Which character set does D use?

2018-06-13 Thread Murilo via Digitalmars-d-learn
Does D use ASCII or UNICODE? It seems to use ASCII since it 
causes error whenever I use a non-ASCII character.


Re: How do I install a library?

2018-11-08 Thread Murilo via Digitalmars-d-learn
On Thursday, 8 November 2018 at 22:28:38 UTC, Steven 
Schveighoffer wrote:

On 11/8/18 4:46 PM, Murilo wrote:
I want to install the library DlangUI but I don't know how to 
do it. In python I just type pip  and it works, but in D 
I don't know how to do it. Can anyone help me?


dlangui will be fetched if you make it a dependency of your 
project.


When you run dub init on your project, it will ask for 
dependencies, just type dlangui in there.


-Steve


Thanks, I tried that but when I add the import dlangui in the 
beginning it doesn't work. I wanted to just type import dlangui 
in the beginning of the file so I can call the dlangui functions.


Re: How do I install a library?

2018-11-08 Thread Murilo via Digitalmars-d-learn
On Thursday, 8 November 2018 at 23:28:05 UTC, Steven 
Schveighoffer wrote:

On 11/8/18 6:07 PM, Steven Schveighoffer wrote:

If you want to build the dlangui library directly and install 
it on your own without dub, you would need to download the 
source (probably from github) and build it using dub.


When I said without using dub, I meant without using dub to 
build your project. You still need to use dub to build the 
library.


-Steve


It finally worked, but I can't just compile it normally, I have 
to use dub run, I wish it were something simple that I just 
download into the folder and then use an import statement and 
then compile it like any other program. I wish it were as simple 
as using std.stdio for example.


How do I install a library?

2018-11-08 Thread Murilo via Digitalmars-d-learn
I want to install the library DlangUI but I don't know how to do 
it. In python I just type pip  and it works, but in D I 
don't know how to do it. Can anyone help me?


Working with randomSample

2018-12-27 Thread Murilo via Digitalmars-d-learn
Why is it that when I type "auto choice = randomSample(array);" 
and later when I try to index choice as in choice[1] it gives an 
error message?


Re: How do I install a library?

2018-12-11 Thread Murilo via Digitalmars-d-learn

On Tuesday, 11 December 2018 at 07:25:49 UTC, Seb wrote:

On Monday, 10 December 2018 at 00:18:52 UTC, Murilo wrote:
Hi guys, thank you for helping me out here, there is this 
facebook group for the D language, here we can help and teach 
each other. It is called Programming in D. Please join. 
https://www.facebook.com/groups/662119670846705/?ref=bookmarks


Please stop this spam.


It is not spam, I really created this group, it has 80 members 
now, I would like more members so we could help each other there 
rather than here, facebook is a better communication tool than 
this mailing list.

But since you asked me to stop then I will stop.


Why pow() won't go beyond 2^31?

2018-11-28 Thread Murilo via Digitalmars-d-learn
I am using the function pow() from std.math but if I try pow(2, 
32) it returns 0, it doesn't compute beyond the maximum value of 
an int(2^31) and I am working with long. What should I do?


Re: Working with ranges

2018-12-07 Thread Murilo via Digitalmars-d-learn

On Saturday, 8 December 2018 at 03:46:11 UTC, Adam D. Ruppe wrote:

On Saturday, 8 December 2018 at 03:37:56 UTC, Murilo wrote:

Hi guys, I have created an array of strings with "string[12] ps


string[12] isn't a range, but string[] is.

Try passing `ps[]` to the function instead of plain `ps` and 
see what happens.


How do I transform an array into a range?


Re: Working with ranges

2018-12-07 Thread Murilo via Digitalmars-d-learn

On Saturday, 8 December 2018 at 03:51:02 UTC, Adam D. Ruppe wrote:

On Saturday, 8 December 2018 at 03:48:10 UTC, Murilo wrote:
Try passing `ps[]` to the function instead of plain `ps` and 
see what happens.


How do I transform an array into a range?


With the slicing operator, [].


Thank you very much, it worked now.

What is the difference between declaring "int[3] a = [1,2,3];" 
and declaring "int[] a = [1,2,3];"? Is the first an array and the 
second a range?


I always thought that leaving the square brackets empty would 
create an array of flexible size, it never occurred to me that it 
was creating something else.


Re: Working with ranges

2018-12-07 Thread Murilo via Digitalmars-d-learn

On Saturday, 8 December 2018 at 04:16:25 UTC, Adam D. Ruppe wrote:

On Saturday, 8 December 2018 at 04:11:03 UTC, Murilo wrote:
What is the difference between declaring "int[3] a = [1,2,3];" 
and declaring "int[] a = [1,2,3];"? Is the first an array and 
the second a range?


They are both arrays, just the former one has a fixed size and 
the latter does not. Ranges require a way to iterate and 
consume elements, meaning they cannot be fixed size.


I always thought that leaving the square brackets empty would 
create an array of flexible size, it never occurred to me that 
it was creating something else.


That's what it is, just a flexible array also happens to be an 
array, whereas a fixed-size array is not one.


But a slice of a fixed size one yields a flexible one.. which 
is why the ps[] thing works to create a range out of it.


Thank you guys so much for the explanation, it is all making more 
sense now.


Working with ranges

2018-12-07 Thread Murilo via Digitalmars-d-learn
Hi guys, I have created an array of strings with "string[12] ps = 
["cat", "dog", "lion", "wolf", "coin", "chest", "money", "gold", 
"A", "B", "C", "D"];".



I want to use the array as a range and I want to randomize it, 
like I want to transform that into several other ranges with the 
same elements but in different orders, how do I do that?


I tried using the function choice() from std.random but it gives 
an error message for some reason.


Re: Why pow() won't go beyond 2^31?

2018-12-09 Thread Murilo via Digitalmars-d-learn
Hi guys, thank you for helping me out here, there is this 
facebook group for the D language, here we can help and teach 
each other. It is called Programming in D. Please join. 
https://www.facebook.com/groups/662119670846705/?ref=bookmarks


Re: Working with ranges

2018-12-09 Thread Murilo via Digitalmars-d-learn
Hi guys, thank you for helping me out here, there is this 
facebook group for the D language, here we can help and teach 
each other. It is called Programming in D. Please join. 
https://www.facebook.com/groups/662119670846705/?ref=bookmarks


Re: Working with randomSample

2018-12-28 Thread Murilo via Digitalmars-d-learn

On Friday, 28 December 2018 at 03:59:52 UTC, Ali Çehreli wrote:
It's because randomSample returns either an input range or a 
forward range depending both on the kind of range that it gets 
and the random number generator used. Documented here:

Ali

Thank you very much, now it all makes sense.



Re: How do I install a library?

2018-12-09 Thread Murilo via Digitalmars-d-learn
Hi guys, thank you for helping me out here, there is this 
facebook group for the D language, here we can help and teach 
each other. It is called Programming in D. Please join. 
https://www.facebook.com/groups/662119670846705/?ref=bookmarks


Re: Which character set does D use?

