On Friday, 31 July 2015 at 17:56:23 UTC, Kelet wrote:
On Friday, 31 July 2015 at 15:58:24 UTC, Gerald Jansen wrote:
[...]
Hi Gerald,
MonoTime is the replacement for TickDuration and it's
initialized from the runtime initialization function (rt_init).
This is because the GC and others may
platform.
Hopefully some code can be added to only allow CLOCK_BOOTTIME on
kernels that support it. 2.6.32 is still supported as a longterm
kernel release.
Regards,
Kelet
On Thursday, 25 June 2015 at 14:56:34 UTC, Vladde Nordholm wrote:
For the past week I've been working on my first small
cross-platform gamedev-ish console rendering library for d, and
I call it clayers. It has been a fun learning process, as I've
used many new programs and features.
The
I agree with Vladimir --
There should be a naming convention for identifying whether a
function is eager or lazy. Learning a naming convention once and
applying it repeatedly is a better process than repeatedly
referencing documentation.
A programming language should have built-in
On Tuesday, 9 June 2015 at 16:30:20 UTC, Namespace wrote:
I'm glad to announce the Beta of Dgame 0.6.0:
https://github.com/Dgame/Dgame/releases
There are some major changes, like Masks for Surfaces, the
AntiAlias and OpenGl Versions enum in GLContextSettings
(previous GLSettings) and so on.
this ecosystem toward the
JVM, but I will use D where native code makes sense.
Thanks,
Kelet
On Wednesday, 3 June 2015 at 03:47:00 UTC, Rikki Cattermole wrote:
On 3/06/2015 3:35 p.m., Kelet wrote:
For a small amount of software at work I'm able to use D. Most
recently,
I used D vibe.d to communicate with a conveyor belt system
for a
warehouse. I'd use it more but most of our code
On Tuesday, 7 April 2015 at 05:45:16 UTC, Baz wrote:
I'm pleased to announce the first beta of Coedit, the small IDE
for the D programming language, based on DMD.
This version introduces:
- the option editor.
- metad, a meta GIT repository composed of static libraries
easily buildable with
On Wednesday, 8 April 2015 at 17:58:18 UTC, Kelet wrote:
On Tuesday, 7 April 2015 at 05:45:16 UTC, Baz wrote:
I'm pleased to announce the first beta of Coedit, the small
IDE for the D programming language, based on DMD.
This version introduces:
- the option editor.
- metad, a meta GIT
On Sunday, 6 April 2014 at 09:30:47 UTC, Gustavo wrote:
In the page http://dlang.org/type.html I believe there is a
typo stating that bool is 1 byte instead of 1 bit.
I don't think it's a typo. Memory is typically byte-addressable
and thus data types are either a byte or larger. Having a data
I've had good luck with Stephan Brumme's block-wise sieve[1],
also based on the Sieve of Eratosthenes. It's best when
calculating several blocks in parallel, of course. But it's still
pretty fast even when used sequentially.
[1]: http://create.stephan-brumme.com/eratosthenes/
Was watching a YouTube video, and was pleasantly surprised when
Minecraft's lead developer and designer made a (albeit small)
mention of D as a possible language for game development.
https://www.youtube.com/watch?v=cPk6UPVqUJs#t=713
Tangentially related: https://github.com/biozic/quantities
\o/ Congrats! I'm excited for this release, it fixes a good
amount of bugs that have been plaguing me.
On Tuesday, 11 February 2014 at 04:46:41 UTC, Martin Nowak wrote:
Barely running but already fun and a little useful.
Example:
D import std.algorithm, std.array, std.file;
= std
D auto name(T)(T t) {
| return t.name;
| }
= name
D dirEntries(., SpanMode.depth).map!name.join(, )
=
my software works on most major operating system setups
if necessary.
Regards,
Kelet
On Thursday, 30 January 2014 at 20:05:11 UTC, Tofu Ninja wrote:
I hear it thrown around a lot but what does it actually mean?
What does the ideal D code look like? What kind of things
should some one think about if they are trying to do idiomatic
D?
Here is one of the few previous threads on
On Sunday, 19 January 2014 at 06:02:13 UTC, Kelet wrote:
My thoughts:
ARM support is abysmal in D, IIRC.
Realized I may have used strong wording here when a lot of fine
work is currently being done. My apologizes, I'm not
well-researched into this area of D.
Regards,
Kelet
.
However, my forays into graphics are mainly hobby game
development so I may be missing some elements here.
Regards,
Kelet
]: http://dlang.org/phobos/std_parallelism.html#.Task
[3]: http://dlang.org/phobos/std_concurrency.html
Regards,
Kelet
their own constructors and
private variables and such.
Regards,
Kelet
On Friday, 10 January 2014 at 23:16:10 UTC, Kelet wrote:
foreach(immutable i = 0; 0..20) OR
Oops, meant
foreach(immutable i; 0..20)
you can think of a case that might happen
where the link flags may be erroneous or unnecessary, have two
configurations: one which has the link flags, and one which does
not.
Regards,
Kelet
On Thursday, 9 January 2014 at 07:45:09 UTC, Kira Backes wrote:
So, what I actually wanted to ask, which part/project do you
think mostly needs contribution?
Hello,
Given the low frequency of issue reports on some projects, I've
definitely noticed a new face in the D ecosystem. I've thought
on if possible. This makes them viable
that much faster, and we need an ecosystem that makes it simple
for a new user to come in and set up a project.
Regards,
Kelet
On Thursday, 9 January 2014 at 19:15:50 UTC, Ross Hays wrote:
Does anybody know if there is a library like thread building
blocks for D? I imagine that it hasn't been ported or anything
given it is a C++ library and licensed inconveniently.
