digitalmars.D.announce - D needs...
- Namespace (12/12) May 11 2015 Inspired by ponce idioms list for D I've set up something similar.
- Dennis Ritchie (7/20) May 11 2015 Thanks. Many programmers find fault with this problem:
- weaselcat (3/26) May 11 2015 +1, I have to go review why this was removed. It's annoying that
- Daniel =?UTF-8?B?S296w6Fr?= via Digitalmars-d-announce (27/57) May 11 2015 On Mon, 11 May 2015 12:24:34 +0000
- Namespace (2/25) May 11 2015 Yeah, but the given example shows you an alternative.
- John Colvin (6/19) May 11 2015 I think in "auto length for fixed-length arrays" you want
- Namespace (2/24) May 11 2015 Both work, but you may be right... :)
- Timon Gehr (6/17) May 11 2015 int[] test() {
- Namespace (2/30) May 11 2015 Argh, of course. The return type must be auto. :)
- Adam D. Ruppe (3/5) May 11 2015 I hate that static arrays are implicitly sliced. It leads to
- Namespace (3/31) May 11 2015 Should be better now. ;)
- Vladimir Panteleev (4/5) May 11 2015 There seems to be some overlap with some existing wiki pages:
- Namespace (4/9) May 11 2015 Nice, I've never seen these pages before. But I have the feeling
- rom (2/15) May 11 2015
- Namespace (5/5) May 11 2015 I've read DIP69 and there were a few lines about scope ref. But
- "Marc =?UTF-8?B?U2Now7x0eiI=?= <schuetzm gmx.net> (5/11) May 12 2015 DIP69 is more or less dead, we're going with a variation of DIP25
- Namespace (2/13) May 12 2015 And I thought for a moment, we have a solution in sight... :)
- Andrei Alexandrescu (4/18) May 12 2015 Knee-jerk response: if no "return" attribute on a function it should be
- ponce (3/16) May 11 2015 Nice! Especially the discussion links. Would be good to see a
- Daniel =?UTF-8?B?S296w6Fr?= via Digitalmars-d-announce (4/23) May 11 2015 On Tue, 12 May 2015 06:39:09 +0000
- Namespace (2/21) May 12 2015 As you wish: http://dgame.github.io/dneeds/#final-by-default
- Jack Applegame (6/6) May 14 2015 What about mutable references to immutable/shared/const classes?
- Namespace (3/9) May 14 2015 You can add it if you want, the site is pure html & css. I'm
- Daniel Kozak (3/16) May 21 2015 negation of attributes:
- Namespace (2/21) May 21 2015 No final(false)? :(
- Daniel Kozak via Digitalmars-d-announce (5/28) May 21 2015 On Thu, 21 May 2015 17:19:27 +0000
- Daniel Kozak via Digitalmars-d-announce (5/28) May 21 2015 On Thu, 21 May 2015 17:19:27 +0000
- Namespace (2/33) May 21 2015 All right. I'm curious. ;)
- Meta (2/5) May 21 2015 Any plans on turning it into a PR when you're done?
- Daniel Kozak via Digitalmars-d-announce (3/9) May 21 2015 Not so far. But if I will be satisfied with any version I could try to m...
