Re: Dgame revived
On Sunday, 22 February 2015 at 09:05:16 UTC, Mike Parker wrote: On 2/22/2015 2:43 PM, Gan wrote: dub.json: { name: game, description: game, dependencies: { dgame: ~master } } First, you need to change your dependency to something like this: dependencies: { dgame: ~0.4.0 } Or you can use ==0.4.0, or =0.4.0. Just don't use branch-based dependencies anymore (like ~master) as those are deprecated. Second, there's a bug in Dgame's dub.json, which is causing compilation to error out. I'll post a PR for it. I have the PR merged, the problem should be fixed now. Thanks to you and growlercab.
Re: quick-and-dirty minimalistic LISP engine
With master dmd I'm getting milf.d(2): Error: ';' expected following module declaration instead of is milf.d(2): Error: no identifier for declarator aliced milf.d(99): Deprecation: typedef is removed milf.d(223): Error: basic type expected, not ; milf.d(223): Error: no identifier for declarator int milf.d(352): Error: no identifier for declarator CellCons milf.d(352): Error: declaration expected, not 'body' milf.d(359): Error: found 'body' instead of statement milf.d(374): Error: expression expected, not 'body' milf.d(380): Error: expression expected, not 'body' milf.d(760): Error: expression expected, not 'auto' milf.d(760): Error: found 's' when expecting ')' milf.d(760): Error: found '=' instead of statement milf.d(795): Error: declaration expected, not 'if' milf.d(796): Error: declaration expected, not 'if' milf.d(799): Error: declaration expected, not 'for' milf.d(799): Error: declaration expected, not ')' milf.d(801): Error: declaration expected, not 'if' milf.d(802): Error: no identifier for declarator stloc milf.d(802): Error: declaration expected, not '=' milf.d(804): Error: function declaration without return type. (Note that constructors are always named 'this') Also, there was no alias usize = size_t; There is no typedef and body is reserved word. Here is what I got: https://gist.github.com/MrSmith33/9bedde7b0721a6b40666
Re: dfmt 0.1.0
Brian Schott wrote in message news:updwbngwrilngxhun...@forum.dlang.org... dfmt is a D source code formatting tool. https://github.com/Hackerpilot/dfmt/ https://github.com/Hackerpilot/dfmt/releases/tag/v0.1.0 Is this on code.dlang.org? I can't find it.
Re: dfmt 0.1.0
On Sunday, 22 February 2015 at 09:07:16 UTC, Brian Schott wrote: On Sunday, 22 February 2015 at 08:48:16 UTC, Brian Schott wrote: On Friday, 20 February 2015 at 02:21:01 UTC, Brian Schott wrote: dfmt is a D source code formatting tool. https://github.com/Hackerpilot/dfmt/ https://github.com/Hackerpilot/dfmt/releases/tag/v0.1.0 I just tagged 0.1.1. The only change is a bug fix for a case where certain long lines with parenthesis wouldn't wrap properly. v0.1.2 is tagged... Move fast: things are broken, or something like that. Just submitted a PR to include pesky braces a la https://twitter.com/thedirtycoder/status/569339014085517312
Re: Reloaded for dub
On Friday, 20 February 2015 at 14:00:33 UTC, Kingsley wrote: Hi Just thought I would share this in case anyone else finds it useful. I wrote a tiny utility that detects changes to D files and then rebuilds and re-executes the main binary using dub. I use for developing with vibe.d and other dub D project that have an executable binary. The code is here: https://github.com/kingsleyh/reloaded essentially you just run dub in the root and it builds the reloaded binary. Then you just copy that binary to the root of your dub project and ./reloaded and then as soon as you make a change to a D file your code will be built and executed. You seem to especially target Vibe.d and your approach is based on *restarting* the server. It should be possible to do even better. Reload the server without stopping. Basic idea: Compile your server application as a shared library. Run a small wrapper, which uses the shared library. If a file changes, recompile the library and load it into the wrapper.
