digitalmars.D - What's left to do for a stable D2?
- Jason House (1/1) Jan 21 2010 Andrei's finishing his last TDPL chapter, Sean is updating std.thread(?)...
- Jesse Phillips (4/5) Jan 21 2010 This page[1] has been getting regular updates, so it should do a good
- bearophile (7/10) Jan 21 2010 Most things on that page seems OK and not too much complex to understand...
- Simen kjaeraas (17/26) Jan 22 2010 Struct initializers on the C form:
- bearophile (22/24) Jan 22 2010 If you have to initialize an array of many structs you have to repeat th...
- Don (11/33) Jan 22 2010 That's interesting. I would tend to use a function to initialize such
- Andrei Alexandrescu (3/54) Jan 22 2010 Is this is bugzilla yet? FWIW I also submitted a related performance bug...
- retard (9/35) Jan 23 2010 I'd use something like this in higher level languages™:
- Simen kjaeraas (11/17) Jan 23 2010 =
- Jason House (3/11) Jan 22 2010 I believe most "future directions" will be D3 or beyond. I'm pretty cert...
- Andrei Alexandrescu (24/37) Jan 22 2010 You mean the list "Known D2.0, Language"? Here's what I think (Walter is...
- Andrei Alexandrescu (4/6) Jan 22 2010 What I meant here is: Steve has implemented the design in addition to
- Steven Schveighoffer (6/47) Jan 22 2010 What about propagating qualifiers to the return type (i.e. inout)? I
- Andrei Alexandrescu (3/73) Jan 22 2010 D2
- Michel Fortin (9/12) Jan 22 2010 Agree. That one must go.
- Jacob Carlborg (2/45) Jan 23 2010 What about the uniform function call syntax ?
- retard (2/3) Jan 23 2010 It might require more useless bikeshedding before anything can be decide...
- Adam D. Ruppe (5/6) Jan 23 2010 Yes, please!
- Andrei Alexandrescu (3/71) Jan 23 2010 Far as I know it's already in, with bugs.
- Jacob Carlborg (13/84) Jan 24 2010 I've not seen it being mentioned at all and I can't get it to work:
- Eldar Insafutdinov (2/3) Jan 22 2010 D2 seems to be close to be declared stable. I would also like to know if...
- Robert Clipsham (2/8) Jan 24 2010 I'd have to agree, myself being one of those users.
- Walter Bright (3/9) Jan 24 2010 I'm very aware of the importance of 64 bits, and it's next after D2 is
- Simen kjaeraas (5/14) Jan 24 2010 Awesome! D just keeps getting better.
- dsimcha (3/12) Jan 24 2010 Just out of curiosity, how hard is 64-bit to implement given that you al...
- Trass3r (4/6) Jan 24 2010 According to LuaJIT, a 64Bit code generator isn't that easy even if you ...
- Walter Bright (7/9) Jan 24 2010 Shouldn't be that bad. After all, the current code generator survived
- Daniel Keep (5/9) Jan 24 2010 Maybe it's time to switch to using the GNU tools on WindoMaybe it's time
- Robert Jacques (6/12) Jan 24 2010 But don't 16-bit and 32-bit x86 have the same number of registers, while...
- Walter Bright (2/5) Jan 24 2010 No optimizer changes, ABI changes are minor.
- Ellery Newcomer (3/6) Jan 24 2010 Not that I know anything about GSoC, but do you think such a project
- Walter Bright (2/4) Jan 24 2010 I know less than nothing about that.
- Leandro Lucarella (7/12) Jan 25 2010 The backend is not free, only FLOSS projects can apply to GSoC.
- Eldar Insafutdinov (2/10) Jan 23 2010 From this list: default struct constructors?
- Andrei Alexandrescu (4/16) Jan 23 2010 Walter doesn't want. This will go down as one of the larger language
- Eldar Insafutdinov (2/20) Jan 23 2010 Sigh...
- grauzone (2/22) Jan 23 2010 Why can't you just use opCall?
- Eldar Insafutdinov (2/25) Jan 24 2010 It's ugly, doesn't work sometimes and is inconsistent with other constru...
- grauzone (5/29) Jan 24 2010 Why doesn't it work, bugs?
- Simen kjaeraas (17/50) Jan 24 2010 Take this for example:
- grauzone (2/58) Jan 24 2010 Yes, but ctors with empty argument list aren't coming to D anyway.
- Simen kjaeraas (4/5) Jan 24 2010 Yeah. That was kinda the point. We wants them, though.
- Simen kjaeraas (7/24) Jan 23 2010 Might I inquire as to the reasoning for this?
- Andrei Alexandrescu (3/29) Jan 23 2010 I wish the fix were as simple as that.
- Don (3/23) Jan 24 2010 What's the reason? Does he dislike the concept, or feel it's a
- Andrei Alexandrescu (4/29) Jan 24 2010 There are concerns about implementation difficulty and also about
- Don (8/37) Jan 24 2010 Good to know.
- Denis Koroskin (4/32) Jan 24 2010 I strongly believe D should get rid of T.init; I hope I'll find some tim...
- Andrei Alexandrescu (3/5) Jan 24 2010 Interesting. I suggest you hurry - now is the time!
- dsimcha (5/39) Jan 24 2010 Are you suggesting that we just get different syntax for it, or is the s...
- Rainer Deyke (9/13) Jan 25 2010 T init(T)() {
- Eldar Insafutdinov (2/3) Jan 24 2010 is std.stream rewrite still on the list?
- Andrei Alexandrescu (3/8) Jan 24 2010 Trying...
- Simen kjaeraas (5/10) Jan 24 2010 I managed to read this as std.steam. Awesome, steampunk D!
- Bernard Helyer (2/12) Jan 25 2010 std.steam.gratuitousValves();
- grauzone (4/5) Jan 24 2010 Documentation. The Phobos docs are rather bad, and don't even include
- Jason House (2/7) Jan 24 2010 Didn't someone start a wiki page in an attempt to revamp the Phobos docs...
- Don (3/12) Jan 25 2010 It's only the language spec which is getting frozen, not the libraries.
- grauzone (6/19) Jan 25 2010 Well, you see, as TDPL is releases, there will be much attention on D,
- Andrei Alexandrescu (4/24) Jan 25 2010 Expending a fraction of the energy spent in wringing hands on actually
- Lars T. Kyllingstad (11/38) Jan 25 2010 I'm not too worried about the quality of documentation, and as has been
- Stewart Gordon (3/4) Jan 25 2010 Getting D1 finished first. Why do people keep asking???
Andrei's finishing his last TDPL chapter, Sean is updating std.thread(?), and Walter's been fixing forward reference and CTFE bugs. What's left?
