Function names let you clarify that it is an outside product or inside product (e.g. there are often different types of adds, multiplies, divides), and I can not stand when someone maps cross product onto ^ (because you can both exponent and cross product some vectors, like quaternions, so why use exponent operator for cross?) or dot product onto something else that doesn't make any sense. Also operator overloading often doesn't make clear memory management, rather it relies on making new objects constantly, whereas with explicit functions, you can pass in an additional parameter that will take the result. Lastly, explicit functions allow you to pass additional information like how to handle various conditions, like non-invertible, divide by zeros, etc.
I find word-based functions more verbose but significant less error prone and also they are more performant (because of the full control over new object creation.) Operator overloading is only good for very simple code and even then people always push it too far so that I cannot understand it.
[1] 1997: https://github.com/bhouston/BezierCurveDemo1997/blob/master/..., 2001: C# math library: https://github.com/bhouston/ExoEngine3D/tree/master/Librarie..., 2013: a bunch of the core Three.js math library, 2023: https://github.com/bhouston/threeify/tree/master/packages/ma...
We have move semantics since C++11.
Alternatively, the main reason to use operators here is infix notation, so perhaps Haskell-like backticks.
plus(
mul(vec1, vec2),
mul(vec3, vec4))
Yeah it's a tiny bit clumsier, and prefix notation takes some getting used to. But on the plus side we avoid all the too-clever travesties programmers have inflicted on us with bad operator overloading decisions! On the whole I think it's easily worth the trade.https://downforeveryoneorjustme.com/eigen.tuxfamily.org?prot...
Of course, the compiler or an advanced IDE can know what your code means. If all your identifiers were random permutations of l and I: lIllI1lI, your IDE would not mind either, but the code would be horrific, don't you agree? The point of the OP is that overloaded operators (and functions) make it harder to reason about the code for a human that reads it. At least for some people. At the end, everything is "just" syntactic sugar, but it makes a significant difference.
Yes, the * operator can be ambiguous in the context of classic vector math (although that is just a matter of documentation), but not so much with SIMD vectors, audio vectors, etc.
Again:
a) vec4 = (vec1 - vec2) * 0.5 + vec3 * 0.3;
or
b) vec4 = plus(mul(minus(vec1, vec2), 0.5), mul(vec3, 0.3));
Which one is more readable? That's pretty much the perfect use case for operator overloading.
auto t = minus(vec1, vec2); mul_by(t, 0.5/0.3); add(t, vec3); mul_by(t, 0.3); v4 = std::move(t);
However, if the operands are small (e.g. 2/3/4 element vectors are very common), then "unnecessary copies" or move semantics don't come into play at all. These are value types and the compiler would boil them down to the same assembly as the code you post above. Many modern C++ codebases in scientific computing, rendering, or the game industry make use of vector classes with operator overloading, with no performance drawbacks whatsoever; however, code is much more readable, as it matches actual mathematical notation.
> Many modern C++ codebases in scientific computing, rendering, or the game industry make use of vector classes with operator overloading, with no performance drawbacks whatsoever
I guess these people are all not writing "serious code" :-p
Oh please, because you know exactly which kind of code I write? I'm pretty sure that with glm::vec3 the compiler can optimize this just fine. Also, "vec" could really be anything, it is just a placeholder.
That being said, if you need to break up your statements, you can do so with operators:
auto t = vec1 - vec2;
t *= 0.5/0.3;
t += vec3;
t *= 0.3;
Personally, I find this much more readable. But hey, apparently there are people who really prefer free functions. I accept that.And just for the record, I'm very glad Erin Catto decided to use operator overloading in his code. It made it much easier for me to read and understand what the code was doing as opposed to it being overly verbose and noisy.
[0]: https://github.com/erincatto/box2d/blob/main/src/collision/b...
Python's 'decimal' module uses overloaded operators so you can do things like:
from decimal import Decimal as D
tax_rate = D('0.0765')
subtotal = 0
for item in purchase:
subtotal += item.price * item.count # assume price is a Decimal
taxes = (subtotal * tax_rate).quantize(D('0.00'))
total = subtotal + taxes
Plus, there's support for different rounding modes and precision. In Python's case, something like "a / b" will look to a thread-specific context which specifies the appropriate settings: >>> import decimal
>>> from decimal import localcontext, Decimal as D
>>> D(1) / D(8)
Decimal('0.125')
>>> with localcontext(prec=2):
... D(1) / D(8)
...
Decimal('0.12')
>>> with localcontext(prec=2, rounding=decimal.ROUND_CEILING):
... D(1) / D(8)
...
Decimal('0.13')
Laws can specify which settings to use, for examples, https://www.law.cornell.edu/cfr/text/40/1065.20 includes "Use the following rounding convention, which is consistent with ASTM E29 and NIST SP 811", (1) If the first (left-most) digit to be removed is less than five, remove all the appropriate digits without changing the digits that remain. For example, 3.141593 rounded to the second decimal place is 3.14.
(2) If the first digit to be removed is greater than five, remove all the appropriate digits and increase the lowest-value remaining digit by one. For example, 3.141593 rounded to the fourth decimal place is 3.1416.
... (I've left out some lines)
and from https://www.law.cornell.edu/cfr/text/7/1005.83 : (3) Divide the result in paragraph (a)(2) of this section by 5.5, and round
down to three decimal places to compute the fuel cost adjustment factor;
(4) Add the result in paragraph (a)(3) of this section to $1.91;
(5) Divide the result in paragraph (a)(4) of this section by 480;
(6) Round the result in paragraph (a)(5) of this section down to five decimal
places to compute the mileage rate.
