Re: Classical bug
On Tuesday, 27 January 2015 at 12:02:59 UTC, Vladimir Panteleev wrote: Always. But the check seems very simple, and is easily circumvented. This compiles: byte[] func() { byte[1024] buffer; auto p = buffer[0..3]; return p; } I think this is the first step of a long and difficult way. byte[] func(byte[] a) { return a[0..1]; } byte[] func1() { byte[1024] buffer; return func(buffer[1...$]); } byte[] func2() { static byte[1024] buffer; return func(buffer[1..$]); }
Re: Virtual functions and inheritance
V Tue, 27 Jan 2015 04:38:57 + David Monagle via Digitalmars-d-learn digitalmars-d-learn@puremagic.com napsáno: Hi guys, I'm a former C++ developer and really enjoying working with D now. I have a question that I hope some of you may be able to answer. class Parent { @property string typeName() { return typeof(this).stringof; } } class Child : Parent { } void main() { auto p = new Parent; auto c = new Child; assert(p.typeName == Parent); assert(p.typeName == Child); } I'm looking for an explanation as to why this doesn't work, then a suggestion for how I may achieve child classes being able to generate a string description of their own type, without redefining the typeName property on each child. (I'm currently solving this with a mixin, but I was hoping for a better solution. I'm assuming it doesn't work because either typeof(this) or .stringof is evaluated at compile time? You can use this T: class Parent { @property string typeName(this T)() { return T.stringof; } } class Child : Parent { } void main() { auto p = new Parent; auto c = new Child; assert(p.typeName == Parent); assert(c.typeName == Child); }
Re: static class vs. static struct
On 01/27/2015 08:58 AM, Piotrek wrote: Nice list. :) 1. static variable struct A{int a} // no static before declaration static A s; //note that static is used for struct variable storage class (lifetime) static int b; etc. 2. static declaration static struct A{int a}; //static used for context unnesting static int fun(){}; // static used also for removing scope context Of course that includes static member functions, where the 'this' pointer is removed. Actually, static opCall is kind of different because it makes the type itself callable. etc. 3. static if static if(compile_time_cond) { //this section of code will be taken into the binary, used for meta programming } Another use of 'static' that means at compile time: static assert 4. Module initialization and deinitialization: static this shared static this static ~this shared static ~this 5. Module import: static import std.stdio; Ali
Re: I left my program open for 9 hours and it used up 700mb of ram, could someone review it?
On Tuesday, 27 January 2015 at 15:45:47 UTC, bearophile wrote: Gan: How can I make it use less CPU/RAM? Most tiny classes probably should be structs. More generally, use a struct every time you don't need a class. You can start with those two: struct SBRange { double left = 0.0, right = 0.0, top = 0.0, bottom = 0.0; } struct Point(T) { T x, y; } This probably isn't enough to solve your problems, but it's a start. Bye, bearophile Is there some special stuff I gotta do extra with structs? Do they need manually allocated and released? On a second question, do I ever need to manually release objects I create with new?
Re: I left my program open for 9 hours and it used up 700mb of ram, could someone review it?
Gan: Is there some special stuff I gotta do extra with structs? Do they need manually allocated and released? Most of your usages of tiny structs should be by value. So just keep in mind they are values. Even when you iterate with a foreach on a mutable array of them :-) On a second question, do I ever need to manually release objects I create with new? Usually not. How much advanced do you want to be? :-) Bye, bearophile
Re: I left my program open for 9 hours and it used up 700mb of ram, could someone review it?
On Tuesday, 27 January 2015 at 19:26:12 UTC, bearophile wrote: Gan: Is there some special stuff I gotta do extra with structs? Do they need manually allocated and released? Most of your usages of tiny structs should be by value. So just keep in mind they are values. Even when you iterate with a foreach on a mutable array of them :-) On a second question, do I ever need to manually release objects I create with new? Usually not. How much advanced do you want to be? :-) Bye, bearophile Thanks. I'll give structs a try. When I start the program, it runs fine at 35mb of ram. It only keeps 15 objects stored in the arrays at a time so why do you think my ram usage increases to 700+ after many hours?
Re: static class vs. static struct
On 01/27/2015 08:33 AM, Piotrek wrote: Non-static means nested. Hmm,this can be misleading. Nesting in structs doesn't introduce context pointer. You must be thinking of structs nested inside user-defined types. Structs that are nested inside functions do have the context pointer. Ali
Re: Virtual functions and inheritance
On Tuesday, 27 January 2015 at 08:19:46 UTC, Daniel Kozák wrote: You can use this T: class Parent { @property string typeName(this T)() { return T.stringof; } } class Child : Parent { } void main() { auto p = new Parent; auto c = new Child; assert(p.typeName == Parent); assert(c.typeName == Child); } OTOH: void main() { auto p = new Parent; auto c = new Child; assert(p.typeName == Parent); assert(c.typeName == Child); p = c; assert(p.typeName == Parent); } It will still use the static type of the object that it's called on, not the dynamic type.
Re: static class vs. static struct
For several times I've met struct(or static struct) usage in Phobos for singleton pattern implementation. Unfortunately now i can remember only core.runtime.Runtime. So I've got a question. Why do Phobos guys use struct or static struct for or singleton pattern implementation? Why don't use static final class for this purpose?
Re: Array List object?
Gan: //Initializing the array tiles = new SBTile[](0); This is often useless. //Clearing the array tiles = []; This doesn't clear the array, it rebinds it to a null pointer. Bye, bearophile
Re: static class vs. static struct
On Tuesday, 27 January 2015 at 09:01:39 UTC, ref2401 wrote: For several times I've met struct(or static struct) usage in Phobos for singleton pattern implementation. Unfortunately now i can remember only core.runtime.Runtime. So I've got a question. Why do Phobos guys use struct or static struct for or singleton pattern implementation? Why don't use static final class for this purpose? I do not think this is a singleton pattern (no instance). I see it much more like namespace in case of core.runtime.Runtime. And yes static final class could do that too but struct looks better than final class and you can disable this on structs
Re: Using dub
Oope, yeah, and it ran.