- Namespace (3/14) May 21 2015 That would be really kind of you. Negation of attributes and
Inspired by ponce idioms list for D I've set up something similar. There are some themes in D which come up regulary and are discussed to the vomit. If something is agreed, it gets forgotten sometimes and the theme disappears into oblivion (for a few months :P). To prevent this, I've collected some hot-discussed themes, their history and their current state. I hope this helps to avoid unnecessary discussions in the future and finally cut off these issues (either with an official decision "Nope, keep as it is" or with an implementation). I've tried to stay as objective as possible, but if something seems to be too subjective, please let me know, so I can fix it. http://dgame.github.io/dneeds/
May 11 2015
On Monday, 11 May 2015 at 11:59:02 UTC, Namespace wrote:Inspired by ponce idioms list for D I've set up something similar. There are some themes in D which come up regulary and are discussed to the vomit. If something is agreed, it gets forgotten sometimes and the theme disappears into oblivion (for a few months :P). To prevent this, I've collected some hot-discussed themes, their history and their current state. I hope this helps to avoid unnecessary discussions in the future and finally cut off these issues (either with an official decision "Nope, keep as it is" or with an implementation). I've tried to stay as objective as possible, but if something seems to be too subjective, please let me know, so I can fix it. http://dgame.github.io/dneeds/Thanks. Many programmers find fault with this problem: "No problem. But if you have more elements it could be annoying to count them. That's why some D users wanted that the compiler does that for them. int[$] c = [1, 2, 3]; // the compiler detects the dollar and count the elements for us"
May 11 2015
On Monday, 11 May 2015 at 12:22:34 UTC, Dennis Ritchie wrote:On Monday, 11 May 2015 at 11:59:02 UTC, Namespace wrote:+1, I have to go review why this was removed. It's annoying that I have to manually count static arrays.Inspired by ponce idioms list for D I've set up something similar. There are some themes in D which come up regulary and are discussed to the vomit. If something is agreed, it gets forgotten sometimes and the theme disappears into oblivion (for a few months :P). To prevent this, I've collected some hot-discussed themes, their history and their current state. I hope this helps to avoid unnecessary discussions in the future and finally cut off these issues (either with an official decision "Nope, keep as it is" or with an implementation). I've tried to stay as objective as possible, but if something seems to be too subjective, please let me know, so I can fix it. http://dgame.github.io/dneeds/Thanks. Many programmers find fault with this problem: "No problem. But if you have more elements it could be annoying to count them. That's why some D users wanted that the compiler does that for them. int[$] c = [1, 2, 3]; // the compiler detects the dollar and count the elements for us"
May 11 2015
On Mon, 11 May 2015 12:24:34 +0000 weaselcat via Digitalmars-d-announce <digitalmars-d-announce puremagic.com> wrote:On Monday, 11 May 2015 at 12:22:34 UTC, Dennis Ritchie wrote:import std.stdio; safe property auto static_array() { static struct _static_array { safe property T[n] s(T, size_t n)(auto ref T[n] values) { return values; } T[0][n] opIndex(size_t n = T.length, T...)(T items) { typeof(return) arr; foreach (index,item; items) arr[index] = item; return (values) { return values; }(arr);//s!(T[0], n)(arr); } } return _static_array(); } void main() { auto sa = static_array[4,5,7]; writeln(sa); }On Monday, 11 May 2015 at 11:59:02 UTC, Namespace wrote:+1, I have to go review why this was removed. It's annoying that I have to manually count static arrays.Inspired by ponce idioms list for D I've set up something similar. There are some themes in D which come up regulary and are discussed to the vomit. If something is agreed, it gets forgotten sometimes and the theme disappears into oblivion (for a few months :P). To prevent this, I've collected some hot-discussed themes, their history and their current state. I hope this helps to avoid unnecessary discussions in the future and finally cut off these issues (either with an official decision "Nope, keep as it is" or with an implementation). I've tried to stay as objective as possible, but if something seems to be too subjective, please let me know, so I can fix it. http://dgame.github.io/dneeds/Thanks. Many programmers find fault with this problem: "No problem. But if you have more elements it could be annoying to count them. That's why some D users wanted that the compiler does that for them. int[$] c = [1, 2, 3]; // the compiler detects the dollar and count the elements for us"
May 11 2015
