digitalmars.D.announce - Deadcode on github
- Jonas Drewsen (43/43) Mar 15 2015 Hi
- matovitch (3/3) Mar 15 2015 Hi,
- ketmar (1/1) Mar 15 2015 wow! another great project went public. ;-)=
- Walter Bright (5/9) Mar 15 2015 Thank you!
- Jonas Drewsen (3/15) Mar 15 2015 I know... and you are right.
- extrawurst (2/21) Mar 16 2015 Then use vibe.d and code it in D :D
- Jonas Drewsen (9/32) Mar 16 2015 As a matter of fact I am using vibe.d for the website.
- Dicebot (3/7) Mar 16 2015 GitHub README.md is a natural place for such information.
- Jonas Drewsen (11/20) Mar 16 2015 It was buildable on Linux a month ago on my server. Usable I
- ketmar (5/8) Mar 16 2015 i tried to build it, but no luck: it can't build libdparse. ah, the joy=...
- Jonas Drewsen (4/15) Mar 16 2015 It is only extensions that using libdparse.
- ketmar (2/19) Mar 16 2015 thank you, i'll try that tomorrow.=
- Dicebot (4/7) Mar 16 2015 I got bunch of errors from windowdragger.d amd guiapplication.d
- Jonas Drewsen (6/13) Mar 16 2015 I see :(
- Dicebot (3/18) Mar 17 2015 Hiding platform-specific details behind a more abstract API
- Jonas Drewsen (4/25) Mar 17 2015 Definitely. I've now made a branch "linux" on github where linux
- Dicebot (5/8) Mar 25 2015 Thanks a lot. Sadly this branch still doesn't seem to compile
- Jonas Drewsen (4/12) Mar 26 2015 I fully understand. After the next release my focus will be on
- ketmar (6/19) Mar 26 2015 FYI: i successfully compiled deadcode on GNU/Linux. it still segfaults,=...
- Stefan Koch (4/4) Mar 19 2015 Ahh, you got my message :)
Hi Some people have shown interest in getting access to the source code of the Deadcode editor. I haven't done this earlier because of lots of dirty bits I wanted to clean up first. But I figured that it was better to get early feedback on dirty code than too late feedback on shiny code. I have also opened access to the WIP website and the Trello board I use. In case anyone ends up contributing just ask for Trello edit access. Here you go... Website: http://deadcode.steamwinter.com Changelog: http://deadcode.steamwinter.com/downloads/Changelog.txt Trello: https://trello.com/b/ufLqwxVW There are binaries for windows on the website but I have not verified them working on something other than the same machine I work on. So cannot tell if it work as expected - please tell about any issues. I'll work on improving first time experience but let me known what you think. /Jonas TL;DR; I currently use Deadcode when coding Deadcode itself except for debugging. I have not used it for other projects yet so you may find issues there. Keybindings are a mostly emacs like but with some other standard included like ctrl+c/v copy/paste etc. The keybindings file can be changed to fit your needs if you don't like emacs style. Useful shortcuts to know: ctrl + m will show build panel ctrl + p will show command buffer listing commands ctrl + , will let you select current dub project files ctrl + n new extension/file f7 build dub project and show issues panel f8 frame next build issue in panel and open file on line Lots of other goodies I need to put in the docs soon. You move the window on the menu button only (maybe I'll change that later - dunno) Mac and linux build are on the roadmap. You might need to boostrap your keybindings file to make it interesting. Haven't got around to automate this yet. copy the file below to C:\Users\your-login\AppData\Roaming\DeadCode\ http://deadcode.steamwinter.com/downloads/key-mappings-emacs
Mar 15 2015
Hi, Great news ! But you didn't gave the direct link so I will (;)) : https://github.com/jcd/deadcode.
