Re: GtkD 3.1.0 released, GTK+ with D.

2015-04-10 Thread stewarth via Digitalmars-d-announce

On Friday, 10 April 2015 at 21:54:55 UTC, Mike Wey wrote:

On 04/10/2015 11:34 PM, Mike Wey wrote:

On 04/10/2015 12:54 PM, stewarth wrote:

On Thursday, 26 March 2015 at 22:41:01 UTC, Mike Wey wrote:
GtkD is a D binding and OO wrapper of Gtk+ and is released 
on the LGPL

license.

Shortly after the last release, GtkD has been updated for 
GTK+ 3.16.


GtkD 3.1.0 is now available on gtkd.org:
http://gtkd.org/download.html


Hi,

I tried posting on the GtkD forum but it crashed when I hit 
post :P


I've just upgraded to GtkD 3.1.1 (not 3.1.0). I now get a 
compiler error
because the setState method in the gtk.Button class is not 
there anymore.


Is this a bug or was it removed on purpose?

Thanks,
Stew


That is a bug.


Further investigation shows it was intentional, because of 
conflicts with other functions, use setStateFlags.



Forum should be fixed now.


Perfect, all fixed :-)

Thank you very much for the help, and GtkD.

Cheers,
Stew


Re: Dgame RC #1

2015-04-01 Thread stewarth via Digitalmars-d-announce

On Wednesday, 1 April 2015 at 18:30:01 UTC, Namespace wrote:

Since the weekend Dgame went into the release phase:
https://github.com/Dgame/Dgame/releases/tag/v0.5.0-rc.1
http://dgame-dev.de/?page=download

The Website (http://dgame-dev.de/) is fully updated  and should 
be useable on every device. Please let me know if you noticed 
unexpected behavior (at Dgame or on the website).
I also want to participate on one game a month 
(http://www.onegameamonth.com/). I hope you will vote for me 
there. ;)
I'm sure that will bring some new light to the D community and 
it will be a good stress test for Dgame.


Great work! I'm really enjoying using Dgame at the moment and it 
makes a really nice change from all the embedded C++ I have to do 
at work.


I'll make sure to go and vote too :)

Cheers,
stew




Re: GtkD 3.1.0 released, GTK+ with D.

2015-03-26 Thread stewarth via Digitalmars-d-announce

On Thursday, 26 March 2015 at 22:41:01 UTC, Mike Wey wrote:
GtkD is a D binding and OO wrapper of Gtk+ and is released on 
the LGPL

license.

Shortly after the last release, GtkD has been updated for GTK+ 
3.16.


GtkD 3.1.0 is now available on gtkd.org:
http://gtkd.org/download.html


This is great, thanks for your efforts.

Cheers,
stew


Re: Dgame revived

2015-03-14 Thread stewarth via Digitalmars-d-announce

On Saturday, 14 March 2015 at 15:19:20 UTC, Namespace wrote:

On Saturday, 14 March 2015 at 03:12:56 UTC, stewarth wrote:

On Friday, 13 March 2015 at 14:23:27 UTC, Namespace wrote:

On Friday, 13 March 2015 at 10:51:22 UTC, stewarth wrote:

On Friday, 13 March 2015 at 08:31:28 UTC, Namespace wrote:
The most of Dgame is ready, only the tutorials are missing 
to arrive to the release state.
Is there anything you wanted absolutely in Dgame? A module, 
a tutorial?
Since I removed the TileMap tutorial I may want to write an 
replacement how you could easily built one with Sprites. 
Any further ideas?


At the end of this month I wanted to participate on One 
game a month (http://www.onegameamonth.com/). Mainly with 
C++ but I think it would be a good test for Dgame, if I 
would programm some games with it. And it could be helpfull 
to get more attention on D.


Nice work :)

I just tried on Arch Linux x86_64  and it worked out of the 
box using dub.


Time to upgrade my Dgame projects !!

Thanks,
Stew


How many do you have?


Four in total, all half finished -- just the way I like them 
:-)


I do intend to finish them off, I just need to find more the 
time between work and sleep...


Cheers,
Stew


Even half finished, I would like to see them.
http://dgame-dev.de/?page=show is also called Work in Progress 
;)


When I get something to a state that I'm comfortable sharing I'll 
let you know.


