Re: Step by step tutorials for using bindings in D

2023-03-30 Thread Inkrementator via Digitalmars-d-learn

On Monday, 27 March 2023 at 00:45:28 UTC, Salih Dincer wrote:

Likes **17**
Views **265**
Released on March **8, 2023**
I'm surprised that you can get 300 views in a month on a 
primarily D video, but it's nice to see


Re: Step by step tutorials for using bindings in D

2023-03-28 Thread eXodiquas via Digitalmars-d-learn

On Monday, 27 March 2023 at 00:06:36 UTC, Inkrementator wrote:
I'm surprised this worked, according to `man ld`, the -L flag 
takes a dir as input, not a full filepath. Can you please post 
your full dub config? I'm intrigued.


Hello again and thank you very much. I got it now, I got OpenGL, 
ncurses, Lua and Imgui running. This is amazing.


My dub.json file looked like this:

```json
{
"authors": [
"eXodiquas"
],
"copyright": "Copyright © 2023, eXodiquas",
"dependencies": {
"bindbc-lua": "~>1.0.0"
},
"lflags": ["-L/usr/local/lib/liblua.a"],
"versions": ["LUA_53"],
"description": "A minimal D application.",
"license": "proprietary",
"name": "test"
}
```

And I don't know what I did last time but this does not work, 
like you said. Maybe I forgot to save and was a bit stupid.


```json
{
"authors": [
"eXodiquas"
],
"copyright": "Copyright © 2023, eXodiquas",
"dependencies": {
"bindbc-lua": "~>0.5.1"
},
"description": "A minimal D application.",
"libs": ["lua"],
"license": "proprietary",
"name": "test",
"versions": [
"LUA_53"
]
}
```

This is working as it is supposed to do.

Thanks again for your time!


Re: Step by step tutorials for using bindings in D

2023-03-26 Thread Salih Dincer via Digitalmars-d-learn

On Monday, 27 March 2023 at 00:06:36 UTC, Inkrementator wrote:


PS: To really understand what is happening, you might want to 
try manually compiling a hello world program that depends on a 
library instead of using dub. Some pointers:

`dub build -v` will print out the compiler and linkflags used.

`pkg-config --libs --cflags lua` would generate compiler 
options for you. Use it like

`dmd $(pkg-config --libs --cflags lua) program.d`

If you decide to try this, I can walk you through it. But 
remember that it's not that important this is probably all a 
bit much.


Even if I wrote similar articles ([for 
example](https://forum.dlang.org/post/qnzmxceqesmcsmfmz...@forum.dlang.org), in my own language), it would not be enough!


Even writing is not enough...
What era are we living in? There is something called YouTube:

[How to set up D and GLFW/OpenGL project on MacOS, Linux and 
Windows](https://www.youtube.com/watch?v=wG6OG6uWyDw=youtu.be) by Ki Rill


Likes **17**
Views **265**
Released on March **8, 2023**

I have to ask... How many of you have made such how-to videos?

This is a question I have to answer too! Use DUB, recommend, bird 
in the hand is worth two in the bush 


SDB@79






Re: Step by step tutorials for using bindings in D

2023-03-26 Thread Inkrementator via Digitalmars-d-learn

On Sunday, 26 March 2023 at 18:49:57 UTC, eXodiquas wrote:

On Sunday, 26 March 2023 at 14:09:19 UTC, Inkrementator wrote:
But you said static bindings are the main portion of bindings 
we use. So I tried to get static Lua bindings going.


Static Binding != Static Linking. Like I said, the terminology is 
not noob friendly and funnily enough, you might have taken away 
from the sentence the opposite of what is true.
To statically bind, you have to do nothing in 99.9% of cases I 
have never encountered a library before that handles it like the 
one you posted and does offers dynamic binding.
But for static/ dynamic *linking*, it's the opposite. If you 
don't type in a full path, but just `"libs": ["lua"]`, the 
compiler will by default pick the shared library if both static 
and shared are available. In general I would say it doesn't 
really matter until you want to distribute your app, then you 
have to think about it.


So **TL;DR**: Don't bother with static linking. Just say `"libs": 
["lua"]` and don't worry about it. In the following I try to 
explain what actually happens in the background, but 
understanding it is not important in the beginning. The following 
is only for your interest.



`"lflags": ["-L/usr/local/lib/liblua.a"]`


I'm surprised this worked, according to `man ld`, the -L flag 
takes a dir as input, not a full filepath. Can you please post 
your full dub config? I'm intrigued.


This works perfectly fine. I can also use `"libs": ["lua"]` so 
I don't have to specify the complete path. But now I wonder, do 
I have to specify all static bindings via linker commands or is 
there a mechanism which allows me to specify a path where all 
the libraries can be found? And my other question is, if I have 
to specify all static libraries by name, how do I know the name 
of the library? Giving the system path as `lflag` is easy, but 
where does Lua get the `lua` name from which works in the 
`"libs": ["lua"]` string?


