On 4/19/2014 9:06 PM, FreeSlave wrote:
Note that you don't need to apply toStringz to string literals since
they implicitly cast to const char*.
And, more importantly, are nul terminated.
On 4/27/2014 3:18 AM, Entry wrote:
I'd like to use GLFW from Deimos, but I couldn't get it to work (DMD
said it cannot use libglfw.a) and I've read somewhere that only GDC can
use these DLLs directly (with a D header, but that's still better than
hooking the methods). So do I need GDC for that
On 4/29/2014 8:25 PM, ketmar wrote:
On Tuesday, 29 April 2014 at 11:10:06 UTC, anonymous wrote:
specifically, it was derelict sdl bindings. that module itself does
public imports, so issue is more complicated. sorry for me being rude.
What, exactly, is the problem you are having with public
On 5/3/2014 9:36 PM, Joakim wrote:
Terminated, exit code: 2
I have no idea where to go from here to be honest. It's probably
something easily fixed for someone even a tiny bit more
experienced.
I would love some help if anyone feels up to it.
Have you actually installed
On 5/4/2014 6:42 PM, Alex wrote:
Hello,
I am trying to use the std.log module that is here:
https://github.com/linkrope/log.d
And I encountered a segmentation fault using dmd 2.065 on a Linux 64
platform. The reduced test case is this:
On 5/4/2014 7:39 PM, monarch_dodra wrote:
Really??? I knew there was no guarantee in which order the destructor
were run, but at the very least, I thought you had a guarantee of
dependency ordering?
Furthermore, the order in which the garbage collector calls destructors
for unreference
On 5/5/2014 5:40 AM, Alex wrote:
Thank you, but I find it to be quite awkward. Why the compiler does not
complain or, at least, give a more meaningful runtime error message? Is
there any official std.log that is destructor-safe?
There is no official std.log at all.
On 5/5/2014 8:17 PM, Nordlöw wrote:
One thing though: You cannot call a filename the same as a keyword:
package.d because
import elf.package;
fails with
fs.d(144,12): Error: identifier expected following package
Actually, package.d is a feature which was added not so long ago. Given:
-
On 5/7/2014 10:41 PM, Mike Parker wrote:
On 5/6/2014 8:29 PM, Oleg wrote:
QUESTION: How to define the dfuse library version of I'm doing it wrong
way?
I believe you might find this thread[1] in the dub forum helpful.
Sorry, wrong link. It should be:
On 5/6/2014 8:29 PM, Oleg wrote:
QUESTION: How to define the dfuse library version of I'm doing it wrong
way?
I believe you might find this thread[1] in the dub forum helpful.
[1]
http://forum.rejectedsoftware.com/groups/rejectedsoftware.dub/thread/1328/
On 5/19/2014 10:59 PM, Jack wrote:
Code: http://pastebin.com/pQjH3jRs
Error code is this:
Error 42: Symbol Undefined
_D3std7windows8syserror14sysErrorStringFNekZAya
--- errorlevel 1
I'm currently using Xamarin Studio and the compiler spewed this
error out.
I searched around and it said that
On 5/23/2014 6:01 PM, Jack wrote:
On Friday, 23 May 2014 at 08:36:29 UTC, Rene Zwanenburg wrote:
On Friday, 23 May 2014 at 08:17:28 UTC, Jack wrote:
Erm excuse me. Does the current DerelictAL come with alut
bindings? If not, does it come with libaudio then?
I saw this very old page on the
On 5/23/2014 6:11 PM, Rene Zwanenburg wrote:
http://kcat.strangesoft.net/alure-docs/files/alure-cpp.html
Hrm. I looked all over the ALURE homepage for a link to online docs.
Thanks for posting it.
On 5/30/2014 3:25 AM, Jeremy DeHaan wrote:
I know that we can use MSVC to build a 64 bit program, but is it also
possible to use it to build a 32 bit program as well?
If you mean using the MSVC toolchain with DMD, then the answer is no,
not at the moment. Rainer has done some work toward
On 6/11/2014 2:14 PM, Matt wrote:
window = SDL_CreateWindow (cfg[window][caption].str.ptr,
SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, width, height,
SDL_WINDOW_SHOWN);
I'm curious -- does cfg[][].str ensure that the string is null
terminated? Because if it doesn't, you've got
On 6/12/2014 12:17 AM, Colin wrote:
So a find an replace will do that for you quite easily.
