Re: Is it possible to avoid call to destructor for structs?

2017-09-27 Thread Elronnd via Digitalmars-d-learn
Here's a simple solution.  Just make Bar a pointer and free it 
before it can be destructed!



import std.stdio;

struct Bar {
~this() {
writeln("~bar");
}
}

struct Foo {
Bar *bar;
this(int why_the_fuck_dont_structs_have_default_constructors) 
{

bar = new Bar;
}
~this() {
writeln("~foo");
import core.memory;
GC.free(bar);
}
}


Re: Is it possible to avoid call to destructor for structs?

2017-09-27 Thread Elronnd via Digitalmars-d-learn
Here's a simple solution.  Just make Bar a pointer and free it 
before it can be destructed!



import std.stdio;

struct Bar {
~this() {
writeln("~bar");
}
}

struct Foo {
Bar *bar;
this(int why_the_fuck_dont_structs_have_default_constructors) 
{

bar = new Bar;
}
~this() {
writeln("~foo");
import core.memory;
GC.free(bar);
}
}


Re: Is it possible to specify the address returned by the address of operator?

2017-09-27 Thread DreadKyller via Digitalmars-d-learn

On Wednesday, 27 September 2017 at 23:24:58 UTC, user1234 wrote:
On Wednesday, 27 September 2017 at 21:01:36 UTC, Jesse Phillips 
wrote:
On Wednesday, 27 September 2017 at 16:35:54 UTC, DreadKyller 
wrote:
My question is about overloading, several operators can be 
overloaded in D, one of the ones that can't apparently is the 
address of operator (&object). My question is have I simply 
missed it or does it actually not exist, and if it's not 
overloadable, is there any reason why this was decided? 
Because there's been numerous times that it'd be useful to 
me, just recently with how much I use the operator because of 
OpenGL I decided to ask.


My answer is that & is a defined operation on all addressable 
memory. Unlike other operators which don't exist until you 
"overload" them.


Yes but the dereference operator can be overloaded. The 
reasoning doesn't stand, unless that's recognized as an 
inconsistency.


Except that no it actually doesn't. The Unary operator * doesn't 
overload the dereferencing of a pointer, take the following code:


class Test
{
Test opUnary(string s)() if (s == "*")
{
writeln("Overloaded operator called");
return this;
}
}
void testFunc()
{
Test test = new Test();
Test* test_ptr = &test;
writeln("== *test ==");
Test other = *test;
writeln("== *test_ptr ==");
other = *test_ptr;
writeln("== end ==");
}

This outputs:

== *test ==
Overloaded operator called
== *test_ptr ==
== end ==

Notice how dereferencing the pointer did not call the overloaded 
function, because a pointer to Test is not the same type as a 
Test.


Re: Is it possible to specify the address returned by the address of operator?

2017-09-27 Thread user1234 via Digitalmars-d-learn
On Wednesday, 27 September 2017 at 21:01:36 UTC, Jesse Phillips 
wrote:
On Wednesday, 27 September 2017 at 16:35:54 UTC, DreadKyller 
wrote:
My question is about overloading, several operators can be 
overloaded in D, one of the ones that can't apparently is the 
address of operator (&object). My question is have I simply 
missed it or does it actually not exist, and if it's not 
overloadable, is there any reason why this was decided? 
Because there's been numerous times that it'd be useful to me, 
just recently with how much I use the operator because of 
OpenGL I decided to ask.


My answer is that & is a defined operation on all addressable 
memory. Unlike other operators which don't exist until you 
"overload" them.


Yes but the dereference operator can be overloaded. The reasoning 
doesn't stand, unless that's recognized as an inconsistency.


Re: What does ! mean?

2017-09-27 Thread Arun Chandrasekaran via Digitalmars-d-learn
On Wednesday, 27 September 2017 at 14:34:06 UTC, Eugene Wissner 
wrote:
On Wednesday, 27 September 2017 at 14:23:01 UTC, Ky-Anh Huynh 
wrote:




See also the following chapter in Ali's book:
http://ddili.org/ders/d.en/templates.html


This chapter is what hooked me with D. Naming that chapter as 
"Templates for Human Beings" won't be an exaggeration.


Re: What does ! mean?

