Re: Announcing audio-formats v1.0.0

2020-03-18 Thread ketmar via Digitalmars-d-announce
Guillaume Piolat wrote: Any input concerning stb_vorbis vs Tremor? Tremor is twice the code size and I'm not sure the one to be favoured. tbh, i didn't really tested stb much (if at all). it *should* work, but... my audio player was based on tremor, so it is better tested. maybe just make `v

Re: Announcing audio-formats v1.0.0

2020-03-18 Thread ketmar via Digitalmars-d-announce
Guillaume Piolat wrote: On Wednesday, 18 March 2020 at 18:49:23 UTC, ketmar wrote: glad you found it useful! but why only that? there is GPL Opus decoder too, and two decoders for Ogg/Vorbis: stb and complete port of the official Xyph tremor library. also, you can find a resampler there, ta

Re: Announcing audio-formats v1.0.0

2020-03-18 Thread ketmar via Digitalmars-d-announce
Guillaume Piolat wrote: On Wednesday, 18 March 2020 at 18:41:11 UTC, Guillaume Piolat wrote: audio-formats is a new pure D #DUB package that allows to decode and encode audio files. Also: it's just a custom repackaging of the huge work of Ketmar. https://repo.or.cz/iv.d.git glad you found

Re: I was able to write some D last week!

2019-07-08 Thread ketmar via Digitalmars-d-announce
Adam D. Ruppe wrote: I am bumping the arsd repo dub's version number to 4.0.0. (this is super super arbitrary for me though, I very rarely ACTUALLY break backward compatibility, in fact I try to be both backward and forward compatible with myself and with dmd versions, just meh) yay, so your

Re: now it's possible! printing floating point numbers at compile-time

2018-12-30 Thread ketmar via Digitalmars-d-announce
H. S. Teoh wrote: actually, there is a 3rd issue, which is often overlooked: conversion from string to float. to get a perfect roundtrip, this one should be done right too. Doesn't hex output format (e.g. std.format's %a and %A) already solve this? It basically outputs the exact bits in hex. N

Re: now it's possible! printing floating point numbers at compile-time

2018-12-30 Thread ketmar via Digitalmars-d-announce
Basile B. wrote: On Sunday, 30 December 2018 at 12:19:19 UTC, ketmar wrote: too bad that i didn't knew about Ryu back than. It's very recent, announce on proggit is < 1 year. It would be nice to have one to format in phobos. RYU or Grisu3 doesn't matter much as long as the two issues that a

Re: now it's possible! printing floating point numbers at compile-time

2018-12-30 Thread ketmar via Digitalmars-d-announce
i think that porting Ryu will get us the fastest one (and with smaller/easier code). and without pathological cases of grisu too. too bad that i didn't knew about Ryu back than. as for roundtrips -- you're probably right. stb implementation was made to be "mostly correct", afair, but not fully

Re: now it's possible! printing floating point numbers at compile-time

2018-12-28 Thread ketmar via Digitalmars-d-announce
Stefan Koch wrote: Hi Guys, during my research on floating point numbers I came across a short and efficient implementation[0] of the grisu2 algorithm for converting floating point numbers into strings. Which I then ported into CTFEable D code. Thus enabling you to convert doubles into stri

Re: libfirm-d - D bindings of Firm, a compiler IR based on the SSA form

2018-07-04 Thread ketmar via Digitalmars-d-announce
Basile B. wrote: On Sunday, 1 July 2018 at 15:03:30 UTC, ketmar wrote: Basile B. wrote: I've recently ported libfirm to D. great news and great work, thank you. yet i must admit that wrapping != porting. Right, i have used the wrong words. Title hopefully is not ambiguous. ah, tbh, i'm

Re: libfirm-d - D bindings of Firm, a compiler IR based on the SSA form

2018-07-01 Thread ketmar via Digitalmars-d-announce
Basile B. wrote: On Sunday, 1 July 2018 at 15:03:30 UTC, ketmar wrote: Basile B. wrote: I've recently ported libfirm to D. great news and great work, thank you. yet i must admit that wrapping != porting. for a moment you made my heart stopped, 'cause i thought that i wasted alot of time t

Re: libfirm-d - D bindings of Firm, a compiler IR based on the SSA form

2018-07-01 Thread ketmar via Digitalmars-d-announce
Basile B. wrote: I've recently ported libfirm to D. great news and great work, thank you. yet i must admit that wrapping != porting. for a moment you made my heart stopped, 'cause i thought that i wasted alot of time trying to do a proper port (nope, not finished, but still...).

Re: D IDE Coedit 3.6.7 - now with an integrated terminal emulator.