The hardest part is the resources, graphics etc. My sprites are 
pretty  embarrassing :)



Cheers,
Stew


Re: Dgame revived

2015-03-13 Thread stewarth via Digitalmars-d-announce

On Friday, 13 March 2015 at 14:23:27 UTC, Namespace wrote:

On Friday, 13 March 2015 at 10:51:22 UTC, stewarth wrote:

On Friday, 13 March 2015 at 08:31:28 UTC, Namespace wrote:
The most of Dgame is ready, only the tutorials are missing to 
arrive to the release state.
Is there anything you wanted absolutely in Dgame? A module, a 
tutorial?
Since I removed the TileMap tutorial I may want to write an 
replacement how you could easily built one with Sprites. Any 
further ideas?


At the end of this month I wanted to participate on One game 
a month (http://www.onegameamonth.com/). Mainly with C++ but 
I think it would be a good test for Dgame, if I would 
programm some games with it. And it could be helpfull to get 
more attention on D.


Nice work :)

I just tried on Arch Linux x86_64  and it worked out of the 
box using dub.


Time to upgrade my Dgame projects !!

Thanks,
Stew


How many do you have?


Four in total, all half finished -- just the way I like them :-)

I do intend to finish them off, I just need to find more the time 
between work and sleep...


Cheers,
Stew


Re: Dgame revived

2015-03-13 Thread stewarth via Digitalmars-d-announce

On Friday, 13 March 2015 at 08:31:28 UTC, Namespace wrote:
The most of Dgame is ready, only the tutorials are missing to 
arrive to the release state.
Is there anything you wanted absolutely in Dgame? A module, a 
tutorial?
Since I removed the TileMap tutorial I may want to write an 
replacement how you could easily built one with Sprites. Any 
further ideas?


At the end of this month I wanted to participate on One game a 
month (http://www.onegameamonth.com/). Mainly with C++ but I 
think it would be a good test for Dgame, if I would programm 
some games with it. And it could be helpfull to get more 
attention on D.


Nice work :)

I just tried on Arch Linux x86_64  and it worked out of the box 
using dub.


Time to upgrade my Dgame projects !!

Thanks,
Stew


Re: GtkD 3.0-beta

2015-03-07 Thread stewarth via Digitalmars-d-announce

On Saturday, 7 March 2015 at 21:14:36 UTC, Mike Wey wrote:
I'm glad to announce the first GtkD release that makes use of 
the new gir based generator.
The generator was rebuild from the ground up since the old one 
was no longer usable with the new GTK+ documentation.


For a list of changes see the changelog: 
http://gtkd.org/changelog.html
There is also an list of the breaking changes on the wiki: 
https://github.com/gtkd-developers/GtkD/wiki/GtkD-2-vs-GtkD-3


Download: http://gtkd.org/Downloads/sources/GtkD-3.0.0-beta.zip


I use GtkD so thank you very much for maintaining this project.

Cheers,
Stew


Re: Dgame revived

2015-03-04 Thread stewarth via Digitalmars-d-announce

On Wednesday, 4 March 2015 at 11:56:28 UTC, stewarth wrote:

On Wednesday, 4 March 2015 at 09:42:57 UTC, Gan wrote:

On Wednesday, 4 March 2015 at 09:24:55 UTC, Namespace wrote:

On Tuesday, 3 March 2015 at 23:01:21 UTC, Gan wrote:
Oh also the green circle anti alias isn't happening. Just a 
plain un-anti-alis circle.


Should be fixed now. Note that you now must specify the 
anti-aliasing, when you create the window. And you can now 
specify by yourself which opengl context version should be 
supported. See:

http://dgame-dev.de/?package=Windowmodule=GLSettings


Looks great. How do I use the new version in dub? Do I just 
set the dependency version to 0.5.0?


I think that because 0.5.0 is on a branch you will need to tell 
dub to switch branches. This is done with a '~' in the 
dependencies line. You also need to run dub upgrade.


Something like this (untested):

---
...
sourcePaths:[.],
dependencies: {
dgame:~0.5.0
},
targetType:executable
...

$ dub upgraade
$ dub build


Cheers,
stew


Sorry, cut-paste noise, the only interesting part is this:

dependencies: {
 dgame:~0.5.0
},


Re: Dgame revived

2015-03-04 Thread stewarth via Digitalmars-d-announce

On Wednesday, 4 March 2015 at 09:42:57 UTC, Gan wrote:

On Wednesday, 4 March 2015 at 09:24:55 UTC, Namespace wrote:

On Tuesday, 3 March 2015 at 23:01:21 UTC, Gan wrote:
Oh also the green circle anti alias isn't happening. Just a 
plain un-anti-alis circle.


