Re: A Perspective on D from game industry

2014-06-27 Thread Jacob Carlborg via Digitalmars-d
On 2014-06-27 03:16, Nick Sabalausky wrote: There's other times I've had to get by without debuggers too. Like, in the earlier days of web dev, it was common to not have a debugger. Or debugging JS problems that only manifested on Safari (I assume Safari probably has JS diagnostics/debugging

Re: A Perspective on D from game industry

2014-06-27 Thread Jacob Carlborg via Digitalmars-d
On 2014-06-27 00:57, Sean Kelly wrote: Yep. A lot of this is probably because as a server programmer I've just gotten used to finding bugs this way as a matter of necessity, but in many cases I actually prefer it to interactive debugging. For example, build core.demangle with -debug=trace and

Re: A Perspective on D from game industry

2014-06-27 Thread Manu via Digitalmars-d
On 27 June 2014 11:16, Nick Sabalausky via Digitalmars-d digitalmars-d@puremagic.com wrote: On 6/26/2014 7:24 PM, H. S. Teoh via Digitalmars-d wrote: On Thu, Jun 26, 2014 at 10:57:28PM +, Sean Kelly via Digitalmars-d wrote: On Thursday, 19 June 2014 at 05:35:06 UTC, Nick Sabalausky

Re: A Perspective on D from game industry

2014-06-27 Thread Paulo Pinto via Digitalmars-d
On Friday, 27 June 2014 at 02:11:50 UTC, H. S. Teoh via Digitalmars-d wrote: On Thu, Jun 26, 2014 at 09:16:27PM -0400, Nick Sabalausky via Digitalmars-d wrote: [...] Aye. Sometimes in embedded work, you're *lucky* if you can even do printf at all, let alone a debugger. I've had to debug with

Re: A Perspective on D from game industry

2014-06-27 Thread Nick Sabalausky via Digitalmars-d
On 6/26/2014 10:10 PM, H. S. Teoh via Digitalmars-d wrote: On Thu, Jun 26, 2014 at 09:16:27PM -0400, Nick Sabalausky via Digitalmars-d wrote: [...] Aye. Sometimes in embedded work, you're *lucky* if you can even do printf at all, let alone a debugger. I've had to debug with as little as one

Re: A Perspective on D from game industry

2014-06-27 Thread H. S. Teoh via Digitalmars-d
On Fri, Jun 27, 2014 at 03:36:08PM -0400, Nick Sabalausky via Digitalmars-d wrote: On 6/26/2014 10:10 PM, H. S. Teoh via Digitalmars-d wrote: On Thu, Jun 26, 2014 at 09:16:27PM -0400, Nick Sabalausky via Digitalmars-d wrote: [...] Aye. Sometimes in embedded work, you're *lucky* if you can

Re: A Perspective on D from game industry

2014-06-26 Thread Alessandro Ogheri via Digitalmars-d
On Sunday, 15 June 2014 at 15:37:51 UTC, Caligo via Digitalmars-d wrote: I can't take a blog post seriously when it's poorly written and full of grammatical errors. If you are in an engineering field of any kind, and you can't construct a paragraph in your favorite natural language, you're

Re: A Perspective on D from game industry

2014-06-26 Thread Sean Kelly via Digitalmars-d
On Thursday, 19 June 2014 at 05:35:06 UTC, Nick Sabalausky wrote: That's why I inadvertently learned to love printf debugging. I get to see the whole chart at one. Yep. A lot of this is probably because as a server programmer I've just gotten used to finding bugs this way as a matter of

Re: A Perspective on D from game industry

2014-06-26 Thread H. S. Teoh via Digitalmars-d
On Thu, Jun 26, 2014 at 10:57:28PM +, Sean Kelly via Digitalmars-d wrote: On Thursday, 19 June 2014 at 05:35:06 UTC, Nick Sabalausky wrote: That's why I inadvertently learned to love printf debugging. I get to see the whole chart at one. Yep. A lot of this is probably because as a

Re: A Perspective on D from game industry

2014-06-26 Thread Nick Sabalausky via Digitalmars-d
On 6/26/2014 7:24 PM, H. S. Teoh via Digitalmars-d wrote: On Thu, Jun 26, 2014 at 10:57:28PM +, Sean Kelly via Digitalmars-d wrote: On Thursday, 19 June 2014 at 05:35:06 UTC, Nick Sabalausky wrote: That's why I inadvertently learned to love printf debugging. I get to see the whole chart

Re: A Perspective on D from game industry

2014-06-26 Thread H. S. Teoh via Digitalmars-d
On Thu, Jun 26, 2014 at 09:16:27PM -0400, Nick Sabalausky via Digitalmars-d wrote: [...] Aye. Sometimes in embedded work, you're *lucky* if you can even do printf at all, let alone a debugger. I've had to debug with as little as one LED. It's...umm...interesting. And time consuming.

