Well... so I don't like Nim anymore.
No way. :D
Nim is... Nimesque. Unique. The block system is Pythonesque, but it has
ADAlisms,
Object-pascalisms, and Cpluspluslisms. The possibility of evolving it to
the better,
aggregating better justified designs is awesome. //- -// is better designed
than the
old /*
Your proposal doesn't work well with the current Nim, // can be an operator:
# let's be even more like Python
proc `//`(a, b: int): int = a div b
echo 3 // 4
And your argument comes down to "I cannot be bothered to use a custom keyboard
shortcut to type '#'".
I don't think your comment syntax should be aded. Nim has a Pythonesque style
it should just keep it. Its not what you add, its what you don't add makes a
great language.
I also don't agree with / / it should just be a C like system with / / and / *
... * / and / * * ... * / not some thing
@Nazariglez
If your interested in making 2d web-only games, dom96 has a framework for that:
[https://github.com/dom96/gamelight](https://github.com/dom96/gamelight) and an
example game: [https://github.com/dom96/snake](https://github.com/dom96/snake)
I've explained on the text. The minus "-" is the key right over the brackets on
USA based keyboards, and at a good right spot in almost all accessible in just
one key press. The square brackets, are not available (visually) in some and
you need to find a combination of keys to invoke it.
I write a lot of comments, that's why I give such importance to this topic.
Actually, I like it. But not sure about //- -//; for me it is much more logical
to be //[ ]// (as direct equivalent of #[ ]#)
Hello,
I also use many different languages, and not a fan of the
Python/Ruby comment syntax "#" :P
First, the justification:
1. Many keyboards does not have an one key access to "#",
as the "/" key, mine for instance, I usually need to look at alt-3
or
@Nazariglez to my knowledge the current opengl binding is a binding for the C
compilation backend only. The webgl api is a different API that tries to be as
close as possible to the original API, but it has some differences because of
the fact that it targets javascript. You cannot change the
Hello guys! I'm new in nim, i'm just evaluating nim to make games and i was
thinking to make my own (mini)engine 2d using webgl+browsers as first target
(not asm.js) and sdl as native backend to my games, but i read this post and
FRAG seems fit very well for me. Any chance to support webgl and
Ok. Hopefully, this weekend.
I know it doesn't exactly meet your desired syntax but mimicking the standard
library reads well and is consistent:
template maskIt(dt : DataTable, expr : untyped) : seq[bool] =
var result = newSeq[bool](dt.len)
for i in 0 ..< dt.len:
let it {.inject.} =
You need to write a macro for this to work.
I doubt compiler/renderer will ever work acceptably, it loses line information
and tokenization information. Revive the tool `compiler/nimfix/nimfix` instead.
i have tried nim-0.15.2 and nim-0.16.0 my android version is 5.1 armv71 32 bit
cpu
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