kheaser@IT-ASST-SB MINGW64 /c/Users/kheaser/Git/Delivery/projects
(master)
$ dub init 00_01_print_ogl_ver
... All this white space here is me just pressing the Enter key
... to get the default values.
Package recipe format (sdl/json) [json]: Name
[00_01_print_ogl_ver]: Description [A minim
Dub or Dmd dies when it can't find the linker. Like so:
C:\Users\kheaser\Git\Delivery\projects\00_01_print_ogl_ver>dub
run --arch=x86_64 --force
Performing "debug" build using dmd for x86_64.
derelict-util 2.0.6: building configuration "library"...
derelict-al 1.0.3: building configuration "l
On Tuesday, 13 June 2017 at 12:39:53 UTC, Joseph Rushton Wakeling
wrote:
On Tuesday, 13 June 2017 at 12:38:03 UTC, Joseph Rushton
Wakeling wrote:
On Sunday, 11 June 2017 at 21:58:27 UTC, WhatMeForget wrote:
Just trying to compile a "Hello World" using dub and ldc2.
I presume from your command
Linking...
01_06_coord_systems.obj : error LNK2001: unresolved external
symbol _D11common_game12__ModuleInfoZ
01_06_coord_systems.obj : error LNK2001: unresolved external
symbol _D14post_processor12__ModuleInfoZ
I've gotten plenty of undefined external symbol errors in my time
but how does o
On Wednesday, 26 July 2017 at 02:31:33 UTC, Mike Parker wrote:
On Wednesday, 26 July 2017 at 02:24:06 UTC, WhatMeForget wrote:
[...]
Because .sizeof has nothing to do with how many elements are in
the array. It tells you how much space the array itself takes
up.
Totally agree. .length ret
On Wednesday, 26 July 2017 at 02:32:07 UTC, Adam D. Ruppe wrote:
I've hand rolled a function which is working for me currently,
but with my coding ability, I'd feel much safer with something
official :)
You could also do (cast(ubyte[]) array).length.
This was my (way over complicated) att
On Friday, 18 August 2017 at 20:39:38 UTC, angel wrote:
On Friday, 18 August 2017 at 02:38:15 UTC, WhatMeForget wrote:
[...]
This actually appears correct ...
The 1-st example:
Each call to makeCalculator() increments a static (i.e. shared
among all makeCalculator() instances) variable - cont
It's stuff like this which makes me very frustrated. Or depressed
because it demonstrates just how poor a programmer I am:
string printStatement(string message) {
return `writeln("` ~ message ~ `");`;
}
void main()
{
// Mixins are for mixing in generated code into the source
code.
On Monday, 25 September 2017 at 06:07:58 UTC, H. S. Teoh wrote:
On Mon, Sep 25, 2017 at 05:28:13AM +, WhatMeForget via
Digitalmars-d-learn wrote:
[...]
You're not the only one. I stared at this same piece of
documentation for a long time before I figured out what it
meant. This is anoth
I don't know the first step about how to trouble shoot this? I
haven't changed anything with my configuration.
Using dub registry url 'http://code.dlang.org/'
Refreshing local packages (refresh existing: true)...
Looking for local package map at
C:\ProgramData\dub\packages\local-packages.js
On Saturday, 30 September 2017 at 18:21:11 UTC, Jon Degenhardt
wrote:
On Saturday, 30 September 2017 at 17:17:17 UTC, SrMordred wrote:
[...]
It's easy to overlook, but documentation for splitter starts
out:
Lazily splits a range using an element as a separator.
An element of a string
I've got a github project and using DUB with DMD and I keep
running into this problem. I've tried deleting the entire
...\AppData\Roaming\dub\packages folder, but the
problem repeats the very next build attempt.
Fetching derelict-util 2.0.6 (getting selected version)...
Fetching derelict-ft 1
I've tried debugging this for hours to no avail. It works on
Windows and Mac fine. But I'm running Antergos Linux (very much
like Arch) and it keeps failing at the System Init line. The code
is pretty much a copy of the example of derelict fmod on github.
