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digitalmars.D.announce - Deadcode: A code editor in D

reply "Jonas Drewsen" <nospam4321 hotmail.com > writes:
I have been working on an editor written in D for use with D for 
some time now and have made a blog post about it.

Any feedback or suggestions are welcome.

http://deadcodedev.steamwinter.com

Thanks
Jonas
Jan 16 2015
next sibling parent reply "Vladimir Panteleev" <vladimir thecybershadow.net> writes:
On Friday, 16 January 2015 at 21:19:08 UTC, Jonas Drewsen wrote:
 I have been working on an editor written in D for use with D 
 for some time now and have made a blog post about it.

 Any feedback or suggestions are welcome.

 http://deadcodedev.steamwinter.com
A completely unhumble request: Please change the name :) Deadcode is the Internet nickname of my good friend David Ellsworth, who is also a D programmer, and with whom I have attended DConf 2013 and 2014. As there is already a Deadcode in D, a second one is a name collision :)
Jan 16 2015
parent "Jonas Drewsen" <nospam4321 hotmail.com > writes:
On Friday, 16 January 2015 at 21:23:49 UTC, Vladimir Panteleev 
wrote:
 On Friday, 16 January 2015 at 21:19:08 UTC, Jonas Drewsen wrote:
 I have been working on an editor written in D for use with D 
 for some time now and have made a blog post about it.

 Any feedback or suggestions are welcome.

 http://deadcodedev.steamwinter.com
A completely unhumble request: Please change the name :) Deadcode is the Internet nickname of my good friend David Ellsworth, who is also a D programmer, and with whom I have attended DConf 2013 and 2014. As there is already a Deadcode in D, a second one is a name collision :)
I'll give it a thought.
Jan 16 2015
prev sibling next sibling parent reply ketmar via Digitalmars-d-announce <digitalmars-d-announce puremagic.com> writes:
On Fri, 16 Jan 2015 21:19:06 +0000
Jonas Drewsen via Digitalmars-d-announce
<digitalmars-d-announce puremagic.com> wrote:

 I have been working on an editor written in D for use with D for=20
 some time now and have made a blog post about it.
=20
 Any feedback or suggestions are welcome.
is it working in GNU/Linux? and will the source code be available?
Jan 16 2015
parent reply "Jonas Drewsen" <nospam4321 hotmail.com > writes:
On Friday, 16 January 2015 at 21:25:09 UTC, ketmar via 
Digitalmars-d-announce wrote:
 On Fri, 16 Jan 2015 21:19:06 +0000
 Jonas Drewsen via Digitalmars-d-announce
 <digitalmars-d-announce puremagic.com> wrote:

 I have been working on an editor written in D for use with D 
 for some time now and have made a blog post about it.
 
 Any feedback or suggestions are welcome.
is it working in GNU/Linux? and will the source code be available?
It is currently only compiling on linux and I haven't tried to start it there. It is based on libsdl so I don't see much trouble in getting it to work. Funny because linux used to be my only OS for many years until I got my current job where we don't use linux in general. I'll probably open source it when it is out of beta. /Jonas
Jan 16 2015
parent reply ketmar via Digitalmars-d-announce <digitalmars-d-announce puremagic.com> writes:
On Fri, 16 Jan 2015 21:32:32 +0000
Jonas Drewsen via Digitalmars-d-announce
<digitalmars-d-announce puremagic.com> wrote:

 It is currently only compiling on linux and I haven't tried to=20
 start it there. It is based on libsdl so I don't see much trouble=20
 in getting it to work.
so it's using it's own ttf renderer (or SDL_ttf)? ah, too bad for me. :-(
 I'll probably open source it when it is out of beta.
may i ask why don't you go with open source from the start? i'm not insisting on anything, i'm just curious.
Jan 16 2015
parent reply "Jonas Drewsen" <nospam4321 hotmail.com > writes:
On Friday, 16 January 2015 at 21:41:39 UTC, ketmar via 
Digitalmars-d-announce wrote:
 On Fri, 16 Jan 2015 21:32:32 +0000
 Jonas Drewsen via Digitalmars-d-announce
 <digitalmars-d-announce puremagic.com> wrote:

