digitalmars.D.announce - First working Win64 program!
- Walter Bright (14/14) Aug 11 2012 No, it ain't much, some of it is jury rigged, and there's a heluva lot m...
- =?ISO-8859-1?Q?S=F6nke_Ludwig?= (2/16) Aug 11 2012 Yeehaa! Best news of the last years and even two news that is :-)
- Michael (2/10) Aug 11 2012 +1
- Paulo Pinto (5/19) Aug 11 2012 HURRAY!
- =?UTF-8?B?IuaLlueLl+aVo+atpSI=?= (3/17) Aug 11 2012 Congratulations!
- Bernard Helyer (4/26) Aug 11 2012 GDC already can. The .so thing is more of a druntime issue
- kraybourne (2/16) Aug 11 2012 \o/ sweet!!!
- Andrei Alexandrescu (11/25) Aug 11 2012 Cool, but the correct implementation should be
- F i L (2/16) Aug 11 2012 Awesome!
- Jacob Carlborg (4/18) Aug 11 2012 That's great news.
- nazriel (4/18) Aug 11 2012 Fuck yea!
- Adam Wilson (9/23) Aug 11 2012 This is a glorious day indeed!
- Walter Bright (2/3) Aug 11 2012 I see everyone likes this direction we're going. Great!
- =?UTF-8?B?IuaLlueLl+aVo+atpSI=?= (3/6) Aug 11 2012 Walter Bright They say you're an old man, I think your avatar is
- Walter Bright (2/3) Aug 11 2012 Every night, I drink the blood of unborn children.
- Adam Wilson (10/14) Aug 11 2012 ly =
- Jordi Sayol (5/10) Aug 11 2012 Now I understand many many things... :-)
- =?ISO-8859-1?Q?Alex_R=F8nne_Petersen?= (9/23) Aug 12 2012 This is fabulous news!
- Walter Bright (3/5) Aug 12 2012 It's not the current plan. Frankly, I think 32 bits is rapidly becoming
- Sean Cavanaugh (7/13) Aug 12 2012 Post windows 8 launch we should start seeing mainstream games shipping
- torhu (7/13) Aug 12 2012 Can I ask, what are the reasons you want to move to 64 bits on the
- Sean Cavanaugh (26/41) Aug 12 2012 32 bit Windows games are capped at around 1.3 GB due to WinXP
- Andrej Mitrovic (5/6) Aug 12 2012 Sure enough I've found your name:
- Sean Cavanaugh (3/9) Aug 12 2012 I have a theory that game development accelerates the rate at which you
- Paulo Pinto (3/15) Aug 13 2012 On the other hand, you get to learn lots of stuff to write "Game
- Nick Sabalausky (6/23) Aug 13 2012 Good point! I mean, what would ever happen to that series if C++
- torhu (3/26) Aug 12 2012 Ok, so using LARGEADDRESSAWARE doesn't improve the situation on XP 64?
- Sean Cavanaugh (8/10) Aug 12 2012 On XP64 it would help some, but the video adapter is still mapped to a
- Nick Sabalausky (4/10) Aug 12 2012 Bullshit. There will always be plenty of things that don't need 64-bits
- Walter Bright (3/8) Aug 12 2012 You could say the same about 16 bit code. 16 bit programs are tiny relat...
- Nick Sabalausky (6/17) Aug 12 2012 Even still, it's a far cry to compare ditching 16-bit with
- Walter Bright (2/6) Aug 12 2012 We'll see. It has already happened on OSX.
- Jonathan M Davis (9/16) Aug 12 2012 OSX has a lot less backwards compatibility to worry about.
- Walter Bright (4/19) Aug 13 2012 64 bits is far more important. We don't have arrows for every target, we...
- d_follower (3/5) Aug 13 2012 Does that mean that we get x64 support on Windows (without legacy
- Walter Bright (2/4) Aug 13 2012 Yes.
- Jonathan M Davis (7/9) Aug 13 2012 I have no idea how much mork work it is to add 32-bit COFF on top of add...
- Russel Winder (31/32) Aug 13 2012 Not entirely true.
- Paulo Pinto (2/38) Aug 13 2012 It is this type of issues that keeps me away from Apple products.
- Nick Sabalausky (8/16) Aug 13 2012 Along with what I like to call "Orwellian Hipsterism". Or maybe
- Jacob Carlborg (9/23) Aug 13 2012 But their products last a lot longer than that. I have had my MacBook
- Nick Sabalausky (7/16) Aug 13 2012 Whaddya kidding me? That's an Apple product. Apple only makes
- Jacob Carlborg (8/9) Aug 13 2012 The good think on Mac OS X is that basically all system libraries are
- Walter Bright (4/10) Aug 13 2012 True, but consider that dmd is a 64 bit app, and nobody either complains...
- Chris Nicholson-Sauls (7/24) Aug 13 2012 I noticed! But it hasn't been a problem. One of the things I've
- Jacob Carlborg (6/9) Aug 14 2012 I was agreeing with you :) One thing that we do notice is when
- Walter Bright (3/6) Aug 14 2012 It does pass them correctly to D functions, just not to C ones if the st...
- Jacob Carlborg (6/8) Aug 15 2012 Ok, so if my structs don't contain any floating point types I will be
- Paulo Pinto (7/14) Aug 15 2012 Does this not required that the D and C compiler are in sync
- David Nadlinger (10/13) Aug 15 2012 Yes, extern(C) is intended to be fully ABI-compatible with the
- Walter Bright (5/12) Aug 15 2012 Yes.
- Jacob Carlborg (4/13) Aug 15 2012 Thank you.
- Sean Kelly (7/32) Aug 13 2012 Strangely,libc on OSX is very backwards-compatible. To the point where b...
- Walter Bright (6/12) Aug 13 2012 An easy way is to write a .c file for druntime that accepts the call to ...
- =?UTF-8?B?QWxleCBSw7hubmUgUGV0ZXJzZW4=?= (8/24) Aug 13 2012 I've wanted a feature like that on several occasions (mostly when
- Walter Bright (2/5) Aug 13 2012 You could do it with a pragma or something. It's always going to look ug...
- Michael (4/4) Aug 13 2012 No doubt that COFF 64 bits it are good and with high priority,
- =?UTF-8?B?QWxleCBSw7hubmUgUGV0ZXJzZW4=?= (7/15) Aug 14 2012 With some help from Iain, I managed to hack something together:
- Daniel Murphy (6/17) Aug 14 2012 Pretty easy. I can't remember why I wanted this in the first place, may...
