On Thursday, 20 July 2017 at 16:22:59 UTC, solidstate1991 wrote:
On Friday, 7 July 2017 at 11:09:27 UTC, Temtaime wrote:
[...]
A few things you should be aware before you trash the reference
compiler for D:
[...]
Btw, if you're still interested in this, AArch64 would be a
better target,
On Friday, 6 July 2018 at 21:13:37 UTC, Timoses wrote:
Shouldn't this be 'import output'?
nah, because I didn't import source directly, I import experiment
so in order to use it, I do source/output.d, which when importing
module means, source.output
and this '...\\experiment\\source\\'? (I'm
I'll upload code tomorrow, but here's the premise:
Sometimes elements disappear from associative arrays, causing all
sorts of errors down the line, mostly access violations.
My engine (PixelPerfectEngine) has a style sheet for its GUI,
which generates basic values upon construction. This
I think fixing the SIMD support would be also great.
1) Make it compatible with Intel intrinsics.
2) Update it to work with AVX-512.
3) Add some preliminary support for ARM Neon.
4) Optional: Make SIMD to compile for all 32 bit targets, so I
don't have to write long-ass assembly code for
On Tuesday, 3 July 2018 at 04:54:46 UTC, Walter Bright wrote:
On 7/2/2018 7:53 PM, John Carter wrote:
Step 2 is to (gradually) migrate std:: standard library
precondition violations in particular from exceptions (or
error codes) to contracts. The programming world now broadly
recognizes that
On Friday, 6 July 2018 at 21:47:34 UTC, JN wrote:
On Friday, 6 July 2018 at 03:19:44 UTC, Seb wrote:
Why should I add my project to the Project Tester?
--
Once a project is added to the Project Tester, DMD can't
regress on it anymore as for
Well, since its VS 2017 installer, eventually I hit all the
components needed to install it properly. Now its working.
Thanks 0xEAB for the tip about the Windows SDK too :)
On Friday, 6 July 2018 at 12:31:50 UTC, FeepingCreature wrote:
On Friday, 6 July 2018 at 12:10:58 UTC, Simen Kjærås wrote:
The rest looks sensible to me, but I have to say this is
bollocks. This Nullable never has to construct an S.init:
struct Nullable(T) {
ubyte[T.sizeof] _payload;
On Friday, 6 July 2018 at 20:16:36 UTC, Ecstatic Coder wrote:
Pfff, it was just an EXAMPLE of how some insignificant string
concatenation code may eventually be a problem in any GC
language even if it's done only once per frame.
It does not matter that your point is a example. People will rip
TL;DR
Would want to run your code 8x - 32x faster? SPMD (Single Program
Multiple Data) on SIMD (Single Instruction Multiple Data) might
be the answer you're looking for.
It works by running multiple iterations/instances of your loop at
once on SIMD and the compiler could do that automatically
Friday, 6 July 2018 at 21:15:46 UTC, H. S. Teoh wrote:
On Fri, Jul 06, 2018 at 08:16:36PM +, Ecstatic Coder via
Digitalmars-d-announce wrote: [...]
I've never said that this is something smart to do. I'm just
saying that this code can perfectly be executed once in a C++
game frame without
Delete everything, installed everything again, the installation
failed to set the proper PATH to MS link.exe, so i put it by hand
and now get:
fatal error LNK1104: cannot open file 'libcmt.lib'
Frustrating.
On Friday, 6 July 2018 at 03:19:44 UTC, Seb wrote:
Why should I add my project to the Project Tester?
--
Once a project is added to the Project Tester, DMD can't
regress on it anymore as for every PR at dmd, druntime, phobos,
tools and dub the
On Friday, 6 July 2018 at 03:19:44 UTC, Seb wrote:
So learning from the recent Vibe.d regression fiasco (we
temporarily disabled a subconfiguration in Vibe.d and promptly
got a regression in 2.081), I think we should try to add more
projects to the Project Tester.
The current list is here:
On Fri, Jul 06, 2018 at 08:16:36PM +, Ecstatic Coder via
Digitalmars-d-announce wrote:
[...]