 It is currently only compiling on linux and I haven't tried to 
 start it there. It is based on libsdl so I don't see much 
 trouble in getting it to work.
so it's using it's own ttf renderer (or SDL_ttf)? ah, too bad for me. :-(
It is using SDL_ttf to render glyphs to fontmaps. I use these together with opengl in the text layout engine to get the final result.
 I'll probably open source it when it is out of beta.
may i ask why don't you go with open source from the start? i'm not insisting on anything, i'm just curious.
It started out on my own github server with a lot of expermentation that didn't make sense to share and it just wasn't a priority to open source it before it was ready.
Jan 16 2015
parent ketmar via Digitalmars-d-announce <digitalmars-d-announce puremagic.com> writes:
On Sat, 17 Jan 2015 06:34:10 +0000
Jonas Drewsen via Digitalmars-d-announce
<digitalmars-d-announce puremagic.com> wrote:

 On Friday, 16 January 2015 at 21:41:39 UTC, ketmar via=20
 Digitalmars-d-announce wrote:
 On Fri, 16 Jan 2015 21:32:32 +0000
 Jonas Drewsen via Digitalmars-d-announce
 <digitalmars-d-announce puremagic.com> wrote:

 It is currently only compiling on linux and I haven't tried to=20
 start it there. It is based on libsdl so I don't see much=20
 trouble in getting it to work.
so it's using it's own ttf renderer (or SDL_ttf)? ah, too bad=20 for me. :-(
=20 It is using SDL_ttf to render glyphs to fontmaps. I use these=20 together with opengl in the text layout engine to get the final=20 result. =20 =20
 I'll probably open source it when it is out of beta.
may i ask why don't you go with open source from the start? i'm=20 not insisting on anything, i'm just curious.
=20 It started out on my own github server with a lot of=20 expermentation that didn't make sense to share and it just wasn't=20 a priority to open source it before it was ready.
i see. thank you for your answers.
Jan 17 2015
prev sibling next sibling parent reply "MattCoder" <stop spam.com> writes:
On Friday, 16 January 2015 at 21:19:08 UTC, Jonas Drewsen wrote:
 I have been working on an editor written in D for use with D 
 for some time now and have made a blog post about it.

 Any feedback or suggestions are welcome.
Neat and nice use of the libdparser! In fact I'm writing a editor for myself and I will do something like this too. Matheus.
Jan 16 2015
parent reply "Jonas Drewsen" <nospam4321 hotmail.com > writes:
On Saturday, 17 January 2015 at 01:07:14 UTC, MattCoder wrote:
 On Friday, 16 January 2015 at 21:19:08 UTC, Jonas Drewsen wrote:
 I have been working on an editor written in D for use with D 
 for some time now and have made a blog post about it.