Mar 15 2015
On 3/15/2015 2:39 PM, Jonas Drewsen wrote:Here you go... Website: http://deadcode.steamwinter.com Changelog: http://deadcode.steamwinter.com/downloads/Changelog.txt Trello: https://trello.com/b/ufLqwxVWThank you! BTW, you need to prominently place a couple paragraphs describing: what Deadcode is why someone should be interested in Deadcode
Mar 15 2015
On Sunday, 15 March 2015 at 22:07:04 UTC, Walter Bright wrote:On 3/15/2015 2:39 PM, Jonas Drewsen wrote:I know... and you are right. On the todo... just soo much more fun to code D than HTML.Here you go... Website: http://deadcode.steamwinter.com Changelog: http://deadcode.steamwinter.com/downloads/Changelog.txt Trello: https://trello.com/b/ufLqwxVWThank you! BTW, you need to prominently place a couple paragraphs describing: what Deadcode is why someone should be interested in Deadcode
Mar 15 2015
On Sunday, 15 March 2015 at 22:33:34 UTC, Jonas Drewsen wrote:On Sunday, 15 March 2015 at 22:07:04 UTC, Walter Bright wrote:Then use vibe.d and code it in D :DOn 3/15/2015 2:39 PM, Jonas Drewsen wrote:I know... and you are right. On the todo... just soo much more fun to code D than HTML.Here you go... Website: http://deadcode.steamwinter.com Changelog: http://deadcode.steamwinter.com/downloads/Changelog.txt Trello: https://trello.com/b/ufLqwxVWThank you! BTW, you need to prominently place a couple paragraphs describing: what Deadcode is why someone should be interested in Deadcode
Mar 16 2015
On Monday, 16 March 2015 at 09:52:55 UTC, extrawurst wrote:On Sunday, 15 March 2015 at 22:33:34 UTC, Jonas Drewsen wrote:As a matter of fact I am using vibe.d for the website. Unfortunately I found out that the iteration time is quite bad which is important for web development. It would especially be nice if vibe.d could detect if there is no D logic in the diet file and if not parse+render it directly at runtime instead (may in dev mode only). That way you would not have to wait for compile+link everytime you insert a paragraph you want to preview. /JonasOn Sunday, 15 March 2015 at 22:07:04 UTC, Walter Bright wrote:Then use vibe.d and code it in D :DOn 3/15/2015 2:39 PM, Jonas Drewsen wrote:I know... and you are right. On the todo... just soo much more fun to code D than HTML.Here you go... Website: http://deadcode.steamwinter.com Changelog: http://deadcode.steamwinter.com/downloads/Changelog.txt Trello: https://trello.com/b/ufLqwxVWThank you! BTW, you need to prominently place a couple paragraphs describing: what Deadcode is why someone should be interested in Deadcode
Mar 16 2015
On Sunday, 15 March 2015 at 22:07:04 UTC, Walter Bright wrote:BTW, you need to prominently place a couple paragraphs describing: what Deadcode is why someone should be interested in DeadcodeGitHub README.md is a natural place for such information. How far you estimate it from being buildable/usable on Linux?
Mar 16 2015
On Monday, 16 March 2015 at 10:07:16 UTC, Dicebot wrote:On Sunday, 15 March 2015 at 22:07:04 UTC, Walter Bright wrote:It was buildable on Linux a month ago on my server. Usable I cannot say because I have never tried it on a linux box with a monitor. It really hurts me to say since I've been a die hard linux user for many years, but my work the recent years has been solely mac/win which led me in this direction. That will change at some point though. Meanwhile I'm happy to assist anyone willing to give a shot on building it on linux. It is currently based on SDL so with bit of luck it is not that hard. /JonasBTW, you need to prominently place a couple paragraphs describing: what Deadcode is why someone should be interested in DeadcodeGitHub README.md is a natural place for such information. How far you estimate it from being buildable/usable on Linux?
Mar 16 2015
On Mon, 16 Mar 2015 15:14:02 +0000, Jonas Drewsen wrote:Meanwhile I'm happy to assist anyone willing to give a shot on building it on linux. It is currently based on SDL so with bit of luck it is not that hard.i tried to build it, but no luck: it can't build libdparse. ah, the joy=20 of dub... is there any way to build some testing app that doesn't require=20 libdparse? i'm not in a mood of fixing anything right now...=
Mar 16 2015
On Monday, 16 March 2015 at 15:37:00 UTC, ketmar wrote:On Mon, 16 Mar 2015 15:14:02 +0000, Jonas Drewsen wrote:It is only extensions that using libdparse. You should be able to remove extensions/language/d folder and the extensions/highlight/d.d file and make it work I believe.Meanwhile I'm happy to assist anyone willing to give a shot on building it on linux. It is currently based on SDL so with bit of luck it is not that hard.i tried to build it, but no luck: it can't build libdparse. ah, the joy of dub... is there any way to build some testing app that doesn't require libdparse? i'm not in a mood of fixing anything right now...
Mar 16 2015
On Mon, 16 Mar 2015 16:57:34 +0000, Jonas Drewsen wrote:On Monday, 16 March 2015 at 15:37:00 UTC, ketmar wrote:thank you, i'll try that tomorrow.=On Mon, 16 Mar 2015 15:14:02 +0000, Jonas Drewsen wrote:=20 It is only extensions that using libdparse. =20 You should be able to remove extensions/language/d folder and the extensions/highlight/d.d file and make it work I believe.Meanwhile I'm happy to assist anyone willing to give a shot on building it on linux. It is currently based on SDL so with bit of luck it is not that hard.i tried to build it, but no luck: it can't build libdparse. ah, the joy of dub... is there any way to build some testing app that doesn't require libdparse? i'm not in a mood of fixing anything right now...
Mar 16 2015
On Monday, 16 March 2015 at 15:14:03 UTC, Jonas Drewsen wrote:Meanwhile I'm happy to assist anyone willing to give a shot on building it on linux. It is currently based on SDL so with bit of luck it is not that hard.I got bunch of errors from windowdragger.d amd guiapplication.d modules because those directly import windows api stuff and use types like `DWORD` and friends.
