Re: Documentation for any* dub package, any version

2018-03-01 Thread Jonas Drewsen via Digitalmars-d-announce

On Monday, 26 February 2018 at 14:59:07 UTC, Adam D. Ruppe wrote:
Many of you will already know this from the other thread or 
from my twitter, but I just added a on-demand downloader to my 
dpldocs.info domain to fetch and build docs for any* dub


Would be cool if you could add support for creating docs from any 
dub project stored on github and not only the ones on 
code.dlang.org.


e.g. create docs for https://github.com/anton-dutov/db:

http://githubdoc.dpldocs.info/anton-dutov/db/v6.0.22/db.html

or something like that.




Re: Hotfix release vibe.d 0.7.28

2016-02-29 Thread Jonas Drewsen via Digitalmars-d-announce

On Monday, 29 February 2016 at 07:54:09 UTC, Sönke Ludwig wrote:
Now I'm leaning towards finalizing the new prototype library 
and proposing it for Phobos inclusion at some point.


Would that library support the same event sources as libasync ie. 
filesystem, notification, sockets etc?


I really think this kind of thing is missing in phobos atm. no 
matter if it is a new lib from you or libasync+optimizations.


Re: DConf 2016, Berlin: Call for Submissions is now open!

2015-11-01 Thread Jonas Drewsen via Digitalmars-d-announce
On Sunday, 1 November 2015 at 02:41:37 UTC, Andrei Alexandrescu 
wrote:

On 10/31/15 5:24 PM, Jonas Drewsen wrote:

[...]


Many thanks to both you and ponce! This is great work.

I have good news and bad news. The bad news is we won't likely 
be able to accept either of these proposals.


[...]


No worries - I just quickly threw something together that I 
though could do.


Having an actual pro team behind this is great news!




Re: DConf 2016, Berlin: Call for Submissions is now open!

2015-10-31 Thread Jonas Drewsen via Digitalmars-d-announce
On Sunday, 25 October 2015 at 23:59:16 UTC, Andrei Alexandrescu 
wrote:

On 10/25/15 8:04 AM, ponce wrote:
On Friday, 23 October 2015 at 16:37:20 UTC, Andrei 
Alexandrescu wrote:


http://dconf.org/2016/index.html


Do you need a new logo this year? I would be happy to make 
another,

better one.


Yes please! Forgot to mention that. Many thanks!! -- Andrei


I gave it a shot:

https://dl.dropboxusercontent.com/u/188292/g4421.png

/Jonas


Re: D-Day for DMD is today!

2015-08-24 Thread Jonas Drewsen via Digitalmars-d-announce

On Sunday, 23 August 2015 at 05:17:33 UTC, Walter Bright wrote:

https://github.com/D-Programming-Language/dmd/pull/4923

We have made the switch from C++ DMD to D DMD!

Many, many thanks to Daniel Murphy for slaving away for 2.5 
years to make this happen. More thanks to Martin Nowak for 
helping shepherd it through the final stages, and to several 
others who have pitched in on this.


This is a HUGE milestone for us.

Much work remains to be done, such as rebasing existing dmd 
pull requests. Thanks in advance for the submitters who'll be 
doing that. I hope you aren't too unhappy about the extra work 
- it's in a good cause!


Congratulations!


Re: DConf 2015 has ended. See you in Berlin at DConf 2016!

2015-05-31 Thread Jonas Drewsen via Digitalmars-d-announce

On Friday, 29 May 2015 at 23:42:00 UTC, Andrei Alexandrescu wrote:
DConf 2015 has been awesome, I'm taking a minute to post this 
that's been announced a short while ago.


We're pleased to announce that DConf 2016 will take place in 
Berlin, sponsored by Sociomantic.


Good news indeed! Thanks to Sociomantic for doing this.


Re: Deadcode on github

2015-03-26 Thread Jonas Drewsen via Digitalmars-d-announce

On Thursday, 26 March 2015 at 00:26:58 UTC, Dicebot wrote:

On Tuesday, 17 March 2015 at 12:39:00 UTC, Jonas Drewsen wrote:
Definitely. I've now made a branch linux on github where 
linux compiles and links successfully and that also includes 
steps towards abstracting stuff.


