On Tuesday, 21 July 2020 at 12:21:16 UTC, Steven Schveighoffer
wrote:
On 7/21/20 7:44 AM, Ecstatic Coder wrote:
On Tuesday, 21 July 2020 at 11:01:20 UTC, drug wrote:
On 7/20/20 10:04 PM, Ecstatic Coder wrote:
I'm currently implementing a small open source backup tool
(dub), and therefore I
On Tuesday, 21 July 2020 at 11:01:20 UTC, drug wrote:
On 7/20/20 10:04 PM, Ecstatic Coder wrote:
I'm currently implementing a small open source backup tool
(dub), and therefore I need to accurately store the file
modification SysTime in binary format, so that I can later
load this SysTime
As my question obviously didn't interest any expert, I took
advantage of my lunch break to do some more research ;)
Maybe I'm wrong, but to my knowledge, there is no function to get
the number of hectonanoseconds since January 1, 1970.
Fortunately I can get the number of seconds since the
I'm currently implementing a small open source backup tool (dub),
and therefore I need to accurately store the file modification
SysTime in binary format, so that I can later load this SysTime
from the snapshot file to compare it with the current file
modification SysTime.
Having
On Saturday, 3 November 2018 at 18:04:07 UTC, Stanislav Blinov
wrote:
On Saturday, 3 November 2018 at 17:26:19 UTC, Ecstatic Coder
wrote:
void main() {
double value = -12.000123456;
int precision = 50;
import std.stdio;
writefln("%.*g", precision, value);
import
Actually, what I need is the D equivalent of the default
ToString() function we have in Dart and C#.
I don't think it means what you think it means:
void main() {
double value = -12.000123456;
int precision = 50;
import std.stdio;
writefln("%.*g", precision, value);
On Saturday, 3 November 2018 at 12:45:03 UTC, Danny Arends wrote:
On Saturday, 3 November 2018 at 12:27:19 UTC, Ecstatic Coder
wrote:
import std.conv;
import std.stdio;
void main()
{
double value = -12.000123456;
writeln( value.sizeof );
writeln( value );
writeln(
import std.conv;
import std.stdio;
void main()
{
double value = -12.000123456;
writeln( value.sizeof );
writeln( value );
writeln( value.to!string() );
writeln( value.to!dstring() );
}
/*
8
-12.0001
-12.0001
-12.0001
*/
In Dart, value.toString() returns "-12.000123456".
In
On Thursday, 20 September 2018 at 19:49:01 UTC, Nick Sabalausky
(Abscissa) wrote:
On 09/19/2018 11:45 PM, Vladimir Panteleev wrote:
On Thursday, 20 September 2018 at 03:23:36 UTC, Nick
Sabalausky (Abscissa) wrote:
(Not on a Win box at the moment.)
I added the output of my test program to the
On Thursday, 20 September 2018 at 03:15:20 UTC, Vladimir
Panteleev wrote:
On Wednesday, 19 September 2018 at 06:11:22 UTC, Vladimir
Panteleev wrote:
One point of view is that the expected behavior is that the
functions succeed. Another point of view is that Phobos should
not allow programs to
On Thursday, 20 September 2018 at 02:48:06 UTC, Nick Sabalausky
(Abscissa) wrote:
On 09/19/2018 02:33 AM, Jonathan Marler wrote:
What drives me mad is when you have library writers who try to
"protect" you from the underlying system by translating
everything you do into what they "think"
They are certainly going to be less expensive that actual
filesystem operations that hit the physical disk, but it will
still be an unwanted overhead in 99.9% of cases.
In any case, the overhead is only one issue.
Seriously, checking the file path string *length* is above 260
characters to
On Wednesday, 19 September 2018 at 05:32:47 UTC, Vladimir
Panteleev wrote:
On Wednesday, 19 September 2018 at 05:24:24 UTC, Ecstatic Coder
wrote:
None would ever be, considering you obviously have decided to
ignore such a simple solution to the 260 character limit...
Add "ad hominem" to your
Do the PS2, GameCube and Xbox filesystems all have identical
file path limits?
