AntTweakBarD - D binding to the AntTweakBar OpenGL/DirectX GUI tweaking library
Many C/C++ game development demos and apps tend to use the popular AntTweakBar parameter tweaking library. AntTweakBar is used to manipulate user-defined parameters in real-time by providing a GUI-like interface in an OpenGL / DirectX environment. AntTweakBarD[1][2] is just a simple D binding to this library. Note: If you prefer to load the AntTweakBar shared library lazily (Derelict-style), you may perhaps have success using the Deimos Dynamic Loader[3] (not tested with this project). Have fun, and let me know if there are any bugs! [1] : https://github.com/AndrejMitrovic/AntTweakBarD [2] : http://code.dlang.org/packages/ant-tweak-bar-d [3] : https://github.com/jkm/ddl
Re: Bountysource activity
On 3/13/14, Vladimir Panteleev vladi...@thecybershadow.net wrote: However, the biggest problem is the open pull request count. What good is authoring a patch if no one wants to take time to review it? IMHO, we don't need more bug bounties - we need REVIEWER bounties. Some way to convince more experienced D developers to review others' contributions. I have a number of open DMD pull requests myself, and sometimes I consider bribing someone to just look at them. I think I know what's causing this stalling. As more bugs get fixed the bugs that are left opened are the ones which are the most complicated to fix (essentially most of the easy ones are fixed already). E.g. Kenji tends to tackle more and more complex and intricate bugs. So these complicated DMD changesets can only really be reviewed by people with intricate knowledge of the compiler. I don't think there's that many people around with that kind of knowledge. Personally, I've only ever tackled smaller bugs, most of Kenji's changesets go way over my head and I wouldn't be able to merge something like that with confidence, regardless of the autotester. You could easily substitute PHD with DMD on this page: http://matt.might.net/articles/phd-school-in-pictures/
Re: Bountysource activity
On 3/15/14, Dicebot pub...@dicebot.lv wrote: This is one of best D-related things I have heard lately. Looking forward to it! They'll get to experience that fast pull/review/merge cycle we're so used to. :P
Re: Soon Nick will be $75 richer...
On 3/19/14, Nick Sabalausky seewebsitetocontac...@semitwist.com wrote: Speaking of, I learned a lot about DMD's inliner while doing that, so I've posted an explanation of it on the Wiki: http://wiki.dlang.org/DMD_Source_Guide#Inliner I was really impressed by the write-up. I never touched the inliner before so these docs come in very handy. Thanks a bunch for this!
Re: DFL can be used by D2.065
On 3/26/14, FrankLike 1150015...@qq.com wrote: If you are programming on win32,now,DFL can be used by D2.065. Please git clone http://github.com/FrankLike/dfl Open the folder w32 -dflexe double click the 'makedflexe.bat' FYI: you've changed one hardcoded path to another. I also don't understand the removal of the package module. Anywho I don't use DFL much. :
Re: warp: a fast C and C++ preprocessor
On 3/30/14, ixid nuacco...@gmail.com wrote: Perhaps we should unleash a community effort to match clang? Sounds like wasted effort, why improve tools for parsing C++ instead of improving tools for parsing D?
Re: warp: a fast C and C++ preprocessor
On 3/30/14, Peter Alexander peter.alexander...@gmail.com wrote: 3. It shows that D lives up to its performance claims. Maybe. But there's a sore thumb in that codebase: GC.disable(); And that will do exactly the opposite for its performance claims (with regards to advertising it).
Re: It's official: Sociomantic Labs has been acquired by dunnhumby Ltd
On 4/3/14, Don x...@nospam.com wrote: https://www.sociomantic.com/dunnhumby-acquires-sociomantic/ Congrats! I don't suppose there will be a blog post showcasing a successful exit of a startup that used D as its core technology? It could be a nice advertisement for D. :)
Re: I'm joining Facebook
On 4/5/14, Peter Alexander peter.alexander...@gmail.com wrote: Well, I didn't considering this D.announce worthy, but Andrei suggested I post the news. Congrats! As the title suggests, after over 5 years in the games industry I've decided to shake things up a bit and join Facebook at their London office. It will most likely be tools/infrastructure work of some sort. Hmm, gamedev experience and working at Facebook. Something something VR. :p Good luck with the job!
Re: Anchovy is good,Find a bug: can't get the gui.lib
On 4/8/14, FrankLike 1150015...@qq.com wrote: I build the anchovy's guidemo, but can't get the gui.lib, the err is :timemanager.d(153) instantiated from here:sort!(a.) std\range.d(2188) can't be declared be a funtion you can test the build ,you will see it. In the future please post to D.learn, not D.announce. Thanks!
Re: Bugzilla maintenance tonight
On 4/9/14, Brad Roberts bra...@puremagic.com wrote: Tonight at 11pm pacific time, about 3 hours from now, the D bugzilla is going to go read-only for some much needed maintenance and upgrading. Interesting. So what's new in this version of bugzilla (or rather what was the old version and which is the new version?). The few things I can tell at a glance: - All links are underlined by default (a little bit ugly, but I can use a stylish script to override this) - There's a new Tags field now - The site is way faster now, yay!
Re: Bugzilla maintenance tonight
On 4/9/14, Andrej Mitrovic andrej.mitrov...@gmail.com wrote: - All links are underlined by default (a little bit ugly, but I can use a stylish script to override this) Here's what I use for the Stylish[1] addon: - @-moz-document url-prefix('https://issues.dlang.org'), url-prefix('http://issues.dlang.org') { a { text-decoration:none; } } - [1] : https://addons.mozilla.org/en-US/firefox/addon/stylish/
Re: Bugzilla maintenance tonight
On 4/9/14, Brad Roberts bra...@puremagic.com wrote: As to what the 3.4 to 4.4 changes entail.. I'm sure that list is long as it's years and many many versions worth of changes. Best source for that would be to peruse the bugzilla change logs. Excellent. Found a few pages listing the new features for each new major version number: v3.6: http://www.bugzilla.org/releases/3.6/release-notes.html#v36_feat v4.0: http://www.bugzilla.org/releases/4.0/release-notes.html#v40_feat v4.2: http://www.bugzilla.org/releases/4.2/release-notes.html#v42_feat v4.4: http://www.bugzilla.org/releases/4.4/release-notes.html#v44_feat One of the more interesting ones which first caught my eyes is: http://www.bugzilla.org/releases/4.0/release-notes.html#v40_feat_dup (Automatic Duplicate Detection When Filing Bugs). I suspect this is gonna help cut down on duplicate reports.
