On 3/7/2014 8:16 AM, "Nordlöw" wrote:
GFM (my own, PLEASE, PLEASE CHOOSE ME)
I'm trying to build your package using
dub
but I get the error
θ61° [per:~/justd/gfm] master ± dub
Error executing command run: Main package must have a binary target
type, not none. Cannot build.
I'm using a
On Friday, 7 March 2014 at 00:10:20 UTC, bearophile wrote:
captain_fid:
struct S
{
int a;
string b;
}
class A
{
S[] items;
abstract void doit();
}
class B: A
{
this() {items = [ {10, "first"}, {20, "second"}];}//
line 21
override void doit() { }
}
(21): Error: found '}' when
captain_fid:
struct S
{
int a;
string b;
}
class A
{
S[] items;
abstract void doit();
}
class B: A
{
this() {items = [ {10, "first"}, {20, "second"}];}//
line 21
override void doit() { }
}
(21): Error: found '}' when expecting ';' following statement
(21): Error: found '
Well, actually... take it back.
When I did try this syntax, I receive(d) the following error. I
then went and created this test which I thought couldn't go wrong.
with both dmd and gdc ...
struct S
{
int a;
string b;
}
class A
{
S[] items;
abstract void doit();
}
class B: A
{
GFM (my own, PLEASE, PLEASE CHOOSE ME)
I'm trying to build your package using
dub
but I get the error
θ61° [per:~/justd/gfm] master ± dub
Error executing command run: Main package must have a binary
target type, not none. Cannot build.
I'm using a recent build of dub from git master.
On thing though...why did you choose SDL2 of GLFW3?
I of course mean SDL2 *over* GLFW3.
GFM (my own, PLEASE, PLEASE CHOOSE ME)
From what I've seen so far I like the structure of GFM the most :)
On thing though...why did you choose SDL2 of GLFW3?
this() {items = [ {10, "first"}, {20, "second"}];}
strangely enough, when modeling this the first time (using items
as a class) and 'new item() syntax) there was no real issue.
I thought using a static array of structs in the children would
be more efficient when instantiating the objec
On Thursday, 6 March 2014 at 22:16:50 UTC, Steven Schveighoffer
wrote:
On Thu, 06 Mar 2014 17:05:12 -0500, captain_fid
wrote:
On Thursday, 6 March 2014 at 21:26:11 UTC, Ali Çehreli wrote:
On 03/06/2014 12:02 PM, Steven Schveighoffer wrote:
> The best way
> to reference an array in a child c
On 03/06/2014 02:05 PM, captain_fid wrote:
> Your suggestion Ali (of not accessing the base member in the child was
> great) and it works properly.
>
> Believe if I understand what you are suggesting above is never to have
> the array in base? simply retrieve slice through the child member
funct
On Thursday, 6 March 2014 at 21:30:01 UTC, Nordlöw wrote:
Does anybody have some sample code (example or project) lying
around that shows modern use of OpenGL (3 or 4) using some or
all of the following libraries:
- DerelictGL3 (Org)
- DerelictGLFW3 (Org)
- Glamour
- gl3n
I'm planning a graph
On Thu, 06 Mar 2014 17:05:12 -0500, captain_fid wrote:
On Thursday, 6 March 2014 at 21:26:11 UTC, Ali Çehreli wrote:
On 03/06/2014 12:02 PM, Steven Schveighoffer wrote:
> The best way
> to reference an array in a child class, especially one of a
static type,
> is to not have another copy in t
On Thursday, 6 March 2014 at 21:26:11 UTC, Ali Çehreli wrote:
On 03/06/2014 12:02 PM, Steven Schveighoffer wrote:
> The best way
> to reference an array in a child class, especially one of a
static type,
> is to not have another copy in the child class :)
Agreed. Alternatively, a member functio
Le 06/03/2014 19:08, Dicebot a écrit :
On Thursday, 6 March 2014 at 14:28:13 UTC, Flamaros wrote:
Ok, it's like I though final class and struct are equivalent when
calling a method (except the pointer deference, but it's minor I think).