> I've never said that this is something smart to do. I'm just saying
> that this code can perfectly be executed once in a C++ game frame
> without having to worry for a game freeze, because the
On Friday, 6 July 2018 at 17:08:48 UTC, Flaze07 wrote:
[...]
then, I made a project, with this main in this path :
Z:\programming\D\experimentLib\source\main.d
it contains this
module main;
import std.stdio;
import source.output;
Shouldn't this be 'import output'?
void main( string[]
On Friday, 6 July 2018 at 19:36:05 UTC, 0xEAB wrote:
On Friday, 6 July 2018 at 03:48:04 UTC, SrMordred wrote:
Well I just installed the VS 2017 to try the ldc and get
(maybe) the same error.
You didn't forget to install the Windows SDK with it, did you?
Yep I forgot xD
It fixed the PATHs
On Friday, 6 July 2018 at 19:28:37 UTC, Dennis wrote:
On Friday, 6 July 2018 at 18:50:03 UTC, 0xEAB wrote:
Thanks to a guy calling himself "Moogly", I found out that
this doesn't happen just to xlib-d but to anything containing
a dash.
Certain popular terms like "build", "http", "https", "D"
https://issues.dlang.org/show_bug.cgi?id=18954
--- Comment #4 from Mike Franklin ---
I attempted to fix it, but couldn't reproduce it, so I don't know what needs to
be fixed.
--
https://issues.dlang.org/show_bug.cgi?id=19068
Simen Kjaeraas changed:
What|Removed |Added
Status|NEW |RESOLVED
CC|
On Friday, 6 July 2018 at 19:22:13 UTC, 12345swordy wrote:
On Friday, 6 July 2018 at 17:59:27 UTC, Ecstatic Coder wrote:
While ANY C++ game can make ANY number of
allocations/allocations inside a game loop and still run
without a risking any freeze.
You are doing something very wrong if you
On Friday, 6 July 2018 at 19:27:51 UTC, 12345swordy wrote:
On Friday, 6 July 2018 at 19:22:13 UTC, 12345swordy wrote:
On Friday, 6 July 2018 at 17:59:27 UTC, Ecstatic Coder wrote:
While ANY C++ game can make ANY number of
allocations/allocations inside a game loop and still run
without a
On Friday, 6 July 2018 at 19:56:23 UTC, JN wrote:
On Friday, 6 July 2018 at 18:19:08 UTC, Ecstatic Coder wrote:
Because in C++, smart pointers and collections will make sure
to free unused memory block as soon as they need to, and no
later.
I bet if D was reference counted from the start,
On Friday, 6 July 2018 at 18:19:08 UTC, Ecstatic Coder wrote:
Because in C++, smart pointers and collections will make sure
to free unused memory block as soon as they need to, and no
later.
I bet if D was reference counted from the start, C++ programmers
would complain about "smart pointer
I've been staring at this problem the past few hours without
making any progress. But I feel like I'm overlooking something
obvious..
Using Adam's comhelpers, I've made a JSON plugin for LogParser.
However after running for a bit it'll crash with signs of memory
corruption.
My guess was
On Friday, 6 July 2018 at 03:48:04 UTC, SrMordred wrote:
Well I just installed the VS 2017 to try the ldc and get
(maybe) the same error.
You didn't forget to install the Windows SDK with it, did you?
On Friday, 6 July 2018 at 17:32:09 UTC, SrMordred wrote:
On Friday, 6 July 2018 at 10:55:47 UTC, Rainer Schuetze wrote:
On 06/07/2018 05:48, SrMordred wrote:
[...]
The problem is that the Digital Mars linker is called but the
Microsoft linker is run, because they share the same name
On Friday, 6 July 2018 at 18:50:03 UTC, 0xEAB wrote:
Thanks to a guy calling himself "Moogly", I found out that this
doesn't happen just to xlib-d but to anything containing a dash.
Certain popular terms like "build", "http", "https", "D" give the
same error. It's really weird.
On Friday, 6 July 2018 at 19:22:13 UTC, 12345swordy wrote:
On Friday, 6 July 2018 at 17:59:27 UTC, Ecstatic Coder wrote:
While ANY C++ game can make ANY number of
allocations/allocations inside a game loop and still run
without a risking any freeze.
You are doing something very wrong if you
On Friday, 6 July 2018 at 17:59:27 UTC, Ecstatic Coder wrote:
While ANY C++ game can make ANY number of
allocations/allocations inside a game loop and still run
without a risking any freeze.