Thanks a lot. Sadly this branch still doesn't seem to compile 
because of other issues (that don't seem to be related to 
platform portability). I think I will wait for some tagged 
release before rushing into experiments :)


I fully understand. After the next release my focus will be on 
porting to mac and linux.


/Jonas


Re: Deadcode on github

2015-03-17 Thread Jonas Drewsen via Digitalmars-d-announce

On Tuesday, 17 March 2015 at 11:08:07 UTC, Dicebot wrote:

On Monday, 16 March 2015 at 20:17:05 UTC, Jonas Drewsen wrote:

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.


Hiding platform-specific details behind a more abstract API 
wrapper would make adding linux support much easier ;)


Definitely. I've now made a branch linux on github where linux 
compiles and links successfully and that also includes steps 
towards abstracting stuff.










Re: Release Candidate D 2.067.0-rc1

2015-03-17 Thread Jonas Drewsen via Digitalmars-d-announce

On Tuesday, 17 March 2015 at 08:34:13 UTC, Sönke Ludwig wrote:

Am 16.03.2015 um 22:38 schrieb Martin Nowak:

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



Corresponding vibe.d release cadidate (0.7.23-rc.1) is now up 
for testing as well:

http://code.dlang.org/packages/vibe-d


I see that vibe-d dependencies lists libevent 2.0.x or libev. 
Any plans to add libasync as a third option?





Re: Deadcode on github

2015-03-16 Thread Jonas Drewsen via Digitalmars-d-announce

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.




Re: Deadcode on github

2015-03-16 Thread Jonas Drewsen via Digitalmars-d-announce

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


Re: Deadcode on github

2015-03-16 Thread Jonas Drewsen via Digitalmars-d-announce

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: Deadcode on github

2015-03-16 Thread Jonas Drewsen via Digitalmars-d-announce

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: A code editor in D

2015-03-16 Thread Jonas Drewsen via Digitalmars-d-announce

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


Deadcode on github

2015-03-15 Thread Jonas Drewsen via Digitalmars-d-announce

Hi

  Some people have shown interest in getting access to the source 
code of the Deadcode editor. I haven't done this earlier because 
of lots of dirty bits I wanted to clean up first.


But I figured that it was better to get early feedback on dirty 
code than too late feedback on shiny code.


I have also opened access to the WIP website and the Trello board 
I use. In case anyone ends up contributing just ask for Trello 
edit access.


Here you go...

Website:   http://deadcode.steamwinter.com
Changelog: http://deadcode.steamwinter.com/downloads/Changelog.txt
Trello:https://trello.com/b/ufLqwxVW

There are binaries for windows on the website but I have not 
verified them working on something other than the same machine I 
work on. So cannot tell if it work as expected - please tell 
about any issues.


I'll work on improving first time experience but let me known 
what you think.


/Jonas

TL;DR;

I currently use Deadcode when coding Deadcode itself except for 
debugging. I have not used it for other projects yet so you may 
find issues there.


Keybindings are a mostly emacs like but with some other standard 
included like ctrl+c/v copy/paste etc. The keybindings file can 
be changed to fit your needs if you don't like emacs style.


Useful shortcuts to know:

ctrl + m will show build panel
ctrl + p will show command buffer listing commands
ctrl + , will let you select current dub project files
ctrl + n new extension/file
f7 build dub project and show issues panel
f8 frame next build issue in panel and open file on line

Lots of other goodies I need to put in the docs soon.

You move the window on the menu button only (maybe I'll change 
that later - dunno)


Mac and linux build are on the roadmap.

You might need to boostrap your keybindings file to make it 
interesting. Haven't got around to automate this yet.


copy the file below to 
C:\Users\your-login\AppData\Roaming\DeadCode\


http://deadcode.steamwinter.com/downloads/key-mappings-emacs













Re: Deadcode on github

2015-03-15 Thread Jonas Drewsen via Digitalmars-d-announce

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.



