Rust Code in the Wild
John Colvin
john.loughran.colvin at gmail.com
Thu Sep 5 07:02:31 PDT 2013
On Thursday, 5 September 2013 at 13:50:59 UTC, Timon Gehr wrote:
> On 09/05/2013 05:22 AM, Meta wrote:
>> While browsing Hacker News I came across this announcement of
>> a physics
>> engine written in Rust. Just browsing through the code, I
>> noticed that
>> it looks extremely arcane. I guess after awhile it's something
>> you could
>> get used to, but it seems somewhat ironic that the author says
>> that C++
>> will die of ugliness, when Rust already has syntactic
>> monstrosities such
>> as these:
>>
>> pub struct BodyWorld<N, LV, AV, M, II, CM> {
>> world: World<N, Body<N, LV, AV, M, II>, Constraint<N, LV,
>> AV, M, II>>,
>> forces: @mut BodyForceGenerator<N, LV, AV, M, II>,
>> integrator: @mut BodySmpEulerIntegrator<N, LV, AV, M, II>,
>> detector: @mut BodiesBodies<N, LV, AV, M, II, BF<N, LV,
>> AV, M, II>>,
>> sleep: @mut IslandActivationManager<N, LV, AV, M, II>,
>> ccd: @mut SweptBallMotionClamping<N, LV, AV, M, II, BF<N,
>> LV, AV,
>> M, II>>,
>> joints: @mut JointManager<N, LV, AV, M, II>,
>> solver: @mut AccumulatedImpulseSolver<N, LV, AV, M, II, CM>
>> }
>>
>> This stuff is downright arcane.
>
> Why? I cannot spot any syntax I wouldn't get used to quickly in
> this example. (AFAIK the @ are going away in favour of a
> library solution with more verbose syntax though.)
>
> In D something similar would look like this:
>
> struct BodyWorld(N, LV, AV, M, II, CM){
> World!(N, Body!(N, LV, AV, M, II), Constraint!(N, LV, AV,
> M, II)) world;
> BodyForceGenerator!(N, LV, AV, M, II)* forces;
> BodySmpEulerIntegrator!(N, LV, AV, M, II)* integrator;
> BodiesBodies!(N, LV, AV, M, II, BF!(N, LV, AV, M, II))*
> detector;
> IslandActivationManager!(N, LV, AV, M, II)* sleep;
> SweptBallMotionClamping!(N, LV, AV, M, II, BF!(N, LV, AV,
> M, II))* ccd;
> JointManager!(N, LV, AV, M, II)* joints;
> AccumulatedImpulseSolver!(N, LV, AV, M, II, CM)* solver;
> }
>
> Afaics there is not much of a difference. Arguably, having the
> identifiers conveniently aligned to the left is actually a
> slight advantage of rust's syntax.
>
> Of course, the code contains a certain amount of duplication I
> wouldn't really want to write down, and this could be improved
> in D:
>
> struct BodyWorld(N, LV, AV, M, II, CM){
> private alias Args = Seq!(N, LV, AV, M, II);
>
> World!(N, Body!Args, Constraint!Args) world;
> BodyForceGenerator!Args* forces;
> BodySmpEulerIntegrator!Args* integrator;
> BodiesBodies!(Args, BF!Args)* detector;
> IslandActivationManager!Args* sleep;
> SweptBallMotionClamping!(Args, BF!Args)* ccd;
> JointManager!Args* joints;
> AccumulatedImpulseSolver!(Args, CM)* solver;
> }
That's a pretty clear win for D, although there may be a way to
do something similar in rust.
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