November 24, 2018
rc1 is now available:

https://github.com/dlang/visuald/releases/tag/v0.48.0-rc1

Changes from beta3:
  * build system
    - fixed linking privatephobos.lib if intermediate dir
      different from output dir
  * mago
    - add option to disable strings to be expandable
    - support showing closure and capture variables as locals for
      dmd 2.084/nightly
  * editor
    - added outlining for case statements
    - implemented commands View.PopBrowsContext and ForwardBrowseContext
    - reindent if multiple lines added by completion
    - tweaked formatting for enumerators, struct and array initializers
    - added option to not indent case statements

Please report issues and regressions here or for component visuald at https://issues.dlang.org/

Rainer

On 10/11/2018 09:50, Rainer Schuetze wrote:
> I have just released a new beta:
> 
> https://github.com/dlang/visuald/releases/tag/v0.48.0-beta3
> 
> Changes:
> 
> - VDServer refactoring
> - experimental: option to enable semantic identifier highlighting (see
> Tools->Options->Text Editor->D->Editor page)
> - mago:
>   - fix crash in VS if a value is marked expandable, but doesn't yield
> any children
>   - fix .ptr property of static array if it is a struct/class member
>   - add option to disable strings to be expandable
>   - support showing closure and capture variables as locals for dmd
> 2.084 (nightlies)
> 
> 
> 
> On 05/10/2018 14:41, Rainer Schuetze wrote:
>> Hi,
>>
>> I have prepared a beta for the next release of Visual D. Here are some highlights:
>>
>> - fixed installation/uninstallation issues in VS2017
>> - new VC project: allow adding C++ skeleton, fix some default settings
>> - settings: removed some legacy settings and made scope clearer
>> - dparser: support for "static foreach", fixed "find references",
>> experimental "show value of constants in tooltip"
>> - mago: fix crash in VS2017, shows return values of functions stepped over
>> - fixed "Compile and Run" on selection
>> - fixed help via F1
>>
>> You can find the installer and more details here: https://github.com/dlang/visuald/releases/tag/v0.48.0-beta1
>>
>> Rainer
November 25, 2018
On Saturday, 24 November 2018 at 13:54:57 UTC, Rainer Schuetze wrote:
> rc1 is now available

Thanks!
December 12, 2018
Hi Rainer, I wasn't sure exactly where to ask this, but I figured this is was as good of a place as any.

The new C++/D Project template looks absolutely amazing, it has never been this easy to get started with a C++ main function that can call D, especially on Windows. I was wondering how exactly this works in the background though, are you compiling to .obj files with the different compilers (MSVC+DMD) and then passing it to the linker, or are you creating a D static library and linking it that way behind the scenes?

I looked at the .vcxproj file and it looks very similar to "regular" .vcxproj files, could I edit my already existing C++ project (that uses a non-standard project template with a custom compiler, not MSVC) and just add the D parts and convert a C++ project to C++/D that way?

This might just be the last step needed to get more game developers to follow Remedy and start using D in their engines (alongside C++ at first), assuming that it actually is that easy to do with any kind of C++ project.

I'll stick around the #d IRC channel if you have any specific questions about what it is I want to do, but I'm not sure how much I should say here.
December 12, 2018

On 12/12/2018 11:25, Markus Pursche wrote:
> Hi Rainer, I wasn't sure exactly where to ask this, but I figured this is was as good of a place as any.
> 
> The new C++/D Project template looks absolutely amazing, it has never been this easy to get started with a C++ main function that can call D, especially on Windows. I was wondering how exactly this works in the background though, are you compiling to .obj files with the different compilers (MSVC+DMD) and then passing it to the linker, or are you creating a D static library and linking it that way behind the scenes?

Visual D adds a new task "CompileD" to msbuild together with a new "Item Type" that gets automatically assigned to items with extension .d. This task creates object files that are added to the linker command line in addition to some additional options like library search paths.

> 
> I looked at the .vcxproj file and it looks very similar to "regular" .vcxproj files, could I edit my already existing C++ project (that uses a non-standard project template with a custom compiler, not MSVC) and just add the D parts and convert a C++ project to C++/D that way?
> 

You can just drag a .d file into any VC project to integrate it with compilation and linkage. The D compiler options page will appear automatically. (Depending on what your code does you might have to add the phobos library to the linker settings, but it is supposed to be automatic, too).

> This might just be the last step needed to get more game developers to follow Remedy and start using D in their engines (alongside C++ at first), assuming that it actually is that easy to do with any kind of C++ project.
> 
> I'll stick around the #d IRC channel if you have any specific questions about what it is I want to do, but I'm not sure how much I should say here.
December 14, 2018
Small request on the latest release.

You added the ability to collapse case statements, which is nice. The only problem I'm having which is just annoying more than anything else is that the collapse bleeds over to the next case statement's header comments:


case 1:
....
break;


// Case 2
case2:


When collapsing case 1, the comment will get folded along with it.


As a simple work around I suggest:

You go to the next case(or default or closing }) and then backtrack to fight the last return, break, throw, or goto and then everything in between will either go with the second case, or be split up based "closeness" to the case statement.



the idea is to handle footer comments of the previous case:

case 1:
....
break;
// that was case 1

// Case 2
case2:


Here the nl will break the two apart but mainly because // Case 2 is right next to case 2.



Or simply attack all connected comments preceding the case statement to the case statement(within scope of course).

Thanks.. Seems VD is starting to shape up! ;)
December 14, 2018

On 14/12/2018 03:25, Michelle Long wrote:
> Small request on the latest release.
> 
> You added the ability to collapse case statements, which is nice. The only problem I'm having which is just annoying more than anything else is that the collapse bleeds over to the next case statement's header comments:
> 
> 
> case 1:
> ....
> break;
> 
> 
> // Case 2
> case2:
> 
> 
> When collapsing case 1, the comment will get folded along with it.
> 
> 
> As a simple work around I suggest:
> 
> You go to the next case(or default or closing }) and then backtrack to fight the last return, break, throw, or goto and then everything in between will either go with the second case, or be split up based "closeness" to the case statement.
> 
> 
> 
> the idea is to handle footer comments of the previous case:
> 
> case 1:
> ....
> break;
> // that was case 1
> 
> // Case 2
> case2:
> 
> 
> Here the nl will break the two apart but mainly because // Case 2 is right next to case 2.
> 
> 
> 
> Or simply attack all connected comments preceding the case statement to the case statement(within scope of course).
> 
> Thanks.. Seems VD is starting to shape up! ;)

Yes, keeping the comment above the case makes sense. I guess it's very uncommon to have a comment after the end of the previous case block (or almost any block), but the newline rule sounds good, too.

In C++ I tend to add "// fallthrough" right there if I actually don't want to break, but that's not how it works in D.
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