www.digitalmars.com         C & C++   DMDScript  

digitalmars.D - concepts and interfaces

reply Martin Hinsch <m.hinsch rug.nl> writes:
Inspired by this video (linked by an earlier post, and very interesting; I
really hope that D will get something similar)

http://video.google.com/videoplay?docid=-1790714981047186825&hl=en

I started to think about the relation of concepts and interfaces.
In a way both serve very similar purposes, namely supporting polymorphism. The
major difference is of course that one is used at compile time and the other
one at run-time. Still, in the end both are just a way to describe the
constraints which have to be fulfilled by a type in order to be usable in a
specific generic way.
Interestingly the syntactic differences are nevertheless considerable. 
My main point in this post is that this is mainly for historical reasons and
that it might be beneficial to think about making interfaces and concepts more
similar to each other.

Some more specific thoughts:

- why does conformance to an interface have to be specified explicitly (as in
class C implements interface I)? Why not do post-hoc checking as with
concepts/templates?
Using an object via an interface implies two things - the compiler has to check
whether the objects class actually implements all methods required by the
interface and the object reference has to be manipulated in such a way that
when using it when assigned to an interface reference the right method calls
are done. If we assume that all casts from an object to an interface reference
are visible at compile time both of these could be done *at the point of the
cast* (equivalent to the way type checking is done for template instantiation).

- why not make concepts obligatory?
One of the beneficial aspects of using interfaces is in my opinion that it
forces you to be specific about which properties you expect from the plugged in
types. This is something which is missing from generic programming and which is
supposed to be improved by introducing concepts. C++ of course has to stay
backwards-compatible therefore concepts will be completely optional.
In D OTOH concepts could actually be made obligatory forcing the programmer to
be explicit about the properties of the types which can be plugged into a
template/generic class.

- interface_maps
With implicit implementation of interfaces the concept_map idea might come in
handy for interfaces as well, allowing to do some adjustments to make a class
conforming to an interface.

Just some food for thought.

cheers
Martin Hinsch
Apr 07 2007
next sibling parent reply janderson <askme me.com> writes:
Martin Hinsch wrote:
 Inspired by this video (linked by an earlier post, and very interesting; I
really hope that D will get something similar)
 
 http://video.google.com/videoplay?docid=-1790714981047186825&hl=en
 
 I started to think about the relation of concepts and interfaces.
 In a way both serve very similar purposes, namely supporting polymorphism. The
major difference is of course that one is used at compile time and the other
one at run-time. Still, in the end both are just a way to describe the
constraints which have to be fulfilled by a type in order to be usable in a
specific generic way.
 Interestingly the syntactic differences are nevertheless considerable. 
 My main point in this post is that this is mainly for historical reasons and
that it might be beneficial to think about making interfaces and concepts more
similar to each other.
 
 Some more specific thoughts:
 
 - why does conformance to an interface have to be specified explicitly (as in
class C implements interface I)? Why not do post-hoc checking as with
concepts/templates?
 Using an object via an interface implies two things - the compiler has to
check whether the objects class actually implements all methods required by the
interface and the object reference has to be manipulated in such a way that
when using it when assigned to an interface reference the right method calls
are done. If we assume that all casts from an object to an interface reference
are visible at compile time both of these could be done *at the point of the
cast* (equivalent to the way type checking is done for template instantiation).
 
 - why not make concepts obligatory?
 One of the beneficial aspects of using interfaces is in my opinion that it
forces you to be specific about which properties you expect from the plugged in
types. This is something which is missing from generic programming and which is
supposed to be improved by introducing concepts. C++ of course has to stay
backwards-compatible therefore concepts will be completely optional.
 In D OTOH concepts could actually be made obligatory forcing the programmer to
be explicit about the properties of the types which can be plugged into a
template/generic class.
 
 - interface_maps
 With implicit implementation of interfaces the concept_map idea might come in
handy for interfaces as well, allowing to do some adjustments to make a class
conforming to an interface.
 
