Re: Proposed: start DConf days one hour later

2016-04-27 Thread Mithun Hunsur via Digitalmars-d-announce

On Thursday, 28 April 2016 at 04:47:38 UTC, Rory McGuire wrote:
On 28 Apr 2016 6:30 AM, "Mithun Hunsur via 
Digitalmars-d-announce" < digitalmars-d-announce@puremagic.com> 
wrote:


On Thursday, 28 April 2016 at 03:44:51 UTC, Mike Parker wrote:


On Wednesday, 27 April 2016 at 18:36:54 UTC, Andrei 
Alexandrescu wrote:


The folks at Sociomantic suggested to start at 10:00 AM 
instead of 9:00
AM, therefore shifting the end time by one as well. Please 
reply with thoughts on this! We're particularly concerned about 
folks who need to take off early on Friday. -- Andrei



+1



Hmm; my talk's at 3:30pm on Friday (4:30pm after this change), 
which
means I'd leave at 5:30pm. My flight out of Berlin is at 
9:30pm; how long does it take to get from the venue to the 
airport? (I'll probably have to skip the last talk of Friday, 
which is a shame.)


Check Google maps. Google maps can even guess how long it will 
take at the time you specify.


Aha - if Google Maps is accurate, I have nothing to worry about 
:) For reference, the number it gives me is 37 minutes.


In that case, +1 to starting late; that being said, I feel like 
announcing a sweeping change like this days before the conference 
seems fraught to end poorly.


Re: Proposed: start DConf days one hour later

2016-04-27 Thread Rory McGuire via Digitalmars-d-announce
On 28 Apr 2016 6:30 AM, "Mithun Hunsur via Digitalmars-d-announce" <
digitalmars-d-announce@puremagic.com> wrote:
>
> On Thursday, 28 April 2016 at 03:44:51 UTC, Mike Parker wrote:
>>
>> On Wednesday, 27 April 2016 at 18:36:54 UTC, Andrei Alexandrescu wrote:
>>>
>>> The folks at Sociomantic suggested to start at 10:00 AM instead of 9:00
AM, therefore shifting the end time by one as well. Please reply with
thoughts on this! We're particularly concerned about folks who need to take
off early on Friday. -- Andrei
>>
>>
>> +1
>
>
> Hmm; my talk's at 3:30pm on Friday (4:30pm after this change), which
means I'd leave at 5:30pm. My flight out of Berlin is at 9:30pm; how long
does it take to get from the venue to the airport? (I'll probably have to
skip the last talk of Friday, which is a shame.)

Check Google maps. Google maps can even guess how long it will take at the
time you specify.


Re: Proposed: start DConf days one hour later

2016-04-27 Thread Mithun Hunsur via Digitalmars-d-announce

On Thursday, 28 April 2016 at 03:44:51 UTC, Mike Parker wrote:
On Wednesday, 27 April 2016 at 18:36:54 UTC, Andrei 
Alexandrescu wrote:
The folks at Sociomantic suggested to start at 10:00 AM 
instead of 9:00 AM, therefore shifting the end time by one as 
well. Please reply with thoughts on this! We're particularly 
concerned about folks who need to take off early on Friday. -- 
Andrei


+1


Hmm; my talk's at 3:30pm on Friday (4:30pm after this change), 
which means I'd leave at 5:30pm. My flight out of Berlin is at 
9:30pm; how long does it take to get from the venue to the 
airport? (I'll probably have to skip the last talk of Friday, 
which is a shame.)


Re: Proposed: start DConf days one hour later

2016-04-27 Thread Mike Parker via Digitalmars-d-announce
On Wednesday, 27 April 2016 at 18:36:54 UTC, Andrei Alexandrescu 
wrote:
The folks at Sociomantic suggested to start at 10:00 AM instead 
of 9:00 AM, therefore shifting the end time by one as well. 
Please reply with thoughts on this! We're particularly 
concerned about folks who need to take off early on Friday. -- 
Andrei


+1


Re: Proposed: start DConf days one hour later

2016-04-27 Thread Seb via Digitalmars-d-announce
On Wednesday, 27 April 2016 at 18:36:54 UTC, Andrei Alexandrescu 
wrote:
The folks at Sociomantic suggested to start at 10:00 AM instead 
of 9:00 AM, therefore shifting the end time by one as well. 
Please reply with thoughts on this! We're particularly 
concerned about folks who need to take off early on Friday. -- 
Andrei


+1 (my flight arrives at 08:30)


Re: Commercial video processing app in D (experience report)

2016-04-27 Thread Walter Bright via Digitalmars-d-announce

On 4/27/2016 5:42 AM, thedeemon wrote:

I just wanted to share some experience of using D in industry.


