Re: Ported js13k game underrun to D targeting webassembly

2018-11-19 Thread Dukc via Digitalmars-d-announce
On Monday, 19 November 2018 at 13:52:28 UTC, Sebastiaan Koppe 
wrote:


I am not sure where you got that impression from, but I am 
afraid you'll still need js glue code.


I met the type JsHandle, found it's definiton and saw that it's 
only an alias for an int. I did remember seeing something similar 
in val.h (the emscripten header that's for using cpp to interface 
with JS classes) so I thought that you're calling the javascript 
interface directly with some knowledge how the function ABI looks 
like internally



I really appreciate you getting excited about it but look, 
Spasm is still in an early stage. The code is rough, the 
documentation poor.


So is my code that translates to JavaScript. Pretty much anything 
is an improvement over having to write a wrapper functions in JS 
that can only use ints. So it's not poor for me!




Having said that, of course I want you to use it :)



:). With good likelihood I will. I just need to find a good time 
and target for first translation attempt.



I know you did announce about Spasm earlier and I should have 
thanked you already. My fault: I realized that you made 
something that enables one to generate WebAsm, but didn't 
realize it enabled calling JS classes directly. Should have 
looked closer.
The way calling js classes from D (or any language out there) 
works, is to insert the js object in a big associative array at 
the js side with an int as the key. The int (handle) is passed 
to D. Anytime D wants to call a function or retrieve a property 
of that class it calls some glue code with the handle as first 
parameter. In the javascript glue code the handle is used to 
lookup the object and the corresponding function is called.


Since javascript allows you to call by string (e.g. 
`object["foobar"]()`), you can minimize glue code at the 
expense of decoding utf-8 strings.


Not quite as impressive I thought but still a clear improvement 
over what I do. It still sounds like one can do some light 
interfacing reasonably with your method. After all, it's always 
possible to hide those decoding things behind some interface that 
prematurely decodes the used function names.




1. Manually compile your code and parts of Druntime/Phobos 
targetting 32-bit X86, link them manually with llvm-link using 
--only-needed and only then compile to JavaScript (Haven't 
tried with WebAsm, but theoretically should compile the same 
way). This way you don't need to manually stub what you don't 
use -well, when the linkers have same ideas about what you're 
calling, which's not always the case.
That might work, but for the end-user it really needs to be as 
simple as `dub build`.


Definitely a big downside if making a library, for sure.

I decided to move to native llvm wasm compilation instead, 
since I don't particularly like the emscripten toolchain.


It feels buggy, true.




Re: Ported js13k game underrun to D targeting webassembly

2018-11-19 Thread Sebastiaan Koppe via Digitalmars-d-announce

On Monday, 19 November 2018 at 11:13:52 UTC, Dukc wrote:
I had a look at your code, and just now I realized that spasm 
can really call JavaScript without any glue from JavaScript 
side.
I am not sure where you got that impression from, but I am afraid 
you'll still need js glue code.


This is huge! Now I can start to think about expanding my usage 
of D at the web page I'm developing, potentially replacing 
parts of my application made with Bridge.NET.
The only thing I did with spasm was to use a subset of the D 
language to define a declarative language for creating html 
components, and I used lots of introspection to optimise the 
rendering of them.


Everything else comes from the wasm backend from llvm and it's 
support in ldc.


I really appreciate you getting excited about it but look, Spasm 
is still in an early stage. The code is rough, the documentation 
poor. And it has plenty missing that needs to be fixed before you 
should consider writing anything serious with it. The two most 
important being bindings to all web apis and memory deallocation.


Having said that, of course I want you to use it :)

I know you did announce about Spasm earlier and I should have 
thanked you already. My fault: I realized that you made 
something that enables one to generate WebAsm, but didn't 
realize it enabled calling JS classes directly. Should have 
looked closer.
The way calling js classes from D (or any language out there) 
works, is to insert the js object in a big associative array at 
the js side with an int as the key. The int (handle) is passed to 
D. Anytime D wants to call a function or retrieve a property of 
that class it calls some glue code with the handle as first 
parameter. In the javascript glue code the handle is used to 
lookup the object and the corresponding function is called.