Should be fixed now. Note that you now must specify the 
anti-aliasing, when you create the window. And you can now 
specify by yourself which opengl context version should be 
supported. See:

http://dgame-dev.de/?package=Windowmodule=GLSettings


Looks great. How do I use the new version in dub? Do I just set 
the dependency version to 0.5.0?


I think that because 0.5.0 is on a branch you will need to tell 
dub to switch branches. This is done with a '~' in the 
dependencies line. You also need to run dub upgrade.


Something like this (untested):

---
...
sourcePaths:[.],
dependencies: {
dgame:~0.5.0
},
targetType:executable
...

$ dub upgraade
$ dub build


Cheers,
stew


Re: This Week in D #7 - summary of reference counting discussion

2015-03-01 Thread stewarth via Digitalmars-d-announce

On Monday, 2 March 2015 at 04:19:08 UTC, Adam D. Ruppe wrote:
This was a very active week on the forums, though most of it 
was centered around DIP74 and its satellite discussions, 
leading to a somewhat thin newsletter.


http://arsdnet.net/this-week-in-d/mar-01.html

https://twitter.com/adamdruppe/status/572249079352299520


This newsletter is great and has been my main source of Dlang 
weekly news while busy at work. Thanks.





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: Dgame revived

2015-02-26 Thread stewarth via Digitalmars-d-announce

On Thursday, 26 February 2015 at 08:03:59 UTC, Gan wrote:

On Thursday, 26 February 2015 at 06:33:26 UTC, Gan wrote:

On Thursday, 26 February 2015 at 06:32:07 UTC, Gan wrote:

On Thursday, 26 February 2015 at 03:17:32 UTC, stewarth wrote:
On Thursday, 26 February 2015 at 03:01:42 UTC, Rikki 
Cattermole wrote:

On 26/02/2015 3:57 p.m., Gan wrote:
On Thursday, 26 February 2015 at 02:32:51 UTC, stewarth 
wrote:



I'd also try hacking in Window.d directly to see if even 
basic gl
commands work, e.g. immediately after window and context 
creation, try
rendering a triangle then tweak the context 
initialisation to see if

it affects anything.

It may help you track down exactly which part of the GL 
setup is

causing problems.

Cheers,
Stew


I know almost nothing about OpenGL but using your 
method(sorta):

void reportGLErrors() {
GLenum errCode;
const GLubyte *errString;
if ((errCode = glGetError()) != GL_NO_ERROR)
{
writeln(OPEN GL ERROR: , errCode);
}
}

I get error code 1282 repeatedly.

From a google search someone says:
First, glGetError() will return 1282 - invalid operation 
if the GL
context is not current (or not yet created). So, create 
your context
first, then call glGetError. And, verify that any parent 
class or member
class does not call GL functions in their constructors or 
prior to

context being created.

Can someone with more OpenGL knowledge clarify what this 
means?


1. Program starts
2. Window gets created
3. Context gets created
4. Context is activated
5. Profit???

Basically before the context is created and activated you 
cannot call any OpenGL functions. If you do, they will 
error out.


The bit about constructors ext. don't worry about it. Its 
just about e.g. where the calls to OpenGL can exist.


Yes, my bad sorry, but whatever works. The point is dive in 
and start printfing about in Window.d, checking error codes 
to try and figure out where things become stuffed up.



Cheers,
Stew


I did what you suggested. I added a bunch of writeln and 
reportGLErrors. These are the results:

glMatrixMode(GL_PROJECTION);
OPEN GL ERROR: 1282



glLoadIdentity();
OPEN GL ERROR: 1282



glShadeModel(GL_FLAT);
OPEN GL ERROR: 1282


glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
OPEN GL ERROR: 1280


glHint(GL_GENERATE_MIPMAP_HINT, GL_FASTEST);
OPEN GL ERROR: 1280


glOrtho(0, vMode.width, vMode.height, 0, 1, -1);
OPEN GL ERROR: 1282


Each error happens after each line is called. I'm not sure 
why this happens or what it means.


