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 programming language 
it is still will be harder to grasp than say Python.


The core language is pretty neat and shouldn't cause much 
trouble, by core here I mean basic templates, basic mixins, basic 
classes and operator overloading, version conditioning and such.


Ranges and the standard library approach to 
"Design-by-Introspection" will definitely require some time to 
get used to, so expect to dive into std sources a lot for real 
world examples.


Advanced templates is still not as hard as C++ though, and there 
is no some of the more quirks that C++ has.


Few things to avoid until you absolutely know what you are doing 
is @nogc and betterC.


There is also a "system" part in it that ultimately will require 
you to understand what is actually a executable file and what is 
a linker, knowing how to use debuggers, etc...



Finally, D is flexible enough to delay touching some of those 
features until you are ready, and unlike practically any other 
language it doesn't forces any philosophy or zen or whatever 
ideology on you.


Before you started though - note that D is not considered 
"enterprisey" enough language so don't expect your favorite 
JetBrains IDE or other fancy tooling, the debuggers are just 
minimally working, and generally any other ecosystem tools (if 
any) too.
This means you have to understand more about how these things 
works and this may add extra complexity and make you think the 
whole language is not there yet.




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 principle of making your 
classes/functions self-contained and isolated, it means that when 
your code might need to create a resource (such as open a file to 
write data) it is instead up to the caller to provide that 
resource, but your code never does that by itself because a 
library can't possibly know the environment and restrictions of 
the target system/machine.


Simply put, you can't possibly know how to open a file in that 
system, you can't possibly know what allocator is used in the 
caller environment (think about very low-level or bare metal 
program), and so on, so instead caller must provide everything 
that your function/method/class might need to do the work.


In the most complex situations where the entire program graph is 
about to be created in the main function there is so called DI 
containers that configures all this stuff in one central place.


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 used for?

Games primarily, 2d games, 3d games, large-scale open world 
games...


But wait, because Godot includes various multimedia features and 
has a very rich GUI toolkit
you can use it to build any kind of multimedia apps, use it as a 
GUI for your programs,

build simulation programs, and much more!

## What is Godot?

Godot is a modular open source game engine with permissive 
license (MIT).


Godot 4 is the latest version of Godot is now entered 
stabilization phase, it still might have some API changes before 
release but otherwise it is now a good time to start new 
projects, final 4.0 release can be expected within 1-2 months.


## Where to get Godot?

(scroll down to downloads section, use standard build if you 
don't plan to mix godotscript/C#/D)


https://godotengine.org/article/release-candidate-godot-4-0-rc-5/

## Where to get godot-dlang?

godot-dlang source code
  https://github.com/godot-dlang/godot-dlang

also available in dub
  https://code.dlang.org/packages/godot-dlang


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.com/Superbelko/godot-d/tree/godot4


Original godot-d issue on GitHub about Godot 4 support

https://github.com/godot-d/godot-d/issues/83


For getting started see this document

https://github.com/Superbelko/godot-d/tree/godot4#godot-4-branch-getting-started-mini-guide


Currently godot4 branch is purely experimental WIP project as 
stated in the document, so do not expect to ship real product 
with that, even more nor Godot 4, nor godot-d is not ready for 
that.


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 
changes.


http://dlang.org/download.html
http://dlang.org/changelog/2.099.0.html

-Martin


The download links doesn't work.. I get access denied, what is 
happening?


Are CI/CD builds available somewhere? on GitHub?


it seems like upload script error, download link is

https://s3.us-west-2.amazonaws.com/downloads.dlang.org/releases/2021/dmd-2.099.0.exe

but if you change it to (notice 2022 instead of 2021)

https://s3.us-west-2.amazonaws.com/downloads.dlang.org/releases/2022/dmd-2.099.0.exe

it now works


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.


I will definitely be watching for the release of the converter 
code!


For generic C++ code you can try my generator (yes it does code 
conversion, not just signatures), it handles like 80% of the job, 
the rest 20% is manual fixing signatures and code here and there, 
however newer C++ features is not yet covered.


https://github.com/Superbelko/ohmygentool


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

2021-08-28 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 
library there is initDMD() and deinitializeDMD() pair.


Haven't tested it myself wrt. to memory usage, but it is used by 
DMD tests.
Another concern would be code analysis time, even with skipping 
semantic passes every run is a new invocation - DMD simply wasn't 
designed to be a language server where it could just iteratively 
update compilation database.


IIRC VisualD with DMD frontend enabled has noticable long pauses 
on showing completion (from 100ms to few seconds on larger 
projects), which renders it unusable for me. Could be that same 
reason, no idea.




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 work in all cases in 
our experience.


And there is also DLL export limit on Windows which 65k symbols, 
yay.


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 takes 2x minutes 
and Mac hosts takes 5x minutes.


I think this only applies to private repositories:


Confirmed: 
https://github.community/t/for-public-repositories-is-there-a-monthly-limit-on-minutes/129017


-Steve


Ok then, good to know. Must be overly paranoid ToS checking 
kicked in :(


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 is running on macOS instead because the Linux and 
the Windows runners on GitHub actions don't support nested 
virtualization.


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 takes 2x minutes and Mac 
hosts takes 5x minutes.


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 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 a lot of work was put into template support, but it is 
still has lots of unhandled cases, so do not expect it will 
translate STL or Boost without need of manual fixes.