2018-04-17 Thread ketmar via Digitalmars-d-announce
Basile B. wrote: I hadn't announced the 5 or 6 latest releases (3.6.x series) but this one comes with an integrated terminal emulator (linux only), a bit like Geany does, if you see what i mean. See https://github.com/BBasile/Coedit/releases for changelog and download links. yay!

Re: The Expressive C++17 Coding Challenge in D

2018-02-13 Thread ketmar via Digitalmars-d-announce
Seb wrote: Someone revived the Expressive C++17 Coding Challenge thread today and I thought this is an excellent opportunity to revive my blog and finally write an article showing why I like D so much: https://seb.wilzba.ch/b/2018/02/the-expressive-c17-coding-challenge-in-d It's mostly targe

Re: D's Newfangled Name Mangling

2017-12-21 Thread ketmar via Digitalmars-d-announce
Andrej Mitrovic wrote: ah, 'cmon, we can hash the whole source file! let's move build system's work to linker! ;-) sorry, but this is really overkill. tracking changed files and rebuilding 'em on demand is something your build system should do.

Re: A list of all the awesome people who made D possible

2017-12-18 Thread ketmar via Digitalmars-d-announce
great. yet i think that the page should note that people are listed in alphabetical order, not in any "importance" order.

Re: remake of remake of Konami's Knightmare

2017-12-14 Thread ketmar via Digitalmars-d-announce
Taylor Hillegeist wrote: On Monday, 11 December 2017 at 19:34:56 UTC, ketmar wrote: major update: entity logic is completely driven by external ... you're welcome to study MES compiler implementation if you like. it is contained in one file (mesengine.d), and is not that hard to follow. I ho

Re: remake of remake of Konami's Knightmare

2017-12-11 Thread ketmar via Digitalmars-d-announce
major update: entity logic is completely driven by external scripts now! ;-) most of "monsters.d" code moved to MES scripts. also, entity (actor in the terms of the engine) management was completely rewritten, so it mostly doesn't allocate in game loop. "what is MES?", one may ask. ok, MES is

Re: remake of remake of Konami's Knightmare

2017-11-28 Thread ketmar via Digitalmars-d-announce
Mengu wrote: On Tuesday, 28 November 2017 at 07:47:14 UTC, Nick Sabalausky (Abscissa) wrote: On 11/24/2017 08:28 PM, ketmar wrote: quickfix. forgot to properly set requested OpenGL version. http://files.catbox.moe/lx02hz.7z Very cool! Works under wine for me. Not a game I was familiar with,

Re: remake of remake of Konami's Knightmare

2017-11-28 Thread ketmar via Digitalmars-d-announce
Nick Sabalausky (Abscissa) wrote: On 11/24/2017 08:28 PM, ketmar wrote: quickfix. forgot to properly set requested OpenGL version. http://files.catbox.moe/lx02hz.7z Very cool! Works under wine for me. Not a game I was familiar with, so it's cool learning hands-on about more of Konami's back

Re: remake of remake of Konami's Knightmare

2017-11-24 Thread ketmar via Digitalmars-d-announce
quickfix. forgot to properly set requested OpenGL version. http://files.catbox.moe/lx02hz.7z

Re: remake of remake of Konami's Knightmare

2017-11-24 Thread ketmar via Digitalmars-d-announce
latest binary. some fixes, nicer title screen, alt now shoots too... http://files.catbox.moe/k7xxn0.7z

Re: remake of remake of Konami's Knightmare

2017-11-23 Thread ketmar via Digitalmars-d-announce
bauss wrote: On Thursday, 23 November 2017 at 12:18:38 UTC, ketmar wrote: recently i worked on remake of DOS remake of Konami's Knightmare game[0]. the game is playable now, it has music from original MSX Knightmare, and sfx/gfx/levels from DOS remake. it is written in D, of course, and it is

Re: remake of remake of Konami's Knightmare

2017-11-23 Thread ketmar via Digitalmars-d-announce
Martin Drašar wrote: Neat! Instead of working, I was spamming shift like crazy... glad that you liked it! this little thingy is very addictive. ;-) Now, when you say a partial port, did you make some automated translation or it is just a manual labor with lotta love? fully manual work. ah, e

remake of remake of Konami's Knightmare

2017-11-23 Thread ketmar via Digitalmars-d-announce
recently i worked on remake of DOS remake of Konami's Knightmare game[0]. the game is playable now, it has music from original MSX Knightmare, and sfx/gfx/levels from DOS remake. it is written in D, of course, and it is FOSS. you can find the sources here[1]. as usual, you'll need my IV module