Jan 21 2010
Jason House wrote:Andrei's finishing his last TDPL chapter, Sean is updating std.thread(?), and Walter's been fixing forward reference and CTFE bugs. What's left?This page[1] has been getting regular updates, so it should do a good job answering the question. 1. http://www.prowiki.org/wiki4d/wiki.cgi?LanguageDevel#FutureDirections
Jan 21 2010
Jesse Phillips:This page[1] has been getting regular updates, so it should do a good job answering the question. 1. http://www.prowiki.org/wiki4d/wiki.cgi?LanguageDevel#FutureDirectionsMost things on that page seems OK and not too much complex to understand. There are two things in that page that I think need more discussion, because I don't understand them or I don't see their need: - Remove struct initializers. - Make array literals immutable. So I'd like an explanation of what the first means, and why body are useful/necessary. Bye, bearophile
Jan 21 2010
On Fri, 22 Jan 2010 08:50:17 +0100, bearophile <bearophileHUGS lycos.com> wrote:Jesse Phillips:Struct initializers on the C form: struct S { int n; } S s = { 4 }; No need for them when we have this: S s = S( 4 ); and static opCall for those special occasions. This cleans up the language, and makes some things somewhat easier (e.g., what is the type of { 4, "Hi!" }?This page[1] has been getting regular updates, so it should do a good job answering the question. 1. http://www.prowiki.org/wiki4d/wiki.cgi?LanguageDevel#FutureDirectionsMost things on that page seems OK and not too much complex to understand. There are two things in that page that I think need more discussion, because I don't understand them or I don't see their need: - Remove struct initializers.- Make array literals immutable.Currently, string literals are immutable, but no other array literals are: auto s = "Foo!"; // typeof( s ) == immutable(char)[] auto i = [ 1, 2, 3, 4 ]; // typeof( i ) == int[] Literals are allocated in the static data segment, and thus should be immutable. -- Simen
Jan 22 2010
Thank you for your answers Simen kjaeraas.No need for them when we have this: S s = S( 4 );<If you have to initialize an array of many structs you have to repeat the name of the struct many times, this is redundant, and takes more space (and if you don't use an IDE it needs more time to type): struct Vector2 { double x, y; } Vector2[] data1 = [{1,2}, {3,4}, {0,1}, {1,2}, {2,3}, {3,4}, {4,5}, {5,6}, {6,7}, {7,8}, {8,9}, {9,10}, {10,11}, {11,12}, {12,13}, {13,14}, {14,15}, {15,16}, {16,17}, {17,18}, {18,19}, {19,20}]; Vector2[] data2 = [Vector2(0,1), Vector2(1,2), Vector2(2,3), Vector2(3,4), Vector2(4,5), Vector2(5,6), Vector2(6,7), Vector2(7,8), Vector2(8,9), Vector2(9,10), Vector2(10,11), Vector2(11,12), Vector2(12,13), Vector2(13,14), Vector2(14,15), Vector2(15,16), Vector2(16,17), Vector2(17,18), Vector2(18,19), Vector2(19,20)]; void main() {}Literals are allocated in the static data segment, and thus should be immutable.<In Python I am used to modify the contents of array (list) literals, for example I can initialize them to some values and then change them. So I'd like array literals to be mutable, but I can live with them being immutable and dup them where necessary. There are times in D code where I write: foreach (direction; [[-1,+0],[+0,-1],[+1,+0],[+0,+1]]) { ... Where in a similar situation in Python I write (this bit of pattern matching is very handy, but D devs seems not interested in this): for sx, sy in [[-1,+0],[+0,-1],[+1,+0],[+0,+1]]: ... Currently ldc compiles that line of D1 code badly (creating a new array of all the directions in each loop cycle, ugly), with immutable literals there is never a risk of doing: foreach (ref direction; [[-1,+0],[+0,-1],[+1,+0],[+0,+1]]) { ... so the array initialization can surely be moved out of the loop (another small problem is that in D2 those little inner length-2 arrays are dynamic arrays, that's not much efficient). Bye, bearophile
Jan 22 2010
bearophile wrote:Thank you for your answers Simen kjaeraas.That's interesting. I would tend to use a function to initialize such things, though, so I suspect such use cases are quite rare. Note that C-style struct initializers add a lot of complexity to the language.No need for them when we have this: S s = S( 4 );<If you have to initialize an array of many structs you have to repeat the name of the struct many times, this is redundant, and takes more space (and if you don't use an IDE it needs more time to type): struct Vector2 { double x, y; } Vector2[] data1 = [{1,2}, {3,4}, {0,1}, {1,2}, {2,3}, {3,4}, {4,5}, {5,6}, {6,7}, {7,8}, {8,9}, {9,10}, {10,11}, {11,12}, {12,13}, {13,14}, {14,15}, {15,16}, {16,17}, {17,18}, {18,19}, {19,20}]; Vector2[] data2 = [Vector2(0,1), Vector2(1,2), Vector2(2,3), Vector2(3,4), Vector2(4,5), Vector2(5,6), Vector2(6,7), Vector2(7,8), Vector2(8,9), Vector2(9,10), Vector2(10,11), Vector2(11,12), Vector2(12,13), Vector2(13,14), Vector2(14,15), Vector2(15,16), Vector2(16,17), Vector2(17,18), Vector2(18,19), Vector2(19,20)]; void main() {}Currently, any use of array literals in D is a performance disaster. Two days ago, I found that by changing one line of code in my app from: immutable int [] setbits = [ 1, 2, 4, 8, 16, 32, 64, 128]; into static immutable int [] setbits = [ 1, 2, 4, 8, 16, 32, 64, 128]; my entire app became about 5 times faster. That is ridiculous. And such a clumsy syntax for something so simple.Literals are allocated in the static data segment, and thus should be immutable.<In Python I am used to modify the contents of array (list) literals, for example I can initialize them to some values and then change them. So I'd like array literals to be mutable, but I can live with them being immutable and dup them where necessary.