Guess ;)
And, did any of the paths in your game exceed 260 characters in
length?
No. But the suggested GetPhysicalPath() solution would also work
equally well in this case.
These comparisons are not helpful.
There will always be inherent differences between platforms,
because they are wildly different.
Right.
Technically the PS2 console, the GameCube and the Xbox console
were very different from each other, so I had no choice but to
implement low-level abstraction function (GetPhysicalPath()
On Monday, 17 September 2018 at 22:58:46 UTC, tide wrote:
On Sunday, 16 September 2018 at 22:40:45 UTC, Vladimir
Panteleev wrote:
On Sunday, 16 September 2018 at 16:17:21 UTC, tide wrote:
Nothing is "locked behind management". If you feel that some
issue important to you is stalled, you can
On Saturday, 15 September 2018 at 23:06:57 UTC, Jonathan M Davis
wrote:
On Saturday, September 15, 2018 6:54:50 AM MDT Josphe Brigmo
via Digitalmars-d wrote:
On Saturday, 15 September 2018 at 12:38:41 UTC, Adam D. Ruppe
wrote:
> On Saturday, 15 September 2018 at 10:57:56 UTC, Josphe Brigmo
>
>
Except that you don't have projects or solutions with something
like vim or emacs. There is no structure specific to them. You
can set them up to do the build from inside them, and with
emacs, you can run gdb inside it if you're on an appropriate
platform, but you're not going to have a "vim"
Hang on a second.
assert(preserve == Yes.preserveAttributes);
Something is smelling an awful lot here.
Up to Windows 7 CopyFileW which is used for Windows didn't copy
the attributes over[0] but it does now.
This is a bug on our end, which should include a fallback to
copying manually the
On Tuesday, 4 September 2018 at 09:56:13 UTC, rikki cattermole
wrote:
On 04/09/2018 9:40 PM, Ecstatic Coder wrote:
But it seems that the latest version of "std.file.copy" now
completely ignores the "PreserveAttributes.no" argument on
Windows, which made recent Windows builds of Resync fail on
On Thursday, 23 August 2018 at 06:34:01 UTC, nkm1 wrote:
On Thursday, 23 August 2018 at 05:37:12 UTC, Shachar Shemesh
wrote:
Let's start with this one:
https://issues.dlang.org/show_bug.cgi?id=14246#c6
The problems I'm talking about are not easily fixable. They
stem from features not playing
On Thursday, 23 August 2018 at 03:50:44 UTC, Shachar Shemesh
wrote:
On 22/08/18 21:34, Ali wrote:
On Wednesday, 22 August 2018 at 17:42:56 UTC, Joakim wrote:
Pretty positive overall, and the negatives he mentions are
fairly obvious to anyone paying attention.
Yea, I agree, the negatives are
On Sunday, 5 August 2018 at 05:22:44 UTC, Mike Franklin wrote:
On Sunday, 5 August 2018 at 04:47:42 UTC, tanner00 wrote:
Hi, I’m interested in working on this project and just wanted
to touch base. Is there any word on who will be mentoring this
project? I’m entering college this fall but
On Sunday, 5 August 2018 at 05:16:50 UTC, Mike Parker wrote:
On Sunday, 5 August 2018 at 04:47:42 UTC, tanner00 wrote:
[...]
Hi, I’m interested in working on this project and just wanted
to touch base. Is there any word on who will be mentoring this
project? I’m entering college this fall
It's the same story as always, just from complaining, things
won't get magically better... (though it would be great if the
world worked that way because then maybe my relationships would
be more successful :O)
You can choose whatever priorities you prefer for your
scholarship and funded
On Thursday, 26 July 2018 at 06:04:33 UTC, Paulo Pinto wrote:
On Wednesday, 25 July 2018 at 21:16:40 UTC, Walter Bright wrote:
On 7/24/2018 4:53 AM, Ecstatic Coder wrote:
str = str1 + " " + str2;
But you have to be careful how it is written:
str = "hello" + "world";
str =
On Wednesday, 25 July 2018 at 21:16:40 UTC, Walter Bright wrote:
On 7/24/2018 4:53 AM, Ecstatic Coder wrote:
str = str1 + " " + str2;
But you have to be careful how it is written:
str = "hello" + "world";
str = "hello" + "world" + str1;
don't work, etc.
