On Thu, 20 Oct 2011 09:11:27 -0400, Don <nos...@nospam.com> wrote:
[snip]
I'd like to get to the situation where those overloads can be added
without breaking peoples code. The draconian possibility is to disallow
them in all cases: integer types never match floating point function
parameters.
The second possibility is to introduce a tie-breaker rule: when there's
an ambiguity, choose double.
And a third possibility is to only apply that tie-breaker rule to literals.
And the fourth possibility is to keep the language as it is now, and
allow code to break when overloads get added.
The one I really, really don't want, is the situation we have now:
#5: whenever an overload gets added, introduce a hack for that function...
I agree that #5 and #4 not acceptable longer term solutions. I do CUDA/GPU
programming, so I live in a world of floats and ints. So changing the rules
does worries me, but mainly because most people don't use floats on a daily
basis, which introduces bias into the discussion.
Thinking it over, here are my suggestions, though I'm not sure if 2a or 2b
would be best:
1) Integer literals and expressions should use range propagation to use the
thinnest loss-less conversion. If no loss-less conversion exists, then an error
is raised. Choosing double as a default is always the wrong choice for GPUs and
most embedded systems.
2a) Lossy variable conversions are disallowed.
2b) Lossy variable conversions undergo bounds checking when asserts are turned
on.
The idea behind 2b) would be:
int i = 1;
float f = i; // assert(true);
i = int.max;
f = i; // assert(false);