catch blocks, 
module license can be replaced by using another snippet 
inside it, etc.


There are some rather intelligent snippets, e.g. an operator 
builder for opBinary/opUnary/opOpAssign that will generate the 
skeleton for all operators typed in by the user, automatic 
DDoc Params: generation from function parameters, etc.


I want to eventually try to merge this back to the default 
repository, but I'd like some comments/criticism/ideas first. 
Should any snippets be removed? Added? Any problems with the 
current snippets? (the wrap in try/catch in the previous 
version had issues with wrapping indented text, for example)


Trying this out now. It's very good so far, nice work!

/uri


I made a blog post about DSnips, what to consider when designing 
snippets, etc:


http://www.reddit.com/r/vim/comments/2b2609/ultisnips_snippet_design_and_gifs/


Re: dimgui - A port of imgui, the immediate-mode OpenGL GUI library

2014-07-04 Thread Kiith-Sa via Digitalmars-d-announce
On Thursday, 22 May 2014 at 15:20:42 UTC, Andrej Mitrovic via 
Digitalmars-d-announce wrote:
If you need a very minimal but usable GUI library for your 
OpenGL
applications, then an immediate-mode GUI such as IMGUI could be 
just

the trick. IMGUI has been ported to D and can be found at the
following links:

https://github.com/d-gamedev-team/dimgui
http://code.dlang.org/packages/dimgui

dimgui is zlib-licensed.


I'm starting work on a (very) small tool using dimgui.

When building an example (demo), I had to explicitly tell DUB 
to link the GLFW library - shouldn't this already be handled by 
the GLFW bindings?

(Also, on Linux you have to tell it to link dl...)

I.e. I added the following to dub.json of the example:
libs: [
dl,
glfw
],

I assume it works on Windows without this? (if so, how to change 
it so it works on both?)


I'm on Linux (Mint 17 x64, similar to Ubuntu 14.04)
- btw, Mint17/Ubuntu14.04 only has GLFW2 in the repo, which 
confused me when I had GLFW but still saw unresolved symbols - 
but the next release will probably have GLFW3.



Also: it would be nice to have example/s that is completely 
standalone, can be copied by itself and works (currently examples 
depend on the DroidSans.ttf file higher up the directory tree) - 
maybe even in a separate repo.


Re: QtE - D small binding for Qt.

2014-06-12 Thread Kiith-Sa via Digitalmars-d-announce

On Wednesday, 11 June 2014 at 10:20:39 UTC, MGW wrote:
Example of D (dmd 2.065 64) with Qt 64 Windows64/Linux64. 
Running programs *.EXE with key --debug.

http://yadi.sk/d/qLE7Kgz9SpKEX


This looks pretty good. How much of Qt is usable through this? 
E.g. I assume nothing templated is usable?


Re: Chuck Allison's talk is up

2014-06-05 Thread Kiith-Sa via Digitalmars-d-announce

On Thursday, 5 June 2014 at 21:15:40 UTC, Olivier Henley wrote:

On Thursday, 5 June 2014 at 16:33:49 UTC, Andrei Alexandrescu
wrote:

https://news.ycombinator.com/newest

http://www.reddit.com/r/programming/comments/27e5d7/dconf_day_1_talk_3_a_real_d_in_programming/

https://www.facebook.com/dlang.org/posts/860528800627469

https://twitter.com/D_Programming/status/474587858812948480


Andrei


Hi,

I would love to spam my colleges here at Ubisoft Montreal with
DConf 2014 talks ... but UStream is blocked studio wide.

Is there any plans to mirror the talks somewhere else? We can
stream from Vimeo and Youtube.

I won't force feed every programmer here ... but we are at least
500 mainly coding C++ and C#. IMHO we are first class potential
victims for D.

Thx,

Olivier

p.s: My boss already agreed that I code my next tool in D. I'll
let you know in due time...