2018-12-09 Thread Murilo via Digitalmars-d-learn
Hi guys, thank you for helping me out here, there is this 
facebook group for the D language, here we can help and teach 
each other. It is called Programming in D. Please join. 
https://www.facebook.com/groups/662119670846705/?ref=bookmarks


Re: Block statements and memory management

2019-04-05 Thread Murilo via Digitalmars-d-learn

On Saturday, 16 March 2019 at 15:53:26 UTC, Johan Engelen wrote:

On Saturday, 16 March 2019 at 03:47:43 UTC, Murilo wrote:
Does anyone know if when I create a variable inside a scope as 
in

{int a = 10;}
it disappears complete from the memory when the scope 
finishes? Or does it remain in some part of the memory? I am 
thinking of using scopes to make optimized programs that 
consume less memory.


Others have made good points in this thread, but what is 
missing is that indeed scopes _can_ be used beneficially to 
reduce memory footprint.

-Johan


I would like to thank everyone for your help, those informations 
were very helpful.




Using arsd.simpledisplay module

2019-02-25 Thread Murilo via Digitalmars-d-learn
I need help with the arsd.simpledisplay module. Is there anyone 
there who knows about it? I have doubts concerning 
SimpleWindow.eventLoop().


Re: Easiest way to display images

2019-02-25 Thread Murilo via Digitalmars-d-learn

On Tuesday, 12 February 2019 at 01:31:48 UTC, Adam D. Ruppe wrote:

On Tuesday, 12 February 2019 at 01:16:21 UTC, Murilo wrote:
Hi Adam. I have been using your arsd library and I have 
noticed that compiling with -m64 causes this error:


huh, only on 64 bit windows.

well, pushed a fix up, try the new version


Hi Adam. I am using your library. There is the ScreenPainter 
struct and it has a method called .eventLoop(), how do I make it 
stop after a certain amount of loops? I would like to be able to 
call it several times in the program.


How to cast arrays?

2019-03-01 Thread Murilo via Digitalmars-d-learn
How do I cast a ubyte[] into uint[]? It keeps raising an error, I 
have read the documentation saying there are restrictions for 
that concerning the length of the arrays.


Re: Easiest way to display images

2019-03-11 Thread Murilo via Digitalmars-d-learn

Hi Adam, how do I set the color of the SimpleWindow background?


Block statements and memory management

2019-03-15 Thread Murilo via Digitalmars-d-learn

Does anyone know if when I create a variable inside a scope as in
{int a = 10;}
it disappears complete from the memory when the scope finishes? 
Or does it remain in some part of the memory? I am thinking of 
using scopes to make optimized programs that consume less memory.


Re: Easiest way to display images

2019-02-10 Thread Murilo via Digitalmars-d-learn
On Wednesday, 6 February 2019 at 03:35:03 UTC, Adam D. Ruppe 
wrote:

On Wednesday, 6 February 2019 at 01:04:43 UTC, Murilo wrote:

You should later joing the facebook group Programming in D.


Eh, I don't really like facebook groups.

With my libraries too, I don't really care if anyone uses them. 
I make them for myself and put them online because it is easy 
for me. I don't count downloads or anything; it just means 
nothing to me.


Adam, is there a place where we can chat? I don't like chatting 
via this forum. I would like to talk to you about your modules 
and about the D lang.


Re: Handling big FP numbers

2019-02-10 Thread Murilo via Digitalmars-d-learn

On Sunday, 10 February 2019 at 21:27:43 UTC, Dennis wrote:

On Sunday, 10 February 2019 at 20:25:02 UTC, Murilo wrote:
It seems this is a feature of D I will have to get used to and 
accept the fact I can't always get the same number as in C


What compilers and settings do you use? What you're actually 
comparing here are different implementations of the C runtime 
library.


```
#include

int main() {
double a = 991234307654329925.7865;
printf("%f\n", a);
return 0;
}
```

I compiled this with different C compilers on Windows 10 and 
found:


DMC:   99123429947200.00
GCC:   9912342990.00
CLANG: 991234299470108672.00

As for D:
```
import core.stdc.stdio: printf;

int main() {
double a = 991234307654329925.7865;
printf("%f\n", a);
return 0;
}
```

DMD: 99123429947200.00
LDC: 991234299470108672.00

DMC and DMD both use the Digital Mars runtime by default. I 
think CLANG and LDC use the static libcmt by default while GCC 
uses the dynamic msvcrt.dll (not sure about the exact one, but 
evidently it's different). So it really hasn't anything to do 
with D vs. C but rather what C runtime you use.


Ahhh, alright, I was not aware of the fact that there are 
different runtimes, thanks for clearing this up.


Re: Handling big FP numbers

2019-02-10 Thread Murilo via Digitalmars-d-learn

On Saturday, 9 February 2019 at 05:46:22 UTC, H. S. Teoh wrote:
On Sat, Feb 09, 2019 at 03:52:38AM +, Murilo via 
Digitalmars-d-learn wrote:
On Saturday, 9 February 2019 at 03:28:24 UTC, Adam D. Ruppe 
wrote:

[...]
> But you can change this with the format specifiers (use 
> `writefln` instead of `writeln` and give a precision 
> argument) or, of course, you can use the same C printf 
> function from D.


Thanks, but which precision specifier should I use? I already 
tried "%.20f" but it still produces a result different from C? 
Is there a way to make it identical to C?


I say again, you're asking for far more digits than are 
actually there. The extra digits are only an illusion of 
accuracy; they are essentially garbage values that have no real 
meaning. It really does not make any sense to print more digits 
than are actually there.


On the other hand, if your purpose is to export the double in a 
textual representation that guarantees reproduction of exactly 
the same bits when imported later, you could use the %a format 
which writes out the mantissa in exact hexadecimal form. It can 
then be parsed again later to reproduce the same bits as was in 
the original double.


Or if your goal is simply to replicate C behaviour, there's 
also the option of calling the C fprintf directly. Just import 
core.stdc.stdio or declare the prototype yourself in an 
extern(C) declaration.



T


Thanks, but even using core.stdc.stdio.fprintf() it still shows a 
different result on the screen. It seems this is a feature of D I 
will have to get used to and accept the fact I can't always get 
the same number as in C even though in the end it doesn't make a 
difference cause as you explained the final digits are just 
garbage anyway.


Re: Easiest way to display images

2019-02-10 Thread Murilo via Digitalmars-d-learn

On Sunday, 10 February 2019 at 21:26:56 UTC, Adam D. Ruppe wrote:

On Sunday, 10 February 2019 at 18:42:59 UTC, Murilo wrote:
Adam, is there a place where we can chat? I don't like 
chatting via this forum. I would like to talk to you about 
your modules and about the D lang.


get on the freenode irc, i am in #d like all the time (and will 
see messages when i am back on my computer) or you can dm me 
adam_d_ruppe there if i am online


okay, I will try that, but do you have a facebook account? I 
usually chat with people on facebook.


