On Monday, 3 April 2023 at 11:29:12 UTC, Hipreme wrote:
On Monday, 3 April 2023 at 09:08:42 UTC, dog2002 wrote:
Hello. The title sounds weird, but I try to explain it better.
In Unreal Engine and Unity, source code files don't use main()
and other important functions. They have only a class. L
On Monday, 3 April 2023 at 09:08:42 UTC, dog2002 wrote:
Hello. The title sounds weird, but I try to explain it better.
In Unreal Engine and Unity, source code files don't use main()
and other important functions. They have only a class. Like
this:
```
class SomeClass: someInterface
{
AFu
Hello. The title sounds weird, but I try to explain it better.
In Unreal Engine and Unity, source code files don't use main()
and other important functions. They have only a class. Like this:
```
class SomeClass: someInterface
{
AFunctionFromTheInterface1()
{
}
AFunctionFromT
On Sunday, 28 March 2021 at 17:13:02 UTC, Mark Lagodych wrote:
On Sunday, 28 March 2021 at 16:45:29 UTC, dog2002 wrote:
I mean, I want to write a string without a new line. For
example, some command line applications have progress bars.
For a single line string I use \r. But it doesn't work fo
I mean, I want to write a string without a new line. For example,
some command line applications have progress bars.
For a single line string I use \r. But it doesn't work for a
multiple line string - the application is just adding new lines.
I want to call functions according to an exception. In C there is
the errno function. But if I use try...catch, it shows a trace or
a message. How do I check an exception type? For example:
std.socket.SocketOSException@std/socket.d(2857): Unable to
connect socket: Connection refused
-
On Thursday, 28 January 2021 at 18:56:15 UTC, frame wrote:
On Thursday, 28 January 2021 at 18:27:09 UTC, frame wrote:
[...]
A very simple example:
bool myEventA = true;
bool myEventB = false;
// event source that generates the event (must be called to run)
void source() {
observe(myEven
I saw these functions in some projects. For example: in Dagon
(https://gecko0307.github.io/dagon/) there are functions like
onKeyDown. This function doesn't need to call - it checks pressed
keys every time. Or Update in Unity (game engine). It doesn't
need to call, but it executes itself every
On Friday, 15 January 2021 at 11:05:56 UTC, Daniel Kozak wrote:
On Fri, Jan 15, 2021 at 10:30 AM dog2002 via
Digitalmars-d-learn < digitalmars-d-learn@puremagic.com> wrote:
...
Okay, the reason is incredibly stupid: using WinMain instead of
main causes high memory usage. I don't
On Friday, 15 January 2021 at 06:15:06 UTC, dog2002 wrote:
On Thursday, 14 January 2021 at 22:28:19 UTC, Paul Backus wrote:
On Thursday, 14 January 2021 at 20:23:37 UTC, dog2002 wrote:
[...]
What code are you using to copy the bytes? If you're reading
the whole file into memory at once, that
On Friday, 15 January 2021 at 06:56:36 UTC, dog2002 wrote:
On Friday, 15 January 2021 at 06:33:55 UTC, Paul Backus wrote:
On Friday, 15 January 2021 at 06:31:18 UTC, Paul Backus wrote:
You can save a little bit of memory here by allocating
tempBuffer on the stack:
ubyte[512] tempBuffer;
On Friday, 15 January 2021 at 06:33:55 UTC, Paul Backus wrote:
On Friday, 15 January 2021 at 06:31:18 UTC, Paul Backus wrote:
You can save a little bit of memory here by allocating
tempBuffer on the stack:
ubyte[512] tempBuffer;
_inputFile.rawRead(tempBuffer[]); // note the explicit
On Thursday, 14 January 2021 at 22:28:19 UTC, Paul Backus wrote:
On Thursday, 14 January 2021 at 20:23:37 UTC, dog2002 wrote:
About 1000 large files.
I want to replace several first bytes in all the files, so I
just copy the remaining bytes into a new file. Might this be
the reason for high m
On Thursday, 14 January 2021 at 16:47:45 UTC, drug wrote:
On 1/14/21 7:06 PM, dog2002 wrote:
On Thursday, 14 January 2021 at 16:01:43 UTC, drug wrote:
On 1/14/21 6:55 PM, drug wrote:
But this method consumes a huge amount of memory (up to
4 GB and more). Is there a more appropriate way to wa
On Thursday, 14 January 2021 at 16:18:28 UTC, drug wrote:
On 1/14/21 7:06 PM, dog2002 wrote:
On Thursday, 14 January 2021 at 16:01:43 UTC, drug wrote:
[...]
Yes. I forgot to add it in the original post.
Does using `ref` changed anything?
Try following:
```
import std;
void DirIteration(ref
On Thursday, 14 January 2021 at 16:01:43 UTC, drug wrote:
On 1/14/21 6:55 PM, drug wrote:
But this method consumes a huge amount of memory (up to 4 GB
and more). Is there a more appropriate way to walk
directories recursively that does not consume a lot of memory?
DirEntry is a struct. Firs
I need to make some operations with all the files in a directory
and subdirectories. Currently, I do it like this:
import std;
void DirIteration(string path) {
try {
foreach(entry; dirEntries(path, SpanMode.shallow, false))
{ //SpanMode.shallow allows skip directories if any error
On Wednesday, 13 January 2021 at 15:11:40 UTC, Dennis wrote:
On Wednesday, 13 January 2021 at 14:04:52 UTC, dog2002 wrote:
[...]
I don't think this is part of the standard library.
Here's a piece of code I wrote a while ago if that's useful:
[...]
Thank you so much!
I need to get a list of processes in Windows (and their pid). I
could use extern(c) and Process Walking (Process32First,
Process32Next), but maybe there is a way to get the list by means
of D?
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