Re: bugzilla 424 - Unexpected OPTLINK Termination - solved!
Am I dreaming? This is too good to be true :O Walter, have you been replaced by an alien or reprogrammed using some sci-fi device? I can't believe the MsgBox of death is going away! -- Tomasz Stachowiak http://h3.team0xf.com/ h3/h3r3tic on #D freenode
Re: The Thermopylae excerpt of TDPL available online
Andrei Alexandrescu wrote: It's a rough rough draft, but one for the full chapter on arrays, associative arrays, and strings. http://erdani.com/d/thermopylae.pdf Any feedback is welcome. Thanks! Thanks for the excerpt! I've only had the time to give it a brief skim so far, but it's looking good. This is what I found: p16: int quadrupeds[100], int legs[4 * quadrupeds.length] - is the C-style array declaration syntax intended? p20: No mention of the new T[][](rows, cols) syntax? p26 (User-Defined Types as Keys): No need for opEquals? -- Tomasz Stachowiak http://h3.team0xf.com/ h3/h3r3tic on #D freenode
Re: another d demoscene entry
#ponce wrote: Hi, We won another demo compo with a D entry (at MAIN demoparty) http://www.pouet.net/prod.php?which=53942 We tried to make a bigger and more impressive entry this time. Note that it's a french party so it's not Breakpoint. D clearly allowed us to be more productive without a demotool. Still, mature demotools are one order of magnitude more productive (and awfully long to make). To be honest i don't expect demosceners to switch so easily from C++ but it could encourage some newcomers (like us) with a small code base. I just released the source (again under WTFPL). http://adinpsz.org/data/az-02_-_Extatique_src.zip Congrats! You're on a roll! I've just watched the demo (works beautifully of my GTX260 on Win7) and damn... this is some trippy s**t :D The final touch with quickly going backwards was particularly jaw-dropping. Great job, guys. Keep it up! -- Tomasz Stachowiak http://h3.team0xf.com/ h3/h3r3tic on #D freenode
Re: another d demoscene entry
torhu wrote: I only get a black screen, but with music. Can't see any errors in the log. I've got a Radeon mobility hd 3650. Is my gfx card no up to it? That's what happens when you cross AMD/ATI with OpenGL. -- Tomasz Stachowiak http://h3.team0xf.com/ h3/h3r3tic on #D freenode
Re: Crash handler with stack trace
grauzone wrote: Jeremie Pelletier wrote: I've been asked for my runtime crash handler with it's CodeView reader earlier in digitalmars.D so here it is: http://jump.fm/UVYHG Wanted to take a look at it again, but the site is defunct. http://www.mediafire.com/download.php?wy2m2hrgzdo -- Tomasz Stachowiak http://h3.team0xf.com/ h3/h3r3tic on #D freenode
Re: Crash handler with stack trace
Jeremie Pelletier wrote: I've been asked for my runtime crash handler with it's CodeView reader earlier in digitalmars.D so here it is: http://jump.fm/UVYHG It includes the runtime handler, a PE reader, CodeView reader and crash report window. So far it supports Windows and some bits are already done for posix platforms. It does a register dump, stack trace with resolved symbol names with their declaration file and line, as well as a listing of all loaded modules. Sorry for the lack of phobos/tango support, this is part of a runtime project I'm building which should hopefully be released to dsource in a few months. I'm releasing it now so if someone wants to implement a phobos or tango port they're free to do it. Thanks a lot, Jeremie! The code looks really good. I think I'll be stealing the PE CV parsing parts for Tango :) I'm curious about the runtime project of yours :o Can you shed a bit of the secret? How will it compare to druntime? What's the target audience? Does it have anything to do with 'meshes and textures'? ;) -- Tomasz Stachowiak http://h3.team0xf.com/ h3/h3r3tic on #D freenode
Re: cv2pdb 0.1 released
Sweet! Thanks :D -- Tomasz Stachowiak http://h3.team0xf.com/ h3/h3r3tic on #D freenode
Re: Blaze 2.0
