Re: DVM - D Version Manager 0.4.0

2012-01-08 Thread Jacob Carlborg
On 2012-01-07 21:39, Nick Sabalausky wrote: Nick Sabalauskya@a.a wrote in message news:jeaaae$304r$1...@digitalmars.com... Jacob Carlborgd...@me.com wrote in message news:je9fbv$1heb$2...@digitalmars.com... I would really like to do a complete rewrite of the tool, the internals. Well

Re: Visual D 0.3.30 released: Code completion from semantic analysis on the horizon

2012-01-08 Thread Andrew Wiley
On Sat, Jan 7, 2012 at 8:41 AM, Rainer Schuetze r.sagita...@gmx.de wrote: Hi, I'd like to announce the release of a new version of Visual D. Visual D is a Visual Studio package providing both project management and language services for the D programming language. It works with Visual

Re: DVM - D Version Manager 0.4.0

2012-01-08 Thread Nick Sabalausky
Jacob Carlborg d...@me.com wrote in message news:jec1j6$2rbu$1...@digitalmars.com... Ideally it should come before other new features. I mean, the more stuff we put in there the more mess it will be. The point of the refactoring is of course to make it easier to add new features and to

Re: DVM - D Version Manager 0.4.0

2012-01-08 Thread Nick Sabalausky
Nick Sabalausky a@a.a wrote in message news:jecuno$18e6$1...@digitalmars.com... Something possibly releated I've been meaning to bring up: I've been thinking that DVM's commands and options should work more like, say, git or svn. By that I mean: Right now DVM has a set of commands, and a

Re: cl4d OpenCL wrapper moved to Github

2012-01-08 Thread Klyn
On Fri 30-Dec 10:00, Stephan wrote: On 29.12.2011 13:31, Trass3r wrote: On Thursday, 29 December 2011 at 10:32:49 UTC, Extrawurst wrote: nice work. why moved to github ? I'm sick of having to switch from git to hg commands every time I work on cl4d. So I converted it to git, cleaned up the

Re: cl4d OpenCL wrapper moved to Github

2012-01-08 Thread Trass3r
I'm trying to use cl4d, but when I compile I get a stack overflow.. Sigh. As I stated in the announcement you need a HEAD dmd. Or use a cl4d revision prior to the mentioned bugfix.

Re: cl4d OpenCL wrapper moved to Github

2012-01-08 Thread Klyn
On Sun 08-Jan 22:53, Trass3r wrote: I'm trying to use cl4d, but when I compile I get a stack overflow.. Sigh. As I stated in the announcement you need a HEAD dmd. Or use a cl4d revision prior to the mentioned bugfix. Oh I think I now get what you mean by HEAD dmd: the latest version on

Re: cl4d OpenCL wrapper moved to Github

2012-01-08 Thread Trass3r
About the 'mentioned bugfix', I assume you're referring to bug 6473 has been fixed = so let's fix that memory leak? Yep, just git checkout the revision before that one.

Re: cl4d OpenCL wrapper moved to Github

2012-01-08 Thread Klyn
On Mon 09-Jan 0:05, Trass3r wrote: About the 'mentioned bugfix', I assume you're referring to bug 6473 has been fixed = so let's fix that memory leak? Yep, just git checkout the revision before that one. Ok, so when i try to compile it says src\opencl\c\cl_d3d10.d(88): Error: undefined

Re: cl4d OpenCL wrapper moved to Github

2012-01-08 Thread Trass3r
Ok, so when i try to compile it says src\opencl\c\cl_d3d10.d(88): Error: undefined identifier UINT src\opencl\c\cl_d3d10.d(96): Error: undefined identifier UINT and upon changing those to uint I get src\opencl\c\cl_d3d11.d(77): Error: undefined identifier ID3D11Buffer

Re: DVM - D Version Manager 0.4.0

2012-01-08 Thread Jacob Carlborg
On 2012-01-08 21:34, Nick Sabalausky wrote: Jacob Carlborgd...@me.com wrote in message news:jec1j6$2rbu$1...@digitalmars.com... Ideally it should come before other new features. I mean, the more stuff we put in there the more mess it will be. The point of the refactoring is of course to make

Re: Discussion about D at a C++ forum

2012-01-08 Thread F i L
Nick Sabalausky wrote: And that Visual-D just had a new release that includes experimental code completion, and that Visual-D and DDT are both rapidly evolving... Awesome! Mono-D has code-completion and renaming features as well. There's an issue with MonoDevelop preventing tooltips, but

Re: Discussion about D at a C++ forum

2012-01-08 Thread Caligo
On Sun, Jan 8, 2012 at 1:47 AM, Nick Sabalausky a@a.a wrote: I was impressed though that none of them seemed to be buying any of the crap that rapidcoder was spreading. rapidcoder's brother has put up a video on YouTube: http://www.youtube.com/watch?v=3rI85jH3F4Ufeature=related

Re: SIMD support...