Other things like structs and typedefs are a bit more difficult
to do with a find replace.
All the info you need is here anyway:
wiki.dlang.org/Bind_D_to_C
And here:
On 6/25/2014 10:10 AM, Yuushi wrote:
I was wondering if D had something akin to std::function in C++.
Say I have some functions in an associative array, for example:
auto mapping = ['!' : (string a) = toUpper!string(a), '^' :
(string a) = capitalize!string(a)];
What I want to do is
On 7/4/2014 6:39 PM, Sean Campbell wrote:
On Friday, 4 July 2014 at 08:02:59 UTC, Misu wrote:
Can you try to add DerelictGL3.reload(); after SDL_GL_CreateContext ?
yes this solved the problem. however why? is it a problem with the SDL
binding?
OpenGL on Windows requires a context be created
Is it safe to assume that __VERSION__ is the same among DMD, LDC and GDC
when using the equivalent front-end? I want to implement @nogc in
Derelict in a backward compatible way. The simple thing to do is (at the
suggestion of w0rp):
static if( __VERSION__ 2.066 ) enum nogc = 1;
I just want
On 7/13/2014 2:28 PM, Israel Rodriguez wrote:
What about the dub libraries, what kind of errors do you get if you try
to use a library not compatible for your system, say OSX or Linux? Im
assuming the same linking errors but im not sure.
dub doesn't download library binaries, but the source.
On 7/17/2014 7:01 PM, Dean wrote:
Not even sure if its a tango problem. Dmd doesn't seem to be
picking up the path that I specify with -I. Perhaps the mechanics
of module loading is not as simple as I imagine. I initially
thought its a permission problem, but that is not the case.
What does
On 7/21/2014 7:13 AM, Matthieu wrote:
Hi!
I can't find any good tutorial about how to split my source code
in modules and packages. I don't want to use a Java splitting
style (one class per file) or something like that, I want to use
the D way, but it's so hard to find it! Can someone explain
On 8/3/2014 5:38 AM, David wrote:
Hi, not too sure if there's still someone reading this post, but i do
have another question. So, I heared so much good stuff about D, it's
powerfull, fast the syntax is nice, but well, why is D actually not used
for common games yet? (I mean I know about some
On 8/5/2014 5:06 PM, nikki wrote:
On Tuesday, 5 August 2014 at 07:57:57 UTC, Vladimir Panteleev wrote:
On Tuesday, 5 August 2014 at 07:51:53 UTC, nikki wrote:
Correction:
rdmd -Isource example/source/app.d
that one worked, woohoo thanks.
what did the -Isource do? it's not in the 'rdmd
On 8/6/2014 2:53 AM, Rishub Nagpal wrote:
I am porting DerelictBGFX to linux, but I am having some problems. When
I run the dub command in my example directory, I get the following error :
On 8/23/2014 7:19 PM, nikki wrote:
How would you write it?
```
// Put this somewhere you can import it into any module calling SDL
class SDLError : Error {
public this( string msg, string file = __FILE__, size_t line =
__LINE__ ) {
import std.string;
import std.conv;
On 8/25/2014 11:35 AM, Vladimir Panteleev wrote:
On Monday, 25 August 2014 at 02:17:47 UTC, Mike Parker wrote:
// Put this somewhere you can import it into any module calling
Small modification for even terser error handling:
T sdlEnforce(T)(T result, string message = null)
{
if (!result)
On 8/26/2014 5:37 AM, Ryan wrote:
Then I thought I'd learn dub. Well, this is NOT going well... I did a
git clone of gtk-d, then tried to build with dub (renamed the
package.json to dub.json), and it told me Conflicting package
multi-reference I have no clue and I've tried removing package
On 8/27/2014 2:39 PM, Vladimir Panteleev wrote:
On Monday, 25 August 2014 at 03:19:09 UTC, Mike Parker wrote:
I use Exception for recoverable errors and Error for those that aren't.
Sorry, you're right, that description of Exception/Error is correct. But
I don't think that SDL initialization
On 8/27/2014 10:25 PM, Ryan wrote:
DSSS, XfBuild, Bud, RDMD, or premake4. Especially DSSS vs DUB. Is DUB a
replacement for DSSS?