 Just some food for thought.
 
 cheers
 Martin Hinsch
I'm not sure D necessarily needs to support this the same way as C++. However the C++ developers of concepts are very smart people and have obviously put a lot of thought into this. We should consider all options. It would be nice when C++0x comes out we could say, D's had all these features for years. If your going to switch, why not switch to D. -Joel
Apr 07 2007
parent reply janderson <askme me.com> writes:
janderson wrote:
 Martin Hinsch wrote:
 Inspired by this video (linked by an earlier post, and very 
 interesting; I really hope that D will get something similar)

 http://video.google.com/videoplay?docid=-1790714981047186825&hl=en

 I started to think about the relation of concepts and interfaces.
 In a way both serve very similar purposes, namely supporting 
 polymorphism. The major difference is of course that one is used at 
 compile time and the other one at run-time. Still, in the end both are 
 just a way to describe the constraints which have to be fulfilled by a 
 type in order to be usable in a specific generic way.
 Interestingly the syntactic differences are nevertheless considerable. 
 My main point in this post is that this is mainly for historical 
 reasons and that it might be beneficial to think about making 
 interfaces and concepts more similar to each other.

 Some more specific thoughts:

 - why does conformance to an interface have to be specified explicitly 
 (as in class C implements interface I)? Why not do post-hoc checking 
 as with concepts/templates?
 Using an object via an interface implies two things - the compiler has 
 to check whether the objects class actually implements all methods 
 required by the interface and the object reference has to be 
 manipulated in such a way that when using it when assigned to an 
 interface reference the right method calls are done. If we assume that 
 all casts from an object to an interface reference are visible at 
 compile time both of these could be done *at the point of the cast* 
 (equivalent to the way type checking is done for template instantiation).

 - why not make concepts obligatory?
 One of the beneficial aspects of using interfaces is in my opinion 
 that it forces you to be specific about which properties you expect 
 from the plugged in types. This is something which is missing from 
 generic programming and which is supposed to be improved by 
 introducing concepts. C++ of course has to stay backwards-compatible 
 therefore concepts will be completely optional.
 In D OTOH concepts could actually be made obligatory forcing the 
 programmer to be explicit about the properties of the types which can 
 be plugged into a template/generic class.

 - interface_maps
 With implicit implementation of interfaces the concept_map idea might 
 come in handy for interfaces as well, allowing to do some adjustments 
 to make a class conforming to an interface.

 Just some food for thought.

 cheers
 Martin Hinsch
I'm not sure D necessarily needs to support this the same way as C++. However the C++ developers of concepts are very smart people and have obviously put a lot of thought into this. We should consider all options. It would be nice when C++0x comes out we could say, D's had all these features for years. If your going to switch, why not switch to D. -Joel
Just a thought, could concepts possibly be jammed into contracts? void Foo(T)(T t) in { static assert(IsIterator!(T)); } body { } How IsIterator is defined is another matter. Perhaps a compile-time function: bool IsIterator(T)() { if (T contains opEquals) { return true; } ect... } Something like that. Probably would need some more thought to be a complete solution. -Joel
Apr 08 2007
parent reply James Dennett <jdennett acm.org> writes:
janderson wrote:
 janderson wrote:
 Martin Hinsch wrote:
 Inspired by this video (linked by an earlier post, and very
 interesting; I really hope that D will get something similar)

 http://video.google.com/videoplay?docid=-1790714981047186825&hl=en

 I started to think about the relation of concepts and interfaces.
 In a way both serve very similar purposes, namely supporting
 polymorphism. The major difference is of course that one is used at
 compile time and the other one at run-time. Still, in the end both
 are just a way to describe the constraints which have to be fulfilled
 by a type in order to be usable in a specific generic way.
 Interestingly the syntactic differences are nevertheless
 considerable. My main point in this post is that this is mainly for
 historical reasons and that it might be beneficial to think about
 making interfaces and concepts more similar to each other.

