obj file for mixin?
kenny
funisher at gmail.com
Sat Jan 13 03:23:45 PST 2007
darn, it's not everything I hoped for, but that is still REALLY COOL.
Thanks!
A game could create bindings to the core, and then use DMD to compile
all of the files before the game starts. A whole AI could be written
using d's "scripting" ability :)
That's really really awesome. Why doesn't someone do that?
For my purposes (web development), it doesn't satisfy everything that I
want. I still need another layer of abstraction, but that does give the
ability for the content server to have extensions compiled on the fly
(without reloading the servers -- just the d files) AWESOME!!!
Thanks again :)
Kenny
Daniel Keep wrote:
> kenny wrote:
>> Are there any examples of this anywhere? This sounds very very
>> interesting to me. Actually so interesting that, you may have just
>> changed the way I was going to implement something ;)
>>
>> Does that mean that I can essentially use D as a scripting language?
>>
>> *Can't contain excitement!*
>
> I haven't looked at it in a while, but I think Mango does this for its'
> build scripts (or they might have removed that).
>
> Also, I did something similar with the build scripts for my cairo
> bindings (they're up at dsource.org/projects/bindings/ somewhere, I
> believe).
>
> So yes, you *can* use D as a kinda scripting language. Just keep in
> mind that if you write a scripting library, instead of:
>
> > module my_lib;
> > void some_func();
> > class Foo { }
>
> You need to do this:
>
> > module my_lib;
> > template my_lib {
> > void some_func();
> > class Foo { }
> > }
>
> And then do this in your script:
>
> > mixin my_lib.my_lib;
>
> -- Daniel
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