Source
https://github.com/Superbelko/ohmygentool

Windows binaries
https://github.com/Superbelko/ohmygentool/releases/tag/v0.4.0


Nice work. Is there a docker somewhere in order to test it?




Added image to dockerhub

https://hub.docker.com/r/superbelko/gentool

Get it using

`docker pull superbelko/gentool`

How to use

https://github.com/Superbelko/ohmygentool/wiki/Docker




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/C++ code to D.


This release has one new feature: support pragma mangle on 
aggregates (class, struct, etc...).


Also a lot of work was put into template support, but it is 
still has lots of unhandled cases, so do not expect it will 
translate STL or Boost without need of manual fixes.


Source
https://github.com/Superbelko/ohmygentool

Windows binaries
https://github.com/Superbelko/ohmygentool/releases/tag/v0.4.0


Nice work. Is there a docker somewhere in order to test it?


It's got a dockerfile few days back, though I haven't tried it 
myself yet.


(SSH port at end is for IDE's)
https://github.com/Superbelko/ohmygentool/blob/master/Dockerfile.local-dev

It detects standard library includes automatically, but if you're 
going to cross compile you'll have to tell it where to look, also 
probably need to pass proper target triple.




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++ code to D.


This release has one new feature: support pragma mangle on 
aggregates (class, struct, etc...).


Also a lot of work was put into template support, but it is 
still has lots of unhandled cases, so do not expect it will 
translate STL or Boost without need of manual fixes.


Source
https://github.com/Superbelko/ohmygentool

Windows binaries
https://github.com/Superbelko/ohmygentool/releases/tag/v0.4.0


+1

How did you parse C++ code which seems overkill to do alone. 
Did you enact clang for?


Yes, it's all clang under the hood.
But it's not just clang tooling that uses pre-made Tool class 
that has to be invoked as part of clang itself using special flag.
Instead it creates compiler instance and runs regular compilation 
pass in memory extracting declarations recursively (as part of 
older pipeline, can be done to some extent using C API with 
cursors), and then it converts C++ AST to D source code with 
minimal AST manipulation (can't be done with C API), though I'm 
looking into AST-to-AST translation instead and then using D 
compiler frontend to emit source code for better result.


(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 a lot of work was put into template support, but it is still 
has lots of unhandled cases, so do not expect it will translate 
STL or Boost without need of manual fixes.


Source
https://github.com/Superbelko/ohmygentool

Windows binaries
https://github.com/Superbelko/ohmygentool/releases/tag/v0.4.0


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/download.html
http://dlang.org/changelog/2.097.0.html

-Martin


Windows installer is broken.

I have install target path excluded from Windows Defender anti 
virus checks, yet after the installation it only contains .bat 
files, uninstaller.exe, dmd2/windows/lib64 and lib32mscoff, but 
no bin and sources.


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/download.html
http://dlang.org/changelog/2.097.0.html

-Martin


Nice release.

https://dlang.org/changelog/2.097.0.html#pragma-mangle-aggregate

Does this means we will get more STL goodies soon?


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. It needs 
more details where needed and have everything re-checked.



Any suggestions license-wise ?




zlib, Boost, BSD/MIT, anything will do, its just the GPL itself. 
I don't think it is allowed to copy-paste any part of it at all.


Licensing is pain and I usually avoid it, so please refer to 
special web sites that will help pick the license that suit your 
intentions.


Or at least make it LGPL so it is possible to be used as a 
library without licensing headache.


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/Superbelko/android-sdl-d/blob/master/dub.json


P.S. No idea why you choose GPL, I usually don't bother with GPL 
libraries because of license, and I think this is also the 
majority of people on this forum.


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.


- Allow users to write "drivers"/"clients" in Python which do 
the codegen. Since Python isn't compiled, this means you can 
realtime tweak and visualize your output much faster than 
manually recompiling a C++ based LibTooling application.


I am thinking of some kind of API where you can declare rules 
using annotations for AST nodes above functions for handling 
them. Something like:

```py
class DCodegen:
# "t" here is a LibTooling AST node and we can use all of 
Clang/LibTooling's AST API

@rule(lambda t: t.is_pointer() or t.is_reference() and \
t.pointee().is_record_indirection())
def input(cls, t, args):
return f"{{interm}} = &{c_util.struct_cast(t, 
'{inp}')};"


@rule(lambda t: t.is_pointer() or t.is_reference())
def input(cls, t, args):
raise ValueError("unsupported input pointer/reference 
type {}".format(t))

```

This would allow people to contribute or tweak the codegen to 
their liking very rapidly.


It's all libclang under the hood though. Never looked at the 
sources of cppyy or cling, but very likely this works for them 
because of libs such as pybind11 that wraps C++ stuff in C++, 
while the other tools trying to rely on C API(very limited) or 
keep fighting with C++ API, you've already seen that all that 
tools from that list except gentool is using C API and what 
capabilities each provides.


Can't say I hate that idea, but it has same issues as SWIG, 
writing any non trivial rule becomes next to impossible as there 
is practically zero examples and very poor documentation, the 
whole process becomes trial and error marathon without chance to 
win, and it is basically write-only code that is as worse as C++ 
templates. But it is definitely better than SWIG in that regard 
as you can get type and functions information using dir() and 
help() and your trusty IDE with debugger.


My current plan though is to provide predefined pre-generate and 
post-generate rules that is applied declaratively in project 
config,

for example
  `ignoreDecls *::new[]`
that will ignore all new operator overloads in any namespace, or 
one of any other existing rules that deals with specific 
patterns, and at some point later allow users to write their own 
rules like you described.
After all this is binding/translator tool, not an universal 
one-for-all code generator.