These questions are related. `"libs": ["lua"]` will get 
translated to the compiler option `\ -llua`, who will 
search the library search path for files named 
liblua.so.\, and if it doesn't exist, liblua.a . This is 
why we have to give full file path of static libraries.
You can check the path here: `ld --verbose|grep SEARCH` and can 
add custom paths via the environment variable LD_LIBRARY_PATH
If you want to give (temporary) priority to static library, you 
can do so via `ld -Bstatic lib1 -Bdynamic lib2 file.o` or if you 
use a compiler, you have to pass the linkflag, so it's `gdc 
-Wl,-Bstatic -llib1 file.d`.


See: 
https://stackoverflow.com/questions/6578484/telling-gcc-directly-to-link-a-library-statically (gcc is a C compiler, but many concepts will map to D compilers, and almost all to [gdc](https://wiki.dlang.org/GDC) )


Sidenote: If you use this, you have to always make sure you have 
an `-Bdynamic` or `-Wl,-Bdynamic` at the end, as libc should 
always be linked dynamically.


Problem is, I don't think dub officially supports this. You could 
try:

`"lflags": ["-Bstatic", "-llua", "-Bdynamic"]`

But this would be kind of a hack, since now lua shouldn't be 
listed in the `"libs":"` section anymore. This is an artifact of 
the fact that not many people bother with static linking.
As you see, it's kind of a mess. To make matters worse, depending 
on the compiler and linker, these options might look different. 
gcc, ldc and dmd all use some kind of different options, though 
some stay the same: `-llua` will work for every compiler. But I 
suppose this is one of the reasons why not inserting hacks into 
dub like above makes sense, since then it can abstract over 
different compilers for you.


Thanks for answering my noob questions. I've never dealt with 
bindings and compiler flags in the languages I come from. :P


My pleasure. Answering these has been (un)surprisingly helpful in 
strengthening my own understanding.




PS: To really understand what is happening, you might want to try 
manually compiling a hello world program that depends on a 
library instead of using dub. Some pointers:

`dub build -v` will print out the compiler and linkflags used.

`pkg-config --libs --cflags lua` would generate compiler options 
for you. Use it like

`dmd $(pkg-config --libs --cflags lua) program.d`

If you decide to try this, I can walk you through it. But 
remember that it's not that important this is probably all a bit 
much.


Re: Step by step tutorials for using bindings in D

2023-03-26 Thread eXodiquas via Digitalmars-d-learn

On Sunday, 26 March 2023 at 14:09:19 UTC, Inkrementator wrote:


# Practical Walkthrough
Two ways to go about this:
1. Get SFML dynamic library somewhere
2. Create a project called sfmltest
3. Add BindBC-SFML dependency via dub
4. Put SFML dynamic library files into the directory where you 
will execute your file.
Here we see that the dynamic bindings looks for the lib in the 
current directory: 
https://github.com/BindBC/bindbc-sfml/blob/a1bc81da5c41ec49257228a29dc0f30ec7e5c788/source/bindbc/sfml/system.d#L215


You can also use static bindings, but that will involve telling 
your linker about the library. I won't go into detail but it 
basically boils down to installing SFML to system directory or 
LD_LIBRARY_PATH and compiling your test project with -lSFML 
flag, or whatever the option is for dub.
If you can install it via your package-manager, static bindings 
might be less of a hassle. And learning the process is worth 
it, you'll need it in the future, since dynamic binding are the 
exception.


Thank you very much for your detailed answer. I got dynamic 
bindings running now. But you said static bindings are the main 
portion of bindings we use. So I tried to get static Lua bindings 
going. I got the static library `liblua.a` and I told my linker 
in the dub.json file where to find it:


```json
  [...]
  "versions": ["LUA_52"],
  "lflags": ["-L/usr/local/lib/liblua.a"],
  [...]
```

This works perfectly fine. I can also use `"libs": ["lua"]` so I 
don't have to specify the complete path. But now I wonder, do I 
have to specify all static bindings via linker commands or is 
there a mechanism which allows me to specify a path where all the 
libraries can be found? And my other question is, if I have to 
specify all static libraries by name, how do I know the name of 
the library? Giving the system path as `lflag` is easy, but where 
does Lua get the `lua` name from which works in the `"libs": 
["lua"]` string?


Thanks for answering my noob questions. I've never dealt with 
bindings and compiler flags in the languages I come from. :P


Re: Step by step tutorials for using bindings in D

2023-03-26 Thread Inkrementator via Digitalmars-d-learn

On Friday, 24 March 2023 at 23:45:15 UTC, eXodiquas wrote:

Hello everyone,

once again, I am here for your help. My last questions were 
answered really competently so I try again. :P


So, maybe this is a stupid question, but I have read a lot 
about Bindings to C and C++ libraries for D. For example the 
Derelict project (or now 
[BindBC](https://github.com/BindBC/bindbc-sfml)) is full of 
them. Now I wanted to use the SMFL2 dynamic bindings.


