Jarrett Billingsley wrote:
On Wed, Apr 29, 2009 at 2:52 AM, Georg Wrede <georg.wr...@iki.fi> wrote:
Jarrett Billingsley wrote:

Don't you love it?  "Most C++ template features are discovered."  So are
D's.
Well, one could say that this is the very definition of a well working
metaprogramming system. After all, the whole idea of templates is to let the
programmer invent new ways to use the lanaguage, the compiler, and the
template system.

That's not.. really at all what the issue is here.  The issue is more
that most of the metaprogramming features in D are completely
unspecified, and when we discover that something works, it's hard to
tell if it's _supposed_ to be that way or if we're taking advantage of
some weird bug in the compiler.  Show me a page that documents
.stringof!  Thought not.

Yeah. Just today I posted to Bugzilla asking for an easy way to get the current function name and parameter names. And yes, once you find that you can get some info or get something done with some gymnastics, you can't rely on it being there tomorrow. For all you know, your whole solution may be based on a computer bug that'll get fixed next week.

As some other examples, did you know it's possible to get the names of
the fields of a struct type (and probably a class type too with a
similar method)?  It only works under extremely contrived
circumstances, using .stringof, and parsing out the names yourself
from a very horrible-looking string.  It's also possible to get the
name of a local variable by instantiating a template in a local scope
and parsing a horrid .mangleof string.  You can also determine some
(not *all*, but some) interesting properties of functions and methods
- things like final, static, abstract - by creating dummy inherited
classes and attempting to do awful things to them.

Sigh. The good thing is, you actually /can/ get the stuff. And it's frustrating. I mean, folks do stumble on these ways of getting the impossible, but the real crappy thing is if you know what you want, it's pretty hard to then come up with the jumps and somersaults needed.

Metaprogramming should be _well-specified_ and _orthogonal_.  I agree
with you that the _possibilities_ of metaprogramming should be almost
boundless and should allow you to come up with your own DSLs.  But the
compiler shouldn't hold information about your program "ransom" and
make you work so goddamn hard to get at it.  I should be able to just
write, I don't know, __traits(parameterNames, f) and get a tuple of
parameter names!  I'm tired of puzzling out information that should be
directly available!

Somehow, I can't help believing that will be the case, already before D2 gets out. It's unimaginable that Andrei &co wouldn't have this as the goal. And with their current speed, that day is pretty near!

(Ok, ok, in private I do share your frustration. I too do swear att stuff not being documented, others being illogical or plain too hard to use, etc. But I don't know if it serves the end goal if we could have Andrei do more documenting, or whatever. That'd all be time off of the real thing.)

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In the mean time, maybe we should all start writing on the "best practices" on wiki4d every time we stumble upon a way to get/do something cool/useful. Pasting from there sure is faster than spending three days each time thinkng and asking around....

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