Re: Easiest way to display images

2019-02-11 Thread Murilo via Digitalmars-d-learn

On Tuesday, 12 February 2019 at 01:31:48 UTC, Adam D. Ruppe wrote:

On Tuesday, 12 February 2019 at 01:16:21 UTC, Murilo wrote:
Hi Adam. I have been using your arsd library and I have 
noticed that compiling with -m64 causes this error:


huh, only on 64 bit windows.

well, pushed a fix up, try the new version


Forget about it, I just fixed it myself. :) I am so happy, I did 
not think I would be able to do it on my own, I guess all those 
years of studying were worth the effort, I read the error message 
and figured it was something wrong in the module jpeg.d so I 
opened it, read the code(in a very fast manner) and discovered 
that the calls to core.stdc.stdlib.alloca() were causing the 
problem apart from being unnecessary so I just commented all of 
them out(just like you did with the very first instance) and then 
there was a problem with the buffer variable which was only 
defined by you in the first instance so I just defined it in the 
other instances following the same method you used and it all 
worked in the end. I will submit a pull request on your GitHub 
page. Cheers.


Re: Easiest way to display images

2019-02-11 Thread Murilo via Digitalmars-d-learn

On Sunday, 10 February 2019 at 21:26:56 UTC, Adam D. Ruppe wrote:

On Sunday, 10 February 2019 at 18:42:59 UTC, Murilo wrote:
Adam, is there a place where we can chat? I don't like 
chatting via this forum. I would like to talk to you about 
your modules and about the D lang.


get on the freenode irc, i am in #d like all the time (and will 
see messages when i am back on my computer) or you can dm me 
adam_d_ruppe there if i am online


Hi Adam. I have been using your arsd library and I have noticed 
that compiling with -m64 causes this error:
Error: cannot mix core.std.stdlib.alloca() and exception handling 
in _D4arsd4jpeg27detect_jpeg_image_from_fileFAxaJiJiJiZb()

May I know why that happens? How can I bypass it?


Re: Easiest way to display images

2019-02-11 Thread Murilo via Digitalmars-d-learn

On Tuesday, 12 February 2019 at 01:31:48 UTC, Adam D. Ruppe wrote:

On Tuesday, 12 February 2019 at 01:16:21 UTC, Murilo wrote:
Hi Adam. I have been using your arsd library and I have 
noticed that compiling with -m64 causes this error:


huh, only on 64 bit windows.

well, pushed a fix up, try the new version


Hi, unfortunately the problem persists. I have sent you an e-mail 
on your destructiona...@gmail.com account. I would prefer to talk 
there rather than here. I would just like to understand what is 
causing the problem so I can figure out a bypass.


Re: Easiest way to display images

2019-02-06 Thread Murilo via Digitalmars-d-learn

On Wednesday, 6 February 2019 at 04:36:12 UTC, DanielG wrote:

On Wednesday, 6 February 2019 at 01:04:43 UTC, Murilo wrote:

You should later joing the facebook group Programming in D.


The D community is small enough that it's unlikely anybody in 
that Facebook group, isn't already using the newsgroups / IRC / 
etc to discuss D. Even the official subreddit barely gets any 
traffic.


What I'm trying to say is, you're not going to have much luck 
getting that Facebook group off the ground. FB adds nothing to 
the existing options, and worse it's just an elaborate scheme 
to harvest personal information which one can safely assume the 
vast majority of D programmers are privacy-savvy enough to 
avoid.


The facebook group already has 82 members, some of which are 
experienced users of D. There has been some reasonable amount of 
discussions going on there in the last weeks. And you don't need 
to worry about the "information harvesting" if you don't post 
personal stuff. It is a group to talk about a language and not 
about your life.


Re: How do I use libraries manually?

2019-02-05 Thread Murilo via Digitalmars-d-learn

On Tuesday, 5 February 2019 at 19:46:32 UTC, H. S. Teoh wrote:


Thank you very much, I will try what you just explained. And yes 
I would really appreciate it if people would make single file 
libraries that I can just import as if it were any other .d file.


Re: Converting a type to a char

2019-02-05 Thread Murilo via Digitalmars-d-learn

On Friday, 25 January 2019 at 15:53:10 UTC, Thomas Gregory wrote:
I would like to check that a char (unknown at compile time) 
matches a particular type but I would like to do so without if 
statements or a hash map as I would like it to be as fast as 
possible.


Ideally I would choose something like this:

enum typeIndex{
byte = 0,
ubyte,
short,
ushort,
int,
uint
}

char[6] typechars="cCsSiI";

bool check(T)(char c){
   return typechars[typeIndex(typeof(T))]==c;
}

Though I know this is implementation is not remotely correct D.


Join this group https://www.facebook.com/groups/662119670846705/ 
, it is the D lang facebook group, there we can help you out with 
any doubts.


Easiest way to display images

2019-02-05 Thread Murilo via Digitalmars-d-learn
What would be the easiest way to simply display a jpg or png 
image on the screen for a few seconds in Windows?


How do I use libraries manually?

2019-02-05 Thread Murilo via Digitalmars-d-learn
Can anyone teach me how to download and use a library manually 
without having to use DUB?


Re: Easiest way to display images

2019-02-05 Thread Murilo via Digitalmars-d-learn

On Tuesday, 5 February 2019 at 21:25:54 UTC, Adam D. Ruppe wrote:

On Tuesday, 5 February 2019 at 21:11:52 UTC, Murilo wrote:
What would be the easiest way to simply display a jpg or png 
image on the screen for a few seconds in Windows?


That's a little more complex than playing a sound, there's no 
one function to do it. You can in... oh about 50 lines, but I 
can't write them off the top of my head.


You should later joing the facebook group Programming in D. There 
you could show your library, lots of people would like to use it.

https://www.facebook.com/groups/662119670846705/




Re: Easiest way to display images

2019-02-05 Thread Murilo via Digitalmars-d-learn

On Tuesday, 5 February 2019 at 21:25:54 UTC, Adam D. Ruppe wrote:

On Tuesday, 5 February 2019 at 21:11:52 UTC, Murilo wrote:
What would be the easiest way to simply display a jpg or png 
image on the screen for a few seconds in Windows?


That's a little more complex than playing a sound, there's no 
one function to do it. You can in... oh about 50 lines, but I 
can't write them off the top of my head.


However, I do have a library that can do it in 5 lines.

---
import arsd.simpledisplay;
import arsd.image;

void main() {
	displayImage(Image.fromMemoryImage(loadImageFromFile("filename 
here")));

}




Thank you so but so much. I tested it here and it works.


Re: Handling big FP numbers

2019-02-08 Thread Murilo via Digitalmars-d-learn

On Saturday, 9 February 2019 at 03:03:41 UTC, H. S. Teoh wrote:
On Sat, Feb 09, 2019 at 02:12:29AM +, Murilo via 
Digitalmars-d-learn wrote:
Why is it that in C when I attribute the number 
991234307654329925.7865 to a double it prints 
991234299470108672. and in D it prints 
9912342990. ? Apparently both languages 
cause a certain loss of precision(which is part of converting 
the decimal system into the binary system) but why is it that 
the results are different?


It's not only because of converting decimal to binary, it's 
also because double only has 64 bits to store information, and 
your number has far more digits than can possibly fit into 64 
bits.  Some number of bits are used up for storing the sign and 
exponent, so `double` really can only store approximately 15 
decimal digits.  Anything beyond that simply doesn't exist in a 
`double`, so attempting to print that many digits will 
inevitably produce garbage trailing digits.  If you round the 
above outputs to about 15 digits, you'll see that they are 
essentially equal.


