Re: Sokol now has official D bindings

2024-05-14 Thread evilrat via Digitalmars-d-announce
On Tuesday, 14 May 2024 at 12:36:27 UTC, ryuukk_ wrote: It'll be interesting to know what the experience was for the maintainer to play around with D (for the first time?) From what i could gather, problems encountered: - rvalue ref params (wich led to someone telling him to use -preview=all

Re: Is D programming friendly for beginners?

2024-03-04 Thread evilrat via Digitalmars-d-announce
On Monday, 4 March 2024 at 13:37:53 UTC, Fidele wrote: I want to start learning D programming language it looks interesting Answering thread question: It can be complicated, D has a lot of features and mastering it will take quite a lot of time. Since D is statically typed compiled system p

Re: implicit-context v0.0.1

2023-09-30 Thread evilrat via Digitalmars-d-announce
On Saturday, 30 September 2023 at 12:40:29 UTC, Guillaume Piolat wrote: On Friday, 29 September 2023 at 16:56:47 UTC, Imperatorn wrote: Sounds a bit like dependency injection but for state Possibly, I'm not familiar with dependency injection. When is it useful? Dependency injection is a pri

godot-dlang v0.2.0

2023-02-24 Thread evilrat via Digitalmars-d-announce
# Release godot-dlang v0.2 This release includes support for Godot 4 RC ## What is godot-dlang? godot-dlang is a wrapper over Godot engine scripting API using new native extensions feature, simply put you can now extend engine using native code in a shared library form. ## What it can be use

Godot 4 beta-4 released

2022-11-05 Thread evilrat via Digitalmars-d-announce
Godot is an open source 2d/3d game engine has just released new beta version! https://godotengine.org/article/dev-snapshot-godot-4-0-beta-4 Godot-d is a bindings for Godot, latest official release is for Godot 3 only, however here is a WIP branch for Godot 4 latest beta-4. https://github.c

Re: Release D 2.099.0

2022-03-09 Thread evilrat via Digitalmars-d-announce
On Wednesday, 9 March 2022 at 10:08:50 UTC, meta wrote: On Wednesday, 9 March 2022 at 09:04:03 UTC, Martin Nowak wrote: Glad to announce D 2.099.0, ♥ to the 100 contributors. This release comes with __traits(parameters), unittests only from root modules, throw expressions, and plenty of more

Re: DQt: Qt bindings using extern(C++)

2021-12-11 Thread evilrat via Digitalmars-d-announce
On Saturday, 11 December 2021 at 00:47:56 UTC, LorenDB wrote: On Friday, 10 December 2021 at 17:38:56 UTC, Tim wrote: I have not released the converter yet. It is currently not very user friendly and needs many manual changes to the result, which I want to improve. It also has Qt specific parts

Re: dmdtags 1.0.0: an accurate tag generator for D source code

2021-08-27 Thread evilrat via Digitalmars-d-announce
On Friday, 27 August 2021 at 22:45:15 UTC, WebFreak001 wrote: I'm just worried about how the memory usage will grow with this, considering dmd never frees. Still not sure if it *should* be used in same process, but DMD definitely has -lowmem switch for turning on GC, and for DMD as a libr

Re: LDC 1.27.0-beta3

2021-07-15 Thread evilrat via Digitalmars-d-announce
On Thursday, 15 July 2021 at 11:58:28 UTC, Guillaume Piolat wrote: On Thursday, 15 July 2021 at 02:54:14 UTC, rikki cattermole wrote: Will -fvisibility=public support be upstreamed into dmd? If yes, it might be worth it to get rid of export as a keyword Please, no. -fvisibility=public doesn't

Re: [Semi-OT] Cross-Platform GitHub Action

2021-06-09 Thread evilrat via Digitalmars-d-announce
On Wednesday, 9 June 2021 at 14:05:33 UTC, Steven Schveighoffer wrote: On 6/9/21 6:49 AM, Steven Schveighoffer wrote: On 6/9/21 4:17 AM, evilrat wrote: Just a note from terms of service: you get 2000 minutes available for Github Actions every month for free, however for using Windows hosts it

Re: [Semi-OT] Cross-Platform GitHub Action

2021-06-09 Thread evilrat via Digitalmars-d-announce
On Wednesday, 9 June 2021 at 05:20:14 UTC, Jacob Carlborg wrote: On Tuesday, 8 June 2021 at 19:40:01 UTC, kinke wrote: Thx for sharing! Interesting; I've recently worked on something similar, but on Linux hosts and using a kvm/qemu/libvirt stack for running CI jobs in Windows VMs. Yeah, this

Re: (Oh My) Gentool 0.4.0 released

2021-06-08 Thread evilrat via Digitalmars-d-announce
On Monday, 7 June 2021 at 10:15:28 UTC, evilrat wrote: On Monday, 7 June 2021 at 09:45:53 UTC, Andrea Fontana wrote: On Sunday, 6 June 2021 at 10:03:11 UTC, evilrat wrote: ## (oh my) gentool v0.4 is now out. It is my fancy tool to generate extern(C++) stuff quicker, it takes regular compiler

