Re: Z80 Emulation Engine

2014-04-21 Thread Ben Boeckel via Digitalmars-d-announce
On Tue, Apr 22, 2014 at 11:17:32 +1000, Manu via Digitalmars-d-announce wrote:
 Yeah I know, I just never expected anyone else to take interest.
 I'm often torn between gpl and bsd/zlib.

FYI, if you're using the free services on GitHub, it *must* be FOSS. I
think the GitHub terms of service permit forking for public repositories
regardless of the license[1].

 If something's open source with no commercial intent, is there good
 reason not to use gpl?

http://choosealicense.com/

 How hard is it to change later?

If you're the only author, you can change at will. If you accept
contributions, you'll need everyone to agree (or rip their code out).
You could go with a contributor agreement, but I'd advise against it.
Personally, I refuse to contribute to projects which require handing
copyright of my pathces over.

--Ben

[1]https://help.github.com/articles/github-terms-of-service §F.1


Re: D Breaks on to the TIOBE Top 20 List.

2014-04-26 Thread Ben Boeckel via Digitalmars-d-announce
On Sat, Apr 26, 2014 at 06:54:55 +, Joakim via Digitalmars-d-announce wrote:
 On Friday, 25 April 2014 at 19:51:22 UTC, Adam Wilson wrote:
 http://www.tiobe.com/index.php/content/paperinfo/tpci/index.html
 
 It's interesting that C++ has been declining for the last decade and
 especially the last year, with C and Objective-C taking its place at
 the top for compiled languages.  Mobile has driven Objective-C use
 and will drive the next big language, a good opportunity for D given
 its efficiency and relative ease of use.

Wow, TIOBE looks even more useless than the last time looked at it
(years ago). Is TSQL really more popular than Perl? I wonder how much
oh dear, I need help with this is conflating these ratings. I mean,
PostScript is #25 and while it *is* Turing complete, I don't think too
many (well-intentioned) projects are targeting printers as their
platform (at least via the paper tray). Almost certainly not more than
all of Scala, Go, and Haskell.

--Ben


Re: Tkd - Cross platform GUI toolkit based on Tcl/Tk

2014-05-08 Thread Ben Boeckel via Digitalmars-d-announce
On Thu, May 08, 2014 at 15:41:57 -0400, Nick Sabalausky via 
Digitalmars-d-announce wrote:
 Or better yet, don't. Steam's UI is terrible. Clicking search 
 suggestions often does nothing, the search result paging is goofy as 
 hell and very impractical, the whole thing's absurdly sluggish, in 
 general ignores any and all system settings, menu dropdowns open upon 
 hover instead of click, and, oh yea, my trackpad's scrolling gestures 
 don't even fucking work on it (they work fine on nearly anything else).
 
 That's all just off the top of my head. From what I've seen of Tk so 
 far, Steam would have been *far* better if it had used it instead of 
 going to the bother of reinventing everything really, really badly. 
 (Well, at least Steam isn't all-green anymore like it used to be :/ )

IIRC, Steam is a Java beast, so I wouldn't go off and blame Qt/Gtk for
that.

--Ben


Re: OpenGL Examples in D and a birth of a New Initiative

2014-05-19 Thread Ben Boeckel via Digitalmars-d-announce
On Mon, May 19, 2014 at 22:46:33 +0200, Andrej Mitrovic via 
Digitalmars-d-announce wrote:
 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.

Derelict has a module[1] for ODE[2].

--Ben

[1]https://github.com/DerelictOrg/DerelictODE
[2]http://www.ode.org/


Re: Interview at Lang.NEXT

2014-06-04 Thread Ben Boeckel via Digitalmars-d-announce
On Wed, Jun 04, 2014 at 19:13:32 -0300, Ary Borenszweig via 
Digitalmars-d-announce wrote:
 The problem comes when you need to refactor your code and swap one type 
 for another. You have to change all ocurrences of that type in that 
 situation for another.

That's what polymorphism and type inference is for. In Haskell at least,
you rarely need to actually put types in to your source. Usually you
decorate top-level API functions to make sure you got it right and for
making figuring out what the type of an argument is though. And those
types shouldn't be changing all that often.

--Ben


Re: Chuck Allison's talk is up

2014-06-05 Thread Ben Boeckel via Digitalmars-d-announce
On Thu, Jun 05, 2014 at 19:36:35 +, Craig Dillabaugh via 
Digitalmars-d-announce wrote:
 Are these eventually going to be posted for download somewhere 
 (like last year)?  My connection is just too slow for streaming.