 Any feedback or suggestions are welcome.
Neat and nice use of the libdparser! In fact I'm writing a editor for myself and I will do something like this too.
I used most of last year just getting the gui framework, resource management, animation framework, text editor etc. working. Integrating libdparser after that only took a couple of days. If you are writing an editor yourself you can definitely get to similar state by using existing gui libraries etc. I didn't go that route partly because of the NIH syndrome and partly because I wanted a gui framework that would feel familiar to web developers for styling. Do you have some info/link to your editor?
Jan 16 2015
parent reply "MattCoder" <stop spam.com> writes:
On Saturday, 17 January 2015 at 06:14:12 UTC, Jonas Drewsen wrote:
 Do you have some info/link to your editor?
I'm currently writing in D using GtkD (http://code.dlang.org/packages/gtk-d), and using Cairo to manage the text drawing. It will not have a menu, just a console at bottom. I'm wanting it to be simple with some features that I like most and the keybindings that fit in my Dvorak layout better. I'll release it at some point, but I want to polish more before that. :) Matheus.
Jan 17 2015
parent reply "Jonas Drewsen" <nospam4321 hotmail.com > writes:
On Saturday, 17 January 2015 at 13:32:37 UTC, MattCoder wrote:
 On Saturday, 17 January 2015 at 06:14:12 UTC, Jonas Drewsen 
 wrote:
 Do you have some info/link to your editor?
I'm currently writing in D using GtkD (http://code.dlang.org/packages/gtk-d), and using Cairo to manage the text drawing.
It you have thoses dependencies already then why not use gtksourceview for the editor stuff? It took me quite some time to do that ie. undo/redo system, text layout, highlight system, navigation, text anchors, efficient text and line gapbuffers etc. You get that for free with gtksourceview.
 It will not have a menu, just a console at bottom. I'm wanting 
 it to be simple with some features that I like most and the 
 keybindings that fit in my Dvorak layout better.
The Menu button will be different in the final version and maybe hidden by default. I am used to emacs keybindings myself but have designed it around being able to use either emacs, vi or standard bindings.
 I'll release it at some point, but I want to polish more before 
 that. :)
I known the feeling :)
Jan 17 2015
parent "MattCoder" <stop spam.com> writes:
On Saturday, 17 January 2015 at 16:54:32 UTC, Jonas Drewsen wrote:
 It you have thoses dependencies already then why not use 
 gtksourceview for the editor stuff?
Sure, but then I'd miss all the "fun", as you said below:
 It took me quite some time to do that ie. undo/redo system, 
 text layout, highlight system, navigation, text anchors, 
 efficient text and line gapbuffers etc. You get that for free 
 with gtksourceview.
I'm liking to play around with all these stuff. I'm writing this editor very slowly, a bit every weekend or when I've free time. :) Matheus.
Jan 17 2015
prev sibling next sibling parent "Tofu Ninja" <emmons0 purdue.edu> writes:
On Friday, 16 January 2015 at 21:19:08 UTC, Jonas Drewsen wrote:
 I have been working on an editor written in D for use with D 
 for some time now and have made a blog post about it.

 Any feedback or suggestions are welcome.

 http://deadcodedev.steamwinter.com

 Thanks
 Jonas
This is pretty sweet dude, keep us posted on the development.
Jan 16 2015
prev sibling next sibling parent "Phil" <phil.j.ellison gmail.com> writes:
On Friday, 16 January 2015 at 21:19:08 UTC, Jonas Drewsen wrote:
 I have been working on an editor written in D for use with D 
 for some time now and have made a blog post about it.

 Any feedback or suggestions are welcome.

 http://deadcodedev.steamwinter.com

 Thanks
 Jonas
This looks interesting. It would be really nice to be able to view the source for this, even if it comes with massive "beta quality, subject to change/incomplete" caveats everywhere.
Jan 17 2015
prev sibling next sibling parent "Atila Neves" <atila.neves gmail.com> writes:
On Friday, 16 January 2015 at 21:19:08 UTC, Jonas Drewsen wrote:
 I have been working on an editor written in D for use with D 
 for some time now and have made a blog post about it.

 Any feedback or suggestions are welcome.

 http://deadcodedev.steamwinter.com

 Thanks
 Jonas
Nice. Atila
Jan 17 2015
prev sibling parent reply "Piotrek" <no_data no_data.pl> writes:
On Friday, 16 January 2015 at 21:19:08 UTC, Jonas Drewsen wrote:
 I have been working on an editor written in D for use with D 
 for some time now and have made a blog post about it.

 Any feedback or suggestions are welcome.

 http://deadcodedev.steamwinter.com

 Thanks
 Jonas
Hi, This is an impressive work. I's really nice to see a presentation of how much help can be provided from the D editor and existing language labiaries. I have several questions as well: 1. Was the libdparser integrated with extension system or is it embedded in the core? 2. What are the dependencies? 3. How hard it would be to change the feel&look of the gui as it is in conventional editors (Visual, MonoDeveop, GtCreator, Eclipse). I mean menus, buttons, views etc? Cheers, Piotrek
Jan 18 2015
parent reply "Jonas Drewsen" <nospam4321 hotmail.com > writes:
On Sunday, 18 January 2015 at 22:00:51 UTC, Piotrek wrote:
 On Friday, 16 January 2015 at 21:19:08 UTC, Jonas Drewsen wrote:
 I have been working on an editor written in D for use with D 
 for some time now and have made a blog post about it.

