On Thursday, 17 July 2014 at 19:14:06 UTC, Right wrote:
I'm rather fond of RAII, I find that I rarely every need
shared semantics.
I use a custom object model that allows for weak_ptrs to
unique_ptrs which I think removes some cases where people might
otherwise be inclined to use shared_ptr.
On Wednesday, 16 July 2014 at 15:25:22 UTC, Vic wrote:
On Wednesday, 16 July 2014 at 12:35:29 UTC, Bastiaan Veelo
wrote:
snip
I am not sure why you think Qt makes memory management easier.
QObjects are generally given a parent that destructs its
children when it terminates, but that is
On Wednesday, 16 July 2014 at 14:21:26 UTC, Dicebot wrote:
On Wednesday, 16 July 2014 at 01:34:58 UTC, Kiith-Sa wrote:
Just noticed this:
http://blog.octayn.net/blog/2014/06/30/this-week-in-rust-54/
This is precisely the kind of thing we need.
Huge amount of non-interesting effort
On Wednesday, 16 July 2014 at 16:04:32 UTC, Meta wrote:
On Wednesday, 16 July 2014 at 14:21:26 UTC, Dicebot wrote:
On Wednesday, 16 July 2014 at 01:34:58 UTC, Kiith-Sa wrote:
Just noticed this:
http://blog.octayn.net/blog/2014/06/30/this-week-in-rust-54/
This is precisely the kind of thing
On Wednesday, 16 July 2014 at 19:00:42 UTC, Meta wrote:
On Wednesday, 16 July 2014 at 17:00:16 UTC, Kiith-Sa wrote:
On Wednesday, 16 July 2014 at 16:04:32 UTC, Meta wrote:
On Wednesday, 16 July 2014 at 14:21:26 UTC, Dicebot wrote:
On Wednesday, 16 July 2014 at 01:34:58 UTC, Kiith-Sa wrote
On Tuesday, 15 July 2014 at 10:17:26 UTC, Joakim wrote:
On Tuesday, 15 July 2014 at 00:41:12 UTC, Jesse Phillips wrote:
On Monday, 14 July 2014 at 19:41:19 UTC, Joakim wrote:
whereas I'm asking about having an official blog on dlang.org
and how much interest there is from others to contribute
Just noticed this:
http://blog.octayn.net/blog/2014/06/30/this-week-in-rust-54/
This is precisely the kind of thing we need.
On Saturday, 12 July 2014 at 03:54:59 UTC, safety0ff wrote:
I found this link on reddit:
http://dave.cheney.net/2014/07/11/visualising-the-go-garbage-collector
and I was wondering if there was interest in having D's GC
output detailed trace information.
I was thinking perhaps collecting data
On Thursday, 10 July 2014 at 17:01:45 UTC, Jane Doe wrote:
One thing that bothers me quite a bit is that char's do not
have length. This makes it difficult in templates that can take
either strings or chars.
While one can write a template that returns the length of a
string or char, I would
On Thursday, 10 July 2014 at 19:11:39 UTC, Andrei Alexandrescu
wrote:
On 7/9/14, 12:21 PM, Walter Bright wrote:
Vladimir's talk on Dustmite is now up on Reddit. We ship
Dustmite as
part of the dmd distribution.
But it's a secret.
Just try to find out anything or any mention of Dustmite on
On Thursday, 22 May 2014 at 15:20:42 UTC, Andrej Mitrovic via
Digitalmars-d-announce wrote:
If you need a very minimal but usable GUI library for your
OpenGL
applications, then an immediate-mode GUI such as IMGUI could be
just
the trick. IMGUI has been ported to D and can be found at the
On Tuesday, 17 June 2014 at 13:36:48 UTC, John Colvin wrote:
On Tuesday, 17 June 2014 at 13:24:11 UTC, Dicebot wrote:
On Tuesday, 17 June 2014 at 13:13:00 UTC, Artur Skawina via
Digitalmars-d wrote:
artur (who implemented both features last weekend; it started
out as a
fun
If you see abandoned libraries, you're probably looking at
DSource, which is dead. Everything has long since moved to GitHub.