Re: static class vs. static struct
On Tue, 27 Jan 2015 09:40:08 +, Daniel Kozak wrote: import std.stdio; import std.conv; struct S { @disable this(); } final class C { } void main() { writeln(C.sizeof); writeln(S.sizeof); } blind guess: vmt with toString() from Object? ;-) signature.asc Description: PGP signature
Re: Using dub
On Tuesday, 27 January 2015 at 07:44:12 UTC, Rikki Cattermole wrote: On 27/01/2015 8:40 p.m., Joel wrote: On Tuesday, 27 January 2015 at 07:25:18 UTC, Rikki Cattermole wrote: On 27/01/2015 8:03 p.m., Joel wrote: I'm having trouble using dub. Nothing seems to work (-h works though). I would like an example or two of how to get an app going (stand alone for now). I'm using the Mac OS. Lets use Devisualization.Window as an example. Assuming in a safe directory and dmd/dub on PATH variable: $ git clone https://github.com/Devisualization/window.git $ cd window $ dub build de_window:test $ ./de_window_test For simple test app: $ mkdir myapp $ cd myapp $ dub init $ nano source/app.d // edit // ctrl + x, y $ dub build $ ./myapp // or $ dub run I get this (dub isn't in the path): Joels-MacBook-Pro:window joelcnz$ ../dub build de_window:test Failed to parse package description in /Users/joelcnz/.dub/packages/dil-master Failed to load package in /Users/joelcnz/.dub/packages/dil-master: Got .excludedSourceFiles of type string - expected array. Failed to parse package description in /Users/joelcnz/.dub/packages/dplug-0.0.2 Failed to load package in /Users/joelcnz/.dub/packages/dplug-0.0.2: Expected version number in version spec: * Failed to parse package description in /Users/joelcnz/.dub/packages/gfm-1.1.6 Failed to load package in /Users/joelcnz/.dub/packages/gfm-1.1.6: Expected version number in version spec: * Failed to parse package description in /Users/joelcnz/.dub/packages/gfm-1.3.3 Failed to load package in /Users/joelcnz/.dub/packages/gfm-1.3.3: Expected version number in version spec: * Failed to parse package description in /Users/joelcnz/.dub/packages/dil-master Failed to load package in /Users/joelcnz/.dub/packages/dil-master: Got .excludedSourceFiles of type string - expected array. Failed to parse package description in /Users/joelcnz/.dub/packages/dplug-0.0.2 Failed to load package in /Users/joelcnz/.dub/packages/dplug-0.0.2: Expected version number in version spec: * Failed to parse package description in /Users/joelcnz/.dub/packages/gfm-1.1.6 Failed to load package in /Users/joelcnz/.dub/packages/gfm-1.1.6: Expected version number in version spec: * Failed to parse package description in /Users/joelcnz/.dub/packages/gfm-1.3.3 Failed to load package in /Users/joelcnz/.dub/packages/gfm-1.3.3: Expected version number in version spec: * Failed to parse package description in /Users/joelcnz/jpro/dpro2/OtherPeoples/window Failed to parse package description in /Users/joelcnz/.dub/packages/dil-master Failed to load package in /Users/joelcnz/.dub/packages/dil-master: Got .excludedSourceFiles of type string - expected array. Failed to parse package description in /Users/joelcnz/.dub/packages/dplug-0.0.2 Failed to load package in /Users/joelcnz/.dub/packages/dplug-0.0.2: Expected version number in version spec: * Failed to parse package description in /Users/joelcnz/.dub/packages/gfm-1.1.6 Failed to load package in /Users/joelcnz/.dub/packages/gfm-1.1.6: Expected version number in version spec: * Failed to parse package description in /Users/joelcnz/.dub/packages/gfm-1.3.3 Failed to load package in /Users/joelcnz/.dub/packages/gfm-1.3.3: Expected version number in version spec: * Failed to parse package description in /Users/joelcnz/.dub/packages/dil-master Failed to load package in /Users/joelcnz/.dub/packages/dil-master: Got .excludedSourceFiles of type string - expected array. Failed to parse package description in /Users/joelcnz/.dub/packages/dplug-0.0.2 Failed to load package in /Users/joelcnz/.dub/packages/dplug-0.0.2: Expected version number in version spec: * Failed to parse package description in /Users/joelcnz/.dub/packages/gfm-1.1.6 Failed to load package in /Users/joelcnz/.dub/packages/gfm-1.1.6: Expected version number in version spec: * Failed to parse package description in /Users/joelcnz/.dub/packages/gfm-1.3.3 Failed to load package in /Users/joelcnz/.dub/packages/gfm-1.3.3: Expected version number in version spec: * Failed to parse package description in /Users/joelcnz/jpro/dpro2/OtherPeoples/window Error executing command build: Expected version number in version spec: * Try again after doing: $ rm -rf ~/.dub Something seems ugh, weird. If that doesn't, than its time for dub bug reporting. I've tried an earlier version of dub, similar problem. It was better another time I tried it. I got this now (I didn't do any thing to the dub file): Joels-MacBook-Pro:window joelcnz$ ../../dub build de_window:test Failed to parse package description for dil in /Users/joelcnz/.dub/packages/dil-master/. Failed to load package in /Users/joelcnz/.dub/packages/dil-master/: Got .excludedSourceFiles of type string - expected array. Failed to parse package description for dil in /Users/joelcnz/.dub/packages/dil-master/. Failed to load package in /Users/joelcnz/.dub/packages/dil-master/: Got .excludedSourceFiles of type string - expected array. Building
Re: core.exception.InvalidMemoryOperationError@(0)
On Tue, 27 Jan 2015 06:46:20 +, Bayan Rafeh wrote: This is the first serious project I do with D and now you're lost to other C-like languages, methinks. ;-) signature.asc Description: PGP signature
Re: static class vs. static struct
On Tuesday, 27 January 2015 at 09:36:49 UTC, Daniel Kozak wrote: On Tuesday, 27 January 2015 at 09:01:39 UTC, ref2401 wrote: For several times I've met struct(or static struct) usage in Phobos for singleton pattern implementation. Unfortunately now i can remember only core.runtime.Runtime. So I've got a question. Why do Phobos guys use struct or static struct for or singleton pattern implementation? Why don't use static final class for this purpose? I do not think this is a singleton pattern (no instance). I see it much more like namespace in case of core.runtime.Runtime. And yes static final class could do that too but struct looks better than final class and you can disable this on structs import std.stdio; import std.conv; struct S { @disable this(); } final class C { } void main() { writeln(C.sizeof); writeln(S.sizeof); }
Re: Array List object?