I don't think there is a real performance problem for us,
Dgame use VBO's and VBA's for the TileMap:
http://dgame-dev.de/?package=System&module=VertexBufferObject
http://dgame-dev.de/?package=System&module=VertexArrayObject
http://dgame-dev.de/?package=System&module=VertexRenderer
http://dgame-dev.de/?package=Graphics&module=TileMap
and it has a FrameBu
Does anybody have some sample code (example or project) lying
around that shows modern use of OpenGL (3 or 4) using some or all
of the following libraries:
- DerelictGL3 (Org)
- DerelictGLFW3 (Org)
- Glamour
- gl3n
I'm planning a graph visualization engine in D and I would like
to use as high
On 03/06/2014 12:02 PM, Steven Schveighoffer wrote:
> The best way
> to reference an array in a child class, especially one of a static type,
> is to not have another copy in the child class :)
Agreed. Alternatively, a member function in the child class could return
a slice.
Ali
On Thursday, 6 March 2014 at 19:16:07 UTC, anonymous wrote:
public auto foo(this T)()
{
return cast(T) this;
}
http://dlang.org/template.html#TemplateThisParameter
Nice! This seems to be what i was after and it works well.
Steve and Ali, Thanks for the quick helpful suggestions. In this
case I probably don't need the expansion (but certainly look
forward to understanding either way).
I'll certainly hit that reference (Special thanks Ali for your
book. I've enjoyed it over the past few months)
On Thu, 06 Mar 2014 15:02:14 -0500, Steven Schveighoffer
wrote:
Second, it's very difficult to get an array, just by itself, in the
heap. And you don't want to store a reference to a stack-frame slice.
Sorry, I meant an array *reference*, not an array. Clearly allocating an
array in the
On Thu, 06 Mar 2014 14:47:49 -0500, Ali Çehreli wrote:
On 03/06/2014 11:40 AM, Steven Schveighoffer wrote:
>> class A
>> {
>>S[]* pointer_to_list;
>>abstract...
>> }
> I would highly suggest to just use S[] and not S[]*. A slice is
already
> a reference (coupled with a lengt
On Thursday, 6 March 2014 at 19:30:25 UTC, Ali Çehreli wrote:
On 03/06/2014 11:16 AM, anonymous wrote:
[...]
> http://dlang.org/template.html#TemplateThisParameter
[...]
"type of the this reference" does not explain that it is about
the type of the most derived object.
Well, it isn't. It wo
On 03/06/2014 11:40 AM, Steven Schveighoffer wrote:
>> class A
>> {
>>S[]* pointer_to_list;
>>abstract...
>> }
> I would highly suggest to just use S[] and not S[]*. A slice is already
> a reference (coupled with a length).
But what if there are elements added to B.items later on? I ass
On Thu, 06 Mar 2014 14:31:52 -0500, captain_fid wrote:
On Thursday, 6 March 2014 at 19:19:29 UTC, captain_fid wrote:
Sorry for the very basic question. Much still alludes me with this
language. I appreciate the forum.
struct S
{
Wow sorry for that. I'm a moron... don't press ...
struct
On 03/06/2014 11:31 AM, captain_fid wrote:
On Thursday, 6 March 2014 at 19:19:29 UTC, captain_fid wrote:
Sorry for the very basic question. Much still alludes me with this
language. I appreciate the forum.
struct S
{
Wow sorry for that. I'm a moron... don't press ...
struct S
{
int a;
On Thu, 06 Mar 2014 14:04:48 -0500, Gary Willoughby wrote:
I'm trying to create methods across class hierarchies that can be
chained nicely but i'm running into the problem that 'this' declared in
a parent class only refers to that type. Is there a way i can get the
following code to perfo
On Thursday, 6 March 2014 at 19:19:29 UTC, captain_fid wrote:
Sorry for the very basic question. Much still alludes me with
this language. I appreciate the forum.
struct S
{
Wow sorry for that. I'm a moron... don't press ...
struct S
{
int a;
string b;
}
class A
{
S[]* pointer_to_lis
On 03/06/2014 11:16 AM, anonymous wrote:
> public auto foo(this T)()
> {
> return cast(T) this;
> }
>
> http://dlang.org/template.html#TemplateThisParameter
Sweet! :) Unfortunately, it has a somewhat obfuscated definition:
"TemplateThisParameters are used in member funct
Sorry for the very basic question. Much still alludes me with
this language. I appreciate the forum.
