Get the name of a function and the parameters?
Georg Wrede
georg.wrede at iki.fi
Wed Apr 29 09:35:01 PDT 2009
Jarrett Billingsley wrote:
> On Wed, Apr 29, 2009 at 2:52 AM, Georg Wrede <georg.wrede at iki.fi> wrote:
>> Jarrett Billingsley wrote:
>>
>>> Don't you love it? "Most C++ template features are discovered." So are
>>> D's.
>> Well, one could say that this is the very definition of a well working
>> metaprogramming system. After all, the whole idea of templates is to let the
>> programmer invent new ways to use the lanaguage, the compiler, and the
>> template system.
>
> That's not.. really at all what the issue is here. The issue is more
> that most of the metaprogramming features in D are completely
> unspecified, and when we discover that something works, it's hard to
> tell if it's _supposed_ to be that way or if we're taking advantage of
> some weird bug in the compiler. Show me a page that documents
> .stringof! Thought not.
Yeah. Just today I posted to Bugzilla asking for an easy way to get the
current function name and parameter names. And yes, once you find that
you can get some info or get something done with some gymnastics, you
can't rely on it being there tomorrow. For all you know, your whole
solution may be based on a computer bug that'll get fixed next week.
> As some other examples, did you know it's possible to get the names of
> the fields of a struct type (and probably a class type too with a
> similar method)? It only works under extremely contrived
> circumstances, using .stringof, and parsing out the names yourself
> from a very horrible-looking string. It's also possible to get the
> name of a local variable by instantiating a template in a local scope
> and parsing a horrid .mangleof string. You can also determine some
> (not *all*, but some) interesting properties of functions and methods
> - things like final, static, abstract - by creating dummy inherited
> classes and attempting to do awful things to them.
Sigh. The good thing is, you actually /can/ get the stuff. And it's
frustrating. I mean, folks do stumble on these ways of getting the
impossible, but the real crappy thing is if you know what you want, it's
pretty hard to then come up with the jumps and somersaults needed.
> Metaprogramming should be _well-specified_ and _orthogonal_. I agree
> with you that the _possibilities_ of metaprogramming should be almost
> boundless and should allow you to come up with your own DSLs. But the
> compiler shouldn't hold information about your program "ransom" and
> make you work so goddamn hard to get at it. I should be able to just
> write, I don't know, __traits(parameterNames, f) and get a tuple of
> parameter names! I'm tired of puzzling out information that should be
> directly available!
Somehow, I can't help believing that will be the case, already before D2
gets out. It's unimaginable that Andrei &co wouldn't have this as the
goal. And with their current speed, that day is pretty near!
(Ok, ok, in private I do share your frustration. I too do swear att
stuff not being documented, others being illogical or plain too hard to
use, etc. But I don't know if it serves the end goal if we could have
Andrei do more documenting, or whatever. That'd all be time off of the
real thing.)
-----
In the mean time, maybe we should all start writing on the "best
practices" on wiki4d every time we stumble upon a way to get/do
something cool/useful. Pasting from there sure is faster than spending
three days each time thinkng and asking around....
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