I'm trying to instantiate a std.container.Array of a given class
(named Material), by a simple
Array!Material _myStuff;
I get two compile errors stating the following:
C:\D\dmd2\windows\bin\..\..\src\phobos\std\container\array.d(85):
Error: template std.algorithm.initializeAll cannot deduce
On Monday, 2 March 2015 at 14:46:31 UTC, ketmar wrote:
On Mon, 02 Mar 2015 14:40:50 +, Francesco Cattoglio wrote:
did you tried to dustmite[1] it?
[1] https://github.com/CyberShadow/DustMite/wiki
I tried to dub dustmite, but it failed with a
object.Exception@DustMite\dustmite.d(220):
On Monday, 2 March 2015 at 15:01:55 UTC, Tobias Pankrath wrote:
I'm really clueless... :P
Something is wrong with your Material class, but you'll need to
show us a reduced example.
After a really long time I finally found what was wrong.
http://dpaste.dzfl.pl/16d202b7124d
Wow, I honestly
On Tuesday, 13 January 2015 at 18:52:25 UTC, ketmar via
Digitalmars-d-learn wrote:
On Tue, 13 Jan 2015 18:36:15 +
aldanor via Digitalmars-d-learn
digitalmars-d-learn@puremagic.com
wrote:
On Tuesday, 13 January 2015 at 18:19:42 UTC, ketmar via
Digitalmars-d-learn wrote:
and then you can
Today I just realized that in DMD optimize flag does not imply
inlining, therefore I promptly added the inline to my dub build
settings and recompiler, expecting to see speedups in my code
execution.
To my surprise, I could not see anything at all: all that I get
now is a blank screen.
The
Really simple question:
how do I get the compiler-generated hash function for a given
type?
For example:
Struct S
{
int i;
}
can be used in an associative array. That means the compiler
generates a toHash function. Is there any simple way to call it
directly?
So, I have this code (also on http://dpaste.dzfl.pl/3f767b17e83c)
This Vector(T) struct is taken from gfm.math.vector.
struct Vector(T) {
T x, y, z;
this(X : T, Y : T, Z : T)(X x_, Y y_, Z z_)
{
x = x_; y = y_; z = z_;
}
}
void main()
{
On Thursday, 24 July 2014 at 09:38:14 UTC, bearophile wrote:
francesco cattoglio:
should this code compile? I understand that the literal 1 is
int therefore it can screw type deduction, but I wonder if
the compiler should be smart enough to deduce it correctly.
To keep both the compiler and
On Friday, 11 July 2014 at 11:43:44 UTC, Joakim wrote:
On Thursday, 10 July 2014 at 15:36:53 UTC, francesco cattoglio
wrote:
A code I'm working on stops working and starts printing an
infinite loop of
core.exception.InvalidMemoryOperationError
to the command line output. The code is quite
A code I'm working on stops working and starts printing an
infinite loop of
core.exception.InvalidMemoryOperationError
to the command line output. The code is quite complex and the bug
seems to present itself almost in random situation so I would
like to try to understand the issue better
On Saturday, 5 July 2014 at 17:08:01 UTC, Olivier Pisano wrote:
No, import is different from include. It does not stupidly copy
and paste its content but tells the compiler to take the module
into account for name resolution. The result may seem similar,
but is much more efficient.
In fact,
http://dlang.org/phobos/std_typecons.html#Typedef
Take a look at it. Docs is scarce (pretty sure you will need to
take a look around to find something) but it should just do what
you need.
Today I got the following compile error:
Cannot implicitly convert expression (blabla) of type
const(Type) to Type
and this is a reduced example ( also on
http://dpaste.dzfl.pl/f2f3bd921989):
module test;
import std.stdio;
class Foo {
int i = 42;
}
class MyClass {
On Friday, 30 May 2014 at 12:57:52 UTC, anonymous wrote:
And why is const(Foo) getQ so much different? (e.g: this is
an explicit cast, right? Is there anything that might go
wrong?)
It's not a cast. It's the unambiguous notation for a qualified
type. Often you can omit the parentheses. With
On Wednesday, 28 May 2014 at 17:46:23 UTC, David wrote:
Ok, now I just wonder wich Engine. (I know everybody hates the
discussion about the best engine.) CryEngine, UDK, Unity or a
less known Engine?
I'll be honest, perhaps I risk being misunderstood, but the
questions you are asking denote a
On Thursday, 22 May 2014 at 15:48:50 UTC, John Colvin wrote:
On Thursday, 22 May 2014 at 15:39:36 UTC, David wrote:
Hey, I'm really new to D, and pretty new to programming
overall too,
But I want to make a 3d Game, (just sth. small). I really like
D and want to do it in D, but in the Internet
On Wednesday, 21 May 2014 at 13:52:47 UTC, John Colvin wrote:
On Wednesday, 21 May 2014 at 11:45:57 UTC, Stefan Frijters
wrote:
I would have expected the last case to work as well, but I get
testarr.d(20): Error: incompatible types for ((dfoo) *
(ibar[])): 'double' and 'int[]'
Is this by
On Monday, 12 May 2014 at 08:37:43 UTC, JR wrote:
What am I missing?
Error messages!
If your code is not compiled, you can't know whether it is valid
or not.
I must say that since we have unittests, this is somewhat less
relevant, but still...
One nice thing would be stripping the
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