According to docs: 1280 is GL_INVALID_ENUM


Figured it out. DGame wants OpenGL 3.0+ context. However it 
uses some functions in OpenGL 2.1 that have been depreciated. 
The mac OpenGL doesn't allow depreciated functions.


DGame's OpenGL code is too outdated to run on a 3.0+ GL context 
on mac.


Required fix: Either lower the context to 2.1 or upgrade the 
code to not use depreciated functions.


Great job, well done :)

It's never easy debugging those sorts of errors.

/stew





Re: Dgame revived

2015-02-26 Thread stewarth via Digitalmars-d-announce

On Thursday, 26 February 2015 at 20:43:20 UTC, Namespace wrote:

I've just pushed the current state of the 0.5.0 version:
https://github.com/Dgame/Dgame/tree/0.5.0

It's far from finished but it works. So if anyone has requests, 
wishes or suggestions: now is the time. :)


That's great :)


At the moment my small test apps don't build due to missing 
features such as Audio, System.Clock etc. I assume these will be 
added as work progresses?


I'll do some testing over the weekend with what's in place on the 
0.5.0 branch and submit bug reports if I find anything.


Cheers,
Stew






Re: Dgame revived

2015-02-25 Thread stewarth via Digitalmars-d-announce
On Thursday, 26 February 2015 at 03:01:42 UTC, Rikki Cattermole 
wrote:

On 26/02/2015 3:57 p.m., Gan wrote:

On Thursday, 26 February 2015 at 02:32:51 UTC, stewarth wrote:



I'd also try hacking in Window.d directly to see if even 
basic gl
commands work, e.g. immediately after window and context 
creation, try
rendering a triangle then tweak the context initialisation to 
see if

it affects anything.

It may help you track down exactly which part of the GL setup 
is

causing problems.

Cheers,
Stew


I know almost nothing about OpenGL but using your 
method(sorta):

void reportGLErrors() {
GLenum errCode;
const GLubyte *errString;
if ((errCode = glGetError()) != GL_NO_ERROR)
{
writeln(OPEN GL ERROR: , errCode);
}
}

I get error code 1282 repeatedly.

From a google search someone says:
First, glGetError() will return 1282 - invalid operation if 
the GL
context is not current (or not yet created). So, create your 
context
first, then call glGetError. And, verify that any parent class 
or member
class does not call GL functions in their constructors or 
prior to

context being created.

Can someone with more OpenGL knowledge clarify what this means?


1. Program starts
2. Window gets created
3. Context gets created
4. Context is activated
5. Profit???

Basically before the context is created and activated you 
cannot call any OpenGL functions. If you do, they will error 
out.


The bit about constructors ext. don't worry about it. Its just 
about e.g. where the calls to OpenGL can exist.


Yes, my bad sorry, but whatever works. The point is dive in and 
start printfing about in Window.d, checking error codes to try 
and figure out where things become stuffed up.



Cheers,
Stew


Re: Dgame revived

2015-02-25 Thread stewarth via Digitalmars-d-announce

On Wednesday, 25 February 2015 at 15:36:21 UTC, Gan wrote:

On Tuesday, 24 February 2015 at 22:03:29 UTC, stewarth wrote:

On Tuesday, 24 February 2015 at 21:10:53 UTC, Gan wrote:

On Tuesday, 24 February 2015 at 21:07:04 UTC, stewarth wrote:

On Tuesday, 24 February 2015 at 19:32:08 UTC, Gan wrote:
On Tuesday, 24 February 2015 at 16:28:59 UTC, Namespace 
wrote:
I had to force dub to upgrade in order for it to pull the 
latest code from the master branch.


But on the plus side it runs.

On the downside it still only displays a blank white 
screen for Mac users.


As growlercab pointed out 
(https://github.com/Dgame/Dgame/pull/29), I think also 
that you should set the Version to 3.2 rather than 3.0. 
Could you give it a try and say if that works for you?


No dice. Running the shapes tutorial again, just a blank 
screen. Console output looks good though:

init openAL
Derelict loaded GL version: GL33 (GL33), available GL 
version: 3.3 INTEL-10.0.22

Quit Event
Finalize Sound (0)
 Sound Finalized
Text: Finalize Font
Font finalized
Close open Windows.
Open Windows closed.
Finalize Texture (0)
 Texture Finalized
quit sdl


Did you try commenting out the line that sets the forward 
compatibility flag as well?