And it's named dynamic array, instead of Array List object, it's not a class instance. Bye, bearophile
Re: About variant
I can do this import std.variant; struct Alpha { Variant something; this(Variant v){ something = v; } static Alpha build(T)(T v){ return Alpha( cast(Variant)v ); } } void main(){ auto a = Alpha.build!(int)( 6); auto b = Alpha.build!(string)( hello); auto l = new Alpha[](2); l[0] = a; l[1] = b; } If someone has better
Re: About variant
On Tuesday, 27 January 2015 at 21:00:16 UTC, Justin Whear wrote: On Tue, 27 Jan 2015 20:46:59 +, bioinfornatics wrote: void main(){ auto a = Alpha!(int)( 6); auto b = Alpha!(string)( hello); The Alpha struct is not a template, only the constructor is. Remove the explicit instantiations and IFTI does the work: void main(){ auto a = Alpha( 6); auto b = Alpha( hello); Oh really cool
Re: I left my program open for 9 hours and it used up 700mb of ram, could someone review it?
On Tuesday, 27 January 2015 at 19:59:08 UTC, Gan wrote: On Tuesday, 27 January 2015 at 19:26:12 UTC, bearophile wrote: Gan: Is there some special stuff I gotta do extra with structs? Do they need manually allocated and released? Most of your usages of tiny structs should be by value. So just keep in mind they are values. Even when you iterate with a foreach on a mutable array of them :-) On a second question, do I ever need to manually release objects I create with new? Usually not. How much advanced do you want to be? :-) Bye, bearophile Thanks. I'll give structs a try. When I start the program, it runs fine at 35mb of ram. It only keeps 15 objects stored in the arrays at a time so why do you think my ram usage increases to 700+ after many hours? Curiously, my CPU usage went from 10% to 5% after I changed to structs on Point and Range. Though my memory still climbs high.
Re: About variant
On Tue, 27 Jan 2015 20:46:59 +, bioinfornatics wrote: void main(){ auto a = Alpha!(int)( 6); auto b = Alpha!(string)( hello); The Alpha struct is not a template, only the constructor is. Remove the explicit instantiations and IFTI does the work: void main(){ auto a = Alpha( 6); auto b = Alpha( hello);
Re: static class vs. static struct
On Tuesday, 27 January 2015 at 18:24:29 UTC, Ali Çehreli wrote: On 01/27/2015 08:33 AM, Piotrek wrote: Non-static means nested. Hmm,this can be misleading. Nesting in structs doesn't introduce context pointer. You must be thinking of structs nested inside user-defined types. Structs that are nested inside functions do have the context pointer. Ali What you wrote about the structs is true. However I was referring to other thing. I just wanted to emphasize (with my poor English) that also classes and structs *nested in struct* doesn't contain the additional context pointer. As opposed to class nested in class. Then I think we'd better not say that non-static means nested. Piotrek
Print to Win Printer
How do I print to a Windows printer from a console program? Thanks for your assistance.
Re: static class vs. static struct
On Tuesday, 27 January 2015 at 18:18:02 UTC, Ali Çehreli wrote: On 01/27/2015 08:58 AM, Piotrek wrote: Nice list. :) 1. static variable struct A{int a} // no static before declaration static A s; //note that static is used for struct variable storage class (lifetime) static int b; etc. 2. static declaration static struct A{int a}; //static used for context unnesting static int fun(){}; // static used also for removing scope context Of course that includes static member functions, where the 'this' pointer is removed. Actually, static opCall is kind of different because it makes the type itself callable. etc. 3. static if static if(compile_time_cond) { //this section of code will be taken into the binary, used for meta programming } Another use of 'static' that means at compile time: static assert 4. Module initialization and deinitialization: static this shared static this static ~this shared static ~this 5. Module import: static import std.stdio; Ali Thanks for comments, Mr. Professor. On duty as usual ;) Let me here thank for your book which I've been reading for some time. Piotrek
About variant
Dear that do a lot time wehere I not used std.variant. i would like to hide extra cast from user by using a generic ctor import std.variant; struct Alpha { Variant something; this(T)(T v){ something = cast(Variant)v; } } void main(){ auto a = Alpha!(int)( 6); auto b = Alpha!(string)( hello); auto l = new Alpha[](2); l[0] = a; l[1] = b; } but that do not works. Someone know a trick? thanks
Re: I left my program open for 9 hours and it used up 700mb of ram, could someone review it?
On 28/01/2015 9:59 a.m., Gan wrote: On Tuesday, 27 January 2015 at 19:59:08 UTC, Gan wrote: On Tuesday, 27 January 2015 at 19:26:12 UTC, bearophile wrote: Gan: Is there some special stuff I gotta do extra with structs? Do they need manually allocated and released? Most of your usages of tiny structs should be by value. So just keep in mind they are values. Even when you iterate with a foreach on a mutable array of them :-) On a second question, do I ever need to manually release objects I create with new? Usually not. How much advanced do you want to be? :-) Bye, bearophile Thanks. I'll give structs a try. When I start the program, it runs fine at 35mb of ram. It only keeps 15 objects stored in the arrays at a time so why do you think my ram usage increases to 700+ after many hours? Curiously, my CPU usage went from 10% to 5% after I changed to structs on Point and Range. Though my memory still climbs high. Force a GC.collect() now and again. Disable it at the beginning too.
