Re: Rust and D

2012-09-28 Thread Froglegs
The Rust website says this: Generic types yes, only simple, non-turing-complete substitution After seeing that I just assumed the language was worthless and ignored it.. is there something more to this?

Re: Rust and D

2012-09-29 Thread Froglegs
Go looks like a horrible combination of C and Lua, lacking the speed of C and the power of Lua(and I'd bet LuaJIT beats Go for performance). Not all features are equal, for me, meta programming is such a useful thing that a language better have something damn impressive to replace it(espec

Re: D vs C++11

2012-11-03 Thread Froglegs
I'm not convinced D has caught up to C++ yet from a usability standpoint, as the tools are still quite bad(VisualD -not- fun). But the other day I tried out MonoD and it shows promise, auto completion is solid, and it seems to have at least some of the features I've come to expect from using

Re: d future or plans for d3

2011-12-20 Thread Froglegs
I've only recently tried D out, but what I'd like to see.. -GC being truly optional -being able to specify if the standard library should use GC or not, perhaps with allocators -if D is going to have a GC, then a precise, compacting one would be cool, but not if it gets in the way of making t

Re: d future or plans for d3

2011-12-20 Thread Froglegs
The class will still have a vptr. The vtable will contain only the type info. No way to disable type info(like in most C++ compilers you can disable RTTI)? I get that GC might want it, but if I disable GC why would I want type info? I saw that D is planning to make the standard containers

Re: d future or plans for d3

2011-12-20 Thread Froglegs
C++ "closures" do not allow you to maintain a reference to the context after the function containing said context returns. Instead, C++ allows you to choose between copying the variables into the lambda instance, or referencing them (the references may not "escape"). The compiler may or may n

Re: d future or plans for d3

2011-12-20 Thread Froglegs
D's pass-down lambdas do not need memory allocation. As far as I remember none of std.algorithm's use of lambda allocates memory. Andrei Oh cool, I like that

Re: std.container and classes

2011-12-20 Thread Froglegs
I don't really think ref counted struct vs class is fair, because in reality most containers don't need ref counting. I can't think of one instance in C++ where I stuck a container directly in a shared_ptr or anything similar. Also as far I as I can tell making it a class would bloat it wit

Re: std.container and classes

2011-12-21 Thread Froglegs
On Wednesday, 21 December 2011 at 12:50:44 UTC, so wrote: On Wed, 21 Dec 2011 07:37:33 +0200, Andrei Alexandrescu wrote: a great mathematician Name please? I believe he is referring to http://en.wikipedia.org/wiki/Alexander_Stepanov

Re: Reference counted containers prototype

2011-12-27 Thread Froglegs
When I go to that link it just says Unknown Paste ID! Don't see any code anywhere.. hum What is wrong with value containers? They work great in C++, a container is such a basic thing that ref counting and whatnot is rarely if ever needed, and in the unlikely event you need to share a co

Re: SIMD support...

2012-01-06 Thread Froglegs
That Cuda is used more is probably true, OpenCL is fugly C and no fun. Microsoft's upcoming C++ AMP looks interesting as it lets you write GPU and CPU code in C++. The spec is open so hopefully it becomes common to implement it in other C++ compilers. SSE intrinsics in C++ are pretty essen

Re: DMD - Windows

2012-01-07 Thread Froglegs
A great IDE is essential for D to really succeed. Visual D is a solid start but it isn't really usable for a large project yet. - The debugging experience is funky, it can't seem to see many variables - hovering over variables generally doesn't show anything useful - hitting . doesn't p

Re: [OT] Previously: DMD - Windows -> C# in gamedev

2012-01-07 Thread Froglegs
The reason I am conviced is that C++ was the last systems programming language with manual memory management. All the languages people are developing as possible C++ replacement do have some form of automatic memory management. Meanwhile smart pointers and a GC API became part of the C++ la

Re: [OT] Previously: DMD - Windows -> C# in gamedev

2012-01-07 Thread Froglegs
Indeed. And this is usually just to mitigate the fact that C++ is so crap at this sort of code. Maybe D will be tolerable, and this breaking out to script won't be necessary? (though I'm dubious) Yeah C++ is a migraine for that type of code:( I think D would be nicer than C++ for gameplay

Re: Precise GC

2012-04-07 Thread Froglegs
That sounds cool, perhaps people can have customizable GC for specific applications? Looking forward to D having a precise GC

Re: The Downfall of Imperative Programming

2012-04-09 Thread Froglegs
I like functional languages, but the only one that seems to have much support is F#. I've used TBB Flow Graph in C++ and found it to be a major improvement over straight parallel algorithms/tasks/message passing etc which seem to be the norm(like in D). Expressing dependencies between se

Re: Let's give a honor to dead giants!

