Re: Documentation about concurrency and parallelism

2016-07-24 Thread qznc via Digitalmars-d
On Thursday, 21 July 2016 at 22:47:38 UTC, Seb wrote: On Thursday, 21 July 2016 at 20:56:07 UTC, eugene wrote: On Thursday, 21 July 2016 at 20:46:24 UTC, eugene wrote: Hi everyone, could you,please, point out where can i find in the "Documentation" sections info about concurrency and parralle

Re: proposal: private module-level import for faster compilation

2016-07-24 Thread Sebastien Alaiwan via Digitalmars-d
On Wednesday, 20 July 2016 at 19:59:42 UTC, Jack Stouffer wrote: I concur. If the root problem is slow compilation, then there are much simpler, non-breaking changes that can be made to fix that. I don't think compilation time is a problem, actually. It more has to do with dependency manageme

Re: An IO Streams Library

2016-07-24 Thread Martin Nowak via Digitalmars-d
On Sunday, 7 February 2016 at 00:48:54 UTC, Jason White wrote: I'm also interested in a discussion of what IO-related functionality people are missing in Phobos. This is still a very interesting approach that could even become a candidate for std.io at some point. Would be great if we could g

Re: An IO Streams Library

2016-07-24 Thread Martin Nowak via Digitalmars-d
On Sunday, 7 February 2016 at 00:48:54 UTC, Jason White wrote: I'm interested in feedback on this library. What is it missing? How can be better? I think making the actual read/write/open/accept/et.al. functions used to talk to the kernel pluggable would be a good extension point to hook in e

Re: proposal: private module-level import for faster compilation

2016-07-24 Thread Chris Wright via Digitalmars-d
On Sun, 24 Jul 2016 12:53:50 +, Sebastien Alaiwan wrote: > Speeding up compilation should never be considered as an acceptable > solution here, as it's not scalable: it just pushes the problem away, > until your project size increases enough. In order to get an equivalent speedup by refactorin

Should I write an OSC library for D, or is it a sunken ship?

2016-07-24 Thread solidstate1991 via Digitalmars-d
After I started to get into a near usable state with my game engine, which originally called as VDP-engine, now it's renamed to Pixel Perfect ( https://github.com/ZILtoid1991/VDP-engine ), I was thinking on creating some software synths, but I find the conventional midi lacking in feature. Afte

Long term @nogc / allocators usage

2016-07-24 Thread Lodovico Giaretta via Digitalmars-d
DISCLAIMER: although I've been occasionally using D for a lot of time, I only recently started to follow the forums and use it intensively, so I may miss part of the history / long term vision. So, the current guidelines to make a function usable in @nogc are: 1) use ranges as much as possible,

Re: Long term @nogc / allocators usage

2016-07-24 Thread lqjglkqjsg via Digitalmars-d
On Sunday, 24 July 2016 at 15:34:55 UTC, Lodovico Giaretta wrote: DISCLAIMER: although I've been occasionally using D for a lot of time, I only recently started to follow the forums and use it intensively, so I may miss part of the history / long term vision. [...] Note that for the arrays

Re: Long term @nogc / allocators usage

2016-07-24 Thread Lodovico Giaretta via Digitalmars-d
On Sunday, 24 July 2016 at 15:44:48 UTC, lqjglkqjsg wrote: Note that for the arrays you have @nogc routines in std.experimental.allocators. (expand/shrink can infer @nogc from Mallocator). I know. In fact I'm proposing two possible solutions based on std.experimental.allocators. Both have adv

Re: Should I write an OSC library for D, or is it a sunken ship?

2016-07-24 Thread lqjglkqjsg via Digitalmars-d
On Sunday, 24 July 2016 at 15:33:24 UTC, solidstate1991 wrote: After I started to get into a near usable state with my game engine, which originally called as VDP-engine, now it's renamed to Pixel Perfect ( https://github.com/ZILtoid1991/VDP-engine ), I was thinking on creating some software sy

Re: Should I write an OSC library for D, or is it a sunken ship?

2016-07-24 Thread Jonathan Marler via Digitalmars-d
On Sunday, 24 July 2016 at 15:48:22 UTC, lqjglkqjsg wrote: On Sunday, 24 July 2016 at 15:33:24 UTC, solidstate1991 wrote: After I started to get into a near usable state with my game engine, which originally called as VDP-engine, now it's renamed to Pixel Perfect ( https://github.com/ZILtoid19

Re: Should I write an OSC library for D, or is it a sunken ship?

