Re: DlangIDE

2015-02-28 Thread Rainer Schuetze via Digitalmars-d-announce



On 26.02.2015 11:17, Vadim Lopatin wrote:

On Wednesday, 18 February 2015 at 08:21:19 UTC, Rainer Schuetze wrote:



On 17.02.2015 20:41, Vadim Lopatin wrote:

It looks like we need to develop some universal debugger library.
For linux, it can use gdb as a backend.
For windows - I'm not sure. Is there any console debugger which can
debug dmd generated executables? I've checked windbg shipped with dmd,
but it looks like it is GUI, and cannot be used as backend via console.
Trying to play with my own implementation of debugger using win32 API.

Probably there is already some debugger interface written in D?


On Windows, there is mago (https://github.com/rainers/mago), a debug
engine that integrates with Visual Studio, but it's actually not
limited to that. It might be rather complicated to host it, though,
you'll have to interface with IDebugEngine2 and all its subclasses
(https://msdn.microsoft.com/en-us/library/bb145310.aspx).

If you want a text interface, the Debugging Tools for Windows
(https://msdn.microsoft.com/en-us/windows/hardware/hh852365) also
contain cdb, a command line version of windbg (forget about the one
distributed with dmd). For Win32, you'll have to convert the old
CodeView debug info written by optlink to PDB format using cv2pdb,
though.


Trying to integrate MAGO.
I can easy create instance of MAGO DebugEngine, but having problems with
obtaining of IDebugPort which is needed for invoking of LaunchSuspended.
It looks like to get IDebugPort, I need IDebugCoreServer2 instance.
Does anybody know how to do it?


I suspect that is implemented by the Visual Studio debugger. Have you 
tried creating an IDebugPortSupplier2?

https://msdn.microsoft.com/en-us/library/bb145819.aspx

It might also only be possible from within Visual Studio, though. To 
host a debug engine you might have to implement these yourself...


Re: DlangIDE

2015-02-28 Thread Vadim Lopatin via Digitalmars-d-announce
On Saturday, 28 February 2015 at 08:06:59 UTC, Rainer Schuetze 
wrote:



On 26.02.2015 11:17, Vadim Lopatin wrote:
On Wednesday, 18 February 2015 at 08:21:19 UTC, Rainer 
Schuetze wrote:



On 17.02.2015 20:41, Vadim Lopatin wrote:
It looks like we need to develop some universal debugger 
library.

For linux, it can use gdb as a backend.
For windows - I'm not sure. Is there any console debugger 
which can
debug dmd generated executables? I've checked windbg shipped 
with dmd,
but it looks like it is GUI, and cannot be used as backend 
via console.
Trying to play with my own implementation of debugger using 
win32 API.


Probably there is already some debugger interface written in 
D?


On Windows, there is mago (https://github.com/rainers/mago), 
a debug
engine that integrates with Visual Studio, but it's actually 
not
limited to that. It might be rather complicated to host it, 
though,
you'll have to interface with IDebugEngine2 and all its 
subclasses

(https://msdn.microsoft.com/en-us/library/bb145310.aspx).

If you want a text interface, the Debugging Tools for Windows
(https://msdn.microsoft.com/en-us/windows/hardware/hh852365) 
also
contain cdb, a command line version of windbg (forget about 
the one
distributed with dmd). For Win32, you'll have to convert the 
old
CodeView debug info written by optlink to PDB format using 
cv2pdb,

though.


Trying to integrate MAGO.
I can easy create instance of MAGO DebugEngine, but having 
problems with
obtaining of IDebugPort which is needed for invoking of 
LaunchSuspended.
It looks like to get IDebugPort, I need IDebugCoreServer2 
instance.

Does anybody know how to do it?


I suspect that is implemented by the Visual Studio debugger. 
Have you tried creating an IDebugPortSupplier2?

https://msdn.microsoft.com/en-us/library/bb145819.aspx

It might also only be possible from within Visual Studio, 
though. To host a debug engine you might have to implement 
these yourself...


To create IDebugPortSupplier2, I need at least GUID for class 
implementing it.




Re: Dgame revived

2015-02-28 Thread Namespace via Digitalmars-d-announce
Next step is Font, Text and Spritesheet. Then I'll inspect 
Clock, Power and MessageBox and in the end I'll inspect Audio. 
I think the most breaking changes will happen here, because 
I'll use this time SDL_Audio instead of OpenAL.


Font, Text, Clock (renamed to StopWatch) and Power (renamed to 
Battery) were also ported. The Audio package also. Spritesheet 
should be redundant now, because Sprite has now a clipRect, to 
support the Spritesheet behaviour.


What is left: add missing comments / complete comments and renew 
the documentation. After that I will update the website.


We are moving forward! :)


Re: Dgame revived

2015-02-28 Thread Namespace via Digitalmars-d-announce

On Saturday, 28 February 2015 at 12:22:46 UTC, Gan wrote:

On Saturday, 28 February 2015 at 11:02:31 UTC, Namespace wrote:
Next step is Font, Text and Spritesheet. Then I'll inspect 
Clock, Power and MessageBox and in the end I'll inspect 
Audio. I think the most breaking changes will happen here, 
because I'll use this time SDL_Audio instead of OpenAL.


Font, Text, Clock (renamed to StopWatch) and Power (renamed to 
Battery) were also ported. The Audio package also. Spritesheet 
should be redundant now, because Sprite has now a clipRect, to 
support the Spritesheet behaviour.


What is left: add missing comments / complete comments and 
renew the documentation. After that I will update the website.


We are moving forward! :)


This is exciting. I'll test my space background in DGame to 
compare performance to SFML. If it's favorable, I'm immediately 
switching.