I have no idea what the "bindings" num
I've been using Dub for a while but from the very beginning I
decided to go with SDL 100% of the time, So I've got a dub.sdl
file like:
name "01_10_camera_view_space"
description "A minimal D application."
authors "kheaser"
copyright "Copyright © 2017, kheaser"
license "proprietary"
dependen
I can compile the derelict-fmod example with
dub.json
...
"dependencies": {
"derelict-util": ">=1.9.1"
...
and dub.selections.json
...
"versions": {
"derelict-util": "2.1.0"
...
dub run
Fetching derelict-util 2.
enum SoundType { MUSIC = 0, SOUND_EFFECT };
struct Sound
{
string file;
SoundType musicOrSfx;
void* ptr; // Mix_Chunk* for sfx; Mix_Music* for
music;
}
immutable Sound[string] soundLibrary = // line 148
[
"SCRATCH" : { file : "scratch.wav", musicOrSfx :
I've built a sound.d module with lots data types, free functions
(initAndOpenSound() loadSound()), and enums etc.
In my main/app.d module, I've created the the following
associative array:
void main(string[] argv)
{
initAndOpenSound();
Track[string] tracks =
[
"SCRATCH"
On Thursday, 11 January 2018 at 23:29:30 UTC, Adam D. Ruppe wrote:
On Thursday, 11 January 2018 at 23:20:44 UTC, WhatMeWorry wrote:
When I simply move the array out of main() but still in app.d,
the compiler returns
Error: expression ["SCRATCH":Track("scratch.wav",
cast(Sound)1, 0, null),... i
Sorry if this is the wrong place to post, but I just came across
this just now:
https://www.khronos.org/opengl/wiki/Language_bindings
I was thinking that with derelictGL, D should be on this list?
If so, I'm not sure how one would go about this?
I read where shared classes have not been implemented yet. So I'm
using
just a struct e below: But the output below is showing that
sharing is
not happening between Struct in main() and the various spawned
threads.
I'm I doing something wrong?
creating queue in EventBuffer constructor
even
On Friday, 9 March 2018 at 10:42:47 UTC, Kagamin wrote:
To make a struct noncopyable, add @disable this(this); to it,
then compiler will give an error on an attempt to copy it.
I tried the @disable this(this); but now it doesn't even compile?
Error: template std.concurrency.spawn cannot deduce
Thanks all. I sometimes feel like Michael Corleone: "Just when I
thought I was out, they pull me back in!" :)
I realize it is not the place for it, but sometimes I wish the
Library Reference explained things in terms of "why".
I just incorporated DerelictALURE into a project and it compiled
and linked fine, but when I ran the executable, it aborted with:
derelict.util.exception.SharedLibLoadException@N:\DUB_Packages\DerelictOrg\DerelictUtil\source\derelict\util\exception.d(35):
Failed to load one or more sharedlibra
I'm weak enough with C pointers, but when I see char** my brain
freezes up like a deer caught in headlights. Can anyone translate
the below C call into D?
ALURE_API const ALCchar** ALURE_APIENTRY
alureGetDeviceNames(ALCboolean all,ALCsizei *count)
// my poor attempt to Deify it
int coun
// Specification from ALURE documentation
ALURE_API ALboolean ALURE_APIENTRY
alurePlaySourceStream(
ALuint source,
alureStream *stream,
ALsizei numBufs,
ALsizei loopcount,
void(*eos_callback)(void *userdata, ALuint source),
void*userdata
)
// My D code, below compil
Never mind. D was fine. Needed an alureUpdate() to trigger the
call back.
I've got a fairly complex D project (25+ modules) that has grown
haphazardly over time. So it is not well designed. But I want to
get the thing fully ported before refining the code. (that's
called refactoring, I believe?)
Anyway, there is a new module called audio.d which which has all
the s
Just learning Linux. Got my first vibe/dub project which dies at:
Compiling diet template 'index.dt'...
Linking...
/usr/bin/ld: cannot find -lsqlite3
collect2: error: ld returned 1 exit status
I downloaded DUB's d2sqlite3 and built it fine.