Wonderful, thanks for taking the time to write this up. I'm especially pleased 
that you found great uses for a couple features that were a bit speculative 
because they are unusual - the user defined attributes, and the file binary data 
imports.




Re: Proposed: start DConf days one hour later

2016-04-27 Thread Mark Isaacson via Digitalmars-d-announce
On Wednesday, 27 April 2016 at 18:36:54 UTC, Andrei Alexandrescu 
wrote:
The folks at Sociomantic suggested to start at 10:00 AM instead 
of 9:00 AM, therefore shifting the end time by one as well. 
Please reply with thoughts on this! We're particularly 
concerned about folks who need to take off early on Friday. -- 
Andrei


Like!


Re: Proposed: start DConf days one hour later

2016-04-27 Thread John Colvin via Digitalmars-d-announce
On Wednesday, 27 April 2016 at 18:36:54 UTC, Andrei Alexandrescu 
wrote:
The folks at Sociomantic suggested to start at 10:00 AM instead 
of 9:00 AM, therefore shifting the end time by one as well. 
Please reply with thoughts on this! We're particularly 
concerned about folks who need to take off early on Friday. -- 
Andrei


Doesn't affect me too much, so I guess it's ok as long as 
everyone knows. Might even be worth a big notice on the main 
conference page?


Re: Proposed: start DConf days one hour later

2016-04-27 Thread Robert burner Schadek via Digitalmars-d-announce
On Wednesday, 27 April 2016 at 18:36:54 UTC, Andrei Alexandrescu 
wrote:
The folks at Sociomantic suggested to start at 10:00 AM instead 
of 9:00 AM, therefore shifting the end time by one as well. 
Please reply with thoughts on this! We're particularly 
concerned about folks who need to take off early on Friday. -- 
Andrei


+1

so the breakfast is from 9:30 to 10:00 at the location?


Re: Minecraft written in D - on Android

2016-04-27 Thread Israel via Digitalmars-d-announce

On Tuesday, 26 April 2016 at 16:46:16 UTC, Vadim Lopatin wrote:

On Tuesday, 26 April 2016 at 14:25:05 UTC, Benjamin Thaut wrote:

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.


Screenshot from my android device:

http://imgur.com/gallery/7wVBk8E


How are the frames?


Re: Google Summer of Code

2016-04-27 Thread Joseph Rushton Wakeling via Digitalmars-d-announce

On Monday, 25 April 2016 at 21:58:33 UTC, CRAIG DILLABAUGH wrote:
Joseph.  If you are interested in becoming a mentor (ideally 
each project has multiple mentors) I may still be able to add 
you to our GSoC mentors list. Ilya (Sebastian's mentor) is the 
lead mentor on the project, but having a second mentor is 
valuable.


If you are interested email me and I will see what we can do:

craig dot dillabaugh at gmail dot com


Hi Craig,

I'm very interested, but concerned about general ability to 
consistently commit time.  I'll email you so that we can follow 
up on this.


Thanks & best wishes,

-- Joe


Re: LZ4 decompression at CTFE

2016-04-27 Thread Stefan Koch via Digitalmars-d-announce

On Wednesday, 27 April 2016 at 07:51:30 UTC, Dejan Lekic wrote:
That is brilliant! I need LZ4 compression for a small project I 
work on...


The decompressor is ready to be released.
It should work for all files compressed with the vanilla
lz4c -9

please regard this release as alpha quality.

https://github.com/UplinkCoder/lz4-ctfe

P.S and I did not tweak the source. The compressed file size just 
happens to be 1911.

I take this as a sign of correctness.

