Re: Beta 2.094.0

2020-09-13 Thread MrSmith via Digitalmars-d-announce
On Sunday, 13 September 2020 at 15:12:00 UTC, Steven 
Schveighoffer wrote:
The first part of the change seems disruptive. If you just fix 
the second part (that you can now retrieve all members of std), 
doesn't it fix the problem?


-Steve


Main problem is that allMembers returns strings and you can't 
tell if member is an import from it. If it returned aliases then 
you could do is(m == module), etc.


Re: Beta 2.094.0

2020-09-13 Thread MrSmith via Digitalmars-d-announce

On Friday, 11 September 2020 at 07:48:00 UTC, Martin Nowak wrote:
Glad to announce the first beta for the 2.094.0 release, ♥ to 
the 49 contributors.


This is the first release to be built with LDC on all 
platforms, so we'd welcome some more thorough beta testing.


http://dlang.org/download.html#dmd_beta
http://dlang.org/changelog/2.094.0.html

As usual please report any bugs at
https://issues.dlang.org

-Martin


One unfortunate sideeffect of allMembers change is that it breaks 
this king of loop:

```
foreach(m; __traits(allMembers, M)) { // M is module
alias member = __traits(getMember, M, m); // now fails 
because std.stdio is not a member of M

}
```

To fix I needed to rewrite it as:
```
foreach(m; __traits(allMembers, M)) { // M is module
static if (__traits(compiles, __traits(getMember, M, m)))
alias member = __traits(getMember, M, m);
}
```


Re: Article: The surprising thing you can do in the D programming language

2020-08-20 Thread MrSmith via Digitalmars-d-announce

On Thursday, 20 August 2020 at 10:12:22 UTC, aberba wrote:

Wrote something on OpenSource.com

https://opensource.com/article/20/8/nesting-d


The only nitpick, is that nested functions need to be declared 
before use, in order to compile.


Re: A D port of utf8proc

2020-04-12 Thread MrSmith via Digitalmars-d-announce

On Sunday, 12 April 2020 at 13:34:49 UTC, MrSmith wrote:
On Saturday, 11 April 2020 at 23:36:17 UTC, Ferhat Kurtulmuş 
wrote:
I could not find a similar library working with -betterC, so I 
ported utf8proc.


https://github.com/aferust/utf8proc-d

Please test it, contribute it, and enjoy!


in readme this expression is wrong: `(mstring.sizeof / 
ubyte.sizeof) * mstring.length`

should be `mstring.length` instead


Actually even `mstring.length + 1` to account for null byte. But 
you may pass mstring.length to `utf8proc_map` instead of 0 length.


Re: A D port of utf8proc

2020-04-12 Thread MrSmith via Digitalmars-d-announce
On Saturday, 11 April 2020 at 23:36:17 UTC, Ferhat Kurtulmuş 
wrote:
I could not find a similar library working with -betterC, so I 
ported utf8proc.


https://github.com/aferust/utf8proc-d

Please test it, contribute it, and enjoy!


in readme this expression is wrong: `(mstring.sizeof / 
ubyte.sizeof) * mstring.length`

should be `mstring.length` instead


Re: code.dlang.org reliability update

2020-03-03 Thread MrSmith via Digitalmars-d-announce

On Tuesday, 3 March 2020 at 08:26:19 UTC, Sönke Ludwig wrote:
Nope, should be right. At least on my machines, %APPDATA% 
points to AppData\Roaming, which is the right base folder.


My bad, confused %APPDATA% with AppData. It is indeed 
AppData\Roaming\dub\


Re: code.dlang.org reliability update

2020-03-02 Thread MrSmith via Digitalmars-d-announce

On Monday, 2 March 2020 at 19:17:59 UTC, Sönke Ludwig wrote:

settings.json is found/needs to be created in %APPDATA%\dub\ on 
Windows


I guess that should be %APPDATA%\Local\dub\


Re: Beta 2.080.1

2018-06-04 Thread MrSmith via Digitalmars-d-announce

On Monday, 4 June 2018 at 11:44:31 UTC, Martin Nowak wrote:

First beta for the 2.080.1 patch release.

