On 03/23/2018 02:09 PM, Manu wrote:
If I have to continue to generate
tables offline and paste big tables of data in the source code (and
then re-generate them manually when I change something); then
situation is identical to C++, therefore, stick with C++.\


WAT?

When in the world would anyone ever need to do any of that? And I mean *regardless* of language? What kind of build system are you even using, punch cards and sneakernet?

Just run your custom generator tool from your buildscript (it's a trivial one-liner), and have it generate a full-fledged .d file ready for import (or a data file which is then string-imported by your main program).

It's quick and trivial, I've been doing it for a project written in Haxe (and just converted it to C# the other day as part of a big Flash -> Unity3D conversion) and it works quick-and-easy even there (of course, the Haxe/C#-generating tool is written in D, the tool was just easier to write that way).

DMD itself used to do that too when it was still C-based. Nobody ever needed to manually re-regenerate it (it was automatically invoked when necessary by the makefile), and *certainly* nobody ever needed to go copy-pasting any generated data.

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