 Some more specific thoughts:

 - why does conformance to an interface have to be specified
 explicitly (as in class C implements interface I)? Why not do
 post-hoc checking as with concepts/templates?
 Using an object via an interface implies two things - the compiler
 has to check whether the objects class actually implements all
 methods required by the interface and the object reference has to be
 manipulated in such a way that when using it when assigned to an
 interface reference the right method calls are done. If we assume
 that all casts from an object to an interface reference are visible
 at compile time both of these could be done *at the point of the
 cast* (equivalent to the way type checking is done for template
 instantiation).

 - why not make concepts obligatory?
 One of the beneficial aspects of using interfaces is in my opinion
 that it forces you to be specific about which properties you expect
 from the plugged in types. This is something which is missing from
 generic programming and which is supposed to be improved by
 introducing concepts. C++ of course has to stay backwards-compatible
 therefore concepts will be completely optional.
 In D OTOH concepts could actually be made obligatory forcing the
 programmer to be explicit about the properties of the types which can
 be plugged into a template/generic class.

 - interface_maps
 With implicit implementation of interfaces the concept_map idea might
 come in handy for interfaces as well, allowing to do some adjustments
 to make a class conforming to an interface.

 Just some food for thought.

 cheers
 Martin Hinsch
I'm not sure D necessarily needs to support this the same way as C++. However the C++ developers of concepts are very smart people and have obviously put a lot of thought into this. We should consider all options. It would be nice when C++0x comes out we could say, D's had all these features for years. If your going to switch, why not switch to D. -Joel
Just a thought, could concepts possibly be jammed into contracts? void Foo(T)(T t) in { static assert(IsIterator!(T)); } body { }
Not nicely, as concepts are able to affect things like overload resolution; what's wanted if Foo requires IsIterator(T) is not a compile-time error about an assertion failing, but that the function simply drop out of the overload set (so that some other function might match). At least, that's the C++ way. Of course D can be Different. -- James
Apr 08 2007
parent reply Martin Hinsch <m.hinsch.spam rug.nl> writes:
James Dennett Wrote:

 janderson wrote:
 janderson wrote:
 Martin Hinsch wrote:
 Inspired by this video (linked by an earlier post, and very
 interesting; I really hope that D will get something similar)

 http://video.google.com/videoplay?docid=-1790714981047186825&hl=en

 I started to think about the relation of concepts and interfaces.
 In a way both serve very similar purposes, namely supporting
 polymorphism. The major difference is of course that one is used at
 compile time and the other one at run-time. Still, in the end both
 are just a way to describe the constraints which have to be fulfilled
 by a type in order to be usable in a specific generic way.
 Interestingly the syntactic differences are nevertheless
 considerable. My main point in this post is that this is mainly for
 historical reasons and that it might be beneficial to think about
 making interfaces and concepts more similar to each other.

 Some more specific thoughts:

 - why does conformance to an interface have to be specified
 explicitly (as in class C implements interface I)? Why not do
 post-hoc checking as with concepts/templates?
 Using an object via an interface implies two things - the compiler
 has to check whether the objects class actually implements all
 methods required by the interface and the object reference has to be
 manipulated in such a way that when using it when assigned to an
 interface reference the right method calls are done. If we assume
 that all casts from an object to an interface reference are visible
 at compile time both of these could be done *at the point of the
 cast* (equivalent to the way type checking is done for template
 instantiation).

 - why not make concepts obligatory?
 One of the beneficial aspects of using interfaces is in my opinion
 that it forces you to be specific about which properties you expect
 from the plugged in types. This is something which is missing from
 generic programming and which is supposed to be improved by
 introducing concepts. C++ of course has to stay backwards-compatible
 therefore concepts will be completely optional.
 In D OTOH concepts could actually be made obligatory forcing the
 programmer to be explicit about the properties of the types which can
 be plugged into a template/generic class.