Use youtube-dl[1].

--Ben

[1]http://rg3.github.io/youtube-dl/


Re: dmd front end now switched to Boost license

2014-06-15 Thread Ben Boeckel via Digitalmars-d-announce
On Sun, Jun 15, 2014 at 02:20:11 +0200, Leandro Lucarella via 
Digitalmars-d-announce wrote:
 I just wanted to point out that there might be more ethical licenses to
 achieve the same effect (allowing companies to build proprietary tools
 on top on DMDFE).

There's MPL which is source-file-based copyleft (rather than link-time
copyleft).

--Ben


Re: DConf Day 1 Talk 6: Case Studies in Simplifying Code with Compile-Time Reflection by Atila Neves

2014-06-19 Thread Ben Boeckel via Digitalmars-d-announce
On Thu, Jun 19, 2014 at 17:14:54 +, Dicebot via Digitalmars-d-announce 
wrote:
 I'd say this is typical vote count for something that no one 
 really cares about but is not considered crappy waste of time :) 
 Top 20 of a months ends with ~700 points right now.
 
 http://www.reddit.com/r/programming/comments/25yw89/dash_an_opensource_game_engine_coded_in_d/
  
 - this has gathered 250 being top voted entry about D lately.
 
 I like how 
 http://www.reddit.com/r/programming/comments/274ugg/introducing_swift/ 
 got 150 votes and 
 http://www.reddit.com/r/programming/comments/287r4i/smashing_swift/ 
 got 250 :D

Please note that Reddit adds a constant to up and down votes to thwart
vote bots for the purposes of shadow banning them (they don't know if
their vote counted or not), so a popular post might have more fake votes
which inflates its numbers (the score is valid though).

--Ben


Re: DMD v2.066.0-b2

2014-07-09 Thread Ben Boeckel via Digitalmars-d-announce
On Wed, Jul 09, 2014 at 14:56:59 +, Andrew Edwards via 
Digitalmars-d-announce wrote:
 My concern is that this shouldn't compile in the first place. What is
 xyz?, Is it a free function? Is it a member variable or function?  In
 my mind it is neither of the two so why does it compile? Removing the
 string changes the signature of opDispatch but as shown in my prior
 example, there are orther ways to cause this error.

It's swizzling. gl3n[1] implements it as well.

--Ben

[1]https://github.com/Dav1dde/gl3n/blob/master/gl3n/linalg.d#L375


Re: Coloring terminal output.

2014-07-14 Thread Ben Boeckel via Digitalmars-d-announce
On Mon, Jul 14, 2014 at 20:09:04 +, Adam D. Ruppe via 
Digitalmars-d-announce wrote:
 My terminal.d offers color output through special function calls: 
 https://github.com/adamdruppe/arsd/blob/master/terminal.d

Scanning this, I see missing termcap for screen and screen-256color
which are fairly common. Also rxvt-unicode-256color (if it supports 256
colors which a quick scan didn't seem to indicate).

--Ben


Re: DUB 0.9.22 released

2014-09-22 Thread Ben Boeckel via Digitalmars-d-announce
On Mon, Sep 22, 2014 at 16:00:40 +0200, Mathias Lang via Digitalmars-d-announce 
wrote:
 The focus was on allowing one to compile on a limited platform (compiled 
 vibe.d
 on a Raspberry Pi B, 512 Mos or RAM, no swap).
 In order to be fast, we will have to implement proper dependency analysis
 (currently all object file are rebuild when something change).

FWIW, the CMake branch[1] Trent and I have been working on has this
support if you want something sooner.

--Ben

[1]https://github.com/trentforkert/CMake


Re: DUB 0.9.22 released

2014-09-25 Thread Ben Boeckel via Digitalmars-d-announce
On Mon, Sep 22, 2014 at 21:04:24 +, tn via Digitalmars-d-announce wrote:
 What is the recommended way of versioning bindings? If the 
 binding of the target library 1.2.3 is versioned as 1.2.3 and a 
 bug is fixed in the binding (no change in the target library), 
 how should the new version of the binding for target version 
 1.2.3 be versioned? Using 1.2.4 is not an option because it 
 potentially collides with the binding for the next version of the 
 target.