Re: I left my program open for 9 hours and it used up 700mb of ram, could someone review it?
On 28/01/2015 11:30 a.m., Gan wrote: On Tuesday, 27 January 2015 at 21:36:51 UTC, Rikki Cattermole wrote: On 28/01/2015 9:59 a.m., Gan wrote: On Tuesday, 27 January 2015 at 19:59:08 UTC, Gan wrote: On Tuesday, 27 January 2015 at 19:26:12 UTC, bearophile wrote: Gan: Is there some special stuff I gotta do extra with structs? Do they need manually allocated and released? Most of your usages of tiny structs should be by value. So just keep in mind they are values. Even when you iterate with a foreach on a mutable array of them :-) On a second question, do I ever need to manually release objects I create with new? Usually not. How much advanced do you want to be? :-) Bye, bearophile Thanks. I'll give structs a try. When I start the program, it runs fine at 35mb of ram. It only keeps 15 objects stored in the arrays at a time so why do you think my ram usage increases to 700+ after many hours? Curiously, my CPU usage went from 10% to 5% after I changed to structs on Point and Range. Though my memory still climbs high. Force a GC.collect() now and again. Disable it at the beginning too. I did a test and ran GC.collect() every loop but my memory usage continues to rise. I can see how you'd be able to lower CPU usage by running GC.collect() every now and then but right now I'm stuck on the memory issue. Perhaps my problem lies in the C++ library SFML? I had a quick look at your code. I think its safe to assume the SFML isn't the problem. Whats happening is on every iteration of the event loop, you are allocating, holding a reference somewhere and continuing on. The GC even if it does run cannot release that memory as it is still held. At this point maybe strip out what happens on each loop iteration to find out what is holding references. Divide and conquer.
Re: I left my program open for 9 hours and it used up 700mb of ram, could someone review it?
On Tuesday, 27 January 2015 at 22:30:13 UTC, Gan wrote: On Tuesday, 27 January 2015 at 21:36:51 UTC, Rikki Cattermole wrote: On 28/01/2015 9:59 a.m., Gan wrote: On Tuesday, 27 January 2015 at 19:59:08 UTC, Gan wrote: On Tuesday, 27 January 2015 at 19:26:12 UTC, bearophile wrote: Gan: Is there some special stuff I gotta do extra with structs? Do they need manually allocated and released? Most of your usages of tiny structs should be by value. So just keep in mind they are values. Even when you iterate with a foreach on a mutable array of them :-) On a second question, do I ever need to manually release objects I create with new? Usually not. How much advanced do you want to be? :-) Bye, bearophile Thanks. I'll give structs a try. When I start the program, it runs fine at 35mb of ram. It only keeps 15 objects stored in the arrays at a time so why do you think my ram usage increases to 700+ after many hours? Curiously, my CPU usage went from 10% to 5% after I changed to structs on Point and Range. Though my memory still climbs high. Force a GC.collect() now and again. Disable it at the beginning too. I did a test and ran GC.collect() every loop but my memory usage continues to rise. I can see how you'd be able to lower CPU usage by running GC.collect() every now and then but right now I'm stuck on the memory issue. Perhaps my problem lies in the C++ library SFML? I commented out some stuff and it appears my massive memory consumption comes from my tile.redraw function: void redraw() { undrawn = false; canvas.clear(); //Add stars for (int i = 0; i controller.starsPerTile; i++) { Random gen; gen.seed(unpredictableSeed); int x = uniform(0, controller.tileSize, gen); int y = uniform(0, controller.tileSize, gen); double s = uniform(0, 1, gen) / 1.0; double size = (s * (controller.starSizeMax - controller.starSizeMin)) + controller.starSizeMin; if (x - size / 2 0) { x += size / 2; } if (y - size / 2 0) { y += size / 2; } if (x + size / 2 controller.tileSize) { x -= size / 2; } if (y + size / 2 controller.tileSize) { y -= size / 2; } drawStar(canvas, x, y, size, size); } canvas.display(); } void drawStar(RenderTarget target, int centerX, int centerY, double width, double height) { CircleShape star; if (controller.multiColor == false) { star = controller.stars[0]; } else { Random gen; gen.seed(unpredictableSeed); star = controller.stars[uniform(0, controller.stars.length - 1, gen)]; } star.position = Vector2f(centerX, centerY); star.origin = Vector2f(0.5, 0.5); star.scale = Vector2f(width / 100.0, height / 100.0); target.draw(star); } Would you know why this is using hundreds of mb of rams?