Jarrett Billingsley wrote: On Mon, Mar 16, 2009 at 3:44 PM, Mason Green mason.gr...@gmail.com wrote: Blaze 2.0, a 2D game physics engine based on Box2D, is finally here. The testBed examples have been completely overhauled with Hybrid and Dog! Project page: http://www.dsource.org/projects/blaze/wiki/WikiStart Testbed examples (win32 binary): http://svn.dsource.org/projects/blaze/downloads/blazeDemos.zip I've taken a stab at writing a `getting started` section on the wiki, with clear (hopefully) instructions on how to compile. Comments, suggestions, contributions, and bug reports are appreciated in the dsource forum. I get really strange performance. It runs.. choppy. Not slow framerate, just really choppy, in a nondeterministic manner. The Hybrid controls are also incredibly sensitive - one button press sets them to absurdly large/small values, usually freezing/crashing the app. My computer should be able to more than handle this. It's a dual-core Athlon X2 4600+. They seem to work just fine on my machine and it's a single-core 1.7GHz Centrino laptop with a Mobility Radeon 7500 GPU and 1.5GB of RAM... The heavier tests (Compound shapes, Domino tower) seem choppy, but I don't get any weird Widget behavior. The performance could be improved, cause my simple profiling attempts seem to indicate that Blaze is abusing the GC a bit. Overall, great job, Mason! :D The demo is really fun and I'm proud that my crazy GUI lib can be a part of it :) -- Tomasz Stachowiak http://h3.team0xf.com/ h3/h3r3tic on #D freenode
Re: dmd 1.041 and 2.026 releases
Walter Bright wrote: http://www.digitalmars.com/d/1.0/changelog.html http://ftp.digitalmars.com/dmd.1.041.zip http://www.digitalmars.com/d/2.0/changelog.html http://ftp.digitalmars.com/dmd.2.026.zip Wow! This release is too good to be true :D Not only are my favorite bugs fixed, the .zip contains the *full source code of DMD* :O And on top of that, the backend changes didn't break my DDL-powered dynamic linking! Walter, you're my hero! -- Tomasz Stachowiak http://h3.team0xf.com/ h3/h3r3tic on #D freenode
Re: DMD 1.039 and 2.023 releases
It appears that you've also fixed http://d.puremagic.com/issues/show_bug.cgi?id=2359 :D /* which might've been the same issue as http://d.puremagic.com/issues/show_bug.cgi?id=2527 */ Perhaps I can finally update from 1.031 : Thanks a bunch! -- Tomasz Stachowiak http://h3.team0xf.com/ h3/h3r3tic on #D freenode
Re: Tango conference 2008 - Tomasz Stachowiak DDL talk
Bill Baxter wrote: Excellent talk! Now I finally understand what the buzz about DDL is about. My vague understanding was that it was basically a workaround for current D compilers support of dynamic libs. So I was content to just wait for D to get the kinks worked out eventually. But from your talk it seems much more like DDL is a better long term solution for dynamic linking of D code regardless. Thanks! DDL is indeed something more :) In case of Windows, the issue is actually with DLLs, so no matter how awesome D's support of these gets, they still won't provide all that DDL can. I'm not yet sure to what extent SO could be abused to do what DDL does, but it would probably need some crazy runtime- and kernel-level programming skillz ;) Anyway, I believe that this is just the beginning of what DDL might be able to provide. Once it matures, we'll probably see more cool stuff done with it - perhaps having the same code/plugin run on multiple OSes as long as the processor architecture is the same? -- Tomasz Stachowiak http://h3.team0xf.com/ h3/h3r3tic on #D freenode
Re: Tango conference 2008 - Tomasz Stachowiak DDL talk
Christopher Wright wrote: Peter Modzelewski wrote: I believe DDL is a project I don't need to introduce. Tom gave a great talk about it and his branch of the project showing the power of DDL and D. Video can be found here: http://petermodzelewski.blogspot.com/2008/11/tango-conference-2008-ddl-talk.html That looks like it has amazing implications for runtime reflection, even if you aren't using dynamic libraries. (I'd prefer it if the language and runtime supported runtime reflection, but DDL should be a lot better than nothing.) True. Eric wrote some ramblings about it a few whiles ago: http://www.dsource.org/projects/ddl/wiki/DevNotes/Reflection Another cool idea: http://www.dsource.org/projects/ddl/wiki/DevNotes/HLA -- Tomasz Stachowiak http://h3.team0xf.com/ h3/h3r3tic on #D freenode
Re: Tango conference 2008 - Tomasz Stachowiak DDL talk