Re: A Perspective on D from game industry

2014-06-19 Thread deadalnix via Digitalmars-d
On Thursday, 19 June 2014 at 05:35:06 UTC, Nick Sabalausky wrote: That's why I inadvertently learned to love printf debugging. I get to see the whole chart at one. Granted, it's in a bit of a The Matrix-style only comprehensible if you know what you're looking at kind of way. Actual GUI graphs

Re: A Perspective on D from game industry

2014-06-19 Thread Kagamin via Digitalmars-d
On Thursday, 19 June 2014 at 05:35:06 UTC, Nick Sabalausky wrote: That's why I inadvertently learned to love printf debugging. I get to see the whole chart at one. Granted, it's in a bit of a The Matrix-style only comprehensible if you know what you're looking at kind of way. Actual GUI graphs

Re: A Perspective on D from game industry

2014-06-19 Thread Kagamin via Digitalmars-d
On Wednesday, 18 June 2014 at 19:08:17 UTC, c0de517e wrote: Exactly. When I write that engineers have to understand how market works it's not that I don't understand what's technically good and bad, but that's not how things become successful. And there's nothing wrong with the fact that soft

Re: A Perspective on D from game industry

2014-06-19 Thread Paulo Pinto via Digitalmars-d
On Thursday, 19 June 2014 at 13:52:12 UTC, Kagamin wrote: On Wednesday, 18 June 2014 at 19:08:17 UTC, c0de517e wrote: Exactly. When I write that engineers have to understand how market works it's not that I don't understand what's technically good and bad, but that's not how things become

Re: A Perspective on D from game industry

2014-06-19 Thread Wyatt via Digitalmars-d
On Thursday, 19 June 2014 at 05:35:06 UTC, Nick Sabalausky wrote: certainly be nice. But all the data's there at once, so no need for constant fast-fowarding and rewindi...oh wait, that's right, debuggers can't rewind either. ;) Oh? https://www.gnu.org/software/gdb/news/reversible.html

Re: A Perspective on D from game industry

2014-06-19 Thread Paulo Pinto via Digitalmars-d
On Thursday, 19 June 2014 at 19:22:23 UTC, Wyatt wrote: On Thursday, 19 June 2014 at 05:35:06 UTC, Nick Sabalausky wrote: certainly be nice. But all the data's there at once, so no need for constant fast-fowarding and rewindi...oh wait, that's right, debuggers can't rewind either. ;) Oh?

Re: A Perspective on D from game industry

2014-06-19 Thread H. S. Teoh via Digitalmars-d
On Thu, Jun 19, 2014 at 07:22:22PM +, Wyatt via Digitalmars-d wrote: On Thursday, 19 June 2014 at 05:35:06 UTC, Nick Sabalausky wrote: certainly be nice. But all the data's there at once, so no need for constant fast-fowarding and rewindi...oh wait, that's right, debuggers can't rewind

Re: A Perspective on D from game industry

2014-06-18 Thread c0de517e via Digitalmars-d
On Wednesday, 18 June 2014 at 03:28:48 UTC, Sean Cavanaugh wrote: On 6/15/2014 4:34 PM, Joakim wrote: He clarifies in the comments: D is not 'high-performance' the same way as C and C++ are not. Systems is not the same as high-performance. Fortran always has been more 'high-performance'

Re: A Perspective on D from game industry

2014-06-18 Thread c0de517e via Digitalmars-d
On Wednesday, 18 June 2014 at 05:48:14 UTC, Andrei Alexandrescu wrote: On 6/16/14, 9:24 PM, c0de517e wrote: Hi everybody. I'm Angelo Pesce, the author of the post on c0de517e. [snip] Thanks for chiming in! -- Andrei Hi Andrei! I had a little stab at your hugely influential book in the

Re: A Perspective on D from game industry

2014-06-18 Thread Walter Bright via Digitalmars-d
On 6/17/2014 3:20 PM, c0de517e wrote: The issue I have with metaprogramming (and overloading and some other similar ideas) is that it makes a statement dependent on a lot of context, this is tricky in a large team as now just reading a change doesn't really tell much. Our is an industry where we

Re: A Perspective on D from game industry

2014-06-18 Thread c0de517e via Digitalmars-d
On the other hand, we've already given up on a great deal of knowing exactly what a statement does, even in C. How many of us program in assembly anymore? How many of us can even make sense of assembly code? It is absolutely necessary to move to higher levels of abstraction in order to

Re: A Perspective on D from game industry

2014-06-18 Thread deadalnix via Digitalmars-d
On Wednesday, 18 June 2014 at 06:28:16 UTC, c0de517e wrote: So I'm curious, do you think certain concepts went too far, that we should educate against some hypes and abuses, or you think that it's just my very partial view of the world and if looking at the C++ community at large, template

Re: A Perspective on D from game industry

2014-06-18 Thread c0de517e via Digitalmars-d
It is absolutely necessary to move to higher levels of abstraction in order to handle the increasing complexity of modern programs. And this is 100% right, but people should be educated about premature abstraction. Have you seen the horrors of generalization? Especially C++ neophytes get