Re: dfmt 0.1.0
On Sunday, 22 February 2015 at 09:07:16 UTC, Brian Schott wrote: On Sunday, 22 February 2015 at 08:48:16 UTC, Brian Schott wrote: On Friday, 20 February 2015 at 02:21:01 UTC, Brian Schott wrote: dfmt is a D source code formatting tool. https://github.com/Hackerpilot/dfmt/ https://github.com/Hackerpilot/dfmt/releases/tag/v0.1.0 I just tagged 0.1.1. The only change is a bug fix for a case where certain long lines with parenthesis wouldn't wrap properly. v0.1.2 is tagged... Move fast: things are broken, or something like that. Congratulations to releasing. :) For the record, I think using a D parser in dfmt is a dead end. Surely, for certain cases the additional information is necessary. However, it restricts dfmt to only format syntactically valid snippets. This means you cannot (in general) format parts of a file, e.g. within a diff or editor. Example where parsing helps: foo : bar or foo: bar depending on the context. The former within import statements, the latter within switch statements. Example for a snippet you cannot parse: The body of a switch statement without the switch. The 'case' keyword would be an error. Effectively, you want to parse, but not with a normal parser. Great formatting seems to require a special (more flexible, less correct) parser. This is what clang-format does.
Re: dfmt 0.1.0
On Friday, 20 February 2015 at 02:21:01 UTC, Brian Schott wrote: dfmt is a D source code formatting tool. https://github.com/Hackerpilot/dfmt/ https://github.com/Hackerpilot/dfmt/releases/tag/v0.1.0 I just tagged 0.1.1. The only change is a bug fix for a case where certain long lines with parenthesis wouldn't wrap properly.
Re: dfmt 0.1.0
On Sunday, 22 February 2015 at 08:48:16 UTC, Brian Schott wrote: On Friday, 20 February 2015 at 02:21:01 UTC, Brian Schott wrote: dfmt is a D source code formatting tool. https://github.com/Hackerpilot/dfmt/ https://github.com/Hackerpilot/dfmt/releases/tag/v0.1.0 I just tagged 0.1.1. The only change is a bug fix for a case where certain long lines with parenthesis wouldn't wrap properly. v0.1.2 is tagged... Move fast: things are broken, or something like that.
Re: Dgame revived
On 2/22/2015 2:43 PM, Gan wrote: dub.json: { name: game, description: game, dependencies: { dgame: ~master } } First, you need to change your dependency to something like this: dependencies: { dgame: ~0.4.0 } Or you can use ==0.4.0, or =0.4.0. Just don't use branch-based dependencies anymore (like ~master) as those are deprecated. Second, there's a bug in Dgame's dub.json, which is causing compilation to error out. I'll post a PR for it.
Re: Dgame revived
On Sunday, 22 February 2015 at 05:43:19 UTC, Gan wrote: On Sunday, 22 February 2015 at 01:56:59 UTC, amber wrote: On Saturday, 21 February 2015 at 14:43:57 UTC, Namespace wrote: Today I registered Dgame on DUB. Since I do not currently have much time (I'm currently in my exams period) I hope I did everything right. Let me know if not and what could be improved. Since I left D a while ago, Dgame was also not maintained, but thanks to your demand I will maintain Dgame again. The current goal is to register Dgame successful on DUB. The next goal would be to adapt the webpage and the installation chapter and to re-register the domain dgame.dev.de After that (and after my hopefully successful exams) I will rebuild Dgame from scratch with the goal of a more consistent and better structure and with the idea in mind to use @nogc wherever possible. Cool, thanks for Dgame. I can't seem to build a program with just the main method with DGame on DUB. Error: Building: game (Default) Performing main compilation... /usr/local/bin/dub build game --build=debug Building package spacecraft in /Users/Matt/DGame Test/ Package dsfml can be installed with version ~master. Package dgame can be upgraded from ~master to 0.4.0. Use dub upgrade to perform those changes. WARNING: A deprecated branch based version specification is used for the dependency dgame. Please use numbered versions instead. Also note that you can still use the dub.selections.json file to override a certain dependency to use a branch instead. Building derelict-util 1.9.1 configuration library, build type debug. Running dmd... Error: unrecognized switch '-version=0.4.0' FAIL ../.dub/packages/derelict-util-1.9.1/.dub/build/library-debug-posix.osx-x86_64-dmd_2066-E0DFCC872C8A9F5E0383C82BBC088A37/ DerelictUtil staticLibrary Error executing command build: dmd failed with exit code 1. Exit code 2 Build complete -- 1 error, 0 warnings -- Done -- Build: 1 error, 0 warnings dub.json: { name: game, description: game, dependencies: { dgame: ~master } } Having this problem too. dub.json: { name: game, description: game, dependencies: { dgame: ~0.4.0 } }