2017-09-27 Thread Mengu via Digitalmars-d-learn
On Wednesday, 27 September 2017 at 17:58:27 UTC, Ali Çehreli 
wrote:

On 09/27/2017 08:33 AM, Ky-Anh Huynh wrote:
> [...]
Wissner wrote:
> [...]

The fact that such an important operator is explained so late 
in the book is due to the book's strong desire to have a linear 
flow.


[...]


ustad, guess you can still write the new ed. :-)



Re: What does ! mean?

2017-09-27 Thread Ali Çehreli via Digitalmars-d-learn

On 09/27/2017 03:06 PM, Mengu wrote:


ustad, guess you can still write the new ed. :-)


Since you're still around, one of these days... :)

Ali



Re: Is it possible to specify the address returned by the address of operator?

2017-09-27 Thread DreadKyller via Digitalmars-d-learn

On Wednesday, 27 September 2017 at 21:18:50 UTC, nkm1 wrote:
On Wednesday, 27 September 2017 at 20:24:24 UTC, DreadKyller 
wrote:
The attitude of "some people use this feature incorrectly, so 
let's ban it's use entirely" is honestly ridiculous to me, but 
oh well, that's apparently the modern philosophy.


Not even modern, see Java :) ("I left out operator overloading 
as a fairly personal choice because I had seen too many people 
abuse it in C++." - James Gosling)


Oh don't get me wrong, I'm not saying that not allowing operator 
overloading is new, and Java doesn't allow any, like at all, 
compared to D just not allowing a handful. And I wasn't referring 
to operator overloading specifically, I was talking in general 
about how it's become more common with modern languages to try 
being overly safe, in attempt to prevent users from making 
mistakes. It's not that it's particularly problematic, but it 
does tend to make some more recent languages far more verbose and 
tedious to type. This philosophy has existed since very early on, 
it's just become more common in the last decade or so. I just 
disagree with the concept, I just happen to feel that had the 
effort that was put into the philosophy and design of making 
things safer had been put into educating and developing better 
tools and resources then the need for such restrictions would be 
less essential. In general I feel D has a good balance of this, 
there are restrictions that I dislike, but can work around them 
because or the benefits of the language, despite what I see as 
several flaws in the design personally, it's still currently my 
favorite language.


Also off-topic slightly, but am I the only one with massive 
latency on this site? It took like almost 2 minutes from me 
hitting reply before this page showed up, and my last few posts 
took like a minute to post, and all other sites I've been to 
don't have that problem, is that a problem with the site or am I 
the only one with this issue?


Re: Allocating byte aligned array

2017-09-27 Thread timvol via Digitalmars-d-learn
On Wednesday, 27 September 2017 at 21:44:48 UTC, Ali Çehreli 
wrote:

On 09/27/2017 02:39 PM, timvol wrote:

[...]


void main() {
auto mem = new ubyte[1024+15];
auto ptr = cast(ubyte*)(cast(ulong)(mem.ptr + 15) & 
~0x0FUL);

auto arr = ptr[0..1024];
}

Ali


Works perfect. Thank you!


Re: Allocating byte aligned array

2017-09-27 Thread Ali Çehreli via Digitalmars-d-learn

On 09/27/2017 02:39 PM, timvol wrote:

Hi guys,
how can I allocate an (e.g. 16) byte aligned array?
In C I can do the following:

void *mem = malloc(1024+15);
void *ptr = ((uintptr_t)mem+15) & ~ (uintptr_t)0x0F;
memset_16aligned(ptr, 0, 1024);
free(mem);

I think in D it looks similar to this:

auto mem = new ubyte[1024+15];
auto ptr = (mem.ptr + 15) & ~ (...???...) 0x0F;

How to fill ...???... ?
Without a cast, the compiler tells me that I the types are incompatible
(ubyte* and int).

What's the correct syntax here?

