Re: Heads Up: Use WCHAR when interfacing with Windows

2018-12-02 Thread Walter Bright via Digitalmars-d-announce

On 12/2/2018 7:39 PM, Vladimir Panteleev wrote:

Could you please reply to my GitHub comments?


Done.


Re: Heads Up: Use WCHAR when interfacing with Windows

2018-12-02 Thread Adam D. Ruppe via Digitalmars-d-announce
On Monday, 3 December 2018 at 03:39:29 UTC, Vladimir Panteleev 
wrote:
I feel like all this is seriously underdocumented, and I don't 
understand why many of these changes are necessary.


I agree, this makes zero sense to me. Windows functions are 
mangled Name@size - the specific types are irrelevant.


Re: Heads Up: Use WCHAR when interfacing with Windows

2018-12-02 Thread Vladimir Panteleev via Digitalmars-d-announce

On Monday, 3 December 2018 at 03:30:41 UTC, Walter Bright wrote:
Due to name mangling changes required by compatibility with 
C++11, wchar_t will no longer mangle the same as wchar. Yes, I 
know, argghhh. What this means for Windows API calls is that 
the alias for WCHAR will change from wchar to wchar_t.


To get a head start on this, when you're writing interface code 
to Windows, use WCHAR instead of wchar or wchar_t, and then 
your code will continue to compile before and after the change.


Here's an example:

https://github.com/dlang/druntime/pull/2392/files


Could you please reply to my GitHub comments? I feel like all 
this is seriously underdocumented, and I don't understand why 
many of these changes are necessary.


https://github.com/dlang/druntime/pull/2390#issuecomment-443552638
https://github.com/dlang/druntime/pull/2392#issuecomment-443579298



Heads Up: Use WCHAR when interfacing with Windows

2018-12-02 Thread Walter Bright via Digitalmars-d-announce
Due to name mangling changes required by compatibility with C++11, wchar_t will 
no longer mangle the same as wchar. Yes, I know, argghhh. What this means for 
Windows API calls is that the alias for WCHAR will change from wchar to wchar_t.


To get a head start on this, when you're writing interface code to Windows, use 
WCHAR instead of wchar or wchar_t, and then your code will continue to compile 
before and after the change.


Here's an example:

https://github.com/dlang/druntime/pull/2392/files


Re: Visual D 0.48.0 released

2018-12-02 Thread Manu via Digitalmars-d-announce
On Sun, Dec 2, 2018 at 8:05 AM Rainer Schuetze via
Digitalmars-d-announce  wrote:
>
> Hi,
>
> I have made a new release of Visual D available. Some highlights of
> version 0.48.0:
>
> * installer and binaries now digitally signed by the "D Language Foundation"
> * experimental: option to enable semantic identifier highlighting
> * mago debugger: show return value, closure and capture variables as
> locals (with dmd 2.084/nightly)
>
> See http://rainers.github.io/visuald/visuald/VersionHistory.html for the
> full list of changes.
>
> Visual D is a Visual Studio extension that adds D language support to
> VS2008-2017. It is written in D, its source code can be found on github:
> https://github.com/D-Programming-Language/visuald, pull requests welcome.
>
> The installer can be found at
> http://rainers.github.io/visuald/visuald/StartPage.html
>
> Happy coding,
> Rainer

Bravo!
Thank you for your awesome work as always Rainer!

For those following, this release is something really special.


Re: DLP identify leaf functions

2018-12-02 Thread welkam via Digitalmars-d-announce

On Friday, 30 November 2018 at 20:10:05 UTC, Jacob Carlborg wrote:
I would like to announce a new project I've started, called DLP 
(D Language Processing). Currently it's quite experimental but 
the idea is that it would contain a collection of commands for 
inspecting D code in various ways. It uses the DMD frontend as 
a library (the Dub package) to process D code.


What a timing. I am working on (slowly) on a tool that would get 
all struct and class declarations and for each of them get 
functions in which they are used. Then combine them with 
profiling data to find data structures that are hot and how 
changing them affects performance. The only code that is written 
is partially parsing perf.data file and the rest is missing. It 
would be wonderful if your tool could emit such functions then my 
job would be easy. Parsing would have been done if perf.data 
format was fully documented.





Visual D 0.48.0 released

2018-12-02 Thread Rainer Schuetze via Digitalmars-d-announce
Hi,

I have made a new release of Visual D available. Some highlights of
version 0.48.0:

* installer and binaries now digitally signed by the "D Language Foundation"
* experimental: option to enable semantic identifier highlighting
* mago debugger: show return value, closure and capture variables as
locals (with dmd 2.084/nightly)

See http://rainers.github.io/visuald/visuald/VersionHistory.html for the
full list of changes.

Visual D is a Visual Studio extension that adds D language support to
VS2008-2017. It is written in D, its source code can be found on github:
https://github.com/D-Programming-Language/visuald, pull requests welcome.

The installer can be found at
http://rainers.github.io/visuald/visuald/StartPage.html

Happy coding,
Rainer


Re: DLP identify leaf functions

2018-12-02 Thread Jacob Carlborg via Digitalmars-d-announce

On 2018-12-01 13:31, Anonymouse wrote:


Looks interesting.

My project requires a bunch of version identifiers to actually compile. 
Is there a way to pass these, or ideally a way to make it parse them 
from dub.{json,sdl}?


No, there's currently no way. The next step would be to allow to pass 
all the same flags as the DMD compiler allows.


--
/Jacob Carlborg


Re: Dizzy Omega 0.37

2018-12-02 Thread bauss via Digitalmars-d-announce

On Saturday, 1 December 2018 at 16:56:24 UTC, unDEFER wrote:

Hello, everyone!
I have done the second demo version of my game fully written in 
D.


Dizzy is a puzzle game, Purpose of which is the collection and 
use of items.
Dizzy Omega (Dizzy on Mars) is the sequel of the game Dizzy Y 
(which was for ZX-Spectrum).


The game has 3D graphic, but 2D logic.

The second demo has 53 screens, 39 items, 32 from which you can 
use. Some of them several times.


Site of the project: https://dizzy-omega.sourceforge.io


I remember seeing this a while ago.

Glad to see it's still in development!