struct S
{
On Thursday, 6 March 2014 at 19:04:50 UTC, Gary Willoughby wrote:
I'm trying to create methods across class hierarchies that can
be chained nicely but i'm running into the problem that 'this'
declared in a parent class only refers to that type. Is there a
way i can get the following code to per
On 03/06/2014 11:04 AM, Gary Willoughby wrote:
I'm trying to create methods across class hierarchies that can be
chained nicely but i'm running into the problem that 'this' declared in
a parent class only refers to that type. Is there a way i can get the
following code to perform in the way i exp
Yes, in some cases C++ const does not provide const-guarantees,
it's more like convention.
For example, you can write this:
class Class
{
public:
Class() : ptr(new int()) {}
~Class() { delete ptr; }
void setData(int data) const {
*ptr = data;
}
private:
int *ptr;
};
I'm trying to create methods across class hierarchies that can be
chained nicely but i'm running into the problem that 'this'
declared in a parent class only refers to that type. Is there a
way i can get the following code to perform in the way i expect?
import std.stdio;
class Foo
{
Template mixins can't contain statements, only declarations, because they
(template mixins) are a way to inject code into the context.
Therefore it makes sense to forbid statements, as they can't appear in ANY
context.
--
http://dejan.lekic.org
On Thursday, 6 March 2014 at 17:27:35 UTC, Steve Teale wrote:
Pretty much what the subject says. Why can't template mixins
include statements ans so on?
Is it just too hard, or is it just too much like C macros?
Steve
template mixins mix in directly into the code as if you typed
them. If th
We use non-recursive locks too. The pattern is:
---
bool wasMyLock=obj.isMyLock();
if(!wasMyLock)obj.lock();
...code...
if(!wasMyLock)obj.unlock();
---
On Thursday, 6 March 2014 at 14:28:13 UTC, Flamaros wrote:
Ok, it's like I though final class and struct are equivalent
when calling a method (except the pointer deference, but it's
minor I think).
I don't think there is a real performance problem for us, it's
more about to learn how to have
On Thursday, 6 March 2014 at 17:47:34 UTC, bearophile wrote:
There was a very long discussion on this. I think the short
answer is to keep the syntax and semantics composed of a
sufficiently low number of parts (in D you don't have syntax to
tell apart objects from their references).
Thank yo
On Thursday, 6 March 2014 at 15:54:13 UTC, FreeSlave wrote:
You probably need Rebindable template from std.typecons.
Thank you! Rebindable does exactly what I need.
I'm just curious why there is no some syntax to describe the same.
E.g.
const(Foo) foo; // mutable ref to const object
cons
Vadim Lopatin:
Const sub-tree is object itself and its data.
Reference to object is outside of tree.
Why references to const object should be const?
There was a very long discussion on this. I think the short
answer is to keep the syntax and semantics composed of a
sufficiently low number of
On Thursday, 6 March 2014 at 15:59:12 UTC, bearophile wrote:
Vadim Lopatin:
In C++, following code works as I'm expecting:
Different language, different (hopefully better) semantics. In
D const and immutable are transitive, this means they make
const/immutable the whole sub-tree of data the
Pretty much what the subject says. Why can't template mixins
include statements ans so on?
Is it just too hard, or is it just too much like C macros?
Steve
On 03/06/2014 03:21 AM, Edwin van Leeuwen wrote:
> Lately in C++ I have become a fan of the type of functional programming
> discussed here:
>
http://blog.knatten.org/2012/11/02/efficient-pure-functional-programming-in-c-using-move-semantics/
I haven't read that yet but I have always returne
Vadim Lopatin:
In C++, following code works as I'm expecting:
Different language, different (hopefully better) semantics. In D
const and immutable are transitive, this means they make
const/immutable the whole sub-tree of data they refer to:
http://dlang.org/const3.html
Bye,
bearophile
You probably need Rebindable template from std.typecons.
