On Monday, 14 May 2012 at 18:39:13 UTC, Stephen Jones wrote:
On Monday, 14 May 2012 at 11:49:21 UTC, simendsjo wrote:
On Mon, 14 May 2012 13:08:06 +0200, Stephen Jones
<siwe...@gmail.com> wrote:
I have a Widget interface which I was hoping would allow me to
subsume a set of classes {Button, Cursor, etc} as being
Widgets
so I could keep an array of buttons, cursors, etc by
initializing
them as Widgets.
private Widget[] widgets;
...
widgets[widx++]=new Button(fmt, unitw, unith, count);
...
widgets[widx++]=new Cursor(unitw, unith, count);
But when I try to step through the array I cannot access
Button
or Cursor variables because "Error: no property 'vertStart'
for
type 'Widget.Widget'":
foreach(Widget w; widgets){
glDrawArrays(GL_TRIANGLES, w.vertStart, w.vertCount);
}
I am used to languages where the w under consideration in any
iteration would be known to have been initialized as a Button
or
Cursor, etc, and the value of vertStart would be found without
error. I cannot cast without wrapping everything in if
statements. I could use access functions but I would prefer
not
to incur function overhead. Is there a solution?
If the language/runtime knows the actual underlying class for
the interface, some overhead must occur behind the scenes.
This seems more like a design issue. Why doesn't the interface
contain vertStart etc? Should you have a base class that
contains these? Or another interface?
import std.algorithm, std.stdio;
interface Widget {} // common widget
class SomeWidget : Widget {}
interface VerticeWidget : Widget { // Might be drawn
@property int vertStart();
}
class Button : VerticeWidget {
@property int vertStart() { return 10; }
}
// only fetch VerticeWidgets
@property auto verticeWidgets(Widget[] widgets)
{
return widgets
.map!((a) => cast(VerticeWidget)a)()
.filter!((a) => a !is null)();
}
void main() {
Widget[] widgets;
widgets ~= new SomeWidget();
widgets ~= new Button();
widgets ~= new SomeWidget();
// this only includes the Button (prints 10), which has
vertStart as it derives from VerticeWidget
foreach(widget; widgets.verticeWidgets)
{
writeln(widget.vertStart);
}
}
/
I haven't been clear, vertStart and vertCount are variables not
functions:
public int vertStart, vertCount=6;
A solution that should work is to dump extending the classes and
make an array of void pointers that point, some to Button
objects, and some to Cursor objects but I do not know the syntax
for doing this, or even if it is possible to have an array of
pointers pointing at different classes of objects. I should
think
it should be possible given that, on a 32 bit machine, pointers
are all 32 bit ints so it is basically an array of ints that is
being created, only those ints contain the address of a bunch of
different types of objects.
Thankyou simendsjo for the code you provided it has helped on
other matters.
Sorry, no edit functionality. I have just been re-reading
property syntax and see it is the same as c# getter setter deals.
My understanding is that c# getter setters were simply syntactic
sugar which under the hood called standard functions incurring
the standard function overhead. Is this the same with D, or does
D implement properties using pointers to the required data fields?