Re: Deadcode on github

2015-03-26 Thread ketmar via Digitalmars-d-announce
On Thu, 26 Mar 2015 14:17:16 +, Jonas Drewsen wrote:

 On Thursday, 26 March 2015 at 00:26:58 UTC, Dicebot wrote:
 On Tuesday, 17 March 2015 at 12:39:00 UTC, Jonas Drewsen wrote:
 Definitely. I've now made a branch linux on github where linux
 compiles and links successfully and that also includes steps towards
 abstracting stuff.

 Thanks a lot. Sadly this branch still doesn't seem to compile because
 of other issues (that don't seem to be related to platform
 portability). I think I will wait for some tagged release before
 rushing into experiments :)
 
 I fully understand. After the next release my focus will be on porting
 to mac and linux.

FYI: i successfully compiled deadcode on GNU/Linux. it still segfaults, 
though, and it does that deep inside SDL_ttf, trying to render some 
glyphs. seems that i need to upgrade SDL_ttf (i never used that in my 
projects, so i never cared about it being up-to-date). will keep you 
informed on progress, if there will be any.

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Re: Deadcode on github

2015-03-26 Thread Jonas Drewsen via Digitalmars-d-announce

On Thursday, 26 March 2015 at 00:26:58 UTC, Dicebot wrote:

On Tuesday, 17 March 2015 at 12:39:00 UTC, Jonas Drewsen wrote:
Definitely. I've now made a branch linux on github where 
linux compiles and links successfully and that also includes 
steps towards abstracting stuff.


Thanks a lot. Sadly this branch still doesn't seem to compile 
because of other issues (that don't seem to be related to 
platform portability). I think I will wait for some tagged 
release before rushing into experiments :)


I fully understand. After the next release my focus will be on 
porting to mac and linux.


/Jonas


Re: Deadcode on github

2015-03-25 Thread Dicebot via Digitalmars-d-announce

On Tuesday, 17 March 2015 at 12:39:00 UTC, Jonas Drewsen wrote:
Definitely. I've now made a branch linux on github where 
linux compiles and links successfully and that also includes 
steps towards abstracting stuff.


Thanks a lot. Sadly this branch still doesn't seem to compile 
because of other issues (that don't seem to be related to 
platform portability). I think I will wait for some tagged 
release before rushing into experiments :)


Re: Deadcode on github

2015-03-17 Thread Dicebot via Digitalmars-d-announce

On Monday, 16 March 2015 at 20:17:05 UTC, Jonas Drewsen wrote:

On Monday, 16 March 2015 at 18:27:52 UTC, Dicebot wrote:

On Monday, 16 March 2015 at 15:14:03 UTC, Jonas Drewsen wrote:
Meanwhile I'm happy to assist anyone willing to give a shot 
on building it on linux. It is currently based on SDL so with 
bit of luck it is not that hard.


I got bunch of errors from windowdragger.d amd 
guiapplication.d modules because those directly import windows 
api stuff and use types like `DWORD` and friends.


I see :(

The windowdragger.d could be fixed on linux using something 
from : http://rosettacode.org/wiki/Mouse_position#C


The guiapplication.d is stuff for watching dirs, locating 
window position info, and getting default dir paths e.g. user 
dir.


Hiding platform-specific details behind a more abstract API 
wrapper would make adding linux support much easier ;)


Re: Deadcode on github

2015-03-17 Thread Jonas Drewsen via Digitalmars-d-announce

On Tuesday, 17 March 2015 at 11:08:07 UTC, Dicebot wrote:

On Monday, 16 March 2015 at 20:17:05 UTC, Jonas Drewsen wrote:

On Monday, 16 March 2015 at 18:27:52 UTC, Dicebot wrote:

On Monday, 16 March 2015 at 15:14:03 UTC, Jonas Drewsen wrote:
Meanwhile I'm happy to assist anyone willing to give a shot 
on building it on linux. It is currently based on SDL so 
with bit of luck it is not that hard.


I got bunch of errors from windowdragger.d amd 
guiapplication.d modules because those directly import 
windows api stuff and use types like `DWORD` and friends.


I see :(

The windowdragger.d could be fixed on linux using something 
from : http://rosettacode.org/wiki/Mouse_position#C


The guiapplication.d is stuff for watching dirs, locating 
window position info, and getting default dir paths e.g. user 
dir.


Hiding platform-specific details behind a more abstract API 
wrapper would make adding linux support much easier ;)


Definitely. I've now made a branch linux on github where linux 
compiles and links successfully and that also includes steps 
towards abstracting stuff.