On Monday, 11 May 2015 at 12:22:34 UTC, Dennis Ritchie wrote:On Monday, 11 May 2015 at 11:59:02 UTC, Namespace wrote:Yeah, but the given example shows you an alternative.Inspired by ponce idioms list for D I've set up something similar. There are some themes in D which come up regulary and are discussed to the vomit. If something is agreed, it gets forgotten sometimes and the theme disappears into oblivion (for a few months :P). To prevent this, I've collected some hot-discussed themes, their history and their current state. I hope this helps to avoid unnecessary discussions in the future and finally cut off these issues (either with an official decision "Nope, keep as it is" or with an implementation). I've tried to stay as objective as possible, but if something seems to be too subjective, please let me know, so I can fix it. http://dgame.github.io/dneeds/Thanks. Many programmers find fault with this problem: "No problem. But if you have more elements it could be annoying to count them. That's why some D users wanted that the compiler does that for them. int[$] c = [1, 2, 3]; // the compiler detects the dollar and count the elements for us"
May 11 2015
On Monday, 11 May 2015 at 11:59:02 UTC, Namespace wrote:Inspired by ponce idioms list for D I've set up something similar. There are some themes in D which come up regulary and are discussed to the vomit. If something is agreed, it gets forgotten sometimes and the theme disappears into oblivion (for a few months :P). To prevent this, I've collected some hot-discussed themes, their history and their current state. I hope this helps to avoid unnecessary discussions in the future and finally cut off these issues (either with an official decision "Nope, keep as it is" or with an implementation). I've tried to stay as objective as possible, but if something seems to be too subjective, please let me know, so I can fix it. http://dgame.github.io/dneeds/I think in "auto length for fixed-length arrays" you want auto c = [1, 2, 3].s; instead of int[] c = [1, 2, 3].s; in order to be as close to the int[$] idea as possible.
May 11 2015
On Monday, 11 May 2015 at 12:53:26 UTC, John Colvin wrote:On Monday, 11 May 2015 at 11:59:02 UTC, Namespace wrote:Both work, but you may be right... :)Inspired by ponce idioms list for D I've set up something similar. There are some themes in D which come up regulary and are discussed to the vomit. If something is agreed, it gets forgotten sometimes and the theme disappears into oblivion (for a few months :P). To prevent this, I've collected some hot-discussed themes, their history and their current state. I hope this helps to avoid unnecessary discussions in the future and finally cut off these issues (either with an official decision "Nope, keep as it is" or with an implementation). I've tried to stay as objective as possible, but if something seems to be too subjective, please let me know, so I can fix it. http://dgame.github.io/dneeds/I think in "auto length for fixed-length arrays" you want auto c = [1, 2, 3].s; instead of int[] c = [1, 2, 3].s; in order to be as close to the int[$] idea as possible.
May 11 2015
On 05/11/2015 01:59 PM, Namespace wrote:Inspired by ponce idioms list for D I've set up something similar. There are some themes in D which come up regulary and are discussed to the vomit. If something is agreed, it gets forgotten sometimes and the theme disappears into oblivion (for a few months :P). To prevent this, I've collected some hot-discussed themes, their history and their current state. I hope this helps to avoid unnecessary discussions in the future and finally cut off these issues (either with an official decision "Nope, keep as it is" or with an implementation). I've tried to stay as objective as possible, but if something seems to be too subjective, please let me know, so I can fix it. http://dgame.github.io/dneeds/int[] test() { return [1, 2, 3].s; // this is stack allocated } That's not a very compelling use case. :o) The stack memory goes right out of scope after having been sliced.
May 11 2015
On Monday, 11 May 2015 at 13:21:01 UTC, Timon Gehr wrote:On 05/11/2015 01:59 PM, Namespace wrote:Argh, of course. The return type must be auto. :)Inspired by ponce idioms list for D I've set up something similar. There are some themes in D which come up regulary and are discussed to the vomit. If something is agreed, it gets forgotten sometimes and the theme disappears into oblivion (for a few months :P). To prevent this, I've collected some hot-discussed themes, their history and their current state. I hope this helps to avoid unnecessary discussions in the future and finally cut off these issues (either with an official decision "Nope, keep as it is" or with an implementation). I've tried to stay as objective as possible, but if something seems to be too subjective, please let me know, so I can fix it. http://dgame.github.io/dneeds/int[] test() { return [1, 2, 3].s; // this is stack allocated } That's not a very compelling use case. :o) The stack memory goes right out of scope after having been sliced.
