Ownership and borrowing are so much less baroque in D than in Rust. And compile times are superb.
In a better world, we would all be using D instead of C, C++ or Rust.
However in this age of Kali...
Ownership and borrowing are so much less baroque in D than in Rust. And compile times are superb.
In a better world, we would all be using D instead of C, C++ or Rust.
However in this age of Kali...
Pointers are not the only 'pointer's to resources. You can have handles specific to your codebase or system, you can have indices to objects in some flat array that the rest of your codebase uses, even temporary file names.
An object oriented (or 'multi paradigm') language has to account for these and not just literal pointers.
This is handled reasonably well both in Rust and C++. (In the spirit of avoiding yet another C++ vs Rust flamewar here, yes the semantics are different, no it doesn not make sense for C++ to adopt Rust semantics)
struct resource {
resource(ctx *c, ...) {index = c->store(...); ...;}
size_t index;
ctx *c;
~resource() {c->free(index);}
// copy constructor+op creates new handle
// move constructor+op copies the handle, maybe zeroes the current one
};
With this you can rely on RAII, smart pointers, upcoming lifetime checks and annotations, etc. The core idea is that you treat objects of classes like this as values and everything works out seamlessly. Even if they are 'pointers' in all but name. You can also overload the dereference operator for it to have pointer-like syntax, but that is discouraged.When you have just once resource this might be overkill but for large projects with tangled webs of resources, this sort of setup really makes the code simpler and easier to design.
That's C++ for you, simple things look complex but once you get into big hairy projects things stay at the same level of complexity instead of becoming an unmanageable mess.
D almost supports RAII, and the compiler seems to do some automated copy to move conversion, but this is the sort of thing that really, really needs a large number of users and compiler implementers to iron out issues and corner cases. Nothing against D, the language is pretty neat!
No, it is abstracted away. You just have to follow best practices when writing a library.
resource foo(...); // This gets freed at the end of scope. See RAII.
auto x = make_unique<resource>(...); // can be moved, freed when owner is.
auto y = make_shared<resource>(...); // freed on zero reference countThey can.
The reason for that is OOP tends to favor constructs where each objects holds references to other objects, creating whole graphs, its not uncommon that from a single object, hundreds of others can be traversed.
Even something so simple as calling a member function from a member function becomes incredibly difficult to handle.
Tbh - this is with good reason, one of the biggest flaws of OOP is that if x.foo() calls x.bar() in the middle, x.bar() can clobber a lot of local state, and result in code that's very difficult to reason about, both for the compiler and the programmer.
And it's a simple case, OOP offers tons of tools to make the programmers job even more difficult - virtual methods, object chains with callbacks, etc. It's just not a clean programming style.
Edit: Just to make it clear, I am not pointing out these problems, to sell you or even imply that I have the solution. I'm not saying programming style X is better.
When commandline apps were everywhere, people dreamed of graphical interfaces. Burdened by having to also do jobs that it was bad at, the commandline got a bad reputation. It took the dominance of the desktop for commandline apps to find their niche.
In a similar way, OOP is cursed by its popularity. It has to become part of a mixed diet so that people can put it where it has advantages, and it does have advantages.
In diehard FP (e.g. Haskell) it's hard to even place a breakpoint, let alone see the complete state. In many cases, where implementing a piece of logic without carrying a lot of state is impossible, functional programming can also become very confusing. This is especially true when introducing certain theoretical concepts that facilitate working with IO and state, such as Monad Transformers.
Imho, most FP languages have very serious human-interface issues.
It's no accident that C likes statements (and not too complex ones at that). You can read and parse a statement atomically, which makes the code much easier to read.
In contrast, FP tends to be very, very dense, or even worse, have a density that's super inconsistent.
Depends on the FP. Pipes make things fairly legible. Example from Elixir:
def some_function(thing, doodad, doohickey) do
thing
|> foo(doodad)
|> bar()
|> baz(doohickey)
|> quux()
end
Also easy to debug -- break on any of those lines, or insert `|> IO.inspect()` at any point for good old fashioned print debugging.Conversely, the non-FP non-pipe version of this would:
(a) be monstrous and difficult to segment: `quux(baz(bar(foo(thing, doodad)), doohickey))`,
(b) needlessly require OOP: `thing.swizzle(doodad).razzle().blorple(doohickey).dazzle()`, where the functions are methods defined on the preceding construct (or some parent construct, to god-knows-what generation), or
(c) require a lot of throw away variables (you get the picture).
