Re: Dgame revived
On Sunday, 15 March 2015 at 23:17:10 UTC, Joel wrote: On Sunday, 15 March 2015 at 22:51:17 UTC, Namespace wrote: On Sunday, 15 March 2015 at 22:30:06 UTC, Joel wrote: I've been getting these errors: I found two places that have 'package(Dgame):' - source\Dgame\Graphic\Color.d(30) and source\Dgame\Math\Rect.d(44), and if I remove them (comment them out), then only one error remains: Yeah, I've used a dmd 2.067 version. I will fix this tomorrow, so that Dgame is useable with dmd 2.066. Compiling using dmd... Error: cannot read file main.d FAIL .dub\build\main-debug-windows-x86-dmd_2066-7A96EE8F0A68A2410292AA6D54ADEF4C \ dgame-example executable Error executing command run: dmd failed with exit code 1. That error should be fixed now. I still get this error. Or am I using the wrong zip file? Keep up the good work! Thanks! Currently you should use the Master branch until I fixed the package thing.
Re: Dgame revived
Currently you should use the Master branch until I fixed the package thing. I hate to post from my mobile phone. I've always have this no-name account there. I hope I've fixed the errors. It was my fault, because I was too excited about the new release, I forgot completely to test with the current version 2.066.
Re: Deadcode: A code editor in D
On Friday, 13 March 2015 at 16:33:38 UTC, Kingsley wrote: Up to your imagination! Personally I will probably use them to integrate 3rd party tools or create small helpers in my day to day work that are currently small bash/bat scripts. Using D for scripting this way would be very nice imho. Of course the editor itself can (and does) make use of such widgets to show misc. info about you project state. /Jonas Could you put the code on github or somewhere so I can have play with it? I don't care what state the code is in or if stuff fully works or not - just want to have a go. I'm writing an intellij plugin for D https://github.com/kingsleyh/DLanguage and curious to see other approaches to editing D code. --K FYI: http://forum.dlang.org/post/hbnjepeljfdlnaagn...@forum.dlang.org
Re: Dgame revived
On Monday, 16 March 2015 at 07:49:52 UTC, Namespace wrote: Currently you should use the Master branch until I fixed the package thing. I hate to post from my mobile phone. I've always have this no-name account there. I hope I've fixed the errors. It was my fault, because I was too excited about the new release, I forgot completely to test with the current version 2.066. Forgot to mention the new Beta tag (hopefully the last :)): https://github.com/Dgame/Dgame/releases/tag/v0.5.0-beta.3
Re: [GUI-lib] Maybe a better year for DQuick
Perfect news! Hope to see first beta to this summer time!
Re: Deadcode on github
On Sunday, 15 March 2015 at 22:33:34 UTC, Jonas Drewsen wrote: On Sunday, 15 March 2015 at 22:07:04 UTC, Walter Bright wrote: On 3/15/2015 2:39 PM, Jonas Drewsen wrote: Here you go... Website: http://deadcode.steamwinter.com Changelog: http://deadcode.steamwinter.com/downloads/Changelog.txt Trello:https://trello.com/b/ufLqwxVW Thank you! BTW, you need to prominently place a couple paragraphs describing: what Deadcode is why someone should be interested in Deadcode I know... and you are right. On the todo... just soo much more fun to code D than HTML. Then use vibe.d and code it in D :D
Re: This Week in D #9 - marketing discussion, final beta, special interview with Sönke
On Monday, 16 March 2015 at 04:54:12 UTC, Adam D. Ruppe wrote: http://arsdnet.net/this-week-in-d/mar-15.html Also remember about the RSS feed here: http://arsdnet.net/this-week-in-d/twid.rss I'm currently out west so I'm a couple hours off, but here's the next installment with summaries of forum discussions - with a few of my opinions added in - and a contributed interview! Lots of cool stuff this week. Nice ! The interview is a cool idea. Nitpick: Loose "(P" after the dub question ;)
Re: This Week in D #9 - marketing discussion, final beta, special interview with Sönke
More interviews please :P
Re: This Week in D #9 - marketing discussion, final beta, special interview with Sönke
On Monday, 16 March 2015 at 04:54:12 UTC, Adam D. Ruppe wrote: http://arsdnet.net/this-week-in-d/mar-15.html Also remember about the RSS feed here: http://arsdnet.net/this-week-in-d/twid.rss I'm currently out west so I'm a couple hours off, but here's the next installment with summaries of forum discussions - with a few of my opinions added in - and a contributed interview! Lots of cool stuff this week. DDOC is showing through: "($P - DUB was born as a spin-off of vibe.d" and the closing paren at the end of the paragraph.
