Short version: yes, higher-kinded types and template template parameters
are the same thing. (`template<typename> class` is just one particular
higher kind; there's also `template<template<typename> class> class` and so
on, and varying the number of parameters, etc., which you probably know.)

Longer version hopefully upcoming if/when I manage to digest the rest of it.


On Sat, Dec 7, 2013 at 8:10 AM, David Piepgrass <[email protected]>wrote:

> Rust newb here. I have theoretical questions.
>
> Recently I noticed that Higher-Kinded Types (HKTs) have been mentioned on
> the mailing list a lot, but I had no idea what a HKT was, or what it might
> be good for. After reading about them a little, they reminded me of C++'s
> "template template parameters". In C++ you can almost write something like
> this:
>
> template <template <typename> class collection>
> struct Numbers {
>    collection<int> integers;
>    collection<float> floats;
> };
>
> So then you can write Numbers<vector> for a structure that contains
> vector<T> collections, and Numbers<list> for a structure that contains
> list<T> collections. EXCEPT that it doesn't actually work, because
> vector<T> has two template parameters (the second one, the allocator, is
> normally left at its default). Let's ignore that, though.
>
> So that brings me to my first question: is this what "higher-kinded types"
> means? What is the difference, if any, between HKT and C++ "template
> templates"?
>
> However, as a C++ developer I never actually used a "template template"
> parameter because I didn't know they existed for a long time. So instead I
> would have written this, which has the same end-result:
>
> struct VectorTrait
> {
>     template<typename T>
>     struct collection { typedef vector<T> type; };
> };
> struct ListTrait
> {
>     template<typename T>
>     struct collection { typedef list<T> type; };
> };
>
> template<typename Traits>
> struct Numbers
> {
>     Traits::collection<int>::type integers;
>     Traits::collection<float>::type floats;
> };
> // Use Numbers<VectorTrait> for vector<T>, Numbers<ListTrait> for list<T>.
>
> This is clunkier, but it would have been a bit simpler if C++ supported
> templatized typedefs:
>
> struct VectorTrait
> {
>     template<typename T> typedef vector<T> collection;
> };
> struct ListTrait
> {
>     template<typename T> typedef vector<T> collection;
> };
>
> template<typename Traits>
> struct Numbers
> {
>     Traits::collection<int> integers;
>     Traits::collection<float> floats;
> };
> // Now write Numbers<VectorTrait> instead of Numbers<vector>,
> //           Numbers<ListTrait> instead of Numbers<list>.
>
> I have found that because of the existence of typedef, "template template"
> parameters are never actually necessary; so far, I've never seen a
> situation where the typedef-based solution wasn't almost as good. Also, I
> have found that "trait" types filled with typedefs seem to be a more
> general thing than "template template"; they allow you to do things that
> would be very difficult or impossible without them. For example you can use
> typedefs-in-a-struct to create circular references among types that don't
> "know" about each other:
>
> // I call this a "Combo"; I don't know if the technique has a standard name
> struct MyCombo {
>     typedef ConcreteA<Traits> A;
>     typedef ConcreteB<Traits> B;
>     typedef ConcreteC<Traits> C;
> };
> template<typename Combo>
> class ConcreteA { Combo::B* b; ... };
> template<typename Combo>
> class ConcreteB { Combo::C* c; ... };
> template<typename Combo>
> class ConcreteC { Combo::A* b; ... };
>
> Here I've created a network of types (ConcreteA<MyCombo>,
> ConcreteB<MyCombo>, and ConcreteC<MyCombo>) that are linked together
> through the "Combo" type MyCombo, so the types can all use each other, but
> none of the types refer to each other directly. This design allows you to
> freely swap in different implementations of A, B, and C; it has similar
> advantages to "dependency injection" or "inversion of control" in languages
> like Java and C#, except that the linkages are all defined statically at
> compile-time, so no dynamic dispatch is required.
>
> Without the ability to define "typedefs", this approach is not possible at
> all if there is a cyclic relationship. Also, if the combo declares more
> than three types, it becomes impractical to specify all those types on the
> classes directly as type parameters.
>
> In C# I learned that this quickly becomes a major problem if you need to
> parameterize on more than one or two types. I tried to do "generic" math
> (which requires at least two type parameters due to the under-designed
> standard libraries) and I also implemented a GiST data structure (see
> http://en.wikipedia.org/wiki/GiST), and found out that the lack of any
> analog to C++ typedef makes both of those tasks very clumsy, while also
> making the code hard to read, because you end up with a rats' nest of type
> parameters (or if you omit (otherwise necessary) type parameters, you might
> use lots of casts instead.)
>
> So I guess that leads me to two more questions.
>
> 2. Does Rust have a "typedef" equivalent that can be used in this way?
> 3. Does it make sense to just suggest "just use typedefs instead of
> Higher-Kinded Types"?
>
>
> _______________________________________________
> Rust-dev mailing list
> [email protected]
> https://mail.mozilla.org/listinfo/rust-dev
>
>


-- 
Your ship was destroyed in a monadic eruption.
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