Re: Documentation for any* dub package, any version
On Monday, 26 February 2018 at 14:59:07 UTC, Adam D. Ruppe wrote: Many of you will already know this from the other thread or from my twitter, but I just added a on-demand downloader to my dpldocs.info domain to fetch and build docs for any* dub Would be cool if you could add support for creating docs from any dub project stored on github and not only the ones on code.dlang.org. e.g. create docs for https://github.com/anton-dutov/db: http://githubdoc.dpldocs.info/anton-dutov/db/v6.0.22/db.html or something like that.
Re: Hotfix release vibe.d 0.7.28
On Monday, 29 February 2016 at 07:54:09 UTC, Sönke Ludwig wrote: Now I'm leaning towards finalizing the new prototype library and proposing it for Phobos inclusion at some point. Would that library support the same event sources as libasync ie. filesystem, notification, sockets etc? I really think this kind of thing is missing in phobos atm. no matter if it is a new lib from you or libasync+optimizations.
Re: DConf 2016, Berlin: Call for Submissions is now open!
On Sunday, 1 November 2015 at 02:41:37 UTC, Andrei Alexandrescu wrote: On 10/31/15 5:24 PM, Jonas Drewsen wrote: [...] Many thanks to both you and ponce! This is great work. I have good news and bad news. The bad news is we won't likely be able to accept either of these proposals. [...] No worries - I just quickly threw something together that I though could do. Having an actual pro team behind this is great news!
Re: DConf 2016, Berlin: Call for Submissions is now open!
On Sunday, 25 October 2015 at 23:59:16 UTC, Andrei Alexandrescu wrote: On 10/25/15 8:04 AM, ponce wrote: On Friday, 23 October 2015 at 16:37:20 UTC, Andrei Alexandrescu wrote: http://dconf.org/2016/index.html Do you need a new logo this year? I would be happy to make another, better one. Yes please! Forgot to mention that. Many thanks!! -- Andrei I gave it a shot: https://dl.dropboxusercontent.com/u/188292/g4421.png /Jonas
Re: D-Day for DMD is today!
On Sunday, 23 August 2015 at 05:17:33 UTC, Walter Bright wrote: https://github.com/D-Programming-Language/dmd/pull/4923 We have made the switch from C++ DMD to D DMD! Many, many thanks to Daniel Murphy for slaving away for 2.5 years to make this happen. More thanks to Martin Nowak for helping shepherd it through the final stages, and to several others who have pitched in on this. This is a HUGE milestone for us. Much work remains to be done, such as rebasing existing dmd pull requests. Thanks in advance for the submitters who'll be doing that. I hope you aren't too unhappy about the extra work - it's in a good cause! Congratulations!
Re: DConf 2015 has ended. See you in Berlin at DConf 2016!
On Friday, 29 May 2015 at 23:42:00 UTC, Andrei Alexandrescu wrote: DConf 2015 has been awesome, I'm taking a minute to post this that's been announced a short while ago. We're pleased to announce that DConf 2016 will take place in Berlin, sponsored by Sociomantic. Good news indeed! Thanks to Sociomantic for doing this.
Re: Deadcode on github
On Thursday, 26 March 2015 at 00:26:58 UTC, Dicebot wrote: On Tuesday, 17 March 2015 at 12:39:00 UTC, Jonas Drewsen wrote: Definitely. I've now made a branch "linux" on github where linux compiles and links successfully and that also includes steps towards abstracting stuff. Thanks a lot. Sadly this branch still doesn't seem to compile because of other issues (that don't seem to be related to platform portability). I think I will wait for some tagged release before rushing into experiments :) I fully understand. After the next release my focus will be on porting to mac and linux. /Jonas
Re: Release Candidate D 2.067.0-rc1
On Tuesday, 17 March 2015 at 08:34:13 UTC, Sönke Ludwig wrote: Am 16.03.2015 um 22:38 schrieb Martin Nowak: Release Candidate for 2.067.0 http://downloads.dlang.org/pre-releases/2.x/2.067.0/ http://ftp.digitalmars.com/ You can get the binaries here until they are mirrored. https://dlang.dawg.eu/downloads/dmd.2.067.0-rc1/ We fixed the few remaining issues. https://github.com/D-Programming-Language/dmd/compare/v2.067.0-b4...v2.067.0-rc1 https://github.com/D-Programming-Language/phobos/compare/v2.067.0-b4...v2.067.0-rc1 Unless any new issue pops up, we'll make the release on friday. -Martin Corresponding vibe.d release cadidate (0.7.23-rc.1) is now up for testing as well: http://code.dlang.org/packages/vibe-d I see that vibe-d dependencies lists "libevent 2.0.x or libev". Any plans to add libasync as a third option?