What about 1.2.3.x? How does dub handle letters in version numbers?
Maybe 1.2.3.0w would be viable ('w' for 'wrap').

--Ben


Re: DUB 0.9.22 released

2014-10-02 Thread Ben Boeckel via Digitalmars-d-announce
On Fri, Sep 26, 2014 at 06:29:19 +, Dragos Carp via Digitalmars-d-announce 
wrote:
 1.2.3.x is an invalid version number. Only 3 group numbers are 
 allowed [1]. Though you could use prerelease and/or build 
 suffixes (1.2.3-0w / 1.2.3+0w).

How would you version a library which wraps another with 4 version
components? Enforced semver to the limit that only 3 components are
supported seems a little heavy-handed to me.

--Ben


Re: 2D game engine written in D is in progress

2014-12-17 Thread Ben Boeckel via Digitalmars-d-announce
On Wed, Dec 17, 2014 at 19:06:21 +, solidstate1991 via 
Digitalmars-d-announce wrote:
   I still haven't
 decided to make it open or closed source (if it'll be ever used
 by any game that makes profit, I'd like to get some share from
 it).

One way to do this is to make the engine FOSS then keep the artwork
under a less permissive license (e.g., this is what Froggato does).

--Ben


Re: 2015 H1 Vision

2015-02-02 Thread Ben Boeckel via Digitalmars-d-announce
On Mon, Feb 02, 2015 at 12:50:54 +, Russel Winder via 
Digitalmars-d-announce wrote:
 Given Gradle is both a dependency and build manager, and is the 
 standard platform for Android builds, and has C++ as well as JVM 
 languages support, I would suggest it would be a great base.

I've been using CMake (with patches[1]) just fine[2].

--Ben

[1]https://github.com/trentforkert/cmake
[2]https://github.com/mathstuf/abagames-gunroar


Re: 2D game engine written in D is in progress

2015-02-03 Thread Ben Boeckel via Digitalmars-d-announce
On Tue, Feb 03, 2015 at 17:15:28 +, Zoadian via Digitalmars-d-announce 
wrote:
 had a quick look:
 
 public class Color
 
 This is probably going to be slow. you want to read about 'cache
 friendliness'. And for a game/graphics engine also google 'data
 oriented design'.

http://gameprogrammingpatterns.com/data-locality.html

--Ben


Re: This Week in D, issue 1

2015-01-14 Thread Ben Boeckel via Digitalmars-d-announce
On Wed, Jan 14, 2015 at 23:02:47 +, Adam D. Ruppe via 
Digitalmars-d-announce wrote:
 On Wednesday, 14 January 2015 at 22:19:12 UTC, qznc wrote:
  Next medium: E-Mail newsletter.
 
 Aye, it is on my list (and actually trivial, I probably have just 
 done it in the amount of time I've spent saying it's on the 
 list lol)

And for those who like NNTP over email:

http://gwene.org/

--Ben


Re: Anyone interested in embedding a JVM in their D app?

2015-01-14 Thread Ben Boeckel via Digitalmars-d-announce
On Wed, Jan 14, 2015 at 15:05:18 +1300, Rikki Cattermole via 
Digitalmars-d-announce wrote:
 Definitely need to get JNI support first class.
 It definitely will help with getting D on Android.

My experience is that the D runtime needed some work to accept that
there are Linux machines without glibc (bionic for Android). After
getting those assumptions out, I had it to a point where it was
compiling, but things blew up in the runtime somewhere (or bionic; it
was never really giving useful backtraces) during my argument parsing
(my guess is the GC was mucking with the wrong bits, but there wasn't
anything conclusive since debugging was never easier than what I got
from logcat and looking at disassemblies). This was back in 2.065 era
though and I haven't done much with it since then.

--Ben


Re: Calypso: Direct and full interfacing to C++

2015-02-16 Thread Ben Boeckel via Digitalmars-d-announce
On Tue, Feb 17, 2015 at 02:16:57 +, Kelly via Digitalmars-d-announce wrote:
 P.S. I HATE THIS FORUM EDITORplease add a preview button, 
 whoever takes care of this!?!? I take notes in a different editor 
 and then paste here and it looks fine, only to end up mangled 
 when actually submitted...ugh  :)

You can subscribe via email.

