Re: DlangIDE
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
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
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
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
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
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
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
-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 -BEGIN PGP SIGNATURE- Version: GnuPG v1 iQIcBAEBAgAGBQJU8i+vAAoJELJzgRYSuxk5u/8P/3znsvHfZ3+hiG4MfLUakBfA PASqYeesud4EBOYf7ztgYqCNziSZ5Zd4/fe9PyzgC1TMRzVfseckhpU9WNaVvtMd Ej5SnY6ylGma3lr9Bfl2EZWU6NgLvwgB/ZIYlJb6WjLyGaQy03niIcOlqEg4rHo/ vLr7qcCqBGGgUB3K+riQRP9ZDrub2JF5F2yad+fZB+bAObgqujENqLd+YiVNvW8p VeuDOacnb7S+tAakIUXOLJ8+peMEgtkhIKiRUjsXR7Q/QjwNLNMwBdTnrPKlyCNH Vt5f8vtzHRadFypHWvYvinNW4d2Eg62IZjYutzLia1AsHfrnCpt5l476gwaQnUa9 Zti22d0m8usKFR/MqUbhZ3c7xqBVcS9ib9JpnGVxnzWmI4zp7/PP8363IEZb84Yg U15vynIpIxMXsL2c8/qTGhL6wYSRX6+7sP+a+ZoBughAGAqSVmfbLhrAzJYg5SMq jEvB49jaWVS8VH/KS/OBHLedUoTad7BpFeMJk+GiGcd3vdhQJPsIv1ji7fCBQtBU 8hFjJsb/GYmihrfa8ds018DhmvV4OgOW1+a8xzYs3oKOQ5cq251U1oq+oh4lKoWO DMjUiPoa0zAMvrFRBirGs3tBO0361/et/hCwxLrKhhoR1mVTdm5kHEIv16SIjQiF W1meFORZw8QGBkvwz5Lm =OjGb -END PGP SIGNATURE-
Re: LLVM 3.6 released - LDC master branch/0.15.1 is ready to use it!
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!
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.