Yeah. That's exactly
On Wednesday, 25 July 2018 at 20:24:39 UTC, bpr wrote:
On Wednesday, 25 July 2018 at 17:23:40 UTC, Ecstatic Coder
wrote:
But don't be too optimistic about BetterC...
I'm too old to get optimistic about these things. In the very
best case, D has quite an uphill battle for market share. Any
On Wednesday, 25 July 2018 at 16:39:51 UTC, bpr wrote:
On Tuesday, 24 July 2018 at 17:24:41 UTC, Seb wrote:
On Tuesday, 24 July 2018 at 17:14:53 UTC, Chris M. wrote:
On Tuesday, 24 July 2018 at 16:15:52 UTC, bpr wrote:
On Tuesday, 24 July 2018 at 14:07:43 UTC, Ecstatic Coder
wrote:
[...]
On Wednesday, 25 July 2018 at 08:23:40 UTC, Paulo Pinto wrote:
On Tuesday, 24 July 2018 at 09:54:37 UTC, Ecstatic Coder wrote:
On Tuesday, 24 July 2018 at 00:41:54 UTC, RhyS wrote:
[...]
+1
IMO, D in its current state, and with its current ecosystem,
even after more than a decade of
On Tuesday, 24 July 2018 at 21:03:00 UTC, Patrick Schluter wrote:
On Tuesday, 24 July 2018 at 19:39:10 UTC, Ecstatic Coder wrote:
He gets different results with and without optimization
because without optimization the result of the calculation is
spilled to the i unsigned int and then
He gets different results with and without optimization because
without optimization the result of the calculation is spilled
to the i unsigned int and then reloaded for the print call.
This save and reload truncated the value to its real value. In
the optimized version, the compiler removed
On Tuesday, 24 July 2018 at 15:08:35 UTC, Patrick Schluter wrote:
On Tuesday, 24 July 2018 at 14:41:17 UTC, Ecstatic Coder wrote:
On Tuesday, 24 July 2018 at 14:08:26 UTC, Daniel Kozak wrote:
I am not C++ expert so this seems wierd to me:
#include
#include
using namespace std;
int
On Tuesday, 24 July 2018 at 16:15:52 UTC, bpr wrote:
On Tuesday, 24 July 2018 at 14:07:43 UTC, Ecstatic Coder wrote:
On Tuesday, 24 July 2018 at 13:23:32 UTC, 12345swordy wrote:
On Tuesday, 24 July 2018 at 09:54:37 UTC, Ecstatic Coder
wrote:
So, at the moment, I don't see how you can EASILY
On Tuesday, 24 July 2018 at 14:08:26 UTC, Daniel Kozak wrote:
I am not C++ expert so this seems wierd to me:
#include
#include
using namespace std;
int main(int argc, char **argv)
{
char c = 0xFF;
std::string sData = {c,c,c,c};
unsigned int i =
On Tuesday, 24 July 2018 at 13:23:32 UTC, 12345swordy wrote:
On Tuesday, 24 July 2018 at 09:54:37 UTC, Ecstatic Coder wrote:
So, at the moment, I don't see how you can EASILY convince
people to use BetterC for C/C++ use cases, like programming
games, microcontrollers, etc.
*Extremely
On Tuesday, 24 July 2018 at 12:13:27 UTC, Atila Neves wrote:
On Tuesday, 24 July 2018 at 11:53:35 UTC, Ecstatic Coder wrote:
On Tuesday, 24 July 2018 at 10:40:33 UTC, Dukc wrote:
On Monday, 23 July 2018 at 15:06:16 UTC, Ecstatic Coder wrote:
[...]
