Re: Quality of errors in DMD
On Sunday, 4 September 2016 at 10:33:44 UTC, Walter Bright wrote: As I mentioned before, assert failures are usually the result of the last edit one did. The problem is already narrowed down. That's just not true in my case. Most of the asserts I triggered were after updating to a newer compiler version. I don't find -v helpful as it only points to a single haystack out of many, I still have to find the needle. The backend source is hard to get into, it would really help to know a little bit more about the cause for the error. One assert made me delay updating to a newer DMD version for like a year. I was reluctant to make the bug report because of the size of my codebase and inability to make a simple test case, I didn't even know for certain which function was the cause for it. Certainly just stating that an assert was triggered in this and this line of the backend is not enough? Having more information would help create those bug reports.
Re: Dub needs some additions
On Saturday, 23 January 2016 at 20:24:05 UTC, Igor wrote: Some simple extensions to dub are required for proper windows support: 1. The Ability to generate full build selections for Visual D. I only get Win32 when using `dub generate VisualD`. Win64 support should be added, along with alternate compiler support. (GDC and LDC) dub generate visuald --arch=x86_64 etc. You have to use flags to configure the project. 2. The ability to refresh a project by adding new dependencies and files to the previously generate Visual D project. It should retain modified settings of the project file. I'm thinking of something like `dub refresh VisualD` would work. Yeah, that would be nice. The current generate settings are just child's toys without the ability to retain and update project info. Thank You.
Re: Dub needs some additions
On Saturday, 23 January 2016 at 21:24:27 UTC, Igor wrote: No, I am talking about adding the different build options inside the visual studio project. When one generates the project, it should add the 64bit build options regardless. It is a standard with all Visual Studio projects in C++, C#, and VB. It should not require a flag to set. It doesn't change the architecture but only provides a simple build option. When I use the flag, I only get 64... I want both!!! I should be able to switch seemlessly between 64-bit and 32-bit by using the configuration manager/combo box like every other normal project in VS has as default. Ah, yeah, that makes sense. To me personally setting project working directory to $(OUTDIR) when generating would be nice. Doesn't sound like a hard thing to do, I'll try making a pull request for that.
Re: DirectX 12 bindings.
On Wednesday, 2 December 2015 at 04:26:39 UTC, Rikki Cattermole wrote: On 02/12/15 5:17 PM, Denis Gladkiy wrote: On Wednesday, 2 December 2015 at 02:05:22 UTC, Rikki Cattermole wrote: On 02/12/15 3:45 AM, Denis Gladkiy wrote: Where can I find DirectX 12 bindings for D? There is https://github.com/evilrat666/directx-d Which plans by the looks of things to support it eventually. Right now it sits at DX11. Last update was in 2014. What are the signs of upcoming DirectX 12 support? Okay I may have stretched it a little on that one. But it shouldn't be too hard to do that last bit of work. Why? The two APIs are so different that it's no use to base the work on current DirectX 11 bindings. That said though, 12th is much smaller so it's less work anyways.
Re: Release D 2.069.1
On Wednesday, 11 November 2015 at 12:05:16 UTC, Martin Nowak wrote: This is an unplanned point release whose sole purpose is to fix a severe Windows installer bug. http://dlang.org/download.html http://downloads.dlang.org/releases/2.x/2.069.1/ http://dlang.org/changelog/2.069.1.html -Martin People not being able to install DMD on a fresh PC made a near-disaster for me yesterday. Thank you a lot for releasing this so soon!
Re: D for Game Development
On Thursday, 30 July 2015 at 13:43:35 UTC, karabuta wrote: D is really cool and makes a good candidate for developing a game. Are there any guys out there using D for indie games? Not an indie game, but Remedy is making Quantum Break using D.