2012-01-08 Thread a
On Sunday, 8 January 2012 at 01:48:34 UTC, Manu wrote: On 8 January 2012 03:44, Walter Bright newshou...@digitalmars.com wrote: On 1/7/2012 4:54 PM, Peter Alexander wrote: I think it simply requires a lot of work in the compiler. Not that much work. Most of it segues nicely into the

Re: [OT] Previously: DMD - Windows - C# in gamedev

2012-01-08 Thread Alex Rønne Petersen
On 08-01-2012 00:06, Manu wrote: On 7 January 2012 20:59, bearophile bearophileh...@lycos.com mailto:bearophileh...@lycos.com wrote: Manu: The tendency to encourage use of dynamic arrays will be a major problem. I don't know how much big that problem will be, D dynamic

Re: DMD - Windows

2012-01-08 Thread Alex Rønne Petersen
On 08-01-2012 01:27, Walter Bright wrote: On 1/7/2012 6:00 AM, Jacob Carlborg wrote: Will dmd still produce OMF or will it be changed to produce COFF? It will be irrelevant, as the linker will read whatever it puts out, and the linker will read COFF. There is no reason why a linker cannot

Re: [OT] Previously: DMD - Windows - C# in gamedev

2012-01-08 Thread Manu
On 8 January 2012 08:03, F i L witte2...@gmail.com wrote: I've got some interesting ideas on how pre-written code packages could be easily designer-style assembled in-editor and compiled into efficient native logic blocks on the fly. Only D's fast native compile times and easy-to-grasp syntax

Re: SIMD support...

2012-01-08 Thread Manu
On 8 January 2012 11:56, a a...@a.com wrote: On Sunday, 8 January 2012 at 01:48:34 UTC, Manu wrote: On 8 January 2012 03:44, Walter Bright newshou...@digitalmars.com wrote: On 1/7/2012 4:54 PM, Peter Alexander wrote: I think it simply requires a lot of work in the compiler. Not that

Re: DMD - Windows

2012-01-08 Thread Manu
On 8 January 2012 02:27, Walter Bright newshou...@digitalmars.com wrote: On 1/7/2012 6:00 AM, Jacob Carlborg wrote: Will dmd still produce OMF or will it be changed to produce COFF? It will be irrelevant, as the linker will read whatever it puts out, and the linker will read COFF. There

Re: [OT] Previously: DMD - Windows - C# in gamedev

2012-01-08 Thread Peter Alexander
On 8/01/12 4:11 AM, Walter Bright wrote: On 1/7/2012 4:12 PM, Peter Alexander wrote: The main advantage of Lua for game code (in my opinion) is runtime reloading, and the ability to avoid recompiles just to test some new game logic. That's not so easy with C++. D is far faster at compiling

Re: DMD - Windows

2012-01-08 Thread Jacob Carlborg
On 2012-01-08 01:27, Walter Bright wrote: On 1/7/2012 6:00 AM, Jacob Carlborg wrote: Will dmd still produce OMF or will it be changed to produce COFF? It will be irrelevant, as the linker will read whatever it puts out, and the linker will read COFF. There is no reason why a linker cannot

Re: [OT] Previously: DMD - Windows - C# in gamedev

2012-01-08 Thread Jacob Carlborg
On 2012-01-08 02:40, Nick Sabalausky wrote: Froglegslug...@gmail.com wrote in message news:lwcqnrvamqlnjjlxz...@dfeed.kimsufi.thecybershadow.net... can reload scripts while program is executing. Neither D nor C++ work here. Why not a dll? Those can be compiled/loaded/reloaded at runtime.

