Re: 3d vector struct

2014-02-07 Thread Stanislav Blinov

On Friday, 7 February 2014 at 04:03:58 UTC, Marco Leise wrote:

Am Mon, 03 Feb 2014 22:01:14 +
schrieb Stanislav Blinov stanislav.bli...@gmail.com:

Return-by-value being optimized as a move might be one more 
reason why you would like to use slices...



3 doubles is only one machine word more than an array slice
and there are no indirections, allocations and length
attribute to deal with (which is always 3 here).


I know. I also know that people making games are obsessed with 
performance :)


And, where there's 3d vector, there would also be 4d vector and 
matrices...


Re: 3d vector struct

2014-02-07 Thread Casper Færgemand
On Friday, 7 February 2014 at 10:50:49 UTC, Stanislav Blinov 
wrote:
I know. I also know that people making games are obsessed with 
performance :)


And, where there's 3d vector, there would also be 4d vector and 
matrices...


Wouldn't it make more sense to aim for a float SIMD 
implementation instead then? :P


Re: 3d vector struct

2014-02-07 Thread Stanislav Blinov
On Friday, 7 February 2014 at 21:37:26 UTC, Casper Færgemand 
wrote:
On Friday, 7 February 2014 at 10:50:49 UTC, Stanislav Blinov 
wrote:
I know. I also know that people making games are obsessed with 
performance :)


And, where there's 3d vector, there would also be 4d vector 
and matrices...


Wouldn't it make more sense to aim for a float SIMD 
implementation instead then? :P


It may well be :D


Re: 3d vector struct

2014-02-06 Thread Marco Leise
Am Mon, 03 Feb 2014 22:01:14 +
schrieb Stanislav Blinov stanislav.bli...@gmail.com:

 Return-by-value being optimized as a move might be one more 
 reason why you would like to use slices instead of variables to 
 store coordinates (since that would mean just moving a pointer 
 and a size_t), but that might have to wait until custom 
 allocators finally arrive.

3 doubles is only one machine word more than an array slice
and there are no indirections, allocations and length
attribute to deal with (which is always 3 here).

-- 
Marco



Re: 3d vector struct

2014-02-04 Thread Francesco Cattoglio

On Monday, 3 February 2014 at 20:10:59 UTC, Brenton wrote:

6) Any other comments or suggestions?


I know that the I'm learning the language factor plays a huge 
role, but after you are done studying your vector implementation, 
I think you could forget about it and use the ones provided by 
other libraries :P


If you didn't knew about it, DUB is a marvelous software that 
gives you quick access to lots of nice libraries. EG: one you 
might be interested in is http://code.dlang.org/packages/gl3n

Another one *might* be gfm: http://code.dlang.org/packages/gfm

I'm also wondering where the hell did I put my raytracer code I 
did ages ago...


3d vector struct

2014-02-03 Thread Brenton
Hi, I'm just getting to know D and so am hoping that someone more 
experienced with the language could review this 3d vector struct 
and my comments below.  I'm planning on building a little ray 
tracer in the next week or so :)


struct Vector3d {
double x = 0, y = 0, z = 0;

void normalize() {
double scale = 1.0 / (x * x + y * y + z * z);
x *= scale; y *= scale; z *= scale;
}
double dot(in Vector3d other) inout {
return x * other.x + y * other.y + z * other.z;
}
Vector3d cross(in Vector3d other) inout {
const Vector3d result = {
y * other.z - z * other.y,
z * other.x - x * other.z,
x * other.y - y * other.x
};
return result;
}
}

1) I initialize the vector to a null vector, not nans
2) The dot and cross are inout methods, i.e. available for 
mutable, const, and immutable objects.  There is no reason to 
declare inout methods as being const.
3) The dot and cross methods take an input in argument.  This 
allows the compiler to choose between passing the parameter by 
const value or const reference.  I read somewhere that in and 
scope have not yet been implemented yet and that I should use 
const ref instead?
4) Is it advisable for the cross method to return by value?  In 
C++, I would declare this method as inline and in a header file.  
Can I trust D to inline away this inefficiency?  Perhaps I should 
pass in the result as a ref or out parameter (although I 
don't require the vector to be initialized here)?  Is there a 
more efficient way to do this?
5) I notice that a lot of other people online prefer using fixed 
arrays not structs for Vectors in D, why?