Re: sample collaborative notepad implementation

2017-10-13 Thread ketmar via Digitalmars-d-announce
Mengu wrote: dude, didn't know you were sitting on a gold mine (iv). thanks for sharing! you're welcome. if you need something other than GPL on some modules, this is usually negotiable (for free ;-).

sample collaborative notepad implementation

2017-10-11 Thread ketmar via Digitalmars-d-announce
in the wootedit repo[0] you can find a very simple (but working) collaborative notepad implementation, based on WOOT algorithm[1][2]. if you ever wanted to know how all those collaborative editors were done... look no further! ;-) wootedit is simple, but complete implementation of such editor,

Re: Life in the Fast Lane (@nogc blog post)

2017-06-17 Thread ketmar via Digitalmars-d-announce
Guillaume Piolat wrote: On Saturday, 17 June 2017 at 13:05:50 UTC, Adam D. Ruppe wrote: This is why I consider @nogc to be an *extremely* niche feature and generally harmful. It makes things look a lot harder than it really is - people confuse `@nogc` with "no gc". Instead, I suggest just mi

Re: Compile-Time Sort in D

2017-06-09 Thread ketmar via Digitalmars-d-announce
Steven Schveighoffer wrote: At least in terms of i/o printing to the console or whatnot, it would be cool to be able to do so at compile-time just directly with writeln. As of now, a CTFE function can't call writeln, and it also can't pragma(msg, ...) because it has to be written as a runtime

Re: DIP 1003 (Remove body as a Keyword) Accepted!

2017-06-03 Thread ketmar via Digitalmars-d-announce
Petar Kirov [ZombineDev] wrote: Personally, making contracts less verbose and more powerful is much higher on my list (I don't remember ever needing to use 'body' as an identifier, but I see why is it important for many domains) yeah. i'm really tired to use `flesh` instead of it. and i have

Re: DMD now has colorized syntax highlighting in error messages

2017-05-14 Thread ketmar via Digitalmars-d-announce
On Monday, 15 May 2017 at 03:09:09 UTC, Walter Bright wrote: On 5/14/2017 7:44 PM, ketmar wrote: sorry for being rude, Then please do not post rude comments. We expect professional decorum here. sorry. i never got any money for using D, so i'm certainly not a professional ('cause professio

Re: DMD now has colorized syntax highlighting in error messages

2017-05-14 Thread ketmar via Digitalmars-d-announce
Walter Bright wrote: https://github.com/dlang/dmd/pull/6777 It turned out to be unexpectedly easy to implement. The only downside is now we have to rather tediously tweak the error message texts so they use backticks. sorry for being rude, but this is exactly the example of things programme

Re: dmd Backend converted to Boost License

2017-04-07 Thread ketmar via Digitalmars-d-announce
Jack Stouffer wrote: On Friday, 7 April 2017 at 15:14:40 UTC, Walter Bright wrote: https://github.com/dlang/dmd/pull/6680 Yes, this is for real! Symantec has given their permission to relicense it. Thank you, Symantec! Something that just popped into my head: You've said that you've avoide

Re: dmd Backend converted to Boost License

2017-04-07 Thread ketmar via Digitalmars-d-announce
Walter Bright wrote: Note that this also resolves the long-standing legal issue with D's inline assembler being backend licensed, and so not portable to gdc/ldc. yay!

Re: dmd Backend converted to Boost License

2017-04-07 Thread ketmar via Digitalmars-d-announce
Walter Bright wrote: https://github.com/dlang/dmd/pull/6680 Yes, this is for real! Symantec has given their permission to relicense it. Thank you, Symantec! i don't even know what to say... thank you! i didn't even hoped that this will happen. what a glorious day today.

Re: Amper audio player for GNU/Linux and X11

2017-03-24 Thread ketmar via Digitalmars-d-announce
some updates: * region.txt support for skins; * reworked equalizer (smaller, faster); * background scanner for playlist items (Amper won't hang when adding alot of files to playlist anymore); * ID3v2 parser, so mp3s will have (some) metainfo too; * fully configurable global hotkeys (including h

Re: Amper audio player for GNU/Linux and X11

2017-03-18 Thread ketmar via Digitalmars-d-announce
fixed some issues with 64bits compilation. tnx, NotSpooky! yet it is not possible to build 64bit Amper due to dmd bug: Error: undefined identifier '__va_list_tag' yes, exactly like that: no error line, nothing more. sorry, i don't have 64bit system, so i cannot do much with that. i tri

Re: Amper audio player for GNU/Linux and X11

2017-03-18 Thread ketmar via Digitalmars-d-announce
ketmar wrote: if you have all the pathes set right, "rdmd amper.d" will start Amper. quickfix: "rdmd -J. amper.d" ;-)

