Difference between revisions of "Tutorials"
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* [[Defining custom print format specifiers|Define custom print format specifiers]] | * [[Defining custom print format specifiers|Define custom print format specifiers]] | ||
* [[Function literals]] | * [[Function literals]] | ||
+ | * [http://www.gamedev.net/page/resources/_/technical/general-programming/getting-started-with-the-d-programming-language-r3306 Getting Started with the D Programming Language] -- Mike "Aldacron" Parker | ||
* [[Implicit conversions in user types|Implicitly convert a user-defined type to a builtin type]] | * [[Implicit conversions in user types|Implicitly convert a user-defined type to a builtin type]] | ||
* [[Output locale character (MBS) to console]] | * [[Output locale character (MBS) to console]] |
Revision as of 12:52, 29 July 2013
Best Practices
- Order of import statements
- Portability and performance
- Conventional module name for importing all modules in a package
Common Idioms
Although D inherited much of its syntax from C and C++, the new features that it introduces lead to some common idioms that are unique to D.
- Initializing variables
- Declaring constants
- Looping over integers
- Unittest placement
- Commenting out code
- Declaring dense multidimensional arrays
- Voldemort types
How To
- Bind D to C
- Compile and link with DMD on Windows
- Convert header files with SED
- Define custom print format specifiers
- Function literals
- Getting Started with the D Programming Language -- Mike "Aldacron" Parker
- Implicitly convert a user-defined type to a builtin type
- Output locale character (MBS) to console
- printf
- Promote D Projects
- Regular expressions
- Runtime type information (RTTI)
- Run D in a CGI (web) environment
- Tame OPTLINK
- Run unit tests
- Using NASM with D