I wish more languages had a pipe construct. It's very handy.
Interestingly, D is one of the few languages to have uniform function call syntax,[0] which makes the dot syntax effectively act as a pipe operator, requiring no OOP coupling for its use. Very neat!
[0] https://en.wikipedia.org/wiki/Uniform_function_call_syntax
That's more a problem of having mutable references, you'd have the same problem in a procedural language.
In fact I don't even know of any production language that handles variable mutability with any rigor other than Rust.
I have ported Ray Tracing in One Weekend into Rust, while keeping the same OOP design from the tutorial, and affine types were not an impediment to interfaces, polymorphism and dynamic dispatch.
The whole concept of OOP is a major conceptual regression in how it treats aliasing, which is a major headache for compiler writers, necessitating either whole program analysis or JIT like techniques.
I agree with the sentiment, I really like D and find a missing opportunity that it wasn't taken off regarding adoption.
Most of what made D special in D is nowadays partially available in mainstream languages, making the adoption speech even harder, and lack of LLM training data doesn't help either.
That shouldn't stop any self-respecting programmer.
Those that learn to do robot maintenance, are the ones left at the factory.
The irony in this statement is hilarious, and perfectly sums up the reality of the situation IMO.
For anyone who doesn't understand the irony: a carpenter is someone who makes things like houses, out of wood. They absolutely still fucking exist.
Industrialised furniture such as IKEA sells has reduced the reliance on a workforce of cabinet makers - people who make furniture using joinery.
Now if you want to go ask a carpenter to make you a table he can probably make one, but it's going to look like construction lumber nailed together. Which is also quite a coincidence when you consider the results of asking spicy autocomplete to do anything more complex than auto-complete a half-written line of code.
I think _you_ have misunderstood what a carpenter is. At least where I live, you might get a carpenter to erect the wood framing for a house. Or build a wooden staircase. Or erect a drywall. I'm sure most carpenters worth their salt could plausibly also make wooden furniture, at an exorbitant cost, but it's not at all what they do.
I sanity checked with Wiktionary, and it agrees: "A person skilled at carpentry, the trade of cutting and joining timber in order to construct buildings or other structures."
a person whose job is making and repairing wooden objects and structures
Carpenters make many things besides houses.
See the section "Types of carpentry".
I'm sorry, what? Are you suggesting that Ikea made carpenters obsolete? It's been less than 6 months since last I had a professional carpenter do work in my house. He seemed very real. And charged very real prices. This despite the fact that I've got lots of Ikea stuff.
Which is it? Carpenters or furniture makers? Because the two have nothing in common beyond the fact that both professions primarily work with wood. The former has been unaffected by automation – or even might plausibly have more demand due to the overall economic activity caused by automation! The latter certainly has been greatly affected.
The fact that people all over the thread are mixing up the two is mindboggling. Is there a language issue or something?
Enterprise CMS deployment projects have already dropped amount of assets teams, translators, integration teams, backend devs, replaced by a mix of AI, SaaS and iPaaS tools.
Now the teams are a fraction of the size they used to be like five years ago.
Fear not, there will be always a place for the few ones that can invert a tree, calculate how many golf balls fit into a plane, and are elected to work at the AI dungeons as the new druids.
I actually think that the average D code produced has been superior to the code produced for the C++ problems I tested. This may be an outlier (the problems are quite different), but the quality issues I saw on the C++ side came partially from the ease in which the language enables incompatible use of different features to achieve similar goals (e.g. smart_ptr s new/delete).
Which the discussion seems to imply it kind of works, but not without a few pain points.
It's not like it knows perfect D, it does make mistakes and I don't work on a C++ or Rust project to compare its behavior. Generating templates from scratch is a bit of a challenge but given we have plenty of examples in our code with some prodding it manages to write well enough.