On Friday, 6 November 2015 at 17:50:17 UTC, Atila Neves wrote:
On Friday, 6 November 2015 at 17:34:29 UTC, Spacen Jasset wrote:
Hello,

I have read various things about struct constructors, specifically 0 argument constructors, and using opCall and @disable this(); which no longer seems to work.

What I am after I think is the behavior of C++'s structs on the stack, namely for some or all of these uses at a given time:


1. Allocation on the stack
2. Value type semantics
3. RAII (combined with (1) often)

This is common in D as well. The difference to C++ is 0-argument struct constructors to do extra work to satisfy invariants.

Is it the case that a struct should now be used with a factory method? Does this also mean that the struct destructor must be

It's the easiest way to emulate C++'s 0-argument struct constructors.

made to work when .init is called instead of the factory method?

If the factory method isn't called, then yes, the destructor shouldn't blow up just because all the struct members are T.init.

This idiom is inconsistent with struct constructors that do have one or more arguments, and I think that this question is likely to arise time immemorial from others who are not expecting this particular inconstancy.


How is it inconsistent? Nobody stops me from doing this:

struct Struct {
    void* ptr = cast(void*)5;
    this(int size) {
        ptr = malloc(size);
    }

    ~this() {
        free(ptr);
    }

}

void main() {
    auto ok = Struct(10);
    //auto oops = Struct.init;
}

Atila

What I mean is that:

this(int a, int b) {} is allowed

Whereas:
this() {} isn't allowed. I see why that is the case now, but it seems inconsistent to me, and I think each new person that comes to D is going to wonder about this.


Also, I had to add a dummy private constructor to make my structs 'createable', or is there another way?

e.g.

struct Texture
{
    @disable this();
    static Texture create()
    {
        return Texture(0);
    }
        
...

private:
        this(int)
        {
                glGenTextures(1, &textureId_);
                enforce(0 != textureId_);
        }

        GLuint textureId_;
}



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