Re: Deadcode on github
On Tuesday, 17 March 2015 at 11:08:07 UTC, Dicebot wrote: On Monday, 16 March 2015 at 20:17:05 UTC, Jonas Drewsen wrote: On Monday, 16 March 2015 at 18:27:52 UTC, Dicebot wrote: On Monday, 16 March 2015 at 15:14:03 UTC, Jonas Drewsen wrote: Meanwhile I'm happy to assist anyone willing to give a shot on building it on linux. It is currently based on SDL so with bit of luck it is not that hard. I got bunch of errors from windowdragger.d amd guiapplication.d modules because those directly import windows api stuff and use types like `DWORD` and friends. I see :( The windowdragger.d could be fixed on linux using something from : http://rosettacode.org/wiki/Mouse_position#C The guiapplication.d is stuff for watching dirs, locating window position info, and getting default dir paths e.g. user dir. Hiding platform-specific details behind a more abstract API wrapper would make adding linux support much easier ;) Definitely. I've now made a branch "linux" on github where linux compiles and links successfully and that also includes steps towards abstracting stuff.
Re: Deadcode on github
On Monday, 16 March 2015 at 18:27:52 UTC, Dicebot wrote: On Monday, 16 March 2015 at 15:14:03 UTC, Jonas Drewsen wrote: Meanwhile I'm happy to assist anyone willing to give a shot on building it on linux. It is currently based on SDL so with bit of luck it is not that hard. I got bunch of errors from windowdragger.d amd guiapplication.d modules because those directly import windows api stuff and use types like `DWORD` and friends. I see :( The windowdragger.d could be fixed on linux using something from : http://rosettacode.org/wiki/Mouse_position#C The guiapplication.d is stuff for watching dirs, locating window position info, and getting default dir paths e.g. user dir.
Re: Deadcode on github
On Monday, 16 March 2015 at 15:37:00 UTC, ketmar wrote: On Mon, 16 Mar 2015 15:14:02 +, Jonas Drewsen wrote: Meanwhile I'm happy to assist anyone willing to give a shot on building it on linux. It is currently based on SDL so with bit of luck it is not that hard. i tried to build it, but no luck: it can't build libdparse. ah, the joy of dub... is there any way to build some testing app that doesn't require libdparse? i'm not in a mood of fixing anything right now... It is only extensions that using libdparse. You should be able to remove extensions/language/d folder and the extensions/highlight/d.d file and make it work I believe.