Re: Deadcode: A code editor in D

2015-03-14 Thread Jonas Drewsen via Digitalmars-d-announce

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.


I will see if I can find some time this weekend to put it on 
github.


/Jonas


Re: Deadcode: A code editor in D

2015-03-12 Thread Jonas Drewsen via Digitalmars-d-announce

On Sunday, 8 March 2015 at 20:33:44 UTC, Kingsley wrote:
On Monday, 19 January 2015 at 20:41:11 UTC, Rikki Cattermole 
wrote:

On 20/01/2015 1:48 a.m., Jonas Drewsen wrote:

On Sunday, 18 January 2015 at 22:00:51 UTC, Piotrek wrote:
On Friday, 16 January 2015 at 21:19:08 UTC, Jonas Drewsen 
wrote:
I have been working on an editor written in D for use with 
D for some

time now and have made a blog post about it.

Any feedback or suggestions are welcome.

http://deadcodedev.steamwinter.com

Thanks
Jonas


Hi,

This is an impressive work. I's really nice to see a 
presentation of
how much help can be provided from the D editor and existing 
language

labiaries.

I have several questions as well:

1. Was the libdparser integrated with extension system or is 
it

embedded in the core?


Done with the extension system.


2. What are the dependencies?


sdl2, opengl, freetype, libdparse (if you want the extension 
for D

semantic)

I am keeping an eye on some of the native D input/window 
libraries that
is being worked on in the hope of being able to replace the 
SDL2

dependency.


Please file any enhancement requests for any Devisualization 
projects you need. It would help me know what is needed of 
them more.


3. How hard it would be to change the feellook of the gui 
as it is in
conventional editors (Visual, MonoDeveop, GtCreator, 
Eclipse). I mean

menus, buttons, views etc?


Would require some more views/controls to be created. The 
styling is
done through CSS sheets. A common subset of CSS keys are 
supported but

maybe a few more would be needed.

What is the purpose of the widgets in deadcode


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










Re: Deadcode - Widgets and Styling post

2015-02-10 Thread Jonas Drewsen via Digitalmars-d-announce

On Monday, 9 February 2015 at 22:36:45 UTC, David Ellsworth wrote:

On Monday, 9 February 2015 at 21:08:18 UTC, Brad Anderson wrote:
I've never seen anyone post under the name deadcode on the 
forums so don't think there is much potential for confusion 
(especially since one is a project and another is a person). I 
think you should keep the name.


Well, even if I do start posting here more frequently, I think 
I'll still be okay with this. As you said one is a project and 
the other is a person! I don't think anybody here will be 
confused. :)


Cool. If you are ok with it then I'll stick with the name.

Thx.
Jonas


Re: Deadcode - Widgets and Styling post

2015-02-10 Thread Jonas Drewsen via Digitalmars-d-announce

On Tuesday, 10 February 2015 at 06:42:45 UTC, Phil wrote:
This looks great. Do you have any idea roughly when an alpha 
release will be available?


Some months I would guess.


On Monday, 9 February 2015 at 22:36:45 UTC, David Ellsworth 
wrote:
On Monday, 9 February 2015 at 21:08:18 UTC, Brad Anderson 
wrote:
I've never seen anyone post under the name deadcode on the 
forums so don't think there is much potential for confusion 
(especially since one is a project and another is a person). 
I think you should keep the name.


Well, even if I do start posting here more frequently, I think 
I'll still be okay with this. As you said one is a project and 
the other is a person! I don't think anybody here will be 
confused. :)




Re: Deadcode - Widgets and Styling post

2015-02-09 Thread Jonas Drewsen via Digitalmars-d-announce

On Monday, 9 February 2015 at 21:08:18 UTC, Brad Anderson wrote:

On Monday, 9 February 2015 at 20:33:46 UTC, Jonas Drewsen wrote:
I made a short post about extending Deadcode (D editor) with a 
custom widget and how to style it using CSS.


http://deadcodedev.steamwinter.com/

Enjoy
/Jonas

PS. I'm still wondering what to do about the name clash with 
one of the nick names on this forum ie. deadcode.