Re: Deadcode on github
On Sunday, 15 March 2015 at 22:07:04 UTC, Walter Bright wrote: BTW, you need to prominently place a couple paragraphs describing: what Deadcode is why someone should be interested in Deadcode GitHub README.md is a natural place for such information. How far you estimate it from being buildable/usable on Linux?
Re: This Week in D #9 - marketing discussion, final beta, special interview with Sönke
On Monday, 16 March 2015 at 04:54:12 UTC, Adam D. Ruppe wrote: Ruby has over 6,000 packages, ...starting with letter A. It's over 100K in total. http://www.modulecounts.com/
Re: This Week in D #9 - marketing discussion, final beta, special interview with Sönke
On Monday, 16 March 2015 at 12:45:58 UTC, Martin Nowak wrote: On Monday, 16 March 2015 at 04:54:12 UTC, Adam D. Ruppe wrote: Ruby has over 6,000 packages, ...starting with letter A. It's over 100K in total. http://www.modulecounts.com/ Hey, that's over 6000 ;) Also, yes more interviews please.
Re: This Week in D #9 - marketing discussion, final beta, special interview with Sönke
On Monday, 16 March 2015 at 13:06:39 UTC, weaselcat wrote: On Monday, 16 March 2015 at 12:45:58 UTC, Martin Nowak wrote: On Monday, 16 March 2015 at 04:54:12 UTC, Adam D. Ruppe wrote: Ruby has over 6,000 packages, ...starting with letter A. It's over 100K in total. http://www.modulecounts.com/ Hey, that's over 6000 ;) Also, yes more interviews please. Also also, An example of a simple but fundamental issue are the defaults of the built-in attributes. I think some of them, for historical or compatibility reasons, are currently simply the wrong way around (pure, @safe, final and scope should really all be enabled by default, with scope providing recursive guarantees) and using them properly completely destroys the initial idea of having a clean language syntax. It's sometimes really sad to see modern idiomatic D code degrading into a mess of attributes and contract syntax noise. After all, a clean syntax used to be one of the key selling points. +1 for this entire paragraph, sometimes D looks simple and elegant, other times it looks like someone puked attributes.
Re: This Week in D #9 - marketing discussion, final beta, special interview with Sönke
On Monday, 16 March 2015 at 13:11:56 UTC, weaselcat wrote: An example of a simple but fundamental issue are the defaults of the built-in attributes. I think some of them, for historical or compatibility reasons, are currently simply the wrong way around (pure, @safe, final and scope should really all be enabled by default, with scope providing recursive guarantees) and using them properly completely destroys the initial idea of having a clean language syntax. It's sometimes really sad to see modern idiomatic D code degrading into a mess of attributes and contract syntax noise. After all, a clean syntax used to be one of the key selling points. +1 for this entire paragraph, sometimes D looks simple and elegant, other times it looks like someone puked attributes. Rust code is safe by default and it is littered with unsafe{ } blocks. It is also immutable by default and it is littered with the 'mut' keyword. I think D absolutely choose the good defaults everytime but some attribute don't buy enough compared to the line-noise they generate. For these reasons I mostly ignore pure, nothrow, @safe, immutable etc... in routine code and only put them when the code is especially reusable and somehow won't change much. Since D1 I really value the ability to make bad code quickly in time-contrained situations.
