digitalmars.D - Can enum and immutable be unified?
- Ary Borenszweig (29/41) Jul 23 2009 Yesterday I was thiking the same thing. I think the only difference to
- Ary Borenszweig (4/54) Jul 23 2009 Sorry, I wanted to write that the compiler can choose what things are
- Nick Sabalausky (11/20) Jul 23 2009 For many embedded uses, you would need to have some way to be able to sa...
- Don (6/58) Jul 23 2009 AFAIK, the only reason 'enum' manifest constants exist in D2 is because
- Robert Fraser (4/67) Jul 23 2009 Since objconv works with OMF now, how hard would it be to get a workflow...
- Don (5/74) Jul 24 2009 objconv can disassemble OMF now, but it can't yet convert COMDAT
- Robert Fraser (2/80) Jul 25 2009 I would _love_ to see being able to use another (MS?) linker on WIndows
Michiel Helvensteijn escribió:Walter Bright wrote:Yesterday I was thiking the same thing. I think the only difference to the programmer between those is that you can take the address of something immutable, but can't take the address of a compile time constant. Now I wonder why would you like to take the address of something that's immutable. The times I remember passing something's address is to change it, something like: int x = 10; foo(&x); // now x might have changed But immutable variables cannot change, so no need to pass it by reference. The other usage is performance. If it's an immutable big struct you might want to pass it by reference instead of copying the whole thing. If you can't pass a reference to something immutable you couldn't do with this optimization. But in this case, the compiler could choose to rewrite mentions to big immutable variables as references to those in a transparent way to the programmer. Of course this is harder for the compiler writer, but it's much easier for the user. (as a starting point the compiler could do without this optimization and see if the users are having problems without it) I can't come up with other cases where you'd want to pass a reference to something immutable. So let's suppose we don't need to take an immutable varaible's address. We get rid of "enum" then and unify "immutable" and "enum" into the single "immutable" keyword. The compiler still has to determine what to put in ROM and what not. But I think this one is easy: primitive types can go in ROM, also maybe small immutable structs, maybe primitive arrays, but not classes or references to classes. Is there something fundamentally wrong with this reasoning?immutable - data that cannot change or be changed (imagine it is stored in ROM) const - read only view of data, you cannot change it but others can enum - compile time constant, has no storage The only place these overlap is in the declaration of symbolic constants. C++ has all three, but in a way that is context dependent that very few people are aware of.Aren't immutable and enum the same thing? At least to the programmer?
Jul 23 2009
Ary Borenszweig escribió:Michiel Helvensteijn escribió: > Walter Bright wrote: > >> immutable - data that cannot change or be changed (imagine it is stored >> in ROM) >> >> const - read only view of data, you cannot change it but others can >> >> enum - compile time constant, has no storage >> >> The only place these overlap is in the declaration of symbolic >> constants. C++ has all three, but in a way that is context dependent >> that very few people are aware of. > > Aren't immutable and enum the same thing? At least to the programmer? Yesterday I was thiking the same thing. I think the only difference to the programmer between those is that you can take the address of something immutable, but can't take the address of a compile time constant. Now I wonder why would you like to take the address of something that's immutable. The times I remember passing something's address is to change it, something like: int x = 10; foo(&x); // now x might have changed But immutable variables cannot change, so no need to pass it by reference. The other usage is performance. If it's an immutable big struct you might want to pass it by reference instead of copying the whole thing. If you can't pass a reference to something immutable you couldn't do with this optimization. But in this case, the compiler could choose to rewrite mentions to big immutable variables as references to those in a transparent way to the programmer. Of course this is harder for the compiler writer, but it's much easier for the user. (as a starting point the compiler could do without this optimization and see if the users are having problems without it) I can't come up with other cases where you'd want to pass a reference to something immutable. So let's suppose we don't need to take an immutable varaible's address. We get rid of "enum" then and unify "immutable" and "enum" into the single "immutable" keyword. The compiler still has to determine what to put in ROM and what not. But I think this one is easy: primitive types can go in ROM, also maybe small immutable structs, maybe primitive arrays, but not classes or references to classes.Sorry, I wanted to write that the compiler can choose what things are compile-time constants and what things should go into ROM. Primitives, small structs, etc, should be compile-time constants.