Re: Bugzilla maintenance tonight
On 4/9/14, Brad Roberts bra...@puremagic.com wrote: Tonight at 11pm pacific time, about 3 hours from now, the D bugzilla is going to go read-only for some much needed maintenance and upgrading. I've just noticed some new behavior which looks like a bug. When I click on edit next to the Status of a bug, it just redirects me to e.g. https://issues.dlang.org/show_bug.cgi?id=12553#add_comment instead.
Re: Bugzilla maintenance tonight
On 4/9/14, Brad Roberts bra...@puremagic.com wrote: It's moving your focus down to the status block just below the comment textarea. Not a bug, but also not super obvious. I know. But it's a total usability anti-pattern. It would be like hitting the horn in your car and then getting a display on your windshield asking you to touch-screen Yes or No to sound the horn.
Re: How I Came to Write D -- by Walter Bright
On 4/8/14, Andrei Alexandrescu seewebsiteforem...@erdani.org wrote: http://www.reddit.com/r/programming/comments/22jwcu/how_i_came_to_write_d/ Btw, w.r.t. #2: W.B.: I've had to learn how to manage a project where people are all volunteers. Since I don't pay anybody anything, I can't tell anybody to do anything. As a contributor I take a different stance here. When Andrei/Walter or someone from the higher ranks asks me about working on a specific feature or pull I'll be ready to jump on it as soon as possible. To me the issue was never about finding what to work on, but prioritizing what's important. So I wouldn't necessarily say that requesting someone to work on something would look bad or be perceived as wanting that someone to do work for free. I think there's plenty of us here who are eager to work on things. I know Andrei said he already tried to ask some members of the community to work on some issues, to no avail. I don't know which issues they were though, but if I'm involved in any of them just ping me and I'll jump to work ASAP.
Re: dblog.aldacron.net is BLACKLISTED Again
On 4/12/14, Mike Parker aldac...@gmail.com wrote: If you need assistance cleaning your account and fixing the security holes for you site, we offer a low cost service option called Managed Shared Hosting. For the service fee of $39.95, we can create a work order to investigate and fix your issue. Unbelievable. 40$ to delete a file.
Re: [ANN] 3T Software Labs MongoDB tools for D programmers.
On 4/18/14, Joakim via Digitalmars-d-announce digitalmars-d-announce@puremagic.com wrote: Yep, a google search for the above text turns up almost identical posts to Clojure, Scala, Haskell, Ruby, and Ruby on Rails forums also. In other words this is just spam.
Re: [ANN] 3T Software Labs MongoDB tools for D programmers.
On 4/18/14, Andrei Alexandrescu via Digitalmars-d-announce digitalmars-d-announce@puremagic.com wrote: Announcing D-related commercial products here is entirely appropriate. Absolutely. But I don't see how these tools are in any way D-related.
Re: [OT] Excelsior Jet standard edition virtually for free
On 4/25/14, Jos van Uden via Digitalmars-d-announce digitalmars-d-announce@puremagic.com wrote: For those who are interested in the Excelsior Jet AOT Java to native compiler http://www.excelsiorjet.com/charity Note: non-upgradable, no support If it's OT it does not belong to D.announce. Please stop spamming this Java stuff in the D newsgroups.
Re: Tkd – Cross platform GUI toolkit based on Tcl/Tk
On 5/8/14, Andrei Alexandrescu via Digitalmars-d-announce digitalmars-d-announce@puremagic.com wrote: http://www.reddit.com/r/programming/comments/251s5i/tkd_cross_platform_gui_toolkit_for_d_based_on/ https://twitter.com/D_Programming/status/464434846849179648 https://www.facebook.com/dlang.org/posts/843295265684156 https://hn.algolia.com/#!/story/forever/0/Tkd Congrats to Gary Willoughby for the release!
Re: Tkd – Cross platform GUI toolkit based on Tcl/Tk
On 5/9/14, simendsjo via Digitalmars-d-announce digitalmars-d-announce@puremagic.com wrote: I'm unable to find the HN link. This search shows the reddit link and a link straight to the forum. I even tried to go through several pages of newest on HN doing a search for tkd without any luck. Did it get deleted..? We should just link to the post with some remove me characters. E.g.: https://remove_menews.ycombinator.com/item?id=7716010 You copy-paste the URL, and that should avoid any issues with hotlinking, wouldn't it?
Re: Livestreaming DConf?
On 5/12/14, Dicebot via Digitalmars-d-announce digitalmars-d-announce@puremagic.com wrote: Will that also mean that we won't need to wait several months for all videos to be published? :) Better record the livestream then!
Re: Livestreaming DConf?
On 5/13/14, ponce via Digitalmars-d-announce digitalmars-d-announce@puremagic.com wrote: Yes please! I'll be up all night :p Yeah, we'll bring the popcorn to #d.
OpenGL Examples in D and a birth of a New Initiative
I am starting an initiative for everyone interested in D game development by creating the github organization d-gamedev-team[1]. The first project hosted here is the the freshly created opengl-tutorials[2] project. This is a long-term project that aims to collect as many modern OpenGL examples ported to D or even provide new examples created from scratch in D. All the examples should be easy to build, provided you have a fresh D compiler and a recent version of the dub[3] dependency manager / builder tool. Currently the project contains an almost-complete port of the samples contained on the website opengl-tutorial.org[4] - which cover OpenGL v3.3x and were created by Sam Hocevar. The D examples are not straight ports, they have been D-ified and may contain more features than their original counterparts. They also use 3rd-party D OpenGL wrappers to avoid a lot of scaffolding work typical of OpenGL applications. Thanks to dub[3] you won't have to manually install the D dependencies. However you may have to install some C/C++ 3rd-party library dependencies, such as GLFW, SDL2, SDL2 Image, and potentially other libraries depending on the ones the samples require. The dependencies are documented in the project's readme[5]. Additional OpenGL example ports are planned and some are already in progress but have not yet been pushed upstream. See the opengl-tutorials[2] github repo for a list of ports which are in progress and a list of desired ports. If you wish to contribute with your own ports or with brand new D OpenGL examples don't hesitate to make a pull request. I want the d-gamedev-team organization to gradually grow and have it host as many useful projects, whether it be libraries, tools, tutorials, tips tricks, assets, or anything else related to D game development. I am strongly interested in game development in D, and although I'm at a starting stage I'm very much committed to working on this project to the best of my abilities. Hopefully in a few years we'll see some major titles made entirely in D. But before that can happen we have to make a collective push to bring D to a higher stage where it's acceptable and viable to game developers, whether it be through language support (@nogc/allocators) or library and tooling support. We'll see where this goes, but I'm very excited for the future! Cheers. :o) [1] : https://github.com/d-gamedev-team [2] : https://github.com/d-gamedev-team/opengl-tutorials [3] : http://code.dlang.org/download [4] : http://opengl-tutorial.org/ [5] : https://github.com/d-gamedev-team/opengl-tutorials/tree/master/ports/opengl-tutorial.org
Re: OpenGL Examples in D and a birth of a New Initiative
On 5/15/14, Manu via Digitalmars-d-announce digitalmars-d-announce@puremagic.com wrote: I tried to gather support for a community game project (FeedBack). Lots of interest, but nobody actually joined the party when I kicked it off. Sorry, but I was put off by the terrible performance. 30 FPS with regular frame drops to sub-10 FPS is unacceptable for something that displays half a dozen animated objects. It left a really bad impression on me, especially considering you always complain on the forums about other devs writing bad-performant code and them being unaware of it.
