Re: N-dimensional slices is ready for comments!
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
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)
Maybe we should add link to D page on SO in left menu?
dtiled v0.2 - a library for tilemapped games
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
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
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.