On Thursday, 21 December 2017 at 13:30:32 UTC, David Nadlinger
wrote:
There would probably have to be some sort of compatibility flag
to avoid breaking all libraries on systems where symbols are
visible externally by default (Linux, ...).
— David
Agree, although this currently really is a
On Wednesday, 20 December 2017 at 08:09:53 UTC, Martin Nowak
wrote:
At some point `dub build` should get a `--shared` option to
change the meaning of `library` target types from
`staticLibrary` to `dynamicLibrary`. The shared libs could be
linked with absolute paths.
Would this work in all
On Tuesday, 26 April 2016 at 08:42:21 UTC, Vadim Lopatin wrote:
Demo of DlangUI Scene3D engine - Minecraft-like voxel rendering
- is available for Android/ARM.
Post screenshots please.
Awesome work Rainer, thank you very much.
But the download is not working for me, I'm getting a
ec_error_revoked_certificate
Kind Regards
Benjamin Thaut
Am 12.04.2014 13:42, schrieb Rainer Schuetze:
On 12.04.2014 13:21, Benjamin Thaut wrote:
Awesome work Rainer, thank you very much.
But the download is not working for me, I'm getting a
ec_error_revoked_certificate
Hmmm, maybe github/amazonaws are currently changing their certificates
://stuff.benjamin-thaut.de/D/visualdfix.reg
Download and run. This is for visual studio 2010. If you need it for a
different version you have to open it with a text editor and change
10.0 to 11.0 for 2012 and 12.0 for 2013.
Kind Regards
Benjamin Thaut
Am 03.02.2014 10:55, schrieb evilrat:
it has been for a long time since i released this bindings, so i wonder
if anyone uses this in their projects? it would be nice to see some
results of projects using this bindings :)
I'm currently using them. But there is nothing showabe yet. I will keep
Am 29.01.2014 08:43, schrieb deadalnix:
Awesome, that compile my code and test suite are passing. Everything
looks good !
As usual, my code doesn't compile. I filed a bug report:
https://d.puremagic.com/issues/show_bug.cgi?id=12023
;-)
Kind Regards
Benjamin Thaut
for me is
not even contained within any version or debug block. See:
http://d.puremagic.com/issues/show_bug.cgi?id=11280
Kind Regards
Benjamin Thaut
Am 14.10.2013 23:19, schrieb Walter Bright:
On 10/14/2013 6:25 AM, Benjamin Thaut wrote:
I'm also getting random missing symbol linker errors with both dmd
2.063.2 and
dmd 2.064. But only on 32-bit windows. On 64-bit windows it works fine.
This is really frustrating...
Is it possible you
Am 15.10.2013 11:25, schrieb Walter Bright:
On 10/15/2013 1:50 AM, Benjamin Thaut wrote:
Am 14.10.2013 23:19, schrieb Walter Bright:
On 10/14/2013 6:25 AM, Benjamin Thaut wrote:
I'm also getting random missing symbol linker errors with both dmd
2.063.2 and
dmd 2.064. But only on 32-bit
Am 13.10.2013 00:16, schrieb Walter Bright:
http://ftp.digitalmars.com/dmd2beta.zip
This zip does not contain the latest version of Optlink.
The one at http://ftp.digitalmars.com/optlink.zip seems to be newer.
Kind Regards
Benjamin Thaut
Am 14.10.2013 10:59, schrieb Walter Bright:
On 10/14/2013 12:50 AM, Benjamin Thaut wrote:
Am 13.10.2013 00:16, schrieb Walter Bright:
http://ftp.digitalmars.com/dmd2beta.zip
This zip does not contain the latest version of Optlink.