They already work, except for the
On Tuesday, 24 July 2018 at 10:40:33 UTC, Dukc wrote:
On Monday, 23 July 2018 at 15:06:16 UTC, Ecstatic Coder wrote:
And something that REALLY must be integrated into BetterC's
low-level standard library in some way IMHO...
They already work, except for the concatenation operator
because it
On Tuesday, 24 July 2018 at 00:41:54 UTC, RhyS wrote:
On Monday, 23 July 2018 at 22:45:15 UTC, Walter Bright wrote:
I've predicted before that what will kill C is managers and
customers requiring memory safety because unsafeness costs
them millions. The "just hire better programmers" will
On Tuesday, 3 July 2018 at 03:27:06 UTC, Ali wrote:
Well, D is not exactly known for contract oriented programming
or DbC (Design by Contract)
we have to thank Bertrand Meyer and his language Eiffel, for
that
Thanks for pointing this out !
His book "Object-Oriented Software Construction" is
On Monday, 23 July 2018 at 11:51:54 UTC, Jim Balter wrote:
On Sunday, 22 July 2018 at 20:10:27 UTC, Walter Bright wrote:
On 7/21/2018 11:53 PM, Walter Bright wrote:
My article C's Biggest Mistake on front page of
https://news.ycombinator.com !
Direct link:
On Monday, 23 July 2018 at 08:08:03 UTC, Mike Franklin wrote:
On Monday, 23 July 2018 at 06:24:04 UTC, Zheng (Vic) Luo wrote:
Moreover, The term "dependency-free" in the project
description often confuses me, because as a hardware-agnostic
library the project does have to depend on external
On Monday, 23 July 2018 at 09:09:40 UTC, Mike Franklin wrote:
On Sunday, 22 July 2018 at 17:12:31 UTC, Ecstatic Coder wrote:
2/ Nuklear (https://github.com/vurtun/nuklear)
Reading the documentation for Nuklear, I found this:
https://rawgit.com/vurtun/nuklear/master/doc/nuklear.html#drawing
I'm interested in the "Graphics library for resource
constrained embedded systems" project and have some spare time
this autumn, but I have some questions:
- Does this project aim at creating a hardware-agnostic
rasterizer supporting a few primitives like https://skia.org/
or implementing a
I've said, that if we get signatures, I'll build the damn thing
myself.
Signatures give a very lightweight vtable implementation while
also giving conceptual representation of structs+classes.
Which for an event loop, is a very desirable thing to have. But
alas, I'm waiting on my named
On Wednesday, 18 July 2018 at 03:19:53 UTC, rikki cattermole
wrote:
On 18/07/2018 5:36 AM, Ecstatic Coder wrote:
On Saturday, 14 July 2018 at 06:02:37 UTC, Mike Parker wrote:
Thanks to the sponsorship of Symmetry Investments, the D
Language Foundation is happy to announce the Symmetry Autumn
On Saturday, 14 July 2018 at 06:02:37 UTC, Mike Parker wrote:
Thanks to the sponsorship of Symmetry Investments, the D
Language Foundation is happy to announce the Symmetry Autumn of
Code!
We're looking for three university students to hack on D this
autumn, from September - January. We're
On Friday, 13 July 2018 at 15:05:05 UTC, Michael wrote:
On Friday, 13 July 2018 at 14:20:19 UTC, Mike Parker wrote:
As promised in my tweet of June 30 (and to the handful of
people who emailed me), the cloud of mystery surrounding the
use of the money raised for code-d and its supporting tools
On Saturday, 14 July 2018 at 16:19:29 UTC, Joakim wrote:
On Friday, 13 July 2018 at 14:20:19 UTC, Mike Parker wrote:
As promised in my tweet of June 30 (and to the handful of
people who emailed me), the cloud of mystery surrounding the
use of the money raised for code-d and its supporting
On Monday, 16 July 2018 at 07:49:33 UTC, Kagamin wrote:
On Friday, 13 July 2018 at 19:30:07 UTC, RhyS wrote:
If there is a language out there that gaps that C/Java/dynamic
fast and easy feel, and offers the ability to compile down
with ease. I have not seen it.