As to why different output is produced, that's probably just an 
artifact of different printing algorithms used to output the 
number.  There may be a small amount of difference around or 
after the 15th digit because D implicitly converts to `real` 
(which on x86 is the 80-bit proprietary FPU representation) for 
some operations and rounds it back, while C only operates on 
64-bit double.  This may cause some slight difference in 
behaviour around the 15th digit or so.




Now, changing a little bit the subject. All FPs in D turn out to 
be printed differently than they are in C and in C it comes out a 
little more precise than in D. Is this really supposed to happen?





Re: Handling big FP numbers

2019-02-08 Thread Murilo via Digitalmars-d-learn

On Saturday, 9 February 2019 at 03:28:24 UTC, Adam D. Ruppe wrote:

On Saturday, 9 February 2019 at 03:21:51 UTC, Murilo wrote:
Now, changing a little bit the subject. All FPs in D turn out 
to be printed differently than they are in C and in C it comes 
out a little more precise than in D. Is this really supposed 
to happen?


Like I said in my first message, the D default rounds off more 
than the C default. This usually results in more readable stuff 
- the extra noise at the end is not that helpful in most cases.


But you can change this with the format specifiers (use 
`writefln` instead of `writeln` and give a precision argument) 
or, of course, you can use the same C printf function from D.


Thanks but here is the situation, I use printf("%.20f", 0.1); in 
both C and D, C returns 0.1555 whereas D returns 
0.10001000. So I understand your point, D rounds off 
more, but that causes loss of precision, isn't that something bad 
if you are working with math and physics for example?


Re: Handling big FP numbers

2019-02-08 Thread Murilo via Digitalmars-d-learn

On Saturday, 9 February 2019 at 03:28:24 UTC, Adam D. Ruppe wrote:

On Saturday, 9 February 2019 at 03:21:51 UTC, Murilo wrote:
Now, changing a little bit the subject. All FPs in D turn out 
to be printed differently than they are in C and in C it comes 
out a little more precise than in D. Is this really supposed 
to happen?


Like I said in my first message, the D default rounds off more 
than the C default. This usually results in more readable stuff 
- the extra noise at the end is not that helpful in most cases.


But you can change this with the format specifiers (use 
`writefln` instead of `writeln` and give a precision argument) 
or, of course, you can use the same C printf function from D.


Thanks, but which precision specifier should I use? I already 
tried "%.20f" but it still produces a result different from C? Is 
there a way to make it identical to C?


Re: Handling big FP numbers

2019-02-08 Thread Murilo via Digitalmars-d-learn

On Saturday, 9 February 2019 at 04:36:26 UTC, DanielG wrote:

On Saturday, 9 February 2019 at 04:32:44 UTC, Murilo wrote:
Thank you very much for clearing this up. But how do I make D 
behave just like C? Is there a way to do that?


Off the top of my head, you'd have to link against libc so you 
could use printf() directly.


But may I ask why that is so important to you?


That is important because there are some websites with problems 
for you to send them your code and it automatically checks if you 
got it right, in D it will always say "Wrong Answer" cause it 
outputs a different string than what is expected.


Re: Handling big FP numbers

2019-02-08 Thread Murilo via Digitalmars-d-learn

On Saturday, 9 February 2019 at 02:54:18 UTC, Adam D. Ruppe wrote:

On Saturday, 9 February 2019 at 02:46:52 UTC, Murilo wrote:
But I used the type double in D which is supposed to be only 
64 bits long and not 80 bits long, the type real is the one 
which is supposed to be 80 bits long. Right?


Right, BUT the compile time stuff is done before that.

double a = 1.0 * 2.0;

The 1.0*2.0 is done as real inside the compiler, then the 
*result* is assigned to the 64 bit double.


Whereas in a C++ compiler, that would be done 64 bit 
throughout. So the different intermediate rounding can give a 
different result.


(The `real` thing in D was a massive mistake. It is slow and 
adds nothing but confusion.)


ahhh okay, thanks for clearing it up. is there a way to bypass 
that?


Re: Handling big FP numbers

2019-02-08 Thread Murilo via Digitalmars-d-learn

On Saturday, 9 February 2019 at 04:30:22 UTC, DanielG wrote:

On Saturday, 9 February 2019 at 03:33:13 UTC, Murilo wrote:
Thanks but here is the situation, I use printf("%.20f", 0.1); 
in both C and D, C returns 0.1555 whereas D 
returns 0.10001000. So I understand your point, D 
rounds off more, but that causes loss of precision, isn't that 
something bad if you are working with math and physics for 
example?


0.1 in floating point is actually 0.10001490116119384765625 
behind the scenes.


So why is it important that it displays as:

0.1555

versus

0.10001000

?

*Technically* the D version has less error, relative to the 
internal binary representation. Since there's no exact way of 
representing 0.1 in floating point, the computer has no way of 
knowing you really mean "0.1 decimal". If the accuracy is that 
important to you, you'll probably have to look into 
software-only number representations, for arbitrary decimal 
precision (I've not explored them in D, but other languages 
have things like "BigDecimal" data types)


Thank you very much for clearing this up. But how do I make D 
behave just like C? Is there a way to do that?


Handling big FP numbers

2019-02-08 Thread Murilo via Digitalmars-d-learn
Why is it that in C when I attribute the number 
991234307654329925.7865 to a double it prints 
991234299470108672. and in D it prints 
9912342990. ? Apparently both languages cause 
a certain loss of precision(which is part of converting the 
decimal system into the binary system) but why is it that the 
results are different?


Re: Handling big FP numbers

2019-02-08 Thread Murilo via Digitalmars-d-learn

On Saturday, 9 February 2019 at 02:42:09 UTC, Adam D. Ruppe wrote:

On Saturday, 9 February 2019 at 02:12:29 UTC, Murilo wrote:

prints


Two likely reasons: the D compiler does compile time stuff at 
80 bit, whereas the C++ one probably uses 64 bit, and the D 
default print rounds more aggressively than default C++ 
printing.


It is useful to put stuff in runtime variables of type `double` 
to avoid the differnt bit stuff, and print with printf in both 
languages to ensure that is the same.


Hi, thanks for the information. But I used the type double in D 
which is supposed to be only 64 bits long and not 80 bits long, 
the type real is the one which is supposed to be 80 bits long. 
Right?


Re: Simple way to play sounds using D

2019-02-05 Thread Murilo via Digitalmars-d-learn

On Tuesday, 5 February 2019 at 17:14:05 UTC, Adam D. Ruppe wrote:

On Tuesday, 5 February 2019 at 17:09:10 UTC, Murilo wrote:
When I compile the code above the compiler says Error: linker 
exited with status 1

What should I do?


It might have to be "shoot.wav"w, notice the w on the end.

But I am guessing the main problem is not linking in the winmm 
lib and dll. It will probably work to add


pragma(lib, "winmm");

to your file right after the import.


You were right :) No need for the w but it was necessary the 
pragma(lib, "winmm");


It worked! Thanks so much man, all the best to you.


Simple way to play sounds using D

2019-02-05 Thread Murilo via Digitalmars-d-learn
Hi guys, I would like to play simple sounds but I want something 
easy to use, can you show me the simplest way to do that? Like a 
function that just loads a .wav and plays it.


