digitalmars.D.learn - struct Unique(T)
- ChrisG (52/52) Nov 06 2013 Hi, I've been following the D language off and on for several
- Chris Cain (13/27) Nov 06 2013 I'm pretty sure things like Unique have been neglected for
- ChrisG (4/36) Nov 07 2013 Ok, thanks. That does make some sense to me. I read some of the
- Namespace (10/62) Nov 07 2013 Dgame use the SDL also and needed therefore (as you do) shared
Hi, I've been following the D language off and on for several years, have read Andrei's D book, but haven't ever posted here was playing with D using the derelict bindings for the SDL library. The SDL library uses handles in the form of struct pointers for resource management. In C++ I like using unique and shared pointers to manage C handles. Additionally, I like being able to specify custom clean up functions for specific resources. For example: typedef std::unique_ptr<HandleType, HandleDeleter> handle_ptr; My question is: what's the status of D's struct Unique? It looks like struct RefCounted is current, but I can't tell with Unique. There's several comments in the source that say: doesn't work yet. It seems like some of it could be made to work as intended. For example, the commented out code to disallow construction via an lvalue: // this(U)(ref Unique!(U) u) = null; // commented out // this(this) = null; Couldn't this be written: disable this(U)(ref Unique!(U) u); disable this(this); Seems to work when I try it. It stopped the copy from working, but I can still do a move. Like this: Unique!(int) i1 = new int; Unique!(int) i2 = move(i1); // works! Next, I'd like to be able to use a custom deleter. For example, a naive implementation I could write would be something like: struct Unique2(T, string D = "delete") { ... ~this() { debug(Unique2) writeln("Unique destructor of ", (_p is null)? null: _p); if (_p !is null) { mixin(""~D~" (_p);"); // delete _p; _p = null; } } ... So, I could do things like: Unique2!(int, "free") i1 = cast(int*)malloc(int.sizeof); // lame example A real implementation would allow more interesting deleters in the form of delegates, but I'm already stretching my D skillz. Anyway, am I missing something here? Is there a better D language feature I'm not thinking about that provides the same functionality as C++'s std::unique_ptr<> with custom deleters; besides putting scope (exit) everywhere? -Chris
Nov 06 2013
On Thursday, 7 November 2013 at 00:07:25 UTC, ChrisG wrote:My question is: what's the status of D's struct Unique? It looks like struct RefCounted is current, but I can't tell with Unique. There's several comments in the source that say: doesn't work yet. It seems like some of it could be made to work as intended. For example, the commented out code to disallow construction via an lvalue:I'm pretty sure things like Unique have been neglected for awhile. Probably for a decent reason, but a lot of language features have been landing that could help polish it up a bit more.Next, I'd like to be able to use a custom deleter. For example, a naive implementation I could write would be something like: ... snip ... So, I could do things like: Unique2!(int, "free") i1 = cast(int*)malloc(int.sizeof); // lame example A real implementation would allow more interesting deleters in the form of delegates, but I'm already stretching my D skillz.I think Unique will probably be getting something along those lines reasonably shortly, but std.allocator will have to be fully completed first. http://forum.dlang.org/thread/l4btsk$5u8$1 digitalmars.com Once that's done we'll see some memory management schemes like what you're suggesting be implemented. But it's probably not a good idea to add that stuff before we figure out a good way to use it with the new std.allocator effectively.
Nov 06 2013
On Thursday, 7 November 2013 at 01:09:45 UTC, Chris Cain wrote:On Thursday, 7 November 2013 at 00:07:25 UTC, ChrisG wrote:Ok, thanks. That does make some sense to me. I read some of the std.allocator thread. I'll take a look at that code and see what I can make of it.My question is: what's the status of D's struct Unique? It looks like struct RefCounted is current, but I can't tell with Unique. There's several comments in the source that say: doesn't work yet. It seems like some of it could be made to work as intended. For example, the commented out code to disallow construction via an lvalue:I'm pretty sure things like Unique have been neglected for awhile. Probably for a decent reason, but a lot of language features have been landing that could help polish it up a bit more.Next, I'd like to be able to use a custom deleter. For example, a naive implementation I could write would be something like: ... snip ... So, I could do things like: Unique2!(int, "free") i1 = cast(int*)malloc(int.sizeof); // lame example A real implementation would allow more interesting deleters in the form of delegates, but I'm already stretching my D skillz.I think Unique will probably be getting something along those lines reasonably shortly, but std.allocator will have to be fully completed first. http://forum.dlang.org/thread/l4btsk$5u8$1 digitalmars.com Once that's done we'll see some memory management schemes like what you're suggesting be implemented. But it's probably not a good idea to add that stuff before we figure out a good way to use it with the new std.allocator effectively.
