Re: Binary Literals Not Going Anywhere
On Monday, 26 September 2022 at 06:19:05 UTC, Max Samukha wrote: Please do not take the backlash against the removal of binary literals as general aversion to breaking changes/deprecations. D has plenty to remove/deprecate (and it is NOT `alias this`, unless that is replaced with a more general mechanism, such as `using` in Jai). +1 on Jai's `using` feature! `alias this` should definitely be more appreciated.
Re: Idioms for the D programming language
On Friday, 12 February 2021 at 11:19:26 UTC, Guillaume Piolat wrote: On Friday, 12 February 2021 at 00:26:09 UTC, H. S. Teoh wrote: On Thu, Feb 11, 2021 at 12:12:36PM -0800, Walter Bright via Digitalmars-d-announce wrote: [...] https://p0nce.github.io/d-idioms/ Not bad, but it seems to be missing some of the newer idioms. It's because I lack the time to update it. It was always a page to let _me_ understand the language better, and then I got to a point where I wasn't following the D development enough. I'd love if you'd pick up again. Years ago, when it was a bit more active, I'd check it all the time. I've learned a lot from the page. Thanks for all your work on it!
Re: D code running on the Nintendo 3DS
On Monday, 21 October 2019 at 19:03:00 UTC, Iain Buclaw wrote: (snip) Yeah, I just learned you could do this not long after I posted - when I tried, I had a gdc from around the time of 9.0.1 instead of 9.2, so I just had to rebuild. I'm currently attempting to get a devkitARM based off of 9.2 going since I thought it'd be simple - that may go a long way to making no-runtime/betterC work better!
Re: D code running on the Nintendo 3DS
On Sunday, 20 October 2019 at 20:31:04 UTC, Johan wrote: (snip) Awesome, I just might try to get LDC working with this... On a different note, I'd really like a critique on a decision I made. Creating the bindings for libctru and citro3d was really tedious, partly because I made the decision to change every named enum from stuff like... enum GPU_TEXTURE_WRAP_PARAM { GPU_CLAMP_TO_EDGE = 0x0, ///< Clamps to edge. GPU_CLAMP_TO_BORDER = 0x1, ///< Clamps to border. GPU_REPEAT = 0x2, ///< Repeats texture. GPU_MIRRORED_REPEAT = 0x3, ///< Repeats with mirrored texture. } ...to... enum GPUTextureWrapParam { clamp_to_edge = 0x0, ///< Clamps to edge. clamp_to_border = 0x1, ///< Clamps to border. repeat = 0x2, ///< Repeats texture. mirrored_repeat = 0x3 ///< Repeats with mirrored texture. } ...in order to fit the D naming style, since the semantics for the enum was changing anyway. But of course, every struct must keep its old name... Is this alright? Should I add aliases for every struct for a better naming style, or maybe go back on my decision before, or...?
Re: D code running on the Nintendo 3DS
On Sunday, 20 October 2019 at 17:40:04 UTC, Meta wrote: Awesome work. I used to hack around on my original NDS and thought about maybe trying to get D working on it, but didn't have sufficient time or motivation. I'll definitely play around with this. Last year I was able to get some C very simple code running on the DS, hacked into Pokemon Platinum... I imagine it could be done with -betterC, I guess! Following this tutorial might do a good chunk of the work to setting it up. You'd just need to copy similar stuff I did in 3ds_rules and my (horrific) Makefile in nds_rules. You could get by converting an example DS hello world and declaring any functions/structs needed in your main file as a start.
Re: D code running on the Nintendo 3DS
On Sunday, 20 October 2019 at 15:27:35 UTC, Iain Buclaw wrote: Great stuff! Though I don't think you'll find much improvement in gdc 10 regarding switching off D features. Backported patches to make gdc on parity with dmd as of April 2019 was done prior to the gdc 9 release. I'm not aware of much more being done regarding that other than some extern(C) library functions being converted into templates, and the C main function being moved to a common location in D runtime (C main is not "compiled into" gdc unlike previous versions of dmd). Darn... Are there any plans at some point in the future to add a real -betterC sort of flag? It would be really really nice to be able to compile something like... import std.bitmanip : bitfields; struct Stuff { mixin(bitfields!( uint, "x",2, int, "y",3, uint, "z",2, bool, "flag", 1)); } extern(C) void main() { Stuff x; } ...just as in DMD or LDC.
Re: D code running on the Nintendo 3DS
On Sunday, 20 October 2019 at 09:36:17 UTC, Johan Engelen wrote: Did you try with LDC? Just a wild guess but perhaps this triple will work: `-mtriple=armv6k-unknown-eabi`. -Johan I haven't yet, but I've been told also by someone else to try! It would certainly be nice to have a true -betterC going with this. Does LDC have equivalent flags for what devkitARM wants passed into GCC, like: -march=armv6k -mtune=mpcore -mfloat-abi=hard -mtp=soft -mword-relocations -fomit-frame-pointer -ffunction-sections ?
D code running on the Nintendo 3DS
Hi, all. I wanted to get into the world of 3DS homebrew, but I really didn't feel like coding in C or C++. So, through an effort of sheer will, I somehow got a hello world example written in D up and running, along with bindings for most of libctru and citro3d. https://github.com/TheGag96/3ds-hello-dlang Included are instructions on how to set this up (although it's pretty hacky). I imagine one could easily start writing Switch homebrew in D by following most of these steps as well. Once GCC 10 comes out with an updated GDC, it might become a pretty attractive alternative to C/++ for such projects if some work is put into bindings and stuff. Hope someone finds this interesting!
Re: Sublime Text Syntax Definition Rewrite
On Thursday, 28 February 2019 at 00:30:24 UTC, Benjamin Schaaf wrote: snip Thank you so much for doing this!! Sublime is my all time favorite editor, and I was always unhappy with the wonky syntax support. I'll be grabbing this update ASAP.
Re: sumtype 0.3.0
On Sunday, 6 May 2018 at 19:18:02 UTC, Paul Backus wrote: snip Wow.. without comments and unittests, the implementation is only 116 lines. Awesome job. Even now I still find it incredible what D can do. Is Algebraic in the standard library really that bad? And if so, why aren't implementations like this being accepted?
Re: d_to_html.d
On Saturday, 5 August 2017 at 19:07:50 UTC, WebFreak001 wrote: snip Man, this is absolutely nuts. Overriding opBinary to catch hyphens, aliasing opAssign to opCall... Just evil, haha! Amazing job!
Re: Commercial video processing app in D (experience report)
On Wednesday, 27 April 2016 at 12:42:05 UTC, thedeemon wrote: (snip) Sorry to bump this thread, but how did you handle multiple windows using DlangUI? (As in, were you able to prevent input on the main window while another one was open, etc.) I know Vadim/buggins is working on improving that right now but I'd like to know if there's a clean way to handle more than one window already.
Re: DlangUI on Android
On Thursday, 21 April 2016 at 13:28:18 UTC, Vadim Lopatin wrote: (snip) Wow, really nice stuff! I wasn't even aware we could write D for Android at all...
Re: Sublime Text 3 Gets Better D Support
Just got the new update, and when I reloaded my files, any source code inside a class has every variable name and all punctuation colored according to my theme: http://i.imgur.com/RxqTqoP.png If I'm remembering right Java files look like the right half of the image as well, though I'm not sure what parameter in my theme I'm supposed to change to make this go back to what it was before, though... As it is it's a little eye-searing. Is this just a result of Sublime parsing D better now?