Re: This Week in D #9 - marketing discussion, final beta, special interview with Sönke
On Monday, 16 March 2015 at 13:21:13 UTC, ponce wrote: On Monday, 16 March 2015 at 13:11:56 UTC, weaselcat wrote: An example of a simple but fundamental issue are the defaults of the built-in attributes. I think some of them, for historical or compatibility reasons, are currently simply the wrong way around (pure, @safe, final and scope should really all be enabled by default, with scope providing recursive guarantees) and using them properly completely destroys the initial idea of having a clean language syntax. It's sometimes really sad to see modern idiomatic D code degrading into a mess of attributes and contract syntax noise. After all, a clean syntax used to be one of the key selling points. +1 for this entire paragraph, sometimes D looks simple and elegant, other times it looks like someone puked attributes. Rust code is safe by default and it is littered with unsafe{ } blocks. I think this has more to do with Rust's extreme safety, many things doable in @safe D code would be no-no in Rust(i.e, you can't even manipulate pointers IIRC)
Berlin D Meetup March 2015
Hi All, The next Berlin D Meetup will be happening on Friday the 20th of March at 19:30. The venue will be Berlin Co-Op (http://co-up.de/) on the 3rd floor. Martin Nowak will be doing a presentation on recent improvements in the garbage collector. After the presentation we will have time for questions/discussions/drinks. Details are also on the meetup page here: http://www.meetup.com/Berlin-D-Programmers/ Thanks, Ben.
Re: This Week in D #9 - marketing discussion, final beta, special interview with Sönke
On Monday, 16 March 2015 at 09:53:38 UTC, Mathias Lang wrote: Nitpick: Loose "(P" after the dub question ;) thanks, fixed
Re: Deadcode on github
On Monday, 16 March 2015 at 09:52:55 UTC, extrawurst wrote: On Sunday, 15 March 2015 at 22:33:34 UTC, Jonas Drewsen wrote: On Sunday, 15 March 2015 at 22:07:04 UTC, Walter Bright wrote: On 3/15/2015 2:39 PM, Jonas Drewsen wrote: Here you go... Website: http://deadcode.steamwinter.com Changelog: http://deadcode.steamwinter.com/downloads/Changelog.txt Trello:https://trello.com/b/ufLqwxVW Thank you! BTW, you need to prominently place a couple paragraphs describing: what Deadcode is why someone should be interested in Deadcode I know... and you are right. On the todo... just soo much more fun to code D than HTML. Then use vibe.d and code it in D :D As a matter of fact I am using vibe.d for the website. Unfortunately I found out that the iteration time is quite bad which is important for web development. It would especially be nice if vibe.d could detect if there is no D logic in the diet file and if not parse+render it directly at runtime instead (may in dev mode only). That way you would not have to wait for compile+link everytime you insert a paragraph you want to preview. /Jonas
Re: Deadcode on github
On Monday, 16 March 2015 at 10:07:16 UTC, Dicebot wrote: On Sunday, 15 March 2015 at 22:07:04 UTC, Walter Bright wrote: BTW, you need to prominently place a couple paragraphs describing: what Deadcode is why someone should be interested in Deadcode GitHub README.md is a natural place for such information. How far you estimate it from being buildable/usable on Linux? It was buildable on Linux a month ago on my server. Usable I cannot say because I have never tried it on a linux box with a monitor. It really hurts me to say since I've been a die hard linux user for many years, but my work the recent years has been solely mac/win which led me in this direction. That will change at some point though. Meanwhile I'm happy to assist anyone willing to give a shot on building it on linux. It is currently based on SDL so with bit of luck it is not that hard. /Jonas
Terminal ANSI Colouring Library
Hi, As a learning project I've knocked up a tiny library to output ansi coloured text on linux/osx. I guess I will go through a few iterations of improvements to end up with something more D like. https://github.com/kingsleyh/rainbow
Re: Deadcode on github
On Mon, 16 Mar 2015 15:14:02 +, Jonas Drewsen wrote: > Meanwhile I'm happy to assist anyone willing to give a shot on building > it on linux. It is currently based on SDL so with bit of luck it is not > that hard. i tried to build it, but no luck: it can't build libdparse. ah, the joy of dub... is there any way to build some testing app that doesn't require libdparse? i'm not in a mood of fixing anything right now... signature.asc Description: PGP signature
Re: Deadcode on github
On Monday, 16 March 2015 at 15:37:00 UTC, ketmar wrote: On Mon, 16 Mar 2015 15:14:02 +, Jonas Drewsen wrote: Meanwhile I'm happy to assist anyone willing to give a shot on building it on linux. It is currently based on SDL so with bit of luck it is not that hard. i tried to build it, but no luck: it can't build libdparse. ah, the joy of dub... is there any way to build some testing app that doesn't require libdparse? i'm not in a mood of fixing anything right now... It is only extensions that using libdparse. You should be able to remove extensions/language/d folder and the extensions/highlight/d.d file and make it work I believe.