You can look at it that way. It's both a package manager and build tool.
DSSS was abandoned long ago. Why not other tools -- XfBuild is no longer
maintained
On 8/28/2014 1:24 AM, Israel wrote:
On Wednesday, 27 August 2014 at 09:23:57 UTC, Marc Schütz wrote:
But, how would i configure dub and my dub.json to automatically
use those LDC switches if it isnt automatically built into dub?
You can pass compiler-specific flags by adding a dflags entry
On 8/29/2014 9:16 PM, Robin Schroer wrote:
On Friday, 29 August 2014 at 11:51:47 UTC, Marc Schütz wrote:
display.Display.render() is what tries to render the triangle using a
glBegin-block.
Some code would be helpful. My first thought is that you aren't loading
properly. DerelictGL3 does
On 8/30/2014 11:12 PM, Robin Schroer wrote:
Some code would be helpful. My first thought is that you aren't
loading properly. DerelictGL3 does not load deprecated functions, but
you're trying to call a deprecated function. Are you loading
DerelictGL or DerelictGL3?
So, I dug around a lot. I
On 9/14/2014 2:09 AM, WhatMeWorry wrote:
The name string is aliased to immutable(char)[]
Why was immutable chosen? Why not mutable. Or why not just make another
alias called
strung where it is aliased to mutable(char)[]
If you want a mutable array of characters, just use char[].
---
This
On 9/20/2014 3:47 PM, Jack wrote:
I've configured dub to build DerelictAlure for my project which
only contains the example code shown in:
https://github.com/DerelictOrg/DerelictALURE
The build was successful though when I tried to run it, they were
spewing out that they need some sort of .so
On 9/24/2014 12:08 PM, csmith wrote:
Hi everyone,
Compiling...
source/app.d(25): Error: undefined identifier glBegin
source/app.d(26): Error: undefined identifier glEnd
FAIL
.dub/build/application-debug-linux.posix-x86_64-dmd-357CCD4CB91CACEC384AF7BAA514E3A7
myproj
On 9/28/2014 11:31 PM, Nordlöw wrote:
Running dmd...
../../.dub/packages/dchip-master/src/dchip/cpCollision.d(350): Warning:
instead of C-style syntax, use D-style syntax 'MinkowskiPoint[3] hull'
FAIL
On 10/4/2014 6:40 PM, Bauss wrote:
I am not able to run the output file compiled. I am not sure if it might
be an error with my commandline or not.
Operating System: Windows 8
Commandline Arguments Try1: -c hello.d out\hello.exe
Commandline Arguments Try2: -c hello.d -m32 out\hello.exe
Your
On 10/14/2014 5:21 AM, WhatMeWorry wrote:
I have a simple GLFW3 program running in Visual D integrated shell, that
kept aborting at DerelictFLFW3.load() with a failed to load the shared
libraries: glfw3.dll.'
So I found a glfw3.dll somewhere and moved it into the project folder (I
know this is
On 10/16/2014 12:18 PM, dysmondad wrote:
Since I've added this call, my program will sometimes but not always
either generate a core dump or a seg fault. It seems that the issue is
with the const char * parameter.
I don't have a good grasp of the difference between the way D and C work
for char
On 10/16/2014 4:54 PM, Mike Parker wrote:
On 10/16/2014 12:18 PM, dysmondad wrote:
Since I've added this call, my program will sometimes but not always
either generate a core dump or a seg fault. It seems that the issue is
with the const char * parameter.
I don't have a good grasp of the
On 10/24/2014 7:20 AM, ketmar via Digitalmars-d-learn wrote:
why can't i see that J. Random in recent discussion about deprecating
prefix 'const'? the universal answer was: yes, break our code NOW!
PLEASE! including people from the companies with big D codebases.
There are people out there
On Friday, 24 October 2014 at 23:46:51 UTC, Minas Mina wrote:
The way I specified the library seems very ugly to me.
Essentially it's a full path... How can I tell dub to use it by
locating it automatically from its local repository?
You don't. That's what dub does by default.
On Friday, 24 October 2014 at 23:50:26 UTC, Minas Mina wrote:
Oh and another thing: The program compiles right now but I
can't execute it because for some reason:
Failed to create a child process.