Nov 07 2013
On Thursday, 7 November 2013 at 00:07:25 UTC, ChrisG wrote:Hi, I've been following the D language off and on for several years, have read Andrei's D book, but haven't ever posted here I was playing with D using the derelict bindings for the SDL library. The SDL library uses handles in the form of struct pointers for resource management. In C++ I like using unique and shared pointers to manage C handles. Additionally, I like being able to specify custom clean up functions for specific resources. For example: typedef std::unique_ptr<HandleType, HandleDeleter> handle_ptr; My question is: what's the status of D's struct Unique? It looks like struct RefCounted is current, but I can't tell with Unique. There's several comments in the source that say: doesn't work yet. It seems like some of it could be made to work as intended. For example, the commented out code to disallow construction via an lvalue: // this(U)(ref Unique!(U) u) = null; // commented out // this(this) = null; Couldn't this be written: disable this(U)(ref Unique!(U) u); disable this(this); Seems to work when I try it. It stopped the copy from working, but I can still do a move. Like this: Unique!(int) i1 = new int; Unique!(int) i2 = move(i1); // works! Next, I'd like to be able to use a custom deleter. For example, a naive implementation I could write would be something like: struct Unique2(T, string D = "delete") { ... ~this() { debug(Unique2) writeln("Unique destructor of ", (_p is null)? null: _p); if (_p !is null) { mixin(""~D~" (_p);"); // delete _p; _p = null; } } ... So, I could do things like: Unique2!(int, "free") i1 = cast(int*)malloc(int.sizeof); // lame example A real implementation would allow more interesting deleters in the form of delegates, but I'm already stretching my D skillz. Anyway, am I missing something here? Is there a better D language feature I'm not thinking about that provides the same functionality as C++'s std::unique_ptr<> with custom deleters; besides putting scope (exit) everywhere? -ChrisDgame use the SDL also and needed therefore (as you do) shared and unique pointers (mostly shared). So I wrote my own versions and like to share them with you, maybe it helps you. Surface with shared SDL_Surface: https://github.com/Dgame/Dgame/blob/master/Graphics/Surface.d#L67 Creation of the shared_ptr: https://github.com/Dgame/Dgame/blob/master/Graphics/Surface.d#L100 And the shared_ptr struct: https://github.com/Dgame/Dgame/blob/master/Internal/Shared.d
Nov 07 2013
On Thursday, 7 November 2013 at 09:51:38 UTC, Namespace wrote:Dgame use the SDL also and needed therefore (as you do) shared and unique pointers (mostly shared). So I wrote my own versions and like to share them with you, maybe it helps you. Surface with shared SDL_Surface: https://github.com/Dgame/Dgame/blob/master/Graphics/Surface.d#L67 Creation of the shared_ptr: https://github.com/Dgame/Dgame/blob/master/Graphics/Surface.d#L100 And the shared_ptr struct: https://github.com/Dgame/Dgame/blob/master/Internal/Shared.dThanks. I've been looking through your website and github. Very cool stuff. What license is your code released under?
Nov 07 2013
On Thursday, 7 November 2013 at 18:19:35 UTC, ChrisG wrote:On Thursday, 7 November 2013 at 09:51:38 UTC, Namespace wrote:Under zlib/png. I should add this on my site and in my code. Thanks for remembering. :)Dgame use the SDL also and needed therefore (as you do) shared and unique pointers (mostly shared). So I wrote my own versions and like to share them with you, maybe it helps you. Surface with shared SDL_Surface: https://github.com/Dgame/Dgame/blob/master/Graphics/Surface.d#L67 Creation of the shared_ptr: https://github.com/Dgame/Dgame/blob/master/Graphics/Surface.d#L100 And the shared_ptr struct: https://github.com/Dgame/Dgame/blob/master/Internal/Shared.dThanks. I've been looking through your website and github. Very cool stuff. What license is your code released under?
Nov 07 2013