You are doing something very wrong if you are doing this.
-Alexander
Just try it.
For what rhyme
The DUB registry fails to search for terms with `-` and crashes
instead.
Example: https://code.dlang.org/search?q=vibe-d
Thanks to a guy calling himself "Moogly", I found out that this
doesn't happen just to xlib-d but to anything containing a dash.
500 - Internal Server Error
Internal
On Friday, 6 July 2018 at 17:58:46 UTC, bachmeier wrote:
On Friday, 6 July 2018 at 15:53:56 UTC, Ecstatic Coder wrote:
With D, ANY forgotten allocation during the game loop (and I
really mean even JUST ONE hidden allocation somewhere in the
whole game or engine), may cause the game to
On Friday, 6 July 2018 at 17:43:29 UTC, JN wrote:
On Friday, 6 July 2018 at 17:26:26 UTC, wjoe wrote:
On Friday, 6 July 2018 at 15:53:56 UTC, Ecstatic Coder wrote:
With D, ANY forgotten allocation during the game loop (and I
really mean even JUST ONE hidden allocation somewhere in the
whole
On Wednesday, 4 July 2018 at 20:17:59 UTC, Maksim Fomin wrote:
I am from area of economic, financial and scientific
calculations used in decision making.
So am I.
It is hard for me to provide arguments for using D (meaning
from professional area view) because c++ can be used for
On Friday, 6 July 2018 at 15:53:56 UTC, Ecstatic Coder wrote:
With D, ANY forgotten allocation during the game loop (and I
really mean even JUST ONE hidden allocation somewhere in the
whole game or engine), may cause the game to regularly freeze
at the wrong time, because of an unwanted GC.
On Friday, 6 July 2018 at 17:22:15 UTC, 12345swordy wrote:
On Friday, 6 July 2018 at 17:16:54 UTC, Ecstatic Coder wrote:
Are you seriously going to ignore video games that are
entirely implemented in GC focus language such as C#/java?!
The GC is NOT AN ISSUE IF YOU KNOW WHAT YOU ARE DOING!
https://issues.dlang.org/show_bug.cgi?id=19011
Rainer Schuetze changed:
What|Removed |Added
CC||r.sagita...@gmx.de
--- Comment #1 from
https://issues.dlang.org/show_bug.cgi?id=19066
--- Comment #7 from Jacob Carlborg ---
(In reply to Steven Schveighoffer from comment #6)
> Oh, haha! I meant I'll try updating the compiler to use the fully qualified
> name object.Object :)
Yes, I did that. But now looking at your PR I see that I
On Friday, 6 July 2018 at 17:26:26 UTC, wjoe wrote:
On Friday, 6 July 2018 at 15:53:56 UTC, Ecstatic Coder wrote:
With D, ANY forgotten allocation during the game loop (and I
really mean even JUST ONE hidden allocation somewhere in the
whole game or engine), may cause the game to regularly
On Friday, 6 July 2018 at 17:26:26 UTC, wjoe wrote:
And since you point out the D forum folks, I know game
developers are a very special lot, too ...
Edit: This should read: I know game developers who are a very
special lot
My point was to only refer to the people I know, not game
https://issues.dlang.org/show_bug.cgi?id=18954
--- Comment #3 from Manu ---
I'm pretty sure nobody attempted to fix it...?
--
On Friday, 6 July 2018 at 10:55:47 UTC, Rainer Schuetze wrote:
On 06/07/2018 05:48, SrMordred wrote:
[...]
The problem is that the Digital Mars linker is called but the
Microsoft linker is run, because they share the same name
link.exe. For dmd/x64/32mscoff or LDC in general the latter is
On Friday, 6 July 2018 at 15:53:56 UTC, Ecstatic Coder wrote:
With D, ANY forgotten allocation during the game loop (and I
really mean even JUST ONE hidden allocation somewhere in the
whole game or engine), may cause the game to regularly freeze
at the wrong time, because of an unwanted GC.
On Fri, Jul 06, 2018 at 05:16:54PM +, Ecstatic Coder via
Digitalmars-d-announce wrote:
> > Are you seriously going to ignore video games that are entirely
> > implemented in GC focus language such as C#/java?! The GC is NOT AN
> > ISSUE IF YOU KNOW WHAT YOU ARE DOING!