 - interface_maps
 With implicit implementation of interfaces the concept_map idea might
 come in handy for interfaces as well, allowing to do some adjustments
 to make a class conforming to an interface.

 Just some food for thought.

 cheers
 Martin Hinsch
I'm not sure D necessarily needs to support this the same way as C++. However the C++ developers of concepts are very smart people and have obviously put a lot of thought into this. We should consider all options. It would be nice when C++0x comes out we could say, D's had all these features for years. If your going to switch, why not switch to D. -Joel
Just a thought, could concepts possibly be jammed into contracts? void Foo(T)(T t) in { static assert(IsIterator!(T)); } body { }
Not nicely, as concepts are able to affect things like overload resolution; what's wanted if Foo requires IsIterator(T) is not a compile-time error about an assertion failing, but that the function simply drop out of the overload set (so that some other function might match). At least, that's the C++ way. Of course D can be Different. -- James
Plus, the charme of C++ concepts is that they are completely separate entities with a syntax which is very similar to a class declaration. IMHO that makes it very easy to really think of them as abstract reusable entities which describe a _concept_.
Apr 08 2007
parent Johan Granberg <lijat.meREM OVEgmail.com> writes:
Martin Hinsch wrote:

 James Dennett Wrote:
 
 janderson wrote:
 janderson wrote:
 Martin Hinsch wrote:
 Inspired by this video (linked by an earlier post, and very
 interesting; I really hope that D will get something similar)

 http://video.google.com/videoplay?docid=-1790714981047186825&hl=en

 I started to think about the relation of concepts and interfaces.
 In a way both serve very similar purposes, namely supporting
 polymorphism. The major difference is of course that one is used at
 compile time and the other one at run-time. Still, in the end both
 are just a way to describe the constraints which have to be fulfilled
 by a type in order to be usable in a specific generic way.
 Interestingly the syntactic differences are nevertheless
 considerable. My main point in this post is that this is mainly for
 historical reasons and that it might be beneficial to think about
 making interfaces and concepts more similar to each other.

 Some more specific thoughts:

 - why does conformance to an interface have to be specified
 explicitly (as in class C implements interface I)? Why not do
 post-hoc checking as with concepts/templates?
 Using an object via an interface implies two things - the compiler
 has to check whether the objects class actually implements all
 methods required by the interface and the object reference has to be
 manipulated in such a way that when using it when assigned to an
 interface reference the right method calls are done. If we assume
 that all casts from an object to an interface reference are visible
 at compile time both of these could be done *at the point of the
 cast* (equivalent to the way type checking is done for template
 instantiation).

 - why not make concepts obligatory?
 One of the beneficial aspects of using interfaces is in my opinion
 that it forces you to be specific about which properties you expect
 from the plugged in types. This is something which is missing from
 generic programming and which is supposed to be improved by
 introducing concepts. C++ of course has to stay backwards-compatible
 therefore concepts will be completely optional.
 In D OTOH concepts could actually be made obligatory forcing the
 programmer to be explicit about the properties of the types which can
 be plugged into a template/generic class.

 - interface_maps
 With implicit implementation of interfaces the concept_map idea might
 come in handy for interfaces as well, allowing to do some adjustments
 to make a class conforming to an interface.

 Just some food for thought.

