Re: D/Objective-C 64bit

2014-12-16 Thread Jacob Carlborg via Digitalmars-d-announce

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

2014-12-16 Thread Dicebot via Digitalmars-d-announce
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

2014-12-16 Thread Joel via Digitalmars-d-announce

[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

2014-12-16 Thread Joseph Rushton Wakeling via Digitalmars-d-announce

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

2014-12-16 Thread uri via Digitalmars-d-announce

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

2014-12-16 Thread poucave via Digitalmars-d-announce

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

2014-12-16 Thread Shehzan via Digitalmars-d-announce
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

2014-12-16 Thread Ali Çehreli via Digitalmars-d-announce

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

2014-12-16 Thread Mengu via Digitalmars-d-announce

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

2014-12-16 Thread Namespace via Digitalmars-d-announce

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

2014-12-16 Thread Stefan Koch via Digitalmars-d-announce

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

2014-12-16 Thread TiberiuGal via Digitalmars-d-announce

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

2014-12-16 Thread Joel via Digitalmars-d-announce

[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.