On 2011-08-17 22:00, Jonathan M Davis wrote:
On Wednesday, August 17, 2011 12:35 Jacob Carlborg wrote:
On 2011-08-17 19:48, Jonathan M Davis wrote:
On Wednesday, August 17, 2011 10:27 Vijay Nayar wrote:
D adds a very handy feature that allows you to check for a range of
values in a single case. Is there a particular reason that the syntax
"case<start>: .. case<end>:" is used instead of treating the case
statement similarly to an array slice, e.g. "case<start>  ..<end>:"?

For example:

import std.stdio;

void main() {
int bob = 12;
switch (bob) {
// Why not "case 0 .. 9:"?
case 0: .. case 9:
writeln("Less than 10.");
case 10: .. case 19:
writeln("Less than 20.");
case 20: .. case 29:
writeln("Less than 30.");
break;
default:
break;
}
// Output: Less than 20. Less than 30.
}

I don't know, but ranged case statements don't have the same semantics as
giving a range of values when slicing or to a foreach loop, so that may
be why.

arr[0 .. 10]

does _not_ include the element at index 10.

case 0: case 10:

_does_ include 10. So, it actually probably be a bad thing for them to
use the same syntax. To use the same syntax for both would make the
semantics of that syntax inconsistent and confusing.

- Jonathan M Davis

D should have a built-in range type. One that supports syntax for both
including and excluding the last element:

auto a = 3 .. 5
auto b = 3 ... 5

Then we wouldn't need a special range syntax for switch statements. You
could store ranges in variables and pass them to functions. opSlice
probably wouldn't be needed, instead opIndex could be used and you would
declare the method to take a range instead of two integers.

I suggest that you read the thread that Lars linked to. That type of syntax
got shot down essentially for being too easy to confuse .. with ... making it
hard to read and easy to screw-up. Regardless, the whole issue got discussed
ad naseum there, and the situation definitely isn't going to change for D2, so
there really isn't much point in arguing the pros and cons at this point.
Maybe there will be something similar in D3 if someone can find an
appropriately clear syntax for it, but I'd be very surprised if any such thing
happened in D2.

- Jonathan M Davis

Yes I know that it has been discussed before. We don't have to discuss this again, I'm just telling my opinion and I don't agree with .. and ... being confusing.

--
/Jacob Carlborg

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