Runtime code reloading in D, part 1

ixid nuaccount at gmail.com
Fri Jan 4 20:24:32 PST 2013


On Monday, 31 December 2012 at 14:40:48 UTC, Benjamin Thaut wrote:
> Am 31.12.2012 15:02, schrieb DypthroposTheImposter:
>>   Do you find that D without GC is more effective than C++? 
>> Seems like
>> you would be stuck using structs which seems somewhat 
>> limiting, even
>> compared to C++...
>>
>>  UE4 has similar reloading capabilities(using DLLs), though 
>> they use
>> C++ and rely more on the ability to serialize everything
>>
>
> Why should I be stuck with structs? Its the exact same as in 
> C++. I did build my own new and delete operators (as 
> templates). It's not that hard and works pretty well, only the 
> syntax is not ideal in some cases. I can use everything you can 
> use with D+GC. Sometimes you have to be carefull with implict 
> allocations (e.g. closures, array literals) but I have a leak 
> detector that points me to these directly and usually its easy 
> to free these manually.
>
> And I'm quite a bit more productive then in C++. Module 
> constructors with a defined order instead of random static 
> initalizers,
> code generation isnstead of huge amounts of boilerplate code 
> and many other features are the cause of this.
>
> Kind Regards
> Benjamin Thaut

Is D moving away from your sort of use? Games and bioinformatics
would seem to be the areas the language should be trying to get
people to start using it in. The features you're using seem very
much like they should be a part and mode of using the language.


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