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March 15, 2015 Deadcode on github | ||||
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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 |
March 15, 2015 Re: Deadcode on github | ||||
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Posted in reply to Jonas Drewsen | Hi, Great news ! But you didn't gave the direct link so I will (;)) : https://github.com/jcd/deadcode. |
March 15, 2015 Re: Deadcode on github | ||||
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Posted in reply to Jonas Drewsen Attachments: | wow! another great project went public. ;-) |
March 15, 2015 Re: Deadcode on github | ||||
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Posted in reply to Jonas Drewsen | 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/ufLqwxVW
Thank you!
BTW, you need to prominently place a couple paragraphs describing:
what Deadcode is
why someone should be interested in Deadcode
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March 15, 2015 Re: Deadcode on github | ||||
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Posted in reply to Walter Bright | On Sunday, 15 March 2015 at 22:07:04 UTC, Walter Bright wrote:
> 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/ufLqwxVW
>
> Thank you!
>
> BTW, you need to prominently place a couple paragraphs describing:
>
> what Deadcode is
>
> why someone should be interested in Deadcode
I know... and you are right.
On the todo... just soo much more fun to code D than HTML.
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March 16, 2015 Re: Deadcode on github | ||||
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Posted in reply to Jonas Drewsen | 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:
>> 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/ufLqwxVW
>>
>> Thank you!
>>
>> BTW, you need to prominently place a couple paragraphs describing:
>>
>> what Deadcode is
>>
>> why someone should be interested in Deadcode
>
> I know... and you are right.
>
> On the todo... just soo much more fun to code D than HTML.
Then use vibe.d and code it in D :D
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March 16, 2015 Re: Deadcode on github | ||||
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Posted in reply to Walter Bright | 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 Deadcode
GitHub README.md is a natural place for such information.
How far you estimate it from being buildable/usable on Linux?
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March 16, 2015 Re: Deadcode on github | ||||
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Posted in reply to extrawurst | 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:
>> On Sunday, 15 March 2015 at 22:07:04 UTC, Walter Bright wrote:
>>> 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/ufLqwxVW
>>>
>>> Thank you!
>>>
>>> BTW, you need to prominently place a couple paragraphs describing:
>>>
>>> what Deadcode is
>>>
>>> why someone should be interested in Deadcode
>>
>> I know... and you are right.
>>
>> On the todo... just soo much more fun to code D than HTML.
>
> Then use vibe.d and code it in D :D
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.
/Jonas
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March 16, 2015 Re: Deadcode on github | ||||
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Posted in reply to Dicebot | 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:
>> BTW, you need to prominently place a couple paragraphs describing:
>>
>> what Deadcode is
>>
>> why someone should be interested in Deadcode
>
> GitHub README.md is a natural place for such information.
>
> How far you estimate it from being buildable/usable on Linux?
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.
/Jonas
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March 16, 2015 Re: Deadcode on github | ||||
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Posted in reply to Jonas Drewsen Attachments: | 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 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...
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