Re: Amper audio player for GNU/Linux and X11

2017-03-17 Thread ketmar via Digitalmars-d-announce
Guillaume Piolat wrote: There is a crazy amount of work here. Congrats ketmar. I've always been curious of what Amper looked like! tnx. it will be even more impressive with equalizer UI finished! ;-) there is no documentation on Amper console commands, but i can secretly tell you that user i

Re: Amper audio player for GNU/Linux and X11

2017-03-17 Thread ketmar via Digitalmars-d-announce
Claude wrote: On Friday, 17 March 2017 at 06:33:38 UTC, ketmar wrote: * pure D audio code, no external decoder libraries required (and no SDL); * supports FLAC, Vorbis, Opus, MP3 playback; * various hardware sampling rates with transparent resampling of source audio; * multiband equalizer (th

Amper audio player for GNU/Linux and X11

2017-03-16 Thread ketmar via Digitalmars-d-announce
first, this is a weekend project to improve the underlying libraries, not a rival for existing audio/media players. yet it still may be of some interest. Amper is a WinAMP2/XMMS insipred player, with WinAMP2/XMMS skin support. it is using X11 for UI and ALSA for sound output. some ineresting f

Xiph's Ogg/Opus decoder

2016-12-28 Thread ketmar via Digitalmars-d-announce
i said that i won't do Opus port, so of course i did it[0]. this is preliminary release, it works on some Opus files i have (and some i made with ffmpeg). there will be some improvements, but the code is already usable. it decodes mono or stereo ogg/opus streams to interleaved 16-bit pcm. th

Re: New GDC binaries: 2.068.2, shared library support, multilib support & a new gdmd tool

2016-12-25 Thread ketmar via Digitalmars-d-announce
On Sunday, 25 December 2016 at 19:41:38 UTC, Johannes Pfau wrote: Happy holidays everybody, great work! long live gdc! ;-)

Quick-and-Dirty Xiph Tremor decoder port

2016-12-16 Thread ketmar via Digitalmars-d-announce
here[1] is $subj. it is as close to the original C source as possible. it also includes partial vorbisfile port, so it is completely self-contained and doesn't require any C library besides libc. there is also sample ALSA player[2]. it requires ALSA bindins[3]. grab it now while it's hot, 'ca

Re: Milestone - DMD front end is now 100% D!

2016-12-14 Thread ketmar via Digitalmars-d-announce
ACHIEVEMENT UNLOCKED!

Re: simple VFS implementation

2016-12-12 Thread ketmar via Digitalmars-d-announce
contrary to what i said ealier, there is now a way to get list of known files, with their times and packed size (if containter supports that feature). zip reader now understands all standard zip methods (including "shrink", "reduce" and "implode"), and LZMA (no external lzma library required)

Re: Box2D Lite D Port (Yet Another)

2016-10-31 Thread ketmar via Digitalmars-d-announce
On Monday, 31 October 2016 at 13:40:38 UTC, John Colvin wrote: If you could put up with putting each file (or maybe group of files that might form one dub package) in to a separate folder, add a dub.sdl for each folder, put a single dub.sdl in the root folder with all the other folders listed i

Re: Box2D Lite D Port (Yet Another)

2016-10-31 Thread ketmar via Digitalmars-d-announce
On Monday, 31 October 2016 at 09:22:22 UTC, Martin Drašar wrote: Neat! Not that I need a physics engine right now, but it is always good to have implementation of some structures at hand. thank you. Anyway, tht Invisible Vector project of yours, is it a collection of useful stuff like Adam's a

Box2D Lite D Port (Yet Another)

2016-10-30 Thread ketmar via Digitalmars-d-announce
hi. i was in need of very simple (yet usable for something more than "hey, this is how Big Players doing physics!") 2d physics engine for some of my pet projects, and i decided to use Box2D Lite as base (mostly 'cause it has simple joints implemented). so i ported it, mutilated it and had it wo

Re: Project Highlight: Timur Gafarov

2016-09-16 Thread ketmar via Digitalmars-d-announce
On Friday, 16 September 2016 at 14:12:49 UTC, c-v-i wrote: On Friday, 16 September 2016 at 12:53:44 UTC, Mike Parker > can someone build atrium ? i did it several times, even without dub.