Re: (Oh My) Gentool 0.4.0 released

2021-06-07 Thread evilrat via Digitalmars-d-announce
On Monday, 7 June 2021 at 09:45:53 UTC, Andrea Fontana wrote: On Sunday, 6 June 2021 at 10:03:11 UTC, evilrat wrote: ## (oh my) gentool v0.4 is now out. It is my fancy tool to generate extern(C++) stuff quicker, it takes regular compiler flags that you usually pass to clang and translates C

Re: (Oh My) Gentool 0.4.0 released

2021-06-06 Thread evilrat via Digitalmars-d-announce
On Sunday, 6 June 2021 at 10:38:22 UTC, sighoya wrote: On Sunday, 6 June 2021 at 10:03:11 UTC, evilrat wrote: ## (oh my) gentool v0.4 is now out. It is my fancy tool to generate extern(C++) stuff quicker, it takes regular compiler flags that you usually pass to clang and translates C/C

(Oh My) Gentool 0.4.0 released

2021-06-06 Thread evilrat via Digitalmars-d-announce
## (oh my) gentool v0.4 is now out. It is my fancy tool to generate extern(C++) stuff quicker, it takes regular compiler flags that you usually pass to clang and translates C/C++ code to D. This release has one new feature: support pragma mangle on aggregates (class, struct, etc...). Also

Re: Release D 2.097.0

2021-06-05 Thread evilrat via Digitalmars-d-announce
On Saturday, 5 June 2021 at 10:19:47 UTC, Martin Nowak wrote: Glad to announce D 2.097.0, ♥ to the 54 contributors. This release comes with a new `std.sumtype` packcage, support for `while (auto n = expression)`, an overhauled formatting package, and many more changes. http://dlang.org/downl

Re: Release D 2.097.0

2021-06-05 Thread evilrat via Digitalmars-d-announce
On Saturday, 5 June 2021 at 10:19:47 UTC, Martin Nowak wrote: Glad to announce D 2.097.0, ♥ to the 54 contributors. This release comes with a new `std.sumtype` packcage, support for `while (auto n = expression)`, an overhauled formatting package, and many more changes. http://dlang.org/downl

Re: CalderaD - SDL2 Vulkan renderer for windows, linux, and android

2021-05-14 Thread evilrat via Digitalmars-d-announce
On Friday, 14 May 2021 at 17:38:54 UTC, Danny Arends wrote: Hmm, things gotta have a license, why not GPL would CC0 be better? is attribution and sharing code so weird ? I think: "license": "proprietary" also doesn't sound very inviting It's a WIP tutorial project. It is not finished yet.

Re: CalderaD - SDL2 Vulkan renderer for windows, linux, and android

2021-05-14 Thread evilrat via Digitalmars-d-announce
On Friday, 14 May 2021 at 16:39:53 UTC, Danny Arends wrote: Find the GPL-v3 licensed code here: https://github.com/DannyArends/CalderaD You can set up platform filters in dub to automatically match target platforms without specifying configuration for build. See this https://github.com/

Re: (Oh My) Gentool 0.3.0 released

2021-05-10 Thread evilrat via Digitalmars-d-announce
On Sunday, 9 May 2021 at 19:35:52 UTC, Gavin Ray wrote: **However, I had an idea which I haven't seen tried yet, and have been prototyping:** - Using `cppyy` in Python (which uses `cling`) for runtime bindings to C++ and ability to write raw C++ code in Python strings and JIT compile it. -

Re: (Oh My) Gentool 0.3.0 released

2021-05-07 Thread evilrat via Digitalmars-d-announce
On Friday, 7 May 2021 at 18:17:36 UTC, Jacob Carlborg wrote: On 2021-05-05 13:54, user1234 wrote: Thanks for the explanations. BTW I had the same question for LDC backend being c++, I guess the answer would be similar. If I understand correctly, the Zig compiler is implemented partially in Z

Re: (Oh My) Gentool 0.3.0 released

2021-05-05 Thread evilrat via Digitalmars-d-announce
On Wednesday, 5 May 2021 at 10:35:23 UTC, Dominikus Dittes Scherkl wrote: On Wednesday, 5 May 2021 at 10:01:13 UTC, user1234 wrote: I have a technical question about the tool itself. It is mostly written in cpp. Oh dear! Isn't it possible to use it to translate itself into D? To answer both:

(Oh My) Gentool 0.3.0 released

2021-05-04 Thread evilrat via Digitalmars-d-announce
(Oh My) Gentool - Yet another C/C++ binding generator. It is a tool to convert C/C++ code to D usable form. It takes JSON config, basically all C++ compiler flags and switches, and outputs extern(C++) declarations, (hopefully) in usable form D! It can already process (dear) imgui library (imm