Re: [OT] Previously: DMD - Windows - C# in gamedev

2012-01-08 Thread Joshua Reusch
Am 08.01.2012 12:05, schrieb Manu: On 8 January 2012 08:03, F i L witte2...@gmail.com mailto:witte2...@gmail.com wrote: I've got some interesting ideas on how pre-written code packages could be easily designer-style assembled in-editor and compiled into efficient native logic blocks

Re: DMD - Windows

2012-01-08 Thread Trass3r
On Sunday, 8 January 2012 at 00:27:46 UTC, Walter Bright wrote: On 1/7/2012 6:00 AM, Jacob Carlborg wrote: Will dmd still produce OMF or will it be changed to produce COFF? It will be irrelevant, as the linker will read whatever it puts out, and the linker will read COFF. There is no

Re: DMD - Windows

2012-01-08 Thread Peter Alexander
On 8/01/12 2:14 PM, Trass3r wrote: Also the dmd code needs improvement. It should leverage C++11 features, become more modular and code quality needs to be improved. For example the typed Array was long overdue, yet people still use that crappy tdata() syntax instead of just []. The C++11 range

Re: DMD - Windows

2012-01-08 Thread Trass3r
On Sunday, 8 January 2012 at 14:39:59 UTC, Peter Alexander wrote: It's still far too early to start using C++11 stuff because not all compilers support it. OSX still ships with g++ 4.2. Expecting people to install a new compiler just to compile the DMD code is a pointless barrier. Especially

Re: Welcome to the Jungle (article about the future of parallel computing)

2012-01-08 Thread Sean Kelly
You went from an Apple IIc to a 486? That's quite a leap. I interviewed at Blizzard back in the day and that was enough to sour me on the game industry. This was before the era of cinematic games though. Sent from my iPhone On Jan 7, 2012, at 11:29 AM, Nick Sabalausky a@a.a wrote: Paulo

Re: SIMD support...

2012-01-08 Thread Martin Nowak
simdop will need more overloads, e.g. some instructions need immediate bytes. z = simdop(SHUFPS, x, y, 0); How about this: __v128 simdop(T...)(SIMD op, T args);

Re: Welcome to the Jungle (article about the future of parallel computing)

2012-01-08 Thread Peter Alexander
On 7/01/12 7:29 PM, Nick Sabalausky wrote: IMO, Indie gamedev is really the only way to go if you want to make games. All the way until college I was convinced I wanted to work for a major game company. Then I started learning more about the nature of the industry at the time (around 2000-2001),

Re: SIMD support...

2012-01-08 Thread Peter Alexander
On 8/01/12 5:02 PM, Martin Nowak wrote: simdop will need more overloads, e.g. some instructions need immediate bytes. z = simdop(SHUFPS, x, y, 0); How about this: __v128 simdop(T...)(SIMD op, T args); These don't make a lot of sense to return as value, e.g. __v128 a, b; a = simdop(movhlps,

Re: [bindings/win32] Migration from typedef

2012-01-08 Thread Vladimir Panteleev
On Saturday, 7 January 2012 at 05:22:47 UTC, Vladimir Panteleev wrote: On Wednesday, 21 December 2011 at 22:56:36 UTC, Vladimir Panteleev wrote: Now that typedef is deprecated in D2, how should libraries that support both D1 and D2 adjust? Should it be simply changed to an alias, or replaced

Re: SIMD support...

2012-01-08 Thread Manu
On 8 January 2012 19:56, Peter Alexander peter.alexander...@gmail.comwrote: These don't make a lot of sense to return as value, e.g. __v128 a, b; a = simdop(movhlps, b); // ??? movhlps moves the top 64-bits of b into the bottom 64-bits of a. Can't be done as an expression like this. The

Re: DMD - Windows

2012-01-08 Thread Jim Hewes
On 1/7/2012 4:40 AM, Manu wrote: On 7 January 2012 08:40, Nick Sabalausky a@a.a wrote: If by 'better' languages, you mean D, then I completely disagree. D *NEEDS* an IDE, just like all the rest... and in my opinion, even more so... here are some reasons I find it so annoying there isn't a

Re: Welcome to the Jungle (article about the future of parallelcomputing)

2012-01-08 Thread Brad Anderson
On Sat, Jan 7, 2012 at 6:47 PM, Nick Sabalausky a@a.a wrote: Brad Anderson e...@gnuk.net wrote in message news:mailman.185.1325982241.16222.digitalmar...@puremagic.com... On Sat, Jan 7, 2012 at 12:29 PM, Nick Sabalausky a@a.a wrote: Paulo Pinto pj...@progtools.org wrote in message

Re: SIMD support...

2012-01-08 Thread Martin Nowak
On Sun, 08 Jan 2012 18:56:04 +0100, Peter Alexander peter.alexander...@gmail.com wrote: On 8/01/12 5:02 PM, Martin Nowak wrote: simdop will need more overloads, e.g. some instructions need immediate bytes. z = simdop(SHUFPS, x, y, 0); How about this: __v128 simdop(T...)(SIMD op, T args);

Re: DMD - Windows

2012-01-08 Thread Walter Bright
On 1/8/2012 3:02 AM, Alex Rønne Petersen wrote: Does the OMF format actually support 64-bit? Nope. If not, we're bound to need COFF eventually. Probably. Or elf.