 cheers
 Martin Hinsch
I'm not sure D necessarily needs to support this the same way as C++. However the C++ developers of concepts are very smart people and have obviously put a lot of thought into this. We should consider all options. It would be nice when C++0x comes out we could say, D's had all these features for years. If your going to switch, why not switch to D. -Joel
Just a thought, could concepts possibly be jammed into contracts? void Foo(T)(T t) in { static assert(IsIterator!(T)); } body { }
Not nicely, as concepts are able to affect things like overload resolution; what's wanted if Foo requires IsIterator(T) is not a compile-time error about an assertion failing, but that the function simply drop out of the overload set (so that some other function might match). At least, that's the C++ way. Of course D can be Different. -- James
Plus, the charme of C++ concepts is that they are completely separate entities with a syntax which is very similar to a class declaration. IMHO that makes it very easy to really think of them as abstract reusable entities which describe a _concept_.
It's like a metaprogramming typesystem, extending type correctness to template code. (hope something like this gets adopted for D)
Apr 08 2007
prev sibling next sibling parent reply Reiner Pope <reiner none.com> writes:
I would imagine that complete compile-time introspection information 
would make a lot of this much easier in D -- a lot of it could be 
implemented in the libraries.

 - why does conformance to an interface have to be specified explicitly (as in
class C implements interface I)? Why not do post-hoc checking as with
concepts/templates?
 Using an object via an interface implies two things - the compiler has to
check whether the objects class actually implements all methods required by the
interface and the object reference has to be manipulated in such a way that
when using it when assigned to an interface reference the right method calls
are done. If we assume that all casts from an object to an interface reference
are visible at compile time both of these could be done *at the point of the
cast* (equivalent to the way type checking is done for template instantiation).
I agree. This idea (often called structural typing, as opposed to nominative typing) is often much more flexible. There can be a pitfall, though, in that you then have less distinction between types. For instance typedef FirstInterface SecondInterface; would then be pointless, since they are (implicitly?) convertible to each other. If you needed to explicitly specify the conversion, that problem might go away. And with compile-time introspection, you could implement it just in the compiler, without any compiler assistance: T convert(T, U)(U value) { static assert((is(U == interface) || is(U == class)) && is(T == interface)); // Check that U conforms to T // Now grab pointers to each of U's relevant functions from its vtbl, and generate a new vtbl and object for T }
 - interface_maps
 With implicit implementation of interfaces the concept_map idea might come in
handy for interfaces as well, allowing to do some adjustments to make a class
conforming to an interface.
I agree. I think, with reflection, this could be implemented in userland implementation, which (IIRC) allows you to implement the interface under different names (but only within the class; not in retrospect).
 - why not make concepts obligatory?
 One of the beneficial aspects of using interfaces is in my opinion that it
forces you to be specific about which properties you expect from the plugged in
types. This is something which is missing from generic programming and which is
supposed to be improved by introducing concepts. C++ of course has to stay
backwards-compatible therefore concepts will be completely optional.
 In D OTOH concepts could actually be made obligatory forcing the programmer to
be explicit about the properties of the types which can be plugged into a
template/generic class.
Ideally, yes. Just of the top of my head, though, there may be practical concerns which prevent this. You can do complicated things with templates in D, so you can have complicated requirements. Specifying such constraints could perhaps be difficult, lengthy, or impossible, depending on the syntax of your constraint specifications. Sometimes it's just not worth it, and making it compulsory could just make it irritating. Since it's effectively type-checking for your template parameters, I guess we could expect the same annoyances that we get with static type checking. I think you can conclude from this that you would almost definitely need some kind of back door, like a cast. time, this is a good feature; I would perhaps even say all the time except for it's limitation in specification, especially of constructors. D templates. C++'s concepts seem to be quite expressive. Perhaps they would be expressive enough to make compulsory. Perhaps backwards compatibility with pre-concepts code is the reason they aren't compulsory. Cheers, Reiner
Apr 07 2007
parent Martin Hinsch <m.hinsch.spam rug.nl> writes:
Reiner Pope Wrote:

 I would imagine that complete compile-time introspection information 
 would make a lot of this much easier in D -- a lot of it could be 
 implemented in the libraries.
 
