Immutability in D constructors - constructor

My previous question discussed making a copy constructor like so:
struct Foo {
int i;
this(int j) { i = j; }
this(Foo rhs) { this = rhs; }
}
void main()
{
auto f = Foo(5);
auto g = new Foo(f);
}
But, if I make i immutable, the constructor fails to compile with
Error: cannot modify struct this Foo with immutable members
Why is this the case? I was under the impression that immutable members of a class or struct do not become immutable until the end of the constructor is reached.

Okay. In general, I'd advise against having structs with immutable members. There are just too many places where it's useful to be able to assign to one. What you typically want to do with a struct is make it so that it can be mutable, const, or immutable as a whole. And for the most part, that just works. e.g.
struct Foo
{
int i;
this(int j) { i = j; }
this(Foo rhs) { this = rhs; }
}
void main()
{
immutable f = Foo(5);
}
compiles just fine. The one area that generally causes trouble with that is when you have to have a postblit constructor, because those don't currently work with const or immutable structs (it's something that sorely needs to be fixed, but it's still an open problem due to how the type system works - it may result in us having to add copy constructors to the language, or we may figure out how to do it, but for now, it doesn't work, and it can be annoying). But that only affects you if you need a postblit constructor, which most structs don't need (the problem will be fixed eventually though, because it really needs to be; it's just a question of how and when).
However, to answer your question more generally, let's look at a class. For instance, this code won't compile, because the constructor is not immutable, and the compiler can't convert an immutable class object to a mutable one (it can do that with structs, because it makes a copy, but with a class, it's just copying the reference, not the object, so it doesn't work):
class Foo
{
int i;
this(int j) { i = j; }
}
void main()
{
auto f = new immutable Foo(5);
}
Instead of that compiling, you get this lovely error message:
q.d(10): Error: mutable method q.Foo.this is not callable using a immutable object
q.d(10): Error: no constructor for Foo
There are three ways to solve this. The first is to make the constructor immutable
class Foo
{
int i;
this(int j) immutable { i = j; }
}
and that works, but it makes it so that you can only construct Foos which are immutable, which usually isn't what you want (though it sometimes is). So, the second way to solve the problem would be to take the first solution a step further and overload the constructor. e.g.
class Foo
{
int i;
this(int j) { i = j; }
this(int j) immutable { i = j; }
}
However, that requires code duplication, which isn't a lot here, but it could be a lot for other types. So, what is generally the best solution is to make the constructor pure.
class Foo
{
int i;
this(int j) pure { i = j; }
}
This works, because the compiler then knows that nothing has escaped the constructor (since pure guarantees that nothing escapes by being assigned to a global or static variable, and the constructor's parameters don't allow anything to escape either), and because it knows that no references to Foo or its members can escape the constructor, it knows that there are no other references to this Foo and that it therefore can safely convert it to mutable, const, or immutable without violating the type system. Of course, that only works if you can make the constructor pure and nothing can escape via the constructor's arguments, but that's usually the case, and when it isn't, you can always just overload the constructor on mutability, much as that's less desirable.
The same techniques can be used on structs if you really want const or immutable members, but again, I'd advise against it. It's just going to cause you more trouble than it's worth, especially when it's usually trivial to just make the whole struct const or immutable when declaring a variable.

Making members of structs immutable stops assigning to the struct which in turn causes quite a few issues, you may which to rethink that.
Otherwise assign the members directly instead of relying on the assignment operator:
struct Foo {
immutable int i;
this(int j) { i = j; }
this(in Foo rhs) { this.i = rhs.i; }
}

Related

Is there any profits of using Methods rather than Functions?

