Is there a good article written for this? Preferably for D
specifically...
I notice as I'm working a bit with my challenge to make/update
the symbol/id compressor that perhaps the GC is getting in the
way and skewing the results. Means a number of what I've put up
as benchmark values may
On Sunday, 22 May 2016 at 19:29:59 UTC, Meta wrote:
Const *is* necessary to prevent _myVar being written to through
code like:
f.myVar = 4;
Of course this isn't necessary for value types, but for
reference types.
I was referring specifically to marking the function const, not
the
On Sunday, 22 May 2016 at 23:01:07 UTC, Ali Çehreli wrote:
On 05/22/2016 11:59 AM, Jon Degenhardt wrote:
Is there a way to clear an OutBuffer, but without freeing the
internally
managed buffer? Something similar to std.array.appender.clear
method.
Intent would be to reuse the OutBuffer, but
On 05/22/2016 11:59 AM, Jon Degenhardt wrote:
Is there a way to clear an OutBuffer, but without freeing the internally
managed buffer? Something similar to std.array.appender.clear method.
Intent would be to reuse the OutBuffer, but without reallocating memory
for the buffer.
--Jon
Currently
On Sunday, 22 May 2016 at 12:13:07 UTC, ixid wrote:
What is the best OpenGL tutorial with D to use? I've tried to
use d-gamedev-intro and opengl-tutorials and seem to get
errors, files that are no longer included are needed (dgl)? and
deprecation messages.
Perhaps use a C++ tutorial :
On Saturday, 21 May 2016 at 17:32:47 UTC, dan wrote:
Is it possible to have a class which has a variable which can
be seen from the outside, but which can only be modified from
the inside?
Something like:
class C {
int my_var = 3; // semi_const??
void do_something() { my_var = 4; }
}
On Sunday, 22 May 2016 at 03:06:44 UTC, Mike Parker wrote:
On Saturday, 21 May 2016 at 19:17:00 UTC, dan wrote:
Thanks Vit, Meta, and Yuxuan for your speedy help!
So 3 pieces to put together, function, const, and @property
(and i guess final for protection against subclasses).
Minimally,
Is there a way to clear an OutBuffer, but without freeing the
internally managed buffer? Something similar to
std.array.appender.clear method. Intent would be to reuse the
OutBuffer, but without reallocating memory for the buffer.
--Jon
On Saturday, 21 May 2016 at 15:53:18 UTC, David wrote:
Hi,
I want to try to create a game using D. I'm a complete newbie
though (other than having C/C++ experience). Where would I
start? Does D have an openGL binding? I am assuming I'll need
to leverage a good amount C APIs? Any list of
On Sunday, 22 May 2016 at 12:03:16 UTC, Guillaume Piolat wrote:
I don't know how this works, someone has to propose it, clean
it up and respond to feedback I guess.
Glancing briefly at the source, it appears (from what I saw)
it's heavily based on doubling the size of a lower type (2 64's
On Saturday, 21 May 2016 at 15:53:18 UTC, David wrote:
Hi,
I want to try to create a game using D. I'm a complete newbie
though (other than having C/C++ experience). Where would I
start? Does D have an openGL binding? I am assuming I'll need
to leverage a good amount C APIs? Any list of
On Sunday, 22 May 2016 at 14:04:48 UTC, ixid wrote:
On Sunday, 22 May 2016 at 12:55:47 UTC, Guillaume Piolat wrote:
On Sunday, 22 May 2016 at 12:13:07 UTC, ixid wrote:
What is the best OpenGL tutorial with D to use? I've tried to
use d-gamedev-intro and opengl-tutorials and seem to get
There is a benefit in not allowing to get pointers to class
members. It allows to have movable object instances and this give
access to some faster GC algorithms like generational garbage
collection which is in use in Java.
As an old C++ programmer and newbee in D programming, the D
On Sunday, 22 May 2016 at 12:55:47 UTC, Guillaume Piolat wrote:
On Sunday, 22 May 2016 at 12:13:07 UTC, ixid wrote:
What is the best OpenGL tutorial with D to use? I've tried to
use d-gamedev-intro and opengl-tutorials and seem to get
errors, files that are no longer included are needed (dgl)?
On Friday, 20 May 2016 at 14:42:19 UTC, TheDGuy wrote:
On Friday, 20 May 2016 at 09:21:33 UTC, Kagamin wrote:
Does this work?
Request rq = Request();
Response rs = rq.exec!"GET"("http://somewebpage.org/;,
[parameter:data]);
No :(
If i call my SQL.php function directly with:
Response rs =
On Sunday, May 22, 2016 09:42:54 Jack Applegame via Digitalmars-d-learn wrote:
> On Saturday, 21 May 2016 at 21:49:23 UTC, Jonathan M Davis wrote:
> > Rebindable is in kind of a weird grey area. It involves a
> > union, not casting, and it's only ever mutating the class
> > reference, not the
On Sunday, 22 May 2016 at 12:13:07 UTC, ixid wrote:
What is the best OpenGL tutorial with D to use? I've tried to
use d-gamedev-intro and opengl-tutorials and seem to get
errors, files that are no longer included are needed (dgl)? and
deprecation messages.