I've got sqlite3 on my system by default (came with Xu
class C
{
this(){ _i = 0; _j = 0; }
void setVar(int i) { _i = i; }
int getVar() { return _i; }
int _i;
int _j;
}
writeln("C");
foreach( i, str; myClassMembers)
{
writeln("member ", i, " = ", str);
TypeInfo ti = typeid(str);
writeln("type id is ", ti);
On Monday, 11 July 2016 at 19:07:51 UTC, ketmar wrote:
list slices are not random-access ranges, thus they can't be
sorted in-place (this is what std.algorithm.sort does). so the
only way is to convert list to array, sort it, and make a list
from sorted array. probably not something you want. ;
I don't suppose there's a way to "see" source code generated by
templates after a compile but before execution? Or does the
compiler generate it to a lower level on the fly; thus losing the
source code?
I'm assuming no because if there were a way, I'd of come across
it by now :)
Now th
On Sunday, 17 July 2016 at 11:14:39 UTC, Stefan Koch wrote:
On Sunday, 17 July 2016 at 05:57:52 UTC, WhatMeWorry wrote:
I don't suppose there's a way to "see" source code generated
by templates after a compile but before execution? Or does
the compiler generate it to a lower level on the fl
On Monday, 18 July 2016 at 07:37:27 UTC, lobo wrote:
On Sunday, 17 July 2016 at 05:57:52 UTC, WhatMeWorry wrote:
[snip]
Now that I think about, was there even a way to look at c/c++
code after the pre-processor step?
Does this do what you want?
cl.exe /E
gcc -E
clang -E
clang-cl /E
i
On Sunday, 17 July 2016 at 05:57:52 UTC, WhatMeWorry wrote:
I don't suppose there's a way to "see" source code generated by
templates after a compile but before execution? Or does the
compiler generate it to a lower level on the fly; thus losing
the source code?
I'm assuming no because if
What I thought would be trivial is becoming a nightmare. Can
anybody set me straight. Thanks in advance.
void writeAndPause(string s)
{
writeln(s);
// writeln("Press any key to continue..."); // works fine on
Windows
// executeShell("pause");// works fine on
W
I've been stumped for several days trying to resolve this run
time error. I'm pretty new with Linux. No problem on Windows.
DerelictFI.load("/home/generic/MySharedLibraries/libfreeimage.so");
before DerelictFI.load
derelict.util.exception.SymbolLoadException@../../../.dub/packages/derelict-
string pwdxCommand = escapeShellCommand("pwdx", to!string(pid));
writeln("pwdxCommand = ", pwdxCommand);
Output:
Current process ID: 7962
pwdxCommand = 'pwdx' '7962'
I'm confused as to why the writeln statement didn't output "pwdx
7962"?
Afterall, isn't that the definition of a strin
Not a lot to work with here. I'm a beginner Linux user.
$ dub build --force
Performing "debug" build using dmd for x86_64.
derelict-util 2.0.6: building configuration "library"...
derelict-gl3 1.0.18: building configuration "library"...
derelict-glfw3 3.1.0: building configuration
"derelict-glf
$ sudo chmod -v 777 *
mode of 'HelloWindow' changed from 0644 (rw-r--r--) to 0777
(rwxrwxrwx)
$ ls -al
total 3016
drwxr-xr-x 2 generic generic4096 Aug 13 16:48 .
drwxr-xr-x 7 generic generic4096 Aug 12 23:14 ..
-rw-r--r-- 1 generic generic 3080080 Aug 13 16:48 HelloWindow
Now I'm real
On Sunday, 14 August 2016 at 01:05:33 UTC, Basile B. wrote:
On Saturday, 13 August 2016 at 21:56:49 UTC, WhatMeWorry wrote:
$ sudo chmod -v 777 *
mode of 'HelloWindow' changed from 0644 (rw-r--r--) to 0777
(rwxrwxrwx)
$ ls -al
total 3016
drwxr-xr-x 2 generic generic4096 Aug 13 16:48 .
drw
This is the actual problem that cause trouble. Your flash drive
is probably Fat32 or NTFS formatted rather than ext4. Since
those file systems do not support "executable attribute", Linux
will silently fail to give files the attribute which results in
these sort of surprises. You may wonder why
I've got a large Visual Studio Solution which contains lots of
Projects. Each project is a standalone D/OpenGL tutorial. I
want to make it OS and IDE agnostic so it can be easily played
with on Windows, Linux, and Mac OS so I thought it best to make
it a dub package.
