On Saturday, 17 August 2013 at 17:48:04 UTC, Andrej Mitrovic
wrote:
On 8/17/13, Borislav Kosharov wrote:
I really think that this should be added to the language,
because
it doesn't break stuff and it is useful. And the 'static'
keyword
is already used in many places like mod
On Saturday, 10 August 2013 at 18:28:26 UTC, H. S. Teoh wrote:
On Wed, Aug 07, 2013 at 09:52:10PM +0200, Borislav Kosharov
wrote:
I played around and used D's flexible syntax and I managed to
create
this:
https://gist.github.com/nikibobi/6169035
It prints the song's lyrics and I
monarch_dodra got my point. So a static unittest is just like a
normal one, but it will be executed in compile time. And every
assert in it is a static assert. They will be only used to test
CTFE's results and to insure that all constants are initialized
correctly.
I really think that this sh
On Saturday, 10 August 2013 at 18:28:31 UTC, H. S. Teoh wrote:
On Thu, Aug 08, 2013 at 08:46:15PM +0200, Borislav Kosharov
wrote:
On Thursday, 8 August 2013 at 16:05:56 UTC, Nick Sabalausky
wrote:
>On Thu, 08 Aug 2013 17:20:16 +0200
>"Borislav Kosharov" wrote:
>
>>O
On Saturday, 10 August 2013 at 10:29:51 UTC, Stian Pedersen wrote:
To add to the mess - or maybe suggest a new approach, what
about:
class A
{
int foo();
void foo=(int a);
private foo_;
}
Then a.foo = 42; calls the foo= method. No other conversions
from a=b to a method invocation.
I want to make a simple Vector struct class:
struct Vector {
alias _data this;
alias data!0 x, width;
alias data!1 y, height;
private:
@property float data(int i)() {
return _data[i];
}
@property void data(int i)(float value) {
_data[i] = value;
}
On Thursday, 8 August 2013 at 16:05:56 UTC, Nick Sabalausky wrote:
On Thu, 08 Aug 2013 17:20:16 +0200
"Borislav Kosharov" wrote:
On Thursday, 8 August 2013 at 10:13:51 UTC, khurshid wrote:
> On Thursday, 8 August 2013 at 10:11:07 UTC, MrSmith wrote:
>> On Thursday, 8 Augu
On Thursday, 8 August 2013 at 10:13:51 UTC, khurshid wrote:
On Thursday, 8 August 2013 at 10:11:07 UTC, MrSmith wrote:
On Thursday, 8 August 2013 at 08:04:49 UTC, khurshid wrote:
I just check std.json for parsing real numbers.
import std.json;
import std.stdio: writeln;
int main()
{
On Thursday, 8 August 2013 at 13:56:15 UTC, Dicebot wrote:
On Thursday, 8 August 2013 at 13:49:22 UTC, bearophile wrote:
In my opinion we should follow the formal JSON grammar.
This. Anyone who wants JavaScript behavior can use own
third-party library bust standard library must behave accordi
I have created 2 probably useful and short templates that enhance
.init
///Returns Source's .init converted with std.conv.to to Target
@property auto init(Source, Target)() {
return init!Source.to!Target;
}
///Sets target to Source's .init value
@property void init(Source, Target)(out Targe
On Wednesday, 7 August 2013 at 19:54:32 UTC, Brad Anderson wrote:
On Wednesday, 7 August 2013 at 19:52:13 UTC, Borislav Kosharov
wrote:
I played around and used D's flexible syntax and I managed to
create this:
https://gist.github.com/nikibobi/6169035
It prints the song's lyrics
I played around and used D's flexible syntax and I managed to
create this:
https://gist.github.com/nikibobi/6169035
It prints the song's lyrics and I have used aliases, templates,
constants, the fact that f(a) == a.f() == a.f and many more small
things. I tough that it was funny and strange an
Something strange happens when I do this:
unittest {
import std.array, std.string;
string s = "test";
//assert(s.toUpper.split("").join("-") == "T-E-S-T");
//"Memory allocation failed"
//[Finished in 26.5s]
//CPU: 1% -> 50% | 2.7GHz dual core
//RAM: 1.6GB -> 2.6GB | 1G
On Wednesday, 7 August 2013 at 14:12:32 UTC, eles wrote:
On Wednesday, 7 August 2013 at 02:27:42 UTC, Walter Bright
wrote:
On 8/6/2013 4:28 PM, MattCoder wrote:
It simply isn't enough to create a great product.
I did try. At my job. Basically, answers that I received were
like: "it's unfinish
On Tuesday, 6 August 2013 at 18:18:43 UTC, Peter Alexander wrote:
On Tuesday, 6 August 2013 at 18:14:29 UTC, Borislav Kosharov
wrote:
Am I missing something?
It's a long story :-)
Issue 1824 - Object not const correct
http://d.puremagic.com/issues/show_bug.cgi?id=1824
Issue 9771 - R
On Tuesday, 6 August 2013 at 18:18:43 UTC, Peter Alexander wrote:
On Tuesday, 6 August 2013 at 18:14:29 UTC, Borislav Kosharov
wrote:
Am I missing something?
It's a long story :-)
Issue 1824 - Object not const correct
http://d.puremagic.com/issues/show_bug.cgi?id=1824
Issue 9771 - R
I have this code:
class Animation {
string name;
}
struct Key {
Animation from;
Animation to;
this(Animation from, Animation to) {
this.from = from;
this.to = to;
}
const hash_t opHash() {
return from.toHash() ^ to.toHash();
}
const bool
On Monday, 5 August 2013 at 19:44:12 UTC, Walter Bright wrote:
This is a bit of a generic reply to a constant theme I see here.
It pains me to see a lot of great D projects languish in
obscurity, and often the author(s) eventually get frustrated
with that and abandon them.
The problem is tha
On Monday, 5 August 2013 at 19:58:21 UTC, ron wrote:
On Monday, 5 August 2013 at 08:46:54 UTC, Andre Artus wrote:
On Monday, 5 August 2013 at 06:28:12 UTC, luminousone wrote:
perhaps a more generic solution should be looked at, extend
contracts to work with all scope blocks.
switch(somenumber
On Monday, 5 August 2013 at 19:33:59 UTC, Namespace wrote:
I'm working currently on Dgame: http://dgame-dev.de/
I'm almost finished, but the documentation, the tutorials and
the download there is not up to date, but that will change in
the next few days (now that I had my last exam today).
My f
...
Oh and I completely forgot to mention that I am working on a D
version of the spine runtime (http://esotericsoftware.com/). If
you haven't heard of it it is a 2D skeletal animation tool that
exports to bin or json(other formats too). And there are many
runtime libraries for many language
On Monday, 5 August 2013 at 19:03:29 UTC, Jonathan A Dunlap wrote:
Take a look at https://github.com/Jebbs/DSFML
The autor, aubade, me and few other guys are trying to
maintain the project. I wrote a small tutorial on the wiki.
And we have plans on documenting it, adding unittests and much
mor
On Monday, 5 August 2013 at 18:18:30 UTC, Jonathan A Dunlap wrote:
I am one of the few who have taken a keen interest in D for
game development. The concise language and modern conveniences
may be able to reduce many hours worth of development time off
a game project, while making the code more
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