Re: DlangIDE v0.8.0 released
On Monday, 2 October 2017 at 16:50:38 UTC, bitwise wrote: On Tuesday, 26 September 2017 at 15:20:54 UTC, Vadim Lopatin wrote: [...] Is C++ integration on the roadmap? My main project has a platform abstraction layer for graphics, and libraries for which no bindings are available, so I use Visual D right now, which lets me simply drag all my C++ sources right into a D library project. The downside of course being that Visual D only works on windows. So far C++ integration is not planned. I can include it to some milestone after 1.0
Re: DlangIDE v0.8.0 released
On Thursday, 28 September 2017 at 11:52:51 UTC, aberba wrote: Can i use svg icons? Currently SVG images are not supported. This feature is planned for one of future releases. Workaround: you can provide PNG icons for different screen DPI.
Re: DlangIDE v0.8.0 released
On Thursday, 28 September 2017 at 11:51:19 UTC, aberba wrote: Does DLangUI support theming of the scrollbar? Paddings & margins? It does. It's possible to change paddings, margins, look of scrollbar buttons and backgrounds.
Re: DlangIDE v0.8.0 released
On Thursday, 28 September 2017 at 06:27:03 UTC, Vadim Lopatin wrote: On Wednesday, 27 September 2017 at 15:24:29 UTC, bitwise wrote: One small thing though - when you use the LCD/BGR style fonts, you get a mismatch between the font metrics and bitmap size. Fixed. Screenshots: http://buggins.github.io/dlangui/screenshots/screenshot-dlangide.png http://buggins.github.io/dlangui/screenshots/screenshot-dlangide-dark.png http://buggins.github.io/dlangui/screenshots/screenshot-dlangide-console-win32.png
Re: DlangIDE v0.8.0 released
On Wednesday, 27 September 2017 at 15:24:29 UTC, bitwise wrote: One small thing though - when you use the LCD/BGR style fonts, you get a mismatch between the font metrics and bitmap size. So if you're using FT_LOAD_TARGET_LCD, then some of these may be true: glyph.bitmap_left != (glyph.metrics.horiBearingX >> 6); glyph.bitmap_top != (glyph.metrics.horiBearingY >> 6); glyph.bitmap.width != (glyph.metrics.width >> 6); glyph.bitmap.rows != (glyph.metrics.height >> 6); The result could be a crash, clipping, or misalignment of glyphs, depending on the assumptions made by your blitting code. I asked about this on the FT mailing list, and unfortunately, they don't believe that the 1 or 2 pixels of padding added to the bitmap to accommodate the LCD rendering belongs in metrics. The fix is simply using bitmap_left, bitmap_top, bitmap.width, bitmap.height, instead of the metrics. I was looking at the commits and saw that you added kerning, so was wondering if you hit this problem. Thank you for advice. It looks like I faced this problem when one of fonts was selected for UI. Will fix. As well, I see wrong monotype fonts character placement not aligned properly.
Re: DlangIDE v0.8.0 released
On Wednesday, 27 September 2017 at 08:00:21 UTC, Traktor Toni wrote: Code completion isnt working for me on windows, no clue what's missing. Did you try Ctrl+Space?
Re: DlangIDE v0.8.0 released
On Tuesday, 26 September 2017 at 22:35:09 UTC, bitwise wrote: On Tuesday, 26 September 2017 at 15:20:54 UTC, Vadim Lopatin wrote: New DlangIDE version is released. I've only had time to take a quick look, but this IDE seems pretty good. I was surprised at how fast it loaded up, and how it downloaded the dependencies for the sample project on it's own. The text rendering needs work though. Honestly, I passed this editor up the first time I came across it because of the way the text looks. It reminds me of Visual Studio 2005. I couldn't help but assume the IDE was outdated and probably be abandon-ware. I would definitely change the default font to the platform-IDE defaults: Visual Studio: Consolas XCode: Menlo Regular Also, FreeType has made improvements lately, and now does a much better job of rendering fonts at small sizes(no so blurry). In particular 2.8.1, which just came out, implements a patent-free substitute for MS style clear-type rendering[1][2]. [1] http://i.imgur.com/nK8Xu.png [2] https://www.freetype.org/freetype2/docs/reference/ft2-base_interface.html#FT_LOAD_TARGET_LCD The thick bezels and deep 3D shading make it look retro as well. For Windows, added libfreetype 2.8.1 dlls. Made additional fixes for better font rendering. Win32 binaries are uploaded to https://github.com/buggins/dlangide/releases/tag/v0.8.2 To disable freetype, delete libfreetype-6.dll Consolas/Menlo are already selected if "Default" font is chosen for editors.
Re: DlangIDE v0.8.0 released
On Wednesday, 27 September 2017 at 02:37:41 UTC, Traktor Toni wrote: On Tuesday, 26 September 2017 at 15:20:54 UTC, Vadim Lopatin wrote: New DlangIDE version is released. Now I'm considering DlangIDE as mostly usable. well don't. I just tested the windows build. 1. F5 doesnt build+run the application 2. I have to install dmd/D compiler separately 3. no intellisense This is not usable by any reasonable definition as an IDE. 1. Ctrl+F5 does. You can change shortcuts in ~/.dlangide/shortcuts.json (on Windows - in currentUser/AppData/.dlangide/shortcuts.json 2. Why should IDE include compiler. It's easy to download it from official site. 3. Is Code completion/GoToDefinition/Call tips/Doc comments enough? If so, it's present. No refactoring support.
DlangIDE v0.8.0 released
New DlangIDE version is released. Prebuilt win32 binaries are available on https://github.com/buggins/dlangide/releases Milestone 0.8 is reached. List of 56 issues closed in this milestone: https://github.com/buggins/dlangide/milestone/2?closed=1 As well, many DlangUI changes were implemented for some of DlangIDE features. Thank you for everyone who reported issues / sent PRs and feature requests. Now I'm considering DlangIDE as mostly usable.
Re: database 0.0.8 released
On Tuesday, 12 September 2017 at 17:14:27 UTC, Brian wrote: dlang database library: Database abstraction layer for D programing language, support PostgreSQL / MySQL / SQLite. Project: https://github.com/huntlabs/database Did you see DDBC project? It supports postgres, mysql, and sqlite, too. API is similar to Java JDBC.
Re: D on Tiobe Index
On Thursday, 31 August 2017 at 14:57:28 UTC, bitwise wrote: What I would most like to see in the future would be a more complete and simplified set of tools for D. I believe there should be at least one full-featured tool for each operating system, which includes syntax highlighting, auto-complete, symbol-information on hover, go to declaration, and runtime debugging for D. It should also include at least basic syntax highlighting for C++, and the ability to build and link that C++ code with the D program. I believe this tool should be self contained, and installable with a single click. An end user of the D programming language should never have to know anything about what dependencies are needed or installed for a given addon/extension. I believe such a set of tools is well within reach. Some existing tools are already very close to what I've described above. I believe DlangIDE can become such tool. Runs on all platforms. Small. which includes syntax highlighting, auto-complete, symbol-information on hover, go to declaration, Supports it using embedded DCD. and runtime debugging for D. Debugging needs a lot of improvements to became usable. Project is easy to contribute for D developers since written in D.
Re: DlangUI v0.7.60 released
On Thursday, 31 August 2017 at 10:06:27 UTC, Suliman wrote: On Thursday, 31 August 2017 at 08:51:12 UTC, Vadim Lopatin wrote: On Wednesday, 30 August 2017 at 19:47:17 UTC, Dukc wrote: On Wednesday, 30 August 2017 at 07:44:54 UTC, Vadim Lopatin wrote: [snip] From what I've followed, you sure update the project often! Perhaps more often than what Phobos is upgraded, by all developers combined. Great work. I'm trying not to spam too often. How to turn on autocomplete? I am starting typing but do not see any autocomplete suggestions. Ctrl+Space After opening of project, it takes 10-20 seconds for DCD to parse and cache phobos/druntime modules so first invocation may be delayed.
Re: DlangUI v0.7.60 released
On Wednesday, 30 August 2017 at 19:47:17 UTC, Dukc wrote: On Wednesday, 30 August 2017 at 07:44:54 UTC, Vadim Lopatin wrote: [snip] From what I've followed, you sure update the project often! Perhaps more often than what Phobos is upgraded, by all developers combined. Great work. I'm trying not to spam too often.
Re: DlangUI v0.7.60 released
On Thursday, 31 August 2017 at 02:41:08 UTC, Domain wrote: On Wednesday, 30 August 2017 at 07:44:54 UTC, Vadim Lopatin wrote: There are a lot of improvements in DlangIDE since last announcement. [...] Is there any themes to download? It's a bit ugly in windows There are no other themes available. Although, it's easy to create your own theme. Instructions can be found here: https://github.com/buggins/dlangui/wiki/Adding-New-Theme Built in themes are created based on Eclipse look & feel on Windows platform. But Dark theme is ugly in Eclipse as well :( BTW, topic should be DlangIDE released, not DlangUI released.