Re: DlangUI 0.9.0: Console backend added

2016-09-14 Thread ketmar via Digitalmars-d-announce
On Wednesday, 14 September 2016 at 13:04:40 UTC, ketmar wrote: in my editor i'm simply using rgb in [0..255] range, and mapping that to what terminal has. yet it is probably not the best way to make something nice looking when only 16 colors are available. heh, i should try and see how it will

Re: DlangUI 0.9.0: Console backend added

2016-09-14 Thread ketmar via Digitalmars-d-announce
On Wednesday, 14 September 2016 at 13:08:18 UTC, Rory McGuire wrote: Screenshots here are what can be done with terminal/ascii: http://caca.zoy.org/wiki/libcaca still, you can't use shading charaters to color text, so 16 colors for text output won't look that impressive. ;-)

Re: DlangUI 0.9.0: Console backend added

2016-09-14 Thread ketmar via Digitalmars-d-announce
p.p.s. yep, VT-100 had only 4 functional keys, so we still enjoying having 'em encoded separately from the others.

Re: DlangUI 0.9.0: Console backend added

2016-09-14 Thread ketmar via Digitalmars-d-announce
On Wednesday, 14 September 2016 at 13:04:40 UTC, ketmar wrote: On Wednesday, 14 September 2016 at 05:58:51 UTC, Vadim Lopatin CSI-with-modifier codes: \e[1; this is common format for keys with modifiers, actually. let me quote my rawtty2: bool xtermMods (uint mci) @nogc { switch (mci) {

Re: DlangUI 0.9.0: Console backend added

2016-09-14 Thread ketmar via Digitalmars-d-announce
On Wednesday, 14 September 2016 at 05:58:51 UTC, Vadim Lopatin wrote: Thank you! Now dlangui terminal mode supports only 16 colors. Some refactoring is required to support RGB colors. in my editor i'm simply using rgb in [0..255] range, and mapping that to what terminal has. yet it is probably

Re: DlangUI 0.9.0: Console backend added

2016-09-13 Thread ketmar via Digitalmars-d-announce
On Tuesday, 13 September 2016 at 12:29:47 UTC, Vadim Lopatin wrote: Screenshots on imgur: http://imgur.com/a/eaRiT btw. please note that on most GNU/Linux terminals you can use simple RGB colors (with each component in [0..5] range). IRL if $TERM != "Linux", it is safe to assume that terminal

Re: DlangUI 0.9.0: Console backend added

2016-09-09 Thread ketmar via Digitalmars-d-announce
On Friday, 9 September 2016 at 12:52:35 UTC, Vadim Lopatin wrote: Thank you! I'll look at it. feel free to ping me on IRC if you'll have any questions.

Re: DlangUI 0.9.0: Console backend added

2016-09-09 Thread ketmar via Digitalmars-d-announce
On Friday, 9 September 2016 at 12:20:08 UTC, Vadim Lopatin wrote: Keyboard support on Linux terminals seems most difficult. Some shortcuts are being processed by terminal app. here programmer has no options. Some ctrl-combinations are causing signals. switch tty to raw mode, and there will

Re: Beta D 2.071.2-b3

2016-09-02 Thread ketmar via Digitalmars-d-announce
On Friday, 2 September 2016 at 08:57:14 UTC, Basile B. wrote: On Friday, 2 September 2016 at 08:15:53 UTC, ketmar wrote: std.traits wrappers should use __traits to build *safe* things (declaring that @trusted in the end). This has nothing to do with memory safety. i wonder who told you that

Re: Beta D 2.071.2-b3

2016-09-02 Thread ketmar via Digitalmars-d-announce
On Friday, 2 September 2016 at 07:46:30 UTC, Rory McGuire wrote: actually, from my PoV solution is supereasy: just remove ALL visibility restrictions for traits. and i mean all. allMembers should return all members, getMember should allow to access *any* existing member without annoying message

Re: Beta D 2.071.2-b3

2016-09-01 Thread ketmar via Digitalmars-d-announce
On Friday, 2 September 2016 at 06:27:11 UTC, Rory McGuire wrote: Perhaps @system code should just completely ignore privacy? it is uncontrollable. imagine attribute inference: today, your function was inferred @system, and it sees everything. and tomorrow you fixed some other things, and now

Re: Beta D 2.071.2-b3

2016-09-01 Thread ketmar via Digitalmars-d-announce
On Tuesday, 30 August 2016 at 23:54:45 UTC, Martin Nowak wrote: Allowing access to private members has a lot of implications, e.g. breaks lots of optimizations b/c you can't know who accesses sth. i really HATE modern trend of turning tables. am i the only one who thinks that the machine was