Derelict provides good SDL2 as well as SFML2 bindings (and
bindings to many other APIs). For GUI, (assuming you don't want
Windows-only ones) TkD is simple and
On Wednesday, 11 June 2014 at 10:20:39 UTC, MGW wrote:
Example of D (dmd 2.065 64) with Qt 64 Windows64/Linux64.
Running programs *.EXE with key --debug.
http://yadi.sk/d/qLE7Kgz9SpKEX
This looks pretty good. How much of Qt is usable through this?
E.g. I assume nothing templated is usable?
On Tuesday, 10 June 2014 at 10:42:14 UTC, Sönke Ludwig wrote:
Am 10.06.2014 12:25, schrieb w0rp:
On Tuesday, 10 June 2014 at 08:12:53 UTC, Sönke Ludwig wrote:
It's not heap allocations. The problem is that during CTFE,
currently
basically every variable change allocates memory that is
never
On Thursday, 5 June 2014 at 21:15:40 UTC, Olivier Henley wrote:
On Thursday, 5 June 2014 at 16:33:49 UTC, Andrei Alexandrescu
wrote:
https://news.ycombinator.com/newest
http://www.reddit.com/r/programming/comments/27e5d7/dconf_day_1_talk_3_a_real_d_in_programming/
On Saturday, 31 May 2014 at 19:49:22 UTC, w0rp wrote:
After watching Andrei's keynote where he was asking for help,
and noticing that there wasn't any proof of someone working on
this, I took charge.
http://w0rp.com:8010/
That's the design in the form of a single page website running
on my
On Thursday, 29 May 2014 at 18:24:57 UTC, Tom Browder via
Digitalmars-d wrote:
Has anyone done a survey of the primary OS of D users?
I (a D newbie) use Debian Linux (64-bit), but I get the feeling
that
many (if not most) users are on some version of Windows.
Thanks.
Best regards,
-Tom
On Monday, 26 May 2014 at 18:09:46 UTC, Walter Bright wrote:
On 5/26/2014 10:30 AM, w0rp wrote:
On Monday, 26 May 2014 at 17:06:27 UTC, Walter Bright wrote:
Youtube has solved all these problems - why not use it?
You can view .webm directly in recent Firefox or Chrome
versions on Windows, you
On Friday, 23 May 2014 at 22:52:53 UTC, Andrej Mitrovic via
Digitalmars-d-announce wrote:
On 5/24/14, Piotrek via Digitalmars-d-announce
digitalmars-d-announce@puremagic.com wrote:
nice one.
How does it compare to C++ version in terms of performance?
I haven't tested the performance yet! I'm
On Saturday, 24 May 2014 at 17:30:54 UTC, Nick Sabalausky wrote:
On 5/24/2014 12:42 PM, Jeremy Powers via Digitalmars-d wrote:
On Fri, May 23, 2014 at 7:39 AM, Dicebot via Digitalmars-d
digitalmars-d@puremagic.com wrote:
Original thread : http://forum.rejectedsoftware.
On Friday, 23 May 2014 at 06:24:28 UTC, Jacob Carlborg wrote:
On 22/05/14 21:11, Nick Sabalausky wrote:
Is there anything blocking actual adoption of SDL? I'm not
holding
anything up am I? Sonke: If there's anything you need
done/dealt-with
regarding SDLang-D, let me know.
Do we want/need
On Tuesday, 20 May 2014 at 18:13:36 UTC, Vadim Lopatin wrote:
Hello!
I would like to announce my project, DlangUI library -
cross-platform GUI for D.
https://github.com/buggins/dlangui
License: Boost License 1.0
Native library written in D (not a wrapper to other GUI
library) - easy to
On Monday, 19 May 2014 at 19:50:37 UTC, Colden Cullen wrote:
Hi everyone,
I’m super excited to be able to announce that the Dash game
engine[1] is finally stable and ready for public use! I’m
currently the Lead Engine Programmer at Circular Studios[2]
(the group behind Dash). We had 14
On Monday, 19 May 2014 at 20:44:59 UTC, Andrej Mitrovic via
Digitalmars-d-announce wrote:
On 5/19/14, Colden Cullen via Digitalmars-d-announce
digitalmars-d-announce@puremagic.com wrote:
This is such a great effort to see!
I'm liking the enthusiasm!