 - why does conformance to an interface have to be specified explicitly (as in
class C implements interface I)? Why not do post-hoc checking as with
concepts/templates?
 Using an object via an interface implies two things - the compiler has to
check whether the objects class actually implements all methods required by the
interface and the object reference has to be manipulated in such a way that
when using it when assigned to an interface reference the right method calls
are done. If we assume that all casts from an object to an interface reference
are visible at compile time both of these could be done *at the point of the
cast* (equivalent to the way type checking is done for template instantiation).
I agree. This idea (often called structural typing, as opposed to
Cool, there's even a name for this! I considered myself quite clever to come up with the idea ;-). (so much for amateur-level computer science... ;-)
 nominative typing) is often much more flexible. There can be a pitfall, 
 though, in that you then have less distinction between types. For instance
 
     typedef FirstInterface SecondInterface;
 
 would then be pointless, since they are (implicitly?) convertible to 
 each other.
 
Hmm, I don't see why that would be a problem. Isn't that the whole point? You could get rid of the clumsy parallel inheritance hierarchy and even apply interfaces to classes retroactively. BTW, if I'm not mistaken, gcc had a c++ extension at some point that worked similar... On second thought though, you of course lose the ability to "tag" classes by making them derive from a specific interface...
 If you needed to explicitly specify the conversion, that problem might 
 go away. And with compile-time introspection, you could implement it 
 just in the compiler, without any compiler assistance:
 
     T convert(T, U)(U value)
     {
         static assert((is(U == interface) || is(U == class)) && is(T == 
 interface));
         // Check that U conforms to T
         // Now grab pointers to each of U's relevant functions from its 
 vtbl, and generate a new vtbl and object for T
     }
 
 - interface_maps
 With implicit implementation of interfaces the concept_map idea might come in
handy for interfaces as well, allowing to do some adjustments to make a class
conforming to an interface.
I agree. I think, with reflection, this could be implemented in userland implementation, which (IIRC) allows you to implement the interface under different names (but only within the class; not in retrospect).
 - why not make concepts obligatory?
 One of the beneficial aspects of using interfaces is in my opinion that it
forces you to be specific about which properties you expect from the plugged in
types. This is something which is missing from generic programming and which is
supposed to be improved by introducing concepts. C++ of course has to stay
backwards-compatible therefore concepts will be completely optional.
 In D OTOH concepts could actually be made obligatory forcing the programmer to
be explicit about the properties of the types which can be plugged into a
template/generic class.
Ideally, yes. Just of the top of my head, though, there may be practical concerns which prevent this. You can do complicated things with templates in D, so you can have complicated requirements. Specifying such constraints could perhaps be difficult, lengthy, or impossible, depending on the syntax of your constraint specifications. Sometimes it's just not worth it, and making it compulsory could just make it irritating. Since it's effectively type-checking for your template parameters, I guess we could expect the same annoyances that we get with static type checking. I
Could you give an example?
 think you can conclude from this that you would almost definitely need 
 some kind of back door, like a cast.
 
The easiest solution would of course be to include a built in "any"-concept which forwards type checking to instantiation time.

 time, this is a good feature; I would perhaps even say all the time 
 except for it's limitation in specification, especially of constructors. 

 D templates.
 
 C++'s concepts seem to be quite expressive. Perhaps they would be 
 expressive enough to make compulsory. Perhaps backwards compatibility 
 with pre-concepts code is the reason they aren't compulsory.
 
They actually even say so in the talk.
Apr 08 2007
prev sibling next sibling parent reply Manfred Nowak <svv1999 hotmail.com> writes:
Martin Hinsch wrote

 The major difference
I do not see something like axioms in D. -manfred
Apr 08 2007
parent reply Reiner Pope <reiner none.com> writes:
Manfred Nowak wrote:
 Martin Hinsch wrote
 
