digitalmars.D - Strange enum
- orgoton (19/19) Apr 11 2007 I have this in a class:
- =?ISO-8859-1?Q?R=e9my_Mou=ebza?= (48/71) Apr 11 2007 In Java, one declare constants with final. In D we use the const keyword...
I have this in a class:
enum ActorType:ubyte
{Unit=0, Building=1, Other=2
}
then,
class Actor
{
this()
{
assert(this.getType()<5); //THIS FAILS
}
(...)
public final ActorType type=ActorType.Other;
protected ubyte getType()
{
return cast(ubyte)type;
}
}
In a static constructor, an Actor is created to test another class, and the
program ends in an assert error.
Apr 11 2007
orgoton Wrote:
I have this in a class:
enum ActorType:ubyte
{Unit=0, Building=1, Other=2
}
then,
class Actor
{
this()
{
assert(this.getType()<5); //THIS FAILS
}
(...)
public final ActorType type=ActorType.Other;
protected ubyte getType()
{
return cast(ubyte)type;
}
}
In a static constructor, an Actor is created to test another class, and the
program ends in an assert error.
In Java, one declare constants with final. In D we use the const keyword. Note
that this has nothing to do with C++ const type qualifier. There is a certainly
a bunch of code in your program that assign a new value to your Actor.type
variable. Using const, you'll get a compile time error.
final is use to explicitly ask the D compiler to make a non polymorphic method
(C++ virtual function): by default the D compiler calculate what should be
polymorphic or not and optimises in consequences.
I hope this information helps,
import std.stdio ;
class ConsoleOutput
{
this () {}
ConsoleOutput opShl (T) ( T something )
{
writef ( something );
return this ;
}
}
ConsoleOutput cout ;
static this ()
{
cout = new ConsoleOutput ;
}
enum ActorType : ubyte
{
Unit = 0,
Building = 1,
Other = 2
}
class Actor
{
this ()
{
cout << "constructor " << \n ;
cout << this.getType () << \n ;
this.type = cast ( ActorType ) 10 ; // without const Ok, with const:
compile time error.
assert ( this.getType () < 5, "problem" ); //THIS FAILS
}
//public final ActorType type = ActorType.Other ;
public const ActorType type = ActorType.Other ;
protected ubyte getType()
{
cout << "getType ()" \n ;
return cast(ubyte)type;
}
}
void main ()
{
cout << "main" \n ;
auto actor = new Actor ;
}
Apr 11 2007








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