I'm developing "Matrix" struct and related methods for the purpose of practicing Go.
I made a lot of methods but I realized that all these methods can be changed into functions
I'm used to C++ and in C++, if I make a function whose parameter is a type of class, the function cannot use the class' private variable(information hiding)
However, when I built a similar code using "Go", a function can access a struct's variable.
So I don't get what is different between methods and functions in Go.
Are there any profits using methods rather than functions or vice versa?
First one is my original "Matrix" code(not all of it)
It used a method "Tr".
It doesn't have problems.
package main
import "fmt"
//definition of "Array"
type Array struct{
component [][]float32
row int
col int
}
//constructor of Array, "Ones"; making an array setting all component as one
func Ones(m int, n int) Array{
var a Array
a.component = make([][]float32, m)
a.row=m
a.col=n
for i:=0; i<m; i++{
a.component[i] = make([]float32, n)
for j:=0; j<n; j++{
a.component[i][j]=1
}
}
return a
}
//Tr function; find trace of an Array
func (a Array) Tr() float32{
var sum float32 = 0
for i:=0; i<a.row; i++{
sum += a.component[i][i]
}
return sum
}
func main(){
a := Ones(3,3)
fmt.Println(a.Tr())
}
The second one is another similar code. (Everything is same but "Tr" part)
It used only functions.
It also doesn't have problems.
package main
import "fmt"
//definition of "Array"
type Array struct{
component [][]float32
row int
col int
}
//constructor of Array, "Ones"; making an array setting all component as one
func Ones(m int, n int) Array{
var a Array
a.component = make([][]float32, m)
a.row=m
a.col=n
for i:=0; i<m; i++{
a.component[i] = make([]float32, n)
for j:=0; j<n; j++{
a.component[i][j]=1
}
}
return a
}
//Tr function; find trace of an Array
func Tr(a Array) float32{
var sum float32 = 0
for i:=0; i<a.row; i++{
sum += a.component[i][i]
}
return sum
}
func main(){
a := Ones(3,3)
fmt.Println(Tr(a))
}
If you just want to call the function or method, it doesn't matter, you may create a function with a signature where the receiver is a normal, regular parameter. There won't be any performance penalty (there could be if methods could be virtual, but in Go there are no virtual methods).
One advantage might be the "visual appeal". Calling a method makes it obvious it belongs to the receiver. I also find chained code easier to understand if methods are used.
Compare this solution without methods:
type Circle struct{}
type Point struct{}
func Center(Circle) Point { return Point{} }
func Abs(Point) float64 { return 0 }
func main() {
var c Circle
fmt.Println(Abs(Center(c)))
}
Abs(Center(c)) isn't that intuitive. But if you add methods instead of using functions:
func (Circle) Center() Point { return Point{} }
func (Point) Abs() float64 { return 0 }
func main() {
var c Circle
fmt.Println(c.Center().Abs())
}
c.Center().Abs() is easier to understand.
Methods are a must if you want to implement interfaces. If an interface contains some methods, only types that have those methods can implement it. See related: Why are interfaces needed in Golang? It should also be noted that you may only create methods defined in the same package, so if you want to "arm" a type from a different package, you can't "use" methods.
One thing that I would call "profit" for using methods: you can't call functions by name, but you can access and call methods by name. For details, see Call functions with special prefix/suffix.

Encapsulate a function with another function that has the same set of parameters

I have a function that has a lot of parameters. (4-7 parameters)
For simplicity, this is an example:-
class B{
friend class C;
int f(int param1,float param2, structA a, structB b){
//... some code ...
}
//.... other functions ....
};
Sometimes, I want to encapsulate it under another (more-public) function that has the same signature:-
class C{
B* b;
public: int g(int param1,float param2, structA a, structB b){
return b->f(param1,param2,a,b);
}
//.... other functions ....
};
In my opinion, the above code is :-
tedious
causes a bit of maintainability problem
human error-prone
Is there any C++ technique / magic / design-pattern to assist it?
In the real case, it happens mostly in edge-cases that composition is just a little more suitable than inheritance.
I feel that <...> might solve my problem, but it requires template from which I want to avoid.
but it requires template from which I want to avoid.
That's, in my opinion, the wrong mindset to have. You should avoid templates if you have a very good reason to do so, otherwise you should embrace them - they are a core feature of the C++ language.
With a variadic template, you can create a perfect-forwarding wrapper as follows:
class C{
B* b;
public:
template <typename... Ts>
int g(Ts&&... xs){
return b->f(std::forward<Ts>(xs)...);
}
};
The above g function template will accept any number of arguments and call b->f by perfectly-forwarding them.
(Using std::forward allows your wrapper to properly retain the value category of the passed expressions when invoking the wrapper. In short, this means that no unnecessary copies/moves will be made and that references will be correctly passed as such.)
In a public header:
using f_sig = int(int param1,float param2, structA a, structB b);
class hidden;
class famous {
hidden* pImpl
public:
f_sig g;
};
In your .cpp:
class hidden {
friend class famous;
f_sig f;
};
Now, you cannot use this pattern to define what f or g does, but this does declair their signatures. And if your definition doesn't match the declaration you get an error.
int hidden::f(int param1,float param2, structA a, structB b) {
std::cout << "f!";
}
int famous::g(int param1,float param2, structA a, structB b) {
return pImpl->f(param1, param2, a, b);
}
type the signatures wrong above, and you'll get a compile-time error.