 The major difference
I do not see something like axioms in D. -manfred
I've found it difficult to actually understand the use of axioms in C++0x concepts. In general, assertions about semantic behaviors such as the examples show (Associativity, etc) can't be trivially (ie, through a simple type-checker) proven -- rather, it involves some more elaborate theorem proving. I haven't heard any hype about involving automated theorem proving in C++0x, so I guess checking of this is either: - nonexistent; or - done at runtime with asserts -- seems highly reminiscent of in and out bodies, and invariants. I can see the possibility of allowing the compiler to transform the code based on these axioms, but it would have to be very insightful to really do this in the general case. I think built-in axioms like the equivalence (in D) of a = a + b; and a += b; have more room for exploitation. As a form of documentation, it could be useful, but I'm not sure to what extent it is better than simply: // must have a*(b*c) == (a*b)*c for all a, b, c Maybe someone else knows what use axioms serve? Cheers, Reiner
Apr 08 2007
parent Manfred Nowak <svv1999 hotmail.com> writes:
Reiner Pope wrote
 Maybe someone else knows what use axioms serve?
Use your favorite search engine, Luke! http://www.open-std.org/jtc1/sc22/wg21/docs/papers/2007/n2193.pdf -manfred
Apr 08 2007
prev sibling next sibling parent Dan <murpsoft hotmail.com> writes:
Martin, I personally feel that properly implementing contract programming would
envelop any functionality that you're suggesting; as "concepts" only applies to
class-oriented programming, and contracts apply to any methods/functions...

I believe a more flexible, powerful, and wide-reaching modification would be to
enhance contracts with proper bounds and type declarations *without* asserts -
and to have a compiler option that performs proof by induction (by examining
potential upstream flow control paths and tracing them back down to the
contract to verify all cases are within bounds.  This may also identify
infinite loops and such)

For example, *something* like:

invariant {
  x // is within the realm of 0..int.max - 3
  i < myArray.length; 
}
x += 3; // would normally cause an overflow if x is (int.max-3)..int.max

In this way, many kinds of proveable constraints can be performed on
information flowing through these constraint blocks at compile time via
proof-by-induction; instead of performing asserts/ifs whenever.  

Those that can't be proven at compile time could optionally be examined at
runtime (asserts/ifs), examined by the programmer to see if they're "going to
be reasonable, don't bother checking at runtime" or whatnot.

Implementing this would make code *proveable* which dramatically increases the
power of programmers during the debugging cycle such that "what the heck is it
doing wrong?" is replaced with "so exactly what am I allowing it to do?"
Apr 09 2007
prev sibling parent reply "Craig Black" <cblack ara.com> writes:
This may sound a little retarded, but wouldn't making concepts obligatory 
make generic programming more complex and hence more difficult?  In my 
opinion this may do more harm than good.  A huge appeal of generic stuff in 
D is that it's easier to work with than the C++ stuff.  More powerful, yes, 
but also easier.  IMO this is very important.

On the other hand, this increased complexity is a burden only on the one who 
is developing the generic library.  It's appeal is that it makes life easier 
for the developer that uses the generic library because that developer gets 
more intelligent error messages.  This makes generic libraries more 
attractive to the average developer.

While I'm not opposed to these features, they don't make me terribly 
excited.  With all the other features on the queue, I don't forsee anything 
like this getting into D.

