Justin Whear:

If anything, component programming is just functional programming + templates and some nice syntactic sugar.
And a healthy dose of pure awesome.

What D calls "component programming" is very nice and good, but in D it's almost a joke.

Currently this code inlines nothing (the allocations, the difference and the product):


import std.numeric: dotProduct;
int main() {
    enum N = 50;
    auto a = new int[N];
    auto b = new int[N];
    auto c = new int[N];
    c[] = a[] - b[];
    int result = dotProduct(c, c);
    return result;
}


If you write it in component-style (using doubles here):


import std.math;
import std.algorithm, std.range;

int main() {
    enum N = 50;
    alias T = double;
    auto a = new T[N];
    auto b = new T[N];

    return cast(int)zip(a, b)
           .map!(p => (p[0] - p[1]) ^^ 2)
           .reduce!q{a + b};
}


The situation gets much worse, you see many functions in the binary, that even LDC2 often not able to inline. The GHC Haskell compiler turns similar "components" code in efficient SIMD asm (that uses packed doubles, like double2), it inlines everything, merges the loops, produces a small amount of asm output, and there is no "c" intermediate array. In GHC "component programming" is mature (and Intel is developing an Haskell compiler that is even more optimizing), while in D/dmd/Phobos this stuff is just started. GHC has twenty+ years of head start on this and it shows.

The situation should be improved for D/dmd/Phobos, otherwise such D component programming remains partially a dream, or a toy.

Bye,
bearophile

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