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Object arrays in D
Apr 10, 2012
CrudOMatic
Apr 10, 2012
simendsjo
Apr 10, 2012
CrudOMatic
Apr 10, 2012
simendsjo
Apr 10, 2012
CrudOMatic
Apr 10, 2012
simendsjo
Apr 10, 2012
CrudOMatic
Apr 10, 2012
simendsjo
Apr 10, 2012
CrudOMatic
Apr 10, 2012
CrudOMatic
Apr 10, 2012
simendsjo
Apr 10, 2012
CrudOMatic
Apr 10, 2012
Jesse Phillips
Apr 10, 2012
Marco Leise
Apr 11, 2012
CrudOMatic
Apr 11, 2012
Johannes Pfau
Apr 11, 2012
H. S. Teoh
April 10, 2012
The D documentation is a little lacking in a lot of areas. I'm needing to know an exact way of making arrays of objects.

For example:

/* Deck class */
	// Will be adjusted with the proper cards for each game type
	class Deck {
		/* Card count - used to keep track of how many cards are left in the deck - when zero, Deck is discarded from the Shoe */
		int cardCount;
		/* Cards array - initialized to cardCount elements */
		Card cards[];
		
		/* Constructor */
		this(int no_cards) {
			cardCount = no_cards;
			cards = new Card[cardCount];
		}
		
		/* Destructor */
		~this() {
			delete cards;
		}
	}

the cards[] array is meant to be an array of Card objects, and I'm initializing it in the constructor as seen above. This hasn't been tested yet, but I'm needing to know if this is the correct way of doing it - to save headaches later.

Also, while I'm here, how would you go about moving objects from the cards array in the Deck class to another class containing a cards array - I'm talking about MOVING them, not COPYING them. I don't want any issues with references being destroyed after being moved to another class when I happen to destroy an instance of the Deck class.
April 10, 2012
On Tue, 10 Apr 2012 09:41:28 +0200, CrudOMatic <crudomatic@gmail.com> wrote:

> The D documentation is a little lacking in a lot of areas. I'm needing to know an exact way of making arrays of objects.
>
> For example:
>
> /* Deck class */
> 	// Will be adjusted with the proper cards for each game type
> 	class Deck {
> 		/* Card count - used to keep track of how many cards are left in the deck - when zero, Deck is discarded from the Shoe */
> 		int cardCount;
> 		/* Cards array - initialized to cardCount elements */
> 		Card cards[];
> 		
> 		/* Constructor */
> 		this(int no_cards) {
> 			cardCount = no_cards;
> 			cards = new Card[cardCount];
> 		}
> 		
> 		/* Destructor */
> 		~this() {
> 			delete cards;
> 		}
> 	}
>
> the cards[] array is meant to be an array of Card objects, and I'm initializing it in the constructor as seen above. This hasn't been tested yet, but I'm needing to know if this is the correct way of doing it - to save headaches later.
>
> Also, while I'm here, how would you go about moving objects from the cards array in the Deck class to another class containing a cards array - I'm talking about MOVING them, not COPYING them. I don't want any issues with references being destroyed after being moved to another class when I happen to destroy an instance of the Deck class.

In D, arrays includes the number of elements in the array.

Card[] cards;
assert(cards.length == 0); // Automatically initialized to 0 elements
cards.length = cardCount; // cards gets cardCount of null elements
cards.reserve(cardCount); // This just extends the array without filling with null elements. cards.length stays at 0

D includes array slices - a view into an array. This way, you can reference cards without copying them.
auto other = cards[1..$-1]; // all but first and last card

I'll let someone else answer the moving part as I'm not sure how that could be done.

The delete statement is going away. You should use clear(cards) instead. This really isn't needed as Ds GC will take care of it eventually.

Your example could be written as

class Deck {
  Card[] cards;
  @property int cardCount() {
    return cards.length;
  }
  this(int no_cards) {
    cards.reserve(no_cards);
  }
}

Arrays are more complicated than they seem at first. I recommend you read this article: http://dlang.org/d-array-article.html