Re: Simple way to play sounds using D

2019-02-05 Thread Murilo via Digitalmars-d-learn

On Tuesday, 5 February 2019 at 17:01:54 UTC, Adam D. Ruppe wrote:

On Tuesday, 5 February 2019 at 16:50:36 UTC, Murilo wrote:
Hi guys, I would like to play simple sounds but I want 
something easy to use, can you show me the simplest way to do 
that? Like a function that just loads a .wav and plays it.


If you are on Windows, the OS has a nice function for little 
ones:


https://docs.microsoft.com/en-us/previous-versions//dd743680(v=vs.85)#examples


Hi, thanks for the reply.
import std.stdio, core.sys.windows.mmsystem;

void main()
{
PlaySound("shoot.wav", null, SND_FILENAME);
}
When I compile the code above the compiler says Error: linker 
exited with status 1

What should I do?


Re: Elegant way to test if members of array A are present in array B?

2019-06-11 Thread Murilo via Digitalmars-d-learn

On Tuesday, 11 June 2019 at 17:12:17 UTC, Robert M. Münch wrote:
Is there a simple and elegant way to do this? Or is just using 
a foreach(...) with canFind() the best way?


I made it this way, I consider it elegant. I don't know if others 
will like it.

Here it is:
import std.stdio : writeln;
import std.algorithm.searching;
import std.algorithm.sorting;

void main()
{
int[] a = [3, 9, 1, 4, 7, 6, 5, 8, 2];
int[] b = [5, 4, 6];
//first we sort both of them
sort(a);
sort(b);
//now we check them using slices
writeln(b == a[a.countUntil(b[0]) .. a.countUntil(b[$ - 1]) + 
1]);

}

It should output `true`


Re: Help me decide D or C

2019-08-01 Thread Murilo via Digitalmars-d-learn

On Wednesday, 31 July 2019 at 18:38:02 UTC, Alexandre wrote:

Hi everyone,

I would like an honest opinion.
I have a beginner level (able to do very small programs) in a 
few languages  such as python, go, C, guile(scheme) and common 
lisp. I want to pick a language and go deep with it and focus 
on only one for at least the next 2 years or so.


Should I go for C and then when I become a better programmer 
change to D?

Should I start with D right now?


Here goes something that may help you. A multimedia tutorial in D 
with a lib called arsd. I am nearly done with the tutorial and it 
is now very complete, it now teaches how to use the arsd library 
to draw all sorts of stuff and to receive mouse and keyboard 
input. I think you will like it. If you use it and like it please 
let me know because I would be very happy to see my work being 
spread. Cheers. Here is the GitHub page: 
https://github.com/MuriloMir/arsd_multimedia_tutorial


Re: Help playing sounds using arsd.simpleaudio

2019-09-28 Thread Murilo via Digitalmars-d-learn
On Saturday, 28 September 2019 at 14:03:53 UTC, Adam D. Ruppe 
wrote:

On Saturday, 28 September 2019 at 03:21:38 UTC, Murilo wrote:
Can anyone just please show me how to play a background 
sound(like those in games) using arsd.simpleaudio? I'd like 
something simple with a code snippet please.


it is really minimal be warned

but at the beginning of main() set it up with


auto audio = new AudioPcmOutThread();
audio.start();
scope(exit) {
audio.stop();
audio.join();
}


and then when you want it to make sounds, call its functions 
like


audio.beep();

or

audio.playOgg("my-file.ogg");

you can convert things like wav and mp3 into the ogg format 
with various tools of the internet.




that's about all it does.


Thank you sooo much. Now it works. That is pretty much what I was 
looking for.


Re: Help playing sounds using arsd.simpleaudio

2019-09-28 Thread Murilo via Digitalmars-d-learn
On Saturday, 28 September 2019 at 14:03:53 UTC, Adam D. Ruppe 
wrote:

On Saturday, 28 September 2019 at 03:21:38 UTC, Murilo wrote:
Can anyone just please show me how to play a background 
sound(like those in games) using arsd.simpleaudio? I'd like 
something simple with a code snippet please.


it is really minimal be warned

but at the beginning of main() set it up with


auto audio = new AudioPcmOutThread();
audio.start();
scope(exit) {
audio.stop();
audio.join();
}


and then when you want it to make sounds, call its functions 
like


audio.beep();

or

audio.playOgg("my-file.ogg");

you can convert things like wav and mp3 into the ogg format 
with various tools of the internet.




that's about all it does.


Thanks. Now, I would like to know if I could just use it like 
this instead:


import arsd.simpleaudio;

void main()
{
AudioPcmOutThread audio = new AudioPcmOutThread;
audio.start;
audio.playOgg("shock.ogg");
audio.join;
audio.stop;
}



Re: Help making a game with transparency

2019-09-28 Thread Murilo via Digitalmars-d-learn

On Saturday, 28 September 2019 at 05:57:55 UTC, Mike Parker wrote:

On Friday, 27 September 2019 at 22:55:22 UTC, Murilo wrote:
You might consider using SDL and SDL_image:


Thank you very much. But I want to use only the arsd library.


Re: Help making a game with transparency

2019-09-30 Thread Murilo via Digitalmars-d-learn
Hi everyone, I tried creating a program which simply shows the 
image of the ship near the corner of the screen, just for testing 
sake. Here it is:


import arsd.gamehelpers, arsd.image;
​
void main()​
{​
SimpleWindow window = create2dWindow("Space Invaders", 1000, 
400);​
OpenGlTexture ship = new 
OpenGlTexture(loadImageFromFile("images/ship_normal.png").getAsTrueColorImage());​

window.eventLoop(40,​
(/*no events*/)​
{​
window.redrawOpenGlSceneNow;​
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | 
GL_ACCUM_BUFFER_BIT);​

glLoadIdentity;​
ship.draw(20, 20, 41, 47);​
});​
}​

But the screen stays all white, nothing appears in it. Any ideas 
what needs to be changed?


Re: Help making a game with transparency

2019-09-27 Thread Murilo via Digitalmars-d-learn
Sorry this is a bit vague. I suppose you're using engine.d or 
screen.d directly right?


Depending on your setup (OpenGL or Software) transparency will 
be different.


For example take a look at line 733, putpixel function and 
you'll see that It handle Color differently if it's OpenGL x 
Software and for the latter it checks if 32bpp or less.


Now if it's OpenGL take a look for "Alpha".

Matheus.


Thanks for the reply. Do you know the arsd library?


Re: Help making a game with transparency

2019-09-27 Thread Murilo via Digitalmars-d-learn

On Friday, 27 September 2019 at 11:32:53 UTC, Adam D. Ruppe wrote:

On Friday, 27 September 2019 at 11:28:35 UTC, matheus wrote:
Sorry this is a bit vague. I suppose you're using engine.d or 
screen.d directly right?


those two are obsolete, new stuff should use simpledisplay

but with simpledisplay you need to use opengl for transparency 
since the xlib/gdi+ impl doesn't support it (though they 
probably could if someone wanted to write some code)


i just am doing 4 other things at once right now and can't do 
it myself at the moment


Alright, thanks, the problem is that I was unable to figure out 
the opengl functions. Later when you have the time see if you can 
help me out, then I will add this to your library's tutorial.


Help making a game with transparency

2019-09-26 Thread Murilo via Digitalmars-d-learn
Hi guys, I am making a game but for some reason the sprites do 
not show with the transparent background that they were supposed 
to. I'm using the arsd library. Can anyone help me?