Re: Deadcode on github

2015-03-16 Thread Jonas Drewsen via Digitalmars-d-announce

On Monday, 16 March 2015 at 18:27:52 UTC, Dicebot wrote:

On Monday, 16 March 2015 at 15:14:03 UTC, Jonas Drewsen wrote:
Meanwhile I'm happy to assist anyone willing to give a shot on 
building it on linux. It is currently based on SDL so with bit 
of luck it is not that hard.


I got bunch of errors from windowdragger.d amd guiapplication.d 
modules because those directly import windows api stuff and use 
types like `DWORD` and friends.


I see :(

The windowdragger.d could be fixed on linux using something from 
: http://rosettacode.org/wiki/Mouse_position#C


The guiapplication.d is stuff for watching dirs, locating window 
position info, and getting default dir paths e.g. user dir.




Re: Deadcode on github

2015-03-16 Thread Dicebot via Digitalmars-d-announce

On Sunday, 15 March 2015 at 22:07:04 UTC, Walter Bright wrote:
BTW, you need to prominently place a couple paragraphs 
describing:


what Deadcode is

why someone should be interested in Deadcode


GitHub README.md is a natural place for such information.

How far you estimate it from being buildable/usable on Linux?


Re: Deadcode on github

2015-03-16 Thread extrawurst via Digitalmars-d-announce

On Sunday, 15 March 2015 at 22:33:34 UTC, Jonas Drewsen wrote:

On Sunday, 15 March 2015 at 22:07:04 UTC, Walter Bright wrote:

On 3/15/2015 2:39 PM, Jonas Drewsen wrote:

Here you go...

Website:   http://deadcode.steamwinter.com
Changelog: 
http://deadcode.steamwinter.com/downloads/Changelog.txt

Trello:https://trello.com/b/ufLqwxVW


Thank you!

BTW, you need to prominently place a couple paragraphs 
describing:


what Deadcode is

why someone should be interested in Deadcode


I know... and you are right.

On the todo... just soo much more fun to code D than HTML.


Then use vibe.d and code it in D :D


Re: Deadcode on github

2015-03-16 Thread Jonas Drewsen via Digitalmars-d-announce

On Monday, 16 March 2015 at 10:07:16 UTC, Dicebot wrote:

On Sunday, 15 March 2015 at 22:07:04 UTC, Walter Bright wrote:
BTW, you need to prominently place a couple paragraphs 
describing:


what Deadcode is

why someone should be interested in Deadcode


GitHub README.md is a natural place for such information.

How far you estimate it from being buildable/usable on Linux?


It was buildable on Linux a month ago on my server. Usable I 
cannot say because I have never tried it on a linux box with a 
monitor. It really hurts me to say since I've been a die hard 
linux user for many years, but my work the recent years has been 
solely mac/win which led me in this direction. That will change 
at some point though.


Meanwhile I'm happy to assist anyone willing to give a shot on 
building it on linux. It is currently based on SDL so with bit of 
luck it is not that hard.


/Jonas


Re: Deadcode on github

2015-03-16 Thread Jonas Drewsen via Digitalmars-d-announce

On Monday, 16 March 2015 at 15:37:00 UTC, ketmar wrote:

On Mon, 16 Mar 2015 15:14:02 +, Jonas Drewsen wrote:

Meanwhile I'm happy to assist anyone willing to give a shot on 
building
it on linux. It is currently based on SDL so with bit of luck 
it is not

that hard.


i tried to build it, but no luck: it can't build libdparse. ah, 
the joy

of dub...

is there any way to build some testing app that doesn't require
libdparse? i'm not in a mood of fixing anything right now...


It is only extensions that using libdparse.

You should be able to remove extensions/language/d folder and the 
extensions/highlight/d.d file and make it work I believe.





Re: Deadcode on github

2015-03-16 Thread Jonas Drewsen via Digitalmars-d-announce

On Monday, 16 March 2015 at 09:52:55 UTC, extrawurst wrote:

On Sunday, 15 March 2015 at 22:33:34 UTC, Jonas Drewsen wrote:

On Sunday, 15 March 2015 at 22:07:04 UTC, Walter Bright wrote:

On 3/15/2015 2:39 PM, Jonas Drewsen wrote:

Here you go...

Website:   http://deadcode.steamwinter.com
Changelog: 
http://deadcode.steamwinter.com/downloads/Changelog.txt

Trello:https://trello.com/b/ufLqwxVW


Thank you!

BTW, you need to prominently place a couple paragraphs 
describing:


what Deadcode is

why someone should be interested in Deadcode


I know... and you are right.

On the todo... just soo much more fun to code D than HTML.


Then use vibe.d and code it in D :D


As a matter of fact I am using vibe.d for the website. 
Unfortunately I found out that the iteration time is quite bad 
which is important for web development. It would especially be 
nice if vibe.d could detect if there is no D logic in the diet 
file and if not parse+render it directly at runtime instead (may 
in dev mode only). That way you would not have to wait for 
compile+link everytime you insert a paragraph you want to preview.