PS: I don't want to use the experimental branch that provides
alignedAllocate().


void main() {
auto mem = new ubyte[1024+15];
auto ptr = cast(ubyte*)(cast(ulong)(mem.ptr + 15) & ~0x0FUL);
auto arr = ptr[0..1024];
}

Ali



Allocating byte aligned array

2017-09-27 Thread timvol via Digitalmars-d-learn

Hi guys,
how can I allocate an (e.g. 16) byte aligned array?
In C I can do the following:

void *mem = malloc(1024+15);
void *ptr = ((uintptr_t)mem+15) & ~ (uintptr_t)0x0F;
memset_16aligned(ptr, 0, 1024);
free(mem);

I think in D it looks similar to this:

auto mem = new ubyte[1024+15];
auto ptr = (mem.ptr + 15) & ~ (...???...) 0x0F;

How to fill ...???... ?
Without a cast, the compiler tells me that I the types are 
incompatible (ubyte* and int).


What's the correct syntax here?

PS: I don't want to use the experimental branch that provides 
alignedAllocate().


Re: Is it possible to specify the address returned by the address of operator?

2017-09-27 Thread nkm1 via Digitalmars-d-learn
On Wednesday, 27 September 2017 at 20:24:24 UTC, DreadKyller 
wrote:
The attitude of "some people use this feature incorrectly, so 
let's ban it's use entirely" is honestly ridiculous to me, but 
oh well, that's apparently the modern philosophy.


Not even modern, see Java :) ("I left out operator overloading as 
a fairly personal choice because I had seen too many people abuse 
it in C++." - James Gosling)


Re: Is it possible to specify the address returned by the address of operator?

2017-09-27 Thread DreadKyller via Digitalmars-d-learn
On Wednesday, 27 September 2017 at 21:01:36 UTC, Jesse Phillips 
wrote:
For example, if you store your Matrix in a custom container it 
could try to store pointer rather than the struct itself, if & 
is overloaded the generic implementation would be broken 
because it would no longer be a pointer to Matrix but to the 
inner element.


Whereas generic code which utilizes addition or append can 
assume the type appropriately defined the behavior to 
semantically match the desired use, generic code would be 
broken if the type changed & to do something different from 
what the language defines it to do.


Alright, that makes sense, that's some valid reasoning, I can 
accept that.


Re: Is it possible to specify the address returned by the address of operator?

2017-09-27 Thread Jesse Phillips via Digitalmars-d-learn
On Wednesday, 27 September 2017 at 16:35:54 UTC, DreadKyller 
wrote:
My question is about overloading, several operators can be 
overloaded in D, one of the ones that can't apparently is the 
address of operator (&object). My question is have I simply 
missed it or does it actually not exist, and if it's not 
overloadable, is there any reason why this was decided? Because 
there's been numerous times that it'd be useful to me, just 
recently with how much I use the operator because of OpenGL I 
decided to ask.


My answer is that & is a defined operation on all addressable 
memory. Unlike other operators which don't exist until you 
"overload" them.


For example, if you store your Matrix in a custom container it 
could try to store pointer rather than the struct itself, if & is 
overloaded the generic implementation would be broken because it 
would no longer be a pointer to Matrix but to the inner element.


Whereas generic code which utilizes addition or append can assume 
the type appropriately defined the behavior to semantically match 
the desired use, generic code would be broken if the type changed 
& to do something different from what the language defines it to 
do.


Re: Is it possible to specify the address returned by the address of operator?

2017-09-27 Thread DreadKyller via Digitalmars-d-learn

On Wednesday, 27 September 2017 at 19:55:07 UTC, nkm1 wrote:
On Wednesday, 27 September 2017 at 16:35:54 UTC, DreadKyller 
wrote:
Been using D for a couple years now, however one problem I've 
had, more so recently since I've been dealing a lot with 
OpenGL is related to pointers.


I have a matrix object to aid with the matrix math required 
for working with 3D transforms. However OpenGL (I'm using 
DerelictGL3 bindings) requires pointers to the data. I am 
currently doing the following:


Matrix!float ortho(float l, float r, float b, float t, float 
f, float n = -1)

{
Matrix!float oMat = identity(); // Get default Identity Matrix

oMat[0,0] =  2 / (r - l);
oMat[1,1] =  2 / (t - b);
oMat[2,2] = -2 / (f - n);

oMat[3] = [-(r+l)/(r-l), -(t+b)/(t-b), -(f+n)/(f-n), 1];

return oMat;
}

And then to use with OpenGL (passing as uniform into shader):

glUniformMatrix4fv(transform_uniform, 1, GL_FALSE, matrix.addr 
);


where addr is a property that returns the address of the first 
item in the Matrix's internal data. I know I can also use 
&matrix[0][0]


My question is about overloading, several operators can be 
overloaded in D, one of the ones that can't apparently is the 
address of operator (&object). My question is have I simply 
missed it or does it actually not exist, and if it's not 
overloadable, is there any reason why this was decided? 
Because there's been numerous times that it'd be useful to me, 
just recently with how much I use the operator because of 
OpenGL I decided to ask.