- =?ISO-8859-1?Q?Alex_R=F8nne_Petersen?= (9/28) Aug 14 2012 Thanks for the link! I hacked something together before I saw your post
- Andrej Mitrovic (2/7) Aug 13 2012 Isn't that what .def files are for? Or maybe this is only used for DLLs?
- =?ISO-8859-1?Q?Alex_R=F8nne_Petersen?= (6/13) Aug 13 2012 That's a Windows-ism.
- Andrej Mitrovic (3/4) Aug 13 2012 I think it's technically a linker-ism. Surely LD supports a similar feat...
- Paulo Pinto (4/18) Aug 14 2012 Actually it existed already in VMS and Aix before Windows adopted
- =?UTF-8?B?QWxleCBSw7hubmUgUGV0ZXJzZW4=?= (7/23) Aug 14 2012 Fair enough, though the point I wanted to make was more that it's too
- Adam D. Ruppe (8/11) Aug 13 2012 While I agree with the sentiment (in fact, one of my newest
- Nick Sabalausky (7/21) Aug 13 2012 Well, not *exactly* the same boat. I always, perhaps mistakenly, assumed
- Walter Bright (3/8) Aug 14 2012 There's only so much I can do with my time.
- Bernard Helyer (2/14) Aug 14 2012 Clearly the solution is to look into cloning technologies.
- F i L (5/6) Aug 14 2012 Nah, we just need to write a software sophisticated enough that
- Paulo Pinto (2/5) Aug 14 2012 Can I get it for the offshoring projects I work on? :)
- Simen Kjaeraas (6/20) Aug 14 2012 But wouldn't that create a soulless abomination[1]?
- Walter Bright (2/3) Aug 15 2012 There can be only one.
- Simen Kjaeraas (5/19) Aug 12 2012 Sweet! Congratulations!
- Gary Willoughby (2/16) Aug 20 2012 Great News! Congratulations!
- mta`chrono (1/1) Aug 20 2012 yeha :-) +1
No, it ain't much, some of it is jury rigged, and there's a heluva lot more work to do. But we've got liftoff! ------------------------------------- import core.stdc.stdio; extern (C) int main() { puts("hello world\n"); return 0; } ------------------------------------- dmd -c -m64 hello.d cl hello.obj hello hello world!
Aug 11 2012
Am 11.08.2012 10:16, schrieb Walter Bright:No, it ain't much, some of it is jury rigged, and there's a heluva lot more work to do. But we've got liftoff! ------------------------------------- import core.stdc.stdio; extern (C) int main() { puts("hello world\n"); return 0; } ------------------------------------- dmd -c -m64 hello.d cl hello.obj hello hello world!Yeehaa! Best news of the last years and even two news that is :-)
Aug 11 2012
+1 Cool!!!!!!!!11111dmd -c -m64 hello.d cl hello.obj hello hello world!Yeehaa! Best news of the last years and even two news that is :-)
Aug 11 2012
On Saturday, 11 August 2012 at 08:17:13 UTC, Walter Bright wrote:No, it ain't much, some of it is jury rigged, and there's a heluva lot more work to do. But we've got liftoff! ------------------------------------- import core.stdc.stdio; extern (C) int main() { puts("hello world\n"); return 0; } ------------------------------------- dmd -c -m64 hello.d cl hello.obj hello hello world!HURRAY! Congratulations. -- Paulo
Aug 11 2012
On Saturday, 11 August 2012 at 08:17:13 UTC, Walter Bright wrote:No, it ain't much, some of it is jury rigged, and there's a heluva lot more work to do. But we've got liftoff! ------------------------------------- import core.stdc.stdio; extern (C) int main() { puts("hello world\n"); return 0; } ------------------------------------- dmd -c -m64 hello.d cl hello.obj hello hello world!Congratulations! But the possibility of acceding to generate so files?
Aug 11 2012
On Saturday, 11 August 2012 at 14:04:39 UTC, æ‹–ç‹—æ•£æ¥ wrote:On Saturday, 11 August 2012 at 08:17:13 UTC, Walter Bright wrote:Congratulations! :DNo, it ain't much, some of it is jury rigged, and there's a heluva lot more work to do. But we've got liftoff! ------------------------------------- import core.stdc.stdio; extern (C) int main() { puts("hello world\n"); return 0; } ------------------------------------- dmd -c -m64 hello.d cl hello.obj hello hello world!Congratulations! But the possibility of acceding to generate so files?GDC already can. The .so thing is more of a druntime issue than it is a compiler issue, AFAIK.
Aug 11 2012
On 8/11/12 10:16 , Walter Bright wrote:No, it ain't much, some of it is jury rigged, and there's a heluva lot more work to do. But we've got liftoff! ------------------------------------- import core.stdc.stdio; extern (C) int main() { puts("hello world\n"); return 0; } ------------------------------------- dmd -c -m64 hello.d cl hello.obj hello hello world!\o/ sweet!!!
Aug 11 2012
On 8/11/12 4:16 AM, Walter Bright wrote:No, it ain't much, some of it is jury rigged, and there's a heluva lot more work to do. But we've got liftoff! ------------------------------------- import core.stdc.stdio; extern (C) int main() { puts("hello world\n"); return 0; } ------------------------------------- dmd -c -m64 hello.d cl hello.obj hello hello world!Cool, but the correct implementation should be ------------------------------------- import core.stdc.stdio; extern (C) int main() { return puts("hello world\n") < 0; } ------------------------------------- :o) Andrei
Aug 11 2012
On Saturday, 11 August 2012 at 08:17:13 UTC, Walter Bright wrote:No, it ain't much, some of it is jury rigged, and there's a heluva lot more work to do. But we've got liftoff! ------------------------------------- import core.stdc.stdio; extern (C) int main() { puts("hello world\n"); return 0; } ------------------------------------- dmd -c -m64 hello.d cl hello.obj hello hello world!Awesome!
Aug 11 2012
On 2012-08-11 10:16, Walter Bright wrote:No, it ain't much, some of it is jury rigged, and there's a heluva lot more work to do. But we've got liftoff! ------------------------------------- import core.stdc.stdio; extern (C) int main() { puts("hello world\n"); return 0; } ------------------------------------- dmd -c -m64 hello.d cl hello.obj hello hello world!That's great news. -- /Jacob Carlborg
Aug 11 2012
On Saturday, 11 August 2012 at 08:17:13 UTC, Walter Bright wrote:No, it ain't much, some of it is jury rigged, and there's a heluva lot more work to do. But we've got liftoff! ------------------------------------- import core.stdc.stdio; extern (C) int main() { puts("hello world\n"); return 0; } ------------------------------------- dmd -c -m64 hello.d cl hello.obj hello hello world!Fuck yea! Great news. Good job Walter!