Re: This Week in D #9 - marketing discussion, final beta, special interview with Sönke
Am 16.03.2015 um 13:45 schrieb Martin Nowak: On Monday, 16 March 2015 at 04:54:12 UTC, Adam D. Ruppe wrote: Ruby has over 6,000 packages, ...starting with letter A. It's over 100K in total. http://www.modulecounts.com/ Oh I see, so it's almost as huge as NPM, I just took a quick look to get the current number and never noticed that this is just per letter... But personally, for D, I'd like to see an ecosystem that has fewer but larger libraries. @Adam, can you strike out/correct that number in the interview?
Re: Deadcode on github
On Monday, 16 March 2015 at 15:14:03 UTC, Jonas Drewsen wrote: Meanwhile I'm happy to assist anyone willing to give a shot on building it on linux. It is currently based on SDL so with bit of luck it is not that hard. I got bunch of errors from windowdragger.d amd guiapplication.d modules because those directly import windows api stuff and use types like `DWORD` and friends.
Re: Deadcode on github
On Mon, 16 Mar 2015 16:57:34 +, Jonas Drewsen wrote: > On Monday, 16 March 2015 at 15:37:00 UTC, ketmar wrote: >> On Mon, 16 Mar 2015 15:14:02 +, Jonas Drewsen wrote: >> >>> Meanwhile I'm happy to assist anyone willing to give a shot on >>> building it on linux. It is currently based on SDL so with bit of luck >>> it is not that hard. >> >> i tried to build it, but no luck: it can't build libdparse. ah, >> the joy of dub... >> >> is there any way to build some testing app that doesn't require >> libdparse? i'm not in a mood of fixing anything right now... > > It is only extensions that using libdparse. > > You should be able to remove extensions/language/d folder and the > extensions/highlight/d.d file and make it work I believe. thank you, i'll try that tomorrow. signature.asc Description: PGP signature
SDLang-D v0.9.0
SDLang-D update (v0.9.0) has now been tagged/released: https://github.com/Abscissa/SDLang-D It's a D lib to parse and generate the SDL data language (similar to XML/JSON, but more human-friendly, while still being very simple). Most of the big changes have been sitting in master for awhile, so this is long overdue. Aside from various bugfixes, the big changes in this release are the addition of a StAX/Pull-style parser (see changelog), and utilization of D's package.d feature. Full link-enhanced changelog: https://github.com/Abscissa/SDLang-D/blob/master/CHANGELOG.md Changes: - Breaking change: Changed package structure to use package.d. Most users will be unaffected, but the internal package names have changed slightly, and users of DMD 2.063.2 and below will need to import sdlang.package; instead of import sdlang; until they upgrade their compiler. The built-in command line tool and unittests, however, do now require DMD 2.064 or newer because of this change. - New: Added StAX/Pull-style parser via pullParseFile and pullParseSource. (Warning: FileStartEvent and FileEndEvent might be removed later: #17) - Fixed: Work around a DMD 2.064/2.065 segfault bug in a unittest. - Fixed: #5 & #7: Building with Dub produces package format warnings (@ColdenCullen). - Fixed: #8: Consecutive escape sequences not getting correctly decoded. - Fixed: #11: Newline immediately after // is ignored. - Fixed: #12: Incorrectly accepts "anon tag without a value" when the tag has children. - Fixed: The build-docs script was broken for newer RDMDs. - Improved: Better error message for anonymous tags with no values. The codename for this release is "version zero point nine point zero". Alternate codename is "4a44e9e88e573444cd6e7a43fb0e574ff5e03ac2".