2016-07-24 Thread lqjglkqjsg via Digitalmars-d
On Sunday, 24 July 2016 at 16:01:39 UTC, Jonathan Marler wrote: On Sunday, 24 July 2016 at 15:48:22 UTC, lqjglkqjsg wrote: On Sunday, 24 July 2016 at 15:33:24 UTC, solidstate1991 wrote: After I started to get into a near usable state with my game engine, which originally called as VDP-engine, n

Re: Long term @nogc / allocators usage

2016-07-24 Thread Seb via Digitalmars-d
On Sunday, 24 July 2016 at 15:34:55 UTC, Lodovico Giaretta wrote: DISCLAIMER: although I've been occasionally using D for a lot of time, I only recently started to follow the forums and use it intensively, so I may miss part of the history / long term vision. So, the current guidelines to mak

Re: Should I write an OSC library for D, or is it a sunken ship?

2016-07-24 Thread Jonathan Marler via Digitalmars-d
On Sunday, 24 July 2016 at 17:02:08 UTC, lqjglkqjsg wrote: On Sunday, 24 July 2016 at 16:01:39 UTC, Jonathan Marler wrote: [...] And inside software ? The only one I remember for implementing OSC was Reaktor. actually even the hosts didn't implement it. MIDI can't die because people still us

Referencing chapters from the language specification in code.

2016-07-24 Thread Iain Buclaw via Digitalmars-d
Hi, I have my own conclusions with doing the following, but I'd thought I'd ask for a second opinion before committing. Given the freely available language specification linked below [1]. The order that all entries are listed in haven't changed since D1, or at least to my memory. So would it be

Re: Should I write an OSC library for D, or is it a sunken ship?

2016-07-24 Thread lqjglkqjsg via Digitalmars-d
On Sunday, 24 July 2016 at 17:08:27 UTC, Jonathan Marler wrote: On Sunday, 24 July 2016 at 17:02:08 UTC, lqjglkqjsg wrote: On Sunday, 24 July 2016 at 16:01:39 UTC, Jonathan Marler wrote: [...] [...] This type of discussion sounds familiar, except MIDI=C++ and OSC=D :) MIDI=C++ and OSC=F#

Please help to move forward with ndslice

2016-07-24 Thread Ilya Yaroshenko via Digitalmars-d
Hello, I found a way how to correctly implement multidimensional functional map for ndslices and for packed ndslices (tensors composed of tensors). It allows 1. a compiler to use vectorisation with SIMD instructions like `fabs` or `sqrt` for example. But first [1] should be merged 2. to man

Re: Should I write an OSC library for D, or is it a sunken ship?

2016-07-24 Thread Jonathan Marler via Digitalmars-d
On Sunday, 24 July 2016 at 17:29:02 UTC, lqjglkqjsg wrote: On Sunday, 24 July 2016 at 17:08:27 UTC, Jonathan Marler wrote: On Sunday, 24 July 2016 at 17:02:08 UTC, lqjglkqjsg wrote: On Sunday, 24 July 2016 at 16:01:39 UTC, Jonathan Marler wrote: [...] [...] This type of discussion sounds f

Re: Should I write an OSC library for D, or is it a sunken ship?

2016-07-24 Thread Gorge Jingale via Digitalmars-d
On Sunday, 24 July 2016 at 16:01:39 UTC, Jonathan Marler wrote: On Sunday, 24 July 2016 at 15:48:22 UTC, lqjglkqjsg wrote: On Sunday, 24 July 2016 at 15:33:24 UTC, solidstate1991 wrote: [...] The problem is that OSC is not used at all. People still use MIDI. e.g all the master keyboards, dru

Re: Referencing chapters from the language specification in code.

2016-07-24 Thread Walter Bright via Digitalmars-d
On 7/24/2016 10:10 AM, Iain Buclaw via Digitalmars-d wrote: Given the freely available language specification linked below [1]. The order that all entries are listed in haven't changed since D1, or at least to my memory. So would it be considered reasonably safe to reference these parts in code?

Re: Should I write an OSC library for D, or is it a sunken ship?

2016-07-24 Thread lqjglkqjsg via Digitalmars-d
On Sunday, 24 July 2016 at 19:02:32 UTC, Gorge Jingale wrote: On Sunday, 24 July 2016 at 16:01:39 UTC, Jonathan Marler wrote: On Sunday, 24 July 2016 at 15:48:22 UTC, lqjglkqjsg wrote: [...] Well the X32 mixer uses OSC. I actually started writing a little program that would use MULTICAST to

Re: How do I use the ScopedAllocator?