Re: vibe.d error
Bumping as it's still not possible to install lib event via dub. On Sunday, 25 January 2015 at 17:41:38 UTC, Phil wrote: dub init name vibe.d cd name dub Results in Fetching libevent 2.0.1+2.0.16... Error executing command upgrade: Failed to download http://code.dlang.org/packages/libevent/2.0.1%252B2.0.16.zip: 404 Not Found I'm not sure if the error is the file not being there or dub looking there. Is there a workaround for this? Thanks
Re: About variant
On Tue, 27 Jan 2015 21:55:37 +, bioinfornatics wrote: On Tuesday, 27 January 2015 at 21:00:16 UTC, Justin Whear wrote: On Tue, 27 Jan 2015 20:46:59 +, bioinfornatics wrote: void main(){ auto a = Alpha!(int)( 6); auto b = Alpha!(string)( hello); The Alpha struct is not a template, only the constructor is. Remove the explicit instantiations and IFTI does the work: void main(){ auto a = Alpha( 6); auto b = Alpha( hello); Oh really cool or this: import std.variant; struct Alpha { Variant something; this(T) (T v) { something = cast(Variant)v; } } void main () { Alpha a = 6; Alpha b = hello; } signature.asc Description: PGP signature
Re: static class vs. static struct
On 01/27/2015 01:33 PM, Piotrek wrote: On Tuesday, 27 January 2015 at 18:24:29 UTC, Ali Çehreli wrote: On 01/27/2015 08:33 AM, Piotrek wrote: Non-static means nested. Hmm,this can be misleading. Nesting in structs doesn't introduce context pointer. Oh, I misread what you wrote. Sorry... classes and structs *nested in struct* doesn't contain the additional context pointer. As opposed to class nested in class. Then I think we'd better not say that non-static means nested. Piotrek Makes sense. Ali
Re: Using dub
On Tuesday, 27 January 2015 at 08:08:19 UTC, Joel wrote: Oope, yeah, and it ran. Thanks Rikki, I wiped off the dub installation. Now, no errors. The small program worked too. I don't now how to set up the dub executable to work with out doing stuff like this - '../dub' (Mac OS 10.10.1) Joels-MacBook-Pro:window joelcnz$ ../../dub build de_window:test Building package de_window:test in /Users/joelcnz/jpro/dpro2/OtherPeoples/window/ Fetching de_util 0.0.4 (getting selected version)... Placing de_util 0.0.4 to /Users/joelcnz/.dub/packages/... Fetching x11 1.0.5 (getting selected version)... Placing x11 1.0.5 to /Users/joelcnz/.dub/packages/... Fetching de_image 0.3.4 (getting selected version)... Placing de_image 0.3.4 to /Users/joelcnz/.dub/packages/... Fetching derelict-util 1.9.0 (getting selected version)... Placing derelict-util 1.9.0 to /Users/joelcnz/.dub/packages/... Fetching derelict-gl3 1.0.12 (getting selected version)... Placing derelict-gl3 1.0.12 to /Users/joelcnz/.dub/packages/... Building de_util:core 0.0.4 configuration library, build type debug. Running dmd... Building de_image:interfaces 0.3.4 configuration library, build type debug. Running dmd... Building de_image:mutable 0.3.4 configuration library, build type debug. Running dmd... Building x11 1.0.5 configuration library, build type debug. Running dmd... Building de_window:interfaces 0.0.8 configuration library, build type debug. Running dmd... Building derelict-util 1.9.0 configuration library, build type debug. Running dmd... Building derelict-gl3 1.0.12 configuration library, build type debug. Running dmd... Building de_window:test 0.0.8 configuration application, build type debug. Compiling using dmd... Linking... Joels-MacBook-Pro:window joelcnz$ ls LICENSE dub.json README.md dub.selections.json WindowsAPI interfaces cocoa_library libde_window_interfaces.a de_window_test platforms dub test
Re: I left my program open for 9 hours and it used up 700mb of ram, could someone review it?
On Tuesday, 27 January 2015 at 22:39:31 UTC, Gan wrote: Would you know why this is using hundreds of mb of rams? Hi, What type is CircleShape? If it is a class, or otherwise contains pointers, then this is probably the source of your problem. You are storing high-entropy data (floating-point / random numbers) within the same type as one containing pointers. This is problematic with a non-precise GC, because the GC will consider the random numbers as possibly pointers, thus pinning random objects within the memory address space. You should be able to work around this problem by: - Making CircleShape a static struct without any pointers - If you need to have pointers associated with CircleShape: splitting pointers and non-pointers into separate arrays of structs - Manually managing memory allocations, and storing the CircleShape instances outside the managed D heap - Building your program for x86_64 - 64 bits of address space will make fake pointer pinning very unlikely - Using a precise GC - none are currently available for D, but one is under development: https://github.com/D-Programming-Language/druntime/pull/1057
Re: I left my program open for 9 hours and it used up 700mb of ram, could someone review it?
On 2015-01-27 at 23:39, Gan wrote: I commented out some stuff and it appears my massive memory consumption comes from my tile.redraw function: ... Would you know why this is using hundreds of mb of rams? Looks OK, so probably it is not the cause by itself. I would add a piece of code to SpaceBackground.draw that for every few calls to this function would print out tiles.length and stack.length to the console. Just to make sure that those arrays don't grow out of control, before accusing anything else.
Re: Using dub
On Wednesday, 28 January 2015 at 00:34:13 UTC, Joel wrote: On Tuesday, 27 January 2015 at 08:08:19 UTC, Joel wrote: Oope, yeah, and it ran. Thanks Rikki, I wiped off the dub installation. Now, no errors. The small program worked too. Actually I got this with dlangui, (I followed the instructions on the announce post): Joels-MacBook-Pro:dlangui joelcnz$ ../../dub run dlangui:example1 Failed to parse package description in /Users/joelcnz/jpro/dpro2/OtherPeoples/dlangui Failed to parse package description in /Users/joelcnz/jpro/dpro2/OtherPeoples/dlangui Error executing command run: Expected version number in version spec: *
Re: Print to Win Printer
On Tuesday, 27 January 2015 at 21:32:34 UTC, Paul wrote: How do I print to a Windows printer from a console program? Thanks for your assistance. You can save your document to a temporary file, then call ShellExecute with a path to the file and the print command.
Re: Cached Incremental Updates of DUB Builds
On Monday, 26 January 2015 at 22:33:21 UTC, Nordlöw wrote: Is there a way to tell DUB to compile all its sources as separate objects which are then fed to ld. And I don't want DMD to recompile every line in my project if I change only of them...and yes most of my cross-module interfaces are un-templatized. Ping. Why no answers? Should i post this as a DUB issue on github instead?
Re: Cached Incremental Updates of DUB Builds
Try it: https://github.com/gecko0307/Cook2 On Monday, 26 January 2015 at 22:33:21 UTC, Nordlöw wrote: Is there a way to tell DUB to compile all its sources as separate objects which are then fed to ld. My project has grown beyound 10k lines of code. And I don't want DMD to recompile every line in my project if I change only of them...and yes most of my cross-module interfaces are un-templatized. I'm assuming caching a la SCons is supported by this logic aswell. If not are there any plans to add this feature to DUB? If not could somebody point out where I should add it ;)
Re: I left my program open for 9 hours and it used up 700mb of ram, could someone review it?