(sorry it isn't clear from the posts)

if (style  Style.OpenGL) {
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, 
SDL_GL_CONTEXT_PROFILE_CORE);

/*
* SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS,
*   SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);
*/
}

This fixed a similar issue for me on Linux.

Cheers,
stew


Yeah I did that, doesn't show anything but a blank white 
screen.


OK, thanks for letting me know.


Is there anything more I can test to try to get it working on 
Mac?


Also anyone else have a Mac to test on? I wanna make sure it's 
not just me getting the blank white screen.


Without a MAC I am just guessing, but my next steps would be 
along the lines of:


1. The venerable printf binary search bug hunt approach :)

Check glGetError, which you can turn the error into a string with 
GLU as follows:


---
void reportGLErrors() {
GLenum errCode;
const GLubyte *errString;
if ((errCode = glGetError()) != GL_NO_ERROR)
{
errString = gluErrorString(errCode);
writeln(errString.fromStringz)
}
// UNTESTED!!
}
---

I'd start the search in $Dgame/Window/Window.d before and after 
SDL_CreateWindow, SDL_GL_CreateContext and SDL_GL_MakeCurrent 
then go from there.


2. If printf didn't help I'd look at using a GL debug tool

From this page: https://www.opengl.org/wiki/Debugging_Tools

XCode tools
Under Mac OS X, Apple provides two very handy tools for 
debugging OpenGL applications as part of XCode: OpenGL Driver 
Monitor and OpenGL Profiler.


If these are anything like AMDs CodeXL (previously gDEBugger) 
they should tell you what GL errors are occurring each frame and 
on which call (including in shaders).



Depending on your style you may want to swap order of the above :)

Cheers,
Stew


Re: Dgame revived

2015-02-25 Thread stewarth via Digitalmars-d-announce



I'd also try hacking in Window.d directly to see if even basic gl 
commands work, e.g. immediately after window and context 
creation, try rendering a triangle then tweak the context 
initialisation to see if it affects anything.


It may help you track down exactly which part of the GL setup is 
causing problems.


Cheers,
Stew


Re: Dgame revived

2015-02-24 Thread stewarth via Digitalmars-d-announce

On Tuesday, 24 February 2015 at 10:01:11 UTC, Namespace wrote:

On Tuesday, 24 February 2015 at 09:56:56 UTC, Gan wrote:

On Tuesday, 24 February 2015 at 09:24:17 UTC, Namespace wrote:

On Tuesday, 24 February 2015 at 09:07:19 UTC, Namespace wrote:
On Tuesday, 24 February 2015 at 00:53:49 UTC, Mike Parker 
wrote:

On 2/24/2015 8:18 AM, Gan wrote:



Doesn't work. Still gives the same OpenGL too low error. I 
think you

need to place the lines
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 
3);

SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK,
SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS,
SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);

before window creation.


Yes. All SDL_GL_SetAttributes must be called before window 
creation for them to have any effect. I thought that was 
already understood.


You sound a little rude. :D
I thought that must precede the GLContext. That made the 
most sense to me. I will change it. ;)


It semms there is a problem with ma DUB package:

Branch ~beta: Got JSON of type undefined, expected object.
Branch ~tune: Got JSON of type undefined, expected object.


I deleted these branches, drafted a new tag and tried to 
trigger a manual update, but nothing happens.


I had to force dub to upgrade in order for it to pull the 
latest code from the master branch.


But on the plus side it runs.

On the downside it still only displays a blank white screen 
for Mac users.


Yeah, that is really strange. For all tutorials?

I have already started on the weekend to begin Dgame 0.5 and 
revise the whole. So that's at least a glimmer of hope.


Try commenting out this line:

SDL_GL_SetAttribute(SDL_GL_CONTEXT_FLAGS, 
SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG)


According to the opengl.org wiki this flag should not be used 
except in GL 3.0 and was made redundant in GL 3.1. The code 
snippet above is trying to set MAJOR.MINOR as GL 3.3.


I just had an issue on Linux with a blank screen. Commenting out 
this line resolved the issue.


Cheers,
stew


Re: Dgame revived

2015-02-22 Thread stewarth via Digitalmars-d-announce

On Monday, 23 February 2015 at 03:03:01 UTC, stewarth wrote:



And I can confirm Dgame 0.4.1 is also working with DMD 2.067-b2 
on arch linux x86_64.