Re: Beta D 2.071.2-b3

2016-08-30 Thread ketmar via Digitalmars-d-announce
On Wednesday, 31 August 2016 at 05:23:34 UTC, ketmar wrote: On Tuesday, 30 August 2016 at 23:54:45 UTC, Martin Nowak wrote: As in needs private members in __traits(allMembers). and in the end it just producing excessive noise in common loops that does `is(typeof(__traits(getMember, ...)))`. i

Re: Beta D 2.071.2-b3

2016-08-30 Thread ketmar via Digitalmars-d-announce
On Tuesday, 30 August 2016 at 23:54:45 UTC, Martin Nowak wrote: As in needs private members in __traits(allMembers). and in the end it just producing excessive noise in common loops that does `is(typeof(__traits(getMember, ...)))`. it would be better to either leave that alone and allow all a

Re: LDC 1.1.0-beta2 has been released!

2016-08-05 Thread ketmar via Digitalmars-d-announce
On Friday, 5 August 2016 at 09:36:54 UTC, Temtaime wrote: Definitely wasting. Have Rust and Go multiple compilers ? my K00l Ultimate Language has no compiler at all. so *ANY* compiler is "wasting". thanks for your perfect logic, this was what i missed in my arguments against writing compilers

Re: simple sax-style xml parser

2016-07-29 Thread ketmar via Digitalmars-d-announce
On Friday, 29 July 2016 at 14:47:08 UTC, Chris wrote: Thanks. I might actually use it. I need an XML parser and wrote a very basic and incomplete one for my needs. great. don't forget to get lastest versions from that links. and feel free to report any bugs here, i'll try to fix them asap. ;-)

Re: D-Man culture

2016-07-27 Thread ketmar via Digitalmars-d-announce
On Wednesday, 27 July 2016 at 19:50:13 UTC, Walter Bright wrote: While I appreciate the effort and the offer, it is inappropriate to have a woman with a miniskirt and partially unbuttoned blouse as an official mascot for D. i agree. she has too much clothes on.

simple sax-style xml parser

2016-07-19 Thread ketmar via Digitalmars-d-announce
i wrote a simple sax-style xml parser[1][2] for my own needs, and decided to share it. it has two interfaces: `xmparse()` function which simply calls callbacks without any validation or encoding conversion, and `SaxyEx` class, which does some validation, converts content to utf-8 (from anything

Re: NanoSVG port

2016-07-11 Thread ketmar via Digitalmars-d-announce
also, i extended the original library a little: added rudimentary support for "style" tag and styling svg elements. nothing fancy, but many svgs found in internet are using that to avoid repeating "style" everywhere. it is a dirty hack (sorry), but makes even more svgs "renderable".

Re: DIP: Tail call optimization

2016-07-10 Thread ketmar via Digitalmars-d-announce
On Sunday, 10 July 2016 at 16:52:09 UTC, Ola Fosheim Grøstad wrote: @tco does not bring any guarantees to the caller, so you might as well annotate the call-site with some compiler specific feature. actually, annotating the call itself seems to have alot more sense judging from described OP i

Re: DIP: Tail call optimization

2016-07-10 Thread ketmar via Digitalmars-d-announce
On Sunday, 10 July 2016 at 11:17:17 UTC, ag0aep6g wrote: Your quote leaves out the "because" part, which is the interesting part. because it is irrelevant.

Re: DIP: Tail call optimization

2016-07-10 Thread ketmar via Digitalmars-d-announce
On Sunday, 10 July 2016 at 10:50:20 UTC, "Smoke" Adams wrote: You are not i am.

Re: DIP: Tail call optimization

2016-07-10 Thread ketmar via Digitalmars-d-announce
On Sunday, 10 July 2016 at 09:46:24 UTC, ag0aep6g wrote: So when one makes a post here saying that "D is aimed at brain-dead people", we shouldn't take that for an insult. absolutely. but "D is crap" is whole different story.

Re: DIP: Tail call optimization

2016-07-10 Thread ketmar via Digitalmars-d-announce
On Sunday, 10 July 2016 at 09:24:58 UTC, ag0aep6g wrote: On 07/10/2016 08:39 AM, ketmar wrote: note that i didn't said this about OP, in no way. so no personal attacks here. It's no stretch to assume that the one who proposes the feature would make use of it. You called those who would use i

Re: DIP: Tail call optimization

2016-07-10 Thread ketmar via Digitalmars-d-announce
On Sunday, 10 July 2016 at 09:05:46 UTC, Tofu Ninja wrote: Your joking right? No personal attacks? where do you see personal attack in my words? i'm not saying that OP is dumb, and i'm not saying that his proposal is dumb. but it is *aimed* to dumb people (which doesn't automatically makes it