2016-07-24 Thread Nick Treleaven via Digitalmars-d
On Friday, 22 July 2016 at 01:54:28 UTC, Yuxuan Shui wrote: auto b = alloc.makeArray!A(10, A(1)); auto c = alloc.makeArray!A(2, A(2)); I noticed (using dpaste) if you edit the 'b' line to only allocate 5 structs, and it won't crash. 6 or more, crash. Maybe a bu

add attributes to debug

2016-07-24 Thread Gorge Jingale via Digitalmars-d
To allow for different debug versions without having to go full blown version(). @mem debug do something memory wise @see debug write a message to console Then these different attributed versions can be disabled. it could be something like version(debug(see)) = none; or static if (hasAt

@gc attribute for bypassign @nogc

2016-07-24 Thread bitwise via Digitalmars-d
Any thoughts on an @gc attribute for bypassing @nogc? As much as I like to cringe at the GC when I'm using C#, I can't ignore my level of productivity, as it compares to projects I've done in C++. If I had to write a butter-smooth AAA game, it may be a problem, but at present, my thoughts on

Re: @gc attribute for bypassign @nogc

2016-07-24 Thread ketmar via Digitalmars-d
On Sunday, 24 July 2016 at 22:13:02 UTC, bitwise wrote: There is the following, which is clever. But if it came down to having to do this to bypass @nogc, I simply wouldn't use @nogc. that's what i ended up with: not using @nogc. it is pure parketing thing. for real world using it adds more tr

Re: @gc attribute for bypassign @nogc

2016-07-24 Thread ketmar via Digitalmars-d
pure *marketing* thing, lol.

Re: @gc attribute for bypassign @nogc

2016-07-24 Thread Lodovico Giaretta via Digitalmars-d
On Sunday, 24 July 2016 at 22:13:02 UTC, bitwise wrote: Any thoughts on an @gc attribute for bypassing @nogc? As much as I like to cringe at the GC when I'm using C#, I can't ignore my level of productivity, as it compares to projects I've done in C++. If I had to write a butter-smooth AAA g

Re: @gc attribute for bypassign @nogc

2016-07-24 Thread Dicebot via Digitalmars-d
@nogc functions must never ever trigger GC collection cycle, not under any possible circumstances. Otherwise the attribute serves no purpose.

Re: proposal: private module-level import for faster compilation

2016-07-24 Thread Dicebot via Digitalmars-d
On Saturday, 23 July 2016 at 19:22:09 UTC, Jacob Carlborg wrote: How does this relate to templates? Or is the suggestion to now use templates on API boundaries? Benjamin proposed to stop considering `export` a protection attribute and mark all functions called from templates as `export` (allo

Re: @gc attribute for bypassign @nogc

2016-07-24 Thread bitwise via Digitalmars-d
On Sunday, 24 July 2016 at 22:21:51 UTC, ketmar wrote: On Sunday, 24 July 2016 at 22:13:02 UTC, bitwise wrote: There is the following, which is clever. But if it came down to having to do this to bypass @nogc, I simply wouldn't use @nogc. that's what i ended up with: not using @nogc. it is pu

Re: @gc attribute for bypassign @nogc

2016-07-24 Thread ketmar via Digitalmars-d
On Sunday, 24 July 2016 at 23:14:37 UTC, bitwise wrote: I don't understand what you mean, saying it's useless. exactly that. in the end i can't mark any code @nogc except very trivial, where it doesn't matter at all (primitive getters and setters). in other code i ocasionally need to allocate

Re: @gc attribute for bypassign @nogc

2016-07-24 Thread bitwise via Digitalmars-d
On Sunday, 24 July 2016 at 23:10:18 UTC, Dicebot wrote: @nogc functions must never ever trigger GC collection cycle, not under any possible circumstances. Otherwise the attribute serves no purpose. The fact that you can use malloc() in a @nogc function invalidates this argument. There are man

Re: @gc attribute for bypassign @nogc

2016-07-24 Thread Dicebot via Digitalmars-d
On Sunday, 24 July 2016 at 23:30:37 UTC, bitwise wrote: On Sunday, 24 July 2016 at 23:10:18 UTC, Dicebot wrote: @nogc functions must never ever trigger GC collection cycle, not under any possible circumstances. Otherwise the attribute serves no purpose. The fact that you can use malloc() in a