May 11 2015
On Monday, 11 May 2015 at 13:21:01 UTC, Timon Gehr wrote:The stack memory goes right out of scope after having been sliced.I hate that static arrays are implicitly sliced. It leads to common memory safety bugs in places like that.
May 11 2015
On Monday, 11 May 2015 at 13:21:01 UTC, Timon Gehr wrote:On 05/11/2015 01:59 PM, Namespace wrote:Should be better now. ;) http://dgame.github.io/dneeds/#static-array-literalInspired by ponce idioms list for D I've set up something similar. There are some themes in D which come up regulary and are discussed to the vomit. If something is agreed, it gets forgotten sometimes and the theme disappears into oblivion (for a few months :P). To prevent this, I've collected some hot-discussed themes, their history and their current state. I hope this helps to avoid unnecessary discussions in the future and finally cut off these issues (either with an official decision "Nope, keep as it is" or with an implementation). I've tried to stay as objective as possible, but if something seems to be too subjective, please let me know, so I can fix it. http://dgame.github.io/dneeds/int[] test() { return [1, 2, 3].s; // this is stack allocated } That's not a very compelling use case. :o) The stack memory goes right out of scope after having been sliced.
May 11 2015
On Monday, 11 May 2015 at 11:59:02 UTC, Namespace wrote:http://dgame.github.io/dneeds/There seems to be some overlap with some existing wiki pages: http://wiki.dlang.org/Language_design_discussions http://wiki.dlang.org/Language_issues
May 11 2015
On Monday, 11 May 2015 at 13:51:59 UTC, Vladimir Panteleev wrote:On Monday, 11 May 2015 at 11:59:02 UTC, Namespace wrote:Nice, I've never seen these pages before. But I have the feeling that I'm not the only one. These issues should have top priority and these pages should be more visible for other users.http://dgame.github.io/dneeds/There seems to be some overlap with some existing wiki pages: http://wiki.dlang.org/Language_design_discussions http://wiki.dlang.org/Language_issues
May 11 2015
D needs manpower ... such a shame there's so few of us... On Monday, 11 May 2015 at 11:59:02 UTC, Namespace wrote:Inspired by ponce idioms list for D I've set up something similar. There are some themes in D which come up regulary and are discussed to the vomit. If something is agreed, it gets forgotten sometimes and the theme disappears into oblivion (for a few months :P). To prevent this, I've collected some hot-discussed themes, their history and their current state. I hope this helps to avoid unnecessary discussions in the future and finally cut off these issues (either with an official decision "Nope, keep as it is" or with an implementation). I've tried to stay as objective as possible, but if something seems to be too subjective, please let me know, so I can fix it. http://dgame.github.io/dneeds/
May 11 2015
I've read DIP69 and there were a few lines about scope ref. But I'm not sure whether I understand everything correct (because there is no concrete application example for my case): will DIP69 create the possibility to pass rvalues and lvalues alike to a function without the abuse of templates? Or did I got that wrong?
May 11 2015
On Monday, 11 May 2015 at 17:49:32 UTC, Namespace wrote:I've read DIP69 and there were a few lines about scope ref. But I'm not sure whether I understand everything correct (because there is no concrete application example for my case): will DIP69 create the possibility to pass rvalues and lvalues alike to a function without the abuse of templates? Or did I got that wrong?DIP69 is more or less dead, we're going with a variation of DIP25 (although that one still has holes). As for rvalue ref, it would enable them safely, but it is not a part of that DIP (or DIP69, AFAICS).
May 12 2015
On Tuesday, 12 May 2015 at 09:31:13 UTC, Marc Schütz wrote:On Monday, 11 May 2015 at 17:49:32 UTC, Namespace wrote:And I thought for a moment, we have a solution in sight... :)I've read DIP69 and there were a few lines about scope ref. But I'm not sure whether I understand everything correct (because there is no concrete application example for my case): will DIP69 create the possibility to pass rvalues and lvalues alike to a function without the abuse of templates? Or did I got that wrong?DIP69 is more or less dead, we're going with a variation of DIP25 (although that one still has holes). As for rvalue ref, it would enable them safely, but it is not a part of that DIP (or DIP69, AFAICS).