Jan 22 2010
Don wrote:bearophile wrote:Is this is bugzilla yet? FWIW I also submitted a related performance bug. AndreiThank you for your answers Simen kjaeraas.That's interesting. I would tend to use a function to initialize such things, though, so I suspect such use cases are quite rare. Note that C-style struct initializers add a lot of complexity to the language.No need for them when we have this: S s = S( 4 );<If you have to initialize an array of many structs you have to repeat the name of the struct many times, this is redundant, and takes more space (and if you don't use an IDE it needs more time to type): struct Vector2 { double x, y; } Vector2[] data1 = [{1,2}, {3,4}, {0,1}, {1,2}, {2,3}, {3,4}, {4,5}, {5,6}, {6,7}, {7,8}, {8,9}, {9,10}, {10,11}, {11,12}, {12,13}, {13,14}, {14,15}, {15,16}, {16,17}, {17,18}, {18,19}, {19,20}]; Vector2[] data2 = [Vector2(0,1), Vector2(1,2), Vector2(2,3), Vector2(3,4), Vector2(4,5), Vector2(5,6), Vector2(6,7), Vector2(7,8), Vector2(8,9), Vector2(9,10), Vector2(10,11), Vector2(11,12), Vector2(12,13), Vector2(13,14), Vector2(14,15), Vector2(15,16), Vector2(16,17), Vector2(17,18), Vector2(18,19), Vector2(19,20)]; void main() {}Currently, any use of array literals in D is a performance disaster. Two days ago, I found that by changing one line of code in my app from: immutable int [] setbits = [ 1, 2, 4, 8, 16, 32, 64, 128]; into static immutable int [] setbits = [ 1, 2, 4, 8, 16, 32, 64, 128]; my entire app became about 5 times faster. That is ridiculous. And such a clumsy syntax for something so simple.Literals are allocated in the static data segment, and thus should be immutable.<In Python I am used to modify the contents of array (list) literals, for example I can initialize them to some values and then change them. So I'd like array literals to be mutable, but I can live with them being immutable and dup them where necessary.
Jan 22 2010
Fri, 22 Jan 2010 15:27:02 -0500, bearophile wrote:Thank you for your answers Simen kjaeraas.I'd use something like this in higher level languages™: case class Vector[T](x: T, y: T) val pairs = List( (1,2), (3,4), (0,1), (2,3), (3,4), (4,5) ) val vectors = pairs map { case (a:Int, b:Int) => Vector(a,b) } or class Vector[T](x: T, y: T) { def this(xy: (T,T)) = this(xy._1, xy._2) } val pairs = List( (1,2), (3,4), (0,1), (2,3), (3,4), (4,5) ) val vectors = pairs map (new Vector(_))No need for them when we have this: S s = S( 4 );<If you have to initialize an array of many structs you have to repeat the name of the struct many times, this is redundant, and takes more space (and if you don't use an IDE it needs more time to type): struct Vector2 { double x, y; } Vector2[] data1 = [{1,2}, {3,4}, {0,1}, {1,2}, {2,3}, {3,4}, {4,5}, {5,6}, {6,7}, {7,8}, {8,9}, {9,10}, {10,11}, {11,12}, {12,13}, {13,14}, {14,15}, {15,16}, {16,17}, {17,18}, {18,19}, {19,20}]; Vector2[] data2 = [Vector2(0,1), Vector2(1,2), Vector2(2,3), Vector2(3,4), Vector2(4,5), Vector2(5,6), Vector2(6,7), Vector2(7,8), Vector2(8,9), Vector2(9,10), Vector2(10,11), Vector2(11,12), Vector2(12,13), Vector2(13,14), Vector2(14,15), Vector2(15,16), Vector2(16,17), Vector2(17,18), Vector2(18,19), Vector2(19,20)]; void main() {}
Jan 23 2010
On Fri, 22 Jan 2010 21:27:02 +0100, bearophile <bearophileHUGS lycos.com==wrote:Thank you for your answers Simen kjaeraas.=No need for them when we have this: S s =3D S( 4 );<If you have to initialize an array of many structs you have to repeat =the name of the struct many times, this is redundant, and takes more =space (and if you don't use an IDE it needs more time to type):Use a local alias. void foo( ) { alias StructWithHorriblyLongAndComplicatedName =E0=BA=95; auto s =3D [ =E0=BA=95( 1, "a" ), =E0=BA=95( 2, "b" ), =E0=BA=95( 3, = "c" ) ]; } -- = Simen
Jan 23 2010
Jesse Phillips Wrote:Jason House wrote:I believe most "future directions" will be D3 or beyond. I'm pretty certain that Andrei wants TDPL to match D2. All but one chapter has been written, and TDPL related bugs have gotten priority. There should be very few feature changes between now and D2 finalization. Andrei, Walter, Sean, can you comment?Andrei's finishing his last TDPL chapter, Sean is updating std.thread(?), and Walter's been fixing forward reference and CTFE bugs. What's left?This page[1] has been getting regular updates, so it should do a good job answering the question. 1. http://www.prowiki.org/wiki4d/wiki.cgi?LanguageDevel#FutureDirections
Jan 22 2010
Jason House wrote:Jesse Phillips Wrote:You mean the list "Known D2.0, Language"? Here's what I think (Walter is the ultimate go-to person): # Operator overloading: opBinary!("+"), opUnary!("--"), opIndexAssign!("*"). D2 # opDollar ( Bugzilla:3474). D2 # Move complex and imaginary types from language into std.complex. D2 # Fix the array stomping issue (T[new] was one proposal for this). We have a design that partially resolves it. Steve Schveighoffer has implemented it. # Remove C-style declarations. I don't think they'll be removed, but TDPL doesn't mention them. # Remove typedef. D2 # Remove struct initializers. Dunno # Remove floating point NCEG operators D2 # Remove "length" from array index expressions ( Bugzilla:3474). Dunno. Hope so! TDPL won't mention it, so it's real bad if the feature stays, AndreiJason House wrote:I believe most "future directions" will be D3 or beyond. I'm pretty certain that Andrei wants TDPL to match D2. All but one chapter has been written, and TDPL related bugs have gotten priority. There should be very few feature changes between now and D2 finalization. Andrei, Walter, Sean, can you comment?Andrei's finishing his last TDPL chapter, Sean is updating std.thread(?), and Walter's been fixing forward reference and CTFE bugs. What's left?This page[1] has been getting regular updates, so it should do a good job answering the question. 1. http://www.prowiki.org/wiki4d/wiki.cgi?LanguageDevel#FutureDirections
Jan 22 2010
Andrei Alexandrescu wrote:We have a design that partially resolves it. Steve Schveighoffer has implemented it.What I meant here is: Steve has implemented the design in addition to participating to it. Andrei
Jan 22 2010