P.P.S Actually LZ4 is a much more interesting topic then SQLite.
If you don't mind I am going to talk about that :)




Re: Proposed: start DConf days one hour later

2016-04-27 Thread Stefan Koch via Digitalmars-d-announce
On Wednesday, 27 April 2016 at 18:36:54 UTC, Andrei Alexandrescu 
wrote:
The folks at Sociomantic suggested to start at 10:00 AM instead 
of 9:00 AM, therefore shifting the end time by one as well. 
Please reply with thoughts on this! We're particularly 
concerned about folks who need to take off early on Friday. -- 
Andrei


Good Idea!
+1


Re: Proposed: start DConf days one hour later

2016-04-27 Thread yawniek via Digitalmars-d-announce
On Wednesday, 27 April 2016 at 18:36:54 UTC, Andrei Alexandrescu 
wrote:
The folks at Sociomantic suggested to start at 10:00 AM instead 
of 9:00 AM, therefore shifting the end time by one as well. 
Please reply with thoughts on this! We're particularly 
concerned about folks who need to take off early on Friday. -- 
Andrei


from my experience hardly anyone is fully awake before 10am in 
berlin anyway. :P




Re: Proposed: start DConf days one hour later

2016-04-27 Thread Steven Schveighoffer via Digitalmars-d-announce

On 4/27/16 2:36 PM, Andrei Alexandrescu wrote:

The folks at Sociomantic suggested to start at 10:00 AM instead of 9:00
AM, therefore shifting the end time by one as well. Please reply with
thoughts on this! We're particularly concerned about folks who need to
take off early on Friday. -- Andrei


As someone whose time zone will put that at 4 am instead of 3 am (and I 
know there are those who have it worse), sounds good to me :)


But I'm concerned about those who don't always read all the forum posts. 
Should this be asked as a general email to conference-goers?


-Steve


Re: Web page listing all D compilers (and DMDFE version!) on travis-ci

2016-04-27 Thread Nick Sabalausky via Digitalmars-d-announce

On 04/26/2016 02:42 AM, Nick Sabalausky wrote:

https://semitwist.com/travis-d-compilers

...

- Auto-trigger an update check on a regular basis (I'm thinking once
daily?) so I don't have to stay on top of new compiler versions and
trigger an update manually. (I can use Travis's API to do this.)



The page is now set to automatically check for updates every 24 hours. 
So it should always be automatically up-to-date now. No intervention 
needed by myself or any of the DMD/LDC/GDC developers.




Proposed: start DConf days one hour later

2016-04-27 Thread Andrei Alexandrescu via Digitalmars-d-announce
The folks at Sociomantic suggested to start at 10:00 AM instead of 9:00 
AM, therefore shifting the end time by one as well. Please reply with 
thoughts on this! We're particularly concerned about folks who need to 
take off early on Friday. -- Andrei


Re: Commercial video processing app in D (experience report)

2016-04-27 Thread Andrei Alexandrescu via Digitalmars-d-announce

On 04/27/2016 01:17 PM, thedeemon wrote:

On Wednesday, 27 April 2016 at 12:42:05 UTC, thedeemon wrote:


 full build of GUI app takes 7 seconds


Forgot to mention one anecdote:
the build time increases by another 7 seconds if I use
std.net.curl.get() function instead of std.net.curl.HTTP struct for
doing a simple GET from our site.


What is the reason for this, could you please investigate a bit? -- Andrei


Re: Minecraft written in D - on Android

2016-04-27 Thread WebFreak001 via Digitalmars-d-announce

On Tuesday, 26 April 2016 at 16:33:51 UTC, Vadim Lopatin wrote:

Edit paths in file android_build_config.mk

export DLANGUI_DIR=$HOME/src/d/dlangui
export NDK=$HOME/android-ndk-r11c
export SDK=$HOME/android-sdk-linux
export LDC=$HOME/ldc2-android-arm-0.17.0-alpha2-linux-x86_64
export NDK_ARCH=x86_64
export JAVA_HOME=/usr/lib/jvm/java-8-oracle/

To build package, you will need Android NDK, SDK, LDC2 for 
android.
In Android SDK manager, download platform android-19 (Android 
4.4.X)


Build is tested only on Linux X64.

More build instructions:

https://github.com/buggins/dlangui/blob/master/examples/dminer/android_project/README.md


I think I will just skip on the android build...

Anyway, dminer starts but um... are the controls and graphics 
supposed to be like that? Still well done integrating OpenGL into 
dlangui, thats gonna make it much more interesting for me to use!




Re: Commercial video processing app in D (experience report)

2016-04-27 Thread thedeemon via Digitalmars-d-announce
On Wednesday, 27 April 2016 at 15:57:19 UTC, Christof Schardt 
wrote:


Just a question: When working with C++, did you use 
VisualAssist?


I've used it previously in earlier VS versions but not in VS2010.
VisualAssist is really great, I agree. VisualD is far from it but 
at least it's better than  C++ support in plain VS2010 without VA.