& is not overloadable, presumably because some people were 
annoyed by abuse of operator overloading in C++. The reason is 
to improve readability (of other people's code).
Just rename matrix.addr to matrix.ptr... like in arrays: 
https://dlang.org/spec/arrays.html#array-properties
That would be clearer (opinion), since the reader of your code 
can assume that matrix.ptr does the same thing with your matrix 
as array.ptr does with arrays. OTOH, overloading &matrix to do 
something different from built in &matrix seems like a 
pointless obfuscation to me.


I mean to an extent I agree, but I moved from using GLfloat 
arrays for matrix's to a Matrix object to aid in Matrix math like 
multiplication, so I have to go through my code and in many 
places change it to using matrix.ptr, considering that I have to 
do this for every object in a scene multiple times for the 
translation, scale, projection and etc matrix's it's more 
tedious, and I'm the only one working on the code and I comment 
and document my code a lot. If one thing annoys m e about 
language design, it's when peoples actions dictate the decisions 
of the language, it shouldn't be the responsibility of the 
language to limit users in order to prevent bad habits or 
practices, it should be the responsibility of education to do so. 
The attitude of "some people use this feature incorrectly, so 
let's ban it's use entirely" is honestly ridiculous to me, but oh 
well, that's apparently the modern philosophy.


Re: Is it possible to specify the address returned by the address of operator?

2017-09-27 Thread nkm1 via Digitalmars-d-learn
On Wednesday, 27 September 2017 at 16:35:54 UTC, DreadKyller 
wrote:
Been using D for a couple years now, however one problem I've 
had, more so recently since I've been dealing a lot with OpenGL 
is related to pointers.


I have a matrix object to aid with the matrix math required for 
working with 3D transforms. However OpenGL (I'm using 
DerelictGL3 bindings) requires pointers to the data. I am 
currently doing the following:


Matrix!float ortho(float l, float r, float b, float t, float f, 
float n = -1)

{
Matrix!float oMat = identity(); // Get default Identity Matrix

oMat[0,0] =  2 / (r - l);
oMat[1,1] =  2 / (t - b);
oMat[2,2] = -2 / (f - n);

oMat[3] = [-(r+l)/(r-l), -(t+b)/(t-b), -(f+n)/(f-n), 1];

return oMat;
}

And then to use with OpenGL (passing as uniform into shader):

glUniformMatrix4fv(transform_uniform, 1, GL_FALSE, matrix.addr 
);


where addr is a property that returns the address of the first 
item in the Matrix's internal data. I know I can also use 
&matrix[0][0]


My question is about overloading, several operators can be 
overloaded in D, one of the ones that can't apparently is the 
address of operator (&object). My question is have I simply 
missed it or does it actually not exist, and if it's not 
overloadable, is there any reason why this was decided? Because 
there's been numerous times that it'd be useful to me, just 
recently with how much I use the operator because of OpenGL I 
decided to ask.


& is not overloadable, presumably because some people were 
annoyed by abuse of operator overloading in C++. The reason is to 
improve readability (of other people's code).
Just rename matrix.addr to matrix.ptr... like in arrays: 
https://dlang.org/spec/arrays.html#array-properties
That would be clearer (opinion), since the reader of your code 
can assume that matrix.ptr does the same thing with your matrix 
as array.ptr does with arrays. OTOH, overloading &matrix to do 
something different from built in &matrix seems like a pointless 
obfuscation to me.