D has a newsgroup, .learn, for beginner questions.
April 10, 2012
On Tuesday, 10 April 2012 at 08:05:33 UTC, simendsjo wrote:
> On Tue, 10 Apr 2012 09:41:28 +0200, CrudOMatic <crudomatic@gmail.com> wrote:
>
>> The D documentation is a little lacking in a lot of areas. I'm needing to know an exact way of making arrays of objects.
>>
>> For example:
>>
>> /* Deck class */
>> 	// Will be adjusted with the proper cards for each game type
>> 	class Deck {
>> 		/* Card count - used to keep track of how many cards are left in the deck - when zero, Deck is discarded from the Shoe */
>> 		int cardCount;
>> 		/* Cards array - initialized to cardCount elements */
>> 		Card cards[];
>> 		
>> 		/* Constructor */
>> 		this(int no_cards) {
>> 			cardCount = no_cards;
>> 			cards = new Card[cardCount];
>> 		}
>> 		
>> 		/* Destructor */
>> 		~this() {
>> 			delete cards;
>> 		}
>> 	}
>>
>> the cards[] array is meant to be an array of Card objects, and I'm initializing it in the constructor as seen above. This hasn't been tested yet, but I'm needing to know if this is the correct way of doing it - to save headaches later.
>>
>> Also, while I'm here, how would you go about moving objects from the cards array in the Deck class to another class containing a cards array - I'm talking about MOVING them, not COPYING them. I don't want any issues with references being destroyed after being moved to another class when I happen to destroy an instance of the Deck class.
>
> In D, arrays includes the number of elements in the array.
>
> Card[] cards;
> assert(cards.length == 0); // Automatically initialized to 0 elements
> cards.length = cardCount; // cards gets cardCount of null elements
> cards.reserve(cardCount); // This just extends the array without filling with null elements. cards.length stays at 0
>
> D includes array slices - a view into an array. This way, you can reference cards without copying them.
> auto other = cards[1..$-1]; // all but first and last card
>
> I'll let someone else answer the moving part as I'm not sure how that could be done.
>
> The delete statement is going away. You should use clear(cards) instead. This really isn't needed as Ds GC will take care of it eventually.
>
> Your example could be written as
>
> class Deck {
>   Card[] cards;
>   @property int cardCount() {
>     return cards.length;
>   }
>   this(int no_cards) {
>     cards.reserve(no_cards);
>   }
> }
>
> Arrays are more complicated than they seem at first. I recommend you read this article: http://dlang.org/d-array-article.html
>
> D has a newsgroup, .learn, for beginner questions.

Thanks, I'm not sure if this is what I was after though. Let me explain a little more, and you can tell me if I'm stupid or not.

To make it simple - I have 4 (well more than 4, but trying to get these shored up first) classes, Shoe, Deck, Hand and Card.

The Shoe class contains anywhere from 4 to 8 Deck objects in a Deck array.

The Deck class contains anywhere from 40 to 54 Card objects in a Card array.

The Hand class contains a 2-dimensional array of Card Objects ([2][]), that are to be moved from the Deck array and placed here.

The Card class just contains info on the card in question.

The cardCount property in Deck gets decremented each time a card is dealt from it, until it reaches zero - which then that instance of the Deck object is removed from the Deck array in Shoe - thus why I needed to move instead of just copying or referencing.

The way I'm understanding your solution is that you are treating it just as a normal property instead of a generic object reference count. If not, then I've mistaken what you were meaning. It's merely there to tell me how many objects are left until time to clear() it away.
April 10, 2012
On Tue, 10 Apr 2012 10:53:58 +0200, CrudOMatic <crudomatic@gmail.com> wrote:

> On Tuesday, 10 April 2012 at 08:05:33 UTC, simendsjo wrote:
>> On Tue, 10 Apr 2012 09:41:28 +0200, CrudOMatic <crudomatic@gmail.com> wrote:
>>
>>> The D documentation is a little lacking in a lot of areas. I'm needing to know an exact way of making arrays of objects.
>>>
>>> For example:
>>>
>>> /* Deck class */
>>> 	// Will be adjusted with the proper cards for each game type
>>> 	class Deck {
>>> 		/* Card count - used to keep track of how many cards are left in the deck - when zero, Deck is discarded from the Shoe */
>>> 		int cardCount;
>>> 		/* Cards array - initialized to cardCount elements */
>>> 		Card cards[];
>>> 		
>>> 		/* Constructor */
>>> 		this(int no_cards) {
>>> 			cardCount = no_cards;
>>> 			cards = new Card[cardCount];
>>> 		}
>>> 		
>>> 		/* Destructor */
>>> 		~this() {
>>> 			delete cards;
>>> 		}
>>> 	}
>>>
>>> the cards[] array is meant to be an array of Card objects, and I'm initializing it in the constructor as seen above. This hasn't been tested yet, but I'm needing to know if this is the correct way of doing it - to save headaches later.
>>>
>>> Also, while I'm here, how would you go about moving objects from the cards array in the Deck class to another class containing a cards array - I'm talking about MOVING them, not COPYING them. I don't want any issues with references being destroyed after being moved to another class when I happen to destroy an instance of the Deck class.
>>
>> In D, arrays includes the number of elements in the array.
>>
>> Card[] cards;
>> assert(cards.length == 0); // Automatically initialized to 0 elements
>> cards.length = cardCount; // cards gets cardCount of null elements
>> cards.reserve(cardCount); // This just extends the array without filling with null elements. cards.length stays at 0
>>
>> D includes array slices - a view into an array. This way, you can reference cards without copying them.
>> auto other = cards[1..$-1]; // all but first and last card
>>
>> I'll let someone else answer the moving part as I'm not sure how that could be done.
>>
>> The delete statement is going away. You should use clear(cards) instead. This really isn't needed as Ds GC will take care of it eventually.
>>
>> Your example could be written as
>>
>> class Deck {
>>   Card[] cards;
>>   @property int cardCount() {
>>     return cards.length;
>>   }
>>   this(int no_cards) {
>>     cards.reserve(no_cards);
>>   }
>> }
>>
>> Arrays are more complicated than they seem at first. I recommend you read this article: http://dlang.org/d-array-article.html
>>
>> D has a newsgroup, .learn, for beginner questions.
>
> Thanks, I'm not sure if this is what I was after though. Let me explain a little more, and you can tell me if I'm stupid or not.
>
> To make it simple - I have 4 (well more than 4, but trying to get these shored up first) classes, Shoe, Deck, Hand and Card.
>
> The Shoe class contains anywhere from 4 to 8 Deck objects in a Deck array.
>
> The Deck class contains anywhere from 40 to 54 Card objects in a Card array.
>
> The Hand class contains a 2-dimensional array of Card Objects ([2][]), that are to be moved from the Deck array and placed here.
>
> The Card class just contains info on the card in question.
>
> The cardCount property in Deck gets decremented each time a card is dealt from it, until it reaches zero - which then that instance of the Deck object is removed from the Deck array in Shoe - thus why I needed to move instead of just copying or referencing.
>
> The way I'm understanding your solution is that you are treating it just as a normal property instead of a generic object reference count. If not, then I've mistaken what you were meaning. It's merely there to tell me how many objects are left until time to clear() it away.

Not quite sure where you are going with this..

class Deck {
  Card popBack() {
    auto card = cards.popBack(); // get last card. cards.length is decremented
    assumeSafeAppend(cards); // now we can add cards to the deck without it relocating - not sure if you need this though
    return card;
  }
}