Btw, I'm currently porting the Box2D
On Monday, 19 May 2014 at 21:10:02 UTC, Colden Cullen wrote:
On Monday, 19 May 2014 at 21:08:25 UTC, Kiith-Sa wrote:
Box2D would be awesome. I'm about to start a project that
would greatly benefit from good 2D physics (I used simple AABB
till now simply because physics is too much of a PITA
On Friday, 16 May 2014 at 13:53:07 UTC, Andrej Mitrovic via
Digitalmars-d-announce wrote:
On 5/14/14, Andrej Mitrovic andrej.mitrov...@gmail.com wrote:
I am starting an initiative for everyone interested in D game
development by creating the github organization
d-gamedev-team[1].
Just ported
On Friday, 16 May 2014 at 07:43:06 UTC, ponce wrote:
On Thursday, 15 May 2014 at 15:02:33 UTC, Mike Parker wrote:
I managed to let this little anniversary slip by me. My first
post in the old Derelict forum at DSource[1] is dated May 6,
2004, my initial commit to svn[2] was May 7, and my
On Friday, 9 May 2014 at 19:48:20 UTC, Andrei Alexandrescu wrote:
Hi folks,
We at Facebook are very excited about the upcoming DConf 2014.
In fact, so excited we're considering livestreaming the event
for the benefit of the many of us who can't make it to Menlo
Park, CA. Livestreaming
On Monday, 5 May 2014 at 08:58:34 UTC, Gary Willoughby wrote:
On Sunday, 4 May 2014 at 19:19:57 UTC, Nick Sabalausky wrote:
-Jsource/example/media: Use stringImportPaths to specify
import paths in a compiler independent way
Error: multiple definition of tcl_38_307: _Tcl_Main and
Tcl_Main:
On Sunday, 19 January 2014 at 03:38:30 UTC, Adam Wilson wrote:
Hello Everyone,
Based on the previous thread I think we have enough to start
laying out the design and writing code for Aurora.
The choice that I would like to clarify is that Aurora will be
a retained mode API. I understand
I never felt Derelict wasn't up to date. Also, it provides you
with bindings to other essential libraries (e.g. SDL2, SFML,
OpenAL, Assimp, etc.). And it's been actively maintained since
forever, unlikely to die in the forseeable future.
On Monday, 14 October 2013 at 21:12:57 UTC, alex wrote:
Thanks for the link John!
On Monday, 14 October 2013 at 21:09:32 UTC, Adam Wilson wrote:
That is actually incorrect. Tango was a replacement for the
Phobos Standard Library in D1 to expand on the thin
capabilities of the library at
A component-entity architecture has two main advantages;
one of them is efficiency/cache locality (which this project
doesn't have at all). Another is the ability to quickly define
new types without the clusterfuck that happens if you try to use
OOP to design game entities (and also to define
On Tuesday, 8 October 2013 at 05:24:13 UTC, Elvis Zhou wrote:
On Monday, 7 October 2013 at 17:06:40 UTC, Kiith-Sa wrote:
On Monday, 7 October 2013 at 15:21:00 UTC, Elvis Zhou wrote:
On Monday, 7 October 2013 at 14:19:20 UTC, Ali Çehreli wrote:
On 10/07/2013 02:18 AM, Elvis Zhou wrote
On Wednesday, 9 October 2013 at 03:46:20 UTC, Walter Bright wrote:
On 10/8/2013 8:38 PM, Andrei Alexandrescu wrote:
Only Levenshtein distance produces garbage in std.algorithm.
Perhaps the documentation should reflect that:
http://dlang.org/phobos/std_algorithm.html#levenshteinDistance
I
version of my entity system is used in my ICE game:
https://github.com/kiith-sa/ICE
It's quite messy, though; which is why I'm rewriting it.
The new version doesn't even compile at the moment, I'm working
on it slowly as I'm studying and working at the same time right
now.
I'll look over
On Monday, 7 October 2013 at 17:06:40 UTC, Kiith-Sa wrote:
On Monday, 7 October 2013 at 15:21:00 UTC, Elvis Zhou wrote:
On Monday, 7 October 2013 at 14:19:20 UTC, Ali Çehreli wrote:
On 10/07/2013 02:18 AM, Elvis Zhou wrote:
ArtemisD:
https://github.com/elvisxzhou/artemisd
Just a little
On Sunday, 29 September 2013 at 22:00:02 UTC, Andrej Mitrovic
wrote:
We're literally having new people coming in to IRC every day
saying
they can't read the D documentation because of hyphenator
completely
blocking the website (before the browser forces it to stop
loading).