On Fri, 22 Jan 2010 11:21:09 -0500, Andrei Alexandrescu <SeeWebsiteForEmail erdani.org> wrote:Jason House wrote:What about propagating qualifiers to the return type (i.e. inout)? I think that is a major change and is in the book. It's currently partially implemented, but it does not work. -SteveJesse Phillips Wrote:You mean the list "Known D2.0, Language"? Here's what I think (Walter is the ultimate go-to person): # Operator overloading: opBinary!("+"), opUnary!("--"), opIndexAssign!("*"). D2 # opDollar ( Bugzilla:3474). D2 # Move complex and imaginary types from language into std.complex. D2 # Fix the array stomping issue (T[new] was one proposal for this). We have a design that partially resolves it. Steve Schveighoffer has implemented it. # Remove C-style declarations. I don't think they'll be removed, but TDPL doesn't mention them. # Remove typedef. D2 # Remove struct initializers. Dunno # Remove floating point NCEG operators D2 # Remove "length" from array index expressions ( Bugzilla:3474). Dunno. Hope so! TDPL won't mention it, so it's real bad if the feature stays,Jason House wrote:I believe most "future directions" will be D3 or beyond. I'm pretty certain that Andrei wants TDPL to match D2. All but one chapter has been written, and TDPL related bugs have gotten priority. There should be very few feature changes between now and D2 finalization. Andrei, Walter, Sean, can you comment?Andrei's finishing his last TDPL chapter, Sean is updating std.thread(?), and Walter's been fixing forward reference and CTFE bugs. What's left?This page[1] has been getting regular updates, so it should do a good job answering the question. 1. http://www.prowiki.org/wiki4d/wiki.cgi?LanguageDevel#FutureDirections
Jan 22 2010
Steven Schveighoffer wrote:On Fri, 22 Jan 2010 11:21:09 -0500, Andrei Alexandrescu <SeeWebsiteForEmail erdani.org> wrote:D2 AndreiJason House wrote:What about propagating qualifiers to the return type (i.e. inout)? I think that is a major change and is in the book. It's currently partially implemented, but it does not work. -SteveJesse Phillips Wrote:You mean the list "Known D2.0, Language"? Here's what I think (Walter is the ultimate go-to person): # Operator overloading: opBinary!("+"), opUnary!("--"), opIndexAssign!("*"). D2 # opDollar ( Bugzilla:3474). D2 # Move complex and imaginary types from language into std.complex. D2 # Fix the array stomping issue (T[new] was one proposal for this). We have a design that partially resolves it. Steve Schveighoffer has implemented it. # Remove C-style declarations. I don't think they'll be removed, but TDPL doesn't mention them. # Remove typedef. D2 # Remove struct initializers. Dunno # Remove floating point NCEG operators D2 # Remove "length" from array index expressions ( Bugzilla:3474). Dunno. Hope so! TDPL won't mention it, so it's real bad if the feature stays,Jason House wrote:I believe most "future directions" will be D3 or beyond. I'm pretty certain that Andrei wants TDPL to match D2. All but one chapter has been written, and TDPL related bugs have gotten priority. There should be very few feature changes between now and D2 finalization. Andrei, Walter, Sean, can you comment?Andrei's finishing his last TDPL chapter, Sean is updating std.thread(?), and Walter's been fixing forward reference and CTFE bugs. What's left?This page[1] has been getting regular updates, so it should do a good job answering the question. 1. http://www.prowiki.org/wiki4d/wiki.cgi?LanguageDevel#FutureDirections
Jan 22 2010
On 2010-01-22 11:21:09 -0500, Andrei Alexandrescu <SeeWebsiteForEmail erdani.org> said:# Remove "length" from array index expressions ( Bugzilla:3474). Dunno. Hope so! TDPL won't mention it, so it's real bad if the feature stays,Agree. That one must go. At the very list it should be an error if it shadows any other symbol, but it'd be better if it just goes. -- Michel Fortin michel.fortin michelf.com http://michelf.com/
Jan 22 2010
On 1/22/10 17:21, Andrei Alexandrescu wrote:Jason House wrote:What about the uniform function call syntax ?Jesse Phillips Wrote:You mean the list "Known D2.0, Language"? Here's what I think (Walter is the ultimate go-to person): # Operator overloading: opBinary!("+"), opUnary!("--"), opIndexAssign!("*"). D2 # opDollar ( Bugzilla:3474). D2 # Move complex and imaginary types from language into std.complex. D2 # Fix the array stomping issue (T[new] was one proposal for this). We have a design that partially resolves it. Steve Schveighoffer has implemented it. # Remove C-style declarations. I don't think they'll be removed, but TDPL doesn't mention them. # Remove typedef. D2 # Remove struct initializers. Dunno # Remove floating point NCEG operators D2 # Remove "length" from array index expressions ( Bugzilla:3474). Dunno. Hope so! TDPL won't mention it, so it's real bad if the feature stays, AndreiJason House wrote:I believe most "future directions" will be D3 or beyond. I'm pretty certain that Andrei wants TDPL to match D2. All but one chapter has been written, and TDPL related bugs have gotten priority. There should be very few feature changes between now and D2 finalization. Andrei, Walter, Sean, can you comment?Andrei's finishing his last TDPL chapter, Sean is updating std.thread(?), and Walter's been fixing forward reference and CTFE bugs. What's left?This page[1] has been getting regular updates, so it should do a good job answering the question. 1. http://www.prowiki.org/wiki4d/wiki.cgi?LanguageDevel#FutureDirections
Jan 23 2010
Sat, 23 Jan 2010 12:00:32 +0100, Jacob Carlborg wrote:What about the uniform function call syntax ?It might require more useless bikeshedding before anything can be decided.
Jan 23 2010
On Sat, Jan 23, 2010 at 12:00:32PM +0100, Jacob Carlborg wrote:What about the uniform function call syntax ?Yes, please! -- Adam D. Ruppe http://arsdnet.net
Jan 23 2010
Jacob Carlborg wrote:On 1/22/10 17:21, Andrei Alexandrescu wrote:Far as I know it's already in, with bugs. AndreiJason House wrote:What about the uniform function call syntax ?Jesse Phillips Wrote:You mean the list "Known D2.0, Language"? Here's what I think (Walter is the ultimate go-to person): # Operator overloading: opBinary!("+"), opUnary!("--"), opIndexAssign!("*"). D2 # opDollar ( Bugzilla:3474). D2 # Move complex and imaginary types from language into std.complex. D2 # Fix the array stomping issue (T[new] was one proposal for this). We have a design that partially resolves it. Steve Schveighoffer has implemented it. # Remove C-style declarations. I don't think they'll be removed, but TDPL doesn't mention them. # Remove typedef. D2 # Remove struct initializers. Dunno # Remove floating point NCEG operators D2 # Remove "length" from array index expressions ( Bugzilla:3474). Dunno. Hope so! TDPL won't mention it, so it's real bad if the feature stays, AndreiJason House wrote:I believe most "future directions" will be D3 or beyond. I'm pretty certain that Andrei wants TDPL to match D2. All but one chapter has been written, and TDPL related bugs have gotten priority. There should be very few feature changes between now and D2 finalization. Andrei, Walter, Sean, can you comment?Andrei's finishing his last TDPL chapter, Sean is updating std.thread(?), and Walter's been fixing forward reference and CTFE bugs. What's left?This page[1] has been getting regular updates, so it should do a good job answering the question. 1. http://www.prowiki.org/wiki4d/wiki.cgi?LanguageDevel#FutureDirections
Jan 23 2010
