On 8/8/2013 2:27 PM, Andrej Mitrovic wrote:
What about Error and Throwable? I think those shouldn't pass to the C
code either. Unforunately 'nothrow' is a misnomer because it really
means 'noexception', it allows both Error and Throwable to propagate
from nothrow functions.
You're generally on
On Friday, 9 August 2013 at 14:08:48 UTC, Rene Zwanenburg wrote:
- In your second code sample, the D translation of the C code,
the line
glfwSetWindowCloseCallback( &onWindowClose );
should read either
glfwSetWindowCloseCallback( win, &onWindowClose );
or
win.glfwSetWindowClos
On Tuesday, 6 August 2013 at 15:05:22 UTC, Mike Parker wrote:
Shows how I like to deal with throwing exceptions from C
callbacks in D. Target audience is beginner-level. Uses GLFW to
demonstrate.
http://www.gamedev.net/page/resources/_/technical/general-programming/d-exceptions-and-c-callbacks
Am Thu, 08 Aug 2013 11:33:28 -0700
schrieb Walter Bright :
> On 8/8/2013 6:48 AM, Marco Leise wrote:
> > I recently proposed using nothrow in GtkD as well. This
> > article was kind of a coincidence now. Yes, it is a real issue
> > with binding to C code unfortunately. Especially on amd64 with
> >
On 8/8/13, Walter Bright wrote:
> I agree that C callbacks called from C code should be nothrow.
>
> At a minimum, the C code that calls the callback is not going to be
> expecting an
> exit via exception, and so may leave things in an indeterminate state.
What about Error and Throwable? I think
On 8/8/2013 6:48 AM, Marco Leise wrote:
I recently proposed using nothrow in GtkD as well. This
article was kind of a coincidence now. Yes, it is a real issue
with binding to C code unfortunately. Especially on amd64 with
GCC compiled stuff since it omits the stack frame that DMD
requires to unwi
Am Wed, 07 Aug 2013 12:08:44 +0200
schrieb "Mike Parker" :
> On Wednesday, 7 August 2013 at 07:10:21 UTC, Johannes Pfau wrote:
> > Am Wed, 07 Aug 2013 03:33:28 +0200
> > schrieb "Mike Parker" :
> >
> >>
> >> > Maybe modifying glfwSetWindowCloseCallback and similar
> >> > functions to only accept
On 8/7/13, Johannes Pfau wrote:
> http://dpaste.dzfl.pl/0f23146f
> There's no difference in the generated code, but this way the compiler
> will complain if you pass a non-nothrow function to
> glfwSetWindowCloseCallback.
Although this only stops Exception types from propagating. Error and
Throwa
On Wednesday, 7 August 2013 at 07:10:21 UTC, Johannes Pfau wrote:
Am Wed, 07 Aug 2013 03:33:28 +0200
schrieb "Mike Parker" :
> Maybe modifying glfwSetWindowCloseCallback and similar
> functions to only accept nothrow functions is a good idea?
I'm not sure what you mean. That's a C function,
Am Wed, 07 Aug 2013 03:33:28 +0200
schrieb "Mike Parker" :
>
> > Maybe modifying glfwSetWindowCloseCallback and similar
> > functions to only accept nothrow functions is a good idea?
>
> I'm not sure what you mean. That's a C function, which means it
> doesn't have any concept of D's nothrow.
On Tuesday, 6 August 2013 at 17:54:34 UTC, QAston wrote:
There's one thing though. You say than relying on coder's
discipline is error prone and I totally agree with that. But
your sollution requires coder to remember to wrap those
callbacks in try-catches.
Programming always requires a cert
On Tuesday, 6 August 2013 at 15:05:22 UTC, Mike Parker wrote:
Shows how I like to deal with throwing exceptions from C
callbacks in D. Target audience is beginner-level. Uses GLFW to
demonstrate.
http://www.gamedev.net/page/resources/_/technical/general-programming/d-exceptions-and-c-callbacks
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