November 10, 2015
Am Thu, 5 Nov 2015 14:32:47 +0100
schrieb Johannes Pfau <nospam@example.com>:

> > This is great! Thanks!
> > Is there instructions anywhere for attempting to build druntime with
> > these toolchains so I can have a crack at filling in the gaps
> > there?
> 
> There's some very basic information here:
> http://wiki.dlang.org/GDC/Installation/Generic#Building_only_Druntime.2FPhobos
> Only tested on linux though. It should work on windows if you use a
> msys2 installation and install the base-devel package.

Have you tried this already? For some reason configure seems to pick up
the wrong gdc if I simply do:
./../gcc-4.9.2/libphobos/configure --prefix=/opt/gdc
--host=arm-none-eabi

I'll probably have to debug this, but here's a workaround: GDC=arm-none-eabi-gdc ../../gcc-4.9.2/libphobos/configure --prefix=/opt/gdc --host=arm-none-eabi

Of course compilling druntime fails very early ;-)
November 10, 2015
Am Thu, 5 Nov 2015 14:42:52 +0100
schrieb Johannes Pfau <nospam@example.com>:

> > I see these archives are minimal, only the gdc binaries, but there
> > is also a gcc binary... why is that?
> > The filesize is very different than the ones bundled in devkitPro;
> > is it intended that arm-none-eabi-gcc.exe (and friends) overwrite
> > the ones in the devkitPro distro?
> 
> That's the reason I still need to write a README ;-)
> I'm not sure why the file size could be very different, I'll have a
> look at that later.

I've uploaded some new binaries. Changes:

* Changed the download paths to to their final values:
  ftp://ftp.gdcproject.org/binaries/devkitARM/r44/
  ftp://ftp.gdcproject.org/binaries/devkitPPC/r27/
* Integration into the homepage is finished and looks like this:
  http://www.pixhoster.info/f/2015-11/c2b4e71c57df7c718d6ab0f134d957b3.png
  I'm waiting for some feedback from the devkitpro maintainers as
  devkitPro/ARM/PPC are apparently trademarked.
* The packages now contain README files
* The packages now additionally contain builds of gdb 7.10
* The -gcc files have been removed for now
* gdc -v now prints the DMD FE version and the used GDC commit
* bugurl was changed to bugzilla.gdcproject.org

I hope these were the last toolchain/build-setup related changes. Building toolchains with updated GDC versions is now trivial.
November 11, 2015
Thanks Johannes! I tried a couple of builds with the prev binaries,
but haven't been able to get to this stuff in any depth yet; I've been
doing really long hours at work. I've had about half an hour a day to
myself lately. Spread way too thin >_<
Hopefully it calms down a bit soon, I'm really keen to dive in to this stuff.
Thanks for setting this stuff up so quick! It's nice that these are
getting regular builds; hopefully they make it much easier for people
to dive in and get moving.

On 11 November 2015 at 03:51, Johannes Pfau via Digitalmars-d <digitalmars-d@puremagic.com> wrote:
> Am Thu, 5 Nov 2015 14:42:52 +0100
> schrieb Johannes Pfau <nospam@example.com>:
>
>> > I see these archives are minimal, only the gdc binaries, but there
>> > is also a gcc binary... why is that?
>> > The filesize is very different than the ones bundled in devkitPro;
>> > is it intended that arm-none-eabi-gcc.exe (and friends) overwrite
>> > the ones in the devkitPro distro?
>>
>> That's the reason I still need to write a README ;-)
>> I'm not sure why the file size could be very different, I'll have a
>> look at that later.
>
> I've uploaded some new binaries. Changes:
>
> * Changed the download paths to to their final values:
>   ftp://ftp.gdcproject.org/binaries/devkitARM/r44/
>   ftp://ftp.gdcproject.org/binaries/devkitPPC/r27/
> * Integration into the homepage is finished and looks like this:
>   http://www.pixhoster.info/f/2015-11/c2b4e71c57df7c718d6ab0f134d957b3.png
>   I'm waiting for some feedback from the devkitpro maintainers as
>   devkitPro/ARM/PPC are apparently trademarked.
> * The packages now contain README files
> * The packages now additionally contain builds of gdb 7.10
> * The -gcc files have been removed for now
> * gdc -v now prints the DMD FE version and the used GDC commit
> * bugurl was changed to bugzilla.gdcproject.org
>
> I hope these were the last toolchain/build-setup related changes. Building toolchains with updated GDC versions is now trivial.
November 11, 2015
Am Wed, 11 Nov 2015 21:32:54 +1000
schrieb Manu via Digitalmars-d <digitalmars-d@puremagic.com>:

> Thanks Johannes! I tried a couple of builds with the prev binaries,
> but haven't been able to get to this stuff in any depth yet; I've been
> doing really long hours at work. I've had about half an hour a day to
> myself lately. Spread way too thin >_<
> Hopefully it calms down a bit soon, I'm really keen to dive in to
> this stuff.

No need to hurry. It's just the opposite for me: Since I finished my bachelor thesis two weeks ago I've got much more free time at my disposal. And there are still more than enough GDC related projects to be done: Proper cross-compiler support for the test suite, proper MinGW support, shared libraries :-)


BTW: One of the first problems you might encounter is missing version(*) support. AFAICS we can not easily set version(Gamecube) or version(Wii) from GDC. For now I recommend simply setting versions manually with -fversion. But this also means you always have to pass -fversion when compilling druntime and even when compilling user applications or libraries !

I'd propose version(CRuntime_Newlib) for C-library related stuff and a
newlibVersion variable in core.[stdc.]config, version(DevkitPro) for the
vendor and version(Gamecube, Wii, WiiU, GBA, DS, DSi, 3DS) for the
system. Usage would be like this:

version CRuntime_Newlib
{
    //Newlib only supports this function with version 2.0
    static if(newlibVersion > NewlibVersion(2, 0))
    {
        extern(C) void foo();
    }
}
else //Ansi C
{
    extern(C) void foo();
}

version(Wii)
{
    version(DevkitPro)
    else version(Nintendo)
}

or

version(DevkitPro)
{
    version(Gamecube)
    else version(Wii)
}

> Thanks for setting this stuff up so quick! It's nice that
> these are getting regular builds; hopefully they make it much easier
> for people to dive in and get moving.

I actually wanted to add support for these toolchains for some time now. Your post motivated me to finally do it ;-)
November 20, 2015
On 4/11/2015 7:09 PM, Iain Buclaw via Digitalmars-d wrote:
>
> I'm aware of this, not because I take an interest, but because I was cc'd
> into discussion when they discovered a C++ regression that was seen by
> comparing the md5sum of (D frontend) interpret.c sources between 2nd and
> 3rd generation bootstrapped builds.  ;-)
>

That's awesome!

November 29, 2015
On Sunday, 1 November 2015 at 01:33:29 UTC, Manu wrote:
> So, I just wanted to put this idea out there, and see what other people make of it.
>
> [...]

I'm interested in learning what the commercial license is.

Right now it is unclear and secretive, in contrast with Unity and Unreal engines.
November 30, 2015
On 30 November 2015 at 00:54, Poyeyo via Digitalmars-d <digitalmars-d@puremagic.com> wrote:
> On Sunday, 1 November 2015 at 01:33:29 UTC, Manu wrote:
>>
>> So, I just wanted to put this idea out there, and see what other people make of it.
>>
>> [...]
>
>
> I'm interested in learning what the commercial license is.
>
> Right now it is unclear and secretive, in contrast with Unity and Unreal engines.

Well, nobody has ever asked about it before.

I wrote that because I wanted to reserve the right to grant permission
to a developer wanting to use it commercially. Permission would almost
certainly be granted, free of charge for a certain class of project
(small-medium scale dev). But the reason I put it there was to avoid
any situation where someone used my code, made something insanely
successful, and gave the original developer nothing.
Angry Birds is the prime example, the guy who wrote Box2D was 90%
responsible for Angry Birds; which I expect is no more than 200 lines
of code on top of Box2D and a bit of art. Rovio made *billions* of
dollars, and never gave him a cent. I'm all for commercial use, but I
want to know about commercial projects, grant permission, and/or agree
on a reasonable cut if someone becomes a billionaire off of my work.
Most likely case is that I'd just be a valuable resource of free dev
support ;)
1 2 3 4 5 6
Next ›   Last »