Re: [OT] Previously: DMD - Windows - C# in gamedev

2012-01-08 Thread Walter Bright
On 1/8/2012 4:01 AM, Peter Alexander wrote: On 8/01/12 4:11 AM, Walter Bright wrote: On 1/7/2012 4:12 PM, Peter Alexander wrote: The main advantage of Lua for game code (in my opinion) is runtime reloading, and the ability to avoid recompiles just to test some new game logic. That's not so

Re: DMD - Windows

2012-01-08 Thread Walter Bright
On 1/8/2012 7:06 AM, Trass3r wrote: IIRC Clang uses them all over the place and they did carefully design everything for speed and memory efficiency. Clang is a lot slower at compiling than dmc.

Re: DMD - Windows

2012-01-08 Thread Manu
On 8 January 2012 21:49, Walter Bright newshou...@digitalmars.com wrote: On 1/8/2012 3:02 AM, Alex Rønne Petersen wrote: If not, we're bound to need COFF eventually. Probably. Or elf. Elf? Don't be silly. Windows needs COFF. I should be able to use the visual studio linker.

Re: DMD - Windows

2012-01-08 Thread q66
On Sunday, 8 January 2012 at 00:27:46 UTC, Walter Bright wrote: On 1/7/2012 6:00 AM, Jacob Carlborg wrote: Will dmd still produce OMF or will it be changed to produce COFF? It will be irrelevant, as the linker will read whatever it puts out, and the linker will read COFF. There is no

Re: DMD - Windows

2012-01-08 Thread Walter Bright
On 1/8/2012 6:14 AM, Trass3r wrote: e.g. https://github.com/D-Programming-Language/dmd/pull/375 fixes severe bugs with postblits/destructors and has been open for 4 months already without any comment from your side. Don knows what he's doing, and it's waiting for fixes to his observations.

Re: DMD - Windows

2012-01-08 Thread Martin Nowak
On Sat, 07 Jan 2012 23:23:16 +0100, Manu turkey...@gmail.com wrote: Just for the record, my post was intentionally excessively inflammatory. I do like a good IDE vs non-IDE debate! :P On 7 January 2012 22:22, Nick Sabalausky a@a.a wrote: Investing time to get familiar with emacs has been

Re: DMD - Windows

2012-01-08 Thread q66
By the way, Walter, I'm fixing druntime and Phobos makefiles after the Shared ELF merge so they can be built as shared libs (I have them working both now, on my FreeBSD box). I just wanna ask you, I think it would be a good idea to remove default phobos2 linkage from dmd and move that to

Re: DMD - Windows

2012-01-08 Thread Trass3r
Am 08.01.2012, 20:59 Uhr, schrieb Walter Bright newshou...@digitalmars.com: On 1/8/2012 6:14 AM, Trass3r wrote: e.g. https://github.com/D-Programming-Language/dmd/pull/375 fixes severe bugs with postblits/destructors and has been open for 4 months already without any comment from your

Re: DMD - Windows

2012-01-08 Thread Trass3r
Clang is a lot slower at compiling than dmc. With or without optimizations? Would be interesting to see detailed comparisons lexing/parsing/... like http://clang.llvm.org/performance.html

Re: DMD - Windows

2012-01-08 Thread Trass3r
Am 08.01.2012, 20:58 Uhr, schrieb q66 quake...@gmail.com: On Sunday, 8 January 2012 at 00:27:46 UTC, Walter Bright wrote: On 1/7/2012 6:00 AM, Jacob Carlborg wrote: Will dmd still produce OMF or will it be changed to produce COFF? It will be irrelevant, as the linker will read whatever it

Re: [OT] Previously: DMD - Windows - C# in gamedev

2012-01-08 Thread Walter Bright
On 1/8/2012 11:46 AM, Walter Bright wrote: True, but: And as mentioned elsewhere, if the game logic is in plugin, like a dll, it can be compiled/linked/loaded without touching the main code base.