> >
> > -Alexander
>
>
On Friday, 6 July 2018 at 17:16:54 UTC, Ecstatic Coder wrote:
Are you seriously going to ignore video games that are
entirely implemented in GC focus language such as C#/java?!
The GC is NOT AN ISSUE IF YOU KNOW WHAT YOU ARE DOING!
-Alexander
+1
You are start reminding me of another
On Friday, 6 July 2018 at 17:04:37 UTC, Ecstatic Coder wrote:
Also if your concatenate string in a loop in c# then you use
the https://www.dotnetperls.com/string-join function as it
simpler and faster.
There is no reason why we can't have the function equivalent
in D.
-Alexander
Yeah I
Are you seriously going to ignore video games that are entirely
implemented in GC focus language such as C#/java?! The GC is
NOT AN ISSUE IF YOU KNOW WHAT YOU ARE DOING!
-Alexander
+1
Indeed ABSOLUTELY NO garbage collection will happen during the
game loop is 100% of your GC-language code
On Friday, 6 July 2018 at 17:00:49 UTC, Ecstatic Coder wrote:
On Friday, 6 July 2018 at 16:48:17 UTC, 12345swordy wrote:
On Friday, 6 July 2018 at 16:45:41 UTC, Ecstatic Coder wrote:
On Friday, 6 July 2018 at 16:33:19 UTC, 12345swordy wrote:
[...]
LOL
Unless you implement your game in
I have been trying to link self made .lib, and have tried to use
it several times, I failed..
so, here I have a file in this path :
Z:\programming\D\usefulFiles\experiment\source\output.d
it has
module output;
class Output {
public:
static void write( string msg ) {
import
On Friday, 6 July 2018 at 16:48:17 UTC, 12345swordy wrote:
On Friday, 6 July 2018 at 16:45:41 UTC, Ecstatic Coder wrote:
On Friday, 6 July 2018 at 16:33:19 UTC, 12345swordy wrote:
On Friday, 6 July 2018 at 15:19:33 UTC, Ecstatic Coder wrote:
For C++, the answer is : never.
...Yeah I had
Also if your concatenate string in a loop in c# then you use
the https://www.dotnetperls.com/string-join function as it
simpler and faster.
There is no reason why we can't have the function equivalent in
D.
-Alexander
Yeah I know, this code was DELIBERATLY naive.
That was the whole point
On Friday, 6 July 2018 at 15:30:22 UTC, Ecstatic Coder wrote:
On Friday, 6 July 2018 at 15:07:41 UTC, wjoe wrote:
[...]
Actually, as I said, even today many game engines are still
written in a C-inspired manner, i.e. C + classes, templates and
polymorphism, mainly for performance reasons
On Friday, 6 July 2018 at 16:24:03 UTC, Timoses wrote:
On Friday, 6 July 2018 at 15:51:34 UTC, Michael wrote:
[...]
While writing I realized that the following is even the case
without the 'ref' parameter:
The caller of the setter will still be able to change the
content of your private data
On Friday, 6 July 2018 at 15:19:33 UTC, Ecstatic Coder wrote:
On Friday, 6 July 2018 at 14:52:46 UTC, 12345swordy wrote:
On Friday, 6 July 2018 at 14:11:05 UTC, Ecstatic Coder wrote:
On Friday, 6 July 2018 at 13:50:37 UTC, 12345swordy wrote:
[...]
+1
Just one silly question.
Can the
On Friday, 6 July 2018 at 16:10:04 UTC, Ecstatic Coder wrote:
[...]
With D, I CAN'T use the language and its standard library as
usual, just because of the GC "phobia".
Which would be the #1 problem for me, because "standard" D is
perfect to me, as much as "standard" C++ is nice to me.
On Friday, 6 July 2018 at 16:45:41 UTC, Ecstatic Coder wrote:
On Friday, 6 July 2018 at 16:33:19 UTC, 12345swordy wrote:
On Friday, 6 July 2018 at 15:19:33 UTC, Ecstatic Coder wrote:
For C++, the answer is : never.