If Andrei still
On Friday, 13 September 2013 at 19:48:18 UTC, Namespace wrote:
Just out of interest.
I use Sublime 2, Notepad++ and as IDE currently Mono-D. But I
will try this evening VisualD.
gvim, with no GUI elements, ultisnips for D snippets,
YouCompleteMe for fuzzy completion, and soon DCD for
On Tuesday, 10 September 2013 at 16:15:55 UTC, André wrote:
I just tried it with the Kate and it's working like a charm! All
contributors keep up the good work :-) I really like the
client/server approach because it enables everyone to use his or
hers favourite editor.
Is there a blog or
is a super set of JSON, not the other way around. But
yes, I would like to have YAML support as well.
Yes of course, you are right. I found this on the internet.
Seems to be abandoned.
https://github.com/kiith-sa/D-YAML
It's not really abandoned, I keep updating it with compatibility
fixes
On Wednesday, 21 August 2013 at 10:40:10 UTC, monarch_dodra wrote:
On Wednesday, 21 August 2013 at 02:46:06 UTC, Dylan Knutson
wrote:
Hello,
I'd like to open up discussion regarding allowing foreach
loops which iterate over a tuple of types to exist outside of
function bodies. I think this
On Monday, 19 August 2013 at 17:59:13 UTC, David wrote:
Lumen
=
Lumen is a KTextEditor autocompletion plugin for the D
programming
language, which works e.g. in Kate or KDevelop, based on the DCD
autocompletion server.
Lumen: https://github.com/Dav1dde/lumen
DCD:
On Tuesday, 6 August 2013 at 17:48:57 UTC, Walter Bright wrote:
On 8/6/2013 5:13 AM, Richard Webb wrote:
It's possible that other library routines are causing some of
the remaining
difference from the MSVC build (e.g. the profiler suggests
that the DMC build
spends somewhat more time inside
On Tuesday, 6 August 2013 at 18:38:43 UTC, Kiith-Sa wrote:
On Tuesday, 6 August 2013 at 17:48:57 UTC, Walter Bright wrote:
On 8/6/2013 5:13 AM, Richard Webb wrote:
It's possible that other library routines are causing some of
the remaining
difference from the MSVC build (e.g. the profiler
See Manu's talk and google how to use it. If you don't know what
you're doing you are unlikely to see performance improvements.
I'm not even sure if you're benchmarking SIMD performance or
function call overhead there.
On Tuesday, 25 June 2013 at 06:21:09 UTC, dennis luehring wrote:
Am 25.06.2013 07:51, schrieb dennis luehring:
Am 24.06.2013 18:15, schrieb Richard Webb:
DMD built with DMC takes ~49 seconds to complete, but DMD
build
with VC2008 only takes ~12 seconds. (Need to get a proper VC
build done to
On Monday, 24 June 2013 at 18:47:17 UTC, Martin Nowak wrote:
On 06/23/2013 03:19 AM, Walter Bright wrote:
On 6/22/2013 4:24 PM, Kiith-Sa wrote:
With valgrind; did you use massif?
That would be the right tool to use instead of memcheck (the
default
tool).
I've never heard of massif
With valgrind; did you use massif?
That would be the right tool to use instead of memcheck (the
default tool).
Awesome. Will try out the new gl3n once I have time to work on my
project.
On Saturday, 8 June 2013 at 02:58:31 UTC, Drew Sikora wrote:
D Developers -
If anyone is interested in contributing new work covering
topics and techniques for the D language, GameDev.net would be
happy to host them for you. We have recently begun an open
submission process with peer review
Profile.
Don't even think of asking for help before profiling. Those bugs
you fixed here would be trivial to detect with a profiler.
GC-dependent stuff usually is (like array literals mentioned
here) usually are.
As for profiling of something like this, both gprof and DMD's
builtin
WRT to the worse Linux64 case:
I recommend infinite-cycling it and testing in perf top.