There's no silver bullet, you
On Friday, 13 July 2018 at 19:30:07 UTC, RhyS wrote:
On Friday, 13 July 2018 at 13:15:07 UTC, Ecstatic Coder wrote:
At the moment, developing in Rust can be quite painful because
of too much focus on its borrow checker, as the reference
counting system is just a side feature, which is not
On Thursday, 12 July 2018 at 12:07:55 UTC, wjoe wrote:
On Tuesday, 10 July 2018 at 17:25:11 UTC, Yuxuan Shui wrote:
Whether or not rust, go, etc. are just as or more popular than
C++ or Java in 30 years remains to be seen.
Rust and Go have their strengths, but also suffer from serious
This is one of the things about open source / volunteer
projects that may or may not be a good thing (it can be argued
both ways). Since people aren't getting paid to do grunt work,
if nobody steps up to the plate to fix an issue, it will either
just sit there forever, or it will fall upon
On Tuesday, 10 July 2018 at 18:20:27 UTC, H. S. Teoh wrote:
On Tue, Jul 10, 2018 at 05:25:11PM +, Yuxuan Shui via
Digitalmars-d-announce wrote:
On Friday, 6 July 2018 at 21:15:46 UTC, H. S. Teoh wrote:
[...]
> Of course, for someone looking for an excuse not to use D,
> they will always
Friday, 6 July 2018 at 21:15:46 UTC, H. S. Teoh wrote:
On Fri, Jul 06, 2018 at 08:16:36PM +, Ecstatic Coder via
Digitalmars-d-announce wrote: [...]
I've never said that this is something smart to do. I'm just
saying that this code can perfectly be executed once in a C++
game frame without
On Friday, 6 July 2018 at 19:22:13 UTC, 12345swordy wrote:
On Friday, 6 July 2018 at 17:59:27 UTC, Ecstatic Coder wrote:
While ANY C++ game can make ANY number of
allocations/allocations inside a game loop and still run
without a risking any freeze.
You are doing something very wrong if you
On Friday, 6 July 2018 at 19:27:51 UTC, 12345swordy wrote:
On Friday, 6 July 2018 at 19:22:13 UTC, 12345swordy wrote:
On Friday, 6 July 2018 at 17:59:27 UTC, Ecstatic Coder wrote:
While ANY C++ game can make ANY number of
allocations/allocations inside a game loop and still run
without a
On Friday, 6 July 2018 at 19:56:23 UTC, JN wrote:
On Friday, 6 July 2018 at 18:19:08 UTC, Ecstatic Coder wrote:
Because in C++, smart pointers and collections will make sure
to free unused memory block as soon as they need to, and no
later.
I bet if D was reference counted from the start,
On Friday, 6 July 2018 at 17:58:46 UTC, bachmeier wrote:
On Friday, 6 July 2018 at 15:53:56 UTC, Ecstatic Coder wrote:
With D, ANY forgotten allocation during the game loop (and I
really mean even JUST ONE hidden allocation somewhere in the
whole game or engine), may cause the game to
On Friday, 6 July 2018 at 17:43:29 UTC, JN wrote:
On Friday, 6 July 2018 at 17:26:26 UTC, wjoe wrote:
On Friday, 6 July 2018 at 15:53:56 UTC, Ecstatic Coder wrote:
With D, ANY forgotten allocation during the game loop (and I
really mean even JUST ONE hidden allocation somewhere in the
whole
On Friday, 6 July 2018 at 17:22:15 UTC, 12345swordy wrote:
On Friday, 6 July 2018 at 17:16:54 UTC, Ecstatic Coder wrote:
Are you seriously going to ignore video games that are
entirely implemented in GC focus language such as C#/java?!
The GC is NOT AN ISSUE IF YOU KNOW WHAT YOU ARE DOING!
Are you seriously going to ignore video games that are entirely
implemented in GC focus language such as C#/java?! The GC is
NOT AN ISSUE IF YOU KNOW WHAT YOU ARE DOING!