Re: [OT] Previously: DMD - Windows - C# in gamedev

2012-01-08 Thread Walter Bright
On 1/7/2012 3:06 PM, Manu wrote: A slice doesn't produce a GC allocation does it? Nope. I thought a slice was just a pointer-length pair. Should live on the stack/in regs? ...so slicing static arrays shouldn't be a problem right? Right. What the hell is it allocating? Surely that's

Re: [OT] Previously: DMD - Windows - C# in gamedev

2012-01-08 Thread Nick Sabalausky
Peter Alexander peter.alexander...@gmail.com wrote in message news:jebvvg$2orl$1...@digitalmars.com... On 8/01/12 4:11 AM, Walter Bright wrote: On 1/7/2012 4:12 PM, Peter Alexander wrote: The main advantage of Lua for game code (in my opinion) is runtime reloading, and the ability to avoid

Re: DMD - Windows

2012-01-08 Thread Martin Nowak
Am 08.01.2012, 21:04 Uhr, schrieb q66 quake...@gmail.com: By the way, Walter, I'm fixing druntime and Phobos makefiles after the Shared ELF merge so they can be built as shared libs (I have them working both now, on my FreeBSD box). I just wanna ask you, I think it would be a good idea to

Re: [OT] Previously: DMD - Windows - C# in gamedev

2012-01-08 Thread Nick Sabalausky
Nick Sabalausky a@a.a wrote in message news:jed10v$1cf3$1...@digitalmars.com... Manu turkey...@gmail.com wrote in message news:mailman.198.1326020770.16222.digitalmar...@puremagic.com... I tend to think D is considerably less simple than C, Except for the lack of dealing with headers and

Re: [OT] Previously: DMD - Windows - C# in gamedev

2012-01-08 Thread Nick Sabalausky
Manu turkey...@gmail.com wrote in message news:mailman.198.1326020770.16222.digitalmar...@puremagic.com... I tend to think D is considerably less simple than C, Except for the lack of dealing with headers and preprocessor. And D has a lot of other nicities that do make it simpler to use, like

Re: Welcome to the Jungle (article about the future ofparallelcomputing)

2012-01-08 Thread Nick Sabalausky
Brad Anderson e...@gnuk.net wrote in message news:mailman.210.1326051013.16222.digitalmar...@puremagic.com... I remember you being a frequent poster. I haven't been in years. I was Catalyst. Oh, yea, I remember seeing you around there a lot. It's interesting they are still going strong

Re: [OT] Previously: DMD - Windows - C# in gamedev

2012-01-08 Thread Nick Sabalausky
Peter Alexander peter.alexander...@gmail.com wrote in message news:jed20n$1e23$1...@digitalmars.com... On 8/01/12 8:55 PM, Nick Sabalausky wrote: They should both be more than fast enough in D if you're just compiling gameplay scripts. Especially on typical game-dev machines, which are

Re: DMD - Windows

2012-01-08 Thread Martin Nowak
Am 08.01.2012, 22:14 Uhr, schrieb q66 quake...@gmail.com: On Sunday, 8 January 2012 at 21:10:21 UTC, Martin Nowak wrote: Am 08.01.2012, 21:04 Uhr, schrieb q66 quake...@gmail.com: By the way, Walter, I'm fixing druntime and Phobos makefiles after the Shared ELF merge so they can be built as

Re: DMD - Windows

2012-01-08 Thread Walter Bright
On 1/8/2012 12:35 PM, Trass3r wrote: Clang is a lot slower at compiling than dmc. With or without optimizations? http://biolpc22.york.ac.uk/wx/wxhatch/wxMSW_Compiler_choice.html Would be interesting to see detailed comparisons lexing/parsing/... like http://clang.llvm.org/performance.html

Re: DMD - Windows

2012-01-08 Thread Walter Bright
On 1/8/2012 12:04 PM, q66 wrote: By the way, Walter, I'm fixing druntime and Phobos makefiles after the Shared ELF merge so they can be built as shared libs (I have them working both now, on my FreeBSD box). I just wanna ask you, I think it would be a good idea to remove default phobos2 linkage

Re: DMD - Windows

2012-01-08 Thread Walter Bright
On 1/8/2012 12:31 PM, Trass3r wrote: I thought even dmc supports a few features. Which one doesn't implement C++11 at all? Each compiler does a different set of C++11 features, and it changes regularly. It's just not a good idea now. The agony of #ifdef'ing around compiler problems is not

Re: DMD - Windows

2012-01-08 Thread Trass3r
On Sunday, 8 January 2012 at 22:50:07 UTC, Walter Bright wrote: Would be interesting to see detailed comparisons lexing/parsing/... like http://clang.llvm.org/performance.html Being faster than gcc isn't a great trick. I didn't claim the opposite. I was curious why dmc is faster.

Re: [OT] Previously: DMD - Windows - C# in gamedev

2012-01-08 Thread Walter Bright
On 1/8/2012 1:42 PM, Peter Alexander wrote: As an example, for me within our current code at Bungie, a single file change in the code I usually work on can cost as much as 10mins in linking (many targets). If I opt to build a single target (say the runtime), then this is reduced to ~2 mins. This

Re: DMD - Windows

2012-01-08 Thread Adam D. Ruppe
On Sunday, 8 January 2012 at 22:52:17 UTC, Walter Bright wrote: Once Phobos works as a shared lib, I think we should switch to that as the default. Please, no. That would mean standalone executables won't work by default.