(If you're on Ubuntu/derivative or maybe Debian, just type perf
top,
it will tell you what package to install, and once installed,
perf top again, while the benchmark is running)
You'll get a precise
You don't need any instrumentation for perf and can get similar
output (even in real time). (Don't intend to start a profiler
war, but recommend looking at perf before messings with DLLs and
the like) (although perf is is Linux-only)
I think the Windows version of AMD CodeAnalyst might have
You mean like
http://en.wikipedia.org/wiki/Optimus_Maximus_keyboard ?
On Thursday, 23 May 2013 at 18:13:17 UTC, Brad Anderson wrote:
While there hasn't been anything official, I think it's a safe
bet to say that D is being used for a major title, Remedy's
Quantum Break, featured prominently during the announcement of
Xbox One. Quantum Break doesn't come out
much every project I start.
It's somewhere around 10-20kLOC.
https://github.com/kiith-sa/D-YAML
Also, Derelict3 might be a good idea. Derelict has been actively
maintained for pretty much most of D's history.
On Tuesday, 21 May 2013 at 11:06:44 UTC, Andrej Mitrovic wrote:
On 5/21/13, Adam Wilson flybo...@gmail.com wrote:
Well, it comes down to how you want to render. My preferred
solution
woulbd be a rendering thread running all the time doing
nothing but the
GPU leg-work
Why a GPU? Aren't most
/dmedia/?n=Tutorials.TextRendering1
But the link is dead. Most h3r3tic links are dead, not even
archive.org has them.
I have code based in that tutorial in my current project:
https://github.com/kiith-sa/awesome2D
See the font subdirectory and demo/texturepacker.d
(Note that the package/module
On Tuesday, 21 May 2013 at 00:05:21 UTC, Diggory wrote:
On Monday, 20 May 2013 at 23:40:34 UTC, Andrej Mitrovic wrote:
On 5/21/13, Adam Wilson flybo...@gmail.com wrote:
Sub-pixel font hinting. Almost no games use this, and almost
every OS
toolkit does.
There used to be a nice article about
On Wednesday, 8 May 2013 at 18:24:34 UTC, Andrei Alexandrescu
wrote:
On 5/8/13 2:16 PM, Walter Bright wrote:
On 5/8/2013 11:00 AM, Andrei Alexandrescu wrote:
BTW what's a good site for sharing slides?
Can't we just put them on dconf.org?
We can offer them for download, but specialized
Actually, the current (well, WIP) version is Derelict3:
https://github.com/aldacron/Derelict3
On Sunday, 3 February 2013 at 23:58:39 UTC, Walter Bright wrote:
They seem rather pointless, considering:
1. them being on the web is better anyway
2. the new pdf version of the spec
I use the included HTML docs when I have no internet
access (e.g. in train, which is 2hr/day for me).
I think you're overthinking this way too much.
I'm writing a game engine, where latency is much more important
than in your case. Even 10ms would translate to visible jitter.
GC's not an issue, and disabling it permanently is very
counterproductive _unless_ you've exhausted all other options
On Friday, 21 December 2012 at 07:54:19 UTC, Jacob Carlborg wrote:
On 2012-12-20 19:41, Kiith-Sa wrote:
This is the first release of ICE, a small game project I'm
working on at
the university.
ICE is a vertical shoot-em-up created with moddability in
mind. Its
gameplay resembles games like
://github.com/kiith-sa/ICE
I did a grep and found some mentions of pong in ICE codebase,
but
it was just comments and an outdated packaging script (which I
removed).
Nothing that would affect compilation.
Also note: ICE does have some compile errors with git master DMD;
at least because it uses D:YAML, which has known issues there.
Bot there are no errors with DMD 2.060.
This is the first release of ICE, a small game project I'm
working on at the university.
ICE is a vertical shoot-em-up created with moddability in mind.
Its gameplay resembles games like Tyrian and Raptor: Call of the
Shadows.
There's still a lot of work to do (moddability is there but no
On Thursday, 20 December 2012 at 19:24:40 UTC, Jacob Carlborg
wrote:
On 2012-12-20 19:41, Kiith-Sa wrote:
This is the first release of ICE, a small game project I'm
working on at
the university.