Re: A Perspective on D from game industry

2014-06-18 Thread deadalnix via Digitalmars-d
On Wednesday, 18 June 2014 at 07:00:44 UTC, c0de517e wrote: It is absolutely necessary to move to higher levels of abstraction in order to handle the increasing complexity of modern programs. And this is 100% right, but people should be educated about premature abstraction. Have you seen the

Re: A Perspective on D from game industry

2014-06-18 Thread Sean Cavanaugh via Digitalmars-d
On 6/18/2014 1:05 AM, c0de517e wrote: On Wednesday, 18 June 2014 at 03:28:48 UTC, Sean Cavanaugh wrote: I had a nice sad 'ha ha' moment when I realized that msvc can't cope with restrict on the pointers feeding into the simd intrinsics; you have to cast it away. So much for that perf :)

Re: A Perspective on D from game industry

2014-06-18 Thread xenon325 via Digitalmars-d
On Wednesday, 18 June 2014 at 05:20:39 UTC, H. S. Teoh via Digitalmars-d wrote: On Wed, Jun 18, 2014 at 02:18:47AM +, c0de517e via Now you're talking polymorphism again, [...] and it's actually not really metaprogramming, it's just fancier typing. Actually I was talking about templates:

Re: A Perspective on D from game industry

2014-06-18 Thread Walter Bright via Digitalmars-d
On 6/17/2014 11:54 PM, c0de517e wrote: The intention is to make people -aware- of certain issues, to then make better motivated choices and not end up thinking stuff like this is cool http://www.boost.org/doc/libs/1_55_0b1/libs/geometry/doc/html/geometry/design.html (sorry, I've linked this a

Re: A Perspective on D from game industry

2014-06-18 Thread c0de517e via Digitalmars-d
Actually I was talking about templates: R find(R,T)(R range, T element) if (isInputRange!R is(ElementType!R : T)) { while (!range.empty) { if (range.front == element) break;

Re: A Perspective on D from game industry

2014-06-18 Thread ponce via Digitalmars-d
On Tuesday, 17 June 2014 at 04:24:54 UTC, c0de517e wrote: Hi everybody. I'm Angelo Pesce, the author of the post on c0de517e. Hi, I think the general idea of your post is 100% accurate, the bigger risk for D is people not willing to move from C++. I work in C++ full-time and it's an

Re: A Perspective on D from game industry

2014-06-18 Thread Wanderer via Digitalmars-d
On Sunday, 15 June 2014 at 11:28:12 UTC, Peter Alexander wrote: http://c0de517e.blogspot.ca/2014/06/where-is-my-c-replacement.html?m=1 The arguments against D are pretty weak if I'm honest, but I think it's important we understand what people think of D. I can confirm this sentiment is fairly

Re: A Perspective on D from game industry

2014-06-18 Thread Daniel Murphy via Digitalmars-d
deadalnix wrote in message news:qawhxkzqdgzjwylzr...@forum.dlang.org... I call them architecture astronautes. To avoid that pitfall, I have a adopted the following method : - Do whatever you need to to get to the next step toward you goal. - Make a pause and observe. Is there some

Re: A Perspective on D from game industry

2014-06-18 Thread Rikki Cattermole via Digitalmars-d
On 18/06/2014 8:21 p.m., Wanderer wrote: On Sunday, 15 June 2014 at 11:28:12 UTC, Peter Alexander wrote: http://c0de517e.blogspot.ca/2014/06/where-is-my-c-replacement.html?m=1 The arguments against D are pretty weak if I'm honest, but I think it's important we understand what people think of

Re: A Perspective on D from game industry

2014-06-18 Thread via Digitalmars-d
On Wednesday, 18 June 2014 at 08:27:57 UTC, Rikki Cattermole wrote: On 18/06/2014 8:21 p.m., Wanderer wrote: 3. Stable, efficient and well-documented runtime library, including collection classes, IO, date/time, concurrency, GUI, graphics, sound etc. I don't really think big standard

Re: A Perspective on D from game industry

2014-06-18 Thread Kagamin via Digitalmars-d
On Tuesday, 17 June 2014 at 03:16:16 UTC, Caligo via Digitalmars-d wrote: My rant wasn't about his lack of fluency in the English language. You only learn once what a sentence is, and the concept translates over to most other natural languages. How would you translate an arbitrary sentence

Re: A Perspective on D from game industry

2014-06-18 Thread Kagamin via Digitalmars-d
On Wednesday, 18 June 2014 at 07:58:57 UTC, c0de517e wrote: People think that implementing interfaces is for some reason inherently slower than templates, the same they believe function pointers are slower than functors. It's FALSE. The ONLY reason why templates and functors can be faster is