Re: Deadcode on github
On Monday, 16 March 2015 at 10:07:16 UTC, Dicebot wrote: On Sunday, 15 March 2015 at 22:07:04 UTC, Walter Bright wrote: BTW, you need to prominently place a couple paragraphs describing: what Deadcode is why someone should be interested in Deadcode GitHub README.md is a natural place for such information. How far you estimate it from being buildable/usable on Linux? It was buildable on Linux a month ago on my server. Usable I cannot say because I have never tried it on a linux box with a monitor. It really hurts me to say since I've been a die hard linux user for many years, but my work the recent years has been solely mac/win which led me in this direction. That will change at some point though. Meanwhile I'm happy to assist anyone willing to give a shot on building it on linux. It is currently based on SDL so with bit of luck it is not that hard. /Jonas
Re: Deadcode on github
On Monday, 16 March 2015 at 09:52:55 UTC, extrawurst wrote: On Sunday, 15 March 2015 at 22:33:34 UTC, Jonas Drewsen wrote: On Sunday, 15 March 2015 at 22:07:04 UTC, Walter Bright wrote: On 3/15/2015 2:39 PM, Jonas Drewsen wrote: Here you go... Website: http://deadcode.steamwinter.com Changelog: http://deadcode.steamwinter.com/downloads/Changelog.txt Trello:https://trello.com/b/ufLqwxVW Thank you! BTW, you need to prominently place a couple paragraphs describing: what Deadcode is why someone should be interested in Deadcode I know... and you are right. On the todo... just soo much more fun to code D than HTML. Then use vibe.d and code it in D :D As a matter of fact I am using vibe.d for the website. Unfortunately I found out that the iteration time is quite bad which is important for web development. It would especially be nice if vibe.d could detect if there is no D logic in the diet file and if not parse+render it directly at runtime instead (may in dev mode only). That way you would not have to wait for compile+link everytime you insert a paragraph you want to preview. /Jonas
Re: Deadcode: A code editor in D
On Friday, 13 March 2015 at 16:33:38 UTC, Kingsley wrote: Up to your imagination! Personally I will probably use them to integrate 3rd party tools or create small helpers in my day to day work that are currently small bash/bat scripts. Using D for scripting this way would be very nice imho. Of course the editor itself can (and does) make use of such widgets to show misc. info about you project state. /Jonas Could you put the code on github or somewhere so I can have play with it? I don't care what state the code is in or if stuff fully works or not - just want to have a go. I'm writing an intellij plugin for D https://github.com/kingsleyh/DLanguage and curious to see other approaches to editing D code. --K FYI: http://forum.dlang.org/post/hbnjepeljfdlnaagn...@forum.dlang.org
Re: Deadcode on github
On Sunday, 15 March 2015 at 22:07:04 UTC, Walter Bright wrote: On 3/15/2015 2:39 PM, Jonas Drewsen wrote: Here you go... Website: http://deadcode.steamwinter.com Changelog: http://deadcode.steamwinter.com/downloads/Changelog.txt Trello:https://trello.com/b/ufLqwxVW Thank you! BTW, you need to prominently place a couple paragraphs describing: what Deadcode is why someone should be interested in Deadcode I know... and you are right. On the todo... just soo much more fun to code D than HTML.
Deadcode on github
Hi Some people have shown interest in getting access to the source code of the Deadcode editor. I haven't done this earlier because of lots of dirty bits I wanted to clean up first. But I figured that it was better to get early feedback on dirty code than too late feedback on shiny code. I have also opened access to the WIP website and the Trello board I use. In case anyone ends up contributing just ask for Trello edit access. Here you go... Website: http://deadcode.steamwinter.com Changelog: http://deadcode.steamwinter.com/downloads/Changelog.txt Trello:https://trello.com/b/ufLqwxVW There are binaries for windows on the website but I have not verified them working on something other than the same machine I work on. So cannot tell if it work as expected - please tell about any issues. I'll work on improving first time experience but let me known what you think. /Jonas TL;DR; I currently use Deadcode when coding Deadcode itself except for debugging. I have not used it for other projects yet so you may find issues there. Keybindings are a mostly emacs like but with some other standard included like ctrl+c/v copy/paste etc. The keybindings file can be changed to fit your needs if you don't like emacs style. Useful shortcuts to know: ctrl + m will show build panel ctrl + p will show command buffer listing commands ctrl + , will let you select current dub project files ctrl + n new extension/file f7 build dub project and show issues panel f8 frame next build issue in panel and open file on line Lots of other goodies I need to put in the docs soon. You move the window on the menu button only (maybe I'll change that later - dunno) Mac and linux build are on the roadmap. You might need to boostrap your keybindings file to make it interesting. Haven't got around to automate this yet. copy the file below to C:\Users\your-login\AppData\Roaming\DeadCode\ http://deadcode.steamwinter.com/downloads/key-mappings-emacs