-Craig 
Apr 09 2007
parent reply James Dennett <jdennett acm.org> writes:
Craig Black wrote:
 This may sound a little retarded, but wouldn't making concepts obligatory 
 make generic programming more complex and hence more difficult?  In my 
 opinion this may do more harm than good.  A huge appeal of generic stuff in 
 D is that it's easier to work with than the C++ stuff.  More powerful, yes, 
 but also easier.  IMO this is very important.
Concepts appear to make generic programming simpler and hence easier, with more meaningful diagnostics.
 On the other hand, this increased complexity is a burden only on the one who 
 is developing the generic library. 
Developers of generic libraries also tend to use a lot of generic code; they benefit from the checking as well as being the ones who provide that benefit to downstream users.
 It's appeal is that it makes life easier 
 for the developer that uses the generic library because that developer gets 
 more intelligent error messages.  This makes generic libraries more 
 attractive to the average developer.
And for library writers too.
 While I'm not opposed to these features, they don't make me terribly 
 excited.  With all the other features on the queue, I don't forsee anything 
 like this getting into D.
But what about keeping up with the Joneses? ;) -- James
Apr 09 2007
parent reply Don Clugston <dac nospam.com.au> writes:
James Dennett wrote:
 Craig Black wrote:
 This may sound a little retarded, but wouldn't making concepts obligatory 
 make generic programming more complex and hence more difficult?  In my 
 opinion this may do more harm than good.  A huge appeal of generic stuff in 
 D is that it's easier to work with than the C++ stuff.  More powerful, yes, 
 but also easier.  IMO this is very important.
Concepts appear to make generic programming simpler and hence easier, with more meaningful diagnostics.
But I think Craig's point is valid (and interesting) -- concepts will have a huge benefit for complicated C++ template code, but since D templates are easier to work with already (and we have static if/is/static assert), in D, concepts are at a totally different point on the cost-benefit curve. Are they still worthwhile?
Apr 10 2007
next sibling parent James Dennett <jdennett acm.org> writes:
Don Clugston wrote:
 James Dennett wrote:
 Craig Black wrote:
 This may sound a little retarded, but wouldn't making concepts
 obligatory make generic programming more complex and hence more
 difficult?  In my opinion this may do more harm than good.  A huge
 appeal of generic stuff in D is that it's easier to work with than
 the C++ stuff.  More powerful, yes, but also easier.  IMO this is
 very important.
Concepts appear to make generic programming simpler and hence easier, with more meaningful diagnostics.
But I think Craig's point is valid (and interesting) -- concepts will have a huge benefit for complicated C++ template code, but since D templates are easier to work with already (and we have static if/is/static assert), in D, concepts are at a totally different point on the cost-benefit curve. Are they still worthwhile?
I don't have enough D experience to speak authoritatively, but the improvements made to C++ by concepts don't have much to do with syntax (which is largely where D improves on C++'s templates). The big benefits are (a) a compiler can verify that generic code only uses the interfaces it intended to use, so that it does not accidentally place additional burdens on client code, and (b) a compiler can test from the specified required concepts that template arguments passed by a client are suitable, and can give very concrete diagnostics if not. It would seem to me that both of these benefits would map directly across to D, though D's explicit support for metaprogramming would tend to mean that the error messages it produces in the absence of concepts are not *as* convoluted as those generated by significant uses of TMP in C++. -- James
Apr 10 2007
prev sibling parent reply Neal Becker <ndbecker2 gmail.com> writes:
Don Clugston wrote:

 James Dennett wrote:
 Craig Black wrote:
 This may sound a little retarded, but wouldn't making concepts
 obligatory
 make generic programming more complex and hence more difficult?  In my
 opinion this may do more harm than good.  A huge appeal of generic stuff
 in
 D is that it's easier to work with than the C++ stuff.  More powerful,
 yes,
 but also easier.  IMO this is very important.
Concepts appear to make generic programming simpler and hence easier, with more meaningful diagnostics.
But I think Craig's point is valid (and interesting) -- concepts will have a huge benefit for complicated C++ template code, but since D templates are easier to work with already (and we have static if/is/static assert), in D, concepts are at a totally different point on the cost-benefit curve. Are they still worthwhile?
What would D do to replace concept mapping? That seems to me to be the most interesting part of c++ concepts.
Apr 11 2007
parent Dan <murpsoft hotmail.com> writes:
Neal Becker Wrote:
 What would D do to replace concept mapping?  That seems to me to be the most
 interesting part of c++ concepts.
I'm not sure if I'm on the mark in suggesting any contracts intended to improve the robustness of a program by imposing additional constraints on the data be implemented as an extension of invariant{} Since we're still programming algorithms explicitly; compile-time evaluation is trivial to constrain? (infinite for loops, etc)
Apr 11 2007