Re: OpenGL Examples in D and a birth of a New Initiative
On 5/15/14, Manu via Digitalmars-d-announce digitalmars-d-announce@puremagic.com wrote: You never mentioned that you were deterred by performance, I can go and make it run at a thousand fps if you like :) Bah I feel terrible for even saying what I said. I tested it on a 9600GT (yeah it's old, but UT3 worked fine on it, so.. :) ). But I own a Radeon R7 250 now and it's running at a solid 60FPS, no framedrops at all. And it's actually displaying some graphics that weren't there before. I think I may just have had some buggy drivers on my old GPU. It's running beautifully, playing the Bohemian Rhapsody. So, apologies for that rant. Maybe I'll add some silly graphics in a pull request and you won't say nobody contributed! Stay tuned. :)
Re: Livestreaming DConf?
On 5/12/14, simendsjo via Digitalmars-d-announce digitalmars-d-announce@puremagic.com wrote: On 05/11/2014 11:15 PM, John Carter via Digitalmars-d-announce wrote: The timezones being so different, I'm not sure livestreaming will help me... But I do plan to watch any videos of it as soon as they are up. It's the same problem for all Europeans (and many other), including me. I'm also looking forward to the videos, but I think livestreaming is a good thing for those who are able to follow them. I don't think I follow. The conference starts at 9 AM and ends at 4:30 PM in San Francisco time. Converted to GMT this is 4 PM to 11:30 PM. That should be super-convenient for most Europeans.
Re: OpenGL Examples in D and a birth of a New Initiative
On 5/16/14, Manu via Digitalmars-d-announce digitalmars-d-announce@puremagic.com wrote: Out of curiosity, are you running Linux or Windows? Win7.
Re: OpenGL Examples in D and a birth of a New Initiative
On 5/15/14, Dicebot via Digitalmars-d-announce digitalmars-d-announce@puremagic.com wrote: I think it is a very good initiative to start creating community teams of D hackers interested in specific domains. Can be beneficial for both spreading the information and lobbying needed changes in D/Phobos. Yeah. I plan on writing some blog posts as well to get things going. Game dev is not my area of interest but I wish you best luck :) Thanks!
Re: OpenGL Examples in D and a birth of a New Initiative
On 5/14/14, Andrej Mitrovic andrej.mitrov...@gmail.com wrote: I am starting an initiative for everyone interested in D game development by creating the github organization d-gamedev-team[1]. Just ported the imgui library to D. It's a minimal OpenGL GUI library, useful for things like tweaking parameters. Have a look here (screenshot included): https://github.com/d-gamedev-team/dimgui http://code.dlang.org/packages/dimgui
Re: OpenGL Examples in D and a birth of a New Initiative
On 5/17/14, Kiith-Sa via Digitalmars-d-announce digitalmars-d-announce@puremagic.com wrote: This is pretty awesome - don't need to write my own anymore. How does it handle fonts? Does it depend on FreeType or something like that? It uses a copy of this file: nothings.org/stb/stb_truetype.h Ideally it would use FreeType though, to be Unicode-aware and whatnot.
Re: OpenGL Examples in D and a birth of a New Initiative
On 5/17/14, Kiith-Sa via Digitalmars-d-announce digitalmars-d-announce@puremagic.com wrote: This is pretty awesome - don't need to write my own anymore. You have some pretty cool repositories on Github! I haven't yet tried to build anything, but I see lots of things D and gamedev-related. Pretty cool!
Re: OpenGL Examples in D and a birth of a New Initiative
On 5/15/14, evilrat via Digitalmars-d-announce digitalmars-d-announce@puremagic.com wrote: same with DirectX, more than half year passed since i published it and i only get single commit and one known user. nice, good and active community. i wish to say good luck with ur linuxez guyz i'm done here, but i always returns to see whats new, still hoping it's temporally... I'm not a linux guy, but I find DirectX to be hugely verbose, and then there's the whole platform-dependency issue. Still, DirectX is hugely important to game developers (not to mention things like D3D having much better device drivers), so your project will likely be appreciated in the future. I think it's just that there are very few game developers around that use D right now. Things will change for sure! Probably with a good D wrapper coding in DirectX could be fun, especially since the API is apparently stateless. Btw, I think Adam Wilson mentioned that your bindings are slightly out of date. He apparently hosts newer bindings here: https://github.com/auroragraphics/directx
Re: Gearing up for DConf 2014
On 5/19/14, Atila Neves via Digitalmars-d-announce digitalmars-d-announce@puremagic.com wrote: Any specific instructions for the speakers, are people meeting up in the Aloft beforehand somewhere, or do I just turn up to Facebook, say DConf and it'll be fine? You need to say the secret keyword at the door. Or alternatively bring doughnuts (in the D shape).
Re: Gearing up for DConf 2014
On 5/19/14, Brian Schott via Digitalmars-d-announce digitalmars-d-announce@puremagic.com wrote: On Monday, 19 May 2014 at 17:18:27 UTC, Steven Schveighoffer wrote: Would it be possible to have a separate space on the nametags for handles? -Steve snip It's going to be funny seeing: Walter Bright a.k.a. Walter Bright On a related note, when I was a youngen and was just discovering internet chat my nickname was... wait for it... the_andrej. And believe it or not, there was a chatters hangout in real-life once and I actually wore this name tag. It was a proper metal tag with embedded (carved out) letters too. Good times..
Re: OpenGL Examples in D and a birth of a New Initiative
On 5/19/14, Colden Cullen via Digitalmars-d-announce digitalmars-d-announce@puremagic.com wrote: This is such a great effort to see! I'm liking the enthusiasm! Btw, I'm currently porting the Box2D physics engine to D. I've already ported Chipmunk a while ago, but Box2D has its own benefits. E.g. it has continuous collision detection which allows bullet-style physics without worry about physical shapes disappearing from the screen. Box2D is also a C++ library, whereas Chipmunk is a C library. I'm close to being done. I have some debugging to do and the complete test-suite is almost entirely ported.
