Weed wrote:
naryl пишет:

--bb
http://www.digitalmars.com/pnews/read.php?server=news.digitalmars.com&group=digitalmars.D&artnum=83506
You should use a struct there!   Your code does not show you doing
anything that would even remotely suggest using a class is worthwhile.
 You're doing value operations on value types.  That's what structs
are for.
        
Why?

What if I have not substantiated the fact that c1 is a class I should
use there a structure?

Used in D a model of placement classes only in heap have a rule "if you
made the class and trying to pass it by value is somewhere in your code,
there is a design error?
Explains why the question is given in this form:

I am received or wrote a classes. Is it right to overload the operator
opAdd and use them? I think yes.

But why not allow this operation at the same speed that allows C++?
If you pass it by value you'll lose polymorphism.

Debatable

By the way, in my example the transfer class by value is not
important(!), it is important to create a temporary class on the stack.
Then we can pass a reference without problem (C++ allows this through
the "&")

Sure, but you're not using polymorphism.


That must mean that you inherit that class only to avoid duplicating code. And 
that is easily done with template mixins.

It is possible that this polymorphism is not needed and should be
prohibited for operations by value. The class is ready, why it should
not be used and have to redo it?

Can not think about changing when the class is ready - he could have
enormous complexity and hierarchy.

This is the fundamental tradeoff at the heart of the matter.
In D, the choice of whether an object will use polymorphism or not is considered a fundamental design decision. D gets significant benefits from this. C++ allows you to defer the decision, but it doesn't come for free. (Generally speaking, statically typed languages do force you to make more decisions at design time). Notice that you have little gotchas in C++, such as the need to declare a virtual destructor on every struct you think you might "someday" use polymorphically. It sticks around, even if it never gets used. One of the nice things about a D struct, compared to a C++ struct, is that you *know* it's simple, it never has that kind of baggage.

D does choose different trade-offs from C++. If it was always the same, it'd be the same language!

BTW, if you're concerned about performance, you'd do well to use compile-time polymorphism rather than run-time, when possible. D's metaprogramming support leaves C++ for dead.

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