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digitalmars.D.announce - SDWF - starting to remove deprecated features

reply Stewart Gordon <smjg_1998 yahoo.com> writes:
I've been on an unofficial break from developing SDWF, and am now trying 
to get back into it.  The next version may well be released any time in 
the next few weeks.

I've figured it's about time to start getting rid of the deprecated bits 
that have built up over time.  So I'm removing what was deprecated in 
version 0.3 or earlier, as well as the sdwf02comp version.

Those of you who use SDWF should have had plenty of time to modernise 
their code, but for any who haven't, now would be a good time.  Once 
you've fixed the deprecations that the compiler picks up, it might be 
worth having a look at

http://pr.stewartsplace.org.uk/d/sdwf/ref/deprecated.html

in case there's anything that the compiler (knowing its bugs in the 
deprecation field) may have missed.

Now would also be a good time to add stuff to the wish list.

http://www.wikiservice.at/wiki4d/wiki.cgi?SDWF

I'm not guaranteeing that everything that's added there will be in the 
next release, but something that's on the list (and is implementable at 
the moment) stands a higher chance of making it any time soon than 
something that isn't.

Stewart.

-- 
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My e-mail is valid but not my primary mailbox.  Please keep replies on 
the 'group where everyone may benefit.
Jan 13 2006
parent reply John Reimer <terminal.node gmail.com> writes:
Stewart,

A couple suggestions, if you're interested:

- Different name: SDWF just doesn't stick; I've always found 
frameworks/projects with pronounceable names easy to remember (eg. 
Mango, Derelict, Ares; obviously, DWT and DUI are bad examples except 
having 3 letters is still simpler than having 4 :) ).

- A GUI builder; I think this is one of the biggest things missing in 
most of the D GUI projects; having one of these for SDWF would certainly 
make the framework stand out even more.

All the best,

John
Jan 13 2006
parent reply Stewart Gordon <smjg_1998 yahoo.com> writes:
John Reimer wrote:
 Stewart,
 
 A couple suggestions, if you're interested:
 
 - Different name: SDWF just doesn't stick; I've always found 
 frameworks/projects with pronounceable names easy to remember (eg. 
 Mango, Derelict, Ares; obviously, DWT and DUI are bad examples except 
 having 3 letters is still simpler than having 4 :) ).

I have wondered what to do with the name in the long run. Two I briefly thought up are: - DOWL or Dowel - from D + OWL (ObjectWindows Library), which is the Borland C++ library that inspired me to write SDWF. Though this might make it sound too much like it's meant to be a carbon copy of OWL's API. - Shaduf - as a pun on SDWF and the ancient irrigation tool, if you think of the 'W' as having a /u/ sound like in some Welsh words. I can't make up my mind if I like the sound of that name....
 - A GUI builder; I think this is one of the biggest things missing in 
 most of the D GUI projects; having one of these for SDWF would certainly 
 make the framework stand out even more.

At the moment, users are encouraged to use a Windows resource editor, of which many are available. http://www.thefreecountry.com/programming/resourceeditors.shtml Can you think of any improvements that a GUI builder tailored to SDWF would achieve? But something else I might write in the not-too-distant future is a tool to extract #defines from resource files and put them in a D module.... Stewart. -- -----BEGIN GEEK CODE BLOCK----- Version: 3.1 GCS/M d- s:- C++ a->--- UB P+ L E W++ N+++ o K- w++ O? M V? PS- PE- Y? PGP- t- 5? X? R b DI? D G e++>++++ h-- r-- !y ------END GEEK CODE BLOCK------ My e-mail is valid but not my primary mailbox. Please keep replies on the 'group where everyone may benefit.
Jan 13 2006
next sibling parent reply "Walter Bright" <newshound digitalmars.com> writes:
"Stewart Gordon" <smjg_1998 yahoo.com> wrote in message 
news:dq918g$19qg$1 digitaldaemon.com...
 - DOWL or Dowel - from D + OWL (ObjectWindows Library), which is the 
 Borland C++ library that inspired me to write SDWF.  Though this might 
 make it sound too much like it's meant to be a carbon copy of OWL's API.

I wouldn't make a play off of anyone's trademarked name. It doesn't have to be an acronym, anyway. Just pick a name, like a moon of Jupiter or something like that.
Jan 13 2006
parent pragma <pragma_member pathlink.com> writes:
In article <dq9nqa$1s5k$1 digitaldaemon.com>, Walter Bright says...
"Stewart Gordon" <smjg_1998 yahoo.com> wrote in message 
news:dq918g$19qg$1 digitaldaemon.com...
 - DOWL or Dowel - from D + OWL (ObjectWindows Library), which is the 
 Borland C++ library that inspired me to write SDWF.  Though this might 
 make it sound too much like it's meant to be a carbon copy of OWL's API.

I wouldn't make a play off of anyone's trademarked name. It doesn't have to be an acronym, anyway. Just pick a name, like a moon of Jupiter or something like that.