On 28/01/2015 11:39 a.m., Gan wrote: On Tuesday, 27 January 2015 at 22:30:13 UTC, Gan wrote: On Tuesday, 27 January 2015 at 21:36:51 UTC, Rikki Cattermole wrote: On 28/01/2015 9:59 a.m., Gan wrote: On Tuesday, 27 January 2015 at 19:59:08 UTC, Gan wrote: On Tuesday, 27 January 2015 at 19:26:12 UTC, bearophile wrote: Gan: Is there some special stuff I gotta do extra with structs? Do they need manually allocated and released? Most of your usages of tiny structs should be by value. So just keep in mind they are values. Even when you iterate with a foreach on a mutable array of them :-) On a second question, do I ever need to manually release objects I create with new? Usually not. How much advanced do you want to be? :-) Bye, bearophile Thanks. I'll give structs a try. When I start the program, it runs fine at 35mb of ram. It only keeps 15 objects stored in the arrays at a time so why do you think my ram usage increases to 700+ after many hours? Curiously, my CPU usage went from 10% to 5% after I changed to structs on Point and Range. Though my memory still climbs high. Force a GC.collect() now and again. Disable it at the beginning too. I did a test and ran GC.collect() every loop but my memory usage continues to rise. I can see how you'd be able to lower CPU usage by running GC.collect() every now and then but right now I'm stuck on the memory issue. Perhaps my problem lies in the C++ library SFML? I commented out some stuff and it appears my massive memory consumption comes from my tile.redraw function: void redraw() { undrawn = false; canvas.clear(); //Add stars for (int i = 0; i controller.starsPerTile; i++) { Random gen; gen.seed(unpredictableSeed); int x = uniform(0, controller.tileSize, gen); int y = uniform(0, controller.tileSize, gen); double s = uniform(0, 1, gen) / 1.0; double size = (s * (controller.starSizeMax - controller.starSizeMin)) + controller.starSizeMin; if (x - size / 2 0) { x += size / 2; } if (y - size / 2 0) { y += size / 2; } if (x + size / 2 controller.tileSize) { x -= size / 2; } if (y + size / 2 controller.tileSize) { y -= size / 2; } drawStar(canvas, x, y, size, size); } canvas.display(); } void drawStar(RenderTarget target, int centerX, int centerY, double width, double height) { CircleShape star; if (controller.multiColor == false) { star = controller.stars[0]; } else { Random gen; gen.seed(unpredictableSeed); star = controller.stars[uniform(0, controller.stars.length - 1, gen)]; } star.position = Vector2f(centerX, centerY); star.origin = Vector2f(0.5, 0.5); star.scale = Vector2f(width / 100.0, height / 100.0); target.draw(star); } Would you know why this is using hundreds of mb of rams? Try with only drawStart stripped. If it still does it, then its redraw. Also try with just a hard coded call to drawStart. Something smells wrong here.
Re: I left my program open for 9 hours and it used up 700mb of ram, could someone review it?
On Tuesday, 27 January 2015 at 21:36:51 UTC, Rikki Cattermole wrote: On 28/01/2015 9:59 a.m., Gan wrote: On Tuesday, 27 January 2015 at 19:59:08 UTC, Gan wrote: On Tuesday, 27 January 2015 at 19:26:12 UTC, bearophile wrote: Gan: Is there some special stuff I gotta do extra with structs? Do they need manually allocated and released? Most of your usages of tiny structs should be by value. So just keep in mind they are values. Even when you iterate with a foreach on a mutable array of them :-) On a second question, do I ever need to manually release objects I create with new? Usually not. How much advanced do you want to be? :-) Bye, bearophile Thanks. I'll give structs a try. When I start the program, it runs fine at 35mb of ram. It only keeps 15 objects stored in the arrays at a time so why do you think my ram usage increases to 700+ after many hours? Curiously, my CPU usage went from 10% to 5% after I changed to structs on Point and Range. Though my memory still climbs high. Force a GC.collect() now and again. Disable it at the beginning too. I did a test and ran GC.collect() every loop but my memory usage continues to rise. I can see how you'd be able to lower CPU usage by running GC.collect() every now and then but right now I'm stuck on the memory issue. Perhaps my problem lies in the C++ library SFML?
Re: I left my program open for 9 hours and it used up 700mb of ram, could someone review it?
On Tuesday, 27 January 2015 at 22:42:25 UTC, Rikki Cattermole wrote: On 28/01/2015 11:39 a.m., Gan wrote: On Tuesday, 27 January 2015 at 22:30:13 UTC, Gan wrote: On Tuesday, 27 January 2015 at 21:36:51 UTC, Rikki Cattermole wrote: On 28/01/2015 9:59 a.m., Gan wrote: On Tuesday, 27 January 2015 at 19:59:08 UTC, Gan wrote: On Tuesday, 27 January 2015 at 19:26:12 UTC, bearophile wrote: Gan: Is there some special stuff I gotta do extra with structs? Do they need manually allocated and released? Most of your usages of tiny structs should be by value. So just keep in mind they are values. Even when you iterate with a foreach on a mutable array of them :-) On a second question, do I ever need to manually release objects I create with new? Usually not. How much advanced do you want to be? :-) Bye, bearophile Thanks. I'll give structs a try. When I start the program, it runs fine at 35mb of ram. It only keeps 15 objects stored in the arrays at a time so why do you think my ram usage increases to 700+ after many hours? Curiously, my CPU usage went from 10% to 5% after I changed to structs on Point and Range. Though my memory still climbs high. Force a GC.collect() now and again. Disable it at the beginning too. I did a test and ran GC.collect() every loop but my memory usage continues to rise. I can see how you'd be able to lower CPU usage by running GC.collect() every now and then but right now I'm stuck on the memory issue. Perhaps my problem lies in the C++ library SFML? I commented out some stuff and it appears my massive memory consumption comes from my tile.redraw function: void redraw() { undrawn = false; canvas.clear(); //Add stars for (int i = 0; i controller.starsPerTile; i++) { Random gen; gen.seed(unpredictableSeed); int x = uniform(0, controller.tileSize, gen); int y = uniform(0, controller.tileSize, gen); double s = uniform(0, 1, gen) / 1.0; double size = (s * (controller.starSizeMax - controller.starSizeMin)) + controller.starSizeMin; if (x - size / 2 0) { x += size / 2; } if (y - size / 2 0) { y += size / 2; } if (x + size / 2 controller.tileSize) { x -= size / 2; } if (y + size / 2 controller.tileSize) { y -= size / 2; } drawStar(canvas, x, y, size, size); } canvas.display(); } void drawStar(RenderTarget target, int centerX, int centerY, double width, double height) { CircleShape star; if (controller.multiColor == false) { star = controller.stars[0]; } else { Random gen; gen.seed(unpredictableSeed); star = controller.stars[uniform(0, controller.stars.length - 1, gen)]; } star.position = Vector2f(centerX, centerY); star.origin = Vector2f(0.5, 0.5); star.scale = Vector2f(width / 100.0, height / 100.0); target.draw(star); } Would you know why this is using hundreds of mb of rams? Try with only drawStart stripped. If it still does it, then its redraw. Also try with just a hard coded call to drawStart. Something smells wrong here. Without drawStar, my program starts at 24mb and slowly increases. With drawStar my program starts at 70mb and increases at twice the rate.