Re: A Perspective on D from game industry

2014-06-18 Thread Artur Skawina via Digitalmars-d
On 06/17/14 22:15, Walter Bright via Digitalmars-d wrote: On 6/17/2014 6:12 AM, Artur Skawina via Digitalmars-d wrote: immediately realized that he now does not want to live w/o this functionality) I don't think I can take that kind of pressure! I was responding to text editor sees only

Re: A Perspective on D from game industry

2014-06-18 Thread Manu via Digitalmars-d
On 18 June 2014 08:27, c0de517e via Digitalmars-d digitalmars-d@puremagic.com wrote: Given that he lives in Italy, it's safe to assume that English is not his first language. But rather than consider what he has to say or dispute his arguments, you completely dismissed his point of view because

Re: A Perspective on D from game industry

2014-06-18 Thread H. S. Teoh via Digitalmars-d
On Wed, Jun 18, 2014 at 07:58:56AM +, c0de517e via Digitalmars-d wrote: Actually I was talking about templates: R find(R,T)(R range, T element) if (isInputRange!R is(ElementType!R : T)) { while (!range.empty) {

Re: A Perspective on D from game industry

2014-06-18 Thread c0de517e via Digitalmars-d
My opinion: if you want D to smoothly replace both C++ and Java, simply do the following: 1. Sane language specification (which doesn't allow a slice of a stack-allocated array to escape to other part of a program, doesn't allow an object to contain garbage under ANY circumstances etc). 2.

Re: A Perspective on D from game industry

2014-06-18 Thread H. S. Teoh via Digitalmars-d
On Wed, Jun 18, 2014 at 07:00:43AM +, c0de517e via Digitalmars-d wrote: It is absolutely necessary to move to higher levels of abstraction in order to handle the increasing complexity of modern programs. And this is 100% right, but people should be educated about premature abstraction.

Re: A Perspective on D from game industry

2014-06-18 Thread c0de517e via Digitalmars-d
You're talking about compile-time codegen? Like D's ctRegex perhaps? import std.regex; // Statically generates a regex engine that matches the given // expression. auto r = ctRegex!`(a+b(cd*)+)?z`; Looks nifty. As I said it's not that I want to ban a given

Re: A Perspective on D from game industry

2014-06-18 Thread Dicebot via Digitalmars-d
On Wednesday, 18 June 2014 at 07:58:57 UTC, c0de517e wrote: People think that implementing interfaces is for some reason inherently slower than templates, the same they believe function pointers are slower than functors. It's FALSE. The ONLY reason why templates and functors can be faster is

Re: A Perspective on D from game industry

2014-06-18 Thread Dicebot via Digitalmars-d
On Wednesday, 18 June 2014 at 16:19:25 UTC, c0de517e wrote: But as I wrote I doubt that people will think at a point that yes, now D is 100% a better version of C++/Java/younameit, let's switch. I don't think it's how things go, I think successful languages find one thing a community really

Re: A Perspective on D from game industry

2014-06-18 Thread Dicebot via Digitalmars-d
Also I think all this discussion about template and generics totally misses the point about meta-programming. It is not about just code generation or replacing few type declarations, main thing is compile-time reflection. The fact we use templates is just a mere implementation details. What

Re: A Perspective on D from game industry

2014-06-18 Thread deadalnix via Digitalmars-d
On Wednesday, 18 June 2014 at 16:55:53 UTC, Dicebot wrote: On Wednesday, 18 June 2014 at 16:19:25 UTC, c0de517e wrote: But as I wrote I doubt that people will think at a point that yes, now D is 100% a better version of C++/Java/younameit, let's switch. I don't think it's how things go, I

Re: A Perspective on D from game industry

2014-06-18 Thread Dicebot via Digitalmars-d
On Wednesday, 18 June 2014 at 18:17:03 UTC, deadalnix wrote: This is, but that's how it works nevertheless. You don't succeed by arguing what the reality should be, but by accepting what it is and act accordingly. Being ashamed of it instead of glorifying such attitude is one way to motivate

Re: A Perspective on D from game industry

2014-06-18 Thread c0de517e via Digitalmars-d
On Wednesday, 18 June 2014 at 18:18:28 UTC, Dicebot wrote: On Wednesday, 18 June 2014 at 18:17:03 UTC, deadalnix wrote: This is, but that's how it works nevertheless. You don't succeed by arguing what the reality should be, but by accepting what it is and act accordingly. Being ashamed of it

Re: A Perspective on D from game industry

2014-06-18 Thread c0de517e via Digitalmars-d
I think this is actually a flawed mentality that causes a lot of long-term problems to all programmers. By resisting to switch to languages simply because those are good we inevitably get to the point of switching because it is forced by some corporation that has bucks to create an intrusive

Re: A Perspective on D from game industry

2014-06-18 Thread Nick Sabalausky via Digitalmars-d
On 6/18/2014 3:09 PM, c0de517e wrote: On Wednesday, 18 June 2014 at 18:18:28 UTC, Dicebot wrote: On Wednesday, 18 June 2014 at 18:17:03 UTC, deadalnix wrote: This is, but that's how it works nevertheless. You don't succeed by arguing what the reality should be, but by accepting what it is and

