struct Unique(T)
Namespace
rswhite4 at googlemail.com
Thu Nov 7 01:51:36 PST 2013
On Thursday, 7 November 2013 at 00:07:25 UTC, ChrisG wrote:
> Hi, I've been following the D language off and on for several
> years, have read Andrei's D book, but haven't ever posted here
> before. Mostly, I come from a C++ and C# background. Recently,
> I was playing with D using the derelict bindings for the SDL
> library.
>
> The SDL library uses handles in the form of struct pointers for
> resource management. In C++ I like using unique and shared
> pointers to manage C handles. Additionally, I like being able
> to specify custom clean up functions for specific resources.
> For example:
>
> typedef std::unique_ptr<HandleType, HandleDeleter> handle_ptr;
>
> My question is: what's the status of D's struct Unique? It
> looks like struct RefCounted is current, but I can't tell with
> Unique. There's several comments in the source that say:
> doesn't work yet. It seems like some of it could be made to
> work as intended. For example, the commented out code to
> disallow construction via an lvalue:
>
> // this(U)(ref Unique!(U) u) = null; // commented out
> // this(this) = null;
>
> Couldn't this be written:
>
> @disable this(U)(ref Unique!(U) u);
> @disable this(this);
>
> Seems to work when I try it. It stopped the copy from working,
> but I can still do a move. Like this:
>
> Unique!(int) i1 = new int;
> Unique!(int) i2 = move(i1); // works!
>
> Next, I'd like to be able to use a custom deleter. For example,
> a naive implementation I could write would be something like:
>
> struct Unique2(T, string D = "delete")
> {
> ...
> ~this()
> {
> debug(Unique2) writeln("Unique destructor of ", (_p is
> null)? null: _p);
> if (_p !is null)
> {
> mixin(""~D~" (_p);"); // delete _p;
> _p = null;
> }
> }
> ...
>
> So, I could do things like:
>
> Unique2!(int, "free") i1 = cast(int*)malloc(int.sizeof); //
> lame example
>
> A real implementation would allow more interesting deleters in
> the form of delegates, but I'm already stretching my D skillz.
>
> Anyway, am I missing something here? Is there a better D
> language feature I'm not thinking about that provides the same
> functionality as C++'s std::unique_ptr<> with custom deleters;
> besides putting scope (exit) everywhere?
>
> -Chris
Dgame use the SDL also and needed therefore (as you do) shared
and unique pointers (mostly shared). So I wrote my own versions
and like to share them with you, maybe it helps you.
Surface with shared SDL_Surface:
https://github.com/Dgame/Dgame/blob/master/Graphics/Surface.d#L67
Creation of the shared_ptr:
https://github.com/Dgame/Dgame/blob/master/Graphics/Surface.d#L100
And the shared_ptr struct:
https://github.com/Dgame/Dgame/blob/master/Internal/Shared.d
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