In my head this works like this:
1. I create a project called sfmltest
2. I have to get the original SFML2 from somewhere
3. I have to place some already compiled SFML2 files somewhere 
in the sfmltest project
4. I have to add the BindBC-SFML dependencies to the sfmltest 
project

5. I have to load the compiled SFML2 files from within my D code
6. I can use the bindings.

But as you see, my idea about the whole workflow is pretty 
vague.

- What files do I really need from SFML2?
- Where do I have to store the files from SFML2?
- How can I tell the D compiler where to find those SFML2 files?
- Is the overall idea I have about those bindings correct at 
all?
- How do dynamic bindings and static bindings differ from each 
other?


Is there a good resource to learn about those bindings? I 
currently skim through the books "Web Development in D" and "D 
Cookbook" and there are also mentions of bindings in them, but 
they assume I know what I am doing, what I am not. :D


I hope this question or the array of questions to be real is 
not too stupid.


Thanks in advance and have a nice weekend!

eXodiquas


Hi, there are two things going on here that we need to pick 
apart, unfortunately they are confusingly named. On the one hand, 
we have static and dynamic linking, on the other we have static 
/dynamic bindings.
_This in written from the linux perspective. For windows, most of 
it will still apply, but details like executable names or file 
endings will change_


## Static/ Dynamic Linking

To understand this, we first need to understand a bit more about 
compilation. Again, we have some unpedagogical nomenclature, so 
I'll refer to compilation from Source to Executable/ Library as 
Translation from now on, while the *compilation phase* gets to 
keep its name.


Translation can roughly be divided into two phases: The 
compilation phase and the linking phase.


### Compilation Phase

The compilation phase converts every source file into an object 
file with the ending ".o". They already contain binary code, with 
the exception of symbols (function name, global vars), which are 
still in text form. These symbols can be undefined and point to 
functions from other object files or libraries, but you need the 
types to be able to generate binary code, this is why we need 
binding (more on them later).


### Linking Phase
The linker will combine all the object files into one file. It 
will resolve the undefined (and defined) symbols and insert 
actual addresses.
How it handles external libraries depends on whether you choose a 
static or dynamic library.


 Static Library
A static library (ending ".a" on linux) is basically just a file 
containing many different object files. If you link against it, 
the library gets bundled into your final executable like the rest 
of your object files. This has the advantage of making your 
executable independent of the environment where you deploy it, it 
won't crash when your user updates his libraries. But it leads to 
space waste when many programs use the same library and also 
forces you to distribute a recompiled version when you just want 
to update a library. This is especially problematic when one of 
your libraries has a security issue as it lengthens the update 
cycle.


 Dynamic/ Shared Library
Dynamic Libraries (ending ".so" on Linux, ".dll" on windows) get 
loaded dynamically when the program starts. The environment needs 
to provide them. Execute `ldconfig -p` to list all shared 
libraries on the system. `ldd MyExecutable` will list all dynamic 
libraries required by your executable.


# Dynamic Bindings
Dynamic Bindings only work when using the dynamic library.
bindbc-sfml allows you to instead of using the system dynamic 
library loader ld.so to instead manually load the dynamic library.

https://github.com/BindBC/bindbc-loader/blob/master/source/bindbc/loader/sharedlib.d#L320
Afaict, this is only used so you don't need the original SFML 
library on your dev system, it will still be needed on the client 
or if you want to test. I don't understand why you'd want to do 
this, maybe someone else here can illuminate this issue.
Normally, dynamic binding is useful when you want to lazily load 
shared libraries which in some extreme cases can be benefitial, 
or want to be able to hotload plugins.


Now you might wonder: Why does the dynamic linker need the shared 
library present on the dev system and doesn't just internally do 
the same thing as bindbc_loaders?
I'm actually not quite sure, I think it has to do with 

Step by step tutorials for using bindings in D

2023-03-24 Thread eXodiquas via Digitalmars-d-learn

Hello everyone,

once again, I am here for your help. My last questions were 
answered really competently so I try again. :P


So, maybe this is a stupid question, but I have read a lot about 
Bindings to C and C++ libraries for D. For example the Derelict 
project (or now [BindBC](https://github.com/BindBC/bindbc-sfml)) 
is full of them. Now I wanted to use the SMFL2 dynamic bindings.


In my head this works like this:
1. I create a project called sfmltest
2. I have to get the original SFML2 from somewhere
3. I have to place some already compiled SFML2 files somewhere in 
the sfmltest project
4. I have to add the BindBC-SFML dependencies to the sfmltest 
project

5. I have to load the compiled SFML2 files from within my D code
6. I can use the bindings.

But as you see, my idea about the whole workflow is pretty vague.
- What files do I really need from SFML2?
- Where do I have to store the files from SFML2?
- How can I tell the D compiler where to find those SFML2 files?
- Is the overall idea I have about those bindings correct at all?
- How do dynamic bindings and static bindings differ from each 
other?


Is there a good resource to learn about those bindings? I 
currently skim through the books "Web Development in D" and "D 
Cookbook" and there are also mentions of bindings in them, but 
they assume I know what I am doing, what I am not. :D


I hope this question or the array of questions to be real is not 
too stupid.


Thanks in advance and have a nice weekend!

eXodiquas