Re: Help making a game with transparency

2019-09-27 Thread Murilo via Digitalmars-d-learn

On Friday, 27 September 2019 at 17:53:33 UTC, matheus wrote:

On Friday, 27 September 2019 at 16:36:14 UTC, Murilo wrote:

...Do you know the arsd library?


Yes but I use mostly terminal.d and others.

On the other hand I use to code games too using SDL and OpenGL.

I know for example in OpenGL you can do: 
glEnable(GL_ALPHA_TEST); to enable alpha channel and set 
transparency.


Matheus.


Thanks, but I don't know how that will fit in my code. I will 
show up a code snippet and you tell me how I can use your idea in 
it, okay?


import arsd.image, arsd.simpledisplay;

void main()
{
auto memImgShip = loadImageFromFile("ship.png"), 
memImgBackground = loadImageFromFile("background.png");
auto imgShip = Image.fromMemoryImage(memImgShip), 
imgBackground = Image.fromMemoryImage(memImgBackground);

auto window = new SimpleWindow;
window.eventLoop(10,
{
auto painter = window.draw;
painter.drawImage(Point(0, 0), imgBackground);
painter.drawImage(Point(100, 100), imgShip);
});
}

Here it is, how do I make the ship have a transparent background?


Re: Help making a game with transparency

2019-09-27 Thread Murilo via Digitalmars-d-learn

On Friday, 27 September 2019 at 22:13:43 UTC, matheus wrote:

On Friday, 27 September 2019 at 21:16:07 UTC, Murilo wrote:

...
Here it is, how do I make the ship have a transparent 
background?


First: Your PNG file has transparency data information right?

Second: I was Looking into the drawImage function (Line 854):

https://github.com/adamdruppe/arsd/blob/b0d21de148ef0b23ea845be322af5e6931ca4cb6/screen.d

And I'd suggest you to try to add the glEnable(GL_ALPHA_TEST); 
before glBegin(GL_QUADS);


In fact you should do this only once, maybe inside the 
constructor, but just try it there to see if it works.


Matheus.


Thanks for trying to help me but unfortunately you are suggesting 
I use arsd.screen which is supposed to be obsolete, I am using 
arsd.simpledisplay instead and it is very different although many 
functions have the same name.


Re: Help making a game with transparency

2019-09-27 Thread Murilo via Digitalmars-d-learn

On Friday, 27 September 2019 at 22:40:14 UTC, Adam D. Ruppe wrote:

On Friday, 27 September 2019 at 22:13:43 UTC, matheus wrote:

https://github.com/adamdruppe/arsd/blob/b0d21de148ef0b23ea845be322af5e6931ca4cb6/screen.d


I really should just remove that file as it is no longer well 
maintained. I haven't used it for anything in years and doubt 
anyone else is either.


He's using the simpledisplay.d lib which DOES NOT SUPPORT 
transparency in its drawImage function. It does NOT use opengl 
functions and are not compatible with them.


To do opengl stuff with simpledisplay, there is a separate 
flow. You use opengl functions on a redraw scene delegate 
instead of using any of the Image or Painter objects. It is 
quite different and there is no easy fix on that end.


but the gdi+ functions in sdpy MIGHT be able to be ported to 
alpha blend on Windows easily enough. I just haven't gotten 
around to it yet.


Ahhh, that clears everything up. I will then leave the program 
without the transparency and wait until you get around to 
implement the fixes to it, I am not a developer, I am a 
scientist, I only use libraries, I don't know how to make them 
properly.


Re: Help making a game with transparency

2019-10-01 Thread Murilo via Digitalmars-d-learn

On Tuesday, 1 October 2019 at 12:45:35 UTC, Adam D. Ruppe wrote:

On Monday, 30 September 2019 at 23:52:27 UTC, Murilo wrote:

{​
window.redrawOpenGlSceneNow;​


like I said on email, this is the ONLY thing you should to in 
the event loop to trigger the redraw.


glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | 
GL_ACCUM_BUFFER_BIT);​

glLoadIdentity;​
ship.draw(20, 20, 41, 47);​


All this actual drawing stuff should be attached to the 
`window.redrawOpenGlScene` delegate. Just do 
`window.redrawOpenGlScene = { that stuff } ` after creating the 
window but before the event loop to set it up.


It worked! :D Thank you so much man. Now I will finish 
refactoring the code and then I will be able to finish your 
tutorial.


Re: Help playing sounds using arsd.simpleaudio

2019-09-29 Thread Murilo via Digitalmars-d-learn
On Saturday, 28 September 2019 at 14:03:53 UTC, Adam D. Ruppe 
wrote:

On Saturday, 28 September 2019 at 03:21:38 UTC, Murilo wrote:
Can anyone just please show me how to play a background 
sound(like those in games) using arsd.simpleaudio? I'd like 
something simple with a code snippet please.


it is really minimal be warned

but at the beginning of main() set it up with


auto audio = new AudioPcmOutThread();
audio.start();
scope(exit) {
audio.stop();
audio.join();
}


and then when you want it to make sounds, call its functions 
like


audio.beep();

or

audio.playOgg("my-file.ogg");

you can convert things like wav and mp3 into the ogg format 
with various tools of the internet.




that's about all it does.


Are you sure it is like this:
audio.stop();
audio.join();
and not like this:
audio.join();
audio.stop();
?


Re: Help playing sounds using arsd.simpleaudio

2019-09-29 Thread Murilo via Digitalmars-d-learn

On Sunday, 29 September 2019 at 13:24:40 UTC, Adam D. Ruppe wrote:

On Sunday, 29 September 2019 at 04:37:43 UTC, Murilo wrote:
Thanks. Now, I would like to know if I could just use it like 
this instead:


What happens if an exception is thrown in the middle of your 
function? It shouldn't really matter (at least not with the 
newer versions) since it will automatically exit the audio 
thread when the main thread exits, but still there's definitely 
no benefit to writing it without the scope guard.


I'm very minimalistic, I hate unnecessary complexity, I believe 
that simple is better than complex so I always try to use the 
least syntax and lines of code when I'm making a program. That is 
why I don't like the scope guard. Could I simply add the lines 
`audio.stop(); audio.join();` to the very end of main()?


Re: Help playing sounds using arsd.simpleaudio

2019-09-29 Thread Murilo via Digitalmars-d-learn

On Sunday, 29 September 2019 at 20:57:09 UTC, Adam D. Ruppe wrote:

On Sunday, 29 September 2019 at 20:51:40 UTC, Murilo wrote:

Are you sure it is like this:


join waits for it to finish before returning. You need to stop 
before joining otherwise join may never return.


Alright, thanks. So let me see if I get this straight, .stop() 
will stop the thread and then .join() will return. But what 
exactly does .join() return?


Re: Help playing sounds using arsd.simpleaudio

2019-09-29 Thread Murilo via Digitalmars-d-learn

On Sunday, 29 September 2019 at 09:25:59 UTC, JN wrote:

On Saturday, 28 September 2019 at 03:21:38 UTC, Murilo wrote:
Can anyone just please show me how to play a background 
sound(like those in games) using arsd.simpleaudio? I'd like 
something simple with a code snippet please.