--Ben


Re: Interfacing D to existing C++ code

2015-02-01 Thread Ben Boeckel via Digitalmars-d-announce
On Sun, Feb 01, 2015 at 22:32:36 +, Sativa via Digitalmars-d-announce wrote:
 What I mean is, Do we really need to know the default arguments 
 or are we just having to explicitly use them to make the name 
 mangling work?
 
 If it is the latter, then surely couldn't the D compiler sort of 
 have a wild card type of default parameter where the compiler 
 allows any such argument to work?
 
 i.e., unless we are actually explicitly needed the default 
 argument in some way it seems that we can just derive it's 
 mangled version from the C++ object data and use that directly 
 in the D mangled version?

IIRC, C++ default arguments are handled at compile time and are not part
of the ABI.

--Ben


Re: DDT 0.11.0 released

2015-03-18 Thread Ben Boeckel via Digitalmars-d-announce
On Wed, Mar 18, 2015 at 22:32:05 +, Trent Forkert via 
Digitalmars-d-announce wrote:
 The only sensible way to use multiple languages in the same 
 project is to use the same build system for them. Anything else 
 is way too fragile and hackish.
 
 Arbitrary, contrived example (though not entirely unrealistic):
   * a C(++) executable needs a static D library
   * Said D library in turn uses a C(++) library
   * All three of these are built as components of the same project
 
 So now I need a weird tangled mess of build systems calling each 
 other back and forth. Dub really doesn't pull its weight here.

FWIW, no language-specific build system I've ever come across does
anything better than meh (and that's just one; the rest are basically
nope, can't do it) for support outside of their language or compiling
C code against the core runtime/libraries. Then toss in cross-compiling
of the C bits and all of them just fall apart. You really need something
like Make, Ninja, or another generic build tool at the bottom to do
things properly with how different dependencies can be constructed in a
complex codebase; you can't really bake all of the knowledge required
for the general cases in every language's tools.

--Ben


Re: dfmt 0.1.0

2015-03-06 Thread Ben Boeckel via Digitalmars-d-announce
On Fri, Mar 06, 2015 at 10:31:29 +, Russel Winder via 
Digitalmars-d-announce wrote:
 That is the whole point of using tabs for indent, you can chose the 
 indent amount: I tend to use 20ex.
 
 Remember a tab is not a number of spaces, it is semantic markup. Using 
 spaces is a low-level hack founded on a lack of separation of concerns 
 and abstraction.

The problem with tabs, IMO, are the following:

  - don't look right in patches (notice the different alignment of
indented lines versus lines without any):

-int foo(int bar) {
-   return bar;
-}

versus (assuming 8 space indents):

-int foo(int bar) {
-return bar;
-}

  - I have yet to see an editor properly do tab-for-indent with proper
space-for-alignment without manual management:

int my_long_function_name(int bar,
  int baz)
^__tab_^^___spaces___^

By the way, this is *wrong* because tabs now have a defined size (8
here) which defeats the only (tangible[1]) advantage they have:

int my_long_function_name(int bar,
  int baz)
^__tab_^

--Ben

[1]File size savings are negligible.


Re: dfmt 0.1.0

2015-03-06 Thread Ben Boeckel via Digitalmars-d-announce
On Fri, Mar 06, 2015 at 19:55:10 +, Russel Winder via 
Digitalmars-d-announce wrote:
 On Fri, 2015-03-06 at 09:54 -0500, Ben Boeckel via
 Digitalmars-d-announce wrote:
  -int foo(int bar) {
  -   return bar;
  -}
  
  versus (assuming 8 space indents):
  
  -int foo(int bar) {
  -return bar;
  -}
 
 Is your point that in this case they have rendered identically?

Well it is now more apparent with more quoting. It now appears that the
first block is using 3-space indents while the bottom looks just fine
even with the quote markers.

- I have yet to see an editor properly do tab-for-indent with proper
  space-for-alignment without manual management:
  
  int my_long_function_name(int bar,
int baz)
  ^__tab_^^___spaces___^
 
 But, for me anyway, the fundamental flaw here is the idea of alignment.
 Find a style that eliminates all this alignment malarkey.

Well, when that means you're going to have absurdly long lines to deal
with in anything other than your definition real editors (and I've
never seen one which fits your definition).

 I really dislike the Go obsession with block style alignment of
 declarations.

I won't say I'm a fan of it indiscriminently, but if it's that or
200+-character lines, I'll chop argument lists up a bit to fit something
more reasonable.

