Re: Deadcode on github
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. signature.asc Description: PGP signature
Re: Deadcode on github
On Thursday, 26 March 2015 at 00:26:58 UTC, Dicebot wrote: On Tuesday, 17 March 2015 at 12:39:00 UTC, Jonas Drewsen wrote: Definitely. I've now made a branch linux on github where linux compiles and links successfully and that also includes steps towards abstracting stuff. Thanks a lot. Sadly this branch still doesn't seem to compile because of other issues (that don't seem to be related to platform portability). I think I will wait for some tagged release before rushing into experiments :) I fully understand. After the next release my focus will be on porting to mac and linux. /Jonas
Re: Deadcode on github
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
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
On Tuesday, 17 March 2015 at 11:08:07 UTC, Dicebot wrote: On Monday, 16 March 2015 at 20:17:05 UTC, Jonas Drewsen wrote: On Monday, 16 March 2015 at 18:27:52 UTC, Dicebot wrote: On Monday, 16 March 2015 at 15:14:03 UTC, Jonas Drewsen wrote: Meanwhile I'm happy to assist anyone willing to give a shot on building it on linux. It is currently based on SDL so with bit of luck it is not that hard. I got bunch of errors from windowdragger.d amd guiapplication.d modules because those directly import windows api stuff and use types like `DWORD` and friends. I see :( The windowdragger.d could be fixed on linux using something from : http://rosettacode.org/wiki/Mouse_position#C The guiapplication.d is stuff for watching dirs, locating window position info, and getting default dir paths e.g. user dir. Hiding platform-specific details behind a more abstract API wrapper would make adding linux support much easier ;) Definitely. I've now made a branch linux on github where linux compiles and links successfully and that also includes steps towards abstracting stuff.
Re: Deadcode on github
On Monday, 16 March 2015 at 18:27:52 UTC, Dicebot wrote: On Monday, 16 March 2015 at 15:14:03 UTC, Jonas Drewsen wrote: Meanwhile I'm happy to assist anyone willing to give a shot on building it on linux. It is currently based on SDL so with bit of luck it is not that hard. I got bunch of errors from windowdragger.d amd guiapplication.d modules because those directly import windows api stuff and use types like `DWORD` and friends. I see :( The windowdragger.d could be fixed on linux using something from : http://rosettacode.org/wiki/Mouse_position#C The guiapplication.d is stuff for watching dirs, locating window position info, and getting default dir paths e.g. user dir.
Re: Deadcode on github
On 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
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
On Monday, 16 March 2015 at 10:07:16 UTC, Dicebot wrote: On Sunday, 15 March 2015 at 22:07:04 UTC, Walter Bright wrote: BTW, you need to prominently place a couple paragraphs describing: what Deadcode is why someone should be interested in Deadcode GitHub README.md is a natural place for such information. How far you estimate it from being buildable/usable on Linux? It was buildable on Linux a month ago on my server. Usable I cannot say because I have never tried it on a linux box with a monitor. It really hurts me to say since I've been a die hard linux user for many years, but my work the recent years has been solely mac/win which led me in this direction. That will change at some point though. Meanwhile I'm happy to assist anyone willing to give a shot on building it on linux. It is currently based on SDL so with bit of luck it is not that hard. /Jonas
Re: Deadcode on github
On Monday, 16 March 2015 at 15:37:00 UTC, ketmar wrote: On Mon, 16 Mar 2015 15:14:02 +, Jonas Drewsen wrote: Meanwhile I'm happy to assist anyone willing to give a shot on building it on linux. It is currently based on SDL so with bit of luck it is not that hard. i tried to build it, but no luck: it can't build libdparse. ah, the joy of dub... is there any way to build some testing app that doesn't require libdparse? i'm not in a mood of fixing anything right now... It is only extensions that using libdparse. You should be able to remove extensions/language/d folder and the extensions/highlight/d.d file and make it work I believe.
Re: Deadcode on github
On Monday, 16 March 2015 at 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
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... signature.asc Description: PGP signature
Re: Deadcode on github
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
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. signature.asc Description: PGP signature
Deadcode on github
Hi Some people have shown interest in getting access to the source code of the Deadcode editor. I haven't done this earlier because of lots of dirty bits I wanted to clean up first. But I figured that it was better to get early feedback on dirty code than too late feedback on shiny code. I have also opened access to the WIP website and the Trello board I use. In case anyone ends up contributing just ask for Trello edit access. Here you go... Website: http://deadcode.steamwinter.com Changelog: http://deadcode.steamwinter.com/downloads/Changelog.txt Trello:https://trello.com/b/ufLqwxVW There are binaries for windows on the website but I have not verified them working on something other than the same machine I work on. So cannot tell if it work as expected - please tell about any issues. I'll work on improving first time experience but let me known what you think. /Jonas TL;DR; I currently use Deadcode when coding Deadcode itself except for debugging. I have not used it for other projects yet so you may find issues there. Keybindings are a mostly emacs like but with some other standard included like ctrl+c/v copy/paste etc. The keybindings file can be changed to fit your needs if you don't like emacs style. Useful shortcuts to know: ctrl + m will show build panel ctrl + p will show command buffer listing commands ctrl + , will let you select current dub project files ctrl + n new extension/file f7 build dub project and show issues panel f8 frame next build issue in panel and open file on line Lots of other goodies I need to put in the docs soon. You move the window on the menu button only (maybe I'll change that later - dunno) Mac and linux build are on the roadmap. You might need to boostrap your keybindings file to make it interesting. Haven't got around to automate this yet. copy the file below to C:\Users\your-login\AppData\Roaming\DeadCode\ http://deadcode.steamwinter.com/downloads/key-mappings-emacs
Re: Deadcode on github
Hi, Great news ! But you didn't gave the direct link so I will (;)) : https://github.com/jcd/deadcode.
Re: Deadcode on github
On Sunday, 15 March 2015 at 22:07:04 UTC, Walter Bright wrote: On 3/15/2015 2:39 PM, Jonas Drewsen wrote: Here you go... Website: http://deadcode.steamwinter.com Changelog: http://deadcode.steamwinter.com/downloads/Changelog.txt Trello:https://trello.com/b/ufLqwxVW Thank you! BTW, you need to prominently place a couple paragraphs describing: what Deadcode is why someone should be interested in Deadcode I know... and you are right. On the todo... just soo much more fun to code D than HTML.