As mentioned above, downloading the video with 
VideoDownloadHelper (FF) or a Chrome equivalent works.


Re: Video of my LDC talk @ FOSDEM'14

2014-05-26 Thread Kiith-Sa via Digitalmars-d-announce

On Monday, 26 May 2014 at 18:09:46 UTC, Walter Bright wrote:

On 5/26/2014 10:30 AM, w0rp wrote:

On Monday, 26 May 2014 at 17:06:27 UTC, Walter Bright wrote:

Youtube has solved all these problems - why not use it?
You can view .webm directly in recent Firefox or Chrome 
versions on Windows, you
an also view .webm in IE9 and above provided you have the 
right codecs

installed. It's a perfectly acceptable format.


It doesn't work on the browser that comes with Windows. That 
makes it undesirable if you wish to reach the largest audience 
with the least friction.


Why restrict the audience if you don't have to? What is gained 
by using .webm that would offset the reduced audience?


It is gradually becoming the de facto standard for video on web. 
It can already be viewed directly in all modern browsers even 
outside of YouTube. It is usable on platforms where flash is now 
dead (the number of which is increasing). Vast (vast! even on 
Windows) majority of the audience don't use IE.


It doesn't have patent issues.

YouTube is (very slowly) moving to .webm too, after all they were 
the main reason for it.


I for one like videos that are don't all depend on a single 
platform and that I can download without resorting to hacks. And 
that I can view in my browser more seamlessly than what YouTube's 
flash interface can do.



With this kind of thinking we'd still be using $FORMAT where 
$FORMAT is the first format that became the de-facto standard in 
a particular area.


Re: dbox is a complete D2 port of the Box2D game physics library

2014-05-24 Thread Kiith-Sa via Digitalmars-d-announce
On Friday, 23 May 2014 at 22:52:53 UTC, Andrej Mitrovic via 
Digitalmars-d-announce wrote:

On 5/24/14, Piotrek via Digitalmars-d-announce
digitalmars-d-announce@puremagic.com wrote:

nice one.
How does it compare to C++ version in terms of performance?


I haven't tested the performance yet! I'm definitely 
interested, but

as usual I assume LDC will probably beat DMD in this area.


Do you intend to keep this a straight port or will it be open to 
modifications?



From a brief look at the source, it's possible I'll end up 
needing turning shapes
from classes to structs and/or hooking it up with a custom 
allocator. I expect to need to spawn/destroy objects of varying 
shapes very often. (I do plan to try the current version first, 
though; it may be good enough)


If I make such changes (which may affect the API, although the 
changes can probably be kept somewhat small), should I open a 
pull request or start a fork

(ddbox? ;p)?

(Same question applies to other of your ports)


Re: DlangUI

2014-05-20 Thread Kiith-Sa via Digitalmars-d-announce

On Tuesday, 20 May 2014 at 18:13:36 UTC, Vadim Lopatin wrote:

Hello!

I would like to announce my project, DlangUI library - 
cross-platform GUI for D.

https://github.com/buggins/dlangui
License: Boost License 1.0

Native library written in D (not a wrapper to other GUI 
library) - easy to extend.
As a backend, uses SDL2 on any platform, Win32 API on Windows, 
XCB on Linux. Other backends can be added easy.

Tested on Windows and Linux.
Supports hardware acceleration - drawing using OpenGL when 
built with version=USE_OPENGL.

Unicode support.
Internationalization support.
Uses Win32 API fonts on Windows, and FreeType on other 
platforms.

Same look and feel can be achieved on all platforms.
Flexible look and feel - themes and styles.
API is a bit similar to Android UI.
Flexible layout, support of different screen DPI, scaling.
Uses two phase layout like in Android.
Supports drawable resources in .png and .jpeg, nine-patch pngs 
and state drawables like in Android.

Single threaded. Use other threads for performing slow tasks.
Mouse oriented.

Actually, it's a port (with major redesign) of my library used 
for cross-platform version of my application CoolReader from 
C++.