Aug 11 2012
On Sat, 11 Aug 2012 01:16:37 -0700, Walter Bright <newshound2 digitalmars.com> wrote:No, it ain't much, some of it is jury rigged, and there's a heluva lot more work to do. But we've got liftoff! ------------------------------------- import core.stdc.stdio; extern (C) int main() { puts("hello world\n"); return 0; } ------------------------------------- dmd -c -m64 hello.d cl hello.obj hello hello world!This is a glorious day indeed! -- Adam Wilson IRC: LightBender Project Coordinator The Horizon Project http://www.thehorizonproject.org/
Aug 11 2012
On 8/11/2012 6:28 PM, Adam Wilson wrote:This is a glorious day indeed!I see everyone likes this direction we're going. Great!
Aug 11 2012
On Sunday, 12 August 2012 at 01:52:08 UTC, Walter Bright wrote:On 8/11/2012 6:28 PM, Adam Wilson wrote:Walter Bright They say you're an old man, I think your avatar is really so young?This is a glorious day indeed!I see everyone likes this direction we're going. Great!
Aug 11 2012
On 8/11/2012 8:29 PM, "æ‹–ç‹—æ•£æ¥" wrote:Walter Bright They say you're an old man, I think your avatar is really so young?Every night, I drink the blood of unborn children.
Aug 11 2012
On Sat, 11 Aug 2012 21:18:17 -0700, Walter Bright = <newshound2 digitalmars.com> wrote:On 8/11/2012 8:29 PM, "=E6=8B=96=E7=8B=97=E6=95=A3=E6=AD=A5" wrote:ly =Walter Bright They say you're an old man, I think your avatar is real=Actively working at scaring them off now, ehh? ;-) -- = Adam Wilson IRC: LightBender Project Coordinator The Horizon Project http://www.thehorizonproject.org/so young?Every night, I drink the blood of unborn children.
Aug 11 2012
Al 12/08/12 06:18, En/na Walter Bright ha escrit:On 8/11/2012 8:29 PM, "=E6=8B=96=E7=8B=97=E6=95=A3=E6=AD=A5" wrote:y so young?Walter Bright They say you're an old man, I think your avatar is reall==20 Every night, I drink the blood of unborn children. =20Now I understand many many things... :-) --=20 Jordi Sayol
Aug 11 2012
On 11-08-2012 10:16, Walter Bright wrote:No, it ain't much, some of it is jury rigged, and there's a heluva lot more work to do. But we've got liftoff! ------------------------------------- import core.stdc.stdio; extern (C) int main() { puts("hello world\n"); return 0; } ------------------------------------- dmd -c -m64 hello.d cl hello.obj hello hello world!This is fabulous news! One question: Will the 32-bit tool chain also be able to use the MSVC runtime and linker eventually? It would make things /a lot/ easier if both bitnesses used the same tool chain. -- Alex Rønne Petersen alex lycus.org http://lycus.org
Aug 12 2012
On 8/12/2012 1:38 AM, Alex Rønne Petersen wrote:One question: Will the 32-bit tool chain also be able to use the MSVC runtime and linker eventually?It's not the current plan. Frankly, I think 32 bits is rapidly becoming irrelevant on the desktop.
Aug 12 2012
On 8/12/2012 4:12 PM, Walter Bright wrote:On 8/12/2012 1:38 AM, Alex Rønne Petersen wrote:Post windows 8 launch we should start seeing mainstream games shipping 32 and 64 bit binaries together in the same box. We already have moved off of 32 bit in house for our editors and tools. The biggest hangup is Microsoft keeps shipping 32 bit OSes, and we still have to support XP at least through the end of the year. With a little luck Win8 will be the last 32 bit one.One question: Will the 32-bit tool chain also be able to use the MSVC runtime and linker eventually?It's not the current plan. Frankly, I think 32 bits is rapidly becoming irrelevant on the desktop.
Aug 12 2012
On 12.08.2012 23:21, Sean Cavanaugh wrote:Post windows 8 launch we should start seeing mainstream games shipping 32 and 64 bit binaries together in the same box. We already have moved off of 32 bit in house for our editors and tools. The biggest hangup is Microsoft keeps shipping 32 bit OSes, and we still have to support XP at least through the end of the year. With a little luck Win8 will be the last 32 bit one.Can I ask, what are the reasons you want to move to 64 bits on the Windows platform? Is it higher memory requirements or something else? The game with the highest memory use I've got installed is AFAIK Starcraft II, still at only about one GB. And as you know, 64 bit apps can have lower performance than 32 bits in some cases. So I'm curious to know what the reasons are in your case.
Aug 12 2012
On 8/12/2012 6:43 PM, torhu wrote:On 12.08.2012 23:21, Sean Cavanaugh wrote:32 bit Windows games are capped at around 1.3 GB due to WinXP support. You can get closer to 1.7 GB of address space out of your 32 bit apps when run under 64 bit windows, but thats about it, without playing with /3GB LARGEADDRESSAWARE flags etc. Games that push 1.3 GB or more run the risk of crashing due to both address space fragmentation and running out of memory from the heap. In XP, you also run the risk of crashing when alt-tabing out of the game and back. The video card's address space gets unmapped while you are away, and the app might have fragmented your nice 512 MB of contiguous while processing in the background, which causes the driver to fail to map the device back into your address space when you alt-tab crash, in a pretty much unrecoverable error. Vista fixed this by mapping the resources to the address space when you lock the resources, instead of a huge chunk of the video card when the app had an open and valid (not-lost) device context. Also, having the full address space opens up the ability to store game data into memory mapped files, which can greatly simplify loading data. Halo was designed this way for the XBOX, though for the PC version we had to modify the code to handle loading to alternate addresses with patched fixups if some random dll had taken the prefered load address at startup. Since it was done in 32 bits each level had the same load address, but in 64 bits you could give each environment its own address range, which makes it very nice for getting a new area loaded while you are playing in the previous one (run a separate thread to touch all the new pages etc).Post windows 8 launch we should start seeing mainstream games shipping 32 and 64 bit binaries together in the same box. We already have moved off of 32 bit in house for our editors and tools. The biggest hangup is Microsoft keeps shipping 32 bit OSes, and we still have to support XP at least through the end of the year. With a little luck Win8 will be the last 32 bit one.Can I ask, what are the reasons you want to move to 64 bits on the Windows platform? Is it higher memory requirements or something else? The game with the highest memory use I've got installed is AFAIK Starcraft II, still at only about one GB. And as you know, 64 bit apps can have lower performance than 32 bits in some cases. So I'm curious to know what the reasons are in your case.