Cannot run program
/home/minas/Projects/eclipse_workspace/DTest/dtest (in
directory
On Friday, 24 October 2014 at 18:16:52 UTC, Justin Whear wrote:
On Fri, 24 Oct 2014 18:04:13 +, WhatMeWorry wrote:
Just for clarity's sake, should I consider the DerelictOrg and
Deimos
(packages, projects, or libraries) as separate from one
another? Or
does DerelictOrg use Deimos behind
On 10/29/2014 1:48 PM, WhatMeWorry wrote:
It looks like dub fetch... is putting all packages at %appdata% path on
my windows machine. Is there a way to redirect packages to a user
specified path?
You're not really supposed to worry about that. It's how dub manages the
packages internally. Why
On 11/2/2014 8:59 PM, Marc Schütz schue...@gmx.net wrote:
On Saturday, 1 November 2014 at 21:00:54 UTC, Kagamin wrote:
D claims compatibility with system C compiler, which usually have
32-bit int.
... and for C/C++ long which can be 32 or 64 bit, DMD recently
introduced the types c_long and
On 11/4/2014 7:34 PM, Jack wrote:
On Tuesday, 4 November 2014 at 08:30:34 UTC, Gary Willoughby
Here's the main file:
http://codepad.org/hu4r0ExB
and Here's the module:
http://codepad.org/ikXAzfdg
Dependencies are DerelictSDL and Tkd.
It's the most simple one I got that reproduces the
On 11/10/2014 9:55 PM, Solomon E wrote:
On Monday, 10 November 2014 at 12:21:51 UTC, bearophile wrote:
That's not applicable because I'm not using DMD. Also that
doesn't answer where a .o or .a file comes from, whether there's
any difference between them besides the name, and if so what.
On 11/14/2014 12:58 AM, Wsdes wrote:
Anyway, I think I got the problem solved. Well, there seems to never
have been any problem as I am taught now. I asked the developer of the C
API this morning if I should try to implement the callback functions
redundantly in D and he said he will have a
On 11/16/2014 6:46 AM, univacc wrote:
Hi,
I am sitting in front of this problems for hours now and I need help:
I need the a linker that is capable of delayed DLL loading and
apparently, OPTLINK does not provide this option.
unilink and Microsofts incremental linker support it so I would like
On 11/19/2014 6:12 PM, Paul wrote:
I would like to create a simple program using SDL. I've read this page
http://dblog.aldacron.net/derelict-help/using-derelict/ and this one
http://code.dlang.org/about and decided that using 'dub' would be the
sensible option for a beginner so I downloaded the
On 11/20/2014 3:38 PM, michael via Digitalmars-d-learn wrote:
Hello All:
when i am using std.net.curl to download a file that dosent exist on ftp
sever,my code
will get an execption like this
std.net.curl.CurlException@std\net\curl.d(3605
On 11/21/2014 5:57 AM, Paul wrote:
This is a tad off topic now but I'm struggling to get a window on screen
as SDL_CreateWindow is failing, here's what I've got:
try{
DerelictSDL2.load();
}catch(Exception e){
writeln(Failed to load DerelictSDL2 :( %s, e.msg);
return;
}
Before
On 11/21/2014 10:22 AM, Mike Parker wrote:
You are adding anything
You /aren't/
On 11/23/2014 3:52 AM, Paul wrote:
Whenever I try to learn a new language I always seem to end up fighting
the OS or the IDE rather than spending time where I should. Therefore,
I'm going to put this idea on hold and stick to console programs for a
while (tried to install ncurses as well
On 11/25/2014 9:26 AM, torea wrote:
Oh.. I didn't know about the DerelictSDL2Mixer.load()!
I thought the initialization of sdl_mixer was done with DerelictSDL2.load()
Every time you call DerelictFoo.load, you are loading exactly one
library. You will never see a Derelict package that loads
On 11/26/2014 4:42 AM, torea wrote:
ok, so basically, each time I want to access some specific functions
imported like:
import derelict.sdl2.foo;
I have to load it like this?