May 12 2015
On 5/12/15 3:09 AM, Namespace wrote:On Tuesday, 12 May 2015 at 09:31:13 UTC, Marc Schütz wrote:Knee-jerk response: if no "return" attribute on a function it should be safe to bind rvalues to ref parameters. Of course that's impractical as a default so explicit "auto ref" would be needed. -- AndreiOn Monday, 11 May 2015 at 17:49:32 UTC, Namespace wrote:And I thought for a moment, we have a solution in sight... :)I've read DIP69 and there were a few lines about scope ref. But I'm not sure whether I understand everything correct (because there is no concrete application example for my case): will DIP69 create the possibility to pass rvalues and lvalues alike to a function without the abuse of templates? Or did I got that wrong?DIP69 is more or less dead, we're going with a variation of DIP25 (although that one still has holes). As for rvalue ref, it would enable them safely, but it is not a part of that DIP (or DIP69, AFAICS).
May 12 2015
Knee-jerk response: if no "return" attribute on a function it should be safe to bind rvalues to ref parameters. Of course that's impractical as a default so explicit "auto ref" would be needed. -- Andreiyay, I'm glad to hear that. :)
May 12 2015
Knee-jerk response: if no "return" attribute on a function it should be safe to bind rvalues to ref parameters. Of course that's impractical as a default so explicit "auto ref" would be needed. -- AndreiWould it be to hasty if someone would start implementing auto ref for non-templates right now? Or should a more experienced user do that? Just in case I can contribute somehow.
May 18 2015
On Monday, 18 May 2015 at 21:51:49 UTC, Namespace wrote:I took the liberty to begin with an implementation. Thanks to Kenjiis work, it was not too difficult, I had to adjust only the changes on the new code base: https://github.com/Dgame/dmd/tree/auto-ref-for-non-templates Maybe this could be reviewed as soon as 'return ref' is fully implemented.Knee-jerk response: if no "return" attribute on a function it should be safe to bind rvalues to ref parameters. Of course that's impractical as a default so explicit "auto ref" would be needed. -- AndreiWould it be to hasty if someone would start implementing auto ref for non-templates right now? Or should a more experienced user do that? Just in case I can contribute somehow.
May 25 2015
On Monday, 11 May 2015 at 11:59:02 UTC, Namespace wrote:Inspired by ponce idioms list for D I've set up something similar. There are some themes in D which come up regulary and are discussed to the vomit. If something is agreed, it gets forgotten sometimes and the theme disappears into oblivion (for a few months :P). To prevent this, I've collected some hot-discussed themes, their history and their current state. I hope this helps to avoid unnecessary discussions in the future and finally cut off these issues (either with an official decision "Nope, keep as it is" or with an implementation). I've tried to stay as objective as possible, but if something seems to be too subjective, please let me know, so I can fix it. http://dgame.github.io/dneeds/Nice! Especially the discussion links. Would be good to see a "final-by-default" summary too.
May 11 2015
On Tue, 12 May 2015 06:39:09 +0000 ponce via Digitalmars-d-announce <digitalmars-d-announce puremagic.com> wrote:On Monday, 11 May 2015 at 11:59:02 UTC, Namespace wrote:There would be too much discussion links ;-)Inspired by ponce idioms list for D I've set up something similar. There are some themes in D which come up regulary and are discussed to the vomit. If something is agreed, it gets forgotten sometimes and the theme disappears into oblivion (for a few months :P). To prevent this, I've collected some hot-discussed themes, their history and their current state. I hope this helps to avoid unnecessary discussions in the future and finally cut off these issues (either with an official decision "Nope, keep as it is" or with an implementation). I've tried to stay as objective as possible, but if something seems to be too subjective, please let me know, so I can fix it. http://dgame.github.io/dneeds/Nice! Especially the discussion links. Would be good to see a "final-by-default" summary too.