On 1/23/10 18:50, Andrei Alexandrescu wrote:Jacob Carlborg wrote:I've not seen it being mentioned at all and I can't get it to work: void foo (Object o) { } void main () { Object o = new Object; o.foo(); } Compiling the above with dmd trunk results in: main.d(8): Error: no property 'foo' for type 'object.Object' Looking at http://www.dsource.org/projects/dmd/browser/trunk/src/expression.c#L6483 it seems it's not implemented.On 1/22/10 17:21, Andrei Alexandrescu wrote:Far as I know it's already in, with bugs. AndreiJason House wrote:What about the uniform function call syntax ?Jesse Phillips Wrote:You mean the list "Known D2.0, Language"? Here's what I think (Walter is the ultimate go-to person): # Operator overloading: opBinary!("+"), opUnary!("--"), opIndexAssign!("*"). D2 # opDollar ( Bugzilla:3474). D2 # Move complex and imaginary types from language into std.complex. D2 # Fix the array stomping issue (T[new] was one proposal for this). We have a design that partially resolves it. Steve Schveighoffer has implemented it. # Remove C-style declarations. I don't think they'll be removed, but TDPL doesn't mention them. # Remove typedef. D2 # Remove struct initializers. Dunno # Remove floating point NCEG operators D2 # Remove "length" from array index expressions ( Bugzilla:3474). Dunno. Hope so! TDPL won't mention it, so it's real bad if the feature stays, AndreiJason House wrote:I believe most "future directions" will be D3 or beyond. I'm pretty certain that Andrei wants TDPL to match D2. All but one chapter has been written, and TDPL related bugs have gotten priority. There should be very few feature changes between now and D2 finalization. Andrei, Walter, Sean, can you comment?Andrei's finishing his last TDPL chapter, Sean is updating std.thread(?), and Walter's been fixing forward reference and CTFE bugs. What's left?This page[1] has been getting regular updates, so it should do a good job answering the question. 1. http://www.prowiki.org/wiki4d/wiki.cgi?LanguageDevel#FutureDirections
Jan 24 2010
Jason House Wrote:Andrei's finishing his last TDPL chapter, Sean is updating std.thread(?), and Walter's been fixing forward reference and CTFE bugs. What's left?D2 seems to be close to be declared stable. I would also like to know if 64 bit support is going to be the next thing on the list? In my opinion it is much more important than any feature (AST macros, annotations etc). MS is pushing Windows 7 in 64 bit version. It is the same case with Apple operation systems and Linux. Many people refuse to use D2 and fall back to ldc just for this reason.
Jan 22 2010
On 22/01/10 10:42, Eldar Insafutdinov wrote:D2 seems to be close to be declared stable. I would also like to know if 64 bit support is going to be the next thing on the list? In my opinion it is much more important than any feature (AST macros, annotations etc). MS is pushing Windows 7 in 64 bit version. It is the same case with Apple operation systems and Linux. Many people refuse to use D2 and fall back to ldc just for this reason.I'd have to agree, myself being one of those users.
Jan 24 2010
Eldar Insafutdinov wrote:D2 seems to be close to be declared stable. I would also like to know if 64 bit support is going to be the next thing on the list? In my opinion it is much more important than any feature (AST macros, annotations etc). MS is pushing Windows 7 in 64 bit version. It is the same case with Apple operation systems and Linux. Many people refuse to use D2 and fall back to ldc just for this reason.I'm very aware of the importance of 64 bits, and it's next after D2 is complete.
Jan 24 2010
On Mon, 25 Jan 2010 02:43:28 +0100, Walter Bright <newshound1 digitalmars.com> wrote:Eldar Insafutdinov wrote:Awesome! D just keeps getting better. -- SimenD2 seems to be close to be declared stable. I would also like to know if 64 bit support is going to be the next thing on the list? In my opinion it is much more important than any feature (AST macros, annotations etc). MS is pushing Windows 7 in 64 bit version. It is the same case with Apple operation systems and Linux. Many people refuse to use D2 and fall back to ldc just for this reason.I'm very aware of the importance of 64 bits, and it's next after D2 is complete.
Jan 24 2010
== Quote from Walter Bright (newshound1 digitalmars.com)'s articleEldar Insafutdinov wrote:Just out of curiosity, how hard is 64-bit to implement given that you already have a 32-bit compiler?D2 seems to be close to be declared stable. I would also like to know if 64 bit support is going to be the next thing on the list? In my opinion it is much more important than any feature (AST macros, annotations etc). MS is pushing Windows 7 in 64 bit version. It is the same case with Apple operation systems and Linux. Many people refuse to use D2 and fall back to ldc just for this reason.I'm very aware of the importance of 64 bits, and it's next after D2 is complete.
Jan 24 2010
Am 25.01.2010, 03:08 Uhr, schrieb dsimcha <dsimcha yahoo.com>:Just out of curiosity, how hard is 64-bit to implement given that you already have a 32-bit compiler?According to LuaJIT, a 64Bit code generator isn't that easy even if you already have a 32Bit one. http://luajit.org/sponsors.html etc.
Jan 24 2010
dsimcha wrote:Just out of curiosity, how hard is 64-bit to implement given that you already have a 32-bit compiler?Shouldn't be that bad. After all, the current code generator survived going from 16 to 32 bits with about 90% of it unchanged. Probably a lot more work will go into writing the inline assembler. I'll have a big problem with the (nonexistent) 64 bit linker on Windows, and a lesser problem with the nonexistent debugger and librarian. That means that the first 64 bit dmd will be for Linux/OSX.
Jan 24 2010
Walter Bright wrote:... I'll have a big problem with the (nonexistent) 64 bit linker on Windows, and a lesser problem with the nonexistent debugger and librarian. That means that the first 64 bit dmd will be for Linux/OSX.Maybe it's time to switch to using the GNU tools on WindoMaybe it's time to switch to using the GNU tools on WindoMaybe it's-vwwwip Sorry, broken record. :P
Jan 24 2010
On Sun, 24 Jan 2010 21:59:38 -0500, Walter Bright <newshound1 digitalmars.com> wrote:dsimcha wrote:But don't 16-bit and 32-bit x86 have the same number of registers, while x86-64 doubled them? Which should result in ABI changes, etc in addition to optimizer changes. Also, FWIW, according to Wikipedia, position independent code is also easier and they threw out some old instructions.Just out of curiosity, how hard is 64-bit to implement given that you already have a 32-bit compiler?Shouldn't be that bad. After all, the current code generator survived going from 16 to 32 bits with about 90% of it unchanged.
Jan 24 2010
Robert Jacques wrote:But don't 16-bit and 32-bit x86 have the same number of registers, while x86-64 doubled them? Which should result in ABI changes, etc in addition to optimizer changes.No optimizer changes, ABI changes are minor.
Jan 24 2010
On 01/24/2010 08:59 PM, Walter Bright wrote:I'll have a big problem with the (nonexistent) 64 bit linker on Windows, and a lesser problem with the nonexistent debugger and librarian. That means that the first 64 bit dmd will be for Linux/OSX.Not that I know anything about GSoC, but do you think such a project make a good target for Google summer of code?