Re: Commercial video processing app in D (experience report)

2016-04-27 Thread Christof Schardt via Digitalmars-d-announce

On Wednesday, 27 April 2016 at 12:42:05 UTC, thedeemon wrote:

IDE
Visual Studio 2010 with VisualD. I've used this combo for many 
years, generally quite successively. Last year its D parser had


Thanks for this excellent contribution. It gives a lot of 
insights.


Just a question: When working with C++, did you use VisualAssist?
I find this VisualC++-AddOn so incredibly useful, that the lack of
something comparable for D is one of the biggest obstacles for
switching to D (another obstacle is the number of ~500kloc of
my project, music notation).



Re: Commercial video processing app in D (experience report)

2016-04-27 Thread Joakim via Digitalmars-d-announce

On Wednesday, 27 April 2016 at 12:42:05 UTC, thedeemon wrote:

Hi,
I just wanted to share some experience of using D in industry.
Recently my little company released version 2.0 of our flagship 
product Video Enhancer, a video processing application for 
Windows, and this time it's written in D.

http://www.infognition.com/VideoEnhancer/

[...]


Thanks for the great writeup! :)


Re: Commercial video processing app in D (experience report)

2016-04-27 Thread FreeSlave via Digitalmars-d-announce

On Wednesday, 27 April 2016 at 14:14:02 UTC, FreeSlave wrote:

On Wednesday, 27 April 2016 at 14:07:18 UTC, FreeSlave wrote:

On Wednesday, 27 April 2016 at 13:58:13 UTC, thedeemon wrote:

On Wednesday, 27 April 2016 at 13:04:27 UTC, FreeSlave wrote:


Screenshots are so blurred.


They are not. Just click to enlarge, your browser blurred 
them while resizing.


They are. Well, maybe blurred is not the right word, but 
screenshots have obvious jpeg artifacts. Even those that have 
png extension. Just look at window title in window header.


Ok, I'm not right about png ones. They look ok if I download 
them to computer and open in photo viewer. Weird Google Chrome 
renders them worse then they are (in 100% scale).


Images look good (even jpeg ones) if I use open original image in 
new tab. Though both have the same address. Can't explain what 
the issue here.


Re: Commercial video processing app in D (experience report)

2016-04-27 Thread FreeSlave via Digitalmars-d-announce

On Wednesday, 27 April 2016 at 14:07:18 UTC, FreeSlave wrote:

On Wednesday, 27 April 2016 at 13:58:13 UTC, thedeemon wrote:

On Wednesday, 27 April 2016 at 13:04:27 UTC, FreeSlave wrote:


Screenshots are so blurred.


They are not. Just click to enlarge, your browser blurred them 
while resizing.


They are. Well, maybe blurred is not the right word, but 
screenshots have obvious jpeg artifacts. Even those that have 
png extension. Just look at window title in window header.


Ok, I'm not right about png ones. They look ok if I download them 
to computer and open in photo viewer. Weird Google Chrome renders 
them worse then they are (in 100% scale).


Re: Commercial video processing app in D (experience report)

2016-04-27 Thread thedeemon via Digitalmars-d-announce

On Wednesday, 27 April 2016 at 13:04:27 UTC, FreeSlave wrote:


Screenshots are so blurred.


They are not. Just click to enlarge, your browser blurred them 
while resizing.


Re: Commercial video processing app in D (experience report)

2016-04-27 Thread FreeSlave via Digitalmars-d-announce
That's great. I'm surprised someone used DlangUI for commercial 
app. I would not say it's quite ready even for free ones. It's 
cool you merged your changes.


On Wednesday, 27 April 2016 at 12:42:05 UTC, thedeemon wrote:


Couple of screenshots:
http://data.infognition.com/VideoEnhancer/ve2d-filters.jpg
http://data.infognition.com/VideoEnhancer/ve2e-save.jpg



Screenshots are so blurred. Do you encourage us to use video 
enhancer to get better image quality? :)


Commercial video processing app in D (experience report)

2016-04-27 Thread thedeemon via Digitalmars-d-announce

Hi,
I just wanted to share some experience of using D in industry.
Recently my little company released version 2.0 of our flagship 
product Video Enhancer, a video processing application for 
Windows, and this time it's written in D.

http://www.infognition.com/VideoEnhancer/

Couple of screenshots:
http://data.infognition.com/VideoEnhancer/ve2d-filters.jpg
http://data.infognition.com/VideoEnhancer/ve2e-save.jpg

Version 1 was born like 10 years ago and was of course written in 
C++. It consisted of main GUI executable and 5 dynamically loaded 
DirectShow filters. For GUI version 1 used MFC and a third-party 
skinning engine. This skinning engine had its own problems but 
since we didn't have its sources we couldn't fix them, meanwhile 
its author disappeared in sands of time. So when time has come to 
create version 2 I chose the best available language and an open 
source GUI library with 100% control and customizability - 
DLangUI. Overall, I'm pretty happy with this choice.