Since javascript allows you to call by string (e.g. 
`object["foobar"]()`), you can minimize glue code at the expense 
of decoding utf-8 strings.


1. Manually compile your code and parts of Druntime/Phobos 
targetting 32-bit X86, link them manually with llvm-link using 
--only-needed and only then compile to JavaScript (Haven't 
tried with WebAsm, but theoretically should compile the same 
way). This way you don't need to manually stub what you don't 
use -well, when the linkers have same ideas about what you're 
calling, which's not always the case.
That might work, but for the end-user it really needs to be as 
simple as `dub build`.


2: Use Vladimir's DScripten. I haven't tried, as I was limited 
by not being aware of anything like spasm to call Web API, but 
probably easier than my method above and brings larger portions 
of Phobos into user's reach. Also IIRC Vladimir managed to get 
allocators working.
Yep. The prototype version of spasm ran on top of 
dscripten-tools. I decided to move to native llvm wasm 
compilation instead, since I don't particularly like the 
emscripten toolchain.


Even with my relatively meager method, pipeline-style 
programming with std.algorithm and std.range over (often 
static) arrays is doable and practical in my experience.

As long as std.algorithms/ranges don't allocate, they work.


Re: Ported js13k game underrun to D targeting webassembly

2018-11-19 Thread Dukc via Digitalmars-d-announce
On Saturday, 17 November 2018 at 21:35:59 UTC, Sebastiaan Koppe 
wrote:

[snip]


I had a look at your code, and just now I realized that spasm can 
really call JavaScript without any glue from JavaScript side.


This is huge! Now I can start to think about expanding my usage 
of D at the web page I'm developing, potentially replacing parts 
of my application made with Bridge.NET.


I know you did announce about Spasm earlier and I should have 
thanked you already. My fault: I realized that you made something 
that enables one to generate WebAsm, but didn't realize it 
enabled calling JS classes directly. Should have looked closer.



Things like:
- almost no use of phobos (even at CTFE)

D could definitely use some love in that area. I was 
specifically stumped that stdx.allocator doesn't work in 
betterC; if somewhere is a good place to use stdx.allocator you 
would expect it to be betterC, but alas.


I agree. I, neither, have managed to link allocators in. But I 
quess you can use Phobos more than you think. Seeing how great 
stuff you have done, It may be that what I'm stating here may 
already be plain obvious to you, but I say it just in case 
anyway. You need a way to link in non-templated code. Two way's 
I'm aware of:


1. Manually compile your code and parts of Druntime/Phobos 
targetting 32-bit X86, link them manually with llvm-link using 
--only-needed and only then compile to JavaScript (Haven't tried 
with WebAsm, but theoretically should compile the same way). This 
way you don't need to manually stub what you don't use -well, 
when the linkers have same ideas about what you're calling, 
which's not always the case.


2: Use Vladimir's DScripten. I haven't tried, as I was limited by 
not being aware of anything like spasm to call Web API, but 
probably easier than my method above and brings larger portions 
of Phobos into user's reach. Also IIRC Vladimir managed to get 
allocators working.


Even with my relatively meager method, pipeline-style programming 
with std.algorithm and std.range over (often static) arrays is 
doable and practical in my experience.




Re: Ported js13k game underrun to D targeting webassembly

2018-11-18 Thread Sebastiaan Koppe via Digitalmars-d-announce
On Sunday, 18 November 2018 at 19:51:06 UTC, Steven Schveighoffer 
wrote:
Really cool. I didn't play the original, but I found this 
reasonably straightforward.


I love this this webassembly stuff, I think it's a fantastic 
demonstration, and test for the power of D.


Thanks, I think so too. Although there are definitely some 
hurdles to overcome.


A system to do closures by hand should be doable with templates 
I would think. Do you have a quick example?