For distribution, it could be done in an Ubuntu Docker 
container that comes with LLVM and Python in it, and the 
scripts, then mapped to local filesystem for read access + also 
if you want to edit the `DCodegen` script or supply your own 
Python file as the driver.




No way, Docker is too heavy and not very user friendly or even CI 
friendly. It is ok to have builds optionally packed in container, 
but not as the only way to distribute. It might work for 
cppyy/cling because they rely on specific dynamic library 
properties or fork process on *NIX that is not there on Windows.




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 Zig. It use the LLVM C API and some wrappers C 
around the C++ API where the C API is not sufficient.


And it quickly becomes insufficient using only the C API as 
feature complexity increases. No idea if Zig has to deal with C++ 
compiler (clang) or all it needs is pure LLVM, because the latter 
should have more or less feature rich C API, unlike clang that 
deals with C++ and has ever "unstable" API. Making wrappers for 
missing parts still will be a PITA, as having to pass around 
smart pointers definitely does not makes it easier.


Anyway like I said, for bootstrap goal it is probably easier to 
re-purpose the tool to make thin wrappers & stubs on C++ side, 
pretty much just like SWIG does.


Side note:
But all this does not compares to what potential D to 
nextgen-language bindings making process would look like, as D 
feature set makes it even harder to translate, esp. stuff like 
templates and CTFE, now add static if's to that and it becomes a 
real mess.


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:

clang has lots of templates, sometimes not so trivial ones, its 
code base filled with C++ constructs that does not have nice one 
to one translation(or simply a C++ specific detail like 
alignment), and the most annoying part - it has various 'tables' 
generated as a build step that is a mix of external tools and 
macros.


Basically every template will need some care, likely it will be 
easier to just emit C++ stubs that will force compiler to emit 
actual code to link with than trying to translate them.


So no, not currently possible. Definitely not an unpaid job, well 
I'll still reject it even if it is paid one.


Maybe some time in future, but for now there is a lot more 
priority stuff to do before even attempting this.


(Oh My) Gentool 0.3.0 released

2021-05-05 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 (immediate mode GUI 
popular in game development and various graphics related tools 
and demos) without manual fixes!


It can process recastnavigation (navmesh generation and 
pathfinding library) with just a few manual edits.


Please note that it is still in its early stage and may contain 
bugs and missing language features, as well as lack of conversion 
for certain language constructs.


It is still hard to use it directly in the build process on a 
real libraries due to many syntax and semantics issues, however 
it is already a valuable tool for making thin wrappers on C++ 
side to quickly bring them to your D code, given that your 
wrapper headers does not contains complex bodies or templates, or 
direct inclusions of other libraries headers such as Boost(ok, no 
STL too).


That's it, even if it produces incomplete translation this could 
reduce bindings making process from hours down to minutes! Who 
wants to spent 10 hours manually making bindings for entire PhysX 
when it can be reduced to just 30 minutes? Absolutely no one! 
Grab one today and stay ahead of your competitors with regular 
updates!



How to start
https://github.com/Superbelko/ohmygentool/wiki/QuickStart

Source
https://github.com/Superbelko/ohmygentool

Windows build
https://github.com/Superbelko/ohmygentool/releases/tag/v0.3.0


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 important 
one is the ability to process templated functions/methods on 
Windows and reduction of missing linker symbols numbers.


[...]


Why haven't I heard of this?


I haven't been that active for quite long time, and I didn't 
write announces that often.


After first public release I estimated popularity, and it seems 
only 3-5 people have interest in such stuff, assuming 1k active 
forum users that reads it on every day basis it seems there isn't 
that much people who has any touch on making C++ bindings, D/C++ 
interop, or anything related.


But I still do major release announcements anyway.


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 2.084.1

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 contain 
bugs and many missing language constructs, as well as lack of 
conversion for certain language constructs.


It is still hard to use it directly on a real libraries due to 
many syntax and semantics issues, however it is already a 
valuable tool for making thin wrappers on C++ side to quickly 
bring them to your D code, given that your wrapper headers does 
not contains complex bodies or templates, or direct inclusions of 
other libraries headers.



How to start - 
https://github.com/Superbelko/ohmygentool/wiki/QuickStart


Code https://github.com/Superbelko/ohmygentool
Binaries 
https://github.com/Superbelko/ohmygentool/releases/tag/v0.1.0


(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 zero release.

The last 3 months I was working on this project, it helped me to 
trial and error various approaches and helped to understand 
possible issues and workarounds.
For next release I plan to do partial re-write, which should also 
address performance - right now it is single-threaded, and 
running the tool for example on clang will take hours! (don't try 
this at home, it will crash)



How to start - 
https://github.com/Superbelko/ohmygentool/wiki/QuickStart


Code https://github.com/Superbelko/ohmygentool
Binaries 
https://github.com/Superbelko/ohmygentool/releases/tag/v0.0.3


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 *EVERYWHERE*, add 
to that inability to make ref variable(well, it can be mimick'd 
by wrapping in a helper function but it still sucks) and it 
completely destroys the usability.


In its current form ref in D is PITA...

When it comes to C++ interop unfortunatelly it is too much left 
to wish


(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 sucks, give it a second 
try, it should suck much less now!