Vala different type of constructors

Why, and what does the three vala constructors ?
class construct
construct
method with class name
and more specific, why the 3rd construct is never called when using it from a Gtk.Builder file?
Short answer: because that's how GObject works. The long answer is just a smidge longer:
C doesn't have objects or constructors, it has structs and functions. Structs are very simple; they contain fields, and that's it. No methods, constructors, destructors, etc. They look like this:
typedef struct Foo_ {
int bar;
char* baz;
} Foo;
To "instantiate" a struct, you allocate the necessary memory (either on the stack or the heap, I'll focus on the heap for the rest of the question) and set the fields.
This quickly gets to be a pain, even for our simple struct, so you'll usually see functions to help out with allocating and freeing structs. Something like this:
Foo* foo_new (int bar, char* baz) {
Foo* foo = malloc (sizeof (Foo));
/* malloc() can fail. Some libraries would return null, some would
just assume it never does. GLib-based software generally just exits
with an error, which is what we'll do here. */
if (NULL == foo) {
fprintf (stderr, "%s:%d: Unable to allocate room for struct Foo\n",
__FILE__, __LINE__);
exit (EXIT_FAILURE);
}
foo->bar = bar;
foo->baz = (NULL != baz) ? strdup (baz) : NULL;
return foo;
}
void foo_free (Foo* foo) {
if (NULL == foo)
return;
if (NULL != foo->baz)
free (foo->baz);
free (foo);
}
In Vala, the *_new functions are mapped to named constructors. The Vala binding for this might look something like:
[Compact]
public class Foo {
public Foo ();
public int bar;
public string? baz;
}
That's all pretty simple, but what happens when you want to "extend" Foo and add a new field? C doesn't have any language-level support for "extending" a struct. C programmers get around this by embedding the base struct in the child struct:
typedef struct Qux_ {
struct Foo parent;
int quux;
} Qux;
This is a pretty decent solution at the C level; the first part of Qux struct is exactly the same as a Foo struct, so when we want to use a Qux as a Foo all we have to do is cast:
void qux_set_bar_and_qux (Qux* qux, int bar, int quux) {
((Foo*) qux)->bar = bar;
qux->quux = quux;
}
Unfortunately it breaks down pretty badly when creating a new instance. Remember that our foo_new function allocates a slice of sizeof(Foo) bytes on the heap (using malloc)—there is no room for the quux field! That means we can't call our foo_new function.
If you're calling a library written in Vala, there is a way around this: in addition to the foo_new function, Vala will actually generate a foo_construct function. So, given something like
[Compact]
public class Foo {
public Foo (int bar, string? baz) {
this.bar = bar;
this.baz = baz;
}
}
What Vala will actually generate is something a bit like this:
void foo_construct (Foo* foo, int bar, char* baz) {
foo->bar = bar;
foo->baz = g_strdup (baz);
}
Foo* foo_new (int bar, char* baz) {
Foo* foo = g_malloc (sizeof (Foo));
foo_construct (foo, bar, baz);
return foo;
}
Now, if our Qux class in Vala subclasses Foo, it can call our Foo named constructor:
[Compact]
public class Qux : Foo {
public Qux (int quux) {
base (0, "Hello, world");
this.quux = quux;
}
public int quux;
}
Because the generated code doesn't actually call foo_new, it calls foo_construct:
Qux* qux_new (int quux) {
Qux* qux = g_malloc (sizeof (Qux));
foo_construct ((Foo*) qux, 0, "Hello, world");
qux->quux = quux;
}
Sadly, code not written in Vala rarely follows this convention (grep for the 'has_construct_function' CCode attribute in the VAPIs distributed with valac).