Re: A Perspective on D from game industry

2014-06-18 Thread Paulo Pinto via Digitalmars-d
On Wednesday, 18 June 2014 at 16:55:53 UTC, Dicebot wrote: On Wednesday, 18 June 2014 at 16:19:25 UTC, c0de517e wrote: But as I wrote I doubt that people will think at a point that yes, now D is 100% a better version of C++/Java/younameit, let's switch. I don't think it's how things go, I

Re: A Perspective on D from game industry

2014-06-18 Thread Dicebot via Digitalmars-d
On Wednesday, 18 June 2014 at 19:09:08 UTC, c0de517e wrote: On Wednesday, 18 June 2014 at 18:18:28 UTC, Dicebot wrote: On Wednesday, 18 June 2014 at 18:17:03 UTC, deadalnix wrote: This is, but that's how it works nevertheless. You don't succeed by arguing what the reality should be, but by

Re: A Perspective on D from game industry

2014-06-18 Thread c0de517e via Digitalmars-d
You can casually mention how much of a wasted efforts and daily inconvenience such attitude causes to your co-workers (in a gentle non-intrusive way!). You can start acting _as if_ mentality is different instead of going the route of imaginary pragmatism. In practice acting intentionally

Re: A Perspective on D from game industry

2014-06-18 Thread Joakim via Digitalmars-d
On Tuesday, 17 June 2014 at 22:24:06 UTC, c0de517e wrote: Visualization would be a great tool, it's quite surprising if you think about it that we can't in any mainstream debugger just graph over time the state of objects, create UIs and so on. I recently did write a tiny program that does

Re: A Perspective on D from game industry

2014-06-18 Thread Nick Sabalausky via Digitalmars-d
On 6/18/2014 5:39 PM, Joakim wrote: Software pumps data in, operates on it, and pumps new data out: why don't we have proper visualization tools for those data flows? Only being able to freeze program state and inspect it at repeated snapshots in time with a debugger is so backwards: That's

Re: A Perspective on D from game industry

2014-06-18 Thread Kapps via Digitalmars-d
On Thursday, 19 June 2014 at 05:35:06 UTC, Nick Sabalausky wrote: That's why I inadvertently learned to love printf debugging. I get to see the whole chart at one. Granted, it's in a bit of a The Matrix-style only comprehensible if you know what you're looking at kind of way. Actual GUI graphs

Re: A Perspective on D from game industry

2014-06-17 Thread Dicebot via Digitalmars-d
On Tuesday, 17 June 2014 at 04:24:54 UTC, c0de517e wrote: Hi everybody. I'm Angelo Pesce, the author of the post on c0de517e. ... Thanks for coming here and clarifying your point of view despite our zealous bashing :) Welcome!

Re: A Perspective on D from game industry

2014-06-17 Thread Dicebot via Digitalmars-d
On Tuesday, 17 June 2014 at 04:03:23 UTC, Mike Parker wrote: On 6/17/2014 12:16 PM, Caligo via Digitalmars-d wrote: My rant wasn't about his lack of fluency in the English language. You only learn once what a sentence is, and the concept translates over to most other natural languages. The

Re: A Perspective on D from game industry

2014-06-17 Thread via Digitalmars-d
On Tuesday, 17 June 2014 at 03:08:48 UTC, Walter Bright wrote: Assuming you are talking about C macros: I was talking about macros in general. :-) expert on the C preprocessor. Why would a freakin' macro processor even have an ecological niche for a world leading expert on it? The mind

Re: A Perspective on D from game industry

2014-06-17 Thread Walter Bright via Digitalmars-d
On 6/16/2014 9:24 PM, c0de517e wrote: Hi everybody. I'm Angelo Pesce, the author of the post on c0de517e. Welcome - nice of you to drop by!

Re: A Perspective on D from game industry

2014-06-17 Thread Jacob Carlborg via Digitalmars-d
On 17/06/14 06:44, H. S. Teoh via Digitalmars-d wrote: String mixins? Auto-completion? I dunno, that sounds like a stretch to me. How would an IDE handle autocompletion for things like like: string generateCode() { string code = int x=; if

Re: A Perspective on D from game industry

2014-06-17 Thread via Digitalmars-d
On Tuesday, 17 June 2014 at 08:23:08 UTC, Jacob Carlborg wrote: That would require semantic analysis. Basically evaluate the string mixin and to autocomplete on the resulted code. But consider something like gofix/dfix where you have to propagate changes back to the original prefix string.