Inter-module symbol resolution error of template type-parameter when using mixins

2017-09-27 Thread Nordlöw via Digitalmars-d-learn

At

https://github.com/nordlow/phobos-next/blob/03b4736fdd65ef84c6fc583eddee4196629cea81/src/variant_arrays.d

I've implemented a lightweight-polymorphic array container I call 
`VariantArrays(Types...)` indexed by a corresponding polymorphic 
index I call `VariantIndex(Types...)`.


It uses `.mangleof` together with mixins to automatically infer 
the definition (including its name) of each array store for each 
element type in `Types`. The element types are passed in the 
template parameter `Types` to the two templated structs mentioned 
above.


Everything works except for when I try to instantiate 
`VariantArrays` from within a module other than 
`variant_arrays.d`. For instance, if I try to use it another 
module containing


unittest
{
struct S { int x; }
import variant_arrays : VariantArrays;
VariantArrays!S a;
}

I get the error

variant_arrays.d-mixin-130(130,1): Error: undefined identifier `S`
foo.d(5,5): Error: template instance 
variant_arrays.VariantArrays!(S) error instantiating


In other words, the symbol `S` cannot be resolved in the scope of 
`VariantArrays` eventhough it's feed as a template parameter.


Is there a way around this problem?

Here follows the definition of variant_arrays.d (excluding 
unittests):


/** Polymorphic index into an element in `VariantArrays`. */
private struct VariantIndex(Types...)
{
import std.meta : staticIndexOf;
private:
alias Kind = ubyte;  // kind code
alias Size = size_t; // size type

import bit_traits : bitsNeeded;

/// Number of bits needed to represent kind.
enum kindBits = bitsNeeded!(Types.length);

/// Get number kind of kind type `SomeKind`.
enum nrOfKind(SomeKind) = staticIndexOf!(SomeKind, Types); // 
TODO cast to ubyte if Types.length is <= 256


/// Is `true` iff an index to a `SomeKind`-kind can be stored.
enum canReferTo(SomeKind) = nrOfKind!SomeKind >= 0;

/// Construct.
this(Kind kind, Size index) // TODO can ctor inferred by 
bitfields?

{
_kindNr = kind;
_index = index;
}

import std.bitmanip : bitfields;
mixin(bitfields!(Size, "_index", 8*Size.sizeof - kindBits,
 Kind, "_kindNr", kindBits));
}

/** Stores set of variants.

Enables lightweight storage of polymorphic objects.

Each element is indexed by a corresponding `VariantIndex`.
 */
private struct VariantArrays(Types...)
{
alias Index = VariantIndex!Types;

import basic_copyable_array : CopyableArray;

/// Returns: array type (as a string) of `Type`.
private static immutable(string) arrayTypeString(Type)()
{
return `CopyableArray!(` ~ Type.stringof ~ `)`;
}

/// Returns: array instance (as a strinng) storing `Type`.
private static immutable(string) arrayInstanceString(Type)()
{
return `_values` ~ Type.mangleof;
}

/** Insert `value` at back.
 */
pragma(inline) // DMD cannot 
inline
Index insertBack(SomeKind)(SomeKind value) // TODO add array 
type overload

if (Index.canReferTo!SomeKind)
{
mixin(`alias arrayInstance = ` ~ 
arrayInstanceString!SomeKind ~ `;`);

const currentIndex = arrayInstance.length;
arrayInstance.insertBack(value);
return Index(Index.nrOfKind!SomeKind,
 currentIndex);
}
alias put = insertBack; // polymorphic `OutputRange` 
support


/// Get reference to element of type `SomeKind` at `index`.
scope ref inout(SomeKind) at(SomeKind)(in size_t index) inout 
return

if (Index.canReferTo!SomeKind)
{
mixin(`return ` ~ arrayInstanceString!SomeKind ~ 
`[index];`);

}

/// Peek at element of type `SomeKind` at `index`.
scope inout(SomeKind)* peek(SomeKind)(in Index index) inout 
return @system

if (Index.canReferTo!SomeKind)
{
if (Index.nrOfKind!SomeKind == index._kindNr)
{
return &at!SomeKind(index._index);
}
else
{
return null;
}
}

private:
// TODO this fails:
mixin({
string s = "";
foreach (Type; Types)
{
s ~= arrayTypeString!Type ~ ` ` ~ 
arrayInstanceString!Type ~ `;`;

}
return s;
}());
}



Re: What does ! mean?