There is still lot of issues and quirks, some execution paths 
have hard-coded features,
such as integer-to-poiter (0 to null) replacement works in 
parameters but not in inlined code.


Some template heavy libs is not yet usable, such as FBX SDK.
And so is Bullet3, it uses too much highly C++ specific stuff and 
optimizations, need more work to make it usable.


Quick stats (library/generated lines):
  Bullet3 - 45k + 1.8k mangled names(wow)  UNUSABLE
  FBX SDK 2017 - 32.5k   UNUSABLE
  (dear) ImGui - 2.7k
  PhysX 3.3.4 - 15k (not tested, but seems valid after fixes)
  libuv - 3k
  recast/detours - 2k
  ultralight v0.9 - 2.3k

(note though most of this is not tested so these stats are just 
random numbers of possibly broken garbage. And so one can draw 
the line, anything above 15k generated locs is unusable yet.)
  Only imgui is actually tried, works after a bunch of fixes, 
templates not tested though.




How to start - 
https://github.com/Superbelko/ohmygentool/wiki/QuickStart


Code https://github.com/Superbelko/ohmygentool
Binaries 
https://github.com/Superbelko/ohmygentool/releases/tag/v0.0.2


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 to do 
C-with-classes-style C++ ages ago. My focus is on templates 
though, since for me I can't see any useful C++ libraries 
that I'd actually want to call from D that don't use 
templates. And sometimes it's as silly as wanting to bind to 
an existing not-that-complicated library that happens to have 
a std::vector in its structs. For that, you need to be able 
to translate the standard library.


Interesting. I'm using it for many different c libraries but I 
didn't think it worked for c++  already!


The only problem I found with DPP is that simple consts 
declared with #define are not translated if not explicitly 
used. I think i can understand the reason (macro evaluation, I 
guess) but it would be useful to have a way to export them if 
they are simple consts...


The whole idea of dpp is to be able to use headers as they are 
used in C and C++. Macros there don't exist unless they're 
expanded, so it's the same thing with dpp.


Maybe it's good idea to add a runtime flag to translate 
non-function-like macros as enums... hmm.


My tool already does simple value-macro extraction, I also 
thinking about replacing macro with shortcut-to-self(see below) 
so in AST it will look like a function call, then the user can 
convert the macro itself to a template or mixin, so this way the 
code can be preserved more or less as-is. Though I don't have 
exact date or plan.


```
#define REG_FN(A) gContext->reg(#A)
...

// somewhere in code
REG_FN(sum);
```

So in this trivial example REG_FN will be preserved in code as 
written. This way in more complex cases, such as whole class 
creation with macro, it should be possible to retain that 
information. But again this will require studying, it might sound 
useful in theory, however bindings is done for a specific 
conditions, and so whether it is really useful or not is an open 
question.





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 it does remove everything in %appdata%/code-d on start, 
re-setting config paths(even though for exapmle dub is in PATH), 
downloading git repo, fails to build, and repeat, while with beta 
there is no such issues.


I would also suggest you to add explicit --compiler=dmd switch to 
build invocation since for example in my case dmd was in PATH env 
after ldc and so ldc used by default, which of course doesn't 
have x86_mscoff arch. I also think it is probably better to add 
--build=release too, since users usually don't do debug on that 
binaries.


What about workspaces? Let for exapmle have main project (really 
just a dub project with single app.d for testing library) and 
library project in one workspace. I don't get any autocompletion 
from both projects.
It also doesn't seems to work with dependency that has path 
property set, at least not when it's relative.

Is this ok?


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/when you decide to do so.
* Other members of the community would be able to merge PRs 
with fixes and enhancements.
* Most importantly, we're going to ensure that library 
continues to compile with every new compiler release, even if 
you're not around to help with that.


Since DirectX is one of the most widely used APIs for graphics 
and game development on Windows, I think it is important for D 
to have a set of well supported bindings.


[0]: https://github.com/dlang-community
[1]: 
http://forum.dlang.org/post/sgzxolfspoqnueebm...@forum.dlang.org


I consider this as an option, if no other solution comes I'll try 
this in early July.
However my message was due to reason, very specific one - the 
programming. I have enough of it! Thats it, I'm leaving.


I'm now packing my stuff and will be unavailable for year or so. 
This means its a temporary solution, beacause sooner or later 
community will had to replace/configure my old dub package anyway.




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. I'm hoping there is an alternative if this is deleted.


You still could use it, for example clone the repo to your 
project directory and set relative dub dependency path in the 
project, should work just fine.


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 deleting it so the 
next maintainer or D foundation can step in, that way there 
should be little to no code breakage occurs and most users won't 
even notice a change. My current estimate is to drop it till the 
end of month.
I will probably continue to maintain github repository for few 
months for my personal needs though.


[1] http://code.dlang.org/packages/directx-d


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 provide a "reverse 
phone book" where I can search for a PR under your name, nor 
does it provide any sort of cross reference. Searching (via 
github) the dmd repository for your name turns up nothing.




One of the reasons could be simply because one is known under a 
nickname on a bunch of other resources where he posts to, and 
that now working for the reputation too - because posting 
something with other name could get you banned or just people 
looking with suspicious for any code and links posted.


Now, since we on D forum and that "other" world reputation 
doesn't matter here or any other reasons, some will prefer just 
using "real" name.


Some people also avoid using their work-associated emails with 
personal/fan projects. Because of same thing with 
reputation/proffesionalism/etc., (unnecesary questions from 
employer too? just a guess, whatever)


And more, and more...
Things are complicated.