Version 2 is quite different from v1 in feature set and internal 
structure, it's not a direct translation. It consists of two 
executables running in tandem (one does GUI, the other deals with 
video) and 2 dynamically loaded DirectShow filters. Both main 
executables are purely in D, while the DirectShow filters are 
still in C++. Heavy number crunching, including our main feature 
- motion-based video upscaler - is still in C++, because of heavy 
SIMD usage and Intel compiler.


Main executable of version 1 was ~34K lines of C++ (half of which 
were libraries like pugixml) and full build took ~90 seconds.
Main executables of version 2 are in total ~7.5K lines of D (of 
which 2K are auto generated by IDL2D tool) and full build of GUI 
app takes 7 seconds (and the worker app builds in 3-4 seconds), 
so that's a really nice improvement.
Thanks to Phobos we don't need many libraries: things like XML 
parsing, ZIP unpacking and many others are all covered by the 
standard library. Only two additional libraries were used: 
Cerealed for serialization of messages the two processes 
exchange, and DLangUI.


Some things to reflect on:

Compiler
Compiler used is DMD 2.070, 32-bit target. Video Enhancer 
supports 200+ plugins from VirtualDub and they happen to be 
32-bit, so our app has to be 32-bit too. Speed of code generated 
by DMD is more than enough, even debug builds were fast enough. 
The default linker is used (not the MS one), and I was worried 
there might be some troubles with antivirus false positives (that 
happened before when using optlink) but no, everything went 
smooth and no problems with optlink arose whatsoever.


IDE
Visual Studio 2010 with VisualD. I've used this combo for many 
years, generally quite successively. Last year its D parser had 
some problems that made it crash on code that used DLangUI, and 
that was painful. I even made a patch that made the crash silent, 
so VisualD would silently reload the parser and continue working. 
It worked, but luckily authors of D parser and VisualD quickly 
found the crash cause and fixed it, since then everything works 
smoothly out of the box. I like how well DML works there, with 
syntax highlighting and autocompletion:

http://data.infognition.com/VideoEnhancer/dml.png

Builds
We're not using Dub to build the app, it tends to be slow and 
rebuild dependencies too often (or maybe I just haven't learnt to 
use it properly). Instead we use Dub to build the libraries and 
produce .lib files, then reference libraries sources and lib 
files in VisualD project of the main apps and then use VisualD's 
simple building process that just invokes DMD.


Cerealed
This compile-time-introspection-based serializaition lib is 
really great: powerful and easy to use. We're probably using an 
old version, haven't updated for some time, and the version we 
use sometimes had problems serializing certain types (like 
bool[], IIRC), so sometimes we had to tweak our message types to 
make it compile, but most of the time it just works.


DLangUI
Very nice library. Documentation is very sparse though, so 
learning to use DLangUI often means reading source code of 
examples and the lib itself, and sometimes even that's not enough 
and you need to learn some Android basics, since it originates 
from Android world. But once you learn how to use it, how to 
encode what you need in DML (a QML counterpart) or add required 
functionality by overriding some method of its class, it's really 
great and pleasant to use. Many times I was so happy the source 
code is available, first for learning, then for tweaking and 
fixing bugs. I've found a few minor bugs and sent a few trivial 
fixes that were merged quickly. DLangUI is cross-platform and has 
several backends for drawing and font rendering. We're using its 
minimal build targeted to use Win32 API (had to tweak dub.json a 
bit). We don't use OpenGL, as it's not really guaranteed to work 
well on any Windows box. Using just WinAPI makes our app 

Re: simple VFS implementation

2016-04-27 Thread ketmar via Digitalmars-d-announce
iv.vfs gained ability to list files in all registered VFSes, and 
it now can open disk files regardless of name case on POSIX 
systems (this is controlled by global flags, or additional 
letters «i» and «I» in file mode arg).


