On 09/05/2013 05:22 AM, Meta wrote:
While browsing Hacker News I came across this announcement of a physics
engine written in Rust. Just browsing through the code, I noticed that
it looks extremely arcane. I guess after awhile it's something you could
get used to, but it seems somewhat ironic that the author says that C++
will die of ugliness, when Rust already has syntactic monstrosities such
as these:

pub struct BodyWorld<N, LV, AV, M, II, CM> {
     world: World<N, Body<N, LV, AV, M, II>, Constraint<N, LV, AV, M, II>>,
     forces: @mut BodyForceGenerator<N, LV, AV, M, II>,
     integrator: @mut BodySmpEulerIntegrator<N, LV, AV, M, II>,
     detector: @mut BodiesBodies<N, LV, AV, M, II, BF<N, LV, AV, M, II>>,
     sleep: @mut IslandActivationManager<N, LV, AV, M, II>,
     ccd: @mut SweptBallMotionClamping<N, LV, AV, M, II, BF<N, LV, AV,
M, II>>,
     joints: @mut JointManager<N, LV, AV, M, II>,
     solver: @mut AccumulatedImpulseSolver<N, LV, AV, M, II, CM>
}

This stuff is downright arcane.

Why? I cannot spot any syntax I wouldn't get used to quickly in this example. (AFAIK the @ are going away in favour of a library solution with more verbose syntax though.)

In D something similar would look like this:

struct BodyWorld(N, LV, AV, M, II, CM){
World!(N, Body!(N, LV, AV, M, II), Constraint!(N, LV, AV, M, II)) world;
    BodyForceGenerator!(N, LV, AV, M, II)* forces;
    BodySmpEulerIntegrator!(N, LV, AV, M, II)* integrator;
    BodiesBodies!(N, LV, AV, M, II, BF!(N, LV, AV, M, II))* detector;
    IslandActivationManager!(N, LV, AV, M, II)* sleep;
    SweptBallMotionClamping!(N, LV, AV, M, II, BF!(N, LV, AV, M, II))* ccd;
    JointManager!(N, LV, AV, M, II)* joints;
    AccumulatedImpulseSolver!(N, LV, AV, M, II, CM)* solver;
}

Afaics there is not much of a difference. Arguably, having the identifiers conveniently aligned to the left is actually a slight advantage of rust's syntax.

Of course, the code contains a certain amount of duplication I wouldn't really want to write down, and this could be improved in D:

struct BodyWorld(N, LV, AV, M, II, CM){
    private alias Args = Seq!(N, LV, AV, M, II);

    World!(N, Body!Args, Constraint!Args)    world;
    BodyForceGenerator!Args*                 forces;
    BodySmpEulerIntegrator!Args*             integrator;
    BodiesBodies!(Args, BF!Args)*            detector;
    IslandActivationManager!Args*            sleep;
    SweptBallMotionClamping!(Args, BF!Args)* ccd;
    JointManager!Args*                       joints;
    AccumulatedImpulseSolver!(Args, CM)*     solver;
}


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