...Yeah I had already figure out what your aiming at. For C++
the correct
On Friday, 6 July 2018 at 16:33:19 UTC, 12345swordy wrote:
On Friday, 6 July 2018 at 15:19:33 UTC, Ecstatic Coder wrote:
For C++, the answer is : never.
...Yeah I had already figure out what your aiming at. For C++
the correct answer is "I do not know as I don't know how it is
implemented".
https://issues.dlang.org/show_bug.cgi?id=19068
Issue ID: 19068
Summary: __traits(identifier) returns the wrong string when
importing a template from a module
Product: D
Version: D2
Hardware: x86_64
OS: Linux
On Thursday, 20 July 2017 at 22:08:16 UTC, Walter Bright wrote:
I wouldn't be discouraged by the nay-sayers. If you want to
build an ARM back end for it, do it! About every project I've
ever embarked on, including D, started with everyone nay-saying
it.
Keep it that way and thanks for it!!
But then of course, you need to avoid a lot of D niceties.
Unfortunately, in my case this is the exact moment where D looses
a LOT of its shininess compared to C++.
The balance is no more that much in favor of D as it was before,
because it's "standard" D code which is so much more
On Friday, 6 July 2018 at 15:44:28 UTC, Steven Schveighoffer
wrote:
I'm long overdue for an inout article...
I can point you at my talk from 2016:
https://www.youtube.com/watch?v=UTz55Lv9FwQ
Thanks, will definitely take a look when I get home.
I never really used 'pure' and just now
On Friday, 6 July 2018 at 15:19:33 UTC, Ecstatic Coder wrote:
For C++, the answer is : never.
...Yeah I had already figure out what your aiming at. For C++ the
correct answer is "I do not know as I don't know how it is
implemented". You act like there isn't any GC libraries for C++.
-Alex
On Friday, 6 July 2018 at 15:51:34 UTC, Michael wrote:
Also, yes, I am using the setter method to play around with the
precision of the double values, and do some normalising.
While writing I realized that the following is even the case
without the 'ref' parameter:
The caller of the setter will
On 7/6/18 11:53 AM, Ecstatic Coder wrote:
Of course, the answer in C++ is that it won't compile, this is D code! ;)
Seriously ?
No, not seriously! I realized what you meant.
I wrote : "And what about the same code in C++ ?"
I thought people on this forum were smart enough to understand
On Friday, 6 July 2018 at 14:14:27 UTC, rikki cattermole wrote:
On 07/07/2018 2:11 AM, Ecstatic Coder wrote:
On Friday, 6 July 2018 at 13:50:37 UTC, 12345swordy wrote:
On Friday, 6 July 2018 at 13:15:43 UTC, Ecstatic Coder wrote:
LOL
Ok, if I'm wrong, then this means D is already a perfect
On Friday, 6 July 2018 at 15:57:27 UTC, Timoses wrote:
On Friday, 6 July 2018 at 15:33:18 UTC, Michael wrote:
This is definitely to do with my use of the setter syntax,
which maybe I am misunderstanding? Because if I change it to a
normal function call like so:
On 07/07/2018 3:53 AM, Ecstatic Coder wrote:
With D, ANY forgotten allocation during the game loop (and I really mean
even JUST ONE hidden allocation somewhere in the whole game or engine),
may cause the game to regularly freeze at the wrong time, because of an
unwanted GC. Hence the phobia.
On Friday, 6 July 2018 at 15:33:18 UTC, Michael wrote:
This is definitely to do with my use of the setter syntax,
which maybe I am misunderstanding? Because if I change it to a
normal function call like so:
a.beliefs(Operator.create());
then it complains if I use ref, and doesn't complain
Of course, the answer in C++ is that it won't compile, this is
D code! ;)
Seriously ?
I wrote : "And what about the same code in C++ ?"
I thought people on this forum were smart enough to understand
"the C++ port of this D code".
I'm sorry to have been wrong on this.
Anyway, what nobody
depend is a tool to visualize or to check import dependencies.
It was briefly presented at DConf 2018.