 Any feedback or suggestions are welcome.

 http://deadcodedev.steamwinter.com

 Thanks
 Jonas
Hi, This is an impressive work. I's really nice to see a presentation of how much help can be provided from the D editor and existing language labiaries. I have several questions as well: 1. Was the libdparser integrated with extension system or is it embedded in the core?
Done with the extension system.
 2. What are the dependencies?
sdl2, opengl, freetype, libdparse (if you want the extension for D semantic) I am keeping an eye on some of the native D input/window libraries that is being worked on in the hope of being able to replace the SDL2 dependency.
 3. How hard it would be to change the feel&look of the gui as 
 it is in conventional editors (Visual, MonoDeveop, GtCreator, 
 Eclipse). I mean menus, buttons, views etc?
Would require some more views/controls to be created. The styling is done through CSS sheets. A common subset of CSS keys are supported but maybe a few more would be needed.
Jan 19 2015
parent reply Rikki Cattermole <alphaglosined gmail.com> writes:
On 20/01/2015 1:48 a.m., Jonas Drewsen wrote:
 On Sunday, 18 January 2015 at 22:00:51 UTC, Piotrek wrote:
 On Friday, 16 January 2015 at 21:19:08 UTC, Jonas Drewsen wrote:
 I have been working on an editor written in D for use with D for some
 time now and have made a blog post about it.

 Any feedback or suggestions are welcome.

 http://deadcodedev.steamwinter.com

 Thanks
 Jonas
Hi, This is an impressive work. I's really nice to see a presentation of how much help can be provided from the D editor and existing language labiaries. I have several questions as well: 1. Was the libdparser integrated with extension system or is it embedded in the core?
Done with the extension system.
 2. What are the dependencies?
sdl2, opengl, freetype, libdparse (if you want the extension for D semantic) I am keeping an eye on some of the native D input/window libraries that is being worked on in the hope of being able to replace the SDL2 dependency.
Please file any enhancement requests for any Devisualization projects you need. It would help me know what is needed of them more.
 3. How hard it would be to change the feel&look of the gui as it is in
 conventional editors (Visual, MonoDeveop, GtCreator, Eclipse). I mean
 menus, buttons, views etc?
Would require some more views/controls to be created. The styling is done through CSS sheets. A common subset of CSS keys are supported but maybe a few more would be needed.
Jan 19 2015
parent reply "Kingsley" <kingsley.hendrickse gmail.com> writes:
On Monday, 19 January 2015 at 20:41:11 UTC, Rikki Cattermole 
wrote:
 On 20/01/2015 1:48 a.m., Jonas Drewsen wrote:
 On Sunday, 18 January 2015 at 22:00:51 UTC, Piotrek wrote:
 On Friday, 16 January 2015 at 21:19:08 UTC, Jonas Drewsen 
 wrote:
 I have been working on an editor written in D for use with D 
 for some
 time now and have made a blog post about it.

 Any feedback or suggestions are welcome.

 http://deadcodedev.steamwinter.com

 Thanks
 Jonas
Hi, This is an impressive work. I's really nice to see a presentation of how much help can be provided from the D editor and existing language labiaries. I have several questions as well: 1. Was the libdparser integrated with extension system or is it embedded in the core?
Done with the extension system.
 2. What are the dependencies?
sdl2, opengl, freetype, libdparse (if you want the extension for D semantic) I am keeping an eye on some of the native D input/window libraries that is being worked on in the hope of being able to replace the SDL2 dependency.
Please file any enhancement requests for any Devisualization projects you need. It would help me know what is needed of them more.
 3. How hard it would be to change the feel&look of the gui as 
 it is in
 conventional editors (Visual, MonoDeveop, GtCreator, 
 Eclipse). I mean
 menus, buttons, views etc?
Would require some more views/controls to be created. The styling is done through CSS sheets. A common subset of CSS keys are supported but maybe a few more would be needed.
What is the purpose of the widgets in deadcode
Mar 08 2015
parent reply "Jonas Drewsen" <nospam4321 hotmail.com > writes:
On Sunday, 8 March 2015 at 20:33:44 UTC, Kingsley wrote:
 On Monday, 19 January 2015 at 20:41:11 UTC, Rikki Cattermole 
 wrote:
 On 20/01/2015 1:48 a.m., Jonas Drewsen wrote:
 On Sunday, 18 January 2015 at 22:00:51 UTC, Piotrek wrote:
 On Friday, 16 January 2015 at 21:19:08 UTC, Jonas Drewsen 
 wrote:
 I have been working on an editor written in D for use with 
 D for some
 time now and have made a blog post about it.