Re: A Perspective on D from game industry

2014-06-17 Thread Nick Sabalausky via Digitalmars-d
On 6/17/2014 4:43 AM, Ola Fosheim Grøstad ola.fosheim.grostad+dl...@gmail.com wrote: On Tuesday, 17 June 2014 at 08:23:08 UTC, Jacob Carlborg wrote: That would require semantic analysis. Basically evaluate the string mixin and to autocomplete on the resulted code. But consider something like

Re: A Perspective on D from game industry

2014-06-17 Thread Walter Bright via Digitalmars-d
On 6/16/2014 9:32 PM, H. S. Teoh via Digitalmars-d wrote: Do string mixins have scoping of names? Yes, of course, since they are D code. And how would you syntax-highlight a string mixin that's assembled from arbitrary string fragments? You wouldn't need to, since the text editor sees

Re: A Perspective on D from game industry

2014-06-17 Thread dennis luehring via Digitalmars-d
Am 17.06.2014 11:30, schrieb Walter Bright: And how would you syntax-highlight a string mixin that's assembled from arbitrary string fragments? You wouldn't need to, since the text editor sees only normal D code. the text editor sees just D-code-Strings - so no syntax-highlight except that

Re: A Perspective on D from game industry

2014-06-17 Thread via Digitalmars-d
On Tuesday, 17 June 2014 at 09:17:21 UTC, Nick Sabalausky wrote: I think you're hitting on the fundamental limitations of automated code-updating tools here: They can't be treated as trusted black-boxes. I don't think this is a fundamental limitation of tools, but a consequence of language

Re: A Perspective on D from game industry

2014-06-17 Thread Dicebot via Digitalmars-d
On Tuesday, 17 June 2014 at 10:25:39 UTC, dennis luehring wrote: Am 17.06.2014 11:30, schrieb Walter Bright: And how would you syntax-highlight a string mixin that's assembled from arbitrary string fragments? You wouldn't need to, since the text editor sees only normal D code. the text

Re: A Perspective on D from game industry

2014-06-17 Thread Kapps via Digitalmars-d
On Tuesday, 17 June 2014 at 10:25:39 UTC, dennis luehring wrote: Am 17.06.2014 11:30, schrieb Walter Bright: And how would you syntax-highlight a string mixin that's assembled from arbitrary string fragments? You wouldn't need to, since the text editor sees only normal D code. the text

Re: A Perspective on D from game industry

2014-06-17 Thread Artur Skawina via Digitalmars-d
On 06/17/14 11:30, Walter Bright via Digitalmars-d wrote: On 6/16/2014 9:32 PM, H. S. Teoh via Digitalmars-d wrote: And how would you syntax-highlight a string mixin that's assembled from arbitrary string fragments? You wouldn't need to, since the text editor sees only normal D code.

Re: A Perspective on D from game industry

2014-06-17 Thread Dicebot via Digitalmars-d
On Tuesday, 17 June 2014 at 13:13:00 UTC, Artur Skawina via Digitalmars-d wrote: artur (who implemented both features last weekend; it started out as a fun let's-see-how-D-would-look-if-it-had-this-project, but after making them work and then converting a few small programs, almost immediately

Re: A Perspective on D from game industry

2014-06-17 Thread John Colvin via Digitalmars-d
On Tuesday, 17 June 2014 at 13:24:11 UTC, Dicebot wrote: On Tuesday, 17 June 2014 at 13:13:00 UTC, Artur Skawina via Digitalmars-d wrote: artur (who implemented both features last weekend; it started out as a fun let's-see-how-D-would-look-if-it-had-this-project, but after making them work and

Re: A Perspective on D from game industry

2014-06-17 Thread Kiith-Sa via Digitalmars-d
On Tuesday, 17 June 2014 at 13:36:48 UTC, John Colvin wrote: On Tuesday, 17 June 2014 at 13:24:11 UTC, Dicebot wrote: On Tuesday, 17 June 2014 at 13:13:00 UTC, Artur Skawina via Digitalmars-d wrote: artur (who implemented both features last weekend; it started out as a fun

Re: A Perspective on D from game industry

2014-06-17 Thread Dicebot via Digitalmars-d
On Tuesday, 17 June 2014 at 13:36:48 UTC, John Colvin wrote: also, foreach that works outside of function scope would be awesome: mixin template A(TL ...) { foreach(i, T; TL) { mixin(T v ~ i.to!string); } } It is not also, it is primary use case of

Re: A Perspective on D from game industry

2014-06-17 Thread John Colvin via Digitalmars-d
On Tuesday, 17 June 2014 at 13:52:48 UTC, Dicebot wrote: On Tuesday, 17 June 2014 at 13:36:48 UTC, John Colvin wrote: also, foreach that works outside of function scope would be awesome: mixin template A(TL ...) { foreach(i, T; TL) { mixin(T v ~ i.to!string);

Re: A Perspective on D from game industry

2014-06-17 Thread Dicebot via Digitalmars-d
On Tuesday, 17 June 2014 at 14:00:44 UTC, John Colvin wrote: I though the primary use of static foreach was to force the compiler to attempt compile-time iteration even for non-TemplateArgList arguments like arrays known at compile-time If static foreach acts as code generator there is no

