D Language 2.0
Nick Sabalausky
a at a.a
Mon Jan 18 12:54:32 PST 2010
"Walter Bright" <newshound1 at digitalmars.com> wrote in message
news:hj2ef2$4eg$1 at digitalmars.com...
> Nick Sabalausky wrote:
>> Right, but like I had said below that, D isn't really usable for embedded
>> ATM, so until that happens (and I'm *really* anxious to see that happen),
>> D is still desktop-only, and even on the lowest-end desktops 80k is
>> nothing.
>
> I didn't know you were an embedded systems developer. I haven't done
> embedded systems since the 6800! So I don't know what's involved these
> days.
>
> Can you spell it out for me exactly what needs to be done to support this
> with DMD? (Yes, I know, do the ARM instruction set, but what about
> embedded x86?)
Well, unfortunately, my embedded experience so far has been limited to
hobbyist stuff, like homebrew GameBoy Advance (ARM) and VCS/2600 and
Parallax's Propeller microcontroller (which can only just barely do C and it
comes at a cost), very little on the tool-development side, plus it's been
awhile since I've had a chance to do anything in that whole area anyway
(damn web jobs...), so I can't really say.
I can say I'd definitely like to see D usable for Wii/XBox/Playstation/etc,
because console games (*real* ones, that is) are still realistically limited
to just C++ right now and games are probably the biggest reason I'm
interested in embedded D. (And yea, Wii can do Flash but that's very
limited, and 360 can do C#, but that limits you to 360/PC-only).
But again, I've been too far removed lately to really be sure what exactly
would be needed. A C-generating backend would probably help though, although
I assume that might be more work than adding another instruction set.
More information about the Digitalmars-d
mailing list