Re: add attributes to debug

2016-07-24 Thread Ivan Kazmenko via Digitalmars-d
On Sunday, 24 July 2016 at 21:33:20 UTC, Gorge Jingale wrote: To allow for different debug versions without having to go full blown version(). @mem debug do something memory wise @see debug write a message to console I don't get what would be the benefit. Currently, you can write that like:

Re: add attributes to debug

2016-07-24 Thread Gorge Jingale via Digitalmars-d
On Sunday, 24 July 2016 at 23:41:26 UTC, Ivan Kazmenko wrote: On Sunday, 24 July 2016 at 21:33:20 UTC, Gorge Jingale wrote: To allow for different debug versions without having to go full blown version(). @mem debug do something memory wise @see debug write a message to console I don't get

Re: @gc attribute for bypassign @nogc

2016-07-24 Thread ketmar via Digitalmars-d
On Sunday, 24 July 2016 at 23:30:37 UTC, bitwise wrote: On Sunday, 24 July 2016 at 23:10:18 UTC, Dicebot wrote: @nogc functions must never ever trigger GC collection cycle, not under any possible circumstances. Otherwise the attribute serves no purpose. The fact that you can use malloc() in a

Re: @gc attribute for bypassign @nogc

2016-07-24 Thread bitwise via Digitalmars-d
On Monday, 25 July 2016 at 00:05:16 UTC, ketmar wrote: On Sunday, 24 July 2016 at 23:30:37 UTC, bitwise wrote: On Sunday, 24 July 2016 at 23:10:18 UTC, Dicebot wrote: @nogc functions must never ever trigger GC collection cycle, not under any possible circumstances. Otherwise the attribute serv

Re: @gc attribute for bypassign @nogc

2016-07-24 Thread ketmar via Digitalmars-d
On Monday, 25 July 2016 at 00:26:05 UTC, bitwise wrote: If someone knows all their code is @nogc, they can disable the GC. If they do that, and then someone GC allocates anyways, it's a leak. Based on this, an argument could be made that @nogc should *never* be bypassed. But that argument is ma

Re: add attributes to debug

2016-07-24 Thread Adam D. Ruppe via Digitalmars-d
On Sunday, 24 July 2016 at 21:33:20 UTC, Gorge Jingale wrote: To allow for different debug versions without having to go full blown version(). debug(whatever) thingy_here(); dmd -debug=whatever yourfile.d works today.

Re: add attributes to debug

2016-07-24 Thread Gorge Jingale via Digitalmars-d
On Monday, 25 July 2016 at 02:13:34 UTC, Adam D. Ruppe wrote: On Sunday, 24 July 2016 at 21:33:20 UTC, Gorge Jingale wrote: To allow for different debug versions without having to go full blown version(). debug(whatever) thingy_here(); dmd -debug=whatever yourfile.d works today. You can't

Re: @gc attribute for bypassign @nogc

2016-07-24 Thread rikki cattermole via Digitalmars-d
On 25/07/2016 10:13 AM, bitwise wrote: Any thoughts on an @gc attribute for bypassing @nogc? As much as I like to cringe at the GC when I'm using C#, I can't ignore my level of productivity, as it compares to projects I've done in C++. If I had to write a butter-smooth AAA game, it may be a pro

Re: @gc attribute for bypassign @nogc

2016-07-24 Thread Jonathan Marler via Digitalmars-d
On Monday, 25 July 2016 at 03:18:17 UTC, rikki cattermole wrote: On 25/07/2016 10:13 AM, bitwise wrote: [...] I've been saying for a very long time we need @assumenogc attribute like we have @trusted for @safe. I havent seen this assumegc propsal before, could you provide the definition yo

Re: proposal: private module-level import for faster compilation

2016-07-24 Thread Jacob Carlborg via Digitalmars-d
On 2016-07-25 01:12, Dicebot wrote: Benjamin proposed to stop considering `export` a protection attribute and mark all functions called from templates as `export` (allowing `export private` if necessary). Ah, forgot that detail. -- /Jacob Carlborg

Re: proposal: private module-level import for faster compilation

2016-07-24 Thread Sebastien Alaiwan via Digitalmars-d
On Sunday, 24 July 2016 at 15:33:04 UTC, Chris Wright wrote: Look at std.algorithm. Tons of methods, and I imported it just for `canFind` and `sort`. Look at std.datetime. It imports eight or ten different modules, and it needs every one of those for something or other. Should we split it int