Comes with a handful of fixes.

http://dlang.org/download.html#dmd_beta 
http://dlang.org/changelog/2.080.1.html


Please report any bugs at https://issues.dlang.org

- -Martin


Is [1] included in that release?
[1] https://issues.dlang.org/show_bug.cgi?id=18821


Re: DMD, Windows and C

2017-10-25 Thread MrSmith via Digitalmars-d-announce

On Wednesday, 25 October 2017 at 16:57:27 UTC, kinke wrote:
The MS libs are obviously still required. They can be 
compressed to ~32 MB. The redistribution of the static libs is 
unclear, that's why I haven't pursued this further, but that's 
basically the only thing standing in the way of releasing a 
fully self-contained LDC package with a compressed size of 
roughly 50 MB (64-bit libs only).


I wish we had zero-dependence distributions of all compilers for 
Windows. I want to redist compiler with my application for easy 
modding. And requiring VisualStudio / BuildToos is too much 
garbage for a small task. (Ideally it should be 20-30 MB at max).


Re: Introducing Diskuto - an embeddable comment system

2017-03-19 Thread MrSmith via Digitalmars-d-announce

On Tuesday, 14 March 2017 at 11:17:57 UTC, Sönke Ludwig wrote:
Any comments suggestions and especially helping hands are 
highly appreciated!


Would be nice to undo/change votes. I accidentally clicked -1 and 
can't undo it.


Re: Project Highlight: Voxelman

2017-01-01 Thread MrSmith via Digitalmars-d-announce

On Saturday, 31 December 2016 at 14:22:40 UTC, jkpl wrote:

dub build --build=release
Performing "release" build using dmd for x86_64.
dmd failed with exit code 1.


I've fixed compilation on linux on 2.072. However you need to use 
--DRT-oncycle=ignore when starting, due to new cycle handling in 
2.072.


Re: Project Highlight: Voxelman

2016-12-31 Thread MrSmith via Digitalmars-d-announce

On Saturday, 31 December 2016 at 11:48:34 UTC, jkpl wrote:
I don't blame your personally but the last time a blog post 
presented a game (it was the one made by the author of dlib) 
there was also a similar problem. Were you aware that something 
gonna be posted and that necessarily people would try to build 
it ?


I haven't really got to building the whole thing on linux. For 
full functionality it needs LMDB, LZ4, GLFW3, Enet and IMGUI 
libs. Ideally there should be a linux build with all dependencies 
in releases.


Re: Project Highlight: Voxelman

2016-12-30 Thread MrSmith via Digitalmars-d-announce

On Friday, 30 December 2016 at 13:28:12 UTC, Mike Parker wrote:
Voxelman is a plugin-driven voxel game engine that is built 
around a client-server architecture and sports multi-threaded 
world & mesh generation.


I stumbled across a post on /r/VoxelGameDev a few weeks back 
and recognized the handle of MrSmith33 from these forums. That 
prompted me to click through and I was DlighteD to discover it 
was created with that language I can't seem to stop writing 
about.


The post:
http://dlang.org/blog/2016/12/30/project-highlight-voxelman/

Reddit:
https://www.reddit.com/r/programming/comments/5l3eej/introducing_voxelman_a_plugindriven_voxel_game/


Thanks for doing this blog post, Mike!


Re: Minor updates: gen-package-version v1.0.4 and sdlang-d v0.9.6

2016-08-26 Thread MrSmith via Digitalmars-d-announce

On Tuesday, 23 August 2016 at 16:19:12 UTC, Nick Sabalausky wrote:
I'm hoping to finally get around to taking care of some of the 
open enhancement requests for sdlang-d soon.


Can you, please, take care of this issue: 
https://github.com/Abscissa/libInputVisitor/issues/1 ?


Re: LZ4 decompression at CTFE

2016-04-26 Thread MrSmith via Digitalmars-d-announce

On Tuesday, 26 April 2016 at 22:05:39 UTC, Stefan Koch wrote:

Hello,

originally I want to wait with this announcement until DConf.
But since I working on another toy. I can release this info 
early.


So as per title. you can decompress .lz4 flies created by the 
standard lz4hc commnadline tool at compile time.


No github link yet as there is a little bit of cleanup todo :)

Please comment.