-Alexander
+1
Indeed ABSOLUTELY NO garbage collection will happen during the
game loop is 100% of your GC-language code
On Friday, 6 July 2018 at 16:48:17 UTC, 12345swordy wrote:
On Friday, 6 July 2018 at 16:45:41 UTC, Ecstatic Coder wrote:
On Friday, 6 July 2018 at 16:33:19 UTC, 12345swordy wrote:
On Friday, 6 July 2018 at 15:19:33 UTC, Ecstatic Coder wrote:
For C++, the answer is : never.
...Yeah I had
Also if your concatenate string in a loop in c# then you use
the https://www.dotnetperls.com/string-join function as it
simpler and faster.
There is no reason why we can't have the function equivalent in
D.
-Alexander
Yeah I know, this code was DELIBERATLY naive.
That was the whole point
On Friday, 6 July 2018 at 16:33:19 UTC, 12345swordy wrote:
On Friday, 6 July 2018 at 15:19:33 UTC, Ecstatic Coder wrote:
For C++, the answer is : never.
...Yeah I had already figure out what your aiming at. For C++
the correct answer is "I do not know as I don't know how it is
implemented".
But then of course, you need to avoid a lot of D niceties.
Unfortunately, in my case this is the exact moment where D looses
a LOT of its shininess compared to C++.
The balance is no more that much in favor of D as it was before,
because it's "standard" D code which is so much more
On Friday, 6 July 2018 at 14:14:27 UTC, rikki cattermole wrote:
On 07/07/2018 2:11 AM, Ecstatic Coder wrote:
On Friday, 6 July 2018 at 13:50:37 UTC, 12345swordy wrote:
On Friday, 6 July 2018 at 13:15:43 UTC, Ecstatic Coder wrote:
LOL
Ok, if I'm wrong, then this means D is already a perfect
Of course, the answer in C++ is that it won't compile, this is
D code! ;)
Seriously ?
I wrote : "And what about the same code in C++ ?"
I thought people on this forum were smart enough to understand
"the C++ port of this D code".
I'm sorry to have been wrong on this.
Anyway, what nobody
On Friday, 6 July 2018 at 15:07:41 UTC, wjoe wrote:
On Friday, 6 July 2018 at 13:15:43 UTC, Ecstatic Coder wrote:
Just by curiosity, can you tell me how many successful
commercial games based on a D game engine are released each
year ?
Just out of curiosity, how many games have been released
On Friday, 6 July 2018 at 14:52:46 UTC, 12345swordy wrote:
On Friday, 6 July 2018 at 14:11:05 UTC, Ecstatic Coder wrote:
On Friday, 6 July 2018 at 13:50:37 UTC, 12345swordy wrote:
On Friday, 6 July 2018 at 13:15:43 UTC, Ecstatic Coder wrote:
[...]
No triple AAA engine is going to switch to
On Friday, 6 July 2018 at 13:50:37 UTC, 12345swordy wrote:
On Friday, 6 July 2018 at 13:15:43 UTC, Ecstatic Coder wrote:
LOL
Ok, if I'm wrong, then this means D is already a perfect
replacement to C++, especially for game development.
Just by curiosity, can you tell me how many successful
LOL
Ok, if I'm wrong, then this means D is already a perfect
replacement to C++, especially for game development.
Just by curiosity, can you tell me how many successful commercial
games based on a D game engine are released each year ?
Or just this year maybe...
Exactly. As Walter has said before, (and I paraphrase,) it's
far more profitable to cater to *existing* customers who are
already using your product, to make their experience better,
than to bend over backwards to satisfy the critical crowd who
points at issue X and claim that they would not
On Wednesday, 4 July 2018 at 18:05:15 UTC, wjoe wrote:
On Wednesday, 4 July 2018 at 08:50:57 UTC, Ecstatic Coder wrote:
But indeed, being able use D in a GC-free environment (like
C++ and Rust do) would be something many people may NEED, for
instance to be able to EASILY use D for
Throw everything we can this dude's way so we can make D the
most powerful we can
We need pattern matching, we need typeclasses, we need HKT's,
we need linear types, we need @nogc Phobos, we need concurrency
so fearless I can change any variable and not give two shits
Personally I don't
D has a very diverse use case so the generalization is moot.
