D 2015/2016 Vision?
Marc Schütz via Digitalmars-d
digitalmars-d at puremagic.com
Wed Oct 7 02:49:26 PDT 2015
On Tuesday, 6 October 2015 at 17:03:07 UTC, bitwise wrote:
> On Tuesday, 6 October 2015 at 06:45:47 UTC, Jonathan M Davis
> wrote:
>> On Monday, 5 October 2015 at 23:08:37 UTC, bitwise wrote:
>>> Well, again that has it's pros and cons. This is why I just
>>> want a normal language solution like DIP74.
>>
>> They're not the same thing at all. scoped is supposed to put
>> the class on the stack, not the heap. And it's not
>> ref-counted. It's so that you can create a class object in
>> place, use it, and throw it away without doing any heap
>> allocation. Essentially, it allows you to use a class as if it
>> were a non-copyable struct. Even if we end up with
>> ref-counting supported in the language, it doesn't obviate the
>> need for scoped classes. They're for different use cases.
>>
>> - Jonathan M Davis
>
>
> On Monday, 5 October 2015 at 18:18:15 UTC, bitwise wrote:
>> The deterministic destruction is actually what I'm after.
>
> For my purposes, they are pretty much the same.
>
> So again, I'll paste the same example:
>
> class Texture { }
> class Texture2D : Texture {
> this() { /* load texture... */ }
> ~this { /* free texture */ } // OOPS, when, if ever,
> will this be called?
> }
>
> Memory is not only thing that has to be cleaned up.
>
> Bit
import std.stdio;
import std.typecons;
class Texture {
void bar() {
writeln("Texture.bar");
}
}
class Texture2D : Texture {
this() { writeln("this()"); }
~this() { writeln("~this()"); }
override void bar() {
writeln("Texture2D.bar");
}
}
void foo(Texture texture) {
}
void main() {
auto texture = scoped!Texture2D();
texture.bar();
foo(texture);
}
RefCounted isn't implemented for classes, but there's no reason
why it shouldn't work.
Really, I don't get why everyone wants to have builtin
refcounting, when all that's required is a working way to make
escape-proof references.
More information about the Digitalmars-d
mailing list