meta programming debugging info

Kapendev alexandroskapretsos at gmail.com
Tue Aug 26 22:35:30 UTC 2025


On Tuesday, 26 August 2025 at 10:48:05 UTC, monkyyy wrote:
> https://www.youtube.com/live/Ou4KUBjr_78?t=8998s
>
> he claims 300 lines of code, whereitz, I have thoeries of how 
> it was structured but lets make sure
>
> my own terrible idea was "6 lines" based but was borne out of 
> limitations I no longer have, wasm without a runtime with a 
> from scratch std will not be on my todo list ever again and my 
> metaprogramming has since improved
>
> https://github.com/crazymonkyyy/raylib-2024/blob/master/examples/004-debuging.d
> https://github.com/crazymonkyyy/raylib-2024/blob/4910060a0b66290bd98f3618112a72407ad8e103/monkyyylib/debugsystem.d#L16
>
> *In engine* debugging given the lack of natural debuggers, fast 
> compiles and reaching for the terrible wasm seems to be what we 
> should reach for. What have poeple tried, whats possible?

I draw debug rectangles and text on the screen the basic way. 
Kinda. I have this tagged union and I play with the string:

```d
foreach (ref e; game.entities) e.call!"draw"();

```

I also copied the thing on the video almost 1-1 lol.

```d

void members(T)(ref T data, int labelWidth, bool 
canShowPrivateMembers = false) {
```


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