I don't know why you cannot just use a reference. When you stop using a Deck, the cards won't be cleaned by the GC as you are referencing Cards from other parts of the program - like Hand.
April 10, 2012
On Tuesday, 10 April 2012 at 09:15:13 UTC, simendsjo wrote:
> On Tue, 10 Apr 2012 10:53:58 +0200, CrudOMatic <crudomatic@gmail.com> wrote:
>
>> On Tuesday, 10 April 2012 at 08:05:33 UTC, simendsjo wrote:
>>> On Tue, 10 Apr 2012 09:41:28 +0200, CrudOMatic <crudomatic@gmail.com> wrote:
>>>
>>>> The D documentation is a little lacking in a lot of areas. I'm needing to know an exact way of making arrays of objects.
>>>>
>>>> For example:
>>>>
>>>> /* Deck class */
>>>> 	// Will be adjusted with the proper cards for each game type
>>>> 	class Deck {
>>>> 		/* Card count - used to keep track of how many cards are left in the deck - when zero, Deck is discarded from the Shoe */
>>>> 		int cardCount;
>>>> 		/* Cards array - initialized to cardCount elements */
>>>> 		Card cards[];
>>>> 		
>>>> 		/* Constructor */
>>>> 		this(int no_cards) {
>>>> 			cardCount = no_cards;
>>>> 			cards = new Card[cardCount];
>>>> 		}
>>>> 		
>>>> 		/* Destructor */
>>>> 		~this() {
>>>> 			delete cards;
>>>> 		}
>>>> 	}
>>>>
>>>> the cards[] array is meant to be an array of Card objects, and I'm initializing it in the constructor as seen above. This hasn't been tested yet, but I'm needing to know if this is the correct way of doing it - to save headaches later.
>>>>
>>>> Also, while I'm here, how would you go about moving objects from the cards array in the Deck class to another class containing a cards array - I'm talking about MOVING them, not COPYING them. I don't want any issues with references being destroyed after being moved to another class when I happen to destroy an instance of the Deck class.
>>>
>>> In D, arrays includes the number of elements in the array.
>>>
>>> Card[] cards;
>>> assert(cards.length == 0); // Automatically initialized to 0 elements
>>> cards.length = cardCount; // cards gets cardCount of null elements
>>> cards.reserve(cardCount); // This just extends the array without filling with null elements. cards.length stays at 0
>>>
>>> D includes array slices - a view into an array. This way, you can reference cards without copying them.
>>> auto other = cards[1..$-1]; // all but first and last card
>>>
>>> I'll let someone else answer the moving part as I'm not sure how that could be done.
>>>
>>> The delete statement is going away. You should use clear(cards) instead. This really isn't needed as Ds GC will take care of it eventually.
>>>
>>> Your example could be written as
>>>
>>> class Deck {
>>>  Card[] cards;
>>>  @property int cardCount() {
>>>    return cards.length;
>>>  }
>>>  this(int no_cards) {
>>>    cards.reserve(no_cards);
>>>  }
>>> }
>>>
>>> Arrays are more complicated than they seem at first. I recommend you read this article: http://dlang.org/d-array-article.html
>>>
>>> D has a newsgroup, .learn, for beginner questions.
>>
>> Thanks, I'm not sure if this is what I was after though. Let me explain a little more, and you can tell me if I'm stupid or not.
>>
>> To make it simple - I have 4 (well more than 4, but trying to get these shored up first) classes, Shoe, Deck, Hand and Card.
>>
>> The Shoe class contains anywhere from 4 to 8 Deck objects in a Deck array.
>>
>> The Deck class contains anywhere from 40 to 54 Card objects in a Card array.
>>
>> The Hand class contains a 2-dimensional array of Card Objects ([2][]), that are to be moved from the Deck array and placed here.
>>
>> The Card class just contains info on the card in question.
>>
>> The cardCount property in Deck gets decremented each time a card is dealt from it, until it reaches zero - which then that instance of the Deck object is removed from the Deck array in Shoe - thus why I needed to move instead of just copying or referencing.
>>
>> The way I'm understanding your solution is that you are treating it just as a normal property instead of a generic object reference count. If not, then I've mistaken what you were meaning. It's merely there to tell me how many objects are left until time to clear() it away.
>
> Not quite sure where you are going with this..
>
> class Deck {
>   Card popBack() {
>     auto card = cards.popBack(); // get last card. cards.length is decremented
>     assumeSafeAppend(cards); // now we can add cards to the deck without it relocating - not sure if you need this though
>     return card;
>   }
> }
>
> I don't know why you cannot just use a reference. When you stop using a Deck, the cards won't be cleaned by the GC as you are referencing Cards from other parts of the program - like Hand.

hmmmm... so no need for a generic object reference counter. Nice. I was trying to approach it from a literal sense (e.g. card moves from deck to player's hand) - when you do the popBack() is that object returned and deleted from the original array, or just the reference returned and ref removed from original array?

The whole thing is supposed to be a large 21 simulator - everything from 21, to blackjack, to Spanish 21 to Ventiuna.

I was trying to use literal real-world ideas of objects, and was wanting the moving so I didn't have weird issues later down the road, like not knowing why a reference was hanging around. I understand D has a GC, but sometimes it pays to do management yourself.
April 10, 2012
On Tue, 10 Apr 2012 11:27:19 +0200, CrudOMatic <crudomatic@gmail.com> wrote:
> hmmmm... so no need for a generic object reference counter. Nice. I was trying to approach it from a literal sense (e.g. card moves from deck to player's hand) - when you do the popBack() is that object returned and deleted from the original array, or just the reference returned and ref removed from original array?

The reference is returned, and it's still in the array - kind of... Say:
cards is [Card1, Card2]
cards.popBack();
cards is now [Card1], but Card2's reference is still there in position 2. The length of the array in decremented.
If you try to append a card to cards, the runtime will see you're trying to write over the reference for Card2, so it will create a new array to avoid this.
If you use assumeSafeAppend, you say that you don't mind overwriting this reference.
Remember that as long as you hold a reference to Card2 somewhere, the GC won't delete the instance even if the reference no longer exists in the cards array.

> I was trying to use literal real-world ideas of objects, and was wanting the moving so I didn't have weird issues later down the road, like not knowing why a reference was hanging around. I understand D has a GC, but sometimes it pays to do management yourself.