Jul 23 2009
"Ary Borenszweig" <ary esperanto.org.ar> wrote in message news:h49nfn$114b$1 digitalmars.com...For many embedded uses, you would need to have some way to be able to say "This must be in ROM" (and probably at a specific address) so that it can be accessed by more than just the firmware. Hmm, but then again, I suppose that would probably be better handled by a linker that supports embedding of resources. It's not a bad idea IMO. And you could even have an "optimize for size" setting that keeps all immutable types out of ROM (wherever possible) without the programmer needing to change code. I'd still want to keep "enum" for *real* enumerations, though.So let's suppose we don't need to take an immutable varaible's address. We get rid of "enum" then and unify "immutable" and "enum" into the single "immutable" keyword. The compiler still has to determine what to put in ROM and what not. But I think this one is easy: primitive types can go in ROM, also maybe small immutable structs, maybe primitive arrays, but not classes or references to classes.Sorry, I wanted to write that the compiler can choose what things are compile-time constants and what things should go into ROM. Primitives, small structs, etc, should be compile-time constants.
Jul 23 2009
Ary Borenszweig wrote:Michiel Helvensteijn escribió: > Walter Bright wrote: > >> immutable - data that cannot change or be changed (imagine it is stored >> in ROM) >> >> const - read only view of data, you cannot change it but others can >> >> enum - compile time constant, has no storage >> >> The only place these overlap is in the declaration of symbolic >> constants. C++ has all three, but in a way that is context dependent >> that very few people are aware of. > > Aren't immutable and enum the same thing? At least to the programmer? Yesterday I was thiking the same thing. I think the only difference to the programmer between those is that you can take the address of something immutable, but can't take the address of a compile time constant. Now I wonder why would you like to take the address of something that's immutable. The times I remember passing something's address is to change it, something like: int x = 10; foo(&x); // now x might have changed But immutable variables cannot change, so no need to pass it by reference. The other usage is performance. If it's an immutable big struct you might want to pass it by reference instead of copying the whole thing. If you can't pass a reference to something immutable you couldn't do with this optimization. But in this case, the compiler could choose to rewrite mentions to big immutable variables as references to those in a transparent way to the programmer. Of course this is harder for the compiler writer, but it's much easier for the user. (as a starting point the compiler could do without this optimization and see if the users are having problems without it) I can't come up with other cases where you'd want to pass a reference to something immutable. So let's suppose we don't need to take an immutable varaible's address. We get rid of "enum" then and unify "immutable" and "enum" into the single "immutable" keyword. The compiler still has to determine what to put in ROM and what not. But I think this one is easy: primitive types can go in ROM, also maybe small immutable structs, maybe primitive arrays, but not classes or references to classes. Is there something fundamentally wrong with this reasoning?AFAIK, the only reason 'enum' manifest constants exist in D2 is because of linking limitations. OPTLINK isn't smart enough to be able to discard immutable references. There's no need to use them, unless you have something like the Windows headers, where they're an enormous bloat if they aren't discarded. Most people should forget they exist.
Jul 23 2009
Don wrote:Ary Borenszweig wrote:Since objconv works with OMF now, how hard would it be to get a workflow going to use a different linker on Windows? Every other post these days seems to be "oh, it's an optlink issue"Michiel Helvensteijn escribió: > Walter Bright wrote: > >> immutable - data that cannot change or be changed (imagine it is stored >> in ROM) >> >> const - read only view of data, you cannot change it but others can >> >> enum - compile time constant, has no storage >> >> The only place these overlap is in the declaration of symbolic >> constants. C++ has all three, but in a way that is context dependent >> that very few people are aware of. > > Aren't immutable and enum the same thing? At least to the programmer? Yesterday I was thiking the same thing. I think the only difference to the programmer between those is that you can take the address of something immutable, but can't take the address of a compile time constant. Now I wonder why would you like to take the address of something that's immutable. The times I remember passing something's address is to change it, something like: int x = 10; foo(&x); // now x might have changed But immutable variables cannot change, so no need to pass it by reference. The other usage is performance. If it's an immutable big struct you might want to pass it by reference instead of copying the whole thing. If you can't pass a reference to something immutable you couldn't do with this optimization. But in this case, the compiler could choose to rewrite mentions to big immutable variables as references to those in a transparent way to the programmer. Of course this is harder for the compiler writer, but it's much easier for the user. (as a starting point the compiler could do without this optimization and see if the users are having problems without it) I can't come up with other cases where you'd want to pass a reference to something immutable. So let's suppose we don't need to take an immutable varaible's address. We get rid of "enum" then and unify "immutable" and "enum" into the single "immutable" keyword. The compiler still has to determine what to put in ROM and what not. But I think this one is easy: primitive types can go in ROM, also maybe small immutable structs, maybe primitive arrays, but not classes or references to classes. Is there something fundamentally wrong with this reasoning?AFAIK, the only reason 'enum' manifest constants exist in D2 is because of linking limitations. OPTLINK isn't smart enough to be able to discard immutable references. There's no need to use them, unless you have something like the Windows headers, where they're an enormous bloat if they aren't discarded. Most people should forget they exist.