DlangUI v0.7.60 released
There are a lot of improvements in DlangIDE since last announcement. DlangIDE is a cross-platform IDE for D programming language. Project link: https://github.com/buggins/dlangide Release: https://github.com/buggins/dlangide/releases Windows binaries are available (requires only DMD or LDC to work). * DUB package as project format * DUB is used to build and debug projects * DCD is integrated as a library - provides code completion, go to definition and symbol documentation lookup. * GDB (mago-mi on windows) debugger support Recent changes: * Stability fixes * DCD support fixes * Better UI look and feel * UI font setting added * List of opened files is saved on exit * Setting to reopen recent workspace on startup * Opens project or workspace passed as commandline parameter * UI translations improved * DUB Subpackages support Thanks to DlangIDE and DlangUI contributors for PRs and issue reports. Main TODO: better debugging support - variable display. Currently it's impossible to see content referenced by pointers, struct or class members. It's main stopper from using DlangIDE for everyday development.
Re: The DLang Tour translated into Russian
On Thursday, 15 June 2017 at 09:48:48 UTC, Dmitry wrote: On Wednesday, 14 June 2017 at 06:54:23 UTC, Vadim Lopatin wrote: Кто-нибудь из переводчиков хочет написать статью на Хабре? В принципе, я мог бы заняться, но не раньше следующей недели. Если кто-то хочет раньше - пишите. Запостил новость на Хабр: https://habrahabr.ru/post/331670/
DlangUI Wiki: some docs added
Hello, I've created several Wiki pages which may be useful if you are using DlangUI. Adding resources to DlangUI application: https://github.com/buggins/dlangui/wiki/Adding-Resources Adding new / cusomizing existing theme in DlangUI application: https://github.com/buggins/dlangui/wiki/Adding-New-Theme DML documentation: https://github.com/buggins/dlangui/wiki/Using-DML-to-create-layouts Please let me know if something has to be documented deeper. Best regards, Vadim
Re: The DLang Tour translated into Russian
Announce article on Habrahabr would be useful. Кто-нибудь из переводчиков хочет написать статью на Хабре?
Re: The DLang Tour translated into Russian
On Saturday, 10 June 2017 at 17:20:14 UTC, Stanislav Blinov wrote: Hi everyone! We're happy to announce that as of today, the Russian translation of the DLang Tour chapters is available here: https://tour.dlang.org/tour/ru/welcome/welcome-to-d , and of course via the language selection page: https://tour.dlang.org/tour/en/welcome/languages Hopefully, this small step helps spread D to a wider audience. If you can read Russian, please take a peek yourselves and tell your friends. And of course, critique, suggestions and fixes are welcome. From myself, I'd like to say a huge Thank You to the DLang Tour team, all the authors involved with the original chapters and examples; Sebastian Wilzbach for a warm welcome and support; El-lin for solid advice; and Dmitry, for his keen eye, patience, and thoroughness during review. Announce article on Habrahabr would be useful.
Re: Developer positions at Sociomantic Labs
On Tuesday, 13 June 2017 at 10:25:14 UTC, Joseph Rushton Wakeling wrote: On Tuesday, 13 June 2017 at 02:53:14 UTC, Dsby wrote: 唉、、My poor English、、、 English is important to us, but if you're keen, I would encourage you to apply anyway and let us make the decision on whether you're at the level we need. Is German needed?
Re: SoundTab Theremin software synthesizer
On Friday, 28 October 2016 at 08:28:41 UTC, Vadim Lopatin wrote: I've open sourced my project SoundTab: https://github.com/buggins/soundtab/ Play like on Theremin, but instead of moving hand in the air, move pen over wacom tablet. Volume is modulated by pen pressure, instead of left hand movement in Theremin. For better experience, use Wacom digitizer with pressure detection. You can play with mouse as well, but w/o volume modulation (no pressure information), and less precise positioning. Supports only Windows so far. Binaries may be downloaded here: https://github.com/buggins/soundtab/releases Updated: - MP3 playback for accompaniment track is implemented - any controller may be mapped on Y axis of tablet/mouse Fresh screenshot: https://buggins.github.io/soundtab/screenshots/soundtab-screenshot-1.png
Re: SoundTab Theremin software synthesizer
On Friday, 28 October 2016 at 08:28:41 UTC, Vadim Lopatin wrote: I've open sourced my project SoundTab: https://github.com/buggins/soundtab/ Play like on Theremin, but instead of moving hand in the air, move pen over wacom tablet. Volume is modulated by pen pressure, instead of left hand movement in Theremin. For better experience, use Wacom digitizer with pressure detection. You can play with mouse as well, but w/o volume modulation (no pressure information), and less precise positioning. Supports only Windows so far. Binaries may be downloaded here: https://github.com/buggins/soundtab/releases Reddit: https://www.reddit.com/r/programming/comments/59thwr/soundtab_theremin_software_synth_with_wacom/ Screenshot added: https://buggins.github.io/soundtab/screenshots/soundtab-screenshot-1.png
SoundTab Theremin software synthesizer
Hello, I've open sourced my project SoundTab: https://github.com/buggins/soundtab/ Play like on Theremin, but instead of moving hand in the air, move pen over wacom tablet. Volume is modulated by pen pressure, instead of left hand movement in Theremin. For better experience, use Wacom digitizer with pressure detection. You can play with mouse as well, but w/o volume modulation (no pressure information), and less precise positioning. Supports only Windows so far. Binaries may be downloaded here: https://github.com/buggins/soundtab/releases Best regards, Vadim
Re: Project Highlight: DlangUI
On Monday, 10 October 2016 at 14:32:43 UTC, Mike Parker wrote: On Monday, 10 October 2016 at 13:26:59 UTC, Vadim Lopatin wrote: Mike, is it possible to add screenshot to article before Console UI screenshot? People getting confused by text UI screenshot, thinking it's normal for DlangUI. Good candidate: http://buggins.github.io/dlangui/screenshots/screenshot-example1-windows.png Good idea. I've updated the post. Thank you!
Re: Project Highlight: DlangUI
On Friday, 7 October 2016 at 13:45:36 UTC, Mike Parker wrote: The latest post on the D Blog is all about Vadim's DlangUI. He shares some of the inspiration behind it, a few implementation details, and plans for the future. The post: https://dlang.org/blog/2016/10/07/project-highlight-dlangui/ Reddit: https://www.reddit.com/r/programming/comments/56besf/dlangui_a_crossplatform_gui_written_in_and_for/ Screenshots on http://buggins.github.io/dlangui/screenshots.html are updated to taken from latest DlangUI. Now they are clickable - click to see non-resized version.
Re: Project Highlight: DlangUI
On Friday, 7 October 2016 at 13:45:36 UTC, Mike Parker wrote: The latest post on the D Blog is all about Vadim's DlangUI. He shares some of the inspiration behind it, a few implementation details, and plans for the future. The post: https://dlang.org/blog/2016/10/07/project-highlight-dlangui/ Reddit: https://www.reddit.com/r/programming/comments/56besf/dlangui_a_crossplatform_gui_written_in_and_for/ Mike, is it possible to add screenshot to article before Console UI screenshot? People getting confused by text UI screenshot, thinking it's normal for DlangUI. Good candidate: http://buggins.github.io/dlangui/screenshots/screenshot-example1-windows.png
Re: WinTab (wacom tablet API) and Windows Core Audio bindings - new DUB packages
On Thursday, 6 October 2016 at 07:10:29 UTC, Vadim Lopatin wrote: Hello, I've published two new DUB packages. derelict-wintab: derelict binding of WinTab32.DLL - API for Wacom digitizer tablets. wasapi: translation of Windows Core Audio interfaces (Core Audio interfaces: MMDevice, WASAPI, EndpointVolume API). I'm using them in my SoundTab project - Theremin-like synthesizer app which uses Wacom tablet as input device. Just in hope it might be useful for someone. One more binding shared: Derelict binding for libmpg123 library (mp3 decoder). DUB package name: derelict-mpg123
Re: WinTab (wacom tablet API) and Windows Core Audio bindings - new DUB packages
On Thursday, 6 October 2016 at 21:21:33 UTC, Karabuta wrote: On Thursday, 6 October 2016 at 07:10:29 UTC, Vadim Lopatin wrote: Hello, I've published two new DUB packages. derelict-wintab: derelict binding of WinTab32.DLL - API for Wacom digitizer tablets. wasapi: translation of Windows Core Audio interfaces (Core Audio interfaces: MMDevice, WASAPI, EndpointVolume API). I'm using them in my - Theremin-like synthesizer app which uses Wacom tablet as input device. Just in hope it might be useful for someone. Best regards, Vadim Nice stuff, will the SoundTab project work on Linux? To work on Linux, it needs Wacom Tablet support library and some low latency audio playback library. WinTab and core audio are windows only. It would be great to create some cross platform solution.
