On Saturday, 5 December 2015 at 23:27:31 UTC, Steven
Schveighoffer wrote:
On 12/5/15 6:06 PM, Andrew LaChance wrote:
I was reading a blog post here:
http://3d.benjamin-thaut.de/?p=20 which
mentions:
"Calls to the druntime invariant handler are emitted in
release build
also and there is no
I was reading a blog post here: http://3d.benjamin-thaut.de/?p=20
which mentions:
"Calls to the druntime invariant handler are emitted in release
build also and there is no way to turn them off. Even if the
class does not have any invariants the invariant handler will
always be called, walk
On Monday, 30 November 2015 at 08:08:20 UTC, Meta wrote:
This doesn't quite work in D; you'd have to make each WhiteKey
const (which is probably not a bad idea anyway if you're using
it like an enum). However, it's better to just do this with
plain old value-type structs. It's exactly the same
On Monday, 30 November 2015 at 07:54:49 UTC, Rikki Cattermole
wrote:
enums don't have to be integral, but for performance reasons it
is for the best.
enum Foo : string {
A = "a",
B = "b",
C = "d",
ERROR = "What are you talking about?"
}
void main() {
import std.stdio :
Hello,
D has intrigued me for a while, and I thought I would finally
read up on it! I've been reading "Programming in D" by Ali
Çehreli and I've been thinking about how I can use the language
in a side project I'm working on, porting it from java to D. One
of the uncommonly-used features of