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February 26, 2018 Aliasing member's members | ||||
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I've been experimenting with D's Better C mode, and I have a question regarding something that I started thinking about after watching one of Jonathon Blow's talks on data-oriented programming - more specifically the aspect of fake "inheritance" I have the following code. My question is if it's possible to use alias in a similar way to Jonathon's own language Jai and its using keyword, referencing the internal Vector2 as Player.pos instead of Player.entity.position: import core.stdc.stdio : printf; uint idCounter = 0; struct Vector2 { double x,y; } struct Entity { uint id; Vector2 position; } struct Player { Entity entity; alias pos = Entity.position; } Player createPlayer(Vector2 position) { Player player; player.entity.id = idCounter++; player.entity.position = position; return player; } int main(string[] args) { Player player = createPlayer(Vector2(50.0,50.0)); printf( "[Player]\nid: %d\nPosition: %lf x %lf\n", player.entity.id, player.pos.x, player.pos.y ); return 0; } |
February 26, 2018 Re: Aliasing member's members | ||||
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Posted in reply to Kayomn | On Monday, 26 February 2018 at 20:50:35 UTC, Kayomn wrote:
> I've been experimenting with D's Better C mode, and I have a question regarding something that I started thinking about after watching one of Jonathon Blow's talks on data-oriented programming - more specifically the aspect of fake "inheritance"
>
> I have the following code. My question is if it's possible to use alias in a similar way to Jonathon's own language Jai and its using keyword, referencing the internal Vector2 as Player.pos instead of Player.entity.position:
>
> import core.stdc.stdio : printf;
>
> uint idCounter = 0;
>
> struct Vector2 {
> double x,y;
> }
>
> struct Entity {
> uint id;
> Vector2 position;
> }
>
> struct Player {
> Entity entity;
>
> alias pos = Entity.position;
> }
>
> Player createPlayer(Vector2 position) {
> Player player;
> player.entity.id = idCounter++;
> player.entity.position = position;
>
> return player;
> }
>
> int main(string[] args) {
> Player player = createPlayer(Vector2(50.0,50.0));
>
> printf(
> "[Player]\nid: %d\nPosition: %lf x %lf\n",
> player.entity.id,
> player.pos.x,
> player.pos.y
> );
>
> return 0;
> }
Don't think you can alias member variables directly.
You could do this though:
struct Player {
Entity entity;
ref auto pos() inout { return entity.position; }
}
Which will give you most of what you want. Although if you want to take the address of pos you have to use
auto addr = &player.pos();
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February 26, 2018 Re: Aliasing member's members | ||||
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Posted in reply to TheFlyingFiddle | On Monday, 26 February 2018 at 21:04:51 UTC, TheFlyingFiddle wrote:
> On Monday, 26 February 2018 at 20:50:35 UTC, Kayomn wrote:
>> [...]
>
> Don't think you can alias member variables directly.
>
> You could do this though:
>
> struct Player {
> Entity entity;
>
> ref auto pos() inout { return entity.position; }
> }
>
> Which will give you most of what you want. Although if you want to take the address of pos you have to use
>
> auto addr = &player.pos();
Damn, was hoping to keep my structs as plain old data-structures. Thanks for the info, guess I won't be doing this then.
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February 26, 2018 Re: Aliasing member's members | ||||
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Posted in reply to Kayomn | Kayomn wrote:
> On Monday, 26 February 2018 at 21:04:51 UTC, TheFlyingFiddle wrote:
>> On Monday, 26 February 2018 at 20:50:35 UTC, Kayomn wrote:
>>> [...]
>>
>> Don't think you can alias member variables directly.
>>
>> You could do this though:
>>
>> struct Player {
>> Entity entity;
>>
>> ref auto pos() inout { return entity.position; }
>> }
>>
>> Which will give you most of what you want. Although if you want to take the address of pos you have to use
>>
>> auto addr = &player.pos();
>
> Damn, was hoping to keep my structs as plain old data-structures. Thanks for the info, guess I won't be doing this then.
write `pos` as free function then, and use UFCS. there is no real difference. ;-)
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