For an example, see the generated package dependencies of the
vibe.d code:
https://raw.githubusercontent.com/wiki/funkwerk/depend/images/vibe.png
The tool has been completely reworked in
On Friday, 6 July 2018 at 15:37:25 UTC, Timoses wrote:
On Friday, 6 July 2018 at 15:14:01 UTC, Michael wrote:
class Agent
{
private
{
double[int] mDict;
}
// Setter: copy
void beliefs(ref double[int] dict)
{
import std.stdio : writeln;
On 7/6/18 11:22 AM, Timoses wrote:
On Friday, 6 July 2018 at 14:28:39 UTC, Steven Schveighoffer wrote:
inout is not a compile-time wildcard, it's a runtime one. So it
doesn't know how to convert an immutable to an inout. Essentially,
inside this function, the compiler has no idea whether the
On 7/6/18 11:19 AM, Ecstatic Coder wrote:
On Friday, 6 July 2018 at 14:52:46 UTC, 12345swordy wrote:
On Friday, 6 July 2018 at 14:11:05 UTC, Ecstatic Coder wrote:
Just one silly question.
Can the following "naive" D code trigger a garbage collection stall ?
score.Text =
On Friday, 6 July 2018 at 15:14:01 UTC, Michael wrote:
class Agent
{
private
{
double[int] mDict;
}
// Setter: copy
void beliefs(ref double[int] dict)
{
import std.stdio : writeln;
writeln("Setter function.");
this.mDict = dict;
}
On Friday, 6 July 2018 at 15:07:41 UTC, wjoe wrote:
On Friday, 6 July 2018 at 13:15:43 UTC, Ecstatic Coder wrote:
Just by curiosity, can you tell me how many successful
commercial games based on a D game engine are released each
year ?
Just out of curiosity, how many games have been released
On Friday, 6 July 2018 at 15:14:01 UTC, Michael wrote:
On Friday, 6 July 2018 at 14:50:39 UTC, Ali Çehreli wrote:
[...]
I'm just trying to do that now.
Here is what I have in terms of code:
[...]
This is definitely to do with my use of the setter syntax, which
maybe I am
On Friday, 6 July 2018 at 14:28:39 UTC, Steven Schveighoffer
wrote:
inout is not a compile-time wildcard, it's a runtime one. So it
doesn't know how to convert an immutable to an inout.
Essentially, inside this function, the compiler has no idea
whether the real thing is an immutable, const,
On Friday, 6 July 2018 at 14:52:46 UTC, 12345swordy wrote:
On Friday, 6 July 2018 at 14:11:05 UTC, Ecstatic Coder wrote:
On Friday, 6 July 2018 at 13:50:37 UTC, 12345swordy wrote:
On Friday, 6 July 2018 at 13:15:43 UTC, Ecstatic Coder wrote:
[...]
No triple AAA engine is going to switch to
https://issues.dlang.org/show_bug.cgi?id=19066
--- Comment #6 from Steven Schveighoffer ---
Oh, haha! I meant I'll try updating the compiler to use the fully qualified
name object.Object :)
--
https://issues.dlang.org/show_bug.cgi?id=19066
--- Comment #5 from Steven Schveighoffer ---
(In reply to Jacob Carlborg from comment #3)
> I gave that a try, it resulted in a new error message:
Not sure what you tried, but I found something that seems to work, at least
locally.
--
https://issues.dlang.org/show_bug.cgi?id=19066
Steven Schveighoffer changed:
What|Removed |Added
Keywords||pull, rejects-valid
--- Comment #4
On Friday, 6 July 2018 at 14:50:39 UTC, Ali Çehreli wrote:
On 07/06/2018 07:36 AM, Michael wrote:
> but not in
> my case, if this is a weird edge-case with setter member
functions?
This is all very interesting but I'm dying to see the code. :)
Can you change Timoses's code to demonstrate your
https://issues.dlang.org/show_bug.cgi?id=19066
--- Comment #3 from Jacob Carlborg ---
(In reply to Steven Schveighoffer from comment #1)
> I'll try using the fully qualified type, and see if it fixes the issue.
I gave that a try, it resulted in a new error message:
Error: need `this` for
https://issues.dlang.org/show_bug.cgi?id=19066
Steven Schveighoffer changed:
What|Removed |Added
Summary|[REG 2.081.0] Error:|[REG 2.080.1] Error:
On Friday, 6 July 2018 at 13:15:43 UTC, Ecstatic Coder wrote:
Just by curiosity, can you tell me how many successful
commercial games based on a D game engine are released each
year ?