That's great. It would be nice if you post the differences here. 
:)


Re: Dgame revived

2015-02-28 Thread Gan via Digitalmars-d-announce

On Saturday, 28 February 2015 at 11:02:31 UTC, Namespace wrote:
Next step is Font, Text and Spritesheet. Then I'll inspect 
Clock, Power and MessageBox and in the end I'll inspect Audio. 
I think the most breaking changes will happen here, because 
I'll use this time SDL_Audio instead of OpenAL.


Font, Text, Clock (renamed to StopWatch) and Power (renamed to 
Battery) were also ported. The Audio package also. Spritesheet 
should be redundant now, because Sprite has now a clipRect, to 
support the Spritesheet behaviour.


What is left: add missing comments / complete comments and 
renew the documentation. After that I will update the website.


We are moving forward! :)


This is exciting. I'll test my space background in DGame to 
compare performance to SFML. If it's favorable, I'm immediately 
switching.


Re: Dgame revived

2015-02-28 Thread Namespace via Digitalmars-d-announce

On Saturday, 28 February 2015 at 11:02:31 UTC, Namespace wrote:
Next step is Font, Text and Spritesheet. Then I'll inspect 
Clock, Power and MessageBox and in the end I'll inspect Audio. 
I think the most breaking changes will happen here, because 
I'll use this time SDL_Audio instead of OpenAL.


Font, Text, Clock (renamed to StopWatch) and Power (renamed to 
Battery) were also ported. The Audio package also. Spritesheet 
should be redundant now, because Sprite has now a clipRect, to 
support the Spritesheet behaviour.


What is left: add missing comments / complete comments and 
renew the documentation. After that I will update the website.


We are moving forward! :)


Comments are finished so far - the documentation can be generated.
I've also begun to update the website and to update the 
tutorials, but I need at least a whole day to get ready. So I'll 
be ready in mid-March at the latest - because the next week I 
have to learn for my exams completely again.

But you can already begin with your tests. ;)


Re: Dgame revived

2015-02-28 Thread stewarth via Digitalmars-d-announce

On Saturday, 28 February 2015 at 22:52:47 UTC, Namespace wrote:

On Saturday, 28 February 2015 at 11:02:31 UTC, Namespace wrote:
Next step is Font, Text and Spritesheet. Then I'll inspect 
Clock, Power and MessageBox and in the end I'll inspect 
Audio. I think the most breaking changes will happen here, 
because I'll use this time SDL_Audio instead of OpenAL.


Font, Text, Clock (renamed to StopWatch) and Power (renamed to 
Battery) were also ported. The Audio package also. Spritesheet 
should be redundant now, because Sprite has now a clipRect, to 
support the Spritesheet behaviour.


What is left: add missing comments / complete comments and 
renew the documentation. After that I will update the website.


We are moving forward! :)


Comments are finished so far - the documentation can be 
generated.
I've also begun to update the website and to update the 
tutorials, but I need at least a whole day to get ready. So 
I'll be ready in mid-March at the latest - because the next 
week I have to learn for my exams completely again.

But you can already begin with your tests. ;)


Thank you for updating Dgame so quickly. I'll give it a test 
later this week and report any issues on github.


Cheers,
stew


Re: Berlin D Meetup Feb 2015

2015-02-28 Thread Martin Nowak via Digitalmars-d-announce
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

On 02/27/2015 03:04 PM, Ben Palmer wrote:
 Wrapping the RNGs can cause problems as structs are passed by
 value. This means that if the same RNG is used in subsequent calls
 to say randomCover then the same sequence of random numbers will be
 produced by each range.
 
 A simple solution to this would be make random ranges classes. This
 can also cause problems but with memory management (we want to
 avoid lots of small alloc and free events). It also does not
 address problems with functions that make bad assumptions about
 their arguments.
 
 If we can solve these problems then there are several different
 avenues to push forward with new RNG wrapper functionality. There
 are also other opportunities for looking at random number
 generation.

I actually had an idea how to solve this.
https://issues.dlang.org/show_bug.cgi?id=7067#c19
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Re: LLVM 3.6 released - LDC master branch/0.15.1 is ready to use it!

2015-02-28 Thread Dan Olson via Digitalmars-d-announce
Kai Nacke k...@redstar.de writes:

 Also note that LDC is mentioned in the release notes as one of the
 projects who are already supporting LLVM 3.6. Just recompile LDC using
 master branch from GitHub or from the 0.15.1 source.

 This is the 6th time that LDC and D are mentioned in the LLVM release
 notes!

That is pretty nice recognition in the release notes for both D and LDC.
I going to start testing LLVM 3.6 with iOS today.  If it looks good,
I'll move my forked ios branch from 3.5.1 to 3.6.


Re: LLVM 3.6 released - LDC master branch/0.15.1 is ready to use it!

2015-02-28 Thread Dan Olson via Digitalmars-d-announce
Dan Olson zans.is.for.c...@yahoo.com writes:

 Kai Nacke k...@redstar.de writes:

 Also note that LDC is mentioned in the release notes as one of the
 projects who are already supporting LLVM 3.6. Just recompile LDC using
 master branch from GitHub or from the 0.15.1 source.

 This is the 6th time that LDC and D are mentioned in the LLVM release
 notes!

 That is pretty nice recognition in the release notes for both D and LDC.
 I going to start testing LLVM 3.6 with iOS today.  If it looks good,
 I'll move my forked ios branch from 3.5.1 to 3.6.

I got LLVM 3.6 to work but I couldn't compile with LDC 0.15.1 (looks
like more 3.6 fixes came in after it) and ldc master HEAD compilation
ended up with an LLVM assertion failure on OS X. I backed up to ldc
commit 136fe8d and that worked for both OS X and iOS.