Re: N-dimensional slices is ready for comments!

2015-06-21 Thread jmh530 via Digitalmars-d-announce

On Friday, 19 June 2015 at 10:13:42 UTC, Ilya Yaroshenko wrote:


You can slice fixed size arrays:


auto myFun()
{
 float[4096] data;
 auto tensor = data[].sliced(256, 16);
 ///use tensor
}



After playing around with some stuff more, I keep finding the 
syntax for the static and dynamic arrays confusing (more general 
to D than your code). It just seems weird that you have to treat 
them differently when applying a function to them.


Also, whenever you have an expanlation point followed by a type 
that could be an array, you need to make sure to put parentheses 
around it. For instance,


to!(real[])(x);
instead of
to!real[](x);

or

auto fp = function!(real[]);

instead of
auto fp = function!real[];

I wish the documentation made it a bit more clear that you have 
to do this.


Re: Walter, Brian, and Daniel's DConf 2015 talks are up

2015-06-21 Thread Joakim via Digitalmars-d-announce

On Friday, 19 June 2015 at 22:47:03 UTC, Brad Anderson wrote:

Walter: https://www.youtube.com/watch?v=znjesAXEEqw
Brian: https://www.youtube.com/watch?v=FmFyB9e7edw
Daniel: https://www.youtube.com/watch?v=5daHGXSetXk

I've only just started watching but the editing seems to be 
well done so thanks to UVU for that.


Three really good talks to kick off Dconf.  The videos are done 
well, thanks to UVU for providing them.


Re: forum.dlang.org, version 2 (BETA)

2015-06-21 Thread Suliman via Digitalmars-d-announce

Maybe we should add link to D page on SO in left menu?


dtiled v0.2 - a library for tilemapped games

2015-06-21 Thread rcorre via Digitalmars-d-announce
dtiled v0.2 is out, and for better or worse, it got hit by a 
serious case of

feature creep.

v0.1 was simply an easy way to load maps created with Tiled 
(http://mapeditor.org).


v0.2 attempts to provide much of the functionality commonly 
needed by tilemapped games.


I like to hack around on tilemapped rpg/strategy games, and 
noticed I was
copying a lot of the same map-handling code everywhere, so I took 
a shot at

lib-ifying it.

The new tilemap modules (dtiled.grid and dtiled.map) are 
independent of the Tiled map-loading module (now called 
dtiled.data). You don't _have_ to load your map from a Tiled json 
file, any 2D array will work. However, as a whole, these modules 
should provide a nice road from creating a map in Tiled to 
working with it in a game.


You can check out:

The source: https://github.com/rcorre/dtiled
The dub package: http://code.dlang.org/packages/dtiled
The docs: http://rcorre.github.io/dtiled/index.html
The demo: https://github.com/rcorre/dtiled-example

dtiled is intended to be game-engine independent; the demo can 
currently be run using either DAllegro (requires allegro5) or 
DGame (requires sdl2) as a backend.


My next goals are pathfinding and a more interesting demo. I've 
considered
adding support for other Tiled map formats (tmx and csv), but I'm 
not sure that is
valuable as anyone using Tiled has the option to export to json, 
which should contain all of the necessary data.


Eventually, I may add support for isometric and hexagonal maps.


Re: Coedit 1 gold released

2015-06-21 Thread via Digitalmars-d-announce

Thanks, trying it right now.

Any plans to support multiple window editing as it's possible in 
Lazarus IDE ?

http://lazarus-dev.blogspot.fr/2010/04/using-multiply-editor-windows.html

I can't live without it when editing source files

Jürgen


Re: Coedit 1 gold released

2015-06-21 Thread Basile Burg via Digitalmars-d-announce

On Sunday, 21 June 2015 at 20:24:53 UTC, Jürgen Reichmann wrote:

Thanks, trying it right now.

Any plans to support multiple window editing as it's possible 
in Lazarus IDE ?

http://lazarus-dev.blogspot.fr/2010/04/using-multiply-editor-windows.html

I can't live without it when editing source files

Jürgen


No, at least not in version 1. Even if CE is based on the same 
components it has a totally different architecture than Lazarus.