6) Any other comments or suggestions?


Re: 3d vector struct

2014-02-03 Thread bearophile

Brenton:


1) I initialize the vector to a null vector, not nans


Why?


2) The dot and cross are inout methods, i.e. available for 
mutable, const, and immutable objects.  There is no reason to 
declare inout methods as being const.


But I suggest to add pure/nothrow.


3) The dot and cross methods take an input in argument.  This 
allows the compiler to choose between passing the parameter by 
const value or const reference.


This is not true. In means const scope, so it's always passed 
by value.


Bye,
bearophile


Re: 3d vector struct

2014-02-03 Thread Craig Dillabaugh
5) I notice that a lot of other people online prefer using 
fixed arrays not structs for Vectors in D, why?


It does make some calculations more straightforward. For example 
I have code that calculates distance between points as follows:


double euclideanDistance( double[] pt1, double[] pt2 ) in {
assert( pt1.length == pt2.length );
  } body {
  return sqrt(
  0.0.reduce!( (sum,pair) = sum + 
(pair[0]-pair[1])^^2)(zip(pt1, pt2))

  );
}

Now a point is not a vector, but they are similar in many 
respects.  That fact that I use an array for my points makes such 
calculations possible. Furthermore you can always add methods to 
your struct that let users access the appropriate indices as x, y 
and z.  If you use UFCS (I haven't yet) you could make these 
appear to user code just as if you had named your variables x, y, 
and z.


Finally, maybe as some point you want to support vectors of 
varied dimension ... it then becomes easier to port your struct.




6) Any other comments or suggestions?


Once you have your design more or less settled you should make it 
generic (if not for practical reasons just for fun and 
experience).  You likely want your type to support only 
floating-point values, so you can see here how types can be 
restricted to FP (see line 50).


https://github.com/craig-dillabaugh/phobos/blob/master/std/complex.d

Thats my fork of the Phobos libraries, likely a bit out of date, 
but I was too lazy to look up the prope URL.


Re: 3d vector struct

2014-02-03 Thread Martijn Pot

On Monday, 3 February 2014 at 20:10:59 UTC, Brenton wrote:


double dot(in Vector3d other) inout {
return x * other.x + y * other.y + z * other.z;
}
Vector3d cross(in Vector3d other) inout {
const Vector3d result = {
y * other.z - z * other.y,
z * other.x - x * other.z,
x * other.y - y * other.x
};
return result;
}
}


Shouldn't these functions be non-member:

double dot(in Vector3d one, in Vector3d other) {}
Vector3d cross(in Vector3d one, in Vector3d other) {}

No one Vector3d is more special in these functions, so treat them 
equal.


Re: 3d vector struct

2014-02-03 Thread Stanislav Blinov

On Monday, 3 February 2014 at 20:10:59 UTC, Brenton wrote:

4) Is it advisable for the cross method to return by value?  In 
C++, I would declare this method as inline and in a header 
file.  Can I trust D to inline away this inefficiency?  Perhaps 
I should pass in the result as a ref or out parameter 
(although I don't require the vector to be initialized here)?  
Is there a more efficient way to do this?


Seeing as previous responses skipped over this point:

Yes, return by value. The compiler will optimize that for you by 
moving (not copying) the result. Return-by-value (and 
optimizations involved) is one of the stronger things in D that 
IIRC was there even before e.g. C++11 with its move semantics. 
Performing a move means that it is absolutely possible for clever 
compiler to even construct the value in-place, but I'm not sure 
if any of existing D compilers do that as of yet.


Return-by-value being optimized as a move might be one more 
reason why you would like to use slices instead of variables to 
store coordinates (since that would mean just moving a pointer 
and a size_t), but that might have to wait until custom 
allocators finally arrive.