Justin Johansson wrote:
language_fan Wrote:

Sat, 26 Sep 2009 09:32:55 -0400, Justin Johansson thusly wrote:

I've had a good poke around the forums and couldn't find anything on
this so ...

What's the recommended method for dispatching code off the runtime type
of a variant variable (Phobos D2 std.variant)?

Does one use a bunch of

if ( var.peek!(type1)) { ... }
else if ( var.peek!(type2)  { ... }

for all N possible types, or is there a better & faster way with a
switch or jump table of sorts?
If the type count gets large, how fast it is depends on the backend optimizations of the compiler. In the worst case it is a O(n) time linear search. A jump table or almost any other way of dispatching would be faster. If the variant had an integral tag field, it could be used in a switch; that way the compiler could easily optimize it further with the currently available constructs.

This problem is solved in higher level languages by providing pattern matching constructs. The compiler is free to optimize the code the way it likes:

  case var of
    type1 => ...
    type2 => ...
    ...

But since no C-like language has ever implemented pattern matching, it might be too radical to add it to D.

Thanks both for replies.

I've got about 2 dozen types in the variant so the O(n) really hurts.
The variant thing seemed like a really cool idea at the time but now ...
Without something like suggested above or a computed goto on typeid or Andrei's 
visitator,
it almost pushes me to backout from using variants and having to redesign 
around some common base class or interface and using virtual function dispatch. 
:-(


I see this sort of design in C all the time with event handling, although its with unions rather than discriminated unions, the same logic applies.

enum EventType {
        Mouse,
        Key,
        Move,
        ...
}
struct Event {
        EventType type;
        union {
                MouseEvent mouse;
                KeyEvent key;
                MoveEvent move;
                ...
        }
}

void dispatchEvent(const(Event)* event) {
        ...
        with(EventType) final switch(event.type) {
        case Mouse: ...
        case Key: ...
        case Move: ...
        ...
        }
        ...
}

That's the logic with standard unions, you should be able to get something similar with variants. It's more code to setup, but you end up with a simple jump table from the switch, and final in D makes it easy to change EventType without forgetting to update dispatchEvent.

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