I've been reading the
I want to store all my shared/dynamic libraries within a special
directory relative to where the application directory is. All of
the derelictXX.loads(path) compiles except
DerelictGL3.reload(lib); which doesn't seem to be implemented.
All the reloads in github are either empty or use the ver
On Wednesday, 17 August 2016 at 23:21:59 UTC, Rene Zwanenburg
wrote:
On Wednesday, 17 August 2016 at 22:59:31 UTC, WhatMeWorry wrote:
I want to store all my shared/dynamic libraries within a
special directory relative to where the application directory
is. All of the derelictXX.loads(path) comp
On Thursday, 18 August 2016 at 03:11:17 UTC, WhatMeWorry wrote:
On Wednesday, 17 August 2016 at 23:21:59 UTC, Rene Zwanenburg
wrote:
On Wednesday, 17 August 2016 at 22:59:31 UTC, WhatMeWorry
wrote:
I want to store all my shared/dynamic libraries within a
special directory relative to where the
Error: module std.string import 'removeChars' not found, did you
mean template 'removechars(S)(S s, in S pattern) if
(isSomeString!S)'?
Shouldn't it be removeChars? All the other library calls seem to
be camelCased. Should i not bother to open a change request
because this would cause too mu
I have D opengl/glfw3 program that I wrote which compiles and
runs fine, but I always felt it was a bit of a Visual Studio
hack. So I thought I'd start anew but this time use dub from
the get go. So I did dub int...etc. And put my existing code
into the app.d file. But when I try to buil
On Saturday, 24 September 2016 at 06:05:11 UTC, Mike Parker wrote:
On Saturday, 24 September 2016 at 02:33:22 UTC, WhatMeWorry
wrote:
I see that dub has all the .d import files already placed in
C:\Users\Me\AppData\Roaming\dub\packages\derelict-gl3-1.0.19\derelict-gl3\source\derelict\opengl3
On Sunday, 25 September 2016 at 00:52:26 UTC, Mike Parker wrote:
On Saturday, 24 September 2016 at 16:51:47 UTC, WhatMeWorry
wrote:
[...]
As long as they're public. Imports are private by default,
meaning their symbols are only visible locally. Change it to:
module derelict_libraries;
pub
Dub/Derelict is returning the following error at the D line:
DerelictFT.load(); // Load the FreeType library
derelict.util.exception.SharedLibLoadException@C:\Users\kheaser\AppData\Roaming\dub\packages\derelict-util-2.0.6\source\derelict\util\exception.d(35):
Failed to
load one or more
I've got a little hello_window DUB project which uses these
dependencies:
dependency "derelict-util" version="~>2.0.6"
dependency "derelict-glfw3" version="~>3.1.0"
dependency "derelict-gl3" version="~>1.0.19"
dependency "derelict-fi"version="~>2.0.3"
dependency "derelict-ft"
On Sunday, 9 October 2016 at 19:11:52 UTC, Jinx wrote:
On Sunday, 9 October 2016 at 08:52:55 UTC, rikki cattermole
wrote:
On 09/10/2016 9:17 PM, Jinx wrote:
[...]
That is enough.
Mike Parker has presented a workaround that you can implement.
He has also shown how you can contact those that ha
This is probably so simple that there's no example anywhere.
Basically, I've got a huge array definition (see below) which I
reuse over and over again in different projects.
GLfloat[] vertices =
[
// Positions // Texture Coords
-0.5f, -0.5f, -0.5f, 0.0f, 0.0f,
0.5f, -0.5
On Saturday, 22 October 2016 at 20:51:14 UTC, Jonathan M Davis
wrote:
On Saturday, October 22, 2016 20:35:27 WhatMeWorry via
Digitalmars-d-learn wrote:
[...]
Just put it in a separate module and then import it. e.g.
file: mypackage/constants.d
==
module mypackage.constants
I'm using Derelict GLFW3 and I found the following GLFW3 code
snippet in a demo.
float distance = 3.0;
extern(C) void key_callback(GLFWwindow* window, int key, int
scancode, int action, int modifier) nothrow
{
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
{
glfwSetWin
On Thursday, 27 October 2016 at 22:51:13 UTC, pineapple wrote:
On Thursday, 27 October 2016 at 22:17:35 UTC, WhatMeWorry wrote:
I'm using Derelict GLFW3 and I found the following GLFW3 code
snippet in a demo.