Re: OpenGL Examples in D and a birth of a New Initiative
On 5/19/14, Andrej Mitrovic andrej.mitrov...@gmail.com wrote: Btw, I'm currently porting the Box2D physics engine to D. For a second there I thought Dash was a 2D game engine, but it's a 3D one, which is awesome! 2D physics can still be used with 3D graphics to some great effect. But ultimately I would really want us to have a 3D physics engine. I've been eyeing the Bullet physics engine. There have been several attempts at writing bindings, but I think we (s/we/I) should make a port instead. It will definitely take some work though. Porting Box2D took me personally about two days of work (~20Kloc C++ codebase), Bullet is ~150Kloc, but using things like regex for conversion wouldn't scale here. Using a modified parser such as Daniel Murphy's magicport or a C++ parser based on DScanner would probably work. Anyway, I'm just rumbling out loud here to some of my future plans. All of this will likely take a longer initial delay because I'm relocating soon, so things will be hectic. :)
Re: OpenGL Examples in D and a birth of a New Initiative
On 5/19/14, Ben Boeckel via Digitalmars-d-announce digitalmars-d-announce@puremagic.com wrote: Derelict has a module[1] for ODE[2]. I've heard about ODE but I'm not sure about the state it's in these days. Bullet seems to be the place of active development. I've yet to try it though so I can't really give a proper review.
Re: OpenGL Examples in D and a birth of a New Initiative
On 5/19/14, Kiith-Sa via Digitalmars-d-announce digitalmars-d-announce@puremagic.com wrote: Box2D would be awesome. I'm about to start a project that would greatly benefit from good 2D physics (I used simple AABB till now simply because physics is too much of a PITA) Excellent. Expect the port to be done within a day or two. I just have some runtime bugs to squash. How do you port 20kloc in 2 days? Past experience helps I guess. I ported Chipmunk (10K) mostly over night. I've ported lots of codebases already, so this has become sort of a second-nature to me. :P
Re: OpenGL Examples in D and a birth of a New Initiative
On 5/19/14, Andrej Mitrovic andrej.mitrov...@gmail.com wrote: Excellent. Expect the port to be done within a day or two. I just have some runtime bugs to squash. In the meantime here's a teaser: http://i.imgur.com/HQSNhO2.png The test-suite uses IMGUI which I've recently ported to D as well, so you can use it right away: https://github.com/d-gamedev-team/dimgui http://code.dlang.org/packages/dimgui
Re: Gearing up for DConf 2014
On Friday, 16 May 2014 at 17:16:57 UTC, Andrei Alexandrescu wrote: We have secured livestreaming of the entire event. Where will this be streamed btw? Twitch?
Re: Programming in D book is about 97% translated
On 5/20/14, Ali Çehreli digitalmars-d-announce@puremagic.com wrote: * Data Sharing Concurrency Awesome work! That's one of the lesser-specified parts of the language, so this is really welcome. Btw, you may want to toss in a word or two about the -transition=tls switch as well. It's very useful when porting C/C++ libraries around.
Re: OpenGL Examples in D and a birth of a New Initiative
On 5/21/14, francesco cattoglio via Digitalmars-d-announce digitalmars-d-announce@puremagic.com wrote: Port? Or wrap? Because 10K in 10 hours feels crazy. Even worse than crazy! :D I think after all I might just be remembering it wrong. And in fact git log will tell me otherwise. Let's see: $ git log --reverse --pretty=format:%ad %s Wed Oct 30 17:13:59 2013 +0100 Initial commit. Fri Nov 1 01:54:24 2013 +0100 Ported most code. Of course I didn't work non-stop on it (humans have to sleep sometime). If you stitch the hours up together I think the initial port was done fairly quickly. But it wasn't a hard codebase to port, it's a C codebase. Porting C++ can be harder because you have things like C++ classes used by value which have their default ctor called, and this doesn't translate easily to D's structs. BTW: thank you so much for imgui, I discovered it yesterday and I'm already using it: it is so simple it is awesome, even in early alpha stage! It IS the most immediate gui I've ever used ;) Cool, glad it works for you!
Re: DConf 2013 Pictures
On 5/21/14, David Ellsworth via Digitalmars-d-announce digitalmars-d-announce@puremagic.com wrote: Here are mine. I too hope these are not too stale. https://drive.google.com/folderview?id=0B0ahz3zZ-gZnYlBKeVZzaW03M0Eusp=sharing This is great. But is there any way to download the pictures all at once? I don't understand why Google Drive has to brick one of my CPU cores just do display an image (and then Google likes to brag they hire the best of the best.. right.)
Re: OpenGL Examples in D and a birth of a New Initiative
On 5/21/14, francesco cattoglio via Digitalmars-d-announce digitalmars-d-announce@puremagic.com wrote: BTW: thank you so much for imgui, I discovered it yesterday and I'm already using it: it is so simple it is awesome, even in early alpha stage! It IS the most immediate gui I've ever used ;) Btw I've added a memory-management section now, in case you ever run into issues like garbled text being displayed on the screen (I know I did): https://github.com/d-gamedev-team/dimgui#memory-management
Re: OpenGL Examples in D and a birth of a New Initiative
On 5/21/14, Vova616 via Digitalmars-d-announce digitalmars-d-announce@puremagic.com wrote: Whoa you are awesome, I will use it with my experimental engine for sure I'm still stuck on the design but here it is http://code.dlang.org/packages/batch-engine Cool stuff, will have a look later!
Re: Online D Course
On Wednesday, 21 May 2014 at 22:59:51 UTC, Chuck Allison wrote: Just thought I'd let you all know that there is an online D video course (unfortunately not free) at pluralsight.com. It's been there almost month. It's really quite good for newbies learning D. Just sayin' It was already posted before. But with no demo I don't see how we can recommend it to anyone. And having to enter credit card details to get to free content is IMO very wrong, especially with this info from their website: - This trial experience is free of charge—at least for the first ten days, with 200 minutes access to all our training courses. After that, it will convert to a monthly paid subscription. - So what if you attempt to cancel your subscription but they don't respond in time? It smells like snake oil to me.
dimgui - A port of imgui, the immediate-mode OpenGL GUI library
If you need a very minimal but usable GUI library for your OpenGL applications, then an immediate-mode GUI such as IMGUI could be just the trick. IMGUI has been ported to D and can be found at the following links: https://github.com/d-gamedev-team/dimgui http://code.dlang.org/packages/dimgui dimgui is zlib-licensed.
dbox is a complete D2 port of the Box2D game physics library
https://github.com/d-gamedev-team/dbox What is Box2D? == Box2D[1] is an open source C++ physics engine used for simulating rigid bodies in 2D. Box2D is developed by Erin Catto and is zlib-licensed. Box2D is mainly used for game development and interactive physics simulations. Box2D is platform-independent and has no dependencies other than its test-suite which requires the GLFW library. [1] : http://box2d.org/about/ What is dbox? == dbox[2] is a complete D2 port of the Box2D C++ library. dbox targets the latest release of Box2D (currently at v2.3.1) and includes a port of its GUI test-suite. The test-suite includes over 50 unique and interactive examples demonstrating the capabilities of the physics engine. dbox is also a dub package which you can add to your build dependencies right away. See the dub project page[3] for more information. [2] : https://github.com/d-gamedev-team/dbox [3] : http://code.dlang.org/packages/dbox
Re: dbox is a complete D2 port of the Box2D game physics library
On 5/24/14, Piotrek via Digitalmars-d-announce digitalmars-d-announce@puremagic.com wrote: nice one. How does it compare to C++ version in terms of performance? I haven't tested the performance yet! I'm definitely interested, but as usual I assume LDC will probably beat DMD in this area.
