On Monday, 18 January 2016 at 12:46:31 UTC, Jonathan M Davis wrote:
In general, using floating point values with time is an incredibly bad idea. It can certainly make sense when printing stuff out, but using it in calculations is just asking for trouble given all of the unnecessary imprecision that it adds. So, Duration does not directly support floating point values at all, and that's very much on purpose. I'd strongly argue that the fact that TickDuration does was a mistake.

So, if you're doing floating point calculations with time, I'd strongly urge you to rethink your code. And if you're just trying to print out the a duration as a floating point value, because it's nice to view that way, then that's fine, but you'll need to do the conversion yourself. And it's not that hard. It just isn't handed to you directly, because aside from printing, code really shouldn't be using floating point values for time. e.g.

string toFloatingSeconds(Duration d)
{
    import std.conv;
    enum hnsecsPerSecond = convert!("seconds", "hnsecs")(1);
    auto s = d.split!("seconds", "hnsecs")();
return to!string(s.seconds + cast(real)(s.hnsecs) / hnsecsPerSecond);
}

And yes, that's a bit more of a pain than using to!("seconds", float) with TickDuration, but it's also the sort of thing that most code really shouldn't be doing. So, adding that functionality to Duration would just encourage folks to write buggy code.

- Jonathan M Davis

I want to use float time in a game where I call the update method passing the delta time as float seconds. It's more easy to multiply the dt with a speed constant meaning how much the object will move after 1 second. Such float delta time is used in many game engines and it's somewhat standart way of doing it. Also the method you wrote returns a string and I need a float to multiply it with a number.
Thanks for the reply anyway

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