Re: (Oh My) Gentool 0.1.0

2021-04-15 Thread evilrat via Digitalmars-d-announce
On Thursday, 15 April 2021 at 13:36:00 UTC, Imperatorn wrote: https://forum.dlang.org/post/kofkrulquprdedolc...@forum.dlang.org On Saturday, 2 February 2019 at 09:41:42 UTC, evilrat wrote: (Oh My) Gentool - Yet another C/C++ binding generator. This release has few changes and tweaks, the most

Re: I'm creating a game purely written in D with the arsd library

2021-01-02 Thread evilrat via Digitalmars-d-announce
On Saturday, 2 January 2021 at 19:10:59 UTC, Murilo wrote: I also don't want anyone stealing my idea. Too late. You already posted it. Technically anyone could "steal" it from now.

Re: DLS deprecation

2020-04-07 Thread evilrat via Digitalmars-d-announce
On Tuesday, 7 April 2020 at 19:12:49 UTC, Laurent Tréguier wrote: So today, I am deprecating DLS, along with its editor extensions. I've used it over a year, and unlike code-d it just works. Thank you for your hard work and good luck!

Re: Release D 2.091.0

2020-03-11 Thread evilrat via Digitalmars-d-announce
On Tuesday, 10 March 2020 at 13:24:41 UTC, Martin Nowak wrote: This release comes with 64-bit Windows binaries, improvements on C++ integrations Wow, this is awesome, will check it out later. Thank you guys for hard work.

Re: Phobos is now compiled with -preview=dip1000

2019-05-15 Thread evilrat via Digitalmars-d-announce
On Thursday, 16 May 2019 at 01:05:53 UTC, H. S. Teoh wrote: ... I hate SFINAE. But.. But D doesn't have it!11 NOOO!!1!

Re: Release D 2.085.0

2019-03-02 Thread evilrat via Digitalmars-d-announce
On Saturday, 2 March 2019 at 18:19:37 UTC, Martin Nowak wrote: Glad to announce D 2.085.0, ♥ to the 49 contributors. Oh no! Windows installer is not signed, again.

Re: Release D 2.084.1

2019-02-10 Thread evilrat via Digitalmars-d-announce
On Sunday, 10 February 2019 at 19:21:10 UTC, Martin Nowak wrote: Glad to announce D 2.084.1, ♥ to the 6 contributors. For some reason Windows installer is not signed, UAC shows this warning screen and there is no publisher specified.

(Oh My) Gentool 0.1.0

2019-02-02 Thread evilrat via Digitalmars-d-announce
(Oh My) Gentool - Yet another C/C++ binding generator. This release has few changes and tweaks, the most important one is the ability to process templated functions/methods on Windows and reduction of missing linker symbols numbers. Please note that it is still in its early stage and may cont

(Oh My) Gentool 0.0.3

2018-12-19 Thread evilrat via Digitalmars-d-announce
(Oh My) Gentool - Yet another C/C++ binding generator. I'm glad to announce the new release - version 0.0.3 is now live. Though I have to release it earlier than I would like to, and there is some features I haven't finished, overall I'm ok with how it did. This release will be the last point

Re: Blog post: What D got wrong

2018-12-14 Thread evilrat via Digitalmars-d-announce
On Tuesday, 11 December 2018 at 10:45:39 UTC, Atila Neves wrote: A few things that have annoyed me about writing D lately: https://atilanevesoncode.wordpress.com/2018/12/11/what-d-got-wrong/ Wait, no word about ref parameters? No way! If you try to bind to typical C++ code they are *EVERYWHER

(Oh My) Gentool 0.0.2 released

2018-11-29 Thread evilrat via Digitalmars-d-announce
(Oh My) Gentool - Yet another C/C++ binding generator. Comparing to previous release there is a whole load of improvements in nearly all aspects, it is still in its early stage though. Much cleaner output with less garbage comparing to last release. If you used previous version and it was suc

Re: Oh My Gentool [v0.0.1] (Yet another binding generator)

2018-10-27 Thread evilrat via Digitalmars-d-announce
On Saturday, 27 October 2018 at 16:55:23 UTC, Atila Neves wrote: On Tuesday, 23 October 2018 at 20:32:29 UTC, Andrea Fontana wrote: On Tuesday, 23 October 2018 at 20:03:42 UTC, Atila Neves wrote: We do - it's just very far from being complete. dpp can do some simple C++ and would have been able

Re: code-d 0.17.0 + serve-d 0.1.2

2018-04-10 Thread evilrat via Digitalmars-d-announce
On Tuesday, 10 April 2018 at 11:54:47 UTC, WebFreak001 wrote: fyi "deprecated" code-d beta and normal code-d is exactly the same plugin right now using exactly the same serve-d versions, except for the deprecation message. I wouldn't be complaining if it's not the case. With normal code-d i

