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Deadcode on github
Mar 15, 2015
Jonas Drewsen
Mar 15, 2015
matovitch
Mar 15, 2015
ketmar
Mar 15, 2015
Walter Bright
Mar 15, 2015
Jonas Drewsen
Mar 16, 2015
extrawurst
Mar 16, 2015
Jonas Drewsen
Mar 16, 2015
Dicebot
Mar 16, 2015
Jonas Drewsen
Mar 16, 2015
ketmar
Mar 16, 2015
Jonas Drewsen
Mar 16, 2015
ketmar
Mar 16, 2015
Dicebot
Mar 16, 2015
Jonas Drewsen
Mar 17, 2015
Dicebot
Mar 17, 2015
Jonas Drewsen
Mar 26, 2015
Dicebot
Mar 26, 2015
Jonas Drewsen
Mar 26, 2015
ketmar
Mar 19, 2015
Stefan Koch
March 15, 2015
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
Hi,

Great news ! But you didn't gave the direct link so I will (;)) : https://github.com/jcd/deadcode.
March 15, 2015
wow! another great project went public. ;-)

March 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/ufLqwxVW

Thank you!

BTW, you need to prominently place a couple paragraphs describing:

what Deadcode is

why someone should be interested in Deadcode


March 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:
>> 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.

March 16, 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:
>> 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
March 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 Deadcode

GitHub README.md is a natural place for such information.

How far you estimate it from being buildable/usable on Linux?
March 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:
>> 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


March 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:
>> 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
March 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 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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