Re: Discussion about D at a C++ forum

2012-01-08 Thread Mehrdad
On 1/7/2012 10:57 PM, Jonathan M Davis wrote: Not exactly the most informed discussion. Well, some of their comments _ARE_ spot-on correct... 2. While you can avoid the garbage collector, that basically means you can't use most of the standard library. Looks pretty darn correct to me --

Strange Runtime Error - Static Arrays

2012-01-08 Thread Zachary Lund
Someone brought an example that I thought was rather strange an preventable in the IRC this evening. Take this example: int[3] bob = [ 1, 2, 3]; The above will compile fine and the program may even run fine up until the above statement. When the above statement is executed, an exceptional

Re: Strange Runtime Error - Static Arrays

2012-01-08 Thread Zachary Lund
On 01/08/2012 05:33 PM, Zachary Lund wrote: Someone brought an example that I thought was rather strange an preventable in the IRC this evening. Take this example: int[3] bob = [ 1, 2, 3]; The above will compile fine and the program may even run fine up until the above statement. When the

Re: Strange Runtime Error - Static Arrays

2012-01-08 Thread Mail Mantis
2012/1/9 Zachary Lund ad...@computerquip.com: On 01/08/2012 05:33 PM, Zachary Lund wrote: Someone brought an example that I thought was rather strange an preventable in the IRC this evening. Take this example: int[3] bob = [ 1, 2, 3]; The above will compile fine and the program may even

Re: Strange Runtime Error - Static Arrays

2012-01-08 Thread Trass3r
Couldn't this be prevented at compile time? https://github.com/D-Programming-Language/dmd/pull/375

Re: DMD - Windows

2012-01-08 Thread Danni Coy
Not to get too far off topic, I'm the only one where I work who will use C#. I think some people simply hate Microsoft the company so much that they would not even fire up C# and try it once. They won't be caught liking it. And that's seems to be the case where I work as far as I can tell.

Re: Strange Runtime Error - Static Arrays

2012-01-08 Thread bearophile
Zachary Lund: Couldn't this be prevented at compile time? It should not give this error at run time. Such run-time error should be avoided with all the energy possible. Isn't this somewhere in Bugzilla already? Bye, bearophile

Re: Discussion about D at a C++ forum

2012-01-08 Thread dsimcha
On 1/8/2012 6:28 PM, Mehrdad wrote: On 1/7/2012 10:57 PM, Jonathan M Davis wrote: Not exactly the most informed discussion. Well, some of their comments _ARE_ spot-on correct... 2. While you can avoid the garbage collector, that basically means you can't use most of the standard library.

Re: DMD - Windows

2012-01-08 Thread Walter Bright
On 1/8/2012 2:58 PM, Trass3r wrote: I was curious why dmc is faster. Many hours with the profiler!

Re: DMD - Windows

2012-01-08 Thread Walter Bright
On 1/8/2012 3:12 PM, Adam D. Ruppe wrote: On Sunday, 8 January 2012 at 22:52:17 UTC, Walter Bright wrote: Once Phobos works as a shared lib, I think we should switch to that as the default. Please, no. That would mean standalone executables won't work by default. People who distribute apps

D syntax highlighing support for debugging in CGDB

2012-01-08 Thread Iain Buclaw
Hi, D syntax highlighting support has been added to CGDB. As far as I am aware, there are virtually NO users of cgdb either on this ML or in IRC (that I have spoken to) - so I'd like to make a small oportunity to advertise this great little application that is of priceless value for me

Re: Discussion about D at a C++ forum

2012-01-08 Thread Mehrdad
On 1/8/2012 4:26 PM, dsimcha wrote: On 1/8/2012 6:28 PM, Mehrdad wrote: 2. While you can avoid the garbage collector, that basically means you can't use most of the standard library. Looks pretty darn correct to me -- from the fixed-size array literal issue (literals are on the GC heap), to all

Re: D syntax highlighing support for debugging in CGDB

2012-01-08 Thread Walter Bright
On 1/8/2012 4:38 PM, Iain Buclaw wrote: Hi, D syntax highlighting support has been added to CGDB. As far as I am aware, there are virtually NO users of cgdb either on this ML or in IRC (that I have spoken to) - so I'd like to make a small oportunity to advertise this great little application