Re: Dgame revived
On Sunday, 22 February 2015 at 08:26:16 UTC, Jack wrote: On Sunday, 22 February 2015 at 05:43:19 UTC, Gan wrote: On Sunday, 22 February 2015 at 01:56:59 UTC, amber wrote: On Saturday, 21 February 2015 at 14:43:57 UTC, Namespace wrote: Today I registered Dgame on DUB. Since I do not currently have much time (I'm currently in my exams period) I hope I did everything right. Let me know if not and what could be improved. Since I left D a while ago, Dgame was also not maintained, but thanks to your demand I will maintain Dgame again. The current goal is to register Dgame successful on DUB. The next goal would be to adapt the webpage and the installation chapter and to re-register the domain dgame.dev.de After that (and after my hopefully successful exams) I will rebuild Dgame from scratch with the goal of a more consistent and better structure and with the idea in mind to use @nogc wherever possible. Cool, thanks for Dgame. I can't seem to build a program with just the main method with DGame on DUB. Error: Building: game (Default) Performing main compilation... /usr/local/bin/dub build game --build=debug Building package spacecraft in /Users/Matt/DGame Test/ Package dsfml can be installed with version ~master. Package dgame can be upgraded from ~master to 0.4.0. Use dub upgrade to perform those changes. WARNING: A deprecated branch based version specification is used for the dependency dgame. Please use numbered versions instead. Also note that you can still use the dub.selections.json file to override a certain dependency to use a branch instead. Building derelict-util 1.9.1 configuration library, build type debug. Running dmd... Error: unrecognized switch '-version=0.4.0' FAIL ../.dub/packages/derelict-util-1.9.1/.dub/build/library-debug-posix.osx-x86_64-dmd_2066-E0DFCC872C8A9F5E0383C82BBC088A37/ DerelictUtil staticLibrary Error executing command build: dmd failed with exit code 1. Exit code 2 Build complete -- 1 error, 0 warnings -- Done -- Build: 1 error, 0 warnings dub.json: { name: game, description: game, dependencies: { dgame: ~master } } Having this problem too. dub.json: { name: game, description: game, dependencies: { dgame: ~0.4.0 } } I tried to post this earlier but it didn't go through for some reason... I had the same problem and went to github to report the issue but it's already there with a PR pending. It's a one-line fix. so I manually copied what the PR does and it is now working for me. I had to edit the dub.json file in the Dgame package (under ~/.dub/packages) and remove the versions:[0.4.0] line. Saved the file and rebuilt my own app. All good :) /amber
Re: Dgame revived
On Sunday, 22 February 2015 at 22:29:53 UTC, Namespace wrote: On Sunday, 22 February 2015 at 22:24:59 UTC, Gan wrote: On Sunday, 22 February 2015 at 21:58:13 UTC, John Colvin wrote: On Sunday, 22 February 2015 at 21:34:03 UTC, Foo wrote: I think you need to install the ogg libraries. Derelict, which Dgame uses, only provides bindings to the C/C++ libraries. You still need to get the those libraries for things to work. Sorry I cannot help more. On linux it's just a matter of using the pkg manager (apt, pacman, yum etc.) On MAC I have not idea. I can confirm Dgame 0.4.1 is now working on Linux (Debian x86_64) after I did a dub upgrade. Thanks, amber That is nice to hear. It works for me on Windows 8.1. Someone with a Mac here? I'll try tomorrow if no-one else has. I have a Mac. OS Yosemite 10.10. Macbook Pro 2011. Intel HD 3000, 16gb of ram, i5 CPU. When I run one of your Dgame tutorials I get this error: Derelict loaded GL version: GL21 (GL21), available GL version: 2.1 INTEL-10.0.22 object.Exception@../.dub/packages/dgame-0.4.1/Window/Window.d(144): Your OpenGL version (21) is too low. Need at least GL 3.0. That is strange. Every PC should be be capable to launch at least OpenGL 3.0. Did you try to update your graphic driver? You can't really upgrade your graphics driver on a mac.
