Thanks for those references! I'm also interested in looking through
those. I had computation theory in college a long time ago but never
took a compiler course.
On 11/7/2017 5:26 AM, Tony wrote:
Author Allen Holub has made his out-of-print book, Compiler Design in C,
available as a free pdf
Thanks. I had not looked at some of those yet.
Jim
Thanks for all the info. It's a good comparison of structs and classes
to keep handy. Actually, I'm fine with the GC. I don't mean to avoid it.
I just would like some way to also have non-memory resources
automatically released in a timely, predictable way.
One common thing to do in C++ is to
Thanks for the thorough response. I'm aware of some of what you
explained. Maybe I should have asked differently. Rather than asking
what RAII facilities do exist, I guess I was looking for the answer,
"Here's what you typically do in C++ RAII that you can't do in D." I
could probably find out
Although C++ can be ugly, one reason I keep going back to it rather then
commit more time to reference-based languages like C# is because I like
deterministic destruction so much. My question is whether D can REALLY
handle this or not. I've not been sure about this for some time so now
I'm just
Thanks Ali,
In the second part of that example I was hoping it was understood that
Bar generates it's own signal. Sorry, I guess I wasn't clear; I was just
trying to reduce code.
I think maybe I'm really looking for a way that BarContainer doesn't
have to know that Bar and Foo are connected.
Is there a good way to connect signals and slots when the objects are
far apart? All tutorials for signals and slots show the objects being
readily accessible by the main() function. But what if they're not? Is
there an elegant design?
For example, here's a typical minimal demo:
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