WinTab (wacom tablet API) and Windows Core Audio bindings - new DUB packages
Hello, I've published two new DUB packages. derelict-wintab: derelict binding of WinTab32.DLL - API for Wacom digitizer tablets. wasapi: translation of Windows Core Audio interfaces (Core Audio interfaces: MMDevice, WASAPI, EndpointVolume API). I'm using them in my SoundTab project - Theremin-like synthesizer app which uses Wacom tablet as input device. Just in hope it might be useful for someone. Best regards, Vadim
Re: We're looking for a Software Developer! (D language)
On Friday, 16 September 2016 at 10:38:54 UTC, nnot wrote: On Thursday, 8 January 2015 at 11:10:09 UTC, Johanna Burgos wrote: Hi-ya! We have D-coders(they're really rare persons). We are small software development company, please, visit our page: http://vironit.com/ or just wink me at skype: e.dziatlau.vironit BTW, there is no D language mentioned in Portfolio/Technology in your company http://vironit.com/portfolio/en/
Re: DlangUI 0.9.0: Console backend added
On Tuesday, 13 September 2016 at 12:50:02 UTC, Rory McGuire wrote: Did you get my post about the keyboard thing? You can test it by running dub --single filename.d output looks like: kp: [27, 91, 49, 59, 50, 68] kp: [27, 91, 49, 59, 53, 68] kp: [27, 91, 49, 59, 51, 68] kp: [27, 91, 68] if I press: shift+Left ctrl+Left alt+left left Single modifiers are working ok for me. But some combinations - do not. E.g. Ctrl+Shift+Left/Up/Down - at least in Gnome terminal. BTW: love what you are doing with dlangui. Are you a one person team? In general, yes. But there were 24 contributors who sent pull requests. Some of them contributed a lot of PRs - e.g. g4z3r(54 commits), MyLittleRobo(20 commits). It would be great if more developers joined dlangui. But it should become more usable and popular, to attract more people. One of stopper here is probably poor documentation.
Re: DlangUI 0.9.0: Console backend added
On Tuesday, 13 September 2016 at 13:40:32 UTC, ketmar wrote: On Tuesday, 13 September 2016 at 12:29:47 UTC, Vadim Lopatin wrote: Screenshots on imgur: http://imgur.com/a/eaRiT btw. please note that on most GNU/Linux terminals you can use simple RGB colors (with each component in [0..5] range). IRL if $TERM != "Linux", it is safe to assume that terminal supports 256 colors (with rare exclustions like "screen" -- those can be safely ignored, screen is fubared anyway ;-). Thank you! Now dlangui terminal mode supports only 16 colors. Some refactoring is required to support RGB colors.
Re: DlangUI 0.9.0: Console backend added
On Tuesday, 13 September 2016 at 12:18:19 UTC, Bauss wrote: Good job, but why do people still use tinypic in 2016, when things like imgur exist that are a 1000 times faster to use, no dirty ads and images won't magically be taken down someday. Thanks. I just googled tinypic with "free image hosting". Next time will upload on imgur.
Re: DlangUI 0.9.0: Console backend added
On Tuesday, 13 September 2016 at 12:18:19 UTC, Bauss wrote: Good job, but why do people still use tinypic in 2016, when things like imgur exist that are a 1000 times faster to use, no dirty ads and images won't magically be taken down someday. Screenshots on imgur: http://imgur.com/a/eaRiT
Re: DlangUI 0.9.0: Console backend added
On Tuesday, 13 September 2016 at 11:27:19 UTC, Stefan Koch wrote: On Tuesday, 13 September 2016 at 07:51:06 UTC, Vadim Lopatin wrote: On Friday, 9 September 2016 at 11:21:07 UTC, Vadim Lopatin wrote: [...] Screenshot of DlangIDE working in console: http://i68.tinypic.com/2hrmkup.png Looks great! can you fix dlang-ui to build on XP ? I don't have XP to check. What is wrong? Could you submit issue on github? https://github.com/buggins/dlangui/issues
Re: DlangUI 0.9.0: Console backend added
On Friday, 9 September 2016 at 11:21:07 UTC, Vadim Lopatin wrote: Hello! Now it's possible to build DlangUI apps to run in console (Linux, Windows). When DlangUI is built with version=USE_CONSOLE (dub subconfiguration "console" for dlangui library) - it works in terminal. Such feature may be useful, e.g. to run apps on headless devices, or via SSH. For simple apps, it's enough just to specify dlangui configuration console. No additional changes required. If custom themes are used, additional theme files prefixed with "console_" are to be created. If custom embedded resources are used, create additional resource list file, with "console_" prefix. Margins, padding, size values if specified in pixels are to be changed. Hint: use points or EMs for such values to get them working universally on both console and GUI. If images/icons are used, and still needed in console mode, you may need to create ASCII art like text image files (.tim extension). Screenshot of DlangIDE working in console: http://i68.tinypic.com/2hrmkup.png
Re: DlangUI 0.9.0: Console backend added
On Monday, 12 September 2016 at 08:15:57 UTC, Steve Biedermann wrote: On Friday, 9 September 2016 at 11:21:07 UTC, Vadim Lopatin wrote: Now it's possible to build DlangUI apps to run in console (Linux, Windows). When DlangUI is built with version=USE_CONSOLE (dub subconfiguration "console" for dlangui library) - it works in terminal. I just tried to compiel with subconfiguration "console" but I'm getting compile errors: dub build --force Performing "debug" build using dmd for x86. dlangui 0.9.1: building configuration "console"... %APPDATA%\dub\packages\dlangui-0.9.1\dlangui\3rd party\fontconfig\package.d(7,12): Error: module loader is in file 'derelict\util\loader.d' which cannot be read import path[0] = %APPDATA%\dub\packages\dlangui-0.9.1\dlangui\3rdparty import path[1] = %APPDATA%\dub\packages\dlangui-0.9.1\dlangui\src import path[2] = C:\D\dmd2\windows\bin\..\..\src\phobos import path[3] = C:\D\dmd2\windows\bin\..\..\src\druntime\import dmd failed with exit code 1. Must be fixed in v0.9.2 (once dub registry updated version)
Re: DlangUI 0.9.0: Console backend added
On Friday, 9 September 2016 at 12:33:56 UTC, ketmar wrote: On Friday, 9 September 2016 at 12:20:08 UTC, Vadim Lopatin wrote: Keyboard support on Linux terminals seems most difficult. Some shortcuts are being processed by terminal app. here programmer has no options. Some ctrl-combinations are causing signals. switch tty to raw mode, and there will be no signals. see my iv.rawtty2, for example. E.g. I cannot get working text selection moving by Ctrl+Shift+Arrows. this is hightly dependent of the actual terminal emulator. in real world, it is enough to support xterm mappings, rxvt mappings and "Linux" (this is "real" console) mappings. xterm and rxvt mappings aren't really conflicting (much). again, the messy iv.rawtty2.ttyReadKey may give some clues. of course, "best practice" is to use termcap/terminfo, but this is even bigger mess! ;-) Thank you! I'll look at it.
Re: DlangUI 0.9.0: Console backend added
On Friday, 9 September 2016 at 12:04:14 UTC, Martin Drašar wrote: Dne 9.9.2016 v 13:21 Vadim Lopatin via Digitalmars-d-announce napsal(a): Hello! Now it's possible to build DlangUI apps to run in console (Linux, Windows). When DlangUI is built with version=USE_CONSOLE (dub subconfiguration "console" for dlangui library) - it works in terminal. This is indeed really cool. How gracefully does it handle when the console is of limited size? Let's say 80x25. Does it allow e.g. virtual screen of bigger size and then moving around in console? Martin DlangUI provides "layouts" similar to Android ones, which should reflow and resize widgets for different screen sizes. As well, app may load layouts from DML markup file - different for different screen size (as it's done in Android). To simulate bigger screen, it's possible just to place controls inside ScrollWidget - and you would be able to move it with scrollbars.
DlangUI 0.9.0: Console backend added
Hello! Now it's possible to build DlangUI apps to run in console (Linux, Windows). When DlangUI is built with version=USE_CONSOLE (dub subconfiguration "console" for dlangui library) - it works in terminal. Such feature may be useful, e.g. to run apps on headless devices, or via SSH. For simple apps, it's enough just to specify dlangui configuration console. No additional changes required. If custom themes are used, additional theme files prefixed with "console_" are to be created. If custom embedded resources are used, create additional resource list file, with "console_" prefix. Margins, padding, size values if specified in pixels are to be changed. Hint: use points or EMs for such values to get them working universally on both console and GUI. If images/icons are used, and still needed in console mode, you may need to create ASCII art like text image files (.tim extension). Some screenshots (from dlangui example1 app): http://i63.tinypic.com/2wn1bg9.png http://i66.tinypic.com/142yctx.png http://i64.tinypic.com/snlc08.png http://i64.tinypic.com/2n16vcw.png Part of key modifiers do not work in linux console. Mouse events working ok. Theme for console is to be improved a bit. Now I'm trying to get DlangIDE working in console. Best regards, Vadim
Re: mago-mi: GDB/MI compatible frontend for Mago debugger
On Wednesday, 1 June 2016 at 15:20:15 UTC, Bruno Medeiros wrote: Impressive work! I'm currently working on improving integration in VS. For this, I also needed a static library version of MagoNatDE. I just pushed my changes, I hope it doesn't break anything for you. If you want to stay in sync, please consider a PR with your changes to mago. Can Mago debug programs with debug information in the COFF format? If not, any chance this could be added, or is it a big task? I didn't check but it should work.
Re: PowerNex - New release of my D kernel
On Sunday, 29 May 2016 at 23:15:13 UTC, Wild wrote: Hey! I have new release of my D kernel called PowerNex. This release should be a bit more interesting than the last one that I release back in November 2015. This one contains a working memory manager, a custom TTY renderer, BMP image renderer, a VFS, etc. More information is in the Github release. https://github.com/Vild/PowerNex/releases/tag/v0.1.0-ALPHA The Github release also have a precompiled ISO. The project is fully open source and located at https://github.com/Vild/PowerNex under the MPLv2 license. Hopefully someone will find this interesting. All feedback is appreciated. -Dan Cool.