DerelictSDL2foo.load();
Don't think of it that way. Think of it this way: you have to load every
library you
On 11/26/2014 3:27 AM, Paul wrote:
I've finally got this working - the SDL FAQ page sort of identifies the
cause; the xorg dev files have to be installed before building SDL
otherwise you end up with a 'non-x' version (not sure what you'd do with
that!). I built SDL first and then tried
On 12/8/2014 10:37 PM, Paul wrote:
I added this around the problem line to catch the problem:
try{
SDL_RenderCopy(renderer, texture, sourceRect, destRect);
} catch{}
finally {
writeln( Error: , SDL_GetError() );
}
The program now works from a terminal
On 12/9/2014 4:31 PM, Nicholas Londey wrote:
Does @property ever make sense for a free floating function? I would
have thought no but was recently asked to add it if using the function
with uniform call syntax.
I use it from time-to-time. I assume you think of properties as
belonging to
On 12/10/2014 12:19 AM, Paul wrote:
I don't fancy introduing another layer of complexity in a debugger at
present! I wonder if it's the .bmp that's causing the problem. I can't
quite figure how to get Derelict SDL_Image into my project at present
(dub doesn't fetch it if I add import
On 12/10/2014 5:59 PM, Paul wrote:
Adding that reveals that I need to add SDL_image 2.0 (I didn't know that
that wasn't a part of the standard SDL install) so I've compiled that
too. I now get the error:
Unsupported image format
whether I use a png or jpg.
int flags = IMG_INIT_PNG |
On 12/11/2014 12:31 AM, Paul wrote:
This thread has degenerated into a discussion of the set up of my OS
which is miles off topic and should probably be abandoned.
Maybe not. The trouble is that others have been able to compile and run
the same code without error. Given that you are still
On 12/11/2014 4:17 AM, Paul wrote:
On Wednesday, 10 December 2014 at 18:58:15 UTC, Paul wrote:
The two machines on which errors occur are a Mint 13 (32 bit) box and
an ageing laptop with Lubuntu 14.04. I've followed the same procedures
but the 64 bit obviously has the 64 bit dmd compiler.
On 12/14/2014 4:03 AM, aldanor wrote:
However, it wouldn't be
possible to retain the same function names since they've been imported
to the namespace (it's then also not possible to extern them as private
initially since then you won't be able to import/wrap them in a
different module). Hence
On 12/18/2014 3:29 PM, Joel wrote:
I've installed SDL2.
Joels-MacBook-Pro:DerelictTest joelcnz$ cat test.d
import derelict.sdl2.sdl;
int main() {
DerelictSDL2.load();
}
Joels-MacBook-Pro:DerelictTest joelcnz$ dmd test libDerelictSDL2.a
libDerelictUtil.a
Joels-MacBook-Pro:DerelictTest
On 12/19/2014 9:58 AM, Joel wrote:
[snip]
derelict.util.exception.SymbolLoadException@derelict/util/exception.d(35):
Failed to load symbol SDL_free from shared library
/usr/local/lib/libSDL2.dylib
OK, the loader is finding libSDL2.dylib in /usr/local/lib where it
expects it to be. Your
On 12/19/2014 7:35 PM, Joel wrote:
Now I get this:
Joels-MacBook-Pro:dere joelcnz$ ./app
derelict.util.exception.SymbolLoadException@source/derelict/util/exception.d(35):
Failed to load symbol SDL_GameControllerAddMapping from shared library
/usr/local/lib/libSDL2.dylib
OK, it looks like
On 12/20/2014 11:46 AM, Joel wrote:
To uninstall SDL, do I just wipe the framework, and SDL dylib?
Sorry, I can't help you there. I have no idea how things are done on
Mac. And I think it depends on how it got there in the first place. You
may want to take that question to the SDL mailing
On Sunday, 21 December 2014 at 15:05:47 UTC, Mike Parker wrote:
// Now do Catty things
pickiness = (mother.pickiness + father.pickiness) / 2;
Sorry, forgot to change that line when I copy-pasted. Should be:
pickiness = (catmom.pickiness + catdad.pickiness) / 2;
On Sunday, 21 December 2014 at 10:42:37 UTC, Derix wrote:
If you change the mother and father parameters from Beasts to
Cats, then you aren't overriding anything -- you are
/overloading/. That's where the first two errors were coming
from. In order for a subclass method to override a base
On 12/22/2014 9:21 AM, FrankLike wrote:
Now ,x64 mainform always have the console window,and the entry
is main.
could you do it?