Re: dbox is a complete D2 port of the Box2D game physics library
On 5/24/14, Kiith-Sa via Digitalmars-d-announce digitalmars-d-announce@puremagic.com wrote: Do you intend to keep this a straight port or will it be open to modifications? I think we can create a new branch with API improvements and additions. I'm not sure what the state of dub support for this is, apparently branch-based dependencies are now deprecated? I hope we can do something like this: # Use the direct C++ Port dependencies: { dbox: =0.0.2, } # Use a new D-ified interface which has more features dependencies: { dbox: d_api:=0.0.2, } Can we do something like this already with dub? Andrei's allocators could come in very handy. I'm still unsure how we can actually hook up a custom allocator, you can't really do things like $ dmd -alias allocator = mymodule.myallocator. As for actual behavioral changes, we better start adding unittests then. :) Btw, there's a Contributions folder in the Box2D distribution which I haven't ported, it has some cool features like fluids support. I'm not sure if it's the same as the following video, but the stuff is cool: https://www.youtube.com/watch?v=UKlkk3uCdJs From a brief look at the source, it's possible I'll end up needing turning shapes from classes to structs and/or hooking it up with a custom allocator. I wanted to convert everything into structs, but the problem is the C++ library used inheritance and virtual methods even though in the end they end up using all of these objects as stack-allocated objects. I'm not sure whether we actually have to spawn a lot of shape objects though (AFAICT few of them ever get instantiated), but if that's true then converting these to structs might be beneficial. I expect to need to spawn/destroy objects of varying shapes very often. (I do plan to try the current version first, though; it may be good enough) Good luck! If I make such changes (which may affect the API, although the changes can probably be kept somewhat small), should I open a pull request or start a fork (ddbox? ;p)? We could create a new branch, but for the moment you're probably better off not writing any pull requests since I will be MIA for a while (I'm moving very soon). I'll keep you updated. (Same question applies to other of your ports) Same answer! :)
Re: DConf 2013 Pictures
On 5/20/14, Ali Çehreli digitalmars-d-announce@puremagic.com wrote: I hope it's not too stale. :p http://acehreli.org/DConf_2013_Pictures/ Hope we won't have to wait a year for the DConf 2014 pictures! :) Have any been taken this year?
Re: DConf 2014 Day 2 Talk 4: Reducing D Bugs by Vladimir Panteleev
On 7/9/14, Andrei Alexandrescu via Digitalmars-d-announce digitalmars-d-announce@puremagic.com wrote: https://news.ycombinator.com/newest (please find and vote quickly) Just paste the URL with some randomness in it and people can then copy-paste it themselves, this search hunt think is silly. https://news.ycombinator.comremove_me/item?id=8010342
Re: DConf 2014 Day 2 Talk 4: Reducing D Bugs by Vladimir Panteleev
On 7/9/14, Andrej Mitrovic andrej.mitrov...@gmail.com wrote: On 7/9/14, Andrei Alexandrescu via Digitalmars-d-announce digitalmars-d-announce@puremagic.com wrote: https://news.ycombinator.com/newest (please find and vote quickly) Just paste the URL with some randomness in it and people can then copy-paste it themselves, this search hunt think is silly. https://news.ycombinator.comremove_me/item?id=8010342 s/think/thing
Re: Programming in D book is 100% translated
On 7/24/14, Ali Çehreli digitalmars-d-announce@puremagic.com wrote: I have completed the translation of the book. Phew... :) Congrats! It's fantastic that we have a D book of this quality, which is free. Superb work.
Re: D for the Win
On 8/23/14, Adam D. Ruppe via Digitalmars-d-announce digitalmars-d-announce@puremagic.com wrote: Author posted part 2 http://tomerfiliba.com/blog/dlang-part2/ If I read that right it seems they're using D in his startup? Pretty cool. A bit of googling reveals the company's name is Weka.IO.
Re: 438-byte Hello, world Win32 EXE in D
On 9/7/14, Vladimir Panteleev via Digitalmars-d-announce digitalmars-d-announce@puremagic.com wrote: Thanks to recent advances in DMD (-betterC and -m32mscoff), I could get a Hello, world program on Win32 down to just 438 bytes when compiled. This is without assembly, linker scripts, custom Phobos/Druntime, or manual post-build tweaks. I guess this is great news for virus writers. :P And, I guess scene devs. ^^
Re: Programming in D book, User Defined Attributes (UDA) chapter
On 8/29/14, Andrei Alexandrescu via Digitalmars-d-announce digitalmars-d-announce@puremagic.com wrote: Awesome!! Put it on Amazon too! -- Andrei Yeah, I'd be the first in line to buy it as well! If you do consider publishing the book, do let us know before it happens so those of us who want to can go through a thorough review and let you know of any typo's or mistakes before it's set in stone (or on paper :P). I'd be glad to review it in-depth.
Re: D2 port of Sociomantic CDGC available for early experiments
On 10/12/14, Leandro Lucarella via Digitalmars-d-announce digitalmars-d-announce@puremagic.com wrote: Also, completely unflexible, so to run 2 instances of the same program with different configuration you have to run one, modify the config file and then run the seconds? Perhaps there would be a --gc-config=file.conf you could use. But yeah, ultimately it seems to me we're just reinventing what envars are all about..
Re: D2 port of Sociomantic CDGC available for early experiments
On 10/17/14, Leandro Lucarella via Digitalmars-d-announce digitalmars-d-announce@puremagic.com wrote: In all the years I've been working in Linux I never, EVER came across problems with environment variables being accidentally set. I find it very hard to believe this is a real problem. On the other hand, they saved my ass several times (LD_PRELOAD I LOVE YOU). Slightly OT, but having to use Linux for the past 5 months and using almost exclusively Windows before that for the better part of the last ~20 years, I have to say I've become a massive fan of the OS and the way things work. I've come to even hate anything GUI (except maybe the editor), I'd hate to even think about browsing the file system with a mouse anymore. Of course, all of this functionality was available on Windows as well, but what I'm saying is a switch in one's environment (pardon the pun :p) can make them realize that they may have been doing things the slow or inefficient way. So it's not so much about OS A vs OS B, but how used you are to doing things one way. Maybe that's why there's this aversion towards using environment variables. Anyway those were my 2 eurocents..