Re: code-d 0.17.0 + serve-d 0.1.2

2018-04-09 Thread evilrat via Digitalmars-d-announce
On Monday, 9 April 2018 at 19:10:46 UTC, Samson wrote: Today I update code-d serve-d and vsc. After which I got the notification that WebFreak001 has deprecate code-d serve-d beta and auto completion stop working. I saw code-d extension with the same icon as code-d serve-d beta so I install i

Re: DirectX bindings

2017-06-23 Thread evilrat via Digitalmars-d-announce
On Friday, 23 June 2017 at 13:31:04 UTC, Petar Kirov [ZombineDev] wrote: Hi evilrat. That's unfortunate to hear. I would to suggest a way forward. What do you think about joining dlang-community [0] [1]? That way: * You remain an owner of your repo, so you can continue to develop it if

Re: DirectX bindings

2017-06-23 Thread evilrat via Digitalmars-d-announce
On Friday, 23 June 2017 at 11:34:34 UTC, John Burton wrote: Ah... Well thank you for your work on this up to now. I was just looking at these bindings a few days ago, considering if I should use C++ or D for a little hobby graphics projects I wanted to look at, and thought I'd maybe use this

Re: DirectX bindings

2017-06-22 Thread evilrat via Digitalmars-d-announce
On Sunday, 3 November 2013 at 05:27:24 UTC, evilrat wrote: https://github.com/evilrat666/directx-d I'm sorry to say that, but I have to quit the post of DirectX bindings maintainer. I haven't yet decided on what to do with dub package[1], but I'm in favor of completely del

Re: two points

2017-02-09 Thread evilrat via Digitalmars-d-announce
On Thursday, 9 February 2017 at 08:02:23 UTC, Walter Bright wrote: I do not understand using pseudonyms on github. It can hardly be a privacy issue, as github doesn't hide your name. But it definitely impedes your "brand", i.e. your reputation, as it becomes divided in two. Github does not pr

Re: Release D 2.073.0

2017-01-25 Thread evilrat via Digitalmars-d-announce
On Sunday, 22 January 2017 at 17:55:03 UTC, Martin Nowak wrote: Glad to announce D 2.073.0. This release comes with a few phobos additions, new -mcpu=avx and -mscrt switch, and several bugfixes. http://dlang.org/download.html http://dlang.org/changelog/2.073.0.html -Martin Can we have so

Re: DirectX bindings

2016-12-17 Thread evilrat via Digitalmars-d-announce
On Sunday, 3 November 2013 at 05:27:24 UTC, evilrat wrote: https://github.com/evilrat666/directx-d A long awaited update - v0.10.0 is out! Be wary there is still a lot of things untested, and one may encounter access violation or random crashes. It is great to see community expanding and

Re: DirectX bindings

2015-01-26 Thread evilrat via Digitalmars-d-announce
On Saturday, 24 January 2015 at 20:35:23 UTC, Andrej Mitrovic wrote: On 5/27/14, evilrat via Digitalmars-d-announce wrote: On Sunday, 3 November 2013 at 05:27:24 UTC, evilrat wrote: https://github.com/evilrat666/directx-d this is it. i think i can't continue on this one anymore, nor

Re: DirectX bindings

2014-05-27 Thread evilrat via Digitalmars-d-announce
On Sunday, 3 November 2013 at 05:27:24 UTC, evilrat wrote: https://github.com/evilrat666/directx-d this is it. i think i can't continue on this one anymore, nor do i have time, nor passion. i've made a lot of work and meet (almost) no interest. i will be stay in contact, so any pul

Re: DirectX bindings

2014-05-24 Thread evilrat via Digitalmars-d-announce
On Sunday, 3 November 2013 at 05:27:24 UTC, evilrat wrote: https://github.com/evilrat666/directx-d new additions: +Direct2D [DX9 state] (though still some helper functions missing) +DirectWrite [DX9 state] +DXGI [DX11.1, DX11.2] +Direct3D [DX11.1, DX11.2] examples

Re: DirectX bindings

2014-05-19 Thread evilrat via Digitalmars-d-announce
On Sunday, 3 November 2013 at 05:27:24 UTC, evilrat wrote: https://github.com/evilrat666/directx-d little update: i'm currently looking at some other not yet converted stuff such as Direct2D, DirectWrite and DXVA(video decoding). can't say anything for now, i don't

Re: OpenGL Examples in D and a birth of a New Initiative

2014-05-17 Thread evilrat via Digitalmars-d-announce
On Saturday, 17 May 2014 at 19:00:12 UTC, Andrej Mitrovic via Digitalmars-d-announce wrote: Probably with a good D wrapper coding in DirectX could be fun, especially since the API is apparently stateless. Btw, I think Adam Wilson mentioned that your bindings are slightly out of date. He appare

