Re: Runtime code reloading in D, part 1

2013-01-06 Thread Benjamin Thaut

Am 05.01.2013 12:15, schrieb Jacob Carlborg:

On 2012-12-30 13:32, Benjamin Thaut wrote:

An article about runtime code reloading in the context of game
developement. A topic I'm currently working on in my spare time. I hope
it holds some valuable information for everyone working with D.

http://3d.benjamin-thaut.de/?p=25


This looks very cool. Question, are you manually triggering the code for
generating the RTTI?

BTW, have you seen this old project implementing runtime reflection:

http://flectioned.kuehne.cn/



Yes I know flectioned. But I did not require that much RTTI information. 
No I'M not manually triggering the code for generating the RTTI. As 
mentioned in the article it is done via the RTInfo template inside 
object_.d / object.di which is automatically instanciated for each type 
used during compilation.


Kind Regards
Benjamin Thaut


Re: Runtime code reloading in D, part 1

2013-01-06 Thread Benjamin Thaut

Am 05.01.2013 05:24, schrieb ixid:

On Monday, 31 December 2012 at 14:40:48 UTC, Benjamin Thaut wrote:

Am 31.12.2012 15:02, schrieb DypthroposTheImposter:

  Do you find that D without GC is more effective than C++? Seems like
you would be stuck using structs which seems somewhat limiting, even
compared to C++...

 UE4 has similar reloading capabilities(using DLLs), though they use
C++ and rely more on the ability to serialize everything



Why should I be stuck with structs? Its the exact same as in C++. I
did build my own new and delete operators (as templates). It's not
that hard and works pretty well, only the syntax is not ideal in some
cases. I can use everything you can use with D+GC. Sometimes you have
to be carefull with implict allocations (e.g. closures, array
literals) but I have a leak detector that points me to these directly
and usually its easy to free these manually.

And I'm quite a bit more productive then in C++. Module constructors
with a defined order instead of random static initalizers,
code generation isnstead of huge amounts of boilerplate code and many
other features are the cause of this.

Kind Regards
Benjamin Thaut


Is D moving away from your sort of use? Games and bioinformatics
would seem to be the areas the language should be trying to get
people to start using it in. The features you're using seem very
much like they should be a part and mode of using the language.


I wouldn't say its moving away from it. Some recent changes to druntime 
have made it significantly less leaking. But on the other hand a API 
design like toString() which pretty much does leak in almost all cases 
don't exactly help a GC free D. In Summary it feels to me that GC free D 
is not important to the community or the active contributors.


I also see D's biggest chances in becoming popular in the performance 
critical fields of programming. Which would be systems programming, 
Gaming and others. For programming fields in which a GC is applicable 
people tend to use languages like C# or Java, because they are truly 
safe (see the recent ref is unsafe discussion in the newsgroup), they 
have nice productivity features like runtime code changing through the 
VM and have a way better GC because the language was designed from the 
beginning to support a advanced GC.


Kind Regards
Benjamin Thaut


Re: Runtime code reloading in D, part 1

2013-01-06 Thread bearophile

Benjamin Thaut:


In Summary it feels to me that GC free D is not important
to the community or the active contributors.


I think it will become more important for them, in future. At the 
moment the work is mostly on finishing immutability, purity, 
shared, and other parts of the core language, and working on 
process characteristics (like GIT workflows) that are needed to 
make everything else work efficiently.



they have nice productivity features like runtime code changing 
through the VM


Some of those productivity features are important, and despite D 
doesn't run on a virtual machine I think some of them can be 
added to D, once enough attention and work is given on them.


Bye,
bearophile


Re: Runtime code reloading in D, part 1

2013-01-06 Thread Jacob Carlborg

On 2013-01-06 11:37, Benjamin Thaut wrote:


I wouldn't say its moving away from it. Some recent changes to druntime
have made it significantly less leaking. But on the other hand a API
design like toString() which pretty much does leak in almost all cases
don't exactly help a GC free D. In Summary it feels to me that GC free D
is not important to the community or the active contributors.


The design of toString() has been up for debate a couple of times. Many 
are not happy with the design.


--
/Jacob Carlborg


Re: Runtime code reloading in D, part 1

2013-01-06 Thread Jacob Carlborg

On 2013-01-06 11:30, Benjamin Thaut wrote:


Yes I know flectioned. But I did not require that much RTTI information.
No I'M not manually triggering the code for generating the RTTI. As
mentioned in the article it is done via the RTInfo template inside
object_.d / object.di which is automatically instanciated for each type
used during compilation.