I recommend SoLoud - bindings are available here 
http://code.dlang.org/packages/bindbc-soloud . It's more 
powerful than simpleaudio, supports multiple formats, 3D audio, 
etc.


Thanks.


Re: Help playing sounds using arsd.simpleaudio

2019-09-29 Thread Murilo via Digitalmars-d-learn

On Sunday, 29 September 2019 at 22:52:02 UTC, Adam D. Ruppe wrote:

On Sunday, 29 September 2019 at 21:06:02 UTC, Murilo wrote:

.stop() will stop the thread


More specifically, stop tells the audio output to stop. It 
finishes what it is doing and then exits. At this point, the 
thread terminates.


join() waits for the thread to finish terminating (which it 
won't do if you don't tell it to stop *first*) and then cleans 
it up. join will return any exception/error it happened to 
throw while ending.


ahh, okay, thanks. Now, one last question, if stop() actually 
makes the output, not the thread, stop, then start() makes the 
output, not the thread, begin?


Re: Help making a game with transparency

2019-09-30 Thread Murilo via Digitalmars-d-learn

On Saturday, 28 September 2019 at 13:41:24 UTC, matheus wrote:
Ok, I took a look over my old projects and I found exactly what 
you want, by the way it's from 2012.


It uses Derelict 2.0 bindings and will draw a PNG image where 
you can move around with cursor keys.


If you want I can send you the whole project (Makefile, DLL's) 
and everything else to build it.


Code:

/* 02/10/2012 */
import std.stdio;
import derelict.sdl.sdl;
import derelict.sdl.image;
Matheus.


Thank you very much.


Re: Help making a game with transparency

2019-09-30 Thread Murilo via Digitalmars-d-learn
On Saturday, 28 September 2019 at 14:33:03 UTC, Adam D. Ruppe 
wrote:


But if you all want that, on your schedule, smash that like 
button, comment, subscribe, and be sure to ring that bell so 
you get a notification every time I parrot what people say on 
Youtube at the end of their videos. Then head on over my 
patreon page and give me all your money today. If everyone who 
downloaded my libraries contributed just $3 / month, I'd be 
able to devote myself to expanding these libraries to support 
more use cases.




What are your pages that you want people subscribing to? And what 
is your patreon page? I may buy your book "D cookbook" next year, 
that will probably be a good contribution.




Help playing sounds using arsd.simpleaudio

2019-09-27 Thread Murilo via Digitalmars-d-learn
Can anyone just please show me how to play a background 
sound(like those in games) using arsd.simpleaudio? I'd like 
something simple with a code snippet please.


Re: Help making a game with transparency

2019-10-01 Thread Murilo via Digitalmars-d-learn

On Tuesday, 1 October 2019 at 12:46:58 UTC, Adam D. Ruppe wrote:

On Monday, 30 September 2019 at 20:14:56 UTC, Murilo wrote:

What are your pages that you want people subscribing to?


I'm just trolling.


And what is your patreon page?


https://www.patreon.com/adam_d_ruppe

but as you'll notice, it is currently $58. To reach "quit my 
job and work for y'all all the time" I put $8000.


Realistically, that is never going to happen.

thus why i troll.


Alright, sending you money every month on Patreon would be a 
problem for me so I figure I can patron you in another way, I am 
writing a tutorial for your library and I have showed lots of 
people how useful your library can be, I have also sent several 
PR to add stuff to it. That will be my way of contributing.


Re: Help playing sounds using arsd.simpleaudio

2019-10-31 Thread Murilo via Digitalmars-d-learn
On Wednesday, 30 October 2019 at 19:11:00 UTC, Adam D. Ruppe 
wrote:

On Saturday, 26 October 2019 at 19:48:33 UTC, Murilo wrote:
I play a sound the program never ends, the terminal continues 
to run the program and I have to end it manually. Any ideas 
what could be causing this? I am using it just as you had 
instructed.


That happens if you don't call .stop() and .join() in order at 
the right time.


Did you use the scope(exit) like I said?


Thanks for the help.
I did use the scope. Here is my code:
AudioPcmOutThread audio = new AudioPcmOutThread();
audio.start();
scope (exit)
{
audio.stop();
audio.join();
}
audio.playOgg("bell.ogg");
The problem persists.


Re: How can I make a program which uses all cores and 100% of cpu power?

2019-12-05 Thread Murilo via Digitalmars-d-learn

On Friday, 11 October 2019 at 06:57:46 UTC, Russel Winder wrote:
A neural net is, at it's heart, a set of communicating nodes. 
This is as much
an I/O bound model as it is compute bound one – nodes are 
generally waiting
for input as much as they are computing a value. The obvious 
solution
architecture for a small computer is to create a task per node 
on a thread
pool, with a few more threads in the pool than you have 
processors, and hope
that you can organise the communication between tasks so as to 
avoid cache
misses. This can be tricky when using multi-core processors. It 
gets even
worse when you have hyperthreads – many organisations doing CPU 
bound
computations switch off hyperthreads as they cause more 
problems than theysolve.


Thanks, that helped a lot. But I already figured out a new 
training algorithm that is a lot faster, no need to use 
parallelism anymore.


Re: How can I make a program which uses all cores and 100% of cpu power?

2019-12-05 Thread Murilo via Digitalmars-d-learn

On Friday, 11 October 2019 at 06:18:03 UTC, Ali Çehreli wrote:
Your threads must allocate as little memory as possible because 
memory allocation can trigger garbage collection and garbage 
collection stops all threads (except the one that's performing 
collection).
We studied the effects of different allocation schemes during 
our last local D meetup[1]. The following program has two 
similar worker threads. One allocates in an inner scope, the 
other one uses a static Appender and clears its state as needed.
The static Appender is thread-safe because each thread gets 
their own copy due to data being thread-local by default in D. 
However, it doesn't mean that the functions are reentrant: If 
they get called recursively perhaps indirectly, then the 
subsequent executions would corrupt previous executions' 
Appender states.


Thanks for the information, they were very helpful.


Re: Help playing sounds using arsd.simpleaudio

2019-10-18 Thread Murilo via Digitalmars-d-learn

but at the beginning of main() set it up with


auto audio = new AudioPcmOutThread();
audio.start();
scope(exit) {
audio.stop();
audio.join();
}


Thanks Adam. That worked on Windows, but now that I have switched 
to Linux Mint it is throwing this:
arsd.simpleaudio.AlsaException@arsd/simpleaudio.d(1170): params 
init: Operation not permitted


??:? arsd.simpleaudio.snd_pcm_t* 
arsd.simpleaudio.openAlsaPcm(arsd.simpleaudio.snd_pcm_stream_t) 
[0x55eab05a0f4a]
??:? ref arsd.simpleaudio.AudioOutput 
arsd.simpleaudio.AudioOutput.__ctor(int) [0x55eab059f7ec]
??:? void arsd.simpleaudio.AudioPcmOutThread.run() 
[0x55eab059f23d]

??:? void core.thread.Thread.run() [0x55eab05c10d1]
??:? thread_entryPoint [0x55eab05d809b]
??:? [0x7fb40e4ff6da]

What should I do?