Jan 24 2010
Ellery Newcomer wrote:Not that I know anything about GSoC, but do you think such a project make a good target for Google summer of code?I know less than nothing about that.
Jan 24 2010
Walter Bright, el 24 de enero a las 20:33 me escribiste:Ellery Newcomer wrote:The backend is not free, only FLOSS projects can apply to GSoC. -- Leandro Lucarella (AKA luca) http://llucax.com.ar/ ---------------------------------------------------------------------- GPG Key: 5F5A8D05 (F8CD F9A7 BF00 5431 4145 104C 949E BFB6 5F5A 8D05) ----------------------------------------------------------------------Not that I know anything about GSoC, but do you think such a project make a good target for Google summer of code?I know less than nothing about that.
Jan 25 2010
Jesse Phillips Wrote:Jason House wrote:From this list: default struct constructors?Andrei's finishing his last TDPL chapter, Sean is updating std.thread(?), and Walter's been fixing forward reference and CTFE bugs. What's left?This page[1] has been getting regular updates, so it should do a good job answering the question. 1. http://www.prowiki.org/wiki4d/wiki.cgi?LanguageDevel#FutureDirections
Jan 23 2010
Eldar Insafutdinov wrote:Jesse Phillips Wrote:Walter doesn't want. This will go down as one of the larger language incapabilities. AndreiJason House wrote:From this list: default struct constructors?Andrei's finishing his last TDPL chapter, Sean is updating std.thread(?), and Walter's been fixing forward reference and CTFE bugs. What's left?This page[1] has been getting regular updates, so it should do a good job answering the question. 1. http://www.prowiki.org/wiki4d/wiki.cgi?LanguageDevel#FutureDirections
Jan 23 2010
Andrei Alexandrescu Wrote:Eldar Insafutdinov wrote:Sigh...Jesse Phillips Wrote:Walter doesn't want. This will go down as one of the larger language incapabilities. AndreiJason House wrote:From this list: default struct constructors?Andrei's finishing his last TDPL chapter, Sean is updating std.thread(?), and Walter's been fixing forward reference and CTFE bugs. What's left?This page[1] has been getting regular updates, so it should do a good job answering the question. 1. http://www.prowiki.org/wiki4d/wiki.cgi?LanguageDevel#FutureDirections
Jan 23 2010
Eldar Insafutdinov wrote:Andrei Alexandrescu Wrote:Why can't you just use opCall?Eldar Insafutdinov wrote:Sigh...Jesse Phillips Wrote:Walter doesn't want. This will go down as one of the larger language incapabilities. AndreiJason House wrote:From this list: default struct constructors?Andrei's finishing his last TDPL chapter, Sean is updating std.thread(?), and Walter's been fixing forward reference and CTFE bugs. What's left?This page[1] has been getting regular updates, so it should do a good job answering the question. 1. http://www.prowiki.org/wiki4d/wiki.cgi?LanguageDevel#FutureDirections
Jan 23 2010
grauzone Wrote:Eldar Insafutdinov wrote:It's ugly, doesn't work sometimes and is inconsistent with other constructors.Andrei Alexandrescu Wrote:Why can't you just use opCall?Eldar Insafutdinov wrote:Sigh...Jesse Phillips Wrote:Walter doesn't want. This will go down as one of the larger language incapabilities. AndreiJason House wrote:From this list: default struct constructors?Andrei's finishing his last TDPL chapter, Sean is updating std.thread(?), and Walter's been fixing forward reference and CTFE bugs. What's left?This page[1] has been getting regular updates, so it should do a good job answering the question. 1. http://www.prowiki.org/wiki4d/wiki.cgi?LanguageDevel#FutureDirections
Jan 24 2010
Eldar Insafutdinov wrote:grauzone Wrote:Why doesn't it work, bugs? Use opCall instead of constructor in the other cases too? Are there cases where ctors can do something opCall can't? I thought constructors were only added for symmetry with dtors.Eldar Insafutdinov wrote:It's ugly, doesn't work sometimes and is inconsistent with other constructors.Andrei Alexandrescu Wrote:Why can't you just use opCall?Eldar Insafutdinov wrote:Sigh...Jesse Phillips Wrote:Walter doesn't want. This will go down as one of the larger language incapabilities. AndreiJason House wrote:From this list: default struct constructors?Andrei's finishing his last TDPL chapter, Sean is updating std.thread(?), and Walter's been fixing forward reference and CTFE bugs. What's left?This page[1] has been getting regular updates, so it should do a good job answering the question. 1. http://www.prowiki.org/wiki4d/wiki.cgi?LanguageDevel#FutureDirections
Jan 24 2010
On Sun, 24 Jan 2010 15:12:47 +0100, grauzone <none example.net> wrote:Eldar Insafutdinov wrote:Take this for example: struct S { int n; this( ) { n = random( ); } } class C { S s; } In C++, 'new C( );' would call S's constructor, and initialize n to some random number. opCall can do the same thing, but must be explicitly called in C's constructor. This can be unacceptable for libraries, at least. -- Simengrauzone Wrote:Why doesn't it work, bugs? Use opCall instead of constructor in the other cases too? Are there cases where ctors can do something opCall can't? I thought constructors were only added for symmetry with dtors.Eldar Insafutdinov wrote:It's ugly, doesn't work sometimes and is inconsistent with other constructors.Andrei Alexandrescu Wrote:Why can't you just use opCall?Eldar Insafutdinov wrote:Sigh...Jesse Phillips Wrote:Walter doesn't want. This will go down as one of the larger language incapabilities. AndreiJason House wrote:From this list: default struct constructors?Andrei's finishing his last TDPL chapter, Sean is updating std.thread(?), and Walter's been fixing forward reference and CTFE bugs. What's left?This page[1] has been getting regular updates, so it should do a good job answering the question. 1. http://www.prowiki.org/wiki4d/wiki.cgi?LanguageDevel#FutureDirections
Jan 24 2010
Simen kjaeraas wrote:On Sun, 24 Jan 2010 15:12:47 +0100, grauzone <none example.net> wrote:Yes, but ctors with empty argument list aren't coming to D anyway.Eldar Insafutdinov wrote:Take this for example: struct S { int n; this( ) { n = random( ); } } class C { S s; } In C++, 'new C( );' would call S's constructor, and initialize n to some random number. opCall can do the same thing, but must be explicitly called in C's constructor. This can be unacceptable for libraries, at least.grauzone Wrote:Why doesn't it work, bugs? Use opCall instead of constructor in the other cases too? Are there cases where ctors can do something opCall can't? I thought constructors were only added for symmetry with dtors.Eldar Insafutdinov wrote:It's ugly, doesn't work sometimes and is inconsistent with other constructors.Andrei Alexandrescu Wrote:Why can't you just use opCall?Eldar Insafutdinov wrote:Sigh...Jesse Phillips Wrote:Walter doesn't want. This will go down as one of the larger language incapabilities. AndreiJason House wrote:From this list: default struct constructors?Andrei's finishing his last TDPL chapter, Sean is updating std.thread(?), and Walter's been fixing forward reference and CTFE bugs. What's left?This page[1] has been getting regular updates, so it should do a good job answering the question. 1. http://www.prowiki.org/wiki4d/wiki.cgi?LanguageDevel#FutureDirections
Jan 24 2010
grauzone <none example.net> wrote:Yes, but ctors with empty argument list aren't coming to D anyway.Yeah. That was kinda the point. We wants them, though. -- Simen
Jan 24 2010