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 some love for Windows COM and extern C++ ABI 
regarding return struct by value for next release, please?


I mean there is already few bug reports[1,2] on that matter. For 
example when return struct with 2 floats first one goes to ECX, 
second to EDX, DMD got only the second one. In x64 it is even 
worse, in most cases it just crashes. And LDC crashes in both 
x86/x64, so... can't use D at all.


It is a real blocker which prevents from using D in some areas, 
like DirectX (for example Direct2D is what used to make fast and 
effecient 2d rendering for UI, sure this is not the only way but 
it is native!)


there was also a thread not so long ago - 
http://forum.dlang.org/post/tiyttpodenppvlfxi...@forum.dlang.org


[1] https://issues.dlang.org/show_bug.cgi?id=16987
[2] https://issues.dlang.org/show_bug.cgi?id=16527


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 the language growing 
up.

Thanks everyone who contributed.


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
digitalmars-d-announce@puremagic.com 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 
do

i have time, nor passion.


Hey, sorry you didn't find an audience for this, thanks for 
your work

nevertheless! But do you by any chance know how up to date your
bindings are compared to these other ones:
https://github.com/auroragraphics/directx

If you don't know I'll try to diff my way and find out.


it is very sparse comparing to what i've done, but DirectX itself 
is stable so there shouldn't be any problems. though my version 
is targeted for same usage as if in C++, and contains most of 
helper functions, so one could easily rewrite C++ arrows as dots 
and thats all - everything should work(most times at least). This 
is very useful and convenient since there are very few learning 
resources about D and especially DirectX with D(if any).


maybe i'll update it to DirectX 12 as soon it is released. but 
still i would merge peoples PR's if there be any commits.


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 pull 
request will not be lost, but i think this is my last commit to 
it. i have encountered lot of obstacles such as UFCS on classes, 
which makes impossible seamless migration of user code from C++ 
to D(no, that wasnt real purpose but for me it is important 
point). i may return later, let say in a year or two when D will 
be more complete and usable, but for now i take my leave. please 
take my apologies if one really used this bindings or have high 
hopes on it.


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:
+Direct2D sample from MSDN ( a bit ugly at this moment )


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 promise i will 
translate it but i'll looking forward to adding them in to repo. 
that's all i can say now. if i had enough time i'll put D2D later 
this week.


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 apparently hosts newer bindings here:
https://github.com/auroragraphics/directx


my bindings is for DirectX 11 mostly, a bit of d3d10 which is 
necessary, but there is no 2D or any other stuff from DirectX 9 
at all. as for 'freshness', well, i probably need to clean up a 
bit and add recent features(which is anyway will not go 
mainstream). the question is do i really need this? no interest 
from community means waste of time and effort...


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
digitalmars-d-announce@puremagic.com wrote:

I am starting an initiative for everyone interested in D game
development by creating the github organization 
d-gamedev-team[1].


The first project hosted here is the the freshly created
opengl-tutorials[2] project. This is a long-term project that 
aims to
collect as many modern OpenGL examples ported to D or even 
provide new
examples created from scratch in D. All the examples should be 
easy to
build, provided you have a fresh D compiler and a recent 
version of

the dub[3] dependency manager / builder tool.

Currently the project contains an almost-complete port of the 
samples
contained on the website opengl-tutorial.org[4] - which cover 
OpenGL
v3.3x and were created by Sam Hocevar. The D examples are not 
straight
ports, they have been D-ified and may contain more features 
than their
original counterparts. They also use 3rd-party D OpenGL 
wrappers to

avoid a lot of scaffolding work typical of OpenGL applications.

Thanks to dub[3] you won't have to manually install the D
dependencies. However you may have to install some C/C++ 
3rd-party
library dependencies, such as GLFW, SDL2, SDL2 Image, and 
potentially

other libraries depending on the ones the samples require. The
dependencies are documented in the project's readme[5].

Additional OpenGL example ports are planned and some are 
already in

progress but have not yet been pushed upstream. See the
opengl-tutorials[2] github repo for a list of ports which are 
in

progress and a list of desired ports.

If you wish to contribute with your own ports or with brand 
new D
OpenGL examples don't hesitate to make a pull request. I want 
the
d-gamedev-team organization to gradually grow and have it host 
as many
useful projects, whether it be libraries, tools, tutorials, 
tips 

tricks, assets, or anything else related to D game development.

I am strongly interested in game development in D, and 
although I'm at
a starting stage I'm very much committed to working on this 
project to
the best of my abilities. Hopefully in a few years we'll see 
some
major titles made entirely in D. But before that can happen we 
have to

make a collective push to bring D to a higher stage where it's
acceptable and viable to game developers, whether it be through
language support (@nogc/allocators) or library and tooling 
support.


We'll see where this goes, but I'm very excited for the 
future! Cheers. :o)


[1] : https://github.com/d-gamedev-team
[2] : https://github.com/d-gamedev-team/opengl-tutorials
[3] : http://code.dlang.org/download
[4] : http://opengl-tutorial.org/
[5] : 
https://github.com/d-gamedev-team/opengl-tutorials/tree/master/ports/opengl-tutorial.org


same with DirectX, more than half year passed since i published 
it and i only get single commit and one known user. nice, good 
and active community. i wish to say good luck with ur linuxez 
guyz i'm done here, but i always returns to see whats new, still 
hoping it's temporally...


p.s. i admit that linux could give us some traction to have 
public approval, but it doesn't mean that there is only linux...