 Any feedback or suggestions are welcome.

 http://deadcodedev.steamwinter.com

 Thanks
 Jonas
Hi, This is an impressive work. I's really nice to see a presentation of how much help can be provided from the D editor and existing language labiaries. I have several questions as well: 1. Was the libdparser integrated with extension system or is it embedded in the core?
Done with the extension system.
 2. What are the dependencies?
sdl2, opengl, freetype, libdparse (if you want the extension for D semantic) I am keeping an eye on some of the native D input/window libraries that is being worked on in the hope of being able to replace the SDL2 dependency.
Please file any enhancement requests for any Devisualization projects you need. It would help me know what is needed of them more.
 3. How hard it would be to change the feel&look of the gui 
 as it is in
 conventional editors (Visual, MonoDeveop, GtCreator, 
 Eclipse). I mean
 menus, buttons, views etc?
Would require some more views/controls to be created. The styling is done through CSS sheets. A common subset of CSS keys are supported but maybe a few more would be needed.
What is the purpose of the widgets in deadcode
Up to your imagination! Personally I will probably use them to integrate 3rd party tools or create small helpers in my day to day work that are currently small bash/bat scripts. Using D for scripting this way would be very nice imho. Of course the editor itself can (and does) make use of such widgets to show misc. info about you project state. /Jonas
Mar 12 2015
parent reply "Kingsley" <kingsley.hendrickse gmail.com> writes:
 Up to your imagination!

 Personally I will probably use them to integrate 3rd party 
 tools or create small helpers in my day to day work that are 
 currently small bash/bat scripts. Using D for scripting this 
 way would be very nice imho.

 Of course the editor itself can (and does) make use of such 
 widgets to show misc. info about you project state.

 /Jonas
Could you put the code on github or somewhere so I can have play with it? I don't care what state the code is in or if stuff fully works or not - just want to have a go. I'm writing an intellij plugin for D https://github.com/kingsleyh/DLanguage and curious to see other approaches to editing D code. --K
Mar 13 2015
next sibling parent "Jonas Drewsen" <nospam4321 hotmail.com > writes:
On Friday, 13 March 2015 at 16:33:38 UTC, Kingsley wrote:
 Up to your imagination!

 Personally I will probably use them to integrate 3rd party 
 tools or create small helpers in my day to day work that are 
 currently small bash/bat scripts. Using D for scripting this 
 way would be very nice imho.

 Of course the editor itself can (and does) make use of such 
 widgets to show misc. info about you project state.

 /Jonas
Could you put the code on github or somewhere so I can have play with it? I don't care what state the code is in or if stuff fully works or not - just want to have a go. I'm writing an intellij plugin for D https://github.com/kingsleyh/DLanguage and curious to see other approaches to editing D code.
I will see if I can find some time this weekend to put it on github. /Jonas
Mar 13 2015
prev sibling parent "Jonas Drewsen" <nospam4321 hotmail.com > writes:
On Friday, 13 March 2015 at 16:33:38 UTC, Kingsley wrote:
 Up to your imagination!

 Personally I will probably use them to integrate 3rd party 
 tools or create small helpers in my day to day work that are 
 currently small bash/bat scripts. Using D for scripting this 
 way would be very nice imho.

 Of course the editor itself can (and does) make use of such 
 widgets to show misc. info about you project state.

 /Jonas
Could you put the code on github or somewhere so I can have play with it? I don't care what state the code is in or if stuff fully works or not - just want to have a go. I'm writing an intellij plugin for D https://github.com/kingsleyh/DLanguage and curious to see other approaches to editing D code. --K
FYI: http://forum.dlang.org/post/hbnjepeljfdlnaagnzgs forum.dlang.org
Mar 16 2015