ICE is a vertical shoot-em-up created with moddability in
mind. Its
gameplay resembles games like
On Thursday, 20 December 2012 at 20:18:42 UTC, ponce wrote:
On Thursday, 20 December 2012 at 18:41:13 UTC, Kiith-Sa wrote:
Comments/criticism welcome (I've worked on a few toy game
projects, but this is
the first one that actually had a release; there are likely
many beginner
errors).
Hi
To clarify: yes, GC runs all the time. It doesn't have a whole
lot to collect, though. It'd be inconvenient to disable it as I
use stuff like closures for
GUI, etc.
On Thursday, 20 December 2012 at 22:45:10 UTC, Benjamin Thaut
wrote:
Did you do something special about the GC?
Does it run at all or do you somehow pool your objects?
Kind Regards
Benjamin Thaut
I do use the GC; however, in general, I avoid using it for
anything
that gets called very
.
This stuff is not yet used much, but it could be used to improve
the snippets further.
UltiSnips: https://github.com/SirVer/ultisnips
My fork (newest D fixes): https://github.com/kiith-sa/ultisnips
On Saturday, 3 November 2012 at 12:46:18 UTC, Erèbe wrote:
To be fair though, asking C++ vs D on a D newsgroup is
clearly going
to be tilted more towards the D end ;) But yea, personally, I
feel that
C++11 is merely playing catch up, and doing so on a broken
leg.
I didn't expect that much of
A workaround is to add .d to the command line, as it seems that
phobos makes use of deprecated stuff on windows.
Is there a bug for it already? Otherwise I could provide a fix.
--
Paulo
I'm currently working on a non-D project, and didn't yet
check if it works with DMD newer than 2.058.
contributions are welcome - it shouldn't be too
difficult.
For the game project, see https://github.com/kiith-sa/ICE, but it
doesn't
really use D:GameVFS that heavily - only to separate read-only
and read-write.
I'm planning to use it for mods later.
I'm currently outside the D world (working on a non-D
On Sunday, 13 May 2012 at 21:39:07 UTC, Walter Bright wrote:
This discussion started in the thread Getting the
const-correctness of Object sorted once and for all, but it
deserved its own thread.
These modules suffer from the following problems:
1. poor documentation, dearth of examples
gl3n would be a good candidate for a standard vector/matrix
library, the big feature missing is intrinsics support (aka
SSE,AltiVec,VMX and Neon vector operations)
Again, there's a confusion between game-oriented and
science-oriented
linear algebra library.
gl3n is game oriented.
I would
/kiith-sa/D-YAML)).
That said, I don't think I have required knowledge to handle any
of the
projects at http://prowiki.org/wiki4d/wiki.cgi?GSOC_2012_Ideas .
At previous year's GSoC ideas page
(http://prowiki.org/wiki4d/wiki.cgi?GSOC_2011_Ideas),
I found the Image Processing idea, which I'd
SciD is a scientific math library providing vectors/matrices of
arbitrary
sizes, but not useful at all for game development.
See gl3n for a game-oriented vector/matrix library:
https://bitbucket.org/dav1d/gl3n
Also, AFAIK, Manu is working on what should end up being
a Phobos module for
On Sunday, 11 March 2012 at 22:39:46 UTC, Chad J wrote:
On 03/11/2012 04:24 AM, Kiith-Sa wrote:
Thanks for the link!
I don't have time to go over it right now, but that looks
promising. I took a shot at porting Tomasz's code a while ago,
but I never got it to compile. At least your code
with rendering text in OpenGL?
I have some code based on that tutorial in
https://github.com/kiith-sa/ICE,
but beware that it's not the most effective code
and not particularly readable either.
However, I abstracted it away it to pack any textures instead of
just font glyphs, and it is spread
On Sunday, 19 February 2012 at 13:37:19 UTC, simendsjo wrote:
A question for the vim users out there: What plugins etc are
you using when writing D code?
I'm using the patched ctags, updated d.syntax and snipMate, but
are there other good plugins I could use?
I use SnipMate with many custom
On Sunday, 19 February 2012 at 20:09:58 UTC, simendsjo wrote:
On Sun, 19 Feb 2012 17:00:37 +0100, Kiith-Sa 4...@theanswer.com
wrote:
Thanks. supertab and autoComplPop seems really nice.