On 3/6/2014 9:38 PM, Edwin van Leeuwen wrote:
I guess what I am trying to do is allow code that looks like this:
v = add_to_vector( x, v );
while enforcing that v is never copied. I know there are other ways to
do this, i.e.
void add_to_vector( x, ref v );
but for me the earlier pattern is mo
On Thursday, 6 March 2014 at 13:35:13 UTC, John Colvin wrote:
On Thursday, 6 March 2014 at 13:26:27 UTC, Flamaros wrote:
I add directx 9 support on DQuick and as some of renderer
objects are declared as struct, it seems it can make them
derives from an interface.
Need I use final class instea
On Thursday, 6 March 2014 at 13:26:27 UTC, Flamaros wrote:
I add directx 9 support on DQuick and as some of renderer
objects are declared as struct, it seems it can make them
derives from an interface.
Need I use final class instead to avoid virtual methods?
PS: I am not planning to support r
I add directx 9 support on DQuick and as some of renderer objects
are declared as struct, it seems it can make them derives from an
interface.
Need I use final class instead to avoid virtual methods?
PS: I am not planning to support run-time switch between OpenGL
and directX renderers.
Hello,
Is there a possibility to define mutable reference to const
object?
I need variable which can be used to iterate through const
objects.
But it seems like const(Foo)p makes constant reference to
constant object instead of mutable reference to const object.
class Bar {
}
unittest {
B
On Thursday, 6 March 2014 at 12:08:35 UTC, Nicolas Sicard wrote:
On Thursday, 6 March 2014 at 11:49:51 UTC, Edwin van Leeuwen
wrote:
On Thursday, 6 March 2014 at 11:28:21 UTC, Mike Parker wrote:
See std.algorithm.move
Thank you, can't believe I missed that. How do I specify that
the functi
On Thursday, 6 March 2014 at 12:10:40 UTC, Mike Parker wrote:
On 3/6/2014 8:49 PM, Edwin van Leeuwen wrote:
On Thursday, 6 March 2014 at 11:28:21 UTC, Mike Parker wrote:
See std.algorithm.move
Thank you, can't believe I missed that. How do I specify that
the
function expects a temporary/x
On 3/6/2014 8:49 PM, Edwin van Leeuwen wrote:
On Thursday, 6 March 2014 at 11:28:21 UTC, Mike Parker wrote:
See std.algorithm.move
Thank you, can't believe I missed that. How do I specify that the
function expects a temporary/xvalue (&&) parameter though?
D doesn't have anything like that.
On Thursday, 6 March 2014 at 12:01:25 UTC, bearophile wrote:
Edwin van Leeuwen:
Thank you, can't believe I missed that. How do I specify that
the function expects a temporary/xvalue (&&) parameter though?
Thankfully D lacks the && operator.
Bye,
bearophile
But is also locks r-value referen
On Wednesday, 5 March 2014 at 23:17:45 UTC, Frustrated wrote:
how does an enum return type work?
enum foo(string s) { return s; }
is it a purely compile time construct?
That is, we can guarantee that foo, as a function, won't exist
at runtime? e.g., it is a true ctfe instead of a function tha
On Thursday, 6 March 2014 at 11:49:51 UTC, Edwin van Leeuwen
wrote:
On Thursday, 6 March 2014 at 11:28:21 UTC, Mike Parker wrote:
See std.algorithm.move
Thank you, can't believe I missed that. How do I specify that
the function expects a temporary/xvalue (&&) parameter though?
What are yo
Edwin van Leeuwen:
Thank you, can't believe I missed that. How do I specify that
the function expects a temporary/xvalue (&&) parameter though?
Thankfully D lacks the && operator.
Bye,
bearophile
On Thursday, 6 March 2014 at 11:28:21 UTC, Mike Parker wrote:
See std.algorithm.move
Thank you, can't believe I missed that. How do I specify that the
function expects a temporary/xvalue (&&) parameter though?
On 3/6/2014 8:21 PM, Edwin van Leeuwen wrote:
and call it as follows:
std::vector v;
v = add_to_vector( 1.2, std::move( v ) );
I know I could do the same by passing a reference value, but this makes
it explicit that I am changing v, while being as efficient as passing a
reference (since it ju
I am trying to learn D and (partly) replace my C++ projects with
D. Lately in C++ I have become a fan of the type of functional
programming discussed here:
http://blog.knatten.org/2012/11/02/efficient-pure-functional-programming-in-c-using-move-semantics/
and was wondering if something similar i
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