data containers

Jarrett Billingsley kb3ctd2 at yahoo.com
Wed Jul 2 20:47:04 PDT 2008


"Moritz" <mpipahl at gspgmbh.com> wrote in message 
news:g4gqge$27fi$1 at digitalmars.com...
> Hello,
>
> Im currently working on a gui framework for my game, and Im trying to find 
> a versatile way to build my screens.
>
> I thought about a generic "Screen" class, which has functions like 
> "add_element()" to insert a sprite or text into a layer on the screen.
>
> Rendering is then done from the lowest layer to the highest one.
> My question is now how I can implement these Layers, since I didnt find 
> LikedLists or Hastables in Phobos.
>
> My Idea in C++ would be to have a hashtable int to linked list, which 
> gives me the linked list for a layer upon inserting the layer number, and 
> the linked list then contains my ScreenObjects (a base class for images, 
> text, buttons and so on).
> What would be the best way to do this in D?

Well, hashtables are built into the language, though they are not 
necessarily the most performant implementation.

List[int] table;

Phobos doesn't have any built-in data structures, like hashtables or linked 
lists.  Tango does.  How necessary they are, I don't know, I've never 
actually used them.  Most of the stuff I need to get done, I can get done 
with dynamic arrays and associative arrays.  And really, if you can't type 
up a linked list in about 30 seconds, .. well, good luck to you. 




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