I would like to use this instead of c++ static lib. Thanks! (I 
hope it works at runtime too).


Re: DlangUI on Android

2016-04-23 Thread MrSmith via Digitalmars-d-announce

Works on Nexus 7, Android 6.0.1!


Re: Damage Control: An homage to Rampart (Alpha)

2016-01-01 Thread MrSmith via Digitalmars-d-announce

On Thursday, 31 December 2015 at 16:43:53 UTC, rcorre wrote:
"Damage Control" is a game inspired by one of my old favorite 
SNES games, Rampart (ok, technically an arcade game, but I had 
it on SNES).


[...]


For me window is not shown. Windows 7 64bit. I see console and 
graphics windows in taskbar, but no actual window on the screen. 
Used release v0.2.


Re: Atrium - 3D game written in D

2015-11-06 Thread MrSmith via Digitalmars-d-announce

Would be nice to have demos avaliable on github



Re: Voting for std.experimental.allocator

2015-07-08 Thread MrSmith via Digitalmars-d-announce

Yes


Re: quick-and-dirty minimalistic LISP engine

2015-02-22 Thread MrSmith via Digitalmars-d-announce

With master dmd I'm getting

milf.d(2): Error: ';' expected following module declaration 
instead of is

milf.d(2): Error: no identifier for declarator aliced
milf.d(99): Deprecation: typedef is removed
milf.d(223): Error: basic type expected, not ;
milf.d(223): Error: no identifier for declarator int
milf.d(352): Error: no identifier for declarator CellCons
milf.d(352): Error: declaration expected, not 'body'
milf.d(359): Error: found 'body' instead of statement
milf.d(374): Error: expression expected, not 'body'
milf.d(380): Error: expression expected, not 'body'
milf.d(760): Error: expression expected, not 'auto'
milf.d(760): Error: found 's' when expecting ')'
milf.d(760): Error: found '=' instead of statement
milf.d(795): Error: declaration expected, not 'if'
milf.d(796): Error: declaration expected, not 'if'
milf.d(799): Error: declaration expected, not 'for'
milf.d(799): Error: declaration expected, not ')'
milf.d(801): Error: declaration expected, not 'if'
milf.d(802): Error: no identifier for declarator stloc
milf.d(802): Error: declaration expected, not '='
milf.d(804): Error: function declaration without return type. 
(Note that constructors are always named 'this')


Also, there was no alias usize = size_t;
There is no typedef and body is reserved word.

Here is what I got: 
https://gist.github.com/MrSmith33/9bedde7b0721a6b40666


Re: DDocs.org: auto-generated documentation for all DUB projects (WIP)

2015-02-10 Thread MrSmith via Digitalmars-d-announce

On Tuesday, 10 February 2015 at 22:40:18 UTC, Kiith-Sa wrote:
DDocs.org (http://ddocs.org) is a repository of documentation 
for DUB projects that automatically re-generates docs as new 
projects/releases/branch changes are added.


The idea is to make documenting D projects as simple as 
possible, to the point where you don't need to do any work to 
get documentation for your project other than adding it to the 
DUB registry. Also, users can now browse documentation for DUB 
projects even if the author was too lazy to generate it 
themselves (assuming thy did include some documentation 
comments).



Note that this is still in a very early stage, it was put 
together in a very quick-and-dirty style by a person with 
little webdev experience. Currently it just scans 
`code.dlang.org`, looking for changes (yes, I know, this will 
break as soon as code.dlang.org changes, I plan to raise 
issue/s (PRs?) to the dub registry project so it can have a 
full/stable API, but I wanted to get something to work *right 
now*.


Code is here:

* ddocs.org: https://github.com/kiith-sa/ddocs.org
* hmod-dub: https://github.com/kiith-sa/hmod-dub
* harbored-mod: https://github.com/kiith-sa/harbored-mod



Background:

When optimizing harbored-mod by testing it on big D projects 
(gtk-d, tango, vibe.d, etc.), I wrote a simple tool to 
fetch/generate docs for any DUB project; I got carried away and 
used that as base for a tool that checks for changes in the DUB 
registry and generates docs for all projects.


That is pretty cool! I will put a link to it in all my project 
readmes.