For example 
https://github.com/skoppe/spasm/blob/master/example/underrun/source/game/terminal.d#L259
The whole Handler struct is just to call `terminal_run_story` 
after `terminal_write_text` completes.


One thing that bugs me is that anything that allocates on the GC 
- like the closures here - can't be hooked into to call a custom 
allocator. That includes things like std.array.Appender, AA's, 
etc.


Re: Ported js13k game underrun to D targeting webassembly

2018-11-18 Thread Steven Schveighoffer via Digitalmars-d-announce

On 11/17/18 4:35 PM, Sebastiaan Koppe wrote:
Underrun is small game build by Dominic Szablewski for the 2018 
js13kGames competition.


I decided to port it to D and to target webassembly. You can play the 
game here https://skoppe.github.io/spasm/examples/underrun/


It is part of my endeavour into the wonderful world of webassembly. I 
specifically choose this project so I could get a feel for how to call 
web api's other than the dom, i.e. WebGL and AudioContext.


Porting went pretty smooth, except for the fact that I wanted it to be 
done in betterC, which turned out to cripple lots of things I am used to 
rely on.


Things like:

- having to write closures by hand
- not being able to use stdx.allocator
- almost no use of phobos (even at CTFE)

D could definitely use some love in that area. I was specifically 
stumped that stdx.allocator doesn't work in betterC; if somewhere is a 
good place to use stdx.allocator you would expect it to be betterC, but 
alas.


Had lots of fun though. Hope you like it.


Really cool. I didn't play the original, but I found this reasonably 
straightforward.


I love this this webassembly stuff, I think it's a fantastic 
demonstration, and test for the power of D.


A system to do closures by hand should be doable with templates I would 
think. Do you have a quick example?


-Steve


Re: Ported js13k game underrun to D targeting webassembly

2018-11-18 Thread Sebastiaan Koppe via Digitalmars-d-announce

On Sunday, 18 November 2018 at 10:33:14 UTC, blahness wrote:
Good stuff. Any reason why the music & some of the sound 
effects are missing?
Yep, I have only ported the most essential sound effects. The 
music I skipped entirely. It wouldn't be much work since the 
audio api / buffers are already there. I just didn't want to 
spend more time on an example.



The text when you bring a system back online is corrupted.
I know, I have looked at it for quite a while and I just can't 
figure out why it is broken.




Re: Ported js13k game underrun to D targeting webassembly

2018-11-18 Thread blahness via Digitalmars-d-announce
On Saturday, 17 November 2018 at 21:35:59 UTC, Sebastiaan Koppe 
wrote:
Underrun is small game build by Dominic Szablewski for the 2018 
js13kGames competition.


I decided to port it to D and to target webassembly. You can 
play the game here 
https://skoppe.github.io/spasm/examples/underrun/


Good stuff. Any reason why the music & some of the sound effects 
are missing? The text when you bring a system back online is 
corrupted. This makes it hard to know what the goal is if you 
haven't played the original.






Ported js13k game underrun to D targeting webassembly

2018-11-17 Thread Sebastiaan Koppe via Digitalmars-d-announce
Underrun is small game build by Dominic Szablewski for the 2018 
js13kGames competition.


I decided to port it to D and to target webassembly. You can play 
the game here https://skoppe.github.io/spasm/examples/underrun/


It is part of my endeavour into the wonderful world of 
webassembly. I specifically choose this project so I could get a 
feel for how to call web api's other than the dom, i.e. WebGL and 
AudioContext.


Porting went pretty smooth, except for the fact that I wanted it 
to be done in betterC, which turned out to cripple lots of things 
I am used to rely on.


Things like:

- having to write closures by hand
- not being able to use stdx.allocator
- almost no use of phobos (even at CTFE)

D could definitely use some love in that area. I was specifically 
stumped that stdx.allocator doesn't work in betterC; if somewhere 
is a good place to use stdx.allocator you would expect it to be 
betterC, but alas.


Had lots of fun though. Hope you like it.