May 11 2015
On Tuesday, 12 May 2015 at 06:39:10 UTC, ponce wrote:On Monday, 11 May 2015 at 11:59:02 UTC, Namespace wrote:As you wish: http://dgame.github.io/dneeds/#final-by-defaultInspired by ponce idioms list for D I've set up something similar. There are some themes in D which come up regulary and are discussed to the vomit. If something is agreed, it gets forgotten sometimes and the theme disappears into oblivion (for a few months :P). To prevent this, I've collected some hot-discussed themes, their history and their current state. I hope this helps to avoid unnecessary discussions in the future and finally cut off these issues (either with an official decision "Nope, keep as it is" or with an implementation). I've tried to stay as objective as possible, but if something seems to be too subjective, please let me know, so I can fix it. http://dgame.github.io/dneeds/Nice! Especially the discussion links. Would be good to see a "final-by-default" summary too.
May 12 2015
What about mutable references to immutable/shared/const classes? class A {} immutable(A)[int] aa; aa[1] = new immutable A; // doesn't compile Rebindable!(immutable(A))[int]; // looks like ugly shamefull workaround.
May 14 2015
On Thursday, 14 May 2015 at 13:26:17 UTC, Jack Applegame wrote:What about mutable references to immutable/shared/const classes? class A {} immutable(A)[int] aa; aa[1] = new immutable A; // doesn't compile Rebindable!(immutable(A))[int]; // looks like ugly shamefull workaround.You can add it if you want, the site is pure html & css. I'm currently busy and it would take a while.
May 14 2015
On Monday, 11 May 2015 at 11:59:02 UTC, Namespace wrote:Inspired by ponce idioms list for D I've set up something similar. There are some themes in D which come up regulary and are discussed to the vomit. If something is agreed, it gets forgotten sometimes and the theme disappears into oblivion (for a few months :P). To prevent this, I've collected some hot-discussed themes, their history and their current state. I hope this helps to avoid unnecessary discussions in the future and finally cut off these issues (either with an official decision "Nope, keep as it is" or with an implementation). I've tried to stay as objective as possible, but if something seems to be too subjective, please let me know, so I can fix it. http://dgame.github.io/dneeds/negation of attributes: https://github.com/Kozzi11/dmd/tree/rever_attr
May 21 2015
On Thursday, 21 May 2015 at 15:10:14 UTC, Daniel Kozak wrote:On Monday, 11 May 2015 at 11:59:02 UTC, Namespace wrote:No final(false)? :(Inspired by ponce idioms list for D I've set up something similar. There are some themes in D which come up regulary and are discussed to the vomit. If something is agreed, it gets forgotten sometimes and the theme disappears into oblivion (for a few months :P). To prevent this, I've collected some hot-discussed themes, their history and their current state. I hope this helps to avoid unnecessary discussions in the future and finally cut off these issues (either with an official decision "Nope, keep as it is" or with an implementation). I've tried to stay as objective as possible, but if something seems to be too subjective, please let me know, so I can fix it. http://dgame.github.io/dneeds/negation of attributes: https://github.com/Kozzi11/dmd/tree/rever_attr
May 21 2015
On Thu, 21 May 2015 17:19:27 +0000 Namespace via Digitalmars-d-announce <digitalmars-d-announce puremagic.com> wrote:On Thursday, 21 May 2015 at 15:10:14 UTC, Daniel Kozak wrote:My first local version have final(bool), but after some thoughts I end up with !final. It is little bit easier to implement and efficient.On Monday, 11 May 2015 at 11:59:02 UTC, Namespace wrote:No final(false)? :(Inspired by ponce idioms list for D I've set up something similar. There are some themes in D which come up regulary and are discussed to the vomit. If something is agreed, it gets forgotten sometimes and the theme disappears into oblivion (for a few months :P). To prevent this, I've collected some hot-discussed themes, their history and their current state. I hope this helps to avoid unnecessary discussions in the future and finally cut off these issues (either with an official decision "Nope, keep as it is" or with an implementation). I've tried to stay as objective as possible, but if something seems to be too subjective, please let me know, so I can fix it. http://dgame.github.io/dneeds/negation of attributes: https://github.com/Kozzi11/dmd/tree/rever_attr