Robert Fraser wrote: Peter Modzelewski wrote: I believe DDL is a project I don't need to introduce. Tom gave a great talk about it and his branch of the project showing the power of DDL and D. Video can be found here: http://petermodzelewski.blogspot.com/2008/11/tango-conference-2008-ddl-talk.html slides: http://team0xf.com/conference/DDL.pdf The one I was most looking forward to... and it definitely didn't dissapoint. Runtime recompilation/reloading? CRAZY! Hehehe thanks, I actually think it's crazy too :D In case you haven't seen it, my Nucleus/Nucled project uses this system on a wider scale. A smallish demo can be seen in http://vimeo.com/2164813 starting at about 35:12 -- Tomasz Stachowiak http://h3.team0xf.com/ h3/h3r3tic on #D freenode
Re: Tango conference 2008 - Tomasz Stachowiak DDL talk [^H^H^H gamedev talk]
Saaa wrote: That is some amazing game dev framework! How is everything licensed? Thanks! MIT/BSD. There are licenses in a few spots, but we were too lazy to add them everywhere :P For instance, I started out with loads of global variables and like almost no knowledge about oop and now I better understand modules and oop, things get nicely packaged and the global variable list is slinking. Cool :) I hope you haven't exchanged them for singletons, which are for the most part excuses for having globals and pretending not to have them :P I usually shoot these on sight (unless they are justified) or replace them with thread-local stuff. This said, a few spots in the 'xf' stuff uses singletons, mostly because we didn't have the time/will to refactor them out ;) Everything I made can not do much beyond what it should be doing (opposite the teamh0xf framework) but that is what you get from being a one man show and try to focus half of my attention to AI research :D Oh, sweet! Perhaps we'll have someone to bug about AI for Deadlock when something is working again ;) Why Cg? I used Cg for a bit but went back to GLSL because of its simplicity. * access to the hot and latest NVidia extensions * easy porting to DirectX ... just in case * CgFX * NVidia tools * some support for pre-shader NVidia hardware, like the GeForce3 One last simple thing: In the Molly Rocket talk about immediate-mode guis a comment is made about some games not holding true to the convention that releasing the mouse away from the clicked button will not result in button click. I think that in-game guis should not hold to this convention because of three things: 1. it is faster and holding to the convention could become quit annoying 2. highlighting the hot buttons is more elaborate in games (well most of the times of course) 3. faulty clicks are not that damaging Depends ;P I'd take an adaptive approach. Start with the 'normal' behavior, release it to testers and ask if they felt that any particular widgets/types of buttons should have a different behavior. Then just subclass the Button widget and be done with it. -- Tomasz Stachowiak http://h3.team0xf.com/ h3/h3r3tic on #D freenode
Re: Tango Conference 2008 - Tomasz Stachowiak and Piotr Modzelewski
bearophile wrote: Writing very reliable library code (bulletproof, if possible) avoids you bugs later in all the code that uses that library code. Adding lot of unittests (covering even weird corner cases) to every function, class and template helps. It is meant to be reliable, but not paranoid. You assume that the coder has too much time on his hands :P I see no reason anyone would want to create a 3d vector of strings for use with OMG. -- Tomasz Stachowiak http://h3.team0xf.com/ h3/h3r3tic on #D freenode
Re: Tango Conference 2008 - Tomasz Stachowiak and Piotr Modzelewski gamedev
bearophile wrote: The serialization example, page 21 of the slides, is interesting. The API/syntax they use doesn't look too much readable, but such functionality is probably quite useful in certain kinds of D programs. So D may enjoy a little more handy ways to manage its reflective information. Avoiding most of such serialization hack. I'd be more than happy to see some wider support from D in this regard, but for now we're stuck with D1 and such hacks ;) The following code is cleaned/improved from the OMG: http://team0xf.com:8080/omg/file/aca17fefefc1/core/Algebra.d But does it work? Strings turns up being summable, but if you actually add them you get an Array operations not implemented error: Ah well, SFINAE fails here :P No sane person will be using these for strings anyway ;) The traits are used mostly to be inline documentation about what features the user defined type must provide. -- Tomasz Stachowiak http://h3.team0xf.com/ h3/h3r3tic on #D freenode