Programming Language for Games, part 3
bearophile via Digitalmars-d
digitalmars-d at puremagic.com
Sat Nov 1 13:33:12 PDT 2014
Walter Bright:
> * for over an array in D:
> foreach (it; results) ...
D is better here, because it doesn't introduce magically named
variables.
> * D does the check function thing using compile time function
> execution to check template arguments.
This is not nearly enough. I have written a lot about this.
> * D also has full compile time function execution - it's a very
> heavily used feature. It's mainly used for metaprogramming,
> introspection, checking of template arguments, etc. Someone has
> written a ray tracer that runs at compile time in D. D's
> compile time execution doesn't go as far as running external
> functions in DLLs.
His "compile time execution" is different and probably better:
the whole language is available because it uses an intermediate
bytecode. This makes it more flexible and avoids the need of
having essentially two different implementations of the language.
> The ascii_map function will work, however.
The ASCII map example doesn't work in D because of reasons I have
explained a lot in past posts.
Bye,
bearophile
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