ChanServ changed the topic of #zig to: zig programming language | ziglang.org | be excellent to each other | channel logs: https://irclog.whitequark.org/zig/
<MajorLag1>
#1292
<andrewrk>
thanks
<MajorLag1>
hmmm, almost had it fooled: `return @sliceToBytes(@ptrCast([*]PtrType.Child, ptr)[0..1]);` => `error: unable to evaluate constant expression`
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<dbandstra>
for the record, every once in a while, building something in zig either clears my terminal, or dies with a random "bus error" or something like that. after this i can just try again and it usually works
<dbandstra>
it's always been like that for me (playing with zig for a month or two) on ubuntu 18
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<GitHub13>
[zig] andrewrk opened pull request #1294: introduce std.event.fs for async file system functions (master...async-fs) https://git.io/fN0xy
<dbandstra>
andrewrk, it now takes an InStream, and the same implementation works both at runtime and comptime
<andrewrk>
nice!
<dbandstra>
(InStream instead of []u8)
<dbandstra>
i wonder if deflate/inflate is possible, although i don't have the energy to reimplement big existing c libs in zig
<andrewrk>
ofelas is working on that
<andrewrk>
in theory it's possible
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<dbandstra>
there's no stack trace if an error is returned in comptime code in a test
<dbandstra>
just mentions one line test_runner.zig
<andrewrk>
it should be pretty straightforward to add that
<dbandstra>
i don't see an issue yet, i'll make one
<andrewrk>
wait you're talking about this code? test "foo" { return error.Bar; }
<dbandstra>
some variation of: test "foo" { comptime { return error.Bar; } }
<andrewrk>
ah
<dbandstra>
guess it's not unique to tests
<dbandstra>
at least the error name does get printed
<dbandstra>
i didn't notice the error name earlier... let this issue be super low priority
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<andrewrk>
I'm fairly confident that std.event.fs.watchFile should return a std.event.Channel, but the implementation is non-trivial
<andrewrk>
I mean getting it to work is easy, but the cleanup is tricky
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<dbandstra>
hehe my pcx loader is really, really, really slow at comptime... loading a 272x128 image in my game takes like 10 seconds (and my computer starts to get loud)
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<MajorLag1>
apparently just because you've wrapped everything in a comptime block doesn't mean that your expression is a constant expression, according to the compiler.
<hooo_>
it's more like 'run at compile time if possible'
<MajorLag1>
it is possible, it just doesn't want to do it
<MajorLag1>
Well, I've wasted enough time trying to manipulate this into working at comptime without substantial modification. I'll just stick to doing it in a separate build step until comptime is fixed enough.
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<andrewrk>
that sounds like a bug
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<MajorLag1>
probably. Question is, how many function calls deep do you have to be before it shows up? Had similar issues with comptime before in that regard. Makes it difficult to make a minimal test case sometimes.
<andrewrk>
the comptime implementation in stage1 was researchy
<andrewrk>
I'm taking a much more disciplined approach in stage2. I hope to be free of all these pesky bugs
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<MajorLag1>
that'd be great. 9/10 times I encounter a bug or limitation it is in comptime.
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