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
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
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Quite out of date.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
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
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() {
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
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
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;
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
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
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
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
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
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
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
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
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;
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