Ah, so you modified the existing RTInfo? I didn't know that existed.

--
/Jacob Carlborg


Re: Runtime code reloading in D, part 1

2013-01-06 Thread Benjamin Thaut

Am 06.01.2013 12:17, schrieb Jacob Carlborg:

On 2013-01-06 11:30, Benjamin Thaut wrote:


Yes I know flectioned. But I did not require that much RTTI information.
No I'M not manually triggering the code for generating the RTTI. As
mentioned in the article it is done via the RTInfo template inside
object_.d / object.di which is automatically instanciated for each type
used during compilation.


Ah, so you modified the existing RTInfo? I didn't know that existed.



It does not exist. The current RTInfo template just outputs a null 
pointer for every type. It is planned that the RTInfo template will be 
used for a percise GC in the future. (Did you read the article? ^^)


Kind Regards
Benjamin Thaut


Re: Runtime code reloading in D, part 1

2013-01-06 Thread Johannes Pfau
Am Sun, 06 Jan 2013 12:10:38 +0100
schrieb Jacob Carlborg d...@me.com:

 On 2013-01-06 11:37, Benjamin Thaut wrote:
 
  I wouldn't say its moving away from it. Some recent changes to
  druntime have made it significantly less leaking. But on the other
  hand a API design like toString() which pretty much does leak in
  almost all cases don't exactly help a GC free D. In Summary it
  feels to me that GC free D is not important to the community or the
  active contributors.
 
 The design of toString() has been up for debate a couple of times.
 Many are not happy with the design.
 

some modules already provide the (scope void delegate(const(char)[])
sink overload, it's also supported by to, format and writefln, afaik.
https://github.com/D-Programming-Language/phobos/blob/master/std/uuid.d#L806

I guess when we have custom allocators we can also provide toString
methods templated on allocators.


Re: Runtime code reloading in D, part 1

2013-01-06 Thread David
 I guess when we have custom allocators we can also provide toString
 methods templated on allocators.
 

Custom allocators released together with HL3?


Re: Runtime code reloading in D, part 1

2013-01-06 Thread Benjamin Thaut

Am 06.01.2013 12:50, schrieb Jacob Carlborg:

On 2013-01-06 12:28, Benjamin Thaut wrote:


It does not exist. The current RTInfo template just outputs a null
pointer for every type.


Yes, but it still exists.


It is planned that the RTInfo template will be
used for a percise GC in the future. (Did you read the article? ^^)


Yes, I've read the article. How do you think I otherwise could have come
up with these questions :)

I can see now that you wrote:

This template is instanciated for every type that is used during
compilation and thus is ideal to generate RTTI information

I get it now.



Here is the full implementation if you are interested:
https://github.com/Ingrater/druntime/blob/master/src/rtti.d

Kind Regards
Benjamin Thaut


Re: Runtime code reloading in D, part 1

2013-01-06 Thread Jacob Carlborg

On 2013-01-06 13:19, Benjamin Thaut wrote:


Here is the full implementation if you are interested:
https://github.com/Ingrater/druntime/blob/master/src/rtti.d


Thanks. Is that possible to do without having to modify the runtime?

--
/Jacob Carlborg


Re: Runtime code reloading in D, part 1

2013-01-06 Thread Benjamin Thaut

Am 06.01.2013 13:23, schrieb Jacob Carlborg:

On 2013-01-06 13:19, Benjamin Thaut wrote:


Here is the full implementation if you are interested:
https://github.com/Ingrater/druntime/blob/master/src/rtti.d


Thanks. Is that possible to do without having to modify the runtime?



No. The template has to be known inside of object_.d/object.di so it is 
not possible without modifing the runtime. Also you usually want to have 
RTTI info for druntime/phobos too.


Re: Runtime code reloading in D, part 1

2013-01-06 Thread Johannes Pfau
Am Sun, 06 Jan 2013 13:14:39 +0100
schrieb David d...@dav1d.de:

  I guess when we have custom allocators we can also provide toString
  methods templated on allocators.
  
 
 Custom allocators released together with HL3?

A lot of things are blocked by custom allocators and this is indeed an
issue. It wouldn't make much sense to redefine toString without custom
allocators though.

BTW: I guess the Duke Nukem Forever joke doesn't work anyore ;-)


Re: Runtime code reloading in D, part 1

2013-01-06 Thread Dmitry Olshansky

06-Jan-2013 14:37, Benjamin Thaut пишет:

Am 05.01.2013 05:24, schrieb ixid:

On Monday, 31 December 2012 at 14:40:48 UTC, Benjamin Thaut wrote:

Am 31.12.2012 15:02, schrieb DypthroposTheImposter:

  Do you find that D without GC is more effective than C++? Seems like
you would be stuck using structs which seems somewhat limiting, even
compared to C++...