Re: mago-mi: GDB/MI compatible frontend for Mago debugger
On Tuesday, 24 May 2016 at 06:56:26 UTC, Rainer Schuetze wrote: On 24.05.2016 08:47, Vadim Lopatin wrote: On Tuesday, 24 May 2016 at 06:34:04 UTC, Rainer Schuetze wrote: If you want to stay in sync, please consider a PR with your changes to mago. Actually, I would prefer to use static versions of all Mago libraries. I really like that statically linked mago-mi.exe is only 1.5Mb in Release build. If it become possible to link MagoNatDE/MagoNatEE statically, I would merge my changes to upstream. MagoNatEE has been a static lib so far, but it could be eliminated long term, as it just a very thin layer to convert std::wstring to BSTR for some function arguments. MagoNatDE now has configurations "Debug/Release StaticDE" which are also solution configurations. Anything else falls back to Debug/Release, but can link the static library within these solution configurations. See the MagoNatCC project. Merged upstream. Sent pull request.
Re: mago-mi: GDB/MI compatible frontend for Mago debugger
On Tuesday, 24 May 2016 at 06:34:04 UTC, Rainer Schuetze wrote: On 17.05.2016 10:06, Vadim Lopatin wrote: Hello, I'm working on GDB/MI compatible interface for Mago debugger on Windows. Impressive work! I'm currently working on improving integration in VS. For this, I also needed a static library version of MagoNatDE. I just pushed my changes, I hope it doesn't break anything for you. If you want to stay in sync, please consider a PR with your changes to mago. Actually, I would prefer to use static versions of all Mago libraries. I really like that statically linked mago-mi.exe is only 1.5Mb in Release build. If it become possible to link MagoNatDE/MagoNatEE statically, I would merge my changes to upstream.
Re: DDT 1.0.0 released.
On Tuesday, 17 May 2016 at 14:04:04 UTC, Bruno Medeiros wrote: New DDT release out: dfmt support, performance improvements to semantic operations, more build command customization, fixes. Please see changelog for full list: https://github.com/DDT-IDE/DDT/releases/tag/v1.0.0 Since DDT has generally been quite stable, and since the current release is very close to the end-game vision I had for a D IDE - at least as far as my free time would allow to create - I've decided to version this as 1.0. I've been working for nearly 8 years on this project after all (with some intermission periods), so I guess 1.0 was a bit due... O.o' I expect it will mainly be small updates from now on, not any major new features (other than perhaps DCD support). For Eclipse/DDT under Windows now you can use Mago-MI debugger for debugging of DMD/x86 generated programs. Precompiled binaries are available in DlangIDE release bundle. https://github.com/buggins/dlangide/releases/tag/v0.6.5 Added support for a lot of GDB/MI commands. Compatibility with GDB fixed. Tested with Eclipse/DDT. You can build dmd/x86 project in Eclipse/DDT, start debugging, use breakpoints, step in/out/over, see threads, stack frames, variables. Just change Debug Configuration / Debugger setting - from GDB to mago-mi Mago-MI thread on Announce: http://forum.dlang.org/thread/wctrsimrsfpbdkgce...@forum.dlang.org On Debuggers: http://forum.dlang.org/thread/pjqmjezcgplwvpfue...@forum.dlang.org Best regards, Vadim
Re: mago-mi: GDB/MI compatible frontend for Mago debugger
On Wednesday, 18 May 2016 at 18:02:12 UTC, Bruno Medeiros wrote: While DDT technically work oks with GDB (the GDB from mingw-w64 that is), you are right, there isn't a compiler on Windows that supplies debug info in the way GDB understands. See https://wiki.dlang.org/Debuggers. DMD produces debug info COFF or OMF format, which GDB doesn't know anything about (nor ever will). LDC should in theory work with DWARF info, but this is broken somehow. Not because of LLVM though, since for example Rust on Windows works. As for GDC, it doesn't even supply binaries for Windows (that target Windows) - it is not a supported platform. BTW, Eclipse/DDT should in theory work with mago-mi as well, at least if the protocol is implemented correctly. Have you tried it? I dunno how complete your MI implementation is. mago-mi v0.2.1 is released. Precompiled binaries are available in DlangIDE release bundle. https://github.com/buggins/dlangide/releases/tag/v0.6.5 Added support for a lot of GDB/MI commands. Compatibility with GDB fixed. Tested with Eclipse/DDT. You can build dmd/x86 project in Eclipse/DDT, start debugging, use breakpoints, step in/out/over, see threads, stack frames, variables. Just change Debug Configuration / Debugger setting - from GDB to mago-mi Best regards, Vadim
Re: mago-mi: GDB/MI compatible frontend for Mago debugger
On Friday, 20 May 2016 at 03:15:46 UTC, E.S. Quinn wrote: Unfortunately in this particular case, CDT's debugging is pretty fancy and is going to need most if not all of the MI. I also don't know which MI commands need to be supported to have it work with DDT. The thing is I didn't write the GDB debugger integration for DDT, I just reused the one from CDT. So I'm not that familiar with those internals. BTW, the MI integration is fairly language agnostic, so in theory your debugger could be used by CDT to debug C/C++ programs too, no? At least those generated by DMC. Maybe Visual Studio ones too? I'm experimenting with the build of mago-mi that comes with the current ~master for dlangide, and it seems to throw an unrecognized parameter error when on the --log-level=TRACE parameter. And it seems that the version string it returns upsets eclipse, as it throws the following error: Could not determine GDB version using command: D:\WinHome\\AppData\Roaming\dub\packages\dlangide-master\bin\mago-mi.exe --version Unexpected output format: mago-mi debugger v0.1 Though, from my experience using it in Linux, eclipse-CDT's debugger seems pretty full-featured; it will likely require large swaths of mi functionality to be fully useful. Need to show version like lldb-mi does - writes gnu gdb version, then says that really it's not a GDB Let me check problem with --log-level
Re: mago-mi: GDB/MI compatible frontend for Mago debugger
On Wednesday, 18 May 2016 at 18:02:12 UTC, Bruno Medeiros wrote: While DDT technically work oks with GDB (the GDB from mingw-w64 that is), you are right, there isn't a compiler on Windows that supplies debug info in the way GDB understands. See https://wiki.dlang.org/Debuggers. DMD produces debug info COFF or OMF format, which GDB doesn't know anything about (nor ever will). LDC should in theory work with DWARF info, but this is broken somehow. Not because of LLVM though, since for example Rust on Windows works. As for GDC, it doesn't even supply binaries for Windows (that target Windows) - it is not a supported platform. BTW, Eclipse/DDT should in theory work with mago-mi as well, at least if the protocol is implemented correctly. Have you tried it? I dunno how complete your MI implementation is. So it looks like mago-mi might be helpful for DDT on Windows. mago-mi supports subset of GDB/MI commands enough for DlangIDE, but it can be easy extended. Currenlty supported commands can be shown using help command (use --interpreter=mi2 when running mago-mi, otherwise it will print non-MI commands). Also commands are listed in readme file https://github.com/buggins/mago/blob/master/MagoMI/mago-mi/README.md I didn't try DDT with mago-mi, and so I'm not sure which commands must be supported by debugger to get it working with DDT. To get list of commands DDT tries to use you can either add --log-file=magomi.log --log-level=TRACE to mago-mi command line or use debug build of mago-mi. It will all STDIN data to log file, and report errors for unsupported commands.
Re: mago-mi: GDB/MI compatible frontend for Mago debugger
On Tuesday, 17 May 2016 at 13:04:23 UTC, Bruno Medeiros wrote: Interesting. I was about to ask what was the main advantage over GDB? I reckon it is that Mago can debug executables with the COFF and/or OMF formats, right? (as opposed to GDB's DWARF format) Mago currently has the best D language support on Windows. Can debug DMD generated executables. Do you know any GDB version + compiler version which works ok on Windows? Even w/o D demangling. At least able to create breakpoints, step, continue, examining threads, stack frames, local variables. In gdb+gdc combination I tried, gdb shows global variables instead of stack variables. Does DDT work ok with GDB on Windows? What compiler can be used to get GDB debugging working?
Re: LDC 1.0.0-beta2 has been released!
On Tuesday, 17 May 2016 at 05:51:29 UTC, Kai Nacke wrote: Hi everyone, LDC 1.0.0-beta2, the LLVM-based D compiler, is available for download! This BETA release is based on the 2.070.2 frontend and standard library and supports LLVM 3.5-3.8. The 1.0 release will be a major milestone. Please help testing to make it the best release ever! We provide binaries for Linux, OX X, Win32 & Win64, Linux/ARM (armv7hf). :-) As usual, you can find links to the changelog and the binary packages over at digitalmars.D.ldc: http://forum.dlang.org/post/yryvlznqafivqznwz...@forum.dlang.org Regards, Kai Does it contain Android support patches?
Re: It's alive! D building D building D, all on Android
On Thursday, 5 May 2016 at 08:17:07 UTC, Joakim wrote: After a sleepless night of trying to build the latest ldc master branch 2.070.2 on my Android tablet a couple nights ago, almost the full druntime/phobos standard library test suite passes (only one assert in std.conv) and the same for the dmd test suite, with a handful of failures across three modules exclusively testing C/C++ ABI compatibility. Great work!