Re: Dgame revived
On Sunday, 22 February 2015 at 22:32:44 UTC, Gan wrote: On Sunday, 22 February 2015 at 22:29:53 UTC, Namespace wrote: On Sunday, 22 February 2015 at 22:24:59 UTC, Gan wrote: On Sunday, 22 February 2015 at 21:58:13 UTC, John Colvin wrote: On Sunday, 22 February 2015 at 21:34:03 UTC, Foo wrote: I think you need to install the ogg libraries. Derelict, which Dgame uses, only provides bindings to the C/C++ libraries. You still need to get the those libraries for things to work. Sorry I cannot help more. On linux it's just a matter of using the pkg manager (apt, pacman, yum etc.) On MAC I have not idea. I can confirm Dgame 0.4.1 is now working on Linux (Debian x86_64) after I did a dub upgrade. Thanks, amber That is nice to hear. It works for me on Windows 8.1. Someone with a Mac here? I'll try tomorrow if no-one else has. I have a Mac. OS Yosemite 10.10. Macbook Pro 2011. Intel HD 3000, 16gb of ram, i5 CPU. When I run one of your Dgame tutorials I get this error: Derelict loaded GL version: GL21 (GL21), available GL version: 2.1 INTEL-10.0.22 object.Exception@../.dub/packages/dgame-0.4.1/Window/Window.d(144): Your OpenGL version (21) is too low. Need at least GL 3.0. That is strange. Every PC should be be capable to launch at least OpenGL 3.0. Did you try to update your graphic driver? You can't really upgrade your graphics driver on a mac. Stackoverflow says it is possible. One guy's fix was something like: glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); Cause apparently it supports it.
Re: Dgame revived
On Sunday, 22 February 2015 at 09:30:10 UTC, Namespace wrote: On Sunday, 22 February 2015 at 09:05:16 UTC, Mike Parker wrote: On 2/22/2015 2:43 PM, Gan wrote: dub.json: { name: game, description: game, dependencies: { dgame: ~master } } First, you need to change your dependency to something like this: dependencies: { dgame: ~0.4.0 } Or you can use ==0.4.0, or =0.4.0. Just don't use branch-based dependencies anymore (like ~master) as those are deprecated. Second, there's a bug in Dgame's dub.json, which is causing compilation to error out. I'll post a PR for it. I have the PR merged, the problem should be fixed now. Thanks to you and growlercab. Now it builds though crashes on run with this error: init openAL derelict.util.exception.SharedLibLoadException@../../.dub/packages/derelict-util-1.9.1/source/derelict/util/exception.d(35): Failed to load one or more shared libraries: libogg.dylib - dlopen(libogg.dylib, 2): image not found libogg.0.dylib - dlopen(libogg.0.dylib, 2): image not found Error executing command run: Program exited with code 1 Press any key to continue...
Re: Dgame revived
Now it builds though crashes on run with this error: init openAL derelict.util.exception.SharedLibLoadException@../../.dub/packages/derelict-util-1.9.1/source/derelict/util/exception.d(35): Failed to load one or more shared libraries: libogg.dylib - dlopen(libogg.dylib, 2): image not found libogg.0.dylib - dlopen(libogg.0.dylib, 2): image not found Error executing command run: Program exited with code 1 Press any key to continue... That sounds strange. Have you already tried to update the libraries? BTW: The domain is back in action: http://dgame-dev.de/ But I still need to update the installations chapter.