 UE4 has similar reloading capabilities(using DLLs), though they use
C++ and rely more on the ability to serialize everything



Why should I be stuck with structs? Its the exact same as in C++. I
did build my own new and delete operators (as templates). It's not
that hard and works pretty well, only the syntax is not ideal in some
cases. I can use everything you can use with D+GC. Sometimes you have
to be carefull with implict allocations (e.g. closures, array
literals) but I have a leak detector that points me to these directly
and usually its easy to free these manually.

And I'm quite a bit more productive then in C++. Module constructors
with a defined order instead of random static initalizers,
code generation isnstead of huge amounts of boilerplate code and many
other features are the cause of this.

Kind Regards
Benjamin Thaut


Is D moving away from your sort of use? Games and bioinformatics
would seem to be the areas the language should be trying to get
people to start using it in. The features you're using seem very
much like they should be a part and mode of using the language.


I wouldn't say its moving away from it. Some recent changes to druntime
have made it significantly less leaking. But on the other hand a API
design like toString() which pretty much does leak in almost all cases
don't exactly help a GC free D. In Summary it feels to me that GC free D
is not important to the community or the active contributors.


Regarding toString there is a better signature that avoids useless 
allocations:


void toString(scope void delegate(const (char)[]) sink);

It takes a delegate to output string representation directly to the 
destination via 'sink' delegate (that may e.g. write chars to file). 
Plus the 'scope' part of declaration avoids allocating the said delegate 
on the heap.


I'd even say that string toString(); is an artifact of the past, instead 
to!string should be used (if allocating a string is fine).




I also see D's biggest chances in becoming popular in the performance
critical fields of programming. Which would be systems programming,
Gaming and others. For programming fields in which a GC is applicable
people tend to use languages like C# or Java, because they are truly
safe (see the recent ref is unsafe discussion in the newsgroup), they
have nice productivity features like runtime code changing through the
VM and have a way better GC because the language was designed from the
beginning to support a advanced GC.

Kind Regards
Benjamin Thaut



--
Dmitry Olshansky


Re: Runtime code reloading in D, part 1

2013-01-06 Thread Philippe Sigaud
On Sun, Jan 6, 2013 at 6:49 PM, Dmitry Olshansky dmitry.o...@gmail.comwrote:

 Regarding toString there is a better signature that avoids useless
 allocations:

 void toString(scope void delegate(const (char)[]) sink);

 It takes a delegate to output string representation directly to the
 destination via 'sink' delegate (that may e.g. write chars to file). Plus
 the 'scope' part of declaration avoids allocating the said delegate on the
 heap.

 I'd even say that string toString(); is an artifact of the past, instead
 to!string should be used (if allocating a string is fine).


I know you explained that already, but see, that again slipped my mind.
This toString(sink) thingy seems cool, but is there a documentation on it
somewhere? Without a related doc, I fear no one will know this exists.


Re: Runtime code reloading in D, part 1

2013-01-06 Thread Dmitry Olshansky

06-Jan-2013 23:55, Philippe Sigaud пишет:

On Sun, Jan 6, 2013 at 6:49 PM, Dmitry Olshansky dmitry.o...@gmail.com
mailto:dmitry.o...@gmail.com wrote:

Regarding toString there is a better signature that avoids useless
allocations:

void toString(scope void delegate(const (char)[]) sink);

It takes a delegate to output string representation directly to the
destination via 'sink' delegate (that may e.g. write chars to file).
Plus the 'scope' part of declaration avoids allocating the said
delegate on the heap.

I'd even say that string toString(); is an artifact of the past,
instead to!string should be used (if allocating a string is fine).


I know you explained that already, but see, that again slipped my mind.
This toString(sink) thingy seems cool, but is there a documentation on
it somewhere? Without a related doc, I fear no one will know this exists.



Guess I need to find the original on toString and bit-blit it over with 
this new sink thingy ;)


--
Dmitry Olshansky


Re: Runtime code reloading in D, part 1

2013-01-06 Thread Benjamin Thaut

Am 06.01.2013 20:55, schrieb Philippe Sigaud:

On Sun, Jan 6, 2013 at 6:49 PM, Dmitry Olshansky dmitry.o...@gmail.com
mailto:dmitry.o...@gmail.com wrote:

Regarding toString there is a better signature that avoids useless
allocations:

void toString(scope void delegate(const (char)[]) sink);

It takes a delegate to output string representation directly to the
destination via 'sink' delegate (that may e.g. write chars to file).
Plus the 'scope' part of declaration avoids allocating the said
delegate on the heap.