Re: OpenGL Examples in D and a birth of a New Initiative

2014-05-15 Thread evilrat via Digitalmars-d-announce
On Thursday, 15 May 2014 at 05:01:14 UTC, Manu via Digitalmars-d-announce wrote: I tried to gather support for a community game project (FeedBack). Lots of interest, but nobody actually joined the party when I kicked it off. On 15 May 2014 05:04, Andrej Mitrovic via Digitalmars-d-announce wro

Re: Visual D 0.3.38 released

2014-04-14 Thread evilrat
On Monday, 14 April 2014 at 23:25:54 UTC, Meta wrote: Now when trying to debug with Mago, I get the error message: "Cannot launch debugger on hr = 8910016" x64 build? mago is only x86 debugger

Re: Mono-D v1.6 - method override completion

2014-02-14 Thread evilrat
On Friday, 14 February 2014 at 01:26:18 UTC, Alexander Bothe wrote: Okay, just implemented a completion mode for method overrides. I won't explain this over here, as there are screenshots depicting everything properly already :-) http://mono-d.alexanderbothe.com/method-override-completion-v1

Re: dmd 2.065 beta 3

2014-02-04 Thread evilrat
On Tuesday, 4 February 2014 at 10:37:19 UTC, Kapps wrote: On Tuesday, 4 February 2014 at 06:58:02 UTC, evilrat wrote: i have some strange behaviour when building with -O, if in short it reports taking address of interface as dereferencing null. error reported with 2.065 beta2 and beta3, but i

Re: dmd 2.065 beta 3

2014-02-03 Thread evilrat
i have some strange behaviour when building with -O, if in short it reports taking address of interface as dereferencing null. error reported with 2.065 beta2 and beta3, but i don't remember if i had this on 2.064. any advices? here is repro case(for simplicity use dub) https://gist.github.com

Re: dmd 2.065 beta 3

2014-02-03 Thread evilrat
On Monday, 3 February 2014 at 18:37:20 UTC, Andrew Edwards wrote: Windows users, please give the new installer a try. It has been updated to facilitate proper installation. vc2013/win 8.1/winsdk 8.1 detects visual studio correctly, path to win sdk correctly. has wrong path to mspdb120.dll, cur

Re: dmd 2.065 beta 2

2014-02-03 Thread evilrat
On Sunday, 26 January 2014 at 23:38:56 UTC, Andrew Edwards wrote: We've made a lot of progress towards the 2.065 stable release. Available binaries are as follows: Windows http://ftp.digitalmars.com/dmd.2.065.0-b2.exe http://ftp.digitalmars.com/dmd.2.065.0-b2.windows.zip for

Re: DirectX bindings

2014-02-03 Thread evilrat
it has been for a long time since i released this bindings, so i wonder if anyone uses this in their projects? it would be nice to see some results of projects using this bindings :)

Re: D bindings for Shapefile C Library

2014-01-28 Thread evilrat
On Wednesday, 29 January 2014 at 05:12:45 UTC, Rikki Cattermole wrote: For simple static bindings, it looks fine. You'll probably have fun getting it to work on Windows 32 bit though. Thank you OMF. what fun? using (coff)implib once? come on, that's not that hard at all... the only "fun" i

Re: New debugger for D!!!

2014-01-28 Thread evilrat
On Tuesday, 28 January 2014 at 13:59:48 UTC, Iain Buclaw wrote: On 28 January 2014 13:24, evilrat wrote: On Tuesday, 28 January 2014 at 10:03:03 UTC, Jacob Carlborg wrote: On 2014-01-28 04:00, Sarath Kodali wrote: Next month I will be releasing an alpha version with support for Linux, x86

Re: New debugger for D!!!

2014-01-28 Thread evilrat
On Tuesday, 28 January 2014 at 10:03:03 UTC, Jacob Carlborg wrote: On 2014-01-28 04:00, Sarath Kodali wrote: Next month I will be releasing an alpha version with support for Linux, x86, Elf+Dwarf, DMD and GCC. I'm waiting for the OS X version :) not going happen until dmd gets fixed. i'm n

Re: Mono-D v1.2.7 - Completion, ldc2 compatibility, dub fixes

2014-01-14 Thread evilrat
On Tuesday, 14 January 2014 at 14:43:26 UTC, Alexander Bothe wrote: On Tuesday, 14 January 2014 at 14:25:31 UTC, evilrat wrote: On Tuesday, 14 January 2014 at 14:12:54 UTC, Alexander Bothe wrote: If you tried running your D programw with gdb, made a breakpoint at _Dmain and stepped through the

Re: Mono-D v1.2.7 - Completion, ldc2 compatibility, dub fixes

2014-01-14 Thread evilrat
On Tuesday, 14 January 2014 at 14:12:54 UTC, Alexander Bothe wrote: If you tried running your D programw with gdb, made a breakpoint at _Dmain and stepped through the method's code ... gdb test run (idk why i run with mi2 :( ) http://pastebin.com/U7UTNfxM lldb just to compare =0 http://pastebi

