On Tuesday, 19 July 2016 at 10:07:11 UTC, Atila Neves wrote:
On Tuesday, 19 July 2016 at 02:54:37 UTC, Saurabh Das wrote:
Posted on Atila's blog yesterday:
https://atilanevesoncode.wordpress.com/2016/07/18/c-is-not-magically-fast-part-2/
So, about D vs C++ there... last night for reasons I
On Tuesday, 26 April 2016 at 01:04:21 UTC, Bill Hicks wrote:
On Monday, 25 April 2016 at 21:20:04 UTC, Bienlein wrote:
[...]
To be frank, if you are using D for anything more than a
throwaway hobby project, I have to tell you, D is a failed
language, so stop wasting your time. The people
On Wednesday, 9 March 2016 at 22:05:28 UTC, Ola Fosheim Grøstad
wrote:
On Wednesday, 9 March 2016 at 20:41:35 UTC, bigsandwich wrote:
Right, I used to this sort of thing in C++ prior to C++11. I
think not having an RAII wrapper for lambdas similar to
std::function<> is an oversight
On Wednesday, 9 March 2016 at 20:14:13 UTC, Adam D. Ruppe wrote:
On Wednesday, 9 March 2016 at 18:26:01 UTC, bigsandwich wrote:
[...]
You can easily do it yourself with a struct. That's all the c++
lambda is anyway, a bit of syntax sugar over a struct.
[...]
Right, I used to this sort
On Wednesday, 9 March 2016 at 01:18:26 UTC, maik klein wrote:
Direct link: https://maikklein.github.io/post/CppAndD/
Reddit link:
https://www.reddit.com/r/programming/comments/49lna6/a_comparison_between_c_and_d/
If you spot any mistakes, please let me know.
C++ as well as D have anonymous
On Friday, 23 October 2015 at 17:44:55 UTC, deadalnix wrote:
On Friday, 23 October 2015 at 11:03:37 UTC, Andrei Alexandrescu
wrote:
[...]
Sure. We have a problem when it come to collection in the fact
that type qualifier do not turtle down as one would expect.
[...]
Its not just type
On Sunday, 26 July 2015 at 14:36:09 UTC, Johan Holmberg wrote:
On Sat, Jul 25, 2015 at 10:12 PM, Andrei Alexandrescu via
Digitalmars-d digitalmars-d@puremagic.com wrote:
[...]
My C++ program was actually doing C-style IO via stdio.h. I
didn't think about the distinction C/C++ when reporting
On Friday, 24 April 2015 at 07:04:10 UTC, Ola Fosheim Grøstad
wrote:
On Friday, 24 April 2015 at 02:33:19 UTC, ketmar wrote:
On Thu, 23 Apr 2015 19:05:06 -0700, Walter Bright wrote:
On 4/23/2015 5:37 AM, Ola Fosheim =?UTF-8?B?R3LDuHN0YWQi?=
ola.fosheim.grostad+dl...@gmail.com wrote:
Yes, it
Reading this thread makes me a little sad, because all of the
wish list stuff seems to be about features that VS already has,
and the I use every day :(
For example, the idea of stepping through lines of code (i.e.
individual
statements) is a convenient simplification, but really, in
Yeah, looks like its linking the 2010 runtime:
http://stackoverflow.com/questions/70013/how-to-detect-if-im-compiling-code-with-visual-studio-2008
http://msdn.microsoft.com/en-us/library/abx4dbyh.aspx
On Tuesday, 21 January 2014 at 09:38:31 UTC, Manu wrote:
Who here uses VisualD under VS2012?
Both of the above hinge on the relative obscurity of NaNs and
the problems they could cause. People who are not specifically
familiar with NaNs and how they interact with other
floating-point values will treat floating-point values as just
numbers, and expect them to compare and sort in the
Hi,
I mostly just lurk around here, but occasionally I just can't
resist putting in my two cents. I really want to see D replace
C++ for AAA games (my industry) and allocators are really
critical to that. I think there's an elephant here that most of
the posts have been dancing around.
On Wednesday, 22 August 2012 at 20:26:37 UTC, BLM768 wrote:
I'm trying to figure out the allocation model that the port
should use. Bullet normally provides its own allocators for
efficiency, but I've been trying to integrate the port with the
GC where it's practical. Does anyone have
Jeff Nowakowski Wrote:
On 11/30/2011 01:38 PM, Walter Bright wrote:
Yes, it is. What I meant by the large and heavy rock is the difficulty
of expressing any sort of semantics that are not Java semantics in the
JVM bytecode.
Fair enough.
In C++, one does all the memory management
Jeff Nowakowski Wrote:
On 11/30/2011 03:58 PM, bigsandwich wrote:
Usually garbage collected in the case of Unreal refers to Unreal
Script which is not C++ at all. Its a language similar to Java that
is compiled into bytecode.
It doesn't say that in the slides. It says that they use C
Justin Johansson Wrote:
Andrei Alexandrescu wrote:
On 07/14/2010 01:15 AM, Kagamin wrote:
Andrei Alexandrescu Wrote:
most GC's cannot provide efficient manual reclamation. And they
shouldn't anyway.
If one doesn't want to implement a function, he can throw
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