digitalmars.D.learn - Aliasing member's members
- Kayomn (37/37) Feb 26 2018 I've been experimenting with D's Better C mode, and I have a
- TheFlyingFiddle (10/47) Feb 26 2018 Don't think you can alias member variables directly.
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;
}
Feb 26 2018
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();
Feb 26 2018
On Monday, 26 February 2018 at 21:04:51 UTC, TheFlyingFiddle wrote:On Monday, 26 February 2018 at 20:50:35 UTC, Kayomn wrote:Damn, was hoping to keep my structs as plain old data-structures. Thanks for the info, guess I won't be doing this then.[...]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();
Feb 26 2018
Kayomn wrote:On Monday, 26 February 2018 at 21:04:51 UTC, TheFlyingFiddle wrote:write `pos` as free function then, and use UFCS. there is no real difference. ;-)On Monday, 26 February 2018 at 20:50:35 UTC, Kayomn wrote:Damn, was hoping to keep my structs as plain old data-structures. Thanks for the info, guess I won't be doing this then.[...]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();
Feb 26 2018








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