Re: Wht std.complex is needed?
Sam Hu: Doesn't D already has the built-in types cfloat, cdouble, creal, ifloat, idouble, and ireal?What's the advantage having complex class instead? Some people have discussed/complained that complex types aren't worth being built-ins, so the *struct* Complex of std.complex of D2 will replace them. (I am not sure such complex struct is as good as the current built-ins, but it seems most D1 users don't use complex numbers much, so they don't care). Bye, bearophile
Re: Wht std.complex is needed?
Sam Hu Wrote: What's the disadvantage to have the built-in type of i-type? I think the answer is: It's another type added to the language, with its specific semantics, so it adds a bit of complexity to the language. And most people today don't seem to use complex types in D1 much, so they think they don't want to pay for such extra complexity. A better question can be: What's the advantage of having a built-in imaginary type? :-) You can find an answer here, from page 11: http://www.eecs.berkeley.edu/~wkahan/JAVAhurt.pdf But maybe those ideas aren't much true anymore today. Bye, bearophile
Re: Wht std.complex is needed?
Thank you! Anothe silly question then:What's the disadvantage to have the built-in type of i-type? Regards, Sam
Re: minimal evaluation
if (isNull(foo) || isNull(foo.getBar) || isNull(foo.getBar.getBar2) { return false; } Update: If minimal evaluation is not always enabled, and foo.getBar is NULL. I will get a segfault when evaluating foo.getBar.getBar2.
Re: minimal evaluation
On 06.04.2009 13:30, Qian Xu wrote: Hi All, Is minimal evaluation always enabled in D? I want to write a function IsNull(), so that I can check the precondition as follows: if (isNull(foo) || isNull(foo.getBar) || isNull(foo.getBar.getBar2) { return false; } // normal code goes here If an argument is null, the IsNull() will return false. Internally it will be logged to console as well. But I am not sure, if dmd-compiler generates code without minimal evaluation in some cases. If minimal evaluation is not always enabled. I cannot do precodition check in my way. --Qian If you mean short-circuit evalutation, I'm pretty sure that's always what the compiler does.
Re: Wht std.complex is needed?
On Mon, 06 Apr 2009 08:36:18 -0400, Don nos...@nospam.com wrote: Sam Hu wrote: Thank you! Anothe silly question then:What's the disadvantage to have the built-in type of i-type? Regards, Sam It's a very nasty type. It supports *, but isn't closed under *. Which is really annoying for generic programming. idouble x = 2i; x *= x; // oops, this isn't imaginary. (BTW this currently compiles :o). This may be a dumb question, but aren't all real numbers also technically imaginary numbers with a 0i term? that is, I would expect the above to evaluate to: -4 + 0i Which I would view as an imaginary number. Am I completely wrong here? That being said, I hope I never have to deal with imaginary numbers in my career, I had enough of them in school ;) So I don't really care whether it's a builtin or not. -Steve
Bit operator conversions
Is it valid for this to compile: --- ushort a(ushort b) pure nothrow { return b10|b; } --- And for this to not compile: --- ushort a(ushort b) pure nothrow { return b10; } --- ?
Re: minimal evaluation
torhu wrote: If you mean short-circuit evalutation, I'm pretty sure that's always what the compiler does. Thanks. Somebody posted this link: http://digitalmars.com/d/1.0/expression.html#OrOrExpression
Re: Wht std.complex is needed?
Steven Schveighoffer wrote: On Mon, 06 Apr 2009 08:36:18 -0400, Don nos...@nospam.com wrote: Sam Hu wrote: Thank you! Anothe silly question then:What's the disadvantage to have the built-in type of i-type? Regards, Sam It's a very nasty type. It supports *, but isn't closed under *. Which is really annoying for generic programming. idouble x = 2i; x *= x; // oops, this isn't imaginary. (BTW this currently compiles :o). This may be a dumb question, but aren't all real numbers also technically imaginary numbers with a 0i term? that is, I would expect the above to evaluate to: -4 + 0i Which I would view as an imaginary number. Am I completely wrong here? You're thinking of complex. -4 is real, 2i is imaginary, -4+2i is complex. Regarding Don's example, imaginary*imaginary always yields a real, real*imaginary always yields an imaginary. It's the only builtin type I know of that changes type under multiplication with itself. -- Daniel
Re: Wht std.complex is needed?