Aug 12 2012
On 8/13/12, Sean Cavanaugh <WorksOnMyMachine gmail.com> wrote:we had to modify the codeSure enough I've found your name: http://www.microsoft.com/games/mgsgamecatalog/halopccredits.aspx I noticed you before here but never realized you worked on Halo. It's cool to see people of your caliber having interest in D! :)
Aug 12 2012
On 8/12/2012 8:15 PM, Andrej Mitrovic wrote:On 8/13/12, Sean Cavanaugh<WorksOnMyMachine gmail.com> wrote:I have a theory that game development accelerates the rate at which you learn to hate C++we had to modify the codeSure enough I've found your name: http://www.microsoft.com/games/mgsgamecatalog/halopccredits.aspx I noticed you before here but never realized you worked on Halo. It's cool to see people of your caliber having interest in D! :)
Aug 12 2012
On Monday, 13 August 2012 at 01:18:14 UTC, Sean Cavanaugh wrote:On 8/12/2012 8:15 PM, Andrej Mitrovic wrote:On the other hand, you get to learn lots of stuff to write "Game Programming Gems" chapters about. :)On 8/13/12, Sean Cavanaugh<WorksOnMyMachine gmail.com> wrote:I have a theory that game development accelerates the rate at which you learn to hate C++we had to modify the codeSure enough I've found your name: http://www.microsoft.com/games/mgsgamecatalog/halopccredits.aspx I noticed you before here but never realized you worked on Halo. It's cool to see people of your caliber having interest in D! :)
Aug 13 2012
On Mon, 13 Aug 2012 11:23:09 +0200 "Paulo Pinto" <pjmlp progtools.org> wrote:On Monday, 13 August 2012 at 01:18:14 UTC, Sean Cavanaugh wrote:Good point! I mean, what would ever happen to that series if C++ died? They'd have to change it to "Game Programming...Umm...Filler Material...And Maybe a Small Gem or Two" ;) (It is a good series though.)On 8/12/2012 8:15 PM, Andrej Mitrovic wrote:On the other hand, you get to learn lots of stuff to write "Game Programming Gems" chapters about. :)On 8/13/12, Sean Cavanaugh<WorksOnMyMachine gmail.com> wrote:I have a theory that game development accelerates the rate at which you learn to hate C++we had to modify the codeSure enough I've found your name: http://www.microsoft.com/games/mgsgamecatalog/halopccredits.aspx I noticed you before here but never realized you worked on Halo. It's cool to see people of your caliber having interest in D! :)
Aug 13 2012
On 13.08.2012 02:59, Sean Cavanaugh wrote:On 8/12/2012 6:43 PM, torhu wrote:Ok, so using LARGEADDRESSAWARE doesn't improve the situation on XP 64? What about on Vista 64?On 12.08.2012 23:21, Sean Cavanaugh wrote:32 bit Windows games are capped at around 1.3 GB due to WinXP support. You can get closer to 1.7 GB of address space out of your 32 bit apps when run under 64 bit windows, but thats about it, without playing with /3GB LARGEADDRESSAWARE flags etc. Games that push 1.3 GB or more run the risk of crashing due to both address space fragmentation and running out of memory from the heap.Post windows 8 launch we should start seeing mainstream games shipping 32 and 64 bit binaries together in the same box. We already have moved off of 32 bit in house for our editors and tools. The biggest hangup is Microsoft keeps shipping 32 bit OSes, and we still have to support XP at least through the end of the year. With a little luck Win8 will be the last 32 bit one.Can I ask, what are the reasons you want to move to 64 bits on the Windows platform? Is it higher memory requirements or something else? The game with the highest memory use I've got installed is AFAIK Starcraft II, still at only about one GB. And as you know, 64 bit apps can have lower performance than 32 bits in some cases. So I'm curious to know what the reasons are in your case.
Aug 12 2012
On 8/12/2012 8:22 PM, torhu wrote:Ok, so using LARGEADDRESSAWARE doesn't improve the situation on XP 64? What about on Vista 64?On XP64 it would help some, but the video adapter is still mapped to a huge contiguous range due to the XP driver model. Basically you get 1 extra GB (2.3GB effective usable instead of 1.3). Under 64 bit Vista/7 32 bit LAA apps get almost a full 4 GB to play with, and if they change their textures to default pool or use D3D10 or newer can get their texture data out of the app's address space as well, which is a huge percentage of a game's memory usage.
Aug 12 2012
On Sun, 12 Aug 2012 14:12:43 -0700 Walter Bright <newshound2 digitalmars.com> wrote:On 8/12/2012 1:38 AM, Alex R=F8nne Petersen wrote:Bullshit. There will always be plenty of things that don't need 64-bits and/or will only incur unnecessary bloat with 64-bit.One question: Will the 32-bit tool chain also be able to use the MSVC runtime and linker eventually?=20 It's not the current plan. Frankly, I think 32 bits is rapidly becoming irrelevant on the desktop.
Aug 12 2012
On 8/12/2012 9:44 PM, Nick Sabalausky wrote:Walter Bright <newshound2 digitalmars.com> wrote:You could say the same about 16 bit code. 16 bit programs are tiny relative to their 32 bit equivalents.Frankly, I think 32 bits is rapidly becoming irrelevant on the desktop.Bullshit. There will always be plenty of things that don't need 64-bits and/or will only incur unnecessary bloat with 64-bit.
Aug 12 2012
On Sun, 12 Aug 2012 21:54:07 -0700 Walter Bright <newshound2 digitalmars.com> wrote:On 8/12/2012 9:44 PM, Nick Sabalausky wrote:Even still, it's a far cry to compare ditching 16-bit with (effectively) shunning 32-bit. Yes, 64-bit is bocoming more and more important, and yes, 32-bit is becoming less and less important, but I still think you're very much jumping the gun here.Walter Bright <newshound2 digitalmars.com> wrote:You could say the same about 16 bit code. 16 bit programs are tiny relative to their 32 bit equivalents.Frankly, I think 32 bits is rapidly becoming irrelevant on the desktop.Bullshit. There will always be plenty of things that don't need 64-bits and/or will only incur unnecessary bloat with 64-bit.
Aug 12 2012
On 8/12/2012 10:50 PM, Nick Sabalausky wrote:Even still, it's a far cry to compare ditching 16-bit with (effectively) shunning 32-bit. Yes, 64-bit is bocoming more and more important, and yes, 32-bit is becoming less and less important, but I still think you're very much jumping the gun here.We'll see. It has already happened on OSX.