At this point you might be thinking, "It's a pain, but why not just re-create the contents of the foo_new function in qux_new". Well, because you may not have access to the contents of the Foo struct. The person who wrote Foo may not want you messing with their private fields, so they can make Foo an incomplete type in the public headers, and keep the full definition to themselves.
Now, let's start talking about GObject properties. I'm going to be a bit light on the details, but basically it allows you to register types, and includes a bit of information about them which is available at runtime.
Classes registered with GObject can have properties. These are conceptually somewhat similar to fields in C structs, but the type provides callbacks for loading and storing them instead of just letting your code store to an address directly. This also means it can do thinks like emit a signal when you set a value, and some other convenient stuff.
Class initialization in GObject is fairly complicated. We'll talk about that a bit more in a minute, but let's first look at it from the point of view of a library which wants to instantiate a GObject class. That would look something like this:
Qux* qux = g_object_new (QUX_TYPE,
"bar", 1729,
"baz", "Hello, world",
"quux", 1701,
NULL);
It's probably pretty obvious what this does: it creates a Qux instance, and sets the "bar" property to 1729, "baz" to "Hello, world", and "quux" to 1701. Now, back to how the class is instantiated. Again, this is (more than) a little simplified, but…
First, enough memory to hold the Qux instance (including the Foo parent class, and now also the GObject class which is the ancestor of all GObjects) is allocated.
Next, the callbacks to set the "bar", "baz", and "qux" properties are invoked.
Next, the *_constructor function is called. In Vala, this is mapped to the construct block. It looks something like this:
static GObject * foo_constructor (GType type,
guint n_construct_properties,
GObjectConstructParam construct_properties[n_construct_properties]) {
GObjectClass * parent_class = G_OBJECT_CLASS (foo_parent_class);
GObject * obj = parent_class->constructor (type, n_construct_properties, construct_properties);
Foo * self = G_TYPE_CHECK_INSTANCE_CAST (obj, TYPE_FOO, Foo);
/* The code from your construct block goes here */
return obj;
}
Note that you don't get to control the arguments to this function. As you can see, each constructor calls the constructor of its parent class. I've added a comment where the code from your construct block goes; we'll get back to why that is separate from the named constructor soon.
Now, let's look at the code for a named constructor. Remember, the vast majority of libraries don't have a *_construct function, so we'll imagine one which doesn't (for our Qux class):
Qux* qux_new (int bar, int quux) {
Qux* qux = g_object_new (QUX_TYPE,
"bar", bar,
"quux", quux,
NULL);
/* Code from your named constructor goes here. */
}
At last, we get to why your named constructor isn't called when using GtkBuilder: it doesn't call qux_new, it calls g_object_new. Calling qux_new is an enormous pain without knowledge of your library, and obviously it's not feasible for GtkBuilder to know about your library.
Finally, let's talk about class construct blocks. They're basically an entirely different thing. Luckily, it doesn't take nearly as long to explain them: they are called when the type is registered with GObject, not when an instance of the type is instantiated. Basically, it gets called the first time your class is instantiated and never again. A quick example:
public class Foo : GLib.Object {
class construct {
GLib.message ("Hello, world!");
}
construct {
GLib.message ("%d", this.bar);
}
public int bar { get; set; default = 1729; }
}
private static int main (string[] args) {
var foo = new Foo ();
foo = new Foo ();
return 0;
}
Will output
Hello, world!
1729
1729