 The core problem here is teletype, monospace font thinking. Using a
 proper proportional font for you code and you rapidly lose the need for
 all this alignment stuff.
 
 Real point but expressed as a bit of a troll, mostly to expose that
 this is likely a bikeshed issue.

And I find that monospace fonts tend to make it much easier to tell the
difference between 'l', '1', and 'I'. Not so important in English, but
it can be all the difference in code.

 In a real editor there is no hard line break, no need for this form of
 indentation. Should a line be too long for the rendering area either
 viewport or syntax directed soft line wrap are used. Having overflow is
 mixing content with rendering.

You're making assumptions about the features of your users' editors.
These features are not trivial to implement and this basically requires
things like pygments and other tools used to render code to the web with
all kinds of logic to handle dynamic viewports of the shown code. IMO,
it is even worse than putting #vim:, #kate:, or emacs formatting
directives in your code since it is implicit.

Personally, I use Vim because it works similarly for all uses. I don't
know what I'd do if I had to work with a different editor for each
language I work with.

--Ben


Re: DDT 0.11.0 released

2015-03-23 Thread Ben Boeckel via Digitalmars-d-announce
On Mon, Mar 23, 2015 at 12:51:36 +, Bruno Medeiros via 
Digitalmars-d-announce wrote:
 At the time of this message of yours, you didn't offer any concrete, 
 *technical* reasons of why dub shouldn't be used. Saying one doesn't 
 *want* to use dub is not a valid reason at all. Saying you can't, 
 without saying why, is no valid reason either.

Can dub build multiple libraries in the same project? Different flags to
different source files? Running a Python script to generate D code?

 And is that a full-featured integration, or does it have significant 
 limitations? You see, before DUB was, DDT did have it's own `.dproject` 
 of sorts ('.buildpath' for those who remember), and it's own basic 
 builder. But that integration was very basic and had severe limitations.

With CMake, you don't need to do the build steps in DDT; Eclipse already
knows how to run an external build tool just fine.

 What I'm wondering is how good the VisualD on is then. Unfortunately I 
 can't easily check it out myself because if the point here is to check 
 C/C++ I'd probably have to install the commercial version of Visual 
 Studio to try it out.

VS2013 Community Edition should work.

--Ben


Re: DDT 0.11.0 released

2015-03-23 Thread Ben Boeckel via Digitalmars-d-announce
On Mon, Mar 23, 2015 at 14:04:30 +, Dicebot via Digitalmars-d-announce 
wrote:
 If you mean separate compilation with different flags per module 
 and linking into same binary - it is pretty much illegal in D and 
 can only be done at own risk. I don't know if it is mentioned 
 anyway on dlang.org but that is inevitable side-effect of how 
 symbol emitting works.

Makes sense for -fversion and the like (it would be nice if libraries
exported the list of version symbols they had since it is basically
ABI...), but not necessarily for things like SSE support where you want
to do runtime detection and run the fastest version based on the running
processor. You might need to compile foo.bar.sse3 and foo.bar.sse4 with
different compiler flags.

--Ben


Re: Release Candidate D 2.067.0-rc1

2015-03-23 Thread Ben Boeckel via Digitalmars-d-announce
On Mon, Mar 23, 2015 at 13:49:53 +, Szymon Gatner via 
Digitalmars-d-announce wrote:
 Been waiting for this for almost 2 years, might as well wait for 
 another release. Seriously tho, it is surprising how much little 
 attention is put into C++/D integration considering all the 
 recent fuss about this. And yes, I've tried mixed C++/D app on 
 x64 Win, it crashes with simple writeln() call.

At least you get that far; Android doesn't even get there (though those
patches to even let people get toolchains up and running are only
around a year old).

--Ben


Re: DDT 0.11.0 released

2015-03-23 Thread Ben Boeckel via Digitalmars-d-announce
On Mon, Mar 23, 2015 at 14:25:22 +, Bruno Medeiros via 
Digitalmars-d-announce wrote:
 Yes - use DUB sub-packages.

Ah, had missed this.

  Different flags to different source files?
 
 What dicebot said.
 That looks like an invalid, abstraction-breaking thing to do

Not all flags are -fversion or -I flags.

  Running a Python script to generate D code?
 
 Yes, in DUB you can run arbitrary external commands before and after the 
 D sources compilation.

But not in between? Basically, can you have a tool written in D built
with the project and then used to generate code in the same project?