There's probably laws which require multiple and different rounding modes in the calculation.This means simply doing all of the calculations in scaled bigints or as fractions won't really work.
Now of course, you could indeed handle all of this with prefix functions and with explicit context in the function call, but it's going to be more verbose, and obscure the calculation you want to do. I mean, it's not seriously worse. Compare:
with localcontext(prec=3, rounding=decimal.ROUND_DOWN):
line3 = line2 / D("5.5")
line4 = line3 + D("1.91")
line5 = line4 / 480
line6 = line5.quantize(D('.00001'), rounding=decimal.ROUND_DOWN)
vs. some function-based API with overloaded parameter types: line3 = decimal_div(line2, D("5.5"), prec=3, rounding=decimal.ROUND_DOWN)
line4 = decimal_add(line3, D("1.91"))
line5 = decimal_div(line4, 480)
line6 = decimal_quantize(line5, D('.00001'), rounding=decimal.ROUND_DOWN)
But it is worse. I also originally made a typo in the function-based API for line5 where I used "decimal_add" instead of "decimal_div" - the symbols "/" and "+" stand out more, and are less likely to be copy&pasted/auto-completed incorrectly.If overloaded parameters - "spooky action at a distance vibes" - also aren't allowed, then this becomes more rather more complicated.
can be overloaded! x and y could be any cobination of matrix, vector, or integer, float.
You're mixing up overloading (which is semantics) with syntax.
There's nothing that prevents me from implementing all of
plus(Int, Int)
plus(Int, Vec)
plus(Int, Mat)
plus(Vec, Vec)
plus(Vec, Mat)
plus(Mat, Mat)
and to know which `plus` is being dispatched, you need to know the types of both arguments, exactly the same as if `plus` is named `__add__` in python or `operator+` in C++.You want every operation to have a distinctly named version for each other numeric type?
Maybe you can reduce some of those, but you can't really have interfaces without some overloading.
(plus
(mul vec1 vec2)
(mul vec3 vec4))
Lisp is love. (+
(* vec1 vec2)
(* vec3 vec4))
Lisp is love indeed.As an example, early device models for circuit simulation were not designed to be numerically differentiable, leading to serious numerical artifacts and performance issues. Now we have courses dedicated to designing such models, and numerical analysis is used and emphasized throughout.
Is there anything today that you look at and think "yeah, they're gonna need to fix that at some point"?
> And that's speaking as someone who once implemented a path class with a subtraction operator that would return the relative path between two absolute ones. I thought I was very clever.
Haha! It's ok. The temptation to be clever with operators is too strong, few can resist before getting burned (or more usually, burning others!) at least once.
Why the snark? The fact that you're free to make a bad choice does not imply that having a free choice must be bad. Obviously neither dot nor cross product should be *. It should be the Hadamard product or matrix multiplication. You can choose one convention for your code and be perfectly happy for it.
As a follow-up question: How do you feel about languages like Fortran and Matlab then? Is it actually a good thing that mathematics convenience features are relegated to a few math-oriented languages and kept away from all the others? (Or are the linear algebra types in these languages offensive as well?)
I'll pass.
Perhaps that idea falls apart once you realize you would need hundreds of symbols for just addition…
But what if those symbols were (automatically) imported and named at the beginning?
Perhaps it would be annoyingly inconsistent how in various files different symbols are used for the same operation…
I realize this is a minority opinion, but I don't want my editor to replace anything unless I've deliberately told it to.
For example my editor annotates auto with inferred types and function parameters with parameter names.
Just to be clear, I'm not being a smartass, just considering this as an option and wondering if the HN crowd has some thoughts on this.
sum({ mul(vec1, vec2), mul(vec3, vec4) })
definitely is.That said, in my experience over the decades, operator overloading has been one of the primary causes of bugs that are very hard to pin down, so I have come to hate it. It hides far too much.
The cost/benefit ratio of operator overloading is generally unfavorable in practice, in my experience. Which is not to say it shouldn't be used when it actually clarifies things! But those situations tend to be fairly niche.
Interestingly, where I work right now, using operator overloading is specifically prohibited. So I'm confident that my dislike of the practice is not just a personal quirk.
In other places they monkey patch c++ defincies as a language.
And they are confusing and error prone.
Nobody is pretending we will get rid of any c++ syntax ever. So the discussion is about a hypothetical language syntax that fits C++ slot.
In that world C++ would have N x M matrices as native value types in the language (as fortran does) and those operators would be defined in the language spec for matrix types just as they are defined for standard number types at the moment.
And it would not have any operator overloading.
Any language with the level of industrial support C++ has had would have grown to prominence. C++ came abut a judicious time in history when "object orientation" was becoming the latest buzzword. And now we have ended up with gazillions of lines of C++ code.
It's a tragedy of our trade that two mongrels - C++ and Javascript - became to be among the most prominent in our trade.
Adding, javascript really inly has one industry its used in. Think it sais a bit about its versatility
That may be true for C++ (I'll take your word for it), but not for all programming languages in general. For example, in C# it's fairly common to overload == and != to implement value equality for reference types (classes).
Of course, you should really only do this for immutable classes that are mostly just records of plain old data. And C# 9 introduced record classes, which is a more convenient way of defining such classes. But record classes still overload these operators themselves, so you don't have to do it manually.
So, no overloading for decimal types? Nor fraction types?
I may be the oddball here, but I've used operator overloading on those types more than I have for vectors and arrays.