Re: LDC 1.0.0-beta1 has been released! Please help testing!

2016-04-27 Thread Seb via Digitalmars-d-announce

On Wednesday, 27 April 2016 at 08:48:48 UTC, Sönke Ludwig wrote:

Am 25.04.2016 um 08:42 schrieb Kai Nacke:

Hi everyone,

LDC 1.0.0-beta1, the LLVM-based D compiler, is available for 
download!
This BETA release is based on the 2.070.2 frontend and 
standard library

and supports LLVM 3.5-3.8.

The 1.0 release will be a major milestone. Please help testing 
to make

it the best release ever!
We provide binaries for Linux, OX X, Win32 & Win64, Linux/ARM 
(armv7hf).

:-)

As usual, you can find links to the changelog and the binary 
packages

over at digitalmars.D.ldc:
http://forum.dlang.org/post/bwrnvztwkzhhwhzsk...@forum.dlang.org

Regards,
Kai



Just tried and now fails to find "libconfig.so.8" on Travis-CI 
(worked for alpha1):


https://travis-ci.org/rejectedsoftware/vibe.d/jobs/126048861


See:

https://github.com/ldc-developers/ldc/issues/1460
https://github.com/travis-ci/travis-ci/issues/5952


Re: LDC 1.0.0-beta1 has been released! Please help testing!

2016-04-27 Thread Sönke Ludwig via Digitalmars-d-announce

Am 25.04.2016 um 08:42 schrieb Kai Nacke:

Hi everyone,

LDC 1.0.0-beta1, the LLVM-based D compiler, is available for download!
This BETA release is based on the 2.070.2 frontend and standard library
and supports LLVM 3.5-3.8.

The 1.0 release will be a major milestone. Please help testing to make
it the best release ever!
We provide binaries for Linux, OX X, Win32 & Win64, Linux/ARM (armv7hf).
:-)

As usual, you can find links to the changelog and the binary packages
over at digitalmars.D.ldc:
http://forum.dlang.org/post/bwrnvztwkzhhwhzsk...@forum.dlang.org

Regards,
Kai



Just tried and now fails to find "libconfig.so.8" on Travis-CI (worked 
for alpha1):


https://travis-ci.org/rejectedsoftware/vibe.d/jobs/126048861



Re: LZ4 decompression at CTFE

2016-04-27 Thread Dejan Lekic via Digitalmars-d-announce

On Tuesday, 26 April 2016 at 22:05:39 UTC, Stefan Koch wrote:

Hello,

originally I want to wait with this announcement until DConf.
But since I working on another toy. I can release this info 
early.


So as per title. you can decompress .lz4 flies created by the 
standard lz4hc commnadline tool at compile time.


No github link yet as there is a little bit of cleanup todo :)

Please comment.


That is brilliant! I need LZ4 compression for a small project I 
work on...


Beta release DUB 0.9.25-beta.2

2016-04-27 Thread Sönke Ludwig via Digitalmars-d-announce
This is the first beta of 0.9.25, which should be considered an extended 
beta for 1.0.0, which will follow shortly afterwards. The API has now 
been cleaned up and is in a state that is acceptable for a stable 
release, even if it still isn't particularly idiomatic in many places 
(e.g. no ranges or @safe/@nogc annotations are used).


Other major changes:

 - Builds on frontend versions up to 2.071.0 now
 - Implements proper optional dependency semantics, where using an
   optional dependency can now be controlled using dub.selections.json
 - "dub init" is now interactive by default (use -n to disable)
 - Contains some critical changes regarding path based dependencies

Full change log:
https://github.com/D-Programming-Language/dub/blob/master/CHANGELOG.md

Download (Latest Preview):
http://code.dlang.org/download


Re: LZ4 decompression at CTFE

2016-04-27 Thread Walter Bright via Digitalmars-d-announce

On 4/26/2016 3:05 PM, Stefan Koch wrote:

Hello,

originally I want to wait with this announcement until DConf.
But since I working on another toy. I can release this info early.

So as per title. you can decompress .lz4 flies created by the standard lz4hc
commnadline tool at compile time.

No github link yet as there is a little bit of cleanup todo :)

Please comment.


Sounds nice. I'm curious how it would compare to:

https://www.digitalmars.com/sargon/lz77.html

https://github.com/DigitalMars/sargon/blob/master/src/sargon/lz77.d