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 :)

Reply via email to