May 21 2015
On Thu, 21 May 2015 17:19:27 +0000 Namespace via Digitalmars-d-announce <digitalmars-d-announce puremagic.com> wrote:On Thursday, 21 May 2015 at 15:10:14 UTC, Daniel Kozak wrote:I will probably implement all variants (final!bool, !final, final(bool), default), if I have a enought spare time.On Monday, 11 May 2015 at 11:59:02 UTC, Namespace wrote:No final(false)? :(Inspired by ponce idioms list for D I've set up something similar. There are some themes in D which come up regulary and are discussed to the vomit. If something is agreed, it gets forgotten sometimes and the theme disappears into oblivion (for a few months :P). To prevent this, I've collected some hot-discussed themes, their history and their current state. I hope this helps to avoid unnecessary discussions in the future and finally cut off these issues (either with an official decision "Nope, keep as it is" or with an implementation). I've tried to stay as objective as possible, but if something seems to be too subjective, please let me know, so I can fix it. http://dgame.github.io/dneeds/negation of attributes: https://github.com/Kozzi11/dmd/tree/rever_attr
May 21 2015
On Thursday, 21 May 2015 at 17:47:02 UTC, Daniel Kozak wrote:On Thu, 21 May 2015 17:19:27 +0000 Namespace via Digitalmars-d-announce <digitalmars-d-announce puremagic.com> wrote:All right. I'm curious. ;)On Thursday, 21 May 2015 at 15:10:14 UTC, Daniel Kozak wrote:I will probably implement all variants (final!bool, !final, final(bool), default), if I have a enought spare time.On Monday, 11 May 2015 at 11:59:02 UTC, Namespace wrote:No final(false)? :(Inspired by ponce idioms list for D I've set up something similar. There are some themes in D which come up regulary and are discussed to the vomit. If something is agreed, it gets forgotten sometimes and the theme disappears into oblivion (for a few months :P). To prevent this, I've collected some hot-discussed themes, their history and their current state. I hope this helps to avoid unnecessary discussions in the future and finally cut off these issues (either with an official decision "Nope, keep as it is" or with an implementation). I've tried to stay as objective as possible, but if something seems to be too subjective, please let me know, so I can fix it. http://dgame.github.io/dneeds/negation of attributes: https://github.com/Kozzi11/dmd/tree/rever_attr
May 21 2015
On Thursday, 21 May 2015 at 17:47:02 UTC, Daniel Kozak wrote:I will probably implement all variants (final!bool, !final, final(bool), default), if I have a enought spare time.Any plans on turning it into a PR when you're done?
May 21 2015
On Thu, 21 May 2015 19:38:17 +0000 Meta via Digitalmars-d-announce <digitalmars-d-announce puremagic.com> wrote:On Thursday, 21 May 2015 at 17:47:02 UTC, Daniel Kozak wrote:Not so far. But if I will be satisfied with any version I could try to make PR.I will probably implement all variants (final!bool, !final, final(bool), default), if I have a enought spare time.Any plans on turning it into a PR when you're done?
May 21 2015
On Thursday, 21 May 2015 at 19:47:56 UTC, Daniel Kozak wrote:On Thu, 21 May 2015 19:38:17 +0000 Meta via Digitalmars-d-announce <digitalmars-d-announce puremagic.com> wrote:That would be really kind of you. Negation of attributes and rvalue references are the things I miss the most.On Thursday, 21 May 2015 at 17:47:02 UTC, Daniel Kozak wrote:Not so far. But if I will be satisfied with any version I could try to make PR.I will probably implement all variants (final!bool, !final, final(bool), default), if I have a enought spare time.Any plans on turning it into a PR when you're done?
May 21 2015