Thank you.
Since 64-bit DMD uses the Microsoft toolchain, you need to pass a
parameter on the command line to the MS linker. Linker parameters are
On 12/22/2014 1:11 AM, Derix wrote:
Yep, I rekon the difference was not clear to me. It still isn't
right now, but at least now I know that it exists and I have to
look into it.
Overriding - a subclass reimplements a method from a base class. The
method must have the same number and type of
On 12/24/2014 8:56 PM, Suliman wrote:
Could anybody provide any simple examples of usage DerelictPQ. I do not
have experience of C, and I can't understand how to use this driver.
I need just basics like connect, select and insert.
http://code.dlang.org/packages/derelict-pq
thanks!
On 12/25/2014 11:23 AM, Mike Parker wrote:
On 12/24/2014 8:56 PM, Suliman wrote:
Could anybody provide any simple examples of usage DerelictPQ. I do not
have experience of C, and I can't understand how to use this driver.
I need just basics like connect, select and insert.
On 12/25/2014 3:03 PM, Suliman wrote:
DerelictPQ is only a binding to libpq. The only difference is the
DerelictPQ.load method. Just follow the libpq documentation.
http://www.postgresql.org/docs/9.1/static/libpq.html
Actually, Derelict binds to version 9.3, so the proper link should be
On 12/28/2014 3:01 AM, Derix wrote:
But of course ! I should have thought of this myself.
Subsequent question though : what is the -I option for ? The dmd
embedded help states
-Ipath where to look for imports
so I'd naively think it would work too, but it yields the same
error as
On 12/31/2014 8:29 PM, Rikki Cattermole wrote:
On 1/01/2015 12:22 a.m., Laeeth Isharc wrote:
Am I missing a more agreeable way to check the return value of a C
function against NULL. It's fine if it's a char*, but if it returns a
pointer to some kind of struct, one has to go through and
On 12/31/2014 8:19 PM, Laeeth Isharc wrote:
Argh - no way to edit.
What's best practice here?
D strings are not null-terminated.
===
cpling.c
char* cpling(char *s)
{
s[0]='!';
return s;
}
===
dcaller.d
extern(C) char* cpling(char* s);
void callC()
{
On 2/2/2015 9:16 PM, irtcupc wrote:
The manual section about interfacing from c states that type[] is
inter-compatible from C to D,
however, I face this strange case:
- C declaration:
char identifier[64];
- D declaration:
char[64] identifier;
- the result is only correct if i slice by (-
On 2/3/2015 5:37 PM, Joel wrote:
How do you install Allegro 5 (OSX)? Like, using 'Home Brew'.
This really isn't the place for that. At allegro.cc there are
Allegro-specific forums [1] and an Allegro wiki info on
building/installing, where you can find [2].
[1]
On 2/5/2015 4:53 PM, Entity325 wrote:
On Thursday, 5 February 2015 at 07:23:15 UTC, drug wrote:
Look at this
https://github.com/drug007/geoviewer/blob/master/src/sdlapp.d
I used here SDL and OpenGL and it worked. Ctor of SDLApp creates SDL
window with OpenGL context, may be it helps.
Tested
On 2/6/2015 9:50 AM, Gan wrote:
On Friday, 6 February 2015 at 00:35:12 UTC, Adam D. Ruppe wrote:
On Friday, 6 February 2015 at 00:31:37 UTC, Gan wrote:
Or am I misunderstanding the receive function? Does it send whole
messages or just message chunks?
It sends as much as it can when you call
On 2/8/2015 4:32 AM, Andrey Derzhavin wrote:
Why do you want to use destroy?
