Interface "indexing"
Suppose I have an interface interface X(I) { } Could it be possible for I to be an enum and then be able to "select" the specific interface at runtime based on the enum value? I'm trying to avoid code like switch (i) { case I.myenumval1: return new X!myenumval1wrapper; ... case I.myenumvaln: return new X!myenumvalNwrapper; } Where myenumvalkwrapper are just types used for indexing/placeholders. X(I) is sort of like an enum of classes(or possibly objects) enum X { val1: class v1 { }, val2: class v2 { }, val3: class v3 { }, } So if auto x = new X.val2() is the same as auto x = new v2(); And more importantly, auto x = new X!y(); where y is of type X(the enum part) and has value either val1, val2, val3. (this example is obviously a little different, but if possible, would also solve my problem) --- This helps with code bloat. Suppose I have a series events and triggers. I could potentially code the specific events in an enum. And to fire the event, instead of a huge switch(or essentially the same), one can write one line of code or so and have D take care of matching up things. (essentially for some enum value I want a corresponding type to be associated with it) I'm sure this would require some type of runtime reflection in the mapping or an automation of creating the switch code(duffs device?). Any ideas?
Re: Interface "indexing"
On Sunday, 6 September 2015 at 17:32:11 UTC, Prudence wrote: And to fire the event, instead of a huge switch(or essentially the same), one can write one line of code or so and have D take care of matching up things. (essentially for some enum value I want a corresponding type to be associated with it) If you want it happen at runtime, how it can be not a switch?
Re: Interface "indexing"
Well, you can have an array of event factories: IEvent function()[2] factories = [ factory1, factory2 ]; IEvent factory1() { return new Event1(); } IEvent factory2() { return new Event2(); } Then use enum for indexing: IEvent e = factories[NumEvent1]();
Re: Interface "indexing"
On Sunday, 6 September 2015 at 18:11:44 UTC, Kagamin wrote: Well, you can have an array of event factories: IEvent function()[2] factories = [ factory1, factory2 ]; IEvent factory1() { return new Event1(); } IEvent factory2() { return new Event2(); } Then use enum for indexing: IEvent e = factories[NumEvent1](); Yes, I suppose an array would work, but realize that since enum is a compile time construct, the dynamic array is not necessary. And since your factories are all the time and always will be(if you change anything you have to refactor a lot of stuff). It seems all this stuff could be simplified a great deal. And no one said you wouldn't have a switch. I'm not talking about creating some tycheyon particles. I'm simply talking about some way to hide the details(which, could be done with a string mixin but at the cost of not being able to parse them and debug them well).
Re: Interface "indexing"
On Sunday, 6 September 2015 at 18:16:02 UTC, Prudence wrote: On Sunday, 6 September 2015 at 18:11:44 UTC, Kagamin wrote: [...] Yes, I suppose an array would work, but realize that since enum is a compile time construct, the dynamic array is not necessary. And since your factories are all the time and always will be(if you change anything you have to refactor a lot of stuff). It seems all this stuff could be simplified a great deal. And no one said you wouldn't have a switch. I'm not talking about creating some tycheyon particles. I'm simply talking about some way to hide the details(which, could be done with a string mixin but at the cost of not being able to parse them and debug them well). As you can do an enum with any type, why not an enum of factory?
Re: Interface "indexing"
On Sunday 06 September 2015 19:32, Prudence wrote: > Any ideas? As far as I understand (which may not be very far), you'd like to avoid keeping a list of the types that's separate from the type declarations themselves. Let's start with some code where the list is manually kept in sync with the types: import std.stdio; import std.typetuple; interface I {void go();} class A : I {void go() {writeln("'Allo 'Allo!");}} class B : I {void go() {writeln("Bonjourno!");}} class C : I {void go() {writeln("Cha cha ciao!");}} alias Types = TypeTuple!(A, B, C); /* You'd like to avoid this, right? */ I create(uint index) { switch(index) { /* Note how the switch cases are generated with (static) foreach: */ foreach(i, T; Types) case i: return new T; default: throw new Exception(""); } } void main() { auto a = create(0); a.go(); /* 'Allo 'Allo! */ auto b = create(1); b.go(); /* Bonjourno! */ auto c = create(2); c.go(); /* Cha cha ciao! */ auto d = create(3); /* throws exception */ } To avoid having to touch two places when you add a class, you can use a somewhat obscure feature of D, the NewAnonClassExpression: alias Types = TypeTuple!( typeof(new class () I {void go() {writeln("'Allo 'Allo!");}}), typeof(new class () I {void go() {writeln("Bonjourno!");}}), typeof(new class () I {void go() {writeln("Cha cha ciao!");}}), ); The syntax is described here: http://dlang.org/class.html#anonymous Another alternative is to generate `Types` by getting all members of the module and filtering out everything that doesn't implement I: class A : I {void go() {writeln("'Allo 'Allo!");}} class B : I {void go() {writeln("Bonjourno!");}} class C : I {void go() {writeln("Cha cha ciao!");}} template IfImplementsI(string thing_s) { alias thing = TypeTuple!(__traits(getMember, module_, thing_s)); static if (is(thing[0] : I) && !is(thing[0] == I)) alias IfImplementsI = thing; else alias IfImplementsI = TypeTuple!(); } alias module_ = TypeTuple!(__traits(parent, {})); alias Types = staticMap!(IfImplementsI, __traits(allMembers, module_)); That can probably be done more elegantly. I'm sure one could also generate an enum with nice names along with that, so that it's not `create(0)` but `create(MyEnum.A)`.