The one at http://ftp.digitalmars.com/optlink.zip seems
Am 13.10.2013 00:16, schrieb Walter Bright:
http://ftp.digitalmars.com/dmd2beta.zip
Current list of regressions:
http://d.puremagic.com/issues/buglist.cgi?query_format=advancedbug_severity=regressionbug_status=NEWbug_status=ASSIGNEDbug_status=REOPENED
This isn't a release candidate, in
Am 14.10.2013 15:14, schrieb Benjamin Thaut:
Am 13.10.2013 00:16, schrieb Walter Bright:
http://ftp.digitalmars.com/dmd2beta.zip
Current list of regressions:
http://d.puremagic.com/issues/buglist.cgi?query_format=advancedbug_severity=regressionbug_status=NEWbug_status=ASSIGNEDbug_status
Am 13.07.2013 13:10, schrieb Jakob Ovrum:
On Friday, 12 July 2013 at 06:53:48 UTC, Benjamin Thaut wrote:
Feedback is welcome.
One of the article says that only one AliasThis is allowed per type,
which is only half the truth. Multiple AliasThis are meant to be allowed
by the language but has
implict conversion idiom: http://3d.benjamin-thaut.de/?p=90
2) D templated interface idiom: http://3d.benjamin-thaut.de/?p=94
Feedback is welcome.
Kind Regards
Benjamin Thaut
user defined types. D does
not have implict construction, or implict casting like C++ does. I did
not talk about builtin types.
--
Kind Regards
Benjamin Thaut
Am 12.07.2013 17:12, schrieb Tobias Pankrath:
On Friday, 12 July 2013 at 09:42:28 UTC, Benjamin Thaut wrote:
D strives to prevent implict conversion between user defined types at
all costs.
I don't think this is true. Implicit conversions are very useful. What D
prevents are implicit
Am 12.07.2013 15:26, schrieb Ary Borenszweig:
On 7/12/13 3:53 AM, Benjamin Thaut wrote:
I started a small article series on D specific patterns idioms on my
blog. I'm going to add more over time and hope that there are at least
some in there which are not already known to everyone.
You can
Am 12.07.2013 21:00, schrieb Walter Bright:
On 7/12/2013 2:42 AM, Benjamin Thaut wrote:
D strives to prevent implicit conversion between user defined types at
all costs.
Ok - but I think it would be clearer if the statement added for user
defined types.
For me there is already a between
Am 08.06.2013 09:50, schrieb Rainer Schuetze:
On 06.06.2013 22:27, Benjamin Thaut wrote:
Am 06.06.2013 08:28, schrieb Rainer Schuetze:
On 05.06.2013 16:14, bearophile wrote:
Andrei Alexandrescu:
http://www.reddit.com/r/programming/comments/1fpw2r
out issues in
the language you can't really do anything about.
Kind Regards
Benjamin Thaut
in my eyes.
Kind Regards
Benjamin Thaut
Am 20.03.2013 13:42, schrieb Jacob Carlborg:
On 2013-03-20 08:57, Benjamin Thaut wrote:
You still can't replace evertything with custom alloc templates and have
nice syntax. There are at least two cases where it does not work nicely:
1) Arrays (no new T [size] syntax)
2) Inner classes
Am 11.03.2013 02:41, schrieb Vladimir Panteleev:
On Sunday, 10 March 2013 at 18:07:26 UTC, Benjamin Thaut wrote:
I struggeled building mingw-gdc the past few days, so I though I post
up to date build instructions now that I figured how it works:
http://3d.benjamin-thaut.de/?p=71#more-71
I struggeled building mingw-gdc the past few days, so I though I post up
to date build instructions now that I figured how it works:
http://3d.benjamin-thaut.de/?p=71#more-71
Kind Regards
Benjamin Thaut
Am 08.02.2013 08:18, schrieb Walter Bright:
On 2/7/2013 10:36 PM, Oleg Kuporosov wrote:
That is cool, but what is the target platform - Win/Lin, 32/64?
Initially, Linux. Once that is worked out, doing the others should be
straightforward.