Re: [OT] Previously: DMD - Windows - C# in gamedev

2012-01-08 Thread Peter Alexander
On 8/01/12 11:00 PM, Walter Bright wrote: On 1/8/2012 1:42 PM, Peter Alexander wrote: As an example, for me within our current code at Bungie, a single file change in the code I usually work on can cost as much as 10mins in linking (many targets). If I opt to build a single target (say the

Re: [OT] Previously: DMD - Windows - C# in gamedev

2012-01-08 Thread F i L
Manu wrote: On 8 January 2012 08:03, F i L witte2...@gmail.com wrote: I've got some interesting ideas on how pre-written code packages could be easily designer-style assembled in-editor and compiled into efficient native logic blocks on the fly. Only D's fast native compile times and

Switching from Ruby to C++ for games

2012-01-08 Thread Walter Bright
Given that we're discussing game programming at the moment: http://news.ycombinator.com/item?id=3440596

compact library for creating window + OpenGL context + input handling?

2012-01-08 Thread Trass3r
(other than SDL) Basically something like the SFML Window module, but written in D and working on Windoze/Linux.

Re: Discussion about D at a C++ forum

2012-01-08 Thread Vladimir Panteleev
On Sunday, 8 January 2012 at 23:28:57 UTC, Mehrdad wrote: 7. Unstable language. They're currently considering doing things like removing delete as it's apparently deprecated (which will officially make it not usable as an SP language). Looks 100% correct. Removing 'delete' /does/ make D

Re: Switching from Ruby to C++ for games

2012-01-08 Thread F i L
This post should be titled, Why I fucked up by choosing Ruby to write a game. - Or What the fuck was I thinking LOL. On a completely, utterly more serious note: I've been thinking about switching from D to LOLCODE.

Re: Switching from Ruby to C++ for games

2012-01-08 Thread Adam D. Ruppe
On Monday, 9 January 2012 at 03:47:11 UTC, F i L wrote: I've been thinking about switching from D to LOLCODE. I want to do a LOLCODE ctfe converter. mixin(LOLCODE!q{ BTW this rox });

plans for interfacing to C++

2012-01-08 Thread Trass3r
There were some discussions about adding namespace support with something like extern(C++, namespace) IIRC. Don't know the result though. Then there's this small patch (http://d.puremagic.com/issues/show_bug.cgi?id=4620) which allows very interesting stuff, even simple templates. It's

Re: DMD - Windows

2012-01-08 Thread Adam D. Ruppe
On Monday, 9 January 2012 at 00:32:51 UTC, Walter Bright wrote: Zo-mah-gawd, look at the size of those D executables! D sux! Which happens now. My problem with this is a shared lib actually *increases* the size. At best, it fools you by separating it out into two or three files instead of

Re: DMD - Windows

2012-01-08 Thread Martin Nowak
Am 09.01.2012, 04:59 Uhr, schrieb Adam D. Ruppe destructiona...@gmail.com: On Monday, 9 January 2012 at 00:32:51 UTC, Walter Bright wrote: Zo-mah-gawd, look at the size of those D executables! D sux! Which happens now. My problem with this is a shared lib actually *increases* the size.

Re: DMD - Windows

2012-01-08 Thread Nick Sabalausky
Adam D. Ruppe destructiona...@gmail.com wrote in message news:oftpypayqrnhjqkmw...@dfeed.kimsufi.thecybershadow.net... On Monday, 9 January 2012 at 00:32:51 UTC, Walter Bright wrote: Zo-mah-gawd, look at the size of those D executables! D sux! Which happens now. My problem with this is a

Re: compact library for creating window + OpenGL context + input handling?

2012-01-08 Thread Kiith-Sa
Trass3r wrote: (other than SDL) Basically something like the SFML Window module, but written in D and working on Windoze/Linux. GLFW, if all you need is OpenGL (heck, even GLUT maybe). Is there any reason, though? SDL is not dead anymore, and its API is being rewritten with 1.3 (aka

Re: Switching from Ruby to C++ for games

2012-01-08 Thread Nick Sabalausky
Adam D. Ruppe destructiona...@gmail.com wrote in message news:wweonvdgrvkcrxcds...@dfeed.kimsufi.thecybershadow.net... On Monday, 9 January 2012 at 03:47:11 UTC, F i L wrote: I've been thinking about switching from D to LOLCODE. I want to do a LOLCODE ctfe converter. mixin(LOLCODE!q{ BTW