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 filepath


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-v1-6/


new version is cool, but i have found one bug already.

when using autocompletion with symbol having trailing numbers in
name it matches only last trailing char, for example trying to
get completion for ID3D1 will match ID3D10(properly) stuff and
also ID3D(1)1 with (1) grayed out, making it impossible to
get completion for ID3D11 string. i'm still can't figure exact
cases when it happens.


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: 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 some reason there is nothing downloaded by installer(have 
installed zip manually), also installer seems not able to detect 
and add VC and WinSDK paths (Win 8.1 x64, winsdk 8.1, visual 
studio 2013)


am i doing something wrong?


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/evilrat666/151adaf4ce94ee1a1c68


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 not tested GDC yet, 
but others compilers don't emit variable address info for debug 
or it shown as optimized out values. i think it may be related 
to TLS because __gshared variables CAN be debugged.


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 evilrat...@gmail.com 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, Elf+Dwarf, DMD and GCC.



I'm waiting for the OS X version :)



not going happen until dmd gets fixed. i'm not tested GDC yet, 
but others
compilers don't emit variable address info for debug or it 
shown as
optimized out values. i think it may be related to TLS 
because __gshared

variables CAN be debugged.


1) If it's optimised out then I suggest not running a 
debugger with

-O generated code.


it is optimized out with LDC compiled program, and simply not 
present with DMD.


2) What debugger are you using? I am aware that gdb does not 
evaluate

D programs correctly in certain situations.


both gdb and llvm. results are same.


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 is when lib export only constants which is rare.


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 launch it with --interpreter=mi2 I get some extra 
symbols in the output, like this:


~GNU gdb 6.3.50-20050815 (Apple version gdb-1824) (Wed Feb  6 
22:51:23 UTC 2013)\n


i have that too, plus additional info and license info


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 can put in 
a custom gdb command.


it now starts, but in terminal started by xamarin studio it 
prints:
warning: GDB: Failed to set controlling terminal: Operation not 
permitted\n

Hello World!
---
in output panel:
Couldn't inject exception handler breakpoint - no finddata 
symbol found!


and after clicking step through it adds:
Single stepping until exit from function _Dmain,\nwhich has no 
line number information.


i have tried compiling with both -g and -gc

any suggestions?


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 this is required to have proper exception 
hooking :)



it's in there


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://pastebin.com/AxLUTuwy


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 method's code ...


gdb test run (idk why i run with mi2 :( )


No need for having the weird mi2 interface :D


http://pastebin.com/U7UTNfxM


Okay, so it actually is working - but only partwise. As I just 
executed that program, I was able to jump into stdin.readln(); 
as well. Dunno what reason this could have.


stepping through stops on lots of functions down to main(), but 
no sources and lines. maybe i forgot something.


Could try to extend the sample application to see whether it's 
skipping everything else either?


Btw, could we meet in the irc #d or #d.mono-d ? I'm alex|D-Guy 
over there, it would be nice to see you there and have little 
more direct conversation than 'chatting' via the NG/Forum




sure, just not today, too busy at this moment.


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 please? it
shouldn't be that hard porting linux code to OS X. it may 
already

doing something useful but it simply doesn't start...


I've got no OSX but erm, what tool is required to have lldb 
information generated? ldc2?
On the other side, which tool is then required to get gdb debug 
info?


i don't know about other tools, so basically i just build with 
dmd files.d -gc and debug using console lldb, of course it was 
mangled but it is better than nothing.


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 to see 
whether Mono-D is able to handle its output properly.


running gdb --interpreter=mi2 launches it without any warnings 
and errors.


(my gdb version is 7.6)


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 gdb is not available 
- or is it? Just try executing gdb --interpreter=mi2 to see 
whether Mono-D is able to handle its output properly.


running gdb --interpreter=mi2 launches it without any 
warnings and errors.


(my gdb version is 7.6)


but running mono-d debug gives following error message

ApplicationName='gdb', CommandLine=-quiet -fullname -i=mi2', 
CurrentDirectory=, NativeError= Cannot find the specified file


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 I'm gonna make a separate option panel then for 
setting up the path to gdb.


ok, thanks.


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.mono-d, on the blog, on github 
- you know the usual places where to find me :)




Cheers mates,
Alex


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 please? it
shouldn't be that hard porting linux code to OS X. it may already
doing something useful but it simply doesn't start...

p.s. also, why at first launch it can't just fetch default phobos
location for DMD? it's quite annoying adding this paths in
settings and it may revolve unaware users from using it(like it
was for me about year ago).


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 etc.


This is why I first looked for Qt binding for D.


isn't they actually has same method for building ui visuals? i 
mean by using CSS-like styles, so it is just style, not the Gtk 
or Qt itself...


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 code. all fine, but i never used it for anything 
complex than testing stuff though.


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 pre-compiled binaries and changelog (or below) see: 
https://github.com/jacob-carlborg/dvm/releases/tag/v0.4.2


For those not familiar with DVM:

DVM allows you to easily download and install D compilers and 
manage different versions of the compilers.


Changelog:

Version 0.4.2
  New/Changed Features
   * Ported to D2
   * Add support for fetching the latest version of the compiler
   * Bring back support for 64bit

  Bugs Fixed
   * Fails to get the latest version of the compiler


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?