Just out of curiosity, how many games have been released based on
a C++ game engine in 1998 ?
The
On Friday, 6 July 2018 at 14:11:05 UTC, Ecstatic Coder wrote:
On Friday, 6 July 2018 at 13:50:37 UTC, 12345swordy wrote:
On Friday, 6 July 2018 at 13:15:43 UTC, Ecstatic Coder wrote:
[...]
No triple AAA engine is going to switch to D for the following
reasons:
1.)Cost vs benefit from
On 07/06/2018 07:36 AM, Michael wrote:
> but not in
> my case, if this is a weird edge-case with setter member functions?
This is all very interesting but I'm dying to see the code. :) Can you
change Timoses's code to demonstrate your case?
Ali
On Friday, 6 July 2018 at 14:11:42 UTC, Timoses wrote:
This works for me:
auto create()
{
string[int] dict;
dict[2] = "hello";
return dict;
}
void modifyNoRef(string[int] m)
{
writeln("Address not ref: ", );
m[0] = "modified";
On Friday, 6 July 2018 at 14:11:42 UTC, Timoses wrote:
On Friday, 6 July 2018 at 13:13:43 UTC, Michael wrote:
static auto ref consensus( ... )
`auto ref` infers the return type from the return statement
[1]. So it's not necessarily returning a ref type.
However, I don't think this matters
On 7/6/18 7:10 AM, Timoses wrote:
I dared once again getting into immutable by adding an "immutable"
keyword which causes a chain of actions to be taken.
I feel like I'm lost in a jungle of immutable, inout and pure (perhaps
more will join the party...).
To start off, why does this not work?
https://issues.dlang.org/show_bug.cgi?id=19067
ag0aep6g changed:
What|Removed |Added
Keywords||pull
CC|
https://issues.dlang.org/show_bug.cgi?id=19066
Steven Schveighoffer changed:
What|Removed |Added
CC||schvei...@yahoo.com
On Friday, 6 July 2018 at 13:50:37 UTC, 12345swordy wrote:
On Friday, 6 July 2018 at 13:15:43 UTC, Ecstatic Coder wrote:
LOL
Ok, if I'm wrong, then this means D is already a perfect
replacement to C++, especially for game development.
Just by curiosity, can you tell me how many successful
On 07/07/2018 2:11 AM, Ecstatic Coder wrote:
On Friday, 6 July 2018 at 13:50:37 UTC, 12345swordy wrote:
On Friday, 6 July 2018 at 13:15:43 UTC, Ecstatic Coder wrote:
LOL
Ok, if I'm wrong, then this means D is already a perfect replacement
to C++, especially for game development.
Just by
On Friday, 6 July 2018 at 13:13:43 UTC, Michael wrote:
static auto ref consensus( ... )
`auto ref` infers the return type from the return statement [1].
So it's not necessarily returning a ref type.
However, I don't think this matters if the only concern you have
is that the setter
On 7/6/18 4:21 AM, Walter Bright wrote:
On 7/5/2018 3:26 PM, H. S. Teoh wrote:
people keep tripping over the terminology
Some people do. However, the long threads of debate on this topic was
with people who were clear on what the terminology meant.
My question has never been the difference
On Friday, 6 July 2018 at 13:15:43 UTC, Ecstatic Coder wrote:
LOL
Ok, if I'm wrong, then this means D is already a perfect
replacement to C++, especially for game development.
Just by curiosity, can you tell me how many successful
commercial games based on a D game engine are released each
On 7/5/18 10:17 PM, SrMordred wrote:
I find another solution :)
template Try(alias T, Args...)
{
static if( is( T!Args ) )
alias Try = T!Args;
}
alias U = Select!( isPointer!T, Try!( PointerTarget, T ), T );
I like it!
-Steve
https://issues.dlang.org/show_bug.cgi?id=19057
--- Comment #12 from Steven Schveighoffer ---
(In reply to Jonathan M Davis from comment #11)
> Well, having file or line end up being given values just because a string or
> string and integral value happened to be last in the argument list would
>
LOL
Ok, if I'm wrong, then this means D is already a perfect
replacement to C++, especially for game development.
Just by curiosity, can you tell me how many successful commercial
games based on a D game engine are released each year ?
Or just this year maybe...
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