On Tuesday, 29 May 2018 at 07:53:49 UTC, rikki cattermole wrote:
On 29/05/2018 7:47 PM, Begah wrote:
I have recently reinstalled a fresh version of Windows 10. I
installed DMD 1.9.0 and compiled my code ( that was compiling
before reinstalling Windows ).
What?
That is definitely not a valid
I have recently reinstalled a fresh version of Windows 10. I
installed DMD 1.9.0 and compiled my code ( that was compiling
before reinstalling Windows ).
I get this error at the linking phase :
Native PDB Error: The entry already exists. The specified module
already exists
I made a simplifie
On Sunday, 2 April 2017 at 14:15:50 UTC, rikki cattermole wrote:
On 02/04/2017 2:58 PM, Begah wrote:
[...]
Quite out of date.
Here is some code that worked for me:
string raw_input = ...;
auto domBuilder = raw_input
.lexer
.parser
To load up 3D models in my application, i decided to use the
COLLADA model format, to do that i need to be able to extract
information out of an xml file.
Since std.xml is going to be deprecated eventually, is opted to
try and use std.experiment.xml.
So i created a test project and added thi
I made a little program to illustrate my confusion :
import std.stdio;
class _1 {
int i;
this(int n) {
i = n;
}
}
class _2 {
_1 instance;
alias twelve = instance.i;
this() {
On Wednesday, 5 October 2016 at 12:48:07 UTC, Jonathan M Davis
wrote:
On Wednesday, October 05, 2016 11:25:57 Begah via
Digitalmars-d-learn wrote:
[...]
Unless you're writing lock-free algorithms (which really should
only be done by experts, and even then, they should probably
reconsid
On Wednesday, 5 October 2016 at 07:36:58 UTC, Jonathan M Davis
wrote:
On Tuesday, October 04, 2016 19:22:10 Begah via
Digitalmars-d-learn wrote:
How can I make a method that accepts being called by both a
shared and non-shared object, to prevent having to copy
methods and adding a "s
I seem to be missing something.
It seems that if you want to create a shared object of a
structure ( or class ), then I have to copy every functions and
add "shared" to it. This seems way more work than it should.
For example why can't this simply work :
class Image {
string name;
On Friday, 10 June 2016 at 07:28:44 UTC, Begah wrote:
On Thursday, 9 June 2016 at 19:00:42 UTC, cy wrote:
I can't help but notice that loadModel is not a static member
function, yet you don't seem to call it with a Model object in
your "get" function.
Also have a look at std.typecons.RefCount
On Thursday, 9 June 2016 at 19:00:42 UTC, cy wrote:
I can't help but notice that loadModel is not a static member
function, yet you don't seem to call it with a Model object in
your "get" function.
Also have a look at std.typecons.RefCounted if you want
reference counted data..
loadModel is
I have a really weird bug in my application, i succeeded in
making a small program with the bare munimum to show that bug.
The full source code of the application + a dub.json file are at
https://github.com/Begah/D_Pointer_Problem ( < 300 LOC )
I have a template called ResourceManager (asset.
On Monday, 6 June 2016 at 21:25:16 UTC, Alex Parrill wrote:
On Monday, 6 June 2016 at 21:16:18 UTC, Begah wrote:
Does the key of a associative array will be const if the
reference is requested?
That's probably what it is, actually. Modifying the key with
the ref could cause the hash of the ke
On Monday, 6 June 2016 at 21:09:41 UTC, Alex Parrill wrote:
On Monday, 6 June 2016 at 20:40:12 UTC, Begah wrote:
I have a pretty weird error : Error: mutable method
isolated.graphics.g3d.model.Model.begin is not callable using
a const object
[...]
It may infer const from the type of `this.i
I have a pretty weird error : Error: mutable method
isolated.graphics.g3d.model.Model.begin is not callable using a
const object
The weird part is that i do not use const or immutable objects in
my code ( for the Model ) :
struct Handle {
Model *asset = null;
string asset_name
I can see two option but neither of them is really portable :
I can set _store public in std.typecons or i could create a
setter method.
Neither of these options is portable because i need to directly
edit the librarie's source code so i can't jump from one computer
to the next without having
I started using reference counters for my assets in my
application :
- Images
- Models
-
Such as :
alias ModelType = RefCounted!Model;
struct Model
{
static ModelType create(Mesh mesh, Shader shader) {
ModelType model = ModelType();
model.mesh =
On Tuesday, 26 April 2016 at 13:01:26 UTC, ciechowoj wrote:
On Tuesday, 26 April 2016 at 09:07:59 UTC, Begah wrote:
How could i tell the garbage collector to ignore the reference
in the hashmap and to free it if there isn't any other
reference that in my hashmap?
You could always zero the ref
I am trying to create an asset manager for my textures. I had the
idea ( it may be a wrong idea ) to create a hashmap of my
textures with a string as the key. When the program request a
texture, it firts check if it is in the hashmap and then returns
if it is :
Texture[string] textures;
Text
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