The destroy method always calls a dtor of the objects, where I can
destroy some
object's variables in that order that I need, I think. And this is very
good for me, because I have a full control of the object's
On 2/8/2015 11:32 AM, FG wrote:
On 2015-02-08 at 01:20, Mike Parker wrote:
In your case, forget destructors and the destroy method. Just
implement a common method on all of your objects that need cleanup
(perhaps name it 'terminate') and call that. This gives you the
deterministic destruction
On 1/19/2015 4:37 AM, AndyC wrote:
On Sunday, 18 January 2015 at 19:20:34 UTC, Vlad Levenfeld wrote:
I get this all the time with std.array.array (I use my own array
implementations, but phobos' array seems to secretly creep in
everywhere). I think its got to do with that private import
On 1/19/2015 10:44 AM, WhatMeWorry wrote:
On Sunday, 18 January 2015 at 20:07:25 UTC, weaselcat wrote:
On Sunday, 18 January 2015 at 19:51:02 UTC, WhatMeWorry wrote:
On Sunday, 18 January 2015 at 19:42:33 UTC, WhatMeWorry wrote:
I've got a OpenGL function returning a pointer
// const
On 1/19/2015 2:35 PM, tcak wrote:
On Monday, 19 January 2015 at 04:18:47 UTC, tcak wrote:
On Sunday, 18 January 2015 at 22:25:39 UTC, anonymous wrote:
On Sunday, 18 January 2015 at 18:07:05 UTC, tcak wrote:
After these, it works perfectly. I hope this can be fixed in next
version.
Please
On 1/15/2015 4:32 AM, ref2401 wrote:
Unfortunately i'm new to using shells.
I use standard windows cmd. Here is my script:
dmd main.d -debug -unittest -wi
if %errorLevel% equ 0 (
start main.exe
) else (
echo --- Building failed! ---
pause
)
I wrote start main.exe 2 errorFile
[1]
http://www.microsoft.com/resources/documentation/windows/xp/all/proddocs/en-us/redirection.mspx?mfr=true
[2]
https://www.microsoft.com/resources/documentation/windows/xp/all/proddocs/en-us/start.mspx?mfr=true
On 2/12/2015 3:40 AM, Freddy wrote:
import std.stdio;
auto test1(){
void testFunc(){
}
return testFunc;
}
auto test2(){
uint a;
void testFunc(){
a=1;
}
return testFunc;
}
void main(){
writeln(test1()==test1());//true
On 2/12/2015 6:09 PM, weaselcat wrote:
On Thursday, 12 February 2015 at 08:33:35 UTC, Kagamin wrote:
Truth be told, D has no guideline for deterministic destruction of
managed resources.
+1
don't complain about people wondering why class destructors don't work
when there's no _real_ way to
On 2/12/2015 6:42 AM, ketmar wrote:
this problem has very easy solition: we should stop calling class dtors
destructors, and rename them to finalizers.
Absolutely. So many people coming from C++ see destructor and want to
use them as they did in C++. How often do we see people coming on
On 2/13/2015 6:14 PM, Mike Parker wrote:
On 2/13/2015 12:46 PM, Bennet wrote:
I've begun writing some basic OpenGL code using DerelictGL3 but I've hit
a wall. I've managed to open a window (with DerelictSDL2) and call basic
OpenGL functions such as glClear(). Still I can not get a basic
On 2/13/2015 12:46 PM, Bennet wrote:
I've begun writing some basic OpenGL code using DerelictGL3 but I've hit
a wall. I've managed to open a window (with DerelictSDL2) and call basic
OpenGL functions such as glClear(). Still I can not get a basic triangle
up and running. glError() does not
On Thursday, 19 February 2015 at 08:24:08 UTC, Jonathan Marler
wrote:
I am having a heck of a time trying to figure out how to do
this.
How do I change the attributes of a function based on the
version without copying the function body? For example:
version(StaticVersion) {
static void
On Thursday, 19 February 2015 at 10:17:47 UTC, Dicebot wrote:
Most practical approach I am currently aware of is wrapping
actual implementation (in most restrictive version):
I really like mixins for this sort of thing.
```
enum signature = void longFunction();
version( Static )
enum
On 2/20/2015 1:06 AM, tcak wrote:
@OP: By using a token string (q{}) for funcBody rather than a WYSIWYG
string (r or ``), you can still get syntax highlighting in your editor.
Based on your example, bye bye readibility. It is like writing rocket
taking off procedures.
People are complaining
On Sunday, 11 January 2015 at 12:56:40 UTC, Suliman wrote:
I had read about using C++ libs from D, and understood that
there is 2 ways:
1. Make binding - convert .H to .d (I still do not fully
understand what is it)
2. Use directly C++ lib (.dll)
No, there are not two ways. There is one
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