I'd even say that string toString(); is an artifact of the past,
instead to!string should be used (if allocating a string is fine).


I know you explained that already, but see, that again slipped my mind.
This toString(sink) thingy seems cool, but is there a documentation on
it somewhere? Without a related doc, I fear no one will know this exists.



There was a language change request for it in the wiki, but I can't find 
it anymore.


Kind Regards
Benjamin Thaut


Re: Runtime code reloading in D, part 1

2013-01-06 Thread Dmitry Olshansky

07-Jan-2013 00:02, Dmitry Olshansky пишет:

06-Jan-2013 23:55, Philippe Sigaud пишет:

On Sun, Jan 6, 2013 at 6:49 PM, Dmitry Olshansky dmitry.o...@gmail.com
mailto:dmitry.o...@gmail.com wrote:

Regarding toString there is a better signature that avoids useless
allocations:

void toString(scope void delegate(const (char)[]) sink);

It takes a delegate to output string representation directly to the
destination via 'sink' delegate (that may e.g. write chars to file).
Plus the 'scope' part of declaration avoids allocating the said
delegate on the heap.

I'd even say that string toString(); is an artifact of the past,
instead to!string should be used (if allocating a string is fine).


I know you explained that already, but see, that again slipped my mind.
This toString(sink) thingy seems cool, but is there a documentation on
it somewhere? Without a related doc, I fear no one will know this exists.



Guess I need to find the original on toString and bit-blit it over with
this new sink thingy ;)



There is a short note in object.d:
...
string toString();
Convert Object to a human readable string.
...

That is any class may override it.

However the real relevant golden bit of information is buried after a 
row of formatValue templates (that hardly makes any sense to newcomers) 
at the bottom of std.format page:

(http://dlang.org/phobos/std_format.html)

Aggregates (struct, union, class, and interface) are basically formatted 
by calling toString.


toString should have one of the following signatures:
const void toString(scope void delegate(const(char)[]) sink, FormatSpec 
fmt);

const void toString(scope void delegate(const(char)[]) sink, string fmt);
const void toString(scope void delegate(const(char)[]) sink);
const string toString();


So it's quite flexible. Even better then I've been advertising it.
Note that classes are covered. I bet it can call virtual functions 
through base reference if base defines the new variation of toString.



The problem is if it's going to be extended to wchar/dchar... At least 
wchar is useful on Windows.


But the real fun is that I fail to find any real description of toString 
in the docs for d-p-l website!


The only files in d-p-l site where it is found in are:

- errors.dd:
... class Error has a pure virtual a function called toString() which 
produces a char[] with a human readable description of the error.)


Nothing useful and it's out of date! It returns a string (immutable) 
these days.


- lazy-evaluation.dd uses as an example of expensive computation and has 
the form of toString(i) where i is an int (wtf?!).


Probably horribly out of date as it should use either format or to!string.

- tempalte.dd uses std.string.toString as an example (same as in lazy?) 
and it's again an out of date piece of crap.


And a couple more files call it here and there (e.g. windows.dd to 
display exception message box).



--
Dmitry Olshansky


Re: Runtime code reloading in D, part 1

2013-01-05 Thread Jacob Carlborg

On 2012-12-30 13:32, Benjamin Thaut wrote:

An article about runtime code reloading in the context of game
developement. A topic I'm currently working on in my spare time. I hope
it holds some valuable information for everyone working with D.

http://3d.benjamin-thaut.de/?p=25


This looks very cool. Question, are you manually triggering the code for 
generating the RTTI?


BTW, have you seen this old project implementing runtime reflection:

http://flectioned.kuehne.cn/

--
/Jacob Carlborg


Re: Runtime code reloading in D, part 1

2013-01-04 Thread ixid

On Monday, 31 December 2012 at 14:40:48 UTC, Benjamin Thaut wrote:

Am 31.12.2012 15:02, schrieb DypthroposTheImposter:
  Do you find that D without GC is more effective than C++? 
Seems like
you would be stuck using structs which seems somewhat 
limiting, even

compared to C++...

 UE4 has similar reloading capabilities(using DLLs), though 
they use

C++ and rely more on the ability to serialize everything



Why should I be stuck with structs? Its the exact same as in 
C++. I did build my own new and delete operators (as 
templates). It's not that hard and works pretty well, only the 
syntax is not ideal in some cases. I can use everything you can 
use with D+GC. Sometimes you have to be carefull with implict 
allocations (e.g. closures, array literals) but I have a leak 
detector that points me to these directly and usually its easy 
to free these manually.