Not a tutorial by any means but
On Sunday, 22 May 2016 at 09:42:54 UTC, Jack Applegame wrote:
I agree. But I think we need something that allows *logical*
const and immutable.
Strict binding constness to physical memory constancy is not
always necessary and sometimes even harmful.
http://wiki.dlang.org/DIP89
What is the best OpenGL tutorial with D to use? I've tried to use
d-gamedev-intro and opengl-tutorials and seem to get errors,
files that are no longer included are needed (dgl)? and
deprecation messages.
On Sunday, 22 May 2016 at 09:47:54 UTC, Era Scarecrow wrote:
On Sunday, 22 May 2016 at 09:39:45 UTC, Saurabh Das wrote:
On Sunday, 22 May 2016 at 09:07:32 UTC, Guillaume Piolat wrote:
https://github.com/d-gamedev-team/gfm/blob/master/integers/gfm/integers/wideint.d
wideint was exactly what I
On Sunday, 22 May 2016 at 09:39:45 UTC, Saurabh Das wrote:
On Sunday, 22 May 2016 at 09:07:32 UTC, Guillaume Piolat wrote:
https://github.com/d-gamedev-team/gfm/blob/master/integers/gfm/integers/wideint.d
wideint was exactly what I was looking for! Thank you so much :)
I WANT! If this does
On Sunday, 22 May 2016 at 07:35:32 UTC, Rusty wrote:
I know it's possible to do [explicit object
allocation](http://wiki.dlang.org/Memory_Management#Explicit_Class_Instance_Allocation) on the heap, but I find that quite cumbersome.
So.. is it possible to overload 'new' and 'delete' to not use
On Saturday, 21 May 2016 at 21:49:23 UTC, Jonathan M Davis wrote:
Rebindable is in kind of a weird grey area. It involves a
union, not casting, and it's only ever mutating the class
reference, not the object itself. Certainly, if it mutated the
object, it would be undefined behavior, but it's
On Sunday, 22 May 2016 at 09:07:32 UTC, Guillaume Piolat wrote:
On Sunday, 22 May 2016 at 07:40:08 UTC, Nicholas Wilson wrote:
On Saturday, 21 May 2016 at 09:43:38 UTC, Saurabh Das wrote:
I see that 'cent' and 'ucent' are reserved for future use but
not yet implemented. Does anyone have a
On Sunday, 22 May 2016 at 07:35:32 UTC, Rusty wrote:
I know it's possible to do [explicit object
allocation](http://wiki.dlang.org/Memory_Management#Explicit_Class_Instance_Allocation) on the heap, but I find that quite cumbersome.
So.. is it possible to overload 'new' and 'delete' to not use
On Sunday, 22 May 2016 at 07:40:08 UTC, Nicholas Wilson wrote:
On Saturday, 21 May 2016 at 09:43:38 UTC, Saurabh Das wrote:
I see that 'cent' and 'ucent' are reserved for future use but
not yet implemented. Does anyone have a working implementation
of these types?
Alternatively, is there an
On Saturday, 21 May 2016 at 09:43:38 UTC, Saurabh Das wrote:
I see that 'cent' and 'ucent' are reserved for future use but
not yet implemented. Does anyone have a working implementation
of these types?
Alternatively, is there an any effort towards implementation of
arbitrary-sized integers
I know it's possible to do [explicit object
allocation](http://wiki.dlang.org/Memory_Management#Explicit_Class_Instance_Allocation) on the heap, but I find that quite cumbersome.
So.. is it possible to overload 'new' and 'delete' to not use GC?
Also, it seems many features of the language rely
On Saturday, 21 May 2016 at 09:56:51 UTC, Stefan Koch wrote:
On Saturday, 21 May 2016 at 09:43:38 UTC, Saurabh Das wrote:
I see that 'cent' and 'ucent' are reserved for future use but
not yet implemented. Does anyone have a working implementation
of these types?
Alternatively, is there an
On Sunday, 22 May 2016 at 06:10:07 UTC, rikki cattermole wrote:
Move id_compress out of the unittest block.
Well that certainly did it...
On 22/05/2016 6:08 PM, Era Scarecrow wrote:
While trying to make a benchmark for comparing results of my possible
compression replacement, I'm finding it quite difficult to link the c
code with the d code.
So I've managed to compile the compress.c file using dmc, but when I
link the obj file
While trying to make a benchmark for comparing results of my
possible compression replacement, I'm finding it quite difficult
to link the c code with the d code.
So I've managed to compile the compress.c file using dmc, but
when I link the obj file to reference it I don't seem to see it...
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