Re: A Perspective on D from game industry

2014-06-17 Thread Timon Gehr via Digitalmars-d
On 06/17/2014 04:00 PM, John Colvin wrote: I though the primary use of static foreach was to force the compiler to attempt compile-time iteration even for non-TemplateArgList arguments like arrays known at compile-time e.g. static foreach(el; [1,2,3,4]) { pragma(msg, el); } or static

Re: A Perspective on D from game industry

2014-06-17 Thread Timon Gehr via Digitalmars-d
On 06/17/2014 03:36 PM, John Colvin wrote: also, foreach that works outside of function scope would be awesome: mixin template A(TL ...) { foreach(i, T; TL) { mixin(T v ~ i.to!string); } } Also, identifier mixins might then somewhat clean up a lot of code. The

Re: A Perspective on D from game industry

2014-06-17 Thread H. S. Teoh via Digitalmars-d
On Tue, Jun 17, 2014 at 11:16:22AM +, via Digitalmars-d wrote: On Tuesday, 17 June 2014 at 09:17:21 UTC, Nick Sabalausky wrote: I think you're hitting on the fundamental limitations of automated code-updating tools here: They can't be treated as trusted black-boxes. I don't think this

Re: A Perspective on D from game industry

2014-06-17 Thread Timon Gehr via Digitalmars-d
On 06/17/2014 01:16 PM, Ola Fosheim Grøstad ola.fosheim.grostad+dl...@gmail.com wrote: On Tuesday, 17 June 2014 at 09:17:21 UTC, Nick Sabalausky wrote: I think you're hitting on the fundamental limitations of automated code-updating tools here: They can't be treated as trusted black-boxes. I

Re: A Perspective on D from game industry

2014-06-17 Thread via Digitalmars-d
On Tuesday, 17 June 2014 at 16:34:23 UTC, Timon Gehr wrote: On 06/17/2014 01:16 PM, Ola Fosheim Grøstad ola.fosheim.grostad+dl...@gmail.com wrote: Programming languages are in general still quite primitive (not specific to D), they still rely on convention rather than formalisms. ...

Re: A Perspective on D from game industry

2014-06-17 Thread via Digitalmars-d
On Tuesday, 17 June 2014 at 16:08:18 UTC, H. S. Teoh via Digitalmars-d wrote: I think you are underestimating the complexity of programming. No need to go ad hominem. I don't underestimate anything. What makes you think so? Automated tools can only go so far -- ultimately, human intervention

Re: A Perspective on D from game industry

2014-06-17 Thread Timon Gehr via Digitalmars-d
On 06/17/2014 06:53 PM, Ola Fosheim Grøstad ola.fosheim.grostad+dl...@gmail.com wrote: On Tuesday, 17 June 2014 at 16:34:23 UTC, Timon Gehr wrote: On 06/17/2014 01:16 PM, Ola Fosheim Grøstad ola.fosheim.grostad+dl...@gmail.com wrote: Programming languages are in general still quite primitive

Re: A Perspective on D from game industry

2014-06-17 Thread H. S. Teoh via Digitalmars-d
On Tue, Jun 17, 2014 at 04:50:07PM +, via Digitalmars-d wrote: On Tuesday, 17 June 2014 at 16:08:18 UTC, H. S. Teoh via Digitalmars-d wrote: I think you are underestimating the complexity of programming. No need to go ad hominem. I don't underestimate anything. What makes you think so?

Re: A Perspective on D from game industry

2014-06-17 Thread via Digitalmars-d
On Tuesday, 17 June 2014 at 17:03:34 UTC, Timon Gehr wrote: If you are only talking about those languages, not at all. Yes, I was only talking about the ones that are suitable for creating commercial games given the topic of the thread. (Languages that are based on Horn-clauses and the like

Re: A Perspective on D from game industry

2014-06-17 Thread via Digitalmars-d
On Tuesday, 17 June 2014 at 17:19:25 UTC, H. S. Teoh via Digitalmars-d wrote: The halting problem is equivalent to Kolgomorov complexity, which in turn relates to optimal compression, which has applications in global optimization problems in compiler technology. Sure, the way some textbooks

Re: A Perspective on D from game industry

2014-06-17 Thread H. S. Teoh via Digitalmars-d
On Tue, Jun 17, 2014 at 06:08:57PM +, via Digitalmars-d wrote: On Tuesday, 17 June 2014 at 17:19:25 UTC, H. S. Teoh via Digitalmars-d wrote: [...] There's no need to get rid of string mixins just because of that 1% of code that actually needs to use them. Nobody says that the

Re: A Perspective on D from game industry

2014-06-17 Thread via Digitalmars-d
On Tuesday, 17 June 2014 at 18:24:22 UTC, H. S. Teoh via Digitalmars-d wrote: How would the compiler (or any tool!) detect the use (or non-use) of deprecated features here? You compile it or detect AST-node presence. If you want it to run in a browser, and the browser doesn't support

Re: A Perspective on D from game industry

2014-06-17 Thread H. S. Teoh via Digitalmars-d
On Tue, Jun 17, 2014 at 06:58:27PM +, via Digitalmars-d wrote: On Tuesday, 17 June 2014 at 18:24:22 UTC, H. S. Teoh via Digitalmars-d wrote: How would the compiler (or any tool!) detect the use (or non-use) of deprecated features here? You compile it or detect AST-node presence. You

Re: A Perspective on D from game industry

2014-06-17 Thread Walter Bright via Digitalmars-d
On 6/17/2014 3:25 AM, dennis luehring wrote: the text editor sees just D-code-Strings - so no syntax-highlight except that for Strings The syntax highlighter could highlight q{ ... } strings differently, if it chose to, with little difficulty.