Re: DIP: Tail call optimization

2016-07-10 Thread ketmar via Digitalmars-d-announce
On Sunday, 10 July 2016 at 07:30:32 UTC, Dietrich Daroch wrote: If attributes look messy, pragma can be used. It may look as an addition with little gain, but one of the reasons of compiling is to prevent runtime errors as early as possible and this seeks exactly that. then TCO should be add

Re: DIP: Tail call optimization

2016-07-10 Thread ketmar via Digitalmars-d-announce
On Sunday, 10 July 2016 at 06:44:22 UTC, Dietrich Daroch wrote: Yes, there is no cure for poor skills, but the point is to prevent the need to avoid recursion to ensure there are no stack overflows. It seems reasonable considering D targets systems programming. i see "system programmer" as so

Re: DIP: Tail call optimization

2016-07-09 Thread ketmar via Digitalmars-d-announce
On Sunday, 10 July 2016 at 06:37:18 UTC, ketmar wrote: On Sunday, 10 July 2016 at 06:20:59 UTC, Seb wrote: ... guys, please stay friendly, constructive and polite! I thought we are all grown-ups here! i do. someone who is not able to understand when and how TCO works is clearly brain-damaged.

Re: DIP: Tail call optimization

2016-07-09 Thread ketmar via Digitalmars-d-announce
On Sunday, 10 July 2016 at 06:20:59 UTC, Seb wrote: ... guys, please stay friendly, constructive and polite! I thought we are all grown-ups here! i do. someone who is not able to understand when and how TCO works is clearly brain-damaged. if he isn't, why did he become programmer in the first

Re: DIP: Tail call optimization

2016-07-09 Thread ketmar via Digitalmars-d-announce
On Sunday, 10 July 2016 at 05:55:50 UTC, Dietrich Daroch wrote: Yes, it probably does TCO. The problem is what if you think it does and it cannot do it because of a misunderstanding on when it can be applied or a bug? there can't be any "misunderstanding" from compiler side. either it is a le

Re: NanoSVG port

2016-07-09 Thread ketmar via Digitalmars-d-announce
just make sure to download the latest version by the given link before you want to try it. ;-) glad to see that you found it useful

NanoSVG port

2016-07-09 Thread ketmar via Digitalmars-d-announce
i also made NanoSVG[1] port[2]: simple SVG parser and rasterizer. it is using `malloc()` to allocate memory, but otherwise was rewritten to use `const(char)[]` input for svg, and do not use `sscanf()` from libc. the port lives in NanoVG package, but it is actually completely independent. [

Re: Battle-plan for CTFE

2016-07-08 Thread ketmar via Digitalmars-d-announce
p.s. it is, btw, completely possible to add at least something like "ctfe tracer" (something like old basic "trace on" command), or even some kind of gdb-like debugger to ctfe engine. it won't, of course, find it's way into mainline, but may still be a fun project to do.

Re: Battle-plan for CTFE

2016-07-08 Thread ketmar via Digitalmars-d-announce
On Friday, 8 July 2016 at 23:31:38 UTC, Stefan Koch wrote: and mine is segfaulting in some bizarre ways (i failed my basic ++ and -- math, and so the stack ;-). still, it is almost working, with support for both compiled and interpreted function calls, almost full range of integer math and so

Re: Battle-plan for CTFE

2016-07-07 Thread ketmar via Digitalmars-d-announce
yay. ackemann(3, 7) in 70 milliseconds! and it does TCO. default interpreter is unable to execute that -- recursion is too deep.

Re: one-file pure D decoders for vorbis, flac and mp3

2016-07-06 Thread ketmar via Digitalmars-d-announce
On Tuesday, 5 July 2016 at 09:04:38 UTC, sam wrote: This was the only way I could get it to compile on DMD64 D Compiler v2.071.1 / LDC - the LLVM D compiler (1.0.0). yep, i forgot to test it with 64-bit compiler, sorry. i fixed all three decoders now. There are a lot more errors in the gdc

Re: Battle-plan for CTFE

2016-07-06 Thread ketmar via Digitalmars-d-announce
just... can't... stop... some current statistics: druntime total interpreted calls: 27,146 total complied calls : 1,330 phobos total interpreted calls: 6,492,826 total complied calls : 19,975 i can't do function calls from compiled code yet, so number of compiled calls is low, and no spee

Re: Battle-plan for CTFE

2016-07-06 Thread ketmar via Digitalmars-d-announce
On Wednesday, 6 July 2016 at 08:16:32 UTC, Rory McGuire wrote: Thought as much, wondered if the ideas about how they work were being shared; often one idea sparks another. sure, some ideas flows; mostly very high-level. for example, proper fallback to the original interpreter was invented by

Re: Battle-plan for CTFE

2016-07-05 Thread ketmar via Digitalmars-d-announce
On Wednesday, 6 July 2016 at 05:54:48 UTC, Rory McGuire wrote: Are you sharing this code i mean "my code is publicly available, but we aren't sharing any code between our projects".