A couple of other stuff to add to the list:
surround, delimitMate
and smart semicolon in .vimrc: inoremap
On Wednesday, 15 February 2012 at 06:51:11 UTC, RedShift wrote:
Can I use OpenGL or DirectX with D? If so, where can I find a
guide to get everything setup?
Derelict provides bindings for OpenGL and SDL (and many other
game-related libraries) - these are used exactly the same way
they are
To clarify, Derelict 2 fully supports up to OpenGL 3.3. 4.x
support is partial (but will be fully implemented very soon).
Derelict 3 supports all versions of OpenGL, minus features
deprecated in 3.x (i.e. core OpenGL profiles only).
Does that mean it is not possible to use old OpenGL 2.x
Greate news. DMD has a bug:
dmd -inline -release -O -lib -ofyaml.lib yaml.d
compile fine, but:
dmd -noboundscheck -inline -release -O -lib -ofyaml.lib yaml.d
emit errors.
Was it a DMD bug, or did it actually compile and cause errors
when running?
I wasn't able to reproduce it, but I'm on
I added import core.stdc;
Compiles with or without it here, though, so I can't say if it
helped.
However; does that even make sense?
Shouldn't you have to import a particular module instead of just
core.stdc?
Never mind, I needed to import core.stdc.stdlib; it should work
correctly now.
I've released D:YAML 0.4 . This release brings mostly updates to
keep compatibility with DMD 2.057 and bugfixes (in particular,
compilation on 32bit
works now). The constructor API has also been simplified.
Any custom YAML types (structs and classes serialized directly
from/to YAML
nodes) now
On Monday, 23 January 2012 at 11:42:16 UTC, Kagamin wrote:
On Monday, 23 January 2012 at 11:15:02 UTC, Nick Sabalausky
wrote:
Those are newbie Linuxes that, by default, use GUIs[1] which
are known to be insanely bloated.
Huh? More bloated than Aero?
Yea, stuff that isn't 100%-OSS can be a
Disable akonadi: alt+f2, start typing akonadi, akonadi
configuration menu will appear, click it, go to akonadi server
configuration tab, press stop at the bottom right. Also uncheck
Use internal MYsQL server. Notification will show that akonadi
has been stopped.
Disable Semantic Desktop:
Dunno, Driver manager (or something like that) showed me an
empty list saying I don't have proprietary drivers installed.
Don't know how to find prepackaged drivers. Missed it in both
Mint and Ubuntu.
Well, the complicated thing is that my notebook is new and it
has latest hardware: support
I had a small, ~10kloc project I had to rewrite to D2 (not a
library).
It wasn't much of a problem to port. First I just tried to compile
the code with DMD2 - there were compiler errors, so I fixed those
-
that took about 1-2 days. More problematic were things that work
differently in D2 -
I'm only supporting D2.
D1 support would require more effort that can be better used
to add more features and create more libraries. New D users are
unlikely to try D1 since D2 is now rather stable, and even if
the do, they won't stay there for long.
I myself started using D with D1 about
Erlang being uncommon doesn't mean it doesn't have awesome
features.
Java (or COBOL :p) are common, that doesn't mean we should copy
them
just to make it easier for Java users to move to D.
OT, but this always pisses me off:
I use Vim. On Linux. Vim not being an IDE doesn't mean it doesn't
Jacob Carlborg wrote:
On 2012-01-16 22:02, Kiith-Sa wrote:
A:
1 -
I think we're getting close to that point. I do encounter compiler bugs
from time to time, but the frequency is rapidly decreasing with the recent
releases. We already have the Easier to code and Decent performance
parts
A:
1 -
I think we're getting close to that point. I do encounter compiler bugs
from time to time, but the frequency is rapidly decreasing with the recent
releases. We already have the Easier to code and Decent performance
parts, but there's a lot of room to improve (standard build system,
Walter Bright wrote:
On 1/16/2012 1:02 PM, Kiith-Sa wrote:
Also, some of the indie PC developers might be more likely
to try out D than the AAA industry - if we get some decent basic libraries.
Keep in mind that D can directly access any C library.
The Deimos project https://github.com/D
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