Re: Dgame revived
On Sunday, 22 February 2015 at 21:34:03 UTC, Foo wrote: I think you need to install the ogg libraries. Derelict, which Dgame uses, only provides bindings to the C/C++ libraries. You still need to get the those libraries for things to work. Sorry I cannot help more. On linux it's just a matter of using the pkg manager (apt, pacman, yum etc.) On MAC I have not idea. I can confirm Dgame 0.4.1 is now working on Linux (Debian x86_64) after I did a dub upgrade. Thanks, amber That is nice to hear. It works for me on Windows 8.1. Someone with a Mac here? I'll try tomorrow if no-one else has.
Re: Dgame revived
On Sunday, 22 February 2015 at 22:32:44 UTC, Gan wrote: On Sunday, 22 February 2015 at 22:29:53 UTC, Namespace wrote: On Sunday, 22 February 2015 at 22:24:59 UTC, Gan wrote: On Sunday, 22 February 2015 at 21:58:13 UTC, John Colvin wrote: On Sunday, 22 February 2015 at 21:34:03 UTC, Foo wrote: I think you need to install the ogg libraries. Derelict, which Dgame uses, only provides bindings to the C/C++ libraries. You still need to get the those libraries for things to work. Sorry I cannot help more. On linux it's just a matter of using the pkg manager (apt, pacman, yum etc.) On MAC I have not idea. I can confirm Dgame 0.4.1 is now working on Linux (Debian x86_64) after I did a dub upgrade. Thanks, amber That is nice to hear. It works for me on Windows 8.1. Someone with a Mac here? I'll try tomorrow if no-one else has. I have a Mac. OS Yosemite 10.10. Macbook Pro 2011. Intel HD 3000, 16gb of ram, i5 CPU. When I run one of your Dgame tutorials I get this error: Derelict loaded GL version: GL21 (GL21), available GL version: 2.1 INTEL-10.0.22 object.Exception@../.dub/packages/dgame-0.4.1/Window/Window.d(144): Your OpenGL version (21) is too low. Need at least GL 3.0. That is strange. Every PC should be be capable to launch at least OpenGL 3.0. Did you try to update your graphic driver? You can't really upgrade your graphics driver on a mac. This sounds similar: http://stackoverflow.com/questions/5294295/how-to-do-opengl-3-programming-on-os-x-with-a-geforce-9400 I'm sorry, in my next upgrade I will use GLEW, that should solve the problem. Maybe I can start the upgrade before end of march.
Re: quick-and-dirty minimalistic LISP engine
On Sun, 22 Feb 2015 10:40:24 +, MrSmith wrote: p.s. do you know that `macro` is a keyword? and that it does nothing and TOKmacro is not used anywhere? ah, the hidden joys of D! signature.asc Description: PGP signature
Re: quick-and-dirty minimalistic LISP engine
On Sun, 22 Feb 2015 10:40:24 +, MrSmith wrote: With master dmd I'm getting milf.d(2): Error: ';' expected following module declaration instead of is that is exactly what i wanted. the only vanilla version is that in zip, the aliced version will not compile by vanilla DMD. didn't the line `module milf is aliced;` rings the bell? Aliced is still D, but with additions i found right for me. so you are right: Aliced doesn't need alias for `size_t`, it has `typedef`, `body` is not keyword in it and so on. signature.asc Description: PGP signature
Re: Dgame revived
On Sunday, 22 February 2015 at 22:24:59 UTC, Gan wrote: On Sunday, 22 February 2015 at 21:58:13 UTC, John Colvin wrote: On Sunday, 22 February 2015 at 21:34:03 UTC, Foo wrote: I think you need to install the ogg libraries. Derelict, which Dgame uses, only provides bindings to the C/C++ libraries. You still need to get the those libraries for things to work. Sorry I cannot help more. On linux it's just a matter of using the pkg manager (apt, pacman, yum etc.) On MAC I have not idea. I can confirm Dgame 0.4.1 is now working on Linux (Debian x86_64) after I did a dub upgrade. Thanks, amber That is nice to hear. It works for me on Windows 8.1. Someone with a Mac here? I'll try tomorrow if no-one else has. I have a Mac. OS Yosemite 10.10. Macbook Pro 2011. Intel HD 3000, 16gb of ram, i5 CPU. When I run one of your Dgame tutorials I get this error: Derelict loaded GL version: GL21 (GL21), available GL version: 2.1 INTEL-10.0.22 object.Exception@../.dub/packages/dgame-0.4.1/Window/Window.d(144): Your OpenGL version (21) is too low. Need at least GL 3.0. That is strange. Every PC should be be capable to launch at least OpenGL 3.0. Did you try to update your graphic driver?
