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)"