Re: DORM - a new D ORM

2022-11-23 Thread bauss via Digitalmars-d-announce

On Thursday, 24 November 2022 at 06:19:24 UTC, WebFreak001 wrote:

Hello!

at our hackerspace we have been working tirelessly for the past 
half year to bring a great new ORM experience to D and Rust. 
The D side of this ORM can be found at:


https://code.dlang.org/packages/dorm

It provides a nice D API to directly save data to any database, 
restore data, list data, etc.


Current features:

- Declarative table/model definitions from D, with rich UDA 
annotations
- Command Line Interface to create migrations automatically 
from the D application, good for checking into the source 
repository and to distribute with the app
- Migrations allow both users and developers to update the 
database in their deployed app instances when needed, coming 
from any (or no) previous version

- High-level APIs both in D and Rust
- Support for MySQL, PostgreSQL and sqlite3 (MySQL and 
PostgreSQL drivers written in safe Rust)

- Automatic mapping between defined D datatypes and SQL
- Support for slim SQL queries by only using and selecting 
columns that are needed
- CRUD interface with support for dereferencing foreign keys, 
embedded structs, advanced SQL conditions that can represent 
almost any SQL condition using D code that looks similar to 
regular if statements

- Support for transactions
- Raw SQL API
- Streaming SQL responses (range interface)
- Async support with vibe.d - also works standalone with and 
without multithreading from the application

- Multithreaded connection pool

Documentation can be found here: https://rorm.rs/ (although 
very WIP still!)


Minimal sample project:
https://github.com/rorm-orm/dorm/tree/ee221e6c66bf460b77592c208d1620a93a007a66/testapp

Bunch of integration tests, that show all the functionality:
https://github.com/rorm-orm/dorm/tree/ee221e6c66bf460b77592c208d1620a93a007a66/integration-tests

Feel free to try it out and open issues! The API will probably 
still change a bunch in the future. However the current 
modelling capabilities should already suffice for a wide 
selection of apps you might want to test this in.


Looking forward to your feedback.


This looks very promising. The embedded feature looks great.


Re: D + Qt + QtDesigner

2022-11-23 Thread rikki cattermole via Digitalmars-d-announce

Don't forget about UI automation too!

That's a key feature people always seem to forget... (unless you require 
it).


Re: D + Qt + QtDesigner

2022-11-23 Thread Barbara via Digitalmars-d-announce
On Wednesday, 23 November 2022 at 03:26:06 UTC, thebluepandabear 
wrote:
This is a very brief overview and we are happy to expand on 
this discussion.


Barbara
Co-Founder of CopperSpice


Hello Barbara,

I guess it's not amazingly difficult if you have good 
experience with OpenGL, and SFML/SDL (there may be other 
libraries I've missed?). (I myself am not experienced in this 
but I am learning some of these things.)  But of course, this 
will take a lot of time and hard work, and no one will be 
making a profit from it so it would be a purely 
volunteer/hobbyist project...


As you might have seen the guy above me made an OpenGL-based 
GUI library, so it is possible!


As one of the lead developers of CopperSpice I can assure you 
writing an effective,  cross platform, thread aware, GUI library 
is indeed very complicated and time consuming. OpenGL does not 
handle font rendering, glyph shaping, or unicode text. All of 
these must be implemented to be a general purpose GUI library.


OpenGL is not the only requirement for a GUI and actually not the 
hardest part. Handling events and reacting to user input is not 
part of OpenGL so it needs to be part of the GUI library.


One of our CS libraries provides an OpenGL surface you can embed 
in a CopperSpice GUI application. We recently added a new library 
to support a Vulkan surface in a similar way.


We are an open source project and I do not consider CopperSpice 
to be a hobby, but rather a community project. If anyone would 
like to learn more about the low level parts of a GUI please join 
our team and consider contributing to CopperSpice.


Barbara


DORM - a new D ORM

2022-11-23 Thread WebFreak001 via Digitalmars-d-announce

Hello!

at our hackerspace we have been working tirelessly for the past 
half year to bring a great new ORM experience to D and Rust. The 
D side of this ORM can be found at:


https://code.dlang.org/packages/dorm

It provides a nice D API to directly save data to any database, 
restore data, list data, etc.