Aug 12 2012
On Sunday, August 12, 2012 23:21:48 Walter Bright wrote:On 8/12/2012 10:50 PM, Nick Sabalausky wrote:OSX has a lot less backwards compatibility to worry about. While D is primarily going to be used for writing new programs (and therefore can choose to be 64-bit), it's a huge impediment to adding D into an existing code base for it not be able to link with Microsoft's 32-bit linker. How much that will ultimately matter, I don't know, but I think that it's pretty much a guarante that we're losing quite a bit in the short term by not having compatability with 32-bit Microsoft C/C+ on Windows. - Jonathan M DavisEven still, it's a far cry to compare ditching 16-bit with (effectively) shunning 32-bit. Yes, 64-bit is bocoming more and more important, and yes, 32-bit is becoming less and less important, but I still think you're very much jumping the gun here.We'll see. It has already happened on OSX.
Aug 12 2012
On 8/12/2012 11:29 PM, Jonathan M Davis wrote:On Sunday, August 12, 2012 23:21:48 Walter Bright wrote:I fully understand that is why they are a first mover in leaving 32 bits behind.On 8/12/2012 10:50 PM, Nick Sabalausky wrote:OSX has a lot less backwards compatibility to worry about.Even still, it's a far cry to compare ditching 16-bit with (effectively) shunning 32-bit. Yes, 64-bit is bocoming more and more important, and yes, 32-bit is becoming less and less important, but I still think you're very much jumping the gun here.We'll see. It has already happened on OSX.While D is primarily going to be used for writing new programs (and therefore can choose to be 64-bit), it's a huge impediment to adding D into an existing code base for it not be able to link with Microsoft's 32-bit linker. How much that will ultimately matter, I don't know, but I think that it's pretty much a guarante that we're losing quite a bit in the short term by not having compatability with 32-bit Microsoft C/C+ on Windows.64 bits is far more important. We don't have arrows for every target, we have to pick the juiciest ones.
Aug 13 2012
On Monday, 13 August 2012 at 09:52:05 UTC, Walter Bright wrote:64 bits is far more important. We don't have arrows for every target, we have to pick the juiciest ones.Does that mean that we get x64 support on Windows (without legacy OMF support)? Linking with MSVC-produced libraries will work, too?
Aug 13 2012
On 8/13/2012 3:55 AM, d_follower wrote:Does that mean that we get x64 support on Windows (without legacy OMF support)? Linking with MSVC-produced libraries will work, too?Yes.
Aug 13 2012
On Monday, August 13, 2012 02:51:30 Walter Bright wrote:64 bits is far more important. We don't have arrows for every target, we have to pick the juiciest ones.I have no idea how much mork work it is to add 32-bit COFF on top of adding 64-bit COFF, and I'm totally fine with just targeting 64-bit COFF for now. I'm just pointing out that there's a definite cost to not having 32-bit COFF support on Windows, whereas your posts seem to imply that you don't think that it's important at all. - Jonathan M Davis
Aug 13 2012
On Sun, 2012-08-12 at 23:29 -0700, Jonathan M Davis wrote: [=E2=80=A6]OSX has a lot less backwards compatibility to worry about.Not entirely true. <semi-rant> Apple's strategy appears to be that computers are non-upgradable, non-repairable, disposable items that last until the next release: everyone is supposed buy the latest version as soon as it comes out and so be on the latest kit(*). Therefore Apple don't care about backward compatibility in the way some other manufacturers do, e.g. JDK for the last 17 years. Of course sometimes this backfires, cf. many white MacBooks which have 64-bit processors but 32-bit boot PROMs. OSX detects this and will not boot 64-bit. This leads to extraordinary problems trying to compile some codes where the compiler detects 64-bit processor and assumes a 64-bit kernel API. To build some applications I first have to build the whole compiler toolchain so as to deal with this mixed chaos. (*) And as we know there are a lot of people who actually do this, which is why there is a great market in second hand Apple kit, which is fine for me, since it is reasonable kit at a reasonable price. Unlike new kit. </semi-rant> --=20 Russel. =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D= =3D=3D Dr Russel Winder t: +44 20 7585 2200 voip: sip:russel.winder ekiga.n= et 41 Buckmaster Road m: +44 7770 465 077 xmpp: russel winder.org.uk London SW11 1EN, UK w: www.russel.org.uk skype: russel_winder
Aug 13 2012
On Monday, 13 August 2012 at 07:05:11 UTC, Russel Winder wrote:On Sun, 2012-08-12 at 23:29 -0700, Jonathan M Davis wrote: […]It is this type of issues that keeps me away from Apple products.OSX has a lot less backwards compatibility to worry about.Not entirely true. <semi-rant> Apple's strategy appears to be that computers are non-upgradable, non-repairable, disposable items that last until the next release: everyone is supposed buy the latest version as soon as it comes out and so be on the latest kit(*). Therefore Apple don't care about backward compatibility in the way some other manufacturers do, e.g. JDK for the last 17 years. Of course sometimes this backfires, cf. many white MacBooks which have 64-bit processors but 32-bit boot PROMs. OSX detects this and will not boot 64-bit. This leads to extraordinary problems trying to compile some codes where the compiler detects 64-bit processor and assumes a 64-bit kernel API. To build some applications I first have to build the whole compiler toolchain so as to deal with this mixed chaos. (*) And as we know there are a lot of people who actually do this, which is why there is a great market in second hand Apple kit, which is fine for me, since it is reasonable kit at a reasonable price. Unlike new kit. </semi-rant>
Aug 13 2012
On Mon, 13 Aug 2012 11:25:29 +0200 "Paulo Pinto" <pjmlp progtools.org> wrote:On Monday, 13 August 2012 at 07:05:11 UTC, Russel Winder wrote:Along with what I like to call "Orwellian Hipsterism". Or maybe "Orwell-Chic". A noxious combination of intolerably large doses of "trendiness" paired with Big Brother seeping out of every millimeter of the design. And then high prices on top of all that. The idea that Apple is the same company that put out that famous "1984" commercial would be laughable if it weren't so depressing.Apple's strategy appears to be that computers are non-upgradable, non-repairable, disposable items that last until the next release:It is this type of issues that keeps me away from Apple products.