Re: Dgame revived
On Sunday, 22 February 2015 at 22:49:16 UTC, Namespace wrote: Stackoverflow says it is possible. One guy's fix was something like: glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); Cause apparently it supports it. Ok, you could try to use something identical in the Window constructor: https://github.com/Dgame/Dgame/blob/master/Window/Window.d#L124 SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0); Adding these lines before window creation make it load up to OpenGL 3.3: SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 3); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 2); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE); It runs now except it only displays a white screen. I'm testing your shapes tutorial.
Re: Dgame revived
On Sunday, 22 February 2015 at 20:42:20 UTC, Gan wrote: On Sunday, 22 February 2015 at 09:30:10 UTC, Namespace wrote: On Sunday, 22 February 2015 at 09:05:16 UTC, Mike Parker wrote: On 2/22/2015 2:43 PM, Gan wrote: dub.json: { name: game, description: game, dependencies: { dgame: ~master } } First, you need to change your dependency to something like this: dependencies: { dgame: ~0.4.0 } Or you can use ==0.4.0, or =0.4.0. Just don't use branch-based dependencies anymore (like ~master) as those are deprecated. Second, there's a bug in Dgame's dub.json, which is causing compilation to error out. I'll post a PR for it. I have the PR merged, the problem should be fixed now. Thanks to you and growlercab. Now it builds though crashes on run with this error: init openAL derelict.util.exception.SharedLibLoadException@../../.dub/packages/derelict-util-1.9.1/source/derelict/util/exception.d(35): Failed to load one or more shared libraries: libogg.dylib - dlopen(libogg.dylib, 2): image not found libogg.0.dylib - dlopen(libogg.0.dylib, 2): image not found Error executing command run: Program exited with code 1 Press any key to continue... I think you need to install the ogg libraries. Derelict, which Dgame uses, only provides bindings to the C/C++ libraries. You still need to get the those libraries for things to work. Sorry I cannot help more. On linux it's just a matter of using the pkg manager (apt, pacman, yum etc.) On MAC I have not idea. I can confirm Dgame 0.4.1 is now working on Linux (Debian x86_64) after I did a dub upgrade. Thanks, amber
Re: Dgame revived
On OSX you can load either legacy version of OpenGL so 1.x/2.x or 3.x+. Not both. I found this out for Devisualization.Window. Most likely dgame by default is loading it in legacy mode. Text tutorial doesn't work either on Mac. Just a blank white screen. I will look into it this evening.
Re: Dgame revived
On OSX you can load either legacy version of OpenGL so 1.x/2.x or 3.x+. Not both. I found this out for Devisualization.Window. Most likely dgame by default is loading it in legacy mode. Derelict GL is loading in legacy mode. You have to call 'reload' after creating a valid GL Context to update your OpenGL to the highest possible version. Maybe that doesn't work on Mac?
Re: dfmt 0.1.0
On 2015-02-22 19:52, qznc wrote: Congratulations to releasing. :) For the record, I think using a D parser in dfmt is a dead end. Surely, for certain cases the additional information is necessary. However, it restricts dfmt to only format syntactically valid snippets. This means you cannot (in general) format parts of a file, e.g. within a diff or editor. Example where parsing helps: foo : bar or foo: bar depending on the context. The former within import statements, the latter within switch statements. Example for a snippet you cannot parse: The body of a switch statement without the switch. The 'case' keyword would be an error. It depends on how the parser is implemented. For example, the Eclipse Java parser is very flexible when it comes to this. You can choose to either parse a complete file or just a fragment of code. Effectively, you want to parse, but not with a normal parser. Great formatting seems to require a special (more flexible, less correct) parser. This is what clang-format does. clang-format uses the lexer with the help of the parser. It only changes whitespace. At least according to the talk I watched, which is a couple of years old. -- /Jacob Carlborg
Re: Dgame revived
On 23/02/2015 8:01 p.m., Namespace wrote: On OSX you can load either legacy version of OpenGL so 1.x/2.x or 3.x+. Not both. I found this out for Devisualization.Window. Most likely dgame by default is loading it in legacy mode. Derelict GL is loading in legacy mode. You have to call 'reload' after creating a valid GL Context to update your OpenGL to the highest possible version. Maybe that doesn't work on Mac? This does work on OSX. Again Devisualization.Window supports OpenGL context creation for both legacy and non legacy. It is just dependent upon what you specify as the version to load when creating the context that matters.