/Jonas




Re: Deadcode on github

2015-03-16 Thread ketmar via Digitalmars-d-announce
On Mon, 16 Mar 2015 15:14:02 +, Jonas Drewsen wrote:

 Meanwhile I'm happy to assist anyone willing to give a shot on building
 it on linux. It is currently based on SDL so with bit of luck it is not
 that hard.

i tried to build it, but no luck: it can't build libdparse. ah, the joy 
of dub...

is there any way to build some testing app that doesn't require 
libdparse? i'm not in a mood of fixing anything right now...

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Re: Deadcode on github

2015-03-16 Thread Dicebot via Digitalmars-d-announce

On Monday, 16 March 2015 at 15:14:03 UTC, Jonas Drewsen wrote:
Meanwhile I'm happy to assist anyone willing to give a shot on 
building it on linux. It is currently based on SDL so with bit 
of luck it is not that hard.


I got bunch of errors from windowdragger.d amd guiapplication.d 
modules because those directly import windows api stuff and use 
types like `DWORD` and friends.


Re: Deadcode on github

2015-03-16 Thread ketmar via Digitalmars-d-announce
On Mon, 16 Mar 2015 16:57:34 +, Jonas Drewsen wrote:

 On Monday, 16 March 2015 at 15:37:00 UTC, ketmar wrote:
 On Mon, 16 Mar 2015 15:14:02 +, Jonas Drewsen wrote:

 Meanwhile I'm happy to assist anyone willing to give a shot on
 building it on linux. It is currently based on SDL so with bit of luck
 it is not that hard.

 i tried to build it, but no luck: it can't build libdparse. ah,
 the joy of dub...

 is there any way to build some testing app that doesn't require
 libdparse? i'm not in a mood of fixing anything right now...
 
 It is only extensions that using libdparse.
 
 You should be able to remove extensions/language/d folder and the
 extensions/highlight/d.d file and make it work I believe.

thank you, i'll try that tomorrow.

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Deadcode on github

2015-03-15 Thread Jonas Drewsen via Digitalmars-d-announce

Hi

  Some people have shown interest in getting access to the source 
code of the Deadcode editor. I haven't done this earlier because 
of lots of dirty bits I wanted to clean up first.


But I figured that it was better to get early feedback on dirty 
code than too late feedback on shiny code.


I have also opened access to the WIP website and the Trello board 
I use. In case anyone ends up contributing just ask for Trello 
edit access.


Here you go...

Website:   http://deadcode.steamwinter.com
Changelog: http://deadcode.steamwinter.com/downloads/Changelog.txt
Trello:https://trello.com/b/ufLqwxVW

There are binaries for windows on the website but I have not 
verified them working on something other than the same machine I 
work on. So cannot tell if it work as expected - please tell 
about any issues.


I'll work on improving first time experience but let me known 
what you think.


/Jonas

TL;DR;

I currently use Deadcode when coding Deadcode itself except for 
debugging. I have not used it for other projects yet so you may 
find issues there.


Keybindings are a mostly emacs like but with some other standard 
included like ctrl+c/v copy/paste etc. The keybindings file can 
be changed to fit your needs if you don't like emacs style.


Useful shortcuts to know:

ctrl + m will show build panel
ctrl + p will show command buffer listing commands
ctrl + , will let you select current dub project files
ctrl + n new extension/file
f7 build dub project and show issues panel
f8 frame next build issue in panel and open file on line

Lots of other goodies I need to put in the docs soon.

You move the window on the menu button only (maybe I'll change 
that later - dunno)


Mac and linux build are on the roadmap.

You might need to boostrap your keybindings file to make it 
interesting. Haven't got around to automate this yet.


copy the file below to 
C:\Users\your-login\AppData\Roaming\DeadCode\


http://deadcode.steamwinter.com/downloads/key-mappings-emacs













Re: Deadcode on github

2015-03-15 Thread matovitch via Digitalmars-d-announce

Hi,

Great news ! But you didn't gave the direct link so I will (;)) : 
https://github.com/jcd/deadcode.


Re: Deadcode on github

2015-03-15 Thread Jonas Drewsen via Digitalmars-d-announce

On Sunday, 15 March 2015 at 22:07:04 UTC, Walter Bright wrote:

On 3/15/2015 2:39 PM, Jonas Drewsen wrote:

Here you go...

Website:   http://deadcode.steamwinter.com
Changelog: 
http://deadcode.steamwinter.com/downloads/Changelog.txt

Trello:https://trello.com/b/ufLqwxVW


Thank you!

BTW, you need to prominently place a couple paragraphs 
describing:


what Deadcode is

why someone should be interested in Deadcode


I know... and you are right.

On the todo... just soo much more fun to code D than HTML.