On Thursday, 25 June 2020 at 03:35:00 UTC, repr-man wrote:
I have the code:
int[5] a = [0, 1, 2, 3, 4];
int[5] b = [5, 6, 7, 8, 9];
auto x = chain(a[], b[]).chunks(5);
writeln(x);
It produces a range of slices as is expected: [[0, 1, 2, 3, 4],
[5, 6, 7, 8, 9]]
However, when I define a functi
I have the code:
int[5] a = [0, 1, 2, 3, 4];
int[5] b = [5, 6, 7, 8, 9];
auto x = chain(a[], b[]).chunks(5);
writeln(x);
It produces a range of slices as is expected: [[0, 1, 2, 3, 4],
[5, 6, 7, 8, 9]]
However, when I define a function as follows and pass in the
result of the chain iterator:
On Friday, 19 June 2020 at 11:57:01 UTC, frasdoge wrote:
I am looking to use D for microcontroller programming due to
its benefits over C in workflow and general language features.
I was wondering what the current state of this is, especially
with regards to AVR. An example of the MCUs I would
On 6/24/20 5:40 PM, kinke wrote:
On Wednesday, 24 June 2020 at 21:05:12 UTC, Steven Schveighoffer wrote:
I have a hard time believing that there's no way to do this!
This would IMO be the job of the IDE. E.g., Visual D might be able to
jump to the template declaration.
Something useful in-c
On Wednesday, 24 June 2020 at 21:05:12 UTC, Steven Schveighoffer
wrote:
I have a hard time believing that there's no way to do this!
This would IMO be the job of the IDE. E.g., Visual D might be
able to jump to the template declaration.
On Wednesday, 24 June 2020 at 19:46:55 UTC, IGotD- wrote:
A previous game implementation in D would be interesting and if
you do it you are welcome to write your about experiences here.
It's hard to say what features you would take advantage in D as
I haven't seen the code in C/C++. However, on
On 6/24/20 4:38 PM, Adam D. Ruppe wrote:
On Wednesday, 24 June 2020 at 20:28:24 UTC, Steven Schveighoffer wrote:
Is there a way to figure this out from the call?
The .mangleof the instance might help track it down since it should give
you the module name as part of that mangle. Then go in the
On Wednesday, 24 June 2020 at 20:28:24 UTC, Steven Schveighoffer
wrote:
Is there a way to figure this out from the call?
Another option would be running LDC with -vv for verbose codegen
(be warned, lots and lots ouf output); we have fully qualified
names in there.
On Wednesday, 24 June 2020 at 20:28:24 UTC, Steven Schveighoffer
wrote:
Is there a way to figure this out from the call?
The .mangleof the instance might help track it down since it
should give you the module name as part of that mangle. Then go
in there and start breaking things (or use the
On Wed, Jun 24, 2020 at 04:28:24PM -0400, Steven Schveighoffer via
Digitalmars-d-learn wrote:
> I have code that instantiates a template:
>
> templ!int("abc");
>
> When I read the source of where I *think* this template should be, I
> can't find one that would match (I think). I feel like it's b
I have code that instantiates a template:
templ!int("abc");
When I read the source of where I *think* this template should be, I
can't find one that would match (I think). I feel like it's being
imported elsewhere.
How do I figure out what module (at least) this instantiated template is
in?
On Wednesday, 24 June 2020 at 19:28:15 UTC, matheus wrote:
To see how the game could fit/run in D, like people are porting
some of those games to Rust/Go and so on.
When you mention "advantage", advantage compared to what?
To the original language the game was written. For example
taking
On Wednesday, 24 June 2020 at 19:14:48 UTC, IGotD- wrote:
On Wednesday, 24 June 2020 at 18:53:34 UTC, matheus wrote:
What I'd like to know from the experts is: What would be the
advantage of using D to port such games?
Can you elaborate your question a little bit more. Why would
you want
On Wednesday, 24 June 2020 at 18:53:34 UTC, matheus wrote:
What I'd like to know from the experts is: What would be the
advantage of using D to port such games?
Can you elaborate your question a little bit more. Why would you
want to port existing game code to another language to begin
w
Hi, I currently use D for small CLI/Batch apps, before that I
used to program in C.
Despite of using D I usually program like C but with the
advantage of: GC, AA, CTFE and a few classes here and there.
As we can see there are a lot of old classic games source
available like: DOOM, Duke Nukem
On Wednesday, 24 June 2020 at 10:53:19 UTC, Sebastiaan Koppe
wrote:
On Tuesday, 23 June 2020 at 18:15:25 UTC, tirithen wrote:
[...]
Passing anything besides int/double/bool between JS and wasm is
hard work.
[...]
Thanks for a really good explanation, passing pointers over the
structs mat
On Wednesday, 24 June 2020 at 12:00:04 UTC, Jacob Carlborg wrote:
On Monday, 22 June 2020 at 14:32:21 UTC, Anton wrote:
I have a static library (.a) compiled with LDC for iOS
platform. But I can't figure out how to correctly connect it
to the project and call its functions. I've already linked
On Monday, 22 June 2020 at 14:32:21 UTC, Anton wrote:
I have a static library (.a) compiled with LDC for iOS
platform. But I can't figure out how to correctly connect it to
the project and call its functions. I've already linked binary
with library to the project but IDE still doesn't see its
On Monday, 22 June 2020 at 19:41:22 UTC, Vlad wrote:
Is it even possible to compile D for iOS and use it the same
way as compiled C++ static library? (We do need a D runtime)
Yes, druntime/Phobos will need to be linked like any other static
library.
--
/Jacob Carlborg
On Tuesday, 23 June 2020 at 18:15:25 UTC, tirithen wrote:
Anyone that has something similar working with struct objects?
Passing anything besides int/double/bool between JS and wasm is
hard work.
Currently the ABI generated by LDC is so that arguments besides
int/double/bool (and array/dele
On Wednesday, 24 June 2020 at 09:01:28 UTC, claptrap wrote:
On Wednesday, 24 June 2020 at 00:53:58 UTC, H. S. Teoh wrote:
On Tue, Jun 23, 2020 at 11:53:36PM +, claptrap via
If your implementations are based on built-in operators, you
could use mixins to unify the implementations into on
On Wednesday, 24 June 2020 at 00:53:58 UTC, H. S. Teoh wrote:
On Tue, Jun 23, 2020 at 11:53:36PM +, claptrap via
If your implementations are based on built-in operators, you
could use mixins to unify the implementations into one, e.g.:
Ah yeah thats useful, to expand a bit what about i
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