Re: Minecraft written in D - on Android
On Tuesday, 26 April 2016 at 14:25:05 UTC, Benjamin Thaut wrote: On Tuesday, 26 April 2016 at 08:42:21 UTC, Vadim Lopatin wrote: Demo of DlangUI Scene3D engine - Minecraft-like voxel rendering - is available for Android/ARM. Post screenshots please. Screenshot from my android device: http://imgur.com/gallery/7wVBk8E
Re: Minecraft written in D - on Android
On Tuesday, 26 April 2016 at 14:05:19 UTC, WebFreak001 wrote: On my android device it says "Failed to parse package" Also where is the source at so I can run dub manually? Dub build is available only for desktop. For Android, clone repository git clone --recursive https://github.com/buggins/dlangui.git Go to dlangui/examples/dminer/android_project Edit paths in file android_build_config.mk export DLANGUI_DIR=$HOME/src/d/dlangui export NDK=$HOME/android-ndk-r11c export SDK=$HOME/android-sdk-linux export LDC=$HOME/ldc2-android-arm-0.17.0-alpha2-linux-x86_64 export NDK_ARCH=x86_64 export JAVA_HOME=/usr/lib/jvm/java-8-oracle/ To build package, you will need Android NDK, SDK, LDC2 for android. In Android SDK manager, download platform android-19 (Android 4.4.X) Build is tested only on Linux X64. More build instructions: https://github.com/buggins/dlangui/blob/master/examples/dminer/android_project/README.md
Re: DlangUI on Android
On Saturday, 23 April 2016 at 12:45:01 UTC, FrankLike wrote: On Saturday, 23 April 2016 at 11:42:49 UTC, Vadim Lopatin wrote: [...] Thank you. But why nothing to be shown,only black color? Probably something is wrong with OpenGL. E.g. OpenGL ES3 is not supported. Log can should failed opengl calls.
Re: DlangUI on Android
On Saturday, 23 April 2016 at 11:21:10 UTC, FrankLike wrote: On Friday, 22 April 2016 at 17:02:20 UTC, Vadim Lopatin wrote: Does it crash instantly or shows app GUI for some time? Is your smartphone arm-based? test-runner.apk is ok,but DLangUITetrisExample.apk and DlangUIHelloWorld.apk ,only shows black color. HTC Android 5.02 ,it's arm-based,Not ok, sorry. Where is the log file? Path? Log messages are in Android system log. On older androids, application CatLog (available on Market) was able to store logs to file. But on latest android, app cannot read logs of other applications, and CatLog shows none useful. You can try CatLog, but if it does not work (if you cannot see any messages with 'dlangui' tag), the only way to get logs I know is to use 'adb' utility from Android SDK. Download Android SDK, unpack to some folder, use sdk/platform-tools/adb utility. Connect device to pc using USB. `adb logcat` from commandline shows log messages from device. run `adb logcat > log.txt`, then start program which crashes on device, then press Ctrl+C to stop adb logcat. Now file log.txt should contain logs with crash.
Re: DlangUI on Android
On Friday, 22 April 2016 at 18:49:24 UTC, Laeeth Isharc wrote: This is a very exciting development. (And impressive in the 'consequent' department, as the Germans say - you said you would have DlangUI ported to Android some weeks after the working compiler, and that's what you did!). It took about one week to make DlangUI android backend once I managed to build NativeActivity example by Joakim's instructions. I would say it will take a week or too to make iOS backend once we have working compiler for iOS (in my estimations it will have 1K-2K lines of D code and 1K-2K lines of obj-c code. Unfortunately, I have no experience with objective C neither with iOS programming. Android port was easy for me because DlangUI was a kind of port/reimplementation of my C++ cross platform GUI library I used for my CoolReader GL project (e-book reader). Might be useful for me to port some D code for internal enterprise apps to Android that currently runs on linux (I recognise how experimental it is, but I'm okay with that since mobile is just nice to have, and not yet necessary). Please let me know issue you face when using DlangUI for mobile development. Will you be at dconf? No, I'm not planning to participate. D is just a hobby for me.
Re: DlangUI on Android
On Friday, 22 April 2016 at 18:48:26 UTC, David Nadlinger wrote: This is a reality now mostly due to Joakim's great LDC work. Yes, it's really GREAT work! I just took his NativeActivity example and modified a bit to make dlangui's platform class implementation. I would be nice to have all Joakim's patches in upstream LDC and druntime/phobos.
Re: DlangUI on Android
On Friday, 22 April 2016 at 15:02:32 UTC, FrankLike wrote: You can downlowd sample APK: https://sourceforge.net/projects/crengine/files/DlangUI/ DlangUI Tetris example now works ok on Android (arm, android4.4+) Android5.02 ,Not ok, sorry. Does it crash instantly or shows app GUI for some time? Is your smartphone arm-based? Couldn't you collect logs with `adb logcat`?
Re: DlangUI on Android
On Friday, 22 April 2016 at 13:41:52 UTC, Mike Parker wrote: I was late, but I have since gotten this taken care of, so it's all golden. FYI, for anyone facing a similar problem in the future and is hung up waiting on me to merge a pull request, the base loader in DerelictUtil allows overriding the default library names. So instead of a library like DLangUI requiring a patched Derelict package, you could do this: version(Derelict_OS_Android) DerelictFT.load("libft2.so"); You can pass multiple library names as a single, comma-separated string: DerelictFT.load("libft2.so,libfreetype.so"); Or as an array (which is what the above is converted to internally anyway): DerelictFT.load(["libft2.so", "libfreetype.so"]); Thank you for your help! I've updated dlangui dub.json with latest DerelictFT.
Re: LDC now supports Windows MSVC x86/x64 as first class targets
On Monday, 28 March 2016 at 05:56:07 UTC, Joakim wrote: On Monday, 28 March 2016 at 05:52:34 UTC, Corey Lubin wrote: On Saturday, 19 March 2016 at 13:23:48 UTC, kinke wrote: [...] Truly great news. Thank you Rainer, if you're reading this. (I don't think you ever take a break, do you? :]) Awesome progress, LDC team. Your challenging work is much appreciated. (P.S.: On a related front, any news on the Android on ARM work? Last I read, my understanding was that the problem you were running into was a lack of proper LLVM TLS support for the platform? Is my recollection correct?) Try it out, beta coming up: https://github.com/joakim-noah/android/releases Great work! I've used it for Android support in DlangUI http://forum.dlang.org/post/cdekkumjynhqoxvmg...@forum.dlang.org
Re: DlangUI on Android
On Thursday, 21 April 2016 at 13:28:18 UTC, Vadim Lopatin wrote: Hello, I've implemented initial support of Android in DlangUI. Forgot to add that DerelictFT patch is required for DlangUI/Android. (Freetype library has name libft2.so on Android) PR is submitted, but not yet integrated into DerelictFT: https://github.com/DerelictOrg/DerelictFT/pull/9 PS: Current build is using android-19 API (Android 4.4 Kitkat) due to GLES3 dependency. Will provide support of older platforms later, if needed.
Re: DlangUI on Android
On Thursday, 21 April 2016 at 14:48:40 UTC, ANtlord wrote: On Thursday, 21 April 2016 at 13:28:18 UTC, Vadim Lopatin wrote: Hello, I've implemented initial support of Android in DlangUI. Am I sleeping? Can we develop UI applications for Android on D? It's great! Yes, and the same code may run on both desktops and Android.
DlangUI on Android
Hello, I've implemented initial support of Android in DlangUI. Only armv7a architecture is supported so far. You can downlowd sample APK: https://sourceforge.net/projects/crengine/files/DlangUI/ How to add support of Android to your DlangUI project. = Copy dlangui/android/android_project directory to you DlangUI project directory. Probably you will want to change android package name in AndroidManifest.xml and application display name in res/values/strings.xml Modify android_app.mk, android_build_config.mk android_app.mk == Update LOCAL_SRC_FILES to include all your project's files. android_build_config.mk === Update paths to Android NDK, SDK, DlangUI source directory. Default values: export DLANGUI_DIR=$HOME/src/d/dlangui export NDK=$HOME/android-ndk-r11c export SDK=$HOME/android-sdk-linux export LDC=$HOME/ldc2-android-arm-0.17.0-alpha2-linux-x86_64 export NDK_ARCH=x86_64 Use LDC cross compiler for armv7a build according instructions https://wiki.dlang.org/Build_LDC_for_Android#Build_a_sample_OpenGL_Android_app_ported_to_D
New example IRC Client for DlangUI
Hello, I've added new example for DlangUI - IRC Client. It's located in dlangui/examples/ircclient and available as dlangui:ircclient package. For this application, AsyncSocket implementation is added to DlangUI. Best regards, Vadim
Re: Ever want to compile D on your Android phone? Well, now you can!
On Wednesday, 27 January 2016 at 07:48:53 UTC, Joakim wrote: On Wednesday, 27 January 2016 at 06:04:43 UTC, Laeeth Isharc wrote: https://www.reddit.com/r/programming/comments/42w404/dlang_llvmbacked_compiler_alpha_release_for/ I've updated the gist and wiki page to take that change into account; simply download the new gist, as shown on a reloaded wiki page. Thank you! I've sent pull request to fix GLES2 build errors, and to create dub.json Could you please register your project on code.dlang.org as DUB package? I'm going to use it as a dependency in DlangUI
Re: Ever want to compile D on your Android phone? Well, now you can!