"All these names are yours, except Europa. Attempt no project there." - EricAnderton at yahoo
Jan 14 2006
prev sibling next sibling parent John Reimer <terminal.node gmail.com> writes:
Stewart Gordon wrote:
 John Reimer wrote:
 Stewart,

 A couple suggestions, if you're interested:

 - Different name: SDWF just doesn't stick; I've always found 
 frameworks/projects with pronounceable names easy to remember (eg. 
 Mango, Derelict, Ares; obviously, DWT and DUI are bad examples except 
 having 3 letters is still simpler than having 4 :) ).

I have wondered what to do with the name in the long run. Two I briefly thought up are: - DOWL or Dowel - from D + OWL (ObjectWindows Library), which is the Borland C++ library that inspired me to write SDWF. Though this might make it sound too much like it's meant to be a carbon copy of OWL's API. - Shaduf - as a pun on SDWF and the ancient irrigation tool, if you think of the 'W' as having a /u/ sound like in some Welsh words. I can't make up my mind if I like the sound of that name....

Neither ring a perfect note. DOWL sounds like dowel, which brings to mind a small round piece of wood we used to make arrows out of when I was a kid. :) Shaduf... Brings absolutely nothing desirable to mind. Unfortunately when I read it, it sounded like the ST*U... replace the * with an F and you got the rather unpleasant note that came to me, unfortunately :(. Not sure what else. But I'm sure there's a good name just waiting to be used.
 - A GUI builder; I think this is one of the biggest things missing in 
 most of the D GUI projects; having one of these for SDWF would 
 certainly make the framework stand out even more.

At the moment, users are encouraged to use a Windows resource editor, of which many are available. http://www.thefreecountry.com/programming/resourceeditors.shtml Can you think of any improvements that a GUI builder tailored to SDWF would achieve? But something else I might write in the not-too-distant future is a tool to extract #defines from resource files and put them in a D module.... Stewart.

You're probably right about this one. Since I haven't really investigated how your library works, I can't really comment further. Is it easy to interface with windows resources and widget ID's from SDWF? I'll have to take a peek at how your framework works... it's been awhile. Later, John
Jan 13 2006
prev sibling parent reply J C Calvarese <technocrat7 gmail.com> writes:
In article <dq918g$19qg$1 digitaldaemon.com>, Stewart Gordon says...
..

At the moment, users are encouraged to use a Windows resource editor, of 
which many are available.

http://www.thefreecountry.com/programming/resourceeditors.shtml

In addition to providing this link, you might mention your favorite resource editor/resource compiler so that users are more insulated from the subtle little differences between them (and surely you'd have a better idea of which one is the best than someone who doesn't already have a favorite). (By the way, your link mentions some pretty cool icon editors that I wish I had known about earlier. Awesome!)
But something else I might write in the not-too-distant future is a tool 
to extract #defines from resource files and put them in a D module....

Or perhap a tool that converts a D module into #define's so that they could be imported by a resource file. A few years ago I came up with a cute little tool (nothing fancy) called "h_to_d" that did something like what you're suggesting, but it's been so long since I've used it that I'm not certain where the latest code is anymore. (I'm sure it'll show up somewhere though it probably needs to be rewritten anyway.) ;) (Here's a link to a discussion where I mentioned it: http://www.digitalmars.com/d/archives/18529.html) jcc7
Jan 14 2006
next sibling parent reply bobef <bobef lessequal.com> writes:
J C Calvarese wrote:
 In article <dq918g$19qg$1 digitaldaemon.com>, Stewart Gordon says...
 ..
 
 At the moment, users are encouraged to use a Windows resource editor, of 
 which many are available.

 http://www.thefreecountry.com/programming/resourceeditors.shtml

In addition to providing this link, you might mention your favorite resource editor/resource compiler so that users are more insulated from the subtle little differences between them (and surely you'd have a better idea of which one is the best than someone who doesn't already have a favorite).

I recommend XN Resource Editor. I think it is not in the freecountry list... http://www.wilsonc.demon.co.uk/delphi.htm
Jan 15 2006
parent Stewart Gordon <smjg_1998 yahoo.com> writes:
bobef wrote:
<snip>
 I recommend XN Resource Editor. I think it is not in the freecountry 
 list... http://www.wilsonc.demon.co.uk/delphi.htm

I've just tried it, and it refuses to work properly on my (Win98SE) system: - it doesn't like many of my .rc files, giving cryptic error messages with no clue of where the problem is - whenever I try to call up help, nothing happens - Other cryptic error messages include "This function is only valid in Win32 mode" (what?) and access violations - As such, the dialog editing facility is completely unusable Stewart. -- -----BEGIN GEEK CODE BLOCK----- Version: 3.1 GCS/M d- s:- C++ a->--- UB P+ L E W++ N+++ o K- w++ O? M V? PS- PE- Y? PGP- t- 5? X? R b DI? D G e++>++++ h-- r-- !y ------END GEEK CODE BLOCK------ My e-mail is valid but not my primary mailbox. Please keep replies on the 'group where everyone may benefit.
Jan 19 2006
prev sibling parent reply Stewart Gordon <smjg_1998 yahoo.com> writes:
J C Calvarese wrote:
 In article <dq918g$19qg$1 digitaldaemon.com>, Stewart Gordon says...
 ..
 