Jul 23 2009
Robert Fraser wrote:Don wrote:objconv can disassemble OMF now, but it can't yet convert COMDAT sections, so it can't convert them to ELF or COFF. Might not be so difficult, if someone wanted to do it. D's use of COMDATs is not so complicated.Ary Borenszweig wrote:Since objconv works with OMF now, how hard would it be to get a workflow going to use a different linker on Windows? Every other post these days seems to be "oh, it's an optlink issue"Michiel Helvensteijn escribió: > Walter Bright wrote: > >> immutable - data that cannot change or be changed (imagine it is stored >> in ROM) >> >> const - read only view of data, you cannot change it but others can >> >> enum - compile time constant, has no storage >> >> The only place these overlap is in the declaration of symbolic >> constants. C++ has all three, but in a way that is context dependent >> that very few people are aware of. > > Aren't immutable and enum the same thing? At least to the programmer? Yesterday I was thiking the same thing. I think the only difference to the programmer between those is that you can take the address of something immutable, but can't take the address of a compile time constant. Now I wonder why would you like to take the address of something that's immutable. The times I remember passing something's address is to change it, something like: int x = 10; foo(&x); // now x might have changed But immutable variables cannot change, so no need to pass it by reference. The other usage is performance. If it's an immutable big struct you might want to pass it by reference instead of copying the whole thing. If you can't pass a reference to something immutable you couldn't do with this optimization. But in this case, the compiler could choose to rewrite mentions to big immutable variables as references to those in a transparent way to the programmer. Of course this is harder for the compiler writer, but it's much easier for the user. (as a starting point the compiler could do without this optimization and see if the users are having problems without it) I can't come up with other cases where you'd want to pass a reference to something immutable. So let's suppose we don't need to take an immutable varaible's address. We get rid of "enum" then and unify "immutable" and "enum" into the single "immutable" keyword. The compiler still has to determine what to put in ROM and what not. But I think this one is easy: primitive types can go in ROM, also maybe small immutable structs, maybe primitive arrays, but not classes or references to classes. Is there something fundamentally wrong with this reasoning?AFAIK, the only reason 'enum' manifest constants exist in D2 is because of linking limitations. OPTLINK isn't smart enough to be able to discard immutable references. There's no need to use them, unless you have something like the Windows headers, where they're an enormous bloat if they aren't discarded. Most people should forget they exist.
Jul 24 2009
Don wrote:Robert Fraser wrote:I would _love_ to see being able to use another (MS?) linker on WIndowsDon wrote:objconv can disassemble OMF now, but it can't yet convert COMDAT sections, so it can't convert them to ELF or COFF. Might not be so difficult, if someone wanted to do it. D's use of COMDATs is not so complicated.Ary Borenszweig wrote:Since objconv works with OMF now, how hard would it be to get a workflow going to use a different linker on Windows? Every other post these days seems to be "oh, it's an optlink issue"Michiel Helvensteijn escribió: > Walter Bright wrote: > >> immutable - data that cannot change or be changed (imagine it is stored >> in ROM) >> >> const - read only view of data, you cannot change it but others can >> >> enum - compile time constant, has no storage >> >> The only place these overlap is in the declaration of symbolic >> constants. C++ has all three, but in a way that is context dependent >> that very few people are aware of. > > Aren't immutable and enum the same thing? At least to the programmer? Yesterday I was thiking the same thing. I think the only difference to the programmer between those is that you can take the address of something immutable, but can't take the address of a compile time constant. Now I wonder why would you like to take the address of something that's immutable. The times I remember passing something's address is to change it, something like: int x = 10; foo(&x); // now x might have changed But immutable variables cannot change, so no need to pass it by reference. The other usage is performance. If it's an immutable big struct you might want to pass it by reference instead of copying the whole thing. If you can't pass a reference to something immutable you couldn't do with this optimization. But in this case, the compiler could choose to rewrite mentions to big immutable variables as references to those in a transparent way to the programmer. Of course this is harder for the compiler writer, but it's much easier for the user. (as a starting point the compiler could do without this optimization and see if the users are having problems without it) I can't come up with other cases where you'd want to pass a reference to something immutable. So let's suppose we don't need to take an immutable varaible's address. We get rid of "enum" then and unify "immutable" and "enum" into the single "immutable" keyword. The compiler still has to determine what to put in ROM and what not. But I think this one is easy: primitive types can go in ROM, also maybe small immutable structs, maybe primitive arrays, but not classes or references to classes. Is there something fundamentally wrong with this reasoning?AFAIK, the only reason 'enum' manifest constants exist in D2 is because of linking limitations. OPTLINK isn't smart enough to be able to discard immutable references. There's no need to use them, unless you have something like the Windows headers, where they're an enormous bloat if they aren't discarded. Most people should forget they exist.
Jul 25 2009