On Tuesday, 3 April 2018 at 01:31:12 UTC, Laeeth Isharc wrote:
On Monday, 2 April 2018 at 20:19:17 UTC, rumbu wrote:
On Monday, 2 April 2018 at 18:54:28 UTC, 12345swordy wrote:
- Only structs are used, no classes;
- .NET collections are replaced by native collections that
manage their own memory
- No code that would trigger GC is allowed
- Compiler is aware of Unity features and is able to explore
SIMD, by doing auto-vectorization, and transparently
transform structs fields into optimal representations
The struct type in C# is more versatile than the D's
equivalent, mainly because of the fact that you can inherit
interfaces. You can have template constraints in D but this is
not as user friendly as a struct interface.
So in C# you can write code like this:
interface IRange<T>
{
void popFront();
bool empty();
T front();
}
struct MyRange<T>: IRange<T>
{
//implementation
}
void foo<T>(IRange<T> someRange)
{
//do something with someRange even it's a struct
//this includes code completion and other IDE specific
stuff.
}
In D, template constrains are not very clean and they not have
IDE support:
void foo(T)(T someRange) if (isInputRange!T)
{
}
You can do that in D too - see Atila's concepts library.
interface IFoo {
int foo(int i, string s) @safe;
double lefoo(string s) @safe;
}
@implements!(Foo, IFoo)
struct Foo {
int foo(int i, string s) @safe { return 0; }
double lefoo(string s) @safe { return 0; }
}
// doesn't compile
/*
@implements!(Oops, IFoo)
struct Oops {}
*/