Re: Mono-D v1.2.7 - Completion, ldc2 compatibility, dub fixes

2014-01-14 Thread evilrat
On Tuesday, 14 January 2014 at 14:12:54 UTC, Alexander Bothe wrote: Could you locate the binary libphobos file, open it e.g. with SciTE and look for some mangled string that contains 'finddata', such as _D2rt15deh_win64_posix13__eh_finddataFPvZPyS2rt15deh_win64_posix9FuncTable - something like

Re: Mono-D v1.2.7 - Completion, ldc2 compatibility, dub fixes

2014-01-14 Thread evilrat
On Tuesday, 14 January 2014 at 13:16:12 UTC, Alexander Bothe wrote: On Tuesday, 14 January 2014 at 13:06:05 UTC, evilrat wrote: gdb plugin version 0.2.5 still gives the same error. Ah, sorry, I should've mentioned it: There's an option panel called "Gdb.D" now where you

Re: Mono-D v1.2.7 - Completion, ldc2 compatibility, dub fixes

2014-01-14 Thread evilrat
On Tuesday, 14 January 2014 at 12:06:36 UTC, Alexander Bothe wrote: On Tuesday, 14 January 2014 at 08:50:09 UTC, evilrat wrote: On Tuesday, 14 January 2014 at 08:07:57 UTC, Jacob Carlborg wrote: On 2014-01-14 05:10, evilrat wrote: running "gdb --interpreter=mi2" launches it w

Re: Mono-D v1.2.7 - Completion, ldc2 compatibility, dub fixes

2014-01-14 Thread evilrat
On Tuesday, 14 January 2014 at 08:07:57 UTC, Jacob Carlborg wrote: On 2014-01-14 05:10, evilrat wrote: running "gdb --interpreter=mi2" launches it without any warnings and errors. (my gdb version is 7.6) I have GNU gdb 6.3.50-20050815 (Apple version gdb-1824). And when I laun

Re: Mono-D v1.2.7 - Completion, ldc2 compatibility, dub fixes

2014-01-13 Thread evilrat
On Tuesday, 14 January 2014 at 05:04:42 UTC, Alexander Bothe wrote: On Tuesday, 14 January 2014 at 04:15:50 UTC, evilrat wrote: "ApplicationName='gdb', CommandLine=-quiet -fullname -i=mi2', CurrentDirectory=", NativeError= Cannot find the specified file Okay, I think

Re: Mono-D v1.2.7 - Completion, ldc2 compatibility, dub fixes

2014-01-13 Thread evilrat
On Tuesday, 14 January 2014 at 04:10:03 UTC, evilrat wrote: On Monday, 13 January 2014 at 14:50:05 UTC, Alexander Bothe wrote: So according to Jacob's comment it's actually possible to get gdb on OSX - but probably just with a wrong build configuration, i.e. the mi2 interface for

Re: Mono-D v1.2.7 - Completion, ldc2 compatibility, dub fixes

2014-01-13 Thread evilrat
On Monday, 13 January 2014 at 14:50:05 UTC, Alexander Bothe wrote: So according to Jacob's comment it's actually possible to get gdb on OSX - but probably just with a wrong build configuration, i.e. the mi2 interface for gdb is not available - or is it? Just try executing gdb --interpreter=mi2

Re: Mono-D v1.2.7 - Completion, ldc2 compatibility, dub fixes

2014-01-13 Thread evilrat
On Monday, 13 January 2014 at 11:03:45 UTC, Alexander Bothe wrote: On Monday, 13 January 2014 at 05:25:31 UTC, evilrat wrote: after about half year i tried it again on OS X, and Mono-D is quite good for writing the code, but... the debug!!11 can we haz some GDB or LLDB(or both :)) support

Re: Mono-D v1.2.7 - Completion, ldc2 compatibility, dub fixes

2014-01-12 Thread evilrat
On Sunday, 12 January 2014 at 23:40:33 UTC, Alexander Bothe wrote: Hi everyone, Just wrote annotated v1.2.7 of Mono-D: http://mono-d.alexanderbothe.com/completion-ldc2-compatibility-dub-fix-v1-2-7 I'm too lazy to mention every part of it again over here - if there are questions: Here, in #d.mo

Re: Call D code from C#

2014-01-10 Thread evilrat
On Friday, 10 January 2014 at 09:54:27 UTC, anthony wrote: Hi Dejan, GTK is not an option for me mainly because I do not like the way programs written with appears on the screen. It is a little...ugly! Qt does a lot better in that field, it also has (QT) better documentation, better tools etc

Re: Call D code from C#

2014-01-09 Thread evilrat
On Thursday, 9 January 2014 at 16:09:11 UTC, anthony wrote: Thanks for the (ultra fast) reply! I has that coming that P/Invoke is the only way, unfortunately. Are you aware of any other problems using this technique ? why unfortunately? using this in visual studio allows me debug both C#/D c