Well windows will be quite some work because DLLs
Am 05.01.2013 12:15, schrieb Jacob Carlborg:
On 2012-12-30 13:32, Benjamin Thaut wrote:
An article about runtime code reloading in the context of game
developement. A topic I'm currently working on in my spare time. I hope
it holds some valuable information for everyone working with D.
http
Am 05.01.2013 05:24, schrieb ixid:
On Monday, 31 December 2012 at 14:40:48 UTC, Benjamin Thaut wrote:
Am 31.12.2012 15:02, schrieb DypthroposTheImposter:
Do you find that D without GC is more effective than C++? Seems like
you would be stuck using structs which seems somewhat limiting, even
Am 06.01.2013 12:17, schrieb Jacob Carlborg:
On 2013-01-06 11:30, Benjamin Thaut wrote:
Yes I know flectioned. But I did not require that much RTTI information.
No I'M not manually triggering the code for generating the RTTI. As
mentioned in the article it is done via the RTInfo template
Am 06.01.2013 12:50, schrieb Jacob Carlborg:
On 2013-01-06 12:28, Benjamin Thaut wrote:
It does not exist. The current RTInfo template just outputs a null
pointer for every type.
Yes, but it still exists.
It is planned that the RTInfo template will be
used for a percise GC in the future
Am 06.01.2013 13:23, schrieb Jacob Carlborg:
On 2013-01-06 13:19, Benjamin Thaut wrote:
Here is the full implementation if you are interested:
https://github.com/Ingrater/druntime/blob/master/src/rtti.d
Thanks. Is that possible to do without having to modify the runtime?
No. The template
this exists.
There was a language change request for it in the wiki, but I can't find
it anymore.
Kind Regards
Benjamin Thaut
instead of random static initalizers,
code generation isnstead of huge amounts of boilerplate code and many
other features are the cause of this.
Kind Regards
Benjamin Thaut
Regards
Benjamin Thaut
An article about runtime code reloading in the context of game
developement. A topic I'm currently working on in my spare time. I hope
it holds some valuable information for everyone working with D.
http://3d.benjamin-thaut.de/?p=25
Kind Regards
Benjamin Thaut
file
(.lib). If the POD struct is directly in the main executable everything
works just fine. The only hint Walter gave me when I opened a thread in
the D newsgroup was look at the difference of the object files.
I don't really know how that should be done atm.
Kind Regards
Benjamin Thaut
Did you do something special about the GC?
Does it run at all or do you somehow pool your objects?
Kind Regards
Benjamin Thaut
is sounds like you are doing manual memory management
after all.
Kind Regards
Benjamin Thaut
. With this piece of
code removed the manual memory managed version runs at 5 ms which is 200
FPS and thus nearly 3 times as fast as the GC collected version.
Kind Regards
Benjamin Thaut
the WinBase.h header file and
_InterlockedIncrement.
But that doesn't say it always is. Oh well, now I know some of the Win32
API only exists in the compiler.
What about core.atomic.atomicOp!+= ?
Kind Regards
Benjamin Thaut
Am 10.09.2012 09:07, schrieb Walter Bright:
On 9/9/2012 10:07 PM, Benjamin Thaut wrote:
Am 09.09.2012 23:37, schrieb Walter Bright:
On 9/9/2012 1:56 PM, Nick Sabalausky wrote:
Any particular version requirements on MSVC? Or too early to tell?
Beats me. I just bought VC and am making it work
Am 10.09.2012 10:35, schrieb Walter Bright:
On 9/10/2012 12:56 AM, Benjamin Thaut wrote:
Hm, a major showstopper for the current DLL support ist, that dmd does
not
generate code to correctly import data symbols.
What is the bugzilla entry for that?
Its a pretty old ticket,
Rainer Schulze
The full sourcecode for the non-GC version is now aviable on github. The
GC version will follow soon.
https://github.com/Ingrater/Spacecraft
Kind Regards
Benjamin Thaut
and a dll compatible c-runtime.
Kind Regards
Benjamin Thaut
Am 07.09.2012 01:53, schrieb Sean Kelly:
On Sep 6, 2012, at 10:50 AM, Benjamin Thaut c...@benjamin-thaut.de wrote:
Am 06.09.2012 15:30, schrieb ponce:
The problem with intstrumentation is, that I can not recompile
druntime for the MinGW GDC, as this is not possible with the binary
release
added to
druntime.