Mar 16 2015
On Monday, 16 March 2015 at 18:27:52 UTC, Dicebot wrote:On Monday, 16 March 2015 at 15:14:03 UTC, Jonas Drewsen wrote:I see :( The windowdragger.d could be fixed on linux using something from : http://rosettacode.org/wiki/Mouse_position#C The guiapplication.d is stuff for watching dirs, locating window position info, and getting default dir paths e.g. user dir.Meanwhile I'm happy to assist anyone willing to give a shot on building it on linux. It is currently based on SDL so with bit of luck it is not that hard.I got bunch of errors from windowdragger.d amd guiapplication.d modules because those directly import windows api stuff and use types like `DWORD` and friends.
Mar 16 2015
On Monday, 16 March 2015 at 20:17:05 UTC, Jonas Drewsen wrote:On Monday, 16 March 2015 at 18:27:52 UTC, Dicebot wrote:Hiding platform-specific details behind a more abstract API wrapper would make adding linux support much easier ;)On Monday, 16 March 2015 at 15:14:03 UTC, Jonas Drewsen wrote:I see :( The windowdragger.d could be fixed on linux using something from : http://rosettacode.org/wiki/Mouse_position#C The guiapplication.d is stuff for watching dirs, locating window position info, and getting default dir paths e.g. user dir.Meanwhile I'm happy to assist anyone willing to give a shot on building it on linux. It is currently based on SDL so with bit of luck it is not that hard.I got bunch of errors from windowdragger.d amd guiapplication.d modules because those directly import windows api stuff and use types like `DWORD` and friends.
Mar 17 2015
On Tuesday, 17 March 2015 at 11:08:07 UTC, Dicebot wrote:On Monday, 16 March 2015 at 20:17:05 UTC, Jonas Drewsen wrote:Definitely. I've now made a branch "linux" on github where linux compiles and links successfully and that also includes steps towards abstracting stuff.On Monday, 16 March 2015 at 18:27:52 UTC, Dicebot wrote:Hiding platform-specific details behind a more abstract API wrapper would make adding linux support much easier ;)On Monday, 16 March 2015 at 15:14:03 UTC, Jonas Drewsen wrote:I see :( The windowdragger.d could be fixed on linux using something from : http://rosettacode.org/wiki/Mouse_position#C The guiapplication.d is stuff for watching dirs, locating window position info, and getting default dir paths e.g. user dir.Meanwhile I'm happy to assist anyone willing to give a shot on building it on linux. It is currently based on SDL so with bit of luck it is not that hard.I got bunch of errors from windowdragger.d amd guiapplication.d modules because those directly import windows api stuff and use types like `DWORD` and friends.
Mar 17 2015
On Tuesday, 17 March 2015 at 12:39:00 UTC, Jonas Drewsen wrote:Definitely. I've now made a branch "linux" on github where linux compiles and links successfully and that also includes steps towards abstracting stuff.Thanks a lot. Sadly this branch still doesn't seem to compile because of other issues (that don't seem to be related to platform portability). I think I will wait for some tagged release before rushing into experiments :)
Mar 25 2015
On Thursday, 26 March 2015 at 00:26:58 UTC, Dicebot wrote:On Tuesday, 17 March 2015 at 12:39:00 UTC, Jonas Drewsen wrote:I fully understand. After the next release my focus will be on porting to mac and linux. /JonasDefinitely. I've now made a branch "linux" on github where linux compiles and links successfully and that also includes steps towards abstracting stuff.Thanks a lot. Sadly this branch still doesn't seem to compile because of other issues (that don't seem to be related to platform portability). I think I will wait for some tagged release before rushing into experiments :)
Mar 26 2015
On Thu, 26 Mar 2015 14:17:16 +0000, Jonas Drewsen wrote:On Thursday, 26 March 2015 at 00:26:58 UTC, Dicebot wrote:FYI: i successfully compiled deadcode on GNU/Linux. it still segfaults,=20 though, and it does that deep inside SDL_ttf, trying to render some=20 glyphs. seems that i need to upgrade SDL_ttf (i never used that in my=20 projects, so i never cared about it being up-to-date). will keep you=20 informed on progress, if there will be any.=On Tuesday, 17 March 2015 at 12:39:00 UTC, Jonas Drewsen wrote:=20 I fully understand. After the next release my focus will be on porting to mac and linux.Definitely. I've now made a branch "linux" on github where linux compiles and links successfully and that also includes steps towards abstracting stuff.Thanks a lot. Sadly this branch still doesn't seem to compile because of other issues (that don't seem to be related to platform portability). I think I will wait for some tagged release before rushing into experiments :)
Mar 26 2015
Ahh, you got my message :) Thank you very much for opening this! I'll build a nice sdc-related plugin shortly. Thumbs up!
Mar 19 2015