I've noticed that License: a$(WEB boost.org/LICENSE_1_0.txt, 
Boost License 1.0). gets rendered as a.

Am I doing it wrong?


Re: DlangUI project update

2014-12-30 Thread MrSmith via Digitalmars-d-announce

On Friday, 26 December 2014 at 12:33:04 UTC, Vadim Lopatin wrote:

Hello!

DlangUI project is alive and under active development.

https://github.com/buggins/dlangui

Recent changes:
- new controls: ScrollWidget, TreeView, ComboBox, ...
- new dialogs: FileOpenDialog, MessageBox
- a lot of bugfixes
- performance improvements in software renderer
- killer app: new example - Tetris game :)

Try Demos:
# download sources
git clone https://github.com/buggins/dlangui.git
cd dlangui
# example 1 - demo for most of widgets
dub run dlangui:example1 --build=release
# tetris - demo for game development
dub run dlangui:tetris --build=release

DlangUI is cross-platform GUI library written in D.
Main features:
- cross platform: uses SDL for linux/macos, Win32 API or SDL 
for Windows
- hardware acceleration: uses OpenGL for drawing when built 
with version USE_OPENGL
- easy to extend: since it's native D library, you can add your 
own widgets and extend functionality

- Unicode and internationalization support
- easy to customize UI - look and feel can be changed using 
themes and styles

- API is a bit similar to Android - two phase layout, styles

Screenshots (a bit outdated): 
http://buggins.github.io/dlangui/screenshots.html


See project page for details.

I would like to get any feedback.
Will be glad to see advises, bug reports, feature requests.

Best regards,
 Vadim


Is it possible to use your GUI for opengl game? I need to inject 
a gui in an existing main loop.


Re: DlangUI project update

2014-12-30 Thread MrSmith via Digitalmars-d-announce
On Tuesday, 30 December 2014 at 18:32:04 UTC, ketmar via 
Digitalmars-d-announce wrote:

On Tue, 30 Dec 2014 18:18:38 +
MrSmith via Digitalmars-d-announce
digitalmars-d-announce@puremagic.com wrote:

Is it possible to use your GUI for opengl game? I need to 
inject a gui in an existing main loop.
as it seems to have OpenGL as one of the backends, i think that 
it
shouldn't be hard even if it is not supported directly right 
now.

please write about your progress here (if there will be any).


I've built library with 2.066.1 and master
Despite resources is not copied by dub it works fine.
Fixed C-style arrays and sent PR 
https://github.com/buggins/dlangui/pull/24


Re: Concise Binary Object Representation (CBOR) binary serialization library.

2014-12-20 Thread MrSmith via Digitalmars-d-announce

On Friday, 19 December 2014 at 22:25:57 UTC, Nordlöw wrote:

On Friday, 19 December 2014 at 18:26:26 UTC, MrSmith wrote:

Here is github link: https://github.com/MrSmith33/cbor-d
Destroy!


It would be nice to have a side-by-side comparison with 
http://msgpack.org/ which is in current use by a couple 
existing D projects, include D Completion Daemon (DCD) and a 
few of mine.


There is a comparison to msgpack here (and to other formats too): 
http://tools.ietf.org/html/rfc7049#appendix-E.2

which states:
   [MessagePack] is a concise, widely implemented counted binary 
serialization format, similar in many properties to CBOR, 
although somewhat less regular. While the data model can be used 
to represent JSON data, MessagePack has also been used in many 
remote procedure call (RPC) applications and for long-term 
storage of data.
   MessagePack has been essentially stable since it was first 
published around 2011; it has not yet had a transition. The 
evolution of MessagePack is impeded by an imperative to maintain 
complete backwards compatibility with existing stored data, while 
only few bytecodes are still available for extension.
   Repeated requests over the years from the MessagePack user 
community to separate out binary text strings in the encoding 
recently have led to an extension proposal that would leave 
MessagePack's raw data ambiguous between its usages for binary 
and text data. The extension mechanism for MessagePack remains 
unclear.


Re: Concise Binary Object Representation (CBOR) binary serialization library.