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 build DMD and Phobos from git master 
but you cannot currently install that. It's mostly focused on 
installing releases of DMD. But you can install the build from 
git master manually. Have a look in ~/.dvm. What you need is 
~/.dvm/compiler/dmd-name and ~/.dvm/env/dmd-name where 
name is a name or version number for the specific compiler.


ok, thanks. will try later.


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: 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 evilrat...@gmail.com 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 it (well.. why are they 
using it in

the samples then?:
http://msdn.microsoft.com/en-us/library/windows/desktop/ff476261%28v=vs.85%29.aspx

So maybe it's not worth binding it? No idea. :)


indeed this is not recommended to use, and there are no more such 
function on windows 8. i'm also need to fix xaudio example too :(


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 works so i can continue using it for now \0/


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=11457


i see sc.ini points to x64 vc\bin path, replaced with path to x86 
bin and still not works.


p.s. also please fix custom type coloring depending on visual 
studio style, with dark color scheme custom types(string, object, 
etc.) is unreadable even on good ips display. i think it would be 
better to set it to something like light blue as VC does with 
basic types.


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: 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 
the pathes and run as admin or not - it will not find the libs 
(user32)


windoes8.1, visual studio2013, 64bit


This never worked automatically before so I don't know how this 
could suddenly be a disaster. In this release the installer 
makes an attempt to detect your VC++ and SDK installation and 
fix up sc.ini to point to them.  It's brand new and only a few 
people responded to my call for help testing it. Post your 
sc.ini and the paths to your Windows 8.1 SDK and Visual C++ 
2013 installation.


i have tested windows 8.1/vc 2013/sdk 8.1, here are my paths:

mspdb120 path:
---
%VCINSTALLDIR%\..\VC\bin
---
(full:  C:\Program Files (x86)\Microsoft Visual Studio
12.0\VC\bin)

libs path:
---
%WindowsSdkDir%\Lib\winv6.3\um\x64
---
(full:  C:\Program Files (x86)\Windows
Kits\8.1\Lib\winv6.3\um\x64)

adding this stuff to sc.ini allows to build with dmd 2.064.2 with
-m64


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 knows when something 
interresting added to dub, this would allow to see...


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 build or 
debug it instantly reports build error with no info.


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 for DirectX 
which one may fork right now from github!


https://github.com/evilrat666/directx-d

please be careful though, as it is only in alpha stage and 
missing some stuff. current version is June 2010 SDK, but i 
update it(to win8 sdk version) once i had win8 machine(i'm 
still don't have a PC at home).


also, there is no d3d9 and d3d10 stuff as i consider it 
outdated now, but i would appreciate pull requests for them 
anyway :)


great, however it seems has a little problem, the arg of
ID3D11DeviceContext.Unmap should be ID3D11Resource not
ID3D11Resource*, arg of IASetIndexBuffer should be ID3D11Buffer
not ID3D11Buffer*


uh, yes, it has some problems, this is semi-automatic coversion 
bindings, and i have missed some stuff. thanks for pointing out.


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 
(user32)


windoes8.1, visual studio2013, 64bit


if it compiles with -m32 and fails with -m64 then i think you 
need manually edit ur sc.ini to add correct paths for windows 
sdk/kits and visual studio.


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 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

On Friday, 8 November 2013 at 02:57:25 UTC, Andrej Mitrovic wrote:

On 11/3/13, evilrat evilrat...@gmail.com 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 it (well.. why are they 
using it in

the samples then?:
http://msdn.microsoft.com/en-us/library/windows/desktop/ff476261%28v=vs.85%29.aspx

So maybe it's not worth binding it? No idea. :)


its already in the bindings
https://github.com/evilrat666/directx-d/blob/master/src/directx/d3dx11async.d#L79

however i may forgot to add public import this module in d3dx11.


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

2013-11-06 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-format


i know about this, i mean there is no such info like dub .lib 
search paths for testing - i don't want to modify sc.ini every 
time. there was some other things too, but i can't remember 
anything else atm.


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 this examples?


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 this 
examples?


I think former is expected as it is how Sonke (dub author) does 
it for vibe.d : 
https://github.com/rejectedsoftware/vibe.d/tree/master/examples


ah ok, thats fine, thanks.


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
  {
  D3D_SIF_USERPACKED= 1,
  // others...
  }

That way using the enum won't force to use a namespace.


thanks for notice, i'll need to try it first on something bigger 
than simple example first.


most likely i had been doing this by default if i were work with 
real C++ DirectX projects, unfortunately i only used OpenGL until 
now :(


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 though, as it is only in alpha stage and 
missing some stuff. current version is June 2010 SDK, but i 
update it(to win8 sdk version) once i had win8 machine(i'm still 
don't have a PC at home).


also, there is no d3d9 and d3d10 stuff as i consider it outdated 
now, but i would appreciate pull requests for them anyway :)


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 try later.


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 submodule or 
if you
don't use git, simply the sources. This makes your code 
independent of a

systemwide installation and it's only a few files.

glad is a replacement for Derelicts GL bindings. Soon it will 
also

provide a EGL support (which should already work), WGL and GLX.


no no, i don't want use other opengl bindings right now, derelict 
just fine, but i need some good(public available) math lib to put 
in my examples, and the problem is that gl3n compiles as 32 
bit(-m32) on OS X(i use it because i don't have PC and i don't 
know when i would have it) by default and there seems no way to 
remove this misbehavior :(


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 reason it only builds with -m32 on 
OS X, i can't see where it puts this flag in makefile and why do 
the hell it inserts this. can you help explain how to get rid off 
this?