2012-04-21 Thread Froglegs
One thing I miss, though, is ctags support for D. You don't know how powerful such a simple concept is; it lets you navigate 50,000-line source files without even batting an eyelid. :-) (Just try that in an IDE, and you'll soon get an aneurism from trying to scroll with a 1-pixel high scrol

Re: using d dll/lib with msvc program

2012-05-13 Thread Froglegs
On Sunday, 13 May 2012 at 19:07:41 UTC, crashtua wrote: Is it possible to build dll or lib with dmc to use it in program builded in microsoft c++ compiler? Yes you can download Visual D, build a D DLL with DMD, and call it from a Visual C++ program. Unfortunately you have to use C to commun

Re: using d dll/lib with msvc program

2012-05-13 Thread Froglegs
HINSTANCE LoadME; LoadME = LoadLibrary(L"C:\\Users\\CrashTUA\\Documents\\visual studio 2010\\Projects\\DynamicLib1\\DynamicLib1\\Release\\DynamicLib1.dll"); func dllprintt; dllprintt = (func)GetProcAddress(LoadME,"trololo"); int i = dllprintt(); return

Re: Nimrod language

2012-05-24 Thread Froglegs
Like the design, syntax is way better than D But half of what makes a language are the compilers/debuggers/tool

Re: Nimrod language

2012-05-29 Thread Froglegs
* Can you do metaprogramming with nimrod templates? Are they as powerful as C++/D in this regard? Docs for templates is very short, making me think you can't do much, but perhaps it just isn't covered? *also what is up with lack of unsigned integer types? *not a big fan of forward declaring

Re: C++Now! 2012 slides

2012-06-07 Thread Froglegs
For some reason I found these docs really dull, to much rehashing of C++ 11 which is old hat now. The template stuff might be interesting if not for the knowledge that it will take absolutely forever to compile--

Re: Had another 48hr game jam this weekend...

2013-08-31 Thread Froglegs
Yes IDE should be built with the language :) D has bad IDE support that is why I read about D but don't actually use it...

Re: new DIP47: Outlining member functions of aggregates

2013-09-08 Thread FrogLegs
This seems like a waste of time compared to the other complaints Manu brought up(bad IDE/debugger support etc.)

Re: John Carmack on Eclipse performance

2013-09-27 Thread Froglegs
You can look at the source for Doom 3, it is written in C with classes more than C++. But that was years ago, and Carmack has taken an interest to functional programming so perhaps they are more up to date nowadays.. although I'm guessing they have a ton of legacy code written in C style and C w

Re: John Carmack on Eclipse performance

2013-09-28 Thread Froglegs
I do like C++, but every time I look what is happening post C++11, tend to be glad to spend most of my time in JVM/.NET land, specially because I deal a lot with teams full of developers with an average skill set. -- Paulo Eh? C++11 makes things easier/better IMO, C++14 also has a few

Re: SteamOS, games programming, and D

2013-09-28 Thread Froglegs
1. Easy C++ interop(don't want to write C wrappers) 2. An awesome IDE(visual D is not there yet) comparable to Visual C++ w/ Visual Assist 3. none buggy language implementation 4. Easy to disable GC without breaking everything

Re: The "no gc" crowd

2013-10-09 Thread Froglegs
GC works for some cases, but the global one size fits all GC that D uses is no good.

Re: More on C++ stack arrays

2013-10-20 Thread Froglegs
One of my most anticipated C++14 features actually, hope they don't dawdle too much with the TS it apparently got pushed back into:(

Re: BigInt -- a challenge for std.allocator

2013-10-29 Thread Froglegs
BigInt n = 100; n += 10; ++n; ... and both the 2nd and 3rd lines will result in a reallocation even though there is no need for it, because only n is referencing the memory it wraps. Does BigInt not have overloaded operators for adding normal integers? Is it converting 10 to

Re: What’s Wrong with OOP and FP

2013-11-12 Thread Froglegs
bearophile how much do you love haskell

Re: What’s Wrong with OOP and FP

2013-11-13 Thread Froglegs
Go is a boring language, kind of like Dart, I guess Google just sucks at language design? The do use an awful lot of Java, perhaps it has caused irreparable damage

Re: Protocols vs Concepts?