--Ben


Re: GSoC 2015 - Application Rejected

2015-03-02 Thread Ben Boeckel via Digitalmars-d-announce
On Mon, Mar 02, 2015 at 23:57:56 +, Piotrek via Digitalmars-d-announce 
wrote:
 I remember someone somewhere suggested to make our own summer of 
 code (however I don't know how this would look like).

Fedora runs its own[1].

--Ben

[1]https://fedoraproject.org/wiki/Summer_Coding_SIG


Re: GSoC 2015 - Application Rejected

2015-03-03 Thread Ben Boeckel via Digitalmars-d-announce
On Tue, Mar 03, 2015 at 08:20:41 +, Russel Winder via 
Digitalmars-d-announce wrote:
 But this is funded either by GSoC or RH.

I don't think Fedora even requests money from GSoC itself anymore. Red
Hat funding it makes sense though. And it's not like there aren't
companies with 9+ zeros active in and aware of this community. And one
notable one in particular has decent multipliers over even Red Hat's
size. I see no reason why targeted GSoC-like things can't be organized
by those companies besides a presumed lack of ROI.

--Ben


Re: Release D 2.067.0

2015-03-24 Thread Ben Boeckel via Digitalmars-d-announce
On Tue, Mar 24, 2015 at 19:18:22 +0100, Martin Nowak via Digitalmars-d-announce 
wrote:
 What I'm regretting more, is that I have to run after every contributor,
 bugging them 3 times to write a single changelog line.
 
 One way to improve this would be to have changelogs in the
 dmd/druntime/phobos repo and make the entries part of the pull requests.

One thing that I've seen done and liked is that branches worthy of
release notes drop a file in somewhere like
docs/release/notes/dev/$branchname.md or something (pick your favorite
doc format and path) and then making notes for an actual release is
taking those, collating them and finally cleaning out the directory for
the next release.

--Ben


Re: DDT 0.11.0 released

2015-03-18 Thread Ben Boeckel via Digitalmars-d-announce
On Wed, Mar 18, 2015 at 21:12:07 +, Bruno Medeiros via 
Digitalmars-d-announce wrote:
 What kind of Eclipse projects does it generate? If it generates CDT 
 projects, it's not really much help as CDT doesn't understand D (duh), 
 and DDT doesn't work with CDT projects (also duh).

It should add DDT support[1] for D projects.

--Ben

[1]https://github.com/trentforkert/cmake/blob/d_support3/Source/cmExtraEclipseCDT4Generator.cxx#L70-L73


Re: DDT 0.11.0 released

2015-03-19 Thread Ben Boeckel via Digitalmars-d-announce
On Thu, Mar 19, 2015 at 15:31:49 +, Bruno Medeiros via 
Digitalmars-d-announce wrote:
 Indeed, I reckon in these more complex examples, you'd call DUB from 
 make/cmake/whatever. DUB would be in charge of building the D library 
 aspect/component of that whole project. I don't see why this would not 
 be possible, or otherwise why it would be a tangled messed.

If dub needs things built earlier and then the D code is used by CMake,
dependency tracking becomes very manual; it's better to have one tool
know the entire build structure here.

 It might force to think of your build components in a more 
 structured/componentized way, instead of the paradigm of building on a 
 file by file basis, the `make` way. (I've only used make though, not 
 cmake, so dunno how much this comment applies to the later)

Building file-at-a-time is, for developers, on the whole faster than
unity builds because you can parallelize it and only have to build
what changed.

CMake only really works with .d - .o rules (Java support bends this
AFAIK due to restrictions in javac, but I vastly prefer -j8 over a
single invokation).

--Ben


Re: DDT 0.11.0 released

2015-03-23 Thread Ben Boeckel via Digitalmars-d-announce
On Mon, Mar 23, 2015 at 21:14:31 +0100, Jacob Carlborg via 
Digitalmars-d-announce wrote:
 On 2015-03-23 13:54, Bruno Medeiros wrote:
  There's no plans ATM to integrate with CDT itself. (I don't even know
  what integration with java tools would mean here) Even for CDT, I don't
  see what much would there be to integrate, other than the build system.
 
 I would guess he means using C(++) files and D files in the same project 
 and the build system would just work.

