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Learning D

Learning D

By : Michael Parker
4.7 (3)
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Learning D

Learning D

4.7 (3)
By: Michael Parker

Overview of this book

D is a modern programming language that is both powerful and efficient. It combines multiple paradigms in a way that opens up a whole new world of software design. It is used to develop both desktop and web applications, with future targets including mobile, and is available on multiple platforms. It is familiar to anyone with some experience in one or more of the C-family languages. However, hidden in the similarities are several differences that can be surprising when trying to apply common idioms from other languages. When learning D on your own, this can make it more time-consuming to master. In order to make the most of the language and become an idiomatic D programmer, it’s necessary to learn how to think in D. This book familiarizes you with D from the ground up, with a heavy focus on helping you to avoid surprises so that you can take your D knowledge to the next level more quickly and painlessly. Your journey begins with a taste of the language and the basics of compiling D programs with DMD, the reference D compiler developed by Digital Mars, and DUB, a community-developed build utility and package manager. You then set out on an exploration of major language features. This begins with the fundamentals of D, including built-in types, conditionals, loops and all of the basic building-blocks of a D program, followed by an examination of D’s object-oriented programming support. You’ll learn how these features differ from languages you may already be familiar with. Next up are D’s compile-time features, such as Compile-Time Function Evaluation and conditional compilation, then generic programming with templates. After that, you’ll learn the more advanced features of ranges and functional pipeline programming. To enhance your D experience, you are next taken on a tour of the D ecosystem and learn how to make D interact with C. Finally, you get a look at D web development using the vibe.d project and the book closes with some handy advice on where to go next.
Table of Contents (13 chapters)
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12
Index

Chapter 1. How to Get a D in Programming

Before diving into the core features of the D programming language, some laying of groundwork is in order. This first chapter serves as a gentle introduction to D and as a guide to installing the prerequisite tools of the trade we'll be using throughout the book. The example program shown here isn't anything earth-shatteringly amazing, but it does demonstrate a couple of features of D that do not exist in other languages. The sample project that is developed over the course of the book is also introduced here, with a look at the motivation behind it and the features that will be implemented. Here's what you can expect to see:

  • Say hello to D: This examines a simple D program and gives you advice on where to go for help with D
  • The Digital Mars D compiler: This covers how to install and run DMD
  • Say hello to MovieMan: This is an introduction to the two versions of the sample project developed throughout the book
  • DUB—the D build tool and package manager: This covers how to install DUB and configure it to build the first version of MovieMan
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Learning D
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