Re: DDT 0.11.0 released
On 06/03/2015 17:37, Bruno Medeiros wrote: A new version of DDT is out. Improvements to the semantic engine, important fixes: https://github.com/bruno-medeiros/DDT/releases/tag/Release_0.11.0 There has also been some big internal changes lately, so these latest releases might be a bit more buggy than usual. (as exemplified by the regression where code folding and quick-outline were broken :s - and shame on me for taking so long to notice that) A new release fixing a critical regression is out: https://github.com/bruno-medeiros/DDT/releases/tag/Release_0.11.1 -- Bruno Medeiros https://twitter.com/brunodomedeiros
Re: Deadcode on github
On Monday, 16 March 2015 at 18:27:52 UTC, Dicebot wrote: On Monday, 16 March 2015 at 15:14:03 UTC, Jonas Drewsen wrote: Meanwhile I'm happy to assist anyone willing to give a shot on building it on linux. It is currently based on SDL so with bit of luck it is not that hard. I got bunch of errors from windowdragger.d amd guiapplication.d modules because those directly import windows api stuff and use types like `DWORD` and friends. I see :( The windowdragger.d could be fixed on linux using something from : http://rosettacode.org/wiki/Mouse_position#C The guiapplication.d is stuff for watching dirs, locating window position info, and getting default dir paths e.g. user dir.
Release Candidate D 2.067.0-rc1
Release Candidate for 2.067.0 http://downloads.dlang.org/pre-releases/2.x/2.067.0/ http://ftp.digitalmars.com/ You can get the binaries here until they are mirrored. https://dlang.dawg.eu/downloads/dmd.2.067.0-rc1/ We fixed the few remaining issues. https://github.com/D-Programming-Language/dmd/compare/v2.067.0-b4...v2.067.0-rc1 https://github.com/D-Programming-Language/phobos/compare/v2.067.0-b4...v2.067.0-rc1 Unless any new issue pops up, we'll make the release on friday. -Martin
Re: [GUI-lib] Maybe a better year for DQuick
Le 15/03/2015 22:18, romain a écrit : On Sunday, 15 March 2015 at 01:15:51 UTC, Xavier Bigand wrote: The "DML engine" is almost finished. This night we worked on the file reloading. This will allow direct update of GUI when modifying lua files without loosing states. For example if you only modify the color property of a Rectangle item it will be the only thing that will be updated (and binded properties will be update). Once the "DML engine" polished, we'll progress on the render part and the event system. We hope finding more time to work on it this year. https://github.com/D-Quick/DQuick Hi. great news. I think D must have some unifying projects to break through, with tools easing programming. That's probably not the right place to ask, but how to get involved in the project? The todo list is quite old now. how to take part to the project? Thank you Sadly I don't think we are ready to manage external contributions, because some basics are still missing. But seeing people interest already help us a lot with our motivations. IMO we need to finish correctly the core of the library and making it well organized to have a chance receiving working contributions. Once again thanks to helping us to stay motivated.
Re: [GUI-lib] Maybe a better year for DQuick
Le 16/03/2015 08:56, Suliman a écrit : Perfect news! Hope to see first beta to this summer time! Wow you put us under pressure :-) It's hard to tell when we could reach the beta status, cause last months we just didn't push any code on DQuick. So we can't give any release date. I'll put news here about our progress.
Re: SDLang-D v0.9.0
Very nice. I wonder about representation of references, and perhaps replication, inheritance. Does SDL just punt on those?
Re: SDLang-D v0.9.0
On 03/16/2015 11:02 PM, Jay Norwood wrote: Very nice. I wonder about representation of references, and perhaps replication, inheritance. Does SDL just punt on those? SDL does not specifically address those. It's just left up to your own schema. (Which reminds me: I'd really like to see an official SDL schema format designed. I'll have to come up with a proposal and kick the idea upstream.)