On 11/27/17 10:01 PM, A Guy With an Opinion wrote:
Hi,

Hi Guy, welcome, and I wanted to say I was saying "me too" while reading much of your post. I worked on a C# based client/server for about 5 years, and the biggest thing I agree with you on is the generic programming. I was also using D at the time, and using generics felt like eating a superbly under-baked cake.

A few points:

- Some of the errors from DMD are a little strange. I don't want to crap on this too much, because for the most part it's fine. However occasionally it throws errors I still can't really work out why THAT is the error it gave me. Some of you may have saw my question in the "Learn" forum about not knowing to use static in an embedded class, but the error was the following:

Error: 'this' is only defined in non-static member functions

Yes, this is simply a bad error message. Many of our bad error messages come from something called "lowering", where one piece of code is converted to another piece of code, and then the error message happens on the converted code. So essentially you are getting errors on code you didn't write!

They are more difficult to fix, since we can't change the real error message (it applies to real code as well), and the code that generated the lowered code is decoupled from the error. I think this is one of those cases.

I'd say the errors so far are above some of the cryptic stuff C++ can throw at you (however, I haven't delved that deeply into D templates yet, so don't hold me to this yet), but in terms of quality I'd put it somewhere between C# and C++ in quality. With C# being the ideal.

Once you use templates a lot, the error messages explode in cryptology :) But generally, you can get the gist of your errors if you can decipher half-way the mangling.

- ...however, where are all of the collections? No Queue? No Stack? No HashTable? I've read that it's not a big focus because some of the built in stuff *can* behave like those things. The C# project I'm porting utilizes queues and a specifically C#'s Dictionary<> quite a bit, so I'm not looking forward to having to hand roll my own or use something that aren't fundamentally them. This is definitely the biggest negative I've come across. I want a queue, not something that *can* behave as a queue. I definitely expected more from a language that is this old.

I haven't touched this in years, but it should still work pretty well (if you try it and it doesn't compile for some reason, please submit an issue there): https://github.com/schveiguy/dcollections

It has more of a Java/C# feel than other libraries, including an interface hierarchy.

That being said, Queue is just so easy to implement given a linked list, I never bothered :)

+ Unit tests. Finally built in unit tests. Enough said here. If the lack of collections was the biggest negative, this is the biggest positive. I would like to enable them at build time if possible though.

+1000

About the running of unit tests at build time, many people version their main function like this:

version(unittest) void main() {}
else

int main(string[] args) // real declaration
{ ... }

This way, when you build with -unittest, you only run unit tests, and exit immediately. So enabling them at build time is quite easy.

- Attributes. I had another post in the Learn forum about attributes which was unfortunate. At first I was excited because it seems like on the surface it would help me write better code, but it gets a little tedious and tiresome to have to remember to decorate code with them. It seems like most of them should have been the defaults. I would have preferred if the compiler helped me and reminded me. I asked if there was a way to enforce them globally, which I guess there is, but I guess there's also not a way to turn some of them off afterwards. A bit unfortunate. But at least I can see some solutions to this.

If you are using more templates (and I use them the more I write D code), you will not have this problem. Templates infer almost all attributes.

- Immutable. I'm not sure I fully understand it. On the surface it seemed like const but transitive. I tried having a method return an immutable value, but when I used it in my unit test I got some weird errors about objects not being able to return immutable (I forget the exact error...apologies). I refactored to use const, and it all worked as I expected, but I don't get why the immutable didn't work. I was returning a value type, so I don't see why passing in assert(object.errorCount == 0) would have triggered errors. But it did.

This is likely because of Adam's suggestion -- you were incorrectly declaring a function that returned an immutable like this:

immutable T foo();

Where the immutable *doesn't* apply to the return value, but to the function itself. immutable applied to a function is really applying immutable to the 'this' reference.

+ Templates seem powerful. I've only fiddled thus far, but I don't think I've quite comprehended their usefulness yet. It will probably take me some time to figure out how to wield them effectively. One thing I accidentally stumbled upon that I liked was that I could simulate inheritance in structs with them, by using the mixin keyword. That was cool, and I'm not even sure if that is what they were really meant to enable.

Templates and generative programming is what hooks you on D. You will be spoiled when you work on other languages :)

-Steve

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