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 how is it hard to port Guigle from 
Derelict3 to the second one? I need to work with OpengGL 2.0.


have you looked at or ever tryed derelict3? it has all opengl 
2(all up to the latest opengl version actually) declaration, that 
3 in the name means it for D2, as far i remember derelict2 was 
initially for D1 or D2 tango+phobos , where derelict3 rewriten 
purely for D2/Phobos. please don't blame me if i'm wrong, really 
can't remember what it exactly is.


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's 
possible to create cocoa window using plain c, but that would 
require some time which i don't have right now) :(


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 for mingw-make and VS not dmc). Users 
will end

up not using it.

stb_image e.g. is in no OS-Package (which also don't exist 
for windows)


of course makefiles work, it's just hated by so many 
programmers...


for windows there is 99% chance that already compiled 
executables/libraries exists.


and if some project doesn't have binaries for windows, it's 
maintainers fault, not windows. just imagine yourself compiling 
for example Qt or chrome on single core 2Ghz machine with 1gb ram 
because there is no compiled binaries, would you be happy after 
that?


but... we already going to OT, i don't want to start holy wars 
about build systems.


Re: Build Script in D

2013-01-11 Thread evilrat

On Friday, 11 January 2013 at 14:01:48 UTC, David wrote:

also something like this for custom target:
auto builder = Builder( homepath!./, arch!x86, 
mode!debug )


Doesn't work, these are compiler flags, which differ from 
compiler to
compiler. You could make the builder call the compiler to set 
the flag,

but I would move that directly to the compiler.

// assuming all methods returns ref to self so it could be 
just simple

calls
builder.addSrcPath(path_to_src_folder_1);
// or can be chained
builder.addSrcPath(path_to_src_folder_2).
  addSrcPath(path_to_src_folder3);


And how does chaining help? That makes everything just uglier.


builder.addImportPath(path_to_imports);
builder.addLinkLib(somelib.a);


Need to be set for the compiler, A C compiler doesn't need the 
flags of

a D compiler


// compiler log
string log = builder.build();


The log should be in realtime to see where compilation takes 
longest etc.



also to all above it would be good if there be some concept of 
multiple
targets or jobs and ordering, to allow build stuff dependent 
on other

stuff in one run


Everything is compiled without beeing linked, order doesn't mean
anything, because everything will be linked together.


well the topic says script in D, so i assume this is for D and 
not C(there is already cmake, make and so on), and this is 
possible to get compiler info in D


ugly chaining is not so ugly, and is just an option, there is 
anyway with (...) construct in D


log is was an example and not requirement, i just say that such 
class when used with CTFE somehow would be helpful to do easy 
compile with all dependencies, i.e. you only compile one target 
and using CTFE it compiles other, possibly messy stuff but maybe 
anyone need this...


anyway that's just a wishlist, not a must have list =3


Re: Awesomium D wrappers/bindings

2013-01-01 Thread evilrat
i'm figured out why awesomium doesn't load on osx, they have 
wrong instruction on their wiki. i'll try to do D app project for 
xcode later.


i wish there be already existing template for this :(

On Sunday, 30 December 2012 at 10:41:22 UTC, David wrote:
And don't forget to set the wchar16 array to cast(wchar)0 
otherwise it

will display garbage (it needs a terminator)


arrays initialized with nulls right? anyway just setting only 
first symbol in text field(it's wchar[4]) is enough.




Re: Awesomium D wrappers/bindings

2012-12-29 Thread evilrat
doh.. now it inputs 2 char in a row, this is really stupid 
because i'm not sending anything but single char event


Re: Awesomium D wrappers/bindings

2012-12-29 Thread evilrat
i hate myself sometimes. figured out what the stuck is wrong. it 
was my raw input problems.


so awesomium just need key down without text, and for text input 
one would need just set type and text fields.


Re: Awesomium D wrappers/bindings

2012-12-28 Thread evilrat
i can't make that damn raw input spit out unicode chars, and by 
some reason awesomium internal func don't eat key codes too(well 
it eat, but no chars in input), this is the only problem left 
before wrapper become somehow useful...


Re: Awesomium D wrappers/bindings

2012-12-27 Thread evilrat

On Thursday, 27 December 2012 at 10:35:20 UTC, David wrote:
There is no drawing func callback, we are probably speaking 
of two
different glfw version (even though I don't know of such a 
callback even

in glfw 2.7)


well ok i must be forgot something, but i clearly remember that 
bug(or 'feature'?)


Re: Awesomium D wrappers/bindings

2012-12-27 Thread evilrat

On Thursday, 27 December 2012 at 13:16:33 UTC, David wrote:


I started with an abstraction: https://github.com/Dav1dde/wonne

Currently I've done only strings, I think I can add the rest 
today


just to mention, last time i tried D wchar with awesomium wchar 
it was pure fail, but may be i've just a bit messed up somewhere


Re: Awesomium D wrappers/bindings

2012-12-27 Thread evilrat

On Thursday, 27 December 2012 at 17:31:58 UTC, David wrote:

Webcore, done
Webview, done (except the callbacks)
Renderbuffer, done

And bindings are waiting to get into deimos:
https://github.com/D-Programming-Deimos/awesomium/pull/1


will there be OOP wrapper in deimos? or deimos is purely for C 
header translation?


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