Re: D/Objective-C 64bit
On 2014-11-04 10:07, Christian Schneider wrote: Ok, some more info: I changed the mapping in tableview.d to: void setDoubleAction(void __selector(ObjcObject)) [setDoubleAction:] ; This should be the way to do it. Now in the implementation of the action: void doubleClickAction(ObjcObject sender) { NSLog("double click action") ; NSLog("the sender: %@", sender) ; } This works fine and prints the log: 2014-11-04 10:01:57.967 tableview[9988:507] the sender: But now I would like to do something with this sender, like I do often in an Objective-C project: NSTableView tableView = cast(NSTableView)sender ; I get a EXC_BAD_ACCESS (SIGSEGV) on this line. Only when I replace both ObjcObject with NSObject (in tableview.d, the mapping, and the target action) this cast works. I might be missing something obvious here. This should be fixed now in my forks [1] [2]. Note, I've also replaced the selector syntax, [foo], with a compiler recognized UDA, @selector("foo"). [1] https://github.com/jacob-carlborg/dmd/tree/d-objc [2] https://github.com/jacob-carlborg/druntime/tree/d-objc -- /Jacob Carlborg
Re: Blog: making sure your D projects won't break
On Wednesday, 17 December 2014 at 01:40:05 UTC, Joseph Rushton Wakeling wrote: Thanks very much for this, it's a very valuable piece of work. I'd be very happy if you were to add https://github.com/WebDrake/Dgraph https://github.com/WebDrake/hap to your testing list. I've just tried them out with latest git-master dmd and pushed appropriate fixes (Dgraph had some arrays declared C-style, hap.random had some typetuple import failures). Done. Send me an e-mail to pub...@dicebot.lv with your e-mail to put for build failure notifications
Re: Dgame 0.3.2
[snip] I'm glad to hear that. :) Maybe I will come back but currently I'm absolute happy with C++ (11, 14) I would second that, on having Dgame maintained. That is nice to hear. :) I will try to maintain Dgame in my holidays next week, if you have any questions, you can post them on the github issue page, I will respond as soon as possible. Thanks Namespace.
Re: Blog: making sure your D projects won't break
On Monday, 15 December 2014 at 05:51:56 UTC, Dicebot wrote: Short story about my attempt to put a bit more efforts in detecting user projects breakage by compiler changes: http://blog.dicebot.lv/2014/12/making-sure-your-d-projects-wont-break.html Quoting important bit: "It is quite likely that only few of you will want to spend that much time to simply be able to report regressions in time. I'd still want to see much more healthy library ecosystem out there thus simple proposal - poke me via e-mail and I will gladly add any of you projects to the system I have already configured. There is a one requirement though : you must be willing to actually investigate found regressions and report them to bugzilla or workaround in your project. If that sounds OK to you, just let me know" Ironically not a single of few projects I have tried adding currently compiles with a dmd git master - will add more as issues get resolved. Thanks very much for this, it's a very valuable piece of work. I'd be very happy if you were to add https://github.com/WebDrake/Dgraph https://github.com/WebDrake/hap to your testing list. I've just tried them out with latest git-master dmd and pushed appropriate fixes (Dgraph had some arrays declared C-style, hap.random had some typetuple import failures).
