I always been advocating against EH
This is another missed opportunity at capturing that audience
I think the builtin tuple DIP must be resumed right away once D no longer is frozen
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August 15 [OT] Godot Engine: Disable C++ exception handling | ||||
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I always been advocating against EH This is another missed opportunity at capturing that audience I think the builtin tuple DIP must be resumed right away once D no longer is frozen |
August 15 Re: [OT] Godot Engine: Disable C++ exception handling | ||||
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Posted in reply to ryuukk_ | 6 years ago: https://github.com/tgehr/DIPs/blob/tuple-syntax/DIPs/DIP1xxx-tg.md What happened for things to stop moving? D is in best position to be leading at doing better than C/C++ |
August 15 Re: [OT] Godot Engine: Disable C++ exception handling | ||||
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Posted in reply to ryuukk_ | On Tuesday, 15 August 2023 at 02:25:00 UTC, ryuukk_ wrote: >6 years ago: https://github.com/tgehr/DIPs/blob/tuple-syntax/DIPs/DIP1xxx-tg.md What happened for things to stop moving? D is in best position to be leading at doing better than C/C++ I cant speak for the author of the draft but what's certain is that The comma expression needs to be totally removed, for now it's not even deprecated. You'll mostly get errors when used however. |
August 18 Re: [OT] Godot Engine: Disable C++ exception handling | ||||
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Posted in reply to ryuukk_ | On Tuesday, 15 August 2023 at 02:21:43 UTC, ryuukk_ wrote: >I always been advocating against EH This is another missed opportunity at capturing that audience I think the builtin tuple DIP must be resumed right away once D no longer is frozen I have been saying about how exception handling wasn't a good fit for game development, as I said before, games should fail as soon as possible, since they are super easy to enter in an invalid state, they're the completely the opposite from servers. Hipreme Engine is being developed completely without exceptions. I had to develop my own JSON solution since the The only place I use exceptions/error handling are in the hot reloading functionality since the user code can easily do errors such as
This will cause an AssertError, which my engine will handle manually to unload the shared library. Also, my own JSON implementation consistently got 50% of the time used by std.json, probably for not throwing any kind of error, it is almost a drop-in replacement for it, except you manually check after parsing. |
August 18 Re: [OT] Godot Engine: Disable C++ exception handling | ||||
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Posted in reply to ryuukk_ | On 8/15/23 04:25, ryuukk_ wrote:
> 6 years ago: https://github.com/tgehr/DIPs/blob/tuple-syntax/DIPs/DIP1xxx-tg.md
>
> What happened for things to stop moving? D is in best position to be leading at doing better than C/C++
I got very busy with work (both day job and other volunteering engagements) and personal issues. Also quite a few people are pushing for the scope of that DIP to be expanded beyond what can reasonably be expected to be put into the language and I am not really motivated to fight about it. As a result the implementation of the feature is not finished. Also, some parts of the design do still need to be improved.
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August 18 Re: [OT] Godot Engine: Disable C++ exception handling | ||||
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Posted in reply to Hipreme | On Friday, 18 August 2023 at 10:06:44 UTC, Hipreme wrote: >Also, my own JSON implementation consistently got 50% of the time used by std.json, probably for not throwing any kind of error, it is almost a drop-in replacement for it, except you manually check after parsing. Also kinda in the process of removing exceptions, in order to converge upon the custom WebAssembly druntimes that float around. Our exceptions were manually allocated anyway with a bearing on the catcher. |