Re: static class vs. static struct
On 01/27/2015 01:44 PM, Piotrek wrote: Let me here thank for your book I am glad that it is useful. which I've been reading for some time. Me too! I browsed the index section to remember the other uses of 'static'. :) Ali
Re: Virtual functions and inheritance
Baz: doesn't work. And similarly to the the orginal post: I suggest to read some D documentation first, and program later. Bye, bearophile
Classical bug
Hi! I thought at least in safe mode this code will not compile or I get warning: byte[] func() @safe { byte[1024] buffer; return buffer[0..3]; } void main() { auto b = func(); b[0] = 1; } But no any error. Dlang do not catch this? WBR, Fyodor.
Re: Virtual functions and inheritance
On Tuesday, 27 January 2015 at 08:19:46 UTC, Daniel Kozák wrote: You can use this T: class Parent { @property string typeName(this T)() { return T.stringof; } } class Child : Parent { } void main() { auto p = new Parent; auto c = new Child; assert(p.typeName == Parent); assert(c.typeName == Child); } Could 'this T' be used for a static constructor ? - class Bar { static T construct(this T, A...)(A a) { return new T(a); } } doesn't work. And similarly to the the orginal post: - class Bar { static typeof(this) construct(A...)(A a) { return new typeof(this)(a); } } class Foo: Bar{} Foo foo= Foo.construct; // fail construct() won't be redefined in the Bar descendants.
Re: Classical bug
On Tuesday, 27 January 2015 at 11:41:21 UTC, Fyodor Ustinov wrote: byte[] func() @safe { byte[1024] buffer; return buffer[0..3]; } void main() { auto b = func(); b[0] = 1; } In 2.067, this is an error: test.d(4,9): Error: escaping reference to local variable buffer
Re: Classical bug
On Tuesday, 27 January 2015 at 11:51:43 UTC, Vladimir Panteleev wrote: In 2.067, this is an error: test.d(4,9): Error: escaping reference to local variable buffer Always or only in safe mode?
Re: Classical bug
On Tuesday, 27 January 2015 at 12:01:11 UTC, Fyodor Ustinov wrote: On Tuesday, 27 January 2015 at 11:51:43 UTC, Vladimir Panteleev wrote: In 2.067, this is an error: test.d(4,9): Error: escaping reference to local variable buffer Always or only in safe mode? Always. But the check seems very simple, and is easily circumvented. This compiles: byte[] func() { byte[1024] buffer; auto p = buffer[0..3]; return p; }
Re: Virtual functions and inheritance
- class Bar { static T construct(this T, A...)(A a) { return new T(a); } } I think it's a bug that you can use a template this parameter (this T) on a static member function without a direct compilation error. - class Bar { static typeof(this) construct(A...)(A a) { return new typeof(this)(a); } } Because it's exactly the same to write it as static Bar construct(A...)(A a) { return new Bar(a); } Of course this does not work. I don't know how to do it without one line of boilerplate per class or without supplying the type via template argument. std.container.util : make takes the type to construct as an argument, but std.container do not form a class hierarchy.
Re: I left my program open for 9 hours and it used up 700mb of ram, could someone review it?
On 2015-01-28 at 03:04, Vladimir Panteleev wrote: What type is CircleShape? If it is a class, or otherwise contains pointers, then this is probably the source of your problem. class CircleShape : Shape is defined in dsfml.graphics.circleshape, so there's no going around this... - Building your program for x86_64 - 64 bits of address space will make fake pointer pinning very unlikely The binary included in the zip was 64-bit, so fake pointers shouldn't be that much of a problem. Oh, and I take back what I said about suspecting that SpaceBackground.stack grows infinitely. It probably doesn't. I don't have DSFML installed, and therefore couldn't recreate the behaviour.
Re: vibe.d error
I was using 0.9.21. Upgrading has fixed this issue, thanks to you both.
Re: why there is no TBase in thrift for dlang?
sorry , I am quite new to dlang.
Re: why there is no TBase in thrift for dlang?
I resovled it by Generic programming : private const (ubyte)[] serialObj(T) (T obj) { TMemoryBuffer trans = new TMemoryBuffer(); auto prot = new TCompactProtocol!TMemoryBuffer(trans); obj.write(prot); return trans.getContents(); }
Re: I left my program open for 9 hours and it used up 700mb of ram, could someone review it?
