On Wednesday, 21 January 2015 at 10:37:18 UTC, Suliman wrote:
Could you explain how to build it's on Windows. I read readme,
but do not fully understand what I should to to to get it's
work?
You should follow the guides for LDC only you need to build Clang
3.5 as well beforehand and add the
-DLLVM_SOURCE_PATH="/path/to/llvm/source/tree" argument to the
cmake command while building Calypso.
Using Visual Studio:
http://wiki.dlang.org/Building_and_hacking_LDC_on_Windows_using_MSVC
Using MinGW :
http://wiki.dlang.org/Building_LDC_on_MinGW_x86
Currently making D classes derive from C++ classes with a virtual
table only works with MinGW because only the Itanium ABI is
supported. I'm going to add the Microsoft ABI ASAP (it's just a
few lines of code) but it'll be untested.
On Wednesday, 21 January 2015 at 21:27:27 UTC, Walter Bright
wrote:
I think this is an exciting development!
Considering the new D support for C++ namespaces, template
mangling, etc., I think it would make Calypso's job easier. The
big challenge is to get an interface to C++ STL, so one could
do:
import core.stdcpp.stl.vector;
for example.
I'd also like to encourage you to submit a Dconf 2015
presentation proposal on this.
Thanks, Walter!
A small update since the announcement: instantiation of C++ class
templates is now working, with the right partial specialization
selected if any.
I'm still working as fast as I can to get Ogre3D working. Ogre3D
makes wide usage of the standard C++ library so getting it
running would be a milestone and at that point most C++ libraries
will be usable or in close reach as well. And it'd also make a
sweet demo :)