On Sat, 23 Jan 2010 18:51:19 +0100, Andrei Alexandrescu <SeeWebsiteForEmail erdani.org> wrote:Eldar Insafutdinov wrote:Might I inquire as to the reasoning for this? Having no default struct constructors means one has to use classes if such a capability is needed. Or of course, call an extra function! :p -- SimenJesse Phillips Wrote:Walter doesn't want. This will go down as one of the larger language incapabilities. AndreiJason House wrote:From this list: default struct constructors?Andrei's finishing his last TDPL chapter, Sean is updating std.thread(?), and Walter's been fixing forward reference and CTFE bugs. What's left?This page[1] has been getting regular updates, so it should do a good job answering the question. 1. http://www.prowiki.org/wiki4d/wiki.cgi?LanguageDevel#FutureDirections
Jan 23 2010
Simen kjaeraas wrote:On Sat, 23 Jan 2010 18:51:19 +0100, Andrei Alexandrescu <SeeWebsiteForEmail erdani.org> wrote:I wish the fix were as simple as that. AndreiEldar Insafutdinov wrote:Might I inquire as to the reasoning for this? Having no default struct constructors means one has to use classes if such a capability is needed. Or of course, call an extra function! :pJesse Phillips Wrote:Walter doesn't want. This will go down as one of the larger language incapabilities. AndreiJason House wrote:From this list: default struct constructors?Andrei's finishing his last TDPL chapter, Sean is updating std.thread(?), and Walter's been fixing forward reference and CTFE bugs. What's left?This page[1] has been getting regular updates, so it should do a good job answering the question. 1. http://www.prowiki.org/wiki4d/wiki.cgi?LanguageDevel#FutureDirections
Jan 23 2010
Andrei Alexandrescu wrote:Eldar Insafutdinov wrote:What's the reason? Does he dislike the concept, or feel it's a implementation disaster, or something else?Jesse Phillips Wrote:Walter doesn't want. This will go down as one of the larger language incapabilities. AndreiJason House wrote:From this list: default struct constructors?Andrei's finishing his last TDPL chapter, Sean is updating std.thread(?), and Walter's been fixing forward reference and CTFE bugs. What's left?This page[1] has been getting regular updates, so it should do a good job answering the question. 1. http://www.prowiki.org/wiki4d/wiki.cgi?LanguageDevel#FutureDirections
Jan 24 2010
Don wrote:Andrei Alexandrescu wrote:There are concerns about implementation difficulty and also about muddying other parts of the language, e.g. T.init may fail. AndreiEldar Insafutdinov wrote:What's the reason? Does he dislike the concept, or feel it's a implementation disaster, or something else?Jesse Phillips Wrote:Walter doesn't want. This will go down as one of the larger language incapabilities. AndreiJason House wrote:From this list: default struct constructors?Andrei's finishing his last TDPL chapter, Sean is updating std.thread(?), and Walter's been fixing forward reference and CTFE bugs. What's left?This page[1] has been getting regular updates, so it should do a good job answering the question. 1. http://www.prowiki.org/wiki4d/wiki.cgi?LanguageDevel#FutureDirections
Jan 24 2010
Andrei Alexandrescu wrote:Don wrote:Good to know. I think not having struct default constructors muddies some other things, though. For example, I don't see the point of struct invariants if it's possible to create a struct which doesn't obey the invariant. I think the semantics of T.init are a bit doubtful already. Consider that floats default init to NaN, and char.init is not a valid UTF character. I don't think the existing T.init is trouble-free.Andrei Alexandrescu wrote:There are concerns about implementation difficulty and also about muddying other parts of the language, e.g. T.init may fail.Eldar Insafutdinov wrote:What's the reason? Does he dislike the concept, or feel it's a implementation disaster, or something else?Jesse Phillips Wrote:Walter doesn't want. This will go down as one of the larger language incapabilities. AndreiJason House wrote:From this list: default struct constructors?Andrei's finishing his last TDPL chapter, Sean is updating std.thread(?), and Walter's been fixing forward reference and CTFE bugs. What's left?This page[1] has been getting regular updates, so it should do a good job answering the question. 1. http://www.prowiki.org/wiki4d/wiki.cgi?LanguageDevel#FutureDirections
Jan 24 2010
On Sun, 24 Jan 2010 11:38:50 +0300, Andrei Alexandrescu <SeeWebsiteForEmail erdani.org> wrote:Don wrote:I strongly believe D should get rid of T.init; I hope I'll find some time to write a proposal and a rationale for it.Andrei Alexandrescu wrote:There are concerns about implementation difficulty and also about muddying other parts of the language, e.g. T.init may fail. AndreiEldar Insafutdinov wrote:What's the reason? Does he dislike the concept, or feel it's a implementation disaster, or something else?Jesse Phillips Wrote:Walter doesn't want. This will go down as one of the larger language incapabilities. AndreiJason House wrote:From this list: default struct constructors?Andrei's finishing his last TDPL chapter, Sean is updating std.thread(?), and Walter's been fixing forward reference and CTFE bugs. What's left?This page[1] has been getting regular updates, so it should do a good job answering the question. 1. http://www.prowiki.org/wiki4d/wiki.cgi?LanguageDevel#FutureDirections
Jan 24 2010
Denis Koroskin wrote:I strongly believe D should get rid of T.init; I hope I'll find some time to write a proposal and a rationale for it.Interesting. I suggest you hurry - now is the time! Andrei
Jan 24 2010
== Quote from Denis Koroskin (2korden gmail.com)'s articleOn Sun, 24 Jan 2010 11:38:50 +0300, Andrei Alexandrescu <SeeWebsiteForEmail erdani.org> wrote:Are you suggesting that we just get different syntax for it, or is the suggestion deeper? I don't think there's any chance of us getting rid of default initializers this late in the game, and I think it's absolutely essential for generic code that there be an easy way to get the default initializer for a type.Don wrote:I strongly believe D should get rid of T.init; I hope I'll find some time to write a proposal and a rationale for it.Andrei Alexandrescu wrote:There are concerns about implementation difficulty and also about muddying other parts of the language, e.g. T.init may fail. AndreiEldar Insafutdinov wrote:What's the reason? Does he dislike the concept, or feel it's a implementation disaster, or something else?Jesse Phillips Wrote:Walter doesn't want. This will go down as one of the larger language incapabilities. AndreiJason House wrote:From this list: default struct constructors?Andrei's finishing his last TDPL chapter, Sean is updating std.thread(?), and Walter's been fixing forward reference and CTFE bugs. What's left?This page[1] has been getting regular updates, so it should do a good job answering the question. 1. http://www.prowiki.org/wiki4d/wiki.cgi?LanguageDevel#FutureDirections
Jan 24 2010
dsimcha wrote:Are you suggesting that we just get different syntax for it, or is the suggestion deeper? I don't think there's any chance of us getting rid of default initializers this late in the game, and I think it's absolutely essential for generic code that there be an easy way to get the default initializer for a type.T init(T)() { T v; return v; } The nice thing about the above is that it also works when T has a default constructor. -- Rainer Deyke - rainerd eldwood.com
Jan 25 2010
Jason House Wrote:Andrei's finishing his last TDPL chapter, Sean is updating std.thread(?), and Walter's been fixing forward reference and CTFE bugs. What's left?is std.stream rewrite still on the list?