State of project: alpha. But, already can be used for simple 2D 
games and simple GUI apps.
I'm keeping in mind a goal to write D language IDE based on 
dlangui. :)

Adding support of 3D graphics is planned.


Currently implemented widgets:

TextWidget - simple static text (TODO: implement multiline 
formatting)

ImageWidget - static image
Button - simple button with text label
ImageButton - image only button
TextImageButton - button with icon and label
CheckBox - check button with label
RadioButton - radio button with label
EditLine - single line edit
EditBox - multiline editor
VSpacer - vertical spacer - just an empty widget with 
layoutHeight == FILL_PARENT, to fill vertical space in layouts
HSpacer - horizontal spacer - just an empty widget with 
layoutWidth == FILL_PARENT, to fill horizontal space in layouts

ScrollBar - scroll bar
TabControl - tabs widget, allows to select one of tabs
TabHost - container for pages controlled by TabControl
TabWidget - combination of TabControl and TabHost

Layouts - Similar to layouts in Android

LinearLayout - layout children horizontally or vertically 
depending on orientation

VerticalLayout - just a LinearLayout with vertical orientation
HorizontalLayout - just a LinearLayout with vertical orientation
FrameLayout - all children occupy the same place; usually onle 
one of them is visible
TableLayout - children are aligned into rows and columns of 
table


List Views - similar to lists in Android UI API.
ListWidget - layout dynamic items horizontally or vertically 
(one in row/column) with automatic scrollbar; can reuse widgets 
for similar items
ListAdapter - interface to provide data and widgets for 
ListWidget
WidgetListAdapter - simple implementation of ListAdapter 
interface - just a list of widgets (one per list item) to show



Sample project, example1 contains demo code for most of dlangui 
API.


Try it using DUB:

git clone https://github.com/buggins/dlangui.git
cd dlangui
dub run dlangui:example1

Fonts note: on Linux, several .TTFs are loaded from hardcoded 
paths (suitable for Ubuntu).
TODO: add fontconfig support to access all available system 
fonts.


Helloworld:

// main.d
import dlangui.all;
mixin DLANGUI_ENTRY_POINT;

/// entry point for dlangui based application
extern (C) int UIAppMain(string[] args) {
// resource directory search paths
string[] resourceDirs = [
appendPath(exePath, ../res/),   // for Visual D and 
DUB builds

appendPath(exePath, ../../res/) // for Mono-D builds
];

// setup resource directories - will use only existing 
directories

Platform.instance.resourceDirs = resourceDirs;
// select translation file - for english language
Platform.instance.uiLanguage = en;
// load theme from file theme_default.xml
Platform.instance.uiTheme = theme_default;

// create window
Window window = Platform.instance.createWindow(My Window, 
null);

// create some widget to show in window
window.mainWidget = (new Button()).text(Hello 
worldd).textColor(0xFF); // red text

// show window
window.show();
// run message loop
return Platform.instance.enterMessageLoop();
}

DDOC generated documentation can be found there: 
https://github.com/buggins/dlangui/tree/master/docs

For more info see readme and example1 code.

I would be glad to see any feedback.
Can this project be useful for someone? What features/widgets 
are must have for you?



Best regards,
 Vadim  coolreader@gmail.com



Awesome.

Does this work like a conventional GUI toolkit (Gtk/Qt) or could 
I integrate this in an OpenGL game? (or would I have to integrate 
the game in it?)


Re: Dash: An Open Source Game Engine in D

2014-05-19 Thread Kiith-Sa via Digitalmars-d-announce

On Monday, 19 May 2014 at 19:50:37 UTC, Colden Cullen wrote:

Hi everyone,

I’m super excited to be able to announce that the Dash game 
engine[1] is finally stable and ready for public use! I’m 
currently the Lead Engine Programmer at Circular Studios[2] 
(the group behind Dash). We had 14 people working on the team, 
6 engine programmers and 8 game developers creating Spectral 
Robot Task Force, a turn-based strategy game built with Dash.