 At the moment, users are encouraged to use a Windows resource editor, of 
 which many are available.

 http://www.thefreecountry.com/programming/resourceeditors.shtml

In addition to providing this link, you might mention your favorite resource editor/resource compiler so that users are more insulated from the subtle little differences between them (and surely you'd have a better idea of which one is the best than someone who doesn't already have a favorite).

I use Resource Workshop (from Borland C++ 4.52) myself. But that's because I've had Borland C++ for years, and haven't yet bothered to check out the more modern resource editors. But as for resource compilers, these days I use the Digital Mars one from the Basic Utilities Package.
 (By the way, your link mentions some pretty cool icon editors that I wish I had
 known about earlier. Awesome!)

Yes. I wanted an icon editor for quite a long time before my dad finally found and installed a few. I wondered why M$ didn't just make one that comes with Windows. This was before I started doing Windows programming....
 But something else I might write in the not-too-distant future is a tool 
 to extract #defines from resource files and put them in a D module....

Or perhap a tool that converts a D module into #define's so that they could be imported by a resource file.

Why do it this way round? Surely it makes more sense to define the IDs of resource entities as part of maintaining the resource file.
 A few years ago I came up with a cute little tool (nothing fancy) called
 "h_to_d" that did something like what you're suggesting, but it's been so long
 since I've used it that I'm not certain where the latest code is anymore. (I'm
 sure it'll show up somewhere though it probably needs to be rewritten anyway.)
 ;) 

There have been a few attempts to write tools to convert .h files to D modules. Joshua Cearley started one with the name H2D, which was later renamed DIGen; however, it has been apparently dead since this renaming almost a year ago. When I programmed in C++, I would tell Resource Workshop to put the #defines in a separate .h file, which is included by both the .rc file and the C++ code files. However, when making a resource file for a D program, I would tend to have the #defines straight in the .rc file, since D cannot use them directly anyway. What I was planning to write is a cute little tool that extracts _only_ the #define statements and translates them into D. Possibly even optionally converting them into named enums (with the first underscore effectively becoming a dot) in the process. Stewart. -- -----BEGIN GEEK CODE BLOCK----- Version: 3.1 GCS/M d- s:- C++ a->--- UB P+ L E W++ N+++ o K- w++ O? M V? PS- PE- Y? PGP- t- 5? X? R b DI? D G e++>++++ h-- r-- !y ------END GEEK CODE BLOCK------ My e-mail is valid but not my primary mailbox. Please keep replies on the 'group where everyone may benefit.
Jan 16 2006
parent J C Calvarese <technocrat7 gmail.com> writes:
In article <dqg8bs$1c1u$1 digitaldaemon.com>, Stewart Gordon says...
J C Calvarese wrote:
 In article <dq918g$19qg$1 digitaldaemon.com>, Stewart Gordon says...
 ..
 But something else I might write in the not-too-distant future is a tool 
 to extract #defines from resource files and put them in a D module....

Or perhap a tool that converts a D module into #define's so that they could be imported by a resource file.

Why do it this way round? Surely it makes more sense to define the IDs of resource entities as part of maintaining the resource file.

I can see advantages for doing it either way. But if I'm manually editing a source file, I'd rather work with a D source file and convert it to a bunch of #DEFINE's. D just looks more pleasant to me. Also, if someone were using the Build utility, it can automaticallly keep track of an incrementing build number and provide a D module (see http://build.dsource.org/AUTO_BUILD_NUMBER.htm#AUTO_BUILD_NUMBER)
 A few years ago I came up with a cute little tool (nothing fancy) called
 "h_to_d" that did something like what you're suggesting, but it's been so  
 long since I've used it that I'm not certain where the latest code is 
 anymore. (I'm sure it'll show up somewhere though it probably needs to be 
 rewritten anyway.) ;)  

There have been a few attempts to write tools to convert .h files to D modules. Joshua Cearley started one with the name H2D, which was later renamed DIGen; however, it has been apparently dead since this renaming almost a year ago.

I'm sure my little program wasn't nearly as extensive as Joshua Cearley's project. I was only concerned with simple .h files that would be used by .rc files. It was a simple project with a simple goal.
When I programmed in C++, I would tell Resource Workshop to put the 
#defines in a separate .h file, which is included by both the .rc file 
and the C++ code files.  However, when making a resource file for a D 
program, I would tend to have the #defines straight in the .rc file, 
since D cannot use them directly anyway.  What I was planning to write 
is a cute little tool that extracts _only_ the #define statements and 
translates them into D.  Possibly even optionally converting them into 
named enums (with the first underscore effectively becoming a dot) in 
the process.

Sure, that'd be useful. jcc7
Jan 16 2006