Jan 24 2010
Eldar Insafutdinov wrote:Jason House Wrote:Trying... AndreiAndrei's finishing his last TDPL chapter, Sean is updating std.thread(?), and Walter's been fixing forward reference and CTFE bugs. What's left?is std.stream rewrite still on the list?
Jan 24 2010
On Sun, 24 Jan 2010 14:58:13 +0100, Eldar Insafutdinov <e.insafutdinov gmail.com> wrote:Jason House Wrote:I managed to read this as std.steam. Awesome, steampunk D! -- SimenAndrei's finishing his last TDPL chapter, Sean is updating std.thread(?), and Walter's been fixing forward reference and CTFE bugs. What's left?is std.stream rewrite still on the list?
Jan 24 2010
On 25/01/10 04:01, Simen kjaeraas wrote:On Sun, 24 Jan 2010 14:58:13 +0100, Eldar Insafutdinov <e.insafutdinov gmail.com> wrote:std.steam.gratuitousValves();Jason House Wrote:I managed to read this as std.steam. Awesome, steampunk D!Andrei's finishing his last TDPL chapter, Sean is updating std.thread(?), and Walter's been fixing forward reference and CTFE bugs. What's left?is std.stream rewrite still on the list?
Jan 25 2010
Jason House wrote:Andrei's finishing his last TDPL chapter, Sean is updating std.thread(?), and Walter's been fixing forward reference and CTFE bugs. What's left?Documentation. The Phobos docs are rather bad, and don't even include the core modules. Also there's std.thread, shouldn't it be core.thread? You can't release D2 "on the masses" like that.
Jan 24 2010
grauzone Wrote:Jason House wrote:Didn't someone start a wiki page in an attempt to revamp the Phobos docs? What happened to that?Andrei's finishing his last TDPL chapter, Sean is updating std.thread(?), and Walter's been fixing forward reference and CTFE bugs. What's left?Documentation. The Phobos docs are rather bad, and don't even include the core modules. Also there's std.thread, shouldn't it be core.thread?
Jan 24 2010
grauzone wrote:Jason House wrote:It's only the language spec which is getting frozen, not the libraries. TDPL intentionally doesn't say much at all about Phobos.Andrei's finishing his last TDPL chapter, Sean is updating std.thread(?), and Walter's been fixing forward reference and CTFE bugs. What's left?Documentation. The Phobos docs are rather bad, and don't even include the core modules. Also there's std.thread, shouldn't it be core.thread? You can't release D2 "on the masses" like that.
Jan 25 2010
Don wrote:grauzone wrote:Well, you see, as TDPL is releases, there will be much attention on D, and people will go and try it out. Keep in mind that those people will know next to nothing about D. If the first what they'll experience is crashing on the chaotic documentation, that's going to be a major disappointment. It's like giving a birthday party without cake.Jason House wrote:It's only the language spec which is getting frozen, not the libraries. TDPL intentionally doesn't say much at all about Phobos.Andrei's finishing his last TDPL chapter, Sean is updating std.thread(?), and Walter's been fixing forward reference and CTFE bugs. What's left?Documentation. The Phobos docs are rather bad, and don't even include the core modules. Also there's std.thread, shouldn't it be core.thread? You can't release D2 "on the masses" like that.
Jan 25 2010
grauzone wrote:Don wrote:Expending a fraction of the energy spent in wringing hands on actually helping with the documentation would mark a definite improvement. Andreigrauzone wrote:Well, you see, as TDPL is releases, there will be much attention on D, and people will go and try it out. Keep in mind that those people will know next to nothing about D. If the first what they'll experience is crashing on the chaotic documentation, that's going to be a major disappointment. It's like giving a birthday party without cake.Jason House wrote:It's only the language spec which is getting frozen, not the libraries. TDPL intentionally doesn't say much at all about Phobos.Andrei's finishing his last TDPL chapter, Sean is updating std.thread(?), and Walter's been fixing forward reference and CTFE bugs. What's left?Documentation. The Phobos docs are rather bad, and don't even include the core modules. Also there's std.thread, shouldn't it be core.thread? You can't release D2 "on the masses" like that.
Jan 25 2010
Andrei Alexandrescu wrote:grauzone wrote:I'm not too worried about the quality of documentation, and as has been mentioned before, it's probably not necessary to finish Phobos before TDPL comes out. What I think should be done, however, is to clear out the parts of Phobos you intend to remove or substantially rewrite. First impressions matter, and I think it's better for a (potential) new user to be met with "this currently isn't available, but check back in a little while", rather than with a set of perhaps-not-so-well-designed modules that will disappear after some time anyway. -LarsDon wrote:Expending a fraction of the energy spent in wringing hands on actually helping with the documentation would mark a definite improvement. Andreigrauzone wrote:Well, you see, as TDPL is releases, there will be much attention on D, and people will go and try it out. Keep in mind that those people will know next to nothing about D. If the first what they'll experience is crashing on the chaotic documentation, that's going to be a major disappointment. It's like giving a birthday party without cake.Jason House wrote:It's only the language spec which is getting frozen, not the libraries. TDPL intentionally doesn't say much at all about Phobos.Andrei's finishing his last TDPL chapter, Sean is updating std.thread(?), and Walter's been fixing forward reference and CTFE bugs. What's left?Documentation. The Phobos docs are rather bad, and don't even include the core modules. Also there's std.thread, shouldn't it be core.thread? You can't release D2 "on the masses" like that.
Jan 25 2010
Jason House wrote:What's left?Getting D1 finished first. Why do people keep asking??? Stewart.
Jan 25 2010