Re: A Perspective on D from game industry

2014-06-17 Thread Walter Bright via Digitalmars-d
On 6/17/2014 6:12 AM, Artur Skawina via Digitalmars-d wrote: rtur (who implemented both features last weekend; it started out as a fun let's-see-how-D-would-look-if-it-had-this-project, but after making them work and then converting a few small programs, Taking action rather than debating - I

Re: A Perspective on D from game industry

2014-06-17 Thread c0de517e via Digitalmars-d
On Sunday, 15 June 2014 at 11:28:12 UTC, Peter Alexander wrote: http://c0de517e.blogspot.ca/2014/06/where-is-my-c-replacement.html?m=1 The arguments against D are pretty weak if I'm honest, but I think it's important we understand what people think of D. I can confirm this sentiment is fairly

Re: A Perspective on D from game industry

2014-06-17 Thread c0de517e via Digitalmars-d
On Sunday, 15 June 2014 at 13:50:10 UTC, Peter Alexander wrote: On Sunday, 15 June 2014 at 11:45:30 UTC, Dicebot wrote: I like how he says that productivity is important and mentions fear of meta-programming in the same article ;) That's true, but meta programming is just a tool. Would be

Re: A Perspective on D from game industry

2014-06-17 Thread c0de517e via Digitalmars-d
On Sunday, 15 June 2014 at 11:45:30 UTC, Dicebot wrote: On Sunday, 15 June 2014 at 11:28:12 UTC, Peter Alexander wrote: http://c0de517e.blogspot.ca/2014/06/where-is-my-c-replacement.html?m=1 The arguments against D are pretty weak if I'm honest, but I think it's important we understand what

Re: A Perspective on D from game industry

2014-06-17 Thread c0de517e via Digitalmars-d
Given that he lives in Italy, it's safe to assume that English is not his first language. But rather than consider what he has to say or dispute his arguments, you completely dismissed his point of view because his level of writing doesn't meet your standards. Furthermore, you unjustly called

Re: A Perspective on D from game industry

2014-06-17 Thread via Digitalmars-d
On Tuesday, 17 June 2014 at 19:24:54 UTC, H. S. Teoh via Digitalmars-d wrote: You can also compile a string mixin to detect if it uses deprecated features, no? Not if it depends on configuration. Also, detecting AST node presence is unreliable. What if it's needed for compatibility with

Re: A Perspective on D from game industry

2014-06-17 Thread c0de517e via Digitalmars-d
On Sunday, 15 June 2014 at 18:50:14 UTC, Meta wrote: On Sunday, 15 June 2014 at 11:28:12 UTC, Peter Alexander wrote: http://c0de517e.blogspot.ca/2014/06/where-is-my-c-replacement.html?m=1 The arguments against D are pretty weak if I'm honest, but I think it's important we understand what

Re: A Perspective on D from game industry

2014-06-17 Thread Araq via Digitalmars-d
The issue I have with metaprogramming (and overloading and some other similar ideas) is that it makes a statement dependent on a lot of context, this is tricky in a large team as now just reading a change doesn't really tell much. Our is an industry where we still exercise a lot of control, we

Re: A Perspective on D from game industry

2014-06-17 Thread c0de517e via Digitalmars-d
On Sunday, 15 June 2014 at 19:53:54 UTC, Walter Bright wrote: On 6/15/2014 12:27 PM, Nick Sabalausky wrote: It really gets me that the same industry which created Frostbite 3, Unreal Engine 4, GTA5, Steam (obviously all enormous investments), mostly done *in* C++ which makes them that much

Re: A Perspective on D from game industry

2014-06-17 Thread c0de517e via Digitalmars-d
Anyway to make D attractive to game development? 1. VisualD needs to be on par with Visual Assist 2. D needs to figure out what the hell it is doing with GC/RC/Memory 3. Target all common platforms 4. Allow for C++ and D to call each other without requiring a C interop layer.(not going to

Re: A Perspective on D from game industry

2014-06-17 Thread c0de517e via Digitalmars-d
On Tuesday, 17 June 2014 at 22:58:58 UTC, Araq wrote: The issue I have with metaprogramming (and overloading and some other similar ideas) is that it makes a statement dependent on a lot of context, this is tricky in a large team as now just reading a change doesn't really tell much. Our is

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