Aug 13 2012
On 2012-08-13 09:04, Russel Winder wrote:<semi-rant> Apple's strategy appears to be that computers are non-upgradable, non-repairable, disposable items that last until the next release: everyone is supposed buy the latest version as soon as it comes out and so be on the latest kit(*).But their products last a lot longer than that. I have had my MacBook since around 2006. I had to change battery and I've upgraded the RAM, except from that everything is working great.Therefore Apple don't care about backward compatibility in the way some other manufacturers do, e.g. JDK for the last 17 years. Of course sometimes this backfires, cf. many white MacBooks which have 64-bit processors but 32-bit boot PROMs. OSX detects this and will not boot 64-bit. This leads to extraordinary problems trying to compile some codes where the compiler detects 64-bit processor and assumes a 64-bit kernel API. To build some applications I first have to build the whole compiler toolchain so as to deal with this mixed chaos.I never had any problems with 32 vs 64bit on Mac OS X. All system libraries ship with universal binaries (32 and 64bit) and it's dead easy to compile for multiple architectures. -- /Jacob Carlborg
Aug 13 2012
On Sun, 12 Aug 2012 23:21:48 -0700 Walter Bright <newshound2 digitalmars.com> wrote:On 8/12/2012 10:50 PM, Nick Sabalausky wrote:Whaddya kidding me? That's an Apple product. Apple only makes disposable throw-away devices. "Release it. Kill it off after 2 weeks. Let the sheep shower us with more of their money. Repeat until there's no more hipster morons with money." There's "Apple" and then there's "the rest of reality".Even still, it's a far cry to compare ditching 16-bit with (effectively) shunning 32-bit. Yes, 64-bit is bocoming more and more important, and yes, 32-bit is becoming less and less important, but I still think you're very much jumping the gun here.We'll see. It has already happened on OSX.
Aug 13 2012
On 2012-08-13 08:21, Walter Bright wrote:We'll see. It has already happened on OSX.The good think on Mac OS X is that basically all system libraries are universal binaries (both 32 and 64bit) meaning it really doesn't matter for the user if an application is 32 or 64bit. BTW, around 6.6% of my currently running processes are 32bit. Mac OS X 10.7 Lion. -- /Jacob Carlborg
Aug 13 2012
On 8/13/2012 6:23 AM, Jacob Carlborg wrote:On 2012-08-13 08:21, Walter Bright wrote:True, but consider that dmd is a 64 bit app, and nobody either complains about it or notices, and dmd by default produces a 64 bit app, and as far as I can tell, nobody has noticed that either.We'll see. It has already happened on OSX.The good think on Mac OS X is that basically all system libraries are universal binaries (both 32 and 64bit) meaning it really doesn't matter for the user if an application is 32 or 64bit. BTW, around 6.6% of my currently running processes are 32bit. Mac OS X 10.7 Lion.
Aug 13 2012
On Monday, 13 August 2012 at 18:29:13 UTC, Walter Bright wrote:On 8/13/2012 6:23 AM, Jacob Carlborg wrote:I noticed! But it hasn't been a problem. One of the things I've actually been using D for is writing simple tools for work, to be executed while in livedisc environments (diagnostics and the like), so I have to keep both 32b and 64b versions of everything, and the only missing component was 64b for Windows. So yeah, I'm pretty stoked about this.On 2012-08-13 08:21, Walter Bright wrote:True, but consider that dmd is a 64 bit app, and nobody either complains about it or notices, and dmd by default produces a 64 bit app, and as far as I can tell, nobody has noticed that either.We'll see. It has already happened on OSX.The good think on Mac OS X is that basically all system libraries are universal binaries (both 32 and 64bit) meaning it really doesn't matter for the user if an application is 32 or 64bit. BTW, around 6.6% of my currently running processes are 32bit. Mac OS X 10.7 Lion.
Aug 13 2012
On 2012-08-13 20:29, Walter Bright wrote:True, but consider that dmd is a 64 bit app, and nobody either complains about it or notices, and dmd by default produces a 64 bit app, and as far as I can tell, nobody has noticed that either.I was agreeing with you :) One thing that we do notice is when interfacing with C libraries. I'm thinking of the bug where DMD doesn't pass structs correctly on 64bit. What's the status of that BTW? -- /Jacob Carlborg
Aug 14 2012
On 8/14/2012 7:30 AM, Jacob Carlborg wrote:I was agreeing with you :) One thing that we do notice is when interfacing with C libraries. I'm thinking of the bug where DMD doesn't pass structs correctly on 64bit. What's the status of that BTW?It does pass them correctly to D functions, just not to C ones if the struct contains a mix of floating and integer types.
Aug 14 2012
On 2012-08-14 23:05, Walter Bright wrote:It does pass them correctly to D functions, just not to C ones if the struct contains a mix of floating and integer types.Ok, so if my structs don't contain any floating point types I will be fine? All other types are ok? Is this in the 2.060 release or do I have get the latest sources from github? -- /Jacob Carlborg
Aug 15 2012
On Wednesday, 15 August 2012 at 10:28:15 UTC, Jacob Carlborg wrote:On 2012-08-14 23:05, Walter Bright wrote:Does this not required that the D and C compiler are in sync about data layout? Small sizes structs are often kept in registers. -- PauloIt does pass them correctly to D functions, just not to C ones if the struct contains a mix of floating and integer types.Ok, so if my structs don't contain any floating point types I will be fine? All other types are ok? Is this in the 2.060 release or do I have get the latest sources from github?
Aug 15 2012
On Wednesday, 15 August 2012 at 11:15:35 UTC, Paulo Pinto wrote:Does this not required that the D and C compiler are in sync about data layout? Small sizes structs are often kept in registers.Yes, extern(C) is intended to be fully ABI-compatible with the respective C ABI on the host system. On *nix systems, this means that the System V AMD64 ABI is followed for parameter passing. The DMD implementation of it, however, still has bugs in the cases mentioned above, as the register assignment scheme is difficult to implement in Walter's backend. The current state _is_ self-consistent, though, so the problems only surface when interfacing with C code. David
Aug 15 2012
On 8/15/2012 3:28 AM, Jacob Carlborg wrote:On 2012-08-14 23:05, Walter Bright wrote:Yes.It does pass them correctly to D functions, just not to C ones if the struct contains a mix of floating and integer types.Ok, so if my structs don't contain any floating point types I will be fine?All other types are ok?Yes.Is this in the 2.060 releaseYes.or do I have get the latest sources from github?No.
Aug 15 2012
On 2012-08-15 21:48, Walter Bright wrote:Thank you. -- /Jacob CarlborgOk, so if my structs don't contain any floating point types I will be fine?Yes.All other types are ok?Yes.Is this in the 2.060 releaseYes.or do I have get the latest sources from github?No.