Very cool stuff. Is the majority of that time it takes to 
compile, the state serialization/deserialization or is dmd 
being that slow?


Compilation time mostly, but it is compiling everything from 
scratch every time in this video. I have already factored it out 
into a backend lib and a frontend in order to speed up 
compilation, but I cannot remember if that actually speeds up 
anything. Will have to check. Serialization time is not noticable.


It would be really neat to integrate with neovim so we vim 
users could get our beloved keybindings. Neovim has enabling 
integration with editors as one of its design goals though I'm 
not sure how far along they are on this front. Last I heard it 
was supposed to be over a messagepack API.


Haven't heard of it before. Will definitely check it out. I'm 
used to emacs keybindings myself.


It'd be cool if you went over how you've implemented all of 
this a bit. The architecture seems very interesting.


Seems like a good topic yes. Will put it on the list.

A higher resolution recording would be nice. Some of the 
characters get lost at this resolution.


yes, I see that the youtube quality is quite bad. The uploaded 
version was perfectly fine so I wonder what went wrong.


I've never seen anyone post under the name deadcode on the 
forums so don't think there is much potential for confusion 
(especially since one is a project and another is a person). I 
think you should keep the name.


I have grown a bit attached to the name now working on it for 
quite a while I must admit.






Deadcode - Widgets and Styling post

2015-02-09 Thread Jonas Drewsen via Digitalmars-d-announce
I made a short post about extending Deadcode (D editor) with a 
custom widget and how to style it using CSS.


http://deadcodedev.steamwinter.com/

Enjoy
/Jonas

PS. I'm still wondering what to do about the name clash with one 
of the nick names on this forum ie. deadcode.


Re: Deadcode: A code editor in D

2015-01-19 Thread Jonas Drewsen via Digitalmars-d-announce

On Sunday, 18 January 2015 at 22:00:51 UTC, Piotrek wrote:

On Friday, 16 January 2015 at 21:19:08 UTC, Jonas Drewsen wrote:
I have been working on an editor written in D for use with D 
for some time now and have made a blog post about it.


Any feedback or suggestions are welcome.

http://deadcodedev.steamwinter.com

Thanks
Jonas


Hi,

This is an impressive work. I's really nice to see a 
presentation of how much help can be provided from the D editor 
and existing language labiaries.


I have several questions as well:

1. Was the libdparser integrated with extension system or is it 
embedded in the core?


Done with the extension system.


2. What are the dependencies?


sdl2, opengl, freetype, libdparse (if you want the extension for 
D semantic)


I am keeping an eye on some of the native D input/window 
libraries that is being worked on in the hope of being able to 
replace the SDL2 dependency.


3. How hard it would be to change the feellook of the gui as 
it is in conventional editors (Visual, MonoDeveop, GtCreator, 
Eclipse). I mean menus, buttons, views etc?


Would require some more views/controls to be created. The styling 
is done through CSS sheets. A common subset of CSS keys are 
supported but maybe a few more would be needed.






Re: Deadcode: A code editor in D

2015-01-17 Thread Jonas Drewsen via Digitalmars-d-announce

On Saturday, 17 January 2015 at 13:32:37 UTC, MattCoder wrote:
On Saturday, 17 January 2015 at 06:14:12 UTC, Jonas Drewsen 
wrote:

Do you have some info/link to your editor?


I'm currently writing in D using GtkD 
(http://code.dlang.org/packages/gtk-d), and using Cairo to 
manage the text drawing.


It you have thoses dependencies already then why not use 
gtksourceview for the editor stuff? It took me quite some time to 
do that ie. undo/redo system, text layout, highlight system, 
navigation, text anchors, efficient text and line gapbuffers etc. 
You get that for free with gtksourceview.


It will not have a menu, just a console at bottom. I'm wanting 
it to be simple with some features that I like most and the 
keybindings that fit in my Dvorak layout better.