Re: Deadcode: A code editor in D
On Friday, 13 March 2015 at 16:33:38 UTC, Kingsley wrote: Up to your imagination! Personally I will probably use them to integrate 3rd party tools or create small helpers in my day to day work that are currently small bash/bat scripts. Using D for scripting this way would be very nice imho. Of course the editor itself can (and does) make use of such widgets to show misc. info about you project state. /Jonas Could you put the code on github or somewhere so I can have play with it? I don't care what state the code is in or if stuff fully works or not - just want to have a go. I'm writing an intellij plugin for D https://github.com/kingsleyh/DLanguage and curious to see other approaches to editing D code. I will see if I can find some time this weekend to put it on github. /Jonas
Re: Deadcode: A code editor in D
On Sunday, 8 March 2015 at 20:33:44 UTC, Kingsley wrote: On Monday, 19 January 2015 at 20:41:11 UTC, Rikki Cattermole wrote: On 20/01/2015 1:48 a.m., Jonas Drewsen wrote: On Sunday, 18 January 2015 at 22:00:51 UTC, Piotrek wrote: On Friday, 16 January 2015 at 21:19:08 UTC, Jonas Drewsen wrote: I have been working on an editor written in D for use with D for some time now and have made a blog post about it. Any feedback or suggestions are welcome. http://deadcodedev.steamwinter.com Thanks Jonas Hi, This is an impressive work. I's really nice to see a presentation of how much help can be provided from the D editor and existing language labiaries. I have several questions as well: 1. Was the libdparser integrated with extension system or is it embedded in the core? Done with the extension system. 2. What are the dependencies? sdl2, opengl, freetype, libdparse (if you want the extension for D semantic) I am keeping an eye on some of the native D input/window libraries that is being worked on in the hope of being able to replace the SDL2 dependency. Please file any enhancement requests for any Devisualization projects you need. It would help me know what is needed of them more. 3. How hard it would be to change the feel&look of the gui as it is in conventional editors (Visual, MonoDeveop, GtCreator, Eclipse). I mean menus, buttons, views etc? Would require some more views/controls to be created. The styling is done through CSS sheets. A common subset of CSS keys are supported but maybe a few more would be needed. What is the purpose of the widgets in deadcode Up to your imagination! Personally I will probably use them to integrate 3rd party tools or create small helpers in my day to day work that are currently small bash/bat scripts. Using D for scripting this way would be very nice imho. Of course the editor itself can (and does) make use of such widgets to show misc. info about you project state. /Jonas
Re: dfmt 0.1.3 (codename: "yebblied")
On Sunday, 8 March 2015 at 16:31:40 UTC, Idan Arye wrote: I really need to find the time to add dfmt support to Dutyl... Deadcode have had dfmt support for quite a while now. It is very easy to integrate. -Jonas
Re: Deadcode - Widgets and Styling post
On Monday, 9 February 2015 at 22:36:45 UTC, David Ellsworth wrote: On Monday, 9 February 2015 at 21:08:18 UTC, Brad Anderson wrote: I've never seen anyone post under the name "deadcode" on the forums so don't think there is much potential for confusion (especially since one is a project and another is a person). I think you should keep the name. Well, even if I do start posting here more frequently, I think I'll still be okay with this. As you said one is a project and the other is a person! I don't think anybody here will be confused. :) Cool. If you are ok with it then I'll stick with the name. Thx. Jonas
Re: Deadcode - Widgets and Styling post
On Tuesday, 10 February 2015 at 06:42:45 UTC, Phil wrote: This looks great. Do you have any idea roughly when an alpha release will be available? Some months I would guess. On Monday, 9 February 2015 at 22:36:45 UTC, David Ellsworth wrote: On Monday, 9 February 2015 at 21:08:18 UTC, Brad Anderson wrote: I've never seen anyone post under the name "deadcode" on the forums so don't think there is much potential for confusion (especially since one is a project and another is a person). I think you should keep the name. Well, even if I do start posting here more frequently, I think I'll still be okay with this. As you said one is a project and the other is a person! I don't think anybody here will be confused. :)
Re: Deadcode - Widgets and Styling post