On Sunday, 24 January 2016 at 15:12:30 UTC, Joakim wrote: If you have a D/OpenGL app you'd like to port to Android and submit to the Play Store, let me know if I can help with that process. I'm going to port DlangUI on Android in nearest future.
Re: DlangIDE update
On Monday, 25 January 2016 at 20:00:57 UTC, Basile B. wrote: On Tuesday, 8 December 2015 at 15:58:43 UTC, Vadim Lopatin wrote: - integration of DML GUI builder (Delphi like) Can you explain me how do you think it can be done while there is even no official object streaming for D ? Just one thing: "@widget" is not enough. I don't know how to explain you the problem. But let's say you have an object inspector that displays the properties of an object. The D way doesn't work (templates). You won't be able to assign an untyped Object to an inspector if your object doesn't store runtime informations. It's just impossible. Furthemore properties are not just for the visual things... You won't be able to make a good run-time designer "à la Delphi" until the D standard library gets a serialization library. And when this will happen, you won't be able to use this serialization library because it won't work at run-time (object inspectors, property bindings, etc.). It won't work. Currently it's being done by adding lines like following into modules which contain widgets to publish: import dlangui.widgets.metadata; mixin(registerWidgets!(Widget, TextWidget, ScrollBar, CanvasWidget)()); Unless widgets are registered, it's impossible to create them from DML like this: auto layout = parseDML!VerticalLayout(q{ VerticalLayout { layoutWidth: fill; layoutHeight: fill; backgroundColor: #FF8080 TextWidget { text: "Input text here" } EditLine { id: edName } } }); Sample DML editor: dub run dlangui:dmledit
Re: DlangUI
On Tuesday, 20 May 2014 at 18:13:36 UTC, Vadim Lopatin wrote: 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. OpenGLDrawable is implemented - allows to use custom OpenGL drawing inside DlangUI. E.g. it's possible to draw something with OpenGL as a background, and put UI on top of it. Sample: dub run dlangui:opengl Other changes: A lot of fixes, mainly found while DlangIDE development. OpenGL support code refactoring and optimizations contributed by Viktor Makhotkin (gazer). Dependencies now are git submodules - when developing with VisualD/MonoD - no more manual cloning of dependency repos is required. Porting of XML/CSS visualization engine from my C++ project CoolReader is started.
Re: DlangIDE project update
On Tuesday, 8 December 2015 at 15:58:43 UTC, Vadim Lopatin wrote: DlangIDE is getting close to usable. DlangIDE is and IDE for D programming language written in D using DlangUI library. [...] Recent changes: DCD is now integrated as a library instead of using commandline dcdclient/dcdserver --contrubuted by Keywan Ghadami GDB support fixes Some crashes fixed
Re: New D tool releases
On Thursday, 14 January 2016 at 13:27:40 UTC, Suliman wrote: dsymbol: Symbol resolution code used by DCD and D-Scanner Could anybody explain where it can be helpful and how it's work? dfmt: formats source code dfix: helps to migrate your code from older compiler versions to newer D-Scanner: scans D project for potential problems/bugs
Re: DLanguage IntelliJ plugin released
On Friday, 25 December 2015 at 10:41:26 UTC, Kingsley wrote: Hi I have released an initial attempt at an IntelliJ plugin for D to the jetbrains plugin repository. It's DLanguage version 1.2 It has basic syntax highlighting, autocompletion with DCD, compile checking and linting with Dscanner, code formatting with Dfmt and navigation jump to classes and functions and dub support - recommend using dub See the GitHub page screenshots for an idea Enjoy :) --Kingsley Great! Does it have debugging support?
Re: DlangIDE - initial GDB debugger support
On Sunday, 20 December 2015 at 13:53:33 UTC, default0 wrote: This is quick progress! Awesome! I finally have some free time on my hands, so I deleted my workspace and tried to set things up following the How to hack on DlangIDE steps again. After doing that and trying to compile on Debug/Win32 I get output with a linker error: ... Any help in somehow getting this all to build would be much appreciated. Oh and of course "dub run" works just fine. For me, Visual Studio 2015 Community Edition + recent Visual D works ok. Try to create some helloworld project using VisualD and build it. Does it work? Clone dlangui and dlangide into the same directory (!!!) Inside dlangui directory create directory /deps and clone dependencies into it (as described in readme). Open dlangui/dlangui-msvc.sln In workspace, select dlangide as a startup project. Build dlangide. As well you can try to build other projects (e.g. dmledit, tetris, example1) - does it work?
Re: DlangIDE - initial GDB debugger support
On Thursday, 17 December 2015 at 08:27:05 UTC, ZombineDev wrote: Initial GDB debugging support is implemented. You can start / stop debugging, set breakpoints, step in/out/over, continue. TODO: stack trace & local variables display As well, following features implemented: - bookmarks in source files (toggle, go to next/prev) - recent workspace list Exellent progress! Congrats! GDB support improvements: stack and local variables windows added.
Re: DlangUI
On Friday, 18 December 2015 at 13:56:00 UTC, Suliman wrote: In general I don't care about that sort of thing, but there is one exception: the main application menu. Unity and Aqua (OS X) both end up feeling odd if you don't use the system one. Completely agree. Once Cocoa backend is ready I'm going to implement native OSX menus. Would it be possible to add native menu for Windows? I think all font-related stuff is should be look native or use native controls. Because Apps that can't handle non standard system DPI looks very bad. I see no point in implementing native Windows menus. For high DPI, DlangUI supports loading different drawables for different resources, and you can specify font sizes and control dimensions in points or millimeters instead of pixels. (It's similar to Android)
Re: DlangUI
On Wednesday, 16 December 2015 at 16:17:00 UTC, karabuta wrote: On Tuesday, 14 April 2015 at 11:18:38 UTC, Vadim Lopatin wrote: Maybe tutorial on Menus, tabs, list view, and a little excell app I started to work on Spreadsheet (Excel like app) example dub run dlangui:spreadsheet (dlangui/examples/spreadsheet) Its implementation is in the very beginning. Worksheet split view support development is in progress.
Re: DlangUI
On Wednesday, 16 December 2015 at 13:32:21 UTC, Suliman wrote: Is it's possible to use some native frontend with dlangui instead of drawing all controls with OpenGL? I really dislike how all OpenGL toolkit looks like. OpenGL is just hardware acceleration for drawing. Resulting picture is the same for both OpenGL and software rendering. DlangUI will never use native controls. It draws all widgets itself. But look and feel can be changed by providing custom theme. You can create theme (set of .xml and .png files) to get DlangUI app looking exactly like native one. Is it's possible to make dlangui fully compatibility with QML to be able easy migrate visual components from Qt solution to dlangui? No. It's not planned at least for now.
Re: DlangUI
On Thursday, 17 December 2015 at 16:21:58 UTC, John Colvin wrote: DlangUI will never use native controls. It draws all widgets itself. But look and feel can be changed by providing custom theme. You can create theme (set of .xml and .png files) to get DlangUI app looking exactly like native one. In general I don't care about that sort of thing, but there is one exception: the main application menu. Unity and Aqua (OS X) both end up feeling odd if you don't use the system one. Completely agree. Once Cocoa backend is ready I'm going to implement native OSX menus.
Re: DlangIDE - initial GDB debugger support
On Tuesday, 8 December 2015 at 15:58:43 UTC, Vadim Lopatin wrote: Hello, DlangIDE is getting close to usable. DlangIDE is and IDE for D programming language written in D using DlangUI library. Project page: https://github.com/buggins/dlangide To try, use `dub fetch dlangide && dub run dlangide` try to create and run DlangUI Helloworld project, or open Tetris project from workspaces/tetris. Initial GDB debugging support is implemented. You can start / stop debugging, set breakpoints, step in/out/over, continue. TODO: stack trace & local variables display As well, following features implemented: - bookmarks in source files (toggle, go to next/prev) - recent workspace list
Re: DlangIDE update
On Tuesday, 8 December 2015 at 15:58:43 UTC, Vadim Lopatin wrote: Hello, DlangIDE is getting close to usable. DlangIDE is and IDE for D programming language written in D using DlangUI library. Project page: https://github.com/buggins/dlangide Recent changes: Settings for DUB, GDB, DMD, LDC, GDC, xterm. Project settings allow to select toolchain, architecture for building, commandline parameters and working directory for running. Running of project is done as spawn instead of DUB run. External terminal is supported. New project wizard is improved. New source file wizard added. Workspace tree context menus allow to add/remove projects, files, build/clean/rebuild/run projects. Current activity: GDB debugging support.
Re: DlangIDE update
On Wednesday, 9 December 2015 at 09:18:37 UTC, default0 wrote: One of the things I did manage to try was putting a readln() into the standard hello-world-console-app preset. Turns out that it causes dlangide to hang up because it's not actually possible to have user input (or to configure dlangide to start the project separately so a regular console window appears). Killing the started process also was not possible since the respective option to stop debugging is still grayed out. Input hangs because running currently is just invoking of `dub run` - with input and output redirected. Output is shown in IDE message log, but for input just nothing is sent. I'm working on debugging, and as well will implement running apps w/o debugger with separate console. Sounds good! When the typical edit-compile-debug cycle works this will probably already be enough to start using it for smaller projects :-) Running in external console is implemented. Run button now starts dub build, and if build is successful executes program in external console. Stop button added. Xterm is used as external console on posix. Tested under windows and linux.