Re: Help playing sounds using arsd.simpleaudio

2019-10-19 Thread Murilo via Digitalmars-d-learn

On Saturday, 19 October 2019 at 13:08:49 UTC, Adam D. Ruppe wrote:

try it now with the new version of simpleaudio.d from git


Ahh, now it works! Thank you so much man. I really appreciate 
the work you do with your library, I have been using it for 
everything, I'm now training a neural network using your library.


Re: Help playing sounds using arsd.simpleaudio

2019-10-18 Thread Murilo via Digitalmars-d-learn

On Saturday, 19 October 2019 at 02:10:54 UTC, Adam D. Ruppe wrote:

On Saturday, 19 October 2019 at 01:48:57 UTC, Murilo wrote:

init: Operation not permitted


Your system probably uses PulseAudio which I don't like, so I 
don't support it in my code.


It *might* work to run `pasuspender -- ./your_program_here` but 
I don't know.


I can check more tomorrow.


That unfortunately didn't work. I would be very grateful if you 
could find out a way around it and tell me.


Re: Help playing sounds using arsd.simpleaudio

2019-10-26 Thread Murilo via Digitalmars-d-learn

On Saturday, 19 October 2019 at 13:08:49 UTC, Adam D. Ruppe wrote:

try it now with the new version of simpleaudio.d from git


Hi Adam, sorry to bother you, but I'm having a problem with 
simpleaudio.d. This problem was happening on Windows too. When I 
play a sound the program never ends, the terminal continues to 
run the program and I have to end it manually. Any ideas what 
could be causing this? I am using it just as you had instructed.


How can I make a program which uses all cores and 100% of cpu power?

2019-10-10 Thread Murilo via Digitalmars-d-learn
I have started working with neural networks and for that I need a 
lot of computing power but the programs I make only use around 
30% of the cpu, or at least that is what Task Manager tells me. 
How can I make it use all 4 cores of my AMD FX-4300 and how can I 
make it use 100% of it?


So, you want to be a programmer? Here is the way to go.

2020-01-14 Thread Murilo via Digitalmars-d-learn
Hi everyone. I've received so many people asking me about how to 
learn programming, or complaining about how difficult it is, that 
I wrote a small text teaching the way to go for those who want to 
learn programming. I tried to write it in a funny and straight 
forward way.


Here it is: 
https://themindofmurilomiranda.blogspot.com/2020/01/the-path-of-programmer.html


Re: What kind of Editor, IDE you are using and which one do you like for D language?

2019-12-24 Thread Murilo via Digitalmars-d-learn

On Sunday, 22 December 2019 at 17:20:51 UTC, BoQsc wrote:
There are lots of editors/IDE's that support D language: 
https://wiki.dlang.org/Editors


What kind of editor/IDE are you using and which one do you like 
the most?


I use Notepad++ on Windows and Bluefish on Linux. I'm a 
minimalist guy, I prefer a light text editor than a heavy IDE.


Re: 2d graphic and multimedia

2020-03-12 Thread Murilo via Digitalmars-d-learn

On Thursday, 12 March 2020 at 04:33:42 UTC, Noor Wachid wrote:
I usually go with SFML (C++) library to write simple 
visualization. Is there any similiar library in D?


I use the arsd library for everything. It allows multimedia and 
much more, it's light, fast, small and very easy to use since it 
doesn't even require DUB. You just download it into the project's 
folder and import the modules you want. In your case you want to 
import the module arsd.simpledisplay.


Here is a link to its documentation: 
http://dpldocs.info/experimental-docs/arsd.html


Here is a link to download it: https://github.com/adamdruppe/arsd

And here is a link to a tutorial teaching you the basics of how 
to use it for multimedia: 
https://themindofmurilomiranda.blogspot.com/2020/01/beginning-multimedia-with-arsd.html


And here is a link to a space invaders game made solely with this 
library, this game was made for Windows environment, it may not 
work well on Linux: 
https://themindofmurilomiranda.blogspot.com/2020/01/space-invaders-game-example-to-learn.html


Re: GUI library for DMD 2.090 or DMD 2.091

2020-04-25 Thread Murilo via Digitalmars-d-learn

On Friday, 24 April 2020 at 13:45:22 UTC, Phrozen wrote:
I'm too new to DLang and I have a lot to learn. Probably that's 
why I have a lot of difficulties. Has anyone tried using a GUI 
library to the latest DMD 2.090 or DMD 2.091? I plan to use 
this language for a specific Thermal calculator application for 
Windows, but for two days I've been struggling with dub and 
elementary examples in GUI libraries. I need something simple - 
a modal window with 3 buttons and a two text boxes. So far I 
have tested DWT, TKD, DFL, dlangui without success.
Can anyone help me with advice or some more recent tutorial. 
Thank you!


Here is everything you need to know: 
https://madscientisthaven.blogspot.com/2020/01/beginning-multimedia-with-arsd.html


Re: DConf 2017 Videos

2020-04-26 Thread Murilo via Digitalmars-d-learn

On Friday, 24 April 2020 at 20:24:47 UTC, matheus wrote:
Hi, please could someone tell me where can I find videos from 
DConf 2017?


I pretty sure I watched them on Youtube sometime ago, but I 
can't find anymore.


By the way, I'm looking from one video where someone shows some 
"C flaws" and how to D as Better C could solve that.


I think it was the second talk in this list: 
https://dconf.org/2017/schedule/


Any idea?

Thanks.


They are all here: 
https://www.youtube.com/channel/UC5DNdmeE-_lS6VhCVydkVvQ


Re: Best way to learn 2d games with D?

2020-03-16 Thread Murilo via Digitalmars-d-learn
On Sunday, 15 March 2020 at 17:58:58 UTC, Steven Schveighoffer 
wrote:
I want to try and learn how to write 2d games. I'd prefer to do 
it with D.


I've found a ton of tutorials on learning 2d gaming with other 
languages. Is there a place to look that uses D for learning? 
Should I just start with another language and then migrate to D 
later? Anyone recommend any specific tutorial/book?


-Steve


Hi Steve, I have written a nice tutorial on that. Here is the 
link to it: 
https://themindofmurilomiranda.blogspot.com/2020/01/beginning-multimedia-with-arsd.html


I have also written a very elaborated Space Invaders game as an 
example of how to use what you will learn in the tutorial above, 
here is the link to it: 
https://themindofmurilomiranda.blogspot.com/2020/01/space-invaders-game-example-to-learn.html


Re: How do I check if a type is assignable to null at compile time?

2021-02-26 Thread Murilo via Digitalmars-d-learn

On Friday, 26 February 2021 at 05:25:14 UTC, Jack wrote:

I started with:

enum isAssignableNull(T) = is(T : Object) || isPointer(T);

but how do I cover all cases?


You can check if it's null with this `variable is null` and you
can test it with assert as in `assert(variable is null);`


Re: Does anyone here know how to create a Telegram bot in D?

2022-07-30 Thread Murilo via Digitalmars-d-learn

On Saturday, 30 July 2022 at 05:12:23 UTC, AnimusPEXUS wrote:

so basically you have to do http-client programming


also there's some outdated tg packages in repo 
https://code.dlang.org/search?q=telegram


Thanks you very much.


Does anyone here know how to create a Telegram bot in D?

2022-07-29 Thread Murilo via Digitalmars-d-learn
Hi guys, I need to create a Telegram bot in D, does anyone here 
know how to do it? Is it possible to do it using arsd?