Steven Schveighoffer wrote: On Mon, 06 Apr 2009 08:36:18 -0400, Don nos...@nospam.com wrote: Sam Hu wrote: Thank you! Anothe silly question then:What's the disadvantage to have the built-in type of i-type? Regards, Sam It's a very nasty type. It supports *, but isn't closed under *. Which is really annoying for generic programming. idouble x = 2i; x *= x; // oops, this isn't imaginary. (BTW this currently compiles :o). This may be a dumb question, but aren't all real numbers also technically imaginary numbers with a 0i term? that is, I would expect the above to evaluate to: -4 + 0i Which I would view as an imaginary number. Am I completely wrong here? It's a complex number. (real OP real OP real) is real. (complex OP complex OP complex) is complex. BUT (imaginary OP imaginary OP imaginary) is imaginary, or real, or complex. That being said, I hope I never have to deal with imaginary numbers in my career, I had enough of them in school ;) So I don't really care whether it's a builtin or not. -Steve
Re: Wht std.complex is needed?
On Mon, 06 Apr 2009 09:50:35 -0400, Don nos...@nospam.com wrote: Steven Schveighoffer wrote: On Mon, 06 Apr 2009 08:36:18 -0400, Don nos...@nospam.com wrote: Sam Hu wrote: Thank you! Anothe silly question then:What's the disadvantage to have the built-in type of i-type? Regards, Sam It's a very nasty type. It supports *, but isn't closed under *. Which is really annoying for generic programming. idouble x = 2i; x *= x; // oops, this isn't imaginary. (BTW this currently compiles :o). This may be a dumb question, but aren't all real numbers also technically imaginary numbers with a 0i term? that is, I would expect the above to evaluate to: -4 + 0i Which I would view as an imaginary number. Am I completely wrong here? It's a complex number. (real OP real OP real) is real. (complex OP complex OP complex) is complex. BUT (imaginary OP imaginary OP imaginary) is imaginary, or real, or complex. Yes, I meant to say complex, sorry. Turns out I was not reading fully the previous posts. I was not aware that there were two separate types for complex and imaginary. I thought idouble was a complex number. That's kind of... um weird? Why do you need an imaginary AND a complex type? Wouldn't just a complex type suffice? Anyway, don't mind me, I just was confused. -Steve
cast a LinkSeq
Hi All, can I cast a LinkSeq from inherited type to base type? code -- class Fruit {} class Apple: Fruit {} auto apples = new LinkSeq!(Apple); apples.append(new Apple); assert(apples !is null); assert(apples.length == 1); auto fruits = cast(LinkSeq!(Fruit))(apples); assert(fruits !is null); // --- failed assert(fruits.length == 1); code -- --Qian
Re: Wht std.complex is needed?