Re: Switching from Ruby to C++ for games

2012-01-08 Thread Chad J
On 01/09/2012 01:10 AM, Nick Sabalausky wrote: Adam D. Ruppedestructiona...@gmail.com wrote in message news:wweonvdgrvkcrxcds...@dfeed.kimsufi.thecybershadow.net... On Monday, 9 January 2012 at 03:47:11 UTC, F i L wrote: I've been thinking about switching from D to LOLCODE. I want to do a

Re: DWT repository moved to github

2012-01-08 Thread Gour
On Sat, 07 Jan 2012 19:08:52 +0100 Jacob Carlborg d...@me.com wrote: I've now moved the DWT repository to github. Is DWT just moved its hosting or you will have some time to work on it further? Sincerely, Gour -- The spirit soul bewildered by the influence of false ego thinks himself the

Re: DWT repository moved to github

2012-01-08 Thread Jacob Carlborg
On 2012-01-08 15:04, Gour wrote: On Sat, 07 Jan 2012 19:08:52 +0100 Jacob Carlborgd...@me.com wrote: I've now moved the DWT repository to github. Is DWT just moved its hosting or you will have some time to work on it further? Sincerely, Gour For now the repository has just moved,

Re: associative arrays

2012-01-08 Thread Stephen Bennett
On 1/7/2012 8:54 PM, bearophile wrote: Yes, Jonathan, you're right. the question arose precisely from a typo... i had to remove an item with key length... i wrote lengt and the item never went away... i knew that lengt was not in my key list... This kind of mistake is quite tricky, may be

Re: associative arrays

2012-01-08 Thread Jonathan M Davis
On Sunday, January 08, 2012 01:39:24 Kapps wrote: For most languages (such as C# and maybe Java), the Remove method on collections returns a boolean indicating whether it was removed. So you could write: enforce(MyAA.remove(lenght)) or bool Result = MyAA.remove(lenght); assert(Result);

Re: associative arrays

2012-01-08 Thread Kapps
Ah, found the bug / pull request. https://github.com/D-Programming-Language/dmd/pull/597 http://d.puremagic.com/issues/show_bug.cgi?id=4523 On 08/01/2012 1:39 AM, Kapps wrote: For most languages (such as C# and maybe Java), the Remove method on collections returns a boolean indicating whether

Re: associative arrays

2012-01-08 Thread Jonathan M Davis
On Sunday, January 08, 2012 03:24:22 Kapps wrote: Ah, found the bug / pull request. https://github.com/D-Programming-Language/dmd/pull/597 http://d.puremagic.com/issues/show_bug.cgi?id=4523 Ah, TDPL says that it returns bool. Well, then it definitely needs to be changed, and it's good to

Re: associative arrays

2012-01-08 Thread simendsjo
On 08.01.2012 10:43, Jonathan M Davis wrote: On Sunday, January 08, 2012 03:24:22 Kapps wrote: Ah, found the bug / pull request. https://github.com/D-Programming-Language/dmd/pull/597 http://d.puremagic.com/issues/show_bug.cgi?id=4523 Ah, TDPL says that it returns bool. Well, then it

Re: associative arrays

2012-01-08 Thread Manfred Nowak
simendsjo wrote: Wouldn't it make sense to return a pointer to the item being removed/null? According to the docs this is the intended behavior. -manfred

Re: associative arrays

2012-01-08 Thread simendsjo
On 08.01.2012 11:09, Manfred Nowak wrote: simendsjo wrote: Wouldn't it make sense to return a pointer to the item being removed/null? According to the docs this is the intended behavior. -manfred The only mention I can see of remove is at the top, and it doesn't state return value:

Re: associative arrays

2012-01-08 Thread Jonathan M Davis
On Sunday, January 08, 2012 11:02:41 simendsjo wrote: On 08.01.2012 10:43, Jonathan M Davis wrote: On Sunday, January 08, 2012 03:24:22 Kapps wrote: Ah, found the bug / pull request. https://github.com/D-Programming-Language/dmd/pull/597

Re: associative arrays

2012-01-08 Thread simendsjo
On 08.01.2012 11:27, Jonathan M Davis wrote: On Sunday, January 08, 2012 11:02:41 simendsjo wrote: On 08.01.2012 10:43, Jonathan M Davis wrote: On Sunday, January 08, 2012 03:24:22 Kapps wrote: Ah, found the bug / pull request. https://github.com/D-Programming-Language/dmd/pull/597

Re: associative arrays

2012-01-08 Thread Andrej Mitrovic
On 1/8/12, simendsjo simend...@gmail.com wrote: Wouldn't it make sense to return a pointer to the item being removed/null? Seems like that would be even more costly. Personally I think returning bool is unnecessary, if we really want to know if something is in the hash we can check with the

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