Re: DVM - D Version Manager 0.4.2

2014-01-04 Thread evilrat
On Saturday, 4 January 2014 at 14:41:02 UTC, Jacob Carlborg wrote: On 2014-01-04 13:21, evilrat wrote: so this is a tool which could build dmd & phobos from git master branch(or any else) and later switch between that newly build version and 2.064 release? Unfortunately no. It can b

Re: DVM - D Version Manager 0.4.2

2014-01-04 Thread evilrat
On Friday, 3 January 2014 at 12:04:33 UTC, Jacob Carlborg wrote: I just released a new version of DVM, 0.4.2. The biggest news for this release is that the source code has been ported to D2 and I'm bringing back support for 64bit platforms. Except from this it's mostly a minor release. For pr

Re: DSFML

2013-12-21 Thread evilrat
On Sunday, 22 December 2013 at 01:24:50 UTC, Kelet wrote: Thanks for all of the hard work, Jeremy. DSFML is definitely one of the libraries helping D move forward as a first class game development platform. Regards, Kelet oh and i guess no one use DirectX in AAA titles now, such a shame...

Re: Visual D 0.3.37 released

2013-11-12 Thread evilrat
On Tuesday, 12 November 2013 at 08:06:24 UTC, Rainer Schuetze wrote: If you switch the debugger to "Mago", the conversion is no longer needed, so you can still build and debug Win32 executables. mago gives "cannot launch debugger on %appname%. hr = 897...", so only x64 debugger left for usage

Re: Visual D 0.3.37 released

2013-11-11 Thread evilrat
On Sunday, 10 November 2013 at 08:53:08 UTC, evilrat wrote: ok i forgot about output pane. so what i see here... ConsoleApp1\Debug\ConsoleApp1.pdb: cannot load PDB helper DLL so the problem with debug server formats? i wish it would work with visual studio 2013 soon, but at least x64 debug

Re: DirectX bindings

2013-11-11 Thread evilrat
On Friday, 8 November 2013 at 02:57:25 UTC, Andrej Mitrovic wrote: On 11/3/13, evilrat wrote: https://github.com/evilrat666/directx-d Nice! I tried porting one of the samples from the SDK but it uses D3DX11CompileFromFile which is missing in the bindings. MSDN says they recommend not using

Re: Visual D 0.3.37 released

2013-11-10 Thread evilrat
ok i forgot about output pane. so what i see here... ConsoleApp1\Debug\ConsoleApp1.pdb: cannot load PDB helper DLL

Re: Visual D 0.3.37 released

2013-11-10 Thread evilrat
On Sunday, 10 November 2013 at 07:13:26 UTC, Nicholas Londey wrote: Have a look at this and see if that helps. I think I got it working in vs2013 because it was the announcement that it should be working that prompted me to find out why it wasn't. http://d.puremagic.com/issues/show_bug.cgi?id=

Re: Visual D 0.3.37 released

2013-11-09 Thread evilrat
On Saturday, 2 November 2013 at 14:40:56 UTC, Rainer Schuetze wrote: * Installer now supports VS 2013, updated to cv2pdb 0.27, mago 0.8, fixes x64 debugger in VS 2012 Shell unfortuantely it doesn't works with VS 2013, it installs and registers with visual studio, but whenever i hit the b

Re: code.dlang.org now supports categories and search

2013-11-09 Thread evilrat
On Saturday, 9 November 2013 at 17:04:35 UTC, Andrej Mitrovic wrote: Is it possible to add a feature to sort the view by the added date of a package (rather than just updated/name sorting)? Sometimes I'd like to see which packages are new in the registry. that would be really useful. who kn

Re: dmd 2.064.2

2013-11-09 Thread evilrat
On Thursday, 7 November 2013 at 16:25:47 UTC, Brad Anderson wrote: On Thursday, 7 November 2013 at 08:58:50 UTC, tester wrote: how do make that comiler work? [Issue 11457] New: Cannot compile 64bit apps with Visual Studio 2013 this is a desaster for me. was that release tested? if i amand th

Re: DirectX bindings

2013-11-08 Thread evilrat
On Friday, 8 November 2013 at 11:37:38 UTC, liyu wrote: On Sunday, 3 November 2013 at 05:27:24 UTC, evilrat wrote: Greetings, many of you may notice lack of (up-to-date and working) DirectX bindings, one may also seen my activity on d.learn sub forum. so let me announce yet another bindings

Re: DirectX bindings

2013-11-07 Thread evilrat
On Friday, 8 November 2013 at 02:57:25 UTC, Andrej Mitrovic wrote: On 11/3/13, evilrat wrote: https://github.com/evilrat666/directx-d Nice! I tried porting one of the samples from the SDK but it uses D3DX11CompileFromFile which is missing in the bindings. MSDN says they recommend not using

Re: dmd 2.064.2

2013-11-07 Thread evilrat
On Thursday, 7 November 2013 at 11:42:25 UTC, tester wrote: does not work with the installer either. that really sucks well, this is because most people stick with linux, and i think there few to noone win8 users. so here is the result ...