2017-09-27 Thread Ali Çehreli via Digitalmars-d-learn

On 09/27/2017 08:33 AM, Ky-Anh Huynh wrote:
> On Wednesday, 27 September 2017 at 14:34:06 UTC, Eugene Wissner wrote:
>>
>> See also the following chapter in Ali's book:
>> http://ddili.org/ders/d.en/templates.html
>
> Thanks a lot. I will keep reading :)

The fact that such an important operator is explained so late in the 
book is due to the book's strong desire to have a linear flow.


Although binary ! appears before the templates chapter as to!int, 
format!"%s", etc., I decided to get to templates only after going 
through everything that could be templatized. (For example, even 
interfaces can be templates.) I don't claim this is the best choice but 
I'm happy that some people said that they found the linear flow useful. 
(I know that others would find it boring. :) )


If I were to write the book again, one other thing that I would explain 
earlier would be UFCS, and I would use much more of it in the examples. 
(UFCS was added to the language after I wrote most of the book.)


Ali



Is it possible to specify the address returned by the address of operator?

2017-09-27 Thread DreadKyller via Digitalmars-d-learn
Been using D for a couple years now, however one problem I've 
had, more so recently since I've been dealing a lot with OpenGL 
is related to pointers.


I have a matrix object to aid with the matrix math required for 
working with 3D transforms. However OpenGL (I'm using DerelictGL3 
bindings) requires pointers to the data. I am currently doing the 
following:


Matrix!float ortho(float l, float r, float b, float t, float f, 
float n = -1)

{
Matrix!float oMat = identity(); // Get default Identity Matrix

oMat[0,0] =  2 / (r - l);
oMat[1,1] =  2 / (t - b);
oMat[2,2] = -2 / (f - n);

oMat[3] = [-(r+l)/(r-l), -(t+b)/(t-b), -(f+n)/(f-n), 1];

return oMat;
}

And then to use with OpenGL (passing as uniform into shader):

glUniformMatrix4fv(transform_uniform, 1, GL_FALSE, matrix.addr );

where addr is a property that returns the address of the first 
item in the Matrix's internal data. I know I can also use 
&matrix[0][0]


My question is about overloading, several operators can be 
overloaded in D, one of the ones that can't apparently is the 
address of operator (&object). My question is have I simply 
missed it or does it actually not exist, and if it's not 
overloadable, is there any reason why this was decided? Because 
there's been numerous times that it'd be useful to me, just 
recently with how much I use the operator because of OpenGL I 
decided to ask.


Re: Can I skip sub directories with file.dirEntries() ?

2017-09-27 Thread Ky-Anh Huynh via Digitalmars-d-learn
On Wednesday, 27 September 2017 at 10:05:34 UTC, Nicholas Wilson 
wrote:




I'd just use dirEntries with SpanMode.shallow in combination 
with filter either in a loop or a recursive function like below.


void foo(string path = "path")
{
foreach(e; 
dirEntries(path,SpanMode.shallow).filter!(myCritreia(paramters)))

{
if (e. isDir)
foo(e.name); // recurse
// do other stuff
}
}

you will loop over all subdirs of "path" that satisfy 
`myCritreia`.


Thank you Nicolas. It's a good idea.

PS: With Linux find command, the thing can be done easily with 
`-prune` option:


```
find . -iname node_modules -prune
```

Without `-prune` option, there are a lot of unnecessary sub 
directories...


Re: What does ! mean?

2017-09-27 Thread Gary Willoughby via Digitalmars-d-learn
On Wednesday, 27 September 2017 at 14:23:01 UTC, Ky-Anh Huynh 
wrote:
Can you please explain and give any link where I can learn more 
about these things?


Thanks a lot.


http://nomad.so/2013/07/templates-in-d-explained/


Re: What does ! mean?

2017-09-27 Thread Ky-Anh Huynh via Digitalmars-d-learn
On Wednesday, 27 September 2017 at 14:34:06 UTC, Eugene Wissner 
wrote:


See also the following chapter in Ali's book:
http://ddili.org/ders/d.en/templates.html


Thanks a lot. I will keep reading :)



Re: What does ! mean?