A card game doesn't sound like heavy use of the GC, so I don't think that should be a problem.
April 10, 2012
On Tuesday, 10 April 2012 at 09:52:45 UTC, simendsjo wrote:
> On Tue, 10 Apr 2012 11:27:19 +0200, CrudOMatic <crudomatic@gmail.com> wrote:
>> hmmmm... so no need for a generic object reference counter. Nice. I was trying to approach it from a literal sense (e.g. card moves from deck to player's hand) - when you do the popBack() is that object returned and deleted from the original array, or just the reference returned and ref removed from original array?
>
> The reference is returned, and it's still in the array - kind of... Say:
> cards is [Card1, Card2]
> cards.popBack();
> cards is now [Card1], but Card2's reference is still there in position 2. The length of the array in decremented.
> If you try to append a card to cards, the runtime will see you're trying to write over the reference for Card2, so it will create a new array to avoid this.
> If you use assumeSafeAppend, you say that you don't mind overwriting this reference.
> Remember that as long as you hold a reference to Card2 somewhere, the GC won't delete the instance even if the reference no longer exists in the cards array.
>
>> I was trying to use literal real-world ideas of objects, and was wanting the moving so I didn't have weird issues later down the road, like not knowing why a reference was hanging around. I understand D has a GC, but sometimes it pays to do management yourself.
>
> A card game doesn't sound like heavy use of the GC, so I don't think that should be a problem.

Awesome. One last question, does popFront() have the same effect of decreasing length - or should I avoid popFront()?
April 10, 2012
On Tue, 10 Apr 2012 12:01:10 +0200, CrudOMatic <crudomatic@gmail.com> wrote:

> Awesome. One last question, does popFront() have the same effect of decreasing length - or should I avoid popFront()?

popFront will also reduce the length, but it will slice away the first item. Read the article I linked earlier.
This means that if you append to the array, the array will keep expanding and eventually relocate as you cannot reuse the front of the array without doing some manual work.
It sounds to me like you want popBack and assumeSafeAppend.

This is basically what popBack and popFront from std.array looks like:

void popBack(A)(ref A a)
{
    a = a[0 .. $ - 1]; // $ is a.length
}

void popFront(A)(ref A a)
{
    a = a[1 .. $];
}
April 10, 2012
Thanks much.
April 10, 2012
On Tue, 10 Apr 2012 03:41:28 -0400, CrudOMatic <crudomatic@gmail.com> wrote:

> The D documentation is a little lacking in a lot of areas. I'm needing to know an exact way of making arrays of objects.
>
> For example:
>
> /* Deck class */
> 	// Will be adjusted with the proper cards for each game type
> 	class Deck {
> 		/* Card count - used to keep track of how many cards are left in the deck - when zero, Deck is discarded from the Shoe */
> 		int cardCount;
> 		/* Cards array - initialized to cardCount elements */
> 		Card cards[];
> 		
> 		/* Constructor */
> 		this(int no_cards) {
> 			cardCount = no_cards;
> 			cards = new Card[cardCount];
> 		}
> 		
> 		/* Destructor */
> 		~this() {
> 			delete cards;
> 		}
> 	}

I want to stop you right there.  *DON'T* use a destructor here, you will have issues, mostly of the random segfault nature.

Quickly explained, if the Deck class and it's cards array are destroyed at the same time in the GC, there is no guarantee that the cards array is valid when you try to destroy it.

Destructors are strictly for cleaning up resources that *AREN'T* allocated by the GC.  For example anything created with C's malloc, or an open file descriptor, etc.

> the cards[] array is meant to be an array of Card objects, and I'm initializing it in the constructor as seen above. This hasn't been tested yet, but I'm needing to know if this is the correct way of doing it - to save headaches later.

This is fine.  Note that D slices (what cards[] is) contain a length member, so no need to store an extra member.

> Also, while I'm here, how would you go about moving objects from the cards array in the Deck class to another class containing a cards array - I'm talking about MOVING them, not COPYING them. I don't want any issues with references being destroyed after being moved to another class when I happen to destroy an instance of the Deck class.

All classes are references (i.e. an element of cards is a single pointer to a Card instance). There is no need to move them, as a straight copy is just copying the reference.  And since you have removed the dtor, there should be no worry about accidentally destroying the cards ;)

You really should read the spec page on classes (http://dlang.org/class.html) and I highly recommend picking up the D programming language book.

-Steve
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