2013-11-20 Thread froglegs
b) it is impossible to do partial semantic validation of template body based on concept limitation which is the original motivating reason behind concept designs in C++ (with no success so far) I'm pretty sure I've read that they have it working in a GCC branch for C++ concepts lite, it do

Re: Why is it that no one writes with portability in mind in druntime?

2013-11-25 Thread froglegs
int len = arr.length; That isn't an error in D? Every C++ code base I've worked in enables max warnings/warnings as errors, this would never compile-- Does it at least trigger a warning?

Re: Why is it that no one writes with portability in mind in druntime?

2013-11-26 Thread froglegs
unable to capture this... On Monday, 25 November 2013 at 11:51:22 UTC, Jonathan M Davis wrote: On Monday, November 25, 2013 12:14:59 froglegs wrote: >>int len = arr.length; That isn't an error in D? Every C++ code base I've worked in enables max warnings/warnings as er

Re: Numbering compiler error messages?

2014-03-29 Thread froglegs
On Saturday, 29 March 2014 at 15:37:05 UTC, w0rp wrote: I agree with Walter about error numbers being a bad idea. Especially when people prefer the numbers over a description. MySQL has really turned me off the idea of error numbers. When I get an error about MySQL syntax, the message actually

Re: enum

2014-04-12 Thread froglegs
Oh you D guys, arguing about enums for 187 posts! Find something more interesting to talk about, this is boring:( The only thing about enum class that pisses me off is not being able to index into an array by default.

Re: Heartbleed and static analysis

2014-04-12 Thread froglegs
Why do they write such important code in C to begin with? C is garbage compared to C++. With C++ they wouldn't need to drop down to raw pointers and would never have these problems. (of course D guys will say use D, but lets be real, D isn't ready for many obvious reasons)

Re: Heartbleed and static analysis

2014-04-12 Thread froglegs
still written in C. It makes me sad:( On Saturday, 12 April 2014 at 22:40:32 UTC, H. S. Teoh wrote: On Sat, Apr 12, 2014 at 10:10:55PM +, froglegs wrote: Why do they write such important code in C to begin with? C is garbage compared to C++. With C++ they wouldn't need to drop d

Re: DIP60: @nogc attribute

2014-04-15 Thread froglegs via Digitalmars-d
I know it does, but users employing @nogc still have to manage memory somehow. Let's add hooks to the runtime and implement some GC alternatives, and then see what demand is like ;-) They use noGC and smart pointers/manual ala C++. You seem to be suggesting that people who don't want GC,

Re: DIP60: @nogc attribute

2014-04-16 Thread froglegs via Digitalmars-d
Well, most of the new games (Unity3D) are done in C# nowadays and people live with it even though game development is one of the biggest C++ loving and GC hating crowd there is. Unity3D the engine is written primarily in C++, not C#. The Unity editor and gameplay code is written in C# because

Re: DIP60: @nogc attribute

2014-04-16 Thread froglegs via Digitalmars-d
I am really looking forward to .NET Native becoming widespread. Then this type of comparisons (C# vs C++) will be quite different. I don't think it will make a major difference. Taking a GC based language and giving it a native compiler doesn't automatically make it performance competiti

Re: DIP60: @nogc attribute

2014-04-18 Thread froglegs via Digitalmars-d
Also possible in C# with structs, interop annotations and unsafe blocks. And now you aren't using the language, but a (very) poor subset of a language that doesn't even support templates. C++ exposes SSE/AVX intrinsics, C# does not. That is not correct. 1 - Nowhere in the ANSI/ISO C++

Re: More radical ideas about gc and reference counting

2014-04-30 Thread froglegs via Digitalmars-d
Here is an alternative: 1. classes are unique by default, they cannot be shared. No GC or RF required, and covers 90% of objects. 2. To share, retype as GC, the requirement being that it does not have a destructor.

Re: More radical ideas about gc and reference counting

2014-05-03 Thread froglegs via Digitalmars-d
feels like writing C++ with C# syntax. Ahem. C++ has RAII k thanks. C++ > C# Proof.

Re: A Briefer Syntax for Using Concepts

2014-05-07 Thread froglegs via Digitalmars-d
I believe Concepts lite in C++ works around this by allowing a syntax like this: void foo(InputRange{T} range1, InputRange{T2} range2) vs. void foo(InputRange range1, InputRange range2) If they are the same type. I believe the objection is that the proposed syntax can't tell the differen