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D Tip: Use Scope Statements in Proper Scope

Posted by Aldacron, in D 03 November 2013 · 1,223 views
d language
One D construct I often use is the scope guard statement . This allows you to write code that executes when a scope exits under one of three circumstances: an exception is thrown, no exception is thrown, or always. Example:void main() { import std.stdio; scope( failure ) { writeln( "I only execute when the scope exits due to an exception bein...


Functional Me

Posted by Aldacron, in D, Me 23 January 2013 · 1,382 views

I recall very clearly the first time I ever saw a video game. It must have been in the summer of either '78 or '79, just before my 7th or 8th birthday. I walked into a local 7-11, just a short distance from my house, and was puzzled to see this big box surrounded by a bunch of older kids. Space Invaders. The first time I saw the screen, it blew my mind. I...


Binding D to C Part Five

Posted by Aldacron, in D, Binding to C 31 December 2012 · 1,951 views

This is the fifth and final part of a series on creating bindings to C libraries for the D Programming Language.In part one , I introduced the difference between dynamic and static bindings and some of the things to consider when choosing which kind to implement. In part two , I talked about the different linkage attributes to be aware of when declaring e...


TicTacToe and Modules in D

Posted by Aldacron, in D, Projects 02 December 2012 · 1,470 views

Given that my BorderWatch project has languished on github for months without any updates beyond the first few days of random hacking, it's going to be a while before it can serve as an example of game programming in D. So I had some free time recently and decided to do something different. I put together a simple TicTacToe game, that I call T3, and put...


Binding D to C Part Four

Posted by Aldacron, in D, Binding to C 05 August 2012 · 2,744 views

This is the fourth part of a series on creating bindings to C libraries for the D Programming Language.

In part one, I introduced the difference between dynamic and static bindings and some of the things to consider when choosing which kind to implement. In...


Uniform Function Call Syntax in D

Posted by Aldacron, in D 29 June 2012 · 9,084 views

Uniform Function Call Syntax (UFCS) is a feature of the D Programming Language that was finally implemented in all its glory in a recent compiler release. It has been available for use with arrays for quite some time, since the early days of D1. But now it is available for every...


Binding D to C Part Three

Posted by Aldacron, in D, Binding to C 19 May 2012 · 3,660 views

This is the (long overdue) third part of a series on creating bindings to C libraries for the D programming language.

In part one, I introduced the difference between dynamic and static bindings and some of the things to consider when choosing which kind to implement. In...


Setting Thread Affinity on Windows in D

Posted by Aldacron, in D 03 April 2012 · 1,525 views

When working with D's standard library, it is sometimes necessary to work around missing declarations in the core.sys.windows.windows module. It's a fairly big module as is, but it isn't all-inclusive. If you are doing any heavy-duty Windows development, you'll likely want a...


Putting D's Array Slices to Use

Posted by Aldacron, in BorderWatch, D 08 March 2012 · 1,495 views

I've been working on BorderWatch a little bit every day. My focus has been on getting the ASCII engine, Arthur, into a state that will let me get a game up and running. With the few modules that I've implemented so far, I believe I'm there. One of the D features that has...


BorderWatch

Posted by Aldacron, in BorderWatch, D 05 March 2012 · 1,359 views

I'm afraid I'm going to be waving goodbye to Dolce. It's been sitting, bit rotting, for a while now. Some time ago I encountered two major issues with my Allegro binding in Derelict 2. One, a random (and I mean...






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