Re: Dgame revived
On 23/02/2015 11:33 a.m., Gan wrote: On Sunday, 22 February 2015 at 22:32:44 UTC, Gan wrote: On Sunday, 22 February 2015 at 22:29:53 UTC, Namespace wrote: On Sunday, 22 February 2015 at 22:24:59 UTC, Gan wrote: On Sunday, 22 February 2015 at 21:58:13 UTC, John Colvin wrote: On Sunday, 22 February 2015 at 21:34:03 UTC, Foo wrote: I think you need to install the ogg libraries. Derelict, which Dgame uses, only provides bindings to the C/C++ libraries. You still need to get the those libraries for things to work. Sorry I cannot help more. On linux it's just a matter of using the pkg manager (apt, pacman, yum etc.) On MAC I have not idea. I can confirm Dgame 0.4.1 is now working on Linux (Debian x86_64) after I did a dub upgrade. Thanks, amber That is nice to hear. It works for me on Windows 8.1. Someone with a Mac here? I'll try tomorrow if no-one else has. I have a Mac. OS Yosemite 10.10. Macbook Pro 2011. Intel HD 3000, 16gb of ram, i5 CPU. When I run one of your Dgame tutorials I get this error: Derelict loaded GL version: GL21 (GL21), available GL version: 2.1 INTEL-10.0.22 object.Exception@../.dub/packages/dgame-0.4.1/Window/Window.d(144): Your OpenGL version (21) is too low. Need at least GL 3.0. That is strange. Every PC should be be capable to launch at least OpenGL 3.0. Did you try to update your graphic driver? You can't really upgrade your graphics driver on a mac. Stackoverflow says it is possible. One guy's fix was something like: glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); Cause apparently it supports it. On OSX you can load either legacy version of OpenGL so 1.x/2.x or 3.x+. Not both. I found this out for Devisualization.Window. Most likely dgame by default is loading it in legacy mode.
This Week in D, issue 6 - DConf, ddmd, dmd beta, return ref, install tip
Here's the newest This Week in D, the big news being ddmd and the dmd beta. http://arsdnet.net/this-week-in-d/feb-22.html The tip of this week has to do with installation: as a Slackware user, the new download page made me feel left out, but the zip still works the same, so I decided to call that out so people who want to try the new version will know too. Also on Reddit, hopefully we can get some more dconf attention: http://www.reddit.com/r/programming/comments/2wtkgz/this_week_in_d_6_dconf_ddmd_dmd_beta_return_ref/
Re: Dgame revived
On Monday, 23 February 2015 at 03:03:01 UTC, stewarth wrote: And I can confirm Dgame 0.4.1 is also working with DMD 2.067-b2 on arch linux x86_64. Cheers, stew and the same on Debian x86_64 I'm just told :) /stew
Re: Dgame revived
On Sunday, 22 February 2015 at 20:55:04 UTC, amber wrote: On Sunday, 22 February 2015 at 20:42:20 UTC, Gan wrote: On Sunday, 22 February 2015 at 09:30:10 UTC, Namespace wrote: On Sunday, 22 February 2015 at 09:05:16 UTC, Mike Parker wrote: On 2/22/2015 2:43 PM, Gan wrote: dub.json: { name: game, description: game, dependencies: { dgame: ~master } } First, you need to change your dependency to something like this: dependencies: { dgame: ~0.4.0 } Or you can use ==0.4.0, or =0.4.0. Just don't use branch-based dependencies anymore (like ~master) as those are deprecated. Second, there's a bug in Dgame's dub.json, which is causing compilation to error out. I'll post a PR for it. I have the PR merged, the problem should be fixed now. Thanks to you and growlercab. Now it builds though crashes on run with this error: init openAL derelict.util.exception.SharedLibLoadException@../../.dub/packages/derelict-util-1.9.1/source/derelict/util/exception.d(35): Failed to load one or more shared libraries: libogg.dylib - dlopen(libogg.dylib, 2): image not found libogg.0.dylib - dlopen(libogg.0.dylib, 2): image not found Error executing command run: Program exited with code 1 Press any key to continue... I think you need to install the ogg libraries. Derelict, which Dgame uses, only provides bindings to the C/C++ libraries. You still need to get the those libraries for things to work. Sorry I cannot help more. On linux it's just a matter of using the pkg manager (apt, pacman, yum etc.) On MAC I have not idea. I can confirm Dgame 0.4.1 is now working on Linux (Debian x86_64) after I did a dub upgrade. Thanks, amber And I can confirm Dgame 0.4.1 is also working with DMD 2.067-b2 on arch linux x86_64. Cheers, stew
Re: This Week in D, issue 6 - DConf, ddmd, dmd beta, return ref, install tip
On Monday, 23 February 2015 at 01:14:29 UTC, Adam D. Ruppe wrote: Here's the newest This Week in D, the big news being ddmd and the dmd beta. http://arsdnet.net/this-week-in-d/feb-22.html The tip of this week has to do with installation: as a Slackware user, the new download page made me feel left out, but the zip still works the same, so I decided to call that out so people who want to try the new version will know too. Also on Reddit, hopefully we can get some more dconf attention: http://www.reddit.com/r/programming/comments/2wtkgz/this_week_in_d_6_dconf_ddmd_dmd_beta_return_ref/ I think you should note that ddmd only ports the dmd frontend to D, not any of the backends. The way you describe the port now might mislead some into thinking the entire compiler has been ported.
Re: Dgame revived
On Monday, 23 February 2015 at 00:36:49 UTC, Rikki Cattermole wrote: On 23/02/2015 11:33 a.m., Gan wrote: On Sunday, 22 February 2015 at 22:32:44 UTC, Gan wrote: On Sunday, 22 February 2015 at 22:29:53 UTC, Namespace wrote: On Sunday, 22 February 2015 at 22:24:59 UTC, Gan wrote: On Sunday, 22 February 2015 at 21:58:13 UTC, John Colvin wrote: On Sunday, 22 February 2015 at 21:34:03 UTC, Foo wrote: I think you need to install the ogg libraries. Derelict, which Dgame uses, only provides bindings to the C/C++ libraries. You still need to get the those libraries for things to work. Sorry I cannot help more. On linux it's just a matter of using the pkg manager (apt, pacman, yum etc.) On MAC I have not idea. I can confirm Dgame 0.4.1 is now working on Linux (Debian x86_64) after I did a dub upgrade. Thanks, amber That is nice to hear. It works for me on Windows 8.1. Someone with a Mac here? I'll try tomorrow if no-one else has. I have a Mac. OS Yosemite 10.10. Macbook Pro 2011. Intel HD 3000, 16gb of ram, i5 CPU. When I run one of your Dgame tutorials I get this error: Derelict loaded GL version: GL21 (GL21), available GL version: 2.1 INTEL-10.0.22 object.Exception@../.dub/packages/dgame-0.4.1/Window/Window.d(144): Your OpenGL version (21) is too low. Need at least GL 3.0. That is strange. Every PC should be be capable to launch at least OpenGL 3.0. Did you try to update your graphic driver? You can't really upgrade your graphics driver on a mac. Stackoverflow says it is possible. One guy's fix was something like: glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3); glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3); glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE); glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); Cause apparently it supports it. On OSX you can load either legacy version of OpenGL so 1.x/2.x or 3.x+. Not both. I found this out for Devisualization.Window. Most likely dgame by default is loading it in legacy mode. Text tutorial doesn't work either on Mac. Just a blank white screen.