Steven Schveighoffer wrote: On Mon, 06 Apr 2009 09:50:35 -0400, Don nos...@nospam.com wrote: Steven Schveighoffer wrote: On Mon, 06 Apr 2009 08:36:18 -0400, Don nos...@nospam.com wrote: Sam Hu wrote: Thank you! Anothe silly question then:What's the disadvantage to have the built-in type of i-type? Regards, Sam It's a very nasty type. It supports *, but isn't closed under *. Which is really annoying for generic programming. idouble x = 2i; x *= x; // oops, this isn't imaginary. (BTW this currently compiles :o). This may be a dumb question, but aren't all real numbers also technically imaginary numbers with a 0i term? that is, I would expect the above to evaluate to: -4 + 0i Which I would view as an imaginary number. Am I completely wrong here? It's a complex number. (real OP real OP real) is real. (complex OP complex OP complex) is complex. BUT (imaginary OP imaginary OP imaginary) is imaginary, or real, or complex. Yes, I meant to say complex, sorry. Turns out I was not reading fully the previous posts. I was not aware that there were two separate types for complex and imaginary. I thought idouble was a complex number. That's kind of... um weird? Why do you need an imaginary AND a complex type? Wouldn't just a complex type suffice? Yes, in 99.998% of cases. (1-real.epsilon g) I think the argument is that a pure imaginary type means the real part is exactly zero, whereas a complex type with z.re == 0 means the real part is zero OR too small to represent. Which makes a difference when you multiply by infinity. Since dealing with this very obscure case requires THREE keywords, the bang-per-buck for each keyword is unbelievably low. I strongly believe that ifloat, idouble, ireal should not be in the language. I like the fact the cfloat, cdouble, creal are -- but I recognize I'm in the minority. Anyway, don't mind me, I just was confused. It's intrinsically confusing. Imaginary types don't make much sense. No wonder there are so many compiler bugs with it. (It's kind of like a 'fraction' type, where the fraction is not allowed to be an integer... The arithmetic's insane). -Steve
Re: Factoring out looping structure
Reply to Doctor, I'm new to template programming and I have a problem for which I think it would be a good match, but I'd like to get some advice on how to go about it. I have a family of algorithms with the same looping structure, but different particulars: state_t state ; for (int i = 0 ; i imax ; ++i) { compute_i(state, i); for (int j = 0 ; j jmax ; ++j) { compute_j(state,i,j); for (int k = 0 ; k kmax ; ++k) { compute_k(state,i,j,k); for (int m = 0 ; m mmax ; ++m) { compute_m(state,i,j,k,m); } finish_k(state,i,j,k); } finish_j(state,i,j); } } -- I'd like to factor out the particulars from the looping structure, so I can write the loops once and then implement a bunch of variants with different particulars (the looping structure is in fact more complicated than the abstract example given). Obviously I could do this by passing in an object implementing an interface with all my functions; however, the whole point of this exercise is to avoid the overhead of function calls. The code needs to be efficient, and (especially the inner loop) functions need to be inlined. So: what are my options in D? Templates, delegates, mixins...? I'd like to avoid string mixins if possible because they're a bit ugly. Thanks! void Go(T)() { T.state_t state ; for (int i = 0 ; i imax ; ++i) { T.compute_i(state, i); for (int j = 0 ; j jmax ; ++j) { T.compute_j(state,i,j); for (int k = 0 ; k kmax ; ++k) { T.compute_k(state,i,j,k); for (int m = 0 ; m mmax ; ++m) { compute_m(state,i,j,k,m); } T.finish_k(state,i,j,k); } T.finish_j(state,i,j); } } } struct T_a { static struct state_t { ... } // or alias static void compute_i(state_t, int i){ ... } static void compute_j(state_t, int i, int j){ ... } static void compute_k(state_t, int i, int j, int k){ ... } static void compute_l(state_t, int i, int j, int k, int l){ ... } } Go!(T_a)(); struct T_b { static struct state_t { ... } // or alias static void compute_i(state_t, int i){ ... } static void compute_j(state_t, int i, int j){ ... } static void compute_k(state_t, int i, int j, int k){ ... } static void compute_l(state_t, int i, int j, int k, int l){ ... } } Go!(T_b)(); untested but you get the idea A similar approach can be done replacing (T) with (alias T) and using 'template T_a()' in places of the structs
Re: cast a LinkSeq
Qian Xu wrote: Adam Burton wrote: I wouldn't think so, cos LinkSeq!(Apple) does not inherit LinkSeq!(Fruit), they are 2 separate types. However your apples automatically downcast (or up, depending which way you like to draw your diagrams :-) ) so unless you intend to pass the LinkSeq!(Apple) into a function expecting LinkSeq!(Fruit) it shouldn't be a problem. If you are passing about LinqSeq!(Fruit) and want your LinkSeq!(Apple) to fit you might need to write some adapters and make use of the models available to you or something along them lines. That's my understanding anyway. yes. I can cast all Apple-object to Fruit-objects one by one. I hope there is an one-line-solution :-) You can't do it. Imagine you cast your LinkSeq!(Apple) to LinkSeq!(Fruit). You can now add a Banana to your LinkSeq!(Fruit), thus corrupting the original object. You get a similar problem with arrays. The most direct way would probably be to create a LinkSeqView!(T) class which did the cast on the fly and prohibited mutating operations. -- Daniel