Re: Travis-CI support for D
On 12/11/14, Martin Nowak via Digitalmars-d-announce digitalmars-d-announce@puremagic.com wrote: Glad to announce that D support on Travis-CI was launched today. http://blog.travis-ci.com/2014-12-10-community-driven-language-support-comes-to-travis-ci/ Awesome!! Btw, I've noticed this command in the log file of a Travis run: $ curl http://downloads.dlang.org/releases/2014/dmd.2.066.1.linux.zip ~/dmd.zip It seems a bit of a waste of bandwidth to re-download the release for each run? Also, this will likely skew download statistics for us.
Re: Sargon component library now on Dub
On 12/14/14, Walter Bright via Digitalmars-d-announce digitalmars-d-announce@puremagic.com wrote: http://code.dlang.org/packages/sargon These two modules failed to generate much interest in incorporating them into Phobos, but I'm still rather proud of them :-) Very cool that you decided to do this! code.dlang.org has become a real thing really fast, I love that it has grown so much. I'll be adding more in the future. Sweet, looking forward to it!
Re: Gource visualisations of various D repositories
On 12/23/14, Gary Willoughby via Digitalmars-d-announce digitalmars-d-announce@puremagic.com wrote: For a bit of fun and prompted by a thread requesting such, i've created a few visualisation videos generated from D repositories by Gource. Cool stuff, thanks for taking the time to do this! The animations are super-fast, it makes it hard to see what's going on but it's still fun. I wonder what that sudden branch explosion was in DMD, maybe some code which was committed but just never used (the C++ unit-test library, perhaps?). Hmm.. :)
Re: Gource visualisations of various D repositories
On 12/24/14, Gary Willoughby via Digitalmars-d-announce digitalmars-d-announce@puremagic.com wrote: On Wednesday, 24 December 2014 at 19:10:50 UTC, Andrej Mitrovic via Digitalmars-d-announce wrote: The animations are super-fast, it makes it hard to see what's going on but it's still fun. Yeah, one of my first rendering clocked in at 20mins which gave you more of a flavour of what was actually happening but was bring, lol. So i compressed them all to be about 4 minutes. :) I'd love to see an animation like in a game, say Crimsonland. The contributors would be the players with the guns, the issues resolved would be enemies, and the bullets would be the individual commits. That would be fun to watch. :P
Re: D is one if Wired's 10 Most Hardcore Tech Stories of 2014
On 12/27/14, Walter Bright via Digitalmars-d-announce digitalmars-d-announce@puremagic.com wrote: http://www.wired.com/2014/12/wired-enterprise-year/ Great stuff. Here's to hoping that 2015 becomes a landmark year for D!
Re: D promoted in FPS magazine, issue 33 (RU)
On 12/31/14, Basile Burg via Digitalmars-d-announce digitalmars-d-announce@puremagic.com wrote: http://issuu.com/tgafaroff/docs/fps33 http://fps-magazine.blogspot.fr/ see page 15 to 19, scroll by dragging right to left of with arrow keys. Can someone offer a run-down on what is being said? :)
Re: DirectX bindings
On 5/27/14, evilrat via Digitalmars-d-announce digitalmars-d-announce@puremagic.com wrote: On Sunday, 3 November 2013 at 05:27:24 UTC, evilrat wrote: https://github.com/evilrat666/directx-d this is it. i think i can't continue on this one anymore, nor do i have time, nor passion. Hey, sorry you didn't find an audience for this, thanks for your work nevertheless! But do you by any chance know how up to date your bindings are compared to these other ones: https://github.com/auroragraphics/directx If you don't know I'll try to diff my way and find out.
Re: London D Programmers MeetUp
On 2/4/15, Kingsley via Digitalmars-d-announce digitalmars-d-announce@puremagic.com wrote: A couple of issues came out of the challenge regarding familiarity with syntax and then spending time hunting down the docs - is there a forall in D? What would forall do?
Re: SublimeLinter D Plugin
On 9/16/14, Brian Schott via Digitalmars-d-announce digitalmars-d-announce@puremagic.com wrote: Several of my co-workers use Sublime Text and wanted D-Scanner to work with SublimeLinter, so here it is. https://github.com/economicmodeling/SublimeLinter-dscanner Do we have a Sublime plugin based on D-Scanner which gives us some features like: - List all methods in a class - Hide (or just fold) non-public methods of a class And other similar features?
Re: This Week in D, issue 1
On 1/13/15, Adam D. Ruppe via Digitalmars-d-announce digitalmars-d-announce@puremagic.com wrote: I've started writing a weekly D newsletter. Here's the first issue, any feedback welcome! http://arsdnet.net/this-week-in-d/jan-12.html In the future, I intend to have it written by Saturday for a weekend release, so if you want something to appear this week, please try to get it to by before then. Fantastic work. I'm glad this has taken off. :)
Re: DDocs.org: auto-generated documentation for all DUB projects (WIP)
On 2/11/15, Jacob Carlborg via Digitalmars-d-announce digitalmars-d-announce@puremagic.com wrote: On 2015-02-10 23:40, Kiith-Sa wrote: DDocs.org (http://ddocs.org) is a repository of documentation for DUB projects that automatically re-generates docs as new projects/releases/branch changes are added. This is awesome :) Yeah, and it might just make us get off our lazy asses and fix the documentation of our projects. :) Great work, and a great initiative!
Re: I'll be presenting at NWCPP on Jan 21 at Microsoft
On 1/23/15, MattCoder via Digitalmars-d-announce digitalmars-d-announce@puremagic.com wrote: My right ear can't hear too! :) While the youtube engineers are too lazy to fix this, in the meantime you can use the youtube-dl tool to download the video, watch it in VLC and select Audio-Select channel-Left (or something like that). Worked for me!
Re: 2015 H1 Vision
On 2/1/15, Andrei Alexandrescu via Digitalmars-d-announce digitalmars-d-announce@puremagic.com wrote: http://wiki.dlang.org/Vision/2015H1 - Create the D Language Foundation What exactly is this idea about, can you elaborate a bit?
Re: We're looking for a Linuy Systems Admin!