If not, is there something in Phobos similar to it
On Wednesday, 8 January 2014 at 09:47:03 UTC, Sönke Ludwig wrote:
In that particular case (dub build --build=ddox), you can just
have your own versions of the style files in your docs/styles/
folder (copy and modify from ddox/public/styles). That won't
work for dub run --build=ddox as it will
Hello,
I'm working on a library, and I'm trying to write the
documentation with Sönke's ddox software[1]. As I understand, it
works with the Ddoc documentation format[2].
The first problem I came across is that documented unit tests
weren't being converted into examples like in [2]. I came
Also, I cannot find any documentation on ddox arguments
(ddoxFilterArgs). Is this currently not available? I had to look
through the source code and vibe.d to figure them out.
Regards,
Kelet
On Tuesday, 7 January 2014 at 23:12:09 UTC, Ali Çehreli wrote:
don't know the original problem but that program works without
any problem with the current dmd on github.
Works for me on dmd v2.064 (current stable) on Windows.
, creating a DUB package
configuration, and submitting a pull request would be the best
course of action here. If the pull request is not accepted in a
reasonable and timely manner I don't think anyone would object to
you adding the forked repository to the DUB registry.
Regards,
Kelet
specifications to use a local
path.
[1]: https://github.com/rejectedsoftware/dub/issues/104
[2]: http://code.dlang.org/package-format Search for complex
variant
Regards,
Kelet
is more inviting to
users. I think a lot of people have a bad taste in their mouth
from D1 with Phobos/Tango. D exceeds Rust in some aspects, but my
understanding is that Rust is a more safe language.
Anyhow, my analysis may be wrong, so I expect that someone may
correct it.
Regards,
Kelet
On Saturday, 4 January 2014 at 04:20:30 UTC, David Nadlinger
wrote:
On Saturday, 4 January 2014 at 02:27:24 UTC, Kelet wrote:
While `@safe` helps reduce this class of logic errors […]
you can still have […] dangling pointers, hence it is
usually considered inferior with regards to safety
nice having an IDE that knows
how to read and set up a project based on a package.json file.
Regards,
Kelet
downloaded from the
website.
Regards,
Kelet
?)
Kind Regards
Benjamin Thaut
Is std.typecons.Unique[1] not the equivalent of unique_ptr?
[1]: http://dlang.org/phobos/std_typecons.html#.Unique
Regards,
Kelet
On Sunday, 22 December 2013 at 14:17:50 UTC, Joseph Rushton
Wakeling wrote:
Hi all,
Can someone walk me through in a friendly way how to check the
assembly produced by dmd? The application in this case is
checking some new patches to Phobos. It's something I'm not
familiar with doing in
On Sunday, 22 December 2013 at 14:31:44 UTC, Kelet wrote:
DMD never discretely generates assembly
To clarify, DMD goes straight from its intermediate
representation (IR) of the code to the binary opcodes, which is
part of the reason why it compiles faster relative to GDC or LDC.
Regards
On Sunday, 22 December 2013 at 14:31:44 UTC, Kelet wrote:
There is obj2asm by Walter, but it is part of the paid
Digital Mars package (AFAIK).
Correction: obj2asm actually seems to come with DMD for Linux and
Mac, but not Windows, where it seemingly needs to be purchased in
the C and C
Thanks for all of the hard work, Jeremy.
DSFML is definitely one of the libraries helping D move forward
as a first class game development platform.
Regards,
Kelet
License, version 1.0,
authors: [ Lars Kyllingstad ],
importPaths: [.],
sourcePaths: [.],
excludedSourceFiles: [examples/*],
dependencies: {
zeromq: ~master
}
}
Regards,
Kelet
accomplishing this.
Regards,
Kelet
/javase/7/docs/api/javax/tools/JavaCompiler.html
Regards,
Kelet
On Monday, 2 December 2013 at 03:32:52 UTC, Kelet wrote:
Hello all,
I am new to the D community, although I've been a lurker for
years, and have only recently started embracing the language.
As I understand, Derelict3[1] is migrating to separate bindings
in DerelictOrg[2]. This will help
On Friday, 6 December 2013 at 19:50:52 UTC, Jeroen Bollen wrote:
I am using the derelict-sfml2 package in my code. My code:
import std.stdio;
import derelict.sfml2.window;
void main()
{
DerelictSFML2Window.load();
sfVideoMode videoMode = sfVideoMode(1280, 720);
sfWindow*
considering using D with Lua
checks it out.
Let me know if I've misunderstood something or have done
something outside of the nature of the community.
Regards,
Kelet
[1]: https://github.com/aldacron/Derelict3
[2]: https://github.com/DerelictOrg
[3]: http://code.dlang.org/packages/derelict_extras-lua
Are there any plans for adding compile-time checking or recursive
data types to std.variant's Algebraic? I think algebraic data
types are important and the current implementation is not
suitable to solve a good portion of problems that the intended
implementation could.
Could this be a possible
On Saturday, 2 November 2013 at 00:03:51 UTC, Ali Çehreli wrote:
I have continued with the translation of the book. There are 36
of the 727 pages still to be translated. (However, I still need
to write the UDA chapter.)
In addition to many corrections and additions throughout the
book, there
On Sunday, 27 October 2013 at 02:59:58 UTC, Andrei Alexandrescu
wrote:
Hello,
A coworker implemented a system that spawns grep to rummage
through a large log file. Apparently doing so is quite a bit
faster than using a regex.
This is because grep is highly specialized and optimized. I was
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