Re: DirectX bindings

2013-11-07 Thread evilrat
i have finished dub transition, git repo should pop up on dub registry soon.

Re: dmd 2.064.2

2013-11-07 Thread evilrat
On Thursday, 7 November 2013 at 08:58:50 UTC, tester wrote: how do make that comiler work? [Issue 11457] New: Cannot compile 64bit apps with Visual Studio 2013 this is a desaster for me. was that release tested? if i amand the pathes and run as admin or not - it will not find the libs (user3

Re: DirectX bindings

2013-11-06 Thread evilrat
On Wednesday, 6 November 2013 at 14:44:59 UTC, Dicebot wrote: On Wednesday, 6 November 2013 at 14:35:07 UTC, evilrat wrote: also if you look at my repo u can see it has examples subfolder, should i put package.json there too or it would be simpler to add custom build script for building all

Re: DirectX bindings

2013-11-06 Thread evilrat
On Wednesday, 6 November 2013 at 14:25:46 UTC, Mike Parker wrote: On 11/6/2013 6:29 PM, evilrat wrote: i have added dub package to this bindings, need testing. i don't have an idea how it works since dub lacks documentation. http://code.dlang.org/about http://code.dlang.org/package-f

Re: DirectX bindings

2013-11-06 Thread evilrat
i have added dub package to this bindings, need testing. i don't have an idea how it works since dub lacks documentation.

Re: DirectX bindings

2013-11-03 Thread evilrat
On Sunday, 3 November 2013 at 08:42:52 UTC, ponce wrote: Hi, Good work. While porting header to D you can use: alias int _D3D_SHADER_INPUT_FLAGS enum : _D3D_SHADER_INPUT_FLAGS { D3D_SIF_USERPACKED= 1, // others... } instead of: enum _D3D_SHADER_INPUT_FLAGS {

DirectX bindings

2013-11-02 Thread evilrat
Greetings, many of you may notice lack of (up-to-date and working) DirectX bindings, one may also seen my activity on d.learn sub forum. so let me announce yet another bindings for DirectX which one may fork right now from github! https://github.com/evilrat666/directx-d please be careful tho

Re: glad OpenGL loader generator

2013-08-13 Thread evilrat
On Tuesday, 13 August 2013 at 10:41:49 UTC, David wrote: This shouldn't happen and doesn't happen for me. Easiest way to use gl3n (and also what I recommend) is to use it as git submodule or simply copy the sources into your project and integrate it into your buildsystem. ok thanks, i'll tr

Re: glad OpenGL loader generator

2013-08-12 Thread evilrat
On Monday, 12 August 2013 at 13:45:46 UTC, David wrote: Did you confuse gles2 (GL ES 2.0) with gl3n? Or did you speak of glamour, which has indeed gl3n interaction, which can be turned on with -version=gl3n: make DCFLAGS+="-version=gl3n". But I recommend you to include gl3n and glamour as subm

Re: glad OpenGL loader generator

2013-08-11 Thread evilrat
On Monday, 5 August 2013 at 21:42:59 UTC, David wrote: glad - is an OpenGL loader (with experimental gles support, --api=gles2) ... i looked at this on github and see an option to build with gl3n, then i see what it is, and looks like gl3n is a 'must have' for my simple tasks. but for some re

Re: Guigle openGL GUI on GIT

2013-04-22 Thread evilrat
On Monday, 22 April 2013 at 04:13:02 UTC, Alexandr Druzhinin wrote: your job is very useful, but building failed with the error: Guigle\FileSaver.d(144): Error: undefined identifier listDir the same error appear in every file using listDir symbol of course. How to fix that? And also I'm curious

Re: Build Script in D

2013-01-20 Thread evilrat
On Saturday, 19 January 2013 at 15:32:46 UTC, David wrote: I compile pre-compile glfw for windows, but on Linux/OSX etc. I have it as submodule and it works fine! :) works for me too, but this is sad that i need to use 3rd party libs just to create render window and handling input(well, it'

Re: Build Script in D

2013-01-18 Thread evilrat
On Sunday, 13 January 2013 at 10:47:41 UTC, David wrote: Seems like I have ran into the 1% with all of the C projects I use. cause my pc dead i'm now also forced to use glfw on osx(cause x11-d wrapper works on linux only), now i know why you are felt to that 1%, you are trying to use unstab

Re: Build Script in D

2013-01-12 Thread evilrat
On Saturday, 12 January 2013 at 16:34:12 UTC, David wrote: Using make with D works great, also there is cmake for D. But try to use two tools (d buildscript and let's say cmake) on windows. You have to force the user to either install mingw/cygwin or cmake/make and VS (cmake can only generate

  1   2   >