On 1/9/15, Iain Buclaw via Digitalmars-d-announce digitalmars-d-announce@puremagic.com wrote: Though I've never used Linuy before, is it like Linux? :-) It's the next version of Linux that we wrote from scratch in D. :P We're all pretty excited here about your potential application. Go for it! ;)
Re: DConf 2015 Call for Submissions is now open
On 1/7/15, Ali Çehreli digitalmars-d-announce@puremagic.com wrote: I loved it too! :) Andrej, I am going to use it but without the redundant happy on the last line: :D = A D programmer Ali As always, my smileys are Boost-licensed. Feel free to do whatever you want with them. :P
Re: DConf 2015 Call for Submissions is now open
On 1/7/15, Dominikus Dittes Scherkl via Digitalmars-d-announce digitalmars- Luckily we don't develop in F :-D (this is of course my most loved smiley) :( = A C programmer :(++ = A C++ programmer with bandages from the pain of using C++. :D= A happy D programmer
Re: Release D 2.067.0
On 3/24/15, Martin Nowak via Digitalmars-d-announce digitalmars-d-announce@puremagic.com wrote: Glad to announce D 2.067.0. Great work! It's amazing seeing how much work you guys are putting in and making D better with each new release.
Sociomantic Labs is looking for Software Developers! (D language)
Hi, We at Sociomantic Labs are looking for new software developers to join our ranks in our Berlin office! Here's what we're looking for in a potential candidate: - Experience in C, C++, or D. (You'll be programming in D) - Knowledge of Github or a similar collaborating environment - Interest in distributed architectures - Fluency in written and spoken English Here's what we have to offer: Full-time employment in our Berlin office with a competitive compensation and incentive plan, as well as flexible work hours. We offer basic German language courses for free (they're not mandatory), while all communication in the office is done in English. You'll get to work in a very friendly environment, with fun people, and you'll get many fun challenges to work on. We also offer help with residence permit processing for non-EU citizens. Find out even more at our website: https://www.sociomantic.com/jobs/d-software-developer Interested? Send us your CV and résumé to care...@sociomantic.com. Our friendly HR department will help you guide you through our entire hiring process. Good luck! :)
Re: Sociomantic Labs is looking for Software Developers! (D language)
On 10/24/15, Rikki Cattermole via Digitalmars-d-announcewrote: > If you guys ever want an office in New Zealand (perhaps night/day style > for e.g. testing) or want remote workers, please let me know. For what it's worth there are plenty of Kiwis in our office, you would feel right at home if you decided to move! :) Regards, A.M.
Re: Sociomantic Labs is looking for Software Developers! (D language)
On 10/31/15, Andrea Fontana via Digitalmars-d-announcewrote: > I think you need an Italian translator too. :) Your ad on > facebook sounds bad in italian where "display" is translated as a > female word but all big italian dictionaries report it as male. > > You write "La programmatic display" but it should be "Il > programmatic display". Absolutely! I've studied Italian as a kid and still remember those rules. :) I'll forward this to our web admins. Thanks!
Re: DConf 2016, Berlin: Call for Submissions is now open!
On 11/1/15, Dicebot via Digitalmars-d-announcewrote: > Yes :) Are they going to design some kick-ass T-shirts to go along with it too? :)
Re: Moving forward with work on the D language and foundation
On 8/27/15, BBasile via Digitalmars-d-announce digitalmars-d-announce@puremagic.com wrote: On Thursday, 27 August 2015 at 18:03:37 UTC, Colin wrote: On Thursday, 27 August 2015 at 16:01:54 UTC, BBasile wrote: On Monday, 24 August 2015 at 18:43:01 UTC, Andrei Alexandrescu wrote: [...] That's courageous, particularly past 50 yo. It's a different culture, past 50 yo in Europe people choose security, but in USA, past 50 yo some people still take the risk to try something new. Awesome. Andrei is past 50? Doesn't look it! And Walter who was involved in the 80's in the team who made MS DOS... do you think he's 20 yo ? Hmm.. ? This is the first time I've heard of this. He's one of the very first people who have developed a C++ compiler, but MS-DOS?
Re: 1st Ever Artificial Consciousness to be Written in D Language
On 9/2/15, GrandAxe via Digitalmars-d-announcewrote: > This is to inform the D Language community that the first viable > general artificial algorithm is being written in D. It is called > Organic Big data intelligence (OBI); the website is at > www.okeuvo.com. I rate this troll 8 / 10. Many keks were had. Much wow.
Re: Sociomantic Labs is looking for Software Developers! (D language)
Hey everyone, Just to let you know, we're still looking for new recruits to join our ranks! Don't hesitate to try your luck, we're much more interested in your friendliness and willingness to learn rather than your work experience. :-) Send us your CV to care...@sociomantic.com. Take care, A.M. On 10/23/15, Andrej Mitrovic via Digitalmars-d-announce <digitalmars-d-announce@puremagic.com> wrote: > Hi, > > We at Sociomantic Labs are looking for new software developers to > join our ranks in our Berlin office! > > Here's what we're looking for in a potential candidate: > > - Experience in C, C++, or D. (You'll be programming in D) > - Knowledge of Github or a similar collaborating environment > - Interest in distributed architectures > - Fluency in written and spoken English > > Here's what we have to offer: > > Full-time employment in our Berlin office with a competitive > compensation and > incentive plan, as well as flexible work hours. > We offer basic German language courses for free (they're not > mandatory), > while all communication in the office is done in English. > You'll get to work in a very friendly environment, with fun > people, > and you'll get many fun challenges to work on. > > We also offer help with residence permit processing for non-EU > citizens. > > Find out even more at our website: > https://www.sociomantic.com/jobs/d-software-developer > > Interested? Send us your CV and résumé to care...@sociomantic.com. > Our friendly HR department will help you guide you through our > entire hiring process. > > Good luck! :) > >
Re: DConf 2016 announces programme, general registration opened thrugh April 22
On 3/28/16, Andrei Alexandrescu via Digitalmars-d-announcewrote: > The Fourth Annual Conference of the D Programming Language: DConf 2016 Looks like an amazing line-up!
Re: Release D 2.071.0
We really need an "I survived Bug #314" T-shirt. On 4/6/16, Basile B. via Digitalmars-d-announcewrote: > On Tuesday, 5 April 2016 at 22:43:05 UTC, Martin Nowak wrote: >> Glad to announce D 2.071.0. >> >> http://dlang.org/download.html >> >> This release fixes many long-standing issues with imports and >> the module > > Bye bye 314, hope not to see ya soon. >
Re: D bindings to Chipmunk2D 7.0.1
On 3/1/16, rcorre via Digitalmars-d-announcewrote: > chipmunkd [1] provides D bindings for the most recent version > (7.0.1) of > Chipmunk2D [2], a 2D physics library. > > Note that there is also DChip [3], which provides a full source > port and is > currently targeting the 6.X branch. I figured bindings would be > easier to keep > up to date with upstream releases than a full source port, though > DChip has the > advantage of not requiring another dependency (and of having > nicer-to-look at > source code?). I ported it to D as I'm interested if it could improve performance since you could theoretically inline code. I haven't touched the code in a long time, though. Nice to see bindings too however!