Dash is an OpenGL engine written in the D language that runs on 
both Windows and Linux. We use a deferred-rendering model in 
the current pipeline, and a component model for game 
development and logic. Other major features at the moment 
include networking, skeletal-animation support, content and 
configuration loading via YAML, and UI support through 
Awesomium[3] (though we are in the process of moving over to 
using CEF[4] itself).


Our vision for Dash is to have the programmer-facing model of 
XNA/Monogame combined with the designer-friendliness of Unity 
in a fully free and open source engine. We also hope that Dash 
can help to prove the power and maturity of D as a language, as 
well as push D to continue improving.


We’re open to any feedback you may have, or better yet, we’d 
love to see pull requests for improvements.


[1] https://github.com/Circular-Studios/Dash
[2] http://circularstudios.com/
[3] http://awesomium.com/
[4] https://code.google.com/p/chromiumembedded/


Looks awesome.

Don't have time now (finals) but will check it out later.
(I'm developing my own gamedev related... stuff so I'm unlikely 
to be
a user but looks like it might finally be something a new user 
can pick up right away and just start making a game in D)


For now all criticism I can give is that 
http://dash.circularstudios.com/v1.0/docs is completely useless 
with NoScript. At least put a warning for NoScript users.


Re: OpenGL Examples in D and a birth of a New Initiative

2014-05-19 Thread Kiith-Sa via Digitalmars-d-announce
On Monday, 19 May 2014 at 20:44:59 UTC, Andrej Mitrovic via 
Digitalmars-d-announce wrote:

On 5/19/14, Colden Cullen via Digitalmars-d-announce
digitalmars-d-announce@puremagic.com wrote:

This is such a great effort to see!


I'm liking the enthusiasm!

Btw, I'm currently porting the Box2D physics engine to D. I've 
already
ported Chipmunk a while ago, but Box2D has its own benefits. 
E.g. it
has continuous collision detection which allows bullet-style 
physics
without worry about physical shapes disappearing from the 
screen.

Box2D is also a C++ library, whereas Chipmunk is a C library.

I'm close to being done. I have some debugging to do and the 
complete

test-suite is almost entirely ported.


Box2D would be awesome. I'm about to start a project that would 
greatly benefit from good 2D physics (I used simple AABB till now 
simply because physics is too much of a PITA)


How do you port 20kloc in 2 days?
D:YAML took me months (although it was python w/ some dynamic 
classes)


Re: OpenGL Examples in D and a birth of a New Initiative

2014-05-19 Thread Kiith-Sa via Digitalmars-d-announce

On Monday, 19 May 2014 at 21:10:02 UTC, Colden Cullen wrote:

On Monday, 19 May 2014 at 21:08:25 UTC, Kiith-Sa wrote:
Box2D would be awesome. I'm about to start a project that 
would greatly benefit from good 2D physics (I used simple AABB 
till now simply because physics is too much of a PITA)


How do you port 20kloc in 2 days?
D:YAML took me months (although it was python w/ some dynamic 
classes)


Oh you made D:YAML? I personally would like to thank you for 
providing us with an awesome library which we use for all 
non-art data loading. It's been really good to us.


Is performance not a problem so far?
I did avoid unnecessary allocations but it still does use the GC 
quite a bit (I plan to eventually change that and add some other 
optimizations but I'd like std.allocator to be in phobos first 
and I didn't find it too slow for my own projects yet).


Re: OpenGL Examples in D and a birth of a New Initiative

2014-05-17 Thread Kiith-Sa via Digitalmars-d-announce
On Friday, 16 May 2014 at 13:53:07 UTC, Andrej Mitrovic via 
Digitalmars-d-announce wrote:

On 5/14/14, Andrej Mitrovic andrej.mitrov...@gmail.com wrote:

I am starting an initiative for everyone interested in D game
development by creating the github organization 
d-gamedev-team[1].


