Best practices for reading public interfaces
MrSmith via Digitalmars-d-learn
digitalmars-d-learn at puremagic.com
Sun Feb 22 04:13:01 PST 2015
On Saturday, 21 February 2015 at 20:46:09 UTC, Kenny wrote:
> I like D modules and it's a major point in the list of major
> points why I like D (there is also the second not so nice
> wft-list but it's for another post). I'm annoyed with C++
> includes and I'm tired to create 2 files every time when I need
> to add something new to the project... But I must admit that
> one
> thing I like in header files is that it is a convenient way to
> read public interfaces.
>
> In D we have interface specification and implementation in a
> single file and also one approach with unit testing is to put
> them immediately after functions which makes writing unit tests
> even more easy task (and I like it very much) but again it makes
> the gaps between declarations even wider.
>
> So, what are the common approaches for reading public interfaces
> in D programs? Especially it would be great to see the answers
> of
> developers who work with more or less big codebases.
>
> The few possible solution I'm thinking about at the moment:
>
> a) Provide D interfaces for corresponding classes (but probably
> it's only for more or less complex abstractions and also I won't
> use it for Vector3D, also very often I use just regular
> functions).
>
> b) Write DDocs and read documentation. The problem here is that
> I'm going to use D only for my own projects and in the last time
> I tend to write less documentation, for example I do not write
> it
> for the most methods of Vector3D.
>
> c) Do nothing special, just write D modules and try to figure
> out
> public interfaces reading its code. Maybe it works in practice.
>
> Thanks,
> Artem.
You can also fold all the function bodies in your editor, this
helps me to read massive sources.
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