On Wednesday, 28 January 2015 at 02:50:11 UTC, FG wrote: On 2015-01-28 at 03:04, Vladimir Panteleev wrote: What type is CircleShape? If it is a class, or otherwise contains pointers, then this is probably the source of your problem. class CircleShape : Shape is defined in dsfml.graphics.circleshape, so there's no going around this... - Building your program for x86_64 - 64 bits of address space will make fake pointer pinning very unlikely The binary included in the zip was 64-bit, so fake pointers shouldn't be that much of a problem. Oh, and I take back what I said about suspecting that SpaceBackground.stack grows infinitely. It probably doesn't. I don't have DSFML installed, and therefore couldn't recreate the behaviour. Is there a way to set a variable to be cleared in the new GC collection or to forcibly release a variable? I have an inkling that it might be the Sprite class or something with the RenderTextures.
Re: vibe.d error
Try to update dub. There was issue in old version with path with whitespace.
Re: static class vs. static struct
On 01/27/15 10:40, Daniel Kozak via Digitalmars-d-learn wrote: On Tuesday, 27 January 2015 at 09:36:49 UTC, Daniel Kozak wrote: On Tuesday, 27 January 2015 at 09:01:39 UTC, ref2401 wrote: For several times I've met struct(or static struct) usage in Phobos for singleton pattern implementation. Unfortunately now i can remember only core.runtime.Runtime. So I've got a question. Why do Phobos guys use struct or static struct for or singleton pattern implementation? Why don't use static final class for this purpose? I do not think this is a singleton pattern (no instance). I see it much more like namespace in case of core.runtime.Runtime. And yes static final class could do that too but struct looks better than final class and you can disable this on structs import std.stdio; import std.conv; struct S { @disable this(); } final class C { } void main() { writeln(C.sizeof); writeln(S.sizeof); } D's `class` magically adds a level of indirection, so C.sizeof gives you just the size of the _reference_. For the true (ie instance/payload) size you'd have to use __traits(classInstanceSize, C) artur
Re: static class vs. static struct
On Tuesday, 27 January 2015 at 09:01:39 UTC, ref2401 wrote: For several times I've met struct(or static struct) usage in Phobos for singleton pattern implementation. Unfortunately now i can remember only core.runtime.Runtime. So I've got a question. Why do Phobos guys use struct or static struct for or singleton pattern implementation? Why don't use static final class for this purpose? You probably saw static member function. Please take the following with a big grain of salt as I took it out of my head: We can divide the D static keyword usage into 3 types: 1. static variable struct A{int a} // no static before declaration static A s; //note that static is used for struct variable storage class (lifetime) static int b; etc. 2. static declaration static struct A{int a}; //static used for context unnesting static int fun(){}; // static used also for removing scope context etc. 3. static if static if(compile_time_cond) { //this section of code will be taken into the binary, used for meta programming } I don't think there is much (if any) use of static (type 1) for singleton. Piotrek
Re: Array List object?
On Tue, Jan 27, 2015 at 07:18:22AM +, Gan via Digitalmars-d-learn wrote: [...] Okay now I'm very confused. When I have my program fully hidden behind another window, my ram usage goes up without going down. Which my program is partly visible it goes up a few mb then returns to the past amount of mb. Is this a bug? It's hard to say without more information. One possibility is that when the program is partly visible the GC gets triggered more often, so more memory gets returned to the OS, whereas when it's not, the GC may be triggering less often so memory usage increases. But that's just my guess, it's hard to say unless we know more about what your program does. T -- People say I'm indecisive, but I'm not sure about that. -- YHL, CONLANG
Re: Classical bug
Vladimir Panteleev: But the check seems very simple, and is easily circumvented. This compiles: byte[] func() { byte[1024] buffer; auto p = buffer[0..3]; return p; } I guess such bugs will be detected (in safe code only!) after the implementation of: http://wiki.dlang.org/DIP69 Currently we are implementing a kind of pre-phase: http://wiki.dlang.org/DIP25 And here I have asked for @safe to become the default (Walter seems not against this idea): https://d.puremagic.com/issues/show_bug.cgi?id=13838 Bye, bearophile
I left my program open for 9 hours and it used up 700mb of ram, could someone review it?
I feel like the only way I can get better right now is if someone with more knowledge can give me some advice on the code I have written. Here's the link: http://cl.ly/0s0Q1L1S3v0E How can I make it use less CPU/RAM? (Most code is in the Misc/SpaceBackground.d)
Re: I left my program open for 9 hours and it used up 700mb of ram, could someone review it?
Gan: How can I make it use less CPU/RAM? Most tiny classes probably should be structs. More generally, use a struct every time you don't need a class. You can start with those two: struct SBRange { double left = 0.0, right = 0.0, top = 0.0, bottom = 0.0; } struct Point(T) { T x, y; } This probably isn't enough to solve your problems, but it's a start. Bye, bearophile
Re: static class vs. static struct
On Monday, 26 January 2015 at 21:55:19 UTC, anonymous wrote: On Monday, 26 January 2015 at 21:33:10 UTC, Piotrek wrote: On Monday, 26 January 2015 at 14:11:32 UTC, bearophile wrote: Non-static structs/classes have an extra pointer. Bye, bearophile Since when structs have an extra pointer? Maybe you are talking about nested structs? Non-static means nested. Hmm,this can be misleading. Nesting in structs doesn't introduce context pointer. But I agree that if we take into account a hypothetical inferred static attribute for nesting in struct and the module scope cases, then the static and non-static classification looks the most suitable. Piotrek
why there is no TBase in thrift for dlang?
I am writing code below: private Cmd deserialCmd(ubyte[] data) { Cmd ret; TMemoryBuffer trans = new TMemoryBuffer(data); auto prot = new TCompactProtocol!TMemoryBuffer(trans); ret.read(prot); return ret; } If I have diffrent Cmd, I have to repeat the code above, TBase has methods like write(protocol) read(protocol), if it exists in thrift for dlang, I could write like this: private TBase deserialCmd(ubyte[] data,TBase ret) { TMemoryBuffer trans = new TMemoryBuffer(data); auto prot = new TCompactProtocol!TMemoryBuffer(trans); ret.read(prot); return ret; } But TBase doesnt exists in thrift for dlang, what can i do now?