On Friday, 26 July 2013 at 11:42:25 UTC, JS wrote:
On Friday, 26 July 2013 at 09:12:27 UTC, Land wrote:
I'm confused when it comes to modules.

I've read somewhere that modules are basically 'singleton
classes' and that anything that doesn't need its own state should
not needlessly be put inside a class.

But what if I want to create a simple OpenGL shader object. Do I
create a class like this:

class Shader
{
    // Method
    // Method
    // Method
    // Method

    // Field
    // Field
    // Field
}

Or do I have a structure that I operate on via module methods?
(C-style, basically)

struct Shader
{
    // Field
    // Field
    // Field
}

// Method
// Method
// Method
// Method

It's probably clear to you guys, but I'm stumped.

Thanks for any answers

Non-member methods require you to pass the object you want to modify... do you really want to do all that extra typing? It's your choice... you wanna program in C or C++?

Is it really extra typing? Depending on how you format your code, you might just be swapping a '.' for a ','

Also, we have UFCS (universal function call syntax): "foo(x, y, z)" can be written as "x.foo(y, z)"

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