Aug 15 2012
On Aug 13, 2012, at 12:04 AM, Russel Winder <russel winder.org.uk> wrote:On Sun, 2012-08-12 at 23:29 -0700, Jonathan M Davis wrote: [=E2=80=A6]Strangely,libc on OSX is very backwards-compatible. To the point where buggy= functions were preserved as-is and updated versions exported via weird labe= ls linked by the compiler using some evil macro code. Needless to say, D unf= ortunalely links to the buggy versions because there's no way to express the= new symbols in-language. I suppose I should try to sort something out using= string mixins and inline assembler.=20=OSX has a lot less backwards compatibility to worry about.=20 Not entirely true. =20 <semi-rant> Apple's strategy appears to be that computers are non-upgradable, non-repairable, disposable items that last until the next release: everyone is supposed buy the latest version as soon as it comes out and so be on the latest kit(*). Therefore Apple don't care about backward compatibility in the way some other manufacturers do, e.g. JDK for the last 17 years. Of course sometimes this backfires, cf. many white MacBooks which have 64-bit processors but 32-bit boot PROMs. OSX detects this and will not boot 64-bit. This leads to extraordinary problems trying to compile some codes where the compiler detects 64-bit processor and assumes a 64-bit kernel API. To build some applications I first have to build the whole compiler toolchain so as to deal with this mixed chaos. =20 (*) And as we know there are a lot of people who actually do this, which is why there is a great market in second hand Apple kit, which is fine for me, since it is reasonable kit at a reasonable price. Unlike new kit. </semi-rant>
Aug 13 2012
On 8/13/2012 12:41 PM, Sean Kelly wrote:Strangely,libc on OSX is very backwards-compatible. To the point where buggy functions were preserved as-is and updated versions exported via weird labels linked by the compiler using some evil macro code. Needless to say, D unfortunalely links to the buggy versions because there's no way to express the new symbols in-language. I suppose I should try to sort something out using string mixins and inline assembler.An easy way is to write a .c file for druntime that accepts the call to the buggy function and calls the un-buggy one. That way the magic macros will work. I've thought many times about adding a D feature that allows one to specify "use this random character string instead of the identifier as the symbol name when writing the object file", but never got around to it.
Aug 13 2012
On 13-08-2012 23:34, Walter Bright wrote:On 8/13/2012 12:41 PM, Sean Kelly wrote:I've wanted a feature like that on several occasions (mostly when interfacing with non-C/C++ languages). How hard it would it be to implement? Theoretically, it sounds simple enough. -- Alex Rønne Petersen alex lycus.org http://lycus.orgStrangely,libc on OSX is very backwards-compatible. To the point where buggy functions were preserved as-is and updated versions exported via weird labels linked by the compiler using some evil macro code. Needless to say, D unfortunalely links to the buggy versions because there's no way to express the new symbols in-language. I suppose I should try to sort something out using string mixins and inline assembler.An easy way is to write a .c file for druntime that accepts the call to the buggy function and calls the un-buggy one. That way the magic macros will work. I've thought many times about adding a D feature that allows one to specify "use this random character string instead of the identifier as the symbol name when writing the object file", but never got around to it.
Aug 13 2012
On 8/13/2012 2:37 PM, Alex Rønne Petersen wrote:I've wanted a feature like that on several occasions (mostly when interfacing with non-C/C++ languages). How hard it would it be to implement? Theoretically, it sounds simple enough.You could do it with a pragma or something. It's always going to look ugly, though.
Aug 13 2012
No doubt that COFF 64 bits it are good and with high priority, though small, but support of COFF 32 bits will be a gift that will add popularity to dmd. Anyway I have words that add + to 64 bit and to 32 bit tools that supports linking with ms toolset.
Aug 13 2012
On 13-08-2012 23:43, Walter Bright wrote:On 8/13/2012 2:37 PM, Alex Rønne Petersen wrote:With some help from Iain, I managed to hack something together: https://github.com/D-Programming-Language/dmd/pull/1085 -- Alex Rønne Petersen alex lycus.org http://lycus.orgI've wanted a feature like that on several occasions (mostly when interfacing with non-C/C++ languages). How hard it would it be to implement? Theoretically, it sounds simple enough.You could do it with a pragma or something. It's always going to look ugly, though.
Aug 14 2012
"Alex Rønne Petersen" <alex lycus.org> wrote in message news:k0bs29$1bpl$1 digitalmars.com...On 13-08-2012 23:34, Walter Bright wrote:Pretty easy. I can't remember why I wanted this in the first place, maybe trying to interface with c longs? It probably needs updating (being over a year old) but the code is trivial. https://github.com/yebblies/dmd/pull/new/pragma_mangleOn 8/13/2012 12:41 PM, Sean Kelly wrote: I've thought many times about adding a D feature that allows one to specify "use this random character string instead of the identifier as the symbol name when writing the object file", but never got around to it.I've wanted a feature like that on several occasions (mostly when interfacing with non-C/C++ languages). How hard it would it be to implement? Theoretically, it sounds simple enough.
Aug 14 2012
On 14-08-2012 14:00, Daniel Murphy wrote:"Alex Rønne Petersen" <alex lycus.org> wrote in message news:k0bs29$1bpl$1 digitalmars.com...Thanks for the link! I hacked something together before I saw your post and it looks surprisingly similar (though my version is a bit more lenient in what it allows in symbol names and how many declarations it can affect): https://github.com/D-Programming-Language/dmd/pull/1085 -- Alex Rønne Petersen alex lycus.org http://lycus.orgOn 13-08-2012 23:34, Walter Bright wrote:Pretty easy. I can't remember why I wanted this in the first place, maybe trying to interface with c longs? It probably needs updating (being over a year old) but the code is trivial. https://github.com/yebblies/dmd/pull/new/pragma_mangleOn 8/13/2012 12:41 PM, Sean Kelly wrote: I've thought many times about adding a D feature that allows one to specify "use this random character string instead of the identifier as the symbol name when writing the object file", but never got around to it.I've wanted a feature like that on several occasions (mostly when interfacing with non-C/C++ languages). How hard it would it be to implement? Theoretically, it sounds simple enough.
Aug 14 2012
On 8/13/12, Walter Bright <newshound2 digitalmars.com> wrote:I've thought many times about adding a D feature that allows one to specify "use this random character string instead of the identifier as the symbol name when writing the object file", but never got around to it.Isn't that what .def files are for? Or maybe this is only used for DLLs?
