Sorry Araq, IRC just banned my IP again, so I can not answer there...
No, I don't used -d:release explicitely. But nimble install should have done
that I guess?
Will try now with -d:release without nimble.
> How much hassle to target both OpenGL on desktop and WebGL? Can nim help
> target both in any way or is going through WebGL going to negate all
> advantages of being able to target both C and JS?
That is exactly what [nimx](https://github.com/yglukhov/nimx) does. There's a
tiny porting layer
Good, thank you! I'll try macros.
But is it possible (in principle) to call the _testProc_ using its name and
"parameter description"?
I want to implement a procedure _callProc_ looking like:
callProc("testProc", encodedParams)
I have just tried some of the pure modules shipped with Nim like strutils --
and for these all seems to work fine.
So it must be wrapper related, maybe special for my GTK related modules. Will
try to find more info...
currently Nim does not support circular import
try this:
import macros
... # your code here
macro test(n: typed): untyped =
let x = getImpl(n.symbol)
echo x.treeRepr
... # do whatever you like with the x
test(testProc)
wow i guess advertisers getting more sneaky day by day
found the fix
[http://www.deskdecode.com/driver-power-state-failure](http://forum.nim-lang.org///www.deskdecode.com/driver-power-state-failure)/
Just installed latest devel from git to check my editor
[https://github.com/ngtk3/NEd/blob/master/nim.cfg](https://github.com/ngtk3/NEd/blob/master/nim.cfg)
Added
cat nim.cfg
path:"$projectdir"
to my project directory.
Compiles fine, but launching the program consumes more
I'm very much looking forward to a Nim 1.0. Whatever you think about the
rationality of prospective users, 1.0 is a signal for many people that it is
ready to try _for real_.
I'm also very happy that **concepts** have been receiving a lot of love lately.
I'm more optimistic that they won't
If you want to hear my personal thoughts on the JavaScript backend, I hope that
[WebAssembly](https://webassembly.github.io) will make the need for a
JavaScript backend completely irreleval at some point in time in the future,
but I do not know when that will be the case. But that's more a hope
I don't see a problem with compiling an OGL app to javascript. Games are soft
real time, it's not like a GC hitch will kill someone. So that really depends
on the complexity of your game.
For the database thing I managed to cook up a primitive ORMish thing in a
weekend (it works kinda like
Interesting, it has `slurp` with the same meaning, as in Nim.
**foo.nim**
import bar
type
Foo* = ref FooObj
FooObj* = object of RootObj
b: Bar
**bar.nim**
import foo
type
Bar* = ref BarObj
BarObj* = object of RootObj
proc foo*(s: Bar, p: Foo) = discard
I'm considering nim for a new project. I'm interested largely because of
compile to C or JavaScript. It's an OpenGL app really. Some questions:
* How much hassle to target both OpenGL on desktop and WebGL? Can nim help
target both in any way or is going through WebGL going to negate all
Here another `hexdump()`:
import strutils
proc hexDump*(s: string | cstring, cols: int = 16, offs: int = 2): string =
result = newStringOfCap(s.len * 3 - 1 + (s.len div cols + 1) * (offs + 2))
var newLine = true
for idx, c in s:
if idx > 0:
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