On Monday, 9 February 2015 at 21:08:18 UTC, Brad Anderson wrote: On Monday, 9 February 2015 at 20:33:46 UTC, Jonas Drewsen wrote: I made a short post about extending Deadcode (D editor) with a custom widget and how to style it using CSS. http://deadcodedev.steamwinter.com/ Enjoy /Jonas PS. I'm still wondering what to do about the name clash with one of the nick names on this forum ie. deadcode. Very cool stuff. Is the majority of that time it takes to compile, the state serialization/deserialization or is dmd being that slow? Compilation time mostly, but it is compiling everything from scratch every time in this video. I have already factored it out into a backend lib and a frontend in order to speed up compilation, but I cannot remember if that actually speeds up anything. Will have to check. Serialization time is not noticable. It would be really neat to integrate with neovim so we vim users could get our beloved keybindings. Neovim has enabling integration with editors as one of its design goals though I'm not sure how far along they are on this front. Last I heard it was supposed to be over a messagepack API. Haven't heard of it before. Will definitely check it out. I'm used to emacs keybindings myself. It'd be cool if you went over how you've implemented all of this a bit. The architecture seems very interesting. Seems like a good topic yes. Will put it on the list. A higher resolution recording would be nice. Some of the characters get lost at this resolution. yes, I see that the youtube quality is quite bad. The uploaded version was perfectly fine so I wonder what went wrong. I've never seen anyone post under the name "deadcode" on the forums so don't think there is much potential for confusion (especially since one is a project and another is a person). I think you should keep the name. I have grown a bit attached to the name now working on it for quite a while I must admit.
Deadcode - Widgets and Styling post
I made a short post about extending Deadcode (D editor) with a custom widget and how to style it using CSS. http://deadcodedev.steamwinter.com/ Enjoy /Jonas PS. I'm still wondering what to do about the name clash with one of the nick names on this forum ie. deadcode.
Re: Deadcode: A code editor in D
On Sunday, 18 January 2015 at 22:00:51 UTC, Piotrek wrote: On Friday, 16 January 2015 at 21:19:08 UTC, Jonas Drewsen wrote: I have been working on an editor written in D for use with D for some time now and have made a blog post about it. Any feedback or suggestions are welcome. http://deadcodedev.steamwinter.com Thanks Jonas Hi, This is an impressive work. I's really nice to see a presentation of how much help can be provided from the D editor and existing language labiaries. I have several questions as well: 1. Was the libdparser integrated with extension system or is it embedded in the core? Done with the extension system. 2. What are the dependencies? sdl2, opengl, freetype, libdparse (if you want the extension for D semantic) I am keeping an eye on some of the native D input/window libraries that is being worked on in the hope of being able to replace the SDL2 dependency. 3. How hard it would be to change the feel&look of the gui as it is in conventional editors (Visual, MonoDeveop, GtCreator, Eclipse). I mean menus, buttons, views etc? Would require some more views/controls to be created. The styling is done through CSS sheets. A common subset of CSS keys are supported but maybe a few more would be needed.
Re: Deadcode: A code editor in D
On Saturday, 17 January 2015 at 13:32:37 UTC, MattCoder wrote: On Saturday, 17 January 2015 at 06:14:12 UTC, Jonas Drewsen wrote: Do you have some info/link to your editor? I'm currently writing in D using GtkD (http://code.dlang.org/packages/gtk-d), and using Cairo to manage the text drawing. It you have thoses dependencies already then why not use gtksourceview for the editor stuff? It took me quite some time to do that ie. undo/redo system, text layout, highlight system, navigation, text anchors, efficient text and line gapbuffers etc. You get that for free with gtksourceview. It will not have a menu, just a console at bottom. I'm wanting it to be simple with some features that I like most and the keybindings that fit in my Dvorak layout better. The Menu button will be different in the final version and maybe hidden by default. I am used to emacs keybindings myself but have designed it around being able to use either emacs, vi or standard bindings. I'll release it at some point, but I want to polish more before that. :) I known the feeling :)
Re: Deadcode: A code editor in D
On Friday, 16 January 2015 at 21:41:39 UTC, ketmar via Digitalmars-d-announce wrote: On Fri, 16 Jan 2015 21:32:32 + Jonas Drewsen via Digitalmars-d-announce wrote: It is currently only compiling on linux and I haven't tried to start it there. It is based on libsdl so I don't see much trouble in getting it to work. so it's using it's own ttf renderer (or SDL_ttf)? ah, too bad for me. :-( It is using SDL_ttf to render glyphs to fontmaps. I use these together with opengl in the text layout engine to get the final result. I'll probably open source it when it is out of beta. may i ask why don't you go with open source from the start? i'm not insisting on anything, i'm just curious. It started out on my own github server with a lot of expermentation that didn't make sense to share and it just wasn't a priority to open source it before it was ready.