For example I prefer having the gc manage memory for me...For
most of the things I do with D...contrary to other opinions.
+1
For most D use cases (including mine, which is file processing),
D's GC is a blessing, and one of its
Let me echo this: transparency has historically been a big
problem for D. AFAIK, nobody in the broader community was ever
told that the D foundation money would be used to fund a bunch
of Romanian interns, it just happened. In the end, it appears
to have worked out great, but why would
On Monday, 2 July 2018 at 05:20:51 UTC, Joakim wrote:
On Sunday, 1 July 2018 at 15:40:20 UTC, Ecstatic Coder wrote:
On Sunday, 1 July 2018 at 14:01:11 UTC, Jonathan M Davis wrote:
On Sunday, July 01, 2018 13:37:32 Ecstatic Coder via
Digitalmars-d-announce wrote:
On Sunday, 1 July 2018 at 12
On Sunday, 1 July 2018 at 14:01:11 UTC, Jonathan M Davis wrote:
On Sunday, July 01, 2018 13:37:32 Ecstatic Coder via
Digitalmars-d-announce wrote:
On Sunday, 1 July 2018 at 12:43:53 UTC, Johannes Loher wrote:
> Am 01.07.2018 um 14:12 schrieb Ecstatic Coder:
>> Add a 10-liner "He
On Sunday, 1 July 2018 at 12:43:53 UTC, Johannes Loher wrote:
Am 01.07.2018 um 14:12 schrieb Ecstatic Coder:
Add a 10-liner "Hello World" web server example on the main
page and that's it.
There already is one in the examples:
#!/usr/bin/env dub
/+ dub.sdl:
name "hello_vibed"
dependency
On Sunday, 1 July 2018 at 02:57:26 UTC, RhyS wrote:
On Saturday, 30 June 2018 at 07:11:18 UTC, Joakim wrote:
I'd hope a manager would look at actually meaningful stats
like downloads, rather than just fluffy stats such as "likes":
On Saturday, 30 June 2018 at 12:59:02 UTC, punkUser wrote:
I don't normally contribute a lot here but as I've been using a
fair mix of C/C++, D and Rust lately for a variety of projects
from game dev to web to services, I have a few thoughts.
Without exhaustively comparing the different
On Saturday, 30 June 2018 at 07:11:18 UTC, Joakim wrote:
On Saturday, 30 June 2018 at 06:52:01 UTC, Ecstatic Coder wrote:
On Friday, 29 June 2018 at 22:59:25 UTC, bachmeier wrote:
On Friday, 29 June 2018 at 20:13:07 UTC, Ecstatic Coder wrote:
Have a look at Crystal's Github project, you will
On Saturday, 30 June 2018 at 07:11:18 UTC, Joakim wrote:
On Saturday, 30 June 2018 at 06:52:01 UTC, Ecstatic Coder wrote:
On Friday, 29 June 2018 at 22:59:25 UTC, bachmeier wrote:
On Friday, 29 June 2018 at 20:13:07 UTC, Ecstatic Coder wrote:
Have a look at Crystal's Github project, you will
DasBetterC resolves that, though the library issue remains.
Indeed.
Unfortunately, it's often the standard library which makes the
difference between a nice language, and a nice useful language.