2017-09-27 Thread Eugene Wissner via Digitalmars-d-learn
On Wednesday, 27 September 2017 at 14:23:01 UTC, Ky-Anh Huynh 
wrote:

Hi,

I am from Ruby world where I can have `!` (or `?`) in method 
names: `!` indicates that a method would modify its object 
(`foo.upcase!` means `foo = foo.upcase`). ( I don't know if 
there is any official Ruby documentation on this convention 
though. )


In D I see `!` quite a lot. I have read the first 50 chapters 
in Ali's book but nowhere I see a note on `!`. It's about the 
compile thing, isn't it? E.g,


```
foo = formattedRead!"%s"(value);
```

But I also see `!` for some map/filter invocations. It's quite 
confusing me.


Can you please explain and give any link where I can learn more 
about these things?


Thanks a lot.


See also the following chapter in Ali's book:
http://ddili.org/ders/d.en/templates.html


Re: What does ! mean?

2017-09-27 Thread rikki cattermole via Digitalmars-d-learn
There are two types of arguments in D. The runtime one (which you are 
well aware of) and the compile time one. A compile time argument is a 
constant passed in during construction of a symbol.


But here is the thing, it isn't just limited to functions, you can have 
it on classes as well.


---
class Foo(bool b) {
bool get() { return b; }
}

void main() {
Foo!true v = new Foo!true;
assert(v.get);
}
---

Same logic going on.

---
bool get(bool b)() {
return b;
}

void main() {
assert(get!true == true);
}
---

It can do more than a simple boolean being passed in, but that is the 
gist. Templates are wonderful (also read the spec!).


What does ! mean?

2017-09-27 Thread Ky-Anh Huynh via Digitalmars-d-learn

Hi,

I am from Ruby world where I can have `!` (or `?`) in method 
names: `!` indicates that a method would modify its object 
(`foo.upcase!` means `foo = foo.upcase`). ( I don't know if there 
is any official Ruby documentation on this convention though. )


In D I see `!` quite a lot. I have read the first 50 chapters in 
Ali's book but nowhere I see a note on `!`. It's about the 
compile thing, isn't it? E.g,


```
foo = formattedRead!"%s"(value);
```

But I also see `!` for some map/filter invocations. It's quite 
confusing me.


Can you please explain and give any link where I can learn more 
about these things?


Thanks a lot.



Sectioned variables?

2017-09-27 Thread Arav Ka via Digitalmars-d-learn
GCC supports a `__attribute((section("...")))` for variables to 
put them in specific sections in the final assembly. Is there any 
way this can be achieved in D? Does GDC support this?


Re: Can I skip sub directories with file.dirEntries() ?

2017-09-27 Thread Nicholas Wilson via Digitalmars-d-learn
On Wednesday, 27 September 2017 at 09:00:55 UTC, Ky-Anh Huynh 
wrote:

Hi,

Can I have a `break` option when using `dirEntries()`  (similar 
to `break` in a loop)? I want to study sub-directories but if 
any sub-directory matches my criteria I don't to look further 
into their subdirectories


```
  
 A/   -> matches criteria, stop here, go to next directory 
(B)
 B/   -> doesn't match criteria, will look at its 
sub-directories (BX, BY,...)

   BX
   BY
```

Thanks a lot


I'd just use dirEntries with SpanMode.shallow in combination with 
filter either in a loop or a recursive function like below.


void foo(string path = "path")
{
foreach(e; 
dirEntries(path,SpanMode.shallow).filter!(myCritreia(paramters)))

{
if (e. isDir)
foo(e.name); // recurse
// do other stuff
}
}

you will loop over all subdirs of "path" that satisfy 
`myCritreia`.


Can I skip sub directories with file.dirEntries() ?

2017-09-27 Thread Ky-Anh Huynh via Digitalmars-d-learn

Hi,

Can I have a `break` option when using `dirEntries()`  (similar 
to `break` in a loop)? I want to study sub-directories but if any 
sub-directory matches my criteria I don't to look further into 
their subdirectories


```
  
 A/   -> matches criteria, stop here, go to next directory (B)
 B/   -> doesn't match criteria, will look at its 
sub-directories (BX, BY,...)

   BX
   BY
```

Thanks a lot