In a small demo, crap like this usually isn't a big deal.
It's not common practice
On Friday, 28 October 2016 at 14:12:53 UTC, Mike Parker wrote:
On Friday, 28 October 2016 at 13:19:19 UTC, WhatMeWorry wrote:
[...]
I generally use GLFW event callbacks to populate an event queue
with custom event types, then process the queue and handle
events elsewhere. That way, the call
I am fascinated with D's module static this.
I have shamelessly stolen Ali's code directly from his book.
module cat;
static this() {
// ... the initial operations of the module ...
}
static ~this() {
// ... the final operations of the module ...
}
First, are there any other languages that ha
On Monday, 31 October 2016 at 05:42:16 UTC, sarn wrote:
On Monday, 31 October 2016 at 04:35:35 UTC, WhatMeWorry wrote:
[...]
I've seen hacks to do the same thing in C++. They're not
pretty, though.
[...]
Class/struct static constructors are good for initialising
class/struct static dat
Is there a way to turn off nothrow or work around it? Because to
me it looks like nothrow prevents me from doing anything useful.
extern(C) void onKeyEvent(GLFWwindow* window, int key, int
scancode, int action, int modifier) nothrow
{
if(queue.roomInQueue())
{
auto event = ne
On Monday, 31 October 2016 at 18:46:31 UTC, Jonathan M Davis
wrote:
though there's no reason to ever use a static constructor
(shared or otherwise) when you can directly initialize the
variable. It's really meant for more complicated initialization
that can't be done directly.
Also, I would p
I was reading this fasciniating article:
https://davesdprogramming.wordpress.com/2013/05/06/low-lock-singletons/
And to quote a section of it:
-
static MySingleton get() {
synchronized {
if (instance_ is null) {
instance_ = n
I'm converting some C++ and glm code to D and gl3n. And I'm
stumped at the following line.
GLboolean CheckCollision(BallObject &one, GameObject &two) //
AABB - Circle collision
{
// Get center point circle first
glm::vec2 center(one.Position + one.Radius);
. . .
}
one.Position i
module_common
import app; // Ugly? Bad? Better way?
common_func()
{
static if (compileTimeFlag1)
codeBlockA
static if (compileTimeFlag2)
codeBlockB
static if (compileTimeFlag3)
codeBlockC
}
I want to have many stan
The code below compiles fine but I always get a run time abort
with the error down below. Isn't the postProc at module scope so
shouldn't the class instance always be around (ie not
deallocated?) If it helps, this was translated from C++ code.
Thanks.
-file post_proces
On Friday, 3 February 2017 at 18:37:15 UTC, Johan Engelen wrote:
On Friday, 3 February 2017 at 17:20:43 UTC, WhatMeWorry wrote:
[...]
The error is in this line. Instead of assigning to the
`postProc` at module scope, you are defining a new local
variable and assigning to it.
[...]
I followed the instructions for derelict.fmod.
// Load the Fmod library.
DerelictFmod.load(); // compiles fine.
// Load the Fmod studio library.
DerelictFmodStudio.load();
but the Studio load ..\common\derelict_libraries.d(122,5): Error:
undefined identifier 'DerelictFmodStudio'
In the
On Saturday, 11 February 2017 at 03:10:35 UTC, WhatMeWorry wrote:
I followed the instructions for derelict.fmod.
// Load the Fmod library.
DerelictFmod.load(); // compiles fine.
// Load the Fmod studio library.
DerelictFmodStudio.load();
but the Studio load ..\common\derelict_libraries.d
I'm doing conditional compilation using static ifs like so:
enum bool audio = true;
// if audio flag is present and set to true, add to code build
static if ( (__traits(compiles, audio)) && audio)
playSound(soundSys, BLEEP );
This works, b
Just some basic questions regarding Dub projects with GitHub. I'm
just getting
my toes wet with GitHub so these might be pretty naive questions.
