Re: Native PDB Error

2018-05-29 Thread Begah via Digitalmars-d-learn
On Tuesday, 29 May 2018 at 07:53:49 UTC, rikki cattermole wrote: On 29/05/2018 7:47 PM, Begah wrote: I have recently reinstalled a fresh version of Windows 10. I installed DMD 1.9.0 and compiled my code ( that was compiling before reinstalling Windows ). What? That is definitely not a valid

Native PDB Error

2018-05-29 Thread Begah via Digitalmars-d-learn
I have recently reinstalled a fresh version of Windows 10. I installed DMD 1.9.0 and compiled my code ( that was compiling before reinstalling Windows ). I get this error at the linking phase : Native PDB Error: The entry already exists. The specified module already exists I made a

Re: Experimental xml set up

2017-04-02 Thread Begah via Digitalmars-d-learn
On Sunday, 2 April 2017 at 14:15:50 UTC, rikki cattermole wrote: On 02/04/2017 2:58 PM, Begah wrote: [...] Quite out of date. Here is some code that worked for me: string raw_input = ...; auto domBuilder = raw_input .lexer .parser

Experimental xml set up

2017-04-02 Thread Begah via Digitalmars-d-learn
To load up 3D models in my application, i decided to use the COLLADA model format, to do that i need to be able to extract information out of an xml file. Since std.xml is going to be deprecated eventually, is opted to try and use std.experiment.xml. So i created a test project and added

Alias variable from another class

2016-12-13 Thread Begah via Digitalmars-d-learn
I made a little program to illustrate my confusion : import std.stdio; class _1 { int i; this(int n) { i = n; } } class _2 { _1 instance; alias twelve = instance.i; this() {

Re: Shared an non-shared

2016-10-05 Thread Begah via Digitalmars-d-learn
On Wednesday, 5 October 2016 at 12:48:07 UTC, Jonathan M Davis wrote: On Wednesday, October 05, 2016 11:25:57 Begah via Digitalmars-d-learn wrote: [...] Unless you're writing lock-free algorithms (which really should only be done by experts, and even then, they should probably reconsider

Re: Shared an non-shared

2016-10-05 Thread Begah via Digitalmars-d-learn
On Wednesday, 5 October 2016 at 07:36:58 UTC, Jonathan M Davis wrote: On Tuesday, October 04, 2016 19:22:10 Begah via Digitalmars-d-learn wrote: How can I make a method that accepts being called by both a shared and non-shared object, to prevent having to copy methods and adding a "s

Shared an non-shared

2016-10-04 Thread Begah via Digitalmars-d-learn
I seem to be missing something. It seems that if you want to create a shared object of a structure ( or class ), then I have to copy every functions and add "shared" to it. This seems way more work than it should. For example why can't this simply work : class Image { string name;

Re: Pointer problems, changing for no reasons

2016-06-10 Thread Begah via Digitalmars-d-learn
On Friday, 10 June 2016 at 07:28:44 UTC, Begah wrote: On Thursday, 9 June 2016 at 19:00:42 UTC, cy wrote: I can't help but notice that loadModel is not a static member function, yet you don't seem to call it with a Model object in your "get" function. Also have a look at

Re: Pointer problems, changing for no reasons

2016-06-10 Thread Begah via Digitalmars-d-learn
On Thursday, 9 June 2016 at 19:00:42 UTC, cy wrote: I can't help but notice that loadModel is not a static member function, yet you don't seem to call it with a Model object in your "get" function. Also have a look at std.typecons.RefCounted if you want reference counted data.. loadModel

Pointer problems, changing for no reasons

2016-06-09 Thread Begah via Digitalmars-d-learn
I have a really weird bug in my application, i succeeded in making a small program with the bare munimum to show that bug. The full source code of the application + a dub.json file are at https://github.com/Begah/D_Pointer_Problem ( < 300 LOC ) I have a template called ResourceManager

Re: Error: mutable method isolated.graphics.g3d.model.Model.begin is not callable using a const object

2016-06-06 Thread Begah via Digitalmars-d-learn
On Monday, 6 June 2016 at 21:25:16 UTC, Alex Parrill wrote: On Monday, 6 June 2016 at 21:16:18 UTC, Begah wrote: Does the key of a associative array will be const if the reference is requested? That's probably what it is, actually. Modifying the key with the ref could cause the hash of the

Error: mutable method isolated.graphics.g3d.model.Model.begin is not callable using a const object

2016-06-06 Thread Begah via Digitalmars-d-learn
I have a pretty weird error : Error: mutable method isolated.graphics.g3d.model.Model.begin is not callable using a const object The weird part is that i do not use const or immutable objects in my code ( for the Model ) : struct Handle { Model *asset = null; string

Re: Using referenceCounters

2016-06-01 Thread Begah via Digitalmars-d-learn
I can see two option but neither of them is really portable : I can set _store public in std.typecons or i could create a setter method. Neither of these options is portable because i need to directly edit the librarie's source code so i can't jump from one computer to the next without having

Using referenceCounters

2016-06-01 Thread Begah via Digitalmars-d-learn
I started using reference counters for my assets in my application : - Images - Models - Such as : alias ModelType = RefCounted!Model; struct Model { static ModelType create(Mesh mesh, Shader shader) { ModelType model = ModelType(); model.mesh

Re: Garbage Collector : Ignoring a reference

2016-04-26 Thread Begah via Digitalmars-d-learn
On Tuesday, 26 April 2016 at 13:01:26 UTC, ciechowoj wrote: On Tuesday, 26 April 2016 at 09:07:59 UTC, Begah wrote: How could i tell the garbage collector to ignore the reference in the hashmap and to free it if there isn't any other reference that in my hashmap? You could always zero the

Garbage Collector : Ignoring a reference

2016-04-26 Thread Begah via Digitalmars-d-learn
I am trying to create an asset manager for my textures. I had the idea ( it may be a wrong idea ) to create a hashmap of my textures with a string as the key. When the program request a texture, it firts check if it is in the hashmap and then returns if it is : Texture[string] textures;