I have an intrinsicGraph(T) class that is given a pointer to a T dataSource and automatically polls that variable every frame to add it to the graph, whether it's a float, double, integer, and maybe bool.

This all works fine if you have a single template type. But what if I want ... multiple graphs? I cannot do
````D
class intrinsicGraph(T???)
{
(void*) dataSources[];
}
````
and have it become whatever datatype I want. Even if I'm always storing the values in a float buffer, the dataSources themselves cannot be multiple types.

Basically I'm wondering if there's a way to have
````D
int FPS;
float frameTime;
//
graph myGraph;
myGraph.add(&frameTime);
myGraph.add(&fps);
````
and it enumerates through its dataSources array and adds to the relevant buffers.

There is a key that might help, they're all types that can resolve to integer or float. I'm not trying to add support for adding myRandomClass or networkPacket. Only things that can resolve down to float in some form.

Is there some kind of clue in having an array of Object (the fundamental superclass?)?

I don't think this is necessarily a "run time" reflection problem. Because I could make a graph at compile time, and know its of type, say, (T V U). Say, float, double, uint. Some sort of vardiac template.

But then how would you store that, unless you use some sort of mixins to write separate variables. (float\* dataSource0 and double\* dataSource1)

Or, wrap each pointer in some sort of fat pointer class that stores the type and a void*, and have an array of those fat pointers and and use some compile time voodoo to cast back cast(float)dataSource[0] (zero is always float), cast(uint)dataSource[2] (index 2 has cast(uint) put in).

Additional questions:

This may sound strange but is there a way to avoid having to specify the template type twice?
```D
instrinsicGraph!float testGraph;
instrinsicGraph!ulong testGraph2;
// later
testGraph = new intrinsic_graph!float(units[0].x, 100, 300, COLOR(1,0,0,1)); testGraph2 = new intrinsic_graph!ulong(g.stats.fps, 100, 500, COLOR(1,0,0,1));
```
It'd be nice if I only had to specify the type once.

It'd also be kinda nice if I could hide the fact I need to specify the type at all and have it automatically become whatever type the passed in value is:

````D
instrinsicGraph testGraph(g.stats.fps) //automatically stores an integer buffer.
````



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