- The neccessary changes to phobos would break a lot of code because
some of the function properties like pure couldn't be used any more, as
a result of language limitations.
Kind Regards
Benjamin Thaut
Am 06.09.2012 01:10, schrieb Walter Bright:
On 9/5/2012 4:03 AM, Benjamin Thaut wrote:
GC collection times:
DMD GC Version: 8.9 ms
GDC GC Version: 4.1 ms
I'd like it if you could add some instrumentation to see what accounts
for the time difference. I presume they both use the same D source
for suggestions.
Kind Regards
Benjamin Thaut
the manual managed version is twice as fast as the garbage
collected one. Even the highly optimized version created with GDC is
still slower the the manual memory management.
You can find the full article at:
http://3d.benjamin-thaut.de/?p=20#more-20
Feedback is welcome.
Kind Regards
Benjamin
of the language allocate and you
don't event notice it when using the GC.
Just to clarify, I'm into 3d engine developement since about 7 years
now. So I'm not a newcomer to the subject.
Kind Regards
Benjamin Thaut
Am 05.09.2012 14:07, schrieb Benjamin Thaut:
class A {}
class B : A{}
A a = new A();
B b = new B();
if(a == b) //this will allocate
{
}
Should be:
class A {}
class B : A{}
const(A) a = new A();
const(B) b = new B();
if(a == b) //this will allocate
{
}
allocates, due to array concardination.
But this only happens, if they are not of the same type, and if one of
them has a storage qualifier.
Kind Regards
Benjamin Thaut
Am 05.09.2012 14:34, schrieb Peter Alexander:
On Wednesday, 5 September 2012 at 12:27:05 UTC, Benjamin Thaut wrote:
Then because they are const, TypeInfo_Const.toString() will be called:
override string toString()
{
return cast(string) (const( ~ base.toString
Am 05.09.2012 15:07, schrieb Iain Buclaw:
On 5 September 2012 14:04, Iain Buclaw ibuc...@ubuntu.com wrote:
On 5 September 2012 13:27, Benjamin Thaut c...@benjamin-thaut.de wrote:
Am 05.09.2012 14:14, schrieb Alex Rønne Petersen:
Where's the catch? From looking in druntime, I don't see where
Am 05.09.2012 16:57, schrieb bearophile:
Benjamin Thaut:
http://3d.benjamin-thaut.de/?p=20#more-20
Regardind your issues list, most of them are fixable, like the one
regarding array literals, and even the one regarding the invariant handler.
But I didn't know about this, and I don't know
of GDC Mingw. You
need the complete build setup for GDC mingw to do that. As this is not
documented very well and quite some work I didn't go through that
additional effort.
Kind Regards
Benjamin Thaut
My standard library is now aviable on github:
https://github.com/Ingrater/thBase
Kind Regards
Benjamin Thaut
Benjamin Thaut
Am 10.10.2010 21:31, schrieb Denis Koroskin:
On Wed, 06 Oct 2010 15:50:25 +0400, Benjamin Thaut
c...@benjamin-thaut.de wrote:
I wrote a small piece of sourcecode that generates stacktraces in D
2.0 under
windows. It works both with the pdb and cv debug symbol format. For
Exceptions
converting your application with cv2pdb to pdb debugging symbols and see
if this fixes the problem.
--
Kind Regards
Benjamin Thaut
main file.
For more informaiton and the download go to:
http://3d.benjamin-thaut.de
Let me know what you think.
Kind Regards
Benjamin Thaut
That thread is from me. I did not issue a bug report yet, but I posted a
question
if there was any progress on this issue.
Kind Regards
Benjamin Thaut
You have to compile with the -g option so that dmd produces debugging symbols.
Without symbols you will get just the addresses in your callstack. Didn't check
for warnings, will fix that.
Kind Regards
Benjamin Thaut
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