Re: Battle-plan for CTFE
On 5/9/16, Stefan Koch via Digitalmars-d-announcewrote: > I was shocked to discover that the PowExpression actually depends > on phobos! I seem to remember having to implement diagnostics in DMD asking for the user to import std.math. I'm fairly confident it had something to do with power expressions. Yah, it's a mess. :)
Re: From the D Blog -- GSoC Report: Step
On 9/9/16, Mike Parker via Digitalmars-d-announcewrote: > Wojciech Szęszoł has contributed a post describing his experience > working on DStep for this year's GSoC. The post is at [1] and is > on reddit at [2]. With regards to Sets missing from the language: - struct Set(T) { void[0][T] set; // void[0] should not allocate (according to ancient manuscripts) alias set this; void put ( ) ( auto ref T input ) { this.set[input] = []; } } void main ( ) { Set!int set; set.put(1); set.put(5); assert(1 in set); assert(5 in set); assert(4 !in set); } - I'm not sure about any special syntax which is expected for languages which have built-in sets. It would probably be overkill to add syntax support, but I'm not sure how often people use set literals or not.
Re: On the future of DIP1000
On 8/21/16, Dicebot via Digitalmars-d-announcewrote: > This week I had a tele-meeting with Andrei and Walter regarding > the fate > of DIP1000 > (https://github.com/dlang/DIPs/blob/master/DIPs/DIP1000.md) Trivia question: why is it named DIP 1000? We've had less than 100 DIPs before https://github.com/dlang/DIPs was opened, the jump seems very arbitrary to me (and it makes it appear as if we had a thousand DIPs already to the outsiders)
Re: Beta 2.074.0-b1
On Friday, 24 March 2017 at 17:35:58 UTC, Martin Nowak wrote: First beta for the 2.074.0 release. This release comes with plenty of phobos additions and a new std.experimental module. http://dlang.org/download.html#dmd_beta http://dlang.org/changelog/2.074.0.html Please report any bugs at https://issues.dlang.org -Martin Very cool about the new format!() feature. What about extending this to writef(ln)?
Re: mysqln - tagged bugfix release v1.1.1
On Wednesday, 20 September 2017 at 05:24:14 UTC, Nick Sabalausky (Abscissa) wrote: https://github.com/mysql-d/mysql-native Native D client driver for MySQL/MariaDB, works with or without Vibe.d Hey Nick, Can this also work with Percona MySQL? Or perhaps maybe in the future.. :) Cheers!
Re: D's Newfangled Name Mangling
On Wednesday, 20 December 2017 at 13:57:20 UTC, Mike Parker wrote: The blog https://dlang.org/blog/2017/12/20/ds-newfangled-name-mangling/ it won’t catch every error; for example, structs, classes and other user defined types are mangled > by name only, so that a change to their definition will still pass unnoticed by the linker. Wouldn't it be possible to append the hash of the struct's type definition to make the changes to the struct's definition noticeable during linking? e.g.: - module test; struct S { int x; float y; } void foo ( S s ) { } - You might create a hash this way: hash = Fnv1a(mangle(Tint32), mangle(Tfloat32)); And then foo's name mangle changes from: _D4test3fooFS4test1SZv to: _D4test3fooFS4test1SZv It may not be 100% fool-proof yet though, because we'd also have to hash a bunch of other things like align() attributes. Or is this is overkill?
Re: DMD backend now in D
On Sunday, 11 November 2018 at 23:40:16 UTC, Walter Bright wrote: As: https://github.com/dlang/dmd/pull/8946 removes the header files for the old C++ code! Congrats to everyone!
Re: D compilation is too slow and I am forking the compiler
On Wednesday, 21 November 2018 at 20:51:17 UTC, Walter Bright wrote: Unfortunately, you're right. The title will leave the impression "D is slow at compiling". You have to carefully read the article to see otherwise, and few will do that. Well comparative to itself sometimes it is. When you initially write D code you get used to the blazing fast speeds, but when eventually the compilation speed slows down as a project grows then this has a real effect on productivity. Maybe a better title would have been "D compilation sometimes slows down too much", but it wouldn't get as many hits. On the upside, people who read the article - or even just read the comments section, will quickly realize that D's compilation speed is still miles faster than the competition. They might actually try the language. :)
Re: D compilation is too slow and I am forking the compiler
On Thursday, 22 November 2018 at 11:16:26 UTC, Paolo Invernizzi wrote: BTW, it's nice to see again the Secret Squirrel on the forum, in these days: welcome back Andrej! /Paolo Oh hey there too! I'm sorry if I can't recall you, though. ¯\_(ツ)_/¯ I mostly lurk around here these days. But I still use D heavily, at work.
Re: DConf 2019 Livestream
On Wednesday, 8 May 2019 at 07:57:40 UTC, Mike Parker wrote: The venue uses WebEx for livestreaming. All the information is available in this PDF: https://drive.google.com/open?id=1yekllbfOmxHqJNuuWIVeP9vNeROmfp1I "When joining: Please connect using Internet Explorer, not Google Chrome or another web browser." You guys can't be serious, you're using WebEx?
Re: DConf 2019 Livestream
On Wednesday, 8 May 2019 at 10:13:35 UTC, Ethan wrote: On Wednesday, 8 May 2019 at 07:57:40 UTC, Mike Parker wrote: The venue uses WebEx for livestreaming. All the information is available in this PDF: https://drive.google.com/open?id=1yekllbfOmxHqJNuuWIVeP9vNeROmfp1I Good news everyone! A Youtube stream will be arriving after the lunch break. Cheers for your patience. Thanks a lot! Sorry for complaining before, but I've had a lot of subpar WebEx experience at a former job and that software suite almost never worked, it was quite terrible. Cheers!
Re: We’re hiring Software Engineers! (D language)
On Wednesday, 3 July 2019 at 14:38:48 UTC, Dejan Lekic wrote: On Tuesday, 2 July 2019 at 08:56:42 UTC, Andrej Mitrovic wrote: Hi! BPF Korea is looking to increase the size of its core development team in Seoul, South Korea. The job is on-site, and the company is willing to sponsor your Visa application and will guide you through the entire process. I've posted this on the LinkedIn's "D Developer Network" - https://www.linkedin.com/groups/3923820/ Thanks a lot! And thank you to the person that posted the twitter post as well. It's really appreciated!