Re: Deadcode: A code editor in D
On Saturday, 17 January 2015 at 01:07:14 UTC, MattCoder wrote: On Friday, 16 January 2015 at 21:19:08 UTC, Jonas Drewsen wrote: I have been working on an editor written in D for use with D for some time now and have made a blog post about it. Any feedback or suggestions are welcome. Neat and nice use of the libdparser! In fact I'm writing a editor for myself and I will do something like this too. I used most of last year just getting the gui framework, resource management, animation framework, text editor etc. working. Integrating libdparser after that only took a couple of days. If you are writing an editor yourself you can definitely get to similar state by using existing gui libraries etc. I didn't go that route partly because of the NIH syndrome and partly because I wanted a gui framework that would feel familiar to web developers for styling. Do you have some info/link to your editor?
Re: Deadcode: A code editor in D
On Friday, 16 January 2015 at 21:23:49 UTC, Vladimir Panteleev wrote: On Friday, 16 January 2015 at 21:19:08 UTC, Jonas Drewsen wrote: I have been working on an editor written in D for use with D for some time now and have made a blog post about it. Any feedback or suggestions are welcome. http://deadcodedev.steamwinter.com A completely unhumble request: Please change the name :) Deadcode is the Internet nickname of my good friend David Ellsworth, who is also a D programmer, and with whom I have attended DConf 2013 and 2014. As there is already a Deadcode in D, a second one is a name collision :) I'll give it a thought.
Re: Deadcode: A code editor in D
On Friday, 16 January 2015 at 21:25:09 UTC, ketmar via Digitalmars-d-announce wrote: On Fri, 16 Jan 2015 21:19:06 + Jonas Drewsen via Digitalmars-d-announce wrote: I have been working on an editor written in D for use with D for some time now and have made a blog post about it. Any feedback or suggestions are welcome. is it working in GNU/Linux? and will the source code be available? It is currently only compiling on linux and I haven't tried to start it there. It is based on libsdl so I don't see much trouble in getting it to work. Funny because linux used to be my only OS for many years until I got my current job where we don't use linux in general. I'll probably open source it when it is out of beta. /Jonas
Deadcode: A code editor in D
I have been working on an editor written in D for use with D for some time now and have made a blog post about it. Any feedback or suggestions are welcome. http://deadcodedev.steamwinter.com Thanks Jonas
Re: DConf 2015 Call for Submissions is now open
On Thursday, 8 January 2015 at 10:31:58 UTC, Iain Buclaw via Digitalmars-d-announce wrote: On 6 January 2015 at 23:24, Andrei Alexandrescu via Digitalmars-d-announce wrote: Hello, Exciting times! DConf 2015 will take place May 27-29 2015 at Utah Valley University in Orem, UT. Awesome, that runs over my birthday (28th). My friends and family won't be too pleased. :-) Iain Hey that is my birthday as well :) Same deal.
Re: Tharsis.prof 0.1: a frame-based profiler for game development
On Friday, 5 September 2014 at 11:06:56 UTC, Kiith-Sa wrote: Announcing Tharsis.prof, a frame-based profiler in D. Awesome. Looking forward to check it out! /Jonas