From what I understand[1] of Eclipse (which I admit isn't much from a
user's PoV), it supports natures to be loaded which provide
functionality. Now I have no idea how much work this is, but it would be
nice to have a nature for D support (syntax highlighting, completion,
etc.). If it includes dub, great, but it might be worth it to have a
separate nature for that. CMake (and other theoretical tools) would then
just add the D support nature to handle the D files and use the existing
build support. Projects created through DDT itself could add the dub
nature by default (FWIW, I don't think CDT generates CMake-based
projects out of the box either).

Basically, make DDT suitable for using it with other projects which
don't use dub because it doesn't suit the upstream project whether it be
because the project is more than some D code, YAML is preferred to JSON
or whatever.

Take my gunroar[2] repo for example. It's mainly D code, but there is
some C and Java in the src/android directory. If one were working in
Eclipse with it, it would be nice to support using CDT features for the
C code, the native Java support for the Java code, DDT for the D code,
and the build button to put it all together.

--Ben

[1]This is based on my experience where enabling the Android bits in an
Eclipse project generated by CMake is to allow users to add natures to
the generated .project file using the ECLIPSE_EXTRA_NATURES global
property.
[2]https://github.com/mathstuf/abagames-gunroar


Re: Release D 2.068.0

2015-08-11 Thread Ben Boeckel via Digitalmars-d-announce
On Tue, Aug 11, 2015 at 15:08:21 -0700, Bill Baxter via Digitalmars-d-announce 
wrote:
 New to brew... getting errors with this on Yosemite:
 Error: Permission denied - /usr/local/etc/dmd.conf
 and sudo brew install refuses to do so.

/usr/local is Apple's domain on Yosemite now. IIRC, even root can't
touch it in 10.11.

--Ben


Re: Release D 2.068.0

2015-08-11 Thread Ben Boeckel via Digitalmars-d-announce
On Tue, Aug 11, 2015 at 22:36:47 +, John Colvin via Digitalmars-d-announce 
wrote:
 Not true. AFAIK /usr/local is the only bit of /usr that *is* 
 available for third-parties.

Ah, mixed it up with this tidbit:

The /usr/local folder remains accessible, however; it's a
long-running convention in Unix and variants as a place to stash
material and software that individual users rely on. El Capitan will
also remove files from those directories that don't belong to Apple.

So it isn't safe over an upgrade, but is accessible.

--Ben


Re: Beta D 2.068.0-b2

2015-07-26 Thread Ben Boeckel via Digitalmars-d-announce
On Sun, Jul 26, 2015 at 20:13:09 +0200, Jordi Sayol via Digitalmars-d-announce 
wrote:
 El 26/07/15 a les 15:55, Martin Nowak via Digitalmars-d-announce ha escrit:
  BTW, I'd like to phase out the fat 50-60MB combined zip, and add
  tar.xz/gz for linux/freebsd/osx.
 
 Is it not better to use 7z format? It has more compression ratios than
 gz/bz2, and they can be easily handled on Windows.

7z and xz are the same compression algorithm (LZMA), but xz works with
tar (it works in streaming mode).

--Ben



Re: FancyPars

2015-09-17 Thread Ben Boeckel via Digitalmars-d-announce
On Thu, Sep 17, 2015 at 23:40:49 +, Bastiaan Veelo via 
Digitalmars-d-announce wrote:
> On Thursday, 17 September 2015 at 20:32:59 UTC, Stefan Koch wrote:
> > Hmm reading this. No license, is best for now.
> 
> Take your time, but without a license anyone cloning or forking 
> your repo is in fact violating your copyright. It is not what 
> most people expect on github, and I will have to delete my fork 
> and local clone...

By using public repos, you explicitly allow anyone to view and fork your
project. There are no implicit rights of *use* of that clone though.

--Ben


Re: Scriptlike v0.9.4 - Perl-like interpolated strings, full examples and more.

2015-09-23 Thread Ben Boeckel via Digitalmars-d-announce
On Wed, Sep 23, 2015 at 08:30:18 +0200, Jacob Carlborg via 
Digitalmars-d-announce wrote:
> One thing that really bugs me in Phobos, Scriptlike seems to have the 
> same problem, is that there are three (!!!) different functions to 
> remove something from the file system. Give me just one function that 
> removes everything, regardless if it's a file, directory and if it's 
> empty or not.

Be aware that you will have to pay an extra lstat call for such a
function so that *it* can call the right function. It certainly
shouldn't replace the existing functions.

--Ben