December 14, 2012
On Friday, 14 December 2012 at 14:24:01 UTC, David wrote:
> I use gdb all the time! Just compile with -g and -gc. And iirc gdb
> supports D when compiled with gdc.

okay, thanks. i'll check gdc then.

with all negative to OS X this is a one of the major OS, and D should be available everywhere \O/
December 14, 2012
On 2012-12-14 13:52, evilrat wrote:

> just because when i tried debug simple program in xcode it was really
> pain and suffering, the whole OS X for D coding is painful :(

GDB shipped with Xcode is way to old, IIRC.

-- 
/Jacob Carlborg
December 14, 2012
On Friday, 14 December 2012 at 14:39:55 UTC, Jacob Carlborg wrote:

> GDB shipped with Xcode is way to old, IIRC.

yes i know, but latest versions use lldb, though i don't used it with D yet.
December 14, 2012
On 14 December 2012 14:24, David <d@dav1d.de> wrote:

> Am 14.12.2012 13:52, schrieb evilrat:
> > On Friday, 14 December 2012 at 12:24:06 UTC, David wrote:
> >> A lot of D users use Linux, which isn't supported by awesomium
> >
> > which debugger Linux users use? does gdb support D at least like visual
> > studio(visual d)/mago? o_O
>
> I use gdb all the time! Just compile with -g and -gc. And iirc gdb supports D when compiled with gdc.
>
>
Aye, GDC is supported by the GNU debugger. D arrays and classes have special handling within the gdb code, along with all the pretty names (ubyte, ushort, uint, ulong).   The rest of the debugging information exported is pretty much shown identical as you would see it if it were gcc/g++ had compiled it.


Regards,
-- 
Iain Buclaw

*(p < e ? p++ : p) = (c & 0x0f) + '0';


December 14, 2012
On Fri, 14 Dec 2012 13:22:28 +0100
Sönke Ludwig <sludwig@outerproduct.org> wrote:

> It also doesn't seem to be ported to the mobile platforms, which makes it an uncertain development target.
> 

Don't the mobile platforms provide web-view components anyway? Or does all the sandboxing on them prevent loading one up with a file:/// url?

December 14, 2012
Am 14.12.2012 17:50, schrieb Nick Sabalausky:
> On Fri, 14 Dec 2012 13:22:28 +0100
> Sönke Ludwig <sludwig@outerproduct.org> wrote:
> 
>> It also doesn't seem to be ported to the mobile platforms, which makes it an uncertain development target.
>>
> 
> Don't the mobile platforms provide web-view components anyway? Or does all the sandboxing on them prevent loading one up with a file:/// url?
> 

They do (Windows and Mac OS in fact do, too), but then you have to support multiple browser engines with different APIs. The level of control can also be quite limited (or cumbersome to achieve) for some applications. Having a single engine with the same behavior across all platforms would be nice to have.

But the most important point (for me) is that the web-view controls do not support off-screen rendering, so you have to use the native UI framework, which further reduces the possible code reuse and flexibility.
December 15, 2012
On Friday, 14 December 2012 at 05:15:05 UTC, evilrat wrote:
> i've just updated source repo, some minor changes, first code released. still no xcode projects though, still have some mess in project and no docs. but as soon as i have time i will clean this up, also i think to add some opengl(and maybe awesomium sdl demo port) examples in next commit to draw some attention.
>
> i wonder why no one interested in project? maybe thats just because awesomium is um... half dead(can't pick correct word)?

My biggest issue with using something like this would be the lack of Linux support, and the lack of source code available. From what I understand, your wrapper originally didn't have source code available, but now does? Personally, I'm not too concerned about Awesomium itself charging for the source code, but I would consider including any third party library that you don't have the source code for and isn't *very* well known in your code that you don't have the source for to be irresponsible.

As for the Linux support, as far as I understand RC3 is expected have Linux support, and Awesomium itself does support Linux. Games like Heroes of Newerth and Overgrowth use it, and both of those support Linux. It seems like RC1 supported only Windows, RC2 Mac + Windows, and RC3 all three?

I hadn't heard of Awesomium before your post, and it actually seems quite interesting. I was originally intending to make my own OpenGL UI library when I reached the point where my programs / game needed an actual UI, but something like this seems like it would be really nice. That being said, that's still a long ways away, so this is mostly future thoughts.
December 15, 2012
On Saturday, 15 December 2012 at 03:41:12 UTC, Kapps wrote:
> My biggest issue with using something like this would be the lack of Linux support, and the lack of source code available. From what I understand, your wrapper originally didn't have source code available, but now does? Personally, I'm not too concerned about Awesomium itself charging for the source code, but I would consider including any third party library that you don't have the source code for and isn't *very* well known in your code that you don't have the source for to be irresponsible.
>
> As for the Linux support, as far as I understand RC3 is expected have Linux support, and Awesomium itself does support Linux. Games like Heroes of Newerth and Overgrowth use it, and both of those support Linux. It seems like RC1 supported only Windows, RC2 Mac + Windows, and RC3 all three?
>
> I hadn't heard of Awesomium before your post, and it actually seems quite interesting. I was originally intending to make my own OpenGL UI library when I reached the point where my programs / game needed an actual UI, but something like this seems like it would be really nice. That being said, that's still a long ways away, so this is mostly future thoughts.

awesomium has only 1.6.5 build for linux, it has their own C API so you could start with it right now. version 1.7 don't have linux build and public(!) C API(but it still in the shared libs), but maybe final release would have linux build again.

also i've read somewhere that they give source by demand to licensees.


i was thinking to do my own OpenGL UI too, but then i've done some tests with offscreen browsers and find this way more convinient, flexible and feature rich with a trade off just a little more memory usage, this is especially not a big price for a rich game ui.


i pushed repo to hosting, but it's still too raw to use in non testing/learning apps. it has some flaws in memory management and string interop between D/C++. lack of documentation, code comments and examples would make incredibly hard to use it for anyone who don't know D and Awesomium. and that's what i'm gonna change once i had some free time. i think i can push commits every 2-3 days, and finish most of the job on winter holidays...

December 15, 2012
i have updated project description page, so now it should be clear how to build and use wrapper.

though i know it's still not the solution.
December 15, 2012
Am 15.12.2012 15:45, schrieb evilrat:
> i have updated project description page, so now it should be clear how to build and use wrapper.
> 
> though i know it's still not the solution.

I'd really like to try it :(
But Windows, meh, only used for compilation.