Aug 13 2012
On 13-08-2012 23:58, Andrej Mitrovic wrote:On 8/13/12, Walter Bright <newshound2 digitalmars.com> wrote:That's a Windows-ism. -- Alex Rønne Petersen alex lycus.org http://lycus.orgI've thought many times about adding a D feature that allows one to specify "use this random character string instead of the identifier as the symbol name when writing the object file", but never got around to it.Isn't that what .def files are for? Or maybe this is only used for DLLs?
Aug 13 2012
On 8/14/12, Alex R=F8nne Petersen <alex lycus.org> wrote:That's a Windows-ism.I think it's technically a linker-ism. Surely LD supports a similar feature= ?
Aug 13 2012
On Monday, 13 August 2012 at 22:07:51 UTC, Alex Rønne Petersen wrote:On 13-08-2012 23:58, Andrej Mitrovic wrote:Actually it existed already in VMS and Aix before Windows adopted it.On 8/13/12, Walter Bright <newshound2 digitalmars.com> wrote:That's a Windows-ism.I've thought many times about adding a D feature that allows one to specify "use this random character string instead of the identifier as the symbol name when writing the object file", but never got around to it.Isn't that what .def files are for? Or maybe this is only used for DLLs?
Aug 14 2012
On 14-08-2012 09:25, Paulo Pinto wrote:On Monday, 13 August 2012 at 22:07:51 UTC, Alex Rønne Petersen wrote:Fair enough, though the point I wanted to make was more that it's too platform-specific to be a general tool for achieving this. -- Alex Rønne Petersen alex lycus.org http://lycus.orgOn 13-08-2012 23:58, Andrej Mitrovic wrote:Actually it existed already in VMS and Aix before Windows adopted it.On 8/13/12, Walter Bright <newshound2 digitalmars.com> wrote:That's a Windows-ism.I've thought many times about adding a D feature that allows one to specify "use this random character string instead of the identifier as the symbol name when writing the object file", but never got around to it.Isn't that what .def files are for? Or maybe this is only used for DLLs?
Aug 14 2012
On Monday, 13 August 2012 at 04:44:43 UTC, Nick Sabalausky wrote:While I agree with the sentiment (in fact, one of my newest computers is 32 bit; I got a mini laptop - not quite netbook, but not regular laptop either - that is 32 bit), it is worth noting that 32 bit D isn't going away. We're going to be in the same boat we're in now, which does work.It's not the current plan. Frankly, I think 32 bits is rapidly becoming irrelevant on the desktop.Bullshit.
Aug 13 2012
On Mon, 13 Aug 2012 15:42:19 +0200 "Adam D. Ruppe" <destructionator gmail.com> wrote:On Monday, 13 August 2012 at 04:44:43 UTC, Nick Sabalausky wrote:Well, not *exactly* the same boat. I always, perhaps mistakenly, assumed the OMF issue would eventually get addressed. To see it pretty much verified that it *won't* be happening is very discouraging and frustrating. The existence of GDC and LDC doesn't solve the problem either.While I agree with the sentiment (in fact, one of my newest computers is 32 bit; I got a mini laptop - not quite netbook, but not regular laptop either - that is 32 bit), it is worth noting that 32 bit D isn't going away. We're going to be in the same boat we're in now, which does work.It's not the current plan. Frankly, I think 32 bits is rapidly becoming irrelevant on the desktop.Bullshit.
Aug 13 2012
On 8/13/2012 4:05 PM, Nick Sabalausky wrote:Well, not *exactly* the same boat. I always, perhaps mistakenly, assumed the OMF issue would eventually get addressed. To see it pretty much verified that it *won't* be happening is very discouraging and frustrating. The existence of GDC and LDC doesn't solve the problem either.There's only so much I can do with my time. But if someone else wants to do the work, all things are possible.
Aug 14 2012
On Tuesday, 14 August 2012 at 08:28:45 UTC, Walter Bright wrote:On 8/13/2012 4:05 PM, Nick Sabalausky wrote:Clearly the solution is to look into cloning technologies.Well, not *exactly* the same boat. I always, perhaps mistakenly, assumed the OMF issue would eventually get addressed. To see it pretty much verified that it *won't* be happening is very discouraging and frustrating. The existence of GDC and LDC doesn't solve the problem either.There's only so much I can do with my time. But if someone else wants to do the work, all things are possible.
Aug 14 2012
Bernard Helyer wrote:Clearly the solution is to look into cloning technologies.Nah, we just need to write a software sophisticated enough that it can write software itself. Then we'll need to write software simple enough to enjoy micro-managing that software to keep it on task.
Aug 14 2012
On Tuesday, 14 August 2012 at 14:41:20 UTC, F i L wrote:[...] Then we'll need to write software simple enough to enjoy micro-managing that software to keep it on task.Can I get it for the offshoring projects I work on? :)
Aug 14 2012
On Tue, 14 Aug 2012 11:44:43 +0200, Bernard Helyer <b.helyer gmail.com> wrote:On Tuesday, 14 August 2012 at 08:28:45 UTC, Walter Bright wrote:But wouldn't that create a soulless abomination[1]? [1]: http://dilbert.com/fast/2001-09-28/ -- SimenOn 8/13/2012 4:05 PM, Nick Sabalausky wrote:Clearly the solution is to look into cloning technologies.Well, not *exactly* the same boat. I always, perhaps mistakenly, assumed the OMF issue would eventually get addressed. To see it pretty much verified that it *won't* be happening is very discouraging and frustrating. The existence of GDC and LDC doesn't solve the problem either.There's only so much I can do with my time. But if someone else wants to do the work, all things are possible.
Aug 14 2012
On 8/14/2012 2:44 AM, Bernard Helyer wrote:Clearly the solution is to look into cloning technologies.There can be only one.
Aug 15 2012
On Sat, 11 Aug 2012 10:16:37 +0200, Walter Bright <newshound2 digitalmars.com> wrote:No, it ain't much, some of it is jury rigged, and there's a heluva lot more work to do. But we've got liftoff! ------------------------------------- import core.stdc.stdio; extern (C) int main() { puts("hello world\n"); return 0; } ------------------------------------- dmd -c -m64 hello.d cl hello.obj hello hello world!Sweet! Congratulations! -- Simen
Aug 12 2012
On Saturday, 11 August 2012 at 08:17:13 UTC, Walter Bright wrote:No, it ain't much, some of it is jury rigged, and there's a heluva lot more work to do. But we've got liftoff! ------------------------------------- import core.stdc.stdio; extern (C) int main() { puts("hello world\n"); return 0; } ------------------------------------- dmd -c -m64 hello.d cl hello.obj hello hello world!Great News! Congratulations!
Aug 20 2012