Re: DlangIDE update
On Wednesday, 9 December 2015 at 09:18:37 UTC, default0 wrote: I still haven't written much D code and my time is somewhat limited, but if there are simple tasks you need to get done, I would be glad to offer help! It would be great. Will be looking through GitHub and try to set DlangUI etc. up locally, too and see what I can do :-) Added development environment setup instructions (VisualD, Mono-D) to README.
Re: DlangIDE update
On Wednesday, 9 December 2015 at 15:31:46 UTC, default0 wrote: On Wednesday, 9 December 2015 at 12:10:33 UTC, Vadim Lopatin Thanks for the instructions! I followed them, but when I tried to build in Visual Studio, I got the following error: C:\Users\Administrator\Documents\DCode\DlangUI\src\dlangui\graphics\images.d(34): Error: module io is in file 'dlib\image\io\io.d' which cannot be read ... I checked the import path[9] it listed, and relative to that path, there is the dlib/image/io/io.d file (ie in "C:\Users\Administrator\Documents\DCode\DlangUI\..\dlib\dlib\image\io\io.d"). I'm not sure why it doesn't find that file, despite listing a path that contains this file in the imports (and has the necessary permissions for reading it, and the file obviously not being used by anything). I'm using Visual D. Pretty stumped on that right now, building with dub obviously works, and I suppose I could then attach the debugger from within Visual Studio, but that's not a workflow I'm looking forward to (nor do I know if it works the way I hope)... Looks like you have opened obsolete project. Deps should be in dlangui/deps, not in dlangui/.. Probably, you have used old build instructions. See at end of dlangide's README.md Open dlangui/dlangui-msvc.sln
Re: DlangIDE update
On Wednesday, 9 December 2015 at 19:24:19 UTC, default0 wrote: I should mention that the dlangui\.. is some build artifact, too, the files are in dlangui\deps locally (it probably tries to shorten the path name?) I found that I forgot to change project import paths for all configurations. I used Debug/X64 only so did not notice it. You probably using Debug/win32. Fixed. Project file is updated.
DlangIDE update
Hello, DlangIDE is getting close to usable. DlangIDE is and IDE for D programming language written in D using DlangUI library. Project page: https://github.com/buggins/dlangide To try, use `dub fetch dlangide && dub run dlangide` try to create and run DlangUI Helloworld project, or open Tetris project from workspaces/tetris. Supported platforms: win32, linux, osx. DlangIDE uses DUB to build and run projects, DUB .json as project format, DCD for code completion. For code completion / go to references functionality, you need to build dcd-server and dcd-client executables from https://github.com/Hackerpilot/DCD.git and put them to some of PATH dirs. Recent changes: - New Project wizard - New source file wizard - Add / remove project files, refresh workspace - A lot of bugfixes Current activities: - GDB MI debugger support - integration of DML GUI builder (Delphi like) DlangUI: https://github.com/buggins/dlangui Recent DlangUI changes: - MonoD and VisualD projects for development under Windows, Linux, OSX. - pure X11 backend implemented to avoid SDL dependency - dmledit app for editing DML - spreadsheet example (excel like app, just started) - a lot of bugfixes Try dlangui:tetris, dlangui:example1, dlangui:dmledit examples. Best regards, Vadim
Re: DlangIDE update
On Tuesday, 8 December 2015 at 18:18:29 UTC, default0 wrote: Sweet! Glad you're back and working on this! Was wanting to give it a shot, but typing } on my keyboard (german layout, right-alt + 0) did not actually insert the character into the opened document, so I gave up. What is a platform? Linux with SDL? How do I reproduce it? Could you please submit a bug on github? Most of the UI stuff looks really neat (especially like the directory structure preview when creating a new project/workspace), but obviously still needs a lot of work (you cannot drag dialogs around, fe). Dialogs are currently displayed as popup widgets instead of separate windows due to issue with OpenGL contexts under Win32 when multiple windows are being used. One of the things I did manage to try was putting a readln() into the standard hello-world-console-app preset. Turns out that it causes dlangide to hang up because it's not actually possible to have user input (or to configure dlangide to start the project separately so a regular console window appears). Killing the started process also was not possible since the respective option to stop debugging is still grayed out. Input hangs because running currently is just invoking of `dub run` - with input and output redirected. Output is shown in IDE message log, but for input just nothing is sent. I'm working on debugging, and as well will implement running apps w/o debugger with separate console. From the looks of it, this is very promising though. I like the Workspace layout and the general feel of the IDE (very responsive, very clean) and it all kind of makes me wish it wouldn already have enough features (especially debugging!) to be a viable option. Debugging is high priority task now. I still haven't written much D code and my time is somewhat limited, but if there are simple tasks you need to get done, I would be glad to offer help! It would be great. Here's to hoping this IDE will keep going and turn out well :-) I think for programming language, it's big + to have native GUI library and IDE written in the same language. Adding Delphi style GUI builder could attract newbies.
Re: DlangIDE update
On Tuesday, 8 December 2015 at 23:45:47 UTC, Chris Wright wrote: Awesome! Is there any chance of bundling DCD? It would be a lot more convenient if I didn't even have to think about getting another completion program and running it on my project. For win32, it's bundled with dcd-client and dcd-server binaries (although of quite old version). For mac, I suppose there should not be a problem too to add dcd binaries. But for Linux I'm unsure how to build DCD which is able to work on all distributions.
Re: DlangIDE
On Tuesday, 12 May 2015 at 21:03:05 UTC, JohnnyK wrote: On Friday, 6 February 2015 at 14:03:07 UTC, Vadim Lopatin wrote: Hello, I'm working on cross-platform D language IDE - DlangIDE. It's written in D using DlangUI based GUI. Project on GitHub: https://github.com/buggins/dlangide It's in alpha stage but already allows: * Open DUB based projects * Edit source files * Build and run projects using DUB * D source code syntax highlight Requires DUB for building projects. Features missing so far: * Debugging support * Code completion * Code folding * Go to definition * Smart indentation Best regards, Vadim Is DUB required to install and use the IDE? DUB is required to build IDE, and to build and run projects using IDE.
Re: DlangIDE
On Friday, 8 May 2015 at 17:26:18 UTC, Chris wrote: On Tuesday, 10 March 2015 at 10:39:16 UTC, Vadim Lopatin wrote: On Friday, 6 February 2015 at 14:03:07 UTC, Vadim Lopatin wrote: Hello, I'm working on cross-platform D language IDE - DlangIDE. It's written in D using DlangUI based GUI. Project on GitHub: https://github.com/buggins/dlangide It's in alpha stage but already allows: * Open DUB based projects * Edit source files * Build and run projects using DUB * D source code syntax highlight Requires DUB for building projects. Features missing so far: * Debugging support * Code completion * Code folding * Go to definition * Smart indentation Recent changes in DlangIDE: Settings dialog added (editor settings and UI options, including options for tuning of font rendering) Dark theme implemented (available for all DlangUI apps as well) Search feature - contributed by Freakazo Best regards, Vadim Does DlangIDE offer plugin mechanisms? Would be great, if we could write plugins. Plugins are not planned in nearest future. IMHO so far it's better just to embed functionality into app.
Re: DlangUI
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 Project Update: FontConfig support is added for Linux builds Examples available on https://github.com/buggins/dlangui-examples Getting Started tutorial: https://github.com/buggins/dlangui/wiki/Getting-Started Some bugs fixed
Re: Loading of widgets from DML markup and DML Editor in DlangUI
On Friday, 10 April 2015 at 19:26:28 UTC, Jonas Drewsen wrote: Cool! I am not really that much into qml... but isn't much of the power of qml coming from using javascript to do logic and bindings? Can you do D code stuff in the DML markup to handle that part e.g. by mixin of the DML? Keep up the good work. /Jonas So far, I'm going to implement * automatic mapping of loaded widgets to member variables (based on matching of widget id and variable names, or, possible mixin adding of member variables for all of widgets with ids) * automatic mapping of loaded widget signals to handlers Mixing in handlers written in D from DML is possible, in some of future implementations. So far, I'm not sure that it's better than just having external signal handlers automatically mapped, e.g. by name. sample DML: { HorizontalLayout { TextWidget { text: Enter file name: } EditLine { id: edFileName } Button { id: btnOpen text: Open click = onBtnOpenClick } } } ... // class members EditLine _edFileName; bool onBtnOpenClick(Widget src) { window.showMessageBox(Opend, File name:d ~ _edFileName.text); return true; } Member variable `EditLine _edFileName;` could be added automatically by mixin, or at least it's value can be initialized on load Signal handler may be assigned either if explicitly defined in DML (`click = onBtnOpenClick` means widget click signal should be connected to member function onBtnOpenClick) or just found based on widget Id and signal name (e.g. if there is widget with id=btnOpen and class method onBtnOpenClick - loader mixin could automatically decide to assign this method as signal handler of widget (like it's dont in VB). I'm not sure if alternative definition is better Button { id: btnOpen text: Open click = { window.showMessageBox(Opend, File name:d ~ edFileName.text); } }
Re: DlangUI
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 I've added first DlangUI tutorial on DlangUI Wiki: https://github.com/buggins/dlangui/wiki/Getting-Started It covers creation of simple DlangUI helloworld project, and then illustrates layouts, standard controls, DML, and signals. Source code for all examples is available on GitHub https://github.com/buggins/dlangui-examples I'm looking forward for ideas for next tutorials.