Current features:

- Declarative table/model definitions from D, with rich UDA 
annotations
- Command Line Interface to create migrations automatically from 
the D application, good for checking into the source repository 
and to distribute with the app
- Migrations allow both users and developers to update the 
database in their deployed app instances when needed, coming from 
any (or no) previous version

- High-level APIs both in D and Rust
- Support for MySQL, PostgreSQL and sqlite3 (MySQL and PostgreSQL 
drivers written in safe Rust)

- Automatic mapping between defined D datatypes and SQL
- Support for slim SQL queries by only using and selecting 
columns that are needed
- CRUD interface with support for dereferencing foreign keys, 
embedded structs, advanced SQL conditions that can represent 
almost any SQL condition using D code that looks similar to 
regular if statements

- Support for transactions
- Raw SQL API
- Streaming SQL responses (range interface)
- Async support with vibe.d - also works standalone with and 
without multithreading from the application

- Multithreaded connection pool

Documentation can be found here: https://rorm.rs/ (although very 
WIP still!)


Minimal sample project:
https://github.com/rorm-orm/dorm/tree/ee221e6c66bf460b77592c208d1620a93a007a66/testapp

Bunch of integration tests, that show all the functionality:
https://github.com/rorm-orm/dorm/tree/ee221e6c66bf460b77592c208d1620a93a007a66/integration-tests

Feel free to try it out and open issues! The API will probably 
still change a bunch in the future. However the current modelling 
capabilities should already suffice for a wide selection of apps 
you might want to test this in.


Looking forward to your feedback.


Re: My first game done in my engine is finally running on Xbox Series!

2022-11-23 Thread Hipreme via Digitalmars-d-announce
On Monday, 21 November 2022 at 01:14:41 UTC, thebluepandabear 
wrote:
If you wish to take a look into the current code development, 
here it is:

https://github.com/MrcSnm/HipremeEngine


Big hats off to you.

How hard was it in terms of general design, and how much math 
did you need to learn out of interest?


The math is not that hard, as most of it depends on understanding 
specially the Model View Projection matrix, which you can find 
nice tutorials on internet. The rotation being the hardest part, 
although I did not use yet quaternions for that.


The engine design I was quite experienced in abstraction 
development, though, almost for every platform I added, I needed 
to refactor a bit, the progress is fairly incremental, I really 
doubt one could write a design for it and after adding a couple 
of platforms and libraries, it being the same way as in the 
start. One must always remember that for an abstraction, you need 
to use the most complex/verbose as the rule, the simple/direct 
one will be basically automatic to implement.


I believe the only code I yet need to touch again is the 
ErrorHandler, which I have it a bit underused as most of things 
just worked.


Re: The DConf '22 videos are all done!

2022-11-23 Thread Sergey via Digitalmars-d-announce

On Wednesday, 23 November 2022 at 09:29:46 UTC, Mike Parker wrote:
I've finally finished editing the DConf '22 videos. They're all 
in the DConf '22 playlist on our YouTube channel:




Thank you for the work. Everyone: presenters, Mike and all 
organizers


Re: The DConf '22 videos are all done!

2022-11-23 Thread M.M. via Digitalmars-d-announce

On Wednesday, 23 November 2022 at 09:29:46 UTC, Mike Parker wrote:
I've finally finished editing the DConf '22 videos. They're all 
in the DConf '22 playlist on our YouTube channel:


https://www.youtube.com/playlist?list=PLIldXzSkPUXVDzfnBlXcqZF6GB_ejjkEn

...


Well done! Thank you.


The DConf '22 videos are all done!

2022-11-23 Thread Mike Parker via Digitalmars-d-announce
I've finally finished editing the DConf '22 videos. They're all 
in the DConf '22 playlist on our YouTube channel:


https://www.youtube.com/playlist?list=PLIldXzSkPUXVDzfnBlXcqZF6GB_ejjkEn

Links to the videos and the slides are available in the 
description of each talk in the schedule:


https://dconf.org/2022/#schedule

I'm expecting the prerecorded DConf Online talks to start coming 
in next week. I'll be working with the presenters to get them 
prepped, uploaded, and scheduled for premiere (Dec 17 & 18) a few 
days before the event. All the links, including those of the 
livestreams, will be on the website at that time. I'll also post 
them here in the forums and on Twitter the day of.


I've also updated some of the missing talk details for DConf 
Online, including Walter's talk title ('A Spoonful of Syntactic 
Sugar a.k.a. Understanding High Level Properties of D') and 
abstract. The only thing that's missing now are the title and 
abstract of Atila's talk.


https://dconf.org/2022/online/index.html#schedule

I also expect that I'll soon be able to publish the first video 
in Dennis Korpel's tutorial series about contributing to the 
compiler. He sent a draft to me at the end of October, and I 
recommended a few edits. He's been busy this month finishing up 
his degree, but we should be able to get the video uploaded 
before too much longer.