Cheers,
stew


and the same on Debian x86_64 I'm just told :)

/stew


Re: Dgame revived

2015-02-22 Thread stewarth via Digitalmars-d-announce

On Sunday, 22 February 2015 at 20:55:04 UTC, amber wrote:

On Sunday, 22 February 2015 at 20:42:20 UTC, Gan wrote:

On Sunday, 22 February 2015 at 09:30:10 UTC, Namespace wrote:
On Sunday, 22 February 2015 at 09:05:16 UTC, Mike Parker 
wrote:

On 2/22/2015 2:43 PM, Gan wrote:





dub.json:
{
 name: game,
 description: game,
 dependencies:
 {
 dgame: ~master
 }
}


First, you need to change your dependency to something like 
this:


dependencies:
   {
   dgame: ~0.4.0
   }

Or you can use ==0.4.0, or =0.4.0. Just don't use 
branch-based dependencies anymore (like ~master) as those 
are deprecated.


Second, there's a bug in Dgame's dub.json, which is causing 
compilation to error out. I'll post a PR for it.


I have the PR merged, the problem should be fixed now. Thanks 
to you and growlercab.


Now it builds though crashes on run with this error:

init openAL
derelict.util.exception.SharedLibLoadException@../../.dub/packages/derelict-util-1.9.1/source/derelict/util/exception.d(35): 
Failed to load one or more shared libraries:

libogg.dylib - dlopen(libogg.dylib, 2): image not found
libogg.0.dylib - dlopen(libogg.0.dylib, 2): image not found
Error executing command run: Program exited with code 1


Press any key to continue...


I think you need to install the ogg libraries. Derelict, which 
Dgame uses, only provides bindings to the C/C++ libraries. You 
still need to get the those libraries for things to work.


Sorry I cannot help more. On linux it's just a matter of using 
the pkg manager (apt, pacman, yum etc.) On MAC I have not idea.



I can confirm Dgame 0.4.1 is now working on Linux (Debian 
x86_64) after I did a dub upgrade.


Thanks,
amber


And I can confirm Dgame 0.4.1 is also working with DMD 2.067-b2 
on arch linux x86_64.


Cheers,
stew


Re: D port of the Dynamic Window Manager (DWM)

2015-01-13 Thread stewarth via Digitalmars-d-announce

On Sunday, 11 January 2015 at 14:08:26 UTC, Dicebot wrote:

On Monday, 5 January 2015 at 06:17:03 UTC, stewart h wrote:

Hi,

I've ported DWM to D as a learning exercise and thought I'd 
share it. The repository can be found here:


https://bitbucket.org/growlercab/ddwm

(Beware, I've only tested it on Arch-Linux 64 bit for about 1 
day!)


DWM is a minimalist dynamic window manager from suckless. More 
details on DWM can be found here


http://dwm.suckless.org/


The cport branch is where I've done as little as possible to 
port the C code to D. It really looks like C code and is 
basically the DWM code compiling with DMD.


Under the Downloads section is a build of ddwm-cport to try 
out if anyone is interested, or build from source as it's 
pretty easy with dub.


The master branch is where I'm learning D, trying new Phobos 
functions and D style coding. I'm then comparing how the 
D-style version performs with DDWM.cport and the original DWM 
in terms of speed and memory.


I don't expect the master branch to be stable but cport should 
work fine.



Cheers,
Stew


Would you be interested in going full fork mode and adding new 
features to D version? I am big fan of tiling window managers 
and having one that is written in D and I can easily extend 
sounds tempting :3


That is my long term goal for this project.

I am currently using the project to learn D and Phobos by doing
things like replacing for-loops with std.algorithm calls etc.
It's an unnecessary step but I'm finding it useful coming from
C/C++.

Once I get into the swing of D a bit more I will be looking to
replace whole parts with new D code and adding new features.
First off will probably be run time configuration and very basic
theme support. I'm also keen to experiment with dispatch
mechanism so it uses Phobos std.concurrency or std.signals...or
both!

There are still some unresolved performance issues in D-DWM but
they're low priority ATM. For example the c-port branch is
basically DWM compiled with DMD and yet bringing up xterm (it's a
fork()/execvp() in the code) takes far longer with D-DWM than it
does in original C-DWM.

Cheers,
Stew