digitalmars.D.learn - struct constructor co nfusion
- Spacen Jasset (21/21) Nov 06 2015 Hello,
- Atila Neves (22/38) Nov 06 2015 This is common in D as well. The difference to C++ is 0-argument
- Spacen Jasset (27/73) Nov 06 2015 What I mean is that:
- anonymous (17/36) Nov 06 2015 You can use Texture.init to initialize a variable:
Hello, I have read various things about struct constructors, specifically 0 argument constructors, and using opCall and disable this(); which no longer seems to work. What I am after I think is the behavior of C++'s structs on the stack, namely for some or all of these uses at a given time: 1. Allocation on the stack 2. Value type semantics 3. RAII (combined with (1) often) The scope keyword on classes has been deprecated, it seems because it was hard to detect returning destroyed scope references, otherwise that might have done the job. Is it the case that a struct should now be used with a factory method? Does this also mean that the struct destructor must be made to work when .init is called instead of the factory method? This idiom is inconsistent with struct constructors that do have one or more arguments, and I think that this question is likely to arise time immemorial from others who are not expecting this particular inconstancy. Would it not make sense to ban constructors on structs entirely -- or find another solution that clears this up?
Nov 06 2015
On Friday, 6 November 2015 at 17:34:29 UTC, Spacen Jasset wrote:Hello, I have read various things about struct constructors, specifically 0 argument constructors, and using opCall and disable this(); which no longer seems to work. What I am after I think is the behavior of C++'s structs on the stack, namely for some or all of these uses at a given time: 1. Allocation on the stack 2. Value type semantics 3. RAII (combined with (1) often)This is common in D as well. The difference to C++ is 0-argument struct constructors to do extra work to satisfy invariants.Is it the case that a struct should now be used with a factory method? Does this also mean that the struct destructor must beIt's the easiest way to emulate C++'s 0-argument struct constructors.made to work when .init is called instead of the factory method?If the factory method isn't called, then yes, the destructor shouldn't blow up just because all the struct members are T.init.This idiom is inconsistent with struct constructors that do have one or more arguments, and I think that this question is likely to arise time immemorial from others who are not expecting this particular inconstancy.How is it inconsistent? Nobody stops me from doing this: struct Struct { void* ptr = cast(void*)5; this(int size) { ptr = malloc(size); } ~this() { free(ptr); } } void main() { auto ok = Struct(10); //auto oops = Struct.init; } Atila
Nov 06 2015
On Friday, 6 November 2015 at 17:50:17 UTC, Atila Neves wrote:On Friday, 6 November 2015 at 17:34:29 UTC, Spacen Jasset wrote:What I mean is that: this(int a, int b) {} is allowed Whereas: this() {} isn't allowed. I see why that is the case now, but it seems inconsistent to me, and I think each new person that comes to D is going to wonder about this. Also, I had to add a dummy private constructor to make my structs 'createable', or is there another way? e.g. struct Texture { disable this(); static Texture create() { return Texture(0); } ... private: this(int) { glGenTextures(1, &textureId_); enforce(0 != textureId_); } GLuint textureId_; }Hello, I have read various things about struct constructors, specifically 0 argument constructors, and using opCall and disable this(); which no longer seems to work. What I am after I think is the behavior of C++'s structs on the stack, namely for some or all of these uses at a given time: 1. Allocation on the stack 2. Value type semantics 3. RAII (combined with (1) often)This is common in D as well. The difference to C++ is 0-argument struct constructors to do extra work to satisfy invariants.Is it the case that a struct should now be used with a factory method? Does this also mean that the struct destructor must beIt's the easiest way to emulate C++'s 0-argument struct constructors.made to work when .init is called instead of the factory method?If the factory method isn't called, then yes, the destructor shouldn't blow up just because all the struct members are T.init.This idiom is inconsistent with struct constructors that do have one or more arguments, and I think that this question is likely to arise time immemorial from others who are not expecting this particular inconstancy.How is it inconsistent? Nobody stops me from doing this: struct Struct { void* ptr = cast(void*)5; this(int size) { ptr = malloc(size); } ~this() { free(ptr); } } void main() { auto ok = Struct(10); //auto oops = Struct.init; } Atila
Nov 06 2015
On 06.11.2015 20:05, Spacen Jasset wrote:Also, I had to add a dummy private constructor to make my structs 'createable', or is there another way? e.g. struct Texture { disable this(); static Texture create() { return Texture(0); } ... private: this(int) { glGenTextures(1, &textureId_); enforce(0 != textureId_); } GLuint textureId_; }You can use Texture.init to initialize a variable: ---- struct Texture { disable this(); static Texture create() { Texture t = Texture.init; glGenTextures(1, &t.textureId_); enforce(0 != t.textureId_); return t; } private: GLuint textureId_; } ----
Nov 06 2015