And I'm quite a bit more productive then in C++. Module 
constructors with a defined order instead of random static 
initalizers,
code generation isnstead of huge amounts of boilerplate code 
and many other features are the cause of this.


Kind Regards
Benjamin Thaut


Is D moving away from your sort of use? Games and bioinformatics
would seem to be the areas the language should be trying to get
people to start using it in. The features you're using seem very
much like they should be a part and mode of using the language.


Re: Runtime code reloading in D, part 1

2012-12-31 Thread DypthroposTheImposter
  Do you find that D without GC is more effective than C++? Seems 
like you would be stuck using structs which seems somewhat 
limiting, even compared to C++...


 UE4 has similar reloading capabilities(using DLLs), though they 
use C++ and rely more on the ability to serialize everything







Re: Runtime code reloading in D, part 1

2012-12-31 Thread Benjamin Thaut

Am 31.12.2012 15:02, schrieb DypthroposTheImposter:

   Do you find that D without GC is more effective than C++? Seems like
you would be stuck using structs which seems somewhat limiting, even
compared to C++...

  UE4 has similar reloading capabilities(using DLLs), though they use
C++ and rely more on the ability to serialize everything



Why should I be stuck with structs? Its the exact same as in C++. I did 
build my own new and delete operators (as templates). It's not that hard 
and works pretty well, only the syntax is not ideal in some cases. I can 
use everything you can use with D+GC. Sometimes you have to be carefull 
with implict allocations (e.g. closures, array literals) but I have a 
leak detector that points me to these directly and usually its easy to 
free these manually.


And I'm quite a bit more productive then in C++. Module constructors 
with a defined order instead of random static initalizers,
code generation isnstead of huge amounts of boilerplate code and many 
other features are the cause of this.


Kind Regards
Benjamin Thaut



Runtime code reloading in D, part 1

2012-12-30 Thread Benjamin Thaut
An article about runtime code reloading in the context of game 
developement. A topic I'm currently working on in my spare time. I hope 
it holds some valuable information for everyone working with D.


http://3d.benjamin-thaut.de/?p=25

Kind Regards
Benjamin Thaut


Re: Runtime code reloading in D, part 1

2012-12-30 Thread bearophile

Benjamin Thaut:


http://3d.benjamin-thaut.de/?p=25


The pointer to the RTTI information for each member is a 
workaround for a strange bug I encountered. For POD structs the 
rtInfo template will be instancated, but for some reason you can 
not query the results at runtime. It is possible that the linker 
stripps the information away but I could not yet investigate 
this issue further. If I can not query the RTTI information at 
runtime I fallback to the RTTI info pointer stored in the “next” 
member of thMemberInfo.


This seems one of the situations where knowing why is almost 
more important than doing: understanding the cause, and maybe 
even fixing it, will help future D programmers.


Bye,
bearophile


Re: Runtime code reloading in D, part 1

2012-12-30 Thread Benjamin Thaut

Am 30.12.2012 14:27, schrieb bearophile:


This seems one of the situations where knowing why is almost more
important than doing: understanding the cause, and maybe even fixing
it, will help future D programmers.

Bye,
bearophile


The problem only happens if you have a POD struct in a library file 
(.lib). If the POD struct is directly in the main executable everything 
works just fine. The only hint Walter gave me when I opened a thread in 
the D newsgroup was look at the difference of the object files.


I don't really know how that should be done atm.

Kind Regards
Benjamin Thaut


Re: Runtime code reloading in D, part 1

2012-12-30 Thread F i L

On Sunday, 30 December 2012 at 12:32:00 UTC, Benjamin Thaut wrote:
An article about runtime code reloading in the context of game 
developement. A topic I'm currently working on in my spare 
time. I hope it holds some valuable information for everyone 
working with D.


http://3d.benjamin-thaut.de/?p=25

Kind Regards
Benjamin Thaut


Awesome, thanks for the post. I've been playing around with this 
idea for awhile, and that article is immensely helpful.


Proper .so/.dll support is very needed for this, and I hope 
something is happening on that front.


Re: Runtime code reloading in D, part 1

2012-12-30 Thread r_m_r

On 12/30/2012 06:02 PM, Benjamin Thaut wrote:

An article about runtime code reloading in the context of game
developement. A topic I'm currently working on in my spare time. I hope
it holds some valuable information for everyone working with D.


Thanks for the article. It was very informative. Waiting for the next 
part :-)


regards,
r_m_r