2014-12-20 Thread MrSmith via Digitalmars-d-announce

On Friday, 19 December 2014 at 22:33:57 UTC, BBaz wrote:

Do you know OGDL ?

http://ogdl.org/

It's currently the more 'appealing' thing to me for 
serialization.


That is interesting! Is there a D implementation?
Though, it looks like there is not much types of data there.


Re: Concise Binary Object Representation (CBOR) binary serialization library.

2014-12-20 Thread MrSmith via Digitalmars-d-announce

On Friday, 19 December 2014 at 22:46:14 UTC, ponce wrote:

On Friday, 19 December 2014 at 22:33:57 UTC, BBaz wrote:

On Friday, 19 December 2014 at 18:26:26 UTC, MrSmith wrote:
The Concise Binary Object Representation (CBOR) is a data 
format
whose design goals include the possibility of extremely small 
code
size, fairly small message size, and extensibility without 
the need
for version negotiation.  These design goals make it 
different from

earlier binary serializations such as ASN.1 and MessagePack.



When implementing CBOR serialization/parsing I got the 
impression that it was remarkably similar to MessagePack except 
late. Dis you spot anything different?


Not much in the sense of implementation, but it has text type, 
indefinite-length encoding, tags and can be easily extended if 
needed. I think of it as of better msgpack.


Concise Binary Object Representation (CBOR) binary serialization library.

2014-12-19 Thread MrSmith via Digitalmars-d-announce

The Concise Binary Object Representation (CBOR) is a data format
whose design goals include the possibility of extremely small code
size, fairly small message size, and extensibility without the 
need
for version negotiation.  These design goals make it different 
from

earlier binary serializations such as ASN.1 and MessagePack.

Here is more info about format: http://cbor.io/

You can easily encode and decode things like built-in types, 
arrays, hash-maps, structs, tuples, classes, strings and raw 
arrays (ubyte[]).


Here is some simple code:

import cbor;

struct Inner
{
int[] array;
string someText;
}

struct Test
{
ubyte b;
short s;
uint i;
long l;
float f;
double d;
ubyte[] arr;
string str;
Inner inner;

void fun(){} // not encoded
void* pointer; // not encoded
int* numPointer; // not encoded
}

ubyte[1024] buffer;
size_t encodedSize;

Test test = Test(42, -120, 11, -123456789, 0.1234, 
-0.987654,

cast(ubyte[])[1,2,3,4,5,6,7,8], It is a test string,
Inner([1,2,3,4,5], Test of inner struct));

encodedSize = encodeCborArray(buffer[], test);

// ubyte[] and string types are slices of input ubyte[].
Test result = decodeCborSingle!Test(buffer[0..encodedSize]);

// decodeCborSingleDup can be used to auto-dup those types.

assert(test == result);

Here is github link: https://github.com/MrSmith33/cbor-d
Destroy!


D is for Data Science - reddit discussion

2014-11-24 Thread MrSmith via Digitalmars-d-announce

D is for Data Science by Andrew Pascoe

http://www.reddit.com/r/programming/comments/2n9gfb/d_is_for_data_science/


Re: D is for Data Science - reddit discussion

2014-11-24 Thread MrSmith via Digitalmars-d-announce

Haven't noticed that it was already posted. Sorry about that.

The disscussion is here 
http://forum.dlang.org/thread/qeyftagcvkhjjeeba...@forum.dlang.org


Re: bgfx bindings

2014-07-02 Thread MrSmith via Digitalmars-d-announce

On Tuesday, 1 July 2014 at 20:43:27 UTC, ponce wrote:

Hi,

I'd like to announce DerelictBgfx, a dynamic bindings to the 
bgfx library.

https://github.com/derelictorg/derelictbgfx

bgfx is a library which abstract the accelerated graphics API 
through a common denominator. DX9, DX11, Desktop OpenGL and 
OpenGL ES can be used from the same abstraction. I believe it 
to be useful and risk-mitigating for games.


To allows this feat, a shader language and compiler is included 
in the original library there: https://github.com/bkaradzic/bgfx


Using the derelict-bgfx package, you would have to build bgfx 
as a dynamic library and the associated shader compiler.


bgfx is decoupled from the windowing library. It can be used 
through the likes of SDL and GLFW, provided a OS-dependent 
window handle is given.


That is awesome!