https://www.packtpub.com/books/content/modelling-rpg-d/
Maybe worth linking on reddit etc.?
On Thursday, 29 October 2015 at 15:14:13 UTC, Shammah Chancellor
wrote:
On Thursday, 29 October 2015 at 06:02:05 UTC, qsdf wrote:
On Thursday, 29 October 2015 at 02:43:59 UTC, Shammah
Chancellor wrote:
I agree with you on an aspect: writing code with __traits()
often leads to a cascade
On Thursday, 29 October 2015 at 06:02:05 UTC, qsdf wrote:
On Thursday, 29 October 2015 at 02:43:59 UTC, Shammah
Chancellor wrote:
I agree with you on an aspect: writing code with __traits()
often leads to a cascade of "unfriendly", "cryptic",
"undigest", static if and loops.
However
On Thursday, 29 October 2015 at 02:43:59 UTC, Shammah Chancellor
wrote:
Currently D has some very very powerful compile time features,
but they can get unwieldily quickly when doing compile time
reflection with mildly complicated logic. It's pretty
disappointing. I'd like
Currently D has some very very powerful compile time features,
but they can get unwieldily quickly when doing compile time
reflection with mildly complicated logic. It's pretty
disappointing. I'd like to start a discussion around some of the
problems I've ran into using thes
eature directly is difficult and tedious,
since you'll need to parse D code, which makes this feature even
better, since you should resort to this feature only when absolutely
nothing else can be used instead.
Here are some compile-time features i really miss currently.
* Be able to obtain al