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digitalmars.D - Re: Returning a struct by reference

reply Simon TRENY <simon.treny free.fr> writes:
Daniel Keep Wrote:

 
 
 Simon TRENY wrote:
 Ok, but then, what if I'd like to make the variable "read-only"? i.e.
preventing the user from writing things like this:
 myObject.position = pos2;
 

So... you're rejecting a solution on the basis that it prevents you from doing the exact opposite of what you want to do? *boggle* -- Daniel

Here is a complete example of what I'd like to achieve: struct Position { private float m_x; private float m_y; public float x() { return m_x; } public void x(float x) { m_x = x; EmitSignal("changed"); } public float y() { return m_y; } public void y(float y) { m_y = y; EmitSignal("changed"); } } class Object { private Position m_position; public this() { m_position.CallOnSignal("changed", onPositionChanged); } //This syntax is not working public ref Position position() { return m_position; } public void onPositionChanged() { writeln("Position Changed!!); } } With this "fictional" code, I could write things like: object.position.x = 14; and the object will be "aware" that its position has changed. Making the "position"-variable public will lead the user to be able to do things like this: object.position = pos2; and then, the object won't be "aware" that its position has changed. And this is a problem for me. I hope it's clearer now
Mar 21 2009
next sibling parent Sergey Gromov <snake.scaly gmail.com> writes:
Sat, 21 Mar 2009 09:55:13 -0400, Simon TRENY wrote:

    //This syntax is not working
    public ref Position position() {
       return m_position;
    }

D2 supports this. D1 won't, ever. I think.
Mar 21 2009
prev sibling parent grauzone <none example.net> writes:
Simon TRENY wrote:
 Daniel Keep Wrote:
 
 Simon TRENY wrote:
 Ok, but then, what if I'd like to make the variable "read-only"? i.e.
preventing the user from writing things like this:
 myObject.position = pos2;

doing the exact opposite of what you want to do? *boggle* -- Daniel

Here is a complete example of what I'd like to achieve: struct Position { private float m_x; private float m_y; public float x() { return m_x; } public void x(float x) { m_x = x; EmitSignal("changed"); } public float y() { return m_y; } public void y(float y) { m_y = y; EmitSignal("changed"); } } class Object { private Position m_position; public this() { m_position.CallOnSignal("changed", onPositionChanged); } //This syntax is not working public ref Position position() { return m_position; } public void onPositionChanged() { writeln("Position Changed!!); } } With this "fictional" code, I could write things like: object.position.x = 14; and the object will be "aware" that its position has changed. Making the "position"-variable public will lead the user to be able to do things like this: object.position = pos2; and then, the object won't be "aware" that its position has changed. And this is a problem for me.

But if position is returned as ref, this still could happen. The returned value is still assignable, and because it's a ref, overwriting it is like overwriting m_position directly. As far as I see, your position()-getter just emulates a public field. Including overwriting by assignment. Now D2.0 has const. If position() would return a const object, this kind of unwanted "overwriting" couldn't happen. This improves correctness, because uncatched changes or changes to temporaries can't happen. But then again, the setters in the Position struct wouldn't work, because the struct is const (as far as I understand the const system). This means returning the field as a "const ref" wouldn't help. Also, how is this EmitSignal() working? What happens if you write: Position p = object.position; p.x = 14; //EmitSignal() calls what? p is simply a bit-copy of the struct returned by the getter, and EmitSignal() has no way to check if it's still supposed to notify class Object. (All solutions I can come up with sound really hairy and hackish.) Maybe you're better off with Position as a class instead of a struct. Even when you use D2.0's const/opAssign/copy-ctor/post-blit/ref-return features. Looking forward to the replies pointing out that D2.0 actually allows to implement exactly what you want, and how this is done.
 I hope it's clearer now

Mar 21 2009