[OT] - C++ exceptions are becoming more and more problematic
Guillaume Piolat
first.last at gmail.com
Sun Feb 27 21:03:54 UTC 2022
On Sunday, 27 February 2022 at 19:32:47 UTC, Paulo Pinto wrote:
>
> How do you start a new project in D for PlayStation
> 5/Switch/XBox
You get LDC/GCC to emit binary code for whatever platform they
are using, and port the needed system headers (with agreement
from the vendor) to your desired language. Chances are, the
headers are in C or C-ABI C++ for that reason.
> or get a AUTOSAR certification for deployment of D written
> software?
People are writing software for ships with D, so probably they
can use D for cars.
> Unless one is willing to do the work Unity has been doing with
> C#, or Ferrous Systems is doing with Rust, D isn't going to the
> choice, rather those.
You can write bindings for just the API you need. Plus if you go
the BindBC way, it break all linking dependencies, making it
really easy to port and possibly be more portable than the native
vendor SDK. Bonus points: build fast and you avoid, say, an IDE
lock-in.
For Auburn Sounds we translated headers and implemented
VST2/VST3/AU/AAX/LV2 and Apple headers. We re-used X11 headers
translated by somebody in the D community. All this work is
manual and not particularly heroic, as you pay it only _once_.
Others have done this for Java, C# or Delphi.
Writing GPGPU in D is not any more complicated than adding the
DUB line for derelict-cuda or derelict-opencl really.
It's really simple, writing bindings and platform support is
usually a one-time cost to pay, while using an unproductive
language is a lifetime and mental cost that will close product
opportunities by being annoying day-in, day-out.
If you want to use D (and you should) you are going to make the
platform support as you go.
A freelancer wouldn't recoup the cost, but a product-based
business will.
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