I've got about 35 mini dub projects where each project holds an
OpenGL tutorial.
like so:
01_01_hello_window
.dub
build
app
On Tuesday, 18 April 2017 at 15:15:47 UTC, Stanislav Blinov wrote:
On Tuesday, 18 April 2017 at 15:07:27 UTC, WhatMeWorry wrote:
When I try to upload these files to my new repo, GitHub
(rightfully so) complains that
I have too many files. Since I'm using sdl and not json, can I
safely delete a
On Monday, 8 May 2017 at 21:16:53 UTC, Igor wrote:
Hi,
I am following Casey Muratori's Handmade Hero and writing it in
DLang.
This sounds very interesting. Maybe make it a public github
project?
In Mr. Cehreli's book it says
Additionally, the length of dynamic arrays can be changed by
assigning a value to this property:
int[] array; // initially empty
array.length = 5; // now has 5 elements
while in Mr. Alexandrescu's book, it says
To create a dynamic array, use a new expression (§
string path = environment["PATH"]; // get the value of the env
variable PATH.
writeln("Path is ", path);
writeln();
auto paths = std.algorithm.splitter(path, ";");
writeln("Paths are ", paths);
Path is
E:\dmd2\windows\bin;C:\Windows\system32;C:\Windows;C:\Windows\System32...
Paths are ["E
After hours of reading (obviously not comprehending) std.process
and looking at code samples, I still can't even do something this
simple. Open a Windows command line and run miscellaneous
commands. Only the first command, dir" is shown in the final
output.
auto pipe = pipeShell("dir", Redi
I open a command line window, and run the following 6 line program
void main()
{
string envPath = environment["PATH"];
writeln("PATH is: ", envPath);
envPath ~= r";F:\dmd2\windows\bin";
environment["PATH"] = envPath;
envPath = environment["PATH"];
writeln("PATH is: ", envPa
Sorry if this is an incredibly naive question.
I prefer to pragmatically pause my programs periodically so that
I can peruse output statements. Ideally, I'd like to continue by
just hitting any old key. My feeble attempt below requires I
enter at least one character and then the enter key.
c
// the following two lines compile cleanly but when executed, I
get
// D:\Projects\Derelict>02_SimpleOpenGL_3_3_program.exe
// object.Error: Access Violation
//
string glShadingLangVer =
to!string(glGetString(GL_SHADING_LANGUAGE_VERSION));
writeln("glShadingLangVer is ", glS
On Friday, 12 September 2014 at 22:53:35 UTC, Ali Çehreli wrote:
On 09/12/2014 03:44 PM, WhatMeWorry wrote:
// the following two lines compile cleanly but when executed,
I get
// D:\Projects\Derelict>02_SimpleOpenGL_3_3_program.exe
// object.Error: Access Violation
//
string
On Saturday, 13 September 2014 at 08:09:15 UTC, Mike Parker wrote:
On 9/13/2014 7:44 AM, WhatMeWorry wrote:
// the following two lines compile cleanly but when executed,
I get
// D:\Projects\Derelict>02_SimpleOpenGL_3_3_program.exe
// object.Error: Access Violation
//
string
The name string is aliased to immutable(char)[]
Why was immutable chosen? Why not mutable. Or why not just make
another alias called
strung where it is aliased to mutable(char)[]
Also, since strings are arrays and arrays are structs with a
length and ptr
field, I ran the following code for
On Saturday, 13 September 2014 at 23:22:40 UTC, ketmar via
Digitalmars-d-learn wrote:
On Sat, 13 Sep 2014 22:41:38 +
AsmMan via Digitalmars-d-learn
wrote:
D string are actullay C-strings?
in no way. only string *LITERALS* are zero-terminated.
Ok. So I wrote the following:
char c = *(
Anybody installed Visual D recently?
As per the install instructions, I downloaded the Visual Studio
isolated Shell 2013 and its integrated package. Everything went
smoothly. I then downloaded Visual D and installed it with no
problems. However, when I try to run the vdserver.exe
applicatio
On Monday, 22 September 2014 at 03:30:22 UTC, Vladimir Panteleev
wrote:
On Monday, 22 September 2014 at 03:21:44 UTC, WhatMeWorry wrote:
Anybody installed Visual D recently?
As per the install instructions, I downloaded the Visual
Studio isolated Shell 2013 and its integrated package.