D is a great language not only because of the many great
decisions you made when designing the
On Friday, 29 June 2018 at 22:59:25 UTC, bachmeier wrote:
On Friday, 29 June 2018 at 20:13:07 UTC, Ecstatic Coder wrote:
Have a look at Crystal's Github project, you will see that
Crystal, still in development and quite far from its 1.0 mile
version (= despite no parallism and windows
On Friday, 29 June 2018 at 20:51:56 UTC, bauss wrote:
On Friday, 29 June 2018 at 20:13:07 UTC, Ecstatic Coder wrote:
On Friday, 29 June 2018 at 19:46:06 UTC, bauss wrote:
On Friday, 29 June 2018 at 19:42:56 UTC, Ecstatic Coder wrote:
On Friday, 29 June 2018 at 17:09:44 UTC, JN wrote:
On
On Friday, 29 June 2018 at 19:46:06 UTC, bauss wrote:
On Friday, 29 June 2018 at 19:42:56 UTC, Ecstatic Coder wrote:
On Friday, 29 June 2018 at 17:09:44 UTC, JN wrote:
On Friday, 29 June 2018 at 08:43:34 UTC, Ecstatic Coder wrote:
Once Crystal integrates parallelism (at 1.0), it should
become
On Friday, 29 June 2018 at 18:48:19 UTC, bauss wrote:
On Friday, 29 June 2018 at 17:08:12 UTC, Ecstatic Coder wrote:
If you're a web developer with no dependencies then youre
either reinventing the wheel (could cause trouble in the long
run, if your implementations aren't correct.) Or your
On Friday, 29 June 2018 at 17:09:44 UTC, JN wrote:
On Friday, 29 June 2018 at 08:43:34 UTC, Ecstatic Coder wrote:
Once Crystal integrates parallelism (at 1.0), it should become
de facto one of the best alternative to Go, Java, C#, etc,
because it's actually "Go-made-right". For instance it's
If you're a web developer with no dependencies then youre
either reinventing the wheel (could cause trouble in the long
run, if your implementations aren't correct.) Or your
application just isn't more than a hobby project.
Most enterprise projects will have dependencies outside
standard
On Friday, 29 June 2018 at 10:06:12 UTC, bauss wrote:
On Friday, 29 June 2018 at 08:43:34 UTC, Ecstatic Coder wrote:
As you know, I'm convinced that D could be marketed as the
perfect language to develop native web servers and mobile
applications, and have its core libraries somewhat extended
Anyway, I try to avoid GC as much as possible.
The main issue for me in game development with D is the
cross-compilation (e.g. iOS, Windows Universal Platform..).
+1
That's why I don't think C++ will be soon replaced by Rust, D, etc
Maybe in a few years, but obviously not right now...
On Tuesday, 26 June 2018 at 01:52:42 UTC, Ali Çehreli wrote:
I've made some online improvements to "Programming in D" since
September 2017.
http://ddili.org/ders/d.en/index.html
NOTE: The copies of the book at hard copy printers are not
updated yet. If you order from Amazon etc. it will
On Friday, 29 June 2018 at 07:03:52 UTC, Dmitry Olshansky wrote:
I never ever (I think) did something provocative, something to
finally see:
- who in the community WANTS D language to succeed?
- who are just these funny “people” let’s call th this, that
are I don’t know “just hang around”
On Friday, 29 June 2018 at 07:03:52 UTC, Dmitry Olshansky wrote:
I never ever (I think) did something provocative, something to
finally see:
- who in the community WANTS D language to succeed?
- who are just these funny “people” let’s call th this, that
are I don’t know “just hang around”
IMHO, implementing a EP-to-D source code converter was
probably more risky than simply extending an existing Pascal
Compiler in that case.
Risc is in the eye of the beholder ;-)
Indeed :)
But that doesn't mean I'm completely wrong.
I also enjoy A LOT implementing minimalistic transpilers
On Wednesday, 13 June 2018 at 08:21:45 UTC, Martin Tschierschke
wrote:
The compilation is done by using the C compiler in the
background.
https://www.ruby-lang.org/en/news/2018/05/31/ruby-2-6-0-preview2-released/
Could D be an better choice for that purpose?
Any comment?
Wrong strategy...
Man, proggit can be savage with the criticism. Every Nim/Rust
and the one Ada programmer have come out of the woodwork to
make sure you know their language supports nested functions.
You've seemingly got to be an expert in every current language
to write a comparison article that suggests D
For those interested, Basil, my textual database designer, can
now export database schemas in SQL, CQL, Go and Crystal format,
and their fake data in SQL and CQL format.
I've slightly changed the syntax so that the table columns can
use any combination of scalar types, foreign keys, tuples,
1 - 100 of 225 matches
Mail list logo