Re: DlangUI
On Monday, 13 April 2015 at 17:51:54 UTC, John Colvin wrote: 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 Is there any way I can debug a unittest build? Start Debugging seems bound to the debug build. Are asking about DlangIDE? There is no debugging here at all. Start Debugging currently just exdecutes `dub run`
Re: DlangUI
On Thursday, 26 March 2015 at 11:41:17 UTC, Mike James wrote: On Tuesday, 20 May 2014 at 18:13:36 UTC, Vadim Lopatin wrote: Hello! I would like to announce my project, DlangUI library - SNIP Hi Vadim, I have just installed the latest D 2.067.0, ran the git install and the build now fails. The errors are as follows: C:\D\dmd2\gui\dlanguidub run dlangui:example1 --build=release Building package dlangui:example1 in C:\D\dmd2\gui\dlangui\examples\example1\ Target gl3n 1.0.1 is up to date. Use --force to rebuild. Building dlib ~master configuration library, build type release. Running dmd... ..\..\..\..\Users\mikej\AppData\Roaming\dub\packages\dlib-master\dlib\image\io\jpeg.d(681): Warning: instead of C-style syntax, use D-style syntax 'ubyte[64] dezigzag' ..\..\..\..\Users\mikej\AppData\Roaming\dub\packages\dlib-master\dlib\filesystem\windows\directory.d(77): Error: undefin ed identifier wcslen FAIL ..\..\..\..\Users\mikej\AppData\Roaming\dub\packages\dlib-master\.dub\build\library-release-windows-x86-dmd_2067-17 3DBA1310DF90D85EA81F6AA09FBD95\ dlib staticLibrary Error executing command run: dmd failed with exit code 1. C:\D\dmd2\gui\dlangui any clues? Thanks. Regards, Mike. Did you try upgrade dependencies? dub upgrade --force-remove dub build --force Best regards, Vadim
Re: Loading of widgets from DML markup and DML Editor in DlangUI
On Thursday, 2 April 2015 at 13:56:05 UTC, ketmar wrote: are there any plans to add cassowary solver[1] to DlangUI? i believe i seen D port of it (my own is not usable with DMD). [1] https://constraints.cs.washington.edu/cassowary/ How could it be useful for DlangUI? Some advanced kind of layout?
Loading of widgets from DML markup and DML Editor in DlangUI
Hello, Useful feature is added to DlangUI. You can write UI layout as QML-like code, and load it in runtime from file, resource, or just string constant. Instead of manual creation of widgets in code, you may write like this: == module app; import dlangui; mixin APP_ENTRY_POINT; /// entry point for dlangui based application extern (C) int UIAppMain(string[] args) { // create window Window window = Platform.instance.createWindow(DlangUI example - HelloWorld, null); // create some widget to show in window window.mainWidget = parseML(q{ VerticalLayout { margins: 10 padding: 10 backgroundColor: #C0E0E070 // semitransparent yellow background // red bold text with size = 150% of base style size and font face Arial TextWidget { text: Hello World example for DlangUI; textColor: red; fontSize: 150%; fontWeight: 800; fontFace: Arial } // arrange controls as form - table with two columns TableLayout { colCount: 2 TextWidget { text: param 1 } EditLine { id: edit1; text: some text } TextWidget { text: param 2 } EditLine { id: edit2; text: some text for param2 } TextWidget { text: some radio buttons } // arrange some radio buttons vertically VerticalLayout { RadioButton { id: rb1; text: Item 1 } RadioButton { id: rb2; text: Item 2 } RadioButton { id: rb3; text: Item 3 } } TextWidget { text: and checkboxes } // arrange some checkboxes horizontally HorizontalLayout { CheckBox { id: cb1; text: checkbox 1 } CheckBox { id: cb2; text: checkbox 2 } } } HorizontalLayout { Button { id: btnOk; text: Ok } Button { id: btnCancel; text: Cancel } } } }); // you can access loaded items by id - e.g. to assign signal listeners auto edit1 = window.mainWidget.childById!EditLine(edit1); auto edit2 = window.mainWidget.childById!EditLine(edit2); // close window on Cancel button click window.mainWidget.childById!Button(btnCancel).onClickListener = delegate(Widget w) { window.close(); return true; }; // show message box with content of editors window.mainWidget.childById!Button(btnOk).onClickListener = delegate(Widget w) { window.showMessageBox(UIString(Ok button pressedd), UIString(Editors content\nEdit1: d ~ edit1.text ~ \nEdit2: d ~ edit2.text)); return true; }; // show window window.show(); // run message loop return Platform.instance.enterMessageLoop(); } == Function parseML loads widgets from code written in DML language. There is DMLEdit sample app in DlangUI/examples directory. You can run it with dub: dub run dlangui:dmledit It allows to edit QML text and see how it will look like when loaded into app (F5 refreshes view). Syntax highlight, bracket matching, go to error and other useful features are implemented. TODOs: * automatic mapping of loaded widgets to member variables (e.g. by matching of widget id and variable names) * automatic assignment of signal listeners to member functions, according to DML or just based on signal name and widget id (e.g. onButton1Click method may be connected to widget with id=Button1 signal click ) I hope this enhancement will be useful. Best regards, Vadim
Re: dsq-1: open-source software synthesizer
On Monday, 30 March 2015 at 06:26:00 UTC, ketmar wrote: On Mon, 30 Mar 2015 19:17:35 +1300, Rikki Cattermole wrote: On 30/03/2015 7:14 p.m., ketmar wrote: On Mon, 30 Mar 2015 18:54:42 +1300, Rikki Cattermole wrote: On 30/03/2015 6:35 p.m., ketmar wrote: On Mon, 30 Mar 2015 18:23:11 +1300, Rikki Cattermole wrote: Although I'm a little concerned because dub is meant to validate and tell you conflicts in licenses. O_O Hey hey hey, context matters! i'm speechless 'cause it's a great idea (let machine do it work!), but i'm not sure how this can be done with wide broad of licenses out here. and i definetely want to see std.license.compare in Phobos! ;-) I agree, I'm concerned about this as well. But hey, its one of the features the dub developers want to have. what i really want to have is libdub. i.e. turning dub to library, so it can be easily integrated in any D project (rdmd comes to mind first). i don't want D building abilities, for example, but i really like to use it's package management part (and get list of files and compiler flags for that packages). sure, i can do this by parsing dub jsons and execing dub itself to do package management work, but libdub is better... maybe someday i'll wrote such thing. ;-) +1 E.g. using libdub in my project DlangIDE would be much easy than command line interface.
Re: DlangUI
On Thursday, 26 March 2015 at 13:48:20 UTC, Chris wrote: On Thursday, 26 March 2015 at 11:47:59 UTC, Vadim Lopatin wrote: Try `dub upgrade --force-remove` followed by `dub build --force` For the love of God, please put this on the github page under troubleshooting. It happens quite a lot. Ok. Added following notice to README (you can see it on project main page on GitHub) Important notice If build of your app is failed due to dlangui or its dependencies, probably you have not upgraded dependencies. Try following: dub upgrade --force-remove dub build --force As well, sometimes removing of dub.json.selections can help.
Re: DlangUI
On Thursday, 26 March 2015 at 11:41:17 UTC, Mike James wrote: On Tuesday, 20 May 2014 at 18:13:36 UTC, Vadim Lopatin wrote: Hello! I would like to announce my project, DlangUI library - SNIP Hi Vadim, I have just installed the latest D 2.067.0, ran the git install and the build now fails. The errors are as follows: C:\D\dmd2\gui\dlanguidub run dlangui:example1 --build=release Building package dlangui:example1 in C:\D\dmd2\gui\dlangui\examples\example1\ Target gl3n 1.0.1 is up to date. Use --force to rebuild. Building dlib ~master configuration library, build type release. Running dmd... ..\..\..\..\Users\mikej\AppData\Roaming\dub\packages\dlib-master\dlib\image\io\jpeg.d(681): Warning: instead of C-style syntax, use D-style syntax 'ubyte[64] dezigzag' ..\..\..\..\Users\mikej\AppData\Roaming\dub\packages\dlib-master\dlib\filesystem\windows\directory.d(77): Error: undefin ed identifier wcslen FAIL ..\..\..\..\Users\mikej\AppData\Roaming\dub\packages\dlib-master\.dub\build\library-release-windows-x86-dmd_2067-17 3DBA1310DF90D85EA81F6AA09FBD95\ dlib staticLibrary Error executing command run: dmd failed with exit code 1. C:\D\dmd2\gui\dlangui any clues? Thanks. Regards, Mike. Try `dub upgrade --force-remove` followed by `dub build --force`
Re: DlangUI
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. DlangUI review and small tutorial is published on Habrahabr - popular russian IT resource (in Russian) http://habrahabr.ru/post/253923/
Re: DlangUI
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. .. Best regards, Vadim coolreader@gmail.com Project Update: == * Mac OSX OpenGL support fixed * High DPI (Retina) displays interface scaling is implemented * Separate resources for high DPI resolutions * Font sizes in themes can be specified in points and % of parent size, in addition to pixels * Dark theme is implemented * Settings dialogs support widgets * Multiline TextWidget * A lot of bugfixes