Re: Battle-plan for CTFE

2016-07-05 Thread ketmar via Digitalmars-d-announce
On Wednesday, 6 July 2016 at 05:54:48 UTC, Rory McGuire wrote: Are you sharing this code yes. we are chatting with Stefan in IRC, and the repository is public (i mean, the link was there ;-). yet it won't compile with "vanilla" dmd anyway -- i require my dmd fork ("aliced"). and i don't real

Re: Battle-plan for CTFE

2016-07-05 Thread ketmar via Digitalmars-d-announce
and just to make sure that my approach is working: bytecode compiler now compiles simple free functions without args and returning int (yep, there are some in phobos! ;-), while passing everything other to old interpreter. it works, and all phobos unittests are passed (and some functions were a

Re: Battle-plan for CTFE

2016-07-05 Thread ketmar via Digitalmars-d-announce
On Monday, 4 July 2016 at 07:33:48 UTC, ZombineDev wrote: BTW, do you plan to handle stuff like exceptions, virtual calls and associative arrays and if so how? Sounds quite challenging. on the lower level, it's all just arrays and jumps. ;-)

Re: Battle-plan for CTFE

2016-07-05 Thread ketmar via Digitalmars-d-announce
so, we played a little game with Stefan: i wrote a simple stack-based VM implementation for our beloved bug6498, and got 270 msecs with debug build, 140 msecs with release build. can be made even faster with some simple peephole optimizer (it has two hacks to get fair times on 6498, but this is

Re: one-file pure D decoders for vorbis, flac and mp3

2016-07-04 Thread ketmar via Digitalmars-d-announce
On Monday, 4 July 2016 at 08:18:29 UTC, Basile B. wrote: On Monday, 4 July 2016 at 07:33:19 UTC, ketmar wrote: for me, test player is happy playing 7-Zip archives as mp3s, for example. ;-) lol, does that sounds like if an hard-knee compressor limits the output ? i'd say that it is like comp

Re: NanoVG and OUI ports

2016-07-04 Thread ketmar via Digitalmars-d-announce
also, i'm slowly working on Yet Another Immediage GUI Library based on Blendish and simplified flex box model. for now, it can do layouting (with line wrapping, and determining minimal window size) and has some basic controls, like buttons, labels, checkboxes. also, i changed NanoVG API a li

Re: one-file pure D decoders for vorbis, flac and mp3

2016-07-04 Thread ketmar via Digitalmars-d-announce
On Monday, 4 July 2016 at 05:16:50 UTC, sam wrote: https://my.mixtape.moe/cjekko.mp3 pushed small update, it works now. i accidentally forgot to include ID3v2 tag skiping at all, sorry! ;-) thank you for report, feel free to report even more! ;-)

Re: one-file pure D decoders for vorbis, flac and mp3

2016-07-04 Thread ketmar via Digitalmars-d-announce
On Monday, 4 July 2016 at 05:16:50 UTC, sam wrote: But I noticed that any MP3 with embedded album art is reported as invalid by the library. Here's a sample one: https://my.mixtape.moe/cjekko.mp3 yep, mp3 detection is very basic. while it *tries* to do some work on it, you'd better not rely

Re: one-file pure D decoders for vorbis, flac and mp3

2016-07-01 Thread ketmar via Digitalmars-d-announce
vorbis decoder synced with current stb version (1.06 -> 1.09)

Re: daffodil, a D image processing library

2016-06-30 Thread ketmar via Digitalmars-d-announce
On Friday, 1 July 2016 at 01:47:44 UTC, Jack Stouffer wrote: Way to be a dismissive asshole. why so serious? it is clearly a joke.

Re: daffodil, a D image processing library

2016-06-30 Thread ketmar via Digitalmars-d-announce
On Friday, 1 July 2016 at 01:24:55 UTC, rikki cattermole wrote: Doesn't use allocators great library! definitely worth a closer look.

NanoVG and OUI ports

2016-06-30 Thread ketmar via Digitalmars-d-announce
yes, it's me again. hello. this time i ported NanoVG[1] drawing library (only OpenGL2 backend) and OUI[2] intermediate UI library. they require some modules from Adam's arsd library[3] to work -- mostly simpledisplay for screen setup and minimal OpenGL bindings, and arsd.png to load png images.

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