Just ported the imgui library to D. It's a minimal OpenGL GUI 
library,

useful for things like tweaking parameters. Have a look here
(screenshot included):

https://github.com/d-gamedev-team/dimgui
http://code.dlang.org/packages/dimgui


This is pretty awesome - don't need to write my own anymore. How 
does it handle fonts? Does it depend on FreeType or something 
like that?


Re: 10 Years of Derelict

2014-05-16 Thread Kiith-Sa via Digitalmars-d-announce

On Friday, 16 May 2014 at 07:43:06 UTC, ponce wrote:

On Thursday, 15 May 2014 at 15:02:33 UTC, Mike Parker wrote:
I managed to let this little anniversary slip by me. My first 
post in the old Derelict forum at DSource[1] is dated May 6, 
2004, my initial commit to svn[2] was May 7, and my 
announcement in the newsgroup[3] was on May 8. My attention to 
the project has waxed and waned, but I'm still puttering 
along. I expect to continue for the forseeable future.


There have been a number of contributors over the years who 
have helped out in porting to Linux and Mac, fixing bugs, and 
keeping the bindings up to date. It's been very much a 
community project, which has made it more enjoyable to work 
on. It helps that it isn't difficult to maintain :)


Maybe before the next decade goes by I'll actually finish a 
game in D, which is the reason I started Derelict in the first 
place.


For those who don't know, the current iteration of Derelict 
can be found at the DerelictOrg group at github[4]. I've still 
got work to do on it (ahem, documentation), but it's coming 
along.


[1] http://www.dsource.org/forums/viewtopic.php?t=105
[2] http://www.dsource.org/projects/derelict/changeset/5/
[3] 
http://forum.dlang.org/thread/c7hl51$2k4u$1...@digitaldaemon.com

[4] https://github.com/DerelictOrg


Thanks for that long dedication! Using it since 7 years :)
I probably wouldn't have stucked with D if it weren't for 
Derelict, and I know other people who wouldn't have either.


Same here.

It'd just be good for it to stabilize so we can write tutorials 
for it without them getting out of date (yeah, the APIs are the 
same, but Derelict itself keeps changing).


Re: Livestreaming DConf?

2014-05-09 Thread Kiith-Sa via Digitalmars-d-announce

On Friday, 9 May 2014 at 19:48:20 UTC, Andrei Alexandrescu wrote:

Hi folks,


We at Facebook are very excited about the upcoming DConf 2014. 
In fact, so excited we're considering livestreaming the event 
for the benefit of the many of us who can't make it to Menlo 
Park, CA. Livestreaming entails additional costs so we're 
trying to assess the size of the online audience. Please follow 
up here and on twitter: 
https://twitter.com/D_Programming/status/464854296001933312



Thanks,

Andrei


Definitely support the idea and would watch.


Re: Tkd - Cross platform GUI toolkit based on Tcl/Tk

2014-05-05 Thread Kiith-Sa via Digitalmars-d-announce

On Monday, 5 May 2014 at 08:58:34 UTC, Gary Willoughby wrote:

On Sunday, 4 May 2014 at 19:19:57 UTC, Nick Sabalausky wrote:


-Jsource/example/media: Use stringImportPaths to specify
import paths in a compiler independent way


Error: multiple definition of tcl_38_307: _Tcl_Main and 
Tcl_Main: _Tcl_Main


These errors should now be fixed in Tkd v1.0.1-beta.


I don't have the time to use this right now, but I will need a
working _portable_ GUI framework in a near-future project, so I
just want to say that this is awesome.

BTW, this is probably not a good idea in near future but it I
think it would be good to have a builtin Tkinter equivalent for
D. Even if it's not completely phobos-like (Tkinter is not
entirely pythonic either), having a basic GUI framework ready to
go without any extra setup is a huge advantage.