Re: Sargon component library now on Dub
On Tuesday, 16 December 2014 at 23:16:32 UTC, poucave wrote: On Sunday, 14 December 2014 at 13:31:57 UTC, disapoint wrote: On Sunday, 14 December 2014 at 03:26:56 UTC, Walter Bright wrote: http://code.dlang.org/packages/sargon These two modules failed to generate much interest in incorporating them into Phobos, but I'm still rather proud of them :-) Here they are: ◦sargon.lz77 - algorithms to compress and expand with LZ77 compression algorithm ◦sargon.halffloat - IEEE 754 half-precision binary floating point format binary16 I'll be adding more in the future. how about you take the time to add a complete set of window headers before more people loose customers or their reputation? http://www.linternaute.com/proverbe/710/un-mauvais-ouvrier-a-toujours-de-mauvais-outils/ touché :-)
Re: Sargon component library now on Dub
On Sunday, 14 December 2014 at 13:31:57 UTC, disapoint wrote: On Sunday, 14 December 2014 at 03:26:56 UTC, Walter Bright wrote: http://code.dlang.org/packages/sargon These two modules failed to generate much interest in incorporating them into Phobos, but I'm still rather proud of them :-) Here they are: ◦sargon.lz77 - algorithms to compress and expand with LZ77 compression algorithm ◦sargon.halffloat - IEEE 754 half-precision binary floating point format binary16 I'll be adding more in the future. how about you take the time to add a complete set of window headers before more people loose customers or their reputation? http://www.linternaute.com/proverbe/710/un-mauvais-ouvrier-a-toujours-de-mauvais-outils/
Re: ArrayFire, a GPU library, is now open source
Am I the only one to be left completely cold with the new wave of C++ to GPU libraries (Bolt/ArrayFire/OpenACC) which take back the control compute APIs give? For example this one removes double precision and multiple devices, something that is builtin with OpenCL. These libraries build on the myth that GPU's power can be harnessed without pain, but at one point you have to expose the multiple levels of parallelism that GPU have, use spatial cache locality, etc. This is like, a 60% solution. I am one of the developers of ArrayFire. As we went open source, we removed all restrictions that were put in place for our older commercial version. That is, double precision and multiple device are are part of the open source project. We also support CPU and OpenCL backends along with CUDA. This way, you can use the same ArrayFire code to run across any of those technologies without changes. All you need to do is link the correct library. We used a BSD 3-Clause license to make it easy for everyone to use in their own projects. Here is a blog I made about implementing Conway's Game of Life using ArrayFire http://arrayfire.com/conways-game-of-life-using-arrayfire/. It demonstrates how easy it is to use ArrayFire. Our goal is to make it easy for people to get started with GPU programming and break down the barrier for non-programmers to use the hardware efficiently. I agree that complex algorithms require more custom solutions, but once you get started, things become much easier.
Re: "Programming in D" book, decent ebook versions
On 12/16/2014 07:55 AM, Mengu wrote: is the source open at somewhere so i can help? https://bitbucket.org/acehreli/ddili/ Ali
Re: "Programming in D" book, decent ebook versions
On Monday, 15 December 2014 at 19:45:34 UTC, Ali Çehreli wrote: On 12/15/2014 03:17 AM, Mengu wrote: > blank space on the left which is caused by the width of the div#content. I was hoping that no one would notice. :p > if you can change width in styling of div#content The design of the whole site is less than ideal. :-/ I've done the easiest thing and introduced an English menu in that space: http://ddili.org/ders/d.en/ Ali is the source open at somewhere so i can help?
Re: Dgame 0.3.2
On Tuesday, 16 December 2014 at 08:28:43 UTC, Joel wrote: [snip] Sorry to hear you've left D behind! Hopefully it's only temporarily because I'm finding Dgame is great fun to use. Cheers, uri I'm glad to hear that. :) Maybe I will come back but currently I'm absolute happy with C++ (11, 14) I would second that, on having Dgame maintained. That is nice to hear. :) I will try to maintain Dgame in my holidays next week, if you have any questions, you can post them on the github issue page, I will respond as soon as possible.
Re: [OT?] C compiler written form scratch in D
please tell me what concepts you would like to have explained. perhaps I should do a live-stream for Q&A maybe ?
Re: [OT?] C compiler written form scratch in D
On Monday, 15 December 2014 at 12:37:18 UTC, Stefan Koch wrote: New videos are online :) part 1: https://www.youtube.com/watch?v=_YAUfd41URA part 2: https://www.youtube.com/watch?v=RGLgiPhwskM please give me feedback in this thread Hi. I'm an intermediate level programmer and I'm interested in learning about compilers, so I was very exited when I red your post, and I hope you'll continue. A few suggestions I have: 1. maybe you should pick your target audience, and only talk to that audience. I don't think you need to explain while loops to people who want to learn compilers and you can't teach compilers to people who don't get while loops. 2. talk more about concepts and decision making instead of source - we can follow the source, but there is no obvious answer to "why". So, for example, you go through the source for the lexer, but maybe you should talk instead about the lexer concept- What is it, How will it work, What's the input and output?! 3. it was already mentioned, but it's worth stressing: you should script your recordings. 4. There are a few easy tricks to achieve good quality audio with standard microphones. Maybe if you script your video, and provide the script , the audio will not matter that much. 5. remove the long pauses. we can pause the video if we need more time to process. So, I'm waiting for the next videos, thank you
Re: Dgame 0.3.2
[snip] Sorry to hear you've left D behind! Hopefully it's only temporarily because I'm finding Dgame is great fun to use. Cheers, uri I'm glad to hear that. :) Maybe I will come back but currently I'm absolute happy with C++ (11, 14) I would second that, on having Dgame maintained.