The Menu button will be different in the final version and maybe 
hidden by default.
I am used to emacs keybindings myself but have designed it around 
being able to use either emacs, vi or standard bindings.


I'll release it at some point, but I want to polish more before 
that. :)


I known the feeling :)


Re: Deadcode: A code editor in D

2015-01-16 Thread Jonas Drewsen via Digitalmars-d-announce
On Friday, 16 January 2015 at 21:25:09 UTC, ketmar via 
Digitalmars-d-announce wrote:

On Fri, 16 Jan 2015 21:19:06 +
Jonas Drewsen via Digitalmars-d-announce
digitalmars-d-announce@puremagic.com wrote:

I have been working on an editor written in D for use with D 
for some time now and have made a blog post about it.


Any feedback or suggestions are welcome.
is it working in GNU/Linux? and will the source code be 
available?


It is currently only compiling on linux and I haven't tried to 
start it there. It is based on libsdl so I don't see much trouble 
in getting it to work.


Funny because linux used to be my only OS for many years until I 
got my current job where we don't use linux in general.


I'll probably open source it when it is out of beta.

/Jonas


Re: Deadcode: A code editor in D

2015-01-16 Thread Jonas Drewsen via Digitalmars-d-announce
On Friday, 16 January 2015 at 21:23:49 UTC, Vladimir Panteleev 
wrote:

On Friday, 16 January 2015 at 21:19:08 UTC, Jonas Drewsen wrote:
I have been working on an editor written in D for use with D 
for some time now and have made a blog post about it.


Any feedback or suggestions are welcome.

http://deadcodedev.steamwinter.com


A completely unhumble request: Please change the name :)

Deadcode is the Internet nickname of my good friend David 
Ellsworth, who is also a D programmer, and with whom I have 
attended DConf 2013 and 2014. As there is already a Deadcode in 
D, a second one is a name collision :)


I'll give it a thought.


Re: Deadcode: A code editor in D

2015-01-16 Thread Jonas Drewsen via Digitalmars-d-announce
On Friday, 16 January 2015 at 21:41:39 UTC, ketmar via 
Digitalmars-d-announce wrote:

On Fri, 16 Jan 2015 21:32:32 +
Jonas Drewsen via Digitalmars-d-announce
digitalmars-d-announce@puremagic.com wrote:

It is currently only compiling on linux and I haven't tried to 
start it there. It is based on libsdl so I don't see much 
trouble in getting it to work.
so it's using it's own ttf renderer (or SDL_ttf)? ah, too bad 
for

me. :-(


It is using SDL_ttf to render glyphs to fontmaps. I use these 
together with opengl in the text layout engine to get the final 
result.




I'll probably open source it when it is out of beta.
may i ask why don't you go with open source from the start? i'm 
not

insisting on anything, i'm just curious.


It started out on my own github server with a lot of 
expermentation that didn't make sense to share and it just wasn't 
a priority to open source it before it was ready.





Re: DConf 2015 Call for Submissions is now open

2015-01-09 Thread Jonas Drewsen via Digitalmars-d-announce
On Thursday, 8 January 2015 at 10:31:58 UTC, Iain Buclaw via 
Digitalmars-d-announce wrote:

On 6 January 2015 at 23:24, Andrei Alexandrescu via
Digitalmars-d-announce digitalmars-d-announce@puremagic.com 
wrote:

Hello,


Exciting times! DConf 2015 will take place May 27-29 2015 at 
Utah Valley

University in Orem, UT.



Awesome, that runs over my birthday (28th). My friends and 
family

won't be too pleased. :-)

Iain


Hey that is my birthday as well :) Same deal.


Re: Tharsis.prof 0.1: a frame-based profiler for game development

2014-09-05 Thread Jonas Drewsen via Digitalmars-d-announce

On Friday, 5 September 2014 at 11:06:56 UTC, Kiith-Sa wrote:

Announcing Tharsis.prof, a frame-based profiler in D.


Awesome. Looking forward to check it out!

/Jonas