Am 05.01.2013 12:15, schrieb Jacob Carlborg:
On 2012-12-30 13:32, Benjamin Thaut wrote:
An article about runtime code reloading in the context of game
developement. A topic I'm currently working on in my spare time. I hope
it holds some valuable information for everyone working with D.
Am 05.01.2013 05:24, schrieb ixid:
On Monday, 31 December 2012 at 14:40:48 UTC, Benjamin Thaut wrote:
Am 31.12.2012 15:02, schrieb DypthroposTheImposter:
Do you find that D without GC is more effective than C++? Seems like
you would be stuck using structs which seems somewhat limiting, even
Benjamin Thaut:
In Summary it feels to me that GC free D is not important
to the community or the active contributors.
I think it will become more important for them, in future. At the
moment the work is mostly on finishing immutability, purity,
shared, and other parts of the core language,
On 2013-01-06 11:37, Benjamin Thaut wrote:
I wouldn't say its moving away from it. Some recent changes to druntime
have made it significantly less leaking. But on the other hand a API
design like toString() which pretty much does leak in almost all cases
don't exactly help a GC free D. In
On 2013-01-06 11:30, Benjamin Thaut wrote:
Yes I know flectioned. But I did not require that much RTTI information.
No I'M not manually triggering the code for generating the RTTI. As
mentioned in the article it is done via the RTInfo template inside
object_.d / object.di which is automatically
Am 06.01.2013 12:17, schrieb Jacob Carlborg:
On 2013-01-06 11:30, Benjamin Thaut wrote:
Yes I know flectioned. But I did not require that much RTTI information.
No I'M not manually triggering the code for generating the RTTI. As
mentioned in the article it is done via the RTInfo template
Am Sun, 06 Jan 2013 12:10:38 +0100
schrieb Jacob Carlborg d...@me.com:
On 2013-01-06 11:37, Benjamin Thaut wrote:
I wouldn't say its moving away from it. Some recent changes to
druntime have made it significantly less leaking. But on the other
hand a API design like toString() which
I guess when we have custom allocators we can also provide toString
methods templated on allocators.
Custom allocators released together with HL3?
Am 06.01.2013 12:50, schrieb Jacob Carlborg:
On 2013-01-06 12:28, Benjamin Thaut wrote:
It does not exist. The current RTInfo template just outputs a null
pointer for every type.
Yes, but it still exists.
It is planned that the RTInfo template will be
used for a percise GC in the future.
On 2013-01-06 13:19, Benjamin Thaut wrote:
Here is the full implementation if you are interested:
https://github.com/Ingrater/druntime/blob/master/src/rtti.d
Thanks. Is that possible to do without having to modify the runtime?
--
/Jacob Carlborg
Am 06.01.2013 13:23, schrieb Jacob Carlborg:
On 2013-01-06 13:19, Benjamin Thaut wrote:
Here is the full implementation if you are interested:
https://github.com/Ingrater/druntime/blob/master/src/rtti.d
Thanks. Is that possible to do without having to modify the runtime?
No. The template
Am Sun, 06 Jan 2013 13:14:39 +0100
schrieb David d...@dav1d.de:
I guess when we have custom allocators we can also provide toString
methods templated on allocators.
Custom allocators released together with HL3?
A lot of things are blocked by custom allocators and this is indeed an
06-Jan-2013 14:37, Benjamin Thaut пишет:
Am 05.01.2013 05:24, schrieb ixid:
On Monday, 31 December 2012 at 14:40:48 UTC, Benjamin Thaut wrote:
Am 31.12.2012 15:02, schrieb DypthroposTheImposter:
Do you find that D without GC is more effective than C++? Seems like
you would be stuck using
On Sun, Jan 6, 2013 at 6:49 PM, Dmitry Olshansky dmitry.o...@gmail.comwrote:
Regarding toString there is a better signature that avoids useless
allocations:
void toString(scope void delegate(const (char)[]) sink);
It takes a delegate to output string representation directly to the
06-Jan-2013 23:55, Philippe Sigaud пишет:
On Sun, Jan 6, 2013 at 6:49 PM, Dmitry Olshansky dmitry.o...@gmail.com
mailto:dmitry.o...@gmail.com wrote:
Regarding toString there is a better signature that avoids useless
allocations:
void toString(scope void delegate(const (char)[])
Am 06.01.2013 20:55, schrieb Philippe Sigaud:
On Sun, Jan 6, 2013 at 6:49 PM, Dmitry Olshansky dmitry.o...@gmail.com
mailto:dmitry.o...@gmail.com wrote:
Regarding toString there is a better signature that avoids useless
allocations:
void toString(scope void delegate(const (char)[])
07-Jan-2013 00:02, Dmitry Olshansky пишет:
06-Jan-2013 23:55, Philippe Sigaud пишет:
On Sun, Jan 6, 2013 at 6:49 PM, Dmitry Olshansky dmitry.o...@gmail.com
mailto:dmitry.o...@gmail.com wrote:
Regarding toString there is a better signature that avoids useless
allocations:
void
On 2012-12-30 13:32, Benjamin Thaut wrote:
An article about runtime code reloading in the context of game
developement. A topic I'm currently working on in my spare time. I hope
it holds some valuable information for everyone working with D.
http://3d.benjamin-thaut.de/?p=25
This looks very
On Monday, 31 December 2012 at 14:40:48 UTC, Benjamin Thaut wrote:
Am 31.12.2012 15:02, schrieb DypthroposTheImposter:
Do you find that D without GC is more effective than C++?
Seems like
you would be stuck using structs which seems somewhat
limiting, even
compared to C++...
UE4 has
Do you find that D without GC is more effective than C++? Seems
like you would be stuck using structs which seems somewhat
limiting, even compared to C++...
UE4 has similar reloading capabilities(using DLLs), though they
use C++ and rely more on the ability to serialize everything
Am 31.12.2012 15:02, schrieb DypthroposTheImposter:
Do you find that D without GC is more effective than C++? Seems like
you would be stuck using structs which seems somewhat limiting, even
compared to C++...
UE4 has similar reloading capabilities(using DLLs), though they use
C++ and rely
An article about runtime code reloading in the context of game
developement. A topic I'm currently working on in my spare time. I hope
it holds some valuable information for everyone working with D.
http://3d.benjamin-thaut.de/?p=25
Kind Regards
Benjamin Thaut
Benjamin Thaut:
http://3d.benjamin-thaut.de/?p=25
The pointer to the RTTI information for each member is a
workaround for a strange bug I encountered. For POD structs the
rtInfo template will be instancated, but for some reason you can
not query the results at runtime. It is possible that
Am 30.12.2012 14:27, schrieb bearophile:
This seems one of the situations where knowing why is almost more
important than doing: understanding the cause, and maybe even fixing
it, will help future D programmers.
Bye,
bearophile
The problem only happens if you have a POD struct in a library
On Sunday, 30 December 2012 at 12:32:00 UTC, Benjamin Thaut wrote:
An article about runtime code reloading in the context of game
developement. A topic I'm currently working on in my spare
time. I hope it holds some valuable information for everyone
working with D.
On 12/30/2012 06:02 PM, Benjamin Thaut wrote:
An article about runtime code reloading in the context of game
developement. A topic I'm currently working on in my spare time. I hope
it holds some valuable information for everyone working with D.
Thanks for the article. It was very informative.
26 matches
Mail list logo