Changing immutable members inside the constructor

void increment(ref int i)
{
++i;
}
class Class
{
immutable int member;
this(int parameter)
{
member = parameter;
++member; // okay
increment(member); // compile-time error
}
}
Why is ++member okay, but increment(member) isn't? Shouldn't both behave the same way?
Probably because the reference to increment isn't scope, so it has the potential to be escaped past the scope of the constructor, which would break the immutability of member, and the compiler can't verify that it's fine.
(It might be that scope won't work either, but it should. If implemented properly, I think scope would fix a lot of bugs like these, as well as providing for interesting optimizations. If it doesn't, I'd say it's a bug.)
I've pointed out semi-similar bugs before, but with delegates.
Const/immutable do have such problems in D.
What if increment was this?
int* p;
void increment(ref int i)
{
p = &i;
}
Uh oh, you've created a mutable reference to immutable data, breaking the type system.
I am guessing that
this(int parameter) {
member = parameter;
++member;
}
is an equivalent of
Class(int parameter): member(parameter+1) {}
in C++.
I think member field is not truly mutable in constructor, so compiler can optimize it to just init it. But it cannot do it with call to another function.
PS. It works on ideone: http://ideone.com/5ym5u

What are some other languages that support "partial specialization"?

Partial template specialization is one of the most important concepts for generic programming in C++. For example: to implement a generic swap function:
template <typename T>
void swap(T &x, T &y) {
const T tmp = x;
y = x;
x = tmp;
}
To specialize it for a vector to support O(1) swap:
template <typename T, class Alloc>
void swap(vector<T, Alloc> &x, vector<T, Alloc> &y) { x.swap(y); }
So you can always get optimal performance when you call swap(x, y) in a generic function;
Much appreciated, if you can post the equivalent (or the canonical example of partial specialization of the language if the language doesn't support the swap concept) in alternative languages.
EDIT: so it looks like many people who answered/commented really don't known what partial specialization is, and that the generic swap example seems to get in the way of understanding by some people. A more general example would be:
template <typename T>
void foo(T x) { generic_foo(x); }
A partial specialization would be:
template <typename T>
void foo(vector<T> x) { partially_specialized_algo_for_vector(x); }
A complete specialization would be:
void foo(vector<bool> bitmap) { special_algo_for_bitmap(bitmap); }
Why this is important? because you can call foo(anything) in a generic function:
template <typename T>
void bar(T x) {
// stuff...
foo(x);
// more stuff...
}
and get the most appropriate implementation at compile time. This is one way for C++ to achieve abstraction w/ minimal performance penalty.
Hope it helps clearing up the concept of "partial specialization". In a way, this is how C++ do type pattern matching without needing the explicit pattern matching syntax (say the match keyword in Ocaml/F#), which sometimes gets in the way for generic programming.
D supports partial specialization:
Language overview
Template feature comparison (with C++ 98 and 0x).
(scan for "partial" in the above links).
The second link in particular will give you a very detailed breakdown of what you can do with template specialization, not only in D but in C++ as well.
Here's a D specific example of swap. It should print out the message for the swap specialized for the Thing class.
import std.stdio; // for writefln
// Class with swap method
class Thing(T)
{
public:
this(T thing)
{
this.thing = thing;
}
// Implementation is the same as generic swap, but it will be called instead.
void swap(Thing that)
{
const T tmp = this.thing;
this.thing = that.thing;
that.thing = tmp;
}
public:
T thing;
}
// Swap generic function
void swap(T)(ref T lhs, ref T rhs)
{
writefln("Generic swap.");
const T tmp = lhs;
lhs = rhs;
rhs = tmp;
}
void swap(T : Thing!(U))(ref T lhs, ref T rhs)
{
writefln("Specialized swap method for Things.");
lhs.swap(rhs);
}
// Test case
int main()
{
auto v1 = new Thing!(int)(10);
auto v2 = new Thing!(int)(20);
assert (v1.thing == 10);
assert (v2.thing == 20);
swap(v1, v2);
assert (v1.thing == 20);
assert (v2.thing == 10);
return 0;
}
I am afraid that C# does not support partial template specialization.
Partial template specialization means:
You have a base class with two or more templates (generics / type parameters).
The type parameters would be <T, S>
In a derived (specialized) class you indicate the type of one of the type parameters.
The type parameters could look like this <T, int>.
So when someone uses (instantiates an object of) the class where the last type parameter is an int, the derived class is used.
Haskell has overlapping instances as an extension:
class Sizable a where
size :: a -> Int
instance Collection c => Sizable c where
size = length . toList
is a function to find size of any collection, which can have more specific instances:
instance Sizable (Seq a) where
size = Seq.length
See also Advanced Overlap on HaskellWiki.
Actually, you can (not quite; see below) do it in C# with extension methods:
public Count (this IEnumerable<T> seq) {
int n = 0;
foreach (T t in seq)
n++;
return n;
}
public Count (this T[] arr) {
return arr.Length;
}
Then calling array.Count() will use the specialised version. "Not quite" is because the resolution depends on the static type of array, not on the run-time type. I.e. this will use the more general version:
IEnumerable<int> array = SomethingThatReturnsAnArray();
return array.Count();
C#:
void Swap<T>(ref T a, ref T b) {
var c = a;
a = b;
b = c;
}
I guess the (pure) Haskell-version would be:
swap :: a -> b -> (b,a)
swap a b = (b, a)
Java has generics, which allow you to do similar sorts of things.