D for Game Development
Iain Buclaw via Digitalmars-d
digitalmars-d at puremagic.com
Sun Aug 9 00:18:39 PDT 2015
On 9 August 2015 at 09:03, rsw0x via Digitalmars-d <
digitalmars-d at puremagic.com> wrote:
> On Sunday, 9 August 2015 at 06:59:15 UTC, Iain Buclaw wrote:
>
>> On 9 August 2015 at 08:36, Tofu Ninja via Digitalmars-d <
>> digitalmars-d at puremagic.com> wrote:
>>
>> [...]
>>>
>> (Neo)Vim? :o)
>>
>>
>>
>> [...]
>>>
>> Not sure which environment you refer to, but most times I've been pinged
>> into discussion, the problem was less the debugger (GDB) and more the
>> compiler (DMD) which does not produce enough (or wrong) information to
>> even
>> allow some basics to work properly.
>>
>> So your idea of a debugger tool to fix all problems is a non-starter
>> project because from DMD there is not much information present to begin
>> with. You can't magically build a debug environment that represents a
>> program state in its entirety from nothing!
>>
>> Iain.
>>
>
> +1, gdb works just fine with both gdc and ldc(gdc moreso.) Another area
> that dmd falls flat on its face in.
>
> The only real problem I have with GDC is that it's slow.
>
Well I have no control over the sheer number of optimization passes in GCC
backend, nor the sheer number of functions the D frontend wants to send to
compile. :o)
If the libraries were shared, this would reduce linking time, which in
various benchmarks I've done is where most small projects spend the
majority of their time doing. But no one has as of yet come up with a
feasibly implementable idea to do that.
Iain.
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