Everyt
Hope this question is not too simple minded but,
In the TDPL it says:
"To import one module from another, specify the name of the
module in an import declaration. The name must include the
relative path computed from the directory where compilation takes
place"
Ok, but how does one determ
I have a simple GLFW3 program running in Visual D integrated
shell, that kept aborting at DerelictFLFW3.load() with a "failed
to load the shared libraries: glfw3.dll.'
So I found a glfw3.dll somewhere and moved it into the project
folder (I know this is bad technique) and that fixed the proble
within DerelictOrg, I've used DerelictGL3 and DerelictGLFW3
packages successfully. But just today I stumbled across
D-Programming-Deimos and noticed that it has a glfw and an OpenGL
as well.
I've read some of the descriptions and Derelict talks about
"dynamic bindings" where Deimos mentions
I just started to dip my toes into vibe.d and I tried to stay on
the beaten track. I downloaded vibe, and did the "First Steps" as
recommended:
$ cd /path/to/my/projects
$ dub init vibe.d
But when I try compiling the default code in app.d which is
created after the "dub init" above, I get:
On Friday, 24 October 2014 at 19:58:37 UTC, WhatMeWorry wrote:
I just started to dip my toes into vibe.d and I tried to stay
on the beaten track. I downloaded vibe, and did the "First
Steps" as recommended:
$ cd /path/to/my/projects
$ dub init vibe.d
But when I try compiling the default co
It looks like dub fetch... is putting all packages at %appdata%
path on my windows machine. Is there a way to redirect packages
to a user specified path?
On Wednesday, 29 October 2014 at 12:47:48 UTC, Kagamin wrote:
https://github.com/D-Programming-Language/dub/issues/229
Thanks. This s-ludwig guy is great.
On Wednesday, 29 October 2014 at 11:35:17 UTC, Mike Parker wrote:
On 10/29/2014 1:48 PM, WhatMeWorry wrote:
It looks like dub fetch... is putting all packages at
%appdata% path on
my windows machine. Is there a way to redirect packages to a
user
specified path?
You're not really supposed to
// Two simple value type structures. one embedded in the other.
I've stepped through the debugger and I see the embedded
structure being set to 2, and dog.
import std.stdio;
struct NestedBottom
{
int i;
char[3] fixedArray;
// this(){} no-argument ctor can only be defined by th
I'm assuming the answer is yes.
If so, that implies that I could execute a function pointer that
doesn't point to anything meaningful. Conversely, functionality
could exist that I can't get access to because my function
pointer is unavailable?
If these are dangers, is there a technique or m
Is it correct to say that D reference types (classes, dynamic
arrays, etc.) are always allocated on the heap; whereas D value
types (structs, static arrays, etc.) are always allocated on the
stack? Or is this a gross oversimplification?
Because can't structures contain classes and classes c
Wow. This is great stuff! And diagrams are always appreciated.
You should write a book. I'm off to play with emplace.
I've been translating C++, OpenGL, and GLUT code into D, Derelict
OpenGL, and Derelict GLFW using:
import derelict.opengl3.gl3;
import derelict.glfw3.glfw3;
auto window = glfwCreateWindow(800, 600, "Shaders", null, null);
etc.
Things have been going well. I then tried to implement window
On Sunday, 4 January 2015 at 09:02:48 UTC, Mike Parker wrote:
On 1/4/2015 1:34 PM, WhatMeWorry wrote:
Maybe GLFW callback functions can't handled through Derelict
GLFW?
And just to be clear, because the pointers to the callback
functions are being passed to a C API, they *have* to be
exter
I've got a OpenGL function returning a pointer
// const GLubyte *version = glGetString(GL_VERSION); // C++ and
openLG code
// the following compiles with no errors or warnings
char openglVersion[100] = fromStringz(glGetString(GL_VERSION));
// ABENDS HERE!
// documentation from std.stri
On Sunday, 18 January 2015 at 19:42:33 UTC, WhatMeWorry wrote:
I've got a OpenGL function returning a pointer
// const GLubyte *version = glGetString(GL_VERSION); // C++
and openLG code
// the following compiles with no errors or warnings
char openglVersion[100] = fromStringz(glGetString(G
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